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4 mos ago
Current Just your average D&D nerd.
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1 yr ago
Looking for a Shadowrun 1x1 Check details here; roleplayerguild.com/posts/5…
5 yrs ago
I'm just a D&D junkie between DMs.
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5 yrs ago
And I'm back!
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5 yrs ago
To all my players and writing partners; Don't worry! I've not vanished or forgotten you. I've had something come up, and will be taking the rest of this week off from my RPs. See you next week!
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It looks like the last ones to post are @DepressedSoviet and @Hank. Neither of whom have posted in over a week, either IC or OOC.

Anyone heard from them, by chance?
@Klomster I don't feel attacked. I just like making myself clear.

<Snipped quote>

I'll accept your explanation(s), although I fail to see how that would happen, he'd already burnt a group of armed assailants to a crisp with no effort. Yet, if you say that's how it goes down, then that's fine with me. I'll just need to get the Grey Knights in later.


Don't overestimate his abilities. Murdering a bunch of idiot mercenaries who had shown open hostility towards him the entire time they'd interacted with him, after hearing them receive orders to capture him, is one thing. Reacting to immediate and overwhelming force without any warning, that'd more than do it.
@Jbcool@Klomster@BCTheEntity

Well, if everyone absolutely must know, and wants to spoil the surprise, the true source of Urgruggs unique abilities lay within his very DNA. I can elaborate, but again, that would be telling.

As far as bad things not happening when he uses psyker abilities... that's exactly why I asked @Jbcool what source we're using to take precedence. Like I've mentioned, a great deal of what I know about the setting comes from the tabletop game and the associated codexes. Generally speaking, the only time anything bad happens to a psyker while manifesting is if he draws on too much power to cast a spell. Both spells he's used are relatively easy to cast, with a very low chance of anything bad happening. I've never used any system where psykers had potential to cause other issues. Going forward, I can work that in, but from what I can find it's generally not common, and most of the side effects are largely irrelevant. Creepy, sure, but they'd have no real impact on what occurs.

In the context of the setting, nothing bad has happened to him because he's a powerful, experienced, and largely unchallenged psyker attempting to use spells he's cast hundreds of times before. The important thing to keep in mind about him is that he's more like a chaos sorcerer than he is anything. He no longer has a connection to the Waaagh, he's just a powerful psyker who's made deals with any number of daemons to increase his powers further. Psykers manifest powers all the time, with generally little issue, so long as they have proper training. That's how astropaths are able to use their powers to reliably guide people through the warp, and how librarians or the like, despite useing psyker abilities on a very frequent basis, live for hundreds to thousands of years.

To put it in a more meta perspective:
He's the only psyker in the group. We're facing the imperium, tyranids, other chaos factions, and apparently even eldar. Urgrugg isn't meant to be so much a marry-sue who's just better than everyone else, so much as he's an easily manipulated tool who just wants to please his gods... by fighting. His defining attribute as a character is that he represents a great deal of power to anyone who can control him. Yes, compared to others in the group, he's on a different level in terms of potential for raw destruction, but that's just because he'll have to stand as their only defense against things with similar powers. To quote a favorite novel, 'If they're doing their job right, you'll never know that a wizard took part in a battle. However, when one side waivers, the enemy will know pain like no other.'
Really, @BCTheEntity had it right. Psykers, in general, are just more powerful when compared to non-psyker equivalents. From an in-universe perspective, the only thing that gives others a chance against them is technology, and surprise.
Though, to be fair, killing him would be a simple matter of sneaking up behind him and blowing his head off with a melta gun. Any given power weapon with a blade could also be used, just take his head off with a good, swift swing and don't put it back on.
@Necroes Just a question.

Is the bird thingy supposed to be some sort of generic (not at all tzeentch) deamon, or is it a lord of change?
Since if it's a lord of change..... i'd suggest going for a run of the mill deamon instead.

Since the other is obviously a hell knight of khorne, or a bloodcrusher as they are known as nowadays.

Greater deamons are so muc hurt in such a small space, it would be difficult to summon one.... at all. Let alone in a couple of minutes. I'm just wondering here.


They are just heralds of their respective gods, tzeentch and khorne. The tzeentch one is a powerful psyker, whose dedication to his god has made him look exceedingly different than one would expect a puffed-up pink horror to look. However, that's ultimately all he is, a pink horror with notions of grandeur. The other is just an uppity bloodletter riding a juggernaut. Being heralds, they have reached an exalted status which would set them apart from the usual rank and file, and I took a bit of creative license with their appearance since they are specific warp entities, and not just whatever random daemons that happened to be listening in at the time, but yea... no greater daemons.
@Jbcool Something that I've just read up on that bears mentioning, but the prime figure in a Genestealer Cult is not the Broodlord, but the Patriarch, though as of 2016 revisions they are physically similar. Broodlords are kind of just "souped-up Genestealer sergeants" in terms of role, unless they're Vectori-strain, which I wouldn't have immediately assumed myself due to those being somewhat bizarre in nature. Just a thought.


The main difference between a brood lord and a patriarch is that a brood lord begins life as a brood lord, where a patriarch is originally just a genestealer, that has grown more powerful to fulfill the role of leader of the cult it's created. Functionally, they are the same basic creature. So much so, in fact, that if a cult ever encounters a full-fledged hive fleet, the patriarch is treated as nothing more than your average, run of the mill brood lord. This is reinforced by their stat-lines being virtually identical in the game.
So many voices, all filling the world beyond with their seemingly chaotic babble. Each one spoke its own story, defiantly declaring its presence into the cacophony that is the warp. Some sung songs of magnitude, actually capable of affecting the ebb and flow of the maelstrom of warp energy. Others made barely a whisper, almost drown out completely by the booming voices surrounding them. Each voice, though, was being drawn towards a central call, something ancient and powerful, some siren that drew in those who heard it, even if they did not realize they were under its spell. So much was happening, and it all made Urgrugg shudder with anticipation for what was to come.

As he sat amid the barren halls of some small, abandoned barracks, he allowed the sounds to come into him, to fill him with their meaning. It was the place of a shaman to guide his people, to cast himself into the world around him and read the energies it emitted to foresee the future. On his home world, orc shamans believed the visions they received from divination spells they cast to be given directly from the great, green gods. While it was impossible to say whether any one vision came from the orc deities, Urgrugg knew that many were simply the natural result of such spells. Unlike his fellows, though, he knew well how to properly use said magics, and use them he did. Normally, use of his warp powers was dangerous, and even spells of divination generally tended to be. However, the ancient spells of his people held no chance of harm, as they did not call upon the powers of the warp, but instead opened the shaman's mind to them, allowing him to read them in ways no other race could.

The spells were ancient, not even taught but instead something the shamans of his world simply knew, a birth right of his people. It was told in legend that these spells had been written on the very elements with which the smart-boys had created ork kind. Though he could never be sure, Urgrugg suspected this legend to be true, as no being he had ever met could read the waves of warp energy as those spells allowed him to, now that his spirit was able to fully grasp the subtleties involved. For this reason, he was able to see far more than any ever believed he could.

What he read both excited and disturbed him. The most obvious presence almost made him giddy. He had interacted with the insectoid race that the humans called 'tyranid' only a few times before, but those encounters had left an impression. Their energy within the warp was as obvious as a neon sign, and he could almost feel the heat from that sign, they were so close. Beyond that, though, he felt more. There were many things aboard this mass of floating metal, and even more were arriving. The energy that emitted from those dedicated, and thus scarred, by the powers of the warp were unmistakable, and there were so many that had arrived so suddenly from out of the warp itself. Some other things, though, he did not recognize. Strange beings, daemons of a kind he had never encountered, some odd curiosity handling powers it did not fully understand, and even a faint whisper-so small he almost missed it entirely-of a scale he had never before encountered.

All these things were good omens, though. Each one represented a unique, and potentially beneficial opportunity for Urgrugg to take advantage of. It was those voices that sang from beyond the hulk's outermost hall that gave him pause. Humans, mostly-which he cared little for-including the sudden influx of energy he expected from the arrival of the army the woman on the vox had promised him. The voices which gave him unrest were those that reminded him of the strange, elf-like things which had rescued him so long ago. Though not entirely the same, and despite the fact they had ultimately helped him, Urgrugg had no pleasure with the thought of potentially facing such beings, in any capacity.

Ultimately, though, none of that mattered. What he had to do was still set before him, and the approach of the tyranid served his needs quite well. As he had sat, his mind open to the flow of energy around him, his staff had sat as well. It acted as the anchor which drew his mind back to his body, once it had finished exploring the world beyond. More than that, though, it acted as a beacon, a single, fixed point of unmoving, unchanging energy in a world where the only constant was change. Such a thing would not go unnoticed, and indeed, he could feel it had drawn the attention of the being he had intended it to.

Opening his book, he began the incantation. The spell was in a language long unheard by the ears of men. He filled the words with power, so that they could reach across the veil and into the world beyond. As he drew the circles of power into the metal hull of the ship with a piece of broken steel, he smiled as he heard the sounds of his enemies drawing near. At the center of the circle, amidst sigils and runes that radiated power, was his staff, held upright by some unseen force. Glowing at the top, the crystal hummed with the warp energy stored inside, illuminated Urgrugg from behind when he turned to face the incoming threat.

Three half-breed mutants rushed around the corner, each brandishing some crude piece of broken metal as a weapon. Their faces were disfigured, their mouths covered in blood that smelled of vermin. Even as the closest lunged forward to strike, Ugrugg's long arm shot out, gripping the thing's head in one massive hand that crushed it in an instant. Still chanting those ancient words, he tossed the corpse down to his side, where its blood began filling the circle and symbols Urgrugg had carved. Without hesitation, the other two split, coming at him from either side. Ducking back at the last minute, Urgrugg slammed his fingers talon-first into the soft flesh of the two creatures' chests, literally tearing their hearts out in the next moment. One he took and squeezed, using it almost as a sponge to smear blood like paint on the walls around him, making more strange and ancient markings. The other, he took a bite out of, before stabbing on the gem of his staff, letting the blood coat the large crystal.

As expected, he felt the presence of the daemon he had invited into this world as it left the warp. The creature was covered in pink, green, and blue feathers, with a long beak for a nose that ended in a spiral pattern that looked almost like a drill. It had three arms, wore a loin cloth split down the middle in such a way that revealed it had no genitals, and carried a gnarled staff that appeared to be some kind of orange metal shaped to look like bone. Urgrugg stared into the pure white eyes of the daemon of Mork, and smiled as he heard the approach of more tyranid mutants.

Just as they rounded the corner to see their brothers' dead and desicrated bodies, the second daemon made his presence known. One of the seals on the wall burst into a ring of flame, from which charged a red, spiked humanoid creature, wielding a blade made of black flame. It rode a massive beast, that appeared to be made of living metal. The beast slammed into the midst of the mutants, tearing one to shreds under its bulk, as the flaming blade of its rider sliced through the air, the last of the mutants bursting into black flames as they were struck down.

The daemon of Mork turned to him, from atop his steed. Glaring at each other, the creatures nodded to one another, the two knowing well by now the usual bargain. "Oi, gits," Urgrugg yelled, getting the two creatures' attention, "you know da deal. Oi calls yuh for da big scraps, and yuh brings yer boys ta da foight." The two creatures hated being treated like servants, and Urgrugg knew that. In fact, the only thing they hated more was each other, and the thought of letting the other have Urgrugg's soul when he finally perished. To that end, Urgrugg had managed to get them to work for him countless times, each one going to great lengths to ensure the ork owed the larger debt to them, so the other had a lesser claim to his soul when he died.

Each was an envoy of one of his gods, and had the power to call on an army to fight for him. The blue daemon could simply summon creatures, slowly building up his forces as he first summoned lesser creatures, they sacrificed some of them to summon yet more powerful beings. By contrast, the red daemon did not call on allies, but simply waded into battle, the fight itself acting as a call to others to join. Both represented different interpretations of traditional ork battle tactics, which Urgrugg knew would please his deities. With their blessing, he knew that their servants would provide him the army he needed.

________________

Outside the hulk, yet another ship arrived. Commanded by High Lord Inquisitor Marcus, and transporting a full preceptory of the Order of Our Martyred Lady, the Witches' Bane was an Imperial cruiser-class ship ready for war. Even as it was leaving the warp, Lord Inquisitor Marcus was calling for communications with any and all Imperial craft in the area. Though she would be loath to admit it to the filthy xeno, she was under strict orders from a senior inquisitor to take the ork psyker alive at any cost. While she normally would not have to worry about such things, the inquisitor in question held more sway in the Ordo Xenos than any other she had ever met, or even heard of. If she did not want to make an enemy of nearly a third of the entire Inquisition, then this was one order she had to follow. Why he wanted this one, specific ork so badly he would be willing to level such a threat at her, she had no idea, but was determined to find out if possible.

For her own reasons, she had decided to make the hulk the rendezvous point with her war-band after learning it would be exiting the warp in this area from her diviners. The plan had been to take him into custody, and used the amassed force she had at hand to guard him. Various reports had suggested that the hulk was some kind of hide out for heretics, looking to sneak into the warp. Something had given her the feeling that there was more to these reports, and it had been a happy coincidence that her war-band could so readily meet her here with the ork.

That said, she could not risk anyone else storming the hulk and coming across her target first. She would have to take some degree of command over the situation, to ensure that her plan did not backfire on her. After what she heard over the comlink, she knew the ork was headed into the hulk, and had to hurry to catch him before he ended up so deep inside they'd never have any reasonable chance of actually finding him in the hulk's labyrinthine interior. Of course, she could not let on about her secret objective, or some fool looking for a promotion might find some way to steal her prize. It would be difficult, but she was going to have to take control without giving herself and her goals away. So long as she didn't give them a reason, no one should suspect her of foul play. After all, when all was said and done, she was just an inquisitor, come to eradicate a reported nest of heretics. 'Ah, and here comes Armond with the vox now. Perfect timing.'
@JBcool I probably should have asked this sooner, but in terms of fluff, what are we using as the primary source of reference?

I mean, 90% of my experience with the setting is by way of the tabletop miniatures game. Most of what I know comes from the various codexes I've interacted with, and even those aren't always consistent.
So, by my count, it's @DepressedSoviet and @Hank who are yet to post.

Out of curiosity, is it convenient or obstructive that they both happen to be on the same ship?
It's not unheard of for ogryn to turn to chaos. Rare, sure, but far from unheard of. They are the result of worlds devoted entirely to prisons being left to their own devices during the dark times. Sure, they were eager to join up with the emperor, but their culture before hand was a world ruled entirely by size and strength. That, and as weak-willed as they are, it's also not unheard of for them to become possessed. There are any number of ways to make an ogryn a chaos follower.

Hell, Urgrugg's always happy to instill a willing mind with a warrior of his great, green, cunningly brutal god.
@Sophrus It should be noted, ogryn are substantially larger than astartes. Ork are generally the size of an astartes when in his power armor. Ogryn, by constrast, well...

Ogryn average the better part of eight to ten feet tall. It's actually a common misconception that astartes are very large individuals. Most of their bulk is in width, not height. They're taller than the average human, sure, but it's not unheard of for unmodified humans to be just as tall, if not taller, than the boys in blue.
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