Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
John Dyne
Jul 3, 2005

Well, fuck. Really?

This is a dark age, a bloody age, an age of daemons and of sorcery. It is an age of battle and death, and of the world's ending. Amidst all of the fire, flame, and fury it is a time, too, of mighty heroes, of bold deeds and great courage.

At the heart of the Old World sprawls the Empire, the largest and most powerful of the human realms. Known for its engineers, sorcerers, traders, and soldiers, it is a land of great mountains, mighty rivers, dark forests, and vast cities. And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendant of the founder of these lands, Sigmar, and wielded of his magical warhammer.

But these are far from civilised times. Across the length and breadth of the Old World, from the knights palaces of Bretonnia to the ice-bound Kislev in the far north, come rumblings of war. In the towering Worlds Edge Mountains, the orc drives are gathering for another assault. Bandits and renegades harry the wild southern lands of the Border Princes.

There are rumors of rat-things, the skaven, emerging from the sewers and swamps across the land. And from the northern wildernesses there is the ever-present threat of Chaos, of daemons and beastmen corrupted by the foul powers of the Dark Gods.

As the time of battle draws ever near, the Empire needs heroes like never before. It is the Age of Heroes.


=====

Not all of the Empire's heroes could truly be seen as such. The purity of the Empire spurns the pathetic wretches and horrendous barbarians that feel the very touch of Chaos upon their brow, and would slay those who would fight with a fury and fervor unmatched by their purer counterparts. Yet even these poor fools may do some good for the Empire in their misguided lives, even unintentionally.

You are one of those wretches, the poor and misbegotten that live beneath Imperial notice. The mutants, the heretics, and the cultists are who you call family; you have been touched by Chaos, and your body has changed for it. You cannot live amongst normal society, and have gone underground in Nuln, where you and a band of other like minded individuals sell your services on the Night Market.

Not but a day ago, you received a letter, wrapped in golden ribbon and sealed with the wax imprint of some unknowable noble; within, your new employer spoke of riches and wealth in far away Khemri, a dead land filled with deserts and ancient, ruined cities. The man has hunted a relic of some power to this city, and as no sane or normal individual will go in, he has turned to you.

The job is perilous. It is insane. But it's what you are best at.

After all, what torments could death hold that you haven't already suffered?



======

Welcome to the Raiders of Khemri, a one-shot that could potentially grow to be much more. You are a member of a band of mercenaries and sellswords who don't fit in with the human population, for one reason or another. You are all heretics and mutants, but you haven't yet been driven to full insanity that would make you a gibbering idiot.

I am looking for FIVE players for this adventure. I am using the Career Compimendium so simply post your interest and I will roll 2d4 for your race, and 3d1000 to let you pick between three classes. As a note, elves likely won't fit in here too well, since they can't mutate, so unless you're going to be a dark wizard I'll let you reroll elven rolls.

Are you a risk taker? Tell me so and I'll roll ONCE on each table and you'll get stuck with what I roll, BUT you will get an extra free advance, so your inevitable halfling shitsucker isn't TOTAL crap to begin with. Risk takers will need to reroll again if they die, but don't get the free advance.

If you have a racial preference I will definitely consider it beyond the elven limitation, but I will post any and all career sheets and relevant info you need to roll up your dude. We're using basic character creation, so you get to use Shallaya's mercy to change your lowest roll to an 11. Once your stats are done up and you've used your free advance(s), I want you to go ahead and spent 1500 XP, to get you into your second career and, if you picked a short enough career, maybe into a third. So long as it's a career exit, YOU DO NOT have to spend 100 XP to move to the new career. Assume you have all necessary trappings.

Also, once you are done, I want you to tell me how many mutations you want, before I roll 1d10+10+TB to determine how many you can suffer before being a chaos spawn. Realize that these can SERIOUSLY hinder your character, since I'm using the Tome of Corruption for them, so if it makes your guy useless you may have to start over. :v: I will award bonus XP for taking more mutations, since I figure they'll show you've been at it for awhile, and the advances you take may just well make up for having a tentacle for a head.



e:
[14:21] <Puistokemisti> Dyne: why isn't the thread named Raiders of the Lost Ankh?
[14:21] <&Dyne> GODDAMMIT

John Dyne fucked around with this message at 20:22 on Oct 9, 2014

Adbot
ADBOT LOVES YOU

chin up everything sucks
Jan 29, 2012

Manmode me, and I want SEVEN mutations.

Olanphonia
Jul 27, 2006

I'm open to suggestions~
I'm interested. Never tried WFRP before and what better way to start than with a character sure to suck and die. 7 mutations and 1 roll please

Astus
Nov 11, 2008
I'll take the risk, and go with 10 mutations. Maximum risk mode.

throw to first DAMN IT
Apr 10, 2007
This whole thread has been raging at the people who don't want Saracen invasion to their homes

Perhaps you too should be more accepting of their cultures
Manmode my character and gimme 8 mutations because that's the number of magic 10 mutations because stuff.

throw to first DAMN IT fucked around with this message at 20:20 on Oct 9, 2014

Ryuujin
Sep 26, 2007
Dragon God
Manmode with 10 13 mutations, go for broke!

Esser-Z
Jun 3, 2012

Manmode with 10 mutations. Let's do this poo poo.

John Dyne
Jul 3, 2005

Well, fuck. Really?
First batch up to Esser-Z coming up; I will edit in the mutations later, with descriptions and other stuff like what your blood is substituted with (default of poo)

FireSight, you are a Human Charcoal Burner.
Your mutations are:
Emaciated Appearance - You pooped out all your fat and look thin and cadaverous. -1d10 Strength and Toughness.
Hideous Appearance - You scare the living poo poo out of everyone. Decide how you are hideous, and gain the Terrifying talent.
Mane of Hair - Your hair is fabulous; it is either like a lion's or like a horse's.
Dripping - You leave a trail of stinky fluid, the color of which is your choice, which attracts flies. -2d10 Fellowship.
Rotting Flesh - Your skin is rotting and sloughing off your body. It smells and attracts flies. -1d10 Fellowship and Toughness.
Uncontrollable Flatulence - You fart when scared, nervous, or bored. Does a variety of nasty things.
Feathered Hide - You are covered in feathers, and have a membrane between your arms and sides.



Olanphonia, you are a Human Muleskinner.
Your mutations are:
Burning Body - You are perpetually on fire. It doesn't hurt you, but it burns your equipment, and people can cook with you. +1d10 toughness.
Polyps - You are covered in weird, nasty bumps. They don't hurt, but they do pop and leak nastiness. -1d10 Fellowship.
Blood Substition - Your blood has been replaced with molten metal. When cut, you spray it in the enemy's face, and they take 1d10+5 damage ignoring armor, unless they dodge.
Acid Excretion - Acid pours out of your skin and eats away your equipment. You are always nude. +1d10 toughnes and when you hit with natural weapons (like your fists), you deal 1 wound regardless of toughness and armor. You also destroy enemy weapons if they fail an agility test, and deal damage to them when punched or grappled.
Bestial Appearance - You gain the head of an eagle. You gain Keen Senses and Excellent Vision, and lose 2d10 Fellowship.
Detachable Limbs - You can come apart with out dying horribly. You also can only be killed on a crit value of 10.
Eyestalks - Your eyes can come out of your head on stalks. Gain +1d10 on initiative rolls.




Astus, you are an Elven Wizard. You have instant access to one of the Dark Lores, and get a free +1 magic advance.
Your mutations are:
Hunchback - You have a hump on your back and you stoop and waddle around and like to ring bells and save gypsies. All armor must be custom made.
Cowardice - You are at -20 on all Fear and Terror tests, you big baby. You cannot attack in melee without passing a Willpower test. You also lose 1d10 Willpower.
Sensory Loss - You have no sense of touch; that is to say, your skin ripped itself off and ran away, leaving you a weeping, bloody ruin. You lose 2d10 toughness and 2 wounds. You can not make touch based tests.
Short Legs - You got stumpy lovely little legs. -1 to movement.
Bestial Appearance - You have head of an ant. Gain the Natural Weapons Talent and lose 2d10 Fellowship.
Malign Sorcerer - Gain +1 magic and another dark lore for being such a creepy magic man.
Prehensile Tail - You have a long, prehensile tail that acts as a third arm.
Trance - Whenever you fail a fear test, you move 1d10x2 yards in a random direction, then snap out of it the next turn.
Extra Joints - You have extra joints in your legs. +1 to movement and +1d10 agility.
Spores - You sprout warp spores which just flutter about. When hit in combat, foes must pass a toughness test or gain a mutation and lose their next turn.





Puistokemisti, you are an Elven Noble.
Your mutations are:
Additional Eye- You have grown an extra eye. It is on your rear end. While it is uncovered, you gain +5 to perception tests.
Bestial Appearance - You have the head of an ape. Really it doesn't do much for you.
Claws - Your hands have twisted and turned into weapons in their own right. You gain the Natural Weapons talent.
Electrical Touch - Raw electricity crackles through your skin. You gain +1d10 agility, and can shock enemies for 1d10+3 damage that ignores armor. Doing so makes you have to recharge for 1d10 rounds. If you have yet to discharge and an enemy strikes you with a metal weapon, they must test agility or take 1d10+5 damage that ignores armor.
Irrational Fear - You have an inexplicable fear of anything colored blue. You don't know why. When faced with the color blue, you must roll a fear test as normal.
Levitation - You are able to float your rear end around. Gain the Hoverer trait, at your movement rate.
Long Nose - You got a nose like a carrot. A warty, leathery carrot. Gain +10 to scent based perception tests, and the Follow Trails skill.
Long Spines - You are covered in quills. In enemy combat, enemies must roll agility or take 1d10+1 damage.
Multiple Heads- You have sprouted two additional heads. Increase your number of attacks to three. Both heads are adjacent to your normal head, but are not at all apelike. One of the heads has its own personality and motives.
Vampire - You gotta drink blood you weirdo. Every day you don't, you lose 10 in all stats. You are not an actual vampire, though, so you gotta use something other than fangs to get blood.




Ryuujin, you are a Human Rat Catcher.
Your mutations are:
Bestial Appearance - You have the head of a bull. You gain the Natural Weapons talent and lose 2d10 fellowship.
Blood Lust - You really like blood and it makes you go bonkers. You gain the Frenzy talent, and when you Frenzy, your face turns red and daemonic. It takes a -10 Willpower test to leave your rage, and if you fail, you just attack whatever is nearby, until there is nothing left or you pass.
Elastic Limbs - Your arms can stretch upto 1d10x2 yards, letting you hit people at a distance. But they can also hit your freakish arms! Normal armor will not protect your arms while stretched.
Enormous Head - One of your heads grows to three times its size. All headwear must be custom made, for three times the price; 20% of all body hits and 10% of all arm hits also go to your big fat melon.
Flaming Skull Face - The flesh of one of your faces sloughs away, leaving the naked skull behind. Moments later, it erupts in hellish flame. Any one that touches it takes 1d10+1 damage that ignores armor.
Featureless Face - One of your heads has no facial features at all. It can still act as normal, and it has removed your need to eat or drink, but you still feel the pangs of hunger.
Inside Out - Your guts got sick of being out in the sun and decided to come out and say hello. All of your organs are on the outside of your body now. You lose 2d10 toughness, and all crits against you are raised by 1.
Limb Transference - Four of your body parts decided to trade places! One of your heads has migrated down to your chest, the eyes of one of your heads has moved to your stomach, your left arm is now attached to your right hand, and your right hand has moved down to your knee, taking your arm with it. Holy poo poo you look weird.
Madness - You have a voice in one of your heads. Gain 10 insanity points.
Moronic - You are an actual idiot. -2d10 intelligence.
Multiple Heads - You have gained 4 extra heads, each of which has taken one of your facial mutations. They have all sprouted on your shoulders in a line.
Radiant Skin - Your skin glows with a light that is colored how you like. It's not that bright, but it's yours.
Skull Face - The flesh from one of your faces sloughs off and reveals the off-white skull beneath it. -2d10 fellowship.

Your DOG'S mutations are as follows:
Scorpion Tail
Massive Intellect
Metallic Skin
Strange Voice
Telepathy




Esser-Z, you are a Human Newssheet Vendor.
Your mutatons are:
Bestial Appearance - You have the head of a lion! You gain Natural Weapons.
Chaos Organ - You have a tumor in your gut that is dedicated to Chaos. You gain +1d10 toughness and 2 wounds. But the thing also makes a lot of noise and says creepy stuff, so you lose 2d10 fel. If you die, it rips out of your body, waddles around and sprays fluids everywhere while turning into a tiny version of you. If it survives, it grows up and turns back into you.
Limb Loss - Late one night, you wake up to find your left foot trying to sneak out of your apartment. You gave chase, but it evaded you. You are now without a left foot, and you think it may be in Tilea, enjoying the warm sandy beaches. You suffer the effects of the Lost Foot critical effect.
Long Nose - You got a nose like a carrot. A warty, leathery carrot. Gain +10 to scent based perception tests, and the Follow Trails skill.
Multiple Arms - You have grown four more arms. Increase your attacks by +2 and gain 1d10 toughness.
Prehensile Tail - ou have a long, prehensile tail that acts as a seventh arm.
Rash - You have a nasty rash on your tush.
Rearranged Face - Your face has decided to go nuts. Your eyes are on your chin, your nose is on top of your head, your mouth is on your forehead, and your ears are where your eyes should be.
Uncontrollable Flatulence - You fart when scared, nervous, or bored. Does a variety of nasty things.
INVENT YOUR OWN - Congratulations! Either you or I can invent some horrible mutation to inflict upon your chaos riddled body! Your call, chump!




Feel free to ask for any career exit's profile!

John Dyne fucked around with this message at 00:41 on Oct 10, 2014

Swags
Dec 9, 2006
HELLO SIR I CAME HERE FROM DORF LANDS TO TELL YOU OF MY STERLING SHINY LORD THE GOOD LORD DORFINGTON OF DORFSVILLEBURG
LORD DORFINGTON HAS COME DOWN WITH AN INTENSE SIXNESS LATELY AND WISHED FOR ME TO ENUMERATE ALL OF HIS MANY GROSS
BUT NOBLE SYMPTOMS TO YOU THAT YOU MIGHT KNOW HOW BLESSED HE IS WHILE KNOWING HOW MUCH HE SUFFERS FOR HOW BLESSED
HE IS I WILL LIST ALL OF HIS FOURTEEN MANY TERRIBLE ILLNESSES AND HOW THEY WILL EFFECT HIS DAY TO DAY LIFE
AS HE AND HIS ARMY OF NETHER CREATURES RIDE BLISSFULLY DOWN FROM THE HILLS TO PILLAGE YOUR CHILDREN AND TAKE THEM TO
THE GLOWING LIGHT AND FLUFFY CLOUD SPACE OF THE WORLD BEYOND:





also, man mode, let's hope it's a fighty class

Y'know, I changed my mind.

Non- man mode. No mutations. Well, maybe 1. But only if I'm not an elf or a halfling.

Swags fucked around with this message at 23:35 on Oct 9, 2014

Esser-Z
Jun 3, 2012

Nevermind this request, I'll be home and with the books soon enough.

Esser-Z fucked around with this message at 22:05 on Oct 9, 2014

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
I'll give it a shot on manmode...with 6 mutations for my homeboy/girl Slaanesh. Someone has to be able to talk to people without dripping slime on them.

Halloween Jack fucked around with this message at 21:54 on Oct 9, 2014

chin up everything sucks
Jan 29, 2012

pre:
Stats including mutation and talent modifiers
Base Stats showing modifiers
() denotes mutation change
bold denotes a talent change
strike indicates shallya's mercy
WS:  28 = 20 + 8
BS:  30 = 20 + 10
S:   37 = 20 + 15 (- 3) + 5
T:   19 = 20 + 9 (- 6 - 4) + 5
Ag:  31 = 20 + 11
Int: 31 = 20 + 611
WP:  36 = 20 + 16
Fel: 30 = 20 + 18 (- 7 - 1)

Name:  Pieter
Player:  FireSight
Race:  Mutant
XP:  1500
Career: Charcoal Burner > Woodsman

Physical Characteristics
--------------------------
Height: 5'10"
Weight: 100
Hair Color: Dark brown
Eye Color: Light brown
Distinguishing Marks: Take a guess

Origins and Family
-------------------------
Number of Siblings: None
Age: 33
Star Sign: The Two Bullocks
Birthplace: Small settlement in Reikland


Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 28 | 30 | 37 | 24 | 31 |  31 | 36 |  30 |
Advance   : |+10 | -- |+10 | -- | +5 |  -- |+10 |  -- | 
Taken     : |+10 | -- |+10 | +5 | +5 |  +5 | +5 |  +5 |
Current   : | 38 | 30 | 47 | 29 | 36 |  36 | 41 |  35 |

Secondary : | A  |  W | SB | TB |  M | MAG | IP | FP  |
Starting  : |  1 | 11 |  3 |  2 |  5 |   0 |  0 |  2  |
Advance   : | -- | +3 | -- | -- | -- |   0 | -- | --  |
Taken     : | -- | +2 | -- | -- | -- |   0 | -- | --  |
Current   : |  1 | 12 |  3 |  2 |  5 |   0 |  0 |  2  |

Skills:
Concealment
Drive
Haggle
Outdoor Survival
Perception + 10
Scale Sheer Surface + 10
Search
Secret Signs (Ranger)
Silent Move

Talents:
Cool-headed
Flee!
Fleet Footed
Rover
Specialist Weapon Group (two-handed)
Terrifying
Very Resilient
Very Strong


Trappings:
3 Torches
Tinderbox
Hand Weapon (Hatchet)
Great Weapon (Two-handed axe)
Light Armour (Leather Jack)
Antitoxin Kit

Mutations
Emaciated Appearance - You pooped out all your fat and look thin and cadaverous. 
    -1d10 Strength and Toughness.
Hideous Appearance - You scare the living poo poo out of everyone.  
    gain the Terrifying talent.
Mane of Hair - Horses Mane
Dripping - You leave a trail of stinky blue fluid, which attracts flies. 
    -2d10 Fellowship.
Rotting Flesh - Your skin is rotting and sloughing off your body. It smells and attracts flies. 
    -1d10 Fellowship and Toughness.
Uncontrollable Flatulence - You fart when scared, nervous, or bored. 
    Does a variety of nasty things.
Feathered Hide - You are covered in feathers, and have a membrane between your arms and sides.



Career Exits: Hunter, Militiaman, Outlaw, Scout, Vagabond

XP Spent/Total: 1500/1500
Advances:
Charcoal Burner
+2 wounds - free
+5 WS - 100
+5 S - 100
+5 T - 100
+5 Int - 100
+5 Ag - 100
+5 WP - 100
+5 Fel - 100

Woodsman
Specialist Weapon Group (two-handed) - 100
WS + 5 - 100
S + 5 - 100
Very Resilient - 100
Silent Move - 100
Perception + 10 - 100
Rover - 100
Scale Sheer Surface + 10 - 100

<GhostFire> 8#2d10
<Hashutbot> GhostFire, 8#2d10: 8 [2d10=5,3], 10 [2d10=7,3], 15 [2d10=7,8], 9 [2d10=7,2], 11 [2d10=3,8], 6 [2d10=1,5], 16 [2d10=6,10], 18 [2d10=10,8]

<GhostFire> 2#1d100 random talent table
<Hashutbot> GhostFire, random talent table: 11 [1d100=11], 19 [1d100=19]
Coolheaded and Fleet Footed

<GhostFire> 1d10 wounds
<Hashutbot> GhostFire, wounds: 5 [1d10=5]
11 wounds

<GhostFire> 1d10 fate
<Hashutbot> GhostFire, fate: 2 [1d10=2]
2 fate

Stat Losses:
2#1d10 emaciated appearance
GhostFire, emaciated appearance: 3 [1d10=3], 6 [1d10=6]
-3 S, -6 T

<GhostFire> 2d10 Dripping
<Hashutbot> GhostFire, Dripping: 7 [2d10=4,3]
-7 Fel

<GhostFire> 2#1d10 rotting flesh
<Hashutbot> GhostFire, rotting flesh: 4 [1d10=4], 1 [1d10=1]
-4 T, -1 Fel

chin up everything sucks fucked around with this message at 01:12 on Oct 10, 2014

Esser-Z
Jun 3, 2012

pre:
WS:  36 = 20 + 16
BS:  32 = 20 + 12
S:   29  = 20 + 9
T:   46  = 20 + 17 +9
Ag:  32  = 20 + 12
Int: 34 = 20 + 14
WP:  31 = 20 + 11
Fel: 25 = 20 + 11 -6
Pre mutations...

16:21 Esskeleton-Work 8#2d10
16:21 Hashutbot Esskeleton-Work, 8#2d10: 16 [2d10=6,10], 12 [2d10=8,4], 9 [2d10=3,6], 17 [2d10=7,10], 12 [2d10=10,2], 14 [2d10=7,7], 11 [2d10=10,1], 8 [2d10=4,4]

Replacing the 8 with an 11!

Awaiting the results of my hideous deformities!


<Esskeleton-Z> 2d10
<Hashutbot> Esskeleton-Z, 2d10: 9 [2d10=7,2]
<Esskeleton-Z> 2d10
<Hashutbot> Esskeleton-Z, 2d10: 6 [2d10=1,5]
I gain 9 toughness and lose 6 fel!

Oh, and I have
16:34 Hashutbot Esskeleton-Work, 1d10: 8 [1d10=8]
Eight newssheets.

Esser-Z fucked around with this message at 23:26 on Oct 9, 2014

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!
Manmode me!, seven mutations (the sacred number of the best God!)

Ham Equity
Apr 16, 2013

i hosted a great goon meet and all i got was this lousy avatar
Grimey Drawer
Manmode, with nine mutations, just because no one has gone with that number yet.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Interested, non-manmode, 3 mutations.

frajaq fucked around with this message at 22:20 on Oct 9, 2014

Sormus
Jul 24, 2007

PREVENT SPACE-AIDS
sanitize your lovebot
between users :roboluv:
Manmode, 15 mutations!

frankenfreak
Feb 16, 2007

I SCORED 85% ON A QUIZ ABOUT MONDAY NIGHT RAW AND ALL I GOT WAS THIS LOUSY TEXT

#bastionboogerbrigade
Manmode, 666 mutations

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Man Mode 16 Mutations, My character's body is ready.

Astus
Nov 11, 2008

Mormacar, freakish mutant Elf Wizard

It may be hard to believe, looking at Mormacar's current appearance, but he used to be an Elf. He's also the answer to the question "What's the worst that could happen?" when dealing with forbidden magic and heretical tomes. A paranoid by necessity, Mormacar has been hiding out in the wilds for a couple of decades now, practicing his dark magic in secret and trying his best to avoid becoming firewood or being torn apart by an angry mob. Even with these dangers, however, he can't acquire more tomes or supplies for his spells by himself, and occasionally needs to work with others. It helps that there are quite a few people who would pay for the services of a powerful wizard, regardless of how mutated or heretical said wizard is.

The current job is far more dangerous than Mormacar likes, but it provides a grand opportunity. The tombs of the Khemri are incredibly hazardous, but the secrets of the dead tend to be quite powerful indeed.

pre:
Name:  Mormacar
Player:  Astus
Race:  Elf
XP:  1200
Career: Apprentice Wizard>Journeyman Wizard

Physical Characteristics
--------------------------
Height: 5'10"
Weight: 125 lb.
Hair Color: Silver
Eye Color: Blue
Distinguishing Marks: Large Mole

Origins and Family
-------------------------
Number of Siblings: One brother.
Age: 95
Star Sign: Gnuthus the Ox
Birthplace: City of Marienburg

Character Profile: http://orokos.com/roll/227319 (Mercy on WP)
Wounds+Fate: http://orokos.com/roll/227327
--------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 31 | 40 | 23 | 17 | 39 |  32 | 33 |  23 |
Advance   : | +5 | +5 | -- | -- |+10 | +10 |+25 | +10 | 
Taken     : | -- | -- | -- | -- | +5 | +10 |+20 |  +5 |
Current   : | 31 | 40 | 23 | 17 | 44 |  42 | 53 |  28 |

Secondary : | A  |  W | SB | TB |  M | MAG | IP | FP  |
Starting  : |  1 |  7 |  2 |  1 |  5 |   1 |  0 |  1  |
Advance   : | -- | +3 | -- | -- | -- |  +2 | -- | --  |
Taken     : | -- | +2 | -- | -- | -- |  +2 | -- | --  |
Current   : |  1 |  9 |  2 |  1 |  5 |   3 |  0 |  1  |

Skills:
Academic Knowledge (Magic)
Channelling
Common Knowledge (Elves)
Magical Sense
Perception
Read/Write
Search
Speak Arcane Language (Magick)
Speak Langauge (Classical, Eltharin, Riekspiel)


Talents:
Aethyric Attunement
Arcane Lore (Shadow)
Coolheaded
Dark Lore (Nagash*, Necromancy)
Dark Magic
Excellent Vision
Fast Hands
Natural Weapons
Night Vision
Petty Magic (Arcane)
Very Resilient

*Night's Dark Masters, page 118.

Trappings:
Quarter Staff
Club (hand weapon)
Backpack
Printed Book
Grimoire
Writing Kit

18 gold

Career Exits: Journeyman Wizard, Scholar, Scribe

Advances: 1,200/1,200 XP
+1 MAG [Risk]
+5% WP [Free]
+10% WP [200]
+5% Fel [100]
+5% Ag [100]
+10% Int [200]
+2 W [200]
Move to Journeyman Wizard
Dark Magic [100]
+1 MAG [100]
Arcane Lore (Shadow) [100]
+5% WP [100]

pre:
Mutations:
Characteristic changes: http://orokos.com/roll/227336
Hunchback - You have a hump on your back and you stoop and waddle around and like to ring bells and save gypsies.
All armor must be custom made.
Cowardice - You are at -20 on all Fear and Terror tests, you big baby. You cannot attack in melee without passing
a Willpower test. You also lose 1d10 Willpower.
Sensory Loss - You have no sense of touch; that is to say, your skin ripped itself off and ran away, leaving you
a weeping, bloody ruin. You lose 2d10 toughness and 2 wounds. You can not make touch based tests.
Short Legs - You got stumpy lovely little legs. -1 to movement.
Bestial Appearance - You have head of an ant. Gain the Natural Weapons Talent and lose 2d10 Fellowship.
Malign Sorcerer - Gain +1 magic and another dark lore for being such a creepy magic man.
Prehensile Tail - You have a long, prehensile tail that acts as a third arm.
Trance - Whenever you fail a fear test, you move 1d10x2 yards in a random direction, then snap out of it the next
turn.
Extra Joints - You have extra joints in your legs. +1 to movement and +1d10 agility.
Spores - You sprout warp spores which just flutter about. When hit in combat, foes must pass a toughness test or
gain a mutation and lose their next turn.

Astus fucked around with this message at 06:30 on Oct 18, 2014

Ryuujin
Sep 26, 2007
Dragon God
pre:
WS:  31 = 20 + 11
BS:  31 = 20 + 11 +5
S:   30  = 20 + 10
T:   25  = 20 + 11 -06
Ag:  27  = 20 + 07
Int: 10 = 20 + 07 -17
WP:  33 = 20 + 13
Fel: 06 = 20 + 10 -13 -11
<Ryuujin> 8#2d10
<Hashutbot> Ryuujin, 8#2d10: 5 [2d10=4,1], 11 [2d10=9,2], 10 [2d10=5,5], 11 [2d10=7,4], 7 [2d10=2,5], 7 [2d10=5,2], 13 [2d10=6,7], 10 [2d10=6,4]

Replacing the 5 with an 11!

<Ryuujin> 2d10 bestial appearance
<Hashutbot> Ryuujin, bestial appearance: 13 [2d10=5,8]

<Ryuujin> 1d10 elastic arms
<Hashutbot> Ryuujin, elastic arms: 8 [1d10=8]
So each arm can expand 16 yards, and since one is on the hand of the other I guess that gives me a 32 yard reach?

<Ryuujin> 2d10 inside out
<Hashutbot> Ryuujin, inside out: 6 [2d10=4,2]

<Ryuujin> 2d10 moronic
<Hashutbot> Ryuujin, moronic: 17 [2d10=8,9]

<Ryuujin> 2d10 skull face
<Hashutbot> Ryuujin, skull face: 11 [2d10=7,4]

<Ryuujin> 2#1d100 random talents
<Hashutbot> Ryuujin, random talents: 86 [1d100=86], 36 [1d100=36]
Super Numerate and Marksman

<Ryuujin> 2#1d10 height and weight
<Hashutbot> Ryuujin, height and weight: 1 [1d10=1], 3 [1d10=3]

<Ryuujin> 1d100 weight
<Hashutbot> Ryuujin, weight: 96 [1d100=96]

<Ryuujin> 1d10 hair color
<Hashutbot> Ryuujin, hair color: 5 [1d10=5]

<Ryuujin> 1d10 eye color
<Hashutbot> Ryuujin, eye color: 7 [1d10=7]

<Ryuujin> 1d100 distinguishing mark
<Hashutbot> Ryuujin, distinguishing mark: 85 [1d100=85]

<Ryuujin> 1d10 siblings
<Hashutbot> Ryuujin, siblings: 10 [1d10=10]

<Ryuujin> 5#1d100 sibling gender
<Hashutbot> Ryuujin, sibling gender: 93 [1d100=93], 39 [1d100=39], 76 [1d100=76], 19 [1d100=19], 1 [1d100=1]

<Ryuujin> 1d100 star sign
<Hashutbot> Ryuujin, star sign: 72 [1d100=72]

<Ryuujin> 1d100 age
<Hashutbot> Ryuujin, age: 53 [1d100=53]

<Ryuujin> 2#1d10 human birthplace
<Hashutbot> Ryuujin, human birthplace: 7 [1d10=7], 1 [1d10=1]

<Ryuujin> 1d100 name
<Hashutbot> Ryuujin, name: 63 [1d100=63]

<Ryuujin> 1d10 wounds
<Hashutbot> Ryuujin, wounds: 10 [1d10=10]

<Ryuujin> 1d10 fate
<Hashutbot> Ryuujin, fate: 4 [1d10=4]

hmm Ratcatcher has 10 advancements, everyone starts with one free one, and manmoding gets another free one, so 800 xp to finish ratcatcher, leaving me with 400 (plus any bonus from mutations) toward my next career's advancements.

Magnus, freakish mutant Human Ratcatcher Animal Trainer


Magnus and his little terrier Lucky were once just a simple Ratcatcher and his plucky dog. They went to all kinds of places to hunt down rats and other vermin, sneaking into dark crevices and hard to reach areas and hunting down their prey. But some of the places they were called upon to exterminate vermin were well a little tainted. Some of the vermin they went after were rather scary and unnatural. And all those years of working in such areas began to have its toll upon them.

One night after hunting some stranged winged rats with skull faces in one of the dark and dang places that they had been called to clear, they lay exhausted and fell asleep. All the tainted corruption that had seeped into them over the years came to a terrible head, fueled further by sleeping in such a tainted location. Magnus woke to terrible pains ravaging his body and burning his mind. And from the pained yelps coming from Lucky he suspected his faithful friend was suffering the same agony.

He rose and stumbled. He felt his insides trembling, his skin shivering, and in an agonizing moment his body from his neck down twisted and reversed itself. His insides had rebelled and moved to the outside, shunting his skin to his interior. Meanwhile his head throbbed and expanded, his mind withered, and the swelled head and neck moved down toward his chest, leaving nothing above his shoulders for a moment. Then four sharp pricks upon his shoulders and an erupting pain as a few warts grew upon them swelling and popping to reveal four new heads. Soon the flesh upon two of the heads melted away leaving simple offwhite bone, one of the exposed skulls erupted into flame, darkening the skull to a charred black. The features of a third head faded, leaving only smooth skin where nose, mouth, eyes and ears once belonged. The final head erupted in fur and horns, growing a snout and soon took on the features of a bull. The eyes of this bull head were yellow and bloodshot, and blinked only a few times before rushing away from the bestial head, migrating toward Magnus's stomach. He stumbled and tried to reach out to a wall to steady himself, only to find his arms had moved. One now found itself on his knee of all places, and the other was now growing out of the first's hand, all the same he reached out, across the room, and steadied himself. It was a few moments of shock watching how his arms extend and their weird placement. When he came to he looked for Lucky. It was only when he went to look for Lucky that he realized that there was more light in the dark area than there should have been, his own, well not skin as such but, body was giving off a weak purple glow.

And he was quite surprised in the changes to his friend. Lucky's skin, beneath his fur, had become metalic, and his tail had become strange, segmented and with a stinger on the end. His friend looked at him with newfound intelligence, not that Magnus hadn't always thought Lucky was surprisingly smart before but now he was extremely smart, and Lucky tried to reassure him. With a strange voice that first spoke in his mind and then out loud. It was weird, but Lucky had already been pretty much his only friend before this happened. And now that Lucky was smart, and could talk, he was still his friend. Besides people probably aren't going to like him any more.

And indeed once the two came back out into the light they were run off as monsters, chaos spawn, and creatures of darkness. They were hounded and attacked, and they ran. Since then Magnus found that he really didn't have any friends, and it didn't help that sometimes when he saw blood he went kind of crazy and just started attacking things randomly. Eventually he decided since Lucky was his only friend and all his fellow humans, if one could still call him a human, shunned or hated him and so it was time to turn to animals for friendship, since only they like Lucky could see the kind man within the monster.

Eventually they went underground in Nuln, and finding that he still needed to find food for Lucky, and well some shelter would be nice, Magnus has begun to sell his services on the Night Market. You know for anyone who needs a freaky mutant ratcatcher, or animal trainer, and his plucky metal scorpion dog Lucky. And then he received a note, which he read as best he could, with a lot of help from Lucky, promising riches and power, and presumably a place in society that doesn't shun and fear him, in far off Khemri. Magnus and Lucky could live like kings! And all they had to do was sell their services to some lord and go to Khemri for some artifact or something.

pre:
Name:  Magnus
Player:  Ryuujin
Race:  Human
XP:  1500
Career: Ratcatcher>Animal Trainer

Physical Characteristics
--------------------------
Height: 5'5"
Weight: 200 lb.
Hair Color: Red
Eye Color: Brown
Distinguishing Marks: Huge Nose

Origins and Family
-------------------------
Number of Siblings: 5 siblings, two sisters and three bothers.
Age: 26
Star Sign: Vobist the Faint
Birthplace: City in Reikland

--------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 31 | 36 | 30 | 25 | 27 |  10 | 33 |  06 |
Advance   : |+10 |+10 |+10 |+10 |+15 | +10 |+10 | +15 | 
Taken     : | +5 |+10 | -- | +5 |+10 |  -- |+10 |  -- |
Current   : | 36 | 46 | 30 | 30 | 37 |  10 | 43 |  06 |

Secondary : | A  |  W | SB | TB |  M | MAG | IP | FP  |
Starting  : |  1 | 13 |  3 |  3 |  5 |   0 |  0 |  2  |
Advance   : | -- | +4 | -- | -- | -- |   - | -- | --  |
Taken     : | -- | +2 | -- | -- | -- |   - | -- | --  |
Current   : |  5 | 15 |  3 |  3 |  5 |   0 | 10 |  2  |

Skills:
Animal Care+10
Animal Training+10
Common Knowledge (the Empire)
Concealment
Gossip
Perception
Search
Set Trap
Silent Move
Speak Langauge (Riekspiel)
Trade (kennelmaster, stablehand)

Talents:
Marksman (+5% BS)
Resistance to Disease (+10% bonus to Tougness tests to resist disease)
Resistance to Poison (+10% bonus to Tougness tests to resist poison)
Special Weapon Group (Sling, Entangling)
Strike to Stun ()
Super Numeric (+10% gamble and navigation +20% perception that involve estimation)
Tunnel Rat (+10% bonus to Concealment and Silent Move tests when underground)
Wrestling (can make unarmed attacks at +10% WS when attempting to grapple,
           and gain +10% bonus to grappling S tests.)


Trappings:
Sling with ammunition
4 animal traps
Pole with 7 dead rats
Small but vicious dog (does my doggy have mutations?)

Collar with 10 feet of rope or chain
Light Armour (leather jack)
Net
Thick Gloves
Whip

Career Exits: Animal Trainer, Bone Picker, Cat Burglar, Grave Robber, Jailer, Shieldbreaker, Thief
New Career Exits:  Bear Tamer, Entertainer, Hunter

Advances: 1,500/1,500 XP
+1 WS [Risk]
+5% T [Free]
+10% WP [200]
+10% Ag [200]
+10% BS [200]
+2 W [200]
Move to Animal Trainer
Wrestling talent [100]
Specialist Weapon (entangling) talent [100]
Animal Care +10 [100]
Animal Training +10 [100]
Strike to Stun [100]
Trade (kennelmaster) [100]
Trade (stablehand) [100]

pre:
Mutations
Bestial Appearance - You have the head of a bull. You gain the Natural Weapons 
talent and lose 2d10 fellowship.
Blood Lust - You really like blood and it makes you go bonkers. You gain the 
Frenzy talent, and when you Frenzy, your face turns red and daemonic. It takes a 
-10 Willpower test to leave your rage, and if you fail, you just attack whatever is 
nearby, until there is nothing left or you pass.
Elastic Limbs - Your arms can stretch upto 1d10x2 yards, letting you hit 
people at a distance. But they can also hit your freakish arms! Normal armor will 
not protect your arms while stretched.
Enormous Head - One of your heads grows to three times its size. All headwear 
must be custom made, for three times the price; 20% of all body hits and 10% of all 
arm hits also go to your big fat melon.
Flaming Skull Face - The flesh of one of your faces sloughs away, leaving the naked 
skull behind. Moments later, it erupts in hellish flame. Any one that touches it takes 
1d10+1 damage that ignores armor.
Featureless Face - One of your heads has no facial features at all. It can still act as 
normal, and it has removed your need to eat or drink, but you still feel the pangs of hunger.
Inside Out - Your guts got sick of being out in the sun and decided to come out and say 
hello. All of your organs are on the outside of your body now. You lose 2d10 toughness, and 
all crits against you are raised by 1.
Limb Transference - Four of your body parts decided to trade places! One of your heads 
has migrated down to your chest, the eyes of one of your heads has moved to your stomach, your 
left arm is now attached to your right hand, and your right hand has moved down to your knee, 
taking your arm with it. Holy poo poo you look weird.
Madness - You have a voice in one of your heads. Gain 10 insanity points.
Moronic - You are an actual idiot. -2d10 intelligence.
Multiple Heads - You have gained 4 extra heads, each of which has taken one of your 
facial mutations. They have all sprouted on your shoulders in a line.
Radiant Skin - Your skin glows with a light that is colored how you like. It's not that 
bright, but it's yours.
Skull Face - The flesh from one of your faces sloughs off and reveals the off-white skull 
beneath it. -2d10 fellowship.
pre:
Dog Mutations
Scorpion Tail - a stingered tail grows, it is a natural weapon that deals SB damage,
if it deals damage the target must make a Challenging (-10%) Toughness test or become poisoned
dying in a number of rounds equal to the target's TB.
Massive Intellect - gains +2d10% bonus to Int
Metallic Skin - skin gains a metallic sheen, gains 2 armour points to all locations.
Strange Voice - reduce Fellowship by -1d10%, and voice is strange.
Telepathy - gains 1 IP, can make a WP test to send a message to another intelligent
creature within 10 yards, or can make an opposed WP test to read surface thoughts.

Ryuujin fucked around with this message at 03:31 on Oct 10, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?
Going to edit this one as well with the results.

Swags, you are a Dwarf Entertainer.
Your mutations are:
Agile - You are unnaturally graceful, moving fluidly in spite of yourself. +1d10 agility
Beast with a Thousand... - You have a thousand nipples. They do nothing except the things nipples do. -2d10 fellowship.
Beweaponed Extremities - One of your arms has transformed into a massive, organic blade. You deal 1d10+Strength Bonus damage with it, and it gains the Armor Piercing quality. You cannot use two-handed weapons.
Centauroid - You have the trunk and legs of a horse; you are an ugly little dwarf body on a horse. +2d10 toughness, and gain the Natural Weapons talent, and +2 movement.
Corrosive Vomit - You have the stomach of a troll. Every 1d10 rounds, you may vomit powerfully onto some enemy. It hits automatically for 1d10+2 damage, ignoring armor, though it may be dodged. +2d10 toughness.
Fast - You move incredibly fast. You gain +1 movement.
Growth - You have grown larger. +1d10 Strenght and Toughness, -1d10 agility, +1 movement, +2 wounds.
Hideous Appearance - You are terrifying to behold. Decide what makes you so horrble, and gain the Terrifying trait.
Invisibility - You are able to turn your body invisible at will. As a half action, you may turn invisible; you may not be targeted by magic or mundane missiles. Opponents may make a -20 perception test to notice you if they are within 4 yards, but they suffer -30 to any attacks they may try to make if they do find you. You gain +20 to all weapon skill tests, but each round you are invisible, you must test toughness or take 1 wound.
Pseudo-Daemonhood - The man part of you transforms into something resembling a daemon of one of the four gods of Chaos, with eyes made of fire and rippling muscles. You gain leathery wings, and gain the Flier trait and Night Vision talents, as well as horns.
Horns - You have horns that deal 1d10+Strength Bonus - 1 damage. They are modeled as you like; smooth, twisted, covered in runes, whatever.
Spiked Tail - You have grown a a tail that ends with a massive, spiked knob. It deals 1d10+Strength Bonus, and has the Pummelling quality.
Strong - The power of chaos surges through you, making you mighty. Your muscle mass doubles, swelling and ripping skin where need be. +1d10 Strength
Uncontrollable Flatulence - You have magical murder farts.
Weapon Master - You have a keen understanding of murder. Gain +1d10 to either Weapon or Ballistic Skill.




Halloween Jack, you are an Elven Raconteur.
Your mutations are:
Electrical Touch - Raw electricity crackles through your skin. You gain +1d10 agility, and can shock enemies for 1d10+3 damage that ignores armor. Doing so makes you have to recharge for 1d10 rounds. If you have yet to discharge and an enemy strikes you with a metal weapon, they must test agility or take 1d10+5 damage that ignores armor.
Mechanoid - You are transformed into a bizarre, mechanical horror, crafted by devious imps from the realm of chaos. You gain +3d10 strength and toughness, the Natural Weapons talent, and 3 armor points all over your body. You suffer -30 to all silent move tests due to your mechanical legs being so loud and grating, but you gain +1 movement. You cannot be healed by normal means; only someone with Trade (Engineer) can heal you, testing at -20 to recover 1d10 wounds.
Metal Body - Your entire body has been transformed into gold. Your Weapon and Ballistic Skills are reduced by 2d10, but your strength and toughness increase by 3d10. Your armor is also boosted by 5 points, and you are now immune to fire and cold. However, electricity deals double damage to you, and your entire body is worth close to five hundred gold.
Regeneration - You heal incredibly fast. Test toughness every round to recover 1 wound.
Uncontrollable Flatulence - You have magical murder farts.
Unnatural Appetite - You can no longer be sustained by normal food and drink. Now, you must devour critics to survive.



ForeverBWFC, you are an Elven Mercenary.
Your mutations are:
Albino - Your skin is as white as porcelain, and your eyes red as coals. -1d10 toughness, and -5 to perception in bright light.
Alluring - You are unnaturally beautiful. +1d10 fellowship, +5 on Charm tests
Blood Substitution - Your blood has been replaced with poop. Gain 1d10 toughness, and you spray poop everywhere when struck, causing everyone to make a toughness test or suffer -10 to weapon and ballistic skills for 10 rounds.
Hulking Brute - Your body twists into something resembling that of a black orc's build. Your knuckles drag on the ground and your brow makes you look dumber, because hey, chaos made you stupider. Gain 1d10 to toughness and strength, but lose 2d10 intelligence.
Irrational Hatred - There is a certain object that, upon seeing it, you become so angry as to enter a frenzy, the rage within you forcing you to great feats of strength and durability. You will tear a room apart and batter someone's skull in upon the sight of the one thing that you hate above all else: ham. You stay frenzied until the ham is put away or destroyed.
Weapon Master - You know how to kill people really well. +1d10 ballistic or weapon skill
Zoological Mutation - You have the head of a warthog.



Thanatosian, you are a Dwarf Pit Fighter.
Your mutations are:
Elastic Limbs - You can stretch your limbs up to 1d10x2 yards, letting you punch people really far awya from you.
Eyestalks x2 - You rolled eyestalks twice, putting both of your eyes on stalks. You gain 1d10 to initiative.
Grossly Fat - You are really fat as all hell. You gain +50% of your body weight, lose 1d10 strength, but gain 2 wounds.
Large Ears - Your ears triple in size! You gain the Acute Hearing talent.
Long Legs - You have long, spindly legs. You move a bit faster because of the increased stride. +1 movement
Long Neck - Your neck stretches into something long and ropey, where you can put your head between your knees without bending over. All crit values to your head are increased by 2.
Overgrown Limb - Your head has grown to three times its normal size. -1d10 Weapon Skill, +1d10 toughness, -3d10 Agility, and add half your movement speed to what you currently have from being able to lurch forward with the momentum or your massive noggin.
Strange Voice - Your voice has changed, costing you 1d10 fellowship. You can only speak in a honking manner. I don't know what that means.




Frajaq, you are a Dwarf Seaman. Or, as your other options: Bodyguard and Burgher.
Your mutations are:
Beweaponed Extremities - Your arm has turned into a massive, lumpy and misshapen club. It deals 1d10+Strength Bonus damage, and has the Pummeling quality.
Madness - A little voice in your head is driving you insane. Gain 10 insanity points.
Strange Voice - Your voice has changed, reducing your fellowship by 1d10. Unfortunately, you can now only speak through belching.



frankenfreak, you are a Halfling Peasant. You are a Chaos Halfling, and still gain mutations, but cannot be turned into a chaos spawn.
Your mutations are:
Beast with a Thousand.. - You have been gifted with one thousand additional orifices. These lead nowhere and we all pray nothing comes out of them.
Foul Stench - Your body emits a horrible odor at all times. Reduce your fellowship by 2d10, and come up with what you smell like. Anyone standing near you suffers -5 on Weapon Skill tests.
Leathery Skin - Your skin is thick and dry, like leather. You creak when you walk. +1d10 toughness.
Multiplication - You are a one man army. With a full action, you may split yourself into 1d10 smaller duplicates; split your strength and wounds by that number, rounding up. Each duplicate acts independantly. After 1d10 rounds, you recombine and are stunned fo rone round.
Psuedo-Daemonhood - You transform into something resembling a daemon of one of the four gods of Chaos, with eyes made of fire and rippling muscles. You gain leathery wings, and gain the Flier trait and Night Vision talents, as well as horns.
Horns - You have horns that deal 1d10+Strength Bonus - 1 damage. They are modeled as you like; smooth, twisted, covered in runes, whatever.
Minor Cosmetic Change - You gain one cosmetic change that does nothing and is pretty much pointless. Change your hair color, eye color, whatever.




Sormus, you are a Halfling Badlander. You are a Chaos Halfling, and still gain mutations, but cannot be turned into a chaos spawn.
Your mutations are:
Addiction - You have an unnatural addiction to ham. When near the object of your addiction, you must pass a willpower test or be compelled to eat the ham. Even though you constantly crave ham, your body is capable of replicating its effect without it. You are also permanently Stinking Drunk. From ham.
Beak - You got a beak. It deals 1d10+Strength Bonus-1 damage.
Beweaponed Extemities - You have formed a hideous organic spike on one of your arms. It deals 1d10+Strength Bonus damage and has the Armour Piercing quality. You lose 1d10 agility, and can't use two handed weapons.
Cloud of Flies - Horseflies love you. You don't know why, but they adore your moistest areas. When you're threatened, they swarm around you, stinging those who oppose you, and they suffer -10 on Weapon Skill tests. Each fly has tiny human hands and a tiny human head, and weeps when seperated from your moistness.
Crown of Flesh - Growing from the top of your head is a crown of tiny little arms.
Hypnotic Gaze - One of your eyes has turned completely white. If you level your gaze upon someone, they must pass a willpower test, or succumb and be lost in your eyes. They may test to break it each round, and once broken, cannot be hypnotized for 5 minutes.
Irrational Hatred - Maybe it's because of your addiction, but you really, really hate ham. When you spy ham, you enter a frenzy: it must be destroyed, or else you will continue to froth for hours.
Magic Immune - Perhaps it is due to the innate nature of halflings being twisted by the foul forces of chaos, but you have discovered you are completely immune to magic from any arcane source. The divine, both good and evil, still have some sway over you, however.
Moronic - You are an idiot. -2d10 intelligence.
Pin Head - Your head has shrunk, and with it, so has your brain. -2d10 intelligence, and if you attempt to do anything involving thought more strenous than picking your nose, you must pass an intelligence test or stand there, bemused by your own lack of cleverness.
Pincer Hand - Your arm splits painfully down the middle and turns hard and chitinous, forming into a monstrous lobster claw. You gain the Natural Weapons talent, and the claw has the Precise quality.
Short Legs - Your legs are short, stumpy, and almost worthless. -1 movement.
Teleport - You are able to teleport up to 24 yards with a willpower test with a full action. Each time you use it before resting for 8 hours, the test gets one step more difficult, maxing out at -60. If you fail by two degrees or more, you teleport up to 20 yards away from your target in a random direction. If you teleport into a solid object, you die.
Uncontrollable Flatulence - Seriously Invisible Castle keeps giving people this. When will the madness stop.
Warty Skin - You are covered in thick, nasty warts. Oddly, these protect you from blades, granting 1 armor point on your entire body.




hukhukhuk, you are a Human Gambler. HOW FITTING.
Your mutations are:
Acid Excretion - You sweat a nasty acid that eats through nonmagical and non-Chaos armor. You gain 1d10 toughness and permanent nudity. You also deal 1 wound regardless of armor and toughness when hitting with your natural weapons, and can destroy weapons that strike your skin if the enemy fails an agility test.
Agile - You gain 1d10 agility.
Bestial Apperance - You have the head of a spider. You gain the Natural Weapons talent; if you bite someone, they must test toughness or be paralyzed for 1d10 rounds. Paralyzed people are considered helpless.
Beweaponed Extremities - One of your arms has turned into a hulking, organic club. It deals 1d10+Strength Bonus damage and has the Pummeling quality. You also lose 1d10 agility.
Blood Substitution - You gain 1d10 toughness, and your blood is now poison. When struck, you spray your poison into their stupid faces, and they must pass a -10 toughness test or take 1d10+5 damage that ignores toughness and armor.
Illusion of Normalcy - You look completely normal in day to day activites. However, when you enter melee combat, the enemy sees a glimpse of what you truly are.
Invisibility - You are able to turn your body invisible at will. As a half action, you may turn invisible; you may not be targeted by magic or mundane missiles. Opponents may make a -20 perception test to notice you if they are within 4 yards, but they suffer -30 to any attacks they may try to make if they do find you. You gain +20 to all weapon skill tests, but each round you are invisible, you must test toughness or take 1 wound.
Malign Sorcerer - You have been granted the gift of magic. You gain a Dark Lore of your chosing and +1 Magic, and the Wizardry careers are permanently open to you regardless of your current career.
Metallic Skin - Your skin takes on silver, metallic sheen. You gain 2 armor points all over your body.
Piericng Tongue - Your tongue can lengthen and shoot out from your mouth, stabbing through opponents up to 4 yards away. It deals 1d10+Strength Bonus damage, and has the Precise quality.
Regeneration - You may test toughness to recover 1 wound every round.
Resilient - You are incredibly tough. Increase toughness by 2d10.
Strong - You are incredibly strong. Increase strength by 2d10.
Weapon Master - You are good at killing people. Increase Weapon or Ballistic skill by 1d10.

John Dyne fucked around with this message at 23:32 on Oct 10, 2014

Esser-Z
Jun 3, 2012

Jarisa, the Octopus
pre:
WS:  41 = 20 + 16 +5
BS:  37 = 20 + 12 +5
S:   29  = 20 + 9
T:   46  = 20 + 17 +9
Ag:  42  = 20 + 12 +10
Int: 39 = 20 + 14 +5
WP:  36 = 20 + 11 +5
Fel: 35 = 20 + 11 -6 +10

MUTATIONS
Bestial Appearance - You have the head of a lion! You gain Natural Weapons.
Chaos Organ - You have a tumor in your gut that is dedicated to Chaos. You gain +1d10 toughness and 2 wounds. But the thing 

also makes a lot of noise and says creepy stuff, so you lose 2d10 fel. If you die, it rips out of your body, waddles around 

and sprays fluids everywhere while turning into a tiny version of you. If it survives, it grows up and turns back into you.
Limb Loss - Late one night, you wake up to find your left foot trying to sneak out of your apartment. You gave chase, but it 

evaded you. You are now without a left foot, and you think it may be in Tilea, enjoying the warm sandy beaches. You suffer 

the effects of the Lost Foot critical effect.
Long Nose - You got a nose like a carrot. A warty, leathery carrot. Gain +10 to scent based perception tests, and the Follow 

Trails skill.
Multiple Arms - You have grown four more arms. Increase your attacks by +2 and gain 1d10 toughness.
Prehensile Tail - ou have a long, prehensile tail that acts as a seventh arm.
Rash - You have a nasty rash on your tush. 
Rearranged Face - Your face has decided to go nuts. Your eyes are on your chin, your nose is on top of your head, your mouth 

is on your forehead, and your ears are where your eyes should be. 
Uncontrollable Flatulence - You fart when scared, nervous, or bored. Does a variety of nasty things.
INVENT YOUR OWN - Tentacle leg. Replaces my missing foot.

Wounds: 15
<Hashutbot> Esskeleton-Z, 1d10: 6 [1d10=6] 11 starting wounds

Fate Points: 3
<Hashutbot> Esskeleton-Z, 1d10: 7 [1d10=7] 

Attacks: 3

Skills
Blather
Charm
Common Knowledge: The Empire
Evaluate
Follow Trails
Gamble
Gossip
Haggle
Perception
Perform (Storyteller)
Read/Write
Search
Sleight of Hand
Streetwise


Talents:
Luck
Public Speaking
Natural Weapons
Street Fighting


Advances 1500/1500

CAREER ONE: Newssheet Vendor
BS +5 free
WS +5 free
AG +5
AG +5
Int +5
Fel +5
Fel +5
W+1
W+1

CAREER 2: ROGUE
Luck
WP +5
Evaluate
Search
Blather
Gamble
Streetwise

Esser-Z fucked around with this message at 01:14 on Oct 10, 2014

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
I will very likely regret this but I'll order one MANMODE with a side of ten mutations, please.

InViolentAgreement
Sep 26, 2014
I shall too jump into the fray of manmode, as the last time I did so it worked out so well for me. I will let Dyne decide how many I get.

Ham Equity
Apr 16, 2013

i hosted a great goon meet and all i got was this lousy avatar
Grimey Drawer
Question: can I have slain a giant as part of my background?

Y'know... Because it might come up. :D

chin up everything sucks
Jan 29, 2012

In response to someone else asking about being a mutant trollslayer.

<Dyne> oh my god no
<Dyne> a slayer would end his own life if he mutated
<Dyne> it's less dishonorable to kill oneself than it is to fall to chaos

Olanphonia
Jul 27, 2006

I'm open to suggestions~
Lendaerous the Firebird


Lendaerous was not always called the Firebird. That new name is spoken with equal parts fear and revulsion. People do speak it, however, for he has an uncanny ability to procure esoteric goods and supply ‘unconventional’ wares for any customer willing to hike up to his cave. If one were willing to stay a while and listen to his story, they would hear a very sad tale indeed.

Before he became the wretched thing he is today, Lendaerous was a muleskinner who specialized in the toughest of terrain and enjoyed a reputation for honesty and effectiveness. His customers rarely lost any goods to bandits and came to expect quick and reliable deliveries. His luck finally ran out when he stumbled upon an insane cult of Chaos worshipers deep in the rugged mountains of the Border Princes just as they lost control of the energies they had been attempting to master. The Chaos energy consumed the cultists in a flash; Lendaerous, caught at the edge of the blast, survived...in the strictest sense, that is

Lendaerous lives a fairly prosperous life, truth be told. However, his inability to have physical contact with anyone keeps him in a state of near complete despair.

pre:
Lendaerous the Firebird
Muleskinner->Merchant
Age: 31
Height: 5'8"
Hair Color: Corn (previously)
Weight: 110
Eyes: Brown
Distinguishing Marks: Eagle head, constant fire, acid, nude

WS  44  (34 +5 + 5 Free Advance
BS  47  (37 + 10
ST  43  (38 + 5 Very Strong)
TO  53 (34 + 5 + 5 Free Advance + 9 Mut)
AG  39  (29 + 10)
INT 40 (30 + 10)
WP  36 (31 + 5)
FEL 30 (35 – 25 Mut + 20)
http://invisiblecastle.com/roller/view/4674602/


Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Advance   : |+15 | +20 |+10| +10| +20| +35 |+25 | +20 | 
Taken     : |+10 | +10 |-- | +5 | +10| +10 | +5 | +20 |

Secondary : | A  |  W | SB | TB |  M | MAG | IP | FP  |
Advance   : | -- | +2 | -- | -- | -- |     | -- | --  |
Taken     : | -- | +2 | -- | -- | -- |     | -- | --  |
Current   : |  1 | 15 |  4 |  5 |  5 | 
Wounds: 13 (http://invisiblecastle.com/roller/view/4674911/)
Fate: 3  (http://invisiblecastle.com/roller/view/4674913/)

Eyestalks: +1d10 Initiative

Skills
Animal Care
Common Knowledge (the Empire, Border Princes)
Evaluate
Gossip +10
Haggle
Navigate
Outdoor Survival
Perception
Speak Language (Reikspiel, Classical)

Talents 
Fleet Footed (http://invisiblecastle.com/roller/view/4674615/)
Very Strong (http://invisiblecastle.com/roller/view/4674615/)
Excellent Vision
Keen Senses
Orientation
Seasoned Traveller
Terrifying (From Mutant Fear)

Equipment
2 gc, 16s (http://invisiblecastle.com/roller/view/4674617/)
	-Halberd (purchased)
	-20 arrows(purchased
Light Armor (Leather Jack)
3 Mules
Bow
Townhouse (Cave)
Warehouse (Back of cave)
1000gc in trade goods
	-300 Weeks of Rations (90g)
	-100 Bottles CQ Wine (5g)
	-50 Bottles GQ Wine (25g)
	-142 Days of Fodder (3g)
	-100 Kegs of Beer (15g)
	-10 Cologne (10g)
	-10 Perfume (10g)
	-1 Telescope (100g)
	-Abacus (10g)
	-15 Antitoxin Kit (45g)
	-96 Healing Poltice (2gc)
	-4 Carts (200g)
	-40 Spikes (10g)
	-20 Backpacks (30g)
	-20 Maps (20g)
	-50 Water skins (20g)
	-6 Lantern (Storm) (70g)
	-480 Matches (2g)
	-100 Firewood (10g)
	-4 Blanket  (5g)
	-10x 20yrds of Rope (10g)
	-20 Tankard  (pewter)  (20g)
	-60 Tankard (wooden)  (30g)
	-20 Tents (15g)  717 spent
	-10 Writing Kit (100g)
	-5 Chests (25g)
	-480 Torches (100g)
	-29 Flasks (Metal) (58g)

Mutation Rolls:
Toughness http://invisiblecastle.com/roller/view/4674644/
Fel http://invisiblecastle.com/roller/view/4674647/

Origin:
2 Siblings, estranged
Star Sign: Mammit the Wise
Born in: Reikland, in a prosperous town

XP Spent: 1500
+5 WS
+10 BS
+5 TO
+10 AGI
+10 INT
+5 WP
MERCHANT
+20 Fel     200xp
Your mutations are:
Burning Body - You are perpetually on fire. It doesn't hurt you, but it burns your equipment, and people can cook with you. +1d10 toughness.
Polyps - You are covered in weird, nasty bumps. They don't hurt, but they do pop and leak nastiness. -1d10 Fellowship.
Blood Substition - Your blood has been replaced with molten metal. When cut, you spray it in the enemy's face, and they take 1d10+5 damage ignoring armor, unless they dodge.
Acid Excretion - Acid pours out of your skin and eats away your equipment. You are always nude. +1d10 toughnes and when you hit with natural weapons (like your fists), you deal 1 wound regardless of toughness and armor. You also destroy enemy weapons if they fail an agility test, and deal damage to them when punched or grappled.
Bestial Appearance - You gain the head of an eagle. You gain Keen Senses and Excellent Vision, and lose 2d10 Fellowship.
Detachable Limbs - You can come apart with out dying horribly. You also can only be killed on a crit value of 10.
Eyestalks - Your eyes can come out of your head on stalks. Gain +1d10 on initiative rolls.

Olanphonia fucked around with this message at 21:45 on Oct 10, 2014

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

John Dyne posted:

ForeverBWFC, you are an Elven Mercenary.

Running with this if you decide to house-rule in that elves can indeed be mutated (blame witch elves or something I guess), if not then I'll change race or w/e.

pre:
WS:  47 = 20 + 17 + 10
BS:  59 = 30 + 13 + 6 + 10
S:   44 = 20 + 13 + 1 + 5 + 5
T:   50 = 20 + 14 - 10 + 8 + 8 + 5 + 5
Ag:  46 = 30 + 6 11 + 5
Int: 13 = 20 + 6 - 13
WP:  35 = 20 + 10 + 5
Fel: 29 = 20 + 4 + 5

MUTATIONS
Albino - Your skin is as white as porcelain, and your eyes red as coals. -1d10 toughness, and -5 to perception in bright light.
Alluring - You are unnaturally beautiful. +1d10 fellowship, +5 on Charm tests
Blood Substitution - Your blood has been replaced with poop. Gain 1d10 toughness, and you spray poop everywhere when struck, causing 
everyone to make a toughness test or suffer -10 to weapon and ballistic skills for 10 rounds.
Hulking Brute - Your body twists into something resembling that of a black orc's build. Your knuckles drag on the ground and your brow 
makes you look dumber, because hey, Chaos made you stupider. 
Gain 1d10 to toughness and strength, but lose 2d10 intelligence.
Irrational Hatred - There is a certain object that, upon seeing it, you become so angry as to enter a frenzy, the rage within you 
forcing you to great feats of strength and durability. 
You will tear a room apart and batter someone's skull in upon the sight of the one thing that you hate above all else: ham. You stay frenzied 
until the ham is put away or destroyed.
Weapon Master - You know how to kill people really well. +1d10 ballistic or weapon skill
Zoological Mutation - You have the head of a warthog.

Wounds: 13
Fate Points: 2
Attacks: 2
Movement: 5

Skills:
Common Knowledge (Elves, Tilea)
Speak Language (Eltharin, Reikspiel, Tilean)
Gamble
Dodge Blow
Ride
Haggle
Perception
Secret Language (Battle Tongue)
Consume Alcohol

Talents:
Specialist Weapon Group (Longbow)
Coolheaded
Excellent Vision
Night Vision
Quick Draw
Rapid Reload
Sharpshooter
Mighty Shot
Very Resilient


Advances 1500/1500

CAREER ONE: Mercenary
WS +5 (Free)
S +5 (Free)
WS +5 (100)
BS +10 (200)
T +5 (100)
Ag +5 (100)
Wp +5 (100)
A +1 (100)
W +2 (200)



CAREER 2: Veteran
S +5 (100)
Mighty Shot (100)
Very Resiliant (100)
W +2 (200)
Consume Alcohol (100)

Trappings:
Starting Equipment (14G)
Shield
Healing Draught
Any two weapons (Longbow (10 Arrows) and Hand Weapon (Sword) 
Medium Armour (Full Mail Armour), 
Bottle of Good Craftsmanship Spirits
http://orokos.com/roll/227405 - Attributes
http://orokos.com/roll/227406 - Wounds
http://orokos.com/roll/227407 - Fate Points
http://orokos.com/roll/227409 - Albino (-T)
http://orokos.com/roll/227410 - Alluring (+Fel)
http://orokos.com/roll/227413 - Blood Substitution (+T)
http://orokos.com/roll/227415 - Hulking Brute (+T, +S)
http://orokos.com/roll/227416 - Hulking Brute (-Int)
http://orokos.com/roll/227417 - Weapon Master (+BS)
http://orokos.com/roll/227426 - Starting Gold

ForeverBWFC fucked around with this message at 04:29 on Oct 10, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?
Yeah it was halflings that couldn't, so gently caress it, mutations for everyone! :yotj:

All mutations for the second batch are done!

John Dyne fucked around with this message at 05:44 on Oct 10, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?
Malicious Onion, you are a Dwarf Hunter.
Your mutations are:
Alluring - You are fabulously beautiful. +1d10 fellowship
Breathe Fire - You can spew a cone of hideous fire or an explosive ball of flame. The cone deals 1d10+5 and ignores armor in a cone, the ball can travel 16 yards and deals 1d10+3 and explodes in a small sphere of about 8 yards.
Blood Substitution - You gain 1d10 toughness, and your blood is now fire. When struck, you spray flames everywhere, and they must pass a -10 agility test or take 1d10+3 damage that ignores armor.
Burning Body - You are on fire forever and can wear no armor. Gain 1d10 toughness and cook some marshmallows.
Flaming Skull Face - Your skull is charred black and covered in hellfire. It deals 1d10+1 that ignores armor when you headbutt somoene or they touch your head. Do not cook marshmallows on this.
Skeleton - Your skin and muscle rip away from your skeleton, give it the bird, and waddle off to find women. You are now coated in what passes for blood (fire) encasing a sack of organs. Reduce Weapon Skill, Ballistic Skill, Strength, and Toughness by 2d10, and Fellowship by 3d10. Gain 2d10 agility.
Telepathy - Make a willpower test to talk directly into someone's brain within 10 yards. You can also do an opposed willpower check to see what they're thinking.
Uncontrollable Flautlence - DAMMIT WITH THE FARTS
Wings - You sprout massive, flaming wings from your back. You gain the Flier trait, and can fly at a movement rate of 6, or your own movement rate +2, whichever is higher.



InViolentAgreement, you are a Human Reaver.
You have no mutations because buddy if I get to pick you get dick.

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Seigfried the Nude

Seigfried was your typical gambling man with a love of gems. Gems could pay for anything and everything, but he felt there was a lack of adventure in his life. Winning and running simply wasn't enough. All this began to change when he won a sack of beautiful warpstone gems. The loser made a proposition, crush each gem between his hands, each one he survived with his mind intact worth a small pouch of jewels.

Seigfried gathered the people in the gambling hall to see if anyone would like to make side bets, and fortunes were laid on the line. One by one, Seigfried began to crush the stones, each one making him more grotesque and powerful until he only had two left. This second to last stone seemingly turned him back into his normal self, people were puzzled but those who bet on him cheered. The final stone then caused all his clothing to melt off, the bar erupted in raucous laughter and many rounds of drink and that was the story of how Seigfried the Nude came to be.

pre:
Seigfried the Nude
Gambler -> Rapscallion
WS:  48 = 20 + 16 + 2 + 10 Advance
BS:  30 = 20 + 10
S:   42  = 20 + 11 + 11 (Shalya's Mercy)
T:   64 = 20 + 16 + 8 + 9 + 6 + 5 Advance
Ag:  48 = 20 + 11 + 9 - 2 + 10 Advance
Int: 42 = 20 + 12 + 10 Advance
WP:  37 = 20 + 17
Fel: 49 = 20 + 19 + 10 Advance

[22:29] <Hashutbot> hukhukhuk, 8#2d10: 14 [2d10=8,6], 10 [2d10=1,9], 10 [2d10=1,9], 16 [2d10=7,9], 11 [2d10=9,2], 12 [2d10=3,9], 17 [2d10=10,7], 19 [2d10=9,10]

Mutations
Acid Excretion - You sweat a nasty acid that eats through nonmagical and non-Chaos armor. You gain 1d10 toughness and permanent nudity. 
You also deal 1 wound regardless of armor and toughness when hitting with your natural weapons, and can destroy weapons that strike your skin if the enemy fails an agility test. 
[22:33] <Hashutbot> hukhukhuk, Acid Excretion: 8 [1d10=8]
Agile - You gain 1d10 agility. 
[22:34] <Hashutbot> hukhukhuk, agile: 9 [1d10=9]
Bestial Apperance - You have the head of a spider. You gain the Natural Weapons talent; if you bite someone, they must test toughness or be paralyzed for 1d10 rounds. Paralyzed people are considered helpless.
Beweaponed Extremities - One of your arms has turned into a hulking, organic club. It deals 1d10+Strength Bonus damage and has the Pummeling quality. You also lose 1d10 agility. 
[22:34] <Hashutbot> hukhukhuk, beweapon extremities: 2 [1d10=2]
Blood Substitution - You gain 1d10 toughness, and your blood is now poison. When struck, you spray your poison into their stupid faces, and they must pass a -10 toughness test or take 1d10+5 damage that ignores toughness and armor. 
[22:35] <Hashutbot> hukhukhuk, blood substitution: 9 [1d10=9]
Illusion of Normalcy - You look completely normal in day to day activites. However, when you enter melee combat, the enemy sees a glimpse of what you truly are. 
Invisibility - You are able to turn your body invisible at will. As a half action, you may turn invisible; you may not be targeted by magic or mundane missiles. 
Opponents may make a -20 perception test to notice you if they are within 4 yards, but they suffer -30 to any attacks they may try to make if they do find you. 
You gain +20 to all weapon skill tests, but each round you are invisible, you must test toughness or take 1 wound.
Malign Sorcerer - You have been granted the gift of magic. You gain a Dark Lore of your chosing and +1 Magic, and the Wizardry careers are permanently open to you regardless of your current career.
Metallic Skin - Your skin takes on silver, metallic sheen. You gain 2 armor points all over your body.
Piericng Tongue - Your tongue can lengthen and shoot out from your mouth, stabbing through opponents up to 4 yards away. It deals 1d10+Strength Bonus damage, and has the Precise quality.
Regeneration - You may test toughness to recover 1 wound every round.
Resilient - You are incredibly tough. Increase toughness by 2d10. 
[22:35] <Hashutbot> hukhukhuk, toughness: 6 [2d10=3,3]
Strong - You are incredibly strong. Increase strength by 2d10.
[22:36] <Hashutbot> hukhukhuk, strong: 11 [2d10=8,3]
Weapon Master - You are good at killing people. Increase Weapon or Ballistic skill by 1d10. 
 hukhukhuk, weapon master WS: 2 [1d10=2]

Wounds: 14
[22:38] <Hashutbot> hukhukhuk, wounds: 9 [1d10=9]

Fate Points: 3
[22:38] <Hashutbot> hukhukhuk, fate: 8 [1d10=8]

Attacks: 1

Magic: 1

Skills
Common Knowledge (The Empire)
Gossip
Perception
Sleight of Hand
Secret Signs (Thief)
Speak Language (Reikspeil)
Dodge Blow

Talents:
Fleet Footed
Super Numerate
Streetwise
Luck

Spells:
Boon of Chaos

Advances 1500/1500 [22:44] <Hashutbot> hukhukhuk, random Talents: 

107 [2d100=21,86]

CAREER ONE: Gambler
WS +5 free
AG +5 free
Ag +5 -100
Int +5 - 100
Int +5 - 100
Fel +5 -100
Fel +5 -100
W +1 -100
W +1 -100
Perception -100
Sleight of Hand -100
Secret Signs (Thief) -100
Streetwise -100
Luck -100

CAREER 2: Rapscallion
A +1 -100
T +5 -100
Dodge Blow -100

HukHukHuk fucked around with this message at 16:34 on Oct 10, 2014

Waci
May 30, 2011

A boy and his dog.
Actually no screw that give me a mutation, not 9.

Waci fucked around with this message at 18:51 on Oct 10, 2014

Swags
Dec 9, 2006
Posting a starter sheet to get it out of the way because I had an hour. I've got a long few days, but I'll write a background when I can get to it.


pre:
Name: Kradmirg Wingrider
Player:  The Honorable Baron Heinrich von Swagglerock
Race:  Dwarf
XP:  1500 (0 unspeant)
Career: Entertainer > Minstrel

Physical Characteristics
--------------------------
Height: 5'1"
Weight: 250 lbs.
Hair Color: Dark Brown
Eye Color: Light Brown
Distinguishing Marks: Broken nose

Origins and Family
-------------------------
Number of Siblings: 1
Age: 35
Star Sign: Dragomas the Drake
Birthplace: Reikland

Character Profile
--------------------
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 43 | 34 | 29 | 48 | 24 |  40 | 31 |  21 |
Mutations : | 03 | -- | 11 | 24 | 02 |  -- | -- | -10 |
Career	  : | 10 | 10 | -- | -- | 15 |  10 | 05 |  25 |
Talents   : | -- | -- | 05 | -- | 05 |  -- | -- |  -- |
Advance   : | -- | -- | -- | -- | -- |  -- | -- |  -- | 
Taken     : | 10 | 10 | -- | -- | 15 |  10 | 05 |  25 |
Current   : | 56 | 44 | 45 | 72 | 46 |  50 | 36 |  36 |

Secondary : | A  | W  | SB | TB | M  | MAG | IP | FP  |
Starting  : | 1  | 12 |  4 |  7 |  3 |   0 |  0 |  1  |
Mutations : | -  | 02 | -- | -- |  4 |  -- | -- |  -- |
Career	  : | -  | 04 | -- | -- | -- |  -- | -- |  -- |
Advance   : | -  | -- | -- | -- | -- |  -- | -- |  -- |
Taken     : | -  | 02 | -- | -- | -- |  -- | -- |  -- |
Current   : | 1  | 16 |  4 |  7 |  7 |   0 |  0 |  1  |

Trained Basic Skills:
Animal Care
Charm
Common Knowledge: Dwarfs
Common Knowledge: Empire
Hypnotism
Gossip
Perception
Performer: Musician 
Performer: Singer
Speak Language: Reikspiel
Speak Language: Khazalid
Trade: Stoneworker

Talents:
Beast with a Thousand Nipples
Beweaponed Extremities
Centauroid
Corrosive Vomit
Dwarfcraft
Fast
Flier
Grudge-Born Fury
Horns
Invisibility
Lightning Reflexes
Natural Weapons
Night Vision
Resistance to Magic
Spiked Tail
Stout-Hearted
Sturdy
Terrifying
Uncontrollable Flatulence
Very Strong



Trappings:
Light Armor: Leather Jack
Instrument: Drum!
Trade Tools: Performer
3 Throwing Knives
2 Throwing Axes
Good Craftsmanship Clothing


Advances 0/1500:
+5%  BS   [free]
+5%  BS   [Man Mode]
+10% AGI  [200]
+5%  WS   [100]
+5%  WP   [100]
+10% FEL  [200]
+2   W    [200]
ENTERTAINER FINISHED

ENTER MINSTREL
+10% INT  [200]
+15% FEL  [300]
+5%  AGI  [100]
+5%  STR  [100]
Remaining: Read/Write, Speak Language, Etiquette, Public Speaking, 2 wounds

Agility roll: 1d10 6
Nipples - fellowship: 2d10 10
Centauroid toughness: 2d10 11
Growth - strength: 1d10 1
Growth - toughness: 1d10 3
Growth - agility: 1d10 4
Strong: 1d10 10
Weapon Master - WS: 1d10 3
Corrosive Stomach - Toughness: 2d10 10

Sormus
Jul 24, 2007

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


Gumper was abandoned to Badlands as baby and raised by nomadic chaos cult that considered him sort of prophetic figure.
During his childhood he was intentionally exposed to more corrupting influences in hopes of awakening more mutations considered holy in the tribe
Gumper's coming-of-age quest left him mentally scarred when the wild boar he was hunting for actually keeled over dead on him and pinned him down, forcing him to eat its meat raw until help came.
Almost two weeks later the tribe found him, delirious from eating nothing but rancid ham. It took days for him to recover physically, but left him mentally scarred.
Even now the sight and smell of ham makes him think of dying of hunger.

Later their camp was attacked by a group soldiers lead by witch hunters and only some managed to escape, most being put to the sword while they slept.
Gumper was forced to earn his living now and had to sell his services as a bodyguard or a guide to Badlands to anyone willing to brave the environment.
Lately the roaming Witch Hunters have been pushing more south, forcing Gumper more into Nehekhara.

pre:
Primary   : | WS | BS | S  | T  | AG | INT | WP | FEL |
Starting  : | 36 | 47 | 21 | 30 | 31 |   9 | 26 |  49 |
Advance   : | +5 |+10 |+10 | -- |+10 |  +5 | -- |  +5 | 
Taken     : | +5 | +5 |+10 | -- |+10 |  +5 | -- |  +5 |
Current   : | 41 | 53 | 31 | 30 | 41 |  14 | 26 |  54 |

Secondary : | A  |  W | SB | TB |  M | MAG | IP | FP  |
Starting  : |  1 |  9 |  2 |  3 |  3 |   0 |  0 |  2  |
Advance   : | -- | +2 | -- | -- | -- |   - | -- | --  |
Taken     : | -- | +2 | -- | -- | -- |   - | -- | --  |
Current   : |  1 | 11 |  2 |  3 |  3 |   0 |  0 |  2  |

WS:  36 = 10 +16 
BS:  47 = 30 +17
S:   21  = 10 +11
T:   30  = 10 +20
Ag:  31  = 30 +311 -10 (Shallya)
Int:  9 = 20 +9 -10 -10
WP:  26 = 20 +6
Fel: 49 = 30 +19

<Hashutbot> Sormus, 8#2d10: 16 [2d10=8,8], 17 [2d10=8,9], 11 [2d10=8,3], 20 [2d10=10,10], 3 [2d10=1,2], 9 [2d10=2,7], 6 [2d10=1,5], 19 [2d10=9,10]

Mutation char losses:
[17:35:10] <Hashutbot> Sormus, Beweapon loss: 10 [1d10=10]
[17:35:57] <Hashutbot> Sormus, Moronic loss: 10 [2d10=5,5]
[17:36:18] <Hashutbot> Sormus, Pin head loss: 10 [2d10=1,9]


MUTATIONS
Addiction - You have an unnatural addiction to ham. When near the object of your addiction, 
you must pass a willpower test or be compelled to eat the ham. Even though you constantly crave ham, 
your body is capable of replicating its effect without it. You are also permanently Stinking Drunk. From ham.

Beak - You got a beak. It deals 1d10+Strength Bonus-1 damage.

Beweaponed Extemities - You have formed a hideous organic spike on one of your arms. 
It deals 1d10+Strength Bonus damage and has the Armour Piercing quality. You lose 1d10 agility, and can't use two handed weapons.

Cloud of Flies - Horseflies love you. You don't know why, but they adore your moistest areas. 
When you're threatened, they swarm around you, stinging those who oppose you, 
and they suffer -10 on Weapon Skill tests. Each fly has tiny human hands and a tiny human head, and weeps when seperated from your moistness.

Crown of Flesh - Growing from the top of your head is a crown of tiny little arms.
Hypnotic Gaze - One of your eyes has turned completely white. If you level your gaze upon someone, they must pass a willpower test, 
or succumb and be lost in your eyes. They may test to break it each round, and once broken, cannot be hypnotized for 5 minutes.

Irrational Hatred - Maybe it's because of your addiction, but you really, really hate ham. When you spy ham, you enter a frenzy: 
it must be destroyed, or else you will continue to froth for hours.

Magic Immune - Perhaps it is due to the innate nature of halflings being twisted by the foul forces of chaos, 
but you have discovered you are completely immune to magic from any arcane source. The divine, both good and evil, still have some sway over you, however.

Moronic - You are an idiot. -2d10 intelligence.

Pin Head - Your head has shrunk, and with it, so has your brain. -2d10 intelligence, 
and if you attempt to do anything involving thought more strenous than picking your nose, 
you must pass an intelligence test or stand there, bemused by your own lack of cleverness.

Pincer Hand - Your arm splits painfully down the middle and turns hard and chitinous, 
forming into a monstrous lobster claw. You gain the Natural Weapons talent, and the claw has the Precise quality.

Short Legs - Your legs are short, stumpy, and almost worthless. -1 movement.

Teleport - You are able to teleport up to 24 yards with a willpower test with a full action. 
Each time you use it before resting for 8 hours, the test gets one step more difficult, 
maxing out at -60. If you fail by two degrees or more, you teleport up to 20 yards away from your target in a random direction. 
If you teleport into a solid object, you die.

Uncontrollable Flatulence - Seriously Invisible Castle keeps giving people this. When will the madness stop.

Warty Skin - You are covered in thick, nasty warts. Oddly, these protect you from blades, granting 1 armor point on your entire body.



Wounds: 10
<Hashutbot> Sormus, wounds: 5 [1d10=5]


Fate Points:2
<Hashutbot> Sormus, fate: 6 [1d10=6] 


Attacks: 

Skills
Academic Knowledge (Genealogy/Heraldry), 
Common Knowledge (Halflings), 
Gossip, 
Speak Language (Halfling),
Speak Language (Reikspiel), 
Trade (Cook)
Concealment, 
Follow Trail, 
Outdoor Survival, 
Navigation, 
Perception,
Scale Sheer Surface, 
Search, 
Silent Move

Common Knowledge (Bretonnia)
Secret Language (Ranger Tongue)
Haggle
Navigation
Secret Signs (Ranger)




Talents:
Night Vision, 
Resistance to Chaos, 
Specialist Weapon Group (Sling) 
Coolheaded
Orientation, 
Sixth Sense

Fleet Footed
Seasoned Traveller


Trappings:
a shirt, 
breeches, 
worn boots, 
a tattered cloak, 
a dagger, 
a sling
backpack containing a blanket, a wooden tankard, a wooden cutlery set, a hand weapon (axe)
a purse holding 12 Gold Crowns.
Climbing Equipment
Tent, 
Water Skin


Advances: 							1500/1500

CAREER ONE: Badlander
+5 Int								Free
+5 Ag								Free
+5 Ag								100
+10 S								200
+5 WS								100
+5 BS								100
+2 W								200

CAREER TWO Vagabond (700/1500)
CL Bretonnia							100
Secret Language (Ranger Tongue)					100
Haggle								100
Navigation							100
Secret Signs (Ranger)						100
Fleet Footed							100
Seasoned Traveller						100
+5 Fel								100

Sormus fucked around with this message at 12:19 on Oct 13, 2014

John Dyne
Jul 3, 2005

Well, fuck. Really?
Waci, you are a Human Seer.
Your sole mutation is:
Malign Sorcerer - You have been granted the gift of magic. You gain a Dark Lore of your chosing and +1 Magic, and the Wizardry careers are permanently open to you regardless of your current career.




I do wanna note that, on the dark lores? The lores of the Chaos Gods do count, not just Necromancy and such. Tome of Corruption has those.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
Alfobots, transform and roll out.

Waci
May 30, 2011

A boy and his dog.

Gustav Imhold
Until The Discovery, Gustav had sustained himself by travelling from village to village, trading his expert advice on spiritual and arcane matters, as well as the occasional very showy but suspiciously vaguely described spell or ritual, for food and lodging. It didn't exactly earn him a luxurious lifestyle, seeing as even in Averland the peasants weren't quite that superstitious, and more often than not his departure was accompanied by an angry mob. Eventually his careless claims of magical powers even attracted the attention of a witch hunter.

Hiding in the basement of a sympathetic radical in Streissen, Gustav made his great discovery. A thick tome, covered in symbols that were as as intiquing as they were painful to look at. Opening the book, he couldn't read a single page of it, and when he asked about it his host initially seemed alarmed, but was eventually willing to introduce Gustav to its contents. Spreading a small pile of a glowing green powder on her palm and blowing it into the air, Gustav's benefactor told him to inhale deeply. As soon as the warpstone dust made it into his nose, something changed.

Suddenly everything was different. Flowing in the air all around them, radiating from the specks of warpstone powder in the air, swirling around his host, glowing from the now perfectly understandable symbols on the grimoire, Gustav saw the flow of magic. Sliding the book towards him over a table, his host looked Gustav in the eyes and spoke in a voice that sounded as if a flock of birds was squawking somewhere in the distance every time she opened her mouth. "Have you heard the good word of our lord Tzeentch?"

Few months later, Gustav received a letter recruiting mercenaries for an expedition to Khemri. A nation full of forgotten lore and ancient treasures, visited in the company of a miscellaneous gaggle of unfortunates that the Imperium had cast out. What more could a beginning sorcerer and a missionary of Tzeentch hope for? Imagining the things they could find and the people who could bring to the light, Gustav jumped on the chance.
pre:
Name: Gustav Imhold
Career: Maledictor
Previous: Seer

Current skill profile
Main Profile
WS   BS   S   T   Ag  Int   WP   Fel
44   31   36  32  36  46    43   42
         
Secondary Profile
A  W   SB   TB   M   Mag   IP   FP    
1  15  3    3    4   2     0    3

Career Advance scheme
Main Profile
WS   BS   S   T   Ag  Int   WP   Fel
+5   -    +5  -   +5  +10  +15   +10
         
Secondary Profile
A  W   SB   TB   M   Mag   IP   FP    
-  +2  -    -    -   +1    -    -

Skills:
Common Knowledge (the Empire)
Gossip
Speak Language (Reikspiel)
Speak Arcane Language (Daemonic)
Channeling
Charm Animal
Magical Sense
Academic Knowledge (Daemonology, Magic)
Read/Write

Talents:
Sturdy
Warrior Born
Dark Lore (Tzeentch)
Hedge Magic
Keen Senses
Luck
Aetheyric Attunement
Petty Magic (Chaos)

Trappings:
Common Clothes
Blanket
Tankard
Cutlery
Dagger
Sword
Purse with 16 gold crowns
Set of Cards
Backpack
Grimoire
Quarterstaff

Mutations:
Malign Sorcerer

Spells:
Lore of Tzeentch (Cardinal)
Petty Magic (Chaos)

Advances: 
Free: +5 Int
Manmode: +5 Wp
+5 Int 
+5 Fel
+5 Fel
+5 Ag
+5 S
+5 WS
+1 W
+1 W

Switch to Maledictor

Aethyric Attunement
Petty Magic (Chaos)
+5 WP
Academic Knowledge (Daemonology)
Academic Knowledge (Magic)
+1 Mag
Read/Write
http://invisiblecastle.com/roller/view/4675549/
http://invisiblecastle.com/roller/view/4675550/
http://invisiblecastle.com/roller/view/4675558/
http://invisiblecastle.com/roller/view/4675553/

Waci fucked around with this message at 07:30 on Oct 20, 2014

chin up everything sucks
Jan 29, 2012

Alright, since my first request for 7 mutations, I was assuming most people wouldn't want many. Given that this is not the case, I would like to ask if I can have a new manmode guy rolled, with only two mutations. I'll be going straight into Cult Acolyte of whatever god seems appropriate.

We just need a couple more people who can at least PRETEND to be human.

Adbot
ADBOT LOVES YOU

John Dyne
Jul 3, 2005

Well, fuck. Really?

FireSight posted:

We just need a couple more people who can at least PRETEND to be human.

Why?

No, seriously, did you not read the intro text? Why do you think this? Do you think you guys are going to Altdorf to do some window shopping, maybe visit the cathedral to Sigmar before buying some street snacks?

You guys are pretty much going to be going off road, dealing with poo poo mutants would deal with from bandits and peasants and such, and ultimately going into a land where there have been no living inhabitants for thousands upon thousands of years, where dark magic permeates every inch of the land and there are loving mummies and poo poo wanting to bash your brains in.

There will be some investigation and such, but you're not going to be hosed over because you don't have anyone that looks human. I would not be rolling people 20 goddamn mutations for one character if this were the kind of game where not looking human is going to cause you troubles.

  • Locked thread