Warhammer 40K PnP RPGs - Anyone Interested?

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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Sorchus, Karrick, and I are in the IRC channel now. Hope people didn't forget today's game :(
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Agent Sorchus »

I re-did the Stats for my character now that the full rules are out for deathwatch.

Code: Select all

NEW 
wounds 20
Fate 3
Personal Deamonor, Calculating

WS 50  
BS 45 
STR  10 [40]*2 +20
T  8 [40]*2
Ag  45+5=50
Int 40  
Per 40
WP 40
Fel 40


Armor history,  "A fury like lightning"
    +5 Ag, +1 initiative

"Preserved the secrets of the chapter"
    proved in trials of combat on mission of utmost importance
    purging heretical records forged by those who would spread 'vicious lies' about 
    the dark angels. what secrets you destroyed are a mystery to you and will remain 
    so for all time

standard issue starting gear is Astartes armor, Ast. bolt pistol, 3 each Ast. frag and krak nades, combat knife, chapter trapping
plus bolter w/ fire selector, narthecium and reductor And repair cement
(the chainsword is only 5 requisition, so easily attainable)

Skills
Awarness [skilled]
Medicae [skilled]
Ciphers [dark angels]
Climb 
Dodge 
Common Lore [Astartes, Imperium, War]
Concealment
Drive [ground vehicels]
Intimidate
Literacy
Navigation [surface]
Scholastic lore [codex astarte]
Silent Move
Speak Language [high, low gothic]
Tactics [Stealth and Recon]
Tracking
Interogation [200]
Forbidden Lore [traitor Marines, Adeptus Astartes] [400, and 200]

Talents
Ambidextrous
Astartes Weapon training
Bulging Biceps
heightened Senses [hearing, sight]
Killing Strike
Nerves of Steael
Quick Draw
Resistance [Psychic Powers]
True Grit
Unarmed Master

Unnatural Strength x2
Unnatural Toughness x2
WS for 200
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by The Yosemite Bear »

weait we have a wolf and a DA?

does that mean you have to Ro-sham-bo each other every play session to satisfy the "Challenge of Champions"?
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Possibly :D.

The initial mini-campaign is almost done. At that point we can decide how to proceed with the main game :)
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

Are you guys still accepting more players? If so how are you doing character creation 2d10 or 100-pt buy?
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Agent Sorchus »

Well I think we would welcome some new players, we have barely been making the minimum necessary to play. So it is a 100 pt buy and we are on the IRC from 9:00pm est to midnight est Saturday evening. If you are playing Death Watch character creation is strait out of the book, if not match experience to deathwatch. [13000experience equivalent]
the engines cannae take any more cap'n
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

Can someone double-check my work?

Character Name: Sigismund
Chapter: Black Templars
Specialty: Assault Marine
Past Event: Received A Vision
Personal Demeanor: Pious
Chapter Demeanor: Zealous
Solo Mode ability: Righteous Zeal
Armour History: Thine Arm Be The Scourge Of The Impure
Special Ability: Wings of Angels
Fate Points: 3
Wounds 22

Black Templars stat bonuses: +5 WS, +5 WP
Base + point buy + Advances + chapter bonus + armour bonus = final stats
WS 30 + 15 + 5 + 5= 55
BS 30 + 5 - 5 = 30
S 30 + 15 = 45
T 30 + 15 = 45
Ag 30 + 10 = 40
Int 30 + 10 = 50
Per 30 + 10 = 40
WP 30 + 15 + 5 = 50
Fel 30 + 5 = 35

Basic Skills (* denotes trained, ** denotes +10, etc):
Awareness (Per) *
Barter (Fel)
Carouse (T)
Charm (Fel)
Climb (S) *
Command (Fel)
Concealment (Ag) *
Contortionist (Ag)
Deceive (Fel)
Dodge (Ag)
Evaluate
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Logic (Int)
Scrutiny (Per)
Search (Per)
Silent Move (Ag) *
Swim (S)

Trained Advanced Skills (* denotes +10)
Ciphers (Int) Chapter Runes
Common Lore (Int) Adeptus Astartes, Deathwatch, Imperium, War
Drive (Ag) Ground Vehicles
Forbidden Lore (Int) Xenos
Literacy (Int)
Navigation (Int) Surface
Pilot (Personal)
Scholastic Lore (Int) Codex Astartes
Speak Language (Int) High Gothic, Low Gothic
Tactics (Int)
Tech-Use
Tracking (Int)


Talents
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
Swift Attack
True Grit
Unarmed Master
Unnatural Strength x 2
Unnatural Toughness x 2

Gear:
Astartes Power Armour
Astartes Bolt Pistol
Astartes Combat Knife
3 Astartes Frag Grenades
3 Astartes Krak Grenades
Repair Cement
Astartes Chainsword
Astartes Jump Pack

Black Templars:
Hatred (Heretics), 500
Scourge of Heretics, 500
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by The Yosemite Bear »

just hope that the unforgiven doesn't mistake your black armour for that of a fallen....
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

The Yosemite Bear wrote:just hope that the unforgiven doesn't mistake your black armour for that of a fallen....
The Emperor protects.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

Sorry for the double-post and I'm not actually suggesting we use it, but I thought you guys might be interested in this nonetheless.

Apparently someone made a fan rulebook for creating and RPing Tyranids. It's just a simple MS Word document so nothing fancy, it doesn't look complete and I'm not sure on the balance, though.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Karrick »

Just wanted to give a heads up, I'm going to be out of town this Saturday and so won't be able to play.
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The Yosemite Bear wrote:just hope that the unforgiven doesn't mistake your black armour for that of a fallen....
The Emperor protects.
Don't worry, he'll be too busy fighting honor duels with me.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Agent Sorchus »

I messed up one thing, forgetting to include the Dark Angels characteristics bonuses. It has been corrected

Code: Select all

NEW 
wounds 20
Fate 3
Personal Deamonor, Calculating

WS 50  
BS 45 
STR  10 [40]*2 +20
T  8 [40]*2
Ag  45+5=50
Int 45  
Per 40
WP 40
Fel 40


Armor history,  "A fury like lightning"
    +5 Ag, +1 initiative

"Preserved the secrets of the chapter"
    proved in trials of combat on mission of utmost importance
    purging heretical records forged by those who would spread 'vicious lies' about 
    the dark angels. what secrets you destroyed are a mystery to you and will remain 
    so for all time

standard issue starting gear is Astartes armor, Ast. bolt pistol, 3 each Ast. frag and krak nades, combat knife, chapter trapping
plus bolter w/ fire selector, narthecium and reductor And repair cement
(the chainsword is only 5 requisition, so easily attainable)

Skills
Awarness [skilled]
Medicae [skilled]
Ciphers [dark angels]
Climb 
Dodge 
Common Lore [Astartes, Imperium, War]
Concealment
Drive [ground vehicels]
Intimidate
Literacy
Navigation [surface]
Scholastic lore [codex astarte]
Silent Move
Speak Language [high, low gothic]
Tactics [Stealth and Recon]
Tracking
Interogation [200]
Forbidden Lore [traitor Marines, Adeptus Astartes] [400, and 200]

Talents
Ambidextrous
Astartes Weapon training
Bulging Biceps
heightened Senses [hearing, sight]
Killing Strike
Nerves of Steael
Quick Draw
Resistance [Psychic Powers]
True Grit
Unarmed Master

Unnatural Strength x2
Unnatural Toughness x2
WS for 200
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

Hey can someone PM me the details on when to play and how we're supposed to? I wasn't in on the last game so I have no idea how you guys intend to play.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Whoops, sorry. Missed your question Schatten.

Do you have an IRC client? We generally meet up 9pm EST in the Nightstar Network, Orcnet channel. We can discuss char gen and stuff. And you can take a look at the tools we use.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Karrick »

Getting sick tends to nix plans for driving 6 hours, so I will in fact be around.
Zinegata wrote:Whoops, sorry. Missed your question Schatten.

Do you have an IRC client? We generally meet up 9pm EST in the Nightstar Network, Orcnet channel. We can discuss char gen and stuff. And you can take a look at the tools we use.
Did we change from Valhalla channel? Also, nightstar.net has a browser-based client, no downloads necessary. It's what I've been using.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

No, we haven't. I am using Pidgin and it works fine.

So are we moving on to Deathwatch after this mini-campaign?
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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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Whoops, sorry. Valhalla Channel yes. Got used to orcnet as that's my other usual channel :/

And I hope to discuss how to proceed with the campaign in the channel.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

So what days though?
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

Just Saturday night 9PM EST.
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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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

Name: Magron
Chapter: Ultramarines
Speciality: Devastator Marine
Solo Mode: Favoured Son
Chapter Demeanour: Honour the codex
Personal Demeanour: Proud - Dignity and honour are important
Special Ability: Unrelenting Devastation - 1 damage for every hit to Horde's Magnitude or with blast quality 1d5 damage (after all other hits have been applied). Squad mode.
Past: Endured the Waagh!
Power armour past: Terror be thy friend - Fear(1) trait

WS 45 15
BS 50 15 +5[200XP]
S 40 10
T 50 15 +5C
AG 50 15 +5C
INT 40 10
PER 40 10
WIL 35 5
FEL 35 5

Skills:
Awareness
Ciphers (Ultramarines)
Climb
Common Lore (Adeptus Astartes, Deathwatch, Imperium, War)
Concealment
Dodge
Drive (Ground vehicles)
Forbidden Lore (Xenos)
Intimidate
Literacy
Navigation (surface)
Scholastic Lore (Codex Astartes)
Silent move
Speak (high/low Gothic)
Tactics (Assault Doctrine)
Tracking

Talents:
Ambidextrous
Astartes Weapons Training
Bulging Biceps
Deathwatch Training
Heightened Sense (hearing, sight)
Killing Strike
Mighty Shot [500XP]
Nerves of Steel
Quick draw
Resistance (psychic powers)
True Grit
Unarmed Master

Traits:
Fear (1)
Unnatural Strength/Toughness (x2)

Wounds: 19
Fate: 3
Movement - Half: 5 Full: 10 Charge: 15 Run: 30

Equipment:
Astartes heavy bolt pistol with backpack ammo supply
" bolt pistol
" frag grenades (3)
" krak grenades (3)
" combat knife
" Power armour
Repair cement
Chapter Trapping (1)

XP: 300
XP Spent: BS [200], Might Shot [500]
I was thinking about taking up Signature Wargear and Cleanse and Purge to be a flaming Marine but I feel like I should wait awhile and get a plasma gun (Ragefire) instead after getting better renown. Thoughts?
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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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

Soontir C'boath wrote:I was thinking about taking up Signature Wargear and Cleanse and Purge to be a flaming Marine but I feel like I should wait awhile and get a plasma gun (Ragefire) instead after getting better renown. Thoughts?
That's what I'm doing, I thought about getting a power sword, but I don't have the renown.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Flamers can be real horde-killers if you have BOTH cleanse&purify and Storm of Iron. The first adds D5 hits, the second doubles hits. Depending on the interpretation, a Devastator either triplicates the hits (in total) or adds another 1D5. So you have either (8x3)+2D5 or (8x2)+3D5 - an average of 33 or 32, respectively, enough to devastate just about every horde and outright kill smaller ones. Or (8+2D5)x3 (av. 57) (8+3D5)x2 (av. 48) - but that's probably a bit overpowered.
Of course, flamers have a short range and are of limited use against single targets, so unless you want to really butcher hordes, other weapons are good options as well. Furthermore, Signature Wargear (Master) won't get you the +10 to hit with a flamer, since you don't toll to hit in the first place.

Plasma guns are really best in the hands of NPCs, since their Volatile-Quality gives them a chance to score an extra 1D10 of damage. However, that replaces righteous fury - no deal for NPCs which don't have it anyway, but bad for Marines - Righteous Fury on a Bolter has three times the chance of occurring and adds an extra 2D10+5 damage instead of just 1D10, and doesn't need a roll to confirm against Aliens anyway due to Deathwatch Training. There is an alternate interpretation that it doesn't replace Righteous Fury, which makes it more attractive, but a Plasma Gun would still suffer from low ammo and lower rate of fire if Overcharge is used.
The extra penetration of the Plasma Gun can easily be replicated with cheap Kraken Bolts, which also increase range - and the Bolter can be fired on full Auto to boot.
Frankly, i am quite annoyed that the 40K-roleplays always neglect plasma weapons - Rogue Trader/Ascension is about the only one where they are really worth it, mostly if you grab a master-crafted one.

Melta guns CAN be real killers in close quarters, so they are excellent weapons for hybrid ranged/CC Tactical Marines (or similar characters). If you want to do that, they are a very good choice - 3D10+8 damage is really dangerous, and they burn trough nearly every armor.

If you really want a good upgrade for a Tactical Marine, go for the Storm Bolter - it allows you to use your free special ammo, it has all the good qualities of the Bolter (Range, RoF, Ammo, good Damage, Tearing), but basically doubles the damage due to the Storm quality. And it's just at the right cost to use it as Master Wargear at best quality, too (as long as you get upgrades separately).

For Devastator Marines, Missile Launchers can be real killers. You gut your ammo capacity (and have to reload more) - but a Frag Missile already causes 9 damage to a horde before any modifiers, a Krak missile does 4D10+6 damage (with a good chance for righteous fury due to the high number of dices) and can insta-kill everything short of Hive Tyrants (and the like) with only a bit of luck. Plasma or incendiary missiles on the other hand are great for area denial, since they leave behind burning promethium/plasma - the latter can even stick to vehicles if you hit well, making them great if you ever run into armored opposition. Also, there is no reason why there should be no blind/stun missiles, giving you good tactical abilities as well.
If you ever go into Terminator Armor, the Cyclone Launcher can fire in salvos of 2! Now you CAN insta-kill Hive Tyrants with a good hit. It's also technically a one-handed weapon, so if you have the Two-Weapon Wielder (Ballistic) talent, you can fire an assault cannon/storm bolter in addition (tough that is only available to Tactical Marines without Elite Advances).
Oh, and while a Red-Dot Laser sight is not available for Missile Launchers, a Targeter works on them. Also, you might want to get/use a secondary weapon, since you are somewhat short on ammo - ask your GM what he allows, or how he handles ammo capacity.


Okay, that's enough cheesing - basically, i just wanted to say that the Plasma Guns are (unfortunately) crap compared to a Bolt Gun. With an additional D10 of damage all the time and/or the second interpretation of Volatile, they might be worth it, but right now they are a weapon to be used against, not by, Marines.
All other Weapon options - Meltas, Flamers, Launchers, Assault Cannons - are worth it. Bolters are more versatile in general, but if you use your special equipment the right way, it will kick ass. Flamers destroy hordes, Meltas are excellent against powerful foes if you get close, Launchers are versatile and powerful, Assault Cannons are good for Terminators and excellent against tough targets.


Oh, and just to be fair, an elaboration of CC-weapons:
Power Swords are a good early upgrade. They can also be taken as master-crafted Master Wargear, giving a total of +20 to hit! And they are good at parrying, too (+20 in total upgraded).
Power Axes are basically the same thing with a tick more damage and worse parrying - it's a matter of style.

Power Fists give you triple strength bonus (in total, including unnatural strenght) - really worth it if you upgraded your Strenght Bonus to 5 or 6. Also, better at scoring Righteous Fury due to the extra dice. However, you can't parry unless you use a shield - and you can technically can not take them in an upgraded version if you want to take them as Master Wargear (tough you can with Hero Wargear, but taking armor there is generally better for CC-types) - unless the GM allows you 5 extra points on Master Wargear. That's also a problem for all the weapons mentioned below.

Thunder Hammers are great for keeping down single, tough foes - a good hit can stun anyone, a good damage roll will knock down anyone. They are also good at Righteous Fury and just about as good as Power Fists - i suppose they should technically be two-handed unless in Terminator Armor, but the RAW doesn't say it.

Lightning Claws are kinda special - they need specialization to got to their full potential. Every degree of sucess on the attack adds 1 point of damage - or two if you have two lightning claws. The better you hit, the harder you hit. They are exceptionally good if you do a lot of charging or if you use all-out attacks. The latter is an excellent option for Blood Angels, who get a second attack on all-out attacks very cheap (really worth it on Apothecaries IMO), but it works for mobile Assault Marines too.
The second thing they are good at is scoring Righteous Fury, especially if you have Flesh Render. A Blood Angel which uses it's solo mode ability and has Flesh Render and Lightning claws has a more than 70% chance of scoring Righteous Fury with each Attack - with 2, 3 or 4 attacks you can tear Deamon Princes apart in a single round (with a bit of luck) that way.

Chain Fists are Terminator-only, but they combine all the good things - triple SB, Tearing, 2 damage dice and an excellent penetration. They should be the weapon of choice for every Terminator CC-specialist (or for those who just hate bulkheads).

Special Mention goes to Relic Blades - they are only available late in the game, but aside from their excellent damage they can cut trough enemy power weapons! Don't bother to disarm the enemy, just cut his sword apart - an excellent weapon for duelists and against powerful foes.


Oh, and if you need Renown for all the good equipment - use Oath of Glory, it will about double (sometimes tripple!) the renown you get from a mission.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by The Yosemite Bear »

If I had money I would buy that just to create the party's resident sneaky Ravenguard.

who when he's not helping you kill xenos will be writing depressing poetry.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Ritterin Sophia »

The Yosemite Bear wrote:If I had money I would buy that just to create the party's resident sneaky Ravenguard.

who when he's not helping you kill xenos will be writing depressing poetry.
You should include in his character bio that he has red stripes running from the inside of his wrists to his elbow joints. :lol:
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by The Yosemite Bear »

or the japanese blood angel sucessor who does water color painting, writes death poems, and's constantly practicing with that master crafted katana (marine version)
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