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  1. - Top - End - #1
    Firbolg in the Playground
     
    Lycan 01's Avatar

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    Default Deathwatch: OOC Thread

    Alright folks, here's the OOC thread. Please try to reserve a post near the top of the page for your character sheet.


    ---

    Mission Premise

    Tantalus is dying. As the jaws of the Tyranid menace close around this once-proud Imperial world, the Deathwatch has been sent to recover a data-core carried by a Magos of the Mechanicus Adeptus. This data-core contains valuable data and research on the Xenos menace, and must be recovered at all costs. The Magos himself should also be rescued if at all possible.

    The Magos' Aquila Lander was forced down near a promethium refinery near the planet's Northern pole, dangerously near the encroaching Tyranid forces. This mission is a race against the clock - do not dally.


    ---

    Character Generation:

    Core Rulebook only, preferably. Imperial Fists may be allowed, as Swordfish mentioned providing their stats for reference. Dark Heresy characters may be allowed, though it would likely be best if we just went pure Astartes for this.

    2000 XP, 0 Renown.

    Point Buy - 100 points, all stats start at 30, no more than 20 points per stat.

    Roll - 2d10 nine times, you can arrange them however you want. You get one reroll, which can be used for a stat roll, Wounds, Fate, or Armor History.

    Demeanors and Past Events can be rolled randomly or just chosen.

    Armor History rolls can be modified by +/- 1.


    The selection of Team Leader and the swearing of the Oath can either be done OOC during char-gen, picked before the game starts, or roleplayed out in the opening posts. Whatever y'all decide on as a group, I'm cool with.

    ---
    Requisition

    Each member of the Kill-Team will be granted 60 Requisition Points.

    Requisition can be pooled and shared.

    Due to the importance of this assignment, each Astartes is allotted one single item that is a Renown level above his current status. (IE: Each PC can pick a single Respected item.) Note that this item does not have to be for their own personal use - teamwork is an important part of the Deathwatch, after all.



    ---
    House Rules/Modifications

    No Fire Selectors for bolters. They make no sense, mechanically or aesthetically, and that bugs the crap out of me. Addendum: Fire Selectors pick between two adjacent clips, rather than three clips somehow crammed together. Because seriously, that's just silly.

    Generally, each Astartes has 3 clips of ammo for his bolter. This is being buffed up to 6 for this mission, due to its extreme nature.

    Not so much a rule, so much as a personal preference and request. Please try to roleplay your PC's accurately, particularly speech. You don't have to use Shakespearean English, but an Ultramarine using flippant vernacular and slang really breaks the immersion. On top of this, accurate roleplaying and in-character behavior/actions can be rewarded with XP and/or Renown in some instances. Be creative!



    Now, let's see who's willing to enact the Emperor's Will...
    Last edited by Lycan 01; 2013-04-20 at 07:24 PM.
    Quote Originally Posted by SilverClawShift View Post
    Wizard: Ug. God. Allright. What do you want us to do?
    Me: Burn for me.
    Wizard: ...what?
    Me: I activate the fire ability. "BURN FOR ME!!!!!!"
    Lycanthrope avatar by me!

  2. - Top - End - #2
    Ogre in the Playground
     
    RogueGuy

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    Default Re: Deathwatch: OOC Thread

    Reserving spot.

    If you need stats for a particular chapter/that's all that's required to play as one from the other books, I can also provide them.

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    LeSwordfish's Avatar

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    Default Re: Deathwatch: OOC Thread

    Looking to play either a Crimson Fist or Dark Angels assault marine, just to claim the class. Will roll later, maybe tomorrow.

    Here we go with a sheet:

    Brother Gabriel of Rynn's World


    Stats

    WS 55
    BS 40
    S 50
    T 50
    AG 50
    INT 45
    PER 35
    WP 42
    FEL 33

    Wounds:
    21/21
    Fate: 4/4

    Corruption: 0
    Insanity: 0

    Soak: 18 (8 armour, 10 TB)
    Move: 4/8/12/24

    Skills, Traits, Talents
    Spoiler
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    Starting Skills: Awareness, Ciphers (Chapter Runes), Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Forbidden Lore (Xenos), Intimidate, Literacy, Navigation (Surface), Pilot (Personal), Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Defensive Doctrine+20, Assualt Doctrine +10), Tracking.

    Starting Talents:
    Ambidextrous Use both hands equally well, only -10 to two weapons
    Astartes Weapons Training Trained in all non-exotic weapons
    Bulging Biceps Need not brace
    Heightened Senses (Hearing, Sight), +10 to these senses.
    Hunter Of Aliens (Orks) +10 WS, +2 damage when fighting Orks
    Killing Strike May spend fate to make all-out attacks impossible to parry or dodge
    Nerves of Steel Re-roll pining tests
    Quick Draw Ready as free action
    Resistance (Psychic Powers) +10 to resist Psychic powers
    Swift Attack Two melee attacks with one weapon
    True Grit Halve all critical damage
    Two-Weapon Fighting (Melee) Use two melee weapons
    Unarmed Master Unarmed attacks do d10+SB damage, not Primitive

    Starting Traits:
    Unnatural Strength (x2),
    Unnatural Toughness (x2),
    Wings of Angels, +1d5 damage, +20 move distance with successful Pilot skill test.
    Armour History: Fear (1) to all enemies in Melee

    Organs:
    Spoiler
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    No blood loss, except for Warp Weapons
    No penalties to perception for being awake for long times.
    +20 Toughness vs poisons, +30 vs gases, Re-Roll failed toughness tests vs drowning, poison, temperature,
    Can breathe water
    Consume enemies to gain skills/information
    May enter suspended animation
    No bonus to hit for Hulking


    Crimson Fists rules
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    Crimson fists are Imperial Fists with one extra rule

    +10 WP

    Siegecraft Talent: 1d5 hours preparation, increase one piece of cover by Int Bonus.

    Solo Mode: Siege Master: Enemies get Half AP, Marine gets Double if stationary.

    Squad Mode: Attack: Cost 2, squad gains benefits of Bolter Drill talent.

    Defend: Cost 3, squad gains immunity to fear in specified 10m area.

    Advances
    http://puu.sh/2EcLp.jpg

    Chapter Trappings
    Ossific relics: +3 WS against specified enemies.
    Scrimshawer tools: Create ossific relics with -10 Rememberancer test, DOS = WS bonus.

    Crimson Fists
    Hunter Of Aliens, only applies to Orks



    Gear
    Spoiler
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    Astartes power armour,
    Astartes bolt pistol,
    3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cement,
    one Chapter Trapping. (Ossific Relic: +3WS vs Orks)
    Astartes chainsword,
    Astartes jump pack.
    Master-Crafted Power Sword (+2 damage, +10 to hit)
    Flamer

    Requisitions: Master-crafted Power blade (40), Flamer (10), total 50 so far.


    Background, Etc
    Spoiler
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    Last Stand: Was at the destruction on Rynn's world. Survived the destruction, defended a half-destroyed landing pad and allowed several vessels of Chapter Serfs a chance to escape.

    Demeanour- Sons Of Dorn: Discipline, Focus, refusal to admit a foe's superiority or step back, motivated by Rogal Dorn's inability to save the Emperor at the end of the Heresy. Prefer Death to Dishonor.


    XP expenditure
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    Tactics (Defensive) +10
    Tactics (Defensive) +20
    Tactics (Assault)
    Tactics (Assault) +10
    Strength +5
    WS+5
    Agility +5

    Two-Weapon wielder (Melee)
    Toughness +5
    Last edited by LeSwordfish; 2013-04-21 at 06:28 AM.
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  4. - Top - End - #4
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    DaedalusMkV's Avatar

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    Default Re: Deathwatch: OOC Thread

    Space reserved here for a Black Templar. Since LeSwordfish wants to play an Assault Marine, I'll be writing up a Techmarine. Expect a fairly jack-of-all-trades character capable of ranged supporting fire and wading into melee with traditional Black Templar flair.

    If Fire Selectors are disallowed, how will we be handling Special Ammunition? The whole point of everyone using Fire Selectors is that the special ammo is iconic to the Deathwatch, and Rapid Reload being a fairly restricted Talent it's prohibitive to have to waste your turn reloading every time you want to Metal Storm a horde of Gants down or Kraken Bolt a Battlesuit.

    Perhaps a less powerful version of the Fire Selector that allows you to load a single clip (or even a half-sized clip) of Special Ammunition in addition to your normal clip would be fair? It just wouldn't feel like Deathwatch without shooting off crazy specialist Bolt rounds everywhere.

    Alright, let's get a sheet going.

    Brother Mikelus

    Spoiler
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    Name: Brother Mikelus
    Chapter: Black Templars
    Personal Demeanor: Calculating
    Chapter Demeanor: Zealous
    Specialty: Techmarine
    Rank: 1

    WS: 48
    BS: 44
    S: 40
    T: 45
    Ag: 42
    Int: 52
    Per: 33
    WP: 45
    Fel: 41

    Wounds: 21/21
    Fate: 3/3
    Fatigue: 0/8
    Insanity: 0
    Corruption: 0
    Move: 5/10/15/30
    Renown:

    Skills:
    Spoiler
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    Awareness (Per)
    Ciphers (Chapter Runes) (Int)
    Climb (Str)
    Dodge (Ag)
    Common Lore (Adeptus Astartes, Imperium, War, Deathwatch) (Int)
    Concealment (Ag)
    Drive (Ground Vehicles) (Ag)
    Forbidden Lore (Xenos, AdMech) (Int)
    Intimidate (Str)
    Literacy (Int)
    Navigation (Surface) (Int)
    Scholastic Lore (Codex Astartes) (Int)
    Security (Int)
    Silent Move (Ag)
    Speak Language (High Gothic, Low Gothic, Techna Lingua) (Int)
    Tactics (Assault Doctrine) (Int)
    Tech-use (Int)
    Tracking (Int)


    Talents:
    Spoiler
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    Ambidextrous
    Astartes Weapons Training
    Bulging Biceps
    Deathwatch Training
    Electro-Graft Use
    Heightened Senses (Hearing, Sight)
    Killing Strike
    Nerves of Steel
    Mechadendrite Use (Servo Arm)
    Quick Draw
    Resistance (Psychic Powers)
    True Grit
    Unarmed Master


    Traits:
    Spoiler
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    Unnatural Strength (x2)
    Unnatural Toughness (x2)
    Mechanicus Implants
    Machine (1)


    Implants:
    Spoiler
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    Haemastamen: You gain the Unnatural Strength and Toughness Traits.
    Larraman’s Organ: You do not suffer from Blood Loss.
    Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time.
    Preomnor: You gain +20 to Toughness Tests against ingested poisons.
    Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
    Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases, and may re-roll failed results.
    Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
    Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
    Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
    Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
    Progenoids: These may be retrieved with a successful Medicae Test.
    Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.


    Equipment:
    Spoiler
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    Weapons:
    Spoiler
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    {table] Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight | Number
    Astartes Bolter | Basic | 100m | S/3/– | 1d10+9 X | 4 | 28 | Full | Tearing | 18 kg | 6 Magazines
    Astartes Bolt Pistol | Pistol | 30m | S/2/– | 1d10+9 X | 4 | 14 | Full | Tearing | 5.5 kg | 6 Magazines
    Astartes Frag Grenade | Thrown | SBx3m | S/-/– | 2d10+2 X | 0 | - | - | Blast (5) | 1 kg | 3 Grenades
    Astartes Krak Grenade | Thrown | SBx3m | S/-/– | 3d10+4 X | 6 | - | - | | 1 kg | 3 Grenades
    [/table]

    {table] Name | Class | Range | Dam | Pen | Special | Wt
    Power Axe | Melee | - | 1d10+8 R | 7 | Unbalanced, Power Field | 8 kg
    Astartes Combat Knife | Melee | - | 1d10 R | 2 | - | 2 kg
    Servo-Arm | Melee | - | 2d10+14 I | 10 | May be used as Reaction | 2 kg[/table]



    Armour:

    Spoiler
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    {table] Name | Locations Covered | AP | Weight
    Astartes Power Armour | All | 8 (10 Body) | 100 kg [/table]

    Power Armour History: Lead from the Front (+1 Cohesion)
    Systems:
    Enhanced Strength (+20)
    Auto-Senses (Dark Sight, Heightened Sight, Hearing +10), Immune to Photon-flash)
    Osmotic Gill Life Sustainer (Environmentally sealed, provides air supply while powered)
    Bio-Monitor (+10 to resist poison and Toxic weapons, pain suppressor, negates Stun after one round)
    Vox Link (Serves as Vox, may broadcast vital information to squad)
    Magnetized Boot Soles (Acts as Magboots)
    Nutrient Recycling (Can function with no food or drink for up to two weeks, then take Toughness Tests.)
    Recoil Suppression (Fire Basic weapons one-handed)
    Giant Among Men (Improve base Movement by 1)
    Poor Manual Dexterity (-10 on Tests using tools not designed for Space Marines)


    Gear:
    Spoiler
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    Repair Cement
    Servo-Arm
    Augur Array
    Tabard (Deathwatch Heraldry) (Restore 1 extra Cohesion when completing Primary Objectives)

    Requisitioned:
    Multikey (+30 on Security Tests to open locks) (15)
    Power Axe (20)
    1 Clip Metal Storm Rounds (15) (28/28 remain)
    10 unspent to Squad pool.




    Advances (2000/2000):
    Spoiler
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    Rank 1 (2000/2000):
    Security (400)
    Forbidden Lore (AdMech) (400)
    The Flesh is Weak 1 (800)
    Simple T Advance (200)
    Simple Int Advance (200)


    Special Abilities:
    Spoiler
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    Improve Cover: May add a number of AP equal to Int bonus to any Cover as a Full Action.
    Boost of Speed: Once per session while in Solo Mode, may increase Agility Bonus by 2 for a number of Rounds equal to Rank.
    Feat of Strength: Once per session while in Solo Mode, may increase Unnatural Strength to x3 for a number of Rounds equal to Rank.
    Righteous Zeal: Once per session while in Solo Mode, may activate for a number of Rounds equal to Rank. During this time, melee attacks do not have their Damage reduced by the Toughness of Daemonic creatures, own TB increases by 4 when reducing damage from attacks by Daemonic creatures or Psychic powers.

    See pg. 221-225 for Squad Mode abilities, 228 for which abilities are available to each Oath.


    Background:
    Spoiler
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    Unlike most Space Marines, Brother Mikelus has little memory of his homeworld. Recruted at a young age, Mikelus' first memory is of the Righteous Condemnation, a Black Templar Strike Cruiser. Even as a recruit he demonstrated a distinct affinity for technology, learning very quickly how to maintain his wargear and even expressing a distinct interest in the operation of the mighty ship. By the time Mikelus proved himself worthy of joining the Chapter's Initiates, his Castellan had already decided that he was a natural choice to be sent to apprentice with the Techpriests of Mars to become a Techmarine.

    Mikelus' time with the Mechanicus left him much more open to different tactics and viewpoints than most Templars, and he has habitually proved willing to work alongside the warriors of other Chapters. This culminated in the Battle of Arnhoff, where Mikelus found himself fighting alongside a squad of Imperial Fists while boarding the Word Bearers Grand Cruiser Unchained Dogma after being cut off from his own Battle-Brothers, using his knowledge of technology to fight his way to the Cruiser's Enginarium and overload its Plasma Reactor, managing to reach its own escape pods in time to escape its inevitable annihilation. Shortly after the battle, Castellan Arcturus informed the Techmarine that he would be the Crusade's next inductee to the Deathwatch, a result both of his proven battle record and tolerance of the doctrines and practices of other Marine Chapters. Mikelus gladly accepted the transfer, seeing it as an opportunity to learn from the tactics of other Chapters and perhaps bring them back to his Chapter to better destroy the enemies of the Emperor.

    Last edited by DaedalusMkV; 2013-05-06 at 02:35 AM.
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  5. - Top - End - #5
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    Lycan 01's Avatar

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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by DaedalusMkV View Post
    Space reserved here for a Black Templar. Since LeSwordfish wants to play an Assault Marine, I'll be writing up a Techmarine. Expect a fairly jack-of-all-trades character capable of ranged supporting fire and wading into melee with traditional Black Templar flair.

    If Fire Selectors are disallowed, how will we be handling Special Ammunition? The whole point of everyone using Fire Selectors is that the special ammo is iconic to the Deathwatch, and Rapid Reload being a fairly restricted Talent it's prohibitive to have to waste your turn reloading every time you want to Metal Storm a horde of Gants down or Kraken Bolt a Battlesuit.

    Perhaps a less powerful version of the Fire Selector that allows you to load a single clip (or even a half-sized clip) of Special Ammunition in addition to your normal clip would be fair? It just wouldn't feel like Deathwatch without shooting off crazy specialist Bolt rounds everywhere.
    No, this wouldn't stop the use of Special Ammos. And I could have sworn Space Marines had Rapid Reload, and/or that Bolters were a Half Action to reload.

    Alright, I think I can allow a Fire Selector if it's between two clips, rather than three. I can see two clips being side by side, and the selector being between them to decide which clip feeds into the firing chamber. But three completely different clips jammed together and feeding into the firing chamber? I just can't see how the heck that works.
    Quote Originally Posted by SilverClawShift View Post
    Wizard: Ug. God. Allright. What do you want us to do?
    Me: Burn for me.
    Wizard: ...what?
    Me: I activate the fire ability. "BURN FOR ME!!!!!!"
    Lycanthrope avatar by me!

  6. - Top - End - #6
    Ogre in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Deathwatch: OOC Thread

    Probably something like this.



    Granted, the MP40/II was never really success, but it did/does work.
    I am not crazy! I prefer "reality impaired".

  7. - Top - End - #7
    Ettin in the Playground
     
    ClericGuy

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    Default Re: Deathwatch: OOC Thread

    Brother Sariel, Dark Angels Devestator Marine
    "Speaking" "Whispering" Thinking

    Fluff
    Spoiler
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    Description Blonde, crew-cut giant of a man. Piercing blue eyes. No visibile scars on his face, but under his armor is a long slashing mark from his sternum to his left thigh ... courtesy of a tyranid warrior. His armor is jet black with a white aquila, and the markings of the Deathwatch.

    Personality Sariel is like so many of his brothers - brooding, dour, and imperious. When it comes to enemies of the Imperium, he can be an unrelenting beast, never giving ground to his foes. Steadfast to the point of stubborness, only a higher calling can convince him to abandon his position. But that is the burden all the Unforgiven carry ...

    Background A member of the humble, yet effective, Angels of Vengeance, Sariel has seen war on a number of fronts. He served for many years in the 2nd Company, tasked with hunting down **REDACTED** His ratings and combat effectiveness scores are all high, which in a Chapter that doesn't believe in accolades or trophies means he is listed as 'above adequate.' However, given his Chapter's selection to serve in the Deathwatch, others might infer that he is an exemplary Adeptus Astartes.

    During his first tour in the Deathwatch, Sariel served under Watch-Captain Nhemas for a vigil in the Jericho Reach, during which he and his battle brothers from the Angels were **REDACTED** once during his assignment.
    Fortunately, the situation was resolved quickly, and the **REDACTED** was returned to **REDACTED** for **REDACTED**. Based on his experience with dealing with the Tyranid threat, Sariel was reassigned to his latest post on Tantalus.


    Details
    Spoiler
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    Character Name: Sariel
    Chapter: Dark Angels (Angel of Vengeance)
    Specialty: Deathwatch Devastator Marine
    Demeanor: Sons of the Lion (Chapter), Stoic (Personal)
    Rank: 1 (15,000 XP)

    Characteristics:
    {table=head]Stat|Base|Roll|Mods|Adv|Total|Bonus
    WS|30|8|-|-|38|-
    BS|30|14|10|10|64|-
    S|30|9|-|5|44|8
    T|30|10|-|-|40|8
    Ag|30|13|-|-|43|4
    Int|30|9|5|-|44|4
    Per|30|11|-|5|46|4
    WP|30|11|-|-|41|4
    Fel|30|11|-|-|41|4[/table]

    Basic Skills
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    {table=head]Skill|Stat|Total
    Awareness|Per|46
    Carouse|T|
    Charm|Fel|
    Climb|S|44
    Command|Fel|
    Concealment|Ag|43
    Contortionist|Ag|
    Deceive|Fel|
    Dodge|Ag|33
    Evaluate|Int|
    Gamble|Int|
    Inquiry|Fel|
    Intimidate|S|44
    Logic|Int|
    Scrutiny|Per|
    Search|Per|
    Silent Move|Ag|43
    Swim|S|[/table]


    Advanced Skills:
    Spoiler
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    {table=head]Skill|Stat|Total
    Cyphers: Chapter Runes|Int|44
    C. Lore: Adeptus Astartes|Int|44
    C. Lore: Deathwatch|Int|44
    C. Lore: Imperium|Int|44
    C. Lore: War|Int|44
    C. Lore: Jericho Reach|Int|44
    Drive: Ground Vehicles|Ag|43
    F. Lore: Xenos|Int|44
    F. Lore: Adeptus Astartes|Int|57
    F. Lore: Traitor Legions|Int|44
    Interrogation|WP|41
    Nav: Surface|Int|44
    S. Lore: Codex Astartes|Int|44
    Speak Lang: High Gothic|Int|44
    Speak Lang: Low Gothic|Int|44
    Tactics: Assault Doctrine|Int|44
    Tracking|Int|44[/table]


    Traits/Talents
    Spoiler
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    Traits
    Unnatural Strength (x2)
    Unnatural Toughness (x2)
    Special Ability: Immovable Warrior - When wielding a Heavy weapon behind cover, gain +10 BS and Sturdy Trait. (SOLO)
    Talents
    Ambidextrous - No -20 for using off-hand
    Astartes Weapon Training - Proficient will all wapons except exotic
    Bulging Biceps - Can fire heavy weapons on Semi or Full auto w/o bracing (no penalty)
    Chapter Ability: Stoic Defense -
    Deathwatch Training - Auto confirm RF against alien enemies
    Heightened Senses (Hearing, Sight) - +10 to awareness tests using the ID'd senses
    Killing Strike - With All-Out Attack, may spend a Fate point to make melee attacks impossible to dodge/parry
    Mighty shot - Add +2 to damage w/ranged weapons
    Nerves of Steel - May re-roll failed WP tests, or to avoid/recover from Pinning
    Quick Draw - Ready weapon as a Free Action
    Resistance (Psychic Powers) - +10 to resist psychic effects
    True Grit - Halve critical damage (round up)
    Unarmed Master - Unarmed attack does 1d10+SB, impact damage; does not count as primative
    Unarmed Warrior - See Unarmed Master


    Experience:
    Spoiler
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    Rank 0 (12,000-13,000)
    BS (S) – 200
    S (S) – 200
    Per (S) – 200
    Interrogation - 200
    Forbidden Lore (Adeptus Astartes) - 200

    Rank 1 (13000-15,000)
    BS (I) – 500
    Mighty Shot – 500
    F. Lore (Adpeptus Astartes) +10 – 200
    F. Lore (Traitor Legions) - 400
    C. Lore (Jericho Reach) - 400


    Gear/Weapons:
    Spoiler
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    Astartes Power Armor
    - “None shall escape the Emperor's Wrath.” (+5 BS, -10 Dodge)
    Astartes bolt pistol
    Astartes Frag grenades x3
    Astartes Krak grenades x3
    Astartes combat knife
    Repair Cement
    Chapter Trapping: Robe of Secrets (+3 FL: Adeptus Astartes)
    Astartes heavy bolter w/backpack ammo supply (250 rnds)

    Weapons:
    {table=head]Weapon|Class|Rng|RoF|Dam|Pen|Clip|Rld|Special
    Combat knife|Melee|-|-|1d10+8 R|2|-|-|-
    Bolt Pistol|Pistol|30m|S/3/-|1d10+9 X|4|14|Full|Tearing
    Frag Grenade|Thrown|42m|S/-/-|2d10+2 X|0|1|n/a|Blast(4)
    Krak Grenade|Thrown|42m|S/-/-|3d10+4 X|6|1|n/a|None
    Hvy Bolter|Hvy|150m|-/-/6|1d10+12 X|5|60|Full|Tearing[/table]


    Possible Req requests:
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    {table=head]Weapon|Class|Rng|RoF|Dam|Pen|Clip|Rld|Special|Req/Renown
    Bolter (Godwyn)|Basic|100m|S/3/-|1d10+9 X|4|28|Full|Tearing|5/-
    Hvy Bolter w/Kraken|Basic|225m|-/-/6|1d10+9 X|8|14|Full|Tearing|15/-
    Hvy Bolter w/Metal Storm|Basic|150m|-/-/6|1d10+7 X|3|14|Full|Tearing, Blast (2)|25/-
    Hvy Bolter w/Hellfire|Basic|150m|S/-/-|1d10+9 X|8|14|Full|Tearing, Blast (3),|25/-
    Missile Launcher - Frag|Heavy|250m|S/-/-|2d10 X|4|8|Full|Blast (5), Dev (1)|10+5/-
    Missile Launcher - Incend|Heavy|250m|S/-/-|1d10+3 E|0|8|Full|Blast (5)|10+15/-
    Missile Launcher - Krak|Heavy|250m|S/-/-|3d10+10 X|8|8|Full|Blast (1)|10+5/-
    Multi-Melta|Heavy|60m|S/-/-|2d10+16 E|12|12|2 Full|Blast (1)|35/Res
    Heavy Flamer|Heavy|30m|S/-/-|1d10+12 E|6|10|2 Full|Flame|15/-
    Lascannon|Heavy|300m|S/-/-|5d10+10 E|10|6|2 Full|Proven (3)|30/Res[/table]
    Deathwatch suspensor (25), Kraken rounds (15), Motion Predictor (20) Hellfire Rounds (25), Metal Storm rounds (25), Fire Selector (2)

    Wounds:
    Total: 19/19 ([18] + Roll [1])
    Critical Damage: 0
    Renown: 0
    Fate: 3/3
    Last edited by Starbin; 2013-05-02 at 04:50 PM.
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Lycan 01 View Post
    No, this wouldn't stop the use of Special Ammos. And I could have sworn Space Marines had Rapid Reload, and/or that Bolters were a Half Action to reload.

    Alright, I think I can allow a Fire Selector if it's between two clips, rather than three. I can see two clips being side by side, and the selector being between them to decide which clip feeds into the firing chamber. But three completely different clips jammed together and feeding into the firing chamber? I just can't see how the heck that works.
    Sadly, only Tactical Marines get access to Rapid Reload before Rank 3, and Bolters are a Full action to reload, making Special Ammo useless (or at least much less useful) for most starting characters without the Fire Selectors. Still, the reduced-impact Fire Selector is plenty sufficient; if anything, it just means you'll have to be a bit smarter about what you load in alongside your standard ammo, assuming you've brought multiple types of special ammo.

    I recognize we're still waiting on a few people to report in, so I might as well condense as much as possible into one post to make sure I don't need to do it again before they get theirs in. Going with Point Buy to reduce the possibility of dice-screw.

    Rolls:
    Spoiler
    Show

    Wounds: (1d5)[3]
    Fate: (1d10)[2]
    Armour History: (1d10)[8]

    Past: (1d5)[4], adjust incompatible results up if 1, down if 2 (1d2)[1] (Pretty sure Techmarines don't train Neophytes, not sure if they can become the Emperor's Champion.)

    That should be all I need to roll, since I'm choosing not to roll his Demeanor.
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    Default Re: Deathwatch: OOC Thread

    So I take it the possibility of higher starting XP characters/campaign is out of the question and not up for discussion? In case it wasn't noted both me and LeSwordfish pointed out in the Only War OOC (I'm assuming it was overlooked) that XP spendature is for the player to keep track off, and we're all (right? ) experienced character creators who can take care of creating a higher XP character without any issues. The argument for lower XP characters seemed to just be "it's easier", so it seemed important to point out as it'd allow for more meaty and interesting characters (and a Wolf Priest! ).
    Last edited by watupwithdat; 2013-04-21 at 01:36 AM.

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    Default Re: Deathwatch: OOC Thread

    Right, let's Point Buy. Imperial fists get +10 WP as their bonus, which is pretty dull tbh.

    Brother Gabriel
    Stats
    Spoiler
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    WS 20+30+10
    BS 10+30
    S 15+30+5
    T 15+30
    AG 15+30
    INT 15+30
    PER 5+30
    WP 2+30+10
    FEL 3+30

    Wounds: (1d5+18)[21]
    Fate: (1d10)[7]
    Armour history: (1d10)[1] +/-1

    Reroll: (1d10)[7] Using for armour history, Gain Fear (1) in Melee



    Skills, Traits, Talents
    Spoiler
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    Starting Skills: Awareness, Ciphers (Chapter Runes), Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Forbidden Lore (Xenos), Intimidate, Literacy, Navigation (Surface), Pilot (Personal), Scholastic Lore (Codex Astartes), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Defensive Doctrine), Tracking.

    Starting Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), Swift Attack, True Grit, Unarmed Master.

    Starting Traits: Unnatural Strength (x2), Unnatural
    Toughness (x2), Wings of Angels, Fear (1) to all enemies in Melee

    Organs:
    No blood loss, except for Warp Weapons
    No penalties to perception for being awake for long times.
    +20 Toughness vs poisons, +30 vs gases, Re-Roll failed toughness tests vs drowning, poison, temperature,
    Can breathe water
    Consume enemies to gain skills/information
    May enter suspended animation
    No bonus to hit for Hulking


    Gear
    Spoiler
    Show
    Astartes power armour,
    Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes
    krak grenades, Astartes combat knife, repair cement, one
    Chapter Trapping. (Ossific Relic: +3WS vs Orks)
    Astartes chainsword, Astartes jump pack.

    Requisitions: Master-crafted Power blade (40), Flamer (10), total 50 so far.


    Crimson Fists rules
    Spoiler
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    Crimson fists are Imperial Fists with one extra rule

    +10 WP
    Demeanour- Sons Of Dorn: Discipline, Focus, refusal to admit a foe's superiority or step back, motivated by Rogal Dorn's inability to save the Emperor at the end of the Heresy. Prefer Death to Dishonor.

    Siegecraft Talent: 1d5 hours preparation, increase one piece of cover by Int Bonus.

    Solo Mode: Siege Master: Enemies get Half AP, Marine gets Double if stationary.

    Squad Mode: Attack: Cost 2, squad gains benefits of Bolter Drill talent.

    Defend: Cost 3, squad gains immunity to fear in specified 10m area.

    Advances
    http://puu.sh/2EcLp.jpg

    Chapter Trappings
    Ossific relics: +3 WS against specified enemies.
    Scrimshawer tools: Create ossific relics with -10 Rememberancer test, DOS = WS bonus.

    Crimson Fists
    Hunter Of Aliens, only applies to Orks


    Background, Etc
    Spoiler
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    Last Stand: Was at the destruction on Rynn's world. Survived the destruction, defended a half-destroyed landing pad and allowed several vessels of Chapter Serfs a chance to escape.

    Demeanor: Sons of Dorn


    XP expenditure
    Spoiler
    Show
    Tactics (Defensive) +10
    Tactics (Defensive) +20
    Tactics (Assault)
    Tactics (Assault) +10
    Strength +5
    WS+5
    Catfall

    Two-Weapon wielder (Melee)
    WS+10
    Last edited by LeSwordfish; 2013-04-21 at 05:47 AM.
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by LeSwordfish View Post
    Gear
    Spoiler
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    Astartes power armour,
    Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes
    krak grenades, Astartes combat knife, repair cement, one
    Chapter Trapping. (Ossific Relic: +3WS vs Orks)
    Astartes chainsword, Astartes jump pack.

    Requisitions: Master-crafted Power blade (40), Flamer (10), total 50 so far.
    Everything checks out, I think, except for the Master-crafted Power Blade. The Renown requirement for the Master-quality is much higher than you can spring for, I'm afraid.


    Wow, I think we've got 7 folks wanting to play in this game. That's a bit more than I expected. I've also got a friend who may be interested in playing... Perhaps I should create a second game, so we can have two cohesive teams of 4, rather than one massive, cumbersome squad?
    Quote Originally Posted by SilverClawShift View Post
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Lycan 01 View Post
    Everything checks out, I think, except for the Master-crafted Power Blade. The Renown requirement for the Master-quality is much higher than you can spring for, I'm afraid.


    Wow, I think we've got 7 folks wanting to play in this game. That's a bit more than I expected. I've also got a friend who may be interested in playing... Perhaps I should create a second game, so we can have two cohesive teams of 4, rather than one massive, cumbersome squad?
    7? I see 5 so far, all from Swordfish's game. Unless there's someone else who's planning on showing up and hasn't posted yet?

    Though, honestly, anything above about 5 characters is pretty unwieldly in Deathwatch, so if there are 7 or 8 players I really don't think that would work at all in a single squad.
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by watupwithdat View Post
    So I take it the possibility of higher starting XP characters/campaign is out of the question and not up for discussion? In case it wasn't noted both me and LeSwordfish pointed out in the Only War OOC (I'm assuming it was overlooked) that XP spendature is for the player to keep track off, and we're all (right? ) experienced character creators who can take care of creating a higher XP character without any issues. The argument for lower XP characters seemed to just be "it's easier", so it seemed important to point out as it'd allow for more meaty and interesting characters (and a Wolf Priest! ).
    I buffed y'all up to 2000 XP, don't that count for something?

    I would rather keep it kinda low since I haven't run too many DW games, and I'd rather keep it at a power level I know I can keep things balanced at. If y'all are too strong, I won't have enough stuff on hand to actually challenge you with, within reason.





    Quote Originally Posted by DaedalusMkV View Post
    7? I see 5 so far, all from Swordfish's game. Unless there's someone else who's planning on showing up and hasn't posted yet?

    Though, honestly, anything above about 5 characters is pretty unwieldly in Deathwatch, so if there are 7 or 8 players I really don't think that would work at all in a single squad.
    -Swordfish
    -Daedalus
    -wutupwithdat
    -starbin
    -RandomLunatic
    -Caimheul
    -Major Kiaslu

    Seven.
    Quote Originally Posted by SilverClawShift View Post
    Wizard: Ug. God. Allright. What do you want us to do?
    Me: Burn for me.
    Wizard: ...what?
    Me: I activate the fire ability. "BURN FOR ME!!!!!!"
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    Default Re: Deathwatch: OOC Thread

    Huh. I somehow missed RandomLunatic. Don't ask me why. And obviously Kiaslu, since he wasn't in Armoured Fist when we started this whole outing.


    Also, I've made a bunch more progress on Mikelus' sheet. I've now got every mechanically necessary element put together (sorry about how slow I am, but I tend to be super-perfectionist putting together sheets for this system, and there's so damned much to write down...). Only Background to go for work that's anything but transcribing way too many Squad and Solo Mode Abilities...
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Lycan 01 View Post
    Everything checks out, I think, except for the Master-crafted Power Blade. The Renown requirement for the Master-quality is much higher than you can spring for, I'm afraid.
    Damn, I missed that. Fine, I'll take a standard one. There's no chance of getting a waiver on the Renown in order to allow me to pick up a powerfist, is there? What kind of Crimson Fist has a sword?
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Lycan 01 View Post
    I buffed y'all up to 2000 XP, don't that count for something?
    No, considering what advances cost in DW.

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    Default Re: Deathwatch: OOC Thread

    All right, I guess I'll roll ... hopefully if I average 8's across the board, there might be dispensation to take the point buy! Looking at a Dark Angel Devastator ... just cuz!

    Rolls
    Spoiler
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    Stats: (2d10)[7][1](8)
    (2d10)[5][9](14)
    (2d10)[10][1](11)
    (2d10)[7][1](8)
    (2d10)[3][8](11)
    (2d10)[3][6](9)
    (2d10)[6][4](10)
    (2d10)[6][7](13)
    (2d10)[9][2](11)

    Wounds: (1d5)[1]
    Fate: (1d10)[7]
    Power Armor: (1d10)[2]
    Misc rolls: (1d10)[2], (1d100)[87], (1d5)[2]

    EDIT: Sigh ... great rolls as usual! Gotta think about my reroll, I guess.
    Last edited by Starbin; 2013-04-22 at 11:06 AM.
    I'm in the middle of a move! No steady internet, so posting will be sporadic and short. Bot me as necessary ... I will return!
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!

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    Default Re: Deathwatch: OOC Thread

    Sorry to restart this thread with bad news, but i'm afraid i won't be able to join this. One of the intermittent waves of work i get is cresting over me, and I can't justify taking on any more fun activities for a while. Sorry! Hope it goes well. If you lose any players and need a replacement, let me know.
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    Default Re: Deathwatch: OOC Thread

    Rolling up to see what sort of character the random number generator thinks I should have:

    Spoiler
    Show
    Characteristics:
    (2d10)[14]
    (2d10)[7]
    (2d10)[6]
    (2d10)[7]
    (2d10)[14]
    (2d10)[15]
    (2d10)[12]
    (2d10)[10]
    (2d10)[10]
    (2d10)[10]

    Wounds: (1d5)[5]
    Fate: (1d10)[4]
    Power Armour History: (1d10)[4]
    Misc: (1d10)[10] (1d100)[7]

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    ClericGuy

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    Default Re: Deathwatch: OOC Thread

    Think I'll use my re-roll on one of the 8's for stats ... (2d10)[4][5](9)

    EDIT .... ... figures
    Last edited by Starbin; 2013-04-29 at 03:30 PM.
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    Default Re: Deathwatch: OOC Thread

    Alright. Sad to see you go, Swordy, but it's totally understandable.


    Is everyone else still aboard, or has anyone run into issues or had their interest wane?
    Last edited by Lycan 01; 2013-04-29 at 05:44 PM.
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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Lycan 01 View Post
    Alright. Sad to see you go, Swordy, but it's totally understandable.


    Is everyone else still aboard, or has anyone run into issues or had their interest wane?
    I'm still in. I should have the rest of what needs to be done for Mikelus done some time tonight.
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    Default Re: Deathwatch: OOC Thread

    Roll call!

    Seriously, what's up folks? I see three finished or semi-finished sheets, and even without Swordy, we should still have 6 people interested (technically 7 as I have a friend who has expressed interest, situations pending). Have a few people run into issues, or just not realized the forum is back yet?
    Quote Originally Posted by SilverClawShift View Post
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    Me: Burn for me.
    Wizard: ...what?
    Me: I activate the fire ability. "BURN FOR ME!!!!!!"
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    Default Re: Deathwatch: OOC Thread

    And Leswordfish was one of the three! Not sure about watup or Random, bot Major K was sick, and Caim was waiting to see what we need.

    Of course, maybe folks just forgot to subscribe ...
    I'm in the middle of a move! No steady internet, so posting will be sporadic and short. Bot me as necessary ... I will return!
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!

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    Default Re: Deathwatch: OOC Thread

    I should be able to finish up a character sheet this weekend. Work picked up a bit so I had to work OT (some paid, most not ), and this weekend will be my first days off in 2 weeks.

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    Default Re: Deathwatch: OOC Thread

    Nothing says "bender" like the first days off in 2 weeks!
    I'm in the middle of a move! No steady internet, so posting will be sporadic and short. Bot me as necessary ... I will return!
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!

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    Default Re: Deathwatch: OOC Thread

    Quote Originally Posted by Starbin View Post
    Nothing says "bender" like the first days off in 2 weeks!
    Only if they aren't being used to do wedding planning stuff ...
    Last edited by Caimheul; 2013-05-02 at 10:00 AM.

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    Default Re: Deathwatch: OOC Thread

    Oh ... well, it's probably poor form to say "Sorry" ... so ...

    ...

    ...

    ... how 'bout dem Cowboys?
    I'm in the middle of a move! No steady internet, so posting will be sporadic and short. Bot me as necessary ... I will return!
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


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    Default Re: Deathwatch: OOC Thread

    Mikelus is entirely good to go for regular play at this point. Transcribing all of the Squad and Solo Mode abilities available to a character in Deathwatch is really only necessary from an "I want to be able to run combat while away from my books" perspective, since it amounts to a huge amount of work for a relatively small benefit.


    If people are having trouble with time, I'd be happy to throw together a generic Marine sheet with everything a Deathwatch Marine starts with. Given the sheer number of things everyone shares in this game, I imagine it would halve character creation time at least.
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    Default Re: Deathwatch: OOC Thread

    I think I'm pretty much done - only question I have is would you expect more horde fights or solo fights when it comes to 'Nids?
    I'm in the middle of a move! No steady internet, so posting will be sporadic and short. Bot me as necessary ... I will return!
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!

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