God Emperor |
Looking for a few wanabe ganger/underhivers interested in a customized DH2 game. First part will be a bastardized version of dark pursuit and then go into other things but want to keep it more free form/sandboxy. YOu won't be part of a gang but perhaps can join one eventually if you wish or just be treasure hunters or just getting by surviving in the underhive.
God Emperor |
Sure. So the first part i wanted to run a similar game as dark pursuit but from a different angle as hivers not members of the inquisition. I would rather this game be a bit faster paced than the other one. Unfortunately 2 of the players are probably not going to play and 3rd is rather busy with work so giving him some time to post thus the slower posts.
If you want in sure just roll up character using the rules in the PDF in the campaign info.
God Emperor |
Decimus,
You can assign as you see fit for the attributes.
Kevin,
Look at the PDF in campaign info as it's not exactly like DH2. I"m using all the skills/talents/equipment stats from DH2 but creation is a lot different and starting gear is VERY limited based on starting credits.
Big difference is there are quirks so you choose some advantages and disadvantages based on how you want to customize your character. There are no homeworlds/backgrounds/roles you choose an origin and then quirks. You then assign your aptitudes as you see fit based on the chart in the PDF.
God Emperor |
Roscoe, I have listing of all the skills/talents and such in spreadsheets on the campaign info so you shouldn't need the books for that info.
Basically the cost for attributes/skills/talents are based on your aptitudes. If you match 0 for something it's most expensive, 1 it's medium cost and 2 it's lowest cost.
Kevin O'Rourke 440 |
Decimus was the friend I was talking about.
Are stats play them where they lie or can we assign them after rolling?
I'm thinking of some kind of combat character, possibly with a little tech skills thrown in. I always liked the Van Saar
Josiah Graves |
Josiah Graves, played by Decimus Observet
An outcast from the spire who has wandered in dark places, with only his wits and his irons to keep him safe. His eyes are those of a man who has seen too much.
Josiah was thrown out of the spire for reckless duelling with other nobles - he was a bit too good at it and flaunted it. He made his way into the underhive and did well for a time. At least until he fell into very bad company. A cloudboy gang who had become corrupted and had made fell pacts.
Josiah exited said gang on bloody terms, though not before witnessing horrors both of this world and not. Now he skulks when he might have strutted and just tries to survive.
He has learned much of the ways of the underhive.
Attributes
Ws 27
Bs 54
S 32
T 31
Ag 42
Int 36
Per 39
Wil 26
Fel 31
Fate 2
Wounds 12
Divination Trust in your Fear +5 Per, Phobia
Origin
Spire-born
+3 Fel
+3 Int
Deceive
Quirks
Expert 2 Defense Offense
Born Liar 1 +10 to Deceive tests
Tunnel Rat 1 +10 to Navigate in underhive
Gun Nut 1 +6 BS
Drawbacks
Dark Soul 2 2d10+5 CP and malignancy
Mad Hatter 2 2D10+5 IP and mental disorder
Aptitudes
Wary Gunman +5 BS
Ballistic Skill Finesse
Perception Fieldcraft
Agility Defense from expert quirk
Intelligence Offense from expert quirk
Weapons Training: Low-Tech
Common lore (Underhive)
Bs +5 100
Ag +5 100
Dodge 100
Awareness 100
Navigate (surface) 100
Stealth 100
Mighty Shot 400
Equipment
Common quality clothing a sling bag
A bedroll
10 packets of Re-cyk wafers
2 one litre water bottles
100 Guild credits
Monoknife 7.5
Flak Helmet 20
Heavy Leathers 30
Autopistol 15
Bullets 12
Silencer 10
Stub Revolver 5
Spent 99.5
Common quality clothing a sling bag
a bedroll
ten packets of Re-cyk wafers
Two one litre water bottles
100 Guild credits
Monoknife 7.5
Flak Helmet 20
Heavy Leathers 30
Autopistol 15
Bullets 12
Silencer 10
Stub Revolver 5
Spent 99.5
*******************************************************************
A few more questions. :)
1. How is the malignancy decided? Roll as usual?
2. The insanity from mad hatter, perhaps flashbacks to horrible deeds? And a phobia of things that walk like men.
3. Does a monoknife cost 7, 7.5, or 8 creds?
4. Can the flak helmet be in the shape of a top hat?
5. And most important, how does Josiah look to you as is?
God Emperor |
I'll roll for your corruption/insanity/malignancy.
Josiah Graves Corruption: 2d10 + 5 ⇒ (8, 6) + 5 = 19
Josiah Graves Insanity: 2d10 + 5 ⇒ (1, 2) + 5 = 8
Josiah Graves Malignancy: 1d100 ⇒ 69
Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to fully heal. Reduce the
character’s Toughness by 1d10. (OH BOY!)
1d10 ⇒ 5
Well i guess that can play into one of your insanity. "THEY ARE CONSTANTLY EATING ME FROM THE INSIDE!"
When you say things that walk like men are you scared of anything walking on two legs? That's just about everything!
We will round up for costs of .5
Sure flak helm can be top hat :)
Everything looks good to me.
Josiah Graves |
Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to fully heal. Reduce the
character’s Toughness by 1d10. (OH BOY!)
1d10
Well i guess that can play into one of your insanity. "THEY ARE CONSTANTLY EATING ME FROM THE INSIDE!"When you say things that walk like men are you scared of anything walking on two legs? That's just about everything!
We will round up for costs of .5
Sure flak helm can be top hat :)
Everything looks good to me.
Ouch on the poor health! But it come with the territory.
Yeah, that wording was pretty vague. How about a phobia of seriously deformed mutants, things that remind him of his nightmare incident with daemons and corrupted gangers?
God Emperor |
Roscoe LOL nice. I'll allow you to coat your weapons with your toxins you can determine where it comes from giving your melee weapons toxic 1 quality. Your almost like a mini plague marine... Or Chaos Ogryn without to much chaos yet....
Josiah up to you just don't make it something to easy :) You would probably be slightly disturbed by Roscoe based on his size/mutation...
Josiah Graves |
I spotted this when browsing and thought it would fit well with the "feeling devoured from inside" insanity. Also, not being frightened of a party member by default. ;)
fear of seeing what's inside people/animals (sort of like seplophobia but might be triggered by blood, any deep cuts or wounds, viewing autopsies or dissections, viewing pictures or seeing preserved organs in a jar basically anything that exposes what's under our skin - there is a reason skin is there and is opaque
God Emperor |
Is this Roscoe?
Josiah i like that one! Can see you wigging out when Roscoe rips someone in half and their guts fall to the floor...
Kevin O'Rourke 440 |
Wow and here I was thinking my guy would be a bruiser but we've got one hell of a scaly horror to unleash upon the underhive here.
Lil' Lazlo
Lazlo is a native of the underhive and was a member of a recently shattered gang called the Slaughter House, one of the Fleshcutter Gangs. Lazlo had been a full gang member only a few months when they were shattered by a powerful gang of mutants from deeper down the hive.
Lazlo is covered in ritual and dueling scars. He was becoming a rising star in the Slaughter House before their untimely end. He's still got his chainsword so aims to carve out a new future as a sellsword or maybe even found a new gang.
Underhiver
Ex Juve, Bruiser. Unlucky
WS 50*, BS 32, S 36, T 50**, Agi 30, Int 30, WP 32, Fel 31, Per 26, Wounds 10/10. Fate Points21
Weapon Training (Low Tech, Chain)
Skills: Awareness, Dodge, Parry, Common Lore (Underhive)
Aptidues: Toughness, Defense, WS, Offence, Agility, Fellowship
Divination: ...a mind without purpose wanders in dark places.
Gear: Chainsword 35, Light Flak Cloak 50, Bow 10, Explosive Arrows (10) 4, Arrows (10) 1
XP:
Weapon Training (Chain) 300, Dodge 100, Parry 100, Toughness +10 350, WS +5 100, Unspent 50
-Roscoe- |
Lol yeah, thats about it. Im more thinking about something like this:
This is what I have for crunch, and could use some feedback if anyone feels like going over it:
WS = 40
BS = 33
Str = (5) 46
Toughness = 44
Agility = 25
Intelligence = 19
Perception = 28
Willpower = 30
Fellowship = 17
Fate: 1d10 ⇒ 10 = 3
Wounds: 9 + 1d5 ⇒ 9 + (4) = 13
Divination: 1d100 ⇒ 48
If a job is worth doing, it is worth dying for.
(Tough +3; Fellowship -3)
Underhiver;
Big guy (Size 5, +3 Str Toughness and Unnatural Strength 1)
Mutie: Toxic 1
Bruiser
-2 Hard-up -25% starting creeds, -10 commerce tests
-2 Wilder -6 int and fellowship
Core attribute: Strength
Primary attribute: Toughness
Secondary: Weapon skill
Tertiary: Willpower
Aptitudes: Strength, Offense, Toughness, Defense, Weapon Skill, Willpower
1000xp spent
Talents: Weapons Training: Low Tech
Frenzy: 200xp; Thunder Charge: 400xp; Bulging Biceps: 300xp
Skills:
Common Lore (Underhive); Athletics (known): 100xp; Awareness (known)
Gear:
Common quality clothing, a sling bag, a bedroll, ten packets of recyk wafers, Two one liter water bottles, 0 guild creds
Carapace Helm 40 (Divers helm)
Great Weapon 25 (Anchor)
Big Wrench 10
Choon |
2d10 + 20 ⇒ (6, 4) + 20 = 30
2d10 + 20 ⇒ (7, 5) + 20 = 32
2d10 + 20 ⇒ (7, 10) + 20 = 37
2d10 + 20 ⇒ (10, 9) + 20 = 39
2d10 + 20 ⇒ (9, 2) + 20 = 31
2d10 + 20 ⇒ (2, 9) + 20 = 31
2d10 + 20 ⇒ (2, 6) + 20 = 28
2d10 + 20 ⇒ (8, 9) + 20 = 37
2d10 + 20 ⇒ (9, 6) + 20 = 35
fate: 2d10 ⇒ (5, 6) = 11
wounds: 2d10 ⇒ (3, 8) = 11
divination: 2d10 ⇒ (9, 5) = 14