Warhammer 40k: Rediscovery

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Warhammer 40k: Rediscovery

Postby Phoenixcz » Sun May 28, 2017 10:16 pm

Captain Melchor Blaque and the Just Reward
Though captain Blaque likes to call himself a Rogue Trader, he doesn't have much spacefaring experience: he is actually an former officer of Imperial Guard who somehow managed to get a Letter of Marque and gather a bunch of Imperial Guard and Navy veterans who were willing to give up the planetside properties they were rewarded with after an end of a successful campaign to buy and crew a decomissioned transport ship in search of a better future, wealth, fame and adventure... and, given the situation in the galaxy, also likely a death or worse at the hands of various xenos and traitors inhabiting Segmentum Tempestus. In the last twenty years, it worked well enough. Nobody managed to get rich, but they were also lucky enough in avoiding dangers of the void. And now, with the news of warp storm blocking access to Dolus system dissipating, it seems they may get their chance for wealth: If they manage to be the first to re-establish contact with the lost world, reward may be fitting for a true Rogue Trader.

Just Reward, as captain Blaque named his ship, used to be an Imperial Navy troop transport which was decomissioned after the end of the campaign Blaque and his crew fought in. It is an old, but still working vessel, and it was upgraded with few macrobatteries and a forward lance to better defend itself without the benefits of escort fleet. It can't stand against a proper warship, but it should be enough to fend off pirates and smaller vessels.

Dolus system and planet Dolus
Dolus system is unremarkable, named after its only inhabited planet, thought it also contains two gas giants and two other planets.

Planet Dolus is, or was, a mining world. It is a barren place, with terrain consisting of vast oceans littered with islands of various sizes, and one larger, mountainous continent. Climate is warm, but the atmosphere is unbreathable by humans, though not toxic, so lighter rebreathers are all that is needed for working outside settlements. There's not much in the way of the terrestrial life, plant or animal, though there's plenty of sealife, some of which serves as a source of food for the Imperial inhabitants. Planet has some pre-Imperial xeno ruins, though it was uninhabited long before the first Imperial colonists arrived seven centuries ago ago Settlements consists of multiple mining stations connected through a rail network or sea lanes with the capital. Capital is the sole spaceport, only true city (actually a small hive) on the planet, center of government and industry. It is the HQ of local PDF, and it does have a cathedral with a small Sororitas convent. There's a Navy void station serving as a dock for visiting ships and some defense platform protecting the planet from pirates. Before the contact was lost, Dolus had around 16 millions inhabitants, mostly concentrated in the capital.

Contact with Dolus was lost almost three centuries ago, when sudden, unexpected warpstorm at the edge of the system made travel and astropathic communication with the planet impossible. The planet itself shouldn't have been consumed by the storm, though, so there's a chance some inhabitants may have survived the isolation. The storm dissipated recently, making warp travel possible once again, causing various Imperial agencies to focus their attention on the system. Captain Blaque was lucky, his ship was supplied and prepared for departure when the news arrived, so he was in prime position to be one of the first to travel to the system... after taking few passengers from interested parties willing to pay, of course.

Spoiler (click to show/hide):

Still WIP, but almost ready. I'm expecting to take 4-5 players tops, but I can't promise that my posting rate will be much better than 1-2 posts per week. Characters may be either the members of captain Blaque's Rogue Trader crew, or some of the passengers interested in contacting Dolus system (eclessiarchy/administratum representatives, inquisitorial agents, members of independed parties, perhaps even undercover heretics). In case of (previous) interests, I may also include intro and objective for Eldar expedition to the same planet.


Mechanics
Spoiler (click to show/hide):

Ballistic Skill (BS): Skill with ranged weapons.
Weapon Skill (WS): Skill with melee weapons.
Strength (S): Attack's power
Attacks (A): Number of attacks per turn. 1 for everyone, +1 for using 2 weapons (pistols and 1h melee weapons only). Some ranged weapons have their own A stat, character's A only matters with melee attacks.
Initiative (I): Speed and reactions.
Toughness (T): Resistance to injuries.
Wounds (W): Hit points.
Leadership (L): Represents willpower for player characters, willpower and morale for NPCs
Psychic Power (P): Psyker's psychic power (duh). Psykers only

Initiative: In every round of combat, all participants roll 2d6 + I. Actions are resolved from the highest result to the lowest. In case of the tie, both actions are assumed to happen simultaneously, which may lead to both combatants killing each other at the same time.
Shooting: Attacker rolls 2d6 + BS for every A. Target number for hit 10. 1 on both dice always miss. Various effects may modify the target number: Cover (+1/+2/+4 for light (about 1/4 of the target visible), normal (1/2 of the target visible) or full cover (almost none of the target visible, but still with line of sight), blind attacker (+4), target being unaware of the attacker (-2)
Melee: Attacker rolls 2d6 + WS for every A, defender rolls 2d6 + WS. Each attack result higher than defender's result counts as hit. 1 on both dice always miss. Blind combatant can't add his/her WS to the roll.
Damage: Attacker rolls 2d6 + attack's S for every hit, defender rolls 2d6 + T. Every hit result higher than defender's result causes 1 Wound. Wearing armor increases T, weapons with Armor Penetration (AP) ignore some bonus T from armor.
Psychic Powers: Psychic powers cost P, used P returns at the start of the round, when manifesting psychic power, psyker rolls 2d6 per P used. On 7+ per P used, power manifests successfully. 1 on two or more dice causes Perils of the Warp. Psykers can also spend P to dampen hostile psychic powers, adding 1d6 per P spent to a roll used to resist the psychic power (if any)
Noncombat rolls are generally 2d6 against target number 7, with possible +2 or -2 bonus or penalty, dending on circumstances (techpriest may get bonus to work with cogitators, mutants may get penalty to convince Imperial citizens to not report their presence, etc.)


Equipment
Spoiler (click to show/hide):

Melee Weapons
Unarmed Combat (User S-1, always attacks last)
Close Combat Weapon (User S)
Chainsword (User S)
Power Sword (User S, AP4)
Power Axe (User S+1, AP5, always attacks last)
Power Fist (User Sx2, AP5, always attacks last)
Force Sword (User S, Force (psyker may use 1 P to cause instant death on damage roll of 7+, regardless of target's T)
Force Stave (User S+2, Force, set wounded target's I to 1 for the next round)

Ranged Weapons
Laspistol/Autopistol/Stub Gun (S3, Pistol (can be used in melee, can use 2 for A+1))
Lasgun/Autogun (S3, A2)
Longlas/Sniper Rifle (S5)
Heavy Stubber (S4, A3)
Bolt Pistol (S4, AP2, Pistol)
Boltgun (S4, AP2, A2)
Heavy Bolter (S4, AP3, A3)
Plasma Pistol (S7, AP4, Pistol, Gets Hot! (hits user) on 1 rolled both dice)
Plasma Gun (S7, AP4, A2, Gets Hot!)
Shotgun (S4)
Hand Flamer (S3, AP1, Pistol, ignores cover)
Flamer (S4, AP2, ignores cover)
Meltagun (S8, AP 5)
Grenade Launcher (as grenades)

Armor
Mesh/Flak Armor (T+1)
Carapace Armor (T+2, I-1)
Power Armor (T+4, I-1)
Shield (T+1, I-1)

Other
Frag Grenade (S3)
Krak Grenade (S6, AP4)
Blind Grenade (S1, target is blind until s/he succeeds on 2d6+I against target number 10)


Psychic Powers
Spoiler (click to show/hide):

Biomancy
  • Cellular Control: the psyker uses his powers to adapt his body to the hostile enviroment. 1P/turn. Psyker gives him or herself one of these effects: immunity to poisons and other dangerous chemicals, immunity to extreme temperature (not actual fire or heat based weapons), ability to survive in vacuum without void suit (still needs source of oxygen), ability to breathe water, ability to change his or her looks (the new form must be roughly the same shape and size). Multiple effects can be maintained at once, but each must be manifested separately, and each cost P as long as it is maintained. 2P + 1P/turn- same as previous version, but the power can be used on other creatures.
  • Enfeeble: the psyker drains his foe's vitality, leaving him weak and vulnerable. xP/turn- enemy must roll 2d6+T against the psyker's P roll used to manifest this power. If he fails, he takes penalty to S and T equal to the value of P used to manifest this power. This power can't reduce foe's stats to 0. Multiple creatures can be targeted at the same time with separate manifestations, and each weakened creature costs P to maintain.
  • Empower: the psyker lets the power of the Warp flow through his body, making himself stronger and tougher. 1P/turn- +3 S and T. 2P + 1P/turn- same as previous version, but can be used on other creatures.
  • Life Transfer: The psyker transfers life force between nearby creatures, draining his enemies and healing his allies. 1P- one visible creature suffers S3 attack that ignores armor. If the attack causes W, the psyker or one creature s/he touches regains one lost W. If the drained creature is willing (including the manifesting psyker), it suffers one W without the need to roll. At least some of the victim's flesh must be visible.
  • Smite: the psyker summons bolts of bio-lightning from his fingertips. 1P- shooting attack (uses BS). S4, AP 4.
Divination
  • Augury: the psyker conducts divination to know the secrets of the future. The power may be used on the psyker or someone the psyker touches. Using this power takes some time, and requires some form of divination (reading the Emperor's Tarot, casting runes, gazing into a flame, etc., up to the psyker). The result may be warning of dangers, some form of advice or simply possible result of actions the target is about to take. The divined future may be avoided through the target's actions. 1P- target of the power may ask question about some event up to 1 hour in the future. 2P- same as 1P version, but up to 1 day in the future. 3P- same as 1P version, but up to 1 year in the future.
  • Guided Shot: the psyker uses his powers to predict the trajectory of his shots. 1P- the psyker can reroll the next shooting attack if it would miss, taking the second result. In addition, the attack ignores cover.
  • Scrying: the psyker peers through the Warp to observe distant places. 1P- the psyker can observe place up to 100 meters distant as if s/he was standing there, even through obstacles. S/he may target an area or a specific person or object s/he knows about. 2P- same as 1P version, but the range is up to 1km. 3P- same as 1P version, but the observed place may be anywhere on the same planet.
  • Soul Sight: the psyker peers into the Warp to see into the souls of other beings. 1P- can read the aura of single visible being, identifying its current emotional state, if it's a psyker or under influence of any Warp power or if it's corrupted by Chaos. Using this power on Daemons and other warpspawn may have negative consequences. 2P- same as 1P version, but affects all visible beings in the user's sight. 3P- similar to 2P version, but can also sense hidden beings all around the psyker, even through intervening obstacles.
  • Prescience: peering into immediate future, the psyker uses the warning provided to avoid enemy attacks. 1P- the next attack against the psyker must be rerolled if it would hit, taking the second result instead. 2P- same as with 1p version, but applies to all attack for the turn.
Pyromancy
  • Control Flames: mundane fire is under complete power of a psyker. 1P- the psyker can manipulate any existing flame, setting flammable materials ablaze or dousing the flames in small area, making the fire move in certain directions or take various shapes or colors. Only one effect at a time. 2P- as 1P version, but psyker can cause up to 3 effects at the same time, and affect larger area. S/he may also protect single being from fire and heat for 1 turn, making it immune to damage (including plasma and melta weapons). 3P- similar to 2P version, but the psyker may now protect up to 10 beings at the same time.
  • Flame Breath: the psyker breathes out a cone of flame, incinerating his foes. 1P- shooting attack similar to flamer (uses BS). S4, AP2, ignores cover
  • Fire Shield: the psyker surrounds him or herself in warp flames that don't hurt him, but that will scorch any fool who dares to attack through them. 1P/turn- the psyker counts as having cover against ranged attacks, and anyone who attacks him or her in melee suffers one S4, AP2 hit from the flames.
  • Incinerate: the psyker focuses his powers in a blinding beam of searing heat melting anything it hits. 2P- shooting attack similar to melta (uses BS). S8, AP5, target is blinded for 2 turns
  • Inferno: The psyker uses his powers to set his foes ablaze. 1P- shooting attack (uses BS), small area. S4, AP1, ignores cover. 2P- as 1P version, but affected targets keep burning, taking S4, AP1 hit per round. The warp flames can't be doused, but they have 50% chance to die out at the start of each round.
Telekinesis
Telepathy
Daemonology


CS:
Spoiler (click to show/hide):

Name:
Occupation: (things like Sister of Battle, ex-Guardsman, etc.. No marines or xenos, as nobody showed interest in the Eldar part, but I guess I could make an exception for an Harlequin with holosuit who somehow infiltrated the Just Reward, if you really want to)
Appearance/picture:
Bio: (doesn't have to be too long, but I'd like to know something of character's background and why is s/he aboard Rogue Trader's ship en-route to Dolus. Note: some characters may be accompanied by NPCs, like SoB being a part of ministorum priest's retinue)
Statblock
BS: 3 WS: 3 S: 3 A: 1 I: 3 T: 3 W: 3 L: 3 P: 0 (psykers only)
Weapons: (up to 3. Grenades count as single weapon, you can get up to 3 grenades divided between all available types, same if you take grenade launcher. Equipment should make sense for the character (no guardsmen with power armor, melta, power sword and heavy bolter)
Armor: (1, obviously)
Other Equipment: (Up to 3. You can take whatever items you want (within reason). Items with no practical uses (trinkets, keepsakes) do not count)
Psychic Powers: (psykers only. Psyker may know up to 1 discipline per P, and up to 2 powers per P)
Special Abilities: (one. There's no specific list, we can work on mechanical effect in PM or OOC thread)
Last edited by Phoenixcz on Fri Jun 16, 2017 9:25 pm, edited 9 times in total.
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Re: Warhammer 40k: Rediscovery

Postby exalted » Sun May 28, 2017 10:25 pm

Name: Novice Rosette
Race: Human (Sister of Battle)
Age: 18
Gender: Female
Appearance: 5'8" (out of armour),
Spoiler (click to show/hide):

Image


Background:

Rosette is nearing the end of the training, about the join the Holy Order of Our Martyred Lady. She has been taught to be loyal, to be faithful, chaste and pure, to avoid temptation... her teachers have a hard time. Rosette is always inquisitive about things and is often naive about her discoveries, not understanding the context due to remote and small nature of the Commune.

As part of her final assessment she has been attached to a missionary heading to Dolus to re-sanctify several holy sites and visit the Sororitas convent.


Statblock
BS: 4 WS: 4 S: 3 A: 1 I: 3 T: 3 W: 3 L: 3 P: 0 (psykers only)

Weapons: Bolter, Bolt Pistol, Frag Grenades
Armor: Power Armour
Other Equipment: Sister of Battle Chaplet, Training Manuel, book of consecration rituals.
Special Abilities: Divine Guidance - at times it appears the Emperor's will aims Rosette's shots, causing utmost devastation to his enemies.
Last edited by exalted on Tue Jun 06, 2017 2:50 pm, edited 2 times in total.
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Re: Warhammer 40k: Rediscovery

Postby dndman997 » Sun May 28, 2017 10:26 pm

i might be interested in this as well :) i would like to reserve a spot for this.
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Re: Warhammer 40k: Rediscovery

Postby Gorbaz » Mon May 29, 2017 12:54 pm

Oh, go on then! :D
One way, or another, I'm going to find you, I'll get you, I'll get you!
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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Mon May 29, 2017 9:18 pm

So, I'm thinking that mechanics-wise, I'm going to go with some mash of what I can remember from 40k rules without checking the book with some of my own modifications:

Weapon Skill (WS): melee combat
Ballistic Skill (BS): ranged combat
Strength (S): how hard the attack hits
Toughness (T): how hard the character is to hurt
Initiative (I): how fast the character is
Will/Morale: resistance to warp mindfuckery, how likely are the NPCs to run from combat or scary things
Wounds: how much hits the character can take

Initiative: combatants roll 2d6+I, higher number acts firsts. Perhaps penalty for using heavy weapons?
Ranged attack: 2d6+BS, target number... I think about 7? to hit, cover, etc. increases the target number by 1/2/4 for light, medium, heavy cover, other situation modifiers possible (lower TN against surprised targets?). More attacks possible with some weapons
Melee combat: both combatants roll 2d6+WS, higher roll win and hits. More attacks possible with multiple weapons/special abilities?
Explosions, flamers, AoE: 2d6+BS vs target's 2d6+I to hit?
Damage: attacker 2d6+S vs target's 2d6+T, if successful, target takes 1 wound. Armor increases T for this purpsose, +1 flak, +2 carapace, +4 powered, +6 terminator? AP weapons may decrease armor bonus. Target invulnerable if attack's S is 1/2 of armor's bonus?
Will: 2d6+Will to resist effect, base target number 7?

Non-combat interaction requiring rolls: 2d6+ relevant bonuses vs target number, again, base 7. Lots of things will not require rolling at all.
I'll propably need to actually check the rules for psychic powers.
Special abilities may modify some stuff, depending on ability... propably steal something from TT rules.

Thoughts?
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Re: Warhammer 40k: Rediscovery

Postby dndman997 » Mon May 29, 2017 11:25 pm

well it seems solid, the current psyker rules arent bad, however 8th edition is right around the corner.
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Re: Warhammer 40k: Rediscovery

Postby Gorbaz » Tue May 30, 2017 8:51 am

Only assault specialists talk about 8th ed!

Otherwise, looks fine to me. 7 has always been the magical number for determining success of actions with 40K, although using 2D6+[stat] will probably result in quite high success rates. Baseline human BS has always been 3 for trained, and 2 for untrained, meaning you'd have to roll between a 3 and a 4 on 2D6 to fail, dependant of skill level, and BS5 would be incapable of failure (excluding modifiers). If that is what you are going for, that is fine, however there is the option of using 1D10 instead, or putting a limit on stat levels

If you are not including an attacks stat, then I would say one attack per equipped assault weapon. Pistols would be up to you, but I have a feeling it would actually be quite difficult to actually fight someone with a melee weapon while simultaneously shooting them. Beating them with it is another matter, and would open up non-assault weapons to be used in combat to literally just beat your opponent around the head with (probably base S, or S+1 damage)

Speaking of damage and armour and stuff, it could get complicated using resistance bonuses, and resistant reduction, in addition to damage. It seems the best way to go about it, as otherwise you'd have to go with multiple wounds being dealt per weapons, with armour reducing the effect, or something like that.

---

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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Tue May 30, 2017 5:18 pm

Yes. My reasoning for 2d6 instead of 1d10 (or 1d20) is that it offers better propability curve, more weightened towards the middle value (which is 7), instead of every number having equal propability (as with one die). I was aware adding the bonus skews the propability curve more towards success if the TN is 7, however, my reasoning was that with PbP game with relatively slow rate of posting, combat may take too long if someone hits a string of misses. Also, it's been a while since I've read how 40k rules resolve it and don't remember them, so it's a solution I've hacked on the spot (actually, while being bored at work).

But you're right, I've checked the propabilities, if I add bonus, with baseline BS 3, TN number 7 offers 91.67% chance of hit. Without bonus, or if I set the TN at 10, it will drop to 58.34%, which sounds more reasonable. I vastly underestimated how much the bonus changes things.

*checks how shooting (and other combat) actually works in 40k* Ah, right, that makes more sense, but I still like the 2d6 propability curve. TN 10- shooter's BS? Some kind of opposed roll? Or just nick the 40k ruleset entirely? Or screw the rules and just arbitrarily decide depending on the post and current mood? Decisions, decisions....

Anyway, basic CS is in the OP, while I'll still need to think (or discuss) the mechanic aspects.
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Re: Warhammer 40k: Rediscovery

Postby Gorbaz » Tue May 30, 2017 8:36 pm

I'd say go with DC10 as a base, and reduce it by the requisite stat. That way an "average" trained soldier with BS3 would need to roll a 7+ to succeed. Or, maybe set it is 8? That would give slightly over average success for actions, when taking into account a stat level of 3. You can even put in gear that can give a bonus, if you like, like red-dot sights, seeker ammo, masterwork, etc.

But on another note - prtotsheet!

Spoiler (click to show/hide):

Name: Talia Delore
Occupation: Psyker, and navigator.
Appearance/picture:
Image
Bio: Talia was born a mutant in probably the worst society to be a mutant in - the Imperium of Man. Thankfully, her mutation was one of the mind, rather than of the flesh as she has an innate connection to the Warp. By a sheer twist of fate, she was passed over by the collection ships - possibly due to her more subtle presence in the Warp, or a simple clerical error - and was never forced through the soul-binding. This left her sight free and her mind unshackled, but also open to the whispers of those that lived in the etheric realm, and it is through those whispers that she heard as a young girl that she found her purpose.

There were so many voices scratching at the back of her mind, that she decided to study Warpspace, and all the things that live within it. Of course, that is not something that can be done openly, and it took many years of training and self-discipline to even attempt to open herself up to anything other than the minutest degree. In doing so, she centered her growing skill on predicting the future, and seeking out the most fortuitous paths to her ultimate goal. But, as with anything chaotic, the more it is stared into, the more it stares back, and Talia was no exception, slowly finding her physical form changing the more she experimented. The most obvious, and one she took care to hide with special tinted goggles she "found", was that her eyes shifted to orbs of swirling chaos energy in appearance.

It was not long after her first mutation surfaced that she decided it was best to leave her home and, passing herself off as 'just as good as a navigator, but at half the price and none of the arrogance', that she found herself aboard the Just Reward. Although never having guided a ship before, she found it easier than expected to get the little ship to where it needed to go. Something told her that there was an entity taking an interest in her, but that would be crazy, right?

... Right?


BS: 2 WS: 3 S: 3 A: 1 I: 3 T: 2 W: 2 L: 5 P: 3 (psykers only)
Weapons: (Force Staff, Stubber)
Armor: (Flack Jacket)
Other Equipment: ("special" goggles, comm-bead, lockpick)
Psychic Powers: (Divination - Soul Sight / Augary / Prescience, Pyromancy - Fire Shield / Control Flames)
Special Abilities: (Hidden Agendas: Something from the Warp is guiding her to an ultimate purpose that even she is not fully aware of)
Last edited by Gorbaz on Fri Jun 16, 2017 6:31 pm, edited 5 times in total.
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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Sat Jun 03, 2017 12:13 am

I think I'm about done. Still need to finish psychic powers (thank you very much :evil: ), add non-combat equipment, and decide how to do character generation. Do you want: a) customise your character stats yourselves (all stats (except P) at 3, can decrease any to spend points elsewhere, perhaps something extra, but not much, 2-3 points tops), or b) use closest equivalent from 40k tabletop, modified to better fit with my rules (I have... access... to most of the codices, so I can provide statblocks as needed) (so, propably Wyrdvane/Rogue Psyker for Talia)
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Re: Warhammer 40k: Rediscovery

Postby Gorbaz » Sat Jun 03, 2017 6:53 pm

Hehehe. Sorry! Thought it would be fun to be a maybe / maybe not agent of chaos :D

My personal preference for character creation would be to start with a base statline (Ws/Bs/I 2, S/T 3, A1), and have points to spend in it. Maybe enough to get Ws/Bs/I to 3, plus 2 extra, with the option to put where you like but not have any stat above 5?
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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Sat Jun 03, 2017 11:06 pm

Sounds reasonable. Note that P is extra stat for psykers to invest to... I like the idea that psykers are physically... I'm not sure what would be the right word... inferior, to normal people, which is consistent with their portrayal from the lore, both on Imperial side (Librarians and inquisitors aside, the former are still marines and the others presumably have access to sources to overcome that weakness) and with Chaos (at least until they recieve enough "blessings"). Although that may be thanks to the training methods from the Imperials and the lack of sanity and proper lifestyle for Chaos.

I'll go with all stats starting at 3 (except A, which is 1, and P, which is 0). You have extra 2 points, and you can decrease any stat to increase any other, up to maximum of 5, except, once again, A, which can be only increased up to 2, at the cost of 2 points, and P, which may be only increased up to 3. As for equipment, whatever makes sense for the character. It's no problem for SoB to have power armor and bolter, but it would be weird for a guards(wo)man. You can have one armor (obviously) and up to 3 weapons. Grenades count as one choice of weapons, if you select grenades, you can have 3, in any combination you desire. You also get the same 3 grenades if you take grenade launcher (but the grenades can't be used without the GL itself, not counting some creativity tech heresy). Non-combat equipment, you can take whatever you want, and we can talk about the effects later. Rebreathers (Dolus' atmosphere have too little oxygen to be breathable without help, but you don't need to have personal equipment, you can borrow some from the ship before planetfall), vox, night vision goggles, survival tools... up to 3 items. You don't have to list personal items without practical use... locket with a portrait won't take a slot, for example.

I'll update CS in OP accordingly.
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Re: Warhammer 40k: Rediscovery

Postby Gorbaz » Mon Jun 05, 2017 7:57 am

Well, I think I'm done. Except for the special ability thing, which technically would be her psychic powers? Might switch out one of her items for psychic drugs, but not sure.
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Re: Warhammer 40k: Rediscovery

Postby exalted » Tue Jun 06, 2017 2:51 pm

Draft CS is up
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Re: Warhammer 40k: Rediscovery

Postby starwacher » Fri Jun 09, 2017 3:32 pm

hey are you guys still looking for people to join?
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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Sat Jun 10, 2017 1:25 am

Sure. At the moment, There are only two submitted characters, I can still accept 1-2 more (assuming dndman997 is still interested)

Sorry for a lack of responses this week, afternoon shifts at work leave me with too little time to work on anything (basically, I'm half-asleep or busy in the morning, at work in the afternoon, and too tired at night. It's better for morning or night shifts, when my free time comes up in a single chunk)

@exalted:
Spoiler (click to show/hide):

seems mostly fine, I'm glad to see Rosette again. Items listed in your "other equipment" fits under minor items that are free... you may take something with more practical effects, if you want to. For Divine Guidance, I'm thinking rerolls for either missed shots or damage for one turn, usable... hm, either once a battle, or just once in a while (refreshed after she can pray/meditate and thank the Emperor properly for His help?). You'll be a part of a ministorum priest's retinue, including a crusader bodyguard, 2 sisters dialogus (to take care of the boring, but needed stuff) and sister hospitaller (to take care about the old priest, your team and to check the planet's population for any warp-caused deviations). I have personalities in mind, but if you'd like something specific, I'm open to suggestions


@Gorbaz
Spoiler (click to show/hide):

I'll finish psychic powers (or at least divination and pyromancy) tomorrow, I promise! I guess that by stubber, you mean stub gunl/revolver. I'm not sure about the Force Staff, it's pretty rare weapon, but I can propably let it go. As for Hidden Agenda, it fits with something I had planned anyway. Captain Blaque decided to give you a try, even against the protests of his current (and proper) navigator, who's still around to oversee you.
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.
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Re: Warhammer 40k: Rediscovery

Postby starwacher » Sat Jun 10, 2017 4:05 am

ok also wondering if it possible to get xeno back on the table for some reason i really want play a tau.
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Re: Warhammer 40k: Rediscovery

Postby Phoenixcz » Sat Jun 10, 2017 5:44 pm

starwacher Wrote:ok also wondering if it possible to get xeno back on the table for some reason i really want play a tau.


Sorry, only xenos offered were Eldar, who were supposed to have their own goals and means of getting to Dolus. It's too far from Tau Empire and captain Blaque doesn't think it would be wise to haul xenos and members of the Ecclesiarchy on the same ship.

Divination and Pyromancy psychic powers are up! Also, some changes in how psychic powers work, just ask if something is unclear. If you'd like to come up with different psychic powers, feel free, we may work something out.
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.
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Re: Warhammer 40k: Rediscovery

Postby VinGareth » Sat Jun 10, 2017 6:53 pm

Name: Karzen Tyse
Occupation: Ex-Vindicare Assassin, now Mercenary
Appearance/picture:
Spoiler (click to show/hide):

Image


Bio:
Spoiler (click to show/hide):

For most, the only way to leave the assassin temples was in a body bag. For Karzen, with the determination and skills that only those of the Vindicare have, he managed to leave with his life. Granted, it was still in a body bag. After being assigned a hit against one of his friends, who had directly turned against the Imperium, he realized that his loyalty to the Emperor wasn't as strong as he previously thought. After he left the temple, he made a life for himself taking up mercenary work, mostly guarding trader ships and the like. He was hired on to the Just Reward for the trip to the Dolus System.

Statblock
BS: 5 WS: 1 S: 1 A: 1 I: 5 T: 4 W: 3 L: 4 P: 0
Weapons: Sniper Rifle (S5) and 2 Laspistols (S3, A+1 if using both)
Armor: Mesh armor, heavily modified to look unlike any of the Imperium's armor. (T1)
Other Equipment: Sensor-equipped helmet--NVG, Thermal, and rebreather attached.
Psychic Powers: N/A
Special Abilities: Cloaking/Stealth. Difficult for people outside a certain range to notice?

*Edit* reworked stats, misread some things.
Last edited by VinGareth on Sun Jun 11, 2017 6:02 am, edited 4 times in total.
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Re: Warhammer 40k: Rediscovery

Postby starwacher » Sat Jun 10, 2017 9:52 pm

ok I think I'll pass then good luck with game thought
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