The Darkest Hour- A Dark Heresy (WH40k) Ascension Campaign

Game Master BayouSnowman

A DH 1.0 Ascension level game beginning in the latest timeline of WH40k, a Cadre of powerful individuals is called for to discover something unimaginable and uncover a plot that threatens every living soul.


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Sorry it took me so long to flush that out. Hope its not to late for you early birds to incorporate that into your alias.

Feel free to change it/add to it/subtract, etc in a way that is better for you, just have the information I've asked for somewhere and easily marked/easy to find.

Scarab Sages

Looks good. Nice easy to read format. My favorite!

Scarab Sages

Oh, just so people don't get the wrong impression, my character will almost certainly be nothing like Archer. As fun as that would be to play, he won't be quite that...insane.


Would everyone mind posting their classes for me, seems like a lot of overlap and everyone being a pysker, it might not be the case, but trying to sort out what we have so far would be helpful to me and others.


I'm going for Psyker/interrogator.

Scarab Sages

I'm going Scum/Vindicare Assassin (as it currently stands)

Scarab Sages

Oh, I didn't realize that there were *three* Psyker characters. That is a lot. A whole 'nother level of crazy! Sounds fun.


Imperial Psyker/Inquisitor


No! I'm absolutely not planning on killing the inquisitor in an effort to get promoted faster, and I'm frankly offended that you would say so...out loud.


Imperial Psyker/Psyker Primaris
As I've already stated, Biomancer. He is good at punching things.


Adepta Sororita/Palatine. No psychic powers at all. Faith powers might be reworked, but Soul Storm is just so good...


Pretty sure the Adept has also stated he intends to be a Sorcerer.


Yeah i am although probably only at a minor level and even that might get reconsidered if i can find an alternate class that works better (because we have a lot of psykers) triuble is adepts aren't muxh good at shooting or melee!.

Scarab Sages

I wouldn't worry about combat too much. At this point personal fights should be about how well we do it more than if we'll win. Except against really serious opposition. And being smart and knowing things will be far more useful than shooting things, I would think.

Scarab Sages

Oh, I also think it's actually cool that almost all members of the group potentially would be psykers. My character won't have any ability in that regard, mind you, but he should be really good at resisting such abilities. Sorcerer hunting might be a good specialty for such a group.

Sczarni

Note to self: Acquire Hexagrammatic Wards.

Second Note to self: Thank the Emperor I already did.

But yeah, psyker powers is good. I still believe the Only War ones are the best, but I may be biased. Also, about my backstory, it will be written soon, hopefully on Saturday.


Magos with Secutor and Malatek alternative ranks. As has been noted I'm pretty good at medical stuff, with a smattering of knowledge. In combat the plan is to hose the area with Multi-Laser fire while laughing slightly at incoming fire thanks to Luminen Barrier and a fair amount of armour.

Scarab Sages

Tech Priests do end up making ridiculous tanks. My main plan for combat is to avoid it if possible, and then clean up after the crew when it inevitably is impossible. But if pushed, end it quickly and quietly.


I'm busy tweeking my sheet, since skills especially make more sense the way the boss has it (but thanks for the compliments).

Any changes I need to make other than altering it to the new format, boss?


No one wants the untouchable background? That'd be fun with so many pyskers. 3 is enough, interrogator, Inquisitor, and biomancer, no more please.

Lion, what's your class?

As for combat, you're cadre is starting small and is gonna be doing the groundwork themselves, you don't have influence to be ordering people or have much access to people you can command... Yet.

You'll have to use your heads to be manipulative and resourceful, battles will most likely be you and you'll probably split up sometimes while Yuugasa may not even be around and more a professor Xavier type pc...

I've got a ton of pm questions to answer, been dishing out replies as best I can, if I miss you or a particular question, kindly remind me.

On that subject, please reference a book and pg if possible when requesting info about classes, equip, backgrounds, etc. Thanks

Sczarni

Gilbert is my alias, I was posting on my phone yesterday and forgot to change it on time.

So, Adepta/Palatine.


I will leave off sorceror then. Gives me xp to spend elsewhere which is good.
Did we decide on Ordos? I was just wondering as much though i am trying, i can't have all the knowledge! Want to focus where i aim and cover some of the other bases.

Scarab Sages

Oh, I wasn't thinking that we'd have tons of minions to roll around with and fight our battles. Just that high rank characters in 40k tend to be really deadly. Even low rank Psykers can do ridiculous amounts of damage and wreck havoc. And Tech-Priests can get to the point that they're nearly invulnerable to physical harm. I expect combat will be either a matter of how skillfully we pull it off (quietly, impressively, etc), or be against something that normal mortals can't face directly.

In either case, an Adept being "not good at direct conflict" is actually a huge benefit. Because direct conflict is where an inquisitor group can get overwhelmed. So smart application of knowledge becomes huge.

It's one of the reasons I like RT and higher rank DH games. They become more about indirect conflicts and using your super-cool combat powers intelligently. One Rank 9 Tech-Priest can single-handedly wreck a whole unit of even decently trained soldiers. But it's no longer about that. (Not that it doesn't happen, just that this is no longer the simple result we're trying to achieve, usually.)

With all that said, I'm obviously down for being manipulative, smart, and tactical in how we manage fighting. The character I'm making up is *all* about that and that's exactly the type of game I love to play. So if picked, I'm sure he'll fit in quite well!


@Gaius: From my understanding of it our inquisitor is head hunting people she knows well or can move into a position of weakness to capitalize on.
--------

Short of getting your arms blown off and bleeding out instantaneously you will not be dying on my watch. Which is entirely possible to be honest.

Conflict in DH rewards planning, it is very similar in lethality to Shadowrun. Having the edge of surprise and knowledge of your enemy is critical.
Thinking I'll be maxing out my detection abilities as my abilities of knowledge are not stellar and I'm thinly stretched on points due to Biomancy requiring above average physical stats to be used in concert with his psyker powers. Treading the line between the desire to be useful at many things and being useless at everything.

And yes simple killing of folks is so easy at this point in our collective careers as to be boring.
Each of our characters sit atop an impressive throne of corpses to have risen as high as we have. If we were just simple killers we would not have made it this far.
We are killers with Class

Scarab Sages

As far as focusing goes, I think we can all stand to specialize a bit and spread out a bit. I know that's really general advice, but I guess the bottom line is that it's difficult to be good at all the things that your particular career *can* be good at. So picking one to be really good at is fine. We have enough ways of getting information that if we don't know it ourselves, we can work out a way to find it. Same with getting a job done. We just have to manipulate the situation into what we are good at.


Sorry didn't mean that i am bothered about being not particularly dangerous, I have after all taken the adept route that has less access to wpn proficiencies, psychic powers and associated talents. So yeah i will be fully expecting to be protected!
I should be pretty good at detection, investigation, knowledge and medicae

Scarab Sages

You'll definitely be dangerous. Just not physically so. :)


"A little knowledge is a dangerous thing."

Also, "A milligram of preparation is worth a megaton of ammunition."

Scarab Sages

Oh, I did have a question:

For equipment, what resources (books) are open to us? All/some DH books? Any of the other 40k supplements? Maybe case by case basis?

Thanks!

Scarab Sages

I guess I should note that I don't have anything specific in mind when I ask about gear. In my experience large amounts of equipment from outside sources can get weird, especially with weapons/armor. But I've got no specific piece of gear in mind just yet. But I'm happy to ask on a case-by-case basis if that's the best way.

Scarab Sages

Doing some tweaking of the Skills/Talents for the character and finishing up on the background. I'm just waiting on a few questions, but am mostly done otherwise...I think.


Same here. Need to know if there's anything I need to tweak and if my shopping list works and I can set up an alias.


Everything is open to acquisition from any book in wh40k.

Once your finished, posts your status in discussion, I'll open that thread today, it's only for completed alias and discussion of them there.


Jon, I'll reply to your list soon, already thought about it, just need to reply.

Scarab Sages

BayouSnowman wrote:

Everything is open to acquisition from any book in wh40k.

Once your finished, posts your status in discussion, I'll open that thread today, it's only for completed alias and discussion of them there.

Alrighty. I'll have to do something thinking then. Most of my sheet and background are done. I'll be able to finish up some final touches after work tomorrow and submit the whole thing together!


Just remember, when choosing gear, the Eviscerator is not your friend. Ask the guy in my old game who ended up with the Gelded trait after the thing went wrong on him...twice. In a row.


JonGarrett wrote:
Just remember, when choosing gear, the Eviscerator is not your friend. Ask the guy in my old game who ended up with the Gelded trait after the thing went wrong on him...twice. In a row.

That's what fate points are for.


Yes, he had one of those. He used it the first time the thing decided he looked better without a limb. Which was ironic, given he was being attacked by a Bronze Malifect at the time. The above is what happened later, first when trying to fight a a badly wounded Iron Warrior and the second when trying to kill his own comrades while controlled by a Warp Siren.

His was the worst luck we'd had since the Psyker rolled 9 three rounds running during the House of Dust and Ash.


@Bayou Snowman.
Did you catch my PM's?
----------
*Glances at Players wrapping up Char Gen*
*Grumbles*
I forgot how much of a freaking pain it is to level DH characters.
Rassen Frassen charts everywhere, can't know what abilities you are choosing unless you go check any time.

I have a general outline though, So that ought to be fun.

Scarab Sages

Making high level characters in almost any game is rough. The added flexibility in DH (and other 40k games) makes it a little tougher. Some things may have to be changed after I see other people's sheets too. Maybe a skill adjustment here or there for better synergy.

Scarab Sages

JonGarrett wrote:

Yes, he had one of those. He used it the first time the thing decided he looked better without a limb. Which was ironic, given he was being attacked by a Bronze Malifect at the time. The above is what happened later, first when trying to fight a a badly wounded Iron Warrior and the second when trying to kill his own comrades while controlled by a Warp Siren.

His was the worst luck we'd had since the Psyker rolled 9 three rounds running during the House of Dust and Ash.

I completely missed this story earlier. Wow. That sounds like terrible luck. But frankly, that's exactly the kind of thing you're looking to get when you roll around with an Eviscerator. Right?

Scarab Sages

Here's a first draft background. I've left a lot of things deliberately vague (such as exactly what Hazael's heresy was) and a bunch of locations open. This should help with making connections with other characters and plot points later on. At least that's the intent.

Background:

Phineus was born on one of the many Hive world of the Imperium. If you ask him, he'll say that he doesn't even remember which. Sometimes he's not lying. Early records show very little information of Phineus as a teenager. There is some indication that he was recruited during the investigation of a cult, but it is unclear whether he was a member, or was recruited prior and then inserted inside. Much of the report has been redacted, including the name of the world. Most of his early career consists of both short and long term undercover work. He was tasked out to various operations to provide support, and on a few occasions provided consultation work on covert agent handling procedures.

These missions did not come without consequences, to Phineus' mind as well as his body. It got to the point that he felt he was being rebuilt after each mission, both inside and out. Sometimes he felt half human, other times even less. Phineus found it harder and harder to hold on to who he was after losing himself in the role he was assigned. It was after his longest assignment that his mind broke and nearly never recovered. A three year operation to infiltrate an organization whose reach spanned several planets, a scope almost beyond comprehension. The records are spotty concerning how Phineus first gained access, and then lose track of him until his rise in prominence within the organization. There were many operatives working the mission, but few played as much a part as he in taking down the leaders. Due to its far reaching nature, the Inquisition is still hunting down and cleansing the cells, but the overall organization has been dissembled. Unfortunately for Phineus, his mind had been completely broken by the ordeal. Before he’d easily been able to slip into a new identity as he would a shirt, but now he couldn’t hold on to one for more than a few moments, and none seemed real to him.

The Tenebrae Collegiate took notice and decided that with work; perhaps Phineus could become a valuable agent. After a year of therepy and training he slowly rebuilt his own psyche from the ground up. Even stronger and more flexible than before, Phineus found himself and with a renewed purpose rejoined the fold ready for work.

The records show no assignments in the time between taking down the shadow government to the one that he has become most famous for, though there are rumors that he advised several high level functionaries and managed counter-intelligence for a handful of organizations. His next recorded assignment, and the one he is so well known for, was the infiltration of the crew of Hazael the Unseeing, one of the most famous Inquisitors of the Calixis Sector. In those early days there was only a growing concern that he might be spreading heresy, though, of course, we now know that those concerns were well founded. But Hazael had many connections, and even friends, within the Inquisition, and so it took a long time for action to be taken. As usual, the records are unclear on exactly how Phineus gained the man’s trust, though what is known is that he used the crew’s Judge, a woman whose judgment Hazael trusted implicitly. Phineus quickly became a trusted member of the crew and worked beside them like a brother. As you can read from the scripts of the interrogations of the survivors, Phineus’ betrayal hit them all quite hard. Some still not believing that he was the traitor. Magistrate Evailyn, apparently, was caught the most unawares. As the story goes, Phineus had gained her trust through a romantic relationship. This isn’t in the report, but it would explain the reaction. Then again, Magistrates aren’t known for taking betrayal lightly no matter the relationship prior.

We’re all aware of how Hazael met his end, but what is lesser know is what happened to Phineus afterward. His body was left a wreck by the combined wrath of Hazael and his Judge, but he survived. It took a full year to recover. During which the rest of Hazael’s resources were being tracked down and finally extinguished. Unfortunately we haven’t found them all, but we’ll get there. The Emperor is patient.

It is our determination that long term undercover work will be problematic due to Phineus Fayed’s recent high profile activity. Hazael was well known within the Inquisition and without and still has allies even after his death. We have received a request to take this servant in to the Temple for training. We concur. As once this man’s mind was rebuilt, so too shall his body be. He has the natural talent, patience, and fortitude for infiltration work and we feel that he will serve well. Let him carry out the Emperor’s work…if he survives the training.


aptinuviel wrote:
JonGarrett wrote:

Yes, he had one of those. He used it the first time the thing decided he looked better without a limb. Which was ironic, given he was being attacked by a Bronze Malifect at the time. The above is what happened later, first when trying to fight a a badly wounded Iron Warrior and the second when trying to kill his own comrades while controlled by a Warp Siren.

His was the worst luck we'd had since the Psyker rolled 9 three rounds running during the House of Dust and Ash.

I completely missed this story earlier. Wow. That sounds like terrible luck. But frankly, that's exactly the kind of thing you're looking to get when you roll around with an Eviscerator. Right?

Yeah, he didn't hang around for long. It was a good campaign, being one third Haarlock Legacy, one third existing modules such as the Maggot in the Meat and one third my own scenarios, all with an over arching plot connecting the various modules and villains. But evicserator's were not his wise choice.

Although a friend told me that somewhere in the various 40k books there's an even more terrifying weapon, the chain flail...?

Scarab Sages

Eviscerator Chainblade? From Mark of Xenos. It's not unwieldy though, so I'd guess not.

Sczarni

The chain flail is something I have always be tempting to use. Though, in Rogue Trader and Only War, the moment you pass 50 WS, you stop being able to take damage from them, as long as you don't try an incredibly dangerous and hard to perform maneuver.

Presenting to you, Sister Federica Del Vecchio, Palatine of the Order of the Bloody Rose, and all-round badass. I'll do the description later today.

Stats:

WS: 35 (2 Adv)
BS: 63 (4 Adv) (+5 from helmet, +10 from Red-Dot)
S: 35
T: 31 (1 Adv)
Ag: 40 (2 Adv)
Int: 24
Per: 33 (1 Adv)
Wil: 50 (3 Adv)
Fel: 41 (No Adv, Hero of the Inquisition)

Skills:

Trained:
Awareness: 33, +10 for Sight
Charm: 41
Common Lore:
(Ecclessiarchy) 34
(Imperial Creed) 24
Dodge: 40 +10
Interrogation: 50
Literacy: 24 +10
Navigation (Surface): 24
Performer(Singer): 41
Pilot(Jump Pack): 60
Scrutiny: 33, +10 for Sight
Search: 33 +10 for Sight
Speak Language(High Gothic, Low Gothic, Metallican Hive Dialect) 24

Talents:

Sound Constitution x4

Heightened Sense(Sight)

Resistance(Psychic)

Peer (Inquisition)

Good Reputation (Inquisition)

Rival (Gm's Choice of Inquisitorial Faction)

Hatred (Heretics)

Pistol Training(Bolt)

Quick Draw

Basic Training(Flame)

Melee Training(Chain)

Pistol Training(Flame)

Rapid Reload

Cleanse and Purify (-20 on tests to dodge flame weapons)

Armour of Contempt (Reduce Corruption gains by 1)

Litany of Battle (Allies can spend one fate point to re-roll attack roll)

Nerves of Steel(re-roll pinning)

Hip Shooting (Free Attack on Full-Move)

Jaded (Never gain insanity from ordinary horrors)

Hit and Run (Disengage as half action)

Lightning Reflexes (add AB twice to Initiative)

Blind Fighting (Halve penalties for obscured)

Exotic Weapon Training(Exitus Pistol)

Gunfighter Saint

Peerless Marksman

Faith Talents
Wrath of the Righteous (Allies provoke RF on 9-10, 1d5 bonus on melee damage)
Divine Guidance(Ignore 1 Ranged Penalty, on RF, may choose to ignore armor)
The Passion(You and Allies Unnatural Agility (x2), +10 dodge/parry, 2d10 and pick best for initiative)
Soul Storm(deal damage to psykers/corrupt and Daemon, lose conciousness afterwards.)
Tests of Faith (Use faith talent for free once per session)
Flames of Faith (Flame weapon does 1d10 bonus damage, -10 to avoid)
Divine touch (touch psyker/corrupt to do Crit Damage 1d5+2 to Location, 1d10+2 for burn)
Miraculous Survival(when burning FP to avoid death, emerge unscathed next round)

Traits:

Packing Iron: All test -5 if doesn't possess a gun
Way of the Gun: +5 on Tech-Use on guns
Hivebound: -10 Survival, -5 Int when away from hive.
Wary: +1 Initiative
Miracle Worker: once per session, spend FP as if FP was burnt.

Class and Alt. Rank Abilities:

Battle Sister 1-4 -> Seraphim -> Battle Sister 6-8 -> Palatine
Palatine: Favoured by the Emperor: Immune to effects of Corruption Points, reduces Insanity and Corruption gains by WP bonus (5)

History and Background:

Born to factory workers in the sweltering factories of Gunmetal City, Federica grew up with the sound of gunshots ringing day and night (As hard as it is do define them in the thick clouds of smoke). A brash and impatient girl throughout her youth, most of her childhood was spent running around the furnaces and factories that envelop everyday life in Gunmetal City. Learning to shoot a pistol from her mother, a retired gunslinger of moderate fame, she attempted to join the infamous Scintillan Hive-Jagers at the age of 11, and once again at the age of 14. Declined both times, simply due to not being able to pass the physical requirements, lax as they are in the Imperial Guard, she continued to train, deciding to wait for her 17th birthday before attempting again.

In the period an investigation by Inquisitor Naraku was suggested to be led in the hellish Underhive of Gunmetal city. A heretek cult has apparently been gathering momentum in there, a damned figure attempting to take over the ferocious gangs with the possible goal of taking over the middle hive’s vast factories.

The leader of the Acolytes, surprisingly, an Adept, decided to investigate more in the matter of the Gunmetal gangs, stumbling upon Federica’s file on accident. Upon reviewing the telemetry and other data, surprised, he approached the young street-kid, offering her the chance to be something more than a guardswoman or a ganger. Accepting the offer, Federica delved into the underhive, chasing the Heretek cult.

What was uncovered was that the cult was focused on the forging and creating of Warp weapons, using the gangs as little more than test subjects for new and destructive Chaos weaponry. In the heat of battle, the Heretek himself arrived, a terrifying meld of man, machine and mutation. After emptying clip after clip of ammunition in the beast’s hide, last bullet remaining, and the Heretek charging towards her, in a blink of an eye, Federica closed her eyes and fired her last shot, muttering a prayer to the Emperor. As the bullet flew towards the rampaging man-monstrosity, it was as if the Emperor himself had blessed the shot. Flying straight at the head of the Heretek, burrowing right between his fume-spewing rebreather and his tube-filled forehead, destroying the corrupt and malevolent brain, sending the sprawling corpse rolling on the ground, stopping right in front of Federica.

After reading the report on the admirable combat skills, willpower and devotion of Federica, Inquisitor Naraku arranged for the girl to be transferred in the Schola Progenitum, to be trained and placed in whatever Adeptus they found her to be most fitting to.
Arriving in the Schola Progenitum at a significantly older age than other recruits, and not simply behind, but purely lacking formal education, Federica had three traits helping her survive the grueling experience: Firearm experience to rival veteran guardsmen, devotion to Ecclessiarchial teachings and the backing of an Inquisitor. Barely managing to fit in the requirements for an Adepta Sororita, with a quarter of a centimeter taller than the minimum, she was recruited and trained and placed in the Adepta Sororita, her innate quickness and skills placing her in the Order of the Bloody Rose.

Placed in the Callixis Sector, raising through the ranks due to incredible initiative and combat prowess, she continued her hunts for heretics, uncovering the head of the Cult of her past, a Chaos Marine Warpsmith, based in the Lathe Worlds. The investigation culminated in a legend-worthy duel within the skies of Lathe Het, bullets flying between her and the Warpsmith, while flying at breakneck speed above the battlefield. The heavily-augmented Iron Warrior held the upper hand until a swift maneuver by the bloodied and injured Sister Federica placed her behind his back, unloading the entire remaining clip of her bolt pistols into his Power Armor backpack, disabling the armor and jump pack, and sending the traitor in a crash into the streets below, sending the cultists scrambling, and picked off one by one by the other battle-sisters.
For her deeds, Sister Federica was awarded the rank of Palatine, and Magos Luos Rho, the Lathe Worlds’ emissary to Scintilla, saw the opportunity to further the political relations between the Lathe Worlds and the people of Scintilla, rewarding her with a newly crafted unique set of pistols, each shaped like half of the Aquila, winning the hearts and minds of many faithful gunslingers on the Jewel of Calixis.

Weapons, Gear, Armor, Ammo:

Standard Issue:
Best Craftsmanship Godwyn-De’Az Pattern Bolter, Best Craftsmanship Bolt Pistol, Best Craftsmanship Chain Sword, Best Craftsmanship Sororitas Power Armour, Ring of Suffrage, copy of Rule of the Sororitas, Writing Kit, Best Craftsmanship Shield Robes. A Palatine may freely requisition any appropriate gear from her order. (page 80, IHB)

Seraphim gives: Best Craftsmanship Seraphim Jump Pack, Seraphim Hand Flamers, Seraphim Inferno Pistols.

Acquired with GM permission:
Unique & Near Unique:
2 Blessed Wings of Death Pistol 30m S/3/– 5 2d10+9 I Pen 9 Half Accurate, Never Jams, Red-Dot Laser, Sarissa

2 Melee 1d10+6 I Pen 3, Unbalanced, +10 WS, Lathe Blade.

Extremely Rare:
Cloak of St. Aspira 3AP on all locations, Stacks (Heresy Begets Retribution)

Very Rare:
Best Craftsmanship Refractor Field(AP: 2d10, all locations, on roll of 2, attack bypasses, on roll of 20, overloads for 1d10 rounds, on roll of 9 rounds, shuts down until repaired.)

Best Craftsmanship Angelus Carbine, (IHB)

Best Craftsmanship Hexagrammatic Wards, (IHB 189)

Other:

Auspex/Scanner, Vox-Thief, Short-Range, Pict-Caster, Litanies of Faith, Best Craftmanship Bolt Pistol (2), Chainsword, Subskin Armor

Mighty Shot (+2 Dmg ranged weapons) **Dmg. already added to each weapon.

_____________Ranged Weapons______________
1. 2 Blessed Wings of Divine Retribution Pistol 30m S/3/– 5 2d10+7 I Pen 9 Half Accurate, Never Jams, Red-Dot Laser, Sarissa

2. 2 Best Craftmanship Bolt Pistol 30m S/2/- 1d10+7X 4 8 Full Tearing, Never Jams

3. 2 Best Craftmanship Seraphim Hand Flamer 10m S/-/- 1d10+8E 2 6 Full Flame, Seraphim

4. 2 Best Craftmanship Seraphim Inferno Pistol 10m S/-/- 2d10+4E 10 6 Full Reliable, Seraphim

5. Best Craftmanship Angelus Bolt Carbine 100m S/-/- 2d10+2X 5 3 3Full Accurate, Tearing, Red-Dot Sight

6. Best Quality Godwyn-De'az Storm Bolter 90m S/2/- 1d10+7X 4 60 Full Reliable, Tearing, Storm

Seraphim Weapons are made to be used with the Dual Shot Talent:
Inferno Pistol: A character with the Dual Shot talent may make a single shot with both weapons at the same time, increasing the
damage by 1d10 and doubling the weapon’s Penetration.

Hand Flamer:A character with the Dual Shot talent may make a combined attack with both weapons. Ammunition is expended from both
fl amers but the attack deals 1d10 +10 damage and imposes a
-20 to the Agility test of targets to avoid the flame.

_____________Melee Weapons_____________
1. Blessed Wings of Divine Retribution(Melee) 1d10+6 I Pen 3 Unwieldy, Lathe Blade, +10 WS

2. Best Quality Chainsword 1d10+5 I Pen 2 Balanced, Tearing, +10 WS

_____________Grenades_____________
_____________Armor_____________
1. Best Quality Adepta Sororita Power Armor AP 8(9 on body), +10 to Str, +5 to BS, Rebreather, Comm-link, Braced.

2. Cloak of St. Aspira AP 3, stacks with usable armor.

3. Best Quality Subskin Armor, AP 2, stacks with usable armor, Hopefully unseen.

4. Best Quality Refractor Field, (Up to GM if using RT or DH rules.)

5. Hexagrammatic Wards, +20 to Opposed Willpower tests, Armor has double AP vs direct damaging psychical attacks, and doesn't lose AP vs Warp Attacks.

_____________Gear/Tools/Misc._____________

1. Rule of Sororitas:
Grants +10 to all C. Lore Tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas.

2. Litanies of Faith: A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed).

3. Seraphim Jump Pack: Requires Pilot (Personal/Jump Pack) and Sororitas Power Armour. Flyer (12).

4. Ring of Suffrage: Charm.

5. Scatter-Caster: 25m range binary white noise generator,

6. 20 Tracking Devices: tracking device size of coin, attaches to most anything, removed with relative ease.

7. Pict-Fly: broadcasts video and poor quality sound to pict-caster, -20 on Perception tests to find it.

8. Pict-Caster: Playback device.

9. Magna-Harness: Allows user with Quick Draw Talent to draw and stow items as a free action.

[spoiler=XP Expenditure, took me more time than I expected to get here, so I'll just point to the division.]
Talents: 8600 XP
Characteristics: 4700 XP
Skills: 1700 XP

Well, this is it. I did spent a lot of time arranging it around, so it may not be exactly up to speed, so if something is off, I'll fix it tonight.

Scarab Sages

Well for crazy weapon options you can always check out the 40k RPG Master Armoury online. It has most weapons and armor listed from almost all the books.

Scarab Sages

Does anyone have any recommendations on good places to look for Unique/Near Unique gear ideas? I'm finding inspiration fleeting. I guess once I finish the character this would be easier, but I figured I'd toss the question out just in case someone had a flash of brilliance!

Sczarni

Well, if you're playing Scum, it doesn't matter if it's Xeno of origin, and some Xeno Artefacts are in fact vey, vey goo.

For example, you can check out the Meritech Cannon and the Argonite Whistler, if you're looking for a Pistol, for their sheer destructive power, a Digi-Weapon, if you're looking for more Subtlety (Though, Digi-Melta damage does ruin the subtlety bit of it.) The Archeotech Laspistol is also a venerable weapon that is as good as the user is, and also could be allowed in civilised situations, unlike some of the others. There is also the Hellax Infernus, an Inferno Pistol that is the bane of Daemons.

While Extremely Rare, rather than Unique/NU, the Wrath Plasma Pistol is a good all-round weapon as well.

There is also the Hell-Rifle, which fires shards of (allegedly) daemonic matter at the enemy, the Crux Beam Gun, which is, well... A long-range combat shotgun made of lazors.

For a Vindicare, the special Exitus ammunition is very, very good, depending on GM ruling how Ammo bought works.

Armor is also something that you could acquire, but it's usually bad for stealth when over 6 AP, and the Vindicare Suit is excellent.

Unique and Near Unique gear, while situational, will turn the situation in question on our side.

Eldar Flip-Belts and Holo-suits, from Into the Storm, are also very good for combat.

Finally, don't worry, I didn't knew all this off the top of my head, I checked the books.

Sczarni

Sorry for double post.

Ah, the classic Eviscerator.

To be fair, this reminded me of another lucky roll coincidence, which was in one of my Only War games. We're playing a homebrewed regiment, which was essentially modeled after South American Dictator Hit Squads.

We had our Medic, unofficial team leader, rolling on the Alternate Pattern Table...

...Which resulted on an absolutely massive grin on his face, as he was dual-wielding Eviscerators after a couple of sessions.

But, onto the story. We had an Ogryn in the squad, and considering the fact that we were rolling, he managed to score a total of 07 on his Int. Which, to be fair, isn't that horrible for an Ogryn.

What made it incredibly funny, though, was the fact that when we were exploring a Gue'vesa world, and upon encountering a command center, he managed to roll consecutively a 02, 03 and finally a 01 on the Tech-Use tests to identify, learn about and finally use the comms to reveal the Tau units in the area, leading to the Tech-priest, who failed his original roll by about 10, dropping his mechanical jaw, hitting the deck with the strength of a Thunder Hammer and us receiving ridiculous amounts of praise.

Funnily enough, in the random mission acquisitions for next mission we got 2 sacks of Finely Tailored Dress uniforms for Ogryns.


Still need to work some stuff out with the GM game mechanics wise but I'll pop her story here for making connections.=)

History and Background:

Born on Holy Terra itself into the Naraku family, one of the thirteen lesser Houses of the Gyptian bloc, Lillian was taken by the Sisters of Silence at the tender age of eight because of active Telepathic manifestations.

All she remembers before those times of pain and horror aboard the Black Ships is the hyper competitive environment of a Terran noble house, half fierce faith in the God-Emperor, half byzantine politics and power jockeying that make up the daily realities of the nobility on the Throneworld.

Though too young to comprehend much of what took place around her these early experiences were an accurate precursor for the life she would one day live in service to the Emperor in the Most Holy Ordos of the Inquisition.

At the age of fifteen, fully schooled and educated, she was attached to the sprawling staff of Inquisitor Sethiro Weyland in the distant Morpheus Sector.

Though far from the brightest or most talented of his many Acolytes Lillian possessed two traits that would eventually come to the attention of her distant Inquisitorial master.

The first was her ability and desire to pay attention to the most mundane details of the Inquisitor's work. The vast majority of the Inquisition's work is not fierce running battles on alien worlds but the steady and endless research, groundwork, and investigations that lead to the discovery of Heresy and, once discovered, the careful peeling back and persecution of the Heresy.

On Samater's World Lillian discovered the hidden bribery-accounts of the Birben-Surgeon and his Heretical Cult, a detail that even the Inquisitor's Senior Sages missed. The resulting persecution was brutal and during the purge Lillian was captured and tortured by vengeful Surgeons.

Rescued after three days and nights of torment the Inquisitor was shocked to discover she had stayed true to the Emperor and resisted spilling details of the Inquisition's operation by biting her own tongue off.

Thus was her second strength revealed; the intense desire to never give up or give in, even in the worst circumstances.

Twenty years later, after rising to the rank of Inquisitor herself at the feet of Weyland, she was transferred to the Calixis Sector to assist one of Weyland's allies in an investigation.

Over the course of thirty years Lillian became a respected presence in the Sector, with seven deadly conspiracies broken open at her hand. It was the eighth conspiracy however, that would almost spell her doom.

Believing that several of the more clever and dangerous Heretics she had persecuted all had some sort of tie to each other Lillian embarked on an investigation that would take almost sixty years to complete as she unraveled a massive web of conspiracy, wealth, power, and Heresy.

Most of her fellow Inquisitors thought she was just chasing ghosts, that the crimes and cults she persecuted where just unrelated bubbles of corruption, but Lillian knew better and after endless decades of chasing cornered the spider at the center of the web.

The spider turned out to be Delsuvian Toth, a Thousands Son's Sorcerer of immense power and linage, being a master of all Psychic Disciplines and a plotter without peer who once learned at the feet of Magnus the Red in the unknowably distant past.

Far from catching the spider though, she learned she had simply fallen into his trap, having earned the dubious distinction of finally irritating him enough with her investigations to earn her death.

On the hollowed out asteroid station of Menicil Ecilpses the Sorcerer and his minions ambushed the Inquisitor's Cadre and murdered them almost to the last man.

Only two of Lillian's Cadre escaped, dragging the burnt and broken body of their Inquisitor with them.

Though a follow up investigation was made the Inquisition could find no trace of the Sorcerer and couldn't even determine what, if anything, was the overall goal of the disparate conspiracies Lillian uncovered.

Though she had no knowledge of what the Sorcerer's overall goal was herself Lillian spent the long years of her convalescence pulling details together and examining them, convinced she was right.

Though she was unable to heal, now being little more than a burnt corpse in an armored life support coffin, Lillian has reentered the game, smashing open hidden threats and rebuilding her Cadre as she searches for the Sorcerer and seeks to stop whatever massive threat he surely represents to the Imperium.

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