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Dice Warhammer 40K: The Interex Valhalla

Protagonist

One Thousand Club
Alright! For character sign ups, use your rulebook!


There's also some other guides that help for playing Xeno characters, such as the Koronus Bestiary, the Tau Guide, and Into the Storm.


http://wh40klib.ru/rpg/Rogue Trader/The Koronus Bestiary.pdf


http://wh40klib.ru/rpg/Rogue Trader/Tau Character Guide.pdf


I also have other books for playing other races, and if you really want one that isn't there maybe we can find some homebrew stuff on the internet?


It's also just fine to port in characters from other 40K games if you like (except maybe Black Crusade-it would take justification to explain why someone with Chaos would be allowed onboard). A Dark Heresy character is fine as long as you can justify why an Inquisitor is willing to be here (perhaps they're some sort of Oracle). A Deathwatch character would need some convincing but I have an idea for how to make that work, so PM me if you want to try that. Only War's acceptable if you help convert the character into Rogue Trader.


If you want to look at supplements, I can totes hook you up.


Here's the stuff to put down for you CS:


Name:


Appearance:



Class: (All Classes and most Xeno Species welcome!)



Stats: (We're using the point allocation system. You start with your base stats, and then add 100 more stats afterwards)






WS



BS



S:



T:



A:



I:



P:



W:



F:



Wounds:



Insanity:



Fate:



Corruption:



XP:



XP Purchases:



Origin: (if playing human. Also, we're removing the "adjacent to" rule-pick any combination you like, if you can justify it, then it's acceptable)



Skills:



Talents:



Traits:



Starting Equipment:



Bio:



We use the point allocation system for this RP, BTW. Less randomness that way.






Life aboard the Valhalla is perhaps comparable to Tau society, but unlike the collectivist Tau, Apollo proposes a pseudo-objectivist philosophy. Individuality is the cardinal virtue of this society.


Much aboard the Valhalla comes at a price. The ship itself is Apollo's property, and he gives away things like air, food and water for basically free (it's included in your payment, that is).


The ship's interior is sterile and minimilastic looking, with black and white colors dominating the ship. (Ala an Apple product)


Xenos aboard the ship:


Xenos are tolerated as long as they don't cause trouble and can work as well as any human. There are only bans against the most vile species. But Orks, Eldar, and Tau will usually find themselves welcome aboard this ship.






Though our subfaction allows Emperor-worship, we don't officially recognize his divinity. As such, it may seem odd for a Missionary to be aboard our crew (though it's fine if you want to play one).


Enter: The Oracle. Mechanically, the exact same as the Missionary, but with a different set of views. They're dedicated to spreading Apollo's ideology. They preach the morality of ambition and rational self-interest.


In addition, they represent the fight against the vile forces of Kaos-in a way the Valhalla's own little Inquisition.






Name: Apollo Torque


Appearance:


2551723-Equilibrium_Still0321-Cleric_John_Preston(Christian-Bale).jpg



(Above: Out of Armor. Below: In Armor)



latest



Class:
Rogue Trader (with a few modifications)


Stats:






WS: 25 (25)


BS: 25 + 15 (40)


S: 25 + 5 (30)


T: 25 + 8 - 3 (30)


A: 25 + 10 (35)


I: 25 + 10 + 3 + 3 (41)


P: 25 + 10 + (35)


W: 25 + 17 - 5 - 3 (34)


F: 25 + 20 + 5 (50)


Wounds: 10


Insanity: 4


Fate: 3


XP: 5000


XP Spending:


-300 for Tech Use


-200 for Renowned Warrant


Origin: Noble Born, Savant, Renegade, Dark Voyage, Pride


Skills: Command (Fel), Commerce (Fel), Charm (Fel), Forbidden Lore (Archeotech), Evaluate (Int), Literacy (Int), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int), Logic (int).


Talents: Air of Authority, Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Peer (Military), Peer (Nobility), Peer (Academics), Enemy (Eclessiarchy), Resistance (Fear), Renowned Warrant.


Traits: Etiquette, Vendetta, Supremely Connected, Legacy of Wealth, Free Thinker, The Things Man was not Meant to Know, Marked by Darkness


Starting Equipment: Archeotech Laspistol, Best Craftsmanship Shield, Best Craftsmanship Enforcer Light Carapace, Drone Controller, Kara Drone


Bio: Apollo was born into a wealthy family in the 31st millennium. His father was a captain in the Interex Navy. He himself had a fascination with technology, and was considered gifted by those around him. Following in his father's footsteps, he joined the Interex Navy as an engineer.


During a battle with the Luna Wolves, he was injured and put in cryostasis after surgery. They made a Warp Jump away. Unfortunately, his ship was caught in a warp storm and everybody else died. He managed to recover, to find himself in a whole new galaxy. Interex is gone, and now mankind is under the rule of the Imperium of man, one of the cruelest regimes imaginable. Finding no group that suited a man like him, he decided to use his ship as his own government, a safe haven for those who might be held back by the evils of the other factions. He thinks of himself as being something akin to John Galt In Spaaaaace.


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WS: 22


BS: 22


S: 30


T: 45


A: 40


I: 15


P: 35


W: 30


F: 8


Skills:


Awareness (Per), Dodge (Ag) +10


Talents: Fearless, Guardian


Traits: Dark Sight, Hoverer (6), Machine (4), Size (Scrawny)


Equipment: Twin-Linked Lascarbine


Programmed Intelligence:


A drone operating outside the range of a friendly drone controller (50 metres) can only perform one Half Action on each of its Turns and cannot


make Reactions.






The Valhalla is a ship that was constructed by Interex. It was technological marvel even in its own time. It was thrust into the future, and all its crew was killed by a warp storm sans Apollo himself.


Profit Factor:


30


Ship Points:


60


Machine Spirit: Resolute


Past History: Reliquary of Mars


Ship Class: Frigate


Stats:


Speed: 8


Detection: +15


Armour: 18


Space: 40


Maneuverability: +20


Hull Integrity: 35


Turret Rating: 2


Stuff Aboard the Ship:


(E = Energy, S = Space, P = Points Spent)


-Modified Jovian Pattern Class 2 Drive (+45 E, 6 S, 3 P)


-Ancient Life Sustainer (2 E, 2 S, 2 P)


-Strelov Warp Engines (10 E, 10 S)


-Gellar Field (1 E)


-Combat Bridge (1 E, 1 S)


-Voidsmen's Quarters (2 E, 4 S)


-Main Cargo Hold (2 E, 5 S, 1 P)


-Barracks (2 E, 4 S, 2 P)


-Tenebro Maze (1 E, 2 S, 2 P)


-Murder Servitors/Security Androids (1 E, 1 S, 1 P)


-Munitorium (2 E, 3 S, 2 P)


-Librarium Vault (1 E, 1 S, 1 P)


-Crew Reclamation Facility (1 E, 1 S, 1 P)


-Chapel [Read: Shrine to God-Emperor] (1 E, 1 S, 1 P)


-Titan Forge Lance: (4 E, 2 S, 1 P)


-Mars Patter Macrocanon (4 E, 2 S, 1 P)
 
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Protagonist said:
Is rolling 3 fours in a row a bad sign?
Depends entirely on what you're rolling for.


Also, my character will be up hopefully today. I'm just finishing off his Bio.


Who's going to be the Rogue Trader? I'm an Arch-Militant, @Deltorian Nephran is a Navigator, and @Eplov is an Explorator. Should I make a second character, or do you reckon the Rogue Trader would be a GMPC? I'd personally prefer not being the Rogue Trader, but if you dun wanna then I can.
 
I was planning on being the Rogue Trader. He's the sole organic surviving crewmember of the warp storm that flung his ship into the future. His CS is currently a WIP, but it's up there under "The Rogue Trader, Apollo Torque".
 
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[QUOTE="Deltorian Nephran]Should I post? I have most of it down. I think. Also, this will be very interesting.

[/QUOTE]
Post your CS? Sure, go ahead!
 
Carth

Appearance: Carth has very angular facial features, with a long scar running down the left side of his face. This is the same side of his face that has the cybernetic eye replacement, a grey, metallic affair with a glowing red light. He has neatly cut sandy blonde hair, and no facial hair to speak of. He is 6'2” and is rather muscular, although not overly so. His body is laden with dozens of scars from various injuries. Has rather disquieting eyes, a rather wraith-like blue which never seem to look directly at someone, more past them.


Profession: Arch-Militant, Weapon Mastery: Las


WS: 37


BS: 55


S: 43


T: 46


Ag: 40


Int: 29


Per: 33


WP: 31


Fel: 11


Wounds: 17


Fate: 3


Corruption: 0


Insanity: 2


Skills: Awareness, Common Lore (Imperial Guard, War), Dodge, Intimidate, Scholastic Lore (Tactica Imperialis), Secret Tongue (Military), Speak Language (Low Gothic), Survival


Talents: Basic Weapon Training (Universal), Hardy, Jaded, Light Sleeper, Melee Weapon Training (Primitive, Universal), Pistol Weapon Training (Universal), Quick Draw, Sound Constitution, Thrown Weapon Training (Universal)


Traits: Echo of Hard Times, Paranoid, Survivor


Equipment: Good Craftsmanship Hellgun, Best Craftsmanship Naval Pistol, Good Craftsmanship Mono Sword, Enforcer Light Carapace Armour, Microbead, Void Suit, Bolt Shell Keepsake, Medikit, Manacles, Arms Coffer


Origin Path: Death World, Stubjack, Criminal (Judged and Found Wanting), Calamity, Endurance


XP: 0


XP Spent:


-200 Common Craftsmanship Cybernetic Eye


-100 Common Lore (Imperial Guard)


-100 Awareness


-100 Simple Ballistics Skill Advance


Rank: 1


Bio: The Death World of Copernion III. A giant desert where the sand in a shatterstorm can strip the flesh from a man's bones in a minute. Shatterstorms are what happens when a major sandstorm is combined with the abundant surface rocks. The rocks have a weak constitution, and break apart easily. And as such, when the sandstorm passes over them, they shatter into many sharp shards of rock that get blown around with the storm. That doesn't even count the burning sun, or the wildlife, such as the Glass Snakes.


It is here that Carth is born. He is born to one of the many tribes on the planet, who constantly war with each other with modern Imperial tech, just to make Copernion III more dangerous. Carth was his tribe's premier warrior, until one day he just left. He figured that he could turn his skills to a more beneficial end for himself, by becoming a mercenary. He travelled the world, selling his services as a gun for hire. Eventually, he lived this lifestyle long enough for it to catch up to him. He had wronged enough people that he was now being hunted by a large portion of the world. After a while, one of the groups formed to hunt him down finally caught up to him and captured him.


He was tortured for days, had his left eye carved out, and was tied to a rock in the middle of the day. After several hours, he managed to break free, and then he fashioned a shank out of a sharp broken-off shard of the rock he was attached to and snuck up behind his guard, killing him and taking his gear and supplies. He survived off that and whatever he could kill and steal for days until he managed to reach a friendly tribe. This tribe took him in and replaced his eye, and Carth made the decision to leave the planet before more people came after him. So he made his way to a major settlement, where a new Imperial Guard regiment had been gathered and was being shipped off to join up with a military force ready to provide reinforcements to some warzone or another.


Carth slipped aboard the ship, managing to survive off whatever he could scavenge. It was not to be, for the ship became entrapped in a warp storm. Supplies began dwindling, tensions were running high, and systems began malfunctioning. And then the Gellar Field broke. Daemons swarmed the ship, and every techpriest on the ship rushed for the Gellar Field to try and repair it. It came back online, but casualties were huge. This only made the situation worse, which was repeated again and again when the field kept breaking down. After five years, the ship was in disarray, acting as its own self-contained world, with various factions banding together and warring with each other, and everyone gradually losing their minds. The Techpriests simple held the area around the Gellar Field Generator and were ready to repair it at any time.


Through all this, Carth was alone. He had it harder than anyone else on the ship, for he was not even meant to be there, and many people knew him as Carth, the vicious, traitorous mercenary, and would probably kill him on sight if they could. Gradually, everyone else became various extents of insane, except for Carth, although he was certainly being affected as well.


Five years in, Carth was faced with one of his tightest situations. He was trapped between a small group of guardsmen baying for his blood and an airlock. He killed all but one of them when disaster struck. His hellgun ran dry, and he had no backups. The survivor charged him and wrestled him to the ground. After an intense fight, Carth managed to grab the bolt pistol he'd stolen from the armoury and used its one remaining shell to end his attacker's life just before he recovered his gun and shot Carth in return. Carth kept the expended bolt shell that saved his life, and keeps it with him to remind himself that no matter how rough it gets, there's always going to be some way out, some way to save himself.


After eight years, the ship finally dropped out of the Warp. But the trials were not yet complete. The Techpriests around the Gellar Field had finally become acceptable targets, and most people were willing to lash out at them for one reason or another. Most were butchered, and the rest became just another one of the many hostile clans fighting each other. It would be another year until they were discovered.


As chance would have it, they were picked up by the Valhalla's auspex, and Apollo made the decision to come aboard and pick over the ship for whatever they could either sell or put to use. They immediately came under attack by the inhabitants, and the armsmen fought a battle through the ship to clear it. Along the way, Apollo encountered Carth engaged in a gunfight with a dozen clansmen, and was impressed by Carth's ability to win said firefight. Apollo figured that since he was also fighting the inhabatiants, then he was friendly, so he introduced himself. Carth figured differently and opened fire on the armsmen with Apollo, but Apollo managed to talk Carth down.


Apollo then rescued Carth from the ship, at which point Carth produced a knife and swore a blood oath to Apollo that he'd serve unfailingly by his side, be undyingly loyal, and to give his life for Apollo's if necessary. At this point, Carth was so traumatised, along with his already terse nature, that he almost never speaks. The most anyone could get out of him for a name was 'Carth', and so that's what everyone calls him. He also had learned enough about the Imperial Guard by this point, and especially the regiment on the ship he was stranded on, that he could and did pass himself off as a guardsman, hiding his shady past for fear of being cast out, turned on, or turned over to the authorities. He has, however, informed Apollo of this. Both because he trusts him, and in case it ever comes up.
 
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8 wounds from double TB, plus 7 from rolling max on a d5+2, then 1 from Endurance and 1 from starting with Sound Constitution as an Arch-Militant will tend to do that. I got lucky on my Wounds roll.
 
Name: Apharius Diverianos


Role: Navigator


Appearance: Apharius is most of the time head bowed and gently looking at the floor. He does so because of the third eye that sits just on his forehead and because of his mutation, his completely black eyes. For this, he has a large hood to cover the upper part of his face and the silk scarf of his that is wrapped around the lower part of his face. If he were to remove the hood, he would have a silver metal shutter for the position of his third eye. He would also have a small amount of black hair. He wears long robes with his armour underneath. He is roughly 5'11.


Weapon Skill: 27


Ballistic Skill: 38


Strength: 28


Toughness: 31


Agility: 36


Intelligence: 48


Perception: 45


Willpower: 35


Fellowship: 37


Fate Points: 4, Wounds: 11


Insanity: 6, Corruption: 0


Equipment: Good-Craftsmanship Hand Cannon, Best-Craftsmanship Metal Staff, Best-Craftsmanship Xeno-Mesh Armour, Emperor’s Tarot Deck, Silk Headscarf, Nobilite Robes, Charm, Micro-bead, Good-Craftsmanship Inferno Pistol,


Skills: Literacy, Speak Language (High Gothic), Speak Language (Low Gothic), Logic, Forbidden Lore (Xenos), Common Lore (Navis Nobilite), Forbidden Lore (Navigators), Forbidden Lore (Warp), Navigation (Stellar), Navigation (Warp), Psyniscience, Scholastic Lore (Astronomy), Secret Tongue (Rogue Trader), Secret Tongue (Navigator), Trade (Astrographer),


Talents: Etiquette, Legacy of Wealth, Peers (Nobility), Vendetta, Peer (Astropaths), Navigator, Pistol Weapon Training (Universal), Destitute, A Gaze to Pierce the Soul, Mercantile Opportunist, The Eye is Open, Resistance (Fear),


Traits: Dark Sight,


Abilities: Gaze into the Abyss (Adept), the Lidless Stare (Novice),


Xp: 0


Xp Spent: 500


Rank: 1


Home world: Noble Born


Birthright: Savant


Lure of the Void: Chosen by Destiny


Trials and Travails: Dark Voyage


Motivation: Renown


Demeanour: Phlegmatic


Backstory: Apharius’ life was not one that anybody would have wanted. At a very young age, he was forced into a life of hard stricture and study. At the time, his powers as a Navigator were beginning to form but it was hard on him due to his house’s failing state. This was due to his grandfather and former Navator’s feud with a rival navigator house, the house of Velantri. The feud had been around for a long time, contracts were stolen and retaken, ships were lost or stolen and many more went on. It ended when his grandfather stormed the house of Velantri and ended the life of the rival Navator. The end result was the almost destruction of the House Diverianos, with most of the family either dying or arrested. Through hard work, and increased workloads, Apharius and his father, the new Navator, sought to rebuild the glorious house that it was before and achieve greatness.


It wasn't long before he began trying to make a name for himself, leaving the comforts of his once great house, in search of greatness. This lead him to a long period of study and research, in his eyes, this being the best way to improve his understanding of the twists and turns of the warp. As usual, none of this helped him when it came to what could be said to be his first warp trip. There was a terrible warp storm, and almost immediately after the ship entered the currents of the warp, hundreds of alien ships appeared and began besieging the ship. The mentor that was helping him understand how to navigate the ship died in the beginning of the attack. The people that were able to survive, himself, an astropath choir and the captain of the ship, simply waited as the hundreds of xenos devoured almost every last person on the ship. During this time, he developed a good understanding with the astropaths and learnt the secret tongue that most Rogue Traders had. It was roughly what seemed like months before they were dumped back into normal space.


After experiencing such a traumatic experience, Apharius spent most of his time trying understand how to map star systems and record warp routes. Because of this, he got time to understand how to better his ability to see inside a person's heart. He met Apollo Torque when the latter came looking for someone that could navigate the warp. He has roughly spent about 5 years with Torque currently, helping him navigate the perils of the warp.
 
[QUOTE="Deltorian Nephran]Please don't paraphrase that quote. It doesn't work the same way.

[/QUOTE]
Ouch. Cold, dude.


I'm going to paraphrase that as much as possible now, just to annoy you.


And for everyone else's benefit, we know each other IRL, I'm not just intentionally pissing off a stranger. I'm intentionally pissing off a friend.
 
Try saying that properly, it seriously doesn't work. No offense, the line is OK but the context of the paraphrase isn't one that works properly.
 
Name: Naomi Rook


Appearance: 6 feet tall and slender, Naomi's Pale skin stands out in stark contrast to the "tattoos" covering Naomi's head and body. Two sinuous mechadendrites stem from her lower back, generally snaking about her hips like a belt when not in use. Undercut auburn hair displays the twin bar-codes along her skull placed there during her forced servitude by the Yorke crime family as a "demolitions tech". Never seen without a tool belt bulging with this and that, Naomi prefers comfortable civilian clothing to work and relax in. However, Naomi can be quite imposing in her carapace armor with Snuffles, her cyber-hound, at her side and a glowing power fist on her hand.

Jack%2Baka%2Bsubject%2Bzero.jpg







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Class: Explorator






WS: 25+15 (40)


BS: 25+15 (40)


S: 25+5+10 (40)


T: 25+15 (40)


A: 25+15 (40)


I: 25-5+3+3+20 (46)


P: 25+1 (26)


W: 25-3+8 (30)


F: 25+1 (26)


Wounds: 11


Insanity: 3


Fate: 3


Corruption: 0


XP: 5000


XP Purchases: -500


-500 Mechadendrite Use (Utility)


Origin: Frontier World, Scapegrace, Renegade, Press Ganged, Fortune


Skills: Common Lore (Koronus Expanse, Tech, Underworld) (Int), Demolition (Int), Forbidden Lore (Archeotech, Xenos) (Int), Literacy (Int), Logic (Int), Medicae (Int), Sleight of Hand (Agi), Speak Language (Low Gothic, Techna-Lingua) (Int), Survival (Int), Tech-Use (Int), Trade (Technomat) (Int), Wrangling (Int)


Weapon Training: Basic Weapon Training (Universal), Melee Weapon Training (Universal),


Talents & Traits: Bionics (2 free bionic implants), Enemy (Ecclesiarchy), Jealous Freedom, Leery of Outsiders, Logis Implant, Mechanicus Implants, Mechadendrite Use (Utility), Role: Enginseer Prime, Tenacious Survivalist, Xenos Interaction


Starting Equipment: Clothing, Filtration Plugs, Blast Goggles, Data-slate, Micro-bead, Multikey, Det-Cord, Det-Tape (2), Enforcer Light Carapace, Boltgun (Locke) w/ Extra Grip, Frag Grenade (2), Smoke Grenade (2), Bolt Shells (4 clips), Tracer Shells, Power Fist (Mezoa), Manipulator Mechadendrite, Utility Mechadendrite


Bio: Growing up on the frontier world Delta Carina II, or Yorke according to the local crime lord, Naomi was forced to grow a thick skin and strong arm. Life on the frontier was fraught with strife, crime, and the occasional pirate attack when the Yorke Cartel failed to broker a deal (or were in on the carnage for a take in the spoils). Born in a brothel, Naomi received little more than her name before she and her twin sister, Nielli, were well and truly orphaned by a "customer" getting out of hand. Naomi was kicked out after garroting her mother's killer while he lay in a drunken stupor that same night while Nieli was kept and trained. Lacking a formal education and distrustful of others in equal measure, be them human, xenos, or mutant, Naomi was forced to self reliance in all things. Despite all this, Naomi always knew she was destined for greatness.


Living in a mostly lawless city Naomi used her wits and cunning to survive. Stealing food, picking pockets, and outright robbery were not uncommon. When that wasn't an option she would leave town to scavenge or hunt to survive. It was during one of these excursions that she found and adopted, or was adopted by, Snuffles. She had set a pit trap for one of the large herbivores that inhabited the plains nearby and caught a Riak pup instead. Too small (and, if she's being honest with herself, too cute) to eat, Naomi instead decided to attempt to domesticate it. Slowly the two began to trust one-another and to work together for their mutual survival. He has been her loyal companion ever since.


Rather than limiting her, living in a world without means sparked Naomi's creative genius and she soon began inventing whatever was needed for the task at hand. Taking cues from Xenos tech, what little human tech was available, and her own imagination, she taught herself all she could. Naomi earned a decent living as a technomat and sawbones. Slowly she improved upon her own physiology with cybernetic replacements, although available materials had to be scavenged and traded for.


When Naomi was 22 a new leader in the Yorke cartel, Carno, came to power after a bloody coo. With this change in leadership came a new policy change, and with it the subjugation of any skilled personnel by any means. Nieli was the fulcrum over which Naomi's back was broken. A courtesan of some skill and beauty, Nieli had become Carno's unwilling mistress and slave. Her life was held over Naomi's head, and Naomi was put to work manufacturing demolitions (a high turnover job). Her captors took her beloved Snuffles, by this time the same size as a full grown man, to fight in their "games" using the same threat. After a gruesome battle between snuffles and a clawed fiend imported from off-world Naomi recovered Snuffles' battered body. Little of the organic tissue was salvageable, so she repaired what she could and replaced the rest using what she had learned experimenting on her own body.


She learned what she could of the underworld workings, and eventually used the skills they taught her against them. Naomi secreted explosives throughout the Yorke compound, and booked passage out of the system with a rogue trader. Carno died in a spectacular explosion, along with half of the Yorke cartel and his entire inner circle. Naomi, Nieli, and Snuffles (2.0) fled toward the Interex Valhalla and whatever the stars might hold. That was this morning, who knows what the rest of the day will bring.






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Name: Snuffles


Appearance: A one meter tall, two meter long cybernetic hound.






35f30a2eca789f879d32cd075e62dc29.jpg



Class: Cyber-Hound (Predator)


Stats:






WS: 48


BS: -


S: 45


T: 40


A: 40


I: 16


P: 40


W: 45


F: -


Movement: 8/16/24/32


Wounds: 15


Armor: 6


Skills: Awareness (Per), Survival (Int), Tracking (Int)


Talents: Fearless, Swift Attack


Traits: Augmented Senses (Smell, Hearing), Armor Plating, Brutal Charge, Machine (4), Improved Natural Weapons, Internal micro-bead, QuadrupedWeapons: Bite (1d10+4 R, Pen 0)
 
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I'm having issues with formatting and the second picture. Not sure what's happening, but it keeps adding a second "stats" spoiler after the second, even after I've deleted it several times. For me the second picture stops working after the first view, is anyone else having that problem?
 
Name: Nieli Rook


Appearance: Being fraternal twins rather than identical ones, Nieli looks significantly different than her sister. Tall and lithe frame with pale skin is where the similarities stop. Nieli has long flowing white hair and is extremely curvaceous. She will only wear the best quality clothing, preferring blacks and reds. Having an almost otherworldly beauty and sex appeal, Nieli is impossible to forget.

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Class: Seneschal






WS: 25


BS: 25+10 (38)


S: 25+5 (30)


T: 25+5 (30)


A: 25+20 (45)


I: 25-5+20 (40)


P: 25+3+12 (40)


W: 25-3+13 (35)


F: 25+3+6+20 (54)


Wounds: 10


Insanity: 5


Fate: 2


Corruption: 5


XP: 0


XP Purchases:


- 100 Charm


- 200 Darkness (Dark Secret)


- 200 Exhilaration (No Joy Unexplored)


Origin: Frontier World, Scapegrace, Renegade (Recidivist), Darkness (Dark Secret), Exhilaration (No Joy Unexplored)


Skills: Barter (Fel), Carouse (T), Charm (Fel), Commerce (Fel), Common Lore (Koronus Expanse, Underworld) (Int), Concealment (Agi), Deceive (Fel), Evaluate (Int), Forbidden Lore (Xenos) (Int), Inquiry (Fel), Literacy (Int), Sleight of Hand (Ag), Speak Language (Low Gothic, Trader’s Cant) (Int)


Traits: Decadence, Leery of Outsiders, Seeker of Lore, Xenos Interaction


Talents: Basic weapon training (Universal), Decadence, Enemy (Adeptus Arbites), Pistol weapon training (universal), Resistance (Interrogation)


Starting Equipment: Chameleoline Cloak, Chrono, Clothing (Best), Auto Quill, Data-Slate, Micro-bead, Multikey, Concealed holster (Best), Xeno Mesh, Synskin, Belasco Dueling Pistol (Best), Knife (mono, best), Long Las (Best)


Bio: Although Nieli grew up in the frontier world Delta Carina II, she was largely sheltered from most of the savagery by the brothel she called home from birth. After her mother’s death, and her murderer’s subsequent demise, Nieli was shocked by the instant action of her sister. She felt torn however, both thankful the deed was done and lacking closure for not having participated. Naomi’s expulsion taught Nieli an important lesson: don’t get caught. From then on Nieli worked from the shadows or through intermediaries whenever possible. Barring that she relied on deceit and guile to get her whatever she wanted. Violence was always a last resort.


To keep up appearances Nieli continued with the “family business”, but providing high class escort services rather than those of a common prostitute. This allowed her to gather information discretely and remain sheltered from the poverty and savagery around her.


That all changed when Carno took power. Unwilling to reveal her competence, Nieli allowed herself to be captured so that she could begin to steer the cartel toward destruction. She deeply regretted her sister’s suffering, all the more because she could have snuck away at any time, but had to stay the course in order to remove the Yorke’s in one fell swoop.


Nieli guided Carno into having a meeting of all high ranking cartel to “honor his greatness”, giving the sisters the perfect opportunity to strike. Unfortunately, Nieli didn’t count on Yorke being a psyker, or his communing with daemons.


The day of the gathering Nieli was overpowered and offered as a sacrifice to a horror she could not understand. Rather than consume her, however, she was remade better than before yet tainted. The daemon’s touch was exquisite agony, leaving Nieli’s mind, body, and soul yearning for new hedonistic pleasures to explore.


When she was mostly herself again she got in touch with her sister via encrypted coms. Nieli and Naomi struck in perfect synchronicity, blowing the compound and the Yorkes to hell. Apollo’s ship, a better future, and all the pleasures in the universe awaited them.






[dice]22006[/dice]


[dice]22007[/dice]


[dice]22008[/dice]


[dice]22009[/dice]
 
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Name: Menergard


Appearance: Menergard has the typical Eldar features of a longer face, pointed ears, strangely unsettling eyes, and generally being taller and more slender than humans. He is somewhat feminine in his appearance; combined with the human unfamiliarity with Eldar, this leads to him being mistaken for a female. He is about 6'8", but otherwise rather unintimidating in physique. He has long-ish red hair that he takes good care of.


Class: Eldar Outcast


WS: 25 + 16 (41)


BS: 25 + 11 (36)


S: 20 + 4 (24)


T: 20 + 3 (23)


Ag: 30 + 20 (50)


Int: 25 + 13 (38)


Per: 30 + 13 (43)


WP: 25 + 15 (40)


Fel: 25 + 5 (30)


Wounds: 7


Fate: 2


Insanity: 0


Corruption: 0


Skills: Acrobatics, Awareness, Common Lore (Eldar), Deceive, Dodge, Forbidden Lore (Xenos), Pilot (Spacecraft) +10, Silent Move, Speak Language (Eldar, Low Gothic)


Talents:
Catfall, Dark Soul, Heightened Senses (Sight, Sound), Jaded, Leap Up, Melee Weapon Training (Primitive, Universal), Nerves of Steel, Outcast Weapon Training, Sprint


Traits:
Non-Imperial, Path of the Mariner, Speak Not Unto The Alien, Unnatural Agility (x2)


Starting Equipment:
Common Craftsmanship Shuriken Pistol, Common Craftsmanship Shuriken Catapult, Common Craftsmanship Eldar Chainsword, Eldar Void Armour, Empty Spirit Stone, Vox Caster, Fine Clothes, Data Slate


XP:
0


XP Spent:


-200 Pilot (Spacecraft)


-300 Pilot (Spacecraft) +10


Rank: 1


Bio: Menergard is rather young by Eldar standards, coming in at only 997 years old. Despite this, he gained much respect in his time by excelling in the Path of the Mariner, proving himself an extraordinary pilot. Eventually he took another path, that of the Outcast. He no longer felt that he could fit in with his peers, and that the Paths were too restricting to what he wanted to do with himself. So he set off on his own, quickly encountering and joining up with a Corsair ship. He became their ace fighter pilot, and sometimes took the helm of the ship, too. Unfortunately, this came to an end a year ago, when the ship found itself on the wrong end of a Rak'gol attack. He managed to escape, along with a handful of others. They all crashed onto a Feral World, where they largely avoided contact with outsiders. Occasionally, they would run into others. When this happened, they were usually considered some manner of supernatural creature and hunted by the local tribes. While they usually beat their hunters, they occasionally lost a member to the savagery of the tribesmen. This continues to this day.
 
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Approved, with the caveat that any HP we gain between now and meeting him, he'll get, too to keep him balanced.
 

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