"Torag's will hasn't gotten our people very far. We need to focus on the earth not the stars. Only when we in tune with the earth once again will our charge be truly upheld." A smaller dwarf answers this sitting in the corner with a giant scorpion sitting right next to him. He idly pets the scorpion as he speaks seeming to think about something else.
Volgar thinks about the road ahead, and how long a time it will be. I need something to occupy my mind while we travel. Maybe making a waraxe will help? "I need to go purchase some materials for forging, but I will be back." Going to purchase a farrier anvil (5 GP), common artisan's tools (5 GP), and 1/3 the material cost of a dwarven waraxe in raw materials (10 GP). Volgar will return carrying an anvil on his back, forge tools, and some metal. "I am ready to go out, though we may want to find someone who can speak in the gnome's native language."
Volgar is sitting at the table fiddling with a small piece of metal. He looks up when Ryzentide talks about Kaars, but his sister handles it without a problem, so he continues going on with his work. Creating new things will prove my devotion to the art of crafting.... Maybe I can get Kaars to make something to make this metal act as if it were silver for a small while. Volgar seeing that the others are actually planning for the trip knows that he cannot help out as much, so he will just begin tinkering with his metal again. "Whatever challenges face us Khordal will provide."
The investigator is useless. It helps out with skill checks mainly, and you're behind on sneak attack. You don't even get bombs. If you want an alchemist with sneak attack just play a vivesectionalist* an archetype of the alchemist. The only mildly interesting thing is that you can add 1d6 to attack, or saving throws, but it costs 2 uses of the ability for that. Not worth it sadly. *not sure I spelled that right.
I think the errated the damage of bolters and other weapons. found it linking it here
Made some changes to Fortiter here is his updated self including backstory. New Fortiter: About Fortiter Character Name: Fortiter
CHARACTERISTICS
Movement: Half: 6m; Full: 12m; Charge: 18m; Run 36m INITIATIVE: +6
SKILLS
SPACE MARINE ABILITIES •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. •Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size. •Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time. •Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality. •Larraman’s Organ: You do not suffer from Blood Loss. •Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes. •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. •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. •Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests. •Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy. •Preomnor: You gain +20 to Toughness Tests against ingested poisons. •Progenoids: These may be retrieved with a successful Medicae Test. •Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness Traits. •Sus-an Membrane: You may enter suspended animation. Weapons:
Bolt Pistol ; CLASS: Pistol; DAMAGE: 1d10+9 Explosive, Pen 4, RANGE: 30m; ROF: S/2/-; CLIP: 14; RLD: Full; SPECIAL RULES: Tearing Combat Knife; CLASS: Melee; DAMAGE: 1d10+10 Rending, Pen 2 SPACE MARINE TALENTS & TRAITS •Ambidextrous •Astartes Weapon Training •Bulging Biceps •Heightened Senses (Hearing, Sight) •Killing Strike •Last Man Standing •Nerves of Steel •Quick Draw •Resistance (Psychic Powers) •True Grit •Unarmed Master •Unnatural Strength (x2) •Unnatural Toughness (x2) • Immovable Warrior (If wielding a heavy weapon behind cover gain Sturdy talent and +10 BS only in Solo Mode) • Battle Damage ARMOUR:
POWER ARMOR ABILITIES •Servo-Augmented Musculature: +20 Strength •Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +5 to Sight and Hearing Awareness Tests (total of +15 bonus with Heightened Senses) •Built-in Vox Link •Built-in Magboots •Nutrient Recycling: Can operate for two weeks without re-supply •Recoil Suppression: May fire Basic weapons 1-handed without penalty •Size: Hulking (Black Carapace means no bonus for enemies to attack) •Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines •Osmotic Gill Life Sustainer: With the helmet on, the armor is environmentally sealed GEAR
Background: Fortiter is one of the last recruits brought into the black consuls before they lost contact with their homeworld. This still puts him at 375 years old. He quickly rose through the ranks of the devastators, but soon returned to stay. He was first recruited by the Inquisition when one of their junior members was lost thought to have information regarding the tyranid hive fleet. Fortiter was sent along with others to rescue this young operative if they could, or kill him if he had been compromised. The squad of five went down into the depths of the research station being used and discovered horrible secrets. They found that somebody had been trying to mix tyranid and space marine gene-seed, worse they had been succeeding. When Captain Venus confronted the acolyte the traitor revealed his true colors. Calling upon his creations to defend him the kill-team was beset on all sides. Fortiter knowing that only the Captain had any hope of destroying this fiend stepped in front of the approaching swarm and let loose the emperor's fury. Captain Venus nodded to him and moved to destroy the acolyte. He killed the worm easily, but was in turn almost ripped in half by the madman's personal monstrosity. Knowing that all the creatures got their strength from the brute the entire kill-team unloaded upon the beast. It was ripped apart in a hail of bolters, but to do this they had left their backs open. The remaining creatures swarmed ahead and killed almost all of the remaining brothers only Venus, Fortiter and one other marine survived. Venus decided to grant his helmet to Fortiter in thanks and gave his power sword to the other marine. He then expired from his wounds. Swearing vengeance on all tryanids Fortiter stayed with the Deathwatch until he feels he has completed his duty. Knowing that his homeworld is most likely destroyed also doesn't help the wound at all, but he will endure because he is a Black Consul and they shall know the Emperor's Wrath.
Here is Brother Fortiter. Ready to cleanse the enemies of the Emperor.
Spoiler: About Fortiter Character Name: Fortiter
CHARACTERISTICS
Movement: Half: 6m; Full: 12m; Charge: 18m; Run 36m INITIATIVE: +6
SKILLS
SPACE MARINE ABILITIES •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. •Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size. •Catalepsean Node: You suffer no penalties to Perception based Tests when awake for long periods of time. •Oolotic Kidney: You may re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality. •Larraman’s Organ: You do not suffer from Blood Loss. •Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes. •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. •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. •Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests. •Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy. •Preomnor: You gain +20 to Toughness Tests against ingested poisons. •Progenoids: These may be retrieved with a successful Medicae Test. •Secondary Heart/Ossmodula/Biscopea/Haemastamen: You gain the Unnatural Strength and Toughness Traits. •Sus-an Membrane: You may enter suspended animation. Weapons:
Bolt Pistol ; CLASS: Pistol; DAMAGE: 1d10+9 Explosive, Pen 4, RANGE: 30m; ROF: S/2/-; CLIP: 14; RLD: Full; SPECIAL RULES: Tearing Combat Knife; CLASS: Melee; DAMAGE: 1d10+10 Rending, Pen 2 SPACE MARINE TALENTS & TRAITS •Ambidextrous •Astartes Weapon Training •Bulging Biceps •Heightened Senses (Hearing, Sight) •Killing Strike •Last Man Standing •Nerves of Steel •Quick Draw •Resistance (Psychic Powers) •True Grit •Unarmed Master •Unnatural Strength (x2) •Unnatural Toughness (x2) • Immovable Warrior (If wielding a heavy weapon behind cover gain Sturdy talent and +10 BS only in Solo Mode) ARMOUR:
POWER ARMOR ABILITIES •Servo-Augmented Musculature: +20 Strength •Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests (total of +20 bonus with Heightened Senses) •Built-in Vox Link •Built-in Magboots •Nutrient Recycling: Can operate for two weeks without re-supply •Recoil Suppression: May fire Basic weapons 1-handed without penalty •Size: Hulking (Black Carapace means no bonus for enemies to attack) •Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using equipment designed for Space Marines •Osmotic Gill Life Sustainer: With the helmet on, the armor is environmentally sealed GEAR
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