You play as an Ork in Warhammer 40k, with looted Gamer powers, on a planet on the fringes of the galaxy. See what your WAAAGH will be able to do, see the gits of other factions fall beneath your cunning brutality and brutal cunning, see the galaxy buckle beneath your boots.
Welcome to my first quest here on SV. You are playing as an Ork in Warhammer 40k. Specifically an Ork with a Gamer system, made Propa Orky by Gork and Mork after they looted it off some git who tried to "Fix the Galaxy". There will be rolls, done on a D100 mainly, with higher being better. The first part of this quest will be surviving and gathering a band of fellow Orks, and later parts will depend on your choices.
Starting World Type (Pick One)
[ ] Jungle World: Full of life, hot and humid, a paradise for the Snakebite Klan, this world has plenty of good fights around every corner, be they with fauna, flora, or other Orks. (+2 Green, +1 White, +1 Purple)
[ ] Mountain World: Towering peaks and deep valleys, this world is rich in resources for Meks to make things with. The beasts are also towering titans, packed with strength, and some older than parts of the ranges they wander. (+1 Green, +1 Black, +1 Blue, +1 Red)
[ ] Ocean World: Mostly water, with various islands scattered about, the seas are deep and treacherous, but untold treasures may lurk beneath the waves, guarded by tremendous creatures, large enough to swallow a Trukk whole. (+1 Green, +1 Blue, +1 Purple, +1 Yellow)
World Modifiers (Pick as many as you want)
[ ] Deathworld: Not just merely dangerous, the planet is a Deathworld, tough enough for even Orks to struggle with living on it. Adds 1 Black and 1 White to Starting Bonuses.
[ ] Imperium Presence: The Imperium of Man has at least one major outpost on this world, if not multiple. Adds 1 Blue and 1 Purple to Starting Bonuses.
[ ] War-Torn: Multiple interstellar factions are fighting on this planet, for one reason or another, including an Ork WAAAGH. Adds 1 Green and 1 Black to Starting Bonuses.
[ ] Write-In: Write in a world modifier, and I will put a set of stat boosts that fits it.
Which Klan you are (Pick One)
[ ] Bad Moons: The wealthiest and flashiest gits, with the best gear and the most teef, and a need for more of it. Add 2 Yellow to Level Bonuses and gain the Grinning Merchant Skill (Grow your teeth faster than other Orks, sell things for better prices, and buy things for cheaper).
[ ] Blood Axes: The most tactics-minded, but seen as Un-Orky by others for their use of Kommandos and strategy other than just rushing in at the foes. Add 2 Purple to Level Bonuses and gain the Camouflage Skill (Gain the ability to construct basic camouflage and simple traps if the materials are available).
[ ] Deathskulls: The loot-hungry, blue-clad scavengers, with a penchant for sticky fingers on other Ork's stuff. Add 2 Blue to Level Bonuses and the Happenstance Skill (If you would die from an attack or effect, roll a Variable DC Blue Check, and if you succeed, you do not die or have that effect apply).
[ ] Evil Sunz: The red-clad, fastest gits in the Ork Klans, but a need for speed drives their every move. Add 2 Red to Level Bonuses and gain the Speed Git Skill (If moving fast, enemies have to beat your Red score on a flat D100 roll to hit you).
[ ] Goffs: The biggest and meanest of the Ork Klans, with a love for melee combat, and the tendency to take harder hits than others while staying up. Add 2 Black to Level Bonuses and gain the Hard Git Skill (If you would die from an attack or effect, roll a Variable DC Black Check, and if you succeed, you stay alive, even if you shouldn't).
[ ] Snakebites: The beast-tamers, the most primitive of the Klans, they have a penchant for poison and using a good old Choppa to take down their foes. Add 2 White to Level Bonuses and gain the Choppin' Skill (If wielding an edged weapon, and get a crit or completely outclass an opponent in melee, you remove a limb or appendage in the area you are attacking, in addition to any other effects from a crit)
Oddboy Tendencies (Pick One)
[ ] None: You are not an Oddboy, just a regular Ork. Add 2 Green to Level Bonuses. Gain the Meaner and Greener Skill (Can command other Orks up to 2 times your Green Bonus).
[ ] Kommando: You have a tendency to sneak around, and fade into the background more than other orks when you want to. Add 2 Purple to Level Bonuses. Gain the Sneakin' Skill (Can hide in plain sight, if there are enough orks around, or become much harder to notice if behind cover).
[ ] Mek: You aren't a proper Mek, but you can fix up a broken Shoota or make a Stikkbomb out of some scrap and some gunpowder. Add 1 Red to Level Bonuses and the ability to progress down the Mek path. Gain the Fixin' Bits Skill (Can fix weapons and gear, and craft simple consumables if the necessary materials are avaliable).
[ ] Weirdboy: You can hear the beating drums of WAAAGH, the crackling promise of violence, and channel a bit of that power to minor effects. Add 1 Blue to Level Bonuses and the ability to directly wield WAAAGH energy. Gain the Channelin' Skill (Can use WAAAGH Energy to enhance the self and other Orks in the Command Group, at a risk of damage or death).
[ ] Dok: You can patch up a Boy who isn't dead or almost there, but not bring them back from that abyss. Add 1 White to Level Bonuses and the ability to progress down the Dok Path. Gain the Fixin' Boys Skill (Can heal other Orks with basic methods, along with make temporary enhancements that can be applied to the self or other Orks).
Stats Breakdown Green: Your Core stat. Represents how strong you are and how much damage you can take before losing functionality or your life. Black: Your Toughness stat. Represents how much damage you can ignore, as well as your durability and endurance. White: Your Killy stat. Represents how good you are at wielding weapons and other fighting skills. Red: Your Speed stat. Represents how fast you can react and act, along with movement speed. Blue: Your Luck stat. Represents how things might go your way in chance, along with your cunning. Yellow: Your Charisma stat. Represents how well you can get things and how well you can talk others into following you. Purple: Your Stealth stat. Represents how well you can go unnoticed or hide something from others.
For D100 rolls, you will add your full stat, and for smaller rolls, you will add the first digit of your stat, otherwise know as that Stat's Bonus. There are other modifiers that may apply, but they will be situational or from Skills.
You have 7 numbers to assign to your stats, and a selection of boosts to add to that number. These may be freely assigned, but not combined.
Numbers: 11, 10, 10, 9, 8, 8, 7.
Boosts: +15, +15, +10, +10, +5, +5, +5.
Starting Skills
Passive Skills. Choppa Proficiency. Level 1. How well you can use basic Ork Melee Weaponry. Shoota Proficiency. Level 1. How well you can use basic Ork Ranged Weaponry. WAAAGH Energy Generation. Level 1. The magnitude of WAAAGH Energy you generate. Ork Toughness. Level 1. How well your body can keep functioning when it shouldn't be able to. Challenge Growth. Level 1. How much of a stat boost you get from overcoming challenges, be they physical or mental.
Active Skills.
None.
Please vote in plan format.
Example Plan (Remove the O and replace with an X)
[O] Plan Lucky Looter
-Mountain World
-Imperium Presence
-War-Torn
-Deathskulls
-Mek
-Stats
--Green (10+10+1+1=22)
--Black (10+5+1+1=17)
--White (9+15=24)
--Red (8+5+1=14)
--Blue (11+15+1+1=28)
--Yellow (8+10=18)
--Purple (7+5+1=13)
Skills
Passive Skills. True Cutting Expertise. Level 1. How well you can use bladed weapons. Allows the ability to cut not base physics things, or cut beyond the ability of a regular blade. Adds 1/4 of White as a bonus when using a bladed weapon. Shoota Proficiency. Level 1. How well you can use basic Ork Ranged Weaponry. WAAAGH Energy Generation. Level 4. The magnitude of WAAAGH Energy you generate. Nob Toughness. Level 1. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to. Challenge Growth. Level 1. How much of a stat boost you get from overcoming challenges, be they physical or mental. Hard Git. Level 4. If you would die from an attack or effect, roll a Variable DC Black Check, and if you succeed, you stay alive, even if you shouldn't. Meaner and Greener. Level 1. Can command other Orks up to 2 times your Green Bonus. Leadin' Da Boyz. Level 1. Add 1/4th your Yellow to the White of Orks that you are commanding, up to 1/2 their base White. WAAAGH Empowerment. Level 1. Add a total amount of stats equal to 1/2 your Green at maximum, depending upon how much WAAAGH Energy is directed at you. Stats depend upon what situation is currently happening, and are applied appropriately.
Active Skills. Looting. Level 4. Loot particularly good or important bits from slain foes, or get items fully formed from Looting them. Inspect. Level 4. Gain more information on foes from observing them.
Equipment
Main Weapon: Vorkal Choppa (Awakened) (+5 White, ???, ???, ???, ???, ???.) (Likes beheading things, and can currently cut through almost all regular matter with ease.)
Secondary Weapon: Slugga (One-Handed Ork gun. Can fire in three different modes: Single Shot (One bullet, and can be aimed better), Burst (Saves ammo and is more controllable), Full Auto (Spray and Pray).)
Armor: Stony Beast Heavy Arma. (+5 Black, +3 Red when moving in a straight line, +2 Purple in rocky environments.), Beast Skull Pauldron. (+5 Black, +3 Green.)
Helmet: None
Talisman: Leapin' Talisman (3 Charges per Combat/Hour. 1 Charge may be spent to leap up to three times height and then land safely on a target within range.)
Consumables: 1 Potion of Speed (+1/3rd Base Red (rounding up to nearest whole number) for 1 Combat. Maximum of 10 Red added to base.), 1 'Ard 'Shroom (+3 Black for one combat.), 2 'Zerker 'Shrooms (+5 White and -2 Blue for one combat.), 1 Hidin' 'Shroom (DC55 Blue Check to turn you invisible for 2-8 turns, if fail, you only think you are invisible.), 1 Rage Jerky (+4 Black, +4 White, -6 Blue for one combat.), 2 Rock-Melt Acid Sacks. (Can melt through a moderate amount of rock-like material in a short amount of time. Can also be thrown at foes like a grenade, melting their flesh in the same amount and time.),
Other Items: 5 Units of Harmantdo Hide, 2 Units of Harmantdo Claws, 8 Units of Harmantdo Bones.
Updated to Krumping and Finding the Camp (Free Points allocated, Skills updated, Loot Distributed).
I do need to mention that the Level Bonuses are different than the Starting Bonuses. The Starting World Type and World Modifiers are Starting Bonuses, and only apply in Character Creation. The Level Bonuses only apply when you level up, which doesn't apply during Character Creation.
The Yoof awoke within its pod. It pushed upwards with its back and legs, and burst out of the moist soil to the surface. After following its first instincts, it noticed a dark green rectangle with bright green glyphs on it in its field of view. When it looked at the glyphs, it heard a twin-toned, booming voice in its head. The thunderous voice spoke out "OI YA GIT. YOUZ A TEST OF DIS NEW FING DAT WE NICKED OFF SOME HUMIE GIT WHEN 'E TRIED TO FOIGHT US. MORK MADE IT PROPA ORKY WIF DA META-FIZIKS BITZ. IZ MADE DA FING WERK, BUT IT AIN'T ABLE TA ATTACH TO WUN OF OUR WARBOSSES DAT ARE ALREADY PROPA KILLY. SO YOU, A YOOF, GETS DIS SESTUM FINGY. AFTER WE BROKE DA HUMIE GIT'S POWER, DERE WERE A FEW SKRAPZ LEFT. I DID YA DA FAVER OV ATTACHIN EM TO YA, SO YOU DON'T GO AND KICK IT ROIGHT AWAY. ALL YA GOTTA DO IZ KRUMP GITZ, AND NOT GET KRUMPED IN RETURN. MORK SEYZ DAT 'EZ TOSSED SOME BITZ OF SKRAP AND GUBBINS NEAR YA. GO AND GET IT, IT'Z SUM GOOD BITZ. YER ALSO IN A WURLD FULL OF GOOD FOIGHTIN, SO GET OUT THERE AND KRUMP 'EM."
When the echoes within the Yoof's skull stopped bouncing, it looked around, the rectangle having disappeared. There were towering trees thick enough to be used as Stompa legs, and slithering vines twisting around the trunks. The Yoof saw a field of fungal caps around its feet, up to its thighs in some places, and movement amongst the mushrooms indicated that there were some other mobile things nearby. It carefully moved over to the disturbance, and saw a mottled red and green creature roughly the size of the Yoof's arm being torn apart by two other creatures, one with gray-green scales covering its body using its jaws to tear off flesh, the other with vicious claws ripping off an entire limb from the dead creature. The creatures didn't seem to notice the Yoof, so it backed off to look for something to hit the creatures with.
Over in the edges of the mushroom patch was a smoldering scar in the loam. The edges of the gash still crackled with sparks of emerald lightning emanating from a Choppa embedded in the dirt. The Choppa was about the length of the Yoof's arm, and was lined with mycelial threads of bright green and black over its dark green steel blade. The handle had a sturdy guard with four spikes for punching, and was made of the same material as the blade. The grip was a steady red with black stripes circling it. The Yoof felt, deep in its soul, that this weapon was one of the scraps that Gork mentioned that Mork had tossed out.
Reaching into the cut apart earth, the Yoof gripped the Choppa in its hand. As soon as the newly emerged Ork closed its fist around the grip, it felt a shock lance up its arm. The entire weapon shivered and shifted slightly, before it became perfectly fitted and balanced for the Yoof with a crackle of that same emerald lightning. The Yoof hefted the Choppa, and moved back over to the feasting creatures.
The two creatures were threatening each other with growls and hisses, and didn't notice the Yoof approaching them with its Choppa raised. The gray-green lizard had its head removed from its neck with a snicker-snack, and the other creature, clad in mottled tan and green scales, with spines running along it's back, had its broad head covered with bright red blood from the lizard's gushing arteries. After a moment, the last remaining creature leapt at the Yoof, with its hand-length claws outstretched. With a quick movement, the Yoof put its Choppa in the way of the claws, managing to successfully block them. The following kick from the creature's hooved back legs broke a couple of the Yoof's ribs. The next swipe of the creature's claws causes it to lose one set to the return swing, and the next slash from the Yoof removed the creature's head from its neck.
After a moment of looking around for more threats, the Yoof noticed another box in the corner of its view. As if the box knew it was noticed, it moved to the center of the Yoof's vision. It said that the Yoof had gained a level, and had gained two Black, two Green, and two Free Points, along with the Skills Looting and Inspect. Another box after the first one disappeared said it had made a soul-link with something called the Vorkal Choppa, but that the Choppa was Dormant. After that box, the next one exclaimed that the Yoof had encountered a Challenge and overcame it, giving the Yoof a White, a Black, a Purple, and a Blue. What turned out to be the last box said that the Yoof had gained a level in the Ork Toughness Skill and the Choppa Proficiency Skill each.
With the boxes over and done with, the Yoof had a few things it could do, it thought. It could poke around the clearing a bit more, it could wander off into the forest around it, or it could test out the new Skills that the boxes said it had. The Looting Skill gave it the feeling of taking things from dead enemies, and the Inspect Skill gave it the feeling of gaining more knowledge on things, be they living or dead. This was an important decision, the Yoof felt, as it was alone in a world where it could feel the echoes of multiple Bosses, but none of them overpowering the others.
Total Gains Throughout Post
Stats
+2 Green
+3 Black
+1 White
+1 Blue
+1 Purple
+2 Free
Skills
+1 Level to Ork Toughness
+1 Level to Choppa Proficiency Looting Skill Level 1. Loot particularly good or important bits from slain foes. Inspect Skill Level 1. Gain more information on foes from observing them.
Items
Vorkal Choppa (Dormant)
What creatures are in the mushroom field: 74 (Eating Squig), 19 (Riverstone Lizard), 4 (Hysenk).
Do they notice the Yoof: 23+15=38 (RSL), 36+15=51 (Hysenk), 56+14=70 (Yoof). (No they don't)
Is there a weapon nearby: 58+14=72. (Yes)
What Quality is the Weapon: 100+14=114. (Natural Crit) (Unique Ork Weapon) (Y'all are lucky)
Ranged/Melee Weapon (1d2): 2. (Melee)
Does the Vorkal Choppa bond with the Yoof: 100. (Natural Crit) (......) (Yes)
Does the Riverstone Lizard or Hysenk notice the Yoof approaching menacingly: 28+15=43 (RSL), 12+15=27 (Hysenk), 47+14=63 (Yoof). (Riverstone Lizard and Hysenk are too focused on each other to notice)
Surprise Attack: 55+23=78. (Yoof Hits)
Which was targeted first (1d2): 1 (RSL)
Does the RSL die immediately: (Don't even need to roll, the Vorkal Choppa beheads it)
Does the Hysenk shake off the shock: 71+10=81. (Yes)
Hysenk Attacking: 47+15=62.
Yoof Defending: 90+23=113. (Yoof puts the Vorkal Choppa in front of the claws)
Hysenk's Hooves: 76+15=91. (Yoof gets a few ribs broken)
Hysenk Attacking 2: 42+15=57.
Yoof Defending 2: 90+23=113. (Unnatural Crit) (Yoof lops off one forepaw)
Vorkal Choppa Crit Bonus Attack: 92+23+??=???. (Head removed from Hysenk)
Voting Options.
You do not have to vote in plan format.
What Next (Pick One)
[ ] Poke around in Clearing for a bit
[ ] Test out Skills
-[ ] Use Looting on the Corpses
-[ ] Use Inspect on the Corpses
-[ ] Use Inspect on one corpse, and Looting on the other corpse (Write in which corpse for which Skill)
-[ ] Use Inspect on both, then Looting on both
[ ] Head into the Forest right away
Level Up
Where do you put the Free Points?
[ ] Write in which stat(s) gain the Free Points.
@VoidofEyes what increases the max amount that each stat can have?
Some really lucky rolls to start us off, got in some foighting and now we need to get bigger to get our own bois for a proppa WAAGH! Though might want to poke at the skills first
Going down Paths along with going up Growth Stages will up that amount, and the starting Oddboy Tendencies/Klan choices also affected them. Later on there will be the mechanic where you compress stats for other bonuses, but that might be a bit.
[X] Test out Skills
-[X] Use Inspect on both, then Looting on both
[X] +1 Blue, +1 Red
Blue is luck and Red is speed and both are low and a good distance away from the stat cap, plus red is the only stat that did not get a boost. Blue also helps with inspect and is part of cunning which is good for a Boss to have
That backstory was inspired from bits of ideas of classical Gamers going into the Warhammer Universe, all proud of being the strongest being in whatever universe they started in, and having the idea to start with fighting the "trash mob" deities, then getting pummeled to death when they interrupt Gork and Mork's argument over something, without either of the Twin Gods getting their War form or equipment. The Orks are the most numerous and wide-spread species in the Milky Way, and all of them have an innate, soul-bound connection to both of them. They may be degraded and dispersed, but they used to be the premier core of the armies of the Old Ones, utterly dedicated to WAR. They also grow forever, based on the challenges that they face, which when combined with the Gamer bits, means that that Ork will grow to heights not seen in millennia, or even millions of years, if properly challenged.
Of course, there are soft caps of what the Challenge Growth Skill can give at the moment, and then there are the Max Stat Amounts as well, but those will increase as time goes on in the quest.