After a lot of tought i eventually settled on doing a warband of Savlar Chem Dogs, they have always been my favourite guard regiment and it was an obvious choice. in a game only 3 or 4 would be used at a time naturally. Tell me wht you think please. i will post a couple of pics of the one currently in progress when he is finnished, sorry that there's a lot of stuff.
Savlar Chem Dog squad "Quelli Santificati" (The Sanctified Ones)
Lieutenant Skozia Nord
Age: 30ish
History: Born into the towering hives of Armageddon Skozia never knew his family as they perished at the hands of Orks deep in the underhive, pulling himself out of the gutter Skozia proved that he could command immense reserves of courage and endurance. His burning hatred of the greenskins knew no bounds and was adopted by the unit of Chem Dogs tasked with removing the orks from below, he was scrawny and ill from years of exposure to the denizens of the underhive but there was a gleam of courage in his eyes and soon proved himself to them as a skilled shot with an autogun. The penal legionaries took to him immediately as they respected the savage ferocity with which he killed the greenskins without mercy or pity. On their return to the Dead Dog Moons the system overlooked him and he worked in the mines with his comrades until they were called to war once more. The convicts and scum who worked beside him taught him how to fight and to survive in the toxic mines of their adopted homeworld. He adopted the name and identity of one of the workers who fell to his death deep below in the Black Sands Thyrius mine so when they marched to war the authorites didn't check well enough to uncover the truth and he was accepted without question as the dead man. It was during the fighting on Vrakkus XII he won his freedom by saving the life of Colonel Van Obervald and like the few who had come before him Joined the Ranks of The Quelli Santificati, the free Chem Dogs.
Appearance: slight of build Skozia is sometimes laughed at by the others who consider him weak. Like the others he is bald with the arrow tattoo of the Savlar over his head, he wears the simple grey fatigues concealing a flack jacket with the white ribbon of the Santificati tied on his arm . He also wears a necklace of Ork teeth around his neck, a souvenir of his first campaign, as with the other Quelli Santificati he has the tattoo of their haloed skull symbol on his right shoulder.
Personality: A proud and aloof man who considers himself better than the other Santificati for being the only one who has never committed a crime but when the bullets start flying he embraces the fires of combat with a vigour equal to the others as he knows for sure that the reason for his existence is to destroy utterly any opposition to them. Like most of the Santificati he has little loyalty to the Emperor but accepts that he is the one who pays them, however his early life in the underhive has left him certain in the belief that humanity must prosper or be destroyed. Off duty he is found brooding about mankind's destiny to rule the Galaxy, rarely talking he usually speaks only to Glaudio as he considers the Captain the only one who is equal to him. His code of honour is unique among the Santificati as he refuses to lower himself to the level of the others.
WS BS S T I wp nv sg ld
40 71 45 52 51 56 55 68 55
Special: Deadeye shot
Wargear: Flack armour on chest and abdomen, Autogun, low Magnum revolver, Chem Inhaler/Rebreather , knife.
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Captain Glaudio Tauren
Age: Unknown
History: The first of the Quelli Santificati Glaudio was born on the backwater plant of Solidarus close to Terra which survived by serving as a stop off point for pilgrims heading for Terra, his parents were the owners of a small stall selling food and clothing. On the side they sold illegal stimulants and drugs and his father did occasional runs with the light cargo vessel "Minerva's Wrath" running guns and drugs from Solidarus to the pirate bases in the nearby Thorgrimm asteroid belt. Just after Glaudio turned 18 they were caught and sentenced to hang but the judge took pity on the young man who stood before him and sent him to the mines of Savlar instead for his part in the crimes. His tough upbringing had prepared him well but the unimaginably harsh environment of the Dead Dog Moons made him wish he had been hung too, however he coped better than others and became noticed by their Arbites overseers. Quickly conscripted into the ranks of the 31st Savlar Regiment he proved his worth across battlefields throughout the sector, on Icarus II he lead his squad into the breach in the wall of the rebel stronghold and the follow up units had to merely execute the wounded rebels left in their wake. In light of his Heroism in the face of insurmountable odds they were granted their freedoms by the higher ups. Having nowhere else to go they chose to remain in the Chem Dogs as regular Guard rather than Penal Legionaries thus the Quelli Santificati came into being. Glaudio is the only survivor of the original Santificati but he continues to fight for humanity leading his elite team into the most lethal of situations to repent for their sins. Any Chem Dog who chooses to stay in the Guard after being freed usually joins their ranks and they have developed a reputation for being one of the finest infiltration units in the galaxy. While their morals my be different to those of other more honourable units they remain firm in their loyalty to their cause, while other men fight in the name of the Emperor the Santificati fight for Humanity as a race as they have long since lost their faith in the Emperor in the chem. Mines of Savlar. Their uniform differs from that of the Penal Legion only in the addition of a white ribbon to represent the fact that they have been forgiven for their sins, Glaudio himself disapproves of this practice as he believes that there is no such thing as forgiveness, he drills his squad without mercy and then leads them into the gates of hell for humanity. Many inquisitors recognise their abilities and they frequently undertake work for various members of the Inquisition, going to the most nightmarish of Deathworlds on missions which would be considered suicide by anyone but the Astartes and walk away with no casualties taken, the strongholds of the enemy burning in their wake.
Appearance: A man of medium build and indeterminate age Glaudio is not the most imposing figure but his steely glint to his eye show that he is more than capable of keeping even the most rowdy of troopers in line when the bullets start flying. Part of his face is a mess of scar tissue and like his comrades he has the arrow shaped tattoo on his head though in white rather than black as his skin was burned dark by the noxious fumes in the mines many years ago. His Grey fatigues are ripped and insignia less as he chooses to keep his rank secret in order to avoid being an obvious target for enemy snipers. Unlike the other Santificati he dousn't wear the white ribbon due to his pessimistic belief however he douse wear the bulky Savlar Pattern Rebreather which he claims is far superior to the more compact variants of other regiments.
Personality: A pessimist but a brave one, both feared and loved by his subordinates, they know that in spite of his grim outlook their best shot in life is by his side. When not on the battlefield he cleans and maintains his weapons with care rarely seen outside of the Mechanicus, he has a special bond with Skozia who he appreciates for his philosophical mind and the good influence he has over the more rowdy elements of the unit.
WS BS S T I wp nv sg ld
60 56 50 65 51 71 72 60 75
Wargear: Chainsword, High Magnum Revolver with cutter rounds, Flack armour on chest, abdomen, arms, Chem Inhaler/Rebreather.
Special Abilities: Leader
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Corporal Malavita Aumento
Age: late twenties
History: Malavita was a common worker from Mordia, conscripted into the Iron Guard at the age of fifteen he was unexceptional in every way, he was of average strength, not the bravest of men and a bad shot. He was there simply because he was in the wrong place at the wrong time, when his squad was thrown into the Sabbat Worlds Crusade he didn't have a choice. In the fires of war the most unlikely of people are capable of the most extraordinary things but for Malavita this was not the case, while others thrived or died he hid from danger and was eventually sent to Savlar for his cowardice to be introduced to the meaning of the word "suffering". The mines changed him forever. He developed huge slabs of muscle, perhaps due to the affects of the chemicals or maybe down to another factor but whatever happened he became everything he dreamed of becoming. When the Arbites went looking for volunteers for the Chem Dogs the huge man caught their eyes immediately and he was promptly drafted into the 544th Savlar Regiment. It was during his time that the Savlar Lance began to appear in large quantities on the battlefield, the high velocity rifle instantly appealed to Malavita and after a large amount of begging he managed to get hold of one which he wielded deftly and with skill which far surpassed many of the best in his unit. He began to enjoy life as a soldier and the commanders were quick to spot his skill and it was decided that it could be put to better use behind enemy lines. So it was that Malavita Aumento joined the ranks of the Santificati, since then his record has been exceptional and his skill with a Savlar Lance is second to none.
Appearance: He chooses to wear very little armour as it reminds him of his past in the Iron Guard, the White Ribbon proudly flutters tied to his arm over his scarred and tattooed body. As with the others he wears the heavy Savlar Pattern Rebreather.
Personality: while still not the bravest of the Santificati he is most defiantly braver than he was all those years ago. Frequently on the receiving end of jokes as he is the only one of the Santificati not to have been recruited following an act of insane heroism Glaudio in particular dislikes him for that and in turn Malavita despises the captain. However he has developed friendships with a number of other troopers who are highly grateful for his covering fire on missions. When not on the battlefront he enjoys playing cards and drinking with the other Santificati who are becoming to accept him as one of them as he is the most recent addition to the unit and has had trouble settling in.
WS BS S T I wp nv sg ld
40 73 70 70 40 46 44 54 40
Wargear: Flack armour on arms, Savlar Lance, low magnum revolver, knife, and Rebreather/Chem inhaler.
Special Abilities: deadeye shot
Savlar Lance: this weapon was developed during the fighting on Vulkan XII when the higher ups realised that the penal legions were lacking a cheap and readily available way of killing heavily armoured foes. The Savlar Lance was the solution, basically a basic bolt action sniper rifle scaled up to fire a devastating large calibre round over an extremely long range. Initially disliked due to its high recoil and weight it was quickly adopted by the penal legions as a cheap and effective alternative to a squad heavy weapon. Rarely seen outside the penal legions due to its low rate of fire it is a huge hit with the Savlar in particular and was named after their harsh adopted homeworld.
Savlar Lance
Range Acc Type Damage Weight Shot Rld Notes
H - Heavy 2D10+4 65 1 1 High Recoil (see complete armoury)
Private First Class Kantaa Harka
Age: twenties
History: Born on the Feral world of Volkanis Kantaa was the youngest son of a tribal chief known for his love of violence and aggression, during a bloody war between their tribe and another the conflict escalated to such a level that the "civilised" cities on the coast were threatened and an Imperial Guard regiment was founded to quell the uprising. Kantaa saw a great opportunity for a better life and disguising himself as one of the civilised people he appeared at the recruiting office. Presenting a false name to the bored drill sergeant on hand he was accepted without question as they needed all the men they could get. During the Volkanis civil war a young private called Sergai Volgrus was awarded multiple medals for bravery and skill on the battlefield, during the final assault on the stronghold of Targur Harka he fought a final duel against his father. They fought for many hours the end result of which Kantaa pinned his father's lifeless corpse to the floor with his sword and roared a prayer to the Emperor for his success. During the aftermath however his true identity came to light but instead of being executed he was sent to Savlar due to his record during the war. Kantaa quickly adapted to the rugged life of a mine worker and began to feel at home but he missed the violence and constant warfare of his previous life. Luck seemed to favour Kantaa as his wish was soon granted by their Arbites overseers and he was recruited into the 45th Savlar Regiment, it was during the fighting on Gykonis XXIV that he gain recognition as he lead the charge alongside the Space Marines of the Marines Malevolent and was awarded his freedom in recognition of his bravery in the face of insurmountable odds. On leaving the Penal legion he was headhunted by Glaudio and joined the ranks of the Santificati. He hasn't looked back and considers joining them the best decision he ever made.
Appearance: he wears the grey uniform and Rebreather of the other Chem dogs but with a slightly barbaric look to him, his face is covered in injuries from the Volkanis civil warm and his time in the mines. The only thing which makes him different to the other Santificati is his choice of weapons, preferring close range combat to the mid range firefights most of the others enjoy.
Personality: An opportunist, his dirty tactics would be frowned upon in any other regiment but in the Savlar he is nothing unique as almost everyone else does it as honour tends to take a backseat to staying alive when the bullets start flying. In person he comes across as quite a nice person but on the battlefield he is a callus and bloodthirsty individual with a short fuse. When not in the fight he plays cards and drinks with the others, happily uncaring about where they go just as long as there is plenty of violence when they get there.
WS BS S T I wp nv sg ld
75 30 55 65 51 56 54 26 46
Wargear: Flack armour on chest, abdomen, arms and groin, heavy duty stubber, sword, Chem inhaler/Rebreather
Special Abilities: Furious Assault
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Private Karl Soldi
Age: 50s
History: An experienced and grizzled veteran guardsman from the Cadian 144th regiment Karl was the son of a soldier who was killed fighting the Eldar in the ill fated assault on the Beil Tan craftworld. Karl never met him but like many before him he was adopted by the Whiteshields and proved himself it the bloody campaigns which followed. Eventually rising to the rank of Colonel before his "addiction" was discovered, his career lasted for nearly thirty years before his unhealthy love of combat was brought to light, normally this would be seen as a good thing had not Karl been driven to fighting his allies and taking part in illegal prize fights to satisfy his urge to kill. Due to his rank he was spared the gallows and sent to Savlar to serve in the penal legion and to ensure that his skills were not totally wasted. He quickly adapted to the nightmarish life of a penal legion trooper and it became obvious that rank clearly meant nothing to him, just as long as he could kill. His skill and lust for blood became infamous but it was his calm nature which made him the most feared, in spite of the horrific deeds he douse he never shows anger, only a cold hatred which even the enemy can sense. He was recruited into the Santificati after he slew an ork warboss in close combat on Tersis III, turning the tide of battle in favour of the Savlar. Only Glaudio knows about his past and uses him to instil fear into the enemy and keep the more truculent troopers in line.
Appearance: Karl is a medium sized man who wears the uniform of the Santificati, though he cares little about formalities like uniform he is of a practical mind and sees it merely as a way to avoid friendly fire. His white ribbon is bloodstained and ragged from constant combat and for he most part he ignores any battle damage his uniform receives giving him a distinctly ragged appearance.
Personality: Karl's personality can be summed up in one phrase: not a nice person. He treats his comrades with cold distain and distrust, between conflicts he is found training for battle or sleeping as he believes in recovering as much strength as possible between missions in order to be as efficient as possible on the battlefield. He is not particular about his methods of killing but he prefers the short ranged firefight and close combat to long range firefights favoured by other units.
WS BS S T I wp nv sg ld
68 51 55 65 51 36 68 40 50
Wargear Flack armour on chest, abdomen and groin, Pump action shotgun with solid shot rounds, sword, knife, Rebreather/ Chem inhaler.
Special Abilities: fearsome
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Private Giacomo Del Aria
Age: 40s
History: A Terran by birth, Giacomo was a street urchin in the litter strewn streets of the lower levels, with not talents for pick pocketing or any of the other life skills which you need to stay alive in that kind of environment. The shopkeepers often saw the thin and starving boy wandering through the streets in search of food or anything which could be fashioned into clothing to keep out the piercing wind but they had other matters to worry about so they ignored him. By some miracle he managed to survive and begin to gain strength, soon he was fighting with the other homeless for the best sleeping spots and food. He was driven onward by an obsession to win and he challenged the best for what he believed was rightly his, his refusal to accept defeat made him pick himself up and keep fighting no matter how many times he was knocked down and left for dead by his peers. Due to his massive reserves of inner strength he survived childhood and managed to scrounge and steal enough money to buy a small run down shack on the edge of one of the slums where he ran an illegal fighting ring, pitting the best of the local fighters against each other in bloody combat. He frequently rigged the fights and stole money from the various patrons who visited his establishment and it was during a brawl over stolen money he stabbed to death the son of a wealthy mob baron who used his influence to have Giacomo imprisoned to await execution. However the mob baron had underestimated the cunning of Giacomo who gave the judge a bribe to give him a more lenient sentence and he was sent to Savlar instead. He survived the toxic environments of the mines with unnerving skill, quick to learn the techniques required to survive as he had already mastered similar skills back on Terra. His fortitude impressed the Arbites in charge of his work gang and he was quickly offered a place in the 671st Regiment where he served with distinction for over thirty years before he was offered his freedom. Where most men would have taken the first shuttle out in search of a peaceful world to settle down on Giacomo was determined to not be seen as a coward and joined the ranks of the Quelli Santificati to continue to fight.
Appearance: Giacomo wears the uniform of the Santificati but he also carries a umber of lucky charms and amulets which he believes will bring him good luck on the battlefield, his gear is immaculately turned out and his weapons sparkle which causes him to be the most respected by superior officers and the others use him as the units "representative" to the higher ranks.
Personality: An obsessive with competition and one of the best all round fighters in the unit due to his desire to be better than the best at everything he does, he competes with Kantaa and the other close combat specialists as well as with Malavita and the other ranged specialists. He is fairly unpopular because of his frivolous and petty nature, Glaudio in particular is annoyed by his habits and has often threatened to discharge him but never has because in spite of his personality he is useful to the unit because of his fighting abilities and his knack for dealing with officers.
WS BS S T I wp nv sg ld
60 60 54 65 51 54 52 40 54
Wargear: flack armour on chest, abdomen and groin, Autogun, Sword, low magnum revolver, Rebreather/ Chem inhaler.
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Private Sangue "Slash" Mutilaire
Age: Unknown
History: A brutal and psychotic killer from the streets of Faukai, the largest hive on the polluted and desolate world of New Dawn on the western edges of the Imperium. An illegitimate son of a local cleric and a prostitute, not knowing who his father was Sangue lived in the slums of the underhive for many years, killing and stealing to stay alive. From his earliest days he had an unhealthy love of blood and his early years were marked by a large number of gory killings, these went unnoticed for years as the goings on in the underhive are rarely noticed by those of high authority. Forever hunting for his father Sangue wandered for years searching for the man who brought him into the world until his violent exploits finally caught up with him. After murdering a preacher with a meat cleaver and leaving the corpse in a bin he turned round to find an enforcer pointing a shotgun at him. Sangue was brought to trial for murder, however luck was on his side and he was only charged with single murder due to insufficient evidence and he was quickly shipped off world for Savlar where he disappeared to live an extraordinarily long life in the mines during which a large number of fellow inmates disappeared but no investigations were carried out. Sangue joined the Chem Dogs by choice as he could kill more people in the Guard than he ever could in the mines, making a small amount of fame for himself for his brutal and mindless aggression displayed towards allies and enemies alike. When Glaudio heard of a blood soaked demon in the ranks of the 56th he quickly persuaded the high command to grant Sangue his freedom and he was recruited into the Santificati.
Appearance: Sangue wears the uniform of the Santificati like his comrades, however it is covered in the dried blood of his foes which he never bothered to clean off. He has pronounced canine teeth which combine with the blood to give him a somewhat demonic appearance.
Personality: Sangue is a classic example of the psychopaths bred by a society like the Imperium, caring little for who he kills just as long as there is plenty of blood. Glaudio knows that he cared little about gaining his freedom but he is a useful member of the squad despite his "little problem". Sangue has a wonderful singing voice which is at odds with his personality and is rarely used as he hardly ever speaks. Sangue is constantly searching for his father and his desire to find him has led the Santificati into a number of embarrassing situations involving the clergy.
WS BS S T I wp nv sg ld
81 20 63 65 56 46 65 30 36
Wargear: Flack armour on chest, abdomen, arms and groin, Chem inhaler/ Rebreather, cut throat razor(knife), chainsword, sword.
Special Abilities: Frenzy, ambidextrous
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Private First Class Toro Martello
Age: 30s
History: A common street thug from Necromunda, Toro was born to a family which supplied guns to the forces of House Goliath and it was only natural that Toro should become a ganger as well but during a raid on the local Arbites precinct he was wounded and captured, his story would have ended there if it wasn't for his sheer physical endurance. Surviving the wound he was shipped to Savlar along with the other dregs captured in recent weeks, on arriving he was met by the sight of the freshly dug graves of the day's casualties from the mines. Put to work in the infamous Pyre Reach mines he became accustomed to the labour with a speed which surprised his overseers, his already muscly arms bulged as he gained the extra strength required in a matter of days. Due to contamination his face became scarred by the chemicals which seeped into his Rebreather, ever since his vision has been sharper in the dark but weaker in the light of day. This was quickly seen as a great skill to have for night fighting and he was drafted into the 55th Savlar Regiment where he served until he was spotted after his unit managed to infiltrate an enemy artillery position and create enough havoc to allow the rest of the regiment to reach enemy lines virtually intact. In light of this he was granted his freedom and was recruited by the Quelli Santificati.
Appearance: Toro is a large and well built man who towers over his comrades, his grey uniform reasonably well turned out and his heavy Savlar Pattern Mask slung over his shoulders. His eyes are a bright yellow, contrasting against his dark skin.
Personality: Quite a nice guy overall, he is a little callous at times but other than that he is a friendly and popular member of the squad. Glaudio in particular knows what a usefull asset he is to the unit as his eyes have saved their lives on a number of occasions, one of the few comrades who Glaudio actually likes and Toro can often be seen talking to Glaudio and Skozia when not in combat.
WS BS S T I wp nv sg ld
54 52 71 72 51 42 54 48 47
Wargear: Flack armour on chest, legs and arms, Rebreather/ Chem inhaler, Autogun, standard stubber, knife
Special abilities: Vision
Vision- in night fights he counts as wearing night vision goggles however in daylight he is at an additional-30 to all vision based tests
Privates Salazi and Salazus Brakkus
Ages: late 20s
History: Two brothers from the far eastern fringe of Imperial space they were abandoned by their parents at an early age when they claimed to be able to see ghosts, this was thoroughly investigated by local law enforcement before it was decided that it was nothing, and indeed it was however they never mentioned it again. When the Tau began to raid their world most of the men were called away to fight the aliens leaving the two of them behind to their own devices, living ferally in the hills above the settlement they grew up not knowing of love until they were adopted by a local baron. They lived happily for a time in his mansion until it was discovered that he had been the organiser of a large number of lootings of buildings abandoned by the militia as they moved out to fight the Tau and was promptly sent to Savlar leaving them behind. In a cruel twist of fate they were also caught and received the same penalty for the same crime as their adopted father. The mines of Savlar had broken better men and women but they managed to retain their sanity where the ex baron died in a pool of toxic sludge. It was not long after arrival they a new regiment was raised to be sent to the still embattled world of Armageddon, they were among the first to enlist, and desperate to escape the horror of the mines it was an easy choice. Their deeds on the blood soaked plains of the hellish war zone eventually earned them their freedoms after they were the sole survivors of their company who were ambushed by orks, the two brothers managed to hack their way clear and provided intelligence which eventually led to the destruction of an ork warband. Glaudio was among the officers who saw them come in and was instrumental in gaining them their freedoms on the condition that they join the Quelli Santificati.
Appearance: Despite being twins their code of dress is dramatically different, one is neat and tidy while the others uniform is ragged and bloodstained. Neither of them like the Savlar pattern gas mask and both of them have found replacements for theirs from other regiments. Uniquely among the Santificati neither of them use combat drugs to enhance their performance on the battlefield. They are both of medium build and with pale complexions, before they went bald due to the chemicals of the mine they both had long golden hair.
Personalities: Two brothers with contrasting personalities, where Salazi is quiet and thoughtful preferring to kill from a range, Salazus is raucous and barbaric preferring the bloody frenzy of close range fighting. Salazi hates gambling and refuses to drink, he is usually found reading philosophy between fights while his brother is often found playing cards with the others.
Salazi
WS BS S T I wp nv sg ld
45 65 52 54 51 65 52 70 51
Wargear: Rebreather, Bolt action rifle, standard stubber, flack armour on chest and abdomen, knife
Salazus
WS BS S T I wp nv sg ld
65 45 54 52 56 65 65 57 55
Wargear: Flack armour on chest and arms, standard stubber, Rebreather, sword, pump action shotgun with solid slug rounds.
Wow, you do like the Chem Dogs, thats an impressive number of backgrounds and a suitably variable number of characer types. Couple of very minor quibbles with the backgrounds, not quite sure how Karl Soldi gets to reach the rank of Colonel while being an undetected, part-time serial killer, I'm struggling to believe that one. I'm also not sure how a 40 ish Giacomo Del Aria could manage to put in 30 years of military service after a past as a sucessful fight promter, with toddlers and a play pen maybe ;)
Without knowing the power level of your gaming group, its dificult to comment on the stats, some of those BS and WS skills are going to make them pretty lethal on the table. Possibly difficult to do but they do all seem to have virtually identical strength and toughness - I appreciate they all train and are members of the same unit, but a little more variation to reflect thier characters maybe?
For example the 50 something old Soldi has identical S and T to Harka who's in his early twenties. Incidentally, I do normally dislike high Sg in combat characters, but Harka's SG of 26 must surely make it difficult for him to tie his shoe laces or recognise which end of the stubber is pointed at who...
Looking forward to seeing any models.
Edit: Ah, forgot that you also mentioned the majority of the unit use combat drugs - are these just generic ''marching powders'' or prescribed medication from the Regimental Surgeon, or more specific stat changing, addictive and possibly illegal?
I used the "conclave standard charcter" to get most of the stats, Harka's low sg was based on the classification of "feral worlder". i've modified some of the numbers according to your suggestions. Karls previous rank has benn reduced to captian, his age was used to indicate that he gained the rank through a long career of exeptional service.
The similar strength and toughness was based on the fact that they have all undergone the hell of the chem mines and have similar social backgrounds.
on the combat drugs issue, they will be a veriety of substaces usually slaught, spur or reflex which can be added to the air mix of the rebreathers as is standard practice among the Savlar to "boost" the fighting abilities of the units. still working on that part as i am not too sure of how they'd work.
Thanks for the feedback, any more advice would be much appriciated
I've only really skim read it, but I have a few things to say...
~~~~
Karl:
Fearsome should only be applied when their opponents can tell from a distance that charging this target is a near suicidal act. Given that this is a universe where scarred, battered or perhaps even self mutilated characters are commonplace, it takes something very special to make you visibly "bad news". (For example, being a Space Marine or Pit Fighter would work.)
Karl is described as a fairly normal looking human and wearing a raggedy looking uniform is hardly fear inspiring, and is practically commonplace amongst the Savlar Chemdogs. He might be a total psychopath who'd as soon kill his allies as his enemies, but only his allies would really know that - his enemies would just see another Chemdog.
In his case, I'd drop fearsome (which is very hard to justify for most human characters), increase his stats, but then have him cause Distrust (see Dark Magenta, Issue 1, page 11) in most of his allies - as it's more likely to be his allies who are scared of him than the enemy!
That would make him quite nicely lethal, but the distrust would be a counter to that, reducing the effectiveness of his allies.
~~~~~
"Slash"
Frenzy... A character who is compelled to charge any opponent they see, regardless of the circumstances, can quite easily mess up whole scenarios, and not in the fun "zany antics" kind of way.
While Frenzy has its uses, it should NEVER be used as a basic ability. It's too much trouble as an "always on" kind of thing. It should be triggered (or cancellable) somehow - for example, in the case of arcoflagellants, they have the pacifier helm that brings them under control.
You never want a character who is always affected by it. And to be honest, I often see Frenzy used when roleplay would be a far better choice. In this case, I think you'd be better roleplaying the frothing maniac.
~~~~~
Statswise, I think you're cheating yourself on the Initiative front. Were they my characters, I'd probably add about 10 points to most of those guys.
~~~~~
Also, no bionics? Not that you have to of course, but in a list of 10 soldier type characters, I'd expect at least a couple to have some repairs (but as they're Chemdogs, probably not GOOD bionics). This is 40k, after all.
will take your advice on Karl, you have a point about the appearence.
on the issue of Slash, i really want somebody who i don't have much controll over, the unpredicatability of frenzy makes it very fun to watch. maybe it's something to do with feilding orks for too long but having people like him always adds another level of tactics to the game.
stats wise based on the average initiative of most of my oppoments they arn't that slow, initiative 51 gives them 4 actions which sin't too shabby at all
Damn!!! i forgot about bionics, though they might gain them during a campaign to represent wounds suffered in previous games.
Quote from: GAZKUL on September 24, 2010, 06:29:44 PMi really want somebody who i don't have much controll over, the unpredicatability of frenzy makes it very fun to watch.
A GM might not find it so amusing. I've used frenzied characters before, even ones with an element of control to them, and it's damn near wrecked a few scenarios (and in some cases, only didn't because the GM stepped in and intervened).
And it doesn't do anything that roleplay can't - well, it would probably give some immunity to attempts to reason with the character, but that can be covered with another rule.
I'd really recommend roleplay as a first resort for that kind of character (as just leaving them entirely to frenzy breaks what I call the "Mindless rule" - characters who you don't - or can't - roleplay should generally be avoided as Inquisitor characters).
Alternatively, a fun one is "GM has control of character,
and who should act like a total lunatic". (Yeah, it's the character who should be off their rocker, not the GM). GMs are FAR more unpredictable!
And even if you're a GM/Player, then you're no worse of than the above option.
Final alternative: If you really want him pretty uncontrollable...
Go with something more like an arcoflagellant's rules, so there is at least some control over him (perhaps his superior has him hooked up to some kind of suppression/sedation rig, with some form of remote control thing), then add Simeon 38X's Gathalamor syndrome rules, so there's a chance his suppression/sedation equipment doesn't work properly.
(Or combine GM control and the "Galthalamor" rules. When "crazy", the GM has control. When sedated, the player has command, if of a doped up fool. The player's attempts to retake control might not work though...)
Quotestats wise based on the average initiative of most of my oppoments they arn't that slow, initiative 51 gives them 4 actions which sin't too shabby at all
Spd 4 isn't bad, but it's a
very slow Spd 4.
Anybody who counts as an experienced combatant in my collection usually starts at about 60 and up. Low 50s is where I put my "low end" fighters, those with more limited experience or training.
(In my mind, Spd 3 down is the realm of those who aren't expected to fight - savants, untrained NPCs, etc - or those which are slow to react for some reason- servitors for example)
Many of these guys are supposed to be ranking officers (or at least formerly ranking officers), they shouldn't be lumbered with sub-60 Initiative values.
i suppose, i will definately up gun some of them speed wise. on the issue of Slash i'll ditch frenzy and just roleplay in a thuroughly deranged manner with him. is there any rules people have written to represent characters of that frame of mind?
Got inspired to do another one after reading Senior Vivo and the Coca Lord by Louis De Bernieres and struck on the idea of a leper like character.
Name: Private Lazaro Varn
Age: 30ish
History: Born on the planet of Anikus V, a planet blessed with large reserves of gold and diamonds and one of the richest planets in the galaxy sitting in contrast to its neibouring system of Savlar. Anikus seems to the outsider like heaven in a war torn galaxy but it hides a vast underclass of poor living in the filthy catacombs beneath its gold plated towers and spires, these are home to the illegitimate children, insurgents, and mutants bred by a society where wealth is everything and blood is nothing. Lazaro was a product of this opulent and heartless planet, the son of a miner who lost his job during the mechanisation of the mines. Driven to living in the catacombs and stealing to stay alive, they didn't last long before they died of starvation. Lazaro survived by eating rats and rubbish which sustained him enough to survive and learn the skills of the thief. Stealing from those better off than him was how he lived until he was caught and swiftly sent to Savlar for his crimes.
On the Dead Dog Moons Lazaro became infected by a disease known as Ungoth Rot which was rife in the mines as a result of inadequate protective clothing, twisting and warping his body into something which was only loosely human Lazaro looked a pitiful sight, hiding his body with a monk style cowl he was feared by the other miners as the disease had previously had a 100% mortality rate. Rumours swiftly grew that he was protected by the Emperor or by something far more sinister, this interested the arbites and after rigorous mental and physical testing for corruption he was deemed pure. It was Judge Kaminski who saw his usefulness to the penal legions and he was drafted into their ranks, where despite expectations he survived and earned his freedom after he saved the life of Inquisitor Rammerstein The Bloodthirsty during the fighting for The Gates of Yellanth, turning down an offer to join the Inquisitor's retinue he joined the ranks of the Quelli Santificati.
Appearance: Lazaro is a tall man who wears a monk style cloak in the grey of the Chem Dogs which conceals his deformed and twisted body. His hands have metal fingers grafted onto them to allow him to hold weapons and he wears some home made body armour strapped to his cloak. Like Glaudio he doesn't wear the white ribbon of the Santificati and has adopted a modified gas mask which takes into account his deformities. He carries a chain axe and a handgun taken from the corpse of an ork pirate as he is unable to grip more delicate weapons because of his hands.
Personality: A bit strange in more ways than one, he is distrusted by everyone except Skozia who had served under Inquisitor Rammerstein in the past and trusts the Inquisitor to the hilt. Like all of the Santificati he is hopelessly addicted to violence but uniquely he worships the Emperor as a god and protector of humanity. He is prone to unnatural twitching when he is feeling emotion or pain, in spite of his grotesque appearance he is actually quite caring and hates to leave dead comrades behind which mark him as special among the emotionless killers of the Santificati. He has little input into decisions unless Skozia is leading the mission due to the universal distrust of mutants.
WS BS S T I wp nv sg ld
61 42 60 70 51 33 60 38 60
Wargear: Heavy Cloak, Chain Axe, Stupidly Big Revolver, Rebreather/Chem inhaler.
Special abilities: True Grit, Fearsome. Twisted
Twisted: due to his impediment Lazaro may not sneak or sprint in addition he may not use anything which may be seen as delicate.
Note on other characters, to take into account the experience of some of the others extra abilities have been added to the more veteran troopers.
Glaudio, Slash : Nerves of Steel
Soldi, Skozia: True Grit.
Quote from: GAZKUL on November 23, 2010, 07:30:25 PMNote on other characters, to take into account the experience of some of the others extra abilities have been added to the more veteran troopers.
Glaudio, Slash : Nerves of Steel
Soldi, Skozia: True Grit.
Not sure I agree. Unless there's a good reason, I normally try and avoid duplicate skills within a group, or characters can seem samey.
And the other thing is, both of those skills are ones that are all too easily misused and frequently overused.
True Grit should be used sparingly because it's varying degrees of annoying for an opponent, and
Nerves of Steel implies a character with no sense of self preservation.
However, I could see Slash with
Nerves of Steel, depending on quite how much of a psychopathic looney you envision him as.
As far as
True Grit, as you've already given it to Lazaro, I wouldn't replicate it on other characters.
I know that the characters I have with
True Grit can be quite a bit of work for my opponents, as they have to be "eliminated" by way of massed location injuries (or death), given that neither System Shock or Consciousness total will take them out. In the interests of fair gameplay, it's best not to have multiple people like that in a warband.
decided to re do the advancements for the other members with slash gaining Nerves of Steel and Soldi gaining force of will to convey the fact that he is a commissar like figure. do you know any other ways to represent the fact that Glaudio has seen more fighting than most?
did the 20 questions for Glaudio ages ago.
Name: Captain Glaudio Tauren of the Quelli Santificati
• Where is your character from? Be specific, not just a planet or a city.
-A Small and insignificant settlement on the backwater planet of Solidarus
• Does your character have a family? Give details; who are they?
- Both parents were hung for running guns and drugs for pirates, both were shopkeepers from poor families, Due to the high mortality rate on Solidarus Glaudio lost both of his brothers to disease when they were babies.
• What does your character look like? Not numbers or clothing but style, looks, et cetera
- A demonic appearance as a result of the chem mines and bold white tattoes. He might once have been good looking but the scars and burns obscure what looks remain.
• How does your character dress? Does their wardrobe contain twenty identical outfits or do they have dress-up/dress-down clothes? Go mad, look in your own wardrobe for ideas.
- He wears whatever there is to hand, frequently taking items of clothing from dead opponents and allies alike. He tries to retain their grey uniform the best he can but with large numbers of non standard pieces of equipment and clothing such as his Valhallan boots and a number of jewels taken from the corpses of elder raiders.
• Does your character have physical quirks, ticks or habits? Does he sweat profusely when nervous? does he scratch himself in unflattering places or chew his fingernails? has his nose been broken and never set properly?
- A smoker when they are available, he uses many different tobacco substitutes as he rarely has access to good cigarettes. The scars on his face twitch unnaturally due to severed nerves.
• Where did your character learn their skills? Where did they first shoot a gun, wield a sword et cetera?
- In the 21st penal legion and in the fires of combat
• What else does your character know, stuff that doesn't come into the combats like a passion for Terran Wines for example. Where did he learn it? How did it develop?
- he can make substitute tobacco out of just about anything and he has a great and diverse knowledge of philosophy which he picked up after his squad raided the compound of a corrupt planetary governor. Glaudio saved a data slate from the library of his mansion before they burnt it to the ground and was fascinated by the many philosophies of great thinkers from times forgotten before the dark age of technology. He is also a competent pilot with reasonable mechanical knowledge, a relic from his days running guns to the pirate bases, whenever there is the opportunity to fly Glaudio always relishes the feeling and has been behind the controls of many different planes and ships.
• Where did he get his goodies?
- largely looted from the battlefield as well as stolen from other units and purchased from black market traders.
• Where does your character live? Again, be specific.
Wherever they happen to be stationed but as they spend the bulk of their time behind enemy lines usually rough in barns and hedges.
• Who does your character know? Some of these may be warband members, others not. Detail them, do the twenty questions for them if you have time.
- He has known every member of the Santificati and acknowledges that the current unit is the best so far. Recently he has had a number of run ins with Inquisitor Lycanson whom they were seconded to during the successful operation on Galapagos IV, though since then a high level of distrust has bred a rift between the two factions with many of the Santificati questioning the Inquisitor's allegiances. They have a level of trust with members of the Valhallan Navy who they respect for their courage and resourcefulness.
• Who are your character's enemies? Does he have any? Or are enemies something that will only come in here? If so, What are your character's primary threat. Tyranids? Eldar? Mutants? Psykers?
- for the most part Glaudio hates anyone who hasn't proved themselves to him but he has a particular dislike of psychers who he sees as unnatural and at a level below heretics and aliens.
• What are your character's likes and dislikes? Is he nervous of space travel? Does he hate cabbage? Does he love to drive ground cars at ludicrous speeds?
- Glaudio loves to smoke and drink various noxious liquors. He dislikes cowardice and arrogant people who sneer at his unorthodox methods. But the thing which drives him forward is an addiction to war.
• What is your character's Moral Code? Where does he draw the line? Where does radicallism or puritanism become Heresy?
- There is no moral line for Glaudio, he will succeed in his missions using any means necessary, if it borders on heresy then so be it. He is not opposed to using enemy equipment or executing prisoners and civilians to get the job done.
• Does your character have goals? Is he a point and shoot weapon for the heirachy or is the vaguest hint of Ork stink going to have him running off to find Orkimedes?
- As the leader of one of the best infiltration units in the galaxy they are frequently used by various high ranking members of the inquisition and the imperial guard for vital missions. Glaudio cares little either way but only that his missions benefit humanity.
• Does your character have personal beliefs? Does he follow the Imperial creed to the letter? Is he a Thorian et cetera?
- Glaudio like the other Santificati has come to the conclusion that the emperor is not a god but he continues to fight for the sake of humanity as a species rather than for the Imperium.
• Does your character have any personality quirks? Is he Arrogant? Humble? Laid back? Stressed out? Opinionated? Superstitious? Paranoid?
-Glaudio is fairly quiet and withdrawn when not in combat, choosing to discuss philosophy with Skozia, in combat he is savage and ruthless with little regard for the lives of his allies and is gripped with the desire to instantly crush all enemies.
• How did your character become an <Inquisitor/Rogue Trader/Arbite/Whatever>?
- He was Convicted and conscipted
• How does he see his role? Is he a crusading knight? A subtle schemer? A Diplomat?
- As a champion of humanity but he accepts that because of his past nobody will ever recognise the actions of the Santificati, It is a lifelong dream to make a pilgrimage to the emperor's palace and add one of their white ribbons to the relics adorning the approach to the Imperial palace in recognition of the unsung heroes of the Penal Legions who die forgotten on a thousand worlds across the galaxy.
-
Quote from: GAZKUL on November 24, 2010, 09:19:03 AMDo you know any other ways to represent the fact that Glaudio has seen more fighting than most?
Sometimes, that doesn't need a skill - sometimes skills are used when a higher stat might have been better. Often, when people use
Nerves of Steel, a high Nv value would have been a better representation.
However, if you can see him as an action hero who regularly comes up with plans on the fly and will give things a go no matter the odds, then
Heroic might be an option.
decided to simply boost his nerve a bit. I see him as a Schaeffer like figure, ruthless but fiercly loyal to the Imperium.
a couple of minor ajustments, Lazaro gained Compassion (Nord) and Soldi gained Distrust
new peice of gear, Savlar Pattern Rebreather
An old and heavy pattern which is reliable and durable if vastly havier than newer models
Enc= 15
Resistance= 50%, includes "guts"inhalor, gives 2 points of armour to head.
guts= a common drug used by the Chem Dogs to improve thier staying power in a fight, however it causes a lack of mental strengh.
reduces wp by 1/3, adds amout lost to nv.
Love the Rebreather.
Will you be feilding all of your guys in the campaign? if you aren't (which i hope you aren't) then how many will you be fielding?
I think all of them are going in the campaign, but only 3-4 appear in each scenario.
Rebreather looks good.
What do you mean about 'gained distrust', is that something that's meant to be added to the personality?
Quote from: Alta on December 31, 2010, 09:36:39 AM
What do you mean about 'gained distrust', is that something that's meant to be added to the personality?
I assume he's referring to the psychology rules from Dark Magenta issue 1.
@Alta: yeah it's the psychology from DM 1, - 1 speed to all allies within 10 as they have to keep an eye on him.
@Darksinger: they'll all get a game at some point, though max 4 at a time, who's on will depend on the briefing.
Felt like doing an inquisitor, he's had a fair bit of influence of recent games as an NPC in the past, the stats are pretty high to represent a fairly experienced and respected inquisitor and the fact that in games he would usually operate alone, though occasionally he might have a couple of Santificati acting as a makeshift retinue, not 100% sure about how to work the untouchable thing so feedback would be appreciated. Distrust is largely to do with the Purgings of the Inquisition and that fact that he epitomises the Ordo Heriticus stereotype that he may be there to kill a rogue psyker but there is a large chance that he's there for you.
Early Years:
Born Jul'Bok on the volcanic world of Nocturne, home of the Salamanders Space Marine chapter, Inquisitor Kain was ordinary in just about every way, unlike his elder brother who would go on to become Sergeant Jin'Torr of the Salamanders III company. Kain lacked his brother's skill and strength and was largely ignored by his sibling whom he envied, while his brother practiced the arts of the forge and honed his skill with a blade Kain would wander the volcanic deserts of their barren homeworld alone, constantly dreaming of a better life and to be recognised for who he was. Had it not been for an uprising on the nearby world of Gusk then he might well have died alone and forgotten in the wasteland, as every able bodied man was mustered to go to the aid of the embattled world Kain was drafted into the PDF to fight the forces of chaos. During the purging of that ill fated planet it came to light that Kain was a psychic blank, as during several attacks by the forces of Tzeench the foes who detected their targets by their warp presence didn't attack the young man who opposed them. During one such attack the Istvaanian Inquisitor and noted untouchable Rammerstein saw the foes struggle to detect Kain and he recognised at once a fellow blank. It is unknown as to whether this factor alone contributed to Kain becoming Acolyte to the Inquisitor or whether it was just one of many but by the time Gusk was cleansed Rammerstein and Kain had long since gone. Private Jul'Bok, Nocturne PDF was declared MIA 231.905.M41, that day he dropped his birth name and took up the name Kain after one of the founders of the Istvaanian theology.
Latter years:
Little is known of Kain during his apprentiship to the notorious Inquisitor Rammerstein but he emerged nearly thirty years later as a full Inquisitor of the Ordo Heriticus. He has gained a reputation as a cunning and shrewd individual who specialises in killing and capturing targets by any means necessary and is a trusted servant of Lord Inquisitor Jarl Drakenberg who personally approved his promotion to Inquisitor. He retains strong ties to Rammerstein and the two have worked together on many missions since Kain's promotion, recently they have been part of a purging of the Inquisition from within, finding and killing corrupt Inquisitors from across the Ordos. Kain's loyalty to the Imperium is unquestionable and in a career of more than a century has proved his fanatical devotion to the Emperor by purging both internal and external threats with extreme prejudice.
Appearance:
Kain has adopted a similar uniform to Rammerstein in a black cloak concealing power armour, his face is hidden by a mask of human bone coated with silver, giving him a demonic appearance which strikes fear into the hearts of those he hunts. His weapon of choice is an axe with the double headed eagle of the Imperium forged from finest steel as its head, a bolt pistol is concealed beneath his cloak as a secondary weapon.
Inquisitor Kain, Ordo Heriticus
WS BS S T I sg wp nv ld
81 62 65 70 66 68 75 88 55
Wargear: Power armour on all locations exept head, Mask (2 pts armour to head), thick cloak, bolt pistol, Great Axe.
Special Abilities: Untouchable, Fearsome, Distrust, Word of the Emperor.
Quotenot 100% sure about how to work the untouchable thing so feedback would be appreciated
You'll find rules for pariahs in the article on Sgt Black, or there are rules for blunts in the article on the Tau Water Caste - you can use one of those, or a variation, depending on just how untouchable he is.
just read through the rules for distrust, not that happy with how they work though so......
Alternate version: Untrustworthy- any ally, including members of thier warband are at -1 speed when within 8 of the untrustworthy character.
Did this one purely for fun and to experiment with old characters, I see him as being 800+ age wise, about equivalent to someone in their 90s. possibly a mission objective or a character who accompanies a younger inquisitor as an advisor. Again feedback'd be appreciated.
Extract from report "Great Inquisitors of the 41st Millennium"
..........One of the most influential Inquisitors of the early and mid 41st millennium was a man known as Drakenberg, his origins are lost so I am forced to start this brief history of a man with his reappearance into our records, It was on Calydith X that the traitorous General Borchis was brought to justice at the hands of an Inquisitor of the Ordo Heriticus who had been investigating leaked information and the disappearance of Acolyte Avus as a junior member of the Conclave of Inquisitor Scorpio. Since this incident Drakenberg's rise to power was steady, gaining the respect of allies from across the Ordos. Eventually he gained the position of Lord Inquisitor of the Ordo Heriticus on the planet of Bellis Corona where he lives today. In his twilight years he was responsible for the founding of the Istvaan Institute, a branch of the Scholar Primogenarium, set up to school and care for the children of Inquisitors and bodyguards of the Ordo Heriticus. Now an old man Drakenberg retains his position in the Inquisition though he now leaves most of the field work for more able men and looks after the extensive library of the Institute and acts more as an advisor to other Inquisitors who seek his wisdom on many issues. Of his abilities the most remarkable are his Powerful resistance to Psychic attack which is of a strength unrecorded without of the Culexus Assasinorium, though his era is long gone he remains a potent force in the sector as he commands immense respect from all..........
WS BS S T I sg wp nv ld
19 15 20 21 11 99 85 92 103
Wargear: robe (I point armour all locations except head), walking stick (improvised weapon) advanced bionic lungs, average bionic leg.
Special: Omega Minus, Old, Ultimate Leader, Force of Will.
Omega Minus: follows normal rules for Pariahs, however the range for his area of blankness is 15 and the penalty is 60%, in addition demons are on -60 to detect him, Psykers must make a wp test if within 5 of him, if test is failed their wp is reduced by the amount the test was failed by.
Old: the character is well and truly past their prime, the character may not move faster than walk, and is on -1yards to all movement, all hits on them count as critical and shots are treated a lucky shots, the character may not dodge or block in close combat.
I seem to recall a piece somewhere saying that the Imperium could prolong someone's lifespan to about 400, and that there were some magi of the AdMech who had managed to extend their life to around the 800 mark, but that they were no longer truly human or wholly sane.
On that basis I think this guy is overdone on the age front. Also his mental stats seem a bit too high, especially his leadership which is superhuman. Is he really still that good a leader? His initiative on the other hand is too low - I'd make him speed 3, add that to he other rules to represent his age and he's still pretty slow and frail. He's had a long life, so has probably forgotten more than some other Inquisitors learn, but I think it would be good to see a rule to represent his mind not being as sharp as it once was. Maybe his mental stats should vary depending whether it's one of his good days.
I'd also expect to see him with a bit better equipment - nothing too powerful, just some things he'd have collected over the years - maybe a couple of digital-weapons and a rosarius (due to his connections with the ecclesiarchy). Or how about a cherubim to do his bidding.
He's written as a non-combatant therefore the lack of weapons, i may add a servo skull or an attendant, possible a member of the adminastorium to accmopany him.
age is based on the lifespan extending technology plus the age distorting effects of lots of warp travel but i realise it's a bit much, reduced to about 500.
speed 3!? that'd be fast for a non combatant in the prime of thier life!! let alone someone who's well and truly past it. i though an I of 20'd be too fast. He may have been a good inquisitor in his day but his day was 100 plus years ago.
i'll reduce his leadership a bit and try and come up with something to represnt a lack of mental sharpness, though the low initiative may reflect that already. maybe his I is 11+ 2D6 or something.
cheers for the feedback, keep it coming.
I hadn't realised you were including warp-time effects in his age, in that case 800 is reasonable if he's travelled a lot. Generally I assume a character's age is from his perspective rather than a straight number of years since he was born.
A speed 2 character is almost unplayable, and I'd reserve speed 3 for characters who are slower than average (such as a servitor). Combatant or not, I wouldn't make any healthy and competent character less than speed 4 - there's a big difference between an initiative 50 speed 4 character and an initiative 69 speed 4 one.
the exact age isn't too important, though as an experienced inquisitor he'll have done more than his fair share of travelling, therefore the large age.
still not happy about having him faster than spd:2, i rarely give characters an I above 62, he's not designed to be included regularly, more of a support role, providing verbal rather than physical assistance to others okay 11 may be too low but it'd have to be lower than 30.
Having played a few games with speed 2 characters I quickly decided it's just too slow, and even worse if they get injured and their speed drops lower. Better IMHO to use other rules, such as reduced movement rates, to slow characters down - otherwise it's hard for them to have any effect on the game.
Why restrict yourself to initiatives under 62? (And why such a randomn number?) Higher speeds are often appropriate for more decisive characters - I tend to think of Speed as decisiveness and Initiative as reactions, agility, dexterity etc. It's unfortunate that the rules make one dependent on the other.
As an addendum to what Kaled said about rejuve, my personal rule of thumb is that it perhaps lengthens lifespans by 4 or 5 times, with about 500 years being the absolute upper limit. (But as Kaled says, the oldest of the Adeptus Mechanicus can usually manage about as long again as most people.)
I'd point out that extra years do not sharpen the mind, so while he may have lots of knowledge and experience, he's probably not going to be mentally agile.
My recommendation would be to give him a lower Sg (70s at most), but halve any negative modifiers on Sg tests. That would stop him just breezing the easy tests, but means that when it comes to something really hard, his experience and weight of knowledge shine through.
I'd also give him less dismal physical stats. By the time someone has reached "rejuve old age", it's practically a given that anything that hasn't been replaced with bionics is at least augmetically enhanced, so while they'll not be a equal for the younger characters, they'll not be like what we expect someone in their 80-90s to be like.
His physical performance is no longer solely dependent on his ageing organic parts. Electromusclature, ceramic bone welds, dataic nerves, cardiac fibrous infusion, retinal plating, Atlas injectors, haemoglobic polarising and resonant neural boosters (Yes, I just made all those terms up) - all of these mean that Inquisitors never suffer the worst extremes of old age as we would, retaining some mobility right up until their final death.
Which will probably be a pretty rapid demise, a couple of weeks at most (with little chance of spending them anywhere other than in a bed), with the deterioration of their organic parts finally beyond what can be compensated for.
So, he'd probably still be able to maintain physical stats in the 30s and low 40s.
There is also the gameplay reason that toughness 21 is so low as to make even someone sneezing in his direction a threat. I've talked about the logarithmic nature of Inquisitor stats before, and how different factors multiply up to make it so that changes in stats can make much bigger differences on the table.
This is particularly true with Toughness, and values lower than 40 make any character particularly frail (mostly by reducing the damage needed for system shock and the chance of passing any SS test). Even my weakest PCs are unlikely to be below T45.
Frail characters are better represented with a modest toughness and a low strength. That low strength means they'll take more knockback and drop weapons more often, so it does have a bearing on how they react to damage.
For that reason, I'd recommend putting his toughness around 40. He'll still go down really easily, with a lifetime of perhaps two hits, but at least he won't get hit by a thrown pebble then spend the next two turns bleeding to death. His strength will probably be in the 30s.
That's higher than what I would give most 90 year olds, but like I said, he won't be like a typical 90 year old.
On the note of Initiative... yeah, Spd 2 is really slow, and interminable if they take any speed penalty at all.
Again, my point about his physical state stands - Spd 2 would serve a genuine 90 year old fine, but it's unlikely here.
As far as typical Speed values amongst my group, non-combatants range between low Spd 3 and low Spd 4, and combatants between Spd 4 and 6. Avoid using Spd 5-6 too often, but once or twice in a warband is fine.
@Kaled: i don't like having fast characters for the simple reason that when watching movies and reading books i love the slow and brutish characters, also as most of my mob are Guardsmen high Initiative values don't usually go well background wise.
Criticism has been taken and heeded, WS, BS, S, T, I have been put into the 30's or low 40's, SG is now 74, Ld is in the early 90's to show the immense repect he commands.
A number of attendants are in progress, a Samurai bodyguard, an adminastorium scribe and a local servent to form a small retinue, i'll put them on over the next few days.
Quote from: GAZKUL on January 01, 2011, 10:51:31 PM@Kaled: i don't like having fast characters for the simple reason that when watching movies and reading books i love the slow and brutish characters
The "slow and brutish" archetype is likely to lose its meaning if you have everyone as slow and brutish.
I like many types of character, but without a foil to play the part of a non-badass, a non-genius or "that kinda pudgy guy", then you can't throw the real badasses, geniuses or muscled characters into relief.
As such, I don't write just what my favourites are, because it would give me only a limited array of characters who didn't have the contrast to define them - to make them what I want them to be.
Characters need distinction from each other, and you can't have the slow and brutish unless you have something for them to be slow and brutish in comparison to.
Besides, if you don't dabble in other things, you'll never give yourself the chance to find out how fun it is to play all those other types of characters...
Quotealso as most of my mob are Guardsmen high Initiative values don't usually go well background wise.
I don't see why. Multiple years of combat experience means that a veteran guardsman could comfortably be Speed 5.
Markoskoll you put it perfectly, experiments to come.
As a huge fan of japanese samurai movies, in particular kurusawa films such as yojimbo and rashemon the temptation to provide Drakenberg with a feudal worlder bodyguard was too much......
Mamoru Hagane
A proud soldier from the feudal world of Heishi, Mamoru served the Warlord Kaji Kazuki for many years before he was employed as a bodyguard for the noted Lord Inquisitor Drakenberg. His loyalty to the Inquisitor is unflinching and he is a strong protector for his aging master who has retired from active service to act as a diplomat and advisor to less experienced men.
He wears the traditional armour of his homeworld and carries an extraordinarily large katana with which is skill is unparalleled.
WS BS S T I SG WP NV LD
87 10 76 65 66 42 63 60 42
Wargear: Plate armour (4 armour to all locations except head), open helmet, bastard sword, knife.
Special Abilities: First strike, bodyguard (Drakenberg)
Bodyguard: follows rules for compassion, in addition if the character he is protecting is attacked he gains the furious charge ability when targeting the attacker. If the character he is protecting is killed then the bodyguard counts as frenzied until the killer is dead.
Quote from: GAZKUL on January 02, 2011, 11:14:30 AM
Bodyguard: follows rules for compassion, in addition if the character he is protecting is attacked he gains the furious charge ability when targeting the attacker. If the character he is protecting is killed then the bodyguard counts as frenzied until the killer is dead.
You might also want to look at the existing Bodyguard or Shield abilities (see the articles on navigators & marines).
EDIT: I was thinking about this some more, and given the distrust, fear, revulsion and loathing that a pariah (especially one of who's rated omega-minus) generates in those around him, does it really make sense for him to be an 'ultimate leader' and have risen to become an Inquisitor Lord?
Quote from: Kaled on January 02, 2011, 11:35:53 AMEDIT: I was thinking about this some more, and does it really make sense for an omega-minus to be an 'ultimate leader' and have risen to become an Inquisitor Lord?
Yes... this had just occurred to me. Such an individual would be hated and feared, not revered.
i'll check the existing rules for bodyguards.
on the Omega Minus front, if a psyker can become a lord then surely a pariah could. I can see the inquistion, in particular the Ordos Mallus and Heriticus being a magnet for blanks and pariahs due to the fact that thier prey would find it harder to detect them.
anyway i've never been able to understand why pariahs are hated, surely being the polar opposite of a psyker would make them trusted and valued?
Pariahs are hated because, to the average psychic human, they just seem 'wrong' somehow, and distrust them instinctively, rather strongly for omega levels. Basically the condition, unllike that of being a psyker, comes with poor people skills and this would be an obstacle to rising too high within the inquisition. It is also regarded as a mutation, I believe, which constitutes a further barrier to advancement.
In contrast, a properly sanctioned psyker may be regarded with distrust but their powers will often mean they have a significant edge in many situations. I personally feel too many inquisitors (in black library as well as on the conclave) are depicted as being psykers.
Having said that, pariahs are valued as operative pawns and a sufficiently gifted one could rise to a position of some seniority. Since they are unlikely to be sanctioned for inquisitorial status, a slightly irregular position of 'senior, senior acolyte' is even concievable.
I got the impresstion that having poor people skills wasn't a barrier to being good at killing psykers, which at the end of the day is all that really matters.
Psykers aspire similar revulshion in non-psykers, yet like you said are common in the inquisition so a blank, the anethesis of chaos'd aspire the nessasary fear in those they hunt, and would be the perfect inquisitors.
besides you don't have to go along with everything that's in the book, there's exeptions to every rule.
Inquisitors must do much much more than killing people. They have people who do that for them, as it were. An Inquisitor is more like M than 007 - killers are ten a penny, especially in the Imperium, but great minds are rare.
Psykers only create revulsion in those who know they are a Psyker. Pariahs create revulsion in everyone, no matter what, from birth.
Of course, there are exceptions to some things, but an exception that does nothing but remove the bad parts just seems like cheating the story.
DA said it rather well, so this is just to back up what he said. People feel revulsion towards psykers because they've been taught to hate and fear witches. They feel revulsion to pariahs because they're wrong, they're souless abominations and eveyone around them can feel it. One as strong as omega-minus may well make people feel physically sick in his presence and certainly everyone will instinctively hate him. No one wants to be around such an individual, they're often outcasts from birth and spend their entire lives being persecuted. Thus their people skills are almost always terrible, and for one to gain sufficient respect to become an Inquisitor Lord is unlikely (that's not to say it couldn't happen, but you'd need a damn good story). Inquisitor Lord is really a political appointment, nothing to do with how good you are at killing witches - and people who are instinctively despised by everyone they meet don't tend to do so well when it comes to getting the support of their peers.
Quote from: Kaled on January 03, 2011, 04:48:12 PM
people who are instinctively despised by everyone they meet don't tend to do so well when it comes to getting the support of their peers.
I dierct you to these links for my counter argument.
http://en.wikipedia.org/wiki/David_cameron
http://en.wikipedia.org/wiki/Nick_Clegg
http://en.wikipedia.org/wiki/George_W._Bush
http://en.wikipedia.org/wiki/Adolf_Hitler
http://en.wikipedia.org/wiki/Joseph_Stalin
1) Cameron is well liked by the Tories. He's one of them, but seems like a nice person - until you actually listen.
2) In the words of the Now Show - "Remember when people made badges saying 'I agree with Nick'? Not even Nick Clegg can say that now." Everyone liked Nick, once.
3) Lots of people still like George W. Bush, and he is apparently a truly likeable person up close. Charming, pleasant, and funny.
4) Hitler was a master manipulator, able to be fearsome, charming, or authoritative depending on the situation. Also, Godwin's Law.
5) Stalin is the closest to a counter example here, though he was also pleasant when he wanted to be. Roosevelt liked him, more so than the boorish and loud Churchill. That's one of the reasons Tehran didn't go as we might have hoped, with retrospect. Also, he didn't rise in isolation, as many Inquisitors would, but as part of a close-knit system of hierarchies, which is mostly lacking in the Inquisition.
Again, DA has answered rather well, so there's not much more to say other than the obvious point that none of those people are/were pariahs. They may not be likeable, although as DA points out, most of them are (at least by some people), but they're not literally soulless abominations...
Quote from: GAZKUL on January 03, 2011, 04:59:36 PMI direct you to these links for my counter argument.
While a daft joke, none of those individuals are
instinctively despised.
No politician is without support (so some people like them), and when someone dislikes them, it's not instinctive - it depends on your former knowledge and assessment of them. If someone from some unconnected country met David Cameron without knowing who he was, they wouldn't naturally want to punch him in the face. In fact, they'd probably find him quite likeable - the man has charisma.
And people liked Hitler! If the man had refrained from the mass murder, then he'd probably have been hailed as one of the greatest leaders of the last century.
A Pariah's wrongness makes simply being around them a chore. They may not be unpleasant in personality (although many are, a knee jerk reaction to how people treat them), but you constantly feel like they're going to stab you in the back, that they're hiding something, you just can't trust them, etc, etc.
An Omega-Minus... that's practically "I'd climb over my own mother to be away from this person faster".
Pariahs are valued as an anti-psyker tool, but not as a person. And while a more mild Pariah might earn tentative trust, it will always be as an underling (i.e. I think this man probably will do what I tell him), never a superior (i.e. I do not trust this man to tell me what to do).
Now, a psyker - that's a bit more like being in the room with someone who behaves entirely normally. Until an hour in when you realise that the other man walking around the flat isn't his roommate, but his partner.
The hatred of psykers is religious indoctrination, much like many religions of today indoctrinate against homosexuals. (And bear in mind, that the Imperium is far more intensely religious than the modern day.)
While, IMO, homosexuals are unfairly persecuted (but let's not get into that discussion), it is somewhat valid in the case of psykers - as they
are dangerous. They can lose control and let daemons free, and even if they are in control, they possess powers that you have to trust won't be used on you...
(Disclaimer: I am not implying that gay people are somehow dangerous.)
And personally, I think there are too many psychic Inquisitors. Because it needs both an Inquisitor willing to train them, then at least two others who believe they are worthy of the rank to sponsor their promotion, they would be something of a rarity. More common than in the general population, but we're probably still only talking about a few percent.
In a large and rather stratified Conclave, such as would exist close to Terra, a mild Pariah might be able to thrive, if he had other skills.
A place where you could find a Pariah though is as a representative of the Inquisitor Lord. Not an Inquisitor in his own right, but an Acolyte. Why would a Pariah be useful? He's immune to psychic interrogation techniques, or thought-theft. Train him in various other skills, like resistance to ordinary interrogation (perhaps some surgical alteration may be useful here), and bingo, excellent mouthpiece, if you can guarantee his loyalty.
okay, say if the inquisition is about 50-60% radical what'd be stopping a group of them simply giving the norm a big FU and promoting the guy, anything is possible, even if they distrusted them on principle, it is possible to overcome such things. i'm sure everyone harbours some prejudice against a group of people but that dousn't mean everyone has the same prejudice.
Quote from: GAZKUL on January 03, 2011, 11:52:11 PMokay, say if the inquisition is about 50-60% radical what'd be stopping a group of them simply giving the norm a big FU and promoting the guy
The Inquisition isn't anywhere NEAR that radical.
And what's stopping them is that hatred of Pariahs is not a prejudice. A prejudice is something where you have already made your mind up about someone on the basis of something they are.
A Pariah will make your mind up for you. You don't have to know anything about them, they don't even have to do anything, but the moment you meet them you dislike them, you distrust them, and you'd rather be having a three hour phone conversation with your mother-in-law about the precise colour of what her cat threw up this morning. You'd even rather be listening to mother-in-law jokes.
You can be told why you don't like them, and try to get over it - but you'll never be able to get rid of those gut feelings.
That's just a "normal "untouchable. Being in the same room as an Omega-minus is like being drunk (and to complete the reference: "What's wrong with being drunk? Ask a glass of water.").
Like I said, it's a "climb over my own mother to be away from this person faster" unpleasantness - that's not a prejudice, that's because being around them is actually eating at your soul.
It's not that you don't want to like them (as it is with psykers) - you
can't.
for a blank or Pariahs it is not a prejudice that peopledon't like them it JUST THEM !!
its an AURA or lack there of
they have not warp signature or psychic presents thus why they are referred to as blanks or nulls
there is JUST something that creeps you out and you want to get away from them
it would make you nervous to be around them or unsettled
it not WHAT they are its what they are LACKING
and this leads to them becoming a social out caste
On the subject of pariahs:
First, this seems to have been somewhat hacked to death, but to throw in my explanation/interpretation I would build upon what has (eloquently) been pointed out about learned prejudice versus instinctual hate. To explain it in the closest way that we can understand, pariahs are the one being in the universe that every human has a phobia of. The same way that we react when facing one of our fears would be similar to how a pariah makes everyone feel. If you're afraid of spiders, you see one and feel instant revulsion and the desire to get away from it or at least to keep it at arms length.
That is a useful way to understand it. In way of a more full explanation, pariahs have no soul reflection in the warp, it's just a void of emptiness. Depending on the strength of the pariah, it'll range from a hollow nothingness to a raging black hole of negative emotions that drains all soul-energy around it. This is why you feel the phobia of them. Being near a high level pariah is apt to make you feel closer the icey fingers of death on you because your soul/life energy is very literally being sucked away. That is what is happening in the warp and so those feelings are reflected on the physical being that is affected. Imagine what you would feel like if you walked into a room, felt as if you were slowly dying and you could pinpoint exactly who it was that was giving you that feeling, only you couldn't explain why or how they were making you feel that way.
That's why people hate pariahs. Forgive the lengthy explanation, but though most of the points I made have been voiced already it seemed as though they hadn't yet been compiled, hopefully that was useful to someone somewhere ;D
Secondly though, given this explanation there is a more relevant question to be asked about the elevation of pariahs to Inquisitorial status: would an individual/group of individuals who were educated enough on pariahism be able to objectively look at a pariah and evaluate them on their merits without having their opinion tainted by the pariah-effect?
I have a two part answer. Yes, educated inquisitors would be able to set aside their inherent revulsion and elevate someone based on merit aside from the pariah-effect. The follow up to this though is would it be realistic for anyone to do so? Pariahs may make useful killing machines. They may even be able to learn/be taught social graces from individuals who are able to objectively see the worth of their ability and set aside their inherent discomfort. However, the key thing to remember here is that it is a rare, extremely well educated and extremely strong willed individual who will be able to do these things. Does it make sense to elevate someone to the status of Inquisitor if they will be universally hated to the degree that they are trusted by no one and hated by all? Almost never, and certainly not to the level of Lord Inquisitor (again, more of a political appointment than anything).
In closing, let me offer up an example of a rare exception. A group of enlightened Inquisitors elevate a very skilled pariah to the level of Inquisitor. Though his pariah-effect is strong, this individual has learned (through careful control) to modify his warp reflection to project intense fear upon all those around them. As a result they feel hatred but this hatred is far overshadowed by fear for their immortal souls. With a combination of his skill and rhetoric, this individual is able to make those around him feel as though the wrath of the emperor himself will be set upon them and their souls will be forfeit if they cross him. Because of this, the group of enlightened Inquisitors elevate the pariah to use him to surgically create fear when it is convenient for their means while his position as an independent Inquisitor insulates them from the fallback of dealing with him/the distrust that associating with such a disturbing individual would bring. However, over the centuries this crafty pariah is able to gather enough evidence and enough of a power base to individually blackmail and intimidate these very same Inquisitors into elevating him to Lord status.
A far fetched tale to be sure, and what's more, by taking the actions he did in order to reach Lord status this Pariah has confirmed what all the Inquisitors knew in their guts all along, that he was an untrustworthy and thoroughly evil abomination. He'll certainly have plenty of targets on his head...
While most of that post is very eloquent...
Quote from: Alyster Wick on January 04, 2011, 04:00:48 AMThough his pariah-effect is strong, this individual has learned (through careful control) to modify his warp reflection to project intense fear upon all those around them.
... I've always been a bit suspicious of this idea. It comes up every now and again (and I usually run with it), but I've not yet heard a particularly convincing explanation for how a Pariah would control a lack of soul.
How can you change nothing into something else - and how would an individual who the warp can't affect somehow manage to affect the warp?
I was just thinking. You say that Pariahs are instantly repulsive to any humans, right.
Well, do humans feel the same about the Tau?
Tau are only mildly blunt - the feeling of repulsion that generates is probably masked by the fact that they're foul xenos. Most humans would hate them far more for being alien than for any negative effect of their soul.
Quote... I've always been a bit suspicious of this idea. It comes up every now and again (and I usually run with it), but I've not yet heard a particularly convincing explanation for how a Pariah would control a lack of soul.
How can you change nothing into something else - and how would an individual who the warp can't affect somehow manage to affect the warp?
Yeah, I'm definitely taking liberties with that part. The way I understood it is that more extreme pariahs actually "do damage" to the warp. When a psycher attempts to use an ability directly on/in proximity to a pariah it is more difficult/dangerous; I always interpreted this as the pariah siphoning off warp energy into the empty void of their soul. In that manner I view them as kind of a doorway, but whereas the soul of a psycher leads to the physical universe (allowing warp energies to have an effect their) the pariah's "door" takes warp energy and puts it nowhere (essentially destroying it for our purposes). From that point of view I think it would be possible for a pariah to effect how their "doorway" functions (in a rudimentary way if not a precise way).
You are quite right though Marco, I have no real canonical backing for that. While I think my views are supported by my interpretation I should have put a disclaimer since it's certainly something that's up for debate.
Quote from: Alta on January 04, 2011, 09:29:48 AMWell, do humans feel the same about the Tau?
Tau aren't Pariahs. They're faint in the warp, rather than a sucking void.
As such, I see it as they don't "feel" like a being to humans, and feel more like an animal/object because of their less vivid soul.
The dislike of them is not because of their bluntness - it's indoctrinated.
In the HH short story about the Sisters of Silence, The Voice, there are a couple of passages that might be relevant to this whole discussion. The first talks about how the 'great gift of Silence' manifests in different ways is some untouchables. It doesn't really go into details, but says that 'for the Oblivion Knight it was an unseen sphere that extended beyond her flesh, dampening the power of any psyker with increasing severity the closer they came.'. Separately it talks about the power being stronger for some sisters, so it's clear that the gift manifesting differently is not merely a difference in power.
Later, in an attempt to contain an extremely powerful psychic entity the sisters 'find and take a space where they could kneel and recite the creed, a place where they could draw within and bring forth the gift of silence from themselves.' This suggests to me that meditation can help an untouchable somehow 'focus' their power - whatever that means.
Later still a sister says 'We are Untouchable, ... They say we have no souls.' to which it is replied 'We have. .. Else I would have nothing to burn, no coin to pay my way here.' Which suggests pariahs don't have a lack of a soul, but perhaps some sort of anti-soul - which might explain the control question.
These references are all too vague to draw any solid conclusions, but interesting nonetheless.
As a counter - chanting of creeds and so on is often depicted as being able to counter psychic or daemonic activity such as Word of the Emperor, and its not a good idea to tell one of your elite military units they have no souls. It may be accurate, but not a good idea.
Regarding them being told they have no soul, I didn't provide much context as it would involve spoilers but she's saying she literally sold her soul, which would be impossible if she didn't have one.
Decided to turn Drakenberg into two seperate people, one retains everything exept the Omega Minus part while the other becomes Inquisitor Kain's Acolyte as an Omega minus. also here is a civilian attendant for Drakenberg. Thanks for all the feedback, much appreciated.
Saft Biene
A servant from amongst the local citizenry of Bellis Corona Saft got his job as attendant to Drakenberg through his father who was keen to ingratiate himself with the Inquisition, he spends his time helping the Inquisitor to search through the library of the Istvaan Institute and accompanied him on diplomatic errands to help with any paperwork.
WS BS S T I SG WP NV LD
35 40 54 46 32 68 21 24 35
Wargear: Robe, Necromunda Pattern Laspistol (civilian mod- civ mag, short barrel, triplex discharge generator, all other components standard.)
Acolyte Antonio Varga
Since birth Antonio had been feared and hated by his family and classmates in their small farming community on the backwater agri world of Triur, friendless for all of his younger years, he was abandoned by his parents and sister before his sixth birthday. Wherever he went he was avoided and even physically hurt for no obvious reason, it was only after the local priest declared him a soulless demon of the warp that he was given a psychic profiling by local authorities, the result of which revealed him to be a Pariah. The solution of this issue was usually death but he was spared on account of his age and was imprisoned, however rumours of his power spread to off world before finally coming to the ears of an Inquisitor of the Ordo Heriticus, a man named Kain who was himself a pariah but due to a controversial decision by Lord Inquisitor Drakenberg had risen to his current rank. By the time Kain arrived on Triur the young Varga was in his early teens and his date of execution was nearing, Kain requested an audience with the captive band it is unsure of what was said between the two but when Kain left Varga accompanied him. Like Rammerstein before him Kain made the choice to take a pariah as his acolyte, something which only the influence of Drakenberg can keep away from the ears of the higher ups who share the universal belief that blanks shouldn't become ranked members of the Inquisition. Varga's training has been brutal and direct, Kain has taken him through the gates of hell and beyond to make him the perfect witch hunter and to try and overcome the barriers faced by pariahs. Kain knows that someday Antonio will become a stronger Inquisitor than he will ever be and he hopes that someday he'll become respected enough to overcome his setback.
Antonio is still a young man and has an energy that older Inquisitors lack, he has a passion for his job and faces each obstacle Kain creates for him eagerly. However his past has left him slightly detached from normal imperial life which leads to a cold and emotionless nature. In battle he uses a variety of weapons and is currently undergoing training with the Quelli Santificati and is growing in experience.
WS BS S T I NV WP SG LD
42 52 52 56 73 65 64 71 68
Wargear: Flack armour on abdomen, groin, arms legs and chest, open helmet, Savlar Pattern Rebreather, short sword, Bolt action Rifle.
Special Abilities: Untrustworthy, Omega Minus.
Omega Minus: follows normal rules for Pariahs, however the range for his area of blankness is 15 and the penalty is 60%, in addition demons are on -60 to detect him, Psykers must make a wp test if within 5 of him, if test is failed their wp is reduced by the amount the test was failed by.
From reading that it still feels like you're suggesting there's some prejudice against pariahs, which is just not the case - the phobia analogy is a better one. Taking a pariah as an acolyte isn't really a controversial decision - but the chances of a pariah (who number less than one in a billion, so an omega-minus is going to be many orders of magnitude rarer) also possessing the skills and temperament to be a suitable Inquisitor, and gaining the support of his peers in order to be promoted is extremely unlikely to the point it's practically impossible.
How did his training help him overcome the problems presented by him being a pariah?
Also, I'd suggest that the Culexus Temple has eyes and ears everywhere looking out for such rare individuals. It seems more likely they would have spirited him away long before your Inquisitor found him.
EDIT: Is it necessary for him to be an omega-minus? You could get around some of the objections by making him a more moderate rating then having him wear a dampener to further limit the negative effects of his pariah nature. Omega-minus is just so extremely powerful, and it's just creating unnecessary problems for you.
i kinda see him as just beginning his training so no idea how to overcome problems. on the Omega Minusness i just like the idea.
But if you made him a slightly more moderate power it'd be much easier to come up with reasonable background for him. Having an omega-minus pariah as a PC is along the same lines as having an alpha-plus psyker as a PC - there are just so many objections to overcome. And 'just because' doesn't really seem a worthwhile enough reason to put yourself through all that hassle..
Quote from: GAZKUL on January 05, 2011, 07:14:43 PMsomething which only the influence of Drakenberg can keep away from the ears of the higher ups who share the universal belief that blanks shouldn't become ranked members of the Inquisition.
You still seem to have the idea that it's a prejudice.
To put it into the simplest terms: Hate of Pariahs is objective, not subjective. It is fact, not opinion. People can't like Pariahs, not don't.
The only exceptions to this are those who are insensitive to the warp themselves (who are rare anyway, and for the same reason of objective hatred, are unlikely to be in a position of power to support their peers).
It can be hard to get your head around because I'm not sure there is an equivalent in real life. Normally, hatreds are subjective, but this one is not.
So, there is no "universal belief that Pariahs should not be Inquisitors". Ask most Inquisitors if they think immunity to psychic powers (and thus psychic interrogation) would be good for an Inquisitor, and they will probably say yes. However, they find those people who are immune to psychic powers unpleasant (at best), and thus few Inquisitors can like them enough to even consider making them their Inquisitorial peer.
This is even worse with Omega Minuses.
Bear in mind that Omega Minuses are inconceivably rare not only because of the one in a trillion (or rarer) genetics, but because most of their mothers probably strangle them at birth (if they haven't committed suicide during the pregnancy because of how their unborn child is sending them into black despair), or they get murdered in their youth for being the hateful spawn of Chaos (ironic as that is). That any exist at all is nearly inconceivable. There are whole orders of magnitude more Alpha Plus psykers than there will ever be Omega Minus pariahs.
Like Kaled said, the Omega Minus rating has a whole world of problems attached to it.
Due to laziness it's simply be changed to an unusually strong regular Omega. yes i know it's a cheat way of getting round problems but hey.
That doesn't really solve anything - there's very little difference between an 'unusually strong' omega and an omega-minus.
If you want to keep him as omega-minus (which you obviously do) then that's up to you, but if you want to keep him as omega-minus AND get some sort of stamp of approval* from members of the 'Clave then you may end up disappointed. But at the end of the day he's your character, it seems extremely unlikely we'll ever play in a campaign with one another, so there's no reason you need to placate us.
* Not that there is such a thing, but I'm sure you know what I mean!
As well as a Big Yellow Welcome, we could have a
BIG RED CONCLAVE STAMP OF APPROVAL
Though in my experience, you know its been approved when no-one talks about it. Like, at all.
Yeah, people may sometimes find it disappointing, but the best characters usually generate the least response. It's generally only controversial ones that get much discussion.
i'll bear that in mind, re- read it and he's been downgraded to a regular blank for the reasons that've been noted here.
Quote from: GAZKUL on January 05, 2011, 07:14:43 PM
Saft Biene
I hope you do recognise, what Name you gave here: Saft=juice Biene=bee (yes, german is my mother tongue, so I can't help understanding it)
It just sounds really really strange, I would be interested if you had another meaning in mind or if this name has some kind of background.
naming isn't very subtle for me, mostly just typing random words into google translate and trying to find a language that works well, with some it's more specific than others, see Mamoru Hagane, Toro Martello and others for examples.
so for him, no but yes for some others.
Maybe you'd rearrange them, since Bine is used as a shortform for Sabine, Biene Saft would sound more familiar at least.
Except for that I don't have much(read: nothing) to contribute.