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2 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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@agentmanatee I've been meaning to ask; Urgrugg has addressed Azazel a couple of times now, only to not get a response every time. It's fine, he was preoccupied each time so it'd be easy to say he just didn't notice.

That said, would working on fixing the orks arm be something he'd be interested in attempting? Or would I be wasting my time barking up that tree?
Is anyone else showing this thread has one more post than it actually does? Or is that just me?
Hmm... How does the idea of a dwarf from the times of the Æsir strike you? The heir to a family fortune, a brilliant master of runic magic, and a combat veteran, he'd be a cross somewhere between Howard Stark and Reinhardt Willhelm.
I'm just waiting for someone to open the door. Once he's off the ship, Urgrugg can start being useful again.
@Sophrus I never said you were crazy. I said it was a bit boring.

Also, I'd like to point out, this all started because Jb told me to pilot the narrative. It's not like I hijacked it or anything.
@Wraithblade6 What, exactly, are you complaining about?
@BCTheEntity By Ork standards, he is big. A bit larger than the average nob, he's still not war-boss size. He's bigger than an unarmed space marine, but mostly just by sheer bulk, not exclusively height. If Lucius had never encountered an ork before, than Urgrugg would just confirm the notion that they are about space marine size. If he has, then Lucius would probably think that he's a kind of big ork, but not as big as they get.

The reason it's odd that he (Lucius) is not more gung-ho about killing Urgrugg is because orks have been a thing since well before the Horus Heresy. Standing orders are generally kill on sight because orks spore, meaning where you see one ork, there eventually Will be more. Add that to the fact that ork are somehow naturally attracted to the presence of other ork and tend to randomly show up where ork are fighting, and you can see how they tend to become a bigger problem very quickly. What makes Urgrugg unique is that none of that applies to him, because he's been cut off from the ork gestalt field. However, Lucius has no way of knowing that. In fact, no one on the ship does, except maybe, Maybe, Zuriel... and that's only because Tzeentch might get a hair up the ass he may or may not have, and tell Zuriel how to perform a ritual to acquire that knowledge.

@Klomster Actually, Urgrugg's 'instincts' are mostly intact. It's not the gestalt field that grants them the knowledge of how to do things. That knowledge is written into their DNA. Urgrugg's DNA, while chaos corrupted and mildly mutated, is still mostly ork. Though a mutant ork, an ork is what he still is. He has been taught the 'correct' way to use warp magic, but when things get tight he falls back on his instincts to manipulate warp energy. That's when things get messy... like when he teleported part-way through a bulk head. You know, when he and Zuriel first met.

Also, it is Entirely possible to travel through the warp without a gellar field. We just have to be quick about it. Grey knights and warp spiders do it all the time, and both are massive targets in the warp. If we cloaked a ship in wards and runes to keep us low-key and flew really f*cking fast, we could probably get a minute of warp travel in without any major issue. That alone would be enough time to get us well away from the battle.
@Klomster A gellar field is not mandatory for warp travel. Word bearer ships outright don't use them. They use runes and glyphs to hide themselves from the vast majority of daemons, then just put up with the rest of them. With as few of us as there would be, we wouldn't have much presence within the warp to hide, anyway. Yes, we might get attacked by a couple random, smaller daemons, but we'd be able to fight them off much easier than the couple hundred or so people that occupy the bridge of an Imperial Navy ship.

And, actually, we've got a good deal of time. We'd be a single, fighter-sized ship amidst a battle-fleet gothic sized fight. Once we get out of the ship with the giant "Eldar come get us!" sign on it, we'd have plenty of time.

Also, I Just pointed out that we've not yet seen him attacked. It's not my fault that the space marines are more interested than fighting each other than the ork. Honestly, as soon as we learned we were in a null-zone, I expected a bolt shell in the head. Especially after he, ya know, passed out after attacking someone.
@Jbcool No, he most certainly is a glass cannon. You'll notice, no one has actually yet attacked him. What damage has been done to him was entirely 'self' inflicted.

As for his versatility... well, in a canon where one of the most advanced races in the entire galaxy relies almost exclusively on psykers for literally everything, yes, a psyker is a pretty versatile thing to have around. It's like a wizard in D&D. Look through the things arcane magic can do sometime, you'll find 'almost anything' basically describes it.

Also, he's not a navigator unless we're in the warp. Even then, he's not great at it. Like with pretty much anything else, he's an ork. Capable, but not ideal. Which brings me to why I've not suggested he mind-control someone... he can't do that. The extent of his telepathy amounts to various levels of screaming into other people's brains. In this case, volume determines if it's only unpleasant, or lethal.

Oh, and in case you forgot, the ordo xenos Is after him. Or did you forget the high lord inquisitor that's currently hunting him? You know, the one that sent a literal army to go after him. Another ordo's army, mind, so a high lord of some higher than average level of standing at that. The reason the Entire ordo xenos isn't after him is because the Milky Way is a big place, and there are a lot more xeno threats to deal with than one ork.

All this brings me to my final point. The only complaint you've made so far about my character that holds water is that he's an ork devoted to 'chaos.' If he were a thousand sons' sorcerer, he'd be fully capable of all of this, be just as capable in melee combat, be even harder to kill, and as a psyker he'd be even better as he'd be far more precise. So, if you're really so dead set on my character being more lore-abiding, then I can switch to a standard chaos-marine sorcerer once we get outside of your null ship.
Ugh... if you all are so hard-set on making this Boring, then why are we even worried about bothering getting a full-sized ship?

Urgrugg is fully capable of punching a hole into the warp. He's done it once already, and given even a little time, especially with help from another psyker, he could do it again on a bigger scale.

We don't need a warp drive ship. We can just do what the ship Urgrugg flew in on to get to the hulk to begin with did. It's stated in his CS that Urgrugg can navigate through the warp. As it's how he got there to begin with, it's completely within reason he'd think to do it again to leave. Chaos psykers, such as the word bearers and the thousand sons, can use psychic runes and glyphs to protect their ship from the harmful effects of the warp, so we don't need a gellar field.

So, again, if you all want to be Boring, then fine... we can just hijack a thunderhawk, kill some random space marines, then get out of dodge.
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