You are either not logged in or not registered with our community. Click here to register.
 
December 03, 2016, 07:37:30 AM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: [UN/Mul] Dungeon Crusade [40k meets D&D]  (Read 2018 times)

0 Members and 1 Guest are viewing this topic.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #25 on: June 12, 2009, 06:55:39 AM »
Well, don't worry about reading it all in one go. It took me weeks to absorb it all, and I got the hang of it over the course of using the material for the last 2-3 years now.

I find that for myself, I only really look at material that relates to a character that I'm working on, but the problem here is that if you're making a non-caster character, a lot of what I posted might be used by a player. In the case of people new to material, I'm more likely to help them out in terms of explaining the material, or giving them summaries on it. The "races of war" tome alone took me about 3 days to read in 1-2 hour chunks, and took me about a year to realize a lot of the potential for characters using the material. As such, I don't expect anyone to know this right away, and am willing to be more patient with novices; since I remember being there and being mind-boggled by the amount of material.

The exception would be kongming, who better not slack off, since she's seen this stuff for about as long as I have, and has written lots of original material for it (such as the infamous "eleven testicles" feat, and well... this whole Dungeon Crusade mod that I'll be using).

Offline kongming

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #26 on: June 12, 2009, 10:59:30 AM »
Okay, so here we go.

Name: Judge Ominous Sense of Foreboding Coda Abigail Celeste
Age: 29
Sex: Female
Race: Human
Background: Valhalla
Class/Level: Arbiter 3/Judge 1

STR16+320+5
DEX14+2----
CON10+0----
INT12+1----
WIS8-1----
CHA15+2----

Hit Points: 26/26
Speed: 30' (20')
Initiative: +2
Armour Class: 22 (10 + 2 + 10)
-Flat Footed: not applicable
-Vs Touch Attacks: 12

BAB/Grapple: +3/+16
-Melee: +8
-Ranged: +5

FORT+5
REF+7
WILL+4
+2 vs Enchantments, +4 vs [Cold]

Special Attacks:
Knockdown (+4, total +13)
Aura of Fear (15' radius, DC 15, Shaken)
Opportunist (1/round)
Terrifying Critical (50' radius, DC 15, Panic 1d4 rounds)
Chokehold (DC 17, KO 1 minute)
Death Sentence (Move EQ, +3/+3d6)

Special Qualities:
Frosty: +4 against [Cold] effects, Cold Resist 10
+2 to Spot and Hit [Cold] creatures
+2 to Balance and Climb
Improved Uncanny Dodge (never flat-footed, never flanked)
Sixth Sense (Blindsense 10')
Quick Draw
Dead 'Ard (25% immunity to Critical Hits)
Immune to Fear
Improved Mettle
Detective

Immunities:
Fear, Gas, Drowning, Dazzling, Blindness

Proficiencies:
Light and Medium Armour
Simple and Martial Weapons
Pistol, Rapid Fire and Assault Firearms

Feats:
Mechadendrites (15' reach, +4 Climb and Grapple, 1d6+3 Slashing, ranged Skills/Grapple)
Point-Blank Shot (+3 to hit and damage when shooting within 30')
Juggernaut (+4 to size-related checks, no provoking due to entering occupied squares)
Bonus: Detective (+3 to Gather Info, after succeeding on it, +2 on related checks)

Skills:
Balance+12 (+6)
Climb+18 (+12)
Diplomacy+12
Disable Device+8
Escape Artist+4 (-2)
Gather Information+13
Intimidate+12
Sense Motive+6
Survival+6

Equipment:
Power Armour (+10 AC, Max Dex +3, -6 Penalty, 25% Fortification, DR 25%/Ad, Sealed, Visor, Comms)
Suppression Shield
Stun Baton (+8 to hit, 1d4+5 Bludgeoning +1d4 Electricity, 20/x3, Fort (DC = Damage) vs Stun)
Bolt Pistol +1 clip (50' range, +5 to hit, 3d6 Fire/Sonic damage, clip-20, crit 20/x3 )
Chainsword (+9 to hit, 18+5 damage, 19-20/x2, 1 Con per hit, Rend 2d6)
Shotgun +2 clips (100' range, +5 to hit, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance, clip-12, Executioner Rounds)
Stub Pistol +4 clips (50' range, +5 to hit, 2d6 Bludgeoning damage, clip-8, crit 20/x3)

Background:
Although a native of Mordia, that's barely where Coda's story begins. She had only spent a short while as an Enforcer there, trying (unsuccessfully) to keep the ganger activity down before a recruitment drive picked her up (without worrying about asking her first). She was transferred to the Adeptus Arbites, tasked with enforcing the Imperial law across the galaxy, and the first stop... was Valhalla.

Valhalla is a cold place, and that's not something she was used to. But after more than two years of keeping an eye on things, listening to earthshaker cannons and going over military crime scenes in temperatures cold enough to freeze a cup of recaff solid, she ended up growing used to it. What she didn't get used to, however, was how people could still be ready to kill one another when tyranids as big as a tractor were all too willing to do it for them.

For her efforts, Coda was eventually promoted, going all the way up the chain from Investigator to Judge, allowing her to skip things like trials when she knew she had the man. She also gained a pair of small robotic tendrils as a gift from a Mars delegate - after finding who was poisoning a tech-priest and why, they were very thankful, and provided the technology with their best wishes.

And now this fleet. Knowing how being cooped up on a small ship can have negative effects on the morale (and tempers) of crew, she was assigned the duty to keep a watch over them and help prevent things getting out of control. Luckily, landing seemed to go by without too much of a problem...

Personality:
Despite what one might expect of an arbiter - a judge no less - Coda is not GRIM AND DARK. She's fairly friendly, and gets along with people, despite possessing some odd habits and mannerisms. Even so, she was trained to expect the worst in everyone, but is eager for them to take a chance and run with it, to prove that they are trustworthy.

Appearance:
Due to her years in places where the sun is blotted out by the smog, places that are inside space shuttles, and places that are really fucking cold, Coda is quite pale - borderline goth in appearance, although the fact that her hair is Nordic blonde doesn't fit that. She's filled out, with a decent layer of muscle and a small layer of fat to help keep her warm, also resulting in some swelling of the boobal region*. Usually, she ties her hair into a pair of ponytails to keep it out of the way, and covers more or less her entire body with a suit of shining black power armour. There are some small holes for her tendrils to poke out, and the helmet also has a pair of synthetic pony tails, to tell who she is when wearing it - just in case there's a "people wearing black power armour" conference. One shoulder has her name, rank and ID number engraved in gold.

She has an electoo (glowing tattoo) of an aquila, but it's not somewhere that anyone is going to see it.

Quote for the sole reason of pissing Dove off:
"Eldar Harlequin, Ma'am, shot four times in the upper torso with a bolter, practically sawn in half. By the mask, we're looking at a Death Jester."

"Well I guess..." *sunglasses* "...the joke is on him."

YEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAH!

*technical term
« Last Edit: June 12, 2009, 11:04:29 AM by kongming »

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #27 on: June 12, 2009, 12:59:11 PM »
You know, for someone who is such a hardcore grimdark fan, you seem to write a lot of charcters who are neither grim, or dark.

On the other hand, once it is obvious that "love is not meant to bloom", I'm pretty sure that the non-stop burning of Eldar forests will certainly... darken the skies.

Yeah, I can sling puns too.

Honestly, the quote is more funny than anything else, it's watching the show itself that annoys me. Luckily no one at my home would watch that. The closest thing to that that anyone watches if L&O original, or L&O: SVU.

Wizard Whatley; the chainsword is fine. You're level 4, a chainsword is an elite weapon, sure, but you've made it out of the Penal Legions at this point. Your bomb collar has been modified to go off when a signal is given, not when you get too far from your commanding officer's surgically implanted signal generator.

You could upgrade your lasgun to something else, as Roguish scoundrels can get Plasma Pistols.

Also, Kong, I saw what you did with Coda's grapple modifier. When I said Giant Bears, I meant giant bears that use the stat block for a "Giant Crab." :3

Fsck, you bitch, Coda has power armour too. She's good at damage, and hard to damage. Hmm... she's a bit dumb though. Too bad that you've got a Roguish Scoundrel to keep your squad from being duped. Wait, Hartigan has a low sense motive score. This could be fuuuun.

"Oh no. We're not Eldar. We're elves."

"All right then, we hear that there's Orks in these woods and want to exterminate them."

"Oh? Uhm, why, let me call some Elven Rangers to guide you through the woods."

[PCs deal with all sorts of random BS forest encounters that the Elves don't want to deal with themselves.]

Fuuuuunnnnn


So, Schookums, a Commisar, right? Use Kongming's stat block for your template, she did a good job. All the info is compact, with clear headings and sub-headings.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #28 on: June 12, 2009, 03:33:34 PM »
Final note: I've got at least two more people that decided to join E b/c of this game; son once their accounts right now that puts me at 5.

People who are still interested should PM me. I'll.... probably focus on fewer, but more dangerous fights.

Offline WyzardWhately

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #29 on: June 12, 2009, 06:29:07 PM »
Thanks for the chainsword.  The lack of plasma pistol is intended, and explained in his background (now added!)

What are we doing about languages?

I'm imagining the little imperial catechism thing being something like this: Bullet-Proof Bible, Cool 1951 Magazine Ad

Offline schnookums

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #30 on: June 12, 2009, 06:31:22 PM »
Okies, will need another day or so to finish my character, still digesting rules and suchlike.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #31 on: June 12, 2009, 08:47:46 PM »
Any questions Schookums about any of the rules? If I don't answer them tonight, Kongming could probably do so. She's very familiar with the rules I'm using, and she did sort of, you know, write the mod that I want to use.

Offline schnookums

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #32 on: June 16, 2009, 12:22:18 AM »
Hrm...I'm stuck...just haven't been able to make heads nor tails of things here, brain just hasn't been working right for me...I think I might need serious help with chargen...I do have a rough idea on how I want the character to be overall though.

Offline kongming

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #33 on: June 16, 2009, 01:57:58 AM »
Okay, so what things do you need help with? Alternatively, how do you want the character to turn out?

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #34 on: June 16, 2009, 12:04:30 PM »
Yeah, give us some ideas.

You want a Commisar, right?

Do you see them as....

-Being able to cut down lots of enemies at once (and later able to charge into a horde of enemies and cut through them?) [Whirlwind]
-A leader of troops [Command]
-Someone who fights giant enemies? [Giant Slayer]
-Someone with a body like carved marble? [Great Fortitude]
-Someone who hunts magic-users [Mage Slayer]
-Someone... Intimidating [Dreadful Demeanor]

Give me a description of what you want them to do in a combat, and I'll give you some feats that might work.

Personally, I find players who aren't too knowledgable about the rules tend to do more trancedental things, making leaps of conclusion that the rules would otherwise restrict a player from making. Or describe what they want to do, allowing me as the GM to come up with a way to let them do that; if there is no existing system already.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #35 on: June 16, 2009, 02:50:27 PM »
Since I want several threads to keep the OOC info seperate from IC info:

-One thread for character descriptions/sheets
-One for character concept discussion, planning
-One (or more) for all of the house rules, or links to the rules that I'm using

-Game Overall Thread
-PC rewards Thread
-First PC group's Thread
-Second PC group's Thread

I want different types of OOC info seperate, as well as keeping the seperate IC elements seperate. Plus the fact that the bulk of the players don't have E accounts, as well as the fact that I'm going to be running 2 groups of 4 players means that I'm best off using a forum that allows me to organize multiple threads in one easily arranged area.

One option is Myth-weavers, the other is RPOL.net. Elliquiy is better suited for more freeform RP, and this game will be made up of 8 players (as of now, I might get more, although I doubt it); plus me as GM. Which is hard to manage with single thread games. Especially a single thread game that will probably use images/maps (I want to see how well RPTools' Maptool works), and lots of combat (i.e. Dice Rolls).

I've started forums for this game on Role Play.net. Link is here: http://rpol.net/game.cgi?gi=37401&date=1245181269

I need to approve each player before they can post in the forum, but it's a step towards the different players talking more with each other. Also... I'm not sure if I should close this thread or have it moved, since the game probably isn't going to be run on the E! boards.
« Last Edit: June 16, 2009, 03:26:26 PM by Darkforged Dove »

Offline Quantumboost

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #36 on: June 16, 2009, 09:27:39 PM »
Reposting here:

Tirel "Fixer" Montrain, Storm Trooper/Deep Strike Assaulter

Name: Tirel Montrain
Age: 25
Sex: Male
Race: Human
Background: Armageddon
Class/Level: Storm Trooper 3/Deep Strike Assaulter 1

STR 14 +2 -- --
DEX 16 +3 -- --
CON 12 +1 -- --
INT 15 +2 -- --
WIS 8 -1 -- --
CHA 10 +0 -- --

Hit Points: 25/25
Speed: 30'
Initiative: +6
Armour Class: 18
-Flat Footed: 15
-Vs Touch Attacks: 13

BAB/Grapple: +4/+6
-Melee: +8
-Ranged: +7

FORT +7
REF +9
WILL +0
+2 vs Enchantments

Special Attacks:
Deep Strike (Arrival)
Deep Strike (Charging Disembark)
Deep Strike (Pinning Fire)
Firearm Specialist (Hell Pistol)
Sneak Attack +1d6
Wounding Slice

Special Qualities:
Deep Strike (Glide)
Deep Strike (Surprise)
Grenadier
Low-Light Vision
Rapid Escape
Rapid Repair (all repairs take half as much time)
Sieze the Initiative
Scout
Uncanny Dodge

Immunities:
Gas, Drowning, Dazzling, Blindness

Proficiencies:
Light and Medium Armour
Simple and Martial Weapons
Pistol, Rapid Fire and Assault Firearms

Feats:
Tinker (Upgrade weapons and armor)
Two Weapon Fighting (no penalty for using off-hand, number of off-hand attacks equal to primary weapon attacks, extra AoOs with offhand equal to number of BAB-derived AoOs)
Danger Sense (+3 on Initiative checks, Search/Spot/Listen are always considered to be "actively searching", Uncanny Dodge)
Bonus: Combat School

Skills:
Disable Device +9
Escape Artist +14 (+12)
Hide +12 (+10)
Jump +11 (+9)
Listen +6
Move Silently +12 (+10)
Pilot +10
Repair +9
Search +9
Spot +6 (+8 vs Orks and Goblins)
Survival -1 (+1 to follow tracks)
Tumble +12 (+10)
Use Rope +3 (+5 binding)

Equipment:
Carapace Armour (+5 AC, Max Dex +4, -2 Penalty, DR 10/magic, Sealed, Visor)
Grav Chute (permanent feather fall)
Hell Pistol (100' range, +7 to hit, 1d8 Light damage, pack-100, crit 18-20/x2, not affected by cover or concealment)
Chainsword (+9 to hit, 1d8+4 damage, 19-20/x2, 2 Con per hit, Rend 2d6)
Power Sword (+13 to hit, 1d8+9 Slashing damage, 1d6 Electricity damage, 1 Con per hit, 19-20/x2, Brilliant Energy)
Shotgun +2 clips (100' range, +5 to hit, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance, clip-12, Executioner Rounds)
Medikit (+5 Heal, many drugs)
Krak Grenades (30' range, 5' radius, 8d6 Fire/Bludgeoning, Ref Half (DC 17))


Short Backstory

Tirel was born and spent most of his life on a small, nondescript Forge World, which ended up right in the path of a large Ork infestation a few days after he was drafted into the Imperial Guard at 16. Due to prior experience constructing and repairing machines (and the administration not being completely incompetent for a short time), he was assigned to a task force dedicated to locating Ork vehicle facilities (and making them explode). Of course, this actually exposed him to different technologies, so he started tinkering around with his unit's equipment (secretly, and usually claiming the improvements were due to "the favor of the Machine Spirits").

His homeworld was eventually lost to the Orks, then virus-bombed, so the rest of the campaign was spent on various other worlds. After a while conflicting orders from the top randomly reassigned him (and several other troops) to other places in Imperial space - which is where he is now, assigned to the landing team to scout and take down any enemy machinery that might pop up.

Personality:
Tirel is extremely focused when he's working on something, whether it's scouting terrain or fixing a damaged Valkyrie, and dislikes distractions - including other people, if they aren't related to what he's doing. If he isn't busy with something, though, he's vaguely polite if overly excitable.

Appearance:
Under his armor, Tirel is pale due to wearing full, sealed body armor everywhere planetside - mostly due to a fear of "Orks growing on him AAAAGH". He has black hair, none of it facial, and pronounced bangs. He's slender but wiry, with very little fat due to stints of forgetting to eat when working. His Carapace Armor is a deep forest green color, with name and rank posted on each shoulder in pale blue.

Offline schnookums

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #37 on: June 18, 2009, 03:33:48 AM »
Hrm...how I imagine my character...well, honestly, I was thinking someone who's been through the ringer physically, but manages to inspire both fear and loyalty due to her strong willed nature; i.e. sure she's got many old wounds and battle scars, but she leads from the front and just won't quit.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #38 on: June 24, 2009, 08:49:41 AM »
Hmm, those are more personality traits, not quite character abilities.

Melee we can do though. Commisars tend to be good at that. I'm guessing that you want a character that can fight hand to hand. i'll see what I can do.

In any case, I've got the first adventure already started, it's about 1-7 encounters, depending on how the players act. I'll probably run not only sequential adventures, but also serial adventures. With whoever is available on an adventure.

Unless two different characters in two different adventures both die, I probably won't have any continuity problems.

the game is here: http://rpol.net/game.cgi?gi=37401&date=1245844696

most of the relevant info is there; I just haven't put in the core Tome material, but only when I have more than 3 people playing will I really care.

Offline Zaer Darkwail

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #39 on: June 24, 2009, 11:05:39 AM »
I post I am interested if there is spot in the team.

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #40 on: June 24, 2009, 03:38:27 PM »
Sure, you can post your char here, or pm me on the RPoL forum that I've set up. Like i said before, I'm running the first three people. If you sign up I could probably insert you in the current mission. I've had no small amount of experience shuffling about a dozen players in and out of an ongoing tabletop campaign. With the magic of the interweebs, it's even easier to do so.

Offline Zaer Darkwail

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #41 on: June 25, 2009, 10:32:22 AM »
Name: Dave 'Eyes' Melbourne
Age: 30
Sex: Male
Race: Human
Background: Mars
Class/Level: Veteran 3/Sniper 1

STR   08   -1    --   --
DEX   16   +3   --   --
CON   14   +2   --   --
INT   16   +3   --   --
WIS   10   +0   --   --
CHA   12   +1   --   --

Hit Points: 42/42
Speed: 30'ft (20'ft)
Initiative: +6
Armour Class:  18 (10 + 3 + 5)
-Flat Footed: Does not apply
-Vs Touch Attacks: 13
-25% concealment

BAB/Grapple: +4/+3
-Melee: +3 (+2 hit vs unliving targets)
-Ranged: +7 (+3 when in 60'ft range, +2 vs unliving targets)

FORT   +7
REF   +8
WILL   +5

Special Attacks:
Hated Enemy [non-living]: as per the Ranger’s Favored Enemy (stacks with Background if the same)
Despised Enemy: Double the critical threat range and multiplier of all attacks against the Hated Enemy of the Veteran.
Mark the Target: as a Move-equivalent action, a Sniper may “mark” a target. Until the beginning of their next turn, all shots they make against the marked target deal an additional 1d6 of damage per character level.

Special Qualities:
Background: Bionic Eyes: Immunity to blindness effects and gain darkvision 120 feet.
Nerves of Steel: as a free action on their turn, a Veteran may end one detrimental effect that is affecting them. This works even when fully paralyzed, and even works against abilities that make them not want to end effects (such as Charm and Domination), but does not end area effects such as swamps, night etc.
Veteran Skills: veterans pick up a variety of abilities as they progress.
-Ghost Step
-War Stories
-Hidden Blades
Damage Reduction: veterans gain Damage Reduction equal to double their class level. It can be overcome only by adamantine.
Evasion: When doing successful reflex save vs area effect, you get no damage/effect instead taking just half. If you fail the save you take full damage/effect like normal.
Improved Evasion: Same as evasion but you get half-damage even when failing reflex save.
Mettle: When doing successful fortitude or will save vs area effect, you get no damage/effect instead taking just half. If you fail the save you take full damage/effect like normal.
Low-Light Vision: See twice as long in low-light circumstance than normal humans.
Blindsense: Veterans quickly learn how to “see” in total darkness. This extends to 30’.
Education: Having reached their third level, Veterans get to trade in some of their medals for a certificate stating they graduated from the Schola Progenum, even if they didn't. They have been declared worthy through practical field experience, and so may, for instance, become Commissars. They also gain a +4 bonus to every Knowledge skill they have ranks in, and 1 bonus rank in all that they don't.
Marksman: the Sniper doubles the range of all Rapid Fire and Heavy Firearms used.
Blend Into the Shadows: the Sniper gains Skill Mastery with the Hide skill, and a +4 bonus to all Hide checks.

Immunities:
Blindness

Proficiencies:
-Light and Medium Armour
-Simple and Martial Weapons
-Pistol
-Rapid Fire and Assault Firearms
-Needle Rifles
-Lascannons
-Auto Cannons

Feats:
(racial bonus)Point Blank Shot [Combat]:
-When you are within 30' of your target, your attacks with a ranged weapon gain a +3 bonus to-hit.
-You add your base attack bonus to damage with any ranged attack within the first range increment.
(1lvl)Sniper:
-Your range increments are 50% longer than they would ordinarily be. Any benefit of being within 30' of an opponent is retained out to 60'.
-Precise Shot - You do not suffer a -4 penalty when firing a ranged weapon into melee and never hit an unintended target in close combats or grapples.
(3lvl)Danger Sense [Combat]:
-You get a +3 bonus on Initiative checks.
-For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge.

Skills:

Jump -3 (ranks:0, -1 str, -2 acp)
Climb -3 (ranks:0, -1 str, -2 acp)
Balance +1 (ranks:0, +3 dex, -2 acp)
Swim -5 (ranks:0, -1 str, -4 acp)
Tumble +5 (ranks:4, +3 dex, -2 acp)
Spot +7 (ranks:7, +0 wis, +2 vs unliving targets)
Listen +7 (ranks:7, +0 wis)
Search +7 (ranks:4, +3 int)
Heal +2 (ranks:2, +0 wis)
Hide +16 (ranks:7, +3 dex, -2 acp, +4 cloak, +4 class, Skill Mastery)
Move Silently +8 (ranks:7, +3 dex, -2 acp)
Disable Devices +8 (ranks:3, +3 int, +2 background)
Repair +6 (ranks:3, +3 int)
Survival +7 (ranks:7, +0 Wis)
Pilot +5 (ranks:2, +3 dex)

Equipment:
Mesh Armor (+5 AC, +4 max dex, acp -2, light armor)
Chameleoline: occupies "Cloak" slot, grants a 25% miss chance through Concealment and Hide in Plain Sight, as well as a +4 bonus to Hide checks.
Masterwork Needle Rifle: +8 hit, 250' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x3
Poison: DC 20, 1d6 Str/2d6 Con
Bolt Pistol +10 hit, 50' range, 3d6 Fire/Sonic damage, clip-20, crit 20/x3
*Can take special Bolter ammunition
Scimitar: +3 hit, 1d6-1, melee slashing, crit 18/x2
2xmasterwork daggers: +3 hit, 1d4-1, melee slashing, crit 19/x2
Lasgun: +7 hit, 100' range, 2d6 Light damage, clip-30, crit 20/x2

About Mars: If what most people don't know is that Mars is really colonized by people from valleys in California and people who really want to be James Watt, the people who have got the hereditary job of protecting them are from even weirder places. In absence of snakes, spiders and drop bears, the Mech-Arch Legion has to deal with renegade mechdendrites, rogue security spiders and insane servitors the size of a bus.

In response to their appalling conditions they preserve bizarre customs, have frothing rivalries over games that no-one else in the entire galaxy plays and pick fights over synthol.

Background:
David, "Eyes" Melbourne  was originally born into Mars. As he born into one of the millions of  Mech-Arch Legionarre families, he spent the bulk of his childhood living in and among all sorts of machines. From giant Imperial Juggernaut assembly cranes, all the way down to the factories that churned out hundreds of thousands of humble Las-Carbines or built scores of the main line Brutus battle tanks.

During one of his childhood travels he had the unfortunate experience to look up when a fission reactor decided that it would meltdown. The blinding flash resulted in a catastrophe that killed dozens of Mechanicus-Architecti, and hundreds of  Mech-Arch Legionarres and hundreds more of Mech-Arch 'borgs were also killed in the explosion and resulting radioactive fires. Many people suffered permanent eye damage, or radiation poisoning as a result. David was only one of many to suffer this fate.

Fortunately, he was not changed into a Arch-Mech 'borg at the time as a result of his youth. Instead he was fitted with a pair of basic cyber-eyes that were attached to his face. Eventually David grew up, and was sent to the nearest Mech-Arch boot camp. There he was trained how to repair, maintain, and rebuild his equipment; how to fight, follow orders, and how to act within the Mech-Arch Legions as a ruthless and fiercely loyal legionarre.

Typically, David is used as an infiltration agent to range ahead of other units and provide reconnaissance for regular units that will be moving on. As well, a great deal of the infiltration training of his has been put to use in his being used as a sniper.

Personality:

Years of fighting enemies that range from thiefs of Mech-Arch secrets, all the way to Heretical Mechanicus-Architects using Arch-Mech 'borgs as soldiers has made David extremely cautious and alert for danger that could appear at any moment. At times, David seems like an atypical Arch-Mech Legionarre as he has deep misgivings about the sometimes unpredictable nature of the technology that was created by the great Mechanical Saints such as Watt, Gauss or New-Ton.

David is in general a cautious trooper, keeping his cyber-eyes open for danger and has a healthy bit of paranoia. He is suspicious of any robots or AI using technology. Also thanks his sniper specialization, David greatly prefers ranged combat more than acting in an assault role.

Appearance:

Dave is muscular man, with natural dark skin under his camouflage colored armor. He haves no other 'improvements' besides his eyes. Typical Imperial designs for Cyber-Eyes. Blocky, obviously mechanical and rectangular metal additions to the front of his eye sockets with several large video-input sensors.

He carries a Plasmagun on his back with his power sword at his hip as well as ammo and grenades and other equipment.
« Last Edit: June 29, 2009, 04:28:04 PM by Zaer Darkwail »

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #42 on: June 25, 2009, 05:01:56 PM »
I guess the stuff on stats wasn't clear; we're using the Siege array (8, 10, 12, 14, 15, 16, place as you wish) for stats, since we want as few variables as possible.

Alright, some minor changes though, you have to change some of your weapons and armour out.

Stormtroopers can pick from this list:

Starting Equipment:
Carapace Armour, Grav Chute, Hell Pistol, Chainsword or Frag Grenades, Hellgun or Shotgun or Boltgun. Requisition: Krak Grenades, Medikit, Flamer or Plasma Gun or Melta.

While Drop Troop Infiltrators get the following additional equipment:
Medikit, Frag and Krak Grenades, Power Sword. Requisition: Gas Grenades, Drop Pod, Valkyrie.

you also have to drop the Chamelione cloak

So, the power greatsword, the stormbolter and scout power armour can't stay.  The first, because there is seriously only one type of person who can wield a 2-handed power weapon (A space marine Emperor's Champion); and the other two because Deep Strike Infiltrators aren't rated to recieve that kind of gear.

It should also be noted that you automatically have two-weapon rend. So, getting a chainsword and a power longsword might get you more damage per round.

Also, i've got a feeling that "power" weapons need to be fixed. Right now they won't do shit to a tank, necron anything, vehicle, cannot cut open a bulkhead, and also won't affect a golem or undead.

Probably just make the weapons simply just make touch attacks might be a better plan. The trouble is... C'Tan phase swords are supposed to be better than that.

I need to change how Kongming did Power weapons, they don't currently do what they are supposed to.

Then again, things like this are the point of this game, to work out the kinks.

Finally, some edits to your backstory are needed to reflect the setting:

Quote
About Mars: If what most people don't know is that Mars is really colonised by people from valleys in California and people who really want to be James Watt, the people who have got the hereditary job of protecting them are from even weirder places. In absence of snakes, spiders and drop bears, the Mech-Arch Legion has to deal with renegade mechdendrites, rogue security spiders and insane servitors the size of a bus.

In response to their appalling conditions they preserve bizarre customs, have frothing rivalries over games that no-one else in the entire galaxy plays and pick fights over synthol.

Background:
David, "Eyes" Melbourne  was originally born into Mars. As he born into one of the millions of  Mech-Arch Legionarre families, he spent the bulk of his childhood living in and among all sorts of machines. From giant Imperial Juggernaut assembley cranes, all the way down to the factories that churned out hundreds of thousands of humble Las-Carbines or built scores of the main line Brutus battle tanks.

During one of his childhood travels he had the unfortunate experience to look up when a fission reactor decided that it would meltdown. The blinding flash resulted in a catastrophe that killed dozens of Mechanicus-Architecti, and hundreds of  Mech-Arch Legionarres and hundreds more of Mech-Arch 'borgs were also killed in the explosion and resulting radioactive fires. Many people suffered permanent eye damage, or radiation poisoning as a result. David was only one of many to suffer this fate.

Fortunately, he was not changed into a Arch-Mech 'borg at the time as a result of his youth. Instead he was fitted with a pair of basic cyber-eyes that were attached to his face. Eventually David grew up, and was sent to the nearest Mech-Arch boot camp. There he was trained how to repair, maintain, and rebuild his equipment; how to fight, follow orders, and how to act within the Mech-Arch Legions as a ruthless and fiercely loyal legionarre.

Typically, David is used as an infiltration agent to range ahead of other units and provide reconnaissance for regular units that will be moving on. As well, a great deal of the infiltration training of his has been put to use in his being used as a sniper.

Personality:


Years of fighting enemies that range from theifs of Mech-Arch secrets, all the way to Heretical Mechanicus-Architects using Arch-Mech 'borgs as soldiers has made David extremely cautious and alert for danger that could appear at any moment. At times, David seems like an atypical Arch-Mech Legionarre as he has deep misgivings about the sometimes unpredictable nature of the technology that was created by the great Mechanical Saints such as Watt, Gauss or New-Ton.

David is in general a cautious trooper, keeping his cyber-eyes open for danger and has a healthy bit of paranoia. He is suspicious of any robots or AI using technology. Also thanks his sniper specialization, David greatly prefers ranged combat more than acting in an assault role.

Appearance:

Dave is muscular man, with natural dark skin under his camouflage colored armor. He haves no other 'improvements' besides his eyes. Typical Imperial designs for Cyber-Eyes. Blocky, obviously mechanical and rectangular metal additions to the front of his eye sockets with several large video-input sensors.

He carries a Plasmagun on his back with his power sword at his hip as well as ammo and grenades and other equipment.


[edit]: I replaced the storm bolter in the bio, which you can't get anyway, with a Plasma gun (which is Requisition only). If you use it at low-power, you'll have up to your attacks per round (when standing still) as touch attacks that deal 3d6 fire/electricity damage each. At high power you deal 6d6, but can possibly have your gun overheat, and deal you 3d6 damage.

I'll have to check what constitutes as "overheating". It is probably a roll of a 1 on a d20. Which is much better than the table top, a 1 on a roll of a d6.

I also changed the bionic eyes to reflect what cyber-eyes look like in the setting, and some other things. The 2H power sword is now a normal power sword. I've seriously only seen one character ever carry a 2-handed power sword, and they're special characters for Space Marines who can get 1 at most in the field.
« Last Edit: June 26, 2009, 01:49:45 PM by Darkforged Dove »

Offline Zaer Darkwail

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #43 on: June 26, 2009, 03:22:40 AM »
Okay, I do the edits and may decide change him into pilot perhaps. As now I noticed group has one storm trooper working on in close combat and provides good melee and ranged support.

But sadly I need help with the background; as I know little about 40K warhammer marines/humans. As I played only Dark Eldar when I collected and gamed in that game. So please give me info regarding Mars campaign (and in general bit info about storm troopers and so on).

Offline Darkforged DoveTopic starter

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #44 on: June 26, 2009, 11:58:43 AM »
Yep, no worries, I was cut short yesterday and wasn't able to actually edit your background.

Right 'now', the group is made up of an Arbites/Judge (Chairwoman Kongming); a Stormtrooper/Tank Pilot (Cthulu, no, really, that's his name) and a Stormtrooper/Deepstrike Assaulter (this person is the well... named after Niels Bohr's atomic shell, or quantum, principles). really, anything else works, your current character is fine imo. Everyone else who has expressed an interest has been dragging their feet, or hasn't signed up on RPoL.net.

I should also mention, that this is not "quite" the 40k setting. Mostly because the origianl setting is, well, a joke. The Imperium is supposed to be not only galactically massive (dwarfing both star trek, and star wars by entire orders of magnitide) but also insanely disorganized. Star trek obviously being much better organized of them all, and star wars being slightly less so. The 40k setting is supposed to be backwards in terms of how it is organized, and GW has done a good job with presenting it as such.

Instead, I'm focusing on adding/replacing things in the setting with either greek, ancient roman empire, or other sources that the GW team badly pillaged for their material; like, most of their "latin" is bad. My replacements aren't going to be perfect, but hopefully they will be somewhat better, and will make the setting make more sense.

So, there are Imperial Auxillaries, and Imperial Legionarres. The second are citizens of the empire, or humans, that serve in the Imperial Legions; the first are non-citizens, aliens, that want to earn citizenship for themselves and their families.

In some ways, I'm actually using one of the "original" empire of the milky way galaxy stories, the Foundation Series by Isaac Asimov for a lot of the ideas, most of which involved looking at the roman empire, and its fall. Plus looking at Frank Herbert's sources for his own work. I like the "idea" of a massive empire in space at war; but the 40k stuff actually makes me kind of sad, so I don't want to use it, and I'd rather use better written, or the material that it was (very badly, and loosely) based on. That and I dun want GW breathing down my neck for using their material that has a lot of really badly thought out things, in terms of not only social and cultural, but also straight out bad science and improper use of language.

As well as borrowing on my players for different material.

Offline Zaer Darkwail

Re: [UN/Mul] Dungeon Crusade [40k meets D&D]
« Reply #45 on: June 26, 2009, 06:35:27 PM »
Aha, thanks from the edit and also info about the background :). I edit the charsheet tomorrow statically.