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”You question me me about my duty, sir? Let me tell you about duty. I’ve got hundreds of men out in the countryside right now working tirelessly to ensure your quality of life. They risk life and limb out there on a daily basis - hunting bountied men, skirmishing with bandits and highwaymen, and securing trade routes to keep the markets open. If they are lucky they get to retire when the wilderness has chewed them up and spit them out and at worst their bones will bleach on some hell-blasted patch of land. They do this not because it’s convenient or good for business, but because it’s the right thing to do. Let me ask you this instead. Why don’t you leave the comforts of the hightower and wander the desert for weeks on end, risk your life to put down feral grox and pacify union revolts. Put down rebellions and catch a bullet in the back for your troubles. If you knew what it was like for us even in a single day, you would never ask that question” - Grand Marshal Forrester, when questioned on the sincerity of his duty by a noble in the governor’s court. ---------- Welcome to the recruitment for my Only War game. I’m looking for 4 or maybe 5 players to take the role of a frontier peacekeeping force, think of old spaghetti western movies as told by Muse’s Knights of Cydonia music video on a 40k frontier world. For those unfamiliar: Click Here for inspiration. Players will be taking the role of Calypso’s Equites, a security force tasked with keeping the peace in the frontier towns, mining colonies, and quarries on the planet. Though they are by and large separately ran from the planet’s PDF, though they are still considered auxiliaries in times of crisis and can be called upon to perform as light cavalry and scouts if the planet is ever engulfed in conflict. The equites looks for people skilled on horseback as a lot of their time is spent there in travel. Many recruits are pulled from the PDF or imperial guard vets back from their tour of duty, though some have come in from civilian or ecclesiastical life to serve in the Equites Since this is more akin to a planetary law force and not a traditional military, the Equites are not under the authority of the Commissariat at least for the moment. Likewise, the cult mechanicus’ presence on the planet is sparse and their presence is needed to maintain the planet’s railways and heavy machinery, in addition to the fact that they don’t take well to life on a barren plain away from their beloved gizmos. In addition, since this isn’t a proper IG outfit or a schola progenitum planet, stormtroopers are a resource unavailable to the planet. No Commissars, tech-priests or stormtroopers at least for the time being though this may be reevaluated later on in the game as things ramp up. No Ogryns: While the planet has a population of Ogryns as laborers and PDF attachments, they simply do not have the judgement or coordination necessary for the Equites. That and the fact that they would probably crush or eat a horse rather than ride it. Stats: Use the following stat array, ordered however you please: 20, 16, 16, 12, 10, 10, 7, 3, 3 Wounds and Fate: Max wounds for your specialty, 3 fate points Since both the Frontier World and Rough Riders regiment start with survival as a skill, and the players are presumed to be reasonably good on horseback and out in the wilderness, I’m going to rule that Everyone starts with Survival +10 to account for skills you learned to survive in the harsh wilderness. Agility Aptitude comes standard with the regimental package. What this means is if you are rolling a specialty that already comes with the agility aptitude baseline, you can instead take a different characteristic-based aptitude instead. Experience: Player characters are fairly seasoned or very well trained.Characters will have 2000 exp to spend. All players start with weapon training in Las, SP, and low tech for free. Sergeants can choose between chain and shock for free depending on which primary weapon they take. ---------- Custom Rules: Unarmed: We are going to use the unarmed master rules/talents from Dark heresy 2. Unarmed specialist from DH2 is going to replace Unarmed Master/Warrior and any feats that feed off of it. Unarmed Specialist is a tier 2 talent with Strength and Offense aptitudes and gives you Deadly Natural Weapons and 1d10 + tearing for weapon damage. If someone wants to make an unarmed brawler / barfighter character then get with me and we can discuss future talents to make unarmed act like a best quality weapon and/or balanced (+10 to parry) Sound Constitution: Player can buy sound constitution as an advance as per normal exp costs, however every 2000 total experience all players automatically gain a rank of sound constitution for free. This will make everyone at least slightly more naturally durable as they become more veteran. Because players are starting at 2000 exp, go ahead and take the first free Sound Constitution advance during chargen. Comrades: Since players are going to be some of the more specialized fighting forces on the planet and generally work in smaller groups I’m ruling that there are no comrades. Instead, your training allows you to use orders and comrade advances as though comrades were present. Instead of statting up comrades I want you to Name and give a basic personality to your horse. It’s your biggest asset in the wilderness a source of a lot of your personal training. Your horses are well disciplined and only listen to the commands of the Equites. Narratively, if you two get separated all you need to do is whistle and they come running to you Witcher 3 style barring unfortunate circumstances.. New Talent: Shock Weapon Expertise (Tier 2, Weapon Skill, Fieldcraft) Pre-req 35 Weapon Skill, Weapon Training (shock), Takedown: When using a shock weapon for a stun maneuver, the target gains an additional amount of levels of fatigue equal to one third the difference between the player’s strength check and the target’s toughness bonus, rounded to the nearest whole number. In addition, when using a shock weapon for a takedown maneuver, the opponent gains 1 + one half his degrees of failure in levels of fatigue if he fails his toughness test. Scatter: We are going to be using the rules for shotgun scatter out of the OW errata, meaning short range gives +10 BS, Point Blank gives +10 BS +3 damage, any longer gives -3 damage. ---------- Regimental Creation Rules quote:Frontier World DeathSandwich fucked around with this message at 21:04 on Sep 18, 2016 |
# ? Sep 18, 2016 02:02 |
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# ? Apr 26, 2024 22:02 |
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Equipment (every player):quote:-Formal uniform and Badge of Office ---------- Equipment (specialty) - Where noted this overwrites specialty equipment in the core rulebooks. **Unless noted otherwise all weapon upgrades / attachments must be at most scarce avaiability** quote:Heavy Gunner - Replace specialist equipment selection with the following: Weapon notes: Stub Revolver: Same as the Only War core book, however, when used with two hands the wielder can fan the hammer of the revolver, increasing the rate of fire to S/3/- Cavalry Spear: Same as in Hammer of the Imperium, however, the head of the spear is detachable and in times of war can be replaced with munition heads, allowing it to be used as a hunting lance should the need arise. Hunting Lance (shock): In a stroke of ingenuity, the Equites of Calypso were able to repurpose common grox prods favored by the ranchers of the planet into a weapon that can potentially be used to bring in someone dead or alive. Statistically similar to how it appears in Hammer of the Imperium, however, this weapon retains the Proven [2] that the Cavalry spear does, as well as the Proven [4] quality when used with mounted charges. In addition, the recharge capability has been removed. (Melee | 1d10+2I | Pen 1 | Shocking, Proven [2]) Frontier Shotcannon: An extremely large caliber shotgun favored by the militia of the planet due to its light weight and high durability for a weapon of its size. While the recoil is significant, it can be managed well with sufficient training. Shooting the gun in single shot mode does not require the user to be braced, though semi auto fire must be braced as usual. The Barrel is rifled and the wielder can opt to use either standard shot or rifled slugs. Heavy gunners receive a bandolier for both types of ammunition, though only one type of shell can be loaded at a time. Frontier Shotcannon (shot): (Heavy | 40m | S/3/- | 2d10 +4 I | Pen 3 | Clip 15 | RLD 2 Full | Scatter | Wt 12 Kg) Frontier Shotcannon (slug) (Heavy | 80m | S/3/- | 2d10+4I | Pen 5 | Clip 15 | RLD 2 full | Wt 12 Kg) Jester’s Knife: This style of wickedly sharp knife is popular among local carnival performers in certain feats of daring, hence the name. Although most in the Equites service scoff at the idea of bringing a knife to a gunfight, there are some out there who swear by them as a holdout weapon. These weapons have a penetration value equal to your agility bonus when thrown, but have a penetration of 2 when used in melee. All Jester’s knives are considered to be mono-edged. (Melee/Thrown | 3x Str Bonus range | S/-/- | 1d5 + 2 + Str bonus | Pen X | Accurate [thrown] Felling [2]) ---------- Calypso: quote:The planet calypso can best be described as a backwoods planet of a backwoods sector. It’s far enough away from the major trade lines to dissuade many a rogue trader from coming to barter for goods.The planet is largely arid, consisting mostly of hardy grasslands and shrub desert. Water mostly comes from underground aquifers, though some surface level creeks and streams exist, filtering into one of a few temperate shallow seas. Some horticultural endeavors are possible near the seas and in certain regions where the aquifer is closer to the surface, though largely the staple crop is a genetically engineered strain of corn that, while hardy, vitamin dense, and able to grow in many environments is generally considered unpalatable by most off-worlders (and some locals). Between that and the Goat and Grox herding in the shrublands, the planet is self sufficient to produce enough food for its citizens though not enough to export and not without the occasional famine. GM Notes: -The honorbound drawback of the company is going to be used rather sparingly and basically only by people who are credible existential threats. You are not honorbound to duel Terry the Town Drunk to the death because he spilled beer on you and called you a sissy. Basically in true spaghetti western style, this will probably be used for high-noon showdowns between a player and a bad guy while a gunfight rages around them. -The frontier world drawback gives a -20 to untrusted authority figures. Most settlements have two main figures of authority, the province’s sheriff - who’s in charge of keeping the order in the settlement, and the foreman - essentially the mayor in all but name. Both positions are assigned from on high and citizens have no control over their city’s leadership, though the leaders can and will pull deputies from the citizenry. The citizens largely tolerate these figures out of fear of being put under someone’s heel, and the sheriff and foreman general stay within a reasonable bound of power out of fear of creating a mob out for frontier justice. Mechanically, this means that when in a settlement the local sheriff is roughly on the same rung of authority as the player characters and is considered to be implicitly trusted until proven otherwise, with all other local city figures attempting to assert authority or influence over the players (including deputies under the sheriff) counting as untrusted. Many a Sheriff was a former Equite themselves before accepting their current position, after all. Generally a sheriff tends to the people in his city and the Equites tend to the places in-between settlements, but sometimes one needs help from the other. It’s customary for Sheriffs and Equites to not interfere with each other’s business unless help is explicitly asked for. -Player characters are assumed to have worked directly with each other for some amount of time, months if not a year or two. All PCs will be familiar with the others from the word go. -I'm going to be closing applications Friday, September 23rd. Get character sheets submitted/finished before then and I'll make picks from there. EDIT: Dachshundofdoom posted:You might want to put this in the OP: here's a link to Monion's XP spreadsheet. Click File>Make a Copy to get your own editable version. DeathSandwich fucked around with this message at 13:17 on Sep 19, 2016 |
# ? Sep 18, 2016 02:03 |
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Cassimir Crowe Thought for the day: hardship perfects faith. All heresy begins in the fear of hardship. The God-Emperor sustains us and forges us through trials and tribulations; to flee from suffering is to reject His guidance in favor of one's own counsel, and the Archenemy and the Alien rejoice when they see such hubris. Walk the hardest roads, and the Emperor will always walk with you. From my earliest days in the seminary, I have sought self-improvement. I am the property and instrument of Him On Earth, and it is my responsibility to always be worthy of being wielded. I could have aimed for high office, but what good would it do me to sit in a gilded chair, performing Imperial Mass for those who have already heard His Word a thousand times? No, that was not what I wanted. Not that I question the faith of my superiors, of course; someone has to preach in the hive cathedrals and shrine world ossuaries. I just prefer to keep my boots on the ground. There is purity in simplicity, and no soul is too unimportant to save, no heresy too small to crush. 20 years ago today, I asked to be posted to a lonely world, a violent world, a harsh world. Calypso has met my expectations. I have no patience for soft men or easy living. The cities already have enough churches and preachers; it's the citizens of the frontier who need to hear the Imperial Creed. Even more, they need to see the Imperial Creed demonstrated, because words only go so far. Some lessons can only be taught with a flamer and a chainsword. When I learned of the frontier lawmen, I knew the God-Emperor was showing me my calling. What better crucible than wandering the barrens on horseback, bringing justice and the Creed to lawless lands? For 20 years I have served with the Equites, and my confidence in our righteousness has only grown. Through me, His Will is made manifest. Let those who stand against us beware, because we ride the hardest roads, and the Emperor rides with us. pre:Name: Cassimir Crowe Specialization: Ministorum Priest Aptitudes: Agility, Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower Demeanor: Driven Horse: Saint, Ill-Tempered WS: 40 (20) BS: 23 (3 +0 Regiment) S: 30 (10) T: 30 (10) Agi: 42 (16 +6 Regiment) Int: 23 (3) Per: 27 (7) WP: 32 (12) Fel: 51 (16 +5 Specialization +10 Advances) Wounds: 15 (+1 SC) Fate: 3 Insanity: 0 Corruption: 0 Skills: Awareness Charm Command +10 Common Lore (Ecclesiarchy) Dodge +10 Forbidden Lore (Heresy) Intimidate Linguistics (Low Gothic) Navigate (Surface) Scholastic Lore (Imperial Creed) Survival +10 Talents: Catfall Curate Hatred (Outlaws) Heroic Inspiration Quick Draw Rapid Reaction Unshakeable Faith Urge the Penitent Weapon Training (Chain, Las, Flame, Low-Tech, SP) Traits: Distrust of Authority Survivalist Doctrine Honor Bound Gear: Formal Uniform + Badge of Office Flakweave Field Armor (Flakplate incorporated into robes) Ecclesiarchy Robes Horse w/ Riding Gear + Flakweave Riding Blanket Lascarbine w/ Custom Grip Flamer Jester's Knives GC Cavalry Spear GC Chainsword Book of Scripture 1 Week Field Rations Basic Cookware Blanket + Sleeping Bag Misc. Tools XP 2000/2000 Sound Constitution-Free Dodge-200 Dodge +10-400 Intimidate-100 Command-100 Command +10-200 Urge the Penitent-200 Curate (Comrade Ability)-250 Fel +5-100 Fel +5 (2)-250 Heroic Inspiration-200 Dachshundofdoom fucked around with this message at 04:52 on Sep 19, 2016 |
# ? Sep 18, 2016 02:59 |
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"With all due respect, Captain, I think my call was the right one. We were in a box canyon with the only exit blocked by an unknown number of armed bandits. We had no response on the vox and no likelihood of reinforcement in the immediate future. It was surrender or charge and we both know if you put good Equites in that position they're going to charge every time - and my squad are drat good." Charismatic, brave, from a good family. Classic officer material. Shame about the abysmal marksmanship scores and academic performance that kept her from the PDF. Their loss is the Equites probable gain. pre:Name: Sunny Hale Specialization: Sergeant Aptitudes: Agility, Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill Demeanor: Slacker Horse: Esprit, a bossy stallion. WS: 41 (16 +5 Advance) BS: 20 (3 -3 Homeworld) S: 30 (10) T: 30 (10) Agi: 38 (12 +6 Homeworld, Regiment) Int: 23 (3) Per: 30 (7 +3 Homeworld) WP: 41 (16 +5 Advance) Fel: 50 (20 +5 Specialization +5 Advance) Wounds: 16 Fate: 3 Insanity: 0 Corruption: 0 Skills: Survival +10 Acrobatics Athletics Charm Command Deceive Dodge Parry Scholastic Lore (Tacitica Imperialis) Talents: Air of Authority Quickdraw Catfall Rapid Reaction Radiant Presence Sound Constitution (x1) Weapon Training (Shock, Las, SP, Low-Tech) Traits: Distrust of Authority Survivalist Doctrine Honor Bound Gear: -Formal uniform and Badge of Office -Flakweave reinforced duster and range hat [4 AP chest/arms/legs, 2 AP head, +1 AP vs blast] -Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) -1 week field rations. -Basic set of cookware -Blanket and sleep bag -Misc Tools (hand shovel, hammer, shaving kit and mirror, etc.) -best Quality Stub revolver with expander rounds -bundle of jester’s knives -Good Quality Hunting Lance (Shock) + Custom grip -Accatran-pattern MkII Heavy Laspistol w/ Trigger Adjustments -Lascarbine with custom grip XP 2000/2000 Basic Willpower 500 Basic Weapon Skill 250 Basic Fellowship 250 Trained Acrobatics 100 Trained Athletics 100 Trained Charm 200 Trained Dodge 100 Trained Deceive 200 Trained Parry 100 Radiant Presence 200 thatbastardken fucked around with this message at 03:13 on Sep 24, 2016 |
# ? Sep 18, 2016 05:11 |
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Silas Lasar Silas Lasar is one lucky son of a bitch. Or that's what everyone keeps telling him. Selected from among Calypso's youth to join the Imperial Guard and have an opportunity to serve off-world. Member of a (now) illustrious regiment recognized for their bravery and contributions to a glorious Imperial victory. Released early from his tour of duty in recognition of his unit's service to the Emperor and able to return to his homeworld while still in his prime! Having actually been there, Silas sees things a little differently himself. Other people didn't live through the brutal (and brutally incompetent) training at the newly established mustering ground of Fervious VI that left three quarters of the Calypsian levy prostrate with heatstroke and unfit for duty for six Sol-standard months. They weren't hurriedly merged with a unit of murderous, half-literate barbarians (the glorious Ferviosian 113th!) and shipped off to the Protasian war zone in an attempt to salvage the situation. They weren't alternately ignored and abused by their ostensible regimental command and consistently given the worst assignments- like extended detached duty protecting a Mechanicus installation on a frozen, low-gravity iceball where you could feel your muscles atrophy as the temperature and isolation made you forget that life could be anything but unending misery. They didn't experience the weeks of mindless tedium punctuated by sheer terror when a foot patrol was ambushed, usually culminating in extremely long range exchanges across the glittering icefields. They didn't see friends die pointlessly in the frozen waste to sniper attacks. And they weren't there when his detachment was suddenly recalled, given a distinguished service medal, dressed up and paraded Imperial propaganda, and then sent home. It turned out the barbarians were even better at murdering seditious traitors than they were at killing one another, and had been at the forefront of a push that led to the capture of a provincial capital. A glorious (and much needed) military and propaganda victory for the Emperor, and with a full 12.7% of the Fervosian regiment surviving it was clearly felt that there was a strong seed from which to grow a martial legacy (especially considering that the Fervosian regiment's senior leadership was mostly untouched). With the regiment turning to mustering, training and propaganda duty, the Calypsian remnants were quietly thanked for their work and put out of the way. Given the structure of Imperial society things aren't quite as good for a returned war hero as most people Silas encountered assumed (especially when that war hero feels like a fraud)- no real job or role in society, no marketable skills, nothing to do but drink away his modest pension. After only a few months Silas was starting to come apart before an usually solicitous bartender suggested he might want to look into the Equites. The Equites have been about as good an opportunity as he could have hoped for. A chance to get away from the nonsense and questions of his hometown or the capitol, to get out on the range and just ride a quality horse. Feel the knowledge of his childhood on horseback and his time in the PDF coming back. Feel like he's making a genuine difference on a scale he can understand by protecting good, honest, Emperor-fearing folk from the depredations of their fellow man. Earn the respect of his fellow Equites and the communities they serve based on his actual actions, not some shiny piece of metal and baseless stories. And if nothing else it's a chance to die serving the Emperor under the same sky he grew up with. That might not be exactly lucky, but having seen the alternative it's definitely Silas' preference in the matter. pre:Name: Silas Lasar Specialization: Weapon Specialist Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Perception Demeanor: Quiet Horse: "Tempo", Prideful WS: 23 (3) BS: 50 (20 + 0 Regiment +5 Specializtion +5 Advancement) S: 23 (3) T: 30 (10) Agi: 42 (16 +6 Regiment) Int: 27 (7) Per: 41 (16 +5 Advancement) WP: 32 (12) Fel: 30 (10) Wounds: 14 Fate: 3 Insanity: 0 Corruption: 0 Skills: Athletics Awareness Common Lore (Imperial Guard) Common Lore (War) Dodge Linguistics (Low Gothic) Navigate (Surface) +10 Stealth Survival +10 Talents: Catfall Lasgun Barrage Lasgun Volley Las Weapon Expertise Las Weapon Mastery Mighty Shot Quick Draw Rapid Reaction Sound Constitution (x1) Weapon Training (Las, SP, Low-Tech, Launcher) Traits: Distrust of Authority Survivalist Doctrine Honor Bound Gear: -Formal uniform and Badge of Office -Flakweave reinforced duster and range hat [4 AP chest/arms/legs, 2 AP head, +1 AP vs blast] -Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) -1 week field rations. -Basic set of cookware -Blanket and sleep bag -Misc Tools (hand shovel, hammer, shaving kit and mirror, etc.) -Good Quality Cavalry Spear -Two common craftsmanship laspistols w/ Trigger Adjustments -4 Blind, Stun, or photon flash grenades in any combination [let me know if this needs to be preset] -Mars Pattern Lasgun w/ Extended Barrel & Fluid Action* [*"Betty" - Silas' old lasrifle from the Protasian campaign, customized with a heavy duty barrel and enhanced focusing lenses- functionally an M36, Mars pattern just works better aesthetically] XP 2000/2000 Sound Constitution -Free 0 Lasgun Volley -200 200 Las Weapon Expertise -300 500 Las Weapon Mastery -400 900 Mighty Shot -600 1500 Dodge -200 1700 Stealth -100 1800 Simple BS -100 1900 Simple Perception -100 2000 LGD fucked around with this message at 09:23 on Sep 19, 2016 |
# ? Sep 18, 2016 09:31 |
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LGD posted:
Weapon attachments can be at most scarce availability with Weapon Specialists getting the option for one rare one. No Omni Scopes or motion predictors, there just aren't any to be had. Edit: As a weapon specialist, you could get a Targeter for your gun, which reduces penalties for things like firing into melee and shooting at running/sprinting things. Rare also opens up Auxiliary Grenade Launchers if you want to go full riot control. Weapon Customizations do not have a rarity and the whole list of them are available to you as well. DeathSandwich fucked around with this message at 17:11 on Sep 18, 2016 |
# ? Sep 18, 2016 16:59 |
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thatbastardken posted:
You don't start with grenades, that's a weapon specialist thing. You do however get a good quality chainsword or good quality shock lance. I'm also going to add 'one additional weapon upgrade or customization to one of your existing melee weapons' to help give sergeant's a bit more of an edge in melee weaponry over the others since that's kind of their thing. Like above, Scarce rarity. Should allow you to take mono edge on the hunting lance or a Tox Dispenser for the chainsword or any customization (custom grip, ect) You are allowed to take Weapon Training (shock) instead of (chain) as well if you opt for the shock lance. DeathSandwich fucked around with this message at 17:26 on Sep 18, 2016 |
# ? Sep 18, 2016 17:17 |
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Also it bears mentioning: Everyone should brush up on mounted combat actions out of Hammer of the Emperor. They are largely similar to on foot combat actions, except tweaked in a way.
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# ? Sep 18, 2016 17:20 |
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I didn't see this as a restriction but I thought I should ask anyway, are psykers allowed?
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# ? Sep 18, 2016 18:31 |
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Psyker's are a weird edge case, they would have to have a really good backstory and a reasoning for why a sanctioned psyker would get to play cowboys and laserguns in the desert. I'm not opposed to the idea though.
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# ? Sep 18, 2016 18:57 |
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considering a ratling on an excessively large carthorse
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# ? Sep 18, 2016 19:43 |
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Change being made: All characters start with Las, SP, and Low tech training for free. Weapon Specialists and heavy gunners instead just pick one other free one, and weapon specialists get 1 other for free on top of the above.
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# ? Sep 18, 2016 19:52 |
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Everett Bosseman While the concept of retirement is anathema to the ideas that everyone is to toil for the Emperor, if the concept were still followed, Everett would likely have put in enough time to retire, even by the rugged standards of Calypso. Approaching 45, Everett had spend the last 27 years as a scout for many of the different rail conglomerates. Out here bandit raids were common on trains carrying precious cargo, especially the special granite. Since Calypso is so backwater, bandits could stop a train, kill the crew, and hold it there while an off world lighter came down, took as much as it could, and left for a ship in deep orbit before help could even be mustered. So Everett had spent years either on top of the trains scanning the horizons or occasionally riding ahead of the trains and radioing back if there was some trouble. He probably could write a bunch of pulp novels based on his adventures that he could easily sell back to bored manufactorum workers dreaming of the frontier life. Unfortunately Everett could not stop them all, and over two and a half years ago the train he was escorting was hit by a rather ruthless gang of outlaws who shot up the train and left everyone for dead. Everett was lucky enough to have only been wounded in the leg, though it took four months of healing until he was ready to get back in the saddle. However, the Imperium has no rules about keeping job positions open for recovering employees, and the railroad in part blamed Everett for not doing his job. So left unemployed with back bills piling up, Everett had not choice but to get a job, and the Equites were always hiring. His skills fit right in with the group. Everett was keen eyed and he was used to moving ahead of trains, often at night, and sneaking up on bandit camps, so he made a perfect scout and look out for the organization. Every at his side is Lucy IV. "Four" as she is often called, is the fourth horse of that name Everett has had. Everett used to give each horse a unique name, but after having lost 4 horses in the span of 5 years in bandit attacks, Everett decided that he would just name every horse after is favorite aunt Lucy going forward. "Four" is the Lucy that has lived the longest, reaching her 7th year. Everett chalks it up to a unique horse-shoe marking on her side, which obviously shields her with luck. During the fateful attack over two years ago, Lucy was able to escape the battle unscathed when Everett was shot off her, and she came back later that afternoon when the battle was over, finding Everett and even dragging him into the shade. pre:Name: Everett Bosseman Specialization: Operator Aptitudes: Agility, Ballistic skill, fellowship, Perception (replace second agility),intelligence, tech, fieldcraft Demeanor: Old Horse: Lucy IV, Lucky WS: 23 = 20+3 BS: 33=20+16-3(regiment) S: 27=20+7 T: 30=20+10 Agi: 46=20+20+3(homeworld)+3(regiment) Int: 30=20+10 Per: 41=20+16+5(advance) WP: 30=20+10 Fel: 23=20+3 Wounds: 12=11+1(SC) Fate: 3 Insanity: 0 Corruption: 0 Skills: Awareness +10 Navigate (Surface) +10 Operate (Surface) Tech Use Survival +10 Stealth +10 Security +20 Talents: Quick Draw Rapid reaction Technical Knock Weapon training (las, SP, low-tech) leap up Heightened senses (sight) Sprint Traits: Distrust of Authority Survivalist Doctrine Honor Bound Gear: Formal uniform and Badge of Office -Flakweave field armor (Weaved into clothing) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast -Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) -1 week field rations. -Basic set of cookware (pot or skillet, utensils) for campfire meals -Blanket and sleep bag -Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect) -a bundle of jester’s knives -M36 Lasgun w/ telescopic sight -Good Quality Cavalry Spear Auspex MIU Combi-tool data-slate lascutter XP 2000/2000 Sound Constitution-Free Awareness trained 200 Stealth known 100 Stealth trained 200 Security known 100 Security trained 200 Security Experienced 300 Perception simple 100 leap up 200 Heightened sense (sight) 200 Sprint 400
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# ? Sep 18, 2016 20:16 |
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Gregor was gifted to Calypso as part of an Administratum mix up, as a shipment that should have contained needed supplies instead contained an melee happy psyker. As seeing he was the easiest to shift the blame onto, Gregor was indentured to Equites to pay for the crimes of replacing the needed supplies. pre:Name: Gregor Specialization: Psyker Aptitudes: Agility, Psyker, Willpower, Intelligence, Knowledge, Perception, Demeanor: Reckless Horse: "Alexei", Loyal WS: 36 (16) BS: 27 (7-3 Homeworld) S: 36 (16) T: 30 (10 Agi: 43 (12+3 Homeworld+3 Regiment +5 Advancement) Int: 23 (3) Per: 33 (10+3 Homeworld) WP: 50 (20+ 5 Specialization+5 Advancement) Fel: 23 (3) Wounds: 14 Fate: 3 Insanity: 0 Corruption: 1d5 Skills: Linguistics (Low Gothic) Navigate (Surface) Survival +10 Common Lore (Adeptus Astra Telepathica) Forbidden Lore (Psykers) Psyniscience Scholastic Lore (Cryptology) Dodge Talents: Psy Rating 4 Combat Sense Catfall Rapid Reaction Heightened Senses(Hearing) Weapon Training(Las, SP, Low-Tech) Psychic Powers: Smite Dominate Traits: Psyker Distrust of Authority Survivalist Doctrine Honor Bound Gear: -Formal uniform and Badge of Office -Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast -Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) -1 week field rations. -Basic set of cookware (pot or skillet, utensils) for campfire meals -Blanket and sleep bag -Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect) -A bundle of jester’s knives -Las-carbine w/ Reinforced custom modification -Best Quality Cavalry Spear -Best Quality Staff -Data-Slate -Psy-Focus XP 1950/2000 Sound Constitution -Free 0 Psy Rating 3 -600 600 Willpower +5 -100 700 Psy Rating 4 -800 1500 Agility +5 -250 1750 Dodge -200 1950 Blackunknown fucked around with this message at 20:32 on Sep 18, 2016 |
# ? Sep 18, 2016 20:21 |
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actually, ratling aside, do Hunting Lances and Cavalry Spears count for the Blademaster talent? spears do Rending damage, after all, so might count as an edged weapon... also, is the intended thing with recharge hunting lances that you basically get one attack per round with them? no swift/lightning attack? otherwise i do not understand the recharge-once-per-round thing and probably should have mentioned it earlier
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# ? Sep 18, 2016 20:37 |
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DOWN JACKET FETISH posted:actually, ratling aside, do Hunting Lances and Cavalry Spears count for the Blademaster talent? spears do Rending damage, after all, so might count as an edged weapon... The first attack of a swift/lightning attack is done as the shock lance, any additional hits will be done as a cavalry spear. I'm not super married to the idea of shock lances having recharge though, I may just scrap it and drop the penetration to 1 baseline. Edit: Yeah, lets do that. Adjusting the notes in the OP, Shock Lances are no longer recharge, but they loose one pen baseline. My intention is to make Shock Lances both the Non-lethal and cavalry charge option, with chainsword (for the people who get one) a better dueling and man-to-man fighting weapon. When people start getting mono upgrades to shock lances they will pen a little better than chainswords on top of the shock/stun but they would still lack the balanced quality for expert parries. Edit 2: I've also modified it so that Sergeants can choose shock or chain for their starting melee training to match whatever their starting weapon is. DeathSandwich fucked around with this message at 21:04 on Sep 18, 2016 |
# ? Sep 18, 2016 20:40 |
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Ellie Renton, "Horse Doctor" "Leaving the city? Don't get yourself hurt, you'll end up getting fixed by some horse doctor!" Yeah, the Hightower crowd is terrified by the prospect. But you try fixin' up a distempered, injured beast that weighs as much as six of you. Besides, there's a lot in common between veterinary medicine and conventional doctorin'. Except that I'm not liable to shoe you unless you've been particularly unkind to me. And that horses holler a lot less. Emperor above us, you think my patients could scrounge up a little bit of dignity. The Equites knew I had potential. I mean, I had to get a little bit more training before they really set me loose, but I like to think I'm keeping them contented in their decision. Wasn't much of a decision for me; my hometown got cleared out to make way for that new granite mine's railroad connection and I wasn't exactly keen to swing a pickaxe for a living after spending half my life with my nose tucked in a book. That's when I heard that the Equites were short on 'medically trained personnel.' Close enough, I figured. This is Esteban. He's a mean son of a bitch that I got stuck with after Old Man Jerome couldn't pay the bills for taking care of the infection on his leg. He's keen enough on me, maybe on account of the fact that I saved his life, but I wouldn't step another foot closer, sir. I can't be held responsible - I warned ya. quote:Name: Eleanor Renton Jolinaxas fucked around with this message at 00:53 on Sep 20, 2016 |
# ? Sep 18, 2016 20:46 |
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Whoops double post.
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# ? Sep 18, 2016 21:02 |
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Jay Hensley originally served in the 634th Light Brigade in the Guard. The unit suffered disastrous casualties after miscommunication caused the brigade to storm a well-prepared trench line with stubbers and frag launchers. After the skirmish only a minuscule fraction of the unit survived. The front command decided that the charge's failure was mostly due to the Quality of the Men and not the Command and had the shipped survivors transferred to the Calypso, in hopes that their perceived incompetence would be contained there and not poison the rest of the Guard. During the void-travel to Calypso the Warp-enhanced nightmares of the assault took their toll on the remaining Light Brigade troops and after several weeks of warp most of them had either succumbed to their wounds or had tasted their own gun. Hensley, and a fraction of a fraction of his unit members, eventually made it to the Calypso, where they were made less than welcome by the local PDF, as the word of their failure had reached the Planetary Command well ahead. All of them were immediately dismissed and made return their issued gear. pre:Name: Jay 'Brawn' Hensley Specialization: Heavy Gunner Aptitudes: Agility, Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness Demeanor: Death-Wish Horse: Belfry-Blaster Qvintus WS: 30 = 20 + 10Roll BS: 45 = 20 + 20Roll +3Home World -3Rough Riders + 5BS S: 36 = 20 + 16Roll T: 41 = 20 + 16Roll +5Gunner Agi: 33 = 20 + 10Roll +3Home World Int: 23 = 20 + 3Roll Per: 26 = 20 + 3Roll +3Home World WP: 32 = 20 + 12Roll Fel: 27 = 20 + 7Roll Wounds: 16 Fate: 3 Insanity: 0 Corruption: 0 Skills: Awareness Linguistics (Low Gothic) Navigate (Surface) Athletics, Common Lore (Imperial Guard, War) Intimidate Survival Talents: Iron Jaw Catfall Weapon Training (Solid Projectile, Low-Tech, Heavy, Choose 1 excl Exotic) Rapid Reaction Mighty Shot Crack Shot Bulging Biceps Ripper Charge Traits: Pride Over Life: Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor. Distrust of Authority: -20 Interaction Skill checks made to interact with unfamiliar authority figures Gear: Common quality Heavy stubber w/ Lightweight modification (-20% weight) and Quick Release (-HalfTurn reload time) Common quality Las-carbine w/ Sacred Inscpription Best quality Stub revolver with expander rounds Good Quality Cavalry Spear Flakweave field armor (Greatcoat, flak poncho, PDF armor, however you want to skin it, doesn’t have to be uniform between players) 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) 1 week field rations. Basic set of cookware (pot or skillet, utensils) for campfire meals Blanket and sleep bag Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect) Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds) that runs out the second this is abused or is narratively convenient XP 1950/2000 BS +5 250 Mighty Shot 400 Crack Shot 450 Bulging Biceps 450 Ripper Charge 300 Dodge 100 Sound Const. FREE Sormus fucked around with this message at 00:51 on Sep 19, 2016 |
# ? Sep 18, 2016 23:26 |
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Saphid Marq the Medicpre:Name: Saphid "Doc White" Marq Specialization: Medic Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower. Demeanor: Horse: Horse, M.D. "Emdy" WS: 23 BS: 36 S: 23 T: 27 Agi: 35 Int: 55 Per: 49 WP: 30 Fel: 30 Wounds: 13 Fate: 3 Insanity: Corruption: Skills: Awareness Common Lore (Something) Linguistics (Low Gothic) Medicae +10 Navigate (Surface) Scholastic Lore (Chymistry) Scrutiny Survival +10 Talents: Catfall Jaded Infused Knowledge Master Chiurgeon Polyglot Quick Draw Rapid Reaction Sound Constitution Weapon Training (Solid Projectile, Low-Tech). Gear: Diagnostor Injector Medikit XP 2000/2000 PER 1 PER 2 INT 1 INT 2 Common Lore Medicae+10 Infused Knowledge Master Chiurgeon Polyglot Schizotek fucked around with this message at 12:10 on Sep 19, 2016 |
# ? Sep 19, 2016 01:23 |
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DeathSandwich posted:Weapon attachments can be at most scarce availability with Weapon Specialists getting the option for one rare one. No Omni Scopes or motion predictors, there just aren't any to be had. Thanks for the clarification. In my mind the lasgun was from off world so I didn't think it would really be a huge setting thing (sort of a toy like that laser gun the rich dude has in that one episode of Firefly) but if it's basic kit it's replaceable so yeah, no go. Also it didn't work anyway because I messed up the rarity of the Motion Tracker! I've updated my dude accordingly and added background- storywise I'm still planning to have the lasrifle be my old campaign gun, but it's nothing irreplaceable now.
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# ? Sep 19, 2016 09:28 |
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Alright, I'm going to be closing applications Friday, September 23rd. Get character sheets submitted/finished before then and I'll make picks from there.
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# ? Sep 19, 2016 13:16 |
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Roland Rook Roland's an old hand around these parts. The old man's been a part of numerous battles across the planet and even on the void ships protecting it from outside forces, and from it all, he's mastered the guard's most common armament. But he's learned a weapon alone won't keep you safe out on the frontier. You need to be able to do what needs to be done, and you gotta have the cunning to make that a reality. Some fifteen years back, he was taken aboard a tau diplomatic vessel in the hopes of being made to see the benefits of the greater good. The story is a dark one, and hard to coax from Rook, but rumors in his home town of Emperor's Rock are that he escaped only because the tau's helmets are much more durable than their skulls. Ever since, Rook's kept himself hale and hearty so he can make sure that whatever he lays his hands on will save him in a fight. Name: Roland Rook Specialization: Weapon Specialist Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Intelligence Demeanor: Numb Horse: Susannah, Addict WS: 25+16 BS: 25+3-3+5+20 S: 25+12 T: 25+10 Agi: 25+3+3 Int: 25+16 Per: 25+3+7 WP: 25+10 Fel: 25+3 Wounds: 13 Fate: 3 Insanity: Corruption: Skills: Awareness Athletics Common Lore (Imperial Guard, War) Linguistics (Low Gothic) Navigate (Surface) +10 Survival +10 Talents: Catfall Lasgun Barrage Lasgun Volley Las Weapon Expertise Las Weapon Mastery Quick Draw Rapid Reaction Ranged Weapon Expert (Las) Weapon Training (Las, SP, Low Tech, Plasma, Flame, Launcher) Gear: -Formal uniform and Badge of Office -Flakweave greatcoat 4 AP chest/arms/legs, 2 AP head, +1 AP vs blast -Horse with riding gear (saddle, tack) and flakweave riding blanket (ap 3) -1 week field rations. -Basic set of cookware (pot or skillet, utensils) for campfire meals -Blanket and sleep bag -Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect) -two common craftsmanship laspistols w/ Trigger adjustments -M36 Lasgun w/ Fluid Action -Good Quality Cavalry Spear -4 Stun,grenades -Common craftsmanship shotgun w/ Reinforced -Narratively unlimited ammo for standard issue weapons (including stub revolver expander rounds) that runs out the second this is abused or is narratively convenient XP 2000/2000 Lasgun Volley 200 Las Weapon Expertise 300 Las Weapon Mastery 400 Street Fighting 300 Creative Killer 400 Ranged Weapon Expert (Las) 400 John Dyne fucked around with this message at 07:40 on Sep 23, 2016 |
# ? Sep 19, 2016 23:47 |
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Thinking of doing a scout-type character. DeathSandwich, any fluff on native populations?
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# ? Sep 20, 2016 03:25 |
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Like a Native American analogue? Yeah, I kind of figured so, but hadn't put a whole lot of thought into the communal and ethnic groups of the planet. Give me a bit and I can fluff one up.
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# ? Sep 20, 2016 13:07 |
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DeathSandwich posted:Like a Native American analogue? Yeah, I kind of figured so, but hadn't put a whole lot of thought into the communal and ethnic groups of the planet. Give me a bit and I can fluff one up. This is gonna be good.
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# ? Sep 20, 2016 13:24 |
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It's native American orks and it's very very tasteful UM HEAP BIG SHOOTA
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# ? Sep 20, 2016 13:58 |
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there is literally no way that cowboys and indians in warhammer will end up being a gross racism circus
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# ? Sep 20, 2016 14:03 |
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Yep ok, native american analogue is out, sorry monion.
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# ? Sep 20, 2016 14:04 |
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You've got to remember that these are just simple farmers, these are people of the land, the common clay of the New Imperium. You know – morons.
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# ? Sep 20, 2016 14:21 |
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THE SHERRIFF IS A NECRON
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# ? Sep 20, 2016 16:00 |
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Expectations for this game/ideas you can steal: 1. Stopping a train robbery; 2. Stopping a bank robbery; 3. Dealing with the planet's feral ork problem; 4. Hunting down grox rustlers; 5. A shootout/duel where your initiative determines who draws first; 6. Dealing with a wild grox stampede heading toward a town; 7. Dealing with Eldar exodite snipers who come to this world to hunt humans for sport; 8. Local legends of a beast that drains goats of blood. The beast responsible is a tyranid vanguard organism/chaos cultists/an actual local beast that drains goats of blood; 9. A horrifying invasion of ruthless necrons/chaos marines/nids we are totally unprepared for.
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# ? Sep 20, 2016 16:54 |
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More than a couple of these items are already plot threads I've got planned. I'm going to be slow rolling some of them in before going kind of crazy with it. Edit: A couple of those plot threads are going to be happening at the same time. The first mission is going to be rather vanilla though just so I can poke and prod to test out the player capabilities. DeathSandwich fucked around with this message at 16:58 on Sep 20, 2016 |
# ? Sep 20, 2016 16:56 |
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Werix posted:Expectations for this game/ideas you can steal: 10. The local governor is corrupt and wants to run our families out of town to claim the land on the cheap. Over a series of incidents that include the detonation of an Imperial church and the induction of a new radical sheriff, we wage a war against the governor, defeating his ogryn cohort Mongo among others. In the end, we build a complete mockup of the town to trick the marauding heretics in to attacking it, and then blow it up from a distance. Dom DeLuise is optional to this plot hook.
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# ? Sep 20, 2016 17:49 |
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John Dyne posted:
Only if he takes the form of a talking skateboard. https://www.youtube.com/watch?v=k8ySG46oXmY
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# ? Sep 20, 2016 18:14 |
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DOWN JACKET FETISH posted:THE SHERRIFF IS A NECRON What'd he say? I think he said the sheriff is a neo-con. Oh, good!
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# ? Sep 20, 2016 22:36 |
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Figured I'd give you all a couple places of note: Hightower: Named for the iconic tower that contains the seat of the planetary government, Hightower serves as the planetary capitol and also as the commerce hub for off-worlders. Life here is about as 'modern' as anyone on the planet can be. People who live here enjoy certain levels of creature comforts not necessarily afforded to others of the planet such as access to wide swaths of holo films and luxury goods brought in from rogue traders from across the sector. The Down Belows: Originally a quarry located a handful of kilometers away from Hightower, this quarry dug so deep over time that they eventually hit a salt vein a couple hundred meters under the surface of the planet and converted the quarry into a salt mining expedition. The mine ran along the entire width and length of hightower and then some before exhausting its supply. Since that point, the left-over man made caverns have since been paved and converted into use for several groups. The PDF has taken the majority of the old quarry and the areas around it as a vehicle hangar and troop barracks. Similarly, the Equites have space down here too, and it serves as both their primary headquarters and a major jailhouse for the people being brought to justice and allows quick communication between themselves and the PDF. The rest of the space is primarily used as hab blocks for the city above as well as an evacuation place if large scale trouble arises on the surface. Because of the depth of The Down Belows in case of bombardment basically nothing short of an exterminatus would be much of a threat to an evacuated population in its protective embrace. Throne Rock: This monument is a famed red rock mesa that through creative use of blasting charges has been made to resemble and honor the Golden Throne of Holy Terra. Located close enough to Hightower to be convenient but far enough away for privacy, the Cult Mechanicus has taken the nearby colony under their wing, turning it into a large foundry and smelting plant. Life here under the mechanicus is generally viewed as unpleasant but also of a certain amount of decency. The Cult, while generally driving hard labor and strict adherence to work and moral code, does have access to significantly better technology than most of the planet. Workers injured in unfortunate accidents are considered fortunate enough to warrant cybernetic replacement limbs to restore them to nominal functionality. When I make picks on Friday, I'd like my players to have an idea for one or two geographical areas or cities of significance for worldbuilding. Just a one or two sentence blurb is fine, doesn't have to be anything fancy or super detailed.
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# ? Sep 21, 2016 18:21 |
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Ugh... This outfit is a pain in the rear end. I've got men half my age telling my how to do a job I got right long before they were suckin' at their mama's teat. Who do they think keeps the poo poo pump running? Whose job is to keep the vox link up and running way out here where the dust can get inside? Mine, that's whose job it is. But no, nobody cares. Enough to make a man bitter, it would, but not me. No, I do the job. Nobody else wants it so it's on me. Call me a tinker, I'll laugh in your face. Call me the janitor and I'll bury you out in the sands. We only got one [insert whatever vehicle here] that works worth a drat and I'm the one who makes sure it stays that way. I worked my way up from the Down Belows with that talent and I get to ride the plains because of it. If that ain't worth a few moments of peace while I work, I dunno what is. pre:Name: Stevil Estaron Archetype: Operator Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Perception*, Tech Characteristics: WS: 27 (20+ 7) BS: 39 (20+16) [+3 Homeworld] S: 30 (20+10) T: 30 (20+10) Ag: 46 (20+16) [+5 Archetype] [+5 Advance] Int: 40 (20+20) Per: 40 (20+12) [+3 Homeworld] [+5 Advance] WP: 23 (20+ 3) Fel: 23 (20+ 3) Wounds: 11/11 Fate: 3/3 IP: 0 CP: 0 Skills: Awareness Common Lore (Tech) Dodge Hotshot Pilot Linguistics (Low Gothic) Navigate (Surface) Operate (Surface) +10 Survival +10 Tech Use +10 Trade (Armorer) Talents: Armor Monger Catfall Quick Draw Rapid Reaction Technical Knock Weapon Training (Las, Low Tech, SP) Traits: Distrust of Authority Honor Bound Put That Out! Gear: Formal Uniform/Badge Fleakweave armor Horse - Riding gear, flakweave riding blanket 1 week rations Basic cookware Blanket and sleep bag Best Stub revolver - Expander rounds Lascarbine - Custom Grip - Fluid Action Good Cavalry Spear Auspex Common MIU Combi-tool Data-slate Lascutter Advances: 1950/2000 Put That Out! 300 Dodge 200 Operate (Surface) +10 200 Tech Use +10 200 Trade (Armorer) 100 Armor Monger 300 Hotshot Pilot 300 Agility +5 250 Perception +5 100
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# ? Sep 23, 2016 06:54 |
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Wilhelm, a.k.a. The Subliminal Kid Wilhelm started his career within the Equites as an adept. Tallying ammunition, distributing fodder and collecting the Captain's laundry were some of his more exciting duties. Now let's not get off on the wrong foot - Wilhelm enjoyed his job immensely. However, he couldn't help but feel a twinge of envy every time he saw the Equites ride out of town on their horses. Of course, he tried out for active duty early on in his career but was laughed out of recruitment for having no skill with either a horse or a gun. Still, he was content to let his desk be his steed, and his autoquill his weapon. That is, until one fateful night when he rather uncharacteristically decided to stroll through the town after dark. Normally, Wilhelm was in bed asleep by sundown but for some reason that night he felt an irresistible urge to walk down main street. Seemingly on a whim, he turned down an alley and arrived in an empty courtyard. Empty, that is, except for a lone caravan. Wilhelm didn't bother to wonder how the caravan got into the courtyard in the first place, a feat made more impressive by the fact that the only way into the courtyard was the alley he had just walked down, and that wasn't even half the width of the caravan. Instead, he approached the caravan without thought, and was greeted by a cheerful old man with a curled moustache. The moustachioed man introduced himself as Theodore Z. Inch, and offered to impart to Wilhelm the knowledge of magic bullets, no catch, free of charge. The next day, Wilhelm couldn't remember what the kindly old man had taught him, or how he had gotten home. Of course, he never saw the man or his caravan again. But it was like something in his mind had been unlocked. He suddenly knew how to make magic bullets. With these bullets, he rarely ever missed even the most difficult of shots. Sure, he got headaches now and then, and the voices weren't always friendly, but Wilhelm found that his magic bullets now made him a perfect candidate for the Equites. pre:Name: Wilhelm, a.k.a. The Subliminal Kid Specialty: Sanctioned Psyker Aptitudes: Agility, Intelligence, Knowledge, Perception, Psyker, Strength, Willpower Characteristics: WS 27 (7 + 20) BS 36 (16 + 20 + 3 (Frontier World) - 3 (Rough Riders)) S 23 (3 + 20) T 30 (10 + 20) Agi 35 (12 + 20 + 3 (Rough Riders)) Int 30 (10 + 20) Per 53 (20 + 20 + 3 (Frontier World) + 10 (Advances)) WP 41 (16 + 20 + 5 (Specialty)) Fel 23 (3 + 20) Wounds: 13 Fate: 3 Insanity: 0 Corruption: 1 Skills: Awareness Catfall Common Lore (Adeptus Astra Telepathica) Forbidden Lore (Psykers) Linguistics (Low Gothic) Navigate (Surface) Psyniscience +20 Scholastic Lore (Cryptology) Survival +10 Talents: Combat Sense Heightened Senses (Hearing) Paranoia Psy Rating 2 Rapid Reaction Quick Draw Weapon Training (Las, Low-Tech, Solid Projectile) Traits: Distrust of Authority - -20 Interaction Skill checks made to interact with unfamiliar authority figures Pride Over Life - Must pass a -10 Willpower test to refuse any formal challenge or ignore any other major slight to their honor. Failure indicates he must engage the individual in question or suffer a -10 penalty to willpower (and social interaction - per GM fiat) tests for the remainder of the session, stacking cumulatively. Psyker Survivalist Doctrine - Reroll any failed Survival and Navigate (surface) checks when operating in desert or shrublands away from civilization. Psychic Powers: Prescience Forewarning Gear: Data-slate Psy focus Best Craftsmanship staff Formal uniform and Badge of Office Flakweave field armor (4 AP chest/arms/legs, 2 AP head, +1 AP vs blast) Horse with riding gear (saddle, tack) and flakweave riding blanket (3 AP) 1 week field rations Basic set of cookware Blanket and sleep bag Miscellaneous small tools as narratively useful (hand shovel, hammer, shaving kit and mirror, ect) Best Craftsmanship Stub revolver with Custom Grip and Expander Rounds Las-carbine with Custom Grip Good Quality Cavalry Spear Experience: 0/2000 Advances: Sound Constitution Free Per +5 250 Per +10 500 Psyniscience +10 200 Psyniscience +20 300 Paranoia 450 Quick Draw 300
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# ? Sep 23, 2016 14:46 |
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# ? Apr 26, 2024 22:02 |
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Picks have been made The following players have been called by Equites Marshal McLacey to report to The Down Below for a new mission. Cassimir Crowe: A preacher and lawman hardened by his time in the wilds - Played by Dachshundofdoom Silas Lasar: A former guardsman back from his tour of duty, haunted by the ghosts of his past - Played by LGD Everett Bosseman: A scout and technician trying to make a living following the failure of his duties - Played by Werix Ellie Renton: A frontier vet turned sawbones on the run from the prospects of being worked dead on the rail yards - Played by Jolinaxas and Sunny Hale A PDF burnout that could of made something for herself had she just applied herself - Played by thatbastardken All player characters have known and worked with each other for the last several months if not year or two. Go ahead and post in-character impressions posts if you get the chance. In addition, I'd like you all to name and give a two or three sentence description of a region, city of some report, or landmark on the planet. Vicissitude, John Dyne, MaliciousOnion, and Sormus You guys are on deck as replacements in case of character deaths or people not posting. I'll have the OP for the game thread up Monday, September 26 Edit: thatbastardken I'd like to see how you spent your character advances on your character sheet, if you would please. DeathSandwich fucked around with this message at 19:45 on Sep 23, 2016 |
# ? Sep 23, 2016 19:28 |