The Bloody Gates: A Penal Legion Meatgrinder (WH40k)

Character Creation and Intro

greendoor

(Verified Door)
Location
Arizona
Pronouns
He/Him



The Bloody Gates

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It is the 41st Millennium, and there is Only War.

The Hive City of Lozepath, on the Hive-World of Rorschah Mundi has fallen to rebellion. Along with the loss of the manpower and danger it poses to the rest of the world, the fall of the Hive City has caused a 4% decline in Ball Bearing production destined for off-world military production within the surrounding sub-sectors.

Given the catastrophic consequences for the whole of the embattled Verantis Sector should military production decline, a task force was immediately assembled to retake Hive Lozepath. Legions of Skitarii, elite strike groups of the Adeptas Sororitas and Tempestus Scions, and an entire Imperial Guard Army Group have been landed, and move to assist the local forces in the task of recapturing the Hive and its vital production.

Among these teeming millions of soldiers is the 593rd Vankillan Penal Infantry Legion, a freshly raised force of condemned criminal scum, penitents, and the scrapings of Vankilla's city sized cell blocks.

You are among them.

Whatever crime you committed, whatever sin of your ancestors that stains your soul, whatever reason you've drawn the ire of Imperial Law, you have no chance but to fight and hopefully survive to the end of your term. A lucky few might well earn their freedom by some incredible act of valor. Most you know, will die long before any such opportunity presents itself.

Your only hope is redemption, either in death or in victory.

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The Bloody Gates is an adventure set in the dystopian future of Warhammer 40k.

As implied by the intro, you will be playing members of the Penal Legions. You will be poorly equipped, only half trained, and thrown into the most dangerous battles. This will be a game about desperate struggle, to survive, to achieve redemption for crimes real and imagined, to win glory sufficient to see you free from the accursed legion.

It will also be a game about dying.

Do not expect your characters to make it through the meatgrinder intact: Not only will you have all the disadvantages of the Penal Legion, you will lack the abnormal fortune or plot protection associated main characters of less bloody genres. Any bullet, lasbeam, or weapon strike could strike a crippling or lethal blow. Rolls are final, and will not be rerolled or fudged just because you are the PCs.

You might find yourself making more than one character.

Finally, as a matter of practicality, this game will be a Play by Post endeavor. I hope to retain a fast pace for this game: Updates will hopefully be Biweekly once the IC is up. You IC posts do not have to be long or react to everything that happened: getting something out is more important, especially in combat situations.

The system this game will be ran with is fairly mechanically complex, so all mechanical interactions and rolls (Aside from character creation) will be handled behind the scenes by me. When it comes to combat situations, all you have to do is give me the general gist of your actions for the next few turns*. Combat maps will be available in the Roll20 linked below so you can understand the tactical situation.

*A Good example of this would be something like "Move quickly towards the pile of rubble 10m ahead, trying to avoid enemy fire, then lay down suppression fire on the enemy bunker once I'm in cover."

IC Link

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Character Creation:
(As a note, you may optionally roll for a background package. See the Background chart below. Do this before you roll anything, and preferably before you fill out your personal details)​
Personal Details Form:
-Name: Your Name
-Appearance: Keep this to less than three descriptors (IE, 'Tall', 'Dark Haired', and 'Tattooed')
-Reason for 'Enlistment': Why you found yourself in a Penal Legion. Keep this to a single short descriptor (IE 'Liberal Political Dissident' or 'Career Recidivist' or 'Guard Deserter')
-Demeanor: Your Personality (Keep this one or two descriptors, such as 'Humorless and Crass' or 'Jovial and Fatalistic')
-Background (Optional): Less than 100 words. If you come originally from a different world than the Penal Colony of Vankilla, mention it here.
-Cultural Memento (Optional): A Memento from your homeworld. Nothing that effects gameplay.
-Weird Tradition (Optional): A strange tradition or religious stricture you follow.
-Length of Service (Optional): How long you've got in the Penal Legions, a general measure of the severity of your crimes. Regardless of how long, you're seeing this campaign through, or dying in the attempt.

(A note on worlds and character details: This is set in a homebrew sector, but one that is far from complete. Feel free to make up worlds if you want your character to be from somewhere unique. I can provide suggestions otherwise, or you can just not specify. Please do not lean heavily on canon worlds, unless you have a good reason why a Catachan Jungle fighter or whatever is in a Penal Legion on the other side of the galaxy)

Once you've filled out that form, set your statistics, and select your Skills and Talents.

If you need to roll anything, do so here: Roll20

Statistics
Take the following Statistics Array:
40, 38, 35, 35, 32, 32, 30, 30, 28

And apply it to the following Stats:
-Ballistic Skill (Bs): How good a shot you are
-Weapon Skill (Ws): How competent you are with melee weaponry
-Strength (S): How strong you are
-Toughness (T): How tough you are
-Agility(A): How agile and dexterous you are
-Perception(Per): Your senses and combat awareness
-Intelligence(Int): The sum of your education and intellect
-Willpower (Wp): Mental clarity, strength of will, and resolve.
-Fellowship (Fel): Your social skills and personality.

Higher is better. Each number on the array can only be assigned to one characteristic, and every characteristic needs one assigned.

Rolling Characteristics:
Alternatively, you may roll 2d10+20 in order for each Stat, bringing your lowest stat up to 31 (If lower), and adding +3 to your best stat. You may reroll one Stat, and swap any two.

If you roll in this manner, you may select an additional Skill from Column 2 or 3, and an extra talent from Column 2.

Substats;
(Note that a Stat initial followed by a B means Stat Bonus, or the 10s digit of the relevant stat. For example, TB would be tens digit of your toughness, so if you had Toughness 38, your wounds would be 10+3=13, and if your Willpower was 40, your Fatigue threshold would be 4+3=7.)
-Wounds: 10+TB
-Movement: 3x/6x/8x/12x AgB
-Fatigue Threshold: TB+WpB
-Initiative: PerB+AgB

Skills:
Free Skills: You get these for free unless you choose or receive a higher level from this chart or the background chart.

Athletics (S), Awareness (Per), Dodge (Ag), Endurance (T), Resolve (Wp),

Roll once on each column, or choose one from each column. If rolling, reroll any duplicate skills (IE, if you got Medicae+10 and Medicae, reroll the lesser result).
1d10Column 1: Roll Once or Choose onceColumn 2: Roll Once Or Choose onceColumn 3: Roll Once or Choose once
1:Medicae (Int) +10Awareness (Per)+10Tech-Use (Int)
2:Tech-Use (Int)+10Athletics (S)+10Medicae (Int)
3:Charm (Fel)+10Endurance (T)+10Piety (Fel)
4:Deceive (Fel)+10Resolve (Wp)+10Demolitions (Ag)
5:Command (Fel)+10Dodge (Ag)+10Lore (Hive Cities)(Int)+10
6:Demolitions (Ag)+10Stealth (Ag)Lore (Tactica)(Int)+10
7:Intimidate (Wp)+10Charm (Fel)Lore (Rorschah Mundi)(Int)+10
8:Piety (Fel)+10Intimidate (Wp)Scrutiny (Per)
9:Stealth (Ag)+10Command (Fel)Lore (-Useless Academic Discipline*-)(Int)+20
*Choose something if this comes up
10:Survival (Per)+10Deceive (Fel)Survival (Per)

Talents:
Choose or Roll from both columns, once on Column one, and twice on Column 2.
1d10Column 1:
Roll Once or Choose One on this Collumn.
Column 2:
Roll Twice or Choose Twice on this column. If rolling, roll 1d10 for the cell, then 1d10 to determine which of the talents within.
1:Furious Assault: Can make additional attack if All Out Attack is successful.-(1-5):Jaded: Ignore non supernatural fear tests that are not a direct threat to your life.
-(6-10): Air of Authority: Reroll Command and Intimidate tests with a -10 penalty.
2:Nerves of Steel: Reroll Fear and Suppression Tests.-(1-4): Sound Constitution: +2 Wounds
-(5-7): Pain Tolerance: Ignore one point of Pain from Wounds, and gain a +20 bonus to resist Stun.
-(8-10): Hardy: For the purpose of removing Wounds, you always count as Lightly Wounded. For events that heal wounds, heal +1 wound.
3:Shocktrooper: Gain +20 to Dodges if you full moved, ran, or charged last turn.-(1-4): Battlefield Medicae: Can reroll failed First Aid tests once.
-(5-7): Tech-Adept: Can reroll failed Tech-Use tests once.
-(8-10): Steady Hands: Reduce DoF on Demolitions tests by ½ AgB.
4:Die Hard: When you suffer from Mortal Fatigue, you may make a Resolve Test (+0) at the point of death to delay death for an additional half hour (once). You can also make a Resolve test (+0) to use a broken or useless limb as if it had not taken Damage. If you become unconscious you may make a Resolve Test (+0) to stay conscious, this applies even to unconsciousness caused by Fatigue, in which case you should roll again every 5 minutes.-(1-4)Sprint: When taking the Full Move action, you may move an extra number of metres equal to your Agility Bonus. When taking the Run action, you count your Agility bonus as 2 higher for one Round. If you use this Talent two turns in a row, you must make a Toughness Test or gain one level of Fatigue.
-(5-7): Rapid Reaction: +1 Initiative, can test Agility to avoid surprise.
-(8-10): Alert: If you're in the front of a formation/are the pointman, gain a +10 bonus to Awareness and +1 DoS for the purpose of opposed tests vs. Stealth.
5:Hip Shooting: Halve Move and Shoot Penalty. Can fire a pistol as part of a run or charge action.-(1-5): Street Fighting: Gives +2 Crit Damage to Improvised and Unarmed, +1 Damage with Combat Knife.
-(6-10): Scout: Can reroll failed Stealth and survival tests at -10.
6:Deadeye Shot/Precise Strike: Reduces Called Shot Penalty by 10, can hit Weakpoints and Exposure easier. Choose Ranged or Melee upon picking it, or flip a 1d2.-(1-4) Barrage: +1 DoS on Semi Auto and Full Auto
-(5-7): Grenadier: Count SB as 1 higher for grenade throws, can reroll scatter.
-(8-10): Rapid Fire: Increase RoF on Semi Auto by 1, and 2 on Full Auto.
7:Breach and Clear: Increase Initiative by +2. In the first round of combat, add +10 to hit and +1 DoS against targets who haven't acted yet. Cannot be used with Heavy Stubber.-(1-5): Head Down: You may reroll tests to Dive for Cover and Duck Into Cover once if you fail.
-(6-10): Leap Up: You can get up from prone without an action.
8:Swift Attack: Can make two Attacks in Melee with Multiple attacks. If armed with a pistol and sword, can also fire the pistol once as well.-(1-5): Keen Intuition: Can reroll failed Awareness and Scrutiny rolls with -10.
-(6-10): Smooth Talker: Can reroll failed Deceive and Charm tests at -10.
9:Iron Jaw: Each Turn you are stunned or disoriented (timed only), you may make an Endurance Test (+0) to shrug off the effects.-(1-5): Nimble: +1 DoS to Dodge/Parry
-(6-10):Evasive: Gain +20 to the first Dodge or Parry test of combat.
10:Frenzy: Can Frenzy for bonuses to Ws, T, S, and immunity to fatigue and some Critical Effects, but are forced to fight in melee.-(1-5):Athlete: You may reroll failed Athletics and Acrobatics tests with a -10 modifier once per turn, and add +1 DoS. Halves penalties from carrying heavy objects (such as Heavy Stubbers and Pack items).
-(6-10): Fitness: Can test Athletics (Toughness) at +0 once per scene. On success, you clear 1 fatigue, and one more per 2 DoS.

-Armor: Imperial Guard Flak Armor
-Gear; Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).
-Weapons: Combat Knife/Bayonet (May be affixed as a half action, gives -10 penalty to shooting while affixed), Two Frag Grenades,
Choose 2d10 or Choose One
2-3: Laspistol (2 Chargepacks) and Monosword or Axe
4-5: Laspistol (2 Chargepacks), 3 additional Frag Grenades, and a Combat Vest (Let's you draw a pistol, Combat Knife, or Grenade for free once per turn)
6-7: Laspistol (2 Chargepacks) and a Pack Item (No Penalties)
8-16: Lasgun or Lascarbine with 3 Charge Packs
17-18: Pump Shotgun with 24 Shells
19-20: Heavy Stubber with two Ammo Belts and Bipod. Replace Grenades with Laspistol (1 chargepack)

You may also optionally take a Pack Item. You take a -10 Penalty to Athletics and movement related Agility tests (Including Dodge) while wearing this.
-Medical Kit: Gives +20 bonus to first aid if you have Medicae. Comes with 3 doses of Stimm and 3 doses of Synth skin.
-Toolkit: Lets you treat Tech-Use and Demolitions as Trained at +0, or gives a +15 bonus if you have them trained.
-Auspex Scanner Pack: Requires one hand, but grants +20 bonus to appropriate Awareness checks, can use Tech-Use to scan for invisible or hidden threats.
-Ammo Pack: Includes reloads for the squad's weapons, along with 4 more frag grenades. Ammo and Grenades require a full action to remove.
-Vox-Caster; Allows calling in Battlefield support, gives a +20 bonus. Operator can assist someone else making this test with Tech-Use.

Weapon Explanations:
-Laspistol: Can be fired in one hand, good in close combat, short range. Variable power settings. Semi Auto only.

-Mono Sword/Axe: Close Combat weapons. Axe is more deadly, but Sword is well suited to parrying.

-Combat Knife/Bayonet: Standard fighting knife. Precise, and its small size lends itself to rapid strikes. Can be attached to appropriate weapons with a bayonet lug as a bayonet..

-Frag Grenades: Hand thrown grenades. Though Guard armor is resistant to these weapons, it's still well advised to use them from a distance of more than 5 meters, or while benefiting from hard cover.

-Lasgun: Long range, moderate stopping power, reliable Las-Rifle. Comes with Bayonet lug variable power settings, and a full auto selector switch.

-Lascarbine: Moderate range, somewhat reduced stopping power compared to lasgun, but smaller size makes it more efficient for firing in one hand, in close combat, or while moving. Features a Bayonet Lug, variable power settings, and a full auto selector switch.

-Pump Shotgun: Pump Action Shotgun, 8 shot tube magazine. Good in close quarters and against unarmed targets, highly inefficient against armored targets or at long range. Comes with Bayonet lug.

-Heavy Stubber: Large caliber Solid Projectile support weapon. Should be braced against an appropriate surface or fired while prone to manage recoil. Heavy rounds are effective against light armor out to long range. The weapon and its ammunition is very heavy and unwieldy, and utterly unsuited for use in close quarters combat.

The Background Chart:
As an alternative to choosing talents and skills, you may simply roll 1d100 on this chart (In the Roll20). Some of these have Talent and Skill Options that are not present in the normal lists (I'll tell them to you upon you rolling it).

Note that rolling on this chart is explicitly supposed to be a gamble. You might get a useless option like a Tax Evader or an Academic who has never even touched a Lasgun, or you might be a hardened Death Cult Assassin or cybered up Heretek.

All rolls on this chart are Final.

You may roll on this chart before you roll your stats, if your doing so. You still get the extra talent and skill.
RollBackgroundSkillsTalents
1-3Tellosi Noble: A survivor of a recent T'au supported Noble revolt on Tellios, on the far side of the sector. In lieu of execution you were sent to Vankilla to redeem your house's sins in blood. .
+5 Ws and Fel
Command+10, Charm, Lore (Noble Houses)+20,Swift Attack, Air of Authority, Language (High Gothic)
4-18Career Recidivist: You simply made a career out of crime and defiance of Imperial Authority, and got shipped to Vankilla as a result.
+5 Ag
Stealth+10, Deceive, Lore (Hive Cities)+10Streetfighter, Ambush
19-24Radical Academic: A Philosopher, Historian, Economist, or some other profession who stated an opinion contrary to the Imperial Line. It was found that if you could not write the truth, you would serve in a Penal Legion instead.
Roll a 1d10 to determine your Academic Discipline:
1-3: History 4-5: Theology 6: Economics, 7: Philosophy 8: Techlore 9: Politics, 10: Journalism
+5 Int
Scrutiny+10, Lore (Academic Discipline)+20, DeceiveKeen Intuition, Scholar(Academic Discipline), Language (High Gothic)
25-30Volunteer: Generations on Vankilla are born into service as Helots, paying for the generational sin of their ancestors. The only way to pay back those ancient crimes is in blood. Unlike most, you volunteered. Whether it was a thirst for freedom, fleeing enemies in rival work-gangs, or a very poor idea reached while drunk, you're a Penal Legionnaire now.
+5 S
Athletics+10, Intimidate+10, SurvivalStreetfighter, Jaded
31-36Imperial Guard Deserter: You committed one of the worst sins of the Imperial Guard: You ran.
+5 Bs or Ws
Dodge+10, Athletics+10, MedicaeBarrage, Head Down
Swift Attack or Hip Shooting
37-40Defrocked Priest: You used to be a priest, before you committed some terrible sin. One terrible enough to see you defrocked and forced into penitent service instead of a more dignified execution, but not one so terrible you are entirely beyond redemption. Does the Emperor still look down upon you?
+5 Wp or Fel
Piety+20, Lore (Imperial Creed)+20, CharmLitany Against Fear, Scholar (Imperial Creed), Language (High Gothic)
41:Fighter Pilot: You were an Imperial Navy Fighter Ace, shot down a half dozen enemy birds, Blueskin, Greenskin, and Traitor. Real big shot, Angel of Death behind the stick. Course, you also liked your drink.

One thing led to another, and you found yourself grav chuting away while your 20 million throne Thunderbolt Fighter crashed and exploded. Nobody got hurt, but someone's got to pay for that honored hardware. Unfortunately, that someone's you, flyboy.
+5 Ag, +5 to one of Int, Wp, or Per
Operate (Aeronautica)+30, Survival+0, Tech-Use+0, Resolve+10Tech-Adept, Nerves of Steel
42Cannibal: The times were desperate. There weren't any rations left, and you had to do what you had to survive. At least, that's what you told the Enforcers, but you know the truth.

At first you'd gagged, but you'd come to enjoy the taste of the meat.
+5 to two of Ws, Wp, Per, or T, -5 to Fel
Survival, Resolve+10, Endurance+10Jaded, Ruthless
43-45Litterer: You were a normal Imperial Citizen, a factory worker and a family person, quietly pious. You only one made one sin, but it was a great one: You, after a long work shift, left venal trash upon the sanctum of an Imperial Church after the daily sermon. For this grievous sin, you were committed to a Penal Legion.
+5 S or +5 T
Athletics+10, Endurance+10, Lore (Hive Cities)+0, Charm+0Athlete, Iron Jaw
46-47Minor Mutant: You were found to have committed genetic crimes against the human baseline, and worse, attempting to pass yourself off as a normal human. For this crime, you were sentenced to the Penal Legion.
+5 to one of Ag, Per, T, S
Deceive+10, Endurance+10, Athletics+10Sound Constitution, Jaded
48-50Forger: You were a criminal of a more intellectual sort, a forger of Oath-Cogs and Pass-Wards. You were generally ignored by the Enforcers: You paid your bribes, you kept the illegal equipment tastefully out of sight.

Then, someone using a Pass-Ward you created used it to make an Assassination attempt on a Magistrate. They needed someone to blame, and so you were off the Penal Legions.
+5 Int or Per
Tech-Use+10, Lore (Hive Cities)+10, Scrutiny+10Tech-Adept, Scholar (Hive cities), Keen Intuition
51-52Corrupt Lycian Enforcer: A corrupt former member of the Lycia Security Service. You took bribes or even openly helped the planet's many Cartels and pro-Blueskin Rebels, and even worse, got caught.
+5 Per or +5 S
Intimidate+10, Awareness+10, Lore (Hive Cities)+10Jaded, Keen Intuition, Rapid Reaction
53-54Rorscha Mundi Native: You're a native of Rorscha Mundi who was rounded up to serve as an offworld labor helot, was sent to Vankilla, and ended up in a Penal Legion. Now you're back home. Life is funny sometimes.
+5 Ag
Lore (Rorscha Mundi)+20, Tech-Use, Dodge+10Streetfighter, Rapid Reaction, Nimble
55-56Anarchist: Or at least, a Rioter. You were unruly and demanded things from the Imperial Government, and the only thing you got in reply was a jackboot.
+5 S or T
Endurance+10, Athletics+10, CommandAir of Authority, Street Fighting, Iron Jaw
57-58Black Marketeer: You sold forbidden goods on the streets of your homeworld. If someone needed something, you had it. Even in the Penal Legion, there's a better than even chance you can get what people want.
+5 Fel
Charm+10, Deceive+10, Lore (Underworld)+10Smooth Talker, Well Prepared
59-60Bandit: You were a Bandit back home, stealing from the rich and giving to yourself. You were caught eventually of course, but for a time, you lived as any could wish, fat, feared, and free.
+5 Ag or Per
Survival+10, Stealth+10, IntimidateAmbush, Scout, Jaded
61-62Psycho: You killed a lot of people. Enough that they decided that killing you was a waste of your natural talents.
+10 Ws, -5 Fel
Intimidate+10, Deceive+20, Resolve+10Jaded
Furious Assault or Swift Attack
Frenzy or Street Fighting
63-64Assassin: You're fortunate. You didn't get a kill shot, or it would've been a lot worse for you than torture and penal legion service.
+5 Bs, Per, or Ag
Awareness+10, Stealth+10, Dodge+10Deadeye Shot, Nimble, Jaded
65-66Sawbones: Nobody cares about the street trash that leaves your clinic dead, or missing organs, but when the beat up youth whom your shaking hands couldn't save was the son of a minor noble, well, then someone cares.
+5 Int
Medicae+10, Deceive, Resolve+10Jaded, Battlefield Medicae, Swift Suture
67-68Legion Veteran: This isn't your first tour of service with the Penal Legions, or even your second or third. You've stopped wondering if it'll be your last.
+5 to two of Ag, T, Ws, Bs, Per
(Can roll 2d5 if you want random. Reroll duplicates)
Dodge+10, Awareness+10, Endurance+10True Grit, Head Down, Jaded
69-70Second Time Legionnaire: You are something of a miracle. Firstly, in that you managed to actually escape legion service by an act of valor. Secondly, despite this act of grit and heroism, you were enough of an idiot to get yourself sent to the legions for a second time, less than a week after you'd gotten out.
+5 to two of Ag, T, Ws, Bs, Wp
(Can roll 2d5 if you want random. Reroll duplicates)
Dodge+10, Resolve+10, Endurance+10Head Down, Nerves of Steel, Street Fighting
71-72Kill the Witch: That is the Emperor's Command. Except that last one you killed.

That one was sanctioned.
Add +10 Wp
Resolve+20, Lore (Warp)+10, Piety+10Strong Minded, Nerves of Steel, Hatred (Witches)
73-74Cell Drainer: The vain Horse Lords of Rantisari V have two overriding beliefs: They wish to live forever, and they absolutely disdain the vast, teeming populations of the hives.

In order to attend to both problems, you ran a Cell Draining operation: a long illegal practice of draining human cells in order to extract ingredients vital to the process of making rejuvenat. You thought your vital importance to the Horse lords would keep you from the Enforcers, but you turned out to be just as expendable as any other commoner.

When you were caught, the Arbites who sentenced you told you they thought throwing you back into your own machines was too merciful, so you, used to comfortable living and the screams of others, found yourself the one who will scream, serving in a Penal legion.
Add +5 Int
Medicae+10, Lore (Hive Cities)+10, Deceive+10Jaded, This Will Hurt, Swift Suture, Street Fighting
75-76Tax Evader: You evaded Imperial Taxes. The Administratum's wrath was slow, but not kind.
Add +10 Int
Lore (Administratum)+20, Commerce+20, Deceive+10Scholar(Administratum), Language (High Gothic), Impenetrable Jargon
77-78Actor: You were an actor in Imperial Propaganda films. One day, you ad libbed a line, adding a bit of irony to what was supposed to be utterly serious. Perhaps you might've even protested Imperial Policy, but it was veiled and only a line in a movie!

You thought it'd be edited out in post, or at least they'd just do another take, but the censors weren't amused, and one thing led to another.
Add +10 Fel
Charm+20, Deceive+20, Command+10Smooth Talker, Heroic Inspiration, Gallows Humor
79-80Prison Cell Overpopulation: It was a minor crime, really. You were the lookout for a larger operation, the one who watches out for enforcers and civilians, and makes up some story, keeps them talking long enough for your fellow thieves to get out. A minor crime, with a minor sentence.

You ended up in a cell, a mere five year sentence. But there were too many other people in the cellblock, and well, you were randomly selected to 'Alleviate pressure.'

At least they promised you if you survived your sentence would be commuted.
Add +5 Per and Fel
Deceive+10, Charm+10, Awareness+10Smooth Talker, Keen intuition, Alert
81-82Mad Bomber: You only wanted 50,000 thrones, was that so much to ask? You had to blow up that closed manufacturem, else they wouldn't take you seriously. And when they rejected your offer, well, then the (mostly) empty Scholam had to pay the price. And when they didn't listen to your demand to not hunt you down, well, those deaths were on their heads.
Add +5 Int and Ag
Demolitions+20, Tech-Use, Intimidate+10Steady Hands, Grenadier, Leaping Dodge
83-84Rebellious Schola Progenii: You didn't like the future they set out for you. You didn't want to be an Imperial Guard Officer, like the test scores and the Drill Abbots said you would be. You didn't take the Abbots' threats seriously, you were the son of an Imperial Martyr, you'd have your way. So you ran, and decided to make them listen to you.

You should've listened instead.
Add +5 Fel and +5 Int
Command+10, Lore (Tactica)+20, Resolve+10Scholar (Tactica), Air of Authority, Nerves of Steel, Die Hard
85-86Vigilante: You couldn't stand the corruption all around you. Your fellow enforcers tolerated all manner of graft and looked the other way just because the criminals were wealthy or well born. The law had fallen silent. You decided to take it into your own hands, no matter who you had to sentence and punish.

You would be the punished one, in time.
Add +5 Wp and +5 Per
Intimidate+10, Scrutiny+10, Awareness+10Face of Judgement, Keen Intuition, Die Hard
87-88PDF Commander: Once you were a commander of tens of thousands, a general in the PDF of your homeworld. But the enemy came, the Blueskins, and attacked your world. You may have hated the Xenos, and hated traitors worse, but they caught you in a pincer, and stood primed to annihilate your entire command. If there were any two things that could overcome hate, it was a desire to live or the love of comrades, and so you made the fateful choice to broadcast your surrender.

You almost wish the Blueskins had simply killed you, or taken you with them when they'd retreated offworld.
Add +5 Ws and +5 Fel
Command+20, Lore (Tactica)+10, Resolve+10Heroic Inspiration, Swift Attack, Wall of Steel
89-90Corporate Saboteur: You worked as a saboteur for a powerful Imperial Charter Corporation. You sabotaged and damaged the property of their rivals, or else stole vital data.

You're still not sure if that last job was a screw-up from your superiors, or they'd meant to send you into an Administatrum facility to steal data, but regardless, you'd walked right in. The Literati hadn't taken kindly to an outsider interfering with their data-stacks, so you'd found yourself in a Penal Legion.
Add +5 Int and +5 Ag
Tech-Use+10, Demolitions+10, Stealth+10The Machine is Weak, Steady Hands, Living Ghost
91:Abhuman: No matter what's said on your Criminal sheet, you know the real reason you were sentenced. Abhuman in the first degree. Repent for your genetic sins.

Roll a 1d10:
1-2: Ratling (+5 Bs, +10 Ag, +10 Per, +5 Fel, -10 Toughness/Strength, Small Size)
3: Beastman (+5 Ws, +5 S, +5 T, +5 Per, -5 Fell)
4: Squat (+10 T, +10 Wp, -10 Ag)
5: Longshanks (+15 Ag, +5 Per, -5 T, -5 S)
6: Pelager (+5 Ag, +5 St, +5 t, Can Breathe Underwater)
7-8: Nightsider (+10 Per, Can see in the dark)
9: Sub (+10 Wp, +10 T, +10 St, -20 Fel)
10: Ogryn (+15 T, +15 S, -10 Int, -10 Ag, +5 Wounds, Large Size, Only gets Flak Vest, Unnatural SB and TB 1)
-Ratling: Stealth+10, Survival+10, Awareness+10
-Beastman: Intimidate+10,Athletics+10, Endurance+10
-Squat: Endurance+20, Tech-Use, Resolve+10
-Longshanks: Acrobatics+10, Dodge+10, Awareness+10
-Pelager: Athletics+10, Dodge+10, Survival+10
-Nightsider: Awareness+10, Stealth+10, Scrutiny+10
-Sub: Piety+20, Endurance+10, Athletics+10
-Ogryn: Athletics+10, Endurance+10, Intimidate+10
-Ratling: Deadeye Shot, Scout, Heightened Senses (Sight, Smell, Taste), Nimble
-Beastman: Furious Assault, Frenzy, Heightened Senses (Smell, Hearing), Sound Constitutionx2
-Squat: Die Hard, Sound Constitution, Nerves of Steel, Too Stubborn to Die
-Longshanks: Nimble, Evasive, Hip Shooting
-Pelager: Athlete, Nimble, Hip Shooting
-Nightsider: Keen Intuition
Living Ghost, Heightened Senses (Hearing or Sight)
-Sub: Litany Against Fear, Die Hard, Pain Tolerance, Sound Constitutionx2
-Ogryn: Furious Assault, Iron Jaw, Bulging Biceps
92Penitent Offering: You are a Bolwerc, the Scion of a Noble House who went over to the T'au in treason. Part of the bargain your house struck in order to survive the inevitable Imperial purges was generational Penitence: once per generation one of their scions would dedicate their lives to offering penance in the most humiliating and base way possible: The Penal Legion.

The Priests chose you. Perhaps you'd hoped it'd been one of your siblings, perhaps not, but you are ready to pay the price of your ancestor's sins regardless.
+10 Ws and +5 Wp
Resolve+20, Lore (Tactica)+10, Endurance+10Nerves of Steel, Die Hard
Blade Master or Lightning Attack
93Mind Cleansed: You don't know why you joined the Penal Legion. Your memories of any time before it have been wiped clean, swept away by the potent memory cleansing agents of Imperial technology. What crime could you have committed, or perhaps more pertinently, what terrible knowledge or experience had to be wiped away?

Roll 3d10 and +5 to a stat indicated by the die. On a 10, reroll and add +10 instead. Do not reroll duplicates.
Roll once on each Skill TableRoll twice on both talent tables. .
94Death Cultist: You were a Death Cultist before the Legion, a fanatical worshipper of the Emperor who showed their devotion in the blood of perceived enemies of the faith and the cult. Then of course, the familiar story: You killed the wrong person. The corrupt official had powerful friends, you had to slay the apostate in a public space, some Arbite decided your cult's services were no longer needed. Maybe you turned yourself in on some mad whim or as an act of repentance.

Whatever it was, you were declared a criminal, and forced into the Legion.
Roll a 1d10 to determine your strange Cult Practice or choose one:
1-3:Only the Sword is Pure: Melee only, no Ranged Weapons if possible. (Gain +10 Ws, +5 Ag, +5 S)
4-6:Firepower is the Emperor's Gift: Ranged Only, no Melee combat if possible. (Gain +10 Bs, +5 Per, +5 Ag)
7-8: Bask in their Blood. After achieving a Kill, you must spend a half action to daub yourself in the enemy's blood, at least once per fight (+10 to Bs or Ws, +5 T, +5 Wp)
9: No Mercy: No mercy upon the Emperor's Enemies, and never let one escape. Harden your Heart (Gain +10 to Ws or Bs, and +5 Wp, +5 Ag)
10: No Armor. We show our devotion by laughing at death (Gain +10 Agility and +10 Toughness, +10 Wp, and +10 to either Ws or Bs)

Breaking this Cult Practice gives +1 Fatigue each time you must do so.
Dodge+20, Acrobatics+20, Resolve+10Step Aside or Lightning Reflexes
Lightning Attack or Sharpshooter,
Resistance (Fear)
95Idealist: You are the rarest of things in this nightmare millennium: a genuine idealist. A healer and a pacifist. A dying breed.

Perhaps you insisted on giving medicae treatment to mutants. Perhaps you refused Conscription. Maybe you just said the wrong thing after the latest atrocity. It matters not, the system that grinds down the souls of mankind has dragged you in, and you have no choice but to survive as long as you can, righteous but doomed.

Each time you kill a human being or Sentient Xenos, take 1 Fatigue.
+10 and +5 to one each of Fel, Ag, Int, Wp
Medicae+20, Resolve+10, Dodge+20, Charm+10Nimble, Head Down, Battlefield Medicae, Master Chirurgeon, Smooth Talker
96Trial By Ordeal: You were a servant of the great and terrible Kindred Kings of the periphery. Recently, your homeworld was retaken by an Imperial attack. When the purge squads came for you, you made the sign of the Aquila and protested your innocence and secret Imperial Faith.

To prove your words, and redeem your corruption in blood (either yours or the enemy), you were placed in a Penal Legion. Survive one campaign, and you would be freed and made an Imperial Citizen, your words proven true.
+10 Wp, +5 Fel or Int
Lore (Chaos Cults)+20, Resolve+10, Deceive+10, Piety+10Scholar(Chaos Cults), Unshakeable Faith, Paranoia, Jaded
97Poacher; How were you supposed to know the beautiful (and very hotly desired for their pelts) 10 legged Xenos foxes were protected by a writ penned by the God Emperor himself? Weren't you supposed to kill the Xenos?

Apparently the Arbites disagreed.
+5 to Per, Bs, and Ag
Lore (Xenos Fauna)+20, Stealth+10, Survival+10Deadeye Shot, Living Ghost, Skirmisher, Scout
98Heretek: You were once a Tech Adept, before you were condemned for heretical experiments or looking into forbidden knowledge.

Start with two common quality and one Good Quality Cybernetics (Roll 3d10):
1-4: Cybernetic Arm, 5-6: Cybernetic Legs, 7: Cybernetic Ears
8: Cybernetic Eyes, 9: Cerebral Plugs 10: Cybernetic Armor Plates (Add +1 AP to Torso, head, or one set of limbs. Adds Impact Absorb if Good Quality)

+10 Int, +5 T or Wp
Tech-Use+20, Resolve+10, Endurance+10, Lore (Technology)+20Tech-Adept, Master Technomat, Scholar (Technology), Die Hard
99Innocent: You genuinely were innocent of the Crime you were accused of. Whether at the wrong place, wrong time, a frameup, or a simple vendetta, you ended up condemned.

Innocence proves nothing, but perhaps the Emperor looks down upon you with some mercy. You start with 1 Fate Point, which can regenerate, and can be burnt. .

Roll again to determine your background and take all talents, characteristic modifiers, and skills.
+5 Wp
Resolve+10Unshakeable Faith
100Inquisition Agent: You are an Agent of the Holy Ordos of the Inquisition.

Add +5 to every stat, and +10 to one stat of your choice, along +2 wounds.

Roll again to determine your cover identity and take all skills, stat modifiers, and talents. Consult your GM for a secret objective.
Deceive+20, Lore(Chaos Cults)+20,
Pick Once on a column of your choice.
Jaded, Pick once on a Column of your choice


Example Character Sheet:

-Name:
-Appearance:
-Reason for 'Enlistment':
-Demeanor:
-Other Personal Details:

-Weapon Skill (Ws):
-Ballistic Skill (Bs):
-Strength (S):
-Toughness (T):
-Agility (Ag):
-Perception (Per):
-Intelligence (Int):
-Willpower (Wp):
-Fellowship (Fel):

-Wounds:
-Movement Speed:
-Fatigue Threshold:
-Initiative:

-Skills: Athletics, Awareness, Dodge, Endurance, Resolve
-Talents:
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
 
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Cheri-Xjax1
-Name: Cheri
-Appearance: A looker, adorned with a nice dress when not in the penal legion, Well proportioned with a lovely voice akin to honey.
-Reason for 'Enlistment': Got caught making a sacrilegious comment to a coworker by the censor officer, and got sentenced to time in the penal legion.
-Demeanor: Lighthearted and Overdramatic

-Weapon Skill (Ws): 28
-Ballistic Skill (Bs): 30
-Strength (S): 30
-Toughness (T): 40 (Part 1 Advance)
-Agility (Ag): 38
-Perception (Per): 32
-Intelligence (Int): 32
-Willpower (Wp): 35
-Fellowship (Fel): 50

-Wounds: 14
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 7
-Initiative: +6

-Skills: Athletics, Awareness, Dodge+10 (Part 2 Advance), Endurance, Resolve, Charm+20, Deceive+20, Command+10
-Talents: Smooth Talker, Heroic Inspiration, Gallows Humor, Nerves Of Steel (Part 2 Advance), Athlete (Part 3 Advance)
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet, Las Pistol (2 Charge Packs)
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive), Vox Caster (No Penalty)
 
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Jerad Sophon-Shephard
Went ahead and made my character with a back-up. The first was completely rolled randomly, using the background Chart: Got Trial by Ordeal, so they're a former Chaos loving heretic repentant foreigner who kept the Imperial Creed alive in secret. Frankly speaking, terrible rolls for their characteristics. They got great willpower and Fellowship, and can kinda stab okay, but that's all they really got. Really going to need to BS if he's going to survive much of anything.

Secondly, made a brawny and fairly fighty former ganger. Frenzy was a random roll-Would work better with a melee weapon, but I'm not that audacious. It does make a decent fall-back option if someone gets up close to her, she drops her heavy stubber, or as a last ditch desperation thing. Going to use the high strength to help tote around the heavy stubber, and the Athlete talent combined with high strength and athletics mean they'll be pretty solid at any physical challenges. Hardy should help keep her going longer in the face of attrition, especially if I do end up needing to frenzy.

I'll make a second back-up character later.

-Name: Jeradresh Za'khar Kazron, goes by 'Sophon' after the Imperial Saint or 'Jerad' to try and Imperialize his name a little.
-Appearance: Dark skin, white hair, red-tinged eyes, Stiff-Posture
-Reason for 'Enlistment': Trial by Ordeal.
-Demeanor: Refined and Genteel, Odd Accent
-Cultural Memento: Pressed violet flower.
-Weird Tradition: Empathy is a Weakness only the Emperor can afford.
--Background: To those of his fellow legionnaires who ask, 'Jerad Sophon' claims to be a pagan who saw the light of the Emperor and wished to repent of his sins in blood. That his pagan faith was the worship of Dark Gods is not something his comrades need to know. To Inquisitorial interrogators, Jeradresh Za'khar Kazron claimed to be the leader of a sadly defunct pro-Imperial Cult, and that he had used his position as a minor courtier of the court of Rakatir to gain a position of patronage in the 'Museum of Conquests' and protect the Imperial artifacts there. True or not, he did know about the storage room storing the skull of a lost Saint, so he was given the opportunity to prove his faith through Trial by Ordeal.

-Weapon Skill (Ws): 32
-Ballistic Skill (Bs): 29
-Strength (S): 30
-Toughness (T): 43 (1 advance)
-Agility (Ag): 29
-Perception (Per): 28
-Intelligence (Int): 27
-Willpower (Wp): 43
-Fellowship (Fel): 52 (1 Advance)

-Wounds: 16
-Movement Speed: 6/12/16/24
-Fatigue Threshold: 8
-Initiative: +6 (Paranoia)

-Skills: Athletics, Awareness, Charm +10, Deceive +10, Dodge, Endurance, Intimidate, Lore (Chaos Cults) +20, Piety +10, Resolve +10
-Talents: Air of Authority, Jaded, Paranoia, Scholar(Chaos Cults), Smooth Talker (Advance 1), Sound Constitution, Unshakeable Faith
-Armor: Imperial Guard Flak Armor
-Weapons: Lasgun with 3 Charge Packs, 2 Frag Grenades, Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, 1 Frenzon, 2 Stimm, 1 Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
2 Energy bars: Restores 1 Fatigue and 1 Wound if eaten
Better pair of boots, taken from a dead RMCSDF trooper. Grants bonuses on Athletics tests for movement.
A small stash of gold Throne coins, from a dead militiaman's boot. Great trade material
Excess medical supplies (Tradeable)

40, 38, 35, 35, 32, 32, 30, 30, 28
-Name: Val Odette
-Appearance: Muscular, Faded Electoos (religious/gang),
-Reason for 'Enlistment': Ganger; Violent Crime and Grand Larceny
-Demeanor: Cocky
-Cultural Memento: Ma's Smoking Pipe
-Weird Tradition: Comfort in Numbers
--Background: Val Odette's story is nothing exceptional. A young girl that the hive stole everything from, and who found that survival came from the barrel of a gun. She had a talent for it, and in time learned to take pride in it. In time that pride led her to a cell, a transport ship and the penal world of Vankilla. She has precious little left but that pride now, and the certainty that if anyone can thrive in the Legions, it's her.

-Weapon Skill (Ws): 35
-Ballistic Skill (Bs): 35
-Strength (S): 40
-Toughness (T): 38
-Agility (Ag): 32
-Perception (Per): 32
-Intelligence (Int): 30
-Willpower (Wp): 30
-Fellowship (Fel): 28

-Wounds: 13
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 6
-Initiative: +6

-Skills: Athletics +10, Awareness, Dodge, Endurance, Resolve, Piety +10, Survival
-Talents: Athlete, Frenzy, Hardy
-Armor: Imperial Guard Flak Armor
-Weapons: Heavy Stubber with two Ammo Belts and Bipod. Laspistol (1 chargepack),Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
 
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It seems interesting. Just a couple questions, if you don't mind.

Rolling on the giant d100 chart still gives you the free skills, yes?

And if we do die, as seems likely, are we guaranteed a replacement spot or do we flop back onto the waitlist?
 
Mikael-Teyao
-Name: Mikael
-Appearance: Short, Tanned, Black haired
-Reason for 'Enlistment': Native to Vankila, his last family member, his father died a member of the Penal legion and the sentence was transfered to him, wants to die doing something for the Emperor
-Demeanor: Taciturn
-Other Personal Details: Weird tradition= Has a list of all the times he didn't managed to die

-Weapon Skill (Ws): 35
-Ballistic Skill (Bs): 32
-Strength (S): 35
-Toughness (T): 40
-Agility (Ag): 30
-Perception (Per): 28
-Intelligence (Int): 32
-Willpower (Wp): 38
-Fellowship (Fel): 30

-Wounds: 16
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 7
-Initiative: 5

-Skills: Athletics, Awareness, Dodge, Endurance+10, Resolve, Intimidate+10, Demolitions+10
-Talents: Die hard, Sound constitution, Hardy
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet, Pump shotgun
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)

Is this acceptable @greendoor ?
 
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It seems interesting. Just a couple questions, if you don't mind.

Rolling on the giant d100 chart still gives you the free skills, yes?

And if we do die, as seems likely, are we guaranteed a replacement spot or do we flop back onto the waitlist?

Yes to the skills, and it depends on how many people are on the Waitlist.
 
-Name: Mikael
-Appearance: Short, Tanned, Black haired
-Reason for 'Enlistment': Volunteered, dead parents and siblings, wants to die doing something for the emperor
-Demeanor: Taciturn
-Other Personal Details: Weird tradition= Has a list of all the times he didn't managed to die

-Weapon Skill (Ws): 35
-Ballistic Skill (Bs): 32
-Strength (S): 35
-Toughness (T): 40
-Agility (Ag): 30
-Perception (Per): 28
-Intelligence (Int): 32
-Willpower (Wp): 38
-Fellowship (Fel): 30

-Wounds: 14
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 7
-Initiative: 5

-Skills: Athletics, Awareness, Dodge, Endurance+10, Resolve, Intimidate+10, Demolitions
-Talents: Die hard, Sound constitution, Hardy
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet, Pump shotgun
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)

Someone volunteering for the Penal Legion for any reason but trying to 'Redeem' a preexisting Crime (And/or escape punishment) isn't really a thing. Theoretically I guess you could be originally from Vankila (A Penal World and the origin point of this regiment) and thus be descended from Criminals of past generations, but the reason for Enlistment doesn't really imply that.

Also, you should have 16 wounds, since you took Sound Constitution.

Edit: @Teyao yeah that works better. Might be worth throwing in what crime your ancestors committed that got them sent to a Penal World, but not (or your character just not knowing) also is fine.
 
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Don't really know what kind of crime they could have done, I am not very familliar with the details of warhammer 40k
 
Don't really know what kind of crime they could have done, I am not very familliar with the details of warhammer 40k

Most things that are already a crime IRL, Heresy, Pacifism, Political dissidence, irreligion, disrespect of religion, etc etc.

You could look at the background chart for a lot of examples.

Edit: Also, ignorance of your crimes is not absolution for your crimes. Not even knowing why you're condemned is a potentially excellent bit of characterization, as another example.
 
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Nyla Smoop-Kensai
I'm Ken S. in the Roll20, and I got a 64 for the Background roll. Makes me an assassin, which is likely less cool than it sounds.

Random rolls for stats : 24, 36, 33, 24, 39, 32, 31, 30, 31
Reroll: 33
Final rolled stat array: 33, 36, 33, 31, 42, 32, 31, 30, 31

-Name: Nyla Smoop
-Appearance: Mousy, twitchy, pale blue eyes
-Reason for 'Enlistment': Assassination attempt on Administratum official
-Demeanor: Friendly but high-strung
-Background: Smoop was a waitress at an Administratum banquet, picked to carve the joint for the guest of honour because she cleaned up well. Unfortunately, the dignitary goosed her right when she was about to get to work. For whatever reason, she snapped, and threw the knife at him. It didn't even cut him - just stained his trousers - but that was enough for his security team to pounce. When she came to, she sported a concussion, several electrical burns, and a new career in a Penal Legion.
-Memento/tradition: Smoop owns a harmonica, which she plays badly.

-Weapon Skill (Ws): 33
-Ballistic Skill (Bs): 32
-Strength (S): 33
-Toughness (T): 31
-Agility (Ag): 42
-Perception (Per): 41
-Intelligence (Int): 31
-Willpower (Wp): 30
-Fellowship (Fel): 31

-Wounds: 13
-Movement Speed: 12/24/32/48
-Fatigue Threshold: 6
-Initiative: 8

-Skills: Athletics, Awareness +20, Dodge +10, Endurance, Resolve, Stealth +10, Tech Use
-Talents: Deadeye shot, Nimble, Jaded, Alert
-Armor: Imperial Guard Flak Armor
-Weapons: Laspistol, 2 Frag Grenades, Combat Knife/Bayonet, Pack item (Auspex)
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
 
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Soooo tempted by this, but also in a fair lot atm so not sure how active I can be. But still, 40k!

Think I'm going to roll up a background for now and decide if I can think of a character tomorrow. Looks like it'll be a schola progenii though
 
Antonius Dales-KIA
-Name: Antonius Dales
-Appearance: Dark hair, a bit short.
-Reason for 'Enlistment': a slight against a wrong person
-Demeanor: quiet and fidgety
-Cultural Memento: a silver pocket watch
-Weird Tradition: TBD

-Ballistic Skill (Bs):32
-Weapon Skill (Ws):34
-Strength (S):29
-Toughness (T):32
-Agility (A):37+3(best stats)=40
-Perception (Per):30
-Intelligence (Int):32
-Willpower (Wp0:31
-Fellowship (Fel):31

-Wounds: 10+3= 13
-Movement Speed: 12/24/32/48
-Fatigue Threshold: 3+3= 6
-Initiative:3+4= +7

-Skills: Athletics, Awareness, Dodge, Endurance, Resolve, Charm (Fel)+10, Deceive (Fel), Scrutiny (Per), Awareness (Per)+10
-Talents: Hip Shooting, Evasive, Barrage, Sprint.
-Armor: Imperial Guard Flak Armor
-Weapons: Combat Knife/Bayonet, Two Frag Grenades, Lascarbine, 3 charge packs
-Wargear; Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).

anything I'm missing?
also I may make another character with background.
 
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Kathial Swanr-Transfered Out
-Name:Kathial Swanr
-Appearance: Blonde middle of the back, Scar across the eye
-Reason for 'Enlistment':A person who he sold a pass-ward to botched assassination and pointed to him.(Rolled 48 for forger)
-Demeanor: Stringent follower of the contract.
-Cultural Memento: a locket with a picture of two children
-Weird Tradition: Chews on his thumb whenever he is frustrated
-Background: He was once a contractor that worked hit jobs before deciding to retire early from that trade and went to supplying those who came after with the things they needed until a rookie botched the mission and it all came down on him after he had been so careful watching his tracks staying to the depths of the hive.
-Weapon Skill (Ws): 25
-Ballistic Skill (Bs): 36
-Strength (S): 27
-Toughness (T): 40
-Agility (Ag): 32
-Perception (Per): 27
-Intelligence (Int): 35
-Willpower (Wp): 28
-Fellowship (Fel): 31


-Wounds: 10+4= 14
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 4+2= 6
-Initiative:2+3= +5

-Skills:Tech-Use+10, Lore (Hive Cities)+10, Scrutiny+10,Athletics (S), Awareness (Per), Dodge (Ag), Endurance (T), Resolve (Wp),Dodge +10 For rolling stats
-Talents: Tech-Adept, Scholar (Hive cities), Keen Intuition, Nimble
-Armor: Imperial Guard Flak Armor
-Gear; Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive),Toolkit
-Weapons: Combat Knife/Bayonet (Maybe affixed as a half action, gives -10 penalty to shooting while affixed), Two Frag Grenades, Lasgun with 3 charge packs.
 
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Filly Gwosk-Carol
Name: Filly Gwosk.
Appearance: Befouled skin, crooked frame, steely stare.
Reason for 'Enlistment': Murder.
Demeanor: Sanctimonious and sanguinary.
Cultural Memento: An icon of the Emperor, forged from Rorschah Mundi plasflex.
Weird Tradition: Clean air is deadly air.

40, 38, 35, 35, 32, 32, 30, 30, 28
Ballistic Skill (Bs): 32.
Weapon Skill (Ws): 30.
Strength (S): 35.
Toughness (T): 38.
Agility (A): 32.
Perception (Per): 40 (35+5).
Intelligence (Int): 30.
Willpower (Wp): 45 (40+5).
Fellowship (Fel): 28.

Wounds: 13 (10+3).
Movement: 9/18/24/36.
Fatigue Threshold: 7 (3+4).
Initiative: 7 (4+3).

Skill: Intimidate+10, Scrutiny+10, Awareness+10. Resolve (Wp).
Talent: Face of Judgement, Keen Intuition, Die Hard.

Armor: Imperial Guard Flak Armor.
Gear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).
Weapons: Combat Knife/Bayonet, Lascarbine (3 Charge Packs).

Her body speaks what her word-dry lips can't: the past. The most notable part is the wheezing puffs she lets out–each sound and smell of smog and industry. That awful noise comes in-between her sporadic spiel about justice and fairness. Copaganda from a practitioner. Brown eyes like wastewater never stay still for long. They skitter about, judging whatever they can catch. A small icon of the Emperor resides on her scarred skin. Worryingly she wears the lesions proudly as if she was a flagellant. Quote the Commissar, "A misguided fool. Perhaps useful as an expendable resource."
 
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Name: Filly Gwosk.
Appearance: Befouled skin, crooked frame, steely stare.
Reason for 'Enlistment': Murder.
Demeanor: Sanctimonious and sanguinary.
Cultural Memento: An icon of the Emperor, forged from Rorschah Mundi plasflex.
Weird Tradition: Clean air is deadly air.

40, 38, 35, 35, 32, 32, 30, 30, 28
Ballistic Skill (Bs): 32.
Weapon Skill (Ws): 30.
Strength (S): 35.
Toughness (T): 38.
Agility (A): 32.
Perception (Per): 40 (35+5).
Intelligence (Int): 30.
Willpower (Wp): 45 (40+5).
Fellowship (Fel): 28.

Wounds: 13 (10+3).
Movement: 9/18/24/36.
Fatigue Threshold: 7 (3+4).
Initiative: 7 (4+3).

Skill: Intimidate+10, Scrutiny+10, Awareness+10.
Talent: Face of Judgement, Keen Intuition, Die Hard.

Armor: Imperial Guard Flak Armor.
Gear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).
Weapons: Combat Knife/Bayonet, Lascarbine (3 Charge Packs).

Her body speaks what her word-dry lips can't: the past. The most notable part is the wheezing puffs she lets out–each sound and smell of smog and industry. That awful noise comes in-between her sporadic spiel about justice and fairness. Copaganda from a practitioner. Brown eyes like wastewater never stay still for long. They skitter about, judging whatever they can catch. A small icon of the emperor resides on her scarred skin. Worryingly she wears the lesions proudly as if she was a flagellant. Quote the Commissar, "A misguided fool. Perhaps useful as an expendable resource."

Two notes:
One, you should have the free Skills (Athletics, Dodge, Endurance, and Resolve)

Secondly, here's what your Talent that's not on the list dos, in broad strokes:
Face of Judgement: Gives you bonus successes on Intimidate tests, equal to your Willpower Bonus (4).

Cool backstory, BTW
 
Two notes:
One, you should have the free Skills (Athletics, Dodge, Endurance, and Resolve)

Secondly, here's what your Talent that's not on the list dos, in broad strokes:
Face of Judgement: Gives you bonus successes on Intimidate tests, equal to your Willpower Bonus (4).

Cool backstory, BTW
Done and thank you.
 
-Name: Zothene Caliburn
-Appearance: lanky, red haired
-Reason for 'Enlistment': Radical Technologist
-Demeanor: Sweetly Gruff
-Other Personal Details:
Zothene grew up in an archivist family in a shore city on the civilized arboreal world of Pyrolux. Xey looked to books for comfort to try and find xemself. After studying the mighty example of the Adepta Sororitas, xey figured out their personal signifiers, undertook gender affirmation procedures, and their xemself into their family's ancient scholar-beserker tradition. Working in the Administratum , following with the Mechanicus xey put forth a theory that machine spirits resided in all crafted or reshaped objects, and by divinity should be loved or cared for like a friend rather than worshiped. Well-meaning heresy.

-Weapon Skill (Ws): 38
-Ballistic Skill (Bs): 44
-Strength (S): 31
-Toughness (T): 31
-Agility (Ag): 45
-Perception (Per): 31
-Intelligence (Int): 53
-Willpower (Wp): 36
-Fellowship (Fel): 31

-Wounds: 13
-Movement Speed: 12/24/32/48
-Fatigue Threshold: 6
-Initiative: 7

-Skills: Athletics (S), Awareness (Per), Dodge (Ag), Endurance+10 (T), Resolve (Wp), Piety (Fel) + 10
-Talents: Frenzy, Tech-Adept, Nimble
-Armor: Imperial Guard Flak Armor
-Gear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (cannot transmit, only receive).
-Weapons:
Combat Knife/Bayonet (May be affixed as a half action, gives -10 penalty to shooting while affixed), Laspistol (2 chargepacks) and monosword
-Vox-Caster; Allows calling in Battlefield support, gives a +20 bonus. Operator can assist someone else making this test with Tech-Use.
 
Celine Lanate-Ser_Travelsalot
-Name: Celine Lanate
-Appearance: Lithe and svelte in form, with a flowing gait. A long and full braid of silver hair, decorated with strings of painted wooden beads. Skin tone is indistinguishable under the tattoos.
-Reason for 'Enlistment': Reassigned Labor Helot from Rorschach Mundi, assigned to Penal Legion on Vankilla
-Demeanor: Self-pitying
-Background: Celine Lanate was previously a dance performer, working among a troupe that toured the various mid-hive levels of a Hive City upon Rorschach Mundi. Following the discovery that the troupe's menagerie of 'mutants' had not, in fact, been humans wearing convincing makeup and bodily prosthetics, all staff and performers were rounded up by the local PDF for further screening of taint and level of complicity in the troupe's crimes. Was found to have been ignorant of mutants' true nature, sentenced to labor Helotry for Grade Minoris Recidivist Association.
-Cultural Memento: A sheer and colorful cloth sash.
-Weird Tradition: The human body is a temple to the God-Emperor's glory, and it should look no less grand than those of ferrocrete. Every square inch of Celine's skin is covered with tattoos depicting Ecclesiarchal saints, sigils and even fully legible purity seals, and washes herself as often as possible to keep them untarnished.

40, 38, 35, 35, 32, 32, 30, 30, 28
-Weapon Skill (Ws): 43 (+5)
-Ballistic Skill (Bs): 28
-Strength (S): 30
-Toughness (T): 30
-Agility (Ag): 40
-Perception (Per): 32
-Intelligence (Int): 32
-Willpower (Wp): 35
-Fellowship (Fel): 40

-Wounds: 13
-Movement Speed: 12/24/36/48
-Fatigue Threshold: 6
-Initiative: 8

-Skills: Athletics(+10), Awareness, Charm(+10), Dodge(+10), Endurance, Lore(Rorscha Mundi(+20)/Tactica(+10)), Piety, Resolve, Tech-Use
-Talents: Battlefield Medicae, Streetfighter, Rapid Reaction, Nimble, Grenadier, Hardy
-Armor: Imperial Guard Flak Armor
-Weapons: Monosword, 2 Frag Grenades, Combat Knife/Bayonet, Laspistol (2 charge packs)
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)

Rolled a 53 on the background chart, so this girl's from Rorscha Mundi itself. Neat. Looking forward to this.

EDIT: Decided to make a backup as well. Going with standard array and background chart for this one as well.

-Name: Corbulo Kempon
-Appearance: Face is covered is horrific chemical burns from childhood accident. Stocky build, laden with muscle.
-Reason for 'Enlistment': Accepting of bribes. (Rolled 'Corrupt Lycian Enforcer')
-Demeanor: Spiteful
-Other Personal Details:

40, 38, 35, 35, 32, 32, 30, 30, 28
-Weapon Skill (Ws): 30
-Ballistic Skill (Bs): 40
-Strength (S): 40
-Toughness (T): 32
-Agility (Ag): 35
-Perception (Per): 38
-Intelligence (Int): 28
-Willpower (Wp): 32
-Fellowship (Fel): 30

-Wounds: 13
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 6
-Initiative: 6

-Skills: Athletics, Awareness(+10), Dodge, Endurance, Intimidate(+10), Lore(Hive Cities)(+10), Resolve,
-Talents: Die Hard, Jaded, Keen Intuition, Rapid Reaction, Street Fighting,
-Armor: Imperial Guard Flak Armor
-Weapons: Heavy Stubber (2 ammo belts, +Bipod), Laspistol (1 charge pack), Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
 
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-Name: Zothene Caliburn
-Appearance: lanky, red haired
-Reason for 'Enlistment': Radical Technologist
-Demeanor: Sweetly Gruff
-Other Personal Details:
Zothene grew up in an archivist family in a shore city on the civilized arboreal world of Pyrolux. Xey looked to books for comfort to try and find xemself. After studying the mighty example of the Adepta Sororitas, xey figured out their personal signifiers, undertook gender affirmation procedures, and their xemself into their family's ancient scholar-beserker tradition. Working in the Administratum , following with the Mechanicus xey put forth a theory that machine spirits resided in all crafted or reshaped objects, and by divinity should be loved or cared for like a friend rather than worshiped. Well-meaning heresy.

-Weapon Skill (Ws): 38
-Ballistic Skill (Bs): 44
-Strength (S): 31
-Toughness (T): 31
-Agility (Ag): 45
-Perception (Per): 31
-Intelligence (Int): 53
-Willpower (Wp): 36
-Fellowship (Fel): 31

-Wounds: 13
-Movement Speed: 12/24/32/48
-Fatigue Threshold: 6
-Initiative: 7

-Skills: Athletics (S), Awareness (Per), Dodge (Ag), Endurance+10 (T), Resolve (Wp), Piety (Fel) + 10
-Talents: Frenzy, Tech-Adept, Nimble
-Armor: Imperial Guard Flak Armor
-Gear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (cannot transmit, only receive).
-Weapons:
Combat Knife/Bayonet (May be affixed as a half action, gives -10 penalty to shooting while affixed), Laspistol (2 chargepacks) and monosword
-Vox-Caster; Allows calling in Battlefield support, gives a +20 bonus. Operator can assist someone else making this test with Tech-Use.

If your background is as a Technologist, you might want to actually take Tech-Use.

Also, how'd you get Int 53?

Actually, checking the Roll20, are you the person who used d20s for stat roll instead of d10s? Because that'd probably explain those rather implausibly lucky rolls.

Rolled a 53 on the background chart, so this girl's from Rorscha Mundi itself. Neat. Looking forward to this.

To be clear, the Chart result replaces the Skills and Talents you would've picked, so you shouldn't have Swift Attack, Battlefield Medicae, or Keen Intuition, or Awareness+10 (Just Awareness), Demolitions+10, Survival, or Intimidate

Some minor notes on Rorschah Mundi, culturally:
-It's a Warworld (Some would say Ruin World), run by Warlords and former Military leaders. Your backstory actually fits that pretty well, as mutants would be more common, and be able to 'Get away with it' for longer than on most worlds. The only difference is you'd probably have been caught and sentenced by the local PDF forces, the RMCSDF (Rorschach Mundi Confederated Self Defense Force), whom, despite the title, are usually little more than the local Warlord's thugs.
-About a third of the planet is currently controlled by various Warlords refusing Imperial Authority, Chaos Cults, Mutant gangs, and armies from Pagan/Heathen states neighboring (Rorschah Mundi is a border world). Though you almost certainly don't know anything about them, not being a soldier, you'd at least know they exist.
-The Current ruler is one 'Mother Kare', another violent warlord in a long line of them. She's notable mostly for her cult of personality, who holds her as the 'Spire Sword' and the 'Mother of Cities'. If you were caught sometime in the last 10 years you'd know about her, and probably fear her.
-Though most Imperial Citizens have seen some violence in their lives, you've almost certainly seen quite a bit. The world is a violent place and you'd rise to any sort of prosperity or importance without being able to handle a gun and keep your head in a dangerous situation.
-Environment wise, it's a Hive World, but leaning heavily on Urban Decay, rubble, and ruins. There's a good chance your character grew up in the ruin of some once great building or hive spire, or even like, lived in a forest, swamp, or jungle that grew up in a damaged or abandoned part of the hive, or something else.
 
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After thinking for a while, I decided that I didn't like Corbulo all that much, so I've made a second backup character. For this one, I rolled the stats instead of going with the standard array, hence the extra skill and talent.

-Name: Vespasian Forschner
-Appearance: Appears broadly built and muscular in thick clothing. In truth tall and broad of shoulder, but spindly in limb and frame.
-Reason for 'Enlistment': Former Actor
-Demeanor: Confident & Gregarious
-Other Personal Details:
-Cultural Memento: Engraved Plasteel Amasec Flask (empty)
-Weird Tradition: In the absence of mirrors, Vespasian has taken to polishing his amasec flask as well as he can, and using it to gaze at his reflection to make sure that his morning shave has been done properly.

-Weapon Skill (Ws): 32
-Ballistic Skill (Bs): 33
-Strength (S): 28
-Toughness (T): 31
-Agility (Ag): 35
-Perception (Per): 31
-Intelligence (Int): 31
-Willpower (Wp): 40
-Fellowship (Fel): 46

-Wounds: 13
-Movement Speed: 9/18/24/36
-Fatigue Threshold: 7
-Initiative: 6

-Skills: Athletics, Awareness, Charm(+20), Command(+10), Deceive(+20), Dodge, Endurance, Intimidate(+10), Resolve
-Talents: Gallows Humor, Heroic Inspiration, Rapid Reaction, Smooth Talker
-Armor: Imperial Guard Flak Armor
-Weapons: Laspistol (2 charge packs), 2 Frag Grenades, Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive), Auspex (no penalty)

Actually, @greendoor, when were you thinking this game would happen? Like, on what day of the week?
 
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-Talents: Gallows Humor, Heroic Inspiration, Shocktrooper, Smooth Talker

The Extra Talent needs to come from Column 2, so I'm afraid you'll have to pick something other than Shocktrooper.

Given your Auspex, I'd suggest Keen Intuition, or may Air of Authority give your Command and Intimidate skills.

Actually, @greendoor, when were you thinking this game would happen? Like, on what day of the week?

This is going to be Play By Post, to be clear (It's stated in the opening post, but only once). As for when it's starting proper, probably early next week. Tentatively, I'd say Monday but I don't want to commit to a hard deadline.
 
If your background is as a Technologist, you might want to actually take Tech-Use.

Also, how'd you get Int 53?

Actually, checking the Roll20, are you the person who used d20s for stat roll instead of d10s? Because that'd probably explain those rather implausibly lucky rolls.



To be clear, the Chart result replaces the Skills and Talents you would've picked, so you shouldn't have Swift Attack, Battlefield Medicae, or Keen Intuition, or Awareness+10 (Just Awareness), Demolitions+10, Survival, or Intimidate

Some minor notes on Rorschah Mundi, culturally:
-It's a Warworld (Some would say Ruin World), run by Warlords and former Military leaders. Your backstory actually fits that pretty well, as mutants would be more common, and be able to 'Get away with it' for longer than on most worlds. The only difference is you'd probably have been caught and sentenced by the local PDF forces, the RMCSDF (Rorschach Mundi Confederated Self Defense Force), whom, despite the title, are usually little more than the local Warlord's thugs.
-About a third of the planet is currently controlled by various Warlords refusing Imperial Authority, Chaos Cults, Mutant gangs, and armies from Pagan/Heathen states neighboring (Rorschah Mundi is a border world). Though you almost certainly don't know anything about them, not being a soldier, you'd at least know they exist.
-The Current ruler is one 'Mother Kare', another violent warlord in a long line of them. She's notable mostly for her cult of personality, who holds her as the 'Spire Sword' and the 'Mother of Cities'. If you were caught sometime in the last 10 years you'd know about her, and probably fear her.
-Though most Imperial Citizens have seen some violence in their lives, you've almost certainly seen quite a bit. The world is a violent place and you'd rise to any sort of prosperity or importance without being able to handle a gun and keep your head in a dangerous situation.
-Environment wise, it's a Hive World, but leaning heavily on Urban Decay, rubble, and ruins. There's a good chance your character grew up in the ruin of some once great building or hive spire, or even like, lived in a forest, swamp, or jungle that grew up in a damaged or abandoned part of the hive, or something else.
I... gods, thank you for catching that. I'll reroll
I almost took Tech-Use! I'll go ahead and put that in
 
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