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Fandom Skaven in 40K Characters

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Mirgris

Elder Member
Sheet:


Name:
Clan:
Class(es):
Stats
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Combat
Subterfuge
Magic
Science
Wealth
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Perks:


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What was key to your rise to power?
Tell me about a time you defeated a rival: (2 paragraphs)
 
Reposting rules for convenience.



Mechanics:
You get 1 Class, 1 Clan, and 1 Perk for free (in addition to any class perks)

You can take one additional Class for 5 points
You can take up to t2 additional perks each cost 3 points.
You can increase each stat by up to 3 and each increase is 1 point.


You may spend as many points as you wish, though purchasing everything for power will be looked down upon instead of making an interesting thematic character.
Each point spent will go into a pool I use to make special opponents.
Each point will be spent on giving them some focus on a thing they do, like leadership, combat, assassination, building.
This pool will also go up when you take over sections of the hive world or otherwise gain notoriety and the notice of the imperium.

1 Point may be worth a crusty old veteran who with one point of leadership gets some small gangs working together in an organized fashion to resist you.
2 Points may make a second hero who is a skilled blacksmith, and suddenly these gangs are in heavy armor and have better less ramshackle weapons.

You get the idea it scales up until I'm dropping 25 points on a space marine squad.


Each stat starts at 3 and they are:


Combat: Your ability to stab and not get stabbed in return.
Subterfuge: Your ability to hide, plot, assassinate, and not have those things done to you in turn.
Magic: Your abilities with warpstones mutating and magical effects. (Does not grant spell casting without a perk)
Science: Your ability to R&D.
Wealth: Your ability to generate wealth for the city, in slaves, warp stone, weapons, armor and food.

Each point is 1d10 you are allowed to roll when you attempt a relevant action. Rolls of 7+ count as a success. You only need one success to pass but harder task will impose a dice penalty. On a roll of 10 you get 1 succsess and another dice to roll (if an effect says 9 again then it becomes 10 and 9's) which can generate more sucsess or even more 10s (or 9's if you have 9 again) generating even more dice. This is infinitely recursive. I have seen someone roll twice as many success as they started with dice before.


Each player will have 3 actions a turn base.
Actions can include any numbers of things but generally will follow a 3 step process.

1) Design whether it is shoving warpstone in las guns, building a massive barracks/training program or something else only very simple things get to skip a blue print/planning stage.
This will generally require a roll on the most appropriate stat and may cost nothing if it does not involve warp-stone. Often uses science or magic.

2) Build: Make at least one of your designed unit, building, weapon whatever. This will not require a roll but will incur whatever cost in wealth.

3) Automate: You hardly want to have to build every unit and sword personally. This will require a roll and spending resources (which are still lost on a failure) but after wards you will automatically produce the thing as wealth or a loss of wealth if making units. (If you automate a big spear making production that becomes a bonus to group wealth per turn because your city has weapons, if you automate a unit, you will produce at least one of those units per turn depending on how much you automate it, but it will still have it's wealth cost) Automating something to make wealth will normally be a wealth roll.


WEALTH

You can also just generate wealth: Gaining a number equal to your success*3 which you can put in your personal or group wealth.

If wealth ever hits 0 units will start to rebel and assassination attempts will go up 20 fold.
If you lose a battle while at wealth 0 (One near you) then the game is over the skaven get wiped out.

Wealth is split between personal and group.

Group wealth is the one that most cost come out of, however the issue with group wealth is you need approval to use it. (Any player can veto)
Personal wealth does not have that veto but does not protect the colony from bad effects for being low.
Personal wealth can be spent once per turn to add +2 dice to a roll at a cost of 3 per dice. (bribery makes the world go around)

Units:

Units come in 3 sizes,

Fodder: These have at least 250 skaven each, thing massed slaves with spears or slings. They aren't effective by any means, but they are cheap, you can reduce their cost down to 1/2 wealth per unit (Each point of wealth gives 2)

Normal: The bread and butter units,normally at least 100 each. Clan rats, light to medium armor, swords and shields. They tend to be decent dependable core that you use slaves to soften up the enemy for. Less likely to run because someone said "boo" May be reduced down to 3 cost.

Elite:The cream of the crop, expect anything between 20-1 for the unit size. They are things like behemoth warp fire breathing rats, warp lightning throwing artillery. Doom wheels, Miniguns, etc. Even one or two of these can turn the tide of most small battles. May be reduced down to 5 cost.

Unit Cost stats at the minnimum for their tier. (0.5,3,5) But may be increased by developing improvements for the unit. If you want to make heavy spiked armor for the clan rats, they will become cost 4. If you however go and automate the production of that armor, they will be reduced back down to 3. In this way you can build infrastructure to get better units at the same price.

Clans:
+2 Subterfuge
+1 Combat
  • Clan Moulder, the Clan which breeds monsters and sews them together Frankenstein style to make even better monsters.
    (For this game the breeding is a mixture of magic and science)
+1 Magic
+1 Science
+1 Wealth
  • Clan Pestilens, the founder of the Pestilent Brotherhood and the largest and most powerful Pestilent Brotherhood member.
    (For this game, the art of making diseases and disease related equipment is magic)
+2 Magic
+1 Combat

  • Clan Skryre, the Clan which produces Warp-powered Tesla cannons, machine guns, vehicles, and other assorted machines.
    (For this game warp tech falls under science)
+2 Science
+1 Wealth

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Class:

Warlord:
+2 Combat
+1 Wealth
Class Free Perk: Personal Retinue

Assassin:
+2 Subterfuge
+1 Science
Class Free Perk: Focused Science (poison)

Psyker:
+2 Magic
+1 Wealth
Class Free Perk: Ritualism

Mad Scientist:
+2 Science
+1 Combat
Class Free Perk: Always tinkering

Merchant:
+2 Wealth
+1 Subterfuge
Class Free Perk: Returning Investments


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Personal Retinue: You have a loyal squad underneath you of skilled rats (based on your clan) Who can either buff one action a turn of yours (9 again) or be used for an additional action at a penalty (-3 dice)

Focused Science: Gain 9 again on one type of science. Choose a field like Poison, Warp Weapons, Siege weapons, Breeding Mutants, Vehichles, Mega Projects.(feel free to propose your own)

Ritualism: You may attempt great magical rituals, these require other casters to help, a stock pile of warp stones and other cost depending upon the desired effect. They can however have Massive effects.

Always Tinkering: Get one free research roll at -2 every turn

Returning Investments: Automatically gain one into the personal and group wealth every turn.

Magic User: You have access to the warp and can create spells/powers and use them in combat or otherwise for your benefit.

Thrall Clan Support: Your city has a lesser clan from this list, that you may choose, who well not loyal in any particular way to any of you they are loyal to skaven survival, can be negotiated with/forced etc etc for various bonuses.

Starting Cash: Start with 5 additional personal wealth

Cheat Death: When things look lost like you (or the whole clan) is about to be immediately killed you get saved by some bit of luck. This perk is lost after use.

Well loved: You have a good reputation making skaven slightly less likely to back stab you. (Expect only one or two assassination attempts a day instead of 5 ((Joke)) )

Fodder Army: Your city starts with 5 additional slave units.

Moderate Army: Your city starts with 3 additional clan rat units.

Clan Army: Your city starts with 1 skilled unit from your clan (Death runners, Rat ogers, Plauge monks, Plauge claw catapult)
 
Name: Viak Amberfang
Clan: Clan Eshin
Class: Assassin

Stats
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Combat: 4 (+1 from clan)
Subterfuge: 7 (+2 from clan, +2 from class)
Magic: 3 (basic)
Science: 4 (+1 from class)
Wealth: 4 (+1 purchased for points)

Perks
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Focused science (poison, class perk)
Personal retinue

Story
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Viak rose to power like a true member of clan Eshin: through stabbing people in the back and use of copious amounts of poison. He kept his power in a similar fashion: by telling other Skaven to stab people in the back. Most opponents that rose up, whether from inside the clan or from outside, usually ended up with amber-decorated dagger in the back.

Viak has started just as every assassin in the Eshin clan, learning how to deliver poisons and stab people in a sneaky manner. Nobody expected him to go up higher than usual assassin. Until he stabbed someone important in the back and took his position. Then he did that again, one step higher. Then he poisoned someone even higher in the hierarchy and took his position. Rinse and repeat until you reach desired position, which, in Viak's case, was high ranking assassin. After disposing on at least twenty more Skaven by various means and not going any further, Viak decided to keep his ambition in check and secure his own back. He gathered a retinue of loyal (as much as Skaven can be, at least) and competent rats around him, and started to monitor his own domain, and things beyond it, spotting potential threats and eliminating them via clan Eshin patented poison and knife delivery system (AKA assassins).

First and last major threat to Viak's power was in the form of Asqhilk Vermincrest, plaguelord from clam Pestilens. All assassins sent against him ended up dying horribly, and all attempts at poisoning him somehow misfired and ended up killing one of Asqhilk's servants. Finally, Viak decided to go after the plaguelord personally. After poisoning out most of Pestilen retinue, he tried to stab Asqhilk in the back. This failed, and Viak majority of his teeth punched out in the process. He decided to pull out the rest, and replace all of his teeth with amber replicas. At this point, he also adopted a practice of decorating his own weapons, as well as those of his retinue, with amber. After recovering from the failure, Viak attempted to kill Asqhilk again. This too failed. After this failure, Viak decided "screw this", bought several warpfire throwers from clan Skryre and staged an attack on Asqhilk's headquarters. This attempt finally was a success, doubled by the fact that no one realized that Eshin were involved, and only remaining trace of assassin's involvement was amber decorated dagger embedded in Asqhilk's skull.
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One point spent on boosting stats
 

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