Overview
About This Club
Welcome to the Nook, a Club for discussion, set-up and conducting of Play-by-Post Role-playing Games set in the Warhammer 40k universe!
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Personnel file (REDACTED - Gnaeus) Details Name: Gnaeus Home World: Cuniculus I, Penal Colony Occupation: Indentured Seer Age: Unknown -TBD- Background For over seven millennia the world of Cuniculus served the Imperium faithfully, a key hub world for three sectors along the northern reaches of the Astronomicons light. To this day none can say for sure why or how the great portal came to form amidst one of its cities, nor where the gateway leads. Armies first of militia, then militarum, and even the mighty astartes strode through armed for battle and none returned. Great war machines rained fire upon it for months, starships scored great canyons across its path and yet its form did not flicker. Ultimately the Inquisitor Aulus Pius Decimus decreed the southern continents of the world damned. A great cannon taken from his own flagship the Resolution was placed in the fires before the portal and the two were sealed together in rock. To this day the weapon still fires fuelled by the labour of those descendents of the damned, half a world carved to the mantle to feed the weapon and its unending torrent of hate against whatever lurked beyond. Beyond to the north the great equatorial wall ensured that none could ever leave this duty, and in three thousand years none ever did... officially.
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Looks like Ikka is playing the flipping Punisher! That looks awesome!!! Is there any chance you could work your magic and work up a pic of Harmon Rook for me? Description: Rook is a weathered but solidly built man of above average height, now in his mid thirties. His dark hair is shorn close to his scalp, though his greying beard is slightly fuller, and his eyes are a pale blue. His preferred weapon is a military-pattern sniper rifle, but he also carries a holstered shotgun across his back as a backup. The carapace plate he wears is mismatched, originally painted with the colours and markings of numerous different sources - Enforcer, Arbites, or Tempestus Scion plate of various Regiments - but these colours are faded and worn into an almost indistinguishable grey. The rest of his clothes are similarly scruffy, and he often wears a rough half-cape - of whatever material he can find that will match his current environment (maybe urban camo for the pic?) - over his armour to help break up his outline. Rook carries a wide variety of pouches and survival gear strapped around his waist and to his legs.
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ACCESS - Guild of Bounties personnel files ACCESS - Varn, Krex AUTHORIZATION REQUIRED INPUT - [REDACTED INFORMATION] AUTHORIZATION GRANTED - WELCOME INTERROGATOR [REDACTED} Personnel file (94944.049 - Varn, Krex) Details Name: Krex Varn Home World: Hephestar V, Hive World Occupation: Guild of Bounties bounty-taker Age: 19 Appearance: Lean and broad-shouldered, with a permanent stoop caused by years of lung damage. His dark hair is kept cropped close beneath a battered cap or hood. A long scar runs from beneath his left ear to his collarbone, vanishing beneath his armored bodysuit. Trenchcoat worn over bodysuit: weathered and stained, with numerous hidden pockets for warrants, restraints, and ammunition. Chainsword and hand cannon generally kept in visible holsters, potential autopistol backup in boot/lower-back holster. Background ** Note - Information collected via Guild entry interview and subsequent history interrogations. ** [[ INQ insert - Guild of Bounties background information summaries appear to be structured in a rather informal, or even literary, style. Advise monitoring summaries author(s) for subversive thoughts. ]] Krex Varn was raised in the sumpward reaches of Hive 3, where rust-colored rain leaked through cracked hab roofs and children learned to run before they learned to read. His father worked as a collection agent for the Guild of Bounties while his mother maintained filtration systems for hab-blocks deep below the hive's sprawling markets. When Krex was twelve, a collapsing transit platform hurled him into one of the hive's massive reclamation reservoirs. The polluted water filled his lungs before rescue crews pulled him free. He survived, but the toxins permanently scarred his respiratory system. Since then, prolonged exposure to damp air or large bodies of water triggers violent coughing fits that can leave him struggling for breath. Unable and unwilling to pursue a laborer's life, Krex entered the Enforcer-sanctioned Guild of Bounties. The instructors quickly discovered that while he struggled with negotiation, hierarchy, and proper procedure, he possessed a nearly supernatural ability to locate those who wished to disappear. He noticed patterns others missed. Habits. Routines. Tiny clues that led him unerringly toward his quarry. After graduation he was issued the standard tools of his trade: an armored bodysuit, a hand cannon, a chainsword, and a threadbare trenchcoat bearing the guild seal. The instructions he received were simple: "Go forth and do the Emperor's work." Several months later, his arrest tally has become difficult to ignore. Reputation Current Success Rate - 87% completion, 44% bounties delivered deceased Among local guilders, Krex has earned several nicknames: The Bloodhound Sump-Tracker The Coughing Hunter Dead-End Krex Most regard him as socially abrasive but effective. He rarely drinks with fellow bounty-takers, rarely boasts, and speaks only when he believes he has found something important. Guild reports frequently mention the same observation: "Subject demonstrates exceptional quarry-location aptitude." A second annotation appears almost as often: "Avoid deployment to maritime districts where possible." Personality ** Note - section contains observations from Guild-aligned employees and supervisors. ** Krex tends toward silence and observation. Trusts evidence more than testimony and has little patience for excuses. Social skills are rough, often causing him to appear suspicious, blunt, or unintentionally insulting. Dislikes falsehoods, even those he must tell to pursue prey. Cough makes him appear sickly, but is potentially a psycho-somatic response to trauma rather than a physical issue. Possesses a strong sense of duty. Genuinely believes his work protects ordinary Imperial citizens from predators and criminals. His greatest fear is helplessness. The memory of drowning in toxic water remains vivid, and he becomes noticeably agitated around deep water, docks, reservoirs, or flooded structures. Mannerisms ** Note - section contains observations from Guild-aligned informants and supervisors. ** Constantly scans crowds for faces and exits. Taps shell casings against his thumb while thinking. Sleeps lightly and seldom more than a few hours at a time. Breaks into coughing fits when stressed, exhausted, or exposed to damp environments. Remembers faces almost perfectly but frequently forgets names.
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Cleaned up and expanded upon the saga of Gamma-N9. Designation: Magos Biologis Gamma-N9 (Formerly Enginseer Rho-77) Homeworld: Forge World Phaelos Background: Adeptus Mechanicus Role: Chirurgeon Status: Reassigned // Attached to Inquisitorial Retinue Born into the cold, metallic embrace of the Adeptus Mechanicus on Forge World Phaelos, Rho-77 was once a promising Enginseer of impeccable credentials. His maintenance records were exemplary, his adherence to established liturgical protocols unquestioning, and his faith in the Machine God's divine wisdom absolute. He was, by all accounts, a thoroughly dependable servant of the Omnissiah. Unfortunately, he was also somewhat overconfident. That confidence was permanently corrected during the Siege of Malvolion IV. In the midst of the campaign, a squad of increasingly desperate Imperial Guardsmen presented Rho-77 with an unblessed, mud-caked M34 Imperial anti-tank mine. They complained that its machine spirit was behaving erratically and requested technical assistance. Appalled by their apparent disregard for proper maintenance procedures, Rho-77 reprimanded the soldiers for their negligence. Taking the offending device in his own hands, he proceeded to explain the importance of proper ritual observance. "The machine spirit is merely displeased by your ignorance. Observe, as I apply the Sacred Oils of—" The mine detonated. The machine spirit, it would seem, had other opinions. Rho-77 survived, though only in the technical sense of the word. The explosion destroyed most of his torso and lower organic frame, leaving his remaining biological components in a condition that even the most optimistic Enginseer would have classified as requiring extensive maintenance. Unfortunately, the incident also claimed the life of the nearby Chief Magos Biologis Gamma-M7, senior veterinary medical officer responsible for the regiment's Rough Rider cavalry assets. In the cold, utilitarian calculus of the Adeptus Mechanicus, the loss of a senior Biologis represented a considerably greater investment to replace than that of a standard Enginseer. Consequently, rather than permit Rho-77's surviving organic components to go to waste, his superiors authorized an extensive reconstruction. His ruined torso was replaced with heavy cybernetic assemblies. The surviving cranial data-coils, surgical mechadendrites, and biological reference archives of the deceased Gamma-M7 were recovered and incorporated into his new frame. The resulting individual possessed the mechanical expertise of an experienced Enginseer and the accumulated biological knowledge of a senior veterinary specialist. His new designation was Gamma-N9. His former rank was revoked, his occupational classification amended, and his duties reassigned to the field of Chirurgery. The transition was not entirely without complications. Gamma-N9's newly integrated data archives contained extensive information on equine anatomy, genetically enhanced cavalry mounts, xenopathology, battlefield veterinary medicine, and the maintenance of cybernetic prostheses designed for quadrupedal biological assets. Unfortunately, the transfer did not include a particularly comprehensive understanding of conventional human medicine. His subsequent medical practice has therefore been characterized by a somewhat unconventional approach to organic maintenance. Furthermore, following a formal review of the circumstances surrounding his original reconstruction, his superiors determined that Gamma-N9 presented an unacceptable risk when exposed to unexploded ordnance. A hard-coded behavioral inhibitor was consequently installed within his cortical implants, preventing him from attempting to inspect, repair, or otherwise interfere with explosive devices without triple-signed authorization from appropriately ranked Mechanicus personnel. The restriction remains in effect. Now seconded to an Inquisitorial warband, Gamma-N9 finds himself responsible for the continued biological integrity of a collection of decidedly troublesome organic assets. Heretics, mutants, xenos, and fellow acolytes are all afforded the same clinical attention, diagnostic scrutiny, and occasionally questionable surgical procedures. He remains convinced that his medical methods are entirely sound. After all, he has successfully repaired numerous damaged vehicles, reconstructed several severely compromised cavalry mounts, and survived an anti-tank mine. By Mechanicus standards, this constitutes a respectable professional qualification.
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While I have Enoch in mind as a special weapon trooper Plasma Gun and Meltagun, while traditional Guard special weapons are way out with their Very Rare status. The Grenade Launcher however is only Average and comes with 6 Frag and 6 Krak rounds (p154) which I guess counts as the 2 clips of ammo each weapon comes with. The only downside is that I have to load the Launcher with six of the same grenade type at a time when I was really intending to have some of each type loaded and select which I shoot as needed given that most imperial guard grenade launchers appear to have a revolver style cylinder magazine (at least on the models/artwork). A fire selector for the Grenade launcher would solve this, but as it is Rare it is out of reach for the equipment picks at the beginning of the game without some GM kindness. Can I use two of my picks (Inf 33 give me three total) to select the grenade launcher with a fire selector? The launcher is one step more available than Scares, while the fire selector is one step less available than Scares, so across two equipment selects it would average out. I would like to use my third pick to select the mono upgrade for the sword I can chose on character creation to represent a inherited/gifted weapon form the Feral World guardsmen that Enoch regiment was merged with. If I need to give up/trade in my starting weapons (lasgun or more likely laspistol and sword) to make the grenade launcher with fire selector work then I would use the third pick to pick up more krak rounds for the grenade launcher. Taking of extra ammo for the launcher, as launchers work a little different from most weapons I am not sure how acquiring extra ammo works. Table 5-6 lists a single Frag Grenade as Common and Krack Grenade as Rare, while the box on standard ammunition on page 166 says that standard ammo is one availability more common than the weapon itself. Since a grenade launcher comes with 6 frag and 6 krak by default is this its standard ammunition? Or is it a case that the Frag (at Common) is the standard and Krak (at Rare) is considered custom ammo and needs to be requisitioned in sets of 1 (with extra if dice and DoS are kind)?
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*Ahem* 'Hail good sir, I can see you are new to hive Gamma-Tertio, I am the humble valet Nicholas Allstuff, seconded to your august person by Lord Shamble McStabfellow. May I be of service?' 'Perhaps sir is tired from his long travails? I can find the pleasant companion for you? Why I know the most and utterly virginal and virtuous Dame May-Hai Clapperbottom XVIII is hosting a banquet tonight for those in need of refreshment?' 'Shall I take sir's bags? All of them? I insist..!'
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Please, please let him - I need more watches..! In other news, my character has finally (after some beating, berating and bollocking) divulged more: Corryn Nydur, will be at your service. Nydur is a corruption of his Feral-world 'Tongue-name' so the evil spirits can hold no power over him. His Trait is 'Suspicious Mind is a Healthy Mind' so it kind of carries on into his....nefarious career. What does Nydur mean..? Well...time will tell. In fact if I can be really cheeky, I'd like to change my swaps a little - I'll take Photo-Contacts and Multikey as Influence Picks, and if possible, swap one dose of Obscura (Rare) for a drop harness (Average) and the second for the Grapnel & line (Average). I'll surrender the injector too, if required, although it might be handy to have...but otherwise I am done, spent, etc. +++ EDIT: He's been on a bit of trail for the 'last blag' which will set him up for life (as usual) although this is not strictly true - the real objective is known to him and the Inquisitor, but as far as anyone else is concerned, it's watches. He was lured to Hive Gamma 3 by the promise of a watch the size of an Olyphant, but it turned out to be a busted cuckoo clock with a note: =][= Gotcha =][= ++++ Thoughts?
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@Black Cohort I can have my character ready in a day or two. Likely going to switch things up a little bit to the following: Voidborn, Outcast, Desperado/Warrior Bodyguard to a chartist captain, marooned after his employer was arrested, tried and executed on piracy charges. Fled into the underhive to survive and has been making ends meet by hiring himself out as a mercenary and bounty hunter to the various power players in Hive Gamma since.
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If we're asking about swapping starting gear... Could Harmon swap: the Manacles for a Chrono (both Plentiful Availability, but feels more Scout-y and less Arbites-y?) and the Lho Sticks for a Ration Pack (actually higher Availability, again feels more Scout-y, and also I picture Harmon as being fairly 'clean living'! ) In a similar vein (ho ho!) 3 doses of Stimm won't get used, but Harmon doesn't have any weapon to fight with at close quarters... maybe swap all 3 doses for a Stub Automatic? (Both are Average Availability) Edit: lastly, it also seems to me that Common Lore: Arbites doesn't make a lot of sense if he isn't an Arbites... one of the options in the rulebook is Common Lore: Askellon Sector, maybe he could have whatever Sector this game is based in?
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Pretty much done. Picked up a Perception and Fellowship Advance to both specialize and balance him, and Precision Killer (Ranged) to give him some punch. Chose a Hand Cannon and a Multikey for my Influence picks, have a backup autopistol in case the cannon jams, and a chainsword for some melee. Other than an armoured bodygolve and a random injector with some 'slaught, Krex is pretty lacking in any accoutrement. Guess we'll have to pick up some gear as we go along.
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We're all grey and knock-kneed now! Same, but all is fairly tight here. This will not save your trousers. Yes, shouldn't be a problem. Just need a name, and to wonder why, as a Feral Worlder, I don't have Weapon Training 'Low-Tech'. I am tempted, GM, to request the following fiats, should it please you: Swap Weapon Training (Chain) for Weapon Training (Low-Tech), and; Swap Weapon: Chainsword (Common) with Weapon: Bow (Good/Best) Influence Picks: Multikey, Grapnel & Line.
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Should be, I'll need to run my equipment selction by you for GM aproval to ensure what I think I would like to do works and is ok within the scope of your game. Hope to do that tomorrow/Friday. I have Inf of 33, if that counts as high I can try and lean into it, still have some starting XP to decide on.
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updated potential roster, do people think they could be ready in about a week? Lathe Biosas - tech-priest Trokair - Shrine World - Imperial Guard - Hierophant Necronaut - Hiveworlder A.T. - Psyker - Penal or Hive world Lord_Ikka - Hive Outcast Seeker Xin Ceithan Lysimachus - Forge World - Adeptus Arbites - Assassin Mazer Rackham - Feral Outcast Assassin - Backup