Plague Daemon

## What is a Plague Daemon?

You just got the lucky role of a plague daemon! Plague daemons are the spawn of Nurgle, that guy thinks of you as a part of his, 'family'. Try to engage in jolly cooperation with your other cultists, focus on spreading disease and decay.

## Plaguebearer Lore

It is the Plaguebearer’s eternal role to herd Nurgle’s daemonic forces in battle. Other tasks of the Plaguebearers include keeping stock of the diseases, allocating appropriate fates to each new victim and attempting to maintain order among a naturally chaotic horde. They also constantly strive to number the poxes and represent the need of humanity to impose order on a chaotic and uncaring universe. These onerous duties have earned Plaguebearers the title of Nurgle’s Tallymen in popular lore.

## Mechanics of a Plague Daemon

Plague Daemons can communicate with one another using 'say :g' before their speech, don't worry too much about revealing your identity. You're a big happy family of nurgle worshippers! Not like some filthy tzeentch worshippers.

### DNA Absorption

The goal of many Plague Daemons is to absorb 5-7 DNA strains. To do this, it must take ANY human, living or dead (even thrown away bodies from cloning), and absorb them using either its special proboscis, or the DNA Extraction Sting. You can only have a maximum of 5 DNA strands at a time, and must transform to obtain more.

Acquiring DNA via husking requires a grab, and a little bit of time as it stabs the victim with its appendage until it has all of the DNA drained. You need a good grip to absorb victims properly, and choking them has the added benefit of subduing your target as well. A choke hold can be attained by grabbing someone repeatedly until you're holding them by the neck, then double-clicking the KILL button that appears in your active hand in your HUD so that it is flashing red.

* Absorbing a victim will fill your chemical storage some and give you the target's DNA.
* Absorbing another changeling gives you all its chemical storage.
* Allows you to rechoose your abilities.
* Absorbing victims who have been husked via burns or space will not add to your total genome count.
* Absorbed victims **cannot be cloned** unless genetics uses a monkey creatively. They can still be turned into cyborgs because the brain is fine.

**Absorbing everyone is dickish and shouldn't be what you always use, as DNA extraction sting is entirely covert and does not kill the target while still counting for objectives.**

Acquiring DNA via DNA Extraction Sting, however, is instant and does not give any alert to the target.

* Costs 25 chemicals.
* Counts towards DNA absorption objectives.

### "No, I'm the real one!"

Plague Daemons are limited, however, to how much DNA they can absorb at once! If a Plague Daemon has 5 DNAs stored and attempts to gain another, they must purge the older DNA by transforming.

### Shifting

The Plague Daemon can shift its appearance, making them look and sound exactly like a victim of which they have absorbed. This can be massive compromise in security, especially if command staff are absorbed and the changeling is able to imitate them.

Plague Daemons can also, via their lesser form ability, transform into monkeys and do monkey things.

Transforming is subtle and does not give a message in chat, though an observant crewmember may notice that you're suddenly someone else entirely.

### Regeneration

Also known as Regenerative Stasis, Plague Daemonss have the ability to 'kill' themselves, and appear dead for two minutes. After this period is over, the changeling can revive at will, fully healed of all injuries and illness. Both entering stasis and leaving it cost 10 chemicals, so make sure you have at least 20 before you are slain and must activate it.

This makes them nigh-unkillable, as they can fully regenerate themselves **even from death** if their bodies are intact and they have enough chemicals. The best way to permanently deal with a changeling is to gib it or cremate it in the chapel.

## Abilities

#### Hive Channel

A free evolution. The Plaguebearer can channel a selected genome into the airwaves for other Plaguebearers to absorb and use. Costs 10 chemicals.

#### Hive Absorb

A free evolution. The Plaguebearer can absorb DNA from the air that has been channelled by a fellow changeling. Doesn't help the Plaguebearer reach their genome objective. Costs 20 chemicals.

#### Extract DNA Sting

A free evolution. The Plaguebearer can sting a target to extract their genetic information. They can then use the DNA like they just absorbed it. Helps the Plaguebearer reach their genome objective. Costs 25 chemicals.

#### Regenerative Stasis

A free evolution. The Plaguebearer can enter a stasis for a small cost, and after some time, can leave it to heal all wounds, also with a small cost. Renders the Plaguebearer very hard to kill. Costs 10 chemicals to enter, and 10 to leave.

#### Transform

A free evolution. The Plaguebearer can transform into any of the DNAs they have stored, allowing them to become nearly anyone. Doesn't come with clothes or acting ability.

#### Lesser Form

The Plaguebearer transforms into a monkey after a brief period of time. Causes all equipment to be dropped on the floor. It can then return to human form by using **Human Form**. Note that transforming into a monkey also drops your cuffs. Costs 5 chemicals and 5 to shift back.

#### Epinephrine Sacs

Allows to the Plaguebearer to make use of additional adrenaline to instantly recover from stuns, and gives a temporary reduction in further stuns, which may cause toxin damage as a side effect. High chemical cost. Costs 25 chemicals.

#### Engorged Chemical Glands

A passive ability that increases the Plaguebearer's maximum storage capacity of chemicals to 75, from 50, and doubles the rate of chemical regeneration.

#### Mimic Voice

Allows the Plaguebearer to form their voice of a name they enter. Prevents chemical generation while active.

#### Digital Camouflage

Prevents AIs from tracking the Plaguebearer's location while active, but makes you look strange on examine.

#### Fleshmend

Unlike Regenerative Stasis, the Plaguebearer will rapidly heal itself without the need to go into stasis. Costs 30 chemicals.

#### Anatomic Panacea

Cures the Plaguebearer of diseases, disabilities, radiation, and toxins. Generally covers the things that Fleshmend doesn't; it can be used to purge the poison that the chemist just shot you up with, or to get rid of that debilitating mutation from an absorbed identity. Costs 25 chemicals.

#### Resonant Shriek

The Plaguebearer emits a tone beyond the range of human hearing, causing deafness and disorientation in an area around itself and bursting lights in the area. Good for escaping groups or preventing people from fleeing from you. Costs 25 chemicals.

#### Blind Sting

The Plaguebearer silently sting a human, completely blinding them for a short time and rendering them permanently nearsighted. May be used while under the effects of Lesser Form. Costs 25 chemicals.

#### Mute Sting

The Plaguebearer silently sting a human, completely silencing them for a short time. Does not provide a warning to a victim that they've been stung, until they try to speak and can't. May be used while under the effects of Lesser Form. Costs 20 chemicals.

#### Transformation Sting

The Plaguebearer injects a retrovirus that forces their human victim to transform into another. Costs 40 chemicals.

#### Hallucination Sting

The Plaguebearer injects large doses of hallucinogenic chemicals into their victim. Effect occurs after 30 to 60 seconds. The victim does not notice they've been stung. Costs 5 chemicals.

#### Cryogenic Sting

The Plaguebearer injects the target with a blend of chemicals that begins to turn their blood to ice. The victim will walk slower and take some damage over the full duration. Can be countered with space heaters, coffee, and other warming objects and foods. Costs 15 chemicals.

#### Spread Infestation

Two spiderlings crawl out of the Plaguebearer's mouth, eventually growing into deadly beasts. IMPORTANT: You need at least 5 DNA absorptions to gain enough power to use this late-game ability! Costs 50 chemicals.

## Relations

1. Loyalists - Your prey, try not to let them know you don't love the God Emperor of Mankind, a quick way to get yourself killed.
2. Greenskins - They don't care that you love papa nurgle, you're just another 'umie in need of some krumpin'.
3. Tyranids - 'nids want to nom you, they'll probably get an endless amount of diseases in the process.
4. Tzeentch Cultists - Probably convince you to work with them, stab you in the back and roar, 'JUST AS PLANNED!'