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MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
:siren: CONTRARY TO THE THREAD TITLE, THIS IS ACTUALLY AN ONLY WAR GAME :siren:



The Exorcist-class Grand Cruiser Undeniable Gravitas has a long and illustrious history. After millennia as a workhorse of the Imperium's Great Crusade, it was eventually retired from active duty and sold as surplus to the Laurent-Bragg Rogue Trader dynasty. For the past six thousand years, it has served as their flagship, a glittering jewel in the dynasty's crown passed down to each successive head of the family. And with each new Trader came new modifications to the ship, such that it is now barely recognisable as the voidship it once was.

Thousands of years of refits and repairs have taken their toll on the old ship. While the upper levels have been painstakingly maintained to reflect the dynasty's opulence and splendour, the underdecks have become a maze of winding access tunnels and forgotten holds. Entire societies have risen and fallen, completely oblivious to the empty void beyond the ship's hull. Dangerous and exotic xenos stalk the halls, while long-forgotten relics collect dust in hidden vaults.

Keeping a ship of this size running requires a crew numbering in the thousands, and keeping a crew of that size in check requires a private militia. As a fresh recruit of that militia, you are expected to uphold order amongst the crew, repel boarders, board hostile vessels, put down mutinies and eliminate deadly formula. For these reasons, most recruits are pressed into service, rather than volunteering. It's a lovely job, but if you manage to stay alive for long enough you might just get to move to the upper decks and wear a fancy hat.

The Rules
  • This is the recruitment/OOC thread for a PBP game of Only War. Players will take on the roles of naval ratings aboard a Rogue Trader's voidship.
  • Here's your regiment details. You have an additional four points to spend on Training and Special Equipment Doctrines. You may also choose one Regimental Drawback, for which you will get more points to spend. Additional points have been decided and are included in the link.
  • While you're making your character sheet, bear in mind you need to finalise the regiment creation.
  • Character creation is open to both guardsmen and support specialists, with the exceptions listed below.
  • Starting experience will be 1,100 for guardsmen, 800 for specialists.
  • You may roll or use point allocation for characteristics. If you roll, you can allocate the rolls however you like.
  • If any choices don't fit with the theme, I'll veto it as it comes up.
Stuff you can't choose
  • Commissar, Ogryn, Sanctioned Psyker, Stormtrooper
  • Any regimental doctrines that include vehicles or mounts
  • Lost Home World, The Few drawbacks
Dice can be rolled on orokos.
Here's a handy advancement cost calculator.
For questions and OOC chat, get on discord.

Submissions
  • Brother Tomas Vale, Ministorum Priest - Dachshundofdoom
  • Franklyn "Butcher" Brass, Medic - Werix
  • Read The loving Manual, Tech-priest Enginseer - Tricky
  • Haint Brokk, Heavy Gunner - Sax Battler
  • Harlan, Weapon Specialist - Viva Miriya - no background
  • Jom, Heavy Gunner - Astus - no background
  • Lam Fada, Sergeant - thatbastardken
  • Franklin "Rough Road" Temple, Ratling - John Dyne

MaliciousOnion fucked around with this message at 02:08 on Jun 10, 2019

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Dachshundofdoom
Feb 14, 2013

Pillbug
To make it easy on people, I'm gonna suggest a few themed packages of Training/Special Equipment/Drawbacks to vote on. Feel free to suggest other options: there's easily 4 or 5 other good themes I'm not going to provide, and drawbacks aren't mandatory.

quote:

Drugged into Obedience

Conscripts (+3 Points): Forcibly conscripted, service is grudging at best. -10 to all WP tests and all Command tests to influence members of the regiment, including comrades.

Combat Drugs (-2 Points): Add 5 doses of stimm or 3 doses of frenzon and an injector/inhaler to the Standard Regimental Kit.

Die-Hards (-3 Points): Aptitude (Toughness).

Close-Order Drill (-2 Points): Starting Talent: Combat Formation or Double Team.

quote:

Underdeck Tribes

Primitive (+5 Points): -5 Penalty to BS and WS tests with any non Low-Tech weapon. -20 Logistics to acquire anything other than Low-Tech weapons.

Survivalists (-4 Points): Aptitude: Agility. Can reroll failed Survival and Navigate (Surface) tests in their favored terrain: the Ship.

Hardened Fighters (-2 Points): +2 WS. Talent: Street Fighting. Upgrade standard melee weapons to Mono.

Die-Hards (-3 Points): Aptitude (Toughness).

quote:

For the Emperor!

Dishonoured (+3): Must pass a -10 WP test when ordered to give ground, withdraw, or otherwise relinquish something important to the mission. On a failure, the PC may still follow orders, but they suffer 1d5-2 (Minimum of 1) Insanity Points from disgrace.

Crusaders (-3 Points): +2 WS. Talents: Frenzy and Hatred (Choose) or Peer (Ecclesiarchy)

Defenders of the Faith (-2 Points): +3 WP. Starting Skills: CL (Ecclesiarchy, Imperial Creed). Talent: Unshakeable Faith.

Close-Order Drill (-2 Points): Talent: Combat Formation or Double Team.

quote:

Praise the Omnissiah!

Iconoclasts (+3 Points): -10 to interactions with the Ecclesiarchy. Ministorum Priest characters are at-10 to interact with all regiment NPCs except their own comrade.

Cyber-Enhanced (-3 Points): All characters start with 2 Common Craftsmanship cybernetics or 1 GC cybernetic. Which cybernetics are allowed is subject to GM approval.

Augmetics (-2 Points): +10 to Logistics tests to obtain bionic replacements and implants.

Servitor Accompaniment (-2 Points): All characters (not just Enginseers) may select Servitor comrades as described on page 121 SoH. As the squad's Logistics Rating rises, powerful servitor subtypes will unlock.

Personally, I'm voting for the Underdeck Tribes option. I always loved the "barely know they live on a spaceship, if at all" thing.

Dachshundofdoom fucked around with this message at 08:08 on May 30, 2019

Spiteski
Aug 27, 2013



Definite interest post!
Will have a character up by tonight, thinking a Heavy Gunner or Weapons Spec.

Also, for what it's worth, Underdeck Tribes sounds a good time.


On second thoughts, I won't be able to commit to this by the time we start. Maybe next time!

Spiteski fucked around with this message at 07:17 on May 31, 2019

Werix
Sep 13, 2012

#acolyte GM of 2013
Oh yeah, I'm in. I like Dachshunds set ups. I'd vote drugged into obedience. Let's the players have a wide variety of back stories and histories as we could have been press ganged from all over.

Will get an app up this weekend, either as a medic or heavy weapons.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
interested, like underdeck tribes.

Viva Miriya
Jan 9, 2007

Gonna have a dual wielding knife sneakman made who steals loving everything not nailed down.

Viva Miriya
Jan 9, 2007

Praise the Omnissiah!

Rockopolis
Dec 21, 2012

I MAKE FUN OF QUEER STORYGAMES BECAUSE I HAVE NOTHING BETTER TO DO WITH MY LIFE THAN MAKE OTHER PEOPLE CRY

I can't understand these kinds of games, and not getting it bugs me almost as much as me being weird
Hey, the last time the Imperial Navy was allowed to have soldiers, it was called the Imperial Army, and then the Horus Heresy happened. Ships go in the Navy, soldiers go in the Guard.

Fortunately, mercenaries don't count as soldiers.
It makes somehow makes the logistics even more complicated and graft ridden than the Munitorum, but at least it's ideologically correct :commissar:, the soldiers are all private contractors deeply in debt for their equipment and lodging, and it's full of opportunities for graft.

quote:

Run PMC

(-5) Close Quarters Battle
Starting Talent:
Double Team or Combat Master
Standard Regimental Kit:
1 lascarbine (Main Weapon) with four charge packs and the Compact modification per Player Character
1 mono knife
1 suit of light carapace armour
Special:
+10 bonus to all Ballistic Skill Tests made at Point-Blank Range.

(-3) Sappers
Characteristics: +2 Intelligence
Starting Skills: Security, Tech-Use, Trade (Technomat)
Starting Talents: Technical Knock
Standard Regimental Kit:
One lascutter
Special: +10 bonus to Tech-Use and Trade (Technomat) Tests to construct or disassemble a structure.

(+4) Poorly Provisioned
Overworked and Underfed: Poorly provisioned units receive half the usual number of clips or charge packs for their main weapons and half the number of rations that their regiment rules would normally provide.
In addition, whenever a member of a Poorly Provisioned regiment successfully acquires equipment, the Game Master rolls 1d10; on a result of 4 or lower, the equipment that they receive is of Poor Craftsmanship, regardless of what its Craftsmanship would otherwise have been

Dachshundofdoom
Feb 14, 2013

Pillbug

Brother Tomas Vale

When Brother Tomas was assigned to minister to the underdeck tribes of the Undeniable Gravitas, he was fresh out of missionary training. Eager, angry, prepared to bring the word of the Emperor to heretics with chainsword and flame. That's what he expected to find down in the depths of the vessel: people far removed from the Emperor's Light. Individuals who had dwelled so long in the depths, performing maintenance and tasks they no longer understood the purpose of, that they would certainly be savages. And of course, it would be his duty to stand above them and point them in the right direction with a firm and steady hand. Instead, he found a people whose purity of spirit and faith struck a chord in him like nothing ever had, even the words of the Ecclesiarchical instructors.

They were not savages, though they lived simply. They worked together with diligence and pride, never shirking from their duty. They shared all they had, treated each other with respect and kindness, and fought with remarkable bravery against hullgheists and other foul things that inevitably worked their way into the depths of a ship this old.The tribes had different traditions and beliefs, but none were so alien that they needed to be purged, and all believed the Emperor to be the first and foremost of the gods, the Guiding Light of Mankind. When the crew abovedecks called on them to assemble a militia for one cause or another, they never hesitated. They knew that whatever would improve the Ship that was their home would benefit them all.

Utterly taken in by their faith and work ethic, Tomas has lived among them for years now, serving as a spiritual counselor and a fellow worker instead of the steel-fisted religious warrior he imagined himself as. He no longer loves the roar of the chainsword or the trappings of technology; he sees something beautiful in bludgeoning vile creatures to death using his tome-staff, literally destroying them with the reinforced and blood-resistant Collected Words of the Emperor and his Saints. He still appreciates the beauty and purity of flame, although he uses it sparingly. After all, the Ship is all these people have, and it is important to avoid damaging it. He has grown popular enough to attract a small following of his own, tribesmen who but for the circumstances of their birth would have been worthy priests in their own right.

Now a new militia has been called up, and as usual Tomas and his followers have joined the motley collection of tribesmen and others from the depths of the Ship. It is his duty to provide spiritual guidance and a courageous example in times of war against the Emperor's foe. He intends to fight with courage and distinction, so that no one from above will be able to call the people he loves cowards or weaklings. They are proud servants of the Emperor, committed to the neverending war for mankind's survival, and he will let no one forget it.

MaliciousOnion posted:

In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.

According to legend, the doorway to Maintenance Shaft 19C has been jammed open ever since a macro-cannon shell breached the ship's hull several centuries ago. Dozens of Deck 144's inhabitants were sucked into the vacuum of space when the blast doors on the shaft failed to trigger. Although the hull damage has long since been repaired, the inhabitants of Deck 144 consider it a cursed place and shun it. It's considered unlucky to work within sight of the jammed doors, and crewmen assigned to nearby stations often jingle when they walk from the sheer number of lucky charms they wear. It's also said that if you approach the shaft during the first night cycle of a Warp jump and throw something of value to you down it, voices will drift up from below and foretell your future. No one will ever admit to trying it, of course.

pre:
Name: Tomas Vale
Specialization: Ministorum Priest
Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower, Agility, Toughness
Demeanor: Monastic

WS:  45 (20 +5 Regiment)
BS:  20 
S:   30 (10)
T:   30 (10)
Agi: 43 (20+3 Regiment)
Int: 17 (-3 Regiment)
Per: 20 
WP:  43 (20 +3 Regiment)
Fel: 40 (20)

Wounds: 12
Fate: 1

Insanity: 0
Corruption: 0

Skills:

Charm
Command
Common Lore (Ecclesiarchy, Tech)
Dodge
Forbidden Lore (Heresy)
Inquiry
Linguistics (Low Gothic)
Navigate (Stellar)
Scholastic Lore (Imperial Creed)

Talents:

Foresight
Hatred (Heretical Cults)
Lightning Reflexes
Street Fighting
Unshakable Faith
Weapon Training (Chain, Las, Flame, Low-Tech)

Comrade Abilities/Orders:

Curate
Righteous Oration

Traits:

Charmed
Ill-Omened
Void Accustomed

Primitive
Survivalist (Ship)

Gear:

Mono Great Weapon
Flamer
Chainsword
Ecclesiarchy Robes
Imperial Guard Flak Armour
Stun Grenades (3x)
Frag Grenades (2x)
Rebreather
Book of Scripture


XP		750/800
Curate-250
Righteous Oratory-300
Charm-100
Command-100

Wounds and Fate: 1d5 3 1d10 3

Dachshundofdoom fucked around with this message at 07:51 on Jun 7, 2019

Werix
Sep 13, 2012

#acolyte GM of 2013

Franklyn "Butcher" Brass

The human body is so very hardy. Our ability to go on with organs damaged and limbs removed I am told is a rather remarkable trait when compared to say, the Eldar, though I have not had a chance to test it first hand. The body adapts to so many different situations, the Ogryn and Ratling abhumans are thought to be descended from humanity directly, the body changing over slow eons to high and low gravity. Even in space the human body changes. Based on my first hand studies it appears that the inner ear of those who have spent generations in space is markedly different, which I think accounts for their ability to navigate zero gravity so effortlessly.

The human body is also so fickle. Even small exposure to radiation can cause irreparable damage to cellular structure leading to uncontrolled cancer, or exposure to certain industrial by-products can cause whole organs to shut down. See, the hive world I originate from was one such world. Toxic sludge and radiation caused life to be rather brutish and short, at least for those downstream from the effluent flows, like the lower hive community I was from. My story was one of many, a boy left orphaned, spared the slow death of organ liquefaction by a mere twist of the genetic lottery. By rights I should have been dead, I was exposed to the same concentrations as my parents and younger sister and we shared the same genetic make-up, but I was spared. My life should have ended long before now with a knife in the back by some other desperate under-hiver, but Thor bless the Hospitalliers. The sweet fools saw an orphaned boy and took me in. Thankfully I was bright, and the lead Medicae took me under her wing. I absorbed all the books on anatomy, cellular structure, genetics, and chymistry like a sponge. The Hospitalliers were too short sighted, they provided palliative care to the dying, but lacked the...resolve required to take advantage of the ample chances to study the dying provided.

It was not long, however, until my experiments were discovered. I thought they over-reacted. They were already providing morpha for pain, and the people were dying, so what matter was it if I gathered some cerebral-spinal fluid to test genetic degradation? Flee I had to, and that lead me to Undeniable Gravitas, always in need of crew. In my scientific pursuits I had learned enough about how to treat injuries to the body that my skills were useful enough for the on board militia, but my lack of pedigree and my methods left me unwanted to assist the upper echelons of the ship. The large ship population, including the unwanted under-deck populations leaves me with quite enough raw genetic material to study and compare.

The militia have taken to calling me the "Butcher" due to my bedside manner and the appearance of the small laboratory I have set up in an old storage bay. Every injury is another chance to observe and learn from the workings of the human body. I always end up treating the wounds, infections, and illnesses, so I really do not see the reason for their complaints. They even complain when I spend my time studying the dying enemies they leave behind. If they were more efficient in their dispatching of our foes, it would not leave me with the opportunities. Though I do hear tell that the militia have begun to intentionally leave enemy wounded behind to slake my curiosity so as to "get it out of my system". This is of course not the case, if one of the militia has an interesting injury or malady I will study it. However, I let them believe it is the case none the less, since they are creating wonderful specimens to study among the enemy.

pre:
Name: Franklyn "Butcher" Brass
Specialty: Medic
Demeanour: Numb
Comrade: Linda Entrain, Oblivious 
Starting Aptitudes: Ballisitic skill, fieldcraft, intelligence, knowledge, perception, willpower, agility, toughness

WS: 35=30+3+2 
BS: 30=30
S: 25=25
T: 30=30
Agi: 35=35 
Int: 47=40-3+5+5 
Per: 38=35+3
Wil: 38=35+3
Fel: 20=20 

Wounds:12 
Fate: 1 

Skills
Common lore (tech)
dodge
Linguistics (low gothic)
Navigate (stellar)
Medicae +10
Operate (aeronautica)
Scholastic lore (Chymistry) +10
Tech use
Trade (chymist) +10

Talents:
jaded
Foresight
Lightning reflexes
Master Chirurgeon
Weapon training (SP, low tech)
Street fighting

Comrade Orders/Advances

Traits:
Charmed:roll 1d10 when use fate, on 9 0r 10 get point back
Ill-omened: -10 interaction tests made with non-void born
Void accustomed: zero-g not difficult terrain. Only -10 to charge or run in zero G
Primitive: -5 Penalty to BS and WS tests with any non Low-Tech weapon. -20 Logistics to acquire anything other than Low-Tech weapons. 
Survivalists: Can reroll failed Survival and Navigate (Surface) tests in their favored terrain: the Ship.

Gear:
Two one handed low tech weapons with mono. (Two knives that double as surgical equipment)
Imperial guard flak armor
Three stun grenades
two frag grenades
one rebreather
Diagnostor
injector
medkit

XP 1100/1100
Medicae +10 200
Master Chirurgeon 400
Intelligence simple 100
Scholastic lore Chymistry +10 200
Trade chymistry +10 200

Starting wounds: 1d5+8 12
starting fate: 1d10 4

Werix fucked around with this message at 14:41 on Jun 8, 2019

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Read The loving Manual, Shaman Of The Great Creation

As long as the tribe has flourished in the depths of the great vessel, there has been an unbroken line of shamans that interpret the will of the great god Undeniable Gravitas. In order to bring themselves closer to the ideal of the gods, these shamans participate in holy ceremonies to cast off the flesh and become able to truly divine the intent of the lesser servants of their god. For many, the ability to ask the great screen what service it requires is an unthinkable task. Not so for Read The loving Manual. She is the latest in her line and, by all accounts, truly blessed by the great one.

On the day of her birth, the great Undeniable Gravitas faced certain disaster. Ammunition ran dry, entire decks slaughtered by explosive venting, and the chief of Deck 144 was at his wits end. In accordance with the ancient rituals of supplication and guidance, he activated the great screen and called up Above for knowledge and wisdom. The face of the Prophet Himself answered the call, his face a mix of disbelief and distraction, and the chief quickly explained the situation. He disconnected, but not before leaving the four sacred words behind: Read The loving Manual. Moments later, a baby's cry split the air. It was a sign from Above and, from birth, that child's name and fate were decided.

quote:

In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.

When a member of the tribe comes of age, they choose a name — or one is chosen for them, in cases of truly auspicious signs. Read was certainly in the latter category. This name is then etched carefully into one of the holy rounds. It is a sign of tremendous fortune when your shell is fired into the void, though a terrible curse is said to befall you should your round touch the ground. It's even worse should it be damaged or destroyed within the walls of the great vessel. Those unlucky few are exiled into the vents.

pre:
Name: Read The loving Manual
Specialty: Tech-Priest Enginseer (Machine-Spirit Shaman)
Demeanour: Dreamer
Comrade: Lathe-Pattern Multitask Servitor "Big Guy"
Starting Aptitudes: BS, INT, STR, TOUGH, WS, WILL, PER, AGI, Tech

WS: 				45 = 40+5 
BS: 				30 = 30
S: 				20 = 20
T: 				40 = 40
Agi: 				33 = 30+3 
Int: 				42 = 40-3+5
Per: 				30 = 30
Wil: 				33 = 30+3
Fel: 				20 = 20 

Wounds: 			9 
Fate: 				2 

Skills:
Common Lore (Tech)		+10
Common Lore (Mechanicus)	
Dodge
Forbidden Lore (Mechanicus)	
Forbidden Lore (Archaeotech)	
Linguistics (Low Gothic)
Linguistics (Techna-Lingua)
Logic	
Navigate (Stellar)		
Operate (Aeronautica)		
Security
Tech-Use			+10

Talents:
Foresight:			Spend 10 min analyzing to get +10 to next Intelligence-related test
Lightning Reflexes:		Roll Initiative twice, pick higher
Street Fighting:		When armed with knife or smaller, add half WS bonus to Critical Damage
Mechadendrite Use:		Can use Utility and Weapon mechadendrite
Technical Knock:		Un-jam weapon as a half-action 1/round
Weapon Training:		Can use Solid Projectile and Low-Tech weapons
The Flesh Is Weak:		Become a Machine with X equal to half number of installed cybernetics (round up)

Comrade Orders/Advances:

Traits:
Charmed:			Roll 1d10 when use fate, on 9 or 10 get point back
Ill-Omened: 			-10 interaction tests made with non-void born
Void Accustomed: 		Zero-g not difficult terrain, only -10 to charge or run in zero G
Hopelessly Primitive:		-5 to WS/BS tests with non-Low-Tech weapons
Survivalists:			Reroll failed Survival and Navigate (Surface) tests
Waste of Resources:		-20 to Logistics tests to obtain non-Low-Tech weapons
Mechanicus Implants:		Assorted implants that are mostly fluff stuff
Machine (2):			No breathing, immune to vacuum/cold/mind-influencing psychic effects,
				armor counts towards fire damage, +2 armor on all locations

Gear:
Mono Sword + Shield
Imperial guard flak armor
Three stun grenades
two frag grenades
one rebreather
Sacred unguents
Dataslate
Combi-tool

Cybernetics:
GC Mind-Impulse Unit		+10 to communicate with machine spirits and on tests while interfacing
GC Servo-Arm			Big beefy arm that has Str 75 + Unnatural Strength (7) and craps out damage
GC Subskin Armor		+2 armor to body, arms, legs
Optical Mechadendrite		+10 to Perception-based tests, ignore darkness penalties and +20 to vision-based tests at 'night'

XP: 				800/800
Techna-Lingua (Known)		100
Security (Known)		100
Logic (Known)			200		
The Flesh Is Weak		400
Starting Wounds and Fate: 8+1d5 9 1d10 9

Tricky fucked around with this message at 04:28 on Jun 4, 2019

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.



Haint has a very abstract and somewhat naive world-view. The tribe maintains the guns, the guns protects the ship, the ship shields the tribe from the dreaded outside and the horrors that live there.
The same way with the Trader house, the Imerium, and the Emperor himself, though Haint is a bit fuzzy on the details.

Haint got his name when, as a child, he threw himself under a toppling shell to spare it hitting the deck.

"Haint Brokk, is he?"


pre:
Name: Haint Brokk
Specialty: Heavy Gunner
Demeanour: Optimist
Comrade: Posm, Cook
Starting Aptitudes: Agility, BS, Defense, Fellowship, Offense, Perception, Toughness, WS

WS: 				40 = 20+15+5[Regiment]
BS: 				45 = 20+20+5[Simple]
S: 				40 = 20+20
T: 				40 = 20+15+5[Specialty]
Agi: 				30 = 20+10
Int: 				20= 23-3[Regiment]
Per: 				30 = 20+7+3[Regiment]
Wil: 				23 = 20+3[Regiment]
Fel: 				30 = 20+10

Wounds: 			 14/14
Fate: 				 1/1

Skills:
Athletics
Common Lore (Imperial Guard)
Common Lore (Tech)
Common Lore (War)
Dodge
Intimidate
Linguistics (Low-Gothic)
Lightning Reflexes
Navigate (Stellar)
Operate (Aeronautica)
Tech-Use

Talents:
Foresight
Iron Jaw
Mighty Shot
Street Fighting
Weapon Training (Launcher, Las, Low-Tech, Heavy)

Traits:
Charmed
Hopelessly Primitive
Ill-Omened
Survivalists
Void Accustomed
Waste of Resources

Gear:

M41 Multi-laser
Great Weapon [Mono]
Flak Armor
Stun Grenade x3
Frag Grenade x2
Rebreather

XP: 1050/1100
Mighty shot 400
True Grit 400
Simple BS 250
Wounds, Fate: 1d5 4 1d10 1

Sax Battler fucked around with this message at 13:46 on Jun 9, 2019

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Amongst the updeck elites of the Undeniable Gravitas, the inhabitants of the underdecks are looked upon with disdain, as a necessary evil. The updeckers try to have as little as possible to do with the lower decks as they can. For this reason alone, decks are charged with raising their own companies of naval infantry. To ensure levies are exacted and a basic level of combat readiness is maintained without having to oversee things personally, the ship's Master-at-Arms oversees a vast network of commanders, drill-masters, quartermasters and auditors.

Deck 144 has gained a particularly unfavourable reputation as a backwards, primitive place. The inhabitants, traditionally employed in maintaining the ship's vast stores of point defense ammunition, are a hardy people, and the nature of their work has led to them becoming highly superstitious. Despite this, they are also known for their tenacity in combat and their loyalty to the ship. For this reason, they have one of the largest levies on the entire ship, and are often deployed in large numbers during ship combat. The Master-at-Arms, however, is reluctant to invest more than the most basic of equipment to these savages, in the belief that they are more likely to break something than effectively use it against an enemy.



Underdeck Tribes is locked in! The Regiment google doc has been updated, so please make sure you update your sheet.

In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.

Werix
Sep 13, 2012

#acolyte GM of 2013
The inhabitants of deck 144 find it to be extraordinary bad luck to drop a crate of Point Defense Weapon ammo, as the ammo is sacred and must be treated with respect.

Any time someone drop a crate of ammo, they are punished by having to stand in one place holding a crate for a quarter hour for every time they've dropped one. Rumor abounds about the fabled man named "Grease Paws" who dropped so many crates he was up to 14 hours of standing.

Failure results in lashes.

Viva Miriya
Jan 9, 2007


Harlan, The only good shot in the regiment

No bio is necessary for this underdeck scum because he is one of many.

pre:
Name: Harlan
Specialization: Weapon Specialist
Regiment: Underdeck Tribes
Training Doctrine: Survivalists
Special Equipment: Hardened Fighters, Die-Hards
Drawback: Primitive
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Toughness, Weapon Skill
 
Characteristics:
WS:  32 (20+10) [+2 Regiment]
BS:  50 (20+20) [+5 Specialty] [+5 Advance]
S:   30 (20+10) 
T:   30 (20+10) 
Ag:  40 (20+15) [+5 Advance]
Int: 20 (20+00) 
Per: 40 (20+15) [+5 Advance]
WP:  40 (20+20) 
Fel: 20 (20+00) 
 
Wounds:   11/11
FP:        1/1
Insanity:    0
Corruption:  0
 
 
Skills:
 
Athletics
Awareness
Common Lore (Imperial Guard)
Common Lore (Tech)
Common Lore (War)
Dodge
Linguistics (Low Gothic)
Navigate (Stellar)
Navigate (Surface)
Operate (Aeronautica)
Parry
Tech-Use
 
Talents:
 
Foresight
Hail of Fire*
Lasgun Barrage
Lightning Reflexes
Rapid Reload
Street Fighting
Weapon Training (Flame, Las, Launcher)
 
 
Traits:
 
Charmed
Ill-Omened
Survivalists
Primitive
Void Accustomed
 
Gear:
 
Good Lasgun
 - 3 Clips
Combat Shotgun
 - 4 clips
Guard Flak Armor
3 Stun
2 Frag
4 Krak
Rebreather
Standard Guard Kit
 - Mono Knife
 
Advances:                  1100/1100
 
Hail of Fire                     300
Agility +5                       100
Ballistic Skill +5               100
Perception +5                    100
Rapid Reload                     200
Parry                            200
Awareness                        100
 
---------------

WS    BS    S     T     Ag     Int    Per    WP    Fel  
32    50    30    30    40     20     40     40    20
 
Wounds: 11/11    Fate 1/1   Fatigue Level: 0    Initiative: 2d10k1+4
Ground: 4/8/12/24
 
SB: 3  TB: 3
Awareness: 40
Dodge: 40
Parry: 32
 
Armour: 4 All
 
Weapons:
Lasgun                100m  S/3/-  1d10+ 3 E  Pen 0  Clip: 60/60   Half   Reliable, Variable Setting
Combat Shotgun         30m  S/3/-  1d10+ 4 I  Pen 0  Clip: 18/18   Half   Scatter
Mono Knife              5m   ---   1d5 + 3 R  Pen 2  Clip:  ---     --    
Frag Grenade            9m  S/-/-  2d10+ 0 X  Pen 0  Clip:  2/2     --    Blast 3, Ogryn-Proof
Krak Grenade            9m  S/-/-  2d10+ 4 X  Pen 6  Clip:  4/4     --    Concussive 0
Stun Grenade            9m  S/-/-    ----     Pen 0  Clip:  3/3     --    Blast 3, Concussive 2

Viva Miriya fucked around with this message at 19:22 on Jun 1, 2019

Astus
Nov 11, 2008

Jom, Heavy Gunner

pre:
Name: Jom
Specialty: Heavy Gunner
Demeanour: Backwater (yes, even compared to the others)
Comrade: Quinn, Nihilist
Starting Aptitudes: BS, WS, FEL, PER, T, AG, Offense, Defense

WS: 				45 = 20+20+5[Regiment]
BS: 				40 = 20+15+5[Simple]
S: 				40 = 20+20
T: 				40 = 20+15+5[Specialty]
Agi: 				30 = 20+10
Int: 				17 = 20-3[Regiment]
Per: 				33 = 20+10+3[Regiment]
Wil: 				23 = 20+3[Regiment]
Fel: 				30 = 20+10


Wounds: 			 13/13
Fate: 				 2/2

Skills:
Athletics
Common Lore (Imperial Guard)
Common Lore (Tech)
Common Lore (War)
Intimidate
Linguistics (Low-Gothic)
Navigate (Stellar)
Operate (Aeronautica)
Parry
Tech-Use

Talents:
Crushing Blow		        Add half WS to melee damage (+2)
Foresight:			Spend 10 min analyzing to get +10 to next Intelligence-related test
Iron Jaw                        Test Toughness to ignore Stun
Lightning Reflexes:		Roll Initiative twice, pick higher
Street Fighting:		When armed with knife or smaller, add half WS bonus to Critical Damage
Weapon Training		        Can use Flame, Las, Low-Tech, and Heavy weapons
Whirlwind of Death              Can attack up to WSB (4) enemies in melee


Comrade Orders/Advances:

Traits:
Charmed:			Roll 1d10 when use fate, on 9 or 10 get point back
Ill-Omened: 			-10 interaction tests made with non-void born
Void Accustomed: 		Zero-g not difficult terrain, only -10 to charge or run in zero G
Hopelessly Primitive:		-5 to WS/BS tests with non-Low-Tech weapons
Survivalists:			Reroll failed Survival and Navigate (Surface) tests
Waste of Resources:		-20 to Logistics tests to obtain non-Low-Tech weapons

Gear:

Great Weapon [Mono]
M41 Multi-laser
Flak Armor
Stun Grenade x3
Frag Grenade x2
Rebreather



XP:              1100/1100
Crushing Blow          400
Whirlwind of Death     450
Simple BS              250
Wounds, Fate: 1d5 3 1d10 9

Astus fucked around with this message at 18:41 on Jun 8, 2019

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Yo get your sheets done and we'll start this shitshow on the weekend. Unless there's a sudden influx of applicants, everyone who's made a guy so far is in.

John Dyne
Jul 3, 2005

Well, fuck. Really?
I'll have a dude up later today. I've been putting it off but I'll work on something during my dead time at work.

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.

Astus, dont think you have the Strength req for bulging biceps there.


MaliciousOnion posted:


In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.


Several tribes have frescoes of truly ancient scematics of the deck, with accumulated notations, displayed at their gathering places. Artistic skill and accuracy vary, but they are points of pride and are defended fiercely.
A popular game among children is naming a particular room or corridor and without looking describing a route as far as they can without making mistakes.

As a result, most tribesmen can name approximately where they are on the deck given some time and landmarks.


Many of the weapons and tools used by the tribes are fashioned from broken or discarded pieces of wall and deck plating. It is considered bad luck to not have at least one thing that was once part of the ship on you at all times, even if only a rivet on a string.

Sax Battler fucked around with this message at 01:19 on Jun 8, 2019

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!


In the darkest places of the deck there are things that lurk, and wait, and hunt the tribes for food or other, darker reasons. It takes a person of sterling qualities to lead the war parties that hunt these creatures back, facing them with little more than wits, grit, and improvised weapons. They must be skilled fighters, braves but not reckless, and able to terrify or inspire their subordinates into following orders. These qualities also make for an acceptable sergeant of the ship's militia. Lam Fada is one of these, reasonably comfortable with chainsword and las pistol these days but still holding on to the 'hunting lances' she would take into dark places. After all, a man who turns against the order of the ship is no more than a beast to be destroyed, and a shaped charge to the belly does well enough for any beast.

quote:

In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.

Twelve is an auspicious number for reasons lost to the elders of the tribes. A twelfth birthday, groups of twelve, twelves being generated in games of chance, all are celebrated. When loading or moving the sacred shells every twelfth one will be marked with a shout.

pre:
Name: Lam Fada
Specialization: Sergeant 
Demeanor: Sensible 
Comrade: Vorgen, Quiet. 
Regiment: Underdeck Tribes
Training Doctrine: Survivalists
Special Equipment: Hardened Fighters, Die-Hards
Drawback: Primitive
Aptitudes: Agility, Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill, Willpower
 
Characteristics:
WS:  45 (20+20) [+5 Regiment]
BS:  20 (20+00) 
S:   30 (20+10) 
T:   30 (20+10) 
Ag:  30 (20+7) [+3 Regiment]
Int: 30 (20+13) [-3 Regiment]
Per: 20 (20+00) 
WP: 43 (20+20) [+3 Regiment]
Fel: 45 (20+20) [+5 Specialty]
 
Wounds:   14/14
FP:        1/1
Insanity:    0
Corruption:  0
 
 
Skills:
Acrobatics
Athletics
Command
Common Lore (Tech)
Dodge
Linguistics (Low Gothic)
Navigate (Stellar, Surface)
Operate (Aeronautica)
Parry
Tech-Use
 
Talents:
Air of Authority
Die Hard
Foresight
Iron Discipline
Jaded
Lightning Reflexes
Radiant Presence
Street Fighting
Weapon Training (Las, Chain, Low Tech)
 
 
Traits:
 
Charmed
Ill-Omened
Survivalists
Primitive
Void Accustomed
 
Gear:
Chainsword
2x Low Tech Hand Weapon (Hunting Lance)
Guard Flak Armor
Las Pistol
Rebreather
Standard Guard Kit

 
Advances:                  1100/1100
 

---------------

WS    BS    S     T     Ag     Int    Per    WP    Fel  
45    20    30    30    30     30     20     43    45
 
Wounds: 14/14   Fate 1/1   Fatigue Level: 0    Initiative: 2d10k1+3
Ground: 3/6/9/18
 
SB: 3  TB: 3
Awareness: 20
Dodge: 30
Parry: 50 (chainsword)
 
Armour: 4 All
 
Weapons:
Chainsword
Frag Grenade            9m  S/-/-  2d10+ 0 X  Pen 0  Clip:  2/2     --    Blast 3, Ogryn-Proof
Hunting Lance
Laspistol
Stun Grenade            9m  S/-/-    ----     Pen 0  Clip:  3/3     --    Blast 3, Concussive 2
Wounds: 1d5 4
fate: 1d10 6

thatbastardken fucked around with this message at 13:48 on Jun 12, 2019

John Dyne
Jul 3, 2005

Well, fuck. Really?

Franklin "Rough Road" Temple"

Being a ratling means being able to fit in just about anywhere. You can cook, you can 'acquire' goods easily, and people know you're a drat good shot. Most of the time, at least.

Franklin hadn't intended to get caught up with the tribe that had sprung up in the lower part of the ship; hell, he didn't even know about them until he ran into them. No one really did, as far as he knew. Who would? Unless you were a gearhead or something, you stuck to your bunk and your cafeteria and got off on a shuttle when they told you to.

People called him Rough Road for how haggard and how he looked; Franklin had seen action, and had done poo poo he wasn't too happy with. He drank heavily, and picked fights with people who someone his size had no right picking fights with. Usually they let him off with a few bruises and a curse, but one night he'd gotten a good lick on a sergeant whose flunkies decided the little abhuman should have a nice meeting with Emperor himself. He sobered up quick when the blades came out, and he booked it as best as he could.

He just kept running, thinking they were right behind him, and before too long he found himself lost in a part of the ship he'd never seen before. That's when he found the shaman, and that's when he got hooked in with the undership tribe.

Takes all kinds, really.


quote:

In order to develop your characters collectively, I'd like you each to come up with one superstition or tradition that's employed by the inhabitants of Deck 144. It can be something as simple as touching a particular girder every time it's passed as thanks for its protective presence, or it could be an entire coming-of-age ritual celebrated by the whole tribe.

"I've discovered, much to my chagrin, that the Emperor's Tarot is completely unknown to these folks. While I COULD hustle a bunch of idiot bumpkins that hoot with joy every five minutes cause they think some box of ammo is special, it ain't as fun if they don't actually understand and respect the skill and intuition that goes into the game and couldn't tell if you were cheating even if you told 'em. I mean, you don't want the people who DO know how the game works to know you're cheating, but they can catch you at it, and that's the thrill, innit?"

Name: Franklin "Rough Road" Temple
Specialty: Ratling
Demeanour: Death Wish/Addict
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social

WS: 20+2
BS: 20+20+10
S: 20
T: 20+10-10
Agi: 20+20
Int: 20+10
Per: 20+20+10
Wil: 20+3
Fel: 20+20+10

Wounds: 10/10
Fate: 2/2

Skills:
Awareness
Common Lore (Ecclesiarchy, Imperial Creed)
Deceive
Trade (Cook)

Talents:
Deadeye Shot
Double Team
Frenzy
Giantkiller
Heightened Senses (Sight, Smell, Taste)
Peer (Ecclesiarchy)
The Bigger They Are
Unshakeable Faith
Weapons Training (Las, Solid Projectile)

Traits:
Size (Weedy)
Dishonoured
Crusader
Defender of the Faith
Close-Order Drill

Gear:
GC Long Las

XP: 1050/1100
BS +10 350
The Bigger They Are 300
Giantkiller 400

John Dyne fucked around with this message at 02:37 on Jun 10, 2019

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
:siren: The Squad :siren:

  • Brother Tomas Vale, Ministorum Priest - Dachshundofdoom
  • Franklyn "Butcher" Brass, Medic - Werix
  • Read The loving Manual, Tech-priest Enginseer - Tricky
  • Haint Brokk, Heavy Gunner - Sax Battler
  • Lam Fada, Sergeant - thatbastardken
  • Franklin "Rough Road" Temple, Ratling - John Dyne

For those of you who are guardsmen, don't forget about your comrades.

Game thread to come.

Viva Miriya
Jan 9, 2007

(Sigh)


So, what did I do wrong in my character? So I know to avoid that in the future? Given how my character was actually Done, as opposed to a character sheet with no background or other information?

Or did I just get unlucky and apply for a position that someone who was promised a spot wanted?

Long story short, I'd just like to know what removed me from consideration so I don't make that mistake in the future.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil

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MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Game is up

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