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GM_Loki's Hand of Corruption: Fallen Angels

Game Master Lokio

You have turned your back on the Imperium, and abandoned the oppressive society of mankind. Now you fight for new masters, or only for yourself, to gain plunder, glory, and infamy. Perhaps you will gain enough power to command your own Black Crusade!

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Welcome to the Barracks, preparation zone for your imminent Black Crusade against the Imperium of Man.

Dark Archive

Male Human

I'm keen. Still not entirely sure what to play - but steal leaning toward a Noise Marine build based off the Forsaken archetype.

@Retias There are sufficient Talents and Traits that you should be able to make a techmarine.

Shadow Lodge

I'm thinking of a character that is a sorcerer who might be a member of the Alpha Legion.

Hm. That could do it, aye. :) How would the template work though? Would I be using the heretek talents and skills template, with the additional CSM advantages?

Dark Archive

Male Human
Retias wrote:
Hm. That could do it, aye. :) How would the template work though? Would I be using the heretek talents and skills template, with the additional CSM advantages?

That might not balance out right. The Heretek has more skills and talents to account for the CSM having more natural abilities.

Went searching around the internet today and found a few homebrew suggestions for a CSM Techmarine archetype that look decent:

Skills: Tech-Use, Common Lore (Tech), Logic or Security, Forbidden Lore (Archaeotech) or Forbidden Lore (Xenos) or Forbidden Lore (Warp)
Talents: Technical Knock, Lesser Minion of Chaos (must be servitor or servo-skull) or Cold Hearted
Wounds: 15+D5
Gear: Legion bolt pistol, Legion servo-arm (interfaced with power armour), Interface Port, one common quality cybernetic implant.
Special Ability: Tech-Marine Implants
Tech-Marines start with Mechanicus Implants and a common quality cybernetic implant (noted above). The loyalty of any servitor or servo-skull minions is increased by +10.

Skills: Tech-Use, Common Lore (Tech), F. Lore (Archeotech or Warp or Xenos), S Lore (Astromancy or Chymistry)
Starting Talents: Technical Knock, Mechadendrite Use (utility), one from Heretek list or Mechadendrite Use (Servo-arm), Binary Chatter
Starting Traits: Mechanicus Implants
Starting Gear One of (mechadendrite, maglev, ferric, luminen) OR Servo-Arm, CQ Power Axe, 2 GQ implants
Wounds: 15+1d5

Those both look promising to me. What do you think, O GM?

I'm thinking I will play a Chosen who escaped the destruction of the Astral Claws.

Dark Archive

Male Human

Hmm... think I'll start by rolling my stats and see if that inspires me.

WS: 2d10 + 30 ⇒ (3, 6) + 30 = 39
BS: 2d10 + 30 ⇒ (8, 2) + 30 = 40
S: 2d10 + 30 ⇒ (8, 5) + 30 = 43
T: 2d10 + 30 ⇒ (4, 10) + 30 = 44
AG: 2d10 + 30 ⇒ (3, 10) + 30 = 43
INT: 2d10 + 30 ⇒ (5, 6) + 30 = 41
PER: 2d10 + 30 ⇒ (9, 7) + 30 = 46
WP: 2d10 + 30 ⇒ (8, 5) + 30 = 43
FEL: 2d10 + 30 ⇒ (4, 3) + 30 = 37
INF: 1d5 + 19 ⇒ (5) + 19 = 24

Reroll FEL: 2d10 + 30 ⇒ (7, 5) + 30 = 42

Alright, I think I'm going to go with a Champion instead of a Forsaken.

Starting Wounds: 1d5 + 15 ⇒ (4) + 15 = 19

Pride: Charm (+5 FEL, -5 T)
Disgraces: Greed (+4 Corruption, -10 Commerce)
Motivation: Dominion (+1 INF, +2 WP, +2 FEL, -4 AG, -1 Wound)

@Scotty: I guess that looks good, but I don't have my books in front of me to check it out. Excited to see how the noise marine works out.

@Hector: That'll be interesting. As far as I'm aware there aren't many sorcerers in the Alpha Legion as they prefer to be more subtle. Looking forward to seeing what you do with it.

@Retias: That looks like a fine techmarine to me, but like I said, I don't have my books to look over it with a fine-tooth comb (Which any house rules should be IMHO). Other than that, the idea of a corrupted techmarine sounds fine to me. I've always thought they should have them in the battles game.

@Elipses: Love the Astral Claws. Will you be one of the Red Corsairs or still consider yourself a member of the Astral Claws?

Then I'll sort my character in the morning, thanks. :)

scottybomb here with my character submission Regulus the Enticing.

Called "The Enticer" by those who know of - and fear - him, Regulus was a battle-brother of the Emperor's Children before their fall into Chaos, and fought at the Battle of Terra during the Heresy.

Regulus has a silver tongue, and over the centuries it is said he has led countless Chaos cults on a hundred different worlds - and there is nothing he loves more than the adoration and worship of followers.

Ultimately, Regulus' cults - almost all Slaneesh devoted, though some have been devoted to Chaos Undivided - have grown so debased that they can't help but be discovered. And he has always walked away to start up some other cult on some other world as his former followers were slaughtered in his wake.

His most recent cult was based in the Calixis sector 50 years ago, a group he called the "Adherents of Pain and Pleasure." They were rooted out by the Inquisitorial presence of the region, and Regulus was very nearly killed in the ensuing raid - but fled into the Screaming Vortex to recuperate and plan.

Patience is among Regulus' few remaining virtues. He knows that the greatest delights can come from anticipation - a trait that has kept him from becoming one of the jaded husks so many of his former brothers have. There are still many new and terrible sensations that he has yet to explore, and many dark impulses he has purposefully repressed... for now. The price of his centuries-long restraint is that he has also not been as blessed as so many of his former battle-brothers have, favoured as they are by the Prince of Pleasures.

Regulus has had his successes, and his failures, during the Long War, and has accrued a bit of a reputation. It may be that he's just one big opportunity away from the greatness he so deeply desires.

Creating a Noise Marine would have cost me all 500XP off the go just for the Exotic Weapon Training of 1 type of Sonic Weapon. Then, any one starting sonic weapon would have to have been at poor quality. Yuck.

Moreover, I was intrigued by the concept of playing someone with the Ancient Warrior talent.

Can always get the gear and needed talents down the road, though! ;)

Either way, I think I've made a decent character. My starting acquisitions were the hallucinogen grenades, and the legion bolt pistol. I haven't made my Lesser Minion of Chaos yet, but I figure it'll probably be a pathetic fawning drug-addicted Slannesh worshiper who recently became enamoured of the Emperor's Child.

GM_Loki wrote:
@Elipses: Love the Astral Claws. Will you be one of the Red Corsairs or still consider yourself a member of the Astral Claws?

He will definitely consider himself an Astral Claw, I am thinking he will be a member of the Tyrant's legion who fled before the Fall of Badab. This type of character is much more likely to travel far from the Maelstrom and join an independent warband.

Creation Rolls:
WS: 2d10=7 + 30 = 37
BS: 2d10=13 + 30 = 43
S: 2d10=15 + 30 = 45
T: 2d10=13 + 30 = 33
AG: 2d10=7 + 30 = 37 [REROLLED]
INT: 2d10=13 + 30 = 43
PER: 2d10=13 + 30 = 43
WP: 2d10=11 + 30 = 41
FEL:2d10=12 + 30 = 42 - 9 = 33
INF: 1d5=3 + 19 = 22 + 2 = 24

Wounds: 1d5=1 + 16 = 17 + 2 = 19

AG: 2d10=13 + 30 = 43

Pride: Foresight
Disgraces: Destruction
Motivation: Vengeance

Very cool, Regulus. Don't worry, you'll get the chance to acquire the sonic weaponry soon enough.

That's awesome, Elipses. I think the Astral Claws were cooler than the Red Corsairs anyway. Do you still wear the old colours? Though I assume you removed all the lions and aquillas from your armour for the much more fashionable 8-pointed stars.

Also, a note for those of you following my other BC thread, though they're both the Hand of Corruption (As I don't have the time to write my own material worth a damn, that's why I do PbP in the first place), they'll have different introductions. I'd like each of you to have at least passing familiarity with at least one of your fellow heretics.

Also, Retias, use the build for csm techmarine (A), but with the talents list for csm techmarine (B).

Male Astartes Forsaken

I am Alpharius.

WS: 2d10 + 30 ⇒ (7, 2) + 30 = 39
BS: 2d10 + 30 ⇒ (4, 9) + 30 = 43
S: 2d10 + 30 ⇒ (2, 9) + 30 = 41
T: 2d10 + 30 ⇒ (6, 9) + 30 = 45
Ag: 2d10 + 30 ⇒ (5, 8) + 30 = 43
Int: 2d10 + 30 + 5 - 4 ⇒ (10, 3) + 30 + 5 - 4 = 44
Per: 2d10 + 30 - 5 - 4 ⇒ (4, 9) + 30 - 5 - 4 = 34
WP: 2d10 + 30 ⇒ (5, 3) + 30 = 38
Fel: 2d10 + 30 - 5 ⇒ (4, 7) + 30 - 5 = 36
Inf: 1d5 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27

Reroll WP: 2d10 + 30 ⇒ (9, 8) + 30 = 47

Starting Wounds: 1d5 + 15 ⇒ (3) + 15 = 18

Pride: Logic (+5 Int, –5 Per)
Disgraces: Deceit (+2 Inf, –4 Per)
Motivation: Legacy (+2 Inf, –4 Int)

@Hector: Looks cool so far. Waiting to see the background.

@Retias: Scratch what I said earlier, here's my take on a Chaos Space Marine Techmarine:

Starting Skills: Tech-Use, Common Lore (Tech) or Linguistics (Techna-Lingua), Logic or Security, Forbidden Lore (Adeptus Mechanicus) or Forbidden Lore (Archaeotech)

Starting Trait: Mechanicus Implants

Starting Talents: Technical Knock, Mechadendrite Use (Utility) or Mechadendrite Use (Weapon), Lesser Minion of Chaos (must be servitor or servo-skull) or Cold Hearted

Wounds: 15+D5

Gear: Servo-Arm or Utility Mechadendrite or Ballistic Mechadendrite with Legion Bolt Pistol.

Special Ability: Traitor to the Omnissiah
The heretic was once a loyal Techmarine of the Adeptus Astartes (or has been equipped by those who were). He still possesses the tools of his former life. The Techmarine gains the Mechanicus Implants Trait (listed above), as well as one Good Craftsmanship Cybernetic of his choice. In addition, he gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.

@Alpharius Unaligned is actually not "True" to itself, it's "Allied." So your advances are a bit more expensive. That's the price of not aligning to one specific Chaos Power. ;)

Male Astartes Forsaken

You are correct, sir. Thanks, all fixed now.

Building me a Lesser Minion of Chaos:


WS: 01
BS: 05
S: 10
T: 10
AG: 20
INT: 10
PER: 11
WP: 10
FEL: 20
INF: --

Wounds: 2
Movement: 1/2/3/6
Skills: Deceive, Dodge, Linguistics (Low Gothic), Slight of Hand, Stealth +10
Talents: Heightened Senses (Hearing), Mimic, Orthoproxy, Unremarkable, Weapon Training (Solid Projectile)
Traits: Size (3) (+10 Stealth, -10 to Hit, -1 AB Movement), Toxic (1)
Weapons: Stub Revolver
Armour: Underhive Leathers (1 AP)
Gear: Box of Lho Sticks, 1 dose Stimm
Loyalty: 54

Rita was one of hundreds of street urchins born outside of the light of the Emperor. She lived for as long as she could remember among the ruins of Sacrgrave, scraping by a bare living on the dregs of the pirate civilization, addicted to stimms and lho sticks since she was old enough to hold them. Likely, she was meant for an early death or a cruel future as a slave to the pirates of her world. But fate works in strange ways in the Screaming Vortex.

Whatever whim it was that led Regulus the Enticing to walk through the lower levels of the shattered city early one evening, it led him to come face-to-face with the girl. Rita had heard tales of Astartes... but like so much else she assumed they were myths, legends to scare the little kids. When she beheld Regulus in all his terrible glory, it was a profound experience. Life changing.

Regulus didn't say a word to her, but she followed him. She has never stopped.

Rita is a 13-year-old girl, and from a very poor background, which is why her stats are fairly low for an "average human." She is slight, dirty, and largely unremarkable. But, as Regulus has learned over the years, she has her uses. She's sneaky, deceptive, and can lay on the "street urchin charm." She's also got a talent for voices, and a sharp ear. Rita can get places and move around in a way that her master simply can't. She also practically worships the Enticer, seeing him as a godlike saviour who took her away from a pathetic life, and shown her the glory and horrors of the cosmos. Her orthoproxy talent represents that unwavering loyalty far above and beyond what her Willpower score should allow.

Looks good. Making my rolls. :)

WS:2d10 + 30 ⇒ (5, 2) + 30 = 37
BS: 2d10 + 30 ⇒ (4, 7) + 30 = 41
S: 2d10 + 30 ⇒ (5, 8) + 30 = 43
T: 2d10 + 30 ⇒ (2, 7) + 30 = 39
Agi: 2d10 + 30 ⇒ (8, 5) + 30 = 43
Int: 2d10 + 30 ⇒ (4, 7) + 30 = 41
Per: 2d10 + 30 ⇒ (3, 4) + 30 = 37
WP: 2d10 + 30 ⇒ (9, 3) + 30 = 42
Fel: 2d10 + 30 ⇒ (6, 3) + 30 = 39

Reroll: 2d10 + 30 ⇒ (3, 2) + 30 = 35

Infamy: 1d5 + 19 ⇒ (3) + 19 = 22
Wounds: 1d5 + 15 ⇒ (2) + 15 = 17



WS: 37
BS: 41
S: 43 (8)/63 (10)
T: 39 (7)
Agi: 43
Int: 49 (6)
Per: 32
WP: 42
Fel: 35

Wounds: 15
Infamy: 24
Corruption: 2



Althetics (Agi)
Awareness (Per)
Common Lore: Tech (Int)
Common Lore: War (Int)
Dodge (Agi)
Forbidden Lore: Archotech (Int)
Forbidden Lore: Adeptus Astartes (Int)
Forbidden Lore: Horus Heresy (Int)
Forbidden Lore: The Long War (Int)
Lingustics: Low Gothic (Int)
Logic (Int)
Navigate: Surface (Int)
Operate: Surface (Agi)
Parry (WS)
Tech Use (Int)+10


Binary Chatter
Bulging Biceps
Cold Hearted
Legion Weapon Training
Heightened senses (Hearing, sight)
Mechadendrite Use (Utility)
Nerves of steel
Quick Draw
Resistance (Cold, heat, poisons)
Technical knock
Unarmed warrior


Mechanius inplants
Unnatural strength (+4)
Unnatural toughness (+4)


Legionnaire power armour
Legionnaire bolter with four clips
Legionnaire combat knife
Servo arm
Cerebal inplants
Refractor field
Embedded auspex


Bolter: Basic, 100m, 1d10+9X, Pen 4, Clip 24, Rld full, Tearing
Combat knife: 1d10R, Pen 2
Servo arm: (Strength 75 (14)): 2d10+14I, Pen 10

Armour: 8 all
Sustainable power source
Life sustainer
Vox link
Refractor field: 30 rating, 1-10 overload

Experience: 350/500
Tech Use+10: 350

Male Astartes Forsaken

Rolling for Power Armour Customization:
1d10 ⇒ 10

The Black Legion's Armour

"Aye! Just observing you heretics!"

Male Astartes Forsaken

"Likewise, Brother. They seems to be plotting."

Oy! Begone Lackey of the Corpse-Emperor! You'll find the heretics here far more likely to put up a fight for you than the mortals in the other.

"Bah!!! They will not even begin to compete in the drinking of Fenrisian ale!!!"

Come to one of my feast-halls, young Wolf, and you will find delights beyond your wildest imaginings. You have not known drink until you have supped from the goblet of Slaanesh.

Shadow Lodge

GM, I don't know, I'm just not feeling this character. Do you mind if I re-roll before we get started? It's fine if it's too much of a problem.

That's fine, we haven't started yet. What are you thinking?

Male Astartes Forsaken

Ave Dominus Nox! I'm currently reading the Night Lords series and couldn't get it out of my head. Going with Forsaken. Here's the new characteristics.

WS: 2d10 + 30 ⇒ (8, 5) + 30 = 43
BS: 2d10 + 30 ⇒ (2, 9) + 30 = 41
S: 2d10 + 30 ⇒ (10, 9) + 30 = 49
T: 2d10 + 30 ⇒ (1, 2) + 30 = 33
Ag: 2d10 + 30 ⇒ (3, 8) + 30 = 41
Int: 2d10 + 30 ⇒ (5, 9) + 30 = 44
Per: 2d10 + 30 + 5 + 5 ⇒ (4, 10) + 30 + 5 + 5 = 54
WP: 2d10 + 30 - 5 - 3 ⇒ (8, 3) + 30 - 5 - 3 = 33
Fel: 2d10 + 30 - 5 ⇒ (1, 9) + 30 - 5 = 35
Inf: 1d5 + 19 ⇒ (5) + 19 = 24

Reroll T: 2d10 + 30 ⇒ (5, 8) + 30 = 43

Starting Wounds: 1d5 + 15 ⇒ (1) + 15 = 16

Pride: Foresight (+5 Per, –5 Fel)
Disgraces: Dread (+5 Per, –5 WP)
Motivation: Nihilism (+5 Cor, –3 WP)

This is Ellipsis, here is the background on my character:

Hrask spent a century obediently serving the corpse-emperor as a mighty Space Marine, his reward was betrayal. Inducted into the Astral Claws chapter in the years leading up to the Badab War, Hrask was assigned to lead formations of human warriors in the name of the God Emperor and the Tyrant of Badab. In this time, he lead his men to victory against xenos raiders and heretical insurrectionists, developing a reputation for ruthless efficiency. Then, the Astral Claws were betrayed by their brothers, and something broke in Hrask's mind. When Hrask and his men were thrown onto the front lines of the Badab War, he burned with hatred toward those he once saw as his brothers, the Adeptus Astartes. Time and again Hrask would stalk a loyal marine through the chaos of battle, sacrificing tens, hundreds of men to give him the opportunity to close for the killing blow. Then, abruptly he ran out of men. The Badab War was ending, and the Astral Claws were in retreat, scrambling to protect their few remaining planets.

Hrask scorned these orders, his loyalty to the chapter long since burned away by the incompetence of his commanders. Casting off the colors of the the Astral Claws, Hrask now serves only himself, traveling as a mercenary across the Imperium. He has served countless masters, always the consummate professional, until one day he abruptly vanishes. The reason is always the same, he has learned of a Space Marine who has made the fatal mistake of traveling beyond the protection of his treasonous brethren. Hrask stalks these wayward souls, then he teaches them what it means to be betrayed.

The anger in Hrask's heart is cold and calculating, but burns nonetheless. There is no boundary he will not cross in his quest to hunt down those who betrayed him, no sin he will not commit.

Male Astartes Forsaken

Rolling for new power armour customisation trait:

1d10 ⇒ 4: Spikes

Male Astartes Forsaken

All done and finished, I'll have his story up in the morning.

We've come up with a good looking quartet of monsters and villains, so far. I'm looking forward to unleashing them upon an unsuspecting Imperium!

Can't wait to learn more about Edhem the Lost and Cythos.

Just noted we don't have PC Sorcerer anymore - and that's not a dig at Edhem, who I think looks like an awesome character. If we at all land a fifth, we should strongly encourage them to maybe take up that niche.

Without having actually seen everyone's background yet, I note that Edhem and Regulus both have the "Ancient Warrior" talent. I'd suggest maybe our two characters know of each other as two veterans of the Long War, perhaps even having fought together in a previous Black Crusade.

I haven't explicitly thought of anything for Cythos or Hrask, but am open to suggestions.

I guess this is as good a point as any to say that I've played "evil" before, and have always considered self-interest, ambition and ruthlessness to NOT be mutually exclusive to loyalty, friendship, and respect. In a nutshell, I wouldn't do anything to betray the group or derail the campaign "for the evulz." That's no fun for the other players, it's no fun for the GM, and ultimately it's no fun for me.

I've had this issue in evil-aligned campaigns before, so I just want to put all my cards on the table ahead of time. ;)

Regulus the Enticing wrote:
Come to one of my feast-halls, young Wolf, and you will find delights beyond your wildest imaginings. You have not known drink until you have supped from the goblet of Slaanesh.

"Nah! I'm not a big fan of Slanessh."

@Edhem, love that battle cry. Ever listen to the Throne of Lies?

Male Astartes Forsaken

@Hrothgar: No, I haven't. But there's a Youtube video that really helped inspire me for the character.

@Regulus: From what I have been able to gather, the Night Lords have done little recruiting after the Heresy, so I wanted the talent more for flavour than anything else. Also, I don't think it's too far fetched to say that we performed a joint mission together during the Crusade.

Also, to add to what Reg said, there's a major difference between inner-party conflict and in-fighting. One is great food for rp, the other derails campaigns. Let us remember that space marines tend to be very loyal to those that fight at their side. That's part of the reason for the Heresy in the first place, that the space marines had more loyalty to each other and their primarchs than to the Emprah. Also, it's worth noting that just because we're heretics, does not mean we're self-serving evil psychos. It only means that we don't like the Emprah and (for the most part) prefer the company of those that agree with us.

Like the new character, Hector. Very cool, Hrask. But if you cast off the colours of the Astral Claws, what colours are you wearing now?

And I agree with Hector and Regulus on this. Let's keep the party conflict to a minimum. I stated this in my other game, but I'll go back over it here. A little conflict is practically built into the game via Tertiary Objectives. And expecting you all to agree on everything would be more than a little dull. But let's remember that you are a team and need each others' help.

By the way, Retias. I checked the FF forums, and Servo Arms require the Mechadendrite Training (Weapon) to use, not (Utility).

I haven't totally settled on Regulus' appearance, but I think he might still be wearing the original Emperor's Children colours of purple and gold, rather than the gaudy black and pink. Or maybe went half-way and is going black and purple. Hmm...

Male Astartes Forsaken

Edhem Crncevic also known as the Lost, was a member of 7th Claw, 2nd Company, Night Lords Legion. He was somewhat of a pariah among his warband, for he, like his gene-father Konrad Curze before him, bears the curse of foreknowledge.

Edhem was recruited into the Legion relatively early in the Great Crusade, just after Night Haunter had left Nostramo but before it had begun to slip back into its degenerate ways. Throughout the Crusade and the Horus Heresy he was an Assault Marine of the same company.

After the Death of his primarch and the legion's take-over by the Daemon Prince Krieg Acerbus, Edhem left his warband without notice. Acerbus's transformation of his legion into fear-craving psychopaths was the embodiment of the slow decline and degeneration that he saw in his visions.

Following his departure, Edhem lead a one-man campaign of terror across the stars. Eventually his visions led him to the Calixis Sector, and from there into the warp storm know as the Screaming Vortex. Something waits for him within that roiling expanse. He does not choose to go, only following the path laid out before him.

Male Astartes Forsaken

Just noticed that I don't have the prerequisite WP for Ancient Warrior. Changing out my Disgrace to Regret to get my WP back up. I think Ancient Warrior is pretty important to who he is as a character.

Regret: +5 Corruption, Haunted (Opponents always receive a +10 Situational Modifier when attempting to use Intimidation against the character)

GM_Loki wrote:
Very cool, Hrask. But if you cast off the colours of the Astral Claws, what colours are you wearing now?

Hrask has allowed years of damage and neglect reduce his armor to bare ceramite in most places, though some spots do still show the blue and gold of the Astral Claws.

Male Astartes Forsaken

Just noticed that that change brought me to my Corruption Threshold. Do I roll for my mutation now? If so:

1d100 ⇒ 87
1d100 ⇒ 65

I think I'll go with the Magnificent Horns.

Male Astartes Forsaken

Horns now shown in pic.

Ah, makes sense. I can't edit my post now, but when I set my character shet up proper, I'll set it to the weapon.

I agree about us working as a team, and I think I'll make Cythos an Iron Hand. Would the other marines let him tnd their weapons and armour?

@Retias: I assume they will as long as he's a former Iron Hand. Unless you meant the Iron Warriors. Took me a while to keep them strait when I first started getting into 40k.

@Edhem: Glad to see the background. Love the Night Lords.

@Regulus: I have a friend at home who is debating on building a CSM army when the new codex comes out. He wants to do Emperor's Children, but likewise prefers their pre-Heresy colour scheme.

@Hrask: Nice idea. Very fitting for a Chosen.

FYI, we might be having a 5th join us. As to whether or not he'll play a psyker I can't say.

I read a bunch of Emperor's Children lore today, and put a little thought into Regulus. I think his big thing as "The Enticer" is in tempting other people into doing terrible, debased and atrocious things. Manipulating others into Slaanesh's embrace brings him tremendous pleasure, but has also alienated him somewhat from his former legion brothers. It also helps explain a few of his quirks that are unusual for members of the most hedonistic bunch of debased psychos in the galaxy (worse even than Dark Eldar!) - mainly his restraint, and patience.

I think that also made me decide that he's still wearing the "classic" legion colours of purple and gold - though with the current legion heraldry and assorted chaos emblems.

Ah, yes, sorry. Iron Warriors, the very techy lot who did sign up with Chaos.

Legendary Merchant of Pins

I am hoping GM_Loki is referring to me. So hello fellow enlightened.

Oddly coincidental, but I had hoped a true servant of the Architect of Fate had not yet entered the fray, and the call for a sorcerer seems to indicate exactly that. I would be happy to take up the challenge of bringing the power of sorcery and the mind of a psyker into the group.

Glad to see a familiar face, Hector!

Welcome back to the fold pinvendor!

The lure of Chaos is simply too enticing to resist. ;)

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