Writhing World Sorcerer-King
A Writhing World Sorcerer-King must be Human.
Characteristic Bonus: +5 Toughness, +5 Intelligence, +5 Willpower, +1d10+15 Corruption Points, and +9 Infamy.
Starting Skills: Awareness, Charm or Deceive or Commerce, Common Lore (Writhing World), Dodge or Parry, Forbidden Lore (Psykers), Forbidden Lore (The Warp) or (Psykers) +10, Intimidate, Inquiry or Interrogation, Linguistics (Chaos Marks) or Logic or Scholastic Lore (Cryptology), Scholastic Lore (Occult) or (Astromancy) or (Legend), Psyniscience.
Starting Traits: Psyker.
Starting Talents: Psy Rating 3, Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines plus 300 xp chosen from any of the above or the Nurgle Powers (see Chapter VI: Psychic Powers in the Black Crusade Core Rulebook), Corpus Conversion, Die Hard, Hardy, Jaded, Resistance (Psychic Powers, Fear), Unshakeable Will or Strong Minded, Weapon Training (Primary, SP), Weapon Training (Las) or (Shock).
Starting Gear: Good Craftsmanship Laspistol or Stub Revolver, Force Staff or Neural Whip, Flak Cloak or Best Quality Chainmail Coat, Flesh-Bound Grimoire (filled with wicked lore).
Wounds: 8 +1d5.
Worm Master Supreme: Writhing World Sorcerer- Kings are infamous for their ability to weave the countless parasites that squirm throughout their bodies into writhing constructs of segmented flesh. A Writhing World Sorcerer-King can psychically summon one of these gestalt creatures by making a Difficult (–10) Willpower Test as a Full Action. If he succeeds, he calls forth one Writhing Swarm (see page 103), which follows his orders and acts during his Turn. For every Degree of Success he scores on the Test beyond the first, increase the Writhing Swarm’s Wounds by 10. He can disperse the swarm as a Half Action or Reaction. At the beginning of each of his Turns during which a swarm is active, the Writhing World Sorcerer-King must dedicate a Half Action to maintaining it or suffer 1d5 Rending Damage ignoring armour and Toughness Bonus as the creatures within him rip free to join the ravening host of invertebrates.
Writhing World Sorcerer-Kings begin play Aligned to Nurgle.
Characteristic Bonus: +5 Toughness, +5 Intelligence, +5 Willpower, +1d10+15 Corruption Points, and +9 Infamy.
Starting Skills: Awareness, Charm or Deceive or Commerce, Common Lore (Writhing World), Dodge or Parry, Forbidden Lore (Psykers), Forbidden Lore (The Warp) or (Psykers) +10, Intimidate, Inquiry or Interrogation, Linguistics (Chaos Marks) or Logic or Scholastic Lore (Cryptology), Scholastic Lore (Occult) or (Astromancy) or (Legend), Psyniscience.
Starting Traits: Psyker.
Starting Talents: Psy Rating 3, Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines plus 300 xp chosen from any of the above or the Nurgle Powers (see Chapter VI: Psychic Powers in the Black Crusade Core Rulebook), Corpus Conversion, Die Hard, Hardy, Jaded, Resistance (Psychic Powers, Fear), Unshakeable Will or Strong Minded, Weapon Training (Primary, SP), Weapon Training (Las) or (Shock).
Starting Gear: Good Craftsmanship Laspistol or Stub Revolver, Force Staff or Neural Whip, Flak Cloak or Best Quality Chainmail Coat, Flesh-Bound Grimoire (filled with wicked lore).
Wounds: 8 +1d5.
Special Abilities:
Verminous Necromancer: The Sorcerer-Kings of the Writhing World are powerful psykers whose parasitic maladies further augment their profane abilities. When determining his Psychic Strength (see page 206 of the Black Crusade Core Rulebook), a Sorcerer-King counts as Unbound. A Writhing World Sorcerer-King also counts his Psy Rating as 1 higher when attempting to manifest Psychic Powers Aligned to Nurgle.Worm Master Supreme: Writhing World Sorcerer- Kings are infamous for their ability to weave the countless parasites that squirm throughout their bodies into writhing constructs of segmented flesh. A Writhing World Sorcerer-King can psychically summon one of these gestalt creatures by making a Difficult (–10) Willpower Test as a Full Action. If he succeeds, he calls forth one Writhing Swarm (see page 103), which follows his orders and acts during his Turn. For every Degree of Success he scores on the Test beyond the first, increase the Writhing Swarm’s Wounds by 10. He can disperse the swarm as a Half Action or Reaction. At the beginning of each of his Turns during which a swarm is active, the Writhing World Sorcerer-King must dedicate a Half Action to maintaining it or suffer 1d5 Rending Damage ignoring armour and Toughness Bonus as the creatures within him rip free to join the ravening host of invertebrates.
Writhing World Sorcerer-Kings begin play Aligned to Nurgle.
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