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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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@Sophrus ...sized for humans, or Space Marines? Bearing in mind, of course, that a fully-functional suit of power armour negates the need for a pressure suit.


Also bear in mind that this is a pre-heresy ship, which would be much better outfitted. In addition, a pressure suit, while not strictly necessary for a properly equipped marine crew, would always be helpful for emergency situations and quick repairs to the outside of the ship. It is known that space marines do not, in fact, spend 24/7 in their armor. They take it off regularly for cleaning and maintenance.
As well, the lower-ranking members of a space marine chapter, while not full blown marines, would still not be stock-standard humans. Instead, especially before the heresy, they would be noviates, which are roughly marine-sized anyway. So, in all likelihood, there would be a spare pressure suit or two among the equipment of this pre-heresy space marine vessel.
Must be one hell of a commissar, if an entire penal legion looks at a group containing xenos-, psyker-, chaos-, And tech-heresy and goes, 'welp, beats a cell.'

Although, as of yet, we don't have an out-right criminal in our group. With that added, we'll round out the complete heretic pie-chart.
Okay, so if I have this straight... Both of our tech people are now either inside, or on their way to being inside, of the larger ship. Meanwhile, we're all still back on the anti-psyker ship.

See, the problem I see with this situation is that whatever door the two techies went through isn't just immediately outside our airlock. It's some distance, which the rest of us will have to somehow cover. Urgrugg will be able to magic himself over there, if need be, and everyone in space marine armor should be fine with their mag boots.

How is anyone else going to move around in space? More importantly for me, why is teleporting the group somehow less efficient if Urgrugg is going to use warp power to get himself onto the other ship anyway?

I guess I'm just missing the point here.
So, I guess this is the part where I introduce myself. Excuse the lack of flashy fonts or non-standard formats. Not that kind of person, really.

Well, let's start with the basics. I've been RPing now for over a decade. I started writing as a hobby before I hit my teens. In general, I'm a pretty straight forward kind of person. Expect conversation if you decide to pursue an RP with me; I try to make friends with my RP partners.
As for what you can expect from me as an RPer, I'm a pretty standard advanced level writer. I average three to four paragraphs a post. My grammar and spelling, while not perfect, are generally error free. When possible, I try to reply between once a day to once a week. Like many people, I'll have dead spells, but if that happens I'll let you know. Beyond that, feel free to ask me anything. I'm always open to fielding questions.

While I like to think I'm not a zealot, I do have some rules. (Here forward, I'll be making frequent use of hiders.)



Now, for the ideas I have ready. These are basic scenarios where I largely know who my character is, have a good idea of the setting, and have a general idea for what role your character fills. That said, I still expect my partners to take that role and really make it their own.

I'll do my best to keep this thread up to date with which I'm looking to do and am not doing with anyone.







Lastly, settings; Most of you are probably expecting pairings here, or even fandoms. Well, that's not how I do things. What follows is a list of pre-existing settings that I enjoy and am willing to use as a foundation for creating original characters and a plot for them.
Again, I will do my best to keep this list up to date.

-Warhammer 40,000
-Golarion (Pathfinder)
-Shadowrun
-Avatar: The Last Airbender (either time frame)
-World of Darkness

Please note, I mention these only as the basis for original plots. I use them as a useful short hand for settings that already exist, not to be used in any relation to the settings own main story lines and/or main characters.

I am also always open to hearing original ideas. However, please know that I expect the freedom to create my own half of the story, not just my own character. Just like I don't want to feel like I'm telling my partner a story, I don't want to feel like I'm having a story told to me.

If you've made it this far, thanks for reading, and I hope to hear from you soon!
In dead 9 yrs ago Forum: 1x1 Interest Checks
Definitely interested. Sent you a PM.
So, would anyone whose character knows what a melta gun is care to make use of one?
@Wraithblade6 That one actually has real-world science backing it up. Ork are, largely, fungus, i.e. plants. Studies into the topic have shown that plants can survive in a vacuum for upwards of thirty minutes without negative consequences. Now, being only mostly fungus, it still likely wouldn't agree with him. However, again going back to the ork thing, he'd shake off what damage was caused pretty quickly.

@Klomster It's less a matter of him not being able to figure it out, so much as he has no reason to. Remember, Urgrugg thinks largely like a human in many ways. Given time and motive, sure, he'd probably be able to figure out which of the available weapons are guns, and would pull their triggers until he found one that did as he needed.

However, keep in mind, he comes from a feral world. His experience with technology has been limited by what the rogue traders who hired him allowed him to see and interact with. Given what they were, most of them wouldn't have access to the kind of weaponry you'd see on a space marine ship. The few that did especially wouldn't be packing around the same model as a founding chapter from before the heresy.

Basically, what it comes down to is, he doesn't know what any of the guns do because he's never seen them before. He knows what a gun is, and has the basic understanding of how to operate it (point, pull trigger, etc.) but that's not the first solution he'd ever turn to. In this case, he's passively assuming that if any of the weapons on the ship Could help them, then one of the four people on the ship with experience with those weapons would have already picked it up and would be using it. That, or there's some reason why they haven't yet.

I'm not saying he wouldn't ever have the idea; I'm saying he'd dismiss it as not being a good one.
@Jbcool Waz ah melta?

No, but seriously, Urgrugg has no idea what any of those weapons do, or how to use them. Being a weirdboy, and not a mech boy, he doesn't just Know how to use tech. While he recognizes that technology is a thing that exists, and that it isn't warp-magic, he knows practically nothing about it. His magic has always been enough for him, and this is the first time he's been in a null zone for an extended enough period that it's relevant. Same would be true of opening the door, though that would be more because being a space marine vessel from the heresy era, it'd probably display in high gothic and he can only barely read low gothic.

As for being able to pull off the spell... short-range warp jumps are actually SOP for weird boys. Da Jump and Ere We Go are both examples of ork spells that could clear the gap, that can take the psyker and groups of 20-30 boys with him. Once he's outside the null zone, warp energy will flood back into him, so he'd have the raw power. Being an ork, he ignores wounds better than most space marines. So, once outside the ship, there's no great reason why he couldn't cast the spell.

Also, being 40k... wouldn't it be Caesar ex orkoid?

Or, am I'm just spit balling here... I could eject everyone out of the ship, and then teleport us all into the bigger ship. That'd certainly disperse the tension, right?
It's been a while, so I feel like I should post. However, I'm having trouble deciding what my post should be. I mean, as of right now, the only thing I can think to do that would be of any major impact to the plot would be to have my careless ork stumble upon some sort of emergency override lever that vents the contents of the ship into space. I mean, he's an ork, so that kind of random, wanton chaos is in character, I just don't know how well it would go over.

Thoughts? Concerns?
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