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It is the 41st Millennium, and the Imperium is no more. Between the success of Abbadon's 13th Black Crusade, and the sudden disappearance of the Astronomican and contact with the Sol system, humanity is crumbling from outside assault, and threats from within. A brief timeline of the current Imperium: 127.M42: Abaddon's ongoing 13th Black Crusade achieves its objective. Through a giant warp ritual conducted through the Word Bearers, the last of the pylons on Cadia are destroyed. The Eye of Terror immediately surges forward. Cadia is drawn into the warp. Previous safe worlds are now suddenly at the edge of the Eye. Chaos forces spill out and begin invading worlds once thought secure. All of the traitor Primarchs known to still live are seen leading their forces. Not since the Horus Heresy have so many Chaos forces been in the Material Realm. 205-212.M42: The Great Return. 205.M42: Corax returns to lead his Legion. He had apparently been held captive by one of his brothers within the Eye of Terror. When the majority of the forces of Chaos left to take advantage of the fall of Cadia, it provided him the chance he needed to escape. 209.M42: Lion El'Johnson awakes from his ten thousand year slumber, having recovered enough from his fight with Luther. However, he is physically impaired, and opts to be interred in a Dreadnaught to enable him to rule. A schism forms within the Dark Angels and their successors when The Lion opts to make the Fallen's existence known to all. Half of the Dark Angels and their successors break from the Chapter, going rogue. 212.M42: Jaghatai Khan returns to the White Scars. He never reveals where he was all this time, and no one bothers to ask questions. With the return of these three Primarchs hope is restored to the Imperium. This also causes boldness among some of the other remaining Chapters. The Space Wolves move out on the largest Great Hunt they have undertaken, trying to find Russ. The Salamanders do likewise, devoting half the chapter in trying to locate the four remaining artefacts Vulcan was said to hide to test the chapter. 285.M42: The Darkening of Sol. In one instant, all contact with everything within the home system of Humanity ends. The Astronomican blinks out of existence. Astropathic communication ends with Terra and Mars. Some vessels, mostly Black Ships, go to explore what occurred. They are not heard from again. 287.M42: Loss of the Fists. Having always seen themselves as the defenders of Terra, the entire Imperial Fists Chapter mobilizes to head into the Sol system to discover once and for all happened to Terra. Millions of Guardsmen and hundreds of ships join them in a great expeditionary force. The Last time they are heard from is right before their last warp jump to Pluto station. The entire chapter, down to the last serf, and all of the accompanying forces are presumed lost. No other force is known to go to Terra and return. 287-300M.42: Thirteen Years of Darkness. During this time, the vast majority of the Imperium collapses. Without leadership from the High Lords of Terra, many planets are lost. Whole sub sectors withdraw from the Imperium and form independent systems. Intragalactic travel ends during these 13 years. Entire hive worlds descend into madness as the food they received from agri-worlds ceases to come. Forge worlds go silent as their sources of raw material dry up. Most of the major Imperial institutions reform themselves on new headquarters. With the forces of Chaos expanding ever outward, remote border systems are chosen for many of these new seats of power. In 300M.42, the Navigator Houses finally work out a way to somewhat reliably navigate using the Eye of Terror, and specifically the new Daemon World of Cadia, as a stand in for the Astronomican. 342M.42: The present time. You are a small detachment of Battlefleet Gothica, specifically Battlefleet Group 75. Your cadre of vessels is small. Your main vessel is an ancient Avenger-ClassGrand Cruiser, brought out of mothball storage as newer ships were lost in engagements all over Imperial space. Two Claymore-Class Corvettes accompany the Grand Cruiser, with all three ships defending one Jericho-Class Pilgrim Vessel. Your motley fleet finds itself in The Jericho Reach with one mission, to collect whatever loyalist forces remain here in this long forgotten sector, and to bring them back to more central Imperial Space, to be used fighting the real threats to more strategic worlds. The fleet has spent the last six months going from world to world, collecting Imperial Forces and housing them within the Pilgrim vessel. It has been depressing work, with many worlds thought to still contain at least the descendants of loyal forces long lost to the enemies of man. Shortly after collecting forces from your last world, the ship Astropath received a strange and cryptic message. The message purports to be from a location known as Watch Fortress Erioch, requesting any Imperial assistance. The message is relayed to the remnants of the Munitorum, who order the fleet to investigate at once. Hello and welcome to my newest Warhammer 40K game. For the first time in a few years I'm going to try my hand at a Rogue Trader game, though this time I'm doing something different. I want to explore an Imperium on the brink of collapse, if not already past the brink, and just have fun in it. As the timeline above indicates, I'm not afraid to mess with big things, and do stuff like have Primarchs come back and what not. However, you are currently not playing as Rogue Traders, but you're playing as members of the Remnants of the Imperial Navy and Guard. As such the Rogue Trader will be flavored more as the commodore, and the Arch-Militant is sort of the Lord-General of the military forces you have at your disposal. All the other core classes would more or less stay the same. Character creation is as follows: You have 11,000 exp, which should put you squarely in the middle of rank 3. This should be roughly 6,500 exp to spend. Wherever possible, use point buy for things as laid out in the rules (side bar on page 14 of the core rule book). If you need to roll anything, do so in a reputable online roller, though I prefer orokos. Into the Storm advanced starting options are allowed, though you are limited to spending a maximum of 500 exp on advanced options, as this is the amount of exp you would have had creating a starting rank 1 character. Alternate ranks from all the splat books are allowed, though do keep in mind that you are an Imperial vessel, not a rogue trader one, so some of the alternate ranks that might fly on a rogue trader vessel won't fly here, such as a reaver, cold trader, secessionist, etc won't be allowed at this stage. If you have a doubt on an alternate rank, just ask. Now part of what I want to do with this game is to explore in part how loyalties remaining to the Imperium are tested when poo poo is this bad, so maybe the crew might fall off the path and become cold traders and the like, but at least at the beginning you're all upstanding. No bloody xenos! As of right now I'm leaning on just creating the ships for you. I will be making the transport and Corvettes, as they are more NPC for sure, and likely your grand cruiser. This is in part to streamline everything, and in part to represent that fact that Navy folks are stuck with the ships they are assigned, you don't have the luxury to modify what you want to have. I have not yet decided on starting profit factor. It will likely be low, since you're getting a good ship, and to represent being part of a resource strapped Navy and Imperial Guard. I have also not decided on the number of players, since I normally go over what I say I'll take anyway, though I'm more likely to take at least one of each career, before I start taking multiples, say multiple missionaries or void masters. Recruit will be open until at least January 15th. At that time I will assess if I want to close then, or keep the game open for more recruits.
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# ? Jan 7, 2016 02:29 |
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# ? Apr 25, 2024 09:13 |
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Submitting a explorator who just wants to salvage/save as much technology as possible and set up secret Mechanicus Enclaves where that tech can be safely stored until the Imperium has finished collapsing.
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# ? Jan 7, 2016 02:46 |
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How do you feel about the Ordo Thuggus as represented in hukhukhuk's Rogue Trader game?
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# ? Jan 7, 2016 02:50 |
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Izabell Coronado Forgive me, God-Emperor, for I've sinned against you in thought, word, deed, and now, worst of all, in nature. I never knew my parents, and I wouldn't have survived on the streets of a hive without joining a gang like the 13 Marks. But it was your wish that mankind cease its infighting and come together to become the just rulers of the galaxy, and like all gangers I wasn't exactly interested in the lives and souls of mankind. I've robbed, burned, and tortured. I've killed for anger, for greed, for tradition's sake. I've killed just to watch someone die. I deserved nothing but the death of a rabid animal. But you saw fit to put my violent urges to good use for humanity. I swore to you I would mend my ways if you spared my life when the Arbites came for us, and by a miracle, they never found me. They killed every last one of my brothers and sisters, but not me. I joined the Ecclesiarchy the next day. I brought your holy word and your cleansing fire to thousands. I thought I'd escaped it all, that I'd found a holy purpose that could sustain me, keep me on the righteous path. As a warrior-chaplain in your holy Imperial Guard, I had found peace with myself. But now...all this. The Black Crusade is upon us. Holy Terra is extinguished, and some whisper that you're no longer among us, or worse. Your holy Imperium is all but destroyed. What could've caused this? Were we not faithful enough? How can defeat suddenly seem as certain as victory once did? I want to believe, God-Emperor, I need to believe that we can still do this. But I've become an abomination. The curse of the witch is upon me. It came to me in my dreams last night. An ever-shifting nightmare monster with a thousand mouths. It told me that you were never real, that you were nothing but a corpse-puppet on a Golden Throne, that we've all been dancing on its strings this whole time. It promised me power and a place at its side. I rejected it, tried to drive it away, but prayers wouldn't come to my lips. It laughed and told me that I'd already agreed, that time was meaningless in the Warp. It laid a finger on my forehead, its touch like fire, and in the instant before I awoke screaming I saw... God-Emperor preserve me, I saw myself already standing at its side, wreathed in the terrible energies of the Ruinous Powers. I can feel them now. It's like a new eye has been opened in my soul, and I can't close it. These things, once mercifully beyond sight, scrabble and scratch against the Geller Field continuously. Their whispers tear at me and it's all I can do to drown them out with prayer. I am cursed, a danger to all those around me. But I can't bring myself to end it. One of the crew killed himself in despair today. I saw what happened to his soul. He was not preserved by your holy intervention. They tore him apart. And these daemons have already told me that his soul was a meager morsel compared to the feast that is a psyker's. I want to think that he was not saved because he ended his life without reason. I want to believe that you are still out there, watching over us, and you will have mercy on my soul if I kill myself to save the others from what I might do. All I need is a sign. Just give me a sign, let me know that the good I can do for mankind is outweighed by the evil of this witch-curse, and I will throw myself on my sword even if you cannot save my soul from the Warp. These are dark times, and I am afraid that the Imperium cannot afford to pass up help from anyone, even a monster like me. The only true fear is dying without my duty done. I have faith that you can hear me. Just give me a sign. ... Yeah. Yeah, that's what I thought. pre:Career: Missionary/Awakened Psyker Homeworld: Hive World Birthright: Unnatural Origin (Tainted) Lure of the Void: Duty Bound (Throne) Trials and Travails: The Hand of War* Motivation: Fortune *Free Choice Characteristics: WS: 50 (+15 +10 Advances) BS: 25 S: 45 (+15 +5 Advance) T: 45 (+20 -5 Homeworld +5 Advance) Ag: 40 (+15) Int: 25 Per: 40 (+10 +5 Advance) WP: 51 (+15 +3 Birthright +3 Lure +5 Advance) Fel: 47 (+10 +5 Homeworld -3 Birthright +10 Advances) Wounds: 14 (+3 SC) Fate Points: 3 (+1 Motivation) Insanity: 3 (+3 Awakening) Corruption: 10 (+7 Birthright +3 Awakening) Skills: Awareness +10 Blather Charm +10 Common Lore (Ecclesiarchy, Imperial Creed, Imperium) Deceive Dodge +10 Literacy Forbidden Lore (Heresy) Medicae Performer (Storyteller) Psyniscience Scholastic Lore (Imperial Creed) Speak Language (High Gothic, Low Gothic) Speak Language (Hive Dialect) (Untrained) Talents: Armour of Contempt Basic Weapon Training (Universal) Cleanse and Purify Crushing Blow Dark Soul Enemy (Ecclesiarchy) Favoured by the Warp Flame Weapon Training (Universal) Hatred (Chaos Worshippers) Jaded Melee Weapon Training (Universal) Paranoia Psychic Awakening Pure Faith Quick Draw Resistance (Psychic Techniques) Rival (Inquisition) Talented (Charm) Unshakeable Faith Warp Affinity Psychic Powers: PR 1 Telepathic Discipline: -Delude Traits/Other: Accustomed to Crowds: Crowds do not count as Difficult Terrain. When running or charging through crowds, no penalty to the Agility Test to keep their feet. Hivebound: -10 Survival, -5 to Intelligence Tests when outside a "proper hab" (i.e. places without manufactured goods, solid ceilings and electrical power). Wary: +1 Initiative Duty to the Throne: -10 to Interaction Tests with any source outside the Imperium (aliens, traitors, etc.) The Face of the Enemy (Chaos) Psyker (Renegade) Gear: GC Chainsword GC Flamer BC Guard Flak Armour Ecclesiarchal Robes Sepulchre Censer and Incense Micro-Bead Storm Shield Acquisitions: Storm Shield (-30 Extremely Rare +30 Negligible) Starting Expenditures: Tainted by the Warp-500 Experience 10950/11000 Starting Expenditures-5000 Rank 1 (5000-6999) Awareness-100 Charm-100 Common Lore (Ecclesiarchy)-100 Dodge-100 Literacy-100 Performer (Storyteller)-100 Sound Constitution-200 WS +5-100 WP +5-100 Fel +5-100 S +5-250 T +5-250 Per +5-250 Total: 1850 Rank 2 (7000-9999) Fel +5 (2)-250 Awareness +10-200 Blather-200 Charm +10-200 Deceive-200 Dodge +10-200 Resistance (Psychic Techniques)-200 Sound Constitution (x2)-400 Cleanse and Purify-500 Crushing Blow-500 Total: 2850 Rank 3 (10000-12999) Awakened Psyker Talented (Charm)-200 Psyniscience-100 Paranoia-200 Warp Affinity-500 WS +5 (2)-250 Total: 1250 Fate: 1 Tainted by the Warp Corruption: 7 Awakening Insanity/Corruption: 3, 3 Malignancy TN 51: 5 Dachshundofdoom fucked around with this message at 00:21 on Feb 3, 2016 |
# ? Jan 7, 2016 02:53 |
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Viva Miriya posted:How do you feel about the Ordo Thuggus as represented in hukhukhuk's Rogue Trader game? I believe there is a reason I dropped that game after one post. Also, since it has already been asked: For the character creation path, follow it down, and you get one free space, as suggested in into the storm, but at the very end you can pick whatever career you want.
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# ? Jan 7, 2016 03:00 |
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Thinking of making an Astropath. I haven't had a chance to play one of those yet.
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# ? Jan 7, 2016 03:02 |
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Yap. Making a captain/commodore for this.
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# ? Jan 7, 2016 03:08 |
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Thinking of a Missionary very much in denial about how well things are going for the Imperium.
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# ? Jan 7, 2016 03:08 |
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Definitely interested in this, will think up a character concept soon.
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# ? Jan 7, 2016 16:59 |
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Would a Seneschal as a high rating supply officer be appropriate?
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# ? Jan 7, 2016 17:52 |
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Kristofer Dahler, Helmsman Kristofer was born into a long line of Navy officers, with a history of dying in proud service that stretched back for generations untold. From birth, he was taught to serve the Throne through the majesty of the Imperial Navy - the finest calling of any gentleman! He was raised on a diet of past Imperial glories, of the Navy in particular. The proud Crusades, the mighty battles at Armageddon, these were the stories Kristofer heard as he drifted off to sleep, and they had a profound impact on him. He came to believe that the Navy was more than a career, it was a higher calling. The Navy was the long arm of the Emperor himself, serving him directly as an instrument of his divine will. As a child he attended the Navy Academy, eagerly diving head-first into his studies, history and tactics especially. His passion for his academic pursuits was matched only by his obvious devotion to the Imperial Creed, and by all accounts he was a model student. As a teenager, he served as an officer cadet, earning praise from his superiors as a loyal and capable officer. Unlike some hereditary officer candidates, he did not see himself as being "above" his junior tasks, gaining a reputation as being eager to serve in any way he could - he had maintained his childhood belief in devotion to the Emperor coming through naval service. With a glowing series of service behind him, as an adult he was comissioned as an officer on the cruiser Invincible - which is where he was in 127.M42, when the Fall began. Stranded in the outer reaches of the Imperium alongside a small force of escort ships, with whom she had been hunting pirates, the Invincible attempted to return to Imperial Space to regroup, resupply and receive fresh orders. With no orders from the Battlefleet, the Invincible travelled from system to system in the Ultima Segmentum, the astropatic choir on board the ship worked near to death attempting to establish communications with someone, anyone, still loyal to the Throne. The events of those dark days have long since passed into legend, but to Kristofer they are as vivid a memory now as they have ever been. The Jungles of Catachan aflame, the surface obscured by smoke. The deserts of Attilla turned to glass as daemons of the blood god purged it with fire. All witnessed helpless from afar, as Kristofer's ship arrived to late to do anything but document the deaths of the loyal and the faithful. Eventually, the call was made to all Imperial ships - the Ultramarines requested all Imperial ships make haste to Ultramar, their idyllic empire, where the forces of Chaos were unleashing their full and terrible might. The Invincible and her escorts arrived in time to join the remnants of Battlefleet Bakka, amongst others, and the surviving ships of the Ultramarines Fleet. The rag-tag collection of vessels had repelled the raiding fleet of an Arch-Fiend named Kyrax the Terrible, and the pleasure barge of the Daemon Prince Gydeon and his horrifying attendants. A huge warp shadow was approaching, however, and no one was under any illusions that friendly reinforcements were coming. What was coming was a horrifying swarm of daemon ships, raiders, heretics and traitors - descending from the Warp like a swarm of locusts. The battle was fierce, the defenders fighting for nothing more than their pride and honour, but determined to sell their lives dearly. As ships fell, the Invincible found herself in the line of battle, and many of her bridge crew were killed by a combination of enemy fire, boarding parties, and commissars rooting out those whose will to fight was lacking. Kristofer was "promoted" to helmsman over the bloody body of his predecessor, and was serving at his post as the cruiser locked into a bloody knife-fight mêlée with the forces of darkness. Kristofer commended his soul to the Throne, and prepared to die with dignity. Somehow, against all odds,Kristofer survived the destruction of his ship, the last thing he remembered being the brilliant light of the lance shot that finally killed the Invincible. From what he could tell, some one had shoved his unconscious form into a life pod, but now he faces the stigma of surviving the destruction of his ship. Picked up by an explorator ship sent to determine the fate of Ultramar, he awoke to discover his friends and shipmates gone, his commission worthless and his honour thoroughly in tatters. This disgrace spurs him on, to further prove his worth in the few glorious remnants of the Imperial Navy, and he hopes that volunteering for a helmsman position, even on an old tub like an Avenger class, will give him the opportunity to sponge the dishonour from his record once and for all. pre:Career: Void-Master Homeworld: Battlefleet Birthright: In Service to the Throne (Born to Lead) 200xp Lure of the Void: Duty Bound (Duty to the Throne) Trials and Travails: Ship-Lorn Motivation: Devotion (Creed) 200xp Lineage: A Proud Tradition (Heir Apparent) 100xp Characteristics: WS: 40 (+5 advance) BS: 40 (+5 advance) S: 40 (+5 advance) T: 42 (-3 birthright, +10 advance) Ag: 50 (+10 advance) Int: 40 (+5 advance) Per: 40 (-5 Homeworld, +5 advance) WP: 43 (+5 Homeworld, +3 Lure of the Void) Fel: 41 (+3 Homeworld, +3 Birthright) Wounds: 10 (6+4) Fate Points: 3 (-1 Ship-Lorn) Insanity: 0 Corruption: 0 Skills: Awareness Charm Command Common Lore (Imperial Navy, Imperial Creed, War, Tech) Deceive Dodge +10 Forbidden Lore (Xenos) Literacy Navigation (Stellar) Pilot (Space Craft) +10 Pilot (Flyers) +10 Scholastic Lore (Tactica Imperialis, Astromancy) Scrutiny Secret Tongue (Military) Speak Language (Battlefleet War Cant, High Gothic, Low Gothic) Survival Tech-Use Trade (Voidfarer) Talents: Armour of Contempt Pistol Weapon Training (Universal) Melee Weapon Training (Universal) Inspire Wrath Talented (Pilot Space Craft +10) Quick Draw Rapid Reload Nerves of Steel Air of Authority Die Hard Psychic Powers: Telepathic Discipline: Delude Traits/Other: Ship-Bound Fighter: -2 to initiative tests and double BS penalty for firing at long range when in the open air (not in tunnels or indoors) Officer on Deck: +5 to command rolls aboard spacecraft Ill-Starred: –5 on Fellowship Tests when interacting with the void born, Rogue Traders, and other voidfarers who are not personal friends,if they have heard of your background and reputation Mastery of Space: The Void-master can re-roll all failed Tests with Manoeuvre Actions aboard a space ship Void Accustomed: Immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain Duty to the Throne: -10 to Interaction Tests with any source outside the Imperium (aliens, traitors, etc.) Gear: CC Power Sword CC Bolt Pistol Guard Flak Armour Imperial Navy Uniform Micro-Bead Void Suit Blessed Ship Token Re-Breather 2 Bottles of Amasec Pict-Recorder Vox-Caster Acquisitions: Starting Expenditures: Into The Storm Origins - 500 Experience 10850/11000 Starting Expenditures-5000 Rank 1 (5000-6999) Agility - 100xp Awareness - 100xp Dodge - 100xp Trade (Voidfarer) - 100xp Strength - 250xp Weapon Skill - 250xp Ballistic Skill - 100xp Toughness - 250xp Scrutiny - 100xp Toughness - 500xp 1850xp Total Rank 2 (7000-9999) Common Lore (Tech) -200xp Dodge +10 - 200xp Secret Tongue (Military) - 200xp Tech-use - 200xp Quick Draw - 200xp Agility - 250xp Intelligence - 500xp Pilot (Space Craft) +10 - 200xp Pilot (Flyers) +10 - 200xp Die Hard - 200xp Perception - 250xp Intimidate - 100xp 2700xp Total Rank 3 (10000-12999) Deceive - 200xp Speak Language (High Gothic) - 200xp Rapid Reload - 200xp Air of Authority - 200xp 800xp Total ForeverBWFC fucked around with this message at 05:34 on Jan 20, 2016 |
# ? Jan 7, 2016 20:05 |
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LeSquide posted:Would a Seneschal as a high rating supply officer be appropriate? Yeah since that's exactly what a seneschal essentially is. I'm open to some interpretation on roles. Astropath and navigator are set in stone, but also up for some new angles. Terra is gone, so are you one of the last astropaths to be sanctioned on Terra, or were you sanctioned elsewhere? Maybe your a navigator from a house that used to be an exile house, but now find yourself in power when some of the more noble houses were lost to chaos invasion. I would imagine at this point the navy and guard have had to get creative with some of their recruitment efforts. They might not be recruiting heretics, but might be bringing on people they would have passed on in a better past.
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# ? Jan 7, 2016 20:21 |
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Regias Nostromo, Navigator Regias was born to a long line of Navigators with a long and storied history of traveling the Void. But not so much serving the Empire. For his House was one of the fabled Renegade Houses. Taking part in dangerous, and some would say heretical, experiments to enhance their abilities as Navigators, going so far as to adjust children still in the womb. And so Regias was destined to be a Navigator, not from birth but from before, or perhaps one could say that he was designed to be one. Regias grew up traveling the void in a less than perfectly shielded ship. The perils of the warp were not entirely kept at bay, and many upon the ship grew corrupted and underwent strange mutations. Still this was nothing unusual for Regias and his family, who were Navigators and underwent their own mutations from birth. Still it would be one more thing to mark him in the imperial eye, one more thing that would lead the Inquisition to watch him. And as such Regias would never have expected to serve with the Imperial Navy and Guard. Instead he went out into the wide universe as a Navigator for hire. Perhaps he could not have the right denied to his family, an actual Imperial position upon one of the mighty Imperial vessels, but he could make up for it with a great deal of wealth. And for a number of years he did just this, though he did manage to earn something of a name for himself among Navigators. And things would have continued this way if not for the Thirteen Years of Darkness, and the aftermath. Despite the loathing the other Navigator Houses had for his House, Regias' house was of great help in discovering how to navigate using the Eye of Terror. And so Regias was given a position among the Imperial Navy and Guard, despite being from a Renegade House. And he was given a position as a Navigator upon an ancient Avenger-ClassGrand Cruiser. pre:Career: Navigator Homeworld: Void Born Birthright: Unnatural Origin (Contaminated Environs) Lure of the Void: Tainted Trials and Travails: A Product of Upbringing (Decadent) Motivation: Fortune Navigator Lineage: Renegade *Free Choice Characteristics: WS: 30 (+5) BS: 30 (+5) S: 30 (+10 -5 Homeworld) T: 40 (+17 -2 ToxB ) Ag: 40 (+19 -4 Miss) Int: 40 (+15 -10 ToxB +10 Advances) Per: 60 (+15 +20 Advances) WP: 70 (+14 +5 Homeworld +3 Birthright +3 T&T +20 Advances) Fel: 22 (+0 -3 Birthright) Wounds: 13 (8+1d5) Fate Points: 5 (4 +1 Motivation) Insanity: 5 (+1d5) Corruption: 6 (+1d5+1d5) Skills: Ciphers (Nobilite Family) Common Lore (Imperial Navy, Navis Nobilite) (Int) Forbidden Lore (Navigators, Warp) (Int) Literacy (Int) Navigation (Stellar+10, Warp+10)(Int) Pilot (Spacecraft)(Ag) Psyniscience (Per)+20 Scholastic Lore (Astromancy) (Int) Speak Language (High Gothic, Low Gothic, Ship Dialect)(Int) Trade (Astrographer) Talents: Decadence Navigator Peer (Mutants) Pistol Weapon Training (Universal) Resistance (Poisons) Navigator Powers: The Lidless Stare (Master) Void Watcher (Novice) Seek the Path (Novice) Traits/Other: Charmed (when spending a Fate point roll a d10, a natural 9 means FP not lost) Decadent (+5 bonus to Charm tests) Ill-Omened (-5 penalty on all Fel test made to interact with non-void born humans) Void Accustomed (immune to space travel sickness. zero and low gravity environments not considered Difficult Terrain) The Fruits of Corrupted Blood (When using The Lidless Stare, Void Watcher and Seek the Path He gains a +10 bonus to all tests with these powers (in addition to bonuses for being an Adept or Master). In addition, all tests by others to resist these powers suffer a –10 penalty.) Unchecked Mutation: The Navigator is more prone to mutation and mental instability that any others of his kind, representing the tampering of his family line and a life overshadowed by doom. When taking tests for mutation for gaining a new power or increasing an existing one (see page 182), his tests are Challenging (+0) rather than Ordinary (+10) and he begins play with 1d5 Insanity points.) Renegades: The price of dabbling in the unknown is high, and it has cost the Renegade Houses in both security and status. Navigators from Renegade Houses begin play with 1d5 Corruption points and the watchful eye of the Inquisition ever waiting to uncover wrongdoing. Also, all tests that involve interacting with the official bodies of the Imperium are at a –10 penalty. Initial Mutation: Navigators from a Renegade House begin play with two Navigator Mutations rolled randomly from Table 7-1: Navigator Mutations. They may develop additional mutations as normal when they acquire new Navigator Powers or increase their mastery of existing powers. Mutations: Tox Blood: Gains +20 bonus to T Tests made to resist poison, but reduces its T and Int . Should the mutant’s blood come into contact with a living creature, that creature must succeed on a Difficult (–10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness. Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by 2d10. Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait. Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10. Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait. Gear: Best-Craftsmanship hellpistol best-Craftsmanship metal staff best-Craftsmanship xeno-mesh armour Emperor’s tarot deck silk headscarf Nobilite robes charm micro-bead Acquisitions: Starting Expenditures: Contaminated-200 Decadent-150 Experience 11000/11000 Starting Expenditures-4850 Rank 1 (5000-6999) Per +5-100 WP +5-100 Per +5-250 WP +5-250 Int +5-100 Int +5-250 Awareness-100 Sound Constitution-200 Common Lore (Imperial Navy)-100 Trade (Astrographer)-100 Ciphers (Nobilite Family)-100 Per +5-500 Rank 2 (7000-9999) Per +5-750 WP +5-500 WP +5-750 Rank 3 (10000-12999) Navigation (Warp) +10-200 Navigator Power- 200 Navigator Power-200 Psyniscience +10-200 Psyniscience +20-200 tainted mutation 42 Toxic Blood reduce toughness, reduce intelligence 2 T, 10 Int Contaminated Environs mutation 90 above 75 reroll reroll 13 Misshapen reduce AG 4 Unchecked Mutation insanity 5 Renegades corruption 5 Initial Navigator mutations 86, 97 wounds 5 fate points 7 Toughness Test for possible mutation 39 fail Toughness Test for possible mutation 94 pass Navigator Mutations 75 Ryuujin fucked around with this message at 04:41 on Jan 8, 2016 |
# ? Jan 8, 2016 04:38 |
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Mars is lost to us. The greatest storehouse of the Machine, the very home of the living Machine God, is gone. A new Epoch has risen to define us, and we look back on it in horror. We, who were once one in voice, who chanted the sacred 1 and 0 in beautiful unison across the Galaxy, have become a dissonant discord of packet loss and corruption. Our communications are fragmentary, noise shouted into the abyss with no confirmation sent in return. We are broken, and our sacred knowledge seeps away from us as if our archives are a sieve. Forge world after forgeworld goes quiet as hoarded resources are exhausted, as the Xenos and the Enemy move in. Worse, sacred designs are defiled in the name of expediency. Shortcuts are taken where none should exist, the prayers are skipped in favor of saving time. The machine spirits rebel and refuse to work. This is the punishment for our Sin, for distributing our knowledge in parts rather than in one pure Whole. A distributed network that rarely shares it's knowledge is vulnerable to that knowledge becoming lost when the network fails. I am known as Johann, a minor Magos who once hailed from Mars. I have not seen my home since long before this new Epoch. Every day I mourn, every day I harden my resolve even as my buffers overload with emotion. I could remove my emotion, become more like the perfect Machine. I do not. Even the simplest cogitator should feel this, should know this loss that I feel. They do not, and I feel that they might be lesser for it. For it is my grief that drives me in my work, my grief that has given rise to my understanding. We failed to save Mars, and the priceless knowledge that it held. Now we must save what is left. All of it. Each Forge must give up that what it held secret, for the good of all Forges. This knowledge must be collected, spread to all other Forges that still follow the Creed. And hidden away in safety, so even if the Forges fall, the knowledge shall one day rise again from a thousand and twenty four places, each copy complete and pure, ready for it to be spread across the galaxy once again. My name is Johann. I have a purpose. I care for the scattered children of my lost home, for the scattered Forges of Mars. May the Omnissiah be eternal. pre:Name: Johann Career: Explorator Rank: 3 XP: 6500/6500 Homeworld: Forgeworld Birthright: Stubjack Lure of the Void: Duty Bound (Duty to Humanity) Trials and Travails: Calamity Motivation: Devotion Career: Explorator Lineage: None WS: 32 = 20 + 12 BS: 44 = 25 + 14 + 5 S: 39 = 25 + 9 + 5 T: 39 = 25 + 9 + 5 Ag: 56 = 25 + 18 + 3 + 5 + 5 Int: 50 = 30 + 12 + 3 + 5 Per: 42 = 25 + 12 + 5 Wil: 44 = 25 + 11 + 3 + 5 Fel: 22 = 25 + 7 -5 Wounds: 12 Fate Points: 3 Insanity: 1 Skills: Awareness + 10 Common Lore (Tech) + 10 Common Lore (Machine Cult) + 10 Dodge + 10 Forbidden Lore (Archeotech) + 10 Forbidden Lore (Adeptus Mechanicus) + 10 Intimidate Literacy Logic Security Speak Language (Explorator Binary) Speak Language (Low Gothic) Speak Language (Techna-lingua) Tech-Use + 10 Trade(Armorer) Trade(Technomat) Talents: Basic Weapon Training (Universal) Melee Weapon Training (Universal) Pistol Weapon Training (Universal) Armour of Contempt Light Sleeper Logis Implant Maglev Grace Maglev Transcendance Mechadendrite Use(Utility) Nerves of Steel Peer (Adeptus Mechanicus) Technical Knock Quick Draw Traits: Fit For Purpose (+3 Ag) Stranger to the Cult Profit Factor (-2) Mechanicus Traits Gear: Best Lasgun Common Power Axe Good Zepherus Mk1 "Beamer" Meltagun (ITS pg 113) Enforcer Light Carapace Multikey Void Suit Injector Sacred Unguents Micro-Bead Combi-Tool Dataslate Servo-skull Familiar XP log: Rank 1 Devotion (Duty): 100 Agility Advance (Simple) - 500 Security + 0 - 200 Awareness +0 - 100 Toughness Advance (Simple) - 100 Perception Advance (Simple) - 500 Sound Constitution - 200 Sound Constitution - 200 Trade (Armorer) - 100 Mechadendrite Use (Utility) - 500 Rank 2: Pistol Weapon Training (Universal) - 500 Awareness + 10 - 200 Common Lore (Machine Cult) + 10 - 200 Common Lore (Tech) + 10 - 200 Forbidden Lore (Archeotech) + 10 - 200 Forbidden Lore (Adeptus Mechanicus) + 10 - 200 Dodge - 200 Tech Use + 10 - 200 Agility Advance (Intermediate) - 750 Willpower Advance (Simple) - 250 Strength Advance (Simple) - 100 Rank 3: Dodge + 10 - 200 Maglev Grace - 500 Maglev Trascendence - 500 Peer (Adeptus Mechanicus) - 200 Intelligence (Simple) - 100 chin up everything sucks fucked around with this message at 19:31 on Jan 11, 2016 |
# ? Jan 8, 2016 04:38 |
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How are our starting gear picks being handled? Default character creation or something more?
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# ? Jan 8, 2016 04:59 |
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FireSight posted:How are our starting gear picks being handled? Default character creation or something more? Default for now. There may be more gear options after I've selected my players.
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# ? Jan 8, 2016 05:03 |
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Sadhu Prim, Seneschal Sadhu Prim's life had been neatly planned. Succeed with ease as a junior member of his family's mercantile interests, ascend to a prepared post in the Imperial Navy for a dash of martial flare, and then return home a conquering hero, to lead the next generation of his family's profit making endeavors. Of course, it all went to hell. Assigned to a battlegroup on long patrol, a series of "normal" engagements with scattered pirate forces soon became a desperate struggle against ever larger and more aggressive forces. Marooned on a world beset by the heretic while overseeing desperate repair and resupply operations, Sadhu watched most of his comrades either fall to the enemy or become lost to madness as darkness and corruption consumed the world. Rescued by a remnant of the beleaguered battle force years later, Sahdu returned to service rather than embracing his family's desperate efforts to bring him home. At the frayed edge of the Imperium, Sadhu had seen the onrushing doom of humanity. Now, he hopes to find some solution other than dissolution and damnation in service to the Imperium, or at least to die before he sees the final darkness come. Sadhu Prim knows how everything is supposed to work. The thirteen thousand page trade tables that rule the subsector are inscribed on his soul; the proper sequence for retrofitting a Sword-class frigate for high intensity combat is available without conscious thought; the eternally proper admixture for Munitorium approved macrocannon ammunition is burnt into his brain. He knows how every delicate mechanism of the Imperium should be functioning, and now none of it works. Forget Holy Terra; every apparatus of Imperial life rots, and Sadhu can no longer be ignorant of that fact. He is a desperate whirlwind of invention in the face of oblivion; Sword-class frigates are unavailable? Up-gun the Corvettes. Agriworlds fallen to civil war and rot? Strip-mine biomass from feral worlds for Grox-bezoar rations. The broadsides short of proper propellant? Strip the ground batteries, and drat the PDFs who dare complain. Sadhu has answers even now, but he can see each falling short. Today the reserve shifts go hungry; tomorrow, a flight of landers is cannibalized for spare parts. A solution which will allow the ship to survive in the long term is one that must find some purchase in a world without the Imperium. Sadhu is almost giddy as he searches for such an impossible thing. For now, his fellow nobles think him quaint for his constant attendance to minor duties, and the men think him odd as his requisitions prove stranger and stranger. Sadhu ranges further and further afield from accepted Imperial orthodoxy in his search for a permanent solution to the ship's problems. It matters not to him; the world is broken, damnation swirls at the gates, but Sadhu Prim will find a solution. He must, even if he is utterly undone by the search. pre:Career: Seneschal Rank: 3 XP: 6400/6500 Homeworld: Noble Born Birthright: Savant Lure of the Void: Duty Bound (Duty to Humanity) Trials and Travails: Lost Worlds (Beyond the Pale) Motivation: Knowledge (Knowledge is Power) Career: Seneschal Lineage: None WS: 35 BS: 40 S: 28 T: 30 Ag: 44 Int: 64 Per: 53 Wil: 37 Fel: 55 Wounds: 10 Corruption: 1 Insanity: 2 Fate Points: 3 Skills: Acrobatics Awareness +10 Barter +10 Charm Commerce +10, Common Lore (Administratum, Underworld), Deceive, Dodge, Evaluate Forbidden Lore (Archeotech, the Warp, Xenos), Gamble, Inquiry Literacy Logic Performer (Storyteller) Scholastic Lore (Archaic, Bureaucracy, Legend) Scrutiny Secret Tongue (Administratum) Security Shadowing Silent Move Sleight of Hand Speak Language (Low Gothic, High Gothic) Tech-Use Talents: Basic Weapon Training (Universal) Pistol Weapon Training (Universal) Melee Weapon Training (Primitive) Foresight, Peer (Nobility, Mercantile) Traits: Etiquette, Vendetta, Seeker of Lore Gear: Cameleoline Cloak, Xeno Mesh, Best Quality Hellgun (Lucius), Inferno Pistol(Mars), Good Quality Auger Arrays LaSquida fucked around with this message at 06:12 on Jan 20, 2016 |
# ? Jan 8, 2016 05:41 |
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Okay, I'm gonna try this, but this is my first Rogue Trader character, so let me know if I screwed up the numbers somewhere. Also, I know next to nothing about Warhams so let me know if I make a horrible mistake regarding the lore. For characteristics, I'll have them displayed as (base value after origin path modifications)->(value after chargen point allocation)->(value after advances, if any), so it'll be easier to keep track of them. Ruprecht, Arch-Militant Ruprecht was born in a dank, desolate, nearly-lightless swamp on a planet that he soon learned was nothing but dark, desolate, nearly-lightless swamps. His family proved little consolation, as they were heretics, each and every one, emboldened by the collapse of the majority of the Imperium. The days Ruprecht didn't spend hiding from some horror of the Warp or avoiding Chaos rituals, he spent picking his way through the mire and muck in a vain attempt to avoid going hungry. As a result, he grew strong, tough, and nimble, but was also woefully ignorant and deeply misanthropic. All in all, a model citizen of the Imperium. When the Inquisition inevitably discovered his family, the chapter involved lacked the resources to simply raze the planet, and had to perform the purge personally. Ruprecht, fortunately, was out of the house, and returned just in time to bash his own father's head in with a rock before he could get the drop on one of the Inquisitors. As a result, rather than summary execution, Ruprecht was put through several agonizing trials to test him for Chaos taint. When he was found pure, the first words out of his mouth was an inquiry regarding how he might help root out evil, the sort his family had been. Due to a lack of manpower throughout the Imperium (and the Inquisitors' desire to be rid of the unpleasant young man), he found himself directed to join the Adeptus Arbites. While enforcing the law was Ruprecht's passion, it was violence that was his talent, as he reduced criminals and traitors to so much red mist with his favored armaments, a pair of reliable bolt pistols and an enormous hammer. He tended to throw himself into violent conflicts, especially when he thought heretics and Chaos cultists might be involved. He was often referred to by colleagues as "The best Guardsman to ever be an Arbites." However, his family was not yet done screwing Ruprecht over. After a chance exposure to Warp energies during an investigation, Ruprecht suddenly mutated. He discovered he was capable of minor acts of telekinesis, a fairly subtle mutation, but the Inquisition would care about neither that, nor his history of loyal service. Not eager to be purged for his unintentional heresy, Ruprecht does what little research he's capable of, and finds that an upcoming long-distance exploratory force is in need of personnel that specialize in combat. Due to his wealth of experience in law enforcement, and lack of other qualified applicants, his request to join is accepted, and he's placed aboard a Jericho-class vessel. Now he sits in a state of constant readiness, weapons maintained, armor polished. While he fears the discovery of his mutation, he's no less a cop than he was before it, and he keeps a trained eye out for any sign of trouble, eager to bring the literal hammer of justice down on the head of anyone who'd defy the will of the Imperium. quote:Name: Ruprecht (family name renounced) EclecticTastes fucked around with this message at 02:35 on Jan 21, 2016 |
# ? Jan 10, 2016 02:25 |
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Thread has been quiet for a few days. Anyone still planning on finishing a dude?
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# ? Jan 14, 2016 07:54 |
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Yeah, I'm still working on my Astropath. I should be done today (Jan 14).
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# ? Jan 14, 2016 08:28 |
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Working on a Navigator.
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# ? Jan 14, 2016 08:31 |
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I'm interested in a Rogue Trader character. Probably some high-up but non-military dude who's sure of his command but not sure of his place in the military structure. I'll put my books on my laptop and finish the character at work tonight.
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# ? Jan 14, 2016 08:36 |
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Thinking of making a missionary or some such thing.
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# ? Jan 14, 2016 16:11 |
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Thinking of a Seneschel/Inquisitor. Might just be an Interrogator who self-promoted upon his master's death.
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# ? Jan 15, 2016 02:02 |
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First time looking toward Rogue Trader - Given the ragtag nature, would it make sense for there to be an Imperial Knight/Freeblade on board? With the crumbling of Imperial worlds, it might make sense for his armor to be a sort of nonfunctional project as the game goes on.
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# ? Jan 15, 2016 02:16 |
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Rhyos posted:First time looking toward Rogue Trader - Given the ragtag nature, would it make sense for there to be an Imperial Knight/Freeblade on board? With the crumbling of Imperial worlds, it might make sense for his armor to be a sort of nonfunctional project as the game goes on. Do you mean one if these guys? Don't know how I feel about a player character with a miniature titan armor laying around, but if you want to fluff your character as having been a former knight or something sure. Also, given the relative low number of apps and people still posting interest, the deadline is certainly extended past the 15th. Right now I'll push it back to next Friday and see how it goes.
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# ? Jan 15, 2016 02:30 |
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Werix posted:Do you mean one if these guys? Don't know how I feel about a player character with a miniature titan armor laying around, but if you want to fluff your character as having been a former knight or something sure. I could absolutely turn some stuff around. Part of the idea was to have something to work toward, the armor being little more than slag and a console and the majority of the resources he'd come across going to bringing it back to its former glory, but it's definitely not a deal-breaker.
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# ? Jan 15, 2016 02:47 |
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Well, I'm glad that the deadline got pushed back, as I had less time to work on things today than I expected.
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# ? Jan 15, 2016 02:52 |
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edit: Waci made a BC recruit and I don't wanna hog all the new threads. Tap me if you need a replacement though.
Viva Miriya fucked around with this message at 12:27 on Jan 15, 2016 |
# ? Jan 15, 2016 04:35 |
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I'm kinda wondering how my character's backstory fits with general 40K lore, it's my first time really trying to do anything in the setting, so I'm hoping to learn a few things, in order to possibly expand into Black Crusade or Only War in the future, which I hear are much more dependent on the lore.
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# ? Jan 15, 2016 05:15 |
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Syrant al-Ulrike Born upon a penal colony on a massive desert planet far on the fringes of the Koronus Expanse, al-Ulrike endured a tortured child hood, hunted by the terrible natural predators of the planet and consistently detained by power mad colonial guardsmen. From the day he could comprehend the dangers surrounding him, he was taught to survive, and to use a weapon quickly and effectively. The boy was taught that only through the Emperor could they achieve penance and salvation, and all things must be done in His name. The boy took the Emperor into his heart, turning it to steel in His glory. Syrant excelled in his training, becoming something of a prodigy in hunting and defending his shanty village and himself, as well as running tasks for the criminal patriarch and the lone Imperial temple. The guard took notice of his prowess and overwhelmed him, taking him to the industrialized and polluted capital of the planet. There, he was trained as a pit fighter, entertainment for the rich men whose noble ancestry were mired with crime and deceit and who made the capital their little gem on a slum planet. The native teen handled himself well in his fights, riding the paltry fame given to him; he regretted having a better life for what he was doing, but every night, he sought forgiveness from the Emperor, baring his soul before His judgment, and took his nightly penance and subsequent survival as a sign that he was blessed. During one of his many fights, Syrant's left arm was severed at the shoulder by the champion (and son) of one of the higher noble crimelords, losing his weapon and putting his life at great risk. Collapsing against his foe, Syrant drew a rusty shiv from his belt; when he was shoved off of the champion, the crafty pit fighter buried the weapon in the man's chest, piercing his heart and killing him. As reward for his victory, al-Ulrike was grafted with a cybernetic arm which ended in a power fist, granting him a great advantage against his underequipped foes; however, several families had placed much money on his loss, and in turn, Syrant found much use for the weapon. The noble lord, particularly, sought vengeance for the loss of his son, and in making powerful enemies, al-Ulrike had also made powerful friends. Some years later, the colony came under sudden invasion from the green tide, a great Orkish WAAAGH carving its way from the southern wastelands of the planet towards the capital. Syrant aided in the defense of the city, though the PDF and the slaves of the ignoble houses found themselves pushed back and back, towards the heart of the city and the lone space port. Seeing that the defense was futile, Syrant broke free from the lines, slaying the commissar set over him and those with him to make a clean escape towards the heart of the city; the front line crumpled in response to the hole made in its defenses, but thankfully slowed the orks due to their thirst for blood. At the space port, Syrant was devastated to see all but one shuttle had left; the shuttle of the lord who had taken him in. When he tried to board with him, however, he was betrayed; Syrant was shot through his bionic shoulder by the desperate noble. In a rage, Syrant crushed the man's head and dragged him onto the shuttle with him, seeing the value in the man's armor. The man watched down in awe and horror as the orks rampaged through the city streets, crushing resistance left and right. Turning his eyes from the horror below, al-Ulrike took to space, to find his fortune, his past, and most importantly, salvation; his travels took him to the Temple Fortress upon Loretta, where he joined the warrior monastery of the Red Tears, proving his worth in brutal duels against their champions. For a long time, he trained and prayed with the Red Consecrators, finding their belief system similar to what he was raised with. But nothing is forever, and one day, Syrant simply left the monastery, eager to spread the glory of the Emperor in the way only a man such as he can. Name: Syrant al-Ulrike Home World: Penal World Birthright: Fringe Survivor -> Pit Fighter Lure of the Void: Zealot -> Blessed Scars Trials and Travails: High Vendetta Motivation: Pride Career: Missionary -> Red Consecrator Advances: 1000/6500 RANK 0 - 500/500 XP Pit Fighter -200 XP Good-Quality Bionic -300 XP DROPPING Speak Language (High Gothic) +100 XP Awareness -100 XP RANK 1 2000/2000 WP +5 -100 XP Fel +5 -100 XP WS +5 -100 XP Secret Tongue (Ecclesiarchy, Rogue Trader) -200 XP Hatred (Mutant) - 300 XP Litany of Hate - 500 XP Rage of the Zealot - 600 XP Command - 100 XP RANK 2 3000/3000 Fireband's Call - 750 XP WS +5 - 250 XP Fel +5 - 250 XP WP +5 - 250 XP Sound Constitution x2 - 200 XP Crushing Blow - 500 XP Divine Ministration - 500 XP Armor of Contempt - 200 XP Cleanse and Purify - 100 XP RANK 3 100/1000 Cleanse and Purify - 400 XP Sound Constitution x2 - 200 XP Frenzy - 200 XP Battle Rage - 200 XP Characteristics: WS 54 (41+3 BR +10 Adv) BS 32 S 44 (41 + 3 BR)/54 (+10 Bionic Arm) T 40 (35 +5 HW) Ag 34/44 (34 + 10 Bionic Arm) Int 32 Per 38 (33 +5 HW) WP 47 (42 -5 HW +10 Adv) Fel 42 (37 -5 HW +10 Adv) Wounds: 18 Fate: 2 Corruption: 1 Insanity: 1 Skills: Security (Ag) Dodge (Ag) Intimidate (S) Awareness (Per) Common Lore (Imperial Creed, Imperium) (Int) Scholastic Lore (Imperial Creed) (Int) Forbidden Lore (Heresy) (Int) Medicae (Int) Secret Tongue (Ecclesiarchy, Rogue Trader) Speak Language (Low Gothic) (Int). Talents: Peer (Underworld) Rival (Underworld) Light Sleeper - Always counted as awake. Basic Weapon Training (Universal) Melee Weapon Training (Universal) Pure Faith - Always immune to Daemonic Presence, may spend a Fate Point to not take Fear Tests or pick up any Insanity or Corruption points for an encounter, may spend a fate point to miraculously evade a single psychic or daemonic attack. Unshakeable Faith - May reroll any failed WP test to avoid Fear. Hated (Mutants) Sound Constitution x4 Litany of Hate Rage of the Zealot - RF on 9 and 10 against hatred targets. Firebrand's Call - After dealing a RF, allies deal bonus damage equal to my Fel Bonus on the target. Divine Ministration - Spend FP when testing medicae to restore damage equal to WP bonus rather than normal amount; it is then added to and multiplied in the normal way depending on condition. May also spend a FP to remove all fatigue from a number of people equal to 2x WP bonus. May also burn a fate to prevent someone else from dying, and can just put them at critically wounded. GM fiat. Crushing Blow - +2 damage with melee. Armor of Contempt - Reduce corruption gained by 1, to a minimum of 0. Test WP to ignore corruption effects. Cleanse and Purify - Additional -20 inflicted on targets to avoid flame attacks. Frenzy - +10 Str, T, and WP, but -20 to BS and Int. Immune to fear, pinning, stun, and fatigue, but cannot flee, and must make All Out Attack where possible. Battle Rage - Parry while frenzied. Traits: Syndicate: Due to their time spent among criminals the Explorer knows who to look for on worlds that have a thriving criminal underclass. As such, they gain the Peer (Underworld) Talent. Criminal: Those that spend any amount of time on a penal world gain a skewed outlook when it comes to the morality of the Imperium, and have a less than savory reputation amongst Imperial authorities. Conversely, they suffer a –20 penalty on Interaction Tests when dealing with the following organisations: Adeptus Arbites, Ecclesiarchy, Enforcers, and the Military should his home world become known (at the GM’s discretion). Also, should this status ever become known, the Explorer may find themselves under the scrutiny of local law enforcement and underworld crime bosses. Nightmares: Being brutalised by the prison world enforcers leaves its mark on the psyche of those who survive their time on a penal world. They tend to suffer from sever nightmares that never go away, and as a result they gain 1d5 Insanity Points and the Light Sleeper Talent—never again gaining a decent night’s sleep without resorting to drugs or other such aids. Underground Resources: Characters from penal worlds know many people of ill repute. As such, they can often acquire items much more readily than those working through legitimate channels. When making Acquisition Tests on a world with a criminal underworld, the penal world character can opt to make use of these resources (providing the GM rules they are available) to make the item’s Availability one “level” more common (to a minimum of Abundant). This ability can only be used once every other game session (at the GM’s discretion), and players should remember that the items this character procures are more than likely stolen—they should be prepared in case the authorities come knocking. Blessed Scars: You gain +10 to Intimidate Tests and –10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common- Craftsmanship or a total of 300 xp to upgrade it to good-Craftsmanship). Saint-blessed Carapace Armour: A set of armour that once belonged to a saint’s honourguard. Anointed and inscribed with the saint’s teachings, it is a sign to stir the faithful of the Imperial Creed. You gain one best-Craftsmanship set of carapace armour. Gear: Best-Craftsmanship Storm Trooper Carapace 7 AP ALL Good-Craftsmanship Power Fist (attached to Bionic Arm) 2d10+12 E 9 Pen Power Field, Unwieldy Good-Craftsmanship Chainsword 1d10+2+6 R 2 PEN Balanced, Tearing, +5 WS Good-Craftsmanship Flamer 20m Range S/-/- 1d10+4 E 2 Pen 6/6 Rnds 2 FULL Rld Flame, Reliable Ecclesiarchal robes aquila pendant sepulchre censer and incense micro-bead http://invisiblecastle.com/roller/view/3389043/ stats http://invisiblecastle.com/roller/view/3389044/ heirloom http://invisiblecastle.com/roller/view/3389090/ Fate + Insanity http://invisiblecastle.com/roller/view/3389097/ Wounds Good Quality Power Fist Very Rare -20 Good Quality -10 Single Man +30
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# ? Jan 15, 2016 05:34 |
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When everything you've ever known breaks down, how long is it until a man breaks down as well? Look at me. I'm nearly one hundred sixty Standard. You'd have thought I'd seen it all. But in my life I just keep seeing new horrors come into the light. The last decade has been unimaginably worse than those before it. The Emperor is gone. Whether dead or merely fighting the battle on a front we can never join is irrelevant. The men are losing hope, not matter what the priests and inquisitors have to say on the matter. Don't get me wrong. I am a proud and loyal citizen of the Imperium, or what's left of it. And truth be told there are things worth reserving a spark of hope. The legendary founders of the Astartes have begun to return and rally their chapters. While it's true that only a handful of the original Primarchs have come back to us, the rest of the chapters are filled with righteous zeal. I met Logan Grimnar all of once, but that one meeting rekindled the fire in my heart. In one man, one Astartes, I saw the might and fury of the Imperium made manifest. Though the fire has slowly abated in the last ten years, I cling to it for comfort. Sadly, few among the ship share my convictions. Yes, I have my doubts, but I have yet to fully abandon hope. In time we will see the end of this new war for good or ill. Perhaps these are simply the lingering worries of an old man too worn down by his service to his Emperor and His military, an old man who won't leave anything to a son because he has none. Not enough time, I suppose. Or maybe the time was there and I didn't realize it. Yes, that's more likely. A foolish old man who thought he knew it all when he was younger, and that there would be time enough later. Later is now today and my regrets are piling up faster than the bodies of the dead. Right now I'm glad only that I served the Navy instead of the Guard. If a Commissar read this he'd likely put a bolt in my head for my lack of faith. Even then, he'd miss the point entirely. I have faith. It's an old, dusty thing, but the reality around us tests it fiercely. But from the ashes we've found those who have fought the good fight. Good, pure men and women of the Imperium. Whatever they've been through they're still willing to give their lives for the Emperor, wherever he may be right now. Loyalty to the end. Yes, I admire that. I only hope that I have the same conviction after all this time. pre:Name: Dustil van Windlass Archetype: Rogue Trader Home World: Child of Dynasty Birthright: Tainted by the Warp Lure of the Void: Call to War Trials and Trevails: Rivals Motivation: Pride Characteristics: WS 50 (25+15) [+10 Advance] BS 40 (25+10) [+5 Lure of the Void] S 40 (25+10) [+5 Advance] T 42 (25+15) [-3 Homeworld] [+5 Advance] Ag 30 (25+ 0) [+5 Advance] Int 48 (25+10) [+3 Homeworld] [+10 Advance] Per 40 (25+10) [+5 Advance] WP 38 (25+10) [-5 Homeworld] [+3 Birthright] [+5 Advance] Fel 60 (25+15) [+5 Homeworld] [-3 Birthright] [+3 Trials] [+15 Advance] Wounds: 13/13 Fate: 4/4 Insanity: 9 Corruption: 8 Skills: Awareness Charm +20 Command +20 Commerce Common Lore (Imperium) Common Lore (Rogue Traders) Deceive Dodge +10 Evaluate Forbidden Lore (Warp) Literacy +10 Linguistics (High Gothic) +10 Linguistics (Low Gothic) Scholastic Lore (Astromancy) Search Talents: Air of Authority Dark Soul Enemy (Inquisition) Hatred (Chaos) Iron Discipline Jaded Melee Weapon Training (Universal) Peer (Astartes, Military) Pistol Weapon Training (Universal) Reknowned Warrant Rival Traits: Dynastic Warrant Exceptional Leader Honor Amongst One's Peers Unseen Enemy Equipment: Best Chainsword Best Laspistol *Common Plasma Pistol (Wrath) Common Power Sword Microbead void suit Set of fine clothing xeno-pelt cloak Best Light Carapace armor XP 10950/11000 Base Rogue Trader 4500 Birthright 200 Lure of the Void 150 Trials and Trevails 100 Fellowship +5 100 Fellowship +5 250 Willpower +5 250 Intelligence +5 100 Intelligence +5 250 Renowned Warrant 200 Dodge 100 Awareness 100 Agility +5 250 Weapon Skill +5 100 Perception +5 250 Common Lore (RTs) 100 ------------------------- Strength +5 500 Toughness +5 500 Charm +10 200 Command +10 200 Deceive 200 Iron Discipline 200 Sound Constitution x2 400 Barter 200 Fellowship +5 500 Weapon SKill +5 250 ------------------------- Charm +20 200 Command +20 200 Dodge +10 200 Search 200 Vicissitude fucked around with this message at 10:25 on Jan 20, 2016 |
# ? Jan 15, 2016 13:06 |
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Sorry to flake out, but I've had a trip come up with work that'll likely prevent me from paying due attention to the thread. I'll still work on fleshing out the character in case you guys need reinforcements or something, though!
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# ? Jan 17, 2016 05:35 |
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Inquisitor Isaiah Grax Originally born as a cabin boy aboard a Navy Frigate in the dark days after the Darkening, the young man learned the ins and outs of surviving aboard a voidship that was slowly dying. By the time he'd grown to a young Midshipman, the Captain's grip on the loyalty of the crew had slipped, and a horrifying mutiny broke out as half the crew lost its faith and gave their souls to the Dark Powers. The wicked heretics fought to jump the frigate into the Immaterium, and shut off the Gellar Fields to sacrifice the vessel whole to their new masters. The betrayed Captain led his loyalists into battle in the bowels of the ship to undo the foul sabotage. The wretched hulk of the frigate heaved free of the Warp into an Imperial system, holding together long enough to spill forth a pathetic few saviour pods before exploding, Isaiah's amongst them. The survivors were left to drift for days with corpse-starch, barely-filtered water, and the terrible memories of the things they'd seen during their victory over the traitors. Salvation finally came at the business end of shotguns, stun-batons, and the intimidating insignia of the Inquisition. The grim old man found the young officer to be unbroken by his experience, and by the relentless cross-examination to ascertain his home ship's fate. To salvage something from the loss of the frigate, the Inquisitor took Isaiah on as an acolyte. Spying upon and slaying heretics, reading ancient lore of the Imperium that was, the acolyte grew to an Interrogator, and the old Inquisitor grew older still. Without access to the exotic forms of juvenat that could revive him an additional time, the Inquisitor died with his duty left undone. Taking up his master's Rosette and wargear and taking stock of his contacts in the galaxy, the Interrogator declared himself to be an Inquisitor. The beleaguered Battlefleet Gothica has accepted 'Inquisitor' Grax's assistance. It is clear that the Inquisition's authority is no longer as respected as it once was, and the suggestion that Grax assist Battlefleet Group 75 was probably a move by Navy leadership to sideline the self-proclaimed Inquisitor. The distress call from Watch Fortress Erioch, however, suggests that the Inquisitor is in the right place at the right time... code:
KlavoHunter fucked around with this message at 22:09 on Jan 17, 2016 |
# ? Jan 17, 2016 21:40 |
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Rudolf Myslin It has been requested that I provide a brief account of my life up to this point. I will now do so. I was born, the child of Menials, on the Forge World of Vindalex. After review and testings I was selected for induction into the priesthood. After learning the articles of faith, the eight mysteries and the eight warnings, the chant of electromagnetism, and the rites of booting up and of shutting down, I received my first implantations and took my first step towards the Pure Form. I served on Vindalex for 12.36* years. While Vindalex was not on the front lines and did not suffer any Chaos incursions at that time, the resources of the world were stressed to the limit manufacturing weapons and equipment to the front lines. If I might express a personal view, I will say that there was a kind of beauty in it all. While the necessity for the work was unfortunate, Vindalex produced materials with more efficiency and on a greater level than he had for the past 263 years. At the end of the 12.36 years on Vindalex, I was assigned to an Explorator fleet. With the war continuing, the Quest For Knowledge became even more important, as we searched for new STCs and Archeotech that might help tip the balance. We explored numerous worlds, tracking down every lead and rumor we could find, but we found nothing of note; certainly no weapons or tools that would drive back the forces of chaos. It was on one of these journeys that tragedy struck. Ever since the Chaos incursion began, warp travel became more dangerous. Previously safe routes now became turbulent. We were on a routine journey, when reality began to break down. The corridors of the ship began to break down, and flying discs appeared, moving with a will of their own, slashing through everything they touched. Even worse horrors appeared too; a creature like an ape, with a bestial aspect and the wings of a bat, as well as a being somewhat like a man, somewhat like a bird, and somewhat like a snake, which whispered blasphemies and obscenities. The bird creature bisected a servitor with its dread hooked beak, but then, upon seeing the ape, ignored the rest of us, as it threw itself on the simian thing and began to attempt to rend it limb from limb. The beasts fought, locked in savage combat, until the bird creature triumphed over the winged ape. The beast let out a shriek of triumph and then turned its attention back to us. In the time it took the two creatures to battle, we had moved up a military force, and, in spite of taking great losses, we managed to send the creature back to the perdition from whence it came. We eventually, after many other misadventures, found our way out of the warp, although the effort caused the death of much of the crew. A year after this, the warp failed entirely as the Astronomicon went silent, and the Navigators were no longer able to guide the ships. We were doing excavations on a small colony world in the Jericho Reach. We found ourselves stuck on that world for 13 years, stranded, until, to our surprise, we were contacted by the Imperial Navy. We were told that the Navigators had found a new beacon, though one with a dark aspect, and interstellar travel, long believed lost to us, was available once more. The ships that had found us were a detachment of what remained of Battlefleet Gothica, assigned to find loyal Imperial forces stranded throughout space. Our rescue ships had suffered from neglect, as many of the faithful accompanying the fleet had been killed in various skirmishes. After gaining the permission of our superiors in the Explorator fleet, I and a number of other priests transferred to the Naval vessels, temporarily giving up our mission to provide succor and care to the wounded ships, and help shepherd them and their spirits through the further trials they would have to face. It has been hypothesized by some that Sol System has been destroyed or overrun by chaos, and that both Earth and Mars are no more. As support, those who advocate such a view point to the failure of those forces sent to Sol to return or report, as well as the destruction of the Astronomicon. However, this view is not supported by a careful review of the evidence. The machine spirits still respond to my entreaties, which shows that the Omnissiah is still active in this world. For those individuals who assert the hypothesis but are amenable to logical argument, I would recommend the prophecies of Lanius the Archmagos, who clearly demonstrates that, in the last days, there will be an Occultation of the Omnissiah and the temporary victories of the forces of Chaos, as a testing and purification of the people, before the Omnissiah returns in glory and Chaos is forever destroyed. For those not convinced by such argument, I recommend experimental verification by conversion into servitors so that they might experience the presence of the Machine God more directly. Until the restoration of the Omnissiah, however, it is our responsibility to gather and protect the people of the Empire, and strike back against the forces of Chaos as best we can, comforted by the possibility of glorious martyrdom. *12 years, 144 days, 9 hours, 36 minutes. Name: Rudolf Myslin Career: Explorator Rank: 3 XP: 10500/10600 Homeworld: Forge World Birthright: Child of the Creed Lure of the Void: Duty Bound (Duty to Humanity) Trials and Travails: Dark Voyage Motivation: Knowledge (Knowledge is Power, Guard it Well) (200 xp) Career: Explorator Lineage: WS: 32 (-5 Forge World) (-3 Child of the Creed) (+5 Simple) BS: 40 (+5 Simple) S: 45 (+5 Simple) T: 45 Ag: 30 Int:66 (+5 Forge World) (+3 Fit for Purpose) (+3 Duty to Humanity) (+3 Knowledge) (+10 Intermediate) Per:30 Wil:42 (+3 Child of the Creed) (+5 Simple) Fel:30 Wounds:12 Corruption: Insanity:1 Fate Points:3 Skills: Common Lore (Machine Cult, Tech) Forbidden Lore (Archeotech, Adeptus Mechanicus, Daemonology) Literacy Logic Speak Language (Explorator Binary, Low Gothic, Techna-Lingua) Tech Use Trade (Technomat) Scholastic Lore (Tactica Imperalis, Astromancy+10) Medicae Awareness +10 (200) Dodge Talents: Technical Knock Basic Weapon Training (Universal) Melee Weapon Training (Universal) Logis Implant Unshakeable Faith Foresight Sprint Unnatural Intelligence x2 Mechandrite Use (Utility) Autosanguine Prosanguine Electrograft Use Pistol Weapon Training (Universal) Sound Constitution x2 Ferric Lure Binary Chatter Luminem Charge Total Recall The Flesh is Weak 1 Traits: Stranger to the Cult: Although forge world born citizens know that the Emperor is their god and saviour, they see the Imperial Creed through the lens of Cult Mechanicus doctrine. As a result, they can be surprisingly—and sometimes dangerously—ignorant of the common teachings and practices of the Ecclesiarchy, often failing to offer its clerics the level of deference they expect. Forge world characters suffer a –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings. Duty to Humanity: You suffer a –1 to your group’s beginning Profi Factor Explorator Implants: The Explorator begins play with the Mechanicus Implants Trait and may select up to two additional common-Craftsmanship bionic implants. He may spend 200 xp to increase the Craftsmanship of one of his bionic implants by one level (i.e., increasing from common to good costs 200 xp). The Explorator may increase the Craftsmanship up to twice (i.e, taking a common-Craftsmanship to good, then good to best) in this manner, and may only do so at character creation. Gear: Common Bionic Heart (+1 armor to body, Sprint talent) Good Cortex Implants (Unnatural Intelligence x2 Insanity from Good Cortex implants:3) Good Craftsmanship Hellgun Good Craftsmanship Power Axe Enforcer Light Carapace Multikey Void Suit Injector Sacred Unguents Microbead Combitool Dataslate Servoskull Advances: Level 1 Simple Ballistic Skill (250) Simple Intelligence (100) AutoSanguine (200) Scholastic Lore (Astromancy) (100) Mechandrite Use (Utility) (500) Simple Weapon Skill (250) Simple Willpower (250) Simple Strength (100) Intermediate Intelligence (250) Level 2 Medicae (200) Prosanguine (200) Awareness (100) Awareness +10 (200) Electrograft Use (200) Pistol Weapon Training (Universal) (500) Sound Constitution x2 (400) Dodge (200) Ferric Lure (200) Binary Chatter (200) Scholastic Lore (Astromancy) +10 (200) Luminem Charge (200) Total Recall (200) Level 3 The Flesh is Weak 1(500) Epicurius fucked around with this message at 03:48 on Jan 21, 2016 |
# ? Jan 19, 2016 04:14 |
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Okay, here is a break down in "finished" apps and those not finished. I have finished in quotes since I usually don't look over character sheets until I make picks. So when I mean finished, I mean someone who has posted a sheet with numbers on it, and has some fluff. If you are in the "incomplete" column, it basically means no fluff, or too minimal fluff for me to get a handle on the character. Finished Dachshundofdoom: Izabell Coronado, Missionary firesight: Johann, Explorator dyne: Syrant al-Ulrike, Missionary Klavohunter: Inquisitor Isaiah Grax ryuujin: Regias Nostromo, Navigator incomplete foreverBWFC: Kristofer Dahler, Voind-master (Good start, just a little more fluff. I get it, your character has been through some poo poo.) lesquide: Sadhu Prin, Seneschal (more fluff. Address perhaps how the current state of the Imperium has impacted you.) Eclectictastes: Ruprecht, arch-militant (read up on space marines seriously, there are some major issues with the background you have up.) Vicissitude: Dustil Van Windlass, rogue trader (NO FLUFF) Epicurius: Rudolf Myslin, Explorator (NO FLUFF)
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# ? Jan 20, 2016 03:55 |
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Werix posted:Eclectictastes: Ruprecht, arch-militant (read up on space marines seriously, there are some major issues with the background you have up.) Thank you, this is very useful, so, Space Marines are like a whole different breed, then? Well, is there a non-Space Marine fighting arm for the Imperium? Like, could this guy have just been a soldier? Seems like it would be the same sort of story I was going for, but with the fluff more aligned with 40K canon. I'm still keeping that picture, though, because the armaments depicted in it are exactly the ones I chose for my character (I picked a hammer because it seemed more in line with my character's general outlook on life, rather than a sword, the picture having a hammer was a lucky coincidence). EDIT: Okay, uh, the Imperial Guard, maybe? Would it work to have been in the Imperial Guard, and then transfer to the Navy? EclecticTastes fucked around with this message at 05:24 on Jan 20, 2016 |
# ? Jan 20, 2016 05:18 |
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EclecticTastes posted:Thank you, this is very useful, so, Space Marines are like a whole different breed, then? Well, is there a non-Space Marine fighting arm for the Imperium? Like, could this guy have just been a soldier? Seems like it would be the same sort of story I was going for, but with the fluff more aligned with 40K canon. I'm still keeping that picture, though, because the armaments depicted in it are exactly the ones I chose for my character (I picked a hammer because it seemed more in line with my character's general outlook on life, rather than a sword, the picture having a hammer was a lucky coincidence). The ground forces of ordinary humans are the Imperial Guard. Werix, I added more fluff, but if it's not what you wanted let me know!
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# ? Jan 20, 2016 05:24 |
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ForeverBWFC posted:The ground forces of ordinary humans are the Imperial Guard. Thanks, man, it took me a bit of scanning through the wiki for me to figure that out. There's just a ton of keywords to learn in this, it's a little daunting.
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# ? Jan 20, 2016 05:25 |
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# ? Apr 25, 2024 09:13 |
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EclecticTastes posted:Thanks, man, it took me a bit of scanning through the wiki for me to figure that out. There's just a ton of keywords to learn in this, it's a little daunting. Hop in the #acolyte channel on synirc.com; lot of WH40k nerds there can help you with fluff questions and what have you. There are, in fact, OTHER forms of military within the Warhammer 40k universe, but guard is where most people are conscripted to. They're the hammer of the Emperor and they're pretty well guaranteed to die, which is why they get poo poo for armor and guns, unless they're one of the elite groups.
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# ? Jan 20, 2016 05:29 |