The Campaign is set on the Inquisitorial Frigate "The Sin of Pride" under the command of the mildly puritanical Lord Inquisitor Tiberious Theocles of the Ordo Hereticus (the lord is a self-given title rather than his inquisitorial rank). The campaign will involve the party executing Inquisitor Tiberius's commands as he searches for corruption in the Calixian Sector.
The Original 16
Spoiler
1. What game system are you running
Dark Heresy - Rogue Trader - Deathwatch
2. What 'type' or variant of game will it be?
The game will begin on the Rogue Trader/Inquisitorial vessel the "Sin of Pride"
3. How many Players are you looking for?
I am looking for ~4 players. But each player will need a DH, DW and RT character.
4. What's the gaming medium?
On these forums, looking for at least once per day.
5. What is the characters' starting status (i.e. experience level)?
Dark Heresy - Rank 4 - 2500 XP
Rogue Trader - Rank 2- 2000XP
Deathwatch - Rank 2 - 4000XP
6. How much starting funds will the characters begin with?
Dark Heresy - 1500 thrones to equip your guy.
Deathwatch - obviously mission dependant
Rogue Trader - Equip you character with anything you deem suitable- but don't take the piss as I'll have a look at everything before the game begins. Anything I think is a bit too-much will either be removed (if excessive) or have to be rolled for (if just a little OTT)
7. Are there any particular character classes, professions, orders, etc. that you want.
A balanced party that will work.
For DH- you have to be a useful team
For RT- You have to be able to function and pilot a ship
For DW- You're marines, who cares (though avoid things like Black templars + librarians)
8. What races, subraces, species, etc. are allowed for your game?
DH - Disciples dark gods, inquisitor handbook & core
RT - Core & tracking down Battlefleet Korvonas
DW - Core only
9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard methods. save that you can roll 11 sets of 2d10 and assign them to any of the 9 stats dropping the lowest 2.
If you roll a "1" on your wounds D5 count it as a "2".
10. Does your game use alignment? What are your restrictions, if so?
Don't be a mutant. Slightly corrupt, slightly insane is fine though. Lord Inquisitor Tiberius Theocles is a mild puritan and monodominant so would not accept obvious mutants working for him. While distrusting of psykers he accepts their use and just watches them closely for signs of corrupting influences.
11. Do you allow multi-classing, or have any particular rules in regards to it?
When taking alternate advances from Inquisitor's Handbook, you can leave after spending 1000 XP into wherever you would otherwise be.
And you're limited to only 1 "other package" so no Gun-metal types who also been into vaults and on the tyrantine cabal.
12. Will you be doing all of the die rolling during the course of the game?
Most dice rolling should be done in the IC thread in spoiler tags. Same as most normal games.
Some things like passive perception checks or initiative rolls I may make.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
All classes may, ''swap'' 1 characteristic progression rates. For instance, Arbites may gain a +5 to Toughness, Intelligence, or Ballistic Skill for 100 XP as a Simple characteristic advance. For example an Arbite may swap his BS and WS advance rates so simple BS costs 250XP and simple WS costs 100XP.
14. Is a character background required? If so, how big?
RT: For the Rogue Trader characters you should all have a short bio-explaining you're character and how they came to be Lord Inquisitor Tiberious's trusted acolytes and assigned to the Sin of Pride.
DH: Background explaining how you were plucked form obscurity and brought into Tiberious's service. None of the DH characters are actually senior enough to have spoken to the slightly insane Inquisitor directly but they may know the RT characters who probably are the ones that recruited them and pass on the directives from Tiberious.
DW: As basically a psychotic monk with no social skills (ah the life of a space marine) some background on any notable things you may have done would be good- such as why you were chosen for the Deathwatch And your basic personality and outlook.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
The DH teams will do a little of everything.
The DW teams will do mostly hack'n'slash as they are the marines.
The RT team will do more Roleplay, ship combat and "global strategy".
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
DH: Core, Inquisitor handbook, Disciples Dark Gods
DW: Core
RT: Core, Eye of the Storm, Battlefleet Koronus
The Warrant of Lord Theocles
Spoiler
The warrant for Lord Theocles came during the Forging of the Imperium after the destruction of the Heresy. His family has maintained the line for millenia always being cautious to maintain the status quo and serve the Imperium. With politics they received their warrant through the influence of the Ecclesiastical powers after compelling many senior Archbishops to assist them. This was paid back during the original Angevin Crusade to pacify the Calixis Sector. A crusade in which Drusus himself set foot upon the bridge of his ship, further honouring the glory of the Ecclesiarchy. His contacts in the Adeptus Mechanicus allowed him to seek their help and acquire the Sin of Pride for his further work. A task that he still plans to to keep quiet and using his front of other Rogue Traders for to keep his enemies from becoming aware of him.
The Sin of Pride founded in the holy shipyards of Mars in the 36M has seen over 4000 years of war and conflict. Serving in the Imperial fleet it was amongst the first to join the Calixis Crusade, is a veteran of the famed Angevin Crusade and was said to have been once boarded by Druss himself.
During M39 while part of the Segmentum Obscuris fleet the ship was damaged in a battle with unknown Xenos and drifted helplessly into the rifting, tearing warpstorms of Cinefus Maleficum. There the ship was reduced to a daemon infested hulk for over a thousand years. In the heart of the 40the Millenium it drifted to edge of the Maleficum and was salvaged and towed to the famed Lathe Worlds in the Calixis sector. There it was refitted and refurbished and then requisitioned by Lord Inquisitor Theocles to hunt down heretics and those who desire the Tyrant Star to continue its baleful influence.
The Ship is a modifed Endeavour class light cruiser. This one as partof the original crusades in the Calixis Sector was retrofitted with forward launch bays to supplement the powerful torpedo tubes. The endeavour class was a stopgap- heavier than a frigate, but not quite as well armed as battleship. It can however survive on its own, packing a powerful punch with the abty to travel for long distances. The Sin of Pride has been modifed according to the slightly mad Lord Theocles instructions with only officers allowed in the thin gothic palace on the stern housing the bridge, the navigator's quartend the Drusian shrine where the small Deathwatch contigent have made themselves at home.
Total:- SP 56 (76 due to Inquisition bonus) PF 36
The Sin of Pride Endeavour Class Light Cruiser Dimensions: 3.8km Long 0.5km abeam at the fins Mass: ~ 22 megatonnes Crew: ~67'500 Accel: 3.9 Gravities
Spoiler
Speed
6
Maneuverability
+9
Detection
+20
Hull Integrity
60
Armour
20 (22 Prow)
Turret Rating
2
Space
58
SP
57
Population
100/100
Morale
101/101
Weapon Capacity
Port 1 Starboard 1 Prow 2
Component
Power
Space
SP
Notes
Available
60
58
76
Angevin Crusade
-
-
3
+10 BS, -40 Silent Running, +10 Charm/Intimidate
Base Hull
-
-
57
Jovian 2
-
12
0
Strelov 2
12
12
-
Warpsbane Hull
1
-
2
+10 to Navigation (Warp) tests, reroll Warp Encounters
Void Shield
5
1
-
Command Bridge
3
2
1
+5 BS/+5 Command, chance to become unpowered
Vitae Pattern Life Sustainer
5
3
-
Bilge-Rat Quarters
2
3
-
-3 Max Morale, reduce depressurization Population losses by 2
+50 Military Achievement Points, Can Launch Drop Pods
Brig
1
1
1
+1 Max Morale, +5 to Intimidation Extended Actions, +25 Achievement Points when used
Total Left
8
0
0
[/quote]
Traits/ Oddities and Past History: Veteran of the Angevin Crusade (3SP) Emperor's Crusader: Ships weapons get +10 to BS tests Righteous Arrogance: Receive a -40 on silent running tests Glorious Deeds: Crew gain +10% to charm/intimidate if the opponent know what ship they are from
Machine Spirit Oddity: (1d10)[6] Skittish: Fearful of another century in the grip of warp storms and abandoment it speed is 1 less in battle but reduces interstellar travel by 1d5 weeks. Past history: (1d10)[9] Finance: The debts of influence and favours that Lord Theocles owes to the Tech Priests of the lathe worlds means that much of the power and prestige or profit that the crew acculmulate go to the lathe worlds. On the plus side it's always a safe place to dock. At least as long as the crew stay on the ship. Each endeavour grants 1 less profit factor but at the Lathe worlds you get +10% on upkeep/ acquisition tests relating to the ship
Could everyone please post their PC's in their first post and choose a colour. The post should look something like Intro's post here
As far as I'm aware the the play list is the following:
Player
RT
DH
DW
Caimheul
Seneschal
Arbitrator
Dark Angels Devastator
Starbin
Missionary
Assassin
Storm Wardens Assault Marine
Intro
Rogue Trader
Imperial Psyker
[Blood Angels] Librarian
rb780nm
Astropath
Scum
Dark Angels Techmarine
Phiris
Void Master
Arbitrator
[Storm Wardens] Tactical Marine
Tome
Explorator
Guardswoman
Space wolf devastator
Could eveyone please select a rank as appropriate from the Eye of the Storm Lord Catpain: Commander AnnereteKorvin Lady Theocles (Intro)- +10 holdfast and share exceptional leader First Officer: Lomar Wolfe (Phiris) - Command as trained skill on the ship Ship's Confessor: Gabriel Mandalkan (Starbin) - +10% to Put your Backs into it Enginseer Prime: Victris Alverse (Tome)- +10% BasicTech use skills on ship Choir Master Telepthica: Mikael (rb780nm)- Increase Astropath step by one Master of Whsipers : Holt Orthesian (Camiheul) - +10% Disinformation action
+ several others. Call if you want a particular one (~pg 225 in Eye of Storm)
The IC Thread starts hereThe ship needs a little work- like the weapon stats and stuff like that. I've gone with the modifications that Intro suggested as he is the player, and in fact the Lord Captain of the vessel!
Iacton Drake is almost cadaverously thin and pale, being the product of a long line of people adapted to traveling the deep void. His greasy hair hangs limply down over his pale face, framing nearly-colorless gray eyes. He indulges in the material benefits of his station, favoring fine fabrics and clothing of a fashionable cut - though he's sure to wear a hardened bodysuit under them at nearly all times, call it paranoia or caution as you will.
He adopts a jaunty insouciance most of the time, the better to hide - from both himself and others - the mingled fear and exhilaration that come from touching the Warp. He uses his abilities as a psyker as rarely as possible, preferring to instead serve the Inquisition by his knowledge of the Warp and the occult. But "as little as possible" does not mean much when met with the extreme needs of the Inquisition...
Background
Drake was born aboard the Sin of Pride, the child of two crew members of the Number 2 Starboard battery. He was always lucky as a child, and become something of a mascot for the crew in his section of the ship. Until his "luck" gradually revealed itself to be the taint of the Warp. The crew of the Inquisitorial vessel were more watchful for any hints of Chaos than most vessels and the young boy was quickly turned over to the Inquisitorial presence aboard ship, and transferred to the Black Ships at the first opportunity.
He proved strong-willed enough to be trained by the Scholastica Psykana, and underwent the requisite years of instruction and further testing on Holy Terra. The time wore on him heavily - it seemed an endless period of too-heavy gravity and air that smelled wrong and water that tasted not-quite-right. At the end of it, he eagerly asked to be placed in a posting aboard ship. The Inquisition has many vessels traveling the void, but as he was already familiar with the customs, layout, and below-deck languages of the Sin, he found himself aboard the vessel once more, though forbidden from seeking out any of those he had known before.
As to whether the ship had changed or not in the nearly two decades that had passed he could not say, now that he traveled among the decks claimed by the Inquisition. He rather prefers his new situation, all in all - the upper decks are more spacious and better-lit, and the acolytes - lowly though they might be - still eat vastly better than the common masses of the crew.
Spoiler
Character Name: Iacton Drake Home World: Voidborn Career Path: Imperial Psyker Divination: "In the darkness, follow the light of Terra." Rank: 4 - Scholar Materium (2,500 XP)
Characteristics:
Weapon Skill: 31 ([20] + Roll [11])
Ballistic Skill: 34 ([20] + Roll [14])
Strength: 26 ([20] + Home World [-5] + Roll [11])
Toughness: 31 ([20] + Roll [11])
Agility: 32 ([20] + Roll [12])
Intelligence: 44 ([20] + Roll [19] + Advances [5])
Perception: 39 ([20] + Roll [14] + Advances [5])
Willpower: 53 ([20] + Home World [5] + Roll [20] + Divination [3] + Advances [5])
Fellowship: 31 ([20] + Roll [11])
Psychic Powers
Divination - Preternatural Awareness
Minor - Chameleon
Minor - Dull Pain
Minor - Healer
Minor - Sense Presence
Minor - Spectral Hands
Minor - Staunch Bleeding
Minor - Torch
Minor - Unnatural Aim
Commander Anarette Korvin, Lady Theocles, Rogue Trader
Spoiler
Description
Anarette Korvin is a tall and slender woman, the common traits of those who spend much of their lives in shipboard gravity. Her auburn hair is cut somewhat shorter than the style on most worlds of the Imperium, to fit neatly under void helmets and stay out of the way in irregular gravity. She wears the uniforms of the Imperial Navy aboard ship and ashore, as appropriate to the situation. Her most distinctive features are the bionics forced upon her grievous injuries at the hands of Chaos, and for which she is determined to make them pay in full.
Background
Lady Korvin was born on Scintilla into the midst of a once-proud noble family fallen gradually into decrepitude and decay. Brought up in the highest reaches of the spire of Hive Sibellus, she initially accepted the dynasty's versions of history and their own importance. For did they not reside just north of the Processional Bridge, within sight of the Lucid Palace of the Lord Sector? But even among the other nobility of Hive Sibellus - a group not known for their piety and moral rectitude - there were whispers of the Korvins' depravity and decadence. Some of it was exaggerated, of course, but as she grew older she saw the venality and excess of her relatives for what it was. What faith they had was in nothing but their own superiority and the assurance that their wealth and position was immutable.
It wasn't, of course. Secure in their position, the family members left the management of their holdings and ships to others - not entirely unwisely, of course, for they would have proven atrocious administrators of them - and their wealth was gradually falling more and more into the hands of others, without any activity taken to restore it. Anarette tried to change her family's behavior, but it was seen as nothing more than a transparent attempt by a junior member of the dynasty to take control of the Korvin wealth for herself, and her entreaties were denied. Eventually, she grew tired of the effort, and her family was happy to purchase her commission in the Imperial Navy, if only to be rid of her annoying persistent criticism.
After years of struggle she too was happy to put her family behind her, and in the structure and purposeful formality of the Navy found a welcome antidote to the desultory actions of her kin. She relocated to Cypra Mundi like many Navy officers, and began the process of rising through the ranks, eventually coming to command her first cruiser, the Endeavour-class Sword of Voss. She was - if not exactly happy - at least content with the life she had made for herself, and her upbringing slipped further and further into her past. But it was not to last...
The Sword was part of an Inquisitorial task force hurriedly thrown together to chase down the rebel fleet elements led by the heretical Admiral Savek. The outnumbered Loyalist group triumphed, but at a heavy cost. Commander Korvin survived the battle... but the Sword of Voss did not. After a broadside from an enemy battlecruiser caught the Sword full-on she lost consciousness due to her injuries, and one of her officers pulled her aboard a salvation pod in the minutes before the doomed vessel broke up.
Those captains who die heroically with their ships are honored... but those who survive when their charge does not carry a stigma with them forever after. Anarette and her ship had acquitted themselves well in the action, but to survive when one's ship does not was still an unseemly thing. While she could no doubt find herself a place on a flag officer's staff, or at the sector fleet headquarters, she was unlikely ever to receive another command... from the Navy at least.
But there are others who have need of a skilled ship's master, less prone to the superstition of the Imperial Navy, and His Most Holy Inquisition is among them. Inquisitor Tiberious saw in her an officer who had turned away from indolence to serve the Emperor, and who would nurse the proper hatred for the forces of Chaos life-long. And she has served as the master of the Sin of Pride ever since. It is not the same as her beloved Sword of Voss, but to be the master of any ship in the service of Him-on-Earth is a noble calling, and one she discharges to the best of her ability.
Spoiler
Character Name: Anarette Korvin Origin Path: Noble Born -> Vaunted -> Zealot (Unnerving Clarity) -> Dark Voyage -> Prestige -> Rogue Trader Career Path: Rogue Trader Rank: 2 (7,000 XP)
Characteristics:
Weapon Skill: 46 ([25] + Roll [11] + Advances [10])
Ballistic Skill: 43 ([25] + Roll [13] + Advances [5])
Strength: 35 ([25] + Roll [10])
Toughness: 40 ([25] + Roll [15])
Agility: 44 ([25] + Roll [14] + Advances [5])
Intelligence: 51 ([25] + Roll [16] + Advances [10])
Perception: 30 ([25] + Roll [8] + Birthright [-3])
Willpower: 47 ([25] + Roll [17] + Home World [-5] + Lure of the Void [5] + Advances [5])
Fellowship: 60 ([25] + Roll [17] + Home World [5] + Birthright [3] + Advances [10])
Advanced Skills:
Commerce (Fel): 60
Lore: Common (Imperium) (Int): 51
Lore: Forbidden (Inquisition) (Int): 51
Lore: Scholastic (Astromancy) (Int): 51
Literacy (Int): 51
Pilot (Space Craft) (Ag): 44
Speak Language (High Gothic) (Int): 51
Speak Language (Low Gothic) (Int): 51
Traits:
Etiquette: +10 to Interaction Tests with high authority or in formal situations
Legacy of Wealth: +1 to starting Profit Factor
Vendetta
Exceptional Leader - May grant +10 to an ally's test, once per round
Talents:
Air of Authority
Ambidextrous
Decadence - Resistant to passing out/addiction
Peer (Military, Nobility) - +10 to Fellowship tests when dealing with listed groups
Renowned Warrant - +10 to Interaction tests w/ those who understand importance of Warrant
Talented (Command)
Weapon Training: Melee (Chain, Power, Shock)
Weapon Training: Pistol (Bolt, Las, Launcher, Melta, Plasma, SP)
Best-Craftsmanship Enforcer Light Carapace (AP 6 All|8 kg)
Mordian-Pattern Power Sword
Ryza-Pattern "Wrath" Plasma Pistol
Good-Quality Hand Cannon
Micro-bead
Void suit
Common-Quality Bionic Left Arm
Common-Quality Cybernetic Senses (Right eye)
Conversion Field
Kol is slightly shorter and slighter than the baseline Astartes, and the fine features of those descended from Sanguinus' gene-seed are even more pronounced in him, giving him a distinctly hatchet-faced appearance. His skin shows several prominent scars, many received from the great reptiles of his home planet of Cretacia, with a few remnants of his fiercest struggles as a Flesh Tearer. The most prominent and recent is a descending slash visible on his face and neck, and clearly descending lower from the visible marks of repair on the throat collar of his armor, received in the fight against the Bloodfiends on Baal. His wargear, unlike that of Astartes from many other Chapters, is unadorned with the purity seals, fine craftsmanship, or any other of the decorations that are customarily found on it, with concerns of functionality being primary to the exclusion of all else.
His behavior is stubborn, recalcitrant, and grating to most of those not of his chapter. He, like his Flesh Tearers brethren - sees his role as being to test others - to test their resolve, their plans, their patience, and their skill, to hone their edges into the sharpest of the Emperor's weapons - and if he's able to ruffle some of their overly-pious or -dogmatic feathers, well... he's perfectly willing for it to be so.
Background
The Flesh Tearers are a dying chapter. While any would refuse to admit it to outsiders, their Librarians and Apothecaries know the truth. The Flaw carried within Sanguinius' gene-seed has worn heavily on their numbers, and the chapter can now only deploy four companies to the field. But the Chapter is determined that it shall not go extinct, and if it does, it will be with honor. Kol has been assigned to the Deathwatch for two purposes - to do the duty the chapter owes to the Emperor; and to watch, and learn from the brothers of other chapters and the hidden lore of the Inquisition of anything that might serve the chapter. And, it must be said, to learn. For there are more Librarians in the Deathwatch than yet remain among the depleted ranks of Kol's home chapter, and his training in the mysteries of the Librarium would be best served elsewhere, to be ready to train new neophytes if the chapter can seize upon some means of survival.
Spoiler
Character Name: Kol Chapter: Flesh Tearers (Blood Angels Successor) Specialty: Deathwatch Librarian Demeanours: Scornful, The Red Thirst Rank: 2 (17,000 XP) Renown: 3
Characteristics:
Weapon Skill: 58 ([30] + Roll [13] + Chapter [5] + Power Armour History [5] + Advances [5])
Ballistic Skill: 36 (31 w/ helmet) ([30] + Roll [6])
Strength: 60 ([30] + Roll [10] + Power Armour [20])
Toughness: 50 ([30] + Roll [15] + Advances [5])
Agility: 50 ([30] + Roll [15] + Chapter [5])
Intelligence: 49 ([30] + Roll [14] + Advances [5])
Perception: 44 ([30] + Roll [9] + Advances [5])
Willpower: 56 ([30] + Roll [16] + Advances [10])
Fellowship: 42 ([30] + Roll [12])
Solo Mode Abilities
Blood Frenzy
Burst of Speed
Feat of Strength
Squad Mode Notes
Spoiler
We Are All One: When the character is not leading, but is both within support range of the leader and in squad mode, he improves the support range of the Kill-team leader by one category regardless of his rank. In addition, should the designated leader of the Kill-team be incapacitated, killed, or otherwise removed from action, the Librarian is known to be the designated second-in-command.
Oath of Knowledge Codex Squad Mode Abilities Dig In
Action: Full Action
Cost: 3
Sustained: Yes
Effects: Against fearsome weapons like plasma cannons and meltaguns, even Space Marines will use cover to their advantage. A Battle-Brother may order his squad to Dig In, seeking out the most defensible firing positions. While this ability is in effect, the Battle-Brother and those in Support Range of him can double the Armour Points provided by any cover (see page 246) they are currently using. This bonus to cover only applies to each individual Battle-Brother so long as they remain stationary.
Improvement: If the Battle-Brother is Rank 5 or more, both he and those supporting him may move freely. The benefits of doubled Armour Points applying to all cover they use for the duration of the ability.
Go to Ground
Action: Reaction
Cost: 1
Sustained: No
Effects: When subjected to heavy, accurate, and effective fire, a well-trained squad knows to take cover. As a Reaction, the Battle-Brother may issue a Go to Ground order when he or another member of his Kill-team within his Support Range has been hit by a ranged attack. Both the Battle-Brother and those in Support Range of him may immediately make a free move up to their Agility Bonus in metres to find cover. Note that the effects of the hit are worked out before any Battle-Brothers may move. In the case of hits from semi or full auto weapons, only the first hit is worked out before the Battle-Brothers move and the remaining hits after they have gone to ground.
Improvement: If the Battle-Brother is Rank 4 or more, the free move to cover may be up to twice the Battle-Brother’s Ability Bonus.
Strongpoint
Action: Full Action
Cost: 3
Sustained: Yes
Effects: Sometimes a Space Marine squad needs to hold a position at all costs, setting up fields of overlapping fire and holding the enemy back with a hail of bolt shells. A Battle-Brother can establish a Strongpoint, nominating either himself or a member of his Kill-team within Support Range as the Centre of the Strongpoint. The Centre must remain stationary for the ability to remain in effect. The Centre may then Call Targets either as a Free Action in his turn or as a Reaction. Battle-Brothers in Support Range of the Centre (including the Centre himself ) then gain a +20 to Ballistic Skill and Weapon Skill Tests against a Called Target, may reroll Damage against it, and may use their Reactions to make Standard Attacks against it. A target remains marked in this way until either the Centre moves (ending the Strongpoint) or the Centre marks a new target.
Improvement: This ability cannot be improved.
Psychic Powers
Astrotelepathy
Short-Range Telepathy
Avenger
Iron Arm
Smite
Rank 0
Rite of Sanctioning - 400
WS (Basic) - 200
Per (Basic) - 200
WP (Basic) - 200
Rank 1
Acrobatics - 200
Ciphers (Xenos Markings) - 200
Forbidden Lore (Adeptus Astartes) - 200
Forbidden Lore (Psykers) - 400
Pilot (Personal) - 100
Survival - 300
Psychic Power (Astrotelepathy) - 500
Psychic Power (Smite) - 500
Int (Basic) - 200
T (Basic) - 500
WP (Intermediate) - 500
Deed (We Are All One) - 400
- Command
Equipment:
Astartes Power Armour
Astartes Bolt Pistol
Astartes Frag Grenades (3)
Astartes Krak Grenades (3)
Astartes Combat Knife
Repair Cement
Chapter Trapping: Golden Icon (Purity Focus)
Astartes Bolter w/ Fire Selector
Astartes Force Sword
Equipment Notes
Spoiler
Astartes Power Armour: Ceramite Plating: Provides AP 10 to the Body and AP 8 to all other Locations. Enhanced Strength: Increase the Battle-Brother’s Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier. Auto-senses: The Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action (see page 238) into a Half Action. Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered. Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits:
• +10 to Tests resisting the Toxic Quality and similar poison effects.
• The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
• If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it. Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals. Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots. Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenance. Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat. Giant Among Men: A Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured. Poor Manual Dexterity: While protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all. Assuming power armour is a sacred ritual, honouring the machine spirit’s history of valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed. History: Thine arm be the scourge of the impure: The spirit of this armour has been honed by its long years of service into a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike, and come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long range targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty.
Force Weapons
Unless wielded by a psyker, force weapons simply count as a Common Astartes-sized weapon of the appropriate type with the Damage listed in the weapon’s profile. However, in the hands of a wielder with a Psy Rating, they are much more potent. For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. For example, an Astartes force sword wielded by a character with Psy Rating 3 would inflict 1d10+5 (plus SB) and have a Penetration of 5.
In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weapon’s wielder deals an additional 1d10 Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field. The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channeling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.
Markus was born in Mettalica and spent time in various juvie gangs before graduating to a life of crime in the underhive. He ran afoul of the law various times and spent time in various prisons and work camps. He eventually bit off far more than he could chew when he tried to steal from one of the lord-inquisitor's senior interrogators. He was lucky to escape summary execution and instead was ordered to serve the inquisition instead. After a number of assignments that tested his mettle, he was "invited" to accompany the inquisitorial entourage on this voyage.
Crunch
Spoiler
Dark Heresy - Rank 4 - 2500 XP
Homeworld: Gunmetal Hive
Career: Scum
Rank: 4
Wounds 10/15
Fate 3/3
Divination: “Men must die so that Man endures.” Increase Toughness by +3.
Mikael was born in the hold of an ore hauler somewhere deep in the warp. Hw grew up amongst the twists and the dregs of the ship, until one day the hauler pulled into port beside an ominous black ship.
Mikael was fortunate - as a prospective astropath, he was reasonably well treated on board the ship, but there are still long periods of time between leaving his home ship and his soul-binding that seem to be blank, and he refuses to investigate them too closely, for fear of remembering something.
He took his oaths of duty as an astropath to heart, taking positions on far away worlds and upon ships running the gauntlets of Xenos and Daemons that beset his beloved Imperium.
On a journey through the vast emptyness, one ship he was upon encountered a planet that had slipped its star and escaped into the dark. Travelling to the surface with an inquisitorial team that was aboard, they surveyed the world - encountering strange creatures and mutants infesting the darkness.
He saw something there, another thing he doesn't want to remember, but he has spent the time since preparing to face it again.
Spoiler
Rogue Trader - Rank 2- 1000XP
Wounds 11/11
Fate 3/3
Insanity 1d5
Corruption: 1
Homeworld: Voidborn
Contaminated Environs
Duty Bound - Duty to the Throne
Trials: Rogue Planet
Motivation: Enemy in Ascendence
Trans. Initiate
WS 31
B 34
S 27
T 38
A 39
P 43
I 47
WP 67
F 32
Skills
Basic
Navigation (Stellar) (Int)
Pilot (Spacecraft) (Ag)
WS BS S T Ag I P WP F
35 - 23 31 40 15 40 25 -
Movement 2/4/6/12
Wounds 8
Talents: Swift Attack
Traits:Bestial, Flier 8, Puny, Machine 3, Fearless
Weapons: Unarmed (1d10-2)
Armour 3/3/3/3
Makradon hails from a feral world, where the typical technology extends little further than stone axes. This didn't stop his innate intelligence from being spotted during a Dark Angel recruitment - once he had passed the basic trials, he was sent to live amongst the tech-priests, where he learnt the ways of the forge and the Omnissiah.
Returning to the Rock, he served admirably on many campaigns, before being seconded to the Death Watch. While deployed with a kill team and an inquisitor they encountered one fo the fallen, who proceeded to slay all the other astartes. Makradon and Inquisitor Lopez managed to defeat the traitor. Immediately after securing their prisoner, Makradon's deeply hidden hypnoconditioning took over and he turned his flamer upon the unsuspecting inquisitor and the other humans with them. Once the secret of the fallen was safe, he signalled his brothers and a deathwing squad was dispatched to collect him. Makradon was careful during the year he waited to avoid hearing the words of the traitor and they remained hidden from the other deathwatch and inquisitorial teams that came to the warzone.
Once relieved of his responsibility, he returned to the Watch-fortress where his return was met with a combination of joy and suspicion. Now he serves with a new kill-team aboard the Sin of Pride. Makradon never doubts the rightness of his actions, but sometimes while in the warp, he thinks he hears Lopez's screams.
Spoiler
Deathwatch - Rank 2 - 4000XP
Makradon
Chapter: Dark Angels
Speciality: Techmarine
Solo Mode: Stoic Defence
Chapter Demeanour: Sons of the Lion
Demeanour: Studious
Past: Preserved Secrets
Renown: 23
Armor History: Mk IV, Blood of the enemy, MkVIII chestplate, Emperor's finest
Wounds: 21/21
FP 3/3
Description
Lor is usually quiet, preferring to listen first and talk only as necessary. He can be personable when required, but finds little comforting amongst Hive worlds and the tech savvy Imperial worlders. He has been trained in a number of techniques that make him a valuable asset, but he usually shines in close combat, where few can defeat him with a blade.
Lean and muscled, Lor is deceptively quick for a tall man. His dark green eyes look almost black in most lighting, and his close cut hair seems to vary between auburn and brown. His voice is low and gravelly, and often his mood seems to match. He truly believes that the Emperor protects, but knows that He is much more inclined to protect those who protect themselves.
Background
Lor was born in the jungles of the planet Iocanthos. His parents were killed during one of the daily tribal conflicts over Ghostfire, and he learned to take care of himself with either a blade or one of the native blunderbusses … or scrapper cannons as they were often called them. His life would have been one of strife, battle and dust storms if not for a twist of politics and fate. The Imperium had long dealt with the infamous King Skull, but a recent rival threatened to shift the trade balance out of their favor. A simple mission to kill the upstart turned into a twisted, complex tale that finally ended with the assassin meeting Lor. Through a series of strange encounters that developed a rudimentary friendship, the assassin found herself impressed with the boy’s talents, and decided to bring him back for induction into the Officio Assassinatorium.
He knew little of what he would become; only that he was being trained to kill the enemies of Humanity on behalf of the Emperor, whether it was at knife point, with a sniper rifle, or by sowing rumors of rebellion with Ecclesiarchy. He was a good recruit, with skill and talent to go far within the ranks of the Officio Assassinatorium, but what he lacked was practical experience. In order to learn more of the world at large, and hone his skills against real threats, his services were transferred to the Inquisition, who were always looking for weapon against the Daemons, the Witches, and the Xenos. Eventually, he came into contact with a group of rogue traders, who suggested to their employer that securing his services (through official channels, of course) would be of benefit to their fight. Thus, Lor found himself in the employ of the Lord Inquisitor Tiberius, a man he knew only by pict and data-slate orders.
Details:
Spoiler
Character Name: Lor Home World: Feral (Iocanthos) Career Path: Assassin Divination: "Men must die so that Man endures.” [Toughness +3] Rank: 5 – Assassin (4,300 XP); Next lvl: Death Adept (6,000)
Characteristics:
WS: 42 ([20] + Roll [17] + Advances [5])
BS: 46 ([20] + Roll [16] + Advances [10])
S: 33 ([25] + Roll [8])
T: 44 ([25] + Roll [16] + Divination [3])
Ag: 52 ([20] + Roll [17] + Advances [15])
Int: 31 ([20] + Roll [11])
Per: 34 ([20] + Roll [14])
WP: 24 ([15] + Roll [9])
Fel: 28 ([15] + Roll [13])
Wounds
Total: 14 (Roll [5] + Home world [9])
Critical Damage: 0
Initiative: 1d10+10
Move: 5m
Fate: 2
Gabriel Mandalkan, Missionary of the Emperor
Spoiler
Description
“What’s Gabriel like? You talkin’ about that missionary what’s joined up with the Sin of Pride? Heh, that’s a good question.” (laughter, with a sardonic edge) “Well, I dunno. He’s kinda ‘eh.’ Blonde hair, usually mussed up, with them purple eyes. What? Yeah, purple … he’s Cadian. Eye of Terror grows ‘em strange out there. Saw him in the showers and he ain’t got an ounce of fat. Not a lot of muscle either; like he’s all gristle and bone. He’s what I’d call a man of averages – height, weight, looks … he normally ain’t worth a second glance.” (pause)
But I tell ya, if eyes are windows to the soul, then looking Gabriel’s will change ya forever. Lock eyes at your own risk … I guarantee one of you is going to see something he don’t like. Them piercing purple peepers cut through ya, checkin’ t’see if you’re ‘worthy.’ Sometimes, if he don’t take to you, it feels like he’s lookin’ for a reason t’gut you with that grox sticker of his. I’ve met Commissars that are softer than that man. But he’s true as true and the Emperor’s own servant … say what you will, he’s one you want on your side when things get ugly.”
Background
“Good evening. I believe we have a mutual acquaintance who mentioned you might be interested in information about a certain ship. More specifically, you are interested in certain members aboard said ship. Which one shall we discuss? Gabriel Mandalkan? Yes, I am acquainted with the individual, and he is indeed associated with a certain party of interest about the Pride. He is a man of faith, who no doubt feels his service to the Emperor is best met by traveling with the crew of the Pride. From his records, he was born on Cadia, which would explain the minor genetic aberration with his eyes. It appears that he did serve with the 110th as a Whiteshield? Hmmm? One moment.” (clicking on a data slate). “It says the Whiteshields are the conscript units of children used on Cadia. It appears that all young men and women receive martial training once they are old enough to hold a weapon. Reports indicate that he was recommended from the Youth Army Corps for special training – the close combat arm of the Kasrkins. However, after an incident during which his unit was almost completely wiped out by a cultist ambush, he instead entered the Ministorum. Yes, an interesting choice indeed. Once he completed his training, he was detailed to an unnamed individual. I’m sorry, but I cannot give you that information. No, you misunderstand, I am not cleared for it … the details of his employment have been masked. The next record I have of Gabriel Mandalkan was his signing on with the Lord Inquisitor. He has been travelling with them for some time. I have found indications that he acts as the Ship's Confessor, but Mandalkan is more of an excisor, vice protector - I cannot think his only role is to simply maintain the spiritual health and wellness of the crew. That is to say, I believe he is, for all intensive purposes, a soldier first and a zealot second.
Now, I am certain that was just a test of my capabilities. Who did you really want to discuss?”
Spoiler
Character Name: Gabriel Mandalkan Origin Path Home World: Fortress World (Cadia) Birthright: Child of Creed Lure of the Void: Crusade (Warrior) Trials & Travails: Calamity Motivation: Devotion (Creed) Career: Missionary Rank: 2 (7,500 XP)
Characteristics:
WS: 48 ([25] + Roll [16] + Advances [5] + Birthright [-3] + Lure of the Void [5])
BS: 37 ([25] + Roll [7] + Home World [5])
S: 40 ([25] + Roll [15])
T: 40 ([25] + Roll [10] + Lure of the Void [5])
Ag: 41 ([25] + Roll [11] + Advances [5])
Int: 34 ([25] + Roll [14] + Home World [-5])
Per: 37 ([25] + Roll [12])
WP: 51 ([25] + Roll [16] + Home World [5] + Advances [5])
Fel: 40 ([25] + Roll [12] + Home World [-5] + Advances [10] + Birthright [3] + Lure of the Void [-5])
(S) Best-craftsmanship guard flak armor (AP5, covers all, 5.5kg)
(S) Ecclesiarchal robes
(S) Aquila pendant
(S) Sepulcher
(S) Censer and incense
(S) Micro-bead
Auto Quill (Scarce)
Auspex/Scanner (Scarce)
Medikit (Common)
Physik Kit (Common)
Magnoculars (Average)
Melfonte’s Orthodoxy (Scarce)
Good photo-contacts (Scarce)
Backpack (Plentiful)
Weapons:
Weapon
Class
Rng
RoF
Dam
Pen
Clip
Rld
Special
Craft
Mono-edged Sword
Melee
n/a
n/a
1d10+1+SB R
2
n/a
n/a
Balanced
Best
Chainsword
Melee
n/a
n/a
1d10+2+SB R
2
n/a
n/a
Balanced, Tearing
Good
Thunder Hammer
Melee
n/a
n/a
2d10+4+2xSB E
10
n/a
n/a
Power Field, Unwieldy, Shocking
Good
Lasgun
Basic
100m
S/3/-
1d10+3 E
0
60
Full
Reliable
Best
Assault Stubber
Basic
100m
-/-/6
1d10+5 I
3
200
2Full
Storm,Reliable
Best
Locke Flamer
Heavy
30m
S/-/-
2d10+4 E
4
10
2Full
Flame
Good
Ammo
Backpack Ammo Pack
Standard bullets
Man-stopper bullets
Las charge packs
Fuel canisters
Description
Soft-spoken and reserved, Conall is not a particularly talkative member of the team. He believes that his deeds define him, not his words. As such, his communication will often be limited to nods, gestures, and terse responses that for all their brevity tell volumes. Steadfast and resolute, none have questions his courage, determination, or loyalty to his brothers or the Emperor.
As all of his Battle Brothers, Conall is no longer fully human – he has been transformed into something more, a terrible weapon for the Emperor. Gunmetal grey eyes stare out guardedly from a brow usually furrowed in concentration. His black hair would fall to his shoulders and into his eyes, if he didn’t pull it back into a tight warrior’s knot. His skin is criss-crossed with hundreds of white scar lines, the most notable of which is a deep furrow that runs from his right ear to his jaw.
Background
Conall was chosen for his Chapter like most – for displaying both martial skill in warfare and an unwavering honor code. He was not as physically gifted as some of his people, but through heart and skill he learned to triumph over his adversaries. It was that steadfast determination and will that saw him through the Trials and earned him a chance to become part of something greater … a mighty warrior and protector of Humanity. Overcoming fentrolls, poisonous gas, swamp leaches, and a myriad of other deadly pitfalls, Conall was forced to compete agains fellow contestants in one-on-one battles of skill and courage. At the end of the test, Conall and two others were selected for their prowess and potential, the newest Initiates of the Storm Wardens.
As an Adeptus Astartes, Conall has served the Imperium well and faithfully. A veteran of many campaigns, it was the Scouring of Vigil that truly tested him. The Wardens lost many battle brothers in the bloodbaths of those tunnels, against a Xenos threat most had never seen. Early on, the Storm Wardens approached it in standard fashion, throwing countless troops in against an entrenched foe. This threat, however, was both cunning and well equipped, and those early forays cost the Chapter dearly. As the campaign wore on, the Storm Wardens found their fighting spirit dulled against the rock of Slaught resolve. During one of the later battles, Conall’s squad was ambushed and decimated, leaving him as the sole Marine. In a heroic stand, he held off repeated attempts to drive him from the choke point he held, slaying all that came within reach of his blade or range of his bolter. For six days he fought alone, refusing to leave his fallen brothers, refusing to give up the strategic point, refusing to die. During those long days, he was forced to rely on himself, his weapons and armor, and his faith in the Emperor. While he survived, the scars of isolation still haunt him to this day and leave him ill-equipped to rely completely on others.
Rank 2 (17,000 - 17,800)
Ag (S) - 200
Lightning Attack - 600
Gear/Weapons:
Spoiler
Astartes Power Armor
- “To forget is to forgive. Forget nothing.” (Hatred [Orks])
- Battered by War (+10 Intimidation, -5 Charm)
Repair Cement
Amulet of Strength (Chapter Trapping)
Jump Pack
Colonel Lamar Wolfe Void-Master, First Officer, Wing Commander
Spoiler
Wounds: 8/8 Insanity: 2 Corruption:- Fate: 3
Homeworld: Cadia (Fortress World)
Birthright: Stubjack
Lure of the Void: Criminal (Tried & Found Wanting)
Trials and Travails: Hand of War
Motivation: Exhilaration (Trills of War)
Raised on Cadia, joined the Imperial Navy and during the 13th black crusade fought in the skies above Cadia, providing close air support on the fields of Tyrok and in the void around the Cadian Gate. A fatal encounter left his whole wing annihilated save him, floating wounded in his ship alone, being recovered only as salvage. Because he was the only survivor was what saved him from his execution (or, 'discharge'). Instead, he was simply no longer a member of the Imperial Navy. He continued to operate in the Calixis sector, as a dog of war, when he was recruited by the Rogue Trader (or Inquisitor?) His service has never been questioned since, and no proof of corruption exists in his character.
NOMNOMNOM(Crunch.)
(traded wil for fel progression)
4 WS 40 +5
5 BS 52 +5+3 / +5
3 S 36
3 T 34
5 Ag 55 +5+5
3 Int 33 -5
4 Per 43
4 Wil 43 +5
3 Fel 38 -5-5-5-3 / +5 +5
Talents:
Nerves of steel
Quick Draw
Weapon Training (Universal)
BWT (las)
Hatred (Chaos)
Pistol (Universal)
Heightened Senses (Sight)
Master of Small Craft: can reroll all failed pilot tests with small craft
Background:
Nerves of steel, Quick Draw, Weapon Training (Universal), BWT (las), Hatred (Chaos), Scholastic lore (Tactica Imperialis) Intimidate Secret Tongue (military) common lore (war) and bionic limb or implant--> (Cybernetic vision and cranial armor)
Spoiler
Advances: (I took off the -00's for simplicity's sake, and combined skill groups and their costs)
Scholastic Lore (Astromancy)
Common Lore (Imperial Navy, Kronus Expanse(1))
Forbidden Lore (Xenos)
Awareness(1)
Dodge(1)
Drive (ground vehicle, skimmer/hover)(3)
Gamble(1)
Navigation (Stellar)
Pilot (Space Craft, Flyer)
Secret Tongue (rogue trader) (1)
Equipment:
Common Powersword
Common Bolt Pistol
Microbead
Rebreather
Navy Uniform
Flak Great Coat
Carapace Greaves, Chestplate
Void Suit
Chrono
Charm
Flak o' Amasec (x3)
Pict-recorder
Vox-caster
Cadia-pattern Lasgun (best)
Frags & Hallucinogen (x3ea)
Metanovia 'Lady-Killer' Jezail Arbitrator
Spoiler
Wounds: 9 Insanity: 2 Corruption:- Fate: 2
Alias: Solaris, Uriel, Scarlet Dame
Homeworld: Schola Progenium
Age: 29
Height: 1.75M
Weight: 65kg
Build: Svelte
Skin Colour: Fair
Eye Colour: Yellow/orange/red lens
Hair Colour: Red
Quirks: Pierced nose
Background: A promising young trooper, her promotion and transfer put her under the Inquisitor Harken, her misfortune, as Harken's task was the investigation of the mining world of Luggnum. When sub-sector Arbites control finally dispatched a fifty strong investigation and suppression force expecting to find some starving cult hiding in
the mines, they walked instead into a veritable hell that took their lives and shredded their sanity. Confronted with murder-mazes where hapless workers had been hunted through the subterranean passageways by kill-
rigged servitors bonded to unholy devices that craved flesh and blood to thrive, the few that escaped to the upper levels learned the dreadful truth that the entire mining complexes had been turned into a hedonistic
charnel house by Lady Grey—the “Crimson Countess” as she was called by her favoured intimates. Lady Grey constructed the place for her own bloody sport and that of the corrupted owners of Luggnam’s Ironback mines. A full scale Castigation Purge by the sector Arbites and
the Ordo Hereticus followed, but it was not until much later that the true secret was discovered: Lady Grey was not herself. She was, in fact, one of the most infamous heretics in the sector—Myrchella Sinderfell, the “Red Angel of Vaxanide”, a women thought dead for over a hundred years. Metanovia was one of the few who survived the initial investigation, even fighting along side the great inquisitor in the final moments at the very core of the world.
WS 42 BS 31 S 37 T 27 Ag 31 Per 44 Int 31 Wil 33 Fel 27
Skills:
Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War, Adeptus Arbites)
Scholastic Lore (Philosophy)
Inquiry +10
Scrutiny
Awareness
Drive (Ground, Hover)
Tech-Use
Tracking
Traits:
Schola Education (common&scholastics)
Skill at Arms (Basic (las), Melee (primitive), Pistol (las)
Sheltered Upbringing (-10 charm, command, Deceive, Scrutiny for dregs of society)
Tempered Will (Very Hard will test is only Hard (-20))
Parents-Never to return
Advances:
Case File Access Denied. background 100xp (+3wis, Jaded)
Praetus looks the stereotypical arbite shock trooper, broad shouldered and slightly intimidating. A furrow cut through one cheek by a bullet only serves to enhance his appearance as a dumb line trooper, however his eyes are a bit too quick and intelligent.
Background:
Spoiler
Of the billions and billions of people born on Malfi, Praetus was among the luckier, as he born into arguably the best equipped, best organized, and largest gang on the planet: the Adeptus Arbites. His mother is a member of the Verispex Squads, responsible for analyzing crime scenes, while his father is a Chastener, extracting information and confessions from prisoners. He grew up in the precinct, alongside the other children of Arbites, learning the basics of law enforcement. This not only helped the Arbites keep their numbers up, but it protected the children from being kidnapped or killed by the various gangs. Praetus's natural athletic abilities on the scrumball pitch led him to be earmarked for the Shock Troops, primarily responsible for breaking up riots, queue wars, and being among the first into any dangerous situations. Praetus was content with his lot, enforcing the Emperor's justice and defending the peace, however fate had something else in store for him. During one of the frequent anti-riot activities, Praetus stumbled across a body in an alley just off one of the major streets. The body was torn to shreds, the cuts across it did not seem to be made by any knife Praetus had ever encountered, and the victim's heart seemed to be missing. Despite this, his superiors wanted to rule the death a result of the riot, a simple case of one hiver killing another in the confusion, but that didn't feel right to Praetus. He started spending his off hours investigating the matter, digging through files to try to find a weapon that could have created such wounds, which caused him to draw Inquisitorial attention. Now he hopes to eventually hunt down the perpetrator, but in the meanwhile he enjoys helping to enforce the Emperor's judgment across the Imperium.
Melee Weapon Training (Primitive, Shock)
Basic Weapon Training (SP)
Pistol Training (Las)
Quick Draw
Talented (Inquiry)
Peer (Adeptus Arbites)
Disarm
Rapid Reload
Crushing Blow
Sure Strike
Combat Master
Traits:
Spoiler
Accustomed to Crowds
-Crowds do not count as Difficult Terrain, when Running of Charging through a dense crowd, no Ag penlty to keep their feet
Caves of Steel
-Tech-Use (Int) is a Basic Skill
Hivebound
- -10 to all Survival (Int), and when out of a "proper hab" -5 Int
Wary
-+1 bonus to Initiative
Armor:
-Hax-Orthlack MKII Magistratum Combat Carapace AP 5 All, built in respirator,
comm-bead, and photo-visor.: 1100
-Ballistic Cloth Surcoat: +1 AP to Body & Arms
Head: AP 5 / 9
Body: AP 10
Left Arm: AP 10
Right Arm: AP 6
Legs: AP 5 / 9
Weapons:
-Good Bolo Knife [Melee|2d5 R|Pen 2]: 150
-Shock Maul [Melee |1d10 I|Shocking]: 150
-Synford-Pattern LockShield [Melee|1d10 I|Defensive| +4 AP Body, Left arm, and Head or Legs]
-Mars Pattern Mark IV Command Laspistol [70m|s/2|1d10+3 E|Clip: 15|Full|Reliable, Accurate]: 150
Red-Dot Sight: 50
-Vox Legi-pattern Arbites Combat Shotgun[30m|s/2|1d10+9|Clip:14|2Full (1 Full for single shell|Reliable, Scatter]: 400
Ammo:
-2 charge packs (pistol)
-Shotgun Shells x60
-Blazer Shells x8 (Range 15|Changes damage type to Energy and gives shotgun the Flame and Primitive qualities)
Gear:
-Good Quality Uniform
-Arbitrator ID
-Chrono
-Flask of Amasec
-Manacles
Remaining:43
Advances:
Spoiler
The Calixian Pattern Killings (200 xp)
Trooper (0-499):
T +5 = 100 xp
Int +5 = 100 xp
WS +10 = 350 xp
Holt has found that cultivating the appearance of an Administratum Adept leads people to be at ease around him. To this end, he has a tendency to hunch forward, with ink stains on his hands and robes. His pale appearance is the result of years spent studying in schola, and his prematurely white hair, wrinkled face, and wizened hands make many assume he is much older than his thirty years. Beneath his robes is a body stitched with the scars that caused his appearance, however he is rather fastidious about keeping them concealed.
Background:
Spoiler
Holt Orthesian's childhood was fairly typical of one born on a shrine world to middle class parents, attending schola, and seemingly on the way towards a successful career in the Ecclesiarchy. He soaked up knowledge like a sponge, causing everyone to believe he was destined for the upper echelons of the priesthood. However, he had a dark secret that led to his downfall. He had an obsession that despite everything he could not stop feeding.
While the other students were diligently studying the Imperium's many saints, Holt would dig up any scrap of knowledge he could find in the schola's forbidden archives concerning archeotech, the occult, and xenos. His thirst for knowledge didn't end at what was allowed, and he was fortunate that the instructors only caught him sneaking into the archives and not with the materials he had been studying. Instead of being turned over to the Inquisition, he was simply expelled. Now in disgrace, Holt did the only thing he could and signed on with the first rogue trader headed off planet. He should have waited for a later ship.
After emerging from the warp, the ship was beset by Dark Eldar pirates and most of the crew was taken prisoner. Holt was one of these unfortunates. Despite his exceptional memory, Holt has no clue how long he spent in their torture chambers, yet can recall every incision, every injection, and everything he underwent. His faith in the Emperor kept him alive, reciting scripture from cover to cover during every session. Eventually his prayers were answered as when the pirates attempted to raid the Sin of Pride. During the ensuing battle, Holt was able to work his way free, and launch an escape pod. He views his rescue as the work of the Emperor, leading him to where he was supposed to be.
Crunch:
Spoiler
Character Name: Holt Orthesian
Origin Path: Imperial World - Savant - Chosen - Dark Voyage - Knowledge (Knowledge is Life, Life is Knowledge)
Career Path: Seneschal
Rank: 2
Gender: Male Build: Slender Height: 1.75m Weight: 65kg
Skin Colour: Porcelain Hair Colour: White Eye Colour: Blue
Age: 30
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)
Total Recall
Traits:
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Blessed Ignorance
[-5 on Forbidden Lore Tests]
Hagiography
[Common Lore (Imperial Creed, Imperium, War) untrained Basic Skills]
Liturgical Familiarity
[Literacy & Speak Language (High Gothic) as untrained Basic Skills]
Xenophile
[+10 Fel when dealing with alien races or cultures, -5 to WP involving alien artifacts and psychic powers]
Advances:
Spoiler
Knowledge is Life, Life is Knowledge (+3 Int) + extra Scholastic Lore = 500 xp
Int Advances x3 = 850 xp
Per Advances x1 = 100 xp
Fel Advances x2 = 350 xp
Awareness = 100 xp
Charm = 100 xp
Dodge = 100 xp
Secret Tongue(Rogue Traders) = 100 xp
Security = 100 xp
Sound Constitution x1 = 200xp
Scrutiny = 200 xp
Tech-Use = 200 xp
Equipment:
Spoiler
Armor: Xeno-mesh Armour + Mesh Cowl (AP 3 All|2.5 kg)
Gear:
Autoquill
Dataslate
Micro-bead
Multikey
Two sets of robes
Synskin
Chrono
Cameleoline cloak
Wounds: 9 (6 Imperial World + 2 roll + 1 SC)
Fate points: 3
Insanity: 3
XP:7500
Remaining XP: 100
DW Dark Angel Devastator Naaman
Spoiler
Description:
Spoiler
Brother Naaman's face is the helmet he wears, and in the presence of others he does not remove it. Were it or his armour to be removed, it would be discovered that his body is covered in scars, many of which are in the shape of the aquila.
Backstory:
Spoiler
Naaman served for years aboard the mighty Thunderhawk Heretic's Bane, responsible for targeting and destroying the enemies of the Imperium using the vehicle's massive firepower. His years of faithful and diligent service brought him to the attention of the Inner Circle, and as a result he was trained in the art of interrogation and the forbidden lore of the traitor legions as a means of testing his resolve. It is possible he would have been inducted into the Deathwing, had not the Heretic's Bane tasked with clearing a mysterious space hulk the chapter stumbled across. The ship's name was illegible, years spent in the warp in addition the battle damage it had sustained resulting in it's warp travel mishap having utterly destroyed all markings. Had it not been for the faint Dark Angel distress signal detected deep within the structure, it would have been ignored. The Heretic's Bane was tasked with transporting a terminator squad to investigate, and await their departure. The only one to return was Naaman, the pilot and terminator squad killed by whatever was on the space hulk. All records of what occurred on the space hulk have been repressed by the Dark Angels. The experience resulted in Brother Naaman requesting transfer to the Deathwatch as atonement. What he has to atone for is unknown as he rarely speaks anymore.
Crunch:
Spoiler
Character Name: Naaman
Chapter: Dark Angels
Speciality: Deathwatch Devastator
Rank: 2
Renown: 22 Respected
Power Armour: MK5 "Heresy" Pattern 8/9
Power Armour History:Fury like lightning [+5 Agi and +1 Init], Last Survivor [+1 fate point that only lasts as long as the mission]
Demeanour: Stoic, Sons of the Lion
Past: Thunderhawk Gunner
Rank 0:
BS+5: 200 xp
S+5: 200 xp
Per+5: 200 xp
Interrogation: 200 xp
Interrogation + 10: 200 xp
Rank 1:
Interrogation +20: 200 xp
BS+5(adv): 500 xp
Per+5(adv): 500 xp
WP+5: 500 xp
Paranoia: 500 xp
Mighty Shot: 500 xp
Search: 400 xp
Sound Constitution: 500 xp
Forbidden Lore (Traitor Legions): 400 xp
Rank 2:
Deadeye Shot: 500 xp
Crack Shot: 500 xp
Signature Wargear (Motion Predictor): 500 xp
Equipment:
Spoiler
Armor:
Astartes Power Armour
Weapons:
Heavy Bolter
With Backpack Ammo Pack
Motion Predictor
Bolt Pistol
Ammo:
Gear:
Robe of Secrets: +3 to Forbidden Lore(Traitor Legions)
Requisitioned:
Requisition: Metal Storm rounds (Heavy Bolter clip): 20
Kraken roundsx2 (Bolt Pistol): 15
Red Dot laser sight(bolt pistol): 10
Fire Selector (pistol):2
Wounds: 21 ( 18 + 2 roll + 1 Sound Constitution)
Fate points: 3 [plus 1 temporary that lasts the length of the mission from armour]
XP:17800
Remaining XP:100
work ran a little long, I'll get the others uploaded shortly.
Gil Khaet was born in Kasr Partox in the Cadian system. At fourteen he was enlisted into 7 Platoon, 3 Company, 12 Battalion, 331st Cadian Shock Troopers Regiment and proudly served for four years. During deployment, Gil's commander took note of his technical knack and reverence for his equipment, recommending him for training with the Adeptus Mechanicus. Gil was loathe to leave his unit behind, but 18 years on Cadia does not teach a youth to say 'no' to the recommendations of a superior officer.
As a Tech Priest who was not only combat trained but also aware of some of the horrors of Chaos, Gil was swiftly requisitioned by the Inquisition. Being exposed to the myriad of new people has taught Gil just how much of his personality was based on his upbringing, especially his time in the Whiteshields.
Appearance
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Gil has clearly served in the Shock Troopers, being built fairly solidly, though he has let himself go slightly, a clear sign of using his mechandrites for simple tasks that a person more concerned with their appearance would use their own hands for. His hair is kept short and his clothing is practical under his mechanicus robe, which he ditches with regularity.
Gil is boisterous and friendly, happy to regale anyone who will listen with stories of his time in the Whiteshields, though he has been known to repeat them on occasion, particularly the tale of Operation Ash.
Crunch
Spoiler
Name: Gil Khaet Home World: Imperial Career Path: Tech Priest Divination: Know the Mutant; Kill the Mutant Rank: 4 - Engineer (2,500 xp)
Characteristics:
WS 33
BS 33
S 27
T 42 (37+5 Simple Toughness)
Ag 34
Int 36
Per 37 (35+2 Divination)
WP 41 (38+3 for being Imperial)
Fel 30
Intro: A single common conversion field has an acquisition of 0 so you can have that as your special starting piece of kit.
rb780nm: The force staff is near unique so you can't start with that and the Hecuter (source?) has an acquisition of -15% due to the "modifications on weapons" rule.
The Xeno-mesh at best quality has an acquisition of -10%.
Where does the psyber-eagle come from?
I don't mind people having 2 items as long as they are total acquisition 0%
I'll have a look at the Krursk's equipment as well when it appears.
I edited my original character post, so it should be easier to see my stuff. I'm sure I dorked up my equipment requests for RT ... DH should be w/in price limits; DW was simply what we automatically got, with Storm Warden swap out and Chapter trapping.
Let me know what I need to fix!
__________________ Going on vacation for two weeks. I'll post when I can, but NPC me as necessary!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
I actually had quite a bit more than the one item not in the Rogue Trader's starting gear - just wanted to make sure that you noticed it:
Advanced Helmet Systems (Very Rare)
Ryza-Pattern "Wrath" Plasma Pistol (Extremely Rare) replaced standard Plasma Pistol (Very Rare)**
Red-Dot Laser Sight (Scarce)*
Good-Quality Bionic Left Arm (Rare)
Good-Quality Cybernetic Senses (Right eye) (Very Rare)
Force Field (Conversion Field or Refractor Field, p.130 ItS) (Extremely Rare/Very Rare)*
The asterisks represent the stuff that I'm particularly keen on. The bionics were just to match the picture that I was using, but could easily be Common-Craftsmanship, or just not even used mechanically and just described. But I figured just upgrading the Plasma Pistol to the accurate version might leave enough "scarcity" to pick up the Refractor Field if I can't quite afford the Conversion field. (I don't feel a particular need for two plasma pistols. ) Just making sure...
EDIT: Also, since we've lost everyone with Tech-Use, could I pick it up as an Elite Advance, describing it more in the form of overseeing enginseers and other crew using it, than actual personal proficiency?
I actually had quite a bit more than the one item not in the Rogue Trader's starting gear - just wanted to make sure that you noticed it:
Advanced Helmet Systems (Very Rare)
Ryza-Pattern "Wrath" Plasma Pistol (Extremely Rare) replaced standard Plasma Pistol (Very Rare)**
Red-Dot Laser Sight (Scarce)*
Good-Quality Bionic Left Arm (Rare)
Good-Quality Cybernetic Senses (Right eye) (Very Rare)
Force Field (Conversion Field or Refractor Field, p.130 ItS) (Extremely Rare/Very Rare)*
The asterisks represent the stuff that I'm particularly keen on. The bionics were just to match the picture that I was using, but could easily be Common-Craftsmanship, or just not even used mechanically and just described. But I figured just upgrading the Plasma Pistol to the accurate version might leave enough "scarcity" to pick up the Refractor Field if I can't quite afford the Conversion field. (I don't feel a particular need for two plasma pistols. ) Just making sure...
EDIT: Also, since we've lost everyone with Tech-Use, could I pick it up as an Elite Advance, describing it more in the form of overseeing enginseers and other crew using it, than actual personal proficiency?
I hadn't noticed the difference in plasma-pistol. I knew Rogue Trader's got one. The fancy plasma pistol is fine but would lose the Red-dot sight (until you stop anywhere!) to have a starting acquisition 0. And you can still have the conversion field as that would be your 2 starting non-listed items.
As for the bionics if they are common craftsmanship at the moment (leaving room for improvement later) that should be fine.
If you want to pick up Tech-Use as an elite advance that will be okay. Though you do have a reasonable 40% from the crew (with your exceptional leader score).
Right is been 4 days since the IC opened. If people don't mind, if by tomorrow morning Phiris or Krursk haven't posted something IC I'll assume they don't want to play.
I've got a couple of other people interested over PM's that will be quick to start.
Well, as the First Officer, you're one of the invitees to dinner. You could throw a little RP riff down about how you get ready. Maybe a flashback to a similar dinner party, right before a Chaos incursion back on Cadia. Or maybe you could describe all the tasks you try to throw yourself into, in an attempt to avoid dinner (checking on the fighter/bomber/crews or whatever). Or just a little something so we get a better feel about who Col Wolfe is, and what he's all about.
On a related note - I'm under the impression that the Ship's Confessor (as a Rank 4 position) is NOT part of the invited list (which is totally fine!), so don't wait for any of the above from me to continue.
Although I do like that one idea about ... nm.
__________________ Going on vacation for two weeks. I'll post when I can, but NPC me as necessary!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
Well, as the First Officer, you're one of the invitees to dinner. You could throw a little RP riff down about how you get ready. Maybe a flashback to a similar dinner party, right before a Chaos incursion back on Cadia. Or maybe you could describe all the tasks you try to throw yourself into, in an attempt to avoid dinner (checking on the fighter/bomber/crews or whatever). Or just a little something so we get a better feel about who Col Wolfe is, and what he's all about.
On a related note - I'm under the impression that the Ship's Confessor (as a Rank 4 position) is NOT part of the invited list (which is totally fine!), so don't wait for any of the above from me to continue.
Although I do like that one idea about ... nm.
Rank 4 still puts you about 10 or 11 out of 67,000, so I'd say you're senior enough. I was assuming that the invitation applied to all PCs. If the Lord-Captain hasn't specifically-invited your character, I was assuming that it happened in the various time periods we've just glissed over.
Rank 4 still puts you about 10 or 11 out of 67,000, so I'd say you're senior enough. I was assuming that the invitation applied to all PCs. If the Lord-Captain hasn't specifically-invited your character, I was assuming that it happened in the various time periods we've just glissed over.
Oh, sure, when you put it like that ...
And I guess if I read the description of Rank 4 it might have offered a clue: "This is the rank of ship’s officers who have the most day to day contact with the crew, and are often intimately familiar with the ship’s workings."
Not sure how I missed that before ...
__________________ Going on vacation for two weeks. I'll post when I can, but NPC me as necessary!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
Phiris, while not much may be happening it was just setting the scene, so anything like said above, or just Lomar's musings as he stares out the windows into the great void.
Krursk as you've not posted in character or even updated/finished your character sheet I'll assume that you're dropping out.
Another player (Tome) will be stepping in to replace him.
Description
Dressed in the standard red robes of a Techpriest, though he endeavours to keep his in a far cleaner state than most Adepts, his form seems relatively unaugmented. Three Mechadendrites ruin this illusion, one on each shoulder and a third, ending in a manipulator claw, mounted on his lower back which he tends to lean on when otherwise distracted.
His youthful face usually bears a nervous smile, his messy fringe of blonde hair falling over his eyes - themselves one of his few visible augmetics, expertly crafted to seem indistinguishable from the real thing at a casual glance. Aside from the eyes, the only other augmetics visible on his face are a fine tracery of circuitry around the left ear, his Vox Implant.
His mannerisms are shy and nervous, and he generally seems uncomfortable in social situations, though strangely he never seems to go out of his way to avoid them. On his own, or when distracted by a task more suited to his abilities, he seems far more confident and displays a propensity to engage in long, rambling discourses on his favourites topics, regardless of whether anyone is actually listening or even present.
Background
Born on the Forge World of Belacane, Victris was groomed as a Techpriest from an early age. His sharp mind and logical nature attracted the personal favour of one of the higher ranking Magos, Magos Oratin, who began to groom Victris as either a heir or an assistant - to this day Victris is never sure which. However, Victris' insistent curiosity and opposition to certain elements of cult dogma, particularly those relating to non-cult members, eventually drove a wedge between him and his mentor, leading to his eventual fall from favour.
Finding himself distanced from his peers due to his falling out and deviant philosophy, Victris found his talents being wasted, pushed into almost menial make-work tasks, most of them an exercise in futility. Frustrated at being kept from what he saw as his duty to help the common throngs of humanity, he resolved to leave his world behind for the stars, where he hoped he would find more freedom from what he felt was the insular, self-destructive philosophy shared by the rest of the Forge. He soon signed on with a Rogue Trader looking for additional Enginseers, leaving Belacane behind.
Since then, Victris has travelled the void on a variety of vessels, proving his skills to the wider Cult Mechanicus and rising in rank. Only one incident, a terrible event in which a Gellar field failed mid-transit and exposed the the entire ship to the warp, mars his recollection of the years since. Although it was that self-same incident, and his actions to lead the repair of the Gellar field even as the rest of the crew fought off the marauding horrors of the warp, that led to his most recent promotion and position of Enginseer Prime aboard the Sin of Pride.
Spoiler
Character Name: Victris Alverse Origin Path: Forge World -> Savant -> Duty Bound (Duty to Humanity) -> Dark Voyage -> Prestige Career Path: Explorator Rank: 2 (7,500 XP)
Characteristics:
(Traded Strength for Fellowship progression)
Weapon Skill: 29 ([25] + Roll [9] + Homeworld [-5])
Ballistic Skill: 36 ([25] + Roll [11])
Strength: 34 ([25] + Roll [9])
Toughness: 40 ([25] + Roll [13] + Savant [-3] + Simple [5])
Agility: 34 ([25] + Roll [9])
Intelligence: 79 ([25] + Roll [20] + Homeworld [5] + Fit For Purpose [3] + Savant [3] + Duty to Humanity [3] + Advances [20])
Perception: 34 ([25] + Roll [9])
Willpower: 36 ([25] + Roll [11])
Fellowship: 40 ([25] + Roll [15])
Traits:
Stranger to the Cult: -10 on tests regarding knowledge of the Imperial Creed, -5 on Fellowship tests to interact with the Ecclesiarchy in a formal setting.
Duty to Humanity: -1 Starting Profit Factor
Mechanicus Implants
Talents:
Autosanguine
Basic Weapon Training (Universal)
Binary Chatter
Logis Implant
Mechadendrite Use (Utility)
Melee Weapon Training (Universal)
Talented (Tech-Use)
Technical Knock
Total Recall
Spoiler
Experience: 7,500/7,500
Rank 0 (4,500 - 4,999)
Mechadendrite Use (Utility) - 500 xp
Rank 1 (5,000 - 6,999)
Autosanguine - 200 xp
Secret Tongue (Tech) - 100 xp
Trade (Armourer) - 100 xp
Int (Simple) - 100 xp
Int (Intermediate) - 250 xp
Int (Trained) - 500 xp
Int (Expert) - 750 xp
Rolling for Insanity points from Dark Voyage: (1d5)[2](2)
EDIT
Sergeant Lilitas Imperial Guardswoman
Spoiler
Description
Lilitas is a towering figure with a muscular build, her tanned skin dotted with the scars of countless near-and not so near-misses. Short blonde hair pokes from under her helmet and her face seems perpetually locked in a scowl. Her facial features are hard and angular, with one particularly large scar crossing a nose that has obviously been broken more than a few times.
She wears her carapace, painted in dark grey urban camo, at virtually all times. A laspistol and chainsword are holstered on each side of her hip and a grenade launcher is strapped to her back next to a pack that usually contains what few personal possessions she bothers to keep.
When she speaks, it tends to be in a deep growl unless addressing her superiors or members of the Ecclesiarchy. To them, she shows the upmost respect and formality.
Background
Lilitas was raised in the Schola Progenium, her parents' identities erased from all records. Even Lilitas knows nothing of them, not even the family name they left for her, but she doesn't mind (or so she says to herself). If she was quicker to anger than the other children, well, it certainly wasn't due to a lingering sense of betrayal over what she certainly doesn't view as her parental abandonment. Just like her fierce faith in the Emperor couldn't possibly derive from a need to believe that whatever reason keeps her from knowing about her missing parents is a good reason.
Her upbringing has given her a strong faith in the God Emperor, and driving urge to do His work - typically in the form of ventilating the skull of whatever heretic, mutant or Xeno He so sees fit to place in her path. For a time she trained to join the Adepta Sororitas, but reconsidered after realising that they spent far too long praying, and not enough time smiting the enemies of mankind for her tastes. Her training as a Guardswoman was far more productive, and she graduated straight into the Guard.
Since then, she has fought on a score of different worlds, against a slew of different foes. Her aggressive nature found a focus in battle, and a check in the discipline of the Guard. Her skills were considerable, but her lack of leadership ability rendered her unsuitable for promotion to sergeant. She was put up for Stormtrooper training instead, her superiors being loathe to waste her talents. However before her training could begin, for reasons entirely unknown to her, she was transferred to the Sin of Pride under Inquisitorial mandate. She has continued to serve to the best of her abilities, but privately wishes to return to return to her career in the Guard. Or, at the very least, receive an explanation. But the discipline drilled into her, and her origins, leave her loathe to actually express such.
Spoiler
Character Name: Sergeant Lilitas Homeworld/Origin: Schola Progenium Career Path: Guardsman Divination: "There are no Civilians in the battle for survival." Rank: 5 - Veteran (4,350 XP)
Characteristics:
(Traded Perception for Willpower progression)
Weapon Skill: 41 ([20] + Roll [16] + Advances [5])
Ballistic Skill: 46 ([20] + Roll [16] + Advances [10])
Strength: 40 ([20] + Roll [15] + Advances [5])
Toughness: 40 ([20] + Roll [13] + Divination [2] + Advances [5])
Agility: 42 ([20] + Roll [12] +Advances [10])
Intelligence: 31 ([20] + Roll [11])
Perception: 32 ([20] + Roll [12])
Willpower: 32 ([20] + Roll [12])
Fellowship: 28 ([20] + Roll [8])
Traits:
Sheltered Upbringing: -10 on Charm/Command/Deceive/Scrutiny tests when dealing with the worst examples of humanity.
Tempered Will: Very Hard Willpower tests only inflict a -20 penalty.
Talents:
Ambidextrous
Basic Weapon Training (Flame)
Basic Weapon Training (Las)
Basic Weapon Training (Launcher)
Basic Weapon Training (SP)
Crushing Blow
Melee Weapon Training (Chain)
Melee Weapon Training (Primitive)
Pistol Weapon Training (Las)
Pistol Weapon Training (SP)
Quick Draw
Rapid Reload
Resistance (Fear)
Step Aside
Sure Strike
Swift Attack
Two-Weapon Wielder (Ballistic)
Two-Weapon Wielder (Melee)
Unshakable Faith
Description
As a Wolf Scout, Ivar typically garbs himself in his own personal set of Scout armour, customised over long years of use. While he may have repainted it for his service in the Deathwatch, the various trophies and talismans he adorns it with are still ever present. The most noticeable of these is the belt of thunderwolf hide he wears at his waist, and the necklace made from it's teeth, though there are innumerable others, all trophies of notable kills he has made.
The man himself has the bearing and pronounced canines of an experienced son of Russ. His skin is worn and leathery, due both to the Canis Helix and the centuries he has spent hunting across the most hostile planets in the galaxy. His hair, now completely gray, is kept short by the standards of his fellow Space Wolves, and his face relatively clean shaven, though numerous braids holding minor trophies and charms dot the scraggly mess. His eyes, constantly surveying his surroundings, now resemble those of a wolf.
In temperament he seems friendly to most, showing the gregarious nature his chapter is known for, but when pushed or on the hunt he becomes cold and merciless, sacrificing cheer for brutal efficiency. He is proud of his skills as a hunter and as a marksman, and does not tolerate any mockery of them. In particular, he has grown to detest the association that his skills have with the inexperienced neophytes of other chapters.
Background
A veteran Wolf Scout, Ivar has served his Legion Chapter for centuries. Were it not for his solitary nature and fiercely predatory approach to combat, he would be considered a Long Fang by now. Instead, he has spent those years since his days as a Blood Claw practising the more subtle arts of war. Alone, or in loose groups with other Wolf Scouts, he has tracked, hunted, ambushed, outflanked and assassinated the enemies of man from one end of the galaxy to another and endured the most hostile of environments.
His recent hunts have not been as fulfilling as they once were, however. It has been years since he felt that a quarry tested his skills, and he fears that he may have grown rusty. It was for this reason that he requested that he be the one to serve his chapter's due to the Deathwatch, in the hopes of finding more challenging targets.
Spoiler
Character Name: Ivar Chapter: Space Wolves Specialty Wolf Scout [Devastator] Demeanors: Calculating, The Sons of Russ Rank: 2 (18,600 XP) Renown: 18
Power Armour: MKVI Corvus Pattern
History:
-MK7 Elements (Helmet)
-A Fury Like Lightning (+5 Agility, +1 Initiative)
Characteristics:
Willpower traded for Ballistic Skill Progression.
Weapon Skill: 39 ([30] + Roll [9])
Ballistic Skill: 62 ([30] + Roll [17] + Advances [15])
Strength: 41 ([30] + Roll [11])
Toughness: 50 ([30] + Roll [15] + Advances [5])
Agility: 59 ([30] + Roll [14] + Advances [10] + Speciality [5])
Intelligence: 43 ([30] + Roll [13])
Perception: 59 ([30] + Roll [19] + Chapter [5] + Advances [5])
Willpower: 41 ([30] + Roll [11])
Fellowship: 38 ([30] + Roll [8] + Chapter [5] - Speciality [5])
Born on a fortress world set to guard the Screaming Maw, he was a violent and troubled youth. His world had seen only small incursions in recent times, the Daemons and cultists seeming to have almost given up. This was not enough for him, driven by his thirst for violence and his burning hatred for the enemies of man, he signed on to a crusade as a gunner. Since then, he has dutifully served with the imperial navy, steadily working his way up to the rank of Master of Ordnance.
After a disastrous mutiny by the lower ranks, lead by infiltrators from the pirate group they was pursuing, he was left stranded in an escape pod. He was fortunate enough to be recovered, but the perceived failure and his advanced age lead to his forced retirement from the navy. Unwilling to cease the violence that is his life's work, he signed on to the Sin of Pride.
By this point he is old, bitter and full of hate. He grumbles frequently and watches with rest of the crew with a paranoid glance, but will follow orders with impeccable discipline.
Statblock:
Spoiler
Character Name: Chief Gunner Cort Relden Origin Path: Fortress World -> Stubjack -> Crusade (Call To War) -> The Hand of War -> Vengeance Career Path: Arch-Militant Rank: 1 (5,000 XP)
Characteristics:
Weapon Skill: 33 ([25] + Roll [8])
Ballistic Skill: 70 ([25] + Roll [20] + Homeworld [5] + Stubjack [5] + Call To War [5] + Advances [10])
Strength: 35 ([25] + Roll [10])
Toughness: 35 ([25] + Roll [10])
Agility: 36 ([25] + Roll [11])
Intelligence: 31 ([25] + Roll [11] - Homeworld [5])
Perception: 38 ([25] + Roll [13])
Willpower: 44 ([25] + Roll [14] + Homeworld [5])
Fellowship: 29 ([25] + Roll [14] - Homeworld [5] - Stubjack [5])
Born into the Imperial Navy, Master Helmsman Cornelia Von Haust is the beloved daughter of a noted admiral. An absolute prodigy of a pilot and every bit the devout, upstanding officer she was expected to be, her career looked promising. Unfortunately, she just has a few... let's just call them bad habits, eh? Drink and other indulgences, let's say. Lots of other indulgences, actually, some of which involved whips and leather. She was very careful about keeping it all behind closed doors, but someone, somehow, found out. Lots of someones, actually, judging by all the different recordings he had.
Needless to say, this someone had demands, in exchange for keeping everything all hush-hush. A transfer to another ship was the first, which upset her father a little, but he could understand her wanting to make her own way. Other demands followed. Small things at first, growing steadily larger and more distasteful. Eventually she had enough - she was no one's toy (and being on the other end of those whips was much less exciting). She called his bluff and left. Turns out? He wasn't bluffing. Her reputation was quite thoroughly tarnished.
One rather hurried retirement later, and she was serving aboard the Sin of Pride. She's mended her ways after that little disaster, and her behaviour since has been exemplary. Except for that one little scandal a while back, which nobody will mention. And those rumours drifting about the lower decks about what she does in her off-duty hours. The large collection of whips probably doesn't help either. The pict recording that somebody uploaded to the noosphere a few months ago certainly didn't. Look, just ignore the scandal, alright? She's a damn good pilot.
She's poised, refined and dignified, acting every inch the imperial noblewoman. Her inability to keep it both in her pants and unrecorded persists, but she's firm in her conviction to never submit to anyone's control again.
Statblock:
Spoiler
Character Name: Master Helmsman Carnelia Von Haust Origin Path: Battlefleet -> In Service to the Throne (Born to Lead) -> Duty Bound (Duty to Humanity) -> Press-Ganged -> Prestige Career Path: Void Master Rank: 1 (5,000 XP)
Characteristics:
Weapon Skill: 34 ([25] + Roll [9])
Ballistic Skill: 38 ([25] + Roll [13])
Strength: 32 ([25] + Roll [7])
Toughness: 30 ([25] + Roll [8] - Born To Lead [3])
Agility: 49 ([25] + Roll [19] + Advance [5])
Intelligence: 47 ([25] + Roll [16] + Duty to Humanity [3] + Born To Lead [3])
Perception: 35 ([25] + Roll [15] - Homeworld [5])
Willpower: 42 ([25] + Roll [12] + Homeworld [5])
Fellowship: 42 ([25] + Roll [14] + Homeworld [3])
Advanced Skills:
Common lore (Imperial Navy) (Int): 57
Common lore (War) (Int): 47
Forbidden Lore (Xenos) (Int): 47
Literacy (Int): 47
Navigation (Stellar) (Int): 47
Pilot (Flyers) (Ag): 49
Pilot (Space Craft) (Ag): 79
Scholastic Lore (Astromancy) (Int): 47
Scholastic Lore (Tactica Imperialis) (Int): 47
Speak Language (Battlefleet War Cant) (Int): 47
Speak Language (Low Gothic) (Int): 47
Trade (Voidfarer) (Int): 47
Traits:
Officer on Deck: All Command tests at +5 while aboard a spacecraft.
Ship-Bound Fighter: Initiative -2 and double BS penalty for range while on a planet. Does not apply in enclosed spaces.
Void Accustomed: Immune to space travel sickness and zero- and low-gravity environments are not considered difficult terrain.
Jealous Freedom: Willpower test to avoid reacting violently at the prospect of imprisonment or loss of freedom.
Talents:
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Nerves of Steel
Talented (Pilot (Space Craft)
Spoiler
Experience: 5,000/5,000
Rank 0 (4,500 - 4,999)
Born to Lead - 200xp
Agility (Simple) - 100xp
Scrutiny - 100xp
Trade (Voidfarer) - 100xp
Equipment:
Spoiler
Starting:
Best Craftsmanship Mono Sword
Best Craftsmanship Hand Cannon
Guard Flak Armour
Micro-Bead
Void Suit
Blessed Ship Token
Re-Breather
Imperial Navy Uniform
Amasec (2 Bottles)
Pict Recorder
Vox Caster
Brother to the Sin of Pride's Master Helmsman, Carnelia Von Haust, Regias shared a similar early life as the son of a noted admiral in the imperial navy. Having acquired a reputation as an expert pilot and commanding officer, he was appalled when the news erupted of his sister's scandal. Both for the offence against his sister and for the besmirching of the Von Haust family name, he has sworn vengeance against the family responsible for disgracing her, starting a feud that continues to this day.
He has also followed her to the Sin of Pride, determined not to let her out of his sight again. Thus far, his efforts to keep her out of trouble have proven ineffective at best. Even worse, she keeps on getting him implicated in her little scandals.
In person, Regias is usually far less stern and authoritative than his sister, coming across as the more personable of the siblings. His friendly and approachable manner makes him well-liked by his fighter crews, and his devotion to his duty and the imperial creed have won him the staunch support of the Ecclesiarchy. He does wish that he didn't keep having to confiscate picts of his sister from the pilots and crew. It gets a little embarrassing, and some are starting to whisper that he might be keeping them for himself.
Statblock:
Spoiler
Character Name: Master Pilot Regias Von Haust Origin Path: Battlefleet -> In Service To The Throne (Born To Lead) -> Zealot (Favoured of the Faithful) -> A Product of Upbringing (Rivals) -> Prestige Career Path: Void Master Rank: 1 (5,000 XP)
Characteristics:
(Traded Willpower for Fellowship progression)
Weapon Skill: 37 ([25] + Roll [12])
Ballistic Skill: 41 ([25] + Roll [16])
Strength: 36 ([25] + Roll [11])
Toughness: 32 ([25] + Roll [15] - Born To Lead [3] - Favoured Of The Faithful [5])
Agility: 47 ([25] + Roll [17] + Advances [5])
Intelligence: 37 ([25] + Roll [12])
Perception: 32 ([25] + Roll [12] - Homeworld [5])
Willpower: 44 ([25] + Roll [14] + Homeworld [5])
Fellowship: 62 ([25] + Roll [18] + Homeworld [3] + Born to Lead [3] + Favoured Of The Faithful [5] + Rivals [3] + Advances [5])
Advanced Skills:
Common Lore (Imperial Navy) (Int): 47
Forbidden Lore (Xenos) (Int): 37
Literacy (Int): 37
Navigation (Stellar) (Int): 37
Pilot (Flyers) (Ag): 47
Pilot (Space Craft) (Ag): 67
Scholastic Lore (Astromancy) (Int): 37
Scholastic Lore (Tactica Imperialis) (Int): 37
Speak Language (Battlefleet War Cant) (Int): 37
Speak Language (Low Gothic) (Int): 37
Traits:
Officer on Deck: All Command tests at +5 while aboard a spacecraft.
Ship-Bound Fighter: Initiative -2 and double BS penalty for range while on a planet. Does not apply in enclosed spaces.
Void Accustomed: Immune to space travel sickness and zero- and low-gravity environments are not considered difficult terrain.
Talents:
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Nerves of Steel
Peer (Ecclesiarchy)
Rival (Nobility)
Talented (Command)
Talented (Pilot (Space Craft))
Spoiler
Experience: 5,000/5,000
Rank 0 (4,500 - 4,999)
In Service To The Throne (Born To Lead) - 200xp
A Product of Upbringing (Rivals) - 100xp
Agility (Simple) - 100xp
Fellowship (Simple) - 100xp
You were also asked for a toast. It'd be pretty gauche to forget that.
Probably something like, "Ladies and Gentleman, His [something-or-other fancy] the God-Emperor of Mankind," after the close of the prayer.
I guess I thought it implied w/in the prayer, but I threw out something that hopefully expresses reliance on the Emperor, but with a need for faith and piety ... as well as an analogy to the duties a navigator regularly performs.
Also, looks like the DW contingent is going to get another Librarian ... should be fun!
__________________ Going on vacation for two weeks. I'll post when I can, but NPC me as necessary!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
I guess I thought it implied w/in the prayer, but I threw out something that hopefully expresses reliance on the Emperor, but with a need for faith and piety ... as well as an analogy to the duties a navigator regularly performs.
Also, looks like the DW contingent is going to get another Librarian ... should be fun!
Yeah, I mostly just meant the mechanics of it - raising the glass, and all that.
No worries ... I'm on it. Now we get to see if I made the right sort of toast, or if the Inquisitor is going to make me wash out the ship's engines during flight.
__________________ Going on vacation for two weeks. I'll post when I can, but NPC me as necessary!
DM: "Why do you have so many characters?"
Me: "Because I never embraced the strategic value of running away."
Also, looks like the DW contingent is going to get another Librarian ... should be fun!
Don't forget the DH lot getting a nun with a gun.
I would have gone with an Apothecary, but Space Wolves apparently don't have Apothecaries (Yes they do, they're called Wolf Priests) and neither the Salamanders nor Bloody Magpies Blood Ravens have been given official stats. A Wolf Scout might have been fun as well, but the Deathwatch apparently doesn't have any stealthy guys in it.
Quote:
Originally Posted by Starbin
No worries ... I'm on it. Now we get to see if I made the right sort of toast, or if the Inquisitor is going to make me wash out the ship's engines during flight.
Excuse me? Did you imply that the engines are not, in fact, as clean as they can get already? Victris is offended.