Jumpchain Final Link: Warhammer 40K +1000-(100 Per Jump)CP

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Jumpchain Final Link: Warhammer 40K +1000-(100 Per Jump)CP Jumpchain Final Link: Warhammer 40k Version .75 So, after Random Omnipotent Being only knows how many decades of wandering the multiverse, now is the time to put your acquired skills and resources to use in a setting you may well remember. It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods. Or are you a bad enough dude to change all that? (or, you know, make it even worse) Well, best hope you are already, or you’re willing to take drawbacks, because this time your starting budget is… +1000-(100 per Jump)CP Starting CP cannot go below -1000CP That being said, you may choose any age or gender that’s biologically possible for you (which is a lot, you horrible freaks of nature). More importantly you may pick one friend or ally from each chain you’ve visited up to now and summon them to your starting point. All backgrounds, items, and drawbacks will apply to your entire party unless otherwise stated. This time you must survive 50 years instead of 10. Location (pick for 100cp or roll) 1. Cadia a. Cadia is a terrestrial Fortress World on the edge of the nebula known as the Eye of Terror. As Cadia is the lynchpin for keeping the bulk of Chaos’ forces from moving unchecked throughout the galaxy, expect sieges to become commonplace. Still, no shortage of chances to earn glory fighting against (or for) the demonic hordes. 2. Holy Terra a. The birthplace of mankind and the seat of imperial power. Likely the best guarded planet in the imperium with plenty of places to get lost for ten years amongst the countless billions living there. But Emperor help you if you piss off the locals. 3. Isstvan V a. Regardless of where you were meant to be, the capricious powers of the warp have tossed you through time back to The Horus Heresy. The Drop-Site massacre is practically hours away. You can try to steal a ship and fuck off, but if you manage to distinguish yourself during the battle you may earn the favor of a Primarch. Any enemies you get from drawbacks will be dropped off somewhere in the sector. 4. Tanith a. An Imperial world known for fabulous moving trees and, in time, Scottish Space Ninjas. However in six months there will be a more pressing issue of Chaos wrecking everyone’s shit. Provided you don’t die, there’s plenty of chance to make history here. 5. Macragge a. Homeworld of the Ultramarines chapter, as well as the throne/tomb of their Primarch, Marneus Calgar. It’s considered a fairly prosperous world, but you will have to deal with a tyranid problem at some point in the next decade. 6. Armageddon a. Approximately as bad as it sounds, scorching deserts and endless wastelands, and that’s before the constant issue of orks. Still, mankind continues its existence there unabated, and there’s some legendary figures to encounter there should you get the chance. 7. Gravalax a. Not a particularly noteworthy world, save for the fact that Imperial and Tau citizens there have led an uneasy peace. That in itself may lead to interesting opportunities, but forces both within and without could send it all crashing down if things go wrong. 8. Pick one a. Free of charge. Backgrounds: Drop-in 0CP o Nothing new to see here, high and low gothic languages included for free. Citizen 50CP o One of the trillions of menials toiling for the imperium. Your job will vary depending on starting location, but regardless expect long, monotonous hours with little chance of advancement. On the upside you’ll know how to fit in with imperial citizenry and many powers will consider you below their notice. o Allies brought in will be treated as extended family members. Guardsmen 75CP o Also one of the trillions toiling for the imperium, but in a more active sense. You’re trained in imperial tactics and weapons and soon will sent out to one of the many battlefields the galaxy has to offer. Hard work, but there’ll be plenty of openings to move up over time provided you survive the meat grinder, any friends you make here will be lifelong (theirs, anyway) o Allies are guaranteed to at least be stationed in your platoon, if not your squad. TechPriest 100CP o You’ve been trained from childhood in the ways of the machine spirit, with your graduation you may choose (or be chosen) to help in Mechanicus temples on your starting world, or do jobs for various imperial factions including the Guard, Astartes, Navy, or even an Inquisitor. You’ll have access to various technical skills, extensive cybernetics, and potentially rare technological artifacts. However “cog boys” tend to have difficulties interacting with normal humans, and you may lose certain sensations depending on what cybernetics you get. o Allies will either be colleagues, or assistants depending on their technical aptitude. Space Marine 350CP o Congrats on finishing training to become a ‘roided-up supersoldier. As one of the Emperor’s Finest, you’ll have some of the best equipment, training, and BATTLE BROTHERS in the Imperium. You also have numerous biological enhancements thanks to your gene-seed. That being said, you’ll also have to deal with the toughest missions the Imperium has to offer, and mental conditioning means fanaticism comes easy to you. o Same deal with your allies as with Guardsman background. o Female you say? Well, the apothecary overseeing your implantation is quite sure he would have noticed something like that. Your fellow Space Marines dismiss any primary or secondary female characteristics as being odd buildups of scar tissue, and suggest you not make any further issue of it. Skills: Astartes Impants 250CP (free for Space Marine) o A series of implants providing abilities such as radiation resistance, bulletproof skeleton, acid spit, and more. Primarch’s Blood 500CP(discount for Space Marine): All of your physical abilities are boosted considerably (Power Armor is basically redundant), you tower over even most Space Marines, and you bear cosmetic similarities to a Primarch. Primarch’s Curse +100CP: Your gene-seed has a defect that can be traced back to a 1st founding chapter, such as the Black Rage. Technical Training 100CP (Free for Techpriest) o Skill in using and maintaining 40k tech, does not apply to Ancient or Alien technology. Arch-Magos 500CP (discount for Techpriest): Skill in using and repairing arcane technologies including Archeotech and Xenotech. Martial Training 100CP (Free for Guardsmen) o Skill in using various imperial weapons. Imperial Creed 50CP (Free for Citizen) o Knowledge of various prayers and stories underlying the Imperial Faith. Pilot 200CP (Discount for Drop-In) o Skill in flying both atmospheric craft and spaceships, does not apply to warp travel. And they shall know no fear 300CP (discount for Space Marine) o Superhuman resistance to fear from both mundane and supernatural sources (albeit less so on the latter) Cyber-technician 350CP (discount for Techpriest) o Can create, maintain, and install cybernetic implants and prosthetics using nearly any available tech, though certain components are necessary for full functionality (namely an interface). Tactical Genius 400CP (discount for Guardsmen) o Brilliant capability at leading, coordinating, and planning in regards to military actions. o Does not allow hiding mechs beneath bushes. (you’ll need the warehouse for that) Preacher 200CP (discount for Citizen) o Exceptional charisma, especially when building fervor. Navigator 300CP (discount for Drop-in) o You can now see warp energy around you through your new third eye (assuming you didn’t already have extra) and pilot any warp-capable vessel through the immaterium. Psyker 500CP o Ability to use Psyker abilities with one specialty, includes one psy focus. Unsanctioned +100CP: You’ve never formally trained your abilities, expect trouble if this is discovered. Alpha 200CP: Top-tier psyker abilities. Blank 500CP o Block out warp energies within a 25m bubble.
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