Chem-Hunter of Messia
A Chem-Hunter of Messia must be a Human.
Characteristic Bonus: The Chem-Hunters gains + 5 Ballistic Skill or +5 Weapon Skill, +5 Strength or Toughness, and +5 Perception, 15 Corruption Points, and +9 Infamy.
Starting Skills: Acrobatics or Athletics +10, Athletics, Awareness, Awareness +10, Commerce or Scrutiny, Common Lore (Messia, Tech), Dodge, Forbidden Lore (Mutants, Archeotech) or (Pirates), Linguistics (Messian), Navigation (Surface), Operate (Surface), Operate (Surface) +10, Parry, Intimidate, Dodge +10 or Parry +10, Security or Stealth, Survival, Survival +10 or Tech-Use +10, Tech Use.
Starting Talents: Berserk Charge or Street Fighting or Unarmed Warrior, Cold Hearted, Counter-Attack or Furious Assault or Hardy or Nerves of Steel, Hatred (Mutants), Jaded, Lightning Reflexes, Light Sleeper, Quick Draw, Rapid Reload, Resistance (Poisons), Weapon Training (Chain, Las, Primary, SP), Sure Strike or Deadeye Shot or Marksman, Disarm or Takedown, Technical Knock.
Starting Gear: A Good Craftsmanship autogun or lasgun, Good Craftsmanship stub automatic or Best Craftsmanship stub revolver, Good Craftsmanship chainsword or chainaxe, Good Craftsmanship knife, magnoculars, injector, Common Craftsmanship respirator/gas mask, 2 magazines for each weapon.
Wounds: 12+1d5
Taste of Home: Chem-Hunters are permanently addicted to a unique combination of pollutants that they have learned to combine or synthesize through necessity and trial and error. A dose of these chemicals is treated as Common for the purposes of Acquisition Tests and require one hour for the Heretic to combine and manufacture. Once administered, each dose of the drug grants the Chem-Hunter the Unnatural Strength (+1) and Unnatural Toughness (+1) Traits for 2d10 minutes. Two doses at once also grants the Frenzy Talent but requires a Routine (+20) Toughness Check to avoid taking 1d10 E Damage. Each subsequent dose imposes a cumulative –10 Penalty to this Check. This drug is dangerous to others and causes 2d10 Energy Damage with the Toxic (3) Quality if they consume it.
A Chem-Hunter of Messia begins play as Unaligned.
Characteristic Bonus: The Chem-Hunters gains + 5 Ballistic Skill or +5 Weapon Skill, +5 Strength or Toughness, and +5 Perception, 15 Corruption Points, and +9 Infamy.
Starting Skills: Acrobatics or Athletics +10, Athletics, Awareness, Awareness +10, Commerce or Scrutiny, Common Lore (Messia, Tech), Dodge, Forbidden Lore (Mutants, Archeotech) or (Pirates), Linguistics (Messian), Navigation (Surface), Operate (Surface), Operate (Surface) +10, Parry, Intimidate, Dodge +10 or Parry +10, Security or Stealth, Survival, Survival +10 or Tech-Use +10, Tech Use.
Starting Talents: Berserk Charge or Street Fighting or Unarmed Warrior, Cold Hearted, Counter-Attack or Furious Assault or Hardy or Nerves of Steel, Hatred (Mutants), Jaded, Lightning Reflexes, Light Sleeper, Quick Draw, Rapid Reload, Resistance (Poisons), Weapon Training (Chain, Las, Primary, SP), Sure Strike or Deadeye Shot or Marksman, Disarm or Takedown, Technical Knock.
Starting Gear: A Good Craftsmanship autogun or lasgun, Good Craftsmanship stub automatic or Best Craftsmanship stub revolver, Good Craftsmanship chainsword or chainaxe, Good Craftsmanship knife, magnoculars, injector, Common Craftsmanship respirator/gas mask, 2 magazines for each weapon.
Wounds: 12+1d5
Special Abilities
Habitual User: Chem-Hunters encounter toxins so often that their bodies have become quite resilient. When administering a dose of a drug or stimulant, a Chem- Hunter can choose to add +10 to any Skill Test Bonuses gained, +1 to any Characteristic Bonuses gained, or an extra die roll to the Duration of a drug’s effects. However, the required dose is so large that he suffers a –10 penalty to the Willpower Test to resist addiction. When determining Availability, treat the dose of the drug as standard size.Taste of Home: Chem-Hunters are permanently addicted to a unique combination of pollutants that they have learned to combine or synthesize through necessity and trial and error. A dose of these chemicals is treated as Common for the purposes of Acquisition Tests and require one hour for the Heretic to combine and manufacture. Once administered, each dose of the drug grants the Chem-Hunter the Unnatural Strength (+1) and Unnatural Toughness (+1) Traits for 2d10 minutes. Two doses at once also grants the Frenzy Talent but requires a Routine (+20) Toughness Check to avoid taking 1d10 E Damage. Each subsequent dose imposes a cumulative –10 Penalty to this Check. This drug is dangerous to others and causes 2d10 Energy Damage with the Toxic (3) Quality if they consume it.
A Chem-Hunter of Messia begins play as Unaligned.
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