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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:
Since you don't have a Warrant of Trade, we're not using Ship Points. Meet the Clarity of Purpose: quote:Hull: Chalice-class Isn't she 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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# ? Oct 11, 2014 03:15 |
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# ? Apr 19, 2024 01:42 |
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Will do a Dark Eldar wych
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# ? Oct 11, 2014 03:36 |
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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 |
# ? Oct 11, 2014 11:00 |
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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 Jolinaxas fucked around with this message at 05:34 on Oct 17, 2014 |
# ? Oct 11, 2014 12:45 |
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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.
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# ? Oct 12, 2014 05:49 |
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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.
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# ? Oct 12, 2014 06:03 |
Interested but toying with a couple of different character ideas.
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# ? Oct 12, 2014 14:44 |
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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)?
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# ? Oct 12, 2014 18:29 |
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Correct.
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# ? Oct 12, 2014 18:33 |
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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.
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# ? Oct 12, 2014 18:37 |
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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?
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# ? Oct 12, 2014 19:21 |
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Yeah, it means you pick one from each layer without worrying about what leads to what.
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# ? Oct 12, 2014 19:33 |
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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:
(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 |
# ? Oct 13, 2014 06:14 |
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Will remake Vladimir for this game, doing a different class this time.
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# ? Oct 13, 2014 07:31 |
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never mind
AtomikKrab fucked around with this message at 12:18 on Oct 13, 2014 |
# ? Oct 13, 2014 12:05 |
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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 |
# ? Oct 13, 2014 14:07 |
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Gonna do an ork.
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# ? Oct 13, 2014 15:01 |
Just leaving this here. Full credit to Asehujiko for making it.
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# ? Oct 13, 2014 15:28 |
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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.)
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# ? Oct 13, 2014 16:47 |
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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
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# ? Oct 13, 2014 16:55 |
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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.
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# ? Oct 13, 2014 18:28 |
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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).
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# ? Oct 13, 2014 18:32 |
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 Birthright Corruption: 1d5 4 Archeotechnologist heirloom roll: 1d100 58 Ferrosol fucked around with this message at 09:51 on Oct 16, 2014 |
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# ? Oct 13, 2014 20:12 |
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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 |
# ? Oct 13, 2014 21:53 |
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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 <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 |
# ? Oct 13, 2014 22:35 |
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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:
frajaq fucked around with this message at 23:50 on Oct 18, 2014 |
# ? Oct 13, 2014 23:03 |
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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
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# ? Oct 14, 2014 06:53 |
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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 |
# ? Oct 14, 2014 07:10 |
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Remember, you have until Saturday to submit an app
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# ? Oct 14, 2014 21:49 |
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come on people submit your apps I want to pop your eyeballs
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# ? Oct 15, 2014 00:39 |
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Kurnugia posted:come on people submit your apps I don't feeeel like it, I did for half a second but now I don't... maybe a navigator
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# ? Oct 15, 2014 00:51 |
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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)
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# ? Oct 15, 2014 02:07 |
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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?
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# ? Oct 15, 2014 02:42 |
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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)? Forums Terrorist posted:Correct. 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. 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 |
# ? Oct 15, 2014 03:58 |
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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
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# ? Oct 15, 2014 04:04 |
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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.
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# ? Oct 15, 2014 04:04 |
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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.
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# ? Oct 16, 2014 18:35 |
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I hashed it out in IRC with you and a few other people, so here's the answers for everyone:
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 |
# ? Oct 16, 2014 19:24 |
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I'll work up a Chaos Marine once I finish my shift today.
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# ? Oct 16, 2014 22:03 |
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# ? Apr 19, 2024 01:42 |
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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?
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# ? Oct 16, 2014 23:19 |