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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?

Shadow Isaac
Nov 16, 2011

by Ralp
In that case, I'll probably go Dark Apostle who led a failed campaign, disgraced, cast out and seeking to reaffirm his beliefs and redeem himself in the eyes of his legion by converting as much of the Koronus sector as he can to the word of Lorgar.

EDIT: Checked and the Tome gives the costs for a Dark Apostle as approximately 3600.

The Chaos Space Marine veterans introduced in
this chapter are roughly equivalent to a beginning
Chaos Space Marine character with an additional
3600 experience points.

Shadow Isaac
Nov 16, 2011

by Ralp
Hastur, Dark Apostle of the Word Bearers Legion

"I have laid siege to the gates of Terra and gazed upon the majesty of the warp and all its secrets. I have seen worlds burn and millennia pass in the blink of an eye. The word of Lorgar sustains me. And you, little man, you think some carcass rotting in a chair will shield you against me?"

A son of Colchis, Hastur was with the XVII Legion almost from the beginning and followed Lorgar Aurelian without question from his rebuke by the Emperor to the very siege of Terra. After that fateful battle, he accompanied his Primarch into the Eye of Terror, where his piousness and devotion moved him steadily through the ranks until the triumphant day when he stood before the Council of Sicarus and received his Crozius Arcanum, the symbol of his elevation to the rank of Dark Apostle.

For untold centuries, Hastur led his forces into battle against the forces of the False Emperor and the myriads hordes of Xenos, his faith leading his men to victory after victory. But that would all change on one fateful day when he ordered the orbital bombardment of Imperial forces he fought against on the world of Adefaras IV. As the shells struck, they cracked open the mantle of the world, revealing the terrible secret of Adefaras IV: beneath its surface lay a long-buried Necron tomb world. This unforeseeable disaster would prove to be Hastur's undoing.

The awakened Xenos poured from beneath the planet's crust, laying waste to Imperials and Chaos forces alike, and Hastur watched in dismay as his forces were decimated by the seemingly endless tide of undying, soulless automatons. Forced to retreat, Hastur returned to Sicarus in disgrace.

Hastur expected a sentence of death when he was summoned before the Council once more, but what happened was far worse: excommunication. Deprived of his flock, his purpose, disgraced in the eyes of his Primarch, Hastur was banished from Sicarus.

Now Hastur makes his way through the Koronus Sector, unseen by the eyes of the Imperium, spreading the word of Lorgar wherever he goes that he may one day accomplish such feats of devotion that the Council shall have no choice but to welcome him back to the XVII Legion.

RACE: Chaos Space Marine.
Archetype: Dark Apostle (4100 xp)
Alignment: Unaligned (+2 Khorne, +2 Slaanesh, +1 Tzeentch)
Pride: Devotion (+5 WP, -5 S)
Disgrace: Regret (+5 Corruption, Haunted: Opponents always receive a +10 Situational Modifier when attempting to use Intimidation against the character.)
Motivation: Vengeance (+2 wounds, -5 Per)

WS - 30 (+20) 50
BS - 30
S - 30 (+15) (-5) (+5) 45
T - 30 (+10) 40
Ag - 30
Int - 30 (+10) 40
Per - 30 (+10) (-5) 35
WP - 30 (+15) (+5) (+5) 50
Fel - 30 (+20) (+5) (+5) 60
Inf - 20 (+9) 29

Wounds: 21 (+2) 23
Corruption: 15 (+5) 20

Starting Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry. Charm, Charm +10, Command, Command +10, Common Lore (any one), Forbidden Lore (Daemonology, The Book of Lorgar), Forbidden Lore (The Warp), Intimidate, Scholastic Lore (Legend).

Starting Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior. Air of Authority, Ancient Warrior, Demagogue, Enemy (Ecclesiarchy), Inspire Wrath, Iron Discipline, Unshakeable Will.

Starting Traits: Amphibious, Unnatural Strength (x2), Unnatural Toughness (x2).

Starting Gear:
Accursed Crozius (non-possessed) Melee – 2d10+6, E, pen 7, Balanced, Concussive (0) (When wielded 2-handed,) Felling, Power Field 16kg
Legion bolt pistol with 2 magazines, Pistol 30m S/2/– 1d10+9, X, pen 4, clip 8, reload Full, Tearing 5.5kg
Unholy Icon
2 Legion frag grenades Thrown SBx3 S/–/– 2d10+2, X, pen 0, Blast (4) .7kg
Legion Power Armor (8 all)

Special Abilities
Harbinger of Heresy: Dark Apostles are powerful orators whose words convert entire populations to the worship of Chaos and inspire them to unite and rise up against their Imperial Oppressors. When attempting to use any Interaction Skill to affect multiple targets, a Dark Apostle may affect 10 times the number of targets normally allowed. Further, he may spend an Infamy point to re-roll an Interaction Test and add a Degree of Success to the result. A Dark Apostle may also attempt to convert any NPC target(s), including minions, with a Disposition Modifier of +20 or greater to his own heretical beliefs through an Opposed Charm Test. The Dark Apostle gains +10 on the attempt, and, if successful, he can spend an Infamy Point to mark the target(s) as Faithful. Faithful followers are zealously dedicated to the Dark Apostle’s cause as long as their disposition towards him remains positive, giving them a +10 bonus to Opposed Willpower Tests to resist hostile Interaction Skills.
Dark Devotion: Dark Apostles dedicate their every victory to the Ruinous Powers and construct nightmarish monoliths and vast icons of devotion to venerate their chosen Gods. A Dark Apostle may spend an Infamy Point to construct and dedicate a monument to the Chaos God of his choice. The size of the monument and the time required to complete its construction is subject to the Dark Apostle’s ambitions and the resources available to him, and additional Skill Tests might also be required as the GM sees fit. If the GM decides the resulting preparations are sufficient, the Dark Apostle may grant two Degrees of Success to a single Skill Test involved in a Rite or Ritual performed at the site. In addition, any Rites or Rituals that share an alignment with the monument gain a +30 Ritual
Modifier, while those aligned to another God gain a –30 Ritual Modifier. Truly worthy altars can qualify as Glorifying Acts (see page 70) at the GM’s discretion.

Advances:
1400 xp spent
Simple Strength Advance (250xp) (Khorne)
Furious Assault (500xp) (Khorne)
Simple Fellowship Advance (250xp) (Slaanesh)
Deceive (200xp) (Slaanesh)
Scrutiny (200xp) (Tzeentch)

Gifts of the Gods:
Roll(2d100)+0:
62,26,+0

Limb Loss, or Chaos Organ (Bloodletter Eyes, Unnatural Per)

Initial Acquisitions:
Single (+30) Infernal Star Force Field (Extremely Rare, -30) (Rating 50, Overload 1-5)
Single (+30) Ritual Kit (Scarce, +0)

Shadow Isaac fucked around with this message at 08:22 on Oct 17, 2014

Shadow Isaac
Nov 16, 2011

by Ralp
Can I resubmit as a Night Lord then?

Shadow Isaac
Nov 16, 2011

by Ralp
Also can you provide a conclusive ruling on whether a custom archetype costs 3600 or 4100xp for this game, because we were arguing over that for like an hour straight in IRC last night.

Shadow Isaac
Nov 16, 2011

by Ralp
Radovan Atritas

"I can smell your fear, Imperial. You cannot hide the sweet miasma of your terror, the pungent bouquet of your despair. Run to the shadows. They will offer you no protection. We are coming for you!"

Who he was before the Legion is unimportant. All that matters is what he has become.

They took him from his backwater planet and remade him, molded him into something greater than human. They filled his head with tales of a long-dead father, the martyred Night Haunter. He cared little. He had never met the man. What mattered were his lessons: The application of complete terror. Subjugation through fear and the utter control that it yielded. More than the sense of control, he cherished the thrill that rushed through him as he established his dominance, when he fell among them cleaving limb from body in a glorious whirlwind of death. How they ran when the sun went down.

Then came the 13th Black Crusade and everything changed. His warband allied with the forces of the Despoiler, and he felt his disillusionment grow as he watched his superiors whore him and his brothers away to Abaddon in service of a long-dead Warmaster and religious fanatics debasing themselves before corrupt gods. This was no worthy battle, no glorious conquest, it was merely a grand fiasco meant to stoke the fires of the Despoiler's vanity. He deserted, killing any who tried to stop him or stood in his way.

He traveled from system to system, searching for like-minded warriors worthy of counting as battle-brothers. He found himself again whoring his blades to the highest bidder, but consoled himself that it was on his own terms. Then the contract came. The taking of an entire battle-barge. A captive crew of the False Emperor's herd for him to toy with, to prey upon. He smiled cruelly. This, at least, would prove an entertaining diversion.

Race: Chaos Space Marine
Archetype: Night Lords Chaos Space Marine (3600xp) (+5 S, +5 WP)
Pride: Grace (+5 Ag, -5 BS)
Disgrace: Destruction (+2 Inf, -4 Fel)
Motivation: Violence (+5 Corruption, -3 Intelligence)
Alignment: Unaligned (2 Khorne, 1 Nurgle, 1 Tzeentch, 1 Unaligned)

WS - 30 (+20) 50
BS - 30 (-5) 25
S - 30 (+15) (+5) 50
T - 30 (+10) 40
Ag - 30 (+20) (+5) 55
Int - 30 (+5) (-3) 32
Per - 30 (+10) 40
WP - 30 (+15) (+5) 50
Fel - 30 (+5) (-4) 31
Inf - 20 (+9) (+2) 31

Wounds: 20
Corruption: 15 (+5) (+1) 21

Starting Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry. Acrobatics, Awareness +10, Commerce, Common Lore (War and Koronus Expanse), Deceive, Parry +10, Forbidden Lore (Pirates), Intimidate, Intimidate +10, Operate (Aeronautica), Stealth, Tech-Use.

Starting Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior. Ancient Warrior, Cold Hearted (+1 Corruption), Two-Weapon Wielder, Jaded, Lightning Reflexes, Paranoia, Raptor, Sure Strike.

Starting Traits: Amphibious, Unnatural Strength (x2), Unnatural Toughness (x2).

Starting Gear: Legion Power Sword Melee — 1d10+6, E, Pen 6, Power Field, Balanced
Legion Power Armor (8 All) Roll(1d10)+0: 3,+0 Total:3 (Customization: Horns, Cannot be parried on Charge)
2 Legion frag grenades
2 Legion krak grenades

Special Abilities
Spectral Haunter: The Night Lords are renowned for their ability to utilise the cover of darkness and other adverse conditions to harass their prey. Penalties for attacking a Night Lords Chaos Space Marine and bonuses to any Stealth Checks that Combat Circumstances grant based on visual hindrances are increased by 20.
Terror Tactics: Night Lords Chaos Space Marines are among the most dreaded enemies of the Imperium of Man. They specialise in terrifying their foes with horrendous displays of carnage and psychological warfare that drives even the most hardened fighters into paroxysms of fear. A Night Lord may spend Infamy Points to grant himself and his allies the Fear Trait (to a maximum of 4) for the remainder of a session. Each rank in Fear awarded requires the expenditure of two Infamy Points, then two days of preparation and a successful Hard (–20) Intimidate Test. The GM may modify the difficulty based on the Night Lord’s actions and also require additional Skill Checks depending on the situation.

Advances
1700xp spent, 200xp remaining.
Swift Attack (500xp) (Khorne)
Berserk Charge (250xp) (Khorne)
Disturbing Voice (250xp) (Nurgle)
Scrutiny (200xp) (Tzeentch)
Counter Attack (500xp) (Unaligned)

Initial Acquisitions:
Single (+30) Jump Pack (Rare, -10)
Single (+30) Lightning Claw (Very Rare, -20) with Storm Field modification (-10) — 1d10+8, E, pen 10, Power Field, Proven (4), Special

Gifts of the Gods:
Roll(2d100)+0:
9,75,+0

Bestial or Projectile Attack
The character may make a Standard Attack Half Action to unleash a projectile attack with the following profile; Range: 10m; Rate of Fire: S/-/-; Damage: 1d10+5; Penetration 3; Spray, Smoke. Obviously, the character may not make this attack if he is wearing an enclosed helmet!
(Consider it a mutation of the Betcher's Gland I guess.)

Shadow Isaac fucked around with this message at 06:53 on Oct 18, 2014

Shadow Isaac
Nov 16, 2011

by Ralp

John Dyne posted:

Advances: 12,200/12,500
Khorne Berserker 3600
Street Fighting 200
Combat Master 300
Swift Attack 300
Unarmed Master 300
Whirlwind of Death 300
Blademaster 400
Crushing Blow 400
Lightning Attack 400
S+15 850
WS+15 1500
Tech-Use +10 550
Trade (Armourer) 200
Weapon Tech 250
Armour Monger 500
Two Weapon Wielder 500
Bladedancer 750
Parry+20 400


uh, that seems like an insanely high amount of xp spent

Shadow Isaac
Nov 16, 2011

by Ralp
Sorry, was running DH and grocery shopping. Will look through some stuff and put a background together.

Shadow Isaac
Nov 16, 2011

by Ralp
When it came to cowing the loyalist crew and dispatching those who would not bend, Radovan was in his element. With the ship's schematics committed to memory, there was no corner where the Imperial dogs could hide, no passage that was closed to him. Whispers spread among the crew of the ship of the grisly displays made of the dismembered bodies and strewn entrails of ranking officers. What they could not know was that the killer was lurking above them, hanging amongst the shadows and pipes that obscured the ceilings of many of the decks.

Radovan is using a set of Mag-Boots to make his way across the ship undetected, whether by wall, ceiling, or even traveling through the vacuum along the outer hull itself.

Shadow Isaac
Nov 16, 2011

by Ralp

Epicurius posted:

I like the idea that Pieter's job was to get blackmail material and cash for bribes and stuff together. I'm not really sure what acquisition I could tie that to at the moment, though.

It's mostly flavoring rather than any practical application, but you could always use high-end liquors like Blush, Raenka or Theosophist's Philtre to ply people for information.

Shadow Isaac
Nov 16, 2011

by Ralp
Once on a whim I acquired a case of Theosophist's Philtre as a throwaway show of extravagant wealth which ended up resulting in campaign spanning paranoid tendencies after the Astropath tried to poison me and I started running everything I drank through Carnelian Sievestones. Basically what I'm saying is booze as loot is awesome.

Shadow Isaac
Nov 16, 2011

by Ralp

I'm on the clock right now but I'll get something up once my shift's over.

Shadow Isaac
Nov 16, 2011

by Ralp
Okay serious question: how far is the GM willing to let me go with preying upon and terrorizing the underdecks, and can I murder Talbot without consequences?

Even if there are consequences I may still murder Talbot.

Shadow Isaac
Nov 16, 2011

by Ralp

frajaq posted:

I think with just these first posts the two officers already came to immediately regret their decision so lets no antagonize them further...for now

I question your commitment to Commorragh.

Shadow Isaac
Nov 16, 2011

by Ralp
Footfall or Port Wander would probably work. There's also the Dark Eldar black market in the Nexus of Shadows.

Shadow Isaac
Nov 16, 2011

by Ralp
I say we cut out his eye, shave it down to a thin lens and then convert it into a monocle, giving any one PC the ability to lidless stare as a free action and also see entrances to the eldar webway.

Shadow Isaac
Nov 16, 2011

by Ralp
Looks like Casmir doesn't have FL (Horus Heresy). All the more pity for him. The Haunter taught an important lesson with Nostramo Quintus.

Shadow Isaac
Nov 16, 2011

by Ralp
I'm going to be spending all day Sunday getting drunk and watching horror movies and won't be able to post all day, so try not to have anything too universe-shattering happen while I'm out.

Shadow Isaac
Nov 16, 2011

by Ralp
Hachi machi, Ensign Katona's making me wish I wasn't a 9 foot tall chem-gelded metahuman!

Shadow Isaac
Nov 16, 2011

by Ralp
So I know I add +6 to the profit factor for the ship, but I don't remember what we're at currently given other characters modifiers before I roll for acquisitions on footfall.

Shadow Isaac
Nov 16, 2011

by Ralp
Can we keep Batty around as an NPC for when I need to murder someone to get a point across?

Shadow Isaac
Nov 16, 2011

by Ralp

Forums Terrorist posted:

Sure, I'll NPC him and you can murder Batty at your slightest whim~

I'll probably let it simmer for a while, don't have betrayer yet, but that +10 to infamy from killing an ally will be a much needed boost if I ever want to legacy weapon.

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Shadow Isaac
Nov 16, 2011

by Ralp
Is this thing paused until we get a new submission or what?

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