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    Bugbear in the Playground
     
    Doc Kraken's Avatar

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    Default The Hungry Void (OOC)

    “Soldiers live, and wonder why.”

    - Ancient proverb, origins obscure.

    “We have been told all our lives that…the Emperor has a purpose for us. That what we do, what we are, matters in some small way. Even the lowest menial, the vent-sweeper, the cleaning servitor and the narcatcher, has a part to play, and the Emperor in His mercy will…guide you to it. Friends, I am here to tell you that this is a lie. A comforting lie, a lie you have been fed your entire lives, perhaps one that you have even…built yourself around. Internalized. Held faith in unquestioningly. There is no shame in that. But…there is much shame in denying the truth when it springs up in front of you, wide-eyed and screaming. Look around you, people of Vanhym Hive! Look, and know despair! See the wretched, gazing piteously from their hovels and their sewer-grates, hands outstretched for the unfulfilled promise of charity! See the parasites, robes billowing about them as they spin their lies of brotherhood and generosity before retreating to their Gilded Palace! The Emperor does not hold your hands, brothers and sisters! He will not show mercy to those…too weak, too cowardly to be deserving of His love! Rise up! Cast down the sinners, the false priests, the lie-smiths and the charlatans, before it is too late! The darkness is all but upon us, but we will show the galaxy that we are more than vermin upon the surface of a cold rock, spinning through the hungry void! We are the Inheritors, and we shall be heard!”

    - Vox transmission broadcast from somewhere in the Warren District, exact source unknown. Broadcast made five local hours before the death of Cardinal Ginarius.
    An astropathic transmission was sent fourteen hours after the above broadcast. Cardinal Ginarius, the spiritual and political head of Gannarman's Tomb, was dead. The planet's only major city was in a state of full rebellion, and by all accounts, local forces were incapacitated or participating. The call for help went out, though those who sent it had little confidence that it would arrive in time.

    For once, it seems, they were wrong.

    The Ecclesiarchy has taken this revolt as a personal slight. Favors were called in, strings were pulled, and promises were made. The end result is Battlegroup Wendigo, a vast force of Guardsmen - with support by a minor Order Militant of the Sisters of Battle - intended to utterly overwhelm the rebels. The hope was that in the face of such obvious superiority in both numbers and training, Vanhym Hive could be easily recaptured with minimal structural damage. Indeed, so far the strategy appears to be working. Battlegroup Wendigo made planetfall with little difficulty, quickly advancing and investing the city. Six regiments currently occupy the shanties and slums along the outskirts, keeping the rebels locked away behind walls and automated guns. Others spread out rapidly, cutting off even the vaguest hint of an escape route. The traitors are to be contained, then eliminated with extreme prejudice.

    As the weather begins to grow colder and rumors sweep the encampments, the officers finalize their plans for assault...


    Welcome to the OOC! Please post your approved characters below.

    Spoiler: Planet Briefing Packet
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    Know Your Battleground: A Pocket Guide to Gannarman’s Tomb

    If you are reading this, consider yourself fortunate! As part of Battlegroup Wendigo, it will be your privilege to visit a world steeped in history, culture, and faith. Know that you are an integral part of the effort to return this treasured shrine-world to the Emperor’s peace, and that the gaze of Him-on-Terra is surely upon you as you battle in His name!

    (If you are not a part of Battlegroup Wendigo, then you should be aware that this document is considered classified information. Return it to the nearest Departmento Munitorum official immediately. Withholding classified information such as this document is punishable by a flogging and enlistment in a penal regiment. Suspected tampering with or unauthorized viewing of classified information such as this document is punishable by a flogging, a sentence of no fewer than five months hard labor, and execution – order of punitive measures to be determined by officiating Commissar in both cases.)

    Located on the fringes of the ill-omened Ghoul Stars, the planet was discovered in M38 by the Rogue Trader Ossian Gannarman, it was originally named, claimed, and colonized as Arvenia Prime. Owing to the inhospitable nature of the planet’s atmosphere, Gannarman originally intended the colony to serve as little more than a resupply stop. In his later years, however, Lord-Captain Gannarman became heavily involved with matters of Faith, and on his deathbed bequeathed the planet to the Ecclesiarchy. Intensive construction and colonization began immediately, and the planet was renamed Gannarman’s Tomb in honor of the Lord-Captain’s generosity. His final resting place is said to lie beneath the Gilded Palace, the world’s religious center as well as its largest single structure. The Palace itself is at the heart of Vanhym Hive, a sprawling, relatively open-air metropolis that contains the better part of Gannarman’s Tombs’ two billion inhabitants. The city grows in layers as it approaches the center, going from shanty towns and slums to massive structures reminiscent of true hive-spires on more developed and populous worlds.

    Planetary settlement is restricted due to two major factors – the cold (unpleasant, but bearable) and the atmosphere. Normally unbreathable, even to robust human lungs, it is filtered and purified by large, buoyant plant-masses that traverse the atmosphere. Little is known of how this process is accomplished, and to date artificial replication has been impossible. Air currents conspire to deposit many of these plants over the area of Vanhym Hive, allowing large-scale settlement. Care should be taken to avoid damaging these plants during any military action in the Hive.

    KNOW THE HERETIC – PURGE THE HERETIC

    While it is normally a model of piety, obedience, and civil virtue, unsavory and dangerously unorthodox elements have turned the populace into a hotbed of anarchy and recidivism. At the time of writing, no more than three of the governing Devotionaries are believed to be alive. Cardinal Ginarius’ death has been confirmed. Weep, ye faithful, and yet rejoice, for you shall be permitted to bring the full might of the Imperial Guard down upon his killers! The group responsible refers to themselves as the Inheritors. They shall inherit naught but ruin and woe while one faithful heart burns to fight in the name of mankind. Reports indicate that this insurrectionist movement counts traitors from the Planetary Defense Force and Silverarms – civil enforcers – among its number. They do not, however, command enough heavy equipment to hope to match our own, and their officers lack the backbone and resolve necessary to use their men effectively. Once a breach is made in Vanhym’s defenses, mopping up resistance should be a simple task, barely worthy of soldiers of your skill and courage. Indeed, it is to be supposed that the citizens of Gannarman’s Tomb will rise up alongside you, casting down the rebel and the traitor to bask once more in the Emperor’s light.


    Spoiler: Besieging Regiments
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    Order of Briars
    Spoiler: Anagrafian 25th, 98th, 275th Poorfellows
    Show
    Standard Kit: One M36 lasgun and four charge packs (Main Weapon), one suit of Best-craftsmanship Imperial Guard flak armor, two frag grenades, two krak grenades, one mantrap, one micro-bead, one respirator, one knife, one uniform, one set poor weather gear, one rucksack, one set of basic tools, one mess kit and canteen, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one set cognomen tags, one Imperial Infantryman's Uplifting Primer, two weeks sustenance rations

    Favored Weapons: Grenade launcher, autocannon


    Spoiler: 534th Krieg Siege Regiment
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    Standard Kit: 1 lascarbine with four charge packs, 1 Basilisk or 3 mortars per squad, 1 set of magnoculars, 1 vox-caster per squad, 1 chrono, 1 respirator, one suit of flak armor, two frag grenades, two knives, one uniform, one set poor weather gear, one rucksack, one set of basic tools, one mess kit and canteen, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one set of tags with assigned number, one Imperial Infantryman's Uplifting Primer, two weeks sustenance rations

    Favored Weapons: Flamer, mortar

    Spoiler: 433rd New Kadiem Armored
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    Standard Kit: One Leman Russ battle tank or variant per squad, one anointed maintenance kit, one laspistol and two charge packs (main weapon), one flak vest, one rebreather, one lascarbine with two charge packs, one cranially-implanted augur array, one knife, one uniform, one set poor weather gear, one rucksack, one set of basic tools, one mess kit and canteen, one blanket and sleep bag, one rechargeable lamp pack, one grooming kit, one set certification tags, one Armored Squad Standard Manual, two weeks sustenance rations

    Favored weapons: Pump-action shotgun, heavy flamer

    31st Los Solvus Iron Harts


    Spoiler: NPCs of Note
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    General Norricks Hemn, Anagrafian Commanding Officer – Overall Commander
    Colonel 14693-70073, Krieg Commanding Officer
    Knight-Colonel Adriath Gellorax, New Kadiem Commanding Officer
    Canoness Seshara Crenn, Sororitas Commanding Officer
    General Euclid Rav, Los Solvus Commanding Officer
    Commissar Tev Varleth, Senior Commissar of the Iron Harts
    Lieutenant Sarv, commanding officer of Second Platoon
    Supply Officer Gar Drenival
    Sergeants Alton and Torlen, leaders of 1st and 2nd squads in Second Platoon
    Watchmasters Five-One and Six-One, members of the Death Korps
    Commissar-Cadet Walthrep, commander of Morale Squad Two


    Spoiler: Current Rumors and Believability of Same
    Show

    The Cardinal’s still alive. He faked his own death to get his enemies out in the open, and now that they’ve taken over he’ll let us deal with them for him before coming back. - Not widely believed. Most of the regiments have too much faith in the Ecclesiarchy to believe a highly-ranked member capable of such underhanded and callous politicking.

    The Cardinal’s dead, but there’s no keeping a real holy man down. The Emperor’ll restore him to us, just when he’s needed most! I heard one of them Sororitas talking about it. He’s not just a Cardinal, he’s a bona-fide Saint! - Conversely, many of the pious Poorfellows seem to take this as Throne-given truth, although not all are convinced. This is holy ground they walk on, and holy blood that the rebels have spilled; surely the Emperor would not let such sacrilege go unanswered?

    The Kriegers want an example made out of this place. I hear their Colonel planned to level the whole hive, just bring it down on everyone and then rebuild. The Sororitas shut him down, though. - Even with the dire reputation of the Death Korps, many of the Guardsmen are unable to believe their officers would condemn not only the hive's inhabitants, but countless holy relics to destruction. The Kreigers answer any inquiries on the subject with their characteristic grim silence, which doesn't help matters in the least.

    It’s hell in there. Not all of those PDF scrubs defected, but the loyalists never stood a chance. They’ve got bodies strung up off of buildings, even more just piled up in the streets…at least they fought. Doubt we’ll be getting any real help in there. - The rebels are supposed to be poorly armed and organized, and they certainly haven't shown any differently so far. The general feeling is that there's got to be pockets of resistance left, and one or two might be able to help get the Battlegroup inside.

    After we’re done here, there’s going to be a lot of vacant seats for nobility, if you know what I mean. Could be they’re looking to settle a regiment or two here to help keep the peace. I heard Commissar Varleth’s trying to get at least some of the paperwork set up so we can beat the rush! - As unbelievable as it might be, this is an extremely popular rumor, given credence by the Iron Hart's sterling reputation (even if their own regiment's fame is not well-established yet) and the fact that Varleth's of the "hard but fair" school of political officers. The rumor's even started to take hold among the Poorfellows and New Kadiem troops, although it's less pronounced (notably, they seem to think the honor would apply to them).

    There’s something seriously wrong inside the Hive. The Inheritors have been killing civvies and playing the screams under those propaganda vox-casts. Quiet, y’know? One of those subliminal things. I talked to a cogboy that says he saw one of the Poorfellows bleeding out the ears after listening to it. I’m not saying anything in particular, but…keep your litanies in mind, all right? - Of all the rumors swapped around camp, this one is the most commonly whispered, as well as the most likely to cause a sleepless night. People who would tear down a shrine world and kill a Cardinal are capable of anything...even traffic with creatures best left unnamed.


    Spoiler: 31st Los Solvus Iron Harts
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    Spoiler: Stats
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    Homeworld: Penitent (3pts)
    Commanding Officer: Maverick (2pts)
    Regiment Type: Grenadiers (4 pts)
    Doctrines: Vanguard (6 pts), Close Order Drill (2pts)
    Drawbacks: The Few (-5pts)
    Total: 12 (0 Additional Points)

    Characteristics Modifiers: +3 Ballistic Skill, +3 Toughness, -3 Perception; +3 to any two of Fellowship, Toughness, and Willpower. +2 Wounds

    Skills:
    Common Lore (Ecclesiarchy)
    Common Lore (Imperial Creed)
    Intimidate
    Linguistics (Low Gothic)
    Tech-Use

    Traits & Talents:
    Bombardier
    Resistance (Fear)
    Nerves of Steel or Orthoproxy or Unshakeable Faith
    Combat Formation or Double Team

    Ranged:
    One autogun with four clips or one combat shotgun with four clips (Auxiliary Grenade Launcher)
    Autopistol (2x Clips) (8pts)
    Frag (x1)
    Krak (x1)

    Melee:
    Knife

    Armour:
    Best Quality Light Carapace Armor with photo visor (18pts)


    Gear:
    Recaf (x2) (4pts)
    Deadspace Earpiece
    One combi-tool
    One data-slate
    One anointed toolkit
    Four Empty Sandbags
    One I-97 Entrenching tool
    Blanket
    Dog Tags
    Grooming Kit
    Mess Kit
    Rechargeable Lamp Pack
    Rucksack
    Set of Basic Tools
    Set of Poor Weather Gear
    Sleep Bag
    Uniform
    Uplifting Primer
    Water Canteen
    2x Weeks Ration

    Per Squad:
    2 Grenade Launchers
    1 Lascutter
    6 Demolition Charges
    1 Siege Auspex
    1 Chimera with turret-mounted autocannon, hull-mounted heavy flamer, pintle-mounted heavy stubber, dozer blade, and camouflage netting

    Special:
    Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
    Untempered Zeal: The pious spirit of the penitent
    is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.
    Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

    Regimental Favored Basic Weapon: Voss MkV Automatic Grenade Launcher
    Regimental Favored Heavy Weapon: Heavy Bolter


    Spoiler: Fluff
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    Los Solvus 31st Guard “The Iron Harts”

    – – Regimental Colors:

    The Iron Harts wear light blue uniforms, with black trim to it, their patches and unit identification usually in dark grey. As Vanguards and Grenadiers they choose uniforms and gear that stands out and can strike fear through recognition with the enemy, instead of favoring stealth. The Iron Harts uniform is unique among others by the tradition that it lacks the left sleeve on everything but cold weather gear and armor, in which case it is painted matte black, in honor of Lance Corporal Harvus Maan, who lost said arm in action against the forces of Chaos, their vehicles marked out by the same light blue color, and by unit tradition often personalized with emblems of their regular operators, usually painted images on the right side of the frontal armor.

    The Iron Harts Regimental Flag and Emblem takes the form of a Grey Stag on a Blue Field surrounded by a black circle. The words “Strength Through Adversity – Hunted and Victorious” can be found in the black circle.

    – – Regimental Heroes:

    – Chief among The Iron Harts is Lance Corporal Harvus Maan, out of the Los Solvus 3rd Regiment. At this time the Los Solvus 3rd Regiment had been assigned to the constant warfare of the Galactic South against the forces of Chaos, in a long holding action upon the world of Walkuria. In bloody trench fighting the 3rd Regiment had been ground down to a mere fraction of its normal size as the war turned against the forces of the Imperium.

    Harvus Maan was involved in the last holding action done by the Los Solvus 3rd Regiment, where a Traitor Regiment overwhelmed their position, coming down to hand to hand combat. According to Regimental Lore, Harvus Maan lost his arm in that fight, his left arm cut off by the blade of a Chaos Cultist. Left for dead among the piled corpses of his comrades, the injured Lance Corporal dragged himself out of the pile. Over the next few days he went on a rampage through the rear areas of the Chaos Forces he found himself behind. Using scavenged weapons he ran and ran, killing officers, evading kill teams, and turning traps to catch him into ambushes against the heretics.

    By the time he came back to Loyalist forces the Los Solvus 3rd Regiment had been wiped out for over 5 months. The stories of the Hunted One had spread across the planet, a figure who was decimating the forces of Chaos and the more they seemed to throw against him, the stronger he became. After months of “debriefing” by Confessors to weigh possible heresy and corruption in his soul he had been deemed Innocent, and offered a ride back to Los Solvus, his duty in the Emperor's grand army complete.

    He refused, saying that he died with his Regiment, and belonged with them. Walking back behind the lines, he returned to being The Hunted One. His status is unknown, he was never declared dead, nor was evidence found of his death. Rumors of “The Hunted One” continued throughout the sub-sector for hundreds of years.

    Before his injury and the decimation, he was merely a Lance Corporal, barely considered a competent, experienced soldier, hardly an exceptional hero. The more Chaos threw at him however, he stronger he became. Never hiding, never cowering so the heretics might drag him out in shame.

    – Special Diana Wissen, a Medic out of the Los Solvus 5th Regiment also holds a place of honor in the history of The Iron Harts. The 5th regiment was tithed to bring a foolish Imperial Governor who decided to take his Agricultural World independent of the Imperium, thinking he could use his strangle hold on the local food supply to coerce nearby worlds into joining his Heresy.

    Diana Wissen was renown for grace under fire. Not a killer, there is oddly not a single record of her having a kill. Instead she was known for haste and skill with a medi-kit, able to patch together Guardsmen that anyone would have considered on their way to the Emperor, with a humble nature to boot that gained her the nickname “Angel of Life”. Diana Wissen was willing to charge through heavy bolter fire, taking shots meant for her patients if needed, shield them from stray blasts, taking all manner of injuries.

    At the end of the Cilidan Campaign, the Agri-World was brought back into the fold, and Diana Wissen was more machine than woman, having been blasted apart several times during the campaign and kept alive only by her own will, mobile by the skill of the Adeptus Mechanicus. Long dead, the burned and battle scarred cybernetics which carried her through the last battles of the campaign are kept as a regimental icon and treasure, as of yet they have not been given to another since Diana's death, but are left on display in ships and bases The Iron Harts are stationed at to serve as an inspiration.

    – Private Carna Ikos, another of the revered heroes of The Iron Harts. Private Ikos from the 1st Los Solvus Regiment (At that time merely known as The First), was part of a rear guard action in a hunt against Eldar Raiders. Ikos and his company were guarding a supply dump and rear medicae area, hardly expecting enemy action as the Raiders had not struck that area before, they were there instead to look for less than righteous members of the local human population who might get sticky fingers or perhaps have come under the sway of the Xenos.

    During a night attack, Eldar weaponry ripped apart his company during a surprise attack, killing most of them in the trenches, only sheer luck resulted in him being unscathed during the initial assault. Outnumbered and being advanced upon by the raiders, Carna Ikos held the line in his slit trench, firing into the darkness, holding off the Eldar Raiders with bursts of fire, rocks used to bluff as grenades, and occasionally the real thing, falling back as needed to loot to bodies of his fallen comrades for weapons, quicker than reloading an all alone, well... that was a concern.

    By the time the sun rose, Carna had been injured by Eldar shuriken weaponry several times, dying moments later. The supply dump had been held, the medicae tents not raided by Xenos slave catchers. Bodies of dead Eldar were found, along with enough signs to suggest that during the night he had been up against a real host, perhaps as many as 200. As reinforcements rushed in with the morning sun, they saw Ikos drop one last Eldar raider, putting a bullet right in the enemy's eye before he finally succumbed to blood loss.

    – – Regimental Homeworld:

    – Los Solvus is a large, dense world to the Galactic South, near the very boundaries of the Imperium's border against the heretical worlds that can be found there. Los Solvus, throughout it's long history, dating back to before the founding of the Imperium has been a warzone. In an area of relative calmness during the Age of Strife, it was a favored target of raiders, both Human and Xenos as alliances and treaties broke down in the area.

    By the time of the dawning of the Imperium, Los Solvus was hardly the paradise that had first attracted settlers to it. Orkoids were stubbornly clinging to existence in the tropical belt of the planet, never quite successfully destroyed by the local humans. The cities of the world were gutted ruins where gangs that were little better than tribal war bands fought over the few remaining scraps of technology remaining on the planet, and unchecked psykers set themselves up as Sorcerous Kings, ruling pre-industrial city-states with an iron fist until the Warp eventually damned them.

    When the Great Crusade reached Los Solvus they found a world that was fractured in a way that prevented the lightning quick victories many legions favored. There was hardly one group who had control over more than a single township and 100 or so bodies, not to mention the Feral Orks, and occasional presence of Eldar. Eventually the Word Bearers were drawn to bring this world into the fold, as they were about the only Legion which took enough time and care to truly unite this world rather than just kick some would be king in the nuts and make everyone else fall in line.

    When the Word Bearers left the world, it was a shining beacon of the Emperor's light, and one that had a new unity under the god like figure of the Emperor of Mankind, great works of art and huge cathedrals found in every city. During the Heresy, worship of the God-Emperor was in full swing on Los Solvus, and when the Word Bearer Garrison left to go **** the faces of some Ultradorks, they brought with them the first “Guard” regiment, of a sort, drawn from Los Solvus, a few hundred thousand cultists, indoctrinated to Chaos on the way over, and taking part in the battles throughout Ultramar.

    In the wake of the Heresy, Los Solvus among “Traitor” worlds fared better during the clean up than other worlds. The people of the planet had for generations been venerating the God-Emperor, and not really been flipped to Chaos, still giving praise and homage to the Emperor, restoring the Cathedrals that the Word Bearers had defiled before leaving. They welcomed the Imperials with open arms, suffering minimal casualties, and becoming a bastion of the God-Emperor's new faith.

    Due to its history, Los Solvus has had an odd culture, by Imperial Standards, spring forth. The modern Los Solvus is an odd mixture of it's historical phases. Their hatred for the Greenskins is almost unparalleled, as despite the efforts of the locals they have never truly put down the Orks, dealing with occasional resurgences in the feral Ork population every few decades. It has become predictable enough that it's almost a sporting event on Los Solvus, PDF units, enforcers, Guardsmen on garrison duty, arbiters, death-cultists, and more joining in for the “Grand Sport” of hunting the feral Orks and their simplistic “Kunning” to keep them in check before it gets worse. Pict feeds broadcast around the planet, festivals and barbeques and people watch the noble humans beat down the Orks, good times all around, rather than grim fear, their coming almost welcomed instead.

    The Los Solvus citizens view the Imperial Faith as less of a symbolic, and grim, faith than most do. As they were initiated into it by the Word Bearers, there was no attempt by Ecclesiarchy Missionary trying to twist some False Faith. They know the God-Emperor not as the sun, or some totem beast, etc, but as a Man (Or a Divine Figure who lived as a Man, it is not exactly clear and most have their own personal opinion) who ascended to divinity through will and potential. They see the Imperial Faith not as something of sacrifice (Killing yourself for the Emperor) but the story of the Emperor as a divinely guided Man, a human like any other who awoken to his potential and became something more. While most variations of the Imperial Creed can be found in temples, shrines, and homes of Los Solvus, the primary form the Faith takes on the planet is the Ascendency movement. They believe that any Man can Ascend to a place near the Emperor in the afterlife, but only through personal hardship and forging of their souls, the God-Emperor doesn't ask for people to die, he asks for them to live and accept as much hardship as possible, in order to strengthen their soul and earn their rewards at the Emperor's side.

    In particular the Los Solvus culture is strange in that the typical fear of Psykers is tempered. The average citizen does fear Psykers, the tyranny of the Sorcerous Kings in their past is a common legend that most children of the planet hear at some point in their life. However not all of the stories about the Sorcerous Kings are stories of terror and tyranny. They became the Kings and Protectors of Los Solvus, using their warp fire and magic to fight off the tricks of the Eldar or the brute force of the Orks. After the Word Bearers liberated the world, but before the Council of Nikea, the Psykers of Los Solvus were inducted into the Imperial Army, and a key part of the local defense forces of the planet. To this day the mixture of Fear and Trust exists. For every story about a Psyker who brought forth a Daemon, rampaging across the planet before it disappeared back into the Warp, are two more stories about some Psyker ripping apart Ork hordes with the flames of the Emperor's Wrath, or proving early warning of disaster and shepherding his people away from harm.

    – – Fluffery of the Los Solvus 31st “Iron Harts” Regiment specifically:

    By the time of the 31st Guard Founding, Los Solvus was a world known for providing... Odd... regiments to the Imperium. Heavily armored, charging into the thickest of the fighting, highly mobile assault forces riding around in Chimeras, and using solid projectile weaponry as opposed to the Las Weapons most regiments used. It makes for a highly visible Regiment, easily picked out from others in the theater, and that's how the Iron Harts like it.

    Coming from a shrine world, the Los Solvus 31st is known to make heavy use of Ecclesiarchy personnel, Ministorium Priests are a common sight, and due to the oddity of their culture, Sanctioned Psykers are often assigned to the regiment, less likely to cause “incidents” among the Los Solvus men than they might on a more reactive and fearful regiment.

    The Los Solvus 31st Iron Harts were tithed due to a demand by the Imperium, with little purpose or specific explanation, merely vague images in the minds of Diviners and hints in the Emperor's Tarot that demanded the regiment be raised for some purpose. Perhaps as a float to replace a future loss, or in anticipation of some crusade that only the Emperor knows is coming. There is a grand measure of anticipation among the Regiment, as their Great Task, if there is going to be one, has yet to really reveal itself. The actions they have been in so far have been minor, security actions, garrison billets, the threat of their presence helping remind the governor of Feudal World that he should hurry up with his Tithes.

    Their Commanding Officer, General Euclid Rav is particularly hot headed, eager to throw his men (And himself) into the thick of battle. He's not one known for brilliant battlefield strategy, making up in fury and vigor what he lacks in tactical genius. Respected by his men, as he works as hard as they do, drilling every day on top of his administration duties, it's rumored that he sleeps for only two hours a day in order to fit it all in, if that. He's known to often settle matters of honor or discipline with duels, either with himself or another member of the Regiment.

    Few members of the Regiment yet have fired a shot in anger at the enemy since they were tithed from their Homeworld, however that doesn't make them bloodless rookie whiteshields waiting to die. Most members of the regiment were drafted from the PDF, or Death Cults, drawing the best veterans and most successful hunters of the last “Grand Hunt” where the Feral Orks reappeared on the planet. It's rare to find a member of the Regiment who hasn't put down at least a couple of Orks, a number of Gretchins, maybe even a Nob. They are woefully inexperienced with other forces however, having yet to face the likes of the Eldar, Tyranids, or forces of Chaos. Still, facing down a Feral Ork charge has forged most members of the regiment into hardened souls, not exactly likely to cower and piss themselves when the feces intersects with the rotational oscillating air flow device.


    Spoiler: Los Solvus Variant Patterns
    Show
    Venshani-pattern Assault Flamer "Trench Cleaner"

    This weapon's intensive, wide-spread flame is particularly useful at forcing enemies in fortified positions to keep their heads down. An alteration to the alchemical prometheum sludge used as flamer ammo leaves victims with searing, agonizing burns along exposed skin. The mixture does, however, take slightly longer to ignite, and is near-useless at penetrating armor.

    Longbarrel: +10 to Range.
    Crippling Munitions: Gains Crippling (2).
    Diffuse Spread: -4 to Penetration outside of short range.
    Recharge Cycle: Gains Recharge.


    Heraldic Chainsword

    Decorated with symbols of the God-Emperor and ancient planetary heroes alike, these blades are an inspiration to their wielders, often lofted dramatically overhead, pointed at oncoming enemy armor, or simply waved about in an intimidating fashion. Such adornments do tend to weigh down the blade, however, and the end result is a pretty but poorly balanced weapon.

    Symbols of Duty: Wielder gains +5 Willpower against Pinning and Fear.
    Leaden: +2 kg to the weight. If a WS test is failed by a number of degrees greater than the wielder's WS bonus, it becomes lodged in the ground/wall/what have you, requiring a half action and Challenging Strength test to free.
    Awkward: Loses Balanced.

    Venshani-pattern Light Carapace

    As befitting armor granted to warriors from such a storied world, this carapace armor is worked into fantastic shapes, decorated with litanies of purity, symbols of Imperial might, and even short tales and pictures echoing Los Solvian legends. It's quite a sight on the battlefield, although somewhat difficult to find and quite weighty.

    Devotional Engravings: Once per mission, may reroll a failed Willpower test to resist Fear or Pinning while armor is worn.
    Badge of Status: +5 to Charm and Command tests while armor is visible.
    Intimidating: +5 to Intimidate while armor is visible.
    Fixed Pattern: -10 to Logistics tests to obtain.
    Unnecessary Features: +2kg to weight.

    Venshani-pattern assault Stubber
    "Bone-rattler" "Saviour of Sathonax"

    The standard imperial heavy-stubber was for milennia the preferred pattern of heavy weapon for imperial use, however for close-quarters combat it was often considered inefficient, with few users able to adequately support face-to-face encounters. The Venshani-pattern design, shelved for a considerable period of time thanks to it's inefficiency at long ranges, was brought back when influential commanders requested a close-support weapon suitable for the fighting in the undercity of Hive Sathonax. With a quick-release clip for rapid reload and low-velocity slugs capable of literally shredding close-range targets, the Venshani-pattern proved vital to the killing of several leading hive mutants, and was put into large-scale production shortly afterwards.


    Rapid Clip Ejection: Reload time reduced to Full Action.
    Piercing: Gains Felling (2) at short range.
    Crippling Munitions: Gains Crippling (2).
    Inefficient Barrel: -2 to Damage outside of short range.
    Erratic: Gains Unreliable.

    T'thetin-Klarz Special Bolt Pistol "Long Arm of the Commissariat"

    Favored by Commissars with an unusually large number of troops to inspire or those which fight in regiments that spurn close-rank doctrines, this pistol was the result of a recently-discovered variant construction pattern, the veracity of which is hotly disputed by a number of senior Tech-Priests. Its longer range and deadeye accuracy allow its wielder to enforce discipline more efficiently than ever before, but the convoluted internal mechanisms have been known to misfire. Thankfully, the design accounts for this tendency, including a useful "back-door" channel to disperse excess energy. Owing to space constraints, this is located directly in the grip.

    Long Barrel: Range increased by ten meters.
    Incredibly Lethal: Gains Accurate.
    Heating Issues: Gains Overheats.

    Venshani-pattern Close Quarters Autogun

    The preferred Los Solvian solution for urban combat and other theaters of conflict where space and lines of sight are limited, this autogun spits out bullets at a rate and velocity that can stop an enraged bull grox (or, perhaps more relevantly, a charging ork) dead in its tracks. Though the gun loses steam at longer ranges, this is not typically a problem for the situations the Iron Harts find themselves in.

    Piercing: Gains Felling (2) at short range.
    Diffuse Spread: -4 to Penetration outside of short range.

    Morale Squad Commander's Uniform

    Contains more sashes, polished buttons, and pockets than are necessary, strictly speaking.



    Spoiler: Berrin 4th Reconnaissance
    Show
    Homeworld: Feral (4)
    Commanding Officer: Bilious (2)
    Regiment Type: Guerrillas (4)
    Doctrines: Warrior Weapons (3), Infiltrators (4)
    Drawbacks: Lost Home World (-5)
    Total: 12

    Characteristics Modifiers:
    • +3 to Two of the following: Agility, Strength, and/or Weapon Skill
    • +3 to Perception
    • -3 to Fellowship


    Skills:
    • Awareness
    • Parry +10
    • Intimidate or Slight of Hand
    • Stealth +10


    Traits & Talents:
    • Ambush
    • Ambush or Frenzy
    • Blind Fighting
    • Paranoia
    • Hatred (Tyranids)


    Ranged/Melee:
    As Los Solvus 31st

    Armour:
    As Los Solvus 31st

    Gear:
    As Los Solvus 31st

    Per Squad: N/A

    Special:

    Fluency: Characters do not begin with Linguistics (Low Gothic) Skill at creation.
    Violence Answers All: When given the opportunity to "crush a foe utterly", a Player Character must make a Routine (+20) Intelligence or Willpower Test to pass up the chance. DM's discretion on application.
    Suspicious of Machine Spirits: A further -10 to Common Lore (Tech), Medicae, and Tech-Use Skill Tests--unless one is trained in that Skill.
    Infiltration: When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability.
    Survivor's Guilt: Regiment members begin play with 2d10 Insanity.
    Last Survivors: When requesting replacement members, roll 1d10:
    • 1-2: No reinforcements
    • 3-4: Reinforcements from the original Berrin 4th Reconnaissance
    • 5-10: Reinforcements arrive from Los Solvus 31st

    Wounds: Regiment members receive +2 Wounds on creation.

    Regimental Favored Basic Weapon: Combat Shotgun
    Regimental Favored Heavy Weapon: M34 Autocannon


    Spoiler: Assorted Fluffery
    Show

    "Berrin, the Great Halt? The world-forest? Once it was a paradise unequaled, a blessed place where the hunting was good and Man was made strong by warring with his brothers. The air was sweet with pollen and the scent of nectar, the ground covered in fruits the size of which will never be seen again, nor their heavenly taste. Once, it held whole towns carved into massive trunks, nestled amongst roots and branches the size of the great Black Ships. Once, it was our home.

    Once."


    Berrin (also known by its ex-inhabitants as 'The Great Halt') was an unremarkable world tucked into the far edge of the Jericho Reach. Colonized long before the Age of Apostasy, the fertile forest world was intended to be turned over to agriculture, the better to support the Imperium's presence in the reach--until the warp storms that devoured the Jericho Reach cut off all contact for thousands of years. By the time the Jericho-Maw Warp gate was rediscovered, the fledgling colony had been long sunk into savage barbarism. Tribes warred against each other for precious resources like fresh water and old medicae gear, taking trophies from the bitterest conflicts to be offered to The Watcher--the God-Emperor by another name, represented by Berrin's massive yellow sun. Establishing contacts with the natives and the Imperium's dominion over the jungle world was remarkably slow going; not only was the environment conducive to resistance effort, but no centralized power amongst the human and abhuman bands made it a grueling chore to bring each individual warlord back into the fold. In the end, Berrin was reclassified as a stage-one Agri-world, the natives press-ganged into terraforming their homeworld.

    However, the war-hardened natives had other skills to offer in the eternal conflicts of the Reach. With the blessing of the Departmento Munitorum, the first true planetary governor began to raise disposable Imperial Guard conscripts from the least cooperative native tribes (as much to quell dissent as to meet quota). With natural talents in stealth and hand-to-hand, tithed Berrinites soon found themselves used as forward reconnaissance units or back-line infiltrators, with impressive results. Regiments constructed of the superstitious men and their ratfolk brethren tended to carry over tribal squabbles or blood-feuds into their Guard units, leaving them with a poor reputation for discipline and coordination; however, wise officers could often coax out increased performance by playing on clan loyalties or engendering rivalries in a friendly manner, driving each soldier to do his utmost and best his fellows.

    Unfortunately, the same doom that plagued Jericho Reach came to rest on Berrin before long. Years of bizarre wind patterns and frequent earthquakes heralded the coming of a dire threat. With less than a quarter of the planet appropriately terraformed and a mere forty ill-trained regiments raised for Imperial Tithe, the world was wiped from the sector in the span of five planetary cycles--an arm of Hive Dagon's massive fleet had struck. The few survivors' accounts paint a grim picture; correspondence with trading voidships cut out due to a massive shadow in the warp, and the first mycetic spores fell into the treeline just before dawn that day. PDF forces were overwhelmed within a mere day of the initial spawning, the Tyranids putting the massive biological resources of the planet to good use in reproduction. By the time word had spread to the few Berrin regiments still on active duty, revenge was a cause as lost as their homeworld.

    Decades after the devouring of Berrin, the remaining regiments from this dead planet are few and far between. Mentally scarred by what many soldiers whisper is the Watcher's failure to protect their home, psychotic breakdowns and frenzied suicide attacks are a common concern in the field. Approximately twelve full regiments remain, constantly reorganized to replace their losses and deployed to active theatres where their skills in shadowing and melee kills will be put to good use. Poorly organized, many of the remaining feral-worlders are simply looking for an opportunity to die in a way that befits their ancestors; with every casualty, another fragment of Berrin's primal, near-shamanistic culture is forever lost.


    Siege Status: Ongoing.
    Squad Logistics Rating: 10

    IC is here!
    Last edited by Doc Kraken; 2014-03-17 at 10:47 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    ClericGuy

    Join Date
    Jan 2013

    Default Re: The Hungry Void (OOC)

    Spoiler: He who carries the Light of the EMPRAH into Battle!
    Show
    Name: Tristan Solar
    Demeanor: Slacker. Hard work is an anathema to this character, and despite the difficulty of maintaining a lazy lifestyle on the battlefield, this character is willing to try. While he cannot usually derelict his duties for fear of reprisal, this character is eager to pass on hard or unpleasant tasks to any squad-mates willing to take them up in his stead.
    Support Specialist: Ministorium Priest
    Regiment: Los Solvus 31st Iron Harts
    Handedness: Left Handed

    WS: 32
    BS: 39
    S: 34
    T: 41
    Ag: 38
    Int: 30
    Per: 35
    WP: 33
    Fel: 51

    Wounds: 16/16
    Fate: 3/3

    – – Fellowship, Leadership, Perception, Social, Strength, Toughness, Weapon Skill, Willpower

    – – Skills:
    – Charm (Fel)
    – Common Lore (Ecclesiarchy) +10 (Int)
    – Common Lore (Imperial Creed) (Int)
    – Forbidden Lore (Heresy) (Int)
    – Intimidate (WP)
    – Linguistics (Low Gothic) (Int)
    – Parry (WS)
    – Scholastic Lore (Imperial Creed) (Int)
    – Tech-Use (Int)

    – – Talents:
    – Bombadier: May make ranged attacks with weapons that have the Indirect Quality targeting locations I can't see as a half action rather than a full action. When firing an Indirect Weapon or throwing a grenade roll twice for Scatter Direction and pick the result you wish.
    – Hatred (Orks): I hate Throne Blighted Orks! When fighting in Melee against Orks I get +10 to all WS Tests. Must make a Willpower Test to retreat or surrender to the Greenskins.
    – Nerves of Steel: May reroll failed tests against or to recover from Pinning, and +10 to resist Intimidation.
    – Resistance (Fear): +10 to Fear Tests.
    – Unshakable Faith: May reroll any failed Fear Tests.
    – Weapon Training (Chain, Flame, Low-Tech, Solid Projectile): Can use without penalty.

    – – Traits:
    – Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.
    – Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
    – Untempered Zeal: The pious spirit of the penitent is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.

    – – Equipment:
    – Ecclesiarchy Robes
    – Common Craftsmanship Flamer
    – Common Craftsmanship Chainsword
    – Book of Scripture
    – Autogun (4x Magazines) (Auxiliary Grenade Launcher)
    – Autopistol (2x Clips)
    – Frag (x1)
    – Krak (x1)
    – Knife
    – Best Quality Light Carapace Armor (Photo Visor)
    – Deadspace Earpiece
    – One combi-tool
    – One data-slate
    – One anointed toolkit
    – Four Empty Sandbags
    – One I-97 Entrenching tool
    – Blanket
    – Dog Tags
    – Grooming Kit
    – Mess Kit
    – Rechargeable Lamp Pack
    – Rucksack
    – Set of Basic Tools
    – Set of Poor Weather Gear
    – Sleep Bag
    – Uniform
    – Uplifting Primer
    – Water Canteen
    – 2x Weeks Ration

    – – Comrade:
    – Name: Keeghan Thale
    – Demeanor: Mentor: This character regards one or more members of the squad as his charges, and generally takes a parental, or at least supportive attitude towards those with less experience on the battlefield.

    – – Experience 300/300
    Fellowship +5 (100 XP, Two Matching Aptitudes)
    Parry (200 XP, One Matching Aptitude)

    – – Fluffers:
    – Appearance:
    Tristan Solar is a tall, broad man, standing just over 6'4” and thick about the shoulders and chest, it makes him generally stand up head and shoulders compared to people in a room, further drawing attention from his dark black hair and bright blue eyes. Tristan Solar generally, unless forced to otherwise, can be found slouching with slumped shoulders, head pointed downwards, usually dressing in his Ecclesiarchal robes, colored a light blue with silver trim and embroidery. It's only when he's on the battlefield (or someone is demanding) that he stands tall and strong. He's known to generally be slow moving, poking along and doing things “carefully”, except when the bullets fly where he becomes a more lively sort, prone to large expressions, bellowing cries, and exaggerated movements.

    – What is the Character's Demeanor?
    There's two sides to Tristan's behavior, that which he shows off the battlefield, and that which he shows on, almost polar opposites of each other. Off the Battlefield Tristan is lazy, laid back, preferring to Talk and Think rather than act, more than willing to let people take the lead in life, and generally finding some way to do the bare minimum required to get by. He seldom volunteers to do extra labor (Unless that labor is important to his future comfort), is prone to trying to make friends, swapping stories, and generally doing whatever he can to make sure that he has people who are willing to help him out.

    On the battlefield however, he's different, it's almost night and day. He's very optimistic, convinced that with Faith and guts, he will come out on top of whatever is heading his way. He's prone towards reckless action, preferring to attack rather than wait, always eager to lead the charge, knowing that an enemy is more decisively engaged in melee. He's prone to singing, or chanting when he's in battle, always a bundle of energy, even when people convince him that it's best to hunker down for a moment he'll find himself pacing back and forth, shouting out litanies and singing praises to the God Emperor as he waits for the moment to be unleashed.

    – What Will the Character Sacrifice?
    Tristan isn't one for sacrifice in general. Mostly because he doesn't believe he HAS to. He thinks that he'll be perfectly fine so long as he cleaves to the Big E. So he's not in a big hurry to go and throw good thrones after bad, piling on bodies, blood, sweat, and misfortune to accomplish his goals. Why would he need to? However he will sacrifice his own personal comfort in general. This is part of his Combat Demeanor, where he came to the realization that when things truly got hard, and the time to put up came up, he couldn't skirt things. He hated being the Survivor and others being injured. As a man of Faith he couldn't put up with it, so he was eager to jump into battle himself instead. It's not a sacrifice, no, he plans on winning. But he can't stand just standing by and watching people get ground up. Or risk being ground up.

    – What is the Character's Greatest Ambition?
    Head Confessor of a Sororitas Convent. It seems like a cushy gig to him, and one that he might get a way to hook into if he's successful on the battlefield. And why not? Convents are actually quite rich, as the Ecclesiarchy is rolling in it, they have some of the best rations you can expect out of a Military Gig, pleasant scenery, it sounds like the life to him, where he rarely will have to go to battle (And when he does, there'll be a bunch of the hardest badasses in power armor along with him), and when he's not, quiet contemplation and good company at the convent.

    – What is the Character's Greatest Hatred?
    THRONE BLIGHTED RECAFF FLAVORING ON THINGS! Cakes, cookies, candy, dammit Recaf is nasty and stop making things taste like it!

    Sure, he hates everything a good Priest should hate. Mutants, things like Orks, Daemons, Heretics, etc. But you can't compare that to the sheer hatred that he will work up when someone tries to push some recaff flavored cake on him. He'll be ready to charge the Eye of Terror itself if it means chain swording whatever daemon prince devised such foulness, for surely it must be Heretical!


    So shall it be!
    Last edited by ArcturusV; 2014-03-04 at 11:56 AM.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  3. - Top - End - #3
    Ogre in the Playground
     
    Sir Dancealot's Avatar

    Join Date
    Jan 2014
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    Gender
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    Default Re: The Hungry Void (OOC)

    Sergeant-Commissar Nova Tyrellius "The Wolf"
    Demeanor: Smooth

    Spoiler: The Sergeant-Commissar's Crunch
    Show
    Spoiler: Commissar
    Show


    Stats:
    WS: 30
    BS: 31
    S: 36
    T: 35
    Ag: 28
    Int: 31
    Per: 25
    Will: 33
    Fel: 38

    Aptitudes:Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower

    Wounds: 17/17
    Fate: 3/3

    Skills:
    Command +10 (Fel)
    Common Lore (Ecclesiarchy) (Int)
    Common Lore (Imperial Creed) (Int)
    Common Lore (Imperial Guard) (Int)
    Intimidate +10 (Will?)
    Linguistics (Low Gothic) (Int)
    Scholastic Lore (Tactica Imperialis) (Int)
    Tech-Use (Int)

    Talents:
    Air of Authority
    Bombardier
    Combat Formation
    Nerves of Steel
    Resistance (Fear)
    Unshakeable Faith
    Weapon Training (Bolt)
    Weapon Training (Chain)
    Weapon Training (Solid Projectile)

    Ranged:
    Autogun (Auxiliary Grenade Launcher) (4x Clips)
    Autopistol (2x Clips)
    Good Craftsmanship Bolt Pistol (3x Clips)
    Frag (x1)
    Krak (x1)

    Melee:
    Knife
    Good Craftsmanship Chainsword

    Armour:
    Commissar's Uniform
    Venshani-Pattern Commiserate Carapace w/ Photo Visor (6 All)

    The Los Solvus regiments are quite famous for working well the Commiserate. In a show of good faith, they had this pattern of Light Carapace armour designed for those that would fight beside them. It's quite a sight on the battlefield, although somewhat difficult to find and weighty due to also following the Commiserate Uniform Code.


    Devotional Engravings: Once per mission, may reroll a failed Willpower test to resist Fear or Pinning while armor is worn.
    Badge of Status: +5 to Charm and Command tests while armor is visible.
    Intimidating: +5 to Intimidate while armor is visible.
    Fixed Pattern: -10 to Logistics tests to obtain.
    Unnecessary Features: +2kg to weight.

    Gear:
    Recaf (x2)
    Deadspace Earpiece
    One combi-tool
    One data-slate
    One anointed toolkit
    Four Empty Sandbags
    One I-97 Entrenching tool
    Blanket
    Dog Tags
    Grooming Kit
    Mess Kit
    Rechargeable Lamp Pack
    Rucksack
    Set of Basic Tools
    Set of Poor Weather Gear
    Sleep Bag
    Uniform
    Uplifting Primer
    Water Canteen
    2x Weeks Ration

    Per Squad:
    2 Grenade Launchers
    1 Lascutter
    6 Demolition Charges
    1 Siege Auspex
    1 Chimera with turret-mounted autocannon, hull-mounted heavy flamer, pintle-mounted heavy stubber, dozer blade, and camouflage netting

    Special:
    Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
    Untempered Zeal: The pious spirit of the penitent
    is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.
    Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.

    Experience Expenditure! 0/300
    Command - 100
    Command +10 - 200


    Spoiler: Fluffery
    Show
    Basic Background: Like most Imperial Commissars, Nova was taken in at a young age after her parents died to be raised and indoctrinated by the Imperium's Schola Progenium. Originally planned to become a Sororitas, it was found that she excelled at other areas. It was found that she was equally terrifying, and a natural leader. Which is exactly what they need for the Commissars. At the end of her training in the Schola, Nova was sent to the Los Solvus 30th as a Commissar Cadet, one of five at the time. At the end of her training, she had earned a reputation for a being a fearless fighter, and worthy commander. She, along with the two other surviving Commissars Cadets were re-designated to various Guard regiments. She was sent to the Los Solvus 31st, and was given the rank of Sergeant-Commissar and given command of a specialized squad. While they have a specific designation, (Morale Squad 1) everyone calls them Nova's Wolves. She is the first to bear the rank of Sergeant-Commissar, and should the experiment prove successful, she will be one of the few to attain the rank of Commissar-Captain.

    Appearance: Tall, with a regal stature, Nova is a striking woman, in more ways than one. First of all, she's a tall woman, just above two meters, and well muscled from her time in service to the Throne. Her naturally golden eyes and hair put most people off guard at first. They aren't a yellow or blonde, they're almost legitimately golden. At times, it seems that they might even glimmer in the light. Along with her Commissariat suit, she most definitely strikes a figure on the battlefield.

    Bloodline: All she knows of her past is her name. Tyrellius. Once a noble family, she was told that she was the last of her line. Any inquiry further was met with silence. As she grew in influence, her attempt to find any information about her family was met with the seal of the Inquisition. In truth, the Tyrellius line was a line of heretics. Were it not for her young age, and the intervention of a Cardinal, she herself would have been killed. The type of heresy that the family had been committing? A form of tech heresy, Genetic manipulation. As the line expanded and grew in power, the manipulations became more and more obvious, becoming flat out mutations after a while. Nova was seen as pure somehow, by both Psykers and the Cardinal. The only oddities being her hair and eyes. Being acceptable in the eyes of the God-Emperor, she was sent to the Schola. No problems physically or mentally have cropped up. In fact, she's somewhat average. So far.

    What is the Character's Demeanor?
    Nova is a smooth, easy to talk to woman. She's always willing to listen to a comrade, or even a small child in the street. She has an easygoing personality, even while in combat. Instead of being the Commissar that terrifies people, she encourages them to stand tall for the Emperor, and that through his will the Imperium will stand. She's a fiery woman, with a loud voice and a personality to match. It's few men that don't respect her, and fewer still that fear she'll kill them out of hand.

    What will the Character Sacrifice?
    Sacrifice? Nova has already given her life for the Imperium. Is that not good enough? Must she sacrifice men? Mechanics? Her soul? For those under her command, she will do almost anything to see them kept alive, unless their actions have brought justice upon themselves. She's already given herself to the Imperium, what more could she do?

    What is the Character's greatest Ambition?
    To prove that she is worthy of being a Commissar, that this test she is undergoing succeeds because of her. If she can make this “Morale Squad” work, she'll be the first of hundreds of such squads. She'll be a legend. Who doesn't want to be a Legend?

    What is the Character's Greatest Hatred?
    As she had been trained, she has a burning hatred for those that would stand against the Imperium, for those that would not willingly give themselves for the Emperor. She has given all she has for the betterment of mankind. Why can others not do the same? In truth, that is true lazyness and cowardice.
    Last edited by Sir Dancealot; 2014-03-19 at 10:47 PM.
    Avatar by Prime32

  4. - Top - End - #4
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
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    Default Re: The Hungry Void (OOC)

    Magnus "Mag" Erskin
    Heavy Gunner




    "I leave the theological stuff to the theological types, ma'am. Now, you say you wanted a det-charge?"
    WS BS S T Ag Int Per Will Fel
    32 32 38 42 36 25 30 28 38

    Wounds: 17
    Fate: 3

    Skills:
    Athletics, Charm, Common Lore (Ecclesiarchy, Imperial Creed, Imperial Guard, War), Dodge, Intimidate+10, Linguistics (Low Gothic), Tech-Use

    Talents: Bombardier, Combat Formation, Iron Jaw, Nerves Of Steel, Resistance (Fear), Weapon Training (Solid Projectile, Low-Tech, Heavy, Launcher),

    Special
    Spoiler
    Show
    Only One Life to Give: So driven to martyrdom are the penitent, that it can drive them to take unnecessary risks, lamenting that they can only sacrifice themselves once. Penitent characters must pass an Ordinary (+10) Willpower Test in order to retreat from combat or otherwise act in the interests of self-preservation.
    Untempered Zeal: The pious spirit of the penitent
    is almost unmatched in its ferocity, and while their faith is closer to the violent ardour of the fanatic than the divine clarity of the Adepta Sororitas, it is nonetheless inspiring to behold. Penitent characters may re-roll any failed Charm Test to inspire religious fervour or righteous hatred in others.
    Limited Numbers: When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another request for troop support.


    Gear
    Spoiler
    Show
    Ranged:
    One combat shotgun with four clips (Auxiliary Grenade Launcher)
    Grenade Launcher
    Heavy Stubber with four clips
    Autopistol (2x Clips)
    Frag (x1)
    Krak (x1)

    Melee:
    Knife

    Armour:
    Best Quality Light Carapace Armor with photo visor (18pts)

    Gear:
    Deadspace Earpiece
    One combi-tool
    One data-slate
    One anointed toolkit
    Four Empty Sandbags
    One I-97 Entrenching tool
    Blanket
    Dog Tags
    Grooming Kit
    Mess Kit
    Rechargeable Lamp Pack
    Rucksack
    Set of Basic Tools
    Set of Poor Weather Gear
    Sleep Bag
    Uniform
    Uplifting Primer
    Water Canteen
    2x Weeks Ration


    Advances & Aptitudes
    Spoiler
    Show
    Aptitudes: Ballistic Skill, Defence, Fellowship, Offence, Perception, Toughness.

    Advances
    +5 Toughness 100
    Dodge 200
    Charm 200
    +5 WS 100


    Background/Personality
    Spoiler
    Show

    Demeanor: Affable.

    Mag is massively muscled, but gentle, cheerful, and polite. Often reffered to as "the nice young guardsman," his affable nature and penchant for poor jokes lead many to underestimate him. In combat, however, Mag sends enemies diving for cover with salvos of grenades or heavy bolter rounds, slinging launchers or cannons as if they were rifles.

    Spoiler
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    “Mag. Like “Magazine”” Pevensie announced. He was, Magnus could tell, the joker of the squad. “Like a fresh Magazine, or something. We’ll call him Mag.”

    Magnus shrugged. “If you want.”

    They were sat around a chem-fire on the mustering decks. A little way from them was the railing to the deck cavity where the Reavers stood, two hundred feet tall, crouched slightly to fit in the main deployment bay of the carrier. The racks around them were filled with soldiers- the men and women of the Reaver’s support regiments, filling the space like sand poured into a jar around stones.

    The skitarii got their own cabins, two decks above. The support regiments barely got bedrolls.

    Pevensie scrutinised the new recruit. He was heavy and bulky, his biceps bulging, his neck thick. His uniform was neatly pressed and folded- unusual in itself- and his hair was blonde and hung just longer than the standard. It seemed to be the only regulation he was even scraping against.

    “What did you say your job was again?” Pevensie asked.

    “Ammo-carrier. Loader. Secondary gunner if needed.” The newcomer shrugged: his shoulders moved like Carnodons turning over in their sleep. “Soldier, I suppose.”

    Pevensie snorted, and turned to check on his autocannon in her crate. “That means if i run dry, blame is on you?”

    Mag shrugged again. “I suppose so.”

    ---

    “Mag! Magnus!”

    The shelling had started nearly an hour ago. In the Tranch outhives, ramshackle buildings of sheet-iron and plasti-steel frames were built in layers over each other, ten stories high, a crust of metal over the mud and stinking waste below. The titans waded clean through the buildings, forcing smashed metal aside in their wake as if moving through water, but the mud at the buildings base was too deep and toxic for the support infantry, and so they fought their way through and across the buildings, hours upon hours of constant room-to-room clearance, killing and killing and killing, just hoping to keep up with the titans.

    Pevensie was pinned. He had slammed himself against a sheet-metal wall where it was double-thick, the only way it could stop lasgun bolts penetrating. Mag was laid down in a dint in the floor twenty meters away, three autocannon magazines slung on his back. He didn’t like to think of what would happen if a las-shot cooked them off.

    “Mag, I need warp-frakking ammo! They’re moving up!”

    The constant storm of lasbolts against the edges of the building they were in was intensifying, as the throng moved closer. Psyk-wind was whistling through the ragged corridors. Something else was coming.

    Mag threw himself to his feet and charged forward, head down, lasbolts whickering around his head. One hit him in the back of the thigh, and blew out his right tendon. He went down hard, sprawling, and in the end that was what saved him. The first shell fell clean through the two storeys above them and continued on down before striking a chunk of rebar and detonating. A ten-meter area of the floor was blasted away upwards, and had Mag not fallen he would have been directly in the middle of it. When the smoke and dust had cleared, Mag saw Pevensie lying dead, his organs mashed by concussive shock. His cannon was on the other side of the now cavernous hole, unscathed.

    At least as the shell curtain continued to move, the throng had backed off. Mag skirted the edges of the shell-hole at a hop, his leg flapping uselessly behind him. He ducked into Pevensie’s cover and clamped a fresh autocannon magazine in.

    When the Throng returned, a minute later, picking through the debris of the buildings, carrying melta-guns and cutting torches, hoping to sweep around and into the titan’s legs, Mag was waiting for them.


    Comrade: KC Gabler
    Demeanor: Lucky
    Last edited by LeSwordfish; 2014-04-19 at 01:47 AM.
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    SamuraiGuy

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    2nd EDIT: Switched my speech to red.

    EDIT: Added in my Wounds, Armor Points, and Fate Point. Working on backstory now.


    Spoiler: I call him, Raistlin! Mendal, as cool as Majere is
    Show

    Spoiler: Characteristics
    Show

    WS: 40 (+20)
    BS: 23 (+0)(+3, Regiment)
    S: 40 (+20)
    T: 46 (+20)(+6, Regiment)
    Ag: 30 (+10)
    Int: 30 (+10)
    Per: 17 (+0)(-3, Regiment)
    WP: 48 (+20)(+5 Psyker)(+3, Regiment
    Fel: 20 (+0)
    Wounds: 12 (8+4)
    AP: BC Light Carapace (6, All)
    Corruption: 4
    Fate Points: 1

    Spoiler: Aptitudes
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    Psyker:
    Intelligence
    Knowledge
    Perception
    Psyker
    Strength
    Willpower

    Spoiler: Psyker Powers
    Show

    Endurance (300 XP)
    Prescience (200 XP)
    Spontaneous Combustion (200 XP)

    Spoiler: Skills
    Show

    Common Lore (Adeptus Astra Telepathica)
    Forbidden Lore (Psykers)
    Psyniscience
    Scholastic Lore (Cryptology)
    Common Lore (Ecclesiarchy)
    Common Lore (Imperial Creed)
    Intimidate
    Linguistics (Low Gothic)
    Tech-Use

    Spoiler: Talents
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    Heightened Senses (Hearing)(+10 to Tests using that sense)
    400 XP Psychic Powers (See Above)
    Weapon Training (SP, Low Tech)
    Bombardier (Make attacks with the Indirect Quality targeting locations I cannot see as 1/2 actions instead of Full. Roll twice to determine scatter and pick preferred result.
    Resistance (Fear)(+10 to WP Tests to Resist Fear)
    Nerves of Steel (Re-roll failed WP to resist Pinning, +10 to resist Intimidation)
    Combat Formation(+1 to Everyone's Initiative Roll, anyone may use my INT Bonus instead of their Ag Bonus for Initiative)

    Spoiler: Traits
    Show

    Psyker (Psy Rating, PR 2, 1d5 Corruption Points)
    PR: 2
    Only One Life to Give: (+10) WP Test to retreat or otherwise act in self preservation.
    Untempered Zeal: Re-roll any failed Charm Test to inspire religious fervor or hatred in others.

    Spoiler: Gear
    Show

    Specialist Equipment
    Data-slate, Psy-Focus, BC Staff
    Regimental Standard
    Autogun (4 Clips)
    Autopistol (2 Clips)
    Frag (x1)
    Krak (x1)
    Knife
    BC Light Carapace Armor with Photo-Visor
    Spoiler: All the rest of it
    Show

    Recaf (x2) (4pts)
    Deadspace Earpiece
    One combi-tool
    One data-slate
    One anointed toolkit
    Four Empty Sandbags
    One I-97 Entrenching tool
    Blanket
    Dog Tags
    Grooming Kit
    Mess Kit
    Rechargeable Lamp Pack
    Rucksack
    Set of Basic Tools
    Set of Poor Weather Gear
    Sleep Bag
    Uniform
    Uplifting Primer
    Water Canteen
    2x Weeks Ration

    Per Squad:
    2 Grenade Launchers
    1 Lascutter
    6 Demolition Charges
    1 Siege Auspex
    1 Chimera with turret-mounted autocannon, hull-mounted heavy flamer, pintle-mounted heavy stubber, dozer blade, and camouflage netting


    Spoiler: Spent XP
    Show

    Spontaneous Combustion (200 XP)
    Last edited by OOPWER; 2014-03-12 at 09:23 PM.

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    Goblin

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    Default Re: The Hungry Void (OOC)

    Vonun "Greybark" Holm
    Scout and Sniper


    Basics
    Spoiler
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    {table] WS | BS | S | T | Ag | Per | Int | WP | Fel
    33|31|24|12|38|49|30|30|37
    [/table]

    Wounds: 12
    Fate: 3
    Insanity: 7
    Demeanour: Old


    Skills
    Spoiler
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    • Awareness +10
    • Deceive
    • Parry +10
    • Slight of Hand
    • Stealth +10
    • Survival
    • Trade (Armourer)
    • Trade (Cook)


    Talents
    Spoiler
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    • Ambush
    • Blind-Fighting
    • Deadeye Shot
    • Frenzy
    • Hatred (Tyranids)
    • Heightened Senses (Sight, Smell, Taste)
    • Paranoia
    • Weapon Training (SP, Las)


    Special
    Spoiler
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    • Fluency: Characters do not begin with Linguistics (Low Gothic) Skill at creation.
    • Violence Answers All: When given the opportunity to "crush a foe utterly", a Player Character must make a Routine (+20) Intelligence or Willpower Test to pass up the chance. DM's discretion on application.
    • Suspicious of Machine Spirits: A further -10 to Common Lore (Tech), Medicae, and Tech-Use Skill Tests--unless one is trained in that Skill.
    • Infiltration: When two or more characters from a Squad with this Doctrine are called upon to make a Stealth Test, one of the characters making the Test may choose to make his Test at a –10 penalty. If he succeeds, one other character making the Test may use the first character’s Agility Characteristic for the Test instead of his own. The characters must be within 10 metres of one another to use this ability.
    • Survivor's Guilt: Regiment members begin play with 2d10 Insanity.
    • Last Survivors: When requesting replacement members, roll 1d10:

      1-2: No reinforcements
      3-4: Reinforcements from the original Berrin 4th Reconnaissance
      5-10: Reinforcements arrive from Los Solvus 31st

    Gear
    Spoiler
    Show
    Ranged:
    {table]Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special
    Sniper Rifle | Basic | 200m | S/--/-- | 1d10+4 I | 3 | 20 | Full | Accurate, Reliable, Home Materials
    Combat Shotgun | Basic | 30m | S/3/-- | 1d10+4 I | 0 | 18 | Full | Scatter, Auxiliary Grenade Launcher
    Auxiliary Grenade Launcher | Basic | 45m | S/--/-- | As Grenade | As Grenade | 1 | Full | |
    Autopistol | Pistol | 30m | S/--/6 | 1d10+2 I | 0 | 18 | Full | |[/table]

    Melee:
    {table]Name | Class | Range | RoF | Dam | Pen | Special
    Knife | Melee/Thrown | 5m | ------ | 1d5+2 R | 0 | |
    Throwing Knife | Thrown | 4m | S/2/-- | 1d5+5 | 0 | Accurate[/table]

    Armour:
    Best Quality Light Carapace Armor (Venshani-pattern), w/Photo Visor

    Gear:
    Chamleoline Cloak
    Recaf (x2)
    Deadspace Earpiece
    One combi-tool
    One data-slate
    One anointed toolkit
    Four Empty Sandbags
    One I-97 Entrenching tool
    Blanket
    Dog Tags
    Grooming Kit
    Mess Kit
    Rechargeable Lamp Pack
    Rucksack
    Set of Basic Tools
    Set of Poor Weather Gear
    Sleep Bag
    Uniform
    Uplifting Primer
    Water Canteen
    Weeks Ration (x2)
    Two shotgun clips
    Two autogun clips


    Advances & Aptitudes
    Spoiler
    Show
    Aptitudes:
    • Agility
    • Ballistic Skill
    • Fellowship
    • Fieldcraft
    • Finesse
    • Perception
    • Social


    Advances
    Trade (Armourer) (200xp)
    Survival (100xp)


    Background/Personality
    Coming soon!

    Comrade: Lyd Shor, Ratling Spotter
    Demeanor: Optimist
    Last edited by Vexing; 2014-03-17 at 05:49 PM.

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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Heh, normally I would have replied by now, but I was taking my time, not wanting to start things off. I always start things off. Sometimes I worry that my... impulses... might pull things in directions people don't like.

    ... Vexing knows what I mean. In his Faux Latin game, my character has gone on a one man crusade of shooting people for no reason, spreading fear and loathing, and making wild accusations that can threaten the entire stability of the game.

    Since you know, in the span of about 3 "Scenes" I:

    A) Established an order of Holy Hookers.

    B) Created a Redemptionist movement of peasants thinking that daemons and witches are rampaging around/to blame for all their troubles and the Cult Mechanicus and Ecclesiarchy have their hands in it, FIREBOMB EVERYTHING.

    C) Murdered a guy because he stopped me from seeing a Holy Hooker and implied I was a lazy bum begging for scraps.

    ...

    ...

    so I kind of worry about my tendency to Make Things Happen if I'm allow unchecked ambition.

    Lazy Priest Tristan would probably have Sororitas Bikini Chimera Wash and Jello Wrestling, then have everyone BLAM'd for HERESY when they start gawking if I was left to my own motivations...

    ... also burning down the warehouse storing all Recaff and Recaff Flavored Items.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    Vexing, you allowed Arc access to firebombs?

    This...this was your first mistake...


    Those may be the lengthiest intro posts I've seen! Good stuff!

  9. - Top - End - #9
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    To be fair I was a smart ass and pointed out that the Firebombs in Dark Heresy are, by RAW, just "A bottle of rotgut and a rag". Thus piss easy to scavenge/make which is why it's only 5 thrones per lot. I don't think he really could have stopped me from having them made up.

    ... also Doc, let me know if I'm going too crazy for ya. Same warning I give Vexing, as I seemingly randomly and pointlessly murder folks.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    Will do, although I'd imagine random and pointless murder might draw certain...repercussions...

  11. - Top - End - #11
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Probably not going to happen with Tristan. However expect more random Samuel Clemens references, I'd imagine. And similar things. Maybe sprinkled in with College Comedy references like Panty Raids on the Sororitas? I dunno. The setting is so grim typically that sometimes I'm inspired to put in some comedy not to ruin the feel... but for the same reason Shakespeare did it. It provides levity and variety to a play, and makes the GrimDark all that much more Grim and Dark by comparison.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  12. - Top - End - #12
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    SamuraiGuy

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    Default Re: The Hungry Void (OOC)

    Never really done a nihilist before, probably because I'm not one. I've done cynical though. I'm figuring a nihilist is basically a depressed cynic, so that's how I'll write out Raistlin.

  13. - Top - End - #13
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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    You're talking to the guy who turned General Melchett into a Commissar. I'm all for injecting some humor into the setting (although I tend to favor a slightly darker style, but that's just down to personal preference). 40k's at its best when it doesn't take itself too seriously. That one space marine killing all those guys or the guard regiment holding the line despite 87% casualties or the Inquisitor finding out horrible Lovecraftian abominations is fun, but what's really memorable is



    ...which, by my count, has made it into two official adaptations of the 40kverse already...

    And that sounds like a perfectly acceptable use of the archetype, OOPWER!
    Last edited by Doc Kraken; 2014-03-12 at 09:46 PM.

  14. - Top - End - #14
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Well... it's all about what works.

    For me, I like 40k because it speaks about the Human Spirit in a way that science-fiction and Fantasy lately tends NOT to. Touching on themes like Faith as a Good Thing, Along with the Brutality it can inspire all at the same time. The perseverance of the human spirit against truly hellish odds. How people adapt and cope with serious trauma and madness, and in the end even find their own measure of peace and happiness even in the worst situation (Even if that peace is only because they knew they Stood Their Ground and Died for Mankind, Ollie Pius style).

    Part of why I don't wank over SPESS MEHREENS. Space Marines don't tell that story. They tell the story of Special Kids who are Genetically Perfect, engineered war machines who Badass their way through things with their Gifts, the pinnacle of mankind who wins the day and lives for nothing but war.

    But since I like the Human Spirit narrative in the setting... it needs all parts of life. People use humor to cope with tragedy, they seek out comfort where they can. Very human things. And by denying them to be "grimdark" you end up making it less "grimdark" because the people make no sense compared to humans as we know them.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    The Human Spirit thing is one of the big reasons I like the Guard (the other, of course, being that they can easily be tweaked into the cast of Aliens). And there definitely needs to be a certain amount of coping humor. Hell, I'm pretty sure even the SPESS MEHRENES use it on occasion - Captain Titus strikes me as the sort who'd let off a snark or two. In between wiping out entire Ork Waaaagh!s, anyway. We're totally agreed on that!

    There also really ought to be a certain amount of out of universe humor too, though...because this universe is inherently, purposefully, gloriously ridiculous. Everything is incredibly over the top, technology is mostly built around cargo cults, people wear giant billowing robes, skin-tight bodygloves, and fantastically fashionable shoulderpads of doom. You're on a battlefield with snipers and artillery and orbital strikes and your chosen method of engaging the foe is to run up right next to him and hit him with a chainsaw. There are entire planets tasked with maintaining records, and these planets have civil wars because they can't decide what to do with the forms that are ten millennia out of date. It's amazingly, deliberately, wonderfully insane and good grief is it grim when you look at it from the average dude's perspective.

    Which is where the humor you were talking about comes in...which brings us full circle, I believe.

    Ollanius Pious is the best Guardsman
    Last edited by Doc Kraken; 2014-03-12 at 10:32 PM.

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    Goblin

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    Default Re: The Hungry Void (OOC)

    I'm hoping the introductory post went over well; if there was too much/little detail or something off, just let me know and I'd be happy to touch 'er up.

    Also, Doc! Vonun is going to indulge in a little pre-assignment stealing, at least that's his intent. Will he have time to manage that in the half-hour before his briefing?

  17. - Top - End - #17
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Well you got about 17 minutes by my count. He said 10 minutes to get to it from Wherever You Are, about 3 minutes of "post time" that you covered. So probably more like a quick smash and grab over more complex "looting" I'd think.

    At least that would be my read.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  18. - Top - End - #18
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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    Yup, you're good!

    As for the petty theft, you do indeed have enough time to go for it. Rolling required, of course. Looks like you were intending to rob the relief supplies - I'll ask for a Sleight of Hand check if you want to act like you're helping while slipping something into your pockets, or a Stealth check if you want to sneak off with something without getting involved. Stealth is Ordinary (so +10), Sleight of Hand is Challenging (+0).

    I'll get an IC description of the area and potential things to loot up soon.

  19. - Top - End - #19
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    Goblin

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    Default Re: The Hungry Void (OOC)

    Most excellent. Also, I forgot to put this in with the original post--slipped my mind entirely. Vonun has sent Lyd off to see if he can hawk those two clips for anything worthwhile. Is that something I'd need to be making a check for, or will be left to your judgement?

  20. - Top - End - #20
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    I could have swore I read something to that effect in your original post.

    I figure I'll not do anything too terribly exciting on my way to the meeting. Shower is on the agenda. That's about it.

    And considering what he did, really it would be Fair to give him Fatigue or Two. Though I won't force you to rule that.
    Currently sick as a dog and unable to focus properly. Will heal soon.

  21. - Top - End - #21
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    Goblin

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    Default Re: The Hungry Void (OOC)

    Well, original post being my question to Doc. I made sure to put it into the IC; I just wasn't sure how it worked out OOC!

    Edit: Are the boxes on top (Clergy, Surveying, etc.) small enough to be stolen with the appropriate Stealth? Failing that, how many effective rations (weeks worth, I imagine?) would be reasonable to try and have a little ratling secrete about his person? I figure being caught hauling off Clerical gear is an executable offense, whereas a ratling stealing food is...sort of par for the course. In a way.

    Either way, this chameoline cloak is about to get some serious mileage. Vonun isn't too proud to use his specialist gear for a little "opportunity borrowing".

    I'll have an IC post up tomorrow!
    Last edited by Vexing; 2014-03-13 at 12:10 AM.

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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    Yeah, sounds familiar to me too. I'll make a couple of off-screen rolls as you've sent your comrade out of the zone of Wise PC Guidance.

    Supply scene's up!

    Regarding Priestly fatigue - we'll assume they're invigorating showers.

    EDIT for Vexing Questions: All listed boxes are lootable there. You could sneak out roughly a week's worth of rations with a successful check.
    Last edited by Doc Kraken; 2014-03-13 at 12:16 AM.

  23. - Top - End - #23
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Coed eh?
    Currently sick as a dog and unable to focus properly. Will heal soon.

  24. - Top - End - #24
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    Doc Kraken's Avatar

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    Default Re: The Hungry Void (OOC)

    Sure - after the workout he just got from the Sisters, I'd think he'd have quite a sudden surge of energy if he spotted them trooping off to clean up.

    Those ladies are dedicated. I'm sure they'd be ready for another round of sparring!

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    SamuraiGuy

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    Default Re: The Hungry Void (OOC)

    I'm thinking, I should show up last. Or maybe first. Scare the living hell out of the refugees.

  26. - Top - End - #26
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    BURN THE WITCH! *torches and pitchforks*



    Think I'll wait a couple more before replying again. Can't go causing too much trouble too soon...
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Sir Dancealot's Avatar

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    Default Re: The Hungry Void (OOC)

    You people and your Comrades.


    More to the point though, I have an odd sense of humor sometimes.
    Last edited by Sir Dancealot; 2014-03-13 at 10:41 AM.
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  28. - Top - End - #28
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Brings a new meaning to "Morale Officer" and "bucking up the troops".

    Also...

    Tristan: WHERE IS IT?! NOOOO, SOMEONE STOLE IT!
    Currently sick as a dog and unable to focus properly. Will heal soon.

  29. - Top - End - #29
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    Goblin

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    Default Re: The Hungry Void (OOC)

    Spoiler: "Borrowing"
    Show
    Well, here we go! Time to get hauled up in front of the Commissars, eh?

    The first roll is to sneak through and in, obviously, but I'm going to be making an Awareness Test as well in the hopes that it'll give ol' Vonun either a bonus to Stealth (perhaps he'll pick a good window of opportunity) or to pick up on any sentry that might be "taking his job too serious".

    Stealth: (1d100)[25] vs. 78 (38, +20 from the Cloak, +20 from Skill and Difficulty)
    Awareness: (1d100)[41] vs. 59 (since I'm hoping I can apply Heightened Senses)


    Also, Dance? Classy! I had a good laugh. Getting to know Nova and further issues of the "Commissar's Justice" is going to be a hoot.

  30. - Top - End - #30
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    ClericGuy

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    Default Re: The Hungry Void (OOC)

    Well I guess that means I know what my next batch of XP is going into. Trade (Copyist) and Trade (Remembrancer). Because why not? Plus he's clearly the sort who'd do such a thing.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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