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RTJ/Character Creation.

Posted by High CommandFor group 0
High Command
GM, 1 post
Duty unto Death
Ave Imperator
Sun 26 Nov 2023
at 22:05
  • msg #1

RTJ/Character Creation

Please include the following details in your RTJ:

Character Name:
Demeanor:
Background (See Below):
Preferred Specialty:
*
Typical Post Rate per Week:
Any missions, challenges or scenarios would you like to encounter in this game:


* No Support Specialists at this time.




Core, Hammmer, and Shield options are all available.

Roll for characteristics, rerolling the lowest result if you so choose, then assign them as you see fit.

You can either start with 2 fate points and/or +3 wounds during char-gen OR roll the dice for either of those stats as normal once you are added.  This gives you the option of a guaranteed decent number, or you can take a gamble.
High Command
GM, 2 posts
Duty unto Death
Ave Imperator
Sun 26 Nov 2023
at 22:44
  • msg #2

Regiment Details

Last Chancers (Modified)

Characteristic Modifiers: +3 Agility, +3 Strength.

Starting Skills: Intimidate, Linguistics (Low Gothic), Stealth +10.

Starting Talents: Ambush, Berserk Charge or Frenzy or Cold Hearted or Paranoia, Blind Fighting, Combat Master or Double Team, Peer (Underworld) or Street Fighting, Rapid Reaction.

The Emperor's Scum: Once per game session (mission) a character with this trait may spend a Fate Point and make a Logistics test with a +20 bonus.  If they fail, the squad cannot make any Logistics tests for the remainder of the session.

Close-Quarters Battle: Characters from this regiment gain an additional +10 to hit with ranged attacks at Point-Blank Range.

Infiltrators:  Whenever 2 or more characters from this squad are required to make a Stealth test, a character with this trait may choose to take a -10 penalty to their own test.  If they do, one other character within 10m may choose to use this character's result in place of their own.

Condemned: Members of this regiment have a -20 penalty to all fellowship based tests with members of other Imperial Guard Regiments, their own commanding officers, the Departmento Munitorum, and other officials.  Additionally, they suffer a -20 to all Logistics tests.

Starting Wounds: Characters from this Regiment begin play with +1 Wound.

Standard Regimental Kit: 1 Compact lascarbine and four charge packs, 1 Flak Vest and Flak Helmet, 2 Mono-Knives, 3 frag grenades, 3 krak grenades, 1 Inhaler and 4 doses of Frenzon, 1 gas mask, 1 microbead, 1 field kit (uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp-pack, grooming kit, dog tags, Imperial Infantryman’s Uplifting Primer, 1 weeks’ rations) per Player Character.

Favoured Weapons: Autocannon, Sniper Rifle

High Command
GM, 3 posts
Duty unto Death
Ave Imperator
Sun 26 Nov 2023
at 23:22
  • msg #3

Regiment Backgrounds

These background are to help tie your character into the larger theater of the Spinward Front.  Think about what Regiment you were originally from before you were sentenced to the Penal Legion, for inspiration.  Choose one of the following when you make your character:

CRIMES:
  1. Insubordination:
    You were flogged for refusal to follow orders, but spared summary execution.  What was the order that you couldn't stand to obey, and why were you spared?
    - You gain the Abiding Resilience Talent.

  2. Wasting Ammunition:
    You adulturated a piece of equipment without authorization.  How did you get caught?
    - You gain the Modify Payload Talent and Tech-Use Skill.

  3. Brawling:
    You were caught up in an unarmed brawl with another unit.  What incited the fight?
    - You gain the Creative Killer or Unarmed Warrior or Wrestler Talent.

  4. Sleeping on Duty:
    Fatigue got the better of you and someone found you asleep at your post while on guard.  Fortunately, it was before the enemy noticed.  What were you guarding, and who reported it?
    - You gain the Vigilant talent and Awareness Skill.

  5. Cowardice:
    You were a member of the Brontian Longknives, and turned your back on the enemy when your position was overrun.  Other guardsmen would have been executed on the spot, but for the Brontians being forced to bear the scar across your back for all to see serves to motivate the entire troop.
    - You lose access to your Flak Vest, but gain a Best-quality Mono-Knife.  Gain the Die Hard talent.

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