General > Graveyard
Garden of The Dark DH PBF - Dramatis Personae n' OOC Thread
Passionario:
--- Quote from: Silhar on April 12, 2010, 11:17 ---We'll see, if you supply me with a link for it first.
(Suicide mission, it seems !)
--- End quote ---
Spoiler (click to show/hide)Hive Mutant PCs
You are shunned and hated by those not of your kind, those who are willing to kill you for your twisted flesh and cripple your kind with merciless toil. You, however, have found favour in the eyes of a great peer of the Imperium, one who has eyes to see the strength of your soul and has the power to raise you to do great service to the God Emperor.
Creating Hive Mutant Characters
Use the Hive World Home World template, but replace the Accustomed to Crowds Trait with the ones detailed here.
Twist: The Acolyte's body has been mutated and his genes twisted by the polluted water and air of the underhive.
Effects: During chracter creation the player may select one of the following two options:
* Choose any two different Minor Mutations. The player may not choose result 100 (Major Mutation).
* Roll for one random Minor Mutation and one random Major Mutation. The Acolute reduces his initial Fate Points by 1.
Strength Through Adversity: The Acolyte's mutant status means that most people shun him, and he has little chance of being easily accepted by most within the Imperium. He is, however, physically tougher than the general hive populace, as the weak never survive in the underhive.
Effects: When generating Characteristics, the character's Home World modifier for Toughness and Fellowship are swapped, so that starting Toughness will be 2d10+25, and starting Fellowship will be 2d10+15.
Xander Morhaime:
Orks orks orks orks...
Da Mek
Spoiler (click to show/hide)Name: "Scav" Magork
Career: Ork Mekboy
Rank: Tekboy
Divination: "Frag da 'ole planet to zog!"
Weapon Skill 34
Ballistic Skill 16
Strength 41
Toughness 50
Agility 26
Intelligence 20
Perception 30
Will Power 21
Fellowship 21
Skills:
* Carouse
* Speak Language (Low Gothic)
* Tech Use
* Trade (Armourer)
* Trade (Technomat)
* Common Lore (Ork Technology)
Talents:
# Bash it 'till it works! (May use Str instead of Int for tech-related skill tests)
# Da Mek's Brain (Does not need to use schematics, but anything created or repaired ends up orkified and may work differently than intended)
# Wilderness Savvy (Treats Survival and Navigation (Surface) as basic skills)
# We iz da Orks! (Double Toughness bonus, counts as Frenzy)
# Dey iz puny! (When taking Fel tests, -10 for every bonus tier of Str or T the other side has less than the Ork)
# Dakka Dakka! (May only fire weapons at their highest rate of fire, cannot aim unless the weapon only has a single-fire mode)
# Needs More Dakka (After passing a tech test, the Ork may modify any SP or Bolt weapon, adding 1kg to its weight, increasing damage and making it unreliable in the hands of non-Orks)
Advancements:
+ Needs More Dakka (100xp)
+ Common Lore (Ork Tech) (100xp)
+ Trade (Technomat) (100xp)
XP Total/Spent: 400/300
Wounds/Fate: 11/2
Insanity/Corruption: 3/0
Da Story
Spoiler (click to show/hide)The Ork is pretty much a picture description of its species. Big, bulky in build, and green all over. It has beady little red eyes and a bald head. Not much in the way of huge tusks yet, but it's getting there.
"Scav" Magork was never much of a Mekboy. He had trouble even making a sufficiently working shoota, even considering the admittedly lax Orky standards. One day, however, he experienced a revelation. During an experiment with bigger slugs, during which the test weapon smashed him right over the head) he received a vision from the Ork gods, Gork and Mork. They gave him a new goal in life - build a shoota big enough to blow away whole planets. Of course he still needed to grasp the art of making guns in the first place, but saw that as little trouble for a properly motivated Mek. Thanks in no small part to the inspiration of Gork and Mork, he built his own space-worthy ship to search far and wide for his "Rok-Busta Kannon," though in his eagerness he forgot the small detail of including steering systems. That would have been the end of the Ork, had fate not decided that his ship should encounter (by way of crashing into) an inquisitor's personal vessel. That too might have spelled doom for the Ork, but this particular inquisitor had no qualms about using xenos for his own ends. All it took to convince the tough, but admittedly somewhat dim Mekboy to serve the Inquisition was promising a steady supply of spare parts for his work.
Dem Top Gubbinz
Spoiler (click to show/hide)Choppa (Axe):
Primitive Melee, 1d10+1R damage, 0 penalty, Unbalanced, 4kg
Shoota:
Basic SP Ranged, 1d10+4I damage, 0 penalty, 60m range, ROF S/3/10, reload full, capacity 30, Inaccurate, 4kg
Armour: Flak Jacket:
Body/Arms/Legs, protection 3, 6kg
Explosive Collar, 1kg
Ork Rags
Backpack (1kg)
^ Slugs x 480 (30/0.5kg)
^ Ration Pack x 7
^ Frag Stikkbomb (grenade, 0.5kg)
^ Ork Tools (counts as Combi-Tool for Orks only, 1kg)
^ Assorted spare parts & scrap, including:
^^ Cog-wheels (2kg worth)
^^ Transmission Belt x 2
^^ Heavy-Duty Battery x2
^^ Half of Cyber-Harness
^^ Bionic Eye
Thrones owned: 0
(Updated Shoota stats to be in line with official stats in rulebooks.)
Passionario:
Upon further consideration, I've decided that I won't be able to participate, after all.
Good luck, and may the Emperor watch over you.
Silhar:
Well, then.
Xander Morhaime:
We're doomed?
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version