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Warhammer 40k: Guide the Gamer!

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STATS-

HP: 100/100
Level: 1
FOCUS/EMOTION:
PSYKER POTENTIAL:
WILLPOWER:
TRUST OF THE SYSTEM...

Kingly

Kingston
Joined
Mar 1, 2017
Messages
742
STATS-

HP: 100/100
Level: 1
FOCUS/EMOTION:
PSYKER POTENTIAL:
WILLPOWER:
TRUST OF THE SYSTEM:
FEAR OF THE SYSTEM:

FAITH:
CORRUPTION:

S: 5
P: 5
E: 5
C: 5
I: 5
A: 5
L: 5

SKILLS-
LEADERSHIP:
MARTIAL:
INTRIGUE:
DIPLOMACY:
LEARNING:
GOVERNING:

PERKS-

EQUIPMENT-

WEALTH-

PRESTIGE-

TITLES-

Stats Explained-

HP is the amount of Hit-Points the Padawan has. It is a byproduct of the system. Although just a hundred HP points will find themselves instantly drained by various common weaponry, it is divided into 25 points per limb cut-off.

So, for example, a shot to the chest will kill the PC's puppet. A blade cutting off one of their arms would only be 25 points. Various pieces of armor will help.

Willpower, trust, and fear all determine how the PC listens to you. Keep in mind they're still a person. It's just that you're in their head. The lower their Will-Power, the easier it becomes for you to directly take control of their body.

In regards to skills, considering in life, there are hundreds of skills someone can have, and even more in Warhammer stats work on a level of
1-100.

The Overarching expertise, such as Martial, Learning, or such, determines how quickly one learns or struggles to learn in that field and if your Player can exceed the normal limits of a Mortal in that field.

One is novices who know nothing about the field or related fields.
25 being those naturally gifted
50 being those experienced
100 is the upper limit of Mortals
100+ Being the realm of Non-Mortals or those who live beyond a century.

You can also equip various titles for certain feats accomplished without getting your Player killed. These give bonuses to the one you guide.

Your starting choice will affect all the stat baselines. Good luck figuring out how and keeping your choice alive.


We are the System. You will guide a person of your choice down a path. We will see how you accomplish this. Be warned; there will be times your host will hear what you say. This can be used against or for you. First, you must choose which Mortal will serve as your victim. Once this has been chosen, we will remain silent, bar notifications or explanations, and let the story play out.


[] Mary, a young woman from a simple Argi-World taken into the schooling of the Ecchlisarchy. Of course, she is a curious and shy child, but you can already see her skills in learning. Odds are, if she is left alone, she will become a solid Priest and a loyal servant to some Cardinal. She can easily join the Sisters of Battle; it is simply not her fate.

She is an expert learner and a good administrator. She lacks any social grace or plotting abilities. Odds are, this works in your favor. You'd easily be able to gain the Child's trust to further mold them into the PC of your choice.

Start off with perk-
Blessing level 1- PC can bless a Target of her choice Healing it very slightly.


[] Johnathan, an Orphan of a pair of Guardsman who had served the Guard for years. He is currently within the schola progenium and doing well. His Will-Power is immense and makes direct control of the target near impossible.

You notice he is a Solid Leader who deeply cares for his classmates. Odds are he will have to execute one of his fellow classmates and friends before he graduates, leaving you the key chance to influence him while gaining a direct pipeline into the Imperial Guard. Free EXP.

You gain the Title Commissar upon Graduation, which grants-
Commissar- You are a rank and mill Commisar. All Guardsman or Units serving under you gain a +10 to Sanity and Morale checks. +2 in Leadership stat.

[] Kin'Ton a Deathworlder who already possesses above-human strength. His World has Ork to go alongside that, making his survival very questionable should things go awry. He, at least, has a solid family helping him learn through his childhood.

You will start out with the Tier 1 Deathworlder Perk, which grants;

Deathworlder Tier 1/3: Gain 5% Resistance to Poison, Toxin, and Venoms. Alongside this, you gain a far stronger stomach and constitution. +1 to Strength and Endurance.


[] Kaldo-192 A scared thing that has recently gained a chance to rise up from the scum of the Forge-World. He is currently competing in a local Tech Priest competition to determine who out of 300 Participants will get a chance to become a Tech Priest. The Classes will be brutal, and more than likely, all 300 will undergo various tests or experiments should they fail. The original 400 who had "volunteered" for this had already reached 300 in a span of days of just waiting.

Surprisingly, looking over his genetics and body, there are no signs of mutation despite the horrid mutation, and despite the horrid things he has eaten and drunk, his endurance is almost unnatural. Something is off here. The Target is corrupted slightly.

[] Bubba- An Ogryn. Already, their strength goes beyond the normal "Ten" Upper Limits that you will see on most mortals' SPECIAL stats. Bubba lives in the rough and cold mountain with his Mother. His Father had already been taken by the Imperium to be trained and sent off to some distant battlefield.

The combination of System and Ogryn's body will be immensely useful for combat. Alongside this, his trust should be far easier to gain than the other candidates.

Gain Ogryn Physiology perk-
Start off with 11 Strength
Limited to 5 intelligence
Limited to 7 Charisma

[] Kinsley- The Bastard of a Governer. He shows signs of being an extremely intelligent and social young man with a liking for strategy games. Although glancing at him, he is somewhat craven and fat. Something that would require a careful hand to overcome. However, his fear of you would make him an easy puppet.

It would at least arm him well should he join the Imperial Guard or give him a shot to compete for Governorship of a soon-to-be doomed world. That is ignoring the opportunities and boons chaos may grant him should he be swayed to its influence. Of course, his Father does have ties with the Imperial Navy as well. . . Competent Naval Officers are very valuable, especially when some of their perks apply to their vessels.

[] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.

The Child is starved and weak, but their Faith and Willpower go beyond all others you have seen. Of course, it would make him a potent tool of Chaos should he go down that route.

Start with 1d1000 - 200 to determine Psyker Strength. Rolling with Advantage.

[] Beth- A student of the Imperial Faith. Her faith is strong, and her body is to go with it. She has great genetics and seems fit for combat, making her perfect for the Sisters of Battle. Although she is arrogant, her willpower is lower than most others making her a perfect target for full possession should you dwindle her down.


[] Trition- Born in a feudal world, he was cast from his family and orphaned for the strangeness around him. Even now, as an Orphan, the villagers are scared of him and the strange stench he carries. The boy is socially stupid, only making things worse as the villagers begin to blame their woes upon him.

He is a Resistant child with good skills in Engineering and Building already. Alongside this, he has found a passion for using Archery and swordplay.

Gain Perk: Blank- ???

[] Sila- The Daughter of a Powerful Governer who already displays high levels of Intruige and Manipulation. Especially considering how many wished to kill her so they would inherit the Governorship for themselves once her Father passed.

Her Father is a rich governor who controls trade guilds and cartels all across the Sector while utilizing the Admanatine deposits of the nearby Moon to further grow their power. Of course, such deposits, recently discovered as they are, can easily attract the more ruthless elements of Chaos if her Father had not already fallen to its corrupting influence due to his decadent ways.

Perhaps Chaos would even be her chance to go beyond just this system and her Father's influence. Perhaps, she will help purge the festering rot in this world.

[] Sik'Ar- Daughter of a Local PDF trooper who often showed his daughter the value of a good gun. She is a great shot, having learned from a young age. Although her world had been visited by an Inquisitor years ago to deal with some local Xenos cult, it was now a relatively peaceful Industrial Age world with decent water and skies. Overlooked and unimportant in the grand scheme of things.

Observing her in her social group- She is perfect Leadership material as well, only adding to her value. High chances of survival and a decent start, it seemed.

Marksman Perk Tier 1- Gain +5% Damage to all Critical Heads made with a Ranged Weapon.


Make your choice. Be warned; they have their own will and desires.

Although, you may choose one Perk to grant your PC at the start to help increase their chances of survival.


Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.

Chemical Resistant- Born to a world long tainted by Humanities Industries, their genetics have adapted slightly to the horrid sludge and toxins. +5% Resistance to Toxins, Chemicals, and Poisons.

Lucky- Gain a +2 to Luck and can go beyond the Ten Cap most mortals face.

Butcher Level 1- While in melee targets adjacent to the Target you are attacking, take 25% damage. This applies to swarms.

Tough One- +50 HP and 5% Resistance to Kinetic attacks.

Medical- Capable of healing themselves in between combat with Medical supplies and Food.

Persistence Level 1- +5 Health per Hour is regained

Thermally Insulated! -25% Damage from Heat Based attacks and environmental hazards.

Quick-Draw level 1- Your PC can rapidly draw its weapon in any moment and increase its Rate of Fire while doing so by 25% percent for the first five seconds of combat.

Paper Pusher- Your PC knows how to deal with Paperwork and the Buecratic nature of the Imperium. Do not ask how they do it; that is beyond even the system.
 
[X] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.

The Child is starved and weak, but their Faith and Willpower go beyond all others you have seen. Of course, it would make him a potent tool of Chaos should he go down that route.

Start with 1d1000 - 200 to determine Psyker Strength. Rolling with Advantage.
[X]Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.
The ability to see the horrors of the warp and recall them all nigh on perfectly, what could go wrong!
 
Last edited:
[X] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.

The Child is starved and weak, but their Faith and Willpower go beyond all others you have seen. Of course, it would make him a potent tool of Chaos should he go down that route.

Start with 1d1000 - 200 to determine Psyker Strength. Rolling with Advantage.
[X]Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.
The ability to see the horrors of the warp and recall them all nigh on perfectly, what could go wrong!
 
[X] Johnathan, an Orphan of a pair of Guardsman who had served the Guard for years. He is currently within the schola progenium and doing well. His Will-Power is immense and makes direct control of the target near impossible.

You notice he is a Solid Leader who deeply cares for his classmates. Odds are he will have to execute one of his fellow classmates and friends before he graduates, leaving you the key chance to influence him while gaining a direct pipeline into the Imperial Guard. Free EXP.

You gain the Title Commissar upon Graduation, which grants-
Commissar- You are a rank and mill Commisar. All Guardsman or Units serving under you gain a +10 to Sanity and Morale checks. +2 in Leadership stat.

Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.

Or I say or because I don't know if the +1 Int and Per will allow us to go beyond the stat cap if it does Great Memory if not Lucky.

Lucky- Gain a +2 to Luck and can go beyond the Ten Cap most mortals face.
 
[X] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.
[X]Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.
The ability to see the horrors of the warp and recall them all nigh on perfectly, what could go wrong!
 
[X] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.

The Child is starved and weak, but their Faith and Willpower go beyond all others you have seen. Of course, it would make him a potent tool of Chaos should he go down that route.

Start with 1d1000 - 200 to determine Psyker Strength. Rolling with Advantage.
[X]Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.
The ability to see the horrors of the warp and recall them all nigh on perfectly, what could go wrong!
 
Warning Rule 7: Thread Necromancy
[X] Pal'thua, a doomed Orphan. I wouldn't bother unless you enjoy their dooms. A war orphan currently trying to survive in a world being invaded by Orks. A chaos cult festering beneath the warzone growing larger with each passing month. Of course, he is a Psyker, meaning he'd need to go through training before becoming an Imperial Asset.

The Child is starved and weak, but their Faith and Willpower go beyond all others you have seen. Of course, it would make him a potent tool of Chaos should he go down that route.

Start with 1d1000 - 200 to determine Psyker Strength. Rolling with Advantage.
[X]Great Memory- +1 to intelligence, + 1 to Perception. Your PC recalls many small details, including every piece of info you tell them.
The ability to see the horrors of the warp and recall them all nigh on perfectly, what could go wrong!
 

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