
Brother Quintus |

His rolls:2d10 + 30 ⇒ (5, 2) + 30 = 37, 2d10 + 40 ⇒ (10, 10) + 40 = 60, 2d10 + 30 ⇒ (9, 4) + 30 = 43, 2d10 + 30 ⇒ (6, 1) + 30 = 37, 2d10 + 30 ⇒ (7, 6) + 30 = 43, 2d10 + 35 ⇒ (1, 3) + 35 = 39, 2d10 + 35 ⇒ (2, 4) + 35 = 41, 2d10 + 30 ⇒ (4, 8) + 30 = 42, 2d10 + 30 ⇒ (9, 9) + 30 = 48.
reroll toughness = 2d10 + 30 ⇒ (8, 2) + 30 = 40
Fate points = 1d10 ⇒ 9
Wounds = 1d5 + 18 ⇒ (5) + 18 = 23
power armour history = 1d10 ⇒ 9 Bring death from afar.

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I'll vet the characters once they have all been completed, but on first pass Brother Quintus looks good, Lorm. Finding new alias pics for avatars is hard for a game like DW, even with 35+ pages. I feel your pain.
Rad: Space Wolf Assault Marine fills a role, and is a worthy alternate. Bring on the lightning claws.

Lorm Dragonheart |

I made a mistake with Brother Quintus' BS. In a previous version I had +10 to BS, in this version, only +5. I fixed my character.
Speaking of Thousand Sons, some of the best games of WH40K I have been in, is a series of battles between my Thousand Sons and a friend of mine's Space Wolves. They have been hard fought battles every time, as it should be between bitter enemies.

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Happy New Year, everyone!
I'll admit that all of the 'ones' in the foreshortened date (1/1/11) suggest a new beginning to me, so I'll talk a little bit about the Deathwatch campaign.
I received The Emperor Protects in the mail a few days ago and it is quite good so far. It looks like this will be a really enjoyable adventure arc to run. The overall tone and feel of Deathwatch is quite distinct from either Dark Heresy or Rogue Trader, being more militantly focused, but good storytelling is good storytelling, and the whole "Band of Brothers meets Warhammer 40,000" feel suggests a lot of good roleplay opportunities. This should be a good one.
In the coming week I'll be settling down to expand the Sons of Jericho wiki and creating the IC and OOC posts, and possibly Recruiting if needed. I hate to set deadlines for myself (mostly because I invariably miss them) but I'd like to set a conservative estimated start date for the end of January/beginning of February. A lot of it depends on the timing on character creation, as one major advantage of having a ready-made adventure is that it decreases GM prep-time for creating the story and NPC capsules a great deal.
I plan on continuing The Oremor Affliction concurrently (or at least until I hear from you guys that you've had enough of my incredibly convoluted little tale) but was wondering if anyone thinks I should call a hiatus at a convenient story point in the coming month so that we can focus on getting Sons of Jericho off the ground. What do you think? I am fine either way, but would like to hear your input on this both the Deathwatch campaign and our current Dark Heresy adventure.

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Through the Gates of Hell! As We Make Our Way to Heaven!
Am fine with either option, Rook :-)

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I'm glad you all feel that way. I think Iacton has the right idea. My plan then will to be slow things down for a week or two in the Dark Heresy campaign once we begin the IC posting for the Deathwatch game so that we can get a running start, but I will continue to post to both.
Once Ellipsis settles on a character for the Deathwatch game we should be set. Him being the sixth would eliminate the need for recruiting.
As far as the Oremor Affliction goes, I hope to have poor Vincent off the 'solo game' he has been trapped on for the last several months fairly soon. Rad should be entering again before long, too.
My main goal right now is to resolve the Auldmaw/Duct Wolves scene, for good or for ill. Once the dust settles it will allow the acolytes to settle upon the next step in their plan.

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No rush at all, Bal.
I still have plenty on my end to do for prep so everyone has plenty of time to flesh out their characters.
Now that the craziness of the holidays is behind me, I actually might get some free time to start these things, lol.

Eradico Pravus |

Hey guys,
I've been lurking on the Dark Heresy thread you've been playing and it's been fantastic. I know it looks all booked up right now but I would love to join if/when there's an opening. I've not played Heresy or Deathwatch but have played plenty of Warhammer FRP, D&D, CoC, etc.
I'm a big WH40K fan and have read much of the fiction by Abnett, King, McNeill, et at, and am very familiar with the setting.
Anyway, I'll buy Deathwatch tomorrow if it would mean getting in on the game. Thanks for the consideration!!
Dave

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With a resume like that and such a high level of enthusiasm, I could hardly refuse (I'm also highly susceptible to flattery, like most GM's/DM's) so Eradico, welcome aboard!
I'm glad I was able to justify another person buying Deathwatch, its a great game.
We're a long-term campaign group, and I fully expect to finish both campaigns (eventually, of course) so please know that in advance (that is not to say you'll never have an out if you choose, space marine mortality rates, from evidence I have seen, are rather high). I'll be reposting them eventually to the Deathwatch OOC thread, but you can find the basic campaign rules at the beginning of this thread as well. They pretty much stand as written with the exception of solely using Invisible Castle for rolls, as the Paizo boards now have a fairly robust die roller.
Looks like we'll be looking at a Magnificent Seven of space marines, somehow this seems apropos.

Eradico Pravus |

Awesome! I'll run over to Border's (they had a copy last time I was there) and grab it. Hopefully I can post a character in the next day or two. Let's say by Wednesday night (assuming I get my copy).
Should I let the die rolls determine what type of Marine I'll be? What does the kill team need? Another tactical marine? Assault? Maybe even a tech marine (which I would be open to playing)? Suggestions/recommendations wanted!
Can't wait to play!
The Emperor Protects!!

Davi The Eccentric |

Rookseye wrote:Well, for the players in the current game, great fight with the Auldmaw. Now the other shoe falls.Yeah it does. I do not know if any of us can destroy him.
Well, Iacton is sure as hell going to try. That's the problem with playing a guy who thinks he's acting as the Emperor's blade in this world, it's perfectly in-character for him to try stabbing the evil daemon that probably can't be killed.
Oh, and welcome to the club Eradico.

Eradico Pravus |

Got my hands on Deathwatch. What a gorgeous book. The art is fantastic.
Do I have the team roster right so far?
Space Wolf Assault Marine (Radavel)
Blood Angle Apothecary (Davi)
Dark Angel Librarian (Balfic-graa)
Storm Warden Tactical (Catman)
Ultramarine Devastator (Lorm)
#6 Unknown?? Black Templar chapter??
Unknown chapter Techmarine (Eradico)
I'm all in as a techmarine. I'm wondering which chapters are still available to me. I love the idea that Deathwatch squads are mixed chapters. There's only six "official" player-character chapters listed in the core rulebook. Rookseye, are there any others made available in the Emperor Protects expansion/adventure book? We might have an overlap in chapters with seven members. Or Rookseye would you be willing to generate special stats for some other chapter? (Imperial Fists? Salamanders? A Second Founding Chapter?) I'm open to anything.
I'll be Black Templar but I hope our librarian doesn't mind if I treat him (at least initially) as anathema when role-playing!

Brother Hrothgar |

BROTHER HROTHGAR
Characteristics
Weapon Skill (WS): 2d10 + 30 ⇒ (3, 9) + 30 = 42
Ballistic Skill (BS): 2d10 + 30 ⇒ (4, 7) + 30 = 41
Strength (S ): 2d10 + 30 ⇒ (9, 10) + 30 = 49
Toughness (T ): 2d10 + 30 ⇒ (8, 10) + 30 = 48
Agility (Ag ): 2d10 + 30 ⇒ (4, 4) + 30 = 38
Intelligence (Int): 2d10 + 30 ⇒ (4, 6) + 30 = 40
Perception (Per): 2d10 + 35 ⇒ (4, 10) + 35 = 49
Will Power (WP): 2d10 + 30 ⇒ (10, 7) + 30 = 47
Fellowship (Fel ): 2d10 + 35 ⇒ (10, 4) + 35 = 49
Skills
Awareness (Per, Basic, Trained)
Barter (Fel, Basic)
Carouse (T, Basic)
Charm (Fel, Basic)
Cipher [Chapter Runes] (Int, Advance, Trained)
Climb (S, Basic, Trained)
Common Lore [Adeptus Astartes, Deathwatch, Imperium, War] (Int, Advance, Trained]
Concealment (Ag, Basic, Trained)
Contortionist (Ag, Basic)
Deceive (Fel, Basic)
Disguise (Fel, Basic)
Dodge (Ag, Basic)
Drive [Ground Vehicles] (Ag, Advance, Trained)
Evaluate (Basic)
Forbidden Lore [Xenos] (Int, Advance, Trained)
Gamble (Int, Basic)
Inquiry (Fel, Basic)
Intimidate (S, Basic)
Literacy (Int, Advance, Trained)
Logic (Int, Basic)
Navigate [Surface] (Int, Advance, Trained)
Pilot [Personal] (Ag, Advance, Trained)
Scholastic Lore [Codex Astartes] (Int, Advance, Trained)
Scrutiny (Per, Basic)
Search (Per, Basic)
Silent Move (Ag, Basic, Trained)
Speak Language [High and Low Gothic] (Int, Advance, Trained)
Swim (S, Basic)
Tactics [Assault] (Int, Advance, Trained)
Tracking (Int, Advance, Trained)
Space Marine Talents and Traits
Ambidextrous
Astartes Weapons Training
Bulging Biceps
Heightened Senses (Hearing, Sight, Smell)
Killing Strike
Nerves of Steel
Quick Draw
Resistance (Psychic Powers)
Swift Attack
True Grit
Two Weapon Wielder (Ballistic, Melee)
Unarmed Master
Unnatural Strength (2x)
Unnatural Toughness (2x)
Solo Mode
Wolf Senses
Squad Mode
Wrathful Descent
Wounds 1d5 + 18 ⇒ (2) + 18 = 20
Fate Points 1d10 ⇒ 1 Three
Movement: 3/6/9/18
XP 13,000
Starting Equipment: Astartes chainsword, Astartes jump pack
Space Wolves Past 1d5 ⇒ 4 Wolf-Tamer
Power Armor History 1d10 ⇒ 8 Lead From the Front (+1 to Squad's Cohesion