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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
”You question me me about my duty, sir? Let me tell you about duty. I’ve got hundreds of men out in the countryside right now working tirelessly to ensure your quality of life. They risk life and limb out there on a daily basis - hunting bountied men, skirmishing with bandits and highwaymen, and securing trade routes to keep the markets open. If they are lucky they get to retire when the wilderness has chewed them up and spit them out and at worst their bones will bleach on some hell-blasted patch of land. They do this not because it’s convenient or good for business, but because it’s the right thing to do.

Let me ask you this instead. Why don’t you leave the comforts of the hightower and wander the desert for weeks on end, risk your life to put down feral grox and pacify union revolts. Put down rebellions and catch a bullet in the back for your troubles. If you knew what it was like for us even in a single day, you would never ask that question”
- Grand Marshal Forrester, when questioned on the sincerity of his duty by a noble in the governor’s court.

----------

Welcome to the recruitment for my Only War game. I’m looking for 4 or maybe 5 players to take the role of a frontier peacekeeping force, think of old spaghetti western movies as told by Muse’s Knights of Cydonia music video on a 40k frontier world.

For those unfamiliar: Click Here for inspiration.

Players will be taking the role of Calypso’s Equites, a security force tasked with keeping the peace in the frontier towns, mining colonies, and quarries on the planet. Though they are by and large separately ran from the planet’s PDF, though they are still considered auxiliaries in times of crisis and can be called upon to perform as light cavalry and scouts if the planet is ever engulfed in conflict. The equites looks for people skilled on horseback as a lot of their time is spent there in travel. Many recruits are pulled from the PDF or imperial guard vets back from their tour of duty, though some have come in from civilian or ecclesiastical life to serve in the Equites

Since this is more akin to a planetary law force and not a traditional military, the Equites are not under the authority of the Commissariat at least for the moment. Likewise, the cult mechanicus’ presence on the planet is sparse and their presence is needed to maintain the planet’s railways and heavy machinery, in addition to the fact that they don’t take well to life on a barren plain away from their beloved gizmos. In addition, since this isn’t a proper IG outfit or a schola progenitum planet, stormtroopers are a resource unavailable to the planet. No Commissars, tech-priests or stormtroopers at least for the time being though this may be reevaluated later on in the game as things ramp up.

No Ogryns: While the planet has a population of Ogryns as laborers and PDF attachments, they simply do not have the judgement or coordination necessary for the Equites. That and the fact that they would probably crush or eat a horse rather than ride it.

Stats: Use the following stat array, ordered however you please: 20, 16, 16, 12, 10, 10, 7, 3, 3

Wounds and Fate: Max wounds for your specialty, 3 fate points

Since both the Frontier World and Rough Riders regiment start with survival as a skill, and the players are presumed to be reasonably good on horseback and out in the wilderness, I’m going to rule that Everyone starts with Survival +10 to account for skills you learned to survive in the harsh wilderness.

Agility Aptitude comes standard with the regimental package. What this means is if you are rolling a specialty that already comes with the agility aptitude baseline, you can instead take a different characteristic-based aptitude instead.

Experience: Player characters are fairly seasoned or very well trained.Characters will have 2000 exp to spend.

All players start with weapon training in Las, SP, and low tech for free. Sergeants can choose between chain and shock for free depending on which primary weapon they take.

----------

Custom Rules:

Unarmed: We are going to use the unarmed master rules/talents from Dark heresy 2. Unarmed specialist from DH2 is going to replace Unarmed Master/Warrior and any feats that feed off of it. Unarmed Specialist is a tier 2 talent with Strength and Offense aptitudes and gives you Deadly Natural Weapons and 1d10 + tearing for weapon damage. If someone wants to make an unarmed brawler / barfighter character then get with me and we can discuss future talents to make unarmed act like a best quality weapon and/or balanced (+10 to parry)

Sound Constitution: Player can buy sound constitution as an advance as per normal exp costs, however every 2000 total experience all players automatically gain a rank of sound constitution for free. This will make everyone at least slightly more naturally durable as they become more veteran. Because players are starting at 2000 exp, go ahead and take the first free Sound Constitution advance during chargen.

Comrades: Since players are going to be some of the more specialized fighting forces on the planet and generally work in smaller groups I’m ruling that there are no comrades. Instead, your training allows you to use orders and comrade advances as though comrades were present. Instead of statting up comrades I want you to Name and give a basic personality to your horse. It’s your biggest asset in the wilderness a source of a lot of your personal training. Your horses are well disciplined and only listen to the commands of the Equites. Narratively, if you two get separated all you need to do is whistle and they come running to you Witcher 3 style barring unfortunate circumstances..


New Talent: Shock Weapon Expertise (Tier 2, Weapon Skill, Fieldcraft) Pre-req 35 Weapon Skill, Weapon Training (shock), Takedown: When using a shock weapon for a stun maneuver, the target gains an additional amount of levels of fatigue equal to one third the difference between the player’s strength check and the target’s toughness bonus, rounded to the nearest whole number. In addition, when using a shock weapon for a takedown maneuver, the opponent gains 1 + one half his degrees of failure in levels of fatigue if he fails his toughness test.


Scatter: We are going to be using the rules for shotgun scatter out of the OW errata, meaning short range gives +10 BS, Point Blank gives +10 BS +3 damage, any longer gives -3 damage.

----------

Regimental Creation Rules

quote:

Frontier World
+3 to any two of the following: Agility, Ballistic Skill, Perception
Skills: Awareness, Linguistics (Low Gothic), Navigate (Surface), Survival
Talent: Combat Sense or Quick Draw
Distrust of Authority: -20 Interaction Skill checks made to interact with unfamiliar authority figures

Rough Rider Regiment
+3 Agility, -3 ballistic Skill
Starting skill: Survival
Starting Talent: Catfall
Starting Equipment: Special see below

Survivalist Doctrine
Starting Aptitude - Agility.
Special: Players can take a reroll on any failed Survival and Navigate (surface) checks when operating in desert or shrublands away from civilization.

Commanding Officer: Choleric
Starting Talent: Rapid Reaction

Regimental Drawback: Honor Bound
Pride Over Life: Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor. Failure indicates he must engage the individual in question or suffer a -10 penalty to willpower (and social interaction - per GM fiat) tests for the remainder of the session, stacking cumulatively.

Regimental Favored Weapon - Long Las

Regimental favored Heavy weapon - Frontier Shotcannon (see below)

DeathSandwich fucked around with this message at 21:04 on Sep 18, 2016

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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Equipment (every player):

quote:

-Formal uniform and Badge of Office
-Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware (pot or skillet, utensils) for campfire meals
-Blanket and sleep bag
-Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
-A best Quality Stub revolver with expander rounds OR two common craftsmanship laspistols w/ Trigger adjustments OR a bundle of jester’s knives (see below)
-Las-carbine w/ one custom modification
-Good Quality Cavalry Spear
-Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds) that runs out the second this is abused or is narratively convenient

----------

Equipment (specialty) - Where noted this overwrites specialty equipment in the core rulebooks. **Unless noted otherwise all weapon upgrades / attachments must be at most scarce avaiability**

quote:

Heavy Gunner - Replace specialist equipment selection with the following:
-Common quality heavy stubber w/ Lightweight modification (-20% weight) and one other custom mod OR Common Quality Frontier Shotcannon w/ specialist ammo (see below) and one custom mod.

Sergeant -
-Replace one standard kit laspistol with Accatran-pattern MkII Heavy Laspistol w/ Trigger Adjustments OR add an extra custom modification or upgrade to standard kit Stub revolver
-Good quality chainsword OR upgrade Cavalry spear to good quality Hunting Lance (shock).
-One Custom mod or upgrade to his melee weapon.

Weapon Specialist - Replace specialist equipment with the following:
-Upgrade standard lascarbine to M36 Lasgun w/ one custom modification or upgrade.
-4 Blind, Stun, or photon flash grenades in any combination.
-Common craftsmanship shotgun with one custom modification or upgrade OR common craftsmanship regimental favored weapon (long las) with one custom modification OR upgrade cavalry spear to good quality Hunting lance (shock) OR add one extra custom modification or upgrade of rare quality or lower to a already possessed weapon.

Everyone else - As per the books. In addition, add one additional custom modification or one level of craftsmanship upgrade to one of your standard weapons OR upgrade the standard las-carbine to a M36 Lasgun w/ one custom modification or upgrade OR Upgrade Cavalry spear to good quality hunting lance (shock)
-------


Weapon notes:

Stub Revolver: Same as the Only War core book, however, when used with two hands the wielder can fan the hammer of the revolver, increasing the rate of fire to S/3/-

Cavalry Spear: Same as in Hammer of the Imperium, however, the head of the spear is detachable and in times of war can be replaced with munition heads, allowing it to be used as a hunting lance should the need arise.

Hunting Lance (shock): In a stroke of ingenuity, the Equites of Calypso were able to repurpose common grox prods favored by the ranchers of the planet into a weapon that can potentially be used to bring in someone dead or alive. Statistically similar to how it appears in Hammer of the Imperium, however, this weapon retains the Proven [2] that the Cavalry spear does, as well as the Proven [4] quality when used with mounted charges. In addition, the recharge capability has been removed.

(Melee | 1d10+2I | Pen 1 | Shocking, Proven [2])

Frontier Shotcannon: An extremely large caliber shotgun favored by the militia of the planet due to its light weight and high durability for a weapon of its size. While the recoil is significant, it can be managed well with sufficient training. Shooting the gun in single shot mode does not require the user to be braced, though semi auto fire must be braced as usual. The Barrel is rifled and the wielder can opt to use either standard shot or rifled slugs. Heavy gunners receive a bandolier for both types of ammunition, though only one type of shell can be loaded at a time.

Frontier Shotcannon (shot):
(Heavy | 40m | S/3/- | 2d10 +4 I | Pen 3 | Clip 15 | RLD 2 Full | Scatter | Wt 12 Kg)

Frontier Shotcannon (slug)
(Heavy | 80m | S/3/- | 2d10+4I | Pen 5 | Clip 15 | RLD 2 full | Wt 12 Kg)

Jester’s Knife: This style of wickedly sharp knife is popular among local carnival performers in certain feats of daring, hence the name. Although most in the Equites service scoff at the idea of bringing a knife to a gunfight, there are some out there who swear by them as a holdout weapon. These weapons have a penetration value equal to your agility bonus when thrown, but have a penetration of 2 when used in melee. All Jester’s knives are considered to be mono-edged.

(Melee/Thrown | 3x Str Bonus range | S/-/- | 1d5 + 2 + Str bonus | Pen X | Accurate [thrown] Felling [2])

----------

Calypso:


quote:

The planet calypso can best be described as a backwoods planet of a backwoods sector. It’s far enough away from the major trade lines to dissuade many a rogue trader from coming to barter for goods.The planet is largely arid, consisting mostly of hardy grasslands and shrub desert. Water mostly comes from underground aquifers, though some surface level creeks and streams exist, filtering into one of a few temperate shallow seas. Some horticultural endeavors are possible near the seas and in certain regions where the aquifer is closer to the surface, though largely the staple crop is a genetically engineered strain of corn that, while hardy, vitamin dense, and able to grow in many environments is generally considered unpalatable by most off-worlders (and some locals). Between that and the Goat and Grox herding in the shrublands, the planet is self sufficient to produce enough food for its citizens though not enough to export and not without the occasional famine.
What the planet does have going for it, however, is significant mineral resources. Unfortunately promethium is not naturally occurring on the planet and what little they import from off world is often earmarked for the PDF or for heavy agricultural / industrial vehicles with very little being able to filter out from there. However coal is available in significant quantities. The few techpriests on the planet have been able to fabricate coal fired steam locomotives for long range and heavy duty transport and coal-fired power plants are active in the largest cities. The smaller cities often have inconsistent, often questionable power through the use of solar panels and wind generators.
Quarrying and strip mining activities are extremely common. The planet is the primary source for limestone building stones and metals in the immediate sector. The planet is also known for a rare type of sparkling granite that is highly desired by nobles of other sectors. Were it not for these things, the planet would fall entirely to obscurity and isolation.
----------

GM Notes:

-The honorbound drawback of the company is going to be used rather sparingly and basically only by people who are credible existential threats. You are not honorbound to duel Terry the Town Drunk to the death because he spilled beer on you and called you a sissy. Basically in true spaghetti western style, this will probably be used for high-noon showdowns between a player and a bad guy while a gunfight rages around them.

-The frontier world drawback gives a -20 to untrusted authority figures. Most settlements have two main figures of authority, the province’s sheriff - who’s in charge of keeping the order in the settlement, and the foreman - essentially the mayor in all but name. Both positions are assigned from on high and citizens have no control over their city’s leadership, though the leaders can and will pull deputies from the citizenry. The citizens largely tolerate these figures out of fear of being put under someone’s heel, and the sheriff and foreman general stay within a reasonable bound of power out of fear of creating a mob out for frontier justice. Mechanically, this means that when in a settlement the local sheriff is roughly on the same rung of authority as the player characters and is considered to be implicitly trusted until proven otherwise, with all other local city figures attempting to assert authority or influence over the players (including deputies under the sheriff) counting as untrusted. Many a Sheriff was a former Equite themselves before accepting their current position, after all. Generally a sheriff tends to the people in his city and the Equites tend to the places in-between settlements, but sometimes one needs help from the other. It’s customary for Sheriffs and Equites to not interfere with each other’s business unless help is explicitly asked for.

-Player characters are assumed to have worked directly with each other for some amount of time, months if not a year or two. All PCs will be familiar with the others from the word go.

-I'm going to be closing applications Friday, September 23rd. Get character sheets submitted/finished before then and I'll make picks from there.

EDIT:

DeathSandwich fucked around with this message at 13:17 on Sep 19, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug

Cassimir Crowe

Thought for the day: hardship perfects faith. All heresy begins in the fear of hardship. The God-Emperor sustains us and forges us through trials and tribulations; to flee from suffering is to reject His guidance in favor of one's own counsel, and the Archenemy and the Alien rejoice when they see such hubris. Walk the hardest roads, and the Emperor will always walk with you.

From my earliest days in the seminary, I have sought self-improvement. I am the property and instrument of Him On Earth, and it is my responsibility to always be worthy of being wielded. I could have aimed for high office, but what good would it do me to sit in a gilded chair, performing Imperial Mass for those who have already heard His Word a thousand times? No, that was not what I wanted. Not that I question the faith of my superiors, of course; someone has to preach in the hive cathedrals and shrine world ossuaries. I just prefer to keep my boots on the ground. There is purity in simplicity, and no soul is too unimportant to save, no heresy too small to crush. 20 years ago today, I asked to be posted to a lonely world, a violent world, a harsh world. Calypso has met my expectations.

I have no patience for soft men or easy living. The cities already have enough churches and preachers; it's the citizens of the frontier who need to hear the Imperial Creed. Even more, they need to see the Imperial Creed demonstrated, because words only go so far. Some lessons can only be taught with a flamer and a chainsword. When I learned of the frontier lawmen, I knew the God-Emperor was showing me my calling. What better crucible than wandering the barrens on horseback, bringing justice and the Creed to lawless lands? For 20 years I have served with the Equites, and my confidence in our righteousness has only grown. Through me, His Will is made manifest. Let those who stand against us beware, because we ride the hardest roads, and the Emperor rides with us.

pre:
Name: Cassimir Crowe
Specialization: Ministorum Priest
Aptitudes: Agility, Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower
Demeanor: Driven
Horse: Saint, Ill-Tempered

WS:  40 (20)
BS:  23 (3 +0 Regiment)
S:   30 (10)
T:   30 (10)
Agi: 42 (16 +6 Regiment)
Int: 23 (3)
Per: 27 (7)
WP:  32 (12)
Fel: 51 (16 +5 Specialization +10 Advances)

Wounds: 15 (+1 SC)
Fate: 3

Insanity: 0
Corruption: 0

Skills:

Awareness
Charm
Command +10
Common Lore (Ecclesiarchy)
Dodge +10
Forbidden Lore (Heresy)
Intimidate
Linguistics (Low Gothic)
Navigate (Surface)
Scholastic Lore (Imperial Creed)
Survival +10

Talents:

Catfall
Curate
Hatred (Outlaws)
Heroic Inspiration
Quick Draw
Rapid Reaction
Unshakeable Faith
Urge the Penitent
Weapon Training (Chain, Las, Flame, Low-Tech, SP)

Traits:

Distrust of Authority
Survivalist Doctrine
Honor Bound

Gear:

Formal Uniform + Badge of Office
Flakweave Field Armor (Flakplate incorporated into robes)
Ecclesiarchy Robes
Horse w/ Riding Gear + Flakweave Riding Blanket
Lascarbine w/ Custom Grip
Flamer
Jester's Knives
GC Cavalry Spear
GC Chainsword
Book of Scripture
1 Week Field Rations
Basic Cookware
Blanket + Sleeping Bag
Misc. Tools


XP		2000/2000

Sound Constitution-Free
Dodge-200
Dodge +10-400
Intimidate-100
Command-100
Command +10-200
Urge the Penitent-200
Curate (Comrade Ability)-250
Fel +5-100
Fel +5 (2)-250
Heroic Inspiration-200

Dachshundofdoom fucked around with this message at 04:52 on Sep 19, 2016

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!


"With all due respect, Captain, I think my call was the right one. We were in a box canyon with the only exit blocked by an unknown number of armed bandits. We had no response on the vox and no likelihood of reinforcement in the immediate future. It was surrender or charge and we both know if you put good Equites in that position they're going to charge every time - and my squad are drat good."

Charismatic, brave, from a good family. Classic officer material. Shame about the abysmal marksmanship scores and academic performance that kept her from the PDF. Their loss is the Equites probable gain.


pre:
Name: Sunny Hale
Specialization: Sergeant 
Aptitudes: Agility, Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill
Demeanor: Slacker
Horse: Esprit, a bossy stallion.

WS:  41 (16 +5 Advance)
BS:  20 (3 -3 Homeworld)
S:   30 (10)
T:   30 (10)
Agi: 38 (12 +6 Homeworld, Regiment)
Int: 23 (3)
Per: 30 (7 +3 Homeworld)
WP:  41 (16 +5 Advance)
Fel: 50 (20 +5 Specialization +5 Advance)

Wounds: 16
Fate: 3

Insanity: 0
Corruption: 0

Skills:

Survival +10
Acrobatics
Athletics
Charm
Command
Deceive
Dodge
Parry
Scholastic Lore (Tacitica Imperialis)

Talents:
Air of Authority
Quickdraw
Catfall
Rapid Reaction
Radiant Presence
Sound Constitution (x1)
Weapon Training (Shock, Las, SP, Low-Tech)


Traits:

Distrust of Authority
Survivalist Doctrine
Honor Bound

Gear:
-Formal uniform and Badge of Office
-Flakweave reinforced duster and range hat [4 AP chest/arms/legs, 2 AP head, +1 AP vs blast]
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware
-Blanket and sleep bag
-Misc Tools (hand shovel, hammer, shaving kit and mirror, etc.)
-best Quality Stub revolver with expander rounds
-bundle of jester’s knives
-Good Quality Hunting Lance (Shock) + Custom grip
-Accatran-pattern MkII Heavy Laspistol w/ Trigger Adjustments  
-Lascarbine with custom grip




XP				2000/2000
Basic Willpower 500
Basic Weapon Skill 250
Basic Fellowship 250
Trained Acrobatics 100
Trained Athletics 100
Trained Charm 200
Trained Dodge 100
Trained Deceive 200
Trained Parry 100
Radiant Presence 200

thatbastardken fucked around with this message at 03:13 on Sep 24, 2016

LGD
Sep 25, 2004


Silas Lasar

Silas Lasar is one lucky son of a bitch. Or that's what everyone keeps telling him. Selected from among Calypso's youth to join the Imperial Guard and have an opportunity to serve off-world. Member of a (now) illustrious regiment recognized for their bravery and contributions to a glorious Imperial victory. Released early from his tour of duty in recognition of his unit's service to the Emperor and able to return to his homeworld while still in his prime!

Having actually been there, Silas sees things a little differently himself. Other people didn't live through the brutal (and brutally incompetent) training at the newly established mustering ground of Fervious VI that left three quarters of the Calypsian levy prostrate with heatstroke and unfit for duty for six Sol-standard months. They weren't hurriedly merged with a unit of murderous, half-literate barbarians (the glorious Ferviosian 113th!) and shipped off to the Protasian war zone in an attempt to salvage the situation. They weren't alternately ignored and abused by their ostensible regimental command and consistently given the worst assignments- like extended detached duty protecting a Mechanicus installation on a frozen, low-gravity iceball where you could feel your muscles atrophy as the temperature and isolation made you forget that life could be anything but unending misery. They didn't experience the weeks of mindless tedium punctuated by sheer terror when a foot patrol was ambushed, usually culminating in extremely long range exchanges across the glittering icefields. They didn't see friends die pointlessly in the frozen waste to sniper attacks. And they weren't there when his detachment was suddenly recalled, given a distinguished service medal, dressed up and paraded Imperial propaganda, and then sent home.

It turned out the barbarians were even better at murdering seditious traitors than they were at killing one another, and had been at the forefront of a push that led to the capture of a provincial capital. A glorious (and much needed) military and propaganda victory for the Emperor, and with a full 12.7% of the Fervosian regiment surviving it was clearly felt that there was a strong seed from which to grow a martial legacy (especially considering that the Fervosian regiment's senior leadership was mostly untouched). With the regiment turning to mustering, training and propaganda duty, the Calypsian remnants were quietly thanked for their work and put out of the way. Given the structure of Imperial society things aren't quite as good for a returned war hero as most people Silas encountered assumed (especially when that war hero feels like a fraud)- no real job or role in society, no marketable skills, nothing to do but drink away his modest pension. After only a few months Silas was starting to come apart before an usually solicitous bartender suggested he might want to look into the Equites.

The Equites have been about as good an opportunity as he could have hoped for. A chance to get away from the nonsense and questions of his hometown or the capitol, to get out on the range and just ride a quality horse. Feel the knowledge of his childhood on horseback and his time in the PDF coming back. Feel like he's making a genuine difference on a scale he can understand by protecting good, honest, Emperor-fearing folk from the depredations of their fellow man. Earn the respect of his fellow Equites and the communities they serve based on his actual actions, not some shiny piece of metal and baseless stories. And if nothing else it's a chance to die serving the Emperor under the same sky he grew up with. That might not be exactly lucky, but having seen the alternative it's definitely Silas' preference in the matter.

pre:
Name: Silas Lasar
Specialization: Weapon Specialist
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Perception
Demeanor: Quiet
Horse: "Tempo", Prideful

WS:  23 (3)
BS:  50 (20 + 0 Regiment +5 Specializtion +5 Advancement)
S:   23 (3)
T:   30 (10)
Agi: 42 (16 +6 Regiment)
Int: 27 (7)
Per: 41 (16 +5 Advancement)
WP:  32 (12)
Fel: 30 (10)

Wounds: 14 
Fate: 3

Insanity: 0
Corruption: 0

Skills:

Athletics
Awareness
Common Lore (Imperial Guard)
Common Lore (War)
Dodge
Linguistics (Low Gothic)
Navigate (Surface) +10
Stealth
Survival +10


Talents:

Catfall
Lasgun Barrage
Lasgun Volley
Las Weapon Expertise
Las Weapon Mastery
Mighty Shot
Quick Draw
Rapid Reaction
Sound Constitution (x1)
Weapon Training (Las, SP, Low-Tech, Launcher)


Traits:

Distrust of Authority
Survivalist Doctrine
Honor Bound

Gear:
-Formal uniform and Badge of Office
-Flakweave reinforced duster and range hat [4 AP chest/arms/legs, 2 AP head, +1 AP vs blast]
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware
-Blanket and sleep bag
-Misc Tools (hand shovel, hammer, shaving kit and mirror, etc.)
-Good Quality Cavalry Spear
-Two common craftsmanship laspistols w/ Trigger Adjustments
-4 Blind, Stun, or photon flash grenades in any combination [let me know if this needs to be preset]
-Mars Pattern Lasgun w/ Extended Barrel & Fluid Action*

[*"Betty" - Silas' old lasrifle from the Protasian campaign, customized with a heavy duty barrel and enhanced focusing lenses- functionally an M36, Mars pattern just works better aesthetically]


XP				2000/2000

Sound Constitution		-Free 		0
Lasgun Volley			-200		200
Las Weapon Expertise		-300		500
Las Weapon Mastery		-400		900
Mighty Shot 			-600 	 	1500
Dodge				-200		1700
Stealth				-100		1800
Simple BS			-100		1900
Simple Perception		-100		2000

LGD fucked around with this message at 09:23 on Sep 19, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

LGD posted:


Silas Lasar


details to come tomorrow- too tired to write it up now, but basic background is discharged IG vet - basic theme is military scout w/ with trusty lasgun from his tour of duty making transition to a peacekeeping/law enforcement role



Weapon attachments can be at most scarce availability with Weapon Specialists getting the option for one rare one. No Omni Scopes or motion predictors, there just aren't any to be had.

Edit: As a weapon specialist, you could get a Targeter for your gun, which reduces penalties for things like firing into melee and shooting at running/sprinting things. Rare also opens up Auxiliary Grenade Launchers if you want to go full riot control.

Weapon Customizations do not have a rarity and the whole list of them are available to you as well.

DeathSandwich fucked around with this message at 17:11 on Sep 18, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

thatbastardken posted:



Charismatic, brave, from a good family. Classic officer material. Shame about the abysmal marksmanship and academic performance that kept her from the PDF.


You don't start with grenades, that's a weapon specialist thing. You do however get a good quality chainsword or good quality shock lance.

I'm also going to add 'one additional weapon upgrade or customization to one of your existing melee weapons' to help give sergeant's a bit more of an edge in melee weaponry over the others since that's kind of their thing. Like above, Scarce rarity. Should allow you to take mono edge on the hunting lance or a Tox Dispenser for the chainsword or any customization (custom grip, ect)

You are allowed to take Weapon Training (shock) instead of (chain) as well if you opt for the shock lance.

DeathSandwich fucked around with this message at 17:26 on Sep 18, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Also it bears mentioning: Everyone should brush up on mounted combat actions out of Hammer of the Emperor. They are largely similar to on foot combat actions, except tweaked in a way.

Blackunknown
Oct 18, 2013


I didn't see this as a restriction but I thought I should ask anyway, are psykers allowed?

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Psyker's are a weird edge case, they would have to have a really good backstory and a reasoning for why a sanctioned psyker would get to play cowboys and laserguns in the desert. I'm not opposed to the idea though.

Inexplicable Humblebrag
Sep 20, 2003

considering a ratling on an excessively large carthorse

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Change being made: All characters start with Las, SP, and Low tech training for free. Weapon Specialists and heavy gunners instead just pick one other free one, and weapon specialists get 1 other for free on top of the above.

Werix
Sep 13, 2012

#acolyte GM of 2013

Everett Bosseman

While the concept of retirement is anathema to the ideas that everyone is to toil for the Emperor, if the concept were still followed, Everett would likely have put in enough time to retire, even by the rugged standards of Calypso. Approaching 45, Everett had spend the last 27 years as a scout for many of the different rail conglomerates. Out here bandit raids were common on trains carrying precious cargo, especially the special granite. Since Calypso is so backwater, bandits could stop a train, kill the crew, and hold it there while an off world lighter came down, took as much as it could, and left for a ship in deep orbit before help could even be mustered.

So Everett had spent years either on top of the trains scanning the horizons or occasionally riding ahead of the trains and radioing back if there was some trouble. He probably could write a bunch of pulp novels based on his adventures that he could easily sell back to bored manufactorum workers dreaming of the frontier life. Unfortunately Everett could not stop them all, and over two and a half years ago the train he was escorting was hit by a rather ruthless gang of outlaws who shot up the train and left everyone for dead. Everett was lucky enough to have only been wounded in the leg, though it took four months of healing until he was ready to get back in the saddle.

However, the Imperium has no rules about keeping job positions open for recovering employees, and the railroad in part blamed Everett for not doing his job. So left unemployed with back bills piling up, Everett had not choice but to get a job, and the Equites were always hiring. His skills fit right in with the group. Everett was keen eyed and he was used to moving ahead of trains, often at night, and sneaking up on bandit camps, so he made a perfect scout and look out for the organization.

Every at his side is Lucy IV. "Four" as she is often called, is the fourth horse of that name Everett has had. Everett used to give each horse a unique name, but after having lost 4 horses in the span of 5 years in bandit attacks, Everett decided that he would just name every horse after is favorite aunt Lucy going forward. "Four" is the Lucy that has lived the longest, reaching her 7th year. Everett chalks it up to a unique horse-shoe marking on her side, which obviously shields her with luck. During the fateful attack over two years ago, Lucy was able to escape the battle unscathed when Everett was shot off her, and she came back later that afternoon when the battle was over, finding Everett and even dragging him into the shade.

pre:
Name: Everett Bosseman
Specialization: Operator
Aptitudes: Agility, Ballistic skill, fellowship, Perception (replace second agility),intelligence, tech, fieldcraft
Demeanor: Old
Horse: Lucy IV, Lucky

WS: 23 = 20+3
BS:  33=20+16-3(regiment)
S:   27=20+7
T:   30=20+10
Agi: 46=20+20+3(homeworld)+3(regiment)
Int: 30=20+10
Per: 41=20+16+5(advance)
WP:  30=20+10
Fel: 23=20+3

Wounds: 12=11+1(SC)
Fate: 3

Insanity: 0
Corruption: 0

Skills:
Awareness +10
Navigate (Surface) +10
Operate (Surface)
Tech Use
Survival +10
Stealth +10
Security +20

Talents:
Quick Draw
Rapid reaction
Technical Knock
Weapon training (las, SP, low-tech)
leap up
Heightened senses (sight)
Sprint

Traits:
Distrust of Authority
Survivalist Doctrine
Honor Bound

Gear:

Formal uniform and Badge of Office
-Flakweave field armor (Weaved into clothing) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware (pot or skillet, utensils) for campfire meals
-Blanket and sleep bag
-Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
-a bundle of jester’s knives 
-M36 Lasgun w/ telescopic sight
-Good Quality Cavalry Spear
Auspex
MIU
Combi-tool
data-slate
lascutter

XP		2000/2000
Sound Constitution-Free
Awareness trained 200
Stealth known 100
Stealth trained 200
Security known 100
Security trained 200
Security Experienced 300
Perception simple 100
leap up 200
Heightened sense (sight) 200
Sprint 400

Blackunknown
Oct 18, 2013




Gregor was gifted to Calypso as part of an Administratum mix up, as a shipment that should have contained needed supplies instead contained an melee happy psyker. As seeing he was the easiest to shift the blame onto, Gregor was indentured to Equites to pay for the crimes of replacing the needed supplies.

pre:
 
Name: Gregor
Specialization: Psyker
Aptitudes: Agility, Psyker, Willpower, Intelligence, Knowledge, Perception, 
Demeanor: Reckless
Horse: "Alexei", Loyal

WS:  36 (16)
BS:  27 (7-3 Homeworld)
S:   36 (16)
T:   30 (10
Agi: 43 (12+3 Homeworld+3 Regiment +5 Advancement)
Int:  23 (3)
Per: 33 (10+3 Homeworld)
WP: 50 (20+ 5 Specialization+5 Advancement) 
Fel: 23 (3)

Wounds: 14
Fate: 3

Insanity: 0
Corruption: 1d5

Skills:


Linguistics (Low Gothic)
Navigate (Surface)
Survival +10
Common Lore (Adeptus Astra Telepathica)
Forbidden Lore (Psykers)
Psyniscience
Scholastic Lore (Cryptology)
Dodge

Talents:

Psy Rating 4
Combat Sense
Catfall
Rapid Reaction
Heightened Senses(Hearing)
Weapon Training(Las, SP, Low-Tech)

Psychic Powers:

Smite
Dominate

Traits:

Psyker
Distrust of Authority
Survivalist Doctrine
Honor Bound

Gear:
-Formal uniform and Badge of Office
-Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware (pot or skillet, utensils) for campfire meals
-Blanket and sleep bag
-Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
-A bundle of jester’s knives
-Las-carbine w/ Reinforced custom modification 
-Best Quality Cavalry Spear
-Best Quality Staff
-Data-Slate 
-Psy-Focus


XP				1950/2000

Sound Constitution		-Free 		0
Psy Rating 3                          -600               600
Willpower +5                          -100               700
Psy Rating 4                          -800              1500
Agility +5                            -250              1750
Dodge                                 -200              1950
  

Blackunknown fucked around with this message at 20:32 on Sep 18, 2016

Inexplicable Humblebrag
Sep 20, 2003

actually, ratling aside, do Hunting Lances and Cavalry Spears count for the Blademaster talent? spears do Rending damage, after all, so might count as an edged weapon...

also, is the intended thing with recharge hunting lances that you basically get one attack per round with them? no swift/lightning attack? otherwise i do not understand the recharge-once-per-round thing and probably should have mentioned it earlier

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

DOWN JACKET FETISH posted:

actually, ratling aside, do Hunting Lances and Cavalry Spears count for the Blademaster talent? spears do Rending damage, after all, so might count as an edged weapon...

also, is the intended thing with recharge hunting lances that you basically get one attack per round with them? no swift/lightning attack? otherwise i do not understand the recharge-once-per-round thing and probably should have mentioned it earlier

The first attack of a swift/lightning attack is done as the shock lance, any additional hits will be done as a cavalry spear.

I'm not super married to the idea of shock lances having recharge though, I may just scrap it and drop the penetration to 1 baseline.

Edit: Yeah, lets do that. Adjusting the notes in the OP, Shock Lances are no longer recharge, but they loose one pen baseline. My intention is to make Shock Lances both the Non-lethal and cavalry charge option, with chainsword (for the people who get one) a better dueling and man-to-man fighting weapon. When people start getting mono upgrades to shock lances they will pen a little better than chainswords on top of the shock/stun but they would still lack the balanced quality for expert parries.

Edit 2: I've also modified it so that Sergeants can choose shock or chain for their starting melee training to match whatever their starting weapon is.

DeathSandwich fucked around with this message at 21:04 on Sep 18, 2016

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Ellie Renton, "Horse Doctor"

"Leaving the city? Don't get yourself hurt, you'll end up getting fixed by some horse doctor!"

Yeah, the Hightower crowd is terrified by the prospect. But you try fixin' up a distempered, injured beast that weighs as much as six of you. Besides, there's a lot in common between veterinary medicine and conventional doctorin'. Except that I'm not liable to shoe you unless you've been particularly unkind to me. And that horses holler a lot less. Emperor above us, you think my patients could scrounge up a little bit of dignity.

The Equites knew I had potential. I mean, I had to get a little bit more training before they really set me loose, but I like to think I'm keeping them contented in their decision. Wasn't much of a decision for me; my hometown got cleared out to make way for that new granite mine's railroad connection and I wasn't exactly keen to swing a pickaxe for a living after spending half my life with my nose tucked in a book. That's when I heard that the Equites were short on 'medically trained personnel.' Close enough, I figured.

This is Esteban. He's a mean son of a bitch that I got stuck with after Old Man Jerome couldn't pay the bills for taking care of the infection on his leg. He's keen enough on me, maybe on account of the fact that I saved his life, but I wouldn't step another foot closer, sir. I can't be held responsible - I warned ya.

quote:

Name: Eleanor Renton
Specialization: Medic
Aptitudes: (Agi, BS, Int, Per, Wil) (Fieldcraft, Knowledge)
Demeanor: Sensible
Horse: Esteban (Particularly ill-tempered to anyone except his rider)

WS: 23 (20+03)
BS: 41 (20+16+05)
S: 23 (20+03)
T: 30 (20+10)
Agi: 40 (23+12+05)
Int: 50 (25+20+05)
Per: 30 (23+07)
WP: 36 (20+16)
Fel: 30 (20+10)

Wounds: 14 (8+5+1)
Fate: 3
Insanity:
Corruption:

Skills:
Awareness
Commerce
Dodge
Lang: Low Gothic
++Medicae
Navigate: Surface
SL: Chymistry, Beasts
Scrutiny
Stealth
+Survival

Talents:
Catfall
Jaded
Master Chirurgeon
Quick Draw
Rapid Reaction
Sound Constitution
Weapon Training (Las, Solid Projectile, Low-Tech).

Traits:
Distrust of Authority: -20 Interaction Skill checks made to interact with unfamiliar authority figures
Survivalist: May reroll failed Survival & Navigate (surface) checks when operating in desert or shrublands away from civilization.
Pride Over Life: Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor. Failure indicates he must engage the individual in question or suffer a -10 penalty to willpower (and social interaction - per GM fiat) tests for the remainder of the session, stacking cumulatively.

XP Xpenditure:
200 Medicae+10
300 Medicae+20
400 Master Chirurgeon
250 BS+5
100 Int+5
250 Agi+5
200 Dodge
100 Commerce
100 Stealth
100 SL: Beasts

Gear:
Diagnostor
Injector
Medikit
---
-Formal uniform and Badge of Office
-Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware (pot or skillet, utensils) for campfire meals
-Blanket and sleep bag
-Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
-A best Quality Stub revolver with red-dot sight and customised grip, loaded with expander rounds
-Las-carbine w/ Sacred Inscription
-Good Quality Cavalry Spear
-Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds)

Jolinaxas fucked around with this message at 00:53 on Sep 20, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Whoops double post.

Sormus
Jul 24, 2007

PREVENT SPACE-AIDS
sanitize your lovebot
between users :roboluv:


Jay Hensley originally served in the 634th Light Brigade in the Guard. The unit suffered disastrous casualties after miscommunication caused the brigade to storm a well-prepared trench line with stubbers and frag launchers. After the skirmish only a minuscule fraction of the unit survived.
The front command decided that the charge's failure was mostly due to the Quality of the Men and not the Command and had the shipped survivors transferred to the Calypso, in hopes that their perceived incompetence would be contained there and not poison the rest of the Guard.
During the void-travel to Calypso the Warp-enhanced nightmares of the assault took their toll on the remaining Light Brigade troops and after several weeks of warp most of them had either succumbed to their wounds or had tasted their own gun.
Hensley, and a fraction of a fraction of his unit members, eventually made it to the Calypso, where they were made less than welcome by the local PDF, as the word of their failure had reached the Planetary Command well ahead. All of them were immediately dismissed and made return their issued gear.

pre:
Name: Jay 'Brawn' Hensley
Specialization: Heavy Gunner 
Aptitudes: Agility, Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness
Demeanor: Death-Wish
Horse: Belfry-Blaster Qvintus


WS:  30 = 20 + 10Roll
BS:  45 = 20 + 20Roll +3Home World -3Rough Riders + 5BS
S:   36 = 20 + 16Roll
T:   41 = 20 + 16Roll +5Gunner
Agi: 33 = 20 + 10Roll +3Home World
Int: 23 = 20 +  3Roll
Per: 26 = 20 +  3Roll +3Home World
WP:  32 = 20 + 12Roll
Fel: 27 = 20 +  7Roll

Wounds: 16
Fate: 3
Insanity: 0
Corruption: 0

Skills:
Awareness
Linguistics (Low Gothic)
Navigate (Surface)
Athletics,
Common Lore (Imperial Guard, War)
Intimidate
Survival

Talents:
Iron Jaw
Catfall
Weapon Training (Solid Projectile, Low-Tech, Heavy, Choose 1 excl Exotic)
Rapid Reaction
Mighty Shot
Crack Shot
Bulging Biceps
Ripper Charge

Traits:
Pride Over Life: Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor.
Distrust of Authority: -20 Interaction Skill checks made to interact with unfamiliar authority figures

Gear:
Common quality Heavy stubber w/ Lightweight modification (-20% weight) and Quick Release (-HalfTurn reload time)
Common quality Las-carbine w/ Sacred Inscpription
Best quality Stub revolver with expander rounds
Good Quality Cavalry Spear

Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)

1 week field rations.
Basic set of cookware (pot or skillet, utensils) for campfire meals
Blanket and sleep bag
Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds) that runs out the second this is abused or is narratively convenient

XP			1950/2000
BS +5			250
Mighty Shot		400
Crack Shot		450
Bulging Biceps		450
Ripper Charge		300
Dodge			100
Sound Const.            FREE

Sormus fucked around with this message at 00:51 on Sep 19, 2016

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!
Saphid Marq the Medic

pre:
Name: Saphid "Doc White" Marq
Specialization: Medic
Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.
Demeanor: 
Horse: Horse, M.D. "Emdy"


WS:  23
BS:  36
S:   23
T:   27
Agi: 35
Int: 55
Per: 49
WP:  30
Fel: 30

Wounds: 13
Fate: 3
Insanity: 
Corruption: 

Skills:
Awareness
Common Lore (Something)
Linguistics (Low Gothic)
Medicae +10
Navigate (Surface)
Scholastic Lore (Chymistry)
Scrutiny
Survival +10

Talents:
Catfall
Jaded
Infused Knowledge
Master Chiurgeon
Polyglot
Quick Draw
Rapid Reaction
Sound Constitution
Weapon Training (Solid Projectile, Low-Tech). 



Gear:
Diagnostor
Injector
Medikit

XP			2000/2000
PER 1
PER 2
INT 1
INT 2
Common Lore
Medicae+10
Infused Knowledge
Master Chiurgeon
Polyglot

Schizotek fucked around with this message at 12:10 on Sep 19, 2016

LGD
Sep 25, 2004

DeathSandwich posted:

Weapon attachments can be at most scarce availability with Weapon Specialists getting the option for one rare one. No Omni Scopes or motion predictors, there just aren't any to be had.

Edit: As a weapon specialist, you could get a Targeter for your gun, which reduces penalties for things like firing into melee and shooting at running/sprinting things. Rare also opens up Auxiliary Grenade Launchers if you want to go full riot control.

Weapon Customizations do not have a rarity and the whole list of them are available to you as well.

Thanks for the clarification. In my mind the lasgun was from off world so I didn't think it would really be a huge setting thing (sort of a toy like that laser gun the rich dude has in that one episode of Firefly) but if it's basic kit it's replaceable so yeah, no go. Also it didn't work anyway because I messed up the rarity of the Motion Tracker! I've updated my dude accordingly and added background- storywise I'm still planning to have the lasrifle be my old campaign gun, but it's nothing irreplaceable now. :)

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Alright, I'm going to be closing applications Friday, September 23rd. Get character sheets submitted/finished before then and I'll make picks from there.

John Dyne
Jul 3, 2005

Well, fuck. Really?

Roland Rook

Roland's an old hand around these parts. The old man's been a part of numerous battles across the planet and even on the void ships protecting it from outside forces, and from it all, he's mastered the guard's most common armament. But he's learned a weapon alone won't keep you safe out on the frontier. You need to be able to do what needs to be done, and you gotta have the cunning to make that a reality. Some fifteen years back, he was taken aboard a tau diplomatic vessel in the hopes of being made to see the benefits of the greater good.

The story is a dark one, and hard to coax from Rook, but rumors in his home town of Emperor's Rock are that he escaped only because the tau's helmets are much more durable than their skulls. Ever since, Rook's kept himself hale and hearty so he can make sure that whatever he lays his hands on will save him in a fight.


Name: Roland Rook
Specialization: Weapon Specialist
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Intelligence
Demeanor: Numb
Horse: Susannah, Addict


WS: 25+16
BS: 25+3-3+5+20
S: 25+12
T: 25+10
Agi: 25+3+3
Int: 25+16
Per: 25+3+7
WP: 25+10
Fel: 25+3

Wounds: 13
Fate: 3
Insanity:
Corruption:

Skills:
Awareness
Athletics
Common Lore (Imperial Guard, War)
Linguistics (Low Gothic)
Navigate (Surface) +10
Survival +10


Talents:
Catfall
Lasgun Barrage
Lasgun Volley
Las Weapon Expertise
Las Weapon Mastery
Quick Draw
Rapid Reaction
Ranged Weapon Expert (Las)
Weapon Training (Las, SP, Low Tech, Plasma, Flame, Launcher)

Gear:
-Formal uniform and Badge of Office
-Flakweave greatcoat 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast
-Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3)
-1 week field rations.
-Basic set of cookware (pot or skillet, utensils) for campfire meals
-Blanket and sleep bag
-Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
-two common craftsmanship laspistols w/ Trigger adjustments
-M36 Lasgun w/ Fluid Action
-Good Quality Cavalry Spear
-4 Stun,grenades
-Common craftsmanship shotgun w/ Reinforced
-Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds) that runs out the second this is abused or is narratively convenient



XP 2000/2000
Lasgun Volley 200
Las Weapon Expertise 300
Las Weapon Mastery 400
Street Fighting 300
Creative Killer 400
Ranged Weapon Expert (Las) 400

John Dyne fucked around with this message at 07:40 on Sep 23, 2016

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Thinking of doing a scout-type character. DeathSandwich, any fluff on native populations?

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Like a Native American analogue? Yeah, I kind of figured so, but hadn't put a whole lot of thought into the communal and ethnic groups of the planet. Give me a bit and I can fluff one up.

Werix
Sep 13, 2012

#acolyte GM of 2013

DeathSandwich posted:

Like a Native American analogue? Yeah, I kind of figured so, but hadn't put a whole lot of thought into the communal and ethnic groups of the planet. Give me a bit and I can fluff one up.

This is gonna be good. :munch:

Inexplicable Humblebrag
Sep 20, 2003

It's native American orks and it's very very tasteful

UM HEAP BIG SHOOTA

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
there is literally no way that cowboys and indians in warhammer will end up being a gross racism circus

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Yep ok, native american analogue is out, sorry monion.

John Dyne
Jul 3, 2005

Well, fuck. Really?
You've got to remember that these are just simple farmers, these are people of the land, the common clay of the New Imperium. You know – morons.

Inexplicable Humblebrag
Sep 20, 2003

THE SHERRIFF IS A NECRON

Werix
Sep 13, 2012

#acolyte GM of 2013
Expectations for this game/ideas you can steal:

1. Stopping a train robbery;
2. Stopping a bank robbery;
3. Dealing with the planet's feral ork problem;
4. Hunting down grox rustlers;
5. A shootout/duel where your initiative determines who draws first;
6. Dealing with a wild grox stampede heading toward a town;
7. Dealing with Eldar exodite snipers who come to this world to hunt humans for sport;
8. Local legends of a beast that drains goats of blood. The beast responsible is a tyranid vanguard organism/chaos cultists/an actual local beast that drains goats of blood;
9. A horrifying invasion of ruthless necrons/chaos marines/nids we are totally unprepared for.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
More than a couple of these items are already plot threads I've got planned. I'm going to be slow rolling some of them in before going kind of crazy with it.

Edit: A couple of those plot threads are going to be happening at the same time. The first mission is going to be rather vanilla though just so I can poke and prod to test out the player capabilities.

DeathSandwich fucked around with this message at 16:58 on Sep 20, 2016

John Dyne
Jul 3, 2005

Well, fuck. Really?

Werix posted:

Expectations for this game/ideas you can steal:

1. Stopping a train robbery;
2. Stopping a bank robbery;
3. Dealing with the planet's feral ork problem;
4. Hunting down grox rustlers;
5. A shootout/duel where your initiative determines who draws first;
6. Dealing with a wild grox stampede heading toward a town;
7. Dealing with Eldar exodite snipers who come to this world to hunt humans for sport;
8. Local legends of a beast that drains goats of blood. The beast responsible is a tyranid vanguard organism/chaos cultists/an actual local beast that drains goats of blood;
9. A horrifying invasion of ruthless necrons/chaos marines/nids we are totally unprepared for.

10. The local governor is corrupt and wants to run our families out of town to claim the land on the cheap. Over a series of incidents that include the detonation of an Imperial church and the induction of a new radical sheriff, we wage a war against the governor, defeating his ogryn cohort Mongo among others. In the end, we build a complete mockup of the town to trick the marauding heretics in to attacking it, and then blow it up from a distance.

Dom DeLuise is optional to this plot hook.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

John Dyne posted:


Dom DeLuise is optional to this plot hook.

Only if he takes the form of a talking skateboard.

https://www.youtube.com/watch?v=k8ySG46oXmY

John Dyne
Jul 3, 2005

Well, fuck. Really?

DOWN JACKET FETISH posted:

THE SHERRIFF IS A NECRON

What'd he say?

I think he said the sheriff is a neo-con.

Oh, good!

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Figured I'd give you all a couple places of note:

Hightower: Named for the iconic tower that contains the seat of the planetary government, Hightower serves as the planetary capitol and also as the commerce hub for off-worlders. Life here is about as 'modern' as anyone on the planet can be. People who live here enjoy certain levels of creature comforts not necessarily afforded to others of the planet such as access to wide swaths of holo films and luxury goods brought in from rogue traders from across the sector.

The Down Belows: Originally a quarry located a handful of kilometers away from Hightower, this quarry dug so deep over time that they eventually hit a salt vein a couple hundred meters under the surface of the planet and converted the quarry into a salt mining expedition. The mine ran along the entire width and length of hightower and then some before exhausting its supply. Since that point, the left-over man made caverns have since been paved and converted into use for several groups. The PDF has taken the majority of the old quarry and the areas around it as a vehicle hangar and troop barracks. Similarly, the Equites have space down here too, and it serves as both their primary headquarters and a major jailhouse for the people being brought to justice and allows quick communication between themselves and the PDF. The rest of the space is primarily used as hab blocks for the city above as well as an evacuation place if large scale trouble arises on the surface. Because of the depth of The Down Belows in case of bombardment basically nothing short of an exterminatus would be much of a threat to an evacuated population in its protective embrace.

Throne Rock: This monument is a famed red rock mesa that through creative use of blasting charges has been made to resemble and honor the Golden Throne of Holy Terra. Located close enough to Hightower to be convenient but far enough away for privacy, the Cult Mechanicus has taken the nearby colony under their wing, turning it into a large foundry and smelting plant. Life here under the mechanicus is generally viewed as unpleasant but also of a certain amount of decency. The Cult, while generally driving hard labor and strict adherence to work and moral code, does have access to significantly better technology than most of the planet. Workers injured in unfortunate accidents are considered fortunate enough to warrant cybernetic replacement limbs to restore them to nominal functionality.


When I make picks on Friday, I'd like my players to have an idea for one or two geographical areas or cities of significance for worldbuilding. Just a one or two sentence blurb is fine, doesn't have to be anything fancy or super detailed.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.


Ugh... This outfit is a pain in the rear end. I've got men half my age telling my how to do a job I got right long before they were suckin' at their mama's teat. Who do they think keeps the poo poo pump running? Whose job is to keep the vox link up and running way out here where the dust can get inside? Mine, that's whose job it is. But no, nobody cares. Enough to make a man bitter, it would, but not me. No, I do the job. Nobody else wants it so it's on me. Call me a tinker, I'll laugh in your face. Call me the janitor and I'll bury you out in the sands. We only got one [insert whatever vehicle here] that works worth a drat and I'm the one who makes sure it stays that way. I worked my way up from the Down Belows with that talent and I get to ride the plains because of it. If that ain't worth a few moments of peace while I work, I dunno what is.

pre:
Name: Stevil Estaron
Archetype: Operator
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Perception*, Tech


Characteristics: 
WS:  27 (20+ 7)
BS:  39 (20+16) [+3 Homeworld]
S:   30 (20+10)
T:   30 (20+10)
Ag:  46 (20+16) [+5 Archetype] [+5 Advance]
Int: 40 (20+20) 
Per: 40 (20+12) [+3 Homeworld] [+5 Advance]
WP:  23 (20+ 3)
Fel: 23 (20+ 3)

Wounds: 11/11
Fate:    3/3
IP: 0
CP: 0

Skills:

Awareness
Common Lore (Tech)
Dodge
Hotshot Pilot
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface) +10
Survival +10
Tech Use +10
Trade (Armorer)


Talents:

Armor Monger
Catfall
Quick Draw
Rapid Reaction
Technical Knock
Weapon Training (Las, Low Tech, SP)


Traits:

Distrust of Authority
Honor Bound
Put That Out!

Gear:

Formal Uniform/Badge
Fleakweave armor
Horse
 - Riding gear, flakweave riding blanket
1 week rations
Basic cookware
Blanket and sleep bag
Best Stub revolver
 - Expander rounds
Lascarbine
 - Custom Grip
 - Fluid Action
Good Cavalry Spear
Auspex
Common MIU
Combi-tool
Data-slate
Lascutter


Advances:              1950/2000

Put That Out!                300
Dodge                        200
Operate (Surface) +10        200
Tech Use +10                 200
Trade (Armorer)              100
Armor Monger                 300
Hotshot Pilot                300
Agility +5                   250
Perception +5                100

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Wilhelm, a.k.a. The Subliminal Kid



Wilhelm started his career within the Equites as an adept. Tallying ammunition, distributing fodder and collecting the Captain's laundry were some of his more exciting duties. Now let's not get off on the wrong foot - Wilhelm enjoyed his job immensely. However, he couldn't help but feel a twinge of envy every time he saw the Equites ride out of town on their horses. Of course, he tried out for active duty early on in his career but was laughed out of recruitment for having no skill with either a horse or a gun. Still, he was content to let his desk be his steed, and his autoquill his weapon.

That is, until one fateful night when he rather uncharacteristically decided to stroll through the town after dark. Normally, Wilhelm was in bed asleep by sundown but for some reason that night he felt an irresistible urge to walk down main street. Seemingly on a whim, he turned down an alley and arrived in an empty courtyard. Empty, that is, except for a lone caravan. Wilhelm didn't bother to wonder how the caravan got into the courtyard in the first place, a feat made more impressive by the fact that the only way into the courtyard was the alley he had just walked down, and that wasn't even half the width of the caravan. Instead, he approached the caravan without thought, and was greeted by a cheerful old man with a curled moustache. The moustachioed man introduced himself as Theodore Z. Inch, and offered to impart to Wilhelm the knowledge of magic bullets, no catch, free of charge.

The next day, Wilhelm couldn't remember what the kindly old man had taught him, or how he had gotten home. Of course, he never saw the man or his caravan again. But it was like something in his mind had been unlocked. He suddenly knew how to make magic bullets. With these bullets, he rarely ever missed even the most difficult of shots. Sure, he got headaches now and then, and the voices weren't always friendly, but Wilhelm found that his magic bullets now made him a perfect candidate for the Equites.

pre:
Name: Wilhelm, a.k.a. The Subliminal Kid
Specialty: Sanctioned Psyker

Aptitudes: Agility, Intelligence, Knowledge, Perception, Psyker, Strength, Willpower

Characteristics:
WS    27   (7 + 20)
BS    36   (16 + 20 + 3 (Frontier World) - 3 (Rough Riders))
S     23   (3 + 20)
T     30   (10 + 20)
Agi   35   (12 + 20 + 3 (Rough Riders))
Int   30   (10 + 20)
Per   53   (20 + 20 + 3 (Frontier World) + 10 (Advances))
WP    41   (16 + 20 + 5 (Specialty))
Fel   23   (3 + 20)

Wounds: 13
Fate: 3
Insanity: 0
Corruption: 1

Skills:
Awareness
Catfall
Common Lore (Adeptus Astra Telepathica)
Forbidden Lore (Psykers)
Linguistics (Low Gothic)
Navigate (Surface)
Psyniscience +20
Scholastic Lore (Cryptology)
Survival +10

Talents:
Combat Sense
Heightened Senses (Hearing)
Paranoia
Psy Rating 2
Rapid Reaction
Quick Draw
Weapon Training (Las, Low-Tech, Solid Projectile)

Traits:
Distrust of Authority -  -20 Interaction Skill checks made to interact with unfamiliar authority figures
Pride Over Life - Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor. Failure indicates 
                  he must engage the individual in question or suffer a -10 penalty to willpower (and social interaction - per GM fiat) tests for 
                  the remainder of the session, stacking cumulatively.
Psyker
Survivalist Doctrine - Reroll any failed Survival and Navigate (surface) checks when operating in desert or shrublands away from civilization.

Psychic Powers:
Prescience
Forewarning

Gear:
Data-slate
Psy focus
Best Craftsmanship staff
Formal uniform and Badge of Office
Flakweave field armor (4 AP chest/arms/legs, 2 AP head, +1 AP vs blast)
Horse with riding gear (saddle, tack) and flakweave riding blanket (3 AP)
1 week field rations
Basic set of cookware
Blanket and sleep bag
Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect)
Best Craftsmanship Stub revolver with Custom Grip and Expander Rounds
Las-carbine with Custom Grip
Good Quality Cavalry Spear

Experience: 0/2000

Advances:
Sound Constitution  Free
Per +5               250
Per +10              500
Psyniscience +10     200
Psyniscience +20     300
Paranoia             450
Quick Draw           300
Corruption: 1d5 1

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DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Picks have been made :siren: :siren: :siren:

The following players have been called by Equites Marshal McLacey to report to The Down Below for a new mission.

Cassimir Crowe: A preacher and lawman hardened by his time in the wilds - Played by Dachshundofdoom

Silas Lasar: A former guardsman back from his tour of duty, haunted by the ghosts of his past - Played by LGD

Everett Bosseman: A scout and technician trying to make a living following the failure of his duties - Played by Werix

Ellie Renton: A frontier vet turned sawbones on the run from the prospects of being worked dead on the rail yards - Played by Jolinaxas

and Sunny Hale A PDF burnout that could of made something for herself had she just applied herself - Played by thatbastardken

All player characters have known and worked with each other for the last several months if not year or two. Go ahead and post in-character impressions posts if you get the chance. In addition, I'd like you all to name and give a two or three sentence description of a region, city of some report, or landmark on the planet.

Vicissitude, John Dyne, MaliciousOnion, and Sormus You guys are on deck as replacements in case of character deaths or people not posting.

I'll have the OP for the game thread up Monday, September 26

Edit: thatbastardken I'd like to see how you spent your character advances on your character sheet, if you would please.

DeathSandwich fucked around with this message at 19:45 on Sep 23, 2016

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