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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1444607731708.jpg (1.07 MB,1600x1200,4:3,40k Builer Map.jpg)

23c808 No.10518 [Last50 Posts]

"It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that he may never truly die.Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants – and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."

There's the spiel, you've heard it before and you'll here it again, so here's the actual details of the game, this is the Arcuaus Sector, in Ultima Segmentum, the Imperium once held control of the Sector back in the days of the Great Crusade, but during the Horus Heresy, warp storms in the area denied it to both sides, and thus was Arcuaus isolated from the galaxy at large for nigh on several millenia. Now, in the year 787.M41, the storms have lifted and the Imperium has called forth a new crusade to conquer the lost sector, but other powers are at play here, and it seems that every faction in the 40k world has something at stake here….

Tell us, oh traveler, who are you, and what is your role here?

Fill this out

>Name:

>Race:

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

>Pysker: Y/N?

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^this is also fluid, as in I will add and drop additional sections as I see fit

____________________________
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23c808 No.10519

>Name: Polkav the Creator

>Race:SM

>Alignment: Iron Warrior Warsmith of Chaos Undivided

>Fluff: Tech heresy the mechanical worshipers called it that but I see it differently. They see abominations in the eye of the corpse god's decaying eyeballs I see greatness. My brothers prefer to control demons I however see them as inspirations. My allies see the mechanical beasts I create as monsters but I see them as animals that needed guidance. Now I'm in a daemon world many demons to take inspiration many cultists and many times to build The Daemon Prince is right there is so many people ready to build machines of the grand undivided chaos that I'm awestruck and it's time for me to build

>Pysker: N

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23c808 No.10520

File: 1444609299111.jpg (1.07 MB,1600x1200,4:3,40k Builer Map.jpg)

>>10518

*BLAM*

THIS MAP WAS POSTED BY HERETICS, THIS IS THE CORRECT MAP

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23c808 No.10521

>>10518

>Name: Maldrat the risen

>Race: Necron

>Alignment: (only for chaos/non-chaos races/people)

>Fluff: Maldrat has all in all not been a very fortunate Cryptek. Sure he's not a flayer or warrior, and he got "life" eternal. But for some reason he never quite manages to catch a break. Everything has always gone wrong for him seemingly. But now he was gonna show all those other smug crypteks. He had a glorious assignment now with his ship and some loyal warriors!

Meanwhile on the tombworld.

"Hey, where is that clutz Maldrat the something something?"

"The cryptek that got sent away 'on a mission' to look through the refuse that is the imperium for possible tech and such that they might have that we necron might somehow have overlooked?"

"Oh, well, good riddance"

>Pysker: Cryptek

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23c808 No.10522

>>10518

>Name: Marius Maximus

>Race: Mon'key

>Alignment: People

>Fluff:

Maximus is a rich hive world noble who has made his fortunes managing his family's various factories spread across their home planet. While he could hardly be described as a man in touch with the normal life of a worker he is well aware of the futility of things and that a single man's life is worth nothing in the ever grinding gears of war.

Maximus seeks to expand his family's wealth and standing, wishing to decentralize their source of income in order to have the necessary to save his family and uphold the noble Maximus lineage even if the capital imperial world should fall into the hands of one of the Imperium's many enemies.

>Pysker: N

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23c808 No.10536

>>10518

>Name:Colonel Eric Lothos

>Race:Human

>Alignment: IG

>Fluff: Sent to the Arcanus sector as part of a larger force Colonel Lothos is to pacify and secure the sector for the Imperium from all comers. His troops from the infamous frigid death world of Riodan specialize in rapid assaults and close quarters action, courtesy of it's tight spaces and shifting land. Lothos himself is a veteran commander of five campaigns and has only lost his composure twice. All other times his is cool and calculating to the point of being inhumanly cold.

>Pysker:N

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23c808 No.10538

Name: Shizen the Unapproachable

Race: A metallic orb the size of a fist.

Alignment: Chaos, Tzeentch

Fluff: Shizen the Unapproachable has developed a petty notoriety among certain Imperial Guard regiments as they make the transit through the warp. They claim he used to be an inquisitor, and that he used to be quite good at his job. They say he took the consequences of his job very seriously, and that in the pursuit of his duty he took in the taint; over the years the taint grew slowly and his hatred of his work grew in tandem. The executions, the murders, the and the fear stole his heart. Eventually, when Tzeentch called for him, he didn't care enough to resist. The parts that resisted were removed.

Psyker: Yes.

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23c808 No.10578

Fill this out

>Name: Forgemaster Mezzapraxanus Toris

>Race: Toaster (Arch-Heretek)

>Alignment: Chaos Undivided, in the form of the Omnissiah, corrupted by his own whims.

>Fluff: Mezzapraxanus travelled to the Arcanus sector of his own accord, in search of profit, glory, and an accesible power-base in the form of the locals. He works eagerly to build a a forge to start work, and to build an army worthy of the Omnissiah, to conquer, dominate and control in the name of all that is mechanical. His body is more metal than flesh, cogitators replacing brain, metal replacing skin, a series of Mechadendrites, weapons and servo-arms suspended on his back, his lower body built in the shape of metallic, spider like beast.

>Pysker: N

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23c808 No.10601

>Name: Rotclaw Deathskull

>Race: Ork, Nob

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

Rotclaw has always loved looting, like the rest of his clan–his aspirations to occasionally rise a bit beyond their station, however, as he yearns to steal ever more power and complex ways of gaining access to ever larger amounts of loot.

He of course loves smashing shit as well, he's not un-Orky in his goals–just more long-ork-term than most.

>Pysker: N

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23c808 No.10602

File: 1444680234663.jpg (40.1 KB,343x480,343:480,1654133-acrdr.jpg)

>Name: Orkie Nonaym

>Race: Ork

>Alignment: Imperial/Bloodaxe

>Fluff:

>Pysker: N

On Glotha II, there stands a lone, dirty, dusty rock orbiting a star. For a great many years, this dusty rock has served only a handful of IG outposts, while being perpetually surrounded by feral orks, primitive barbarians even by Orkish standards, and easily repulsed.

However, everything changed with the a discovery that the planet held a vast amount of Gold and precious metals. However, due to the remoteness of this outpost, and a lack of nearby available IG regiments, there was a distinct lack of ability to simply wipe out the feral ork population and facilitate colonization and mining operations.

That's when it was decided by Segmentum command to kill two birds with one stone. A nearby Bloodaxe mercenary klan in service to the IG was needing to recruit more men, and itching for a fight.

Seeing the opportunity, Command ordered that the Bloodaxes move in to subjugate and recruit all the feral orks, which would then be relocated offworld as part of a bigger mercenary army.

Orkie Nonaym, is but one of a number of Bloodaxe officers, sent to carry out Da Bloodaxe Lawz on these barbarian ferals, and eliminate any rebellious tribe-bosses that might want to stir up trouble or resist.

This is his story.

https://www.youtube.com/watch?v=AFa1-kciCb4

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23c808 No.10605

File: 1444686784650.jpg (50.23 KB,522x702,29:39,Aventine.jpg)

>Name: Lord Lieutenant Benedict Aventine, Chief of Staff and Executive Assistant to Lord Captain Phinneas Butler of the Overlord class battlcruiser "Heart of Oak"

>Race: Human

>Alignment: Self (Ostensibly Imperium)

>Fluff: Benedict Aventine is a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some have said that he works harder than the rest of the bridge crew combined, as he is the main executor of the captain's will on board the vessel. He acts as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine has become bitter over his place on the vessel. As he sees it, he should be giving the orders, nevermind the captain or the admiralty. He wants the vessel for himself. With it, he could go to far off places, bringing the Emperor's light with him. More importantly, he could live a life of unimaginable luxury. Who would resist him, the commander of a vessel with enough firepower to wipe a country off of a planet, if not an entire continent? Butler is a fool who cannot see beyond the hierarchy of the Navy. Why shouldn't a more ambitious man rule this little world?

>Pysker: N

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Inventory:

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23c808 No.10608

File: 1444690249633.jpg (120.86 KB,620x789,620:789,Sisters_of_Battle9.jpg)

>>10518

>Name: Sister Aria

>Race: Human

>Alignment: The Imperium

>Fluff: Originally an initiate in the Order of the Valorous Heart, Sister Aria found her calling in the Retributor squads carrying a heavy flamethrower and purifying the enemies of the Imperium in Holy Prometheum. She was content to spend her life this way until one campaign against the forces of chaos she was struck by a stray psychic bolt which awakened her latent psyker powers. Fearing what she had become she was prepared to turn herself in when an inquisitor in the sector found her instead. Deciding that a Psyker with the discipline and skills of a sororitas would be most useful in his mission he inducted her into his acolyte squad and now she follows him around the galaxy, purging the Enemies of the Imperium with both Holy Prometheum and Psychic Fire.

>Pysker: Yes

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23c808 No.10610

>>10518

>Name: Farseer Eldareth Atanil

>Race: Eldar

>Alignment: Craftworld Arach-Qin

>Fluff: Eldareth Is a young Farseer of the small and relatively unknown Craftworld Arach-Qin. Indeed he just became a Farseer not more than four decades ago by how the filthy mon'keigh measure time. Still in that time he has been instrumental in forging a safe fate for his little known home.

He's foxed out raids by his dark cousins, defused the forming Waaghs in the path of his home, and defeated and eliminated a Mon'keigh inquisitor who was attempting to gather a fleet strong enough to assault his home. Indeed it is because of how small his home is, he is out of it often, for Arach-Qin has few farseers, meaning each one is a valued and often used resource directed to it's guidance and safety.

Eldareth would have it no other way. He revels in predicting the enemy and crushing them ruthlessly. He has become rather adept at it in fact. Still he does not put his entire faith in his predictions, for they can mislead at times. To that end he has trained his mind and body to be a weapon in all respects, so when fate takes an unforeseen turn, he will be ready to force it back to a more agreeable path. In a river of blood if need be.

>Pysker: Y

Equipment:

Inventory:

Powers: (Pyskers only)

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23c808 No.10611

File: 1444696393634.png (Spoiler Image,1.25 MB,1700x705,340:141,ImmortanJoe.png)

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23c808 No.10612

>>10611

I AM AWAITED AT THE EMPEROR'S SIDE! HE LOOKED RIGHT AT ME!

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23c808 No.10613

File: 1444701154338-0.jpg (496.62 KB,1280x1280,1:1,Inquisitor Rogers seen pre….jpg)

File: 1444701154368-1.png (355.47 KB,351x522,39:58,Inquisitorial_Rosette.png)

>>10518

Name: Inquisitor Fred 'Mister' Rogers

Race: Human

Alignment: The Imperium

Fluff: "Howdy Neighbor. A beautiful day in this neighborhood. We can be friends, Id like to be friends Id like to be neighbors. So child, tell me where you've seen the heretics. Heretics aren't anyone's neighbor. Let me give you ten seconds to think of those who brought you here in life, every day I thank the Emperor for bringing me here where I can do His goodly work. If you don't feel comfortable telling me you can tell my friends here what it is you want to share." Rogers smiles looking to the side believing this planet soon to be brought back into His graces.

Pysker: N

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23c808 No.10614

>>10613

Bob Ross chapter master when?

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23c808 No.10645

>>10614

Not soon enough

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23c808 No.10685

File: 1444773426755.jpg (15.75 KB,283x400,283:400,enoch.jpg)

Name: Numerist Enoch, AdMech Technomagos

Race: Cogboy

Alignment: Adeptus Mechanicus. These aren't the murder-servitors you're looking for. Move along.

Fluff: The Cult of the Micro-Omnissiah (this is no shit: http://wh40k.lexicanum.com/wiki/Cult_of_the_Micro-Omnisiah ) is a small sect of tech-priests, secretive but more or less loyal, that think they can find god in the little things. Their temple houses some of the only Imperial micro-forges left - they play with nanotech, because like all tech-priests they want to die. The navy loves their control hardware, pilots love the bio-circuitry cybernetic systems they spin out of high-grade silicon, and the nobility loves the only source of digital needlers in the segmentum, maybe the whole Imperium outside of captive Jokaero and rogue trader finds. They even look more like people than toasters because all the bulky shit most cogheads have to bolt to themselves is rendered far less necessary when miniaturization's your game.

But Enoch wanted out. He was never cut out to sit around his whole life and make another thousand tiny devices - he was born in the microcult, raised working the nano-forges, matured while learning to handle the medicae for delicate implant work as well as a Magos Neuralis, and learned his cult's needle-gun manufactora like the back of his hand by the time they made him a full Magos, which was coincidentally about when he started entertaining thoughts of escape or suicide. He'd always pull emissary duty and talked to every group of visitors that docked when he got the chance - collecting a little extra data on the outside word was exciting for him, and everyone else was happy to let him so they could get back to work. He studied administration and logistics to try for promotions and decide his own fate, sociology and psychology to survive cabin fever, finally got himself appointed chief adept to the Factor…and then everything started going sour.

The once-per-century muttering about a purge started up again, and his cult needed to curry favor with Mars or take their chances with a bunch of zealots. They sent him out to bargain down the asking price for not getting their tithe doubled or their whole order dismantled down to the last mechadendrite and came away only having to put together a token addition to the quest for knowledge, and to reward him for this incredible feat of diplomacy he was promoted to Factor and put in charge of the fool's errand.

Technomagos Enoch reported for duty to the most rusted-out spacecraft he'd ever seen, a frigate-scale Forge Tender fleet logistics and repair vessel, complete with half-cursed tech-forges and a skeleton crew of misfit outsider cogheads his Archmagos had collected from a few dozen of the minor orders and subcults of relatively equal importance they'd had to take on as bargaining partners against Mars. The ship stank from centuries of uncaring use, complete with an air recyk nobody bothered to fix so it could scrub out methane traces. The undersized servitor crew muttered scrapcode as he passed. The Metasurgeon down in medicae specialized in Xenobiology and not people, the chief biologis adept managing the servitors's life support and nutrition was a politically divided Genetor who couldn't decide if he was Carnicula and wanted his vat-grown pets to outlive him or a Vogelite proponent of forcibly bio-upgrading every baseline they met. The security detail were disgraced Skitarii. There were dozens more, all black sheep from some small flock happy to see them go, and none of them shut up about their borderline tech-heresy politics.

The sanest one was Omniprophet JPL-325, a product of the AdMech's refusal to let a legendary geneline run out just because the cloned brilliance it bore them came packaged with a love of getting fucked up on bad code and baseline human drugs outdone only by their need for lobotomization. At least Enoch has someone to practice human-style negotiator binge drinking with. Such is life on tender-ship Truth From Error on the explorator voyage from hell. Maybe he can chop off his nano-genus mechadendrite and trade it for a janitor gig on a navy ship. Or kill himself with a micro-forged needler pistol.

(Lemme know if that works. I'll pastebin fluff save for a TL;DR from now on.)

Pysker: N

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Bonus:>>10645

>Enoch

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23c808 No.10975

File: 1445038885733.jpg (142.61 KB,500x500,1:1,1440518040378.jpg)

>>10519

Equipment: Ancient Power Armor (1d11) Ancient Bolter (1d10)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Iron Within! Iron Without!] - you are a veteran of 10,000+ years of war, participial the art of siege craft and fortification. +5 to combat rolls, +10 to construction and siege rolls.

>>10521

Equipment: Staff of Light (1d12) Necrodermis Skin (1d12)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [A Voice from the Stars] - Something from the void of space picks at your mind, it sometimes takes all your concentration to stave it off, and you fear that if enough things distract you, the voice shall consume you.

Party: 5 Necron Warriors

Ship: Ghost Ark

>>10522

Equipment: Fine Clothes (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Silver Spoon] - You are of the wealthy elite, a privilege that not many of the Imperium know nor will never know. You are well versed in dealing with the byzantine nature of the Adeptus Administratum, along with the other cogs in the Imperial Bureaucratic machine, and as such receive a +5 in all rolls dealing with them

>>10536

Equipment: Flak Armor (1d6) Lasgun (1d6)

Inventory: The Imperial Infantryman's Uplifting Primer

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Winter Soldiers] - You and your men are well versed in the art of fighting a war when nature itself is trying to kill you in your foxholes with it's icy grip. + 15 to all actions in Frozen climates.

Party: 125 Riodan Imperial Guardsmen

>>10538

Equipment: Metal "Skin": (1d10)

Inventory:

Favor: Khorne: 0/100

Slaanesh: 25/100

Tzeentch: 75/100

Nurgle:0/100

Powers: [Infernal Gateway] - The caster opens up a portal to the Warp, sucking its enemies into oblivion. (1d2 for success)

Bonus:[Favored of Tzeentch] - You have gained the favor of the Lord of Change, and pleasing him will grant you gifts of this dark god, displeasing him however…..

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23c808 No.10976

File: 1445038907323.jpg (100.92 KB,1920x1080,16:9,1438901330413.jpg)

>>10975

>>10578

Equipment: Metal Carapace: (1d10) Mechandrites: (1d6)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Tech Adept] - The science of….. well, science, is a mystery to the masses of the Imperium, along with the knowledge of how to both build and maintain the various technology they use, the same goes for Chaos. You, however, are a scion of Mars, and do posses limited knowledge in these areas, giving you a skill set desired by many but possessed by few.

>>10601

Equipment: 'Eavy Armor (1d8) Big Choppa (1d8)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [WAAAAGH] - YU'S AN ORK, YU'S 'ARDER DEN DEM HUMIES. YU SMASH DEM GITZ TO BITZ. +10 to personal combat rolls

Party: 15 Choppa Boyz

5 Slugga Boyz

>>10602

Equipment: Carapace Armor (1d8) Six-Shootas (2d5)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [A more elegant ork for a more civilized age] - You are as "civilized" As orks get, in that you can talk to a 'umie without wanting to beat his skull in, along with actually being able to articulate what you are saying. + 5 to communication and negotiation rolls/ +10 to convincing orkish parties do things.

>>10605

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

>>10608

Equipment: Sororitas Power Armor (1d8) Blessed Flamer (6d7) +5 Vs. Daemons

Inventory:

Favor: (Chaos players only)

Powers: [Hand of the Emperor] - The Sister channel His wrath through her bodies, giving her preternatural strength. (1d2 for cast success)

Bonus: [Flame on] - The Promethium cleanses all the filth that infest this galaxy, through it all shall see the light of the Emperor! +5 To combat actions that involve flame, be it material of warp-fire in nature. You also have a unsaid understanding with the Salamanders of the Adeptus Astares and their descendants.

>>10610

*Warlock

Equipment: Rune Armor (1d10) Power Sword (1d12)

Inventory:

Powers: [Destructor] - A huge blast of raw psychic power is unleashed by the Warlock to engulf his enemy. (1d2 for success, 1d15 for damage)

[Enhance] - This power has the effect of increasing the already impressive speed and agility of the targeted Eldar warriors. (1d2 for success, 1d15 for buff)

Bonus: [She Who Thirsts] - All Eldar are promised to The dark mistress of pleasure upon death, and to use psychic powers is to welcome the denizens of the warp a conduit into ones mind. As the Eldar are already vulnerable to the warp as is, many consider those who actively use psychic powers as foolhardy. A certain amount of failures or miscasts of spells will lead to very bad things happening.

>>10613

*Inquisitorial Acolyte

Equipment: Carapace Armor (1d8) Hot-Shot Lasgun (2d6)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Howdy Neighbor] - Your unassuming nature and openly appealing, but eventually uncanny aura make you a natural for the Ordos Malleus, and your boss, Inquisitor-Lord Cosby, knows this. Stay alive long enough and you'll be an inquisitor in no time. Plus you also get all the best toys your boss manages to "acquire".

>>10685

Equipment:Metal Carapace: (1d10) Mechandrites: (1d6)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Nano-Forge] - Your curse, your bane, your most hated posssesion, ironically also closest to your heart, well, physically. It reminds you of that place, but that aside, the use of nano-machines are far beyond what your feeble minds can contemplate. And now that your in a new enviroment free of the stifling rules of the Cult…. my my my….

>>10519

>>10521

>>10522

>>10536

>>10538

>>10536

>>10578

>>10601

>>10602

>>10605

>>10608

>>10610

>>10613

>>10685

I also ask that everyone roll a 1d49 to see where you end up, yes, that includes you bazrael

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23c808 No.10977

Dice rollRolled 10 (1d49)

[Shizen the Unapproachable]

Equipment: Metal "Skin": (1d10)

Inventory:

Favor: Khorne: 0/100

Slaanesh: 25/100

Tzeentch: 75/100

Nurgle:0/100

Powers: [Infernal Gateway] - The caster opens up a portal to the Warp, sucking its enemies into oblivion. (1d2 for success)

Bonus:[Favored of Tzeentch] - You have gained the favor of the Lord of Change, and pleasing him will grant you gifts of this dark god, displeasing him however…..

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23c808 No.10978

>>10608

EH HEM

Powers:[Holocaust] - The casters Ignites the air around themselves in flame, incinerating anything that comes too close. (1d2 for cast success, 1d10 for damage)

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23c808 No.10979

Dice rollRolled 11 (1d49)

>>10976

rolling for planet

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23c808 No.10980

Dice rollRolled 48 (1d49)

>>10976

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23c808 No.10982

Dice rollRolled 34 (1d49)

>>10976

Name: Inquisitorial Acolyte Fred 'Mister' Rogers

Race: Human

Alignment: The Imperium

Fluff: "Howdy Neighbor. A beautiful day in this neighborhood. We can be friends, Id like to be friends Id like to be neighbors. So child, tell me where you've seen the heretics. Heretics aren't anyone's neighbor. Let me give you ten seconds to think of those who brought you here in life, every day I thank the Emperor for bringing me here where I can do His goodly work. If you don't feel comfortable telling me you can tell my friends here what it is you want to share." Rogers smiles looking to the side believing this planet soon to be brought back into His graces.

Pysker: N

Equipment: Carapace Armor (1d8) Hot-Shot Lasgun (2d6)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Howdy Neighbor] - Your unassuming nature and openly appealing, but eventually uncanny aura make you a natural for the Ordos Malleus, and your boss, Inquisitor-Lord Cosby, knows this. Stay alive long enough and you'll be an inquisitor in no time. Plus you also get all the best toys your boss manages to "acquire".

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23c808 No.10983

Dice rollRolled 7 (1d49)

>>10976

Name: Lord Lieutenant Benedict Aventine, Chief of Staff and Executive Assistant to Lord Captain Phinneas Butler of the Overlord class battlcruiser "Heart of Oak"

Race: Human

Alignment: Self (Ostensibly Imperium)

Fluff: Benedict Aventine is a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some have said that he works harder than the rest of the bridge crew combined, as he is the main executor of the captain's will on board the vessel. He acts as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine has become bitter over his place on the vessel. As he sees it, he should be giving the orders, nevermind the captain or the admiralty. He wants the vessel for himself. With it, he could go to far off places, bringing the Emperor's light with him. More importantly, he could live a life of unimaginable luxury. Who would resist him, the commander of a vessel with enough firepower to wipe a country off of a planet, if not an entire continent? Butler is a fool who cannot see beyond the hierarchy of the Navy. Why shouldn't a more ambitious man rule this little world?

Pysker: N

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

Ah. The d49. My favourite die.

Are the d4s and d2s for the quantity of the items? Or do I deal 1d2 damage with my dataslate and 1d4 damage with my uniform?

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23c808 No.10984

Dice rollRolled 46 (1d49)

>>10976

>Name: Orkie Nonaym

>Race: Ork

>Alignment: Imperial/Bloodaxe

>Fluff:

>Pysker: N

On Glotha II, there stands a lone, dirty, dusty rock orbiting a star. For a great many years, this dusty rock has served only a handful of IG outposts, while being perpetually surrounded by feral orks, primitive barbarians even by Orkish standards, and easily repulsed.

However, everything changed with the a discovery that the planet held a vast amount of Gold and precious metals. However, due to the remoteness of this outpost, and a lack of nearby available IG regiments, there was a distinct lack of ability to simply wipe out the feral ork population and facilitate colonization and mining operations.

That's when it was decided by Segmentum command to kill two birds with one stone. A nearby Bloodaxe mercenary klan in service to the IG was needing to recruit more men, and itching for a fight.

Seeing the opportunity, Command ordered that the Bloodaxes move in to subjugate and recruit all the feral orks, which would then be relocated offworld as part of a bigger mercenary army.

Orkie Nonaym, is but one of a number of Bloodaxe officers, sent to carry out Da Bloodaxe Lawz on these barbarian ferals, and eliminate any rebellious tribe-bosses that might want to stir up trouble or resist.

This is his story.

https://www.youtube.com/watch?v=AFa1-kciCb4

Equipment: Carapace Armor (1d8) Six-Shootas (2d5)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [A more elegant ork for a more civilized age] - You are as "civilized" As orks get, in that you can talk to a 'umie without wanting to beat his skull in, along with actually being able to articulate what you are saying. + 5 to communication and negotiation rolls/ +10 to convincing orkish parties do things.

1. "Is th'is th'a Train ta Goltha Capitol, boss?"

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23c808 No.10991

Dice rollRolled 40 (1d49)

>>10976

>Name: Forgemaster Mezzapraxanus Toris

>Race: Toaster (Arch-Heretek)

>Alignment: Chaos Undivided, in the form of the Omnissiah, corrupted by his own whims.

>Fluff: Mezzapraxanus travelled to the Arcanus sector of his own accord, in search of profit, glory, and an accesible power-base in the form of the locals. He works eagerly to build a a forge to start work, and to build an army worthy of the Omnissiah, to conquer, dominate and control in the name of all that is mechanical. His body is more metal than flesh, cogitators replacing brain, metal replacing skin, a series of Mechadendrites, weapons and servo-arms suspended on his back, his lower body built in the shape of metallic, spider like beast.

>Pysker: N

Equipment: Metal Carapace: (1d10) Mechandrites: (1d6)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Tech Adept] - The science of….. well, science, is a mystery to the masses of the Imperium, along with the knowledge of how to both build and maintain the various technology they use, the same goes for Chaos. You, however, are a scion of Mars, and do posses limited knowledge in these areas, giving you a skill set desired by many but possessed by few.

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23c808 No.11013

Dice rollRolled 17 (1d49)

Location roll.

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23c808 No.11014

>>11013

Name: Numerist Enoch, AdMech Technomagos

Race: Cogboy

Fluff: TL;DR: Techpriest from an obscure branch of the machine-cult that plays with nanotech. Stuck as the guy in charge of a bunch of misfit borderline-hereteks on a leaky rust-bucket explorator ship in a grimdarker version of M.A.S.H. For the full story go here: http://pastebin.com/raw.php?i=30RMd0jk

Pysker: N

Equipment:Metal Carapace: (1d10) Mechandrites: (1d6)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Nano-Forge] - Your curse, your bane, your most hated possession, ironically also closest to your heart, well, physically. It reminds you of that place, but that aside, the use of nano-machines are far beyond what your feeble minds can contemplate. And now that your in a new environment free of the stifling rules of the Cult…. my my my…

So Scruffy, did I make the ship sufficiently crappy and impossible to use to keep it? I wanted a base full of zany characters to do mad science with, not looking for a power play.

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23c808 No.11025

>>10983

The dice for the data slate is for combat, yes. It is a CCW. The dice for the uniform is for armor, since it is in fact, armor.

>>11014

Ah, my bad. Yeah, your ship is shitty enough to keep; Go ahead and add these slots to your stats

Ship: Minotaur-class Tugboat "Truth"

Party: 7 Servitors (Non-combat)

Meatsurgeon Omega-x43

Genetor Axio

5 "Skitarii"

Omniprophet JPL-325

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23c808 No.11032

Dice rollRolled 48 (1d49)

>>10975

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23c808 No.11034

>>11014

>>11025

okay, scratch the ship and party, add this

>Location: Imperial Forgetender ship "Truth From Error"

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23c808 No.11036

>>11025

Name: Numerist Enoch, AdMech Technomagos

Race: Cogboy

Fluff: TL;DR: Techpriest from an obscure branch of the machine-cult that plays with nanotech. Stuck as the guy in charge of a bunch of misfit borderline-hereteks on a leaky rust-bucket explorator ship in a grimdarker version of M.A.S.H. For the full story go here: http://pastebin.com/raw.php?i=30RMd0jk

Pysker: N

Equipment: Factor's sculpted carapace: (1d10) mechandrites: (1d6)

Inventory: Nano-genus mechadendrite

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Mysteries of the Micro-Forge] - Your curse, your bane, your most dangerous possession: knowledge of the operation of imperial nanotech. And now that you're in a new environment free of the stifling rules of the Cult…

Ship: AdMech escort-class forge tender "Truth From Error," servitor crew, nonfunctional manufactora

Party: N/A, though there are various NPCs on board

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23c808 No.11040

Dice rollRolled 3, 18, 30, 18 = 69 (4d49)

>>10519

location roll 1

>>10521

location roll 2

Also forgot to mention that your ship has a phase shifter that you can use to move about the worlds of the sector

>>10536

location roll 3

>>10601

location roll 4

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23c808 No.11144

File: 1445153761484.jpg (1.08 MB,1600x1200,4:3,40k Builer Map Turn 1.jpg)

>>10977

Ah, this seemed like a nice planet to convert to the dark gods, at least, it did before that giant lizard thing appeared and ate all your cultist. Well shit, what now, stuck on a death world and not even a drop of heretical blood to sacrifice for a portal out of here…

>Location: T'wal 1

>>10979

The inquisitor must have gotten something wrong, you are here in Arcuaus to tackle the horrible xenos that are hindering the efforts of the crusade, but here you are on a human hive world. What to do what to burn do

Location: T'wal 2

>>10980

When your farseer ordered you to investigate this planet in the newly re-emerged Arcuaus sector, you were estatic! A chance to prove your skill as warrior! now that you've gotten here, you see it is just a lifeless rock. But still, for all the apperant lack of life here, something tears at the borders of your mind. Soemthing old, something powerful, and something spoiler

Location: Evatar 2

>>10982

"Well hey there neighbor." You gleefully say to the wonderous flower that greets you as you leave the black shuttle that has ferried you too this world. It's such a wonderful place; green, verdant, nothing has shot at you yet. All the more odd that your inquisitor-lord has sent you here to investigate odd warp signatures. What could be that dreadful in a place as wondrous as this?

Location: The twins: Planet 5

>>10983

"Throne is it hot here!" You muse as you fan yourself with your dataslate. "What in Emperor's name did I do to get stuck with this Grox-shit duty?" Around you, the small Crusade base of Afreti-Centra sits in the vast desert of Yilvo-4. Why anyone would build a supply base on a desert world is beyond you, and why you got stuck going over rations destined for your ship is also beating at your cortex, along with the scorching desert heat.

Location: Yilvo 4

>>10984

The man, or Ogryn rather, gives you a quizzical look, and for a moment, a look of rage, but upon seeing the Imperial Aquila on your longcoat, relaxes his muscles. "Da, if yous mean the capital world, thats a long way away from dis planet. We's going there to give the meanies who don't like the Empra bad hugzies. We gonna show dem the light of the Empra!" From the markings on his wargear, you deduce the big-lug is an auxiliary with a Catachan regiment most likely. Well shucks, how are you gonna get to Glotha now? Around you, the newly reclaimed world of Intra 5, or "Angelos" As it is now named, bustles with crusade forces mobilizing for war.

Location: Intra 5 (Angelos)

>>10991

Your cogitators argue with the scraps of your human brain that remain, "0.00000425% chance that we'll end up stranded on a death world, huh?" "Oh shut it, you lousy piece of meat" But for all the lack of good that does, it doesn't improve your situation any less. Around you, a vast mire looms far past the horizons, and the sounds of horrible beast fill that quickly darkening and already hazy air.

Location: Lothan 2

>>11013

"01100110011101010110001101101011" You exclaim in a short binary burst, as you effortlessly manage to cleave off a part of your desk in your "Captains" Quarters in this ramshackle vessel you now call home. You think the quartermaster is holding out on you, since this room is barely above the s[spaciousness and comfort afforded by a broom closet. It had been awhile since you built anything, and even longer since you've used anything you've used what you already have, which explains how you just accidentally blasted a hole in your floor with a meltagun you were tinkering with. It apperantly went straight to the ships bilge lines as well, since your unaltered human nose now cringes itself in the most awkward manner as your mix of brain and cogitator struggles to come up with a word to describe to scent you're now smelling. A mix between petrol and decaying corpses, ah, moldy, that's it. Better have a talk with the magos in charge of ship repairs about this. Before you leave though, you have a nice look out of the one luxury this room does afford, a nice and large viewport, as wide and as tall as Astartes, gazing out at the large and frozen planet below you, the systems yellow star burning in the distance. Your human mind finds the scenery beautiful, and your cogitators detect a slight Dihydrogen monoxide leakage from your frontal optical lobes.

Location: "Captain's" Quarters - Forgetender "Truth from Error" In orbit around Hol 1

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23c808 No.11145

File: 1445154097273.jpg (1.08 MB,1600x1200,4:3,40k Builer Map Turn 1.jpg)

>>10977

Ah, this seemed like a nice planet to convert to the dark gods, at least, it did before that giant lizard thing appeared and ate all your cultist. Well shit, what now, stuck on a death world and not even a drop of heretical blood to sacrifice for a portal out of here…

>Location: T'wal 1

>>10979

The inquisitor must have gotten something wrong, you are here in Arcuaus to tackle the horrible xenos that are hindering the efforts of the crusade, but here you are on a human hive world. What to do what to burn do

Location: T'wal 2

>>10980

When your farseer ordered you to investigate this planet in the newly re-emerged Arcuaus sector, you were ecstatic! A chance to prove your skill as warrior! Now that you've gotten here, you see it is just a lifeless rock. But still, for all the apparent lack of life here, something tears at the borders of your mind. Something old, something powerful, and something spoiler

Location: Evatar 2

>>10982

"Well hey there neighbor." You gleefully say to the wondrous flower that greets you as you leave the black shuttle that has ferried you too this world. It's such a wonderful place; green, verdant, nothing has shot at you yet. All the more odd that your inquisitor-lord has sent you here to investigate odd warp signatures. What could be that dreadful in a place as wondrous as this?

Location: The twins: Planet 5

>>10983

"Throne is it hot here!" You muse as you fan yourself with your dataslate. "What in Emperor's name did I do to get stuck with this Grox-shit duty?" Around you, the small Crusade base of Afreti-Centra sits in the vast desert of Yilvo-4. Why anyone would build a supply base on a desert world is beyond you, and why you got stuck going over rations destined for your ship is also beating at your cortex, along with the scorching desert heat.

Location: Yilvo 4

>>10984

The man, or Ogryn rather, gives you a quizzical look, and for a moment, a look of rage, but upon seeing the Imperial Aquila on your longcoat, relaxes his muscles. "Da, if yous mean the capital world, thats a long way away from dis planet. We's going there to give the meanies who don't like the Empra bad hugzies. We gonna show dem the light of the Empra!" From the markings on his wargear, you deduce the big-lug is an auxiliary with a Catachan regiment most likely. Well shucks, how are you gonna get to Glotha now? Around you, the newly reclaimed world of Intra 5, or "Angelos" As it is now named, bustles with crusade forces mobilizing for war.

Location: Intra 5 (Angelos)

>>10991

Your cogitators argue with the scraps of your human brain that remain, "0.00000425% chance that we'll end up stranded on a death world, huh?" "Oh shut it, you lousy piece of meat" But for all the lack of good that does, it doesn't improve your situation any less. Around you, a vast mire looms far past the horizons, and the sounds of horrible beast fill that quickly darkening and already hazy air.

Location: Lothan 2

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23c808 No.11146

File: 1445154130438.jpg (221.01 KB,1600x502,800:251,warhammer_40k__conquest_bo….jpg)

>>11013

"01100110011101010110001101101011" You exclaim in a short binary burst, as you effortlessly manage to cleave off a part of your desk in your "Captains" Quarters in this ramshackle vessel you now call home. You think the quartermaster is holding out on you, since this room is barely above the s[spaciousness and comfort afforded by a broom closet. It had been awhile since you built anything, and even longer since you've used anything you've used what you already have, which explains how you just accidentally blasted a hole in your floor with a meltagun you were tinkering with. It apparently went straight to the ships bilge lines as well, since your unaltered human nose now cringes itself in the most awkward manner as your mix of brain and cogitator struggles to come up with a word to describe to scent you're now smelling. A mix between petrol and decaying corpses, ah, moldy, that's it. Better have a talk with the magos in charge of ship repairs about this. Before you leave though, you have a nice look out of the one luxury this room does afford, a nice and large viewport, as wide and as tall as Astartes, gazing out at the large and frozen planet below you, the systems yellow star burning in the distance. Your human mind finds the scenery beautiful, and your cogitators detect a slight Dihydrogen monoxide leakage from your frontal optical lobes.

Location: "Captain's" Quarters - Forgetender "Truth from Error" In orbit around Hol 1

>>11032

As you step off of the interplanetary shuttle you rented out to ferry you down to the surface of this barren rock, you feel a slight tingle as the dull wind of this dead world his your magnificent mustache. You survey the land around you with your human eye, noting the fine points upon which your newest toaster spring manufactorum will be built. Your bionic eye darts about though, something about excess magnetic particles in the air throwing off the degaussing coil in the central loading system. A quick strike from the palm of your hand fixes the problem, and all seems well, but something new arises. An odd feeling in your gut, that something, something just isn't right. You stuff the feeling away as you draw up plans for your new complex.

Location: Evatar 2

>>10519

A new sector ripe for the taking! It’s just your luck, however, that the first planet you land on just happens to be a dead world. All around empty plains with the occasional mountain stretches onward in to what seem like infinity.

Location: Atan 3

>>10521

The sands of this planet are already clogging your necrodermal joints, still sticking after the millenia long slumber you just awoke from. Your warriors, as per your order, comb the desert, looking for signs of life, and more importantly, signs of technology.

https://www.youtube.com/watch?v=g4OBUupicWg

Location: Hol 2

>>10536

When your regiment was first called upon to cleanse this sector of Heretical and Xenos taint, you were ecstatic, but now, as you sit upon and alien world, with tall dainty space elves having just eliminated all the other elements of your regiment, does pangs of doubt rack your mind. You and your men have made a strategic withdrawal to the landing site, and you seem safe for now. That only leaves the question; what now?

Location: The Twins: Planet 1

>>10601

Yu's been here all your life, in the sands of dis planet. And now, some upstart 'UMIES want to come and wreck up the place! TO HELL WIT DEM HUMIES. WE ORKS AR 'ARD, AND WE'L RECK IT FIRST!

Location: Hol 2

AND NOW EVERYONE CAN POST, PLEASE INCLUDE YOUR LOCATION UNDER YOUR STATS.

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23c808 No.11147

actions are 2d100

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23c808 No.11148

Dice rollRolled 47, 55 = 102 (2d100)

>>11145

Actions!

1) Scout for an appropriate workspace I can secure.

2) Try to find a working servo-skull, or the materials to make one. Need muh assistants.

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23c808 No.11155

Dice rollRolled 61, 48 = 109 (2d100)

>>11145

Name: Inquisitorial Acolyte Fred 'Mister' Rogers

Race: Human

Alignment: The Imperium

Fluff: "Howdy Neighbor. A beautiful day in this neighborhood. We can be friends, Id like to be friends Id like to be neighbors. So child, tell me where you've seen the heretics. Heretics aren't anyone's neighbor. Let me give you ten seconds to think of those who brought you here in life, every day I thank the Emperor for bringing me here where I can do His goodly work. If you don't feel comfortable telling me you can tell my friends here what it is you want to share." Rogers smiles looking to the side believing this planet soon to be brought back into His graces.

Pysker: N

Equipment: Carapace Armor (1d8) Hot-Shot Lasgun (2d6)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Howdy Neighbor] - Your unassuming nature and openly appealing, but eventually uncanny aura make you a natural for the Ordos Malleus, and your boss, Inquisitor-Lord Cosby, knows this. Stay alive long enough and you'll be an inquisitor in no time. Plus you also get all the best toys your boss manages to "acquire".

Location: The twins: Planet 5

1 Find a temple to the Emperor and his servants. If at one time this world was under His light then there may be sanctuary and citizens that tend to its maintenance.

2 Discretely search for signs of intelligent life after tucking the precious flower into my breast pocket

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23c808 No.11156

Dice rollRolled 55, 72 = 127 (2d100)

Name: Shizen the Unapproachable

Race: A metallic orb the size of a fist.

Alignment: Chaos, Tzeentch

Fluff: Shizen the Unapproachable has developed a petty notoriety among certain Imperial Guard regiments as they make the transit through the warp. They claim he used to be an inquisitor, and that he used to be quite good at his job. They say he took the consequences of his job very seriously, and that in the pursuit of his duty he took in the taint; over the years the taint grew slowly and his hatred of his work grew in tandem. The executions, the murders, the and the fear stole his heart. Eventually, when Tzeentch called for him, he didn't care enough to resist. The parts that resisted were removed.

Psyker: Yes.

Equipment: Metal "Skin": (1d10)

Inventory: [Nothing]

Favor: Khorne: 0/100

Slaanesh: 25/100

Tzeentch: 75/100

Nurgle:0/100

Location: T'wal 1 [Deathworld]

Powers: [Infernal Gateway] - The caster opens up a portal to the Warp, sucking its enemies into oblivion. (1d2 for success)

Bonus:[Favored of Tzeentch] - You have gained the favor of the Lord of Change, and pleasing him will grant you gifts of this dark god, displeasing him however…..

Actions

1. It is of course the will of the powers that I should be stuck on such a world as this. Still, there may be something of value here – I shall check for any valuable equipment among the cultists and the surrounding area. Perhaps I can manipulate it with the powers graced to me by Tzeentch. Perhaps this entire debacle might prove useful in the long run. [search the area]

2. Practice psychokinesis. Without a body or any assistants, we are cursed with the drudgery of handling a great many problems personally. As such, we will need to manipulate objects and interact with the world in such a fashion slightly superior to staring hard. It shouldn't be difficult – I am a powerful psyker, after all. [practice psychokinesis]

Shizen, was, in all honesty, having a bad day. The cult he had founded to explore T'wal 1 and recover several artifacts of unknown power had been eaten by a large Twallian Spinebreaker Lizard. Shizen's luck further had run out when the ship he had secured had gone missing. Now stuck and reduced to handling a great many problems himself, he grew more annoyed and angry. He sometimes found himself questioning the will of great Tzeentch, and the pathetic form he found himself introverted his rage and annoyance. As time had become excessively cerebral as time has gone on – the end result being flashes of rage with long periods of introspection with an admixture of annoyance. Khorne and Tzeentch, and less so Slaanesh, watch this one with some tepid amusement.

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23c808 No.11157

Dice rollRolled 40, 77 = 117 (2d100)

>>11144

>Name: Warlock Eldareth Atanil

>Race: Eldar

>Alignment: Craftworld Arach-Qin

>Fluff: Eldareth Is a young Warlock of the small and relatively unknown Craftworld Arach-Qin. Indeed he just became a warlock not more than four decades ago by how the filthy mon'keigh measure time. Still in that time he has been instrumental in forging a safe fate for his little known home.

He's foxed out raids by his dark cousins, defused the forming Waaghs in the path of his home, and defeated and eliminated a Mon'keigh inquisitor who was attempting to gather a fleet strong enough to assault his home. Indeed it is because of how small his home is, he is out of it often, for Arach-Qin has few warlocks, meaning each one is a valued and often used resource directed to it's guidance and safety.

Eldareth would have it no other way. He revels in predicting the enemy and crushing them ruthlessly. He has become rather adept at it in fact. Still he does not put his entire faith in his predictions, for they can mislead at times. To that end he has trained his mind and body to be a weapon in all respects, so when fate takes an unforeseen turn, he will be ready to force it back to a more agreeable path. In a river of blood if need be.

>Pysker: Y

>Equipment: Rune Armor (1d10) Power Sword (1d12)

>Inventory:

?Powers: [Destructor] - A huge blast of raw psychic power is unleashed by the Warlock to engulf his enemy. (1d2 for success, 1d15 for damage)

>[Enhance] - This power has the effect of increasing the already impressive speed and agility of the targeted Eldar warriors. (1d2 for success, 1d15 for buff)

>Bonus: [She Who Thirsts] - All Eldar are promised to The dark mistress of pleasure upon death, and to use psychic powers is to welcome the denizens of the warp a conduit into ones mind. As the Eldar are already vulnerable to the warp as is, many consider those who actively use psychic powers as foolhardy. A certain amount of failures or miscasts of spells will lead to very bad things happening.

1. Despite the appearance of this world, something yet persists. I can feel it attempting to tear at my mind. Block it out.

2.Attempt to locate the source of these attacks. The faster I find out where it is, the faster it can be dealt with.

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23c808 No.11177

Dice rollRolled 18, 31 = 49 (2d100)

>>10975

>Name: Polkav the Creator

>Race:SM

>Alignment: Iron Warrior Warsmith of Chaos Undivided

>Fluff: Tech heresy the mechanical worshipers called it that but I see it differently. They see abominations in the eye of the corpse god's decaying eyeballs I see greatness. My brothers prefer to control demons I however see them as inspirations. My allies see the mechanical beasts I create as monsters but I see them as animals that needed guidance. Now I'm in a daemon world many demons to take inspiration many cultists and many times to build The Daemon Prince is right there is so many people ready to build machines of the grand undivided chaos that I'm awestruck and it's time for me to build

>Pysker: N

————————————–

>Don't fill this out:

————————————–

Equipment: Ancient Power Armor (1d11) Ancient Bolter (1d10)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Iron Within! Iron Without!] - you are a veteran of 10,000+ years of war, participial the art of siegecraft and fortification. +5 to combat rolls, +10 to construction and siege rolls.

Location:Atan 3

1-2 A dead world seems pleasing well I must pray to the undivided to get some people to help me rebuild this desolate wasteland. Perhaps I must pray for a workforce then I'll make this planet into a fortress world or something more

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23c808 No.11181

Dice rollRolled 45, 83 = 128 (2d100)

>>11145

>Name: Sister Aria

>Race: Human

>Alignment: The Imperium

>Fluff: Originally an initiate in the Order of the Valorous Heart, Sister Aria found her calling in the Retributor squads carrying a heavy flamethrower and purifying the enemies of the Imperium in Holy Prometheum. She was content to spend her life this way until one campaign against the forces of chaos she was struck by a stray psychic bolt which awakened her latent psyker powers. Fearing what she had become she was prepared to turn herself in when an inquisitor in the sector found her instead. Deciding that a Psyker with the discipline and skills of a sororitas would be most useful in his mission he inducted her into his acolyte squad and now she follows him around the galaxy, purging the Enemies of the Imperium with both Holy Prometheum and Psychic Fire.

>Pysker: Yes

————————————–

Don't fill this out:

————————————–

Equipment: Sororitas Power Armor (1d8) Blessed Flamer (6d7) +5 Vs. Daemons

Inventory:

Favor:

Powers: [Holocaust] - The casters Ignites the air around themselves in flame, incinerating anything that comes too close. (1d2 for cast success, 1d10 for damage)

Bonus: [Flame on] - The Promethium cleanses all the filth that infest this galaxy, through it all shall see the light of the Emperor! +5 To combat actions that involve flame, be it material of warp-fire in nature. You also have a unsaid understanding with the Salamanders of the Adeptus Astares and their descendants.

It is clear this is either a test of my resourcefulness, or the Inquisitor requires my presence on this planet, let us investigate and find out what exactly is going on within the hive.

1. Make contact with the local Arbites, inquire about any recent disappearances that have yet to be solved.

2. Make contact with the planets ecclesiarchy chapel, ask about recent disappearances and for housing during my mission, in the name of the Emperor.

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23c808 No.11199

Dice rollRolled 22, 96 = 118 (2d100)

>>10975

>Name: Marius Maximus

>Race: Mon'key

>Alignment: People

>Fluff:

Maximus is a rich hive world noble who has made his fortunes managing his family's various factories spread across their home planet. While he could hardly be described as a man in touch with the normal life of a worker he is well aware of the futility of things and that a single man's life is worth nothing in the ever grinding gears of war.

Maximus seeks to expand his family's wealth and standing, wishing to decentralize their source of income in order to have the necessary to save his family and uphold the noble Maximus lineage even if the capital imperial world should fall into the hands of one of the Imperium's many enemies.

>Pysker: N

————————————–

Evatar 2

————————————–

Equipment: Fine Clothes (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus:

[Silver Spoon] - You are of the wealthy elite, a privilege that not many of the Imperium know nor will never know. You are well versed in dealing with the byzantine nature of the Adeptus Administratum, along with the other cogs in the Imperial Bureaucratic machine, and as such receive a +5 in all rolls dealing with them

1-2. A bad feeling about impending doom to a man in the Imperium is a rather generic experience felt by trillions and trillions of people every day all accross the Imperium. Whether it was Xenos, Chaos, generic traitors or one of the Imperium's own institutions such as the Ecclisiarchy no citizen was safe. Still the Toaster Spring factory would be built to churn out the toaster springs this Sector so desperately required.

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23c808 No.11208

Dice rollRolled 9, 88 = 97 (2d100)

>>11146

1) Round up some Mekboyz

2) Scout for vulnerable human supply lines

>Name: Rotclaw Deathskull

>Race: Ork, Nob

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

Rotclaw has always loved looting, like the rest of his clan–his aspirations to occasionally rise a bit beyond their station, however, as he yearns to steal ever more power and complex ways of gaining access to ever larger amounts of loot.

He of course loves smashing shit as well, he's not un-Orky in his goals–just more long-ork-term than most.

Equipment: 'Eavy Armor (1d8) Big Choppa (1d8)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [WAAAAGH] - YU'S AN ORK, YU'S 'ARDER DEN DEM HUMIES. YU SMASH DEM GITZ TO BITZ. +10 to personal combat rolls

Party: 15 Choppa Boyz

5 Slugga Boyz

Location: Hol 2

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23c808 No.11214

Dice rollRolled 55, 56 = 111 (2d100)

>>11145

Name: Lord Lieutenant Benedict Aventine, Chief of Staff and Executive Assistant to Lord Captain Phinneas Butler of the Overlord class battlcruiser "Heart of Oak"

Race: Human

Alignment: Self (Ostensibly Imperium)

Fluff: Benedict Aventine is a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some have said that he works harder than the rest of the bridge crew combined, as he is the main executor of the captain's will on board the vessel. He acts as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine has become bitter over his place on the vessel. As he sees it, he should be giving the orders, nevermind the captain or the admiralty. He wants the vessel for himself. With it, he could go to far off places, bringing the Emperor's light with him. More importantly, he could live a life of unimaginable luxury. Who would resist him, the commander of a vessel with enough firepower to wipe a country off of a planet, if not an entire continent? Butler is a fool who cannot see beyond the hierarchy of the Navy. Why shouldn't a more ambitious man rule this little world?

Pysker: N

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

Location: Yilvo 4

1. Well, I should get this inventory done so that I have time to do less important, more exciting things later. I don't know why I complain. It's not like I don't know what to expect. It's probably just the heat.

2. If these are the rations, then there's bier-amasec somewhere in here. They keep it for us officers. More importantly, they keep it cold. once I'm done with the inventory, I'll crack a few open and shoot the shit with the boys.

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23c808 No.11242

Dice rollRolled 70, 12 = 82 (2d100)

>>11145

>Name: Orkie Nonaym

>Race: Ork

>Alignment: Imperial/Bloodaxe

>Fluff:

>Pysker: N

On Glotha II, there stands a lone, dirty, dusty rock orbiting a star. For a great many years, this dusty rock has served only a handful of IG outposts, while being perpetually surrounded by feral orks, primitive barbarians even by Orkish standards, and easily repulsed.

However, everything changed with the a discovery that the planet held a vast amount of Gold and precious metals. However, due to the remoteness of this outpost, and a lack of nearby available IG regiments, there was a distinct lack of ability to simply wipe out the feral ork population and facilitate colonization and mining operations.

That's when it was decided by Segmentum command to kill two birds with one stone. A nearby Bloodaxe mercenary klan in service to the IG was needing to recruit more men, and itching for a fight.

Seeing the opportunity, Command ordered that the Bloodaxes move in to subjugate and recruit all the feral orks, which would then be relocated offworld as part of a bigger mercenary army.

Orkie Nonaym, is but one of a number of Bloodaxe officers, sent to carry out Da Bloodaxe Lawz on these barbarian ferals, and eliminate any rebellious tribe-bosses that might want to stir up trouble or resist.

This is his story.

https://www.youtube.com/watch?v=AFa1-kciCb4

Equipment: Carapace Armor (1d8) Six-Shootas (2d5)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [A more elegant ork for a more civilized age] - You are as "civilized" As orks get, in that you can talk to a 'umie without wanting to beat his skull in, along with actually being able to articulate what you are saying. + 5 to communication and negotiation rolls/ +10 to convincing orkish parties do things.

1-2. "Intra 5. . .Zog me, th'atz no where near where um supposed ta be.

And t'ha inquisition don't like it when y'urr not where y'urr supposed ta be.

I had best make my way to da nearest office o'f th'e Ordo Xenos and get this straitened out."

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23c808 No.11963

File: 1445798257743.gif (2.05 MB,500x391,500:391,Seriously.gif)

>>11242

>I only now realized the pun name

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23c808 No.13034

File: 1446521080287-0.jpg (1.08 MB,1600x1200,4:3,40k Builer Map Turn 2.jpg)

File: 1446521080641-1.jpg (62.57 KB,500x500,1:1,tumblr_mbmh8kJKyX1qz7t9so1….jpg)

>>11148

1. As the newest addition on this ship, you find that many of the spaces (indeed, the ones that aren't collapsed or blocked off from the wreckage of millenia gone by) are already occupied, and are about the cosign yourself to your quarters when you discover a small space near your bunk-room, an abandoned broom-servitor storage room, a 5x5 space with a power supply ample enough to permit a small workstation. It's not much, but it will have to do.

Gain

>Workspace: 5x5 broom closet

2. You scour your local area, some very intimidating gun servitors standing guard outside the ships armory/storehouse, they apparently aren't slaved to any system that recognizes your admin rights, as the targeting lasers glowing on your carapace indicate as you approach them. You give up when a warning shot grazes your cloak, and retire to your room, and find a present waiting for you. How odd, all the components needed to assemble a basic servo-skull, minus the actual skull.

Gain

>Inventory: Basic Servo-Skull components

>>11155

1. You search the local land around you, trying to find any sigh of Human habitation on this beautiful and oddly pristine world. After several hours of fruitless searching, you're about to give up when you trip over a tree root in a forest that you now notice is nothing like the one you touched down in. My mt, the sun is almost setting, and it's getting dark, shelter would probably be a good idea. The fading light, however, is also a boon, as you slowly realize that the trees around you are glowing. Little red and green pinpricks of light glowing dully under their skin.

2. You pick up the nearby flower, and tuck it into your lapel directly next to your inquisitorial badge. You find yourself entranced by it's scent, and soon find the setting sun to be extremely beautiful, and oddly relaxing, you decide that this is as good as a place as any to sleep for the night, and readily climb into the tree, and scamper into the branches which cradle you in a tender embrace, like a mother swaddling it's newborn.

Gain

>Inventory: Odd Flower

>>11156

1. Among the (oddly quick given that it's only been an hour or so) desiccated corpses of your cultist, you manage to find a wonderfully crafted knife, most likely used in the ritual that brought you here. All other things are useless to you, be they an odd piece of quickly rotting flesh, or bits of bloody fabric with still mobile lumps of flesh on them.

Gain:

>Equipment: Ritual Knife (1d2)

2. You clear your local area of rotting flesh and former-cultist garbage using the powers of the warp, its not much, but it's a start

Gain

>Research and Skill Development:

[Psychokinesis 2/10]

>>11157

1. You attempt to repeat the skills taught to you long ago when you were a young one back on Arach-Qin, the old seer teaching you all to block the voices of the Warp from your minds. You try this now, but it does not help, whatever this disturbance is, it is not of the Immaterium.

2. You muse to yourself "What am I talking about? Attack? This is just a simple scouting mission" You recall that the Seer Council mentioned that their used to be a system of your Exodite Brethren in the sector before it was lost to the Warp storms that spewed forth so long ago, and the data of their location was lost. As you ponder this, you can't help but feel this nagging draw on your mind, a sense of impending dread that seems to eat at your very soul….

>>11177

1/2. You send your prayers up to the dark lords of the warp, but in return, you only receive silence…..

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23c808 No.13037

File: 1446521280978-0.jpg (69.19 KB,1004x493,1004:493,691.jpg)

File: 1446521280978-1.jpg (93.37 KB,800x800,1:1,LiaJG82.jpg)

>>11181

1. In your jet-black power armor and raven-white hair, you stick out among the crowds of T'wal 2, which is currently undergoing imperial Reclamation, and you can see the fires of war burning brightly in the distance. That being said, a local Arbite squad finds you before you even get a chance to attempt to find them, the leader, a man with a mean 5'o-clock shadow and a voice that can only be described as "A tub full of bricks rolling down a gravel mound" approaches you. "Honored sister, I am Arbitrator Dredd, and we require your aid." He goes on to explain that a local cult, remnants of the old government, have seized hold of the the newly christened government building of the Hive you are currently in, and are holding the newly crowned Imperial Governor hostage "In the name of the Plaguefather, whatever dribble that is"

2. You ask the Arbite of the Ecclesiarchy on this world, and gives you a grim frown, and what you assume is a grimmer look from under his dark visor. "M'lady, the Ecclesiarchial representative on this planet, Deacon Tericlis, was at the Governor's residence when the Cultist stormed the residence and gained control. If you're wanting to speak to him, you may as well aid us."

>>11199

1/2. A quick call to the orbital merchant vessal in orbit, a few hauling trips later, and only 40 deaths of some of your family serfs and the beginnings of a new Toaster-Spring Manufactorum are coming together quite nicely!

Gain

>Venture: T.S. Factory [3/10]

>>11208

1. No Mek-Boyz, but a Rival Big-Boss decided that he likes your teef, and he wants them.

DUEL:

ROTCLAW VS NEKSNAPPAH

Rotclaw: HP - 50/50

Armor: 'Eavy Armor (1d8)

Weapons: Big Choppa (1d8)

Nek Snappah - 75/75

Armor: 'Ard Armor (1d10)

Weapon: Powah Cutta (1d10)

>roll a 1d100 for action, and then a 2d8 for your armor and weapons

2. Your men find a nice cache of abandoned Imperial supplies, but infact, that was what brought the zoggin boz dat's tryin to krump your skul right now

>>11214

1. You monotonously complete your monotonous task monotonously. Hooray. Now onto to more Bureaucratic work. Huzzah, Ave Imperator.

Gain

>Skill [Desk Jokey 2/5]

2. You don't find any good amasec in the rations, but you do find a nice stock of Old-Foiz, and you and the men get properly smashed by it. This endears them greatly to you, and if you needed it, you now have some friends among the guard.

Gain:

Party: 5 Darmine Marshalls

>>11242

1/2. You are found by a local Arbite squad quicker then you can discern the local Inquisitorial office, if such a things can be found here, upon showing them your Rosetta sigil, the Arbites seem to stiffen up, you open your large green mouth "Hey now you lugs, what's the bloodie de-" You don't feel the slight twinge in your heavily muscled neck, nor are you conscious when you are dragged, in a very labored manner, to a unseen shuttle that takes you to a place that you do not know of. You do, however, see the stern face of Inquisitor Ross, your Overseer. "Hello Orkie, things have changed, you aren't going to Glotha II, at least not now. We have other intentions for you. A Ork Warboss appeared in the Sector recently, and we need you to infiltrate his operation and tear it apart from the inside, or harness it for the glory of the Imperium as a hammer against it's enemies. Remember Orkie, we will be watching should you get machinations that run counter to our goals." And like that you are out again. When you awake, you are on a Inquisitorial Black ship approaching a vast space-hulk, and it's orbiting what appears to be a massive black hole. How lovely.

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23c808 No.13050

File: 1446522479906.jpg (66.18 KB,800x565,160:113,526152_md-Adepta Sororitas….jpg)

Dice rollRolled 15, 25 = 40 (2d100)

>>13037

>Name: Sister Aria

>Race: Human

>Alignment: The Imperium

>Fluff: Originally an initiate in the Order of the Valorous Heart, Sister Aria found her calling in the Retributor squads carrying a heavy flamethrower and purifying the enemies of the Imperium in Holy Prometheum. She was content to spend her life this way until one campaign against the forces of chaos she was struck by a stray psychic bolt which awakened her latent psyker powers. Fearing what she had become she was prepared to turn herself in when an inquisitor in the sector found her instead. Deciding that a Psyker with the discipline and skills of a sororitas would be most useful in his mission he inducted her into his acolyte squad and now she follows him around the galaxy, purging the Enemies of the Imperium with both Holy Prometheum and Psychic Fire.

>Pysker: Yes

————————————–

Don't fill this out:

————————————–

Equipment: Sororitas Power Armor (1d8) Blessed Flamer (6d7) +5 Vs. Daemons

Inventory:

Favor:

Powers: [Holocaust] - The casters Ignites the air around themselves in flame, incinerating anything that comes too close. (1d2 for cast success, 1d10 for damage)

Bonus: [Flame on] - The Promethium cleanses all the filth that infest this galaxy, through it all shall see the light of the Emperor! +5 To combat actions that involve flame, be it material of warp-fire in nature. You also have a unsaid understanding with the Salamanders of the Adeptus Astares and their descendants.

1.2. Immediately requisition an arbite squad to storm the government building and free the governer and set alight the servants of the plague god. assault the mansion from the servant's entrance while the rest of the planetary defence forces and arbites lay siege to the front to draw their forces.

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23c808 No.13051

Dice rollRolled 25, 6 = 31 (2d100)

Name: Shizen the Unapproachable

Race: A metallic orb the size of a fist.

Alignment: Chaos, Tzeentch

Fluff: Shizen the Unapproachable has developed a petty notoriety among certain Imperial Guard regiments as they make the transit through the warp. They claim he used to be an inquisitor, and that he used to be quite good at his job. They say he took the consequences of his job very seriously, and that in the pursuit of his duty he took in the taint; over the years the taint grew slowly and his hatred of his work grew in tandem. The executions, the murders, the and the fear stole his heart. Eventually, when Tzeentch called for him, he didn't care enough to resist. The parts that resisted were removed.

Psyker: Yes.

Equipment: Metal "Skin": (1d10); Ritual Knife (1d2)

Inventory: [Nothing]

Favor: Khorne: 0/100

Slaanesh: 25/100

Tzeentch: 75/100

Nurgle:0/100

Location: T'wal 1 [Deathworld]

Powers: [Infernal Gateway] - The caster opens up a portal to the Warp, sucking its enemies into oblivion. (1d2 for success)

Bonus:[Favored of Tzeentch] - You have gained the favor of the Lord of Change, and pleasing him will grant you gifts of this dark god, displeasing him however…..

Actions

1. Now catastrophically annoyed, Shinzen simply wanders around the jungle attacking anything he finds to practice manipulating objects (to death). Small animals, birds, trees, it doesn't really matter. Shinzen keeps at it furiously: by now his level of annoyance had introverted into a deep hatred of the thick jungle. He simply floats around aimlessly, hopelessly lost and without much of a plan. [Practice psychokinesis 2/10]

2. After a few hours of bending lizards and small branches, Shinzen eventually hits on an idea to attempt to try to use his warp powers to divine a proper avenue to any artifacts on the planet. Surely the cultists must have some impetus for dragging him to this awful green nightmare aside from some sort of joke.

Surely. Shinzen laughs to himself inside of his little metallic casing.

…Surely. [find anything of value to the powers]

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23c808 No.13059

Dice rollRolled 30, 57 = 87 (2d100)

>>13037

>Name: Warlock Eldareth Atanil

>Race: Eldar

>Alignment: Craftworld Arach-Qin

>Fluff: Eldareth Is a young Warlock of the small and relatively unknown Craftworld Arach-Qin. Indeed he just became a warlock not more than four decades ago by how the filthy mon'keigh measure time. Still in that time he has been instrumental in forging a safe fate for his little known home.

He's foxed out raids by his dark cousins, defused the forming Waaghs in the path of his home, and defeated and eliminated a Mon'keigh inquisitor who was attempting to gather a fleet strong enough to assault his home. Indeed it is because of how small his home is, he is out of it often, for Arach-Qin has few warlocks, meaning each one is a valued and often used resource directed to it's guidance and safety.

Eldareth would have it no other way. He revels in predicting the enemy and crushing them ruthlessly. He has become rather adept at it in fact. Still he does not put his entire faith in his predictions, for they can mislead at times. To that end he has trained his mind and body to be a weapon in all respects, so when fate takes an unforeseen turn, he will be ready to force it back to a more agreeable path. In a river of blood if need be.

>Pysker: Y

>Equipment: Rune Armor (1d10) Power Sword (1d12)

>Inventory:

?Powers: [Destructor] - A huge blast of raw psychic power is unleashed by the Warlock to engulf his enemy. (1d2 for success, 1d15 for damage)

>[Enhance] - This power has the effect of increasing the already impressive speed and agility of the targeted Eldar warriors. (1d2 for success, 1d15 for buff)

>Bonus: [She Who Thirsts] - All Eldar are promised to The dark mistress of pleasure upon death, and to use psychic powers is to welcome the denizens of the warp a conduit into ones mind. As the Eldar are already vulnerable to the warp as is, many consider those who actively use psychic powers as foolhardy. A certain amount of failures or miscasts of spells will lead to very bad things happening.

1-2. Find the source of this dread.

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23c808 No.13129

Dice rollRolled 38 (1d100)

>>13037

Action roll, here goes…

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23c808 No.13130

Dice rollRolled 1, 5 = 6 (2d8)

>>13129

Aww sheeeit. Dees ain't lookin so goude.

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23c808 No.13146

Dice rollRolled 88, 12 = 100 (2d100)

>>13034

Name: Inquisitorial Acolyte Fred 'Mister' Rogers

Race: Human

Alignment: The Imperium

Fluff: "Howdy Neighbor. A beautiful day in this neighborhood. We can be friends, Id like to be friends Id like to be neighbors. So child, tell me where you've seen the heretics. Heretics aren't anyone's neighbor. Let me give you ten seconds to think of those who brought you here in life, every day I thank the Emperor for bringing me here where I can do His goodly work. If you don't feel comfortable telling me you can tell my friends here what it is you want to share." Rogers smiles looking to the side believing this planet soon to be brought back into His graces.

Pysker: N

Equipment: Carapace Armor (1d8) Hot-Shot Lasgun (2d6)

Inventory: Odd Flower

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [Howdy Neighbor] - Your unassuming nature and openly appealing, but eventually uncanny aura make you a natural for the Ordos Malleus, and your boss, Inquisitor-Lord Cosby, knows this. Stay alive long enough and you'll be an inquisitor in no time. Plus you also get all the best toys your boss manages to "acquire".

Location: The twins: Planet 5

1 Get to the top of the tree for a view around, if there is any structure or a clearing head to it. Early to bed early to rise and the sooner the better. Now that I know the trees glow it could allow me to travel further without drawing attention to myself with a torch, ideally if there is a fallen branch on the ground or a dead tree and the glowing nature endures into death it would allow me travel at night with even greater ease.

2 Steel myself against the effects of the odd flower, my will is greater then its power. Tuck it deeper away on my person to where it isn't altering my perceptions. I may still have a use for it.

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23c808 No.13152

File: 1446606776985.gif (Spoiler Image,1.83 MB,400x226,200:113,YESBison.gif)

Dice rollRolled 59, 70 = 129 (2d100)

>Updates

>Mfw

>>13037

Name: Lord Lieutenant Benedict Aventine, Chief of Staff and Executive Assistant to Lord Captain Phinneas Butler of the Overlord class battlcruiser "Heart of Oak"

Race: Human

Alignment: Self (Ostensibly Imperium)

Fluff: Benedict Aventine is a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some have said that he works harder than the rest of the bridge crew combined, as he is the main executor of the captain's will on board the vessel. He acts as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine has become bitter over his place on the vessel. As he sees it, he should be giving the orders, nevermind the captain or the admiralty. He wants the vessel for himself. With it, he could go to far off places, bringing the Emperor's light with him. More importantly, he could live a life of unimaginable luxury. Who would resist him, the commander of a vessel with enough firepower to wipe a country off of a planet, if not an entire continent? Butler is a fool who cannot see beyond the hierarchy of the Navy. Why shouldn't a more ambitious man rule this little world?

Pysker: N

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Skills: [Desk Jokey 2/5]

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

Location: Yilvo 4

Party: 5 Darmine Marshalls

1. This job is going to kill me. The day that we ship out of here can't come soon enough. However, since I'm here on an alien planet, and have just made friends with soldiers from a place that's probably more hellish than this, I can poke around the place in my time off, if I can coordinate with my buddies. Who knows if this is just some Emperor-forsaken planet or if something interesting lurks in the sands. Hopefully nothing too interesting. Just something to suggest that this deserted hellscape is something more interesting than it seems. Perhaps I can even get permission to head a scouting party. That way we can bring press-ganged workers to lug our shit around. The marshals seem to be keen on making them do that kind of thing.

2. Of course, there's still work to be done. The Heart needs to be supplied, fueled, fed, and re-armed before we can head out again, and I'm the only one who's qualified to make sure that that happens.

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23c808 No.13375

Dice rollRolled 75, 96 = 171 (2d100)

>>13034

>Name: Polkav the Creator

>Race:SM

>Alignment: Iron Warrior Warsmith of Chaos Undivided

>Fluff: Tech heresy the mechanical worshipers called it that but I see it differently. They see abominations in the eye of the corpse god's decaying eyeballs I see greatness. My brothers prefer to control demons I however see them as inspirations. My allies see the mechanical beasts I create as monsters but I see them as animals that needed guidance. Now I'm in a daemon world many demons to take inspiration many cultists and many times to build The Daemon Prince is right there is so many people ready to build machines of the grand undivided chaos that I'm awestruck and it's time for me to build

>Pysker: N

————————————–

>Don't fill this out:

————————————–

Equipment: Ancient Power Armor (1d11) Ancient Bolter (1d10)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Iron Within! Iron Without!] - you are a veteran of 10,000+ years of war, participial the art of siegecraft and fortification. +5 to combat rolls, +10 to construction and siege rolls.

Location:Atan 3

1-2 At least explore the place look for any cultists and see if there's anyone else

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23c808 No.13453

Dice rollRolled 98 (1d100)

>>13129

The Giant Brute rushes towards you

"OI, WANKAH! I'LL FOOKIN' DECK YOU, SWARE ON ME ZOG!!!"

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23c808 No.13454

Dice rollRolled 7 (1d10)

>>13453

armor and weapons

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23c808 No.13455

Dice rollRolled 6 (1d10)

second roll because I'm Augustus

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23c808 No.13587

>>13453

I, uh, take it that ends poorly for me.

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23c808 No.13595

Dice rollRolled 79, 74 = 153 (2d100)

>>13037

>Name: Marius Maximus

>Race: Mon'key

>Alignment: People

>Fluff:

Maximus is a rich hive world noble who has made his fortunes managing his family's various factories spread across their home planet. While he could hardly be described as a man in touch with the normal life of a worker he is well aware of the futility of things and that a single man's life is worth nothing in the ever grinding gears of war.

Maximus seeks to expand his family's wealth and standing, wishing to decentralize their source of income in order to have the necessary to save his family and uphold the noble Maximus lineage even if the capital imperial world should fall into the hands of one of the Imperium's many enemies.

>Pysker: N

————————————–

Evatar 2

————————————–

Equipment: Fine Clothes (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus:

[Silver Spoon] - You are of the wealthy elite, a privilege that not many of the Imperium know nor will never know. You are well versed in dealing with the byzantine nature of the Adeptus Administratum, along with the other cogs in the Imperial Bureaucratic machine, and as such receive a +5 in all rolls dealing with them

>Venture:

+ T.S. Factors [3/10]

1-2. Merely 40 deaths was an astonishing number indeed, the lack of enforced safety procedures cost the lives of hundres up to thousands of workers a day in each of the various factories that were spread throughout the vast areas that came to be known as the Imperium. If Marius would be able to keep this up he would be even richer than he ever imagined in no time!

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23c808 No.16306

>>13050

1/2. You radio in to the highest officer in the city, and Arbitor Dredd's vox humms with your voice. He clears his throat "~ahem~ My honored lady, you are looking at the remaining arbites of this Hive-City. We will follow you my lady, but you should know that the plan you suggested is not feasible" He shrinks back slightly, as if expecting a bolter round through the skull. When he remains blissfully un ==BLAMMED== he tells you that "The only remaining entrance to the governers palace that isn't sealed is through the mutant infested sewers." Well throne, you think, this is going to fun.

>>13051

1. You bend, you break. Things scream, they die. All well and good if you were a khornate, but the god of sorcery looks down upon such mindless violence

>Research and Skill Development:

[Psychokinesis 3/10]

>Favor

Tzeentch: 70/100

2. You find nothing, but a small voice pangs at the back of your mind. "Surely my boy, in times of dire need, all you need to do to gain aid…." the sounds of the jungle cease for but a moment, but in that moment, the silence is deafening. "…. Is ask."

>>13059

1-2. You scour for the source of this taint, it lurks all around you, nascent as the crystalline poop in your superior Eldar organs, before it hits you, literally. A small metallic bug has landed on your clothes and appears to be eating your cloak. Oh bother.

>>13129

>>13130

>>13453

>>13454

>>13455

You always thought you was the ardest and the meanest. You was wrong, this big 'un has proved that, and coincedentally, is 5 teef richer; your jaw also hurts as a result of an applied stimulus package to your face.

>Health: 7/10

>fight or flight - warning, your boyz won't follow a coward

>>13146

1. You climb and climb around the tree, which seems to be aiding you, how nice of it. As you rise to the top of the canopy, you are greeted by the large face of a massive saurian beast. It sniffs you casually, but otherwise ignores you, good in that you could fit two leman russes in it's mouth. Off in the distance, you see a cluttering of what appear to be structures around a massive tree, and on it as well as in it. Interesting, you head towards it with no delay.

2. You put the pretty flower close to your heart, where all beautiful things should be, and you feel oddly at ease. How lovely this planet is.

>>13152

1. You find some backwards locals that are willing to do whateverr they can to help the "Lord from the Heavens" good, you were just about to break a sweat.

2. While you were off doing that however, in a rare moment of Imperial bureaucracy working for once, the Heart is already supplied and ready to warp, the last Valkyrie is about to land and pick your base's men up as you walk into the small fortification.

>Location: The "Heart of Oak"

>>13375

1/2. As you curse the miserable sods that left you here, a group of Janisarries that were supposed to have dropped with you arrive. "Our deepest apologies my lord, we got lost on the way down. How may we serve?"

>Party: 25 Janissaries (Chaos Guard)

>>13595

1-2. Another week of under 40 deaths, truly, you must be the finest bureaucrat the Imperium has ever known! As a result, construction goes swimmingly

+ T.S. Factors [5/10]

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23c808 No.16314

Dice rollRolled 88, 12 = 100 (2d100)

>>16306

>Race: Eldar

>Alignment: Craftworld Arach-Qin

>Fluff: Eldareth Is a young Warlock of the small and relatively unknown Craftworld Arach-Qin. Indeed he just became a warlock not more than four decades ago by how the filthy mon'keigh measure time. Still in that time he has been instrumental in forging a safe fate for his little known home.

He's foxed out raids by his dark cousins, defused the forming Waaghs in the path of his home, and defeated and eliminated a Mon'keigh inquisitor who was attempting to gather a fleet strong enough to assault his home. Indeed it is because of how small his home is, he is out of it often, for Arach-Qin has few warlocks, meaning each one is a valued and often used resource directed to it's guidance and safety.

Eldareth would have it no other way. He revels in predicting the enemy and crushing them ruthlessly. He has become rather adept at it in fact. Still he does not put his entire faith in his predictions, for they can mislead at times. To that end he has trained his mind and body to be a weapon in all respects, so when fate takes an unforeseen turn, he will be ready to force it back to a more agreeable path. In a river of blood if need be.

>Pysker: Y

>Equipment: Rune Armor (1d10) Power Sword (1d12)

>Inventory:

?Powers: [Destructor] - A huge blast of raw psychic power is unleashed by the Warlock to engulf his enemy. (1d2 for success, 1d15 for damage)

>[Enhance] - This power has the effect of increasing the already impressive speed and agility of the targeted Eldar warriors. (1d2 for success, 1d15 for buff)

>Bonus: [She Who Thirsts] - All Eldar are promised to The dark mistress of pleasure upon death, and to use psychic powers is to welcome the denizens of the warp a conduit into ones mind. As the Eldar are already vulnerable to the warp as is, many consider those who actively use psychic powers as foolhardy. A certain amount of failures or miscasts of spells will lead to very bad things happening.

1. Remove the bug from my cloak and examine it.

2. Keep an eye out for anything else that shouldn't be here.

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23c808 No.16377

Dice rollRolled 99, 46 = 145 (2d100)

Name: Shizen the Unapproachable

Race: A metallic orb the size of a fist.

Alignment: Chaos, Tzeentch

Fluff: Shizen the Unapproachable has developed a petty notoriety among certain Imperial Guard regiments as they make the transit through the warp. They claim he used to be an inquisitor, and that he used to be quite good at his job. They say he took the consequences of his job very seriously, and that in the pursuit of his duty he took in the taint; over the years the taint grew slowly and his hatred of his work grew in tandem. The executions, the murders, the and the fear stole his heart. Eventually, when Tzeentch called for him, he didn't care enough to resist. The parts that resisted were removed.

Psyker: Yes.

Equipment: Metal "Skin": (1d10); Ritual Knife (1d2)

Inventory: [Nothing]

Favor: Khorne: 0/100

Slaanesh: 25/100

Tzeentch: 70/100

Nurgle:0/100

Location: T'wal 1 [Deathworld]

Powers: [Infernal Gateway] - The caster opens up a portal to the Warp, sucking its enemies into oblivion. (1d2 for success)

Bonus:[Favored of Tzeentch] - You have gained the favor of the Lord of Change, and pleasing him will grant you gifts of this dark god, displeasing him however…..

Actions [Psychokinesis 3/10]; [Plead for aid]

1. Shizen begins to practice his psychokinetic abilities now, being less frustrated at his circumstances. He focuses more on what he can actually accomplish, and less on trying to hurt things. He has gradually come to realize that he doesn't hate this world, so much as he is frustrated by the lack of change in the world. Yes, that's surely it. [Psychokinesis 3/10]

2. Shizen calls for aid from Tzeentch, informing his god at length about the stupidity and inadequacy of the cultists and the situation of this vile world. The argument is windy but coherent, spanning several pages and making raising some generally valid points. Overall the thesis seems coherent to Shizen, and he submits it to the powers for a review. [plead for aid]

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23c808 No.16428

Dice rollRolled 99, 9 = 108 (2d100)

a1:

FIGHT!

a2:

Gather up more Boyz for dah fight.

>Name: Rotclaw Deathskull

>Race: Ork, Nob

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

Rotclaw has always loved looting, like the rest of his clan–his aspirations to occasionally rise a bit beyond their station, however, as he yearns to steal ever more power and complex ways of gaining access to ever larger amounts of loot.

He of course loves smashing shit as well, he's not un-Orky in his goals–just more long-ork-term than most.

Equipment: 'Eavy Armor (1d8) Big Choppa (1d8)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [WAAAAGH] - YU'S AN ORK, YU'S 'ARDER DEN DEM HUMIES. YU SMASH DEM GITZ TO BITZ. +10 to personal combat rolls

Party: 15 Choppa Boyz

5 Slugga Boyz

Location: Hol 2

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23c808 No.16430

File: 1448394257430.jpg (214.59 KB,1024x758,512:379,AcoolGuy.jpg)

>>10518

Fill this out

>Name: Rouge Trader Rotiartaton Noigel-Ahpla

>Race: Totally a normal, unmodified human that just happens to have a Astartes like physique

>Alignment: The Emperor, of course. (Heavy leaning towards ecclesiarchy)

>Fluff: Not many know of Lord Rouge Trader Noigel-Ahplahorrible secret… That secret being that he is totally devote, is best pals with sisters of battle and loves the Emperor with all his normal human heart. After recently helping save the Arellian sector from a Tyranid threat , and donating the rest of his vast fortune to the Shrine worlds, he has taken his meager holdings to this next sector in hopes to bring the Emperors light to the lost people here.

>Pysker: N

————————————–

Don't fill this out:

————————————–

Equipment:

Inventory:

Bonus:

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23c808 No.16440

Dice rollRolled 29, 82 = 111 (2d100)

>>16306

>Name: Sister Aria

>Race: Human

>Alignment: The Imperium

>Fluff: Originally an initiate in the Order of the Valorous Heart, Sister Aria found her calling in the Retributor squads carrying a heavy flamethrower and purifying the enemies of the Imperium in Holy Prometheum. She was content to spend her life this way until one campaign against the forces of chaos she was struck by a stray psychic bolt which awakened her latent psyker powers. Fearing what she had become she was prepared to turn herself in when an inquisitor in the sector found her instead. Deciding that a Psyker with the discipline and skills of a sororitas would be most useful in his mission he inducted her into his acolyte squad and now she follows him around the galaxy, purging the Enemies of the Imperium with both Holy Prometheum and Psychic Fire.

>Pysker: Yes

————————————–

Don't fill this out:

————————————–

Equipment: Sororitas Power Armor (1d8) Blessed Flamer (6d7) +5 Vs. Daemons

Inventory:

Favor:

Powers: [Holocaust] - The casters Ignites the air around themselves in flame, incinerating anything that comes too close. (1d2 for cast success, 1d10 for damage)

Bonus: [Flame on] - The Promethium cleanses all the filth that infest this galaxy, through it all shall see the light of the Emperor! +5 To combat actions that involve flame, be it material of warp-fire in nature. You also have a unsaid understanding with the Salamanders of the Adeptus Astares and their descendants.

1. Then we shall cleanse the sewers in the process, Follow behind me and cover me as I set them aflame.

2. Once we reach the mansion we will unfortunately have to go in loud, they will have surely heard us in the sewers.

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23c808 No.16482

>>16306

Name: Lord Lieutenant Benedict Aventine, Chief of Staff and Executive Assistant to Lord Captain Phinneas Butler of the Overlord class battlcruiser "Heart of Oak"

Race: Human

Alignment: Self (Ostensibly Imperium)

Fluff: Benedict Aventine is a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some have said that he works harder than the rest of the bridge crew combined, as he is the main executor of the captain's will on board the vessel. He acts as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine has become bitter over his place on the vessel. As he sees it, he should be giving the orders, nevermind the captain or the admiralty. He wants the vessel for himself. With it, he could go to far off places, bringing the Emperor's light with him. More importantly, he could live a life of unimaginable luxury. Who would resist him, the commander of a vessel with enough firepower to wipe a country off of a planet, if not an entire continent? Butler is a fool who cannot see beyond the hierarchy of the Navy. Why shouldn't a more ambitious man rule this little world?

Pysker: N

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Skills: [Desk Jokey 2/5]

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

Location: Heart of Oak

Party: 5 Darmine Marshalls

1. Well, I'm certainly not disappointed at the fact that we're off that rock. I almost feel sympathetic towards the poor bastards working the plasma drives. Almost. As soon as I get to the vessel, I'm heading to my room for a change of clothes and getting to the bridge. Let's see what Captain Phinneas wants us to toil over today. Once I have my orders, I'll toil until they're done.

2. The officer's mess on this vessel is perfect. Just large enough to not me paid too much attention to, and just small enough that you can find who you're looking for fairly easily. The first step is to gather people disenchanted with the current captain's rule, without doing anything rash. If I know anyone who might side with me, I'll feel them out, see what they have to offer. Of course, in situations like this, discretion is of the utmost importance.

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23c808 No.16483

Dice rollRolled 92, 100 = 192 (2d100)

>>16482

Those dice are really nice, where did you get them?

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23c808 No.16489

Dice rollRolled 69, 29 = 98 (2d100)

>>16306

>Name: Polkav the Creator

>Race:SM

>Alignment: Iron Warrior Warsmith of Chaos Undivided

>Fluff: Tech heresy the mechanical worshipers called it that but I see it differently. They see abominations in the eye of the corpse god's decaying eyeballs I see greatness. My brothers prefer to control demons I however see them as inspirations. My allies see the mechanical beasts I create as monsters but I see them as animals that needed guidance. Now I'm in a daemon world many demons to take inspiration many cultists and many times to build The Daemon Prince is right there is so many people ready to build machines of the grand undivided chaos that I'm awestruck and it's time for me to build

>Pysker: N

————————————–

>Don't fill this out:

————————————–

Equipment: Ancient Power Armor (1d11) Ancient Bolter (1d10)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Iron Within! Iron Without!] - you are a veteran of 10,000+ years of war, participial the art of siegecraft and fortification. +5 to combat rolls, +10 to construction and siege rolls.

Location:Atan 3

>Party: 25 Janissaries (Chaos Guard)

Ahh perfect specimens and perfect allies Need to get some reinforcements

1-2 Order the Guard to explore the nearby area around the landing see if there's anyone else have them report back to me if they find anything

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23c808 No.18781

>>16314

1. You snatch the bug of your long flowing cloak. It is an old machine, a very old machine. You sneer in disgust when you recognize it. It is a scarab.

2. While examining the scarab, you fail to notice the Flayer that just clawed your back, your wraithbone armor absorbed the worst of the blow, but it still hurts a tad where it got through

>Health: 48/50

FIGHT

Necron Flayer

>>16377

1/2. Change, that was what this stagnant place needs. Change. Chaos. It seeps from you, into the very dirt you hover over. It is powerful, it cannot be stopped, nor delayed. It is all encompassing, you are all encompassing. A voice on the wind "Yes my pupil, now you see the truth." You feel and eldritch power seep through you, moreso then anything you have ever known before. A portal appears before you, the voice pangs on "Come, leave this lifeless world, to one more suiting to my goals."

[Psychokinesis 8/10]

>>16428

"U WANTZ SUM MOR YA GIT?" the warboss roars at you "WEL CUM AND GIT IT!" You charge the brute, and with a quick strike of your pommel, knock the big lug right out.

2. Unfortunately, all the boyz got bored and left, yours and his

>Remove Party

>>16430

Don't fill this out:

————————————–

Equipment: Chaos SPACEMARINE ARMOR (1d10) Bolter (1d10)

Inventory:

Bonus: [Hydra Dominatus] - YOU'RE TOTALLY LOYAL I SWEAR. +5 to all rolls involving subterfuge, coercion, and other things of a shadowy ilk

>>16440

1. You lead the way down sewers that must date beck to the Age of Strife at least, all seems to be going to plan until you run across a den of horrible mutants. Without a word, you set alight the hive of filth, the sense of cleansing providing you with the first tingles of joy you've felt since arriving in this sector. Unfortunetly, the mutants dwelling also was what was holding this sector of sewers together, and the floor soon falls out from beneath you. After a brief fall pocketmarked by the screams of some of the Arbites, you realize you've stopped falling and have landed on something soft. Judge Dredd does not complain, but does kindly ask that you please remove yourself from his body. You quickly assess the situation; you've fallen a few hundred meters into the Underhive, and the only Arbite left is Judge Dredd, the other mangled corpses around you or nowhere in sight.

2. In a stroke of luck, thank the throne, old maps uploaded into your armor from the Arbites does indicate that a hatch 400 meters to your left will take you straight to the penthouse of the tower, it's just a daunting 1.5 Km climb.

>>16482

>>16483

1/2. You walk briskly to the command throne of the "Heart of Oak" , Captain Phinneas wordless as you ask for the orders of the day, it is only after you ask several more times that you notice the captain is markedly pale. A quick check revels the horrible truth. He is dead. CONGRATULATIONS CAPTAIN AVENTINE!

>>16489

1/2. The Guard, after a quick game of grabass, scour the nearby locations, and report to you that no one is nearby, but there is a strong slanneshi Daemon over yonder…

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23c808 No.18783

Dice rollRolled 52, 74 = 126 (2d100)

>>18781

>Name: Sister Aria

>Race: Human

>Alignment: The Imperium

>Fluff: Originally an initiate in the Order of the Valorous Heart, Sister Aria found her calling in the Retributor squads carrying a heavy flamethrower and purifying the enemies of the Imperium in Holy Prometheum. She was content to spend her life this way until one campaign against the forces of chaos she was struck by a stray psychic bolt which awakened her latent psyker powers. Fearing what she had become she was prepared to turn herself in when an inquisitor in the sector found her instead. Deciding that a Psyker with the discipline and skills of a sororitas would be most useful in his mission he inducted her into his acolyte squad and now she follows him around the galaxy, purging the Enemies of the Imperium with both Holy Prometheum and Psychic Fire.

>Pysker: Yes

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Don't fill this out:

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Equipment: Sororitas Power Armor (1d8) Blessed Flamer (6d7) +5 Vs. Daemons

Inventory:

Favor:

Powers: [Holocaust] - The casters Ignites the air around themselves in flame, incinerating anything that comes too close. (1d2 for cast success, 1d10 for damage)

Bonus: [Flame on] - The Promethium cleanses all the filth that infest this galaxy, through it all shall see the light of the Emperor! +5 To combat actions that involve flame, be it material of warp-fire in nature. You also have a unsaid understanding with the Salamanders of the Adeptus Astares and their descendants.

1.2. Whelp time to climb the ladder and purge the heretics at the top.

Oh and save the governer too I guess.

https://www.youtube.com/watch?v=vgaYe4ZYYyY

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23c808 No.18785

Dice rollRolled 2 (1d2)

>>18781

Enhance roll

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23c808 No.18786

Dice rollRolled 2 (1d15)

>>18781

>>18785

enhance buff

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23c808 No.18787

Dice rollRolled 4 (1d12)

>>18781

>>18785

>>18786

Powersword

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23c808 No.18789

Dice rollRolled 9 (1d10)

>>18781

>>18785

>>18786

>>18787

armor

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23c808 No.18790

Dice rollRolled 3, 7, 7 = 17 (3d10)

>>18785

>>18786

>>18787

>>18789

Flay attack roll

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23c808 No.18791

Dice rollRolled 1 (1d10)

>>18790

armor roll

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23c808 No.18795

Dice rollRolled 54, 73 = 127 (2d100)

>>18781

>Name: Polkav the Creator

>Race:SM

>Alignment: Iron Warrior Warsmith of Chaos Undivided

>Fluff: Tech heresy the mechanical worshipers called it that but I see it differently. They see abominations in the eye of the corpse god's decaying eyeballs I see greatness. My brothers prefer to control demons I however see them as inspirations. My allies see the mechanical beasts I create as monsters but I see them as animals that needed guidance. Now I'm in a daemon world many demons to take inspiration many cultists and many times to build The Daemon Prince is right there is so many people ready to build machines of the grand undivided chaos that I'm awestruck and it's time for me to build

>Pysker: N

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>Don't fill this out:

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Equipment: Ancient Power Armor (1d11) Ancient Bolter (1d10)

Inventory:

Favor:

Khorne: 50/100

Tzeentch: 50/100

Slaanesh: 50/100

Nurgle: 50/100

Powers: (Pyskers only)

Bonus: [Iron Within! Iron Without!] - you are a veteran of 10,000+ years of war, participial the art of siegecraft and fortification. +5 to combat rolls, +10 to construction and siege rolls.

Location:Atan 3

Party: 25 Janissaries (Chaos Guard)

1-2 A Slaaneshi daemon it looks promising and even fruitful send a small detachment of six to get the demon to come to us we must utilize this assect as soon as possible before the imperial hounds get to it

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23c808 No.19019

File: 1449711615569.gif (Spoiler Image,597.3 KB,500x275,20:11,IhaveNoIdeaWhat'sGoingOn.gif)

Dice rollRolled 97, 24 = 121 (2d100)

>>18781

>Mfw I just reached what I thought would be my endgame goal

Thank you based dice, as well as based Scruffy.

Name: Lord Captain Benedict Aventine of the Overlord class battlecruiser "Heart of Oak"

Race: Human

Alignment: Self (Ostensibly Imperium)

Fluff: Benedict Aventine was a Lord Lieutenant on board an Imperial Navy battlecruiser, the Heart of Oak, which was sent to the Arcuaus sector to assist the crusade there. Some said that he worked harder than the rest of the bridge crew combined, as he was the main executor of the captain's will on board the vessel. He acted as a buffer between the Captain and the other junior officers, as well as the rest of the bridge crew. Ever present, but ever overlooked, Aventine became bitter over his place on the vessel. Aventine saw Lord Captain Phinneas Butler as a fool with a lack of ambition, and was not disappointed (though he was taken aback!) when the Captain met an untimely end, leaving Benedict Aventine as the overlord of the Heart of Oak.

Pysker: N

Equipment: Dataslate (1d2) Naval Uniform (1d4) Laspistol (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Skills: [Desk Jokey 2/5]

Bonus: [Diligent] - You are the very role model of what every member of the Adeptus Administratum should be, you work until you pass out, then flog yourself for sleeping on the job. You get a chance to reroll rolls between 8 - 26.

Location: Heart of Oak

Party: 5 Darmine Marshalls

1. This throne is the most seductive thing I've ever seen. No exotic maiden or sly courtier could be half as enticing, or half as dangerous. The one thing that I must not do is let my guard down. Something killed the captain, and I'll try to get one of my more trusted chirurgeons to examine the old man's corpse. Security should also be ramped up in the interim, though I will ensure that the bridge guards are thoroughly examined and cross-examined for loyalty. I will personally go over the holographic feeds of the bridge from before the captain's death.

2. As always, an officer must do his duty, and a captain is no different. For now, I will bide my time, but I will take care not to fall into the pitfalls that command entails. I will not cease working as hard as I do; on the contrary, I will add another item to my 'to-do' list: Discover the captain's commands. The astropaths will inform Fleet Command of the transfer of power, and I will get to work on what I need to do.

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23c808 No.19020

Dice rollRolled 88 (1d100)

>>19019

Using ability to reroll the 24.

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23c808 No.19085

Dice rollRolled 97, 99 = 196 (2d100)

1. Establish that the Warboss is my /bitch/ and have him gather up moar boyz.

>tfw meanest AND greenest

2. Assess those Imperial supplies we were fighting over and see wott's wot.

>Name: Rotclaw Deathskull

>Race: Ork, Nob

>Alignment: (only for chaos/non-chaos races/people)

>Fluff:

Rotclaw has always loved looting, like the rest of his clan–his aspirations to occasionally rise a bit beyond their station, however, as he yearns to steal ever more power and complex ways of gaining access to ever larger amounts of loot.

He of course loves smashing shit as well, he's not un-Orky in his goals–just more long-ork-term than most.

Equipment: 'Eavy Armor (1d8) Big Choppa (1d8)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus: [WAAAAGH] - YU'S AN ORK, YU'S 'ARDER DEN DEM HUMIES. YU SMASH DEM GITZ TO BITZ. +10 to personal combat rolls

Party:

Location: Hol 2

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23c808 No.19092

Dice rollRolled 46, 14 = 60 (2d100)

>>16306

>Name: Marius Maximus

>Race: Mon'key

>Alignment: People

>Fluff:

Maximus is a rich hive world noble who has made his fortunes managing his family's various factories spread across their home planet. While he could hardly be described as a man in touch with the normal life of a worker he is well aware of the futility of things and that a single man's life is worth nothing in the ever grinding gears of war.

Maximus seeks to expand his family's wealth and standing, wishing to decentralize their source of income in order to have the necessary to save his family and uphold the noble Maximus lineage even if the capital imperial world should fall into the hands of one of the Imperium's many enemies.

>Pysker: N

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Evatar 2

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Equipment: Fine Clothes (1d4)

Inventory:

Favor: (Chaos players only)

Powers: (Pyskers only)

Bonus:

[Silver Spoon] - You are of the wealthy elite, a privilege that not many of the Imperium know nor will never know. You are well versed in dealing with the byzantine nature of the Adeptus Administratum, along with the other cogs in the Imperial Bureaucratic machine, and as such receive a +5 in all rolls dealing with them

>Venture:

+ T.S. Factors [5/10]

1-2. Marvelous work! Of course the rapid progress and lack of deaths severely impacted the food production as there were no bodies to turn into rations, but one could always just feed the workers rations made from synthetic animal produce, perhaps they wouldn't even notice the difference.

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