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John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!


This is a dark age, a bloody age, an age of daemons and of sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame, and fury it is a time, too, of mighty heroes, of bold deeds and great courage.

At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders, and soldiers, it is a land of great mountains, mighty rivers, dark forests, and vast cities. And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendant of the founder of these lands, Sigmar, and wielded of his magical warhammer.

But these are far from civilised times. Across the length and breadth of the Old World, from the knights palaces of Bretonnia to the ice-bound Kislev in the far north, come rumblings of war. In the towering Worlds Edge Mountains, the orc drives are gathering for another assault. Bandits and renegades harry the wild southern lands of the Border Princes.

There are rumors of rat-things, the skaven, emerging from the sewers and swamps across the land. And from the northern wildernesses there is the ever-present threat of Chaos, of daemons and beastmen corrupted by the foul powers of the Dark Gods.

As the time of battle draws ever near, the Empire needs heroes like never before. It is the Age of Heroes.

========

It is the middle period of the Emperor Karl-Franz's reign. The Empire teeters on the brink of collapse. The horrors of the recent Chaos Incursion, dubbed the Storm of Chaos, have left the lands of Sigmar reeling.

The north is in ruin, cities smoking, corpses left unburied, and beastmen, mutants, and the remnants of Archaon's army lurk in the shadows of these once great lands.

Refugees inundate the western cities seeking food and protection, and the rippling effect of the great war can be felt at all levels of Empire society. Even the Cult of Sigmar is suffering great upheavals.

In the early stages of the Incursion, the Grand Theogonist Volkmar led a force into the Chaos Wastes to defeat Archaon Everchosen before he could mount an offensive.

Fearing the worst when he failed to return, the Cult scrambled to place another in Volkmar's post and unite the peoples of the Empire beneath the banner of their faith.

But then, in the midst of the fighting, Volkmar returned, apparently resurrected. Once the forces of Chaos were thrown back from the walls of Middenheim, the returned Volkmar laid claim to his title once more.

The Cult of Sigmar is thus unstable, and new religious cults are formed almost daily. There's a very palpable sense across the land that if the Empire recovers from this turmoil it will be a very different place.


---
The story so far..
The group has followed a trail of clues about the Child Sigmar, combing a large portion of Marienburg in their hunt for truth. Innocent people have been hurt and punished for wrongdoings perceived by the fanatical, and old heroes have been struck down from their prime simply for doing what’s right.

Finding such an old hero has pointed the party to the swamps north of Marienburg, where they have found the truth of the Blessed Child, and to their surprise, you; held captive for some time now, the Cult of Stromfels has been waiting for an auspicious sign to sacrifice you, and you have been lucky enough to have been freed. An elf lies dead, victim to the mutants, and adventure lies forward.

Also, apparently the thuggish mercenary has dysentery and the goat is a daemon and on fire but the halfling can ride it??


---

Welcome to the Thousand Thrones, a sprawling campaign of chaos and treachery that traverses the entirety of the Warhammer Fantasy Empire! War has weakened the foundations of the Empire, and the True Foe has dug in deep and threatens the sanctity of the Cult of Sigmar, and even the Emperor Karl-Franz himself is in danger! Also an elf died. Whoops.

I am looking for ONE replacement for this game, possibly two. I am using the Career Compendium so simply post your interest and I will roll 1d4 for your race, and 3d1000 to let you pick between three classes. It may be an adventure of moderate mortality (one death in ten pages,) so your back up classes will be what you can choose from should your character die, rather than rolling up a brand new one, if you are inclined to continue. I would like a little bit of backstory on your character before their capture, and why the hell they ventured into the swamp to begin with, as well as your impressions of the existing cast based on your rescue and ten minutes interacting with them.

Are you a risk taker? Tell me so and I'll roll ONCE on each table and you'll get stuck with what I roll, BUT you will get an extra free advance, so your inevitable halfling shitsucker isn't TOTAL crap to begin with. Risk takers will need to reroll again if they die, but don't get the free advance.

If you have a racial preference I will definitely consider it, but I will post any and all career sheets and relevant info you need to roll up your dude. We're using basic character creation, so you get to use Shallaya's mercy to change your lowest roll to an 11. You will also have an additional 300 XP to play with after your free advance(s).

For the Empire! Or whatever it is they say in ths universe hosed if I remember.

====

Submissions so far:
NONE, YOU SLACKERS

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Beer4TheBeerGod
Aug 23, 2004

Ere we go, ere we go, ere we go, ere we go through the cosmos
Ere we go, ere we go, ere we go, don't know where till we get there. Da red wunz go fasta

Best GM on the forums next to Tias, even if he is a brony :v

REQUESTING MAAAAAN MOOOOOOOOOOODE!

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.

MAN MODE ROLL.

Ryuujin
Sep 26, 2007
Dragon God

I am not sure if you want me to resubmit my apprentice wizard or not. If so I will re-post it, if not I will man mode.

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

Beer4TheBeerGod, you are a HUMAN BOUNTY HUNTER.


Commoners, you are an ELVEN PITFIGHTER HALFLING EXCISEMAN.


Ryuujin, you are an ELVEN APPRENTICE WIZARD. How lucky is that.



e: To clarify: You roll 8 2d10 and change your lowest to an 11, and then apply them to your stats however you like. It's how the other PCs did it, so it's how you can do it! If you wanna apply them straight down, go for it.

Also, the 'man mode' is basically the risk taker challenge I mention in the OP. It nets you TWO free advances, rather than the one, simply for taking the risk to get a possibly lovely character.

The only advances you can take are the ones noted on your advance table, which amounts to +1 to a secondary stat, +5% to a primary stat, or a talent/skill. You start with all of the talent and skills listed for your first character, as well as the trappings, a hand weapon, and 5 gold. So if you do not have a +x% to WS, you cannot spend XP or an advance on it.

John Dyne fucked around with this message at Feb 23, 2013 around 05:40

FireSight
Jan 29, 2012



MODE OF THE MANLY MAN! ROLL ME A MAN, ROLL ME STATS, I SHALL ASSIGN STATS IN THE ORDER ROLLED!

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

FireSight, you are a HUMAN INTIATE. You must pick a god to worship, from the core book or whatever the religious splat book is. If you get it from the splat book, let me know.

Astus
Nov 11, 2008


While I could try to stick with the dwarf protagonist I got last time, I'd like to take a risk and have you roll once for my dude.

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

Astus, you are a DWARVEN SOLDIER

Dedman Walkin
Dec 20, 2006



Let's Man Up and do this. Roll me a Random Human Career.

For the Horned God Waaagh Money!

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

Dedman Walkin, you are a HUMAN APPRENTICE WITCH. This is a female only career, and is pretty rough.


As with all of the tougher careers, the ones with limitations, or ones that require a specific book, I offer you a secondary profession should you wish it.

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.


Yohojan the EXCISEMAN

There are two constants in life: taxes and death. Yohojan sees himself as a perpetuater of a fine tradition that goes back centuries, and meets all sorts of fascinating people along the way. For the past forty years he has happily bean counted, coerced, flummoxed, and collected from unwilling tax payers, sucking in every experience like a new savory meal.

So he did not quite expect for his tax route to take him out to a swamp to try and collect the taxes from people occupying ruins, but since the building was no longer a religious building the tax code needed its champion to respond quickly. With a mightily polite knock on the door and a thirty minute explanation about why the mutants had to pay taxes now, he found himself locked up in the cellar waiting to become a meal. Who could have known that such a fate would befall Yohojan? Such a bitter irony that even after losing its tax exempt status, a church would still be a horrible death trap for a tax collector!

But fate saw that he was rescued before he was barbecued, and now his journey must go on! Maybe these people need someone to make sure that they are well within the tax codes and that their receipts are up to date? There is nothing better than working honestly within the law!

pre:
Name:  Yohojan
Player:  COMMONERS
Race:  Halfling
XP:  0
Career: Exciseman

Physical Characteristics
--------------------------
Height: 5'1"
Weight: 80lbs
Hair Color: Brown
Eye Color: Blue
Distinguishing Marks: Nose Wart

Origins and Family
-------------------------
Parents: Father (Charcoal Burner) Mother (Chimney Sweep)
Number of Siblings: 2 Brothers (1 Burgher, 1 Camp Follower)
Age: 60 years
Star Sign: Dragomas the Drake, Sign of Courage
Birthplace: City of Marienburg

Character Profile
--------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 17 | 40 | 21 | 25 | 47 |  37 | 30 |  45 |
Advance   : | 10 | -- | -- | -- | 10 |  10 |  5 |   5 | 
Taken     : | -- | -- | -- | -- |  5 |  10 | -- |   5 |
Current   : | 17 | 40 | 21 | 25 | 52 |  47 | 30 |  50 |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : | 1  | 10 |  2 |  2 |  4 |   0 |  0 |  2  |
Advance   : | -  |  2 | -- | -- | -- |  -- | -- |  -- |
Taken     : | -  | -- | -- | -- | -- |  -- |  0 |  -- |
Current   : | 1  | 10 |  2 |  2 |  4 |   0 |  0 |  2  |

Skills:
Academic Knowledge (Law)
Academic Knowledge (Genealogy/Heraldry)
Blather
Charm
Common Knowledge (Halflings)
Evaluate
Gossip
Haggle
Read/Write
Speak Language (Halfling)
Speak Language (Reikspiel)
Trade (Farmer)

Talents:
Dealmaker
Night Vision
Resistance to Chaos
Schemer
Specialist Weapon Group (Sling)
Sturdy
Saavy
Suave
Super Numerate


Trappings:
Abacus
Hand Weapon (Club)
Light Armor
Writing Kit
5 GC

Common clothing consisting of a shirt, breeches, and worn boots
A tattered cloak
A dagger tucked in a boot
A backpack containing a blanket, a wooden tankard, a wooden cutlery set
A Hand Weapon (Sword)
A purse holding 2d10 (10) Gold Crowns

Bought:

Career Exits:  Agitator, Litigant, Merchant, Militiaman, Outlaw, Roadwarden, Thief

Advances:
1st Free:  AG, 2nd Free:  AG,  1st paid: WS, 2nd paid:  WS
pre:
| WS | BS | S  | T  | AG | INT | WP | FEL |
| 17 | 40 | 21 | 25 | 47 |  47 | 30 | 50  |
| A  | W  | SB | TB | M  | MAG | IP | FP  |
| 1  | 10 | 2  | 2  | 4  |   0 |  0 | 2   |

Club (SB), Sword (SB), Dagger (SB-3) 

Beer4TheBeerGod
Aug 23, 2004

Ere we go, ere we go, ere we go, ere we go through the cosmos
Ere we go, ere we go, ere we go, don't know where till we get there. Da red wunz go fasta

Best GM on the forums next to Tias, even if he is a brony :v


Marcus of Middenheim, Bounty Hunter

Marcus never really had lofty aspirations in his childhood. In the streets of Middenheim he was more concerned with where his next meal would come from than any concept of glory. As the bastard son of a nameless nobleman and a whore, Marcus' career prospects seemed to be limited to dung collector or common thug. Unfortunately, as his mother loved to remind him when she was alive, he couldn't even manage that. Instead he ended up as a bounty hunter.

The requirements for a bounty hunter are remarkably simple. You have to be good at finding people and even better at killing them. It also helps to have a rather ambivalent morale code. Life in the Old World requires a certain level of flexibility when comes to ones scruples, particularly in regards to professional murder. It's not that Marcus is some kind of amoral killer, it's just that with all the cruelty in the world it's hard to get bent out of shape about one more dead body. At least he's only killing bad people. That has to count for something.

Marcus sees himself as a necessary evil, but one that can hopefully do some good in this world before he's cut to ribbons. It's that pragmatic attitude that has largely kept him sane though good times and bad. His current predicament is one such example. When rumors of a band of mutant cultists pillaging children in the swamp encouraged the local magistrate to put up a bounty for the head of any mutants (body not required) it seemed like an easy enough job. Sneak close, give some mutants the shaft by way of his crossbow, and then exchange the noggins for gold crowns. He just never expected to be beaten to the punch by a band of foul-smelling miscreants with a flaming daemonic goat.

A normal person would be perturbed at this. Marcus just wonders if the goat meat comes pre-cooked.

Rather than intervene Marcus was perfectly happy with letting the party in question deal with the mutants and then run off. It gave him plenty of time to scout the remnants of the battle and scavenge what he could. After picking up a few bits of gold and chopping off the heads of the mutant, Marcus was drawn to the curious journal the others had read. He discovered the notation about the child, as well as the tavern in Marienburg, and decided to follow it after dropping off his bounties. The book came with him, a well regarded and ideally portable source of toilet paper that was a welcome luxury.

pre:
Name: Marcus
Player: Beer4TheBeerGod
Race: Human
XP: 300
Career: Bounty Hunter

Physical Characteristics
--------------------------
Height: 5'7"
Weight: 155
Hair Color: Corn 
Eye Color: Light Brown
Distinguishing Marks: Scar

Origins and Family
--------------------------
Number of Siblings: 2
Age: 31
Star Sign: Wymund the Anchorite (Sign of Enduring)  
Birthplace: City in Middenland

Character Profile
--------------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 31 | 42 | 31 | 30 | 32 |  34 | 35 |  27 |
Advance   : |  5 | 10 |  5 | -- | 10 |  -- |  5 |  -- | 
Taken     : |  5 | 10 | -- | -- |  5 |  -- |  5 |  -- |
Current   : | 36 | 52 | 31 | 30 | 37 |  34 | 40 |  27 |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : |  1 | 13 |  3 |  3 |  4 |   0 |  0 |  3  |
Advance   : | -- |  2 | -- | -- | -- |  -- | -- |  -- |
Taken     : | -- | -- | -- | -- | -- |  -- | -- |  -- |
Current   : |  1 | 13 |  3 |  3 |  4 |   0 |  0 |  2  |

Trained Basic Skills
--------------------------
Gamble
Gossip
Intimidate
Outdoor Survival
Perception
Search
Silent Move

Untrained Basic Skills
--------------------------
Animal Care
Charm
Command
Concealment
Consume Alcohol
Disguise
Drive
Evaluate
Gossip
Haggle
Ride
Row
Scale Sheer Surface
Swim

Advanced Skills
--------------------------
Common Knowledge (The Empire)
Follow Trail
Shadowing
Speak Language (Reikspiel)

Talents
--------------------------
Hardy (+1 Wounds)
Marksman (+5% Ballistic Skill)
Rover (+10% Concealment and Silent Move in rural locations)
Sharpshooter (+20% Ballistic Skill bonus when aiming)
Specialist Weapon Group (Entangling)
Super Numerate (+10% Gamble, Navigation, +20% Perception involving estimation)

Trappings
--------------------------
Light Armour
 - Leather Jerkin
 - Leather Skullcap
Common Craftsmanship Clothing
 - Shirt
 - Breeches
 - Worn Boots
 - Tattered Cloak
 - Dagger
 - Bola
 - Whip
 - Sword
Backpack
 - Blanket
 - Wooden Tankard
 - Wooden Cutlery Set
 - Crossbow
 - Net
 - Manacles
 - 10 Yards of Rope
 - Curious Journal / Well-Bound Source of Toilet Paper
 - Elf Cloak Bandages
 - Bola
 - 50 Bolts
Money Purse
 - 11 gc
 - 10 s

Career Exits
--------------------------
Mercenary
Protagonist
Scout
Targeteer
Vampire Hunter

Advances
--------------------------
1st Free:  Weapon Skill
2nd Free:  Willpower
100:  Ballistic Skill
200:  Ballistic Skill
300:  Agility
Stats
Aesthetics

Beer4TheBeerGod fucked around with this message at Mar 21, 2013 around 14:59

Ryuujin
Sep 26, 2007
Dragon God


Mellion the Apprentice Wizard

Elves are the true masters of magic. Taking to the art with an abandon that puts any grey haired back bent archmage to shame. So it is not at all surprising when Mellion showed talent for the art. That said forests and fire do not mix. And thus Mellion’s penchant for the flame was not well received. On the receiving end of an unpleasant beating after his last fiasco Mellion spat out a tooth and left his home.

He would explore the world, honing his natural instinct and proving his worth. And when he was done those fools would know that they knocked down the wrong person! Gifted with the elven talent for magic, a talent that would lead him down the path of magic that mere humans had to spend years or decades studying, confident, or perhaps one should say cocky, Mellion entered the world at large. During his travels he heard tales of horrible mutants shacking up in some tower. What better task to prove his worth than cleansing this tower of the filth that occupies it? So Mellion journeyed to the tower full of bluster and youthful confidence. There he attacked the mutants, only to quickly get overrun and captured.

Fully intending to cleanse the world of these mutants Mellion instead found himself captured, perhaps meant for delicate elf meat pies. His confidence shaken, though for how long no one can say. Through some luck another group had attempted much the same with the cleansing of corruption, only with a fair bit more luck. Or perhaps it was the fact that they didn’t rush in with a single untrained apprentice? Well either way Mellion now found himself freed of his captivity and in need of traveling companions if he is going to avoid the same situation again.

pre:
Name:  Mellion
Player:  Ryuujin
Race:  Elf
XP:  300
Career: Apprentice Wizard

Physical Characteristics
--------------------------
Height: 6'
Weight: 130lbs
Hair Color: Light Brown
Eye Color: Purple
Distinguishing Marks: Missing tooth

Origins and Family
-------------------------
Number of Siblings: 1 (sister)
Age: 80 years
Star Sign: The Piper, Sign of the Trickster
Birthplace: Laurelorn Forest

Character Profile
--------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 32 | 36 | 29 | 40 | 41 |  34 | 41 |  26 |
Advance   : | -- | -- | -- | -- |  5 |  10 | 15 |   5 | 
Taken     : | -- | -- | -- | -- | -- |   5 | 15 |  -- |
Current   : | 32 | 36 | 29 | 40 | 41 |  39 | 56 |  26 |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : | 1  | 10 |  2 |  4 |  4 |   0 |  0 |  1  |
Advance   : | -  |  2 | -- | -- | -- |   1 | -- |  -- |
Taken     : | -  |    | -- | -- | -- |  -- |  1 |  -- |
Current   : | 1  | 10 |  2 |  4 |  4 |   1 |  0 |  1  |

Skills:
Academic Knowledge (Magic)
Channelling
Common Knowledge (Elves)
Magical Sense
Perception
Read/Write
Search
Speak Arcane Language (Magick)
Speak Language (Classical)
Speak Language (Eltharin)
Speak Language (Reikspiel)

Talents:
Aethyric Attunement (Gain +10% bonus on Channeling and Magical Sense skill tests)
Coolheaded (Gain a permanent +5% bonus to Willpower.  Modify starting profile.)
Excellent Vision (+10% bonus on Perception skill tests that involve sight, and on Lip Reading tests)
Fast Hands (+20% Weapon Skill bonus when casting touch spells)
Night Vision (In darkness, with illumination equivalent to starlight, can see 30 yards)
Petty Magic (Arcane)
Very Resilient (Gain a permanent +5% bonus to Toughness Characteristic.  Modify starting profile.)

Trappings:
Quarter Staff
Backpack
Printed Book

Common clothing consisting of a shirt, breeches, and worn boots
A tattered cloak
A dagger tucked in a boot or belt
A backpack containing a blanket, a wooden tankard, a wooden cutlery set
A Hand Weapon (sword)
A purse holding 2d10 (11) Gold Crowns

Career Exits:  Journeyman Wizard, Scholar, Scribe

Advances:
1st Free:  MAG, 2nd Free:  WP,  1st paid:  WP, 2nd paid:  WP, 3rd paid:  Int
pre:
*~quick combat block~*
| WS | BS | S  | T  | AG | INT | WP | FEL |
| 32 | 36 | 29 | 40 | 41 |  39 | 56 | 26  |
| A  | W  | SB | TB | M  | MAG | IP | FP  |
| 1  | 10 | 2  | 4  | 4  |   1 |  0 | 1   |

Sword (SB), Dagger (SB-3), Quarter Staff (SB-2)

Ryuujin fucked around with this message at Feb 23, 2013 around 06:17

Astus
Nov 11, 2008




Will edit in a backstory tomorrow, after I sleep.

pre:
Name:  Mordrin
Player:  Astus
Race:  Dwarf
XP:  300
Career: Soldier

Physical Characteristics
--------------------------
Height: 4’5”
Weight: 90 lbs.
Hair Color: Red
Eye Color: Dark Brown
Distinguishing Marks: Distinctive Gait

Origins and Family
-------------------------
Number of Siblings: None
Age: 40
Star Sign: The Limner’s Line (Sign of Precision)
Birthplace: Karak Kadrin (World’s Edge Mountains)

Character Profile
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 35 | 36 | 31 | 50 | 20 |  36 | 29 | 14 |
Advance   : | 10 | 10 | -- | -- | 10 |  -- | 05 | -- | 
Taken     : | 05 | 05 | -- | -- | 10 |  -- | -- | -- |
Current   : | 40 | 41 | 31 | 50 | 30 |  36 | 29 | 14 |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : | 1  | 14 | 3  | 5  | 3  | 0   | 0  | 3   |
Advance   : | +1 | +2 | -- | -- | -- | --  | -- | --  |
Taken     : | +1 | -- | -- | -- | -- | --  | -- | --  |
Current   : | 2  | 14 | 3  | 5  | 3  | 0   | 0  | 3   |

Skills:
Common Knowledge (Dwarfs)
Dodge Blow
Drive
Gamble
Heal
Intimidate
Perception
Speak Language (Khazalid, Reikspiel)
Trade (Stoneworker)

Talents:
Disarm
Dwarfcraft
Grudge-born Fury
Night Vision
Rapid Reload
Resistance to Magic
Sharpshooter
Specialist Weapon Group (Gunpowder)
Strike to Stun
Stout-hearted
Sturdy 

Trappings:
Backpack
Clothes
Cloak
Dagger
Hand Weapon(Mace)
Firearm (ten shots)
Shield
Light Armor (Full Leather)
Uniform
7 Gold Crowns

Career Exits:  Mercenary, Outrider, Sergeant, Vagabond, Veteran, Watchman

Advances:
Agility +5% [free]
Agility +5% [free]
Ballistic Skill +5% [100 xp]
Weapon Skill +5% [100 xp]
Attacks +1 [100 xp]
pre:
Combat Block:
| WS | BS | S  | T  | AG | INT | WP | FEL |
| 35 | 41 | 31 | 50 | 30 |  36 | 29 | 14  |
| A  | W  | SB | TB | M  | MAG | IP | FP  |
| 2  | 14 | 3  | 5  | 3  |   0 |  0 | 3   |

Hand Weapon (Mace): damage (SB)
Firearm: damage 4, range 24/48, 1 full action to reload (due to rapid reload)

Astus fucked around with this message at Feb 24, 2013 around 01:04

FireSight
Jan 29, 2012





Father Brent ran an ancient temple of Sigmar on the opposite side of the Cursed Marsh from Marienburg. A small, out of the way temple, if one of the oldest in the region, it usually served as a place of worship for those few faithful who had no option but to make their living in the swamp, mostly whores, fishermen and thieves, while tending to the sick and poor who still felt enough trust to accept the helping hand of another.

Of course, the few staff in the temple also acted as the protectors of the nearby area, felling mutants and bandits when they were found terrorizing the locals. Sigmar was a militant order, and despite Father Brents age, and the injuries of several of his initiates, the order would offer as much safety and protection as it could. In exchange, food was often donated, and what little coin that appeared in the swamps tended to find its way to the often-empty coffers of the temple.

So when rumors began, of Sigmar Reborn, and talk of conspiracy by the highest of the temple, they quickly reached Father Brents ears. The Father knew that this was likely a rumor with no basis, but feared that unethical members of faith would use it to bolster their own position in the heirarchy. Yet his own infirmity, the never-ending pain in his joints, now kept him from traveling far into the Cursed Marsh and surrounding swamps. And his eldest initiate was little better off, with one foot replaced by a wooden peg.

That left only Brother Felix, the youngest initiate in the temple, only having arrived four years back, and still in good health.

With worry, Father Brent dispatched the young Initiate, tasking him with finding the origin of the rumors, of confirming what could be confirmed, testing any child found, and bringing back definitive proof of divinity or fraud.

The Father prayed to Sigmar for the journey to be quick, but fate proved it to be otherwise.

-----------

Brother Felix is the son of a farmer and his ex-thief wife, the latter a former denisen of the Cursed Marsh and devout follower of Sigmar, as well as an old friend of Father Brent. When Felix indicated a great interest in joining the priesthood rather than following his fathers footsteps, he was dispatched to the most pious and good man they knew, along with a letter of introduction. For four years now, he has served under Father Brent, learning wisdom, gaining an education, and being molded into a warrior of words and weapons. So far, he has excelled in all that he has set his mind to, and Father Brent has great hopes for Felix... if the boy can stay out of trouble. This trip may be the very thing to see if Felix can be trusted with the rank of Priest, and tasked with wandering across the empire to cleans the land of taint and bring succor to those unfortunate enough to not live near a temple.

pre:
Name:  Brother Felix
Player:  FireSight
Race:  Human
God: 
XP:  0
Career: Initiate of Sigmar

Physical Characteristics
--------------------------
Height: 6'2"
Weight: 135
Hair Color: Ash Blond
Eye Color: Purple
Distinguishing Marks: Ruddy Faced

Origins and Family
-------------------------
Number of Siblings: 5
Age: 18
Star Sign: Dragomas the Drake, Sign of Courage
Birthplace: Arable Farm in Nordland

Character Profile
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 41 | 40 | 34 | 32 | 34 | 31  | 29 | 39  |
Advance   : | 05 | 05 | -- | 05 | -- | 10  | 10 | 10  | 
Taken     : | -- | -- | -- | -- | -- | --  | 10 | 05  |
Current   : | 41 | 40 | 34 | 32 | 34 | 31  | 39 | 44  |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : | 1  | 12 | 3  | 3  | 4  | 0   | 0  | 3   |
Advance   : | -- | 2  | -- | -- | -- | --  | -- | --  |
Taken     : | -- | -- | -- | -- | -- | --  | -- | --  |
Current   : | 1  | 12 | 3  | 3  | 4  | 0   | 0  | 3   |

Skills:
Academic Knowledge (History, Theology)
Charm
Gossip
Heal
Common Knowledge (The Empire, Dwarves)
Perception
Read/Write
Speak Language (Riekspiek +10, Classical)

Talents:
Luck
Public Speaking
Resistance To Disease
Very Strong
Warrior Born

Trappings:
Robes
Warhammer (Religious Symbol)
Worn boots
Dagger
Purse with 5gc

Advances:
+5% Fel - free
+5% WP - free
Talent: Suave - 100
Talent: Lightning Reflexes - 100
+5% WP - 100

Career Exits:  Barber-Surgeon, Demagogue, Friar, Lay Priest, Priest, Scribe, Zealot

FireSight fucked around with this message at Mar 20, 2013 around 01:56

Jerkface
May 21, 2001



Gimme a thing.

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

Scoobi, Jesus Christ, you got two limited careers in a row, so you get the risk reward with three choices.

First, you may be a DWARF TROLL SLAYER. This is a career with limited survivability, because you pretty well eschew armor and can't run and hide.


Second, you may be a HUMAN MAN AT ARMS. You are pretty well forced to be male and have to have a very limited background, and it requires the listed book to advance (mostly) and know how to play the guy.


Finally, you get a career with more variety. You may be an ELVEN MARINE.

Jerkface
May 21, 2001



John Dyne posted:

Scoobi, Jesus Christ, you got two limited careers in a row, so you get the risk reward with three choices.
First, you may be a DWARF TROLL SLAYER. This is a career with limited survivability, because you pretty well eschew armor and can't run and hide.




Carl the Trollslayer

I gave my slayer oath the day I was born, because my rear end in a top hat loving parents named me after a Halfling. Some sort of promise they made, because he saved them, or something. 'Dwarven Oaths Do Not Break' they said. gently caress. THEM. I hate them! So I swore a slayer's oath for this poo poo name and wandered out into the wastes. I became a trollslayer. Being that I was newly hatched, and knew not what even a troll looked like, I started out on simple things. Trees! I chopped lots of trees. I got ... kind of strong? But not great. I'm also not terribly quick either. Nor smart. Nor a lot of things. But I *am* a trollslayer.

So now I've been palling around this place for a while, leveling up on trees and rocks and what not, and now I'm finally ready to tackle a troll. Thing is, where is trolls? I probably would have known about trolls had I stayed in Dwarfdom, but I didn't, so I'm poo poo outta luck. I ain't going to go wasting my first fight on NOT a troll, so I really have to find one.

Now I heard there were trolls in this area, so I went to the village to ask for directions to the nearest troll. They tied me up. I couldn't fight back (they weren't trolls [I think {but I would have no idea if they were}]) so they got me right good. Luckily a flaming goat chewed my ropes for food and now here I am. Nearest troll please, would ya?

Carl reciting the slayer oath posted:


I sawemmy swayr to sway any twolls i find and only twolls until i dieeeeee i hate you dad i hate you mawm!!!


pre:
WS 30+13 = 43   +10 <-- ADVANCED!!
BS 20+8  = 28   - 
 S 20+11 = 31   +5
 T 30+13 = 43   +5
AG 10+11 = 21   +5
IN 20+7  = 27   -
WP 20+6  = 26   +10
FE 10+16 = 26   -
 
     A: 1       +1 <-- ADVANCED!!!
Wounds: 14      +3 <-- ADVANCED!!!
    SB: 3
    TB: 4
     M: 3
  Fate: 3


Skills

Common Knowledge(DWARFS)
Consume Alcohol
Dodge Blow
Intimidate
Speak Language (Khazalid)
Speak Language (Reikspiel)
Trade (Stoneworker)

Talent
Disarm
Dwarfcraft
Grudge-born Fury
Hardy
Lightning Reflexes
Night Vision
Resistance to Magic
Specialist Weapon Group (2 Handed)
Street Fighter
Strike Mighty Blow
Stout-Hearted
Sturdy

Trappings
Great Weapon
Light Armor (Jerkin)
One Bottle of poor craftsmenship potables

Advances
+1 Attack
+10 Weapon Skill
+1 Wound


[23:45] <Jerkface> 8#2d10
[23:45] <Hashutbot> Jerkface, 8#2d10: 7 [2d10=1,6], 11 [2d10=7,4], 13 [2d10=7,6], 13 [2d10=4,9], 6 [2d10=4,2], 8 [2d10=2,6], 6 [2d10=5,1], 16 [2d10=10,6]
[23:45] <Jerkface> well this guy is the worst ever

[23:47] <Hashutbot> Jerkface, 1d10: 10 [1d10=10]
[23:48] <Jerkface> 1d10
[23:48] <Hashutbot> Jerkface, 1d10: 8 [1d10=8]

Jerkface fucked around with this message at Feb 24, 2013 around 05:11

TheLawinator
Apr 12, 2012

Competence on the battlefield is a myth. The side which screws up next to last wins, it's as simple as that.

MAN MODE

I've played a bit of WFRP1e and Dark Heresy, so I could probably make this work. If you're spoiled for choice it would be cool just to see what I might get.

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

TheLawinator, you are a HUMAN PENTIENT. You must select a god, as FireSight did; below is a list of the dogma of the pentient's of the major gods.

Beer4TheBeerGod
Aug 23, 2004

Ere we go, ere we go, ere we go, ere we go through the cosmos
Ere we go, ere we go, ere we go, don't know where till we get there. Da red wunz go fasta

Best GM on the forums next to Tias, even if he is a brony :v

The beatings will continue until morale improves.

TheLawinator
Apr 12, 2012

Competence on the battlefield is a myth. The side which screws up next to last wins, it's as simple as that.

Bren, the worst Captain in all of the Empire, Penitent of Manaan

Captain of the ship "The Dauntless Emperor's Mighty Radiance", all hands were lost when he refused to listen to the counsel of his crew and collided with an iceberg. Not that this was the first time he messed up, mind you. A lazy drunk barely holding onto his ship at most times; now he wanders the land, refusing to even touch the sea until he repays Manaan.

Wandering south from the north sea where he lost his ship, he finds himself lost in the swamp (horrible navigator) where he's captured.

Attribute Rolls
WS: 20+11+10= 41 (Advanced)
BS: 20+15= 35
S: 20+11+10= 41 (Shallya'd and Advanced)
T: 20+6+5= 31
Ag: 20+10= 30
Int: 20+9+5= 34 (Savvy)
Wp: 20+11= 31
Fel: 20+7= 27

A: 1
W: 10+1= 11
SB: 4
TB: 3
M: 4
Fp: 3

Skills:
Common Knowledge (The Empire)
Gossip
Speak Language (Reikspiel)
Academic Knowledge (Theology)
Blather
Heal
Intimidate
Torture
Sail (100xp)
Swim (100xp)

Talents:
Hardy (+1 wounds)
Strike to Stun
Very Resilient (+5 Toughness)
Savvy
Strong-Minded

Menacing (+10 to intimidate and torture, 100xp)

Trappings:
Religious Symbol
Scourge

TheLawinator fucked around with this message at Feb 24, 2013 around 20:56

John Dyne
Jul 3, 2005

Just need a Hard-hat Spider-man covered in third degree burns and we're set!

I polled the other players to find out who they liked best, and I want to thank everyone for submitting! Those of you who didn't make it, I loved your submissions and that's why I put it to poll (except Astus who is lazy.)

Everyone welcome FireSight, who got a vote from just about everyone in the other party; looks like they wanted religion.

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FireSight
Jan 29, 2012



I promise to provide Sigmar with their juice.

No, not really. I'm going to be the voice of reason and compassion and OHGODMUTANTSKILLTHEM.

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