Interest Check: High Level Deathwatch Campaign


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May i drop in? Hahaha... drop in... anyway. Are GK allowed?


Missed my edit deadline...

Okay. If i cant be a GK, ill go raven guard assault marine. Stealth etc. Sabotaur. Explosives.

Health: 1d5 ⇒ 2
Armor: 1d10 ⇒ 7
Fate: 1d10 ⇒ 6


Cool, Chapter Brothers, fellow Raven Guard Techmarine here.


Brother Techmarine Korbin wrote:
Cool, Chapter Brothers, fellow Raven Guard Techmarine here.

i saw. I think itll be fun. Duel wielding slasher and sabotage guy. Hope i can take 2 talons. Will make my attacks even more deadly. Will just need your help (as a group) to build this character.

i was thinking of taking all of the chapter advances. 4000xp. Then build with the rest my char. But not sure what to build or what is needed etc.

as mentioned. Want to be a sabotage and assassin like RG


Got my Raptor nearly complete, just gonna throw down some rolls.

Fate: 1d10 ⇒ 2
Wounds: 1d5 ⇒ 4


Yuugasa wrote:

Also I don't know how much you guys know about Necrons but I will be using the tabletop 3rd ed storyline for Necrons (they are nearly silent, terrifying terminator-like killers slaved to nearly omnipotent Star Gods) as opposed to 5th ed+ storyline (they are kookie robo Egyptians who are sometimes scary, sometimes silly).

All in all even if you don't know the 3rd ed storyline what you need to know will be revealed in game as the storyline progresses, I just don't want you'll to make out of game assumptions about the Necrons then get confused in game when the storyline goes in a different direction.

I have a necron army. 4th ed and 5th ed rule books. Dont know how much 3rd differs from 4th. But i love necrons :)


Yuugasa wrote:
Brother Sardus wrote:

Can I submit a Marine from the Rapter chapter, details are in "Honor the Chapter." I know you don't have the book, but I pasted everything in the alias about the Chapter and its abilities. There isn't anything in the relics or wargear that are for Raptors, so no fuss there. Nothing else from the book, just the Chapter.

Still working on the history, waiting for approval of this Chapter. Everything else is done, need to finalize a few small details and add the requisition.

Also, I've chosen some Distinctions that the GM will need to weight in on, particularly "Master of Arms." I'd prefer Blast and Felling more as the bolt weapons I'll be using already have Accurate and Tearing. But its up to the GM, so let me know and I'll update the alias.

Envisioning a marksman Tactical Marine. Sniper history as Raptors excel at shooting from any range.

Noob question here: Shooting while engaged in melee combat. If I'm engaged by an enemy who is close enough, can I shoot with pistols? If so, at what penalty/restrictions? Probably no aim or point blank range bonus, anything else? Or just a quick point to the rules and I'll read it for myself.

Yeah you can play a Raptor.

Master of Arms is fine, applying felling against strong characters fits with my idea of awesome snipers too so that is cool.

With a pistol you can fire against someone you're fighting in close combat, I think it is just a BS test with no modifiers at its most basic. I'll look it up when I have a minute and either tell you about it or point you to the details.

Need you to choose one more. Felling is one. Second can be blast, scatter, accurate, or tearing.

Blast is like having free metal storm rounds, which is nice because I only get single shots with main weapons.

Scatter nice for up close shots like a shotgun.

Others are redundant but I'll understand if you choose one of these, I'd find a way to make it useful.


I find it funny, hence im taking the name: Kraai. in my home language that literally means crow


Seth dotting with profile. not ready yet. but its coming along


I am away until monday.


Seth86 wrote:
May i drop in? Hahaha... drop in... anyway. Are GK allowed?

Welcome! No, no GKs allowed, but it looks like your already making a Raven Guard character=)


Seth86 wrote:


I have a necron army. 4th ed and 5th ed rule books. Dont know how much 3rd differs from 4th. But i love necrons :)

Biggest differences is in 3rd ed the Necrons are more alien and scary and less relateable to human beings. Also the C'tan are fully powered, unshattered and uncaptured and completely in charge.


Brother Sardus wrote:


Need you to choose one more. Felling is one. Second can be blast, scatter, accurate, or tearing.

Blast is like having free metal storm rounds, which is nice because I only get single shots with main weapons.

Scatter nice for up close shots like a shotgun.

Others are redundant but I'll understand if you choose one of these, I'd find a way to make it useful.

Ah, I meant you can choose what you like, blasting and felling was what you suggested I am cool with that.


Big OM wrote:
I am away until monday.

That's cool we will see you then.


Well. The party needs a "rogue" so i made one. Pistol and dagger.
Concealment. Shadowing. Silent move. All at 97 :P
I should be okay at sneaking about.
Demolition
And a few nasty charge abilities. In the week to come i will build him properly and reference it with a friend who is well versed in the system.

But yah. My RG assault marine is a sneaky saboteur character. But can be deadly on a charge and in a fight. But he will seldom be in sqaud mode i think. His abilities function better in solo mode. But atleast he will be really good at charging


Yuugasa wrote:
Seth86 wrote:


I have a necron army. 4th ed and 5th ed rule books. Dont know how much 3rd differs from 4th. But i love necrons :)

Biggest differences is in 3rd ed the Necrons are more alien and scary and less relateable to human beings. Also the C'tan are fully powered, unshattered and uncaptured and completely in charge.

Just the way i like em. A very scary, relentless army. Mecganical zombies that just wont stay down...

If i can get a warscyth... hmmmmmm :P


How difficult is it to get renown points? Cause we need 10 to get to next rank in renown. I am saving 1500xp pts for that =^^=. Inferno pistol!

If i take first amongst equals... i can get the infernus pistol.
That could be worth it. Mainly melee. But in a closed off area and things turn into a gun fight... an infernus pistol will be handy... or you know. Blow a hole in an enemy bridge into the vacuum of space...


Seth86 wrote:

How difficult is it to get renown points? Cause we need 10 to get to next rank in renown. I am saving 1500xp pts for that =^^=. Inferno pistol!

If i take first amongst equals... i can get the infernus pistol.
That could be worth it. Mainly melee. But in a closed off area and things turn into a gun fight... an infernus pistol will be handy... or you know. Blow a hole in an enemy bridge into the vacuum of space...

Not too difficult, you will likely get around 5 each mission assuming you guys don't ace everything or mess everything up. There are about half a dozen storyline missions in the game that set everything up before it becomes more free form, by that time you should be 80+ renown, assuming things have gone at least moderately well.


Trying to get a current player count. Some people have no profile and haven't posted for a while. Where you at with your PCs?

1. Brother Astrael, Dark Angel Assault Marine (Melee)
2. Temujin White Scar Devestator Marine-(Ranged)
3. Brother Kraai, Raven Guard Assault Marine (mix??)
4. Big OM’s Dark Angel Librarian (??)
5. Techmarine Korbin (Forge-Master) (range/melee)
6. Keeper Sardus (Tactical Marine) (ranged)
7. Nohwears Apothecary(??)
8. Lord Inventor Reldic??
9 & 10. Radavel has Hrolf Heavy Hand who Fought to a draw with someone and Brother Calculus Iron Hands Techmarine.


Will work on it this weekend when i can and properly sit down sometime next week. but yes. Melee and demolitions with a single pistol


Ah, not that it's really relevant at this point yet but this campaign we are playing is one I've run in RL and it has a spiritual sequel in the form of a Black Crusade campaign I plan to run on the boards after this one.

It's not a direct sequel (different player characters)but the effect and consequences of this campaign will effect that one, as well as having a few returned NPCs, locations, etc.


Yeah, sounds good. Would be interesting to have a DW marine crossover to the dark side, role playing that from the start would be fun.


Ren'Shaw

Have a look and please give me some input on things i can add/change


Still here Brother Librarian Naaman is beging to take shape. I forgot how long time it takes to build these developed characters.


Brother Ren'Shaw wrote:

Ren'Shaw

Have a look and please give me some input on things i can add/change

Seems like you cut and paste stuff from my alias, but it has things that are specific to my charecter. I'll try and post a blank template, one with beginning skills and talents.

Also, I can't see Google Services in China, so don't know if your Alias is updated or not.

You don't have Infused Knowledge probably and some tests are AG only for you, not INT too, as thats from a distinction "Jaws of Intellect."

I know the idea of "Fear 2" sounds cool, but not so functional. It's maybe a WP test in melee and won't affect hordes or stronger soldiers who are immune inherently or from a bonus provided by their leader. Remember, that enemies will have many of the same talents we do and more.

Also, don't be afraid to cut and paste the other things from my alias. Some things like weapons and chapter info could be useful for you to know and have on your own alias page.


My link is complete... but if things can be changed i will. Then put everything in alias. So ignore what is in alias atm :P


Yeah link doesn't work for me, so I'll just have to look at it when it's in your alias.


Techmarine Korbin wrote:
Yeah, sounds good. Would be interesting to have a DW marine crossover to the dark side, role playing that from the start would be fun.

Yep this particular game can end a dozen different ways but if it ends with some of you guys becoming Traitor Marines that would definitely mark a direct link to the sequel=) We will just have to wait and see what happens.


Yuugasa wrote:
Yeah link doesn't work for me, so I'll just have to look at it when it's in your alias.

Will make it a pdf. I think its the format of the sheet. So when im home ill re link as pdf(s)


Brother Ren'Shaw wrote:
Yuugasa wrote:
Yeah link doesn't work for me, so I'll just have to look at it when it's in your alias.
Will make it a pdf. I think its the format of the sheet. So when im home ill re link as pdf(s)

Sounds good=)


Big OM wrote:
Still here Brother Librarian Naaman is beging to take shape. I forgot how long time it takes to build these developed characters.

It's all good, I look forward to seeing your character.


Sheets

Have a look at these. Hope this is better =^^=


Brother Ren'Shaw wrote:

Sheets

Have a look at these. Hope this is better =^^=

kk

As I said before, can't access Google services in China, been blocked for years, I'll have to wait for you to cut and paste into your alias before I can help.

Excited to read something about others Marines, mine are nearly complete, will be finished today. We setting any deadlines soon? Been 3 weeks. I keep tweaking mine, but today I'm going to stop and leave them be.


Brother Ren'Shaw wrote:

Sheets

Have a look at these. Hope this is better =^^=

Cool cool=)


BayouSnowman wrote:
We setting any deadlines soon? Been 3 weeks. I keep tweaking mine, but today I'm going to stop and leave them be.

Yeah I was thinking of giving it another week then starting up, if some people still aren't done at that point they can join the game when they are ready. (drop pods can land anywhere! =D)


Watch the skies!

Does he look okay? don't know if i missed anything


I'm officially going to stop messing with them today.

Techmarine Forgemaster Korbin is complete Stealthy (re-roll failed and its already high) forward recon, balanced range/melee, kills silently either way. Good AP with artificer armor, not really meant for taking on large numbers of guys or heavy armor, but he can do some damage with his storm bolter. He's the silent quiet type.

Tactical Marine Keeper Sardus is also stealthy, but not like a Raven Guard. Equipped with a missle launcher and a Narthecium for healing, he is an experienced sniper who worked his way up, learning to pilot ships and bring his skills to more than just shooting his bolter. This guys is built with high fellowship, command, and the personality to lead a dynamic team. As a newly appointed Keeper, haven't been able to purchase any of the skills, but command and charm will grow, he'll soon be able to represent the DW on a more official capacity after a mission or two.

Welcome any comments or suggestions.

Hope we get some others to come back and finish up their people. You're right, drop pods can come down anywhere at any time.


Was wondering, should i email you the pdfs so u can look?


Brother Ren'Shaw wrote:
Was wondering, should i email you the pdfs so u can look?

Pm me for an email address. I think it would be easier to cut and paste into alias. You can copy my earlier posts with spoilers, just hit quote reply then cut and paste the text, delete my information, replace with yours so it's easier to read if you're worried about length.

It's something you should eventually do and anyone could offer feedback.


Will do. just there is a lot of stuff. want to edit fully before i put it in profile


Didn't break down the math or anything but with a once over of your guys characters everything looks fine (in that nothing immediately jumped out at me as completely wrong), looks good. In general I trust the players of my game to manage the accuracy of their characters, although if anyone wants me to give a close inspection of their character I can.


So here is something fun, not sure if you guys are familiar with Enuncia, it's the warp based language of creation in 40k, primarily featured in Dan Abnett's various inquisitor novels and various Horus Heresy stuff, but it plays a role in my 40k games as primarily a storyline line based thing.

However, I started wondering if maybe I should do a bit of work to make some mechanics for it so players could get a taste of the action (primarily for my Black Crusade sequel, but it could happen in this DW game.) So I started off by looking online to see if anyone had done something like this yet and I found this on the Black Crusade forum:

Enuncia:

The primordial language of creation, Enuncia, is divided into three main types; Nouns, which conjure the physical energies of existence; Adjectives, which give those energies form; and Verbs, which effect the minds and spirits occupying reality.

Each type of word is associated with a different characteristic; Agility, Perception and Fellowship, respectively. These words are extremely powerful and all across the universe only a few are known to mortals, be they human or xenos.

A fundamental force of the most primal sort, Enuncia can easily damage those uttering the sounds. Whenever attempting to use a word of Enuncia, the speaker must decide how forcefully they wish to speak it - this determines the Drain Value range [(0 to < TB), (TB =< TB x 2) OR (TB x 2)] and has three levels of severity (similar to Psyker powers):

Whispers: A Challenging (+0) Test to pronounce with a Drain Value below their Toughness Bonus, no roll on the Psychic Phenomena Table.

Reports: A Difficult (-10) Test to pronounce with a Drain Value equal to or above their Toughness Bonus, roll on the Psychic Phenomena Table, adding +10 to the roll for every point of Drain Value above their Toughness Bonus.

Shouts: A Hard (-20) Test to pronounce with a Drain Value equal to twice their Toughness Bonus (the maximum), roll on Perils of the Warp.
In the event of Possession Phenomena, reroll results.

After their Focus Power Test has resolved if they were successful they must make a Challenging (+0) Toughness Test. For each success on their Toughness Test they reduce the Drain Value by 1 and for each failure increase the Drain Value by 1 (for opposed tests, Drain Value is equal to the victim's Willpower Bonus regardless of Forcefulness). If the Drain Value becomes lower than their Toughness Bonus, they take no damage (or Corruption), otherwise they take the remaining Drain Value as damage, and half the Drain Value in Corruption.
In addition, for every 4 points of damage inflicted from Drain Value, increase the difficulty modifier of all Enuncia tests by an additional -10 (non-cumulative) to represent the character's mouth being ripped apart by forces they've unleashed. Even on successful Toughness Tests they will lose their teeth and bleed from the mouth, but this has no in game effects aside from a lumpy smile.

If a Heretek learns this ability via sourced machine code, the task is more arduous, takes longer, and he always makes his tests with an additional -10 modifier. This condition cannot be removed unless more mundane methods of learning Enuncia are explored; Enuncia can never be acquired through Infamy Requisition Tests for any characters, but information leading to some can.

Enuncia Whisperer
Tier: 1, Unaligned
The character has through guile, luck or fate, obtained a fragment of the primordial language, Enuncia, and has managed to pronounce some fragments of it. This gives them access to buy one of the Words of Enuncia (although in-game exposition must occur for their gaining the information): Expletive, Past or Nothing. When using Enuncia they suffer a -10 to all tests (non-cumulative) until they receive some sort of healing to represent the unavoidable damage done to their mouths.

Enuncia Expert
Tier 2, Unaligned
Prerequisite: Enuncia Whisperer
After intense and painful training, often from the upper echelons of cults or through tomes of the darkest lore, the character has gained some mastery over Enuncia and no longer suffers a -10 to all tests when using the primordial words (although they still suffer considerable superficial damage) and are susceptible to damage from failed Drain Value Tests. They gain access to the following Words of Enuncia: Conjugation, Past, Do and Unknown (provided they know the pre-requisite words)

Enuncia Master
Tier 3, Unaligned
Prerequisite: Enuncia Whisperer, Enuncia Expert
Few in the history of the galaxy have attained this level of control over the primordial language, and they are to be greatly feared for the very powers of creation are quite literally on the tips of their tongues. They only suffer superficial damage from Whispers and Reports and always reduce any damage suffered from failed Drain Value Tests by 1. They have access to all the Words of Enuncia (provided they know the prerequisite words).

NOUNS
Expletive
Value: 100 xp
Focus Power Test: Agility
Range: 10m x Drain Value
The speaker can conjure a bolt of pure force at an opponent. The speaker makes a Ballistic Skill Test to hit the target, and deals 1d10 Impact Damage with a bonus of +2 Damage per Drain Value.

Conjugation
Value: 200 xp
Prerequisites: Expletive
Focus Power Test: Opposed Agility
Range: 10m(Whisper), 20m(Report), 30m(Shout)
The speaker can wrap a target in crushing bands of force. Make an Opposed Test, pitting the speaker's Agility against the target’s Willpower. If the speaker wins, he may inflict 1d10 Impact Damage with a bonus of +1 Damage per Drain Value. The speaker may also Grapple the opponent (see page 240), substituting his Agility bonus for his Strength bonus. Sustaining the word is a half action that requires an additional Opposed test and Drain test.

Wrought
Value: 500 xp
Prerequisites: Expletive, Conjugation
Focus Power Test: Agility
Range: 5m x Drain Value radius
The speaker has developed his diction to the furthest reaches humanly possible. He can generate a rain of force bolts that can smash his enemies in a savage storm of primordial fury. The speaker can pick out a number of targets equal to his Drain Value for each round that he maintains this power. The speaker must make a Ballistic Skill Test to hit each of the targets, and deals 2d10 Impact Damage with a bonus of +2 Damage per Drain Value. No target may be hit more than once a round. Sustaining the word is a half action that requires an additional Agility test and Drain test.

ADJECTIVES
Present
Value: 100 xp
Focus Power Test: Perception
Range: Personal
Uttering this word allows the speaker to briefly peer into the near future and see possible outcomes and potential dangers. Until the end of the next turn, the speaker gains a +30 bonus to one skill roll. This technique may not be attempted at a Drain Value below the speaker's Toughness Bonus.

Past
Value: 200 xp
Prerequisites: Present
Focus Power Test: Perception
Range: 1m x Drain Value radius
The use of this word allows the speaker to learn more about others from the crude traces of warp and aether they leave behind on objects and places in the world around them. In its simplest form, the speaker can gain rough impressions from an object or a general area by maintaining physical contact and making a Perception Test.
More information beyond the strongest emotions requires time, and the longer the speaker stays in a given area, the more information he can ascertain. These numbers are modified by the speaker's awareness, and he may subtract a number of rounds equal to the Drain Value from each result level. Example: A speaker with Drain Value 5 will get the first result in 5 rounds, the second result in 10, etc.
10 Rounds: The speaker can detect the strongest emotion associated with the area or object.
20 Rounds: The speaker can see the general features of the person who experienced the emotion
30 Rounds: The speaker gets a clear image of the person who experienced the emotion
40 Rounds: The speaker is able to identify the person’s occupation (e.g. Career and Rank)
50 Rounds: The speaker can now determine the name of the person
+10 Rounds: The speaker discovers an additional fact

Future
Value: 300 xp
Prerequisites: Past, Present
Focus Power Test: Perception
Range: Personal (2m x Drain Value radius)
At this level of skill, the speaker has learned how to explore multiple outcomes to different choices and actions, and to be able to sort through them in less than a heartbeat. The speaker must succeed at a Focus Power Test. If successful, the speaker gains a +10 bonus to all Weapon Skill and Ballistic Skill Tests, and Ballistic Skill Tests against him are at a –20 penalty—these benefits apply for one round, unless the speaker sustains this technique.
Additionally, he can see glimpses of the dangers in his immediate vicinity and shout warnings to his comrades within 2m x Drain Value radius to warn them of incoming attacks. Allies beyond this range are outside of the scope of his power to foresee. All Ballistic Attacks against those so warned suffer a –5 penalty. This technique may not be attempted with a Drain Value below the speaker's Toughness Bonus.

VERBS
Nothing
Value: 100 xp
Focus Power Test: Opposed Fellowship
Range: 10m(Whisper), 30m(Report), 50m(Shout)
The speaker has learned how to block the messages of the target’s senses. The speaker makes an Opposed Fellowship Test against the target's Willpower Test. If he succeeds, the target is struck deaf, blind, and is unable to scent or taste for as long as the speaker maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective ‘invisibility’ allowing the speaker to pass unnoticed to sight or sound. The speaker selects a number of targets equal to his Fellowship Bonus and selects which single sense he wishes to suppress. This must be the same sense for each target. Each target must make an Opposed Willpower Test (the Drain Value is equal to the highest Willpower Bonus + 1 for each additional two targets). Those that fail notice nothing out of the ordinary, and the sensory information is successfully masked by the speaker until he stops maintaining the power. Sustaining the word is a half action that requires an additional Fellowship test and Drain Value test.

Do
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Opposed Fellowship
Range: 5m(Whisper), 15m(Report), 30m(Shout)
This word allows the speaker to force others to briefly act against their will. The speaker makes an Opposed Fellowship Test against the target's Willpower Test. If the speaker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Fellowship Test.

Unknown
Value: 200 xp
Prerequisites: Nothing (Enuncia Word)
Focus Power Test: Fellowship
Range: 5m x Drain Value
The true word for the unknown is so terrifying in its' existence at all that it drives the most stalwart mortals to flee for their lives. If the speaker succeeds at the Focus Power Test, the target is affected as if the speaker possessed the Fear (1) Trait. The speaker may increase the level of the Fear Trait by 1 for every 3 Drain Value he uses in the Focus Power Test.

Stop
Value: 300 xp
Prerequisites: Nothing, Do or Unknown
Focus Power Test: Fellowship
Range: 5m x Drain Value
Uttering this word pulls at the very conduits of conciousness and the speaker can injure or stun an opponent out to a range of 5m x Drain Value. The speaker must pass a Focus Power Test to hit his target, and deals 1d10 Impact Damage (with a bonus of +1 per Drain Value) with the Shocking quality (see page 116). The target suffers a penalty to his Toughness Test to resist Stunning equal to –5 times the speaker's Drain Value. If the target fails the Toughness Test, he is stunned for a number of rounds equal to half of the speaker's Drain Value (rounding up).

Hehe interesting, what do you guys think of this?


Yuugasa wrote:
Didn't break down the math or anything but with a once over of your guys characters everything looks fine (in that nothing immediately jumped out at me as completely wrong), looks good. In general I trust the players of my game to manage the accuracy of their characters, although if anyone wants me to give a close inspection of their character I can.

can you inspect my character? Since im new to system, i know i prob forgot something


Brother Ren'Shaw wrote:

can you inspect my character? Since im new to system, i know i prob forgot something

Sure, would you mind posting it in your alias first? I have bad eye strain problems and it will be easier to dig through if you set it up here(also easier to reference)


Okay, will do


Allright first round of crunch done, now I'll put it away and give it another look tomorrow. So far I have ended up with a fearsome caster, with few offensive powers and a little larger utility suite. He has a lot of forbidden knowledges, but not a lot of others, and at a varying degree of proficiency.

Let me know if you have any expectations on what roles I might need to fill.


Big OM wrote:

Allright first round of crunch done, now I'll put it away and give it another look tomorrow. So far I have ended up with a fearsome caster, with few offensive powers and a little larger utility suite. He has a lot of forbidden knowledges, but not a lot of others, and at a varying degree of proficiency.

Let me know if you have any expectations on what roles I might need to fill.

Sounds good to me so far, the forbidden knowledges will help a lot and utility is good as I doubt you guys will lack offensive capabilities.


Is this still open to new people? I was thinking about making a storm warden apothecary or an imperial fist devastator.


Void Dragon wrote:
Is this still open to new people? I was thinking about making a storm warden apothecary or an imperial fist devastator.

Yes, it's still open, we will be starting the game later this week but if you haven't finished your char by then it's fine you can join when you are ready. Btw are you named after the C'tan? or the Pathfinder Void Dragon?=)


Void Dragon wrote:
Is this still open to new people? I was thinking about making a storm warden apothecary or an imperial fist devastator.

I don't believe we have an apothecary, it will surely be needed.

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