40K Black Crusade PbP RPG Sign-Up

Discussion in 'RPG Advertisment' started by Omega98, Dec 22, 2017.

  1. GenericEditor168

    GenericEditor168 Really Really Experienced CHYOA Backer

    My current background is that I'm a nobleman who got lured into chaos by visions sent by an Alpha Legion sorcerer.
     
  2. LizardGod

    LizardGod Really Really Experienced


    Then I can play someone affiliated with them.

    My background is going to be that I was a Feral Worlder who was pressganged into the Guard. Coming from a world and society where might made right in all things I have been obsessed with being the strongest. A desire that was fed into by the discovery that many of those from other worlds view the idea of female warriors as wrong and being defeated as one as one of the greatest shames you can imagine.

    So I was set down my path to becoming the strongest in all possible ways. A path that ultimately led me to realize that turning to Chaos would be the only way, since I am not a psyker, to tap into the power of the Warp. At least, that is what the person who lead me down the path to turning had me believe.
     
  3. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    Ok, I just took my bed meds, and there's a significant chance I won't be able to get back to this until Monday, but I've settled on a Champion, and I'm going to gin 'her' up ASAP... ('She' is actually a full hermaphrodite, but thinks of herself as "Female Plus" because Low Gothic (AKA English) doesn't have generally accepted pronouns for that.)

    EDIT: (I feel like I need to clarify the post above: it's not that I'm going to be AFK till Monday, rather, my mental state won't let me perform the more complex tasks involved in creating a character till I readjust to the meds...)
     
    Last edited: Feb 23, 2018
  4. Omega98

    Omega98 CHYOA Guru

    Damnedable forum won't let me post a message with more than 50,000 words! Looks like I'll have to start posting the rest of the rules here. This is... inconvenient.

    Skills represent the proficiency of a character with a certain ability. By default, any character can use any skill in the game. However, if they haven't learned the skill they suffer a penalty while using it. Skills come in various levels of proficency.
    1. Untrained (Moderate Penalty -20)
    2. Known (No Penalty +0)
    3. Trained (Minor Bonus +10)
    4. Experienced (Moderate Bonus +20)
    5. Veteran (Major Bonus +30)
    6. Master (Massive Bonus +40)
    All skills have an associated characteristic and the player rolls on this characteristic when attempting a test.

    Skill Advance Costs
    The cost to purchase a skill varies depending upon tier and alignment.
    1. All "Known" level upgrades cost 100xp for "True" alignments, 200xp for "Allied" alignments, and 250xp for "Opposed" alignments
    2. All "Trained" level upgrades cost 200xp for "True" alignments, 350xp for "Allied" alignments, and 500xp for "Opposed" alignments
    3. All "Experienced" level upgrades cost 400xp for "True" alignments, 500xp for "Allied" alignments, and 750xp for "Opposed" alignments
    4. All "Veteran" level upgrades cost 600xp for "True" alignments, 750xp for "Allied" alignments, and 1,000xp for "Opposed" alignments.
    5. All "Master" level upgrades require the Mastery Talent wich will then allow the character to "Master" one (1) skill. The Mastery Talent may be purchased more than once, each time for a different skill.
    ACROBATICS (Agility)
    Acrobatics covers feats of agile movement, graceful motion, and mastery of balance and form. With this Skill characters can leap nimbly across yawing chasms, maintain their balance on the pitching ship deck or fall gracefully to the ground without snapping their limbs. In combat a skilled acrobat can somersault, flip, or cartwheel away from foes, twisting his or her body out of reach of their enemy or slipping past them in a blur of motion.
    Skill Use: Full Action unless otherwise noted.

    ATHLETICS (Strength)
    Athletics is the ability to run long distances, climb sheer surfaces, and swim strongly without tiring or faltering. It encompasses all manner of strength and brawn based tasks that a character may undertake; a skilled athlete can run for miles, heft mighty loads, or cross fast-flowing rivers with relative ease. Athletics also allows a character to push themselves to greater levels of endurance and shrug off the effects of fatigue when running, swimming, or climbing.
    Skill Use: Full Action unless otherwise noted.

    AWARENESS (Perception)
    Awareness is a character's ability to understand and be aware of his or her surroundings and is vital to all characters who wish to see danger coming. A character skilled in Awareness is able to notice small details, sounds or smells before others and interpret what they might be and where they might be coming from. Awareness is most often used when trying to spot hidden foes or ambushes, though it can also be used to find hidden objects.
    In general, Awareness is used when trying to spot items or individuals that are either hidden or difficult to notice. Scrutiny is used to interpret hidden emotions, motivations, or other undercurrents. So while spotting someone hidden utilises Awareness, telling when someone lies requires Scrutiny.
    When Awareness is used against an opponent (such as to spot an ambush) it is an Opposed Test. Awareness opposes and is opposed by Stealth.
    Skill Use: Free Action made in reaction to something.

    CHARM (Fellowship)
    Charm is the ability to sway the reactions of others or impress people with a smile and kind word. A character with the Charm Skill can turn a hostile situation into a friendly one or ingratiate their way into secure places past suspicious guards. Charm need not be used whenever a character speaks to someone in a pleasant manner, but should be used whenever he wishes to modify a character's disposition and opinions, or persuade them to do something they may not have any interest or reason to do.
    When Charm is used against an opponent (such as to change their mood) it is an Opposed Test. Charm is opposed by Willpower.
    Skill Use: One minute or more (the length of a conversation, though brief interactions may provide opportunities as well).

    COMMAND (Fellowship)
    Command is the ability to effectively lead men into combat and direct their actions against the enemy. This Skill allows a character to control the actions of his or her followers or change their standing orders in a combat situation quickly and accurately without the chance for misinterpretation or mistake. Command can also be used to inspire men to greater feats of courage or bloodthirstiness as well as to counter the effects of fear through the threat of violence.
    Skill Use: Half Action for simple commands. Full Action for more involved direction.

    COMMERCE (Intelligence)
    Commerce is an understanding of wealth, value, and exchange and how to use it to either make coin or procure goods and services for the best price possible. This Skill covers everything to do with deal making and business from bartering over chickens to engineering interstellar trade agreements and ensuring a healthy profit. Commerce also includes an understanding of the value of things and can be used to appraise items or evaluate something's potential worth.
    When Commerce is used against an opponent (such as to broker a trade deal or haggle over a piece of gear) it is always an Opposed Test. Commerce opposes and is opposed by either Commerce or Willpower.
    Skill Use: One minute on average, longer for complex deals.

    COMMON LORE (Intelligence)
    All Common Lore Skills represent the common knowledge an individual might know about general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning one might gain through study and research, and Forbidden Lore, which involves hidden or proscribed knowledge. Common Lore deals with basic information gained from prolonged exposure to a culture or area.
    Unlike other Skills, Common Lore has multiple Specialisations, and each Specialisation must be taken seperately in order for the character to have this common knowledge.
    Skill Use: Free Action.

    DECEIVE (Fellowship)
    Deceive is the art of lying or fooling others into believing something which is not true. A character skilled in Deceive is adept at convincing others of falsehoods, hiding their true intent from those around them or concealing some of the truth. Deceive can also be used to create a disguise, given the proper time and materials, which can be used to either hide their own appearance or even impersonate the appearance of another.
    When Deceive is used against an opponent (such as to convince someone of a lie or fool them with a disguise) it is always an Opposed Test. Deceive opposes and is opposed by Awareness.
    Skill Use: One minute, longer for complex deceptions.

    DODGE (Agility)
    Dodge is the ability to avoid blows in melee, duck incoming fire or leap out of the way of falling debris. It combines nimbleness of movement with trained reflexes and an awareness of all kinds of danger. A character can use his or her Dodge Skill to dodge either melee attacks or ranged attacks. Dodging attacks is made in response to a foe's successful attack. A success indicates that the attack has been avoided and it does not hit the character. In the case of attacks which cause multiple hits (such as automatic fire) each Degree of Success a character achieves on his or her Dodge Test discounts one hit from the attack. Any excess hits not discounted by dodging are then applied to the character as normal.
    Skill Use: Reaction.

    FORBIDDEN LORE (Intelligence)
    All Forbidden Lore Skills represent knowledge forbidden or hidden to the average citizen. In many cases, it is a heinous crime to even possess such knowledge. Regardless, the knowledge is forbidden for a reason, and is often highly dangerous.
    Like Common Lore and Scholastic Lore, Forbidden Lore has several different Specialisations, and each Specialisation must be taken seperately in order for the character to have this forbidden knowledge.
    Skill Use: Free Action.

    INQUIRY (Fellowship)
    Inquiry is used to gain information by asking questions, stimulating conversation, or simply eavesdropping. Unlike Charm or Intimidate, which focus on changing a character's disposition or influencing specific individuals, Inquiry focuses on gaining information from large groups, and may involve a great deal of time and effort. One or two Degrees of Success may reveal basic information about an area, population group, or individuals, while additional Degrees of Success on a successful Inquiry Test may allow the GM to impart more valuable or secretive information to his players.
    Skill Use: One hour or more, depending on the nature of the inquiries, the size of the group targeted, and information sought.

    INTERROGATION (Willpower)
    Interrogation allows a character to extract information from an unwilling subject. The application differs from torture, where a subject often says anything to stop the ordeal. Rather, it represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other conditions. Interrogation is always an Opposed Test, pitting the character's Intimidation Skill against an opponent's Willpower. If the character wins the Opposed Test, he or she gets one answer for each Degree of Success. If his or her opponent wins the Opposed Test, he or she gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus the character's Willpower Bonus in Damage to the subject, and prevents any further interrogation for 1d5 days. If the charcter suffers four or more Degrees of Failure he or she deals the same Damage and the subject gains a +30 bonus to Willpower Tests made to resist Interrogation at the character's hands or his or her allies. Each Interrogation Test inflicts one level of fatigue on the target.
    Skill Use: One hour or more, depending on the invasiveness of the interrogation and the subject.

    INTIMIDATE (Strength)
    Intimidate is a character's ability to frighten others into either doing what he or she tells them or giving up information. A character skilled in Intimidation can bully their way past guards, terrify locals into giving up their secrets, or even force foes to back down from a fight for fear of the consequences.
    When Intimidation is used against an opponent (such as to scare them into doing the character's bidding or make them back down from a fight) it is an Opposed Test. Intimidation is opposed by Willpower.
    Intimidate is a Skill that is particularly likely to benefit from the use of Alternate Characteristics, as characters may use many creative means to scare their opponents. For example, a character may threaten an individual with his or her powerful allies or dire retribution, which may allow him or her to use Intelligence to see how inventive the character can be with his or her threats, or Fellowship to see how convincing he or she can lie.
    Skill Use: Full Action.

    LINGUISTICS (Intelligence)
    Linguistics covers all kinds of spoken and written languages, including codes, ciphers, and secret tongues. A character with the Linguistics Skill has learnt to speak, read, and write (if it has a written form) a particular language, code, or cipher. No test is normally required to use Linguistics as it pertains to normal speaking, reading, or writing.
    All characters who have Linguistics as a Skill know how to read and write in their primary language.
    Like the various Lore Skills, Linguistics is a Specialist Skill and requires a player to choose a specialty when first taken. The Linguistics Skill may be taken more than once, each time with a new speciality.
    Skill Use: Free Action.

    LOGIC (Intelligence)
    Logic is the ability to think logically, solve puzzles and dissect information rationally and quickly. A character skilled in Logic can detect patterns where others cannot, see how each piece fits together into a whole and gather meaning from chaos. In addition to finding clues, solving riddles, or completing puzzles, Logic and also be used to help a character in games and endeavours where chance plays a large part such as gambling.
    Skill Use: One minute, or longer for particularly complex problems.

    MEDICAL (Intelligence)
    Medical is an understanding of the biologic sciences and how to set broken bones, heal wounds, or even perform complicated surgery such as attaching a bionic limb. A character with the Medical Skill can apply first aid to his or her comrades, diagnose an illness, or remove an organ (and keep the patient alive given the right equipment). The Medical Skill also relies heavily on certain tools for more complex procedures, and even a simple med-kit can make a significant difference to the effects of this skill.
    Skill Use: Full Action.

    NAVIGATE
    Navigate is the ability to plot a course from one point to another, either on the surface of a planet or across the stars. A character with the Navigate Skill is able to find their way quickly and efficiently even when far from familiar landmarks; this could mean successfully navigating through a dense jungle or a crowded city. Navigate can also be used to guide a ship from world to world or through the maelstrom of Warp Space.
    Navigate comes in three varieties and each one must be taken independently from each other.
    • SURFACE (Intelligence) - Navigate Surface covers the ability to Navigate across terrestrial environments from frozen tundra to sweltering jungles as well as navigating man made environments such as cities or subterranean complexes.
    • STELLAR (Intelligence) - Navigate Stellar is the ability to plot a course across real space using stars, planets and other celestial phenomena. This ability is primarily used aboard starships.
    • WARP (Intelligence) - Navigate Warp is the rare ability to navigate not reality but the shifting and ever-changing vista of warp space. This is most commonly used by those who must guide starships with a warp engine through the immaterium.
    Skill Use: One minute for simple location; 1d5 hours for plotting courses or routes.

    OPERATE
    Operate encompasses the ability to control and direct all manner of vehicles and heavy equipment. This can include everything from starships the size of cities or macro batteries to land speeders or jump packs. A character with this Skill is adept at piloting, driving, or operating a particular type of vehicle or machine. No test is normally required to pilot or drive a vehicle unless it is in a combat situation or other unusual circumstances (i.e. extremely rough terrain, high speed, etc.)
    Like Navigate, Operate comes in three varieties and each one must be taken independently of each other.
    • SURFACE (Agility) - Operate Surface covers the ability to pilot any vehicle that primarily operates on the surface of a planet. Groundcars, walkers, treaded vehicles, boats, and skimmers (hovering or flying vehicles that must remain very low to the ground) can all be piloted using Operate Surface.
    • AERONAUTICA (Agility) - Operate Aeronautica covers the ability to pilot any vehicle that operates in three dimensions. This primarily covers atmospheric fliers, but also includes small maneuverable spacecraft such as landers, shuttles, starfighters, and bombers. Piloting jump packs is also covered by this ability.
    • STARSHIP (Intelligence) - Operate Starship covers the ability to pilot large space faring vessels often kilometres long. Any space-going vessel that requires a captain and large crew and cannot bc conceivably piloted by a single individual is operated by Operate Starship
    Skill Use: Half Action

    PARRY (Weapon Skill)
    Parry is the ability to avoid blows in melee, either deflecting them using one's hands or weapons, or evading them entirely through quick reflexes. A character targeted by melee attacks can parry these attacks using Parry. Parrying is a Reaction and can only be used against close combat attacks from foes engaged with the character in melee. A success indicates that the attack has been parried and does not hit the character. In the case of attacks which cause multiple hits (such as those from a foe witht the Lightning Attack Talent) each Degree of Success a character achieves on his or her Parry Test discounts one hit from the attack. Any excess hits not discounted by parrying are then applied to the character as normal.
    Skill Use: Reaction.

    PSYNISCIENCE (Perception)
    Those with the Psyniscience Skill sense the currents and eddies of the Warp and Immaterium. Characters can use the Skill to detect the presence or absence of daemons, the use of psychic powers, psychic phenomena, disturbances, or areas where the flow of the Immaterium has been unsettled or disrupted. Unless otherwise noted a character can use the Psyniscience Skill to detect entities, locales, and events up to a number of kilometres away equal to the Perception Bonus. A GM may increase this range for particularly powerful events or creatures.
    Skill Use: Full Action.

    SCHOLASTIC LORE (Intelligence)
    All Scholastic Lore Skills represent information that a character would need to learn in a formal setting or institution of learning, whether from a knowledgeable mentor, an organisation, or even the careful study of rare tomes. Unlike Common Lore, this information is not readily available to the average inhabitant of a planet, but unlike Forbidden Lore, it is not forbidden or proscribed.
    Like Common Lore and Forbidden Lore, Scholastic Lore has several Specialisations, each Specialisation must be taken seperately in order for the character to have this scholastic knowledge.
    Skill Use: Free Action.

    SCRUTINY (Perception)
    The Scrutiny Skill helps assess the people or objects a character encounters. The character can use Scrutiny to gauge an individual's truthfulness, determine his or her motives, and appraise his or her personality and temperment. It can also be used to analyse an object or display in detail, determining information that may be hidden or simply not readily apparent.
    In general, Scrutiny is used to interpret hidden emotions, motivations, or details unnoticeable unless subjected to a detailed analysis. Awareness is used when trying to spot items or individuals. So while spotting someone hidden would be Awareness, telling when someone is lying would be Scrutiny.
    Skill Use: Half Action.

    SECURITY (Intelligence)
    Security deals with overcoming locks and safeguards, breaking into secure places or protecting them from intrusion. A character with the Security Skill is trained to bypass locks or hack codes, whether using cogitators and tech or simple mechanical devices. Characters with Security are also able to safeguard systems and locals by making their passive defences more secure, even setting traps for unwary intruders and thieves.
    Skill Use: Full Action or longer, depending on the complexity of the lock or security system.

    SLEIGHT OF HAND (Agility)
    Characters use Sleight of Hand to any task that requires a combination of deception and dexterity. Examples include palming small objects, picking pockets, or performing tricks. The GM sets the Difficulty of the Test based on the size of the object and the intensity of observation. This is always an Opposed Test against the opponent's Awareness or Scrutiny.
    Skill Use: Half Action, or Free Action with an additional -10 penalty.

    STEALTH (Agility)
    Stealth is the ability to remain unseen, either while moving through a crowd or the open markets of a world. A character with the Stealth Skill can move silently or conceal themselves from others, either to escape from their foes or take them by surprise. Stealth also allows a character to follow opponents while moving through crowds, following them while not appearing to do so. Finally, Stealth can be used to move quietly.
    When Stealth is used against an opponent (such as to hide from a foe or shadow a target) it is an Opposed Test. Stealth opposes and is opposed by Awareness.
    Skill Use: Free Action as part of Movement.

    SURVIVAL (Perception)
    Survival is the mastery of ones environment away from the protection of dwellings, villages or cities. A character with the Survival Skill can live off the land, ride beasts, and predict weather with only a minimum of equipment and without the need for resupply or support. Survival can be used to create primitive items such as bows or blades as well as basic clothing. Survival is also used to track prey (human or otherwise) across all kinds of terrain by following the telltale signs they leave on the environment around them.
    Skill Use: Full Action.

    TECH-USE (Intelligence)
    Tech-Use is the ability to use and interact with all manner of mysterious technological devices as well as create them. A character with Tech-Use can expertly operate common equipment such as vox or pict-casters though they might not understand the inner working of such things. Tech-Use can also be used to build basic or complex technical devices with the right amout of time and materials.
    Skill Use: One minute, or more for more complex systems.

    TRADE (Intelligence)
    Trade Skills allow the character to create things, from contracts to starships. At the GM's discretion, Explorers with this Skill can earn additional Profit Factor plying a trade. They can identify the work of particularly famous or infamous craftsmen, or recall information concerning items of their trade.
    Trade Tests can represent the work of hours, weeks, or months depending on the complexity of the task at hand. However, Tests that involve the examination of an item to recall information require a Full Action.
    Trades come in a variety of Specialisations.
    • Archaeologist: Used to locate, examine, and analyze ancient ruins and artifacts.
    • Armourer: Used to design, upgrade and forge weaponry, from personal arms to starship batteries.
    • Astrographer: Used to create two and three-dimensional representations of stellar locations and warp routes.
    • Chemist: Used to create poisons, drugs, and a wide variety of other compounds.
    • Cryptographer: Used to create or decode ciphers, codes and other puzzles.
    • Explorer: Used in the exploration of unknown stellar regions, knowledge of procedures, supplies needed, and so-forth.
    • Linguist: Used to learn or decipher new languages, both spoken and written. (Note: taking this trade grants a free language.)
    • Remembrancer: Used to recount events in a variety of art forms, from sculpture to poetry.
    • Scrimshawer: Used to inscribe patterns, texts, and art onto a variety of materials.
    • Shipwright: Used to design, upgrade, and create space-capable vessels.
    • Soothsayer: Used to "foretell" the future by a number of interpretative arts, though its effectiveness is suspect.
    • Technomat: Used to maintain and repair technological devices, but through rote memorization rather than true understanding.
    • Spacefarer: Used in the day-to-day operation, logistics, and defence of starships.
    Skill Use: Variable depending on task and complexity.
     
  5. LizardGod

    LizardGod Really Really Experienced

  6. Omega98

    Omega98 CHYOA Guru

    OMG liz! You're the best! :D
     
  7. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    Are we using CRB only, or do we allow the extra content from the other books?
     
  8. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    I've finished my character Up to the point published in this thread: and submitted it by PM, but, to go any further than what I've got right now, I need to know if the other books content is allowed...?
     
  9. Omega98

    Omega98 CHYOA Guru

    All of the content in the books posted by @lizisbest will be allowed so long as you source it for me so I can go and find it. If you're talking about the other 40K RPG games I'm going to have to say no, or at least not initially.
     
  10. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    My character's done, (I think...) how's everyone else doing?
     
  11. Omega98

    Omega98 CHYOA Guru

    Just so everyone knows you start off as "Allied" with the Chaos Gods, and gain a "True" alignment after you select 5 more Skills or Talents associated with a specific deity over the next closest one.
     
  12. GenericEditor168

    GenericEditor168 Really Really Experienced CHYOA Backer

    Just working out the last few details...
    Would it be possible not to take Hatred? I'd prefer some recompence, but I'm okay with simply not taking it and getting no reward for that.
     
  13. Thorn_

    Thorn_ CHYOA Guru

    Whoops. I got caught up with the things I have to do for starting a new job in real life that I completely forgot to work on my character sheet. I still hammered out most of it so it should be ready soon enough. I might have to rush a little bit in my prep for it but I don't want everyone waiting for me.
     
  14. Omega98

    Omega98 CHYOA Guru

    There's still some work I have to do with each of the players after they've created their character sheets but before we start the game proper. As I stated before each player and I have to come up with their own individual Tertiary Objectives for the game.

    Those are fun. I love Tertiary Objectives. They help really round out characters. :D
     
  15. Omega98

    Omega98 CHYOA Guru

    For those who are interested and those who asked Tertiary Objectives exist really as Side Quests for players. They are unique in that only the player who was assigned the mission and the GM will know about it, all other player and anyone reading through the game will not. They are created by a co-operative effort by the player and the GM as a means to give the character an objective to complete. This is the reason I want to go over everyone's backstory with them as I want your initial Tertiary Objective to relate to your origins and right off the bat give your character something that they are trying to achieve regardless of what the group is actually doing. It adds an extra layer of game-play and helps keep both you and I interested in the individual's journey.

    Rewards for completing Tertiary Objectives include Experience Points, increases to your Reputation Characteristic, and possibly gear if I deem it suitable.

    Keep in mind that Tertiary Objectives may or may not be completed in a single mission. They could be something quick and easy to complete, or they could be accomplished over extended periods of time. Generally speaking the longer it takes to complete a Tertiary Objective the more of a reward you'll receive for completing it.
     
  16. LizardGod

    LizardGod Really Really Experienced

    so i am guessing once everyone has a char we will switch over to the normal rp forum?
     
  17. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    I would expect so...
     
  18. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    I have an important question: how are our character's supposed to get together? I don't think the standard "you meet in a tavern" thing will work for a group of chaos worshipers in the 42nd millennium...
     
  19. Omega98

    Omega98 CHYOA Guru

    Yep. Once everyone's ready and I've gone over some stuff with you individually then I'll be creating the first post in the RP forum.