Hidden 9 yrs ago 9 yrs ago Post by Pripovednik
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Pripovednik ☞NO HANDS☜

Member Seen 8 yrs ago

General:
Name: Warmund Maurer
Gender: Male
Age: 27
Appearance:
Warmund stands at exactly 6 feet tall and weighs 76 kilograms. He has a dark tanned complexion, piercing grey eyes and hair as dark as the oil his hands used to be submerged in. Across his browned flesh there is a large radiation burn that runs from the tip of his right eye, down past his nose and mouth, curving around his chin and finally stopping at the bottom of his collarbone where his pectoral starts.


Origin:
Homeworld: (Counsol Valdux) Forge World
Homeworld Superstition: Castigate the Flesh - The flesh must always be reminded of it's inherent weakness; inflicting minor pain and tortures upon oneself brings strength to the machine spirits nearby.
Homeworld Memento: Two halves of an Ork skull, from the center of the crown almost surgically cut through the jaw, worn on the both shoulders. This is the skull of Warmunds first kill under the Temples command.

Class: Vindicare Assassin

Background:

Warmund spent the first repetitive years of his life in the City of Feltham on the Forge World of Counsol Valdux, where he toiled over Adeptus Mechanicus machines and helped Humanity in this little way every day. On the year of his nineteenth Birthday his father was reported dead during his service in the Imperial Guard, no details were released other than it was during an Ork raid.

Warmund fell into a depressive state, externally emotionless but internally he was in turmoil, he was now the only Maurer left. Silent at work and more so at home, it was a rare occurrence for eye contact to ever be made, never mind a conversation be held or even replied to. For the following three years, alone among cold steel and burning fumes, an immense anger began to swell within him slowly. Warmund began to visit the darker corners of Feltham, mingling among the criminals and the like, gaining a petty experience in weaponry as well as other slightly alien activities to him. His life no longer meant as much to him as it once did, his real thirst was for blood, but more importantly - revenge.

When an Ork presence was reported beneath Feltham and the planetary forces moved in to engage, Warmund hid among their men and fought along side them from afar - a basic hunting rifle in hand between the pipes and ruins below.

When the battle was over he had seen many fall, Ork and Man alike, but no greenskins fell to his rifle thus far. As the men before him killed survivors and shifted the dead, burning the Ork corpes where they lay, a lone choppa wielding brute ran full speed toward a Captain whose gun was holstered and back open to attack. With a single shot the Ork fell limply to the ground and skidded violently to the Captains heels.

Between that second of adrenaline and the years of training and service that followed to the present day, Warmund joined the Imperial Guard, was spotted and recruited by the Vindicare Temples Assassins and is now undergoing an internal mission of training - fighting for the Imperium to hone his skills in the field of battle under an inquisitors command.

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: 12
Armour: 6

Corruption Points: 0
Insanity Points: 0

Characteristics:
Weapon Skill: 31
Ballistic Skill: 36
Strength: 33
Toughness: 43
Agility: 33
Intelligence: 45
Perception: 26
Willpower: 32
Fellowship: 32
Influence: 19

Divination:
“In the darkness, follow the light of Terra.” Increase Willpower by +3.

Class Bonus:
- Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage.

Class Memento:
A cracked Autopistol Clip that is strapped around Warmunds chest covering his heart, as the bullets killed his foes, the clip will preserve him.

Homeworld Bonus:
- Omnissiah's Chosen: Operator talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)

Talents:
- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
- Linguistics (Low Gothic)

Equipment:
Hunting Rifle - 2 handed - 150m range - 1d10+3 impact damage - Availability: Scarce - Cost: 100 Throne
Sword - Melee - 1D10 damage - Common x2
Armoured Body Glove - 2 armour - No restriction to Agility - Rare
Micro bead - Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
Magnoculars- These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Chrono- Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.
Concealed Holster- Cost: 40 Throne - These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty.
Stub Automatic - 1 handed - 30m range - 1d10+3 impact damage - Availability: Average - Cost: 40 Thrones
Combat Vest- Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon.

Throne gelt: 10
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Hidden 9 yrs ago 9 yrs ago Post by Eisenhorn
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Eisenhorn Inquisitor of some Note

Member Seen 2 hrs ago

General:
Name: Alexander Atreides
Gender: Male
Age: 44


Origin
Homeworld: (Tracus Secondus) Hiveworld
Homeworld Superstition: Keep Nature at Bay: Base life should never intrude; pluck and toss stray weeds to gain luck.
Homeworld Memento: Chip from a Hive Wall. During Arbitrator Atreides' first raid, most of the combat was done in hand to hand. The Arbites agent's first kill dislodged chunks of material from the wall and, despite occassional commentary from his brothers in arms, has kept the chip as a memento.
Class Memento: Short Length of Chain. A mutant shattered his first pair of manacles and nearly killed him. He kept the remaining length of chain as a reminder of such an event.

Class: Adeptus Arbites

Background: Alexander was an orphaned child, with both his parents having been killed off in the most recent gang war in the lower recesses of the Hive Tracus, capitol of the hiveworld itself. With both parents dead members of two, at the time, allied gangs, the boy would have been nothing more than another ganger scum if the Arbites had not found him first. The boy was not even old enough to walk and talk properly when he was found, and the orphan was sent to be raised by a Judge.

In such an environment, one cannot be surprised that the young man, who inherited his adopted father's name instead of the gang name he had, was raised to join the ranks of the Adeptus Arbites upon the hiveworld and, as soon as he was deemed old enough, donned the Black Carapace of the Arbites and joined the ranks of the lawkeepers of the Imperium. He would gain valuable experience in the tight, close quarters conflict of a hive world, from the gang wars to breaking up riots he would gain valuable experience and learn a simple, vital rule. No one is innocent, some are merely less guilty than others.

With this grim rule in his heart, Arbitrator Atreides would spend most of his life within the Hive Tracus, earning the ire of the gangs and even beyond his planet as he severely made doing business on such a place, in a criminal or illicit manner, far more difficult if not impossible. From raiding gang controlled hab blocks and interrogating the captured, to holding riot lines and breaking attempts to grasp more control from the proper authorities, the man was uncompromising in the face of such violence and sometimes wanton cruelty. With these traits he was called upon by the Inquisition to aid as an Acolyte,

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: 12
Armour: 9

Corruption Points:
Insanity Points:


Characteristics:
Weapon Skill: 31

Ballistic Skill: 29

Strength: 30

Toughness: 31

Agility: 36

Intelligence: 34

Perception: 43

Willpower: 22

Fellowship: 30

Influence: 33

Divination: "Know the mutant; Kill the mutant." Increase Perception by +2.

Class Bonus: The Face of the Law: An Arbitrator can re-roll any Intimidation or Interrogation check.

Homeworld Bonus: Teeming Masses in Metal Mountains: A hive world character can pass through crowds with ease and gains +20 bonus to Navigate checks below ground and a +10 bonus to Fellowship tests with other hivers.

Talents:
- Weapon Training (Shock) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld)
- Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
- Linguistics (Low Gothic)

Equipment:
Shock Maul - 1 handed - Melee - 1d10+3 impact damage - Shocking - Availability: Scarce - Cost: 150 Throne

Enforcer Light Carapace - 5 Armour - Agility restricted to 45 - Availability: Rare - Cost: 575 Thrones

Coscarla Pass Tokens: (One per Acolyte) These coded devices, each about the size of a small thick coin, will allow them legal clearance for the Coscarla Division and free passage on the transit rail around the midhive area.

Hand Vox: (One per Acolyte) These are cheap and battered looking personal communication devices that use a private encrypted channel, and are good for a range of a few kilometers in the hive. Sand will happily explain that thanks to signal interference in the areas of the hive where they are going, vox traffic is almost impossible over any real distance or between levels, except by wire station, but these hand vox will let them keep in touch with each other at least.

Low Hiver’s Overcoats: (One per Acolyte) These voluminous and somewhat tattered patchwork leather and canvas highcollared overcoats are common lowhiver garb in Sibellus and will easily fit over anything the Acolytes are wearing. They are also quite tough and will provide 1 extra Armour Point.

Chem Lamps: (One per Acolyte) These small portable lamps use a chemical reaction to provide light and operate continuously while their shutters are open. Such lamps will illuminate an area of about a three metre radius around it or provide a six metre directed beam of whitish light.

Coded DataSlate: This worn-looking brass cased dataslate carries basic copies of the information found in their briefing, a series of maps and data about the Coscarla and (largely empty) files on the Arbasts, including pictures of them and addresses taken from the Administratum register. The slate also has basic short range audio and visual recording and playback functions. The slate features a five key input code which Sand tells the group, if it is accessed without this, its core memory will be wiped.

3 Stimm Doses: A dose of stimm is enough to energise the weary and mask pain with short-term vitality, often enough to finally bring a protracted combat to a successful conclusion. Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive.

Manacles: No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes.

12 Iho Sticks: A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.

Throne Gelt: 135

Money Spent On:
Shotgun - 2 handed - 30m range - 1d10+4 impact damage - Spread - Availability: Average - Cost: 60 Throne

Respirator/Gas mask - Cost: 50 Throne - A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable.

Chrono - Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.

Total Leftover: 0 Throne Gelt
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Hidden 9 yrs ago 9 yrs ago Post by Leolycan
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Leolycan Toward an empty white throne

Member Seen 8 yrs ago

>Rodrick Yorke

>Gender: Male
>Age: 32

>.
>Origin:
>.
>Homeworld: Feral World Davin
>Homeworld Superstition: Power of Names: Never use the true names of friends and loved ones; the shadows are always listening.
>Homeworld Memento: Carved Idol of a massive beast native to his home world.
>.
>Class: Adeptus Ministratum
>.
>Class Momento: Burned Feather Quill: Obtained shortly after subjects indoctrinization. When testing flamer control, misfire burned some effects.
>.
>Background:
>Subject is native of planet Davin. Shows odd amount of purity despite lack of exposure to the Emperor's Word. Capturing for further analysis.
>Subject remains hostile to the members of the research crew. Has had to be forcibly restrained twice. Damage to left arm. Unsure of it's longevity.
>Breakthrough. After the loss and replacement of left limb, subject seems to have mellowed out. Current Head-missionary is reading scriptures and singing hymns to the beast. No signs of aggression.
>Success! Subject is currently reciting Emperor's Prayer without fault. Have refashioned his augmented arm to match his status as missionary.
>Requisitioned subject a warhammer, at request of Head-Missionary. Subject has now taken to calling it, 'Ceremonial Beat Stick.' Unsure of the reference. One of the research aides laughed when informed. Facing trail for mocking the works of the faithful.
>Inquisition has taken curious interest in subject. Seems his planet's connection to Horus' during the Age of Strife is a cause for concern for them. Transferring subject to their care.
>.
>Stats:
>Experience: 0/100
>Level/Rank: 1
>.
>Wounds: 12
>Armour: 8
>.
>Corruption Points:
>Insanity Points:
>.
>Characteristics:
>Weapon Skill: 32
>.
>Ballistic Skill: 31
>.
>Strength: 40
>.
>Toughness: 42
>.
>Agility: 32
>.
>Intelligence: 26
>.
>Perception: 30
>.
>Willpower: 26
>.
>Fellowship: 39
>.
>Influence: 28
>.
>Divination: "Thought begets Heresy; Heresy begets Retribution": +3 Strength
>.
>Class Bonus: Faith is All: Adeptus Ministorum character's can re-roll any fellowship or influence tests considered a commanding or charming check. Also, they find it easier to gain the trust of the Ecclesiarchy.
>.
>Talents:
>The Old Ways: +20 WS to any attack with Weapon (Low-tech)
>Weapon Training (Low-tech, Solid): +10 WS and BS to any attack with trained weapon
>Charming: +15 FEL when talking to people who can feel
>Commanding: +10 Fel or Inf tests when trying to command a person
>Common Lore (Adeptus Ministorum): +10 Int checks when recalling lore on Ministorum
>Linguistics (High, Low Gothic)
>Zealous: +15 to Willpower checks when resisting the affects of the Warp and physic attacks
>.
>Equipment:
>Warhammer: 2-handed Melee; 1d10+3 I; Primitive Scarce
>Stub Revolver: 1-handed 30m; 1d10+3 I; Plentiful
>Shotgun: 2-handed 30m; 1d10+4 I Spread; Average
>Flak Vest: 3 Armour; Agi=<60; Average
>Backpack
>Glow-globe
>Monotask
>Servo-skull (Laud Hailer)
>Holy Text
>Writing kit
>Gasmask
>.
>Throne Gelt: 3
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Hidden 9 yrs ago 9 yrs ago Post by TauGirl
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TauGirl Warrior for the Greater Good.

Member Seen 9 yrs ago

General:
Name: Helana Arabane
Gender: Female
Age: 20
Appearance: TO BE PROVIDED

Origin
Homeworld: Shrine World Vastone
Homeworld Superstition:Shrine World Mores: Drink to the Dead: The first sip of any liquid should be spit unto the floor, as an offering to those who fell that the Imperium would survive.

Homeworld Memento: Bag of Blessed Dirt, perhaps this brings you luck? Is it really blessed, do you even know or is that what you've been told?

Class: Adepta Sororitas

Background: Helana Arabane was born an orphan, her father already a dead man recently buried with full honors from his time in the Imperial Guard and her mother, an Imperial Guard medic, died in birthing their child. Without any other family or willing families to adopt her, she was sent to a Schola Progenium on her home Shrine World of Vastone. From there she spent most of her life within their walls, being drilled in various military and religious aspects of the Imperium of Man. From weapons training to religious creed and prayer she was heavily groomed for service with the Sisters of Battle, Adeptus Sororitas. She had yet to be chosen for a specific Order within the overall Adeptus Sororitas, but had completed the basic training a Sister of Battle was given, when her file was promptly flagged for Inquisitorial duty. Without explanation why, she was instead redirected to serve the Inquisition, being given a basic set of gear as the normal battle regalia reserved for a Sister of Battle was damaged and unavailable in the time frame she had to leave in.

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: 11
Armour: 9

Corruption Points:
Insanity Points:

Characteristics:
Weapon Skill: 36

Ballistic Skill: 31

Strength: 35

Toughness: 33

Agility: 26

Intelligence: 25

Perception: 20

Willpower: 46

Fellowship: 42

Influence: 33

Divination: “Be a boon to your brothers and bane to your enemies.” Increase Fellowship by +3.

Class Bonus: Shield Of Faith: An Adepta Soroitias when attacked resulting in a loss of wounds, rolls a d10, on a 1 the sister takes no damage.

Homeworld Bonus: Faith in the Creed: Once per three posts, a shrine world character re-rolls a fail. Taking the higher of the two rolls.

Talents:
- Weapon Training (Low-tech, Flame) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command)
- Common Lore (Imperial Creed and Adepta Sororitas) (+10 to Intelligence checks when recalling lore on the Imperial Creed and the Adepta Sororitas)
- Zealous (+15 to Willpower checks when resisting the affects of the Warp and physic attacks)
- Linguistics (High Gothic)

Equipment:
Sword: 1d10 Rending; Pen 0; Primitive, Balanced
Hand flamer: 10m; S/ -/-; 1d10 + 4 Energy; Pen 2; Flame, Spray
Carapace Breastplate: 6 Armour
Writing kit and 4 candles
Chaplet Ecclesiasticus (a devotional icon amulet)
Backpack 30 Thrones
Gas Mask 50 Thrones
2 Ration Packs 10 Thrones
3 Frag Grenades 30 Thrones
Sliver of Silver in a Plasteel Disc

Thrones: 4
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Hidden 9 yrs ago 9 yrs ago Post by The Fated Fallen
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The Fated Fallen Doesn't know what to put here

Member Seen 3 yrs ago

General:
Name: Adrianna Perdito
Gender: Female
Age: 36
Appearance: Stoic and grizzled, a head shorter than most with as many scars as quick witted comments. A long grey coat over bulky flak armour finishes the look of a guard for a typical noble house, though her unkempt dark hair, hardy figure and bloodshot eyes would suggest much greater hardship. Tends to be abrasive to others around her, due to her Lower Gothic and Outcast background. In a fight she knows who her friends are, but outside of one everyone is treated with hostility

Origin
Homeworld: 21 – Forge World
Homeworld Superstition: Tapping for Blessing: A machine spirit that is acknowledged is one that responds well to its users; slightly tapping a device twice with two fingers soothes the spirit and brings fortune.
Homeworld Memento: Bootlace (pending description, but probably smells a bit)

Class: Outcast
Background: Pending! Will be here in a day

Stats:
Experience: 0
Level/Rank: 1

Wounds: 14 wounds with divination
Armour: 7 (Flak Vest - 3 Armour and a Toughness bonus of 4)

Corruption Points: 0 = Pure
Insanity Points: 0 = Resolve of Steel

Characteristics:
Weapon Skill: 36
Ballistic Skill: 31
Strength: 30
Toughness: 33 (43 with modifiers)
Agility: 40 (got a 20) (42 with modifiers)
Intelligence: 31 (41 with modifiers)
Perception: 34
Willpower: 28
Fellowship: 26 (16 with modifiers) (+10 when a lie is involved)
Influence: 27

Divination: Imperial Divination: “Trust in your fear.” Increase Agility by +2 and gain 1 wound. A swordsman who fights for their soul has a blade that is all the sharper, accompanied by a grim demeanour that can weather the hardiest storm

Class Bonus:
- Weapon Training (Chain, las or solid projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) OR --- Sleight of Hand (+15 to Agility checks when being fast with ones hands, pick-pocketing etc)
- Common Lore (Underworld) (+10 to Intelligence checks when recalling lore on the Underworld)
- Deceiver (+10 to Fellowship tests when a lie is involved)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection)

Talents:
+10 to Intelligence (added above)
+10 to Toughness (added above)
-10 to Fellowship (added above)
Omnissiah's Chosen: Tech-use talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating (filthy!) xeno machinery)
Never Quit: Having fought tooth and nail aboard star-ships across the universe Adrianna is used to holding on until she can see the end of a fight. An Outcast character when brought down to 0 Wounds rolls a d6, on 1-2 the character gains 1 wound and can fight, on 4-6 the character is knocked unconscious
Linguistics: Low Gothic

Equipment:
Laspistol - 1 handed - 30m range - 1d10+2 energy damage
Chainsword - 1 handed - Melee - 1d10+2 rending damage - Penetrates 2 armour
Flak Vest - 3 Armour - Agility restricted to 60
Knife - 1 handed - Melee/Thrown - Strength in meters(When thrown) - 1d5 rending damage - Primitive - Availability: Plentiful - Cost: 5 Throne
2 Frag Grenades - Thrown/1 handed - Strength in m - 2d10 explosive damage – Blast
3 Smoke Grenades - thrown/1 handed - strength in m - Smoke, blast

Obscura
Though often illegal, obscura is popular in many fighting units where combatants are eager for respite from constant battle, as well as among civilians seeking relief from the drudgeries of harsh life. Obscura-users enter a dream-like state for 1d5 hours (if required to engage in combat, consider them under the effects of a hallucinogen grenade). For 1d10 hours after the effects wear off, they enter a deep depression, unless another dose of obscura is taken. Obscura is Addictive.
Injector
Many drugs require a device to administer a dose such as a syringe, spray-injector, or gas flask. Each can hold one dose of any drug, which a character may administer as a Half Action.

123 Throne Gelt spent on:
Backpack – 30 tg – 93 tg remain
Chrono (watch) – 25 tg – 68 tg remain
Knife – 5tg – 63 tg remain
2 Frag Grenade – 20tg – 43 remain
3 Smoke Grenades (price not shown, I’ll say all my money is now spent)
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Hidden 9 yrs ago 9 yrs ago Post by DJAtomika
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DJAtomika Second to Most

Member Seen 4 mos ago

General
Name: Arkaeus Martavan
Gender: Male
Age: 29


Origin
Homeworld: Voidborn - Imperial cruiser Honour and Liberation

Homeworld Superstition
Unlucky Eclipses - Refrain from important actions whenever the vessel is in shadow.

Homeworld Memento
A string of Wooden Beads. Once a token of friendship from a fellow child aboard his home ship, Ark has since converted the string of beads into a makeshift rosary, carving holy symbols and prayers into every bead. He has since added more beads, mostly from his time spent on Casia, carved from the dark, sturdy Casian evergreen, a stark contrast to the lighter coloured Terran pine that the original beads were made of. He wears this rosary, adorned with the cross insignia of the Inquisition, either around his neck or clipped to his belt under his robes.

Class
Adeptus Astra Telepathica

Class Memento
A Charred Adamantium chip, picked up from the body of a fallen Astartes Librarian on his regiment's world of Casia. Just two weeks prior to the splinter of Leviathan impacting Casia, a small band of Adeptus Astartes had been there. The squad of Ultramarines was there to rearm and resupply, since they were in the area, and where better to restock than a Forgeworld that produced weapons that they used? Sadly, they too were caught in the subsequent fight, and though they felled many, all the Marines fell in combat. Ark witnessed their Librarian fall, slaying many a Tyranid with his powerful psychic powers before a Brutalisk impaled him with its talons and shredded him alive. A fragment of his armour landed near his feet, and Arkaeus has since kept it as a memento of his former duty and a memory of the fallen warrior. The armour chip resides on the head of his staff, attached there by way of being welded onto it as part of its decoration.

Background: Born aboard the Imperial cruiser Honour and Liberation, Arkaeus, or Ark as he was more commonly known, displayed psychic talents at an early age, prompting the Arbites aboard the ship to impound him pending further investigation. The psykers and priests aboard studied him intensely for several weeks, until they deemed him fit for training under the Emperor's command as a psyker.

Thus the boy was destined to be raised as a psychic warrior. A Black Ship met the cruiser en route to Terra, and a simple exchange was made; Ark was given over to the psykers aboard the Ship and in return they received supplies and coordinates to a nearby inhabited planet that they could visit to refuel. He spent weeks aboard the Black Ship until they reached Terra, constantly bombarded by the fear and oppressive atmosphere that emanated from the minds of the other scared, frightened young boys and girls around him.

When they did reach Terra, he was handed over to the Scholastica Psykana, as per the norm, and tested. Ark's will to withstand constant psychic abuse, and his propensity to learn and understand the Warp were all that the school's mentors needed to convince them: he was to be a psyker. His telekinetic and pyromancy powers were merely secondary. Soul-bound to the Emperor's service, he spent the next five years of his life in the psychic school, learning all he could to further his mental prowess while keeping his sanity protected against the ruminous powers of the Warp. At his thirteenth birthday, his graduation, he was summarily made a Sanctioned Psyker with full honours, and was promptly scooped up by the Imperial Guard, who posted him to a regiment on guard in the further reaches of space, some distance from the Eye of Terror.

The regiment, the 745th Guardsmen Regiment, was the sole regiment assigned to the Forgeworld of Casia. Their numbers were, at the time, two hundred thousand strong, in comparison to the general population of the wintry world, numbering at least a billion. The world's foundries produced weapons, a cog in the immeasureable war machine of the Imperium of Man. He was part of the regiment's psykers, one half of the care system that kept their troops healthy against the nightmares of the Warp that leaked from the Eye.

Arkaeus spent the next twelve and some years on Casia, regularly tending to soldiers or townspeople that suffered from Warp-induced nightmares or hallucinations. A relatively peaceful life that was often interrupted by some crazed killing or a foundry breakdown that lasted several days. He spent most of his time in study of the Warp, while also developing his own psychic powers, though with no hostile targets to test them on his growth was slow.

Then, close to his 28th birthday, Casia was assaulted by xenos. A wild splinter of Tyranids, speculated to have been from Hive Fleet Leviathan, made planetfall. Panic spread through the whole populace as evacuation attempts began. Whole fleets of transport vessels and cruisers began leaving the planet en masse, even as the stalwart Guardsmen regiment defended their lives to the last. Ark was one of the few defenders that survived the takeover, as horrendous as it was. He was part of a squad that was assigned to defend a cluster of civilians that were fleeing to the starport.

Out of the twenty man squad, only six remained alive after they reached the starport. In an attempt to rally more support, Ark reached out with his mind, trying to find more of his comrades nearby, when instead he found the mind of an Inquisitor. Said Inquisitor was trapped on the planet when the attack began, and was looking for a route out. Arkaeus took it upon himself and gave the former a mental map, a path towards the starport from his hiding place. As he fled into a waiting ship, the lone man pulled Arkaeus aboard, much to his protest. The Inquisitor hastily explained that the world was already lost to the Tyranids, and the Guardsmen left would fight to the last and die. He saw potential in the man, and could not bear to see one of such raw psychic talent go to waste. So they left, leaving the world to die and be consumed by the hungry aliens.

And thus, Ark was pulled into the ranks of the Inquisition. He spent a year within their hallowed ranks before being assigned to an Inquisitor as his Acolyte, though the man he was assigned to wasn't the same one that had recruited him on Casia.

Stats
Experience: 0/100
Level/Rank: 1

Wounds: 13 (12+1)
Armour: 5 (2+3)

Corruption Points:
Insanity Points:

Characteristics
Weapon Skill: 30

Ballistic Skill: 26

Strength: 21

Toughness: 32 (30+2)

Agility: 30 (maximum 75)

Intelligence: 47 (37+10)

Perception: 34

Willpower: 41 (31+10)

Fellowship: 34

Influence: 24 (34-10)

Divination
"There are no civilians in the battle for survival.” - Increase Toughness by +2 and gain 1 Wound.

Class Bonus
The Constant Threat - When the character rolls on the psychic phenomena table, they roll twice and pick the result they wish. A character of the Adeptus Astra Telepathica can also use their willpower to roll for Deceive or Interrogator checks.

Talents
  • Linguistics (Low Gothic)
  • Child of the Dark - A voidborn character adds +20 to any willpower checks against the powers of the warp or physic attacks, as well as a +30 to tests for moving in a zero gravity enviroment.
  • Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
  • Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
  • Common Lore (Adeptus Astra Telepathica) (+10 to Intelligence checks when recalling lore on the Adeptus Astra Telepathica)
  • Deceiver (+10 to Fellowship tests when a lie is involved) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
  • Lore of the Forbidden (+10 to Intelligence checks when recalling lore on the warp.)
  • Psyker (this character is a psyker and so can cast psychic powers.)
  • Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)


Equipment
  • Laspistol - 1 handed - 30m range - 1d10+2 energy damage
  • Staff - 2 handed - Melee - 1d10 impact damage - Primitive
  • Light flak cloak - 2 Armour - Agility restricted to 75
  • Micro-bead
  • Psy-focus


Throne Gelt: 134

Pysker Powers
Manipulate Flame
Requires 35 Willpower
- Extinguish or control fire.
Reaching out with his mind, the psyker grasps nearby flame and molds it to his desire. The flames dance to his tune, moving to
untouched areas or falling quiet at their master’s command.

Telekinetic Control
Requires 35 Willpower
- Move and manipulate objects at range.
The telekine calls on his powers to reach out farther than his flesh can extend, distorting reality to grasp objects with eldritch hands. With invisible fingers perhaps only betrayed with frosted rime or whispered breezes, few can notice his subtle manipulations.

Money Spent:
  • Backpack - 30 Thrones
  • Chrono - 25 Thrones
  • 4 Ration Packs - 20 Thrones
  • 3 Knives - 1 handed - Melee/Thrown - Strength in meters(When thrown) - 1d5 rending damage (15 Thrones)
  • 1 Writing Kit - ? Thrones
  • 1 Combi-tool - ? Thrones
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Hidden 9 yrs ago 9 yrs ago Post by GodOfWar
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GodOfWar Originally Bloodied

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"Aye! Boy, Get back in the damned fight! The wolves gotta eat too, ya' know!"
~Holand Tzofiatien

General:
Name: Holand Tzofiatien
Gender: Male
Age: 48

Origin
Homeworld: Feral Homeworld
Homeworld Superstition: A Good Death: Honour comes from a glorious death, Cowardice only brings shame upon the militia. The Emperor is watching, do not let him down.
Homeworld Memento: Blackened Oak Leave Necklace: Frost Dried, wilted and dead dark oak leaves. Blackened in the fires of honor, then delicately woven into a sturdy collar. Constantly reminds the soldier of his battle-worn life, the life he has forever devoted to his Emperor, the life he will someday give up for said Emperor.

Class Memento: Duelist Honors (First Commendation Medal): The Duelist Honors are only given to the most talented and skilled swordsmen of the Astra Militarum.

Class: Vostrayan Firstborn Infantry (Imperial Guard)

Background: Holand's history has been long lost by the scarce Adeptus Administratums tasked with keeping track of the many recruitments and births of the Vostrayan Firstborn.
Yet, Holand can still recall his whole life with staggering clarity. Holand was born on one of the noble and rich Forgeworlds circling Terra. At infancy Holand was subjectly transported to the desolate and frozen landscape of Kilo II, an outer-ringing moon consisting of a dozen small militias of Imperial Guardsmen sentinels. Kilo II contained an extremely minimal amount of Imperial troops, due to it's unneeding position near the far south of the Milky Way. Xenos, Chaos, and Mutants have only been sighted near Kilo II 5 times, each one a minor case easily dealt with. Yet, what Kilo II lacked in enemy threats, it made up with an inhospitable environment and climate. Due to this, the Imperial soldiers of Kilo II had become more physically primitive then what they were ever made to be.
The Military inhabitants of Kilo II were often disconnected from their Imperial Brethren due to their remote location. Yet, the Vostrayan Guardsmen always served their Emperor faithfully on their stranded dwarf planet, enacting ceremonies and other holy traditions to keep their will strong and of welded iron. Rumors have it that the Guardsmen of Kilo II have tempered their faith so much, it is to match those of the favored Astartes.
Holand is immensely proud of his origins, and because of this, has brought himself into the ranks of the Imperuim's acolytes in a hope to bring Kilo II closer to the watching light of mother Terra.

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: (1d5[3]+9) 12
Armour: (4+4+1) 9

Corruption Points:
Insanity Points:

Characteristics:
Weapon Skill: (2d10[8]+20) 28

Ballistic Skill: (2d10[9]+20) 29

Strength: (2d10[11]+20+10) 41

Toughness: (2d10[13]+20+10) 43

Agility: (2d10[16]+20) 36

Intelligence: (2d10[7]+20) 27

Perception: (2d10[19]+20) 39

Willpower: (2d10[16]+20+3) 39

Fellowship: (2d10[12]+20) 32

Influence: (2d10[11]+20-10) 21

Divination:
Imperial Divination: “In the darkness, follow the light of mother Terra.” Increase Willpower by +3.

Class Bonus:
The Hammer of the Emperor: The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn.

Talents:
  • Linguistics (Low Gothic)
  • Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
  • Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved)
  • Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard)
  • Medicae (+15 to checks to save or heal a wound or injury.)
  • Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle)

  • The Old Ways: Any low-tech weapon (Sword, staff etc) in the hands of a feral worlder gain +20 to their Weapon Skill in it's use, as well as +1 armour.


Equipment:
  • Lasgun - 2 handed - 100m range - 1d10+3 energy damage - Availability: Common - Cost: 75 Throne
  • Combat knife - 1 handed - Melee - 1d5+3 rending damage - Primitive - Availability: Average - Cost: 40 Throne
  • Combat vest - Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon.
  • Imperial Guard flak armour - 4 Armour - Agility restricted to 50 - Availability: Scarce - Cost: 275 Thrones
  • Grapnel and line - A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 5m per round.
  • 11 lho sticks - A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
  • Magnoculars - These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
  • Imperial Infantryman's Uplifting Primer - The Imperial Infantryman's Uplifting Primer is a standard-issue Imperial text that covers a vast variety of topics about service in the Imperial Guard. This book is possessed by all members of the Imperial Guard as part of their standard-issue equipment.
  • Heavy Crossbow - 2 handed - 80m range - 1d10+4 rending damage - Penetrates 2 armour - Primitive - Availability: Rare - Cost: 75 Throne
  • Vostrayan Saber (Sword) - 1 handed - Melee - 1d10 rending damage - Primitive - Availability: Common - Cost: 15 Thrones
  • 4 Frag Gernades - Thrown/1 handed - Strength in m - 2d10 explosive damage - Blast - Availability: Common - Cost 10 Throne


Throne Gelt: 8
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Hidden 9 yrs ago Post by Macabreengel
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Macabreengel

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General:
Name: Victus Metalus
Gender: Male
Age: 21
Appearance: Victus is deathly thin with his skin pulled tight over his pale face. His hair is black with shocks of white. He stands at an average height for a man, but his slumped shoulders make him seem shorter.

Origin
Homeworld: (Paaliaq Primus) Highborn
Highborn Custom: Trappings of Power: It is essential to display power in order to wield it properly; fine clothing, carrying batons or other devices of control, and well styled hair should always be the goal.
Homeworld Memento: Tattered Cape. The family's cape, passed down for generations, is all that Victus has to remember his family by, as he was wearing it when he was taken by the Inquisition. It was made of the finest silk and brightly displayed the family crest, but now he rarely takes it out of its wrappings because he fears it could fall apart.
Class Memento: Charcoal Stick. Before being allowed to use ink, children training to join the Administratum use sticks of charcoal to write with. Once, when he forgot to bring his, a girl passed him one. She ended up being his first kiss and first crush.

Class: Adeptus Administratum

Background: Victus was born to two very important members of the Administratum on a Paradise World. It was rumored that his family was even distantly related to one of the High Lords of Terra. He lived a life separate from the horrors that most of humanity faces. As a child he trained to follow in his parent's footsteps and was an above average student. Everything changed when one of his families rivals made a move against them, however.

One of Victus's Father's rivals made a move against him to advance the power of his house. The move was executed poorly, and Victus's father managed to have his rival's family all executed by the Inquisition. In a final act of spite, however, one of the rival's family members named Victus as a heretic. They could not strike out at Victus, so they aimed for his first born instead. The Inquisitor seized Victus before his family knew what was going on.

By the time Victus's father managed to get one of his political allies in the Inquisition to intervene, Victus was inches from death. The Inquisitor was sure of Victus's guilt, despite no confession or proof, and refused to release him. Finally, a compromise was reached. Victus would join the Inquisition where they could keep a good eye on him. Less than a day after his interrogation ended, his initiation began.

Many in good health do no survive the initiation into the Inquisition, let alone those already half dead. Somehow Victus survived with his mind intact. His body never fully recovered, but he was not left a cripple either.

After his acceptance into the Inquisition, he was transferred to the far side of the universe to a nuetral Inquisitor. With his family no longer there to protect him, Victus would have to learn to rely on himself.

Stats:
Experience: 0/100
Level/Rank: 1

Wounds: 15
Armour: 4

Corruption Points:
Insanity Points:



Characteristics:

Weapon Skill: 32

Ballistic Skill: 29

Strength: 33

Toughness: 21

Agility: 30

Intelligence: 30

Perception: 30

Willpower: 26

Fellowship: 45

Influence: 41

Divination: "Trust In Your Fear." Increase Wounds by 1 and Agility by 2.

Class Bonus: Master of Paperwork: All items are one level more available.

Homeworld Bonus: Breeding Counts: Lose one less Influence when losing Influence. Finds it easier to join higher class circles.


Talents:

- Weapon Training (Las) (+15 to Ballistic Skill when using Las weapons)
- Imperial Knowledge (+20 Intelligence when recalling Lore on the Imperium)
- Lore of the Xenos (+10 Intelligence when recalling Lore on the Xenos)
- Commerce (+10 Fellowship or Influence when haggling to sale higher or buy cheaper)
- Medicae (+15 to checks to save or heal a wound or injury)
- Linguistics (Low Gothic)
- Linguistics (High Gothic)

Equipment:
-Las Pistol - 1 handed - 30m range - 1d10+2 energy damage
-Combat Knife - 1 handed - Melee - 1d5+3+3 rending damage - primitive
-Imperial Robes (+1 Armor, already included)
-Backpack
-Autoquill
-Chrono
-Writing Kit + 3 candles
-Medi-Kit
-Several Roles of Paper
-Coscarla Pass Tokens: These coded devices, each about the size of a small thick coin, will allow them legal clearance for the Coscarla Division and free passage on the transit rail around the midhive area.
-Hand Vox: These are cheap and battered looking personal communication devices that use a private encrypted channel, and are good for a range of a few kilometers in the hive. Sand will happily explain that thanks to signal interference in the areas of the hive where they are going, vox traffic is almost impossible over any real distance or between levels, except by wire station, but these hand vox will let them keep in touch with each other at least.
-Low Hiver’s Overcoats: These voluminous and somewhat tattered patchwork leather and canvas highcollared overcoats are common lowhiver garb in Sibellus and will easily fit over anything the Acolytes are wearing. They are also quite tough and will provide 1 extra Armour Point. (Included in armor)
-Chem Lamps: These small portable lamps use a chemical reaction to provide light and operate continuously while their shutters are open. Such lamps will illuminate an area of about a three metre radius around it or provide a six metre directed beam of whitish light.

Throne Gelt: 96
Hidden 9 yrs ago Post by Lone Wanderer
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