"The House of Dust and Ashes" (Inactive)

Game Master greg white 722

What secrets lay within the House of Dust and Ashes?


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So, if you two want, we can soldier on: I'll say you two are together in the guard-room, and we'll just drop the rest of the party.

That is if you have any interest in going on.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Two players can speed right along, so I'm up for it.


Male Human Arbitrator 4

Sounds good =^^=

-Posted with Wayfinder


So, do you want one of the other characters as a spare NPC?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Sure, sounds like fun.


All right pick a victim.


So unless you choose other-wise; I'm going to say that Binerith, the Tek-Priest is the 'other' character with you.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Tech-Priests are always good - they're my usual go-to characters (And I actually made a Adeptus Mechanicus army two or three years before Games Workshop).


Male Human Arbitrator 4

That had to hurt....


No objection if Alekseevna rejoins you (if I can figure out a tiny bit plausible way to work her way back in)?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Not an issue for me.


Male Human Arbitrator 4

So here's the deal :
Today GMT+2, 3:25 am we welcomed my first born into the world. 16 July 2017

Welcome to my partner in geeky crime. Aldrèa

-Posted with Wayfinder


Congratulations!


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Welcome to the Geeky Parent Club.


And here's a map:

A section of the crematoria


Male Human Arbitrator 4

Hi guys. Sorry for being absent, couldn't access my posts until now

-Posted with Wayfinder


Going forward, will be using the 'additive' option for Unnatural Characteristics, for the NPCs. I.E.; an unnatural Toughness of 2 doesn't mean 2x the Toughness bonus, but +2.


Male Human Arbitrator 4

im sorry, i couldnt log on since wednesday. everytime it just kicked me back to log in screen :(


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Yeah, the login has been a bit wierd, especially if you're using Wayfinder and the like.


Time of the annual Waargh! tomorrow night; luckily these mutant hordes can be appeased with confectionary bribes. We'll see if they leave me time to post.


Male Human Arbitrator 4

Guys. I can't post properly without the app. So for now I have to bow out of a few of my games till I sort this out :( but if allowed I would like to join in as soon as it's sorted?


Going to take a holiday break (Thanksgiving here in the states). I'll resume posting 11/27.


Konstantine, you still with us? Did you get your app. issues sorted?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I do feel a little lonely...and possibly like I'm about to eat a lot of bullets.


There can only be one!

So how do you want to wrap this up? A Boromir moment where you selflessly hold off the heretics while your fellow acolytes flee.

Or do want to try to run the remaining characters (Binerith, Konstantine, Alekseevna, the two troopers (Mayweather will of course soil himself in an alcove))?

Or some combination of the two options?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I'll cover the others as they head for the doors, and try not to die.


May the Emperor protect you!


Well, happy Festivus.

We'll take break for the holiday; resuming the 2nd. If you're still interested.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I'm not going anywhere.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

If I shred the one I've already hurt is there anywhere to fall back to past his corpse? Another plinth or some such if I move full speed, since these guys are apparently happy walking.


Yeah, they don't seem to be in a rush (imagine the implacable engine of doom, relentlessly marching forward: the 'TallMan' in Phantasm).

You could certainly scurry behind another statue. You could probably even slowly back-pedal, all the while blazing away, though that would should certainly shorten the distance.

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I've got a sword and a knife up for grabs if anybody wants them

I think a best-quality mono sword and a mono combat knife are enough for me :D

AFAIK we're now waiting on EmissaryOfTheNorth with his feral world guardsman, which I look forward to seeing. That's exactly what I would play if I wasn't a noble-born assassin.

one question: Vector and Filip, how do you guys get such high armor values? You've only got flak armor but 8-9 armor


Scarred in the Emperor's Service.

So for those characters that were created in other games, with pre-rolled stats, I'm going to ask that you do modify your characters as such:

Either re-roll two stats (and one of the stats must be your highest stat, but you may apply the re-rolls as you choose).

Or:


Gain the following:
1d10+5 Insanity Points | If Insanity Points > 10 than gain a Minor Disorder
2d10+3 Corruption Points.
Loss of 1 Fate Point.

Kinda of cruel (queue laughter of dark and thirsting gods) I know; but as we lost one player due to bad character generation rolls I feel that it might appear that you guys got a 'better deal.'

Recruitment is officially closed: though you may continue to work on your characters.

So we have:
A Psyker.
A Tech-Priest.
A Guardsman.
A Scum,
An Assassin.
An Arbitrator.
A Sister of the Sororitas.


@Baron Oberstien
Your toughness bonus adds to armor values. I'm wearing a flak cloak (3-All) and have a toughness bonus of 4. resulting in 7.

Certain classes have tricks that can let them stack armor and TB stuff to be able to shrug off most small arms. Though it takes a while to reach.
EX: Tech priests can get dermal armor that stacks. Gun nuns have holy relics that can grant similar protection without the sub-dermal metal.

@Cirle

Much as I find giving Vector more problems amsuing I'm going to have to go with option 1.
Starting the game with 0fate is asking for a terrible time.

So RR AGI (as it is highest base stat (39))
And I guess INT? Don't really want to gamble with the other ones.

RR:AGI: 2d10 + 20 ⇒ (5, 2) + 20 = 27
RR:INT: 2d10 + 20 ⇒ (8, 7) + 20 = 35

EDIT:
Ouch. Well there goes my dreams of dodging out of the way of the bullets that will kill vector in record time.
Ah well, not like a Psycher has long to live in the company of a gun nun anyway.
Better smarts might help with that though.

As an aside I play a psyker fully aware of the sort of stigma they bear in the Empire. For party cohesion many would sacrifice that aspect of the lore so they wouldn't have as much tension in the group. I find games are more interesting with them involved though. So don't feel constrained to make someone who is nice to psykers in the setting just because I'm here.


@vector I see, I thought people did these separately, thanks for the clarification, I was wondering if my 1000+ thrones armor was just crap.

So shall we play yatzy while we wait for the others to finish up?

yatzy: 5d6 ⇒ (5, 3, 6, 1, 1) = 16 ...f$#! this s*@+

Hurry guys! I'm excited to start


@Baron Oberstien
As Vector said. Plus I have arbitrator's shield which also give you +1Body +1Arm (only one though) and +3 vs. Primitive.


So looking at this group I can't help but notice we are much more smashy than we are sneaky.
I have no idea what the mission we are about to partake in involves but I really hope it doesn't involve a great deal of intrigue.
Several of our characters are more than a little unsuited for such work.

@Baron
Well yes and no.
Certain types of weapons and effects deal less or more damage depending on the type of armor you are wearing.
Your toughness bonus applies to pretty much everything though.

Also Cirle already said we were not likely to actually begin playing until the 21st.

@Filip.
If you plan to use one you might consider using the arbite shield from the book of judgment.
The Lockshield is wondrous as much as it is a blaring beacon that the person behind it is an arbite and any criminals should scatter to the winds and/or break out the rocket launchers.

Heck. If it weren't such an obvious association to that branch of authority and I already a psyker Vector would take one in a heartbeat.


@Vector
I've got one from the book of judgment. Other one is rare and I'm not an influential character to have it right from the start.


Toughness and armor are separate. This is due to the fact that some things ignore toughness, and some things ignore armor. They both do reduce damage combined in normal conditions.


@Vector I think we're quite well rounded, perhaps a little light on all-round sneaky. At least me and Yolandi can sneak and climb, although I'm the only one with Concealment and Shadowing. Me and Scotus can deal with security systems. Filip has tracking.

We've got lore skills coming out the wazoo

We can drive anything but military crafts

I can talk to high born+military, Scotus to the low-born and basic "con-manning" with high Fel + blather, deceive and charm.

We've got 3 people with inquiry (Filip with +20), and bad-cop Filip with intimidate.

Not to mention the unique abilities a psyker and tech-adept bring.

We've even got that skill that GMs sweat about and PCs use as a generic-problem solving device that is as flexible and useful as a swiss army knife ....DEMOLITION!

If I were to ask EmissaryOfTheNorth to grab any specific skills I'd suggest Concealment and Silent Move ...and launchers


I also have inquiry if we are to gather information. In polite company Sister Yolandi can be a decent face for the group, I will let our scum handle the underworld.


Sister Yolandi wrote:

I also have inquiry if we are to gather information. In polite company Sister Yolandi can be a decent face for the group, I will let our scum handle the underworld.

Actually my Fel is 1 point higher, and I've got Peer Nobility & Military.

However, if it's someone that would dislike me for being noble/military, but still not like the scum, you'd be the best choice. The Ecclesiarcy and the like would love hearing you're in charge as well. The tech-adept would be our front with the Adeptus Mechanicus of course.

We could could play to our strengths and give the s#&*-munchers (local populous) what they'd like to hear.


Got my background done.


Circle, do you want to decide on the planet I'm from? To have it work best with your plans for the campaign. I intentionally left the exact location a blank.


Yours is a minor house on Prol IX.


we've started in the Gameplay thread guys


Oh ha normally there is a transition to the discussion thread, then gameplay.


So we have a couple of openings in this game: either as as an Arbitrator or a Sister Sororitas, though a different character class could be negotiated.

Do note that the players left because they had issues with my pacing; prospective candidates should read the discussion board and decide for themselves if this would be an issue for them.


I'd be interested, although I think I'd prefer a Guardsman if that's possible?

Also, I should probably mention that I've GM'd the House of Dust and Ash before. I can assure you it won't be an issue - it was when they first came out, and I've forgotten almost all the details. And my version was very heavily modified to work with my current plot.


Well, if you think you are truly amnesiac when it comes to the scenario details, go ahead.

You'll get 2000 XP in the character build.


That includes the usual 400xp you get for starting that doesn't count towards your first rank, right? So I'd still be an Armsman rather than a Sergeant?


Yes, its 2000 XP total. You should be Rank IV, or pretty close.


Statistics
Weapon Skill: 2d10 + 20 ⇒ (6, 6) + 20 = 32
Ballistic Skill: 2d10 + 20 ⇒ (7, 3) + 20 = 30
Strength: 2d10 + 20 ⇒ (7, 9) + 20 = 36
Toughness: 2d10 + 15 ⇒ (9, 1) + 15 = 25
Agility: 2d10 + 20 ⇒ (8, 4) + 20 = 32
Intelligence: 2d10 + 20 ⇒ (10, 1) + 20 = 31
Perception: 2d10 + 20 ⇒ (4, 9) + 20 = 33
Willpower: 2d10 + 20 ⇒ (6, 4) + 20 = 30
Fellowship: 2d10 + 25 ⇒ (3, 2) + 25 = 30

How...exceptionally average.


does the Emperor still need recruits?


Insanity: 1d5 ⇒ 1

Hit Points: 1d5 + 8 ⇒ (1) + 8 = 9

Fate Points: 1d10 ⇒ 2

Emperor's Tarot: 1d100 ⇒ 84

Funds: 1d10 + 70 + 55 + 60 + 65 + 70 + 75 ⇒ (1) + 70 + 55 + 60 + 65 + 70 + 75 = 396

...ouch. I can live with few Fate Points, but I really wish there was a way to re-roll HP.


WreckTall. Sure. One of the vacancies was for a Sister Sororitas. You don't have necessarily have to take that character, but if you do play you're going to take her slot; and we've pretty much established her gender already.


Emerik Albaras:

Name: Emerik

Wounds: 12
Insanity: 1
Corruption: 0
Fate Points: 1

Armour: Guard Flak Armour - Arms 4 - Legs 4 - Torso 4 - Head 4

Homeworld: Scintilla Gun Metal City.
Rank: Sergeant

Imperial Divination: 84 - “Thought begets Heresy; Heresy begets Retribution.” Increase Strength by +3

Traits:

Traits
Cave of Steels - Tech-Use is a Basic Skill
Hive Bound - Take a -10 on Survival Use checks outside a ‘proper’ environment.
Wary - Add 1 to Initiative checks.
Packing Iron - Take a -5 on all tests when unable to use a gun.
Way of the Gun - Add +5 to Ballistic Skills, and +5 on Tech-Use related to guns.

[spoiler=Attributes]
Statistics
Weapon Skill: 32
Ballistic Skill: 40
Strength: 39
Toughness: 25
Agility: 37
Intelligence: 31
Perception: 33
Willpower: 30
Fellowship: 30

Skills:
Skills

All skills marked in Italics are trained.
Basic
Awareness - Perception (33) - 33%
Barter - Fellowship (30) - 15%
Carouse - Toughness (25) - 12%
Charm - Fellowship (26) - 13%
Climb - Strength (39) - 39%
Command - Fellowship (30) - 15%
Concealment - Agility (37 ) - 37%
Contortionist - Agility (37 ) - 37%
Deceive - Fellowship (26) - 13%
Disguise - Fellowship (26) - 13%
Dodge - Agility (37 ) - 37 %
Evaluate - Intelligence (31) - 15%
Gamble - Intelligence (31) - 31%
Inquiry - Fellowship (30) - 30%
Intimidate - Strength (39) - 39%
Logic - Intelligence (54) - +10 - 64%
Literacy - Intelligence (31) - 15%
Scale Sheer Surfaces - Strength (39) - 39%
Scrutiny - Perception (33) - 16%.
Search - Perception (33) - 33%
Silent Move - Agility (37 ) -37%
Speak Language (Low Gothic) - Intelligence (31) - 31%
Speak Language (Metallican) - Intelligence (31) - 31%
Swim - Strength (39) - 39%
Tech Use - Intelligence (31) - 31%

Advanced
Drive (Ground) - Agility (37 ) - 37%
Pilot (Military Vehicle) - Agility (37) - 37%

Talents:

Talents:

Weapon Talents
Melee Weapon Training (Primitive) - Can use basic melee weapons
Basic Weapon Training (Las) - Can use basic las weapons
Pistol Training (Las) - Can use basic las pistols
Basic Weapon Training (SP) - Use basic slug throwers
Pistol Training (SP) - Use slug thrower pistols.

Other Talents
Hatred (Mutants) +10 on Weapon Skill to hit mutants.
Two Weapon Wielder (Ballistic) - Shoot two weapons as a Full Round Action, but at -20 to hit.
Ambidextrous - Reduce the penalty to shoot two weapons to -10.
Quick Draw - Ready a weapon as a free action.
Sound Constitution - Add 1 hit point (taken 2 times)


Equipment:

Funds
3 thrones

Equipment:
Infantryman’s Uplifting Primer
1 Week’s rations
Backpack
Re-Breather

Weapons
2 x Autoguns - Pistol Grips, Silencer - One Handed - 1d10+3 I - Pen 0 - S/3/10 - Clip (30) - Range 50m/100m
Sword - One Handed - 1d10+4 R - Primitive, Balanced
Hot Shot Longlas - Two Handed - 1d10+4 E - Pen 4 - S/-/- Clip 1 - Range 150m
Knife - One Handed - 1d5+4 - Primitive

Ammo
3 Hotshot Rounds
500 rounds.

Advancement:

Rank 1 - 0 - 499 - Conscript
Tranch War Veteran - 100
Ballistic Skill +5 - 100
Sound Constitution - 100
Pistol Training (SP) - 100
Awareness - 100

Rank 2 - 500 - 999 - Guard
Dodge - 100
Agility +5 - 250
Two Weapon Wielder (Ballistic - 200

Rank 3 - 1000 - 1999 - Armsman
Intimidate - 100
Inquiry - 100
Inquiry +10 - 100
Sound Constitution - 100
Ambidextrous - 200
Gamble - 100
Pilot (Military Craft) - 100
Quick Draw - 100

Appearance:
A tall, powerful man typically dressed in a patched guard uniform and armour, Emerik is the standard of a Guardsman, at least physically. Although thinner than usual for someone his height, but he’s quite fit and has an impressive level of muscle, Blessed in it by the Emperor as well as life time of heavy lifting and physical activity.

Emerik’s skin has the pallid tone of someone who has spent too much of there life out of the sun, fighting in the guts of hives and on the corridors of space hulks, robbing it of much of its life. He keeps both his head and beard shaved close, even though both are usually hidden behind armours and rebreathers. His eyes are pale green flecked with brown.

He has a rough voice, and several scars. He’s managed to avoid any wound that would require cybernetics, which is probably just as well given he couldn’t afford them. Although he tries to bathe as often as possible, he typically smells as any trooper in armour will. Armour my save your life but it doesn’t do much for your odour.

Personality:
Calm, courageous and thoroughly broken by life, Emerik is not untypical of a guard veteran. Loyal to the Emperor but tired of the ceaseless, grinding brutality of life within the Guard, Emerik seeks to serve in a position from which he won’t simply see his people dying for a pointless cause in a pointless war that no one will remember in a hundred years. Even if those memories will be sealed away, and only for a brave few.

Pragmatic beyond almost anything else, Emerik carries a variety of weapons, and often uses them in unexpected ways. He carries a pair of autoguns like most would pistols, and uses hot-shot power cells with a longlas to kill at range. He uses whatever gets the job done with minimal losses, an attitude which didn’t sit well with some of his Guard superiors who prefered to follow the book, even if the book led to a meatgrinder.

Having served on Tranch, and disagreeing heavily with many of the choices that were made there, he hopes that service with the Inquisition will allow him to make some difference to the Sector before he dies.


History:
Born in Gunmetal City on Scintalla, Emerik has lived surrounded by guns. Everyone carried a gun there, and it turned out that Emerik was one of the better ones at it. He worked in the foundries, carrying crates of parts and ammo to the transports, and because he worked he ate and grew into a strapping young man. It wasn’t a shock when he was conscripted into the Guard.

It turned out he was pretty good at it, in that he tended to not die in pointless scuffle or grand charges. He quickly acquired additional tools to his trade, and used them to continue surviving his missions. Since he liked to survive, that meant his missions were completed, as surviving and failing was essentially the same as dying to most Commissars.

Success had its rewards. By the time his regiment was reassigned to Tranch, he was promoted to a Lieutenant’s personal guard.

Tranch was a horrific affair. A mutant uprising that has been corrupted by Chaos, as so many were, the Guard were there to protect the populace that remained and help re-establish the place’s economy. In truth, the place was still a battleground, and one that Emerik was barely able to survive. Twisted mutants and even more twisted psykers destroyed most of his friends in his regiment. And then the new friends he found. And then the people he met after that. When his officer died, Emerik continued issuing orders for him, to keep the battle going.

Through it all, Emerik survived, but he did so by breaking many of the tactical doctrines of the Guard. In the ruthless fighting of the Hives he used the tactics of his foes against them, luring them into traps of their own making, pumping drugs into their air to make them turn their own powers against each other.

Many of the officers considered this a dirty, dishonourable method of fighting, and while many of the troops he served. When it came to light that he had possibly falsified orders, he was to be brought up on charges. Until the Inquisition saw potential and stepped in...


Welcome aboard.


Are you still needing that extra player? I'd be interested in playing a Sister, or could certainly play a female character to fit the gap.


Come on down. I think we may have lost our psyker as well.


Ooh that makes for an interesting choice!


I'd like to swap the sister across to an arbitrator instead, would that be possible? Happy to keep them female to fit the story.
Otherwise I might steal the payment slot.


Damn autocorrect! Should have said psyker!


If there is any room, I'd love to submit a PC. Some familiar faces here, the WH40k community is small.


So after catching up on the gameplay, discussion, and recruitment thread it looks like you're in need of 2 replacements. I was in a few games with Wilhelm so I can wait til he decides on his choice, but I'm up for taking over the sister or psyker.

If I'm free to choose, I'd create a Cyber Mastiff Handler from BOJ, but since we already have a Tech-Priest it might be too redundant.

If I play the sister/psyker am I free to create from the ground up or should I just copy the profile as is?


Just been chatting with LazyPanda, I'm happy to go psyker, and then he can fill the sister slot. I'm assuming we can build up as Emerik Albaras did, so will start.


Ok rolls for a mind-cleansed psyker!
WS: 2d10 + 20 ⇒ (5, 6) + 20 = 31
BS: 2d10 + 20 ⇒ (2, 3) + 20 = 25
S: 2d10 + 20 ⇒ (4, 7) + 20 = 31
T: 2d10 + 20 ⇒ (1, 7) + 20 = 28
Ag: 2d10 + 20 ⇒ (8, 1) + 20 = 29
Int: 2d10 + 20 ⇒ (6, 10) + 20 = 36
Per: 2d10 + 20 ⇒ (10, 7) + 20 = 37
WP: 2d10 + 25 ⇒ (7, 5) + 25 = 37
Fel: 2d10 + 15 ⇒ (8, 10) + 15 = 33

Ok reroll BS
BS: 2d10 + 20 ⇒ (6, 5) + 20 = 31

Insanity: 1d5 + 2 ⇒ (4) + 2 = 6
Wounds: 1d5 + 8 ⇒ (3) + 8 = 11
Fate: 1d10 ⇒ 3 =2
Sanctioning effects: 1d100 ⇒ 99 Hypno-doctrination: powerful conditioning causes you to chant the Litany of Protection in a whispered voice whenever you are asleep or unconscious. +3WP
Imperial Divination: 1d100 ⇒ 18 'Kill the alien before it can speak it's lies' +2Ag

That boosts my Ag to 31 and my WP to 40.


Age: 1d100 ⇒ 86
Which means
Actual age: 1d10 + 40 + 3d10 ⇒ (2) + 40 + (5, 5, 1) = 53


wealth: 50 + 1d5 + 70 + 70 + 77 + 84 + 84 ⇒ 50 + (3) + 70 + 70 + 77 + 84 + 84 = 438


LazyPanda wrote:

So after catching up on the gameplay, discussion, and recruitment thread it looks like you're in need of 2 replacements. I was in a few games with Wilhelm so I can wait til he decides on his choice, but I'm up for taking over the sister or psyker.

If I'm free to choose, I'd create a Cyber Mastiff Handler from BOJ, but since we already have a Tech-Priest it might be too redundant.

If I play the sister/psyker am I free to create from the ground up or should I just copy the profile as is?

So I guess that makes you the Sister: your call as to whether you want to take the character as, or create a new character.


We're ready then?


Hi Wilhelm Shieldbreaker's Psyker here. All done except Background which should be typing in the next few hours. If you are happy with him I can then post in gameplay straight away.


Background done, if you are happy I will jump in and respond as it Scotia asked me instead of Vector.
Apologies I had meant to have it done earlier today.


Welcome both of you newcomers!

Yeah jump in there Fadil and tell us wtf is going on


Hey, gonna finish up the sister today and dive in.


Here's the rolls I need to fill in my PC.
Am I able to play as a Battle Sister from Blood of Martyrs? That's what I'm putting together now, if thats not acceptable, then I can switch it out for the starting career in Inq. HB. Shouldn't be too hard. You mentioned meeting a new "forward" agent, that could be a good way to introduce me. Just putting together the background and equipment, will be finished by this evening.

2d10 + 20 ⇒ (5, 9) + 20 = 34
2d10 + 20 ⇒ (10, 6) + 20 = 36
2d10 + 20 ⇒ (5, 4) + 20 = 29
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (6, 2) + 20 = 28
2d10 + 20 ⇒ (8, 3) + 20 = 31
2d10 + 20 ⇒ (9, 3) + 20 = 32
2d10 + 20 ⇒ (6, 2) + 20 = 28
2d10 + 20 ⇒ (4, 1) + 20 = 25

Reroll the last:
2d10 + 20 ⇒ (6, 2) + 20 = 28

Wounds:1d5 + 8 ⇒ (2) + 8 = 10

Fate: 1d10 ⇒ 10

Divination: 1d100 ⇒ 86


Just finishing up the PC, a few more rolls.

Mysterious Lineage rolls

1d10 ⇒ 1

Roll additional 1d10,
1d10 ⇒ 8

Should be all the rolls I need. Everything nearly done, just need to flush out history in the profile, but don't want to hold the game up for that. As soon as GM gives approval, I'm good.


Starting Wealth:

2d10 + 70 ⇒ (5, 1) + 70 = 76

Everything is done, need to add the Faith Talent section to my profile and fill in the history, nothing that should hold us up.

Anything I should know about starting equipment/wealth?

Oh, and I didn't take the battle sister, just standard from IHB, felt more rounded for this game. Didn't start her as being the brains, but after the Origin and Divination boosted INT, I'll be sure to put that to good use for the team.


Are you going to hop on in buddy?

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Community / Forums / Online Campaigns / Recruitment / Dark Heresy 1E: "House of Dust and Ashes". All Messageboards

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