Author Topic: The Crew  (Read 7063 times)

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Nanshork

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Re: The Crew
« Reply #20 on: September 01, 2011, 06:14:39 PM »
Okay, I'll stick with my Missionary then.  He's developed in an interesting way.   :D
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Calchexxis

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Re: The Crew
« Reply #21 on: September 02, 2011, 04:09:22 AM »
Here is your Navigator

Born to the Magisterial House Omiss on the Fortress world of Bastille, it seemed the Navigatrix Dultrada Omiss had little inherent talent beyond a knack for picking out a Warp trail. Like others on the world she was trained in all the basic drills and combat tactics as any soldier, as Fortress worlds were rarely peaceful places it was simply a matter of course. It wasn't until she was placed aboard a naval escort ship that she realized she had another talent. During a fierce firefight with a number of chaos reaver pirates the escort was damaged severely, its Warp Engine and Gellar field still functioned so the captain, in a moment of panic, ordered Dultrada to drop them into the Warp, an act of desertion. Unfortunately Dultrada, being young an naive at the time and still wary about flexing her political muscles as it were, obeyed with some hesitation. She pulled the ship into the Warp only to realize they were being followed, after several hours of attempting to out run them in a moment of desperate faith she peered into the Warp and marked out their own trail, then, with a rush of will, wiped it clean, she passed out soon afterward. They drifted for days before Dultrada recovered enough to pull them from the Warp, the experience had unhinged her mind somewhat, exposing her mind to the Warp in new ways always did so. The crew survived the battle, they did not in fact survive the meeting with the Naval Cruiser sent to reclaim them, they were boarded, defeated, and brought to the nearest naval station to be tried and summarily executed for desertion in combat. House Omiss, unwilling to lose one whom they had thought average but proving instead to possess a rare talent, called secretly for the aid of House Dragmar who, for a large sum though far less than any Dynasty would normally paid for such a prize Navigator, secretly ferried the young Navigatrix out of the Naval base and onto one of their ships, she is now assigned to The Tiamat and has proven time and again her loyalty to her saviours.

Name: Dultrada Omiss
Career Path: Navigator
Home World: Fortress World of Bastille
Birthright: Tainted by the Void
Lure of the Void: Duty to the Dynasty
Trials and Travails: Beyond the Pale
Motivation: Knowledge
Lineage:A Long and Glorious History

Characteristics

[spoiler]Weapon Skill: 33
Ballistic Skill: 54
Strength:37
Toughness: 43
Agility: 42
Intelligence: 40
Perception: 43
Willpower: 52
Fellowship: 30

Wounds: 15 = (8+3+1d5[4])
Fate Points: 3
Mutations: Eyes as Dark as Void, Strangely Jointed Limbs
Corruption: 10pts
Insanity: 4pts[/spoiler]

Skills

[spoiler]Awareness: +20
Common Lore
     (War, Navis Nobilite): Trained
Contortionist: Trained
Forbidden Lore
     (Warp, Navigators): +20
     (Pirates): Trained
Literacy: Trained
Navigation
     (Warp, Stellar): +10
Psyniscience: +20
Scholastic Lore
     (Astromancy): +10
Secret Tongue
     (Navigator, Military): Trained
Trade
     (Astrographer): +10[/spoiler]

Talents

[spoiler]Navigator
Dark Soul
Jaded
Nerves of Soul
Armour of Contempt
Foresight
Peer (Navis Nobilite)
Hatred (Eldar)
Basic Weapon Training (Las)
Pistol Training (Universal)
Meditation
Warp Sense
Dark Sight
Sound Constitution x3[/spoiler]

Navigator Powers

[spoiler]Lidless Stare: Novice
Void-Watcher: Novice
Obliterate the Immaterial Wake: Adept
[/spoiler]

Equipment

[spoiler]Lucius Pattern Hellgun
Lucius Pattern Hellpistol
Best-Quality Storm Trooper Carapace[/spoiler]
« Last Edit: September 02, 2011, 04:11:27 AM by Calchexxis »
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

einherjar

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Re: The Crew
« Reply #22 on: September 02, 2011, 04:12:35 AM »
Alright, finally got my char put together.

Characteristics [spoiler]WS 51, BS 47, S 37, T 39, Ag, 40, Int 42, Per 42, WP 47, Fel 73[/spoiler]

Talents [spoiler]melee weapon training (universal), pistol weapon training (universal), air of authority, renowned warrant, iron discipline, ambidextrous, two weapon wielder (melee), two weapon wielder (ballistic), peer (nobility), peer (military), peer (underworld)[/spoiler]

Skills [spoiler]awareness, charm +10, command +20, common lore (Imperium), common lore (Koronus Expanse), deceive, dodge, evaluate, forbidden lore (xenos), literacy, scholastic lore (astromancy), scrutiny, speak language (Low Gothic), speak language (High Gothic), speak language (Trader's Cant)[/spoiler]

Misc [spoiler]nobleborn homeworld, devotion (loyalty) motivation, 11 wounds, 6 fate points, 3 corruption, 5 insanity[/spoiler]

Also, having me as a member of the crew increases our profit factor by 3
Till we meet again in Valhalla...

dna1

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Re: The Crew
« Reply #23 on: September 02, 2011, 12:17:10 PM »
Very nice Einherjar. Bad ass stats to  :P

K so we are only waiting on Konner and Littha. Hurry guys lets play! Im so excited  :devil
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Calchexxis

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Re: The Crew
« Reply #24 on: September 02, 2011, 05:58:03 PM »
Ok, so far the profit factor has been altered from its starting point of 35.

Zane gives it +3 bringing it to 38
The Navigator NPC gives it +2 making it 40

Be sure to let me know of any more modifier as it may affect your acquisitions.
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

einherjar

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Re: The Crew
« Reply #25 on: September 02, 2011, 07:29:22 PM »
Everyone, I encourage you to check the errata. There are a few things that have been changed and several typos corrected. I noticed that Nanshork is using the thunder hammer as it is written in the book, and I assure you that the errataed is much more bad ass.
Till we meet again in Valhalla...

Calchexxis

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Re: The Crew
« Reply #26 on: September 03, 2011, 02:02:31 AM »
Here is your Seneschal

Seneschal Jarvis Stelle

Jarvis has been the Quartermaster aboard the ship for as long as anyone can remember, a fact that has to end of jokes, most of which seem to assume that he was as much a component of the ship as the augur array and, according to the crew, several times more reliable. No one has bothered questioning his past, and to question his loyalty would see the questioner strung up in the cargo hold by the crew to use as target practice. Despite his tendency for silence he seems to have an incredible rapport with the crew, thusly no one bother questioning where he lost his eye, nor why he uses what appears to be a Tau Pulse Rifle during the few instances of combat he sees. The one fact that nobody ignores is that The Tiamat is his love in life. Jarvis considers damage to the hull tantamount to a personal attack on his loyalty and the family line and possible an insult to his mother (who may or may not have been a hab servitor).

Name: Jarvis Stelle
Career Path: Seneschal
Home World: Forge World Phaeton
Birthright: Stubjack
Lure of the Void: Duty-Bound
Trials and Travails: Dark Voyage
Motivation: Renown

Characteristics

[spoiler]Weapon Skill: 35
Ballistic Skill: 54
Strength:37
Toughness: 45
Agility: 43
Intelligence: 51
Perception: 41
Willpower: 41
Fellowship: 50

Wounds: 18 = (8+4+1d5+1[6])
Fate Points: 3
Corruption: 0pts
Insanity: 7pts[/spoiler]

Skills

[spoiler]Awareness +10
Barter +20
Charm +10
Commerce +20
Common Lore
     (Tech; Basic Skill)
     (Machine Cult; Trained)
     (Underworld; +10)
     (Administratum; Trained)
     (Koronus Expanse; Trained)
Deceive +10
Dodge +10
Evaluate
Forbidden Lore
     (Archeotech; +10)
     (Pirates; Trained)
     (Warp; Trained)
Inquiry
Interrogation
Intimidate
Scholastic Lore
     (Bureaucracy; Trained)
     (Archaic; Trained)
     (Astromancy; Trained)
Search
Secret Tongue
     (Administratum)
     (Rogue Trader)
Silent Move
Speak Language
     (High Gothic)
     (Low Gothic)
     (Traders Cant)
     (Eldar)
Trade
     (Astrographer)[/spoiler]

Talents

[spoiler]Technical Knock
Stranger to the Cult
Quick Draw
Duty to the Dynasty
Rival (Shanlocke Dynasty)
Resistance (Fear)
Peer (Inquisition)
Seeker of Lore
Unremarkable
Sound Constitution x4
Marksman
Infused Knowledge
Basic Weapon Training (Universal)
Pistol Training (Universal)[/spoiler]

Equipment

[spoiler]Preysense Bionic Targeting Monocle
Concealed Holster: Ripper Pistol
Skinplant
Charm: Eldar Fingerbone
Best Quality Light Power Armour
Pulse Rifle
Assault Flamer
Ripper Pistol[/spoiler]
« Last Edit: September 03, 2011, 02:04:49 AM by Calchexxis »
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

dna1

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Re: The Crew
« Reply #27 on: September 03, 2011, 05:02:31 AM »
Looks good Calchexxis. So Ima work on my background over the weekend. Hopefully it will be posted on monday and I will be all set to rock  :D
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Littha

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Re: The Crew
« Reply #28 on: September 03, 2011, 08:22:33 PM »
Sola Orthesian (WIP)

[spoiler]
Explorator Rank 3

Wounds: 15
Damage:

Fate Points: 3/3

Corruption: 3
Insanity: 11

XP Spent: 10,900
XP to Spend: 100

Homeworld: Forge
Birthright: Stubjack
Lure of the Void: Renagade (Dark Visionary- Xenos)
Trials and Travails: Dark Voyage (Xenos)
Motivation: Pride (+3T)

Characteristics
[spoiler]

Weapon Skill: 33     Bonus: 3  Advances:
Ballistic Skill: 53   Bonus: 5  Advances:  x
Strength: 36         Bonus: 3  Advances:
Toughness: 64       Bonus: 6  Advances: xxx 
Agility: 34          Bonus: 3  Advances:
Intelligence: 50(100)     Bonus: 5(10)  Advances: x
Perception: 35       Bonus: 3  Advances:
Willpower: 36        Bonus: 3 Advances:
Fellowship: 40       Bonus: 4  Advances:   


+10 Str, Dragon Scale
+10 Str, Bionic arms
+10 Agility tests for fine manipulation
+20 to jump or leap
+2 to Toughness bonus: Head (Cereberal Implants)
+2 to Toughness bonus: Arms, Legs, body (Bionics, Blackbone Bracing, Subskin Armour)


Toughness + Armour
Head:  8+8(+1)+1        8 T and 10 Armour vs first attack each round, then 8 T and 9 Armour
Body: 8+8(+1)+1
Left Arm: 8+8(+1)+1
Right Arm: 8+8(+1)+1
Legs: 8+8(+1)+1
[/spoiler]

Skills
[spoiler]
Common Lore (Tech) +20
Common Lore (Machine Cult)
Forbidden Lore (Xenos) +10
Forbidden Lore (Archeotech)
Forbidden Lore (Adeptus Mechanus)
Literacy
Logic
Speak Language (Explorator Binary, Low Gothic, Techna-Lingua)
Tech Use +20
Trade (Technomat)
Trade (Armourer)

+10 to Literacy, Logic or Scholastic lore tests.

[/spoiler]

Talents
[spoiler]
Technical Knock (Un-Jam guns as a half action) 
Quick Draw (Ready as a free action)
Dark Soul (Half penalty on malignancy tests)
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Inplant (Use reaction for tech use test, +10 WS and BS until the end of the turn. T test against fatigue)
Autosanguinate (Always lightly wounded, recover 2hp a day)
Prosanguinate  (10 minutes for 1d5 damage healed with tech use. Roll of 96-100 breaks the implant for a week)
Sound Constitution x4 (4 extra wounds, included above)
Total Recall (Automatically remember minor details)
Electro Graft Use (While connected to data port, +10 to common lore, Inquiry or Tech use)
The Flesh is Weak 1 (Machine 1, no need to breathe and +1 armor to all locations)
Bulging Biceps (May fire heavy guns without bracing)
Iron Jaw (T test to ignore Stunned)
Sprint (When using full move may move additional Metres equal to Agi bonus. Run doubles movement)

[/spoiler]

Traits
[spoiler]
Credo Omessiah
Fit for Purpose (Toughness)
Stranger to the Cult
Explorator Implants
Machine 1
[/spoiler]

Gear
[spoiler]
Boltgun
Good Craftsmanship Power Axe
Enforcer Light Carapace
Multikey
Void Suit
Injector
Sacred Unguents
Micro-Bead
Combi Tool
Data Slate
Servo Skull Familiar
Good quality Cortex implants
Subskin armor
Good Quality Cybernetic Senses(Eyes)
Good Quality Bionic Arm (Left)
Good Quality Bionic Arm (Right)
Good Quality Bionic Locomotion
Blackbone Bracing
Bolt Pistol with red dot laser sight.
Hallucinogen Grenades
Good quality Dragon Scale armor
[/spoiler]

[/spoiler]

Rolls/exp spent
[spoiler]2d10+25=38, 2d10+25=43, 2d10+25=36, 2d10+25=43, 2d10+25=34, 2d10+25=40, 2d10+25=28, 2d10+25=36, 2d10+25=40

2d10+25=35

8+1d5+1=11
1d10=7
1d5=5
1d5+1=3
1d5=1
1d10=5


+5 BS 250
+5 T  100
+5 T  250
+5 T  500
+5 Int 100
Autosanguinate 200
Secret Tongue (Rogue Trader) 100
Sound Constitution (x2) 400 
Implant upgrade 200
-2000
Tech use +10 200
Common Lore (Tech)+10 200
Electro Graft Use 200
Prosanguinate 200             
Total Recall 200               
Pistol Weapon Training(universal) 500
Sound Constitution (x2) 400
Trade (Armorer)
-4000
Common Lore(Tech)+20 200
Tech use+20 200
The flesh is weak 1 500
[/spoiler]
« Last Edit: September 10, 2011, 01:12:20 PM by Littha »

Nanshork

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Re: The Crew
« Reply #29 on: September 03, 2011, 08:37:21 PM »
Littha, I see you enjoyed my formatting.   :p
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Littha

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Re: The Crew
« Reply #30 on: September 03, 2011, 08:43:02 PM »
Why make my own if i can steal a perfectly good one  :D

Calchexxis

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Re: The Crew
« Reply #31 on: September 04, 2011, 12:00:51 AM »
It would be nice if you guys could come up with backgrounds and personalities for your respective characters, it's easier to GM if I have a good idea of the characters virtues and vices as it were. It doesn't have to be as detailed as mine were for the NPC's but anything would be helpful.
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

Nanshork

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Re: The Crew
« Reply #32 on: September 04, 2011, 12:27:01 AM »
It would be nice if you guys could come up with backgrounds and personalities for your respective characters, it's easier to GM if I have a good idea of the characters virtues and vices as it were. It doesn't have to be as detailed as mine were for the NPC's but anything would be helpful.

Now that everybody has a sheet up I finally feel motivated enough to make one.  I should have it up by Monday. 

Question: While I understand that Missionaries are a part of the Ecclesiarchy, what are the chances that Inquisitor Xenhal is grooming/groomed Malachai for a position within the Inquisition, specifically the Ordo Malleus?
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Calchexxis

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Re: The Crew
« Reply #33 on: September 04, 2011, 02:46:08 AM »
Very unlikely since Xenhal is a member of the Ordo Xenos and the three primary Ordo's don't really trust each other.
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II

Nanshork

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Re: The Crew
« Reply #34 on: September 04, 2011, 03:01:05 AM »
Very unlikely since Xenhal is a member of the Ordo Xenos and the three primary Ordo's don't really trust each other.

Fair enough.  Malachai will just have unfulfilled dreams then.   :p
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Littha

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Re: The Crew
« Reply #35 on: September 04, 2011, 03:42:59 AM »
Even then the ecclisiarchy has ties with the ordo hereticus rather than ordo maleus.

Nanshork

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Re: The Crew
« Reply #36 on: September 04, 2011, 03:47:21 AM »
Even then the ecclisiarchy has ties with the ordo hereticus rather than ordo maleus.

Missionaries are made for demon slaying, what can I say.
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Littha

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Re: The Crew
« Reply #37 on: September 04, 2011, 07:56:58 PM »
Even then the ecclisiarchy has ties with the ordo hereticus rather than ordo maleus.

Missionaries are made for demon slaying, what can I say.

Trying to fight a 40k daemon as a human is somewhere near suicide. :D

dna1

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Re: The Crew
« Reply #38 on: September 04, 2011, 11:37:08 PM »
Even then the ecclisiarchy has ties with the ordo hereticus rather than ordo maleus.

Missionaries are made for demon slaying, what can I say.

Trying to fight a 40k daemon as a human is somewhere near suicide. :D

In DarkHeresy my Arbiter takes out daemons without any trouble  :P    I cant wait to play my freebooter haha  :devil
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Calchexxis

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Re: The Crew
« Reply #39 on: September 04, 2011, 11:49:06 PM »
Remember there are different classes of Daemons, there are Minor Daemons like Nurglings, Lesser Daemons like Bloodletters, Manifest Daemons like Flesh-Hounds, and Greater Daemons like Lords of Change and Great Unclean Ones. Minor and Lesser daemons can be fought by mortals if they're strong enough, even Manifest Daemons if you have the right weapons and armaments.

Also it helps when you can roll two Righteous Fury's one a single grenade. That would be why dna1's character is nicknamed the holy saint of hand grenades.
"Oh God, I could be bounded in a nutshell
and count myself king of infinite space
were it not that I have bad dreams..."

Hamlet, Act II