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Dark Times (Warhammer 40,000 Role Play)

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Dark Times (Warhammer 40,000 Role Play) Empty Dark Times (Warhammer 40,000 Role Play)

Post by Captain Venku Sat Sep 25, 2010 8:59 am

Based on the Games Workshop Role Playing game of "Dark Heresy"

The Year is 40995 or 995.M40

Ten thousand years ago, the Imperium of Mankind was in its hieght, and the Emperor of Mankind was leading a Great Crusade to unitify humanity. He lead eighteen legions of super soldiers, thousands upon thousands of great warriors under one banner, the banner of Terra. They fought countless of battles. Large formations of Space Marine companies, moving as unstoppable wall. Gigantic metal Titans walking the planets, supporting the Space Marines. Each battle for a planet or a system to bring humanity closer to it's place as rulers of the galaxy.

But this was not to be. The Dark Forces of Chaos saw the threat that humanity posed to their power, and saw that the Great Emporer could complete this task with his Space Marine Legions. So, they began plotting against them. The Chaos Gods, rulers of the Warp, sent whispers into the ears of Space Marines, corrupting them to the Dark Gods will. They finally won the ear of Horus, one of the Emperor's sons and Primarch of the Sons of Horus.

Horus was the Warmaster of all the Imperium's forces, a position never held by anyone before him. He was chosen by the Emperor to lead the Legions in his place. For years, the Space Marines contuned on their task under Horus. But when Horus became under the influnace of the Chaos Gods, he rebeled against the Emperor, taking half of the Space Marines against him. A civil war broke out, now called the Horus Heresy. At the end of the Heresy, the Emperor killed his favorite son, but his body was broken, and couldn't support life for long. The Emperor now sits on the Golden Throne, a god to his people, protecting them from the Forces of Chaos.

Now, with his power fading, and Chaos Cults becoming more and more numberious, it falls to the Inquisition, The Space Marine Chapters, and the Imperial Guard to protect Humanity from this dark time.

---------------------------------------------------------------------------------------------------

Ok, with the background finished, here is the bios.

Name:
Race: (Human, Space Marine)
Organisation: (Humans have Inquisition, Imperial Guard, Imperial Navy, Officio Assassinorum [Office of Assassins] and Sisters of Battle. Space Marines have Grey Knights and Black Templars. Both have the Adeptus Mechanicus people in it. More details when you ask me.)
Age: (Depends on your Race. If your human, then it's anywhere from early 20s to late 90s, thats normal human age. If Space Marine, then its 100 to 400 years.)
Ablitities/atubutes: (Psyker {basically magic, but only used in the Inquisition and Space Marines}, range combat, close combat, etc.)
Short History: (This is a sci-fi role play. Need any help, ask me)

When you give me the race and organisation you're playing as, I will give you a weapons load out that that group normally uses. I may also have some people play as NPCs, who either meant to die, or have to be played a certan way.


Last edited by Captain Venku on Sun Sep 26, 2010 8:48 pm; edited 1 time in total
Captain Venku
Captain Venku

Posts : 411
Join date : 2010-09-06
Age : 33
Location : In the shadows


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Dark Times (Warhammer 40,000 Role Play) Empty Re: Dark Times (Warhammer 40,000 Role Play)

Post by The Cap'n Sun Sep 26, 2010 4:57 pm

Redo!


Sid Parare
Human
Enginseer
Age 48


Abilities: Sid is an excellent repair man and inventor, so he knows his way around pretty much all forms of machinery. Sid usually sticks to long range fighting to avoid doing heavy damage to his machines which he loves like his own children and can do quick temp repairs of other weapons and mechs until he can do full repairs afterward. Although Sid loves machines, he's not good with using them and tends to destroy or ruin them beyond repair, even his own creations. Sid is great with haggling and can get all his tools and equipment at nearly 50-60% off the original price.

Appearance and personality: Sid has pale white skin, but not so much as to say he's a ghost since he doesn't get much sun from working on his inventions. He stands at 5' 11" with an average build, but his arms are a little more muscular from the physical labor he does (But Sid is a terrible physical fighter and can't throw a punch for the life of him.) His hair is dark blond which is in a crew cut but keeps his sideburns in tact to his jowls. He has a pair of thick blue goggles which are usually on his face at all time, even when sleeping. His mechandendrite is a three pronged hand that is hooked to the back of his right shoulder. The mechandendrite is oddly crafted as the hand and most of the shoulder pad it is connected too are aged and have heavy marks on them seeing as it belonged to his father but remade to be of good use. Since it is crudely made using parts of an inadequate and almost completely destroyed machine, when it was first equipped to his body a malfunction occurred and the limb has been implanted in one of his major arteries. Thus is the limb is ever removed completely, Sid will die almost immediately. Sid is very cocky when it comes to his machines and will always defend them, no matter the fault. As brilliant as he is, Sid is a little lacking in social maters and often says the wrong thing at the wrong time to the wrong person but he does have the right choice of words when it comes to shopping. He can be very understanding but he's often impatient so he can offend people when he decides to cut someone off from speaking to him to leave and fix a squeaky chair or door.

Background: Sid had a rough childhood but a good one all the same. His father was a member of the Techpriesthood and enrolled Sid in its studies when he was very young. While Sid was still learning the ways of becoming an Enginseer, his father was killed in an ambush against the squadron he was assigned for mechanical duties and he and the entire squadron was killed. When Sid heard the news, he immediately wished to see his father, unfortunately his body was completely burned and with just a few wires and pieces of metal that was his mechandendrite. Using the tattered remains of his father's mechandendrite and using his own model he created C.O.T.O.B. (AKA Chip Of The Old Block). Although the operation caused the limb to forever stay in his body, Sid has come to terms with it and sees it as his father always being with him. Sid graduated from the academy, barely though, and was immediately drafted to the Imperial Guard. Sid is getting tired of this lifestyle and wishes to leave the life of an enginseer forever and just become a normal mechanic.


Last edited by The Cap'n on Mon Sep 27, 2010 2:08 am; edited 1 time in total
The Cap'n
The Cap'n

Posts : 1779
Join date : 2009-12-17
Age : 33
Location : The Stormy Skies


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Dark Times (Warhammer 40,000 Role Play) Empty Re: Dark Times (Warhammer 40,000 Role Play)

Post by Captain Venku Sun Sep 26, 2010 8:44 pm

Ok, just a few things. One thing was my fault. I didn't add a faction called Adeptus Mechanicus. They are mechanics in all of the Imperium's forces. He, being a human and not a Space Marine, would be called a Enginseer, a type of Tech-Priest. Space Marine's equivilant is Tech-Marine.

Second, the actul role play takes place 10000 years after the Heresy. Although, his father can stay as a draftee because the Imperium fights battles everyday.
Captain Venku
Captain Venku

Posts : 411
Join date : 2010-09-06
Age : 33
Location : In the shadows


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Post by The Cap'n Mon Sep 27, 2010 2:09 am

Okay, I gets it! Redid the bio, check if there are still problems.
The Cap'n
The Cap'n

Posts : 1779
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Dark Times (Warhammer 40,000 Role Play) Empty Re: Dark Times (Warhammer 40,000 Role Play)

Post by Captain Venku Mon Sep 27, 2010 2:48 am

Looks good. I only skimmed it though. I am hard on time in the mornings.
Captain Venku
Captain Venku

Posts : 411
Join date : 2010-09-06
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Location : In the shadows


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