Addicted
Several Slaanesh worshippers
experiment with mind-altering drugs in their quest to experience everything.
Your character has addicted himself to a combat stimulant. Select a combat
stimm from the Equipments section. The character is addicted to the drug as per
normal drug addiction rules except that the addiction can never be overcome
after a sufficient period of withdrawal. This gift incurs no penalty on
disguise checks.
All Seeing Eye
One of the characters eyes is a
different colour and can see into the psychic. He can detect psychic presence constantly as a free action. He also gets a
+4 bonus on Spot and Search checks.
Apathy
Sometimes Slaanesh worshippers
become so obsessed with feeling good that they become lazy and become terribly
apathetic. These characters don’t understand why they should put effort into
something when its more relaxing to do nothing at all. More pleasurable to lie
down than to stand up. Apathetic cultists tend to do a lot of weeds and light
downers. Apathy incurs a -4 penalty on Initiative. It also imposes a -2 penalty
on all craft checks (they are too lazy to take their time on a piece of
construction). However they are 50% less likely to be addicted to weeds and
light downers. This gift incurs no penalty on disguise checks.
Aura of Decay
The cultists reaks of death. The
smell is particularly potent when he gets excited (such as during a fight).
Anyone within 60ft must pass a Fortitude save (DC Nurgle Cultist’s level + Con
modifier + 10) or be shaken. Anyone
in range to use the scent special
ability must pass the same save or be neauseated
even on a succesful save, he is still shaken
by the horrible smell. This is not a passive ability so it is not always
active. Should the cultist get into a stressful or exciting situation (GM’s
perogative) – the character must take a DC 15 Will save to hold back the aura.
In the case of combat the Aura is automatically released as a free action at
the end of the character’s first turn (so he can position himself for maximum
effect). The effects of the Aura are only dealt with once regardless of the
duration of the combat.
Axe of Khorne
This is a physical gift that
manifests itself from the warp sometime when the character is alone. The axe
can be concealed. Though this looks like an ordinary hand-axe (simple weapon,
1d4 damage) when it draws blood it howls with bloodlust and doubles in size
become a great-axe (melee weapon, 1d12 damage [drp 4]). Furthermore when the
Axe rolls a critical hit (crit range: 20) then the axe automatically severs a
target’s head. (This is identical to the vorpal
ability D&D players are familiar with).
Birdhead
The character has the head of a
bird. This is an impossible mutation to hide without a cowl and incurs a -6
penalty on disguise checks to hide one’s mutation. The birdhead however makes
the character considerably more intelligent adding a +2 to his current
Intelligence score.
Black Kiss
The character has been given the
ability of the Black Kiss. This gift incurs no penalty on disguise checks. When
the Slaanesh character kisses a target he can drain 1d10 hit points per round
until the target is a blackened husk. The gift is called ‘Black Kiss’ but it
can be activated during any sexual act – not just the kiss. The target under
the effect of the Black Kiss will feel incredible pleasure. If he tries to
break the Black Kiss he needs to make a Will save (DC 10 + ½ Slaanesh
worshipper’s character level + his Cha modifier). He will only try to break the
kiss if he is aware however that the Slaanesh character could do this to him.
In order to forcibly administer the kiss a character needs to be pinned and the
Slaanesh character must succeed and opposed grapple check.
Bloodgreed of Khorne
This gift allows a character to
double his charge range, effectively allowing him to sprint and attack his
target rather than just double move and attack his target.
Bone Collector
The Khorne character compulsively
collects bones. He gains immediate knowledge of bone bleaching and treating. He
knows how best to remove the large bones from a dead body and how to clean
them. Bone extraction takes a variable amount of time for the character
depending on the size of the dead body. Anything smaller than small size takes
an hour to pick and clean.
|
Size |
Time |
|
Small |
1d4 hours |
|
Medium |
1d6 hours |
|
Large |
1d8 hours |
|
Huge |
2d6 hours |
|
Gargantuan |
2d8 hours |
|
Colossal |
4d6 hours |
The character must always carry on
his person: a bone collector’s tools (includes a small bottle of bleach and
various cutting tool’s and implements) and a canvas bag within which to put the
collected bones.
The character should collect the
bones of at least 1 small target a day or a medium or large target every 2
days. The bones of a Huge or Gargantian target will sate his desire for bones
for a week and a Colossal target will keep him happy for a full month. A Bone
Collector who fails to collect the right quota of bones falls into a sort of
depression. He takes a -2 penalty of skill checks and Will saves.
What the character actually does
with the bones he collects (wears them, displays them in his home, hides them,
buries them under trees etc…) is left to the discretion of the player. The
important thing is the character must always be aware of where his bone
collection is. Damaging a bone collector’s bone collection will provoke anger
from him but will not make him fall into a depression in the same way as if he
fails to collect his bones.
Cloud of Darkness
The character can generate a cloud
of darkness at will a number of times per day equal to his Constitution
modifier. See the psychic power Cloud of
Darkness for more details. If the character is a psyker, he uses his psyker
level when casting the psychic power. If not then he is treated as a first
level psyker for the purposes of power DCs and so on.
Cloud of Flies
This gift surrounds the character
with a buzzing host of insects. While this may not immediately tip off the
enemy that he is a worshippor of Nurgle it is certainly noticeable. The flies
provide a +4 confusion bonus to defense in close combat.
Collar of Khorne
This is a physical gift that
manifests itself from the warp sometime when the character is alone. The collar
can be seen and removed. When worn it makes the character immune to psychic
attacks.
Disc of Tzeentch
The Tzeentch character has been
gifted with a Disc of Tzeentch companion. This Disc can be stood upon and used
to fly places. It is a living daemon of tzeentch that will obey the character’s
every command. While riding the disc the character can get upt to a +10 phase
bonus to defense. The strength of the Disc gifted is relative to the power of
the character who rides the disc. The phase bonus to defense never exceeds the character’s level.
This means if a 3rd level character rides the Disc both he and the
disc get a +3 phase bonus to defense not the full +10 bonus.
Disc: CR 4; Medium Outsider
(Chaotic, Evil); HD 5d8+10; hp 33; Mas 15; Init +11; Spd: fly 40ft (average);
Defense 37, touch 27, flat-footed 10 (+7 Dex, +10 daemonic, +10 phasing); BAB
+5; Grap +5; Atk: none; Reach 5ft; AL: Chaos; SQ: daemonic traits, strength of
mind, scream, phasing, fear aura none,
DR/DRT: 8/-; Fort +6, Ref +6, Will +5; Ld +2; Str 11, Dex 24, Con 12, Int -,
Wis 12, Cha 6.
Skills: Bluff +9, Concentration +9, Diplomacy +9, Hide +9,
Intimidate +9, Listen +8, Move Silently +9, Search +7, Spot +8.
Feats: Improved Initiative, Increased Massive
Damage Threshold.
Phasing (Su): The
screamers are constantly moving in and out of the warp which makes them
difficult to hit. They get a +10 bonus to defense (included) and can pass through
solid walls and objects no more than 10 inches thick. If they have a rider the
rider is treated as phasing too.
Scream (Ex): The
screamers can do a ranged touch attack that deals 1d8 sonic damage as an attack
action. This is included in their abilites above. It deals no damage to targets
with helmets or earplugs or similar gear.
Strength of Mind (Ex): The
Disc uses a Strength of Mind in place of both Strength and Intelligence though
for ease we just call it Strength. The Disc effectively has no Intelligence
score like an Undead creature traditionally has no Constitution score. However,
everywhere that a character would normally use Intelligence (skill checks for
instance) a Disc is allowed to use his Strength modifier instead. Strength and
Intelligence is one and the same ability score for the Disc.
Diseased
The cultist is afflicted with a
terrible disease which deals a -2 penalty to Charisma but hardnens him against
all other diseases. The character is immune to natural diseases and gets a +2
to Constitution.
Entoxicating Perfume
The character smells exquisite.
This adds a permenant bonus of +4 to Charisma.
Familiar Face
The Characters form seemingly
shapes to appear like an enemys loved one, or someone important they would
never hurt. An enemy must pass a Will save DC (10 + cultist’s level + Cha mod)
or be unable to attack them. They must pass this save each round. This gift
incurs no penalty on disguise checks.
Filtheater
This gift grants Salvage as a bonus
feat. The character is particularly adept at sifting through garbage and
detritus and able to find useful (and often tasty) bits. The character uses the
salvage feat both to find equipment and to find unusual foods (like rotting
food, old dead bodies and natural fungi). The Credit gain from a Salvage check
can be immediately converted to food for the character.
Flesheater
The character can gain sustenance
from raw flesh. Although he doesn’t need to, he can eat the flesh of a freshly
dead target in place of a normal meal. In this way the character never needs to
go hungry.
Fortune of Tzeentch
Once per day the Cultist can
re-roll a die. The second roll stands whether it is better or worse than the
first.
Foul Pendant
A Tzeentch sorcer gets a +2 on
psychic checks. A non-sorcerer gets the Wild Mystic Power for free.
Hardened Flesh
The character develops a hardened
crusty skin, covered in a layer of mucus. The skin provides a DR/DRT of 10/+2
which stacks with armour and other DRs.
Heretical Charisma
The character is particularly good
at pointing out the hypocrisy of the Imperial Faith. He gets a +10 bonus to
Diplomacy when influencing someone’s attitude towards the Faith and pushing
them towards worship of the fell powers.
|
Initial Attitude |
———————— New Attitude ———————— |
|||||
|
Fervent |
Pious |
Religious |
Neutral |
Dubious |
Heretical |
|
|
Fervent |
19 or less |
20 |
40 |
80 |
— |
— |
|
Pious |
4 or less |
5 |
20 |
40 |
80 |
— |
|
Religious |
— |
4 or less |
5 |
20 |
40 |
80 |
|
Neutral |
— |
— |
4 or less |
5 |
20 |
40 |
The effects of Heretical Charisma
last for one month unless reinforced. A character with the Preacher class who
drops below Pious in his belief loses all class-features.
Hollow Bones
The character has hollow bones like
a birds. This makes him considerably lighter (he weighs loses a fourth of his
current weight) and gives him a +4 bonus on jump checks. If the character has a
fly speed (for wings for instance) then his maneouverability category increases
by one. However the character takes a -3 penalty on massive damage threshold.
Immaterial Form
The character has the ability to
turn himself Immaterial for brief milliseconds. Though this doesn’t allow him
to actually move into the Immaterium in the way that the Warp Jumper gift does,
it does allow him to ‘blink’ at will as a free action. He can blink for a total
of 5 minutes per day. The blinking between ethereal and solid form works
identically to the blink psychic
power.
Immortality
The character stops suffering the
effects of old age. Whatever age modifiers are in place remain in place (the
character doesn’t get any younger) but neither does he get any older.
Irrational
The character is irrational and
impulsive, this causes the character to suffer a -2 penalty on Wisdom.
Lashing Tongue
In common with many Slannesh
Followers the Character has been gifted with a long serpentine tongue. In close
combat the lashing tongue is used to confuse and ensnare the enemy. During more
peaceful times, it is used for far fouler perversions in the service of
Slaanesh. This allows the Slaaneshi warrior to make a grapple check at a range
of 10ft. The cultist is not considered grappled if his tongue is.
Might of Khorne
This gift gives the chaos cultist a
+4 to Strength. It is not a visible gift (does not affect Disguise checks) but
the character is noticably increased in size (his pals may notice he’s grown)
but no one whose never met him before will identify him as a mutant, unless he
was particularly large before the gift.
Physical Atrophy
The character is weak and feeble,
this causes the character to suffer a -2 penalty on Strength.
Plague Weapon
The cultist holds up a blade
(knife, meat cleaver, sword) to be blessed by Nurgle and it start to drip ichor
and slime. This festering, rusted weapon poisons and diseases those whose flesh
it pierces. Anyone cut by a plague weapon must pass a Fortitude check (DC 10 +
½ Nurgle Cultist’s level + Con modifier) or take 2d6 primary and secondary
points of Constitution drain.
Pleasure in Pain
This gift causes the cultist to get
benefits when he suffers hit points. For every two hit points a cultist is
below his maximum hit points he gets a +1 temporary modifier on Initiative. The
cultist is never allowed to treat his own injuries though others can treat them
for him.
Psychic Aura
This provides a psychic forcefield
which gives a +4 insight bonus to defense.
Rage of Khorne
This gift causes the character to
gain the ability to temporarily rage uncontrollably fueling him with additional
combat power. When he rages, the character gains a +4 morale bonus to both
Strength and Dexterity, but takes a –2 penalty on all saving throws. Activating
Rage of Khorne is a free action, and the surge lasts for as many rounds as the
character has levels. Following a Rage, the character is fatigued (–2 to
Strength and Dexterity) for as many rounds as he surged, but may negate this
penalty as a free action by spending an action point.
Random Mutation
On a 1-10 on a d20 this is a roll a
d% on the mutation table and on an 11-20 roll a d% on the drawback table.
Red Scent
The character gains a special
bloodsense that allows him to detect the presences of nearby blooded animals
and humanoids. The character has immediate knowledge of the whereabouts (the
square they are standing on, if a battlemap is used) of all targets with a
circulatory system within 120feet. This ability does not negate the 50% miss
chance if you cannot see a target (such as if they are invisible) nor any
penalties if you are blinded. However it can tell you which square to attack or
if there are enemies on the other side of a door.
Rune’s of Tzeentch
If read correctly, the runes of
Tzeench can help a character predict what will happen next. However, if not
read correctly, the Runes can spell doom for even the hardiest character. By
making a Decipher Script check, the cultist can see Tzeentch’s plan on the
walls and clothes and faces of those around him. Seeing in advance allows him a
+4 Initiative bonus for the next ten minutes, and a +4 prediction bonus to
Defense. The DC of the Check varies from place to place but is always in the 31
– 40 field. (The GM determines by rolling a d10 and adding 30.)
Sharpened Teeth
The character gains a natural bite
attack which she is proficient with dealing 1d4 points plus strength damage.
The teeth are a visible mutation unless she keeps her mouth closed.
Stupid Hulk
This gift curses the character with
-2 to his Intelligence but increases his ssize category by 1, doubling his
height and tripling his weight. The character gets a +4 Strength and
Constitution and a -2 to Dexterity for the size change. This gift is obvious to
see.
Tentacle (1)
This is identical to the Tentacle
mutation.
Special: A character who
rolls both Tentacle (1) and Tentacle (2) has been overly mutated by his patron
God. He immediately and irrevocably transforms into a Chaos Spawn.
Tentacle (2)
This is identical to the Prehensile
Tail mutation except that it is not a tail but a tentacle that emerges from
your backside.
Special: A character who
rolls both Tentacle (1) and Tentacle (2) has been overly mutated by his patron
God. He immediately and irrevocably transforms into a Chaos Spawn.
Terrible Powers
You have been gifted with
tremendous powers of evil. To represent your greatness your character gets a
permanent +1 to each of his primary ability scores and a special +1 to all
Saves and Initiative scores.
Twisted Failure
The dark powers are disgusted by
you. To represent your failure your character gets a permanent -1 to three of
his primary ability scores (he can select which).
Vermin Companion
The Nurgle worshippor gets a vermin
companion. This companion follows all the special rules of the Beastmaster Wyrd
Animal Companion class feature (see the Advanced Classes section for more
details) except that all levels count as class levels. The vermin companion is
a medium-sized monstrous hunting spider, reproduced here for ease of reference.
Medium-size Hunting Spider: CR 1; Medium-size vermin; HD 2d8+2; hp 11; Mas 12; Init +3;
Spd 40 ft., climb 20 ft.; Defense 13, touch 13, flat-footed 10 (+3 Dex); BAB
+1; Grap +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus
poison, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ poison, webs, darkvision 60
ft., immune to mind-affecting attacks, resistance to massive damage; AL none;
DR/DRT 4/+1; SV Fort +4, Ref +3, Will +0; AP 0; Rep +0; Str 11, Dex 17, Con 12,
Int —, Wis 10, Cha 2.
Skills: Climb +12, Hide
+9, Jump +6, Move Silently +9, Spot +12.
Feat: Weapon Finesse
(bite).
Poison (Ex): A monstrous
spider injects poison into its victim with a successful bite. The victim must
succeed on a Fortitude save or take the initial damage; a second Fortitude save
must be made 1 minute later to negate the poison’s secondary damage. The DC is
14 and the damage, initial and secondary, is 1d4 Strength points.
Web (Ex): Monstrous
spiders often wait in their webs or in trees, then lower themselves silently on
silk strands and leap onto prey passing beneath. A single strand is strong
enough to support the spider and one creature of the same size.
Web-spinning spiders can cast a web
eight times per day. Casting a web is a melee touch attack with a maximum range
of 50 feet and a range increment of 10 feet, and the web is effective against
targets up to one size category larger than the spider. The web anchors the
target in place, allowing no movement. An entangled creature can escape with a
successful Escape Artist check or burst it with a Strength check. Both are
attack actions whose DCs are 20 for an escape artist check and 22 for Strength
check.
These web-spinning spiders often
create sheets of sticky webbing in 10 foot squares. They usually position these
sheets to snare flying creatures but can also try to trap prey on the ground.
Approaching creatures must succeed on a Spot check (DC 20) to notice a web;
otherwise they stumble into it and become trapped as though by a successful web
attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped
creature has something to walk on or grab while pulling free. Each 5-foot
section has 4 hit points and damage reduction 5/fire.
A monstrous spider can move across
its own sheet web at its climb speed and can determine the exact location of
any creature touching the web.
Voice of Death
The character gets a ranged
‘scream’ attack. This attack deals 1d8 points of DRP 5 damage. It has a range
increment of 30ft and a maximum range of 90ft.
The attack deals sonic damage.
Warp Jumper
The character can jump in and out
of the twisted landscape of the Immaterium a number of times per day equal to
his Constitution modifier. This is functionally identical to the psychic power Dimension Door. The only exception is that
the character can only teleport himself and no other characters. If the
character is a psyker, he uses his psyker level when casting the psychic power.
If not then he is treated as a first level psyker for the purposes of power DCs
and so on.
Wretched Appearance
This gift causes the character to
lose 2 points of Charisma.