Need help building a Nurgle Sorcerer

By Caïn2, in Black Crusade

As the title says I want to build a follower of Nurgle (yes before the book comes out)

My concept is that the sorcerer to nurgle is "normal" on the out side and the corruption is hidden within.

Secondly Ive never played a sorcerer before so any advise would be welcomed on a build.

Thanks

Use the sorcerer archetype from BC, buy him some biomancy powers and trade (chymist), medicae for starting xp.

Equip him with legion power armour, poisoned legion combat knife and legion shotgun with toxic bullets.

Sorcerer Infidur of the Black Legion.

Created as a servant for mighty black legion chaos lord Alaric and binded to obey him as a medicae and chemical warfare specialist, Infidur quickly learned, besides warp-alchymy and fragilities of so-called "sacred human form", some simple and eternal truths - hopes and ambitions only set you on path to despair, and when you are stripped of everything death will welcome you in cold embrace as your body begins to rot. Couple of decades of planning and one misfortunate accident with lord Alaric's thunderhawk (that spare part must have been eroded during millenia of service - what a mishap!) later he is free. He saw mighty khornates making their names eternal by glorious martial deeds, tzeench adepts trying to somehow include their own impending death in their labyrinthine plots, slaaneshi champions beleiveng they could bring all their possessions and devotees with them in the afterlife.And having seen it all he decided that he would rather become immortal by simply not dying - and it looks like there is a deity in the ocean of souls which can promise him exactly that.

Playing a Sorcerer is interesting. You have slightly weaker Psychic potential than a Psyker as you start as Bound when manifesting. This is safer but means you cannot push as much as an unbound and take bigger risks for more extreme power than a human unbound psyker.

As an added bonus you might want to consider using the expanded minion rules and incorporation some sort of parasite into your flesh. Whatever effect it might have is up to you but it might allow you to roleplay as a worm/bug/creature infested and infected sorcerer, vomiting the blessings of Nurgle upon your foes.

Edit: Thanks for pointing out the words I missed Fgdsfg.

Edited by Calgor Grim

Playing a Sorcerer is interesting. You have slightly weaker Psychic potential than a Psyker as you start as Bound when manifesting. This is safer but means you cannot push and take bigger risks for more extreme power than a human unbound psyker.

[...]

What are you talking about? He can most definitely Push, just not as much as an Unbound psyker, but he also does not take as much of a penalty while pushing, making pushing arguably better for him.

He gets to push +3 for a mere +10 to the Psychic Phenomena, while the Unbound psyker gets to push between +1 and +5, adding +5 to the Psychic Phenomena for every rating pushed, ending at a staggering +25.

Edited by Fgdsfg

Playing a Sorcerer is interesting. You have slightly weaker Psychic potential than a Psyker as you start as Bound when manifesting. This is safer but means you cannot push and take bigger risks for more extreme power than a human unbound psyker.

[...]

What are you talking about? He can most definitely Push, just not as much as an Unbound psyker, but he also does not take as much of a penalty while pushing, making pushing arguably better for him.

I meant "Push as much"...apologies, well caught good sir.

Agreed it's safer but then this is coming from a guy who in some of his recent games pushed every power because he was power crazed and unbelievably brave/stupid. That up to +5 over the +3 for bound can make some big differences on some powers and as a Nurgle one IIRC can do some excellent stuff with the healing.

Edited by Calgor Grim

I want to add to the discussion that I agree that any Sorcerer going for a Nurglite approach should definitely go for Biomancy at first, with perhaps only the basic stuff you'd expect from a sorcerer or psyker from Telepathy and Telekinesis.

Also, once you are aligned to Nurgle, two things becomes very relevant. First, you're going to be utterly shafted when it comes to upgrading your Psy Rating, so try to up that as much as possible before getting aligned to Nurgle, or discuss with your GM if Psy Rating can be made Unaligned for you, perhaps by paying a premium first.

In my games, I allow the players to make any Aligned advance into Unaligned, and any Unaligned advance into Aligned, provided that they pay twice the cost, meaning that they are allowed to Unalign skills or talents they consider valuable to their concept, such as a Nurglite Sorcerer or Psyker being able to take Psy Rating without crying.

However, as a Nurglite, when you're finally aligned, Sound Constitution will be an extremely cheap advance for you. Sound Constitution is an oft-forgotten talent that simply adds to your wounds. So stack that one up. It will make you extremely hard to kill as a sorcerer or psyker, as well as further aligning you with Nurgle.

Playing a Sorcerer is interesting. You have slightly weaker Psychic potential than a Psyker as you start as Bound when manifesting. This is safer but means you cannot push and take bigger risks for more extreme power than a human unbound psyker.

[...]

What are you talking about? He can most definitely Push, just not as much as an Unbound psyker, but he also does not take as much of a penalty while pushing, making pushing arguably better for him.

I meant "Push as much"...apologies, well caught good sir.

Agreed it's safer but then this is coming from a guy who in some of his recent games pushed every power because he was power crazed and unbelievably brave/stupid. That up to +5 over the +3 for bound can make some big differences on some powers and as a Nurgle one IIRC can do some excellent stuff with the healing.

Fair enough, and very true. Pushing up to +5 can make a huge difference.

Been looking into a Nurgle Sorcerer recently myself.

I've noticed a lot of folks attributing skills/talents/powers to the gods incorrectly.

Tzeentch has a lot of the psyker goodies (Will Power, Psyniscience, etc...)

But not ALL : Psy Rating is Unaligned (as are Child of the Warp & Sacrifice)

Lurking about here I've read some posts where people attribute the powers themselves to Tzeentch

The "base" powers/disciplines (Telepathy, Telekinesis, Divination, Biomancy, Pyromancy) aren't aligned

Nor of course the ones under "Unaligned Powers"

The Aligned powers count towards your alignment

But you've got to be aligned to buy them in the first place as they list 'Aligned to X' or 'Mark of X' as prereqs

All except "Acquiescence" pg.217 Core BC

Which has 'Devoted to Slaanesh' as a prereq... which is probably an editing error

(Unless it refers to the obscure mention of Devoted on pg.84 Core BC: If a character ever has three more Advances that are associated with a specific Ruinous Power than any other, then they are said to be Devoted to that Dark God... which is itself probably an editing error as everywhere else it says 5)

I've also seen confusion about Marks of Chaos being granted by advances

Its explained on pg.78/82 Core BC

When you have 20 advances to a particular god, and at least 5 more to that one than any other, you get your Mark

tl,dr: Not all the psyker goodies are Tzeentch's

[...]

But not ALL : Psy Rating is Unaligned (as are Child of the Warp & Sacrifice)

[...]

D'oh. I must've just completely messed that up in my head. Must've been thinking about Willpower.

Psy Rating is, indeed, Unaligned. Ignore my previous rambling(s).

Stacking WP early is, of course, still to be advised. You are a sorcerer, after all, whether of Tzeentch or not.

Yes, get WP advances (or any Tzeentch sorcery stuff you want) before going into Nurgle alignment, or you'll lose out on xp in the long run.

One issue with Nurgle is the lack of interesting powers (personally I don't really like them, apart from maybe 1-2), but YMMV of course. If you're a sorcerer, the power increasing your TB is probably attractive as a sustain if you're planning on wanting to be hard to kill. Add True Grit, some Sound Con and other Nurgle tanky stuff and you've become very hard to kill.

I seem to remember liking the nurgle power that disables weapons from ToF too. Could be quite disruptive.

On the other hand, if you are going for a Nurgle-aligned psyker of any kind, the Biomancy powers are at least as suitable as the Nurgle powers themselves. Even if the Nurgle powers are lackluster, any nurglite won't be lacking powers to take and make interesting.

Most Biomancy powers are as lacking as, or moreso than, the Nurgle powers in my opinion. Maybe if you want to heal someone, or yourself, you could of course that those. The rest are lackluster, unless you want to change your appearance — which is more for the Slaaneshi or Tzeentch flavoured human psyker — or get some special traits temporarily.

Most Biomancy powers are as lacking as, or moreso than, the Nurgle powers in my opinion. Maybe if you want to heal someone, or yourself, you could of course that those. The rest are lackluster, unless you want to change your appearance — which is more for the Slaaneshi or Tzeentch flavoured human psyker — or get some special traits temporarily.

Cellular control isn't bad, allows them to last some of the temperature or conditional extremes, one power which of course requires no carry capacity to actually have rather than large numbers of suits of armour or extra gear. I mean to provide the same effect you either hope you end up with very good power armour or respirators, survival suits, void suits etc.

Honestly as a Nurgle Sorcerer I'd go the 'bruiser with Psychic Powers' route. You'll be ungodly tough; just use the buff powers like Warptime and a force weapon and laugh at people. When they bring out the autocannons, ignore them as they can't hurt you. When they bring out the plasma and melta weaponry, just laugh. Don't forget Precognition for Precognitive Dodge. Also get a jump pack so you can dodge artillery strikes and stuff.

Jump Packs on non-assault marines is so cheesy I want to hit someone.

Chaos doesn't have Assault Marines. Chaos does what it wants.

Chaos doesn't have Assault Marines. Chaos does what it wants.

Agreed. Taking a Jump Pack because your character likes it, is no prob for me. Chaos was always quite open for its Wargear choices. Though only taking it for an increased dodge range seems a bit gamey.^^

Well, there's gamey, but when you can use it to psychically dodge attacks from a tank's main gun it makes sense in-character as well.

Honestly as a Nurgle Sorcerer I'd go the 'bruiser with Psychic Powers' route. You'll be ungodly tough; just use the buff powers like Warptime and a force weapon and laugh at people. When they bring out the autocannons, ignore them as they can't hurt you. When they bring out the plasma and melta weaponry, just laugh. Don't forget Precognition for Precognitive Dodge. Also get a jump pack so you can dodge artillery strikes and stuff.

Don't forget a displacer field (Core p179) for that extra melted gooey cheesy dodging goodness. A random any distance dodge away from an attack should you fluff your dodge/parry check with little chance of getting anything nasty.

All this and the above means little will actually hit you and anything which does, well the Nurgle toughness will let you shrug it off. Walking tank anyone?

The Jump Pack though to me seems really out of character and that's because Nurgle followers end up often bloated and weighty, perhaps impairing the effectiveness of the pack.

Edited by Calgor Grim

Nurgle raptors are a thing. My bro used to have corrupted SOB's with fly wings as a group of possessed marines at one point.

I played in a game with a Chem Hunter with the True Grit/Mark of Nurgle combo. **** was ridiculous; he survived two hits from melta weapons at one point. I can't even imagine what it'd be like on a Traitor Marine. Plus, when you get down, you spend a fate point and you're back at 10 wounds! Yay!

He should have had a good rating force field. Could have saved that fate point.

Well, there's gamey, but when you can use it to psychically dodge attacks from a tank's main gun it makes sense in-character as well.

I'm pretty sure dodge distance is based on your agility bonus, rather than your movement.

Technically it is, but it's clear it's supposed to be based off of your short move difference. It says if you don't have enough agility to move outside of the area, you can't dodge, but agility on its own is not the determiner of movement - size and things like jump packs play a role. These books are typically not proofread very well, so interpretation is kind of an important part of these games.

Edited by Terraneaux

Nurgle Sorcerers are awesome as support type characters that are also quite capable of ruining everyone's day. Played along side one in a long term BC campaign. The rest of the group was comprised of my Word Bearers Dark Apostle (prior to the Tome, we just monkey'd it a bit to make it work), an Alpha Legion forsaken, Heretek, Apostate and Psyker. The Heretek and Nurgle Sorcerer ended up being my closest allies - although I did end up killing the sorc when his goals ended up at odds with my own - he wanted to turn a world in the Koronus expanse into a plague planet... while I wanted to free (read: enslave) the population and build a massive edifice to chaos to use as a site for the coup de gras ritual that was supposed to turn me into a daemon prince - it didn't.

The sorcerer himself was very very handy. Not nearly as powerful as most others, but nigh impossible to kill and with all kinds of sexy powers that saved our collective tooshies on more than one occasion. He was played as a true "grandfather" archtype who felt like he was actually helping free people from the pain the corpse Emperor kept them in.

Summation: You won't be as straight up killy as other sorcerers, but you'll have all the cool factor... and more bile.

Technically it is, but it's clear it's supposed to be based off of your short move difference. It says if you don't have enough agility to move outside of the area, you can't dodge, but agility on its own is not the determiner of movement - size and things like jump packs play a role. These books are typically not proofread very well, so interpretation is kind of an important part of these games.

Aye, and you can't expect everyone else to go with the same interpretations as you, which is why I'm pointing out what the book tells us. For example, I go with agility bonus, both because I try to avoid unnecessary house ruling, and because (as it has been pointed out in this thread) it's incredibly easy to cheese movement up.