Second Sphere

Enclave => Online Roleplaying => Topic started by: BigToof on December 07, 2012, 12:28:33 AM

Title: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 07, 2012, 12:28:33 AM
ORk ROLEPLAYING!!!


The Fall of Deneb Prime:
--------------------------
This game rotates around a large Ork Rokk that has rather unfortunately exited the Warp near the peaceful, lightly-defended world of Deneb Prime and then made err... Rokk-fall by smashing into the surface.

99.9% of the Orks have died, including Warboss Skullsplitta.

The Orks that are left (including YOU) must deal with the fact that they are on a new planet, with no leadership amongst themselves, with whatever gear they have and can scrounge up.  Humans are everywhere and fighting is dead certain.

In other words: FUN for any greenskin.

If you would like to play, simply respond to this post and, if possible, say which class you'd like to play.

Later, create a character using the rules below.

Feel free to ask any questions.

Lord Zambia and I will be the GMs on this one, and we will do our best to make this an enjoyable and wholesomely destructive bit of awesomeness for you all to enjoy.

Best,
-BT

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

Character Creation:
You have 55 points to make your character.  All checks are made with 3d6, modified for difficulty.  Maximum of 20, Minimum of 5.  All rolls of 18 auto-fail.  All rolls of 3 auto-succeed.  The average Boy will have Stats of 10 across the board.

Ex:
'Ardness:
Grot: 5
Boy: 10
Nob: 15

Stats:
'Ard-ness (A)
Natural strength, toughness and endurance. Contributes to damage it can deal (with melee) and take. Nobz hit 'arder than a regular boy, and are 'arder to take down. It also dictates how much gear you can carry.  For every 5 points, you can carry 1 big piece (i.e. Shoota or Rokkit Launcher) or 2 small pieces (i.e. Slugga, Choppa, Stikkbomb).

Krumpin' (K)
How skilled an ork is in melee. Nobs would utilise ardness and krumpin, whereas a kommando would use cunnin and krumpin. This would be related to different types of attacks. For example - a nob who has low cunnin but high strength and melee skill would be great in a gladiator-style fight, but wouldn't be ideal to sucessfully perform a silent knife-takedown. A Kommando would be much better because of the higher cunning score.

Shootin' (S)
Basically shooting skills in all weapons (basically point and maybe aim) and can also be used to judge how focused an ork can be at something not directly related to another ability

Cunnin' (C)
How sneaky and underhanded the Ork is. Also indicates agility, as well as skills of bluff/intimidate and insight.  Meks use this to make things.  Kommandos use this for their sneaky business.

Luck (L)
For everything else and also to see how horrible things happen to the Orks/their opponents.  The GM may dictate a roll to see how things will turn out if you're in a touchy situation (i.e. falling out of a Chimera).  If it's good, then your situation improves somewhat (i.e. you catch the hatch of the Chimera you're falling out of).  If not, then things get worse (i.e. you catch the end of the multilaser...)  A lot of the less stable Ork gear also needs Luck rolls.  Higher in Weirdboyz and Stormboyz (aka Natural Selection). 

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

Classes:

Your Class gets you one piece of signiture gear (i.e. Mek's tools, Dok's tools, Deffgun, Tankhammer/Tankbuster Bombs, Rokkit Pack, Mega-Armor).  You also get all the skills that go with the class (i.e. Meks make things, Painboyz heal Orkz, etc).  If you want to try a skill that you're not really good at (i.e. a Mek wants to sneak by a sentry), you have to make a skill check at a penalty.  You CAN always try though, even if you have no idea what you're doing.  All classes have a stat requirement of some sort.

Mega-Armor Nob
Requirements: 'Ardness 15
Your signiture gear is Mega-Armor, which is nigh-invulnerable in terms of damage reduction.  Also a power klaw, which is perhaps the most damaging and slow of Ork weapons, and a twin-linked Shoota.  It needs Fuel to run, and sometimes you might fall over, but otherwise you're good to go!

Kommando
Requirements: Cunnin' 15
Your signiture gear is Kommando Gear, which includes rope, garrottes, blade-darkening paint, disguises and all that sort of sneaky stuff.  You start with a Choppa and Slugga.

Loota
Requirements: Shootin' 15
Your signiture gear is a Deffgun, which is a teeth-ratting large gun that you can barely tote around, but is one of the most dangerous weapons available.  Like a lot of Ork gear, it requires a Luck roll to see how much Dakka is coming out.  You also start with Extra Ammo.

Mek
Requirements: Cunnin' 15
Your signiture gear is Mek's Tools, which let you build/modify nearly anything given the parts.  Cunnin' rolls will determine if you succeed or fail.  Much of what you build will need a luck roll when it operates to see how well it works.  You also start with either a Kustom Mega-Blaster or Burna.  Note that the KMB needs a luck roll, the Burna... not so much, but it needs Fuel.

Painboy
Requirements: 'Ardness 12, Cunnin' 12
Your signiture gear is Dok's Tools, which allow you to heal yourself or your mates in the fight or afterwords.  Doks can also try to "improve" Orks temporarily through "fightin' juice" or the like, but that will need a luck roll (from the recepient!)
Unlike a Mek, the Painboy is more about getting in and getting your hands dirty.  Bitz go here and there.  You can start with an 'Urty Syringe (poisoned weapon) or Big Choppa.

Stormboy
Requirements: 'Ardness 12, Luck 12
Your signiture gear is Rokkit Pack, which lets you fly through the air like... like an Ork with a Rokkit strapped to his back.  It lets you hit first, hit hard, and only probably injure yourself.  Your pack needs Luck when you start it and also needs Fuel to run.  You also start with a Slugga and Choppa.

Tankbusta
Requirements: 'Ardness 12 and either Krumpin' 12 or Shootin' 12
Tankbustas are a strange mix of both shootin' and krumpin'.
Your choice of signiture gear is either a Rokkit Launcher with a pack of rokkits or Tankhammer.  Your skills all involve making large things blow up.  Needless to say, your weapons are unwholesomely damaging to vehicles and occasionally to yourself as well.  You also start with 2 Tankbusta Bombs.

Weirdboy
Requirements: Luck 15
Your signiture gear is your Weirdboy Staff.  It's usually just a big stick, but when charged up with WAARGH! energy it can cut through near anything.  To summon your powers, you will need to roll on Luck.  Powers will be added later, but trust me, most are destructive, some are supportive and all are fun.

Flyboy
Requirements: Shootin 12, Luck 12
Flyboyz start with no signiture gear, but are the only ones who can fly Deffkoptas and bigger jets with any skill.  They start with either a shoota or a slugga and choppa.

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

Combat AKA How to Hurt and Be Hurt:

Initiative AKA Who goes First?
Rokkit Pack Stormboyz always go first.
Then goes the mate with the highest Cunnin' on down to the mate with the Power Klaw (always dead last, but hits the hardest!)

Melee:
Roll Krumpin' (K), if you hit great!
Roll either 'Ardness (A) or Cunnin' (C) to injure your opponent.  The more you make it by, the more horrific damage you do to your opponent and you increase the damage chart on your opponent by 1.  If you make your roll by 5, it ups the damage chart by 2 instead of 1.  Tankhammers and Big Choppas automatically increase the chart by 2.  Power Klaws increase the damage by 3 (usually to Mostly Dead).

Shootin:
Roll Shootin'.  Your gun does a set level of damage.  Sluggas up the chart by 1, Shootas and Burnas by 2, Kustom Mega-Blasters, Rokkit Launchers and Deffguns by 3.

Being Hit/Hurt:
Orks are luckily really resistant to damage, as such, the damage levels are really simple:

OK
Hurt
Maimed
Mostly Dead

If you are hit, you can roll 'Ardness or Cunnin to resist the damage (plus or minus difficulties based on the weapon and your armor).  If you succeed, great!  No damage.  If you fail, then you go up one level.

Hurt has no penalties.  Maimed means you're probably missing limbs, so you might be slowed down some or not shoot/fight as well.  Mostly dead, means you can still talk, but doing much besides crawling around is going to be difficult.

Painboyz can fix up Orks in combat.

Orks, if left alone long enough, will heal their own wounds, so after any big fight, you can just wait and you'll be OK soon enough.

Note that humans, Eldar, and other such fiddly races don't have such luxury of injury and as such, you will probably squish them dead the first time you hit them.

Teamwork:
Remember that unlike Humans, Orks work as a team once a leader is established, and given your situation, nobody will rebel or backstab.  Things will need you to work together.

Theme:
This game is going to be very cinematic and tongue-in-cheek.  Physical comedy, baffoonery and general logic-bending will happen, especially if the Meks and Weirdboyz are involved.  Rule of cool is definitely in play here, and you should be able to laugh at your character and the shenanigans of others.  Pretty horrible things will undoubtedly come to the things that encounter the Orks, so brutal depictions can and probably will arise.  So... no squeamish players, please.
Title: Re: Orks Online! [RP Signup Thread]
Post by: The Man They Call Jayne on December 07, 2012, 01:26:25 AM
Oooh this sounds fun, and I'm always up for an RP.

Ok, I'll take weirdboy. Sounds like a laugh.

So I HAVE to have a minimum of 15 points of Luck leaving me 40 points to build up the other stats correct?

Will using an offensive power count as Shootin' or are powers just beased on Luck no matter what?
Title: Re: Orks Online! [RP Signup Thread]
Post by: Railgun Convention on December 07, 2012, 01:37:59 AM
I'm gonna go with a Flyboy, because why the hell not.
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 07, 2012, 03:06:55 AM
Sogood. I'm tempted by a couple classes. I'll have a think and post my decision later. :P
Title: Re: Orks Online! [RP Signup Thread]
Post by: The Man They Call Jayne on December 07, 2012, 04:06:25 AM
Ok, Lets see if I got this right.

Weirdboy  'Edbusta

Luck       17
Shootin'   7
Krumpin'   8
Cunnin'      10   
'Ardness   13

Gear - Weirdboy Pole.

A pole that 'Edbusta found after a battle against some fish 'eads. He has no idea what it was, only that it was all sparky and it tingled when he grabbed it. He decided to take that as an omen from Gork (or possibly Mork) that he was supposed to 'ave it for himself. He thinks it's proper orky though, as it can stick itself to the metal walls of his hut for reasons he doesn't fully understand.

He has since decorated the pole with various totems, and some extra stabby bits, coz' you never know when someone might need a good 'ard jabbin' to keep them in line and away from your teef an' sparky pole.



My idea is that 'Ed managed to loot a Broadside after it had been destroyed and found one of the rails from it's Railgun on the floor next to it. Rather than getting a huge shock from touching such a highly charged bit o' shiny, he took it as a sign and decided to keep it as his Pole. It's also kinda magnetic. It's not any better than a normal Pole, other than it's his and he thinks its better, coz them fish 'eads is well clever wiv shootas and stuff, so it must make a really good Pole!
Title: Re: Orks Online! [RP Signup Thread]
Post by: Ravager Zero on December 07, 2012, 05:14:10 AM
Hmm, this looks like fun.

I think I'll take a Tankbusta. With Tankhammer, of course. ;)

I'll edit in stats later.

EDIT: Stats

Gorksal da Wagonmangla

'Ardness: 14
Krumpin: 16
Shootin': 8
Cunnin': 5
Luck: 12

Equipment:
Tankhamma Speshul (Big). While not any more effective than a regular tankhammer, Gorksal believes dat if he remembers to put da rokkit in da right way round, den swings it good an 'ard, it'll blow up any wagon it hits.
'otload Slugga (Small). A slugga with a Mek kustom job. Exactly 'ow it got that way 'e's not telling, but it seems surprisingly effective at cutting through light armour. Suspiciously so.
Choppa-matic two fousand (Small). A chain-saw type choppa augmented with Gorksal's own teef
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 07, 2012, 07:30:53 AM
Ok, I've decided on the.character I'd like, but I actually want something a bit special. I haven't come up with a name yet and if he doesn't get approved, I'll come up with something else.

For now, character background!

Tankbustad was always a bit wierd, he never fit in with any of the other boyz, he was longing for somefing. What he didn't know, he just wasn't orky enough as he thought it. One day, he was told his gang was gonna be working with a big mek to  attak a 'Uumie group of vehicles. In his own words he; "Boom'd 'ore buggys aye 'an count, then wierd flying 'Uumies landed. deys killed lotz o' boyz befote dey died. One of the meks mumbled about doing it better. Ever 'it' was. A while lader, a mek asked for vooluenteers. da boss sent me. Da mek strapped dis odd device to me back and told me to.turn it on. Dat is how I came a stormboy."

Basicly, I want a stormboy with a tankhammer.
Title: Re: Orks Online! [RP Signup Thread]
Post by: Wargamer on December 07, 2012, 08:33:04 AM
Dibs on the Mek! I'll roll him up later. ;)
Title: Re: Orks Online! [RP Signup Thread]
Post by: Naser Al-Istikhara Cyrus on December 07, 2012, 10:21:38 AM
Quote
Tankbustad was always a bit wierd, he never fit in with any of the other boyz, he was longing for somefing. What he didn't know, he just wasn't orky enough as he thought it. One day, he was told his gang was gonna be working with a big mek to  attak a 'Uumie group of vehicles. In his own words he; "Boom'd 'ore buggys aye 'an count, then wierd flying 'Uumies landed. deys killed lotz o' boyz befote dey died. One of the meks mumbled about doing it better. Ever 'it' was. A while lader, a mek asked for vooluenteers. da boss sent me. Da mek strapped dis odd device to me back and told me to.turn it on. Dat is how I came a stormboy.

I don't know what you know
Quote from: Tybalt Defet on December 07, 2012, 07:30:53 AM
Ok, I've decided on the.character I'd like, but I actually want something a bit special. I haven't come up with a name yet and if he doesn't get approved, I'll come up with something else.

For now, character background!

Tankbustad was always a bit wierd, he never fit in with any of the other boyz, he was longing for somefing. What he didn't know, he just wasn't orky enough as he thought it. One day, he was told his gang was gonna be working with a big mek to  attak a 'Uumie group of vehicles. In his own words he; "Boom'd 'ore buggys aye 'an count, then wierd flying 'Uumies landed. deys killed lotz o' boyz befote dey died. One of the meks mumbled about doing it better. Ever 'it' was. A while lader, a mek asked for vooluenteers. da boss sent me. Da mek strapped dis odd device to me back and told me to.turn it on. Dat is how I came a stormboy."

Basicly, I want a stormboy with a tankhammer.

I dont know what you know about stormboys, but they are the most disciplined in the ork armies. One is not a stormboy simply because of a rokkit pack. I do however like that you're putting thought and uniqueness into your character however - and in survivalist circumstances it is possible that a stormboy might find it handy to use a tankhamma. BigToof is pretty good with producing convincing justifications for unique character types, so I reckon if you send him a PM he'll find a way to ensure that you play the character you want  in this RP without anyone else questioning the plausibility of it :)

So Currently we have:

Weirdboy
Flyboy
Tankbusta
Stormboy (with tankhammer???)
Mek

So far, there are 4 classes left: Painboy, Kommando, MAN and Loota. I don't know if BT wants all classes to be taken, we may start with 1 or 2 more. He'll keep you posted more on that :)

If you have any questions on the RP, feel free to PM Bigtoof and/or myself.

Zambia
Title: Re: Orks Online! [RP Signup Thread]
Post by: Will's on Fire on December 07, 2012, 10:23:53 AM
Dibs on Kommando!

Zaagbiltz

Luck         11
Shootin'    6
Krumpin'   12
Cunnin'     16   
'Ardness   10

Choppa's: Gitstabber and Gutrencha

After popping from his spore Zaagbiltz was always a bit sneaker. Zaag grew up slittin' the throats of kommandos until he was accepted. Zaag is now cuttin' the throats of anything that cheeks him.  His choppas never leave his side. Unless thrown to kill.

"Zaag 'ere, I earz ya got stuff ta kill? Suits me jus' fine."




Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh! :P
Title: Re: Orks Online! [RP Signup Thread]
Post by: Mabbz on December 07, 2012, 10:55:35 AM
Quote from: Wargamer on December 07, 2012, 08:33:04 AM
Dibs on the Mek! I'll roll him up later. ;)
DAMN IT!

Fine, I'll take what I seem to have a lot in RPs... The healer.


Painboy Ducktape
A: 13
K: 9
S: 4
C: 16
L: 3

Gear: 'Urty syringe

When the rokk crashed, Ducktape actually lost both of his legs. Fortunately there were plenty of donors nearby. He has a tendency to think of others as piles of spare parts for himself.
Title: Re: Orks Online! [RP Signup Thread]
Post by: Wargamer on December 07, 2012, 11:45:44 AM
Just a thought about Orks "working together"... sure that will only apply as long as there is a bigger Ork to boss us around? This reminds me somewhat of GorkaMorka, where the moment any Ork gained a higher Leadership value than your Nob he challenged said Nob for leadership of the warband.

I for one suggest we all get into the Orky spirit on this, and choose the party leader by comparing our 'Ardness scores and making the 'Ardest (and thus biggest) Ork the leader. Bonus points apply if said Ork is clearly not leadership material. :P

Right, now for my character.

Grotbolt Zzapsnag, Mekaniac and Spanna-Boy Extera Extroid The Really Impressive!

'Ard-ness: 11
[2 big / 4 small]

Krumpin': 7

Shootin': 12

Cunnin': 16

Luck: 9

Equipment:
Big: Kustom "Mek's Speshul" Shoota with Red Bullets (dey get to the target fasta!), a Hoojimafig and a really, really snazzy paint job. Like, super amazingly awesome paint job! The kind of paint job that makes you go "Wow! Whoever owns a shoota like dat has got to be a big Nob and no mistake!"

Big: Mek Toolkit. Contains everything a Mek might need to do Mek things; spanners, 'ammers, a funny bit of coiled metal that climbs down stairs on its own, a can of squig fungus beer that was left over at a party and was quickly shoved in the bag to take home. The usual.

Backstory:
Right, so the thing is, right, that the reason we crashed is that someone - not me, one of the other Meks who think they're so great just because they built a 'Space Enjun' - made a right cockup, see? From what I can tell someone connected the Doodahs to the Wossnames when they should be connected to the Thingamabobs and the Wossnames go with the zappy-cracklies, only the zappy-cracklies were wired to the Powa-Routa, which is a disaster on account of you gotta' wire crackly-zappies to the Powa-Routa. But they did that and so they reversed the polarity, and you don't reverse a polarity! Ever! Nothing good ever happens, except that one time a Grot got sucked in and exploded and stuff. That was awesome! But apart from that one time, and the other three times Grots exploded, nothing good ever happens from plugging the zappy-cracklies into the Powa-Routa.

So what happens next is we have a bit of an argy-bargy with Gravy-Tea, and because nobody built our Rokk the right way (ie: the way I wanted to) we lost and had a bit of a fall. Now, I can fix this, but I just need a few parts. And some metal. About... a Metric Zogload of metal. An Imperial Zogload will do, but I might have to fudge it a bit. Oh, and I'll need lotsa Go-juice, a buggery-huge load o' wires, some string (four inches - really, really important it's exactly four inches!), a copy of Squigs Gone Wild, a box of tissues and twenty minutes behind the Trukk shed. If possible, about a hundred Grots to do all the actual work as well. That'd be grand.

You know what, maybe I should just come with you lot and make sure you get the right parts...
Title: Re: Orks Online! [RP Signup Thread]
Post by: Railgun Convention on December 07, 2012, 01:00:28 PM
Flyboy Lurtz,

'Arrdness: 10
Krumpin': 8
Shootin': 16
Cunnin': 5
Luck: 16

Equipment:
Really Big Shoota (Probably takes up both slots!): It's stupidly huge! Obviously dis Ork 'as a lotta teef! (May or may not be a Supa-Shoota he ripped off his busted plane)

Lurtz was originally a member of one of this Waaagh's Kults of Speeeeed. When its meks finally got the hang of making flyin' stuff that didn't explode when you pressed the wrong button (of which Lurtz was on the receiving end of several!), Lurtz had his very own Supa-fast winged engine. It didn't last long, though - soon thereafter, the Rok crashed, wrecking the plane. If Lurtz knew what gravity was, he'd be trying to beat it into submission right now, but as he doesn't he's instead focussed on stealing someone else's plane.
Title: Re: Orks Online! [RP Signup Thread]
Post by: Naser Al-Istikhara Cyrus on December 07, 2012, 01:34:45 PM
Quote from: Wargamer on December 07, 2012, 11:45:44 AM
Just a thought about Orks "working together"... sure that will only apply as long as there is a bigger Ork to boss us around? This reminds me somewhat of GorkaMorka, where the moment any Ork gained a higher Leadership value than your Nob he challenged said Nob for leadership of the warband.

I for one suggest we all get into the Orky spirit on this, and choose the party leader by comparing our 'Ardness scores and making the 'Ardest (and thus biggest) Ork the leader. Bonus points apply if said Ork is clearly not leadership material. :P

I believe this is bound to be one of the possible entertaining moments in the beginning of the RP. BT and I are very eager to watch how a mob of orks denotes said leadership. So I reckon instead of agreeing to something pre-game - work it out in the RP? :P
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 07, 2012, 02:47:59 PM
Holy Moley!

Wow, this is a great series of responses!

Ok, so let me do a quick Lineup:

------------------
Weirdboy  'Edbusta (Jayne)

Luck       17
Shootin'   7
Krumpin'   8
Cunnin'      10   
'Ardness   13

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

Zaagbiltz (Will)

Luck         11
Shootin'    6
Krumpin'   12
Cunnin'     16   
'Ardness   10

Choppa's: Gitstabber and Gutrecncha

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

Painboy Ducktape (Mabbz)
A: 13
K: 9
S: 4
C: 16
L: 3

Gear: 'Urty syringe

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

Grotbolt Zzapsnag, Mekaniac and Spanna-Boy Extera Extroid The Really Impressive! (Wargamer)

'Ard-ness: 11
[2 big / 4 small]
Krumpin': 7
Shootin': 12
Cunnin': 16
Luck: 9

------------------
Flyboy Lurtz (RC)

'Arrdness: 10
Krumpin': 8
Shootin': 16
Cunnin': 5
Luck: 16

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

Tankbustad (TD)

Stats pending

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

Unnamed Tankbusta (RZ)

Stats pending

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

It's a pretty solid lineup so far!

I'll let the thread go for a bit more to see if we have any stragglers, but I was shooting for six or so.  Good to see things fill up so quick!

As for the Tankhammers, just to let you all know, we're making the mechanic so that if you use your Tankhammer, you need a Rokkit.  You start with a Rokkit on your Tankhammer, and you can get spares, but otherwise you'll have to scrounge or ask the Mek.

As for who's going to be in charge, 'Ardness certainly sounds like an option.

Of course, then... uh...

(flips through character list)

Then that means either the...

The PAINBOY (oi, we ain't done wif da surgery yet!) or the WEIRDBOY (oh, heavens!) will be in charge.

Uh... I'm ok with it either way, but we can do it in RP depending on what the last two characters come out to be.

I'll be working on the Weirdboy powers in the meantime and they should be up later.

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 07, 2012, 02:49:59 PM
Oh, and Mabbz?
You're 10 points under.

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: Mabbz on December 07, 2012, 05:28:05 PM
Quote from: BigToof on December 07, 2012, 02:49:59 PM
Oh, and Mabbz?
You're 10 points under.

Best,
-BT
Am I? Oh, so I am. I misread the character creation thing. I thought my stats were a little low :derp:

So I'm currently tied for first place in 'Ardness, and by extension the race for leadership, and I have 10 points left. Well, my course is clear. Have my new stats:

Painboy Ducktape (Mabbz)
A: 15
K: 9
S: 6
C: 16
L: 9

Gear: 'Urty syringe

DUCKTAPE FOR DA BOSS! FOLLOW ME OR I'LL GUT YA FOR PARTS!
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 07, 2012, 07:07:05 PM
Gork or Mork help us all.
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 07, 2012, 11:35:17 PM
Quote from: Mabbz on December 07, 2012, 05:28:05 PM
Quote from: BigToof on December 07, 2012, 02:49:59 PM
Oh, and Mabbz?
You're 10 points under.

Best,
-BT
Am I? Oh, so I am. I misread the character creation thing. I thought my stats were a little low :derp:

So I'm currently tied for first place in 'Ardness, and by extension the race for leadership, and I have 10 points left. Well, my course is clear. Have my new stats:

Painboy Ducktape (Mabbz)
A: 15
K: 9
S: 6
C: 16
L: 9

Gear: 'Urty syringe

DUCKTAPE FOR DA BOSS! FOLLOW ME OR I'LL GUT YA FOR PARTS!

This could be... very... interesting.

That said, there's still two characters in the works.

When their creators put them out, we can start!

Weirdboy powers are being edited, should be out soon.

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: The Man They Call Jayne on December 07, 2012, 11:46:17 PM
Das ok, Weirdboys have more to fokus on than ova orks. I aint gots time to be telling you buggers what to do! I just be doin' my best not to make yous heads asplode!

A little backstory . . .

'Ed was seen to be a Weirdboy from when he was knee high to a grot. Unfortunatly, he tended to get a little overexcited on the eve of battle and cause more than a few problems around the camp until the Big Mek had made him a special helmet that could control his outbursts. He was only allowed to take it off once the battle had begun and he had to put it on again as soon as it was finished.

The other weridboys laughed at him, weirdboy wivout a Pole wasn't a real weirdboy they said. Real weirdboys didn't wear stoopid 'ats they said. Then 'Ed found his Pole, and he lost the helmet. . .and he went after the other weirdboys who laughed at him, and somehow, totally not his fault, couldn't have been anyfing to do with him, the ship then crashed.

Maybe blowing a hole into the navigashun room wasn't the best plan. . .
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 08, 2012, 12:13:58 AM
As promised!

Weirdboy powers and mechanics:

Weirdboy Powers

All Weirdboy powers use Luck with or without a modifier.  Each successive use of a power has an additional -1 penalty.  You can "cool off" for a round by not using a power, dropping the modifiers down by 1.  Failing a roll gives you a 1 level of hurt.  You can roll 'Ardness to try and avoid it.  Also note that Weirdboy powers are NOT quiet as you start howling and glowing with energy.

0.  Buy a Clue
Luck Modifier: 0
The Weirdboy communes with the great Ork gods, who will show them where the best krumpin' is.  In game terms, if you're lost and not sure where to go, this power will show you where the closest crop of enemies are.  It DOES NOT tell you who they are or how powerful they are, but it will just point you in the direction of the nearest fight.

1.  Power of Gork! (or maybe Mork)
Luck Modifier: 0
The Weirdboy summons the power of the WAARGH! and infuses himself with it, becoming nigh-unstoppable.  The Weirdboy automatically passes all 'Ardness tests and his weapon becomes a power weapon, meaning that armor is no defense against it.  The Power lasts for one combat round.

2.  Frazzle
Luck Modifier: -2
The Weirdboy summons up a handful of WAARGH! energy and tosses it in the general vicinity of his foes.  It of course, will explode violently.  This is Ork equivalent of a high-powered grenade.  It has an area affect and will do 2 levels of damage.  Opponents cannot use Cunnin' to defend against it.

3.  Zzzap!
Luck Modifier: -2
This power lets the Weirdboy concentre a lot of WAARGH! energy into a massive thunderbolt that shoots out from the Weirdboy's staff, mouth or err... buttocks depending on the nature and humour of the Ork in question.  It does a fantastic amount of damage (3 levels), but is relatively innacurate.  Do NOT try and pick an apple off your mates' head with this power.  Unless, you know, your mate doesn't really need his head.  Or upper torso.

4.  Rampage!
Luck Modifier: -4
This power supercharges the Weirdboy and all Orks around him with the power of the WAARGH!  All of the next combat rolls for the Orks may be re-rolled.  Yes, normal re-rolls are re-rolled.

5.  'Ere We Go!
Luck Modifier: -4
The Weirdboy and any Orks in his vicinity are teleported to any area within line of sight of the Weirdboy.  The better the luck roll, the more accurate you are to hit.  A great way to get moving quickly in or out of battle.

6.  Summon Gork (or perhaps Mork)
Luck Modifier: -6
The weirdboy concentrates and through SHEER power of belief, summons the Mighty Ork God Gork (or perhaps Mork).  However, Gork is so large, you only see his foot or hand, as the rest is in orbit.  Gork will slam his hand or foot down on an area the Weirdboy points at.  THIS WILL NEED ANOTHER LUCK ROLL as Gork's limbs are the size of buildings!  Needless to say, anything under said fist or foot will not be around much longer.  Tanks and infantry have no hope of survival.  Buildings will probably be smashed up.
Title: Re: Orks Online! [RP Signup Thread]
Post by: Wargamer on December 08, 2012, 12:20:04 AM
Does the Weirdboy get bonuses to his power if we all gather around and chant Orkily? :P
Title: Re: Orks Online! [RP Signup Thread]
Post by: The Man They Call Jayne on December 08, 2012, 12:37:48 AM
Oh this is going to end horribly. . .
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 08, 2012, 04:45:42 AM
Yes, but how awesome will it be in the mean time?
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 08, 2012, 03:05:38 PM
Looking good!

Just need one character from TD and I think we're good to go!

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: Eagle eye on December 10, 2012, 11:49:46 AM
is it too late for me to join in the fun of orky madness
Title: Re: Orks Online! [RP Signup Thread]
Post by: The Man They Call Jayne on December 10, 2012, 01:19:25 PM
Are there going to be any clever do-whats and gubbins that provide stat modifiers? +X to 'Ardness/Luck/Whateva?
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 10, 2012, 03:14:14 PM
Eagle eye: We're currently at seven, but let me see...

Jayne: Meks can of course make gubbinz that will "improve" your rolls for things.  Granted, all of these modifications or gear will neat bitz, but more importantly luck rolls!

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: Lord Sotek on December 10, 2012, 04:56:55 PM
Deffgit Ledwrekka:

Class: None ((Maybe steal Extra Ammo offadem Loota gitz? Dey's ded now so dey ain't usin' it, an' probably nicked it offa the ladz in th' first place...))


Stats:

'Ard-ness (A) 14

Krumpin' (K) 8

Shootin' (S) 15

Cunnin' (C) 8

Luck (L) 10

History:
When an Ork Boy gets killy enough to become a Nob and join up in or form his own unit of Boyz, he often picks a specialty. When an Ork Boy in such a position suffers the rather uncommon Orkish emotion, 'indecision,' unusual things can result. Such as the prospective nob who couldn't figure out whether he liked 'Ard Boyz armor or having big, flash guns like a Loota better, and decided he'd have both, forming the Deffgitz.

Ledwrekka is not that nob, and doesn't remember whether the Deffgitz got their name because their guns were so killy, or because they were so loud the majority of the Gitz had staggering hearing loss. But it doesn't really matter, because he's a Deffgit, and that means he's dead 'ard, see!

Like most all Deffgitz, Wrekka has a metaphorical rather than literal choppa to grind- literally, trying to disprove the stereotype that he and his lot aren't proper killy and orky because they put so much of their teef into dakka over close-up krumpin'. This error in perception can and will be corrected by liberally applying withering amounts of dakka. Generally at the enemy, to reasonably impress the orks around him into shutting up; but sometimes at the orks around him, to shut his enemies up if they refuse to be reasonably impressed.

Unlike most all the other Deffgitz in Waaagh! Skullsplitta, Led is still alive, in one piece, and five meters shy of having been flattened into paste by an unfortunate five-Battlewagon pileup. He hasn't quite noticed that the orks he's now with aren't his old unit yet, but when he does he'll likely try to start teaching them to be proppa Deffgitz.

Equipment:

'Eavy Armor: 'Ard Boyz wear 'eavy armor. Does a Deffgit let himself be less 'ard than an 'ard boy? Zog no.

Da Great Communykayta: Ledwrekka somehow managed to convince a Mek to mount a smallish chainblade onto the front of his left gauntlet. If something's getting in his face, he punches it in its face with the Communykayta. It seems to be a winning strategy so far.

Mitzie: Mitzie is Ledwrekka's Big Shoota, and a little sensitive about her weight. Insult Led if you really want, but Do Not Insult Mitzie, because she might take offense.

Mitzie came with a Telly-Scopey-Fing, but Led hates it; he broke it off its mounting first chance and never uses it, claiming it's defective. Obviously you're supposed to look in the bigga end because your ememiez is far and tiny, so they go in the far and tiny end and then you see them big on the big end. Some bloody stupid git put this one together backwards!
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 11, 2012, 02:01:19 PM
Looks keen Isaac!

And sorry for the delay, but we're going to be ending the sign up, as I think we've got everyone.

Eagle eye and Tybalt, please finish your characters so we can start!

Best,
-BT
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 11, 2012, 03:06:21 PM
I'll do it know and edit them into this post.
Title: Re: Orks Online! [RP Signup Thread]
Post by: Eagle eye on December 12, 2012, 08:51:51 AM
Gruk da bestes loota

Class: Loota

Stats:
'Ard-ness (A) 12

Krumpin' (K) 4

Shootin' (S) 20

Cunnin' (C) 4

Luck (L) 15

History:
Gruk da loota he is the shootyestht shoota in the gralazy  hel'l tarn ya intru moush

Equipment: hes got a cuztom deffgun enough said

i had to laugh at this
Title: Re: Orks Online! [RP Signup Thread]
Post by: InsaneTD on December 12, 2012, 11:31:31 AM
I am coming to the realization that I don't have the free time for this. Sorry for holding it up and not taking part.
Title: Re: Orks Online! [RP Signup Thread]
Post by: BigToof on December 12, 2012, 02:12:02 PM
Quote from: Tybalt Defet on December 12, 2012, 11:31:31 AM
I am coming to the realization that I don't have the free time for this. Sorry for holding it up and not taking part.

No Problem TD,
Thanks very much for your post and your openness on the situation.  If your timeframe ever clears up, I'm sure you can jump back on!

Best,
-BT

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

So ends the First round of Ork drafts!

Real RP thread to open soon!

I'm going to keep this thread open for any OOC questions and the like.

Oh, and yes, Wargamer, if you all chant around the Warphead (doing nothing else), I'll give a bonus :)

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 12, 2012, 03:36:49 PM
Let's have our first combat. I have a higher cunning, so I go before Jayne. It felt like the right thing to do.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 12, 2012, 03:49:56 PM
Do I not get to make an attempt to dodge with my Cunnin' ?

And I need to roll LOWER than my stat in order to pass a test dont I?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 03:57:16 PM
Oh yes I should mod this more:

Jayne, please roll either cunnin' or 'ardness to avoid the wound.

Then you may attack using either your Weirdboy powers or your normal attacks.

Roll either Luck for Weirdboy power or Krumpin' for normal attack.

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 12, 2012, 04:04:27 PM
I think I got it right. Using Rampage to boost my Krumpin' ability. Luck, then Krumpin', then damage.
I'll go edit it if its wrong.

Oh, and the 4th wall is going to take an utter pummeling by the way. :P
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 04:08:01 PM
Haha, The fourth wall can take it.

BTW, did you roll to see if you were injured in the crash?

Also, see if Mabbz' hit had injured you.

Both can be done with either Cunnin' or 'Ardness checks.

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 12, 2012, 04:09:52 PM
I did. I rolled an 8. Didn't think to copy it in at the time though.

I edited in a Cunnin' check which scored 10. So I assuming equal tests are passed.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 04:11:32 PM
Indeed!

Good job.

Mabbz will have to roll to see if he's hurt, and now I guess there's a kommando in the mix (err... shadows) as well!

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 12, 2012, 05:32:38 PM
What does my 'urty syringe do? I won't use it just yet, but I may need it if these gits don't acknowledge my authrority.

Also, I didn't get injured. Jayne re-rolled a successful wound ::). I've saved it anyway.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 12, 2012, 05:46:07 PM
I thought I had to roll OVER your 'Ardness to hurt you? and you have to roll under it to save?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 12, 2012, 05:51:13 PM
And I thought I had to roll under my 'ardness (or cunnin') to wound.

Big toof?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 06:07:03 PM
All rolls are roll UNDERS.
You so roll under to wound and to save.

You can save or wound using Cunnin' or 'Ardness.  Choice is yours.

Oh, and that very hard hit that would put Jayne to maimed does indeed require a -2 save for either Cunnin' or 'Ardness.

The 'Urty Syringe (if you choose to use it), forces your opponent to re-roll their 'Ardness roll if they go that route.  It only has one use, but you can fill it up again as an action.

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 06:08:37 PM
Also, as we're still a bit slow on getting everyone out of the rubble, I'm probably going to have to ask you guys to take one more round of combat and then stop for a bit until everyone chimes in.

Then you know... the ACTUAL first encounter will kick in :)

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 12, 2012, 07:47:55 PM
Do I get a save against that last attack? The rules for that psychic power say no armour saves, but I'm not sure if our saves count as armour saves. The only time you've mentioned armour rules, you said we'd get bonuses to our saves for if we had some.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 12, 2012, 07:52:10 PM
For this combat, we'll say that you get a save at -2, either cunnin' or 'Ardness.  Normally Heavy Armor gives you that bonus.

Best,
-BT

P.S.  We are nearing threshold for PCs!  I'm going to give it some more time, but it looks like only Jayne and Mabbz are the big contenders for Bosshood (Mork/Gork help us all!)
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Lord Sotek on December 12, 2012, 10:01:57 PM
As the unwittingly 'Ardest ork around, Led might have some disagreements with you about that, but he's arrived late to the discussion, so we shall see. ;)
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 13, 2012, 06:09:59 AM
Actually, my 'Ardness is 15, yours is 14.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Lord Sotek on December 13, 2012, 04:18:33 PM
Could've sworn I read 13 O_o
Title: Re: Orks Online! [RP Signup Thread]
Post by: Lord Sotek on December 13, 2012, 04:19:38 PM
Quote from: Mabbz on December 07, 2012, 10:55:35 AM
Quote from: Wargamer on December 07, 2012, 08:33:04 AM
Dibs on the Mek! I'll roll him up later. ;)
DAMN IT!

Fine, I'll take what I seem to have a lot in RPs... The healer.


Painboy Ducktape
A: 13
K: 9
S: 4
C: 16
L: 3

Gear: 'Urty syringe

When the rokk crashed, Ducktape actually lost both of his legs. Fortunately there were plenty of donors nearby. He has a tendency to think of others as piles of spare parts for himself.

Count me confused...
Title: Re: Orks Online! [RP Signup Thread]
Post by: Mabbz on December 13, 2012, 06:34:50 PM
Sorry about that. Here's the explanation:

Quote from: Mabbz on December 07, 2012, 05:28:05 PM
Quote from: BigToof on December 07, 2012, 02:49:59 PM
Oh, and Mabbz?
You're 10 points under.

Best,
-BT
Am I? Oh, so I am. I misread the character creation thing. I thought my stats were a little low :derp:

So I'm currently tied for first place in 'Ardness, and by extension the race for leadership, and I have 10 points left. Well, my course is clear. Have my new stats:

Painboy Ducktape (Mabbz)
A: 15
K: 9
S: 6
C: 16
L: 9

Gear: 'Urty syringe
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 14, 2012, 08:24:20 PM
When you say a group, how many are we talking about here? 10? 20?

Also, can we loot that chimera?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 14, 2012, 09:12:22 PM
I think your character did "ok" with his cunnin' roll.

There's in actuality 10 guys outside the Chimera.  Unknown number inside.

As for lootin'... you have Tankbusta and a Weirdboy... If they aren't too overzealous you might have some bitz.

Of course that's a pretty big IF.

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Naser Al-Istikhara Cyrus on December 14, 2012, 09:13:31 PM
Quote from: Mabbz on December 14, 2012, 08:24:20 PM
Also, can we loot that chimera?

You hit the nail on the head there; can you? It'll be up to the efficiency of the big mek and the salvaging of the lootas to decide! ;)
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 14, 2012, 09:26:45 PM
Can we take it intact and use it ourselves rather than Lootin' it for Bitz? An extra Multilaser and Heavy Bolter definatly wouldnt go amiss. Lob a frag grenade in the back maybe?

Im not sure how well I will do at breaking a Chimera. Which of my powers are AT in nature? Zzap or Frazzle are the only ones that seem likely. What are their stats? Or is that randomly decided?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Naser Al-Istikhara Cyrus on December 14, 2012, 09:30:36 PM
Considering the amount of tankhammers i saw in the sign-up thread, i don't know if the "Let's leave it intact" plan will stick.

This is one of the reasons BT and I chose to have both Lootas/Meks and Tankbustas as character classes!

As for the stats, I have no idea; hopefully BT can help us out :)

Zambia
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 14, 2012, 09:44:27 PM
Harming the Chimera:
Attacking the front of the Chimera by any small arms is hopeless.  Sluggas and Shootas won't do anything.
Cunnin' Rolls can be made to try and find out small openings in the front (if you're feeling frisky).
Tankhammers, of course, will do sizable damage to Chimeras.
Depending on where you hit it, you'll knock out a weapon, the engine, or just blow it up (hitting the rear will make the kaboom, front will be a weapon or engine/tread damage).

Everyone else can try throwing grenades into the Tank to do some damage, but not that much.

Deffguns and Big Shootas will start to smash up front armor, and will hurt side armor similar to getting hit by the Tankhammer.

Needless to say, Warphead powers are like Tankhammers if you go down the Zzap! route and well... not so great for the tank if you go down SUMMON GORK.

If desperation hits, you can try to peel off a hatch, but we're talking -4 'Ardness tests there, as they're not supposed to open.

Multiple Orks prying will decrease the penalty by -2.

Oh and the Chimera:

Heavy Flamer and Multi-Laser knock you right up to Maimed (and a -2 roll to your toughness!).

They can also try rolling over your (putting you in Maimed if you try and fail to stop them).

Have fun!

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Ravager Zero on December 15, 2012, 09:58:59 PM
To my attack in the RP thread: I intend to charge in as a right proppa tankbusta, expectin' the rest of the ladz to follow me and shoot/bash up da humies like Boss Ducktape told 'em to.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 15, 2012, 10:05:42 PM
I've edited my post to simply state my actions, including my dice rolls, without writing the results.

Quote from: Ravager Zero on December 15, 2012, 09:58:59 PM
To my attack in the RP thread: I intend to charge in as a right proppa tankbusta, expectin' the rest of the ladz to follow me and shoot/bash up da humies like Boss Ducktape told 'em to.
Dis lad noes wot he's talking about.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Naser Al-Istikhara Cyrus on December 15, 2012, 10:15:12 PM
Quote from: Ravager Zero on December 15, 2012, 09:58:59 PM
To my attack in the RP thread: I intend to charge in as a right proppa tankbusta, expectin' the rest of the ladz to follow me and shoot/bash up da humies like Boss Ducktape told 'em to.

Thanks mate for getting back to me; i just had no idea what was going on that's all :P

Quote from: Mabbz on December 15, 2012, 10:05:42 PM
I've edited my post to simply state my actions, including my dice rolls, without writing the results.

Cheers mate, makes it a hell of a lot easier to show the dice :) And feel free to state the intentions as well as the actions so we know what to reward you with if you succeed ;)

We haven't had many posts from the other gitz in the thread yet, so i might wait another 12-24 hours to work out this combat.

Zambia
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Mabbz on December 15, 2012, 10:21:32 PM
Done  :)
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 18, 2012, 02:16:54 PM
Hi All,
24 HOUR DEADLINE

Please, for those of you who have not made a decision/move for your character, please do so within 24 hours.  I will have your character go with the flow otherwise.

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: The Man They Call Jayne on December 18, 2012, 02:50:42 PM
When in doubt, CHARGE! It's the Orky way!
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 24, 2012, 02:20:38 PM
Right lads, let me know if you want to do anything special with planning.

You can try to round up other Orks, or go straight towards dealing with the Humans.

I'll be getting up an interlude later that I hope you all will like.

Oh, and Merry Christmas/Gorkmas/Morkmas too!

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 24, 2012, 09:25:04 PM
If the Mek in question is interested in repairing the Chimera, so it looks less... blown up per se, then it is a possibility with a Cunnin' roll.

By how much, will determine how good the job is:

By 0: It looks... like a looted tank.  Not going to hide it's Orkiness in any way.  No guns of its own and the top isn't quite set on straight and it's noisy as anything.  Still, better than walking.

By 2: Less like a looted tank.  Either the Multi-laser or the Heavy Flamer is working and it's moving better under it's own power.  Still will look like it's taken more than few good hits unless you're working in the dark.  Dark-dark.

By 5: Near perfection.  Engine growls, but not sputtery, both weapons are good to go, and you can replace the multi-laser with a Big Shoota if you feel it's more appropriate.  Also turbo-charged, so it can plow ahead with good speed and it has a sizable ram.
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 24, 2012, 10:55:06 PM
Awesomely done Grotbolt!
So, now you have an amazing Tank ready to go.

You can easily fit all of your team in there, as Chimeras can hold a dozen Orks (even if it gets really crowded).
Important people besides the driver would be the Multi-Laser turret operator and the Skorcha operator.

You even have the left-over Vox in somewhat ok condition, so you can try to communicate with the Humans... although they probably will realize what's going on unless you're really, really sneaky about it :)

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on December 29, 2012, 03:46:26 PM
I'm getting a feeling things are slowing down as we get near the 1st...

So, I'll start getting things ready for then.

Suffice it to say, please post if you like, but I won't advance things until more people are back from holidays.  :)

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on January 02, 2013, 03:03:40 PM
Sorry lads, been away totally not getting drunk.  Honest.

So, if there's scouting to be done, we need cunnin' rolls from those involved.

If gadgetry, then also cunnin' rolls, with an emphasis as to what you're making!

Happy 2013 btw!

Best,
-BT
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: Will's on Fire on January 15, 2013, 03:55:53 PM
Who's for me trying to break the two guards necks silently?
Title: Re: Orks Online! [RP Signup and OOC Discussion/Questions]
Post by: BigToof on January 15, 2013, 04:42:01 PM
Wait... you're a Kommando... asking for orders behind enemy lines??

Hmm...

Best,
-BT

P.S.  Fightin' or Cunnin' roll by 2 for double cuttin'.