A Decade on the Edge: A Rogue Trader RP (Sign-Up/ Management Thread: Closed, Dead)

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Anti-American Eagle

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[HEADING=1]A Decade on the Edge[/HEADING]

In the "grim darkness" of the Fourty First Millennium there is... only war? No, I'm sure there's more to it than that.
[hr]

Welcome. This is the sign-up thread and interest thread for an RP set in the 41st millennium about a Rogue Trader, his ship, and its crew.

The Ship named the Valiant Light is the flagship of a rogue trader named Joseph Kurtz. Kurtz being known as an eccentric man who rose to power during his long career as a colonel for the Praetorian Guard who had been given a warrant of trade as a reward for his service.

As the years have gone on and Kurtz's fame has grown The Valiant Light is once again recruiting personnel from worlds. The job offered? Service to a Rogue trader for the next ten years. The Reward? An equal share of the loot at the end. The catch is The Valiant Light explores the parts of space referred to as Halo Stars, the edge of the known galaxy. It does this in ten year shifts, but the ten years often become far longer due to the habit of the chronometer tracking this time shutting itself off during transit periods.

Anyone and everyone who signs the contract will be taken.

[hr]
Name: (Self Explanatory)

Race: (Human, Ogryn, Ratling, Astartes, Kroot, Ork, etc.)

Age: (Self Explanatory)

Gender: (Self Explanatory)

Career/ Affiliation: (What is your character? A mercenary? an ex-ganger? an ex-guardsman? a voidsman? a tech-priest? a priest? a freeboota? Anything that describes their experience, skills, or position onboard goes here.

Skills: (Any skills not made obvious by career that you feel are relevant.)

Appearance: (Height, Weight, Build, Clothing, anything pertinent, anything you want to include. Pictures are acceptable, but basic details are required in text at the least.)

Notable. Equipment: (Anything your character normally carries around with them that you think should be listed. This would include weapons and armour.)

Augmetics: (Implants, Cybernetics, Bionics, whatever you call it, they go here if your character has them)

Bio: (Your character's past. Broad strokes are acceptable, try to keep it relevant)

(Personality: Not required, but I know some like having this on their sheet so feel free to write one if you feel like it.)

Misc: (Anything that doesn't go anywhere else)

Name:

Race:

Age:

Gender:

Career/ Affiliations:

Skills:

Appearance:

Notable Equipment:

Augmetics:

Bio:

Misc:

I will be accepting anything as long as it makes sense and is reasonable. Though if you're playing an ork I suppose you need not make sense.

To preempt the question, I am allowing people to run multiple characters simultaneously.[hr]
My Co-GM for this game is [user]Mcpop9[/user].
1. My word is law... Here anyway.

2. Use basic grammar. If I can't understand you, then there's no point in you posting.

3. Actions have consequences.

4. If your character dies, you are free to submit a new one.

5. If you aren't accepted, don't post in the game thread after it starts.

6. Keep anything that might get you banned from the forums out of the thread and to PM's.

7. Don't be a Dick.
[hr]
Out of Character communication is going to be carried out mainly through Skype. If and when you have been accepted please PM your Skype Username to me so that I can invite you to the chat group. If you have an issue with Skype and still want to be part of the game let me know.

If you need to brush up on lore, go here: 40K Lexicanum

Or for a less regulated version, go here: 40K Wikia.

The Game Thread is Here: Game Thread
 

Anti-American Eagle

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sage42

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Name: Natasha Solomon

Race: Human

Age: 35

Gender: Female

Career/ Affiliation: Sister of Battle

Skills: Martial Arts training.

Appearance: In her armor Natasha stand at 5'8" and 225 lbs. She wears her red hair short to keep it out of her green eyes. Her body is well muscled from her years of training. She usually wears her armor, but has a simple body suit beneath to serve as a protective layer beneath her armor. For the few occasions when she steps out her armor, she has a simple dress uniform.

Notable. Equipment: Flamer and a Hand Bolter. Adepta Sororitas Power Armor.

Augmetics: Cybernetic right hand.

Bio: Natasha was sworn to Adepta Sororitas at birth and since has known no other life. During her training she proved adept at both the warfare needed for the Orders Militant and the academics needed for the Orders Dialogous. When the time came for assignment she chose the Orders Militant, preferring to bring the fight directly to the Emperor's enemies. But she still made use of her talents in the academics by volunteering for missions involving the Dialogous. Now she's volunteered again, this time signing up with the Valiant Light. Ten years worth of artifacts from the Halo Stars was enough for the Dialogous to at least send one sister out with a willing ship.
 

booksv2

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So, this looks really fun and interesting and something that i could really get into.

The problem is iv never played the games and know little about it. Is this okay?
 

Anti-American Eagle

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booksv2 said:
So, this looks really fun and interesting and something that i could really get into.

The problem is iv never played the games and know little about it. Is this okay?
Yeah that's fine. It doesn't take much to understand the 41st millennium once you have the theme down. And you don't even need that for Rogue trader considering. If info is needed my door is open and links to the main wikis are in the OP.
 

Athol

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Sep 15, 2010
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Name: Maarku Frostclaw

Race: Adeptus Astartes

Age: Old (Pre-Heresy)

Gender: Male

Career/Affiliations: Grey Slayer(Battle-Brother) - 13th Great Company ? Space Wolves Chapter

Skills: Close Quarters/Assault

Appearance:
Like all Space Marines Maarku is physically imposing, standing several feet taller than an average man, and out massing even an Ogryn. What sets him apart from his Brothers from other Chapters, are a result of the 'Curse of the Wulfen' and prolonged Warp exposure.

His hair is steel grey and quite coarse, mostly left as an uncontrolled mane, with the exception of two braids that start at his temples, and extend down to his collar bone. His facial hair is very similar, with two braids coming off the end of his moustache, and a single one on his chin; all his braids are decorated with pieces of bone. His face bears the most obvious signs on the Curse; his eyes are a deep amber, his teeth are sharp and pointed with over-long canines, and his nose is somewhat upturned, with overly large nostrils.

His current armour is a well-kept Mark 7 'Aquila' that has been re-painted the Pre-Heresy Space Wolves dark grey, with the badge of the 13th Great Company on the left pauldron. Due to his greater amount of hair he foregoes a helmet. As a result of his extended time away from the Chapter (and its support), when not in a threat situation he spends much of his time out of his armour, generally clad just in rough trousers made from Fenrisian Elk hide.

Notable Equipment:
Master Crafted Frost Axe
Master Crafted Fenris Pattern Bolt Pistol
Mark 7 Power Armour
Wolf pelt cloak
Dataslate (Contents: Activities of Space Wolves Chapter[Post-Heresy])

Name: Skoll

Race: Fenrisian Wolf

Age: Unknown

Gender: Female

Career/Affiliations: Companion to Battle-Brother Frostclaw - 13th Great Company ? Space Wolves Chapter

Skills: Biting, chewing, tackling

Appearance:

Skoll stands a little over seven feet at the shoulders, and masses out around 3200 pounds. Her coat is tawny across the back, fading to a white under belly, and black tipped ears.

Notable Equipment: Teeth, claws, breath that can stun a Nergling

Augmetics: None

Bio: Skoll comes from a long line of wolves raised by the Space Wolves, to be their companions both on and off the battle field. Bonding with Maarku shortly before deploying to Prospero, she went willingly into the Warp alongside him. During the fight at the outpost, Skoll was busy mauling Rubic Marines when Maarku rammed the Dreadnought; fortunately she was far enough from the blast to only suffer a broken leg and be rendered unconscious for a time. When the responding Space Wolves landed, the found her guarding her wounded master.


Augmetics:
Standard Space Marine implant set
Bionic left leg, from the mid-thigh down

Bio: Maarku came to the attention of the Space Wolves as a boy, when his ship was washed ashore on Asaheim. A Kaerl patrol found the shipwreck, but when they approached they were attacked by a child wielding an axe. Though the child was out numbered, out matched, half-starved, and wounded, he put up a vicious resistance to the Kaerl's attempts to capture or stun him. Before someone finally stopped Maarku with a stun blast from a Lasgun, he'd managed to kill one man and severely wound two more.

When taken to the closest aspirant training camp, the commander was impressed by the story of such ferociousness from such a young child, and committed Maarku to training. His training was no more arduous than any other Aspirant, and in due time he was raised to the rank of 'Blood Claw' and sent for his first real deployment...the Battle of Prospero. When Wolf Lord Bloodhowl announced the 13th would hunt the Thousand Sons wherever they ran, he followed his Brothers without hesitation, and so disappeared from the Imperium of Man.

Recently he was recovered from a small mining outpost in Segmentum Obscurus after it had been struck by a Thousand Sons warband. His pack had been hunting the warband, and caught up with it at the outpost, but unfortunately not soon enough to save any of the miners. After a brief but intense fight the warband retreated, with the pack in pursuit. Maarku was left behind, as his Brothers most likely thought he perished when he rammed a Chaos Dreadnought with a mining truck full of blasting charges.

Maarku and Skoll (who had been knocked out by the same blast) were rescued by a passing Space Wolves ship, who ferried them back to Fenris to treat Maarku's severe injuries. His armour had taken the brunt of the damage, but a chunk of shrapnel still cost him his left leg, and the over pressure from the blast did massive damage to even his implanted organs.

After his recovery, Maarku announced his desire to find his wayward Brothers and continue in the Hunt. The Great Wolf was tempted to deny him, as he could hopefully answer many questions, especially about the location of Leman Russ, but in the end he could not deny Maarku's desire to continue hunting their most hated foe. Gifted with new armour and weapons, Maarku joined with a passing Rouge Trader to set out and find his Great Company.
 

DefunctTheory

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Mar 30, 2010
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I would very much like to join. Veteran 41K lorest, new to Rouge Trader though.

It's pretty late, and Dragon Age Inquisition game crashes have pushed my patience and focus, so I'll do my sheet tomorrow if you don't mind.

EDIT:

Name
Gordon Kasteen

Race
Human

Age
39

Gender
Male

Career/ Affiliation
Ex-Guardsman, Sergeant. Currently Freelance Mercenary

Skills
Son of Valhalla - Born and raised on an Ice World, and is highly adapt at surviving cold climates. Temperatures above freezing might as well be a summer day.
Enemy of Orkz - The blood of all Valhallans boils at the mention of Orkz. Trained from childhood to hate the Ork and how best to slay it. In addition to knowing how to fight Orkz, also has a rudimentary understanding of Ork language and written 'word.'

Appearance
Height: 5' 10" (1.78 Meters)
Weight: 210 lb (100 kilograms)
Body Type: Well Muscled, but without muscle tone
Skin Tone: Pale White
Hair: Brown/Gray (Shaved Bald)
Distinguishing Marks: Various blade scars on torso and arms, Large scar on right side of skull from a glancing chainsword blow, Large burn scar on right shoulder
General: No one could ever claim Kasteen was attractive before he joined the Guard, but neither could they anticipate it could get worse. Over a decade of service in the God-Emperor's armys have left their mark. Kasteen's nose has been broken more times then any can count, and a woman, even if she was so inclined to try, could not put her hand anywhere on his body without touching at least three wounds. Its hard to see which ones are from the enemies of man, and which from his fellow soldiers in bar brawls and intense combat drilling. Kasteen shaves his head bald, seeing no point in only growing half a head of hair - a traitor Commissar took much of his scalp, leaving an ugly mass of artificial graft in its place. Kasteen is a wide shouldered man of generous strength who is quite physically active, but he still has some girth to him.
Apparel: As an Ice Worlder, Kasteen goes no where without his heavy coats and great flak coat. However, since only the coldest of environments would leave him chilled enough to need them, they are usually tied off around his waist, ready to be shirked on when he needs the protection, from either the environment or enemy fire. Wears guard issued combat trousers and half-calf combat boots, with nothing around his torso but a plain gray shirt. An Imperial Guard issued helmet is stowed safely in his kit, and is put on when combat is imminent.

Notable Equipment
Laspistol - Standard Guard Issue (Mid-Calf Holster, Right Side)
Lasgun - Standard Guard Issue (Back Slung)
Knife - Standard Guard Issue (1 strapped to left boot, 1 on left side of belt)
Frag Hand Grenade - Standard Guard Issue (Belt sown into inside of Great Flak Coat, Right side, 3 Count)
Smoke Hand Grenade - Black Market Purchase (Belt sown into inside of Great Flak Coat, Right side, 1 Count)
Charge Pack (Pistol) - Standard Guard Issue (Belt sown into inside of Great Flak Coat, Left side, 3 Count)
Charge Pack (Gun) - Standard Guard Issue (Belt sown into inside of Great Flak Coat, Left side, 3 Count)
Flak Helmet - Standard Guard Issue (Stored in backpack slung off back)
Flak Coat - Standard Guard Issue (Valhallan) (Tied around waist when not fully worn. Still covers legs when 'Off')
Lho-Sticks - Drug (Pockets)
Rot Gut - Drug (Pockets)
Lamp Pack - Imperial Citizen Standard (Stored in backpack slung off back)
Imperial Infantryman's Uplifting Primer - Literature (Stored in backpack slung off back)

Augmetics
None

Bio
Born on the Ice World Valhalla, Kasteen was raised on one of the harshest planets in the Imperium. At the age of 12, standard testing found that he had no special traits beyond the normal Valhallan sturdiness and stubbornness, as so was given to the training yards for the Imperial Army, where his strength and resolve was first tested. At the age of 17, he was assigned to a Valhallan regiment in a batch of replacement troops, and was sent to do war with the enemies of mankind.

In 16 years of service, Kasteen fought on 5 planets - 2 planetary crusades against Ork held worlds, 2 defensive actions against Ork WAAAAGH!s, and 1 pitched battle against Eldar forces who's presence was left unexplained. All actions were successful, and within his regiment Kasteen was regarded as an exceptional soldier, his record reflecting his refusal to retreat from the enemy, and readiness to go on the attack regardless of the odds. He attained the rank of Sergeant at age 22, but was not considered for further advancement due to temperament.

At the age of 33, Kasteen was deployed to a backwater agricultural world that had turned to Chaos. Due to its low population, and a lack of understanding on just how low the world had sunk, only 6 regiments were sent to quell the rebellion. This would turn out to be a poor choice in action.

Exiting the warp in system was a catastrophe. Chaos sorcerers caused warp turbulence just as the ship carrying Kasteen and the regiments was exiting the immaterium, completely crippling the ship. Using nothing but initial momentum and what little control engine still operational, the troop transport managed to get close enough to the planet to launch the landing vehicles. All the regiments suffered catastrophic losses on atmospheric entry, 1 regiment was completely lost, and the warp vessel, unable to halt its momentum, was forced to continue its flight. It still hurtles through space, its engines and crew dead.

For 4 years, the Imperial forces that made planet fall fought the rebel PDF and the servants of Chaos. When the Departmento Munitorum finally saw fit to send more troops to check on the status of the world , all the population centers had been reduced to ruin, the crop field had been reclaimed by the wilderness, and only 500 Imperial soldiers were left standing, fighting a running battle with what was left of the Chaos tainted citizenry.

When the newly arrived Guard regiments began their planetary assault, what remained of the Chaotic forces assaulted the last survivors of the first strike force. Kasteen, along with his fellow soldiers, stood shoulder to shoulder and attempted to repulse the attack.

When the battle was over, and the rescue force had finally defeated the remaining rebels and reached the long suffering 5 regiments, only 87 Guardsmen remained. Most were physically crippled, and those who were not suffered from terrible nightmares of Chaos rising.

Knowing Inquisition forces were inbound, and what awaited the soldiers who had fought for so long on a Chaos tainted soil, the General of the second wave of Imperial Guard showed an unusually kindness, and subjected the survivors to what little Chaos taint screening that was available to him. Those that passed were discharged from the Guard, and sent to other planets to start a new life. Only 34 were allowed off planet.

Taking whatever equipment he could salvage and sneak off planet, Kasteen traveled to 3 planets, becoming a petty mercenary. Unable to return to Valhalla as a retired Guardsmen, and with no skills beyond combat, he longs to find a place once more where he can serve the God-Emperor in the only fashion he can. So when he hears word of a Rogue Trader assembling an entourage to travel into uncharted space, and to bring the light of the Imperium with them, he answered the call without hesitation.

Note: Chaos forces encountered by Gordon Kasteen were almost entirely composed of rebel PDF and cultist. The occasional second rate psyker and the most minor of daemons were present, but Kasteen should not be assumed to have taken them on by himself, or at all.

Note: Gordon Kasteen is not actively pursued by the Inquisition, nor there any active attempt to round of the Guardsmen who were sent away. However, Inquisition agents would likely not respond kindly if they discovered he was there.

Personality
Kasteen has spent his entire adult life as an Imperial Guardsman, and it shows. While not socially aggressive, he lacks tact, and his demeanor is often abrasive to all who do not share the soul of the soldier. He's prone to boasting of his sexual exploits, telling exaggerated stories about the battles of his past units and Valhallan heroes, and cursing endlessly. He gleefully takes part in many vices, including sleeping with prostitutes, generous ingestion of rotgut when off duty, and can be rarely found without an lho-stick hanging from his lips. He'll rarely start a bar room brawl, but he'll almost certainly jump into one in progress.

That being said, Kasteen is deeply loyal to the God-Emperor, the Imperium, and his compatriots, in that order. He suffers from a mild form of chivalry, and the mistreatment of women and children are the sort of things that get him in trouble. He's willing to die for what he believes, completely sure that he will be judged worthy upon death by the God-Emperor. He'll hold the line until the last.

Kasteen still performs unit level combat exercises, despite the fact that his unit now only exist in his head, and still considers himself a Guardsman at heart.

Gordon Kasteen, after decades in service in the Imperial Guard, still prefers to be referred to by his last name. Even when called by his first, he may not respond, having been out of practice in using it. Also responds to Sergeant, though he's given up all claim to the title, and is in fact embarrassed at still responding to it.

Misc
N/A

Sheet subject to change, either from GM suggestion or for clarification. PM suggestions to me if you have any.

EDIT (12/10/2014) - Because I'm bored, I'm going to write up my characters initial opinions of my fellow players characters. Nothing that should surprise anyone, though it may give more insight into my character.

Natasha Solomon, Adepta Sororitas, Sister of Battle
As a loyal, Emperor loving Guardsman, Kasteen appreciates any representative of the Ecclesiarch, particularly when its a female, and especially when she has a gun. Stories of the mighty Sisters of Battle charging into battle, encased in power armor, are told frequently during long guard watches on distant battlefields. For every story told of bravery and rescue, however, there's a story of the Sister's indifference to the blights of the Imperial Guard regiments who they share the battlefield with. And no Guardsman is particularly pleased when the attractive masses of Adepta Sororitas appear, only to discover they all seem to have taken vows of chastity.
Approval (6/10)
Interaction: Strained and distant

Maarku Frostclaw, Adeptus Astartas, Space Wolf
They're are few Guardsmen alive who are displeased when a Space Marine appears on the battle line to fight for the Emperor. The Adeptus Astartes are the angels of the God-Emperor, and its considered a blessing to be able to fight shoulder to shoulder with one. It also helps when the Space Marine is question enjoys 'drink' as much as you do.
Great Approval (8/10)
Interaction: Equal parts awe and of camaraderie

Olybrius, Independent, Merchant Lord
Civilians are bad. Flamboyant, gold encrusted ones are worse.
Indifferent (5/10)
Interaction: Indifference, perpetual annoyance

Mira Hansel, Adeptus Mechanicus, Magos (Unknown Discipline, Biologis or Errant?)
No Valhallan Guardsman goes through life without at least appreciating a good enginseer, without which he would have no weapons to smite the Emperor's enemies with. All the same, the Mechanicus Magos elite are almost universally off putting. A general rule of thumb is to not trust the word of anyone if their brain is outside their head, whether by intention or not.
Disapproval (4/10)
Interaction: Avoid unless interaction necessary, untrusting

Smoke, Mercenary, Xeno, Kroot
Filthy xenos scum fit only for death. Has accepted the Kroot's part in this voyage against his better judgement.
Hate (2/10)
Interaction: Combative and Abrasive. Should probably not be left alone in an alley with xenos.

Kurt Cooper, Imperial Guard, Ex-Guardsman, Trooper, Death Korp
A fellow Guardsman is a fellow Guardsman, particularly for an retired one. Cooper's manner may be strange and unfamiliar, but we're all brothers serving the Emperor in the Guard. The fact he's from a death world is all the better.
Great Approval (9/10)
Interaction: Preferred company, constantly looking out of younger soldier.

Vanessa Gavrilov, Imperial Commissariat (Imperial Guard), Ex-Commissar, Cadian Guard (Armored)
Every Guardsmen knows why the Imperial Guard needs Commissars, but they all also know they, personally, don't need one looking over their shoulder, constantly threatening their lives for the most trivial reasons. Even for a lech like Kasteen, the presence of an attractive commissar is a risk and a borderline insult. The hat says it all. It also probably doesn't help that his head was nearly cleaved in two by a Commissar.
Disapproval (4/10)
Interaction: Avoid unless interaction necessary. Always on guard in her presence.

Herschel Blake, Adeptus Astra Telepathica, Astropath (Gamma Grade)
The Emperor said to hate the witch, but he also allows for his service. This psyker seems pretty self-important for someone who should be bending over backwards to prove he deserve forgiveness for his retched nature. Treat Kasteen like trash, and he'll return the favor, with interest.
Disapproval (3/10)
Interaction: Avoid unless interaction necessary. Always on guard in his presence. Abrasive and combative when forced into interaction, and constantly looking for an excuse to bestow the Emperor's Justice.

Lock, Ork, Mek Boy
For the love of...

Someone pass me the bottle.
Despise (1/10)
Interaction: Avoid as much as possible, treat with absolute contempt. Will attempt to sell out if allowed.
 

Asclepion

New member
Aug 16, 2011
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Name: Olybrius
Race: Human
Age: 37
Gender: Male
Career/ Affiliation: Scintillan Merchant-Lord

Skills: A savvy and cunning man, Olybrius is fluent in several languages and well-versed in matters of trade and subterfuge. Despite his proficiency with weapons, Olybrius much prefers to trick or deceive an adversary rather than fight them.

Appearance: A muscular, dark-skinned man of medium height. His head and body are shaven bald. He often wears an expression of jovial laughter, but his gaze is of steel. A flamboyant man, he has many piercings and often decorates his body with gold jewelry.


Notable Equipment: Olybrius travels light, carrying only a Stub Pistol as his weapon, though he can make use of larger ones. Mesh armor can be worn under his cloth for protection, and he carries a data slate for information use.

Augmetics: None

Bio: Olybrius is a merchant operating from Scintilla, the capital world of the Calixis Sector of the Segmentum Obscurus, and a thriving Imperial hub that supports the largest planetary population in the sector. He was trained by pirates as an adolescent, both in the use of weapons and in avoiding the Imperium of Man's authorities. Rather than taking on the life of a pirate himself, he became a merchant, flowing the plunder to wealthy nobles of the Hive World's twin cities.

Eventually, Olybrius was able to build up a small empire, employing multiple ships and using a network of agents. Sometimes in pursuit of extra wealth, he would use them to smuggle items banned by the Imperium onto the planet for nobles who could not attain them by other means, his position affording him some protection from inquisitors. Nonetheless, the power struggles between noble houses soon brought a crackdown by the Imperial Navy, and Olybrius was forced to lay low.

Personality: While he sells his skills to the highest bidder, Olybrius has some genuine loyalty to his friends and allies. He keeps himself in top physical shape and considers himself cultured, enjoying the company of those he found witty. While generally polite, he is ruthless when challenged, and is able to stay unfailingly calm in even the most dire situations.
 

deathbydeath

New member
Jun 28, 2010
1,363
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Name: Djaqed

Race: Necron

Age: We can't count that high

Gender: It neither remembers nor cares

Career/Affiliations: Lychguard (and now ambassador) of Hakosret, Phaeron to the Aten Dynasty

Skills: As a Lychguard, Djaqed dedicates itself to defending and serving his liege. This manifests itself as some of the most formidable combat prowess the galaxy has seen and an incredible sense of self-control and discipline.

Appearance: The heads of mortals venture no higher than Djaqed's shoulders. Its undying body is a polished chrome from head to toe, with glimpses of green light seeping from certain parts of its body. Its soulless, expressionless face is pale compared to the rest of its monochromatic shell and its head bears a slight crown as a sign of position.

Notable Equipment: Djaqed brought along a hyperphase sword, warsythe, and dispersion shield in case it needs to fight as well as materials to record the observations made on its journey.

Augmetics: It's a Necron, 'nuff said.

Bio: In life as in deathlessness, Djaqed has been an unswerving servant to the Phaeron Hakoset. Djaqed's mission aboard the Valiant Light is not dissimilar to the reasons Kurtz is interested in this voyage, as it has been tasked by its liege to chart the starscape and record hazards and anomalies. It is somewhat miffed at this assignment, seeing as this sort of assignment is unbecoming of a skilled Lychguard.

Notes:

-This is Hakosret's third attempt to investigate the Halo Stars, and this time he is trying with someone tougher than a Cryptek.

-The Necron lord doing most of the negotiating to get Djaqed onto the ship offered Kurtz several gauss rifles up front as an offer of good faith and promised more exotic technology upon Djaqed's return (if Kurtz is even the least bit a businessman he could sell them to the Mechanicus for enough to buy a small moon at least).
 

PrinceOfShapeir

New member
Mar 27, 2011
1,849
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Name: Mira Hansel

Race: Human. Ish.

Age: 114

Gender: Responds to female pronouns.

Career/ Affiliation: Magos of the Adeptus Mechanicus

Skills: Intimate knowledge of the Warp and Chaos, adept with the creation and use of biological weaponry.

Appearance: Magos Hansel more closely resembles a red squid than any kind of Human. Her brain-case emerges from the neck of her red Techpriest robes, and from the sleeves and bottom spill a dozen mechadendrites of various sizes that she sort of shambles along on. A voicebox mounted on what you might call the neck of her tube-like central chassis provides her with a voice, a buzz-filled monotone. She has a quartet of pictcasters mounted on her head, giving her 360 degree vision and a tendency to slowly rotate her head, making her even stranger to talk to.

Notable. Equipment: Robes, scanning equipment. Her mechandendrites contain a number of tools - plasma cutters, a digital lasgun, and standard tools for working with just about everything on an Imperial Navy vessel.

Augmetics: The only biological part of her remaining is the left side of her brain. Everything else has been replaced with machinery.

Bio: This is the story about how someone who should only have rational thought lost her marbles. It was about five years since the Rite of Pure Thought, when they had carved out the last remains of her fallible parts and given her the gift of perfect Reason. And in that five years she had come to a few conclusions -

One: The universe is fundamentally insane.

Two: The only rational response to an insane universe is to abandon rationality and reason.

So she did. It was only logical. Okay, there was a little bit more to it than that. It began when the Magos interfaced with a cogitator on Mars - nothing special, except this was a very old cogitator, and one that hadn't been touched for eons. It was a nearly everyday affair, they were constantly drawing relics out of the ancient Machine-Cities of Mars, the vast labyrinths under the surface dating back to before the Dark Age of Technology. It was rare that anything was found that wasn't broken or corrupted beyond any kind of repair, but they had to look, it was their duty. So she looked, she interfaced, and when she did she had an epiphany.

One: It was probably a good thing almost nothing they pulled up from below ever worked.

Two: She had just unleashed a chaos-tainted Machine Spirit into her brain.

Well, everyone was already used to Magos Hansel being disturbing and disturbed, any Techpriest who eagerly sought out the Rite of Pure Thought was a different one, and talking to a metal squid-woman got a little disturbing even for a Techpriest. So as the Chaos Spirit ravaged her already not exactly flawless mind she embraced the madness. Praise be to Nurgle, so on and so forth. It only made sense, she realized - the Spirit had showed her things, things it would know, it had been there ten thousand years ago. It knew so many truths, and she was in no position to argue against this logic. It made sense.

When the immediate lunacy subsided it was time to leave. If the Galaxy was to die - and it was only logical that it should, death was inevitable and this galaxy needed to be euthanized - she had work to do, but where to go? Well, the Spirit didn't have any answers for that - didn't have answers for much of anything, actually, after her little episode with it down in the ruins it had been quiet. Well, nevermind. She ended up wandering, heading out for Segmentum Obscurus. That was when she heard of the Rogue Trader who plied the Halo Stars. Now that sounded interesting. So much unexplored territory, so much death to be dug up and unleashed.
 

booksv2

New member
Aug 17, 2012
632
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0
Name:
*series of clicks and whistles* or ?Smoke? for those who don't have the beak or vocal cords of a Kroot themselves.

Race:
Kroot

Age:
41

Gender:
Male

Career/ Affiliation:
Mercenary

Skills:
hunting/tracking in any environment from an ice world to a burning one and all in between.
Hand to hand fighting using his own claws and teeth

Appearance:
Very tall Smoke stands over 8 feet by several inches, though this is hard to tell because of a hunch that makes his already long arms seem even longer. His body looks like something sick with how it seem to be to small for both his height and strength for any foolish enough to pick a fight with him. His body is covered with tiny spikes that intermingle with patches of gray and black fur that congregate on his back and outer arms more than anywhere else.

The quills coming from his head curve back and have half a dozen small ties on them in what looks like a random pattern. His fingers and toes are tipped with short sharp claws, his beek has jagged edges on the upper side of the beak with serrations also giving him much more grab when he bites. His harness is a thin leather with a sheath on the chest for his power blade as well as small carved bones hanging from it.


Notable. Equipment:
Kroot rifle
power blade(6 inch blade)

Augmetics:
DNA ; Muscles three times as dense as even normal Kroots, heightened sense of smell, hearing and eyesight gained from the Blackmaned Wolf of Fenris,

Bio: (Your character's past. Broad strokes are acceptable, try to keep it relevant)
Born into a large kindred he was slated to join a mercenary group and go out to find new things to eat and ways to evolve. Sent out with a mercenary group a few years after growing to adulthood after learning how to use a Kroot rifle in long and melee range his first campaign was against the large and destructive Ork's. After the group he was with gained a high muscular density they left to explore different rough planets and in this way landed on Fenris, losing half a dozen Kroot almost right away as a pack of Blackmaned wolves descended on them and tore into them before they could get more than their heads turned.

After living on the ever changing world of Fenris for a while and eating the wolves that had torn so many holes into their ranks Smoke was sent away with a small group of other Kroot to accept a contract somewhere else but before they could get there an accident that killed almost the whole group that he was with and the only reason it didnt kill him was he was not in the rooms given to them and instead had been in the ships kitchen watching their cook in amazement and not a little miss understanding. After learning what had happened by the alarms and being left in a port Smoke knew he would not be able to follow the contract they had been sent out to follow. Following the first posting he saw with a high chance for meeting new evolutionary routes he showed up at the Valiant light.


I think this is good. PM me if there is something wrong with it and ill edit that.
 

Outcast107

New member
Mar 20, 2009
1,965
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Name: Kurt Cooper

Number: 874523-112345-Kurt

Gender: Male

Race: Human

Age: 19

Faction: Death Korp of Krieg

Apperance: http://www.deviantart.com/art/Death-Korp-of-Krieg-guradsman-201896546

Underneth his armor, Kurt would look young. Either in his early twenties or late teens. His skin is pale from never leavning his armor. Black hair that commonly short within the Krieg. Some scars mark his body from previous battles and a large scar across his right eye.

Bio: Kurt served under the Death Korp of Krieg since he could walk, like most soldiers of Krieg. He was broken and remolded to fit the Krieg way of live. When he became sixteen he was fully done with his training and sent off to fight the Emperor's enemies.
For three long years, he fought the Emperor's enemies. Never stopping when one battle was won, his regiment was sent to another Emperor forsaken planet. It was during his last deployment that things went from bad to worst.
It was here that chaos was discover among the rebels. It was just Kurt luck that it was his squad that found the heretics while they were trying to summon a daemon of the warp. In the end, only Kurt was able to surive the battle with the insane heretics and end the warp summoning.

Though unlucky, no guardsmen can come incontact with the warp and live for fear of corruptions. While Kurt was ready to die for the Emperor and to atone for his ancestors sins against the Imperium, something save Kurt that day, a Rogue Trader
A Rogue Trader convince Kurt's superiors to let him live and to let Kurt join him on his mission. While Kurt was not to thrilled to be in order around by a non-krieg, he would follow orders to the letters as he been train to.

Equipment: Las Rifle, las pistol, mono Knife, and two frag greanades.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
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Country
Canada
Gender
Male
Well it's been about a week since I've posted the thread so I figure that it's time to give feedback on the sheets.

sage42 said:
Natasha Solomon
Sheet's fine, welcome aboard Sister.

Athol said:
Brother Maarku Frostclaw
Sheet's fine, welcome aboard Brother.

AccursedTheory said:
Gordon Kasteen, Ex-Guardman
Sheet's fine, welcome aboard Trooper.

Asclepion said:
Sheet's fine, welcome aboard Seneshcal.

deathbydeath said:
After a long discussion with some of the others involved in the RP I'm unfortunately going to have to say no to a Necron. While the concept is good, unfortunately it being a Necron is putting the others off to a degree that it's a deal breaker.

Feel free to submit another sheet, apologies it took so long to get to you on this.

PrinceOfShapeir said:
Magos Mira Hansel
We need to talk. I'll be PMing you tonight.

booksv2 said:
Sheet's fine, welcome aboard Xenos tool... I mean valued mercenary

Outcast107 said:
Kurt Cooper, Death Korp Of Krieg
Sheet's fine, welcome aboard Trooper.

[hr]

The Rogue Trader himself as well as my character will likely be posted tomorrow. Date of the RP starting is set eight days from now unless something happens, so any sheets should be in by then.
 

mcpop9

Elite Member
Jan 27, 2010
4,018
0
41
Name: Vanessa Gavrilov

Race: Human

Age: 19

Gender: Female

Career/ Affiliations: Ex Commisar/Tank Commander

Skills:
Psyker Level Kappa
allows subconscious telepathy with machines utilizing human intelligence along with comprehending electronic mechanisms as a mind and being able to communicate with them (low to high level of a.i.).

Appearance:


Notable Equipment:
-Full Commisar Dress Uniform
-Power Calvery Saber
-Dual Hot Las Pistols
-Server Skull with built in las pistol, scanning and communications equipment along with a vocalization unit for the skull.

Augmetics:
-Has right hand pointer finger replaced with a mechanical one
-left hand middle finger replaced with a mechanical one with three shot mini las weapon in it.

Bio:
Born to a hive world, she managed to survive as a young child by being tough and not taking shit from anyone. This led her to catch the eye of Commissariat. She trained up through the ranks of the commissariat, having lost two fingers as a cadet and simply getting them replaced some time after the battles.

Her unique ability to communicate with the machines(which she tried to keep secret) had led her to be tagged along with a tank regiment, her leadership skills there causing her to get great results with the tank crews and their performance. While she had her typical scare factor of a commissar, she also formed a kinship with the regiment she was stationed with.

this was a regiment of cadian armor, the 407th, but was obliterated in an assault by necrons on their deployed location. Barely surviving herself, and even at this, she didn't have much choice in the matter as she was battered unconscious by an explosion and medi-evaced by her tank mates, reaching orbit via shuttle and receiving treatment, escaping the awaking tomb world.

With the remaining remnants of the regiment being absorbed into another, she decided with approval from her superiors to be assigned to floater type assignments, rifting around from place to place and job to job, coming upon this rogue trader job, she accepted it hastily and decided to hopefully find a new meaning to her existence, outside of holding up the imperial creed and keeping guard in line.

Misc: Has relationship issues on most levels after losing most of the people she had known.
Likes drinking at any time of the day.
Is infact a human.
 

DefunctTheory

Not So Defunct Now
Mar 30, 2010
6,438
0
0
Added some more to my character (Gordon Kasteen) on the appropriate post.

Also, because we're allowed to play multiple characters and because I don't believe its a real Warhammer game unless there's someone on your side that may explode or be possessed by a daemon at the whim of a bad dice roll or the GM, I'll be submitting a full blown psyker in this post tonight or tomorrow. If someone else wants to play as a psyker, by all means go for it. I'll pull mine and have no problem doing so - only dual-boxing because someone has to be a warp scarred madman.

EDIT:

Name
Herschel Blake

Race
Human

Age
87

Gender
Male

Career/ Affiliation
Astropath, (Former) Gamma Grade Psyker, Adeptus Astra Telepathica, 'On Loan Abroad'

Skills
Prescience - Skill that provides knowledge beyond that which is available to the senses.
Witch Sight - His eyes burned from his head and his senses dulled by the Soul Binding, Herschel uses the warp to perceive his surroundings. He is completely blind, but sees all and more.
Prescience (Divination) - The ability to foretell the future.
Nightmares of the Warp - Herschel is tormented by the servants of Tzeentch, who whisper visions of events that may have occurred, may be occurring, or may come to pass. Herschel has long since lost the ability to discern the truth from the lie. Others may act upon his mutterings and dream shouts, but should be wary of the outcome.
Psychokinesis - Ability to grasp the physical laws of the universe, and twist them to your whim.
Locomotion and Body Function- Warp waste sickness has rendered Herschel's body useless in many ways, his muscles useless and twisted and his nerved frayed and shot. He supplements what little he has left with psychic abilities that allow him to move.
Psychokinesis (Telekinesis) - The ability to translate mental energy into physical force.
Fling - Can violently push objects or people away.
Telekinesis - Can pickup and move objects.
Spectral hands - Can manipulate distant objects with very fine control.
Force Bolt - Can hurl a bolt of force at an opponent.
Transcerebral - Powers concerning the relationship between two or more sentient beings.
Empathy - Can gauge the general mental/emotional state of sentient beings.
Transcerebral (Astrotelepathy) - Ability to communicate with other sentient beings over vast distances.
Astrotelepathy - Ability to transmit messages across entire solar systems, and into neighboring systems under certain circumstances.
Transcerebral (Telepathy) - Ability to communicate with other sentient beings.
Telepathic Speech - Can transmit unspoken words to a targeted individual
Mind Link - Targets of Telepathic Speech can now respond in kind, if they wish.
Special - Once a high end Gamma Grade psyker, old age and years of overusing his abilities have degraded Herschel's power, and his resistance to the warp. He has access to decades worth of abilities and knowledge, but his abilities to execute have been reduced to that of a higher end Epsilon Grade psyker. He must also be careful of possession, as the light of the Soul Binding has faded.

Appearance
Height: 5' 8" Standing (1.73 Meters), 5' 3" Hunched (1.6 Meters)
Weight: 85 lb (38.56 Kilograms)
Body Type: Thin, Wasted limbs
Skin Tone: Pale White (Translucent)
Hair: Gray (Thin, Length to Waist)
Distinguishing Marks: Eyes replaced with stone (Polished Amethyst in Left Socket, Polished Onyx in Right Socket)
General: Herschel appears to be far older then he is, which is an accomplishment at age 87. His skin has so little pigment and is so thin that you can see almost every vein with clarity. His every surface is covered in wrinkles, and his limbs are so wasted that its unbelievable he can stand. If you were forced to guess, you'd say he'd been locked in a box without food for a decade, at least. He keeps his eyes closed for the most part, but when open you get the odd sight of his eye replacements, two polished circular stones with litanies of protection etched into them in nanometer scale.
Apparel:
Herschel wears a simple green robe with a hood, and a belt around his waist where he stores his gear. Does not wear footwear, but robes are of such length that feet are not visible.

Notable Equipment
Laspistol, Compact, Mastercraft (Best) - Custom (Located in pouch on belt, Left Side)
Charge Pack (Pistol) - Custom (Located in pouch on belt with pistol, Left Side, 2 Count)
Neuro Poison - Custom, Used for Suicide in Case of Possession (Located in pouch on belt, Rear)
Armored Robes - Custom (Same characteristics as Flak Coat) (Worn)
Imperial Tarot Deck - Custom (Located in pouch on belt, Right Side)
Various Warding Trinkets - Custom (Do Not Work) (Located in pouch on belt with Imperial Tarot Deck, Right Side)

Augmetics
N/A

Bio
Herschel remembers nothing of what he was before the Soul Binding ritual, where his soul was seared by the God-Emperor's light, and his eyes burned from his skull in the process. Since this time, he has spent all his life in the grand Astropathic spires of the Imperium, living his entire life in servitude to the Emperor.

When Herschel first entered service, he was a Gamma Grade psyker, more powerful then many of his peers. As such, he was not entered into Astropathic choirs, but instead spent his life either guiding said choirs, or being the focus point, sending his mind out into the warp to pluck messages from the depths of the Immaterium.

However, in his old age, his powers have faded. Pride drove him into ever more impressive feats of astropathy, but the strain has taken its toll. Herschel's abilities degraded, his focus frayed, and worst of all, thhe warp began to take more notice of him. He spent much effort to hid this, fearing being put into the choir, or worse - execution to prevent possession.

Using every favor he'd accumulated with his fellow astropaths and his minders, he got himself assigned as an 'On Loan' astropath, available for service outside of the tower (And away from prying eyes that may see his degradation) for a hefty fee. Not long after, a Rogue Trader arrived, and offered a small fortune for the services of the spire's best Astropath. Herschel Blake was sent to answer this call, and hopefully, only he will ever know how great a joke that was.

Personality
Despite the frailness of his body and his failing mind, Herschel is still an extremely proud man, prone to boasting of his rank and status within his order. He will, however, refrain from showing off his skills whenever possibly, instead letting his words speak for him, rather then his actions. Herschel says little on matters not pertaining to himself or to the warp, not due to lack of knowledge, but to keep himself distance from those around him.

Herschel will not make use of most of his warp craft unless absolutely necessary, fearing possession, or people discovering how frail he really is. He also prefers seclusion, the better to ward his mind and block the terrible visions he sees. Herschel is haunted by visions of the warp, awake and asleep, and may become agitated, disorganized or distracted for seemingly no reason. When not actively doing anything, Herschel is prone to mumbling the things he sees, and he frequently experiences nightmares.

Misc
N/A

Sheet subject to change, either from suggestion or for clarification. PM suggestions to me if you have any.

Natasha Solomon, Adepta Sororitas, Sister of Battle
Having seen the Emperor himself and forming a 'personal' relationship of sorts, Herschel is not fond of 'Emperor Bothers' who beat their chest and shout litanies. If only they knew the true face of the God-Emperor.
Disproval (4/10)
Interaction: Avoid unless interaction necessary, will show distaste for boastful litanies for bravery and strength of arms

Maarku Frostclaw, Adeptus Astartas, Space Wolf
Adeptus Astartas's souls shine bright in the warp, telegraphing visions of violence and conquest to all who have the Witch Sight. As an Astropath with no desire for combat, this is disturbing and painful. As an Astropath beset by the denizens of the warp, its also a source of strength and protection.
Approval (6/10)
Interaction: Avoid unless interaction necessary out of combat, will attempt to find and be as near as possible to during combat or times of stress as an anchor for his fading mind

Gordon Kasteen, Imperial Guard, Ex-Guardsman, Sergeant, Valhallan Ice Warriors
A brutish simpleton who's barely earned the right to call himself sentient. Good for only dying for his betters.
Disapproval (4/10)
Interaction: Avoid unless interaction necessary, will sacrifice if necessary for personal survival

Olybrius, Independent, Merchant Lord
A man used to getting the finest as a high placed Astropath in an important Astrapathic hub, Herschel enjoys the company of others who appreciate the finer things in life, and personal power.
Approval (7/10)
Interaction: Will seek conversation with if the opportunity arises

Mira Hansel, Adeptus Mechanicus, Magos (Unknown Discipline, Biologis or Errant?)
This one knows much of the warp, considering its blunt, giftless mind. Does it have some technology within its mass that allows it to perceive more then it should? Can it see into Herschel?
Disapproval (4/10)
Interaction: Avoid unless interaction necessary, on guard when in presence of

Smoke, Mercenary, Xeno, Kroot
Heresy!
Hate (3/10)
Interaction: Avoid unless interaction necessary. Will refuse to aid unless compelled to do so by others

Kurt Cooper, Imperial Guard, Ex-Guardsman, Trooper, Death Korp
This thing is even worse then the other one. At least Kasteen clouds his mind with drugs, making his presence more tolerable.
Disapproval (4/10)
Interaction: Avoid unless interaction necessary, will sacrifice if necessary for personal survival

Vanessa Gavrilov, Imperial Commissariat (Imperial Guard), Ex-Commissar, Cadian Guard (Armored)
She has the gift, minor as it is, which makes us kin of a sort. Her presence in the warp is minimal, but greater by far then most of the soul dead trash in the universe. Like the other soldiers, her presence is abrasive, but when one looks for psyker minds for company in the void outside of the Emperor's reach, one can't be picky.
Approval (6/10)
Interaction: Will seek out in times of stress. May attempt telepathic communion to lesson the burden of loneliness and reduce the pain of his warp sickness

Lock, Ork, Mek Boy
The Ork mind is an entirely unpleasant thing, sharp and greasy and filled with alien thoughts. Who's damned idea was this?
Despise (1/10)
Interaction: Avoid as much as possible, treat with absolute contempt
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Joseph Kurtz

Race: Human.

Age: Records for his recruitment appear to have been lost in a fire, due to the subjects avoidance we are forced to speculate. It is in the opinion of the Administratum that he is likely over one hundred and fifty years of age. It is recommended that he is to be denied Juvenat treatments until he answers the question or a clean genetic sample is able to be taken.

Gender: Male.

Career: Ex-Guard Colonel, Rogue Trader.

Appearance: An old man, though not particularly of the wrinkled varied due to Juvenat treatments. Tall, light skinned, and of average weight and build his appearance isn't exactly exceptional. His hair is short and white and he keeps a well groomed mustache upon his face to "distinguish himself from the savages."

His clothing is similar to that of those in his days as a guard though clearly of a higher quality. Over a well tailored guards uniform based upon the one he wore in the "old days" he wears a red coat made of exceptionally fine flakweave and upon his head is a pith hat that if examined would appear to be reinforced internally with what appears to be metal taken from a ships hull.

Notable Equipment: He has the right to requisition any equipment on board on a whim so there are few things to be expected on his person beyond his clothing and his weapons. On most occasions he carries a mastercrafted hell pistol and a power sword styled after a tulwar.

Bio: The man known as Joseph Kurtz was born a man of low birth upon the world of Praetoria, though there are few records of this time it is known that he enlisted in the guard and showed exceptional potential to the officers of his unit to the point that he was eventually enrolled in an academy. There are also little records of this time though after graduation he rose to colonel as those above him were slowly killed off by the orks his unit frequently fought.

(Several records of campaigns he has participated in are available upon request.)

After several years of faithful service he has been retired and as a reward for his service has been granted a writ of trade. Oddly though he has become quite famous to the planets he has visited the specifics of his exploits seem to be a matter of mystery.
Name: Alexander Volkov

Race: Human.

Age: Fourty Three.

Gender: Male.

Career: Voidmaster.

Appearance: Average height, average weight, athletic build. Pale skin, Brown Hair, Brown Eyes. His hair is cut short in the High and Tight style mainly because he feels that it makes it less difficult to get at his data-plug when he needs it. On most occassions he wears a dark grey flight suit. Over his flightsuit he wears a dull grey carapace breastplate. And over both of those he wears a dark red flakweave overcoat with minor thermal treatments.

His bionic eye is relatively sophisticated and was fitted into the eye socket giving it a rather unobtrusive appearance, it gives off a slight red glow in the dark. His bionic hand is plated with brass and with the favour of his lord he was given one dimensionally modeled after his old hand.

Notable Equipment: A modified shotlas (Essentially a lasgun with three barrels designed to fire simultaneously. Alexanders has been modified to use a back mounted charge array not unlike that of a hellgun), a vostroyan laspistol, a naval autopistol, a civitas pattern flare pistol, a boatswains baton, an old brass pocket watch.

And finally of note is an old servo skull previously possessed by his predecessor. The skull was taken from his predecessors predecessor and appearance wise would appear to be a floating skull plated in bronze with glowing red eyes. The skull is programmed to be slaved to Alexander in particular and is capable of performing various simple tasks.

Augmetics: A bionic left eye with motion tracking enhancements (original lost to a fire during mid-combat repair work), A bionic left hand with machine spirit interface cords (original lost to the same fire in which he lost his left eye), and a concealed dataplug on the lower right of the back of his head.

Bio: Born 43 years ago on the Vostroyan moon of Turtolsky to the lower classes, he ended up having the average non-firstborn Vostroyan childhood. After ten years of technical education he was dragged off to the assembly floor. At the age of twenty however he was saved from the continual forced labour of the commoner. A fleet came into the system, not from the munitorum to collect soldiers but from the navy to collect labour forces. Press-gangers and recruiters came to the factories and hab complexes gathering men and women for rating work and the damn technocrats couldn't stop them.

After gathering what he could and stealing a gun he went to the recruting grounds and got work as a voidsmen for the fleet. Three years after escaping the slavery of his home, he was once again faced with the possibility of being a slave. Eldar or perhaps Dark Eldar raiders butchered their way through the fleet. Not many salvation pods survived the raid but his did. Days of rationing and loneliness turned into weeks of rarely breathing and desperately keeping the power on.

He didn't know how long he was in the pod but eventually he was rescued. A rogue trader's fleet had started scavenging the lost ships, finding pods either lodged in debris or drifting away from their parent ship. Alexander was recruited for work as a voidsman on the flagship of the new fleet, a job he happily took. After a few years of accidents slowly killing off the chain of command above him he was promoted to the position of the flagship's Voidmaster.

About five years ago he was promoted to First Lieutenant by his Lord Kurtz on a whim and has served him faithfully since.

[hr]

mcpop9 said:
Sheet's in order, welcome aboard Commissar.

AccursedTheory said:
Herschel Blake, Astropath
Sheet's fine, welcome aboard Astropath.
 

PrinceOfShapeir

New member
Mar 27, 2011
1,849
0
0
I have to object to the Astropath, he has no reason to suspect that my character is Chaos-tainted. She was infected with a chaos machine spirit, - i.e., AI, not a warp being.
 

DefunctTheory

Not So Defunct Now
Mar 30, 2010
6,438
0
0
PrinceOfShapeir said:
I have to object to the Astropath, he has no reason to suspect that my character is Chaos-tainted. She was infected with a chaos machine spirit, - i.e., AI, not a warp being.
You may want to clarify that in your bio then. There are chaos-tainted programs/rudimentary AIs in the setting, and they most definitely are daemons.

But so be it, fixing (Done). This is why I post this stuff a week in advance, after all.
 

mcpop9

Elite Member
Jan 27, 2010
4,018
0
41
Name: Lock

Race: Ork

Age: 13

Gender: male

Career/ Affiliations: Mek Boy

Skills:
Orky engineering
DA BIGGA ORK (Has authority when dealing with smaller orks.)
-Good nose for the warp
-Able to pilot and drive just about anything

Appearance:

Notable Equipment:
- WELDA
- CUTTA
- POWAH SPARKAH (basically an electric generator used to bring to life electricity needing things)
- Rather large wrench
- WELDA GAHGALS
- BETTAH GRABBA (smaller mechanical arm that helps him with precise work.)

-BESTEST SHOOTA IN DAH WORLD! A twin linked shoota painted blue in order to help him hit things.
- Tankhammer customized to have the rokkit's warhead removed so it can be just used as a BIG CHOPPA after the rokkit has been used.

Has two gretchin to work under him, he calls them itty and bitty. Each has a mini WELDA with GAHGALS and a small SHOOTA.

Augmetics:None at the moment



Bio:

Some how managing to survive over the number of years, he's gained plenty of praise and respect for his works in some of the recent warbands. However, Lock had gotten tired of just watching his works get destroyed. He knew it was orkish to make things wanna go boom, but he had bigga plans in store. he wanted his very own space ship, not the warp rocks he and his comrades usually flew in on, but his very own space vessel. Having heard a human looking for a crew, he signed up and and figured somehow this would help him get his own ship.


Misc: