Warhammer 40K PnP RPGs - Anyone Interested?

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Zinegata
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Kheitain wrote:Awesome, there were a lot of posts made in the time it took me to make mine that makes a large part of my previous one irrelevant, sorry.

Pissing off the biggest space marine chapter in the galaxy would ensure infamy, more than the untold billions of the Imperium could ever hope for :D I'll be glad to go down in the purifying flames of the Ordo Hereticus as soon as it becomes benificial to the story as a whole. There's 65 000+ people on this ship for me to make a new character from, and a space hulk full of unlikely survivors. I'll enjoy the character building, especially if you let me know who was initially sent to inspect the hulk.
Alright, let me share some post mini-campaign plans here.

If the mini-campaign goes well, I am very likely to split the group into 2. As we have a lot of people playing. Both teams will still be part of the same overall campaign, but their objectives may be different. They may even be working against each other.

This should let players to stick with group members they gel with the best, without having to resort to mass shootings. The possibility of a second Rogue Trader ship greatly simplifies this.

Also, since this is becoming an issue...

I think Serafina is earnestly trying to help and has given good suggestions (especially mechanics-wise), but I also understand some people may not like others "meddling" in their backstory (and I hope Serafina does too. I think she does).

That's what the DM is for. Let me handle what's cool or not for the backstories. Let's not start arguing befoe this gets off the ground :P.
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

My apologies for continuing this petty argument. At the time that I wrote my reply you had not yet posted, but had by the time I myself posted. I did not see your acceptance of the backstory and would not have bothered defending it further if I had.

I also apologise for the appearance that IRL friends are teaming up against other characters, that was not the appearance we wished to make. We simply have the opportunity through that relationship to create a strong backstory full of plot hooks for the GM to . I have PM'd other players with possible ideas, though I will not tell anyone what they can or cannot do with regards to their character.

The ship itself is not of vital importance to me, I would like it to be xenos associated or archeotec to reflect it's age, and the Teleportarium would be very useful for all of our goals. Xenotech has already been veto'd by Serafina, so I have not pursued it aside to state that my character will have collected various trinkets, and hopefully a Shuriken Pistol.

Could we perhaps have each player (that actually cares) make a quick post detailing what specifically is important to them? I
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

I could honestly care less, my backstory is all good and I'm fine with whatever we may fly.
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

It's okay and fun to create your own backstories together. Again though, let me handle each player's overall wants and needs. Some people have already PM'd me with their secret objectives and such, and I've replied.

I suggest that if you have specific wants, PM me so we can discuss. I'll be the one to juggle your requirements. It's the DM's job.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Could we perhaps have each player (that actually cares) make a quick post detailing what specifically is important to them? I
For the ship?

I already said a lot, but here it is again:
-No stoic! It reduces gained profit factor between 50 and 20%! That's a giant disadvantage that affects nearly everything in the team, not just the ship.
-No further speed reductions. A light cruiser needs some speed, and if we drop it by one point it is barely faster than a cruiser. If you have to, so be it, but i consider it a catastrophal choice.
-As i already said, no Xeno-ship. Your character can have Xeno-items as long as it's not too obvious, but the ship would be. Furhter, it's just a terrible choice gameplay-wise.
-If possible, max out weapons at the beginning and buy standard upgrades later on. That's because ship weapons are very hard to get, while it is very easy to get barracks or cargo space and so on.

Those are my points for the ship.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Also, as an alternative, visit me at the Valhalla channel in Nightstar. I'm hashing out some details with Norade right now.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Ghetto-edit:
I do not actually personally care about my points in the last post except for the Xenos-part. I just think that they are in the teams interest.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Now that we have at this point a total of 4 factions, 2 ships, and possibly 2 parties, will we still be pooling Requisition, Profit Fact and the like between the entire group or will we be doing it by faction?

Also, two ships, does that then mean we'd be downgrading to the original 50 Ship Point/ 40 Profit Factor or will we be sticking with 60? I'll write up two finalized ships for now while I await confirmation :D
Zinegata wrote: "Get every guy within 3 days of Delta Sigma who's an expert at shooting stuff ready for a BIG task right now!" sort of deal.
Awesome, it fits my opportunistic nature perfectly, and will explain the myriad factions in the party.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zwinmar »

Code: Select all

Name: Vax
Ht: 1.75m Wt: 85kg
Age: 20
Skin: Tan
Hair: Black
Eyes: Brown

WS: 40. Base 25, +15 point buy
BS: 55. Base 25, +15 point buy, +5 Stubjack, +15 upgrade
S: 45. Base 25, +10 point buy, +5 Death Worlder, +5 upgrade
T: 50. Base 25, +15 point buy, +5 Death Worlder, +5 upgrade
Ag: 45. Base 25, +15 point buy, +5 upgrade
INT: 25. Base 25
P: 40. Base 25, +15 point buy
WP: 43. Base 25, +15 point buy, -5 Death World, +3 Duty Bound, +5 upgrade
Fel: 20. Base 25, -5 Stubjack
Wound: 21/19    . 10 double T bonus (or is it 8?)+4 Sound Constitution, +7 Death World
Fate: 3
Insanity:2

Death World: +5 S, +5 T, -5 WP, -5 Fel
Survival
Hardened: Jaded or Resist (Poison)--Jaded
If it Bleeds, I can Kill it: Melee Weapon Training (Primitive)
Paranoid: +10 to tests to resist Pinning and Shock
Starting Wounds: Double Toughness Bonus add 1D5+2 Wounds
Starting Fate: 1D10, 1-5=2, 6-10=3

Stubjack
Gain Quick Draw talent 
Gain Intimidate as a trained Basic Skill
+5 to WS or BS -- +5 BS
-5 to Fel
1d5 Insanity Points

The Hand of War
1 Weapon Training Talent of choice or Leap Up (Melee Weapon Training-Chain)
Hatred Talent (Orks)
The Face of the Enemy: -10 to Fel tests against sworn enemy
Duty Bound
+3 WP, Amour of Contempt Talent
-10 Interaction with sources outside Imperium

Pride
Angevin Era Chainsword (Best-Craftmanship chainsword)

Arch-Militant
Starting Skills: Common Lore (War)(Int), Dodge (Ag), Intimidate (S), Scholasitic Lore (Tactica Imperialis)(Int), Secret Tongue (Military)(Int), Speak Language (Low Gothic)(Int).

Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Thrown Weapon Training (Universal), Sound Constitution.

Arch-Militant Special Ability
Weapon Master: Chose one (Bolt Pistol) class of weapon. The Arch-militant gainst a +10% bonus to hit, +2 to damage, and +2 initiative when using a weapon of his chosen class in Combat.

Starting Gear: 
2x Bolt Pistols
Good-Craftmanship Kraken Tooth Dagger with mono upgrade
Micro-Bead
Void Suit
Enforcer Light Carapace Armour
Bolt Shell Keepsake
Medikit
Manacles
Arms Coffer
-----------------------------------------------
Rank 1 Upgrades
Awareness                                     (100)
Literacy                                        (100)
Secret Tounge (Rogue Trader)          (100)
Ambidextrous		                   (200)
Forbidden Lore (Pirates)	                   (100)
Blood Tracker		                   (500)
BS Upgrade 		                   (100)
BS Upgrade		                           (250)
S Upgrade		                           (100)
T Upgrade		                           (250)
Ag Upgrade		                           (100)
--------------------------------Total	2000
		Ding Rank 2

Rank 2 Upgrades
Tracking			                    (200)
Catfall			                    (200)
True Grit			                    (200)
Sound Con x3		                    (600)
Acrobatics		                            (200)
Intimidate +10		                    (200)
Dodge +10		                            (200)
Awareness +10		                    (200)
WP Upgrade  	                            (500)
BS Upgrade		                            (200)
Rapid Reload		                    (200)
Thrown Weapon Training (Prim)           (100)
-----------------------------------Total  3000
		Ding Rank 3

Skills: Acrobatics (Ag), Awareness +10 (P), Common Lore (War)(Int), Dodge +10(Ag), Forbidden Lore (Pirate)(Int),  Intimidate+10 (S), Literacy (Int), Scholasitic Lore (Tactica Imperialis)(Int), Secret Tongue (Military)(Int), Secret Tongue (Rogue Trader)(Int), Speak Language (Low Gothic)(Int)

Traits: Ambidextrous, Armour of Contempt, Basic Weapon Training (Universal), Blood Tracker, Catfall, Jaded,Pistol Weapon Training (Universal), Survival, Tracking, True Grit, Melee Weapon Training (Universal, Primitive, Chain), Rapid Reload, Thrown Weapon Training (Universal, Primative), Sound Constitution x 3
Free Aquisitions:
Power Armour
Multi Compass

Other Aquisitions I would like:
Auspex
Crono
Magnoculars
Magboots
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Zwinmar
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zwinmar »

Ugg, screwed up.
Change:
The Hand of War
1 Weapon Training Talent of choice or Leap Up (Melee Weapon Training-Chain)
to Heavy Weapon Training (Melta)
and
Free Aquisition
Multi Compass
to Multi-Melta please. If not a Power fist then.



This is provided I am allowed to get them.
Did not realize that Melee Weapon Training (Universal) gave Chain proficiency also.
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Actually, since you take the starting Toughness bonus, you can not count the advance. Hence, you have (2x4)+7+4=19 wounds.

Also, you apparently completely forgot to finish your third rank. After that, you can also spend 500 XP in rank 4.
Thus, you still have 3500 XP to spare.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Kheitain wrote:Now that we have at this point a total of 4 factions, 2 ships, and possibly 2 parties, will we still be pooling Requisition, Profit Fact and the like between the entire group or will we be doing it by faction?
For the initial part of the campaign it will be pooled. Again, we'll decide later if this will change.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zwinmar »

Code: Select all

Name: Vax
Ht: 1.75m Wt: 85kg
Age: 20
Skin: Tan
Hair: Black
Eyes: Brown

WS: 40. Base 25, +15 point buy
BS: 55. Base 25, +15 point buy, +5 Stubjack, +15 upgrade
S: 45. Base 25, +10 point buy, +5 Death Worlder, +5 upgrade
T: 50. Base 25, +15 point buy, +5 Death Worlder, +5 upgrade
Ag: 45. Base 25, +15 point buy, +5 upgrade
INT: 25. Base 25
P: 40. Base 25, +15 point buy
WP: 43. Base 25, +15 point buy, -5 Death World, +3 Duty Bound, +5 upgrade
Fel: 20. Base 25, -5 Stubjack
Wound: 19    . 8 double T bonus, +4 Sound Constitution, +7 Death World
Fate: 3
Insanity:2

Death World: +5 S, +5 T, -5 WP, -5 Fel
Survival
Hardened: Jaded or Resist (Poison)--Jaded
If it Bleeds, I can Kill it: Melee Weapon Training (Primitive)
Paranoid: +10 to tests to resist Pinning and Shock
Starting Wounds: Double Toughness Bonus add 1D5+2 Wounds
Starting Fate: 1D10, 1-5=2, 6-10=3

Stubjack
Gain Quick Draw talent
Gain Intimidate as a trained Basic Skill
+5 to WS or BS -- +5 BS
-5 to Fel
1d5 Insanity Points

The Hand of War
1 Weapon Training Talent of choice or Leap Up (Melee Weapon Training-Chain)
Hatred Talent (Orks)
The Face of the Enemy: -10 to Fel tests against sworn enemy
Duty Bound
+3 WP, Amour of Contempt Talent
-10 Interaction with sources outside Imperium

Pride
Angevin Era Chainsword (Best-Craftmanship chainsword)

Arch-Militant
Starting Skills: Common Lore (War)(Int), Dodge (Ag), Intimidate (S), Scholasitic Lore (Tactica Imperialis)(Int), Secret Tongue (Military)(Int), Speak Language (Low Gothic)(Int).

Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Thrown Weapon Training (Universal), Sound Constitution.

Arch-Militant Special Ability
Weapon Master: Chose one (Bolt Pistol) class of weapon. The Arch-militant gainst a +10% bonus to hit, +2 to damage, and +2 initiative when using a weapon of his chosen class in Combat.

Starting Gear:
2x Bolt Pistols
Good-Craftmanship Kraken Tooth Dagger with mono upgrade
Micro-Bead
Void Suit
Enforcer Light Carapace Armour
Bolt Shell Keepsake
Medikit
Manacles
Arms Coffer
-----------------------------------------------
Rank 1 Upgrades
Awareness                                     (100)
Literacy                                        (100)
Secret Tounge (Rogue Trader)          (100)
Ambidextrous                         (200)
Forbidden Lore (Pirates)                      (100)
Blood Tracker                         (500)
BS Upgrade                          (100)
BS Upgrade                                 (250)
S Upgrade                                 (100)
T Upgrade                                 (250)
Ag Upgrade                                 (100)
--------------------------------Total   2000
      Ding Rank 2

Rank 2 Upgrades
Tracking                             (200)
Catfall                             (200)
True Grit                             (200)
Sound Con x3                          (600)
Acrobatics                                  (200)
Intimidate +10                          (200)
Dodge +10                                  (200)
Awareness +10                          (200)
WP Upgrade                                 (500)
BS Upgrade                                  (200)
Rapid Reload                          (200)
Thrown Weapon Training (Prim)           (100)
-----------------------------------Total  3000
      Ding Rank 3
Acrobatics +10            200
Awareness +20           200
Command 	  200
Comon Lore (Imp Nav)200
Common Lore (War)	   300
Dodge +20	  300
Die Hard		  200
Interrogation	  200
Intimidate +20	  200
Rapid Reaction	  200
Crack Shot	  500
Two-Weapon Wield (Ballistic) 200
---------------------Ding Rank 3

Bulging Biceps	500

Skills: Acrobatics+10 (Ag), Awareness +20 (P), Common Lore (War)(Int),Command,Common Lore (Imperial Navy)(Int), Common Lore (War)(Int),  Dodge +20(Ag), Forbidden Lore (Pirate)(Int),  Intimidate+20 (S), Interrogation, Literacy (Int), Scholasitic Lore (Tactica Imperialis)(Int), Secret Tongue (Military)(Int), Secret Tongue (Rogue Trader)(Int), Speak Language (Low Gothic)(Int)

Traits: Ambidextrous, Armour of Contempt, Basic Weapon Training (Universal), Blood Tracker, Bulging Biscepts, Catfall, Crack Shot, Die Hard, Heavy Weapon Training (Melta), Jaded,Pistol Weapon Training (Universal), Survival, Tracking, True Grit, Two Weapon Wield (Ballistics), Melee Weapon Training (Universal, Primitive), Rapid Reaction, Rapid Reload, Thrown Weapon Training (Universal, Primative), Sound Constitution x 3

Free Aquisitions:
Power Armour
Multi Melta

Other Aquisitions I would like:
Auspex
Crono
Magnoculars
Magboots

I think that should fix it
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Bartholemue Roberts

Weapon Skill: 25
Ballistic Skill: 50
Strength: 20
Toughness: 30
Agility: 45
Intelligence: 50
Perception: 50
Willpower: 50
Fellowship: 40
Wounds: 13
Fate Points: 4
Insanity Points: 1


Homeworld: Voidborn, The Royal Fortune
Speak Language (Ship Dialect) bonus skill
Charmed: When spending a fate point, roll a d10, on a 9 the fate point is not lost.
Ill-Omened: -5 to Fellowship tests when interracting with non-voidborn
Shipwise; Navigation (Stellar) and Pilot (Spacecraft) are untrained basic skills
Starting Wounds: double starting toughness bonus (3x2)+1d5
Starting Fate Points: (d10) 1-5=3, 6-10=4 rolled 8

Birthright: Stubbjack
gain Quickdraw as a free Talent
gain Intimidate as a Trained Basic Skill

Lure of the Void: Xenophile
+10 to fellowship tests involving xenos, -5 to willpower when dealing with xenos artifacts or psychic powers
+5 to Ballistic Skill
-5 Fellowship
gain 1d5 Insanity Points,

Trials and Travails: High Vendetta
gain Paranoia Talent: +2 bonus on Initiative rolls, GM may also secretly roll to see if character notices hidden threats. Character is twitchy and an inability to relax.
Inquiry Skill +10
Brooke no Insult: Will allow no serious offense to my honour or person, or those under my protection, meeting threat with threat and violence with violence. May take a Willpower test to avert this, modified by provocation and consequences.

Motivation: Pride
Gain 1 Heirloom item. Chose Archeotech Laspistol

Rogue Trader Special Ability: Excceptional Leader: Grant ally +10% to any test

General Demeaner: Choleric

Skills:
Awareness
Barter
Charm +20
Ciphers (rogue Trader)
Command +20
Commerce
Common Lore (Imperium)
Common Lore (Rogue Trader)
Decieve
Dodge
Evaluate
Forbidden Lore (Xenos)
Intimidate +10
Literacy
Inquiry +10
Literacy
Navigation (Stellar)
Pilot (Flyers)
Pilot (Spacecraft)
Scholastic Lore (Astromancy)
Scholastic Lore (Imperial Warrents)
Scrutiny
Search
Secret Tongue (Underdeck)
Speak Language (High Gothic)
Speak Language (Low Gothic)
Secret Tongue (Rogue Trader)
Speak Language (Ship Dialect)
Speak Language (Traders Cant)

Talents:
Air of Authority: On a successful command test the explorer can affect a number of targets equal to 1d10+ Fellowship bonus.
Pistol Weapon Training (Universal)
Melee Weapon Taining (Universal)
Ambidextrous: Can use both hands for any task, does not suffer -20 for using off hand
Renowned Warrent: gain +10 bonus to interraction skill tests with those who understand the importance of the warrent

Two Weapon Wielder (Ballistic): Can attack with two weapons as a full action at -20 to each (-10 with ambidextrous)
Quick Draw: Can ready one-handed weapons as a free action
Iron Discipline: If visible to crew they may re-roll failed Willpower tests to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to his Willpower Bonus. PC's can be affected if the explorer is the official group leader. If leading a boarding action, +10 to command tests.
Jaded: Outragous events will not cause Insanity Points or Fear tests. Terrors of the Warp still effect the character normally
Exotic Weapon Training (Shuriken Pistol)

Gunslinger: If armed with two pistols, reduce the penalty for two-weapon fighting by -10
Resistance (fear): +10 on saves
Sound Constitution (1) : Character gains an additional wound
Foresight: By spending 10 minutes analysing a problem the character gains a +10 bonus to any Intelligence test.

Gear
1 Archaeotech Laspistol
1 Good Craftsmanship Hand Cannon
1 Best Craftsmanship Mono-Sword
Microbead
Void Suit
Fine Clothes
Xeno-pelt cloak
Best Craftsmanship Light Carapace
Bolt Pistol - Free Acquisition
Power Armour - Free Acquisition
I noticed a few minor errors, so I figured I would just quote and resubmit my sheet.
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Soontir, you can also get rid of Unshakeable Faith, since Fearless makes it redundant. I would use those 100 XP to get Demolition +0.

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Fina
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Soontir C'boath
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

Ok Dodge +20 200*3=600 and Climb +10 200*2=400 means I actually had 100 more switching them out and I used it for thrown weapons training (primitive). I think at some point I should get some throwing knives so I can kill someone quietly at range. If we're still dealing with humans at any rate.

With that this character should be done. Though I still need to select a phobia (bugs?), heh.
Name: Flavion Octus
Career: Guardsman/Storm Trooper
Home World: Imperial World
Divination: (30) +2 S
Wounds 19
Fate 3
Insanity 21
Mental Trauma: (110) Temporary severe phobia for 4 days.
Corruption 11

EXP left: 50/13k 0/500

WS 45 10
BS 48 10
S 37 05
T 40 10
AG 40 10
INT40 15
PER35 10
WP 46 15
FEL30 15

WS Simple/Intermediate 350
BS Simple/Intermediate 350
Agility Simple/Intermediate 750
Tougness Simple/Intermediate 750



Skills
Athletic Mastery 500 Ascension
Awareness +20 300
Carouse +10 400
Chem Use +10 400
Ciphers (War Cant) +10 200
Command +10 200
Concealment 200
Deceive 300
Demolition 100
Disguise 300
Drive (Ground Vehicle) +20 200
Literacy +10 400
Medicae +10 400
Navigation (Surface) +20 300
Pilot (Military Craft) +20 300
Scrutiny 200
Search 200
Security +10 400
Shadowing 300
Silent Move +10 400
Speak Language (Low Gothic)
Survival +20 300
Tracking 300

Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic weapon training (primitive)

Talents
Blade Master 100
Combat Master 100
Deadeye Shot 100
Die Hard 100
Fearless 200
Furious Assault 100
Hard Target 100
Hardy 200
Heighten Senses (Hearing) 200
Heighten Senses (Sight) 200
Iron Jaw 200
Swift Attack 200
Lightning Attack 300
Melee Weapon Training (Power) 100
Mighty Shot (100)
Resistant (Psychic Powers) 300
Sharpshooter (200)
Sound Constitution (9) 900
Strong Minded (100)
Talented (Chem-use) 200
Talented (Deceive) 100
Talented (Disguise) 100
Talented (Shadowing) 200
Talented (Tracking) 100
Thrown Weapons Training (Primitive)
Total Recall 100
True Grit 100

Gear:
Good-craftmanship Storm Trooper carapace armour
Good-craftmanship Hellgun
Good-craftmanship hellpistol
Good-craftmanship Powersword
3 Frag Grenades
3 Krak Grenades
Badge of Office
Imperial Infantryman's Uplifting Primer (Calixis Edition)

Traits:
Blessed Ignorance: -5 on Forbidden Lore (int) tests
Hagiography: Common Lore (Imperial Creed, Imperium, War) are basic skills
Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are basic skills
Superior Origins: +3 Willpower

Ascended Traits:
Special Operations Training: Hellguns gain Tearing / Carapace Armour does not count towards weight
Specialist Recon +10 Concealment/Silent Move +2 Initiative
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Your stats should look like this, unless i am mistaken:
WS 30 + 10 + 3
BS 30 + 10 + 3
S 25 + 10 + 5 + 2
T 30 +10
Ag 30 + 10
Int 35
Per 35
WB 35
Fel 35 - 10

Actually, you need 40 in Willpower for some of your talents. I would suggest switching 5 points out of intelligence into it.
Furthermore, you might consider switching 5 points of of Fellowship into BS - you are going to use the latter much more.

So essentially, your character sheet ends up looking like this if we make the necessary adjustments above:
WS 43 BS 43 S 42 T 40 Ag 40 Int 30 Per 35 WP 40 Fel 25

Wounds: 22 Fate Points: 3
Insanity: 21 (should be less due to your better WP-bonus) Corruption: 11 (same thing)
Movement: 4/8/12/24

Skills: Awareness +20, Carouse, Chem-Use +10, Concealement, Demolition, Drive (Ground Vehicle) +20, Medicae +10, Navigation (Surface) +20, Pilot (Military Craft) +20, Search, Shadowing, Silent Move, Survival +20, Tracking
Social Skills: Command +10, Deceive, Scrutiny
Knowledge Skills: Cipers (War Cant) +10, Literacy +10, Speak Language (Low&High Gothic) (you gain the latter automatically
Paragon Skills: Athletics Mastery

Talents: Basic Weapons Training (Las, Primitive), Blade Master, Combat Master, Deadeye Shot, Die Hard, Fearless, Furious Assault, Hard Target, Hardy, Heighten Senses (Hearing, Sight), Iron Jaw, Lightning Attack, Melee Weapon Training (Power, Primitive), Mighty Shot, Resistant (Psychic Powers), Sharpshooter, Sound Constitution (9), Strong Minded (100), Talented (Chem-use, Deceive, Disguise, Shadowing, Tracking), Thrown Weapons Training (Primitive), Total Recall, True Grit

Traits:
Special Operations Training: Hellguns/pistols gain Tearing, Carapace armor gains 1 level of quality and doesn't count for weight
Specialist Recon: +10 Concealement/Silent Move, +2 Initiative

Weapons: (all good quality)
Hellgun (50m; S/3/-; 1D10+6 E; Pen 7; Clip 30, Reload 2 Full; Tearing, Reliable)
Hellpistol (20m; S/2/-; 1D10+6 E; Pen 7; Clip 40; Reload 2 Full, Tearing, Reliable)

Power Sword (1D10+9, Pen 6, Balanced, Power Field, +5 WS)
Frag Grenade (12m; 2D10 X; Pen 0; Blast 5)
Krak Grenade (12m; 3D10+4 X; Pen 6)

Armour:
Cadian Stormtrooper Carapace (AP 7, Auspex, Re-breather, encrypted Micro-bead)
For further equipment, i would suggest:
Backpack Power Pack: 150 shots without reloading, standard issue for Storm Troopers and common availability
Grav-Chute: Fitting gear, scarce availability
Red-Dot Laser Sight: Scarce but dirt-cheap and standard issue for Storm Troopers. Especially useful since you take no penalty for aimed shots which require single shots anyway.
Cameoline Cloak: Actually, it would be more fitting if your armor had that capability. Rare availability
Charm: Everyone should have one.
Demolition Charges: Always good, and you can use them. Scarce
Stummers: +30 Move Silent! Average availability.

Of course, you have to ask our GM if those things are appropriate. Generally they are not too rare and look like standard equipment for Storm Troopers anyway. With that equipment, you will be quite good at infiltrating, which is the job you apparently want to do.
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Actually, i just discovered a calculation error off my own. I had to throw out Medicae and Divinie Ministration. Also, i am no longer buying "Peer (Inquisition)" since i do get it for free anyway. Together, that should cancel out the error.

Furthermore, i am exchanging my power armor for a light power armor. I am still basing it on the Ignatus-pattern power armor, which is just advanced power armor. Hence, i now have light power armor with all the boni of an Ignatus-pattern, except that it only provides 7 AP, +10 to strenght and no size/movement increase.
Sororitas do not wear full power armor after all, and i want to stay true to that.


WS 40 BS 45 S 40 T 40 Ag 43 Int 40 Per 35 Wil 52 Fel 40

Wounds: 23 Fate Points: 3
Insanity: 18 Corruption: 3
Movement: 4/8/12/24

Skills: Awareness +20, Climb, Trade (Copyist), Performer (Singer), Tech-Use
Social Skills: Command +20, Charm
Knowledge Skills: Common Lore +20 ( Imperial Creed), Scholastic Lore (Tactica Imperialis), Speak Language (High Gothic, Low Gothic), Literarcy

Talents: Ambidexterous, Blademaster, Blind Fighting, Combat Master, Cleanse and Purify, Crack Shot, Crushing Blow, Die Hard, Duty onto Death, Fearless, Hatred (Deamons, Hatred), Jaded, Lightning Attack, Rapid Reaction, Rapid Reload, Step Aside, Sound Constution 9, Mighty Shot
Weapon Talents: Basic Weapon Training (Bolt, Flame, Laser, Primitive), Melee Weapon Training (Primitive, Power), Pistol Training (Laser, Primitive)
Faith Talents: Pure Faith, Blessed Radiance, Wrath of the Righteous, Purge the Unclean
Paragon Talents: Mental Aegis, Heroic Leadership
Influence Talents: Peer (Ecclesiarchy, Inquisition, Military)

Psy Powers:
Divination: Preternatural Awareness
Minor: Healer, Resist Possession, Sense Presence

Weapons:
Ryza-Pattern Storm Bolter (90m; S/2/4; 1D10+7 X; Pen. 4; Clip 60, Reload Full) with Recoil Glove
Exterminator (20m; S/-/-; 1D10+6 E; Pen 3; Clip 1; Reload 2 Full; Flame)

Best-Quality Force Sword (1D10+10 R; Pen 3; Balanced, Psi-Weapon, Sanctified, +10 WS)

Frag Grenade (15m; 2D10 X; Pen 0; Blast 5)
Krak Grenade (15m; 3D10+4 X; Pen 6)

Armour:
Sororitas-pattern Light Power Armour (7 AP; Auspex, Dark Sight, Flash-compensator, micro-bead, +10 Strenght, Enviornmental Seal)

Equipment:
Charm; Advanced Medikit (+20 Medicae); Psy-Focus (+10 Invocation); Standard of Holy Wrath (Fear Rating 1); Inquisitorial Rosette
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Soontir C'boath
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

I thought point buy started at at a base of 25? You made it 20.
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Soontir C'boath wrote:I thought point buy started at at a base of 25? You made it 20.
That's because RT-characters generally start with higher attributes. They start with 25 and then add a die roll of 2D10. Or else they start with 25 and add point buy with 100 points.
DH-chars start with 20 (some 15 or 25 depending on home world) and then add a die roll of 2D10. Hence they alternatively start with 20 and add point buy with 100 points.

Otherwise, a fresh DH-character with point buy would have effectively spent 45 extra points and would be much more powerful if created with point buy rather than normally.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

I thought someone was playing a second Rogue Trader? Did that change again?

I ask because I re-wrote the ship completely (no longer a light cruiser) and a few of us are quite happy with the new design. I anticipated Serafina getting her Light Cruiser the way she wanted with this new trader. If we are not going to have a second trader then I'll get something else that should keep everyone reasonably happy posted shortly.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

When is the first session going to be played?
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

I can run this weekend. Saturday 9pm-12mn EST.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

Damn, that timing kinds of sucks for me this weekend, but works fine every other weekend.
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Kheitain wrote:I thought someone was playing a second Rogue Trader? Did that change again?

I ask because I re-wrote the ship completely (no longer a light cruiser) and a few of us are quite happy with the new design. I anticipated Serafina getting her Light Cruiser the way she wanted with this new trader. If we are not going to have a second trader then I'll get something else that should keep everyone reasonably happy posted shortly.
Ergh, yes, the second trader turned out to be a hoax. :P
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