Posted by
BobbieTheDamned on
Dec 11, 2010; 9:54am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Character-back-ground-for-reading-tp5824025p5825707.html
Going to weigh in a little heavy here but I hope you understand why.
Apocalypsedreamer wrote
Couldn't my character be conceling him self through psychic powers or a Daemon etc. Also last night I painted the model and wrote the character sheet plus extra rules concerning weapons.
Well from your description he's very heavily mutated, those with nurgle's rot arn't just a little sick they've got an aura of pestilence. I'd say he'd be found out very quickly, especially if he bumped into any kind of imperial authority that had dealt with nurgle before. So at his current level I'd say no, he's way to corrupted for him to simply pass off as a regular human, remember in most parts of the imperium even the slightly mutated are shunned as being touched by chaos. He'd also need to have access to imperial communications and a cover of some sort to get into the group. I'm not saying its impossible to play a nurgle aligned character in this campaign (infact kudos for suggesting it!), but its not going to be possible to play one that's at the level of a full blown chaos sorcerer . This guy would probably have to hide away from prying eyes to not draw attention to the cult, maybe one of his followers who's a lot less obvious could be sent?
Laeroch Nelf, Nurgle Cultist
WS BS S T I WP SG NV LD SPEED
70 50 60 87 60 85 50 57 90 4
Profile seems ok seeing as he's been hardened by nurgles rot, only thing I'd question is how he got so good in close combat.
Type Range Firing Mode Accuracy Damage Shots Reload Weight
HellsMaw Basic (25) Flame ---------- 3D6+2 OO OO 30
just wondering what sort of weapon this is that it gets infinite shots, is it powered by the warp or something? That'd be incredibly unlikely for a cultist to be able to produce, only the eldar have really mastered warp weapons.
Nurgles Rot Type Range Firing Mode Accuracy Damage Shots Reload Weight
Basic (15) Flame ---------- 3D6+10 ## - 0
##-(One shot per game)
I do however like the idea of being able to spit nurgle's rot, I'd massively reduce the range and damage though, probably range 6 and only D6 damage but if any of that penetrates the get infected with a poison that does 2D10 damage a turn until they pass their resistance check, probably give a hefty modifier on it too as its nurgle's rot.
Reach Damage Parry penalty
Blade of Ochok 2 D10 -15% (Daemon weapon- Corruption-WP 58)
Touch of Decay Reach Damage Parry penalty
Blade of Ochok -- 2D10 -----
Demonic weapon seems reasonable enough, though its another thing that will give him away, demonic weapons are pretty recognisable to those in the know.
Abilities-
Force of Will
Hip shooting
Leader
Nerves of steel
True grit
Regeneration
Spit acid
Psychic powers-
Gaze of death
Enfeeble
Warp strength
Instability
Teleportation
Vortex of Chaos
Now this is where you're going wrong. Abilities in inquisitor are very tempting, and they're all very useful, but they make the game very easy. I'd limit yourself to 3 abilities, maybe 4 if you lower some stats. I'd also limit your number of powers to a similar number.