Wrath and Glory: Traitor's Hymn — OOC

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Chanchabruhh
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Wrath and Glory: Traitor's Hymn — OOC

Post by Chanchabruhh »

Image
For more than a hundred centuries, the Emperor 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 Imperium for whom a thousand
souls are sacrificed every day, for whom blood is drunk and
flesh eaten.
Human blood and human flesh—the stuff of which the Imperium
is made.
To be a man in such times is to be one amongst untold billions. It
is to live in the cruellest and most bloody regime imaginable.
It is a universe you can live today—if you dare—for this is a dark
and terrible era where you will find little comfort or hope. If
you want to take part in the adventure, then prepare yourself
now.
Forget the power of technology, science and common humanity.
Forget the promise of progress and understanding, for there
is no peace amongst the stars, only an eternity of carnage and
slaughter, and the laughter of thirsting gods.
But the universe is a big place and, whatever happens,
you will not be missed…

The Wailing Dark, a colossal Space Hulk, has emerged from the warp drifting near a strategically vital system. Its arrival disrupts warp travel across the region of the Crassan Sub-sector and the psychic wail it emits has begun to drive nearby populations to madness. Imperial command has declared the hulk both a threat and an opportunity. You hear a your Vox crackle "This is Solomon von Meck i don't know who is hearing this but time is running out and we need this space hulk stopped please more than a billion lives are in your hands but i did hear that there are relics rumored to be on that space hulk and possible artifacts that could help you aboard that hulk also be careful there are scans of xenos and chaos warbands that might want to join you aboard." Your group is assembled under Imperial Directive: Board the hulk, Uncover the source of the psychic anomaly and retrieve any valuable tech. But as you approach the wailing dark, strange voices start creeping into your mind and you start to see things that aren't there. Can you accomplish your mission before succumbing to madness or become prey to the dangers and darkness within. 
Character Creation

1. Create a Concept to fit the Framework we are using tier 3
2. Select a Species
3. Select an Archetype
4. Purchase Attributes
5. Purchase Skills
6. Purchase Talents
7. Select War gear
8. Choose Special Abilities (If available) and Background
Also you can use this to make your character https://www.doctors-of-doom.com/forge 


 
The Crassan Subector borders the Meritech Void and has long profited off the rimward movement of goods and people in and out of the Sector. However, this location has also exposed it to both the corruptive influences of the Hazeroth Abyss and a variety of heretical cults and criminal gangs that have flourished within the Calixis Sector.
 
 Image
 [/spoiler]
NPC's so far
 Solomon von Meck 
Image

03-Sane
Preeminent Fulgurite of the Forbidden Factoria

Image

Campaign ID: 1089
Last edited by Chanchabruhh on Thu Jan 30, 2025 7:16 am, edited 25 times in total.
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Post by Namelessjake »

For the Emperor!
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Post by ratwizard »

Introducing Azgor, the Unyielding


Background & Concept
Taciturn, pious, and mericless, Azgor Thuun has fought in countless battles across the Imperium's reach, and beyond. As part of the Iron Hands, Azgor is two parts flesh, one part machine. While a decent shot, he prefers the weight of his warhammer, and will often be seen charging in to ensure the dead stay down.
Character Sheet
Azgor Thuun

Rank 1 - Adeptus Astartes - Tactical Space Marine - Tier 3
Imperium - Adeptus Astartes - Iron Hands

Attributes

Strength: 4 (8)
Toughness: 5 (5)
Agility: 5 (5)
Initiative: 5 (5)
Willpower: 3 (3)
Intellect: 3 (3)
Fellowship: 1 (1)

Traits

Defence: 4
Resilience @Aquila Mk VII (5): 11
Determination: 6
Max Wounds: 0/11
Max Shock: 0/6
Speed: 7
Conviction: 3
Resolve: 3
Corruption: 0
Passive Awareness: 3
Influence: 2
Wealth: 0/3


Skills

Athletics: 3 (11)
Awareness: 3 (6)
Ballistic Skill: 5 (10)
Cunning: 0 (1)
Deception: 0 (1)
Insight: 0 (1)
Intimidation: 1 (4)
Investigation: 0 (3)
Leadership: 1 (4)
Medicae: 0 (3)
Persuasion: 0 (1)
Pilot: 0 (5)
Psychic Mastery: 0 (3)
Scholar: 1 (4)
Stealth: 3 (8)
Survival: 1 (4)
Tech: 0 (3)
Weapon Skill: 4 (9)

Languages

Low Gothic
Another Language!

Weapons

Boltgun
10 + 1 ED, 0 AP, 2 Salvo
12 | 24 | 26
Brutal, Rapid Fire (2)

Bolt Pistol
10 + 1 ED, 0 AP, 1 Salvo
6 | 12 | 18
Brutal, Pistol

Astartes Combat Knife
11* + 2 ED, -1 AP
melee
Reliable

Frag Grenade
10 + 4 ED, 0 AP
Blast(Medium), Thrown(STRx4), Launcher

Krak Grenade
14 + 5 ED, -2 AP
Blast(Small), Thrown(STRx4), Launcher
Weapon Traits
Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.
Brutal: When rolling damage dice, add +1 to the result of each Extra Damage Die.
Pistol: Pistols can be fired while Engaged (see core pg. 184) with a +2 DN, using the Ballistic Skill.
Rapid Fire: This Weapon deals +X ED at Short Range.
Reliable: You can ignore the first Complication related to this weapon per scene. Tests made to repair or maintain Reliable weapons are made with +1 bonus die.

Abilities

Defender of Humanity • Adeptus Astartes
Add +1 icons to any successful attack against a Mob.

The Flesh is Weak • Iron Hands
Choose one Augmetic Enhancement (p.242). You do not suffer the penalties of being Wounded (p.193). You gain +1 bonus die to Willpower Tests for every augmetic you have.

Ruthless Logic • Iron Hands
You suffer a +2 DN penalty to Fellowship-based Tests made against a target that does not have the IRON HANDS or ADEPTUS MECHANICUS Keywords.

Space Marine Implants • Adeptus Astartes
You are immune to the Bleeding Condition. You gain +1 bonus dice to any test related to one of the 19 implants (p.76) if the GM agrees it is appropriate.

Tactical Versatility • Tactical Space Marine
Your training has prepared you for any circumstance. When you make a Critical Hit you may roll twice on the Critical Hit Table and choose either result.

Talents

Berzerker
When a creature within 30 metres suffer a crit or bleeding, you gain 1 Wrath.

Death or Glory!
Instead of making a Fear Test, you may just Charge it`s source. Make the Feat Test afterwards.

Gear

Aquila Power Armour (Aquila Mk VII) • Armour • core, pg. 234
Powered(3): You gain +X Strength and you are not knocked prone using a Heavy Weapon.

Augmetic Arm • Augmetics • core, pg. 243
You gain +1 Strength per Augmetic Arm.
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greysigil
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Post by greysigil »

May this anointed oil grease the bolters of these sons and daughters of the Imperium, and may the Omnissiah guide their shots true.
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Post by Fialova »

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KupoTheMagus
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Post by KupoTheMagus »

Marcellius Bradfell

Attributes
Strength 4 (7)
Toughness 5
Agility 5
Initiative 5
Willpower 3
Intellect 3
Fellowship 1


Traits
Defense 4
Resilience 6 (11)
Determination 5
Max Wounds 12 [][][][][][][][][][][][]
Max Shock 6 [][][][][][]
Speed 7
Conviction 3
Resolve 3
Corruption 0
Passive Awareness 3
Influence 2
Wealth 3 [][][]

Skills
Athletics 10
Awareness 6
Ballistic Skill 10
Cunning 1
Deception 1
Insight 2
Intimidation 4
Investigation 3
Leadership 4
Medicae 5
Persuasion 1
Pilot 5
Psychic Mastery 3
Scholar 4
Stealth 8
Survival 4
Tech 4
Weapon Skill 9

Languages
Low Gothic, High Gothic, Lingua-technis

Weapons
Bolt Pistol: AP 0, Salvo 1, Range 6 | 12 | 18, D 10+1ED (Brutal, Pistol)
Heavy Flamer: AP -1, Salvo 2, Range 4 | 8 | 12, D 12+2ED (Flamer, Heavy 6)
Astartes Combat Knife: AP -1, Melee, D10*+2ED (Reliable)
 
Last edited by KupoTheMagus on Wed Jan 01, 2025 10:15 pm, edited 2 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane


DM of "Lancer - Fires of Rubicon"
Fortune's Favor: Athiras Kel'haan #987A99




 
Chanchabruhh
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Post by Chanchabruhh »

CHARACTER DEADLINES ARE FEB.20TH
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benderfan
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Post by benderfan »

Introducing Jerricus The Sane, Psychic Scholar

Character Concept and Background
Jerricus is a sanctioned psyker and a scholar. He was attached to an Imperial Guard regiment during an engagement against the Orks in which he was mortally wounded, only being saved by a passing Rogue Trader to whom he now owes a great debt. As part of his repayment, he has been sent to this Space Hulk to see if there is any profit in sending the Rogue Trader's fleet for a proper investigation.

He's generally a jovial and agreeable fellow, who is deeply loyal to the Imperium and sees his psychic gifts as a gift from the God Emperor himself to allow him to be an extension of His will.


Character Art
Image


Character Sheet
Name: Jerricus The Sane
Species: Human
Keywords: Imperium, Adeptus Astra Telepathica, Psyker, Scholastia Psykana, Rogue Trader
Tier: 3
Archetype: Sanctioned Psyker
Origin: Shipbound Sickness (+1 Max Wounds)
Accomplishment: Stalwart (+1 Conviction)
Goal: Pacifier (+1 Determination)
Objective: Extoll the virtues of your training in honing your already considerable willpower.
Rank: 1
XP Total: 300
XP Spent: 300

ATTRIBUTES
Strength: 2
Toughness: 3
Agility: 2
Initiative: 3
Willpower: 6
Intellect: 4
Fellowship: 4

COMBAT TRAITS
Defence: 2
Resilience: 4
Wounds: 10 [][][][][][][][][][]
Determination: 4
Shock: 9 [][][][][][][][][]

MENTAL TRAITS
Corruption: 0
Conviction: 7
Resolve: 5
Passive Awareness: 4

SKILLS: Psychic Mastery 5, Scholar 4, Persuasion 3, Awareness 3, Ballistic Skill 3, Weapon Skill 3

Psyhcic Powers
Smite
DN: Target's Defence
Activation: Action
Duration: Instant
Range: 35 m
Multi-target: Yes
Keywords: Psychic
Effect: You concentrate destructive power through the lens of your will, summoning lethal bolts of raw psychic energy that blasts your enemies into ash.

Target one enemy within range and make a Psychic Master (WIL) Test against their Defence. If successful, the target suffers 1d3 Mortal Wounds
Potency:
[3] +1 Mortal Wound

Psychic Torch
DN: 2
Activation: Simple Action
Duration: Sustained
Range: 5 m
Multi-target: No
Keywords: Kinetic, Psychic
Effect: You conjure a floating orb of glowing light.

Though typically equal in intensity to a common lumen torch, you can cause it to become as dim as a candle or as bright as a flare through concentration. The orb typically floats in the air beside you, but with a mental command it can be given simple instructions such as to follow you, orbit your head, or to remain stationary at a specific location. The orb may move up to your Speed, but instantly dissipates if it passes out of range and must be re-summoned.
Potency:
[1] Range is increased by 5 m
[2] May create an additional orb.

Spontaneous Combustion
DN: Target's Defence
Activation: Action
Duration: Instant
Range: 20 m
Multi-target: Yes
Keywords: Fire, Psychic
Effect: You focus your rage, eyes glowing with Warpfire, until your enemies burst into flame.

Targets hit with this power suffer 12 +1 ED damage and must take a successful DN4 Agility Test to avoid being set On Fire.
Potency:
[2] +1 ED damage.
[1] +10 m range.

Flame Breath
DN: 5
Activation: Action
Duration: Instant
Range: 5 m
Multi-target: No
Keywords: Fire, Psychic
Effect: You spew a gout of warpfire. Your Flaming Breath fills a line 5m in front you and is treated as having the Flamer trait.
Potency:
[1] +1 ED damage
[1] Arch the Flame Breath (WIL) metres.

Phantom Grip
DN: 4
Activation: Full Action
Duration: Sustained
Range: 10 m
Multi-target: No
Keywords: Kinetic, Psychic
Effect: You manifest an invisible set of phantom hands within range.

By using the appropriate action, you can use these hands to perform any number of tasks that they might do - push a button, open/close a door, pull the pin from a grenade, etc., though you must be able to see the object/target to be manipulated. For the purposes of these tasks, the Phantom Grip has a Strength and Agility equal to your Willpower.

Phantom Grip can't be used to make an attack, but the GM may allow you to make an Interaction Attack using a dice pool equal to your Willpower.
Potency:
*[1] Activation reduced to an Action.
[1] Range increased by 10 m.


Talents: Duty Until Death (20)

Gear: Laspistol, Force Stave, Psykana Mercy Blade, Munitorum Issue Mess Kit, Blanket, Grooming Kit, 2 Ration packs, Augmentic Arm, Augmentic Respirator

WEAPONS
Laspistol - Damage 7; ED 1; Range 6/12/18; Salvo 1; Pistol, Reliable
Force Stave - Damage 6; ED 2; AP -1; Range 2; Brutal, Force

MEMORABLE INJURIES
Battle Scar
Broken Jaw

TRAUMATIC INJURY
Torso
Arm
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