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Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

Opening Narration posted:

It is the 32nd Millennium...For more than twenty centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the Daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomicon, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the Tech-Priests of the Adeptus Mechanicus, to name but a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants—and worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget, the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods. Yet there are those who rise above the teeming masses, rejecting the conformity and servility of mankind. The ignorant call them traitors, heretics, lost, and damned—but they know themselves as the Disciples of the Dark Gods.

You were not born such. You did not choose to be such. This fate was forced upon you. For you were born two thousand years ago on the world of Imperial world of Prospero, under the protection of the Emperor of Mankind:



And his son, your Master. Magnus the Red:


You were born in the city of Tizca, one of the greatest, if not the greatest, cities in the Imperium. Upon reaching adulthood, you signed up for the planets elite military force: the Spireguard. Either guarding the city, or joining the fearsome Thousand Sons astartes legion on their Great Crusade, you served with honor and distinction until the Imperium you loved betrayed you.
For reasons beyond the understanding of a mere guardsmen, the Emperor sent his chosen butchers to destroy you, your Master, your family, your city, your entire world down to the last woman and child:

The Thousand Sons and the Spireguard fought valiantly, but it was increasingly obvious that this was not a battle you would win. You fought anyway, right up until the moment when Leman Russ broke your Primarch's back across his knee. In that moment Tizca and all who loved it were teleported deep into the Eye of Terror. But the blasted, twisted world you now called home could hardly be called a refuge. While some of you went off to join the Siege of Terra, most stayed behind to secure your society's immediate future on the daemon world. Your Primarchs "benefactor" had provided you with a planet, but not the food, slaves, and infrastructure to utilize it. But when the legion returned from their disastrous war on Terra they came back to a world fully in compliance to it's wishes. At least as far as a daemon world would allow. Time passed, the flesh-change plague and the Rubric of Ahriman happened. Didn't really concern you. More time passed. It was hard to say just how long. But the hairs on your head aren't any grayer. In fact you feel younger, stronger, and more alert than you ever had in your previous life. And eventually, your Primarch and his Sons mustered you to war. And when he did you had helped rebuild the Spireguard into a force two million strong. Small on the scale of armies, but larger than the ragged hundred thousand or so who escaped Prospero. Some of them were the descendants of those same refugees. Some, well the natives were a strange sort, but followed orders once you beat them enough. And some had to have a tentacle or two removed to fit into the uniforms. But who are you to judge...you've changed too.

You were headed to Fenris, home of the wretched beasts who razed your world. The Thousand Sons had set a trap, luring the bulk of the Wolves away from their precious home world, leaving Fenris vulnerable. Your regiment took part on the assault of the Fang, retiring after breaking through and suffering immense losses, but stealing much of the glory. Now you've been resting on your laurels far back of the front line, helping mow down the occasional Kaerl relief force. And just as the conflict began to reach its inevitable conclusion, as Magnus has manifest himself and was laying waste to the enemy stronghold, disastrous news came over the vox channels. The Rout had arrived. The entirety of the Space Wolf fleet had entered the system. And worse. The treacherous sorcerers had deemed the lives of their Spireguard not worth saving. Any Spireguard not on a ship when the last astartes had reached orbit was to be left behind to die.

Already drop pods have begun to fall from the sky in the hundreds. In the distance you hear the howling of wolves.

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Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!
To start your characteristics begin at 25 instead of 20. Roll and assign as normal, but instead of dropping the lowest you instead covert it to a roll of 20. You're a two thousand year old warpinfused badass. Whatever you're best at you're pretty great at. You have 2500 xp to play around with on top of this. You can choose an advanced specialty at the next XP gain. Technically you can take it now but won't be able to spend any xp into it.


ALSO: Ogryn and Ratlings are not terrifically lorefriendly. You know what are? Beastmen. Seriously. They're old fluff, but haven't been squatted yet. Have fun with your skittish stampeding goatmen who might actually be a wolf/bird/octopus/platypus man. Really you're a Tzeentch beastman, you could be any damned animal you please.
pre:
Brutal Tzanngor (Ogryn)
Characteristic Bonus: +10 Strength, +10 Toughness,  –10 Fellowship, and –5 Intellect.
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill.
Starting Skills: Athletics+10, Intimidate and Survival.
Starting Talents: Die Hard or Iron Jaw, Heightened Senses (ALL), Weapon Training (Heavy, Solid Projectile).
Starting Traits: Auto-Stabilised, Brutal Charge (1), Stampede, Sturdy, Unnatural Strength (+1), Unnatural Toughness (+1), Unnatural Agility (1)

Crafty Tzanngor(Ratling)
Characteristic Bonus: +10 Perception, +10 Agility, and –10 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Starting Skills: Athletics+10, Awareness or Stealth, Deceive, Trade (Cook).
Starting Talents: Deadeye Shot, Heightened Senses (ALL), Light Sleeper, Weapon Training (Las, Solid Projectile).
Starting Traits: Bestial, Size (Weedy), Unnatural Agility (1)

Regiment Info posted:

Regiment
Homeworld: Prospero
Characteristic Modifiers: +5 to any two of the following Characteristics—Intellect, Willpower, Ballistic Skill.
Skills: Common Lore (Imperium), Common Lore (War), Linguistics (High Gothic)
Planet of Sorcerors: Most of the population of Prospero had some latent psychic ability. And while most aren't powerful enough to become a proper psyker, they may be able to manifest a weak power or two. All characters have the trait Psyker, with a Psy Rating of 1. Unless you are a real psyker you cannot improve your abilities outside of exceptional circumstance, nor do you choose your power. Things that hurt psykers hurt you too. You may also learn any Forbidden Lore and get +5 to any FL test.
Footsoldiers of Tzeentch: You've lived for an extended period of time on a Daemon world of Tzeentch. You have grown accustomed to the touch of sorcery. All characters gain the talents Resistance (Psychic) and Favoured by the Warp. Unfortunately you have also changed a bit. The GM will give you a mutation of his choosing at chracter creation.
Razed Fenris: You were part of the army that razed Fenris and killed their Lord and future. Imperial factions hate you even more than they normally would, and among Chaos even the Nurglites view you favourably. Gain the talents Enemy (Imperium), Peer(Chaos), and Hatred (Space Wolves).
Commander Personality: Maverick
Starting Talents: Resistance (Fear)

Regiment Doctrine: Light Infantry
Characteristics: +3 Agility, –3 Toughness Starting
Skills: Navigate (Surface)
Starting Talents: Sprint
Standard Kit: One lascarbine and four charge packs per Player Character (Main Weapon), one flak vest and flak helmet per Player Character, two frag grenades and two smoke grenades per Player Character.
Training Doctrines: Die Hard, Iron Discipline
Starting Aptitudes: Toughness, Willpower
Equipment Doctrine: Vanguard
Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.

Drawback: Lost and Damned
You are a regiment operationg in hostile territory. Logistics tests are arbitrarily unavailable.
Take 4d5 Corruption and Insanity. If you're a Tzanngor take another 10 corruption to represent the fact that you're a wretched beastman mutant. We're using Black Crusade corruption mechanics. Have fun.
Additionally the standard Spiregaurd weapon is of superior construction compared to the lasguns of the Imperium. The superior materials that went into it's construction have made it highly durable, so much so that it can effectively be used as a club, though your superiors would kindly ask that you refrain from such base and uncivilized behavior.
pre:
Prospero Pattern Lascarbine 85m S/2/– 1d10+3 E 0 50 Reliable, Ogryn-Proof 4.5kg Rare
Picks will be made after midterms are over.

Schizotek fucked around with this message at 18:21 on Oct 2, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Schizotek posted:

To start your characteristics begin at 25 instead of 20. Roll and assign as normal, but instead of dropping the lowest you instead covert it to a roll of 20. You're a two thousand year old warpinfused badass. Whatever you're best at you're pretty great at. You have 2500 xp to play around with on top of this. You can choose an advanced specialty at the next XP gain. Technically you can take it now but won't be able to spend any xp into it.


ALSO: Ogryn and Ratlings are not terrifically lorefriendly. You know what are? Beastmen. Seriously. They're old fluff, but haven't been squatted yet. Have fun with your skittish stampeding goatmen who might actually be a wolf/bird/octopus/platypus man. Really you're a Tzeentch beastman, you could be any damned animal you please.
pre:
Brutal Tzanngor (Ogryn)
Characteristic Bonus: +10 Strength, +10 Toughness,  –10 Fellowship, and –5 Intellect.
Starting Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill.
Starting Skills: Athletics+10, Intimidate and Survival.
Starting Talents: Die Hard or Iron Jaw, Heightened Senses (ALL), Weapon Training (Heavy, Solid Projectile).
Starting Traits: Auto-Stabilised, Brutal Charge (1), Stampede, Sturdy, Unnatural Strength (+1), Unnatural Toughness (+1), Unnatural Agility (1)

Crafty Tzanngor(Ratling)
Characteristic Bonus: +10 Perception, +10 Agility, and –10 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Starting Skills: Athletics+10, Awareness or Stealth, Deceive, Trade (Cook).
Starting Talents: Deadeye Shot, Heightened Senses (ALL), Light Sleeper, Weapon Training (Las, Solid Projectile).
Starting Traits: Bestial, Size (Weedy), Unnatural Agility (1)
Picks will be made after midterms are over.

If we're using BC rules for mutations, does that put us on infamy tracts instead of fate as well? Do you want us tracking BC advances in terms of dieity favors/gifts or are we assumed to be aligned to Tzeench?

In addition, since we all have psy ratings, would it be possible for us to career change to psyker at the first exp gain?

Either way, consider this an interest check, will probably roll something melee-y

Liquid Dinosaur
Dec 16, 2011

by Smythe


Robo-Lord Thraxxus
In the Mechanics, they said that the universe follows an orderly, logical path. But I’ve long ago learned that there is very little logic to the universe. I used to think things made sense. I was an up-and-coming Roboticist in the Legio Cybernetica, attached to the Prospero Spireguard, stationed on one of the most beautiful and scholarly cities ever built this side of the Dark Age. The galaxy was being reclaimed, more STC printouts were being recovered every year. This, surely, was the way things were meant to be.
But then the Wolves came to raze Prospero and shatter Tizca. I had pledged my life to service to the Mechanics and the Imperium, but without any regard for reason or facts, the planet was condemned. With it, I was deemed a probable Heretek, consigned to burn with the rest of the planet.

But, by the grace of Magnus the Red, we, along with what remained of the city, were spirited to a world whose shifting nature is a foil to the Prime Material Universe. There is no truth, no justice, no order. The only reality is that which those in power decree to be so. Here, at least there is honesty there. The world is ruled by Magnus, with the grace of the Architect of Fate Himself. I have survived here. I have adapted to this new world, and have been changed to better suit it. I have become untethered from the limits of 3-Dimensional space, and the force of gravity.

Should the Changer of Ways will it, I would like to return to realspace, and show those decaying, demented fools of the Imperium of Man and the Adeptus Mechanics just how stupid they are as they cling to tradition and principle and certainty! Chaos is the only Universal order, and every pathetic fool who denies this truth can be crushed by the boots and treads of my eventual robot army.

pre:
Name: Robo-Lord Thraxxus
Homeworld: Prospero
Specialization: Tech-priest Engineer—>Enginseer Prime
Commander Personality: Maverick
Regiment Doctrine: Light Infantry
Training Doctrines: Die Hard, Iron Discipline
Regimental Drawback: Lost and Damned
Aptitudes:  Ballistic Skill, Intelligence, Toughness, Willpower, Tech, Knowledge, 
Perception, Agility
Servitors: 2/9
Servitor #1: Beta-9, Multitask Servitor (Unsettling Visage)
Servitor #2: C5-G0T0, Gun Servitor /w Multilaser, 40 BS, (Sturdy Construction)

WS:  35 (25+10)
BS:  54 (25+ 19)[+5 adv][+5 Homeworld]
S:   36 (25+11) 
T:   43 (25+16) [-3 Regiment][+5 adv]
Ag:  40 (25+12) [+3 Regiment]
Int: 65 (25+ 20) [+5 class][+5 Homeworld][+10 adv]
Per: 37 (25+12)
WP:  41 (25+16) 
Fel: 32 (25+7)

19 16 16 12 12 11, 10 7, 6 +20

Armor:        Head: [06] Body: [07] Arms/Legs: [4]
Armor+TB: Head: [10] Body: [11] Arms/Legs: [8]

Movement: 4/8/12/24

Wounds: 11/11
Fate: 1/1
Insanity: 0
Corruption: 11



Skills:
Common Lore (Adeptus Mechanicus, Tech, Imperium, War)
Forbidden Lore (Adeptus Mechanicus, Archeotech)
Linguistics (High Gothic)
Tech-Use+10
Trade (Armourer)
Dodge

Talents:
Mechadendrite Use (Weapon, Utility)
Weapon Training (Las, Power)
Technical Knock
Resistance (Psychic)
Favored by the Warp
Resistance (Fear)
Sprint 
Combat Formation
Battlefield Tech-Wright
The Flesh Is Weak


Traits:
Unnatural Intelligence (2)
Psyker
Mechanicus Implants
Machine(4): Level= 1/2 of # of augs. doesn’t breathe,immune to cold/mental psy effects, 
AP applies to fire damage. 

Special Traits: 
Planet of Sorcerors: Psy Rating 1, Psyker, Can learn any FL, +5 to FL tests
Footsoldiers of Tzeentch: Resistance (Psychic), Favoured by the Warp, mutation at GM’s choice

Razed Fenris: Enemy (Imperium), Peer (Chaos), Hatred (Space Wolves)

Cybernetics:
GC MIU:+10 Tech-Use, Operate, Logic, Inquiry, and BS with interfaced machine

GC Servo-Arm: Unnat. Str 7, str 75, anchor as free action, attack as ½ action or reaction 

GC Cerebral Implants: Unnatural Int (2), +20 to lore and logic

Calculus logi upgrade: +10 to Literacy, Logic, or Scholastic Lore Tests

Utility mechadendrite-combi-tool, 6 unguent injectors, smokescreen -5 WS, +10 to smell

Ballistic mechadendrite: Holds compact pistol, can be fired as reaction

Manipulator mechadendrite: +20 to Str tests, can anchor as free action


Mutations:
Dimensional Instability:  Can be Incorporeal for CB turns.  
     -30 WP check to use spells in this state.
Levitation: can hover at will, 

Psychic Powers:
Binaric Curse: As a Half Action, can spend fate to curse machine within 10m. 
If a weapon, it gains the Overheats or Unbalanced Weapon Quality for rest of encounter. 
If other tech, it falters or fails in some way (as determined by the GM). Test is WP+10

Comrade Advances:
Servo-Arm: +10 to repairs, 1/2 repair time

Gear:
Sacred unguents
Omnissian axe
Standard Kit:
Propspero Lascarbine +4x charge packs (Main Weapon)
Flak Vest
Flak Helmet
Frag grenade x2
Smoke grenades x2
2 combi-tools
2 data-slates
1 9-70 entrenching tool
1 anointed toolkit
Squad Kit:
1 lascutter
6 demo charges
1 siege auspex
1 Chimera+Autocannon turret, hull-mounted heavy flamer, 
pintle-mounted heavy stubber, dozer blade, camo netting

XP 3000/3000
XP Spent: 3000
XP Left: 0

100: Int +5
250: Int+5
250: T +5
250: BS+ 5
250: Servo Arm (comrade advance)
600: Combat Formation
200: Tech-use+10
400: The Flesh is Weak
100: Trade (Armourer)
300: Dodge
300: Redundant Systems (1)
———————3000———————
pre:
Combat Block:
WS	BS	S	T	AG	INT	PER	WP	FEL	
35	54	36	43	40	65	37	41	32

(Int Bonus: 8)

Initiative: 1d10+9
Wounds:     11/11
Fate:       1/1
Armor:      Head: [06] Body: [07] Arms/Legs: [4], +1vs. blast
Armor+TB: Head: [10] Body: [11] Arms/Legs: [8] +1vs. blast
Dodge:      40

Movement: 4/8/12/24

Combat Talents:
The Flesh Is Weak (4)
Technical Knock
Favored by the Warp
Resistance (Psychic, Fear)
Machine (4)

—————————————————————
CC Prospero Pattern Lascarbine:
Class: Basic  Dmg: 1d10+3   Type:  E    Pen: 0
Range:  85m RoF:  S/2/–   Clip: 50     Rld: Half
Special: Reliable, Ogryn-Proof

CC Omnissian Axe:
Class: Melee  Dmg: 1d10+4   Type:  E    Pen: 6
Range:  – RoF:  –   Clip: –     Rld: –
Special: Power field, Unbalanced

CC Laspistol [mounted]:
Class: Pistol  Dmg: 1d10+1   Type:  E    Pen: 0
Range:  30m RoF:  S/2/–   Clip: 30     Rld: Half
Special: Reliable, Compact

CC Utility Mechadendrite:
Class: Melee  Dmg: 1d5   Type:  R    Pen: 2
Range:  – RoF:  –   Clip: –     Rld: –
Special: Mono, Defensive

GC Servo-Arm:
Class: Melee  Dmg: 2d10+14   Type:  I     Pen: 10
Range:  – RoF:  –   Clip: –     Rld: –
Special: Unwieldy

CC M29 Multi-Laser [Servitor]:
Class: Heavy  Dmg: 2d10+10   Type:  E    Pen: 2
Range:  150m RoF:  –/–/5   Clip: 100     Rld: 2full
Special: Reliable
Stats: http://orokos.com/roll/442166: 20 19 16 16 12 12, 10, 7, 6, 11
Wounds: http://orokos.com/roll/442185: 11
Fate: http://orokos.com/roll/442186 1/1
Corruption: http://orokos.com/roll/442180: 11
Mutations: http://orokos.com/roll/445330: 40, 17 (Tome of Corruption)

Liquid Dinosaur fucked around with this message at 04:19 on Oct 26, 2016

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

DeathSandwich posted:

If we're using BC rules for mutations, does that put us on infamy tracts instead of fate as well? Do you want us tracking BC advances in terms of dieity favors/gifts or are we assumed to be aligned to Tzeench?

In addition, since we all have psy ratings, would it be possible for us to career change to psyker at the first exp gain?

Either way, consider this an interest check, will probably roll something melee-y

You're assumed aligned with Tzeentch. As/if the game progresses it'll likely start including more and more BC nonsense like infamy, but until then its just corruption and mutations/gifts which are going to be done by me anyway. And the psyker class assumes that you've had a considerable amount of training in addition to having latent power, so no straight up class change off the bat.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Schizotek posted:

You're assumed aligned with Tzeentch. As/if the game progresses it'll likely start including more and more BC nonsense like infamy, but until then its just corruption and mutations/gifts which are going to be done by me anyway. And the psyker class assumes that you've had a considerable amount of training in addition to having latent power, so no straight up class change off the bat.

Alright, consider this my interest post for a psyker. Assuming use OW core for powers (no doombolt/bolt of change/ect)?

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

DeathSandwich posted:

Alright, consider this my interest post for a psyker. Assuming use OW core for powers (no doombolt/bolt of change/ect)?

Yep. Stuff might change down the line, but for now you're just a very heretical guardsmen psyker.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

AHHHH, AFTER TEN TWO THOUSAND YEARS I'M FREE, IT'S TIME TO CONQUER EARTH TERRA FENRIS.

NO, I WILL NOT STOP SHOUTING, YOU WORM. I'VE LEARNED UNDER THE TUTELAGE OF THE GREATEST PSYKERS KNOWN TO THE WARP AND YOU THINK I WOULD TAKE A COMMAND FROM THE LIKES OF YOU? I'VE TAKEN SHITS WITH MORE PSYCHIC POTENTIAL THAN YOU. I CAN SNUFF OUT YOUR LIFE IN A BLAZE OF FIRE SHOULD I BUT GIVE IT A FRACTION OF MY TREMENDOUS WILL. WHOLE PLANETS QUAKE AT THE THOUGHT OF MY COMING TO LAY WASTE SO WHY SHOULD I KOWTOW TO YOUR EARS WHEN YOUR SOUL IS A PLAYTHING FOR MY ENJOYMENT.

WE HAVE ALL BEEN LONGING FOR THE DAY THAT WE CAN SEE FENRIS BURNED TO ASH AND REVELED IN OUR ATTACK. WE HAVE SINCE ARRIVED AND BEGAN OUR DESPOILING. NOW THAT THEY HAVE SOUNDED THE SIGNAL TO FALL BACK IT'S TIME FOR US TO DO WHAT DAMAGE WE CAN MANAGE ON OUR ESCAPE.

quote:

Name: Anna Abhorrent
Specialization: Sanctioned Psyker
Aptitudes: Intelligence, knowledge, Perception, Psyker, Strength, Willpower, Toughness, Willpower Agility
Commander Personality: Maverick
Regiment Doctrine: Light Infantry
Training Doctrines: Die Hard, Iron Discipline
Comrade: Bronzedar
Comrade Demeanor: Slow

WS: 36 = (25 +11)
BS: 35 = (25+10)
S: 36 = (25 +11)
T: 40 = (25 + 18 - 3 [regiment])
Agi: 44 = (25 +11 +3 [regiment] +5 [advance])
Int: 47 = (25 + 17 + 5 [regiment])
Per: 42 = (25 + 17)
WP: 70 = (25 +20 +5[career] +5[regiment] +5[career dedication] +10[advance]
Fel: 36 = (25 + 11}

Wounds: 13
Fate: 1
AP 3 body, 2 head
Insanity: 10
Corruption: 16

Skills:
Common Lore (Adeptus Astra Telepathica, Imperium, War)
Linguistics (High Gothic)
Forbidden lore (psykers)
Psyniscience
Scholastic lore (Cryptology)
Navigate (surface)
Dodge

Talents:
Heightened Senses (hearing)
Weapon Training (Las, Low-tech)
Resistance (fear, psychic)
Sprint
Warp Sense
Enemy(imperium)
Peer (Chaos)
Hatred (Space Wolves)

Traits:
Psyker (Psy Rating 4)
Sorceror Planet: learn any Forbidden Lore and get +5 to any FL test.

Powers:
Spontaneous Combustion
Flame Breath

Gifts/Mutations:
Warp Touched - Dark Magik: -5 to all interaction tests, -10 to all interaction tests vs psykers due to being insufferable.

Gear:
Best Quality Staff
Combat Shotgun and 4 clips
Flak Vest and Helmet
2 Frag Grenades
2 Smoke Grenades.
Psy Focus
Data-Slate

XP 2500/2500
Dodge (200)
Agility Advance 1 (250)
Willpower Advance 1 (100)
Willpower Advance 2 (250)
Psy Rating 3 (600)
Psy Rating 4 (800)
Spontaneous combustion (200- psyker xp pool)
Flame Breath (200 psyker xp pool +100)
Warp Sense (200)

Insanity and corruption: http://orokos.com/roll/441910
Extra psyker corruption: http://orokos.com/roll/441961
Wounds: http://orokos.com/roll/441911
Fate: http://orokos.com/roll/441912
Stats: http://orokos.com/roll/441913 = 17, 18, 9, 11, 10, 11, 11, 11, 17, 520

Edit: Mutation per Schizotek is Warp Touched, I have the Tzeench Dark Magiks derangement. I AM PROFOUNDLY MIGHTY.
Didn't know if we were doing 9#2d10 (per book 'as normal') or 10#2d10 (Per #acolyte 'as normal'), went with the latter though if you intend the former I can reroll stats.

DeathSandwich fucked around with this message at 20:10 on Oct 3, 2016

Vicissitude
Jan 26, 2004

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


To each is given power according to his measure, or so it is written. I must have measured up quite well if that is the case. We are not men, my brethren and I. But still we were found worthy of the great Magnus. He alone sheltered us from the wrath of the Imperium. It was Magnus who brought us to Prospero to labor and craft. There is nothing we will not do to repay him for his generosity. All are sworn to the red giant for the gifts he has bestowed upon us and none shall part from his service.

The hounds of the Imperium bit deep into our world. It is long since time we sought them out and dealt a blow just as damning to them, no matter the price. Let Russ' lapdogs howl. They are savages who know nothing of our works. The fleets gather and I sharpen my horns. The pain is nothing. It gives me focus. Every Prosperan from the Thousand Sons themselves to the Spireguard and below knows who has harmed us. They think us cornered but they do not understand. The wolves are not the predators they think themselves. I shall show them.

pre:
Name: Khrannahk the Siegebreaker
Archetype: Tzaangor -> Tzaangor
Aptitudes: Agility*, Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower


Characteristics: 
WS:  50 (25+20) [+5 Advance]
BS:  33 (25+ 8)
S:   60 (25+20) [+10 Class] [+5 Advance]
T:   51 (25+14) [+10 Class] [-3 Regiment] [+5 Advance]
Ag:  42 (25+14) [+3 Regiment]
Int: 34 (25+ 9) [-5 Class] [+5 Homeworld] 
Per: 37 (25+12)
WP:  46 (25+11) [+5 Homeworld] [+5 Dedication]
Fel: 21 (25+ 6) [-10 Class]

Wounds: 30/30
Fate:    1/1
IP: 16
CP: 21

Skills:

Athletics +10
Awareness [+10 Mechanoid]
Common Lore (Imperium)
Common Lore (War)
Dodge +10
Intimidate
Linguistics (High Gothic)
Parry +10
Survival


Talents:

Berserk Charge
Bulging Biceps
Die Hard
Enemy (Imperium)
Frenzy
Hatred (Space Wolves)
Iron Discipline
Iron Jaw
Favored by the Warp
Heightened Senses (All)
Peer (Chaos)
Resistance (Fear, Psychic)
Unarmed Warrior
Weapon Training (Chain, Heavy, SP)


Traits:

Auto-Stabilised
Brutal Charge (1)
Fear 1 (2 vs Psykers)
Machine 1
Planet of Sorcerers
Psyker
Psy Rating 1
Stampede
Sturdy
Unnatural Agility +1
Unnatural Strength +1
Unnatural Toughness +1

Gifts:

Darksoul
Magnificent Horns
Mechanoid


Gear:

Ripper Gun
Combat Shotgun w/ 4 clips
Flak vest and helmet
2 Frag
2 Smoke
Combi-tool
Data slate
9-70 entrenching tool
Annointed toolkit
Lascutter (squad)
6 Demo charges (squad)
Siege Auspex (squad)
Chimaera (squad)



Advances:                2800/3000

Parry                          100
Parry +10                      250
Awareness                      300
Dodge                          100
Dodge +10                      250
Strength +5                    100
Toughness +5                   100
Frenzy                         200
Berserk Charge                 200
Bulging Biceps                 300
Unarmed Warrior                200
Weapon Skill +5                100
Battle Rage                    300
----------------------------------
Weapon Training (Chain)        300

Vicissitude fucked around with this message at 07:13 on Oct 7, 2016

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Do we need to roll for another mutation if we have >10 corruption after our 4d5 roll or is that GM mutation specifically the 10 corruption breakpoint one?

Also: Regimental favored weapon/favored heavy?

DeathSandwich fucked around with this message at 17:36 on Oct 3, 2016

chin up everything sucks
Jan 29, 2012

Looking at making either a Sarge with a napoleon complex or an Operator.

pre:
Name: Venria, Armored Cavalry Driver
Homeworld: Prospero
Specialization: Operator -> ???
Commander Personality: Maverick
Regiment Doctrine: Light Infantry
Training Doctrines: Die Hard, Iron Discipline
Regimental Drawback: Lost and Damned, logistics arbitrarily unavailable, 4d5 Corruption
Companion Personality: Insane

Aptitudes: Toughness, Willpower, Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Tech

WS:  36 (25+11)
BS:  45 (25+15) [+5 Homeworld]
S:   31 (25+6) 
T:   36 (25+14) [-3 Doctrine]
Ag:  53 (25+20) [+3 Doctrine] (+5 Operator)
Int: 50 (25+20) [+5 Homeworld]
Per: 41 (25+16)
WP:  38 (25+13) 
Fel: 38 (25+13)


 Head: [2] Body: [3] Arms: [0] Legs: [0]


Wounds: 8
Fate: 1
Insanity: 0
Corruption: 11


Skills:
Common Lore (Imperium)
Common Lore (Tech)
Common Lore (War)
Linguistics (High Gothic)
Navigate (Surface)
Operate (Surface) +10
Tech-Use
Trade (Technomat)

Talents:
Combat Formation
Enemy (Imperium)
Favored By The Warp
Hatred (Space Wolves)
Hard Target
Hotshot Pilot
Peer (Chaos)
Resistance (Fear, Psychic)
Sprint
Technical Knock
Weapon Training (Las, Low-Tech, Heavy, Flamer, Launcher)

Mutations/Cybernetics:
Good MIU
Short Legs (-1m movement)
Extra Arm
Blood Substitution

Powers:

Traits:
Psyker
Psy Rating 1

Special Traits: 
Planet of Sorcerors: Psy Rating 1, Psyker, Can learn any FL, +5 to FL tests

Footsoldiers of Tzeentch: Resistance (Psychic), Favoured by the Warp, 1 mutation of GM’s choice

Razed Fenris: Enemy (Imperium), Peer (Chaos), Hatred (Space Wolves)

Comrade Advances:
Gunner
Put That Out!


Gear:
1 Auspex
1 Common MIU
1 Combi-tool
1 Data-slate
1 Lascutter
Standard Kit:
Propspero Lascarbine +4x charge packs (Main Weapon)
Flak Vest
Flak Helmet
frag grenade x2
smoke grenades x2
1 combi-tool
1 data-slate
1 9-70 entrenching tool
1 anointed toolkit
Squad Kit:
1 lascutter
6 demo charges
1 siege auspex
1 Chimera+Autocannon turret, hull-mounted heavy flamer, 
pintle-mounted heavy stubber, dozer blade, camo netting

COMBAT BLOCK
Prospero Pattern Lascarbine:
Basic 85m S/2/– 1d10+3 E 0 50 
Reliable, Ogryn-Proof 4.5kg Rare



XP 2500/2500
XP Spent: 2500
XP Left: 0000

250xp: Comrade Advance (Gunner)
300xp: Comrade Advance (Put That Out!)
300xp: Hotshot Pilot
450xp: Hard Target
200xp: Weapon Training (Heavy)
200xp: Weapon Training (Flame)
200xp: Weapon Training (Launcher)
300xp: Combat Formation
200xp: Operate (Surface) +10
100xp: Trade (Technomat)

Notes for myself
Stats: http://orokos.com/roll/442225
Corruption: 11
Mutation: Short Legs (-1 Movement), Extra Arm, Blood Substitution

chin up everything sucks fucked around with this message at 16:56 on Oct 13, 2016

Bear Enthusiast
Mar 20, 2010

Maybe
You'll think of me
When you are all alone
Definitely interested, do you care if the last game in this whole 40k area was Dark Heresy before all the cool updates? I've read bits and pieces about OW and BC, happy to read up more.

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!

Bear Enthusiast posted:

Definitely interested, do you care if the last game in this whole 40k area was Dark Heresy before all the cool updates? I've read bits and pieces about OW and BC, happy to read up more.

Nah, feel free to app.

Forgot the favored weapons are Plasma Guns and Man Portable Lascannons.

DeathSandwich posted:

Do we need to roll for another mutation if we have >10 corruption after our 4d5 roll or is that GM mutation specifically the 10 corruption breakpoint one?


No, tho I've been assuming everyone would hit 10 for some reason, theoretically you could have no mutations at start.

Schizotek fucked around with this message at 03:27 on Oct 7, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Ex-glazier turned vengeful heavy weapons nut. Not even 10 CP yet. MANMODE

In another life, Balthazar was one of a legion of glaziers who built the famed glass pyramids of Tizca. His work, along with the rest of his life, was shattered when the Wolves attacked en masse. Like many in Tizca, Balthazar had some prior service with the spireguard and hefted his tools to repel the barbarians. With the help of a mob of workers, he killed his first Imperials with the heavy, crystal cutting las devices that he knew well.

Of course, the spireguard lost that fight. Balthazar was idly struck down, along with his work crew, by a spray of lightning thrown by one of the fetish covered stormcallers accompanying the main force. At this point he doesn't remember if the warping of his voice is due to battle damage or the warp, and he doesn't really care. Like the rest of the spireguard he just wants revenge -- and now his tools are bigger and stronger, and his crew is the faceless mass of beastmen that follow the real soldiers.

pre:
Name: Balthazar Burnspite
Specialty: Heavy Gunner
Aptitudes: General, Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness, Willpower, Agility
Comrade: Any one of an interchangable mass of beastmen who can lift, carry, and serve as improvised bipods

Characteristics:
http://orokos.com/roll/443608
         
WS:    33 = 25 + 08 + 00 + 00 
BS:    58 = 25 + 18 + 05 + 10  
S:     45 = 25 + 20 + 00 + 00 
T:     54 = 25 + 17 + 02 + 10 
Agi:   48 = 25 + 15 + 03 + 05  
Int:   33 = 25 + 08 + 00 + 00 
Per:   37 = 25 + 12 + 00 + 00
WP:    37 = 25 + 12 + 00 + 00 
Fel:   36 = 25 + 11 + 00 + 00 

wounds and fate: 2#1d10 4 6
Initiative: 1d10+4
Wounds: 14
Fate:   1
Armor:  AP 3 chest 2 head, +1 vs blast
Dodge:  58
Parry:  lol 

insanity and corruption: 2#4d5 10 7
Insanity: 10
Corruption: 7

Skills:
 Survival
 Common Lore (Imperial Guard, War) 
 Intimidate
 Linguistics (High Gothic, Low Gothic)
 Navigate (Surface)
 
Talents:
 Iron Jaw
 Weapon Training (Las, Low-Tech, Heavy, SP)
 Resistance (Fear, Psychic)
 Favored by the Warp
 Enemy (Imperium)
 Peer (Chaos)
 Hatred (Space Wolves)
 Sprint
 
Mutations:
 Strange Voice

Traits:
 Planet of the Sorcerers: Psyker 1, +5 FL, Curse of the Raven
 
Gear:
 CC MP Lascannon
 CC M41 Multilaser
 Standard Kit:
  Lascarbine w/ 4 packs 
  flak vest & helmet 
  2 frag grenades, 2 smoke grenades
                      
XP Spent:  2900/3000    +500 MANMODE
 simple BS          250 
 simple AG          250 
 simple TGH         100 
 intermediate TGH   250 
 dodge trained      100 
 dodge +10          200 
 bulging biceps     450 
 stabilize          300
 step aside         400
 intermediate BS    500
 --sentry--
 lasgun barrage     400
 
pre:
Combat Block:
WS	BS	S	T	AG	INT	PER	WP	FEL	
33	58	45	54	48	33	37	37	36

Combat Talents:
 Stabilize
 Bulging Biceps
 Lasgun Barrage

CC MP Lascannon   300m S/–/– 5d10+10 E Pen10 5   2 Full Proven (3)
CC PP Lascarbine   85m S/2/– 1d10+3  E Pen0  50  Half   Reliable, Ogryn-Proof
CC M41 Multilaser 150m –/–/5 2d10+10 E Pen2  100 2 Full Reliable

Initiative: 1d10+4
Wounds:     14
Fate:       1
Armor:      AP 3 chest 2 head, +1 vs blast
Dodge:      58 w/ step aside

wiegieman fucked around with this message at 04:43 on Oct 23, 2016

Viva Miriya
Jan 9, 2007

brb making nuke dukems

Skellybones
May 31, 2011




Fun Shoe


Kra! Zuun forgets when it crawled from the shadows. Zuun climbed the hive-pits slowly and saw sweet daylight, basking in the fire of the suns. Always hunting, always fighting, but Zuun is never seen. Zuun kills but is not killed. Allies are seen, allies die, but Zuun finds new hunt. Now greatest hunt goes badly? Zuun will live.

pre:
Name: Zuun the Goatling
Archetype: Crafty Tzaangor
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social, Toughness, Willpower

Characteristics: 
WS:  35  25 +10
BS:  56  25 +16 +5 (Sorcerers) +10 (Advance)
S:   32  25 +7
T:   40  25 +10 +5 (Advance)
Ag:  50  25 +20 +5 (Advance)
Int: 32  25 +7
Per: 40  25 +10 +5 (Advance)
WP:  38  25 +8 +5 (Sorcerers)
Fel: 37  25 +12

Wounds: 6
Fate: 1
IP: 10
CP: 17
Move: 4/8/12/24

Skills:
Athletics+10
Awareness +10
Common Lore (Imperium)(War)
Deceive
Dodge +0
Linguistics (High Gothic)
Navigate (Surface) 
Stealth +10
Trade (Cook)

Comrade:
Spotter
Set-Up Shot

Talents:
Favoured by the Warp
Deadeye Shot
Enemy (Imperium)
Hatred (Space Wolves)
Heightened Senses (ALL)
Light Sleeper
Peer (Chaos)
Psy Rating (1)
Mighty Shot
Resistance (Psychic)(Fear)
Sharpshooter
Sprint
Weapon Training (Las)(Solid Projectile)

Traits:
Bestial
Fear (1)
Size (Weedy)	-10 to be hit, +10 Stealth, -1 Move
Unnatural Agility (1)
Psyker

Psyker Power:
Choir of Poxes

Gifts:
Magnificent Horns	Charge cannot be parried, +10 minion loyalty
Icon of Blasphemy	Gain Fear 3 for 1 round per session, -20 Willpower Test to extend by 1 round
Darksoul		Fear (1), Fear (2) vs Psykers

Gear:
Prospero Pattern Lascarbine 85m S/2/– 1d10+3 E 0 50 Reliable, Ogryn-Proof 4.5kg Rare, 4 charge packs
Flak Vest, Helmet
2 Frag Grenades
2 Smoke Grenades
Good Craftsmanship Sniper Rifle with telescopic sight
Chameleoline Cloak 
1 combi-tool
1 data-slate
1 9-70 entrenching tool
1 anointed toolkit

Advances:               2950/3000
Ballistic Skill +5	100
Ballistic Skill +10	250
Agility +5		100
Perception +5		100
Toughness +5		250
Stealth +10		200
Dodge +0		200
Awareness +0		100
Awareness +10		200
Spotter			250
Set-Up Shot		300
Sharpshooter		300
Mighty Shot		600 

stats: 9#2d10 9 7 12 7 10 10 203 16 10
wounds: 1d5 1
Fate: 1d10 3
corruption, insanity: 2#4d5 7 10

Skellybones fucked around with this message at 15:40 on Oct 22, 2016

John Dyne
Jul 3, 2005

Well, fuck. Really?


little blurb


Name: Tiny
Archetype: Brutal Tzanngor
Aptitudes: Ballistic Skill, Defence, Offence, Strength, Toughness, Weapon Skill, Willpower, Agility


Characteristics:
WS: 45
BS: 25+5
S: 40+10
T: 41+10-3
Ag: 35+3
Int: 32-5
Per: 33
WP: 34+5
Fel: 35-10

Wounds:
Fate:
IP: 10
CP: 27

Skills:
Athletics +10
Common Lore (Imperium, War)
Intimidate
Linguistics (High Gothic)
Navigate (Surface)
Survival

Talents:
Die Hard
Enemy (Imperium)
Favored by the Warp
Hatred (Space Wolves)
Heightened Senses (ALL)
Iron Discipline
Iron Jaw
Peer (Chaos)
Resistance (Psychic, Fear)
Sprint
Weapon Training (Heavy, Solid Projectile)



Traits:
Auto-Stabilised
Brutal Charge (1)
Psy Rating 1
Stampede
Sturdy
Unnatural Strength (+1)
Unnatural Toughness (+1)
Unnatural Agility (1)



Gifts:
Burning Body - entire body catches on fire
Flaming Skull Face - skin from head rips away and skull catches on fire
Uncontrollable Flatulence - fart when attacked
Gear:


Advances: /2500

John Dyne fucked around with this message at 01:23 on Nov 12, 2016

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!
Picks are this weekend. Finish your shite da?

chin up everything sucks
Jan 29, 2012

Dropping out of the running, I'm burned out on 40k.

Viva Miriya
Jan 9, 2007

A crackshot with lasgun, lascannon, and even a decent chain swordsman to boot; Max Fightmaster and Remus form a crack heavy weapons team within Company D of the Prospero Spireguard. 18 notches are discretely carved on his lascannon, 1 for every Space Wolf Astartes he killed during the Burning of Prospero. The two make an unlikely combination. Remus was, and always will be, a coward. But being assigned to Max's team means all he has to do is load his lascannon and occasionally fire a few shots to help guide his aim. Max on the other hand, is known for having a bit of a deathwish. His heavy weapons team was the last to vacate a position after firing, first to run to take some vantage point to shoot up an armor column or to get a crack at some Space Wolves. Now that they've been abandoned on Fenris by the sorcerors, Remus is freaking out mighty hard because it is VERY unlikely either of them will see Prospero again. It suits Max just fine because his homeworld is lost to him all the same, even if it was saved by Tzeentch.

There's no point to any of this poo poo beyond killing another space pup until the dark gods consume their souls in death. Time to move, we can hear those fuckers howling and they won't be far behind.

pre:
Name: Maximilian "Max" Fightmaster
Specialty: Heavy Gunner
Demeanour: Death-wish
Comrade: Remus
Demeanour: Coward

Characteristics:
WS  40 (40)
BS  55 (45 + 5[Regiment] + 5[Dedication])
S   40 (40)
T   40 (38 - 3[Regiment] + 5[Specialty])
Ag  40 (37 + 3[Regiment])
Int 42 (42)
Per 42 (42) 
WP  42 (37 + 5[Regiment]) 
Fel  41 (41)
Wounds: 15
Fate: 1
Insanity: 16
Corruption: 15

Aptitudes
Ballistic Skill
Defence
Fellowship
Intelligence
Offence
Perception
Toughness
Willpower

Experience: 2,950/3,000

Advances:
Armour-Monger (450)
Comrade Advance: Loader (250)
Dodge (200)
Lasgun Volley (200)
Las Weapon Expertise (300)
Las Weapon Mastery (400)
Mighty Shot (400)
Trade (Armourer) (100)
Tech-Use (200)
2,500 exp Milestone Dedication: Ballistic Skill
Marksman (450)

Comrade Advances
Loader

Skills:
Athletics
Common Lore (Imperial Guard, Imperium)
Common Lore (War) +10
Dodge
Forbidden Lore (Adeptus Astartes)
Intimidate
Linguistics (High Gothic)
Navigate (Surface)
Tech-Use
Trade (Armourer)

Talents:
Armour-Monger
Enemy (Imperium)
Favoured by the Warp
Hatred (Space Wolves)
Iron Jaw
Lasgun Volley
Las Weapon Expertise
Las Weapon Mastery
Marksman
Mighty Shot
Peer (Chaos)
Psy Rating 2
Resistance (Fear, Psychic Powers)
Sprint
Weapon Training (Chain, Heavy, Las, Low-Tech)

Traits
Psyker

Gifts of the Gods
Detachable Limbs
Malign Sorcerer (Biomancy)
Vampiric Addiction

Gear
Lascannon
Lascarbine w/4 charge packs
Flak Helmet
Flak Vest
2 frag grenades
2 smoke grenades
anointed Toolkit
combi-tool
dataslate
additional regimental kit

Viva Miriya fucked around with this message at 15:03 on Oct 24, 2016

Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!
Alright all 7 of you that made apps got in.
To clarify:
Foul Fagus, Deathsandwich, Vicissitude, Wiegieman, Skellybones, Dyne, and Viva Miriya.
If I haven't gotten your mutations and power in remind me and I'll do you up.
OP will be up soon enough

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Schizo, I know you mentioned my power in the chat, but can you put it to paper post here so I know mechanically what it'll do?

I mean, I don't even need some weird hackneyed custom power for the not-rita repulsa schtick if it's easier on you to just roll me a random power like the others.

Viva Miriya
Jan 9, 2007

imgay

Skellybones
May 31, 2011




Fun Shoe
Fart

Viva Miriya
Jan 9, 2007

Schizotek posted:

Alright all 7 of you that made apps got in.
To clarify:
Foul Fagus, Deathsandwich, Vicissitude, Wiegieman, Skellybones, Dyne, and Viva Miriya.
If I haven't gotten your mutations and power in remind me and I'll do you up.
OP will be up soon enough

pssstt

Xun
Apr 25, 2010

Why am I posting this? I'm not sure!



pre:
Characteristic Bonus: +10 Perception, +10 Agility, and –10 Toughness.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.
Starting Skills: Athletics+10, Awareness or Stealth, Deceive, Trade (Cook).
Starting Talents: Deadeye Shot, Heightened Senses (ALL), Light Sleeper, Weapon Training (Las, Solid Projectile).
Starting Traits: Bestial, Size (Weedy), Unnatural Agility (1)

Name: Mila 
Specialization: Crafty Tzanngot 
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.


WS:  35 = 25 + 10
BS:  43 = 25 + 13 + 5[Reg]
S:   32 = 25 + 7
T:   27 = 25 + 12 - 10[Cat]
Agi: 65 = 25 + 20 + 10[Cat] + 10
Int: 36 = 25 + 11
Per: 48 = 25 + 13 + 10[Cat]
WP:  42 = 25 + 12 + 5[Reg]
Fel: 49 = 25 + 14 + 10
Wounds: 10/10
Fate: 3/3
Insanity: 
Corruption: 

Skills:
Atheletics+10
Stealth
Decieve
Trade(cook)
Awareness +10
Charm +10

Talents:
Deadeye Shot
Heightened Senses (ALL)
Light Sleeper
Weapon Training (Las, Solid Projectile).
Hard Target

Traits:
Bestial 
Size (Weedy)
Unnatural Agility (1)

Powers: 
Hellshriek (WP instead of Corruption) 

Gifts/Mutations:
Third Arm
Epileptic 

2150/2500
AWareness, +10 300xp 
Operate, +10, +20 600xp 
Dodge 200xp
Acrobatics 100xp
Hard Target 300xp
Fel +10 350xp
Charm, +10, 300xp
Agility +10, 350

Xun fucked around with this message at 04:33 on Oct 27, 2016

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Schizotek
Nov 8, 2011

I say, hey, listen to me!
Stay sane inside insanity!!!
The group is lacking any sort of face despite the spireguard canonically being one of the more congenial forces in the Heresy era imperium. It's also one of the ratlings focuses. Become the ridiculous anime stereotype you were meant to be. That'll leave you 150 xp after taking 3 ranks for 54 Fel total.

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