Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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 Cambion's

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Join date : 2015-12-01

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PostSubject: Cambion's    Cambion's     I_icon_minitimeThu Dec 03, 2015 6:27 pm

The Cambions came to being through a human Chaos Cult's experimentation with Daemonhost. The goal was to create a new race dedicated to the service of their dark masters. The next step for mankind. An easier and more controllable manifestation of of Chaos.

Essentially Daemonhosts where breed. The human seed saturated with the energy and life force of the Daemons. A Cambion is the ultimate amalgamation of man and Daemon. Depending on the alignment of the Daemon host parents will determine what structure or family the Cambion belongs. Khorne, Tzeentch, Nurgle or Slaanesh and thus set forth their roll in Cambion society.

The experiment was more than successful. A new species was born. Stronger than man yet not quiet as powerful as the daemonhost parents. But the desire was not quiet met. The Cambion's proved just as dangerous and independent in their motives than the cultists believed they would. Unable to be bound and forced into survive, it was quickly realized they maintained one massive flaw, or in the Cambion's view a merit. They maintained their grip on their humanity. Not born corrupted. Instead born with a seance of the warp and an understanding of the dangers that lays there in. The Cambion's rose up against their creators, devoured their parents and escaped into the world.

Over the next millenniums they grew into a culture to their own, though watered down through the generations, thier offspring still possessed the energies given to them by their daemonhost ancestors. Maintaining the human races ignorance to their presence became utmost. Fearing the genocide that would follow through fear and superstition. Though never forgetting what they ultimately are practice control, studying to control their natural and intense psyker gifts, unlike most of humanities psykers. They are the hunters of the real world, taking on Chaos where it crops up. Seeing themselves as tragic saviors for the unsuspected. Feeding off the energies of such creatures to sustain their power. In a way they have become the Sin Eaters.

And Chaos wants nothing more than to destroy them.

RULES

As a Race half spawned from the Warp, Cambion receive a +3 bonus to Knowledge (warp) and a +3 to the Psyke skill

Subrace Stats

Cambion of Khorne receive +2 Strength +2 Dexterity, but -2 Intelligence, they excel at most forms of war and destruction, but the patience to focus their attention on less martial practices.

Cambion of Nurgle receive +2 Wisdom +2 Constitution but -2 Charisma, they are excellent healers and apothecaries, using dark gifts to heal instead of sicken, but the taint of their Progenitor follows them and most have pale complexions and sickly looks to them.

Cambion of  Tzeench receive +2 Intelligence +2 Wisdom, but -2 Strength, they are quite inquisitive, curious, and determined in pursuits of knowledge, able to absorb vast amounts of it, but their bodies are more lithe and supple than robust and strong.

Cambion of Slaanesh receive +2 Dexterity +2 Charisma, but -2 Wisdom, they are beguiling and alluring, graceful and lithe, but lack a certain restraint when it comes to pursuing what they want or taking into consideration the effect it will have upon others.

Medium: Cambion are Medium creatures and have no bonuses or penalties due to their size

Normal Speed:  Cambion have a base speed of 30 feet

Bonus Feat: Cambion select one extra feat at 1st level

Subrace traits:

Khorne: Tenacity - Once per day, when the progeny of Khorne is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Nurgle: Plague Sense - The progeny of Nurgle know disease, and can diagnose ailments to others with a successful Heal check.  In addition they receive a natural +2 racial bonus to the Heal Skill.

Tzeench: Child of the Warp - Tzeench's offspring know the warp even more than their brothers and sisters of the Cambion, they receive a +2 modifier to Warp Knowledge, and a +2 modifier to the Psyke skill for Psyker powers.

Slaanesh: Allure of Chaos - Slaanesh's progeny gain a +2 to Persuasion rolls, and a +2 to Sense Motive rolls when discerning the emotional stance of those they view.
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