Plaguemeister
A Plaguemeister must be Human.
Characteristic Bonus: Plaguemeisters gain +10 Intelligence, +5 Toughness, +15 Corruption Points, and +9 Infamy.
Starting Skills: Awareness, Charm, Deceive, Charm +10 or Deceive +10, Common Lore (Any Two), Commerce, Dodge or Parry, Forbidden Lore (Heresy), Forbidden Lore (Psykers) or (The Warp), Forbidden Lore (Any One), Inquiry +10, Interrogation +10, Intimidate +10, Medicae +10, Scholastic Lore (Chymistry) +10, Scholastic Lore (Any One) +10, Security or Tech-Use, Stealth.
Starting Talents: Disturbing Voice or Radiant Presence or Unremarkable, Foresight, Furious Assault, Hardy, Jaded, Lightning Reflexes or Light Sleeper, Mimic or Polyglot or Total Recall, Paranoia, Quick Draw or Sound Constitution, Resistance (Poisons, Fear), Street Fighting or Sure Strike, Total Recall, Unshakeable Will, Weapon Training (Primary, Chain, Power), Weapon Training (Las) or (SP).
Starting Gear: Good Craftsmanship Laspistol or Autopistol, Good Craftsmanship Sword or Common Craftsmanship Chain Dagger or Power Blade, 2 Magazines for Chosen Weapon, Light Carapace Armour or Mesh Combat Cloak, Injector, Medi-Kit, 5 doses of any one Disease (see pages 46–47), Filtration Plugs, Dataslate.
Wounds: 10+1d5.
Malevolent Generosity: Plaguemeisters bestow vile concoctions of pestilence on those afflicted with the curse of mortality. When a Plaguemeister removes Damage from a target with the Medicae Skill, he may spend an Infamy Point to remove additional Damage equal to his Intelligence Bonus and end any Critical Effects the target is suffering. However, any character he heals this way must make a Challenging (+0) Toughness Test; if he fails, roll 1d10 on Table 2–1: Boons of the Plague God and apply the results to the patient.
Plaguemeisters begin play Aligned to Nurgle.
Characteristic Bonus: Plaguemeisters gain +10 Intelligence, +5 Toughness, +15 Corruption Points, and +9 Infamy.
Starting Skills: Awareness, Charm, Deceive, Charm +10 or Deceive +10, Common Lore (Any Two), Commerce, Dodge or Parry, Forbidden Lore (Heresy), Forbidden Lore (Psykers) or (The Warp), Forbidden Lore (Any One), Inquiry +10, Interrogation +10, Intimidate +10, Medicae +10, Scholastic Lore (Chymistry) +10, Scholastic Lore (Any One) +10, Security or Tech-Use, Stealth.
Starting Talents: Disturbing Voice or Radiant Presence or Unremarkable, Foresight, Furious Assault, Hardy, Jaded, Lightning Reflexes or Light Sleeper, Mimic or Polyglot or Total Recall, Paranoia, Quick Draw or Sound Constitution, Resistance (Poisons, Fear), Street Fighting or Sure Strike, Total Recall, Unshakeable Will, Weapon Training (Primary, Chain, Power), Weapon Training (Las) or (SP).
Starting Gear: Good Craftsmanship Laspistol or Autopistol, Good Craftsmanship Sword or Common Craftsmanship Chain Dagger or Power Blade, 2 Magazines for Chosen Weapon, Light Carapace Armour or Mesh Combat Cloak, Injector, Medi-Kit, 5 doses of any one Disease (see pages 46–47), Filtration Plugs, Dataslate.
Wounds: 10+1d5.
Special Abilities:
The Wretched Tally: Plaguemeisters take immense joy in studying and cataloguing the Plague God’s numerous pestilences and poxes. A Plaguemeister is immune to the Fear Trait of entities Aligned to Nurgle, and may make a Routine (+10) Awareness Test as a Free Action to accurately identify (and catalogue) a creature, weapon, ailment, or sorcery that bears Nurgle’s mark. He gains a +30 bonus to Common Lore, Forbidden Lore, and Scholastic Lore Tests, as well as to the Diagnose and Chem-Use Special Uses of the Medicae Skill, that he makes involving creatures, objects, plagues, and poisons that he has previously identified and catalogued.Malevolent Generosity: Plaguemeisters bestow vile concoctions of pestilence on those afflicted with the curse of mortality. When a Plaguemeister removes Damage from a target with the Medicae Skill, he may spend an Infamy Point to remove additional Damage equal to his Intelligence Bonus and end any Critical Effects the target is suffering. However, any character he heals this way must make a Challenging (+0) Toughness Test; if he fails, roll 1d10 on Table 2–1: Boons of the Plague God and apply the results to the patient.
Plaguemeisters begin play Aligned to Nurgle.
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