Thirsty
Posts : 244 Join date : 2020-03-15 Location : The Warp
| Subject: Wurgard Ghul Argol - Ork Weirdboy Thu Feb 23, 2023 3:18 pm | |
| Name: Wurgard Ghul Argol Sex: Ork (Pronouns He/Him) Da Klan: Goldengunz Orky Know-Wotz: Weirdboy (Oddboyz) Goals:- Adapt and reach the destination target (short term) - Maintain relations with Tallur for intel on non-Goldengunz Ork clan activities (mid term) - Maintain relations with Eldamar to gain knowledge on the Warp and psychic techniques from them (mid term) - Find a way to dominate the savage Other-Waaagh! and add its knowledge to the Base (long term) - Bring the rest of the Ork clans into enlightenment (long term) Characteristics: (* denotes purchased upgrade) Weapon Skill: 30 Ballistic Skill: 30 Strength: 41* Toughness: 42* Agility: 39 Intelligence: 59*** Perception: 55*** Willpower: 60**** Fellowship: 39 Wounds (Critical): 9/9 (0) Fate: 1/1 Movement: 3m/6m/9m/18m +++ Insanity: 0/100 Corruption: - Mutations: - Carry Capacity: 56 kg Lifting Off the Ground: 112 kg Pushing/Shoving Limit: 225 kg Skills (known skills in bold): Awareness (Per) +10* Barter (Fel) Carouse (T) Charm (Fel) Climb (S) Command (Fel) Common Lore (Int) - Orks +10* - War +10* - Imperium* Concealment (Ag) Contortionist (Ag) Deceive (Fel) Disguise (Fel) Dodge (Ag)* Evaluate (Int) Forbidden Lore (Int) - Xenos* Gamble (Int) Inquiry (Fel) Intimidate (S) Literacy (Int) Logic (Int) Psyniscience (Per)+20*** Scrutiny Search (Per) Security (Ag) Silent Move (Ag) Speak Language (Int) - Low Gothic- Ork +10* Survival (Int) Tech-Use (Int) Talents: Peer (Goldengunz Klan) [ Gain +10 bonus on Fellowship tests to interact with organization] Da Power of Waaagh! [ Able to use Ork Psychic techniques. Weirdboyz may not use their Psychic Powers at the Fettered or Push Strength, and count their Psy Rating as 1 higher for each Ork within 10 metres. Roll on Weird Fings instead of Psychic Phenomena and 'Eabang instead of Perils of the WarpTrue Grit [ Whenever suffers Critical Damage, halve the result rounding up] Melee Weapon Training ( Universal) [Proficient in the use of melee weapons in the Universal group, including Chain, Shock and Power] Xenos Weapon Training (Ork) [ Proficient in the use of shootas, sluggas, big choppas, choppas, and all Primitive Melee WeaponsFurious Assault [ On a successful WS test gain a free second attackMinderz x2* [ Each Minder follows the Weirdboy, subject to the Might Makes Right Trait. Should the Weirdboy fail a Fear or Pinning Test, the Minder attempts to grapple the Weirdboy, holding him in place and preventing him from fleeing or hiding. When a Minder dies, the Weirdboy may replace him at no cost] Make It Stop* [ Spending a Full Action, for that Round and a number of Rounds afterwards equal to his Willpower Bonus, the Weirdboy does not gain any Psy Rating from others nearby.Da Nekst Best Fing* [ Weirdboy counts every two non-Orks (may not have Machine Trait, be wild animals, Gretchin, Squigs or Snotlings) within 10m as a single Ork for Willpower bonus gained from Mob Rule.Lotsa Powa!* [ At the start of any combat, after rolling for Initiative, use this Talent to increase the radius of Power of Da Waaagh! Talent, to gain Psy Rating from Orks within a number of metres equal to 5 plus Willpower Bonus.Psy Rating: 2* (+1 per Ork within WP bonus in meters) Psychic Discipline(s) Known: Weirdboy Waaagh! Discipline Psychic Techniques***: - Powa' Burst [ FA. Once per Round roll on Powa’ Burst Effects. If the result is a Psychic Technique, the Weirdboy immediately makes a Focus Power Test to manifest that power, even if he has not mastered it] - Frazzle [ HA, 10m x Psy. Crackling energy bolt 1d10 + Psy Rating Energy Damage with the Shocking Quality. For each DoS, affects additional target within 3 metres of the original target for half of the Damage of original attack. The bolt can be Dodged like any other ranged attack.] - Up an’ at ‘Em! [ HA, 1m x Psy. As long as sustained, all allied Orks within range ignore the effects of Fatigue, gain a bonus equal to the Weirdboy’s Psy Rating x5 (max +30) to all Tests to resist Pinning and Fear, and may re-roll any rolls they must make on Shock]- Warpath [ HA, 1m x Psy, Sustained. Allied Orks (including self) within radius gain bonus to melee attack dmg equal 0.5x Psy Rating (rounded up). Also each allied Ork within the radius may re-roll one failed WS Test per Round.] - Diz iz Takin’ Too Long! [ FA. If on foot, may make Run or Charge Action as a Free Action increasing max range by extra 2m for every DoS scored on Focus Power Test. If in a vehicle or voidship, may grant any Explorer on board a bonus equal to 5 x Psy Rating (to a maximum of +30) to next Test increasing the transport’s speed.] - Zzap [ HA, 5m x Psy. Searing electric beam 1d5 + Psy Rating Energy Damage, Pen 4, plus additional 2 Pen per DoS. If target is within half of the maximum range for the Technique, double its Pen.] Traits: 'Ard [ Gain Sturdy, Iron Jaw, Unnatural Toughness (2), True Grit and all Medicae Tests to treat the injuries of an Ork gain a +20 bonus] Brutal Charge [ +3 damage on a Charge action] Sturdy [ +20 to resist Grapples and Takedown] Iron Jaw [ Test Toughness to ignore the effects of Stunned] Made Fer Fightin' [ Gain Brutal Charge, Furious Assault, Xenos Weapon (Ork) Training] Mob Rule [ +5 per Goldengunz Ork within 10m for tests to resist Fear and Pinning] Non-Imperial [ –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man] Speak Not Unto The Alien [ –20 penalty on Fel Tests when dealing with non-Orks. These penalties do not apply when dealing with individuals who have come to trust him, for whatever reason. Any xenos aboard a human vessel is unsettling for the crew and, as rumours spread, discontent about the alien becomes noticeable. The continued presence of one or more xenos player characters aboard a ship reduces its Morale by 2.] Unnatural Toughness (2) [ Apply Toughness bonus twice] Goldengunz Klan - Unique Waaagh!: [ When within 10m of non-Goldengunz orks, must make (+0) WP test, once per day, or revert mental stats to ork standard, and lose access to the Communion of Loot & Waaagh! until at least 5 light-years away from such orks for at least 1 day.] Goldengunz Klan - Communion of Loot & Waaagh! [ At the start of each day choose a bonus from below list for armor or weapon. This enhancement is increased when more Goldengunz orks are within 10 m] - Enhancements:
Armour enhancement: - Red of Speed: Increase speed by 1m; increases by 1m for each additional ork present, to a maximum of double your speed.. - Blue of Fortune: Gives a +5 to all defensive rolls, including dodge, as well as Wp and Toughness rolls related to defense. Increases by 5 per ork present, to a maximum of +30. - Green of Rule: Give a +10 to any command checks. Increases by 5 per ork present, to a maximum of +40. - Purple of Nullity: Gives a +10 to stealth checks; Increases by 5 per ork present, to a maximum of +40. - Black of Resilience: Increases your armor by +1; increases by 1 for each additional orc present, to a maximum of double the armor’s normal armor.
Weapon enhancement: - Yellow of Demolition: gives the weapon the blast (1) property if ranged, or the powerfield ability if melee. The blast property increases by 1 fear each ork, to a maximum of 5. - White of Bone: Increases damage by +1. increases by 1 for each additional orc present, to a maximum of +6 ArmorWeirdboy Research Armor (AP: All 6) Designed to help the weirdboyz better protect themselves during their experiments, the weirdboy research armor is composed of a complex array of interlocking plates with arcane sigils traced within the metal structure. This armor counts as void-sealed carapace armor, with the following special abilities: - Armor points count against effects that typically ignore them (such as fire) - Armor points count double (so AP 12) against warp-entities - The armor provides a +10 to any roll against a psychic technique, including avoiding the effects of your own abilities. - Despite looking quite bulky, it requires no powered assistance, and includes 4 slots that can accommodate a brain-drone or other psychic tool.WeaponsZetagramatic Channeling Rod (Melee; 1d10 + "PR+SB" Special; Pen "2+PR"; Force) - Similar to the “Copper rods” used by typical ork weirdboyz, this one is unique to those of Goldengunz using tech derived from the communal memory. The top of the rod resembles a dodecahedron, though it can occasionally shift to other shapes with little notice, and is particularly useful to redirect harmful energies. - A zetagramatic rod counts as a Psy Focus (+1 to Psy Rating), as well as a Force Staff. - Once per encounter, if a Weirdboy holding a copper channelling rod must roll on ‘Eadbang may make a Challenging (–10) Willpower Test as a Free Action. If he succeeds, he may choose his result on this Table instead of rolling as he diverts the worst of the surge away from himself. If he fails, however, he reverses the intended effect, and must add +10 to the result of his roll on the table.] Gear: - Weirdboy Gogglez and Toolz - Hair Squig Implantz (Jawline, Dark Green) - Assorted Specimens from Fallen Enemies - Ritual Pouch with Waaagh!-resonant gubbinz - Brain-dronez x2 [ Invented several centuries ago by the painboy Katalek, brain-dronez contain a cloned copy of the weirdboy’s own brain, allowing them to fulfill a similar role as minderz at lesser cost. These brain-dronez only count as half a Goldengunz ork each. If a Fate point is spent one can be sacrificed in place of rolling on ‘Eadbang, and can be repaired with a Hard (-20) Psyniscience Test] Rank: 3 XP (Spent/Earned): 10,400/10,500 XP Expenditure: Characteristic: Perception (Simple, 250XP) Perception (Intermediate, 500XP) Perception (Trained, 750XP) Willpower (Simple, 100XP) Willpower (Intermediate, 250XP) Willpower (Trained, 500XP) Willpower (Expert, 750XP) Intelligence (Simple, 250XP) Intelligence (Intermediate, 500XP) Intelligence (Trained, 750XP) Strength (Simple. 100XP) Toughness (Simple, 100XP) Rank 1: Peer (Goldengunz Klan) (100XP) Make It Stop (500xp) Psyniscience (200XP) Psychic Techniques x2 (200XP) Up an’ at ‘Em! (100XP) Frazzle (100XP) Minderz (x2) 500XP) Rank 2Speak Language (Ork) +10 (100XP) Common Lore (Imperium) (200XP) Dodge (200XP) Forbidden Lore (Xenos) (200XP) Psyniscience +10 (200XP) Psychic Technique (x2) (300XP) Warpath (200XP) Diz iz Takin’ Too Long! (200XP) Rank 3Awareness +10 (100XP) Common Lore (Ork) +10 (100XP) Common Lore (War) +10 (100XP) Psyniscience +20 (200XP) Psy Rating 2 - (200XP) Da Nekst Best Fing (300XP) Psychic Technique (300XP) Zzap (300XP) Lotsa Powa! (500XP) Backstory: - Goldengunz:
What the Orkz were originally, nobody knows; but the race known as “Old Ones” completely transformed them, creating an optimised combat-species designed to fight the necron. The destruction of the old ones unfortunately cut them off from much of the guidance the orks once relied upon, and as their organisation fractured and their numbers fell, they gradually lost access to the orkish knowledge-Base (which some humans have called the “akashic record”, mistaking the Base for something more natural) that is the source of all their innate knowledge. The Base can still be accessed when ork populations expand sufficiently - such was the case during the War of the Beast but this remains rare.
Wurgard is an ork of Goldengunz - a densely-populated world in the Outer Rim (beyond the halo zone) originally settled by a band of unusual madboyz who had been lost in the warp for ages. During this time, they became more attuned to the orkish knowledge-base, allowing them to access more of the potential that orks have lost over millions of years. Their technology is highly reliable, regardless of circumstances, and rather than merely keeping things functioning, their waagh strengthens their machines. This is not flawless however-the Base, while considerably more accessible, is still not fully accessible to them. They know they were manufactured, created to destroy something ancient and evil that threatened all life but cannot figure out what; possibly the aggressiveness of typical orks is a result of this final order lacking a clear target. And active use of the warp, beyond their nearly instinctual Waaagh!-effects, remains as limited as it is typically.
While Goldengunz feels a duty to return orks to their ancient focus, they are nonetheless concerned-a “natural” ork Waaagh! is nothing like theirs, and previous contact with typical orks lead to their Waaagh! being absorbed, and dominated by the other ork Waaagh! As such, their weirdboyz labor to understand how they might transform the other Waaagh! and perhaps gain understanding of their own knowledge.
Currently, Goldengunz is a founding member of (and primary military hub of) the Tallurian Free Alliance, a collection of societies banded together largely to maintain safety against threats greater than any one could handle.
- Tallurian Free Alliance:
Tallurian Free Alliance: Formed at the signature of the Tallurian Accords, the alliance is a rough military confederation whose main purpose is to prevent outside interference in their affairs. It includes both human and xenos worlds. They have mainly banded together to fight against the forces of chaos, as well as ravenous armies that wish to dominate of any species (with the Xeth-unathy, a species of hive-minded arachnid technophiles, being the most recent). They share a desire for freedom and independence. They rely heavily on Void Abacuses for star-travel (being slow, but requiring no navigators), and are quite skilled at making them.
Important Members include Tallur (populous world comparable to an imperial world, known for intel-gathering), Formalhault (A high-tech society built inside an ancient star-fortress, known for their once in a century race called the “Formalhault Loop”), Eldamar (an exodite world that lends its psychic skills to the alliance), Mictambul (oldest settlement in the alliance, known for its entertainment industry and ubiquitous cyborgisation) and the Ashruan Cluster (member controlling the most systems, inhabited by a large mix of species ruled over by their “King” Ashur.)
Notes: - RP:
You were participating in a series of experiments, attempting to develop new, more controlled versions of traditional ork psychic techniques. Your participation came due to your considerable extent of psychic techniques, far above the average weirdboy.
Unfortunately, something went wrong - you felt a surge of energy in your head, feeling like it was about to explode, and you would meet your end.
You awoke on a verdant world of massive trees and immense beasts. You’ve spent several weeks wandering the place, seeing no signs of civilisation at all over hundreds of km of walking. One day however, you see a shuttle in the sky, human design, heading south-west. You follow its trajectory, climbing higher in the mountain range you were crossing, and see a squadron of shuttles on the same vector, including a larger, unfamiliar one with a winged profile. The sounds suggest they are landing, so you rush in their direction, finding them landed within a large plant-covered enclosure, with a large plant-covered peak coming out of the center.
There seems to be a large number of humans, dressed in a strange fashion you’ve never seen before, Most seem to be extracting metal ingots from some plant-covered mounds. A smaller, more elaborately dressed group are standing around the corpse of a large winged predator you’d seen attacking some of the larger herbivores you’d seen.
Last edited by Thirsty on Tue Mar 07, 2023 9:11 am; edited 76 times in total (Reason for editing : Forgot to put "Int" next to Forbidden Lore) | |
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