The OOC thread. Players, please post your character sheet as your first post and refrain from any others on this thread until we have all the character sheets. I want this nice and neat.
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"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Name: Setesh the Thought Ripper Archetype: Chaos Space Marine Sorcerer Pride: Devotion (Tzeentch, +5 WP, -5 S) Disgrace: Gluttony (Forbidden knowledge) (+2 W, -5 Ag) Motivation: Perfection (Sorcery, +5 WP, -3 S/BS) Armour: Legionnaire Power Armor: Spikes, lots of spikes!
*Subsystems: Bio-monitor and injectors, Osmotic Gill Life Sustainer, Sustainable Power Source, Vox Link [Good craftmanship Helmet Augmentations] Alignment: Tzeentch
Characteristics
SB
TB
9
8
WS
BS
S
T
Ag
Per
Int
WP
Fel
Infamy
50
27
30+20
40
30
45
42
70
40
45
With Warptime:
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@PR5:
WS
SB
AB
10
7
8
@PR8:
WS
SB
AB
13
10
11
List of various test modifiers and other handy things
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+15 to Focus Power tests.
+10 to Fellowship tests dealing with veterans of the long war.
+10 to tests based on sight and hearing.
+10 to tests to resist cold and heat.
+20 to tests to resist poisons.
+20 to Strength from Power Armour.
When using Swift Attack, additional hit for every 2 additional DoS on WS test (ie 2 hits with 3 DoS, 3 hits with 5 DoS etc).
When doing damage with Force Sword, may channel killing will as Free Action Opposed Willpower Focus test. For every DoS on test: +1d10 E, ignoring Armour and TB.
May nullify a psychic power affecting him as Reaction, +0 Willpower Focus test. Others affected as normal.
May use Precognition Dodge as Reaction when called to make an Evasion test, -10 Perception Focus test. @Unfettered <=75
Delude: +5 x PR to interaction tests against target, 1m x PR range, +0 opposed Willpower Focus test | half action, free to sustain.
Compel: -10 Opposed Willpower, 5m x PR range. +20 on Opposed Test if potentially suicidal act.
Field rating of 60, overload on 01. The one who overloads the field takes 2d10-WPB damage.
Weapon stats
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Vra'tzaen, Good craftmanship Force Sword, Daemon Weapon (contains a Pink Horror, 32 WP, Vicious, Piercing, Binding Strength 1)
1d10+19 R, Pen 10, Balanced, Force, Tearing, +3 dmg when inflicting Critical Damage, +5 WS
Against Hordes:
With Swift Attack: 2 hits for every odd DoS on the WS test.
Good craftmanship Legion Flamer
1d10+9 E, Pen 4, Range 20m, Clip 6, 2Full, Flame, Reliable, Spray
Against Hordes:
Standard Promethium: 5+1d5 hits.
High-grade Promethium: 10+1d5 hits.
Wounds: 21 Current Wounds: 2 Corruption: 21
Armor: All (8) Movement: Half 4m Full 8m Charge 12m Run 24m With Warptime:
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@PR5:
Half 9m Full 18m Charge 27m Run 54m
@PR8:
Half 12m Full 24m Charge 36m Run 72m
Skills, Talents, Psychic Powers and Traits
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Skills
Athletics (Strength)
Awareness (Perception)
Common Lore (War) (Intelligence)
Deceive (Fellowship)
Dodge (Agility)
Forbidden Lore (Adeptus Astartes, Adeptus Mechanicus, Archeotech, Codex Astartes, Heresy, Mutants, Navigators, Pirates, Psykers, The Horus Heresy and the Long War, The Inquisition, Xenos) (Intelligence)
Forbidden Lore (Daemonology, The Warp) +10 (Intelligence)
Linguistics (Low Gothic) (Intelligence)
Logic (Intelligence)
Navigate (Surface) (Intelligence)
Operate (Surface) (Agility)
Parry (WS)
Psyniscience +10 (Perception)
Scholastic Lore (Occult) (Intelligence)
Scrutiny (Perception)
Stealth (Agility)
Talents
Ambidextrous
Ancient Warrior
Bulging Biceps
Heightened Senses (Hearing, Sight)
Iron Jaw (Skeletal Petrification)
Legion Weapon Training
Mimic
Nerves of Steel
Psy Rating (5)
Quick Draw
Resistance (Cold, Heat, Poisons)
Sacrifice
Swift Attack
Unarmed Warrior
Warp Sense
Psychic Powers
Bolt of Change
Compel
Delude
Flicker
Gholam Curse
Mantle of Lies
Mind Probe
Precognition
Precognition Dodge
Thought Sending
Unnatural Healing
Warptime
Traits and Gifts
Amphibious
Dark Sight (with helmet)
Mark of Tzeentch
Psyker (Bound)
Size (Hulking) +1 AB to movement
Unnatural Strength (+4)
Unnatural Toughness (+4)
Unnatural Willpower (+1)
+2 Unarmed Damage (Skeletal Petrification)
Legionnaire Power Armour
Legion Combat Knife (reskinned as ritual knife)
Vra'tzaen, Good Craftmanship Force Sword, Daemon Weapon (Pink Horror, 32 WP, Vicious, Piercing, Binding Strength 1)
Spoiler
Rewarded to Setesh by the Lord of Magic, Vra'tzaen is the name of the Pink Horror contained within this Force Sword. Since Vra'tzaen came into the possession of the Sorcerer, the daemon within has come to respect the possessor of it, mostly due to the fact that Setesh has let Vra'tzaen cause so much injury over the years. Vra'tzaen is a highly vicious and cheerful Pink Horror, despite its prison, that spawn tearing teeth that seem to be covered in warpfire of ever-changing hues as it makes contact with a victim, and those that listen carefully can make out a low sounded humming or cheerful cackling coming from the weapon during combat.
Camo Cloak
Comm Leach
Best Craftmanship Conversion Field
Best Craftmanship Conversion Field
Good Craftmanship Data-slate.
Approximately 3 baker's dozen Hallucinogen Grenades
Good Craftmanship Helmet Augmentations (Preysense Goggles, Rebreather, Photo-visor, Vox-caster, Micro-bead)
High Grade Promethium (+20 range)
*5 canisters, 5/6
Good Craftmanship Legion Flamer (Reliable, never jams)
*2 canisters, 6/6
Poor Craftmanship Psychic Hood (no ranged nullify)
Psy-focus (+10 Focus tests)
Stummer
Sorcerer robes
Legion Bolt Pistol
Some kind of mirror, possibly daemonic in nature (not sure if confirmed with psyniscience test)
Book on Q'Sal (gives +10 to lore tests regarding Q'Sal)
Best Craftmanship Psychic Hood (hidden and integrated into helmet)
Warp Staff
10 Haywire Grenades
Best Craftmanship Prismatic Amulet
Combi-tool
Background, personality and appearance
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Background
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Ten thousand years ago when the Great Crusade was still underway Setesh was a battle-brother of the Cult of Athanaean, which those Thousand Sons Astartes who showed affinity for the discipline of telepathy were members of, although he showed nowhere near the amount of mastery as higher ranked members did.
Following several years of different worlds reclaimed and a short stint with the Death Guard, as the Thousand Sons had the tradition of joining another legion for a time to learn and take back their knowledge to their own Legion, Setesh returned home to Prospero from researching a world where the Legion had found ruins with archaic knowledge. But he had not been home long before the Wolves decended upon Prospero.
Feeling betrayed by the the Emperor for sending his attack dogs to attack his home world just for using their psychic might and sorcery, tools given to them, tools to be used, Setesh rushed into combat to protect his world and battle-brothers from these traitorous dogs.
When one of his most trusted battle-brothers were felled by one of the feral dogs during the assault, Setesh lost his calm and when he came to a few moments later, he had already killed his foe. Such was his ferocity in combat at times, him being an unconventional Thousand Son who prefered melee combat over the Legion's practice of ranged combat. It was at this point, the whole surviving legion was whisked away to the Planet of the Sorcerers.
Up until this point Setesh had looked upon the Emperor as a higher being, a being of such psychic might, an example above his Primarch to emulate. But the Emperor had betrayed him, his Primarch and his legion. Betrayed his fellow psykers, just for being psykers and using their power. The hypocrisy of the Emperor was infuriating to him. It was at this point he realized he had been looking up to the wrong being. It was the dark god of chaos Tzeentch, who had saved them all from the wolves, who was the one he should have been devoted to - it was the Lord of Sorcery who was the true master of psychic might and sorcery.
This god of chaos even encouraged Setesh's hunger for arcane knowledge, on the contrary to the corpse-god and the Imperium of Man who feared knowledge. Taking part in the Great Crusade he had seen endless amounts of knowledge being destroyed by the ignorant and afraid servants of the corpse-god, which had always annoyed him greatly. Now under his new devotion, Tzeentch, he was free to indulge in whatever knowledge he felt like collecting and his hunger for knowledge took new hights, with him often using his telepathic talents to forcibly rip knowledge out of peoples' skulls. It was this practice that spawned the name "the Thought Ripper", which he's known as to those who has hear about him. Though he's not one to refer to himself as that. While he found many types of knowledge interesting, it was still arcane and forbidden knowledge which sated him the best, but such knowledge most common men did not possess knowingly.
During his travels among the stars, in search of arcane knowledge and artifacts, Setesh prefered to join warbands temporaily and use them for his own gains, and then discard them when he had gotten what he was looking for, even replacing his armour and repainting it multiple times. Using his legion's colors wasn't always helpful, and he knew how useful it could be to not appear as a member of the Thousand Sons legion at times. While it's not big secret that he's got ties to the 15th legion, it's not always easy to know what rumours are true or not, and is not one to Setesh flaunt around his origins unnecessarily.
One of his most successful endevours during this period was the aquisition of an arcane artifact from an imperial world, and the corruption of that same world. By establishing cults throughout the world and using his telepathic powers to broadcast fragments of profane knowledge to all the inhabitants, he was able to plant seeds of corruption and slowly drive the whole world mad. While he and his small warband had found what he was searching for quite fast thanks to the cults they had set up, Setesh's devotion to Tzeentch compelled him to corrupt the world anyway. This gained him a reward from the Lord of Change, who granted him a Daemon Weapon by the name of Vra'tzaen.
While arcane knowledge is a large part of his motivation, it's now merely a means to an end - the mastery of sorcery, the arcane arts and psychic might. But deep down he also hopes that it might help him and his legion regain their former glory by fixing whatever went wrong with the Rubric of Ahriman.
The last warband he was a part of he used in search of a piece of forbidden lore he thought could be connected to the Rubric of Ahriman, unbeknowst to his temporary small warband of 10, who also weren't aware of his origins. Having discovered what he was searching for, and to protect this knowledge and it's purpose, he used his telepathic powers to make the members of the warband suspicious of eachother, intending to tear it apart from within. When the last man was standing, bloodied and beaten, Setesh himself ended his life. He felt he shouldn't leave any of them alive who knew what they had found. Knowledge is power.
Personality
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Setesh is somewhat introverted, calm and collected and who's not a stranger to looking at a problem and using logic to solve it. Or deception, guile and sorcery for that matter, which is so typical for one of the 15th legion. He has a somewhat serious and at times sarcastic (or humerous or even insulting, depending on who's listening) demeanour when talking to others. He has a tendency to look down on or show disdain towards those who does not at least equal him in psychic might, which means that happen a lot considering his considerable skill in the arcane arts - which he's aware of and have great pride in. But he also knows there is much to still learn if he's to master sorcery, and so he shall.
His hunger for knowledge and arcane power is a driving force in his personality, and he's not afraid to use his power for whatever he feels is necessary. If he wants to know something and it doesn't help asking, he won't hesitate to rip the information from their minds, and more often than not might not even bother asking at all first if he feels there isn't any risk.
As with many others from the Thousand Sons legion, his hatred for the corpse-god and the Space Wolves who assaulted his home and destroyed so many great storages of knowledge is still pure after the burning of Prospero.
While he's no stranger to ranged combat, as is traditionally an integral part of his legion's tactics, he relishes melee combat with Vra'tzaen, the Daemon Weapon he carries with him at all times, if he feels it's not suicidal to do so. At the times he actually uses a ranged weapon he prefers a flamer over a bolter, unless a bolter is more suitable for the target or he's using special sorcerous bolts in the weapon.
And of course, knowledge and psychic might makes right.
Appearance
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The symbol of Tzeentch adorns his right shoulder. His armour is the blue of the Thousand Sons, but with silver trimmings instead of gold, to create a doubt as to him being a member of the 15th legion - he doesn't want everyone to know right away where his origins are. His armour also doesn't adorn one of the headdresses which is common among his legion's members, instead having several horn-like protrusions. The armour also has spikes the length of fingers fitted at various locations.
The Quick and the Dead: +2 to Initiative Rolls
Illusion of Normality: Magical Unremarkability
Binary Chatter: +10 to the loyalty of mechanical minions
Mechanicus Implants Trait
Machine (10) Trait
Unnatural Intelligence 2
Skills:
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Acrobatics
Charm
Common Lore (Imperium, Administratum, Adeptus Mechanicus, Tech)
Deceive
Dodge
Forbidden Lore (Archeotech)
Linguistics (Low Gothic, Techna-Lingua)
Medicae
Parry
Scholastic Lore (Chymistry)
Tech Use +10
Trade (Armourer)
Talents:
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Air of Authority
Armour-Monger
Cat-Fall
Die Hard
Enemy (Adeptus Mechanicus)
Excessive Wealth
Inspire Wrath
Lightning Reflexes
Mechadendrite Training (Utility)
Minion of Chaos (Servitor)
Minion of Chaos (Servitor)
Sprint
Technical Knock
Total Recall
Weapon Training (Las, Primary, Shock, Plasma)
Equipment and Acquisitions:
Spoiler
Best-craftsmanship Light Power Armour (Auto-Senses, Osmotic Gill Life Sustainer, Sustainable Power Source, Vox Link) [+5 Deceive] {Spikes, Horns}
Best-craftsmanship Conversion Field
Good-craftsmanship Cerebral Implants
Good-craftsmanship Mind Impulse Unit
Good-craftsmanship Utility Mechadendrite
Luminen Capacitors
Dataslate
Ligature Oil
2 Laspistol Clips
Best-craftsmanship Backpack
Good-craftsmanship Recoil Glove
Common-craftsmanship Grapnel and Line
Magnoculars
Good-craftsmanship Clip/Drop Harness
Skills:
Common Lore (Imperium) (Int)
Common Lore (Screaming Vortex) (Int)
Common Lore (War) (Int)
Althetics (Agi)
Awareness (Per)
Dodge+10 (Agi)
Parry (WS)
Scholastic Lore (Tactia Imperialis) (Int)
Lingustics (Low Gothic) (Int)
Operate (Aeronatica) (Agi)
Intimdate (S)
Stealth+10 (Agi)
Slight of hand (Agi)
Medicae (Int)
Trade (Chymist) (Int)
Talents:
Jaded ('Normal' sights don't cause fear tests)
Quick Draw
Rapid Reload
Weapon training (Chain, flame, power, las, primary, SP)
Weapon training (Shock)
Exotic weapon training (Frozen shard)
Catfall
Sure strike (Make called shots at -10)
Disarm (Opposed weapon skill to disarm enemy, 3+ DoS to take weapon)
Ambidextrous
Double team
Swift attack
Lightning attack
Crippling strike (+2 crit damage)
Lightning reflexes
Traits:
The quick and the dead. (+2 init)
Adroit: Weapon skill (One extra DoS to all successful tests)
Fear (1)
Gear:
BC lasgun, BC laspistol, BC chainsword, carapace armour (5 all), medikit, power sword, camo cloak, stummer, grapnel and line, stimm, micro bead, Frozen shard, BC conversion field (rating 50, overload 1)
Katria was a highly skilled and dedicated Imperial assasin in her former life, but that was before the betrayal, her ensuring madness and her fall from grace.
It had been a simple enough command. A heretical leader had holed himself up behind hordes of fanatical followers and to waken them bfore the Imperial Guard struck, Katria was sent in herself. The task itself was a simple one, but she found records of what the heretics had planned and glimpsed a few lines.
That proved to be enough.
She was automatically deemed contaminted by the Inquistion and barely escaped the planet alive, fleeing on a transport. Her faith remained undamaged and her intentions had been to seek absolution from higher sources within the local sector. However, fate or perhaps something darker, had other plans and the ship was hurled off course by a vicious warp storm.
It crashed on an unnamed world on the edge of the Vortex, most of the crew dead on, or soon after impact. Katria survived, trapped on a world tainted by Chaos and haunted by her own spectres and ghosts, and in a constant fight for survival.
Time is often fragmented in places haunted by the Warp and she soon last track of it, only adding to the falling madness and sense of betrayal she felt.
In time, her sanity was rewritten, and most of what was left was an unending hatred for the Imperium and Emperor that had betrayed and abandoned her.
Not perception, awareness. +30 for the good-quality auspex in the armor, +10 for heightened awareness (sight), + 10 from auto-senses (which explicitly stack), base perception 50.
EDIT: If there're two things you don't want to do while being a heavy support, it's 1) get caught off-guard or 2) be unable to see people from afar.
EDIT2: Should I do a memory check to see if I can recall Setesh?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
That would be a sight to see. Small nurglings that'd be!
And Zasz couldn't make out Setesh's face because of that helmet he's wearing.
Right? But supposedly "tiny Nurglings prance and caper in the putrid phlegm drooling from [the Heretic's] ever-grinning maw." If they can dance in drips of mucus, one imagines they could get past the blood-brain barrier.
And yes, I imagined Zasz hadn't seen Setesh since after the devotion to Nurgle thing, so having him recognize the armour from afar felt a bit too much like taking advantage of you. I figured getting closer, maybe letting you nab another psyniscience test to see through my cunning disguise, would be the best way.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Right? But supposedly "tiny Nurglings prance and caper in the putrid phlegm drooling from [the Heretic's] ever-grinning maw." If they can dance in drips of mucus, one imagines they could get past the blood-brain barrier.
And yes, I imagined Zasz hadn't seen Setesh since after the devotion to Nurgle thing, so having him recognize the armour from afar felt a bit too much like taking advantage of you. I figured getting closer, maybe letting you nab another psyniscience test to see through my cunning disguise, would be the best way.
It's the next logical step!
As TS changed colour scheme and all that after the heresy it could be a little far-fetched to recognize it that easily also. But it's the same armour, with modifications, so getting up closer seems plausible. It's mostly the same, apart from the paint and spikes - as Setesh didn't adopt the egyptian headdresses fashion. And I forgot the IoN thing. Will have to test that as he looks at Zasz I guess. A follower of Nurgle who looks normal would be strange to him.
I'll have Setesh enter the scene again when you two have worked your way there, seems out of place before that as he's not doing anything in particular except waiting at this point.
I wanted to see if we would get accosted before we managed to get to Setesh. With a big crowd like this, you never know what the GM might have in store -- and if Henry wanted to throw in a quite combat scene to get us accosted by the guards for answering violence with violence, I'd rather not rob him of the chance.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I'll only make an awareness test to notice you if Henry requests it then. Due to IoN it seems unreasonable hey'd pay attention to something like that coming from the side or behind.
I know what Katria will do if the chaos marine keeps being uppity and ignores her. What's the modifer for a called shot to his armour's power supply?
There's no "damaging power supply" rules as far as I know in BC though. But there exist such rules in the DW book, page 163, evidently. But you've got to do critical damage to body location from behind (if it was so easy to just do a called shot to power supply it would be easier to kill Astartes ). I wonder what Henry has to say about this, as I feel it should be covered in the rules.
I know what Katria will do if the chaos marine keeps being uppity and ignores her. What's the modifer for a called shot to his armour's power supply?
There is no such rule in the BC rulebook and I don't have the Deathwatch one. But I'd rule you'd have to do critical damage from behind to really affect it.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Can Zasz move around the Marine without trampling anyone to death? And please recall he's the same size as a regular marine in armor. Both are hulking -- Zasz just isn't mobile so the Black Carapace doesn't help with it.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Can Zasz move around the Marine without trampling anyone to death? And please recall he's the same size as a regular marine in armor. Both are hulking -- Zasz just isn't mobile so the Black Carapace doesn't help with it.
Yeah. Not many people are willing to stand near a World Eater in the first place, much less near one that might soon be fighting with a Terminator.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
He didn't particularly have a reason to pick one with you specifically, he just didn't want to be humiliated by being forced to step aside.
Understandable. I had presumed Zasz would've gone around any barriers he encountered -- but I think this little vignette presented his personality well.
Have we arrived at Setesh?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.