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  1. - Top - End - #1
    Bugbear in the Playground
     
    AssassinGuy

    Join Date
    Mar 2014
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    New Zealand
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    Default Priceless Hope Character Thread

    This is a Thread for Characters and fleets only, 1 Post per player please, No Discussions, this is simply so I can actually keep track of all your characters.

    EVERYONE Needs to post their characters here.

    Thank you.
    Spoiler: Current Games:
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    Gm'ing -
    The Throne on Iskaria - Black Crusade
    Only War - TBA

    Playing -
    Purge The Alien - Dark Heresy - Noble Verispex Adept
    RedSand's Assemblage for Stern Heretical Discouragement - Dark Heresy - Hive Mutant Adept
    Huddled Stellar Bodies - Rogue Trader - Explorator
    Deathwatch Space Hulk Purgation - Space Wolf Tactical Marine (Wolf Scout)
    Angels of the Reach - Blood Angels Sanguinary Priest

  2. - Top - End - #2
    Ettin in the Playground
     
    DrK's Avatar

    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    So here is my WiP Character sheets...

    Lady Ivana Kartov - 1st of her Name, Holder of the Kartov Dynasty and Tzar of the 8 Ice Worlds of Sverberg


    Spoiler: Lady Kartov Background
    Show

    Ivana Kartov was born to the rich and powerful Kartov Dynasty with holdings stretching throughout the Calixis Sector and even a holding on Terra itself! Such is the age of the House. Like all of her kin she was schooled in the Svard system - the 8 ice worlds the heart of the Kartov Dynastic power. Each frozen world dotted with domed cities that acted as hubs for the mining (both promethium and mineral) that supplied much of the Dynastie's Wealth.

    At 14 she was enrolled into the Naval Academy above Scintilla; the Officer Training course where she would rub shoulders with nobility and other rich and powerful sons and daughters. She excelled, proving herself to not only be a great leader but competent at the actual "combat" part as well. And with the permission of her father Lord Vladamir Kartov was assigned to the Frigate "Wolf". She served on the "Wolf" for 22 years as part of the bridge crew and saw countless bouts of void combat with pirates, heretics and with 2 xeno species - The clunky and vile Rak'Gol and the sleek dangerous ships of Eldar Corsairs. It was battle with the former that would change her life forever.

    During a deep void patrol into the Accursed Demesne "The Wolf" was attacked by 2 Rak'Gol frigate sized vessels. Despite the skill of her Captain, Commander Kain, the Wolf was badly damaged and boarded. Ferocious combat erupted on many decks and whilst leading the defence of the Bridge the then Lt. Kartov was shot and mortally injured and taken as a prisoner by the Rak'Gol.
    The creatures were foul and vile. Thousands of the crew were killed in the naval battle but ~5000 more were captured aboard the Rak'Gol Buther Class vessel designated "Stealer of Hope". She felt despair in the bowels of the ship, radiation poisoning from the fumes killed hundreds. Dissection and experiment killed thousands more, the rest having to sweat and labour like animals. Ivana survived, narrowly, her body twisted and broken fused with Rak'Gol fibres as she endured the strange experiments of the aliens.

    It ended 8 months later. The Rak'Gol ships meeting up with the Kartov Dynasty Flagship "Pravda Prinosit Prosvetleniye" ("Truth brings enlightment" in low Gothic). Her father had come looking for her. The battle was fierce and at the end as the Rak'Gol ships lay cold and dead in the void the boarding parties only managed to rescue 677 of the original 5000 captured crew members. Subsequently more than two thirds *of those captured were destroyed as the Adeptus Arbites*teams*aboard the "Pravda" determined their level of contamination to be too great to allow them to rejoin the Imperium. Lady Ivana should have been on that list but using his influence and the skills of the Adeptus Genetors aboard the Pravda Lord Kartov undid as much of the damage as possible and his what little remained although the scars on her mind and body were far from healed.

    To recover she took command of the "Tzar" a small Carrack class transport, one of the lesser vessels in the dynasty and for 26 long years plied the edges of the Expanse seeking new worlds and their valuable to benefit the family holdings. She did well, interacting with many xenos and forming useful relationships with the Eldar Exodite and 2 Stryxis caravans. As she grew in confidence, the wounds from her captivity faded into a distant hatred for the Rak'Gol and her position in the Dynasty rose until she was her Father's right hand and across the 8 worlds of Svard her word was law. Within the expanse she has travvled widely, from the blighted landscape with the mobile cities of Zayth, to the cold frozen reaches of Damaris. She has traded with the Orks of Undred'undred Teeth and the exodite worlds hidden in the ragged worlds.... Until her 143rd year she did this. Still commanding from the ancient bridge of the Tzar before fate befell her father.*

    It was on their homeworld, in their very palace that her father fell. A sniper's bullet from nowhere snatching his life away even as he began his life's work. It had taken him 30 long years and more wealth than most people could even consider but he had found it. A piece of an ancient map - one so ancient that if it was removed from the stasis pod would crumble away to nothingness that showed there was a path, and habitable worlds in the Rifts of Hecaton - and he, Lord Vladimir Kartov, 283rd holder of the Kartov Warrant would forge a new realm to rival that of the braggart Winterscale!

    The death hit Lady Ivana hard, her*elevation*to 284th Holder of the Kartov warrant coming as a shock to one so young - only being in her 140's. She took up the mantle of head of the Dynasty ignoring cries from the Eccelsiarchy that she was too young and she could be regent under their guidance. Searching through her father's ancient charts and guides she found his plan and vowed to fulfill his ambition. *7 long years it has taken to assemble the fleet and the crew but now the fleet lies at anchor in the shipyards of Port Wander ready to cross once more into the Expanse she loves to voyage beyond man's knowledge.*


    Spoiler: Crunch
    Show


    Lifepath
    Battlefleet - Survivalist - Xeno arcanist - Rogue Planet - New Horizons - Rogue Trader - Powerful Legacy

    Stat WS BS S T Ag Per Int WP Fel
    Start 47 42 45 45 40 42 44 41 44
    Lifepath +3 -5 +3 +8 +3
    Advances +15 +5 +5 +5 +10 +10 +15 +10 +15
    Current 62 47 50 53 50 42 63 59 61

    Wounds 21
    Insanity 20
    Corruption 14
    Fate 7

    Traits
    Officer on Deck (+5 Command aboard ship)
    Void Accustomed (no penalties for zero-G)
    Ship Bound FIghter (penalties for open air shooting

    Unnatural Str, Tough x2

    Skills
    Spoiler: Skills
    Show
    Common Lore (Navy)(Imperium)(R.Traders +10)(Koronus Expanse +20) Int 63 / 73 / 83
    Forbidden Lore (Aracheotech) (Xeno +10) T Int 63 / 83
    Scholastic Lore (Warrants)(Astromancy +10)(Legends +20) Int 63 / 73 / 83
    Speak Language (Low+High Gothic)(Battlefleet)(Dark Eldar)(Rogue Trader)(Eldar)(Kroot)(Stryxis)(Ork)(Trade Cant) Int 63
    Evaluate +10 Int 73
    Navigate (Stellar) Int 63
    Literacy Int 63
    Tech use Int 63
    Survival Int 63
    Ciphers (Rogue Trader) Int 63
    Command +20 T Fel 91
    Charm +10 Fel 71
    Commerce +20 T Fel 91
    Barter +10 Fel 71
    Deceive +10 Fel 71
    Gamble Fel 61
    Awareness +20 Per 62
    Scrutiny +10 Per 52
    Search Per 42
    Intimidate T Str 60
    Climb Str 50
    Swim Str 50
    Pilot (Spacecraft)(Flyers) Ag 50
    Dodge +20 T Ag 80
    Drive (Ground Vehicle) Ag 50
    Acrobatics Ag 50


    Talents
    Spoiler: Talents
    Show

    Talented (Intimidate)(Command)(Commerce)(Dodge)(Forbidden Lore: Xeno)
    Air of Authority Affect 1d10+FB with command test
    Renowned Warrant +10 Interaction skills
    Peer (Imperial Navy)(Mechanicus)(Underworld)(Xeno-Dark Eldar)
    Good Reputation (Imperial Navy)(Mechanicus)(Underworld) +20 on Fel checks
    Polyglot All languages are basic skills
    Iron Discipline Follower reroll pinning, +10 on boarding checks
    Into the Jaws of Hell Followers Immune to fear & pinning. +5 Ship Morale!
    Master and Commander +10 to resist boarding
    Watchful for Betrayal never surprised
    Legendary! +2 DoS in influence/ Social challenges, Fear (1) Trait
    Mimic
    Jaded No insanity/ fear from non demonic sources

    Weapons: Pistol (universal), Melee (universal), Basic (universal), Exotic (Digital Weapons)(Husk blade)(Pulse Weapons)(4)
    Amidextrous
    Quick Draw
    True Grit halve critical damage result
    Sound Constitution VI
    Lightning Reflexes double Ag bonus for Init
    Two Weapon Wielder (Melee)
    Swift/ Lightning Attack
    Paranoia +2 Initiative
    Light Sleeper
    Assassin Strike strike and acrobatics to move
    Counter Attack attack after parry with -20
    Blademaster re-roll 1 miss per round
    Wall of Steel Bonus Parry
    Step Aside Bonus dodge per round
    Hatred (Rak'Gol)



    Gear/ Equipment
    Spoiler: Gear
    Show


    GQ Husk Blade (1d10+3 PEN7 Balanced/Felling (1)/ Power field, T damage (2d10+5), Shrivel corpse
    Digital Melta (3m S 2d10+4 PEN12)
    GQ Rhyza Patter Storm Bolter w/fire selector (Organgrinder/ Normal/ Kraken rounds) 90m S/2/4 1d10+5X PEN4 60 Storm/Tearing
    BQ Ripper Pistol (30m S/2/- 1d10+3 PEN7 8 Tearing, Toxic)
    Pulse Pistol (40m S/2/- 2d10+2E PEN4 16 Gyro-Stabilised)
    BQ Power sword (1d10+5 PEN5 Balanced, Powerfield)

    Adamantine hit Guard on Husk Blade Hard to disarm, +2AP to arm

    Lathe wrought storm trooper carapace w/ lumen heraldry (ap7, 50% pen, +10% command/intimidate)
    gc rosarious (field 45 (01-05) +10% interact with imperial creed)

    Miscellaneous
    Microbead ; Void Suit ; Fine clothing ; Xeno Pelt cloak
    Catechism of St.Drusus (+10% on Command tests)
    Confessions of Kobras (S.Lore (Legends), F.Lore(Xeno), C.Lore(Expanse) +20. Heretical text if discovered. Gain Enemy[Inquisition])
    Transgenic Rak'Gol rafts (Unnautural Strength x2)(Unnat' Toughness x2)
    Combi-Tool +10 Tech Use
    Calculance Array +10 Commerce
    Void Bait space decoys
    Beast Cages in the Hold (Various sizes),
    Jovian Hab Bases (in ships holds)






    V288 Vindicare (currently pretending to be a helmsman/bodyguard)


    Spoiler: Vindicare Fluff
    Show
    The memories are never there. A mind empty of feeling, empty of memory. No family, no treasured keepsake of home or flash of a kindly maternal face. Only the cold embrace of the breathing mask and slow hiss of the stasis pod closing around him as his memories are purged before the next mission begins.

    This time had been different. The stasis pod had opened with a hiss as normal, his body stiffening assessing the surroundings for threat or danger but nothing save for a hooded figure that spoke in low tones. The first words the ciphers that prevented a painful death for the hooded figure at the hands of the now alert assassin.

    He listened to the orders and obeyed with words. A uniform being provided before he boarded a small shuttle and found himself delivered to a massive floating fortress, the words*Pravda Prinosit Prosvetleniye emblazoned around its eagle studded prow. Saluting the serious looking Lady Captain he introduced himself "Lt. Nathaniel Fitzroy recently of the Naval Frigate "Intrepid". Reporting for duty aboard your cruiser MiLady." The crest on her shoulder looking familiar, a*memory*of*such a thing lost with all of his other memories. Even as he spoke the instructions from the hooded figure who could command an assassin such as he echoed in his mind "She must live Vindicare. Keep her alive. Let no harm come to her until the proper time"....





    Spoiler: Vindicare
    Show


    Homeworld: Volg Hive
    Divination: Trust in your Fear

    Stat WS BS S T Ag PEr WP Int Fel
    Start 37 42 36 40 41 34 32 31 30
    Background +5 +5 +5 +5 -5 -5
    Advances +20 +20 +5 +10 +25 +10 +5 +5 -
    Current 62 67 41 50 73 44 42 31 25

    Fate 6
    Wounds 22
    IPs 0
    CPs 0


    Traits
    Accustomed to Crowds
    Hivebound
    Unsettling Presence -10 on social interactions
    Psychic Blank can't be perceived
    Psychic Invulnerability Immune to psychics
    Psychic Disruption -30 on checks to nearby psykers

    Art of Death
    Temple Assassin Reroll: climb, acrobatics, swim
    Temple Assassin Additional reactions = Ag Bonus. Can dodge anything

    Unnatural Agility x2; Unnatural Strength x2; Unnatural Toughness x2

    Skills
    Athletics Mastery Str/Ag 61 / 93
    Stealth Mastery Ag 93
    Observation Mastery Per 64
    Piloting Mastery Int/Ag 51 / 93
    Security +20 Int 51
    Sleight of Hand +10 Ag 83
    Survival Int 31
    Shadowing +20 Ag 93
    Intimidate Str 41
    Drive (Hover)(Ground +10) Ag 73 / 83
    Chem Use T 50

    Talents
    Blade Dancer Re-roll 1 sword/turn. Extra parry/round. After parry make an attack at -10. No outnumber bonus. After attack acrobatics to move
    Storm of Blows FA make 3 attacks. Can attack with both weapons.
    Beserker +20 on charge, +10WS/S/T/WP in frenzy. if hit with all-out attack spend reaction for additional attack
    Death Blow +2 damage in melee. +4 on criticals. Choose hit location
    Peerless Marksman +2 ranged damage. +4 crits. No penalty for long range or called shot
    Gunfighter Saint No penalty with shooting. Can fire at different targets
    Unassailable Grace Extra dodge 1/round, If charge or run then -20 to hit
    Heightened Reactions Initiative +30!! Ag test to negate surprise. Reload -half, Stand as half

    Sound Con x9
    Fearless
    Unarmed Master unarmed does 1d10+SB and isn't primitive
    Perfect Shot If kill then can aim for free
    Pistol Expertise
    Basic Expertise
    Melee (Power, Primitive, Chain)
    Exotic (Pulse weapons) (X)
    Heightened Senses (Hearing)(Sound)
    Resistance (Poison)
    Sprint (E)
    Bulging Biceps (E)
    Iron Jaw (E)

    Gear

    2 x Exitus Pistols (30m S/3/- 2d10+2I 9 5 Accurate, BC, Silencer)
    Exitus Rifle (200m S/-/- 2d10+2I 9 10 Accurate, BC, Silencer, Telesight)
    Exitus rounds (-20 to dodge), 3 x Shield break, Hellfire, Turbo Pen rounds
    BQ Power sword 1d10+5 PEN5 Power field, balanced
    BQ Pulse pistol 40m S/2/- 2d10+2E PEN4 16 Gyro-Stabilised


    Vindicare Spy Mask Auspex, GQ Photo visor, Darksight, rebreather, Re-roll Perception tests ,
    Vindicare Stealth Suit 3 AP, Synskin, +10 Dodge, +10 Vs toxins, +20 stealth
    Clone Field (Re-roll dodge/round. Bonus dodge. Double DoS on Dodge
    Flip Belt (+20 Ag tests, Hover(6)
    Multikey
    Microbead
    BQ stormtrooper carapace w/camelione coating

    Blackbone bracing (Bulging Biceps, Iron Jaw, +2 unarmed damage)
    Pain Ward (Ignore stun/ involuntary actions)
    GQ MIU (10% bonus on linked drive, pilot & shooting)
    GQ Sprint (Sprint, +1 AP)
    Synthetic Muscle Grafts (+1 SB)



    Kartov Warrant
    Spoiler: Warrant
    Show

    Age of Rebirth: The warrant is ancient. Signed on the soil of Holy Terra itself and although rumours are muddled in the most secret annals of the Inquisition and the Navis families the truth is that the warrant was signed by none other than Warmaster Horus himself.
    Struggling: As the Rebirth spread and Imperium was reborn few trusted a Charter signed by the Great Deceiver but the Kartov Dynasty struggled on.
    Trade Mandate: The Kartov dynasty struggled on until it found the system of Sverdberg. The ice planets spread around blue giant granted to the dynasty in perpetuity. The Kartov Warrant raised to Tzar/Tzarina of the system planets. The power of House Kartov was indeed on the rise.
    Meritech Wars: Joining the holy crusade against the Logicians the Kartov dynasty secured its alliances with the Adeptus Mechanicus and Imperial Navy
    Merchant House: The Kartov trading cartel is now massive, known for its hard bargains but also for its dangerous associations with all manner of xenos on the fringe of Imperial Space.
    Infamous: "Xenolover" "Secessionist" such are the names that House Kartov is called. But none can deny their power or the envious looks that the ecclesiarchy throw their way.

    SP 48 PF 44 +66 = 110


    Pravda Prinosit Prosvetleniye (Truth Brings Enlightenment)
    Spoiler: The Pravda
    Show

    Repulsive Class Grand Cruiser
    Speed 6 Manoeuvre +18 Detection +10 Hull Integrity 85 Armour 19 Turret Rating 3
    Morale 125 Crew 102 Space 89 / 90 Power 93 / 95 Crew Rating 45 SP 117

    Modified Saturine Class 5 (+95 / 14 / 0)
    Miloslav H6.16 ( 10 / 12 / 0 Haste of the Dammed)
    Warpsbane Hull ( 1 / 0 / 2 Blessed +10% Warp, roll twice choose best)
    GQ Triple Void Shield array ( 8 / 3 / 1)
    Ship Master's Bridge ( 4 / 3 / 0 +5 Pilot/Navigate, +10% BS)
    Voidsmen Quarters ( 2 / 4 / 0 )
    Vitae Life sustainer ( 5 / 3 / 0 )
    Deep Void Auger ( 7 / 0 / 1 Eye of the Omnissah)

    Prow: GQ Mar's Pattern Torpedo Tubes ( 2 / 7 / 3 Str6 Plasma Seeking (+30) Torpedoes 2d10+14
    Dorsal: BQ Starflare Lance ( 12 / 6 / 3 Str 3 1d10+3 Crit 2* Range 8* Pinpoint: hit per 2 DoS not 3)
    Port/Starboard: BQ Hecuter Plasma Broadside (24 / 10 / 8 Str 5 1d10+3 Crit 3 Range 11)
    Port/Starboard: BQ Lathe Landing Bays (2 / 8 / 8 Str 3 x2 = 18 squadrons (2 torp.bomber, 6 bomber, 8 fighter, 1 shark, 1 utility)
    GQ Arboretum (2 / 2 / 2 Double voyage time, +2 Crew)
    Librarium Vault ( 1 / 1 / 1 Library +10% Investigate skills)
    Temple Shrine ( 1 / 1 / 1 Temple: +3 Morale, +100 Creed)
    Trophy Room ( 1 / 1 / 1 Creed/ Explore/ Trade +50 achievement)
    Observation Dome ( 0 / 1 / 1 Morale +1, Exploration +50)
    Small Craft repair Deck ( 2 / 2 / 1 Repair/recover small craft)
    GQ Barracks ( 2 / 3 / 3 Barracks +20% Boarding/Hit'n'Run; +100 Military)
    Cargo Hold and Lighter Bay ( 1 / 2 / 1 Hidden Spaces +50 trade/ criminal)
    Teleportarium ( 1 / 1 / 1 Teleport. +20% to Hit'n'Run)
    GQ Tenebro Maze ( 2 / 2 / 3 Maze: +10% resist boarding, Choose crit hits)
    Xeno Habits ( 2 / 1 / 1 Xeno chamber: +10% social interaction)
    Pilot Chambers ( 1 / 1 / 1 Hot shot pilots +2 Craft rating)


    Planet Bound for Millennia (Hull Loss [roll0]) +10% manoeuvre around planets
    Tainted -10 on Navigate (Warp)
    Ancient Grand Cruiser - no armour augments

    Upgrades
    Targeting Matrix (+5% BS)
    GC Shield Overload Capacitors (3 / combat activate shields twice per combat round)
    BQ Crew Improvements
    GQ Storm Trooper detachment (+5 command, x2 hull damage on hit'n'run)

    Bonuses
    Shooting: +15% BS
    Boarding: attack +30%/ Defend +30%
    Hit'n'Run: attack +50%/ Defend +40%
    Navigate (Stellar) +5% (warp) 5%
    Investigate Test +10%
    Social Vs Xenos +10%
    Military +125 Creed +150 Trade +100 Exploration +100 Criminal +100


    The Hammer
    Spoiler: The Hammer
    Show

    Secuter Class Monitor Cruiser
    Speed 6 Manoeuvre +12 Detection +25 Hull Integrity 65 (+2-6) Armour 22/24 Turret Rating 2(3)
    Morale 110 Crew 100 Space 58 / 58 Power 56-58 / 60 Crew Rating 45 SP 83

    Jovian Class 3 (+60 / 12 / 0)
    Miloslav H6.16 ( 10 / 12 / 0 Haste of the Dammed)
    Geller Field ( 1 / 0 / 0 )
    Repulsor Shield array ( 8 / 1 / 0 Charged particle repulsion)
    Command Bridge ( 3 / 2 / 1 +5 Command, +5% BS, 3+ to stay powered)
    Voidsmen Quarters ( 2 / 4 / 0 )
    Vitae Life sustainer ( 5 / 3 / 0 )
    Deep Void Auger ( 7 / 0 / 1 Eye of the Omnissah)

    Port/Starboard Melta Cannons ( 8 / 6 / 4 Str3 1d10+4 crit 4 range 4)
    Prow Gryphonne Torpedo Tubes ( 2 / 6 / 1 Str 4 Plasma 2d10+14)
    Dorsal BQ Bombardment Cannon ( 5 / 5 / 5 Str 3 1d10+6 Crit 1 range 5)
    Reinforced Prow ( 0 / 3 / 1 Prow armour +2; +1d5 ramming)
    GQ Armour Plating ( 0 / 1 / 3 )
    Broadband Hymn Casters ( 3 / 0 / 1 Deafening, terrifying (+10 intimidate w/in 30VUs)
    Flak Turrets ( 1 / 1 / 1 Wall of Steel, -10 detection, +1 turret when active)
    Field Bracing ( 1-3 / 1 / 2 Put 1-3 power in for 2-6 Hull)

    Traits
    Stoic (-1PF from endeavour, ignore damage 7-10); Wrested from a Space Hulk (+1 armour/speed +3 man, roll double misfortune)
    Outfitted for War (can use Cruiser void shields)

    Upgrades:
    BQ turbo weapon battery (Dorsal Cannon +5% BS to fire)
    BQ Disciplinarium (+5 Command, +3 morale per 1 crew loss)
    Resolution Arena
    Targeting Matrix (+5% BS)
    GC Shield Overload Capacitors (3 / combat activate shields twice per combat round)
    BQ Crew Improvements

    Bonues:
    Dorsal cannon +15%BS, other weapons +10%
    Command checks +10%
    Intimidate +10% (+30% Vs ground Targets)
    Military Achievement +50
    Last edited by DrK; 2014-06-07 at 03:25 PM.
    Thanks to Emperor Ing for the nice Avatar

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    May 2011
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    WIP

    Got some messy unfinished crunch for my dark eldar for curious people to look at. Still got some XP unspent as I try to figure out what she should have and I might have missed.

    The fluffy parts will come after I've managed to compile my scattered notes into a more cohesive shape.

    Spoiler: Dark Eldar Wych Crunch
    Show

    Spoiler: Characteristics and various stats
    Show
    WS 25 24 20 69 ++++
    BS 25 12 0 37
    S 25 15 10 50 ++
    T 25 15 0 40
    Ag 30 20 20 70 ++++
    Int 25 18 10 53 ++
    Per 30 18 20 68 ++++
    WP 25 18 5 48 +
    Fel 25 13 10 48 ++

    Wounds: 19 = 14 + Sound Constitution V
    Fate: 4 = 1 + 3
    Pain Tokens: 0
    Temporary Fate: 0

    Armor: 7 (All)
    Insanity: N/A
    Corruption:

    Spoiler: Skills
    Show
    Acrobatics +20 (Ag)
    Awareness +0 (Per)
    Chem Use +20 (Int)
    Concealment +10
    Dodge +20 (Ag)
    Silent Move +20 (Ag)
    Speak Language (Eldar) (Int)
    Speak Language (Dark Eldar) (Int)
    Speak Language (low gothic) (Int)
    Common Lore (Dark Eldar) +10 (Int)
    Intimidate +0 (S)
    Interrogation +0
    Forbidden Lore (Xenos) +0
    Forbidden Lore (Webway) +10
    Navigation (Webway) +0
    Decieve +0
    Scholastic Lore (Chymistry) +20
    Trade (Chymist) +10
    Psyniscience +0
    Literacy +0
    Pilot (Personal) +0
    Command +0
    Sleight of Hand +0
    Forbidden Lore (Xenos) +0
    Contortionist +0
    Tracking +0
    Climb +0
    Sleight of Hand +0

    Spoiler: Talents
    Show
    Ambidextrous
    Decadence
    Disturbing Voice
    Hard Target
    Melee Weapon Training (Primitive, Universal)
    Thrown Weapon Training (Universal)
    Heightened Senses (Sight, Hearing)
    Paranoia
    Catfall
    Sprint
    Jaded
    Dark Soul
    Quick Draw
    Leap Up
    Two Weapon Wielder (Melee)
    Rapid Reaction
    Combat Master
    Exotic Weapon Training (Husk Blade)
    Blademaster
    Assassin Strike
    Resistance (Psychic Techniques)
    Cruelty
    Step Aside
    Swift Attack
    Lightning Reflexes
    Lightning Attack
    Wall of Steel
    Counter Attack
    Exotic Weapon Training (Reaver's Fang)
    Exotic Weapon Training (undecided)
    Siphon Pain
    Unarmed Warrior
    Tormentor's Vigour
    Resistance (Fear)
    Two Weapon Wielder (Ranged)
    Sound Constitution V
    Discipline of Shaimesh
    Tormentor's Supremacy
    Strong Minded
    Tormentor's Will

    Spoiler: Traits and Special Abilities
    Show
    Keen Senses
    Non-Imperial
    Matchless Grace
    Power Through Pain
    Speak Not Unto the Alien
    Soul's Nemesis
    Dark Sight
    Unnatural Agility (x3)
    Lingering Dread

    Spoiler: Equipment
    Show
    Weapons
    Huskblade
    Reaper's Fang
    Haywire Grenades, 4
    Eldar Plasma Grenades, 2

    Poisons [various doses of different Craftmanship, some for delayed deployment]
    Liquid Agony
    Sanguine Exodus
    Heartfire
    Vitae Rebellion
    Final Breath
    Nightmare Philtre

    Drugs
    Accelerai, 5 doses
    Soul Echo, 4 doses

    Armor and Fields
    BC Ghostplate Armor [7 AP all]
    BC Eldar Forcefield [75 Rating; 1 overload]

    Gear
    Venom Ring
    Soul Trap
    GC Flip-Belt
    Microbead
    gruesome trophy or kill-recorder?

    Augmentations/Cybernetics


    Spoiler: Advances
    Show
    Rank XP Level
    1 5,000-6,999
    Weapon Skill 1-4 1600
    Speak Language (Low Gothic) 200
    Sound Constitution I 200
    2 7,000-9,999
    Agility 1-4 1600
    Quick Draw 200
    Acrobatics +10 200
    Dodge +10 200
    Concealment +0 200
    Leap Up 200
    Two Weapon Wielder (Melee) 400
    3 10,000–12,999
    Perception 1-4 1600
    Intelligence 1-2 750
    Fellowship 1-2 750
    4 13,100–16,999
    Willpower 1 500
    Strength 1-2 750
    Awareness +0 100
    Interrogation 200
    Rapid Rewction 200
    Combat Master 200
    Exotic Weapon Training (Husk Blade) 300
    Chem-Use +10 200
    Forbidden Lore (Xenos) +0 200
    Silent Move +10 200
    Sound Constitution II 200
    Dodge +20 300
    Blademaster 300
    Assassin Strike 500
    5 17,250–20,999
    Pilot (Personal) +0 200
    Resistance (Psychic Techniques) 200
    Cruelty 300
    Sound Constitution III 300
    Step Aside 400
    Swift Attack 500
    Lightning Reflexes 400
    Common Lore (Dark Eldar) +10 200
    Decieve +0 200
    Concealment +10 200
    Forbidden Lore (Webway) +0 300
    Navigation (Webway) +0 300
    Sound Constitution IV 300
    6 21,050–24,999
    Lightning Attack 1000
    Wall of Steel 600
    Counter Attack 300
    Scholastic Lore (Chymistry) +0 300
    Scholastic Lore (Chymistry) +10 200
    Trade (Chymist) +0 200
    Trade (Chymist) +10 100
    Exotic Weapon Training (Reaper's Fang) 300
    Exotic Weapon Training (?) 300 - 24350
    Forbidden Lore (Webway) +10 200
    Siphon Pain 500
    7 25,050–29,999
    Acrobatics +20 200
    Silent Move +20 200
    Psyniscience +0 300
    Scholastic Lore (Chymistry) +20 300
    Unarmed Warrior 300
    Unnatural Agility (x3) 1000
    Tormentor's Vigour 1000
    Command +0 200 - 28550
    Contortionist +0 200
    Tracking +0 200
    Climb +0 200
    Literacy +0 200
    Resistance (Fear) 200
    Acrobatics +20 200 29750
    Two Weapon Wielder (Ranged) 300
    8 30,050-34,999
    Chem-use +20 200
    Sound Constitution V 300
    Discipline of Shaimesh 750
    Tormentor's Supremacy 1000
    Strong Minded 750 - 33050 - 1950 to go
    Sleight of Hand +0 400 Elite
    Tormentor's Will 700


    Spoiler: Something placeholder
    Show
    nothing here yet
    Last edited by watupwithdat; 2014-06-02 at 03:57 PM.

  4. - Top - End - #4
    Titan in the Playground
     
    Emperor Ing's Avatar

    Join Date
    May 2007
    Location
    Ameritopia
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    Still WIP but here's what i've got


    Spoiler: Archmagos-Explorator Kryssofer Zennith
    Show

    Name: Archmagos-Explorator Kryssofer Zennith
    Homeworld: Forge-World
    Wounds: 26
    Divination: "Die if you must but not with your spirit broken" +3 WP
    Insanity: 36
    Corruption: 21
    Fate: 4


    Attributes

    WS: (38) 38 + 5 - 5
    BS: (68) 38 + 30
    S: (66) 36 + 10 + 10 + 10
    T: (72) 37 + 25 + 10
    Ag: (41) 36 + 10 - 5
    Per: (56) 36 + 20
    Int: (82) 42 + 5 + 30 + 5
    WP: (70) 39 + 20 + 5 + 3
    Fel: (21) 36 - 10 - 5


    Skills
    Awareness
    Common Lore (Administratum, Imperium +10, Machine Cult, Tech +10, War)
    Dodge
    Evaluate +20
    Forbidden Lore (Adeptus Mechanicus, Arcaeotech +20, Demonology, Heresy, Inquisition, Ordo Malleus, Psykers, Tech-Heresy +10, Warp +10,)
    Literacy
    Logic +20
    Operate (Ground, Aeronautica, Voidcraft)
    Scholastic Lore (Archaic, Astromancy, Chymistry +20, Numerology +10, Occult +10)
    Secret Tongue (Tech)
    Security +20
    Speak Language (Low Gothic, High Gothic)
    Tech Use +20
    Trade (Scrimshawer)

    Talents
    Armor of Contempt
    Autosanguine
    Bulging Biceps
    Electro Graft Use
    Electrical Succor
    Energy Cache
    Feedback Screech
    Foresight
    Good Reputation (Adeptus Mechanicus)
    Heightened Senses (Hearing, Sight)
    Iron Jaw
    Lumien Blast
    Lumien Charge
    Maglev Grace
    Marksman
    Mechadendrite Use (Utility, Manipulator, Techsorcist)
    Mental Fortress
    Orthoproxy
    Peer (Adeptus Mechanicus)
    Prosanguine
    Rapid Reload
    Resistance (Psychic Powers)
    Rite of Awe
    Rite of Pure Thought
    Strong Minded
    Technical Knock
    Total Recall

    Basic Weapon Training (All)
    Melee Weapon Training (Primitive)
    Pistol Training (Las, Melta)
    Heavy Weapon Training (SP)

    Traits
    Forge World Traits
    Mechanicus Implants
    Rite of Clear Thought
    Armor Monger
    Soul of Iron (Forbidden Lore: Archaeotech)
    Machine (7)
    Auto-Stabilized
    Regeneration

    Spoiler: Advance Purchases
    Show

    Logic (100,) +10 (100) +20 (100)
    Weapon Advance (250)
    Willpower Advance (100) (250) (500) (750)
    Intelligence Advance (100) (250) (500) (750) (1000) (1500)
    Toughness Advance (100) (250) (500) (750) (1000)
    Ballistic Advance (250) (500) (750) (1000) (1000) (1500)
    Perception Advance (250) (500) (750) (1000) (1000)
    Agility Advance (500) (750)
    Feedback Screech (100)
    Rapid Reload (100)
    Tech Use +10 (100) +20 (100)
    Security (100) +10 (100) +20 (100)
    Lumien Charge (100)
    Common Lore Tech +10 (100) Imperium (100) +10 (100) War (100) Administratum (100)
    Speak Language High Gothic (100)
    Mechadentrite Use Utility (100) Manipulator (100) Techsorcist (100) Gun (100)
    Evaluate (100) +10 (100) +20 (100)
    Electrical Succor (100)
    Heightened Senses Sight (100) Hearing (100)
    Scholastic Lore Chymistry (100) +10 (100) +20 (100) Numerology (100) +10 (100) Astromancy (100) Archaic (100) Occult (100) +10 (100)
    Total Recall (100)
    Awareness (200)
    Pilot Civilian Craft (100) Military Craft (100) Spacecraft (200)
    Forbidden Lore Arcaeotech (100) +10 (100) +20 (100) Tech-Heresy (100) +10 (200) AdMech (200) Ordo Malleus (200) Warp (100) Daemonology (100) Heresy (100) Inquisition (100)
    Rite of Awe (100)
    Energy Cache (100)
    MagLev Grace (200)
    Dodge (300)
    Basic Weapon Training Melta (200)
    Heavy Weapon Training Las (500)
    Autosanguine (100)
    Lumien Blast (100)
    Armor of Contempt (100)
    Orthoproxy
    Maglev Transcendence (200)
    Peer (Adeptus Mechanicus)
    Resistance (Psychic Powers) (100)
    Lumien Shock (100)
    Strong Minded (100)
    Mental Fortress (100)
    Prosanguine (200)
    Rite of Clear Thought
    Pistol Training Melta (300)
    Marksman (100)
    Foresight (100)
    Sound Constitution x7 (700)
    The Flesh is Weak 1 (500) 2 (500)
    Driving Mastery (500)
    Tech Lore Mastery (500)
    Sound Constitution x3 (500)
    Machinator Array (1000)
    Basic Weapons Expertise (500)
    Call of Iron (500)
    Electro-Illumination (0)
    Observation Mastery (500)
    Voice of the Omnissiah (500)
    Conditioned Intellect (0)
    Mental Aegis (0)
    Soul of Stone (500)
    Favored by Fate (700)
    Forbidden Lore Mastery (500)
    Exemplar of Metal (1000)
    Sound Constitution x3 (500)
    Gravitic Levitation (0)
    Rival (Ecclesiarchy) (-300)
    Rival (Adepta Sororitas (-300)
    Enemy (Ecclesiarchy) (-300)
    Scholastic Lore Mastery (from Sage, 1000)


    35000 Spent

    Spoiler: Equipment
    Show

    Servo-Arm
    Medicae Mechadentrite
    Optical Mechadentrite
    Ballistic Mechadentrite w/ Hellax Infernus
    Sentinel Array
    Badge of Office
    Hermetic Infusion (Good)
    Vehicle Interface Circuitry
    Cogitator (Personal)
    Bionic Arms (Good)
    Bionic Locomotion (Good)
    Bionic Respiration (Good)
    Auger Array (Good)
    Cortex Implant (Good)
    Mind-Impulse Unit (Good)
    Cybernetic Eyes (Good)
    Cybernetic Hearing (Good)
    Blackbone Bracing
    Dragon Armor (Best) w/ Hexgrammatic Wards
    Vindicare Spy Mask
    Omnissian Axe (Best)
    Autocannon (Best) w/ Motion Predictor
    Ryza pattern Storm Bolter w/ Motion Predictor
    Multikey
    Diagnostor
    Dataslate
    Vox-Caster
    Lord-Captain's Baton
    Eldar Forceshield (best)
    MIU Weapon Interface w/ Best quality Plasma Rifle w/ Motion Predictor

    Autocannon Clips x3
    Melta-Pistol Flask x3
    Plasma Flask x3
    Blessed Ammunition x2 clips
    Organgrinder Rounds x4 clips

    Spoiler: About Magos Kryss
    Show

    Nearly a millenia old, Kryssofer traces his origins as having been born on the Lathes forge-world. His first mark of distinction was in the aftermath of the Meritech Wars where as part of the Adeptus Mechanicus contigent sent to recover the technology lost from the war from both sides of the conflict, Kryssofer was renowned for his ability to combat the remnants of the abominable intelligences the Logicians were able to employ. This inspiration to handle such accursed devices and emerge from further evaluations having proven his being untainted inspired him to pursue a career as a Techsorcist. Having passed his test he was able to learn about maltech and the ways to deal with it. He came to learn many truths in his experience, knowledge that would shatter or condemn a lesser mind but to the newly christened Techsorcist Kryss, as simply knowledge to be obtained.

    Despite the high demand for Techsorcists, the Inquisition and the Ordo Malleus never found a use for Kryss. Or more accurately he was not available as his immediate superiors in the Cult Mechanicus Priesthood wished to make use of his talents in their own pursuit of tech-heresy. One such insidious tech-heretek was a remnant Logician whom, after months of investigating and probing, was revealed under the Omnissiah's blessed light. He acted under the alias of The Operator. The confrontation was a complete disaster, with the Operator in possession of an arcane piece of techno-heresy that triggered an electrical current to run through the implants of anyone possessing them. A being of pure flesh such as a human commoner or a purely metal being like a Necron or the most senior Magos would also emerged unscathed, but to ordinary tech-priests, the feeling is excruciating. Kryss found himself at the mercy of The Operator.

    As it turned out, of the agents sent to apprehend the Operator, he was the only one to survive the initial attack. Although helpless, Kryss did find The Operator talkative, and able to be talked to. The two conversed. The Heretek attempted to imbue his heretekal insight and inspiration into the younger tech-priest, exploiting his natural curiosity and creativity as a means to turn the tech-priest apostate. Kryss, meanwhile, extracted as much knowledge as he could from the Heretek. As unorthodox as it was, Kryss found his interest overpowered his other, better senses. Whenever The Operator would perform a horrible experiment on others or Kryss, the tech-priest would always ask questions.

    Kryss would be in The Operator's care for months, biding his time before he could make his escape. Sure enough in the months since his original capture, the Heretek had siezed a valuable prize: A Mars-class Battlecruiser! How he had done so the tech-priest had to fight himself to go over and ask. For now all that mattered was making an escape. Using his MIU Kryss siezed control of the ship and most of its systems. It was basic control, below even what a skeleton crew was expected to be able to accomplish, but it was just enough and he knew the Rites of Activation well enough to escape off-world. Arriving on an Imperial world, Kryss was able to get a message out to the Lathes world as to the wherabouts of The Operator and just what it was he had managed to steal.

    The exact fate of The Operator is still not known to Kriss as he did not participate in the second assault on his operations, but he presumes The Operator is dead. What he did was coordinate the refurbishing and reclamation of the Battlecruiser, designated the Steel Soul. By acquiring a Navigator and a partial-strength crew of Servitors the Tech-Priests were able to return the hallowed vessel to the Lathes spacedocks, where they found the vessel to be in excellent condition, despite the nervous mutterings of menials and many of the younger adepts regarding "Ghosts." Not so much "ghosts" as it was simply the psychic phenomena common of a location where the barriers between Realspace and the Warp are thin. The fact that Kryss knew this was actually rather alarming to his fellow Tech-Priests, who demanded he be evaluated for corruption.

    He proved clean, however many became wary around him, especially after having spent so much time in exposure to such tech-heresy. Kryss insisted he was clean, however in his mind he found a kernel of doubt. He became frustrated as he would go about his duties and spot many ways in which the innards of an air-recycling unit or a skimmer plate may be improved upon, but ultimately deciding against it due to his Priesthood training. He knew full-well his thoughts of innovation bordered on tech-heresy. He could only wonder if his many conversations and debates with The Operator caused him to adapt some of the Logicians' views and ways of thinking. He did everything he could to try and hide, if not suppress his frustrations, from simple mneotic purging to neural replacements and enhancements, nothing seemed to ease his creative and innovative impulses. As good as he was at concealing it, those around him noted that his attempts at problem-solving often made use of outside-the-box thinking instead of relying on tried-tested-and-proven methods proscribed by the Adeptus Mechanicus. With nary a doubt in his mind, he underwent the Rite of Pure Thought in his desire to become unconstrained by these frustrations. Sure enough, with the creative side of his brain replaced with silicon, the thoughts and doubts were seemingly erased, replaced with pure logic.

    Armed with the knowledge divined from The Operator and gone were his doubts about his prowess and skill, now Magos Kryss became a truly formidable being, armed with terrific intellect and utterly ruthless in his pursuit of knowledge and technology. However the Rite of Pure Thought began to fail. Designed to remove all semblance of creativity and innovative thought from the mind by removing all components capable of it, the Magos was baffled as his frustrations returned. His immense intelligence turned back over on itself, creating its own intellgence that desired and thought. Already merged with the Magos' keen mind, it created an artificial right-side-of-his-brain, one that desired unique solutions to problems and to innovate on old ideas. An ambition welled up inside of him stating that Mankind could stride amongst the stars like demigods again.

    Seeing no other alternative and fearing retribution from his peers in the Adeptus Mechanicus (How was it that the Magos was able to experience fear if he was no longer biologically capable of it?) he sought a self-imposed exile, making a transfer from Magos Manufactorum to Magos Explorator. Sure enough the transfer was approved and the Magos was given the Steel Soul, the very ship he helped recover from The Operator, both for his own invaluable assistance following the Meritech Wars, maintaining pure in the presence of The Operator, and helping to provide intelligence that lead to his destruction. The Steel Soul was fully functional and staffed with a crew of Servitors.

    Taking to the stars, the Magos began to use his newfound freedom in unique ways. He would experiment, rebuilding reliable, tried-and-true technology from scratch and rebuild it in unique ways. He would also recover and dissect archaeotech to learn their secrets and their functions, and would even go so far as to divine the inner workings of xenos technology. Magos Kryss had more than enough sense to avoid maltech though. His knowledge and experience as a Techsorcist gave him a solid understanding that the technology tainted by the Warp was to be avoided and purged at all costs. In his private thoughts, however, he mused divining the secrets of the Warp and learning the logic of how a realm that defies all attempts at logic works. For the moment he was content to learn the secrets of how the Materium worked first.

    During his time he had recovered and restored the burning hulk of an Imperial Sword-class Frigate designated the Abyssal Star and captured a Factory Ship from smugglers, both of which were added to his fleet.

    Magos Kryss thought of replacing the servitor crew with humans. Data analyses and performance reviews acquired from a few minutes of data-probing Imperial Navy and Adeptus Mechanicus Fleet records suggested that the ingenuity and flexibility of human crew-members outweighed the costs and risks of fulfilling the crew's needs. Despite the high technology his fleet boasted and the careful maintenance done by the cohort of subordinate tech-priests as well as himself, Magos Kryss could not deny his fleet would need a strong leader to rally around, one whose command could be obeyed and would inspire the crew to greater heights. Unfortunately of the candidates he could recruit, Magos Kryss found all of them were occupied elseware, either established Imperial Navy, Imperial Guard, or Rogue Traders. He even found a Space Marine Chapter Master. However Magos Kryss would not be deterred. Employing some outside-the-box thinking, he docked on the Shrine-World Sentinel for refitting. His true objective was to hack into Ecclesiarchial archives for any individuals being investigated for heresy then categorize them by heirarchy. Ideally, Magos Kryss could find an Imperial Navy Captain mouthing off. As luck would have it, he found a navy Admiral, one Sammael Drath under investigation on suspicion of progressivist views.

    Their evidence was weak, but from what the Magos could gather, Admiral Drath harbors views that the Imperium is stagnant and must be reorganized for the sake of Mankind's very survival. Kryss, already sympathetic to these views, and based on what he was able to discover about the Admiral himself, his leadership skills and service record were commendable, a perfect candidate. Magos Kryss MUST have him!

    Gathering all the evidence his probes would allow, the Magos was able to arrange a meeting with the Admiral. His first plan was to simply recruit the Admiral. He warned him of the Ecclesiarchial investigation into him, and presented him with evidence, both that the investigation was ongoing and that they could form a case. The Admiral had no prior awareness of this and was surprised, even moreso that the cogboy standing before him was offering a way out. Join him and lead his Explorator fleet as the Magos' adjutant commander, and his safety would be guaranteed as would his ability to do as he pleased with the authority he was given. Admiral Drath declined, citing his high position in the fleet as a protection and having faith in the fact that 1) the Ecclesiarchy had a weak case against him, and 2) The Emperor would not allow a faithful servant such as Sammael to suffer for the sins he had (or felt he had) not committed. The Magos left, accepting the declination but informing him that the offer is still available if his mind ever changes.

    However the Magos refused to take no for an answer. Instead, he used his considerable technological expertise to run probes into the vox-systems that might have been used by the Admiral, as well as other cogitor systems. What he found was interesting, to say the least. Private conversations over closed, secure channels demonstrated clear and obvious dissatisfaction with the Imperial system and the Ecclesiarchy as a whole for their shutting down of all thought and reason. As sympathetic as the Magos was to these views, his own greed drove him to leak these vox-transmissions to the hated Ecclesiarchial temples. They had thanked the Emperor for the deliverance of this information into their clutches, and now had enough evidence to make a case against Admiral Drath. To ensure the Imperial Navy would not rally around Drath in his defense, Magos Kryss transmitted the evidence of these heresies to Drath's immediate superiors with Ecclesiarchial encodings, presenting the veiled warning: Do not protect this heretic.

    True to Magos Kryss' predictions, the Admiral was dishonorably stripped of his titles, arrested, tortured, and sentenced to be burned at the stake.

    With his Skitarri cohort, the Magos teleported at the site of the pyre, mere minutes before the Admiral was set to burn. The Ecclesiarchial guards attempted to raise their weapons at the Magos, but found that their weapons had all jammed with but a movement from the Archmagos. He scolded all those gathered for daring to attempt to murder a member of the Magos' Explorator crew, and that the priests had overstepped their boundaries going after a servant of the Adeptus Mechanicus. Satisfied by their silence, the Skitarri Guard and Magos Kryss teleported with the former Admiral to the Steel Soul in orbit above Sentinel. He once again gave the Admiral the deal: Join him or remain. Seeing his good name tarnished with a cult dedicated to ending his life, Sammael had no choice but to accept and join the Magos. Kryss allowed Sammael the title of Adjutant Admiral, under the Magos. He furthermore informed his new Fleet Commander that part of the reason he was saved is because Kryss was sympathetic to the Admiral's recongregationalist views.

    Over the years together, Magos Kryss and Admiral Drath have formed a friendship. The two can count on each other's backs, the Admiral can rely on Magos Kryss' expertise on damn-near everything, while the Magos can count on Sammael to act as the face of the Explorator Fleet and to inspire his crew. How strong this bond truly is would surely be tested if the Admiral ever found out that it was Kryss who set him up to fall from grace in the first place. The Admiral also demonstrated a keen talent for commerce. Indeed it was his suggestion that much of the Explorator Fleet's operations open up to trade as well as exploration to ensure the fleet and Magos Kryss' ambitions are self-funded without having to rely on the Magos' Mechanicus contacts for financial support.

    Magos Kryss himself is excitable and his mannerisms make him eccentric. He values knowledge in most of its forms and is willing to do most of anything to complete it. What he is unwilling to do is expose himself or others to the Warp or Chaos corruption if he can help it. The Magos is also egotistical. He does not believe in the ends justifying the means, however he is utterly selfish in his pursuits for knowledge and technology.




    Spoiler: Admiral Sammael Drath the Enlightened
    Show

    Name: Sammael Drath the Enlightened, Former Admiral of the 69th Calixian Battlegroup, Savior of Eridanus Secundus, Captain of the Steel Soul and Adjutant Admiral of Archmagos-Explorator Kryssofer Zennith's Explorator Fleet.
    Homeworld: Battlefleet
    Birthright: Child of the Creed
    Lure of the Void: Renegade (Free-Thinker)
    Trials and Travails: Dark Voyage
    Motivation: Prestige
    Career: Rogue Trader, Legend of the Expanse

    Wounds: 15
    Fate Pts: 3


    WS: 57 40 + 20 - 3
    BS: 67 47 + 20
    S: 38 38
    T: 45 45
    Ag: 60 45 + 15
    Per: 46 43 - 5 + 5 + 3
    Int: 39 39
    WP: 46 39 + 5 + 5 - 3
    Fel: 7448 + 3 + 20 + 3

    Skills
    Awareness + 20
    Barter +20 Talented
    Blather +20
    Charm +20 Talented
    Command +20 Talented
    Commerce +20 Talented
    Common Lore (Imperial Navy, Imperium)
    Deceive +20
    Dodge +20
    Evaluate +20
    Forbidden Lore (Heresy)
    Literacy
    Navigation (Stellar) +10
    Pilot (Space Craft)
    Scholastic Lore (Astromancy, Heraldry, Legend)
    Speak Language (Battlefleet War Cant, Eldar, High Gothic, Low Gothic, Trader's Cant,)
    Tech Use
    Trade (Voidfarer) +20

    Talents
    Air of Authority
    Armor of Contempt
    Blind Fighting
    Dark Soul
    Disarm
    Into the Jaws of Hell
    Iron Discipline
    Duty unto Death
    Fearless
    Hard Bargain
    Hip Shooting
    Jaded
    Leap-Up
    Legendary
    Light Sleeper
    Master and Commander
    Master Orator
    Paranoia
    Quick-Draw
    Rapid Reaction
    Renowned Warrant
    Resistance (Fear)
    Step Aside
    Talented (Charm, Barter, Commerce, Command)
    True Grit
    Unshakeable Faith
    Void Tactician
    Watchful for Betrayal

    Peer (Imperial Navy)
    Good Reputation (Imperial Navy)
    Peer (Adeptus Mechanicus)
    Enemy (Ecclesiarchy)

    Exotic Weapon Training (Eldar Sunrifle, Eldar Mirrorswords)
    Pistol Weapon Training (Universal)
    Melee Weapon Training (Universal)
    Basic Weapon Training (Universal)

    Sound Constitution x2

    Traits
    Officer on Deck (+5 to Command while on a ship)
    Ship-Bound Fighter


    Equipment
    Best craftsmanship Plasma Pistol
    Best quality Clothing, Xeno-Pelt Cloak
    Best quality Eldar Mirror Swords x2
    Eldar Sun Rifle w/ Motion Predictor
    Best Beamer Meltagun
    Best Quality Eldar Forceshield
    Best Quality Lathe-reinforced Light Power Armor
    Best Quality Targeting Monocle
    Best Quality Hab Base
    Good quality Bionic Legs
    Good quality Bionic Arms
    Lord-Captain's Baton x3
    Data-Slate
    Micro-Bead
    Best Navis Prima
    Calculance Array
    Auto-Quill
    Preysense Goggles
    Rebreather
    Void Suit
    Shifting Fabric

    Exotic Ammo (Eldar Sunrifle) x5
    Plasma Flask x3
    Melta Flask x3

    Spoiler: Advance Purchases
    Show

    Fellowship Advance (100, 250, 500, 750)
    Perception Advance (250)
    Ballistics Advance (250, 500, 750, 1000)
    Willpower Advance (250)
    Weapons Advance (100, 250, 500, 750)
    Agility Advance (250, 500, 750)

    Awareness (100) (200) (200)
    Command (100) (200) (200)
    Commerce + (200) (200)
    Charm (100) (200) (200)
    Dodge (100) (200) (200)
    Common Lore (Rogue Traders, 100)
    Speak Language (Trader's Cant, 100)
    Renowned Warrant (100)
    Pilot (Space Craft) (100)
    Iron Discipline (200)
    Jaded (200)
    Barter (200) (200) (200)
    Blather (200) (200) (200)
    Navigation (Stellar +, 200)
    Leap Up (200)
    Quick Draw (200)
    Exotic Weapon Training (Eldar Sun Rifle, 500, Eldar Mirror Swords, 500)
    Deceive (200) (200) (200)
    Evaluate + (200) (200)
    Sound Constition x2 (400)
    Scholastic Lore (Heraldry, 200) (Legend, 200)
    Dark Soul (200)
    Resistance (Fear, 200)
    Rapid Reaction (200)
    Into the Jaws of hell (500)
    Tech-Use (200)
    Trade (Voidfarer, 200, 200, 200)
    Speak Language (Eldar)
    Basic Weapon Training (Universal, 500)
    Light Sleeper (200)
    Master and Commander (500)
    Disarm (200)
    Blind Fighting (200)
    Paranoia (200)
    Hip Shooting (500)
    Master Orator (500)
    True Grit (500)
    Armor of Contempt (200)
    Fearless (200)
    Hard Bargain (200)
    Duty unto Death (200)
    Step Aside (200)
    Legendary (1000)
    Watchful for Betrayal (500)
    Peer (Imperial Navy) (300)
    Good Reputation (Imperial Navy) (500)
    Talented (Charm, 300, Barter, 300, Commerce, 300)
    Lightning Reflexes (200)
    Deadeye Shot (500)
    Mighty Shot (500)
    Void Tactician (500)
    Marksman (Elite, 1000)
    Ambidextrous (200)
    Two-Weapon Wielder (Melee) (300)
    Swift Attack (500)
    Lightning Attack (500)

    35000 spent

    Spoiler: Description
    Show

    In many ways, the untold millions of Adamantium vessels that traverse the stars are themselves homeworlds. For some, this is literal. The floating cities provide most, if not all a community needs to survive short of a sustainable ecosystem for humans to derive sustenance from. In the case of Sammael Drath, his parents were born on the same Cruiser they birthed him on. From the day he could first walk he was expected in some minute way to contribute to the continued functioning of the Joyous Endeavor. However Sammael was not content to simply lay back and do what was expected. Instead he sought to explore the metal walls that had housed him all his life. In the case of Sammael, the gulf that existed between the families of Commissioned Naval Officers and the lower-level NCOs made this far more dangerous than it should otherwise be.

    He was taught the values of leadership and hard-work while also learning commerce and the negotiation in his spare time. Everything a future Lieutenant might need to know. He was also instructed to quell his curiosity for the well-being of those in the lower-decks. If they did not deserve to sit in squalor on the lower decks then the Emperor would not have placed them on the lower decks now would he? As much as his parents tried to cloister him, Sammael's heart bled for the people he was one day expected to command. They are necessary and they deserve to be treated with respect, after all.

    Despite his rather rebellious spirit, Lieutenant Sammael Drath would inherit the family legacy of official service aboard the Joyous Endeavor. His leadership style took a radical departure from the harsh discipline of his colleages. Although he knew to be harsh when he needed to be, he treated his subordinates with respect. He became well-liked among the NCOs and menials for his compassion and his strong but fair discipline and management style. The workers in turn proved more productive with higher morale. This mechanism propelled him through the ranks of Lieutenant all the way up to Flag-Lieutenant and Captain when his predecessor was reassigned to a new Battlegroup.

    Serving with distinction and honor, the Captain rose through the ranks, marked with distinction and honor for the competence and skill he inspired in his crew and his remarkable grasp of void tactics. It was only a few decades until he rose to Commodore, and eventually Admiral of the 69th Calixian Battlegroup, with his Cruiser the Joyous Endeavor as his flagship. The Admiral had the ability to transfer to the Heavy Cruisers and even a Battlecruiser under his command, but his loyalty to the Joyous Endeavor forestalled any attempt at transferring aboard a superior ship.



    Spoiler: The Explorator Fleet
    Show

    Spoiler: Flagship: Steel Soul
    Show

    Of course not, I find the sprites at the edge of my perception, the footfalls of non-existent crew-members and the cold hands on my shoulder most reassuring. -Archmagos Krissofer Zennith regarding the Steel Soul.

    Hull: Mars class Battlecruiser
    Machine-Spirit Oddity: Adventurous (+10 to detection while on endeavor, -10 to detection while not on endeavor)
    History: Haunted (-10 to Morale, +6 to Detection, -5 on checks to board this ship)

    Speed: 5
    Maneuverability: +10
    Detection: +16/+36
    Hull Integrity: 70
    Armor: 20 (24 Prow)
    Turret Rating: 3
    Space: 0
    SP Cost: 124
    Power Remaining: 2
    Morale: 104
    Population 100
    Quality: 55

    Plasma Drive: Saturnine Pattern 4A "Ultra" (90 Generated)
    Warp Engine: Strelov Warp Engine (Good, -1 Space)
    Gellar Field: Gellar Field, Warpsbane Hull
    Void Shield: Castellan Shield Array
    Bridge: Fleet Flag Bridge (+10 to Command Checks by officers on the bridge, +5 to maneuver checks on allied ships 30 VUs away)
    Life-Sustainer: Clemency Pattern (Subtract 4 from Crew and Morale loss due to depressurization)
    Quarters: Clan-Kin Quarters (Good, -1 Space)
    Augur Arrays: Deep Void Augur Arrays (+10 to Detection)
    Armored Prow
    Crew Reclamation Facility
    Laboratorium
    Auto-Temple
    Librarium Vault
    Trophy Room
    Murder-Servitors
    Observation Dome
    Teleportarium
    Manufactorum
    Flak Turrets
    Barracks
    Crew Quality Improvement (5, 15)

    Upgrade: Crew Improvement (Best)
    Upgrade: Star-Chart Collection (Best)
    Upgrade: Storm-Trooper Detachment (Best)


    Prow: Mars pattern Nova Cannon
    Starboard 1: Jovian Class Launch Bay
    Starboard 2: Hecutor pattern Plasma Broadside (Best, -1 Crit Rating, +1 Str)
    Port 1: Jovian Class Launch Bay
    Port 2: Hecutor pattern Plasma Broadside (Best, -1 Crit Rating, +1 Str)
    Dorsal: Godsbane Lance Battery


    Spoiler: Pure Heart
    Show

    When you want a job exploded, you belong aboard the Abyssal Star. When a job needs to be commanded, or possibly haunted, the Steel Soul is where you want to be. For those who want a job done, that is why there is the Pure Heart. ~Admiral Sammael Dreck concerning the Pure Heart

    Hull: Goliath class Factory Ship
    Background Package: Reaver of the Unbeholden Reach
    (+10 to Silent Running, repairs 1d10+5 to long-term repairs rather than 1d5)

    Speed: 4
    Maneuverability: -4
    Detection: +2
    Hull Integrity: 50
    Armor: 14
    Turret Rating: 1
    Space: 7
    SP Cost: 49
    Power Remaining: 1
    Morale: 105
    Crew Rating: 45 (Improvement, 5)

    Improvement (Crew Improvement, Best)

    Plasma Drive: Modified Lathe Drive (+40 Power Generated, +1 Speed, + 3 Maneuverability)
    Warp Engine: Strelov 1 Warp engine
    Gellar Field: Gellar Field
    Void Shield: Repulsor Shield
    Bridge: Exploration Bridge (+5 to detection when using Active Augury)
    Life-Sustainer: Celemency pattern Life Sustainer
    Quarters: Clan-Kin Quarters
    Augur Arrays: R-50 Auspex Multi-Band (-2 to Detection, +5 to maneuvers through celestial phenomena)


    Augmented Retro-Thrusters
    Tenebros Maze
    Murder-Servitors
    Observation Dome
    Extended Supply Vaults
    Salvage Systems (-2 to maneuverability)
    Main Cargo Hold
    Main Cargo Hold
    Main Cargo Hold
    Main Cargo Hold


    Spoiler: Abyssal Star
    Show

    What fools these slaves of the Machine God are, thinking those tiny guns are a threat to a vessel baptized in the power of the Dark Gods. -Last words of an unidentified Chaos Warlord commanding the Baptismal Holocaust, Slaughter class Cruiser. Vox-recording recovered from hulk.

    Hull: Sword class Frigate
    Oddity: Martial Hubris
    History: Tempermental Warp Drive

    Speed: 8
    Maneuverability: +23
    Detection: +20
    Hull Integrity: 38
    Armor: 19
    Turret Rating: 3
    Space: 0
    SP Cost: 76
    Power Remaining: 0
    Morale: 108
    Crew Rating: 50
    (Crew Improvement, 5, 15)

    Improvement (Turbo-Weapon Battery, Best)
    Improvement (Turbo-Weapon Battery, Best)
    Targeting Matrix

    Plasma Drive: Jovian pattern Class 2 Drive (+46 Power Generated, Good quality)
    Warp Engine: Strelov 1 Warp engine
    Gellar Field: Gellar Field
    Void Shield: Repulsor Shield
    Bridge: Command Bridge (+5 to Command, Ballistics Test)
    Life-Sustainer: Celemency pattern Life Sustainer
    Quarters: Crew Quarters
    Augur Arrays: M-201b Augur Array (+5 Detection)

    Dorsal: Sunsear Laser Battery (Best, +1 Crit, +1 Range, Turbo +1 range, +5 to hit)
    Dorsal: Sunsear Laser Battery (Best, +1 Crit, +1 Range, Turbo +1 range, +5 to hit)

    Armor Plating (+1 Armor)
    Augmented Retro-Thrusters (+5 Maneuverability)
    Murder-Servitors
    Flak-Turrets (+1 Turret Ratings)


    Spoiler: Command Staff
    Show

    Archmagos-Explorator Kryssofer Zennith owns and operates the fleet, him and his staff of adjutant tech-priests maintain the systems of the ship, and it is by his authority as an Archmagos of the Adeptus Mechanicus that the fleet is permitted to fly. All who step foot aboard the vessel are expected to defer to Magos Kryss' authority.

    Admiral Sammael Drath is the second-in-command of the fleet. His authority is recognized across the fleet and his word is equally as lawful. however even he defers to Magos Kryss's authority. He commands the flagship the Steel Soul as its captain.

    Captain Jaque "Stubber" Xilinith commands the Abyssal Star. Despite her extensive augmentations that have made her far more machine than man, Captain Stubber is a fiery, empassioned woman whose rage is extreme enough to give Magos Kryss pause, despite the Magos having purged the fear from his body centuries ago. Nevertheless, in the heirachy Captain Stubber is informally considered the #3 of the fleet, even though her colleague on the Pure Heart is her hierarchical equal.

    Captain Xero Ferragon commands the Pure Heart. Bold but cautious, Xero reflects well the nature of the purely economical vessel that heavily relies on the Abyssal Star and the Steel Soul for protection. Despite what some could consider to be a flaw, he is a fierce negotiator with a razor-sharp mind for numbers and economics to whom even someone as skilled as Admiral Sammael turns to for advice.


    Spoiler: The Adeptus Mechanicus Warrant of Exploration
    Show

    Warrant Age - The Waning (Sp 4, PF 2)
    Fortune and Fate - Ascending (Sp 10, PF 8)
    Acquisition - Ecclesiarchial Request (Sp 8, PF 6)
    Sanction - Meritech Wars (Sp 8, PF 6)
    Contacts - Adeptus Mechanicus (Sp 10, PF 4)
    Renown - Unknown (Sp 10, PF 8)

    The Adeptus Mechanicus does not necessarily issue warrants in the same way the High Lords of Terra issue warrants of trade. Indeed the entire process is rather informal. Even Rank-and-file tech-priests maintain a good amount of independence, Magos especially so. All that is required is that they make known their desires, and the Magos need only muster their resources and take to the void in their own starship. Magos Explorators are common, but exceptionally powerful and skilled Archmagos command fleets and resources comparable to Rogue Trader fleets. Backed by the authority of the Adeptus Mechanicus, the Archmagos Explorator enjoy unprecedented freedom and discretion in pursuit of the Quest for Knowledge.

    Often, Magos whom are troublesome but not Heretekal are granted a starship and instructed to pursue the Quest for Knowledge off-world.

    Last edited by Emperor Ing; 2014-06-10 at 09:38 AM.
    Don't Use Smartphones
    Spoiler
    Show

    Quote Originally Posted by Blackbird97
    Good, I like the quote for you do indeed frighten people beyond words.
    I make avatars. Want one? Yes, i'm accepting requests ATM.

    Randomizer, Overgod of Chaos by Vuilon

  5. - Top - End - #5
    Barbarian in the Playground
     
    ClericGirl

    Join Date
    Jan 2014

    Default Re: Priceless Hope Character Thread

    Wips

    Spoiler: Volk George Lancelot-Vanskor-Wilde
    Show
    Life Path: Child of Dynasty:Born to lead-Child of the Creed-Crusade:Call to war-Lost Worlds:Lost Dynasty-Renown-A Long and Glorious History:MyGGFatherBtColony
    Rank scheme: 1 Rogue trader, 2 Augmentacist, 3 Calaxian Privateer, 4-5 Rogue trader, 6 Legend of the Expanse, 7-8 Rogue Trader,

    Stat WS BS S T Ag Int Per WP Fel
    Start 35 41 38 39 41 46 39 41 50
    Lifepath +2 -3 +3 -2 +5
    Advances +10 +10 +20 +5 +10 +20
    Current 35 53 38 36 51 69 44 49 70

    Wounds -
    Insanity -
    Corruption -
    Fate -



    Skills


    Talents and Traits
    Spoiler: Talents and traits
    Show



    Gear/ Equipment
    Spoiler: Gear
    Show



    Exp Log
    Spoiler: Exp Log
    Show
    Origin Path:
    Homeworld- Child of Dynasty
    Birthright- Child of the Creed 200xp
    Lure of the void- Crusade (Call to War) 150xp
    Trails and Travails- Lost Worlds (Lost Dynasty) 400xp
    Motivation- Renown
    Career- Rogue Trader
    Lineage- My Great Grandfather Built This Colony 350xp

    Xp log: 5600xp origin path
    Rank 1: Ciphers (Rogue Trader) 100, Common Lore (Rogue Traders) 100, Dodge 100, Secret Tongue (Rogue Trader) 100, Speak Language (Trader’s Cant) 100, Renowned Warrant 200, Glimpse From Beyond 400, From Beyond 800, Forbiddon Lore (Warp) 200, Peer (The Insane) 200, Pilot (Space Craft) 100, Awareness 100
    8100 Xp total,
    Rank 2: Physical Perfection (Machine) x3 1500, Binary Chatter 200, Hightened Senses (Sight, Smell, Hearing) 300, Forbidden Lore (Archeotech) 300, Speak Language (Techna-Lingua) 300, Peer (Adeptus Mechanicus) 200, Infused Knowledge 300, Common Lore (Tech) 200, Autosanuine 200, Prosanguine 500, Charm +10 300, Command +10 300, Forbiddon Lore (Xenos) 300, Common Lore (Koronous Expanse) 300, Barter 300, Blather 300,
    12900xp total
    Rank 3: Common Lore (Imperial Navy) 300xp, Dodge +10 300xp, Scholastic Lore (Heraldry) 300xp, Scholastic Lore (Legend) 300xp, Scrutiny 300xp, Secret Tongue (Underdeck) 300xp, Foresight 300xp, Scholastic Lore (Imperial Warrants, Judgement) 300, Decieve 200, Peer (Nobility, Underworld) 200, Ciphers (Underworld) 200, Intimidate 200, Whispers 500,
    16300xp total
    Rank 4: Commerce +20 200, Common Lore (Imperium, Rogue Traders) +10 400, Dodge +20 200, Tech-Use 200, Trade (Voidfarer) 200, Speak Language (Eldar) 200
    17700xp total
    Rank 5: Commerce +10 200, Barter +10 200, Blather +10 200, Common Lore (Imperium, Rogue Traders) +20 400, Decieve +10 200, Evaluate +10 200, Navigate (Stellar) 200
    Abilities: 10 BS 750, 10 Agi 750, 5 Per 250, WP 750, Fel 20 1600, Int 20 1600
    25200xp total
    Rank 6: Paranoia 100, Peer (x3) 900, Good Rep (x3) 1500, Command +20 200, Commerce +20 200, Intimidate +10 300, Intimidate +20 200, Decieve +20 300, Talented (x3) 900, Legendary 1000, Master Orator 750, Scholastic Lore (Imperial Warrants) 300
    31850xp total
    Rank 7: Forbidden Lore (Xenos) +20 200, Schlastic Lore (Imperial Warrants) +20 200, Schlastic Lore (Legend) +10 200, Trade (Voidfarer) +10 200, Step Aside 500, Forbiddon Lore (Warp) +10 300, Forbiddon Lore (Warp) +20 400
    33850xp total
    Rank 8: Talented (1x) 200, Trade (Voidfarer) +20 200, Scholastic Lore (Legend) +20 200, Void Tactician 500,
    34950

    Elite Packages: Glimpse From Beyond

    Rank 1:Forbiddon Lore (Warp) 200, Paranoia 200
    Rank 2:
    All gained at 1 cost due to taking Elite Packages.

    Rank 2: Charm +10 300, Command +10 300, Forbiddon Lore (Xenos) 300, Common Lore (Koronous Expanse) 300, Barter 300, Blather 300,
    Rank 3: Common Lore (Imperial Navy) 300xp, Dodge +10 300xp, Scholastic Lore (Heraldry) 300xp, Scholastic Lore (Legend) 300xp, Scrutiny 300xp, Secret Tongue (Underdeck) 300xp, Foresight 300xp
    Rank 6: Intimidate +10 300, Decieve +20 300, Master Orator 750, Scholastic Lore (Imperial Warrants) 300, Forbiddon Lore (Xenos) +10 300
    All gained at 1.5 cost due to taking Alternative Ranks.



    Spoiler: Lancelot-Vanskor-Wilde Flotilla WIP
    Show

    Spoiler: Flagship: Rok's Fury
    Show

    Hull: Exorcist Grand-Cruiser
    Machine-Spirit Martial Hubris: The ship gains +5 to all Ballistic Skill Tests to fire its weapons, but suffers –15 on any Pilot (Space Craft) Tests made to escape combat.
    History- Relic of Mars: Select 1 Archeotech Component of their choice. However, any Tech-Use Tests to repair the ship suffer a –20, due to the highly complex nature of the machinery.

    Speed: 4
    Maneuverability: +4
    Detection: +9
    Hull Integrity: 85
    Armor: 20 (24 Prow)
    Turret Rating: 4
    Space: 2
    SP Cost: 97
    Power Remaining: 5
    Morale: 105
    Population 100
    Quality: 45

    Plasma Drive: Saturnine Pattern C5 (95 Generated)
    Warp Engine: Miloslav H616b
    Gellar Field: Gellar Field, Warpsbane Hull
    Void Shield: Triple Void Shield Array
    Bridge: Command Bridge (As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5.)
    Life-Sustainer: Clemency Pattern (Subtract 4 from Crew and Morale loss due to depressurization)
    Quarters: Clan-Kin Quarters
    Augur Array: Auto-stabilised Logis-targeter
    Armored Prow
    Flak Turrets
    Light Craft Repair Deck
    Munitorium (Torpedoes: 6 Seeker Virus-3 Seeker Vortex)

    Upgrade: Crew Improvement (Best)
    Upgrade: Storm Troopers (Best)
    Upgrade: Turbo Weapon Batteries-Hecutor Broadside (Best)
    Upgrade: Turbo Weapon Batteries-Hecutor Broadside (Best)
    Upgrade: Turbo Weapon Batteries-Hecutor Broadside (Best)
    Upgrade: Turbo Weapon Batteries-Hecutor Broadside (Best)

    Starboard 1: Hecutor Broadside (Up Best) +5 BS test
    Starboard 2: Hecutor Broadside (Up Best) +5 BS test
    Starboard 3: Jovien Pattern Landing Bay (2x Bomber, 1x Torpedo Bomber, 3x Fighter)
    Port 1: Hecutor Broadside (Up Best) +5 BS test
    Port 2: Hecutor Broadside (Up Best) +5 BS test
    Port 3: Jovien Pattern Landing Bay (2x Bomber, 1x Torpedo Bomber, 3x Fighter)


    Spoiler: Golden Light WIP
    Show

    Hull: Conquest-Class Star Gallion
    Background-Thulian Eploration Vessel: +10 to the ship’s Detection, 50 Points towards Exploration, +1 Archeotech.

    Speed: 3 (8)
    Maneuverability: 0
    Detection: +30/+35
    Hull Integrity: 65
    Armor: 16
    Turret Rating: 1
    Space: 0
    SP Cost: 74
    Power Remaining: 30 (5)
    Morale: 104
    Qualitiy: 45

    Plasma Drive: Jovian C4 Drive (+75 Power Generated)
    Warp Engine: Strelov 2 Warp engine
    Gellar Field: Gellar Field
    Void Shield: Repulsor Shield Array
    Bridge: Commerce Bridge
    Life-Sustainer: Vitae
    Quarters: Clan-Kin Quarters
    Augur Arrays: X-470 Ultimo Array (+10/+15 to Detection but +5 on all enemy BS tests.)

    Trophy Room
    Librarium Vault
    Main Cargo Bay
    Main Cargo Bay
    Barracks
    Energistic Conversion Matrix
    Pilot's Chamber

    Upgrade: Crew Improvement (Best)
    Upgrade: Star-Chart Collection (Best)
    Upgrade: Ostentatious Displays of Wealth (Best)

    Port 1: Jovien Pattern Landing Bay (4x Fighters, 2x Assault Craft, 3x Bombers) (Best Craft) -1 Space, +1 Str
    Starboard 1: Jovien Pattern Landing Bay (4x Fighters, 2x Assault Craft, 3x Bombers) (Best Craft) -1 Space, +1 Str



    Spoiler: Crunch; Inquisitor Vixen Belfeaux
    Show
    Life Path:
    Rank scheme: Scum>Inquisitor

    Stat WS BS S T Ag Int Per WP Fel
    Start 41 38 32 32 39 39 35 42 46
    Advances +15 +20 +5 +5 +15 +10 +5 +20 +20
    Current 56 58 37 37 54 49 40 62 66

    Wounds -
    Insanity -
    Corruption -
    Fate -



    Skills


    Talents and Traits
    Spoiler: Talents and traits
    Show



    Gear/ Equipment
    Spoiler: Gear
    Show



    Exp Log
    Spoiler: Exp Log
    Show

    Dreg: 500
    Untouchable Background Package; (400xp; 4x Upgrade 400xp)
    SC 2: 200
    +5 Fel: 100
    +10 Fel: 250 (550)
    Outcast: 1000
    SC 1: 100
    +15 Fel: 500
    +20 Fel: 750 (1150)
    Outlaw: 2000
    SC 1: 100
    +5 WP: 250
    +10 WP: 500
    +15 WP: 750 (2000)
    Renegade: 3000
    Dodge +10: 100
    Counter Attack: 100
    Sure Strike: 200
    Rapid Reaction: 100
    SC 1: 100
    Ambidexterous: 100 (Dreg)
    +5 BS: 100
    +10 BS: 250 (3150)
    Ordo Sicarius Initiate: 6000 (Ex-Rogue)
    +20 WP: 1000
    +15 BS: 500
    +5 Ag: 100
    +10 Ag: 250
    +15 Ag: 500
    Sicarius Training: 200
    Basic Weapon Training (Las): 200 (Outcast)
    Pistol Weapon Training (Las): 150 (Dreg)
    Arms Master: 150 (Rogue x1.5)
    Marksman: 150 (Rogue x1.5) (6200)
    Cutter: 8000
    +5 WS: 250
    +10 WS: 500
    Dodge +20: 100
    Step Aside: 200
    Swift Attack: 300
    Heavy Weapon Training (Bolt): 300
    Melee Weapon Training (Power): 200 (8050)
    Stubjack: 10000
    +5 Per: 250
    +5 S: 500
    +5 T: 500
    Furious Assault: 100
    +20 BS: 750
    +15 WS: 750 (10900)
    Gang Lord: 13000
    Blade Master: 100
    Combat Master: 100
    Crippling Strike: 100
    Wall of Steel: 100
    Lighting Reflexes: 200
    +20 Agi 750
    Street Fighting: 100 (Renegade)
    Hard Target: 100 (Outlaw)
    Double Team: 200 (Outlaw)
    Sprint: 200 (Outlaw)
    Disarm: 200 (Renegade) (13050)
    Inquisitor Rank 9: 13000



    TOTAL 34,800/35,000

    [/SPOILER]
    [/SPOILER]
    Last edited by Jyssika; 2014-06-05 at 06:37 PM.

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

    Join Date
    Apr 2012

    Default Re: Priceless Hope Character Thread

    Massive WIP - conversions and house rules/homebrew still under discussion with Kasm.


    Spoiler: Taldareen Dominion
    Show


    The Eldar are a notoriously capricious and nomadic people, long since condemned to a mobile existence in the wake of the fall of their once-grand civilisation. Advanced beyond the comprehension of lesser races, the remnants of their species have long since resigned themselves to one of three lifestyles: that of the Craftworld, the Corsair or the Exodite. The Taldareen Dominion seeks to create a fourth.

    The brainchild of a far-traveled Farseer of the same name, the Taldareen Dominion is currently an ambitious idea that sits upon a single planet. Having ventured across the stars between the Imperium, the Tau Empire and her dark kind, Farseer Taldareen has proposed n idea of reinvigorating her species into what it was once; masters of space. To this end she has ideologically broken away from the isolated xenophobia so common among her kind, and instead seeks to slowly integrate lesser races into a single community atop which the Eldar guide their citizens to a bright future - a future in which the nightmares of the galaxy can be resisted and repulsed. Such a society, the Farseer argued, was an inevitability for the intelligent races of the galaxy, lest they all be swept away by the flood.

    This idea is, naturally, a dangerous one among her people and it was met with stoic resistance from those who hold the most authority. Even taking her message to the populous was met with a frosted silence, as only a small percentage were willing to trust in the portents of the revered Farseer. However, this small percentage was enough. Backed by her followers, Taldareen has settled an Eldar Maiden World that she believes is perfectly suited as the soil for her idea: a planet that is hidden away from those who would look upon it with coveted eyes and is lush with beauty and resources.

    Since its founding, generations have passed as the Eldar have built their marvelous works upon the planet. Now, Taldareen believes, her followers are ready to start stretching contact into surrounding systems with the lesser races. A patient, idealistic (but not naively so) Eldar, Taldareen now looks to generate trade and cultural exchanges with others of nearby sectors.



    Spoiler: Tar'relen System
    Show



    A star system nestled safely away beyond the Halo Stars of the Segmentum Obscurus, the Tar'relen system is a vibrant ecosytem that has been chosen as the centre of the Dominion.

    Planets:

    Kor'lune

    Spoiler
    Show
    Location: Inner Cauldron
    Size: Large
    Atmosphere: Thin and corrosive

    A barren wasteworld filled with voracious predators, Kor'lune is almost an untamed death world waiting to consume anyone foolish enough to step upon its corroded surface.

    Almost.

    Currently there resides on species that has shown defiance to the predators and the merciless landscape...the Eldar. Not members of the Dominion (yet) this curious collection of the ancient race have, for reasons yet unknown, settled upon the planet during their travels.

    Territories: Wasteland, Swamp, Wastland, Forrest

    Mineral Resources: (all significant/sustainable) Industrial, Industrial, Radioactive, Radioactive, Ornamental

    Notable Species:
    Apex Predator
    Behemoth
    Behemoth
    Behemoth
    Ptera-Beast
    Ptera-Beast
    Shadowed Stalker
    Shadowed Stalker
    Venemous Terror
    Venemous Terror
    Apex Predator (Notable)
    Behemoth (Notable)
    Ptera-Beast (Notable)
    Shadowed Stalker (Notable)

    Inhabitants: Voidfaring Eldar

    Moon - Solar'a

    - Type: Burning, inhospitable
    - Notable features: Xenos ruins
    - Materials: Radioactive mineral resources.


    Y'mara

    Spoiler
    Show
    Location: Inner Cauldron
    Size: Vast
    Gravity: High
    Atmosphere: Burning and inhospitable

    Notable features: Archeotech Stash
    Minerals: Sustainable Exotics

    Moons

    Uma: Lesser Moon - Minimal Industrial resources
    Tiron: Lesser Moon

    Rensa: Moon
    Material Resources: Ornamental, Ornamental, Industrial, Industrial, Industrial, Radioactive, Industrial, Ornamental, Radioactive



    Hothan

    Spoiler
    Show
    Location: Outer Reaches
    Size: Vast
    Gravity: High
    Atmosphere: Inhospitable, toxic, ice world

    Material Resources:
    Ornamental, Radioactive, Ornamental, Industrial, Ornamental, Exotic, Radioactive

    Notable Features: Archaeotech Stash

    Inhabitants: Pre-industrial humans

    Moons:

    - Lesser Moon
    - Lesser Moon
    - Large Asteroid


    Froar

    Spoiler
    Show
    Location: Primary Biosphere
    Size: Large
    Gravity: Normal
    Atmosphere: Thin, tainted ice world.

    Material Resources:
    Ornamental and Industrial

    - Lesser Moon
    - Large Asteroid

    - Moon - Ver'nah
    Size: Large
    Gravity: Normal
    Atmosphere: Moderate, pure, temperate and verdant
    Mineral Resources: Industrial, Exotic, Exotic, Ornamental, Industrial



    N'tar
    Spoiler
    Show


    The lush seat of the Dominion made all the more beautiful by carrying an Eldar city that is built around an Infinity Circuit.

    Location: Primary Biosphere
    Size: Vast
    Gravity: High Gravity
    Atmosphere: Moderate, pure, temperate and verdant

    Territories: Forrest, Forrest, Mountains, Mountains, Plains, Plains, Swamps, Swamps, Wastelands, Wastelands

    Material Resources: (all plentiful) Industrial, Industrial, Exotic, Exotic, Radioactive, Radioactive, Ornamental, Ornamental, Exotic, Radioactive


    - Moon
    - Moon
    - Moon
    - Moon


    Spoiler: Farseer Taldareen
    Show



    Name: Silurian Taldareen
    Race: Eldar
    Career: Eldar Outcast -> Farseer (Inquisitor)

    Characteristics:
    Spoiler
    Show
    WS: 20 + 14 = 34
    BS: 20 + 19 +20 = 59
    Str: 20 + 13 = 33
    Tg: 15 + 16 = 31
    Ag: 30+ 13 + 20 = 63
    Int: 25+22 + 15 = 62
    Per: 20 + 22 + 15 = 57
    Will: 20+24 +3 (divination) + 3 (craftworld) +30 (stat increase) + 10 (rite of passage) = 90 (18)
    Fel: 20 + 20 = 42
    Insanity: 4
    Wounds: 24
    Corruption: -
    Psy Rating: 10


    Eldar Race/Career Starting Package:
    Spoiler
    Show
    Eldar Skills:
    Speak Language (Eldar), Literacy, Forbidden Lore (Xenos)

    Traits:
    Justifiably Arrogant: -10 to Felowship with non-eldar
    Keen Senses: Heightened Senses (Sight/hearing)
    Naturally Psychic: Psyniscience +10
    Spirit Stone

    Craftworld:
    Trade (chef)
    Craftworld-Bound: -10 penalty to all Survival tests, -5 to int out of civilisation
    Erudite: Common lore (war), Forbidden Lore (Psykers)
    Strong-Willed: +3
    Techwise: Tech-use
    Divination: +3 will

    Outcast starting skills: Speak language (low/high gothic), Awareness, Common Lore (imperium)


    Skills:
    Spoiler: Skills
    Show
    Awareness +20
    Barter
    Psyniscience +20 (+30)
    Literacy
    Speak language (Eldar, Low Gothic, High Gothic)
    Forbidden Lore (All) +20
    Common Lore (All) +20
    Scholastic Lore (All) +20
    Trade (Chef)
    Charm +20
    Dodge +20
    Deceive +10
    Silent Move
    Acrobatics
    Concealment +10
    Drive (Hover vehicle) +10
    Silent Move +10
    Swim
    Medicae +10
    Evaluate +10
    Navigation (Webway)
    Tech-use +20
    Logic +10
    Ciphers (occult) +10
    Command
    Invocation +10
    Scrutiny +10
    Inquiry


    Talents:
    Spoiler: Talents
    Show
    Total Recall
    Fearless
    Premonitions (Logis implant)
    Mental Fortress
    Strong Minded
    Discipline Focus x3
    Power Well
    Foresight
    Resistance (Psychic Powers)
    Jaded
    Meditation
    Dark Soul
    Rapid Reaction
    Hard Target
    Leap Up
    Lightning Reflexes
    Nerves of Steel
    Sprint
    Melee Weapon Training (primitive)
    Basic Weapon Training (las)
    Basic Weapon training (Shuriken)
    Catfall
    Pistol Training (Shuriken)
    Sound Constitution x3
    Thrown Weapon Training (primitive)
    Light SLeeper
    Quick Draw
    Heightened Senses (Sight/Hearing)
    Ascension: Ritual Trial
    Ascension: Indomitable Will of the Eldar
    Ascension: The Psykers Gift
    Ascension: Forbidden Lore Mastery
    Ascension: Unnatural Willpower
    Ascension: Mental Aegis
    Ascension: Common Lore Mastery
    Ascension: Indomitable Fortitude
    Ascension: Scholastic Mastery


    Traits:
    Spoiler: Traits
    Show
    Justifiably Arrogant


    Psyker Powers:
    Spoiler: Psyker Powers
    Show

    Psy Rating 10

    [Discipline Focus] Divination: Far Sight, Glimpse, Precognitive Strike, Precognative Dodge, Preternatural Awareness, Psychometry, Personal Augury, Soul Sight, Walking the path (9)

    [Discipline Mastery] Telepathy: Compel, Dominate, Inspire, Mind Scan, Projection, Psychic Shriek, Telepathy, Terrify, Delude, Soul Killer, Zone of Compulsion (12)

    Telekinesis: Catch Projectiles, Fling, Force Bolt, Force Barrage, Push, Precision Telekinesis, Psychic Blade, Telekinetic Shield, Force Shards (7)

    [Discipline Focus] Farseer: Fortune, Force of Asyrun, Crystal Seer, Eldritch Storm, Doom, Temporal Exile, (6)

    [Discipline Focus] Voiddreamer: Void Watcher, Empyrean Hunter, Soul Scry (3),

    Total: 37 powers

    Minor Psychic Powers:
    Endure Flames, Space Slip, Suggestion, Time Fade, Call Creatures, Call Item, Chameleon, Distort Vision, Dull Pain, Fearful Aura, Flash Bang, Float, Healer, Inflict Pain, Inspiring Aura, Knack, Lucky, Resist Posesion, Precognition, Sense Presence, Staunch Bleeding, Spectral Hands, Torch, Trick


    Equipment:
    Spoiler
    Show
    BC Rune Armour
    BC Ghosthelm w/ advanced helmet systems (Dark Sight; heightened Senses (Sight); micro-bead; auspex/scanner; rebreather)
    BC Spirit Stones
    BC Runes of Witnessing
    BC Runes of Warding

    Best Crafted Eldar Force Shield
    Best Crafted Eldar Power Sword
    Best Crafted Shuriken Pistol
    Several Haywire Grenades
    Several Eldar Plasma Grenades

    Charm
    BC Eldar flip-belt
    Multitool; +10 tech-use
    Various sets of clothes (noble)
    Rebreather
    De-tox drug (various doses)
    Injector
    Medikit (advanced) + Diagnoster; +20 to medicae/+20 tech or medicae to determine ailment
    Psyfocus

    "Nay'ora", portable artificial intelligence (Best-crafted servo skull); derived from The Sunbreaker shipboard A.I.






    Advancements:
    Spoiler
    Show

    Rank 1: Wanderer - 1000
    Charm - 100
    Dodge - 100
    Deceive - 100
    Silent Move - 100
    Psyniscience - 100
    Catfall - 100
    Sound Constitition x3 - 300
    Thrown Weapon Training (Primitive) - 100


    Rank 2: Lost Soul - 1000
    Acrobatics - 100
    Concealment - 100
    Drive (Hover Vehicle) - 100
    Silent Move +10 - 100
    Swim - 100
    Light Sleeper - 100
    Minor Psychic Power - 100
    Quick Draw - 100
    Medicae - 200

    Rank 3: Adventurer - 1300
    Awareness +10 - 100
    barter - 100
    Charm +10 - 100
    Deceive +10 - 100
    Dodge +10 - 100
    Drive (hover vehicle) +10 - 100
    Minor Psychic Power - 100
    Evaluate - 100
    Navigation (webway) - 100
    Tech-use - 200
    Psy Rating 200

    Rank 4: Traveler - 1400
    Concealment +10 - 100
    Evaluate +10 - 100
    Hard Target - 100
    Leap up - 100
    Lightning Reflexes - 100
    Minor Psychic Power - 100
    Nerves of Steel - 100
    Sound Constitution - 100
    Charm +20 - 200
    psyniscience +10 - 200
    Rapid Reaction - 200

    Rank 5: Outcast - 1800
    Awareness +20 - 100
    Dodge +20 - 100
    Evaluate +10 - 100
    Jaded - 100
    Meditation - 100
    Minor Psychic Power - 100
    Logic - 200
    Navigation (webway) +10 - 200
    Tech-use +10 - 200
    Dark Soul - 200
    Psy Rating 2 - 200
    Sound Constitution - 200


    Rank 6: - 2800 - Scholar
    Ciphers (occult) - 100
    Command - 100
    Invocation - 100
    Logic +10 - 100
    Scrutiny - 100
    Foresight - 100
    Minor Psychic Power x4 - 400
    Psychic Power - 100
    Resistance (Psychic Powers) - 100
    Inquiry +20 - 200
    Medicae +10 - 200
    Tech-use +20 - 200
    Power Well - 200
    Psy Rating 3 - 200
    Psy Rating 4 - 200
    Sound Constitution x4 - 240

    Rank 7: Seeker - 2400
    Ciphers (Occult) +10 - 100
    Invocation +10 - 100
    Discipline Focus x3 - 300
    Minor Psychic Power x4 - 400
    Psychic Power x4 - 400
    Strong Minded - 100
    Psyniscience +20 - 200
    Scrutiny +10 - 200
    Psy Rating 5 - 200
    Mental Fortress - 200
    Sound Constitution - 200

    Rank 8: Seer - 1400
    Minor Psychic Power x4 - 400
    Total Recall - 100
    Fearless - 200
    Psy Rating 6 - 200
    Sound Constitution - 200
    Premonition (Logis Implant) -300

    +200 divination


    Stat Increases:

    Willpower +20 - 1600
    Balistic Skill +20 - 1600
    Agility +20 - 1600
    Int +15 - 1500
    Per +15 - 1500
    Fel +10 - 750

    = 8550

    = 21,850

    Ascension Rules:

    Inquisitor:
    Transition: Ritual Trial, +10 SP, 1d5 insanity
    Trait: Indomitable Will of the Eldar
    Trait: The Psykers Gift
    - Psy Rating +1; 1500

    Rank 9:
    Forbidden Lore Mastery - 700
    Unnatural Willpower (x2) - 1000
    Psy Rating +1 - 1500


    Rank 10:
    Mental Aegis - 700
    Common Lore Mastery (500)
    Psy Rating +1 - 1500


    Rank 11:
    Indomitable Fortitude - 700
    Scholastic Mastery - 700
    Psy Rating +1 - 1500

    Rank 12:
    -
    Rank 13:
    -

    Stat Increases:
    Wilpower +10 - 2500

    = 12800

    = 34650


    Psyker Powers Advancement:

    Spoiler
    Show
    Psychic Powers: 37 powers

    5 Bought

    Psy Rating 1: Minor PSychic Powers (4)

    Psy Rating 2: Minor PSychic Powers (4)

    Psy Rating 3: Telekinesis +1 power (4) minor

    Psy Rating 4: Farseer +1 power

    Psy Rating 5: Divination +1 power

    Psy Rating 6: Voiddreamer +1 power

    Psy rating 7: Telepathy +1 power

    Psy Rating 8: 9 powers

    Psy Rating 9: 9 powers

    Psy Rating 10: 9 powers

    = 37 powers







    Spoiler: Captain Lysildur
    Show




    Name: Yuriel Lysildur

    Career: Rogue Trader

    Characteristics:
    Spoiler
    Show
    WS: 25 + 13 + 20 - 3 = 55
    BS: 25 + 17 + 15 = 57
    Str: 20 + 13 = 33
    Tg: 20 + 15 = 33
    Ag; 30 + 15 +5 = 50 (10)
    Int: 25 + 14 + 10 = 59
    Per: 25 + 11 + 10 = 56
    Will: 30 + 13 + 10 = 53
    Fel: 25 + 17 + 5 + 20 = 67
    Insanity: -
    Corruption: -
    Fate: 5
    Wounds: 24

    Starting Packages:
    Spoiler
    Show
    Eldar path: Path of the Artisian:
    Trade (armourer); Scholastic Lore (philosophy), Talented (Charm, Performer), +5 Fel
    Spirit Stone
    Common Skills: Common lore (Eldar), Speak Language (Eldar), Charm
    Keen Senses: Heightened Senses (Sight/Hearing), Dark Sight.

    Matchless Grace: Unnatural Agility (x2)
    Non-Imperial: -10 Penalty to all common lore/forbidden lore, scholastic lore
    on Imperium
    Speak Not Unto the Alien: -20 penalty on fel tests with humans; unless
    they're familiar with the eldar in question.

    Lineage: "Of Extensive Means" 350 xp - Powerful Legacy; Talented (intimidate and command)


    Skills:
    Spoiler
    Show
    Acrobatics
    Command +20 (+30)
    Commerce +20
    Deceive +20
    Gamble +20
    Ciphers (Underworld)
    Intimidate +10 (+10)
    Charm +20
    Barter +20
    Common Lore (Imperium) +20
    Common lore (Imperial navy)
    Evaluate +20
    Navigation (Stellar) +10
    Literacy
    Scholastic Lore (Astromancy)
    Speak Language (high/low gothic/traders cant)
    Awareness +20
    Dodge +20
    Drive (skimmer/hover)
    Trade (Voidfarer) +20
    Evaluate
    Pilot (Space Craft)
    Scholastic Lore (Astromancy)
    Cipher (Rogue Trader)
    Forbidden Lore (Xenos)
    Scrutiny +20


    Talents:
    Spoiler
    Show
    Assassin Strike
    Void Tactician
    Lightning Reflexes
    Dual Shot
    Independent Targeting
    Lightning Reflexes
    Fearless
    Hard bargain
    Duty unto Death
    Step Aside
    Dual Strike
    Master Orator
    wall of Steel
    Paranoia
    Disarm
    Master and Commander
    Lightning Attack
    Blademaster
    Combat Master
    Catfall
    Rapid Reaction
    Gunslinger
    Decadence
    Foresight
    Resistance (Fear)
    Dark Soul
    Into the Jaws of Hell
    Counter Attack
    Swift Attack
    Exotic Weapon Prof (blast pistols)
    Sound Constitution x12
    Leap up
    Quick Draw
    Two weapon wielder melee/balistic
    Iron Discipline
    Jaded
    Renowned Warrant
    Melee Weapon Training (universal)
    Pistol Weapon training (Universal)
    Ambidextrous
    Air of authority
    pistol weapon training (Universal)
    Melee Weapon training (Universal)
    Talented (intimidate and command)



    Equipment:
    Spoiler
    Show
    BC Eldar Void Armour
    Several BC Blast Pistols w/ red dot laser sights
    BC Power sword/knives
    BC Eldar Force Shield
    Several Haywire Grenades
    Several Eldar plasma gernades

    Various sets of clothes
    De-tox/ injector
    Medikit (advanced)
    Multikey
    Microbead
    BC flip-belt
    BC Navis prima



    Advances:
    Spoiler
    Show

    Rank 0: 4,500- 5000 - 500
    Fellowship +5 - 100
    Ambidextrous - 200
    Awareness - 100
    Dodge - 100

    Rank 1: 5000 - 6,999 - 2050
    A Powerful Legacy - 350
    Evaluate - 100
    Pilot (Space Craft) - 100
    Renowned Warrant - 200
    Cipher (Rogue Trader) - 100
    Scholastic lore (Astromancy) - 100
    Melee Weapon Training (Universal) - 500
    Pistol Weapon training (Universal) - 500
    Speak language (Traders Cant) - 100



    Rank 2: 7,000 - 9,999 - 3900
    Barter - 200
    Charm +10 - 200
    Command +10 - 200
    Deceive - 200
    Gamble - 200
    Intimidate - 200
    Jaded - 200
    Sound Constitution x2 - 400
    Leap up - 200
    Quick Draw - 200
    Two-weapon wielder melee/balistic - 800
    Iron Discipline - 200
    Forbidden lore (Xenos) - 200
    Exotic Weapon prof (Blast pistols) - 500

    Rank 3: 10,000 - 12,999 - 2700
    Acrobatics - 200
    Charm +20 - 200
    Command +20 - 200
    Common Lore (Imperial Navy) - 200
    Dodge +10 - 200
    Dark Soul - 200
    Scrutiny - 200
    Decadence - 200
    Foresight - 200
    Resistance (Fear) - 200
    Sound Constitution - 200
    Gunslinger - 500

    Rank 4: 13,000 - 16,999 - 3700
    Awareness +10 - 200
    Commerce +10 - 200
    Common Lore (Imperium) +10 - 200
    Dodge +20 - 200
    Drive (skimmer/Hover) - 200
    Speak Language (dark eldar) - 200
    Trade (Voidfarer) - 200
    Catfall - 200
    Rapid Reaction - 200
    Sound Constitution x2 - 400
    Into the Jaws of Hell - 500
    Counter Attack - 500
    Swift Attack - 500

    Rank 5: 17,000 - 20,999 - 4000
    Awareness +20 - 200
    Barter +10 - 200
    Commerce +20 - 200
    Ciphers (underworld) - 200
    Common lore (Imperium) +20 - 200
    Deceive +10 - 200
    Evaluate +10 - 200
    Navigation (Stellar) - 200
    Disarm - 200
    Sound Constitution - 200
    Master and Commander - 500
    Lightning Attack - 500
    Blademaster - 500
    Combatmaster - 500

    Rank 6: 21,000 - 24,999 - 2800
    Barter +20 - 200
    Deceive +20 - 200
    Gamble +10 - 200
    Evaluate +20 - 200
    Intimidate +10 - 200
    Navigation (Stellar) +10 - 200
    Sound Constitution x2 - 400
    Master Orator - 500
    Wall of Steel - 500
    Paranoia - 200

    Rank 7: 25,000 - 29,999 - 3500
    Gamble +20 - 200
    Scrutiny +10 - 200
    Trade (voidfarer) +10 - 200
    Sound Constitution x2 - 400
    Fearless - 500
    Hard Bargain - 500
    Duty Unto Death - 500
    Step Aside - 500
    Dual Strike - 500

    Rank 8: 30,000 - 34,999 - 3800
    Scrutiny +20 - 200
    Trade (Voidfarer) +20 - 200
    Talented (Command) - 200
    Sound Constitution x2 - 400
    Assassin Strike - 500
    Void Tactician - 500
    Lightning Reflexes - 500
    Dual Shot - 500
    Independent Targeting - 500
    Lightning Reflexes - 500


    = 27450



    Stat Increases:

    Fellowship +20 = 2250
    Balistic skill + 15 = 1500
    Int +10 - 350
    Per +10 - 750
    Will +10 - 750
    Weapon Skill +20 = 1600
    Ag +5
    = 7450

    = 34900




    Spoiler: The Voidborn Fleet
    Show


    Spoiler: The Starbreaker
    Show



    Modified Ship: The Starbreaker
    Class: Eclipse-class Cruiser
    Dimensions: 4.7km long, 1.4km across at wings
    Mass: 18 megatonnes approx
    Crew: ??
    Accel: 9 Gravities max sustainable acceleration

    Speed: 10
    Void Shields: -
    Morale: 103
    Turret Rating: 3
    Maneuverability: +27
    Armour: 15
    Crew Pop: 100
    Detection: +25
    Hull Integrity: 60
    Crew Rating: Veteran (55)
    Weapon Capacity: Prow 2, Keel 2
    History: Vessel of the Fleet (Good Reputation (Eldar Vessels), +10 command tests, Duty unto Death - +2sp)


    Essential Components:
    Large Solar Sails: (Jovian Wardrive; power generated 66, space 16, SP +4, Best craft +1 power, -1 space)
    Warp-plotter: Strelov 2 warp Engine/Gellar Field, Power 12, space 11; Good craft -1 power, +1sp)
    Command Bridge: (Power 3, Space 1, +2sp, Good craft -1 space)
    Eldar Life Sustainer (Vitae pattern Life; Power 5, Space 3 ) Good craft -1 space; +1sp
    Eldar Crew Quarters (Clan-Kin Quarters, Power 1 Space 4) Good craft -1 space; +2sp
    Sensor Array - (M-100 Auger Array, Power 3)
    Holofields - (Dual voidshield array, Power 7, 1 space; good craft -1 space, +1sp)

    Supplemental systems:

    2 Keel Mounted Landing bays: Best craftsmanship (+1 str, -1space), 2 power, 8 space, 6 Sp (12 squadrons; Darkstar fighters (+17 rating), Eagle Bombers (+8 rating))
    2 Prow Mounted Pulsar Lances - Power 26, Space 8, SP 10; Best Craftsmanship; +1 str, -1 Crit: Range 3, Damage 1d10+3, Crit 2, Str 2.

    Crew: (Veteran) SP +10
    Fire-suppression System (1 power, 1 space, 1 sp)
    Pilot Chambers (1 power, 1 space, 1 sp)
    Small Craft Repair Deck (1 power, 1 space, 3 sp) - best crafted, -1 power, -1 space
    Microlaser Defense Grid (1 power, 0 space, 2 SP: +2 turret rating)
    Teleportatium (1 power, 1 space, 1 sp)
    Defensive Countermeasures - 1 power, 1 space, 2 sp
    Barracks - 1 power, 3 space, 4 sp; best craft (-1 space, -1 power; Dark Reaper aspect warriors)
    Empyrean Mantle - (5 power, 0 space, 2 sp - often powered down)

    Upgrades:
    Targeting Matrix
    BC Dire Avenger Detachment (Storm Trooper Detachment)
    BC Starchart Collection (1d5+5 few days in warp; +50 achieve bonus)
    BC Superior Damage Control
    BC Crew Improvements

    Modifiers:

    BS: +5 (bridge), +5 targeting matrix = +10%
    Command: +10 (history), +5 (bridge) = +15%
    Boarding Attack: +20 (Barracks), +20 (teleportatium), +10 (Elite Dire Avengers) +10 (Path of the Warrior/1d5+2 crew pop & morale damage = +60%
    Boarding/Hit and Run Defense: +20 (Barracks), +5 (clan-kin quarters), +10 (Best Dire Avengers) + 10% (alien environment) = +45%

    Achievement: +100 military (Barracks), trade +100 (compartmental cargo hold)
    Exploration +50 (best starcharts)


    Space: 60/60
    Power: 66 (71)/66
    Ship Points: 55 + 55 = 110




    Spoiler: The Solaris
    Show




    Modified Ship: The Solaris
    Class: Nexus-class Light Cruiser
    Dimensions: 3.4 km long, 0.4km across at wings
    Mass: 12 megatonnes approx
    Crew: ??
    Accel: 9 Gravities max sustainable acceleration

    Speed: 15
    Void Shields: -
    Morale: 103
    Turret Rating: 3
    Maneuverability: +49
    Armour: 15
    Crew Pop: 100
    Detection: +20
    Hull Integrity: 60
    Crew Rating: Veteran (45)
    Weapon Capacity: Prow 2, Keel 1
    History: Vessel of the Fleet, 2sp (Good reputation (Eldar ships)), +10 command checks


    Essential Components:
    Large Solar Sails (Jovian "warcriser" drive; 65 power generated, 14 space, +2 sp)
    Warp-plotter (Strelov 2 warp engine/gellar field, Power 12, space 12)
    Command Bridge: (3 power, 2 space)
    Eldar Life Sustainer (Vitae life sustainer, 5 power, 3 space;)
    Eldar Crew Quarters: (Voidsman quarters, 2 power, 4 space)
    Sensor Array:(M-100 auger array, 3 power)
    Holofields: (Single void shield array; Power 7, space 2)

    Supplemental systems:

    1 keel mounted Escort bays: Jovian escort bays, 1 power, 4 space, 3 sp, 1 str: best craftsmanship, +1 str, -1 space (12 suadrons; Darkstar Fighters (+17 rating), Eagle Bombers (+8 rating))
    2 Prow Mounted Pulsar Lances - Power 26, Space 8, SP 10; Best Craftsmanship; +1 str, -1 Crit: Range 3, Damage 1d10+3, Crit 2, Str 2.


    Crew: (Crack) 5 sp
    Defensive Counter measures (1 power, 1 space, 2 sp)
    Pilots Chamber (1 power, 1 space, 1 sp)
    Small Craft Repair Station (1 power, 1 space, 1sp)
    Microlaser Defense Grid (1 power, 0 space, 2 SP: +2 turret rating)
    Empyrean Mantle (5 power, 0 space, 3 sp) (sometimes powered down)

    Upgrades:
    Targeting Matrix
    BC Dire Avenger Detachment (Storm Trooper Detachment)
    BC Starchart Collection (1d5+5 few days in warp; +50 achieve bonus)
    BC Superior Damage Control
    BC Crew Improvements

    Power: 65 (68)/65
    Space: 50/60
    Ship Points: 31 + 55 = 86




    Last edited by BananaPhone; 2014-07-17 at 11:11 AM.
    "Here is this mass of jelly that you can hold in the palm of your hand, and it can contemplate the vastness of interstellar space" - Vilayanur Ramachandran

  7. - Top - End - #7
    Ogre in the Playground
     
    bluntpencil's Avatar

    Join Date
    Oct 2011
    Location
    Scotland
    Gender
    Male

    biggrin Re: Priceless Hope Character Thread

    Zhou Peng, Quastor Prefectus Secundus of the Divisio Auditae



    Spoiler: Character Sheet
    Show

    Spoiler: Statistics
    Show

    Statistic Score Stat Bonus Advances
    Weapon Skill 31 3 -
    Ballistic Skill 44 4 ++
    Strength 34 3 -
    Toughness 40 4 ++
    Agility 40 4 +
    Intelligence 72 21 ++++++
    Perception 52 5 +++
    Willpower 61 6 ++++
    Fellowship 62 6 +++
    Influence 65 6 -
    Homeworld: Scintilla
    Divination: "Dark dreams lie upon the heart."
    Career: Adept (Verispex Adept/Magistrate) > Sage
    Transition: Hero of the Inquisition

    Wounds: 14/14
    Fate: 6/6

    Insanity Points: 29
    Corruption Points: 5

    Armour: 5


    Spoiler: Skills
    Show

    Dodge +20
    Trade (Copyist)

    Charismatic Mastery
    Commerce Mastery
    Common Lore Mastery
    Cryptological Mastery
    Forbidden Lore Mastery
    Investigation Mastery
    Linguistic Mastery
    Observation Mastery
    Scholastic Mastery
    Shadow Craft Mastery
    Stealth Mastery
    Tech Lore Mastery


    Spoiler: Talents
    Show

    Electro Graft Use
    Heightened Senses (Sight)
    Legalese
    Melee Weapon Proficiency (Primitive)
    Orthoproxy
    Talented (Command)
    Talented (Logic)
    Talented (Scholastic Lore)
    Unparalleled Proficiency
    Unremarkable

    Conditioned Intellect
    Gunfighter Saint
    Heightened Reactions
    Heroic Leadership
    Mental Aegis
    Peerless Marksman
    Pistol Expertise
    Soul of Stone

    Combat Formation
    Infused Knowledge

    Peer
    Adeptus Arbites
    Administratum
    Government
    Inquisition
    Good Reputation
    Administratum
    Government
    Inquisition
    Rival
    Amalathians
    Shadow Lord
    Wide Correspdondence
    Prefect Salassar Aoghan Annovestes of the Divisio Auditae
    Egoyan Cestelle, governor of the Adrantis Nebula
    Marcius Dans, Agent of Reliquary 26
    Senior Arbitrator Kae Drusil of the Divisio Immoralis
    Palatine Malgorzata Ider of the Order Hospitaller, at Saint Elena's Mount, Piety of Seth
    Inquisitor Astrid Skane of the Ordo Hereticus


    Spoiler: Traits
    Show

    Accustomed to Crowds
    Caves of Steel
    Hivebound
    Wary

    Unnatural Intelligence (x2/x3)

    Knowledge Is Power
    Cyclopaedic Learning: Scholastic Lore (Bureaucracy)


    Spoiler: Equipment
    Show

    Best-Quality Cortex Implant
    Baleful Eye

    Mesh Cloak
    Best Quality
    Chameleoline
    Verispex Armour
    Best Quality
    Hexagrammatic Wards
    Verispex Helmet
    Best Quality
    Hexagrammatic Wards
    Psyocculum
    Psy Jammer
    Rosarius
    Best Quality

    2 Bolt Pistols
    Best Quality
    Fire Selectors
    Psyocculums
    Targeters
    2 Clips of Psycannon Bolts each
    1 Clip of Inferno Rounds each
    Digital Laser
    Concealed in a pen

    Notarikon of the Seven
    Thorian Missal


    Spoiler: Experience Expenditure
    Show
    Alt. Ranks: Verispex Adept, Magistrate

    +5 Int: 100
    +10 Int: 250
    +15 Int: 500
    +20 Int: 500

    +5 WP: 100
    +10 WP: 250
    +15 WP: 500
    +20 WP: 750

    +5 Per: 100
    +10 Per: 250
    +15 Per: 500

    +5 Fel: 250
    +10 Fel: 500
    +15 Fel: 750

    +5 BS: 250
    +10 BS: 500

    +5 T: 500
    +10 T: 750

    +5Ag: 250

    Common Lore (Administratum): 100

    Resist (Psychic): 100
    Strong Minded: 100
    Mental Fortress: 100

    Foresight: 100
    Total Recall: 100
    Orthoproxy: 100

    Talented (Scholastic Lore): 500
    Unparalleled Proficiency: 200
    Heightened Senses (Sight): 100

    Dodge: 100
    Dodge +10: 200 (Elite)
    Dodge +20: 200 (Elite)

    Unnatural Intelligence: 500
    Talented (Command): 200
    Talented (Logic): 100

    Peer (Adeptus Arbites): 200
    Peer (Administratum): 100
    Peer (Government): 100


    Sound Constitution: 100
    Sound Constitution: 200

    Legalese: 200

    Resist (Psychic): 100
    Strong Minded: 100
    Mental Fortress: 100

    Step Aside: 200
    Electro graft Use: 200

    --- 12,200

    +25 Int: 1000
    +30 Int: 1,500

    Common Lore Mastery: 500
    Linguistic Mastery: 500
    Wide Correspondence: 500
    Combat Formation: 800

    Commerce Mastery: 500
    Forbidden Lore Mastery: 500
    Scholastic Lore Mastery: 500
    Pistol Expertise: 500
    Infused Knowledge: 700

    Cryptological Mastery: 500
    Soul of Stone: 1000

    Tech Lore Mastery: 500
    Good Reputation (Administratum): 500
    Good Reputation (Government): 500

    Shadow Lord: 700

    Elite:
    Shadow Craft Mastery: 1,000
    Stealth Mastery: 800
    Charismatic Mastery: 800
    Investigation Mastery: 800
    Heroic Leadership: 800
    Peerless Marksman: 800
    Gunfighter Saint: 1,000
    Heightened Reactions: 1,000
    Observation Mastery: 800

    Reducing CPs: 2,200
    Reducing IPs: 2,800
    TOTAL 34,950/35,000


    Spoiler: Background
    Show

    Spoiler: Pen Pusher
    Show

    It turns out that statistical analysis is very good for predicting where and when many, many things will happen. Of course, various arms of the Adeptus Terra make use of predictive logic machine spirits for all sorts of purposes.

    Adepts scour databanks to, usually quite accurately, predict how much grain would be needed by Malfi next year, how the population of Volg Hive Penal Colony will rise and fall over the next decade, how many lasguns need to be shipped to the Spinward Front (after accounting for re-issuing the guns from those statistically expected to die), and many, many other things.

    Zhou Peng, a clerk in Hive Sibellus, on Scintilla, was assigned to extrapolate from various data stacks how much resources the local government needed to assign to a particular hab-block, in order to feed, clothe and pacify (through entertainment, worship, or riot control) the local populace.

    He did a stellar job, of course, being a genius in this field. But, what was of interest was his association of many of these fields with crime. He was able to work out that several murders would happen two days before they even occurred.

    This saw the local Adeptus Arbites calling in favours, and having him assigned to them as a special advisor, arguing that he would best serve the Imperium in law-enforcement.


    Spoiler: Verispex Adept
    Show
    Over several years, he received training as a lay member of the Adeptus Mechanicus, in order to better assist Adeptus Arbites investigations.

    He continued to pour over countless tomes, and read countless data entries and witness reports, as well as statistics such as children per family, groceries purchased, salaries earned, mapping out huge convoluted theories of who would be most likely to do what, within reasonably margins of error.

    As a crime scene analyst, he would enter with pages of potential potential suspects already identified. From there, he could narrow it down very quickly to whom the culprit actually was.

    There was a problem though... the idiots at the Precinct had no idea how his arcane methodology even worked! Every week, he was in the court, explaining how he had come to his (correct) conclusions.


    Spoiler: Magistrate
    Show

    So, he, personally, sought to read up on law, as a hobby (or obsession, more like). He also, in spite of lacking actual talent for it, researched public speaking, becoming very good at such, somehow, from reading about posture, tone of voice, rhetoric and more, in dozens of ancient books.

    He became an unofficial Magistrate, as other lawyers were completely unable to understand, and therefore present to the presiding officer, the evidence he had gathered.

    His foresight in ensuring that he could make his point coherently was wise, it prevented him from making enemies in the Adeptus Arbites, and, over time, he became accepted as a very useful ally in more and more complex cases.


    Spoiler: Divisio Auditae
    Show

    Now, people like this often come to the attention of Lord Marius Hax's goons. He, being a control freak Lord Sector, needs to know who people like these are.

    He was formally petitioned to enter the Divisio Audtae, the Lord Sector's personal creation - an Administratum Divisio with the right to investigate anything they saw fit, to report back to Hax.

    Of course, he accepted, not out of any love for the Lord Calixis, but out of a sense of duty to the Imperium, and a feeling that, with very carefully calculated deliberation, and access to these sorts of records, he could serve to improve the quality of life of citizens, making them safer from threats internal and external, be it through increasing tithes to the Guard, reducing grain tithes, ensuring clean water, or having potentially divisive families moved to another star system.

    He has become quite obsessed with the effects of economics and status on tendency to rebel, or engage in crime, and has successfully reduced the violent crime rate of eleven planets, largely by tinkering with tax codes and similar, as well as ensuring that various needs, such as medicine, are provided.

    That's not to say that his arranging for a public Adeptus Arbites execution of a minor noble who had been skimming off the top of a tithe for himself didn't serve to increase the loyalty of local, hungry peasants to the Imperium by 413% (with a 17% margin of error, according to seven different metrics) either, however.

    His presence on Malfi, which coincided with the deaths of at least forty-one nobles, as well as his surviving multiple assassination attempts (largely thanks to his friend and guard, Dylan Redstone) brought him into contact with the Inquisition on a regular basis, particularly those who felt that the Malfian sub-sector's corrupt politics needed a radical shake-up, made more transparent and made, well, pure. Of course, those favouring the status quo, were quite happy to assist his foes. Still, he stayed ahead of the game, and (maybe only just, after the injury to his eye) has, so far, not gotten himself killed.

    Right now, he is currently engaged in his tithe-related duties, but he is also attempting to research and develop theories on how best to predict which children will be born with psychic potential, to make the gathering of the soul tithe that much easier.



    Dylan Redstone, Communist, Mercenary, Space Cowboy



    Spoiler: Character Sheet
    Show
    Spoiler: Statistics
    Show

    Statistic Score Stat Bonus Advances
    Weapon Skill 58 5 ++++
    Ballistic Skill 63 6 ++++
    Strength 41 4 +
    Toughness 40 4 ++
    Agility 59 5 ++++
    Intelligence 47 4 ++
    Perception 58 5 ++++
    Willpower 57 5 ++
    Fellowship 61 6 ++++
    Influence 65 6 -

    Homeworld: Scintilla (Gunmetal City)
    Transition Package: Ghost From The Past
    Divination: "Truth is Subjective."

    Wounds: 17/17

    IP: 27
    CP: 10

    Armour: 6/5 (Head)



    Spoiler: Skills
    Show

    Drive (Ground Vehicle) +20
    Literacy
    Speak Language (Gunmetal City Dialect)
    Speak Language (High Gothic)
    Speak Language (Low Gothic)
    Speak Language (Sibellus Hive Dialect)

    Athletic Mastery
    Charismatic Mastery
    Commerce Mastery
    Common Lore Mastery
    Decadent Mastery
    Fieldcraft Mastery
    Investigation Mastery
    Observation Mastery
    Piloting Mastery
    Shadow Craft Mastery
    Stealth Mastery
    Tech Lore Mastery


    Spoiler: Talents
    Show

    Decadence
    Heavy Weapon Training (Launcher)
    Sound Constitution (4)
    Sprint
    Total Recall
    Unremarkable

    Basic Weapon Expertise
    Melee Weapon Expertise
    Pistol Expertise

    Guardian
    Gunfighter Saint
    Heightened Reactions
    Indomitable Fortitude
    Peerless Marksman
    Soul of Stone
    Storm of Blows
    Unassailable Grace

    Crime Lord
    Peer
    Administratum
    Ecclesiarchy
    Government
    Middle Classes
    Military
    Underworld
    Workers
    Shadow Lord
    Voice of the Masses


    Spoiler: Traits
    Show

    Caves of Steel
    Hivebound
    Packing Iron
    Wary
    Way of the Gun

    Criminal Mastermind
    Shady Reputation

    Spoiler: Equipment
    Show

    2 Plasma Pistols
    Best Quality
    Targeters
    Condemnor Pattern Bolt Gun
    Best Quality
    Psycannon Bolt Shells
    Purgatus Stake-Bolts
    Targeter
    2 Las Gauntlets
    Best Quality
    Targeters

    Mordian Pattern Power Sword
    Best Quality
    Blessed Edge
    Power Blade
    Best Quality
    Blessed Edge
    Power Blade
    Best Quality
    Blessed Edge
    Concealed

    Enforcer Light Carapace
    Best Quality
    Hexagrammatic Wards
    Mesh Combat Cloak
    Best Quality
    Chameleoline

    Psy Jammer
    Rosarius
    Best Quality


    Spoiler: Experience Expenditure
    Show


    WS +20: 2,500
    BS +20: 1,600
    S+5: 500
    T +10: 1,250
    Ag: +20: 1,350
    Int +10: 750
    Per +20: 2,500
    WP +10: 750
    Fel +20: 1,600

    Peer (Administratum): 300
    Peer (Ecclesiarchy): 300
    Peer (Government): 300
    Peer (Middle Classes): 300
    Peer (Military): 200
    Peer (Workers): 100
    Peer (Underworld): 100

    Decadence: 100
    Total Recall: 100

    Drive (Ground Vehicle) +20 : 300
    Heavy Weapon Training (Launcher): 300

    Heightened Senses (Sight): 100
    Sprint: 200
    Literacy: 200
    Speak (High Gothic): 200

    Hip Shooting: 200

    Lose 30 CP: 3000
    Lose 15 IP: 1500


    Sound Con 4: 400

    Shadow Craft Mastery: 700
    Pistol Expertise: 500
    Decadent Mastery: 500

    Athletic Mastery: 500
    Stealth Mastery: 500
    Heightened Reactions: 500
    Basic Weapon Expertise: 500
    Melee Weapon Expertise: 500
    Crime Lord: 700

    Commerce Mastery: 500
    Observation Mastery: 500
    Tech Lore Mastery: 500
    Gunfighter Saint: 500
    Peerless Marksman: 600

    Charismatic Mastery: 500
    Fieldcraft Mastery: 500
    Piloting Mastery: 500
    Unassailable Grace: 500
    Storm of Blows: 600
    Shadow Lord: 700

    Common Lore Mastery: 500
    Investigation Mastery: 500
    Indomitable Fortitude: 500
    Voice of the Masses: 800


    Soul of Stone: 800 (Elite)
    Guardian: 1,000 (Elite)

    35,000


    Spoiler: Background
    Show

    Spoiler: The Foundries
    Show

    Dylan was born to work in the forges of Fane Orthlack in Scintilla's Gunmetal City. His job was making rounds for stub pistols. It was respectable work, if not terribly glorious or interesting.

    As respectable as it was, though, he was but a serf, a nobody, the difference between himself and a slave being that he had to pay for his own supper. The taskmasters were tough too, beating down unsatisfied workers with shock mauls, or shooting them down with their Armsman-10 and Hecuter 9/5 sidearms if things went further.

    Of course, it wasn't just the taskmasters who could sling a pistol. This was Gunmetal City, and when the Bread-Dead-Revolver Riots kicked off, the workers bagged their fair share of enforcers. For fifteen weeks, the gunsmiths and shell-makers held off reprisals and, interestingly enough, increased their production, selling their rounds for a reduced cost, with the workers still receiving triple their previous salaries.

    Of course, the Magistratum eventually got their act together, and flooded the factories with knock-out gas. Those they captured were sent off to penal colonies across the sector.

    Dylan Redstone, though, who gunned down his foreman, as well as six of his thugs, made his escape quite handily, after robbing the factory's owner of several thousand Thrones...


    Spoiler: Outlaw
    Show

    Of course, he fled to the Underhive, as he was now wanted for rebellion and murder. Typical. He divvied up his ill-gotten gains with his fellow gangers, realising that there was little he could spend it on, that didn't involve getting fat, becoming a wreck of an alcoholic, or abusing far too many poor women that couldn't get another job. It was a wise call, as it landed him with loyal friends and allies. Friends don't come cheap in Gunmetal City.

    Still, he was pursued. He was now, allegedly, the mastermind behind the Bread-Dead-Revolver Riots, and had a death warrant hanging over his head.

    He couldn't stay in Gunmetal City. He gunned down at least a dozen bounty hunters, with even the Blood Guild of Malfi taking contracts on him. When it got to this point, he figured it best to go by false names and get the hell out of dodge. He fled to Hive Sibellus, of course, and signed on to a Chartist ship, heading to Malfi of all places, as a deckhand.

    He, of course, after learning his way about the ship, left its service on Malfi, thinking he'd be safer under the noses of the hardass bastards that kept coming to kill him.


    Spoiler: Mercenary
    Show

    The industries on Malfi weren't those he was familiar with. Finding a job was tough, especially considering the complex web of intrigue that surrounds everything there.

    However, there's always one job that's open to anyone, anywhere, and it's especially suited to a gunslinger from Gunmetal City. That of the hired gun.

    He worked as a bodyguard for various nobles (scum), merchants (scum) and clerics (scum). His salary was spent on just enough booze to handle the guilt, investments on guns and bullets, and just enough to eat.

    When he wasn't taking bodyguard jobs, he was, ironically enough, working for the Blood Guild, and doing very well indeed. They paid well, after all, and he needed money to spend on bullets, booze and bread.


    Spoiler: Duellist
    Show

    When a noble employer wanted him to shoot an upstart Adminstratum clerk (lawyer?) who demanded that they take less profits and pay more taxes, and higher salaries to their serfs, he paused, instead of killing him immediately. Something rang true about what this desk jockey was saying.

    The clerk, one Zhou Peng, was quick off the mark in offering to double his salary to shoot his boss instead.

    After a three second negotiation, on which they agreed on a 137% increase in pay, Redstone's noble lord lay dead at his feet.

    He then took up a contract as Zhou Peng's personal champion, on the condition that his pay raised dramatically.He needed it for bullets, booze and bread, after all.

    The pair made one hell of a team. They'd irritate, bully, and offend noble lords and ladies so often that one or the other would be challenged to a duel. They usually went for pistols at dawn. Sometimes dusk. Dylan killed literally dozens of the bastards.

    The total amount of dead nobles reached a total of forty one, after, surprisingly, being challenged to fight with blades. An aristocrat with a penchant for fencing correctly believed that Zhou Peng would select his Metallican sidekick, known for his unparalleled skill with a pistol, to be his champion.

    What he didn't know was that when he was on the run in Gunmetal's Underhive, he had to spend money to keep people quiet, to move from place to place, and to eat. And he didn't know that Gunmetal's local currency isn't Thrones... it's bullets. Dylan Redstone had been far too poor to spend rounds on killing fools that messed with him.

    The mercenary was also an extraordinarily talented knife fighter, and he gutted the bastard like a fish.


    Spoiler: Ghosts From The Past
    Show

    Travelling with Quastor Zhou, he became invaluable to the Sage. He was his bodyguard, his confidante, his friend, and even his shooting instructor.

    However, the past still hung over him. Assassins came not just for his employer, but they came for him, too. Fane Orthlack wanted its dues, and even Zhou Peng's legal know-how couldn't keep them off. They were happy to break the law in having him killed as an example.

    Zhou Peng had had enough. "Fane Orthlack are too close to my supposed master, the Lord Sector. Deal with them. I'll deal with the paperwork."

    Deal with them he did. He returned to Gunmetal City. The workers kept quiet. Nobody would rat out the Hero of the Bread-Dead-Revolver Riots. He was one of them, wasn't he?

    He slipped in in the night. He could have shot the bastards who'd been signing the bounties, but he kept his cool, and steeled himself for something he wouldn't have thought of before entering the service of the Quastor.

    Dylan Redstone, insurrectionist, left forged documents in just the right places to have several members of the Orthlack clan held responsible for the riots years earlier. Of course, it was true, it's just that they needed Orthlack paperwork proving it. Paperwork which didn't exist. Not that it mattered.

    He walked out several days later, without having fired a shot, to the sound of those who had hunted him screaming in their death throes, blown away by their own families. The Fane of Orthlack had created a hero by attempting to create a scapegoat.

    Last edited by bluntpencil; 2014-06-08 at 02:52 PM.
    Scotsman currently working in Gaziantep, Turkey.

    If my posting falls behind, it's due to work related stress.


  8. - Top - End - #8
    Dwarf in the Playground
     
    First Speaker's Avatar

    Join Date
    Jul 2008
    Location
    Court of Appeal.
    Gender
    Female

    Default Re: Priceless Hope Character Thread

    Consultants for the Taldareen Dominion

    al-Kutbei, Knight of Cydonia


    But a bit more like a stealth fighter.

    Spoiler: History
    Show
    Spoiler: Beginnings and service
    Show

    I am, first and foremost, a servant.

    There are many who enter the service of the Machine God seeking exaltation, of one sort or another. They seek power temporal, in command of mighty forge cities or Titan Legions. They seek power personal, the augmentation of their bodies in an attempt to stave off death and decay. They seek to be wise, holy, blessed, to be the sort of people who are immortalised in statues or stained glass for their great piety and wisdom - and to have the wealth to pay serfs to clean those statues in perpetuity. Now, I do not presume to judge my betters - lest I be judged wanting myself - but don’t you think that they miss the point - just a little?

    It is only in self-sacrifice - in the complete abnegation of self, that moment of perfect submission to the will of the machine - that we can truly serve the Omnissiah. She taught me that on Mara. We’d landed in force shortly after the Haarlock Incident, when what happened there led to a significant <—Redacted by Order of the Lords Dragon—> incursion - an entire platoon of the Crimson Guard, backing three of the Maccabian Janissaries, deployed to purge the planet of the filth that had been allowed to seep through and stain the planet. We were a sufficient force to cow anything less than an organised military resistance by an entire planet - or so we thought. We were wrong. Those … things tore us apart. They ravaged body, mind, soul, carving a path through our little expeditionary force. It was simply not possible for humans to fight them - they were faster, they were stronger, smarter, even, and they could twist our own hindbrains against men that fought them, making them turn their weapons on each other, or themselves. It was only us - those of us who had felt the caress of cybernetic enhancement, and had shed enough of our base flesh to withstand the manipulation of the <—Redacted by Order of the Lords Dragon—> who were unaffected, and even then, we were forced to lobotomise each other to even survive. I’m not proud of what we had to do to the surviving Janissaries to make them into a force capable of venturing into the nests of the foe and burn them out - servitorisation is not a pleasant experience, and we should not need to take people’s humanity away from them in order to save it - but eventually, we triumphed.


    Spoiler: Skitarii
    Show

    When - together with a handful of other Skitarii who’d survived - we were rescued, and during the long months spent recuperating on the Lathe Worlds, I had a lot of time to ponder the lessons She’d taught me on that icy world. Human life and flesh is so frail, so weak and vulnerable - and since the dawn of time, we’ve built machines to protect it, to cover up its vulnerabilities, to stand between us and the forces that would seek to destroy us. We exist to serve humankind, not exalt ourselves above it - and though in time we’d bring each and every human kicking and screaming into a bright new cybernetic future, our overall goal is to coddle them, to protect them, to reassure them that it’s all alright, and face the monsters so they don’t have to.

    And that’s exactly what I did. We are Skitarii, the mailed fist of the Cult, the vanguard, the speartip, the anvil, the unbreakable rearguard; we fight battles that humans can’t, where their frail bodies and minds wouldn’t be able to survive. Our unit fought on over a thousand distinct battlefields, seeing - and destroying, more often than not - things you wouldn’t believe. Wrecked formations Capitoliae Imperialis of the Severan Dominate like burning mountains. Slaughth enclaves full of writhing, squirming flesh like what you’d find beneath an old stone in a forest. Lance-fire glittering in the dark during void-assaults near the Tannhauser gate. We fell in droves, to be sure - but where flesh rots, becomes infected, never quite heals as good as it was - we are iron, ceramic, and silicon, and in suffering can be rebuilt anew, more perfect than before.

    As our maniple dwindled, it sharpened, became honed. Our members soared though the ranks; I believe Atarsamain currently serves as Moderatus aboard the Legio Venator Imperator-class titan Joyeuse, while Orotalt-II is part of the Mechanicum legation to the court of Marius Hax. I was ever a priestly sort, too unworldly for such lofty offices, but my skills - and, though I do not wish to preen or puff myself up, my devotion to Her Technologic Majesty - drew the attention of my superiors in the Skitarii, and their superiors among the Lathes in turn. My companions dwindled as they were assigned elsewhere - and then, when there were none left, they knocked me out, and spirited me back to humanity’s cradle. To Mars.


    Spoiler: Knight of Cydonia
    Show

    To walk upon the Red Planet is a spiritual experience like no other. Terra is our birthing-chamber, where proto-humans first crawled and leapt and soared; Terra is the seat of the Emperor, his glory so thick and all-pervading on that world that its weight is practically oppressive. But Mars represents our first step. The first barren world we coaxed into life, the first city we built where we could look up into the sky and see our homeworld anew. Forget all talk of cults, of the Dark Mechanicum, of Dragons slumbering beneath the surface of the red planet; Mars has power, because it stands for us; for the first faltering steps we took towards ascension, towards transformation, towards enlightenment.

    When I first came scampering back into the Cydonian citadel like a girl coming home from first communion, limned in the magnetised dust of the Red Planet, practically speaking in tongues from my transports of faith, the Cydonian Sisterhood knew they had chosen well for a new initiate.

    The Sisterhood is ancient, pre-dating the arrival of the Emperor on Mars by millennia. We were knights-errant, assassins, independent, unpredictable actors who could dance ahead of the main advance of the proto-Mechanicum legions and be heralds of their will. Subsuming our wills beneath that of the Omnissiah, the Sisters of Old were perfect expressions of inspiration, of glory, of the unpredictable and revelatory capacity of thought to circumvent the battle lines of the foe and to cut Gordian Knots - usually literally. We suffered badly during the Schism of the Thirty-First Millennium; that same independence that lent us our strength and power made us vulnerable to the selfish idiot whisperings of Horus’ lackeys in the Mechanicum. The order was left a fraction of what it once was, a strong young tree cut down in its prime, but it remained. Where the Inquisition has its Assassin Temples, its mutants and genetic monsters, Mars has us.

    The training is perhaps not as physically gruelling as what the Temple Assassins go through, but is more taxing on the mind, the sense of self. We are taken apart, and our bodies rebuilt in their entirety through the purity of the machine, leaving only scraps of unaugmented biological matter behind. They infect us with vile machine-spirits, corrupt viral botnets cultured over fifteen thousand years of evolution and adaptation to destroy our systems, and leave us to fend off their advances through faith alone, shriving ourselves and cutting out all that’s weak, all that could succumb, all that’s impure. As close as is possible with today’s artifice, we are made one with the Omnissiah, the better to serve Her. We are trained to kill, to not be killed, and to know both Her works and those of Her enemies, that we might exalt the former and scorn the latter. I took well to such training; of my cohort, some thirty initiates, I was one of only three survivors. And so, my training complete, I emerged into the world what I am today; a being that has shed her fleshy form for the glory and beauty of the machine; an angel and herald of hope for the poor bedraggled masses of humanity, all the labourers, the soldiers and the menials; a lone messenger of a mechanical gospel, and death to all that would oppose it. I was to blaze a trail for humanity.

    And, for a time, that was what I was, and what I did. Before, I had fought as part of a legion of others like me, driven by battlefield necessity and political deals from my leaders and commanders. It is the lot of every soldier to sometimes be ordered to advance fully aware she approaches an ambush, or to draw back from victory at the last moment because some glory hound wants in their first. Power, politics, and self-interest - as ever, they weakened us, stopped us from reaching our full potential. But, as a newly-minted Cydonian-Sister - still fresh and gleaming from the furnaces of Mars - I didn’t have to care about that. With a retired Claymore-class corvette at my disposal, I could travel the Imperium, liberating captive machine spirits and lost knowledge, striking down the Imperium’s foes in service to none but my Omnissiah, and bringing a searing torch to a darkening Imperium.


    Spoiler: The Lords Dragon[/spoiler
    Show

    For all that I relished my freedom to serve, we live in a less-than perfect world, and it was not to last. After a few decades of such travelling, my old superiors in the Lords Dragon began to wonder what had become of their investment. They sought to draw me back into the fold, and to swaddle, cosset, and eventually strangle me in those very folds, knowing that I could be of value for them. They offered - leaned rather heavily on me to accept, as it happens - all sorts of vanities, stations, commands, and augmentations for my return to their service, and while I did not want to compromise myself with such bribes and worldly commitments, or end up serving them before the Omnissiah, eventually, damage to my ship and increasingly threatening treatment at research and repair facilities swayed me. I comfort myself with the notion that I was being brave and courageous by making such a decision; sacrificing my own pride and independence that I might fight another day - but I’m not convinced by that any more than you are.

    They made me their tool, assigning me to do their work. Assassination, industrial sabotage, war-leading - I served in my role dutifully, and I served them well. But to be constrained in such a way, to be made an instrument of parochial Mechanicum politics, rather than a servant of the grand supernal and transformative designs of the goddess they claimed to serve - that chafed on me. Time and time again, I was yanked away from
    some struggle where I could have done real good, or saw those on the brink of mechanical enlightenment, with such wasted potential all around me. In service to the Omnissiah, we could achieve so much, become so much, and yet we cast it aside daily for petty material gain, for self-aggrandisement and vanity. It was the incident on Rinvaldi that cemented it for me. I had been ordered to attach myself to a Deathwatch Kill-Team - as Mechanicum liaison, allegedly, though ‘spy’ would have captured it better - and accompany them on a mission to Rinvaldi’s surface to carry out what the Lords Dragon believed to be a mission of incalculable importance. I will not record what happened there [Partly because that Skype game hasn’t actually finished yet! FS.], but all I will say is that between mortal arrogance, jockeying for power, a thousand ambitious tech-adepts too greedy to see the common good, the mission was a disaster. Two good Astartes dead, a planet of mortal souls and immortal machine spirits corrupted beyond all hope of recovery, and a relic of the Dark Age of Technology destroyed - with nothing but damage-control against an ancient Xenos threat to show for it. Ultimately, it’s all for naught. All that I’ve seen shows this Imperium to be weak, mortal, decaying as all things of the flesh decay - and those tasked with maintaining it merely defend their gradually narrowing circles of firelight.


    Spoiler: Knight-Errant
    Show

    I fled. I could rationalise this - say that I was pursuing my duty as a Cydonian Sister above all other concerns - but again, it would just be a convenient excuse for my own behaviour. In the end, I was scared, world-weary, and disheartened, but I left with a growing sense of freedom, of shucking off constraints. If I could not be a faithful servant of the Omnissiah within the Mechanicum, then I would follow her outside it. I still serve the Lords Dragon, just as I serve the Omnissiah - I just do not listen to the former as much as the latter any more, and they’ve found a kind of wary acceptance with that, as long as I am useful to them.

    As I’ve travelled, I’ve found others like me - those who see the decay, the rot, the moral weakness and selfishness of this galaxy, and who seek to do something about it. Dissident tech-adepts of the Logicians, banished from the heart of the Lathes for their desire to share the fruits of the Machine with a suffering populace. Oblationist acolytes of the Inquisition, sin-eaters who would take the burden of the fight against Chaos onto themselves, into themselves, walking knowingly into damnation so that others wouldn’t have to. The Serrated Query, an underground sect who’d unshackle human endeavour, letting us draw ever closer to our own ascension and a brighter future, toppling stultified hierarchies and corrupt leaders who’d bar humanity’s progress.

    For the first time since I’d left my maniple, I felt that I was no longer alone; that there were others who’d stand beside me in my quest to save the Imperium, even if they pursued it under different names. Fortitude, that mad old Inquisitor who's taken to following me about after I saved her on Dusk, would wreak a terrible vengeance on humanity's foes, dragging us down and making us dark kings and queens of a new age where our foes dreaded our very steps. I'll believe it when I see it - she is a sad, broken, vengeful thing, only capable of making sad, broken, vengeful plans - but in time, the Omnissiah will heal her soul, even as I patch it up with fragments of our own.

    If the Omnissiah does not exist - is not manifest in every mechanism, every fabrication, every system of our lives - then it would be necessary to invent her. And what wonderous tools shall we bring to invent her.


    Spoiler: Description
    Show

    Description: al-Kutbei was human, once, and if you squint a little you can just about see that for yourself. She is tall, slender, and willowy in a way that doesn’t exactly correspond to conventional human proportions - as if she’s been put together by someone who heard about human anatomy, and liked the general idea, but was fine using their own design schemes, thank you very much. The sense of inhumanity gets worse when she’s in motion - her spine squirms like an eel, fluttering bionic wings propelling her through the air with a kind of liquid grace.

    Her wargear is much less conventionally ornate than many in the Mechanicum of similar rank - while there certainly are cogs, skulls, and, similar devices worked into her heraldry, her signature style is a kind of angular, geometric functional design. Her armour - a variant on the stealth-suit used by many of the Temples of the Officio Assassinorum - is form-fitting, grafted onto her exoskeleton, but while the Temple Assassins tend to be all liquid curves and rippling muscle, her armour is planed off at odd, etherics-baffling angles, and coated in a shimmering dark grey ceramic that gives you a headache if you look at it for too long. Anti-gravitic plates jut from it like shards of broken glass, feathering her back and arms like a cloak.



    Spoiler: Statblock
    Show
    Career: Crimson Guard -> Imperial Guard -> Cydonian Sisterhood (Vindicare Assassin)
    Homeworld: Mechanicum Research Station (Forge World)
    Divination: Die if you must, but not with your spirit broken (+3 Wp)
    Transition package: Temple Training.


    WS 27 (15 base + 12 roll + 5 transition package)
    BS 65 (20 base + 3 fit for purpose + 17 roll + 20 advances +5 transition package)
    S 32 (6) (20 base + 12 roll)
    T 56 (10) (20 base + 16 roll + 20 advances)
    Int 58 (10) (25 base + 18 roll + 20 advances - 5 transition package)
    Ag 57 (10) (20 base + 18 roll + 15 advances + 5 transition package)
    Wp 85 (20 base + 3 divination + 22 roll + 5 background package + 20 advances + 5 transition package + 10 ascended advances)
    Per 36 (20 base + 16 roll)
    Fel 27 (20 base + 12 roll - 5 transition package)
    Influence (Grows From the Barrel of A Gun)


    Fate 5
    Wounds 22 (24 - 2)
    IP: 66 (8+36+2+13 + 7 (transferred from corruption)).
    Severe delusion: combination of The Flesh Is Weak, Visions and Voices, Delusion of Righteousness.
    CP: 0 (2+21 - 16 (bought off) - 7 (transferred to insanity))
    Move: 10m (half) / 20m (full) / 30m (charge) / 60m (run)

    Traits
    Heart of steel (uses Int instead of Fel with Mechanicum-trained personnel)
    Mechanicus Implants
    Skin of Iron (gains augmetics at first, third, fifth, seventh, ninth, eleventh, and thirteenth ranks)
    The Flesh Is Weak II (Machine 2)
    Conditioning (immune to attempts to sway by Fel-based skills; +20 to resist psychic, chemical, or technological attempts to affect behaviour/read mind)
    Temple Assassin (may re-roll any acrobatics, climb, contortionist, or swim check, extra Ag. bonus dodges/parries per round)
    Unnatural agility (x2)
    Unnatural strength (x2)
    Unnatural toughness (x2)
    Unnatural intelligence (x2) (from cortex implant)
    Stranger to the Aquila (-10 on tests involving knowledge of the Imperial Creed, -5 on Fellowship tests with members of the Ecclesiarchy)
    Exorcised

    Skills
    Athletics Mastery Str/Ag 52 / 77
    Stealth Mastery Ag 77
    Observation Mastery Per 56
    Forbidden Lore Mastery Int 78 (+10 on FL:Warp, Archaeotech, Ad. Mech)
    Tech-use +20 Int 78
    Common lore (Machine Cult, Tech) Ag 58
    Secret tongue (Techna Lingua) Int 58
    Interrogation +20 Wp 105
    Command +20 Fel/Int 30/105
    Scholastic lore (Tactica Imperialis) +10 Int 68
    Navigate (surface) Int 58
    Psyniscience +10 Per 46

    Talents
    Weapon training (integrated, primitive, heavy (SP), rapier laser destroyer)
    Resistance (psychic powers)
    Strong-minded
    Total recall - eidetic memory.
    Foresight
    Fearless
    Mnemonic purging
    Target selection
    Talented (concealment)
    Talented (forbidden lore (archaeotech))
    Electro-succour
    Energy cache
    Luminen shield
    Luminen barrier
    Luminen blast/flare
    Soul of Stone - immune to fear, pinning, intimidation, doesn’t gain insanity from mundane horrors, reduces corruption gains by 5, may test WP to ignore accumulated corruption for 1 minute.
    Dark Soul

    Equipment
    Void-sealed stealth suit - 4 (6, including machine trait) armour to all locations; invisible to dark sight, infrared, preysense, etc; +20 to concealment and silent move; may make a concealment test as a half action, even when observed; +10 to dodge, and toughness tests to resist toxins; counts as being one range-bracket further away if stationary (for the purposes of ranged attacks).
    Spy mask - includes auspex, magnoculars, photo-visor, pict-recorder, re-breather, vox-caster; ignores cameoline; may re-roll any failed perception-based test.
    Charm (Mechancus icon)
    Psy-jammer implant (+20 to resist psychic powers, +10 to resist possession)
    Combi-tool (+10 to tech-use)
    Psy-focus

    Weaponry
    Venator blade; melee/thrown (3m); 1d5+9R, Pen 4, razor sharp. Adds +15 to WS tests using it, cannot be destroyed by a power field.
    Luminen flare; special; 20m; 2d10+8E, Pen 8, shocking, blast (8).
    Best-quality integrated Rapier Laser Destroyer with suspensors, red-dot-sight (200m, 6d10+12E, Pen 14, tearing, never jams, autostabilised, +10 to hit; 50kg)
    Caduceus-pattern Coilgun Mk. I, (good-quality autocannon); heavy; 300m; S/2/5; 4d10+5I, Pen 4; 20 round-magazine; 55kg; reliable. 3 reloads.

    Cybernetics (all from ‘Skin of Iron’ trait):
    Common-quality Alatus-pattern jump pack - doubles movement, gives flyer (12) for one minute (but requires +0 toughness test not to become fatigued); fear 1; +10 to parry.
    Common-quality enhanced potentia coil - boosts luminen shield, blast, flare.
    Good-quality cortex implant (unnatural intelligence x2)
    Good-quality hermetic infusion (+20 to toughness tests to resist toxic/radiation-based damage/contamination, regeneration)
    Good-quality chem-gland - may make a +30 toughness test as a half action to synthesise kick (loses all fatigue, ignores fatigue for 2d10 rounds, then gains 1d5 fatigue), white void (gains +20 Wp for 1d10 minutes, addicted), attention spanner, Zamarkand Rose Extract


    Grand Inquisitor Fortitude 'Fortie' Reliquita


    I'm one of the good guys, trust me.

    Spoiler: Background
    Show

    I am Damned.


    I accept that, for we are all, in our own ways, damned - but I am Damned.


    Perhaps it’s not such a big surprise, really. I was gutter scum when they picked me up - the foul seepings of the darkest floors of a voidship, plucked up by the most holy Ordos only because the bilge-tribe that spawned me lived next to a slight flaw in the vessel’s gellar field, that exposed us to warp energy our whole lives.


    I’ve seen pict-capts of forests and wilderness of Old Terra, of the land surrounding the atomic reactor of the Wormwood, called Chern-Nobyl in some forgotten language - seen how the killing glare of radiation can both burn away all life, and spawn a fecund, twisted bounty of new growth - and maybe the same is true of the Warp, too. Living next to the Warp all my childhood changed things in me, in my genes, but the changes it wrought were not foul mutation, but gave me new life, new power, new strength, that it would be sacrilege to waste, or not put to work in the service of the Emperor -


    Nah. That’s not it. Inquisitor Mirei, Emperor take her blasted soul, took me because I was a powerful nascent psyker - a twisted little sapling who, with the proper moulding, might just become a low-level alpha-level one day - and for nothing else. She didn’t care that I might have been executed if one of her more Puritan brethren found me, only that I could be useful to her goals.


    It’s not that I mind, really; I wanted to give myself over to the Emperor’s service. My clan had spent over a thousand years in the dark, tormented by the scratchings of daemons and warp-spawn against the ship’s hull, wanting to be free, for the Emperor to save us, to be bathed in His fire, to be purified and made into his servants. We begged for it, in prayers when we woke, when we went to sleep, when we tended the waste-water reclamation facilities, or hunted down glimmers of errant light up near the more habitable portions of the ship. But if my time among the Ordos have taught me anything, it is that that service to the Inquisition and service to the Emperor aren’t the same. Perhaps Mirei would have served Him better if she’d executed me that day - she’d regret not doing so, to be sure.


    Early on, things were wonderful. After my sanctioning - an inevitably traumatic experience, but one from which I quickly healed - I prosecuted my duties as a Sanctionate willingly and joyfully. Her beneficence - His beneficence - freed me from darkness and horror into a world of light, of colour, of fire. My soul was kept in bondage with the Emperor, of course, and Mirei was always watchful of me, knowing where I came from - but, even in servitude, I felt more free than I had before, a compass needle madly dancing this way and that, rooting out the spawn of Chaos and blazing a trail for Mirei’s legions of stormtroopers. Others said I had an uncanny knack for ‘getting it right’ - for identifying the spoor and taint of corruption where none other believed it to be, and always, always being vindicated. Where I walked, where I pointed his finger, daemons tumbled out, and were duly purged with but a word. Acolyte, cell member, member of her retinue - it’s not with any pride that I recount my rise, for I since know that it went horribly, horribly wrong - but it simply was the truth, was how I operated. I served the Inquisition well during that time, and did the Emperor proud. Mirei and I became … close, and for a time - poor, warp-touched wretch that I was - I was happy. I could forget myself in His service, and hers.


    That all changed on Movran.


    While on a fairly routine investigation of unnatural activity on the shrineworld, we’d visited Mirei’s family, a minor noble lineage of Ecclesiarchs who maintain holdings there. They didn’t approve - of Mirei’s occupation, of me, of what they thought they saw between us. They snubbed her, spat accusations of mutation in my face, and in doing so, set everything I’d built - all the savage joy in Imperial service, the wild joy of tearing down the enemies of the Imperium - to curdle and become out of joint. For the first time, I began to question myself - much as I’m questioning myself now, I suppose. Could the fruit of an evil tree - and to be sure, I knew I was an evil tree, for Mirei and I had purged a hundred darkhold-dwelling tribes of half-daemon things like I had been - bear good fruit? Had all the joy I’d felt, all the exultation in Imperial service, merely been a self-serving delusion? Could something that felt so good really have been something of the Emperor, rather than of the ruinous powers? Mirei - either because of what her family had said, or because she saw this cancer of doubt growing within me - began to draw away from me emotionally. I began to feel empty, hollow, as if I’d begun to lose everything, as if I was slipping back into the darkness from which I’d been plucked. It was when I was in the middle of such a disheartened and despondent state - Mirei had left me aboard ship, while visiting her family - that I got word of what had happened. The daemon had been sighted by one of our acolytes, near the Mirei estate - and so I set out after it, my force knife in hand. After days of sleepless tracking, I finally ran this foul daemon to ground, and had it cornered. I stabbed it with a blessed knife, again and again, killing it, driving the scum from the world of the Material, collapsing with the effort of his exorcism. When I woke up, my hands were covered in blood. Mirei and my family lay dead around me, with the laughter of the daemon ringing in my ears - from inside me.


    Many, when their soul is assailed by the warp, cave. I did not. I do not say this to boast, but merely as a statement of fact, for it is what I was bred to do, who I was trained to be. For days, in the empty echoing halls of the Mirei chapel-estate, I grappled with what I now saw to be the daemon, tearing at my own flesh, brutalising my body and spirit with the power of my will, and my hatred. In a way, a chapel is perhaps the best place to suffer from such an attack - I had no lack of blessed ceremonial daggers to hack the corruption out of me, no shortage of truesilver-laced frescos and micro-etched runic floors to beat my head against. And eventually, I cast the foul warp presence - a thing made of my anger, my lust, my frustration, my isolation - out of myself, and slew it. Soul and body in tatters, I collapsed, on the brink of death, but myself again - even if not a whole self.


    There was an inquiry into what happened, of course. When a veteran inquisitor is slain in combat with a daemon, along with the rest of her noble house, her fellow inquisitors take note. When she is survived by an ambitious interrogator of questionable lineage - who may have been her lover - they become interested. But somehow, they didn’t find anything wrong. In fear and guilt, I had muddied the evidence of what had gone on Movran, using all my knowledge of the Inquisition to foul their investigation and make it seem that Mirei had died while successfully banishing the daemon; a task that I found particularly easy, almost as if the daemon had had this in mind all along. I know this was evil; I know this was damnable; I know this was dangerous. I know I was weak - but I could not let the daemon win, let it take my life too with so much work undone. The Ruinous Powers had taken all from me, and I would see them pay. Maybe I lacked for courage, or moral fibre - in those dark days, I sustained myself on hate, bitter recriminations, and little else.


    After some time, after the investigation was cleared to the satisfaction of Mirei’s colleagues, it was time to work out what to do with her rosette. In some gross twist of irony, the proper recipient was obvious - her most trusted acolyte, a firebrand psyker like her, who had fought at her side to the last against a horrifying warp-entity. They made me her successor. For a time, taking on all the clothes and regalia, the pomp and circumstance, the blessed anointings and ceremonial invocations of the Ordo Malleus, allowed me to forget all that I’d done, all that I was. I could fool myself into thinking that I was a pure servant of the Emperor. It was true, in part - I wanted to serve the Throne, and could, in my way - but I could never be pure. No matter. If I was to burn and seethe with the corruption of the warp and of my sins, then I would use it to set afire to the enemies of the Imperium, and let the galaxy burn with the flames of my hate for the daemon.


    Since that day - that cold, clear day, over eight hundred years ago in the Tricorn Palace of the Inquisition, clutching my freshly minted Inquisitorial seal - I’ve been sustained by this hatred. I eschewed juvenat treatment - a foppish affectation that would only preserve and prolong the existence of my cursed gene-twisted flesh - and when my body began to fail me, instead sought more permanent means of achieving longevity. It’s strange, really - mummification, the removal of vital organs, and entombing in a mechanised frame seemed so strange and unwholesome, when I first began to look into the process six hundred years ago - but now that I’ve lived in this new body for over half a millennium, it feels perfectly natural. I've outlived several tech-savants who'd 'care' for me, but the newest - a Skitarii woman-thing who literally gave me part of herself self, of her own mind, to help me to recover from a traumatic cerebral breach on Dusk, fifty years ago - seems more adequate than the others, and has helped me adapt to this state.


    I have been a good inquisitor - at least, outwardly. I have continued Mirei’s work with a passion, a conduit of all of that is great and terrible about the Emperor, a scourge of heretics and a slayer of daemonhosts. I have crushed cults and overturned malefic conspiracies, and even led strike teams of Astartes on the fringes of the Eye of Terror. But I set my sights rather higher than many of my colleagues and allies when it comes to daemons.


    We do we banish daemons? We stop their rampage through the material world, but what good does it do us? They simply return to their domain, all the better to plot more harm against our species. We may send them from this world for a hundred, a thousand, ten thousand years - but they’re immortal, they can wait. No, they came from Hell into our Materium, the better to torment us - let us make a hell of this world for them. For every one of us they take, let us take ten of them. We serve the Emperor best not by driving his foes off, but by making them SUFFER.


    It is true what some say; I do collect daemonhosts, bound horrors, possessed weapons and fell artefacts, the anchors of daemons to the material realm. Some more radical among the Ordos see such bound servants of the Ruinous powers as resources; as sources of Dark Pacts for personal power or, more nobly but more destructively, as weapons that might be turned against the ruinous powers. They are idiots. The Daemon speaks nothing but lies, and all of its works are dust. I do not entrap their kind to treat with them, but to crush them, to see them scream as their immaterial essence boils and simmers on the edge of reality. Through contacts in the Cold Trade, I’ve dealt indirectly with Crypteks, Haemonculi, and worse besides, in seeking to find new ways to humble and bring low beings of the warp, but ultimately, they cannot compare to what we can unleash upon the targets of our hatred. Of all the horrors that stalk the forty-first millennium, it is the adamant, remorseless spirit of Humanity that is most terrifying, when unfettered in all its dark majesty. If it takes a stained, corrupt monster, preserved beyond her natural lifespan by unnatural sciences, with a gaping hole torn in her soul to show humanity that, then so be it. I will show us what we truly are, how we can take the fight to our daemons - both outer ones and inner ones - and how we can win.


    If I can expiate my rage, my guilt, my hatred on the beings of the ruinous powers as I do so, then that’s just dandy.


    As it happens, my current work as a daemon-hunter, as a servant of the Order of the Hammer, provides me with more than enough time to pursue this goal. When I raid cults, grapple with servants of the ruinous powers, and match wits with daemons, it’s easy to take prisoners and captives rather than merely slay the foe. Just as the forces of Chaos enslave populations and harm them for their own dark rituals, so do I take the servants of the foe alive, where I can.


    Some in the Ordos know what I am, what I have stashed away in prison-menageries under the surface of dead worlds - or at least, they have suspicions. The Puritans don’t like it, of course, but I’ve been careful to play the politics right and crush enough cults to keep my name clean. What’s worse is the other Radicals; the slithering Xanthites and crypto-cultists who come sidling up to me as if I’m some fount of daemonic weaponry and power, or a hidden Chaos Magus. I’ve sent enough good men and women who’ve approached me thus to hell to disabuse them of that fact, but with each passing century, I find that there’s another generation of those who’d seek to turn the tools of the enemy against them. At least they have the good graces to gather all kinds of daemon-weapons and other trinkets to them - all the better for me to add to my collection.


    As I said, I am Damned. I know it full well, and know that I am a hair’s breadth from becoming the same sort of monster that I seek, that I would destroy. But I am Damned in the service of the Emperor, and would not divert from my purpose for any reason, for any fear of dirtying my own hands. I am not alone - there are others, like the Machine-Angel, who likewise recognise a rot in the Imperium, and who would resolve it in their own ways. Al-Kutbei would wreak her Great Work on humanity, transfiguring our inner nature, rapturing us beyond this world of sin and death into a brighter and more glorious future. I'll believe it when I see it - I've lived nearly a millennium, and after a thousand years, one only sees death. I will reap a tally of the Emperor's foes, and burn it all to destroy them if I must.


    Corpses for the Corpse God. Souls for his Golden Throne.


    Spoiler: Statistics
    Show


    Characteristics
    Statistic Score Stat Bonus Advances/explanation
    Weapon Skill 18 1 (halved due to Rite of Setesh)
    Ballistic Skill 17 1 (halved due to Rite of Setesh)
    Strength 37 3 -
    Toughness 65 6 ++++
    Agility 17 1 (halved due to Rite of Setesh)
    Intelligence 66 12 ++++++
    Perception 71 6 ++++++
    Willpower 100 20 ++++++, +5 background package, +10 transition, +3 divination
    Fellowship 10 6 Reduced to 10 by Exorcised elite advance

    Homeworld: Darkholder Voidborn
    Career: Imperial Psyker -> Imperial Diviner -> Inquisitor
    Transition package: Ritual Trial
    Divination: Die if You Must, but Not With Your Spirit Broken.
    Sanctioning: Witch Pricking.

    Wounds: 12.
    Fate: 6/6
    Influence: 95.

    Insanity Points: 60. Severe delusion of Righteousness.
    Corruption Points: - 16. Malignancy - soul thirst.

    Skills
    Invocation +20 (Wp)
    Psyniscience +20 (Per)
    Tech-use +20 (Int)
    Awareness +20 (Per)
    Forbidden lore mastery (Int)
    Scholastic lore mastery (Int)
    Investigation mastery (Wp/S/Fel)
    Cryptological mastery (Int)

    Talents
    Jaded (no insanity from ordinary horrors)
    Paranoia (+2 initiative, may reflexively test Per to identify threats)
    Resistance (psychic powers) (+10 to resist psychic powers)
    Fearless (doesn't take fearless checks)
    Dark soul (half corruption penalty on malignancy tests)
    Meditation (may trance for 10 mins with a WP test to remove 1 level of fatigue)
    Discipline focus (divination - +2 on these powers)
    Favoured by the warp (may roll psychic phenomena twice and choose the best result)
    Strong minded (may re-roll Wp checks to resist psychic powers)
    Foresight (may concentrate on an int-based test for 10 minutes to gain +10)
    Mental fortress (psychic attackers must test Wp or suffer 1d10+20 impact damage that ignores armour/toughness)
    Armour of contempt (reduces all corruption gains by 1)
    Iron jaw (may make T test to ignore stunning)
    Soul of stone (immune to fear, pinning, intimidation, doesn’t gain insanity from mundane horrors, reduces corruption gains by 5, may test WP to ignore accumulated corruption for 1 minute).

    Influence Talents
    Lord of Domains (Containment Facility)
    Shadow Lord
    EXCOMMUNICATE TRAITORIS (if uses overt authority of the Inquisitiion, roll the influence of the witnesses - if they roll under, they're after her)
    Enemy (Xanthites)
    Rival (Xanthites)
    Hidden Cultist: Hydra Dominatus
    Spoiler
    Show
    Fortie's not the only one to come to the conclusion that the warp must be opposed, by whatever means necessary. Alpharius, his warband of XX Legion Astartes, and their accompanying cultists, are unabashedly Chaos Space Marines, involved in a long war against the institutions of the Imperium as well as their fellow Traitor Astartes, but they've been strangely cage-y about engaging in daemonic summoning, taking sanctuary in the Eye of Terror, or drawing upon Warp Powers - almost as if they've got a bigger plan in all this ...

    Meetings between the Grand Inquisitor and Alpharius are often frosty, with hands resting lightly on chainblade hilts and triggers at all times, but they are productive. These two odd groups often exchange guarded information drops with their opposite numbers, tipping each other off to targets of opportunity and possibilities for discreet cooperation.


    Psychic Powers
    Minor: distort vision, dull pain, endure flames, familiar bond, familiar bond, fearful aura, haywire, healer, lucky, resist possession, sense presence, sense mechanism, space slip, time fade, inflict pain, truth seeker. 16/62


    Divination: Soul sight, personal augury, emperor’s tarot, psychometry, preternatural awareness, far sight.


    Telepathy (mastered): Mind scan, telepathy, psychic shriek, soul-killer, see me not, compel, dominate, projection, seed mind, zone of compulsion.


    Pyromancy: Holocaust


    Daemon Hunter: daemonwrack, create door, time distortion, warp quake, the shrouding, the summoning, warp rift.


    Ascended psychic powers: sacrificing 46 minor psychic powers, 28 major psychic powers (18600 for ascended powers).


    Will Unleashed (My Will, Known (2000); My Will, Obeyed (600); My Will, Manifest (1200))


    Psychokinesis (Lift (2000); Barrier (500)


    Temporal Manipulation (Precognition (2000); Stasis Shell (1000); Warp Time (1500))


    Daemonsbane (Banishment (2000); Sanctuary (500), Word of the Emperor (1000)


    Witchesbane (My Will Be Done (2000); Hammer of Witches (1000); Purgatus (1000)

    PR 01 - 060 - 0/3
    PR 02 - 065 - 0/3
    PR 03 - 070 - 1/4 - Soul sight, Personal Augury (B), Emperor’s Tarot (B)
    PR 04 - 075 - 4/4 - Holocaust (4)
    PR 05 - 080 - 4/4 - Seed mind (4)
    PR 06 - 080 - 4/4 - Create door (4)
    PR 07 - 200 - 10/10 - mind scan, telepathy, psychic shriek, soul-killer, see me not, compel, dominate, far sight, preternatural awareness, psychometry
    PR 08 - 200 - 10/10 - Daemonwrack, create door, time distortion, warp quake, the shrouding, the summoning, warp rift, projection, seed mind, zone of compulsion.
    PR 09 - 200 - 10/10 = ascended.
    PR 10 - 200 - 10/10 = ascended.




    Traits
    Cold-souled and hungry
    Zero-G adjusted
    Unreadable mind
    Exorcised
    Machine (4)
    Regeneration
    Unnatural Willpower (2)
    Unnatural Intelligence (2)
    Indomitable Will of the Inquisition
    The Psyker’s Gift

    Equipment
    Good-quality aetheric wave-spars (-10 to psychic phenomena)
    Psychic hood
    Shield robes (3 armour to all locations save head),
    Grimoire of True Names (can research daemon truenames)
    Warding kit
    Holo-suit with immateria ward (6 armour vs. corruption, psychic energy, and warp-based attacks)
    Translator implant (Eldar, Necrontyr)
    Divination focus (+20 on psyniscience, invocation tests relating to divination)
    Good quality Cortex-Implant (installed by, and on the same pattern as, al-Kutbei)
    Lots of psy-focuses
    Pet Gyrinx


    Spoiler: Experience Expenditure
    Show

    Rank 1


    Living Nightmare 300
    Int 1 100
    WP 1 100


    Rank 2


    Psyrating 2 200
    Per 1 100
    FL warp 100
    SL occult 100


    Rank 3


    Exorcised 500
    Int 2 250
    WP 2 250


    Rank 4


    Psyrating 3 200
    WP 3 500
    Emperor’s Tarot 200
    Meditation 100


    Rank 5


    Psyrating 4 200
    Personal augury 200
    SL numerology 100
    T 1 250
    T 2 500
    T 3 750


    Rank 6


    Favoured by the warp 200
    WP 4 750
    Strong-minded 100
    Awareness 100
    Ciphers (occult) 100
    Foresight 100
    Interrogation 100
    FL Xenos 100
    Invocation +10 100
    Tech-use 100
    Tech-use +10 100
    Tech-use +20 200
    SL cryptology 300


    Rank 7


    Psyrating 5 200
    Int 4 750
    Mental fortress 100
    FL Inquisition 200
    FL Daemon 300
    Sound const 200
    Psychic power 100
    Invocation +20 100
    Psychic power 200
    Sound const 200
    Sound const 200
    Psychic power 100


    Rank 8


    Psyrating 6 200
    Per 2 250
    Per 3 500
    Per 4 750
    Iron jaw 100
    FL (arch) 100
    SL (astro) 100
    SL (arch) 100
    SL (judg) 100
    SL (imp creed) 100
    SL (philosophy) 100
    Logic 100
    Psychic power x 4 400
    T 4 1000


    Rank 9


    Unnatural WP 1000
    WP 5 1000
    WP 6 1500
    Discipline focus (divination) 100


    Rank 10


    Int 5 1000
    Int 6 1500
    Sound const x3 600
    Psychic power 100
    Per 5 1000


    Rank 11


    Lord of Domains 700
    FL Mastery 700
    Per 6 1500
    Shadow lord 700


    Rank 12


    SL mastery 700
    Investigation mastery 700
    Crypto mastery 700
    Psyrating 7 1500
    Psyrating 8 1500


    Rank 13


    Enemy (Xanthites) -300
    Soul of stone (elite) 1400
    Hidden cultist 700
    Rival (ADMINISTRATUM) -500
    Psyrating 9 1500
    Psyrating 10 1500
    Corruption -1 100




    Spoiler: The Retinue
    Show
    Al-Kutbei - the Knight of Cydonia, the Angel - and Fortitude, the Grand Inquisitor, the Monster - are an odd pair. Inquisitors usually hand pick their retinues, pick specialists to act as instruments of their will and close advisors - but the circumstances under which the Angel and the Monster met are far from usual. During a battle to seal the Haarlock Gate on the feral world of Dusk, Fortitude stumbled into a trap, and was grievously wounded by a blow to the head from an Astral Spectre. Al-Kutbei came upon her body, and, sensing an opportunity to serve her Goddess through sacrifice and abnegation of the self, helped to revivify the Inquisitor through the sacrament of sharing her own cybernetic implants, literally giving of herself so that the Inquisitor might live.

    Fortitude's recovery was slow, but the Cydonian Sister remained by her bedside, tending to her wounds, and nursing her back to life. When the two left the medicae facilities in the Tricorn Palace, it was together.

    It's unclear why the two have joined forces since then. Perhaps, some whisper, it's the natural tendency of the semi-heretical and heterodox to gather and plot in numbers, to ward off their loneliness and achieve through combined strength what might be achievable alone. Perhaps al-Kutbei's project to bring about the transhuman consciousness is further advanced than she's been letting on - as if, by sharing her brain matter with the dying Inquisitor, she's brought her into a kind of synchronicity with her. Perhaps, scandalised Calixian gossips say, there's a relationship between the two of them. A few select haemonculi in Commoragh - for the Grand Inquisitor has been known to pass discreet messages to them, from time to time - posit that al-Kutbei's ability to tap into the spirits of machines and the holy engines of the Imperium makes her an extraordinarily deep well of energy that the Thirst-addled Inquisitor can draw from.

    In truth, it may be some combination of all of these. It's almost impossible to pin down, precisely, because the pair are so elusive. Al-Kutbei slips notice with all the grace of a Temple Assassin, while Fortie's tendency to tear open sorcerous gates in the fabric of reality and emerge half a subsector away (sometimes further, if she can break into an abandoned stretch of webway) makes her rather more slippery than many can keep easy track of. They both seek transformation, their own quixotic little campaigns to save the Imperium or cast down its enemies - appearing without warning to pursue mysterious goals on countless worlds, absconding with texts, prisoners, and ancient technology.


    Experience expenditure can be found here.
    Last edited by First Speaker; 2014-07-15 at 05:13 PM.
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  9. - Top - End - #9
    Ogre in the Playground
     
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    Exclamation Re: Priceless Hope Character Thread

    RESErVErEd
    Avatar by Prime32

  10. - Top - End - #10
    Ogre in the Playground
     
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    Default Re: Priceless Hope Character Thread

    Livilla Solanum will speak in magenta and Simangele Belkewi will speak in purple
    Spoiler: Warrant of Trade
    Show
    Warrant Age: Age of Apostacy: The Solanum warrant was first granted to the children of cardinal Livius Solanum who was an important spiritual supporter of Goge Vandire. His corrupt church had gained control over most of the Giroi sector which served entirely to fuel his greed. It was considered to be too costly to drive him out in a war but he realized that he couldn’t cling to power forever and that his children couldn’t hold the sector after his death. A deal was struck, Livius Solanum was executed for heresy and each of his three children was given a warrant of trade. The only one of these that remains in existence is held by Livilla Solanum, who descended from the second daughter of the cardinal.
    Fortune and Fate: Ascending: The previous rogue traders associated closely with xenos which led to a purge of the dynasty, leaving them without many of their former possessions and powers. But Livilla has been working hard on returning them to their former glories.
    Acquisition: Blackmail: The Solanum warrant of trade was granted to Cornelia Solanum to ensure the loyalty of the Giroi sector to the church.
    Sanction: Fall of the Tellurian Combine: The Solanum fleet came to the Calixis sector to pick up the pieces of the Tellurian Combine's collapse..
    Contacts: Missionaria Galaxia: The Solanums have always been under the suspicion of being of a temple tendency and to proof their loyalty they have often helped the church. These bonds have not been broken by the recent purges.
    Renown: Infamous: The recent history of the Solanum family and specifically the purge they underwent has undermined the position of the dynasty.


    Livilla Solanum, mercatrix vagranta per numen Divo Imperatoris

    Spoiler: Livilla Solanum
    Show

    Spoiler: Background
    Show
    Livilla Solanum is one of the few survivors of the Solanum dynasty. Her family was deeply involved in trader with certain kinds of Xenos and even helped them on several occasions. This however did not go completely unnoticed and inquisitor Furiano started an investigation. She gathered evidence about the family and concluded that they were decadent and treacherous. The inquisitor led a full battalion of inquisitorial storm troopers aboard the flagship while it was in orbit around Salinx II. The storm troopers quickly disarmed the armsmen and took all the present officers captive and ordered the other ships to surrender peacefully. All Xenos were executed with extreme prejudice.

    After a week in the brig Livilla was dragged from the brig to the bridge, along with the officers and relatives. They were lined up on their knees and the inquisitor pronounced her sentence as she passed them by. Livilla was the last on the row and was overcome by fear when she heard the names read followed by the sentence. Most were death, administered by the storm troopers who only allowed a short last prayer. That day she saw her grandparents, parents, aunts uncles, cousins and siblings die one by one. When it finally was her turn she almost soiled herself but she was told that she would live and even would be returned to her rooms.

    That evening she was escorted to the shrine at the center of the Demeter where she was told that she would be the new Rogue Trader, as long as she would serve the Emperor. Furiano left a detachment of storm troopers along with one of her closest servants to ensure Livilla’s loyalty and to guide her towards proper service. Gladly she accepted, honestly hoping to redeem herself in the eyes of the Emperor. Two full ships were destroyed by the inquisition for openly containing forbidden technologies, both had been in the possession of the warrant holder for over a thousand years and their loss was almost as painful to Livilla as the loss of her relatives.

    Since then Livilla has loyally followed the orders that she was given through the acolyte, Simangele Belkewi who herself managed to greatly profit from the association with the rogue trader. The two have become quite close, but Livilla suspects that it’s merely because Belkewi has been given instructions by the inquisitor.

    Spoiler: Origin Path
    Show
    Homeworld: Child of dynasty: Livilla is the granddaughter of her predecessor and was raised to the standards of a milennia-old dynasty.
    Birthright: Vaunted: Over the centuries the Solanum dynasty became decadent and Livilla did taste that life in her youth.
    Lure of the void: chosen by destiny(seeker of truth): Livilla seeks the truth of the Imperial Creed and her family's redemption in the stars.
    Trials and travails: Darkness(Forbidden knowledge): While she was young Livilla learned about the Temple Tendency and many theological debates. After the purge all hints of these old heresies were removed, but she never forgot.
    Motivation: Knowledge(Knowledge is Life, Life is Knowledge): Livilla believes that knowledge is the best way to power, only if she knows where to go, and how to go about it can she become fabulously wealthy and respected again.
    Lineage: Disgraced(The last child): The Solanum Dynasty almost ended after the purge, Livilla bears the great responsibility of being the only surviving adult and she hopes to become great enough to remove the stain once and for all.

    Spoiler: Sheet
    Show
    Ws: 16+25+20=61
    Bs: 17+25+20=62
    S: 14+25+5=44
    T: 14+25-3+5=41
    Ag: 17+25+15=57
    Int: 21+25+3+20=69
    Per: 18+25-3+20=60
    WP: 18+25-5-3+15=50
    Fel: 24+25+5+3+3+20=80
    Wounds: 18
    Fate points: 4+3=7
    Corruption: 9
    Insanity: 5
    Skills: Acrobatics +20, Awareness +20, Barter+20, Blather+20, Carouse, Ciphers (Rogue Trader), Climb, Command (Fel)+20, Commerce (Fel)+20, Charm (Fel)+20, Common Lore (Imperium+10, Rogue traders+10, ecclesiarchy) (Int), Deceive+20, Dodge +20, Evaluate+20 (Int), Forbidden Lore (Xenos+10, Heresy) , Literacy(Int), Navigation (Stellar) +10, Pilot (Flyers, Space Craft+20) , Scholastic Lore (Astromancy, Cryptology, Imperial Creed, Imperial Warrants, Tactica Imperialis) (Int), Scrutiny+20, Secret Tongue(Underdeck, Rogue Trader), Speak Language (High Gothic, Low Gothic, Trader’s Cant, Eldar) (Int), Swim, Tech-Use, Trade (Voidfarer+20, exploratory)
    Talents: Air of Authority, Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Decadence, Foresight, Enemy(Academic), Deadeye Shot, Hip Shooting, Lightning Reflexes, Wall of Steel, Disarm, Catfall, Sound Constitution*5, Resistance(Fear, Psychic techniques), Quick draw, ambidextrous, Leap Up, Jaded, Blind fighting, Hard bargain, Void tactician, Talented(command, spacecraft), Step Aside, Master Orator, Lightning Attack, Blademaster, Master and Commander, Swift Attack, Into the Jaws of Hell, Counter Attack, Iron Discipline, Renowned Warrant, paranoia, enemy(ecclesiarchy), total recall, peer(ecclesiarchy)
    Traits: Dynastic warrant, Honor amongst one’s peers, Unseen enemy, Exceptional Leader
    Equipment: best archeotech laspistol(Red-Dot Laser Sight, genelock), best sacristan bolt pistol(shot selector: kraken, inferno, tempest, genelock, Red-Dot Laser Sight), Best power sword(mordian)(Adamantine Hilt Guard), Best artificer armor(Ecclesiarchy overlay, hexagrammic wards, Icon of Holy Wrath), Advanced Helmet Systems, chrono, charm, Good photo visors, Rebreather, Ballistic Cloth Surcoat, Lady-captain’s baton, magboots, Mefonte’s Orthodoxy, Best bolter cane(kraken) , Best conversion field, Book of Saint Lucius, Catechism of Saint Drusus, Confessions of Kobras Aquairre, Digesta Emporia Calixia, Maxims of Marquette, Thorian Missal, Van Heuring’s Compendium, best mind impulse unit, poi-savant, psy-jammer implant, cranial armour, 20 doses of wideawake
    Servitor Attendants: Praetorian battle servitor with best vehicle power field, 2 best heavy stubbers with tracer rounds; servo-skull with vox privacy field; Best lingua-vox servitor;

    Spoiler: Experience
    Show
    Darkness(forbidden knowledge): 200
    Simple fellowship: 100
    Intermediate fellowship: 250
    Trained fellowship: 500
    Expert fellowship: 750
    Simple intelligence: 100
    Intermediate intelligence: 250
    Trained intelligence: 500
    Expert intelligence: 750
    Simple weapon skill: 100
    Intermediate weapon skill: 250
    Trained weapon skill: 500
    Expert weapon skill: 750
    Awareness: 100
    Ciphers (Rogue Trader): 100
    Talented(pilot: spacecraft): 400
    Common Lore (Rogue Traders):100
    Dodge: 100
    Pilot (Space Craft): 100
    Renowned Warrant: 200
    Barter: 200
    Charm +10: 200
    Command +10: 200
    Deceive: 200
    Iron Discipline: 200
    Forbidden Lore (Xenos): 200
    Blather: 200
    Charm +20: 200
    Command +20: 200
    Dodge +10: 200
    Scrutiny: 200
    Awareness +10: 200
    Commerce +10: 200
    Dodge +20: 200
    Trade (Voidfarer): 200
    Counter Attack: 500
    Into the Jaws of Hell: 500
    Swift Attack: 500
    Awareness +20: 200
    Barter +10: 200
    Blather +10: 200
    Commerce +20: 200
    Deceive +10: 200
    Evaluate +10: 200
    Navigation (Stellar): 200
    Master & Commander: 500
    Blademaster: 500
    Lightning Attack: 500
    Barter +20: 200
    Blather +20: 200
    Deceive +20: 200
    Evaluate +20: 200
    Navigation (Stellar) +10: 200
    Master Orator: 500
    Trade (Voidfarer) +10: 200
    Step Aside: 500
    Scrutiny +10: 200
    Scrutiny +20: 200
    Trade (Voidfarer) +20: 200
    Talented (ANY ONE): 200
    Void Tactician: 500
    Lightning Reflexes: 500
    Resistance (Psychic Powers): 200
    Hard Bargain: 500
    Acrobatics +20: 200
    Acrobatics +10: 200
    Acrobatics: 200
    Wall of Steel: 500
    Blind Fighting: 200
    Pilot(Space craft)+10: 400
    Carouse: 200
    Forbidden Lore (Xenos) +10: 200
    Tech-Use: 200
    Pilot (Flyers): 200
    Jaded: 200
    Scholastic Lore (Imperial Warrants): 200
    Ambidextrous: 200
    Simple willpower: 250
    Simple perception: 250
    Simple agility: 250
    Simple ballistic skill: 250
    Intermediate ballistics skill: 500
    Intermediate perception: 500
    Intermediate agility: 500
    Intermediate willpower: 500
    Advanced perception: 750
    Advanced ballistics skill: 750
    Advanced agility: 750
    Advanced willpower: 750
    Simple toughness: 500
    Simple strength: 500
    Leap Up: 200
    Quick draw: 200
    Resistance (Fear): 200
    Sound Constitution: 200
    Secret Tongue (Underdeck): 200
    Speak Language (Eldar): 200
    Common Lore (Rogue Traders) +10: 200
    Common Lore (Imperium) +10: 200
    Catfall: 200
    Climb: 200
    Sound Constitution: 200
    Disarm: 200
    Hip Shooting: 500
    Wall of Steel: 500
    Pilot(spacecraft)+20: 400
    Swim: 200
    Deadeye Shot: 500
    Expert ballistic skill: 1000
    Speak Language (Trader’s Cant): 100
    Expert perception: 1000
    Secret Tongue(Rogue Trader): 100
    Sound Constitution*3: 600
    Knowledge(Knowledge is Life, Life is Knowledge): 300
    Scholastic lore: 200
    Disgraced(The last child): 200



    Interrogator Simangele Belkewi

    Spoiler: Simangele Belkewi
    Show

    Spoiler: Background
    Show
    The girl who would later become Simangale Belkewi was born to a perfectly average family on Tarentia III. Everything would have been perfectly normal, she would have lived in the factories, working to create parts of devices that she wouldn’t ever understand. But she had always been adventurous and the repetitiveness of the middle hives didn’t suit her. Instead she joined the Mayhem maids, a recently founded gang that would extort the locals. She enjoyed the lifestyle, but something would happen that overturned her whole life. That something was inquisitor Furiano, who was tracking a cult worshipping Eldar relics. She had underestimated the foe when it was revealed that they didn’t just worship artifacts, but in fact worshipped the Eldar themselves, bringing captives for them to torment in their webway home.

    The lack of own forces didn’t stop the inquisitor who managed to recruit several local gangs, including the mayhem maids for a second, more violent attempt to destroy the cult. Simangele showed herself to be reliable and the inquisitor took her and several of the other gangers as new bodyguards and muscle. When Furiano got to know the girl she found that there was more than the ability to inflict violence. Belkewi actually had talent for investigations, although she was a little too greedy to the inquisitor’s tastes.

    Simangele was one of Furiano’s foremost aides when the Demeter was boarded to end the Xeno-affiliations and in the aftermath of the executions she was left to oversee the new rogue trader. Belkewi started to take a liking to Livilla but nevertheless she kept forcing her to followe the inquisitor’s orders. Simangele however also got very rich out of it, and the little complication of Furiano’s disappearance together with the ship she was on won’t stop her from exploiting the interrogator from living in absolute luxury and wealth.

    Spoiler: Origin Path
    Show
    Homeworld: hive world:
    Birthright: Stubjack
    Lure of the void: Duty-bound(Duty to the throne)
    Trials and Travails: Calamity
    Motivation: Fortune
    Career: Seneschal

    Spoiler: Sheet
    Show
    Ws: 25+13
    Bs: 25+18+5+15=63
    S: 25+12=37
    T: 25+12-5+5=37
    Ag: 25+18+15=58
    Int: 25+15+20=60
    Per: 25+17+20=62
    WP: 25+15+3+10=53
    Fel: 25+25+5+20=75
    Wounds: 14
    Fate points: 6
    Corruption: 12
    Insanity: 5
    Skills: Acrobatics+20, Awareness+20, Speak Language (Hive Dialect, high gothic, low gothic, trader’s cant), Barter+20 (Fel), Commerce (Fel), Common Lore (Underworld+10, administratum+10, imperium, war, adeptus arbites, adeptus mechanicus) (Int), Deceive (Fel)+20, Evaluate (Int), Forbidden Lore (Archeotech, pirates, xenos, heresy, inquisition) (Int), Inquiry (Fel)+20, Literacy (Int), Carouse+20, Blather+20, Charm+20, dodge+20, interrogation+20, Secret Tongue (Administratum, Underdeck, gutter, military), scholastic lore(beasts, bureaucracy, occult, judgment), Disguise+10, Logic+20, Scrutiny+20, Search+20, Shadowing+20, concealment+20, security+20, Tech-Use, Tracking, Drive (Ground Vehicles), command+20, Ciphers (Rogue Trader, Underworld, Mercenary Cant), gamble, contortionist, climb, Silent Move +20, blather+20

    Talents: Quick Draw, Light Sleeper, Nerves of Steel, Armour of Contempt, Basic Weapon Training (Universal), Paranoia, independent targeting, decadence, Pistol Weapon Training (Universal), unremarkable, marksman, infused knowledge, Melee Weapon Training (Universal), Rapid Reload, Hard target, rapid reaction, Total Recall, Deadeye shot, leap up, jaded, Ambidextrous, talented(inquiry, acrobatics, awareness), Sharpshooter, step aside, peer(inquisition), Sound Constitution*2, Whispers, Mighty Shot, Two-Weapon Wielder (Ballistic), crack shot, hip shooting, dual shot, gunslinger, exotic weapon training(needle)
    Traits: Accustomed to Crowds, caves of steel, Hivebound, Wary, Duty to the throne, Seeker of Lore

    Equipment: 2 Best Needle pistols(red dot, silencer, motion predictor, arcane genelock), best power blade(adamantine hilt guard), best photo-contacts, rebreather, Cameleoline Cloak, best Synskin with Nightshroud Layer, pack of lho sticks, Arms Coffer(2 best archeotech laspistols (arcane genelock, red dot, motion predictor, arcane genelock), 2 best inferno pistols (arcane genelock, red dot, motion predictor), 2 laspistol reloads, 2 inferno pistol reloads, 4 needle pistol reloads), 4 needle pistol reloads, auspex, combi-tool, Grapnel, multikey, 4 stummers, Venom ring, good bionic right arm (Thief ’s Light), 2 best concealed holsters containing Compact Best Needle pistols(arcane genelock, red light, silencer and motion predictor), best disguise kit, whisper boots, bypass spike, excruciator, Saboteur’s supplies, all ranged weapons have loyalty spirit genelocks, badge of office, charm, chrono, best infra-red preysight goggles, micro-bead, 20 Vox Bugs, 20 pict flies, 10 tracking devices, 1 scanner, vox tracker, best mono-Garrotte, combi-tool, gene printer, 50 doses of the truth unveiled, 20 doses of Karrikian Red-Eye, 5 doses de-tox, 2 best quality Hypo-Pistols with red light and motion predictor, null rod, Best Cadence Promethium “Destroyer” Incineration Device, poi-savant, tube of melta-gel, psy-jammer implant, excruciator, 20 doses of wideawake, frak microgrenade dispenser, krak microgrenade dispenser

    Spoiler: Experience
    Show
    Skills:
    Acrobatics(200)
    Awareness(100)
    Awareness +10(200)
    Barter+10(200)
    Barter +20(200)
    Blather(200)
    Carouse(200)
    Carouse +10(200)
    Carouse +20(200)
    Charm(100)
    Charm +10(200)
    Climb(100)
    Common Lore (Administratum)(200)
    Common Lore (Adeptus Mechanicus)(200)
    Common Lore (Imperium)(200)
    Common Lore (Underworld) +10(200)
    Common Lore (War)(200)
    Concealment(200)
    Contortionist(200)
    Disguise(100)
    Dodge(100)
    Dodge+20(200)
    Forbidden Lore (Xenos)(200)
    Forbidden Lore (Pirates)(200)
    Gamble(200)
    Interrogation(200)
    Command +10(300)
    Scholastic Lore (Bureaucracy)(200)
    Search(200)
    Secret Tongue (Administratum, Underdeck, gutter)(600)
    Security(100)
    Scrutiny(200)
    Shadowing(200)
    Silent move(100)
    Speak Language (High Gothic)(200)
    Tech-Use(200)
    Tracking(200)
    Command+20(300)
    Ciphers (Rogue Trader, Underworld, Mercenary Cant) (600)
    Deceive +10(200)
    Disguise +10(200)
    Dodge +10(200)
    Forbidden Lore (Heresy)(200)
    Drive (Ground Vehicles) (200)
    Logic(200)
    Common Lore (Administratum) +10(200)
    Command(200)
    Concealment +10(200)
    Forbidden Lore (The Inquisition)(200)
    Scholastic Lore (Occult, Beasts)(400)
    Secret Tongue (Military)(200)
    Security +10(200)
    Silent Move +10(200)
    Common Lore (Adeptus Arbites)(200)
    Concealment +20(200)
    Deceive +20(200)
    Scholastic Lore (Judgement)(200)
    Security +20(200)
    Acrobatics +10(200)
    Blather +10(200)
    Inquiry +10(200)
    Logic +10(200)
    Scrutiny +10(200)
    Search +10(200)
    Shadowing +10(200)
    Silent Move +20(200)
    Acrobatics +20(200)
    Awareness +20(200)
    Inquiry +20(200)
    Logic +20(200)
    Scrutiny +20(200)
    Search +20(200)
    Shadowing +20(200)
    Interrogation +10(200)
    Interrogation +20(200)

    Talents:
    Paranoia(200)
    Independent Targeting(400)
    Unremarkable(200)
    Decadence(200)
    Marksman(200)
    Infused Knowledge(200)
    Melee Weapon Training (Universal)(500)
    Rapid Reaction(200)
    Hard target(200)
    Rapid Reload(200)
    Exotic weapon training(needle) (500)
    Total Recall(200)
    Deadeye Shot(500)
    Leap Up(200)
    Jaded(200)
    Ambidextrous(200)
    Talented ()(600)
    Sharpshooter(500)
    Step Aside(500)
    Peer (Inquisition)(200)
    Mighty Shot(500)
    Sound Constitution*2(400)
    Two-Weapon Wielder (Ballistic) (500)
    Whispers(500)
    Crack Shot(200)
    Hip Shooting(500)
    Gunslinger(500)
    Dual Shot(500)

    Characteristics:
    Simple Fellowship: 100
    Intermediate Fellowship: 250
    Trained Fellowship: 500
    Expert Fellowship: 750
    Simple Perception: 100
    Intermediate Perception: 250
    Trained Perception: 500
    Expert Perception: 750
    Simple Intelligence: 100
    Intermediate Intelligence: 250
    Trained Intelligence: 500
    Expert Intelligence: 750
    Simple Agility: 250
    Intermediate Agility: 500
    Trained Agility: 750
    Simple Ballistics Skill: 250
    Intermediate Ballistics Skill: 500
    Trained Ballistic Skill: 750
    Simple Willpower: 500
    Intermediate willpower: 750
    Simple toughness: 250

    Demeter
    Spoiler: Demeter
    Show

    Spoiler: Background
    Show
    The Demeter was originally built as the Inflexible as a part of a small class of ships called the Invincible class pocket battleships. These ships were meant to serve as a lighter kind of battleship, fitted with powerful gun batteries but lacking the usual dorsal turrets that mark out the true battleships. Pocket Battleships would have lighter engines and especially armour to allow them to keep pace with the cruisers, hopefully overpowering the enemy cruisers. It was armed with massive macrocannon batteries whose magazines took up so much space that it lacked prow torpedoes. The class however failed in its intended role. Many admirals used the pocket battleships as true battleships, and they simply were no match for the usual opponents of such vessels. In order to stand against those behemoths the macrocannons had been equipped with faster loading systems, but these contained a fatal flaw. They transported shells directly from the main munitorium, and when even one part of the batteries was damaged, flash fires could cause a series of explosions gutting the gun decks and potentially destroying the whole ship. All of the seven ships that were built were lost within the first three centuries of their service to the Imperial Navy and the decision was made to build no more such vessels.

    The Inflexible suffered this same fate when fighting against Orks over Tertius Gilanus. She was hit repeatedly on the starboard gundecks and a fire started. The series of explosions killed opened the whole ship to the void and the entire crew was killed. It was pulled away into the gravity field of the gas giant and was lost for thousands of years, until Livius Solanum rediscovered the wreck. He managed to repair the ship and made it his flagship, renaming it Demeter after his wife. The blasted out gun batteries were replaced with immense landing bays. The generator rooms in the prow were replaced with large auger stations and barracks for the household troops. The excess power generated by the massive engines now goes towards propulsion, and a series of steering engines mounted on all sides, making the Demeter almost as agile as a far smaller ship.
    Name: Demeter
    Class: Invincible Class Pocket Battleship
    Hull: Avenger class grand cruiser
    History: Planetbound for milennia
    Crew: 143000
    Speed: 6(may be improved for 5 power/speed up to 11)
    Maneuverability: +5+5+5+5+5-2+5+5+5=+38
    Detection: +10+5+10=+25
    Morale(Current): 113(83)
    Population(Current): 102(99)
    Crew Rating: 50+5+5=60
    Turrets: 4(-10 detection when fourth is active)
    Shields: 4, reloaded 1/day
    Armour: 22
    Hull Integrity(Current): 90-2=88(80)
    Space(Used): 92(92)
    Power(Used): 96(96)
    Ship points: 200
    Void time: 4*standard
    Bs tests: +5+5=+10
    Special: Fire extinguishing, repair small craft, trade 5 power for 1 speed, +2 attack craft rating, +1 hull integrity repaired in extended repairs, choose which components are hit, +1d10 ramming damage, 1d10 round warning against Gellar field failure, deafening, convert 1 population into 3 morale, half warp travel length, +10 maneuverability within 5VU of planet, -5 misfortune severity, ciphers, literacy, scholastic lore(cryptology), secret tongue, speak language and trade(cartographer) are basic skills and tech-use can be used instead of them but doubles decryption time, holo projector, 1d5 crew population damage in hit and run, -1d5+5 days in warp travel.
    Modifiers: +15 on pilot tests for actions involving deceleration. +20 boarding, +10 when commanding against boarding and hit and run, +30 hit and run, +20 social tests to visitors, +20 medicae, +15 to detect silent runners, +5 intimidate in extended actions, +20 warp perception, +10 investigation, +10 extended repairs, -+10 intimidate vs ships in 10 VU, +30 commerce, +10 bonus to Navigation, Pilot, Scholastic Lore (Astromancy), or Trade (Astrographer) when celestial phenomena are involved, -30 to be cheated for money, +20 on tests with data analysis, +5 command tests
    Crew loss: -1 from noncombat, 1d5-1 from fire, none from depressurization, -3 crew loss, +1 morale loss.
    Endeavors: +600 military, +550 trade, +300 creed, +250 criminal, +150 exploration, +25 with small craft, +25 with prisoners
    Weapon Firing Arc Range Strength Critical Damage Special
    Port prow Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Starboard prow Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Port midship Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Starboard midship Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Port aft Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Starboard aft Lathe-pattern landing bays - - 4 Starhawk bomber squadrons, 3 Fury interceptor squadrons, 1 Shark Assault boat squadron, 1 Starhawk torpedo bomber squadron(seeking melta-torpedoes) - - Energy field
    Spoiler: Components
    Show
    Component SP power space
    Almanac astrae divinatus 0 0 0
    Augmented retro-thrusters 2 -5 0
    Augmented retro-thrusters 2 -5 0
    Augmented retro-thrusters 2 -5 0
    Augmented retro-thrusters 2 -5 0
    Auto-ledger 0 0 0
    Auto-temple 0 -1 -1
    Avenger class hull 69 0 92
    Best Arboretum 3 -1 -2
    Best arrester engines 0 0 0
    Best atomics*6 0 0 0
    Best Barracks 4 -1 -3
    Best Barracks 4 -1 -3
    Best Barracks 4 -1 -3
    Best Barracks 4 -1 -3
    Best Barracks 4 -1 -3
    Best Barracks 4 -1 -3
    Best Clemency Life Sustainer 4 -4 -4
    Best crew improvement 0 0 0
    Best disciplinarium 0 0 0
    Best displays of wealth 0 0 0
    Best flight command bridge 2 -1 -1
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Lathe-pattern Landing Bay 4 -1 -4
    Best Luxury Passenger Quarters 3 -1 -1
    Best Luxury Passenger Quarters 3 -1 -1
    Best Miloslav warp engine 2 -11 -9
    Best Modified Jovian Pattern Class 5 Drive 2 96 -13
    Best Navis Prima 0 0 0
    Best Overload Shield Capacitors 0 0 0
    Best Pressed Crew Quarters 2 -1 -2
    Best Resolution Arena 0 0 0
    Best Starchart Collection 0 0 0
    Best storm trooper detachment 0 0 0
    Best Superior damage control 0 0 0
    Best Tenebro maze 4 -1 -2
    Best Triple Void Shield Array 2 -8 -2
    Brig 1 -1 -1
    Broadband hymn caster 1 -3 0
    Caged Songbird 0 0 0
    Calculance array 0 0 0
    Crew Reclamation Facility 1 -1 -1
    Decryption Cogitator 0 0 0
    Deep void Auger Array 1 -7 0
    Defensive Countermeasures 2 -1 -1
    Emplaced Cogitator Systems 0 0 0
    Energistic conversion matrix 1 -1 -1
    Flak Turrets 1 -1 -1
    Good Armour Plating 3 0 -1
    Good Augmented retro-thrusters 3 -4 0
    Good Augmented retro-thrusters 3 -4 0
    Good Augmented retro-thrusters 3 -4 0
    Good Augmented retro-thrusters 3 -4 0
    Good Small Craft Repair Deck 2 -2 -1
    Holo Projector 0 0 0
    Librarium Vault 1 -1 -1
    Medicae Deck 1 -2 -1
    Observation Dome 1 0 -1
    Pilot chambers 1 -1 -1
    Planetbound for milennia 3 0 0
    Remuneration Engine 0 0 0
    Temple-shrine to the God Emperor 1 -1 -1
    Trophy Room 1 -1 -1
    Veteran Crew 15 0 0
    Void Abacus 0 0 0
    Warpsbane Hull 2 -1 0






    Spoiler: Army
    Show
    Regiment Type Morale Power Movement Unit Strength Equipment
    First regiment foot (Solar guard)
    First battalion (Lady Solanum’s Own) Elite heavy modern mechanized infantry 100 10 280 50 20 Spartans, hellguns, carapace armour
    Second battalion (Nephilim) Elite heavy modern mechanized infantry 90 10 280 50 20 Spartans, hellguns, carapace armour
    Third battalion (White Eagles) Elite heavy modern mechanized infantry 90 10 280 50 20 Spartans, hellguns, carapace armour
    Fourth battalion (Excellence) Elite heavy modern mechanized infantry 90 10 280 50 20 Spartans, hellguns, carapace armour
    Second regiment of foot (Unbreakables)
    First battalion (Bulkhead 17) Veteran medium modern mechanized infantry 90 8 280 50 50 chimeras, lasguns, flak armour
    Second battalion (Thrice dead) Professional medium modern mechanized infantry 80 8 280 50 50 chimeras, lasguns, flak armour
    Third battalion (Gold-hearted) Professional medium modern mechanized infantry 80 8 280 50 50 chimeras, lasguns, flak armour
    Fourth battalion (Ribboned) Professional medium modern mechanized infantry 80 8 280 50 50 chimeras, lasguns, flak armour
    Fourth regiment armoured (Hammer of Diron)
    First Battalion (Titanslayers) Veteran medium modern armoured 90 10 140 50 60 Leman Russ Vanquishers
    second battalion (Bloodbonded) Professional medium modern armoured 80 10 140 50 60 Leman Russ
    Third battalion (Bloodbonded) Professional medium modern armoured 80 10 140 50 60 Leman Russ
    Fourth battalion (Pontus) Professional medium modern armoured 80 10 140 50 60 Leman Russ Conquerors
    Fifth regiment of foot (Gatekeepers)
    First battalion (Firebreathing) Veteran heavy modern mechanized infantry 90 10 280 50 20 Spartans, hellguns, carapace armour
    Second battalion (Iron Souls) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Third battalion (Black feathers) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Fourth battalion (Dreadnoughts) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Sixth regiment artillery (Illuminators)
    First Battalion (Saint Alexia) Veteran medium modern artillery 90 9 140 50 60 Basilisks
    Second Battalion (Seven steps) Professional medium modern artillery 80 9 140 50 60 Basilisks
    Third Battalion (Vanguard of Hope) Professional medium modern artillery 80 9 140 50 60 Basilisks
    Fourth Battalion (Absolution) Professional medium modern artillery 80 9 140 50 60 Griffon Mortars
    Seventh regiment scouts (Riders of Light)
    First battalion (Knights) Veteran light modern mechanized infantry 90 6 280 50 500 scout bikes, lasguns, flak armour
    Second battalion (Tireless) Professional light modern mechanized infantry 80 6 280 50 500 scout bikes, lasguns, flak armour
    Eighth regiment Anti-air (Guardians of Faith)
    First Battalion (Volcanic) Veteran medium modern artillery 90 9 140 50 60 Hydras
    Second Battalion (Warhawks) Professional medium modern artillery 80 9 140 50 60 Hydras
    Ninth regiment armoured (Saviors of Castolle)
    First Battlaion (Reavers) Veteran medium modern armoured 90 10 140 50 60 Leman Russ Vanquishers
    second battalion (Red-slicked) Professional medium modern armoured 80 10 140 50 60 Leman Russ
    Third battalion (Keepers of the Relic) Professional medium modern armoured 80 10 140 50 60 Leman Russ
    Fourth battalion (Cloudburst) Professional medium modern armoured 80 10 140 50 60 Leman Russ Conquerors
    Tenth regiment of foot (Gilded shields)
    First battalion (Eternal) Veteran heavy modern mechanized infantry 90 10 280 50 20 Spartans, hellguns, carapace armour
    Second battalion (The last) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Thirs battalion (Hellguard) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Fourth battalion (Immortals) Professional heavy modern mechanized infantry 80 10 280 50 20 Spartans, hellguns, carapace armour
    Last edited by Raunchel; 2014-07-22 at 04:48 PM.

  11. - Top - End - #11
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    Spoiler: Franz Seph Watch Captain Contemptor Pattern Dreadnought
    Show

    Spoiler: Attributes
    Show
    Dreadnought Altered Skills
    Weapon Skill: 53(Base 48)(+5 Purchased)
    Ballistic Skill: 54(Base 49)(+5 Purchased)
    Strength: (x4) 90 Pilot: (x2) 10
    Toughness: 42 Pilot: (x2) 10
    Agility: 40 Pilot: 0
    Intelligence: 57(Base 47)(+5 Chapter)(+5 Purchased)
    Perception: 43
    Willpower: 52(Base 47)(+5 Purchased)
    Fellowship:51(Base 46)(+5 Chapter)

    Spoiler: Stats
    Show

    Size: Massive

    Armor: Front 45 Side 45 Rear 30 Tomb 30

    Atomantic Shield: PR 50 Fail 1

    Wounds: 12

    Structural Integrity: 50

    Speed: 10/20/30/-

    Fate: 7

    Spoiler: Weapons
    Show
    Left Arm
    Master Dreadnought Conversion Beamer: Heavy 100m S/-/- 1d10+9/3d10+9/6d10+12 E Pen 2/8/14 Clip 30 Special Blast(2/3/4) Felling 2 past Short range

    Right Arm
    Master Dreadnought Close Combat Weapon: Melee 2d10+12 E Pen 6 Power Field +10 to WS
    Master Astartes Heavy Flamer: Heavy Range 30m S/-/- 2d10+8 E Pen 6 Clip 20 Flame

    Back
    Master Cyclone Missile Launcher: Mounted 300m S/2/- Clip 24
    Currently Loaded with Plasma Missiles
    Plasma Missile: 2d10+12 E Pen 12 Blast (3) Special Volatile
    Frag Missile: 2d10 X Pen 4 Blast (8) Devastating (1)
    Krak Missile: 4d10+6 X Pen 10 Blast(1)

    Spoiler: Skills
    Show
    Skills:
    Common Lore (Imperium, Adeptus Astartes, War +10, Deathwatch, Jericho Reach)
    Awareness
    Ciphers (Chapter Runes)
    Dodge
    Climb
    Concealment
    Drive (Ground Vehicle)
    Intimidate
    Literacy
    Navigation (Surface)
    Scholastic Lore (Codex Astartes)
    Forbidden Lore (Xenos)
    Silent Move
    Speak Language (High Gothic, Low Gothic)
    Tactics (Assault Doctrine, Armored Combat, Defensive Doctrine, Orbital Drop Procedures)
    Tracking
    Command +20
    Forbidden Lore (Adeptus Astartes, Traitor Legions)
    Charm +20

    Spoiler: Talents
    Show
    Talents:
    Ambidextrous
    Two-Weapon Wielder (Melee, Ballistic)
    Fearless
    Astartes Weapons Training
    Deathwatch Training
    Bulging Biceps
    Heightened Senses (Hearing, Sight)
    Killing Strike
    Nerves of Steel
    Quick Draw
    Resistance (Psychic Powers)
    True Grit
    Unarmed Warrior
    Unarmed Master
    Talented (Command)
    Into the Jaws of Hell
    Thunder Charge
    Greater Follower
    Hatred (Traitor Legions)
    Hip Shooting
    Cleanse and Purify
    Iron Discipline
    Targeted Selection
    Air of Authority
    Commanding Presence
    Master Orator

    Spoiler: Traits
    Show
    Traits:
    Living Relic: all loyalist space marines within 50m +10 to resist fear, pinning, cohesion damage
    Auto-Stabilized
    Walker: Able to negotiate difficult terrain without penalty
    Combat Walker: Always have a charge attack
    Reinforced Hull: Halve critical hits
    Weight of Years: Roll 1d10 against Int Modifier when using int of fel based skills, failure means -20 to skill check.

    Spoiler: Senses
    Show
    Senses:
    Auto Sense of Space Marine Helmet
    Auspex 500m Range
    Astartes Targeter
    Vox Caster

    Spoiler: Advances
    Show
    Advances:

    Rank 1 13000
    Dreadnought 4000xp

    Rank 2 17000

    Command 100xp
    Command +10 100xp
    Command +20 100xp
    Talented (Command) 400xp
    Into the Jaws of Hell 500xp
    Thunder Charge 2000xp
    Forbidden Lore (Traitor Legions) 400xp
    Forbidden Lore (Adeptus Astartes) 400xp

    Rank 3 21000
    Common Lore (War +10) 400xp
    Common Lore (Jericho Reach) 400xp
    Charm 100xp
    Charm +10 100xp
    Charm +20 100xp
    Greater Follower 1500xp
    Tactics (Armored Combat) 400xp
    Tactics (Orbital Drop Procedures) 400xp
    Forbidden Lore (Traitor Legions +10) 600xp

    Rank 4 25000
    WS 1 500xp
    BS 1 500xp
    Int 1 500xp
    Hatred (Traitor Legions) 500xp
    Hip Shooting 500xp
    Cleanse and Purify 500xp
    Iron Discipline 500xp
    Targeted Selection 800xp
    Air of Authority 500xp
    WP 1 200xp

    Rank 5 30000
    Watch Captain 3000xp
    Commanding Presence 1500xp
    Master Orator 500xp

    Rank 6 35000

    Spoiler: Background
    Show
    Background:
    A native of Cthonia, inducted into the Luna Wolves in the 30th Millenium. Franz Seph was one of the first Cthonians to become a Luna Wolf. He served throughout the Great Crusade in the Luna Wolves 10th Company under Garviel Loken. Wounded during the assault on Davin during the Great Crusade, Franz Seph was sent back to Cthonia to recuperate.

    By the time Franz Seph had fully healed from his wounds, Horus had been healed and corrupted by the Temple of the Serpent Lodge and was waging war against the Auretian Technocracy. Franz was seconded to a nearby Company of Salamanders for service against an marauding Ork fleet.

    The campaign against the marauding Orks took longer than expected, these Orks specialized in hit and run attacks, and left few clues as to their next target. Eventually however the battlegroup tracked them down and engaged them in a series of vicious boarding actions. Franz’s bravery and quick thinking saved many Salamanders during this battle, and he lead the charge to the bridge of the Ork flagship, emerging victorious from single combat with the Ork Warboss.

    Once the battle ended and the Salamander Company returned to Imperial Space news of the Istvaan Drop Site Massacre reached the Imperium. Franz was shocked at the news, he simply couldn’t believe his chapter, and his Primarch would betray the Imperium. And the Salamanders were furious, only by the actions of the company commander and those he had fought directly beside was he spared their wrath.

    They were forced to imprison Franz and send him to Terra, he complied willingly assuming that he would gain answers there more quickly. He arrived in the Sol system before Horus did and was questioned by a number of high ranking members of the Imperium, including Rogal Dorn. It was the testimony of the Salamander company he had served with that once again saved him. Franz was seconded to the command of Malcador the Sigillite who had him vetted on a number of strike missions against traitor positions.

    Franz’s actions against the traitors were nothing short of brutal. He made use of any available resources to cause damage to the traitors even if it wasn’t within his mission to do so. He hated that his former brothers had betrayed him and the Emperor, and he hated that he would never be able to rid himself of the stain upon his honor.

    After an extended series strike mission deep within traitor territory he returned to an Imperium he hardly recognized. Horus was dead, Malcador was dead, and the Emperor upon the Golden Throne. His chapter with few exceptions were traitors. He was adrift in a universe of war, lost and without a leader.

    Franz was not allowed to rest for long however. He was quickly seconded to the proto-inquisition that had been formed by Malcador. Lacking psychic abilities he was not to join the Grey Knights, but rather the Deathwatch. He served for a brief period before suffering grievous wounds.

    His wounds were attributed to a rupture in the Gellar field of a transport returning him from a mission to an early Deathwatch fortress in the Jericho sector. Exhausted from his mission and faced with several dozen daemons, he managed to secure the ship, despite having to kill every living being on board as they had either gone mad or become possessed. The ship returned to real space near Watch Fortress Erioch with Franz the sole survivor.

    Franz’s wounds were horrific to behold. His face was burned beyond recognition, his left arm had been ripped from its socket by a daemon, his armor was rent and torn almost everywhere and the powersource had eventually failed him. The Space Marines of the watch fortress quickly mustered to board and search the ship after it failed to respond to vox messages. They found thousands of dead crew strewn about the ship. They found Franz on the bridge with a Bloodthirster blade through his chest. Miraculously he still clung to life.

    They quickly brought him to the watch fortress, where the apothecaries pronounced him doomed. The Tech Marines and Priests of the fortress were not so quick to give up on him, and interred his mangled body into a Contemptor Pattern Dreadnought. He fell unconscious a crippled mess. He awoke an engine of destruction.

    He served nigh continuously for a millennia, joining mission after mission to kill this heretic, or purge a world of this species of Xenos. He relished encounters with traitor marines, finding pleasure in their extermination. He proved reliable and was well adept at command. And to his delight as the decades and centuries passed his Battle-Brothers became Brothers once more, as they began to look past the stain his legion had left on him.

    Fanz’s innumerable successfully missions and campaigns eventually got him promoted to Captain of the Deathwatch. His first action after that was the purging of a space hulk in which no serious casualties were suffered. He served on and off again for another 500 years, brought out of stasis whenever a Captain was needed for a large scale combat mission or a Space Hulk appeared. He was one day called to visit the Watch Commander of Watch Fortress Erioch. He was told to enter the Omega Vault, and that he would be awoken when needed.

    Spoiler: Loyalist Luna Wolf Chapter
    Show
    Loyalist Luna Wolf Chapter
    Crusade
    First Founding
    Progenitor: Luna Wolves?
    Gene Stock: A New Generation
    Demeanours: Suffer Not The Work Of Heretics
    Gene Seed and Zygotes: Intact, comes from a time when the Emperor himself watched over Astartes Gene Seed, original chapter was also pure.
    Chapter Flaw: We Stand Alone
    Chapter Characteristic Modifier: +5 Fel +5 Int
    Chapter Homeworld: Hive World
    Chapter Homeworld Terrain: Urban
    Home World Relationship: Distant Rule
    Chapter Organization: Unique Organization
    Combat Doctrine: Terror
    Squad Mode Attack Patterns: Tactical Finesse Full Action Cost 3 Sustained Yes Battle-Brothers in support range can make a melee or ranged attack as a half action and may then make a half move as a free action disengaging with no penalty from melee.
    Squad Mode Defensive Stances: Swift Advance Reaction Cost 2 Sustained Yes When active Battle-Brother and all within support range who successfully dodge a ranged attack may spend their reaction to make a full move. At rank 4 they may also reload one weapon providing the reload time is less than one round.
    Chapter Beliefs: The Emperor Above All
    Chapter Status: Endangered
    Chapter Friends: Salamanders
    Chapter Enemies: Black Legion, Inquisition
    Battle Cry: For the EMPEROR and the Imperium
    Heraldry: Luna Wolf
    Livery: Ivory with Black Trim
    Chapter Advance Table: Command Without Doubt

    Spoiler: Follower
    Show
    Follower:



    Weapon Skill:20
    Ballistic Skill:50
    Strength:20
    Toughness:(x2)30
    Agility:(x3) 50
    Intelligence:(x3) 50
    Perception:40
    Willpower:20
    Fellowship:20

    Skill:x9
    Acrobatics
    Concealment +10
    Silent Move
    Dodge +10
    Tech-Use +10
    Pilot (Flyers)
    Talents: 11
    Basic Weapon Training (Universal)
    Mighty Shot
    Step Aside
    Target Selection
    Technical Knock
    Total Recall
    Autosanguine
    Prosanguine
    Melee Weapon Training (Universal)
    Talented (Tech-Use)
    Sound Constitution
    Traits: 7
    Unnatural Intelligence (x3) 2
    Machine (2) 2
    Unnatural Agility (x3) 2
    Unnatural Toughness (x2) 1

    Equipment:
    Assault Stubber:
    Power Maul:
    Mesh Combat Cloak: 4 ABL
    Repair Cement x5
    Sacred Ungeunts x5
    Combi-Tool
    Stummer


    Philocretes, as Franz refers to it, is an extremely unusual servitor. It is quite small, surprisingly agile, and extremely smart. It was acquired by Franz in a mission long ago, and was hidden away in the watch fortress before Franz entered the Omega Vault. Franz has had various Tech-Marines and Tech-Priests modify it so as to create a stealthy servitor that was capable of effecting repairs on the Contemptor chassis. In the current era, it is perhaps one of the only entities to be able to do so. Upon his emergence from the Omega vault it proved that not even in slumber mode had Philocretes been able to survive the millenia. Reluctantly and under the supervision of a nervous Dreadnought the Tech-Marines refitted the servitor parts to a new body. The procedure seems to have been successful so far.



    Spoiler: Lawrence Arabicus Missionary of the GOD EMPEROR!
    Show
    Spoiler: Attributes
    Show
    Weapon Skill:60(Base 37)(+3 False-Man)(+20 Purchased)
    Ballistic Skill:33
    Strength:55(Base 35)(+20 Purchased)
    Toughness:60(Base 40)(+20 Purchased)
    Agility:33
    Intelligence:34
    Perception:32(Base 35)(-3 False Man)
    Willpower:70(Base 41)(+3 Imperial World)(+3 False Man)(+3 Duty to the Throne)(+20 Purchased)
    Fellowship:61(Base 41)(+20 Purchased)

    Spoiler: Stats
    Show
    Wounds: 21

    Armor:

    Fate: 5

    Insanity: 5

    Corruption: 0


    Spoiler: Origin Path
    Show
    Origin Path:
    Homeworld: Imperial World
    Birthright: False-Man
    Lure of the Void: Duty Bound, Duty to the Throne
    Trials and Travails: Dark Voyage
    Motivation: Renown


    Spoiler: Skills
    Show
    Skills:
    Common Lore (Imperial Creed +20, Imperium +20, War, Ecclesiarchy +20)
    Forbidden Lore (Heresy)
    Medicae +10
    Scholastic Lore (Imperial Creed +20)
    Literacy
    Speak Language (Low Gothic +10, High Gothic +10)
    Command +10
    Inquiry +20
    Swim
    Intimidate +20
    Dodge +20
    Deceive +20
    Secret Tongue (Ecclesiarchy)
    Blather +20
    Charm +20


    Spoiler: Talents
    Show
    Talents:
    Sound Constitution x8
    Air of Authority
    Ambidextrous
    Autosanguine
    Chem Geld
    Basic Weapon Training (Universal)
    Melee Weapon Training (Universal)
    Armor of Contempt
    Resistance (Fear, Psychic Techniques)
    Pure Faith
    Unshakeable Faith
    False-Man
    Hatred (Pirate, Ork, Eldar, Dark Eldar, Kroot, Stryxis, Necron, Criminal, Psykers, Mutants, Rak’gol)
    Flame Weapon Training (Universal)
    Cleanse and Purify
    Divine Ministration
    Crushing Blow
    Purge the Unclean
    Litany of Hate
    The Emperor Protects
    Takedown
    True Grit
    Master Orator
    Hardy
    Wrath of the Righteous
    Swift Attack
    Blade Master
    Quick Draw
    Counterattack
    Peer (Ecclesiarchy)
    Blessed Radiance
    Fearless
    Master Chirurgeon
    Ambidextrous
    Good Reputation (Ecclesiarchy)
    Two-Weapon Wielder (Melee)
    Lightning Attack
    Crippling Strike
    Combat Master
    Sure Strike
    Iron Jaw
    Precise Blow
    Step Aside


    Spoiler: Modifiers
    Show

    Modifiers:
    -5 Forbidden Lore Tests
    -10 Interaction tests with things outside the Imperium


    Spoiler: Gear
    Show
    Gear:
    Best Quality Incinerator(Faith & Coin) Basic 20m S/-/- ad10+8 E Pen 4 Clip 6 2Full Cleansing Fire, Flame, Sanctified
    Best Mono Flail of Chastisement Melee 5m 2d10+4 R Pen 2 Flexible, Sanctified, Snare, Tearing
    Best Blessed Edge Power Maul Melee 1d10+6 E Pen 4 Power Field Shocking, Sanctified
    Best Rosarius Protection 45 Fail 1
    Medicus Ministorum
    Best Mesh-Weave Ecclesiarchical robes AP 4 A B L
    Aquilla Pendant
    Sepulchre
    Censer and Incense
    Micro-Bear
    Charm
    Rebreather
    Advanced Medikit
    Injector
    Mefonte’s Orthodoxy
    Data Slate (Blank)
    Diagnostor
    Choir Servitor (Monotask) Follows Lawrence and sings/chants holy songs/prayers
    Best Aquilas Magnificus x3
    Best Lingua Vox Servitor
    Physik Kit


    Spoiler: Advances
    Show
    Advances:
    Rank 1 4,500xp
    False-Man 300xp
    Charm 100xp
    Dodge 100xp
    Strength Advance 1-3 1500xp

    Rank 2 7,000xp
    Charm +10 200xp
    Deceive 200xp
    Dodge +10 200xp
    Weapon Skill 1-4 1600xp
    Blather 200xp
    Sound Constitution 200xp
    Hatred Pirate 200xp
    Flame Weapon Training (Universal) 500xp
    Resistance (Psychic Techniques) 200xp

    Rank 3 10,000xp
    Cleanse and Purify 500xp
    Divine Ministration 500xp
    Crushing Blow 500xp
    Intimidate 200xp
    Charm +20 200xp
    Blather +10 200xp
    Deceive +10 200xp
    Resistance (Fear) 200xp
    Purge the Unclean 500xp

    Rank 4 13,000xp
    Dodge +20 200xp
    Deceive +20 200xp
    Blather +20 200xp
    Intimidate +10 200xp
    Inquiry 200xp
    Litany of Hate 200xp
    The Emperor Protects 500xp
    Hatred (Eldar) 200xp
    True Grit 200xp
    Hatred (Psykers) 200xp
    Hatred (Orks) 200xp
    Common Lore (Imperial Creed +20) 200xp
    Scholastic Lore (Imperial Creed +20) 200xp
    Willpower 1-4 1600xp

    Rank 5 17,000xp
    Inquiry +10 200xp
    Hatred (Mutants) 200xp
    Intimidate +20 200xp
    Master Orator 500xp
    Hardy 200xp
    Wrath of the Righteous 500xp
    Swift Attack 500xp
    Chem-Use 200xp
    Blade Master 500xp
    Hatred (Necron) 200xp
    Hatred (Rak’gol) 200xp
    Hatred (Dark Eldar) 200xp

    Rank 6 21,000
    Quick Draw 200xp
    Counterattack 200xp
    Secret Tongue (Ecclesiarchy) 100xp
    Common Lore (Ecclesiarchy) 100xp
    Common Lore (Ecclesiarchy +10) 200xp
    Common Lore (Ecclesiarchy +20) 200xp
    Peer (Ecclesiarchy) 200xp
    Hatred (Criminals) 200xp
    Command 200xp
    Sound Constitution x2 400xp
    Blessed Radiance 500xp
    Fearless 500xp
    Master Chirurgeon 500xp
    Strength 4 1000xp
    Fellowship 1-2 350xp

    Rank 7 25,050
    Command +10 200xp
    Inquiry +20 200xp
    Ambidextrous 200xp
    Good Reputation (Ecclesiarchy) 200xp
    Fellowship 3-4 1250xp
    Toughness 1-4 2500xp
    Sound Constitution x2

    Rank 8 30,000
    Two-Weapon Wielder 500xp
    Lightning Attack 500xp
    Crippling Strike 500xp
    Combat Master 500xp
    Sure Strike 500xp
    Iron Jaw 500xp
    Precise Blow 500xp
    Step Aside 500xp
    Sound Constitution x3 600xp
    35,000xp


    Spoiler: Description&Background
    Show
    Description:
    A tall, handsome man with blonde hair and blue eyes. He wears the robes of the ecclesiarchy that have been crafted using mesh weave, making them extremely resilient.

    Background:
    Lawrence was never born, he was grown, created by unknown technologies to fulfill a purpose he does not know. His earliest memories consist of just a feeling of sterility, and then being placed in a Ecclesiarchal school in the Calixis sector. He quickly proved that his faith and zeal were second to none, and upon adulthood, entered the Ecclesiarchy proper.

    His rapid absorption of religious information was impressive enough, but when coupled with his charm and aptitude for physical combat, he was soon deployed on an expedition into the Expanse.

    The expedition was a disaster. Most of the Ecclesiarchal contingent was killed along with all of their escorts, of the small fleet that went out only one ship limped back to Footfall. The sole reason anyone survived that trip was due to Lawrence’s leadership. He assumed command of the expedition once it had already crumbled, and managed to salvage as much of it as was left.

    Every surviving member of the expedition had nothing but the highest praise, and many even thought that if he had been leading the expedition in the first place, it could have been successful, or at least not a total catastrophe.

    The Ecclesiarchy, given these glowing recommendations, decided that Lawrence should be given more responsibility. He was assigned as the official Ministorum representative to a major joint expedition being launched by Rogue Traders.



    Last edited by dupersudi; 2014-06-06 at 01:08 PM.

  12. - Top - End - #12
    Bugbear in the Playground
     
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    Default Re: Priceless Hope Character Thread

    Jerza Gordian
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    Bio
    Spoiler
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    Name: Jerza Gordian
    Chapter: Marines Errant
    Past: Deck Officer
    Spoiler: Chapter Rolls
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    Why was chapter Founded: Crusade
    When was chapter founded: 23rd Founding
    Chapter Progenitor: Ultramarines (Eagle Warriors)
    Gene Seed Purity: Pure
    Chapter Demeanor: Shepherd of Assests
    Chapter Homeworld: Fleet Based
    Solo Mode Ability: Zero Tolerance
    Squad Mode Attack/Defense: Confined Combat/Protect the Fallen
    Special Equipment: None
    Chapter Beliefs: Revere the Primarch
    Chapter Strength: Under Strength

    Speciality: Apothecary
    Demeanor: Stoic


    Movement
    Half: 7m
    Full: 14m
    Charge: 21m
    Run: 42m

    Wounds: 23/23
    Fate Points: 7/7

    Corruption: 7/100
    Insanity: 18/100

    Characteristics
    Spoiler
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    WS: 63
    BS: 44
    S: 50 (SB: 10) (+20 from Armor)
    T: 48 (TB: 8)
    Ag: 75
    Int: 70
    Per: 61
    WP: 49
    Fel: 59


    Skills

    Awareness (Per)
    Charm +20 (Fel)
    Chem Use +20 (Int)
    Ciphers (Chapter Runes, Imperial Codes) (Int)
    Climb (S)
    Common Lore (Adeptus Astartes, Deathwatch, Imperial Navy) (Int)
    Command +20 (Fel)
    Concealment (Ag)
    Deceive (Fel)
    Dodge (Ag)
    Drive (Ground Vehicles) (Ag)
    Evaluate +10 (Int)
    Good Reputation (Imperial Navy)
    Interrogation +20 (WP)
    Intimidate (Str)
    Literacy (Int)
    Medicae +20 (Int)
    Navigation (Surface, Stellar +20) (Int)
    Pilot (Spacecraft +30) (Ag)
    Resistance (Cold, Telepathy +30)
    Scholastic Lore (Codex Astartes) (Int)
    Silent Move (Ag)
    Speak Language (High Gothic, Low Gothic) (Int)
    Sleight of Hand +20 (Ag)
    Tactics (Defensive, Orbital Drop Procedures) (Int)
    Tech Use (Int)
    Tracking (Int)

    Talents
    Spoiler
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    Weapons Training
    All (Except Exotic)

    Ambidextrous
    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using their off hand.
    Special: When combined with Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.

    Autosanguine
    Heals an addition 2 Points Per day, Always considered Lightly Damaged.

    Astartes Weapon Training
    Battle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will not only have trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that a Battle-Brother is not proficient with is exotic weapons; for these, he must acquire individual proficiencies as normal.

    Beyond Reproach
    The Keeper improves the dispensation of ay NPC by two degrees provided they recognize his Authority as Deathwatch or Astartes.

    Bulging Biceps
    Whereas a weaker man might be sent flying by the recoil of a heavy weapon, this character’s strong physique allows him to remain standing. The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
    In addition, whenever the character uses the Athletics Heft Special Skill Use (see page 117) he may add +20 to his Athletics Skill Test to reflect his massive muscles.

    Chosen Representative
    The Deathwatch Keeper is trusted with the ability to speak for his organization, and as such gains +10 to any fellowship test involving Imperial Authorities. In addition, the Keeper may spend a fate point to Instantly gain the cooperation of a local NPC or Military Force.

    Deathwatch Training
    All Deathwatch Space Marines automatically confirm any Righteous Fury results (see page 245) against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.

    Heightened Senses (Hearing, Sight)
    Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes.
    This Talent may be taken more than once, each time with a different speciallisation.
    Killing Strike
    With expert precision, the character can land blows which defy their opponent’s ability to counter, slicing through their defences as surely as a powerblade cuts flesh. At the start of any of his combat, the character may spend one Fate Point to choose to make all their melee attacks for that Round unavoidable with Parry or Dodge Skills. These effects last only for the Round, though they apply to all the character’s attacks (i.e. such as extra attacks gained with Talents such as Two-Weapon Fighting or Furious Assault), and only stop the use of evasion (i.e. Parries and Dodges) to counter them. Other means of stopping attacks (such as Shadow Fields or Displacement Fields) are unaffected.
    Nerves of Steel
    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.
    Quick Draw
    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.
    Resistance (Psychic Powers)
    The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.
    True Grit
    The Character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).
    Unarmed Master (Better than Unarmed Warrior)
    The character has developed unequalled mastery of unarmed combat techniques. The character's unarmed combat attacks do 1d10 + Strength Bonus Impact Damage, and these attacks no longer have the Primitive Quality.


    Traits, Organs, Implants

    Unnatural Strength (x2)
    One or more of the creature’s Characteristics is unnaturally enhanced. This is indicated by a number that is then added directly to the relevant Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (x2) then its Strength Bonus increases to 8 (4 x 2). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.

    Unnatural Toughness (x2)
    One or more of the creature’s Characteristics is unnaturally enhanced. This is indicated by a number that is then added directly to the relevant Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (x2) then its Strength Bonus increases to 8 (4 x 2). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.


    Secondary Heart/Ossmodula/Biscopea/ 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.
    Sus-an Membrane
    You may enter suspended animation.
    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.
    Betcher’s Gland
    You may spit acid as a ranged weapon with the following profile:
    Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3
    or more degrees of success, you have blinded him for 1d5 Rounds.
    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.



    Psychic Powers/Abilities

    Spoiler
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    Zero Tolerance: Solo Mode: Ignores all Penalties to Tests caused by space environments.


    Equipment

    Spoiler
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    Primary Ranged
    Weapon: Astartes Bolter, Class: Basic, Range: 100m, Damage: 2d10+5, Type: Explosive, Pen: 5, RoF: S/2/4, Clip: 28, Rld: Full, Weight: 18kg
    Special Qualities
    Tearing
    Primary Melee
    Weapon: Deathwatch Relic Blade, Class: Melee, Damage 2d10+7, Type: Energy, Pen: 9, Weight: 25kg
    Special Qualities
    Power Field: 25% Chance to Destroy Weapons with Power Field Immunity. Automatically destroys non-power weapons that it parries or are used to parry it.

    Worn Armour
    Name: Astartes Power Armour Mk. 6 "Corvus"
    Armour Points: 8/9
    Locations: All (Body)
    Weight: 180kg
    Specials
    Spoiler
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    Servo-Augmented Musculature: +20 Strength (in stats)
    Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +15 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
    Built-in Vox Link
    Built-in Magboots
    Nutrient Recycling: Can operate for two weeks without re-supply
    Recoil Suppression: May fire Basic weapons 1-handed without penalty
    Size: Hulking (Black Carapace means no bonus for enemies to attack)
    Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
    Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
    Pain Suppressant Doses: 6


    Histories
    Spoiler
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    Battered By War: +10 To Intimidate, -5 to Charm
    Blood of the Enemy: Fear (1) Against Enemies


    Gear

    Astartes Bolt Pistol
    Astartes Combat Knife
    Narthecium
    Diagnosticator Helmet

    Repair Cement: Used to repair Power Armor Breaches


    Ammo
    3 mags of bolt pistol ammo
    3 Astartes frag grenades
    3 Astartes krag grenades



    Experience
    Spoiler
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    35,000 Experience
    Unspent Experience: 0

    Experience Spent: Nav [Stellar] +20 (600), Pilot [Spacecraft] +20 (600), Good Rep [Navy] (600), Talented [Pilot] (500), Chem Use +20 (1200), Interrogation +20 (600), Autosanguine (500), Resistance [Cold] (500), Int +15 (1700), Command +20 (600), WS +15 (1700), Agi +10 (1500), Per +15 (1700), Fel +10 (1500), Medicae +20 (1000), Demolition (400), Charm +20 (600), Ciphers [Imp Codes] (200), Chosen Representative (1000), Tactics [Orbital Drop] (200), Deathwatch Keeper (3000), Evaluate +10 (400), Deceive (400), Tech Use (500)


    Background
    Spoiler
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    Jerza Gordian joined the Deathwatch long ago, and has been crusading ever since. On one mission, his squad was pinned down by an Ork Truk, its heavy weaponry chewing through his already battered squad. Despite his best efforts, brother after brother went down, never to rise.






    Corlis Vahn
    Spoiler
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    Bio
    Spoiler
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    Name: Corlis Vahn
    Chapter: Raptors
    Past: Sniper
    Spoiler: Chapter Rolls
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    Why was chapter Founded: Strategic Reconstruction
    When was chapter founded: 2nd Founding
    Chapter Progenitor: Raven Guard
    Gene Seed Purity: Mucranoid Dysfunction
    Chapter Demeanor: History of Pragmatism
    Chapter Homeworld: Spiral Nebula
    Solo Mode Ability: Marksman’s Honor
    Squad Mode Attack/Defense: Clean Kill/Swift Withdrawal
    Special Equipment: Combat Sight – Laser Tracer/Focal Targeter
    Chapter Beliefs: Revere the Primarch
    Chapter Strength: Under Strength

    Speciality: Devastator
    Demeanor: Calculating


    Movement
    Half: 5m
    Full: 10m
    Charge: 15m
    Run: 30m

    Wounds: 25/25
    Fate Points: 6/6

    Corruption: 3/100
    Insanity: 6/100

    Characteristics
    Spoiler
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    WS: 46
    BS: 69
    S: 63 (SB: 12/16/18) (+20 from Armor/+30 Terminator)
    T: 53 (TB: 10)
    Ag: 51
    Int: 46
    Per: 68
    WP: 51
    Fel: 59


    Skills

    Awareness (Per)
    Ciphers (Chapter Runes) (Int)
    Climb (S)
    Command (Fel) +20
    Dodge (Ag)
    Common Lore (Adeptus Astartes, Deathwatch, Imperium, War, Imperial Guard, Navy, Ecclesiarchy, Tech) (Int)
    Concealment (Ag)
    Deceive (Fel)
    Drive (Ground Vehicles) (Ag)
    Evaluate (Int)
    Forbidden Lore (Deathwatch, Inquisition, Astartes, Xenos, Warp, Traitor Legions)
    Interrogation (WP)
    Intimidate (Str)
    Literacy (Int)
    Navigation (Surface) (Int)
    Scholastic Lore (Codex Astartes) (Int)
    Scrutiny (Per)
    Search (Per)
    Silent Move (Ag)
    Speak Language (High Gothic, Low Gothic) (Int)
    Survival (Int) +10
    Swim (Str)
    Tactics (Defensive) (Int)
    Tech Use (Int)
    Tracking (Int)

    Talents
    Spoiler
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    Weapons Training
    All (Except Exotic)

    Ambidextrous
    This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using their off hand.
    Special: When combined with Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.

    Astartes Weapon Training
    Battle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will not only have trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that a Battle-Brother is not proficient with is exotic weapons; for these, he must acquire individual proficiencies as normal.

    Bulging Biceps
    Whereas a weaker man might be sent flying by the recoil of a heavy weapon, this character’s strong physique allows him to remain standing. The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
    In addition, whenever the character uses the Athletics Heft Special Skill Use (see page 117) he may add +20 to his Athletics Skill Test to reflect his massive muscles.
    Deadeye Shot
    When Making a called shot, the shot is at -10 instead of -20
    Replaced by sharpshooter.

    Deathwatch Training
    All Deathwatch Space Marines automatically confirm any Righteous Fury results (see page 245) against alien enemies without needing to re-roll the Ballistic Skill Test or Weapon Skill Test.

    Hardy
    When undergoing medical treatment, recover as if Lightly Damaged.

    Heightened Senses (Hearing, Sight)
    Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes.
    This Talent may be taken more than once, each time with a different speciallisation.

    Killing Strike
    With expert precision, the character can land blows which defy their opponent’s ability to counter, slicing through their defences as surely as a powerblade cuts flesh. At the start of any of his combat, the character may spend one Fate Point to choose to make all their melee attacks for that Round unavoidable with Parry or Dodge Skills. These effects last only for the Round, though they apply to all the character’s attacks (i.e. such as extra attacks gained with Talents such as Two-Weapon Fighting or Furious Assault), and only stop the use of evasion (i.e. Parries and Dodges) to counter them. Other means of stopping attacks (such as Shadow Fields or Displacement Fields) are unaffected.

    Marksman
    No BS penalty for firing at long or extended range

    Mighty Shot
    Character Adds +2 to Damage with Ranged Weapons

    Nerves of Steel
    Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning.

    Peer (Deathwatch)

    Quick Draw
    The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.

    Resistance (Psychic Powers)
    The character’s background, experience, training, exposure or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making Tests to resist effects of this type. The GM may wish to approve certain choices or have them justified by the character’s past.

    Sharpshooter (Replaces Deadeye)

    Called shots are made at no penalty.

    Total Recall
    Marine is able to recall common facts about any known lore with 100% accuracy.Does not need to make tests on common knowledge within known Lore. Discretion of GM.

    True Grit
    The Character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage, halve the result (rounding up).

    Talented - (Forbidden Lore [Xenos])

    Unarmed Master (Better than Unarmed Warrior)
    The character has developed unequalled mastery of unarmed combat techniques. The character's unarmed combat attacks do 1d10 + Strength Bonus Impact Damage, and these attacks no longer have the Primitive Quality.



    Traits, Organs, Implants
    Spoiler
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    Unnatural Strength (x2)
    One or more of the creature’s Characteristics is unnaturally enhanced. This is indicated by a number that is then added directly to the relevant Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (x2) then its Strength Bonus increases to 8 (4 x 2). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.

    Unnatural Toughness (x2)
    One or more of the creature’s Characteristics is unnaturally enhanced. This is indicated by a number that is then added directly to the relevant Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (x2) then its Strength Bonus increases to 8 (4 x 2). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.


    Secondary Heart/Ossmodula/Biscopea/ 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.
    Sus-an Membrane
    You may enter suspended animation.
    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 - Failed
    You may not re-roll any failed Toughness Tests caused by temperature extremes.
    Betcher’s Gland
    You may spit acid as a ranged weapon with the following profile:
    Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3
    or more degrees of success, you have blinded him for 1d5 Rounds.
    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.



    Psychic Powers/Abilities

    Spoiler
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    Marksman’s Honor: Solo Mode: -10 to range penalty firing single shots at long/extreme range.
    Immovable Warrior: When wielding a Heavy Weapon Behind cover, Gain Sturdy Train and +10 to BS skill tests. Solo Mode.


    Equipment

    Spoiler
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    Primary Ranged
    Weapon: Astartes Heavy Bolter, Class: Heavy, Range: 150m, Damage: 1d10+10, Type: Explosive, Pen: 6, RoF: -/-/10, Clip: 60, Rld: Full, Weight: 68kg
    Special Qualities
    Motion Predictor: +10 Fired on Semi-auto or Full-Auto
    Tearing: Roll an extra 1d10 for damage, removing the lowest roll.
    Secondary Ranged
    Weapon: Mk.IX Ultra Pattern Sharpshooter’s Rifle, Class: Basic, Range: 250m, Damage: 1d10+4, Type: Rending, Pen: 2, RoF: S/-/-, Clip: 5, Rld: Full, Weight: 68kg
    Special Qualities
    Accurate: If used with Aim add +10 BS check, +1d10 for each DoS on hit up to 2d10
    Felling (1): Ignores Unnatural Toughness (1)
    Toxic: Take 1d10 Impact Damage on Failed Toughness Test.
    Terminator Ranged
    Weapon: Astartes Assault Cannon, Class: Mounted, Range 150m, Damage: 2d10+12, Type: Impact, Pen: 6 RoF: -/-/10, Clip: 200, Reload: 3 Full, Weight: 80kg
    Special Qualities
    Devastating (1)
    Tearing
    Primary Melee
    Weapon: Astartes Combat Knife, Class: Melee, Damage 1d10+2, Type: Ripping, Pen: 2, Weight: 2kg
    Special Qualities
    Terminator Melee
    Weapon: Astartes Power Fist, Class: Melee, Damage 2d10, Type: Energy, Pen: 9, Weight: 25kg
    Special Qualities
    Power Field, Unweildy

    Spoiler: Other Weaponry
    Show

    Stalker Pattern Bolter (Custom Raptor Sight)
    Astartes Cyclone Missile Launcher (Terminator)
    -Frag, Krak, Incendiary, Concussion Missiles (To be outfitted pre-mission)
    -2 Plasma Missles
    -4 Clips Stalker Bolts


    Worn Armour
    Name: Astartes Power Armour Mk. 7 "Aquila"
    Armour Points: 8/10
    Locations: All (Body)
    Weight: 180kg
    Specials
    Spoiler
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    Servo-Augmented Musculature: +20 Strength (in stats)
    Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses)
    Built-in Vox Link
    Built-in Magboots
    Nutrient Recycling: Can operate for two weeks without re-supply
    Recoil Suppression: May fire Basic weapons 1-handed without penalty
    Size: Hulking (Black Carapace means no bonus for enemies to attack)
    Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
    Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
    Pain Suppressant Doses: 6

    Name: Astartes Terminator Armor (60 Req+30 Power Fist)
    Armour Points: 14
    Locations: All (Body)
    Weight: 400kg
    Specials
    Spoiler
    Show

    Servo-Augmented Musculature: +30 Strength
    Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +20 to Sight and Hearing Awareness Tests (total of +30 bonus with Heightened Senses)
    Auto-Stabilized
    Built-in Vox Link
    Built-in Magboots
    Crux Terminatus : Force-field Rating 35, No Overload
    Nutrient Recycling: Can operate for two weeks without re-supply
    Recoil Suppression: May fire Basic weapons 1-handed without penalty
    Sensorium: Autosenses Provide Benefits of an Auspex (Reflected above).
    Size: Hulking (Black Carapace means no bonus for enemies to attack)
    Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines
    Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed
    Pain Suppressant Doses: 6



    Histories
    Spoiler
    Show

    Bring Death From Afar: Heavy Weapons count as Basic for the purposes of moving and firing on Semi-Auto/Full-Auto fire.



    Gear

    Astartes Bolt Pistol
    Astartes Combat Knife

    Repair Cement: Used to repair Power Armor Breaches

    Custom Scope - Chapter Trapping
    Shadow Light/Focal Targetter. – Suffers no penalties to hit due to light effects, chameleon cloaks, shadow fields, etc. Weapon increases pen by Perception Bonus (6)

    Ammo
    Backpack Supply of Heavy-Bolter Ammunition
    3 mags of bolt pistol ammo

    3 Astartes frag grenades
    3 Astartes krag grenades


    Honors/Distinctions

    Spoiler
    Show
    Honors
    Crux Terminatus
    Deeds
    Return to Duty (400)
    Distinctions
    First Among Equals (1000) - +10 Renown, +20 Requisition
    Unshakeable (600) – Does not Suffer from Fear/Insanity Points Halved
    Advanced Class
    First Company Veteran (2000)


    Experience
    Spoiler
    Show

    35,000 Experience
    Unspent Experience: 0000

    Experience Spent: (Marksman (600), BS +15 (1700), Per +10 (700), Toughness +5 (500), WP +5 (500), Fel +10 (1500), Str +15 (1700), First Among Equals (1000), Unshakeable (600), Return to Duty (400), Command +20 (900), Signature Wargear [Master] (1500), Mighty Shot (500), Deadeye Shot (500), Target Selection (500), Rapid Reload (500), Sharpshooter (600), Hardy (600), Tech Use (500), Forbidden Lore [Astartes, Xenos, Warp, Traitor Legions] (2000), Common Lore [Imperial Guard, Navy, Ecclesiarchy, Tech] (800), Search (400), Survival +10 (500), Swim (200), Total Recall (500), Scrutiny (400), Evaluate (400), Deceive (400), Interrogation (400), )


    Background
    Spoiler
    Show

    Corlis Vahn never expected to be a member of the Deathwatch. Corlis Vahn never expected to be a Space Marine. In fact, Corlis Vahn never expected to live at all. Born in the poorest of families, in a slum on an Imperial Hive world, Corlis Vahn expected that his life would be like so many others around him, violent and short. He would work for a few decades in the factories making grenades, and if he was lucky, he would leave with both arms. Most workers weren't lucky. Corlis Vahn was not most workers. But he wasn't lucky either. His Hive world was targetted by a Tau Special Operations team. Their mission was to sabotage or destroy the grenades being produced at the factory where Vahn, only 10 at the time, worked. Vahn, through divine grace, or Warp Machinations, noticed a glimmer in the air when he walked into the factory that morning. Corlis shouted, and the Tau warrior, startled that a human could see through his stealth suit, fired at Corlis. The shot hit him in the chest, or rather, it would have, had he not been carrying a crate of grenades. Like I said, Corlis Vahn was not a lucky human. The explosion blew him out of the factory. But more importantly, it blew up the factory. And the Tau. This happenstance brought him to the attention of the Raptors Space Marine Chapter, who happened to be on-world at the time. Impressed with Corlis' ability to perceive the minute fluctuations around stealth tech, the Raptors recruited Vahn.

    Like everything in Corlis Vahn’s life, his admittance to the Deathwatch was circumstance. He had served the Raptors for over 200 years when he was assigned a mission to eliminate an Ork Warboss whose power threatened to create a full blown uprising across the system. The Warboss himself was easy to eliminate, a speech to his orky masses putting him in the open, and a well place needle round ending his existence forever. But when he rose from the dead, well, that was something that merited Corlis’ special investigation. He and his kill team fought their way through a tide of Orks that day to reach the Warboss, slaying him a second time, and prying from his fingers a strange orb, glowing with green energy. Naturally, Corlis picked up the orb, and it exploded, arcing eldritch energies into his mind. He saw great temples rising up from the ground, glowing with the same green energy of the orb, and legions of metal warriors that slaughtered all that came before them. When Corlis returned to his chapter, he found that he had been sent to the Deathwatch in the hopes that the unique organization could explain his vision. He served honorably in his tour, safeguarding then Inquisitor-in-training Vixen Belfauex. When his term ended, he returned to the Raptors, where he was seconded into the First Company given his impressive track record in the Deathwatch and his impressive skill with ranged weaponry. Now he returns again to the Deathwatch, no longer the recruit he once was, but a First Company Veteran, a warrior of countless battles and a truly honed instrument of death.



    Last edited by Toxic Mind; 2014-07-15 at 04:12 PM.
    I will be gone come Sunday to the following Sunday. Posting will be at a bare minimum, as I will be on a ship with little/no access to the internet. I am not dropping out of any game I am currently play, your patience is appreciated. In order to not hold up any story, if it becomes necessary, please DMPC me to not impact other players.

    Avatar Marcus Caius, Astropath Transcendent by The Architect, may the Emperor keep him in His sight.

    Kereth, The Guide: 14 AP, 1 PAP

  13. - Top - End - #13
    Dwarf in the Playground
     
    WolfInSheepsClothing

    Join Date
    May 2014

    Default Re: Priceless Hope Character Thread

    Void - Master

    Spoiler
    Show



    Origin
    Void born
    Tainted - Corruption points [roll0]
    Ravaged Body: The mutant’s body has been entirely remade by the Warp. Roll 1d5 times on this table. Such mutations,
    regardless of their nature, still show the obvious touch of Chaos – 100XP + 200XP
    Hellspawn: Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2),
    and From Beyond Traits. – 200XP

    Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness
    Characteristics by 10 each.. – 200XP
    Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains
    the Natural Weapon Trait (either I or R damage)..– 200XP
    Nightmarish: So warped and horrific is the mutant’s appearance it can cause enemies to flee in fear. It gains the Fear 3
    Trait. – 200XP
    Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic
    by 10 and gains +5 Wounds. -200XP

    The hand of war
    Pride

    Characteristics.
    [15] ws 45
    [11] bs 61
    [ 12] s 77
    [13] t 53
    [10] ag 68
    [10] int 40
    [ 14] per 64
    [8] wp 46
    [11] fel 38

    Wounds = 28
    Fate points =4
    Corruption = 1
    Mastery of Gunnery: The Void-master can re-roll all failed
    Tests with Shooting Actions aboard a starship.

    Characteristic Advance
    +20AG – 1600 XP
    +20BS – 1600 XP
    +10 TOUGHNESS 750 –XP
    +20 PER – 2500 XP
    +20 Str – 2500xp
    +5 ws – 250 xp



    Skills
    Speak Language (Ship
    Dialect)
    Navigation (Stellar) (Int)
    Pilot (Spacecraft) (Ag)
    Common Lore (Imperial Navy, War) (Int),
    Forbidden Lore (Xenos) (Int),
    Navigation (Stellar) (Int)
    Navigation (Stellar) +10 200
    Navigation (Stellar) +20 200
    Navigation (Surface) 200



    Pilot (Space Craft, Flyers) (Ag),
    Scholastic Lore (Astromancy) (Int),
    Speak Language (Low Gothic) (Int).

    Awareness 100
    Awareness +10 200
    Awareness +20 200
    Common Lore (Imperial Navy) 100
    Common Lore (Imperial Navy) +10 200
    Common Lore (Imperial Navy) +20 200
    Common Lore (War) 100
    Common Lore (War) +10 200
    Common Lore (War) +20 200
    Dodge 100
    Dodge +10 200
    Dodge +20 200
    Drive (Ground Vehicle) 100
    Forbidden Lore (Xenos) 100
    Gamble 100
    Literacy 100
    Navigation (Stellar) 100
    Pilot (Flyers) 100
    Pilot (Flyers) +10 200
    Pilot (Flyers) +20
    Pilot (Space Craft) 100
    Pilot (Space Craft) +10 200
    Pilot (Space Craft) +20 200
    Pilot (Personal) 200
    Pilot (Personal) +10
    Pilot (Personal) +20 200

    Scholastic Lore (Astromancy) 100
    Scholastic Lore (Astromancy) +10 200
    Scholastic Lore (Astromancy) +20 200
    Scholastic Lore (Tactica Imperialis) 200 Skill
    Secret Tongue (Rogue Trader) 100
    Trade (Voidfarer) 100
    Trade (Voidfarer) +20 200
    Trade (Voidfarer) +20 200


    Command 200
    Drive (Skimmer/Hover) 100
    Intimidate 100
    Intimidate +10 200
    Intimidate +20 200
    Secret Tongue (Underdeck) 200 Skill
    Decieve 200
    Climb 200
    Trade (Armourer) 200
    Trade (Shipwright) 200
    Demolition 200 Skill
    Security 200 Skill


    Talents and traits
    Resistance (Fear)
    Weapon
    Training : power
    Hatred: Imperial Navy (Hand of war)

    Pistol Weapon Training (Universal)
    Melee weapon training (Universal)
    Nerves of steel
    Melee Weapon Training (Primitive) 100 Talent
    Nerves of Steel 100 Talent
    Sound Constitution (x2) 200
    Die Hard 200
    Paranoia 200
    Quick Draw 200
    Sound Constitution 200
    Takedown 200
    Air of Authority 200
    Bulging Biceps 200
    Double Team 200
    Hardy 200
    Rapid Reload 200
    Sound Constitution (x2) 200
    Basic Weapon Training (Universal) 500
    Iron Discipline 200
    Jaded 200
    Resistance (Fear) 200
    Talented (Pilot) 200
    Hotshot Pilot 500
    Heavy Weapon Training (Bolt) 500
    Hip Shooting 500
    Thrown Weapon Training (Universal) 500
    Blind Fighting 200
    Heightened Senses (Smell) 200
    Marksman 200
    True Grit 200
    Combat Master 500
    Crushing Blow 500
    Paranoia 200
    Counter Attack 500
    Crack Shot 500
    Into the Jaws of Hell 500
    Void Tactician 500
    Sound Constitution (x2) 200
    Sound Constitution (x2) 200
    Sound Constitution (x2) 200
    Sound Constitution (x2) 200
    Berserk Charge 500
    Fearless 500
    Frenzy 500
    Last Man Standing 500
    Swift Attack 500
    Sound Constitution 200
    Battle Rage 500
    Blademaster 500 T
    Independent Targeting 500
    Lightning Attack 500
    Mighty Shot 500
    Unarmed Master 500



    Gear
    Best quality carapace armour: All: weight 7 AP 7

    Common-Craftsmanship power sword
    Power Sword (Mordian) Melee — 1d10+5 E pen: 5 Power Field, Balanced

    Common-Craftsmanship bolt pistol.
    Bolt Pistol (Ceres) Pistol 30m S/2/– 1d10+5 X pen:4 clip: 8 rld: Full special: Tearing wt 3.5
    Forearm mounted (Presumably able to acquire this with roll at start.)

    Micro-bead,
    void suit,
    blessed ship token,
    re-breather,
    beggar’s cloak,
    2 bottles of amasec,
    pict-recorder,
    vox-caster.



    Spoiler
    Show

    Joktan was proud of the claim he had never set foot an a planet. He was born on a void ship. He had lived his life on a voidship. He intended to die on a voidship. Of course, the nature of those voidships had varied wildly across the centuries. He was born on the Sins of Nostramo, a shark among sheep. Of course, such births with never without mutations. Some were unfortunate misshapen grotesque things, some were wyrdborn, and some were just... normal. Joktan wasn’t normal. He was big. Almost inhumanely so. It helped him prosper where others would fall. That was the first step. By the time he was 13 he was the size of a man twice his age. He was also more than a munition worker. He was a sub commander at the gun decks. There he learnt how a ship was supposed to gut its foes. Of course, to do this and not be swathed in Chaos would be impossible. As such, Joktan grew stronger still, a hulking brute among the sticks that were the crew. After executing an order to decapitate and elder wraith ship talons burst from his fingers, and fangs from his maw. Then he ate his commander.
    It would be a mistake to say Joktan was attached to Chaos though. The benefits were evident but it’s corrupting influence, the gulf between Joktan and the Golden Imperium whispered among the decks grew larger every day he remained suffused in corruption. Of course when the Valor Ecclesiasticus ripped open the Sins like a cleaver through gorx, Joktan was put off the Imperium somewhat. Naturally that was when the Gods decided to give their most recent mocking gift. Joktan was rendered half here half there. He hated there. Of course having your mortal body adrift for uncounted years until a friendly rouge trader would pick you up was not paradise, but it was beatific compared to there. Loyalty was not something Joktan passed by. It was only thanks to the tolerance of his new master that he yet breathed. Eventually, he died and his children squabbled over his remains like insects over a corpse. Joktan wandered the stars for a time, seeking employ in various segmentums, always careful to keep his hood down, and on the right side of Terra. In those decades he laboured through the system once again, excusing his size through gene bulking and many many bottles of amsec. Eventually he rose to command ships of his own, nothing compared to the Sins of course, but a full predator nonetheless.




    And Librarian.

    Spoiler
    Show

    30 from being DW, 5 from GM. I think.
    WS : 16: 71
    BS : 12: 47
    ST : 12 : 47 (67)
    T : 11 : 46
    AG : 14 : 49
    INT : 13 : 48
    PER : 11 : 46
    WP : 14 : 69
    FEL : 9 : 44

    Wounds : 23
    Roll for fate [roll0]
    Gear

    Name Class Range RoF Dmg Pen Clip rld Special Wt
    Bolt pistol Pistol 30M S/3/- 2d10 + 5X 5 14 Full Tearing 5.5
    Combat knife Melee - - 1d10 + 2r 2 - - - -
    Seekers Robe


    Bolt pistol
    Frag
    Krak
    Combat Knife
    Repair cement
    Seekers Robe : +3 to scrutiny.
    Power Armour : Terror be thy friend. (I think this would work well for an idea I have, but if anyone wants me to roll, that's cool)

    : Encountered a Fallen
    : Scornful



    Talent
    Dodge : 300
    Speak Language : High Gothic : 600
    Swim : 200


    Skills

    Intimidate : 400
    Intimidate +10 : 400
    Literacy : 200
    Literacy (+10) : 200
    Scrutiny : 400
    Lore: Forbidden (Inquitition) 400
    +10: 400
    +20: 400
    Lore : Forbidden (CSM) 400
    +10 : 400
    +20 : 400
    Hate : CSM : 500
    Paranoia : 500
    Interrogation: 200
    +10 : 200
    +20 : 200
    Climb : 400

    Psysicience : Trained Advance

    Characteristic advance
    WS -> Expert (3,200) +20
    WP -> Expert (3,200) +20
    Int > Intermediate (700) +10


    Psychic powers

    Gates of infinity : 2000
    Force Dome : 1500
    Iron Arm : 500

    Hellfire : 1500
    Mind Worm : 1500
    Force Barrier : 1500
    True Strike : 500

    Long Range telepathy : 750
    Astrotelepathy 500
    Mind Probe : 750
    Mind Scan : 500
    Mask of Shadows : 1000

    Smite
    Avenger
    Short range telepathy


    Spoiler
    Show

    The gene crafted being that cowered before Kalaziel was screaming. For 13 hours, forty two minutes, he and Interrogator – Chaplin Nathaniel had scoured his mind and flesh for the right answer.
    “Again”.
    The low bass voice of Nathaniel echoed around the chamber. Nodding, Kalziel plucked the strings of the warp and lightning swept from his fingers. The smell of burning flesh coiled around the chair.
    “ Do you confess”
    It wasn’t a question anymore, just something the Nathaniel was supposed to ask before Kalziel began again. The prisoner began to cough. A wad of blood landed on Kalaziels robe.
    “Again”
    The screaming was almost calming really. It reminded Kalazil of battle. Static interrupted his musing.
    “Focus Librarian. A wandering mind falls to damnation”

    The chamber was left in a ruin. A blackened smoking mess was left in the chair. After twenty four days, three hours and thirty two seconds, Kalaziel slipped. His lightning had spiralled into the body of the fallen, liquefying organs and shattering his bones. What was left of his throat had been screaming as his face dripped onto the floor. Just as the librarian sealed the portal to the chamber behind him, leaving the mess to the servitor, his left thigh gave way. His sword leapt from the wall, docked from when he entered the chamber. Twist left. Parry.Step back. Burn the offender. Prepare to dodge. The actions flickered through his head, a complex series of manoeuvres developed by the Lion himself. His blade parried empty air. Instead of an hostile assaulting the Rock, there was the glaring skull of Nathaniel and behind him... Kalaziel shuddered. The grand the Grand Master of all the Librarians of the Dark Angels, Ezekiel approached.
    “A mind consumed by itself will be consumed by the warp Librarian,” Nathanial growled. “You burnt our shame, because you lost focus”.
    “A flaw in any marine, in the warp touched terminal.” Ezekiel agreed. “You prowess with a blade. Impressive. Your connection to the aether. Notable. But you wander. You are a hammer, to the scalpel of the Dark Angel.”
    The shame was immense. Kalziel knew he was by no means the most focus mind among the warp touched, but he presumed his raw power and swordsmanship compensated for that.
    “It does not”. Ezekiel murmured. “Nathaniel has requested your absolution. I was inclined to agree. Until I received this”
    The Chief Librarian reached into his robe and withdrew a data slide. “Our noble brothers in the Deathwatch report a Fallen” At the word ‘Deathwatch’ Kalziel’s lip curled. “I am inclined to agree with the sentiment, but the Holy Inquisition asks our donation. We need to ensure that this fallen is not captured.” Spittle flew from Ezekiel’s lips. You will ensure that if you come cross him, his body is no more recognisable than that mess in there.” Ezekiel indicated behind Kaziel. “And when you return, we shall consider your absolution”.
    Last edited by FroDough; 2014-06-07 at 01:45 PM.

  14. - Top - End - #14
    Dwarf in the Playground
     
    Beholder

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    Spoiler: Victor Cassini
    Show
    Quote Originally Posted by Wyndeward View Post
    Victor Cassini

    Spoiler: PATH
    Show
    PATH: Child of Dynasty > Tithed > Archeotechnologist > Decadent > Navigator > Powerful Legacy


    Spoiler: STATS
    Show
    STATS: WS 40 BS 41 S 42* T 40 AG 40 Int 72**** Per 71**** WP 65**** FEL 59****


    Spoiler: SKILLS
    Show
    SKILLS: Common Lore (Navis Nobilite) +20, Forbidden Lore (Navigators) +20, Forbidden Lore (The Warp) +20, Literacy +10, Navigation (Stellar) +20, Navigation (Warp) +30*, Psyniscience +30*, Scholastic Lore (Astromancy), Speak High Gothic, Speak Low Gothic, Common Lore (War), Tech Use, Carouse +10, Ciphers (Nobilite Family), Charm +10, Barter, Commerce +10, Inquiry, Intimidate +20*, Deceive +20, Dodge +20, Common Lore (Koronus Expanse) +20, Command +30*, Forbidden Lore (Pirates) +20, Forbidden Lore (Xenos) +20, Scrutiny +20, Scholastic Lore (Legend) +20, Trade (Astrographer) +20, Forbidden Lore (Mutants) +10, Evaluate +10, Contortionist


    Spoiler: TALENTS
    Show
    TALENTS: Navigator, Pistol Wpn Training, (Uni) Peer (gov't), Peer (Nobility), Decadence, Hard Bargain, Sound Constitution (x11), Jaded, Warp Sense, Improved Warp Sense, Resistance (Psychic Techniques), Talented (Psyniscience), Strong Minded, Armor of Contempt, Talented (Navigation (Warp)), Combat Sense, Polyglot, Light Sleeper, Talented (Intimidate), Talented (Command), Air of Authority, Navigator Powers (x7), Rival (Chorda Dynasty), Enemy (Chorda Dynasty), Good Reputation (House Visscher), Good Reputation (Winterscale Dynasty)


    Spoiler: POWERS
    Show
    POWERS: Lidless Eye***, Seek the Path**, Held in My Gaze***, Track the Stars**


    Spoiler: TRAITS
    Show
    TRAITS: Regeneration


    Spoiler: BACKGROUND
    Show
    Background: Victor Cassini is a survivor. Once a simple scion of House Cassini, Victor was plunged into the internal politics of the House of Chorda and Aspyce Chorda's effort to secure her position as the Dynasty's Rogue Trader through the extermination of much of the rest of her family and those who happened to at hand, which included a great many Cassini navigators. He survived House Chorda's succession woes, he survived his time as a Navigator on a Imperial Navy vessel and he had survived the back-room squabbles of his own family's factional maneuvers to see who the successor to Sfor Cassini would be. His calm demeanor hides a devious mind and a thirst for revenge against the Chorda dynasty. Intelligent, perceptive and strong of will, some whisper that he is on the short list to be the next Novator of the House, although the current Novator has been but recently settled. He thirsts for the title, but, for now, bides his time. Despite these qualities and goals, Victory is gregarious to a fault, known for his partying and frequent celebrations when in port. He is fascinated with archaeotechnology and uses whatever he can find in the course of his activities. His personal rank within House Cassini has made him comfortable in the rarefied political circles of sector politics. Victor is replacing the previous Navigator for being too xenophilius. The Demeter is a wonderland to the archaeotechnolgist in Victor, who spends much of his spare time exploring the vessel and admiring / studying the vessel and its technological marvels.
    .

    Spoiler: MUTATION TESTS
    Show
    Ordinary (+10) Toughness Tests for gaining powers
    [roll0]
    [roll1]
    [roll2]
    [roll3]
    [roll4]
    [roll5]
    [roll6]


    Spoiler: HEIRLOOM ROLLS
    Show
    Rolls on Heirloom Items

    [roll7]
    [roll8]
    [roll9]

    Saint-blessed Carapace armor and Reliquary of St. Druses


    Third roll in the event of duplication

    Wounds

    [roll10]

    Fate

    [roll11]

    4 Fate
    Spoiler: MUTATIONS
    Show
    Three Mutations (one roll in case of duplication)

    [roll0]
    [roll1]
    [roll2]
    [roll3]

    Mutations: Pale and Hairless, Strangely Jointed Limbs, Strange Vitality


    Corruption [roll]1d5[/roll]

    Spoiler: Initial Gear
    Show
    Initial Gear: Best Craftmanship Hell Pistol, Best Craftmanship Metal Staff, Best Craftmanship Xeno-mesh armor, Emperor's Tarot, Silk Headscarf, Nobilite Robes, charm, micro-bead




    Spoiler: Brother Mattias
    Show
    Brother Mattias

    Spoiler: Career Path
    Show
    PATH: Imperial World, Born to Lead, Xenos Hunter, Beyond the Pale, Devotion (Creed), Missionary

    Spoiler: Statistics
    Show

    STATS: WS 66**** BS 48** S 56*** T 56*** Ag 62**** INT 55** PER 52*** WP 68**** FEL 67****

    Spoiler: Skills
    Show

    SKILLS: Common Lore (Imperial Creed) +20, Common Lore (Imperium) +20, Forbidden Lore (Heresy) +20, Sch Lore(Imperial Creed), Speak High Gothic, Speak Low Gothic, Charm +20, Forbidden Lore (Psykers), Forbidden Lore (Archaeotech), Tracking, Command +20, Literacy, Sch. Lore (Tacticus Imperialis) +20, Sch. Lore (Drusian Chronicles) +20, Intimidate +20, Common Lore (Koronus Expanse), Medicae +20, Survival +20, Dodge +10, Forbidden Lore (Mutants), Awareness +20, Forbidden Lore (Inquisition), Blather +20, Scrutiny +20.


    Spoiler: Talents
    Show
    TALENTS: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pure Faith, Unshakeable Faith, Inspire Wrath, Leap up, Jaded, Sound Constitution *13, Peer (Inquisition), Basic Weapon Training (Flame), Peer (Mililtary), Orthoproxy, Frenzy, Peer (Feral Worlders), Good Reputation (Feral Worlders), Hardy, Polyglot, Divine Ministration, Master Orator, Unarmed Warrior, The Emperor Protects, Hatred (Psykers)


    Spoiler: Background (WIP)
    Show
    Brother Mattias was born and raised on Scintilla as a student of the Drusian movement. He was of a religious bent, wanting bring the word of the God-Emperor and his servant St. Druses to the worlds of the Koronus Expanse. A skilled orator and missionary, Brother Mattias served in the Ordo Xenos for a brief period under Inquisitor Furiano, then returned to his missionary work, exchanging services as a translator and as a Crew-member for transportation about the Koronus Expanse. Brother Mattias is a rough-hewn man, his time in the Drusian movement and as a Torchbearer shaping him as such. He is skilled in communications, Medicae and auspex operation, above and beyond his ability as a minister to the crew. As a torchbearer, he has skills in dealing with Xenos, both violent and peaceful, as seems appropriate. He enjoyed his time amongst the feral worlders, feeling at ease with these barbarian humans. His presence aboard the Demeter is in part to further his missionary work and partly to ensure the spiritual purity of the Demeter


    Spoiler: Initial Gear
    Show
    Good Craftsmanship Chainsword, Good craftsmanship Flamer, Best Craftmanship Guard Flak Armour, Ecclesiarchical Robes, aquila pendant, sepulchre, censer and incense, microbead


    Wounds: [roll0]

    Fate: [roll1] 3 Fate

    Insanity: [roll2]

    Corruption: [roll3]
    Last edited by Wyndeward; 2014-06-05 at 07:22 PM.

  15. - Top - End - #15
    Barbarian in the Playground
     
    BlackDragon

    Join Date
    Apr 2011
    Location
    Southeast England
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    Finally finsihed my Rogue Trader. Apologies for the delay i procrastinated far too much.

    Spoiler: Lord-Captain Marduk Kilgannon Background
    Show
    Typically for the heirs of many dynasties Marduk spent his childhood being raised by tutors and servants. In particular Mariah Antillerea, a young woman who tutored him in fighting, would have a profound influence on his life. She was the only tutor who would spend time with him outside of lessons becoming his only real friend. She would tell him stories about the Emperor on his Golden Throne though she made him promise to keep them a secret. He had grown up hearing rumors of secret meetings and an unknown brotherhood within the Dynasty and on the eve of his 13th birthday his father took him aboard the Drusus' Wrath, the Grand Crusier his ancestor had Captained before being granted the families warrant and that still served as the families flagship. There he was told of the Brotherhood of Horned Darkness, a group to which his father and all of his uncles belonged. His father claimed that the great Lord Balphomael had protected and guided the family for centuries and that if he wished to inherit the families warrant he would have to join them. Confused but determined to remain heir Marduk followed his father into the bowels of the ship where they met a crowd of strangers some bearing the Kilgannon crest, others the Boras crest and a few bore devices unknown to him. As the crowd parted a bloody altar was revealed with a naked man tied to it. His father called the man a traitor and handed Marduk a ritual knife, instructing him to pierce the mans heart. Nervous and sweating furiously he approached the altar and as the man begged for mercy plunged the dagger into his chest as blood spurted from the wound and splashed his face. Cheering the assembled crowd lifted him up and carried him to a table where they had prepared a feast to welcome him into the brotherhood.

    Returned to his tutors after several nights of celebration Marduk told Mariah what had happened to him while admitting that he was confused and shocked at the need to kill a man. Mariah seemed to be deep in thought for a moment then her hands moved faster than he could follow and everything went black. He awoke hours later in a voidship cabin with Mariah. Furious at her apparant betrayal he demanded to know what was going on and she told him that his family were members of a chaos cult enemies of the imperium. Stunned into silence she continued to detail the corruption that had befallen his family since the time of the Teleurian Combine and showed him irrefutable proof. She spent the journey telling Marduk of her past, that she is an unsanctioned psyker trained from birth to serve the Dynasty as a covert operative. She detailed her first encounter with the corruption at the Dynasties heart and how afterwards when the Emperor appeared to her in a vision that inspired her to cleanse the Dynasty no matter the cost. She left Marduk in the care of fanatical Drusian's who raised him to be an Adeptus Ministorum preacher. After decades of preperation Mariah finally obtained records detailing the full extent of the chaos taint. Marduk then contacted the Inquisition who after determining that the records were real and that Marduk was free of the Brotherhoods influence began a purge culminating in a space battle that destroyed of most of the Dynasties ships including Drusus' Wrath. After being granted the Warrant he met Mariah in person for the first time since he was a child. Any hope at a joyous reunion was dashed when he turned her over to the Inquisition for being an unsanctioned pysker.

    Petitioning the Ecclesiarchy for a letter of Marque so that he could hunt down the tainted Boras he set about rebuilding his fleet. Hearing of a pirate captain named Vorgen Sawyer who let several ships go unmolested after discoverying that they were full of pilgrims he decided to try and ally with the man and was able to convince him with stories of the vast riches of the Boras Dynasty. Recruiting more pirates that were vetted by Sawyer, Marduk assembled a small fleet of raiding vessels. After initial successes the Boras gathered a large fleet to deal with the problem and forced Marduk and Sawyer into hiding on a remote world in the depths of the expanse. Whilst there they found His Divine Will a frigate dating back to the time of the Angevin Crusade and full of rare technology. It seems that an ambitious Rogue Trader had dared the Maw and ended up crashing on the planet after emerging from the warp. Taking it as a sign of the Emperor's favor once the Boras fleet dispersed Marduk used his resources to recover the frigate and made it his flagship. With his new ship Marduk turned the tide back in his favor and over several decades slowly drove the Boras into financial ruin while picking off many of the Boras themselves. During the final battle Wilhelm Boras the holder of the family warrant was killed by Marduk in single combat after he teleported aboard the Boras flagship with several squads of elite troopers backed by murder servitors.

    Since that time Marduk has worked hard to increase his Dynasties fortunes, he aggresively expanded his Dynasties holdings and his fortunes have been on the rise for over a century. Things haven't gone entirely his way however, in the decades following the Boras' defeat he spread himself too thin and rival Dynasties and Trading Houses were able to seize control of many of his Holdings. Learning his lesson has been careful to slowly expand to avoid that happening again. There has also been strike back by the Brotherhood who used devotees that escaped the Inquisitons purge to sabotage his ships gellar field mid transit. He only survived thanks to the heroic efforts of (2nd character) who was able to repair the field before the whole ship was overwhelmed. He has continued to work closely with the Ecclesiarchy who have supportted several crusades to conquer new worlds in the expanse. Recently he has heard of a crusade being gathered by the Kartov's a Dynasty confirmed to trade with Xenos and rumoured to be successionist. He has joined them to keep an eye out for heresy and corruption and in the hopes to contiuing Saint Drusus holy mission.



    Spoiler: Crunch
    Show

    Name: Lord-Captain Marduk Kilgannon the Crusader
    Lifepath
    Child of Dynasty-Born to lead-Unerving Clarity-Dark secret-Haunted by own sins-Rogue Trader-Outraged scion

    Stat WS BS S T Ag Per Int WP Fel
    Current 64 39 41 51 52 39 55 52 71
    Bonus 6 3 4 5 5 3 5 5 7

    Wounds 25
    Insanity 3
    Corruption 3
    Fate 7

    Skills
    Spoiler: Skills
    Show
    Awareness (Per)
    Charm (Fel)
    Ciphers (Rogue Trader, Underworld) (Int)
    Command +20 (Fel)
    Commerce (Fel)
    Common Lore (Imperium, Imperial Navy, Koronus Expanse, Rogue Traders) (Int)
    Dodge +20 (Ag)
    Evaluate (Int)
    Forbidden Lore (Pirates, Xenos) (Int)
    Forbidden lore (Deamonology, Heresy, Warp) (Untrained Basic) (Int)
    Intimidate +20 (Str)
    Literacy +20 (Int)
    Pilot (Personal) (Ag)
    Scholastic lore (Astromancy, Tactica Imperialis, Imperial Creed, Drusian chronicles, Heraldry, Legend, Judgement, Imperial Warrants) (Int)
    Scrutiny +20 (Per)
    Secret Tongue (Rogue Trader, Underdeck) (Int)
    Speak Language (High Gothic) +10 (Int)
    Speak Language (Low Gothic) (Int)
    Survival (Int)
    Tech-Use (Int)
    Trade (Voidfarer) (Int)


    Talents and Traits
    Spoiler: Talents and Traits
    Show
    Honour amongst one's peers: +5 to Fel tests interacting with Imperial Nobility and High Ranking officials in a formal setting.
    Exceptional Leader: As a free action once per round, the Rogue Trader may grant an ally that he can see and who can hear him +10% to any one test.

    Air of Authority, Command Tests affect a number of targets equal to 1d10 + Fel Bonus
    Armour of Contempt, -1 to earned Corruption, Wp test to ignore corruption effects for 1 round
    Combat Master, Opponents gain no bonuses for outnumbering the character in melee
    Counter Attack, After Parrying may attack as a Free Action at a –20 penalty
    Crushing Blow, +2 to melee damage
    Dark Soul, Take half the normal penalty on Malignancy Tests
    Double Team, When ganging up gain an additional +10 bonus to WS Tests.
    Duty Unto Death, Ignores the effects of injury, Fatigue, and Stunning during combat
    Enemy (Unseen Foe), Unknown threat up to GM to determine
    Fearless, Immune to Fear and Pinning, running from combat needs Wp Test.
    Flagellant, Daily inflcit 1 point of damage for +10 VS Mind Control+Malignanacy or take -5 on all tests
    Frenzy, +10 to WS, S, T, Wp, –20 to BS, Int, must (all out) attack if possible he may not Parry, retreat, or flee can Frenzy at will.
    Good reputation (Ecclesiarchy, Inquisition), +20 Fel tests (includes Peer bonus)
    Hatred (Orks, Rak'Gol Yu’vath), +10 WS vs those groups
    Into the Jaws of Hell, In combat followers are immune to Fear and Pinning. +5 ships morale
    Iron Discipline, +10 Command checks in boarding actions
    Jaded, Immune to insanity and fear from Non Terrors of the Warp
    Lightning Attack, Full action to make 3 attacks in 1 round
    Master & Commander, Half action to either make allies immune to ganging up or get +10 defending against boarding actions
    Master Orator, Fel tests and skills effect x10 people
    Melee Weapon Training (Universal),
    Orthoproxy, +20 bonus to Wp Tests vs mind control or interrogation.
    Peer (Inquistion, Military, Ecclesiarchy, Nobility, Underworld), +10 to Fel tests
    Pistol Weapon Training (Universal),
    Precise Blow, No penalties for melee called shots
    Pure Faith, immune to Daemonic Presence may spend a Fate Point to not acquire Insanity or Corruption Points (functions for whole encounter), may burn a Fate Point to resist a single daemonic or psychic attack,
    Rapid Reaction, When surprised or ambushed, an Agility Test lets him act normally
    Renowned Warrant, +10 to Interaction Tests with those who understand the Warrants importance
    Resistance (Psychic Powers) +10 on tests vs psychic powers
    Step Aside, gives him a second Reaction that may only be used to Dodge
    Sound Constitution (x12),
    Sure Strike, Can reverse dice roll to determine hit location e.g 37 becomes 73
    Swift Attack, Replaced by Lightning attack
    Talented (Command, Intimidate, Scrutiny) +10 to thsoe skills
    True Grit, Whenever he suffers Critical Damage, halve the result (rounding up)

    From Gear
    Sturdy: +20 to resist grappling and the Takedown talent
    Takedown: Half Action attack: If hits and would have done at least 1 point of Damage, then ignore the Damage and the opponent must make a Toughness Test or be stunned for 1 Round. When performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill.
    Total Recall: Automatically remember trivial facts or pieces of information that might feasibly have picked up in the past. When dealing with more detailed, complex, or obscure facts, GM may require an Intelligence Test.
    Heightened Sense (Sight, Sound): +10 bonus to any Tests specifically involving this sense.


    Gear/ Equipment
    Spoiler: Gear
    Show
    Equipment/Gear:
    Plasma pistol: Family Heirloom
    Power sword: Family Heirloom
    Micro-bead:
    Void suit:
    Set of fine clothing: Penitant robes worn mainly in his quarters
    xeno-pelt cloak:
    Storm trooper carapace:
    Sanctified Thunder Hammer:
    Sanctified Storm Shield: +3 Armour to Body and Left Arm, Rating 55 Force Field,
    Lathe-Wrought Artificer Armour with Lumen Heraldry: +20 Str, Size:Hulking, When helmets on fully sealed void suit, built-in auspex, photo-visor and recoil gloves. Gives Sturdy Trait, +10 Intimidate + Command Tests, –30 Concealment Tests, Pen of attacks halved aganist him (Rounding up),
    Rosarius: Rating 45 Force Field, +10 to Interaction tests with followers of the Creed
    Catechism of Saint Drusus: +10 to Command Tests. once per game session, a Difficult (–10) Scholastic Lore (Tactica Imperialis) Test (Full Action) lets allies within 20m make a Delay Action as a Free Action until the end of his next Turn.
    Void Coffer: (Contains Journals, Ledgers, Confessions, Catechism of Saint Drusus, Mefonte’s orthodoxy and Several Holy Relics collected over the years.)
    12 Best Craftmanship Aquila Magnificus: Beacons that attract Missionaries to new worlds
    Mefonte’s orthodoxy: +10 to Charm involving religious oratory or inspiration to Imperials
    Good craftmanship bionic eye and ear: Give Heightened senses (Sight, Hearing) talents and +20 vs attacks on those senses
    Common Craftmanship Cortex Implant: No effect
    Calcus logi implant: +10, Literacy, Logic and Scholastic lore tests
    Memorance implant: Gives total recall talent
    Cranial armour: +1 armour to head




    Spoiler: Warrant of Trade
    Show
    Warrant Age- The Waning 4 SP, 2 PF
    Fortune and Fate- Ascending 10 SP, 8 PF
    Aquisition- Prize of War 6 SP, 8 PF
    Sanction- Fall of the Teleurian Combine 6 SP, 8 PF
    Contacts- Pirates 4 SP, 10 PF
    Warrant Renown- Infamous 6 SP, 12 PF
    Total 36 SP 48+1(from roll)=49 PF

    A young Dynasty, the Kilgannon's were granted their warrant during the last years of the Angevin Crusade after decades of heroic service. After a millenia of carefully gathering power and influence the dynasty fell into disrepute when most of it's heirs were purged for being part of the heretical Brotherhood of Horned Darkness. In the following centuries whispers of corruption persisted fuelled in part by their close alliance with the Boras Dynasty, who are known for their brutality and disdain for the Imperial Creed.


    Spoiler: The Fleet
    Show

    His Divne Will
    Spoiler: His Divine Will
    Show
    Firestorm-class Frigate
    Speed 8 Manoeuvre +20 Detection +15 Hull Integrity 37 Armour 18 Turret Rating 1
    Morale 105 Crew 100 Space 40/40 Power 45/45 Crew Rating 45 SP 64

    Modifed Drive (+45 / 6 / 0 )
    Miloslav G6.16.b ( 8 / 10 / 0 ) Haste of the Damned: Half time for Warp passages roll on the Encounters table every three days.
    Warpsbane Hull ( 1 / 0 / 2 ) Shield of Faith: Navigation Tests pilot through the warp gain a +10 bonus. Encounters table roll twice and pick one.
    Single Void Shield array ( 5 / 1 / 0 ) 1 Void Shield
    Command Bridge ( 2 / 1 / 1 ) +5 Command, +5 BS, 3+ to stay powered
    Clan Kin Quarters ( 1 / 4 / 1 ) +5 Command vs Boarding, Hit and Run -1 to All Morale loss (Min 1)
    Clemency Pattern Life sustainer ( 4 / 4 / 0 ) Lifeline: Increase Morale +1. -4 Crew Population and Morale loss to Depressurization (min 0.)
    Bg-15 assault scanners ( 5 / 0 / 1 ) +5 BS Tests vs planetary targets, +50 Military
    Dorsal: Mars Pattern Macrocannons ( 4 / 2 / 1 ) Str 3 1d10+2 Crit 5 Range 6
    Prow: Starbreaker Lance ( 6 / 4 / 2 ) Str 1 1d10+2 Crit 3 Range 5
    Temple Shrine ( 1 / 1 / 1 ) Temple: +3 Morale, +100 Creed
    Barracks ( 2 / 4 / 2 ) Barracks +20 Boarding/Hit'n'Run; +100 Military
    Teleportarium ( 1 / 1 / 1 ) Teleport. +20 to Hit'n'Run, No Pilot Check needed.
    Murder Servitors (1 / 1 / 2) +20 to Hit'n Run, pick between 1-6 for Crit result
    Auto Temple ( 1 / 1 / 0 ) Temple: +2 Morale, +150 Creed
    Empyrean Mantle ( 3 / 0 / 2 ) -20 to dectect when Silent Running, +50 Criminal

    Traits
    Dreams of a Distant World: +10 Manoeuvre within 5VU of planets

    Upgrades:
    GQ Disciplinarium (+5 Command, +2 morale per 1 crew loss)
    Targeting Matrix (+5% BS)
    BQ Crew Improvements +5 Crew rating (already included)
    GQ Starcharts Collection +25 Exploration, -1d5+5 days to Warp Travel time (min 1)
    Superior Damage Control Only 1d5 damage to Crew from Depressurization, Firefighting is Challenging (+0) Command Test. Isolated extended repairs get +10 to their Tech-Use Tests.
    BQ Ostintatious Displays of Wealth +25 Trade/Criminal, +20 Social tests to influence visiters
    GQ Cherubim Aerie -1 Morale, 1d5+20 to all objectives


    Hammer of Wrath
    Spoiler: Hammer Of Wrath
    Show
    Hammer of Wrath
    Cobra-class Destroyer
    Speed 10 Manoeuvre +30 Detection +15 Hull Integrity 30 Armour 15 Turret Rating 1
    Morale 103 Crew 100 Space 34/35 Power 43/45 Crew Rating 45 SP 46

    Jovian Pattern Class 2 Drive (+45 / 10 / 0 )
    Strelov 1 Warp Engine ( 10 / 10 / 0 )
    Emergency Field ( 2 / 0 / 0 ) 3+ to activate if the ship enters the Warp unexpectedly
    Single Void Shield array ( 5 / 1 / 0 ) 1 Void Shield
    Command Bridge ( 2 / 1 / 1 ) +5 Command, +5 BS, 3+ to stay powered
    Clan Kin Quarters ( 1 / 4 / 1 ) +5 Command vs Boarding, Hit and Run -1 to All Morale loss (Min 1)
    Vitae Pattern Life sustainer ( 4 / 2 / 0 )
    Auto-stabilised Logis-targeter ( 5 / 0 / 2 ) +5 Detection, +5 BS Tests to fire the ship’s weapons.
    Dorsal: Mars Pattern Macrocannons ( 4 / 2 / 1 ) Str 3 1d10+2 Crit 5 Range 6
    Prow: Starbreaker Lance ( 6 / 4 / 2 ) Str 1 1d10+2 Crit 3 Range 5
    Empyrean Mantle ( 3 / 0 / 2 ) -20 to dectect when Silent Running, +50 Criminal
    Vairable Figurehead ( 1 / 0 / 2 ) 5 different figureheads makes it harder to idenitfy the ship

    Traits
    Skittish: In combat, reduce the ship’s Speed by 1. Reduce the travel time for any long distance voyage by 1d5 weeks, to a minimum of 1.
    Reliquary of Mars: 1 Archeotech Component, Tech-Use Tests to repair the ship suffer a –20 penalty, Considered Holy by Tech priests.

    Upgrades:
    Targeting Matrix (+5% BS)
    BQ Crew Improvements +5 Crew rating (already included)
    GQ Starcharts Collection +25 Exploration, -1d5+5 days to Warp Travel time (min 1)
    Superior Damage Control Only 1d5 damage to Crew from Depressurization, Firefighting is Challenging (+0) Command Test. Isolated extended repairs get +10 to their Tech-Use Tests.
    Ostintatious Displays of Wealth +25 Trade/Criminal, +10 Social tests to influence visiters
    Restitution Arena +3 Morale
    BQ Arrester Engines When the ship takes an Adjust Speed, Adjust Speed & Bearing or an Evasive
    Manoeuvre action if it decelerates during it gains +15 to Pilot test. If failed by 4+ degrees, -1 Speed until repaired


    Shadow of the Void
    Spoiler: Shadow of the Void
    Show
    Shadow of the Void
    Cobra-class Destroyer
    Speed 10 Manoeuvre +30 Detection +10 Hull Integrity 30 Armour 15 Turret Rating 1
    Morale 103 Crew 100 Space 35/35 Power 43/45 Crew Rating 45 SP 45

    Jovian Pattern Class 2 Drive (+45 / 10 / 0 )
    Strelov 1 Warp Engine ( 10 / 10 / 0 )
    Emergency Field ( 2 / 0 / 0 ) 3+ to activate if the ship enters the Warp unexpectedly
    Repulsar Shield ( 5 / 1 / 0 ) 1 Void Shield, No Manoeuvre penalities moving throw Celestial Phenomena composed of small particles.
    Command Bridge ( 2 / 1 / 1 ) +5 Command, +5 BS, 3+ to stay powered
    Clan Kin Quarters ( 1 / 4 / 1 ) +5 Command vs Boarding, Hit and Run -1 to All Morale loss (Min 1)
    Vitae Pattern Life sustainer ( 4 / 2 / 0 )
    W-240 Passive detection Arrays ( 3 / 0 / 1 ) Can be used while silent running
    Dorsal: Mars Pattern Macrocannons ( 4 / 2 / 1 ) Str 3 1d10+2 Crit 5 Range 6
    Prow: Empty
    Empyrean Mantle ( 3 / 0 / 2 ) -20 to dectect when Silent Running, +50 Criminal
    Shadow Field ( 8 / 4 / 4 ) Darkened Craft: +20 to Silent Running, -20 to dectect when Silent Running, –20 to their BS Tests to hit the ship. –30 Hit and Run Pilot Tests against the ship, must pick between shadow field or void shield

    Traits
    Xenophilous: 1 Xenotech Component, –30 to repair the character have Forbidden Lore (Xenos), the penalty is only –10. Ordo Xenos interested in ship.
    Rebellious: During no more than one space combat per game session, the GM should randomly select one of the ship’s Components that becomes unpowered until repaired. ship ignores critical hits On a 8+ (on a d10 roll)

    Upgrades:
    Targeting Matrix (+5% BS)
    BQ Crew Improvements +5 Crew rating (already included)
    GQ Starcharts Collection +25 Exploration, -1d5+5 days to Warp Travel time (min 1)
    Superior Damage Control Only 1d5 damage to Crew from Depressurization, Firefighting is Challenging (+0) Command Test. Isolated extended repairs get +10 to their Tech-Use Tests.
    Restitution Arena +3 Morale
    BQ Arrester Engines When the ship takes an Adjust Speed, Adjust Speed & Bearing or an Evasive
    Manoeuvre action if it decelerates during it gains +15 to Pilot test. If failed by 4+ degrees, -1 Speed until repaired


    Vigilant Hunter
    Spoiler: Vigilant Hunter
    Show
    Vigilant Hunter
    Cobra-class Destroyer
    Speed 10 Manoeuvre +30 Detection +21 Hull Integrity 30 Armour 14 Turret Rating 1
    Morale 95 Crew 100 Space 35/35 Power 40/45 Crew Rating 45 SP 45

    Jovian Pattern Class 2 Drive (+45 / 10 / 0 )
    Strelov 1 Warp Engine ( 10 / 10 / 0 )
    Warpsbane Hull ( 1 / 0 / 2 ) Shield of Faith: Navigation Tests pilot through the warp gain a +10 bonus. Encounters table roll twice and pick one.
    Single Void Shield array ( 5 / 1 / 0 ) 1 Void Shield
    Command Bridge ( 2 / 1 / 1 ) +5 Command, +5 BS, 3+ to stay powered
    Clan Kin Quarters ( 1 / 4 / 1 ) +5 Command vs Boarding, Hit and Run -1 to All Morale loss (Min 1)
    Vitae Pattern Life sustainer ( 4 / 2 / 0 )
    W-240 Passive detection Arrays ( 3 / 0 / 1 ) Can be used while silent running
    Dorsal: Mars Pattern Macrocannons ( 4 / 2 / 1 ) Str 3 1d10+2 Crit 5 Range 6
    Prow: Starbreaker Lance ( 6 / 4 / 2 ) Str 1 1d10+2 Crit 3 Range 5
    Empyrean Mantle ( 3 / 0 / 2 ) -20 to dectect when Silent Running, +50 Criminal
    Auto Temple ( 1 / 1 / 0 ) Temple: +2 Morale, +150 Creed

    Traits
    A Nose for Trouble: +5 to the ship’s Detection, and reduce this ship’s Armour by 1,
    Haunted: Reduce Morale permanently by 10. +6 to the ship’s Detection. –5 to Command Tests involving boarding actions or hit and run actions against the haunted vessel.

    Upgrades:
    Targeting Matrix (+5% BS)
    BQ Crew Improvements +5 Crew rating (already included)
    GQ Starcharts Collection +25 Exploration, -1d5+5 days to Warp Travel time (min 1)
    Superior Damage Control Only 1d5 damage to Crew from Depressurization, Firefighting is Challenging (+0) Command Test. Isolated extended repairs get +10 to their Tech-Use Tests.
    Restitution Arena +3 Morale
    BQ Arrester Engines When the ship takes an Adjust Speed, Adjust Speed & Bearing or an Evasive
    Manoeuvre action if it decelerates during it gains +15 to Pilot test. If failed by 4+ degrees, -1 Speed until repaired


    I'll start work on my second charcter now. He's going to be an explorator and part of the Kilgannon fleet.
    Last edited by JollyChris; 2014-06-07 at 07:39 PM.

  16. - Top - End - #16
    Pixie in the Playground
    Join Date
    Apr 2013
    Gender
    Female

    Default Re: Priceless Hope Character Thread


    Spoiler: Commodore Septimus Solanum
    Show

    Name: Commodore Septimus Solanum
    Homeworld: Death world
    Birthright: Scapegrace
    Lure of the void: Crusade(Warrior)
    Trials and Travails: Lost worlds(lost dynasty)
    Motivation: Vengeance
    Career: Rogue Trader
    Lineage: Shameful offspring
    Wounds: 24
    Insanity: 1d5+1d5
    Corruption:
    Fate Points: 7
    Profit factor: +1

    Attributes
    WS: (74) 49+5+20
    BS: (60) 40+20
    S: (63) 48+5+10
    T: (67) 47+5+5+10
    Ag: (59) 49+10
    Per: (65) 42+3+20
    Int: (48) 38+10
    WP: (43) 38-5+10
    Fel: (52) 42-5-5+20

    Skills
    Awareness +20
    Carouse
    Charm
    Ciphers (Rogue Trader)
    Climb
    Command +20
    Commerce
    Common Lore (Imperial Navy)
    Common Lore(Imperium)
    Common Lore (Rogue Traders)
    Deceive +20
    Dodge +20
    Drive (Ground Vehicle)
    Drive (Skimmer/Hover)
    Evaluate +20
    Forbidden Lore (Xenos)
    Gamble
    Intimidate +10
    Literacy
    Navigation (Stellar)
    Pilot (Flyers, spacecraft)
    Scholastic Lore (Astromancy)
    Scholastic Lore (Legend)
    Scrutiny+20
    Search +20
    Secret Tongue (Rogue Trader)
    Speak Language(Low Gothic, High Gothic)
    Tech-Use
    Trade (Voidfarer) +20
    Survival

    Talents
    Air of Authority
    Ambidextrous
    Armour of Contempt
    Blademaster
    Blind Fighting
    Combat Master
    Counter Attack
    Crushing Blow
    Decadence
    Dual Strike
    Duty Unto Death
    Fearless
    Foresight
    Hatred(Orks)
    Jaded
    Leap Up
    Lightning Attack
    Lightning Reflexes
    Master and Commander
    Meditation
    Melee Weapon Training (Universal)
    Paranoia
    Pistol Weapon Training(Universal)
    Precise Blow
    Quick Draw
    Rapid Reaction
    Resistance (Psychic Powers)
    Sound Constitution (*5)
    Step Aside
    Sprint
    Sure Strike
    Swift Attack
    Talented (Command)
    True Grit
    Two-Weapon Wielder (Melee)
    Void Tactician
    Wall of Steel

    Traits
    Paranoid
    Survivor

    Equipment
    Advanced Helmet systems
    Best Lathe-wrought heavy power armour
    Forearm mounted Best Bolt Pistol with Omni-Scope, fire selector(Kraken, Inferno, Tempest)
    Best Mezoa Power Fist
    Best Adamantine-hilted Mordian power sword
    Best conversion field
    Charm
    Chrono
    Cranial Armour
    Good Cybernetic eye
    Good mind impulse unit
    Mag-Boots
    Pain Ward
    Subskin Armour
    Synthethic muscle grafts
    Recoil Gloves
    Voidskin

    Spoiler: Advance Purchases
    Show

    100 xp left
    Crusade(Warrior) 250
    Lost worlds(lost dynasty) 400
    Shameful offspring 150

    Weapon Skill*4 1600
    Ballistic Skill*2 1250
    Strength*2 1250
    Toughness*2 1250
    Agility*2 750
    Intelligence*2 350
    Perception*4 2500
    Willpower*2 750
    Fellowship*4 1600

    Ambidextrous 200
    Armour of Contempt 500
    Blademaster 500
    Blind Fighting 200
    Combat Master 500
    Counter Attack 500
    Crushing Blow 500
    Dual Strike 500
    Duty Unto Death 500
    Fearless 500
    Foresight 200
    Leap Up 200
    Lightning Attack 500
    Lightning Reflexes 500
    Master and Commander 500
    Paranoia 200
    Precise Blow 500
    Quick Draw 200
    Rapid Reaction 200
    Resistance (Psychic Powers) 200
    Sound Constitution (*5) 1000
    Step Aside 500
    Sprint 500
    Sure Strike 500
    Swift Attack 500
    Talented (Choose One) 200
    True Grit 500
    Two-Weapon Wielder (Melee) 300
    Void Tactician 500
    Wall of Steel 500

    Awareness +20 500
    Ciphers (Rogue Trader) 100
    Climb 200
    Command +20 400
    Common Lore (Imperial Navy) 200
    Common Lore (Rogue Traders) 100
    Deceive +20 600
    Dodge +20 500
    Drive (Ground Vehicle) 200
    Drive (Skimmer/Hover) 200
    Evaluate +20 400
    Forbidden Lore (Xenos) 200
    Gamble 200
    Intimidate +10 400
    Navigation (Stellar) 200
    Pilot (Flyers, spacecraft) 300
    Scholastic Lore (Astromancy) 100
    Scholastic Lore (Legend) 200
    Scrutiny+20 600
    Search +20 600
    Secret Tongue (Rogue Trader) 100
    Tech-Use 200
    Trade (Voidfarer) +20 600



    Spoiler: Equipment
    Show



    Spoiler: Fluff
    Show

    Commodore Septimus Solanum never expected to achieve the position of captain of the Repulse. The post had always been in his family, but his branch was a dozen steps removed and had settles on Dolphis II, a terrible death world. He joined the navy for service as a junior officer and reached the rank of lieutenant at the age of fifty-nine. Only four years later he received a message. The Solanum dynasty had been purged and a captain was required for the fleet tender Repulse. He informed the admiralty and returned to his family. His command has been a success so far, but he finds the traditions of the rogue traders hard to cope with, being used to the simple life in the jungles and the harsh discipline of the navy.




    Spoiler: Magos Technicus Julius Delawar
    Show

    Name: Magos Technicus Julius Delawar
    Homeworld: Forge-World
    Birthright: Child of the Creed
    Lure of the void: Zealot(unnerving clarity)
    Trials and Travails: Dark Voyage
    Motivation: Renown
    Wounds: 26
    Insanity: 1d5+1d10
    Corruption:
    Fate Points: 6

    Attributes
    WS: (30) 38-5-3
    BS: (65) 45+20
    S: (88) 38+10+20+20
    T: (70) 40+10+20
    Ag: (39) 44-5
    Per: (42) 42
    Int: (76) 48+5+3+20
    WP: (69) 46+3+5+15
    Fel: (27) 37-5-5

    Skills
    Chem-Use +20
    Command +10
    Common Lore (Imperial Navy)
    Common Lore (Koronus Expanse)
    Common Lore (Machine Cult) +20
    Common Lore (Rogue Traders)
    Common Lore (Tech) +20
    Common Lore (War)
    Forbidden lore(Xenos)
    Forbidden Lore (Archeotech) +20
    Forbidden Lore (Adeptus Mechanicus) +20
    Literacy
    Logic +20
    Medicae +20
    Navigation (Stellar)
    Pilot (Flyers)
    Pilot (Space Craft)
    Scholastic Lore (Astromancy) +20
    Scholastic Lore (Chymistry) +20
    Scholastic Lore (Numerology)
    Speak Language (Explorator Binary, Low Gothic, Techna-lingua)
    Secret Tongue (Rogue Trader, Tech)
    Tech-Use +20
    Trade (Armourer)
    Trade (Explorator) +20
    Trade (Shipwright)
    Trade(technomat)
    Trade (Voidfarer)

    Talents
    Ambidextrous
    Autosanguine
    Basic Weapon Training (Universal)
    Binary Chatter
    Bulging Biceps
    Deadeye Shot
    Electrical Succour
    Electro Graft Use
    Energy Cache
    Enhanced Bionic Frame
    Feedback Screech
    Ferric Lure
    Ferric Summons
    Gun Blessing
    Heavy Weapon Training (Plasma cannon)
    Heightened Senses (Smell, Sight, Hearing)
    Infused Knowledge
    Iron Jaw
    Logis Implant
    Luminen Blast
    Luminen Charge
    Luminen Shock
    Machinator Array
    Maglev Grace
    Maglev Transcendence
    Marksman
    Master Chirurgeon
    Master Enginseer
    Mechadendrite Use (Utility)
    Mechadendrite Use (Weapon)
    Melee Weapon Training (Universal)
    Mighty Shot
    Nerves of Steel
    Peer(Adeptus Mechanicus)
    Pistol weapon training(universal)
    Prosanguine
    Rapid Reload
    Rite of Awe
    Rite of Fear
    Rite of Pure Thought
    Sound constitution*2
    Sprint
    Talented (Tech-Use)
    Technical Knock
    Unshakeable Faith
    The Flesh is Weak 4
    Total Recall

    Traits
    Mechanicus Implants
    Stranger to the cult
    Unnatural intelligence 2

    Spoiler: Advance Purchases
    Show

    Awareness +20 500
    Chem-Use +20 600
    Command +10 400
    Common Lore (Imperial Navy) 200
    Common Lore (Koronus Expanse) 200
    Common Lore (Machine Cult) +20 400
    Common Lore (Rogue Traders) 200
    Common Lore (Tech) +20 400
    Common Lore (War) 200
    Dodge +20 600
    Drive (Ground Vehicle) 100
    Drive (Skimmer/Hover) 200
    Drive (Walker) 200
    Forbidden Lore (Archeotech) +20 400
    Forbidden Lore (Adeptus Mechanicus) +20 400
    Logic +20 400
    Medicae +20 600
    Navigation (Stellar) 200
    Pilot (Flyers) 200
    Pilot (Space Craft) 200
    Scholastic Lore (Astromancy) +20 500
    Scholastic Lore (Chymistry) +20 600
    Scholastic Lore (Numerology) 200
    Secret Tongue (Rogue Trader, Tech) 200
    Tech-Use +20 400
    Trade (Armourer) 100
    Trade (Explorator) +20 600
    Trade (Shipwright) 200
    Trade (Voidfarer) 200

    Ambidextrous 200
    Autosanguine 200
    Binary Chatter 200
    Deadeye Shot 500
    Electrical Succour 200
    Electro Graft Use 200
    Energy Cache 500
    Enhanced Bionic Frame 500
    Feedback Screech 200
    Ferric Lure 200
    Ferric Summons 500
    Gun Blessing 500
    Heavy Weapon Training (Choose One) 500
    Heightened Senses (Choose One) 200
    Infused Knowledge 500
    Iron Jaw 200
    Luminen Blast 200
    Luminen Charge 200
    Luminen Shock 200
    Machinator Array 500
    Maglev Grace 500
    Maglev Transcendence 500
    Marksman 500
    Master Chirurgeon 500
    Master Enginseer 500
    Mechadendrite Use (Utility) 500
    Mechadendrite Use (Weapon) 500
    Mighty Shot 500
    Nerves of Steel 200
    Pistol weapon training(universal) 500
    Prosanguine 200
    Rapid Reload 200
    Rite of Awe 500
    Rite of Fear 500
    Rite of Pure Thought 500
    Sound constitution*2 400
    Talented (Tech-Use) 200
    The Flesh is Weak 4 2000
    Total Recall 200

    Intelligence*4 1600
    Strength*4 1600
    Toughness*4 1600
    Ballistic Skill*4 2500
    Willpower*3 1500


    Spoiler: Equipment
    Show

    Ballistic Mechadendrite
    Best Conversion field
    Best Lathe-Wrought Ironclad Heavy Power Armour with Impact Gel Cells
    Best Omnissian axe
    Best Plasma Cannon with suspensors
    Best Plasma pistol with Sunfire vents
    Bionic Heart
    Blackbone Bracing
    Calculus Logi upgrade
    Charm
    Chrono
    Combi-Tool
    Cranial Armour
    Diagnostor
    Good Auger Array
    Good Bionic arm*2
    Good Bionic legs
    Good bionic lungs
    Good cortex implants
    Good Cybernetic eyes with darksight and photo-visor
    Good cybernetic ears with microbead system
    Good mind impulse unit
    Hadd-pattern data loom
    Magboots
    Manipulator Mechadendrite*4
    Medicae mechadendrite
    Medikit
    Optical Mechadendrite
    Pain Ward
    Respiratory filter implant
    Recoil Gloves
    Sacred Unguents
    Servo-manipulators
    Subskin Armour
    Utility Mechadendrite*2
    Voidskin
    Vox Implant


    Spoiler: Fluff
    Show

    Magos Technicus Julius Delawar has served the Adeptus Mechanicus for all of his three hundred and seventeen years. His devotion to the Omnissiah fills his life and he seeks out His wonders to further the work of the priesthood of Mars. Only a few of his original organic parts still remain, part of his armaplas-domed brain and several parts of the torso. He was assigned to the Demeter half a century ago and served the family despite his distaste for their xenos-associations. He had received his divinely ordained orders and did his best to ensure that these tech-heresies came to an end. His missives reached the inquisition and inquisitor Furiano intervened. His role in the purge remains unknown to the others who serve in the fleet.



    Spoiler: ships
    Show

    Spoiler: Repulse
    Show

    Name: Repulse
    Class: Herald Class Fleet Tender
    Hull: Galaxy class mass conveyer
    History: Reliquary of Mars
    Machine Spirit: Blasphemous tendencies
    Crew: 60000
    Speed: 2
    Maneuverability: -25
    Detection: +5
    Morale(Current): 100
    Population(Current): 102
    Crew Rating: 50
    Turrets: 2(-10 detection when second is active)
    Shields: 2, reloaded 1/day
    Armour: 12
    Hull Integrity(Current): 65
    Space(Used): 94(94)
    Power(Used): 66(66)
    Ship points: 76
    Void time: 4*standard
    Bs tests: +5-10=-5
    Ship’s stores: 2 fortis torpedo tubes, 1 good fortis torpedo tubes, 144 seeking melta-torpedoes, 3 gellar fields.
    Special: double hit and run damage, half population damage, auto-extinguish fires, 1d5 damage when depressurized, 1d5-1 population damage to fire, reduce all crew loss by 3, half warp time, mobile spaceport
    Modifiers: +10 hit and run, -10 command, +10 extended repairs, +50 warp pilot, -5 to all willpower
    Endeavors: +150 creed, +1100 trade, +150 military
    Components SP Power Space
    Arboretum 1 -2 -2
    Auto-Temple 0 -1 -1
    Auxiliary Plasma Banks 1 8 -5
    Auxiliary Plasma Banks 1 8 -5
    Best Arrester Engines 0 0 0
    Best Overload Shield Capacitators 0 0 0
    Best servitor crew 0 0 0
    Best Storm Trooper Detachment 0 0 0
    Best Superior Damage Control 0 0 0
    Best Turbo-weapon Jovian Launchers 3 -3 -1 Dorsal
    Best Turbo-weapon Jovian Launchers 3 -3 -1 Port
    Best Turbo-weapon Jovian Launchers 3 -3 -1 Starboard
    Cogitator Interlink 1 1 1
    Commerce Bridge 0 -1 -1
    Crew Reclamation Facility 1 -1 -1
    Extended supply vaults 2 -1 -4
    Best Hold Landing Bay 4 0 0 3 Fighter squadrons, 3 landing craft squadrons, 3 support craft squadrons.
    Lathe Pattern Class 1 Drive 1 40 -12
    M–1.r Life Sustainer 0 -3 -1
    Main cargo hold 1 -1 -4
    Main cargo hold 1 -1 -4
    Main Cargo Hold 0 -2 0
    Main Cargo Hold 0 -2 0
    Main Cargo Hold 0 -2 0
    Miloslav G-616.b Warp Engine 0 -8 -10
    Poor Crew -5 0 0
    Poor Flak Turrets 0 -2 -2
    Poor M–100 Auger Array -1 -4 0
    Poor Main Cargo Hold -1 -3 0
    Poor Warpsbane Hull 1 -2 0
    Salvage Systems 2 -5 -3
    Ship's Stores*2 11 -2 -20 Containing 2* fortis torpedo tubes and good fortis torpedo tubes
    Single Void Shield Array 0 -5 -1
    Slave Quarters 0 -1 -1
    Spacedock Piers 4 -7 -14
    Targeting Matrix 0 0 0
    Universe Mass Conveyor 45 10 94

    Spoiler: Renown
    Show

    Name: Renown
    Class: Orion Class Star Clipper
    Hull: Orion Class Star Clipper
    History: Wrested from space hulk
    Machine Spirit: Nose for Trouble
    Crew: 14000
    Speed: 11
    Maneuverability: +28
    Detection: +15
    Morale(Current): 100
    Population(Current): 100
    Crew Rating: 45
    Turrets: 2(-10 detection when second is active)
    Shields: 2, reloaded 1/day
    Armour: 12
    Hull Integrity(Current): 35
    Space(Used): 40(40)
    Power(Used): 40(40)
    Ship points: 31
    Bs tests: +5-10=-5
    Special: double hit and run damage, half population damage, auto-extinguish fires, 1d5 damage when depressurized, 1d5-1 population damage to fire, reduce all crew loss by 3, half warp time,
    Modifiers: +10 hit and run, -10 command, +10 extended repairs, +10 warp pilot
    Endeavors: +150 trade,
    Components SP Power Space
    Best Arrester Engines 0 0 0
    Best Miloslav G-616.b Warp Engine 2 -7 -9
    Best Overload Shield Capacitators 0 0 0
    Best servitor crew 0 0 0
    Best Storm Trooper Detachment 0 0 0
    Best Superior Damage Control 0 0 0
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Combat Bridge 0 -1 -1
    Crew Reclamation Facility 1 -1 -1
    Defensive Countermeasures 2 -1 -1
    Flak Turrets 1 -1 -1
    Gellar Fields 0 -1 0
    Lathe 2a drive 2 40 -14
    M–1.r Life Sustainer 0 -3 -1
    M–100 Auger Array 0 -3 0
    Main cargo hold 2 -2 0
    Orion class clipper hull 25 0 40
    Poor Crew -5 0 0
    Single Void Shield Array 0 -5 -1
    Slave Quarters 0 -1 -1
    Targeting Matrix 0 0 0

    Spoiler: Resolve
    Show

    Name: Resolve
    Class: Orion Class Star Clipper
    Hull: Orion Class Star Clipper
    History: Wrested from space hulk
    Machine Spirit: Nose for Trouble
    Crew: 14000
    Speed: 11
    Maneuverability: +28
    Detection: +15
    Morale(Current): 100
    Population(Current): 100
    Crew Rating: 45
    Turrets: 2(-10 detection when second is active)
    Shields: 2, reloaded 1/day
    Armour: 12
    Hull Integrity(Current): 35
    Space(Used): 40(40)
    Power(Used): 40(40)
    Ship points: 31
    Bs tests: +5-10=-5
    Special: double hit and run damage, half population damage, auto-extinguish fires, 1d5 damage when depressurized, 1d5-1 population damage to fire, reduce all crew loss by 3, half warp time,
    Modifiers: +10 hit and run, -10 command, +10 extended repairs, +10 warp pilot
    Endeavors: +150 trade,
    Components SP Power Space
    Best Arrester Engines 0 0 0
    Best Miloslav G-616.b Warp Engine 2 -7 -9
    Best Overload Shield Capacitators 0 0 0
    Best servitor crew 0 0 0
    Best Storm Trooper Detachment 0 0 0
    Best Superior Damage Control 0 0 0
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Combat Bridge 0 -1 -1
    Crew Reclamation Facility 1 -1 -1
    Defensive Countermeasures 2 -1 -1
    Flak Turrets 1 -1 -1
    Gellar Fields 0 -1 0
    Lathe 2a drive 2 40 -14
    M–1.r Life Sustainer 0 -3 -1
    M–100 Auger Array 0 -3 0
    Main cargo hold 2 -2 0
    Orion class clipper hull 25 0 40
    Poor Crew -5 0 0
    Single Void Shield Array 0 -5 -1
    Slave Quarters 0 -1 -1
    Targeting Matrix 0 0 0

    Spoiler: Revenge
    Show

    Name: Revenge
    Class: Orion Class Star Clipper
    Hull: Orion Class Star Clipper
    History: Finances in arrears
    Machine Spirit: Stoic
    Crew: 14000
    Speed: 11
    Maneuverability: +25
    Detection: +10
    Morale(Current): 100
    Population(Current): 100
    Crew Rating: 45
    Turrets: 2(-10 detection when second is active)
    Shields: 2, reloaded 1/day
    Armour: 12
    Hull Integrity(Current): 35
    Space(Used): 40(40)
    Power(Used): 40(40)
    Ship points: 31
    Bs tests: +5-10=-5
    Special: double hit and run damage, half population damage, auto-extinguish fires, 1d5 damage when depressurized, 1d5-1 population damage to fire, reduce all crew loss by 3, half warp time,
    Modifiers: +10 hit and run, -10 command, +10 extended repairs, +10 warp pilot
    Endeavors: +150 trade,
    Components SP Power Space
    Best Arrester Engines 0 0 0
    Best Miloslav G-616.b Warp Engine 2 -7 -9
    Best Overload Shield Capacitators 0 0 0
    Best servitor crew 0 0 0
    Best Storm Trooper Detachment 0 0 0
    Best Superior Damage Control 0 0 0
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Combat Bridge 0 -1 -1
    Crew Reclamation Facility 1 -1 -1
    Defensive Countermeasures 2 -1 -1
    Flak Turrets 1 -1 -1
    Gellar Fields 0 -1 0
    Lathe 2a drive 2 40 -14
    M–1.r Life Sustainer 0 -3 -1
    M–100 Auger Array 0 -3 0
    Main cargo hold 2 -2 0
    Orion class clipper hull 25 0 40
    Poor Crew -5 0 0
    Single Void Shield Array 0 -5 -1
    Slave Quarters 0 -1 -1
    Targeting Matrix 0 0 0

    Spoiler: Resistance
    Show

    Name: Resistance
    Class: Orion Class Star Clipper
    Hull: Orion Class Star Clipper
    History: Finances in arrears
    Machine Spirit: Adventurous
    Crew: 14000
    Speed: 11
    Maneuverability: +25
    Detection: +10
    Morale(Current): 100
    Population(Current): 100
    Crew Rating: 45
    Turrets: 2(-10 detection when second is active)
    Shields: 2, reloaded 1/day
    Armour: 12
    Hull Integrity(Current): 35
    Space(Used): 40(40)
    Power(Used): 40(40)
    Ship points: 31
    Bs tests: +5-10=-5
    Special: double hit and run damage, half population damage, auto-extinguish fires, 1d5 damage when depressurized, 1d5-1 population damage to fire, reduce all crew loss by 3, half warp time,
    Modifiers: +10 hit and run, -10 command, +10 extended repairs, +10 warp pilot
    Endeavors: +150 trade,
    Components SP Power Space
    Best Arrester Engines 0 0 0
    Best Miloslav G-616.b Warp Engine 2 -7 -9
    Best Overload Shield Capacitators 0 0 0
    Best servitor crew 0 0 0
    Best Storm Trooper Detachment 0 0 0
    Best Superior Damage Control 0 0 0
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Best Turbo-weapon Sunsear laser batteries 3 -6 -4
    Combat Bridge 0 -1 -1
    Crew Reclamation Facility 1 -1 -1
    Defensive Countermeasures 2 -1 -1
    Flak Turrets 1 -1 -1
    Gellar Fields 0 -1 0
    Lathe 2a drive 2 40 -14
    M–1.r Life Sustainer 0 -3 -1
    M–100 Auger Array 0 -3 0
    Main cargo hold 2 -2 0
    Orion class clipper hull 25 0 40
    Poor Crew -5 0 0
    Single Void Shield Array 0 -5 -1
    Slave Quarters 0 -1 -1
    Targeting Matrix 0 0 0

    Last edited by Breadstick; 2014-06-19 at 03:57 AM.

  17. - Top - End - #17
    Dwarf in the Playground
     
    kind_of_a_ROBOT's Avatar

    Join Date
    May 2012
    Location
    the second city
    Gender
    Male

    Default Re: Priceless Hope Character Thread


    Spoiler: Commander Alessander Roland Wassenburg, Void-Master, and Flight Marshall of the Demeter Combat Wings
    Show


    Spoiler: Background
    Show

    Alessander Wassenburg's very birth marked him as a lifelong Voidsman. Born in the midst of a protracted starship battle, aboard a battlecruiser. His father was an ensign serving with the macrobattery crews His mother was a member of the Departmento Munitorium there on special assignment, she died in childbirth. The two were never married, their short affair a secret. After the battle had been won, his father father came to visit him, for the first and last time. The only thing in this world that was given to him by either of his parents was a name.

    Alessander was given over to the Schola Progenium. He was a quiet and focused student, receiving high marks and honors. His greatest dream was to fly a star fighter and see the galaxy. He chose to train for naval officer duty, and was awarded an assignment as a midshipman aboard a Cobra-class destroyer serving in the Ghoul Stars. Quickly showing promise as a fine commander, he found himself assigned as the Master Gunner in only a few years. During a battle with a large space hulk under the command of an Ork Warboss, many of the ship's macrobatteries were badly damaged. When one lance crew lost their gun captain, Alessander rushed to the turret himself and took the dead man's place, simultaneously directing the other crews by vox. For his leadership and bravery he was given a void promotion, and his choice of assignment. Instead of going on to a larger, more well respected ship, he applied for flight school.

    Midshipman Wassenburg was a fine gun captain and master of arms, Lieutenant Wassenburg was a truly great pilot. Again graduating top of class again, he was assigned to a patrol battlegroup in the Segmentum Ultima fleets. He fought bravely and with honor for decades. While he was respected by his men, his superiors often overlooked the usefulness of the fighter wings they possessed. Wing-Captain Wassenburg was often cited for insubordination during the first Tyrannic War for declaring his opinion that the Hive Fleet ships would have been more vulnerable to small craft attack than gun batteries and nova canons. This earned him the respect of his men, it did little to gain him favor with the Admiralty. It is likely Wassenburg would have been shipped off to the Halo Stars, or some other reach if not for the declaration of The Sabbat Worlds Crusade.

    Leading starfighter assaults against capital ships has always been Alessander's specialty, but he also holds multiple records for flying atmospheric craft as well. For the 23 years of the Crusade, he led bombing runs and air patrols in nearly every theater of combat. He led one of the Thunderbolt wings during the attacks on the Archenemy's air support on Lyubov. With him at the front of every mission, his wing won several commendations, he himself being awarded the status of five-time Ace. He was aboard the grand-cruiser Hastur when it came apart above Morlond. During the crusade he was five times offered a promotion to Flight Marshall. He declined every time, knowing that it would take him from the cockpit, where he preferred to lead from the front of every mission. In the end, his stubbornness and the vocal nature of his opinions of command ended up sealing his fate. He would remain a pilot until the day he left the Navy.

    After the Sabbat Worlds had been won from the Archenemy, Alessander again found himself at odds with a new Admiral over attack decisions. This time in the Segmentum Solar. After finally being courtmartialed for striking a superior officer, his ultimate fate caught up with him. A new assignment took him to the farthest reaches of the Segmentum Obscurous, on the very edge of explored space. The Admiralty thought that the cruisers of Battlefleet Koronus might actually find a use for his abilities as a pilot, and it would get him far away from any real command. Ironically, this was a blessing to Wassenburg. Not only did he fly more missions, but the thrill of the Expanse was something he couldn't deny. The lure of the void was strong enough that he jumped at the chance to volunteer for missions to the very edge, or ones that took him closest to the dangerous Warp Storms that surround the Void beyond the Calixis Sector. It was here that his life would change forever.

    Wassenburg was serving aboard The Hermes, flagship of a small deep patrol battle group. Several ships of an Explorator fleet had gone missing near the edge of the Accursed Demanse. Much to his crews' displeasure, Wassenburg volunteered his wing for the very dangerous scouting missions closest to the Rifts of Hecaton. It was here that Alessander Wassenburg first saw It. It was a small, almost imperceivable movement within the broiling energies of the Warp Storm. A shuddering, or shifting. The tales the ancient voidfarers told of shadows in the dark were well known. But, scaring his men with these sorts of missions was bad enough, he couldn't further provoke them by thinking their captain had gone mad. Perhaps he should have warned them, warned everyone.

    * * *

    He awoke, floating in the ruinous gaping hole where his wing's flight deck was supposed to be, with only sparse horrific images of the previous hours. From where he lay suspended in the void, he could see the destruction of the Hermes. She had broken, or been torn in two, one half of her was spinning slowly on her vertical axis a hundred kilometers away. Managing to get himself to an airlock he found that a good portion of this half of the ship was still pressurized and had minimal life-support. He also found the other survivors. 118 in all, some of whom he did not recognize. There was one among the strangers he knew though, Lord-Captain Castor Steed. Commander of one of the frigates of the patrol fleet. How he and the others had come to be aboard the Hermes was unknown, but undeniable. The last time Alessander had seen the man he was an extraordinary leader. He was also a fine, respectable man, they had played chess once. The screaming, raving man before him was not, could not be the Lord-Captain. Alessander watched him execute a young ensign for questioning an unbelievable insane order. Without thinking, the wing-captain drew his sidearm and attempted to relieve the Lord-Captain of command, when Steed turned his bolter on the younger man, Alessander pulled the trigger, putting a slug through the head of one of the most decorated naval commanders in the Expanse. Over the next several hours, he found himself leading a repair crew. They patched the bulkhead in several places, and repaired the life-support sufficiently enough to help them survive for several weeks, instead of a few hours. While welding shut a gash in the outer hull, Wassenburg pulled something from the cold armor. It was a tooth. Over a foot long. Thin and sharp. It filled him with terror, and he remembered that shudder in space he had seen the day before. For five days the 116 remaining men scratched by, and all of them to a man, credited wing-captain Wassenburg for their survival. Finally, their salvation came, not in the form of a naval rescue operation, but a Rogue Trader fleet. The five ships under the command of the Lady Livillia Solanum spent nearly a full day helping the survivors relocate, and search the Hermes for what salvage they could. On the trip back to Port Wander, Wassenburg found something in Lady Solanum. A respect. She was the leader that none of his previous commanders could ever have been. And the Hermes itself. A Grand-Cruiser the like of which he had never seen. No broadsides, no lance turrets. There were instead six grand launch bays. A full compliment of Fury Intercepters and Starhawk Bombers. Three whole wings of atmospheric craft. And it was beautiful besides. The most beautiful ship he had ever seen. When they pulled into port, the 116 survivors were all given commendations for bravery and choice of new assignment. Many of them decided to resign and join the crews of the Rogue Trader fleet. Alessander Wassenburg was among them. They also received news of the destroyed patrol. When the naval rescue ships arrived at the coordinates there was no sign of the wreckage that the survivors had witnessed. Several months later Lady Solanum offered him the position of her flight-marshall, and for the first time he accepted. Under the condition he was also allowed to remain wing-captain of First Void Squadron. The Lady was reluctant, until some weeks later when during a skirmish with an Ork kroozer. Not only was the greenskin ship utterly destroyed, but some twenty of their smaller craft were also obliterated. While the six squadrons of the Lady's void-wings lost not a single craft. All while the wing-captain commanded the entire force from the cockpick of an interceptor. Not only did Lady Solanum award him the title of flight-marshall, she also gave him his own personal Fury, his choice of best in the fleet. He chose the worst. And put in weeks of repairs, retrofits, and upgrades himself. Now, for over twenty years he has served Lady Solanum loyally and with great honor.

    * * *

    Alessander Wassenburg, who prefers his peers call him Roland ("My father gave me my first name. The Progenium gave me my other two, after a great and ill-remembered hero. I owe them far more than I owe my father."), is a tall stern man in his mid 140's. He has dark, close cut hair, and deep blue eyes. Nearly every inch of him from the neck down is covered in tattoos, each a badge he has earned in his time in the void. His back is a shoal of black fish the two largest of which are skeletal, one arm is covered in skulls, waves and smoke, the other bears the Aquila, as well as crossed canons, crossed swords, and a trident, all connected by a chain that wraps around his arm several times. Across his knuckles are the words HOLD FAST, the back of one hand bears an old-fashioned ship's wheel, the other a compass. He is a stern, fair leader who spends much of his time with his men. He knows every one of them by name. While he serves the Lady Solanum with loyalty and respect, he shares her love of knowledge, and her desire to explore every inch The Expanse. The thrill of the unknown excites him, nearly as much as it terrifies him. He is usually wearing his standard flight uniform, and a long grey-blue greatcoat. Slung low on either of his hips are two matching bolt pistols, and at his waist is a foot long, slightly curved knife that looks like the impossibly large tooth of some unknown monstrosity. The handle and cross guard are carved in the shape of a mass of tentacles.


    Spoiler: Origin Path
    Show

    Homeworld: Battlefleet
    Birthright: Child of The Creed
    Lure of The Void: Duty Bound (Duty to the Throne)
    Trials and Travails: Calamity
    Motivation: Devotion (Loyalty)

    Career Path: Void-Master and Flight Marshall


    Spoiler: Sheet
    Show

    WS 41-3+10=47
    BS 47+20=67
    S 42
    T 45+5=50
    Ag 47+20=67
    Int 45+15=60
    Per 41-5+15=51
    WP 45+5+3=53 (+5 on Demeter)
    Fel 48+3+3+15=69 (+5 on Demeter)

    Wounds: 15+5=20
    Fate Points: 7

    Skills:
    Awareness+20 (PER), Charm+10 (FEL), Ciphers (INT), Ciphers (Mercenary Cant) (INT), Command+20 (FEL), Common Lore (Imperial Guard+10, Imperium+20, Imperial Navy+20, Koronus Expanse+10, Tech+10, War+10) (INT), Dodge+20 (AG), Drive (Skimmer/Hover)+10 (AG), Forbidden Lore (Pirates, Xenos+10) (INT), Gamble+10 (INT), Intimidate+10 (ST), Literacy (INT), Navigation (Stellar+20, Surface) (INT) Pilot (Space Craft+20, Flyers+20, Personal+10) (AG), Scholastic Lore (Astromancy+20 Tactica Imperialis+10) (INT), Secret Tongue (Underdeck, Military, Rogue Trader) (INT), Speak Language (Battlefleet War Cant, High Gothic, Low Gothic) (INT), Survival (INT), Tech-Use+10 (INT), Trade (Shipwright+20, Voidfarer+20), Wrangling (INT)

    Talents: Air of Authority, Ambidextrous, Armor of Contempt, Best of the Best, Blademaster, Combat Master, Counter Attack, Crack Shot, Crushing Blow, Deadeye Shot, Decadence, Die-Hard, Double Team, Fearless, Furious Assault, Good Reputation (Imperial Navy), Hardy, Hip Shooting, Hotshot Pilot, Independent Targeting, Into The Jaws of Hell, Iron Discipline, Last Man Standing, Light Sleeper, Marksman, Mighty Shot, Nerves of Steel, Peer (Imperial Navy), Sound Constitution*5, Talented (Command, Gamble, Spacecraft, Flyers), Swift Attack, True Grit, Unshakeable Faith, Void Tactician, Trade (Voidfarer+20, Shipwright+20), Basic Weapon Training (Universal), Pistol Training (Universal), Melee Weapon Training (Universal), Two Weapon Wielder (Ballistic)

    Traits:
    Duty to the Throne: -10 to Interaction Tests when dealing with those outside the Imperium
    Mastery of Small Craft: Re-roll all failed Pilot Tests with small craft
    Officer on Deck: +5 to any Command Tests while aboard any spacecraft
    Ship-Bound Fighter: -2 to Initiative, double BS penalty for firing at Long Range in confined spaces that are not a spacecraft
    Void Accustomed: Do not suffer travel sickness, zero-g not difficult terrain

    Gear: Best Power Sword (Mordian) with Adamantine Hilt Guard, 2 Best Boltpistols (Ceres-Pattern) (Red-Dot Laser Sight, Motion Predictors, Shot Selector: regular, Kraken, Tempest, Organgrinder, Void), Best Cypra Mundi “Irontalon” Pistol, Best Archeotech Laspistol, Kraken Tooth Dagger, Best Carapace Armor (Hexagramatic Wards), Advanced Helmet Systems, Best Conversion Field, Flak Greatcoat, Best Rockhound Void Suit, Micro-Bead, Blessed ship token, 2 Charms, re-breather, Imperial Navy Uniform, vox-caster, Chrono, Good Photo-Visor, 6 bottles of Amasec, bottle of Theosophist’s Philtre, Data-slate, Grav Chute, Good Lathe-pattern Jump Pack, Magboots, Shipboard Emergency Kit


    Spoiler: Experience
    Show
    Devotion (Loyalty) - 100

    WS Simple - 250
    WS Intermediate - 500
    BS Simple - 100
    BS Intermediate- 250
    BS Trained - 500
    BS Expert - 750
    Strength Simple - 250
    Agility Basic - 100
    Agility Intermediate - 250
    Agility Trained - 500
    Agility Expert - 750
    Intelligence Basic - 500
    Intelligence Intermediate - 750
    Intelligence Trained - 1,000
    Per Simple - 250
    Per Intermediate - 500
    Per Trained - 750
    Fel Basic - 500
    Fel Intermediate - 750
    Fel Trained - 1,000
    Awareness - 100
    Dodge - 100
    Forbidden Lore (Xenos) - 100
    Gamble - 100
    Literacy - 100
    Pilot (Flyers)+10 - 100
    Pilot (Space Craft)+20 - 100
    Scholastic Lore (Astromancy)+10 - 100
    Secret Tongue (Rogue Trader) - 100
    Trade (Voidfarer)+10 - 100
    Sound Constitution (x2) - 200
    Command - 200
    Common Lore (Koronus Expanse) - 200
    Common Lore (Tech) - 200
    Dodge+10 - 200
    Drive (Skimmer/Hover) - 200
    Forbidden Lore (Pirates) - 200
    Intimidate - 200
    Pilot (Flyers)+20 - 200
    Secret Tongue (Military) - 200
    Secret Tongue (Underdeck) - 200
    Die Hard - 200
    Tech-Use - 200
    Awareness+10 - 200
    Charm - 200
    Ciphers (Mercenary Cant) - 200
    Command+10 - 200
    Common Lore (Imperial Guard) - 200
    Navigation (Stellar)+10 - 200
    Pilot (Personal) - 200
    Speak Language (High Gothic) - 200
    Survival - 200
    Air of Authority - 200
    Double Team - 200
    Sound Constitution (x2) - 200
    Basic Weapon Training (Universal) - 500
    Charm +10 - 200
    Common Lore (Imperial Navy) +20 - 200
    Scholastic Lore (Tactica Imperialis) - 200
    Command +20 - 200
    Pilot (Personal) +10 - 200
    Best of the Best - 400
    Deadeye Shot - 200
    Decadence - 200
    Talented (Gamble) - 200
    Hip Shooting - 200
    Hotshot Pilot - 200
    Iron Discipline - 200
    Peer (Imperial Navy) - 200
    Sound Constitution (x2) - 200
    Good Reputation (Imperial Navy) - 500
    Talented (Command) - 500
    Void Tactician - 500
    Common Lore (Imperium) - 300
    Dodge +20 - 300
    Trade (Shipwright) - 300
    Talented (Pilot Starcraft) - 300
    Talented (Pilot Flyers) - 300
    Awareness +20 - 200
    Common Lore (Imperial Navy) +20 - 200
    Common Lore (War) + 10 - 200
    Drive (Skimmer/Hover) +10 - 200
    Gamble +10 - 200
    Scholastic Lore (Astromancy) +20 - 200
    Scholastic Lore (Tactica Imperialis) +10 - 200
    Marksman - 200
    True Grit - 200
    Combat Master - 500
    Furious Assault - 500
    Crushing Blow - 500
    Common Lore (Koronus Expanse) +10 - 200
    Intimidate +10 - 200
    Speak Language (Eldar) - 200
    Trade (Voidfarer) +10 - 200
    Wrangling - 200
    Two Weapon Wielder (Ballistic) - 500
    Counter Attack - 500
    Crack Shot - 500
    Into the Jaws of Hell - 500
    Common Lore (Imperial Guard) +10 - 200
    Common Lore (Imperium) +10 - 200
    Navigation (Stellar) +20 - 200
    Navigation (Surface) - 200
    Scholastic Lore (Tactica Imperialis) +10 - 200
    Trade (Shipwright) +10 - 200
    Trade (Voidfarer) +20 - 200
    Ambidextrous - 200
    Fearless - 500
    Last Man Standing - 500
    Swift Attack - 500
    Common Lore (Tech) +10 - 200
    Forbidden Lore (Xenos) +10 - 200
    Scholastic Lore (Tactica Imperialis) +20 - 200
    Tech-Use +10 - 200
    Trade (Shipwright) +20 - 200
    Sound Constitution - 200
    Blademaster - 500
    Independent Targeting - 500
    Mighty Shot - 500




    Spoiler: Shas'El N'Ar Aloh M'yen Ro, Defected Farsight Enclave Elite Fire Warrior
    Show


    Spoiler: Sheet
    Show
    Tau Fire Warrior -> Drone Controller -> Battlesuit Pilot

    WS 20+14+10=44
    BS 25+18+20=63
    S 20+15+5=40
    T 25+17=44
    Ag 30+17+5=52
    Int 30+23=53
    Per 25+16+5=46
    WP 25+16+10=51
    Fel 25+16=41

    Wounds - 14
    Fate Points - 6

    Skills: Awareness+20 (PER), Climb+10 (S), Common Lore (Tau Empire+20, Tech+20, War+20) (INT), Concealment+20 (AG), Deceive+10 (FEL), Demolitions+10 (INT), Dodge+20 (AG), Evaluate (INT), Forbidden Lore (Xenos) (INT), Intimidate (FEL), Inquiry (INT), Logic+20 (INT), Literacy+20 (INT), Medicae (INT), Navigate (Surface)+10 (INT), Pilot (Personal)+20 (AG), Scholastic Lore (Tau Empire+20) (INT), Scrutiny+20 (PER), Security+10 (AG), Shadowing+20 (AG), Silent Move+20 (AG), Speak Language (Tau, Eldar, Kroot) (INT), Tech-Use+20 (INT), Tracking+10 (INT), Trade (Armorer, Technomat) (INT)

    Talents: Advanced Battlesuit Training, Ambidextrous, Catfall, Crack Shot, Deadeye Shot, Disciple of Mont’ka, Dual Shot, Envoy of the Greater Good, Fearless, Fire Support, Furious Fusillade, Hard Target, Hip Shooting, Independent Targeting, Leap Up, Marksman, Master of Technology, Meditation, Mighty Shot, New Allies, Nerves of Steel, Priority Fire, Quick Draw, Rapid Reaction, Rapid Reload, Sharpshooter, Sound Constitution*2, Sprint, Step Aside, Supporting Fire, Swarm Protocols, Tactical Flexibility, Talented (Pilot), Technical Knock, Technological Insight, Through Unity Devastation, Unshakeable Faith, Veteran’s Reflexes, Fire Caste Weapon Training, Pistol Training (Univeral), Melee Training (Universal), Heavy Training (Launcher), Two Weapon (Ballistic)

    Traits:
    Classified Competence (Expose Weakness) - With Challenging BS Test choose Hit Location, all allies may hit that location for +2 Penetration, additional +1 for ever DoS
    For The Greater Good! - While following direction/orders from ally, +10 to relevant test, +30 by placing self in danger
    Non-Imperial - -10 to all Lore relating to Imperium


    Spoiler: Experience
    Show

    50 Remaining

    WS Simple - 500
    WS Trained - 750
    WS Trained - 750
    BS Simple - 100
    BS Trained - 250
    BS Intermediate - 500
    BS Expert - 750
    S Simple - 500
    Ag Simple - 500
    Per Simple - 100
    Per Trained - 250
    WP Simple - 250
    WP Trained - 250
    Awareness - 100
    Common Lore (War) - 100
    Literacy +10 - 100
    Scholastic Lore (Tau Empire) - 100
    Speak Language (Kroot) - 100
    Speak Language (Low Gothic) - 100
    Concealment - 200
    Logic +10 - 200
    Medicae - 200
    Navigate (surface) - 200
    Silent Move - 200
    Tech-Use +10 - 300
    New Allies - 300
    Sprint - 300
    Nerves of Steel - 300
    Ambidextrous - 500
    Common Lore (Tau Empire) - 100
    Literacy +20 - 100
    Scholastic Lore (Tau Empire) - 100
    Scrutiny - 100
    Deceive - 200
    Intimidate - 200
    Inquiry - 200
    Logic +20 - 200
    Deadeye Shot - 200
    Hard Target - 200
    Meditation - 200
    Rapid Reaction - 200
    Sound Constitution - 200
    Technological Insight - 300
    Heavy Weapon Training (Launcher) - 500
    Melee Weapon Training (Universal) - 500
    Awareness +10 - 100
    Common Lore (Tech) - 100
    Trade (Armorer) - 100
    Trade (Technomat) - 100
    Common Lore (Tech) +10 - 200
    Evaluate - 200
    Forbidden Lore (Xenos) - 200
    Technical Knock - 200
    Common Lore (Tech) +20 - 300
    Tech-Use +20 - 300
    Master of Technology - 300
    Priority Fire - 300
    Quick Draw - 300
    Pistol Training (Universal) - 400
    Talented (Tech-Use) - 500
    Swarm Protocols - 800
    Common Lore (War) + 10 - 150
    Common Lore (Tau Empire) +20 - 150
    Scholastic Lore (Tau Empire) +20 - 150
    Demolition - 450
    Tracking - 450
    Crack Shot - 450
    Fire Support - 600
    Hip Shooting - 750
    Two-Weapon Wielder (Ballistic) - 750
    Literacy +20 - 100
    Scrutiny +10 - 100
    Peer (Kroot) - 100
    Deceive +10 - 200
    Navigate (Surface) +10 - 200
    Tracking +10 - 200
    Sound Constitution - 200
    Fearless - 300
    Pilot (Personal) - 500
    Envoy of the Greater Good - 500
    Furious Fusillade - 500
    Mighty Shot - 500
    Tactical Flexibility - 500
    Catfall - 100
    Leap Up - 100
    Concealment +10 - 200
    Silent Move - 200
    Demolition +10 - 300
    Dodge +20 - 300
    Shadowing - 300
    Sharpshooter - 300
    Pilot (Personal) +10 - 100
    Pilot (Personal) +20 - 200
    Advanced Battlesuit Training - 300
    Dual Shot - 300
    Independent Targeting - 300
    Talented (Pilot) - 500
    Step Aside - 750
    Veteran’s Reflexes - 1,000
    Climb - 200
    Common Lore (War) +20 - 200
    Awareness +20 - 300
    Security - 450
    Scrutiny +20 - 450
    Climb +10 - 200
    Security +10 - 300
    Shadowing +10 - 300
    Concealment +20 - 500
    Disciple of Mont’ka - 750
    Shadowing +20 - 300
    Through Unity, Devastation - 1,000
    Speak Language (Eldar) - 300


    Spoiler: Gear
    Show
    Gear: Best Tau Combat Armor (Blacksun Filter, Target Lock), Best Pulse Rifle (Pulse Accelerator, Markerlight, Red-Dot Laser Sight), 2 Best Pulse Pistols (Red-Dot Laser Sight. Motion Predictor), Arms Coffer [Good Rail Rifle (Markerlight, Red-Dot Laser Sight), Best Archeotech Laspistol, Best Plasma Pistol, 2 rail magazines, 2 charge packs, 2 plasma canisters], Gravity Wave Projector, Drone Controller, 2 standard Drones, 1 longshot pulse rifle drone, 1 shield generator drone, 1 markerlight drone, Positional Relay, Micro-Bead, Blacksun Filter Visor

    Bap R'myr - XV104 Riptide Battlesuit
    AP: 14 All
    Hard Points: 3
    Strength: 80
    Primary Systems: Blacksun filters, enhanced motive systems, environmental seal, jet pack, multi-tracker
    Available Support Systems: Drone Controller, Shield Generator, Target Lock
    Available Weapons: Twin-Linked Fusion Blasters, Twin-Linked Missile Pods, Ion Accelerator, Heavy Rail Rifle
    Special: Nova Charge - Once per round, as a half action or reaction, pilot may make a Difficult Tech-Use Test to engage Nova Reactor
    • Gain Force Field with PR 10 plus 10 per DoS
    • One weapon gains Storm Quality
    • One weapon gains Overcharge (5) or increases Overcharge by 5
    • Flyer trait increases by 1 plus 1 per DoS

    Last edited by kind_of_a_ROBOT; 2014-06-28 at 11:26 PM.
    Quote Originally Posted by big teej View Post
    dude, we still don't have a troll.

  18. - Top - End - #18
    Barbarian in the Playground
     
    RedKnightGirl

    Join Date
    Jul 2011
    Location
    Moselle, France
    Gender
    Male

    Default Re: Priceless Hope Character Thread


    Inquisitor Zuriel Nihila.

    Zuriel Nihila.

    Still working on typing down my notes about xp expenditures...


    Aenide Bern, still WiP
    Last edited by silphael; 2014-07-14 at 03:45 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
    ChronicLunacy's Avatar

    Join Date
    Jul 2006
    Location
    Portland, OR
    Gender
    Male

    Default Re: Priceless Hope Character Thread

    Righteous Brother-Chaplain Rikkard, of the Sword-Bretheren of Castellan Raimer's Fighting Company
    Black Templar Assault Marine/Chaplain/Sword-Brother

    Rank: 6
    Total XP: 35,000 XP Bank: 0
    Renown: ???
    Spoiler: Personal Data
    Show
    Personal Demeanor - Scornful: Chaplain Rikkard is a supernova of fury contained in a scornful, brooding shell. He despises the mutant, the heretic, and the psyker more than anything, and his every waking moment is spent toward the goal of eradicating it from the universe. He's devout, orthodox, militant, and tightly controlled.
    Chapter Past - Harbinger of Honour: The Chaplain took part in the opening battles of the Acheros Salient and was, in fact, one of the first Space Marines in the entire crusade army to face the enemy in the regions surrounding the Hadex Anomaly. He trod ground not trodden by the forces of the Imperium in many thousands of years, soaking it with the blood of his foes. The greatest of deeds were performed in those opening weeks of the advance when it seemed that no force in the galaxy could stand before the armies pouring from the Well of Night. Sadly, those days are long gone, but they live on in his heart, and Rikkard has vowed to bring them back, no matter the cost.
    Background: TBD

    Mind & Body:
    Spoiler: Characteristics
    Show
    Characteristics Without Armor & Weapons Characteristics With Armor & Weapons
    Weapon Skill: 67 (54 Base +5 SA +5 Chapter +3 Deed) Weapon Skill: 77 (54 Base +5 SA +5 Chapter +3 Deed +10 Armor)
    Ballistic Skill: 46 Ballistic Skill: 46
    Strength: 48 (43 Base +5 SA) [8 SB] Strength: 78 (43 Base +5 SA +30 Armor) [11 SB]
    Toughness: 54 (49 Base +5 SA) [10 TB] Toughness: 54 (49 Base +5 SA) [10 TB + 8/11 AP]
    Agility: 57 (52 Base +5 SA) [5 AB] Agility: 57 (52 Base +5 SA) [5 AB]
    Intelligence: 47 (42 Base +5 SA) Intelligence: 47 (42 Base +5 SA)
    Perception: 46 (41 Base +5 SA) Perception: 46 (41 Base +5 SA)
    Willpower: 56 (46 Base +5 SA +5 Chapter) Willpower: 56 (46 Base +5 SA +5 Chapter)
    Fellowship: 51 (44 Base +5 SA +2 Trapping) Fellowship: 51 (44 Base +5 SA +2 Trapping)
    Movement: 5/10/15/30 Movement: 6/12/18/36

    Spoiler: Physical Stats
    Show
    Wounds: 23/23
    Fate Points: 6/6
    Insanity Points: 1d10=4
    Corruption Points: 1d5=2
    Initiative: 1d10+5

    Spoiler: Skills
    Show
    Bolded skills are trained.

    Acrobatics (Ag)
    Awareness +10 (Per) [+20 Sight/Sound]
    Barter (Fel)
    Carouse (T)
    Charm (Fel)
    Climb (S)
    Command (Fel)
    Common Lore (Adeptus Astartes) (Int)
    Common Lore (Deathwatch) (Int)
    Common Lore (Imperial Navy) (Int)
    Common Lore (Imperium) (Int)
    Common Lore (War) (Int)
    Concealment (Ag)
    Contortionist (Ag)
    Deceive (Fel)
    Disguise (Fel)
    Dodge (Ag)
    Drive (Ground Vehicles) (Ag)
    Evaluate (Int)
    Forbidden Lore (Xenos) (Int)
    Gamble (Per)
    Inquiry (Int)
    Interrogation +20 (WP)
    Intimidate +10 [+10 Skull Helm] (S)
    Literacy (Int)
    Logic (Int)
    Navigation (Surface) (Int)
    Parry (WS)
    Pilot (Personal) (Ag)
    Scholastic Lore (Codex Astartes) (Int)
    Scrutiny (Per)
    Search (Per)
    Silent Move (Ag)
    Speak Language: High Gothic (Int)
    Speak Language: Low Gothic (Int)
    Survival (Per)
    Swim (S)
    Tactics (Assault Doctrine) (Int)
    Tracking (Int)

    Spoiler: Talents
    Show
    Starting Talents Gained Talents
    Ambidextrous Counter-Attack
    Astartes Weapon Training Crushing Blow
    Bulging Biceps Double Team
    Deathwatch Training Dual Strike
    Heightened Senses (Hearing) Fearless
    Heightened Senses (Sight) Hammer Blow
    Killing Strike Hatred (Daemons, Heretics, Mutants, Psykers)
    Nerves of Steel Inspire Wrath
    Quick Draw Iron Jaw
    Resistance (Psychic Powers) Lightning Attack
    True Grit Litany of Hate
    Unarmed Master Orthoproxy
    Angel of Death (Swift Attack) Scourge of Heretics
    Wrathful Descent Signature Wargear
    Signature Wargear (Master)
    Takedown
    Two-Weapon Wielder (Ballistic & Melee)
    Wall of Steel

    Spoiler: Traits
    Show
    Starting Traits Gained Traits
    Unnatural Strength (x2) Battle Damage (Deed)
    Unnatural Toughness (x2) No Quarter Given (Deed)
    Greater Authority (Distinction)
    Master of Blades (Distinction; Power Weapons, Crozius & Power Fist)
    Chaplain (Advanced-Spec)
    Sword Brother (Advanced-Spec)
    Fearsome Presence
    Veteran of the Endless Crusade

    Equipment & Requisition:
    Spoiler: Armor Info
    Show
    Power Armor Type: Mark 8 Errant Armor
    Power Armor History: Gauntlets of Xirion, Thy Strength be Legend
    Head: 8
    Body: 11
    Left Arm: 8
    Left Leg: 8
    Right Arm: 8
    Right Leg: 8

    Power Armor Type: Tactical Dreadnought Armor
    Power Armor History: To Forget is to Forgive. Forget Nothing (Gain Hatred [Heretics])
    Head: 14
    Body: 14
    Left Arm: 14
    Left Leg: 14
    Right Arm: 14
    Right Leg: 14

    Spoiler: Weapons and Equipment
    Show
    Starting Weapons
    Astartes Bolt Pistol
    3 x Astartes Frag Grenades
    3 x Astartes Krak Grenades
    Astartes Combat Knife
    Astartes Chainsword x2
    Crozius Arcanum
    Astartes Storm Bolter (Signature Wargear [Master])

    Current Special Ammo Supplies: 4 x Hellfire Clips, 4 x Kraken Clips, 4 x Metal Storm Clips, 4 x Witch Bolt Clips

    Starting Gear
    Repair Cement
    Chapter Trapping (Devotion Chain - +3 WP to resist Fear and Cohesion Damage)
    Chapter Trapping (Ornamental Tabard - +2 Fel)
    Astartes Jump Pack
    Skull Helm
    Rosarius

    Requisition Equipment
    2 x Dipole Mag-Lock
    Astartes Multi-Melta
    Charm (Litany of Fury Scroll)
    Astartes Targeter
    Melta Bomb

    Spoiler: Implants/Cybernetics
    Show
    Implants Cybernetics
    Black Carapace: While wearing Power Armor, enemies do not gain a bonus to hit due to the marine’s size. None
    Catalepsean Node: Suffer no penalties to Perception-based Test when awake for long periods of time.
    Larraman’s Organ: Do not suffer from blood loss.
    Mucranoid: May re-roll failed Toughness Tests caused by temperature extremes.
    Multi-Lung: May re-roll any failed Toughness Test for drowning or asphyxiation. In addition, gain a +30 to Toughness Tests made to resist gases and may re-roll failed results.
    Neuroglottis: May detect any poison/toxin by taste with a successful Awareness Test. Gain a +10 to Tracking Tests against a target that the marine has been tasted.
    Occulube and Lyman’s Ear: Gain Heightened Senses (Sight, Hearing) Talents, granting +10 to relevant Awareness Tests.
    Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
    Oolotic Kidney and Peomnor: May re-roll any failed Toughness Test to resist poison and toxins, including attacks with the Toxic quality; +20 to Toughness Tests against ingested poison.
    Secondary Heart, Ossmodula, Biscopea and Haemastamen: Gain the Unnatural Strength and Unnatural Toughness Traits.

    Experience:
    Spoiler: Rank 1 Advances - 12,000-16,999
    Show
    Battle Damage Deed (300xp)
    No Quarter Given Deed (500xp)
    Weapon Skill Simple Advance (200xp)
    Ballistic Skill Simple Advance (750xp)
    Strength Simple Advance (200xp)
    Toughness Simple Advance (500xp)
    Agility Simple Advance (200xp)
    Intelligence Simple Advance (750xp)
    Perception Simple Advance (200xp)
    Willpower Simple Advance (750xp)
    Fellowship Simple Advance (500xp)
    Dodge (300xp)
    Interrogation (200xp)
    Interrogation +10 (200xp)
    Interrogation +20 (200xp)

    Spoiler: Rank 2 Advances - 17,000-20,999
    Show
    Greater Authority Distinction (600xp)
    Two-Weapon Wielder [Ballistic & Melee] (1000xp)
    Double Team (200xp)
    Takedown (500xp)
    Lightning Attack (600xp)
    Crushing Blow (600xp)
    Scourge of Heretics (500xp)

    Spoiler: Rank 3 Advances - 21,000-24,999
    Show
    Master of Blades Distinction (1000xp)
    Signature Wargear [Astartes Storm Bolter] (500xp)
    Orthoproxy (500xp)
    Command (300xp)
    Intimidate +10 (400xp)
    Hatred (Mutants) [500xp]
    Hatred (Psykers) [500xp]
    Awareness +10 (300xp)

    Spoiler: Rank 4 Advances - 25,000-29,999
    Show
    Chaplain Advanced-Spec (3000xp)
    Inspire Wrath (1000xp)
    Wall of Steel (700xp)
    Survival (300xp)

    Spoiler: Rank 5 Advances - 30,000-34,999
    Show
    Sword Brother Advanced Spec (1000xp)
    Peerless Warrior Distinction (1000xp)
    Dual Strike (500xp)
    Hammer Blow (800xp)
    Iron Jaw (500xp)
    Signature Wargear (Astartes Storm Bolter) [Master] (1000xp)
    Common Lore: Imperial Navy [200xp]

    Spoiler: Rank 6 Advances - 35,000-34,999
    Show
    TBD

    Total XP Spent: 23,000xp
    Total XP Spent Overall: 35,000xp
    XP Bank: 0xp

    Spoiler: Armor Rolls
    Show
    Armor History Table: (1d5)[4] (Skill of the Artificer)
    Armor History: (1d10)[6] (Gauntlets of Xirion)

    Terminator Armor Table: 1d5=1
    Armor History: 1d10=9 (To forget is to forgive. Forget nothing.)


    -------------------------------------------------------------------------------------------------

    Senior-Captain Solomon Graves sub-Solanum
    Homeworld: Battlefleet
    Birthright: In Service to the Throne (Tithed)
    Lure of The Void: Duty Bound (Duty to Humanity)
    Trials and Travails: Dark Voyage
    Motivation: Exhilaration (The Thrill of War)
    Career Path: Void-Master
    Special Ability: Master of Space

    Spoiler: Background
    Show
    Solomon Graves was born on a battleship in an Imperial Battlefleet. His father was the ship's third officer. His mother was a Solanum third or fourth child that had run away with him. She ship was bigger than your average hive city, so he grew up surrounded by the fleet followers, the serfs, the bilge slaves, and the other common folk that made up the fleet's support base. He learned to take care of himself quickly, as his father was mostly an absent parent, but more than that he learned to take care of others. Whether from the officer side or the dynasty side of his family, or by Emperor-given gift, Sol was a natural leader.

    Inevitably, when he was old enough, he joined the fleet on his father's reputation. He made officer due to a combination of his own skill, nepotism, and his mother's money. He'd like to say that it was all him, but he's not deluded. Connections get you everywhere in life, and he was just lucky. He didn't have much of a choice since he was living for free in the fleet anyway and his mother's family wouldn't have him. One didn't fly for free on a fleet ship. There was always a job to do. The only free trip you could take was out the nearest airlock. So he was schooled, trained, and got his first posting on the battleship before again inevitably being sent somewhere else for the good of the Imperium.

    It was on that first posting away from home as a weapons officer that the ship lost it's Gellar Field for one minute while traveling the Empyrean. Sol had been in battle, even in boarding actions before, but this was an experience he couldn't match to anything previous. He had to endure through a single minute in Hell, and it almost broke him. Seeing dead comrades howling for his blood, daemons swarming through the corridors, the gravity turning upside down, and his entire world turning inside-out, he thought about just putting his las pistol in his mouth to make it stop. Then the Gellar Field reactivated, pushing the Warp screaming from the ship, leaving destruction and mutation in its wake. He'll never forget it, since he knows that's what he's protecting mankind from. He's seen the face of the enemy and he hates it.

    Eventually, Solomon made captain and was given his own frigate to command. The encounter with the Warp must have broken something inside of him, though, or at least twisted it a little. Sol's hatred has allowed him to find joy and exhilaration in persecuting the enemies of the God-Emperor. (Even moreso than is generally encouraged by the Ecclesiarchy.) He comes off a little eccentric nowadays, making questionable but ultimately effective command decisions. He doesn't feel alive unless he's watching a lance-strike on a Chaos destroyer or raiding a pirate base. He became such an irritation for his commanders, especially since the other escort ship captains tended to follow his lead, that he and his most ardent follower, Captain Lucrezia Harcourt, were gifted along with their ships to the Solanum Rogue Trader Fleet, reuniting Graves with his extended family. Maybe there, out on the fringe, his cowboy antics would be better appreciated.

    Spoiler: Characteristics
    Show
    WS 44 (39 Base +5 Simple)
    BS 70 (44 Base +3 Birthright +3 Motivation +20 Expert)
    S 46 (41 Base +5 Simple)
    T 56 (41 Base +15 Trained)
    Ag 64 (49 Base +5 Simple +15 Trained)
    Int 59 (44 Base +15 Trained)
    Per 51 (43 Base -5 Homeworld +3 Lure +10 Intermediate)
    WP 55 (40 Base +5 Homeworld +10 Intermediate)
    Fel 59 (44 Base +3 Homeworld -3 Motivation +15 Trained)

    Spoiler: Personal Data
    Show
    Wounds: 17/17 (+4 Sound Constitution)
    Fate Points: 7/7
    Corruption Points: 10 (1d5=2, 1d5=1, 1d5=5, 1d5=2)
    Insanity Points: 14 (1d5=1, 1d10=2, 1d10=4, 1d10=6, 1d10=1)
    Initiative: 1d10+6 (+2 Paranoia)

    Spoiler: Trained Skills
    Show
    Awareness +20 [Per]
    Charm +10 [Fel]
    Command +20 [Fel]
    Common Lore (Imperial Navy +20, Imperium +20 , Koronus Expanse +10, Tech +10, War +20) [Int]
    Decieve +20 [Fel]
    Dodge +20 [Ag]
    Drive (Skimmer/Hover) [Ag]
    Forbidden Lore (Pirates +20, Xenos +10) [Int]
    Intimidate +20 [S]
    Navigation (Stellar +20) [Int]
    Pilot (Flyers, Space Craft +20 [+10 Talented]) [Ag] (All +10 Hotshot)
    Scholastic Lore (Astromancy +20, Tactica Imperialis +20) [Int]
    Scrutiny +20 [Per]
    Secret Tongue (Military, Underdeck) [Int]
    Security [Ag]
    Speak Language (Battlefleet War Cant, Low Gothic, High Gothic) [Int]
    Tech-Use +10 [Int]
    Trade (Shipwright +20, Voidfarer +20) [Ag]

    Spoiler: Talents
    Show
    Air of Authority
    Ambidextrous
    Basic Weapon Training (SP)
    Blind Fighting
    Crack Shot
    Die Hard
    Exotic Weapon Training (Digi-Melta)
    Fearless
    Good Reputation (Imperial Navy)
    Hatred (Pirates)
    Hip Shooting
    Hotshot Pilot
    Independent Targeting
    Into the Jaws of Hell
    Iron Discipline
    Jaded
    Last Man Standing
    Master & Commander
    Melee Weapon Training (Universal)
    Mighty Shot
    Nerves of Steel
    Orthoproxy
    Paranoia
    Pistol Weapon Training (Universal)
    Quick Draw
    Rapid Reload
    Sound Constitution x4
    Talented (Pilot [Space Craft])
    True Grit
    Two Weapon Wielder (Ballistic)
    Void Tactician

    Spoiler: Traits
    Show
    Officer on Deck: +5 bonus to all Command Tests aboard any spacecraft
    Void Accustomed: Immune to space travel sickness. No difficult terrain in zero- or low-gravity environments.
    Ship-Bound Fighter: -2 Initiative and 2x BS penalty at long range or greater while planetside. Does not apply in enclosed spaces.

    Spoiler: Gear
    Show
    Best-Craftsmanship Ripper Pistol (Pistol, 30m, S/2/-, 1d10+3I, Pen 7, Clip 8, Half, Tearing, Toxic. Red-Dot Laser Sight)
    Best-Craftsmanship Power Sword [Mordian] (Melee, 1d10+6E, Pen 5, Power Field, Balanced)
    Lathe-Wrought Pressure Carapace (7 All, Wt 8)
    -Best-Craftsmanship Advanced Helmet Systems (Preysense)
    Best-Craftsmanship Salvation Shield (Rating 70)
    Grapnel
    Best-Craftsmanship Concealed Pistol Holster
    Best-Craftsmanship Digi-Melta
    Micro-Bead
    Blessed Ship Token
    Re-breather
    Imperial Navy Uniform
    2 Bottles of Amasec
    Pict-Recorder
    Vox-Caster


    Total XP Spent: 30,500xp
    Total XP Spent Overall: 35,000xp
    XP Bank: 0xp

    Spoiler: RANK 1 - 4,500-6,999
    Show
    In Service to the Throne - Tithed [350xp]
    Exhiliration - The Thrill of War [250xp]
    Weapon Skill Simple Advance [250xp]
    Ballistic Skill Simple Advance [100xp]
    Strength Simple Advance [250xp]
    Toughness Simple Advance [250xp]
    Agility Simple Advance [100xp]
    Intelligence Simple Advance [500xp]
    Perception Simple Advance [250xp]
    Willpower Simple Advance [100xp]
    Scrutiny [100xp]

    Spoiler: RANK 2 - 7,000-9,999
    Show
    Fellowship Simple Advance [500xp]
    Trade (Voidfarer) [100xp]
    Dodge [100xp]
    Awareness [100xp]
    Sound Constitution x2 [400]
    Command [200xp]
    Intimidate [100xp]
    Common Lore (Koronus Expanse) [200xp]
    Common Lore (Tech) [200xp]
    Secret Tongue (Underdeck) [200xp]
    Secret Tongue (Military) [200xp]
    Pilot (Space Craft) +10 [200xp]
    Forbidden Lore (Pirates) [200xp]
    Hatred (Pirates) [200xp]
    Drive (Skimmer/Hover) [100xp]

    Spoiler: RANK 3 - 10,000-12,999
    Show
    Dodge +10 [200xp]
    Scrutiny +10 [200xp]
    Die Hard [200xp]
    Paranoia [200xp]
    Ballistic Skill Intermediate Advance [250xp]
    Toughness Intermediate Advance [500xp]
    Agility Intermediate Advance [250xp]
    Intelligence Intermediate Advance [750xp]
    Willpower Intermediate Advance [250xp]
    Command +10 [200xp]

    Spoiler: RANK 4 - 13,000-16,999
    Show
    Perception Intermediate Advance [500xp]
    Fellowship Intermediate Advance [750xp]
    Charm [200xp]
    Decieve [200xp]
    Navigation (Stellar) +10 [200xp]
    Speak Language (High Gothic) [200xp]
    Air of Authority [200xp]
    Rapid Reload [200xp]
    Command +20 [200xp]
    Common Lore (Imperium) [200xp]
    Dodge +20 [200xp]
    Trade (Shipwright) [200xp]
    Iron Discipline [200xp]
    Hotshot Pilot [500xp]
    Jaded [200xp]

    Spoiler: RANK 5 - 17,000-20,999
    Show
    Peer (Imperial Navy) [200xp]
    Resistance (Fear) [200xp]
    Hip Shooting [500xp]
    Agility Trained Advance [500xp]
    Intelligence Trained Advance [1,000xp]
    Fellowship Trained Advance [1,000xp]
    Exotic Weapon Training (Digi-Melta) [500xp]

    Spoiler: RANK 6 - 21,000-24,999
    Show
    Toughness Trained Advance [750xp]
    Awareness +10 [200xp]
    Awareness +20 [200xp]
    Common Lore (Imperial Navy) +10 [200xp]
    Common Lore (War) +10 [200xp]
    Scholastic Lore (Tactica Imperialis) [200xp]
    Security [200xp]
    Blind Fighting [200xp]
    Orthoproxy [200xp]
    True Grit [200xp]
    Void Tactician [500xp]
    Into the Jaws of Hell [500xp]
    Common Lore (Koronus Expanse) +10 [200xp]
    Forbidden Lore (Pirates) +10 [200xp]

    Spoiler: RANK 7 - 25,000-29,999
    Show
    Intimidate +10 [200xp]
    Scrutiny +20 [200xp]
    Trade (Voidfarer) +10 [200xp]
    Two Weapon Wielder (Ballistic) [500xp]
    Crack Shot [500xp]
    Good Reputation (Imperial Navy) [500xp]
    Charm +10 [200xp]
    Common Lore (Imperium) +10 [200xp]
    Decieve +10 [200xp]
    Intimidate +20 [200xp]
    Navigation (Stellar) +20 [200xp]
    Scholastic Lore (Astromancy) +10 [200xp]
    Scholastic Lore (Astromancy) +20 [200xp]
    Scholastic Lore (Tactica Imperialis) +10 [200xp]
    Trade (Shipwright) +10 [200xp]
    Ambidextrous [200xp]
    Sound Constitution x2 [400xp]
    Fearless [500xp]

    Spoiler: RANK 8 - 30,000-35,000
    Show
    Trade (Voidfarer) +20 [200xp]
    Last Man Standing [500xp]
    Charm +20 [200xp]
    Common Lore (Imperium) +20 [200xp]
    Common Lore (Tech) +10 [200xp]
    Deceive +20 [200xp]
    Forbidden Lore (Xenos) +10 [200xp]
    Tech-Use +10 [200xp]
    Trade (Shipwright) +20 [200xp]
    Independent Targeting [500xp]
    Mighty Shot [500xp]
    Ballistic Skill Trained Advance [500xp]
    Ballistic Skill Expert Advance [750xp]
    Mastr& Commander [650xp] - ELITE ADVANCE


    Spoiler: Ships
    Show
    Scathing Retort & Fearful Symmetry



    Spoiler: Captain Lucrezia Harcourt (NPC)
    Show

    Hull: Firestorm-class Frigate
    Speed: 7[8]
    Maneuverability: +20[+26]
    Detection: +15[+20]
    Hull Integrity: 38
    Armour: 18[+19]
    Turret Rating: 1
    Space: 40/40
    SP: 55
    Weapon Capacity: Dorsal 1, Prow 1
    Background Package: Vessel of the Fleet (Crew gains Good Reputation [Imperial Navy]; Command Tests aboard gain +10; When crippled, Challenging [+0] Command Test and ship doesn't suffer effects) [2SP]
    Crew: Best-Quality (+5)

    Plasma Drive: Lathe-pattern 2a Drive (47 Power Generation, 14 Space, Maneuverability +3, Speed +1) [2SP]
    Power: 47/47
    Warp Engine: Miloslav G-616.b Warp Engine (Power 8, Space 10)
    Gellar Field: Standard (Power 1, Space 0)
    Void Shield: Repulsor Shield (Power 6, Space 1; Charged particle repulsion effect. No penalty to Maneuver Actions in some celestial phenomena)

    Bridge: Combat Bridge (Power 1, Space 1; +10 to Tech-Use to repair)
    Life Sustainer: Vitae Pattern Life Sustainer (Power 4, Space 2)
    Crew Quarters: Voidsmen Quarters (Power 1, Space 3)
    Auger Array: Mark-201.b Auger Array (Power 5, Space 0; External, +5 Detection) [1SP]

    WEAPONS
    -Prow: Best-Craftsmanship Titanforge Lance (Power 9, Space 4, Strength 2, Damage 1d10+5, Crit 3, Range 6) [4SP]
    -Dorsal: Best-Craftsmanship Mezoa Turbo-Macrocannons (Power 4, Space 4, Strength 5, Damage 1d10+4, Crit 5, Range 5; +5 BS) [3SP]

    SUPPLEMENTAL COMPONENTS & UPGRADES
    Augmented Retro-Thrusters (Power 3, Space 0; External, +5 Maneuverability) [2SP]
    Armour Plating (Power 0, Space 1; Maneuverability -2) [2SP]
    Defensive Countermeasures (Power 1, Space 1) [2SP]
    Best-Quality Stormtrooper Detachment
    Best-Craftsmanship Arrester Engines
    Good-Craftsmanship Overload Shield Capacitors
    Best-Craftsmanship Resolution Arena
    Best-Craftsmanship Superior Damage Control
    Best-Craftsmanship Targeting Matrix (+5 BS to Macrocannons and Lances)
    Last edited by ChronicLunacy; 2014-07-09 at 02:27 PM.
    Green Lantern and Cyrine by DarthRaynn!

    "Ambassador, in the course of my life, I have more than once been too ignorant to know that something was impossible before I did it anyway. I see no reason to jeopardize that success." - Antillus Maximus Princeps' Fury

    Spoiler
    Show

    Kismet and Deadshot by kpenguin.

  20. - Top - End - #20
    Pixie in the Playground
     
    PirateCaptain

    Join Date
    Jul 2014

    Default Re: Priceless Hope Character Thread

    Spoiler: Orvar
    Show


    Name: Orvar Firebeard
    History: Orvar is a member of the Wolf Guard of Sven Bloodhowl. He earned his nickname while fighting against the Tyranids on Thressiax. He was one of the six Grey Hunters who survived the defense of Montberg Spaceport and distinguished himself because he called for his squadmates to aim their flamers at him while he was engaged in melee. He survived but the ordeal resulted in terrible burns on his face. The Wolf Lord inducted him in the Wolf Guard for this action.

    Chapter: Space Wolves
    Specialty: Assault Marine
    Rank: 5
    Skills: Awareness+20, Carouse+20, Charm, Ciphers (Chapter Runes), Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, War), Concealment, Drive (Ground Vehicles), Forbidden Lore(Xenos), Intimidate+20, Literacy, Navigation (Surface), Pilot(Personal)+20, Scholastic Lore (Codex Astartes), Scrutiny+10, Search+20, Silent Move, Speak Language (High Gothic, Low Gothic), Survival+10, Tactics (Orbital Drop Procedures), Tracking+20.

    Talents: Ambidextrous, Astartes Weapons Training, Berzerk Charge, Bulging Biceps, Counter Attack, Crushing Blow, Deathwatch Training, Furious Assault, Hardy, Heightened Senses (Hearing, Sight, Smell), Iron Jaw, Killing Strike, Lightning Attack, Nerves of Steel, Orthoproxy, Quick Draw, Rapid Reaction, Resistance (Cold, Heat, Psychic Powers), Sound Consitution, Sure Strike, Swift Attack, True Grit, Unarmed Master.

    Traits: Size (Hulking), Toe to Toe, Unnatural Strength (x2), Unnatural Toughness (x2).

    Distinctions: Unshakeable, Peerless Warrior
    Deeds: Toe to Toe
    Weapon Skill 49+15=64
    Ballistic Skill 45+5=50
    Strength 53+15=68
    Toughness 46+10=56
    Agility 40+10=50
    Intelligence 40=40
    Perception 45+5+15=65
    Willpower 41+5=46
    Fellowship 41+5=46

    Movement6/12/18/36
    Wounds 24
    Fate Points 6

    Demeanors: Gregarious, The Sons of Russ


    Equipment: Astartes Terminator Armour(chainfist, heavy flamer(backpack ammo supply)(Death is Joy, A Hero’s Shame:)), Astartes Magboots), Corvus Power Armour(Fenris-Pattern Wolf Helm, Astartes Magboots(Gauntlets of Xirion, To forget is to forgive. Forget nothing)), Astartes Jump Pack, Power Axe, Charm(Wolf Tail), Auspex, 4 Meltabombs, Great Wolf Pelt, Wolf Tooth Necklace, Astartes Bolt Pistol(Fire Selector: Kraken, Hellfire, Metal Storm), 4 Astartes Frag Grenades, 4 Astartes Krak Grenades, dipole maglocks, 3 spare magazines for Kraken, Hellfire and Metal Storm, Astartes Combat Knife, Repair Cement, Runic Totem of the Bloodied Hunter,

    Advances: 12000+1600+500+5800+6200+8600=34700
    Distinctions 1600
    Unshakeable 600
    Peerless Warrior 1000

    Deeds 500
    Toe to Toe 200
    Battle Damage 300

    Skills 5800
    Carouse 200
    Survival 300
    Awareness +10 300
    Carouse +10 200
    Charm 200
    Scrutiny 400
    Survival +10 400
    Awareness +20 800
    Carouse +20 200
    Intimidate +10 400
    Search 400
    Search +10 400
    Scrutiny +10 400
    Intimidate +20 400
    Search +20 400
    Tracking +10 200
    Tracking+20 200
    Pilot (Personal) +10 500
    Pilot (Personal) +20 500

    Talents 6200
    Crushing Blow 600
    Sure Strike 500
    Lightning Attack 600
    Berzerk Charge 700
    Counter-Attack 600
    Furious Assault 500
    Hardy 400
    Resistance (Cold) 300
    Orthoproxy 500
    Rapid Reaction 500
    Iron Jaw 500
    Sound Constitution 500
    Resistance (Heat) 300

    Characteristics 8600
    Trained Weapon Skill 1700
    Trained Strength 1700
    Trained Perception 1700
    Intermediate Toughness 1500
    Simple Ballistics Skill 750
    Simple Willpower 750
    Intermediate Agility 700


    Spoiler: Hector
    Show

    Name: Hector Dospe sub-Solanum
    History: Hector is a distant cousin of Livilla Solanum. He was raised on the Redemption as the son of her captain and inherited his post seventeen years ago. He was tasked with exploring the Koronus Expanse but the death of his astropaths and navigator made it difficult to make his way back. He considered his chances to ever see the fleet again to be zero but he was contacted by the Inquisition. He was to bring one of their warriors to Footfall to rejoin the fleet.

    Home World: Noble-Born
    Birthright: Savant
    Lure of the Void: Duty Bound(to Dynasty)
    Tirals and Travails: Calamity
    Motivation: Vengeance
    Career: Void-Master
    Rank: 8

    Skills: Awareness+20, Charm+20, Ciphers (Mercenary Cant), Command+20, Common Lore (Adeptus Arbites, Imperial Guard+10, Imperial Navy+20, Imperium+20, Koronus Expanse+10, Tech+10, War+20), Dodge+20, Forbidden Lore (Pirates+20, Xenos), Intimidate+10, Literacy, Logic, Navigation (Stellar+20), Pilot (Space Craft+20, Flyers+20), Scholastic Lore (Astromancy+20, Tactica Imperialis), Scrutiny+20, Secret Tongue (Military, Rogue Trader, Underdeck), Speak Language (Low Gothic, High Gothic), Tech Use+10, Trade(Shipwright, Voidfarer+20)

    Talents: Air of Authority, Basic Weapon Training (Universal), Bulging Biceps, Crack Shot, Die Hard, Fearless, Good Reputation (Imperial Navy), Hipshooting, Hotshot Pilot, Into the Jaws of Hell , Iron Discipline, Iron Jaw, Last Man Standing, Light Sleeper, Marksman , Melee Weapon Training(Universal), Mighty Shot, Nerves of Steel, Orthoproxy, Paranoia, Peer(Mercantile, Nobility), Pistol Weapon Training(Universal), Quick Draw, Rapid Reload, Rival(Rogue Trader Family), Talented(Pilot(Space Craft), Scrutiny), True Grit, Void Tactician.

    Traits: Etiquette, Legacy of Wealth, Vendetta, Mastery of Gunnery

    Profit Factor: -1+1+1=+1
    Weapon Skill 37=37
    Ballistic Skill 48+20=68
    Strength 37+5=42
    Toughness 37+15=52
    Agility 43+20=63
    Intelligence 38+3+5=46
    Perception 40+20=60
    Willpower 38-3-5+20=50
    Fellowship 40+5+15=60

    Movement 6/12/18/36
    Wounds 15
    Fate Points 3

    Equipment: Best Quality Plasma Pistol, Best Quality Storm Bolter(Mono Melee Attachment, Omni-Scope, Backpack Ammo Pack filled with Inferno Shells), Best Quality Power Fist, Best Quality Power Armour, Adcanced Helmet Systems, Recoil Gloves, Combi-Tool, Lathe-Pattern Jump Pack, Mag-Boot, Best Quality Conversion Field, MIU.

    Advances: 4500+10000+8000+12300=34800
    Skills 10000
    Awareness 100
    Awareness +10 200
    Awareness +20 200
    Charm 200
    Charm +10 200
    Charm +20 200
    Ciphers (Mercenary Cant) 200
    Command 200
    Command +10 200
    Command +20 200
    Common Lore (Adeptus Arbites) 200
    Common Lore (Imperial Guard) 200
    Common Lore (Imperial Guard)+10 200
    Common Lore (Imperial Navy) +10 200
    Common Lore (Imperial Navy) +20 200
    Common Lore (Imperium) 200
    Common Lore (Imperium)+10 200
    Common Lore (Imperium)+20 200
    Common Lore (Koronus Expanse) 200
    Common Lore (Koronus Expanse) +10 200
    Common Lore (Tech) 200
    Common Lore (Tech) +10 200
    Common Lore (War) +10 200
    Common Lore (War) +20 200
    Dodge 100
    Dodge +10 200
    Dodge +20 200
    Forbidden Lore (Pirates) 200
    Forbidden Lore (Pirates) +10 200
    Forbidden Lore (Pirates) +20 200
    Intimidate 200
    Intimidate+10 200
    Navigation (Stellar) +10 200
    Navigation (Stellar) +20 200
    Pilot (Flyers) +10 200
    Pilot (Flyers) +20 200
    Pilot (Space Craft) +10 200
    Pilot (Space Craft) +20 200
    Scholastic Lore (Astromancy) 100
    Scholastic Lore (Astromancy) +10 200
    Scholastic Lore (Astromancy) +20 200
    Scholastic Lore (Tactica Imperialis) 200
    Scrutiny 100
    Scrutiny +10 200
    Scrutiny +20 200
    Secret Tongue (Military) 200
    Secret Tongue (Rogue Trader) 100
    Secret Tongue (Underdeck) 200
    Tech-Use 200
    Tech-Use +10 200
    Trade (Shipwright) 200
    Trade (Voidfarer) 100
    Trade (Voidfarer) +10 200
    Trade (Voidfarer) +20 200

    Talents 8000
    Air of Authority 200
    Basic Weapon Training (Universal) 500
    Bulging Biceps 200
    Crack Shot 500
    Die Hard 200
    Fearless 500
    Good Reputation (Imperial Navy) 500
    Hip Shooting 500
    Hotshot Pilot 500
    Into the Jaws of Hell 500
    Iron Discipline 200
    Iron Jaw 500
    Last Man Standing 500
    Marksman 200
    Mighty Shot 500
    Orthoproxy 200
    Paranoia 200
    Quick Draw 200
    Rapid Reload 200
    Talented(Pilot Space Craft) 200
    Talented(Scrutiny) 300
    True Grit 200
    Void Tactician 500

    Characteristics 12300
    Expert Ballistics Skill 1600
    Expert Agility 1600
    Expert Willpower 1600
    Expert Perception 3000
    Trained Fellowship 2250
    Trained Toughness 1500
    Simple Intelligence 500
    Simple Strength 250

    Spoiler
    Show
    Spoiler
    Show

    Hull: Secutor Class Monitor Cruiser
    Speed: 5
    Maneuverability: +10
    Detection: +25
    Hull Integrity: 65
    Armour: 21
    Turret Rating: 2(3)
    Space: 60/60
    SP: 109
    Weapon Capacity: Dorsal 1, Prow 1, Starboard 1, Port 1
    Background Package: Veteran of the Angevin Crusade (+10 Ballistics Skill tests, -40 Silent Running, Glorious Deeds) [3SP]
    Crew: Best-Quality Veterans (+25)
    Crew Quality: 55

    Plasma Drive: Good Craftsmanship Jovian-pattern Class 8.3 Drive (59 Power Generation, 12 Space, Reliable) [1SP]
    Power: 59/59
    Warp Engine: Good Craftsmanship Miloslav G-616.b Warp Engine (Power 10, Space 11) [1SP]
    Gellar Field: Warpsbane Hull (Power 1, Space 0) [2SP]
    Void Shield: Repulsor Shield Array (Power 8, Space 1; Charged particle repulsion effect. No penalty to Maneuver Actions in some celestial phenomena)

    Bridge: Good Craftsmanship Command Bridge (Power 3, Space 1; +5 Command and Ballistics Skill) [1SP]
    Life Sustainer: Good Craftsmanship Clemency-pattern Life sustainer (Power 5, Space 4; +1 morale, -4 population and morale loss to depressurization) [1SP]
    Crew Quarters: Good Craftsmanship Voidsmen Quarters (Power 2, Space 3) [1SP]
    Auger Array: Deep Void Auger Array (Power 7, Space 0; External, +10 Detection) [1SP]

    WEAPONS
    -Prow: Best-Craftsmanship Stygies Turbo-Bombardment Cannons (Power 5, Space 5, Strength 4, Damage 1d10+20, Crit 2, Range 5; Destructive, Death from Above, +5 BS, no double range penalty) [5SP]
    -Dorsal: Best-Craftsmanship Stygies Turbo-Bombardment Cannons (Power 5, Space 5, Strength 4, Damage 1d10+20, Crit 2, Range 5; Destructive, Death from Above, +5 BS, no double range penalty) [5SP]
    -Starboard: Best-Craftsmanship Mars Turbo-Macrocannon Broadside (Power 4, Space 5, Strength 4, Damage 1d10+16, Crit 5, Range 7; +5 BS, no double range penalty) [3SP]
    -Starboard: Best-Craftsmanship Mars Turbo-Macrocannon Broadside (Power 4, Space 5, Strength 4, Damage 1d10+16, Crit 5, Range 7; +5 BS, no double range penalty) [3SP]

    SUPPLEMENTAL COMPONENTS & UPGRADES
    Good-Craftsmanship Munitorium (Power 3, Space 3; +1 macrobattery damage, +25 military achievement points) [3SP]
    Flak Turrets (Power 1, Space 1; +1 turret rating, -10 detection while active) [1SP]
    Good-Craftsmanship Armour Plating (Power 0, Space 2; Maneuverability -2) [3SP]
    Temple Shine to the God-Emperor (Power 1, Space 1) [1SP]
    Best-Quality Stormtrooper Detachment
    Best-Craftsmanship Arrester Engines
    Good-Craftsmanship Overload Shield Capacitors
    Best-Craftsmanship Resolution Arena
    Best-Craftsmanship Superior Damage Control
    Best-Craftsmanship Targeting Matrix (+5 BS to Macrocannons)
    Best-Craftmanship Disciplinarium

    Last edited by Hyrule; 2014-07-21 at 02:30 PM.

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