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Cromm10k
2014-06-17, 04:50 AM
To get started here are the roles for my Sergeant of the Penal Legion #326:

Harald Hetzer III.

Weapon Skill [roll0]
Ballistic Skill [roll1]
Strength [roll2]
Toughness [roll3]
Agility [roll4]
Intelligence [roll5]
Perception [roll6]
Willpower [roll7]
Fellowship [roll8]

Wounds [roll9]

Fate Points [roll10]

Handedness [roll11]

Cromm10k
2014-06-17, 04:53 AM
Strange ... I clicked on preview and all dice rolls were replaced ... :( Here we go again:

Harald Hetzer III.

Weapon Skill [roll0]
Ballistic Skill [roll1]
Strength [roll2]
Toughness [roll3]
Agility [roll4]
Intelligence [roll5]
Perception [roll6]
Willpower [roll7]
Fellowship [roll8]

Wounds [roll9]

Fate Points [roll10]

Handedness [roll11]

Cogsrow
2014-06-17, 09:09 AM
WS [roll0]
BS [roll1]
STR [roll2]
Agi [roll3]
TG [roll4]
INT [roll5]
PER [roll6]
WIll [roll7]
FEL [roll8]

wounds [roll9]
fate [roll10]

handedness [roll11]

okay come on dice gods do your thing

Cogsrow
2014-06-17, 09:36 AM
Lets reroll that toughness

[roll0]

dupersudi
2014-06-17, 02:51 PM
[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

Wounds [roll9]
Fate [roll10]
Handedness [roll11]
Demeanor [roll12] I reserve the right to pick if the result doesn't mesh my image.

Comrade Demeanor [roll13] same as before
Comrade Name [roll14]
Comrade Gender [roll15] 1 female 2 male

dupersudi
2014-06-17, 03:42 PM
Rerolls!

[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

Wounds [roll9]
Fate [roll10]

Vizzi
2014-06-17, 11:35 PM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

W [roll9]
F [roll10]

H [roll11]

Vizzi
2014-06-17, 11:37 PM
Re-rolling that 2.

[roll0]

Beyond that a pretty good stat-block. Critically low on Fate points, but acceptable.

Cromm10k
2014-06-18, 05:31 AM
Here we go, Sergeant Hetzer ready for combat:

Weapon Skill (2d10+20)[31]+5 (simple Advance) = 36
Ballistic Skill (2d10+20)[29] = 29
Strength (2d10+20)[30] = 30
Toughness (2d10+20)[37]+3(Reg.)+3(Reg.)+5 (simple Advance) = 48
Agility (2d10+20)[36]+3(Reg.) = 39
Intelligence (2d10+20)[35]-3(Reg.) = 32
Perception (2d10+20)[32] = 32
Willpower (2d10+20)[32] = 32
Fellowship (2d10+20)[36]+5(Sergeant) +5 (simple Advance) = 46

Wounds (1d5+10)[12]+1(Reg.) = 13

Fate Points (1d10)[6]: 2 Fate Points

Handedness (1d10)[3]: right-handed

Starting Aptitudes: Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill.

Skills: Command (trained +10), Intimidate, Linguistics (Low Gothic), Parry, Scholastic Lore (Tactica Imperialis), Tech-Use.

Talents: Air of Authority, Double Team, Nerves of Steel, Paranoia, Peer (Underworld), Weapon Training (Chain), Weapon Training (Las), Weapon Training (Low-Tech).

Gear: All basic, IG flak armor, respirator, 4 sandbags and entrenching tool, 2 frag and 2 photon flash grenades, mono knife, light carapace armor, injector or inhaler, M36 Lasgun +6 chargepacks, 5 doses of stimm.
Specialist equipment: common craftsmanship Las Pistol (3 reloads), common craftsmanship Chainsword.


Special:

Air of Authority: May affect 400 targets, Squad order range +100m.

Double Team: +10 WS while ganging up, if both characters that outnumber enemy have Double Team extra +10 WS Bonus, cumulative with the normal +10 bonus for ganging up.

Nerves of Steel: Re-roll failed WP tests to avoid/recover from pining. +10 to WP versus Intimidation.

Paranoia: +2 Initiative.

Peer (Underworld): +10 FS bonus when interacting with underworld characters.

-20 penalty to fellowship when interacting with those who know of your reputation

-20 to logistics tests

+10 to BS at point-blank

+10 to logistics tests to obtain illegal or contraband items

XPs

Total: 1500
Spend: 200 + 200 + 200 + 250 + 200 +250 +100 +100 = 1500

Sweeping Order: Covering Fire (200 xp)
Sweeping Order: Get Them! (200 xp)
Sweeping Order: Snap out of it! (200 xp)
Fellowship Simple Advance +5 (1 Aptitude = 250 xp)
Command Skill Advance Trained +10 (2 Aptitudes = 200 xp)
Weapon Skill Simple Advance +5 (1 Aptitude = 250 xp)
Parry Skill Advance Known (2 Aptitudes = 100 xp)
Toughness Simple Advance +5 (2 Aptitudes = 100 xp)

Initiative: 1d10+5 (=3+2)

Weapons:

Chainsword [Dmg: 1d10+5 (=2+3) Rending, Pen 2, Tearing (2d10, drop lowest), Balanced (+10 WS for Parry)]
Las Pistol [30m, S/2/-, 1d10+2 E, Pen 0, Clip 30, Rld half, Reliable]
M36 Lasgun [100m, S/3/-, 1d10+3 E, Pen 0, Clip 60, Rld full, Reliable]
Frag Grenade [9m, 2d10 X, Pen 0, Blast 5]
Photon Flash Grenade [9m, Blast 10]
Mono Knife [1d5+3 R, Pen 2]

Armor: Light Carapace, AP 5 all (5AP+4T=9)

I will put up a background and a cleaner stats block up ASAP. This post shows where my XPs etc. went, so feel free to double check when in doubt.

Cromm10k
2014-06-18, 09:48 AM
Here is the background:



Hetzer hails from the fortress world of Drusus VI where his family was part of the PDF or the 245th Drusian Charger Regiment for countless generations. After graduating from a local PDF officer school Hetzer volunteered for service in the 245th Drusian Charger Regiment. I did not took long for him to be promoted from Sergeant to Lieutenant during his frontline service with the Chargers in the Quilirian Sector, where the Regiment fought an Chaos incursion and was also engaged in subduing uprisings against the eternal and just rule of the God Emperor. After storming a heavily fortified chaos cultist position on a desert planet with his platoon Hetzer was finally promoted to Captain and took command of his old platoon and a heavy weapons section of the 2nd Company.
After being redeployed to the front world of Grysium witch had a massive presence of chaos troops and even demons, Hetzer noticed some strange behavior with his next in command, Major von Hogdorf. It began with tactically not very sound commands about the deployment of troops in a defensive engagement with a horde of mutants that cost Hetzer some of his best men. Hetzer tried to get the Major to redeploy his men before it was too late to consolidate the lines of the company. Von Hogdorf insisted on holding absolutely bad positions the troops should have never taken in the first place. This was a very strange behavior for an old soldier with a sharp military mind like von Hogdorf. As the campaign went from bad to worse von Hogdorf kept making decisions which literally fed the guardsmen from the 2nd Company to chaotic forces they were engaging. More than once Hetzer tried to intervene but the Major never wanted to have it. Hetzer was even called to order by the Regiment’s commander on behalf of von Hogdorf and got visit form the resident Commissar. Hetzer’s men became quite discontent and he and the company’s psyker tried to confront Major von Hogdorf in his quarters. By accident they arrived there without Hogdorf being present and discovered some documents with alien looking writings on it on the Major’s desk. Hogdorf arrived while the two were trying to figure out what was written on the parchment. The Major commanded the squad of stormtroopers accompanying him to arrest the two who were clearly planting heretical xeno documents on his desk to compromise him. Hetzer and the psyker offered no resistance. They went to prison and were both questioned by Commissars, the regimental command and priests of the Ministorum for days. The psyker, who had always been under special scrutiny by the regiment and the priests, broke during the interrogations and confessed that he – not Hetzer – was in league with the chaotic forces of the warp. He was sentenced to death. Hetzer stayed true to what happened and was not willing to confess anything. He only claimed that the Major was making bad decisions. This saved him: The 245th Drusian Chargers were evacuated from the northern continent of Grysium during the interrogations. That bought some old friends of Hetzer’s family in the administration of the battle group the 245th was part of enough time to pull some strings. An earnest investigation of the events on Grysium was ordered and they even involved an inquisitor. When this agent of the Emporer’s will got involved von Hogdorf deserted while being on a frontline inspection. Officially he was killed by enemy artillery fire. The von Hogdorf family was of old nobility on Drusus VI and its sector so any connection of one of its offspring with an incident involving chaos was unthinkable. This made Hetzer a witness with some minor connections himself. He was officially jugged guilty and executed but he was secreted away to a Penal Regiment and demoted. Thrown into a unit that is meant to perish in the flames of war Hetzer got the chance to live another day …

After being dumped to Panel Legion #326 Hetzer joined a new squad. Being the natural leader he always was it took only the death of the current Sergeant and no one willing to take the spot to make Guardsman Hetzer into Sergeant Hetzer again. Determined as ever to keep his men alive during whatever the enemies of the Empire will throw at them, Hetzer is ready to lead his squad to glory … or death.

Hetzer was a very well-mannered officer of the Imperial Guard. Always leading by example with a keen eye for the tactical and strategic situation he was a rising start of his regiment. He was a natural born leader of men that earned their trust with his chainsword in hand while storming enemy positions. He never gave up and was cheerful and inspiring.
In the Penal Legion he still has to find his place. He wants to earn the trust of his men, even if they are criminals, murderers or worse. He knows that the coming battles will be the hardest he ever faced being part of a sacrificial unit. But there is still the spark of the old Captain Hetzer inside him that may become a beacon of glory or even hope … if the squad makes it through its first engagement …


Feel free to comment! :)

Vizzi
2014-06-20, 08:56 PM
Character Sheet:

Name:
Speciality: Heavy Gunner

Stats
Characteristic | Total | Bonus
Weapon Skill | 28 | 2
Ballistic Skill | 32 | 3
Strength | 30 | 3
Toughness | 47 | 4
Agility | 39 | 3
Intelligence | 32 | 3
Perception | 31 | 3
Willpower | 36 | 3
Fellowship | 30 | 3

Wounds: 16
Fate Points: 1

Carry Weight: 45kg
Movement: Half Move 3 / Full Move 6 / Charge 12 / Run 24

Aptitudes:

Ballistic Skill
Defence,
Fellowship
Offence
Perception
Toughness


Traits:

-20 Penalty to fellowship when interacting with those who know of your reputation.

-20 to Logistics tests.

+10 to BS at point-blank.

+10 to Logistics tests to obtain illegal or contraband items.


Skills:

Athletics [Str]
Common Lore (Imperial Guard, War) [Int]
Intimidate +10 [Str]
Linguistics (Low Gothic) [Int]
Tech-Use [Int]


Talents:

Combat Master - The character's weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for Ganging Up.

Iron Jaw - The character has taken blows from Orks and given back as good as they got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.

Nerves of Steel - Long years on the battlefield enable the character to remain calm as fire impacts all around them. The character may re-roll failed Willpower Tests to avoid or recover from Pinning. In addition, he is seldom impressed by the aggressive displays of his enemies and gains a + 10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.

Paranoia - The character knows that danger lurks behind every corner and that the galaxy will hit him as soon as he lets his guard down. The character gains a + 2 bonus on Initiative rolls and the GM may secretly Test using the character's Perception to notice hidden threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.

Peer (underworld) - The character knows how to deal with a particular social group or organisation. The character gains a + 10 bonus to aU Fellowship Tests when interacting with this chosen group and at the GM's discretion may call upon them for favours from time to time.

Weapon Training (Las, Launcher, Low-Tech, Heavy) - The character can use aU weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this Talent.


Equipment:


Weapons:

Ranged:
Name | Class | Range | RoF | Dam | Pen | Clip | Reload | Special | Weight | Ammo
Laspistol | Pistol | 30m | S/2/- | 1d10+2 E | 0 | 30 | Half | Reliable | 1,5kg | 2
M36 Lasgun | Basic | 100m | S/3/- | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | 6
Heavy Bolter | Heavy | 150m | -/-/6 | 1d10+8 X | 5 | 60 | Full | Tearing | 40kg | 2

Meele:
Name | Class | Range | Dam | Pen | Special | Wt
Mono-Knife | Melee/Thrown | 5m | 1d5 R | 2 | - | 1kg


Explosives:

Name | Class | Range | RoF | Dam | Pen | Special | Wt | Quantity
Frag Grenade | Thrown | SBx3 | S/-/- | 2d10 X | 0 | Blast (3), Ogryn-Proof | 0,5kg | 2
Photon Flash Grenade | Thrown | SBx3 | S/-/- | - | 0 | Blast (10) | 0,5kg | 2


Armour:

Name | Locations Covered | AP | Weight
Light Carapace | All | 5 | 15kg



Cybernetics:

-


Usable Gear:

Respirator - A simple breathing mask that covers the nose and mouth or entire face. A character wearing a respirator gains a + 30 bonus to Toughness Tests made to resist the effects of gas and may re-roll failed results.

Injector - Most specialised drugs are not in easy to-take pill form and require injectors. An injector can hold one dose of any drug, which a character may administer as a Half Action.


Misc Gear:

1 Uniform
1 Poor Weather Gear
1 Rucksack
1 Set of basic tools
1 Mess kit
1 Water canteen
1 Blanket
1 Sleep bag
1 Rechargeable lamp pack
1 Grooming kit
1 Set of cognomen tags or equivalent identification
1 Primer
2 Weeks' supply Combat sustenance rations
4 Sandbags
1 Entrenching tool


Consumables:

5 Doses of Stimm - Stimm is a powerful drug that works to mask pain and drive fighters on when their bodies would otherwise give up. A dose of stimm works for 3d10 Rounds. During this time, a character ignores any negative effects to their Characteristics from Damage or Critical Damage and cannot be Stunned. When the stimm wears off, the character suffers a - 20 penalty to Strength, Toughness, and Agility Tests for one hour.


Misc:

-


Weight: -


Experience -/ 1,500




Background:

To be Added.


Mostly done, too pissed off to finish.

Cromm10k
2014-06-23, 03:38 AM
Hetzers Comrade:

Gender: male

Name (informal): [roll0]

Demeanours: [roll1]

Cromm10k
2014-06-23, 03:40 AM
Hetzers Comrade:

Gender: male

Name (informal): Veche

Demeanours: 63 - Optimist

I will put the now complete character sheet in the main thread.

LeSwordfish
2014-06-24, 01:48 AM
Weapon Skill [roll0]
Ballistic Skill [roll1]
Strength [roll2]
Toughness [roll3]
Agility [roll4]
Intelligence [roll5]
Perception [roll6]
Willpower [roll7]
Fellowship [roll8]

Wounds [roll9]

Fate Points [roll10]

LeSwordfish
2014-06-24, 01:49 AM
[roll0] toughness again