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"There is a wound in the void!"--The Lamentation Wave In the Jericho Reach, both time and space are bleeding. The Hadex Anomaly, a churning crimson nightmare hanging in space, defies all classification. It resembles a Warp Storm in some respects, but in many ways it is far deadlier. The linear flow of time is disrupted and often outright destroyed in the presence of its bloody glow. It not only expands and contracts, but it also seems to able to shift vast distances at will, though no one has ever seen it actually move. The baleful red glow infects nearby stars, and the area around it churns with spatial and temporal anomalies. Ghost ships and phantom transmissions periodically emerge, damned crews shrieking out their last moments over and over again. Wise captains know that it's best not to listen to emergency hails when you draw near the Anomaly. It won't be the first or last time that hail is sent, and you can't save them, only join them. It is, to put it simply, a place better avoided. It's also where you're going, unless you want to renege on your deal with Zolan Usoi, a Q'sal Sorcerer of Velklir. And while it's difficult to measure these things, the fates he could inflict on you are probably at least as awful as what the Anomaly could do to you. All you have to do is board the Inescapable Fate, a crippled Nurglite warship that has recently come drifting out of the Anomaly's depths, and which will soon be drawn back in. Its captain keeps (or perhaps kept) an extensive collection of Tzeentchi artifacts, stolen from the many servants of the Changer who have met their end at his hands. How does your employer know he has the one he's looking for? Simple. The Inescapable Fate is ALSO currently a fully functional vessel, currently at anchor with the fleet gathering in the Eye of Terror for Abaddon's 13th Black Crusade. Scrying attempts reveal the artifact apparently exists on both ships simultaneously. And while boarding a fully staffed and operational Death Guard ship would be a nearly impossible task for anything short of an army, six powerful individuals should be able to rob a dead, drifting vessel that has recently emerged from a warp anomaly. After all, how could anyone on board have possibly survived? Just don't stay too long, or you'll be staying forever. ---------------------- It's time to run some Black Crusade! I am looking for SIX warp-tainted players to get (temporarily) teleported across the entire galaxy by an insane Q'sal Sorcerer's ritual. Find your way through a Nurgle-corrupted ship where time and space have lost all meaning, recover the powerful Tzeentchi artifact, and perform the counter-ritual to return to Q'sal, all before the ship gets dragged back into the Hadex Anomaly and you end up spending the rest of eternity on board. How could any of those steps possibly go wrong? Assuming they don't all die horribly, the warband will then be free to kick around the Screaming Vortex and beyond at their leisure. We'll figure something out, there's no shortage of potential adventures for Chaos. Backstory-wise, everyone in the party has been summoned because they each owed the Sorcerer a favor in return for his services, so include a little bit about what exactly he did for you. I'll make picks January 6th, or earlier if there's enough finished characters. If you want to get in touch with me about the game, shoot me a PM, log onto #acolyte on synIRC, or just ask in here. And even if you don't have questions about the game, you should think about hanging out in #acolyte anyway, they're all good people who know their Warhammer. Character Creation -All races and archetypes permitted. -For Characteristics, roll 10#2d10 in Orokos, drop the lowest roll, and assign them as you like. If the sum of your 9 remaining rolls is less than 90, you can reroll. -You start with maximum Wounds. Starting Infamy is 40+1d5, starting Corruption is 35 plus any corruption your archetype starts with due to abilities (i.e. the +1d5 for a Psyker). Ignore the extra starting Infamy and Corruption from Advanced Archetypes. -Humans start with 6000 XP, Space Marines have 5500 XP. -You may choose to align to your God before spending XP, or you can do it per the original rules. -I'd like to roll your Gifts/Rewards of the Gods myself, mostly because I'm probably going to give people who roll crappy mutations slightly/noticeably better custom versions. Looking at you, Nurgle rewards. -For your Starting Acquisitions, you have a +20 bonus (or 2 +10s) that you may use as you like. Excessive Wealth does apply to Starting Acquisitions. And yes, you can stack this bonus with the bonus from Pride: Wealth. -You get Starting Acquisitions equal to your Infamy Bonus, so in all likelihood you'll get 4. -You cannot trade Starting Equipment towards Starting Acquisitions. -You can start with a Legacy Weapon if you wish, per the rules in the Tome of Blood. -Make Minions per the rules in Tome of Excess, using the Characteristic generation for PCs (i.e. roll 10#2d10, drop the lowest, arrange as you like). Feel free to apply the +/-5's after the fact. Houserules: -Advanced archetypes are being houseruled to cost 3600 for Marines and 4100 for humans. I'm of the opinion that most of the human advanced archetypes need the slight edge for a variety of reasons. -Nurgle-aligned psykers may substitute Toughness for Willpower when making a Focus Power Test. Unnatural Toughness does not apply bonus DoS to this use. -Reliable applies to Spray weapons; a Spray weapon with Reliable rolls an additional 1d10 if it would jam, and only jams on another 9. -The Fellowship and Infamy requirements for Minion of Chaos (other than Superior Minion) talents are waived. Everybody is on the verge of Greater Minion infamy anyway, and Horde Minions literally scale with Infamy so I don't know why the requirements are so high. -Unaligned characters have two options when rolling for mutations. You can roll twice as per the book, or you can choose a God and make an Infamy test. If you pass, you roll once on the Rewards for that God (you cannot gain the Mark of that God). If you fail, you only roll once for a standard mutation, but if the mutation you gain has a special bonus based on alignment, you gain the bonus associated with the God you chose for this test. You cannot choose the same God twice in a row for this. -The most Mechanicus Assimilation you can take at the start is Machine (8). It may be possible to pass this point later on, but it will become increasingly difficult, and beyond a certain point there may be Consequences to trying to remove so much of yourself. -If a Daemon Weapon would only have 1 power with Binding Strength 1, you can take it at Binding Strength 0. -You may adjust any rolls on the Power Armor Customization table by 1 in either direction. This includes wrapping around from 1 to 10 or vice versa. If you're a human, you can adjust or reroll on a 1 or 10, your choice. -I'm probably still forgetting something, so this may be expanded later. Dachshundofdoom fucked around with this message at 09:02 on Jan 1, 2017 |
# ? Dec 20, 2016 07:13 |
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# ? Apr 23, 2024 09:23 |
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The Saga of Aygul posted:But what can you say The Saga of Aygul posted:Somehow she survived! The Saga of Aygul posted:The body of Aygin lies there enshrined The Saga of Aygul posted:His wrath burns! The Saga of Aygul posted:I go forth to meet my doom The Saga of Aygul posted:Oh won't you come with me The Saga of Aygul posted:Her reputation inspired And besides, his desire was for Aygul to slaughter his slaaneshi rival Slyn. Defeating a prominent champion of Baphtar's rival would surely bring her just that much closer to her deserved ascension, would it not? But sorcerors are treacherous beings, and Zolon proved he was no different. The planned battle was a lie, a trap set by the blasphemous wizard. The ship meant to ferry them to Slyn's fortress-ship instead crashed itself into an asteroid, killing all aboard. Normally a mere inconvenience (they were dead afterall), the foul psyker snared Aygul's soul as if it were a fly caught in his web. He proceeded to drain most of her power like a leech before showing her off to all his douchie Tzeentch buddies as proof of his sorcerous might. The Saga of Aygul posted:"You shall abide in shadow! pre:Name: Aygul Race: Human Archetype: Xurunsh Frost-Father Pride: Charm Disgrace: Regret Motivation: Ascendancy Characteristics: WS: = 43 +13+5 BS: = 44 +14+5 S: = 42 +5+12 T: = 25 +5 -5 Ag: = 40 +15 Int: = 31 +6 Per: = 36 +11 WP: = 45 +12+3+5 Fel: = 63 +3 +5+20+10 Wounds: Infamy: 41 Corruption: 40 Alignment: The Saga of Aygul posted:Gör-Gör comes and sirens wail pre:Name: Gör-Gör Characteristics: WS: = 40 BS: = 12 S: = 45 T: = 45 Ag: = 25 Int: = 15 Per: = 20 WP: = 15 Fel: = 10 Armour: Dense Hide (All 3) Wounds: 30 Movement: 4/8/12/24 Skills: Athletics (S) Awareness (Per) Talents: Fearless Traits: Bestial Brutal Charge (4) Natural Armour (3) Deadly Natural Weapons Unnatural Strength (+4) Unnatural Toughness (+2) Size (Enormous) Stampede Wreathed in Chaos!:The heat of Khorne’s infernal forges causes the air around the character to ripple and distort. When engaged in melee, his enemies suffer a –10 penalty to their Weapon Skill. Insatiable: A Xurunsh is an unceasingly ravenous carnivore, and many watch for the slightest opportunity to turn on their master. Any time that a rider makes a Skill Test and rolls doubles, the Xurunsh immediately attempts to devour him The Saga of Aygul posted:In the name of war pre:Characteristics: WS: = 50 BS: = 20 S: = 52 T: = 45 Ag: = 45 Int: = 35 Per: = 25 WP: = 50 Fel: = 43 Wounds: 15 Armour: Brass Plate Armour (All 5) Skills: Athletics (S) Awareness (Per) Command (Fel) +10 Common Lore (War) (Int) Dodge (Ag) +10 Intimidate (S) +20 Parry (WS) +10 Scholastic Lore (Heraldry, Legend) (Int) Talents: Ambidextrous Blade Dancer Blademaster Challenge† Combat Master Disturbing Voice Lightning Attack Polyglot Resistance (Psychic Powers) Step Aside Swift Attack Two Weapon Wielder (Melee) Wall of Brass†† War Cry Traits: From Beyond Undying Unnatural Fellowship (3) Unnatural Strength (1) Weapons: Hellish Blast (Basic; 15m; S/–/–; 1d10+9 E; Pen 4; Flame, Spray, Tainted†††) Pair of Rune Swords (Melee; 1d10+15 R; Pen 0; Balanced, Tainted†††, Tearing) Gear: Vox-Unit The Saga of Aygul posted:"Your pleas for reason are simply pathetic pre:Name: Ayı Diş Range: 40m RoF: S/–/– Damage:1d10R+.5IB+3 Pen:3+.5IB Clip: 1 Reload:Half Traits:Reliable, Felling (4), Tearing, Warp Weapon Legacy of Slaughter: +20 to next attack after kill Slayer-Felling Ragged-Tearing Schizotek fucked around with this message at 13:37 on Jan 6, 2017 |
# ? Dec 20, 2016 08:21 |
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Ekram, Pyrae of the 4th Fellowship and his Rubric Marines Atiq, Harun, and Manzur I still recall their faces clearly. Not the faces of whom I have killed. That is so cliche. Plus I have killed too many, and most of them were masked or helmeted. I mean of my three brothers in arms. Atiq had skin the color and texture of the old leather binding on a tome that almost cracked when he smiled, or frowned. Harun always had a youthly demeanor to his face which he tried to hide with his patch scruffy beard and bald head, but the youthful glow was always in the eyes. Manzur was always called "Little Magnus" due to losing his eye in battle against some xenos early in the great crusade. They are all I have left of my squad. Between the Great Crusade, the burning of Prospero, and the Flesh change awaiting us on the Planet of Sorcerers that prompted Ahriman and his damned Rubric, only I, Atiq, Harun, and Manzur remained, only for then all to be nothing but empty shells, their innards turned to dust. I wasn't even the best warrior among us, nor the best leader. The irony was that I was given command and the best armor only because I was a Sorcerer in an army the venerated sorcerers. Harun was always the one to translate my ideas into orders, and Manzur would likely not be Little Magnus if he had Terminator armor at his disposal. Even as a Sorcerer I was nowhere near the best that the Pyrae Temple had. There have been many days over the last Ten Thousand Years that I have envied them their condition. Being burdened with the pain of their loss, at least in the flesh and their personalities, has been to much. They have fallen time and again, only for me to use Ahriman's rituals to rebind them to their shells. At least like the others I will never fully lose them. Which leads me to the Hadrex Anomaly. Zolan Usoi provided me with an easy ritual I could use to bring back any of my three companions if they were to die. When Rubrics perish their souls are not consumed, but instead stay in the warp. I used to have to get someone from the other fellowships to do the ritual for me, but now I can summon them back on my own. Which is good, as I feel I will have need of it before this trip is through. pre:Name: Ekram, Pyrae of the 4th Fellowship Race: Chaos Space Marine Archetype: One Thousand Sons Sorcerer Pride: Devotion Disgrace: Regret Motivation: Perfection Characteristics: WS: 40=30+10 BS: 39=30+9 S: 35=30+10-5(pride) T: 40=30+10 Ag: 40=30+10 Int: 41=30+11 Per: 40=30+13-3(Motivation) WP: 64=30+14+5(1k sons)+5(pride)+5(motivation)+5(advance) Fel: 40=30+8+5(1k sons)-3(motivation) Wounds:20 Infamy: 44 Corruption:41=35+1(1k sons)+5(disgrace) Alignment: Tzeentch Skills: Athletics awareness Command common lore (war, choose one) dodge Forbidden Lore (adeptus astartes, the horus heresy, and the long war, psykers, warp) Linguistics (low gothic) Logic navigate (surface) Operate (surface) Parry Psyniscience +10 Scholastic lore (legends, occult) Scrutiny Talents: ambidextrous Ancient Warrior bulging biceps legion weapon training heightened senses (hearing, sight) Meditation nerves of steel Psy rating (x5) quick draw resistance (cold, heat, poisons, psychic powers) Strong Minded unarmed warrior Warp Sense Traits: amphibious unnatural str (+4) unnatural toughness (+4) Unnatural willpower (+2) Psyker (bound) Rubric of Ahriman: may roll additional die when perils and can choose. Unnatural WP does not count toward maximum psy rating Haunted: +10 modifier against me when opponents intimidate me. Psychic Powers: 500 exp worth- Manifest Flame 100 Fire Bolt- 100 Fire Barrage- 250 Boon of Tzeentch Equipment: Legion Power armor (Power supply tampering) -sustainable power source, recoil gauntlets, autosenses Legion Combat knife Legion bolter w/ 4 mags Legion Bolt Pistol w/2 mags of inferno bolts force sword Talisman of Tzeentch Gifts of the Gods: Warpsmith: +2 psy rating Wreathed in Chaos: +10 to interactions with other chaos, +2 melee damage. Advancements 5400/5500 3600 Thousand sons Minion of Chaos-Atiq 500 Minion of Chaos- Harun 500 Minion of Chaos- Manzur 500 Willpower simple 100 Psyniscience +10 200 Acquisitions: 1) GC terminator armor (Devotional Iconography-Tzeentch) (thanks for the math on that dachhund!) -Autosenses, sustainable power source and mag boot soles 2) Legion Combi-plasma(extremely rare to very rare -20, single +10= -10 mod) 3) Legion Heavy Flamer/w extended mags (very rare to rare -10, Upgrade Rare back to very rare -20, single +10) 4) Beguiling gem (Very rare -20, single +10) Holy average 10s Batman! starting infamy: 40+1d5 44 armor customization for PA and Term (respectively): 2d10 11 Werix fucked around with this message at 03:13 on Dec 30, 2016 |
# ? Dec 20, 2016 14:43 |
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Starting Acquisitions are done as per the book. There's no rolling; as long as you can get the total modifier on any item down to -10 (Rare), you automatically get it. Those are just flat bonuses. You can take an item, let's say GC Legion Terminator Armor as follows: (Near Unique -50 +20 Ancient Warrior +20 Bonus +10 Single -10 Good). That maths out to a total modifier of -10 or better, so it's yours. And yes to minions, I knew there was at least one houserule I was forgetting. I'm also throwing in a rule that I like for making Unaligned characters a little more viable/fun, mutation-wise. e: No 1-to-1 trades of starting items, it's become apparent that this will be used only for evil. Dachshundofdoom fucked around with this message at 02:05 on Dec 21, 2016 |
# ? Dec 20, 2016 20:19 |
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Ekram, Pyrae of the 4th Fellowship (Werix): Rewards Infamy x2 vs 44: 2#1d100 10 96 Reward, Gift: 2#1d100 93 98 That's Warpsmith and your choice of one of the following: Tentacle, Vampiric Addiction, Warp-Touched, Warpsight, or Wreathed in Chaos.
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# ? Dec 21, 2016 02:30 |
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Venturious, Explorator Heretek Explorator Magos whose travels have caused him to become fascinated by the forms of the Xenos he has encountered, and seeks to find a perfect form for himself. Heretekal science turned him into a floating head designed to interface with both flesh and machine in a parasitic fashion, allowing him to control the body of an unresisting host for a time. Stats: 10#2d10 9 12 pre:Name: Venturious, Explorator Heretek Race: Human Archetype: Heretek Pride: Beauty Disgrace: Waste Motivation: Perfection Characteristics: WS: 28 = 25 + 6 - 3 (Motivation) BS: 37 = 25 + 12 S: 38 = 25 + 11 - 3 (Motivation) + 5 (Advance) T: 32 = 25 + 7 Ag: 42 = 25 + 17 Int: 43 = 25 + 13 + 5 (Heretek) Per: 34 = 25 + 9 WP: 46 = 25 + 19 - 4 (Pride) - 4 (Disgrace) + 5 (Motivation) + 5 (Advance) Fel: 40 = 25 + 10 + 5 (Advance) Wounds: 17 Infamy:47 = 40 + 3 + 2 (Pride) + 2 (Disgrace) Corruption: 36 = 35 + 1 (Cold Hearted) Alignment: Slaanesh Skills: Logic Common Lore (War) Common Lore (Screaming Vortex) Common Lore (Adeptus Mechanicus) Common Lore (Tech) Linguistics (Low Gothic) Trade (Chymist) Tech Use + 30 Dodge Security Forbidden Lore (Xenos) Scholastic Lore (Chymistry) Medicae + 10 Charm Talents: Binary Chatter Die Hard Technical Knock Weapon Training (Las, Primary, Shock, Bolt) Mechadendrite Training (Utility) Meditation Armour-Monger Cold Hearted Enemy (Adeptus Mechanicus) Traits: Mechanicus Implants Traitor to Mars Quick and the Dead Fear 1 Size 2 Parasite Equipment: Daemonic Baleful Eye (10m, S/2/-, 1d10+6 E Pen 9, Crippling 2, Unnatural Ag +1) Best Lascarbine Good Greataxe Light Carapace Armor Unholy Unguents Combi-Tool Dataslate Utility Mechadendrite Maglev Coils Gifts of the Gods: Darksoul (Slaanesh) Advancements 6000/6000 Maglev Transcendence - 500 Mimic - 200 Light Sleeper - 250 Exotic Weapon Training (Baleful Eye) - 500 Minion of Chaos - 500 Unholy Devotion - 750 Tech-Use Trained - 350 Tech-Use Experienced - 500 Tech-Use Veteran - 750 Medicae Known - 250 Medicae Trained - 500 Strength Simple - 500 Fellowship Simple - 100 Charm Known - 100 Willpower Simple - 250 Experiment DV1736v3 pre:Minion of Chaos Name: Experiment DV1736v3 Race: Experiment Archetype: Host Body Characteristics: WS: 30 = 30 BS: 24 = 24 S: 30 = 30 T: 33 = 28 +5 Ag: 39 = 34 +5 Int: 20 = 20 Per: 30 = 30 WP: 16 = 21 -5 Fel: 20 = 25 -5 Wounds: 14 Movement Rate: 10 TB: 6 SB: 6 Traits: Mutant (1) - Centauroid Host (See: Parasite, page 49 Book of Excess) Deadly Natural Weapons Quadruped Size (6) Unnatural Toughness (+3) Unnatural Strength (+3) Talents: Swift Attack Combat Master Weapon Training (Power, Launcher) Blind Fighting Sound Constitution x2 Skills: Dodge +10 Intimidate +10 Athletics Acrobatics Equipment: Heavy Carapace Armor (Aquisition) Power Scythe (Aquisition) Missile Launcher (Aquisition) 3x Krak Missiles 10x Frag Missiles (Aquisition) chin up everything sucks fucked around with this message at 04:00 on Dec 29, 2016 |
# ? Dec 21, 2016 02:47 |
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Venturious, Explorator Heretek (chin up everything sucks): Rewards Infamy x2 vs 47: 94 5 Slaanesh Gift, Reward: 30 33 You get a Daemon Weapon of Slaanesh and your choice of one of the following: Darksoul, Dimensional Instability, Emaciated, Eye of Chaos, or Eyestalks. "H'birmirwn'yith" Baleful Eye 10m, (1d10+6 E Pen 9), Crippling (2), grants wielder Unnatural Agility (1) Binding Strength: 0 (While the daemon is bound, it is only barely contained; its power rages strong, but it is just as willful as the moment it was summoned. I'm allowing this as an option ONLY if Binding Strength 1 would result in only 1 power for the weapon) Daemon Weapon Attributes (Unaligned, Slaanesh): 68 40, you selected Wounding, Swiftness Minion Mutation: 38 Centauroid Khorne ???? (Schizotek): Rewards Infamy x3 vs 41: 63 39 25 Gift, Reward, Reward: 24 29 38: Boneless, Chaos Organ, Cyclops, or Darksoul. A Daemon Weapon and the Face of Khorne. Daemon Bow (hell yes, I am psyched, legacy that poo poo and let's get stupid up in here) Daemon Weapon Attributes (Unaligned x2) 85 80, modifying one by the Infamy, you get Impossibly Sharp(!) and Impervious. Tzeentch VotLW (Vic): Rewards Infamy x2 vs 47: 2#1d100 23 20 Tzeentch Rewards x2: 2#1d100 27 93 That's a Daemon Weapon and Warpsmith. Force Sword Binding Strength: 1 Daemon Weapon Attributes (Unaligned x2): 2#1d100 76 73 Advancing one by the infamy, that's Wounding, Impossibly Sharp Dachshundofdoom fucked around with this message at 04:48 on Dec 23, 2016 |
# ? Dec 21, 2016 06:25 |
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Thousands of objective years in timeless space, only to experience the natural flow when he returns to realspace have kept the hate alive in Steknavich. Hatred for the Imperium, to be sure, but also for his fellow sorcerers. The fool Ahriman managed what the False Emperor's dogs could not and nearly destroyed the legion. Out of tens of thousands all but a handful are dust and nothing more. The rest are a fragmented force of conniving schemers trying to eke out the small victories across the galaxy, even worse than the crazed berzerkers of the World Eaters in their way. They've forgotten how it is an Astartes handles matters. With fire and steel, blood and ceremite. Always he was at the forefront. While others in the legion fell back on their psyker mastery, Steknavich channeled his talents through martial assault. Rocketing into battle and falling like the onset of night upon his enemies, eldritch power crackling through his blade, he tore through hordes of foes the way a marine should. But with the death of his legion, in his eyes anyway, he's struck out to find worthier foes. This has brought much power to him but as with all warlords he craves more. To that end he agreed wholeheartedly to join this expedition to the hated Nurglite ship to recover what he sees as properly belonging to the Thousand Sons. Perhaps he can find some rite or artifact to resurrect the legion. Under his command, of course. pre:Name: Steknavich Archetype: Veteran of the Long War Alignment: Tzeentch Pride: Devotion Disgrace: Hubris Motivation: Perfection Characteristics: WS: 52 (30+12) [+5 Archetype] [+5 Motivation] BS: 41 (30+11) S: 59 (30+14) [+20 Equipment] [-5 Pride] T: 44 (30+14) Ag: 41 (30+11) Int: 38 (30+12) [-4 Disgrace] Per: 34 (30+ 7) [-3 Motivattion] WP: 61 (30+16) [+5 Archetype] [+10 Advance] [+5 Pride] Fel: 34 (30+ 7) [-3 Motivation] Wounds: 17/17 IP: 4/4 Infamy: 47 [+2 Disgrace] Corruption: 36 Skills: Athletics Awareness +10 Charm Command Common Lore (War) Dodge +10 Forbidden Lore (Astartes) Forbidden Lore (Demonology) Forbidden Lore (Inquisition) Forbidden Lore (Long War) Intimidation Linguistics (Low Gothic) Navigate (Surface) Operate (Aeronautica) Operate (Surface) Parry Psyniscience Scholastic Lore (Tactica Imperialis) Talents: Air of Authority Ambidextrous Ancient Warrior Bulging Biceps Enemy (Astartes) Hatred (Astartes, Imperial Guard) Jaded Legion Weapon Training Lightning Reflexes Heightened Senses (Sight, Hearing) Nerves of Steel Peer (Traitor Legions, Warlords) Quick Draw Raptor Resistance (Cold, Heat, Poison) Unarmed Warrior Unshakable Will Traits: Abhorrence Unchained Amphibious Eternal Enemy (Rubric of Ahriman) Psyker Psy Rating 6 Unnatural Strength +4 Unnatural Toughness +4 Gifts: Demon Weapon (Force Sword) Warpsmith Psy Powers: Blade of Baleful Might Gear: Best Legion Power Armor - Auto-Senses - Vox Link - Sustainable Power Source - Horns - +5 to Intimidation tests Legion Bolt Pistol w/ 4 mags Legion Combat Knife 1 Legion Frag 1 Legion Krak Trophy Rack Demon Force Sword - Impossibly Sharp - Wounding Good Jump Pack Best Psy Focus Infernal Star Advances: 5500/5500 Archetype 3600 Psy Rating 4 750 Willpower +5 100 Willpower +5 250 Operate (Aeronautica) 200 Blade of Baleful Might 300 Raptor 200 Psyniscience 100 pre:WS BS S T Ag Int Per WP Fel 52 41 59 44 41 38 34 61 34 Wounds: 17/17 Infamy: 4/4 Armour: 9 All Dodge 51 Parry 67 Bolt Pistol 30m S/2/- 1d10+9 X Pen 4 8/8 Half Tearing Demon Force Sword --- ----- 1d10+20 R Pen 11 --- ---- Balanced, Crippling 3, Force, Warp Weapon, Wounding Vicissitude fucked around with this message at 06:53 on Dec 27, 2016 |
# ? Dec 21, 2016 09:03 |
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Vic, since I have used the VoTL and 1k Sons combo before you have to read the Eternal Enemy entry again. It says you pick one special ability from any archetype. Thousand Sons has Psyker which gives you psy rating and psyker trait and Rubric, which gives unnatural WP and perils dice. You took both psyker and Rubric it seems. If you get both special abilities then why would anyone looking at an advanced archetype not just do VoTL every single time? So unless Dachshund tells my rear end not to rules lawyer, you got to decide if you want to be a psyker, or if you want that WP and extra Perils Die.
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# ? Dec 21, 2016 14:17 |
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Yeah, you're gonna have to bump back your PR or give up the Rubric. You'll still have a Psy Rating either way because of Warpsmith, but you're either a PR 3 Psyker with the Rubric or a PR 6 Psyker without it.
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# ? Dec 21, 2016 21:53 |
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Well, to be fair, it says Special Ability, not Trait. But I don't mind knocking off the Unnat WP in favor of Psy Rating 6
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# ? Dec 22, 2016 00:28 |
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Interest post, thinking of doing a Berserker or something Khorne flavored. Edit: Stats http://orokos.com/roll/469021 Will get the character sheet thrown together tomorrow. Tarquin the Bloody Veteran of the Long War Alignment: Khorne DeathSandwich fucked around with this message at 05:51 on Dec 22, 2016 |
# ? Dec 22, 2016 03:02 |
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Gonna have a slaaneshi renegade for ya.
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# ? Dec 22, 2016 06:31 |
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Working on a Khornate heretek, who's obsessed with necrons (especially flayed ones) and thinks they're perfect living weapons.
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# ? Dec 22, 2016 10:01 |
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Hey, how do you feel about newbies ? I've always wanted to play this but never got the chance to and since deadline is the 6th I'd have time to read the rules.
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# ? Dec 22, 2016 11:48 |
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Everyone's a newbie once. App away, there's plenty of time!
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# ? Dec 22, 2016 12:05 |
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Hera Salvius, Gunslinger Injuries are a common thing, in the arenas of Gunmetal City. You're flinging bits of metal at each other at thousands of miles per hour; bad things are going to happen, even if you find yourself the winner. I should know. Two years in, I took a bullet to the spine, but at that point, I had enough noble favors stocked up to get myself a nice new bionic replacement. Not that finishing a deathmatch partially paralyzed is really something I'd recommend. But lose an eye? Even partially? You're done. Even a cybernetic won't do the trick, the desync between your meat eye and the machine one screws up shot placement, even if you get a real nice one with comparable resolution. So when that piece of ferrocrete shrapnel burrowed through my pupil and lodged itself in the bone of my eye socket, I did what I'd always been told to do - I prayed. I was doing the will of the nobility, the Emperor's chosen. Surely I was deserving of recovery? No? Well, you don't grow up two hab-levels from the Infernis without hearing that there are... other things you can pray to, when the Emperor turns a deaf ear. And surely enough, I came back better than ever. My new eye - it shows me how people are going to die, before they do. It's brilliant. Bought myself a nice, new pair of pistols and started a win streak that won't be beat for millennia, I'm sure. And I found new friends with my new sense of religious tolerance. And praying to their gods actually seemed to keep working. But the eye - it also started growing larger, and more bloodshot with every kill. I didn't notice at first, but after six years, the damned thing is popping halfway out of the socket, and it looks like a spider's spinning a jagged red web across my sclera. Eventually, someone would notice it for what it was - a mutation. No worries, one of my new friends said. He had been in astropathic contact with his patron from a faraway sector. He'd get me off-planet and set up somewhere new, away from the prying eyes of the devout, and all I had to do was one, last marathon deathmatch. With a team. Lord of Fate, give me the presence of mind to stay one step ahead of this mysterious benefactor. Lord of Perfection, let me strike unerringly. Lord of Life, keep me strong enough to endure. Lord of Battle, let my blood flow through my veins, and not across the decks of whatever warp-forsaken starship I'm on the way to. quote:Name: Hera Salvius Characteristics: 10#2d10 13 10 9 10 5 8 2 4 14 11 That's 84, by my count, so here's try 2. Characteristics, Try 2: 10#2d10 17 10 18 19 10 Infamy: 1d5+40 42 Legacy Weapon Abilities (Bellicose): 3#1d10 6 4 1 Jolinaxas fucked around with this message at 13:29 on Apr 6, 2017 |
# ? Dec 22, 2016 16:01 |
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Tarquin The Bloody "I never took much pride in Khorne's berserkers. Lobotomizing myself to never feel anything but rage makes for great amounts of bloodshed, but it makes you lose the appreciation of the art of combat and the joy of claiming of skulls for Khorne. Don't get me wrong, loosing oneself to the din of battle and the fury of mortal combat is something to be praised in the name of Khorne, but I've always felt like that rage is something to reach for; to become closer to our lord of bloodshed in combat rather than it being the status quo. The lows of the mundane are what make the highs of the fury and the anger so much more delectable. I should know, I've banded about with the likes of the berserkers before for a time. I have to admit their heart was in the right place, right until the point that one or another would seek to challenge me - That's when their head would find it's right place on the end of a spike. Me and The old Bonerender here would see to that." "I've been fighting wars against the servants of the corpse god for longer than most can remember, and you know what I've found? Their fervency to their dead savior is not unlike those of my lobotomized kin. Screaming in platitudes and indignation for strength, loosing sight of the big picture. It would almost be cute if it weren't so damned sad. They cry for their false messiah's aid like mewling pups but they lack what it takes to claim their father's favor off of the necks of their enemies. Their pretense of nobility is their undoing, and it gives me great pleasure to see their house of sand cast into ruin." "Now I'm stuck on this vessel about to be called on by a worm to scared to fight his own battles. He thinks I owe him a favor for getting me away from my raging kin. Little does he know this is only a distraction for me. I'll humor him for now, until it's time for my next project. Until that point, his head can stay on his shoulders. The skull throne will call for his as well in good time and I'll be happy to oblige." pre:Name: Tarquin The Bloody Archetype: Veteran of the Long War Alignment: Khorne Pride: Martial Prowess Disgrace: Destruction Motivation: Violence Characteristics: WS: 59 (30+19) +5 [archetype] +5 [pride] BS: 35 (30+5) S: 44 (30+14) T: 40 (30+10) Ag: 44 (30+14) Int: 32 (30+10) -5 [pride] -3 [Legacy] Per: 39 (30+9) WP: 47 (30+12) +5 [archetype] Fel: 33 (30+7) -4 [disgrace] Wounds: 20 IP: 4/4 Infamy: 41 (40 +2 [roll] +2 [disgrace] -3 [Rerolling gift per GM FIAT] Corruption: 40 (35 +5 [legacy]) Skills: Athletics Awareness +10 Common Lore (War) Dodge +10 Forbidden Lore (Adeptus Astartes, The Horus Heresy, The Long War, Codex Astartes) Intimidation +10 Linguistics (Low Gothic) Navigate (Surface) Operate (surface) Parry Survival Talents: Ambidextrous Ancient Warrior Bulging Biceps Disturbing Voice Enemy (Adeptus Astartes) Excessive Wealth Flesh Render Frenzy Hatred (Adeptus Astartes, Imperial Guard) Heightened Senses (Hearing, Sight) Legion Weapon Training Lightning Attack Lightning Reflexes Jaded Nerves of Steel Peer (Traitor Legions, Warlords, Mortal devotees of Khorne) Quick Draw Resistance (Cold, Heat, Poison) Unarmed Warrior Unshakable Will Traits: Amphibious Unnatural Strength +4 Unnatural Toughness +4 Fear (2) Dark Sight Abilities The Eternal Enemy - Gain ability and a piece of wargear of a similarly aligned CSM specialty Unstoppable Wrath: During combat, spend infamy and make opposed strength check to ignore successful parry OR Make +0 toughness check to ignore injury, stunning, fatigue, or death for a single round. Abhorrence Unchained: Upon killing a Hatred foe, roll +10 infamy to gain fear (2) and +1 damage vs that kind of hated foe Gifts: Face of Khorne Tail (Khorne) Gear: Legionnaire Power Armor -Customization: Careful Maintenance -Sustainable power Source -Osmotic Gill Life Sustainer -Enhanced Ceramite Plating -Auto Senses Legionnaire Bolt Pistol x 2 w/ 6 magazines Legionnaire Combat Knife 1 Legion Frag Grenade 1 Legion Krak Grenade Trophy Rack Legion Chainsword Experience: 5300/5500 Archetype 3600 Advances 1700/1900 Flesh Render (200) (K) Swift Attack (300) (K) Frenzy (200) (K) Excessive Wealth (500) (S) Lightning Attack (400) (K) Operate (Aeronautica) (100) (U) Acquisitions: Good Quality Castir Greataxe (-20 [VRare] -10 [Good Quality] +10 [Single Quantity] +10 [EW] +20 [Req Bonus] -20 [legacy] = -10) +Legacy Of Hatred: +2 damage vs hated targets, Good -> Best quality +Vigilant Pattern +Defender - Remove Unwieldly from weapon profile +Pendulum - Once per round gain bonus to a parry or dodge check equal to enemy's bonus to the weapon skill roll Skull Totem ( -20 [vrare] +10 [single quantity]) Infernal Star ( -30 [exrare] +10 [single quantity] + 10 [Excessive Wealth]) Best Quality Jump Pack (-10 [rare] -20 [best] +10 [single quantity] +10 [Excessive Wealth]) Starting infamy: http://orokos.com/roll/469112 Power Armor Customization: http://orokos.com/roll/469294 Legacy Weapon Abilities: http://orokos.com/roll/469312 DeathSandwich fucked around with this message at 22:46 on Dec 23, 2016 |
# ? Dec 22, 2016 17:02 |
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I'm tempted on doing a Plague Marine scheduled to be stationed on the Inescapable Fate, tagging along to get a look at his, er, inescapable fate. I am, however, a bit of a neophyte with this system.
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# ? Dec 22, 2016 18:22 |
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AJ_Impy, that's a little more organization than Chaos Marines actually have, but I think we can work up a character background along those lines that fits the fluff. Like I said, I'm 100% cool with newbies, everybody's new once. ------------------------ Rolling up mutations. Jolinaxas: Unaligned Mutations x3: 86 56, 20 28, 88 23 Your first choice set is Additional Limb, Strange Walk, Tail, Tentacle, Infernal Will, Inside-Out, Pseudo-Daemonhood, Intelligent Cyst, Warp Eater. Your second choice set is Winged, Blessed Fits, Steel Hearted, Boneless, Burning Body, Chaos Organ, Cyclops, Darksoul, Dimensional Instability, Emaciated. Your third choice set is Additional Limb, Strange Walk, Tail, Tentacle, Steel Hearted, Boneless, Burning Body, Chaos Organ, Cyclops. Whole lot of interesting possibilities in there. DeathSandwich: Yes, Ancient Warrior affects all weapons and armor with the Legion keyword in the name. Rewards Infamy x2 vs 44: 55 40 Gift, Reward: 91 61 Your normal mutation choices are Tail, Tentacle, Vampiric Addiction. Reward Reroll Infamy Burn and Result: 1d5 3 1d100 45 You lost 3 Infamy and in return you now have the Face of Khorne. Dachshundofdoom fucked around with this message at 01:10 on Dec 23, 2016 |
# ? Dec 23, 2016 00:23 |
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Interest post, writing up a pc. Got decent stats. Ronwayne fucked around with this message at 02:37 on Dec 23, 2016 |
# ? Dec 23, 2016 02:24 |
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Randall the Savage Randall the Savage is a true Amercian, a creature of raw courage and brutality that has fought for the rights of every man under his command. For the centuries after he first distanced himself from his chapter to rule over a feudal world as its sole champion, he has fought for what he felt was right, and has fought for his very life. Once a proud battle brother of the Space Wolves, Randall turned his back to the Imperium and his brothers when his greatest and closest comrade, Brother Bollea, was slain in accidental fire from an allied Guard camp; the fact that he could not seek vengeance hurt the Space Wolf's pride deeply, and for some time he felt as if the universe had come crashing down around him, fueling a pain deep within him. But he could not let it slide, and one night, took a stand against the division that had caused the accident, slaughtering them to the last man. Randall's convictions, his strong feelings of right and wrong, had been tainted by chaos, and once the deed was done he fled, taking to the furthest reaches of the Imperium to take control of a feudal world like the primachs of old. Now, he stands as lord of a small empire upon the planet of Amercia, where he refuses to take trouble for very long even from within his court. Sheet is WIP
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# ? Dec 23, 2016 02:53 |
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Prince Ranveer The dark skinned man takes a deep breath as he adjusts his golden scale armor. Everything must be perfect. Everything must be legendary. He daubs gently at the blood on his face, rubbing it between his fingers, making sure it hadn't yet gotten dry and tacky. He was to be fresh from the battle, and the poets would notice if the blood was drying. With a muttered prayer, Ranveer puts on his broadest grin and throws open the flap of the tent, his hands held high to the heavens in a gesture of triumph, his golden vest immaculate. He was the prince of his people and their greatest warrior, and as he entered the tent, his men threw fistfuls of colored powder into the air with raucous cheers as others beat on drums and began to sing out the prince's praises. Ranveer had down this countless times before. Every battle was followed with celebration as he sang his battles to his men, and the eldest of his people sat on the side, writing every note down, adding to the epic of the prince and his bloodline. Every movement the prince made was calculated to be as extravagant and daring as possible, and every word he uttered during the celebration was selected with the utmost care to titillate and excite. He moved with purpose, the scales on his armor jangling and clinking to the beat of the drum; everything would be perfect. His poem would be the best his people had ever experienced. His celebrations would be the grandest, and his triumphs the greatest. His father sat in his throne in the capital city, wounded too far to continue the crusades, and his tale had ended; Ranveer, in his youth, had known that day would come for him eventually and while the bards had seen to his father's tale, he had slipped away to meet with a sorcerer, a man who would place a geas upon the prince to ensure his tale would not be beaten. But as Ranveer sat down hard, beating his hand against he ground rhythmically as he described the beating he gave his foes and laughing the whole while, he felt a ball of dread grow in his stomach. He had promised the sorcerer his army and his aide when the time came, and the prince felt that time was coming. Prince Ranveer wipes his brow as the ceremony ends, cleaning the blood from his face as he motions for his men; several of his soldiers quickly move, making themselves into a chair for the prince to recline upon. He motions for his advisor, the grin still plastered upon his face and his mustache drooping from sweat. "Make ready my men, counsellor. The foe here gives our people no challenge, but I have had visions of a great and magnificent trial to bring honor upon the royal bloodline. We will depart within the week, so be certain the tale spinners are made comfortable." Even though he spoke with great confidence, Ranveer couldn't help but worry about what the sorcerer would demand of him.. Name: Prince Ranveer Race: Human Archetype: Renegade Pride: Grace Disgrace: Hubris Motivation: Legacy Characteristics: WS: 43+3+5 BS: 31+3-5 S: 37 T: 37 Ag: 39+5+5 Int: 38-4-4 Per: 35 WP: 30 Fel: 43+10 Wounds: 15/15 Infamy: 47 Corruption: 35 Alignment: Slaanesh Skills: Acrobatics +10 Athletics Awareness Charm +10 Dodge +20 Parry Scholastic Lore (Tactica Imperialis) Common Lore (War, Imperium, Screaming Vortex) Operate (Surface) Command Stealth, Medicae Linguistics (Low Gothic) Trade (Entertainer) Talents: Jaded Quick Draw Rapid Reload Weapon Training (Chain, Las, Primary, SP, Shock, Power) Heavy Weapon Training (Flame) Catfall Sure Strike Double Team Ambidextrous Traits: The Quick and the Dead Adroit: Fellowship Equipment: Common Craftsmanship Heavy Flamer Best-Craftsmanship Laspistol Best Craftsmanship Chainsword Carapace Armour medikit dataslate with annotated version of Tactica Imperialis Gifts of the Gods: Advancements 0/6000 Ag +5 250 WS +5 250 Fel +10 350 Acrobatics 100 Charm 100 Acrobatics +10 200 Charm +10 200 Dodge +20 400 Beloved Leader 200 Air of Authority 200 Lightning Reflexes 200 Excessive Wealth 200 Hard Target 300 Iron Discipline 300 Rapid Reaction 300 Assassin Strike 400 Into the Jaws of Hell 400 Two-Weapon Wielder 500 Blade Dancer 750 Horde Minion 750 Acquisitions: Raptuous Standard Power Sword ALL DICE: 10#2d10+25 35 37 37 37 29 31 43 38 39 30 1d5+40... John Dyne fucked around with this message at 04:35 on Jan 7, 2017 |
# ? Dec 23, 2016 18:43 |
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Eris Religious experiences abound on the Path to Glory; its followers are, after all, the servants of the true and wicked Gods. Most heretics can claim several, but 3|215-Kappa ("Please. Call me Eris.") likes to think of herself as unique -- she's never met anyone who feels about the Necrons the same way she does. On one of the usual strike-and-strip mission Hereteks like herself are often bribed to join with a share of the spoils, Eris and her fair weather allies discovered that the Mechanius fools they'd come to kill and loot had been very naughty. The omnissiah's ignorant zealots had pitched their camp over a Necron tomb world, worse, a Necron tomb world that had fallen prey to the strange, spiteful, divine echoes of the Flayer Virus. As her own mechanoid servants, the leading warlord, and the usual attendant chaff were artfully converted into the sector's hottest fashion statement, Eris managed to shake herself out of her dangerous fascination long enough to finish her on-site project: summoning a pair of the Blood God's less corporeal agents into a pair of coordinated, yet seemingly independent scarab swarms. When the dust (and chittering) subsided, Eris studied the remains of the perfect cretures she had been forced to destroy while she waited for what remained of the warband to regroup. Since they were deep in Imperial territory, Eris and her fellow heretics had to leave fast. Now she's followed everywhere by two swarms of seething metal that constantly murmur prayers to the Blood God -- prayers you can hear even when your vox is turned off. She finds it soothing. And don't fret! She saved some of the heads, and one day she'll figure out how to take this gift from Khorne by another name even further. While she's currently stymied in her insane (even for a heretek) quest by the lack of easily obtainable Necron parts, given their annoying propensity to teleport away when reduced to easily collected samples, Eris has recently been contacted by seer who claims to have the answer to all her problems. Since his reputation seemed to hold up, and the salvaged neural tissue from his messenger confirmed the offer, she's off to the one place to self-respecting worshiper of the Blood God would ever be caught: Q'sal. The chance to loot a dormant Tomb World is too good to pass up, even if she has to swallow what's left of her gorge. And if she gets a few new skulls for her collection, or Aleph gets to play with a few space marine bodies until they break, so much the better. pre:Name: 3|215-Kappa Race: Human Career: Heretek Pride: Wealth Disgrace: Greed Motivation: Innovation Alignment: Khorne characterics rolls: 10#2d10 10 11 11 13 4 14 15 7 5 16 drop the 4 starting infamy: 1d5 2 Characteristics WS : 36 = 25 + 11 + + + BS : 50 = 25 + 15 + + + 10 S : (62)32 = 25 + 07 + + + T : 44 = 25 + 14 + + + 05 AG : 30 = 25 + 05 + + + INT : (7)59 = 25 + 16 + 05 + 03 + 10 PER : 35 = 25 + 10 + + + WP : 33 = 25 + 11 + - 03 + FEL : 38 = 25 + 13 + + + Infamy: 42 Corruption: 41 Wounds: 10+1d5 11 Initiative: 1d10+5 AP 25 All Force Field 35, no overload No Dodging, Parry 46 Skills: Common Lore (Imperium, War, Adeptus Mechanicus, Tech) Linguistics (Low Gothic) Trade (Armorer) Logic Parry +10 Tech Use +20 Forbidden Lore (Xenos, Daemonology) Scholastic Lore (Chymistry) Command +20 Intimidate (+10 Gift) Psyniscience Talents: Die Hard Technical Knock Weapon Training (Las, Primary, Shock, Power) Mechadendrite Training (Utility) Total Recall Armour-Monger Cold Hearted Enemy (Adeptus Mechanicus) Excessive Wealth Traits: The Quick and the Dead (+2 init) Disgrace (Greed) -10 to commerce Traitor to Mars (2 free GC cybernetics, Mechanicus Implants, +10 loyalty for mech minons) Machine 8 Unnatural Intelligence +2 Mutations: COLLAR OF KHORNE!!! Eye of Chaos (Psyniscience, +10 intimidate) Slayer Limb (Reaper Autocannon, khorne adds tearing) Gear: Best-Craftsmanship Lascarbine w/ 2 magazines, Common-Craftsmanship Power Axe Light Carapace Armour unholy unguents combi-tool dataslate Utility Mechadendrite Lumenin Capacitors Acquisitions: 8X Mechanicus Assimilation (-10 rare -10 x8 quantity +10 excessive wealth) Jump Pack (-10 rare +10 single) BC Terminator Armor +5 command (+10 Single +10 Excessive wealth +20 pride +20 starting allowance -50 near unique -20 craftsmanship) CC Reaper Autocannon (+10 single +10 excessive wealth -30 ex rare) Cybernetics: Mechanicus Implants GC Mind Impulse Unit (free) GC Cerebral Implants (free) 8X Mechanicus Assimilation (praise khorne, glory to the machine) Powers: kill all psykers in the name of the blood god Advancements (6000/6000): Horde Minion of Chaos (Prayer Swarm Aleph) 750 Horde Minion of Chaos (Prayer Swarm Becquerl) 750 Excessive Wealth 500 Operate (Aeronautica) 200 FL (daemonology) 300 command, command +10, command +20 700 tech-use +20 500 WS +5 250 WS +10 500 INT +5 250 INT +10 500 Parry +10 200 TGH +5 250 Intimidate 200 Medicae 200 pre:Prayer Swarm Aleph (Horde Minion) prayer swarm aleph stats: 10#2d10 17 9 6 13 3 9 14 7 10 14 drop the 3 21/21 Magnitude Machine 2 Parasite Hoverer 4 Street Fighting Weapon Training (Chain) Flesh Render Lightning Reflexes Takedown WS : 29 = 10+14+5 BS : 17 = 10+7 S : 32 = 10+17+5 T : 20 = 10+10 AG : 24 = 10+14 INT : 23 = 10+13 PER : 19 = 10+9 WP : 19 = 10+9 FEL : 16 = 10+6 Gear: Horrible, Tearing Mandibles (Chain Greatsword) 2d10+5 R Pen3 Tearing, Unbalanced Surprising Resilient Carapace (Guard Flak) AP 4 pre:Prayer Swarm Becquerl (Horde Minion) prayer swarm becquerl stats reroll: 10#2d10 11 9 12 12 4 8 12 14 11 6 drop the 4 21/21 Magnitude Machine 2 Fanatic Hoverer 4 Street Fighting Weapon Training (Chain) Flesh Render Lightning Reflexes Takedown WS : 29 = 10+14+5 BS : 16 = 10+6 S : 27 = 10+12+5 T : 22 = 10+12 AG : 22 = 10+12 INT : 19 = 10+9 PER : 21 = 10+11 WP : 21 = 10+11 FEL : 18 = 10+8 Gear: Horrible, Tearing Mandibles (Chain Greatsword) 2d10+4 R Pen3 Tearing, Unbalanced Surprising Resilient Carapace (Guard Flak) AP 4 pre:Combat Block: WS BS S T AG INT PER WP FEL 36 50 (62)32 44 30 (7)59 35 33 38 IP: 4/4 Wounds: 11/11 Initiative: 1d10+5 AP 25 All Force Field 35, no overload No Dodging, Parry 46 Skills/Talents/Gear/Gifts of note: Command 58 (63 with gear) Tech Use 79 (99 with gear) Jump Pack Slayer Limb (Reaper Autocannon, khorne gives tearing) Common Crafstmanship Reaper Autocannon 300m S/4/– 3d10+8 I Pen6 Clip40 Rld2Full Reliable, Twin-Linked, Tearing Common Craftsmanship Power Axe 1d10+13 E Pen6 Power Field, Unbalanced Prayer Swarm Aleph WS BS S T AG INT PER WP FEL 29 17 32 20 24 23 19 19 16 21/21 Magnitude, AP6 Machine 2, Hoverer 4, Parasite Street Fighting, Flesh Render, Lightning Reflexes, Takedown Horrible, Rending Mandibles 2d10+8 R Pen3 Tearing, Unbalanced, +1d10 per 10 magnitude Prayer Swarm Becquerl WS BS S T AG INT PER WP FEL 29 16 27 22 22 19 21 21 18 21/21 Magnitude, AP6 Machine 2, Hoverer 4, Fanatic Street Fighting, Flesh Render, Lightning Reflexes, Takedown Horrible, Rending Madibles 2d10+7 R Pen3 Tearing, Unbalanced, +1d10 per 10 magnitude wiegieman fucked around with this message at 08:11 on Jan 6, 2017 |
# ? Dec 23, 2016 19:14 |
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Backstory on my character up, is mostly complete now except getting my combat block sorted and in a readable shape.
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# ? Dec 23, 2016 22:44 |
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I want to make Ugo the Berserker, who's crazy, even for Berserker - crazy like a fox! He's going to remember who he kills on the Inescapable Fate, then go to Eye of Terror to find them and kill them again, as a double offering to the Blood God! Then he's going to kill that loving Sorceror Zolan. And whoever else is handy, really. Lotta killing. He's also there to study the Hadex anomaly, so that one day, all that time spent killing can be put towards killing time, his greatest foe! So restrictive, time spent killing something is time that won't let you kill something else! Abilities 10#2d10, Infamy 40+1d5: 10#2d10 3 3 18 9 8 11 5 12 14 12 40+1d5...
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# ? Dec 24, 2016 00:10 |
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Corrosion, Traitor Iron Hands Chosen "If you see one of those psychotic hazard striped bucket of bolts, you run for cover and get heavy weapons on line. Stay calm and you and your mates might come out of it ok. But if you see the one whose armor is smooth ceramite with a red pauldron on his right and a red bionic arm, call it in but don't expect it to do you any good. Make your peace with the Emperor and hope your mates remembered to do the same. Because that's the one they call Corrosion and nothing short of the Emperor's divine will and a Leman Russ squadron is gonna save your souls. - Unknown Guardsman, executed for heresy, Siege of Vraks 813.M41 Beneath an exterior of cold metal burns a soul as bright as a dying star, the essence of a being who sought to rule the galaxy at his Primarchs's side. A Terran raised in the tribal customs of Old Albia, Corrosion has seen action from the very first battle of the Xth Legion throughout 10,000 years of war (real time). He rose meticulously through the ranks of the Iron Hands Legion to the ranks of Clan Avernii's Morlock elite and from there, there was potential for greatness. Corrosion dreamed of becoming the leader of his Clan and to fight the Great Crusade for eternity alongside Ferrus Mannus, but events ensured this was not to pass. Corrosion was among the fallen on Istvaan V, captured by the Alpha Legion, and indoctrinated to the point of losing all sense of self. With his dreams stripped away from him as easily as his dying flesh, Corrosion now exists only to seek his revenge. Corrosion's partnership with the sorcerer Zolan Usoi is one of mutual benefit. The sorcerer weaves rifts through the warp and allow Corrosion to strike alone at key targets in Imperial space and within the Screaming Vortex in exchange for acquiring something on the target world for the sorcerer. This time it's different: Corrosion assists with this job and Zolan promises to put him on the same world as the Alpha Legionnaire who broke his mind and turned him loose on his old Legion as a cyborg. He's pretty sure that whatever safeguards were implanted in his mind are irrelevant due to the level of augmentations he has undergone since breaking free of the Traitor Legions after the heresy. The hydra will die screaming, no matter how many heads need to be decapitated. pre:Name: Corrosion Archetype: Chosen Pride: Foresight (+5 Per/-5 Fel) Disgrace: Wrath (+5 Per/-2 WP/-1 Wound) Motivation: Perfection (+5 Per/-3 Fel/-3 Int) Alignment: Unaligned Special Ability: Cold Killer Characteristics: WS 51 (46 + 5[Advances]) BS 42 (42) S 40[70] (40) [Power Armour/Bionics] T 42 (42) Ag 51 (46 + 5[Advances]) Int 41 (39 - 3[Motivation] + 5[Advances]) Per 60 (45 + 15[Passions]) WP 40 (37 - 2[Disgrace] + 5[Advances]) Fel 29 (37 - 8[Disgrace/Motivation]]) Inf 44 (44) Wounds: 20 (21 Starting - 1[Disgrace]) Infamy Points: 4 Corruption: 35 Experience: 5,500/5,500 Banked Experience: 0 Alignment Counter (KNST): 3/0/2/1 Advances: Ancient Warrior (250) Armour-Monger (500) Awareness +10 (350) Combat Sense (250) Crushing Blow (750) [Khorne] Excessive Wealth (250) [Slaanesh] Preternatural Speed (750) [Slaanesh] Swift Attack (500) [Khorne] Tech-Use (200) Trade (Armourer) (200) Whirlwind of Death (500) [Khorne] Simple Ag Advance (250) Simple Int Advance (250) Simple WS Advance (250) Simple WP Advance (250) [Tzeentch] Skills: Athletics Awareness +10 [Warp Sight] Common Lore (War) Dodge +10 Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War) Intimidate Linguistics (Low Gothic) Navigate (Surface) Operate (Surface) Parry Tech-Use Trade (Armourer) Talents: Ambidextrous Ancient Warrior Armour-Monger Blade Dancer Bulging Biceps Combat Sense Crushing Blow Double Team Excessive Wealth Legion Weapon Training Heightened Senses (Hearing, Sight) Lightning Reflexes Nerves of Steel Preternatural Speed Quick Draw Rapid Reload Resistance (Cold, Heat, Poisons) Sprint [Bionics] Swift Attack Sure Strike Unarmed Warrior Whirlwind of Death Traits: Amphibious Dark Sight [Auto-senses) Machine (8) Unnatural Strength (+4) Unnatural Toughness (+4) Bionics: 2 B.C. Bionic Arms (Acquisition #1) B.C. Bionic Legs (Acquisition #2) B.C. Embedded Auspex (Acquisition #3) Mechanicus Assimilation (8) (Acquisition #4/+20 Bonus) Gifts of the Gods: Limb Loss (lol who cares because bionics) Warp Sight Starting Equipment Legion Power Armour - Scavenged Reconstruction - Auto-senses - Enhanced Ceramite Plating - Sustainable Power Source Legion Bolter w/4 magazines Legion Bolt Pistol w/2 magazines Legion Chainsword Legion Combat Knife pre:Primary Combat Block: WS BS S T Ag Int Per WP Fel 51 42 40[70] 42 51 41 60 40 20 Wounds: 20/20 Infamy: 4/4 Initiative: 1d10+6 Half Move: 6 Full Move: 12[18] Charge: 36 Run: 36 Sprint: 72 SB: 8[11] (Bionics/Power Armour) TB: 8[10] (Bionics) Armour: 18[20] (All/Body) Awareness: 80[110] (Auspex) Dodge: 61 Parry: 51[61] (Chainsword) Weapons: (Currently selected weapons are in BOLD) Legion Bolter 100m S/3/- 1d10+9 X Pen: 4 Clip: 24/24 Rld: Half Special: Tearing Legion Bolt Pistol 30m S/2/- 1d10+9 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing Legion Chainsword 1d10+17 R Pen: 3 Special: Balanced, Flesh Render, Tearing Legion Combat Knife 1d10+14 R Pen: 2 Noteworthy Talents Combat Sense: Corrosion uses his Per Bonus in place of his Ag Bonus when rolling initiative. Double Team: Corrosion gains an additional +10 when ganging up on an opponent. Stacks for a total of +20 if another member of the party has this talent. Heightened Senses (Hearing/Sight): Corrosion gains +10 to any tests specifically involving these senses. Lightning Reflexes: Roll twice for initiative. Nerves of Steel: Corrosion may reroll failed WP tests to avoid or recover from pinning. Additionally he gains a +10 bonus to WP tests to resist intimidation. Quick Draw: Corrosion can draw and ready a weapon as a free action if it is a pistol, basic-class ranged weapon, or a melee weapon that can be wielded in one hand. Sure Strike: Corrosion reduces melee called shot penalties by 10. Whirlwind of Death: Corrosion adds half his WS Bonus to horde magnitude damage. Noteworthy Traits Dark Sight [Auto-senses]: Corrosion is able to see normally even in areas of total darkness. He also never takes a penalty for fighting in areas of dim or no lighting. Machine (8): Corrosion does not breathe, is immune to the effects of vacuum, extremes of cold, any mind-influencing psychic effects, and his armour points apply towards fire damage. The value in parenthesis indicate the amount of Armour Points granted by the trait, which stacks with worn armour but not Natural Armour. Unnatural Characteristics (S+4/T+4): Value is added directly to the relevant Characteristic Bonus. Also whenever Corrosion succeeds on a test utilizing these characteristics, he gains bonus DoS equal to half of the Unnatural Characteristics value. Noteworthy CSM Implants Viva Miriya fucked around with this message at 20:17 on Jun 13, 2017 |
# ? Dec 27, 2016 05:03 |
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I am going to drop my application to focus on the other game. Have fun.
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# ? Dec 28, 2016 00:28 |
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Working on a Slaaneshi Apostate.
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# ? Dec 28, 2016 07:10 |
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Okay, holidays are over, back to posting. Yell at me if I forget you. Dyne: Rewards Infamy x2 vs 47: 95 27 Gift, Reward: 24 33 Your choice of Boneless, Burning Body, Chaos Organ, Cyclops, Darksoul. You also get a Daemon Weapon, because we're on Daemon Weapon Oprah I guess. Daemon Whatever of Slaanesh, Binding Strength 0, Lashing + Shrieking Daemon Weapon Attributes (Slaanesh x2): 10 52 Dyne has selected Lashing and Shrieking. Wiegieman: Rewards Infamy x3 vs 42: 84 29 67 Gift, Reward, Gift: The first result is being replaced with Eye of Chaos because the dice should really be ashamed of that showing. Apart from that, you also get Collar of Khorne and your choice of Projectile Attack, Grossly Fat, Slayer Limb, Strange Voice, or Additional Limb. Viva Miriya: Unaligned Mutations x2, except better: 63 81, 26 98 Your choice of Intelligent Cyst, Warp Eater, Limb Loss, Magnificent Horns, Grossly Fat, Slayer Limb, Strange Voice, Additional Limb, Strange Walk. Your choice of Burning Body, Chaos Organ, Cyclops, Darksoul, Tentacle, Vampiric Addiction, Warp-Touched, Warpsight, Wreathed in Chaos, Addiction.
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# ? Dec 29, 2016 02:54 |
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So many binding strength 0 Daemon weapons. I'm going to laugh when ya'll get body snatched.
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# ? Dec 29, 2016 03:20 |
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I take Limb Loss (lol bionics) and Warp Sight
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# ? Dec 29, 2016 04:22 |
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fart
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# ? Dec 29, 2016 04:28 |
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Taking Burning Body, since as a follower of Slaanesh, the flames aren't visible and don't cast any light, so I can literally just burn people by hugging them. MY SPIRIT BURNS WITH AN AWESOME POWER
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# ? Dec 29, 2016 09:08 |
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Took Slayer limb, time for a tearing autocannon.
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# ? Dec 29, 2016 10:17 |
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Is recruitment still open? Because if so I plan on submitting an Alpha Legionnaire.
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# ? Dec 29, 2016 18:29 |
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Recruitment won't close until the 4th. Post away.
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# ? Dec 29, 2016 21:10 |
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Would getting a Good or Best quality suit of power armor allow the use of additional Subsystems, or only if I roll for the Customization that does so?
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# ? Dec 29, 2016 22:07 |
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Going on holiday, won't be back til the 5th, so with regret I withdraw my tentative interest and wish everyone involved a wild ride through time.
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# ? Dec 29, 2016 23:34 |
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# ? Apr 23, 2024 09:23 |
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"Once we enter the fortress-monastery leave the Apothecary to me. We'll need him alive if we're to enter the gene-vaults." -Actus, just prior to his squad breaching an outpost on an Eagle Warrior's chapter recruitment world Actus Vall is a true veteran of the Long War. He was a freshly-promoted sergeant of the Alpha Legion when he took part in the Drop Site Massacre, where he personally slew more than a dozen Raven Guard and more notably a Salamanders Legion-Centurion how died from an expertly shot bolt-round to the throat. He would continue to prove himself a useful asset as a vanguard scout and ambush specialist, often utilizing a heavy lascannon to destroy high-value targets, then exfiltrating before a counter action could be conducted. Actus Vall gives no serious veneration to the Dark Gods and expects nothing from them in return. He believes in his own strength and the strength of his equipment, which he keeps in exceptional condition and free of corruption at all times, especially his MK. V power armor. This excessive maintenance of his equipment is part of the reason he is so easily able to blend in with loyalist forces, as with only a change in paint and emblems he can easily pass for any battle-brother at a casual glance and to the untrained eyes of non-astartes the disguise is near flawless. His time infiltrating loyalist forces has also allowed him to acquire countless minor artefacts and equipment that he and his legion have been able to sell on black markets in order to fund their operations. Actus has been called upon by the Tzeentcian sorcerer known as Zolan Usoi to repay a debt that he has owed for quite some time. In the past Actus had needed aid to infiltrate a highly secure facility of the Imperium of Man to obtain a rare relic within. The Alpha Legionnaire had sought Zolan in order to gain powerful and costly enchantments that would allow him to effortlessly enter the fortress-vaults unseen and undetected by traveling through the shallow space between reality and the true depths of the warp, a shadowy border plane that is both real, not-real, and neither all at the same time. In exchange Vall had promised to repay the favor in kind whenever the witch-marine should call upon him. The enchantments worked, though they mostly faded after his mission was complete, and Vall infiltrated the Imperial base easily and claimed his prize. However, as Actus tried to leave with it he had the misfortune of crossing paths with a sanctioned psyker who could detect his presence. Unable to fight back in from the border-realm the Legionnaire was forced to flee, but not before the psyker was able to telekinetically pluck his eyes from his skull. When Actus returned to realspace he found that he was not as blind as he thought. His empty sockets had become portals into the warp through which he could still see in a sense, people's souls appearing as bright lights in a dark, shadowy world. In time and with the aid of a skilled Warpsmith Actus was able to modify his helmet's auto-senses to partially compensate for his loss in visual clarity. Another side-effect of losing his eyes is that they remain somewhere in the warp to this day and his physical form longs to be whole again, or at the very least all on the same plane of existence. And so with effort and perhaps some residual power from the original enchantments that sent him there Actus is able to will himself back into the border-realm for short periods of time, becoming invisible and incorporeal and allowing himself unmatched ability to enter secure areas or claim advantageous ambush points, all skills he puts to use regularly. Now Zolan Usoi has called in the favor he is owed, reaching out to Actus through the channels instructed to him. Vall responded with almost concerning swiftness, appearing ready and supposedly eager to carry out his end of the deal, although it is always difficult to trust the motivations of one of the Sons of Alpharius. His armor and weapons are gleaming and ready for battle, and the light of the abyss shines from behind the lenses of his emotionless helm. Actus Vall stands ready for whatever lies ahead, and who better to send amongst ghosts than a wraith? pre:Name: Actus Vall Race: Chaos Space Marine Archetype: Alpha Legionnaire Pride: Wealth Disgrace: Wrath Motivation: Perfection Alignment: Unaligned Characteristics:
pre:Combat Quick Sheet Characteristics WS: 41 T: 45 Per: 51 BS: 53 AG: 44 WP: 36 S: 33 Int: 46 Fel: 35 Wounds: 19/19 Armour: 11 - All Dodge: +10 Parry: +10 Weapons:
Who What Now fucked around with this message at 23:04 on Jan 6, 2017 |
# ? Dec 30, 2016 00:31 |