Grau Soldado

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You know, if you're not going to take this seriously, I'm just going to take my ball and go home, hmmph!


"Slate Fistcrunch!", "Buff Hardback!", "Steel McKillyou!", "Arnold Megapowerfull!"


Including "Blast Hardcheese!" "Slab Squatthrust!" "Reef Blastbody!" "Big McLargehuge!"


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Don't forget to brush up on your War cant of Mars.
https://www.youtube.com/watch?v=wy-sVTaZRPk


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Well, the only thought that comes to mind is that a Stub Revolver is something produced en masse, whereas Chainswords is more of an artisan production.
At the same time, we're Inquisition lackeys now, we're supposed to have upgraded our tools to something better than your average ganger.
My Psyker is also using a Chainsword as his main tool of destruction.
...
Ooops, I meant "Righteous castigation".


I just need to finish up writing everything down on the character, then I too am done.


Very nice, a little over a week to put some more polish down.
The crunch is mostly done, just need to spend the initial xp.
Guess that's plenty of time to expand the backstory.


Fate points are usually one of those things that vary from Gm to Gm, it's a little harder to do easily in a play by post game.
Most Gm's tend to divide the stories into "Checkpoints" and restore one or more per checkpoint.


In one Dark Heresy group (1st Edition but still...), one character used a heavily modified auto gun as her main weapon. It had a fire selector and three ammo slots, allowing her to switch between Manstopper rounds (for heavily armoured), Dumdum (for unarmoured) or Incendiary (for extra tough opponents).

Autoguns other main advantage (at least in 1st Edition) was the access to full auto fire, which the humble lasgun lacked in those days.


Homeworld: Feudal world
Background: Adeptus Astra Telepathica
Role: Crusader

Wounds 1d5 + 9 ⇒ (1) + 9 = 10

Ws: 3d10 + 20 ⇒ (4, 1, 3) + 20 = 28
Bs 2d10 + 20 ⇒ (10, 7) + 20 = 37
S 2d10 + 20 ⇒ (1, 2) + 20 = 23
T 2d10 + 20 ⇒ (6, 8) + 20 = 34
AG 2d10 + 20 ⇒ (4, 4) + 20 = 28
Int 3d10 + 20 ⇒ (1, 2, 9) + 20 = 32
Per 3d10 + 20 ⇒ (7, 6, 6) + 20 = 39
WP 2d10 + 20 ⇒ (8, 7) + 20 = 35
Fel 2d10 + 20 ⇒ (9, 4) + 20 = 33
Inf 2d10 + 20 ⇒ (7, 6) + 20 = 33

Reroll Ws 3d10 + 20 ⇒ (4, 9, 7) + 20 = 40

Fate Threshold 1d10 ⇒ 9

Divination: 1d100 ⇒ 75 The only true fear is dying without your duty done

Inquisitorial Personnel file (TOP SECRET):

1. What is your character’s name?
Havelock Iacton

2. How old is your character?
Standard 56 Terran years of age

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Physically, the subject is tall and fairly gaunt looking. He possesses a trimmed beard and short cropped hair which has turned white, his eyes are rheumy white, and his face is described as “affable with a gradnfather like quality”

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
While possessing a warm voice, the subject is described as having a terse way of speaking, with clipped tones and a direct manner of speaking.

5. Where was your character born? Where were you raised? By who?
Born on the Feudal world designated as Corpas Secundus, the subject had an unremarkable upbringing, two parents of the Burgher class, until tithed.

6. Who are your parents? Are they alive? What do they do for a living?
The names of the subjcts parents have been REDACTED due to his psychic potential, but they were by all reports a fairly standard burgher couple, merchants of wool trading in the main.

7. Do you have any other family or friends?
Subject appears to have had little social connections outside of his brethren of the Templar Calix

8. What is your character’s marital status? Kids?
Subject is unattached.

9. What is your character’s alignment?
Subject appears to be considered a puritan loyalist.

10. What is your character’s moral code?
The Subjects moral code is derived from the Ecclisiarchy and the Templar Calix

11. Does your character have goals?
To become a full-fledged member of the inquisition.

12. Is your character religious?

The subject us quite devoted.

13. What are your character’s personal beliefs?
The subject appears to hold the protection of the emperor’s flock as the manifest duty of his creedo.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
The subject is keen to celebrate successful missions with crafting silver work to commemorate it.

15. Why does your character adventure?
For the chance to prove himself to those watching.

16. How does your character view his/her role as an adventurer?
A sword and a shield to protect others from the depravation of tf chaos.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
The subjects eyes are naturally white and blind looking.

18. How does your character get along with others?
The subject appears to have little problem with social interaction, but does not naturally seek it.

19. Is there anything that your character hates?
Those that turns from the emperors light are beyond redemption.

20. Is there anything that your character fears?
To fall to chaos


I Haven't got time to finish everything now, but I am planing on going sanctioned psyker, with the ultimate aim to become an inquisitor myself.


Funny, I had a similar idea.
Back when I played first edition Dark Heresy, the character I enjoyed the most was Calix templar, a form of Psyker given extensive martial training.
He made it all the way to ascension and even became an interrogator.
Unfortunately the group ended before he could get promoted to full inquisitor.


Probably my favourite one anyway, Heretics are more fun to hunt than Xeno, and less hazardous than Daemons.


What Ordo were you thinking of us working for?


I certainly would be interested in just that.


Ok so,

M.A.R.S Fortune and Glory: 1d20 ⇒ 15

M.A.R.S Fortune and Glory: 1d20 ⇒ 1

Animal magnetism and Up close and personal huh? Not quit what I expected...

Education 1d20 ⇒ 19
Pick one...hmmm, We'll take the understanding computers one.

Enchanted items & gear 1d20 ⇒ 10
A snare gun huh...?

Experience and wisdom 1d20 ⇒ 17
And Gain Elan...

Money: 4d6 ⇒ (6, 1, 4, 2) = 13
Gear: 2d4 ⇒ (1, 2) = 3
1500 credits in cash and 1500 in gear...

Anything I've missed there?


One of those guys would be me.
A little too busy to be able to read the whole thread today, but I'll get down to it tomorrow.
I was thinking about playing a psi operator or technowizard. Let's hope either of those would fit in.


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Faelyn wrote:
Ruhk "The Dandy" wrote:
I present, Ruhk Ekensköld, Envoy extraordinaire, at least in his own mind.
Hey Ruhk!! Not sure if you remember me, but I ran a Falcon's Hollow game for you a few years back before I had to shut it down. Good to see you're still around!

I do remember that, it was a good game and I enjoyed it.


And I've got most of my Envoy plotted out in my head already.


For my Envoy idea, I was thinking about making a guy that’s something of a double bluff.

Someone who is completely posh, loves to dress up in fancy clothes, and seems a little charmingly befuddled by modern things and ideas.
If you are familiar with him, think Miles Jupp when he is in full comedy mode.

Only, it’s such an OBVIOUS act that people will spend time and energy trying to find out what he is hiding. And then, you realise HE is exactly what he seems. A fop, a clothes horse and all of those things.

Except for course, while he is all of that, it’s just not ALL there is to him.
So he draws attention away from his sneakier and more capable parts of his personality by drawing attention to the other parts of himself.


If picked, I'd like to play an Envoy I think, I've got a concept brewing in my head.


Rifts? Oh that takes me back...
I'm interested, absolutely.


I'm interested as well. I've not played Starfinder before, and I'm in the mood for some sci fi, well science fantasy I suppose, but you know...


Oh, Forgotten Realms, my old favourite back in the days. Yes, I'll dot for interest as well.


Don't worry about that, your health comes first. Take all the time you need.


Didn't occur to me to ask before, but as an official organization, do we have the legal right to carry weapons? And are we issued a service weapon?


Oh right, need to roll for wealth to buy Equipment.
Wealth: 2d4 + 4 ⇒ (2, 4) + 4 = 10


Oh yeah, I meant to ask, Department 7, are we like a sub-division of the FBI or something like that? Do we have official badges and the like?


Ok, so, here is a preliminary profile to go with the background.
I've not done equipment yet, but is there anything else I've missed or need to redo?

Crunch:

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+3)
Wisdom 8 (-1)
Charisma 16 (+3)
Size: Medium
Height: 6' 6"
Weight: 200 lb
Eyes: Blue
Hair: Black
Skin: Olive
Talents:

Leadership: Coordinate

Total Hit Points: 8

Speed: 30 feet

Armor Class: 12 = 10 +1 [leather jacket] + 0 [class] +1 [dexterity]

Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +3 = +1 [base]
Reflex save: +3 = +1 [base] +1 [dexterity]
Will save: -1 = -1 [base]
Attack (handheld): -1 = -1 [base]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: -1 = -1 [base]
Reputation: +3 = 2 [base]

Action points: 5 (lifetime)

Light load: 25 lb. or less
Medium load: 27-53lb.
Heavy load: 61-90 lb

Equipment:

Starting Occupation: Celebrity Craft writing), +4 wealth, +1 rep

Feats:
Wild Talent (Burst)
Personal firearms proficiency

Skills:

Bluff: +7
Concentration:
Craft (Visual art)
Craft (Writing) +7
Diplomacy: +7
Disguise:
Gather Information: +7
Handle Animal:
Intimidate:
Knowledge (Arcane Lore): +6
Knowledge (Art):
Performance (Keyboard) +7
Profession:
Read/Write Language: +6
Speak Language: +6


I'm also curious how many players you were considering taking on?


Almost done...it's always sweating the details that slows me down during character creation.


Not ready with the crunch just yet, but I've started on a background and such.

Looks and background:

Gunnar Cirillo was born from the marriage of a Norweigan man and a Greek woman.
While he was doted on as a child, as he grew his family became a bit more distant to eachother.
His mother was an almost fanatical Greek Orthodox Christian, and his father was a researcher into the occult and Norse history/legends.
This created some friction as the mother did not want such "pagan nonsense" in her house, and his father was irritated at having his important work limited due to a "superstitious church".

As the boy became a man, he grew to inherit the best qualities of both parents when it came to looks. The mother's rich rich olive skin color contrasting well with the harder Caucasian features of his father. Lustrous dark hair, and yet startlingly cool blue eyes.
Often being the center of attention helped develop his social skills and made him quite good at integrating himself in almost any social circle.

It's quite possible he was heading towards a successful carrier in business or the movies, had it not been for a tragedy in the family.
His father had become more and more obsessed with the occult, moving from research to full on practice, although on the sly as to not further alienate his wife,
Something had gone wrong though, and he was found in his study, with all signs to him having attempted a ritual meant to "unlock the potential of the human mind in his bloodline".
His body had however reacted very poorly to some of the ingredients in the potion he ad consumed as part of the ritual.

His father was alive, but comatose, and not likely to come out of it for along time, if ever.
This devastated his mother, and he himself was not unaffected either.
This filled him with quite a disdain for all things "arcane and occult".
For a few years he threw himself into the life of a hedonist, and might have stayed there, if not for a not-so-random encounter with an agent from the secretive Department-7.
Realizing that there was a department dealing with what he himself thought of as "silly nonsense" made him curious.
Eventually, he decided to accept a position as field agent, since it would give him a chance to debunk myths and maybe stop others from doing what his father had done


This sounds pretty interesting, I'm throwing my hat into the ring.
I was thinking about creating a character that is quite skeptical to the idea of the supernatural, and really only a member of the department to try and help debunk the myths and such.
Of course, he'll also be going towards having telepathy, so he himself is proof that he is wrong, without knowing it.


Ah, it's been so long since I played RIFTS...
I'm down for it absolutely.


Req rolls, in descending order of rarity.
Req roll (Light carapace)(Rare): 1d100 ⇒ 49
Req roll (Bolt pistol ammo)(Rare): 1d100 ⇒ 97
Req roll (Red dot sight)(Scares): 1d100 ⇒ 62


It's super secret.


Wounds: 1d5 + 10 ⇒ (3) + 10 = 13
Fate points: 1d10 ⇒ 6
Special req roll:1d100 ⇒ 9


Characteristics.

2d10 + 20 ⇒ (2, 10) + 20 = 32
2d10 + 20 ⇒ (2, 4) + 20 = 26
2d10 + 20 ⇒ (5, 1) + 20 = 26
2d10 + 20 ⇒ (6, 5) + 20 = 31
2d10 + 20 ⇒ (3, 10) + 20 = 33
2d10 + 20 ⇒ (5, 3) + 20 = 28
2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (9, 10) + 20 = 39
2d10 + 20 ⇒ (7, 4) + 20 = 31

Reroll: 2d10 + 20 ⇒ (7, 10) + 20 = 37


Well, it IS 40K so...probably the eye of terror eventually.
Lovely holiday spot!


Soon, a few brave chosen ones shall step forth, to cleanse the galaxy of heretics!


D'oh, you asked for more than just timezone.
I tend to check the forum 2-3 times a day, so I'm pretty regular on posting.


I'm GMT +1, that's the only timezone I know at the moment.


GM:
So, obviously I might not make the cut, and I might not live long enough even if I do, but I was planing on going down the psycher half of the eventual adept split tree. Might be worth mentioning if you want to do something with that hook.


Actually, that bit was more of an oversight on my part, but hey, it's not a bad idea so let's keep it that way.
And I think yes, switching Ws and Bs is also a good idea, not really built for up close combat anyway.

I WAS considering switching underhive merchant for cold tader, what with the change to basic skills, but I figured, as Ordo Hereticus, maybe we won't be dealing with Xeno's all that often, so I think I'll stay as is.


Ok, let's see what else...

Divination: 1d100 ⇒ 69 Men must die so man endure +3 Toughness

Wounds: 1d5 + 8 ⇒ (4) + 8 = 12

Fate: 1d100 ⇒ 6 3 Fate points

Insanity: 1d5 + 2 ⇒ (2) + 2 = 4


As far as I know, it's not impossible to have more than one background correct, as long as you can afford them?
I'm thinking that Cold Trader and Sibellus scrounger might work pretty well together.
True that the basic bit isn't so useful, especially since I'm likely to get both those skills anyway.
Perhaps Sibellus Scrounger and Underhive merchant though? Scrounge things, sell things?


My idea is that he was mind cleansed before the inquisitor had him "conscripted".

I was thinking of taking the Verispex Adept alternate rank, and the reason for that is that it would leave the question of, does he know as much about crime as he does because he used to be a lawman of some sort OR because he used to be a criminal?

Either way, this would explain what use he might have to an inquisitor, but leaving the question of HOW he got that skill open.

I'm currently looking for one or two background packages that might add a little more color to the idea.
Cold Trader with the xeno alternative might be fun for example?


Ok, so I am always down for some 40K, and I was thinking of playing a Mind Cleansed character, and if the stats allow it, an adept.

2d10 + 20 ⇒ (7, 9) + 20 = 36
2d10 + 20 ⇒ (3, 6) + 20 = 29
2d10 + 20 ⇒ (10, 9) + 20 = 39
2d10 + 20 ⇒ (7, 3) + 20 = 30
2d10 + 20 ⇒ (5, 1) + 20 = 26
2d10 + 20 ⇒ (4, 9) + 20 = 33
2d10 + 20 ⇒ (3, 10) + 20 = 33
2d10 + 25 ⇒ (1, 3) + 25 = 29
2d10 + 15 ⇒ (10, 6) + 15 = 31

Reroll WP 2d10 + 25 ⇒ (2, 8) + 25 = 35

Ok, so...I'll switch S and Int, no point in having QUITE that strong an adept instead of being that smart...
Still a much better fighter than expected, wonder what dirty deeds he did before his cleansing?


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12

Hmm, not too bad, I'm planing on adding a Magus to the ring, Though in interest of full disclosure, I've been involved in two previous groups that has ATEMPTED to run the Falcon's Hollow series of adventures.
None got too far, but it does leave me with some out of character knowledge.
So if that's not acceptable I'll understand.


Req time:
Second specialist 25
War Conditions: Near Victorious(+10)
Front Active: 5+ years I think? (+30)
Time spent at Front: less than 3 month: -10

Let's see then.
Snare mines, Average +10 Vs 65: 1d100 ⇒ 91
Plasma rifle, Very rare -20 Vs 35: 1d100 ⇒ 26
Magnoculars, Average +10 Vs 65: 1d100 ⇒ 77
Flamer, Scarce +0, Favored weapon +10 Vs 55: 1d100 ⇒ 37
Medi-kit, common +20 Vs 75: 1d100 ⇒ 52