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  1. - Top - End - #1
    Titan in the Playground
     
    Destro_Yersul's Avatar

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    Default Black Crusade 2E: The Argent Observatory (OOC)

    The Argent Observatory - OOC

    History will be kind to me, for I intend to write it.
    - Winston Churchill

    IC Thread


    Hello all, and welcome to the OOC thread for the game. Below is reproduced the big list of houserules, and also some standard rules I have for PbPs. Please put your character sheet in your first post in this thread. The IC thread will be up as soon as I have a moment, and everyone has checked in.

    Spoiler: The Big Homebrew Spoiler
    Show
    - 'Influence' is renamed to 'Infamy.' This is a purely cosmetic change - it works the same way.
    - During creation, you can choose to be a human or Chaos Space Marine.
    - CSMs get all the things listed in the sidebar on BC Core p48. The 'Unarmed Warrior' talent does not exist in DH2E. Replace with 'Unarmed Specialist.' CSMs add +5 to all starting characteristics except Infamy, as mentioned above. CSMs add +10 to starting wounds. CSMs DO NOT choose a background, instead selecting one non-characteristic aptitude of choice.
    -CSM starting characters, at creation, also pick three starting skills and one starting tier 1 talent for free. The skills and talent must either match their alignment or be unaligned. Unaligned characters may only pick unaligned skills/talents.
    - Humans get the starting skills and trait from the sidebar on BC Core p50
    - Do not choose a Homeworld. Instead, choose your alignment. You can pick Khorne, Slaanesh, Nurgle, Tzeentch, or Undivided. These have the following effects on your character:
    Spoiler: Khorne
    Show
    Characteristic Modifiers: + WS, + S, - Int
    Fate Threshold: 2 (Blessing 3+)
    Alignment Bonus: All melee weapons wielded by a Khorne-aligned character lose the Primitive quality if they had it, and gain Proven (3)
    Alignment Aptitude: Khorne
    Wounds: 1d5+8

    Spoiler: Slaanesh
    Show
    Characteristic Modifiers: + Fel, + Ag, - Per
    Fate Threshold: 3 (Blessing 6+)
    Alignment Bonus: Slaanesh-aligned characters ignore crowds for the purposes of movement, and gain +20 on all Acrobatics tests.
    Alignment Aptitude: Slaanesh
    Wounds: 1d5+7

    Spoiler: Nurgle
    Show
    Characteristic Modifiers: + T, + WP, - Fel
    Fate Threshold: 3 (Blessing 7+)
    Alignment Bonus: Nurgle-aligned characters start with Autosanguine implants and the Prosanguine talent, even if they would not otherwise qualify.
    Alignment Aptitude: Nurgle
    Wounds: 1d5+9

    Spoiler: Tzeentch
    Show
    Characteristic Modifiers: + WP, + Int, - S
    Fate Threshold: 4 (Blessing 10+)
    Alignment Bonus: Whenever a Tzeentch-aligned character spends a fate point, roll 1d10. On a 9, their fate point count is not reduced. Tzeentch-aligned characters who take the Psyker elite advance start at Psy-rating 2 instead of 1.
    Alignment Aptitude: Tzeentch
    Wounds: 1d5+7

    Spoiler: Undivided
    Show
    Characteristic Modifiers: + WS or +BS, + Infamy, - WP
    Fate Threshold: 3 (Blessing 5+)
    Alignment Bonus: Undivided characters gain +10 to one skill of their choice. Undivided characters, in future, may choose to pursue an alternate alignment. If an Undivided character has acquired 10 advances linked to one alignment, and they have 5 more from that alignment than from any other alignment, they may elect to rededicate themselves to that alignment. If they do, they gain access to that alignmentís aptitude, and lose access to any other alignment aptitudes they may possess. They also gain the Alignment bonus for their chosen alignment, and recieve the mark of their new patron. See BC Core page 82 for effects of marks. They do not lose their +10 skill bonus.
    Alignment Aptitude: Choose two
    Wounds: 1d5+8

    - You may not choose Undivided, and then buy enough advances at creation to rededicate. At least wait for the first time I hand out XP.
    - Do not use the table for Divinations from DH2E. Instead, use the BC tables for Pride, Disgrace, and Motivation.
    - Alignment Aptitudes govern the skills and talents listed under that alignment in BC Core, p76. There is no "Unaligned" Aptitude. If you have three Aptitudes linked to the same skill or talent, only two of them apply for the purposes of XP cost.
    - When determining starting equipment, you may take either one of the DH2E starting equipment sets, OR one of the Black Crusade starting equipment sets appropriate to your chosen race.
    - Do not use the Availability modifiers from DH2E. Use the Black Crusade ones, including scale, found on page 306.

    Elite Advances
    Only Psyker is available. Characters dedicated to Khorne may not select Psyker. Psykers may not dedicate themselves to Khorne. Nobody has access to Sanctioning, but CSM Sorcerers count as Bound Strength as usual.

    Talents:
    The following is a list of talents that appear in Black Crusade, but not in DH2E. Refer to this list if you want to take one of them to see if it has been removed, renamed, or added back in. Things that are added back in will be given appropriate aptitudes. Their tier remains the same as it was in BC. Things which are removed no longer count as a prerequisite for anything. For things which have been renamed, use the updated description in DH2E instead of the description in BC Core.

    Spoiler
    Show
    Khorne
    Berserk Charge - Added. Aptitudes: Strength, Offence
    Blood God's Contempt - Added. Aptitudes: Willpower, Khorne
    Flesh Render - Added. Aptitudes: Offence, Khorne
    Furious Assault - Renamed to Devastating Assault
    Pity the Weak - Added. Aptitudes: Strength, Social
    Street Fighting - Removed
    Storm of Iron - Added. Aptitudes: Ballistic Skill, Offence
    Unarmed Warrior - Replaced with Unarmed Specialist
    Unarmed Master - Removed

    Nurgle
    Baleful Dirge - Added. Aptitudes: Fellowship, Nurgle
    Corpus Conversion - Added. Aptitudes: Toughness, Psyker
    Disturbing Voice - Added. Aptitudes: Fellowship, Social
    Fearless - Added. Aptitudes: Willpower, Defence
    Master Chirurgeon - Renamed to Superior Chirurgeon.
    Nerves of Steel - Removed
    Unshakeable Will - Removed
    Unnatural Vigour - There's actually no description for this. It doesn't Exist. Removed.
    War Cry - Added. Aptitudes: Offence, Nurgle

    Slaanesh
    Air of Authority - Replaced. The Slaanesh aptitude covers Halo of Command instead. Halo of Command adds +10 to Minion Loyalty in addition to its other effects.
    Crippling Strike - Removed.
    Demagogue - Removed.
    Excessive Wealth - Added. Aptitudes: Fieldcraft, Slaanesh
    Inspire Wrath - Removed
    Into the Jaws of Hell - Removed
    Iron Discipline - Removed
    Lightning Reflexes - Replaced. The Slaanesh Aptitude covers Constant Vigilance instead.
    Mimic - Added. Aptitudes: Fellowship, Social
    Precise Blow - Removed
    Radiant Presence - Added. Aptitudes: Fellowship, Slaanesh
    Rapid Reaction - Added. Aptitudes: Agility, Fieldcraft
    Sure Strike - Removed
    Unremarkable - Removed

    Tzeentch
    Blasphemous Incantation - Added. Aptitudes: Psyker, Tzeentch
    Combat Formation - Removed
    Crack Shot - Removed.
    Deadeye Shot - Removed
    Foresight - Removed
    Heightened Senses - Added. Aptitudes: General, Perception
    Light Sleeper - Removed
    Meditation - Added. Aptitudes: Willpower, Tzeentch
    Paranoia - Added. Aptitudes: Perception, Fieldcraft
    Polyglot - Removed
    Total Recall - Added. Aptitudes: Intelligence, Knowledge
    Wisdom of the Ancients - Replaced. The Tzeentch aptitude covers Flash of Insight instead.

    Unaligned
    Ancient Warrior - Added. Aptitudes: General, Fellowship
    Arms Master - Added. Aptitudes: Weapon Skill, Ballistic Skill
    Betrayer - Removed
    Blade Dancer - Removed
    Bolter Drill - Added. Aptitudes: Ballistic Skill, Offence
    Child of the Warp - Added. Aptitudes: Willpower, Psyker
    Cold-Hearted - Removed
    Combat Sense - Removed
    Cursed Heirloom - Added. Aptitudes: General, Tech
    Deflect Shot - Removed
    Greater Minion of Chaos - Added. Aptitudes: General, Fellowship
    Gunslinger - Removed
    Heavy Weapon Training - rolled in to weapon training
    Hotshot Pilot - Removed
    Legion Weapon Training - added to weapon training
    Lesser Minion of Chaos - Added. Aptitudes: General, Fellowship
    Master Engineseer - Removed
    Minion of Chaos - Added. Aptitudes: General, Fellowship
    Orthoproxy - Added. Aptitudes: Willpower, Tech
    Psy Rating - rolled into the Psyker elite advance package
    Raptor - Added. Aptitudes: Weapon Skill, Offence
    Sacrifice - Added. Aptitudes: Knowledge, Psyker
    Sharpshooter - Removed
    Sidearm - Removed
    Unholy Devotion - Added. Aptitudes: General, Fellowship

    Note that as Nerves of Steel is removed, CSM characters no longer get it at creation. Instead, they get a new trait:
    More Than Human: The character is hardened against fear by special conditioning. They may reroll all tests against Fear or Pinning.

    Sorcery:
    Sorcerer - Added. Tier 2. Aptitudes: Willpower, Knowledge
    Master Sorcerer - Added. Tier 3. Aptitudes: Willpower, Knowledge
    Sublime Arts - Added. Tier 1. Aptitudes: Willpower, Finesse. Adds -5 to Focus Power test instead of +2 to Threshold.

    The Sorcery talents are in-addition. You can still buy powers through disciplines as normal. Using Sorcery allows you to bypass the Discipline tree if desired, at the cost of having a slightly harder time manifesting that power and in most cases paying some extra XP for it.

    For the sake of simplicity in converting...
    Threshold 0-9 becomes Easy (+10)
    Threshold 10-19 becomes Challenging (+0)
    Threshold 20+ becomes Difficult (-10)
    Manifesting a Psychic Power as a Sorcery Arcana adds -5
    Manifesting a Sorcery Arcana using Sublime Arts adds -5

    You can still buy the Black Crusade psychic powers, provided you meet the prerequisites.

    -The Sorcerer talent, if taken at creation, allows you to select up to your WP bonus in Arcana to start with at no additional cost. No more than one may be a Major Arcana, and choosing a Major Arcana counts as two powers.
    - The Sorcerer talent grants the Psyker trait and the Psyker aptitude, in the same manner as the Psyker elite advance, though it does not allow the normal purchasing of psychic powers.
    - The Master Sorcerer talent increases your Arcana total to 3xWP Bonus, though these must be researched and learned as per usual. Arcana purchased with talents do not count towards this total. If taken at creation, you may select an additional WP Bonus worth of Arcana to start with, in the same manner as the Sorcerer talent.
    - The Psyker elite advance, when purchased, grants 500XP worth of Psychic Powers as well as its usual benefits. These may be minor powers (from any game line which has them), Chaos powers, or Discipline powers from DH2E.
    - Minor psychic powers cost 100XP.


    Any added talent with an Alignment aptitude listed has only two aptitudes; that alignment, and the other listed aptitude. Characters without that alignment can still buy it, but will only ever match one aptitude and so can't get the maximum discount.

    The Sorcery talents at the bottom are in Disciples of the Dark Gods, and mostly work as described there. In addition to the changes noted above, casting Arcana does not inflict Corruption Points, and we're using the Focus Power rules from DH2E and not the DH1e psychic system. Buying additional Arcana beyond the ones you learn from the Sorcerer and Master Sorcerer talents costs 200XP for Minor Arcana, and 400XP for Major Arcana. Any Minor psychic power from any of the FFG lines can be taken as a Minor Arcana. Discipline powers may be approved as Major Arcana on a case-by-case basis. Overbleed is based on degrees of success instead of on exceeding the power threshold. Note that this is extremely experimental, and may require adjustment if it proves to be either too good or too weak. But hey, that's what playtesting is for, right?


    Activity:
    • Expected rate of posting is at least once per day.
    • If you donít post in 48 hours, I will autopilot your character.
    • If you donít post in a week, I reserve the right to kill off your character.

    Going on hiatus with prior warning is absolutely fine: the above rules apply to unexpected disappearances. Drop me a notification before youíre going away/losing your internet access/what have you, and Iíll happily play your character as an NPC until you can return.

    Rolls:
    • Make all rolls using the forum dice roller, either in a spoiler-box in the relevant IC post, or in a separate post in this thread.
    • Some rolls (mainly ones at which you should not know whether you have succeeded or failed, and Perils of the Warp/Psychic Phenomena) I will make in secret.
    • As a time-saving device, I will roll all initiatives at the start of an encounter, allowing you to get straight to your actions rather than waiting about for each other.


    Combat:
    When in combat, do not wait to post in sequence of initiative: post whenever you are free to post. If your actions depend on someone ahead of you in the initiative order, you can leave conditional instructions OOC. I will conduct my rolling for each combat round in this thread, and post an IC summary that signifies the end of the current round & the start of the next.

    Assorted Notes:
    Spoiler
    Show
    - All-out Attacks and Guarded Attacks can be made in conjunction with a Swift Attack or Lightning Attack, each remaining a Full Action and allowing the attacker to use their full number of attacks. The +20% from an AOA only applies to the first attack made; the -10% from a Guarded Attack applies to both attacks.
    - Psychic Powers which require some sort of roll to hit can be dodged. If they don't need a roll, they cannot be dodged.
    Last edited by Destro_Yersul; 2019-08-26 at 07:16 AM.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

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  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    May 2017

    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Spoiler: Heidric Sollander, Phaenonite Acolyte
    Show


    Heidric Sollander
    Early 50s

    Unaligned - Heretek - Chirugeon

    WS: 28
    BS: 35
    S: 31 (-8) 23
    T: 30
    Ag: 33
    Int: 35 (+7) 42
    Per: 36 (-4) 32
    Wp: 36 (+10) 46
    Fel: 34 (+5) 39
    Inf: 37 (+2) 39
    Swap WS and BS

    Wounds: 11
    Fate Threshold: 2/3 (1 on eva)

    Insanity:
    Corruption: 4

    Pride: Devotion (+5 Wp, -5 Str)
    Disgrace: Deceit (+2 Inf, -4 Per)
    Motivation: Arcane (+4 Corruption, +2 Int, -3 Str)

    Aptitudes: BS, Wp, Tech, Fieldcraft, Int, Knowledge, Str, T

    Spoiler: Skills
    Show

    +10 to one skill of choice for Unaligned - Forbidden Lore (Warp)

    Trained
    Awareness (Per or Fel, Int)
    Commerce (Int or Fel)
    Common Lore (Ad Mech, Calixis) (Int or Fel)
    Deceive (Fel or Int, Tech-Use)
    Forbidden Lore (Daemonology, Inquisition, Warp +10) (Int or Fel)
    Linguistics (Low Gothic) (Int or Fel)
    Medicae (Int or Ag, Per)
    Tech-Use (Int or Ag)
    Trade (Cryptographer, Shipwright) (Int or Ag, Fel)

    Untrained
    Acrobatics (Ag or Str)
    Athletics (Str or T)
    Charm (Fel or Inf)
    Command (Fel or Int, Str, Wp)
    Dodge (Ag)
    Inquiry (Fel or Int, Per)
    Interrogation (Fel or Wp)
    Intimidate (Str or Wp)
    Logic (Int or Ag)
    Parry (WS)
    Scrutiny (Per or Fel)
    Security (Int or Ag)
    Sleight of Hand (Ag or Int)
    Stealth (Ag or Per)
    Survival (Per or Ag, Int)



    Spoiler: Talents
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    Resistance (Fear)
    Sorcerer (Effective Psy Rating of 2)
    Weapon Training (Plasma, SP)


    Spoiler: Traits
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    The Quick and the Dead: (+2 to Initiative)
    Master of Hidden Lores: (When a Heretek makes a Tech-Use test to comprehend, use, repair, or modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specialisations at Rank 1 (Known) or higher.)
    Mechanicus Implants




    Spoiler: Gear
    Show

    Stub revolver with 2 extra clips of Expander bullets or Man-Stopper rounds,
    1 web grenade,
    combi-tool,
    flak cloak,
    filtration plugs,
    1 dose of de-tox,
    dataslate,
    stablight

    Acquisitions
    Sniper Rifle
    Psy Focus (+10 to focus power tests)
    Plasma Pistol



    Spoiler: Sorcery
    Show


    Major Arcana
    Exsanguine (Radical)

    Minor Arcana
    Mask of Flesh (Disciples)
    Whispers of the Warp (Disciples)


    Spoiler: Advances
    Show

    1950 spent
    150 left

    +5 Int (100)
    +5 Wp (250)
    +5 Fel (500)
    Awareness (200)
    Forbidden Lore (Daemonology) (100)
    Forbidden Lore (Inquisition) (100)
    Sorcerer (300)
    Weapon Training (Plasma) (300)
    Commerce (100)


    Spoiler: Background
    Show

    History

    Heidric Sollander was born on the barren world of Haspidus on the fringes of the Calixis sector. Tech-Heresy flourished on this world as a lack of resources made it difficult for people to deal with the planet's harsh environment unless they were willing to break a few rules here and the there. Occasionally, the planet's authorities deigned to enforce the law and Heidric was arrested and due to be shipped off world to face the Mechanicus' punishment. As far as the authorities know, Heidric disappeared from his cell enroute and was never seen again. In actuality he was recruited by a black robed woman who claimed to be an Inquisitor. Through some means that Heidric now believes to have been sorcery, the woman was able to pass through all security and open every locked door in order to get to him. She told him in great detail the punishment that awaited him at the Mechanicus' hands and asked him if he would come and work for her instead. Heidric accepted on the basis that he had little option.

    For a time, Heidric worked in the shadows believing he had earned a reprieve even as it was made very clear that he could be placed right back in that cell anytime his new Masters wished. From his past he was gifted with a certain moral flexibility that allowed him to take on whatever work was required of him up to and including the odd murder. Eventually he was let into the secret of who exactly he was working for and was branded to ensure his loyalty if he ever had any second thoughts. The Phaenonites were arguably the most heretical faction of the Inquisition in the whole Calixis region, and were he ever to be discovered as one of their agents he would face a fate far worse then the one that he was originally recruited from. By this point, Heidric had seen enough of the power that this faction offered that he was willing to learn all that he could from it.

    As someone who bears the mark of the Phaenonites, Heidric has a degree of freedom as an agent. He is tasked with keeping an eye on certain heretical groups that his Masters view as useful sources of knowledge or as tools to be manipulated. He is also tasked with keeping an eye out for useful technology or other sources of power that might benefit the Phaenonite faction and he occasionally travels beyond the borders of Imperial space in search of such treasures.

    Personality

    Heidric is a deeply cynical man who at this point is largely only interested in anything that advances his own power. He was never exactly a dutiful servant of the Emperor even when he thought he was working for the Inquisition. He had found the work entertaining enough to go along with it and was always aware of what his Masters could do to him if he ever stepped out of line. Now with all that he knows and all the skills that he has gained he is well aware that there is no chance of backing out now even if he could get away from his Masters control. All he can hope to do is seek to earn enough power to survive all those that might wish him harm.

    Appearance



    Spoiler: Notes
    Show

    Devotion
    'The idea of being devoted to the warp, let alone worshiping it is ridiculous. Might as well worship the weather. But that doesn't mean it isn't the underlying truth of the whole universe. How you feel about it is irrelevant, you either master it or it masters you. It's not even a choice. The same might be said for the Supreme High August personages of my particular faction. Once you are in you are in and I have the brands on my skin to prove it. If I resist them or try to make a run for it then I fully expect to be visited by someone exactly like me. I've seen how the Secret Masters handle treachery and I want no part of it. If I could go back and stop myself working for them I would certainly try, but I suspect even before my initiation it was far too late for me. Ever since they pulled me out of that prison cell on Slake my soul is at their tender mercies. But all of that is academic these days. The Masters see clearly when no one else does, and I have won myself a long leash as long as I maintain the pretense of loyalty. The occasional murder is a price worth paying.'

    Deceit
    'Those people I'm sometimes asked to kill? None of them really matter. Either they are deluded idiots who would destroy me if they could or they are people that the Masters need dead. The first lot die in a fair fight...more or less. The rest are probably better off not knowing the Primordial Truth. Besides, it's a dangerous galaxy and if it wasn't me it would only be something else. Morality is for other people, and it's a simple matter of telling everyone exactly what they want to hear to get away with all of it.'

    Arcane
    'Everything else is about keeping my eye out for anything that might be of interest and passing it along. That's the advantage of my faction. Nothing is off limits as long as you can control it, and you can even share in the power in the process. Always better to reign in hell and power is the only way you'll ever manage that.'




  3. - Top - End - #3
    Titan in the Playground
     
    LeSwordfish's Avatar

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Sol Baudelaire


    Slaugh. Why did it have to be slaugh?

    WS
    BS
    S
    T
    Ag
    Int
    Per
    WP
    Fel
    Inf
    28 29 36 27 36 29 28 32 47 26

    Wounds: 8
    Fate: 3
    Corruption: 8

    Skills: Acrobatics, Charm+10, Command, Common Lore (Underworld, Screaming Vortex, Imperium), Deceive+10, Dodge, Inquiry, Linguistics (Low Gothic), Stealth, Survival, Trade (Archaeologist),

    Talents: Catfall, Hatred (Imperial Navy), Radiant Presence, Weapon Training (Chain, Solid Projectile)

    Traits
    Spoiler
    Show
    Sway the Masses: In addition to the normal uses of Fate points (see page 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus.
    The Quick and the Dead: To survive in the Vortex, particularly as a human, one must be quick, both in wits and action. Sometimes fast reflexes can compensate for ceramite armour. All Heretics with this Trait add a +2 bonus to Initiative Rolls.
    Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue.
    Slaanesh Alignment Bonus: Slaanesh-aligned characters ignore crowds for the purposes of movement, and gain +20 on all Acrobatics tests.


    Gear: Good-Craftsmanship Laspistol, Best Craftsmanship Sword, Mesh Armour, Chaos symbol pendant, unholy tomes, 2 laspistol clips, Chameoline Cloak

    Good Quality Mono-Groxwhip: Melee, 3m, 1d10+3R, Pen 2, Flexible, Tearing, 4kg, +5 to hit.

    XP Expenditure
    Spoiler
    Show
    Aptitudes: Toughness, Willpower, Fellowship, Offence, Social, Fieldcraft, Slaanesh

    XP: 1500
    +5 Fel 100 (Slaanesh, Fellowship)
    Charm 100 (Slaanesh, Fellowship)
    Command 200 (Fellowship)
    Inquiry 100 (Fellowship, Social)
    Survival 200 (Fieldcraft)
    Radiant Presence 200 (Fellowship, Slaanesh, tier 1)
    Catfall 200 (Fellowship, Slaanesh, Tier 1)
    Charm+10 200 (Slaanesh, Fellowship)
    Decieve+10 200 (Slaanesh, Fellowship)


    Background
    Spoiler
    Show
    As a man grows older, his appreciation for the finer things in life changes. Perhaps once a devil-may-care desperado with a quip on his lips and a blade in his hand will settle down with his collection of artefacts, and watch his reflection in their glass cases grow older, as he sits with his cigar and wine. And such simple pleasures can keep a man satisfied, even as his tastes grow stronger, as the same wine tastes duller in his mouth. But the dark prince demands excess, demands stronger wines, more pungent cigars, more and more and more. And the temptation to draw the blade again goes stronger. World-striding treasure-hunting daredevil rogue trader Sol Baudelaire has returned from retirement, in search of one last job, one final treasure, one more big score.

    If the Lord of excess will allow it to be.
    Last edited by LeSwordfish; 2019-04-01 at 04:45 AM.
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  4. - Top - End - #4
    Barbarian in the Playground
     
    Goblin

    Join Date
    Jul 2016

    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Spoiler: Elisanth Foras:
    Show
    Spoiler: General:
    Show
    Name: Elisanth Foras
    Home World: Chemos
    Background: Chaos Space Marine (Emperorís Children)
    Role: Warrior
    Pride: Grace
    Disgrace: Hubris
    Motivation: Perfection
    Alignment: Slaanesh
    Age: 10000 years
    Experience (Spent/Total): 850/1000


    Spoiler: Characteristics:
    Show
    WS: 51
    BS: 29
    S: 41
    T: 33
    Ag: 51
    Int: 29
    Per: 32
    WP: 30
    Fel: 42
    Inf: 25

    Fate: 4
    Wounds: 18
    Corruption: 0


    Spoiler: Skills:
    Show
    Acrobatics
    Athletics
    Awareness
    Charm
    Common Lore
    War
    Dodge
    Forbidden Lore
    Adeptus Astartes
    The Horus Heresy and the Long War
    Linguistics
    Low Gothic
    Navigate
    Surface
    Operate
    Aeronautica
    Surface
    Parry

    Spoiler: Talents and Traits
    Show
    Ambidextrous
    Amphibious
    Bulging Biceps
    Expert at Violence
    Heightened Senses (Hearing, Sight)
    Legion Weapon Training
    Nerves
    of Steel
    Quick Draw
    Rapid Reload
    Resistance (Cold, Heat, Poisons)
    Sure Strike
    Unarmed Specialist
    Unnatural Strength (+4)
    Unnatural Toughness (+4)


    Spoiler: Aptitudes:
    Show
    Ballistic Skill
    Defence
    Offence
    Slaanesh
    Strength
    Weapon Skill


    Spoiler: Equipment:
    Show
    Legionnaire Power Armour (?)
    Enhanced Ceramite Plating
    Osmotic Gill Life Sustainer
    Sustainable Power Source
    Legionnaire Bolt Pistol (4 clips)
    Legionnaire Combat Knife
    Legionnaire Power Sword
    Pheromone Generator
    Trophy Rack


    Spoiler: Advances:
    Show

    Fellowship (Simple) - 250
    Weapon Skill (Simple) - 100
    Agility (Simple) - 500


    Spoiler: Background:
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    Born of Chemos in the dying days of the Great Crusade, Elisanth Foras served in the 8th Millennial of the Emperorís Children. A brother of 4th Tactical, he served with little distinction, though he fancied himself a bladesman and was always overeager to get up close with his combat knife. Embracing damnation as swiftly as the rest of his Legion, he rose to the rank of Sergeant by the Siege of Terra, though this mattered little with the collapse of discipline. Following the debacles of Skalathrax and Canticle City, seeking sensation once again, he joined Kasperos Telmar and his Twelfth Millennial in their realspace raids. For a time, he was sated once again, though he was always eclipsed by greater warriors. With the breaking of the Twelfth at Lugganath, he commandeered one of the smaller pirate ships that had parasitically latched onto the Radiantís fleet and fled into the Maelstrom. Elisanth became just another one of the Emperorís Children, a swordsman with delusions of grandeur and vices that far outweighed his virtues. He moved from warband to warband, always outstaying his welcome before long. Eventually, he would come to the Screaming Vortex. By this point, he was a far cry from the warrior he had once been, over-reliant on stimulants to provide a facsimile of his former glory, and desperate for more tangible experiences. Thus did he learn of the Argent Observatory, and his interest was piqued. If nothing else, it would provide a flicker of amusement in a life of numbness.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Amon Ram

    Spoiler: Amon Ram
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    Character Information
    Name: Amon Ram
    Home World: Sortiarius (Tzeentch)
    Background: Chaos Space Marine (Thousand Sons)
    Role: Mystic
    Elite Advances: Psyker
    Pride: Devotion (+5 Willpower, -5 Strength)
    Disgrace: Destruction (+2 Infamy, -4 Fellowship)
    Motivation: Arcane (+4 Corruption, +2 Intelligence, -3 Strength)
    Alignment: Tzeentch

    Gender: Male
    Height: 2.1 meters
    Weight: 750 kg
    Complexion: Pale
    Hair: Black
    Age: 10000 years
    Spoiler: Characteristics
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    Characteristics
    Name Score Advances
    Weapon Skill (WS) 35
    Ballistic Skill (BS) 45
    Strength (S) 30 (50)
    Toughness (T) 42
    Agility (Ag) 41
    Intelligence (Int) 40
    Perception (Per) 37 X
    Willpower (WP) 55 X
    Fellowship (Fel) 30
    Infamy (Inf) 29

    Spoiler: Skills
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    Skills
    Name +0 +10 +20 +30
    Acrobatics (Ag)
    Athletics (S) X
    Awareness (Per) X
    Charm (Fel)
    Command (Fel)
    Commerce (Int)
    Common Lore: War (Int) X
    Deceive (Fel)
    Dodge (Ag) X
    Forbidden Lore: Adeptus Astartes (Int) X
    Forbidden Lore: Daemons (Int) X
    Forbidden Lore: Inquisition (Int) X
    Forbidden Lore: Psykers (Int) X
    Forbidden Lore: The Horus Heresy and the Long War (Int) X
    Forbidden Lore: The Warp (Int) X
    Inquiry (Fel)
    Interrogation (WP)
    Intimidate (S)
    Linguistics: Low Gothic (Int) X
    Logic (Int) X
    Medicae (Int)
    Navigate (Surface) (Int) X
    Navigate (Stellar) (Int)
    Navigate (Warp) (Int)
    Operate (Aeronautica) (Ag)
    Operate (Surface) (Ag) X
    Operate (Voidship) (Ag)
    Parry (WS) X
    Psyniscience (Per) X
    Scholastic Lore: Occult (Int) X
    Scrutiny (Per) X
    Security (Int)
    Sleight of Hand (Ag)
    Stealth (Ag)
    Survival (Per)
    Tech-Use (Int)
    Trade (Int)

    Spoiler: Talents, Traits and Special Abilities
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    Talents & Traits
    Ambidextrous
    Amphibious
    Ancient Warrior
    Bulging Biceps
    Heightened Senses (Hearing, Sight)
    Infused Knowledge
    Meditation
    Nerves of Steel
    Psyker
    Quick Draw
    Resistance (Cold, Heat, Poisons)
    Unarmed Specialist
    Unnatural Strength (4)
    Unnatural Toughness (4)
    Warp Sense
    Weapon Training (Legion - Bolt, Chain, Melta, Plasma, Power, Flame, Low-Tech, Las, Solid Projectile, Thrown, Launcher)

    Special Abilities
    Tzeentch Alignment Bonus: When Spending Fate Point, roll 1d10. On a 9, Fate Point doesn't count as spent.

    Spoiler: Implants
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    Chaos Space Marine Implants
    Secondary Heart, Ossmodule, Biscopea, Haemastamen and Melanchromic Organ: Grants Unnatural Strength and Unnatural Toughness (4).
    Larraman's Organ: Only 5% chance of dying from Blood Loss.
    Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time.
    Preomnor, Oolitic Kidney, and Neuroglottis: Grants Resistance (Poisons).
    Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
    Multi-lung: Grants Amphibious.
    Occulobe and Lyman's Ear: Grants Heightened Senses (Sight) and Heightened Senses (Hearing).
    Sus-an Membrane: You may voluntarily enter suspended animation. Meditate for 1d4 Rounds or be knocked unconscious by Critical Damage. When in suspended animation, your wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques and a Hard (-20) Medicae Test to revive you from suspended animation.
    Mucranoid: Grants Resistance (Heat, Cold).
    Betcher's Gland: You may spit acid at your foes as a ranged attack with following profile (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If you hit by 3 or more Degrees of Success, you may blind your opponent for 1d5 Rounds.
    Progenoids: May be retrieved with a successful Medicae Test.
    Black Carapace: Although in power armor you are Size (Hulking), the Black Carapace prevents enemies from having any bonus to hit you.

    Spoiler: Experience, Fate Points and Aptitudes
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    Experience
    XP to Spend: 0
    XP Spent: 1600

    Fate Points
    Threshold: 4
    Current: 2

    Aptitudes
    Defense
    Intelligence
    Fieldcraft
    Knowledge
    Perception
    Psyker
    Tzeentch
    Willpower

    Spoiler: Corruption and Gifts of the Gods
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    Corruption Points
    Total: 8

    Gifts of the Gods

    Spoiler: Psychic Powers
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    Psy Rating
    2

    Psychic Powers
    Incendiary of Tzeentch (Tome of Fate, p53)
    Telekenetic Control (Dark Heresy, p211)
    Warp Perception (Dark Heresy, p204)

    Spoiler: Armor, Wounds, Fatigue and Movement
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    Armor
    Head (01-10): 12 (8 Armor)
    Right Arm (11-20): 12 (8 Armor)
    Left Arm (21-30): 12 (8 Armor)
    Body (31-70): 12 (8 Armor)
    Right Leg (71-85): 12 (8 Armor)
    Left Leg (86-100): 12 (8 Armor)

    Wounds
    Total: 20
    Current: 0

    Critical Damage
    Current: 0

    Conditions


    Fatigue
    Threshold (TB + WPB): 8
    Current: 0

    Movement
    Half: 4
    Full: 8
    Charge: 12
    Run: 24

    Spoiler: Weapons
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    Weapons
    Legion Bolter
    Class: Basic
    Range: 100m
    RoF: S/3/-
    Damage: 1d10+9 X
    Pen: 4
    Clip: 17/24
    Reload: Full
    Weight: 10kg
    Availability: Extremely Rare
    Special: Tearing

    Legion Bolt Pistol
    Class: Pistol
    Range: 30m
    RoF: S/2/-
    Damage: 1d10+9 X
    Pen: 4
    Clip: 8/8
    Reload: Full
    Weight: 5.5kg
    Availability: Extremely Rare
    Special: Tearing

    Force Sword
    Class: Melee
    Damage: 1d10+12 R
    Pen: 4
    Weight: 8kg
    Availability: Near Unique
    Special: Balanced, Force

    Legion Combat Knife
    Class: Melee
    Damage: 1d10+5 R
    Pen: 2
    Weight: 2kg
    Availability: Very Rare
    Special:

    Spoiler: Gear
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    Gear
    Legionnaire Power Armor (Devotional Iconography: Tzeentch)
    Auto-Senses - If wearing helmet, gain Dark Sight Trait and Heightened Senses (Sight, Hearing). Gain immunity to photon flash grenades and stun grenades. These benefits stack with any bonuses CSMs get from organs and implants. In addition, gain ability to make Called Shot Action as a Half Action.
    Recoil Suppression - May fire Basic ranged weapons one-handed. Ranged weapons not classed as Pistols may still not be used in close combat.
    Sustainable Power Source - This armor does not need to be recharged or replenished to operate.
    Helmet Augmentations (Good Quality) - Gain benefits of preysense goggles, rebreather, photo-visor and vox-caster
    4 Bolter magazines
    2 Bolt Pistol magazines
    Psy Focus (Scarab) (+10 to Focus Power Tests)

    Carrying Capacity
    Max Carry Weight (SB+TB): 13 (225kg)
    Current Weight: 25.5kg

    Max Lifting Weight: 450kg
    Max Pushing Weight: 900kg

    Spoiler: Alignment Advances and XP Expenditures
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    Alignment
    Khorne: 0

    Nurgle: 0

    Slaanesh: 0

    Tzeentch: 8
    Willpower (Simple)
    Scrutiny (Known)
    Logic (Known)
    Meditation
    Forbidden Lore: Psykers (Known)
    Infused Knowledge
    Forbidden Lore: The Warp (Known)
    Forbidden Lore: Inquisition (Known)

    XP Expenditures
    Psyker Elite Advance - 300XP
    Free Powers:
    Incendiary of Tzeentch - 300XP
    Warp Perception - 100XP
    Telekenetic Control - 100XP
    Willpower (Simple) - 100XP
    Scrutiny (Known) - 100XP
    Logic (Known) - 100XP
    Meditation - 200XP
    Perception (Simple) - 100XP
    Forbidden Lore: Psykers (Known) - 100XP
    Infused Knowledge - 400xp
    Forbidden Lore: The Warp (Known) - 100XP
    Forbidden Lore: Inquisition (Known) - 100XP

    Spoiler: Background
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    History

    Amon Ram was one of the Thousand Sons who fell to Chaos during the Horus Heresy, and due to his ancient age, little is known of the sorcerer. What is known is that he was present for the Burning of Prospero and for the Legion's relocation to Sortiarius. Following in the example of his Primarch, Amon Ram immediately swore himself over to Tzeentch and began studying the foul magics of the Chaos Gods.

    He was present for the siege upon the Emperor's palace, though he once again survived the widespread death that would curse his Legion in the battle. As his voidcraft left the planet in retreat and entered the Warp, Tzeentch took control of the helm. The ship drifted aimlessly, under no control except that of the Chaos God and for no purpose known to anyone other than him.

    For thousands of years the ship drifted through the warp, though to the few Thousand Sons aboard it seemed mere moments. Mere moments of looking directly into the maddening void, but mere moments none-the-less. The ship eventually reappeared in the Screaming Vortex, far from its original destination in the Eye of Terror.

    Since then, Amon Ram has wandered the Screaming Vortex, traveling from planet to planet seeking out ancient knowledge and artifacts.

    Knowing now that thousands of years had passed while he was in the warp, Amon Ram has placed his faith in the Lord of Change's plan for his future, and seeks to glorify Tzeentch in all his actions. He has also sworn vengeance upon any loyalist he discovers, particularly of the Space Wolves legion, for the destruction of his homeworld and blames them for his Primarch's desperate decision to turn the legion to Chaos. Though he blames them for the original fall of the Thousand Sons, he has since openly embraced the power of the Lord of Change.

    Last edited by Janwin; 2019-09-24 at 11:04 AM.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Paline here! Gonna grab me... Indigo or Dark Red, in case someone is gung ho on purple.
    Back on my normal work schedule. Updates will happen when I can finangle them at work or on my nights off on Monday and Friday (unless I get caught up doing something else).

    Your understanding is appreciated.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Ok, IC thread is up, link to be found in the first post. I've taken a few minor liberties with getting everyone situated, and I do hope you don't mind this excercise of GM discretion. If you don't like your little starting blurb, by all means we can work on something more to your taste together, but I did want to get our show on the road. Introduce and describe your characters, and tell me what you want to do from here.
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    Bugbear in the Playground
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Away from any books. Can I medicae him so he doesn't bleed out as fast when I don't have a medikit?

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    I've updated Sol's gear - decided just to trick out a standard Only War groxwhip, since the Weapon Training for the grapplewhip would be nearly 2/3rds my experience. For his other acquisition, a camo-cloak.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Quote Originally Posted by Haval View Post
    Away from any books. Can I medicae him so he doesn't bleed out as fast when I don't have a medikit?
    You can try. Medikit would just give a bonus, I think.

    Either way, will do an update when I get home from work.
    Last edited by Destro_Yersul; 2019-03-29 at 06:13 PM.
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    MindFlayer

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Realized I never rolled Fate Threshold or Power Armor History. (1d10)[9] against 5+ for fate. (1d10)[8] for history.

    I think everything else is good, but I've never played DH2 or BC, so I may be wrong. Also updated power armor subsystems, since Recoil Suppression can be done by a relatively easy to acquire item.

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    MindFlayer

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Rerolling the 8 per Destros permission to get something that's not completely antithetical to the character: (1d10)[8]

    And a couple rerolls in case it keeps coming up 8: (1d10)[10](1d10)[10]

    Edit: man, it really wanted to be either devotional or black legion armor
    Last edited by PotatoGolem; 2019-03-30 at 04:52 PM.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    It did really want that Devotional. Other result is Black Legion, though, which makes more sense for you being unaligned.
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    Goblin

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    On the same topic, would it be possible for me to reroll my Power Armour History, as Tampered Power Supply has absolutely no use for my character whatsoever, given that he has a bolt pistol and 29 BS in any case?

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Sure, you can reroll your armour history if you want. Reroll stays, though, unless it's the same.

    Also, the laspistol is a Best Craftsmanship MkIV Command laspistol. Profile as follows:
    Pistol (Las), Range 70m, S/-/-, 1d10+3E, AP0, Clip 15, Rld 1 full, Accurate, Reliable. It benefits from Variable Settings, similar to other las weapons. This particular model has gold chasing around the case, and a customised ivory grip carved with the words "Writhing Doom" on one side, and an image of a voidship on the other.
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    Goblin

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Please...

    (1d10)[3]

    Horns!
    Last edited by Morovir; 2019-03-31 at 09:45 AM.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    (1d100)[52] Common Lore (Screaming Vortex) vs 29 - does Sol recognise the name "Writhing Doom"?
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    He does not. Which just means it's probably not an especially well-known ship.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Let's see if any of the gate guards are dumb enough to challenge a group of Astartes.

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    Bugbear in the Playground
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    I'm ok to stand behind the Astartes, but rolled Trade (Shipwright) in the IC for the sake of having options.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Just as a heads up, I am working pretty hard and then on holiday until April 16thish. I will post where and when I can but don't worry about waiting for me.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Thanks for the heads up!

    I'm going to do an update when I get home from work today.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Close. Unless I'm doing something wrong.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Hm. Well, Sol's got a better score than you, but Swordfish did say not to wait for him. I'll allow it.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Ok guys. What's the plan on getting a shuttle? Do you want to try and swipe one of the unguarded, but shipyard-owned vehicles, or do you want to go for one owned by somebody else, but which has a guard on it. Or do you have another idea?
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Doesn't it depend on who we want to piss off? Might as well take the nicest shuttle unless we're trying a more sneaky approach.

    I should say that I don't really have a preference here on our approach, but if we're lying to get onto the ship in the first place I should check if anyone has a better lie.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Is this a time where Infamy would apply? Can we bully people into letting us borrow a shuttle by being well-ish known renegades? I have to admit I was never fully clear on how Infamy tests work.

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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Quote Originally Posted by PotatoGolem View Post
    Is this a time where Infamy would apply? Can we bully people into letting us borrow a shuttle by being well-ish known renegades? I have to admit I was never fully clear on how Infamy tests work.
    That sounds like it would be more an Intimidate check. Probably with a bonus for Infamy.
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    Default Re: Black Crusade 2E: The Argent Observatory (OOC)

    Would a Charm test be possible?

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