
The Doom That Came to Sarnath |

I'm interested, I was in Nohwear's game as well. It's hard to tell what roles folks already have from the discussion thread. I was thinking of playing a Martian techpriest or a Word Bearer of some archetype.
EDIT: Let's get those stats rolled.
1. 2d10 ⇒ (10, 3) = 13
2. 2d10 ⇒ (2, 5) = 7
3. 2d10 ⇒ (1, 5) = 6
4. 2d10 ⇒ (10, 4) = 14
5. 2d10 ⇒ (6, 8) = 14
6. 2d10 ⇒ (8, 7) = 15
7. 2d10 ⇒ (1, 10) = 11
8. 2d10 ⇒ (8, 10) = 18
9. 2d10 ⇒ (10, 9) = 19
10. 2d10 ⇒ (7, 2) = 9
Infamy 1d5 ⇒ 5

The Doom That Came to Sarnath |

Papa Nurgle wrote:Will open up for 1-2 more players.I'm interested!!! (See profile)
HAHAHA!!! How funny is that the three of us wind up in the same thread again!!!
It is merely the workings of the Architect of Fate.
EDIT: If they don't already have a techy, I was planning on bringing back Hephaest but refluffed as a Martian who jumped along with the Fabricator-General to play with forbidden technologies.

Papa Nurgle |

Thanks for the interest. I'm actually making this a CSM game only I forgot to remove the human archtypes from the list.
Just so your aware this game will take place around 500 years after the heresy in the Eye of Terror not in the Screaming Vortex.
Right now there are 3 players coming from my DH game that ran 3 years on these forums. A World Eater Berserker. a Sons of Horus Sorcerer and a Dark Angel Fallen (Veteran of the Long War).

Papa Nurgle |

I see to many people applying here. I'm just going to open up to the first 3 new people that posted here for now. That will be 6 total players including the 3 I already have from my previous DH game.
Nohwear
The Doom That Came to Sarnath
Zurias
This is a CSM campaign that will take place 500 years after the Horus Heresy in the Eye of Terror. Hit me up on Skype to discuss character options (nethru6). I know Mr. Sarnath did already.

Zurias |

Emperor's Children
Wounds 1d5 + 15 ⇒ (5) + 15 = 20
Infamy to call on Slaanesh for mutation
Inf 32: 1d100 ⇒ 99
Sucess: 1d100 ⇒ 40
Fail: 1d100 ⇒ 60 +/- inf 3
Mutation: Warp Eater (least s%#$ty of the bunch :P Limb loss, intelligent cyst or Warp Eater)
Aligned to Slaanesh
OMFG I just typed all my skills talents and traits but it is all lost because my org character sheet is uneditable now...FML

Akkad |

I also need to roll for the gifts of the gods.
unaligned check 1: 1d100 ⇒ 56
unaligned check 2: 1d100 ⇒ 43
Decisions, decisions. Inside out, featureless face, and flaming skull kill interaction. Definitely not.
Intelligent cyst is just weird. No.
Illusion of normalcy or psuedo-daemonhood. Both are tasty, less so for the unaligned, but still tasty.

Menstras The Cackling |

Name: Menstras The Cackling
Race: CSM
Archetype: Night Lord
Pride: Grace
Disgrace: Betrayal
Motivation: Vengeance
Description: Prefers the preheresy terror markings to the winged helm so many of his brothers now don.
Alignment: Unaligned
Total XP Earned:
Total XP Spent:
Advancements Taken/Cost:
Characteristics:
WS: 43
BS: 44
S: 49 +20
T: 45
Ag: 48
Int: 39
Per: 41
Wil: 48
Fel: 41
Inf: 33
Wounds: 21
Infamy Points: 33
Corruption Points: 20
Mental Disorders:
Skills:
-10 sit modif to charm
Athletics
Forbidden Lore(Adeptus Astartes)
Forbidden Lore(Horus Heresy)
Forbidden Lore(The Long War)
Linguistics(Low Gothic)
Navigate(Surface)
Operate(Surface)
Parry
Acrobatics
Awareness +10
Survival
Common Lore (War and
Common Lore (one other)
Deceive
Dodge +10
Forbidden Lore (Heresy)
Intimidate +10
Operate (Aeronautica)
Security
Tech-Use
Talents/Traits:
Ambidexterous
Bulging Biceps
Legion Weapon Training
Heightened Senses(Hearing, Sight)
Nerves of Steel
Quick Draw
Resistance(Cold, Heat, Poison)
Unarmed Warrior
Dark Sight
Ancient Warrior
Cold Hearted
Two-Weapon Wielder
Jaded
Lightning Reflexes
Paranoia
Raptor
Sure Strike
Amphibious
Unnatural(Str+4, T+4)
Fear(1)(GoG)
Archetype Abilities:
Spectral Haunter: The Night Lords are renowned for
their ability to utilise the cover of darkness and other
adverse conditions to harass their prey. Penalties for
attacking a Night Lords Chaos Space Marine and bonuses
to any Stealth Checks that Combat Circumstances grant
based on visual hindrances are increased by 20.
Terror Tactics: Night Lords Chaos Space Marines
are among the most dreaded enemies of the Imperium
of Man. They specialise in terrifying their foes with
horrendous displays of carnage and psychological
warfare that drives even the most hardened fighters
into paroxysms of fear. [u]A Night Lord may spend
Infamy Points to grant himself and his allies the
Fear Trait (to a maximum of 4) for the remainder
of a session. Each rank in Fear awarded requires the
expenditure of two Infamy Points, then two days of
preparation and a successful Hard (–20) Intimidate
Test.[/u] The GM may modify the difficulty based on
the Night Lord’s actions and also require additional
Skill Checks depending on the situation.
Weapons:
Legionnaire Bolter
Legionnaire Combat Knife
Legion power sword
Legion Power Sword(req)
4 mags Bolter
2 Legion frag grenades
2 demolition charges
5-10 hallucinogen grenades(req)
Armour:
Head: 8
Right Arm: 8
Left Arm: 8
Body: 8
Right Leg: 8
Left Leg: 8
[u]Careful Maintenance[/u]
Gear:
Good Craftsmanship Jump Pack(req)
Gifts of the Gods:
Dark Soul
Psy Rating:
Psychic Powers:
Space Marine Abilities:
Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits.
Larraman’s Organ: Only 5% chance of dying from Blood Loss.
Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time.
Preomnor: You gain +20 to Toughness Tests against ingested poisons.
Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed results.
Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests.
Sus-an Membrane: You may enter suspended animation.
Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality.
Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted.
Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes.
Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds.
Progenoids: These may be retrieved with a successful Medicae Test.
Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.