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Forums Terrorist
Dec 8, 2011



The Chalice-class battlecruiser Clarity of Purpose was reported missing recently, its last reported location a day's journey from Footfall. This is hardly a concern for Battlefleet Koronus; ships fail to report in often, the warp distorting their sense of time and distorting astropathic messages. A general bulletin reminding crews to keep a look out for her is issued, but other than that there's not many raised eyebrows at Port Wander.

There really should be. During second watch, in the midst of more turbulent than usual warp weather, the Ship's Master reported unusual harmonics in the Gellar Field and advised temporarily dropping out of the Immaterium. As the ship did so, the command decks were suddenly vented, asphyxiating most of the command crew. The Astropath sent an immediate message alerting all nearby of an attempted mutiny but shortly thereafter was himself killed, and the Navigator was forcibly confined to quarters given that he was far too valuable to murder. A small transport met with the ship at the prearranged time, and with unusual ease its guests were able to pacify most of the crew. Any who attempted further resistance were rounded up and summarily executed.

With that, the coup was a success, and the remaining officers met with you, eager to discuss payment for services rendered...

---

Welcome to my Rogue Trader game. You are a vicious group of bastards who conspired to steal an Imperial Navy battlecruiser for fun and profit. Job done, you now need to deal with:
  • The Navy, who want the ship back, but also the priceless relics onboard,
  • The officers who keep the crew in line; they want a cut for their assistance,
  • Your lack of a Warrant; it'd be awful nice to have that little piece of paper...

Since you don't have a Warrant of Trade, we're not using Ship Points. Meet the Clarity of Purpose:

quote:

Hull: Chalice-class
Type: Battlecruiser
Name: Clarity of Purpose

Background: Vessel Of The Fleet (Stolen)
Implaceable Foe: All crew gain Enemy (Imperial Navy)
His Word Obeyed: +10 bonus to Command Tests
Duty Unto Death: Challenging Command Test to delay effects of Crippled for one turn

Speed: 7
Maneuverability: +10
Detection: +15
Hull Integrity: 70
Armour: 19
Turret Rating: 2

Space: 2/75
Power: 2/104

Weapon Capacity: 1 Prow, Port 2, Starboard 2, Dorsal 1

Essential Components:
Plasma Drive: Modified Saturnine-Pattern Class 4A "Ultra" (+94 Power, 10 Space)
Warp Drive: Miloslav H-616.b Warp Engine (10 Power, 12 Space)
Gellar Field: Emergency Field (2 Power, 0 Space)
Void Shields: Repulsor Shield Array (8 Power, 1 Space)
Ship's Bridge: Combat Bridge (2 Power, 2 Space)
Life Sustainer: M-1.r Life Sustainer (4 Power, 2 Space)
Crew Quarters: Pressed-Crew Quarters (2 Power, 3 Space)
Auger Array: Mark-201.b Auger Array (5 Power, 0 Space)

Optional Components:
Auxiliary Plasma Banks (+10 Power, 6 Space)
Munitorium (3 Power, 4 Space)

Weapons:
Prow:
Jovian-Pattern Nova Cannon (Nova Cannon, 2d5+7 damage, 6-35 Range, Vortex, Unstable) (Power 5, Space 7)
Port:
Hecutor-pattern Plasma Broadside (Strength 5, 1d10+2+1 damage, Crit 4, Range 11) (Power 12, Space 5)
Hecutor-pattern Plasma Broadside (Strength 5, 1d10+2+1 damage, Crit 4, Range 11) (Power 12, Space 5)
Starboard:
Hecutor-pattern Plasma Broadside (Strength 5, 1d10+2+1 damage, Crit 4, Range 11) (Power 12, Space 5)
Hecutor-pattern Plasma Broadside (Strength 5, 1d10+2+1 damage, Crit 4, Range 11) (Power 12, Space 5)
Dorsal:
Godsbane Lance Battery (Strength 2, 1d10+2 damage, Crit 3, Range 12) (Power 13, Space 6)

Isn't she flammable beautiful? :v: Since she's crewed by Navy men, she has a Crack Crew (+40) as well. The downside, however, is the only thing keeping you from being thrown from power by a loyalist mutiny is your continued "patronage" of the officers. To represent this, the crew's Morale is directly equal to twice your Profit Factor. You start with 20, so you have a starting Morale of 40.

Rules for applications are similar to frajaq's game, in order to let people reuse apps if they like. 7500 usable xp, stats are 100 point buy, expanded origin path with free pick, max wounds, rolled for fate/insanity/corruption, two free acquisitions. There is one difference though. I will take one (1) Black Crusade Space Marine, as a mercenary hired by the pirate crew. If you do this you get the standard starting xp amount. Treat Infamy as Profit Factor and vice versa.

I will close recruitment Saturday the 18th of October. Feel free to ask questions here in the thread or on IRC, I usually hang out in #acolyte and #persona.

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frajaq
Jan 30, 2009

#acolyte GM of 2014


Will do a Dark Eldar wych

Hunt11
Jul 24, 2013

Grimey Drawer
Here is my application for the Chaos Space Marine member of the crew. Backstory and the rest of the gear will come later as I work it out but the basic idea is that after countless millennia of fighting in the warp he got bored of the constant warfare between the various denizens of that hellhole and decided that it was time for something new.



For the last hundred years Barabas has been beset by nightmares of the Siege of Terra. Not because of the atrocities that he committed as he sought to tear out the throat of the empire he and his Iron Warrior brethren had helped to create. By that time he had long ago thrown away his conscious and the constant fighting in the Warp did not somehow enable Barabas to refund his lost humanity. And neither was because in the end the forces of Horus had lost and so had been forced to flee for safety as the lapdogs of the Emperor pursued them. He had given everything he could to ensure victory and so had no regrets about having been forced to retreat. No, what was haunting him was that ever since that fateful siege nothing he had done had filled him with the same type of purpose.

So Barabas began to wander the warp, looking for something that could give him meaning. Eventually he heard a rumour that a group was looking for additional muscle in their attempt to become official Rouge Traders. Though he himself had no real interest in money itself, the chance to do something different was very appealing and so he contacted the group. After dealing with his opposition Barabas soon found himself heading towards an Imperial Ship and for the first time in over ten thousand years he was not coming to destroy it.

pre:
NAME: Barabas    
ARCHETYPE:  Chosen
PRIDE:      Martial Prowess 
DISGRACE:   Destruction 
MOTIVATION: Legacy

Weapon Skill:     60  (30 + 20 + 5 +5)
Ballistic Skill:   30 (30)
Strength:     80  (30 + 20 +10 [+20 in armor])
Toughness:     60  (30 + 20 +10)
Agility:          50  (30 + 20)
Intelligence:     22  (30 - 8)
Perception:       30  (30 + 5)
Willpower:        40  (30 + 10)
Fellowship:       36  (30 + 10 - 4)

Wounds: 21
Corruption: 0  
Infamy: 24 (3 + 2 + 19) http://orokos.com/roll/227939 

Skills:
Athletics
Awareness
Common Lore (War)
Dodge +20
Forbidden Lore (Adeptus Astartes, Horus Heresy)
Intimidate
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Aeronautica, Surface)
Parry
Stealth

Talents:
Ambidextrous
Ancient Warrior 
Bulging Biceps
Crushing Blow 
Die Hard
Disarm
Furious Assault
Heightened Senses (Hearing, Sight)
Killing Strike
Legion Weapon Training
Lightning Reflexes
Nerves of Steel
Quick Draw
Raptor 
Resistance (Heat, Cold, Poison)
Unarmed Warrior
Whirlwind of Death

Traits:
Amphibious
Unnatural Strength (x2)
Unnatural Toughness (x2)

Special Ability:
Cold Killer

Equipment:
Legion Bolt Pistol
	2 clips
Legion Chainsword
Legion Power Armor (Power Source, Life Sustainer, Enhanced Ceramite Plating) 
	http://orokos.com/roll/227624 Power Supply Tampering 
Legion Bolter
	4 clips
Legion Knife    
Legion Thunder Hammer (Cursed) 
Best Jump Pack 

Exp spent: 5450/5500

Advances
+5 WS 250
+10 Str 750
+10 To 750

Skills
+20 Dodge 500
Operate (Aeronautica) 200

Talents
Ancient Warrior 250
Die Hard 250
Raptor 250

Furious Assault 500
Killing Strike 500
Whirlwind of Death 500

Crushing Blow 750
 
Gear
Legion Thunder Hammer -10 ( -50 + 20(Ancient Warrior) + 10 (Single Weapon) + 10 (Cursed Material)) 
Good quality Jump Pack

Hunt11 fucked around with this message at 22:12 on Oct 17, 2014

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Mira was born to two high-ranking members of the Kasballica Mission, one of the major criminal organizations on Footfall. The couple was childless besides, and while she spent her early years as many youth born into criminal aristocracy do - wasting years on chems, liquor, and company, when she came of age, she accepted a post acting as a go-between for Cold Traders and their buyers that introduced her to a variety of old and alien technology, and honed her skills as both factotum and spymistress.

About a decade into her service, negotiations between her splinter of the organization and the Tutors slaving guild broke down, and she spent many years afraid for her life before escaping the seedy port entirely, in pursuit of a new venture - the theft of an entire Imperial Navy ship. Managing to be allowed in on the conspiracy was hard enough, but her many contacts in less-than-legal circles and incredibly sharp mind made her an invaluable part of the plan itself. Now that they've managed to actually pull it off, she's curious if anything can surpass this acheivement. Maybe scamming a Warrant of Trade...

quote:

Name: Mira Beckett
Career Path: Seneschal
Age: 34
Rank: 3

Origin Path:
"Noble" Born//Vaunted//Chosen By Destiny: Xenophile//High Vendetta//Prestige
Lineage: Heir Apparent

Characteristics:
WeS: 25(25+00)
BaS: 50(25+20+05)
Str: 30(25+05)
Tou: 30(25+05)
Agi: 50(28+17+05)
Int: 60(25+20+15)
Per: 40(22+08+10)
Wil: 30(20+10)
Fel: 50(30+15+05)


Wounds: 11
Fate: 3
Insanity:
Corruption: 4

Skills:
Acrobatics
+Awareness
++Barter
Blather
Charm
Climb
++Commerce
CL: Underworld, Administratum, Expanse, Admech, Imperium
Concealment
Deceive
Disguise
Dodge
Evaluate
FL: Archeotech, Xenos, Pirates
Gamble
+Inquiry
Interrogation
Performer: Storyteller
SL: Legends, Bureaucracy
Scrutiny
Search
Security
Shadowing
Silent Move
Sleight of Hand
Speak: Low Gothic, Trader's Cant, Literacy, Underdeck
Tech-Use
Tracking
Trade: Archaeologist

Talents:
Enemy (Imperial Navy)
Peer (Underworld, Nobility)
Decadence
Paranoia
Talented (Inquiry, Deceive)
Quick Draw
Weapon Training (Universal Basic, Universal Pistol, Melee Primitive)

Traits:
Noble Born: Speak: High Gothic can be used as an untrained basic skill.
Etiquette: +10 to Interaction tests in formal situations, or with high authority.
Legacy of Wealth: +1 Starting PF
Vendetta: Nobles have powerful enemies
Xenophile: +10 to interactions with xenos. -5 to willpower tests to resist xenos psychic powers or devices.
Brook No Insult: Must make a Wil test to avert responding to challenges to your honor.
Seeker of Lore: Spend a fate point to auto-pass a ciphers, lore, or logic test in the minimum time.
+1 DoS to any Commerce, Inquiry, or Evaluate tests.

Role: ??

Gear:
CC Inferno Pistol
BC Hellgun
Xeno-Mesh Armor
Auto-Quill, Data-Slate, Micro-Bead, Multikey
Two sets of robes, Chrono
Synskin, Cameleoline Cloak
Acquisitions: BC Calculance Array, Excruciator

Advances:
100: Heir Apparent
400: Awareness, Dodge, Charm, Disguise
----------------- Initial XP Spent
200: Security, Silent Move
500: BS+5, Agi+5
950: Int+15, Fel+5
350: Per+10
----------------- 7000 Spent, Rank 2
200: Unremarkable
1400: Acrobatics, Concealment, Gamble, Scrutiny, Shadowing, Sleight of Hand, Tech-Use
400: Barter+10, Commerce+10
1000: CL: Administratum, Expanse, FL: Xenos, SL: Legend, Bureaucracy
----------------- 10000 Spent, Rank 3
200: Awareness+10, Barter+20, Commerce+20
1000: CL: Admech, Imperium, FL: Pirates, Interrogation, Search
200: Quick Draw
1000: Secret Tongue: Underdeck, Tracking, Trade:Archaeologist, Blather
300: Climb, Performer, Melee Training: Primitive
----------------- 12500 Spent

Rolls: http://invisiblecastle.com/roller/view/4676476/

Jolinaxas fucked around with this message at 05:34 on Oct 17, 2014

chin up everything sucks
Jan 29, 2012

Submitting a Rogue Trader whose family lost their warrant and ship years ago. Has a grudge against the universe, and will do anything to make money.

chin up everything sucks
Jan 29, 2012

Origin Path
Homeworld: Noble Born
Birthright: Vaunted
Lure: Criminal (Wanted Fugitive)
Trials and Travails: High Vendetta
Motivation: Pride
Career: Rogue Trader
Lineage: Disgraced (One To Redeem Them)

I'll fill everything out later.

Ferrosol
Nov 8, 2010

Notorious J.A.M

Interested but toying with a couple of different character ideas.

NGDBSS
Dec 30, 2009






Interested in a Tau. It sounds like the bit about 7500 usable XP is in addition to the "baseline" of 5000 XP (relative to DH1E)?

Forums Terrorist
Dec 8, 2011

Correct.

chin up everything sucks
Jan 29, 2012

Baseline 4500, not 5k. You start with 4500 but get 500xp to spend on origin path/starting rank... which doesn't count towards your rank.

You should be at 13k when you are done.

NGDBSS
Dec 30, 2009






Will I have to interact with the Origin Path chart at all (given the bit about "expanded origin path with free pick"), or is that just a note to human PCs that they don't have to bother with adjacency?

Forums Terrorist
Dec 8, 2011

Yeah, it means you pick one from each layer without worrying about what leads to what.

Kurnugia
Sep 2, 2014

by Nyc_Tattoo


The first memory is of two white robed figures towering over him. He is restrained, unable to move. Everything blinding, searing white and pain. They remember the pain very well and they hate The White Robes for it. They were made in those halls of unyielding horror and pain. The White Robes carved us from shivering flesh and screaming we were forced to submit under those alien bronzen faces that guard the gates of infinity.

After the first memories, nothing is certain. The Man remembers a pair of figures without robes with fondness. The Other does not. Both remember fragments of action, of training and education. The firing of guns, avoiding a blow, a voice teaching matters technical. All of them disconnected, like viewed through hundred different eyes. Different hands gripping the handle, alien voices answering the questions put to them. They both know these are not their memories, but they've learned the lessons in spite of it all. Every night, those lessons come back to them. They force upon them pain and memories from the deepest recesses of their fragmented mind. And every night, they are forced to stare into the white pain of their makers.

There were five of them originally. How they came to be free or indeed from whom did they first flee, neither the Man nor the Other know. When they the Man, the Other and those four they knew to be their brothers came to, everything was burning. There was a cryochamber, and they were kneeling in front of it, vomiting preservation gelatin. The air smelled of ozone and burnt flesh and sirens were blaring alarm. And they were free, and they were running together.

Only he now remains of those five. And he's been running and killing for an awfully long time now. They're fine with that though, they like the killing. With every port they shed a name and take another, fleeing ever outwards from that room where they were born in that nameless system. B-05 in scar tissue on his forearm and a headfull of bad memories, ever outbound to the halo stars.

code:
Name: Rutger Sigismund "Batty" "B-05" and a long list of past identities
Career: Arch-militant
Homeworld: Void Born
Birthright: False-man
Lure of the Void: Hunter (Hunted)
Trials and Travails: Press-ganged
Motivation: Tormented by the Unspeakable 

Weapon Skill:	 22     25 - 3 [birthright] + 5 [advancement]
Ballistic Skill: 45     25 + 3 [birthright] + 7 [point buy] + 10 [advancement]
Strength:	 25     25 – 5 [homeworld] + 5 [advancement]
Toughness:	 45     25 + 15 [point buy] + 5 [advancement]
Agility:	 45     25 + 10 [point buy] + 10 [advancement]
Intelligence:	 50     25 + 25 [point buy]
Perception:	 45     25 + 3 [birthright] + 3 [Lure of the void] + 13 [point buy]
Willpower:	 45     25 + 5 [homeworld] + 15 [point buy]
Fellowship:	 50     25  + 20 [point buy] + 5 [advancement]


Wounds: 17
Fate: 4
Insanity: 11

Traits:
Charmed: The void born are touched by the fickle powers
of the warp, making them preternaturally lucky. Whenever a
void born character spends a Fate Point (though not if he burns
one), roll a 1d10. On the roll of a natural 9, the Fate Point is
not lost.

Ill-omened: Whether because of their strange looks,
clannish ways, or unwholesome air, the void born are shunned
and mistrusted by most. In addition, the void born are most
likely to attract any negative attention that the party of Explorers
creates—accusations of deceit in trade, disgruntled negotiators,
mobs armed with stones, and so on. Because of this, void born
characters suffer a –5 penalty on all Fellowship Tests made to
interact with non-void born humans.

Shipwise: Birthed in the depths of a voidfaring craft,
the void born have a natural affinity for such vehicles. As a
result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are
untrained Basic Skills (instead of Advanced Skills) for void
born characters.

Void Accustomed: Due to their strange and unnatural
childhood, the void born are used to the vagaries of changing
gravity. They are immune to space travel sickness. In addition,
zero- or low-gravity environments are not considered Difficult
Terrain for void born characters.

Talents:
Autosanguine
Ambidextrous
Paranoia
Chem-geld
Two Weapon Wielder (Ballistic)
Sound Constitution x3
True Grit
Quick Draw
Rapid Reload
Jaded
Resistance (fear)
Light Sleeper
Enemy (Imperial Navy)
Enemy (The White Robes)

Weapon Talents:
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)

Skills:
Speak Language (Low Gothic) (Int)
Speak Language (High Gothic)
Speak Language (Ship Dialect, Clarity of Purpose) 
Forbidden Lore (Pirates)
Common Lore (Imperial Navy) 
Common Lore (Underworld)
Scholastic Lore (Tactica Imperialis) +10
Literacy
Acrobatics 
Dodge +10 
Intimidate +10 
Tracking 
Awareness +10 
Medicae
Interrogation 
Inquiry +10 
Scrutiny
Security
Deceive +10 
Tech-use
Disguise
Command
Commerce


Gear:
Two bolt pistols
Good Mono-sword 
Micro-bead 
Void suit 
Enforcer light carapace
Bolt shell keepsake
Medikit 
Manacles 
Data-slate full of wanted bounties
Good quality Augur Array implant
Good quality Twitch mask
A set of Fine Clothing (Navy Captain)
Good quality Multikey
Good quality Disguise Kit


XP Log: 7500/7500
Unused XP: 100

Origin Path 600
Origin: False Man 300
Lure of the void: Hunted 100
Tortured by the Unspeakable 200

Rank 1: 2200/2000
Awareness 100
Literacy 100
Quick Draw 200
Medicae 200
Strength (simple) 100
Ballistics (intermediate) 250
Ballistics (simple) 100
Agility (simple) 100
Fellowship (simple) 250
Weapon Skill (simple) 250
Agility (intermediate) 250
Forbidden Lore (pirates) 100
Common Lore (Imperial Navy) 100
Scholastic Lore (Tactica Imperialis) 100

Rank 2: 2900/3000
Awareness +10 200
Acrobatics 200
Dodge +10 200
Intimidate +10 200
Rapid Reload 200
Two Weapon Wielder (ballistic) 200
True Grit 200
Sound Constitution x3 600
Command 400
Speak Language (High Gothic) 400
Scholastic Lore (Tactica Imperialis) +10 200

Rank 3: 2200/3000
Deceive 200 
Disguise 200
Tech-use 200
Inquiry 200 
Interrogation 200 
Scrutiny 200
Security 200 
Inquiry +10 300 
Mimic 500
(10:45:10 PM) Hashutbot: Kurnugia, Insanity: 9 [2d10=6,1]
(12:45:22 PM) Hashutbot: Kurnugia, Tormented by the Unspeakable insanity points: 4 [2d10=2,2]
(10:45:26 PM) Hashutbot: Kurnugia, Fate: 8 [1d10=8]


I do hope nobody will mind when Batty starts popping peoples eyeballs with his thumbs

Kurnugia fucked around with this message at 22:30 on Oct 20, 2014

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Will remake Vladimir for this game, doing a different class this time.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

never mind

AtomikKrab fucked around with this message at 12:18 on Oct 13, 2014

Dead Man's Ham
Dec 2, 2002
Reusing this dude

Germio Vandruff



Germio was born the Forge World Ryza and drafted into the Adeptus Mechanicus at a young age when his intelligence was shown to be far greater then that of his peers. He took quickly to his duties and was admired for quiet diligent work, but he also grew to be known as a recluse and was considered a great bore by his comrades.

It was not his aptitude but his reputation for quiet solitude that drew the attention of Genetor Harcourt, a man rumored to push to the very fringes of heresy in his research. Harcourt commanded the services of Germio to a classified project deep within the bowels of the plants infrastructure. In his labs Harcourt plyed experiments on the bodies of smuggled renegade psykers, trying to extract and master their power for the glory of the emperor. It was one of these experiments that came to shape the fate of Gerimo.

A damaged containment unit, a shorted wire, an explosion.

It was many months later when Gerimo awoke. His skin scarred and blackened, twisted and foul. His features bloated and alien. He was nearly blind until the priests were able to form an optical Mechandendrite to fit his misshapen head.

Worse still, he started to see visions of the future. Blurred and distorted images of things which came to be only moments later. He knew of these powers from his time with Harcourt, they were the powers of heresy, and when they revealed themselves to the preisthood he would be given to the inquisition.

It was not long after the Mechanicus of Rysa made a deal with the Rouge Trader. Some service was preformed for the payment of an explorator to serve on their crew. Germio wasted to time in volunteering himself, and the Mechanicus were glad to be rid of such an ugly a man that was part of such a failed experiment.



pre:
Name: Gerimo Vandruff
Career: Explorator
Origin Path: 
Homeworld: Forge World
Birthright: Unnatural Origin - Contaminated Environs
Lure of the Void: Tainted - Mutant 
Trials and Travails: Darkness - Dark Secret (He is a psyker)
Motivation: Endureace

Characteristics:

WS :35=25+10-5
BS :58=25+14+3+10
S  :40=25+5+10
T  :50=25+12+3+10
AG :40=25+15
Int:60=25+20+5+10
Per:35=25+10
WP :40=25+10+5
Fel:26=25+4-3

Wounds: 15
Insanity: 0
Corruption: 0
Fate points: 4

Skills:
Awareness + 10
Common Lore Imperial Navy
Common Lore Machine Cult +10
Common Lore Tech + 10
Dodge + 10
Drive - Ground Vehicle
Forbidden Lore Adeptus Mechanicus 
Forbidden Lore Archeotech
Forbidden Lore Mutants
Literacy
Logic +10
Medicae + 10
Scholastic Lore - Astromancy
Secret Tounge - Tech
Security
Speak Language - Explorator Binary
Speak Language - Low Gothic
Speak Language - Techna-Lingua
Tech-Use + 20
Trade Armorer
Trade Explorator
Trade Technomat


Traits and Traits
Autosanguine
Bionics
Binary Chatter
Logis Implant
Luminen Charge
Maglev Grace
Mechaicus Impants
Mechandendrite Use (Utility)
Natrual Armor (2)
Paranoia
Peer (Mutants)
Resistance (Poison)
Stranger to the Cult
Technical Knock
Total Recall


Mutations:
Tough Hide - Natural Armor (2)
Wyrdling 

Powers - Psy Rating 2:
Foreshadow
In Harms Way

Items:
CC Boltgun
GC Poweraxe
Void Suit
Injector
Sacred Unguents
Mucro-bead
Multikey
Combi-Tool
Data Slate
Enforcer Light Carapace
GC MIU
Medicae Mechadendrite

Acquisitions:
GC Preassure Carapace
Optical Mechandendrite


XP Spent: 11900
XP to spend: 100

Rolls:
Mutation: 10 - natural armor 2 http://orokos.com/roll/226464
Fate: 10 - http://orokos.com/roll/226472

Dead Man's Ham fucked around with this message at 14:11 on Oct 13, 2014

Esser-Z
Jun 3, 2012

Gonna do an ork.

Ferrosol
Nov 8, 2010

Notorious J.A.M

Just leaving this here. Full credit to Asehujiko for making it.

NGDBSS
Dec 30, 2009






One last question - the Exemplar of the Greater Good talent sounds interesting (and is less complicated/messy than Sanctioned Xenos) but isn't available by RAW until rank 4. Would it be alright if I picked it up early as an elite advance? (Normally it costs 500 xp at that rank, so double that is 1000 xp.)

Forums Terrorist
Dec 8, 2011

You mean Envoy of the Greater Good? Alright, yeah, it's fair for 1k xp. Not much point in being legal when you're all criminals anyway :v:

Hunt11
Jul 24, 2013

Grimey Drawer
Just making sure I read it correctly but with a Chaos Space Marine I only have 500 exp to spend right? Also my character background and everything besides extra gear is done now.

Forums Terrorist
Dec 8, 2011

Yes, but I may increase that if it seems you'd be underpowered compared to the other party members (according to Deathwatch a starting marine is about equal to a 14k total xp RT character).

Ferrosol
Nov 8, 2010

Notorious J.A.M


Casmir Cordonnah

Interrogator: Nathan, good to see you.

Acolyte: Sir, I'm here with my reports.

Interrogator: Anything new in there or the same old same old?

Acolyte: Unconfirmed reports of a Tyranid Hive fleet splinter in the backwaters of the sector, rumours of orcs massing, a few juicy bits of blackmail material on those planetary governors you asked for. Oh and one minor thing a report from one of my own agents.

Interrogator: Go on.

Acolyte: Normally I'd ignore it but my agents report that there's a new individual who has arrived in Footfall who may be of interest to us. Calls himself Casmir Cordonnah though none of my agents has been able to find any record of him prior to his landing on Footfall

Interrogator: And this is relevant-- how exactly?

Acolyte: Sir--there are all sort of interesting rumours about the man, Some claiming that he was the long lost heir to a Earth noble house others that he is the only survivor of a Rogue Trader dynasty , and relevant to us that he is an orphaned survivor of an inquisitorial kill team sent to the Koronous expanse.

Interrogator: I'd have to check but I don't recall my lord employing anyone that -- "flamboyant" but it is possible that one of his colleagues may have. Keep digging and see what you can find.

Acolyte: Already started, Sir. So far my agents have discovered that most of the tall tales seem to originate from the man himself, However they've also uncovered that he may be running a bluff for something else. we have unconfirmed reports that he has been meeting with xenos and certain persons of interest on our watch lists recruiting for what he only refers to publically as "The Big Score"

Interrogator: Sounds like just another delusional dreamer like all the rest. Now have you made any progress on tracking that eldar renegade pirate fleet--

---------

"Casmir" beamed as he surveyed the bridge of his new prize. The new name was going to take some getting used to but the less connected he was with his old one the better as far as he was concerned. "Well, well, well ladies and gentlemen looks like phase one has gone off without a hitch. My thanks to you." Casmir lost himself in thought for a moment with this job he'd made himself famous, with the next he'd make himself a legend. "Anyone who wants to get off now is welcome to do so your pay will be delivered as agreed, For the rest of you it's time for us to become as rich as Cardinals." Casmir's grin became a little fixed at this point and he thought to himself "and then I can move on to phase 3 and get revenge on those bastards who double-crossed me."


pre:
Name: "Captain" Casmir Cordonnah
Home world: "Child of a Dynasty"
Birthright: Vaunted
Lure of the Void: New Horizons (Archeotechnologist) (250xp)
Trials and Travails: High Vendetta
Motivation: Renown
Career: Rogue Trader
Lineage: Disgraced (Last Child) (200xp)
XP (unspent): 12950 (50)

WS: 55  (45 base +10 rank 1)
BS:  35 (25 base +10 rank 1)
S:   30 (30 base)
T:  32 (35 base -3 Homeworld)
Ag: 48 (35 base +3 Birthright +10 Rank 2)
Int: 43 (40 base +3 Homeworld)
Per: 35  (35 base -3 Birthright +3 Lure of the Void)
Wp:  35 (35 base -5 Homeworld +5 Rank2)
Fel: 63 (45 base +5 Homeworld +3 Lineage +10 rank 1)

Wounds: 11/11
Fate: 4/4

Corruption: 4 (0 base +4 Birthright)
Insanity: 0

Skills:
Awareness 
Barter 
Blather 
Carouse 
Charm +20 (Fel)
Command +10 (Fel)
Commerce (Fel)
Common Lore (Imperium) (Int)
Common Lore (Koronous Expanse)
Common Lore (Rogue Traders) 
Decieve 
Dodge +10
Evaluate (Int)
Forbidden Lore (Archeotech)
Forbidden Lore (Xenos)
Inquiry
Intimidate
Literacy +10(Int)
Scholastic Lore (Astromancy)
Secret Tounge (Rogue Trader) 
Speak (High Gothic) +10 (Int)
Speak (Low Gothic) (int)
Speak language (Traders Cant)
Trade (Archeaologist)


Talents:
Air of Authority
Ambidextrous
Blademaster 
Combat Flair 
Decadence
Die Hard
Master Orator
Melee Weapon Training (Universal)
Peer (Nobility)
Pistol Weapon Training (Universal)
Two Weapon Wielder (Melee)
Wall of Steel 

 

Traits:

Dynastic Warrant: Due to the prestigious heritage of a Child
of Dynasty, they can bring considerable resources to bear
when outfitting a starship. All Child of Dynasty characters
add an extra +3 Ship Points to those already generated when
building the group’s ship. However, a group with a Child of
Dynasty Character may not exchange their Ship Points for
Profit Factor—any unspent Ship Points at the end of creating
their starship are lost.

Honour Amongst One’s Peers: Even the most unimportant
offspring of a Rogue Trader dynasty are likely to have grown
up amongst the rarefied heights of Imperial aristocracy, and
can handle themselves amongst them without embarrassment.
A Child of Dynasty gains a +5 bonus to all Fellowship Tests
to interact with high-ranking officials of the Imperium and
members of the Imperial nobility in a formal setting (exactly
when this bonus applies is up to the GM).

Unseen Enemy: This character has an enemy who covets
their position, their wealth, or their ship. The Child of
Dynasty has no idea who this person is, or the fact that
they’re coming for them. The GM determines this
foe and is free to reveal this enemy at any given
time. The character gains the Enemy Talent; the
group is this unseen foe.

Last Child: reduce starting Profit Factor by 3.

Equipment:
Air of Authority
Ambidextrous
Blademaster 
Combat Flair 
Decadence
Die Hard
Master Orator
Melee Weapon Training (Universal)
Peer (Nobility)
Pistol Weapon Training (Universal)
Two Weapon Wielder (Melee)
Wall of Steel 

Ancestral Seal: (+10% to Interaction Skill Tests for dealing wth Imperial Citizens or Organisations.) 
Common Craftsmanship Plasma Pistol
Common Craftsmanship Power Sword
Micro-bead
Void suit
Set of Fine Clothing
Xeno-pelt Cloak
best craftsmanship Storm Trooper Carpace
2xShock Spheres*

*Acquisitions 

Advances:
Origin path: 450xp

Literacy (Int)
Speak (High Gothic)
Forbidden Lore (Archeotech)
Inquiry
Barter 
Trade (Archeaologist)
Decadence
Die Hard
Peer (Nobility)

Rank 1: 4950xp (Rogue Trader)
Dodge -100xp
Simple WS -100xp
Intermediate WS -250xp
Simple Fel -100xp
Intermediate Fel -250xp
Ambidextrous -200xp
Awareness -100xp
Common Lore (Rogue Traders) -100xp 
Secret Tounge (Rogue Trader) -100xp 
Speak language (Traders Cant) -100xp
Simple BS -250xp
Intermediate BS -500xp

Rank 2: 7100 (Rogue Trader)
Charm +10 -200xp
Blather -200xp
Decieve -200xp
Forbidden Lore (Xenos) -200xp
Command +10 -200xp 
Two Weapon Wielder (Melee) -300xp
Intimidate -200xp
Carouse -200xp
Common Lore (Koronous Expanse) -200xp
Simple AGI -250xp
Intermeidate Agi-500xp 
Simple Wil -250xp

Rank 3: 10000  (Swashbuckler)
Charm +20 -600xp
Blademaster -300xp
Combat Flair -600xp
Wall of Steel -750xp
Dodge +10 -400xp
Master Orator -300xp
Fate points roll: 1d10 8
Birthright Corruption: 1d5 4
Archeotechnologist heirloom roll: 1d100 58

Ferrosol fucked around with this message at 09:51 on Oct 16, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?

Kilrenoir Amirault

All of his life, Kilrenoir had it easy. Blue blooded and living the easy life, he'd been born into riches and power, and for the earliest years of his life, he savored it. Then, at the age of sixteen, when he was at the military schola his family had always attended, his ancestral estate was leveled by a rival family. The attack came without warning and was completely indiscriminate, servants and visitors shot down in the crossfire. No one of his family was left alive, and the rivals had assumed all of the Amirault family had met the same fate, leaving the line eradicated.

Unfortunately for them, Kil yet lived. For two years, his family's funds were held in limbo until he graduated, when he was named sole heir of the the estate. He returned to his home and saw the devastation, and after spending some time sifting through the ashes, decided to turn his attention towards the stars; there was nothing left for him on his home planet, and his rivals were still out there, and should they find out he was alive, they would change that quickly.

Taking what he could of his family's riches, he turned to their bolt holes and hidden caches, putting together the funds to entice a ship to take him on as military counsel, and fell in with a piratical crew. He found the life of a raider suiting to his skill and training, and over time, took command of the crew himself. He and his men took on whatever bounties they could, capturing ships and crews to turn them over for profit. More than once they abandoned their missions for Kilrenoir's own vengeance, striking at the Azereon family's ships and operations to cause them financial harm. He never let them know who he was, but made sure they knew it was for the Amirault legacy.

He made a name for himself amongst the underworld as a man who held strongly to his honor, giving ships containing civilians ample warning that they were to be fired upon so that they had time to evacuate, and during boarding actions sparing men who were simply doing their job while on the way to his target. He holds few kills under his belt, preferring to take his bounties in alive, only killing when the mark pushes him to it.

Over the course of fifteen years, his crew dwindled through casualties, injuries, and retirement. He treated his men well, and told them from the first day as captain that he had no trust for new blood, refusing to repopulate his crew. As they shrunk, so did their ship, until finally, Kilrenoir parted ways with the last four men he had under his employ. With his family's finances almost drained thanks to the overly generous treatment of his crew, he turned his attention towards working with a Rogue Trader, intent on keeping in the stars to keep pressing his rivals.


Name: Kilrenoir Amirault
Career: Arch-Militant -> Manhunter/Swashbuckler
Homeworld: Noble Born
Birthright: Born to Lead
Lure of the Void: Bounty Hunter
Trials: Rivals
Motivation: Thrill of War
Lineage: A Powerful Legacy
Rank: 6
Weapon Mastery: Power

Wounds: 21/21
Fate: 3
Corruption: 1
Insanity: 0

WS 48 (25+3 M+20)
BS 25
S 45 (25+20)
T 42 (25-3 BR+20)
AG 45 (25+20)
INT 45 (25+20)
PE 40 (25+15)
WP 33 (25 -5 HW+3 LotV)
FEL 48 (25 +5 HW+3 BR+3 LotV-3 M+15)


-Skills-
Common Lore (War) (Int)
Dodge (Ag)
Intimidate (S)
Scholastic Lore (Tactica Imperialis, Bureaucracy) (Int)
Secret Tongue (Military) (Int)
Speak Language (Low Gothic, High Gothic) (Int).
Literacy (Int)
Intimidate +20
Command (Fel)
Charm (Fel) +10
Secret Tongue (Pirates)

-Traits-
- Writ of Authority – Administratum
- Legacy of Wealth - +1 PF
- Supremely Connected – Gain Peer Nobility and Government
- Etiquette - +10 to Interactions in Formal settings
- Vendetta – General rivalry with Azereon house.

-Talent-
Peer (Administratum, Nobility, Government, Military)
Enemy (Imperial Navy)
Hatred (Nobles)
Rival (House Azereon)
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)
Sound Constitution
Quick Draw
Nerves of Steel
Bloodtracker
Talented - Scholastic Lore (Tactica Imperialis)
Talented – Command
Talented - Intimidate
Air of Authority
Sure Strike
Precise Blow
Killer’s Eye
Take Them Alive
Blademaster
Combat Flair
Crushing Blow
Killer’s Eye
Sound Constitution x7



-Advances 7500/7500
Agent of the Throne 600 XP
Born to Lead 200 XP
Bounty Hunter 200 XP
Rivals 100 XP
Thrill of War 200 XP
A Powerful Legacy 300 XP
Sure Strike 500 XP
Precise Blow 500 XP
Killer’s Eye 500 XP
Take Them Alive 750 XP
Blademaster 300 XP
Charm +10 500 XP
Combat Flair 500 XP
Wall of Steel 750 XP
Crushing Blow 500 XP
Killer’s Eye 500 XP
Sound Constitution x7 600 XP

-Equipment-
Concealed Compact Hellpistol (hidden in carapace armor)

Mordian-Pattern Power Sword
1d10+5+6 E 5 Pen Balanced, Tearing (+15 to Parry)

Officer’s Cutlass
1d10 R 0 Pen Shocking


Pressure Carapace
6 AP ALL, functions as non-breachable void suit

Micro-bead
bolt shell keepsake
manacles
Data-slate full of wanted bounties

John Dyne fucked around with this message at 22:29 on Oct 13, 2014

chin up everything sucks
Jan 29, 2012

WIP



"The bastards took everything from us. Our name, our honor, our ship... even our warrant of trade. All because of one damnable time-dependent trade that we missed. It would have made my family it's fortune, but a freak warpstorm threw us two years into the future. Our cargo, with all of our investment sunk into it, was suddenly worthless. Worse, the breach of contract penalty had a clause for late delivery with a compounding penalty. My grandfather should never have taken the trade. We were left with almost nothing, barely able to support ourselves as nobles! Nothing like the great Rogue Traders we once were!

But I'll get our name back, and our warrant as well. I'll destroy the bastards who took everything from us, and bring them to ruin. The true Von Stiffenheimer-Rockefeller family will cut our enemies down and flay their skins. Revenge has waited long enough. It's time for action.


pre:
Name: Dominique Stressa
Career: Rogue Trader->Reaver
Homeworld: Noble
Birthright: Vaunted
Lure of the Void: Criminal (Wanted Fugitive)
Trials and Travails: High Vendetta
Motivation: Pride
Lineage: Disgraced (One To Redeem Them)

Weapon Skill:    50     25 + 10 + 05 + 05 + 05
Ballistic Skill: 35     25 + 10
Strength:        35     25 + 05 + 05
Toughness:       40     25 + 15
Agility:         48     25 + 15 + 03 + 05
Intelligence:    45     25 + 10 + 05 + 05
Perception:      37     25 + 10 - 03 + 05
Willpower:       35     25 + 10 - 05 + 05
Fellowship:      50     25 + 10 + 05 + 05 + 05

Wounds: 14 = 13 + 1
Fate: 2
Corruption: 1
Insanity: 17

Traits:
Etiquette: +10 to interaction tests with high authority and in formal situations
Legacy of Wealth: +1 Profit Factor
Vendetta: I have enemies!
Brook No Insult: WP test to not challenge anyone who insults me
One To Redeem Them: -1 PF, +50 Achievement Points to any objective for an Endeavor

Talents:
Air of Authority
Ambidextrous
Crippling Strike
Decadence
Dark Soul
Die Hard
Enemy (Adeptus Arbites)
Iron Discipline
Jaded
Leap Up
Talented (Dodge)
Peer (Nobility)
Peer (Pirates)
Peer (Underworld)
Resistance (Fear)

Weapon Talents:
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)

Skills:
Acrobatics
Awareness
Charm
Ciphers (Rogue Trader)
Command + 20
Commerce + 10
Common Lore (Imperium)
Common Lore (Rogue Traders)
Deceive
Dodge + 10
Evaluate
Forbidden Lore (Pirates)
Intimidate + 10
Inquiry
Literacy + 10
Pilot (Space Craft)
Scholastic Lore (Astromancy)
Secret Tongue (Pirates)
Secret Tongue (Rogue Traders)
Speak Language (High Gothic) + 10
Speak Language (Low Gothic) + 10
Speak Language (Trader's Cant)

Gear:
Good Handcannon
Best Mono-sword
Micro-bead
Void Suit
Set of Fine Clothing
Xeno-pelt Cloak
Best Enforcer Light Carapace
Best Craftsmanship Chainsword (Angevin era chainsword, heirloom item)


XP Log: 12000/12000

Origin Path 500/500
Legacy - Disgraced (One To Redeem Them) - 300xp
+5 WS - 100
+5 Int - 100

Rank 1 (Rogue Trader): 2000/2000
Awareness - 100
Ciphers (Rogue Trader) - 100
Dodge - 100
Pilot (Space Craft) - 100
Ambidextrous - 200
Common Lore (Rogue Traders) - 100
Speak Language (Trader's Cant) - 100
Secret Tongue (Rogue Trader) - 100
+5 Fel - 100
+5 WS - 250
+5 Ag - 250
+5 Per - 250
+5 WP - 250

Rank 2 (Reaver): 3000/3000
Peer (Pirates) - 200
Forbidden Lore (Pirates) - 200
Intimidate - 200
Intimiate + 10 - 100
Secret Tongue (Pirates) - 200
Jaded - 200
Dark Soul - 300
+5 WS - 500
Crippling Strike - 500
+5 Str - 500
+5 Int - 100/250


Rank 3 (Rogue Trader): 3000/3000
150/250 (+5 Int)
+5 Fel - 250
Command + 10 (Elite) - 400
Leap Up (Elite) - 400
Deceive (Elite) - 400
Iron Discipline (Elite) - 400
Command + 20 - 200
Dodge + 10 - 200
Acrobatics - 200
Resistance (Fear) - 200
Sound Constitution - 200

<GhostFire> 1d10 fate
<Hashutbot> GhostFire, fate: 2 [1d10=2]

<GhostFire> 1d5 vaunted corruption
<Hashutbot> GhostFire, vaunted corruption: 1 [1d5=1]

<GhostFire> 1d100 heirloom item pride
<Hashutbot> GhostFire, heirloom item pride: 27 [1d100=27]

<GhostFire> 2d10+5 reaver insanity
<Hashutbot> GhostFire, 2d10+5: 17 [2d10=9,3]

chin up everything sucks fucked around with this message at 23:19 on Oct 13, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014




Aurelia Sayehn

For one of the Dark Kin of Commorragh to work in a Mon-Keigh ship, some seriously unfortunate circumstances must have happened to the Dark Eldar in question. It wasn't different to Aurelia Sayehn, and as it's so common with that cursed race, it was hubris over "lesser" races that resulted in her downfall.

A wych of the Cult of the Red Grief, a cult famed for risky and tight lightning strikes, even by Dark Eldar standards. With Raiders in close formation escorted by Venoms and Hellions they were a very mobile force, with only Wyches actually touching the ground when necessary, something that even earned them mock by the other members of the cult. Ironically it was being on ground that saved Aurelia's life on Toriko IV.

It all started when the Kabal of the Obsidian Gauntlet, so named after a terrifying artifact wielded by its Archon, recruited and invited people interested in a raiding campaign in the Spinward Front of the Periphery region of the Calixis Sector, where a large number of Imperial forces were engaged in fights against Orks and traitors of the Severan Dominate. And such, they weren't prepared for surprise Dark Eldar attacks, or so they thought. Aurelia was one of the members of the Cult that accepted the invite made by the Kabal.

The first months of activity in the Spinward Front went as expected, raiding and taking slaves from weak spots in the blink of an eye in remote Imperial Guard outposts and garrisons. Aurelia thoroughly enjoyed herself against the plethora of IG Regiments that existed, while her Cult soared above her, she was down with her sisters fighting against brave Commissars, incredibly resilient Ogryns, zealot Priests and many types of sergeants, from skilled duelists of the Scintilan Fusilliers to brutal Catachans. It was exhilaration after exhilaration, victory after victory, and Aurelia drank it all like the finest Craftworld wine.

It all changed in Toriko IV, a mining colony with only a few Mon'Keighs defending, but they weren't just any Imperial Guard regiment, they were Militarum Tempestus, the elite of the Imperial forces. In their extreme arrogance, the Cult of the Red Grief did not change their strategy against this different kind of enemy. In doing so, they doomed themselves.

In the primary space-port of the planet, the Dark Eldar attacked like they always did. Out of a web-way portal, Raiders, Hellions and Venoms spilled out at ridiculous velocity towards the "weak spot" in the enemy lines. The xenos took the bait easily, and the retaliation began. The Mon'Keighs were actually prepared against fighting eldars. In a quick reaction, hidden Valkyries armed with anti-skimmer missiles destroyed half of the Cult's vehicles in the initial salvo. Aurelia was already on the ground when it happened, one of the first to disembark from a Raider and already in the dirt fighting against Tempestus Scions.

As she disemboweled a soldier she watched in anguish as the rest of her forces were completely routed, forcing a desperate retreat towards the Web-Way, as the Cult of the Red Grief received their first defeat in the Spinward Front so far. Unfortunately for Aurelia, her Raider was a smoking ruin deep into enemy lines. With the Stormtroopers focused on destroying more xenos vehicles before they could escape instead of the few aliens on the ground, she quickly escaped in the alleys of the space-port, sneaking through warehouses, landing bays and shipment containers.

There was still a tiny bit of hope yet, it seemed that this mining colony belonged to a lesser Rogue Trader, and his Frigate was still in orbit above, as they collected the spoils of the planet. Sneaking aboard one of the transportation shuttles, Aurelia managed to infiltrated the Fruitful. Now there was only one chance of survival for her, it was do or die. Crawling through the forgotten decks and passages of the ship, she reached the Captain's quarters and killed the guards around it one by one, until she could walk inside undisturbed.

The look of surprise/fear at the Rogue Trader's face was something Aurelia would treasure forever, even as she offered her services as assassin/bodyguard to the human. Since then, Aurelia has worked as a mercenary for many ships in the lawless unexplored region that is called the Koronus Expanse. Believed dead by her own Cult and with no remaining ties to anyone, she satisfied herself fighting against other xenos and adventurer humans of the sector of space.

Until a very interesting job proposal to her came, involving the hijacking of a certain Chalice-class battlecruiser of Battlefleet Koronus...

code:
Name: Aurelia Sayehn
Career: Dark Eldar Wych
Xenos Origins: Vile Pleasures(Sadistic Joy)

Stats:

WS:  60   25 +20 (Point Buy) +15 (Advance)
BS:  30   25 +5 (Point Buy)
Str: 30   25 +5 (Point Buy)
T:   30   20 +10 (Point Buy)
Ag:  65   30 +20 +15 (Advance) 
Int: 40   25 +10 (Point Buy) +5 Advance
Per: 50   30 +10 (Point Buy) +10 Advance
Wp:  50   25 +20 (Point Buy) +5 Advance
Fel: 20   20

Wounds: 14/14 (6 Max Wounds + 6 2xTB + 2 Sound Constitution)
Fate: 1/1

Skills:
Acrobatics+10 (Ag)
Awareness+10 (Per)
Chem-Use (Int)
Concealment (Ag)
Contortionist (Ag)
Dodge+20 (Ag)
Common Lore (Dark Eldar) (Int)
Speak Language (Dark Eldar, Eldar, Low Gothic) (Int)
Forbidden Lore(Xenos) (Int)
Silent Move(Ag)
Intimidate (S)
Tracking (Int)

Talents:
Ambidextrous
Combat Master
Decadence
Disturbing Voice
Disarm
Hard Target
Leap Up
Heightened Senses (Sight, Hearing)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)
Two-Weapon Wielder (Melee)
Exotic Weapon Training (Agoniser Talon/Electrocorrosive Whip)
Resistance (Fear)  
Paranoia
Precise Blow
Catfall
Sprint
Sure Strike
Jaded
Dark Soul
Kabalite Weapon Training
Nerves of Steel

Traits:
Dark Sight
Unnatural Agility (x2)
Non-Imperial
Speak Not Unto the Alien
Power Through Pain

Equipment:
Best splinter pistol
Best wychknife
Wychsuit 2 AP All
Micro-bead
Translator Unit
Kill-Recorder
3 doses of Corpse Obmulen
2 doses of Sanguine Exodus
2 Eldar Plasma Grenades

Acquisitions:
Good Ghostplate Armour (-10 Rare -10 Good Quality +30 Negligible)
Good Electrocorrosive Whip (-10 Rare -10 Good Quality +30 Negligible)

Total XP 7500/7500

Experience: ~Rank 0~ 500/500 
Kabalite Weapon Training      300
Agility (Simple)              100
Weapon Skill (Simple)         100

~Rank 1~ 2000/2000
Agility (Inter)               250
Weapon Skill (Inter)          250
Willpower (Simple)            500
Resistance (Fear)             200
Speak Language (Low Gothic)   200
Perception (Simple)           100
Exotic Weapon Training x2     300
Tracking                      200

~Rank 2~ 3000/3000
Acrobatics+10                 200
Concealment                   200
Contortinist                  200
Dodge+10                      200
Leap Up                       200
Nerves of Steel               200
Combat Master                 200
Sure Strike                   200
Two-Weapon Wielder (Melee)    400
Perception (Inter)            250
Intelligence (Simple)         250
Weapon Skill (Trained)        500

~Rank 3~ 2000
Precise Blow                  300
Disarm                        200
Dodge+20                      300
Forbidden Lore (Xenos)        200
Agility (Trained)             500
Sound Constitutionx2          400
Awareness+10                  100

frajaq fucked around with this message at 23:50 on Oct 18, 2014

Sathzur
Nov 19, 2009
Going to be reusing this guy

Shas'ui Velk'Han Iur'tae'mont

Velk'Han Iur'tae'mont is a former Velk'han Pathfinder leader who has been stood down as during a campaign on the hive planet Vanity he started displaying uncharacteristic aggression towards the Imperial Guard defenders. While he was on his enforced leave a Water Caste acquaintance of his named Por'La Ksi'm'yen Tsua'm offered him a temporary post as a bodyguard for a trade mission into the Koronus Expanse.

Once on Footfall in the Koronus Reach Iur'tae'mont seeing that the cause of the Greater Good had little to no presence in the Reach decided that rather than return to Tau space he'd sign on with a Rogue Trader's crew and see where that would lead him. Seeing a recruitment poster seeking crew for a new Dynasty House Iur'tae'mont determined that he would use this as the first opportunity to spread the Greater Good beyond the borders of the Tau Empire.

pre:
Name: Shas'ui Velk'Han Iur'tae'mont
Career: Fire Warrior/Pathfinder 
Classified Competence: Precise Hunter
Homeworld: Velk'Han

Characteristics:

WS :25=20+5
BS :50=25+15+5+5
S  :25=20+5
T  :35=25+10
AG :50=30+15+5
Int:45=30+15
Per:45=25+15+5
WP :35=25+10
Fel:35=25+10

Wounds: 14=5+2+6+1
Insanity: 0
Corruption: 0=0
Fate points: 1

Skills:
Awareness
Common Lore (Tau Empire)
Concealment+10
Demolitions
Dodge+10
Literacy
Logic
Scholastic Lore: Tau 
Silent Move +20 (Talented)
Speak Language (Tau, Kroot, Low Gothic)
Tech Use+10

Traits:
For The Greater Good!: The Tau value the group over the self, and further trust their comrades and commanders to always choose the best course
of action. This enables every Tau to follow orders without hesitation or doubt.
Once per encounter, a Tau Explorer may gain a +10 bonus to a Test made while directly following an order from
another Tau character. Additionally, if this order places the Explorer into substantial danger to benefit the group as a
whole, this bonus increases to +30 (GM’s discretion).
Non-Imperial: This character was not raised among humans, and knows little about the culture and history of the Imperium. The laws,
traditions, religion, and superstitions of Mankind are unfamiliar and alien to characters with this trait.
The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the
Imperium of Man.
Speak Not Unto the Alien: This creature is a member of an alien species that is viewed with a mixture of fear and loathing, and different enough in
form and thought as to make any kind of social interaction a greater challenge.
This creature suffers a –20 penalty on all Fellowship-based Tests when dealing with humans, and imposes the same
penalty on humans. These penalties do not apply when dealing with individuals who have become familiar with him.
Finally, the presence of any xenos aboard a human vessel is unsettling for the crew. The continued presence of one or
more xenos Explorers aboard a human ship reduces its morale by 2.

Talents:
Fire Caste Weapon Training
Marksman
Rapid Reload
Supporting Fire
Unshakable Faith
Nerves of Steel
Sprint
Ambidextrous
Deadeye Shot
Hard Target
Rapid Reaction
Sound Constitution
Technological Insight
Superior Supply Chain
New Allies
Talented (Silent Moves)
Last Man Standing
Guided Precision

Items:
Good-Craftsmanship Pulse Carbine
Best-Craftsmanship Pulse Pistol
3x Tau Pulse Grenades
Tau Combat Armor

Acquisitions:
Good-Craftsmanship Rail Rifle
Good-Craftsmanship Markerlight

Advances:
Nerves of Steel 300
Silent Move 200
Speak Language (Kroot) 100
Speak Language (Low Gothic) 100
Awareness 100
Concealment 200
Ballistic Skill 100
Sprint 300
Ambidextrous 500
Perception 100
Deadeye Shot 200
Hard Target 200
Rapid Reaction 200
Sound Constitution 200
Scholastic Lore: Tau 100
Technological Insight 300
Tech Use +10 300
Superior Supply Chain 500
New Allies 300
Agility 250
Silent Move +10 100
Silent Move +20 400
Talented (Silent Move) 500
Concealment 100
Concealment +10 200
Last Man Standing 500
Demolitions 300
Guided Precision 300
Ballistic Skill 250
Dodge +10 200

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.


Alternatively Helmsman Laser Rave

Vladimir Novikov

Vladimir was a mercenary fighter pilot, a man at the top of his game an ever rising star of a flyboy. He sought nothing more than to be well fed and paid. Sortie after sortie, he proved his worth, picking his contractor's enemies with a hail of lasblasts. He felt he had no equal, no pirate could stop him, no rival group able to take his contracts from him, no authority able to tell him what to do. He was everything his family had wanted him to be, a perfect replacement for them when they were lost years ago in an ill-advised sortie. Flying and fighting were all he knew, but he made a drat good show of it, his garish personal craft was a sight to behold; bright colors, a sound system that served no purpose outside of hangar parties and armor stripped away to make room for more multilasers. The man matched his ship, his flight suit covered in bright lights and laud hailers and a gauntlet that was modified to fire multicolored lasers. The fall would be immense.

When he finally met his match, it was to the Eldar, the crafty bastards jumped out of the warp and immediately fired on the hangar, his men instantly slain and his precious ship destroyed. To add insult to injury, the exploding powerplant bathed Vladimir in immense amounts of radiation, mutating him horribly. With his men lost and his ship lacking fighter support, the Eldar ship raided the ship, took everything they wanted and killed whoever they felt like. In the aftermath, he discovered he was able to almost make his body flow like a liquid and has since decided to never remove his suit, preferring to even take his meals alone to avoid discovery. He was soon rescued by the Navy, taken aboard the Clarity of Purpose where he put his skills to use and in time was made to take the helm of the ship. A mercenary by heart, when the mutiny took place, he went along with the winning side; just to keep flying.

pre:
Vladimir Novikov
Voidmaster
Voidborn -5 S, +5 WP, Speak Language (Ship Dialect), Ill-Omened, Shipwise, Void Accustomed
Unnatural Origin Peer (Mutants), Resistance (Poisons), +3 WP, -3 Fel, Mutation 100xp 
[23:24] <hukhukhuk> 1d100 contaminated environs
[23:25] <Hashutbot> hukhukhuk, contaminated environs: 19 
[1d100=19] Feel no Pain +5W and Iron Jaw
Tainted 200xp to choose Malleable (+10 Ag, can fit into spaces 1/4 of my size)
Hand of War Weapon Training, Hatred (Eldar)
Fortune +1 Fate Point
A Proud Tradition - Heir Apparent 100xp 
Special Ability: Master of Small Craft (Reroll any failed test in a small craft)

Weapon Skill: 20
Ballistic Skill: 60	20 +20 +20 Advance
Strength: 30	20 +10 -5 +5 Advance
Toughness: 50	20 +20 +10 Advance
Agility: 70	20 +20 +10 (Malleable) +20 Advance
Intelligence: 30	20 +10
Perception: 30	20 +10
Willpower: 43	20 +10 +5 +3 +5 Advance
Fellowship: 17	20 -3

Wounds: 19/19 (9 Base 5 from 1d5 and 5 from Feel No Pain)
Fate: 5/5
[15:34] <hukhukhuk> 1d10 fate 6+ is 4 for voidborn
[15:34] <Hashutbot> hukhukhuk, fate 6+ is 4 for voidborn: 8 [1d10=8]

Mutations:
Feel No Pain
Malleable

Skills:
Pilot (Flyer) +20
Pilot (Space Craft) +20
Drive (Skimmer/Hover)
Drive (Ground Vehicle)
Pilot (Personal)
Dodge +10

Talents:
Iron Jaw
Paranoia
Pistol Weapon Training (Universal)
Nerves of Steel
Rapid Reload
Talented: Pilot (Spacecraft)

Traits:
Voidborn
Shipwise
Ill-Omened
Void Accustomed

Advances: 
Origin Path 500/500
Unnatural Origin -200xp
Tainted (Choose Mutation) -200xp
Heir Apparent Pilot (Space Craft) -100xp

Rank 1:  2000/2000
Simple Ballistic Skill -100
Simple Agility -100
Pistol Weapon Training (Universal) -500
Pilot (Space Craft) -100
Navigation (Stellar) -100
Intermediate Ballistic Skill -250
Intermediate Agility -250
Dodge -100
Simple Strength -250
Simple Toughness -250

Rank 2:  3000/3000
Trained Ballistic Skill -500
Trained Agility -500
Intermediate Toughness -500
Dodge +10 -200
Pilot (Space Craft) +10 -200
Quick Draw -200
Tech-Use -200
Paranoia -200
Nerves of Steel -100
Drive (Ground Vehicle) -100
Drive (Skimmer/Hover) -100
Simple Willpower -100
Literacy -100

Rank 3: 2500/2500
Expert Ballistic Skill -750
Expert Agility -750
Pilot (Space Craft) +20 -200
Rapid Reload -200
Pilot (Personal) -200
Pilot (Flyer) +10 -200
Pilot (Flyer) +20 -200

Acquisitions:
Good Quality Pressure Carapace -20 +30 -10
Las Gauntlet with Motion Predictor and Backpack Ammo supply -20 +30 -5 -5 

HukHukHuk fucked around with this message at 03:10 on Oct 19, 2014

Forums Terrorist
Dec 8, 2011

:frogsiren: Remember, you have until Saturday to submit an app :frogsiren:

Kurnugia
Sep 2, 2014

by Nyc_Tattoo
come on people submit your apps

I want to pop your eyeballs

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Kurnugia posted:

come on people submit your apps

I want to pop your eyeballs

I don't feeeel like it, I did for half a second but now I don't... maybe a navigator

Manifest Dynasty
Feb 29, 2008

Tristan was born into a splinter of the shattered and exiled House Dakkar. His education emphasized the history of his House: House Dakkar was the finest of all the Great Houses, destined to lead humanity into a glorious future. But it was cut down by scheming politicians and jeaolous rivals, forced into the fringes of the Imperium to dwell with the scum and vermin. As he came into adulthood, he made a decision:

"They have decided that we must be outlaws. So we shall be outlaws without peer..."

He began hiring out his navigation skills to anyone who could pay, bouncing from job to job with no regard for legality, until finally he signed on with a crew planning to take a REAL prize: a Navy Battlecruiser...
pre:
Name:  Tristan Dakkar
Career: Navigator
	Renegade House:	
		Fruits of Corrupted Blood:
			Additional Nav Power
				(Stacking The Deck)
			+10 to checks, -10 penalty on enemy checks for 3 powers:
				(Lidless Stare)
				(Warp Unbound)
				(TBD)
		Unchecked Mutation:
			Mutation checks for new powers at +0
			Begin with 1d5 insanity points
		Renegades:
			1d5 Corruption
			-10 to interact with officials of the Imperium
		Initial Mutation:
			2 starting Mutations	
	Dakkar:
				Bitter Souls:
					Hatred (Ecclesiarchy, House Malaspina, Inquisition)
					Enemy (Ecclesiarchy, House Malaspina, Inquisition)
				Grudges Remembered:
					+10 bonus to Nav. Power tests agains Hatred groups
				Signature Ritual:
					1 Morale Damage to sacrifice crew member, gain +10 to Psyniscience
					and always aware of Astronomicon
Homeworld: 		Void Born
Birthright: 		Scavenger
Lure of the Void: 	Crusade (Chasing the Enemy) (150 xp)
Trials and Travails: 	Hand of War
Motivation: 		Fear (Enemy in Ascendance) (100 xp)

Weapon Skill:    25     25 + 0
Ballistic Skill: 25	25 + 0
Strength:        20	25 + 0  - 5
Toughness:       45	25 + 20 + 5 - 5
Agility:         45	25 + 20
Intelligence:    55	25 + 20 + 5 + 5
Perception:      58	25 + 20 + 3 + 5 + 5
Willpower:       66	25 + 20 + 5 + 3 + 3 + 5 + 5
Fellowship:      25	25 + 0

Wounds: 5 + 4 = 9
Fate: Roll 1d104: 1d10 6
Corruption: 	1d5 + 1d5 = 6: 2d5 6
Insanity:	1d5 + 1d5 + 1d10 = 8: 2d5+1d10 8

Traits:
Charmed
	roll 1d10 on spending Fate Point.  On 9, keep the point
Ill-omened
	-5 on Fellowship to interact with non-Void Born
Shipwise
	Nav (Stellar) and Pilot (Spacecraft) as untrained Basic skill
Void Accustomed
	zero and low-gravity are not Difficult Terrain
The Face of the Enemy
	-10 to interactions, Willpower to resist violent reaction to provocation (Imperial Navy)
Unnatural Intelligence

Talents:
Resistance (Fear, Psychic Techniques)
Hatred (Ecclesiarchy, House Malaspina, Inquisition, Imperial Navy, Void Pirates, Psykers, Daemons)
Enemy (Ecclesiarchy, House Malaspina, Inquisition)
Rival (Astropaths)
Paranoia
Strong Minded
Navigator
Sound Constitution
Jaded
Improved Warp Sense
Medidation
Foresight 
Hardy
Dark Soul

Weapon Talents:
Basic Weapon Training (Bolt)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)


Powers:
	Lidless Stare (Nov)
	The Eye is Open	
	Stacking The Deck (Nov)
	The Warp Unbound (Nov)
	Lidless Stare (Adept)
	Warp Unbound (Adept)
	Seek The Path (Nov)

Mutations: 2#1d100 28 44:
Elongated Form
Pale and Hairless Flesh

Skills:
Awareness +20
Common Lore (Navis Nobilite) (Int)
Forbidden Lore (Navigators +10, Warp +10, Psykers) (Int)
Literacy (Int)
Navigation (Stellar +10, Warp +10) (Int)
Psyniscience +20 (Per)
Scholastic Lore (Astromancy) (Int)
Speak Language (High Gothic, Low Gothic, Ship Dialect) (Int)
Dodge

Gear:
Best-Craft Hellpistol
Best-Craft Metal Staff
Best-Craft Xeno-mesh armour
Emperor's tarot deck
Silk headscarf
Nobilite robes
Charm
Micro-bead
Good Quality Cortex Implant
Good Quality Mesh Cowl

XP Log: 
150 Crusade (Chasing)
100 Fear (Enemy)
100 Simple Advance (Willpower)
100 Simple Advance (Perception)
100 Awareness
------- 550 of Beginning 500 XP spent (Rank 1 - Elutrian Devotee) ------  (5050 total XP)
250 Int Advance (Willpower)
250 Int Advance (Perception)
100 Simple Advance (Intelligence)
100 Hatred (Psykers)
100 Hatred (Daemons)
100 Forbidden Lore (Navigators) +10
100 Forbidden Lore (The Warp) +10
100 Forbidden Lore (Psykers)
300 Resistance (Psychic Techniques) 
400 Strong Minded 
200 Psyniscience +10
------- 7000 XP spent - (Rank 2) ------ (7050 total XP spent)
200 Navigator Power (TBD)
200 Dodge
500 Warp Sense
200 Sound Constitution
200 Meditation
200 Awareness +10
200 Jaded
200 Navigation (Warp) +10
200 Navigation (Stellar) +10
200 Psyniscience +20
600 Improved Warp Sense
250 Intermediate Intelligence Advance
------- 10,000 XP spent - (Rank 3) ----- (10150 total xp spent)
200 Navigator Power (TBD)
500 Melee Weapon Training (Universal)
200 Foresight
200 Awareness +20
200 Hardy
250 Simple Toughness Advance
200 Dark Soul
(11,900 XP spent)

Waci
May 30, 2011

A boy and his dog.

Forums Terrorist posted:

(according to Deathwatch a starting marine is about equal to a 14k total xp RT character).

Starting BC characters are 7k total xp, according to the BC core book. A starting Deathwatch marine is significantly stronger than a starting BC one.

An actual question though, how do you deal with the modifiers to infamy from BC character creation?

NGDBSS
Dec 30, 2009






NGDBSS posted:

Interested in a Tau. It sounds like the bit about 7500 usable XP is in addition to the "baseline" of 5000 XP (relative to DH1E)?

FireSight posted:

Baseline 4500, not 5k. You start with 4500 but get 500xp to spend on origin path/starting rank... which doesn't count towards your rank.

You should be at 13k when you are done.
Partially to verify one way or the other, and partially as a heads up to the thread (since I'm seeing inconsistencies), will we be getting 7500 XP plus the 5000 baseline (which itself includes 500 to be spent) to put us at a final 12500 XP? Or is that 7500 XP the sum of total spendable XP, such that we start at a final 12000 XP?

vvvEdit: Forums Terrorist seems to have said something different, though, hence the verification step.

NGDBSS fucked around with this message at 04:07 on Oct 15, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


The latter. You get 500xp to spend at "Rank 0", then 2000 to spend on Rank 1 stuff, then 3000 that unlocks Rank 2 stuff, then finally 2000 that unlocks Rank 3 stuff

NGDBSS
Dec 30, 2009






Waci posted:

Starting BC characters are 7k total xp, according to the BC core book. A starting Deathwatch marine is significantly stronger than a starting BC one.
Not quite true - DW marines get more cool abilities but, due to Renown gating, can't start with some of the really powerful weapons that BC marines can. (This is also why, despite the XP boost, our characters are relatively weak in frajaq's BC game - equipment has always meant a lot in 40K TRPGs.)

Waci
May 30, 2011

A boy and his dog.

NGDBSS posted:

Not quite true - DW marines get more cool abilities but, due to Renown gating, can't start with some of the really powerful weapons that BC marines can. (This is also why, despite the XP boost, our characters are relatively weak in frajaq's BC game - equipment has always meant a lot in 40K TRPGs.)

The difference in abilities and starting skills and talents more than makes up for only starting with relatively basic gear.

Forums Terrorist
Dec 8, 2011

I hashed it out in IRC with you and a few other people, so here's the answers for everyone:
  • Anything that affects Infamy also affects Profit Factor; a fifth of your Infamy is added to the group's PF. Keep track of your Infamy for the purposes of spawndom/Apotheosis, but otherwise you buy poo poo with PF.
  • Since BC Marines start much less powerful that DW Marines (who are what I based the starting XP off of), they start with 5500 usable xp total, instead of the default 500. Hunt11, this means you now have 5k more to play with.
  • We are using the RT system for Unnatural Characteristics and not the BC one. Enjoy being superheroes, Orks/Eldar/Space Marines.

Also, if people want, there are /tg/ rules for doing a craftworld Eldar here if you want to submit a space elf that isn't a fascistic goth pain master

Forums Terrorist fucked around with this message at 19:32 on Oct 16, 2014

Shadow Isaac
Nov 16, 2011

by Ralp
I'll work up a Chaos Marine once I finish my shift today.

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Shadow Isaac
Nov 16, 2011

by Ralp
Question in advance: Would the GM be willing to allow custom career like a Word Bearer Dark Apostle or Night Lord, or am I limited to the archetypes from the core book?

Also if you are, between a Dark Apostle and a Night Lord, which would be more likely to make it into the campaign?

  • Locked thread