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Second Attempts.

Started by Darksinger, December 28, 2010, 01:02:55 AM

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Darksinger

Ok, the guys here gave me a few pointers, such as how insanely overpowered my other guy was. i have Written up another character, who is also a rouge trader, and i will be happy to recieve Critisism. the other five people in his background will be posted later, as they are part of his warband.

Restin Teljar.
Restin is left handed


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
67   63   51   56   67   73   77   71   86   

Special Abilities
• Leader
• Feint
• Fast draw

Equipment:
• Chainsword
• 2 Digi weapon laspistol (one on each hand, index finger)
• Shot-pistol with 12 Inferno Ammo clips.
• Carapace armour on chest (6 points of armour)
• Flak armour(3 points of armour) on all other locations except head.
• Restin also wears a Cloth robe over all locations exept his head, but it has no effects on his armour.
• Rebreather.
---------------
Apearance
---------------
Restin is a black man, abut 6 foot 2, brown eyes and long dark brown hair. Has a Dark brown Goatee beard. His obes cover almost everywhere, although you can see his armoured boots. Wears his sword scabbard at his bet, on the right hnd side, With his shot-pistol on his left hand side. His robes are Sky blue, with navy blue trims.

---------------
Background:
---------------
Restin was born into his family under perfect conditions- Delivered on time, his mother survived the process and he even had the family birthmark- a single, perfectly straight black line on his forearm. He was trained in swordplay by the familys instructor and then, when he came of age, he was given his trading liscence. He learned each variation of every weapon he could legally sell, learned how much each was worth, how to haggle and when to deal or not. He eventually tired of his life on his homeworld, Vestroya, havng no wife, no crush or no lady rond the back of the pub, he had no challenges to occupy himself with. He resolved to seek his fortunes elsewhere and began to travel the stars looking for greater opportunitys. however, Restin was caught up in the combat on Charadon after his ship, The 'Pride of the the Teljars' was attacked by an ork rok, eventually saving the lives of a tactical squad under the command of Tigirus, and then completely restocking the same squads supplys in order to give them another chance against the ork mob they were up against. One of the scout units, working closely with the tactical squad Restin had re-supplied, decided to investigate Restin. They were beset by a small group of ork Nobz. Restin came to their aid, but one scout lost his arms to a power klaw attack. Restion, who had finished carrying out repairs on his ship, took the injured scout on board, promising the others 'he will be fine.' The scout, named Amityius, took an oath of service and bade Tigrus let him go. The two became comrades later,, after Tigrus accepted, on the condition that once Amityius had saved Restin from certain death, He must return int the service of the emperor. After having his arms replaced with robotic limbs, the two took of for the planet Doton, meeting with another four adventurous souls along the way, one of which was none other than his old sword teacher. who were looking for a leader. Restin took them in, and from that point onwards, the six became and unseperable team, returning from combat situations and trading oppertunitys alike to their base on Dolton, which they remain on to this day.

O_o

#1
OK  what  kind of  shotgun is  that    PUMP ?? single barrel ?? double barrel  ?? combat  ??
typically you saw  off a single or  double barrel  so  that  makes that  simple

NOW  how many inferno rounds  dose  he  have  ?

JoelMcKickass

#2
Whilst i think the Scout may rise a couple of issues with people who're more versed than i am in the Imperium, i'm going to suggest Harry Sidebottom's "Warrior of Rome" series due to the debt that the Scout owes the Trader.

]In that series, the protagonist owns a gladiator, and saved the gladiators life once before. The gladiator repays the debt a number of times through the series, but each time says that it must be certain, that the protagonist was going to die without the intervention of the gladiator. It could be a theme to use with the two of them.

Back to the character, i like that he has a chainsword, there are no where near enough of them in Inquisitor, but i think a couple of digi weapons would also fit him reasonably well. A single sawn-off shotgun is a little too "gangster" for a Rogue Trader, so he could have a sawn-off as an overt weapon, and a set of rings that would be seen as mere vanity, the idea being that if he is searched, they would immediately go for the sawn-off, and thus wouldn't concentrate so much on jewellry. Also, around a dozen shells seem to be legit for a shotgun, in my head anyways.

Darksinger

#3
Modified profile to fit with 0_o's suggestions.

I only recently got  Marcoskolls revised armoury, yet i still cannot find Digi weapons, in either armoury. If anyone can tell me what page they are on, that would be much apreciated.

Also, here is the profile for Amityius, the spce marine scout. He may look overpowered, bu he is a space marine of sorts.


Brother Amityius
Amityius is right handed

WS   BS   S   T    I   WP   SG   NV   LD
65   72     45/47    103       71   91   82   93   69

Special Abilities
• Nerves of Steel
•  Deadeye shot
Equipment:
• Bolt-sniper with Kraken rounds (3 full magazines)

• Sword (standard issue Close Combat weapon)

• Carapace armour on All Locations exept Head (6 points of armour)
• Two average bionic arms. (arms have 7 points of armour, not 6)

---------------
Apearance
---------------
Amitius, for what you can see of him, is a very pale man. He is clean shaven, like most ultramarines, an has dark green eyes. Distinguihed by a large scar on his right
cheek, His armour is a very damaged looking set of ultramarines scout armour, with one sky blue shoulder trim, as a mark of alligence to Restin.
---------------
Background:
---------------
Amitius served in the ultramarines 6th scout company before his 'accident'. He was part of a five man scout detachment, scouting the hills of Charadon. They were Informed by a tactical squad about a rouge trader, carrying out repairs on his ship which had been attacked. The sargent gave the order to investigate, and they
quickly found the ship. Unfortunatl, a surprisingly quiet mob of ork nobz had been following the scout unit, and they struck at them as the scouts began to question the man. This trader helped them fight, and eventually killed off a good half of the nobz and, although restin lost both his arms, the nobz were sent fleeing. Restin, the
name of the trader in question, took the injured Amityius on his ship, and after replacing restins mauled stumps he called arms with robotics, Amitius was good to go. Amitius bade Tigurus let him serve Restin, and Tigurus Agreed on the condition that once Amityius had saved Restins life, he must return to the emperors service.
Amitius has nevr come close to repaying his debt to Restin, although the to are now inseperable comrades, Amitius often joking abou how he'd probbly stay with  Restin even if he oes fufill his debt. however, unbenownst to restin, Amityius actually means this, ahving formed a brother-like connection with him.


Alta


Bit confusing in the scout's background. You say Restin lost both his arms? Did you mean Amityius?

I like the background, though I'm sure it would take a lot to make a Space Marine give up service to the Emperor. I think Joel's idea would be a good loophole to utilise to keep him with Rastin. Also you can't really have Doton as a base, as Doton is a dead world.

For Space Marine stats:
page 27 of http://www.darkmagenta.co.uk/Dark_Magenta_2.pdf
...Few things in life make sense and unfortunately for you I am not one of them...

Kaled

Why did you change your last character so completely for the second attempt - I hate to say it, but I actually prefer that one to this (even though the last did need some work, he was perfectly fixable). This character is a bit too perfect for my tastes. Perfect life, great warrior, respect of a famous Astartes etc - I'd prefer to have seen something of a darker side to his character to make him more interesting.

Why do they always return to Dolton/Doton? I wasn't sure if I'd missed the significance of that world - is it part of your campaign? His home world? I assume it's his ship they travel on, so he must have had friends/comrades on there before he met the other five, so where are they now? Why not make one or two members of the warband old family retainers who've been with him from the beginning?

I would say that Catfall and Acrobatic are not really appropriate skills for someone wearing that much amour - they're usually reserved for assassins and the like who wear little armour so they're not weighed down. They don't seem to fit with the background you've written anyway so I'd just drop them. He should probably have Leader though.

Also, flak armour is AV3 - is there a reason his is AV4 or is it a typo? It could be heavy flak armour, but that doesn't seem to fit with his skills.

Finally, do you have a plan for his model?
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

Adlan

Also, Scout Armour is not Carapace on all locations. Carapace on Chest, Abdomen and groin. Reinforced Flak on Other Locations, though I'd wait to see the model before deciding on armour values for it.

I rather like the idea of a scout swearing to follow someone who saved his life untill the debt is paid, but I doubt he'd give up forever on returning to his chapter. And I'd like to see a trader using more of the contact he now has, running supply missions for spacemarines, being effectivly their errand boy, might well be very lucrative. And were I a chapter master, I might value having a useful go between, might well be worth the temporary loss of one scout.

Digi Weapons are in the Main book.

Acrobatic and Catfall seem to have no mention in the backstory, nor do they seem to fit with the character or his equipment. He is apparantly trained in sword play, so feint might be an appropriate skill.


You say there are four more people to come in his warband? I hope you are not expecting them all to take to the field at once?

JoelMcKickass

I aim to have pretty large warbands, but then split them up depending on role. The three warbands i'm planning/working on, the first has 6 members, the second has 8, and the third has more mutants and daemons than i could possibly afford right now. The first has the investigative pair (an Inquisitor and an expert on Cultist behaviour), the gun slinging pair (a gun-dog and his ex-enforcer missus), and the pair that are somewhat in-between them both (The Inquisitor, and an Arbites). The 8 man one is just a group of terrorists and a recongregator radical, and the last one is a place for all mutant and daemonic and downright weird characters who're led by a daemon who can be completely lucid one game, and the next believe he is a rock. I'd very rarely use more than 4 in a single game however.

I back the suggestion for feint, maybe dropping acrobatic for it. It's possible to fall with lots of equipment and land properly (look at Airborne and Air Assault army regiments), though a lot harder to then jump clear over someone's head whilst wielding the same amount of kit.

Digi-weapons are in the main armoury, located on the same page as the Necrontyr Gauss rifle and the Kroot mercenary kablamo.

A Chapter Master may have use for a go-between, a Chapter Master of say, the Mantis Warriors, or the Relictors, or the Azure Angels, but i don't see Marneus Calgar, regent of Ultramar needing one. Having said that, he probably has quite a few on retainer already, so him being used by the Ultramarines as well could annoy some of the older, more established families that have been with Ultramar since before the Heresy, thus creating a nemesis perhaps.

I reckon a family retainer would be pretty useful too. It could be a the man who taught him how to use a sword (giving you the grizzled old sword master), the man who taught him to read (who better to broker deals then his own tutor?), the mutant slave who has been his bodyguard since birth, and is to kill himself if Teljar dies before he does.

This may be a bit of an odd point, but i imagine that a Space Marine Scout with bionic arms would be a touch stronger too, but then that depends on how far away he was from becoming a Marine Proper.

Darksinger

Alta- Did i mistype that? Yea it was Amitius who lost his arms.
Also, he hasn't saved his life yet. During the campaign, he may do several times (in one way or another)
And a Dead world can still be used, its Death worlds that are uninhabitable.

Kaled- Sure it wsa easily fixed, but untill i can, im gonna stick this warbnd in- they are not all so perfect either.
Doton is part of the campaign yes.
His ship crew are not traied for ground cobat, merely spaceship combat, so they play very little role in the campaign.
The armor thing is a typo. I'll change it.
Carapace armour is supposed to be rather light isnt it? I can change it of course, but still. As for catfall and acrobat, he is trained in swift swordplay, but maybe feint would be better. Leader is a good idea.

Adlan- Whats the armour value of reinforced Flak?
Amitius is a very new scout (i probably didnt make that clear in his background). The thing about not wanting to return to service is explainable in a way, Restin is like the brother Amityius never had.
Finaly, yea i'm feilding them all, only Restin and Amitius are better than the others.
Joel Thanks for the slightly more specific location of digi weapons. Any suggestions on what to have?
The guy who taught him to use his sword will be in the warband, i like that idea. I'll change the background.




MarcoSkoll

Quote from: Darksinger on December 28, 2010, 05:10:45 PMAnd a Dead world can still be used, its Death worlds that are uninhabitable.
You're the wrong way around on that.
Death worlds (like Catachan) are habitable, if dangerous. Dead worlds - almost nothing lives on them (by definition), and in most cases, it's unlikely anything could.

QuoteCarapace armour is supposed to be rather light isnt it?
It's the heaviest (common) armour short of power armour. So not light at all.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

GW's =I= articles

JoelMcKickass

The problem with Restin being the brother that Amitus never had is that Amitus would have Battle-Brothers, and that'd be enough for someone psychopathic enough to become a Space Marine, they just can't relate to people on a more personal level.

As for Digi-Weapons, you can have las-pistols, inferno-pistols, hand flamers, or needle pistols. Personally i'd have 2 las-rings, mostly for the mental image of him doing gun-fingers at people, and las rounds hitting people. Or, him punching like a boxer and people getting hit. I've got an Inquisitor who has a last ditch effort built into his bionic eye, a single-shot Inferno pistol for when the fan is contacted by the proverbial [EXCOMMUNICATE], and he's going eye to eye with a daemon.

Death-World are habitable, as Marco said, only they're barely habitable. The people who come from them are the hardiest, most bad-ass people you can get. If there's 6 different ways to survive the attack of the deadly viperousacidious viper, they'll know what they are, and how to implement it, otherwise, they'd be dead.

Kaled

Quote from: Darksinger on December 28, 2010, 05:10:45 PM
His ship crew are not traied for ground cobat, merely spaceship combat, so they play very little role in the campaign.
So who did he take on away missions before meeting the other five? Why not use non-combat personnel in your warband? His shuttle pilot, or savant, astropath or navigator? Any of those could be accompanying him at the start of a scenario? Not all games take place in a situation where you character knows he's walking into combat. You're missing out if you just restrict yourself to combat archetypes.

QuoteAs for catfall and acrobat, he is trained in swift swordplay,
Right, but Acrobatic and Catfall suggest a lithe agile assassin rather than a swift swordsman - Feint and Leader seem much better choices for this guy.

QuoteFinaly, yea i'm feilding them all, only Restin and Amitius are better than the others.
It's not a question of too many characters making your warband overpowered - rather, too many characters on the table make the game slow and almost unplayable. About 3-4 characters per person and no more than 10 or so on tha table at once. Less if you're new to the game.


[/quote]
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

GAZKUL

on what Kaled said about having too amny troopers on the table, in early missions with our group 3 of us had 5 guys each and all told there was about 20 characters on the table whcih was impossibly unweildy, since then we've been teasting out different numbers, usually with the GM deciing the numbers each player is allowed.
"You do not need to prove that you exist because soon you won't"

JoelMcKickass

Don't forget that that doesn't mean you're warband has to be restricted to only a few models, if you read the Abnett book Malleus, he has a group of people waiting in his headquarters, and he picks 3 of them to accompany him on a mission. Think of it that way, look at the situation the Head character thinks he's going into, and take the models that would suit that situation.

If he think's he's going into a gunfight, taking a Savant and a Transcription Servitor isn't the best of ideas, likewise, whilst trying to trick people into thinking he's a visiting dignitary, taking a well known wanted criminal as a bodyguard wouldn't work either (or it would change people's reaction to him at the very least, an Enforcer's truncheon might be meeting him personally through the next door, or he could have diplomatic immunity, you never know).

Kaled

And if you're playing a scenario where your character thought it was a trade meeting but turned out to be an ambush he might be stuck with his savant and astropath and wishing he'd brought along an armed escort instead...

In other words, the wider variety of characters you have to choose from the more options you have for scenarios. A couple of my warbands have upwards of a dozen members but I'd never use more than three, or at most four, in a game.
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat