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You return to your meager quarters at the end of another long day working for the betterment of the Imperium when you find the package that defines your real role serving the Golden Throne. It is always a small brown package from a "Westin and Sons Devotional Materials", though what it contains is a different type of devotional material than one would think. You work for Inquisitor Obadiah Kane of the Ordos Hereticus. You have never met Inquisitor Kane. You have never met anyone else besides his Interrogator, who didn't give her name, and you only met her once. What you've been able to gather is that Kane keeps his operation segmented, really segmented. As was explained to you, Inquisitor Kane has multiple "Investigation Cells". Their job is to go deep cover, root out heresy in the ranks of the Imperium and leave all the intel in a dead drop. You're instead part of a "Killteam". As the name implies, it is you and your team's job to kill whomever the Investigation Cells uncover. For better or worse, you operate on little intel. Often times it is only the name of the target and a picture, not even what heresy they are guilty of. You maintain your "cover identity" also known as "your real life" until the package from Westin and Sons comes, and that package usually only includes your destination and your travel arrangements. You always find the proper excuses are made for you at whatever branch of the Imperium you work for, with your leave of absence authorized and explained. Often times the mission takes you off world to a place you've never been to. Your mission is only revealed to you once you and the rest of the Killteam are at the safe house for the mission. Even the members of your killteam are to some degree a mystery to you. The team members are always the same, and while you've all gone on half a dozen missions together, you've been instructed not to use your real names, only code names with each other. With another Westin and Sons Package, your next mission begins. Welcome to my Dark Heresy 2.0 game! I've been wanting to try Dark Heresy 2.0 as a player, but since no one in #acolyte seems to like the new rules I said "gently caress it" I'll run a game. If you couldn't gather from the above, you will be part of an Inquisitorial Killteam sent in to whack everyone from corrupt Administratum Clerks to cult leaders. As such there is going to be a lesser focus on Investigation, at least to an extent. I'm not saying everyone make me guardsmen and assassins because it's all going to be point and shoot. I plan on the game being a little bit more open, in as much as it will be "Kill person/s X" and leave the how/where to the players, with some guiding suggestions. There will still be a use for investigation and social skills, like for shadowing your targets for the right opportunity, bribing servants, and the like; just don't expect Forbidden Lore (Inquisitors of 36K) to be really helpful a lot of the time. Not that knowledges are useless, but Common Lore (administratum) or (Adeptus Arbites) will be a lot more useful than Forbidden Lore (The Horus Heresy) so if you go sage, choose your lores properly. Creation is as follows: -Use the Allocating Points rules from the Box on Page 31 -Max wounds -Roll for the fate threshold in either an online roller or in #acolytedice and post the results -starting exp: 1,800. You're Not fresh Recruits, you've got some missions under your belts, but it's mostly been "small time" (corrupt Administratum officials) so you're not the best of the best. For characters I'm looking to make a diverse mix of skills and abilities. I'm also looking for characters with a solid fluff. Inquisitor Kane picked you because at some point in your past you uncovered some heretical behavior and took the Emperor's Justice into your own hands, so your background should include this. Also don't post a real name for your character, only a code name, think something from a cheesy 80's action movie or a G.I. Joe. I'll make picks like Sunday the 23rd, just in time to give you something to be thankful for. e:In an ever widening attempt to outright bribe me for a place in the game, MaliciousOnion has provided a fancy skill point calculator for you people who hate maths. Werix fucked around with this message at 05:11 on Nov 6, 2014 |
# ? Nov 6, 2014 02:10 |
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# ? Apr 27, 2024 00:06 |
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I'll make a sororitas if/when I have time.
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# ? Nov 6, 2014 02:50 |
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You make time. Just like I shall.
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# ? Nov 6, 2014 03:35 |
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Submitting Nuke Dukems.
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# ? Nov 6, 2014 07:30 |
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Warlock There was something wrong; he could feel it in the air, in the warp. He tapped his astropath's staff on the floor in frustration and willed the elevator to move faster. Sadly, speeding up elevators was not a power he possessed. When the doors finally opened, he all but ran out. Now he could be certain something was wrong; the currents of the warp were being completely altered by something in the Astropathic Relay. His heart sank as he rounded the corner and saw the man standing guard in front of the Relay. The man turned and raised a lasgun. "Adeptus Arbites. This is a crime scene. Do not move," said the man, starting to approach him. His armor was definitely not Arbites. More importantly, the astropath had read his surface thoughts: drat, one of the Emperor's pet witches. Can't let him disrupt the ritual. The astropath seized the warp and channeled it through his voice. "Drop your weapon." The man's eyes went blank for a moment, the weapon slipping from his grasp. He shook it off faster than expected and, cursing, made a grab for the laspistol at his waist. "Fall over." Frost and crackling arcs of warp lightning began to form around the astropath's visor as the man's legs buckled out from under him, the laspistol bouncing from his hand and skittering off to one side. The man opened his mouth to scream for help. "Be silent." The man choked, eyes widening in horror. Before he could do anything else, the astropath took a few swift steps over and slammed his staff down on the man's throat. Trying to ignore the gagging of the man behind him, the astropath gathered up the guns, steeled himself, and opened the hatchway to the Relay's transmission room. From there, things got...hazy. A crowd of heavily tattooed cultists chanting around a circle, using his fellow Astropaths bodies as conduits for some unspeakable ritual. Their hideous mutant leader screaming through its face of tentacles and eyes about him being too late to prevent the glorious machinations of the Changer from coming to pass. The warp surging, filling the room with lightning as something began to force its way into reality in the middle of the circle. A strange sound. The realization that the sound was himself, screaming. Blood forcing its way out of his skin and floating into the air, writhing into the shapes of runes. Squeezing the trigger on the lasgun, the kick sending a burst of las-fire stitching along the floor, up the mutant's torso and head, into the ceiling. His last memory was of a terrible shrieking in his head and the cultists vomiting warpfire from every orifice as their leader's body broke the circle and unleashed the power of the warp in a wave of blinding energy. A few hours later, the astropath woke up in Arbites custody with an Adeptus Astra Telepathica representative waving a null-rod in his face. Apparently they had rescued him from the smoking ruins of the local Relay. They were very curious as to how he survived, but after a few hours of threats and beatings, the officers were called out of the room. When they returned, they looked furious, but chastened. He was allowed to leave. On the way out, an odd woman in black handed him a note before disappearing into the crowd. It was an address, with a key taped to it, and three words: You owe us. Below them was stamped the rosette of the Inquisition. It led to an apartment in an abandoned hab-block, on the other side of the hive. In all the time he has spent there, he hasn't seen anyone else, not even the gangers and junkies he'd expect to hang around a place like this. The next day, a notice of reassignment to a nearby (unexploded) Astropath's Guild arrived; no one there seems to know or care about his involvement in the "Incident." A few weeks later, the first package arrived: the note inside told him where to go and what to do. What was there to do but obey? Personally, he would've picked a less ridiculous code name than Warlock, but that's what they want him to call himself, and he's not going to argue with the Inquisition. Especially since they saved him from execution; he's certain that he's untainted, but he doubts anyone else would see it that way. Mostly, though, he finds that he actually enjoys the work; it's a good feeling to actually go out and fight the Emperor's enemies. pre:Name: Warlock Homeworld: Voidborn Background: Adeptus Astra Telepathica Role: Mystic WS: 25 BS: 35 (+10) S: 20 T: 30 (+5) Agi: 30 (+5) Int: 30 Per: 40 (+15) WP: 45 (+10+5) Fel: 40 (+15) Inf: 25 Fate Threshold 5+: 5 Divination: 8 Fate: 4 Wounds: 12 Corruption: 0 Insanity: 0 Divination: 8 Humans must die so that humanity may endure. Aptitudes: Intelligence, Psyker, Defence, Fellowship, Knowledge, Perception, Willpower Skills: Awareness Common Lore (Adeptus Astra Telepathica) Interrogation Forbidden Lore (The Warp) Linguistics (Low Gothic) Psyniscience Talents: Jaded Strong Minded Warp Sense Weapon Training (Las, Low-Tech) Psychic Powers: Warp Perception Foreboding Prescience Telepathic Link Erasure Dominate Hallucination Abilities: Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30 bonus to tests for moving in a zero gravity environment The Constant Threat: When the character or an ally within 10 metres triggers a roll on Table 6–2: Psychic Phenomenon (see page 196), the Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus. Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait (see page 138). Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (see page 90). It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35. Traits: Sanctioned: Start with Psy Rating 2, no CP from Psyker trait. Psyker: PR 3, Bound. Equipment: GQ Lasgun Laspistol Staff Light Flak Coat Imperial Guard Flak Armour Psy Focus Acquisitions: Good Lasgun Imperial Guard Flak Armour 1800/1800 Experience Psy Rating 3-600 Warp Perception-100 Foreboding-200 Prescience-200 Willpower +5-100 Telepathic Link-100 Erasure-100 Dominate-200 Hallucination-200 Dachshundofdoom fucked around with this message at 07:39 on Nov 12, 2014 |
# ? Nov 6, 2014 17:18 |
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That is a long-rear end time for submissions. I'm thinking, like, an Arbites Judge Dredd type. Not sure exactly what I'll do. Probably a little better diversified than Dredd; like, capable of doing something other than murder.
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# ? Nov 7, 2014 10:09 |
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I might make an assassin with a warhammer.
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# ? Nov 7, 2014 12:16 |
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Thanatosian posted:That is a long-rear end time for submissions. Picks might be made before then if interest dies out, that's just more of a maximum deadline than minimum.
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# ? Nov 7, 2014 14:20 |
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Specialist 'Wild Man' Galliachpre:BEGIN TRANSCRIPT
INITIAL CONVERSATION BETWEEN INTERROGATOR XXXXXXX AND SPECIALIST GALLIACH
You the guy in the flaming chimera, Specialist Galliach?
Afternoon, ma'am. Uh, yes, ma'am.
Well, that's just hot poo poo. You're a wild man, you know that?
Uh, yes, ma'am.
He's a wild man. You know that? I want to shake your hand.
Thank you, ma'am.
Yeah. How many bombs have you disarmed?
Uh, I'm not quite sure.
Specialist?
Yes, ma'am?
I asked you a question.
Eight hundred seventy-three, ma'am.
Eight hundred and seventy-three. Eight hundred! And seventy-three. That's just hot poo poo. Eight hundred and seventy-three.
Counting today, ma'am, yes.
That's gotta be a record. What's the best way to... go about disarming one of these things?
The way you don't die, ma'am.
That's a good one. That's spoken like a wild man. That's good.
END TRANSCRIPT Galliach was groomed to be such a Specialist, with a propensity for demolition and bomb defusal. As a front-line operator, his work took him far across the planet, seeking out potential threats or opportunities. It was while he was following such a lead that he first encountered Inquisitor Kane's team. He was at Ecrilles Station, the largest spaceport and a Mecca for the kind of work Galliach did, when he found himself dragged into a plot involving a chimera filled with explosives and the Inquisitorial team. While he couldn't prevent the primary explosive from detonating, he did manage to mitigate the damage, saving the Inquisitorial team and some hundreds of bystanders. The Interrogator immediately recognised his usefulness and appropriated him on the spot. pre:Name: Specialist Galliach Homeworld: Forge World Background: Imperial Guard Role: Seeker Divination: Be a boon to your allies and the bane of your enemies. This character gains the Hatred (choose any one) talent. Aptitudes: Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Perception, Social, Tech Experience: 0/1800 Advances: Perception +5 100 Fellowship +5 100 Deceive 100 Dodge 300 Inquiry 100 Interrogation 100 Medicae 100 Security 100 Stealth 200 Survival 100 Tech-Use 100 Tech-Use +10 200 Clues from the Crowd 200 Characteristics: Weapon Skill 25 + 5 + 0 = 30 Ballistic Skill 25 + 15 + 0 = 40 Strength 25 + 5 + 0 = 30 Toughness 30 + 10 + 0 = 40 Agility 25 + 5 + 0 = 30 Intelligence 30 + 10 + 0 = 40 Perception 25 + 0 + 5 = 30 Willpower 25 + 5 + 0 = 30 Fellowship 20 + 5 + 5 = 25 Influence 25 + 5 + 0 = 30 Wounds: 13 Fate: 3 Corruption: 0 Insanity: 0 Skills: Athletics Command Common Lore (Imperial Guard) Deceive Dodge Inquiry Interrogation Medicae Navigate (Surface) Operate (Surface) Security Stealth Survival Tech-Use +10 Talents: Clues from the Crowd Disarm Hatred (Heretical Cults) Weapon Training (Las, Low-Tech) Weapon-Tech Traits: Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, can re-roll any damage rolls of 1 or 2. Omnissiah’s Chosen: A forge world character starts with either the Technical Knock or Weapon-Tech talent. Nothing Escapes My Sight: May spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of DoS equal to Perception bonus. Gear: Lasgun Combat vest Imperial Guard flak armour Grapnel and line 12 lho sticks Magnoculars Photo-visor Long-las Red dot laser sight Multikey (12:30:20 AM) imouto: MaliciousOnion: Divination: 15 (1d100=15) MaliciousOnion fucked around with this message at 05:09 on Nov 23, 2014 |
# ? Nov 7, 2014 14:48 |
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I'm gonna reserve this spot for when I have more time. I'm not especially familiar with the new edition so I'll have to give it a more thorough reading but I'll probably try to build something analogous to a Scum from the first edition.
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# ? Nov 7, 2014 19:07 |
Might remake my old budget batman if I cannot come up with a better character in the meantime.
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# ? Nov 7, 2014 23:25 |
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Submitting Mr Smith if Esser-Z will be my Mrs Smith.
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# ? Nov 8, 2014 05:37 |
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Caradoc the doc Competition on Forge Worlds can be quite fierce. If you have no skill you can be little more than a future servitor, if that. Many aren't even worthy of being turned into a servitor. Some have the right skills, instincts, or training to rise to the rank of seekers. And others have the intelligence, skill, breeding, luck or training to become tech-priests of the Adeptus Mechanicus. Caradoc was one such individual. Both rather bright and born into a family that tended to produce Tech-Priests it was not long before he found himself being groomed for the life, given special training and every opportunity. Caradoc took to his new duties and training with a relish, and he certainly enjoyed playing around with the technology of the Adeptus Mechanicus, of speaking with the Machine Spirits and coaxing them to his will, but he found that he also had a great interest in one of the oldest of machines. The Human Body. He was curious of how it worked, of how to take it apart, and how to put it back together. And so his focus among the Adeptus Mechanicus was not on esoteric lores, forbidden secrets and the secrets of the universe. Instead his focus was on the human body, how to harm it and how to heal it. Years passed and Caradoc went on from neophyte to full fledged Chirurgeon, and gained great skill in the works of the body. He was sent on many missions for his skills with machines, and for his skills at keeping his companions alive. In time he was sought out by an Inquisitor for his skills. He along with a few others, were recruited for a killteam. While Caradoc is not most well known for his skill at killing, not that he can't do it well enough, he is quite useful for such a team that might need to operate with various machines, as well as deal with numerous injuries. Caradoc was quite flattered to be recruited and chose to join the team. pre:Name: Caradoc Homeworld: Forge Background: Adeptus Mechanicus Role: Chirurgeon WS: 30 (+5) BS: 30 (+5) S: 25 (+0) T: 40 (+7+3) Agi: 30 (+5) Int: 40 (+10) Per: 30 (+5) WP: 30 (+5) Fel: 20 (+3-3) Inf: 40 (+15) Fate: 3 Wounds: 13 Corruption: 0 Insanity: 0 Divination: 46 If a job is worth doing, it is worth dying for. Aptitudes: Intelligence, Tech, Fieldcraft, Knowledge, Strength, Toughness, Defence Skills: Operate (Ground) Common Lore (Adeptus Mechanicus) Common Lore (all) Logic Medicae+30(+20 superior chirurgeon)(+10 medicae mechadendrite) Scholastic Lore (all)(+10 SLU) Security Tech-Use (+10 Utility Mechadendrite) Talents: Mechadendrite Use (Utility) Takedown Weapon-tech Weapon Training (Solid) Traits: Mechanicus Implants Abilities: Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.) Dedicated Healer: In addition to the normal uses of Fate points (see page 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus Equipment: Autogun optical mechadendrite Imperial Robes 2 vials of sacred ungents Acquisitions: Calculus Logi Upgrade (+10 to Scholastic Lore, Logic and Literacy) Medicae Mechadendrite (+10 to Medicae and Interrogation) Utility Mechadendrite (+10 to Tech-Use) Subskin Armour (+2 ap Arms, Body, Legs) 1800/1800 Experience Infused Knowledge-400 Medicae known-100 Medicae trained-200 Superior Chirurgeon-400 Meducae experienced-300 Medicae veteran-400 <imouto> Ryuujin: divination: 46 (1d100=46) Ryuujin fucked around with this message at 02:30 on Nov 18, 2014 |
# ? Nov 8, 2014 08:51 |
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Got into the Black Crusade game that I was on the waitlist for, so I won't be making a character for this game.
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# ? Nov 9, 2014 12:16 |
Wraith Born and raised in Hive Jarvin on Desoleum. Wraith is a distant cousin of one of the dynasties that runs a portion of the world's stupendous trade in military rations. Born into genteel poverty the granddaughter of a man with a gambling addiction and the daughter of a man with a fondness for illicit substances was forced to work for her living. Fortunately despite it's lack of promise in recent generations the family name still retained a modicum of respect and the extended dynasty found her a place within the great oath-chains of Desoleum. Proving a talent for dealing with high and low, she was quickly assigned as one of the families liaisons to one of the underworld gangs that ruled the underhive and were the proxies for shadow wars between Desoleum's power players. Wraith loved her job. In the eyes of the criminals surrounding, she was no pathetic loser given a job out of pity, but the very epitome of a noble of power and bearing. She quickly learned the arts of stalking and moving quickly through the teeming thoroughfares of the lower hive from the gangs and refined her swordplay from sparring with the Bloody Butchers she was assigned to control. However, she enjoyed her time so much that she missed something important... The Butchers became more brutal and bloodthirsty with every action; simple one off assassinations turned into bloodbaths, orders to secure a hab-block turned into outright massacres. Eventually Wraith realised that the friendly gangsters she had known were now foul cultists of Khorne. Disturbed Wraith reported her concerns to her superiors but was ordered to stay out of it. Wraith chose otherwise guided by her faith in the Emperor she moved. Striking with utter ruthlessness from stealth and disguise alike the young noblewoman eliminated the gang's leader and his key underlings forcing the gang turned cult to descend into utter chaos as gang member fought gang member for control. Of course this utterly derailed her families plans setting them back decades, As a result Wraith found herself outlawed and left without an Oath-cog on Desoleum. However her actions attracted the attention of a mysterious individual claiming to represent the Inquisition who was impressed that she was willing to put her faith in the Emperor before her family. Offered a job Wraith gratefully accepted and took the first transport offworld. When not working for the inquisition Wraith is employed as a travelling Swordmaster for the sectors bored nobles teaching them the arts of noble duelling and self defence to a new generation of noble brats. pre:Name: Wraith Homeworld: Highborn Background: Outcast Role: Assassin WS: 40 BS: 25 S: 35 T: 30 Agi: 40 Int: 25 Per: 35 WP: 25 Fel: 45 Inf: 30 Fate: 4* Wounds: 14/14 Corruption: 0 Insanity: 0 Divination: Dark dreams lie upon the heart. (Whenever this character would roll on the Malignacy table, She may instead select any one result and gain that Malignancy).** Aptitudes: Fellowship, Social, Agility, Weapon Skill, Fieldcraft, Finesse, Perception Skills: Acrobatics +10 Common Lore (Underworld) Decieve +10 Dodge Stealth +10 Charm +10 Parry Awareness Talents: Weapon Training (Chain) Weapon Training (Las) Jaded Swift Attack Traits: Dark-sight: Can see in darkness. Takes no penalties when fighting in areas of poor or no light. Abilities: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1). Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue. Sure Kill: In addition to the normal uses of Fate points (see page 293), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts. Equipment: Laser Pistol Chainsword Armoured Bodyglove Injector 2x Slaught Doses Acquisitions: Photo Contacts [grants Darksight trait} Stummer [+30 to stealth tests when Active] Filtration Plugs [+20 to toughness tests when dealing with harmful gasses] 1800/1800 Experience 200xp Known Parry 100xp Known Charm 200xp Trained Deceive 100xp Simple AGI 100xp Simple Per 100xp Simple Fel 200xp Trained Acrobatics 300xp Swift Attack 200xp Trained Stealth 200xp Trained Charm 100xp Known Awareness **imouto Ferrosol: divination: 50 (1d100=50) Ferrosol fucked around with this message at 18:37 on Nov 18, 2014 |
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# ? Nov 9, 2014 21:51 |
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One Very Unfortunate Hive Ganger posted:"What kinda name is Coyote Dark anyway you crazy bi-" *thunk* Quixote was not chosen because she was knighted as a mere whelp for slaying one of the fierce sand drakes of her home world. Quixote was not chosen because she saved a group of wayward missionaries that had been marooned on her planet. Quixote was not chosen because of her excellence service to Desoleum as an officer of the Adeptus Arbites. Quixote was chosen by the Inquisition because of her unceasing zeal, her relentless drive to exact holy justice upon those that have sinned, and her need to defend those she has been charged with protecting. When the missionaries were able to repair their ship and leave her home, she accompanied them without a second thought, finding a new purpose in their tales of the God-Emperor and his Saints. She paid unceasing attention to their teachings and tales, and the priests and clerics were ecstatic to have such a promising convert among them. Her attentions, however, quickly became focused on the more martial aspects of their words and yet stubbornly resistant to any discussion of theological theory. With great regret and after much prayer, it was decided that she was to be given to the Adeptus Arbites during their stop at the Hive World of Desoleum, as her talents would better suit her there than even among the militant portions of the Ministorum. Before she left, however, an aged, senile cleric among them regaled to her half-remembered tales of knights and warriors from truly primordial eras, and Quixote memorized them as best she could, finding inspiration within the tales of others like her. It is from these bastardized stories that Quixote would eventually get her alias, "Quixote D'arc", after two ancient, famous warriors of great prestige and renown. It did not take long for Quixote to accept the ideas of the Adeptus Arbites, and in order to best serve her new masters, she trained ceaselessly to master the firearm. Her life became a perfect routine; she trained, she fought, she prayed, and she protected the masses of Desoleum. Firing a laser straight through the eye of a criminal was just as rewarding as staving off an enemy warband, and the crack of her laspistol was as satisfying as the thrusting of a spear. The urban jungle is not so different from the forests of her home world as far as Quixote is concerned. It's hard to pinpoint the exact incident that lead to her recruitment by the Inquisition. Quixote views the entire affair as a blessing from the God-Emperor and doesn't spend much time musing over the circumstances. If she were asked, however, she was guess it was the Babyface Bartholomew case. The Babyfaces are one of many "cloudboy" gangs formed by brutish young nobles. A standard murder case that Quixote and her partner were assigned soon lead to Bartholomew, one such exiled noble that lead a small cadre of hired thugs. By beating and breaking various associated individuals, Quixote was able to follow a trail of broken bones and las-burns straight to Bartholomew's hideout. Upon discovering who the culprit was, however, Quixote's partner implored her to simply cover the trail. "He has too much clout, his family is far too powerful. By busting into there, we're dead whether they land any shots or not." Quixote shot him in the kneecap then entered the hideout. quote:
LaSalsaVerde fucked around with this message at 22:04 on Nov 12, 2014 |
# ? Nov 10, 2014 22:20 |
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Alright, liking apps coming in so far, except for the whole no real fluff from the lot of you, but baby steps and all.
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# ? Nov 10, 2014 23:14 |
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Background done.
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# ? Nov 11, 2014 13:45 |
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MaliciousOnion posted:Background done. Same here.
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# ? Nov 12, 2014 08:16 |
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MaliciousOnion posted:Background done.
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# ? Nov 12, 2014 22:06 |
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Putting in an app for the hell of it. *Transcript begins at 04:00 local time, subject "Spike", interview conducted by Acolyte [REDACTED], all non-pertinent remarks expunged* "Listen, I already told the lieutenant, the captain, and the commissar what happened. If you're going to shoot me or put me on a punishment detail then get on with it already, stop asking the same drat questions over and over. What do you mean you didn't get a copy of the report? Look, if you're not in my chain of command then I'm done talking to you." - "OK, man. Let's say I believe you are who you say you are. If it turns out you're lying then you'd better be a fast loving runner, alright? Story starts out with my squad on patrol. 's raining, the lovely thin sleet they get instead of real rain on this planet. We're up in some thin woods overlooking the promethium refinery in Beta sector when a call comes through the vox that there's been a sighting of the enemy near our position, the guards at the refinery want reinforcements and our patrol is diverted down there. Call had all the right codes, Corporal [REDACTED], our vox tech, didn't recognize the voice but it's a big loving warzone, you know? When we get down to the refinery it's too loving quiet, none of the cogboys are around and the big machines are making less noise than they should, so we start to get a little cautious. We split up into combat teams, start checking corners, try to vox through to Company but all we get is static." - "Nah, vox is always screwy around heavy machines, and the rain here seems to gently caress with the range as well. Not that strange. Anyway, we end up breaking into the security station to try and find where the gently caress everyone is, and there's what looks like a couple of enemy soldiers in there seated at the auger station. Sarge tells us to hold fire, something ain't right. We get another look and they're both dead already, wired up with grenades. Probably the poor bastards from the security team, never found out for sure. We'd shot them they would a blown us all to hell. We take this opportunity to make tracks, figuring whatever is going on here is above our pay grade. That's when the chanting starts." - "What were they chanting? No idea, some heretic poo poo probably. Sounded like bad news. It was coming over the laud hailer system and I guess Sergeant [REDACTED] couldn't handle it, she started shooting every speaker in sight. Me and [REDACTED] got her under control, and then we noticed the smell of promethium gas in the air. Dunno how sarge hadn't set it off already, Emperor protects I guess? We all safe our main weapons and get our blades out. Not too loving soon either, enemy soldiers with axes and spears and poo poo start surrounding us, try to cut us off, or herd us somewhere." - "Because maybe if that gas catches and we all die, sure we take a bunch of heretic shitholes with us but no-ones left to tell command what the gently caress happened? Dieing ain't the only issue, we aint allowed to waste our lives. That poo poo's in the Uplifting Primer and everything. So, we fight around in circles for a while, get cut up and look for ways out. [REDACTED] finds a service tunnel for servitors to access under the big tanks, and we manage to get enough of a break to get inside. Must'a lost them for a while, cause they don't follow us. Then we found the cog-boys, or what was left of 'em. The last real one was rigging some kinda bomb to the bottom of the tank, his little cog-buddies nearly lit us up when we walked in. The enemy had taken the place over a week ago, and for some reason no message had got out. The cog-boy, his name was Paratus, had a bunch of vox-logs that showed who had been diverting traffic and making sure no patrols got too close. My squad had only been in the area because the L.T. had decided to shake up our patrol pattern last minute." - "You already know who it was, or you wouldn't be here. Story's nearly over anyway. The plan we made was to try and break out, then get back to camp and find a commissar to report to. The breakout went bad from the start, we got cut to loving pieces one at a time. I only got out because the sarge pulled the pins on all her grenades and blew a hole in the crowd big enough for me to get into the woods. No idea what happened to Paratus or his crew. I'd just got behind a hill when the refinery blew. Things are kinda blurry after that. I got back to the base somehow, and I guess I ran into Colonel Mandrel before I found a commissar, so I killed him. Son of a bitch didn't know what hit him when I gutted him like a fish." - "Feel bad? Why would I? I joined the Guard to kill the enemies of the Emperor, I don't give poo poo what uniform they wear. Anyway, that's the whole story. loving torture me if you don't believe me." *Subject was later interrogated in detail, confirming details. Vox logs and other corresponding data [see appendices Alpha 1 - Omega 19] support the version of events portrayed by subject "Spike". Subject "Spike" transferred to holding cell on [REDACTED] pending suitability assessment for Kill-Team Absolution* quote:
edit: Took ambidextrous out, paid for intimidate. Basic arithmetic, my old arch enemy! thatbastardken fucked around with this message at 03:45 on Nov 22, 2014 |
# ? Nov 14, 2014 15:51 |
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Okay so far I've only got four completed apps: dachshund with a psyker, Maliciousonion with a seeker, salsa with a desperado, and Bastard with a warrior. Slim pickings so far folks. I was hoping for at least six. If I don't have those by close of recruit Sunday I'm not going to launch the thread. So if you haven't finished or were planning to app, get it in!
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# ? Nov 17, 2014 18:26 |
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Okay went back and added a background and a portrait.
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# ? Nov 18, 2014 02:30 |
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Okay. I've also been reading some of the new rules in DH2.0 and thought that, assuming this gets off the ground, I would elaborate on some things so you know what to expect. First, the new Subtlety mechanic. It looks absolutely like it would ruin the meta, so of course I'm going to try it out. Now, I'm not going to try to use it too much to punish you through negatives, but will take it into account for positives. Now while this game is one where you have no Official Inquisition support, that doesn't mean you can't be low subtlety. Just instead of kicking in the door and yelling "Secret Inquisitorial Kill Team!" it would be more kicking in the door and yelling "DIE!!!!" Next, the Inquisitor's influence mechanic from page 270 of the book. Yes you can use your Inquisitor's influence at the cost of Subtlety. But as has been made clear, Inquisitor Kane is a very hands off kind of inquisitor, so he will not approve any uses of his influence that would fall outside of "an anonymous bank account is opened in your name with access to funds." So requests for money that translates to bonuses on acquisition tests, money to rent a fancy estate for a cover ID, a small slush fund to play the part of an easy spending Noble would be approved. Any use of his influence to pull strings with departments of the Imperium, or other intangibles WILL NOT be approved. If you get arrested by local enforcers or arbites, he will not bail you out. You may very well become outlaws based on how subtle you are, and he's fine with employing outlaws so long as the heretics get killed.
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# ? Nov 18, 2014 03:07 |
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I'm mostly going to be drawing my roleplaying notes from Brock Sampson so uhhhhh https://www.youtube.com/watch?v=Khyzj5toqwA "subtle"
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# ? Nov 18, 2014 03:56 |
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Just run with the cover story of random gang violence. For everything.
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# ? Nov 18, 2014 09:25 |
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Or shark attack. Hive spire on a toxic desert world? Shark attack. Seeing as the fillable PDF character sheet is a free download I'm assuming it won't be to link a copy of my working sheet on google docs? Spike
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# ? Nov 18, 2014 12:30 |
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thatbastardken posted:Or shark attack. Hive spire on a toxic desert world? Shark attack. Link all you want, but i will expect you to have a character sheet in your first post and to keep it up to date.
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# ? Nov 18, 2014 14:16 |
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Ironic, isn't it? You'd think coming from a planet dedicated to the Imperial Creed's saints and heroes, a locus of pilgrimage, one of the most religiously important places in the sector... you'd think that would breed a people with a high degree of religious fervor. And I suppose for the most part it does. I've seen the numbers and I'm what you would call an 'ideological outlier'. For the pilgrims, the dazzling processionals, rousing sermons, and gilded iconography paints the picture of one race of mankind, unified in their devotion to the Emperor. And don't take this as me questioning the Emperor's divinity, because I'm not. No, I just mean that when you live there, work there, see it every day... it becomes routine. You start to see how the sausage is made, that it's all a big show put on for the benefit of the tourists. Pilgrims, rather. I mean, I personally had to file the paperwork for replacement holy relic when a scuffle broke out next to a reliquary, so now saint so-and-so has two skulls - one in a thousand pieces and one buffed and polished sitting on velvet. I'm sure you can imagine how that kind of thing breeds a cynic. Then there's the pilgrims themselves. We collect data on who they are, where they come from, and more importantly the differences in beliefs in their local flavor of the Creed. Like when we get a ship full of monks from backwater Iocanthos we have to put away all the aquilas with detailed feathers sculpted on them because of some old local legend about a bird-demon. And each time you do that, put them away, take them out, that's more paperwork. So anyway, being as this was all so routine and boring, I had a lot of time to read. Extra-curricular reading. I started looking at the data we were collecting, seeing what we did with it. Turns out, other than tailoring sermons, that information was just getting warehoused. So I started looking at it. Learned a lot, too. Some of it was... shall we say, outside the orthodox. Interesting stuff, who we let on-world, who we don't, what arrangements are made. I started to see just how varied the Creed is - so much so that our shrines only represent a fraction of it. The rest, they go to other shrine worlds that, to put it politically, more closely align to their beliefs. On this little team of ours we've got men and women who've single handedly stopped heretical rituals or shot their way through cult compounds. Me, I just filled out the paperwork detailing the systematic inability to detect and act on obvious heretical activity using our little pilgrim-stop as a way to move forbidden texts from one world to another. Two days later the high magistrate 'disappeared' and Inquisitor Kane's team found me. I was never sure if figuring out I had psychic ability and being forced to hide it made me a cynic and an addict, or if my cynicism led me to seek out profane knowledge which led to all the rest. Either way I was hiding in plain sight and long story short Inquisitor Kane's willingness to ignore the fact I never took the pilgrimage on the Black Ships myself is the only thing that kept me from ending up dead on pyre or from a bad dose. Well, in this line of work I guess those are both still possibilities, but at least now I don't have to hide it. pre:Saint Home World: Shrine World Background: Adeptus Administratum Role: Sage Divination: 56 Violence solves everything. Increase this character's Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility or Intelligence characteristic by 3. Fate: 4 Wounds: 12 Insanity: 0 Corruption: 7 WS: 25 (25) BS: 38 (25 + 10 + 3) S: 30 (25 + 5) T: 30 (25 + 5) Ag: 27 (25 + 5 - 3) Int: 45 (25 + 15 + 5) Per: 30 (20 + 10) WP: 45 (30 + 10 + 5) Fel: 30 (30) Inf: 30 (25 + 5) APTITUDES Toughness Willpower Knowledge Agility Intelligence Perception Tech Psyker TRAITS Faith in the Creed: Whenever a shrine world character spends a Fate point, he rolls 1d10. On a result of 1, the character’s total number of Fate points is not reduced. Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.). Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus. Rogue Psyker (!) SKILLS Commerce Common Lore (Adeptus Administratum) Common Lore (Imperial Creed) Linguistics (High Gothic) Logic Scholastic Lore (Occult) Scholastic Lore (Legend) Forbidden Lore (The Warp) Forbidden Lore (Heresy) Forbidden Lore (Daemonology) Psyniscience Tech Use TALENTS Psy Rating 1 Weapon Training (Las) Clues from the Crowds Resistance (Psychic Powers) EQUIPMENT Laspistol Imperial robes autoquill chrono dataslate medi-kit Hot-Shot Laspistol Armored Bodyglove Obscura ADVANCES 300 Psyker l33t advance 100 Telekinetic Control 200 Assail 100 Forbidden Lore (The Warp) 100 Forbidden Lore (Heresy) 100 Forbidden Lore (Daemonology) 100 Psyniscience 100 Simple Int 100 Simple WP 100 Tech Use 300 Resistance (Psychic Powers) 100 Common Lore (Imperial Creed) 100 Scholastic Lore (Legend) XP 1800/1800 pre:08:51 CPS .roll 1d10 fate 08:51 imouto CPS: fate: 6 (1d10=6) 08:51 CPS .roll 1d100 divination 08:51 imouto CPS: divination: 56 (1d100=56) 09:33 CPS .roll 1d10+3 corruption 09:33 imouto CPS: corruption: 7 (1d10+3=4) Clanpot Shake fucked around with this message at 00:35 on Nov 19, 2014 |
# ? Nov 18, 2014 17:41 |
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CPS you've got Logic twice.
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# ? Nov 18, 2014 21:43 |
Wrote a backstory.
Ferrosol fucked around with this message at 22:38 on Nov 18, 2014 |
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# ? Nov 18, 2014 22:29 |
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Werix posted:Link all you want, but i will expect you to have a character sheet in your first post and to keep it up to date. Yeah no worries, the pdf is more for my use that anything else.
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# ? Nov 19, 2014 00:04 |
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MaliciousOnion posted:CPS you've got Logic twice. Swapped it for tech use. Thanks.
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# ? Nov 19, 2014 00:35 |
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Okay everyone, I've decided to close recruit a few days early, just so at the least things could maybe get started before everyone goes AWOL for Turkey Day. Against my better Judgement, I am going to take everyone with a completed app, which means everyone who apped. To make it clear, that means the following: Dachshundofdoom -"Warlock"- Mystic/psyker Malicious Onion- "Wild Man" -Seeker (I'm giving you a code name, since I said use code names) Ryuujin- "Doc" -Chiurgen (Ditto as above) Ferrosol- "Wraith" -assassin LaSalsaVerde -"Quixote" -desperado Thatbastardken - "Spike" -warrior Clanpot shake -"Saint" -sage/psyker We actually got a good mix fluff and crunch wise, with no repeats in specialty. Now as I've said, you're a Kill Team that has had like 3-4 missions together, so you have a history. So I'm going to try something new here to kind of generate that history. I am sort of ripping the idea off from Malicious Onion's The Expendables game, where he did a CYOA of sorts to determine the background of the regiment. I'm going to do a CYOA hybrid that is going to represent your second mission. The important things will be chosen, and so this way you will have this shared history you can draw on. Some things are going to be In Character, others Out of Character. So if I post something all in italics that means that choice is just OOC. If I post something in Regular text, that means I want a response in character. Not everything will be a CYOA, sometimes I will ask for a skill check, other times I will ask for how your character responds. The events of this CYOA may lead to tangible impacts such as extra gear, maybe extra skills, insanity, corruption, etc. I want this to be done quickly, so let's start it: Your first mission was a milk run, killing some administratum adept that some of you suspect was not even a heretic, but just a test to see if you could all kill someone as a team. The second mission was more in depth. It was on the hive world of Desoleum, in the hive city of Jarvin. Your target was: A. A Ministorum Preacher suspected of Heresy and running a proscribed religious cult; B. A noble suspected of dealing in Xenos goods among disgraced nobles; C. A junior member of the Adeptus Mechanicus suspected of stealing weapons and selling them.
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# ? Nov 22, 2014 05:05 |
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Werix posted:
Voted this one because it seems like a good way to take several of us out of our comfort zones, while not being so politically sensitive that a team of jackbooted psychos could mess up Inquisition/Mechanicus or Ministorum relations if it goes bad.
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# ? Nov 22, 2014 05:19 |
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B. Nobles getting involved in xeno-artifact trade seems like a bad idea. The preacher and junior Ad-Mech could both have easily been handled by their respective employers but there's nobody to stop those nobles, except for people like us.
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# ? Nov 22, 2014 05:33 |
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Gonna jump on the B train. Corruption at the top spreads all the way to the bottom.
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# ? Nov 22, 2014 06:15 |
b Already hosed over one noble family back home. At least this one is (probably) not related to me.
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# ? Nov 22, 2014 15:01 |
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Voting A since Saint would have some idea how to to deal with that and doesn't know bupkis about xenos or nobles.
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# ? Nov 22, 2014 15:24 |
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# ? Apr 27, 2024 00:06 |
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Each of you arrive at the safehouse in Jarvin separately. Wrath and Quixote, already being citizens of the planet of Desoleum, were the first to arrive, while the rest slowly tricked in as their transport craft make orbit. The safehouse was located in the lower mid-hive; just high enough that the major gangs are not a problem, but low enough the the entire place is bathed in the constant "rain" of condensed human sweat and suffering from both below it and above, making the place miserable, and giving it the slight coppery smell of dried human blood. Luckily the Killteam won't have to spend too much time there, as their target lives in a small spire mansion in the upper hive. The group makes its way through the winding streets and on packed vertical lifters until they are up on the upper hive levels. While heading through a back alley, the team hears a shout from behind them, they turn around to see two Sanctioned Bondsmen behind them. As they turn around back in the direction they were heading, they see three more bondsmen have appeared to cut off their escape. Playing it cool, the team lets the Sanctionaries approach, as they do not seem hostile, their auto-pistols still in their holsters. One speaks, eyes falling to Wrath and Quixote first, then the rest, "Good day to you, we've gotten reports of unbonded individuals moving about, and here we find you. You are likely off-worlders, if you would please provide your travel authorizations, or," he look again to Wrath, particularly her Oath Cog, "Proof that a bonded individual is vouching for you, you may be on your way." Since most of you came here by clandestine means, you know you have no travel papers to produce. Do you: A. Seven on Five? I like those odds! Attack the Sanctioned Bondsmen! (will result in -3 to starting subtly for the group.) B. Lets get this over with, I vouch for these off worlders. (Wraith or Quixote vouch for the group. -1 starting subtly as you have had to leave a paper trail) C. Sanctionary bondsmen are stupid, let me handle them! Lie, charm, intimidate, or mind feth your way out of this. (You use some social skill, or maybe psychic power to get your way out of the situation. Please post your TN for that test if you go this route. I'm not going to actually roll a test, but the higher the base TN, the more favorable the outcome. +3 to starting subtly as you maintain secrecy.) As the above was not in Italics, I want everyone to post in character, and then still indicate what their choice will be. Majority will still rule, but unlike the first choice I will wait for everyone to reply.
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# ? Nov 22, 2014 15:33 |