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Here is my is an initial stats and advance scheme write-up for my character. I'm still working on a full background write-up, but the basics are that she she works as a roving troubleshooter (often in the literal sense) for a number of Inquisitors and other powers that be in the sector. You've worked before and our newly minted Inquisitor (or one of her fellows) suggested she would be a useful addition to the team you have assembled for this latest mission.
The Grey Lady:
Home World: Schola Progenium
Career Path: Assassin
Path to Ascension: Art of Death
Ascended Career: Vindicare Assassin
OK, here we go:
As promised, here is the background for my submission, I have reposed the stats below for reference.
Wyln grew up in the slums of Oppara, the jewel in Taldor's tarnished and moldering crown, and in so doing developed an intense dislike of poverty. Unfortunately (or fortunately depending on one's worldview), the only opportunities available to him were of a less than legal nature, but Wyln embraced them wholeheartedly. He started off distracting marks for the older children before graduating to bigger and more complex crimes.
The life of crime treated Wyln well, keeping his belly, and his purse, full. Six months ago he was considered a rising star in the Oppara thieves guild, a safe-cracker with a string of successful jobs behind him and (presumably) many more ahead. That's when things went wrong.
He took a job, a big one, with a gang of thieves he knew only by reputation. Everything went smoothly at first, they infiltrated the target mansion and made it all the way to the strongbox in its owner's bedroom; then the maid walked in. His comrades wanted to kill her, Wyln didn't. There was a scuffle and the maid got away, but one of Wyln's companions ended up with a knife in the gut.
Given the circumstances, Wyln decided his best option was to run, and keep running. He has burned through most of his savings and crossed most of Taldor, bringing him to the village of Heldren.
Here's my character submission, I will work up a background and post it sometime this weekend.
N Male Human
Saves (Base + Stat Bonus + Other Bonuses)
Skills (Ranks + Stat Bonus + Class Skill Bonus + Other Bonuses)
Favored Class Bonuses
1st Level (2)
Equipment & Money
Wizard's Kit (UE)
I'm interested, my character is below.
HP 1d8 (8) + 2 = 10
Skill Ranks (Ranks + Stat + Class)
Favored Class Bonuses
1st Level (2)
Background and Introduction:
Born into a one of Varisia's many traveling clans, Gyorgy was prone to fits and visions from a young age. Recognizing the strange blessings of the spirits for what they were, the clan's elders apprenticed him to the caravan's soothsayer, an intimidating crone known as Mistress Esmerelda. Through her, Gyorgy learned to glimpse the strands of fate, and spin a convincing tale for the rubes. It was also though her that Gyorgy became acquainted with Professor Lorrimor, who came to visit with Mistress Esmerelda whenever their caravan traveled through Ustalav. Gyorgy looked up to the professor, who would tell the boy stories of his adventures in lands across the Inner Sea.
Like the others, Gyorgy received a summons to the Professor's funeral along with the news of his passing. Unfortunately, his clan's caravan was in Taldor at the time and by the time he made it Ravengro, he was several days too late for the funeral.
Here's my contribution.
NG Monk - Martial Artist (UC)
STR 17 (+2 racial bonus)
Skill Ranks (C = Class Skill)
Favored Class Bonuses
Equipment (Starting Money 1d6 ⇒ 2 ~ 20 gp)
Edmer grew up in a small farming village determined to escape the boring life for which he was seemingly destined. A few months ago, he finally got his chance. At the annual harvest festival, he bet his life savings on a boxing match against the county's reigning champion, a giant of a man a full hand taller and easily outweighing him two to one. The fight lasted all of thirty seconds, a single well placed blow felling the giant and knocking him out cold. Edwin collected his winnings and his few worldly possessions, wished is friends and family goodbye, and set out to find his fortune.
Now he finds himself in the town of Reme, running low on money and having found no adventure (and even less fortune). He is becoming a bit desperate when he spots the notice outside the local inn, so he thinks to himself:
Why not? I wanted adventure. I'm sure advenchur should be close enough.
"Well met friend, sounds like you need someone to watch your back and I'm just the man for the job. I'm ready for anything and I can handle myself in a fight it it comes to that, but most importantly, I look out for my friends."
"So, what do you say, friend?"
Here is Carius Wyne, Human Wizard.
I am at PST [GMT -8]
Male Human Wizard 1
NG Medium humanoid (Human)
Speed 30 ft
Senses Perception +1 (+3 in dim light; +2 when familiar in arm's reach)
HP 7 (1d6+1)
Combat Maneuver Defense 12
Melee Quarterstaff +0 (1d6)
Skills (2 + 4 INT + 1 Racial + 1 Favored Class)
Tireless Logic (Ultimate Campaign)
Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Cold-weather outfit [8 gp]
Carius is a short, bespectacled human with ink-stained fingers and short brown hair just starting to thin. He mumbles constantly to himself, occasionally pulling out a piece of parchment to jot down a quick note or crude sketch.
Hailing originally from Absalom, Carius has spent the last half-decade traveling among the peoples of the Northlands to chronicle their history and culture. His hope is for this work to one day be published in the prestigious Pathfinder Chronicles, but to date his discoveries have remained stubbornly pedestrian. Hearing tales of the mysterious Vigil of Light and the mystical moonstone, he has traveled north to the town of Rybalka in the hopes he will find a tale worth writing about.
Per the Core book, characters receive equpiment from their specialty and from the regiment's standard kit. Hammer of the Emperor explicitly states that all sub-regiments use the core regiment's standard kit and may not contribute or modify the standard kit in any way, though regiments recently merged in the field may have some of there original equipment at GM discretion. The example the book uses is Death Riders of Krieg combined with another Rough Rider regiment, but I don't think the split regiment rules are meant to combine vehicle/mount focused units like riders or armor with footsloggers.
For Doc, my thought when I was putting these together was that he would be with the guards, being that he represents the more reasonable and civilized elements of Claustrum society.
Sorry for the delay on this, I got swamped a work and didn't really have the bandwidth.
I felt that the Frontier World was appropriate for the guardsmen who grew up in the wilds of Unduz and that Guerrilla Regiment better describes their composition (also, since we no longer have Deiros' operator it removes the vehicles as standard kit).
For the prisoners, I used Feral World as Mark suggested, but substituted in the same regiment type as the base regiment, since the talents and skills (Bombardier and Tech-Use) gained from Grenadiers were somewhat incongruous for a group of savage and uneducated criminals. Also, since they use the same kit as the base regiment Close Quarters Combat is pretty useless, so I replaced it with Hardened Fighters, which is similar thematically but provides a benefit.
For attachments, I pretty much went with my gut on how to put together a group which would mesh with what we have already.
Finally, I gave all the Oremorite guardsmen the Scarred by Loss drawback to describe their experiences. (Condemned is a super nasty drawback and I don't want to inflict that on anyone)
Claustrum Guards (Base Regiment)
The base regiment will need to buy standard kit again (or at least expand it with the 15 extra points), the others share that kit per the rules of split regiments.
Standard issue for a Techmarine includes 1 Bolter w/fire selector and 3 each frag and krak grenades.
I seriously doubt the usefulness of a Combi-tool or Lamp. Cluster mines might be useful but need to be deployed defensively, which may be problematic.
Also, if Rook allows, Rites of Battle has rules for using requisition to acquire assets from other Imperial institutions. Perhaps the Rogue Trader has a useful specialist or some household troops to requisition.
At this juncture, Eli does not have any questions for the Brigadier, though if he has anything interesting to say I wouldn't stop him.
As for requisition, given that it looks like we will be engaging in more subtle endeavors Eli will wear scout armor rather than the traditional power armor. Additionally, he will requisition an Ultra-Pattern Sharpshooter's Rifle (25 points), Cameleoline Cloak (20 points), and Auto-sense Goggles (10 points). He will retain his standard issue gear including his reductor and narthecium. If it is appropriate he will also retain the Omega Vault's chainsword.
If anyone has any suggestions or comments (hint, hint...)
Vincent is hoping he can prevent any of the guardsmen from going crazy and doing something stupid. He has a feeling he is going to need them and their firepower if he is going to make it out of this mess.
On a more positive note, it looks like the dice gods have ceased their unjust persecution of my rolls.
My main ooc question would be that since the scale is 4m per square shouldn't the group be a bit closer together. Each character occupies 1m so we should all be able to fit into 2-3 squares. They could conceivably be that spread out but it seems unlikely.
Also, can you give me a rundown of the weapons the other characters are carrying. I assume the guardsmen have las rifles and the heavy stubber for from the core book (by the way there is no "light" stubber only heavy stubbers) but I forgot exactly what Lauce and Ryuk picked up in the armory.
Unduz II, Oremor 7th Legion Penal Claustrum, Designate Ylesium, Plantation 7, Husbandry Barn Cluster 177, Edge of the Tertiary Fallow Fields.
Turning to the others, Vincent points a bony finger towards the fallow field, and the scattered undead which block their passage.
"There is no way around, we must go through. Ready your men Sargent, we are almost there."
Eradico, the fantasy flight forums indicate that true grit does indeed make orks tough bastards. Apparently the best way to kill them is with righteous fury, since this insta-kills mooks.
Also, make sure you are keeping track of which orks have fatigue, since they have a -10 to all tests. I don't think this has come up yet, but when it does.
Eradico, just to save you some time. Edwin's attack has a penetration of 2, bypassing the ork's flack armor, gets reduced to 1 damage by the ork's toughness and then reduced by the toughness again by True Grit. Since True Grit cannot reduce the damage below 1, the ork takes the 3 damage rending critical to the body. This will stun it for one round and it must pass a challenging (+0) Toughness Test or suffer from blood loss (it doesn't stack so you can ignore this).
Hate to be the one to bring this up but:
Penetration has no effect on Toughness, only AP.
Just a note Catman, per Only War p. 177:
Full Auto Burst
I noticed that Edwin is currently marked down as having a chit-sickle in his kit. As a stormtrooper, he would not carry or use such a weapon, instead retaining his stormtrooper fighting knife.
Also, since Edwin possesses Trade(Armorer), I was planning to apply weapon customizations to some of his weapons. How do you want to work this out? Should we resolve it now or wait until play begins? The modifications I had in mind were:
Hellgun: Custom Grip, Fluid Action, Modified Stock, and Trigger Adjustment