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Watch Fortress Erioch, March 15th 819.M41 1300 hours, Meeting of the Watch Captains regarding deployment of kill teams for the period of 820-830.M41 Authorized Guest: Inquisitor Velayne Ramaeus, Ordo Xenos It was supposed to be a routine meeting till the mystery bitch showed up, Watch Commander Mordigael thought as the various Watch Captains made their recommendations and objections to various kill team deployments. 2 veteran teams were allocated to reinforce Watch Station Oertha, 1 to be sent to the spinward front to stem an Ork Waagh before it becomes a factor. Finally the star map was brought to the koronus expanse and a trade route was highlighted. “Inquisitor Ramaeus, would you like to brief us on the matter we discussed earlier?” Watch Commander Mordigael said, letting the cloaked Inquisitor make her case. A servo skull floats into the midst of the room and displays the image of a black armored terminator. “Knight-Warden Alric saw fit to investigate leads in the Koronus Expanse. His last few reports were quite troubling. He has a confirmed sighting of Watch Captain Ramius. He was last sighted in the company of an Archon of the Kabal of the Black Heart during a raid on a colony in the expanse. Pull up the footage of XV9175 Sigma Primarus Settlement please.” The footage displayed showcased a typical Dark Eldar slaver raid. The footage stops at the oversized reaver jet bike carrying a power armored space marine in black armor with his helmet off, his face painted red with blood. Gorey bits are stuck to his eyebrows. That sorta thing. The footage continues playing until it's abruptly cut off by the jet bike running the cameraman over. “Who do we have in the area that can bring Ramius to justice?” “We have a kill team due to arrive back in 3 months. We’ve already allocated that team to Watch Station Oertha but there is a kill marine that went out with them. We can cut the orders as soon as our brother is back.” Watch Captain Avincus says. “Make it so. Inquisitor I assume you have connections in the expanse with some of the rogue traders operating in the area.” "I do and I know just the vessel and crew for this. Though they rub shoulders a bit too closely with the alien, they have been true to the emperor, through me of course. It will be handled Watch Commander. And now for the other matter on the agenda.” War and profit are one and the same to Rogue Traders. Far away from the watchful eye of the Imperium, as the sole representatives of mankind to the alien, lost civilizations, etcetera you guys are used to the good life. Though a new and up and coming dynasty, you had the good fortune to unearth a relic of the Great Crusade from the maw of a space hulk. Full of archeotech equipment and made ship worthy, you've embarked amongst the stars taking mercenary contracts with other rogue traders. A grand cruiser is made for war not hauling cargo and soon you've made a niche in the cold trade, selling xenos artifacts, exotic drugs, all the illegal high profit low volume goods. You even got a connection to get you into Commoragh, the Dark City. All this and more has gotten you the scrutiny of the Ordo Xenos, who are content to let you earn, for now. Now they've called in a favor. Take on a passenger to his final destination and then pick him up after he is done. Of course said passenger would make his services available to you. Never in your life did you think it would be a space marine. What's more, some of the quirks of the machine spirit have started to come out. You see it's started to speak, test its limits, cause power surges in the cogitators banks spread around the ship. It calls itself DANSHO. And the forbidden knowledge this AI contains surely will drat you all, assuming it doesn't become of a mind to space you all. GOOD LUCK SHITTERS Character Gen ROGUE TRADER CHARACTERS Pointbuy with 120 points 22,000 exp including starting (Rank 6) Acquisitions are as follows 2 -20 Items, 2 -10, 2 +0. Scarce items and above are free. Profit Factor is 70 DEATHWATCH KILL MARINE Pointbuy with 120 points 22,000 exp including starting (Rank 3) Must take the Kill Marine archetype (duh) Renown 40 (Distinguished) Requisition 100 YOUR SECRET MISSION: Will be pmed to you when you are picked. ALL Max wounds, roll for fate. YOUR SHIP The Vile Harlot Repulsive-class Grand Cruiser Space: 89/90 Power: 94/94 Ship point cost: 111 Machine spirit oddity: Ancient and Malevolent Ship history: Wrested From A Space Hulk Background: Veteran of the Great Crusade Speed: 7 Manoeuvrability: +22 Detection: +15 Turret rating: 5 Shields: 2 Armour: 8 Hull Integrity: 81 Crew Rating: 55 Crew Population: 102/100 Crew Morale: 105/100 Essential components: Warp Drive: Miloslav H-6 -Reduce duration of warp travel by half. Roll warp encounters every 3 days rather than every 5. Plasma Drive: Good Craftsmanship Jovian 8.4 -If the plasma drive becomes damaged, depressurised, or suffers a critical hit, roll a 1d10. On 4+, ignore the effect. Gellar Field: Emergency Field -If the ship enters the warp unexpectedly or withour preparation, roll 1d10. On 3+, the gellar field activates automatically. Void shield: Castellan -Once per strategic turn, enginseer prie can make a -10 tech use test as a free action to double number of void shield the ship has for the duration of an opponents turn. Bridge: Antiquity - +10 to Command tests and to all social tests made while on the bridge Life support: Clemency -Reduce Crew Population and Morale loss by 4. Crew Quarters: Voidsmen Augur: Auto-stabilised Logis Targeter - +5 to all BS tests to fire the ship's weapons Weapons: Plasma-accelerated torpedo tubes (Prow) -Weapon profile depends on ammo used. Torpedoes launched formt his component receive +10 to hit, and +4 VU speed for the turn they're launched. -If the component is damaged or destroyed, there's a 5% chance the loaded torpedoes explode, destroying the component and causing 2d5 hull integrity damage. Starflare Lance (Port, Starboard) -Additional hit for every 2 DoS, rather than every 3 -Strength 3, Damage 1d10+3, Crit Range 3, Range 7, Lance Ryza-pattern Plasma Battery (Port, Starboard) -When rolling 1 or 2 on the criticla hit chart for hits with this weapon, it affects two components instead of one. -Strength 4, Damage 1d10+4, Crit Range 4, Range 5, Macrobattery Jovian-pattern landing bay (Dorsal) -1 squadron Shark assault boats -3 squadrons Fury interceptors Supplemental components: Teleportarum -Can make hit and run attacks without a piloting test, with a +20 to the Command tests for the attacker. Plot teleportation. Gravity Sails Runecaster -Component cannot become unpowered -Halve duration of warp travel -+20 to warp navigation tests Pharmacea -Can manufacture drugs with scholastic lore (chymistry) Manufactorum -Can manufacture items we have templates for, +10 to tech-use tests for extended repairs Micro Laser Defence Grid Augmented Retro Thrusters Witch Augur -Navigator can detect ships before they emerge from the warp with a +0 Awareness test. Range 1 hour of travel per DoS. Pilot chambers -Combat ready pilots grant +2 to attack craft rating Compartmentalized Cargo Hold Arboretum -Ship can remain in the void without suffering population or morale loss for twice as long Cogitator Interlink Xenos Librarium - +10 to Forbidden Lores (with GM approval regarding fluff compatibility) Upgrades: Good Crew Upgrades Targeting Matrix - +5 to BS tests when firing macrocannons or lances. Storm Trooper Detachment -Double hull integrity damage dealt by hit and run attacks -Increase population damage by 1d5 wen winning command tests to defend against boarding actions Starchart Collection -Reduce warp travel time by 1d5 days Torpedo stores: 20 self-guiding melta torpedoes 3 Atomics Other modifiers: Cursed: The gellar field tends to flicker. All navigation tests during warp travel suffer a -10 penalty. Wrested From A Space Hulk: When the crew encounters a random Misfortune, GM rolls twice and chooses Rebellious: Once per session, component of GM's chice becomes unpowered. Whent he ship suffers a critical hit, roll 1d10. On 8+, ignore the critical effect. Martial Hubris: +5 to BS tests to fire the ship's weapons, -15 to any piloting tests to escape from combat Ancient and Wise: +10 to all manoeuvre actions Wrathful: +1 speed and +7 manoeuvrability in combat, -1 speed and -5 maneouvrability out of combat. Forbidden AI: The machine spirit is sentient and knows things. Emperor's Crusader: +10 to all BS tests to fire ship weapons Righteous Arrogance: No silent running allowed Glorious Deeds: +10 to Charm/Intimidate when targeting someone who knows which ship the crew is from Memories of the Crusade: +10 to Command, Charm and Intimidate tests made from the ship's bridge "We've Survived Worse": reduce all morale loss by 2 Viva Miriya fucked around with this message at 05:59 on Oct 6, 2014 |
# ? Aug 23, 2014 05:42 |
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# ? Jun 2, 2024 05:15 |
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Miriam Quinilli Though Miriam was a pious enough individual, having been a member of a monastic order before being recruited as a sage by Inquisitor Vendigroth, her service under the elderly Ordo Malleus psyker taught her that in the battle against Chaos, any tool and any ally was acceptable. She quickly saw that there was no foe greater than the archenemy of mankind, and while the various xenos races and renegade sects were undeniably opposed to the Imperium's interests, the focus should be on the greater common foe. Her views didn't change after she was elevated to the status of an inquisitor in her own right, and through the rest of her career she often cooperated with various xenos races. During a campaign to prevent the Emperors Children from opening a stable warp rift and expanding the Screaming Vortex into the Drusus Marches, she developed a friendly working relationship with a group of eldar from Craftworld Kaelor. Though they had no particular love for the Imperium, they too wanted to prevent the followers of Slaanesh expanding their hold on the materium, and an alliance was deemed mutually beneficial. During an attempt to stop the summoning of a Keeper of Secrets on small imperial fringe colony, she discovered the cultists had gotten their hands on a number of eldar soulstones, which they planned to offer as sacrifices to help the daemon manifest in reality. Rather than simply wiping out the cult, Miriam made an effort to also recover the soulstones intact and to return them to the hands of the eldar. She acknowledged that her primary interest was in denying sustenance to the daemons of Slaanesh and a tool to their mortal followers, but the gesture was nonetheless greatly appreciated. The descendants of one of the eldar whose souls she had saved from being devoured by Slaanesh gifted her a power sword that had belonged to the rescued ancestor, and the increased trust she had earned led to closer cooperation against their common foe. Some time later, as a part of a joint effort to dismantle a particularly pernicious cult, she was even granted access to a number of extremely rare texts of forbidden lore. This cooperation, though greatly beneficial to the war against Chaos, also drew attention and closer scrutiny from her fellow inquisitors. While most applauded her repeated successes and some even approved of her methods, the more puritanical elements of ordo xenos in particular eyed her with rapidly increasing suspicion. One in particular, a young puritan named Lucius Malakai, who held the eldar in particular contempt due to the death of his mentor, loudly demanded Miriam's imprisonment and claimed she no longer had mankind's best interests at heart. For a while, Malakai's demands were largely ignored by most of their peers, and Miriam continued her work. The reversal in popular opinion came when one of her opponents discovered evidence that Miriam had helped a group of eldar operating in imperial space avoid the attention of the ordo xenos. While she had done this in the knowledge that the xenos were working to prevent the manifestation of a powerful Slaaneshi daemon, directly working against the holy ordos to protect xenos was more than Miriam and her allies could convince the Calixis Conclave was justified. When the evidence was presented to the conclave, Miriam was declared rogue and a Carta Extremis was issued, stripping her of her status and declaring her an enemy of the Imperium wanted by the inquisition. The eldar she had aided had foreseen that her actions would be poorly received, and though she hadn't expected a verdict quite as harsh as a Carta Extremis, she had had enough sense of where the wind was blowing to send a proxy to the conclave in her place. Having seen other radicals try to defend their actions when faced with the same sentence, she had no delusions about her chances of successfully convincing the conclave of the justifiability of her actions. Rather than risking summary execution at the hands of misguided colleagues, Miriam fled. She spent most of her remaining cash reserves to arrange discreet passage off-world, and eventually managed to rendezvous with a rogue trader vessel which captain she had previously had cordial dealings with. Though initially surprised and alarmed by the news that she no longer had the influence and resources of the inquisition to back her, and that she was asking for a job and a place to stay rather than passage, he saw the value her talents could add to the enterprise. This was how Miriam came to trade her services in exchange for the mobility necessary to continue evading the inquisition while still maintaining a sufficient level of contact with the outside world and access to material resources to allow her to continue her work against the powers of chaos. pre:Name: Miriam Quinilli Home world: Child of Dynasty Birthright: In Service to the Throne (Born to Lead) Lure of the Void: Chosen by Destiny (Seeker of Truth) Trials and Travails: Lost Worlds (Beyond the Pale) Motivation: Fear (Enemy in Ascendance) Career: Seneschal Lineage: Disgraced (Another Generation of Shame) XP (unspent): 22 000 (0) WS:40=25+10+5 BS:40=25+10+5 S:30=25+5 T:30=25-3+3+5 Ag:45=25+15+5 Int:68=25+20+5+3+5+5+5 Per:51=25+14+3+5+5 Wp:41=25+19-5-3+5 Fel:64=25+19+5+5+5+5 Wounds:8 Fate: 3+1 Corruption: 1 Insanity: 13 Skills: Literacy +20 Speak Language (Low Gothic, High Gothic, Trader's Cant, Eldar +10, Kroot, Tau) Command Scholastic Lore (Imperial Creed, Heraldry, Legend, Chymistry, Occult, Bureaucracy, Archaic, Astromancy, Beasts, Judgement) Forbidden Lore (Archeotech, Pirates, Xenos +20, Heresy, Inquisition, Daemonology, Warp, Psykers) Carouse Barter Commerce +20 Common Lore (Underworld, Imperium, Administratum, Ecclesiarchy, Koronus Expanse, Rogue Traders) Deceive +10 Evaluate +10 Inquiry Trade (Archeologist, Chymist) Charm +10 Search Dodge +10 Interrogation Acrobatics Scrutiny Security Awareness +10 Chem Use Tech Use Silent Move Concealment Survival Talents: Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Exotic Weapon Training (Shuriken Catapult, Eldar Power Sword) Enemy (Inquisition, Ecclesiarchy) Peer (Eldar, Underworld) Paranoia Hatred (Daemons) Foresight Infused Knowledge Talented (Charm, Commerce) Jaded Meditation Total Recall Nerves of Steel Resistance (Psychic powers) Pure Faith Ambidextrous Traits: Inquisitorial Resources (refluffed Dynastic Warrant) Honour Amongst Ones Peers Unseen Enemy Seeker of Lore Cold Trader Unnatural Intelligence x2 Equipment: Inferno pistol Boltgun Xeno-mesh armour Autoquill Dataslate Micro-bead Multikey Synskin Skinplant Chrono Cameleoline cloak Aletheias Root Digesta Emporia Calixia Thorian Missal Maxims of Marquette Servoskull Stimm Grenades Skinplant Rosette (now invalid and just a bitter reminder) Light Power Armour -Hexagramatic Wards -Servo Manipulators Good Craftsmanship Cortical Implants Eldar Power Sword Shuriken Cannon with Suspensors and Motion Predictor Vial of Aleynikov's Bane Acquisitions: +0: Good Craftsmanship Rosarius +0: Good Craftsmanship Cortex Implants -10: Light Power Armour with Hexagramatic Wards and Servo Manipulators -10: Shuriken Cannon with Suspensors and Motion Predictor -20: Eldar Power Sword -20: Vial of Aleynikov's Bane Common freebies: Aletheias Root, Digesta Emporia Calixia, Thorian Missal, Maxims of Marquette Chrono and ID skinplants, Assorted Grenades (Frag, Web, Smoke, Stun), Servoskull, Stimm in single-dose self-injectors Advances: Rank 1: Order of the Hammer Initiate 2000/2000 Service to the Throne - Born to Lead -200 Lost Worlds (Beyond the Pale) -100 Fear (Enemy in Ascendance) -100 Disgraced (Another Generation of Shame) -100 Common Lore (Imperium) -100 Common Lore (Administratum) -100 Common Lore (Ecclesiarchy) -100 Common Lore (Koronus Expanse) -100 Common Lore (Rogue Traders) -100 Scholastic Lore (Legend) -100 Scholastic Lore (Bureacucracy) -100 Scholastic Lore (Judgement) -100 Scholastic Lore (Beasts) -100 Scholastic Lore (Archaic) -100 Silent Move -200 Infused Knowledge -500 Intermediate Intelligence -250 Simple Ballistic Skill -250 Rank 2: Cold Trade Broker 3000/3000 Charm -200 Dodge -200 Awareness -200 Simple Intelligence -100 Simple Fellowship -100 Simple Perception -100 Intermediate Fellowship -250 Security -200 Intermediate Perception -250 Blather -100 Commerce +10 -200 Speak Language (Eldar) -200 Jaded -200 Exotic Weapon Training (Eldar Power Sword) -200 Pure Faith -500 Rank 3: 3000/3000 Forbidden Lore (Pirates) -200 Simple Weapon skill -250 Tech-Use -400 Trade (Archeologist) -100 Resistance (psychic powers) -200 Interrogation -200 Quick Draw -200 Search -200 Scholastic Lore (Heraldry) -200 Deceive +10 -200 Commerce +20 -200 Simple Toughness -250 Simple Agility -250 Trained Fellowship -500 Rank 4: 4000/4000 Acrobatics -400 Scholastic Lore (Astromancy) -200 Logic -200 Charm +10 -200 Dodge +10 -200 Talented (Commerce) -200 Forbidden Lore (Heresy) -200 Chem Use -200 Scholastic Lore (Chymistry) -200 Trade (Chymist) -100 Simple Willpower -500 Trained Intelligence -500 Rank 5: Xenographer 4000/4000 Forbidden Lore (Xenos) -100 Forbidden Lore (Xenos +10) -200 Exotic Weapon Training (Shuriken Cannon) -200 Total Recall -300 Speak Language (Kroot) -200 Speak Language (Tau) -200 Awareness +10 -400 Forbidden Lore (Inquisition) -400 Scholastic Lore (Occult) -400 Melee Weapon Training (Universal) -400 Scrutiny -100 Speak Language (Eldar) +10 -250 Forbidden Lore (Xenos) +20 -250 Concealment -400 Meditation -200 Hatred (Daemons) (Elite advance) -250 Survival -100 Rank 6: 1000/1000 Ambidextrous -200 Forbidden Lore (Daemonology) -200 Talented (Charm) -200 Nerves of Steel -200 Hatred (Daemons) (Elite advance) -200 Evaluate +10 -200 Waci fucked around with this message at 03:46 on Sep 22, 2014 |
# ? Aug 23, 2014 05:46 |
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I'll be submitting an ork of some kind, probably a weirdboy or a mek, sometime tonight or tomorrow. *edit* Ork Mekboy it is. My longterm fun goal is to build mega-armor... after studying the Tau's battlesuits and trying to copy the idea. In the meantime, taking a Personal Power Field and a Shock Attack Gun... and the most blinged out Big Shoota to ever exist. Best Quality Big Shoota w/ Loudener, Bigga Klip, Kustom Job, More Shooty, Red Light, Ekstra Barrulz, More Dakka, Blasta, and Zappy Gubbinz. This thing is going to be the biggest tech-heresy abomination ever seen aboard an imperial ship. Even Hereteks shall stare at it with horror. chin up everything sucks fucked around with this message at 08:06 on Aug 23, 2014 |
# ? Aug 23, 2014 05:57 |
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Tau Explorer yay or nay?
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# ? Aug 23, 2014 06:25 |
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Kilrenoir Amirault All of his life, Kilrenoir had it easy. Blue blooded and living the easy life, he'd been born into riches and power, and for the earliest years of his life, he savored it. Then, at the age of sixteen, when he was at the military schola his family had always attended, his ancestral estate was leveled by a rival family. The attack came without warning and was completely indiscriminate, servants and visitors shot down in the crossfire. No one of his family was left alive, and the rivals had assumed all of the Amirault family had met the same fate, leaving the line eradicated. Unfortunately for them, Kil yet lived. For two years, his family's funds were held in limbo until he graduated, when he was named sole heir of the the estate. He returned to his home and saw the devastation, and after spending some time sifting through the ashes, decided to turn his attention towards the stars; there was nothing left for him on his home planet, and his rivals were still out there, and should they find out he was alive, they would change that quickly. Taking what he could of his family's riches, he turned to their bolt holes and hidden caches, putting together the funds to entice a ship to take him on as military counsel, and fell in with a piratical crew. He found the life of a raider suiting to his skill and training, and over time, took command of the crew himself. He and his men took on whatever bounties they could, capturing ships and crews to turn them over for profit. More than once they abandoned their missions for Kilrenoir's own vengeance, striking at the Azereon family's ships and operations to cause them financial harm. He never let them know who he was, but made sure they knew it was for the Amirault legacy. He made a name for himself amongst the underworld as a man who held strongly to his honor, giving ships containing civilians ample warning that they were to be fired upon so that they had time to evacuate, and during boarding actions sparing men who were simply doing their job while on the way to his target. He holds few kills under his belt, preferring to take his bounties in alive, only killing when the mark pushes him to it. Over the course of fifteen years, his crew dwindled through casualties, injuries, and retirement. He treated his men well, and told them from the first day as captain that he had no trust for new blood, refusing to repopulate his crew. As they shrunk, so did their ship, until finally, Kilrenoir parted ways with the last four men he had under his employ. With his family's finances almost drained thanks to the overly generous treatment of his crew, he turned his attention towards working with a Rogue Trader, intent on keeping in the stars to keep pressing his rivals. Name: Kilrenoir Amirault Career: Arch-Militant -> Manhunter/Swashbuckler Homeworld: Noble Born Birthright: Born to Lead Lure of the Void: Bounty Hunter Trials: Rivals Motivation: Thrill of War Lineage: A Powerful Legacy Rank: 6 Weapon Mastery: Power Wounds: 21/21 Fate: 3 Corruption: 1 Insanity: 0 WS 63 (25+3 M+20+15 ADV) BS 25 S 60 (25+20+15) T 57 (25-3 BR+20+15 Adv) AG 45 (25+20) INT 45 (25+20) PE 40 (25+15) WP 33 (25 -5 HW+3 LotV) FEL 48 (25 +5 HW+3 BR+3 LotV-3 M+15) -Skills- Common Lore (War) (Int) Dodge (Ag) Intimidate (S) Scholastic Lore (Tactica Imperialis, Bureaucracy) (Int) Secret Tongue (Military) (Int) Speak Language (Low Gothic, High Gothic) (Int). Literacy (Int) Intimidate +20 Command (Fel) Charm (Fel) +10 Secret Tongue (Pirates) -Traits- - Writ of Authority – Administratum - Legacy of Wealth - +1 PF - Supremely Connected – Gain Peer Nobility and Government - Etiquette - +10 to Interactions in Formal settings - Vendetta – General rivalry with Azereon house. -Talent- Peer (Administratum, Nobility, Government, Military) Enemy (Imperial Navy) Hatred (Nobles) Rival (House Azereon) Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Thrown Weapon Training (Universal) Sound Constitution Quick Draw Nerves of Steel Bloodtracker Talented - Scholastic Lore (Tactica Imperialis) Talented – Command Talented - Intimidate Air of Authority Sure Strike Precise Blow Killer’s Eye Take Them Alive Blademaster Combat Flair Crushing Blow Killer’s Eye Good Reputation (Underworld) Fearful Reputation Combat Sense Sound Constitution x7 Guardian -Advances 16900/17500 Agent of the Throne 600 XP Born to Lead 200 XP Bounty Hunter 200 XP Rivals 100 XP Thrill of War 250 XP A Powerful Legacy 350 XP Sure Strike 500 XP Precise Blow 500 XP Killer’s Eye 500 XP Take Them Alive 750 XP Blademaster 300 XP Charm +10 500 XP Combat Flair 600 XP Wall of Steel 750 XP Crushing Blow 500 XP WS +15 1500 XP T +15 1500 XP S +15 850 XP Good Rep (Underworld) 500 XP Killer’s Eye 500 XP Fearful Reputation 1500 XP Combat Sense 300 XP Dodge +20 500 XP Secret Tongue (Pirates) 200 XP Peer (Pirates) 200 XP Sound Constitution x7 600 XP Guardian 500 XP WP+10 1250 X{ Command +20 400 XP -Equipment- Concealed Compact Hellpistol (hidden in carapace armor) Mordian-Pattern Power Sword 1d10+5+6 E 5 Pen Balanced, Tearing (+15 to Parry) Officer’s Cutlass 1d10 R 0 Pen Shocking Pressure Carapace 6 AP ALL, functions as non-breachable void suit Micro-bead bolt shell keepsake manacles Data-slate full of wanted bounties John Dyne fucked around with this message at 00:17 on Aug 24, 2014 |
# ? Aug 23, 2014 17:49 |
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frajaq posted:Tau Explorer yay or nay? More like gay.
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# ? Aug 23, 2014 18:05 |
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FireSight posted:I'll be submitting an ork of some kind, probably a weirdboy or a mek, sometime tonight or tomorrow. Bless your soul.
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# ? Aug 23, 2014 18:05 |
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simsense cumshots posted:More like gay. INCOMING GAY Shas'ui Tash'var Oro'skar Even before he joined the Fire Caste academy in Tash'var, Oro'skar had already seen the rigors of war many times. The Tash'var sept was founded on the Second Sphere Expansion, swiftly colonized due to precious minerals discovered. It always remained in a relatively "frontier" region of Tau Space, and so it was inevitable that it would be a constant target from aliens invasions and raids, most of them Orks Freeboterz. While other Fire Caste academies would do combat training in simulation rooms, the ones in Tash'var used the incoming raids to train the young Fire Warriors. Even as a recent Shas'saal, Oro'skar had already ranked up a sizable kill count with his comrades, quickly learning combat maneuver and ambush emplacement, which would initially lead the young tau to favoring the Patient Hunter (Kauyon) primary tactic. Tash'var Fire Warriors are a hardy, practical, courageous lot and Oro'skar was no exception. Due to their constant hostile interactions with other aliens species some of them were a bit jaded with that particular aspect of the Greater Good doctrine, but nothing duty wouldn't come first. Due to experience fighting Orks, his Hunter Cadre was sent to newly colonized Tau worlds that suffered constant greenskin invasions. In those assignments Oro'skar and his comrades constantly worked with Kroot mercenary forces, while some Tau found them a bit distasteful due to their savagery and habits of eating the flesh of their enemies, he didn't mind it due to his hardy background. He was constantly impressed by their sharp senses, scouting tricks and swiftness, all useful skills to have while hunting feral Orks of previous failed invasions. It was his experiences with the Kroot that motivated Oro'skar to request Pathfinder training and equipment. While that forced him to leave his comrades's companionship behind, he found great satisfaction in the dangerous scouting assignments. Wearing the lighter Recon armor and the useful Markerlight, he sneaked behind enemy lines and marked ork Nobz so sniper teams far away picked their targets one-by-one. His greatest achievement in his Pathfinder career (and that allowed him a Trial by Fire for advancement) was discovering the location where a Goff Warboss was conferring with his Nobz lieutenants and dropping a Marker Beacon dangerously close to them. The Crisis Suit assassination strike that soon followed crippled the Orks invading Iko'Tar for months. After that methodical operation, Oro'skar was allowed to return to his home sept to try his chances in the arduous Trial by Fire. In doing so, he gained the Shas'ui title and the privilege of piloting the greatest pieces of tau technology made, the Battlesuits. From that point forward, Oro'skar was sent to aggressive expansion missions for the Greater Good of the Tau Empire in the Eastern Fringes. This time, instead of fighting Orks and lesser alien raiders, he was pitted to fight against the might of the Astra Militarum and humanity's greatest defenders, the infamous Space Marines. In these campaigns Oro'skar skills were put to the limit, since while astartes power armor was vulnerable to his suit's plasma rifle, these warriors fought with tenacity and bravery he had never seen it before. In those conflicts he learned to fear Devastator squads and their own battlesuits, the intimidating Dreadnaughts. It was in an industrial Imperial world named Duroskan that Oro'skar suffered his greatest defeat that radically changed his life. The world was in the process of being annexed to the Tau Empire and the Ethereal Council decided that a show of force was necessary to sped up the Water Caste negotiations. Oro'skar Hunter Cadre was given three of the rare XV9 Hazard Battlesuits, one of them given to him to pilot and familiarize himself with, added to them was a warsphere of the Coldfire kroot Kindred, to show the humans that allied races could use Tau armor and equipment just fine. Oro'skar was tasked to do combat demonstration and parades around the cities of Duroskan to amaze the Gue'la and convince them to join their side for the Greater Good. It wasn't what he imagine he would be doing with these powerful battlesuits, but the mere presence of the Ethereal that got sent with the XV9 Hazard suits to give them orders was enough to completely convince Oro'skar that this decision was the right one. It was after 3 months of discussion and negotiation that the Water Caste ambassadors got notice that an Imperium official with the rank of "Inquisitor" was coming to join the negotiations to plead for the Imperium side. Unfortunately what the notice didn't mention was the 3 Companies of fanatical Red Hunters and Exterminatus ships this Inquisitor was bringing along. The attack on the planet was amazingly fast and vicious, the Adeptus Astartes of the Red Hunters and the Inquisitorial Stormtroopers working with synergy never seen before, executing the "traitorous" Planetary Governor and his officials, alongside the Water Caste envoys in a single day. The rest was a struggle for survival, the XV9 Hazard Battlesuit was insanely mobile and equipped with many deadly weapons, but there's so much a few battlesuits could do against so many Space Marines and elite troops. Finally the situation was deemed lost and the retreat order sent, but it was too late. Oro'skar saw one of the XV9's get swarmed by Assault Marines in a risky maneuver while the suit was still in flight, ripped apart by lightning claws, and another sniped by a Razorback's twin-linked lascannon turret. Not wanting to waste his life and his precious suit in a meaningless struggle, Oro'skar escaped with the Coldfire Kroot Kindred and their warsphere. The tau watched as Duroskan burned below him as the Exterminatus order was followed, alongside his comrades that he served many years with. With a desperate and miscalculated warp jump, the Kroot ship managed to escape, only to find themselves in the other side of the galaxy. They found themselves in a place called the Koronus Expanse, a lawless region in Imperial space. Which suited the kroot just fine, as Oro'skar found out. While the alien mercenaries were honored to have the tau and his suit with them, the Kroot Shapers told him he had to earn his keep just like the rest of them, even if he found it distasteful. And so began Shas'ui Tash'var Oro'skar impromptu mercenary career in the Koronus Expanse, far away from Tau Empire's space. The only consolation he found was that in some way, he WAS spreading the idea of the Greater Good with his skills and the technological marvel that is his suit. He heard from his Kroot companions that humans with the title Rogue Trader had access to virtually unlimited resources and travel access. Oro'skar hopes that one day one of these people will take a notice and hire him, in the hopes of finally returning to the Tau Empire one day in exchange for his loyal service. code:
frajaq fucked around with this message at 08:01 on Sep 6, 2014 |
# ? Aug 23, 2014 18:08 |
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frajaq posted:Shas'ui Tash'var Oro'skar Bitch got apostrophes and a name like a bottle of lotion.
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# ? Aug 23, 2014 19:20 |
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John Dyne posted:Bitch got apostrophes and a name like a bottle of lotion. Christening this xenos cocksucker Commander L'oreal.
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# ? Aug 23, 2014 19:54 |
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I'm fine with that
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# ? Aug 23, 2014 20:16 |
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Ghakan The only way to go is IN. It was an ill-fated mission. Our shaper was killed, my kindred scattered to the winds. I was captured by the man who hired my people. Next thing I remember, I awoke in chains. To mock me further, our shaper's totem was kept just out of reach. I was given one choice, fight or die. The man never guaranteed freedom, but he did guarantee glory. Who was I to refuse? I was a headhunter. I was bred for this, but I struggled and the crowd cheered, I was used to having a balanced blade in my hands. The crowd jeered, booed, threw bottles and other objects. They roared in excitement for the chance to see xenos blood spilled before them. I managed to survive those first few days. I yearned to be free and to roam the jungles of my homeland, hunting great beasts with blade in hand. Soon, I felt at ease with my hands and feet. Even when offered a weapon I would refuse. I became addicted to the cheers of the crowds. I imagined this is how the predators of my home felt. The satisfying crunch of knee to face or my beak to their eyes. There was no longer a need for blades or guns, I only felt attached to them as a reminder of my past and the vengeance I had yet to take. However, with the crowd's newfound respect, my 'owner' even began giving me a taste of his life, sharing with me his own totem, a small stone that could filter anything to its basest form. Maybe this stone could purify the blood of the strongest creatures and men? I wanted to take my own totem and his for myself. He was a coward, unable to fight on his own, hiding behind his armors and weapons. I despised that man and I longed to be unchained. Little did I know, that chance was rapidly approaching. A wealthy noble family known for their shady business and ties with the local authorities decided to bet against me. I didn't know anything about his dealings, all I know was that I was to fight the pride of their family. I was shaking with excitement and my mind was filled with visions of wild crowds cheering me on. The day of the fight came out. The crowd stood and hollered, all I could hear was my name, Grakan. The humans loved me, they respected and feared my strength. In a way, they were my subjects. I saw my opponent, a massive man, built like a Krootox, and looked just at stupid. The audience booed him, and he responded by hurling a rock through a bystanders head. The announcer introduced us: Grakan of the Arena and Stax of House Chodarloo. A fight to the death, the best kind. He seemed to be filled with an endless rage and lack of self preservation that was common in humans. Little did I know, He was a gland warrior, constantly being pumped with combat drugs. Blow for blow we traded, his drugged up reflexes against my Kroot senses. He was taking the upper hand, he would not back down, I could not find an opening in his rampage. It seemed hopeless, but at the last moment, a flash of insight hit me. I threw a quick jab to get him to block, then kicked low to throw him off balance. As he recovered I pretended to go for the same string of attacks again. This time, after the first jab, I followed up with an overhead strike. He was dazed and I hurled him to the ground. I began to taunt him and miraculously it worked. Apparently his ego wasn't clouded by the drugs and he fumbled a grab and with a swift knee to the gut he doubled over and opened himself up to my beak. Quickly, the poison began to take effect, shutting down his glands and his high. As his drug haze came to an end, he swung angrily. Duck, lean, back off, repeat. He begins to tire. Kick, kick, kick. Flipping forward each time, smashing his skull. Elbow after elbow, breaking his neck. Finally a knee to the throat, crushing his throat. It was over. The crowd hooted and hollered. I was the apex predator of that arena, I was the emperor of the ring. Needless to say, the family was unhappy with the loss of their fortune. My captor's men were killed that very night, I was released in a vain attempt to safe his life. With lasgun reports cracking in the distance, he offered everything for his safety. Money, power, freedom to travel the stars, anything to save his skin. Everything but revenge. I ripped his throat out, took our respective totems and ran. This game was over, I would choose to continue among the stars. Free to fight for who I choose. I am an emperor, I am Kroot and I am strong. pre:Ghakan Career:Kroot Mercenary Kindred: Headhunter 22000 xp (0 unspent) WS 70=30+20+5+5+5+5 BS 35=25+10 S 65=25+20+5+5+5+5 T 60=25+20+5+5+5 A 70=30+20+5+5+5+5 I 20=20+0 P 65=25+20+5+5+5+5 W 45=25+10+5+5 F 20=20+0 Wounds: 16 Fate: 1 Skills Acrobatics+20 Awareness+20 Climb+20 Concealment+20 Dodge+20 Scrutiny+20 Silent Move+20 Speak Language (Kroot, Low Gothic, Tau) Survival Tracking Talents Basic Weapon Training (Universal) Exotic Weapon Training (Kroot Rifle) Melee Weapon Training (Universal) Heightened Senses (Sight, Hearing) Ambidextrous Assassin Strike Combat Master Combat Sense Counter Strike Furious Assault Hyperactive Nymune Organ Kroot Leap Mercenary Swift Strike Takedown Unarmed Warrior Unarmed Master Traits Eaters of the Dead Fieldcraft Kroot Beak Kroot Physiology Kindred (Headhuner) Unnatural Strenghth (x2) Unnatural Perception (x2) Gear Kroot Beak 1d5+12 R Pen 0 Toxic Kroot Rifle 110m S/2/- 1d10+5 E Pen 1 Clip 6 2Full Kroot Rifle (Mono) 1d10+12 R Pen 2 Knife (Mono) 1d5+12 R Pen 2 Unarmed 1d10+12 I Pen 0 Kroot Leathers 2 All Kroot Void Suit Microbead Stryxian Compact Good Quality Shifting Fabric (as a fancy headband) Good Quality Long-Range Auspex, Locke Pattern Markerlight Carnelian Sievestone Totem Holosuit Acquisitions -20 Holosuit -20 Carnelian Sievestone (automatically good) -10 Good Quality Long range Auspex -10 Stryxian Compact (automatically good) 0 Totem 0 Good Quality Shifting Fabric Freebies: Mono Upgrade (Kroot Rifle) Advances: Starting XP: Simple Toughness -250 Simple Willpower -250 Rank 1: 2000/2000 Awareness -100 Climb -100 Concealment -100 Dodge -100 Hyperactive Nymune Organ -500 Silent Move -100 Simple Strength -100 Simple Agility -100 Simple Perceiption -100 Survival -100 Tracking -100 Intermediate Strength -250 Intermediate Weapon Skill -250 Rank 2: 3000/3000 Acrobatics -200 Climb+10 -200 Concealment+10 -200 Dodge+10 -200 Intermediate Perception -250 Intermediate Agility -250 Kroot Leap -500 Intermediate Toughness -500 Unnatural Perception (x2) -500 Rank 3: 3000/3000 Ambidextrous -200 Scrutiny -200 Scrutiny+10 -200 Silent Move+20 -200 Climb+20 -200 Assassin Strike -200 Trained Strength -500 Trained Perception -500 Trained Agility -500 Trained Weapon Skill -500 Rank 4: 4000/4000 Acrobatics+10 -200 Acrobatics+20 -200 Scrutiny+20 -200 Awareness+10 -200 Awareness+20 -200 Combat Master -500 Counter Attack -500 Unarmed Warrior -750 Intermediate Willpower -500 Trained Toughness -750 Rank 5: 4000/4000 Combat Sense -500 Furious Assault -500 Expert Weapon Skill -750 Expert Strength -750 Expert Agility -750 Expert Perception -750 Rank 6: 1000/1000 Unarmed Mastery Elite advance -1000 HukHukHuk fucked around with this message at 22:38 on Aug 30, 2014 |
# ? Aug 23, 2014 20:44 |
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I'll make an RT in a bit, placeholder for now.
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# ? Aug 23, 2014 21:03 |
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Kill-Marine in here soonish.
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# ? Aug 23, 2014 22:16 |
Something here let's see if I can remember to post poo poo this time... gently caress it Let's get navigating. Thanks to Waci for his very useful advice. Seraphina "My name is Lady Seraphina Ansastasia Marcella Regina Carnelia but you peasants' may address me as Lady Seraphina."-- Lady Seraphina Addressing the senior crew of her first Rogue Trader Born into the power and wealth of a navigator family that can trace it's origins back millennia Seraphina lacked for nothing growing up, The best tutors, the best equipment the finest servants and unimaginable luxury surrounded her. Raised from birth to represent the clans glory to outsiders she quickly developed an arrogance that lead her to feud with several family elders. These elders devised a cruel and unusual punishment for the young Seraphina, Exile. Sending her to the expanse to serve as a navigator to various low ranking rogue traders that the house owed favours to the Elders expected Seraphine to break from her hardships on the frontier and to come crawling back humble and penitent, Although initially finding the expanse somewhat daunting and the lack of luxuries uncomfortable Seraphina discovered that the wild lands of the expanse presented much opportunity and profit for herself and her house and found that her core world sophistication and mannerisms had made her adept at dealing with the political, social and economic elite of the bustling region. Growing in confidence, she began to build her own powerbase within the region and began negotiating her own deals with ever more influential and powerful rogue traders and in doing so established a network of allies and contacts across the expanse. Now she began to attract the attention of those elders that had previously scorned her as an impetuous and impolite youth and was approached with a proposition where she would become the families agent within the expanse and supply whatever information the family needed to further it's interests. In exchange the family agreed to supply it's former wayward daughter with whatever she required to protect and spread the families influence.... pre:Name: Lady Seraphina Ansastasia Marcella Regina Carnelia <continues for nineteen pages> Ramierz y Vissicher Career: Navigator Homeworld: Nobleborn Birthright: Vaunted Lure of the Void: Chosen by Destiny (Fated for Greatness) Trials: High Vendetta Motivation: Pride (Family Heirloom Angevin Chainsword) Navigator House: House Visscher Rank: 6 Wounds: 13 Fate: 3 (2 base +1 Chosen by destiny) Corruption: 5 Insanity: 9 WS 30 BS 50 (45 Base + 5 rank 2) S 40 (35 + 5 Rank4) T 50 (40 base + 10 Rank 3) AG 43 (35 base +3 vaunted +5 Rank 2) INT 55 (40 base +5 Rank 0 +5 Rank 3 +5 Rank 4) PE 57 (40 base -3vaunted +5 Rank 0 +10 Rank3 +5 Rank 5) WP 45 (35 base -5 Nobleborn +10 Rank 0 +5 Rank4) FEL 50 (45 base +5 Nobleborn) Background Stuff- Etiquette (+10 to interaction Tests when dealing with High authourity/Formal Situations) Legacy of Wealth (+1 to Starting Profit Factor) Vendetta (Characters family has an enemy the GM can use to gently caress with me) Brook No Insult (Character will not allow an offence to her honour or that of those under her protection to pass without taking a willpower test) Warp Focus (Once per session may force an opponent to reroll a successful test against Lidless Stare) Pure Genes ( Turns a test to resist Mutation from ordinary (+10) to Routine (+20)) Exalted Lineage (+10 to Interaciton Tests with Imperial Nobility) A Tangled Web (When encountering a Rival Rogue Trader or member of Imperial organisation not covered by talents roll on the Debts and Betrayels Table in Navis pg14) -Powers- Lidless Stare [Adept] Ebb and Flow [Adept] Inward View [novice] -Skills- Literacy (int) Speak Language: [High Gothic] (Int) Speak Language: [Low Gothic] (int) Inquiry +10 (Fel) Common Lore: [Navis Nobilite] +10 (Int) Forbidden Lore [Navigators] +20 (Int) Forbidden Lore [Warp] +20 (Int) Navigation [Stellar] +10 (Int) Navigaiton [Warp] +10 (Int) Psyniscience +20 (Per) Scholastic Lore [Astromancy] (Int) Contortionist (Agi) Ciphers [Nobilite Family] Charm +10 Speak Language [Trader's Cant] Scholastic Lore [Navis Nobilite] Scholastic Lore [Heraldry] Dodge +10 Deceive +20 Interrogation + 20 Forbidden Lore [Mutants] +10 Forbidden Lore [Pirates] Awareness +20 Ciphers [Rogue Trader] Security +10 Secret Tounge [Navis Nobilite] Common Lore [Rogue Trader] -Traits- Dark Sight -Talent- Peer [Nobility] Peer [Mercantile] Peer [Ma'Kao Dynasty] Peer [Government] Good Reputation [House Cassini] Rival [House Ortellius] Rival [Winterscale Dynasty] Decadence Paranoia Navigator Pistol Weapons Training [universal] Good Reputation [Nobility] Jaded Improved Warp Sense Foresight Exotic Weapon Training [Digital Weapons] Light Sleeper -Mutations- Strangely Jointed Limbs Eyes as Dark as the Void -Advances 21850/22000 Rank 0 4500 Simple Int (100) Simple Will (100) Simpe Per (100) Intermediate will (250) Rank 1 5050 (Navis Scion) Ciphers [Nobilite Family] (100) Charm (200) Charm +10 (500) Peer [Government] (100) Speak Language [Trader's Cant] (200) Scholastic Lore [Navis Nobilite] (100) Scholastic Lore [Heraldry] (100) Carouse (100) Carouse +10 (200) Good Reputation [Nobility] (500) Rank 2 7150 (Navigator) Dodge (200) Navigation [Warp] +10 (200) Navigation [Stellar] +10 (200) Decieve (200) Psyniscience +10 (200) Jaded (200) Forbidden Lore [Warp]+10 (200) Warp Sense (500) Navigator Power (200) [inward view] (mutatation roll Hashutbot Ferrosol, 1d100: 74 [1d100=74], New Navigator mutation roll: Hashutbot Ferrosol, 1d100: 49 [1d100=49] Eyes as dark as the void.) Simple Agility (500) Simple BS (250) Rank 3 10000 (Navigator) Forbidden Lore [Navigators] +10 (200) Forbidden Lore [Navigators] +20 (200) Psyniscience +20 (200) Intermediate Int (250) Intermediate Per (250) Trained Per (500) Foresight (200) Forbidden Lore [Warp] +20 (200) Simple Toughness (250) Intermediate Toughness (500) Navigator Power (200) [Ebb and Flow Adept] (Mutation Roll Hashutbot Ferrosol, 1d100: 38 [1d100=38]) Common Lore [Navis Nobility]+10 (200) Rank 4 13100 (Navigator) Dodge +10 (200) Decieve +10 (200) Talented [psyniscience] (200) Exotic Weapon Training [Digital Weapons] (500) Common Lore [Navis Nobility]+20 (200) Improved Warp Sense (500) Interrogation (200) Navigator Power (200) [Lidless stare Adept] (Mutation Roll Hashutbot Ferrosol, 1d100: 56 [1d100=56]) Forbidden Lore [Mutants] (200) Forbidden Lore [Mutants] +10 (200) Trained WP (500) Trained INT (500) Light Sleeper (200) Simple STR (250) Forbidden Lore [Pirates] (200) Rank 5 17150 (House Operative) Awareness (200) Awareness +10 (200) Awarenes +20 (200) Ciphers [Rogue Trader] (200) Inquiry +10 (300) Decieve +20 (500) Security (200) Security +10 (300) Scrutiny (200) Scrutiny + 10 (300) Interrogation +10 (300) Secret Tounge [Navis Nobilite] (200) Common Lore [Rogue Trader] (200) Operative Conditioning (750) Master PE (750) Rank 6 21650 (Navigator) Interrogation +20 (200) -Equipment- Best Craftsmanship Chainsword Best Craftsmanship Hellpistol Best Craftsmanship Metal Staff Best Craftsmanship Xeno-Mesh Armour Digi-Needler Digi Flamer 2xPhoton Flash Grenade Emperor's tarot Deck Silk headscarf Nobilite robes Charm micro-bead Multi-key Refractor Field (Mars Pattern) Shifting Fabric Clothes -Acquisitions- 2 Extremely Rares -Digi-Needler -Digi Flamer 2 Very Rares -Shifting Fabric Clothes -Refractor Field (Mars Pattern) 2 Rares -Photon Flash Grenade -Photon Flash Grenade Ferrosol fucked around with this message at 00:49 on Aug 31, 2014 |
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# ? Aug 23, 2014 22:49 |
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Going to toss up my Ravenwing, but need to discuss poo poo with you first.
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# ? Aug 23, 2014 23:41 |
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Genetor Ferromanum Ferromanum was raised in Mezoa Forge World and taught the scientia of Adeptus Mechanicus Genebiologist division. His strong pursuit of stronger sinews, muscles and organs ultimately led him to modify himself in the divisions perfect image, with minimal machinery and maximum biological components. Ultimately this path is in odds with the mainstream teachings of the Mechanicus which glorifies machine over flesh and as most Genebiologists; Ferromanum had to leave the forge world to further his studies outside the Forge's protection. Surprisingly Explorator fleets however are very eager to recruit Genetors as they are more often than not needed to explain why Xenos artefacts are moulded the way they are, how the Xenos musculature works, how their digits moved and to estimate how strong they would be if they weren't extinct. Sometimes Genetors are even needed to vat-grow samples based on recovered DNA just so that the main fleet can fool a biometric scan on some xenos world. On such Explorator fleet Ferromanum arrived to Koronus Expanse, an untapped zone of weird and wonderful tissue. He stayed on the fleet for duration of the expedition but after they turned back to resupply and to catalogue their findings, he decided to stay in Koronus and disembarked. On Footfall he has mostly concentrated on the medical needs of the Imperial citizens, which has been surprisingly dangerous work considering the chaotic state of the Expanse. As such he has had the need to arm himself for any bandits that would pillage his medicines or medical equipment. After the refugee aid mission of Kroata IV he decided that he had learned all he could from different kinds of minor mutations displayed on Imperial population. And thus he seeked the employ of an RT in his quest for new and strange Xenos samples. pre:Name: Ferromanum Ferreusille Career: Explorator Homeworld: Death World Birthright: Fringe Survivor (Heretek) Lure of the Void: Crusade (Warrior) Trials: The Hand of War Motivation: Knowledge (Knowledge Is Power) Lineage: A Proud Tradition (Shameful Offspring) Rank: 6 Weapon Mastery: Wounds: 21 Fate: 3 Corruption: 2 Insanity: 2 WS 60 (30+20+10) BS 35 (25+10) S 75 (30+20+15+10) T 70 (35+10+15+10) AG 45 (25+10+10) INT 58 (28+20+10) PE 43 (28+10+5) WP 40 (20+10+10) FEL 30 (15+10+5) -Skills- Awareness, Carouse, Common Lore (Koronus Expanse, Machine Cult, Rogue Traders, Tech +10, Koronus Expanse), Dodge +10, Forbidden Lore (Adeptus Mechanicus, Archeotech, Xenos +20), Literacy, Logic, Medicae +20, Secret Tongue (Tech), Speak Language (Explorator Binary, Low Gothic, Techna-Lingua), Survival, Tech-Use +20, Trade (Armourer, Technomat) -Traits- Paranoid, Survivor, Face of the Enemy (Pirates), Mechanicus Implants, Bionics -Talent- Basic Weapon Training (Universal), Melee Weapon Training (Universal), Jaded, Meditation, Leap up, Foresight, Decadence, Logis Implant, Hatred (Pirates), Autosanguine, Mechadendrite Use (Utility), Binary Chatter, Maglev Grace, Nerves of Steel, Gun Blessing Peer (AdMech) Sound Constitution x6 Machinator Array Rite of Fear Mimic Master Enginseer Master Chirurgeon Peer (Adeptus Mechanicus) A Machine Of Flesh 3 Natural Armor 2 Sprint -"Mutations"- Brute +10S & +10T Thick Hide Natural Armor 2 Sonar Sense Perceive surroundings flawlessly within 30 metres. -Advances 21900/22000 Rank 1 4500 Awareness 100 Trade (Armourer) 100 Autosanguine 200 Sound Constitution 200 Sound Constitution 200 Mechatendrite Use (Utility) 500 WS +5 250 S +5 100 T +5 100 T +5 250 T +5 500 Rank 2 7000 Sound Constitution 200 Sound Constitution 200 Maglev Grace 500 Binary Chatter 200 Int +5 100 Int +5 250 WP +5 250 WP +5 500 Ag +5 500 Dodge 200 Secret Tongue (Tech) 100 Rank 3 10000 Gun Blessing 500 Nerves Of Steel 200 Tech-Use +10 200 Dodge +10 200 Ag +5 750 Per +5 500 Fel +5 500 Common Lore (Koronus Expanse) 200 Rank 4 (Genetor) 13050 Medicae +10 200 Master Chirurgeon 500 A Machine Of Flesh (Brute) 500 A Machine Of Flesh (Thick Hide) 500 A Machine Of Flesh (Sonar Sense) 500 Master Chirurgeon 500 Forbidden Lore (Xenos) 200 Forbidden Lore (Xenos) +10 300 Forbidden Lore (Xenos) +20 500 Tech-use +20 200 Peer (Adeptus Mechanicus) 200 Rank 5 17150 Mimic 500 Master Enginseer 500 Rite of Fear 500 Sound Constitution 200 Sound Constitution 200 Machinator Array 500 Medicae +20 S +5 250 WS +5 500 S +5 500 Rank 6 21000 Counter Attack 200 Iron Jaw 200 Blademaster 500 -Equipment- Best-Quality Mezoa-Pattern Power Fist (2d10+15E Pen 9 Power Field, Unwieldy Special: +10 WS) Best-Quality Power Armor (AP: All 9) Good-Quality Digi Melta (3m S/–/– 2d10+4 E Pen: 12 Clip: 1 Reload: Full) Good-Quality Digi Flamer (3m S/–/– 1d10+4 E Pen: 2 Clip: 1 Reload: Full Special: Flame) Good-Quality MIU (+10 bonus to communicate with machine spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and BS) Good-Quality Bionic Heart (Sprint Talent +1 AP torso) Good-Craftsmanship hellgun, Best-Craftsmanship shock staff Enforcer light carapace, Multikey, Void suit, Injector, Sacred unguents, Micro-bead, Combi-tool, Dataslate. Sormus fucked around with this message at 00:01 on Aug 24, 2014 |
# ? Aug 23, 2014 23:54 |
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Frank Drebin A former Arbites from a tiny little Imperial World, Lieutenant Frank Drebin of Arbites Squad lead a vaunted and heavily awarded career, in spite of his constant gently caress ups and complete idiocy. After the loss of his partners Ed and Nordberg, he found himself deeply embroiled in a conspiracy to control the export, import, and smuggling of cabbages to and from the planet, and during the investigation there was an administration error during the processing of evidence that put a Warrant of Trade in the officer's hands. Now, he has assembled a new crew to see what the hell he can actually do with a warrant, since he's never had anything called as such in his entire career. WIP Name: Frank Drebin Career: Rogue Trader Homeworld: Imperial World Birthright: Idiot Savant Lure of the Void: Zealot – Blessed Scars Trials: Lost Worlds – Beyond the Pale Motivation: Devotion - Duty Rank: 6 Wounds: TBx2 + 1d5 Fate: 3 Corruption: +1d5 Insanity: +1d5 WS 25 BS 25+20 S 25 T 25-3 BR AG 25+20 INT 25 PE 25+20 WP 25+3 WP+20 FEL 25+3 BR+3M+20 -Skills- Common Lore (Imperium, Imperial Creed, War) Literacy Speak (High Gothic, Low Gothic) Logic Forbidden Lore (Pick Two) Command (Fel) Commerce (Fel) Charm (Fel) Evaluate (Int) Scholastic Lore (Astromancy) (Int) -Traits- Blessed Ignorance Hagiography Liturgical Familiarity Blessed Scars - +10 intimidate Exceptional Leader: +10% to any test for anyone I can see for one round. -Talent- Armour of Contempt Talented (CL Imperium) Talented (Literacy) Talented (Speak High Gothic) Air of Authority Universal Training (Pistol, Melee) -Advances 0/17000 Blessed Scars Bionic Upgrade 300 XP Beyond the Pale 100 XP Duty 100 XP -Equipment- Good Craftsmanship Bionic common-Craftsmanship plasma pistol common-Craftsmanship power sword Micro-bead void suit set of fine clothing xeno-pelt cloak best-Craftsmanship storm trooper carapace John Dyne fucked around with this message at 00:08 on Aug 24, 2014 |
# ? Aug 24, 2014 00:04 |
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"'Ow'd I get here? Ya meanz in wid da humies, err, humans, or on da ship? Argh. I keep tryin ta talk roight, but it'z zogging hard fer me, alright? Look, I started lookin at da humie tech after we kept getting beat by da humies. I wuz just a Boy at the time, 'ardly knew my Slugga from a Shoota. But da humiez, dey just kept beating us. And while the scrap was always good, we wuz running out of Orkz. Den... zog it, I mean 'then'. Then we won a fight. Ambushed some scouts and one of their wagonz. Da other boyz just wanted to loot the humie... human... gear for parts, but I wanted to see why their guns worked so well when they looked so... weak. So I started to take it apart and look at it. None of it made sense, it all looked da same. I couldn't figger it out. But we got lucky, one of da warbosses ships picked us up. He wanted to fight somewhere else, and needed what was left of his forces. The ship wasn't orky though, it was a human ship dat, that, he had looted in one of our early fights. The mekboys had replaced and improved a bunch of it, but a lot of da tech was still pure humie stuff. So I started lookin at it again. Tweakin it, repairin it, trying to make damaged parts look like da undamaged bitz. Ended up makin a name fer myself as a mekboy. But I started tryin to improve some of the Boyz weapons using ideas I got from humie bitz. I couldn't get it perfect, but it seemed ta do da job. Den I'd comebine humie tech in ways I hadn't seen done, ta see what would happen. Sometimes it worked, sometimes it didn't. But I made a name for myself, as a mekboy with too much interest in humie stuff. Meant I got volunteered ta help some humie pirates when da warboss made a deal with a humie pirate crew. Sent me an some of the Boyz over, so we could act as boardin crew. Never did see much action, da warboss got himself killed tryin ta ram another ship. He didn' see da torpedo tubes aimed his direction. Sorry way ta go, blown up without even gettin ta scrap. Anyways, da pirates didn't seem to like us on deir ship, so dey... argh, zog it all, I can't keep dis straight. So they put us down on a planet that they traded at. Most of da boyz got themselves killed in fights, but some of us figured out dat hum... humans... don't settle everything with fighting and teeth. We'd get jobs from time to time, usually as somebodys muscle. Eventually I wanted ta get back into the kosmos, so I got a job on a ship. Few planets and jobs later, I ended up here. Dey don't seem to mind me here, and da ship likes ta play with me. It's fun. Always new tech ta look at, some of it isn't humie or ork, so... I'm happy. Gotta try and keep all the ships tech around lookin humie-like, if I can, so da kogboys don't get too upset. It's not a waaaagh, but it's a good life." pre:Name: Kap'n Dakka Klan: Blood Axes Ork Origins: Mekboy WS: 40 = 35 + 5 BS: 55 = 15 + 20 + 20 S: 55 = 35 + 10 + 10 T: 60 = 30 + 20 + 10 Ag: 38 = 20 + 10 + 3 + 5 Int: 40 = 15 + 20 + 5 Per: 40 = 20 + 15 + 5 Wil: 30 = 20 + 10 Fel: 25 = 15 + 10 Wounds: 20 Fate: 2 Traits: 'Ard Made Fer Fightin' Make It Work Might Makes Right Mob Rule Sturdy Wonky Gubbinz Talents: Ambidextrous Basic Weapon Training (Primitive, SP) Bulging Biceps Da Nekst Best Fing Decadence Ded 'Ard Exotic Weapon Training (Big Shoota, Shock Attack Gun) Furious Assault Give It Sum Dakka! Heavy Weapon Training (SP) Listen Ta Me, Cos I'z Da Biggest Iron Jaw Jaded Melee Weapon Training (Universal) Mighty Shot Peer (Own Klan) Pistol Weapon Training (Primitive, SP) Rapid Reload Resistance (Cold, Fear, Heat) Runtz x 3 Talented (Tech-Use) Technical Knock Too 'Ard Ta Care True Grit Xenos Weapon Training (Ork) Skills: Awareness + 20 Barter + 10 Carouse + 10 Climb Common Lore (Orks) + 10 Common Lore (Imperium) Common Lore (War) Demolition + 20 Dodge Drive (Walker) + 20 Intimidate + 20 Speak Language (Low Gothic) Speak Language (Ork) Survival + 20 Tech-Use + 20 Trade (Armourer) + 20 Trade (Shipwright) + 20 Gear: Good Slugga Best Choppa Ork Void Suit Squig-hide Coat and Leggins Helmet 1d5 Teef Acquisitions: At -20: Shokk Attack Gun Kustom Powa Field (Personal Power Field) At -10: Kustom Bitz: Kustom Job 30kg of Bomb Spray At +0: Gravity Generator Best Quality Big Shootas w/ free Kombi-Shoota Upgrade, combined with other Kustom Bitz for the below weapon Best Quality Big Shoota w/ Kombi-Shoota (Big Shoota), Loudener, Bigga Klip, Kustom Job, More Shooty, Red Light, Ekstra Barrulz, More Dakka, Blasta, and Zappy Gubbinz. Free: 'Eavy Armor 'Ard Hat Iron Gob Big Shoota Sentinel w/ Powerlifter Blast Goggles Kombi-Tool Kustom Bitz: Loudener Kustom Bitz: Bigga Klip Kustom Bitz: More Shooty Kustom Bitz: Red Light Kustom Bitz: Ekstra Barrulz Kustom Bitz: More Dakka Kustom Bitz: Blasta Kustom Bitz: Zappy Gubbinz EXP: Rank 1 2000/2000 Drive (Walker) - 200 Ambidextrous - 200 Resistance (Cold, Heat) - 400 Survival - 200 Sound Consitution (x2) - 400 Perception (Simple) - 500 Toughness (Simple) - 100 Rank 2 3000/3000 Exotic Weapon Training (Big Shoota) - 200 Heavy Weapon Training (SP) - 200 Rapid Reload - 200 Runtz - 300 Dodge - 200 Carouse + 10 - 100 Intimidate +10 - 100 Ballistic Skill (Simple) - 250 Agility (Simple) - 250 Common Lore (Orks) + 10 - 200 Ballistic Skill (Intermediate) - 500 Intelligence (Simple) - 250 Toughness (Intermediate) - 250 Rank 3 3000/3000 Decadence - 100 Resistance (Fear) - 300 Too 'Ard Ta Care - 500 Da Nekst Best Fing - 300 Drive (Walker) +10 - 200 Intimidate +20 - 200 Jaded - 300 Awareness +10 - 100 Listen Ta Me, Cos I'z Da Biggest - 500 Exotic Weapon Training (Shock Attack Gun) - 500 Rank 4 4000/4000 Talented (Tech-Use) - 500 Worky Gubbinz - 500 Technical Knock - 200 Sound Constitution (x2) - 400 Barter + 10 - 200 Demolition - 200 Tech-Use + 10 - 200 Tech-Use + 20 - 200 Demolition + 10 - 200 Demolition + 20 - 200 Trade (Armourer) - 200 Trade (Armourer) +10 - 200 Trade (Armourer) +20 - 200 Trade (Shipwright) - 200 Trade (Shipwright) + 10 - 200 Trade (Shipwright) + 20 - 200 Rank 5 4000/4000 Ded 'Ard - 500 Drive (Walker) + 20 - 200 Bulging Biceps - 300 Strength (Simple) - 100 Strength (Intermediate) - 250 Give it Sum Dakka! - 500 Ballistic Skill (Trained) - 750 Ballistic Skill (Expert) - 1000 Runtz - 300 Survival + 10 - 200 Survival + 20 - 200 Awareness + 20 - 200 Rank 6 1000/4000 Mighty Shot - 500 Climb - 200 Runtz - 300 [17:13:13] <Hashutbot> FireSight, fate: 10 [1d10=10] [17:13:15] <FireSight> woo [17:13:18] <FireSight> 2 fate points quote:Da Pride of Mork, the Best Quality Big Shoota chin up everything sucks fucked around with this message at 04:24 on Aug 27, 2014 |
# ? Aug 24, 2014 01:15 |
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Olga "I will stab everything forever" -on some reaver ship- "Now honey, what did we learn today about Swordstabber?" "She was the awesomest most coolest stabber ever! She was raised on some dumb moneyship where everyone was stupid and hated her! And then and then when we killed that big stupid ship she joined us because we are so obviously totally better! She wasn't so good at stabbing at first and a lot of people didn't like her because she was from a softie money ship and they bullied her lots. But it was okay! She got better really fast and everyone really liked her after she stabbed a Big Dude and stole his spot! She got to stab everything and got lots of stuff from other money ships like her super awesome giant sword! It was so cool it glowed! It's so lame that we had to run away from the really really big money ship, I bet if we waited she would have killed all of them and we could have gotton everything. I wana be just like her when I get big! I can't believe Elena and Darwin like Flameblaster better, he was soooooo lame all he did was run forward and shoot fire. Any dummy can do that!" "Aww aren't you just the smartest, I'm sure you'll be just like her when you get big. Just make sure to pay attention to your studies and make sure you get that Richard kid good today in the arena. I hate his parents..." -somewhere else- Olga "Swordstabber" glares at a wall while some boring assholes talk about trade things. pre:Arch Militant: Weapon Master (melee) Void Born -> Stubjack (+5 WS) -> Criminal (Judged and found wanting, good bionic limb -150) -> Hand of War(Melee Training universal, Hatred (ELDAR) -> Exhilaration (Thrill of war +3WS) WS 73: 33 + 20 + 5 + 5 + 5 + 5 BS 25: 25 S 60: 20 + 20 + 5 + 5 + 5 + 5 T 60: 25 + 20 + 5 + 5 + 5 AG 65: 25 + 20 + 5 + 5 + 5 + 5 INT 25: 25 PER 45: 25 + 20 WP 55: 30 + 20 + 5 + 5 FEL 12: 12 Wounds 23/23 FP 4/4 [22:31:00] <Hashutbot> Xun, fatepoints: 8 [1d10=8] Traits Charmed Ill Omened Void Accustomed Good bionic Limb Face of the Enemy (ELDAR!!!!11!) Weapon Master(Melee) Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Melee Weapon Training (Primitive, Chain, Shock, Power), Exotic Weapon Training (Zaythan Warblade), Quick Draw, Nerves of Steel, Resistance (Fear), Enemy (Rogue Trader, Nobility, Imperial Navy), Hatred (All), Frenzy, Jaded, Die Hard, Crippling Strike, True Grit, Crushing Blow, Rapid reaction, Furious assault, Combat Master, Hardy, Iron Jaw Skills: Acrobatics +20, Awareness +10, Common Lore (War), Dodge +20, Intimidate +20, Scholastic Lore (Tactica Imperialis +10), Secret Tongue (Military), Speak Language (Low Gothic, Ship Dialect) 450/17000 left Rank 1(REAVER) Melee TRaining (primitive) -100 Frenzy -200 Jaded -200 Die Hard -300 Cripping Strike -500 Hatred (EVERYTHING FUK U) -1000 Rank 2 dodge +10 -200 Acrobatics -200 True grit -200 crushing Blow -500 WS x 4 -250, -500, -750, -1000 Rank 3 Awareness +20 -600 Sound Constitution x3 -600 Rapid Reaction -200 Furious Assault -500 Rank 4 Dodge +20 -200 Intimidate +20 -200 Acrobatics +20 -400 Sound Constitution -200 Exotic Weapon Training (ZAYTHAN WARBLADE) -200 AG -750 Sx4 -100, -250, -500, -750 Rank 5 Resistance (Fear) -200 Hardy -200 Berserk Charge -500 Combat Master -500 Sound Constitution x3 -600 WP -500 PER -500 Tx3 -250,-500, -750 Rank 6 Iron Jaw -500 sound constitution -200 Xun fucked around with this message at 09:06 on Aug 29, 2014 |
# ? Aug 24, 2014 02:05 |
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Its dark. Only dark. For such a long time. Time has lost meaning. Instead, he dreams. He remembers...a station? Yes, his birthplace. His childhood. Then comes the crusade. A call to arms. Eagerly he joins, signing up with his friends. They laugh and drink the night before they ship out. Its the last time he sees them. Training. Drills. Discipline. Learning to fly. The first time he fires the awe inspiring power of a spaceship. All these moments and more pass through his mind, remembered, forgotten. As always though, his dreams turn towards his triumphs...and his failure. The Scourging of Hectus, where his ship managed to defeat the heretics despite being outnumbered 4 to 1. The boarding of an arch heretics ship, where he personally slew the man in single combat. And the most horrific, his fight with a daemon of the warp, when the ships gellar field failed. Remembering its grostique appearance hurts, but not as badly as when it first happened. It slaughtered the bridge crew, save for him. Despite mind numbing fear he fought, but it tore off his legs and dragged him towards its maw. Desperately, he fired his plasma cannon pointblank, and was rewarded with its death right before searing heat and darkness too him. When he woke, he was more machine than man. The Admiral had heard of his efforts, and his heroics had been rewarded with powerful bionics. In a grand cermony after his recovery, he even received a magnificent suit of armor, and a matching shield. They were not so rare back in those days, but it was still a great honor. And then years later, sectors and many battles later, came the end for his ship. Ambushed by Eldar raiders, his ship and captain fought valiantly but the enemy was too numerous. Vowing not to let them get the ship, the captain lured the attackers in, feigning weakness. Then he had Ash launch the atomics and blow them at close range. When Ash came to, everyone he could find was dead. Only his armor had save him. The ship he had proudly served in for most of his life lay crippled. Of the raiders, only wreckage remained. Weary, tired, and in a hopeless situation, Ash activated an emergency beacon and entered cold sleep. **Unknown Amount of Time Later** Hissing. Light. A dim voice. "..should wait.." "..its..late now" He opens his eyes for the first time in millennia. He breathes and slowly sits up. "Emperor, hes still alive!" He does not recognize his surroundings. Or does he? He finds it hard to tell. He still holds his weapons from his dreams. Endless dreaming, brought to an end. He stands, ancient servo motors whirling. Before his lay prostate two spacers. "Where am I?" He asks the men. "The space hulk, Baolerns Bane, Astarte." Comes the reply. "Astate? No, I am... I was... I was a pilot. The helmsman of a great ship, fighting in the crusade." Slowly the men rise. One of them jabbers on his vox caster while the other more curios one asks, "Which crusade were you in...and what is your name." He thinks for a moment. "I cannot remember. Everything is indistinct, like seen through warped glass. But my name...my name is Ash." Ash was born anew that day, and took the last name Coldborn. A man out of time, a fighter of a war that ended long ago. What purpose could he find in this new life? The teedious bueracrecy of the Imperial Navy refused his existence, unable to find his records. He could not return there, to the only life he had known. There was always the Guard, but he would not give up his trophies of war as the would have him do. So he languished for a time at the space station servicing those scavenging the space hulk. A deal was struck with the local Adaptus Mechanus, who eagerly repaired his armor and body in exchange for the chance to study what was now nearly lost tech. For some days he merely sat, staring into the void. Others he watched the space docks, seeing the myriad of travellers go to and fro. No one would approach, for they were too scared of his appearance. Months went by when he received an offer from a Rogue Trader who saw him. He accepted. Once more, he would pilot his way through the stars on a great spaceship. It helped put him at ease. But still, every night, he'd dream of a past life he could never quite remember. pre:Name: Ash Coldborn Home world: Void Born Birthright: In Service of the Throne (Tithed) Lure of the Void: Crusade (Call of War) Trials and Travails: Calamity Motivation: Exhilaration (The Thrill of War) Career: Void Master Void Master: Master of Small Craft XP (unspent): 22 000 (100) WS:45=25+10 +10 BS:73=25+20 +5+3 +20 S:40=25+15 -5 +5 T:50=25+20 +5 Ag:65=25+20 +20 Int:40=25+5 +5 Per:55=25+20 +10 Wp:45=25+5 +5 +15 Fel:27=25+5 -3 Wounds:23 Fate: 4 Corruption: Insanity: 5 Skills: Awareness +20 Common Lore (Imperial Navy, War) Demolition Dodge +20 Drive (Ground Vehicle +10, Skimmer/Hover +20) Forbidden Lore (Xenos) Navigation (Stellar, Surface) Pilot (Spacecraft +30, Flyer +20, Personal +10) Scholastic Lore (Astronomy) Scrutiny +20 Security Secret Tongue (Rogue Trader) Speak Language (Low/High Gothic, Ship Dialect) Tech-use Trade (Voidfarer) Talents: Blind Fighting Bulging Biceps Combat Master Diehard Hardy Hatred (Chaos) Hip Shooting Iron Jaw Jaded Light Sleeper Marksman Nerves of Steel Orthropoxy Paranoia Quickdraw Rapid Reload Resistance (Fear) Sound Constitution x9 Unarmed Warrior Weapon Training, Heavy (Plasma, SP) Weapon Training, Melee (Universal) Weapon Training, Pistol (Universal) Void Tactician Traits: Charmed Ill Omened Void Accustomed Equipment: Sacred Artificer Armor GC Stormshield (PF 55) Powersword M31 Plasma Cannon w/ Red Dot GC Heavy Stubber Bolt Pistol Bionics: BQ Bionic Arms, Locomotion BQ Cranial Armor GC Blackbone Bracing BQ Interkeratic Implant GQ Bionic Respiratory BQ Gastral Bionics GC MIU MIU Weapon Interface Synthetic Muscle Graft BQ Voidskin BQ Vox Implant Acquisitions: +0: Good MIU +0: Good Blackbone Bracing -10: MIU Weapon Interface and Synthetic Muscle Graft -10: Good Storm Shield -20: Artifact Armor (Sacred) w/ Deflective -20: M31 Plasma Cannon Advances: Rank 1: Void Master 2050/2000 In Service to the Throne (Tithed) - 350 Crusade (Call to War) - 150 BS S - 100 WP S - 100 Agi S - 100 Per S - 250 Awareness - 100 Dodge - 100 Scrutiny - 100 Literacy - 100 Sound Constitution x2 - 400 Trade (Voidfarer) - 100 Secret Tongue (Rogue Trader) Rank 2: 3000/2950 Drive (Ground Vehicle) - 100 Drive (Skimmer/Hover) - 100 Dodge +10 - 200 Pilot (Spacecraft) +10 - 200 Pilot (Flyer) +10 - 200 Scrutiny +10 - 200 Tech Use - 200 Paranoia - 200 Sound Constitution - 200 Die Hard - 200 Per I - 500 BS I - 250 Agi I - 250 WP I - 250 Rank 3: 3000/2950 Awareness +10 - 200 Pilot (Spacecraft) +20 - 200 Pilot (Flyer) +20 - 200 Pilot (Personal) - 200 Speak Language (High Gothic) - 200 Rapid Reload - 200 Sound Constitution x2 - 400 BS A - 500 Agi A - 500 Str S - 250 Tuf S - 250 Rank 4: 4000/3850 BS E - 750 Agi E - 750 Dodge +20 - 200 Pilot (Personal) +10 - 200 Resistance (Fear) - 200 Jaded - 200 Talented (Pilot (Spacecraft)) - 200 Sound Constitution x2 - 400 Hip Shooting - 500 WS S - 250 Unarmed Warrior - 200 Rank 5: 4000/4000 Awareness +20 - 200 Demolition - 200 Drive (Ground Vehicle) +10 - 200 Drive (Skimmer/Hover) +10 - 200 Security - 200 Blind Fighting - 200 Marksman - 200 Sound Constitution x2 - 400 Orthroproxy - 200 Combat Master - 500 WS I - 500 WP A - 500 Int S - 500 Rank 6: 900/1000 Void Tactician - 500 Scrutiny +20 - 200 Drive (Skimmer/Hover) +20 - 200 pre:WS BS S T Ag Int Per WP Fel 45 73 40(60) 50 65 40 55 45 27 4 7 7 5 6 4 5 4 2 Wounds: 23 Fate: 4/4 Armour: 11 Head, 13 Body, 10/13 Arms, 10 Legs, +2 vs exp/rend 55 Forcefield Weapons Class Range RoF Dam Type Pen Clip Rld Special M31 Plasma Cannon Heavy 150m S/-/- 2d10+10 E 8 20 5 Full Blast (1), Overheat GC Heavy Stubber Heavy 120m -/-/10 1d10+5 I 3 200 2 Full Twinlinked, Reliable Bolt Pistol Pistol 30m S/2/- 1d10+5 R 4 8 Full Tearing Power Sword Melee -- -/-/- 1d10+5 E 5 -- -- Powerfield, Balanced GC Stormshield Melee -- -/-/- 1d10+1 I 0 -- -- Defensive, Powerfield(55), Shocking Quornes fucked around with this message at 22:59 on Aug 31, 2014 |
# ? Aug 24, 2014 04:35 |
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Gorthunk "Killboy" The Legend of Killboy Among the orks, those boyz who show a willingness to ride the suicide engines charitably called planes are known as flyboys. The average life of a flyboy is brutal, short, and painful even by orkish standards. This is why it is so very remarkable when one manages to live long enough to make a name for themselves, let alone an entire organization of them. Thus the Deff Skwadron is perhaps the most famous ork combat air squad in existence. This is helped in no small part by the fact that they're the only such group to survive their first mission. However, even among such rareified company there are standouts. The veteran pilot Gorthunk "Killboy" easily tops that list. With a career record of 71 confirmed dogfighting kills and a flawless streak of one fighta-bommer lost for every mission flown, he has shown time and again that the only difference between a jet plane and a ballistic missile is the guidance system behind each. Sporting multiple bionik replacements and a patchwork mass of scar tissue, Killboy exemplifies the ideal that anything that doesn't kill you just makes you 'arder. There is only so much a half crazed cybork can do in the service of a minor ork warboss however. Flying airplanes into things was great, but Killboy always felt that something bigger awaited him. It wasn't until a particularly desperate or deranged rogue trader put him in the pilot's position of a small frigate that he found what that was. His entire life had been training for ramming star ships into one another, and Killboy was ready. pre:Klan: Deff Skull Oddboy: Flyboy Career: Freeboota' Experience: 0/22000 Characteristics: WS 40 (25+10) (+5 Advance) BS 50 (10+20) (+20 Advance) S 50 (30+10) (+10 Advance) T 70 (30+20) (+20 Advance) Ag 60 (20+20) (+20 Advance) Int 30 (15+10) (+5 Advance) Per 30 (20+10) WP 40 (20+20) Fel 15 (15+0) Wounds: 25 Fate Points: 2 Insanity Points: 0 Skills: Common Lore: Orks (Int) Intimidate +20 [+30] (S) Speak Language: Low Gothic (Int) Speak Language: Ork (Int) Tech-Use (Int) Pilot: Spacecraft [+10] (Ag) Awareness +20 (Per) Barter (Fel) Carouse (T) Common Lore: War (Int) Dodge +10 (Agi) Drive: Ground (Agi) Drive: Walker (Agi) Survival (T) Pilot: Personal [+10] (Agi) Pilot: Flyer [+10] (Agi) Talents: Iron Jaw True Grit Furious Assault Xenos Weapon: Ork Runtz Basic Training: Primitive, SP Melee Training: Universal Pistol Training: Primitive, SP Peer: Deff Skullz Die Hard - Reroll failed bleed check Jaded - No fear tests from non-warp Gunslinger - With Ambi, no penalty for two pistol fighting Combat Master - No ganging up bonus against explorer Two-Weapon Fighting: Ballistic Sound Constitution x 10 Talented: Intimidate Ded 'Ard - Bleed test every fifth round, reroll failed T check to avoid death by critical Light Sleeper - Counts as awake Da Nekst Best Fing - 2 Humans count as one ork Lissen Ta Me, Cos I'z Da Biggest - Use intimidate in place of command Too 'Ard Ta Care - +20 on environmental T checks Hardy - Heals as if lightly wounded Resistance: Fear - +10 vs fear checks Nerves of Steel - Reroll failed pinning/recovery tests Rapid Reload - Halved Reload times Quick Draw - Draw as free action Ambidextrous - Half penalty for dual wield Sprint - +AB in meters for full move, Double run distance Hotshot Pilot - All pilot skills basic, +10 to any trained Traits Size: Hulking Speak Not Unto the Alien - +2 Difficulty cross-species Fel, -2 Morale Non-Imperial - -10 to Imperial Knowledge 'Ard - +20 Medicae to treat Unnatural Toughness x2 Sturdy - +20 vs Grappling/Takedown Made Fer Fightin' Make it Work - Ork weapons lose Unreliable Might Makes Right - Intimidate as Command for Greenskins Mob Rule - +10 vs fear/pinning for each ork within 10m Bioniks: Common Quality Arm Common Quality Legs Cranial Armor Bionik Heart Gear: Bag of Lucky Blue Rocks Good Quality Slugga (Squigbait) Best Quality Sparky Choppa 'Ard Hat Iron Gob 'Eavy Armor Orky Void-suit Squig-hide Coat & Leggings Busted Servo-Skull Storm Rokkit Micro-Bead 2 Teef pre:Squigbait the Grot WS BS S T Ag Int Per WP Fel 20 35 15 18 44 33 35 16 24 2 3 1 2 4 3 3 1 2 Wounds: 5 Move: 3/6/9/18 Skills: Awareness (Per), Concealment (Ag), Dodge (Ag), Search (Int), Shadowing (Ag), Silent Move (Ag) Talents: Heightened Hearing, Melee Training (Primitive), Pistol Training (Primitive, SP) Traits: Mob Rule, Scrawny, Unnatural Toughness x2 Weapons Class Range RoF Dam Type Pen Clip Rld Special Slugga Pistol 20 S/3/- 1d10+4 I 0 18 Full Inaccurate, +5 BS pre:WS BS S T Ag Int Per WP Fel 40 50 50 70 60 30 30 40 15 4 5 5 14 6 3 3 4 1 Wounds: 25 Fate: 2 Armour: 5 Head, 5 Body, 3 Arms, 4 Legs Weapons Class Range RoF Dam Type Pen Clip Rld Special Sparky Choppa Melee -- -/-/- 1d10+1 R 2 -- -- Unbalanced, Shocking, +5 WS Flash Sluggas Pistol 30 S/3/- 2d10+5 E 1d10 9 Half Inaccurate, Overheats, Unstable, Twin Slugga Blades Melee -- -/-/- 1d10+3 E 2 -- -- Unbalanced, Primitive, Power Field, +5 WS Flash Slugga special rules: +1 DoS, +25 BS, +1 hit if 2+ DoS Rank 0 - 4500 Simple T [100] Intermed T [250] Simple Agi [250] Rank 1 -5100 Ambidextrous [200] Quick Draw [300] Drive (Ground) [200] Simple BS [250] Intermed BS [500] Simple WS [100] Simple S [100] Intermed S [250] Rank 2 -7000 Dodge [200] Rapid Reload [200] Sound Con x 3 [600] Nerves of Steel [300] Intermed Agi [500] Trained T [500] Expert T [750] Rank 3 -10050 Die Hard [200] Hardy [200] Jaded [300] Resistance: Fear [300] Too 'Ard Ta Care [500] Intimidate +10 [100] Lissen Ta Me, Cos I'z Da Biggest [500] Da Nekst Best Fing [300] Simple Int [250] Awareness +10 [100] Sound Con [200] Rank 4 -13000 Ded 'Ard [500] Two-Weapon: Ballistic [500] Pilot: Flyer [300] Talented: Intimidate [200] Trained BS [750] Expert BS [1000] Trained Agi [750] Rank 5 -17000 Hulking [300] Pilot: Personal [300] Dodge +10 [200] Expert Agi [1000] Drive Walker [200] Survival [200] Light Sleeper [200] Sound Con x 5 [1000] Hotshot Pilot (Elite) [200] Intimidate +20 [200] Awareness +20 [200] Rank 6 -21000 Gunslinger [500] Combat Master [500] Acquisitions 2x Sluggas with bigga klip, bigga barrel, more dakka, zappy gubbins, spiky bitz, blasta at -20 2x Kustom Job at 0 Bionik Heart at -10 Storm Rokkit at -10 Tran fucked around with this message at 22:13 on Aug 25, 2014 |
# ? Aug 24, 2014 05:56 |
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I have been recruited by mandozer to make a person for this game, I shall make said person soonish. e: character below Milly Tavish Had you told Milly she would single handedly, through misfortune and dumb fething luck, resurrect a warrant of trade dead for ten thousand years, she'd likely have asked if you were high as Shite on Obscura. Yes, the old rumor was that the Tavish family was descended from a Rogue Trader dynasty, who's warrant of trade was signed by the Emperor himself. While there is evidence of a Horatio Tavish having had a warrant of trade during the Great Crusade, records say the Warrant is "lost" but nothing else. Absent evidence showing that the Warrant was still in good standing at the end of the Horus Heresy, the High Lords of Terra refused to reissue a new warrant. And so for ten thousand years the Tavishs wandered the Imperium, trying to recapture that long lost glory. Many signed up with the Navy, while others, like Milly, and her parents before here, signed up with Rogue Traders. Her parents had been successfully employed by a Rogue Trader house as part of their Footfall-based operations. Wanting to follow in the family footsteps, as soon as she was able Milly took off with the family's rogue trader. In her time she served under nearly half a dozen rogue traders. Sometimes in the scenschal corps, othertimes as a Watch Leaders, even one time as an Arch-Militant. She served under the most astute and devout Rogue traders, some of the most martial, and even some of the most corrupt and heretical captains. She served along side her fair share of xenos from ork freebootas, kroot, and eldar This went well for over ten years, until she was with a rogue trader who was quite frankly a shite leader. She was serving as arch-militant on this ship, and when the crew began to mutiny, she joined the mutiny and lead it. The mutiny did not go well, and the Rogue trader, having more honor than she would have shown him, left her and the leaders of the mutiny marooned on a space hulk. Two years later Milly emerged from the space hulk with more power than any could imagine. Survival was hard, the hulk full of all kinds of xenos, but they finally took shelter in the hull of a Grand Cruiser buried deep within the hulk. Either the Emperor was with her, or she was at the end of the longest con of Tzeentch, because it just so happened that the ancient vessel was the one used by Horatio Tavish, and buried in the rogue trader's quarters, still in the stasis vaults, was the ancient warrant of trade with the Emperor's hand. Records in the ship showed that it was attacked by Orks and disabled shortly before the Horus Heresy, proving it was still in good standing. Knowing she would have to give up everything she had, she and the few survivors wer able to restore communications, and were picked up by a passing Explorator vessel. With the warrant in her hand, she was able to easily get the backing she needed to get the old ship carved out of the hulk and restored. Having a great warship at her disposal, it was an easy decision to abandon the normal rogue trader route of economic exploitation, and make herself and her ship one of the best mercenaries in the Expanse. She contacted some of the rogue traders she worked with in the past, and managed to get Letters of Marque from some of them. She gained a reputation in defending the holdings of other Rogue Traders, for a sizable share of the profits, as even the richest ones didn't have a Grand Cruiser at their disposal. Despite her reputation as a Mutineer, and being known to attack fellow rogue traders in using her Marques, Milly Tavish and her crew of misfits and xenos have become rich just on marque payments and salvage costs. It might not be what gold Horatio would have done, but Milly wouldn't have it any other way. pre:Name: Milly Tavish Home world: Footfallen Birthright: Vaunted Lure of the Void: Archeotechnologist Trials and Travails: Shiplorn Motivation: The thrill of war Career: Rogue Trader->Calixian Privateer(rank 2)->Rogue trader Lineage: Vile insight WS: 63=25+20+3+5+5+5 BS: 35=25+10-5+5 S: 40=25+10+5 T: 30=25+10-5 Ag 45=25+10+5+5 Int:60=25+20+5+5+5 Per:40=25+10-3+3+5 Wp:40=25+10+5 Fel: 70=25+20+5+3-3+5+5+5+5 Wounds: 15=11+4 Fate: 3=4-1 Corruption:10=4+6 Insanity:8 Skills: Command +20 Commerce +20 Charm +20 Deceive +10 Dodge +20 Cyphers (rogue trader) Common Lore (Koronus expanse, Imperium, rogue traders +20) Evaluate Literacy Scholastic lore (Astromancy,tac. Imperialis, judgment, Imperial warrants) Forbidden lore (Archeotech, Pirates,xenos) Psyniscience Pilot (space craft) +10 Speak language (high gothic, low gothic, trader cant, eldar) Secret tongue (rogue trader, under decks) Talents: Air of Authority Dark Soul Peer (underworld, nobility) Hatred (rogue traders) Polyglot Foresight Rival (Inquisition) Nerves of steel Quickdraw Pistol weapon training (universal) Melee weapon training (universal) Basic weapon training (universal) Renown warrant Whispers Two weapon wielder (melee) Resistance (fear) Swift attack Counter attack Crushing blow Blade master lightning attack Master and commander Combat master Disarm Traits: Street Knowledge: -5 on all SL tests not related to the expanse Ill starred: -5 fellowship tests when interacting with void born, rogue traders, and other voidfarers who have heard of reputation and are not friends. Equipment: Angevin Era Chainsword Common craftsmanship plasma pistol Common craftsmanship power sword Micro bead Void suit set of fine clothing xeno-pelt cloak Best craftsmanship Enforcer light carapace Requisitions: 2 -20 items: Loi-Pattern Burning blade (ITS pg 123) Conversion field (ITS 131) 2 -10 items: Light power armor Subskin armor Scarce items taking for free Drusian chainsword (ITS 123) Shotlas (HA 49) Footfall pattern Bolt pistol (HA 49) Assault flamer (ITS 113) Auspex Multikey Cranial armor Void skin Vox implant Advances: Rank 1: Rogue trader archeotechnologist 250 Thrill of war 250 Charm 100 Dodge 100 Renown warrant 200 ambidexterous 200 speak language trader cant 100 Secret tongue (rogue trader) 100 Ciphers (rogue trader) 100 Common lore (rogue traders)100 Pilot space craft 100 Perception (simple) 250 Willpower simple 250 Rank 2: Calaxian Privateer Whispers 500 Two weapon wielder (melee) 200 Charm +10 300 Command +10 400 SL judgment 200 SL imperial warrants 100 Peer nobility 100 Hatred (rogue traders) 200 Secret Tongue (underdecks) 300 Deceive 200 Deceive +10 200 Pilot spacecraft +10 200 Rank 3: Rogue Trader Intelligence (simple) 100 Charm +20 200 Command +20 200 Dodge +10 200 Sound Constitution 200 Foresight 200 Resistance (fear) 200 Fellowship simple 100 WS simple 100 Agility simple 25 BS simple 250 Int inter 250 Fellowship Inter 250 Fellowhip trained 500 Rank 4: rogue trader Commerce +10 200 Dodge +20 200 CL RT +20 200 Sound Constitution x 2 400 Basic weapon training universal 500 Swift attack 500 Counter attack 500 Speak language (eldar) Strength simple 500 Crushing blow 500 Intelligence trained 500 Rank 5: Blade master 500 lightning attack 500 Master and commander 500 Combat master 500 Sound Constitution 200 Commerce +20 200 Disarm 200 CL RT +200 WS intermediate 250 WS trained 500 Fellowship expert 750 Rank 6: Wall of steel 500 acrheotechnologist heirloom: 1d100 28 Vile insight insanity and corruption: 2#2d5 8 6 fate points: 1d10 8 Werix fucked around with this message at 03:05 on Aug 26, 2014 |
# ? Aug 25, 2014 00:43 |
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Bozek Vlastigost, Greatest Psyker Alive "BEHOLD, quivering mortal! You surely already know who I, BOZEK VLASTIGOST, am! There is not a villain in this sector who has not felt the dread of my phenomenal psychic powers! I have tasted the warp, and felt its strange odors! I emerged, changed, powerful! A body flawless! A mind untouched by vile powers! And a will enough to crush your body with but a thought!" Bozek Vlastigost was born in one of the most disgusting, chemically contaminated ships you can imagine, where mutant births are more common than not, and psykers were simply a fact of life. But Bozek in particular was born to the bilge-slaves, those descended from, generations back, press-ganged onto the Fear Anvil. With an extraneous third arm (removed at birth,) and the inability to feel pain, Bozek was just any other mutant kid. At least, until he witnessed a friend of his being beaten by the notorious Fear Anvil Macrocannon 3 gang (FAM3,) and his latent psychic powers awoke, beating the gangers back with his mind. The experience colored him with a hatred of crime for the rest of his life. (More to come.) pre:Name: Bozek Vlastigost Home world: Void Born Birthright: Unnatural Origin (Contaminated Environs, 200xp Spent, Feels No Pain) Lure of the Void: Tainted (Mutant, 200xp Spent, Wyrdling) Trials and Travails: Press-Ganged (Psynescience) Motivation: Devotion (Duty, 100xp Spent) Career: Astropath Transcendant XP (unspent): 22 000 (50) WS: 60=25+20+5+5+5 BS: 25=25+0 S: 40=25+20-5 (60) T: 50=25+20+5 Ag: 45=25+15+5 Int: 40=25+5+5+5 Per: 50=25+15+5+5 Wp: 76=25+20+5+3+3+5+5+5+5 Fel: 42=25+15-3+5 Wounds: 20 Fate: 4 Corruption: 13 (Malignancy Gained, Hatred [Criminals, Pirates]) Insanity: N/A (From Beyond) Armor: Head (11) Body (15) Left Arm (15) Right Arm (12) Left Leg (12) Right Leg (12) Skills: Awareness +20 Common Lore (Adeptus Astra Telepathica) Dodge Forbidden Lore (Psykers) (+20) Forbidden Lore (Warp) (+10) Invocation (+20) Navigate (Stellar) Pilot (Spacecraft) Psynescience (+20) Scholastic Lore (Cryptology) Speak Language (Ship Dialect, High Gothic, Low Gothic) Scrutiny (+20) Talents: Psy Rating 7 Peer (Mutants) Resistance (Poisons) Iron Jaw Pistol Weapons Training (Universal) Heightened Senses (Sound) Melee Weapon Training (Universal) Armour of Contempt Hatred (Daemons) Paranoia Meditation Light Sleeper Favoured by the Warp Traits: Psyker Unholy Insight From Beyond Psychic Powers: Telepathy Discipline Astral Telepathy (Free) Mind Link (Free) Compel (Free) Mental Force (Renegade) (100) Delude (100) Mind Probe (200) Sensory Deprivation (200) ÆTheric Appendage (Renegade) (200) In Harm's Way (200) Foreshadow (200) Augury (200) Dominate (300) Puppet Master (300) Equipment: Force Axe (1d10+16 Pen 10 Unbalanced, Force, Sanctified) Storm Shield (1d10+7 Pen 0 Defensive, Power Field, Shocking, Force Field 55, Armor 3 Body & LA) Consecrated Artificer Armor (10 Armor All + Auspex, Photo-visor, Recoil Gloves + Sturdy Trait + 20 to S + 20 to Resist Psychic) Charm Micro-Bead Void Suit Psy-Focus Bionics: Cranial Armor Good Ætheric Wavespars Good Subskin Armor Acquisitions: -20 - Force Axe -20 - Consecrated Artificer Armor -10 - Good-Quality Storm Shield -10 - Blessed Edge (actually +10 but w/e) +0 - Good Subskin Armor +0 - Good Ætheric Wavespars Advances: Rank 1: Astropath Transcendant 2000/2000 WP S - 100 WP I - 250 WP T - 500 T S - 250 Dodge - 200 Warp Affinity - 500 Psychic Technique - 100 Psychic Technique - 100 Rank 2: 3000/3000 WP E - 750 Per S - 250 Int S - 100 Psy Rating 3 - 300 Awareness +10 - 200 Forbidden Lore (Psykers) +10 - 200 Invocation +10 - 200 Dark Soul - 200 Scrutiny - 200 Combat Sense - 200 Psychic Technique - 200 Psychic Technique - 200 Rank 3: 3000/3000 Psy Rating 4 - 200 Awareness +20 - 200 Psynescience +20 - 200 Invocation +20 - 200 Scrutiny +10 - 200 Forbidden Lore (Psykers) +20 - 200 Forbidden Lore (Warp) - 200 Forbidden Lore (Warp) +10 - 200 Psychic Discipline (Divination) - 500 Psychic Technique - 200 Psychic Technique - 200 Melee Weapon Training (Universal) - 500 Rank 4: 4050/4000 Int I - 250 Per I - 500 WS S - 500 WS I - 750 Ag S - 250 Psy Rating 5 - 200 Scrutiny +20 - 200 Armor of Contempt - 200 Hatred (Daemons) - 200 Paranoia - 200 Meditation - 200 Light Sleeper - 200 Psychic Technique - 200 Psychic Technique - 200 Rank 5: 4000/3950 WS T - 1000 Fel S - 500 Psy Rating 6 - 200 Favoured by the Warp - 500 Psychic Technique - 300 Psychic Technique - 300 Glimpse from Beyond - 400 (13 Corruption) From Beyond - 800 Rank 6: 950/950 Ag S - 250 Resistance (Psychic Techniques) - 200 Strong-Minded - 500 mdct fucked around with this message at 17:37 on Aug 29, 2014 |
# ? Aug 25, 2014 04:23 |
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-Beep Boop- Hello this Techpriest Tibus applying for the position of <EXPLORATOR>. Despite awful slanderous rumors otherwise I assure you that I am not a heretek and am definitely not currently being hunted by the adeptus mechanicus for just trying to make some improvements. I have also definitely not tried to activate a piece of archaeotech and subsequently spilled water on it. These foul accusations are purely political and an attempt to discredit my good standing. Skills and Experience In Schola -Excellent marks in standard adeptus mechanicus programs -Minor in studying squishy meatbag physiology Work Experience Assisted a Magos in his uncovering and retrieving of several artifacts -Traveled the sector of Sodallthis for findings -Utilized historical data and information gathering for predicting site locations -Duties included managing a small team of techpriests in site condition assessment and documentation. -Discovered objects dating back to the dark age of technology. Personal Research in archaeotech with a focus on humanoid constructs -Studied a construct retrieved from Sodallthis. -Furthered our knowledge on technology from the dark ages, discovering several new strengths and er, weaknesses. -Wrote several papers proposing some improvements for allowing the machine spirits more expression. Unfortunately the papers have since been lost to the Administratum. Engiseer in the service of the Emperor -Maintained tanks and various artillery pieces -Oversaw the guardsmen and insured that they did not offend their machine spirits -Assisted the medicae in caring for the wounded meatbags -Gained practical experience for field application of chymistry -Learned how to fight -Purged many eldar I have included a list of other skills and talents that I possess that may be of interest. I would very much appreciate the opportunity of working for an esteemed rouge trader such as yourself. I would dearly like a change of view and get off this planet as soon as possible. All hail the Omissiah -beep boop- pre:Void Born -> Fringe Survivor (Heretek, tech and archeotech) -> Tainted (deviant philosophy) -> Hand of war (Pistol Training universal, Hatred ELDAR YES THIS GUY TOO) -> Exhilaration (Thrill of War +3WS) WS 63: 25 + 20 + 3 + 5 + 5 + 5 BS 30: 25 + 5 S 60: 25 + 20 - 5 + 5 + 5 + 5 + 5 T 60: 25 + 15 + 5 + 5 + 5 + 5 AG 45: 25 + 20 INT 68: 25 + 20 + 3 + 5 + 5 + 5 + 5 PER 35: 25 + 10 WP 48: 25 + 10 + 5 + 3 + 5 FEL 22: 25 - 3 Wounds 21/21 FP 4/4 [23:43:44] <Hashutbot> Xun, fatepoints 4 explorator: 6 [1d10=6] Traits: Charmed, Ill-omened, Void Accustomed, Face of the Enemy (ELDAR), Mechanicus Implants, Bionics (Medicae Mechadendrite, Utility Mechadendrite) Skills: Awareness, Common Lore Infused (Machine Cult +20, Tech +30), Dodge +10, Forbidden Lore (Adeptus Mechanicus +20, Archeotech +20), Literacy, Logic, Medicae +20, Scholastic Lore Infused (Chymistry +20, Tactica Imperialis +10), Speak Language (Explorator Binary, Low Gothic, Ship Dialect, Techna-Lingua), Tech-Use (Armourer, Technomat) Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Melee Weapon Training (Chain, Shock, Power), Exotic Weapon Training (zaythan warblade) Quick Draw, Nerves of Steel, Logis Implant, Machine (3), Enemy (Ecclesiarchy), Hatred (ELDAR), Autosanguine, Mechadendrite Use (Utility), Binary Chatter, Electro Graft Use, Luminen Charge, Prosanguine, Luminen Shock, Luminen Blast, Machinator Array, Electrical Succour, Infused Knowledge, Master Enginseer, Rite of Fear, Furious assault 100/22000 Rank 1 Awareness -100 Trade (Armourer) -100 Autosanguine -200 Mechandrite Use(utility) -500 Sound Constitution x2 -400 WS x3 -250, -500, -750 Rank 2 Electro Graft Use -200 Binary Chatter -200 Pro Sanguine -200 Luminen Charge -200 Sound Constitution x2 -400 Tech Use +10 -200 Medicae -200 INT x4 -100, -250, -500, -750 Rank 3 Luminen Shock -200 The Flesh is Weak -500 Forbidden Lore (Archeotech) +20 -200 Forbidden Lore (Adeptus Mechanicus) +10,+20 -400 Medicae +10 -200 Tech use +20 -200 T x3 -100, -250, -500 Rank 4 Luminen Blast -200 Exotic Weapon training (WARBLADE) -500 Flesh is Weak 2 -500 Machinator Array -500 MEdicae +20 -200 Dodge +10 -400 Scholastic Lore (chymistry) +10 -400 Sound constitution x3 -600 T -750 Rank 5 Electrical Succor -200 The Flesh is weak 3 -500 Infused Knowledge -500 Rite of Fear-500 Master enginseer -500 sound constitution -200 S x4 -100, -250, -500, -750 Rank 6 Furious Assault -500 Xun fucked around with this message at 03:08 on Sep 2, 2014 |
# ? Aug 25, 2014 05:50 |
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Remiel Insert Background Here. Still finishing Requisitions and current list is subject to change. pre:Name: Remiel Career: Assault Marine Chapter: Dark Angels Demeanor: Sons of the Lion, Calculating History: Preserved the Secrets of the Chapter Stats: 120 WS: 60 50 +10[Advance] BS: 40 35 +5[Chapter] STR: 40[60] 40 [+20(armor)] TGH: 50 50 AGI: 55[70] 50 +5[Advance][+15(armor)] INT: 40 35 +5[Chapter] PER: 40 40 WIL: 48 45 +3[Talent] FEL: 45 45 Wounds: 23 FP: 3 IP: 5 CP: 0 Skills: Awareness +10[PER] Ciphers(Chapter Runes)[INT] Climb[STR] Common Lore(Adeptus Astartes)[INT] Common Lore(Deathwatch)[INT] Common Lore(Imperium)[INT] Common Lore(War)[INT] Concealment[AGI] Deceive[FEL] Dodge[AGI] Drive(Ground Vehicle) +10[AGI] Forbidden Lore(Dark Angels)[INT] Forbidden Lore(Xenos)[INT] Inquiry[FEL] Interrogation +20[WIL] Intimidate[STR] Literacy[INT] Navigate(Surface)[INT] Pilot(Personal) +10[AGI] Scholastic Lore(Codex Astartes)[INT] Shadowing[AGI] Silent Move[AGI] Speak Language(High Gothic, Low Gothic)[INT] Tactics(Recon and Stealth)[INT] Tracking[INT] Talents: Ambidextrous Astartes Weapons Training Bulging Biceps Deathwatch Training Hatred(Chaos Space Marines) Heightened Senses(Hearing, Sight) Initiate of Secrets Killing Strike Lightning Attack Mental Fortitude Nerves of Steel Quick Draw Resistance(Psychic Powers) Rival(Inquisition) Signature Wargear Signature Wargear(Master) Swift Attack Talented(Drive[Ground Vehicle]) True Grit Unarmed Warrior Wall of Steel Traits: Unnatural Strength(x2) Unnatural Toughness(x2) Wings of Angels Equipment: -Astartes Mk 6 power armor -A Fury Like Lightning[+5 bonus to agility, +1 bonus to Initiative rolls] -A Hero's Spirit[While in Solo Mode, may choose to gain bonuses of +15 WS, +15 BS, and become immune to Fear and Pinning for the duration of the combat. May not enter Squad Mode during this time, and after the combat is over gain 3d10 Insanity Points] -Astartes bolt pistol -3 Astartes frag grenades -3 Astartes krak grenades -Astartes combat knife -repair cement -Astartes chainsword -Astartes jump pack -Deathwatch Bike(with Teleport Homer) -Ceremonial Sword [1d10+3 Pen. 2 Balanced] Signature Wargear: Master-Crafted Astartes Power Sword(Master Ability: +10 to Attack rolls) Requisition 89/100: -Dipole Mag-Lock(Sword) 5 -Stalker Bolter 15 *Fire Selector 2 *Clip(Witch Bolts) x1 12 -Masking Screen 30 -Astartes Targeter 25 Experience Spent: 21800/22000 -Ravenwing Veteran 1000 -Kill Marine 1000 -WS +5 200 -WS +10 500 -Agility +5 200 -Awareness +10 200 -Drive(GV) +10 500 -Pilot(Personal) +10 500 -Interrogation 200 -Interrogation +10 200 -Interrogation +20 200 -Shadowing 400 -Inquiry 400 -Hatred(Chaos Marines) 500 -Initiate of Secrets 300 -Lightning Attack 500 -Signature Wargear 500 -Signature Wargear(Master) 1000 -Wall of Steel 700 -Mental Fortitude 800
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# ? Aug 25, 2014 18:24 |
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bio added for my ork
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# ? Aug 27, 2014 04:48 |
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I'm gonna want in on this. I'll post a character this weekend (either Rogue Trader or Navigator).
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# ? Aug 29, 2014 16:18 |
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Picks go up Sunday at the latest.
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# ? Aug 30, 2014 03:01 |
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The Daemon World of Mankarra is a twisted, burning hell-scape which no mortal eye should ever be forced to look upon. Distances have little meaning, angles make no sense, and even the color of the dirt and sky have no permanency. This was were the Daemon Prince Voldorius chose to mkae his final stand though, and the Brothers of the Raven Guard and White Scars answered to the abomination's call. Despite the maddening, shifting landscape Ramsay and his squad of tactical marines drew ever closer to their target. The White Scars made a fine show of things, striking furiously again and again against the enemy front line before making a hasty withdrawal. It kept the Traitors' eye facing away from the specters in sable armor stalking at their flanks. Ramsay led a number of surprise assaults on enemy weapon emplacements, supply depots, and reserve bunkers. The havoc he played on the enemy stratagem completely collapsed an entire section of their defense, allowing the marines to siege Voldorius' walls and breach his fortress. When the Angels of Death finally reached Voldorius' inner sanctum Ramsay was among the vanguard at the front lines. Bolter shells shrieked through the profane halls of the fortress, rending Traitor Marines and cultists to shreds as they fought desperately to defend their Daemonic master. In the end there were heavy losses, but Voldorius lay slain under the rending talons of none other than Captain Kayvan Shrike. Ramsay stood beside the hero of his chapter, taking succor from the glory of such righteous deeds done in the name of the God-Emperor. After the pivotal battle Ramsay was honored with a recommendation to join the ranks of the Deathwatch to ply the stars and meet out vengeance to the enemies of Mankind. As a scion of the Raven Guard, familiar with operating alone and disconnected from any support, Ramsay was an obvious choice to be selected for the role of Kill Marine. He has spent years in service to the Deathwatch, though almost all of that time has been far away from Erioch. His deeds bring pride to the ranks of the Watch, though only those with access to the sealed ledgers deep in the belly of the fortress know what shadowy work he has done. pre:Name: Ramsay Career: Tactical Marine --> Kill Marine Chapter: Raven Guard Demeanor: Son of Night, Studious History: Fall of Voldorius Trapping: Helmet Picter Stats: 120 WS: 35 (30 + 5) BS: 50[55] (30 [+5(helm)] + 15 + 5 Simple) STR: 40[60] (30 [+20(armor)] + 10) TGH: 50 (30 + 20) AGI: 55[70] (30 [+15(armor)] + 5 Chapter + 20) INT: 45 (30 + 15) PER: 45[50] (30 [+5(with helm)] + 5 Chapter + 10) WIL: 45 (30 + 10 + 5 Simple) FEL: 50[55] (30 [+5(helm w/ other SM) + 15 + 5 Simple) Wounds: 24/24 FP: 3 IP: 0 CP: 0 Skills: Awareness [PER] Ciphers (Chapter Runes) [INT] Climb [STR] Common Lore (Adeptus Astartes, Deathwatch, Imperium, War) [INT] Command (+10 w/ helm) [FEL] Concealment [AGI] Dodge [AGI] Drive (Ground Vehicle) [AGI] Forbidden Lore (Xenos) [INT] Interrogation [WP] Intimidate [STR] Inquiry [FEL] Literacy [INT] Navigate (Surface) [INT] Scholastic Lore (Codex Astartes) [INT] Search [PER] Silent Move [AGI] Shadowing [AGI] Speak Language (High Gothic, Low Gothic) [INT] Tactics (Recon and Stealth) [INT] Tracking [INT] Talents: Air of Authority Ambidextrous Astartes Weapons Training Astartes Weapon Specialization (Bolt, Basic) Bolter Mastery Bulging Biceps Deathwatch Training Guerrilla Training Hard Target Hatred (Traitor Legions) Heightened Senses (Hearing, Sight) Killing Strike Nerves of Steel One-man Kill Team Quick Draw Rapid Reload Resistance (Psychic Powers) True Grit Unarmed Warrior Web of Peers Traits: Unnatural Strength(x2) Unnatural Toughness(x2) Space Marine Implants (p.36) Equipment: -Astartes Mk 6 power armor +Helm of Mordicus [7 AP head, +5 PER, +5 BS, +10 Command, and +5 FEL with Space Marines] +A Fury Like Lightning [+5 AGI and +1 Initiative] -Astartes bolt pistol -3 Astartes frag grenades -3 Astartes krak grenades -Astartes combat knife -Repair cement Requisition 97/100: -Astartes Bolter 5 +Motion Predictor 20 +Fire Selector 2 -Kraken Rounds 5 -Metal Storm Rounds 15 -Melta Bomb 25 -Astartes Cluster Mines 5 -Chameleonine Cloak 20 Experience Spent: 21900/22000 Starting XP -Astartes Weapon Specialization (Bolt, Basic) 1000xp Tactical Marine - Rank 1 -Rapid Reload 200xp -Guerrilla Training 400xp -Hatred (Traitor Legions) 200xp -Hard Target 500xp -Search 400xp -Air of Authority 500xp -Interrogation 400xp -Simple WIL 200xp -Simple FEL 200xp -Simple BS 500xp -Sound Constitution 500xp Kill Marine - Rank 2 -Career Entry 1000xp -Web of Peers 3000xp Kill Marine - Rank 3 -Inquiry 400xp -Shadowing 400xp ilootthecorpse fucked around with this message at 23:07 on Aug 30, 2014 |
# ? Aug 30, 2014 17:13 |
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Under the alkem-weapon scarred surface of the moons of Ymgarl was where Pyriel learned to fight war unlike anything he had previously experienced. The tunnels twisted and looped around each other in maddening spirals, merging and splitting without warming, sometimes shrinking until only a single battle-brother at time could inch forward only to emerge in massive caverns seemingly larger than the massive ships of the chapter. And endless swarms of Genestealers stalked the tunnels, waves of chitin and flesh crashing against the Salamander lines, emerging from cracks and alcoves that until closer examination seemed too small to hide a small child, much less full grown 'stealer, tunneling through the walls and ceilings to strike at the rear of kill-teams. As the Salamanders pushed deeper towards the core, the forms of xenos they encountered became more twisted and fearsome, from massive brood-lords that ripped apart Terminator armor like wet tissue to blind wormlike forms that refused to die despite their oozing wounds. From this furnace of battle, Pyriel emerged stronger and more focused than ever before, any doubt and weakness blasted away by unflinching certainty of the righteousness of their cause. To the lightless depths of Ymgarl's moons, Pyriel brought flame and sword, ancestral fire of his psychic powers reducing hordes of genestealers to dust, his sword cleaving the filth that managed to swarm through the weapons of his battle-brothers. For his accomplishments, Pyriel was allowed to carry the ancient force blade “Bonfire of the Impure”, treasure forged ages past to celebrate the chapter's victorious campaign against a race of xenos eradicated to the degree that no living man remembers their name. As the call came to honor the ancient oaths to the inquisition and Deathwatch, Pyriel was chosen to leave for the Long Watch and in the black armor of Deathwatch, he has encountered and fought many of the foul aliens that plague Jericho Reach. After all these years, the flame that ignited in his soul still burns but age has tempered his fury and given him wisdom to watch for long patterns of his actions. His experience of living and dealing with normal humans of Nocturne and his patience with all things made him natural candidate for further training as Kill-Marine. pre:Name: Epistolary Pyriel Chapter: Salamanders Speciality: Librarian Personal Demeanour: Stoic Chapter Demeanour: The Promethean Cult Past Experience: The Cleansing of Ymgarl Chapter Trapping: The Flame (+2 to Initiative rolls) Primarch's Curse: Unyielding Solo Mode: Fire-Born ==CHARACTERISTICS Weapon Skill: 60[70] |50 +10 advance +10 armor Ballistic Skill: 40 |40 Strength: 40[60] |40 Toughness: 60 |50 +5 Chapter +5 advance Agility: 40 |40 Intelligence: 50 |40 +5 Chapter +5 advance Perception: 40 |40 Willpower: 60 |50 +10 advance Fellowship: 40 |40 Wounds: 23 Fate: 4/4 Insanity: Corruption: Psy Rating: 5 ==POWERS Avenger [free] Compel [1000] Heat of the Furnace [free] Machine Curse [1000] Smite [free] ==SKILLS Awareness Ciphers(Chapter Runes) Climb Dodge Common Lore(Adaptus Astartes, Imperium, War) Concealment Drive(Ground Vehicle) Forbidden Lore(Warp) Intimidate Literacy Navigation(Surface) Scholastic Lore(Codex Astartes) Search Silent Move Speak Languages(High Gothic, Low Gothic) Tactics(Assault) Tracking Trade(Armourer) Common Lore(Deathwatch) Forbidden Lore(Xenos) ==TALENTS Ambidextrous Astartes Weapon Training Bulging Biceps Cleanse & Purify Duty Onto Death Heightened Senses(Hearing, Sight) Killing Strike Nerves of Steel Quick Draw Rite of Sanctioning Resistance(Psychic Powers, Heat) True Grit Unarmed Master Unarmed Warrior Deathwatch Training ==TRAITS Unnatural Strength(x2) Unnatural Toughness(x2) ==EQUIPMENT *Weapons Astartes Bolter /w Fire Selector Astartes Bolt Pistol Astartes Frag Grenades Astartes Krak Grenades Astartes Combat Knife Force Sword, Exceptional [13] +Dipole Magnets [5] *Armor Astartes Mk 5 'Heretic' Power Armor (+10 to Fellowship with other space marines, -10 to Fellowship with Inquisition) -Last Survivor: extra Fate Point at beginning of mission -Gauntlets of Xirion: Mk4 arms, +10 WS, +5 Fellowship with anyone loyal to the Imperium -Armor: Body:[9] Head:[8] Arms:[7] Legs[8] *Stuff Psychic Hood [25] Salamander's Mantle [20] Astartes Storm Shield [35] ADVANCES: 12.000 Space Marine 1000 Kill-Marine Rank 1: 13.000 - 16.999 Compel [1000] Machine Curse [1000] Rite of Sanctioning [400] Weapon Skill +10 [700] (Simple, Intermediate) Willpower +10 [700] (Simple, Intermediate) Duty Unto Death [800] Rank 2: 17.000 - 20.999 Psy Rating 4 [500] Toughness +5 [500] (Simple) Trade(Armourer) [600] Cleanse and Purify [400] Search [300] Intelligence +5 [200] (Simple) Familiar (Salamander) [1000] Rank 3: 21.000+ Psy Rating 5 [500] Forbidden Lore(Warp) [400] throw to first DAMN IT fucked around with this message at 00:32 on Sep 2, 2014 |
# ? Aug 30, 2014 21:14 |
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Werix Waci Xun Firesight Tran Frajaq Kill marine puistokemisti Welcome aboard!
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# ? Aug 31, 2014 21:03 |
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simsense cumshots posted:Werix Welcome aboard our affirmative action picks quornes and dyne!
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# ? Aug 31, 2014 22:34 |
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simsense cumshots posted:Welcome aboard our affirmative action picks quornes and dyne! Good, because I do feel kind of guilty for pushing aside Quornes Marty Mcflybot.
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# ? Sep 1, 2014 04:08 |
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Wait do we have 3 rogue traders?
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# ? Sep 1, 2014 04:29 |
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Two, it would appear.
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# ? Sep 1, 2014 04:37 |
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FireSight posted:Two, it would appear. 1 stupid
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# ? Sep 1, 2014 04:47 |
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imgay
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# ? Sep 3, 2014 06:24 |
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the most effeminate tau fire warrior ever
frajaq fucked around with this message at 07:36 on Sep 3, 2014 |
# ? Sep 3, 2014 06:37 |
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# ? Jun 2, 2024 05:15 |
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Due to recent developments on planet gay earth i will likely be unable to start until saturday. If I have quiet time, I will try to get things started tonight. But dont count on it.
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# ? Sep 4, 2014 18:37 |