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Author Topic: House of Cards -- 40K RP -- OOC and Discussion Thread (all spots now full)  (Read 5361 times)

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Offline Koval, Master Verispex

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Ah, you've arrived. Excellent.

I am Inquisitor Ianthe Skarkon. No doubt most of you will be wondering why you are here; needless to say, I have a small problem that requires  your... our attention, and it really cannot wait. If you would care to follow me?


---

In Segmentum Pacificus, there is a rogue planet -- a world without a parent star -- roaming the border with Segmentum Tempestus. On the rogue planet's surface, there is an fortress in which Lady Skarkon takes an interest. She sees the fortress as a considerable asset, as well as the men and women serving in it; however, far from being a purely personal asset, the fortress is also important to the Inquisition as a whole. A cabal of Skarkon's peers in the Ordo Hereticus uses the fortress as a staging point and meeting-place, and it is defended at all times by a company of Inquisitorial Storm Troopers.

Two weeks ago, the fortress fell silent. Skarkon's attempts to hail the fortress have proven fruitless; she believes that her peers are dead.


House Of Cards will centre around a strike team sent by Skarkon to ascertain why the fortress has gone quiet. I'll be running it in a predominantly narrative style, so expect plenty of roleplaying (well yes), but do be aware that there will also be plenty of opportunities for combat. It wouldn't be a RPG without some combat in it, after all. Keep in mind that although the thread title says "40K RP", that's more to specify that the RP itself is a 40K-based RP -- we shouldn't need to look for any rules in the (many) 40KRP rulebooks. :P

I'm looking for 3-6 players who are willing and able to contribute on a regular basis. I aim to update the RP about twice a week, but I'm prepared to be flexible to meet players' needs. As I'm aware, Faitherun, GreatBigTree, and Khemri have all expressed interest, but please don't let that stop you if you'd like to join in. :)

So, who has Skarkon recruited?

1) Adept Twiscian (Rasmus)
2) Brother Aret (Khemri)
3) Sapper Samule Troy (Underhand)
4) Unnamed Guardsman (Killing Time)
5) Sergeant Victor Casteau (GreatBigTree)
6) Adept Kemimi (Faitherun)

---

Here's how character creation works:

1) Character Type
Your character may be either an Imperial Guardsman, a Sanctioned Psyker, or a Space Marine. You have free choice over your character's sex (except for Space Marines, which are always male, no exceptions).
At this point, your character needs a name! This must be preceded by their rank -- "Private"* OR "Corporal" OR "Sergeant" for Imperial Guardsmen, "Adept" for Sanctioned Psykers, and "Brother" for Space Marines.
*Suggested equivalents to "Private" include, but are not limited to, "Guardsman", "Gunner", "Rifleman" and "Trooper".


2) Trait Packages
Once you've named your character, select a Trait Package from the list below. I will explain what each one means after someone has chosen it. There are six; once a Trait Package is claimed by another player, it belongs to them and you cannot use it. Your selection will influence the nature of your character.

--Discerning Eye (Rasmus)
--Duty Unto Death (Faitherun)
--Ghost On The Wind (Killing Time)
--The Emperor's Wrath (GreatBigTree)
--The Flesh Is Weak (Underhand)
--Unknown And Unnamed (Khemri)


3) Wargear
Your starting equipment will depend on your choice of character. Assume that your character has plenty of ammunition, as well as ration packs and some kind of comms.
Imperial Guardsman: Flak armour, lasgun, sidearm*, one frag grenade
Sanctioned Psyker: Flak armour, sidearm*, focal rod
Space Marine: Mark VII power armour, boltgun, bolt pistol, two frag grenades

*Select either a laspistol, an autopistol, or a stub automatic.

Characters also have one piece of Special Issue Wargear, and one Personal Item.
--Special Issue Wargear includes items of (personal) wargear, with a real and tangible effect. This could be a weapon, or an extra piece of kit that defines your character's role within his or her unit. Special Issue Wargear does not include vehicles, or anything too ridiculous (heavy weapons, power/Terminator armour, force swords, xenotech, etc).
--Personal Items should have little to no effect, and include things like Aquila pendants, lucky charms, copies of the Primer, or flasks of amasec.

3a) A special note for Sanctioned Psykers
Sanctioned Psykers must select a single Discipline for their powers -- the available Disciplines are Biomancy, Divination, Pyromancy, Telekinesis and Telepathy. Once you've chosen a Discipline, I will allocate you three powers. One will be an offensive ability, and the other two will be more support-based.


4) Character Bio
Finally, we need a bit of fluff telling us why your character has attracted the attention and/or wrath of Lady Inquisitor Skarkon, and how they ended up sharing the company of the other players' characters. This can be as long or as short as you like, though please try to aim for about 50-100 words.

Do bear in mind that although the fortress fell silent two weeks ago, Skarkon has not recruited you all specially for the purpose of this investigation. It is perfectly alright for your character to have been in Skarkon's service for several weeks -- in fact, anything up to six months would be fine and dandy. Having said that, don't expect your character to know an awful lot about Skarkon herself. She's rather secretive.

If you'd like to detail where your character is from, Skarkon's web of influence generally extends out to "south-eastern" Segmentum Pacificus, "north-western" Segmentum Tesmpestus, and "south-western" Segmentum Solar -- on this map, that's anywhere within the green square that has Macharia in the top left and Ophelia VII in the bottom right. I'm aware that the list of planets within that green square is not exhaustive (and more importantly, that Imperial military personnel can be sent just about anywhere), but that's the rough extent of where you might've encountered Skarkon.

Physical descriptions, artistic renditions, etc. of your character are entirely optional but may help other players to visualise your character.


---

If you have any questions, please feel free to ask and I'll do my best to answer them. :)
« Last Edit: May 25, 2013, 05:51:02 AM by Autarch Koval'andril »

Offline Rasmus

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #1 on: May 24, 2013, 02:34:06 AM »
I will happily contribute with my time to make the RPG board a more lively place. Will return with a character in tow.

Edit: There we are!

1) Character Name
Adept Twiscian

2) Trait Package
Discerning Eye

3) Wargear
Flak armour, Autopistol, Focal rod
Psychic Hood (Mars-pattern)
Leather wallet filled with paper scraps, notes, pages, bound with a leather strap. Mostly scribbles. Mostly.

3a) Discipline
Telepathy


4) Character Bio
“I am your truthsayer, m’lady”.
Assigned to the Inquisitorial staff for his abilities in interrogation, taint-detection and truth-seeing, Adept Twiscian has seen some rough spots. Interrogations in the Inquisition do not happen all in torture chambers or nice clean interrogation rooms like the fabled ones on the Rock of the Lion, but mostly as dying confessions on the field of battle.
Kneeling over a dying enemy and pulling from him, her or indeed it, the secrets it literally died to protect is a nasty business, and few psykers would volunteer for such duties. The same is true for Twiscian. He just proved to be very good at it, and as such has been bounced from assignment to assignment to dig up the truth, assist in torture-interrogations and burrow into the minds of the unfaithful to uncover their secrets.
Such heavy responsibility weighs on any mind, but is not without its perks. Living comfortably, often on heavy medication between assignments, at the brink of clinical insanity, and fitted with a rare Mars-patterns psychic hood most all the time to protect the safeguarded, booby-trapped and very… uncomfortable mind of the Adept, it is a life of quiet torment, duty and suffering.
Adept Twiscian (or simply Adept, no one recognizes such talent by name) is a slight man in his late 20s, and look very poorly aged. Furrowed cheeks, blotchy pale skin and almost milky blue eyes all speak of a human in pain. Small hands clutch a focal rod, and the hood’s receptors and crystal lattices cover the matted rat-brown hair. In functional robes with many pockets, sturdy regiment-standard issue boots, flak armour and combat-harness filled with rations, kits and other standard-issue gear, he does not look out of place in the theater of war, and even though he has only a minimum of combat training he moves like he has done all of this hundreds of times before. The aim of the worn pistol is good, and he does not flinch. There is nothing out there that is as bad as the things… in there.
« Last Edit: May 24, 2013, 03:10:44 AM by Rasmus »

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Offline Heretek

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #2 on: May 24, 2013, 03:39:43 AM »
I am indeed interested, and a character is on the way. I'll be playing a Space Marine with the Unknown and Unnamed trait.

Name: Brother Aret

Trait: Unknown and Unnamed

Wargear: Mark IV power armour, boltgun, bolt pistol, two frag grenades, power sword, Icon of the Lethecant

Bio: The Deathwatch are a powerful tool in the arsenal of the Inquisition, bound to serve the Inquisitors of the Ordo Xenos in their battles against the alien forces that besiege the Imperium. That one of these warriors came to be in the sworn service of an Ordo Hereticus Inquisitor is a subject of much discussion among Lady Skarkon’s peers.

Another source of rumour and speculation is to which Chapter Brother Aret owes his allegiance. The grim Space Marine is a Black Shield, one of a handful of Astartes in the Deathwatch who choose to hide their colours. His name is clearly a cipher, though supposedly Ianthe Skarkon is well aware of his true identity. What is known about Aret is that he fights like a daemon against the forces of Chaos, where he hurls himself into battle like a man seeking to drown some secret shame in the blood of his foes.

Appearance: Aret is four hundred years old, and his face carries the weight of those years. His patrician features are careworn and lined, with faded blue bombardier’s eyes and close-cropped hair that still retains traces of gold among the silver. Fair-skinned, but heavily tanned and weathered by a lifetime's service, an old scar creases his jaw, dragging one corner of his mouth into a perpetual frown. 

Aret’s jet-black Mark IV warplate is scuffed and battered from a century of hard fighting, though still kept in perfect working order beneath the dust of a thousand worlds. His right shoulder always sports a coat of fresh black paint, obscuring whatever badge is painted there. A saint’s icon is wrapped around his left vambrace on a thin adamantium chain, the face on the devotional coin worn down by repeated thumbing. At his waist hangs a power sword in the form of a short gladius. The pommel of the sword appears to have once carried some decoration, but it has since been snapped off.

Koval: I hope that a power sword isn't too much, but if it is I'll change it. Also, hope you don't mind me changing the Mark of armour, I have a thing for the Mark IV warplate. You can expect a PM with a few of Aret's juicy secrets shortly.
« Last Edit: May 24, 2013, 07:03:52 AM by Khemri. »

Offline Underhand

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #3 on: May 24, 2013, 03:55:44 AM »
I would like to play.

I will play a guardsman with The Flesh is Weak.

Bio on the way.

Name:  Sapper Samule Troy; 1st Morghastian Combat Engineers

Trait:  The Flesh is Weak

Equipment:  Flak Armour, Lasgun, Laspistol, Meltagun, miniature travel sized regicide set.

Samule Troy was born on the forge world of Morghast in the Segmentum Pacificus.  Trained as an architect, his ambition (which was never on the dim side) upon graduation was to serve his two years compulsory military service in the Morghast PDF, join the Departmento Constructorium and spend his career designing vast towers, cathedrals, palaces and fortresses that would inspire awe in all who beheld them for generations to come. 

The Night of a Thousand Rebellions interfered with those plans however, and his PDF unit was absorbed into the hastily formed Morghastian Imperial Guard Regiment and shipped off planet to suppress various rebellions in the sector. 

That was ten years ago, and since then and much to his annoyance, Troy has not been directly involved in the design, planning or construction of any structure more significant than a tent.  Instead, his frustrated talent has been put to use destroying structures and fortifications of traitors and xenos alike.

Troy volunteered for secondment to Lady Skarkon's retinue, having been informed by Regimental command that she was a Rogue Trader in need of various specialists, including an architect to explore the ruins of a long extinct xenos civilisation that once inhabited the sector.  The Rogue Trader xeno-archaeology story was of course a deception and was simply a shallow cover for Lady Skarkon's true identity and activities at the time.  Either that, or Troy's Regimental commanders were just being dicks. Strong leadership was never something the Morghast regiments have been known  for.

If the meltagun is too much, then I'm fine with it being changed to something else, but I figure it fits with the demolition theme of the character.
« Last Edit: May 24, 2013, 07:08:42 AM by Underhand »

Offline Killing Time

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #4 on: May 24, 2013, 05:09:15 AM »
I'm interested.
Guardsman
Ghost on the Wind

Bio to come...

Offline Spectral Arbor

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #5 on: May 24, 2013, 06:56:44 AM »
I'm interested.

Guardsman: Sergeant Victor Casteau

I'd like the Emperor's Wrath [Duty onto Death doesn't sound like what I have in mind for my Sergeant...]

Gear: Flak armour, Lasgun, Laspistol*, one frag grenade, Handful of Flash-bang Grenades?, Well worn copy of the Imperial... uh... Bible? My lack of fluff knowledge is currently embarrassing.  :-[

* As if a survivor would rely on anything other than a Las-weapon!

EDIT: Bio is here! Pshaw! 50 to 100 words...



Sgt Victor Casteau and his platoon were ordered to infiltrate an Imperial official's compound, as the official was suspected of worshiping a false god. Something about a bird deity, flying wild and care free? The details weren't important, the point is that the wrong people were convinced he wasn't putting his full faith in the Emperor.

Under cover of darkness, a handful of squads slipped over the walls, dispatching sentries as necessary. As the squads quietly slunk through the maze of buildings within the compound, Casteau noticed strange lights and a notable feeling of "otherness" coming from the main chapel on the Eastern side of the compound. Knowing that the main door would be strongly reinforced, and was likely to be heavily guarded, Casteau ordered his squad to climb up a nearby building, so that they could use their ropes to shimmy from the roof top to the chapel's roof.

Once on top of the chapel, Casteau and his squadmates peered through the stained glass to the debauched scene below. Standing in a larger circle were 6 Renegade Marines, and the Imperial official. Within that larger ring, was a smaller ring of thirteen children, bound and laying upon a central altar. Each Marine held a pulsing red dagger in each hand, held aloft and ready to plunge into a pair of victims. The official held a single dagger overhead, rapidly pulsing blue. The group appeared to be in the midst of some kind of ritual.

Casteau had his vox operator contact his Commander, and orders were issued to stop the ritual. Casteau was advised that upon completion of his mission, he was to extract with all haste. Any information he could provide to the chain of command would be of use.

Casteau knew that the squad's lasguns would be next to useless when attacking the Marines. Even with the element of surprise and an advantageous firing postion, he doubted that his squad would take out more than one of the traitors in their initial salvo, which might allow them to complete their ritual. Worse, it could initiate an exchange of fire that the Guardsmen would surely lose. Dead, Casteau's men would fail their mission, and it would be unlikely that the rest of the platoon could breach the gate before the ritual came to it's deadly close.

Casteau was forced to play a hunch. He guessed that the knives were an integral part of the ritual. If the captives weren't slain by the knives, perhaps the ritual would fail. Casteau motioned his men close, and informed them of his plan.


"Credits to ballfries, I bet those knives need to take lives for... whatever it is... to go off. I'm going to set a Krak grenade on the glass over there. When it goes off, we'll each lob a fragger into the hole. From there, we'll spread out and fire a few lasbolts through the other windows. With luck, the traitors will fall into battle drill, and forget about their dark designs for a couple of seconds so the fraggers can do their job."

Pause.

"We're going to kill the captives, before they do. It's ugly, but those kids're better off dead by holy fire and shrapnel, than to have their souls stolen by whatever these bastards are up to."

With grim faces, eight of his nine squadmates nodded their heads yes, all except their newest member. Johnson's eyes spread wide, and he started to protest. "But Sarge, they's just kiddies. I can't drop a fragger on 'em! There's gotta be another way, we gotta save them!"

"Those are your orders, Private. Ya gotta do what ya gotta do." Casteau felt for Johnson, this was his first tour and he was being put through the grinder. Weren't we all? Casteau's mind observed viciously.

"I...I... I won't do it Sarge. They're kids. What you're doing is monstrous... you can't..." Johnson trailed off, looking to his squadmates. He found no support.

"Ok Johnson," Casteau soothed, "You're out on this one. Just stand back and stay out of the way." Casteau steered Johnson away from their viewpoint, and towards the rope leading back to the other building. "Stay over here, and try to block it out. It'll all be over soon."

Casteau returned to the rest, noting that the ritual below seemed to be gaining in intensity. The other troopers looked questioningly at Casteau, and he spread his hands in a, "I'll handle it" gesture. He knew that discussing Johnson's unwillingness to follow orders at this point would waste time, and quite possibly be meaningless in about 15 seconds, as he was apt to be suffering from traumatic bolter injuries. Casteau planted his Krak. With the charge set, the squad  backed away to avoid the blast, and pulled the pins to their frag grenades.

With an ear splitting boom, a stained glass portrait of the Emperor laying waste to a xenos army shattered inwards, along with a quarter of the wall. Frag grenades began pouring into the opening. Bellows of anger rose into the night air, as knives were dropped, and bolters were unslung from holsters. His squad spread out as ordered, and began firing through the windows...


Lasbolts sizzling on ceramite.

Bolts blasting into stone, and flesh. Screams.

The last couple of tings, as grenades settle. More meaningless thwips of Lasbolts on ceramite. More screams as bolts tear limbs loose from torsos.

Pause, intake breath.

Detonation. Fire, smoke, shrapnel, death. Lives snuffed out in a blink.

The bark of Bolters stop for a heatbeat. Two. Three.

Casteau steals a glance through a bolter-blasted hole. He sees that there is nothing left of the captives but red gore and shards of bone.

A moment of regret for the lives lost. A twitch of a smile. Mission accomplished.


"Fall back!" Casteau bellowed. The traitors below began lobbing frags of their own up, but the bellows of rage were now replaced with curses and threats. Sprinting for the rope, Casteau noted that only three of his squadmates were still standing, one of which was Johnson, staring mouth agape.  "Jump on the rope, NOW!" Casteau screamed, and Johnson's paralysis was broken. He leaped out and grabbed onto the rope, clinging for his life. The other two soldiers followed suit, and then Casteau leaped out as well. The traitor's grenades went off, and the stone securing the rope to the chapel came free, and the soldiers swung down to the opposite wall. Hard.

Hanging on the side of the building, the sounds of an assault on the front gate of the chapel were clear. With no clear way down, only the obvious choice was left. "I'm gonna drop. Each of you climb down as far as you can, and do the same." Casteau ordered.

Dropping and rolling, Casteau came up and helped the rest of his men down as best he could. Jeurgan was the last to drop, and he landed with a sickening crack. "Aaaagh! Help me up, I think it's broken," Jeurgan moaned.

Casteau steeled himself, and shook his head. "Sorry Jeurgan, we've got to get back with intel. The boys from Bravo will have to extract you, assuming they live through their assault." Jeurgan was a good soldier, he clenched his jaw and nodded his head yes. Jeurgan thought the odds were slim.

Casteau knew the odds were next to nothing. Orders to extract as quickly as possible meant saturation bombing. No other way to ensure the traitorous marines couldn't escape. Jeurgan wasn't going to get to wait to see how the assault would turn out. Those boys were just holding the traitors in a known coordinate while artillery was being brought to bear. Being a survivor meant you learned awful truths about the Imperial Guard.

Casteau saluted Jeurgan by linking his thumbs and placing palms to chest, "The Emperor protects, Jeurgan." He then motioned for his squad to move out. The remnants sprinted for the nearest wall, climbing gear at the ready.

As the remnants reached the top of the outer wall Casteau heard the first of the nearly forty shells that would fall, screaming their bloody vengeance...


Casteau filed his report to his CO. He was ordered to inform the squad's commissar of Johnson's refusal to follow orders. Johnson's court martial took exactly as long as Casteau thought it would. The Commissar asked Johnson if he refused a direct order. Johnson had time to say, "Yes, but it..." before the Commissar kicked Johnson's knee backwards, dropping him to the ground. Bolt pistol came out, was cocked, and Johnson had time to shake his head no before it was torn from his shoulders with the familiar burst of a bolter round.

Casteau made a sour face. He had a feeling Johnson had consigned himself to death when he refused, but he'd seen his natural talent for soldiery and had hoped that he would merely be flogged unconscious. Life and Death in the Guard, boys. Get in line! A grim smile twisted his mouth to one side. Another mission complete, and he was still alive.



Casteau was space-born, so has never had much of a care for planetary allegiance. He hasn't seen his family in over a decade. He makes "friends" easily enough, though comrades in arms is a more apt term for those relationships. Whenever a Regiment he's been attached to has been depleted, he has comfortably folded into whatever new regiment he's assigned to.

Casteau's career is a string of survival-against-the-odds stories. He's completed nearly every mission he's been assigned, and has seen the lives of countless battle brothers end in gore, misery, and hopelessness. It's not that he's uncaring of the lives lost around him, but when everyone you know dies violently, you have to be able to shrug it off, you know? Otherwise it would crush you...

He has a strong belief in the Imperial Creed, though he isn't showy or pushy about it. He simply assumes that all right-minded Guardsmen must believe in the Emperor's grace and divinity, so there's not much to talk about.

He possesses an unusual combination of adherence to authority, and ingenuity in completion of his missions. That alone could draw the attention of an Inquisitor. His willingness to make the "hard" choices, while being able to carry on in a fully functional way could draw that attention as well, but when you add in the knack of survival? That's an agent you don't have to replace every few months, and that's worth it's weight in gold.
« Last Edit: May 24, 2013, 08:41:28 PM by GreatBigTree »

Offline faitherun (Fay-ith-er-run)

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #6 on: May 24, 2013, 10:40:09 AM »
Am interested but currently late for work!

So a Sanctioned psycher named Kemimi, or Kim by her friends, with a discipline in Divination


Rest to come when I get back tonight

Ok, so the trait I wanted to take was the one left to me....
lol


Name: Kemimi a.k.a Kim

Trait: Duty Unto Death

Equipment: Psychicly formed dress (Flak armour), stub automatic, focal rod, Pendent of the silent servant, poisned hair needle

Bio:Kemimi was found in a space hull when she was 13 years old. The ship had disappeared into the warp 200 years prior, and came out exactly where it left, every one on it not knowing what had happened. Unfortunately for the shuttle, the world from which they had departed had since rebelled and was under attack by the Imperium.

Scout ships located them and before they could fire, were ordered back by their commander. The ship was quarantined and left aside until the conclusion of the war.

Several months latter, when a squad was taking a census of the ships passengers, Kemimi came up to one of the soldiers and whispered, "Was Marcus's girl good?" She giggled, Now he's gonna draw a red smile across your neck"
Before the soldier could question her further, she disappeared into the crowds.

Latter that night when Marcus came for him, the soldier remembered and was ready. Eventually the story peculated its way up to those with influence and the girl was taken away on a black ship.

8 years latter she was assigned to an Imperial Guard commissar for safe keeping and sent off into battle. She soon became well known for keeping the men around her alive, so long as they were nice to her... Those who mistreated her soon found that her warnings came to late or in the midst of too much chaos to properly hear.

It was on the world of Thrax that she meet The Lady Skarkon. Kemimi walked up to her and said, "In days of three silent and dark will it go. Then come me find and we shall go"

Physical appearance:Kemimi often goes barefooted and prefers to wear a small dress that is tattered and torn and nothing else. Attempts to force her into other clothes or uniforms always end up with the clothing gone and the dress back in it's place. One particularly mean commissar tried to make her go naked, but as soon as he would look away she would be clothed in the dress again.

Kemimi is an olive skinned women of very slender build. Her eyes are a deep green, and her hair is a bright red. She uses her focal rod as a hair pin, although the hair is always disheveled and out of place so many wonder why she even tries.

She wears a small pendant of man with his back hunched over. Of this she will not speak, either where she got it from or what it means, save to say it is the silent servant.

She also has on her, secreted away in her hair, a poisoned needle, coated with a special toxin taken from xenos weaponry; the toxin never diluting on the metal. Often in battle she was able to swing the needle and catch an unsuspecting foe. It also serves to be a last resort for herself should she ever need it. She tells very few about the needles existence. Lady Skarkon of course knows but she is the only living person who does at the moment.
« Last Edit: May 24, 2013, 11:08:26 PM by faitherun (Fay-ith-er-run) »
So, what your saying is it's not your fault you look stupid by using words you don't get?
Flawless logic.

Offline Koval, Master Verispex

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #7 on: May 24, 2013, 11:52:00 AM »
Oh wow, six characters already! I'll appraise characters in just a moment, I've just got in from work, but I'll edit the OP so that your names are all in there.

EDIT: Killing Time and GBT, I'll tell you what your trait packages mean when you put up bios. :P
Faitherun, looks like you've managed to secure yourself Duty Unto Death by default (as it's the last one there), but again, I'll tell you what it means once I know a bit about Kemimi.

EDIT: Thank you GBT and Faitherun!



Quote from: Rasmus
Adept Twiscian
I like him. Definitely conveys the Haunted Psyker idea very well.

Discerning Eye: You don't need to be a psyker to see things clearly. Your perceptions are incredibly sharp, though whether that's down to paranoia, ocular enhancements or something else entirely is something only you know for sure. You notice the faintest of motions and the smallest of details before any of your peers, and can pick out an object's physical flaws as though you were a trained expert. As a side effect, you are surprisingly good at putting a bullet exactly where you want it to land.
In game terms, you have extremely strong vision and a good eye for detail, and you are also a pretty decent shot. You can also judge when someone is lying, but often need to exercise your psychic powers to make sure you haven't hit a false positive; this can result in some awkward conversational pauses.

As a Telepath, your powers are:
Detect Corruption (Support Power): You can sense the taint of Chaos upon a person or object. You can also sense psychic phenomena, as well as the relative strength of another psyker. Some psykers more powerful than yourself may have learned to mask their own power, or hide any Chaos taint about themselves, though this is not a foolproof defence.
Mind Scan (Support Power): You can extract information from other people's minds, whether they know it or not; given enough time, you can plunder the inside of their mind at will. Certain strong-willed individuals (such as Lady Skarkon!) are able to resist your mind-reading attempts.
Psychic Scream (Offensive Power): You have the ability to overload an enemy's mind with sheer mental force, causing them to collapse in agony. Whether or not you do this by literally screaming at them is up to you. Possible side effects include bursting blood vessels in the nose, eyes, or ears (whether your target's or your own).



Quote from: Khemri
Brother Aret
Swapping out to Mark IV plate is just fine -- I mentioned Mark VII purely because it's slightly easier to visualise a suit of Mark VII plate (see also, quite a lot of the Space Marine plastics). The power sword's also cool, he's a 400-year-old Space Marine after all!

Unknown and Unnamed: One does not enter Deathwatch service without knowledge of how to fight the things that live in dark places. You are intimately familiar with the nature of known threats to the Imperium of Man -- their strengths, their weaknesses, their tactics and capabilities; all are familiar to you. You have also fought unknown threats for long enough that you can at least make an educated guess. As a Black Shield, there are also enemies that only you know how to fight, and indeed you feel that you are the only one that can face certain unknowable foes.
In game terms, you will need little information to understand the nature of an enemy; it's entirely possible that you've fought them before anyway. You're something of a Genius Bruiser. You may, however, come to know too much.



Quote from: Underhand
Sapper Samule Troy
Ooh, combat engineer! Troy's understanding of architectural planning may come in handy (you are, after all, going to be crawling around a fortress). The meltagun's just fine, Skarkon's got quite a collection of powerful guns herself.

The Flesh Is Weak: It's a fact of life in war that people get hurt. You are no stranger to violence, but nonetheless you've come out on the losing end of a few scraps and walked away with a few lasting injuries. You've since been "upgraded" while in Lady Skarkon's service, and you've come to the conclusion that maybe the Priesthood of Mars had the right idea. The flesh is weak. There is strength in the Machine.
In game terms, you are considerably tougher than an ordinary human, thanks to your "upgrades"; your skeleton has been strengthened with blackbone bracing, your skin reinforced with subdermal plating, and your ability to feel pain greatly diminished by a neural block. You are also likely to have some upgrades that you don't know about.

(NOTE: Just to make these things a little clearer, mostly for other players: blackbone bracing is a sort of plasteel reinforcement that's been surgically grafted onto some of your bones. In this case, Troy's ribcage at the very least has been reinforced, and I imagine the bones in his arms and legs have been similarly upgraded. Paired up with the subdermal plating and Troy's standard flak armour, he might as well be wearing light carapace.)



Quote from: GBT
Sergeant Victor Casteau
Welcome aboard. Flash-bangs are fine, you've got three of them. Make 'em count, soldier!

As for the "bible" -- the Imperium has a lot of holy books, and that's just the ones where they're not debating over what's holy and what's heretical. So I hope Casteau has a bookcase-servitor to lug all that around. :P
You can, however, have a copy of one of the many volumes of the Sermons of Sebastian Thor, or selected readings from the Litanies of Faith (battlefield versions tend to be very heavily abridged and/or cherry-picked, as there's just that much material).

The Emperor's Wrath: You're a soldier. You're Imperial Guard, and by the Throne do you act like it! You have led men into the thickest battles, laying waste to the enemy as though you were the wrath of the Emperor himself. You have stood against the alien, the mutant, and the heretic with a gun in your hands and a prayer on your lips, and you have defeated them all in the Emperor's name.
In game terms, you're a bona fide Religious Bruiser. You can do subtlety when you have to, but when the chips are down you can sure as hell fight with the best of them, no matter the odds. You do, however, have a tendency to "flee forwards" when others might make a disorganised retreat (though tactical withdrawals are another matter entirely).



Quote from: faitherun
Kemimi a.k.a Kim
I imagine Skarkon's first words to Kim on Thrax were most likely along the lines of "oh for Throne's sake, girl, go and put something warm on". :P

Just one minor quibble -- the way I imagine focal rods, she's going to have a bit of trouble using hers as a hair pin, as it's probably as long as her arm if it's not a full-blown staff. (Let's face it, not all psykers carry force staves, so the Sanctioned Psyker models must have something else...)

Duty Unto Death: You know no fear. Absolutely none whatsoever. Coupled with your psychic powers, others tend to see you as absolutely barking mad (but in your mind, they just have a different definition of the word "rational"). Nonetheless, you place your absolute trust in the Emperor, even if you are rarely vocal about matters of faith, and as long as you draw breath, you will neither falter nor yield, and as long as the Emperor continues to bless you with the gift of divination, you will repay him through faith and duty.
In game terms, you have a peculiar strength of will that gives you extreme levels of focus and mental clarity. You're also a pious individual, but are also very quiet regarding your faith -- you see your relationship with the Emperor as a more personal one. Courtesy of your quiet piety and your trust in the Emperor, you also display an almost irrational resistance to fear.

As a Diviner, your powers are:
Curse (Offensive Power): You are able to subtly manipulate the strands of fate to the detriment of your enemies. Attacks that would fell your allies suddenly go wide, and their weaknesses seem to become only too obvious. Fortune is a cruel mistress, however, and she is just as likely to curse you as your enemies.
Precognition (Support Power): Essentially the opposite of Curse, you have the ability to improve the various prospects of those around you -- the closer they are to you, the greater the benefit they receive and the "luckier" they either feel or actually become. Oddly enough, characters that "make their own luck" (such as Lady Skarkon), or that have a sufficient degree of faith in the Emperor, are completely unaffected.
Psychometry (Support Power): You can discern facts and information about a place or person simply by focusing on ambient psychic echoes. The longer you focus, the more information you can gather. This has the obvious side effect of making you look like you are staring into space (which is not entirely untrue). Do bear in mind that although this is not mind-reading, certain powerful psykers have the ability to mask these echoes (and thus you will end up staring into space).




EDIT: As soon as Killing Time tells us about his character, I'll put up the intro post, but I do hope to have it up by Wednesday evening. :)
« Last Edit: May 26, 2013, 11:34:23 AM by Autarch Koval'andril »

Offline Heretek

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Not to rush you or anything, Killing Time, but how's that character coming along?

Offline Koval, Master Verispex

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He's apparently not been online since Friday. As it's a bank holiday in the UK (and as the weather's been uncharacteristicall y good), it's entirely possible that he decided to make the most of it. However, I could be very wrong.

In any event, I've got the intro written, so assuming the forum decides to play nice, I hope to have it up by Wednesday evening.

Offline Killing Time

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I'm back.
As suspected... bank holiday weekend in the sunshine!

Name: Corporal Jax Verdon
Regiment: Clove 23rd Infantry Scouts
Trait: Ghost on the Wind
Equipment: Equipment:  Flak Armour, Long Las Sniper rifle, Auto pistol, Combat knife, Chameleoline cloak
Appearance: A little under 6' tall, slight and wiry of build, early - mid thirties with close cropped prematurely grey hair. A perpetual stubble covers his jaw, partially hiding a patchwork of scars over his left check and chin.
Tattoos of knotted thorns twist around his right arm and up his neck - a reminder of his past running in the gangs of Clove.

Jax Verdon was recruited from amongst the hive scum gangs during the 23rd founding of the Clove regiment in the Calixis Sector, Segmentum Obscura.
Having run point for his gang since he was still a juve it was inevitable that he'd be recruited as a scout in his new regiment. Stealthy, patient and a stone cold killer, Verdon is master of the long ranged kill. When things get up close and personal he prefers to fill the air with a hail of fletchettes from his trusty autopistol before backing off into the shadows.
Jax is quiet about his past (in fact he's quiet about most things). How he came to detach from his regiment and to find himself so far from home is something of a mystery, and when questioned on this he tends to stare with his hard grey eyes in a way that makes most people wish they hadn't asked. No doubt his new Mistress knows the truth, but has so far kept this knowledge to herself.
The way he holds himself and treats his wargear gives the impression that he's a competent individual and confident in his own abilities to handle himself. The look in his eyes gives the impression that he's been called to use that competence more often than he'd care to remember.

Offline Koval, Master Verispex

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Quote from: Killing Time
Corporal Jax Verdon
While the cameleoline is probably a bit more than an incidental item at first, you did pick Ghost on the Wind so it makes perfect sense in context. Glad you enjoyed the sunshine :)

Ghost on the Wind: The regiment evidently chose its marksmen well, and before the Inquisition found you, you were one of the 23rd's rising stars. You are a master of the ambush and the sneak attack, and it seems that if you do not want people to find you, they quite simply don't; to an enemy, you appear, strike, and disappear with the same lethal suddenness. Small wonder, therefore, that Inquisitor Skarkon saw a use for you on covert operations.
In game terms, you know exactly how to stay hidden and how to execute a surprise attack. Courtesy of your marksman training and camo cloak, you find that picking off a target and relocating to better cover is almost second nature. As is to be expected, though, you are rather a lot less useful in a straight-up fight, particularly if the enemy knows you are there.



Now that we've got a full complement of player characters, I am likely to start the game-thread either on Wednesday evening (as I initially said I would), or slightly earlier (because there's actually very little reason to hang around). Tonight is Dark Heresy night, and I admit I'm going to see Star Trek tomorrow evening, but that still leaves me plenty of time to get the ball rolling. :)

Offline Killing Time

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While the cameleoline is probably a bit more than an incidental item at first, you did pick Ghost on the Wind so it makes perfect sense in context. Glad you enjoyed the sunshine :)

I was hoping you'd say that. I had my suspicions about Ghost on the Wind....
Sunshine was lovely, thank you. :)

Offline faitherun (Fay-ith-er-run)

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #13 on: May 27, 2013, 09:06:06 PM »
Just one minor quibble -- the way I imagine focal rods, she's going to have a bit of trouble using hers as a hair pin, as it's probably as long as her arm if it's not a full-blown staff. (Let's face it, not all psykers carry force staves, so the Sanctioned Psyker models must have something else...)


This is what I was imagining ...

Basically a like mini crozius that is placed in her hair - but if you disagree then I can change that...
So, what your saying is it's not your fault you look stupid by using words you don't get?
Flawless logic.

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Drats I had a week off work and missed a wonderful 40k RP oppertunity.  If you need fillers send me a PM otherwise I will be watchig how the cards fall  8) (yea it is a pun)

Offline Koval, Master Verispex

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Re: House of Cards -- 40K RP -- OOC and Recruitment Thread
« Reply #15 on: May 28, 2013, 01:31:36 AM »
Just one minor quibble -- the way I imagine focal rods, she's going to have a bit of trouble using hers as a hair pin, as it's probably as long as her arm if it's not a full-blown staff. (Let's face it, not all psykers carry force staves, so the Sanctioned Psyker models must have something else...)


This is what I was imagining ...

Basically a like mini crozius that is placed in her hair - but if you disagree then I can change that...
In that case it's less of a focal rod and more just a generic psy-focus. I'm essentially cool with it as both serve the same basic function (namely, providing a means for Kim to focus her psychic abilities), but you do miss out on the opportunity to hit people with a big stick. :P

Offline Rasmus

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I was thinking for a focal rod for my Adept more along the lines of a two-foot plastic/metal rod, smooth with a few nodules, and some techno-looking circuitry at the foot-end, with interface  and cables.

Lost Roads - finally released!


YouTube-clip of my Squat army.

Offline faitherun (Fay-ith-er-run)

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Just one minor quibble -- the way I imagine focal rods, she's going to have a bit of trouble using hers as a hair pin, as it's probably as long as her arm if it's not a full-blown staff. (Let's face it, not all psykers carry force staves, so the Sanctioned Psyker models must have something else...)


This is what I was imagining ...

Basically a like mini crozius that is placed in her hair - but if you disagree then I can change that...
In that case it's less of a focal rod and more just a generic psy-focus. I'm essentially cool with it as both serve the same basic function (namely, providing a means for Kim to focus her psychic abilities), but you do miss out on the opportunity to hit people with a big stick. :P

That's ok... Kim doesn't really like big sticks any ways  :o
So, what your saying is it's not your fault you look stupid by using words you don't get?
Flawless logic.

Offline Koval, Master Verispex

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The game thread is now live. I may, or may not, instate an Estimated Time of Storyline Update as we progress, but for the moment I'd be interested to see if anyone has any questions that Skarkon feels are worth answering :P

This also extends to OOC questioning, in case anyone feels I'm already Jumping The Shark.

Drats I had a week off work and missed a wonderful 40k RP oppertunity.  If you need fillers send me a PM otherwise I will be watchig how the cards fall  8) (yea it is a pun)
Well, having an extra reader wouldn't be a bad thing. :)

« Last Edit: May 28, 2013, 04:47:43 PM by Autarch Koval'andril »

 


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