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In the Emperor's Name (W40k Dark Heresy) OOC [Waitlist]

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Bredtonia
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Founded: Oct 08, 2012
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In the Emperor's Name (W40k Dark Heresy) OOC [Waitlist]

Postby Bredtonia » Tue Dec 31, 2013 1:23 pm

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It is the 41st Millennium. 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, 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 defense 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 from aliens, heretics, mutants - and 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 re-learned. Forget the promise of progress and understanding, for in the grim darkness of the far 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.

The Story So Far

Among the nameless and faceless billion of the Imperium, you somehow made yourself memorable. Perhaps it was because you were exceptional skilled at what you were supposed to do. Perhaps it was because you were exceptional skilled at something you were not supposed to do. For whatever reason, your exceptionality raised the attention of powers and individuals greater then yourself. You gained the attention of the Inquisition.

Since Inquisitor Staven Arcturos approached you, your life has not been the same. You have performed tasks with consequences you could never imagine. You have been privy to knowledge that would tear the sanity of a normal man. You have spied on men who are of a station you would have never dared question. You have made allies and enemies among both the most powerful and the most insignificant the Imperium has to offer. You have peered into the dark shadows where none may look and stay the same. The Imperium of Man faces innumerable threats, and it is your solemn task to find and eliminate the ones too dark to see. You have become henchmen, acolytes, members of the Holy Inquisition.

Active Mission (IC)

Episode 1: The Edge of Darkness

The Rules

1. No goddmodding. Because of the GM’d nature of this RP, this includes against NPCs. Describe your intent, not your effect.
2. This is Warhammer 40,000. If you have no knowledge of it, perhaps applying is not a good idea. But if you are interested, I’ll help you learn
3. This is a relatively serious RP. Of course there may be some humorous things, but we won’t be carnival clowns from the Inquisition either.
5. We will be using my interpretation of the loose and contradictory thing called 40k Cannon. Mine is is based largely on the RPG books and Codices. I’m happy to discuss things (and I do even change at times) but if I make a final decision, it’s final.
6. I will accept up to 8 players. (1 Xeno, No Space Marines)
7. Time per Post: While it's fine to talk between yourselves, please limit yourselves to a reasonable amount of time passing. In essence, this is the amount of time I covered, plus a minute or two when out of combat, or about fifteen seconds in combat.
8. Rate of Posting: I will be posting a Advancing post every Monday (or Tuesday in the case of holidays). During conversations and examinations, I may make smaller responses as well. Any character that passes two weeks without any post will be dropped. A note here in the OOC will extend this limit an additional two weeks.


Application
Code: Select all
[b]Character Name:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Outlook[/b]

[b]Career:[/b]
[b]Skills[/b]
[i]Exceptional:[/i]
[i]Good:[/i]
[i]Good:[/i]
[i]Poor:[/i]
[b]Signature Equipment[/b]

[b]History[/b]
[b]RP Sample[/b]
[b]OOC: Adventures Played[/b]
Character Name: What your character is called.
Appearance: A picture and/or description; best if you include in your descriptions things like how they hold themselves, and similar things that don’t always come across in pictures. If you include a picture, please note any deviations of your character from the image.
Personality: Doesn’t need to be absolute, but a general idea of how your character views the worlds and interacts with it.
Outlook A ten point measure from -5 to 5, with -5 being highly heretical, and 5 being ultra puritan. You may include explanations or different numbers for particular subsets if you wish, for example a xenologist might be a -1 for most things, but a -4 in relation to alien artifacts.

Career: Your basic occupation, either former or current. This forms the basis of your skills, knowledges and abilities. For those who have the books, you do not have to restrict yourselves to the careers presented in the books.
Skills Place a simple category/skill after each of the four levels. These four skills represent deviation from a normal member of your career, not baseline Imperial Society. A Techpriest, for example, who selects “Poor: Repair” would still have a better ability to repair technological items than your average person, simply by virtue of being a techpriest. He would, however, be ineffective compared to other techpriests. Also note that the more specific your skill selection is, the more extreme the quality. Someone with “Good: Lascannon” is better with a lascannon then someone who only has “Good: Heavy Weapons”. Poor skills should be something your Career is normally at least competent at.
Signature Equipment These are the unique, special or characteristic items you always (or nearly always) have with you. Feel free to take something fun, but be reasonable. As you will be playing fairly trusted acolytes, you may possess fairly rare equipment.

History
This doesn’t have to be overly long, but should include a paragraph of before you were recruited as an acolyte, and a paragraph of after becoming an Inquisitorial henchman. You may combine with other players/characters if you wish, otherwise you will all be reassembled into a new team at the beginning of the IC. Your recruiting and leading Inquisitor is Inquisitor Lord Staven Arcturos, based on Scintilla.
RP Sample
I’m going to be a little different here and ask specifically for a two paragraph minimum As the character your applying to be.
OOC: Adventures Played
For those of you with regular RPG groups, have you ever read/played any of the published adventures? (I don’t want to double up if you have.)
Characters

Character Name:Carchos Devitar
Appearance:
Image

The metal hands are more truthfully close-fitting gauntlets of thin metal plates, hidden in the robe are his 4 mechadendrites: one with a multitool, one with a cutting/welding fycelite torch and one with a more optional mounting (usually laspistol or a melee attachment, swapped out for an incense burner when working) and finally one with an MIU port. all save the MIU are attached between his shoulder blades; the MIU is attached near the base of his spine.
Personality: outwardly everything the mechanicus would desire, aloof, almost without emotion and ever mindful of the universal laws. inwardly, and only showing when he is under great stress, he has a jovial touch at odds with the cold exterior befitting one of his calling.
Outlook
on mechanicus dogma : 4; the Universal Laws and established rituals are the only basis for proper artificing, And only the omnissiah can protect the machine spirits so they remain true to their purpose. Anyone or anything that breaks with ritual also falters in faith and function, and shall be termed heretek.
On xenotech -1; Though clearly heretek, the mere fact that the machine spirits still strive for functionality -though obviously impaired compared to the blessed creations of the mechanicus- speaks for their dedication. with work, and great, great care, it may be possible to convince the machine spirits to let go of their previous masters and enter the proper care of the imperium as Technosanctus Vertifidae that is in accordance with the universal laws. This must, however, be done slowly and cautiously, lest the exposure tarnishes the soul of the artificer in question. This proces only applies to xenotech since it has never been in touch with the proper rituals. other versions of heretek has been created through twisted versions of established rites and is too far gone to salvage.
On the imperial cult: -3; The Ecclesiarchy is correct in their object of worship, the Omnissiah and avatar of deus mechanicus, but goes too far. The Emperor is the physical manifestation of the machine god, his aspect of benevolance towards humanity, Not a god in his own right.
Generic outlook: 0; The universe is a dark place, and the goals of the Quest for Knowledge justify many actions one has to take to further that search.

Career: Imperial navy enginseer
Skills
Exceptional:armourer (weapon and armour maintenance and artificing of such)
Good:medicae (from his studies into the writings of magos Biologis)
Good:pilot (air and void capable craft)
Poor:chymist
Signature Equipment
Las pistol with mechadendrite fitting, combat knife with mechandendrite fitting, mechanicus incense (smells awful to you fleshy folk), sanctified oil and grease, various small weapon parts for tinkering, Omnissian pattern power axe (mezoa craftsmanship), one cyberhawk familiar (grapplehawk modifications)
Augmetics: respiratory system has been completely replaced from the lower jaw down (his mouth has been replaced with a metal grille, voice synthetically rendered with implanted vox capability). heart has been replaced and integrated into his respiratory system. auger array and augmetic vision added in place of eyes. numerous nervous implants (mainly to do with removing much of the need for sleep).
Cyber mantle (an array covering the ribcage and spine. mainly an integration and attachment point. (also called 'the true flesh'), potentia coil (a power storage unit placed where the heart used to be, considered by himself to be his 'true heart')
1 mechadendrite topped with a multitool
1 mechadendrite topped with a fycelite cutting/welding torch
1 mechadendrite topped with modular mounting (usually las pistol/combat knife/incense burner)
1 mechadendrite topped with an MIU interface port.
various other augmetics of little consequence (apart from making him heavier)
Character Name: Hakon

Appearance: Strikingly looks like James Purefoy. Weighing in at 185 pounds, 6'1". Dark stubble, bachelor haircut. Wears expensive leisure suits when off an operation.

Personality: He does what is asked of him, love the Emperor and kill whomever is standing in the Imperiums way.

Outlook:
Non Imperium: Xenos +4 Heretics +5 Mutants +3 Abhumans +1
"When the people forget their duty they are no longer human and become something less than beasts. They have no place in the bosom of humanity nor in the heart of the Emperor. Let them die and be forgotten":
Radicalism +5, raised and expected to conform perfectly with matters of faith. Failure to do so is to let filth enter ones soul.
Puritanism -3
Career: Callidus Temple assassin

Skills
Exceptional: Swordplay. Probably could have been a death cultist, just too damn could with a blade.
Good: First aid. If you get shot in the field by yourself it's usually a death sentence and some assassins never make it home after an op. Hakon learned different.
Good: Planning. Hakon spends days at a time planning on how his mission will succeed. Trial and error has led to him creating a personal codex on Imperial, Orc, Eldar, and Chaos security procedures and workarounds.
Poor: Utilizing his implants. Hakon was given more aggressive working implants during his training, an Unorthodox use of prototypes that worked perfectly. Unfortunately overuse has put a toll on his body and damages that are irreparable have lowered his efficiency. While he still is more than human, he must use more technique and experience to perform up to par, unlike his Temple peers.

Signature Equipment: Hakon utilizes a C'tan phase sword, which he has named Cyrene. A metal blade that uses necron physics, supposedly can cut any material. It is used by many Callidus assassins.

Two digi-weapons using properties of a Needler, disguised as gold rings. Within the temple they were his favorite tools, and one day may save his life.

Also utilizes a bolt pistol.
Character Name: Alexander
Appearance: Alexander has short, brown hair. He has bright blue eyes, he has a scar running down the side of his face, barely missing his left eye from a close encounter with an Ork. He always wears his helmet whenever not in combat unlike some kasrkin sergeants. He is 6'2.
Personality: A very calm collected demeanor. He doesn't like to joke around even when off duty.
Outlook
Xenos 0
Imperial Cult 3
Inquisitorial radicalism 2

Career: Kasrkin Sergeant
Skills
Exceptional: Close combat
Good: Marksmanship
Good: Explosives
Poor: Stealth
Signature Equipment
Munitorum Pattern Power sword
Hellgun- Standard Kasrkin Hellgun
Kasrkin armor- Standard Kasrkin armor.
Retribution- The laspistol he used to execute the gangster leader whom he saw as responsible for the death of his family. Now the word is engraved in high-gothic on the side of the gun.
Character Name:
Tau name: Gue'vesa'Ui ' Vior'la ' Spirtbane
Human name: Klaus Schweitzer (Sergeant)

Appearance:
Dressed in Full Combat Gear
Portrait from Colonial ID
Klaus is Six feet tall and weighs 180 pounds , He isn't particularly thin nor stout , just a middle ground between being Skinny and muscular at the same time.

Personality:
While in Battle Klaus is very calm and calculating , however when outside of it he's often very Rowdy and can be seen joking and drinking like most soldiers typically do. He's known to occasionally get into trouble for being unable to keep his mouth shut at times.

Outlook
On Xenos: -4 Klaus grew up in the Tau Empire and has a very open view about most Xeno races. He does however hold a cold and bitter hatred for Dark Eldar

On Pyskers: 0 Klaus is entirely neutral , the Empire teaches that you should be tolerant of all as they have a purpose but the Imperial cult teachings show to be weary of pysker's. Either way , He's cautious.

On Mutants: 2 While the Greater Good teaches those within the Empire to be tolerant of all others , Klaus was still raised by two Guardsmen who believe in the Imperial Truth. Thus he's more likely to shoot first and ask questions later when dealing with Mutants , and even when he does listen he's likely to shoot all the same.

On the Imperial Cult: -3 By The Imperium of Man's standards those who live within the Tau Empire are heretics , in all reality that's far from the truth. The Tau allow complete Religious freedom but purge the fanatical elements from those incorporated into their Empire. That being said Klaus still believes in the God-Emperor of mankind but is much more moderate than those in the Imperium.

On Chaos and Demons: 5 Even within the Tau Empire , not a single soul even tries to think of integrating the Chaos into the Empire. They're only fit for eradication.

Career: Fire Caste
Skills
Exceptional: Tactical Marksmanship (Carbines) .While most of the fire Caste focuses on taking precise long range shots , Klaus went an entirely different direction with his marksmanship abilities. Rather than concentrate on steady long range shooting he put his efforts into mid to short ranged 'reactionary' style tactical shooting where speed and efficiency acts in unison with accuracy and precision. Over years of work Klaus has become renown for his speed and accuracy in mid-ranged engagements that he most often finds himself in.

Good: Small Unit Tactics. Having lead troops in combat against all manner of foes. Klaus has a particular knack for exploiting fire-team and squad sized units to their maximum capability.

Good: Close Quarters Battle. Contrary to the standard Tau doctrine many of the Auxiliaries within the Fire Caste take it upon themselves to proficient in the type of combat that would take place in Urban house to house fighting often seen when cities are besieged and the walls breached.

Poor: Piloting (Aircraft) : While Klaus certainly spent a vast amount of time in the troop bays of Valkyries he's absolutely terrible at trying to fly the things. The only time he's ever successfully flown an Aircraft was out of sheer desperation where the pilot was killed and he just happened to be lucky enough to crash land. If you enjoy a rather fundamental part of flying , Don't put Klaus into the Pilots seat.

Signature Equipment
Tau Battle Armor: Comparable in capability to Carapace Armor it is much lighter and far more maneuverable than it's Imperial Counterpart. Inside the helmet all manner of equipment is present from targeting sensors , Blacksun filters . map displays and other information that's shown via a HUD.

Pulse Carbine: While shorter in length and in turn having less range than it's Rifle brother the Carbine still possess the immense anti-personnel destructive power present with Pulse weapons. Unlike the Pulse Rifle which is solely Semi-automatic the Carbine is capable of Fully-automatic fire and is employed to devastating effect when used at relatively closer ranges found in Urban warfare.

Seal of the Inquisition: While most of those in Klaus's particular position would be burned at stake by the Xenophobic Imperium , The Inquisitorial seal given to him grants him immunity from persecution in the Imperium for the most part. Granted there are still some individuals who think that the word of an Inquisitor is something to be trifled with.....
Character Name: Cedrick Dorn
Appearance: Not the best but at least fairly 40K like,if you were to give that guy some holy symbols and a
Personality: He's fairly impulsive, fully dedicated to the emperor and loves BBQing stuff with his mind.
Outlook
If it means he gets to burn something in the emperor’s name than it's somewhere around +5
Imperial Cult +3, likes the burn things in the name of the Emperor, just doesn't like the people for the most part.
Mutants -1 Chaos happens, can’t blame the person, however if it's a genestealer than things are about to get roasted.

Basically he's all in for burning things in the emperor's name, partially because it's fun. The Emperor's savior of mankind, however you can't just sit around and hope he'll have to save you, you have to prove yourself worthy of being saved. Some xenos can be reasoned with, with the exception of tyranids, orks just have thick skulls. Warp is everywhere and therefore mutations are bound to happen, it's not the mutant’s fault, and they are still redeemable for the emperor's gaze looks into one's soul and heart, not their appearance.

Career: Sanctioned Pysker (Latent Pysker)
Skills
Exceptional: Pyromancy, probably something to do with his home world he's an expert with making things burn with will power alone. Also whenever he's wielding a flame based or burning weapon he seems to be able to use it a lot more efficiently than if it wasn't on fire or using flames.
Good: Psyche powers, he's good, and enough so that matched with his raw power he's more than a match for most other psykers.
Good: Pistol use, to be precise hellpistol usage. He's a decent with most any handgun, however give him a Hellpistol and he's a pro marksman with it as well as knowing the complete ins and outs of the weapon.
Poor: Fixing machinery, he might be from a forge world but that doesn't mean he knows how to get things working all too well, but he's got more of an idea than the average hive worlder, probably.
Signature Equipment
Flaming Force Sword: It's a rather plain old looking force sword actually, single handed, slightly curved making a bit better as a slashing weapon, and well weathered. However the force sword instead of having the regular psyche converter had a customly made one which produces psyche fire instead of the regular stuff.

Great-Grandfather's (Archeotech) Hellpistol: The weapon was acquired by his great-grandfather off of a derelict archeotech voidship, where the crew also encountered weird alien bug things... The weapon's clearly not an ordinary hellpistol, being slightly more powerful than a regular old hellpistol. The hellpistol's got a much longer range, however he genuinely conceals this on the advice his grandfather game him, and has proven to have the capability to go through light tank armor. It's more energy efficient allowing it to fire more shots before reloading and has fully automatic firing capability. He uses larger clips, partially since it came with one, and partially because it means he can shoot more before reloading.

For protectiveness he typically just wears a full length mesh armor trench coat, however if he knows he is going into a nasty situation than he takes a power field as well.
Character Name: Deacon
Appearance: Imagine an seven foot five slab muscled monstrosity of a man, covered with bionics and chem tubes. Scars and sutures run across his steroid pumped frame, while a tattoo identifier sits upon the back of his neck. A porcelain cherub mask sits upon his face, hiding his malformed and hideous visage.
Personality: When in combat, Deacon is a ravenous beast, bellowing roars equal to tyranid battlebeasts. All he can think of is combat, as he was grown for bloodshed.
However, outside of combat, Deacon is quiet, almost subdued. This is partially because the cocktail of chems that normally coursing through his veins are not present. But, it is also because his Life Clock has been turned off, which gives him time to actually think.
Outlook:
Chaos: 3
Imperial Cult: 0
Machine Cult: -3 Due to the fact that the only humans Deacon became close were the Tech priests who repaired him, Deacon is a firm believer in the Omnissiah. However, Deacon worships a warrior version of the Omnissiah, a sect of the Machine Cult started by his Gladiator brethren. He believes that the Omnissiah is the ultimate warrior, and that the Omnissiah had the Noble augment him to kill heretics. He also believes that the Inquisitor was sent by the Omnissiah to rescue him, and no one has seen fit to tell Deacon wrong.
Xenos: 0 Except for Dark Eldar. Deacon will kill the Dark Eldar on sight.
Career: Chrono Gladiator
Skills:
Exceptional: Power Claws
Good: Chems
Good: Social, Hive
Poor: Ranged weapons
Signature Equipment: A power claw with a single shot bolter attachment known as Nazarene
Character Name: Sister Dolores Doctrinae
Appearance: This. Dolores always stands in an authority pose, and tends to look at others with her chin raised and a haughty standing. She exudes an aura of self reliance and complete trust. Her gaze is inquisitive and curious, however.
Personality: Dolores is pious as expected from a Sororitas, but she does not fall into zealotry as is known for the members of the Ecclesiarchy. In fact, she tends to diverge into lateral thinking that make other sisters uncomfortable, and sometimes borderline heretic, although she sports a healthy hatred for the workings of Chaos and the Warp in general (one of the reasons he has been sent over to work along the inquisition). She is loyal to Terra, but it is open to less orthodox dealings with both Xenos and heretics. According to her view, the Imperium can't deal with all the threats menacing it at the same time, so they need to be dealt in order, focusing in some while others wait. She even suggests the Imperium should pact with some xenos races for ceasefires and even cooperation in the eradication of chaos, tyranids and the strongest threats, and then deal with those uncomfortable allies later. This view makes her almost a heretic at the eyes of her Canonness, but her skills and steadfast capability to follow martial orders made her to be sent away from the Convent to let some inquisitor to deal with her instead of getting burnt impaled on a melta-stake. On a general note, she is aloof and distant, but she tends to be more open around people that have proved themselves in some way or the other.
Outlook
On Xenos: -1 Dolores has sympathy for those Xenos races that oppose Chaos, as Eldar or Tau, and thinks they are useful allies. It doesn't extend to other races as Tyranids or Orks, however, that she looks as nothing but plagues set upon humanity.
On Psykers: 0 Dolores understands the psykers are useful weapons that can be directed towards a fruitful purpose when kept on a tight lash. She is not, however, willing to let them outlive their usefulness.
On Mutants: 3 Mutants are sad victims of the taint of the warp. As such, they must be euthanized as soon as possible, but with more pity than hatred. Only standard mutations as Sanctioned Psykers, Navigators and the like must be allowed to exist.
On the Imperial Cult: 3 The galaxy needs more faith, no less. The Emperor is the only thing keeping humanity together.
On Chaos and Daemons: 5 Sentient Chaos is the insidious Archenemy of mankind. No contact with it is safe.


Career: Novice Sister Militant of the Adepta Sororitas Order of the Cleansed Soul
Skills
Exceptional: Swordplay. Dolores is a melee-combat genius. She can wield most common melee weapons, but it is specialized in fighting with sword and pistol.
Good: Ground vehicle handling. Both driving and shooting vehicle-based weapons.
Good: General Knowledge. Dolores is half a scholar. She's no savant, but knowledgeable around history and obscure data.
Poor: Singing. It doesn't mean she avoids doing so all the time. Including during combat
Signature Equipment
Zeitgeist A battered power rapier, curved and with a fleur d'lys cup.
Cocytus A Pistol
A full set of Power Armour in the bright silver yellow and white of her Order.
A relic hanging from her neck. It's a molar from a Beatified Sister fallen in battle.
A Repressor APC with a Storm Bolter and a Heavy Flamer.
Character Name: Octia Julio

Appearance:
Octia stands roughly 5 feet and 1 inch tall, usually keeping a slightly confident, but defensive stance when she is idle. She sports a rather muscular build, her musculature in most areas having been improved by implants to her body, especially around her mutant maw of Plastasteel shredding teeth, to give her the strength to actually accomplish such a feat without damaging herself. Other mutant qualities of Octia, of which some she performed herself when she dabbled in Mechanicus sanctioned bio manipulation on herself, includes a prehensile tail, hardened and thicker skin to defend herself (was naturally occurring but improved on), and a pair of clawed hands, the claws being retractable enough to easily hide under long robed sleeves.

Attached to her Mechanicus mantle, on her back, are four spike like spires that go down her spine and jut straight out from their Origin points. There is always a crackling of sparks between at least 2 of these structures. Accompanying them is a near turtle shell like shape of receded mechandrites, ten in total. 6 optical, 2 Medicae, and 2 Utility mechandrites can be counted in the collection, and have a reach of 4 feet from their origin point. Her two main optical mechandrites are topped with the "donated" skulls of some hereteks.

She wears a slightly modified Mechanicus robe, wearing it in a style that suits her more. Her face, lined by her short black hair, is somewhat scarred in some places, mostly her cheeks around the 3 inch thick tubes that jut out from her cheeks and disappear into her clothing. Her chin is also encased in a metal holding device of some sort, that disappears under the tubes. Her fangs can be seen poking out roughly an inch from her mouth from between her lips, 4 in total being seen, when. Around the base of her neck is a large metal collar like device that completely circles her neck, and seems to begin where her Mechanicus Mantle ends.

If one were to remove her clothing, a feat of questionable merit, one would find a torso that Is pretty normal compared to other imperial citizens. Along her shoulders, the side of her back, and around her hips, are multiple wires, metal bars or plates, and tubes that come from under the skin and bone to attach to the mantles and other such machinery held by the tech priestess.

Personality:
Independent and free willed, Octia is a devout believer in the Ommnisiah and the Emperor himself. However, the thought that the Imperium and her religious family would fall because of a fear to progress is something she cannot stand for, and is by far more adventurous and prone to experimentation then her Fellow mechanicus.

She views certain Xenos technology with respect and awe, but also the fear they deserve in many cases. Tau, Eldar, Ork, and Necron technology are by far her favorites to examine, but they are also treated with varying levels of caution relative to their order in this list. What beats out over Xenos tech however, in the race for her affection, is Xenos biology and anatomy, and studying how to use it to improve the human form.

Now, people would see this as her believing the human form is imperfect, but that isn't quite true. She sees the human form as perfect, but she's sees it more as perfectly balanced and a perfect starting point to work off of, referencing the emperor and the Primarchs often as true perfection and the human form merely being weaker and lesser forms of these god like beings.

Outlook
Imperium: 3 (Views humanity is the rightful Heir to the galaxy, and that the human body is the perfect form to improve from)
Cult mechanicus: 2 (Worships the ommnisiah, and sees machinery as having spirits, but also sees the spirits within Xenos tech and seeks to improve upon previous designs)
Companions of Vogel: 5 (Believes in the Companions philosophy that in order to survive the many enemies facing humanity, humanity must seeks to change it self to better combat it. Seen as possibly heretical, as it implies the human form is not perfect)

Career: Genetor Tech Priest (Companions of Vogel Xenographer/ "Doctor")

Skills
Exceptional: "Surgery"
Good: Forensics
Good: Melee Combat
Poor: Bed side manner

Signature Equipment

-Mechanicus Implants (Standard issue)
-Multiple bags of Medical tools and portable equipment
-Some jars filled with "research" material"

Implants/Cybernetics
-Synthetic Muscle Grafts (Best)
-Calculus Logi Upgrade
-Utility Mechadendrite x2
-Optical Mechadendrite x6
-Medicae Mechadendrite x2
-InterkeratIc Implants
-Maglev coils

Mutations
-Tough Hide: The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.
-Fanged: The mutant gains a fanged maw (can tear through plastasteel) can be tucked behind her lips
-Prehensile tail: not much to say here besides it's 4 feet long
-Improved natural claws: Can retract enough to be hidden beneath long robe sleeves

Weapons
-Powerful Steel cutting claws
-Powerful steel shredding fangs

Armour
-Carapace Armor (Good)
Character Name: Ibram Sawyer (re-used this one)

Appearance: Like this, pretty much - just remove the power sword and add a chainaxe.

Personality: Fanatical, zealous, and blood-thirsty in battle. Quiet and solemn outside it.

Outlook +3 in general
+5 to Imperial Cult, being a Crusader in the Adeptus Ministorum
-2 to Xenos, not opposed to cooperation with others who oppose Chaos, like the Eldar. He holds only contempt for races like the Orks and 'Nids, though.
+5 to Chaos. The Archenemy must be exterminated at all costs, as is taught by the Adeptus Ministorum.
+1 to Psykers, thinks they are useful when tightly leashed, but still sees them as a threat.
+5 on the Tyranids. His homeworld was eaten by them.

Career: Crusader of the Ecclesiarchy

Skills
Exceptional: Close Combat. Wielding his signature chainaxe (instead of the standard power sword of the Crusaders), Sawyer is extremely lethal.
Good: One-handed Marksmanship. Sawyer is relatively good with pistols and similar weapons.
Good: Driving (Armoured Vehicles). Has at least a passing knowledge on how to operate an armoured vehicle if needed, but expect no miracles.
Poor: Two-handed marksmanship. Sawyer is quite terrible with anything that requires two hands to fire, and while he does not disdain ranged weapons entirely like many Crusaders, still does not like them overmuch.

Signature Equipment Chainaxe, Unwavering Faith, an old relic of the Crusader Houses, forged in M35 by the Manufactoria of Mars.
Storm Shield, Fortress Eternal, a millennia old relic of the Ecclesiarchy inscribed with an Imperial aquila, forged on Mars during the Great Crusade.
Carapace Warplate and Ministorum Robes
Laspistol, Accatran Mark II, standard
Last edited by Bredtonia on Tue Feb 24, 2015 10:58 am, edited 18 times in total.
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Postby Carcharhinidae primari » Tue Dec 31, 2013 2:18 pm

i've played deathwatch for about 6 months now, fairly irregularly, but as the gm I'm very familiar with the setting. I'm less familiar with rouge trader but have read some of the books. I'd be interested in either, or in a combination.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Postby Lunas Legion » Tue Dec 31, 2013 2:23 pm

Personally I'd prefer a RP similar to Only War, but that's just me.
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Postby Legital » Tue Dec 31, 2013 3:18 pm

For an RP of this nature Dark Heresy is my absolute favorite, followed by Only War.
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Postby Bredtonia » Tue Dec 31, 2013 4:00 pm

Alright, one anything and two votes for Guardsmen so far. I'm happy to consider and Only War (Imperial Guard, ie regular soldiers) or Dark Heresy (Inquisitorial acolytes) - I just don't have as much experance with those sub-settings. If we did do Imperial guard you guys would have to agree upon a Homeworld, with Inquisitor its more of agreeing to a advancement level (ie, acolyte or full inquisitor).

tl;dr
Not really much to this post, just acknowlaging/bumping the topic
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Postby Carcharhinidae primari » Tue Dec 31, 2013 5:20 pm

Bredtonia wrote:Alright, one anything and two votes for Guardsmen so far. I'm happy to consider and Only War (Imperial Guard, ie regular soldiers) or Dark Heresy (Inquisitorial acolytes) - I just don't have as much experance with those sub-settings. If we did do Imperial guard you guys would have to agree upon a Homeworld, with Inquisitor its more of agreeing to a advancement level (ie, acolyte or full inquisitor).

tl;dr
Not really much to this post, just acknowlaging/bumping the topic

oohhh.. so that's what only war is. I dunno though, either way i'd probably go as enginseer. :p
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Neema
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Postby Neema » Tue Dec 31, 2013 7:34 pm

I'm up for any setting in 40k, I'd prefer to be Astartes though.
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Postby Zeinbrad » Tue Dec 31, 2013 8:33 pm

Bredtonia wrote:Alright, one anything and two votes for Guardsmen so far. I'm happy to consider and Only War (Imperial Guard, ie regular soldiers) or Dark Heresy (Inquisitorial acolytes) - I just don't have as much experance with those sub-settings. If we did do Imperial guard you guys would have to agree upon a Homeworld, with Inquisitor its more of agreeing to a advancement level (ie, acolyte or full inquisitor).

tl;dr
Not really much to this post, just acknowlaging/bumping the topic

Only war.
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Postby Legital » Wed Jan 01, 2014 2:40 am

Dark Heresy is the only one which is capable of allowing both an Astartes and a member of the Cult Mechanicus, as well as Guardsmen.
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Postby Lunas Legion » Wed Jan 01, 2014 5:23 am

Legital wrote:Dark Heresy is the only one which is capable of allowing both an Astartes and a member of the Cult Mechanicus, as well as Guardsmen.


You can have a Enginseer in Only War, IIRC.
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Postby Carcharhinidae primari » Wed Jan 01, 2014 9:02 am

Lunas Legion wrote:
Legital wrote:Dark Heresy is the only one which is capable of allowing both an Astartes and a member of the Cult Mechanicus, as well as Guardsmen.


You can have a Enginseer in Only War, IIRC.

besides; as the op sais, it'll be a more loose style then the specific rules. more story-ish. so with sufficient consensus everything's possible :p
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Postby Legital » Wed Jan 01, 2014 9:16 pm

So it appears we'll be going between Dark Heresy and Only War. If it comes down to it, I put my vote down for Dark Heresy.
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
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Neema
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Postby Neema » Wed Jan 01, 2014 9:18 pm

Legital wrote:So it appears we'll be going between Dark Heresy and Only War. If it comes down to it, I put my vote down for Dark Heresy.


I'll put my vote there too, we need Astartes.
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Bredtonia
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Postby Bredtonia » Thu Jan 02, 2014 9:59 am

Inquisitor seems to be gaining the most ground... Everyone able to work with that?

Presuming that we do go with Dark Heresy, does anyone want to actualy play the Inquisitor themselves, or would you all perfer to be simply an acolyte group dispatched by an NPC Inquisitor Lord?
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Legital
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Postby Legital » Thu Jan 02, 2014 11:18 am

Bredtonia wrote:Inquisitor seems to be gaining the most ground... Everyone able to work with that?

Presuming that we do go with Dark Heresy, does anyone want to actualy play the Inquisitor themselves, or would you all perfer to be simply an acolyte group dispatched by an NPC Inquisitor Lord?


I was guessing you would be the Inquisitor as OP and DM. That's how I've done it and seen it with narrative RPs with characters.

Anyways, I'd be playing a Judge from the Adeptus Arbites.
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
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Postby Carcharhinidae primari » Thu Jan 02, 2014 12:38 pm

Legital wrote:
Bredtonia wrote:Inquisitor seems to be gaining the most ground... Everyone able to work with that?

Presuming that we do go with Dark Heresy, does anyone want to actualy play the Inquisitor themselves, or would you all perfer to be simply an acolyte group dispatched by an NPC Inquisitor Lord?


I was guessing you would be the Inquisitor as OP and DM. That's how I've done it and seen it with narrative RPs with characters.

Anyways, I'd be playing a Judge from the Adeptus Arbites.

depending on how high up we're starting. I'm probably going with enginseer augmented to a greater or lesser degree.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Postby Lunas Legion » Thu Jan 02, 2014 12:40 pm

Bredtonia wrote:Inquisitor seems to be gaining the most ground... Everyone able to work with that?

Presuming that we do go with Dark Heresy, does anyone want to actualy play the Inquisitor themselves, or would you all perfer to be simply an acolyte group dispatched by an NPC Inquisitor Lord?


Second. Also, I'll do either a Guardsman or Adept. Not sure which.
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Postby Bredtonia » Thu Jan 02, 2014 12:52 pm

Aswosme, sounds like we have a good team coming togeather. I'm going to go ahead and work on a new OP and character application. Lunas, while there's nothing wrong with a guardsmen - if we do have an Astartes in the group, you may want to consider exactly what your role is. I don't want you to end up second-fiddle.
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Postby Lunas Legion » Thu Jan 02, 2014 12:57 pm

Bredtonia wrote:Aswosme, sounds like we have a good team coming togeather. I'm going to go ahead and work on a new OP and character application. Lunas, while there's nothing wrong with a guardsmen - if we do have an Astartes in the group, you may want to consider exactly what your role is. I don't want you to end up second-fiddle.


Guardsmen are more diverse in their skills than Astartes. They're either good with heavy weapons, good with melee weapons, general infantry or a vehicle crewman (except in the case of the Pre-Heresy Alpha Legion, who made their Marines learn everything) but a Guardsman can shoot stuff decently and pilot a vehicle as well as having the street skills a Astartes won't have. Or I might do a Assassin. Because stealth is fun.
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Postby Carcharhinidae primari » Thu Jan 02, 2014 1:02 pm

let's not forget gaurdsmen are more subtle. and capable of stealth beyond killing anything spotting them.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Postby Bredtonia » Thu Jan 02, 2014 1:26 pm

Oh, i'm not saying there isn't a use for guardsmen, I was just noting to keep the Astartes in mind, which would be true for any combat heavy character.

And yes, there is always stealth/subtalty. Particularly subtalty - Astartes can't exactly blend in :p
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Postby Neema » Thu Jan 02, 2014 1:29 pm

Bredtonia wrote:Oh, i'm not saying there isn't a use for guardsmen, I was just noting to keep the Astartes in mind, which would be true for any combat heavy character.

And yes, there is always stealth/subtalty. Particularly subtalty - Astartes can't exactly blend in :p


There are the occasional short Astartes, they're as rare as hen's teeth though.
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Postby Bredtonia » Thu Jan 02, 2014 3:11 pm

Alright, made a major edit to the Original Post - changing it to a more traditional game start. Everyone, feel free to start submitting your applications :)
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Postby Carcharhinidae primari » Thu Jan 02, 2014 4:28 pm

pretty much done now.

Character Name:Carchos Devitar
Appearance:
Image

The metal hands are more truthfully close-fitting gauntlets of thin metal plates, hidden in the robe are his 4 mechadendrites: one with a multitool, one with a cutting/welding fycelite torch and one with a more optional mounting (usually laspistol or a melee attachment, swapped out for an incense burner when working) and finally one with an MIU port. all save the MIU are attached between his shoulder blades; the MIU is attached near the base of his spine.
Personality: outwardly everything the mechanicus would desire, aloof, almost without emotion and ever mindful of the universal laws. inwardly, and only showing when he is under great stress, he has a jovial touch at odds with the cold exterior befitting one of his calling.
Outlook
on mechanicus dogma : 4; the Universal Laws and established rituals are the only basis for proper artificing, And only the omnissiah can protect the machine spirits so they remain true to their purpose. Anyone or anything that breaks with ritual also falters in faith and function, and shall be termed heretek.
On xenotech -1; Though clearly heretek, the mere fact that the machine spirits still strive for functionality -though obviously impaired compared to the blessed creations of the mechanicus- speaks for their dedication. with work, and great, great care, it may be possible to convince the machine spirits to let go of their previous masters and enter the proper care of the imperium as Technosanctus Vertifidae that is in accordance with the universal laws. This must, however, be done slowly and cautiously, lest the exposure tarnishes the soul of the artificer in question. This proces only applies to xenotech since it has never been in touch with the proper rituals. other versions of heretek has been created through twisted versions of established rites and is too far gone to salvage.
On the imperial cult: -3; The Ecclesiarchy is correct in their object of worship, the Omnissiah and avatar of deus mechanicus, but goes too far. The Emperor is the physical manifestation of the machine god, his aspect of benevolance towards humanity, Not a god in his own right.
Generic outlook: 0; The universe is a dark place, and the goals of the Quest for Knowledge justify many actions one has to take to further that search.

Career: Imperial navy enginseer
Skills
Exceptional:armourer (weapon and armour maintenance and artificing of such)
Good:medicae (from his studies into the writings of magos Biologis)
Good:pilot (air and void capable craft)
Poor:chymist
Signature Equipment
Las pistol with mechadendrite fitting, combat knife with mechandendrite fitting, mechanicus incense (smells awful to you fleshy folk), sanctified oil and grease, various small weapon parts for tinkering, Omnissian pattern power axe (mezoa craftsmanship), one cyberhawk familiar (grapplehawk modifications)
Augmetics: respiratory system has been completely replaced from the lower jaw down (his mouth has been replaced with a metal grille, voice synthetically rendered with implanted vox capability). heart has been replaced and integrated into his respiratory system. auger array and augmetic vision added in place of eyes. numerous nervous implants (mainly to do with removing much of the need for sleep).
Cyber mantle (an array covering the ribcage and spine. mainly an integration and attachment point. (also called 'the true flesh'), potentia coil (a power storage unit placed where the heart used to be, considered by himself to be his 'true heart')
1 mechadendrite topped with a multitool
1 mechadendrite topped with a fycelite cutting/welding torch
1 mechadendrite topped with modular mounting (usually las pistol/combat knife/incense burner)
1 mechadendrite topped with an MIU interface port.
various other augmetics of little consequence (apart from making him heavier)


History
Born aboard the Dauntless light cruiser Lord Fikar Carchos' initial years were spent aboard the corridors of an imperial navy vessel running a backwater patrol along a dusty trade route in the gothic sector. His father was a medicae aboard while his mother was a junior officer in charge of the local section of the deck. As a child he quickly showed an aptitude for the machines, spending much of his time around the enginseers running maintenance or tinkering with such parts as he could get. His father, having wished for a son to take over his post when he finally retired, tried to teach Carchos about the duties and functions of a medicae. The enginseers however, were equally taken with the boy, and began to quietly vie for his interest. The resulting schism with his father drove him to fully dedicate himself to the mechanicus.

Several years later the vessel docked with the navy base at the forgeworld of Mezoa for a refit, and Carchos left the ship to join one of the forge world's seminars. However, in a way, his father had managed to shape the boy, and between the lectures on machine lore central to an enginseer's education he found himself drawn to the books and recordings of the magos biologis. In his 8th year his mentor, the Magos Ulfrek, called him out on this duality in his studies, and urged his pupil to choose. Without the option to truly pursue both paths Carchos chose to become an enginseer and excelled at it, finishing second of his year.

He spent several years working in the docks and stations of the imperial navy around Mezoa before he was assigned to a newly built claymore corvette, the Katusha. The ship had been built for a rouge trader, and in his employ Carchos had his first encounters with xenos, amongst them the orks and eldar. This sparked a new interest in the young enginseer, who saw in their technology an anomaly. Something so twisted and perverted according to the universal laws should never have worked to begin with, the fact that it did spoke of machine spirits broken and enslaved to their harsh masters.

After barely a year on board the vessel was requisitioned by Inquisitor Staven Arcturos to serve as his base when tracking down a group of eldar pirates in the callixus sector, and to eliminate their hidden support amongst the minor nobility of several backwater worlds. Carchos was working on an aquila shuttle with engine problems when the inquisitor's personal shuttle landed, and overheard the inquisitor commenting on it's lack of weapons.

When the inquisitor returned to the bay two days later, he found a dataslate on the command console detailing the two hidden gun ports with lascannons flanking the nose of the sleek craft. Though the rouge trader was horrified that one of his crew had dared modify the inquisitor's vessel without asking permission Staven recognized the quality and precision of the upgrades; only bringing Carchos in to berate him about increasing the mass of his vessel and therefore reducing it's manoeuvrability. To his surprise the enginseer stood by his point, adding that he had cleaned out the engines so that they were again operating at production standards (interdicting that whatever adept had done so last had skipped a section leading to already decreased performance) and likely the manoeuvrability had improved to beyond what it was before his attention.

Keeping an eye on the enginseer during the mission, the inquisitor found that Carchos' confidence in his skills was well-founded. Though the final proof came when the dark eldar they were hunting boarded the Katusha, and the inquisitor came across the enginseer performing first aid on a provost and then quickly repairing a gun battery so the crippled Katusha could fire into the flank of the pirate ship beside them, crippling it's engines and leading to a swift victory when the second corvette from the rouge trader showed up.

Staven decided to give Carchos a chance to prove his value beyond doubt, and gave him the week untill they arrived back at Scintilla to improve his shuttle further. The enginseer surprised the inquisitor again, completely stripping out the engines and fitting in a more powerful drive system in the already cramped space, as well as increasing the armour plating that was already present at the last minute. After circling the planet in his new shuttle inquisitor Staven offered a place in his retinue. Carchos gladly accepted, with the approval of the rouge trader, who recognized a chance to gain some favour with the inquisitor.

RP Sample
The room was dark, only the flickering hololith clearly visible in the centre of the room. Carchos leaned over and hit the table with his gloved fist carefully, steadying the image. A three-dimensional, monochrome image of the planet replaced the aquila that had been there before, with a number of red blobs surrounding it. Carchos looked up for a moment before pointing at one of the stains with his hands, mechadendrites folded behind his back as he spoke.
"there, That blob is the only flare of warp-energy not consistent with the planned shipping routes and logged private craft. the vessel the inquisitor is searching for must have exited the warp at that location. sadly, too much time has passed for us to track it's engine signature but it is here, of that we may be certain."
He looked at each of the four people present, representatives of the local mechanicus and navy segments, and he switched the hololith to a ship display, showing a merchantman built locally in the sector.
"This is the vessel the inquisitor wants found, a local design classified as a Lathe pattern Medium Ore Scow. you are to use the planetary auspex array to sweep the merchant traffic currently hanging above the planet's equatorial port. "
The light came up a little as he handed them a scroll with a stylized 'I' in the waxen seal. The sealed orders would provide with any further details they'd need to know. including the location of their contact and a quiet word on the need for secrecy.
After they had left the lights came back on fully, and a lone man stood up from the rear-most bench. having been completely concealed in the dark. Carchos looked up from the hololith, not knowing when the inquisitor had slipped in, and bowed stiffly.
"My lord, it has begun."
OOC: Adventures Played
the deathwatch adventures (I'm running as the GM, so I'm pretty well familiar with them all.)
nothing from the other games.
Last edited by Carcharhinidae primari on Tue Dec 02, 2014 11:45 am, edited 13 times in total.
Curious and industrious, PMT sharks in an FT setting.
factbook is WiP. but a basic overview of our species is below:
population (remaining, estimated) 6000
State religion: not enforced but every member of the species follows the Cult of Pas Mathéma in some fashion.
Goverment type: Council of 5 heading a technocratic fuedalist society
Govermental sovereignty: protectorate of the 44th independant legion; large independant but ceding to them for interstellar politics and trade
Military power: on an FT schale next to nothing, since our total number of starships is for now 0.

Carch, friendly anthro blue shark. got any kalamari?
... Am I the only sane scientist out here? Even if I'm Cult Mechanicus, I still count as sane given the rest of you...

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Legital
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Postby Legital » Thu Jan 02, 2014 4:45 pm

I'm working on an app, but the Outlook system confuses me. Would a -5 for, say, sorcery be considered (as -5 is highly heretical) highly knowledgeable, as sorcery and the warp is considered heretical to those not trained to handle it? Or would the -5 for sorcery be considered that one knows nothing of it?
"Imagination will often carry us to worlds that never were. But without it we go nowhere."- Carl Sagan
"The Emperor Protects."
Male, Agnostic, Transhumanist, Independent (USA, politics)

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