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MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Brother-Captain Orlov, Keeper of the Armoury



"How can I help you today, Brother? Planning to slaughter vast hordes of daemon-possessed genetic-mutant zombie ape-creatures? Intent on forcing insectoid hive-minds to see the benefits of the Imperial Creed? Facing imminent xenocide from ancient berserker-bots with no off-switch? Hoping to draw down on the Eternal Brotherhood of Independent Thought? I've got death dust, hallucinogen gas, world-wreckers, hell-weapons, atmosphere-eaters, self-replicating mind-viruses, WMDs incorporating the latest cloaking technology from Mars, atom bombs the size of atoms, hand grenades that can obliterate the galaxy..."

pre:
Name: Brother-Captain Jed Orlov
Race: Chaos Space Marine
Archetype: Warpsmith Techmarine
Alignment: Unaligned
Pride: Wealth
Disgrace: Destruction
Motivation: Innovation

Characteristics:
WS   48  (30 + 13 + 5 (Advances))
BS   42  (30 + 12)
S    43  (30 + 13)
T    54  (30 + 14 + 5 (Archetype) + 5 (Advances))
Ag   39  (30 + 9)
Int  67  (30 + 14 + 5 (Archetype) + 3 (Motivation) + 15 (Advances))
Per  43  (30 + 13)
WP   44  (30 + 12 - 3 (Pride) + 5 (Advances))
Fel  33  (30 + 7 - 4 (Disgrace))
Inf  43  (19 + 2 + 15 (Chargen) + 2 (Disgrace) + 5 (Advances))

Wounds  22
Corruption  32

Skills:
Athletics
Awareness
Common Lore (Adeptus Mechanicus, Tech +10, War)
Dodge +20
Forbidden Lore (Adeptus Astartes, Adeptus Mechanicus, Archaeotech, Daemonology, The Horus Heresy and the Long War)
Linguistics (Low Gothic, Techna-Lingua)
Medicae
Navigate (Surface)
Operate (Surface)
Parry
Scholastic Lore (Occult)
Scrutiny
Sleight of Hand +30
Tech-Use +30
Trade (Armourer)

Talents:
Ambidextrous: Reduce penalties for wielding two weapons.
Ancient Warrior: +10 to Fel Tests when dealing with other veterans. CSM Minions increase loyalty by +10. 
                 Legion weapons count as one Availability category easier.
Armour-Monger: Increase AP of worn armour by 2.
Bulging Biceps: Fire heavy weapons without bracing. No penalty for failing to brace.
Crushing Blow: Add half WS bonus to melee damage.
Disarm: Make a Full Action Opposed WS Test to force enemy to drop weapon. At 3 DoS, may take the weapon instead.
Disturbing Voice: +10 to Intimidate, -10 to Fel in non-threatening situations.
Enemy (Adeptus Mechanicus): -10 to interactions against Enemy.
Excessive Wealth: +10 to Acquisition tests.
Ferric Summons: May summon ferrous items up to 2xWP bonus in kg from 40m away.
Heightened Senses (Hearing, Sight): +10 to Per tests relating to sense.
Legion Weapon Training: May use any non-exotic weapon without penalty.
Master Enginseer: +10 to Tech-Use tests. May spend Infamy Point to auto-succeed at Tech-Use test.
Mechadendrite Use (Utility): May use mechadendrites.
Nerves of Steel: May reroll failed Pinning tests. +10 to resist Intimidation.
Precise Blow: Reduce Called Shot penalty by 10.
Quick Draw: Ready weapons as a Free action.
Rapid Reload Halve time taken to reload weapons.
Resistance (Cold, Fear, Heat, Poisons): +10 to resist effects.
Sound Consitution (4): +1 wound.
Sure Strike: Reduce Called Shot penalty by 10.
Swift Attack: May make Swift Attack actions.
Technical Knock: May unjam weapons as Half Action.
Total Recall: May automatically remember trivial information.
True Grit: Reduce Critical damage by TB, to minimum of 1.
Unarmed Warrior: Gain Natural Weapons trait.
Unshakeable Will: May reroll failed Fear tests.
Weapon-Tech: Increase damage and Pen of all Melta, Plasma, Power and Exotic weapons by Int bonus for one round.
Whirlwind of Death: Add half WS bonus to damage against hordes.

Traits:
Amphibious: Can stay underwater indefinitely.
Binaric Curse: As a Half Action, may spend an Infamy Point to curse one piece of tech within 10 metres.
               Weapons gain Overheats or Unbalanced until the end of the encounter. Other technology fails in some way.
Cybernetic Dominion: Minions that possess the Machine Trait gain +10 Loyalty.
Machine (1): Immune to vacuum, cold, mind-influencing psychic powers. +1 Armour Point. Armour Points reduce fire damage.
Master of Mechamorphosis: Gain a +10 Sympathy Modifier during the Ritual of Binding for daemon engines.
                          May spend an Infamy Point to gain an additional +20 to the Binding Ritual.
Mechanicus Implants: May use Mechanicus cybernetics.
Unnatural Intelligence (+2): Increase Int bonus.
Unnatural Strength (+4): Increase S bonus.
Unnatural Toughness (+4): Increase T bonus.

Gear:
Legionnaire Power Armour
  Mk.V 'Heresy'
   - Helm of Mordicus: Provides AP 7 to the head, Mk2 Auto-senses, +5 Ballistic Skill, 
                       +10 to Command Tests, +5 Fellowship against Space Marines.
   - Pristine Condition: +1 AP until the wearer suffers injury or becomes dirty, 
                         then –3 Initiative until the armour can be repaired.
Legionnaire Bolt Pistol
Legionnaire Combat Knife
Utility Mechadendrite
Mechatendril
Good Cerebral Implants
Good Mechanicus Assimilation
Fallen Magos Power Axe
Ferric Lure Implants
Dataslate

Good Legionnaire Meltagun (Acquisition)
Best Legionnaire Plasma Pistol (Acquisition)
Scrap Code Generator (Acquisition)
Servo-Arm (Acquisition)
Best Legionnaire Terminator Armour (Pride)
  - A Fury like Lightning: +5 Agility, +1 to Initiative.

Experience: 14,950 / 15,000

Advances:
Int +5                        250
Int +10                       500
Int +15                       750
T +5                          250
WP +5                         250
WS +5                         250
Inf +5                        500
Common Lore (Tech) +10        350
Dodge +10                     350
Dodge +20                     500
Forbidden Lore (Archaeotech)  200
Sleight of Hand               200
Sleight of Hand +10           350
Sleight of Hand +20           500
Sleight of Hand +30           750
Tech-Use +20                  500
Tech-Use +30                  750
Armour-Monger                 500
Crushing Blow                 750
Disarm                        250
Excessive Wealth              250
Ferric Summons                250
Master Enginseer              750
Precision Blow                500
Sound Constitution            250
Sound Constitution            250
Sound Constitution            250
Sound Constitution            250
Sure Strike                   250
Swift Attack                  500
True Grit                     750
Weapon-Tech                   250
Whirlwind of Death            500
Characteristics: 10#2d10 13 12 13 14 14 6 12 9 7 13
Infamy: 1d5 2
Wounds: 1d5 5
Armour Mark: 1d10 2
Armour Histories: 2#1d5 4 2
Armour Histories #2: 2#1d10 10 9
Terminator Armour History: 1d5 5
Terminator Armour History #2: 1d10 5

MaliciousOnion fucked around with this message at 04:38 on Jul 6, 2018

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MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
(Sigh)


So, what did I do wrong in my character? So I know to avoid that in the future? Given how my character was actually Done, as opposed to a character sheet with no background or other information?

Or did I just get unlucky and apply for a position that someone who was promised a spot wanted?

Long story short, I'd just like to know what removed me from consideration so I don't make that mistake in the future.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil


pre:
BASIC HISTORY

Name: Diona Kaine		Homeworld: Imperial World (Calabria)	Career: Guardsman (Grenadier)
Rank: Guard (2)		Divination: The Wise Man learns from the Deaths of Others (+3 Int)
Skin Colour: Fair		Hair Colour: Reddish Brown		Eye Colour: Dark Brown
Age: 18				Experience: 50/500 XP					

CHARACTERISTICS

			Start		Advance		Final
Weapon Skill:		31		+0		31
Ballistics Skill:	37		+5		42
Strength:		37		+0		37
Toughness:		36		+5		41
Agility:		33		+0		33
Intelligence:		35		+0		35
Perception:		29		+0		29
Willpower:		35		+0		35
Fellowship:		29		+0		29

Wounds: 11
Fate Points: 2
Insanity Points: 2
Corruption Points: 0
Prestige: 0/0 

TRAITS

- Blessed Ignorance: Your wise blindness imposes a -5 penalty on Forbidden
Lore (Int) Tests.

- Hagiography: Common Lore (Imperial Creed, Imperium, War) (Int) are Basic Skills.

- Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are Basic Skills.

- Superior Origins: Willpower +3.

BASIC SKILLS

Common Lore (Imperial Creed, Imperium, War) (Int)
Literacy (Int)
Speak Language (High Gothic) (Int)

ADVANCED SKILLS

Speak Language (Low Gothic) (Int)
Drive (Ground Vehicle) (Ag)

TALENTS

- Melee Weapon Training (Primitive): Use weapons without penalty.

- Pistol Training (Las): Use weapons without penalty.

- Basic Weapon Training (Las): Use weapons without penalty.

- Basic Weapon Training (SP): Use weapons without penalty.

- [i]Basic Weapon Training (Launcher): Use weapons without penalty.

GEAR

Lasgun with auxiliary grenade launcher and 2 charge packs
4 frag grenades, 2 smoke grenades
Good Quality Guardsman Flak Armour, 4 AP All (Microbead in helmet)
Uniform (Common Quality Clothing)
Web Harness
--Medkit
--Combat Knife (No Primitive Tag)
--Whistle
Field sack
--Bedroll
--Imperial Infantryman's Uplifting Primer
--Mess Kit
--Personal grooming kit
--9-70 entrenching tool (May be used as an Axe in combat)
--Sandbags (10)
--Weapon maintenance kit
--Combat ration pack

ADVANCES
Ballistic Skill Basic: 100 XP
Toughness Basic: 250 XP
Grenadier Role: 100 XP
Life on a Paradise World generally sucks when you're not one of the nobility vacationing there. The daughter of menial bureaucrats who would undoubtedly wind up either being shuffled to a brothel somewhere if pretty enough (Which she wasn't, a combination of a hostile-demeanour and only average looks managed to dodge that bullet) or following in the footsteps and being another generic bureaucrat.

So it came to a complete surprise that, when running an errand, she found herself conscripted into the guard. She hasn't yet decided if dying in a glorious blaze of destruction is better then dying a slow, boring death just yet./i].

Stats Rolled:
http://invisiblecastle.com/roller/view/3166723/

Wounds:
http://invisiblecastle.com/roller/view/3166727/

Fate Points:
http://invisiblecastle.com/roller/view/3166729/

Divination:
http://invisiblecastle.com/roller/view/3166731/

pre:
WS     BS     S      T      Ag     Int    Per    WP     Fel
31     42     37     41     33     35     29     35    	29
Wounds: 11 / 11        Fate: 2 / 2
Armour: Arms 4, Body 4, Head 4, Legs 4

Lasgun   100m  S/3/–  1d10+3E  Pen. 0  Clip 60  Full  Reliable
Combat Knife          1d5R     Pen. 0                 Primitive
Aux. G.Launcher 45m   S/-/-            Clip 1         
Frag Grenades  9      2d10X    Pen. 0                 Blast (4)
Smoke Grenades 9                                       Smoke

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
++Brother-Captain Orlov Pre-Deployment Observations - Audio Log++

++Appendix I - Low Gothic Transcript++

Brother-Librarian Catchibald:
Spends entirely too much time focused on the abberant nature of the Warp, and sustenance. Should spend more time on the dependable nature of ballistic weaponry. However, from his predilection for remaining within his battle armour at all times, I can infer that he realises that the flesh is weak. This is acceptable.

Brother-Antiquarian Xaiphos: One of the few Ravens whom I would consider my equal in understanding the importance of hoarding the relics of our chapter. Perhaps devotes too much focus on books and iconography - such things have no use in the crucible of battle. Perhaps that is a good thing - he can keep those relics in which I have no interest, and pass on those that I seek.

Brother-Chaplain Aster: An entirely superfluous position, the Chaplain. We are Astartes, we do not require spiritual guidance. Nevertheless, I have seen Brother Aster training in the melee pits, and am eager to see how he handles the accursed crozius I provided him.

Brother-Sergeant Solomon: Tasked with one of the most important roles within the chapter - training our initiates to be future Blood Ravens. I have Sergeant Solomon to thank for uncovering an error in my armoury catalog - he turned in a bolt pistol with a serial number far higher than any other weapon. I had to spend fourteen days, six hours, three minutes and twelve seconds re-cataloguing the entire armoury, but it was time well spent. One small error resulted in the rediscovery of eighty-one artifacts previously thought lost.

Brother-Sergeant Thyrakos: The perfect test-bed for any new and unproven relics. Unafraid to put himself in danger. Incidentally, it is surprising how trivial it is to convert a Traitor sonic cannon into a Volkite relic by simply attaching some spare vents and Aquilas.

Lord Captain Vespasian Osgrim Thurgood-Redcliffe XIV: For a civilian, his collection of military hardware is impressive. Preliminary inventory of his vessel would indicate a ninety-eight point seven four five per cent chance he has holy Adeptus Astartes equipment in his possession. If so, this will need to be rectified. Even if they are not Blood Raven relics.

Francisco de Borja: Passive olfactory scans indicate a high concentration of chemicals within de Borja's vicinity. While battle-stimulants can be beneficial for civilians, their overuse can have serious side-effects, including increased aggression, reduced high-level cognitive function and permanent damage to the male reproductive system. The civilian should be passively monitored for potential complications.

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