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Post by colin on May 17, 2010 21:38:52 GMT -5
This is a back-story Campaign for the character Horst. These will be events leading up Horst joining the rogue trader.
Rules: XP will for now not be given, however I will give rewards for what happens. The point of the campaign is to expand back-story and hopefully insight interest in others who may want to join the game but are unsure.
You are going to be in the Calixis Sector which is the sector neighboring the Kronus Expanse.
You will have been born on the Death World Woe, to Imperial Settlers whom were here under the control of a mining/drug cartel operated from the planet.
Many Nightmarish creatures inhabit the planet and cause day to day life to be an almost impossible feat.
Years pass and you learn how to fight and defend yourself, your father taught you much.
Then one day, the transport ships stopped coming, and soon after the infighting began...
You awaken, during what you take as early morning. The planet is immersed in a perpetual darkness, the stars visible light unable to penetrate the always present and equally deadly storm clouds surrounding the planet. It is silent in the camp, even the sounds of the Jungle outside of the camp makes no noise, an almost ominous sign.
You are in a small room laying upon a cot slab of Imperial fabrication, the room is very spartan in belongings, your 'dagger' in your hands, your Mk II Autorifle slung over the bed, and your Widowmaker handgun holstered. There is a large bowl upon the table filled with water and the environ shield is still on.
Just another morning on Woe...
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Post by Grubrot Zodd on May 18, 2010 8:15:48 GMT -5
A quick moan of waking and the casual stretch, Horst greets the coming day. A day of constant labor and low pay for him, but a day in isolation amongst family, cut away from the trouble galaxy of the Imperium of Man. True, threats to life are myriad, they do not call them deathworlds for nothing.
With a drink from the bowl of water and a casual splashing on his face, Horst dresses himself in his everyday attire/uniform, slings his autorifle, belts his dagger and holsters his widowmaker, and ventures out the day to see whats on the agenda for today's doings.
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Post by colin on May 19, 2010 17:26:37 GMT -5
As you step out of your cot, you flip the environ shield to allow you to leave. The darkness of the world takes a little while to get used to, but being raised on a Deathworld is full of treacherous things.
The outpost is before you, patrol squads armed with flamers must march the perimeter every hour to keep the jungle from taking the camp.
Oddly none are present, however it is still early.
Give me a percentage roll (2d10)
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Post by Grubrot Zodd on May 21, 2010 19:04:41 GMT -5
Careful of alien beasts which may have invaded the base during the night,Horst rests a hand on the widowmaker and scans the outpost for life. (82 die roll)
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Post by colin on May 22, 2010 2:28:06 GMT -5
(For the games sake, you are also equipped with a set of Guardsmen flak Armour which covers your body, arms, and legs with 4 armor) You start to head towards the central base to get today's assignments. The darkness playing tricks on you, you get the feeling of being watched, this goes on for a couple of minutes.
You keep seeing things out of the corner of your eyes, but when you look it is no longer there.
Everything goes quiet, except for the faint buzzing of what sounds like insect wings.
A force of what feels like a 400lb man slams into your shoulder(surprise attack). As you look to see what is hitting a large crablike claw has your shoulder in a vice like bind, attached to the arm you can only see the mandibles of your assailant going in for a finishing blow.
The flak plate covering your shoulder buckles under the stress of the pincer like grip and starts to dig into the flesh of your left shoulder. (3 damage**)
Blood starts to trickle down your left side underneath the flak armour.
Now combat has started. I need you to roll your initiative(1d10 plus your agility modifier), and post your response of what you would like to do as your action. Your autorifle has single, semi, and full automatic fire. the widow maker is a handcannon and the dagger is a mono machete I can give you stats for the weapons in PM.
** Means I have taken into account armour and toughness, this is what damage you take.
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Post by Grubrot Zodd on May 24, 2010 21:15:59 GMT -5
(6+3= 9 for my agility mod)
"Gah, fething sonofabitch!" Horst roars as he stresses not to collapse under the weight of the enemy.
Unslinging the Autorifle with practiced speed , he yells at the creature.
"Eat this, grox-shit!" as he fires full auto into the creature's indecernable maw.
(d100 = 52 = 5 degrees of success)
(5d10+15= 32 +15= 47 points of damage)
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Post by colin on May 27, 2010 10:57:15 GMT -5
Horst fired a full auto burst into the creatures front side, creating fist sized craters throughout the creatures chitinous shell.
While still in its death throes Horst Krieger spots two more of the hulking bug like monsters appear, one atop the building he had just left from and another charging at him full speed like a bull on steroids.
Narrowly dodging the bi-pedal beetle, Krieger rushes back to the safety of the environ shield. Both creatures right on top of him, he dodges past one, now in front of him, and has the second so close he can feel the spittle from its mandibles at the back of his neck.
Krieger slams the power down on the environ shield and dives through the doorway as a black pincer reaches through and clamps onto his leg, the shield slams back to life severing the arm from the owner with a hissing howl.
Krieger pries the pincer from his leg, noting pressure cracks on the armour from the strength of the creature. He catches his breath as the hulking creatures thrash outside of the shield trying to get in.
He notices a vox upon his table and attempts to contact anyone to inquire about what is going on. He reaches someone but static is all he can hear, barely making out any of the words said.
A couple minutes pass and the vox beeps to life, Horst Kriegers father, Harl Krieger, attempts to speak to his son. He finds out that the cartel has just pulled out during the night and that Harold Griegor has seen fit to take the camp under his own name, infighting has begun. Harl asks for his sun to meet him and right before designating a meeting area, a gunshot can be heard on the other end and the vox goes dead.
(Your father was one of the cartel lieutenants and leader of the colony upon woe. Griegor was an offworlder and an ex-guardsman turned bounty hunter. The cartel had hired him to run security for great pay. He and your Father were good friends, and the last place you remember your father being was in the control tower, he mentioned something about a meeting with the bosses.)
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Post by colin on May 30, 2010 2:32:01 GMT -5
Horst Curses at the vox, and turns back to see the shimmering energy from the environ shield. The hulking insectoids clawing to get in from the other side.
Horst reloads his gun and catches his breath, switches the weapon to full auto and steps towards the door. He lowers the shield and lets a burst of 10 rounds let fly through the door, 7 connect on the two creatures. Fist sized holes tear through them as a green liquid pours over the bodies. The beast missing an arm falls under the sustained fire, but lets out a hissing sound that causes Horst to cover his ears and his vision start to blur and the severity of the scream.
The creature attempts to bite Horst in half and as it is coming through, he activates the shield severing the creature in two.
Regaining himself, horst hears an explosion coming from the control tower and heads in the direction of the explosion. He comes across the armoury and investigates. Upon inspection he notices the cartel armoury open and makes his way to investigate. As he heads up the staircase, a salvo of las fire greets him as a warning. Horst challenges the individual and enters the room.
The camps psyker stands before him, naked, and covered in self inflicted cuts all over his body. His eyes are bleeding and vomit runs down his mouth. The cuts start to resemble symbols that hurt his eyes, and fear overtakes Krieger causing tremors to rack his body with fear. The psyker walks towards him with a knife slowly, whispering words that pain him to remember.
The autogun barks to life as Horst pulls the trigger, 2 rounds connect; one in the gut; the other in the jaw, blowing part of it away. The psyker smiles and raises the blade to pierce his heart , black blood seeping from the open wound
Horst regains his composure and finds a pair of bolt pistols in the locker that belonged to the colony head.
He makes his way towards the Control tower and sees the carnage of the infighting, a thought dawns on him. Why did he not hear what was going on. The scene is filled with carnage as he looks upon the bodies of his former friends. Foul play must have been involved.
His father lays there, blood pouring from his eyes that no longer see anything, and Horst sprints to his fathers side.
He makes his way into the control tower and the carnage is only worse here. A figure falls from the upper level and lands broken in front of him. Harl graps his sons hand with fading strength, and passes his pendant of the aquilla to Horst. His father dies in the arms of his son.
Rage at the loss of life, his friends laying dead, his father a corpse, the litany of revenge spills from the mouth of Horst as he races towards the top.
Grieger greets him with a look of shock, and Horst barely gives him second to react as he lets loose a salvo of bolt shells bringing with them the Emperors retribution. Only one connects, as the explosion melts half of his face away, Grieger laughs defiantly and a red light envelops him. Grieger dissapears out of thin air, and Horst is left alone in a fragile state of mind.
Surrounded by the dead, and with the current events that had unfolded, Kriegers mind temporarily snaps and a fear of the dead leaves him trapped inside the walls filled with dead men.
Eventually he regains himself through his faith in the Emperor.
5 years pass as Horst is left in solitude to reflect upon his faith, and build strength in the face of the adversity he has face. 5 Long years. Until one day, an orbiting ship sends a party to explore the abandoned colony and bring him aboard...
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