Agents of Love and Justice: Pretty Soldier Adepta Sororitas

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Koumei
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Post by Koumei »

More Perks...

Iron Jaw: You are surprisingly hard to take down. Your AV increases by +1.

Sinews of Steel: Some weapons tear through flesh, denying Strength dice to soak. Your flesh is so tough it can withstand this to a degree. As such, you can still have half of your Strength dice (round up) to soak.

Pain Is My Friend: If dealt even a single health box of damage, you regain your focus and become more dangerous. You treat all wounds as 1 degree less severe for the purpose of penalties, and become immune to fear for 1 round per box of damage that was dealt to you.

Mighty Throw: As a melee attack, if you have a hand free, you can grab a target of roughly equal size and hurl them 1d6cm for every point of Strength you possess. They may make an Athletics check - every hit takes 1cm off the result. Upon landing, they take a hit with a Damage rating equal to 1 per 4cm travelled.

Chem Factory: you take so many drugs that you bleed heroin. Somehow, your body does not grow to resist these drugs, and in fact their effects last twice as long. Additionally, for every 3 doses of the same drug you consume within a day, you can secrete 1 more dose from the leftovers, either as blood, saliva or whatever.

I hope to include a bunch of Tactics/Logistics/Command/Camaraderie perks to make them into good combat options, later. But House is on soon.
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Post by Draco_Argentum »

Koumei wrote:Perhaps there could simply be some kind of Perk for "You start with some pretty sweet stuff, and are guaranteed good gear on any given mission" as a sort of guarantee.
Something along the lines of favour in the order and being in the quarter master's good books could be worth having. The SoBs are a real military unit, not mercs. They should get kit for a mission from the armoury, but only very few sisters are deemed worthy of bearing an inferno pistol or master crafted powersword. Its also not really their equipment, they will be expected to bring it all back in working order. I wouldn't want to be the one explaining why I didn't retrieve a fallen sister's thunderhammer. I certainly wouldn't want to be explaining why I sold the relic armour of some great hero.
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Post by Koumei »

Quartermaster's Friend: The Quartermaster just likes you. As a result, you get special equipment. This varies from task to task, but in general it should count for something - a heavy weapon, the keys to the tank, a whole load of gadgets relevant to the mission, whatever. When making the "give me stuff" check, you gain one automatic success, and +5 dice on top of that (thus ensuring it always counts for something, but still has a variable, random effect).

Armour of Contempt: (Faith Power) When you are unarmoured, you gain an AV equal to your Willpower. If you happen to be in a frenzy, this improves by +1.

Hands of the Healer: (Faith Power) Spend an Edge while making a Medicine check to apply treatment to injuries. For every hit you get on the first aid roll, one health box heals up completely. There might be scarring, and the skin is still a little tender - it appears that you are just an amazing medic and that they heal quickly.

Feign Weakness: As a primary action, you may make a Tactics check to appear to be in a state of weakness - make it seem as though your weapon has jammed, or feign slipping or whatever. This should be enough to draw the fire of enemies. Although they do get a single extra die on attacks against you, anyone who does attack you before your next turn grants all allies bonus dice to hit them. This bonus is equal to the number of hits rolled on your Tactics check.

Careful Rationing: You can somehow make food last, stopping people from over-eating and finding the supplies that people forgot they had. With a Logistics check (Threshold 3), you can make a given supply stretch out twice as long. This can only apply once to any given supply.

Ammo Conservation: You are conservative with your use of ammunition. As such, when you would normally run out of ammunition, make a Logistics check (Threshold 2). If you succeed, it turns out you actually have enough left to fire once more. This will only work once on any given clip/tank/canister/whatever.

Moral Support: If an ally within 5cm of you is suffering from any kind of morale penalty, then as a primary action you may attempt to help them out of this. Make a Camaraderie check (Threshold 2). If this succeeds, then they lose any morale effect that prevents them making actions or forces them to make actions (fleeing, for instance). Every net hit will reduce a morale penalty by 1 die, minimum of 0.

Immoral Support: If an ally within 5cm of you makes an attack, then you may (once per turn as a free action) distract the enemy by shouting out or throwing a stone at them or something. Make a Deception check or Tactics check, opposed by their Perception check. If you beat them, then your ally gains +3 dice to hit.

Nerves of Steel: You only suffer half the numeric effect of fear penalties. Furthermore, if a fear effect would make you lose actions, or force you to take certain actions, then this only affects one action per round. The other, you can act normally.

Hit 'Em Again!: Sometimes, you're too far away to stab someone in the face even though you really want to, and your friend is close enough. Make a Command check as a primary action. For every hit scored, this can reach out 5cm. If it reaches an ally, they may make a melee attack for free. This can only affect one ally per use.

Hi-5: You can make your allies feel good about themselves even if they just torched an orphanage or kicked a baby carnifex. After a battle, you can make a Camaraderie check (Threshold 2). If successful, one ally has been put at ease and reassured that she made the right choice. The next time she needs to roll dice, she will be elated enough to be able to buy hits. For every net hit you score, this will affect one more ally.

Gentle Touch: People like the way you apply medicine. You don't seal wounds with a stapler and blowtorch, for a start. If you succeed on a Camaraderie check (Threshold 1 for Light wounds, 2 for Moderate, 3 for Serious and 4 for Deadly), then they feel no pain during your Medicine check and gain the benefits of having taken morphia without actually doing so.
Last edited by Koumei on Sun Nov 30, 2008 9:24 am, edited 1 time in total.
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Post by Koumei »

More Traits to customise your character with:

Positive
*Positive: You have a generally positive attitude. This is refreshing in a Grim and Dark world, and helps you to keep fighting even when there seems to be no hope.

*Studious: You have really read up on the scriptures. You don't need to have a prayer book to speak the prayers - you know them all by heart.

*Sexy: Not necessarily *attractive* (although that's possible too, bearing in mind how much it varies), but you're good at striking the right chord, giving off a vibe that arouses others. This can be a benefit in the right social situations, but can also get you into trouble.

*Designated Driver: It's on the record that you're trained as a driver/pilot. When a mission allows for a vehicle, there's a better chance that the team will be given one - and you get the keys.

*Loud: Or perhaps just a clear, authoritative voice. At any rate, you are good at making yourself heard. People can hear you from +50% away, helping with speaking, shouting orders in combat, and the like.

**Officer: You hold better rank than average, such as a Mistress, Sister Superior, or Celestian. When issued equipment, you usually get good stuff (+2 dice on "give me stuff" checks).

**Helpful: You are just particularly helpful - you like to assist others. You can roll 1 bonus die on Camaraderie checks, and if you use an action to help another perform their action, they get a bonus die beyond what you would normally grant them.

**Too clever by half: You've heard all the stories before, so someone would have to wake up particularly early to pull one over your eyes. The Threshold to deceive you with forgeries and lies (but not illusions) increases by 1.

***Leader: Nothing is stopping you from leading a force on your own. You are likely a Celestian Superior, Palatine or Canoness. You get fantastic equipment (+3 dice on "give me stuff" checks).

***Saintly: You glow with a pure spirit and with the strength of the Emperor's will. You glow with destiny. Maybe you're not an actual Saint, but that might just happen. The benefits to this include gaining +2 dice on any Faith Power or Edge-boosted roll, as well as the respect/awe/admiration of the Ecclesiarchy and your peers. People may try to assassinate you, too.

Negative
*Trainee: You are still in training. You probably get Scout armour or lesser, and are expected to follow the instructions of any full-fledged Sister. At some point you may be sent on a mission to become a true Sister, and will lose this trait when that happens.

*Forgetful: It's not terribly so, but you have a tendency to forget details here and there, which can lead to occasional embarrassment or even leaving out something important in a report. You also might forget to take an occasional minor item with you, and a storyline could come up rising from some forgotten enemy/rival.

*No taste: You do not have a sense of taste. If someone tries to poison you, that could be bad. When eating most rations, it could be considered a benefit.

**Colour Blind: To you, certain colours seem identical, or possibly show up only as grey, or whatever. This gives you a penalty of 2 dice to any visual Perception checks.

***Repentia: You did something very bad, or you think you did, so as punishment you are a Repentia. This involves regular beatings, a lot of prayer and counselling, and also entering battle without armour. You do get an Eviscerator, however, at the very least. You could be sent on a very important quest for redemption, or volunteer for something if it is a self-imposed punishment.
Last edited by Koumei on Sun Nov 30, 2008 9:25 am, edited 3 times in total.
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Post by Bigode »

How do quartermaster's friend and officer compare? That said, the puns keep rolling as well as ever ...
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Koumei »

I see it as being something like this:

For this mission, standard gear is backpack + power armour + bolter (with 1 modification) + a few extra little things, plus take one task-specific item (like a medikit and extra drugs) or swap your bolter for an assault weapon.

An officer can have a fully kitted out bolter, or swap it for a bolt pistol and power sword, or plasma pistol and chainsword. Or she could take one of the expensive relic type items like the cloak.

If you're the quartermaster's friend, then you could get a heavy or assault weapon in addition to the bolter and task-specific item, and maybe even a special item (see above) on top of that.

So QF > Officer.

If you have both, then you're kitted out with bling. Going under her desk for a few minutes probably gets you some extra ammo clips, too.

I may have to, when it's all finished, run a session or two on suptg's IRC channel or something.
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Post by Bigode »

Koumei wrote:Going under her desk for a few minutes probably gets you some extra ammo clips, too.
Damnit, I'd forgotten it's 2 women ... :D:D:D:D:D (no, I don't actually get sex much involved in my RPG)
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Koumei »

I mainly roleplay on Elliquiy, sex is very common there - it's why I'm so open and blunt/obscene about everything. They reminded me that there's nothing wrong with wanting to play a game with plenty of sex, even if it is just one big masturbatory fantasy for everyone involved.

That being said, I want the game itself to not really go there, and that's why I'm electing to, at least for now, not run it on Elliquiy. Maybe between missions there can be the giggling pillow fights, the naked wrestling during training and the liberal spankings for all transgressions (and by the same token, maybe not), but I'd like for the mission themselves to focus on shooting people in the face. Sometimes after investigating things and hunting around, sometimes after arranging for all the squads to get into place through the large area.

Hell, there could even be the occasional Order Famulous thing where they try to arrange a marriage and keep both sides happy, or handle a court case (complete with "OBJECTION!"), and the Order Hospitaler thing where they're trying to find out what poison or disease the Inquisitor has.

"It could be Lupus."
"Fuck you."
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Post by Bigode »

I think it's kind of hard to attempt to have sex while battling the funguses (damnit) anyway ...
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Username17 »

You should probably have people making checks to get equipped at the start of missions. Having a perk where you get bonuses on those results would not be unreasonable.

-Username17
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Post by Koumei »

That's a pretty good idea, actually. Everyone gets some kind of basic gear, but can ask for better stuff, and being nice/important/the quartermaster's secret lover grants bonuses so you just get better stuff.

But sometimes the dice say "Hahaha, fuck you" and you have to make do with what you're given.
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Post by Koumei »

Getting stuff before a mission:

In general, everyone will have a bolter and some power armour, although low-priority missions and such might replace the power armour with scout armour, mesh/carapace or full plate, and you might even find yourselves wielding lasguns and autoguns.

Repentia are given some cloth robes to wear (or simply have scriptures stapled/wax-sealed to their collarbone) and a chainsword or eviscerator.

However, from here, you can request additional stuff. I'm thinking it should probably be "make a list, submit the whole list at once, and then add their values up. You now need to reach this total number as the threshold".
Failure means dropping stuff from the list and trying again (at a penalty?) or even just getting the finger.

Alternatively, people could make the check, and then that determines how much "money" they have to spend. Or a mixture of the two, where the big stuff you roll for in a heap, and then net hits can be used to purchase smaller things.

Persuasion sounds ideal for this check, really. But you'll note that there are a few things that grant you a bonus.

Anyway...

---

Negative Traits:
- Love Can Bloom: you have a crush on/are in love with another Battle Sister, or vice versa. Or both, perhaps. This isn't frowned on, but it can create problems - specifically, it leads to story arcs where she is out fighting on planet X and you are worried about her life (-1 morale penalty) until you convince the commander you should take a squad over there as rescue/back-up.

-- Tutor: There is an apprentice or a novice that you have decided to look after and train. She doesn't accompany you on missions (due to the difference in training levels), but you might occasionally be sent as a body guard (thus taking the group on a "look after the newbies" quest), or have to keep an eye on her around the base.
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Post by norms29 »

Koumei wrote:Incidentally, note how I've mostly refrained from mentioning lesbian sex, pillow fights, naked wrestling and spankings!
...
Until now. Shit.
Koumei wrote:Maybe between missions there can be the giggling pillow fights, the naked wrestling during training and the liberal spankings for all transgressions
You should write a sourcebook for that. it would probably outsell the rest of the game.
I would totally but that sourcebook
Edit: I just want to be clear that I mean the sourcebook would sell really well, not that the rest of the game would sell poorly. if it were being sold somewhere.
Goddamn final exams, I can't even write a witty post anymore
Last edited by norms29 on Wed Dec 10, 2008 9:58 pm, edited 1 time in total.
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Post by Koumei »

Heh, quite true.

Anyway, I've gone about assigning values to gear for the "Give me stuff" check, and more things will be added over time. I probably should, at some point, post a new thread with everything grouped together properly and all the rules present. I guess I'll do that when it's complete.

A note on mass combat:

Sometimes, there are going to be very large battles. People will swarm about everywhere in groups, and someone might even rain barrages of ire down with earthshaker cannons.

In these situations, the team might want to stick together as their own "unit". They would then send orders out to others, but largely be trying to get themselves into a position to do something useful (kill the general, ruin the big tank, rescue the captives, seize the checkpoint area).

Alternatively, they might split up to lead a small group each. This means they lose communication and don't have the hard-hitting power that they have combined, but makes it much easier to control these groups, so they can quickly tackle more objectives.

-When you lead a squad, they all use one Faith value to determine if they hold or break. However, you can make a Faith check as a primary action to rally them - being behind them grants +1 die, having a Commissar-like reputation (or being a Commissar) grants +4 dice, and actually shooting one of them lowers the Threshold by 2.

-Making a Command check to order your squad to do something is a free action. Commanding a different squad, however, is a primary action, and you need to have a way for them to hear you (shouting if they're close enough, Vox casters and audio beads if they're not). This also increases the Threshold by 1. If you have formed a plan with Tactics, you get one extra die per net hit on this check, because it's easier to make people do things if they think you know what you're talking about.

-Any kind of Tactics check (primary action) requires you to know the basic location ("in the ruins over there", "behind enemy lines", "fairly close to those trees", "within assaulting distance of the tank" etc.) and condition ("morale broken", "some casualties", "doing fine", "frenzied" and such) of every group involved. The basic Threshold is 1, plus 1 for every single squad involved in this. It may be modified up or down based on complexity of the task ("Everyone rush forward and attack!" is easy, but a WWII Japanese ambush plan pumps the difficulty right up).

Note that this is all very vague. It sort of has to be. Having rules to cover everything from "The Gorkas and the Morkas" to "Zhuge Liang's Eight Trigrams Defence" just wouldn't work. In general, the players decide on a good plan, they then make the Tactics check to have the characters decide it's a good idea (and to think up miscellaneous details that help in the execution), then they make a Command check to make the troops go and do that.
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Post by Koumei »

So, another character, plus descriptions of new Faith Powers (perks) as well as a relevant critter that may need destroying from time to time.


Name: Sister Verdania of the Sacrificial Lilac (Battle Squad III: Ictus Canicula)

S: 3 A: 5 I: 4
L: 2 C: 5 W: 4 E: 4

Strength:
Athletics 1 (4)
Endurance 2 (5)
Martial Arts 3 (6)

Agility:
Larceny 3 (8)
Firearms 4 (9)
Piloting (Repressors) 4 (9/11)

Intuition:
Empathy 3 (7)
Investigation 2 (6)
Tactics 1 (5)

Logic:
Medicine (first aid) 2 (4/6)
Technology (computers) 1 (3/5)

Charisma:
Expression 3 (8)
Camaraderie 3 (8)
Persuasion (requesitions) 4 (9/11)

Willpower:
Command 2 (6)
Faith 5 (9)

Knowledges:
Eldar, Orks, Necrontyr, History [Mastery]

Perks:
Jump Back
Overwatch
Inspiring Battlecry
Sinews of Steel
Moral Support
Gentle Touch
Cool and Callous
Jump-up

Traits:
+Sexy
+Designated Driver
++Officer
++Helpful
-Orphan
-Silver Spoon
--Hot Blooded
---Interesting to Chaos (Khorne keeps trying to send things to attack her and her friends in an effort to tip her over the edge)

Faith Powers:
Hands of the Healer
Banish Sickness
Cleanse and Burn
---

Initiative:
Soak Value: 3
Close Combat Threshold: 2
Requesition: 0 automatic, 13 dice


---

Banish Sickness:
Everyone knows that disease is caused by tiny bacteria, or losing the genetic lottery, or any number of other things. Everyone also knows that disease gathers wherever heresy is rife. Luckily, you can at least rid people of the symptoms, forcing them into a form that lets you deal with the cause. By making a Threshold 1 Medicine check, you may force a curable, non-terminal illness from a patient. Threshold 2 is required for incurable or terminal illnesses, or Threshold 3 for both. Every net hit cures an additional person. If malignant forces did in fact cause it, you must spend an Edge, however all traces of it are cleared, forming a Nurgling for you to destroy.

Cleanse and Burn:
You're especially good at setting people on fire. Roll a Threshold 2 Faith check whenever using a flame weapon. If you succeed, your flames miss your allies, and you may add your Edge to the damage of being set on fire by your weapon (not the weapon damage, however)


---
Nurgling

S: 3 A: 3 I: 4
L: 1 C: 1 W: 1

Martial Arts (biting) 3 (8)
Endurance 4 (7)

Awareness 2 (6)
Faith 3 (4)

Soak: AV 2 DV 5
Attack: Bite (Damage 4, 1 net hit causes Endurance Threshold 2 against infection)
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Post by Elennsar »

Very interesting stuff here. Do you mind if I use it on working on my current project (more Guard focused, but the difference between a very competent human with a lasgun and a very competent human with a bolt pistol is mostly the equipment, not the wielder.)?
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Post by Koumei »

Go ahead. One thing though, is that the Adepta Sororitas are much better trained (and equipped) than the guard, seeing as the guard are supposed to be disposable vending-machine troops. Read the Uplifting Primer to get an idea of how highly valued they are.

Now, Inquisitorial Storm Troopers are, on the other hand, pretty close to the mark. They have more or less identical stats (aside from gear-dependant such as armour save).

However the point does stand that they're all on the "exceptional human" level, and can utilise a lot of the same stuff. So feel free to use stuff from here, if it helps.
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Post by Elennsar »

Ja. Guard on a level that can really be roleplayed have to be the exceptional units. Not necessarily Inquisitional Storm Troopers, but regiments with actual skill and/or experience.

Even assuming the absolute best, the average Guardsman has one duty: Die facing the enemy. Though killing some of them first is recommended.

SoB are not superhuman or mutant or anything that would require fundementally higher powered (or weirder) rules than could be used for veteran/elite Guard, thus my comment.

And thanks. Emperor grant you enjoyable experiences with this with the right portions of fire and humor.
Trust in the Emperor, but always check your ammunition.
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Post by the_taken »

"Pretty Soldier Adepta Sororitas, Warp Cult, I know you two don't talk much, but you really should try to get along. You are siblings, after all."

I think allot of the stuff here and there is really compatible...

Sister Superior Mary Liang of The Mission of Unyielding Faith
"Burn it to the ground, have arcoflagellants lick the ashes up, place them all on the next ship out, and send the ship into the sun. One of the orphans is a mutant."

Mary Liang joined the Ecclesiarry as child. She ran away from home after she discovered a horrid flesh eating mutant had somehow gotten into the cellar. After several days in a traumatic stupor, she found herself listening to the ramblings of an ancient Cannoness wandering in an enlightened state of agony. Inspired by the words of the great hag, Mary Liang vowed to slay the horrid mutant, then promptly discovered she knew neither where she was nor where her home was.

A incredibly focused and dedicated Sororita, Sister Mary Liang is among the youngest women to have ever completed her training, and subsequently become an esteemed elite. Her loyalty and conviction to the Immortal Emperor only matched by her cunning and martial prowess. Believing her dearest mother became the meal of a horrid tentacled abomination with a mirror for a face, Mary Liang has vowed to serve the Ecclesiarry in protecting the world from monsters and mutants in all their forms.

S: 4 A: 4 W: 5
L: 3 I: 4 C: 4 E: 3

Skills:
Athletics 4 [8]
Endurance 4 [8]
Martial Arts 4 [8]
Firearms 4 [8]
Investigation 3 [7]
Perception 2 [6]
Tactics 5 [9]
Camaraderie 4 [8]
Persuasion 1 [5] (Requisition [7])
Command 5 [10]
Faith 5 [10]


Perks:
Power of Faith
Unshakable Faith
Inspiring Battlecry
Rallying Cry
Moral Support
Immoral Support
Quartermaster's Friend

Faith Powers:
Cleanse and Burn
Denial
Castigation
Empty Mind, Empty Soul


Traits:

Positive:
Leader, Loud, Certainty, Brave, Studious
Negative:
Tutor, Obsession (Mutants), Distinctive Style (CLEANSING FIRE!!!), Hot Blooded, Embarrassing Secret (so secret, she doesn't know it)

Equipment:
Power Armor, Eviscerator Z with 2 Exterminator cartridges, Holy Promethium Flamer, Boltgun with Inferno Rounds and an Exterminator cartridge, Flares, Weapon Maintenance Kit, Clip-on Torch, Goggles, Bottled Water, Purity Seals, Gas Mask, Extinguisher

Update: All 400pts well spent.
Last edited by the_taken on Wed Dec 31, 2008 6:12 pm, edited 4 times in total.
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Post by Koumei »

Haha, cool, I like her. Added to the master list. As for the two games, I'm just taking Frank's system and he's throwing suggestions. The two games could, in theory, have the exact same mission put before them (for different reasons, and with different difficulty levels).

Now obviously the two actual games won't be buddies, one being about heretics and one being about setting heretics on fire. But yeah, there's a reason they're so similar.

Now, Sister Superior Mary has a "Gimme' stuff!" dice pool of:
4 (Charisma)
+3 (Leader)
+5 (Quartermaster's Friend)
For a total of 12.
And one automatic success. So you could either just turn that into 3+1 = 4 automatic successes or actually roll the 12 dice.

As it is, you'd need to roll for some of that, except she probably owns a few of those items personally from her time on the field. Perhaps spend the last 5 points on Persuasion (1 rank, with a specialty of requisition). That adds 3 dice to the "GIMME GIMME GIMME" check.

I'm tempted to say you can put Exterminators on Flamers, just for a "Yo dawg, I heard you like burning things so I put a flamer on your flamer so you can burn while you burn."
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Post by the_taken »

OK, so Difficulty 8, which means 7 rolls of 5+ from the dice pool, plus the one automatic? Then there's the extra points for Exterminators, unless those are pieces of minor equipment that are added for getting successful acquire item hits.
Guess those extra 3 dice would be nice, but the average would bring this character short by 2. Probably get the hits if I roll all the dice at once.
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
Koumei
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Post by Koumei »

Well...

Power Armor (Difficulty 1)
Eviscerator Z (Difficulty 2 - I assume Z signifies the power upgrade)
-with 2 Exterminator cartridges (2 points)
Holy Promethium Flamer (Difficulty 1 and 1 point)
Boltgun with Inferno Rounds (Difficulty 1 and 1 point)
-and an Exterminator cartridge (1 point)
Flares (auto)
Weapon Maintenance Kit (auto)
Clip-on Torch (auto)
Goggles (auto)
Bottled Water (auto)
Purity Seals (Difficulty 1)
Gas Mask (auto)
Extinguisher (1 point)

So the total Difficulty is 6, meaning you need to roll 6 successes (well, you need to roll 5, actually, as you have 1 automatic success). There is also 6 points worth of stuff there, and every hit provides 1 point as well, so if you make the baseline of Difficulty 6 you get everything. For every net hit over that, you get 2 points to buy extra ammo/whatever with.

If you choose to roll with your 12 dice, then on average you'll get 4+1 successes. If you did spend those extra 5 points, it'd be an average of 5+1 = 6 successes. Whadaya know. However sometimes you might get lucky and have loads of extra ammo. Sometimes you might get unlucky and have to power down the eviscerator or whatever. Of course, in play you might quickly reach the point where you just own your power armour and purity seals, easing the difficulty.

So she'll be able to happily wander around setting mutants on fire.
Which they probably deserve.
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the_taken
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Post by the_taken »

How did I miss this reply? Oh well. Yeah, the "Z" means it's the gas guzzling upgrade.
Ah, I thought the Inferno Rounds and the Promethium upgrade added to the difficulty.
I had a signature here once but I've since lost it.

My current project: http://tgdmb.com/viewtopic.php?t=56456
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Sir Neil
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Sister Mary Makkena

Post by Sir Neil »

Image "I'd rather sing than do anything! It's better than springtime!"

Sister Mary Makkena lived a comfortable life with her loving family until the ship they were travelling on jumped to the wrong planet. Upon landing, they were promptly enslaved. She did her best to keep their health and spirits up, confident that the Emperor would deliver them from their oppressors.

Her faith would have been vindicated when the Imperial Guard arrived, except the last of her relatives died the week before. When the Guard captured the slaver's compound, her constant hymns of praise irritated their commander so much he realized she must be a psyker. She was shipped off to Terra to sustain the Emperor.

In transit the crew discovered that while she was not a psyker, she was annoying, so they forcibly disembarked her while the ship was in port to resupply. Fortunately for Sister Mary, this world was controlled by the Adeptus Sororitas, who decided they had a use for her.

STRENGTH 3
Athletics 2
Endurance 2
Martial Arts 2

AGILITY 4
Firearms 2
Piloting 2
Stealth 2

INTUITION 5
Empathy 5
Investigation 2
Perception 5

LOGIC 4
Logistics 2
Medicine 5

CHARISMA 4
Camaraderie 5
Expression 5 (Singing)

WILLPOWER 5
Faith 5

EDGE 3

KNOWLEDGE
??

TRAITS
+Positive, +Studious, ++Helpful, +++Saintly
-Fanatic, -Orphan, -Silver Spoon, --Close Shave, --Escapted Slave

PERKS
Calm Under Pressure, Gentle Touch, Moral Support, Power of Faith, Quartermaster's Friend, Unshakeable Faith

FAITH POWERS
Cleanse and Burn, Denial, Hands of the Healer, Shield of Faith

FAVORITE GEAR
Power Armor, Jump Pack, Hand Flamer, Power Weapon
Koumei
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Post by Koumei »

I'll admit, I laughed. That is awesome - she's added to the master list.
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