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The Chronicles of the Ordo Thuggus The Void's End Pleasure House You and your closest officers have just lost your voidship to the scheming of a rival house. Attrition whittled down your men and when you returned to port to gather replacement crew, the men of House Dans-Monde infiltrated the ship and led your battle-weary survivors in a mutiny. Barely escaping in a personal craft with your Warrant of Trade and your lives. You are now drinking yourselves stupid at the finest speakeasy on Agave IV. Money enough to purchase small armies changing hands at game tables and for the finest drinks that most Imperials would never see in a hundred lifetimes, anything to numb the fact that you just lost your family's legacy to some up and coming brat playing wiht his father's money. The only positive thing to come about this was that the original holder of the warrant and your great-grandfather Russus Jons had the foresight to hook atomics to all the vital systems in the case of theft. Knowing that your hated foe's top men died in an expanding ball of atomic fury was some comfort when facing a shame of that magnitude. As you and your remaining men settle into a private suite and are ready to pass out and attempt to forget the day's events in a drug filled haze, your door is kicked down and you are quickly rounded up and kidnapped by what seems like two entire Arbites courthouses of enforcers. When you come to, the first man you see is an Inquisitor. Emperor drat it all. He wears his Rosette around his neck and next it on a massive golden chain is a Warrant of Trade with the seal of the High Lords of Terra themselves. On his chest is tattooed 'ORDO THUGGUS'. You wonder what kind of mess you've gotten yourself into before he introduces himself. Battleship 'Once Upon a Time in Shaolin' "I am Inquisitor Lord Damaris Malveau-Xavier, Master of the Ordo Thuggus; and I have selected you and your officers to join me in breaking the enemies within the Imperium. Your mission is to travel to the Diris system and bring it back into the fold of the Imperium. This system is reported to have shown the desire to join the Severian Dominate and has already begun shipping food and goods to their systems. The system consists of 3 worlds, an Agriworld, a Hive world and the Imperial world capital. Destabilize the system through crime and violence, swallow our foes in their own corruption then call down our forces to storm the worlds. At your call are two entire Arbites Courthouses , housed in the frigates Judicial Brutality and Lex Iratus who will be one weeks jump away from your position. To aid you in your duty, we have developed a drug made from the powdered seeds of the ploin, causes a state of euphoria and relaxation as well as being extremely addictive. We have begun calling it the White Heresy. Also we have data-slates of evidence that House Dans-Monde has been involved in the Diris system's rebellion by sending the entirety of their transports to move materiel between Dominate systems. Should you succeed in this mission, you will be able to wipe your rivals from the galaxy and be installed as System Govenor. Finally, this kind of mission demands a bit more freedom than even a Warrant of Trade can provide. As you now work for me and as long as you are loyal to only me, I grant you the the power of my Rosette and status as full Agents of the Throne. Available to you are the wealth of artifacts that my ordo has gathered over decades and centuries, some dating back to the late 2nd millenium. Welcome to the Ordo Thuggus. Let us swear the oaths that bind us, now repeat after me..." ======================================================== Character Creation: 2 Apps per player Starting Experience: 16k Middle of Rank 4 11500 Spendable Experience with Expanded creation rules from Into the Storm and free pick for Class Stats: 120 point buy Wounds: Max Wounds Fate: Roll for fate either in #acolytedice or linked to a website Alterate Careers: Go for it. Also freely choose from talents and skills in the Agent of the Throne career as elite advances without needing to explain why. Xenos: I'll allow any of them to be rolled but keep in mind you work for an Inquisitor Lord and the group may choose to do some subtle crime. However, you do not need to take the Sanctioned Xenos talent because a Rosette is more than enough to get them through. Profit Factor: 70 Looking for 8-10 players for this game, I'll be on #acolyte most of the time and if I don't respond, please go leave me an IRC PM and I'll try and get back to you as best as I can. Recruiting closes Acquisitions: 6 Items of your choosing of Best Craftsmanship up to Extremely Rare, up to 2 of those personal items can be man-moded by telling me you want an Artifact. Edit: You may specify ranged weapon/melee weapon/armor or gear for one of these items. The other will be fully randomly generated. (These 6 items replace your starting weapons and armor) May double down on 2 acquisitions by making them common quality or dropping their availability at least one step so a total max of 8 items Each Weapon (Artifacts included) may have 2 mods of up to Extremely Rare attached when acquired Each piece of Armor (Artifacts included) may have 1 mod of up to Extremely Rare attached when acquired You may take anything up to common items as desired. House Rules: pre:Power Armor rules- Light Power Armour - Very Rare Normal/Heavy Power Armour - Extremely Rare Artificer Armour - Near Unique Consecrated Artificer Armour - Unique Near Unique and Unique items do not have scaling for them and are only acquired one at a time at -50 and -70 at best. However, there is a chance that they will be better than Common-craftsmanship even if you elect not to make the test harder to guarantee Good or Best. Roll a 1d100 for Common craftsmanship a roll of 89-99 upgrades the item to Good and a roll of 100 makes the item Best instead. For Good craftsmanship items a roll of 91-100 will make the item Best quality instead. Since Chainfists are powerfists, they also double the user's SB or add one to the Unnatural Strength multiplier. Tracking is perception because that just makes sense. Swift and Lightning attacks now grant additional attacks every 2 or 1 DoS respectively. Unwieldy weapons require an extra DoS (to 3 and 2) for an extra attack. It is still a full action and allows an extra attack with the off hand, ranged rules are unchanged. pre:Meritech Shrike-class Raider (You may christen it when the crew is gathered) Dimensions: 2 km long, .25 km abeam at fins approx. Mass: 4.5 megatonnes approx. Crew: 15,000 crew, approx. Accel: 5.9 gravities max sustainable acceleration. Speed: 12 Maneuverability: +30 Detection: +20 Hull Integrity: 26 Void Shield: 1 Armour: 16 Turret Rating: 2 Space: 35 Weapon Capacity: Prow 1, Dorsal 1 Crew Rating: Crack (40) -10 if drugs are flowing Morale: 100/100 Prow - Good Craftsmanship Sunhammer Lance Dorsal - Good Craftsmanship Staravar Laser Macrobattery Power: 37/46 Space: 35/35 Plasma Drive: Best Quality Archaeotech "Viperdrive" Pirate Engine Increase Maneuver by +5, and Speed by 2; Additionally, if an "Engines Crippled" critical hit is received, always treat the engine as wrecked, as if 8-10 had been rolled. Warp Drive: Good Quality Miloslav G-616.b Warp Engine Required to enter the Immaterium. Reduce duration of all warp passages by half. However, roll every 3 day for Warp Encounters instead of 5. Void Shields: Voss "Glimmer"-pattern Array Provides a single void shield. Whenever a hit is canceled, roll a d10. On 3 or lower, ignore the cancellation and calculate the his as if it wasn't ignored. Geller Field: Mezoa Gellar Void Integrant Integrates the Gellar Field into the Void Shield. Suffer a -5 to the Warp Encounters roll. If the void shield suffers a critical hit, the gellar field is damaged as well. Life-Sustainer: Good Quality Euphoric Life Sustainer While the drugs are flowing, increase Morale by 10 but reduce Crew Rating by one step (e.g. 30 to 20). When disabled, decrease Morale by 10 for one day. If the victim of a Hit and Run attack, the attacker suffers a -10 to his Command test unless the boarders are equipped with an Air Filtration system. Crew Compartments: Good Quality Bilge Rat Quarters Reduce Maximum Morale by 3. Reduce all Crew Population losses due to depressurization by 2, to a minimum of 0. Bridge: Combat Bridge If bridge remains undamaged, all Tech-Use Tests to repair the ship gain +10 Sensors: W-240 Passive Detection Arrays External. When on Silent Running, this vessel may perform any Detection action without penalty. Supplemental: Teleportarium, Pharmacia, Laboratorium (Archaeotech), Arboreum, Medicae Deck HukHukHuk fucked around with this message at 07:17 on Nov 7, 2014 |
# ? Oct 25, 2014 17:50 |
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# ? Apr 18, 2024 13:51 |
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Oh, credit to Asehujiko for this lovely thing
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# ? Oct 25, 2014 19:50 |
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Making a missionary that goes Drusian Charlatan and House Operative. I'll take 2 manmoded artifacts. Rank 1: Missionary Rank 2: Drusian Charlatan Rank 3: Missionary Rank 4: House Operative chin up everything sucks fucked around with this message at 20:11 on Oct 25, 2014 |
# ? Oct 25, 2014 20:06 |
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Everything here is assumed to be of Best quality FireSight Steady archaeotech jumppack quirks: lucky and dogged -Steady: Can reroll one failed test per session -Lucky: Gain an extra spendable fate point but cannot be burned -Dogged: Will always return to you somehow Imposing archaeotech Auspex quirks: patient and cruel -Imposing: +20 on all Opposed tests -Patient: -3 Initiative but gains 1 Additional DoS -Cruel: May reroll damage once per combat Auspex +20 to Awareness and can detect many different things Mandozer Incalculably, Precisely made archaeotech assassin's bodyglove quirks: Unpredictable and surly -Incalculable Precision: Armor gains +1 to all locations and +10 to Dodge -Unpredictable: Gain 1 addition DoS on success, but gain 2 DoF on failures -Surly: Item stops working on a roll of 96 on any test, but +2 Initiative Relic Assassin's Body Glove 5 All can be concealed under clothing Entropic Multicompass Quirk: Trusty -Entropic: +10 on all tests made, test against +0 Toughness or gain 1 Fatigue on failure -Trusty: Once per session, gain +10 to test made with that item Multicompass +10 to all Survival and Navigate (Land) tests. This was rolled but needs a home. Bloodlust cursed Pistol Quirk: Unpredictable -Bloodlust:Gain 4 damage and pen as well as tearing, Frenzy but ignores ranged penalty, can choose to fire weapon on frenzy. -Unpredictable: Gain 1 addition DoS on success, but gain 2 DoF on failures Relic Pistol 30m S/2/- 1d10+8 I Pen 8 Clip 5 Reload 2 Full 3kg Tearing HukHukHuk fucked around with this message at 23:56 on Oct 25, 2014 |
# ? Oct 25, 2014 22:03 |
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Going with a slightly unhinged, gambling-addicted Rogue Trader. Probably going to stick with RT for all 4 ranks, but I need to give the alternates another look. I'll take two artifacts, and since I can specify one, I'll call it armor.
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# ? Oct 25, 2014 22:16 |
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Jolinaxas Alluring Meshweave Cloak Quirk: Lucky -Alluring +10 on all Interaction Tests -Lucky Gain 1 fate point only to be spent Relic Meshweave Cloak 4 Body, Arms, Legs 6kg Bloodlust Multikey Quirk: Lucky -Bloodlust +10 on all tests, only if regularly doused in blood -Lucky Gain 1 fate point for spending Relic Multikey +30 to Security when picking locks
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# ? Oct 25, 2014 22:43 |
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I'm going with hulking brute of genetor with a penchant for ingesting massive amounts of drugs of both his own design and making. He is also black. Also, I'd like a melee weapon artifact!
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# ? Oct 25, 2014 23:08 |
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Kurunugia Melee>Power>Knuckles>Serrated>Entropic>Lucky -Serrated: Gain Tearing, if already Tearing gain +3 Damage -Entropic -1 damage and pen but every hit reduces the armor of the location hit by 1 until repaired -Lucky Gain 1 fate point for spending Relic Power Knuckles 1d10+6 E Pen 7 Powerfield Tearing 3kg You elected to give up another acquisition so I can pair these up for you. (I rolled a Tearing Power Knuckle again so decided to clone the one you had) HukHukHuk fucked around with this message at 03:02 on Nov 2, 2014 |
# ? Oct 25, 2014 23:29 |
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Bolo Not much is known about Bolo's past. No one knows his name; he only refers to himself as Bolo and gives no other names when asked. It's also clear that he spent some time in the Imperial Guard based on some tattoos and his common use of military jargon as well as tactics. His stance, his carry, how he holds his piece, all scream ex military. It's also known that he hates the Guard as well, not resisting to open fire on the Guard when they get in his way. Something happened while he was in the Guard. Either he went AWOL or completed his tour. Whatever his reasons, Bolo has gained a reputation among the Calixis Sector and the Expanse as the best hired gun around. For both legitimate and illegitimate means. He's got a rap sheet as tall as a Space Marine for his various criminal escapades. Robbery, assassination, destruction of Imperial property, his trial before the Arbites Judges would take a life-time. That said, most rogue traders and criminal organizations have no problem hiring him when they need a gun. He won't work Guard, nor will he work with Chaos. His standard combat procedure is to lay down fire with a heavy bolter, but he also has a collection of pistols, He's skilled with having a gat in each hand. Oh, and there's the mask. Insists on wearing this creeping fething Harlequin mask while on the Job. I'll pick my gear after I get my two artifacts. I would like One to be a pistol of some type, preferably a bolt pistol pre:Name: Bolo Career: Arch-Militant Origin Path: Homeworld:Fortress world Birthright:Stubjack Lure of the Void: Criminal (wanted fugitive) Trials and Travails: The hand of war Motivation:Fortune Characteristics: WS :35=25+10 BS :75=25+20+5+5+5+5+5+5 S :55=25+10+5+5+5+5 T :45=25+20 AG :65=25+20+5+5+5+5 Int:30=25+10-5 Per:35=25+10 WP :40=25+10+5 Fel:25=25+10-5-5 Wounds: 21=6+8+1+3+3 Insanity:3 = 3 Corruption:0 = Fate points:4 =3+1 Skills: acrobatics +10 Common Lore (war) Secret tongue (military) Dodge (Ag) +20 Intimidate (S) +20 Scholastic Lore (Tactica Imperialis) (Int) Secret Tongue (Military) (Int) Speak Language (Low Gothic) (Int). Traits: Constant Combat training (-5 on non-combat social tests) Face of enemy: will not willingly work with Imp. Guard. -10 to all interactions, will attack at slightest slight Talents: Hatred (Chaos worshipers) Hatred (Imperial guard) *face of enemy Enemy (arbites) Peer (underworld) Basic Weapon training (SP) heavy weapon training (bolt) Nerves of Steel Quickdraw Skill Mastery (common lore war) Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Thrown Weapon Training (Universal) Flame weapon training (universal) Sound Constitution x7 Guardian Ambidextrous Two weapon weilder (ballistic) Rapid reload true grit Crack shot Rapid reaction die hard Bulging biceps Dual shot deadeye shot hip shooting Items: Micro-bead void suit bolt shell keepsake medikit manacles arms coffer Multi-Blessed Thermal Cutter (Indestructable, Swirling Energy) pyre lance nozzle and Pistol grip Quirk: Cruel -Indestructable +2 Dam/Pen Never Jams and cannot be destroyed by natural means -Swirling Energy +2 dam/pen damage to E and Shocking -Cruel: Once per session can reroll damage Relic Thermal Cutter 20m S/-/- Basic 2d10+10 Pen 14 Clip 5 Reload 2 full 40kg Shocking Bloodlust cursed Pistol Quirk: Unpredictable w red dot and motion predictor -Bloodlust:Gain 4 damage and pen as well as tearing, Frenzy but ignores ranged penalty, can choose to fire weapon on frenzy. -Unpredictable: Gain 1 addition DoS on success, but gain 2 DoF on failures Relic Pistol 30m S/2/- 1d10+8 I Pen 8 Clip 5 Reload 2 Full 3kg Tearing Best craftsmanship heavy bolter w/ motion predictor and backpack ammo pack Best craftsman Stormtrooper carapace w/deflective construction Best craftsmanship Sacristian bolt Pistol w red dot and motion predictor Best craftsmanship naval shotcannon w/ reddot and motion predictor 2x auto pistols (common quality) Advances: 11400/11500 Guardian 500 Ambidextrous 200 BS simple 100 BS inter 250 BS trained 500 BS Expert 750 agility Simple 100 Agility inter 250 agility trained 500 Agility expert 750 Strength simple 100 strength intermediate 250 strength trained 500 strength expert 750 acrobatics 200 Dodge +10 200 intimidate +10 200 flame weapon training (universal) 500 two weapon weilder ballistic 200 rapid reload 200 Sound constitution x3 600 true grit 200 Crack shot 500 sound constitution x3 600 Dodge +20 300 Intimidate +20 200 Rapid reaction 200 Die hard 200 Acrobatics +10 200 bulging biceps 500 dual shot 500 dead eye shot 200 hip shooting 200 <imouto> Weriwolf: fate points: 8 (1d10=8) <Weriwolf> .roll 1d5 stubjack insanity <imouto> Weriwolf: stubjack insanity: 3 (1d5=3) Werix fucked around with this message at 00:23 on Oct 26, 2014 |
# ? Oct 25, 2014 23:31 |
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Werix Ranged>Basic>Melta>Burning>Twice Blessings (Indestructable, Swirling Energy) > Cruel -Burning: Enemies hit test agi or catch fire -Indestructable +2 Dam/Pen Never Jams and cannot be destroyed by natural means -Swirling Energy +2 dam/pen damage to E and Shocking -Cruel: Once per session can reroll damage Relic Meltagun 20m S/-/- Basic 2d10+12 E Pen 15 Clip 5 Reload 2 full 40kg Shocking Ranged> Pistol> Flame> Revolver> Bloodlust> Unpredictable -Revolver: 6 shots +2 Damage S/2/- Double Reload -Bloodlust:Gain 4 damage and pen as well as tearing, Frenzy but ignores ranged penalty, can choose to fire weapon on frenzy. -Unpredictable: Gain 2 addition DoS on success, but gain 1 DoF on failures Relic Flame Pistol 15m S/2/- 1d10+10 E Pen 6 Clip 6 Reload 2 Full 6kg Flame Tearing HukHukHuk fucked around with this message at 03:36 on Nov 2, 2014 |
# ? Oct 25, 2014 23:46 |
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Faydra was born and raised on Footfall station - her dynasty's power center. While she was, in fact, the eldest, and should have been groomed to take on her family's esteemed Warrant upon her father Malcolm's death, it was apparent from her teens onward that she'd die in an obscura den long before her father ever did. By then, her younger brother would be back from his term in the Navy and things would be as they should have been in the first place. However, despite ingesting enough intoxicants to fell an Astartes, and despite making increasingly awful drug-addled decisions, it appeared that the Emperor looks out for fools and addicts, and she stayed alive. (Chief among the aforementioned terrible decisions involved her pledging her dwindling influence and money to a not-very-sneaky Cold Trade broker - only her dynasty's influence saved her from being sentenced to a penal world when he was eventually caught, though she was detained by the Footfall Arbites for months.) The official cause of death listed in the Warrant Records for Malcolm Jos is simply "irrevocably lost to the void and/or immaterium." Family rumors place the blame on an untested Navigator-in-training on one of the Dynasty's lesser ships. Either way, the warrant only had one place to go, and after a substantial spending spree, Faydra began to assemble the strangest group of miscreants, mercenaries, and madmen that the Expanse had ever seen to form her bridge crew. How much her unorthodox, if "spirited" captaining contributed to the mutiny and subsequent misfortune is anyone's guess. Just don't "guess" within earshot of her. quote:Name: Faydra Jos Jolinaxas fucked around with this message at 02:47 on Oct 27, 2014 |
# ? Oct 26, 2014 07:43 |
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Planning a highly creepy trans-whatever-ist Navigator here, with two manmode artefacts. Hopefully I should have them up by the end of the day!
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# ? Oct 26, 2014 13:56 |
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Winnersh Triangle Compact Cameoline cloak Quirks Vanishing and Lucky -Compact Half weight and -30 to find when searching for it -Vanishing -10 to find the item when searching for it -Lucky Gain 1 fate point for spending Indestructable Razor Chain Quirks: Resplendent and Cruel -Indestructable Gain 2 damage/pen, cannot be destroyed by natural means -Resplendent: Gain +5 to Charm and Intimidate +30 to find when searching -Cruel: May reroll damage once per session Relic Razorchain 1d5+5 R Pen 4 5m Balanced Flexible 2kg HukHukHuk fucked around with this message at 01:03 on Oct 27, 2014 |
# ? Oct 26, 2014 18:39 |
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Still need to do character background and will most likely change the name but besides that and gear my character sheet is done. Could you roll up two artifacts with one being a melee weapon. Arareah code:
Hunt11 fucked around with this message at 14:43 on Oct 29, 2014 |
# ? Oct 27, 2014 00:02 |
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Hunt11 Holy poo poo this was rolled twice, also i forgot to add the 1 damage for melee weapons being best so im gonna go edit the posts to reflect that Melee > Power > Gauntlet > Unstable > Bloodlust > Trusty -Unstable: Gain Unstable -Bloodlust +4 dam/pen gains frenzy until something is killed by it -Trusty Once per session can be used to add +10 to a test for it Relic Power Gauntlet 1d10+11 E Pen 11 Unstable Tearing 5kg x2 HukHukHuk fucked around with this message at 03:41 on Nov 2, 2014 |
# ? Oct 27, 2014 01:01 |
WIP "Gatha brothas and let me tell you the story of the Big E the Godfather of Godfathers the Capo of Capos the Don of Dons, Betrayed by his homie Horus, he is still protecting us from the snitch the executioner and the warden" Born on the prison planet Zartacla IV Giovanni was the son of two imperial criminals, He found himself sentenced from birth to carry his parents crimes. At a young age he was identified as having a gift for religious oratory which he wrangled this into service as a lay Chaplin. He quickly became popular with the other prisoners as his fiery sermons spoke to the hardened criminals in the way more conventional priests could not manage. However his unorthodox theology where he believes the Emperor to be the greatest of gangsters till his betrayal in a deal gone wrong only succeeded in irritating his superiors. In punishment he found himself assigned to a particularly seedy Rogue trader ship where he developed a working knowledge of "recreational pharmacology" and continued to preach his eccentric theology. Over the years he's drifted from crew to crew until he landed a pretty sweet gig as chief priest to a rather eccentric rogue trader. Of course if he'd spent more time ministering to the crew and less time on setting up his own pre:Name: Giovanni Amorte Career: Missionary Origin Path: Homeworld: Penal World Birthright: In service to the Throne (One amongst Billions) (200xp) Lure of the Void: Renegade (Free Thinker) Trials and Travails: Press-ganged (unwilling Accomplice) Motivation: Knowledge (Knowledge is Power, Guard it well) (300xp) XP (unspent): 15000 (0) Characteristics: WS : 55 (40 base +10 r1 +5 r2) BS : 35 (35 base) S : 42 (40 base -3birth +5r1) T : 35 (30 base +5HW) Int: 43 (40 base +3Lure) Per: 46 (35 base +5HW +3Birth +3motive) WP : 52 (45 Base -5HW -3lure +5 r1 +5 R2 +5r4) Fel: 55 (45 base -5HW +10r1 +5r3) Wounds: 12 Insanity: 5 (0 base +5*HW Corruption: Fate points: 3 (0 base +3**HW) Skills: Security Intimidate +10 Trade: Chymist Common lore (Adeptus Arbites) Scholastic Lore (Chymistry) Common Lore (Imperial Creed) Common Lore (Imperium) Forbidden Lore (Heresy) +10 Medicae Scholastic Lore (Imperial Creed) Speak Language (High Gothic) Speak Language (Low Gothic) Dodge + 20 Awareness +20 Charm +10 Performer ( [00:36] imouto Ferrosol: homeworld insanity: 5 (1d5=5) **[00:42] Ferrosol .roll 1d10 fate points [00:42] imouto Ferrosol: fate points: 7 (1d10=7) Ferrosol fucked around with this message at 19:07 on Nov 10, 2014 |
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# ? Oct 27, 2014 02:32 |
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Ferrosol: Melee > Power > Crystalline > Steady > Cruel > Unpredictable -Crystalline: Gain Power field if already on weapon gain 3 pen -Steady If not already balanced then gain balanced, otherwise gain 3 pen -Cruel: Once per session can reroll damage -Unpredictable: gain 2 DoS bonus but also 1 DoF extra Relic Power Blade 1d10+6 R Pen 12 Balanced Powerfield 3kg Alluring Cybernetic Locomotion (Absolutely iced out wheelchair covered in several profit factor in gems) -Alluring People are willing to trade or do things they would not normally want to do to have it. -Trusty: Once per session can add +10 to any test involving it Relic Cybernetic Locomotion Gain Sprint Talent and +20 to any movement related tests Professorcurly Ranged>Basic>Shotgun>Burning>Twice Blessed (Potent/Imposing)>Resplendent Burning: Enemies hit test agi or be set on fire Potent Gain 4 damage and Righteous Fury on 9 or 10 Imposing +10 to Intimidate and Command Tests and Increases fear by 1 if they have it Resplendent: +5 To charm and intimidate +30 to find Relic Shotgun 1d10+10 I Pen 0 25m S/4/- Clip 8 Reload Full 7kg Scatter Armor>Flak>Helm>Deflecting>Alluring>Dogged Deflecting: +2 against R Alluring: +10 to all Interaction Tests Dogged: Will always find its way back to you Relic Flak Helm 3 Head 2kg HukHukHuk fucked around with this message at 03:44 on Nov 2, 2014 |
# ? Oct 27, 2014 03:48 |
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Montegue, Colin "Old Man" Sergeant of His Majesty's 316th Praetorian Regiment Captain of His Majesty's Imperial Navy Commission Honorably Served in Full, Retired Montegue served the Emperer longer than most of the Imperium's inhabitants have been alive. His parents were members of the 316th Praetorian Regiment, and so he would be also - he was born and raised on the battle fleet, his entire life endless drills and parades around cramped hanger bays. The first time he'd seen open sky was an ill-fated charge out of an Aquilla Transport. He stood shoulder to shoulder with his fellow soldiers, cutting down waves of the Emperor's enemies with impeccable volleys of lasfire, but most of his friends were killed in that initial engagement against the Orks. His survival meant that he was quickly promoted, and by the end of the campaign was a Company Sergeant, having earned commendations for bravery and resolve under fire. However his dreams were in the sky, and as one campaign bled into the next his resolve grew. He would break from his family tradition and upbringing and join the Navy, whatever the costs. When the recruiters came around he took little convincing. They said all the right things. The Navy had suffered large numbers of casaulties and needed new, strong men to shore up the ranks. No more trenches, no more half-soaked protein patties. Serve in the Navy, gain an honorable discharge from the Guard and serve a new commission in the Void. What Montegue found waiting for him were endless hours in the galleys, backbreaking labor amongst machines that would cleave a man in half at the briefest lapse in concentration. An Ork boarding party would be his salvation this time, as his training and experience fighting the greenskin allowed him to lead a counter-attack that saved his ship and most of the crew. He was given a commission, a real commission and served as a bridge officer. Although never given command of a ship, he rose to the rank of Captain and was in charge of both ship security and acted as a liaison between the Navy and Imperial Guard regiments fighting on the ground. His retirement was comfortable. He became quite the amateur pilot, and taught himself the operations of many ground vehicles as well. His pension was generous and he had dozens of gifts, accolades and items of value such that he could live in luxury far longer than he could ever actually live. But it wasn't enough. He needed excitement, adventure. He needed to bring the Emperor's light into the darkness, bringing civilization and salvation to the shadowy corners of the galaxy. He dusted off his old uniform (And it still fit, hah!) and unfolded his meshweave cloak for the first time in decades. He took out his Pith Helmet, a relic of his family. Worned, but dogged. No one could look at him without realizing the depths of his service and lend him their ear for a moment. He sold most of his other possessions to pay for a ticket out to the periphery, confident in his ability to earn another fortune if he should somehow make it back from this next adventure. A dottering old man walking around Footfall, a gleaming shotgun from a bygone era slung over one shoulder, pestering anyone who looked like they might own a ship if they were setting off an adventure. "A safari out into the darkness, that's just what this old chap needs to settle his bones." Most would listen to his stories, his past escapades but no one had any room for this strange old soldier, decked out in top of the line Imperial equipment and loaded for squiggoth. But he was just the sort of person an eccentric rogue-trader putting together a crew of misfits and rogues might want to have around... TL:DR - If you want to wage an Opium War, what you really need is a man in a Pith Helmet with an elephant gun Whatever happens, we have got the Maxim Gun, and they have not. quote:Name: Sergeant-Captain Colin Montegue [01:09] <professorcurly> .roll 1d10 fate points [01:09] <imouto> professorcurly: fate points: 8 (1d10=8) [01:09] <professorcurly> .roll 1d10 insanity [01:09] <imouto> professorcurly: insanity: 6 (1d10=6) ProfessorCurly fucked around with this message at 08:16 on Oct 31, 2014 |
# ? Oct 27, 2014 06:12 |
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Firesight's second character Ranged > Throwing > Chain > Discus > Massive > Potent > Lucky > Dogged Massive: Can be thrown with an extra SB for damage but gains Recharging Potent: Righteous Fury on 9 or 10 and +4 Damage Lucky: Gain 1 Fate for spending Dogged: Will always find a way back to the owner Relic Chain Discus 1d10+7 R Pen 2 SBx4 S/-/- Tearing Recharge (If thrown with extra SB) Armor > Power Armor > Standard Armor > Reactive > Compact > Dogged > Unpredictable Reactive: +2 against X Compact -20 to find and concealable under clothing Dogged: Will always find its way back to owner Unpredictable: +2 DoS bonus but also +1 DoF on Failure Relic Power Armor All 9 +20 Strength Size Hulking 5 Day power Supply 32k HukHukHuk fucked around with this message at 04:35 on Nov 1, 2014 |
# ? Oct 27, 2014 07:00 |
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Arch militant who specializes in hitting things and throwing stuff, going gland warrior. Homeworld: Frontier World Birthright: Fringe Survivor (Survivalist) Lure of the Void: Hunter (Xenos Hunter) Trails and Travails: Hand of War Motivation: Fortune Career: Arch Militant
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# ? Oct 27, 2014 08:03 |
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Because this character no longer exists, I will roll 2 random relics for apps to choose from here. Will update post as they are taken. Ranged>Primitive>Heavy>Revolver>Exotic Ammo(Mono/Chain)>Steady>Incalculably Precise>Resplendent Revolver: Clip is 6 +2 Damage Double Reload revolver ammo rules S/2/- Steady: Gain Accurate Incalculably Precice: Double Range and additional 2 DoS on all successes Resplendent +5 to Charm and Intimidate and +30 to find Relic Revolving Ballista 120m 1d10+11 Pen 7 S/2/- Clip 6 2 Full Accurate Tearing Ranged>Primitive>Basic>Oneshot>Power Ammo>Deceptive>Surly>Patient Oneshot: Clip 1 S/-/- Half reload down to Full +4 Damage/+2Pen Deceptive: Doubles as a melee weapon with 1d10+4 R Toxic but -2 damage Surly: +2 Initiative but deactivates on a 96+ Patient: -3 Initiative but an extra DoS on all successes with this item Relic Tech-bow 1d10+7 E Pen 7 S/-/- Clip 1 Reload Half Accurate Melee 1d10+4 R Pen 4 Toxic HukHukHuk fucked around with this message at 05:09 on Nov 4, 2014 |
# ? Oct 28, 2014 05:36 |
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On Sevendir, might meant right. It was a poor world, a feudal world of the worst type, ruled by warlords who held onto power with a bloody iron fist. Each warlord ruled a warband, and held sway over weaker warbands, who held sway over yet weaker warbands. These chains of influence allowed much of the land to be controlled by a few powerful men and their families, although the families in charge would violently change every few generations. Proving your strength, if you had it, was easy. All you had to do was find an excuse to demonstrate your physical prowess on a regular basis. Often this was done by fighting, or by hunting dangerous creatures with primitive muscle-powered weapons. Kelroh, a young member of a family known as the Seventh House (being the seventh family to have taken control of a small territory in a few years), preferred to show off his prowess and budding strength by finding excuses to throw massive objects. In battle, in hunting, or even carrying out his everyday tasks, Kelroh found an excuse to pick something up and throw it as far as his powerful arms would let him. It felt good to show off, and nobody else in the warband could launch a caber as far as he could. It earned him the attention of some of the prettier women who lived nearby. When a Rogue Trader, Gisseus came to Sevendir, looking for interesting beasts to hunt, Kelroh's skill and strength caught the older mans eye. Kelroh seemed as if he would make a good bodyguard, one who could be dangerous even when disarmed, something that would be a distinct advantage to the Rogue Traders business dealings. It took only a few crates of modern weapons being delivered to the warband in order for Gisseus to obtain a contract for the young mans skills. Years later, Kelroh has yet to return to Sevendir, even though his contract with Gisseus has long since expired. The universe is far greater than his old warband would ever believe, with so many more interesting things to see, and so many interesting toys to collect. His muscles are now augmented with vat-grown flesh, taking him from a large and powerful man to a man of nearly ogryn-like stature. pre:Name: Kelroh of the Seventh House Career: Arch-Militant->Gland Warrior Origin Path Homeworld: Frontier World Birthright: Fringe Survivor (Survivalist) Lure of the Void: Hunter (Xenos Hunter) Trials and Travails: The hand of War Motivation:Fortune Characteristics: WS :60=25+20+5+5+5 BS :68=25+20+3+5+5+5+5 S :70=25+20+5+5+5+5+5 T :48=25+15+3+5 AG :50=25+15+5+5 Int:25=25+05-5 Per:38=25+10+3 WP :35=25+10 Fel:30=25+05 Wounds: 19 = 8 + 7 + 4 Insanity: 5 Corruption: Fate points: 5 = 3+1+1 Skills: Acrobatics Awareness + 20 Chem-Use + 10 Common Lore (War) Dodge + 20 Intimidate + 20 Literacy Tracking Scholastic Lore (Tactica Imperialis) Secret Tongue (Military) Speak Language (Low Gothic) Survival + 10 Wrangling Traits: Leery of Outsiders: -10 to Fel tests if first time meeting someone Tenacious Survivalist: May reroll initiative Xenos Interaction: Ignore Fear(1) or (2) from xenos, Fear (3) and above is normal -5 to interactions with imperial cult The Face of the Enemy: -10 to Fel tests dealing with Eldar, won't deal with them under normal circumstances. Lostok Augmentation: Immune to Toxic, can inject Frenzon, Slaught, Stim or Spur as a free action needing a Routine +20 WP test for each dose. Failure means cannot inject that drug again for 1d5 days. No tests for ill effects afterwards. Synthetic Muscle Graft: Unnatural Strength x2, -10 to Ag based tests Talents: Blind Fighting Catfall Crushing Blow Die Hard Hatred (Eldar) Leap Up Nerves of Steel Rapid Reload Sound Constitution x 4 Sprint Swift Attack True Grit Quick Draw Weapon Talents: Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Thrown Weapon Training (Universal) Exotic Weapon Training (Macro Hammer) Items: Good Hellgun Micro-bead Void Suit Bolt Shell Keepsake Medkit Manacles 3 doses of Stimm Item 1: Best Quality Synthetic Muscle Graft Item 2: Best Quality Power Discuss Item 3: Best Quality Macro Hammer Item 4: 100 Best Quality Shock Stars Ranged > Throwing > Chain > Discus > Potent > Lucky > Dogged Potent: Righteous Fury on 9 or 10 and +4 Damage Lucky: Gain 1 Fate for spending Dogged: Will always find a way back to the owner Relic Chain Discus 1d10+7 R Pen 2 4xSB S/-/- Tearing Relic Chain Discus 1d10+7 R Pen 4 10m S/-/- Tearing, Toxic Full w/ Mono and Tox Dispenser Compact Power Armor Quirks: Dogged and Unpredictable Reactive: +2 against Explosive Compact -20 to find and concealable under clothing Dogged: Will always find its way back to owner Unpredictable: +2 DoS bonus but also +1 DoF on Failure Relic Power Armor All 9 +20 Strength Size Hulking 5 Day power supply 32kg -Deflective Construction (+2 armor vs Explosive or Rending damage types) Advances: 500/11500 Origin Path 500/500 Fringe Survivor (Survivalist) - 300 Hunter (Xenos Hunter) - 200 Rank 1: 2000/2000 Quick Draw - 200 Awareness - 100 Literacy - 100 Strength + 5 - 100 Strength + 5 - 250 Strength + 5 - 500 Strength + 5 - 750 Rank 2: 3000/3000 Awareness + 10 - 200 Acrobatics - 200 Dodge + 10 - 200 Intimidate + 10 - 200 Crushing Blow - 500 True Grit - 200 Catfall - 200 Sound Constitution x3 - 600 Ballistic Skill +5 - 100 Ballistic Skill +5 - 250 Weapon Skill +5 - 250 Agility +5 - 100 Rank 3: 0/3000 Dodge + 20 - 300 Intimidate + 20 - 300 Die Hard - 200 Rapid Reload - 200 BS + 5 - 500 WS + 5 - 500 Ag + 5 - 250 WS + 5 - 750 Rank 4: 0/4000 Swift Attack - 500 Chem-Use - 200 Chem-Use + 10 - 200 Blind Fighting - 200 Nerves of Steel - 200 Awareness + 20 - 200 BS + 5 - 750 T + 5 - 250 Sprint - 500 <imouto> GhostFire: wounds: 7 (1d5+2=5) <GhostFire> .roll 1d10 fate <imouto> GhostFire: fate: 10 (1d10=10) <GhostFire> .roll 1d5+1 insanity <imouto> GhostFire: insanity: 5 (1d5+1=4) chin up everything sucks fucked around with this message at 00:03 on Oct 31, 2014 |
# ? Oct 28, 2014 06:07 |
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Xun Melee > Exotic (Chain+Shocking) > Glaive > 2 Handed >Indestructable >Dogged > Surly 2 Handed: +1d10 and Unbalanced Indestructable Gain 2pen/damage immune to all natural forms of damage Dogged: will always return to user Surly +2 Initiative but stops working on a roll of 96 or hiher Relic Glaive 2d10+7 R Pen 7 Unbalanced 20kg Shocking Tearing Melee> Chain > Shield> Defensive> Indestructable >Lucky >Unpredictable Indestructable Shield Quirk Lucky and Unpredictable Indestructable Gain 2pen/damage immune to all forms of damage Lucky Gain 1 Fate point to spend Unpredictable Gain 2 DoS on Success and 1 DoF extra on Failure Relic Shield 1d5+5 I Pen 4 Defensive Balanced Tearing 4kg 2 AP to arm and body Note: Can brace Glaive on Shield to use Glaive to stab 1 handed Azhai Potent/Compact Carapace Helm Quirk: Lucky Potent: +4AP Compact -20 To find, half weight Lucky: 1 Fate point to spend Relic Carapace Helm 9 Head 1Kg Bloodthirsty Assassin's Bodysuit Quirk: Cruel Bloodlust: Can elect to do 1d5 damage to self ignoring TB and armor and do double that in damage on the next attack Cruel: Can reroll damage once per session Relic Assassin's Bodysuit 4 All 5kg HukHukHuk fucked around with this message at 06:19 on Oct 30, 2014 |
# ? Oct 28, 2014 06:33 |
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Gakhan - Kroot Mercenary code:
frajaq fucked around with this message at 05:33 on Oct 31, 2014 |
# ? Oct 28, 2014 07:14 |
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Frajaq Indestructable Bionic Heart Quirks Resplendent and Dogged Indestuctable: Cannot be damaged by normal means, AP provided by heart is not affected by Pen Resplendent: +30 to notice but +5 charm/intimidate Dogged: You can never lose it, it will always find its way back to you Bionic Heart: Gain Sprint and 1 AP Grants Brutal Charge Melee>Power>Great Weapon>Massive>Bloodthirsty>Trusty Massive:Follows Powerfist rules for SB Add unwieldy and if already unwieldy -10 WS Bloodthirsty:+4 Dam/Pen Forced Frenzy until something dies Trusty: Once per session can add +10 a test Relic Great Weapon 2d10+9 E Pen 9 Unwieldy HukHukHuk fucked around with this message at 05:44 on Oct 31, 2014 |
# ? Oct 28, 2014 07:33 |
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Huk^3 Let me be an assassin. for the second app I will put up a pimping navigator, give me the 2 man mode artifacts please.
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# ? Oct 28, 2014 22:06 |
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Ignore the App that was here, it was boring and the gimmick was dumb.
ProfessorCurly fucked around with this message at 05:35 on Oct 31, 2014 |
# ? Oct 28, 2014 22:36 |
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https://www.google.fi/search?q=fist...iw=1043&bih=765Antonio Diego On the crossroads of the Drusian and Malfian sub-sectors of the sector Calixis, in a desolate system on the rimward border of the treacherous and nearly impassable Fydaen Nebula, under the orange light of a dying star Tesseract station stands. In the debris fields left behind after the only two planets of the system obliterated each other in a cataclysmic collision, a fractious conglomerate of Rogue Traders and various mercantile noble houses 200 years ago built a station on the border of Imperial Dominion. Those who originally laid the foundation of the station in the depts of the largest remaining planetar fragment are long dead, but the position of Tesseract station halfway on the warp route between the important systems of Fydae and Tygriss, along with the uncharted rimward frontiers of the Halo Stars have ensured that the station-complex has seen rapid and mostly completely uncontrolled growth in the past centuries. In many some respects it was begun to rival the infamous reputation of Footfall to the far south, and a rich frontier culture has been growing there, unchecked by the writ of Imperial Law. "So that's where I grew up anyway, 'till the warp took my parents and the Mechanicus took me in. I guess they were wanting to probe my sorry arse, and probe they did. Learned a lot there you know? Lot's of interesting poo poo. How to make drugs, how to make my flesh stronger, how do all that poo poo you see me doing now. S'good and all..." He takes a deep puff from the enormous Lho cigar in massive hand, the noxious fumes bringing with a hint of various other kinds of mind- and body-altering substances. You feel start feeling ill as the cloud fills the room and begins to overpower the ventilation system, but the huge mountain of muscle and integrated cybernetics doesn't seem to even notice the stuff. "Well, things didn't go too well when the Rectors found out wha I been using the lower laboratoriums for. Eh, you figure a bit of Lho an' Spur an' all that good stuff would be fine for folks who rebuild flesh, but no outta the facking door I went with a beautiful bootsign on my arse!" He flicks the half-burned Lho cigar away, and rummaging in his robes brings up a vial filled with viscous red-black liquid. Unceremoniously slamming it into a port on the side of his neck, a moment exhileration and enjoyment flickers across his musclebound face. "Aww yiss, das the good stuff... You sure you don't want any? Anyway, life was pretty poo poo after getting the boot from the Mechancus and having to flee Tesseract. Wandered about after that, did some bad stuff. Well, good pay and all, but no way to live... But then, I discovered Lucha Libre! Deep in the Adrantis Nebula, there was a station and what a station it was! There, on the Station of Luchadores Espacio Seguro, true warriors practiced that ancient art. I learned there and I earned my true name there. Angelos de Huesos Rotos, Mega Heavywight Champion of Luchadores Espacio Seguro 2nd Amateur Circuit! code:
(8:30:52 PM) imouto: Kurnugia: Antonio Diego Corruption: 16 (2d10+1d5=8, 7, 1) (8:32:13 PM) imouto: Kurnugia: Antonio Diego Fate Points: 6 (1d10=6) Kurnugia fucked around with this message at 22:47 on Nov 3, 2014 |
# ? Oct 28, 2014 23:18 |
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Well I would like some manmode relics, if I get any choice in the matter while manmoding then I would like a cybernetic, but if manmode disables choosing I will just manmode it. Thinking of building an Arch-Militant Augmenticist, maybe with some Gland Warrior not sure. Instead of focusing mostly on strength like FireSight's thrower or Kurnugia's explorator will probably focus more on toughness and machine trait.
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# ? Oct 29, 2014 05:20 |
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Ryuujin Twice Blessed Crown (Potent and Indestructable) Quirk: Resplendent Potent: +4 Armor Indestructable: Ignores Pen Resplendent: +5 Charm/Intimidate +30 to Find Relic Helmet 8 Head 9kg Twice Blessed Jumppack (Swirling Energy and Indestructable) Quirk:Cruel Swirling Energy: Never runs out of Power Indestructable: Can never be damaged or turned off by any means Cruel: Can reroll damage once per session Relic Jumppack Gain Flyer (12) 13kg
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# ? Oct 29, 2014 05:31 |
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Lord Captain Enoch "NUKE DUKEMS" Dukovsky Born on the Deathworld of EAUMANTU as Enoch Dukovsky, Nuke Dukems was one of the deathworlders tithed to form the 117th Drop Regiment (Screaming Eagles). Assigned to Squad Airborne 37 under then Sergeant Folkar Azereon as the Heavy Gunner of the squad, they were one of the first guardsman to make it onto the valkyries and drop on the Tau held world below before their troop transport ate poo poo. Their original mission of guerilla warfare to weaken Tau forces defending the provincial capital. They never got to carry out those orders, being shot down before their dropzone and forced into an impromptu night drop on unknown territory. Regrouping in the forest, the squad fought off a kroot ambush. Moving on to attack a Tau Outpost, Nuke and the squad were witness to the spectacle of an orbital bombardment wiping out the base they were about to raid. Next thing he knows, some admech soldiers are coming out of the bush, a guy is telling them they got a ride for them to a new target and the rest of the squad is loving looking a gift horse in the mouth. Some yelling and a burst of heavy bolter in the air, a quick bitchslap from Azereon to remind him who runs the squad and they were in. Nuke Dukems, brave, macho, handsome. Also a loving idiot and ignorant of imperial guard regulations. They got the bait and switch and drafted into the Last Chancers for a suicide mission. Drop on a Tau base and capture a defecting General and kill tau leadership on sight. 10 maybe 15 minutes to sort their gear and then being shot out of a macrocannon capsule of some kind and then they were freefalling onto the base. Diving straight in for the base for a rooftop LZ and then infiltrating the base as the visiting guardsman, the unlikely friendship of Folkar and Nuke was born amongst the meeps of tau hookers burning, the bloodcurdling screams of xenosfucking humans being blown away, and the holy fire born of a backpack full of Inferno Bolt Shells. Constantly suppressing the Tau despite receiving massive wounds from their occasional return fire, Nuke opened the road for the squad to breach the Pagoda where the traitor general and the tau leadership were by battering the Tau with sustained fire, but it only delayed the inevitable. Brekka and Lukas were the first to die, shot up by Tau in the Pagoda as they were the first to make it inside. With the rest of the squad pouring into the pagoda to take what they came for, Nuke was shot up as fast as Doc Milteen could patch him up. Stuck on the stairwell of the 2nd floor, Nuke made his last stand holding off squads of firewarriors. It worked long enough for Folkar and the team to confront the tau honorguard on the third floor but he could only stem the tide for so long. Hit with a fusilade of pulse rifle fire that ravages his chest and legs, Nuke knew then he would die there. And he laughed, using what remained of his fading strength to rip the ammo feed from his heavy bolter, prime and tuck a grenade into the backpack, and threw it down the stairs at the tau creating a makeshift incendiary detpack. The last thing the man known as Enoch Dukovsky would ever remember is the giant fireball expanding to engulf the first floor of the pagoda and the hallway before it all went dark. Evacuated with the rest of the dead, Nuke Dukems unconsciously clinged onto life by gripping the hand of the medic who had kept him going that long who kept him hanging onto life. Being rushed into intensive care on the cruiser that had dropped them in, Nuke was hooked up to various archeotech machines. Vat grown muscle tissue and skin replaced what was melted away by holy fire, subdermal plating to keep his organs in, and finally being hooked into a "Dream machine" to erase the minds memory of a violent and fiery death. Colonel Schaeffer had a few favors to repay after debriefing the squad and a guardsman who wouldn't loving die and had 21 confirmed kills minimum to his credit in one mission would be a hell of a bargaining chip if he lived. And live he did. Nuke Dukems's history and memories of Eamantu was erased, memories of learned skills were left intact as much as possible but there was some loss. He never again displayed the almost superhuman reflexes of a native of Eamantu and his body was weakened some. His cocky and jovial nature was burned away as much by the flames as by the dream machines. All records of his guard history was destroyed and remade under the direction of one Inquisitor Croix. He would be used by the Inquisitor as a human weapon, his encyclopedic knowledge of heavy weaponry and explosives ensuring him a role much like an Eversor Assassin in the acolyte cells he was seconded to. Quite often his missions would begin by him being fed, hydrated, subject to hypnotic conditioning to implant mission critical details and instructions, then sedated and put into stasis. Delivered much like a parcel to the area of operations by rogue traders or other transport, he would be awakened by the infusion of stimulants and combat drugs to get him to full capacity as soon as possible. As his cybernetic eyes opened, across his faceplate would display his mission objectives, pictures of his targets, and parameters. Kicking down the door of a storage container or hopping out of the back of a truck, Nuke and occasionally a small fireteam of Inquisitorial Stormtroopers would lay waste to everything in their target area. No fear, no remorse, no mercy. All that would echo in the underbelly of a hive city, or some frontier town would be the roar of the heavy bolter, the screams of the dying, and the crackle of flames consuming all. He of course used other weapons as appropriate. In this way, Nuke lives his life in moments. Moments of fire, hatred, and destruction and then forced sleep. Sleep he could no longer enjoy the normal way for every time he closed his eyes, the memory of his own death still lingered unable to be wiped away. Oblivion waits for him at every turn and its only a matter of time before the cold embrace of death claims him and takes him away from his place at the side of the Emperor of Mankind. Or worse. Reassigned to other inquisitors as needed, Nuke finds himself awakened again. This time he awakens in a bed, in a dress uniform tailor made for him with countless medals and ribbons on his breast that he vaguely remembers receiving. A dataslate lays on the nightstand next to his bunk. quote:REASSIGNMENT ORDERS: Reaching for his Sacristan Bolt Pistol, the mark of the Ordos Calixis displayed prominently on the weapon, he puts it to his head in one ice cold moment of clarity. He remembered clearly the face that went with the name Azereon, saw the flames infront of him that threatened to engulf his soul. Footsteps, then the visions of the flames fade away. Nuke blows the head off of a charging ogryn. He has no idea where he is or how he got there, but he sees the bodies of dead stormtroopers all around him. The voice across the vox guides the confused man along. He sets the detcharges and cauterizes the site. Another Alpha Legion sponsored rebellion nipped in the bud, another mission where he was the last one alive. He's escaped the cold grave yet again. And into another counterinsurgency campaign involving intrigue and deception between 2 inquisitors, the pdf, Arbites, and local nobility. After the conclusion of the investigation he was mind wiped again and reassigned to the Ordo Thuggus, to take the helm as the holder of the warrant. Lord Captain, the title suits him well. pre:Name: NUKE DUKEMS Homeworld: Mind Cleansed Divination: "Only the insane have strength enough to prosper. Only those who prosper may judge what is sane. (+2 IP) Career: Guardsman Transition Package: Sole Survivor Ascension Career: Storm Trooper Shards of Memory: The Cold Grave Characteristics: WS 45 (25 + 10 + 10[Advances]) BS 60 (25 + 20 + 20[Advances]) S 60 (25 + 20 + 15[Advances]) T 60 (25 + 20 + 15[Advances]) Ag 50 (25 + 12 + 3[Transition Package] + 10[Advances]) Int 26 (25 + 1) Per 50 (20 + 20 + 5[Transition Package] + 5[Advances]) WP 50 (30 + 17 + 3[Transition Package]) Fel 15 (20 - 5[Transition Package]) Wounds: 23 [14 Starting + 9 Sound Constitution] Fate: 1 [3 Starting - 2 Transition Package/Previous Campaign] Insanity: 23 Corruption: 13 Insanity Track: Unsettled (+10 Trauma Modifier) Corruption Track: Tainted (+0 Malignancy Modifier) Starting Cash (Guardsman): 70+1d10 77 Through A Mirror Darkly Insanity: 1d5+2 7 Transition Package Insanity: 2d5 5 Ascension Insanity: 5d10 18 (Halved due to Jaded) Ascension Corruption: 5d5 13 Experience: 15000/16000 Advances: Rank 1 Conscript (0-499) Awareness (100) Sound Constitution x2 (200) Simple BS Advance (100) Simple S Advance (Double Pistol SP Rebate/100 exp) Thrown Weapon Training (Primitive) (100) Rank 2 Guard (500-999) Dodge (100) Quick Draw (100) Common Lore [War] (100) Sound Constitution x2 (200) Rank 3 Armsman (1000-1999) Rapid Reload (100) Sound Constitution x1 (100) Simple Toughness Advance (250) Simple Strength Advance (100) Intermediate Strength Advance (250) Intermediate BS Advance (250) Rank 4 Sergeant (2000-2999) Demolitions (100) Sound Constitution x1 (100) Hip Shooting (200) Heavy Weapons Training [SP] (200) Simple Perception Advance (250 exp) Common Lore (Imperial Guard) (100 exp) Rank 5 Veteran (3000-5999) Bulging Biceps (100) Heavy Weapons Training [Bolt/Flame/Las/Launcher] (500) True Grit (100) Iron Jaw (200) Demolition +10 (100) Intermediate Toughness Advance (500) Ciphers [War Cant] (100) Ciphers [Acolyte] (100) Secret Tongue [Acolyte] (100) Step Aside (100) Pilot (Military Craft) (100) Rank 6 Assault Veteran (6000-7999) Demolitions +20 (100) Sound Constitution x3 (600) Leap Up (100) Simple WS Advance (100) Intermediate WS Advance (250) Simple Agility Advance (250) Trained BS Advance (500) Secret Tongue [Military] (100) Rank 7 Shock Trooper (8000-9999) Hardy (200) Heavy Weapon Training [Melta/Plasma/Primitive]) (600) Intermediate Perception Advance (500) Intermediate Agility Advance (500) Intimidate +10 (100) Die Hard (100) Rank 8 Storm Trooper (10000-12999) Fearless (200) Insanely Faithful (200) Intimidate +20 (100) Concealment (200) Silent Move [Elite Advance] (200) Trained Strength Advance (500) Expert BS Advance (750) Trained Toughness Advance (750) Takedown (100) Rank 9 Storm Trooper (13000-16999) Athletic Mastery (500) Basic Weapon Expertise (500) Fieldcraft Mastery (500) Pistol Expertise (500) Bolter Drill (500) Storm of Iron (500) Skills: Athletic Mastery Awareness Ciphers (Acolyte, War Cant) Common Lore (Imperial Guard, War) Concealment Deceive Demolition +20 Fieldcraft Mastery Intimidate +20 Drive (Ground Vehicle) Pilot (Military Craft) Secret Tongue (Acolyte, Military) Silent Move Speak Language (Low Gothic) Talents: Basic Weapon Expertise Bolter Drill Die Hard Fearless Hardy Heavy Weapon Expertise Heightened Senses (Sight) [Cybernetic Eyes] Hip Shooting Iron Jaw Insanely Faithful Jaded Leap Up Melee Training (Primitive) Pistol Weapon Expertise Sprint [Bionic Locomotion] Quick Draw Rapid Reload Storm of Iron Takedown Thrown Weapon Training (Primitive) Traits Darksight [Cybernetic Eyes] Unnatural Ballistic Skill x2 [Ocular Sight] Engram Implantation: Begin play with Deceive and Intimidate. Treat Common Lore (Tech) and Survival as Basic Skills. Begin with the Jaded and Pistol Weapon Training (Las and SP) talents. Failsafe Control: Trigger works like the use of the Dominate Psychic Power. If successful, Nuke may be given an order or set of instructions he must carry out to the best of his ability. If the command is antiethical or directly harmful to Nuke, Nuke may receive an appropriate bonus to resist control. Imperial Conditioning: +10 to WP tests to resist fear and attempts to possess Nuke's Mind (psychically, chemically, or otherwise) Through A Mirror Darkly: Start play with 1d5+2 Insanity points. At GM discretion certain events, individuals, sights, phrases, and smells may trigger repressed memories. If this occurs, Nuke must pass a WP test or roll on the shock table. Imperial Conditioning and any talents that resist fear or insanity do not apply to this. GM Note: Use Sparingly. Special Operations Training (Bolter Specialist): Roll 2 dice for tearing when using bolt weapons. Stormtrooper Carapace Armour Weight does not count against weight limit. Specialist [Recon]: +10 to Concealment/Silent Move Tests and +2 Initiative. Any armour with more than 7 AP negates these bonuses. I've never seen this before!: Nuke's body was recovered with the help of Archeotech, Medicae without Forbidden Lore (Physiology) test to heal Nuke at -30. Sub-dermal plating: Nuke gains +2 TB to his body and head locations. Nightmarish Visage: Nuke has no flesh on his face, embracing the purity that is the machine. And also looks like a necron or some poo poo. Gain Fear 2 and the ability to command using the Intimidate Skill. Starting Bionics: Best Craftsmanship Cybernetic Eyes Best Craftsmanship Ocular Sight Starting Gear (Ascension Side): 3 Frag grenades (1.5kg) 3 Krak grenades (1.5kg) Badge of Office (Electoo on the left check) The Imperial Infantryman’s Uplifting Primer (Calixis Edition) (0.3kg) Acquisitions: 1: Relic Heavy Bolter with Suspensors and Motion Predictor 2: Relic Heavy Carapace Armor 3: Lifetime Supply of Dragonfire Rounds 4: Best Craftsmanship Subskin Armour 5: Best Craftsmanship Auger Array 6: Best Craftsmanship Bionic Locomotion Viva Miriya fucked around with this message at 18:18 on Oct 31, 2014 |
# ? Oct 29, 2014 05:50 |
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I am currently expanding the current relic tables, if I can get it done by this weekend I will update everyone's relics then, they will not change much from what they currently are, but they may gain extra quirks.
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# ? Oct 29, 2014 07:49 |
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Making a Wych* for my primary app. Manmode me two items. I'd like one to be defensive--preferrably a field of some kind, ideally a clone field. *I'm perfectly fine with you selecting both my Wych and Hunt's, if you're okay with that too! Double the deldar double the fun! Furthermore, Hunt and I are discussing tying our backstories together! See also Waci's character, who, if you select us both, is mine's sister! Tavion Ashgrábex Tavion was born into high society amongst her people--and actually born, not grown. She delighted in the opportunities available to her; like most of the Dark Eldar, fun was her priority. Simply taking advantage was not enough for her, though. She felt a calling towards personal glory, and so trained for the arenas. Graceful even by Eldar standards, and highly pleasing to the eye, Tavion soon earned an artist with bloodshed as her medium-- and never once did she feel the blade of her foes. But yet again, she desired more, and so took part in many a raid into realspace. It was one of these raids that was her undoing--or at least a change in her path, for there is plenty of future left to her. Tavion was amongst the first wave of raiders, as her family name and repuation demanded, and she was having a most wonderful time. Then the accursed humans sprung their trap. A hidden fleet swept out from behind a moon and slammed into the rest of the Dark Eldar forces, shattering them. Those that survived fled for their lives, leaving Tavion and a handful of survivors trapped on the surface. Still, she was alive, and there was plenty to do. Together with another raider [Hunt's character. If she is not picked as well, Tavion does this alone.], she inserted herself into the local mercenary pool. It is the Imperium's secret shame that many, many of its worlds have nonhumans operating on them, even working for the rich and powerful, and Tavion had little trouble establishing a place. It grew tiresome, though, hiding from the authorities--well, when she didn't feel like killing them instead--and doing petty jobs for fools. Comorragh beckoned, but getting off world was easier said than done. Until, that is, a particular Rogue Trader arrived in the system and just so happened to need additional muscle for some scheme. Tavion [and her fellow raider, if applicable] took the job and, afterward, negotiated an ongoing contract with the captain. It was rather fun, really, and the pay was good. Plently of opportunities to indulge herself. Until the damned mutiny, of course. [If Waci's Character is accepted as well, they are Tavion's sibling and the following applies:] As fun as flying around the galaxy was, Tavion still yearned for the Dark City. She was in the process of securing her return when she encountered her sister rather hurridly traveling in the opposite direction. After the basic joy of reunion finished, Tavion discovered that the other Dark Eldar had performed certain deeds (see Waci's bio) that made their family rather less welcome in Comorragh. Thus, instead of leaving, Tavion instead convinced the Rogue Trader to add another Dark Eldar to the crew. Things were more fun with her sister around, enough to compensate for not being able to go home, at least not soon. Then the damnable mutineers. [The rest applies regardless of if there are other Dark Eldar in the party] The Ordo Thuggus offer--well, "offer"--was... interesting. It certainly promised plenty of exciting options for... expressing herself, and enterainment, too. Hell, she'd have taken it up even if she had had more of a choice. Tavion still fights with the same pair of agonizers she brought with her on that ill-fated raid. Her combat garb--and typical casual wear, for they are the one and the same--rather... isn't, at least to the casual observer. Wyches traditionally wear minimal armour, but Tavion takes it a step further. Her mesh bodysuit, though made of unexpectedly protective smart fibres that even contract and extend to boost her strength, is all but invisible to casual observation. This suits her just fine, for Tavion greatly enjoys drawing attention; to call her combat style and general demeanour flashy would be quite the understatement. Tavion Ashgrábex Dark Eldar Wych Weapon Skill 60 = 25 + 20 [point buy] +15 [advance] Ballistic Skill 30 = 25 +5 [advance] Strength 55 = 25 + 20 [point buy] +10 [advance] Toughness 30 = 20 + 10 [point buy] Agility 70 = 30 + 20 [point buy] +20 [advance] Intelligence 30 = 25 + 5 [point buy] Perception 40 = 30 + 10 [point buy] Willpower 40 = 25 +15 [point buy] Fellowship 50 = 20 + 20 [point buy] +10 [advance] Wounds: 12 Fate: 1/1 + 1/1 (Armor) Traits: Dark Sight Unnatural Agility (x2) Non-Imperial Power Through Pain Speak Not Unto the Alien Vile Pleasure: Bountiful Slaughter Skills: Acrobatics Awareness Carouse Charm +10 Chem-Use Climb Common Lore (Dark Eldar) Contortionist Deceive +10 Dodge +20 Interrogation +10 Intimidate +10 Performer (Dance) +10 Pilot (Personal) Silent Move Speak Language (Dark Eldar) +10 Speak Language (Eldar) Speak Language (High Gothic) Speak Language (Low Gothic) Trade (Voidfarer) Talents: Ambidextrous Assassin Strike Blade Dancer Blademaster Catfall Combat Master Dark Soul Decadence Disarm Disturbing Voice Exotic Weapon Training (Agoniser) Hard Target Heightened Senses (Sight, Hearing) Jaded Melee Weapon Training (Primitive, Universal) Paranoia Quick Draw Sprint Step Aside Swift Attack Thrown Weapon Training (Universal) Trueborn Two-Weapon Wielder (Melee) Cybernetics: Synthmuscle (standard)--+1 SB Best Internal Blades (one per limb) Gear: Extremely Rare: Best Flip Belt Extremely Rare: Best Agonizer Lash -Mod: Adamantine Hilt Guard (+20 disarm, +2 armor on arm) -Mod: Tox Dispenser (Free action, give Toxic for one round. 10 uses before it needs refilling) Extremely Rare: Best Agonizer Lash -Mod: Adamantine Hilt Guard (+20 disarm, +2 armor on arm) -Mod: Tox Dispenser (Free action, give Toxic for one round. 10 uses before it needs refilling) Extremely Rare: Best Conversion Field (rating 50, only overloads on 01. Blocking 12+ damage causes a blinding light burst centered on use; this does not affect the user) Artifact: Relic Mesh bodysuit 4 All 3kg -Mod: Power Assisted (+10 Strength) -Reflective: +2 against E -Compact: -10 to find or -20 if covered Half Weight -Vanishing: -10 to find at all -Lucky: Gain 1 fate to spend Artifact: Relic Shock Stars 1d10+6 Pen 3 SBx3m Shocking S/3/- -Mod: Motion Predictor (+10 to hit on semi/full auto) -Mod: Mono (+2 pen [factored in]) -Potent: +4 Damage [factored in] RF on 9/10 -Surly: +2 Initiative but turns off on a 96-100 test -Unpredictable extra 2 DoS or extra 1 DoF -Firey Doom: Agi test when hit or set on fire Starting Gear (Minus weapons and armor): Micro-bead Translator Unit Kill-recorder 2 doses of Heartfire 2 Eldar Plasma Grenades Scarce and Better: Best Chrono Good Clip Harness/Drop Harness Selenite Void Suit Best Manacles (multiple sets) Best Pict Recorder Best Data Slate Assorted Best knives, some Mono. Rebreather Good Grapnel Shock Collar Strait Cape Tox Mister Scarce+ Drugs/Poisons: Liquid Agony Essence of Perfect Vitrol Murder's Boon Eviscerine Accelerai Assorted Intoxicants "Rank 0"--500/500 Trueborn 500 Rank 1-- 2000/2000 Simple Weapon Skill 100 Intermediate Weapon Skill 250 Simple Agility 100 Intermediate Agility 250 Trained Weapon Skill 500 Deceive 200 Speak Language (Low Gothic) 200 Exotic Weapon Training (Agoniser) 200 Quick Draw 200 Rank 2-- 3000/3000 Trained Agility 500 Expert Agility 750 Dodge +10 200 Deceive +10 200 Combat Master 200 Two-Weapon Wielder (Melee) 400 Simple Fellowship 100 Intermediate Fellowship 250 Climb 200 Contortionist 200 Rank 3-- 3000/3000 Dodge +20 200 Intimidate +10 200 Carouse 100 Blademaster 300 Interrogation 200 Interrogation +10 200 Deceive +10 200 Simple Strength 250 Pilot (Personal) 200 Assassin Strike 500 Simple Ballistic Skill 250 Speak Language (High Gothic) 200 Trade (Voidfarer) 100 Rank 4-- 3000/3000 Swift Attack 500 Step Aside 400 Charm 200 Performer (Dance) 200 Performer (Dance) +10 200 Charm +10 300 Intermediate Strength 500 Disarm 200 Blade Dancer 500 Esser-Z fucked around with this message at 18:01 on Nov 8, 2014 |
# ? Oct 29, 2014 12:52 |
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EDIT: Nevermind, I'm just apping the one version. Don't really want to play another guns character, so I'm just going with the wych.
Esser-Z fucked around with this message at 18:54 on Oct 30, 2014 |
# ? Oct 29, 2014 19:03 |
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HukHukHuk posted:I am currently expanding the current relic tables, if I can get it done by this weekend I will update everyone's relics then, they will not change much from what they currently are, but they may gain extra quirks. I still would like my two man mod relic/artifacts.
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# ? Oct 29, 2014 20:35 |
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Atomikkrab Melee weapon-> Power weapon -> Axe -> Balanced-> Archaeotech -> Steady -> Resplendent/Cruel Steady: Gain Balanced if not already Balanced Resplendent: +30 to Find +5 Charm/Intimidate Cruel: Reroll Damage once per session Relic Power Axe 1d10+8 Pen 7 Balanced Power Field Armor-> Power Armor -> Standard Power Armor -> Deflecting -> Cursed -> Mindkiller -> Resplendent Deflecting: +2 against R Mindkiller: 1st kill gives Fear(1) for combat or adds 1 to Fear Resplendent: +30 to Find and +5 Charm/Intimidate Relic Power Armor 9 All +20 St Size +1 65kg Esser Z Armor-> Full Suit-> Mesh-> Reflective-> Compact -> Vanishing -> Lucky Reflective: +2 against E Compact: -10 to find or -20 if covered Half Weight Vanishing: -10 to find at all Lucky: Gain 1 fate to spend Relic Mesh bodysuit 4 All 3kg Ranged Weapon -> Thrown -> Shock -> Stars -> Burning -> Archaeotech -> Potent ->Surly -> Unpredictable Burning: Enemies must test agi when hit or catch fire Potent: +4 Damage RF on 9/10 Surly: +2 Initiative but turns off on a 96-100 test Unpredictable extra 2 DoS or extra 1 DoF Relic Shock Stars 1d10+2 Pen 1 SBX3+10m S/3/- Shocking Mandozer's 2nd Nuke Armor > Carapace > Full Suit>Hardened>Twice Blessed (Imposing and Potent) > Resplendent Hardened: +2 Against I Imposing: Air of Authority +10 Command/Intimidate Potent: +4 armor Resplendent: +30 to find +5 Charm/Intimidate Relic Storm Trooper Carapace Armor 11 All 30kg Ranged>Bolter>Heavy>Multibarreled>Indestructible>Surly>Cruel Multibarrelled: Gain Storm Indestructible: Gain +2 Dam/pen and cannot be destroyed by normal means Surly: +2 Initiative but fails on a 96-100 Unpredictable: extra 2 DoS or extra 1 DoF Relic Heavy Bolter -/-/10 2d10+7 Pen 7 Clip 60 2 Full Storm Tearing HukHukHuk fucked around with this message at 04:39 on Nov 1, 2014 |
# ? Oct 30, 2014 05:08 |
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IM DOING THIS FOR THE SWEET TAZER-CHAIN SWORD ON A STICK ACTIONpre:Voidborn -> Stubjack(+5WS) -> Criminal(robutt arm) -> Hand of War -> Exhilaration(+3ws) WS 68: 25 + 20 + 8 + 5 + 5 + 5 BS 30: 25 + 5 S 55: 25 + 20 - 5 + 5 + 5 + 5 T 60: 25 + 20 + 5 + 5 + 5 AG 60: 25 + 20 + 5 + 5 INT 25: 25 + 20 PER 40: 25 + 15 WP 50: 25 + 5 FEL 12: 25 - 13 Wounds 17/17 Insanity 15 FP 4/4 Insanity [20:23:32] <Xun> .roll 1d10 [20:23:33] <imouto> Xun: 1 (1d10=1) Fatepoint [20:24:26] <Xun> .roll 1d10 [20:24:28] <imouto> Xun: 5 (1d10=5) Skills: Acrobatics +10, Awareness +10, Common Lore (War), Dodge +20, Intimidate +10, Scholastic Lore (Tactica Imperialis +10), Secret Tongue (Military), Speak Language (Low Gothic, Ship Dialect) Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Melee Weapon Training (Chain, Shock, Power), Quick Draw, Nerves of Steel, Enemy (Rogue Trader, Nobility, Imperial Navy), Hatred (ELDAR, All), Ambidextrous, Frenzy, Jaded, Die Hard, Crippling Strike, True Grit, Crushing Blow, Rapid reaction, Furious assault, Battle Rage Traits: Charmed, Ill-omened, Void Accustomed, Good Bionic Limb, Face of the Enemy (ELDAR), Weapon Master (Melee) 50/11500 Good Arm 100 WS x3 (250, 500, 750) S x3 (100, 250, 500) T x3 (250, 500, 750) AG x2 (100, 250) Reaver Frenzy 200 Jaded 200 Die Hard 300 Crippling Strike 500 Hatred All 1000 Ambidextrous 200 AM 2 Sound Constitution x2 400 True Grit 200 Crushing Blow 500 AM 3 Rapid Reaction 200 Furious Assault 500 AM 4 Exotic Weapon Training (Relic Glaive) Sound Constitution 200 Battle Rage 500 Two Weapon Weider(Melee) 500 Skills Acrobatics +10 400 Awareness +10 200 Dodge +20 400 Best Light Power Armor with Deflective Mezoa Pattern Hand Flamer 1d10+6 E Pen 2 with Nephium Fuel Tank and Exterminator Cartridge attached to a Weapons MIU Preysense monocle because lol Best Vehicle Force Field Best Conversion Field Relic Glaive 2d10+7 R Pen 7 Unbalanced 20kg Shocking Tearing Relic Shield 1d5+5 I Pen 4 Defensive Balanced Tearing 4kg 2 AP to arm and body Xun fucked around with this message at 04:37 on Nov 9, 2014 |
# ? Oct 30, 2014 06:50 |
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Albert Harkonnen Albert Marcus Antonius Harkonnen was a proud man. Once a man of outstanding beauty and perfection. But a cruel and terrible man who did any number of atrocious things in his search for wealth and power. And then everything fell apart. Something happened to him. Perhaps one of his many enemies infected him with some kind of tailor made disease, or it was the effects of a trip through the warp, or perhaps something more esoteric. He doesn't know what caused it, but he began to grow fat. His figure declined, he grew ugly and twisted. It was as if his inner self began to exert itself upon his once perfect outer appearance. The massive change in his appearance, and the slowing of his gate, would lead many to believe that his health was deteriorating dangerously. But if anything he grew healthier and stronger while his outer appearance grew more and more grotesque and slovenly. As time went on he sought out ever greater pleasures and debaucheries in an attempt to drown out his disgust at his own appearance. As his body ached and changed he sought out the very best of cybernetics and bionics to replace failing parts, to strengthen any weaknesses he found, and to ease his slow and aching form. Eventually he came to a realization. He was never going to be the beautiful man he once was, and he had replaced so much of himself that even if he had not deteriorated as he had he would no longer be the same man. And he finally accepted his appearance and stopped loathing what he had become. He realized that he had become a figurative tank of flesh and metal, and that while all these changes ruined his good looks they made it so that he could take whatever he wanted all the easier than he once could. Albert Harkonnen decided that he needed more joys, more pleasures, more experiences, and more wealth. And that he could not gain them staying where he was. So he decided to take his tremendous bulk and seek his fortunes, and his pleasures, by joining a Rogue Trader crew, taking advantage of their Warrant of Trade. And then the mutiny happened. Albert was pissed. This little setback was going to put a serious cramp in his pursuits of carnal delights, and massive wealth. He was fuming, and drinking up a storm, not that he could really get drunk anymore. And now he finds that things may be looking up. The Ordo Thuggus? May just be what he was looking for. pre:Name: Albert Harkonnen aka Fat Al or All Harkonnen Career: Arch-Militant->Augmenticist->Arch-Heretek->Arch-Militant Origin Path Homeworld: Death World Birthright: Unnatural Origin (Contaminated Environs) Lure of the Void: Tainted (Mutant) Trials and Travails: The Hand of War Motivation: Endurance Characteristics: WS :60=25+20+5+5+5 BS :35=25+10 S :70=25+15+5+10+5+10 T :90=25+17+5+3+10+5+5+5+5+10 AG :30=25+10-5 Int:40=25+15 Per:35=25+10 WP :30=25+10-5 Fel:25=25+13-5-3-5 Wounds: 26 = 7 + 10 + 5 + 1 + 1 + 1 + 1 Insanity: Corruption: Fate points: 2 = 2 Skills: Carouse (T) Common Lore (War)(Int) Dodge (Ag) Forbidden Lore (Pirates)(Int) Intimidate (S) Literacy (Int) Scholastic Lore (Tactica Imperialis)(Int) Secret Tongue (Military)(Int) Secret Tongue (Rogue Trader)(Int) Speak Language (Low Gothic)(Int) Speak Language (Techna-Lingua)(Int) Survival (Int) Tech-Use+10 (Int) Traits: Brute - Increase Strength and Toughness by +10 each. Corpulent - +5 Wounds and Unnatural Toughness trait. May no longer take Run action. Unnatural Toughness x2 Hardened - Start with either Jaded or Resistance (Poisons) talent If It Bleeds, I Can Kill It - Gain Melee Weapon Training (Primitive) talent. Paranoid - -10 penalty to all Interaction Skill Tests made in formal surroundings. Survivor - Gain a +10 bonus to any test to resist Pinning and Shock. Machine x5 () Talents: Apostate Mechanic Jaded Machinator Array Orhtopoxy Peer (Mutants) Peer (Nobility) Physical Perfection x3 Resistance (Poisons) Sound Constitution x3 The Flesh is Weak x2 Weapon Talents: Unarmed Warrior Unarmed Master Items: Good Hellgun Micro-bead Void Suit Medkit Manacles Item 1: Best Quality Subskin Armour (+3 AP to Body, Legs and Arms) Item 2: Best Quality Cranial Armour (+2 AP to Head) Item 3: Best Quality Bionic Arm (+10? bonus on Agility tests requiring delicate manipulation and +10 bonus to Strength tests using the arm) Item 4: Best Quality Gastric Implants Twice Blessed Crown (Potent and Indestructable) Quirk: Resplendent Potent: +4 Armor Indestructable: Ignores Pen Resplendent: +5 Charm/Intimidate +30 to Find Relic Helmet 8 Head 9kg Twice Blessed Jumppack (Swirling Energy and Indestructable) Quirk:Cruel Swirling Energy: Never runs out of Power Indestructable: Can never be damaged or turned off by any means Cruel: Can reroll damage once per session Relic Jumppack Gain Flyer (12) 13kg Advances: 500/11500 Origin Path: 400/500 Contaminated Environs - 200 Tainted (Mutant) - 200 Rank 1: 2100/2100 Tech-Use (elite) - 200 Toughness + 5 - 250 Toughness + 5 - 500 Toughness + 5 - 750 Secret Tongue (Rogue Trader) - 100 Strength + 5 - 100 Forbidden Lore (Pirates) - 100 Literacy - 100 Rank 2: 3000/3000 Toughness + 5 - 1000 Physical Perfection - 500 Physical Perfection - 500 Physical Perfection - 500 Speak Language (Techna-Lingua) - 300 Peer (Nobility) - 200 Rank 3: 3050/3000 Tech Use + 10 - 400 Apostate Mechanic - 1000 The Flesh is Weak 1 - 750 The Flesh is Weak 2 - 900 Rank 4: 2900/2950 Carouse - 200 Sound Constitution - 200 Sound Constitution - 200 Orhtopoxy - 300 Weapon Skill + 5 - 250 Weapon Skill + 5 - 500 Weapon Skill + 5 - 750 Machinator Array - 500 <imouto> Ryuujin: contaminated environs: 22 (1d100=22) Fate 1d10 1
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# ? Oct 30, 2014 08:14 |
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...so I'm pretty sure it takes a test at -20 to notice my character's not naked. That's Dark Eldar as gently caress, and the extra fate point is aces. Esser-Z fucked around with this message at 16:19 on Oct 30, 2014 |
# ? Oct 30, 2014 12:27 |
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# ? Apr 18, 2024 13:51 |
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Cthienphleth "Katie" Ashgrábex Hello, lesser creatures. Look at your lord, now back to me, now back at your lord, now back to me. Sadly, he isn’t me, but if I hadn't seized the initiative and assaulted him while you were looking between us he might have been able to fight me. Look down, back up, where are you? You've been impaled by a boat owned by the xeno your lord was killed by. What’s in your hand, back at me. I have your hand, and it's doing terrible things to those people you love. Look again, the terrible things are now Feel No Pain tokens. Anything is possible when your lord smells like hyperdrugs and isn't poisoned. I’m made of spikes. pre:Name: Cthienphleth Ashgrábex Career: Kabalite Warrior -> Fleshcrafter Disciple XP (unspent): 16 000 (100) WS: 50=25+15+5+5 BS: 55=25+20+5+5 S: 30=25+5 T: 30=20+10 Ag: 60=30+20+5+5 Int: 55=25+20+5+5 Per: 50=30+15+5 Wp: 30=25+5 Fel: 40=20+10+5+5 Wounds: 12 Fate: 1 Corruption: 0 Skills: Acrobatics +10 Awareness +20 Chem-Use +10 Common Lore (War, Dark Eldar) Intimidate Dodge +10 Silent Move Speak Language (Eldar, Dark Eldar +10, High Gothic) Forbidden Lore (Xenos, Pirates) Concealment Deceive +10 Carouse Pilot (Personal) Trade (Chymist +10, Armourer +10) Drive (Skimmer) Climb Literacy Command Medicae +10 Charm Commerce Tech-Use +10 Talents: Decadence Disturbing Voice Hard Target Kabalite Weapon Training Melee Weapon Training (Universal) Resistance (Poisons) Heightened Senses (Sight, Hearing) Paranoia Catfall Sprint Jaded Dark Soul Trueborn Ambidextrous Quick Draw Exotic Weapon Training (Disintegrator Cannon, Heat Lance, Reaver's Fang) Rapid Reaction Nerves of Steel Mighty Shot Rapid Reload Pity the Weak Infused Knowledge Surgical Precision Traits: Non-Imperial Power Through Pain Speak Not Unto The Alien Vile Pleasures (Cruel Demise) Dark Sight Unnatural Agility (x2) Equipment: Micro-Bead Translator Unit Kill-Recorder Sanguine Exodus Final Breath -12 hour delay Best Craftsmanship Disintegrator Cannon -Suspensors -Motion Predictor Best Craftsmanship Heat Lance -Red-dot Laser Sight -Pyre-lance Nozzle Best Craftsmanship Reaver's Fang -Discharge Pack Best Craftsmanship Ghostplate Armour -Concealed Crimson Crown with Tox Dispenser -Deflective Construction Best Craftsmanship Flip Belt Cameleoline Cloak Combi-Tool Good Splinter Pistol Eldar Plasma Grenades Medikit Liquid Agony Eviscerine Shock Collar Good Shock Net Scribe-tines Calculance Array Digesta Emporia Calixia Strait-cape Rebreather Void-suit "Beast" Cages Manacles Resolution Arena Gastral Bionics Advances: Rank1: 2500 Trueborn -500 Pilot (Personal) -200 Quick Draw -200 Ambidextrous -200 Deceive -200 Concealment -200 Simple Ballistic Skill -100 Simple Agility -100 Simple Weapon Skill -100 Simple Fellowship -100 Carouse -100 Simple Intelligence -250 Simple Perception -250 Rank2: 3000 Literacy -200 Command -200 Deceive +10 -200 Drive (Skimmer) -200 Rapid Reaction -200 Exotic Weapon Training (Heat Lance) -300 Speak Language (High Gothic) -200 Nerves of Steel -200 Awareness +10 -100 Climb -100 Trade (Chymist) -100 Intermediate Ballistic Skill -250 Intermediate Agility -250 Intermediate Intelligence -500 Rank3: 3000 Acrobatics +10 -200 Awareness +20 -200 Chem-Use +10 -200 Dodge +10 -200 Forbidden Lore (Xenos) -200 Exotic Weapon Training (Disintegrator Cannon) -300 Medicae -300 Rapid Reload -200 Forbidden Lore (Pirates) -200 Intermediate Weapon Skill -250 Intermediate Fellowship -250 Mighty Shot -500 Rank4 (Fleshcrafter Disciple): 3000 Tech-Use -100 Trade (Armourer) -100 Pity The Weak -200 Charm -200 Commerce -200 Scholastic Lore (Chymistry) -200 Infused Knowledge -500 Trade (Armourer +10) -100 Trade (Chymist +10) -100 Exotic Weapon Training (Reaver's Fang) -300 Tech-Use +10 -300 Medicae +10 -200 Surgical Precision -400 Waci fucked around with this message at 08:36 on Oct 31, 2014 |
# ? Oct 30, 2014 18:50 |