This is going to be a play by post game of Only War running a custom campaign I've been messing around with a bit for the past month or two. If you're not already aware, Only War is set in the Warhammer 40K universe in which you play as the rag-tag members of the Emperor's Finest, the Imperial Guard. They are the men and women who do the Imperium's dirty work, being sent out in gigantic waves to conquer and defend planets against heretical and xeno interests. The players will create the regiment in which their characters will be apart of, define its history, it's purpose, and other miscellaneous bits of information for their regiment to determine the squad's general role in combat. Then, the player's create their own guardsmen and will form a squad that will fight together against the forces determined to see humankind fall.
Basic knowledge of the Warhammer 40K universe will be required to play, but only basic knowledge. No experience in the game is required at all, and anyone from a complete newbie to a veteran of the games is allowed to play. I have a decent amount of experience in running Only War myself, having run it for multiple sessions for the group I was in, but since that was only the beta version you may have to bear with me when it comes to mechanics.
If you're interested, post your interest in the thread along with your experience with the system/lore. I'd like for this to have a good amount of roleplay, so make sure you're able to invest in a play by post roleplaying game with a good amount of combat thrown in. If you have/can get the rulebooks yourself, then great. If you're unable to however, then PM me and I can provide you with the information needed to get going. For those of you with access to the rulebooks, I'll be the "Hammer of the Emperor" supplement to be used, since it's really the only player supplement for Only War so far.
I'll reveal the general setting and theme of the campaign once both the regiment and the characters are created, I don't want the planet you'll be fighting on influence the decisions you make during character/regiment creation. Feel free to start throwing out suggestions for regiment types as well if you know the system!
Name: Avos Yorke "Goat"
Class: Heavy Gunner
Appearance: A tall man, with a narrow, but muscled figure. He wears glasses, that frame his intimidating grey eyes, and keeps another pair of glasses with his equipment. He has a well trimmed beard, a goatee. His nose has been broken many times, and a scar runs from a cut on it, down to the corner of his mouth. His hair is a dark brown. He is a little older than thirty.
Backstory: As a young man, he grew up in the lower parts of the forge. He worked his way up, having to watch his back, and jockey for advancing in position. He finally made it. But after that the invasion happened. He was soon drafted. He survived by being smart, and not being brash, as he saw many glory seekers die. HE held back, calculated, and finally they lost the planet. He became grim, his family had died, and when a man asked him jokingly how his wife was, not knowing she was dead, he stared him into submission. Now he does his best to keep his squad mates alive.
8 Mind Damage
Wounds-11
WS-32 (+3) 35
BS-36 (+5) (+10 -350xp) 51
STR-30
Tgh-27 (+3) 30
Agi-29 (+3) 32
INT-30 (+3) 33
PER-28
WP-30
FEL-28 (-3) 25
Aptitudes- Agi, Bs, Fel, Field-craft, Finesse, WS
Talents- Streetfighting, lasgun barrage, blindfighting, deadeyeshot, Catfall, Rapid Reaction Weapon Training (Melta, Las, Solid Projectile)
Skills- Stealth (+10) (-200xp), Operate (Aeronautica), Linguistics
(Low Gothic, Techna Lingua), Logic, Navigate
(Surface), Common Lore (Imperial Guard, War, Adeptus Mechanicus, Tech)
Specialist Equipment:
Common Craftsmanship Melta
2 ??magazines??
4 Krak Grenades
Standard Equipment:
One uniform
One common quality lascarbine and four charge packs
One set of poor weather gear
One Sword
One flak vest
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification
One primer or instructional handbook
Combat sustenance rations four weeks supply
1 suit of synskin
1 set of preysense goggles
one best quailty suit of Imperial Guard
flak armour
one respirator
one good quaility grav-chute
three frag grenades and three smoke
grapnel
micro beads
Chrono
Experience: 50
Name: Guy Aleksandr
Gender: Male
Class: Heavy Gunner
Description:
Aleksandr is a tall, wiry man, standing at a good 1.9 meters, in his forties with a shock of fading wispy brown hair. His chin carries a similar ruff of short, none too delicately trimmed beard. His eyes are a dark shade of green-brown. He wears a thick gray jumpsuit, with fireproof hiking boots and several pockets carrying flaps for closing. He has a thin, tight-lipped mouth, and rough, darkened skin. He moves with confidence, not out of grace, but seemingly out of determination. Aleksandr is generally grim and sardonic in manner. He hates orks unequivocably for destroying his homeworld, and he harbors resentment toward the higher-ups of the Imperium for their inefficiency, blaming their lack of action for the loss of Vniedik. He doesn't show this anger through passion or blind rage, however, but rather holds a grudge and works more quietly to avenge his people. He has no fear of danger, and throws himself at danger without reserve when called upon. He is a fair shot out of necessity. He has a remarkable will, and is difficult to kill. While not slow witted, he has little regard for higher learning, which he feels are ancillary in the recent situation. Similarly, he follows few of the Adeptus Mechanicus customs and rites, leaving the upkeep of the spirits to the more ethereally talented. His combat gear features a heavy set of flak armor, a back-mounted regulation grav-chute with his bag secured to it, the standard las carbine for situations requiring a bit more subtly, and, most prominently, a large tri-barreled behemoth of a las weapon used for situations requiring a bit of stopping power. He also wears a silver amulet under his jumpsuit.
Characteristics:
WS: 34
BS: 40
S: 42
T: 51
Ag: 33
Int: 24
Per: 36
WP: 35
Fel: 35
Talents/Traits:
Peer (Adeptus Mechanicus)
Technical Knock
Rapid Reaction
Blind Fighting
Catfall
Deadeye Shot
Hated Enemy (Ork)
Iron Jaw
Weapon Training (Las)
Skills:
Athletics 1
Common Lore (Adeptus Mechanicus) 1
Common Lore (Tech) 1
Common Lore (Imperial Guard) 1
Common Lore (War) 1
Intimidate 1
Linguistics (Techna Lingua) 1
Linguistics (Low Gothic) 1
Logic 1
Operate (Aeronautica) 1
Stealth 1
Wounds: 12/12
Fatigue: None
Injuries: None
Insanity: 4
Mental Disorders: None
Corruption: 0
Malignancies: None
Mutations: None
Movement: 3/6//18
Fate: 1/1
Weapons: (With cosmetic names)
Light of the Omnissiah (Common Multi Las)
CLASS Heavy DAMAGE 2d10+10 TYPE Energy PEN 2
RANGE 150 m ROF -/-/5 CLIP 100 RLD 2 Full
SPECIAL RULES Reliable
Lightshow (Common Las Carbine)
CLASS Basic DAMAGE 1d10+3 TYPE Energy PEN 0
RANGE 75 m ROF S/2/- CLIP 60 RLD Half
SPECIAL RULES Reliable
Mister Stabby (Common Sword)
CLASS Basic DAMAGE 1d10 TYPE Rending PEN 0
RANGE Melee ROF N/A CLIP N/A RLD N/A
SPECIAL RULES Balanced
Armor:
All- 5+1 Flak
Gear:
Synskin Suit
Preysense Goggles
Grapnel
Trail Rations x28
Uniform
Bad Weather Gear
Sling Bag
Basic Tool Set
Mess Kit
Canteen of Water
Sleeping Bag w/ Blanket
Lamp Pack
Grooming Kit
Dogtags
Munitorium Manual
Respirator
Grav Chute- Good
Frag Grenade x3
Smoke Grenade x3
Chrono
Micro-Bead
Aptitudes:
Ballistic Skill
Agility
Defense
Offense
Fellowship
Perception
Toughness
Psy Rating: 0
Psychic Powers: None
Experience: 0/600
Specialty: Weapons Specialist
Regiment: 666th Vniediken Phantoms
Player: Harb
Description: Tall and possessed of an athletic build, heavily tanned and grim.
Characteristics:
WS: 37
BS: 35
S: 35
T: 36
Ag: 53
Int: 36
Per: 37
WP: 36
Fel: 26
Characteristic increases:
T: Simple (300exp)
Ag: Simple, Intermediate (300exp)
Talents/Traits:
Peer (Adeptus Mechanicus)
Weapons Tech
Isolated by Machines
Rapid Reaction
Catfall
Blind Fighting
Deadeye Shot
Honor Bound (Pride Over Life)
Hatred (Orks)
Street Fighting
Rapid Reload
Weapon Training (Las)
Weapon Training (Melta)
Weapon Training (Low-Tech)
Skills:
Common Lore (Adeptus Mechanicus)
Common Lore (Tech)
Linguistics (Low Gothic)
Linguistics (Techna Lingua)
Logic
Operate (Aeronautica)
Stealth
Athletics
Navigate (Surface)
Common Lore (Imperial Guard)
Common Lore (War)
Wounds: 10
Fatigue: None
Injuries: None
Insanity: 13
Mental Disorders: None
Corruption: 0
Malignancies: None
Mutations: None
Movement:
Fate: 1/1
Weapons:
One Good Quality Las Carbine, six charge packs. (2.5kg, 1.5kg)
One Sword (3kg)
Three Frag Grenades (1.5 kg)
Three Smoke Grenades (1.5kg)
Four Krak Grenades ( kg)
One Meltagun (15kg)
Armor:
One set of Best Quality Imperial Flak Armor (5.5kg)
One suit of synskin (2kg)
Gear:
One uniform ()
One set of poor weather gear ()
One rucksack or sling bag ()
One set of basic tools ()
One mess kit and one water canteen ()
One blanket and one sleep bag ()
One rechargeable lamp pack ()
One grooming kit ()
One set of cognomen tags or equivalent identification ()
One primer or instructional handbook (-)
Combat sustenance rations, four weeks of corpse-starch rations. ()
One set of preysense goggles (.5kg)
One respirator (.5kg)
One good quaility grav-chute (+10 to avoiding detection via noise in drops.) ()
One Grapnel (2kg)
One Micro Bead (-)
One Chrono ()
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill, Perception.
Experience: 0/600
Backstory: Born into a large family, Harmon and several of his siblings enlisted in the PDF as soon as they could. Harmon was selected for the founding of the 666th, but he has no idea what happened to the rest of his family after the loss of their homeworld.
Name: Hoskuldr Hedinson
Gender: Male
Class: Ministorum Priest
Handedness: Right
Appearance:
Hoskuldr stands at about 5'8. He has a somewhat lean, muscular build. His head is shaved bald, and his face bears scars on his left eye and on his lip. His eyes burn with divine ferocity, and his face is perpetually set in a grim expression. His arms and backs are covered in cuts from self-mutilation and punishments as a child. His arms have self-carved tattoos of Death World origins, due to his familial respect to his Death World ancestors. They twist and turn, ornately decorated but wrinkled due to the scabbing. A good job considering he did it himself as a child.
Personality:
Hoskuldr has a near suicidal love for the Emperor, like every other Imperial Citizen. Or, so he believes should. His need to praise and glorify the Emperor was self taught when he was but a child, and he believes that he needs to put his knowledge to use. He also has a deep respect for every citizen who praises the Emperor, but it is shattered when these people renounce their loyalty to the Imperium and Emperor of Man.
Backstory:
Hoskuldr was the son of two Forge Worlders, with roots tracing far back to Fenris. His parents were drunkards who spent their free time from the forge drinking and gambling. They beat him every time they lost money to their gambling. He spent most of his time listening to an old man, who preached everyday of the greatness of the Emperor. He was quickly infatuated with the Emperor and his teachings, and soon he tried to show his parents what he believed. His parents scoffed and berated him. Hoskuldr did the right thing to do.
He brought this to the local Preacher, albeit he fudged the story a bit, who in turn brought this to a Ordo Hereticus Inquisitor. The Inquisitor brought swift judgement to the two "heretics", and Hoskuldr was taken in by the Preacher and his clergy.
Stats:
WS 18,+(20)+(2)=40
BS 10,+(20)=30
S: 11,+(20)+(5)=36
T: 18,+(20)=38
Ag: 9 +(20)+(3)=32
Int: 7,+(20)+(3)=35
Per: 8,+(20)+(3)=31
WP: 16,+(20)=36
Fel: (18, reroll),+(20)+(5, Priest)-(3)=40
Specialist Equipment:
Ecclesiarchy Robes
Common Craftsmanship Flamer
Common Craftsmanship Chainsword
Book of Scripture
Starting Equipment:
One uniform
One set of poor weather gear
One Las Carbine, six charge packs.
One Sword
One Las-Pistol, two charge packs.
One set of Best Quality Imperial Flak Armor
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification identification
One primer or instructional handbook
Combat sustenance rations, four weeks of corpse-starch rations.
One suit of synskin
One set of preysense goggles
One respirator
One good quaility grav-chute (+10 to avoiding detection via noise in drops.)
Three Frag Grenades
Three Smoke Grenades
One Grapnel
One Micro Bead
One Chrono
Starting Aptitudes: Fellowship, Leadership, Perception, Social, Strength, Weapon Skill, Willpower, Ballistic
Starting Skills: Inquiry, Common Lore (Ecclesiarchy), Forbidden Lore (Heresy), Scholastic Lore (Imperial Creed), Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), Logic, Stealth, Operate (Aeronautica),
Starting Talents: Hatred (Chaos), Unshakeable Faith, Weapon Training (Chain, Las), Rapid Reaction, Weapons Tech, Peer, Blind Fighting, Deadeye Shot, Street Fighting, Isolated by Machines, Catfall,
Experience: 50/300 exp
Strength Advance
Wounds: 10
No Injuries
No Fatigue
Fate Points: 1/1
Sanity Damage: 13
No Mental Disorders
Corruption: 0
No Malignancies
No Mutations
Name: Putri Sari
Gender: Female
Class: Medic
Handedness: Left
Appearance: Putri Sari is a not a physically thick, yet muscular woman, with light brown skin, and somewhat slanted eyes. While she does have a slim build, her legs are much thicker than the rest of her body, and she doesn't have the greatest of reflexes- though training has tempered this. Nevertheless, her dark brown eyes are keen and perceptive- though they are very frequently wide with panic. Her hair is black, and quite smooth, in a ponytail, though it's not military standard, due to family tradition. She looks somewhat young- though not unusually so, perhaps around 19 or 20. She moves in jerky movements, and her uniform very frequently has scratches or the like on them, not only from enemies, or in the case of her armor, scratches in the paint. Her nails are completely and utterly wrecked, being frequently used in panicky jerks of motion to scratch things. Her voice can reach startlingly loud volumes, and it is moderately pitched, thought not very smooth at all. She has a few scars in claw lines on her left arm and shoulder. She has a barely-visible techna-lingua implant in her lower throat, and it tends to buzz.
Personality: Putri is not the calmest person in the world. Nor does she react particularly well to bad things. As a result of this, she tends to panic frequently. The panic is not true fear manifesting itself, though- while she's certainly frequently afraid, and she really is panicking, she won't turn tail and run very frequently at all (good for her lifespan), as the loud panic she tends to manifest under pressure seems to be both an output for fear that may arise, and a way to actually keep herself going, harnessing her panic to provide a sort of nervous energy. Due to this, she hasn't gone insane much at all, managing to bear it quite nicely. When she panics, she tends to scratch things or herself with whatever hand isn't busy. Being left-handed, she has scratched her armor, and when out of it, herself, repeatedly on the right arm and shoulder. Putri is actually rather immune to seduction- simply because she's so panicky. This is because she simply doesn't concern herself with things of this matter frequently at ALL- she's more busy worrying about what she has to shoot, what she'll have to heal, and whoever is/will be trying to viciously kill her and the rest of the regiment.
Backstory: Putri had not been training to become a Guardsman. Her family had migrated to the planet of Vniedik a scant few generations ago, and she was training for work in the factories- specifically, medical staff to keep people working efficiently and to keep them from staying wounded. She ended up completing her training, and ended up working in the factories as a medic somewhere in her 18th year of life. Alas, luck did not smile upon this. Less than a year later, the Orks tore into her planet, and in the emergency drafting of soldiers, one Putri Sari was to her dismay drafted into the Guard. It was probably, ironically enough, what saved her- either the sheet output of laser panickedly fired or dumb luck got her into one of the groups of survivors, and she ended up in the drop-trooper regiment She feels shamed about her reaction to these events, but she simply can't seem to stop being panicky, though she clings on to still being combat-operational.
Stats:
WS 35, (Hardened Fighters)
BS 34,
S: 34,
T: 35,
Ag: 31 (Drop),
Int: 44, (Medic, Forge, XP Spent)
Per: 52, (Forge, XP spent)
WP: 35,
Fel: 37,
Specialist Equipment:
Diagnostor
Injector
Medkit- This medkit would appear to have deep scratches on it, made by human fingernails.
Starting Equipment:
One Las Carbine (6 packs);
One Sword;
One set of Best Imperial Flak Armor (5 AP, All);
One uniform;
One set of poor weather gear;
One rucksack or sling bag;
One set of basic tools;
One mess kit and one water canteen;
One blanket and one sleep bag;
One rechargeable lamp pack;
One grooming kit;
One set of cognomen tags or equivalent identification identification;
One primer or instructional handbook;
Combat sustenance rations, four weeks of corpse-starch rations;
One suit of synskin;
One set of preysense goggles;
One respirator;
One good quaility grav-chute (+10 to avoiding detection via noise in drops.);
Three Frag Grenades;
Three Smoke Grenades;
One Grapnel;
One Micro Bead;
One Chrono.
Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower, Agility.
Starting Skills: Medicae, Scholastic Lore (Chymystry), Scrutiny, Common Lore (Adeptus Mechanicus), Common Lore (Tech), Linguistics (Low Gothic), Linguistics (Techna Lingua), Logic, Stealth, Operate (Aerunautica), Awareness (purchased with XP)
Starting Talents: Cold-Hearted, Weapon Training (Las), Weapon Training (Low-Tech), Peer (Adeptus Mechanicus), Technical Knock, Isolated by Machines, Rapid Reaction, Catfall, Blind Fighting, Dead-Eye Shot, Honor Bound (Pride Over Life), Hatred (Orks), Street Fighting
Experience: 50/600 exp
350 xp spent for +10 Perception
100 xp spent for Awareness
100 xp spent for +5 Intelligence
Wounds: 9 (Forge World)
No Injuries
No Fatigue
Fate Points: 1/1
Sanity Damage: 5
No Mental Disorders
Corruption: 0
No Malignancies
No Mutations
Name: Knoll Tuhlann
Gender: Male
Class: Commissar
Handedness: Right
Appearance: Curly light brown hair which would otherwise neatly frame the sides of his face is cut short to adhere to military standards, a short streak of grey hidden under the Commissar's Cap. Although the gaze of his cold blue eyes is as intense as required from the most infamous political officers of the Imperium, his face is surprisingly not perpetually locked into a scowl; however, such may be nothing but a reflection of a lack of field experience. Both his moustache and beard are clean shaven in order to maintain the disciplined, hygienic appearance required of men serving in the field and his features are sharp, his chin square. His voice is deep and firm, usually powerful enough to be easily understood without the need for talking loudly and low enough to startle people whenever he begins roaring at full capacity. His Commissariat-issued uniform is always in top shape, the large visor of his cap casting a shadow over the upper half of his face whenever he's under the sun or overhead artificial light. One of the ears displays several small and already healed scars which seem to have been caused by a sharp edge. He is a man fit for combat, though his body doesn't appear to be exceptionally tough nor strong, tending towards a lean or standard build.
Personality: Knoll is a steadfast, devout servant of the Emperor but differently from many political officers of the Commissariat, he believes his duty is to lead not only by fear but also by example. The days of the Commissar as a static figure, more interested in killing his own troops than the enemy are long gone in his opinion, replaced by the image of someone able to lead in the absence of other command figures or take the lead when the situation is dire and the men are either confused or under bad guidance. His bolt pistol is a powerful weapon indeed, and he will not shy away from executing the traitorous guardsman when such a measure is necessary; he is, however, keener on imparting the blessing of a deadly hail of high-caliber slugs upon the enemies of Imperium than on the men by his side.
Backstory: Born in the Forge World of Vniedik and the result of the marriage between a low-ranking officer of the Imperial Guard and a seamstress, Knoll spent most of his life out of his homeworld. After his father's death during action when he was a boy, young Knoll was sent to an offworld Schola Progenium; there, he was trained in weapon drills and taught about the Imperial Faith, consequently missing on the mechanical tricks and education a good part of the population of Forge World undergoes. Although he was not the fastest, the strongest, the more perceptive nor the toughest student, the Progena soon proved to possess slightly above standard combat prowess and, more importantly, the unawavering loyalty and fair amount of personal presence sought after in the political officers of the Imperium. The Commissariat soon took him in and he was instructed under their values, doctrinated to fire at his own men in case they displayed cowardice as well as taught to identify - and kill - the mutant; the witch; the heretic. Upon the completion of his training course, he was sent back home. It was about that time that the ork threat literally crashed upon his homeworld, causing widespread death and carnage. Attached to a Drop Troop regiment to keep morale and assigned to a certain squad in special for reasons only the officers who suggested such an arrangement know, Knoll is prepared to perform his duty and make sure the guardsmen also perform theirs.
Stats:
WS 40 (Hardened, Schola),
BS 31,
S: 31,
T: 31,
Ag: 38 (Drop),
Int: 34,
Per: 26,
WP: 36 (Schola),
Fel: 41 (Commissar, Drop)
Wounds: 15 (Schola)
No Injuries
No Fatigue
Fate Points: 2/2
Sanity Damage: 3
No Mental Disorders
Corruption: 0
No Malignancies
No Mutations
Specialist Equipment:
Good-Quality Chainsword (Tearing, Balanced, +5 WS): The pommel is shaped like a human skull;
Good-Quality Bolt Pistol (Tearing, Reliable): Engraved with a depiction of an Imperial Saint brandishing their sword forward;
Commissar's Uniform.
Starting Equipment:
One Las Carbine (6 packs);
One Sword;
One Las-Pistol, two charge packs;
One set of Best Imperial Flak Armor (5 AP, All);
One uniform;
One set of poor weather gear;
One rucksack or sling bag;
One set of basic tools;
One mess kit and one water canteen;
One blanket and one sleep bag;
One rechargeable lamp pack;
One grooming kit;
One set of cognomen tags or equivalent identification identification;
One primer or instructional handbook;
Combat sustenance rations, four weeks of corpse-starch rations;
One suit of synskin;
One set of preysense goggles;
One respirator;
One good quaility grav-chute (+10 to avoiding detection via noise in drops.);
Three Frag Grenades;
Three Smoke Grenades;
One Grapnel;
One Micro Bead;
One Chrono.
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower
Starting Skills: Command, Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (War), Dodge, Intimidate, Linguistics (High Gothic, Low Gothic), Operate (Aeronautica), Scholastic Lore (Tactica Imperialis), Stealth
Starting Talents: Air of Authority, Blind Fighting, Catfall, Cold-Hearted, Deadeye Shot, Hatred (Orks), Pride Over Life (Honor Bound), Rapid Reaction, Street Fighting, Unshakeable Faith, Weapon Training (Bolt, Chain, Las)
Experience: 0/300 exp
100xp spent on Command
200xp spent on Dodge
Name: Belensh Harverid
Gender: Male
Class: Sergeant
Handedness: Right
Appearance: wip
Personality: wip
Backstory: wip
Stats:
WS: 36+2=38
BS: 28
S: 35
T: 31+5=36
Ag: 23 31+3=34
Int: 33+3=36
Per: 39+3=42
WP: 40
Fel: 36-3+5=38
Wounds: 13
No Injuries
No Fatigue
Fate Points: 1/1
Sanity Damage: 10
No Mental Disorders
Corruption: 0
No Malignancies
No Mutations
Specialist Equipment:
One Chainsword
One Las Pistol
Starting Equipment:
One Las Carbine (6 packs);
One Sword;
One Las-Pistol, two charge packs;
One set of Best Imperial Flak Armor (5 AP, All);
One uniform;
One set of poor weather gear;
One rucksack or sling bag;
One set of basic tools;
One mess kit and one water canteen;
One blanket and one sleep bag;
One rechargeable lamp pack;
One grooming kit;
One set of cognomen tags or equivalent identification identification;
One primer or instructional handbook;
Combat sustenance rations, four weeks of corpse-starch rations;
One suit of synskin;
One set of preysense goggles;
One respirator;
One good quaility grav-chute (+10 to avoiding detection via noise in drops.);
Three Frag Grenades;
Three Smoke Grenades;
One Grapnel;
One Micro Bead;
One Chrono.
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Leadership, Perception, Strength, Toughness, Weapon Skill
Starting Skills: Command(+10), Common Lore (Adeptus Mechanicus, Tech), Parry, Intimidate, Linguistics (Techna Lingua, Low Gothic), Operate (Aeronautica), Logic, Navigate (Surface), Stealth
Starting Talents: Ambidextrous, Blind Fighting, Catfall, Deadeye Shot, Hatred (Orks), Iron Discipline, Peer(Adeptus Mechanicus) Pride Over Life (Honor Bound), Rapid Reaction, Street Fighting, Weapon Training (Chain, Las, Low-Tech)
Experience: 0/600 exp
200xp spent on Command+10
100xp spent on Parry
200xp spent on Ambidexterity
100xp spent on Toughness+5
Name: Novumus
Gender: Male
Class: Tech-Priest Engiseer
Appearance: Novumus, in many ways, resembles a stereotypical tech priest, with the servo arm mounted on his shoulder, the mechadendrite extending from his back, and the robe covering him. His hands are padded, tough, and there are a few marks on them, from old burns or repair mistakes. Due to 7 years of drowning out the sun indoors, his skin is pale, contrasting with his eyes, which are dark where machines have not replaced his natural flesh. Though being somewhat social, for a tech-priest, he's still incredibly anti-social when compared to the rest of the guard, so he typically keeps his head down. There are many tendrils from his body leading into his various augmentations. He is, of course, bald, due to the augmentations and mechanics that have to be attached to his head directly.
Backstory:
Novumus was born to a working couple in the poorer sections of the city, under a different name, though his father died when he was 6 years old. Their work meant that his free time was spent with his peers and assisting the Adeptus Mechanus. He seemed on a path to be another menial worker for the forge world, with only a few above average marks in mathematics. His classmates were similarly mediocre. At 12 years, of earth time, his classmates began to get involved in gang violence, though the Imperium thought it non-important. His mother was reassigned to a more dangerous job shortly before his 13th birthday, and one month after it, she was also killed. Though he was no genius, Novumus had heard stories of what happened to orphans on his planet, and so joined a gang, where he became a mechanic. He found solace in the logical, reliable world of machines, and quickly grew to be one of the groups most gifted mechanics. At 16, the planetary governor began to crack down upon gang violence, and started with the gang Novumus was in, due to the remarkable condition their weapons were in. He sent in a team consisting of PDF members and a Techpriest named Apostolus Calces. They found him, eventually, hiding in a locker. Calces had noticed his talent with machines, judging by the condition of the gangs weapons and the gear he had to repair with. Either join the Tech-Priests, and put his skills to both a use worthy of his gift and for a challenge, or be shot and forgotten. He joined the Tech-Priests, and took a new name, so that no connections could be made with the orphan mechanic.
Calces took him as his apprentice, teaching him both the rites and rituals of the tech-priests and his own personal opinion on matters. Over the 7 years of his apprenticehood, one of the lessons that Calces imparted onto him was that the tech-priests were too distant from the normal people. He believed that the common man had just as much merit as an Adeptes Mechanis, and that separating the two would eventually lead to the destruction of their order, which was one of the lessons he took to heart.
When the Rok came down, he had been a full fledged priest for only a few months, and was deciding on what he wanted to do with the chance he was granted, but the Rok, like Calces, made the decision for him when it crashed into the planet. When a regiment from his old home needed tech-priests to maintain their machinery, he volunteered for the task to try and take back his home, or at least to avenge its loss and secure for himself a life of doing what he wanted.
Stats:
WS: 35 (33+2)
BS: 37
S: 38
T: 32 (29+3)
AG: 41 (38+3)
INT:44 (31+5+3+5)
PER:33
WP:36 (Reroll from 29)
FEL:29 (32-3)
Wounds: 10
No Injuries
No Fatigue
Fate Points: 2/2
Sanity Damage: 15
No Mental Disorders
Corruption: 0
No Malignancies
No Mutations
Specialist Equipment:
Sacred Unguents
Data Slate
Combi-Tool
(G) Mind Impulse Unit
(G) Servo-Arm
(G) Luminem Capacitor
Utility Mechadendrite
Starting Equipment:
One uniform
One set of poor weather gear
One Las Carbine, six charge packs.
One Sword
One Las-Pistol, two charge packs.
One set of Best Quality Imperial Flak Armor
One rucksack or sling bag
One set of basic tools
One mess kit and one water canteen
One blanket and one sleep bag
One rechargeable lamp pack
One grooming kit
One set of cognomen tags or equivalent identification identification
One primer or instructional handbook
Combat sustenance rations, four weeks of corpse-starch rations.
One suit of synskin
One set of preysense goggles
One respirator
One good quaility grav-chute (+10 to avoiding detection via noise in drops.)
Three Frag Grenades
Three Smoke Grenades
One Grapnel
One Micro Bead
One Chrono
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Strength, Technology, Toughness, Weapons Skill, Willpower, Agility.
Starting Skills: Common Lore Adeptus Mechanus (Known), Common Lore Technology (Known), Forbidden Lore Adeptus Mechanus (Known), Linguistics Techna Lingua (Known), Operate Aeronautica (Known), Stealth (Known), Tech-Use (Trained), Forbidden Lore Archeotech (Known).
Starting Talents: Mechanicus Implants, Las Training, Cold Hearted, Blind Fighting ,Mechandrite Use (Weapony, Utility), Deadeye Shot, Street Fighting, Rapid Reaction, Pride Over Life.
Experience: 0/300