Be a Primaris Marine or No?

  • Yes

    Votes: 20 50.0%
  • No

    Votes: 20 50.0%

  • Total voters
    40
  • Poll closed .
"As a space marine, you will be functionally biologically immortal. In that time, you may be called upon to negotiate or negotiate negotiations. While you may occasionally turn them to your advantage, it's often advised that you avoid negotiating in vague qualitative statements."

"The chapter serfs are no less an integral part of the chapter than the space marine themselves. They cook your food. They crew our ships. And otherwise make up our skilled labor pool. Unless you want to do all those tedious chores yourselves that is."

"The chapter auxilia may be human, but don't dismiss them. There's a reason we pick up these guys, and that's cause they're damn good at what they do. These are far from the usual defense force. They on occasion execute commissars for cowardice. I would know cause I've seen it happen."

"Gran gran makes literally the best cobbler in the segmentum. I once used some to bribe the cogboys to push my armor repairs up the queue."

"Has anyone seen my pudding?"

Select quotes from memoirs. Taken without context.
 
[X] Plan MOAR POWAH!

Now we wait for the quadruple crit fail on our first deployment.
 
Prologue 19
You are half way to the age of 17. You have been implanted with only 1 implant this time, but it is arguably one of the most important: The Progenoid Glands, which were the only way to truly continue the Chapter. You realize that your tenure as a Neophyte is nearing a close, and while a small part of you is a little worried at going to the Battlefield, you also realize that It had to come soon. You have spent close to half your life in the Monastery, and while the chapter does prefer to hold powerful beings in reserve, You haven't managed to earn much more than the title of 'promising Trainee' for the actual Marines, and not the scouts and trainers. Therefore, you will need to prove yourself worthy not only to them but also to yourself.

One of your first actions is to train with your newfound freedom or more specifically the power that you had discovered earlier in your tenure as a Neophyte: The Iron Arm. This power supposedly turns a Mortal human's arm into 'Living Steel', so you wonder what it could do to an Astartes.

(2d100=163)

Quite a bit, you find out as you blaze through many of the Exercises laid out for you when you voiced your intention to practice it. You can detect the Flesh you are trying to change on yourself, and even can change the hardness back and forth. Unfortunately, the hardness is nowhere near up to par, and you cannot even begin to detect other peoples Flesh to change. This will take a bit of Practice.


While you are practicing your Iron arm, you also inquire if someone could teach you how to properly regenerate wounds. The Codicer that was guiding you blinks, before bringing you over to the Codicer in charge of the Lesson. When prompted, you repeat your request, which earns another blink, before you receive an approving look from the Codicer. He then approves your request, after which you are taken to a private room, to discourage other Neophytes from trying to eavesdrop and attempt learning the power on their own, which could have disastrous results. You then are taken through the most basic of practices, along with the theory to learn on your own. You complete the first exercise and then are left mostly alone to practice individually.

(Gained: Regeneration (If under full wounds, increase wounds by 2. Can heal wounds with keyword 'Large'. Basic Apprentice, 0/100 to Intermediate Apprentice. Cannot use until Basic Master.)


You also speak some more with Tyris. He is happy you are spending more time with him but has a bit of an odd request. He doesn't want you to play chess but instead spar. While you are a bit wary of sparring with him, after your other disaster of a spar during the contest you eventually agree. The two of you make your way down to the Training cage, where you take your positions. The bell is rung, and you two spar.

(d100=80)

The result is pretty good. You win some, which is to be expected and lose some, which you expected less, but you can tell that Tyris really did appreciate the favor. You honestly feel as if you know him a lot better after this.

(Gained: Tyris Sheet.)


You also spend some time with Siegfried. He once again challenges you to an Arms duel, which you agree to. The result...

(d100=79)

Isn't half bad. You won the Duel this time around and while Siegfried puts on a 'Sad' face, you can tell that he is secretly ecstatic to have someone he can win and lose against in an equal capacity. You honestly feel the same way. It's rather refreshing to have a challenge as good as this one. You did find yourself having a much easier time during the Gun drills the next day, however. You caught your hands doing similar motions to what you observed Siegfried doing the day before. Perhaps this will be something new?

(Gained: ??? (Must spend 1 more turn with Siegfried to gain.)

After all of your time with other people, doing new things, a part of you just wants to explore a bit. Perhaps taking another trek through the Monastery would be good for you?

(d100=51)

While nothing seems to be truly out of place, you did enjoy the walk through the Monastery. You feel refreshed after it, and hopefully, this will prove to be a good omen for the rest of your life.

[INSERT BUDGET LINE BREAK HERE]
Each Post will take place for 6 Months. You will have 6 actions per post.

[] Train a stat
-[] Specify which stat
[] Learn a Discipline
[] Train a Discipline
-[] Specify which discipline (Biomancy)
[] Learn a skill
-[] What type of skill? (Physical, Mental, Tactical, Other)
[] Train a skill
-[] Which Skill?
[] Spend time with a Neophyte
-[] Which one? (Tyris, Hollus (DC 30), Siegfried)
[] Spar (Specify with who, Tyris, Hollus, Siegfried)
[] Debate with Aphael (DC 20 to make sure he can debate with you)
[] Explore the Monastery (Basically event roll)
[] Read something at the Librarius (Limited to 1)
-[] What do you want to learn about? (Choose anything here that makes sense...)

Stat Changes

Ballistic Skill 5 to 6: 35/600 -> 114/600
Fellowship 5 to 6: 589/600 -> 69/700 (0/2). Fellowship has risen to 6.

Iron Arm BA to IA: 0/100 -> 63/200. Iron Arm has risen to Intermediate Apprentice.
Regeneration UL to BA: 0/10 -> 0/100.

(AN: Well, the end is coming soon. I'll probably put up another interlude when we go from Neophyte to scout. Tyris's sheet should be up soon.)

[DISCLAIMER: This post was brought to you by Card Games not on Motorcycles.]
 
[X] Plan weapon skill
-[X] Train a stat (weapon skill)
-[x] Train a skill
-[x] Iron Arm twice
-[x] Regeneration
-[X] Spend Time with a Neophyte
-[x] Hollus
-[x] Siegfried

Ok weapon stat is still below 6 and only needs one dice to advance. Train the rest of the psyker skills we have than spend some time with Hollus and Siegfried.
 
So future plans I think we should train Divination as our next psyker focus followed by Telekinesis. Divination because well it's divination and Telekinesis because if I remember right teleportation is locked behind it. So we could divine problems than teleport to there.
 
So future plans I think we should train Divination as our next psyker focus followed by Telekinesis. Divination because well it's divination and Telekinesis because if I remember right teleportation is locked behind it. So we could divine problems than teleport to there.
I agree, also Divination is Ahriman's specialty, because he was a member of the Corvidae.
 
So future plans I think we should train Divination as our next psyker focus followed by Telekinesis. Divination because well it's divination and Telekinesis because if I remember right teleportation is locked behind it. So we could divine problems than teleport to there.

Ah good ol "Scrye and Die", a wizards best friend.
 
[X] Plan weapon skill

'Tis a good Quest I have found. The comedy is amusing. The reactions of other characters, moreso.

Keep it up.
 
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