Test for alignment after 1500XP - if you have 10 corruption
Additional +6 infamy
Additional +10 corruption
Roll +assign as you wish OR 100 point buy for stats. Choose once and if you get a bad roll that's just the Gods of Chaos challenging you
You may trade 1 starting item. But no Unique items
No more than one downgraded/poor craftmanship item to begin with
1 extra -10 item
3 bonus +10 items
A mix of humans and marines would be preferred
The basic premise of the game will involve the heretics starting in a small Pirate/Chaos reaver space station at the edge of an Imperial System. There are several planets/ moons/ places in the system.
The ultimate game of immediate major Compact will be subsume the system/central planet into the worship of Chaos through whatever means you can choose.
From the Reaver base within the Dioskouri system the Reavers of the Koronus Expanse look outwards for fresh prey and fresh conceit. The spiralling warp storms of the Screaming Vortex lash and shatter the warp around the system.
Within striking distance from the Legions of reavers, pirates and worshippers of the ruinous powers lies the teeming systems and unexplored riches of Winterscales realms. And within that lies the isolated worlds of the Limoges System. A gleaming blue giant orbited by its system of 5 planets. The captial planet -Skadarri - a gleaming world of agriculture, mining and industry its pinnacle. Orbiting the gas giant that is the 4th planet lies the moon St.Annards Penance - a vile and dangerous penal world of harship and industry. So close to the spinning warp storms of the Vortex the Castellan class station lies in orbit over the desolate dead ice world of Limoges V at the edge of the system. Finally the closest planet to the Sun, "Winterscale's folly" - the searing heat blasting the surface of the metal rich dirt ball home to a small mining station where the inhabitants scratch a living mining and returning minerals to the capital planet.
Iniquity is a ragged, rough-hewn, planet-sized moon orbiting one of the Dioskouri System’s disintegrating gas giants. It was once a pleasant world rich in resources. Thanks to its long exploitation, it is now a shell of its former self, a blasted world of vertiginous mountains and boiling, caustic seas. Settled aeons ago by a loose conglomerate of mining and Manufactorum guilds, Iniquity has long been an industrial world. While the long degradation of strip miningand industrial development did lasting damage to the planet’s surface, it was the deep, greedy shafts driven into the very bowels of the world that ultimately caused its undoing. In their haste for wealth, the original settlers unleashed an unnamed daemonic horror from deep within Iniquity’s core. As whatever evil they set free boiled to the surface, it brought with it choking brimstone, molten rock, and ores.The planet’s entire population was consumed in the space of hours, either killed, driven mad, or corrupted past recognition by both natural and daemonic forces.For millennia, Iniquity lay dead. Daemonic forces festered in the valleys and the echoing tombs of the hive-factories until the very stones of the planet were twisted by corruption. It is said that numerous expeditions were mounted to reclaim the mines and dormant industry by interested parties, but no records can be found, and they presumably met with the same fate as the initial settlers. So there Iniquity spun in its orbit while its sister worlds were crushed or pulled apart one by one. Then, drawn as though sharks to blood, bands of Chaos Reavers came calling to claim the damned planet as their own.Now fully in the grip of Chaos, Iniquity is a seething, bellowing, industrial hell. Its core is riddled with countless thousands of kilometres of mines and tunnels, and where the surface isn’t barren rock or sheer cliffs, it is littered with massive, hive-sized foundries and manufactoria where countless throngs of slaves toil and die to feed the voraciouswar machine of the Chaos Reavers.
Thanks to both its natural atmospheric proclivities and the greater upheaval within the system, Iniquity rarely sees the light of its remaining sun. When it is not swathed in continent-spanning dust storms or thick, caustic mists, the planet is lashed by savage tempests that bring dangerous lightning and steaming sheets of acid rain. Iniquity has but one massive continent, tens of thousands of kilometres wide, that encircles its equator. The sprawlingmountain ranges that cover the majority of the continentwere plagued by over-active tectonic forces even before the system began to disintegrate. Now, massive earthquakestumble mountains like dominoes, and long dormant peakserupt in plumes of magma and ash as the planet suffers the brunt of the gravitational anomalies caused by the black hole.The planet has two great seas at either pole, long ago turned soups of toxic waste
SKAARSDELVE
Sprawling like a corpse at the foot of one of the planet’s tallest peaks, Skaarsdelve is Iniquity’s largest city. A dense mass of warehouses, port facilities, commercial districts, and hab sectors that make Scintilla’s underhive look posh by comparison, this deadly city is the throbbing heart of Karrad Vall’s burgeoning fiefdom. The site of one of the most ancient original industrial sites founded on Iniquity aeons ago, Skaarsdelve has grown over the centuries into a seething, deadly home to countless corrupt souls. Hemmed in on all sides by knife-shaped ridges and towering mountains, the millions who call Skaarsdelve home toilendlessly away, slowly being poisoned by the very air they breatheand ground as grist in the mill of the massive military-industrialmachine that feeds the pirates and reavers of the Expanse. Skaarsdelve also supplies Vall’s Citadel of Skulls with aconstant stream of supplies and war materials.
Important NPCs
Spoiler
WIP
Important Places
Spoiler
WIP
Details of the Compact
Spoiler
Compact:- Subsume the Limoges system to Chaos
Compact:- Change the Beacon of Lost Souls from Slaneesh -> Tzeentch
* Find the book seller with the ritual
Useful things/ House Rules
Spoiler
1. In opposed test when calculating DoS: DoS = (Your DoS)-(Enemy DoS)
2. Before blindly shopping let me post any prevailing shopping/ trading conditions
3. RoF is the max # of hits. Same as DW/DH/RT/OW
Ritual of de Orbis Mysteriis
Spoiler
The ritual will grab a planet and then move it into the screaming vortex with a brief warp transit
Next...
Basic Ingredients: Powder of Tarnished Silver
Blood of the Imperium's Faithful
Skull of 8 Traitors
Candles made of Wax rendered from an Imperial Confessor
Cord made of human flesh and gold
A blade of Gold
These should be purchasable in any decent "cultists" supermarket
The more difficult ones
360 desperate souls
The Four souls of Charity, Law, Piety and Security
In the current timeline there are 2 options that you have for dragging a world into the depths of the screaming vortex as it requires some fairly specific astrological conditions.
In the Next 3 months: St. Annards Pennance (the mining/penal world home to some 20 million souls)
In between 7 and 12 months: The Capital Planet (Home to some 12 billion souls)
__________________
Thanks to Emperor Ing for the nice Avatar
Athletics
Awareness
Common Lore (War)
Deception
Dodge
Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War, Daemonology)
Linguistics (Low Gothic)
Navigate (Surface)
Operate (Surface)
Parry
Psyniscience
Scholastic Lore (Occult)
Talents:
Spoiler
Ambidextrous
Ancient Warrior
Bulging Biceps
Disarm
Heightened Senses (Hearing, Sight)
Iron Jaw
Legion Weapon Training
Mimic
Nerves of Steel
Psy Rating (4)
Quick Draw
Resistance (Cold, Heat, Poisons)
Swift Attack
Two-Weapon Wielder (Melee)
Unarmed Warrior
Traits:
Spoiler
Amphibious
Dark Vision
Psyker
Unnatural Strength (+4)
Unnatural Toughness (+4)
Psychic Powers:
Spoiler
Thought Sending
Delude
Mind Over Matter
Force Bolt
Force Storm
Warptime
Precision Telekinesis
Telekinetic Shield
Unnatural Healing
Cybernetics:
Spoiler
Black Blood
Mutations:
Spoiler
Warpsight
Implants:
Spoiler
Secondary Heart: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (+4) Trait. Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (+4) Trait. Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits Larraman’s Organ: 5% instead of 10% chance of dying from blood loss Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. Preomnor: Resistance (Poisons) Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer usable by the Space Marine (until he devours another portion of an enemy, of course). Multi-lung: Amphibious Occulobe: This implants grants the Space Marine the Heightened Senses (Sight) Talent. Lyman’s Ear: This implant grants the Space Marine the Heightened Senses (Hearing) Talent. Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation. Melanchromic Organ: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (+4) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity. Oolitic Kidney: Resistance (Poisons) Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted. Mucranoid: Resistance (Heat)(Cold) Betcher’s Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute). Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind. Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.
Handy References:
Spoiler
+10 to all Awareness tests
+30 to all Awareness test with the auspex
+20 to tests based on sight and hearing.
-10 to Scrutiny tests.
+10 to tests to resist cold and heat and poisons.
+30 to Strength from Terminator Armour.
-20 to Agility from Terminator Armor.
Cannot Run or Dodge
Force Field of 35 that does not overload
Counts as having an auspex
+10 on Interaction test with members of the Traitor Legions
+5 on Deception tests
When healing, always counts as lightly wounded.
Heals 2 points of damage per day.
Gear:
Spoiler
Legion Bolt Pistol
Force Sword
Legion Combi-Bolter (Extremely Rare (-30), Ancient Warrior (+10), Single Item (+10))
Legion Chainfist (Extremely Rare (-30), Ancient Warrior (+10), Single Item (+10))
Best Craftsmanship Legion Terminator Armor (weighs 1/2 normal amount) (Near Unique (-50), Ancient Warrior (+20), Wealth (+20), Single Item (+10), Best Craftsmanship (-20), Trade Legion Combat Knife (+20))
Good Craftsmanship Legion Heavy Flamer (Very Rare (-20), Single Item (+10), Ancient Warrior (+10) Good Craftsmanship (-10))
Black Blood (Very Rare (-20), Single Item (+10))
Psy Focus
Micro-bead
Legion Frag Grenades
Reaper Autocannon
2 Volumes about the Changer of Ways
1 Volume of Ahirman's musings on sorcery
Good Craftsmanship Psy Focus Staff
Trophy Rack
Vortex Pendant The Furies of Prospero De Orbis Mysteriis
~50 other tomes
Skulls of 8 Traitors
Silver and Bone
Good-Craftsmanship Conversion Field
Magnoculars
Karesh Vul is a former member of the Sons of Horus. A Librarian even then, he was distraught by the False Emperor’s verdict at the Council of Nikea. This, combined with his loyalty and adoration towards his father, easily convinced him to join his Legion in rebellion.
He fought ably in the Horus Heresy, slaying countless lapdogs of the Emperor. He joined the attack on Terra, and stood atop the great walls, raining down fury on the insignificant loyalists below. None was more shocked than he when he felt his beloved father’s psychic death-scream. The power of it sent him into a coma, from which he did not recover for months. His brothers dragged his comatose form to safety in the following rout.
After his recovery, he joined Abaddon in his attack on Fabius Bile to retrieve the corpse of the Warmaster. The notion of cloning his father was blasphemous to him. Following their victory, he was horrified to watch as Abaddon burnt the corpse to cinders with a flamer. He could do little to stop the great captain. All he was able to preserve of his beloved father was a small fragment of charred bone, secretly removed from the burning corpse with his psychic abilities.
In compliance with the new Warmaster’s decree, he repainted his armor black. However, he soon found that he no longer wished to be a part of his Legion without Horus, and so left in one of the innumerable splinters that occurred over the centuries. He kept the small bone fragment that was all that was left of his father, and eventually had it placed into an amulet in the shape of the Eye of Horus. With exquisite care, rare machines, and powerful sorcery, he remade the fragment of Primarch bone into the shape of the black pupil at the heart of the eye.
Personality
Spoiler
Karesh Vul is bitter and vengeful. Everything he cared about, beyond his psychic power, has been taken from him. Now he seeks to enact bitter vengeance against the False Emperor in the name of his father. He has vowed to one day return to Terra with the Legions of Chaos, to finish what his father started so long ago. To this end, he seeks to perfect his sorcery, becoming a being of pure psychic energy, beyond anything the Emperor’s slaves can hope to defeat. However, he is extremely cunning and knows well the value of patience. He has waited 10,000 years to avenge himself fully, and can wait another 10,000 if need be.
Vul is highly protective of the amulet he wears around his neck. Though none living now know it, the pupil of the Eye of Horus is none other than a charred, sculpted fragment of the Warmaster’s bone. It is all he has left of his father, and he will kill without hesitation anyone and anything that dares to threaten it in any way.
Esta, Vul's Psychic Familiar:
Spoiler
Esta is a oddity. Her species is unknown, even to Vul himself. She appears as a snake that is somehow able to slither through the air itself. Her skin changes color to avoid the detections of enemies and predators. She has a sharp, venomous bite and a strong body, but nonetheless seems to instinctively shun combat, slithering to hide in dark recesses in most cases. She is able to seek out that which is hidden for her master, whose ability to do this without technological aid has been somewhat degraded by mutation. She seems to be able to dampen the Warp by her mere presence.
WS
BS
S
T
Ag
Int
Per
WP
Fel
35
—
20
10
40
10
35
20
15
Movement: 6/12/18/32 Wounds: 4 Armour: Npne. Total TB: 1 Skills: Awareness (Per) +20, Concealment (Ag), Dodge (Ag), Search (Per), Stealth (Ag). Talents: Swift Attack Traits: Bestial, Flyer (8), Natural Weapons, Size (Puny: -20 to hit, +20 Stealth, Base Movement AB-2), Toxic. Familiar Features: Cowardly, Warded. Weapons: Fangs (Melee, 1d10+1, Toxic)
"I shall speak in only the best Dark Blue."
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Avatar by Emperor Ing.
Last edited by Henry the 57th : 01-30-2013 at 08:16 PM.
• Best quality mono powerfist
• Hellblade
• Power sword
• Bolt pistol
• Best quality bionic arm
• Bionic muscle enhancements (synthmuscle)
• Light power armour (chain loinguard, auto-sense, vox-link, sustainable power source)
• Force field of some kind (Working)
• Trophy rack
• Good quality respirator
• Good quality combat webbing
• 3 sets of good quality clothing (Bodygloves)
• Backpack
• 4 demo charges
Background
Spoiler
Alicia’s roots are far from noble. Born amongst the squalor and filth of the lower hives of Volg, it was soon obvious that she had a knack for violence. Her youth was largely spent acting as a hired gun among the gangs, fighting for whoever promised the most money and bloodshed. Eventually, this was not enough. Alicia got lucky, and found herself travelling systems as a bounty hunter, doing much as she had done before, only on a much grander scale. Soon even this was not enough, and Alicia found herself amongst a crew of reavers, preying upon the fat-bellied merchant and pilgrim ships. It was then the whispers in the back of her mind began. Promises of true power and a name that would echo down the millennia. As she listened, she changed. Soon the piracy was simply for the bloodshed – she left the looting of petty trinkets to the rest of the crew, instead stalking the corridors of the ships looking for survivors. Even her reaver crew were becoming afraid of her, not knowing what minor misdeed would set off her hair-trigger temper and signal a sudden, bloody death. Eventually, the whispers told her the truth. As Khorne’s searing hatred flowed into her mind, she felt her true calling. The hordes of Chaos – now there was a life fit for such a magnificent specimen as her new self.
Personality
Spoiler
Alicia Kalt’s life is one of deranged violence and sudden mood swings. In most she circumstances she shows an arrogant disposition, speaking with obvious contempt of her perceived underlings. The best her personality reaches is a reluctant respect for warriors she deems her equal.
Her goal, insofar as it can be called that, is simply to kill. The skulls of the hated Imperium must adorn her trophy rack to further her glory and that of the Lord of War. Khorne’s blessing shows that he is pleased with her work, and that she must continue.
List of various test modifiers and other handy things
Spoiler
Spend Infamy point to reroll Psychic Phenomena (take 2nd) or decide who it affects.
Rolls Psychic Phenomena twice, picking one.
Can sustain 2 powers without taking PR penalties.
+2 to Initiative modifier.
+20 to Decieve/Charm/Intimidate tests.
As a Half Action, +0 WP test to gain Fear (1) for 5 minutes, plus 1 minute for each DoS after first.
Field rating of 55, overload on 01. 1d10 for scatter direction (p. 246) and 2d10 for metres travelled.
Spoiler
This action is usually automatically triggered by the attack through unfathomable sensors, though a user can manually activate the device if desired. This flickering into and then back from the dangers of the Empyrean is often as hazardous as the actual attack, however.
If the field blocks an attack, roll for a random direction, then roll 2d10 for the number of metres travelled—the wearer will always emerge on solid footing and in a suitable empty space. If all three dice come up with the same number (e.g. three sevens), then the user does not re-emerge for 1d5 Rounds and gains 1 Corruption point from exposure to strange energies. If the wearer was Surprised, he must forfeit his next Turn due to the shock.
May use Whispers of Fate as a Reaction when called to make an Evasion test, -10 Perception Focus test. @Unfettered: <= 65. Precognition sustained @PR4: <= 73.
No phenomena @Unfettered. If rolling doubles @Unfettered, add PR to damage if next power deals damage.
-10 to Charm tests.
Counts Fear ratings as 1 lower; 2 lower if the cause has psychic ability.
When pushing, up to +5 to PR. Phenomena modifier: +5 per +1 rating desired, up to a maximum of +5/+25.
+1 PR when pushing.
Immune to the effects of photon flash grenades.
May reroll failed WP tests to resist psychic powers that affect his mind.
Animals within 30m get spooked and agitated.
Wounds: 13 Current Wounds: 13 Corruption: 27
Armor: Arms, Body, Legs (4), Head (1) Movement: Half 3m Full 6m Charge 9m Run 18m
Talents
Child of the Warp (Permanent effect: Aura of Taint)
Favoured by the Warp
Foresight
Jaded
Psy Rating (4)
Strong Minded
Unremarkable (magical)
Spoiler
Any attempts to recall the character’s face or spot him in a crowd suffer a –20 penalty. In addition the character gains a +20 when using the Deceive Skill to either convince someone he has never seen or met him before or if he is trying to appear harmless and ordinary. This talent works regardless of how many mutations he has, what weapons he is carrying, or even if he is a Chaos Space Marine.
Weapon Training (Primary, Las)
Weapon Training Exotic (Q'Sal)
Traits, Gifts and Special Abilities
Chaos Psyker
Dark Sight
Illusion of Normality
Spoiler
This gift is more than a quirk, it is an active power, and as such it may be detected by enemies using the Psyniscience Skill. The number of mutations the character has does not affect enemy Psynesicence Tests made to detect his presence.
Magus Supremus
Psyker (Unbound)
Steel-hearted
The Quick and the Dead (+2 Init)
Equipment and Cybernetics
Spoiler
Cranial Armour (+0 scarce, +10 single = +10)
Best Craftmanship Displacer Field (-50 near unique, +10 single, -20 best, +50 trade force staff = -10)
Finely made heavy robes
Grimoire containing acquired lore
Interkeratic Implants [out of RT:HA] (+0 scarce, +10 single = +10)
Mesh Combat Cloak
Micro-bead
Good Craftmanship Psy-Focus (+10 average, +10 single, -10 good = +10)
Q’Sal Crystal Caster, 3 clips
Good Craftmanship Tarnor Mimic-Mask [Good Craftmanship: +0 WP test instead of -10 WP test] (rare -10, +10 single, -10 good = -10)
Scavanged Warp Staff (extremely rare -30, +10 single, +10 scavanged = -10)
Psychic Familiar (Double-headed Razorwing)
Injector (in the form of a patch)
Plas, 1 dose
Loot from the penal transport
Spoiler
GC Plasma Pistol
GC Chest Carapace Plate (no one wants this particular item in a trade)
Captain's Fancy Uniform
Captain's stick of rank
Background
Spoiler
Qaeviir was not very unlike other sorcerer-technocrats of Tarnor, if one could say they are all alike -- which they're of course not, as expected when it comes to followers of the Changer of Ways. Qaeviir did however not spend as much time as others of Tarnor on the art of building daemon machines and other marriages of technology and sorcery, but had instead focused more of his attention on the various feats, devices and so on that could be achieved and what had been achieved with resources outside of Tarnor, as well as Q'Sal, and the without the restrictions decreed by the Arch Qaestor.
Of course, he had some interest in the city's goings-on and sometimes built deadly contraptions and traded in souls just like any other, but it was not what interested him. And it was to that extend Qaeviir left Q'Sal and ventured into the myriad worlds of the Screaming Vortex to discover and gather knowledge. Out of the reach of Tarnor and the Arch Qaestor, he had also taken the opportunity to break from the decree, and actually uttered words -- something he had not done in a long time while on Q'Sal. This seeming betrayal of the laws of Tarnor did not bother him much though, as they had no way of enforcing it while he was off-world, and it would just hinder him in his endeavours considering how few actually knew the sign language of his glorious underground city. That is not to say that he sometimes forget to speak, instead signing with his free hand, it being so ingrained in his being.
Advances
Spoiler
Advances
+5 Willpower, 100 xp, Tzeentch
Favoured by the Warp, 400 xp, Tzeentch
Glimpse, 100 xp
Forbidden Lore (The Warp) +0, 100 xp, Tzeentch
Forbidden Lore (Daemonology) +0, 100 xp, Tzeentch
Double-headed Razorwing
A Razorwing with two heads, a mutation disturbing to most, that's been captured, sold, taken as loot and traded before ending up in the hands of the Magister Immaterial known as Qaeviir, who turned it into a psychic familiar. Its razor sharp feathers, and at times bickering two heads, has the potential of causing deep cuts and damage if handled without care. This particular Razorwing is in addition to curious also rather stubborn, which causes issues (and bloodletting) if it feels like searching someone's pocket or similar and that person uncautiously get their hands too close. It doesn't give up just by being swatted away either (to the swatter's displeasure).
Linked Minds: Should the familiar suffer corruption, the master will recieve the same amount unless passing +0 WP test. Psyber-lure: The master is able to perceive anything the familiar does while in range (1km x WP bonus). Issuing commands is a free action (may be spoken or a mind-impulse through the psyber-lure). If the master comes under attack the familiar will defend the master and attack the assailant until the assailant is either dead or issued instructions otherwise. Upon completing a task, the familiar will return to the master unless ordered otherwise prior. Psychic Reservoir: The psyker may sustain up to two powers without suffering a penalty to the effective psy rating of those powers (he still suffers penalties if sustaining 3 or more powers).
Information about various things Qaeviir has gathered
Spoiler
To convert the Beacon from being a beaming beacon of souls that go directly to Slaneesh you need to...
The skulls of 9 daemonettes
7 devotees of Slaneesh to burn in the flames
Siver and bone - check
A horror of Tzeetch to seal the portal - needs to be summoned beforehand assumably
9 hours of ritual chanting from a choir of castrati
The ritual will grab a planet and then move it into the screaming vortex with a brief warp transit
Next...
Basic Ingredients: Powder of Tarnished Silver - check
Blood of the Imperium's Faithful - easy to get on the penal moon
Skull of 8 Traitors - check
Candles made of Wax rendered from an Imperial Confessor -
Cord made of human flesh and gold - check
A blade of Gold -
These should be purchasable in any decent "cultists" supermarket
The more difficult ones
360 desperate souls
The Four souls of Charity, Law, Piety and Security
Charity: Sister Hospitaler according to Henry/Vul.
Law: High-ranking Arbites of the world?
Piety: An Ecc. priest?
Security: Prison personnel. Warden?
In the current timeline there are 2 options that you have for dragging a world into the depths of the screaming vortex as it requires some fairly specific astrological conditions.
In the Next 3 months: St. Annards Pennance (the mining/penal world home to some 20 million souls)
In between 7 and 12 months: The Capital Planet (Home to some 12 billion souls)
Vul would be aware of most of the details such as the basics of the how to form the chaos penticles (the basic ingredients) and the need for the "4 souls" - one per God.
He would also be aware that there is time frames but not the specific details or how they related to Skadarii (the captial planet) or St. Annards Penance (the penal colony)
Last edited by watupwithdat : 02-12-2013 at 07:25 AM.
So, since we're allowed to post in the OOC now, question time!
If I have a haywire grenade and I throw it at someone with a force field, can the force field stop the haywire grenade from shutting it down?
No. The forcefield could protect the wearer from being bruised by the grenade but the haywire may affect the field depending on the roll.
You can test psyniscience. You can't specify the magus, as you can't see or identify him but you can get the highest rating in the temple. Likely him obviously...
__________________
Thanks to Emperor Ing for the nice Avatar
Actually, no. This is accrued bad karma for all of my characters' evil deeds. The forum is attempting to reject me, as a body rejects a disease.
Are the poisons from Soul Reaver acceptable game, or do we want to keep this to Black Crusade books only?
Also, how do scrap code generators work? Is it like, I put the generator on something, press a button, pass a -20 test, and then if I wanna interact with it in the future it's a +40? Because that seems peculiar -- surely that must be how it is meant to be used, to place an artificial limit of -20 and to allow people to make the tests more easily for anything, but still. Bizarre.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Actually, no. This is accrued bad karma for all of my characters' evil deeds. The forum is attempting to reject me, as a body rejects a disease.
Are the poisons from Soul Reaver acceptable game, or do we want to keep this to Black Crusade books only?
Also, how do scrap code generators work? Is it like, I put the generator on something, press a button, pass a -20 test, and then if I wanna interact with it in the future it's a +40? Because that seems peculiar -- surely that must be how it is meant to be used, to place an artificial limit of -20 and to allow people to make the tests more easily for anything, but still. Bizarre.
Being the geek and fan of 40k that I am, I have pretty much all the books so some non BC stufff is ok.
As for scrap code things, I'm at work so will check tonight when i get home
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As the finding players thread sees less attention now, I'll repost the last half of it here.
Quote:
Originally Posted by DrK
5. Game Balance.
Don't you think the Warp Instability trait counteracts it at all? It's a pretty damn dangerous trait to have, I'd say.
There should be some way he has been able to modify his armour to incorporate his menacing visage, perhaps trying to mimic it on the outside, or some such. He's got a pretty good reference for how it might look. Besides, it's warp and chaos. Why wouldn't it somehow "shine through" the armour for those who behold him? It's not really logical. Just like with Darksoul. You just feel it.
And if it's balance that's so horrible, why not bump it down to Fear (3) while he's wearing his helmet, and then go full-fledged Fear (4) while his helmet is off and he really wants to terrify people?
I also don't think allies or those who should be 'used' to one's Fear rating should be affected, as that'd cause sooooo much gameplay issues on every side of the coin.
There seem to be quite a bit of Slaanesh. As I'm thinking Luc's character may go Slaanesh sooner or later, perhaps we want some more Dark God equality?
As I'm sure you're probably not going to budge on the Gift as it is, even though Warp Instability is quite a drawback, I've got some additional ideas for compromises if needed.
Last edited by watupwithdat : 11-12-2012 at 08:42 AM.
Edit2: There seem to be quite a bit of Slaanesh. As I'm thinking Luc's character may go Slaanesh sooner or later, perhaps we want some more Dark God equality?
Whaaat? Lucretia, going Slaaneshi? That's impossible! Absurd! It would never happen!
... yes, I intend for Phinneas to end up Slaaneshi, although not in the traditional sense. Really, his personality seems more like a sick and twisted Nurgle.
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Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.
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Good Craftmanship Conversion Field (-30 extremely rare, +10 single, -10 best, +30 legion power sword = +0)
As he couldn't find one of the best craftmanship ones, maybe he was able to find a little less rare item.
I should probably remember to actually test for it as well.
(1d100)[50]
Quote:
Originally Posted by DrK
On equipment
Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.
Not all items you buy from a "merchant" though according to the book. You are as likely to find it in a bazaar, as you are to trade a weapon to a thug who then runs off and steals it for you from what I could understand.
Last edited by watupwithdat : 11-12-2012 at 08:48 AM.
Trades: not all trades are accepted. For instance the man selling the psychic hood has no interest in the legion combat knife
Quality: the reaver spaceport has little in the way of best quality stuff. And no best quality fields or legion gear. It's more like a crazed flea market.
Could we have information on what trades will be accepted before we make the rolls, then? That sort of stuff seems important. And, as with all house rules, it's really nice to have them codified.
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Wait, there's someone selling a psychic hood? Unless he's got a dozen Astartes for backup or something, I mug him and take it. I just assumed that we didn't see it.
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Please remeber the impotence of poofreading everything you right.
"A Heretic cannot simply purchase the items he needs at some sort of bazaar or store. Rather, if he cannot scavenge or pillage what he needs, he must obtain it from his fellow outcasts and renegades through a complex web of favours, bribes, influence, and outright extortion."
"A Heretic cannot simply purchase the items he needs at some sort of bazaar or store. Rather, if he cannot scavenge or pillage what he needs, he must obtain it from his fellow outcasts and renegades through a complex web of favours, bribes, influence, and outright extortion."
The psychic hood was an example rather than literal.
If people mention what they are looking for/ wanting to trade before they start rolling I can let people know what's available. As so far people have just assumed everything is available and started rolling.
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We are really rocking these acquisition rolls, too.
Maybe we'll get some free items as we progress through. That's, at this point, more likely than us ever getting things.
Except for Henry, who surprisingly won the roll (if not the item) of a Unique from the get-go.
Of course, I still think it's utter malarky that sorcerers get a gosh darn force weapon from the start, but I've ranted about the disparity in gear in other places in more detail. I'll leave it at "it's stupid and unbalanced" for now.
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It's actually willpower, as the errata says (and the skill says when you look at 'skill description' instead of the tables). However, it's also under, what's it called, 'creative use of characteristics' or something of the sort. You can use alternative characteristics to intimidate people, depending on the situation at hand.
Anyways, if it's strength, you get two bonus DoS. I had forgotten it wasn't trained for you, so I wasn't taking the -20 into effect. Thank you for clearing it up.
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