Hey everyone, wellcome to the holy OOC. it's been blessed by the emperor so don't litter in it.
I would like everyone of you to repost your sheet here and choose a color for speech,But Navyblue's been taken by me the GM.
The IC will be up and ready as soon as i can get it done.
May the emperor guide you all.
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
Origin
Homeworld: Voidborn
Birthright: Stubjack
Lure: Duty Bound (Duty to Your Dynasty)
Trials: Ship Lorn
Motivation:Vengance
Career: Void-Master
Rank: 1
-EXP: 0
-Spent: 5000
Bio:
Aged 34, thin and pale with close cropped black hair and numerous combat scars.
Nathin Jarrion was born on the powerful Light Cruiser Golden Raptor, a fellow ship of (our Rogue trader Dynasty), He spent his early years plying the void and learning the intricacies of the metal Behemoth that was his home.
However, the Sub sector which the Raptor plied was in conflict with an encroaching Chaos Fleet. Although the Raptor made a great deal of Thrones providing arms and supplies to the imperial forces across the sub-sector, it was a life of constant combat, and Nathin's grew up in constant Battle. His early memories are of frantic klaxons, the thunder of guns and the screams of the wounded.
Nathin join the bridge crew at a young age, a replacement for his late father as helmsman, and he soon became very proficient in both Manoeuvreing such a great vessel in the void. However, when Nathin was 26 the Raptor was ambushed and smashed by Chaos forces, cutting of Imperial supplies and leaving the Raptor Burning in space, filled with the corpses of the crew. Only Nathin and 5 other survivors were rescued out of the thousands of dead, luckily caught in an emergency compartment for almost 2 weeks before they were finally rescued by the RTV Silverknife. He rejoinder the Dynasty aboard the SIlverknife and seeks vengeance for his loss on any Chaos scum that cross his path.
Characteristics
WS BS S T Ag Int Per WP Fel
36 40 34 32 38 38 44 47 30
For my speech I choose Deep Strike Blu- I mean, Deep Sky Blue!
I know it hurts the eyes a little, but it is just like the psyker will hurt the ears.
Sheet is here.
Spoiler
Baristan Remi
- Shamelessly stolen portrait from Muju and DeadXCross. Sorry.
Background
Spoiler
++ ++ Even at a young age Baristan was remarkably strong willed, to the point of stubbornness. Exerting it to heights only him could achieve, Baristan joined the best Schola Imperialis of his planet. As a student he fared rather mediocre for someone endorsed in such a place. Then things started to go bad for him; his family almost went bankrupt with the annual fee for that kind of lifestyle and terrible headaches desolated his waking hours. It was during one specially dreadful case that the psyker inside him manifested. Such strong wakening normally carries terrible consequences that leave someone scarred for life, however he seemed fully in control of the experience the entire time and once calmed down managed to pull out of it before permanent harm was inflicted. A week later came the Black Ship. Procedure went accordingly to protocol, testing the very matter which composed the man known as Baristan Remi yet not even once did he protest against it. ++
Years passed before they allowed him to *see* the light again and in a way he never again did. They took his sight and part of his humanity, in ways unknown to the normal folk, but they gave in return a type of closure with the one and only God that felt like just reward. Days later Baristan insisted, or more like begged, to be placed somewhere were there was work for one such as him. In part, he felt disgust for the facility that tortured his soul and body for so long, but the sentiment was true; Baristan desired to serve. ++
Uncaring and unloving is the machine of the Imperium. It takes kindly only to a selected few, but would gladly throw her children into the maw of the Kraken if that meant she could choke the beast to death. Such that is that there is only one place that harbor a fervent hunger for the eager and dutiful; the Hammer of The Emperor. He was finally assigned to the Navy after only a few years serving in free space communications. He went to a small fleet positioned in a chaos infested sector, at first aboard a cargo convoy to deliver resources for the war effort and then remained there. An Astropath's job is to illuminate and communicate, but that alone always felt unsatisfactory. More than once Baristan ventured the surface in search for excitement and while his psychic skills were largely unsuited for combat that didn't stop the man from faring quite well in an exchange of shots. To make a long sad history brief he survived the perils of war mostly unscathed, part because of his position and part because of his talents. But when the armada finally left they did with one Astropath shorter. Some call it desertion, he called it prolonging his duty to the one God Emperor of Mankind. The war with the cult-infested sector was over, the ruinous powers were sent back to their false gods crying in shame. ++
After that the details become hazy as he roamed the stars for quite a time presenting his service at those of pure faith and strong morals for safe passage or small credits. At first it was for a quest of duty or of loyalty, but that quickly gave way to pride. Baristan felt *proud* of his condition as servant of the Golden Throne and wished to perpetually harbor that as testimony of his existence, be it by shooting His enemies or by harboring the small fraction of His awesome power that was forever bound to his soul. ++ ++
Physical Description
Baristan Remi is both taller and bulkier than someone would take a psyker for. His person is always surprisingly well kept for someone blind, adorning fine and appropriate clothing according to the occasion. He adorns a well treated black hair and a grizzled beard. Much for his despair both show signs of advancing age. His only physical characteristic that easily identifies his toll in life is the missing of his eyes. Even if for some reason they didn't become sunken craters, and from a certain distance even appear normal at first sight, under the most casual inspections anyone can discern the unsettling truth. Where would someone have eyes Baristan have a black void as deep as the space between stars.
Only the fact he wears three different suits one over the other gives him the airs of a grox, but he seems rather well in them, except in terribly hot environment, where he quickly discards his Void-suit and Armor to remain only in common clothing.
The Background of the Origin Path
Imperial World: The life of a common imperial citizen, nothing great to see. Child of The Creed: With a faith so strong, indoctrinated to always sow after it. He still takes to heart what he learned at the chapel of the Schola Imperialis. Zealot, Unnerving Clarity: Few men will ever be brought to His presence... Such a magnificent opportunity can only be paid in duty and that realization carries on with the horrors of the experience itself. The Hand of War: The battlefield is a common sight to those that embolden valor and mettle, and so is hate. Serving for many years on a war infested sector can leave marks behind. Pride: A man, alone, is entitled his dreams of grandeur, but only in numbers can such a simple man be strong enough to fulfill those dreams. So the man searches just and righteous company.
Attributes
WS
BS
S
T
Ag
Int
Per
WP
Fel
Fate
Wounds
Insanity
Corruption
32
37
28
41
30
37
43
61
37
3
13
3
0
Traits/ Origin Pathway
Spoiler
Soul Bound to the Emperor: Permanent Sight Loss
Imperial World: +3 to willpower / Blessed Ignorance (-5 to Forbidden Lore checks) Child of The Creed: +3 to willpower, -3 to weapon skill. Zealot, Unnerving Clarity: +5 to willpower, 1d10 insanity points The Hand of War: The Face of The Enemy (Refuses to deal with the ruinous powers) Pride: Heirloom
Basic Skills
Common Lore (Imperial Creed) - From Hagiography
Common Lore (Imperium) - From Hagiography
Common Lore (War) - From Hagiography
Literacy (Int) - From Liturgical Familiarity
Advancement
Dodge (Ag) 200xp
Talents
Spoiler
Unshakable Faith - From Child of The Creed
Melee Weapon Training (Universal) - From The Hand of War
Hatred (Chaos Worshipers) - From The Hand of War
Psy Rating 2 (Telepathy) Astral Telepathy Mind Probe Terrify
Pistol Weapon Training (Universal)
Heightened Senses (Sound)
Advancement
Psychic Technique x2 200 xp Short Range Telepathy Delude
Simple Willpower Advancement (+5 to WP) 100xp
Equipment
Spoiler
Best-Craftsmanship Archeotech Laspistol - Rng:90m, (S/3/–) 1d10+3 E, P:2, Ammo:70, Rl:Full, SQ:Accurate/Reliable, Weight:4Kg
Best-Craftsmanship Laspistol (Kantrael P-22 Pattern Laspistol) - Rng:30m, (S/–/–), Dam:1d10+2 E, P:0, Ammo:30 Rl:Full SQ:Reliable Weight:1.5kg
Best-Craftsmanship Mono Sword (Blade of War) - Melee, 1d10+1 R, P:2, SQ:Balanced, Weight:3kg
Guard flak armor - LocationsCovered:All, AP:4, Weight:11Kg
Charm (A seal composed of a glass vial and wax that contains his preserved right eye, wrapped around his wrist)
Micro-bead
Psy-focus (A collar made of fingerbones pertaining to a Primaris Psyker by the name of Juliette)
Pocket-held Chrono
Lho-Sticks (He doesn't smoke, but every night he lights one and watch it burn)
__________________
Solaufein avatar by the awe inspiring Trazoi.
Spoiler
*Your magic is mine!*
_Spellbreaker from Warcraft 3
*Magic. Yes, I know you think you know what it is and how it works. You don't. You are an ignorant fool, just like all the others.*
_Khelben "Blackstaff" Arunsun
Eaters of the Dead: gain Wounds equal to unmodified TB of fresh corpse, lasts TB hours
Fieldcraft: +10 to all Concealment, Shadowing, and Silent Move Tests; treat forests/jungles/etc as open terrain
Kroot Physiology: lose Unnatural Perception and Fieldcraft if wearing armor with more than 3 AP
Natural Weapon: Beak – Dmg 1d5+SB R, Primitive
Sanctioned Xenos
Unnatural Strength (x2)
Equipment
Spoiler
Kroot Rifle (ranged): 1d10+5 E (Pen 1), RoF S/2/-, Clip 6 (Rld 2 Full), Range 110m
Kroot Rifle (melee): 1d10+8 R (Pen 2); Balanced
Mono Knife: 1d5+8 R (Pen 2)
Kroot leathers: AP 2 all
Kroot void suit
Micro-bead
Platoon (30) of crack kroot mercenaries (all stats at 40)
Hatched on one of the roving warspheres in the Koronus Expanse, Pran Chole distinguished himself young during an encounter with a strange, seemingly derelict alien ship, an egg-looking craft with a number of strange appendages. The warsphere Krkk’ragh had eliminated and devoured a small ork ship when it ran across the strange prize and investigated. What they found was a radiation-addled, toxin-filled environment, paired with a pair of similar craft appeared from an asteroid field and attacked the warsphere and the derelict ship with strange, screaming weapons and boarding torpedoes.
Leading a kindred in retreat back towards their boarding craft, Pran Chole first encountered the foul Rak’Gol: monsters of chitin and poison and strange metal implants. Not knowing who or what they were, the kroot turned to their instincts: fight. Many warriors died escaping the derelict ship and decoupling their warsphere from it while fighting off the invaders. Trophies were taken, the Shapers sampled the flesh, and the kroot learned of a new abomination in the stars.
Though the warsphere escaped bearing many wounds, the Shapers would not forget the foul xenos, and determined to send war parties out into the Expanse to search for this foe and further test its mettle. Though the creatures encountered were declared too foul to be consumed, the Shapers believed that a younger version of the xeno might be more free of environmental impurities and thus could lend strength to the kroot gene pool.
Thus Pran Chole and a handful of warriors decamped at Footfall. Falling in with the Steel Vipers mercenary company, the kroot first encountered agents of the Avorn Dynasty on a small jungle world on the outskirts of the Accursed Demesne. Their shuttle retreating to orbit when the agents were ambushed by orks, the Dynasty hired several mercenary groups to make planetfall and escort the surviving officers to an escape zone. The Steel Vipers inserted, quickly located the survivors and were immediately beset by orks. The kroot, raised on a diet of ork-flesh, fell on them with great gusto. The Dynasty’s surviving agents were so impressed with the quality of protection provided that they extended to Pran Chole and his kindred a contract to protect the lords of the Dynasty. And as any good kroot would, they accepted, for a hefty sum.
Since, Pran Chole and his kindred have served on three Dynasty ships, most recently the Dynasty flagship Silverknife. Becoming more acquinted with the Rogue Trader herself, Pran Chole seeks battle, glory, and money…and the chance to turn a Rogue Trader’s resources to discern more about the xenos foe of old.
Pictures
Spoiler
Last edited by Whiskeyjack : 03-21-2012 at 10:24 AM.
Origin
Homeworld: Noble born
Birthright: Vaunted
Lure: Renegade (free-thinker)
Trials: High Vendetta
Motivation:Pride
Career: Seneschal
Rank: 1
-EXP: 0
-Spent: 5000
Bio:
Age 70 (shows early 30) Duncan is the son of the previous Seneschal of (Chaoticsky character), that recently died of old age after more than 200 years of honored career.
He was raised by his mother in the luxurious and decadent spires of a hive world (GM decide which one better suits the campaign), far from the crowded and hazardous depths of the hives. During his adulthood, before taking his father place, he made himself known in his homeworld as a cunning and a honorable man.
He established a network of contacts through the Imperium and prepared himself to serve in place of his father, but he also made quite a few enemies defending both his honor and his interests.
Being even too intelligent and outspoken for his own good, the news of his father death and the request to come and serve aboard the (ship name) came at just the right time, before the Ecclesiarchy decided that Duncan challenged its authority for the last time. He loves to play a string instrument (WH40K equivalent of lute) and is also an avid reader of ancient chronicles of legends and myths of the Imperium and other cultures, xenos included. He doesn’t care much if such chronicles are true or fiction, he just loves to have a good story to tell.
Ecclesiarchy aside, he also has enemies in a noble house (GM decide which one and where) after he killed the oldest heir in honorable duel because of a slander.
Characteristics
WS BS S T Ag Int Per WP Fel
36 44 37 36 38 44 43 27 52
__________________
Avatar made by Strawberries! Grazie paesŕ!
Quote:
Originally Posted by Juggling Goth
The only time in my life I've used my karate training was in blocking that goose from my face. She bounced off my jodan age uke, hit the floor, got up, and came back for two more attempts.
And it's not like she gave up at that point. I just grabbed my bike and ran.
She was fine, and her babies got to find out that their mom was badass. I was traumatised.
Last edited by Kalmageddon : 03-12-2012 at 01:04 PM.
Origin =Homeworld: Battlefleet (+5WP, +3 Fell, -5Per. Common Lore (Imp Navy), Speak (Battlefleet War Cant), Pilot (Space Craft). +5 Command on ship, Void Accustomed, -2 init planetside and double penalty for long range in open area) =Birthright: Child of The Creed (+3 Fell, -3 WS. Unshakeable Faith) =Lure: Call To War (+5 BS. Peer (Military), Hatred (Chaos), Talented (Dodge). Exp 150) =T&T: Hand of War (Heavy Weapon Training (Las), Hatred (Chaos). Will not tolerate hated group.) =Motivation: Exhilaration: The Thrill of War (+3 BS -3 Fell. Schol Lore(Tactica). Nerves of Steel, Quick Draw. 250xp)
Aria was born aboard the flag ship of her dynasty, the Void Bound, she never really learned which of the several women in her father's retinue was her mother, but she was raised communally by the entire group. She learned to shoot from her father's bodyguard, to fly from his chief pilot, to trade and barter from his herald, and to move amongst the rich and powerful from his aristocratic navigator. When she turned 16 she was sent away to serve out a term in the Imperial Navy, as a officer on the bridge of a patrol ship, hunting pirates. Aria learned much there, of running a ship, captaining, and officership, and lost the sense of entitlement that so often accompanies the rich and powerful, as she was meant to. Given the general dislike the Navy has for Rogue Traders (to say nothing of their general misogyny), her superiors often pushed her into chaff duties that the 'proper' officers didnt want. The most common of those was assisting the ship's preacher in attending to his temple and performing his sermons. As a result, while she learned discipline, she also learned about the Imperial Creed in a much more intimate way than she otherwise might have, though the particulars of her life has somewhat skewed her appreciation of certain tenants of the faith. But time goes on, and Aria eventually proved herself a skilled officer. That coupled with a increasing number of her peers being unwilling to risk getting humiliated by her in a honour due, lead to a overall improvement in her circumstances. By the time her father returned to collect her, she had attained a level of respect and even camaraderie that left her with as many positive memories of her time there as negative ones.
Once she returned to her father's side, he decided that now would be a good time to familiarize her with war, the bread and butter of the Avorn dynasty, and with Aria's input, enrolled the Dynasty in a small crusade against the heathen denizens of a small backwater world. The servants of the dark gods put up far more of a fight than anyone had anticipated, and the conflict which was supposed to be a quick campaign of pacification, awe and conversion, turned into a several year long drawn out war. The reason for this quickly became appearent, as the forces of chaos made themselves known; the worlds true rulers where a secret cabal of chaos worshippers, a secret society that controlled everything on that benighted rock. Under Imperial invasion, they revealed their true allegiance to their subjects, painting it as a homegrown, patriotic alternative to the distant and hateful Imperial Creed, sufficed to say it spread like wildfire among the population. In the end the Imperial were victorious however, and the Dynasty made a tidy profit in the process, though not as much as it might have if the war had not dragged on so. Aria distinguished herself however, and her father was quite pleased with his daughter's performance during the campaign. As a reward, and a chance to begin to set her own path in life, he granted her a small ship of her own, the Silverknife, a relatively recently acquired ship of the dynasty, as well as crew and personnel, some from his own personal retinue, and a not inconsiderable amount of wealth, with the freedom to do with it as she saw fit.
Aria has run her ship for many years now, guiding it as one would expect from a Avorn, from conflict to conflict. Though with a much smaller vessel than the ancient and venerable Void Bound, Aria has had to scale down her operations, as it was simply not within her resources to wage private wars single handedly and smash any vessel they come across with disdain. As such she tends to operate on a more specialized level; assisting the Missionaria, assisting other endeavours, and no small amount of bounty hunting, which she as earned quite the reputation for. Her stint of independence was going well until one dark day, she received a Astropathic communication from the Administratum, apparently the Void Bound had vanished while perusing some chaos raiders in the Koronus Expanse, and that she had been confirmed as the new Holder of the Avorn Warrant of Trade. Aria immediately set course for the Expanse and has been loathe to leave it ever since, she wants to discover her father's fate, and reclaim the vessel she was born on.
Characteristics
WS 41
BS 44
S 39
T 38
Ag 38
Int 34
Per 30
WP 32
Fell 40
Wounds 11
Fate 3
=SpecialistSkills
Common Lore: Imperium(RT), Imperial Navy(O)
Lore: Astromancy(RT)
Scholastic Lore: Tactica Imperialis (O)
Speak: Low Gothic(RT), High Gothic (RT), Battlefleet War Cant (O)
Pilot: Space Craft (O)
Talents =Origin
Void Accustomed
Unshakeable Faith
Heavy Weapon Training (Las)
Nerves of Steel
Quick Draw =RT
Air of Authority
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal) =TalentGroup
Talented: Dodge (O)
Peer: Military (O)
Hatred: Chaos (O)
Gear =Weapon
Mordian Power Sword (Melee — 1d10+5 E 5 Power Field, Balanced VR)
MP Lascannon (Heavy 300m S/-/- 5d10+10E 10pen 5shots 2Full VR)
-Fire Selector (2 normal, 1 Overcharge(common))
-Stabilizing Harness (bulging biceps, dont need to brace)
-20VR +30 just one = +10 -5 stab harness -5 fire selector = 0
=Armour
Storm Trooper Carapace (All 6ap VR) =Misc
Micro-bead
Void Suit
Fine Clothing
Father's Coat (switched the xenopelt to this for thematic reasons)
Owned (but not carried)
Ryzan Plasma Pistol
Warrant
Spoiler
=Path
The Forging 12, 10
Stable 8, 6
Prize of War 6, 8
Meritch Wars 8, 6
Missionaria 8, 6
Famous 14, 4
SP 56, PF 40
=History
The Avorn Dynasty is a very old one, dating almost from the birth of the Imperium its self, the Warrant was granted to a renowned military commander during The Forging, having earned great repute resorting imperial rule during the Rebirth, he was one of many commanders who ran afoul of the restructuring of the Imperial Military. In the dawning age of the Imperium, the mobility necessitated by the Great Crusade placed staggering power in the hands on ship captains, not only were they master and commander of their vessel, but also general of the regiments that the ship carried. This allowed for a synchronicity and degree of support between space and ground forces utterly unheard of in the modern Imperium, but also tended to direct loyalty towards the captain, many of which took advantage of this to carve out private empires during the dark days of the Heresy. In the restructuring of the Forging, the Guard was divided from the Navy, to prevent such opportunism in the future. However, some bright sparks realized that this would decrease the efficiency of the Imperial military machine, and so granted militant Warrants of Trade to popular commanders who had proven their loyalty unwavering, effectively allowing them to continue on as they had before the division, commanding both ship and men. The Avornian founder was one such commander.
The Dynasty retains a strong military bent to this day, eschewing the path of claiming worlds and founding a noble line like so many of their fellows of the same era have done, in favour of retaining their roots. Nominally known as Trader Militants by their peers, they have historically participated in war zones across the segmentum, and while they have many 'safe' business investments to help absorb costs, their primary source of wealth has always been derived from war. Fortunately there is no shortage of war in the 41th millennium. The Dynasty was originally drawn to the region during the Angevin Crusade into the Calyx Expanse, performing recon ahead of the Crusade at first, and later serving under General Drusus in battles both in the void and on the ground when the greater crusade stalled and fell into infighting. In time however, the Expanse was solidified into the Calixis Sector, and with serious threats on the decline, the Avorn Dynasty began to seek out new opportunities, and left for other regions. But as it turned out the Avorns where not done in the region, almost two thousand years later the dynasty returned to persecute the Meritech Wars, where they played a much more prominent role, fully eclipsing their lesser deeds in the earlier Crusade. Such was their performance, that rumors persist that the dynasty was granted a Letter of Marque, penned by Sector Governess Myram Harvala herself, but if so the Dynasty has never taken advantage of the useful document, and so the truth of the rumour is known only to the Avorns's themselves.
In more recent years, the Avorn Dynasty has turned its attentions to the chaotic Kornous Expanse, the current holder of the Warrant is known to be a devote, if eccentric, adherent to the Imperial Creed and Dynasty has found a ally in the Missonaria Galaxia. Both groups have found much to like in each other; both take a somewhat more open, but no less zealous, stance than usual in their faith, both are somewhat rougher divisions of what are otherwise highly aristocratic organizations; Rogue Trader Dynasty's in general, and the Ecclesiarchy, and both are willing to lower themselves to dealing with unwholesome elements to better the Imperium. They enjoy a relationship of mutual aid; any priest who attempts to have the Aria branded a heretic will quickly find themselves abandoned by friends and allies under pressure from powerful personages inside the Church who have connections to the Missionaria. While Aria have been know to assist in Missionaria-ordained military actions for staggering discounts.
Machine Spirit: Ancient and Wise (-4 Hull +10 bonus to Manoeuvre Actions)
Past History: Emissary of the Imperator: (+15 Intimidation, -5 other social. Groups may react different)
Essential
-Plasma Drive
Jovian Pattern Class 2 Drive Raid, Frig +45/10/--
-Warp Engine
Strelov 1 Warp Engine
-Gellar Field
Warpsbane Hull (+10 warp navi. roll encounter twice, pick best)
-Void Shields
Single Void Shield Array (1 void shield)
-Ship's Bridge
Command Bridge (+5 command and ballistics)
-Life Sustainer
Clemency Lifesustainer (Mor+1, crew loss -4)
-Crew Quarters
Clan-kin Quarters (+5 command vs board and hit and run. Mor loss -1)
-Auger Arrays
W–240 Passive Array (No penalty to detection while Silent Running)
So... When are we going to start this? I can't wait to find glory in the far reaches of the galaxy die horribly at the hands of a lovecraftian xeno abomination or a chaos-spawned monstrosity.
__________________
Avatar made by Strawberries! Grazie paesŕ!
Quote:
Originally Posted by Juggling Goth
The only time in my life I've used my karate training was in blocking that goose from my face. She bounced off my jodan age uke, hit the floor, got up, and came back for two more attempts.
And it's not like she gave up at that point. I just grabbed my bike and ran.
She was fine, and her babies got to find out that their mom was badass. I was traumatised.
the game will start once i have all sheets posted here, oh and btw, kalmorgeddon, would you knidly post ALL your skills, not just meantion that you have the basic senechal ones? cuz i really don't wanna go check the rules each and every time i need to check if you have a skill or not.
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
Sebastion Yorke in Dark Orange, reporting to the bridge for duty, Lord Captain.
Character Sheet
Spoiler
Name: Sebastion Yorke
Homeworld: Imperial World
Birthright: Savant
Lure of the Void: Zealot
Trials and Travails: The Hand of War
Motivation: Prestige
Career: Missionary
Characteristics:
WS 39
BS 39
S 35
T 40
Ag 37
Int 38
Per 37
WP 44
Fel 51
Talents and Traits:
Basic Weapon Training (universal)
Flame Weapon Training (universal)
Hatred (Orks)
Melee Weapon training (universal)
Pure Faith
Unshakable Faith
Face of the Enemy: -10 to interact with Orks, must attack if even slightly provoked, resist with WP
War gear:
Good Chainsword (melee, 1d10+5, 2 Pen, Tearing, Balanced)
Good Flamer (basic, 20m range, S/-/-, 1d10+4 E, 2 Pen, 6 Clip, 2 Full Rld, Flame, Reliable)
Good Plasma Pistol (pistol, 30m range, S/2/-, 1d10+6 E, 6 Pen, 10 Clip, 3 Full Rld, Overheat, Reliable)
Best Guard Flak Armour (AP 5 All, +1 vs Blast weapons)
Equipment:
Ecclesiarchal Robes
Aquila Pendant
Sepulchre
Censer and incense
Micro-bead
Medikit (common availability)
Lho-Sticks (common availability)
Lamp Pack (common availability)
Appearance
Spoiler
Last edited by mrzigzag : 03-13-2012 at 10:30 AM.
Reason: forgot wounds, fate, insanity, war gear combat stats
the game will start once i have all sheets posted here, oh and btw, kalmorgeddon, would you knidly post ALL your skills, not just meantion that you have the basic senechal ones? cuz i really don't wanna go check the rules each and every time i need to check if you have a skill or not.
Sure thing!
__________________
Avatar made by Strawberries! Grazie paesŕ!
Quote:
Originally Posted by Juggling Goth
The only time in my life I've used my karate training was in blocking that goose from my face. She bounced off my jodan age uke, hit the floor, got up, and came back for two more attempts.
And it's not like she gave up at that point. I just grabbed my bike and ran.
She was fine, and her babies got to find out that their mom was badass. I was traumatised.
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
agreed, this is cheating, i want to play mass effect 3 some more, but i have to take care of this game as well.
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
Maddness, all skill tests or whatever are d100 rolls. Rogue Trader doesn't use 2d10 for rolls except when specifically called for by an item or something.
And I don't think you can just roll without declaring what skill you're rolling, e.g. Common Lore Imperial Navy or whatever.
he does have imperial navy though... just need the correct dice roll
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
would just like to meantion that I will roll your aweareness rolls, since if you fail your should know that you missed something.
__________________ Awesome avatars:
Spoiler
Awesome dark heresy inquisitor avatar by The Randomizer
Gender bended avatar by The Randomizer
.... in her party dress, also by The Randomizer
Epic imperial Guardsman by The Architect
__________________
Avatar made by Strawberries! Grazie paesŕ!
Quote:
Originally Posted by Juggling Goth
The only time in my life I've used my karate training was in blocking that goose from my face. She bounced off my jodan age uke, hit the floor, got up, and came back for two more attempts.
And it's not like she gave up at that point. I just grabbed my bike and ran.
She was fine, and her babies got to find out that their mom was badass. I was traumatised.
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It's kind of a stretch to ask for a roll you don't even see coming. Like an awareness roll when people is trying to ambush you, because even if you fail you would now you failed something, which is contrary to the objective of an ambush.
However, in such a case scenario, I think awareness is the wrong skill. Perhaps evaluation or scrutiny would be best for what Duncan wants.
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*Your magic is mine!*
_Spellbreaker from Warcraft 3
*Magic. Yes, I know you think you know what it is and how it works. You don't. You are an ignorant fool, just like all the others.*
_Khelben "Blackstaff" Arunsun
awereness is for sudden and unseen things, scrutiny is like a search check, right?
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Rolling OOC for stuff you character may not notice IC, and failing, is fine if people keep the OOC/IC distinction strong and actively avoid metagaming.
Sorry for the 2d10 roll, was confuzzled. And I presumed I'd be testing against my common lore imperial Navy Skill.
As for tests, something like this, where My char would have fore knowledge, should be public rolls, along with rolls for him actively trying to do something (Ie remember about a particular ship). As for spotting an ambush or other perception or trap skills, usually in these sort of games the roll would be secret if my char doesn't do one actively. That is how I thought we'd work...
okay then, you guys roll your dice and i roll mine (+ secret awareness rolls, should there be such a moment)
btw; when you guys roll, please post what characteristic used and total skill level (ie. [BS: 22+30(pointblank)+20(full automatic)= 72 vs [Roll]])
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Depends strongly on how well crafted is the lascannon. Astartes issue lascannons and guardsmen mounted lascannons are quite bulky, true, but it isn't unheard of of portable heavy weapons, whatever the means it may take.
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Spoiler
*Your magic is mine!*
_Spellbreaker from Warcraft 3
*Magic. Yes, I know you think you know what it is and how it works. You don't. You are an ignorant fool, just like all the others.*
_Khelben "Blackstaff" Arunsun
I don't think lascannons fit in back holsters. Think you have to carry them around in your hands.
its not in a holster *nod* its attached to a Stabilizer Harness with a heavy metal arm that supports it, its just folded up against her back, if her coat wasnt like five sizes too big it wouldnt fit over it.
its not in a holster *nod* its attached to a Stabilizer Harness with a heavy metal arm that supports it, its just folded up against her back, if her coat wasnt like five sizes too big it wouldnt fit over it.