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Skellybones
May 31, 2011




Fun Shoe
MAIN GAME THREAD


There are worlds in the galaxy where they know nothing of the Imperium, the Emperor, or the terrors in the stars. These worlds are inhabited by the descendants of lost colonists, survivors of some ancient civilisation torn down by the ravages of time and hardship. Zarhud is one such primitive world, a frigid moon orbiting a dull gas giant in some forgotten system, isolated from the galaxy by ignorance and the vastness of the void. It possesses great icecaps, endless steppe, dark forests and deep, foreboding seas.


On Zarhud, life is dominated by the passage of the great orb Kuuri across the sky. When she is low in the sky the season is warm and relatively pleasant (for a death world), but when she rises the days shorten and the life-giving sun Juumil is blotted out. In this frigid darkness the terrible creatures of the ice roam freely, the hills echo with the howls of the beastmen, and the sky alights with strange energies. Living on Zarhud is a hard and unforgiving trial, an existence with only the promise of a glorious death and a kind afterlife to look forward to.


All sane people stay close with their tribe and family lest they meet a terrible fate on the long nights, but not you. On the last Kuuri's Night you were not safely at home in your tent or hut. Maybe you were exiled, or ambitious, or bold to the point of foolishness. Perhaps a seer foretold a great destiny if you left, or a great disaster if you stayed. Whatever the reason, you made your way to Snaegr's Eye, the great dead city that stretches over the horizon and up into the sky. There you joined the great throng of supplicants and saw the Sky Giants, great and terrible heralds of the gods who seek out new champions from among the misbegotten people of this world.


Under the gaze of the gods, you struggled to prove yourself worthy of serving them, competing in challenges martial, intellectual and spiritual. You faced fiendish puzzles, ferocious beasts, tests of endurance and clashed with your own kind repeatedly. In the process you were broken down and remade greater than before, thriving where others failed and withstanding the terrible experiences that rendered others mad. In the end you and your fellow champions were deemed worthy and so the Sky Giants transported you to the afterlife, destined for greatness and glory at the gates of eternity...


Well, not quite. As you eventually learn, Chaos Space Marines occasionally come to this world to relax and watch gladiatorial blood sports. After surviving the entertainment you and the other winners were herded aboard a lander and packed aboard the Bottomless Maw, a ponderous macrofreighter that periodically arrives at Zarhud to collect minerals and promethium (there is an extensive network of mines and refineries on the planet in the uninhabitable regions). Instead of glorious immortality, you are held captive as slaves and sold off to the highest bidder.


Your future is not entirely disappointing though, you are to serve the great Lady Alicia di Marchessa, a Rogue Trader turned pirate. She (or more likely a subordinate) took an interest in the small army of Zarhud fighters for sale and bought you all for a pretty amount. From what you can gather, she's aggressively pursuing wealth and power even to the extent of raiding Imperial shipping and worlds, and is indeed accruing a large retinue of renegades and mercenaries drawn to her success. Though vast, her ambitions are tempered by enough cunning and intelligence to keep her alive, though evidently not enough to have kept the Inquisition from discovering her dealings with Chaos reavers. You and your fellow Zarhudans have been incorporated into her growing war machine, to act as specialist ground troops, your unique skills and talents allowing you to succeed where more 'civilised' pirates and heretics would flounder. However, merely knowing how to survive in the wilds and wield any sharp stick as a deadly weapon isn't enough to thrive on the galactic battlefields of the 41st Millenium, so your new masters have put you through a fierce and comprehensive regime of training and education. Through unforgiving weapons drill and martial instruction, you have learned the forms and functions of most of the weapons the galaxy has to offer. Tomes of knowledge have been imprinted in your minds by impatient scholar-adepts, giving you a broad working knowledge of modern human society. And of course, the status of the Imperium has been made clear to you; it is a dying tyrannical empire worshipping a dead man they call a God, fit only for predation and plunder by those strong enough to dare it.


You are now aboard the Dauntless-Class Light Cruiser Pillar of Friendship, one of Lady Alicia's many vessels. She's not here herself of course, in fact you haven't actually seen her in person at all. You do know exactly what she looks like though, thanks to the masterful artwork all over the ship depicting her in various scenes of conquest, wealth, or repose. The Pillar of Friendship has been sent on an audacious mission: To raid and pillage a feudal recruiting world of the Celestial Knights chapter of Space Marines. You are to be supplied a sparse selection of equipment and dropped onto the planet, pursuing targets of opportunity while the Pillar sits in orbit receiving loot and captives. At the first sign of a Celestial Knights Battle Barge entering the system the Pillar will break orbit and flee, as it is in no way capable of facing a real Imperial response, so try not to get left behind!


SO WHAT'S THIS ACTUALLY ABOUT?
This is a low-power (initially) all-human Black Crusade campaign set in the wilds of the Koronus Expanse and beyond. You're not starting with plasma guns and power armour, you're a bunch of sword-toting feral worlders handed ex-Guard flak armour and lasguns. You need to kill a lot of rich and important people before you stand out from the rest of the slavering horde. There will also hopefully be a bit of investigation and social interaction, probably moments before you murder everyone in the room and torch the building.

Can I be a Space Marine? No.
Can I be a Heretek? Yes! Either a Zudharan who had a gift for technology and was crammed full of gadgets, or an ordinary low-tier Heretek already working for Alicia who has been assigned to the squad.
What the hell is all this weird equipment? To facilitate proper murdering-people-with-swords action I made a bunch of generic melee weapons and a bunch of ranged weapons which may or may not be balanced at all.
But where's my plasma gun? Instead of taking the default Equipment and Acquisitions you start with whatever you carried off Zudhar, and whatever modern accoutrements you were granted by your most beneficent and kind masters. By all means replace them with heavy bolters and power weapons at the first opportunity! Just keep in mind these heirloom items are prime potential Legacy Weapons and may be upgraded considerably if you know the right heretek or sorcerer, and if you kill something really cool with a primitive weapon it stands out a bit more to those who pay attention to that sort of thing. If you actually want more Low-Tech weapons, ask around, the ship is full of them.
How much Chaos? The Zarhudans worshipped a pantheon of which the four Chaos Gods were a significant part, so any level of fervour from indifferent to zealot makes sense. Alicia's Fleet is broadly 'renegade', they work with rebels, xenos and Chaos warbands so they're a very diverse bunch. There is even a significant minority of Emperor worshippers, though they hold that the Imperium as an institution is corrupt and oppressive and should be cast down.


Characteristics: Use this array: 4 6 8 10 10 12 16 16 18
Wounds: +3 Wounds, not 1d5
Infamy: 22
Alignment: Choose to Align to a god or stay Unaligned, spend exp from there.
Minions: Tome of Excess rules with the above array.
Rolling for things: Roll on http://orokos.com/ and link the rolls, for campaign name use A Space Idiocy

Trait: Everyone receives the following:
The Old Ways: You have masted weapons crude and primitive. In your hands Low-Tech weapons gain Proven (3) and lose Primitive. Unarmed and Improvised attacks also gain Proven (3).

Talent: This may be bought for 250xp, counting as Unaligned:
Survivalist: You are just ace at wilderness stuff, nobody is better at it than you.
+10 Survival, creating low-tech traps with Security, Stealth and Navigation in wilderness, and other uses of survivalism.

Nurgle Psykers: You can buy Willpower advances as Allied.

Gifts and Rewards for the Unaligned:
1: When you hit a Corruption Threshold, pick a god that you're courting favour with at the moment.
2a: If it's a failing, roll once for a Mutation and take it along with the favoured God effect.
2b: Otherwise, you can make an Infamy Test at -10, giving you a Reward of that god if successful.
3: If you get a Mutation, roll twice, modify by Infamy and pick your favourite Mutation, getting the favoured God effect.
4: You cannot pick the same god twice in a row, you have to share the love around.


Starting Gear: Select your starting equipment using the Low-Tech weapons below and Black Crusade Core items only.
You will receive additional mission-critical equipment (Including a Vox-Caster) when you arrive on site.
All Low-Tech melee weapons are Primary, the Fire Caster is Flame, all other ranged weapons are Solid Projectile. Apostates, Hereteks and Psykers can swap out a default training type for SP or Flame.
All Low-Tech ranged weapons come loaded plus listed spare ammo, all 'modern' weapons come loaded plus x4 extra clips.

General:
Best Dagger
Best Chainmail (4 AP Body/Arms/Legs 3 AP Head, +5 an Interaction) or Common Flak Armour (4 AP All, 5 AP vs Blast)
Any acquisition at +0 total availability (no downgrades)

Apostate:
Any two Best Low-Tech Weapons
Common Laspistol/Autopistol or Good Stub Automatic/Stub Revolver
Improve two items by one Craftsmanship level

Heretek:
Common Chain Axe or any Best Melee Low-Tech weapon
Common Laspistol/Autopistol or Good Stub Automatic
Common Ballistic(Laspistol)/Medicae/Optical/Utility Mechandendrite
Common Lumenin Capacitors/Maglev Coils/Ferric Lure Implants
Any Cybernetic acquisition at +0 total availability

Renegade:
Common Chainsword or any Best Melee Low-Tech weapon
Common Lasgun/Autogun or Good Stub Rifle
Any two Best Low-Tech weapons
Any Weapon Upgrade
Medikit

Psyker:
Common Laspistol/Autopistol or Good Stub Automatic/Stub Revolver
Any two Best Low-Tech Weapons
Psy Focus

pre:
Low-Tech Melee Weapons:
Dagger			Common	Mle/Thr	5m	1d5+1 R		Pen 2	Balanced, Razor Sharp, Primitive (8)
A small stabbing device, good at finding gaps in armour.
Flail Weapon		Average	Melee		1d10+2 I/R 	Pen 0	Flexible, Unwieldy, Primitive (8)
A swinging, unpredictable weapon such as a flail or weighted chain.
Great Weapon		Average	Melee		2d10+1 I/R	Pen 1	Two-Handed, Unbalanced, Primitive (9)
A large, two-handed weapon that smashes through defenses.
Hand Weapon		Common	Melee		1d10 I/R	Pen 0	Balanced, Versatile, Primitive (9)
A common all-purpose sword, axe, hammer, mace, short spear etc.
Polearm			Average	Melee		1d10+4 R	Pen 1	Balanced, Polearm, Two-Handed, Primitive (8)
A long reaching weapon designed to counter cavalry and larger opponents.
Shield			Common	Melee		1d5 I		Pen 0	Defensive, Shield (2), Primitive (9)
A good use for your off hand.
Vicious Weapon		Average	Melee		1d5+3 R		Pen 0	Crippling (2), Tearing, Unbalanced, Primitive (8)
A cruel weapon designed to kill slowly such as a barbed lash or serrated blade.

Low-Tech Ranged Weapons:
Barrage Crossbow	Scarce	Basic	30m	S/3/6	1d10+1 R	Pen 0	Clip 12	Reload 2	Inaccurate, Primitive (8)
A magazine-fed crossbow that relies on weight of fire. Does not function in zero gravity. Comes with 5 Clips.
Impaler Crossbow	Scarce	Heavy	60m	S/–/–	1d10+1 R	Pen 1	Clip 2	Reload 4	Accurate, Reliable, Primitive (9)
A huge and powerful crossbow that can fire two bolts in succession. Comes with 10 Bolts and 6 Harpoons.
Fire Caster		Scarce	Basic	20m	S/-/-	2d10 E		Pen 0	Clip 3	Reload 3	Spray, Flame, Primitive (8)
A primitive flamer that sprays an arc of burning liquid. Comes with 4 Fire Flasks, 2 Tox Flasks and 2 Dream Flasks.
Composite Bow		Scarce	Basic	50m	S/-/-	1d10+1 R	Pen 0	Clip 1	Reload Half	Reliable, Powerful Draw, Barrage, Primitive (8)
A large bow that can launch a single purposeful arrow or send a rapid barrage. Comes with 40 Arrows and 10 Explosive Arrows.
Ammo:
Harpoons: Reduces range by 30m, increases damage to 2d10+1 R, removes Accurate and adds Crippling (4), Snare (1).
Explosive Arrows: Increases damage to 1d10+3 X, adds Concussive (1), but suffers -10 to hit.
Tox Flasks: Removes Flame and adds Toxic (1).
Dream Flasks: Removes Flame and adds Hallucinogenic (1).

Qualities:
Barrage: Can be fired as Full Auto with RoF equal to Ballistic Skill Bonus, or as Semi-Auto with RoF equal to half Ballistic Skill Bonus rounding up, but suffers -10 to hit.
Fan the Hammer: (Stub Revolver RoF S/2/6) Can be fired as Full Auto using two hands, gaining Inaccurate and Unreliable.
Polearm: Adds +10 to hit Hulking (5) or larger targets.
Powerful Draw: Adds Strength Bonus to Damage when fired with Standard Attack.
Shield: Provides +2 AP to the body and attached arm. If used with Defensive Stance it provides +2 AP to every location.
Versatile: Can be wielded with two hands instead of one, doubling the damage added by Strength Bonus.

Skellybones fucked around with this message at 12:06 on Jul 22, 2016

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chin up everything sucks
Jan 29, 2012

Will submit a dude later today, maybe

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I will make some kind of psyker cheese.

Vicissitude
Jan 26, 2004

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


I can still remember the day that it rained fire. The gods sent their emissaries to us in great ships from the sky. The smoke and flames filled the air until everywhere you walked felt like the heat of the forge. Many were gathered from all the tribes in the land, and from lands far off. I had never known that so many people could exist, let alone so many different tribes. They pitted us against one another. The weak fed on the weak until only the strong were left. I was blessed that I faced Ridzhakk in the end. Far too long had his people harried mine. He was a small man, insignificant in the end. All his bluster was for nothing at the end of my spear.

The few who were chosen brought us all upon the great arks to travel the road of the gods. There, we learned of our new master. We would be ourselves but would do battle for her. Each of us were given weapons and trinkets suited to our skills. I was taken to their smiths to learn what secrets would help me surpass my trade as I had known it. They split me open and placed metal within. When they did I truly awoke to the universe. These great machines that surrounded me... I could speak to them, hear them whisper back.

I am told that there is only one god. There is a tribe who would have me fall to my knees before an enthroned corpse. But not the others. They would have me stand and die like a warrior. I've learned much from all of them, but I see the path I must walk. I will walk with the true gods, the path of blood and steel of my own making.

pre:
Name: Rinlaan Ironforge
Archetype: Heretek
Alignment: Unaligned
Pride: Logic
Disgrace: Regret
Motivation: Perfection


Characteristics:
WS:  46 (25+16) [+5 Motivation]
BS:  32 (25+10) [-3 Motivation]
S:   41 (25+16)
T:   37 (25+12)
Ag:  35 (25+10)
Int: 58 (25+18) [+5 Archetype] [+5 Advance] [+5 Pride]
Per: 26 (25+ 6) [-5 Pride]
WP:  33 (25+ 8)
Fel: 29 (25+ 4) [-3 Motivation]

Wounds: 15/15
Infamy: 22
IP: 2/2
CP: 5

Skills:
Common Lore (Adeptus Mechanicus)
Common Lore (Imperial Creed)
Common Lore (Koronus Expanse)
Common Lore (Tech)
Dodge
Forbidden Lore (Archeotech)
Linguistics (Low Gothic)
Logic
Medicae
Parry
Scholastic Lore (Astromancy)
Security
Tech-Use
Trade (Armorer)


Talents:
Armor Monger
Cold Hearted
Combat Formation
Die Hard
Enemy (Adeptus Mechanicus)
Mechadendrite Training (Utility)
Technical Knock
Total Recall
Weapon Training (Las, Plasma, Primary, Shock)


Traits:
Haunted (Opponents get +10 when using Intimidate vs character)
Mechanicus Implants
The Old Ways
The Quick and the Dead


Gear:
Best Dagger
Common Flak Armor
Best Hand Weapon (Axe)
Common Laspistol
Common Medicae Mechadendrite
Common Maglev Coils
Mind Impulse Unit
Best Medi-kit


Advances:                 900/1000

Medicae                        200
Intelligence +5                250
Dodge                          200
Combat Formation               250

Vicissitude fucked around with this message at 03:24 on Jul 20, 2016

Mad Moxxi
Apr 29, 2010

It's tough being cute.
yes i know it's lady roadhog but it's totally olga


Do you know what happens when you push a tree branch too far? It breaks. Or it snaps back right in your face. Rarely, though, both happen.

Take, for instance, a scout from a minor tribe. Ambushed far from her home, alone and wounded, she crawls through the bracken for a bit of shelter. It doesn't take long for the hounds to find her. Her blood is a trail as bright to them as a flash of lightning across the roiling skies. More wounds, more blood, and soon she's dragged out from her warren in chains with a collar around her neck. Fear makes every sense achingly intense.

The jokes begin soon after. She's grunting and covered in mud so the obvious connection is made. The scout is nothing but a hog ready for slaughter. It's right about when they start to make jokes about taking their knives and making her squeal that the fear shifts and turns to anger, an anger that builds on itself until it fills her heart and her head and her hands. The first of them dies laughing. The rest die screaming. Before long there's nothing left but the anger as it spills away, emptying her of whatever she once held to be true. The rage was all that saved her. It's all that matters.

When she doesn't let that fire kindle within her, Olga, as she has been called, is very quiet. Some would call it simmering or smoldering, but she's very introspective for someone so out of control in battle. Very few could hope to stand before her. Perhaps that's why she was pulled onto the ships. Maybe the Lady Alicia needs a weapon like the Ladyhog.

pre:
Name: Olga the Ladyhog
Archetype: Renegade
Pride: Martial Prowess
Disgrace: Betrayal
Motivation: Violence
Alignment: Khorne

Characteristics:
WS  46 (25+18) [+3 Archetype]
BS  36 (25+ 8) [+3 Archetype]
S   41 (25+16)
T   41 (25+16)
Ag  37 (25+12)
Int 21 (25+ 4) [-5 Pride] [-3 Motivation]
Per 35 (25+10)
WP  35 (25+10)
Fel 31 (25+ 6)

Wounds: 13/13
Infamy: 22
Infamy Points: 2/2
Corruption: 10

Skills:
Athletics
Awareness
Common Lore (War)
Dodge +10
Intimidate
Medicae
Operate (Surface)
Parry
Scholastic Lore (Tactica Imperialis)
Survival

Talents:
Ambidextrous
Catfall
Flesh Render
Frenzy
Jaded
Quick Draw
Rapid Reload
Sure Strike
Two-Weapon Wielder (Melee)
Weapon Training (Chain, Flame, Las, Primary, Shock, SP)

Traits:
Adroit (WS)
The Quick and the Dead
Untrustworthy
The Old Ways

Gifts:
Collar of Khorne

Equipment:
Best Dagger
Common Flak Armor
Best Machete
Good Chainsword
- Venom Drip
Common Chainsword
- Venom Drip
Common Autogun
Best Fire Caster
- 4 Fire Flask
- 2 Tox Flask
- 2 Dream Flask
Medkit

XP                     1000/1000
Frenzy                       250
Flesh Render                 250
Two Weapon Wielder (Melee)   500

Mad Moxxi fucked around with this message at 03:37 on Jul 20, 2016

Skellybones
May 31, 2011




Fun Shoe
A concerned citizen asks, do unarmed attacks get Proven (3)?

The answer is yes.

Viva Miriya
Jan 9, 2007

Solomon, Psyker Assassin

Journal Entry
"This loving sucks. I thought going to Snaegr's Eye would lead to glory, ascension in the eyes of the Gods but the Sky Giants laughed at us all when we completed all their trials. It was all a big loving show to them. I remember reading the surface thoughts of the head Sky Giant, they didn't even think any of the psykers among us was worth making into "one of their brothers". gently caress them, I'll gut one of those overgrownarrogant pigs myself one of these days."

Journal Entry
"I hate working in the manufactorum. It's so hot and boring, like imagine one of the blacksmith's forges back home but making up an entire city on Zarhud. They have me making shell casings on the factory line. I work ancient machines for 14 standard hours a day and stamp sheets of metals into shell casings for their slug weapons. What booze the crew has been able to brew in off times is disgusting but the sensations are strong enough to keep things from being totally boring. My foreman is a real dick and I got a decent idea on how to get his job."

Journal Entry
"By Slaanesh that was good. Convinced the foreman with a lil telepathic bullshit that the mosquito that kept biting people in the manufactorum was talking to him, telepathically telling him "SUCK MY DICK" every time it flew by. Oh god he went nuts trying to kill the thing. He rode us even harder to make himself feel better after we all laughed at him so I need to figure out another way to dispose of him."

Journal Entry
"Well I'm the new foreman now. Roasted him at a cardgame telepathically to the point he thought the overseer was mocking him more than usual and he got himself killed stepping up to the warpsmith. Gonna enjoy that good Amasec and never have to stamp a shell casing ever again! Just need to drive these fucks to meet their quotas but that shouldn't be too hard. I mean I can read their minds when they are acting up and handle whatever issues they come up with. Worse comes to worse I'll break one of them as an example and they'll stick to it. There's nothing quite like ripping someones thoughts, dreams, and life experience from their shattered mind at will. It is divine."

Journal Entry
"Well poo poo I got sold to some Rogue Trader Lady something something. I mean its not like I don't know the name but gently caress this bitch for real, who the gently caress puts paintings and statues of themselves all over the ship like we don't know who you are. Anyway my plan for deluding the taskmaster into giving me all the training off and letting me gently caress off didn't work as they apparently knew of the tricks I could pull. Got my rear end shoved into a cell that blocked my powers and they left a dog on a leash just barely out of reach for a couple of days then asked me if I was ready to train yet. Yeah I'm ready to train now. I took to the lasguns they showed us easy day. Did you know that technology has machine spirits and that the machine spirit of a powerpack, as opposed to the spirit inside the bullets I have to machine the gently caress out of, are adaptable and reliable as gently caress? Reusuable ammunition, even able to be recharged by cooking them! Cooking them! That's awesome and so much more convenient then stamping the metal 3-4 times, necking the casing, loading the powder and slug. Then you have to press each slug into the magazine and that hurts your fingers. Nah gently caress all that I'll take that laspistol and really long lasrifle in the pile with the scope. Let me get that big rear end axe too, that'll treat me right."

Journal Entry
"Ok looks like we're gonna be first in to raid some "Feudal World" of this Adeptus Astartes chapter called the Celestial Knights. Basically raid, pillage, and otherwise gently caress up the place before the big guys get back. Now I know what those Sky Giants really were, and they were dicks. From what little I know of the "Angels of Death" they must be just as bad. Lets hope I don't see any but if I do, well I'll put a lasbolt in their too small to be real heads. Seriously how their bodies get so big and their head so little its loving comical! Anyway I'll write some poo poo later. Time to try some of this Rose."


pre:
Name: Solomon
Archetype: Psyker (+5 WP)
Pride: Martial Prowess (+5 WS/-5 Int)
Disgrace: Deceit (+2 Inf/-4 Per)
Motivation: Perfection (+5 BS/-3 T/-3 WP)
Alignment: Slaanesh
Special Ability: Chaos Psyker

Characteristics:
WS  40 (25 + 10 + 5[Pride])
BS  40 (25 + 10 + 5[Motivation])
S   31 (25 + 6)
T   30 (25 + 8 - 3[Motivation]) 
Ag  31 (25 + 16)
Int 32 (25 + 12 - 5[Pride])
Per 25 (25 + 4 - 4[Disgrace])
WP  40 (25 + 18 + 5[Archetype] - 3[Motivation])
Fel 41 (25 + 16)
Inf 24 (22 + 2[Disgrace])

Wounds: 11 
Infamy Points: 2
Corruption: 2 (2 [Psyker Corruption])
Experience: 1,000/1,000
Banked Experience: 0

Alignment Counter (KNST): 0/1/3/0
Advances:
Ambidextrous (250)
Charm (100) [Slaanesh]
Dodge (100) [Slaanesh]
Deceive (100) [Slaanesh]
Survival (250) [Nurgle]
Stealth (200)

Skills:
Awareness
Charm
Common Lore (Tech, War)
Deceive
Dodge
Forbidden Lore (Psyker)
Intimidate
Linguistics (Low Gothic)
Parry
Psyniscience
Stealth
Survival
Trade (Armorer)

Talents:
Ambidextrous
Jaded
Psy Rating 3
Weapon Training (Primary, SP)
Warp Sense

Traits:
Psyker
The Old Ways
The Quick and The Dead

Psychic Powers by Category:
Divination
Precognition (100)

Telepathy
Delude (100)
Mind Probe (200)
Thought Sending (100)

Starting Equipment
Imperial Guard Flak Armour
Longlas w/4 magazines (Acquisition)
- Telescopic Sight
Laspistol w/4 magazines
B.C. Great Axe
2 B.C. Daggers
Psy Focus

Viva Miriya fucked around with this message at 00:13 on Jul 19, 2016

Skellybones
May 31, 2011




Fun Shoe
When spending starting XP, buy according to your (un)alignment.

Jo Joestar
Oct 24, 2013
I own the Black Crusade corebook, but I've never played a pen-and-paper RPG before - would it be alright if I submitted a character?

Skellybones
May 31, 2011




Fun Shoe
YES

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Xiulan, the pretty pyromancer


"Just call me Julia, barely anyone on this ship can say my name, ugh. Anyway, I am a pyromancer, at a young age, I was taught these arts from my mother and her mother before her. I was entranced by the beauty of fire and it matched my own. This led quickly to finding Slaanesh and all the wonders that following my Prince bring. By the way, fire is great at torching would be suitors, a terrible problem when I became of age; haha. Then, I survived those trials through my charm and skill and got picked up by our Lady here. Now that we're on this ship, the ratings learned quick not to touch or anger me with their presence. I became fast friends with the heretek, Fernanda Skult, as she could, one, say my name, and two, hold a conversation. Before the mission, she gave me this injection that put the feeling of pure fire into my bones; it felt great. What a great gal, I'll bring her a trophy or two when I get back. Hopefully the rest of the squad will be at the least alright to work with." Xiulan raises a glass, and drinks to Slaanesh that he may watch her rise to glory. She puts her hair up using a vicious looking knuckle guard and or hairclip and gets her affairs in order. "Well, its time for me to go. It was night talking to ya. Let's go out when I get back from this mission, shouldn't take too long."

pre:
Xiulan, aka Julia
Human Psyker
Pride: Grace
Disgrace: Greed
Motivation: Perfection
Dedication: Slaanesh

WS: 41 25 +16
BS: 24  25 +4 -5
ST: 35 25 +10
TN: 30 25 +8 -3
AG: 42 25 +12 +5
IN: 28 25 +6 -3
PE: 35 25 +10
WP: 51 25 +16 +5 +5 
FL: 53 25 +18 +5 +5

Infamy: 22
Corruption: 6 http://orokos.com/roll/419983
Wounds: 11

Traits:
Quick and the Dead
The Old Ways
Psyker

Talents:
Psy Rating 3
Weapon Training (Primary, Flame)
Warp Sense
Iron Jaw
Bulging Biceps

Skills:
Awareness
Psyniscience
Common Lore(War, Koronus Expanse)
Language(Low Gothic)
Trade(Remembrancer)
Forbidden Lore (Psykers)
Deceive
Dodge
Charm

Psychic Powers:
Manifest Flame
Fire Bolt
Flame Gauntlets

Advances: 950/1000
Unarmed Warrior -500
Willpower Simple -250
Fellowship Simple -100
Charm -100

Gear:
Laspistol
Best Quality Vicious Weapon
Best Quality Fire Caster
Best Quality Dagger
Psy Focus
Best Quality Giant Spider Silk Robes
4 Lasclips
4 Fire flasks, 2 tox flasks, 2 dream flasks

Implants:
Skeletal Petrifaction

Acquisition:
Skeletal Petrifaction

HukHukHuk fucked around with this message at 09:15 on Jul 22, 2016

Skellybones
May 31, 2011




Fun Shoe
Apostates, Hereteks and Psykers can swap out a default training type for SP or Flame.

Skellybones fucked around with this message at 03:18 on Jul 18, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug

Kaas Firbolg

My life has ever been stained with blood and death. The tribe of my fathers was slaughtered by the Beastmen. My brother and I, children in their 4th year, were found in the ruins of our settlement when one of our neighbors came to scavenge the remains. Twins are said to be marked for greatness by the Gods, and the same is said of sole survivors. Believing us specially marked by the Fateweaver, they adopted us instead of killing us for food. I do not remember the tribe of my fathers, and their names have been forgotten to history. This is the first Great Shame I have suffered.

Our adoptive tribe, the Iuss, were fierce warriors. When Kuuri hung high, the peoples of Zarhud huddled around their campfires and whispered fearful tales of the Beastmen. When Kuuri was low and the season of wars was upon us, it was the Iuss who were whispered of in hushed tones. The Gods smiled upon us; our seers were the wisest, our warriors the strongest. The deeds of my brother and I were sung at every feast, and for 20 years, it seemed that we had overcome the Great Shame of forgetting our fathers. But the Gods do not forget dishonor.

The seer's screams awoke most of the tribe. We found her thrashing madly in the ceremonial hut, held down by her sisters. Blood poured from her eyes and ears. In the moments before she died, her eyes snapped open again; she pointed at us in the doorway and whispered two things. The first was the name of the dead city, Snaegr's Eye. The second was my brother's name, and two last words: "blade-chosen." And so we ascended to the sealed cave, and my brother entered. When he returned, he bore the Thousand-Cursed Blade. The legends say that it contains the spirit of a great Iuss warrior who lost faith and fled on the eve of what should have been his greatest triumph. Enraged, Khorne struck him dead and sealed his spirit within his infamous weapon, cursing him to serve eternally as a tool of greater warriors instead of as a warlord at Khorne's side in the afterlife. The blade cuts with terrifying ease, but any man who lifts it is filled with the echoes of Khorne's boundless fury and the impotent rage of the spirit trapped within. My brother wanted me to believe that he could control it, but I saw in his eyes that he was already losing himself to the fury. Together, we journeyed to Snaegr's Eye. We cut a bloody swathe through our foes there, and we were told that the time had come for us to ascend to greatness. And instead, they sold us in chains to some depraved star-sailor. This is the second Great Shame I have suffered.

Now she sends us to rob a world belonging to the Imperium's Space Marines. I am none too fond of their kind after the treachery we experienced in Snaegr's Eye. My brother is a shell of who he used to be; he loses himself more and more to fury and madness every day. I worry that I will be forced to put him down myself. They will surely abandon us here if the Space Marines return; I have seen the cowardice in their eyes. Cowardly vultures, all of them, picking at the wounds in the Imperium's carcass and fleeing when it twitches and groans in response. I will not be dishonored a third time by failing here. I will plunder this planet, I will escape their retribution, and I will bide my time. I will have my revenge one day, and then they will all tremble.

pre:
Name: Kaas Firbolg
Archetype: Apostate
Alignment: Unaligned
Pride: Martial Prowess
Disgrace: Wrath
Motivation: Vengeance


Characteristics:

WS:   46 (16 +5 Pride)
BS:   31 (6)
S:    41 (16)
T:    42 (12 +5 Advance)
Agi:  35 (10)
Int:  30 (10 -5 Pride)
Per:  29 (4 +5 Disgrace -5 Motivation)
WP:   31 (8 -2 Disgrace)
Fel:  53 (18 +5 Archetype)

Wounds: 13 (-1 Disgrace +2 Motivation)
Infamy: 22
IP: 2/2
CP: 0


Skills:

Awareness
Charm +10
Command +10
Commerce
Common Lore (Imperium, War)
Deceive
Dodge
Forbidden Lore (Daemonology, Warp, Xenos)
Inquiry
Linguistics (Low Gothic)
Parry
Scholastic Lore (Beasts, Chymistry, Occult)
Stealth
Survival
Trade (Armourer)


Talents:

Air of Authority
Double Team
Hatred (Adeptus Astartes)
Lesser Minion of Chaos
Mimic
Peer (Planetary Warlords or Governors)
Radiant Presence
Total Recall
Unshakeable Will
Weapon Training (SP, Primary)

Traits/Mutations/Other:

The Quick and the Dead
Serpent's Tongue
The Old Ways

Acquisition:

Venom Drip (Flail), +0: (+10 Average -20 BC +10 Single)

Gear:

BC Flail (Chain Whip) w/ Venom Drip
BC Shield
GC Autopistol (4 Clips)
BC Dagger
GC Flak Armor (+5 Charm)

XP Spent       900/1000
(K: 1 N: 2 S: 0 T: 0)

Parry-200
Survival-200
T +5-250
Double Team-250
pre:
Name: Murik Firbolg
Characteristics:

WS BS S  T  Agi Int Per WP Fel
28 09 22 31 20  20  18  31 11 

Wounds: 6/6
AP: 8 All

Skills:

Awareness
Deceive
Dodge
Stealth
Linguistics (Low Gothic)

Talents:

Cursed Heirloom
Double Team
Frenzy
Weapon Training (Primary, Flame)

Traits/Mutations/Other:

Brutal Charge (2)
Fanatic
Natural Armor (4)

Gear:

Thousand-Cursed Blade (BC Great Weapon, Bloodthirsty CH)
Fire Caster
Flak Armor

Dachshundofdoom fucked around with this message at 04:30 on Jul 20, 2016

Werix
Sep 13, 2012

#acolyte GM of 2013

Brulgem, The Dire Bear

Zarhud held many secrets for the local population, with their "Sky Giants" and other such goings on. One such secret was the mineral and promethium refineries that existed in the frozen tundra on the north pole. Brulgem was part of that secret. The people on the rest of the world thought it was too cold up there; no one who had ever ventured up that far north ever returned.

The truth was much more grim. Those areas were very much habitable. Indeed for generations a whole society of worker slaves lived and died up in the north, providing resources for the macro-freighters, and Brulgem was no exception. Once everyone reached the age of nine they began receiving painful rituals to bulk up their bones to make them more able miners. The worship of Nurgle was almost exclusively pushed upon the miners; both to make them more hardy, and to instill in them that all was right, and no change would occur. So until the age of six-teen Brulgem worked in the mines, expecting death by age twenty-five, as almost everyone does.

Thankfully for Brulgem, he had gotten quite the reputation as a fighter, and his accuracy with a bow. So the minders recruited him from the mines to instead watch the wastes. Every so often some desperate fool, or even whole tribe, would try to make their way to the north. To keep the population unspoiled, the forces of Chaos had put into place small outposts. Whenever one of the primitives made it too far north, forces would mobilize from the outposts and end them. To keep up the rumors that the north could not be inhabited. And so this was brulgem's life for five years. He of course was taught about the details of the galaxy outside. He was even given modern equipment with which to help him in his combat, such as a weapon known as a "heavy stubber" which had fired a bunch of small, stone-like projectiles at great speed. He very much liked this heavy stubber. As for the greater war in the galaxy, all that mattered to Brulgem is that this Imperium was the enemy to Father Nurgle, and that was enough for him.

When the macro-freighter arrived and word went out of the blood sport, Brulgem originally went to watch; the games were treated as a great spectacle for worker race as much as for the Marines. When Brulgem learned those who won would be taken to join the war against the dreaded Imperium, Brulgem joined; which was almost unheard of from the mining peoples of the north. He quickly became a crowd favorite, his skills honed in the mines and hunting the other tribes put to great use.

He didn't much care when he was sold off to some rogue trader, so long as the rogue trader was bringing war to the enemies of Nurgle.

pre:
Name: Brulgem, The Dire Bear
Archetype: Renegade
Alignment: Nurgle
Pride: Fortitude
Disgrace: Destruction
Motivation: Vengeance


Characteristics:
WS: 38=25 +10+3[archetype]
BS:  40=25+12+3[archetype]
S:   35=25+10
T:   48=25+18+5 [pride]
Ag:  38=25+16-3[pride]
Int: 38=25+16-3[pride]
Per: 26=25+6-5[motivation]
WP:  33=25+8
Fel: 25=25+4-4[Disgrace]

Wounds: 13+2[motivation]
Infamy: 24=22+2[disgrace]
IP: 2/2
CP: 

Skills:
Athletics
awareness
Dodge +10
parry
Intimidate
Common lore (war, imperium, screaming vortex)
Scholasitc lore (tactica Imperialis)
Operate (surface)
Linguistics (low Gothic)
trade (armorer)
Tech use
Survival

Talents:
Jaded
Quick Draw
Rapid Reload
Weapon Training (Chain, Flame, Las, Primary, SP)
Weapon Training (Bolt) 
Catfall
Marksman
Double Team
Hip Shooting
Bulging biceps (Skeletal)
Iron jaw (Skeletal)
Cursed heirloom
Nerves of steel
Fearless

Traits:
The Old Ways
The Quick and the Dead

Gear:
Best Dagger
Common Flak Armour (4 AP All, 5 AP vs Blast)
skeletal petrification
Common Chainsword 
Good Stub Rifle /w read dot laser sight (free weapon upgrade)
Best quality impaler crossbow
-10 bolts and six harpoons
Best quality fire caster
-4 Fire Flasks, 2 Tox Flasks and 2 Dream Flasks
Medikit

Heavy Stubber /w spread limiter (CURSED HEIRLOOM)
Bloodthirsty: when kill must make WP or else shoot corpse.

Advances:  950/1000
cursed heirloom 250
nerves of steel 300 (true)
fearless 400 (true)
cursed heirloom roll: 1d5 1

Jo Joestar
Oct 24, 2013
Hasaba

Hasaba was born to the Salkenet, one of a number of small semi-nomadic Zarhudan tribes native to the cold forests and ice-covered wastes of the planet’s southernmost inhabitable regions. While Zarhud is far from hospitable, these lands are among the most dangerous survivable regions – the snow and ice, which disappears for only a few brief weeks in a year when Kuuri is low in the sky and the sun is at its brightest, makes agriculture impossible, and even what rare edible plant life survives in the cold only bears fruit in the warmest parts of the year. The only source of food the tribe can rely upon year-round, therefore, is meat – taken most often from the great herbivores that strip the needles from the trees and the moss from the rocks.
Survival in these conditions is a precarious matter. During the winter months, when the nights are long, the tribes of the southern plains can only hide in volcanic tunnels warmed by their planet’s geothermal energy, their hunters emerging to go on week-long hunts, braving the cold and the many predatory beasts. In the summer months, the tribe can move freely again, grazing their beasts of burden and harvesting nuts and berries from the forests – though the ever-looming threat of Kuuri, waiting to blot out the sun, ensures that they do not stray too far from their mountain caves.

It should not be a surprise, then, that the death of a tribe required no exceptional misfortune. The Salkenet were dealt their death-blow before Hasaba had even become a man, though they persisted for many years afterwards. The Salkenet were destroyed during Hasaba’s fourteenth winter, when the first hunting party of the winter, dispatched with 5 hunters and the tribe’s most blessed shaman, disappeared completely. For five nights after they left the caves, Hasaba’s dreams were wracked with terrible nightmares – of a terrible four-legged winged creature, strangely manlike, devouring the five hunters. On its own, this might have been a survivable blow, but the failure of the second hunting party – sent out 10 strong, with the tribe’s two other shamans accompanying them, returning with no meat and only the two youngest hunters, was enough to finish them. Too much knowledge – of how to make new arrows while on the hunt, of how to tell the destination and health of the great prey-beasts by their spoor, how to lure away man-eating predators without sacrificing men or meat, and all their shamanic traditions – was lost. No other tribe would lend their men to a tribe so obviously hated by the gods. Hasaba had no such vivid dreams as before – only a vision of blackness, and feelings of weariness and hunger.

The Salkenet survived the winter by eating the beasts they used for their milk, fur and strength in the summer months. Then they had to repeat this the next year, and the year after that, and the year after that. In their fifth year of hunger, they had no more herd-animals to eat. Hunting in the winter months had become almost suicidal by their lack of shamans and lack of knowledge – by the end, only 5 members of the tribe were of the right age to be able to hunt.

By the fifth year, Hasaba was one of the oldest and most experienced hunters – though by the standards of any other tribe, he was only an apprentice. His dreams had become worse with time, and sometimes seemed to invade the waking world – he would see pale figures at night out beyond the caves, when there was no light to see them by, and hear incomprehensible whispers from strange creatures perching upon the altars of the gods.

In a better time, and with a better tribe, more knowledgeable men might have recognised this as the signs of shamanic talent, and Hasaba might have been trained to commune with the gods. But by the fifth year, Hasaba only feared that he was going mad from despair and hunger, and that revealing his dreams and visions and the voices that he heard would make him a target to the rest of the tribe. By the end of the fourth winter, the infirm members of the tribe were being sent to die in the tundra. By the beginning of the fifth winter, the weak, the useless, and the elderly were being killed in the caves by the starving tribe. It was the only way that they could provide for the tribe.

By the end of the fifth winter, even that justification had been forgotten.

Hasaba, though, had not been there to see the end of his tribe’s terminal decline. Halfway through the final winter, he had taken up his skinning knife, his bow and his hunting spear, and headed off into the blizzards that raged and screamed at night.
Beyond this, there is not much to say. The next time he was seen by another human, he was far north of his home tundra, following a band of warriors travelling to the tournament at Snaegr’s Eye, somehow having avoided all the arrows and bolts they loosed at him to drive him away. He acquitted himself well at Snaegr’s Eye, though more by surviving his trials than by winning glory. He survived to see the end of the tournament, and was chosen to join the Sky Priests in their ship.
But once he boarded the ship, and for the first time passed beyond the material world, it was no longer possible for Hasaba to keep himself awake, and shut his eyes against the visions, and pretend to be deaf to the voices.

pre:
Name: Hasaba

Race: Human

Archetype: Psyker

Alignment: Unaligned
He venerates all the Chaos gods and more, as his tribe did.
(K0 S1 T3 N3)

Pride: Fortitude
He had survived many trials, and come very far, even before he arrived at Snaegr’s Eye. 

Disgrace: Dread
He remembers freezing, and starving, and the hungry glances of his family.

Motivation: Ascendency
He wants to free himself from his earthly needs, and only the gods can grant that.

Attributes:
Weapon Skill: 25 + 6 = 31
Ballistic Skill: 25 + 16 = 41
Strength: 25 + 4 = 29
Toughness: 25 + 10 + 5(Fortitude) = 40
Agility: 25 + 8 – 3(Fortitude) = 30
Intelligence: 25 + 12 - 3(Fortitude) = 34
Perception: 25 + 16 + 5(Dread) = 46
Willpower: 25 + 18 + 5(Archetype) +5(Ascendency) – 5(Dread) = 48
Fellowship: 25+10 = 35

Infamy: 22

Infamy Points: 2

Wounds: 8 + 3 -2(Ascendency) = 9

Corruption: 1 (Psyker Corruption, http://orokos.com/roll/420078)

Skills:
Awareness
Common Lore (Imperial Guard, Imperium)
Dodge
Intimidate
Forbidden Lore (Psykers)
Linguistics (Low Gothic)
Psyniscience
Stealth
Survival (+10)
Trade (Scrimshawer)

Talents:
Double Team
Jaded 
Psy Rating 3
Survivalist
Warp Sense
Weapon Training (Primary, Solid Projectile)

Psychic Powers:
Delude
Doombolt
Precognition
Glimpse
Thought Sending

Traits:
Psyker
The Old Ways
The Quick and the Dead

Starting Equipment:
Common Autopistol
Best Polearm
Best Composite Bow
Best Dagger
Best Chainmail (+5 Intimidate)
4 Autopistol clips
40 Arrows
10 Explosive Arrows
Psy-Focus
Cameleoline Cloak

XP: 1000 – 250(Survivalist) -200(Stealth) -200(Survival) – 250(Double Team) -100(Delude) = 0

Psy XP: 500 – 100(Precognition) – 200(Doombolt) – 100(Glimpse) -100(Thought Sending) = 0
pre:
Common Autopistol: SP, 30m, S/-/6, 1d10+2, I, Pen 0, Clip 18, Reload Full.

Best Polearm: Melee, 1d10+7, R, Pen 1, Balanced (+10 Parry), Best (+10 Weapon Skill), Polearm (+10 to hit Hulking (5)+), Two-Handed, Proven(3)

Best Composite Bow: Basic, 50m, S/(BSB/2)/BSB , 1d10+1, R, Pen 0, Clip 1, Reload Half,Barrage,
Best,Powerful Draw,Proven(3).

Best Composite Bow w/ Explosive Bolt: Basic, 50m, S/(BSB/2)/BSB , 1d10+3, X, Pen 0, Clip 1, Reload Half, Barrage,Best,Concussive(1),Explosive Bolt(-10 to hit), Powerful Draw,Proven(3).

Best Dagger: Melee/Thrown, 5m, 1d5+4, R, Pen 2, Balanced(+10 Parry), Best(+10 to Hit in Melee), Razor Sharp, Proven(3)

Doombolt: 20xPsy m, 1d10+Psy, E, Pen 8, Half Action, Challenging (+0) Willpower test, Psychic Barrage
pre:
Armour: Best Chainmail. 4 Armour on body, legs and arms, 3 armour on Head.

Jo Joestar fucked around with this message at 14:12 on Aug 13, 2016

chin up everything sucks
Jan 29, 2012

Posting this as a note to myself. Khornate or unaligned who breaks skulls and gets paid, and payday isn't for two weeks.

Servo-skull minion for demonstrations.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Howland Rime, Wizard Warrior

just another day at the office

Meti's Canticles of the Sword posted:

“A brain is useful only up until the point when you are faced with your enemy. Then it is useless. The only truly useful thing in this cursed world is will. You must suffuse your worthless body with its terrible heat. You must be so hot that even if your enemy should strike your head off, you shall continue to decapitate ten more men. Your boiling blood must spring forth from your neck and mutilate the survivors!”
---
"Man always strives to cut man. Therefore he who draws his sword the fastest is the survivor. To pre-empt this, you must live, eat, and poo poo as a person who has their sword drawn. It doesn’t matter whether your blade, in actuality, is always out of its sheathe, though you will look like an idiot if it is."
---
"It is said the greatest warrior-kings may sublime violence and forget all they learn about the sword. This is true. But the only true path to kingship lies through regicide."


Personnel Intake Log Aleph-Beta-Fourteen-Gamma posted:

Personnel ISN: 354672641643
Psk-Aptitude Testing Results: Active Psyker, Beta Level
Examiner Notes: Persistent Ambient Temperature Phenomenon
Physical Aptiture Testing Results: Exceptional (4/5)
Examiner Notes: High Probability of Psyker Assistance.

Intake Officer Addendum: Vorence, you owe me drinks. Typical warrior cult type, stick him in with the rest of the ferals. Where do they keep digging these up?

There are some on Zarhud who pray for the winter. When Kuuri embraces the surface of the world, the greatest tests are possible, and the fiercest foes walk amongst mortals. So it is for the wizard warriors of Mount Tomash, blessed by the gods with second sight and mystical power. They love the dark time so much that the frost always follows them. The others on their world hate and fear them, for they are arrogant and contemptuous, and constantly remind their lessers of their weakness with their very existence. Still, when beasts too terrible for one of the tribes to kill is ravaging their herds, they send a messenger up to the mountain.

They draw lots, of course, because the wizards divine how to kill the monster from the messenger's entrails. This is somehow never mentioned to the young men of the tribe in the drawing, but, the messenger is remembered. (If only for the lost calories. This is a death world, after all.)

It is only rational that such folk should make a pilgrimage to the place where the gods' own annointed ones would touch the earth. The throngs! The sights! The glory! And, of course, the fights. The best warriors and mightest will-workers on all of Zarhud, come to compete for honor beneath the eyes of the gods at the hands of their heralds. And Howland had held his own, for every opponent they had set him against, for every challenge they had put in his way. As he boarded the holy conveyance of the victorious, he reflected on the fact that this was truly the apex of mortal achievement.

It was a little depressing to find out that he was entertainment. Even worse, that he was property. The nerve-teasing education machines made drat sure that he knew what it meant to be a small cog in a big wheel. Fine, assholes. He could play. This is just a bigger arena, and Howland kills monsters.

pre:
Name: Howland Rime
Race: Human
Career: Psyker
Pride: Devotion
Disgrace: Destruction
Motivation: Ascendancy
Alignment: Unaligned
    

Characteristics       
WS	: 31 = 25 + 6
BS	: 29 = 25 + 4
S	: 33 = 25 + 8 - 5
T	: 37 = 25 + 12
AG	: 35 = 25 + 10
INT	: 41 = 25 + 16
PER	: 41 = 25 + 16
WP	: 58 = 25 + 18 + 5 + 5 + 5
FEL	: 29 = 25 + 10 - 4

corruption, wounds: 2#1d5 4 2

4AP Body, Legs, Arms, 3AP Head
Infamy: 24
Corruption: 4
Wounds: 11
Initiative: 1d10+5


Skills:
Common Lore (War, Koronus Expanse)
Linguistics (Low Gothic) 
Trade (Chymist)
Awareness
Psyniscience
Forbidden Lore (Psykers)
Deceive
Dodge

Talents:
Psy Rating 4 
Jaded  
Weapon Training (Primary, Las)
Child of the Warp (Hoarfrost)


Traits:
The Quick and the Dead
The Old Ways

Mutations:


Gear:
Best Chainmail (+5 Decieve)
Best Great Weapon (Long Sword)
Best Shield
Best Dagger
Common Laspistol
Psyfocus

Starting Acquisition:
CC Helmet Augmentations (Everything but Preysense Goggles)

Powers:
500 starting:
	Mind over Matter (100)
	Precision TK (100)
	Precognition (100)
	Precognitive Dodge (200)
Normal Buy:
	Glimpse

Advancements (850/1000):
Psy Rating 4 (750)
Glimpse (100)
pre:
Combat Block:

Howland's Long Sword
BC Great Weapon  Melee	  --    2d10+4 I/R Pen 1                  Two-Handed, Unbalanced, Proven(3)
     (+10 WS tests, 2d10+6 with Precision TK)

CC Laspistol     30m	S/2/–	1d10+2 E   Pen 0 30 Rnds Half Rld Reliable

Precognitive Dodge vs 71
Willpower +0 FP vs 88

wiegieman fucked around with this message at 06:39 on Jul 19, 2016

Skellybones
May 31, 2011




Fun Shoe

Jo Joestar posted:

Does all this add up? Are there any obvious points of improvement?

That looks pretty good. Just put the stats (not the bio) in [pre ] [/pre ] to neaten it up, and pick a +0 acquisition to finish up with. So that's a Rare availability Common quality item, or a Scarce availability Good quality item, or some other combination. There's a lot of really cool stuff you can get even with that, let me know if you want suggestions.

Jo Joestar
Oct 24, 2013

Skellybones posted:

That looks pretty good. Just put the stats (not the bio) in [pre ] [/pre ] to neaten it up, and pick a +0 acquisition to finish up with. So that's a Rare availability Common quality item, or a Scarce availability Good quality item, or some other combination. There's a lot of really cool stuff you can get even with that, let me know if you want suggestions.

I decided to take a Cameleoline Cloak, since I thought Hasaba needed to be better at stealth (since stealth is based on Agility, and he only has 30 AGI) and surviving being shot at (since he has fewer wounds than any of the other PCs). Is that sensible?

Also, the rules for the composite bow mention the Barrage and Powerful Draw rules. They're not included in the core book - what do they do?

Skellybones
May 31, 2011




Fun Shoe
Very sensible, with all that Stealth and Survival you'll be making everyone else look clumsy and confused.

Powerful Draw and Barrage are rules I made up to make the Composite Bow useful next to all the lasguns and autoguns. They're described at the the bottom of the first post along with some other rules.

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
Gonna try for some kind of swole Psyker. There's some pics of the Monkey King that would work, dude is surprisingly beefy.

Inexplicable Humblebrag
Sep 20, 2003

so how do Dream flasks do their damage, then

Dachshundofdoom
Feb 14, 2013

Pillbug
Think of it as acid in both the literal and figurative sense.

Skellybones
May 31, 2011




Fun Shoe
With the 2d10E.

MadMoxxie, Khorne smiles upon your love of wanton destruction and disregard for social niceties. You won the Collar of Khorne Reward.
Khorne infamy test, gift roll: 2#1d100 7 9

By spending an Infamy Point you become immune to magical spells for the rest of the 'session'. If a psyker casts Doombolt at you, it bounces off. If a daemon tries to possess you or use a special ability on you, nothing happens. If an ally tries to heal you with biomancy, that also won't work.

If a psyker telekinetically hurls a boulder at you, that will hurt, and if a daemon stabs you with what passes for a physical weapon that will also hurt. But besides that it's a pretty good "Murder Enemy Witch" button.

Skellybones
May 31, 2011




Fun Shoe
I probably worded the Wounds thing poorly, what I meant is that you get +3 Wounds instead of rolling 1d5. Sorry for the confusion.

I am also finalising picks so you have 1-2 days to submit a character if you haven't already.

chin up everything sucks
Jan 29, 2012



pre:
Name: Charl Skullcracker
Archetype: Renegade
Alignment: Khorne
Pride: Martial Prowess
Disgrace: Betrayal
Motivation: Nihilism


Characteristics:
WS:  49 (25+ 16) [+3 Archetype] [+5 Pride]
BS:  38 (25+ 10) [+3 Archetype]
S:   43 (25+ 18)
T:   41 (25+ 16)
Ag:  37 (25+ 12)
Int: 24 (25+ 4) [-5 Pride]
Per: 31 (25+ 6) 
WP:  30 (25+ 8) [-3 Motivation]
Fel: 35 (25+ 10)

Wounds: 12/12
Infamy: 22
IP: 2/2
CP: 10 [+5 Disgrace] [+5 Motivation]

Skills:
Athletics
Awareness
Dodge
Parry + 10
Operate (Ground)
Intimidate
Survival
Medicae


Common Lore(Administratum)
Common Lore(Adeptus Arbites)
Common Lore(War)
Linguistics(Low Gothic)
Scholastic Lore(Tactica Imperialis)
Trade(Scrimshaw)


Talents:
Jaded
Quick Draw
Rapid Reload
Weapon Training (Chain, Flame, Las, Primary, SP, Shock)
Combat Sense
Sure Strike 
Takedown
Ambidextrous


Traits:
Adroit (Weapon Skill)
Icon of Blasphemy (Khorne)
The Old Ways
The Quick and the Dead
Untrustworthy (-10 to all Charm attempts)


Gear:
Best Dagger
Best Chainmail
Standard Neural Whip w/ Mono
Best Flail
Good Stub Rifle
Best Shield
Best Impaler Crossbow
Medikit

Advances:                 0850/1000

Two-Weapon Wielder - 500
Strength (Simple) - 100
Berserk Charge - 250
Infamy test for a Gift of the Gods58, no gift
Mutation selection: 50, +- 2, so Headless, Icon of Blasphemy or Infernal Will.

chin up everything sucks fucked around with this message at 06:51 on Jul 22, 2016

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Go headless, so you can be like, knowing he has no skull to give, he vows to take skulls until every last bit of blood is wrung from his body. He plans to never run out of blood.

Skellybones
May 31, 2011




Fun Shoe
Khorne may one day grant you a skull of your own.

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
WIP

That's me one day. The champion.

pre:
Name: Rexxus
Archetype: Psyker (Unbound)
Pride: Martial Prowess
Disgrace: Hubris
Motivation: Legacy
Alignment: Unaligned (K1S1T0N0)

Characteristics:
WS 48 (25+18+05)
BS 29 (25+04)
ST 41 (25+16)
TO 35 (25+10)
AG 41 (25+16) 
IN 18 (25+06-05-4-4) 
PE 33 (25+08)
WP 42 (25+12+05)
FE 35 (25+10)

Wounds: 11/11 8+3
Infamy: 28 (22+2+2+2)
Infamy Points: 2/2
Corruption: 1d5

Skills:
Awareness
Dodge
Intimidate
Psyniscience
Common Lore (1, 2)
Forbidden Lore (Psykers)
Linguistics (Low Gothic)
Trade (1)

Talents:
Blademaster
Child of the Warp
Jaded
Radiant Presence
Weapon Training (Primary, Las)

Traits:
The Quick and the Dead (+2 initiative)
The Old Ways
Psyker (3)

Powers:
Mind over Matter
Telekinetic Shield
Telekinetic Weapon

Gifts:
None

Equipment:
Best Dagger
Best Chainmail (4 AP Body/Arms/Legs 3 AP Head, +5 an Interaction)
Good Stub Revolver
Any two Best Low-Tech Weapons
Psy Focus
Any acquisition at +0 total availability (no downgrades)

Implants:


Acquisitions:


Trades:

XP 0/1000 K1S1T0N0
Radiant Presence 250 [Slaanesh]
Blademaster 750 [Khorne]

Rockopolis fucked around with this message at 13:42 on Jul 21, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
I'm working up a character for this. Thinking something along the lines of a Nurgle psyker witch doctor, picking up biomancy powers.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Sheet is a work in progress. Will have at minimum 10 corruption so will need to roll up my first gift.




pre:
Name: Jaxus The Exanguinator.
Archetype: Psyker
Pride: Craftsmanship
Disgrace: Betrayal
Motivation: Arcane
Alignment: Nurgle 

Characteristics:
WS 30 (25 + 8 - 3 [craftsmanship])
BS 28 (25 + 6 - 3 [craftsmanship])
ST 32 (25 + 10 - 3 [arcane])
TO 41 (25 + 16)
AG 38 (25 + 10 + 3 [craftsmanship]) 
IN 46 (25 + 16 + 2 [arcane] + 3 [craftsmanship]) 
PE 37 (25 + 12)
WP 48 (25+ 18 + 5 [psyker])
FE 29 (25 + 4)

Wounds: 11/11 
Infamy: 23 (22+1 [craftsmanship])
Infamy Points: 2/2
Corruption: 13 (4 (roll) + 5 (Betrayal) + 4 (Arcane))

Skills:
Common Lore (Screaming Vortex, Jericho Reach)
Linguistics (Low Gothic) 
Trade (Chymist)
Awareness
Psyniscience
Forbidden Lore (psykers)
Intimidate
Dodge
Medicae
Survival


Talents:
Psy Rating (3)
Jaded
Weapon Training (Primary, flame)
Warp Sense


Traits:
The Quick and the Dead (+2 initiative)
Psyker (4)

Powers:
Rain of Foulness
Neural Storm

Gifts:

Equipment:



XP 1000/1000 [N3K0S0T0]
Rain of Foulness (300/500 starter psyker exp) [N]
Neural Storm (500/500 starter psyker exp + 50)
Psy Rating [4]  (750) 
Medicae (100) [N]
Survival (100) [N]
Corruption: http://orokos.com/roll/421204
Gift 1 influence fails: http://orokos.com/roll/421206
Gift 1 mutation roll: 94 +-2 http://orokos.com/roll/421207

Sooo... Tentacle, Vampiric Addiction, or Warp touched. Basically no good option. poo poo.

DeathSandwich fucked around with this message at 21:30 on Jul 21, 2016

Skellybones
May 31, 2011




Fun Shoe
Okay you horrible psyker-obsessed munchkins, here's the lucky band that gets to go adventuring:

Mad Moxxi: Olga the super mad melee monster
Vicissitude: Rinlaan the super smart scientist/medic
Dachshundofdoom: Kaas the aspiring galactic warlord
Jo Joestar: Hasaba the extremely dedicated survivalist
HukHukHuk: Xiulan the pretty pyromancer
VIva Miriya: Solomon the magic assassin


It's a little psyker-heavy but I think it should be okay so long as nobody pushes :catbert:

People who didn't get chosen have priority to fill in gaps that may arise.

Main thread will go up in a bit.

Remember to give your heretic the default human things if you missed it:

Starting Skills: Common Lore (Any Two), Linguistics (Low Gothic), Trade (Any One)
Starting Trait: The Quick and The Dead

Skellybones fucked around with this message at 06:58 on Jul 22, 2016

Liquid Dinosaur
Dec 16, 2011

by Smythe



App in case someone leaves, for Bonelord's consideration. But regardless of if she's ever used, may I just get my 10 CP mutation rolled?
Too tired to write coherent bio sentences right now, but her family got sick, she killed them, then walked out to the tournament to die, but kept winning until she was one of the finalists who got scooped up to be space-slaves.


pre:
Name: Paz, Who Death Forgot
Archetype: Renegade
Alignment: Nurgle
Pride: Fortitude
Disgrace: Regret
Motivation: Violence


Characteristics:
WS:  51=25+18+3[archetype]+5[advance]
BS:  34=25+6+3[archetype]
S:   37=25+12
T:   51=25+16+5[pride]+5[advance]
Ag:  30=25+8-3[pride]
Int: 23=25+4-3[pride]-3[motivation]
Per: 35=25+10
WP:  41=25+16
Fel: 35=25+10

4 6 8 10 10 12 16 16 18 

Wounds: 13
Infamy: 22
IP: 2/2
CP:10=5[disgrace]+[motivation]

Skills:
Common Lore (Imperium)
Linguistics (Low Gothic)
Trade (Chemist)
Athletics
Awareness
Dodge
Parry
Scholastic Lore (Tactica Imperialis)
Common Lore (War)
Operate (Horse)
Intimidate
Parry +10
Survival
Medicae


Talents:
Jaded
Quick Draw
Rapid Reload
Weapon Training (Chain, Flame, Las, Primary, SP)
Weapon Training (Bolt)
Combat Sense
Sure Strike
Double Team
Ambidextrous
Flesh Render[K]
Iron Jaw[N]


Traits:
The Old Ways
Adroit: WS
Fear 1 (Disturbing)
Warp Instability
Undying


Mutations/Gifts:
•Pseudo-Demonhood (Nurgle)(Fear(CB) (1 Disturbing), Warp Instability, Undying)

Gear:
•BQ Chainaxe[Any acquisition at +0 total availability (no downgrades)]
–Venom Drip[free weapon upgrade]
•BQ Dagger
—Balanced
—Razor Sharp
•Flak Armor
•BQ Shield
—Shield
•Lasgun w/ 2 charge packs
—Reliable
•Fire Caster w/ 4 Fire Flasks, 2 Tox Flasks and 2 Dream Flasks.
—Spray, Flame
•BQ Composite Bow w/ 40 Arrows and 10 Explosive Arrows
—Reliable
–Powerful Draw
—Barrage
•Medikit



Advances:  1000/1000
250:[K]Flesh Render (Allied)
200:[K]Athletics (Allied)
250:[U]+5 WS (simple)
100:[N]+5 Toughness (simple)(true)
200:[N]Iron Jaw (true)



XP:50

Liquid Dinosaur fucked around with this message at 04:38 on Sep 15, 2016

Skellybones
May 31, 2011




Fun Shoe
That's a cool Nurgle.

10 Corruption Mutation: 1d100 58

Pseudo-Daemonhood, Intelligent Cyst or Warp Eater.

Assuming you like Pseudo-Daemonhood:
The character gains the Fear 4 (Terrifying), Warp Instability, and Undying Traits.

Skellybones
May 31, 2011




Fun Shoe
Okay here we go CLICK HERE

Mad Moxxi
Apr 29, 2010

It's tough being cute.
If anyone pushes, I'll put them back in line... FOR DEATH

Jo Joestar
Oct 24, 2013
When we update our character sheets, do we update both the IC and OOC versions?

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
I'd imagine you adjust your stats in the initial game post and link to it in the future.

Skellybones
May 31, 2011




Fun Shoe
Yeah you update that first one in the game thread.

Vicissitude, Solomon is talking to the NPC heretek, not you :colbert:

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Skellybones
May 31, 2011




Fun Shoe
This is a little easy encounter to see how easily you maul a bunch of random idiots. In the unlikely event that they beat YOU up, you'll just wake up later, possibly with cybernetics.

  • Locked thread