The Corruption of Hive Spire Auebensheim (Inactive)

Game Master d'Eon

The forces of Chaos work to undermine the capital of a sub-sector. Can they earn the notice of their dark gods and lead a Crusade to burn the Corpse-God's followers?


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This is a good sign! Welcome Heph! All my old Chaos buddies are popping in. HUZZAH!


Man, I want in on something like this so bad. Is there a chance of a spot left? Or do I have to sit out?

I don't technically have any experience with BC, but I have played Only War and Dark Heresy before.

Infamy: 1d5 + 19 ⇒ (1) + 19 = 20

I'd be happy playing a CSM Sorcerer or CSM Gun-toter (Ack, my noob-ness is showing! Serves me right for posting at work, eh?)


Cast List:
hallowsinder the Human Renegade (Of Slaanesh?)
BayouSnowman the Undecided
Grovo the Chaos Space Marine Chosen (Unaligned)
Nohwear the CSM Plaguemeister (Of Nurgle)
Zurias the Human Psyker (Unaligned)
Hephaest the Human Heretek (Of Tzeentch?)
Domitan the CSM Sorcerer (Of Tzeentch?) (AKA Yours Truly)

Characteristics:
Weapon Skill: 40
Ballistic Skill: 45
Strength: 35
Toughness: 40
Agility: 40
Intelligence: 31
Perception: 40
Willpower: 70
Fellowship: 40
Infamy: 36

Corruption Points: 36
Gift of the Gods at 10, 30, 60, and 90.
Gift of the Gods (10, Unaligned): 2d100 ⇒ (49, 84) = 133 (+/- 3)
INFERNAL WILL
The needs and desires of the mortal realm hold no power over the character, and his drives and passions are entirely those of the warp. He is motivated by the will of the empyrean, and his deeds make little sense to mere mortals.
The character is entirely immune to the effects of Fear. Should the character fail any Skill Test by four or more Degrees, however, he must immediately roll on Table 8–4: Shock and apply the result.
Gift of the Gods (30, Tzeentch): 1d100 ⇒ 10 (+/- 3)
BLOOD SUBSTITUTION
Something other than blood pumps through the character’s veins, though the exact substance is dependent upon his own character or that of his patron. Ordinarily, the exact nature of the blood substitution has little relevance and may even be unknown to the character until he is wounded. When that happens, the warp-tinged fluid spews forth, forming a weapon in its own right.
Should the character ever be wounded and suffer Damage that leads to Blood Loss (see page 257), one randomly determined character within 1 metre immediately takes 1d10 Impact Damage unless he can pass a Difficult (–10) Agility Test.
Tzeentch: Upon being wounded, the character’s body
emits a wave of warp energy. The Agility Test to avoid the
damage is Hard (–20).

Starting Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry, Psyniscience +10, Scholastic Lore (Occult), Deception or Scrutiny, Forbidden Lore (Daemons) or Forbidden Lore (Psykers)
Starting Talents: Ambidextrous, Ancient Warrior, Bulging Biceps, Favoured by the Warp, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Meditation, Psy Rating (x), Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines (see Chapter VI: The Powers of the Warp), Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior, Warp Sense
.
SPECIAL ABILITY: SORCERER
The Heretic gains the Psyker Trait (listed below), a Psy Rating of 2, and 1 Corruption Point. When determining Psychic Strength (see page 206), he counts as Bound.
Starting Traits: Amphibious, Psyker, Unnatural Strength (+4), Unnatural Toughness (+4).
Wounds: 13 + 1d5 ⇒ 13 + (1) = 14

Starting Equipment:

Traitor Astartes Gear:
Legionnaire Power Armour H/A/B/L 8 AP 100kg
Power Armour Customization: 1d10 ⇒ 4 (Pending GM Confirmation, Page 176)
• Auto-senses: So long as the bearer is wearing his helmet, he gains the Dark Sight Trait and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. (These benefits stack with any bonuses Chaos Space Marines may get from their organs and implants). In addition, the wearer gains the ability to make the Called Shot Action as a Half Action.
• Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the armour is powered.
• Sustainable Power Source: Whether a miniature stacked atomic pile or something more esoteric, the backpack power supply of this armour is effectively everlasting. This suit of armour does not need to be recharged or replenished to operate.

Legionnaire Bolter 100m S/3/– 1d10+5X 4 24 Full Tearing 7kg Very Rare, four magazines for starting weapon
Legionnaire Bolt Pistol 30m S/2/– 1d10+5X 4 8 Full Tearing 3.5kg Very Rare
Legionnaire Combat Knife 1d10 R 0 Pen 2kg Very Rare
Force Scythe 1d10+8 R 7 Pen Unbalanced, Force 10kg Near Unique

Infamy Gear:
Trading all normal gear granted by my Infamy Bonus for a Psychic Hood, if possible. I’d like to integrate it into my Power Armour.
PSYCHIC HOOD
Psychic Hoods are ancient and arcane devices that allow a psyker protection against psychic attacks through networks of psychically-attuned crystals woven into the material surrounding the wearer’s cranium. They are primarily integrated into Power or Terminator armour, though some are worn simply as a helmet or elaborate headdress. A Heretic wearing one may spend his Reaction to attempt to nullify a power used by another psyker within a range in meters equal to the character’s Willpower, said Reaction to be announced before the other psyker has made his Focus Power roll. The wearer first makes a Focus Power (Willpower) Test, with every Degree of Success imposing a –10 penalty on the enemy’s
Focus Power Test. Alternatively the wearer may try to nullify a power that affects him directly, no matter the range. He makes the same test as before, and if successful is unaffected by the power but other targets or areas are affected as normal by the power. Note that a nullification test may trigger psychic phenomena based on the Psychic Strength as normal. The hood also grants the wearer a +5 bonus to all Focus Power Tests, including nullification attempts as described above.


Experience Spent:

Simple Infamy Advance 250 U
Simple Willpower 250 T
Intermediate Willpower 500 T
Psyniscience Trained 350 T
Tier 1 Ancient Warrior 250 U
Tier 3 Psy Rating (4) 750x2 U
Tier 1 Warp Sense 250 T
Tier 3 Favoured by the Warp 750 T

Total: 4100xp
K: 0 N: 0 S: 0 T: 5 U: 5
Result: Aligned to Tzeentch

Psychic Powers:

MIND OVER MATTER
Alternate Names: Spectral Hands, Ethereal Motion
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Willpower Test; Special – See Below
Range: 5 metres per Psy Rating
Sustained: Half Action
Subtype: Attack (if used to throw target), Concentration
Description: The basic talent of telekinesis is a versatile and immensely useful tool in any psyker’s arsenal, a valuable means of exerting his will upon his immediate surroundings. Human psykers, whether sanctioned by the Imperium or lurking in the shadows beneath so-called civilisation, speak of reaching out with hands of spectral presence, or imbuing objects with motion or inertia that should otherwise not exist.
A psyker with this power may use it in one of three ways: constant motion, rapid push or forceful throw. When using constant motion, the Focus Power Test is Routine (+20), and the psyker may move any object within range and line of sight that weighs no more than 10kg x Psy Rating. Objects moved in this way can only be moved too slowly to be used to attack, and when released the object drifts slowly to the ground.
When using a rapid push, the Focus Power Test is Ordinary (+10), and Opposed by a Strength Test from a single target within range and line of sight. If the target fails the test, he is thrown backwards Psy Rating metres, plus an additional metre for every Degree of Success on the Focus Power Test.
When using a forceful throw, the Focus Power Test is Challenging (+0), and allows the psyker to lift an object weighing no more than 5kg x Psy Rating and thrown at an enemy within range, hitting them to deal 1d10 Impact Damage +1 for every 5kg of the object’s weight.

PRECISION TELEKINESIS
Alternate Names: Subtle Will, Geisthand, Iridescent Grasp
of Edriané,
Value: 100xp
Prerequisites: Mind over Matter
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 5 metres per Psy Rating
Sustained: Half Action
Subtype: Concentration
Description: The true Telekine does not just manipulate large objects with clumsy force. Precision and care are essential for the more complex applications of telekinetic force. Adeptus Astra Telepathica Savants speak of the subtle will as a state of calm determination, while Eldar legend tells of the seeress Edriané, whose gifts produced a psychic touch of peerless dexterity.
This power allows the psyker to perform any task he could accomplish with his bare hands, such as operating complex controls, picking a pocket, wielding a weapon or grabbing an adversary. In any situation where the task in question would require a Characteristic Test, the psyker substitutes his Willpower instead. The psyker’s Psy Rating substitutes for his Strength Bonus while using this power.

TELEKINETIC SHIELD
Alternate Names: Bulwark, Kineshield, Bunker of Will
Value: 200xp
Prerequisites: Mind over Matter, Willpower 45+
Action: Half Action
Focus Power: Ordinary (+10) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The psyker constructs a barrier of denial and defiance that deflects the attacks of his enemies as if it were a solid object. Ancient, long-buried lore from the time of the Heresy calls these manifestations Kineshields, and explains that great psykers of the past could once protect squads, or even armies, of warriors beneath great and impervious barriers of this sort. While this power remains in effect, the psyker is considered to have all locations protected by cover with an AP value equal to his PR. This cover is not ignored by weapons with the Warp Weapon Quality.

THOUGHT SENDING
Alternate Names: Echo of Thought, Whispered Will
Value: 100xp
Prerequisites: None
Action: Free Action
Focus Power: Simple (+40) Opposed Willpower Test
Range: 1 kilometre per Psy Rating radius
Sustained: No
Subtype: None
Description: The psyker can send his thoughts into the minds of those around him. This is the most crude and basic of telepathic techniques, known to vast numbers of psykers of many species and allegiance. The psyker can broadcast a short message—no more than one sentence per Psy Rating—to a number of individuals (no more than two for each Degree of Success scored on the Focus Power Test), or indiscriminately to every single creature within range. Minds who do not wish to be contacted in this way may resist with a Willpower Test, gaining a +20 to their test if they do not share a language with the psyker, as many of the mind’s processes are still linked to the structure of language.

Weapon Qualities:

FORCE
Used exclusively by psykers, these weapons combine archeotech circuitry pattern with rare psycho-reactive crystals to channel their mental power into deadly, reality-rending force. Force weapons can take many forms, and comprise several specialised variants, but are largely restricted to swords, staves, and axes. Any melee weapon with the Primitive Quality can be a Force weapon, and increases its Availability to Extremely Rare. Unless wielded by a psyker, Force weapons simply count as normal weapons of their type and are not considered to have the Force Quality. In the hands of a wielder with a Psy Rating, their true power is revealed. For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increase by +1. If the weapon possesses the Primitive Quality, it loses this Quality. For example, a Force sword wielded by a character with Psy Rating 3 would inflict 1d10+3 (plus SB) and have a Penetration of 3. In addition to normal Damage, whenever a psyker Damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every Degree of Success, the Force weapon’s wielder deals an additional 1d10 E Damage, ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.

TEARING
Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone or simply blasting massive wounds in flesh. These weapons roll one extra die for Damage, discarding the lowest die rolled.

UNBALANCED
Heavy and difficult to ready after an attack, these kinds of weapons impose a –10 penalty to any Parry Skill Tests when wielding this weapon. Unbalanced weapons cannot be used to make Lightning Attacks.

Pride: Devotion
The character’s faith in the Chaos sustains him. He is confident that there never has been nor will there ever be another follower of the cause as self-sacrificing. He believes that this grants him a special status to the Dark Gods, but is wont to rely on this instead of his own strength.

Disgrace: Hubris
The Heretic’s self-confidence and bluster vastly exceeds his abilities. He never fears or even considers failure. Instead, he engages in every challenge, often with little consideration for what preparations might be necessary or the consequences of failure.

Motivation: Ascendancy
Mortal power is fleeting and life is short. The Heretic wishes to overcome both of these limitations by assuming a permanent level of at least daemonic power, but preferably a transformation to the divine and unholy.

Wow, I hadn’t realized how hard writing a CSM backstory was. Especially since no one else has written one.
Domitan is a Sorcerer of the Black Legion. He remembers the fall of the Warmaster, and the shocked retreat from the bloody soil of Terra. He remembers how his Captain, Abaddon, took hold of the Legion, and brought them out of their incompetence, and ended the defilement of The Warmaster’s corpse.

Domitan was lost when The Warmaster fell. He spent hours staring into the Warp, searching for meaning. As he stared into the Abyss for what seemed like years, the Abyss stared back. His prayers were answered. His prowess in battle increased significantly, and he resolved to devote his life to Chaos. Yet that didn’t seem to be enough. No, what is one life worth to the Omnipotent Chaotic powers? With their blessings he can never fail! Some might call this hubris, but Domitan knows otherwise. Dissatisfied with the pitiful offering that is his mortal life, Domitan has chosen to devote himself to ascending to Daemonhood, to better serve the powers of Chaos.


The Commissariat wrote:

Cast List:

hallowsinder the Human Renegade (Of Slaanesh?)
BayouSnowman the Undecided
Grovo the Chaos Space Marine Chosen (Unaligned)
Nohwear the CSM Plaguemeister (Of Nurgle)
Zurias the Human Psyker (Unaligned)
Hephaest the Human Heretek (Of Tzeentch?)
Domitan the CSM Sorcerer (Of Tzeentch?) (AKA Yours Truly)

If you think I'm unaligned you have another thing coming hehe :D


Oh, right. Sorry, I was looking at your first draft, not your final.

You have chosen Slaanesh, right? I think I'm correct in saying that.

Gotta have a representative of each of the Great Powers, am I right?


I am currently unaligned and care only for knowledge and power, not superstitions like the gods. As a nerd buying lore and a psyker buying willpower, I will inevitably find the Changer of Ways cares about me, and I doubt in a benevolent fashion.


Hey, no worries man. I mostly assembled that list in order not to step too heavily on people's toes. You know, a probable alignment and memory aid. I didn't want to have to switch back and forth from the document I was working in, the rulebook, and this thread.


Alright, I think I've got a character. I might switch out my first Gift of the Gods though. I'm not sure the current one is exactly what I want.


The Commissariat wrote:

Oh, right. Sorry, I was looking at your first draft, not your final.

You have chosen Slaanesh, right? I think I'm correct in saying that.

Gotta have a representative of each of the Great Powers, am I right?

Yeah I chose Slaanesh. More like he/she/it chose me, by reading the backstory.

Hey, not sure if you glossed over it or not, but I didn't see a roll for Rewards of Tzeentch for your second mutation. Did you forget?


I might have. Yes, I do believe I did. I'm not quite sure how that works, to be honest.

Could you do me a favour and try to explain how it works? I could use some clarification.


Domitan wrote:

I might have. Yes, I do believe I did. I'm not quite sure how that works, to be honest.

Could you do me a favour and try to explain how it works? I could use some clarification.

To roll for Rewards, you must be aligned to one of the four Gods of Chaos (Unaligned cannot use these tables).

First roll a Challenging (+0) Infamy Test to garner attention.

If you make the Infamy Test, refer to the table appropriate for your alignment (in your case, Table 9-8 Rewards of Tzeentch, p.303).

NOTE: Neither of the two tests above are adjusted by your Infamy Bonus.

If you fail the Infamy Test, then simply roll on Table 9-1 Gifts of the Gods (p. 291) as normal.


Zurias wrote:

To roll for Rewards, you must be aligned to one of the four Gods of Chaos (Unaligned cannot use these tables).

First roll a Challenging (+0) Infamy Test to garner attention.

If you make the Infamy Test, refer to the table appropriate for your alignment (in your case, Table 9-8 Rewards of Tzeentch, p.303).

NOTE: Neither of the two tests above are adjusted by your Infamy Bonus.

If you fail the Infamy Test, then simply roll on Table 9-1 Gifts of the Gods (p. 291) as normal.

Infamy: 1d100 ⇒ 12

Oh wow, I managed to do it!
Reward of Tzeentch: 1d100 ⇒ 3
CHANGING OF THE WAYS:
The character loses consciousness for d10 hours, and when he awakens finds that all of the gifts he has previously been granted are gone, and replaced with new ones. Randomly generate replacements for each gift, ensuring that the new gifts fall under the same categories as those they are replacing.

Well, that's interesting. Does that mean I get to roll twice as unaligned, like the first time I did this, or do I only roll once?

Gift of the Gods 1: 1d100 ⇒ 33
EYE OF CHAOS:
The character gains the Psyniscience Skill or, if he already possesses the Skill, advances it by +10.
Tzeentch: The character’s eyes shine with the multihued gaze of the Lord of Lies. The character gains the Deceive Skill, or, if he already possesses the Skill, advances it by +10.

Reward of Tzeentch: 1d100 ⇒ 50
FACE OF TZEENTCH:
The God of Change grants the character a face resembling his own. His features pucker and take on something of the inscrutable visage of Tzeentch, they shift and change constantly, his eyes, nose, and mouth moving around his face in a most disturbing manner.
The character gains the Fear 2 (Frightening) Trait (or increases his Fear Rating by +1 to a maximum of 4 if he already has it), plus the Peer (Mortal Followers of Tzeentch) Talent.


And now YOU OWE ME!!!! Muahahahahaha. Tzeentch can have your soul, but your CSM ass belongs to ME!! LOLOL


Yes, yes, thank you.

So when will this thing start? (And am I accepted here, or what?)


I think our GM gave up. I hope not, but we haven't heard anything in a week...


Nope, still here! After some consideration of alignment and pysker powers, I have decided that Zurias has a point regarding God-specific powers. So instead of getting the Infamy and Corruption in one lump sum, every 1325 xp spent will give 5 Corruption and 3 Infamy. To allow for any updates to submissions, I'm going to add two days to the deadline.


<Bow> Thanks for considering it!


Well, I'm not sure that changes anything for me, but I'll take a look.

No, I don't think I can change anything to gain free XP to spend. Everything I have I don't want to give up.

I think I'll leave it as it is. (Unless Zurias wants to try and work more magic in the name of Slaanesh.)


It's a matter of sequence. You check alignment AFTER all xp is spent. If we had received all xp in one lump sum, I would not have been able to buy two Slaaneshi psyker powers because (strictly by the book) I would not have been aligned to Slaanesh until after all the xp had been spent.


For me, I'll not be buying infamy this time around, and instead buying 1500 exp worth of Slaanesh stuff. :)

Namely Dodge +30 (With Toughness 20 and not being a CSM, I think having ridiculous dodge is kind of a prerequisite of supposedly having survived this long. :P) for 1000 exp
Fellowship +10 for 350 exp,
And a handy note for myself to pick up radiant presence for 200 once I get another 150 exp.

Redoing my gifts now that I have less infamy:

Reward: 1d100 ⇒ 471d100 ⇒ 86
Nope, so Gifts: 1d100 ⇒ 971d100 ⇒ 85

Ok, so I gots a tail with +20 WS, (but that hits like a girl. :P)
On my other one I can get Warp Sight or Wreathed in Chaos...

So, on that note, I'd like my choice to be determined largely by how often we will need someone who can interact well with the Imperium, pretending to be a normal person.

If the GM expects us to be sneaky sneaky and split up a lot, I'd prefer Warp Sight, if he wants the whole party to be involved any given scenario, I should go Wreathed in Chaos. As there's no real way to be subtle with CSM's on the team. Unless they can CREEEEED.


Don't forget: You should add your earned Infamy and adjust those two rolls up or down as you see fit!


Indeed, with that in account, Tail and Warp Sight/Wreathed in Chaos were the good options.

Zurias, you seem to be quite the master of the system, and I was wondering if you knew of any good sniper rifles from the non-core rulebook that I might take in place of a long las. I figured I'd need such a weapon with felling if we're ever up against heavies like Space Marines.


You'll need to buy Exotic Weapon Prof (Reaver Long Rifle)

Weapon:

Reaver Long Rifle Rng: 150m RoF: S/--/-- Dam: 1d10+4 R Pen: 2 Clip: 4 Rld: Full Special: Accurate, Felling (3) Toxic (0) Wt: 3kg Avail: Scarce

page 161 CRB (for a start)

Beyond that, you're looking for a ranged Daemon weapon with the Unaligned Power: Accursed

There is little else with Felling. Three melee weapons Accursed Crozius (ToE p.38), and Manreaper daemon weapon (ToD p.43), Plague Knife (ToD p.43)

Note, I checked my DH stuff. I do not have anything for Rogue Trader yet.

I even looked at the Legacy stuff in the ToB but nothing offered Felling.


I'm surprised there isn't a sniper bolter.

And it seems Long-Las is the better pick. Overcharge for the extra damage an AP, and have it be Best Quality so that the Overcharge penalty is just extra ammo used.


Thanks for reminding me...

Deathwatch has the following:

Astartes Boltgun (Stalker Pattern) Rng: 200m RoF S/--/-- Dmg: 2d10+5 X Pen: 5 Clp: 24 Rld: Full Special: Accurate, Tearing

But it's made for Space Marines, so yeah, lol


Yeah, a ranged demon weapon with the right abilities would be NIIIICE. :P

Still debating image for this character. And whether my picture should play up her angle as a noble or as a renegade. :P


Well, I like your current image. Playing the noble would make more sense to me, as technically we are all renegades by certain definitions.

Speaking of great images, Zurias and Hephaest seem to have struck jackpot with theirs. I wonder what hallowsinder will choose. And Grovo, I suppose.


Well, considering Hallowsinder is my alias, your wonderment is over.

I think Julie won't be completely useless during Space Marine fights, because she only has to roll 62 or under to deal 3d10+5 E, Pen 3, Felling 4 shots with her long las.

Aaaannd... After having the rules for Daemonic weapons a bit more carefully, I'm not so sure miss WP 30 should have one, and it's the only reward of Slaanesh I was after. Gonna take regular rewards of the gods instead.

Teh Rerolls I would have gotten: 1d100 ⇒ 951d100 ⇒ 89

Well, that makes 0 difference. :P Tail and Warpsight or Wreathed in Chaos it is.


Julie Dei Vult wrote:

Well, considering Hallowsinder is my alias, your wonderment is over.

Facepalm.

Well, I guess that's what browsing on my phone gets me.

Hmmm, if having Willpower is necessary for controlling a Daemonic weapon, sign me up!

EDIT: Having looked at the requirements for making a Daemonic weapon, I have concluded that I am ill suited for the task, and should not attempt it. Good to know.


A good way to "make" one is to just be rewarded with one by your god, or via GM fiat.

Also, I believe infamy doesn't follow the normal rules for being advanced, Domitan. It's always 500 exp for 5 infamy, if I remember correctly. Also, NIIIICE willpower. :O


If a Daemon weapon is not to your liking might I suggest you look into upgrading your long las to a Legacy Weapon? (ToB p. 53) You'll need to have GM approval. At each Infamy increase you can make an Infamy check to convert your current long las to a Legacy. It's a bit of a process, but the benefits are rather interesting depending on the route you take.


What's the fluff on Legacy weapons?

I'm currently CRB only, so, I'm at your mercy when it comes to the expansions. :P


Legacy weapons are weapons you use to the exclusion of all others. Such as your long las. That one singular long las is yours and you don't use anything else. Even if a better long las is presented.

In return, the Warp manifests in your weapon in various ways. None of the various manifestations are bad or detrimental to you. Your weapon could gain the Crippling quality. It could gain more damage, or an increase on your critical rolls. It could increase your Ballistic skill. (Not kidding...Adaptable gives +10BS and an extra degree of success when outnumbered lol!)

Now, if you want to do this, just remember this helpful phrase:

"THIS IS MY LONG LAS, THERE ARE MANY LIKE IT BUT THIS ONE IS MINE..."

Examples include such infamous weapons as:

Gorechild and Gorefather, twin chainaxes wielded by Angron, Primarch of the World Eaters. Gorechild is now in the possession of Kharn the Betrayer.

Talon of Horus Now used by Abbadon the Despoiler


Ah... Does that prevent me from using ANY other weapons? So, no chainsword/las pistols? Could I still use my tail?


It would prevent you from using any other ranged weapon. You can use a melee provided it does not become your "primary" weapon. Same goes for your tail.


Don't know if this is still recruiting or not, dotting in for interest.

I can work out a submission little later this evening. This'll be my first BC submission but my working concept is a World-Eater CSM. I don't know if that means I'm automatically khornatte choppy-killy all of the time, I'll look into it later this evening when I have my book.


Also dotting for interest. I hope not to late, I just saw this threa! I'll look over more closely this evening after work.


Hmmm... On one hand, forgoing my pistols would open up a lot of free points for me to spend and those bonuses look nice... On the other hand, I don't imagine I'm going to be sneaking a Long Las into many social situations...

So, my choice comes down to my same question for the GM as I have on my Gift choice. Are there going to be times for players to play it sneaky and pretend to be normal, or are we going to just crusade through everything with guns and mind-bullets blazing?


Let's finish this.

wounds: 1d5 + 11 ⇒ (1) + 11 = 12
corruption: 1d5 + 18 ⇒ (5) + 18 = 23

Lovely rolls there.

gift of the gods option 1: 1d100 ⇒ 7
gift of the gods option 2: 1d100 ⇒ 96

Warpsight it is.


Do the next roll! Do the next roll!


What next roll?

EDIT: Right, gifts at 10 and 20, not just 20.

gift option 1: 1d100 ⇒ 73
gift option 2: 1d100 ⇒ 93

I'm away from my books, I'll choose it later.


Corrpution track for humans (of which you are technically still a part) is 10, 20, 40, 60, 80

You get another chance at AWESOME!

73 (+/-3)= Mechanoid, Nerveless Enuii, Pervasive Miasma, Projectile Attack, Grossly Fat

-OR-

93 (+/-3)= Tentacle, Vampiric Addiction, Warp Touched

<stage-whisper> I THINK HE'S GONNA TAKE MECHANOID lol


Yup, I'll find out what 70-76 and 90-96 are tonight.

EDIT: The Slaaneshi psyker is probably right.


Julie Dei Vult wrote:


Also, I believe infamy doesn't follow the normal rules for being advanced, Domitan. It's always 500 exp for 5 infamy, if I remember correctly.

This does not please me. Well, time to juggle. Willpower down by 5, but buying Forbidden Lore (Psykers) for 200 so that I can stay aligned to Tzeentch. Gah, that's annoying. I had assumed that Infamy worked like the other nine.

Anyone else want to try and readjust my understanding of fundamental game mechanics? Or am I finally done?


Howdy again folks, this is Johnnycat again with my submission.

Most of my statistical information has been set up and right now I'm focusing on my background. Without a whole lot of gab my character concept is something like this.

He thinks that he is leading the good fight against the corrupt and bloated being that is the Imperial government but is really just being ever-manipulated by that little voice in his head into ever-greater acts of violence. Sort of an inverse of Krieg from Borderlands 2.

I know that the GM has said that he wants characters to cooperate with each other, and I am vaguely aware that Berzerkers don't have a good reputation for doing that. If it helps qualm any concerns I will say that I have absolutely no intentions of coming to blows with any other potential member of the group (though I expect the occasional IC squabble to break out).

Wounds: 1d5 ⇒ 5
Infamy: 1d5 ⇒ 4

Acquisitioned Gear:
Candy [2]
Good Craftsmanship Cranial Armor Implant
Skeletal Petrification Implant

Infamy Test: 1d100 ⇒ 82 fail
Gift of the Gods: 1d100 ⇒ 4 I'm going to adjust it down by 3 points and pick up Addiction. My World Eaters darkest secret and greatest shame - he's addicted to...hard candies!

For power armor customizations do we have to roll or are we allowed some leeway in choosing? I think that since we are starting out as characters with a solid experience base it is reasonable that we have been able to change our armor to suit our needs more than randomly rolling.


Hello all, this is Volkner reporting in with a submission!

I've got my crunch pretty well finished. I need to actually put down a backgroud in the profile, but here's my working concept and I hope it isn't too far out of left field.

Valefor is one of the many Dark Angel renegades that has been catapulted all through space and time. Currently he's in hiding with this Warband and has had a pleasant nap with you all. Since he wasn't killed in his sleep, it would appear that this place is safe enough, and since Valefor always knew he was a god among men he can't wait to let the sniveling masses worship him in all of his glory.

Anyway, he was really fun to make and I hope we get a chance to game together!

Wounds: 1d5 ⇒ 5
Infamy: 1d5 ⇒ 3

Infamy Test (32): 1d100 ⇒ 50
Gift of the Gods: 1d100 ⇒ 37
I'm going to go ahead and take that down to 34 and snatch up Eye of Chaos.


I have a question if anyone is willing to help me:

I currently have 16 Corruption (1 from Cold Hearted and 15 from my Archetype). I'm wondering if I've tracked it correctly or forgotten to include anything. I know some of the other characters have made it into the realm of a second gift so I just wanted to make sure I hadn't mucked anything up.

All my statistical info is in my profile. Coincidentally, if any sees any other errors or oversights I would really appreciate having it pointed out for me.

Thanks


Indeed, because we are so experienced, we've all received an additional 20 corruption and 12 infamy.


On the contrary, we received said Corruption and Infamy because we did not select an Archetype.

I have 9 points extra because I am a psyker (+5 Corruption) and I selected Greed (+4 Corruption).

His Archetype awarded 15 Corruption and 9 Infamy. That's all he gets!

(A quick flip through all four Tomes reveals they all have the same Corruption (+15) and Infamy (+9) awards)

Also, CSM Corruption track is 10, 30, 60, 90; so they will have less mutation up front, even if they break 20 at character generation.


Ah, I see.

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