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#1 Dark Heresy LA
Posted: Fri May 23, 2008 5:30 pm
by Cynical Cat
More Cruelty than D&D. Slightly less insanity than Call of Cthuhlu. It's dark, its gothic, it has guns, swords (BIG HONKING SWORDS), psychic powers, and dark sorcery.
I'm willing to run a Dark Heresy game for LA.
Who wants to be my victim?
#2 Re: Dark Heresy LA
Posted: Fri May 23, 2008 5:58 pm
by LadyTevar
Cynical Cat wrote:Who wants to be my victim?
I think I got volunteered
#3
Posted: Mon May 26, 2008 10:40 am
by Cynical Cat
Only Lady T? Come out, come out, wherever you are.
#4
Posted: Mon May 26, 2008 10:57 am
by SirNitram
I know Hotfoot was interested as of Saturday, but we'll see if he still is after Con-mania.
With luck I won't roll another Scout Marine.
#5
Posted: Mon May 26, 2008 11:29 am
by Dark Silver
As soon as i can get the rule book to figure out how to make a character....
I'll see what I can come up with.
Worse to worse....it'll wait till I get home next week.
#6
Posted: Mon May 26, 2008 11:43 am
by Hotfoot
I'd be interested in burning heretics from the other side of the screen. Right now I'd be looking at a Guardsman or a Cleric, depending on what people really want to play.
#7
Posted: Mon May 26, 2008 12:10 pm
by Cynical Cat
Okay, so it looks like we have minimum critical mas.
Hotfoot, every group can always use another fighter or another fighter/face, so either Guardsman or Priest should work well regardless of whatever everyone else chooses, but the choice is yours.
I'll need a character background from everyone, including an explanation for how they came to be working for the Inquisition. You are junior agents of the Inquisitor Maximillian Xarbos, a man who looks more like a middle-aged scholar than a feared agent of the Throne.
Personality and goals should also be included, along with a physical description to round things up.
As for how you came to work for the Inquisition, there are a wide number of ways. Drafted when emergency manpower/talents needed, trained as an Inquisition Agent, witness to an unusual event, assigned as part of a manpower request, or sinister secret reasons are all popular. If you don't have ideas of your own, talk to me.
Icky Mechanical Stuff relating to character creation.
Either I roll for you (standard method) or you can spend 105 points on attributes.
I'll roll twice for Divination and Sanctioning and you can choose the result you want.
Start with the usual starting money and gear, you can purchase equipment with a rating of scarce or more common.
#8
Posted: Mon May 26, 2008 8:38 pm
by LadyTevar
Basic stuff so far... more will be posted as I get info from Cyncat.
Kyona Halsburg
Sanctioned Psyker
Background:
Kyona Halsburg was raised on a minor Imperial world, born to parents of high status. Her father was a minor planetary beaurocrat handling local emergency response teams, her mother worked in the Astropath's tower sorting incoming and outgoing messages as part of the Imperial staff. The family lived well, enjoying the benefits of their relatively high social class. Then, Kyona started showing the first signs of being 'witchbreed'.
There was no long discussions, no heated debates. It was well-known what happened to those who tried to hide psykers, and her mother knew the Astropaths were in high demand. Before any stain or shame could touch them (or people come to take the teenager by force), her parents packed Kyona off to the authorities like good Imperial citizens, hoping their child's witchblood could be used to serve the Emperor.
She hasn't seen them since, as the Blackships came to take her from the holding pens a week later, and her training began. Once she had passed all the tests, and shown herself capable to serve, she was assigned to the Inquisitor Maximillian Xarbos as a Sanctioned Psyker.
"Icky Mechanical Stuff"
Sanctioned Psyker, Imperial Citizen
Trade : Soothsayer
Weapon 28
Ballistic 32
Str 38
Tough 30
Agil 40
Int 37
Perc 38*
Will 46*
Fellowship 35
Psy Rating 1
Wounds 12
Fate 3
Skills:
Prim. Melee
LasPistol
Language: Low Goth
Language: High Goth
Literate
PsyniScience
Invocation
Forbidden Knowledge: Warp (-5)*
Knowledge Imperial Creed
Knowledge The Imperium
Knowledge War
Minor Powers:
Inspiring Aura
Healer
Spasm*
Gear:
Comp. LasPistol (1charge)
Simple Staff
Sanctioned Brand
MercyBlade
Quilted Vest
Robes (cleaner than most, holes/tatters patched with care)
Tarot Deck (in silken pouch)
Poker deck. (For fun and profit)
* denotes XP spent.
((Edited for correct World Info))
#9
Posted: Tue May 27, 2008 2:24 am
by The Grim Squeaker
I'll join! (Only problem is that I don't have the DH book....).
I'd like to be a guardsman or priest, whichever fits your idea for a campaign start better
.
#10
Posted: Wed May 28, 2008 9:16 pm
by SirNitram
Basic Plot Synopsis: The sounds of Orduin Alcanus' birth were not the sounds of Imperium hospital, hive world crowds, or feral shaman huts. Between the two heaviest guns of the battleship Righteous Cause, Orduin was ushered into the world. The ship's creche was a ramshackle thing, as it was on all warships. By the time he could carry things, he was running errands for others aboard. Before puberty, the Tech Priests had already adopted him into their fold, for his small stature and ability to get into the tiniest space to find broken parts.
He tended to the ship, the only parent he remembered, as faces came and went, and deaths sliced away those around him. And the ship sung to him. The thrum of it's power relays, the hum of it's cogitators, the thundering boom of it's guns. When he came of age, the Tech Priests inducted him into their mysterious ways. Far from the forge worlds of the Mechanicus, he grew up with the practical ways of ship Coggies, more concerned with the welfare of their ship than holy manuscripts.
His talent is beginning to shine. Perhaps that is why he has been found. Or perhaps, it's just a bit of the odd luck that comes to all Voidborn.
"Icky Mechanicals"
Void Born
Tech-Priest
Weapon Skill 31
Ballistic 37
Strength 26
Toughness 35
Agility 29
Intelligence 41
Perception 40
Willpower 33
Fellowship 27
Corruption Points: 3
Fate Points: 3
Wounds: 9
Traits: Charmed(Keep Fate Points on a roll on 9), Ill-Omened(-5 Fel to non-Shipborn), Shipwise(Pilot and Nav skills), Void Accustomed(No penalty in micro/no-G), Mechanicus Implants.
Skills: Speak Language(Low Gothic, Ship Dialect)(Int), Tech-Use(Int), Literacy(Int), Secret Tongue(Tech)(Int), Trade(Copyist)(Int), Navigation(Stellar)(Int), Pilot(Spacecraft)(Ag), Logic(Int).
Talents: Melee Weapon Training(Primitive), Basic Weapon Training(Las), Pistol Training(Las), Electro Graft Use, Technical Knock(Unjam gun as half-action), Feedback Screech(Those within 30' make Will test or lose Half Action).
XP Spends: Logic, Intelligence Basic Advance, Feedback Screech, Technical Knack.
Gear: Metal staff, las pistol with 1 powercell, las carbine with 1 powercell, knife, flak vest, glow lamp, data-slate, Mechanicus robes and vestments, 5 spare parts, vial of blessed machine oil, auspex.
#11
Posted: Thu May 29, 2008 1:27 pm
by Jason_Firewalker
how do I create a character?
#12
Posted: Thu May 29, 2008 6:32 pm
by Charon
Alright I'm in. My current idea right now is an Arbitrator from a Hiveworld.
#13
Posted: Thu May 29, 2008 7:13 pm
by Marcao
I am making an imperial world born Assassin. :)
#14
Posted: Fri May 30, 2008 5:28 am
by Dark Silver
Thinking a Agroworld born Guardsman.
Cat, I may require some assistance in coming up with some things on this guy. I'm not much of a 40k knowledgable person
--------------
Edit 2:
Johan Beckswad
Imperial Guardman
Background:
Born on a relatively peaceful Imperial World (the Ork's and Necron were only trying to obliterate it every other Tuesday) to hard working human parents, Johan worked the fields like a good Imperial citizen, to provide food for his planet and the Great Human Empire.
This was, of course, until the Orc's decided to invade in his 14th year. An Ork Warboss decided to attack his planet and make it mo'Orky, and he was blessed with seeing the Imperial Guard and the Emperor's Space Marines go forth into battle. As the planet was being fought over, Johan decided he would join the Imperial Guard - never believing he could rank so high as to be one of the Emperor's Finest.
After years of training and managing to survive death laden missions on countless worlds, Johan was selected by the Inquisition to serve them, and thus found his way to the great Inquisitor Maximillian Xarbos.
#15
Posted: Fri May 30, 2008 11:08 am
by Cynical Cat
Agricultural worlds are classified as Imperial Worlds (which is a very broad category).
An ork attack wouldn't cause it to be evacuated. You might get conscripted to defend it and then become part of the Imperial Guard or you might simply be drafted into the Guard or you might volunteer for whatever reason.
#16
Posted: Fri May 30, 2008 11:23 am
by Hotfoot
I'm torn between rolling stats or going with point buy, I like knowing where my stats are. Anyway, as it stands, an Imperial World Cleric is likely what I'll be rolling with, though I hop that to Hive worlder, depending.
Are we going to be using the first supplement at all for addition world types, or just the core book?
#17
Posted: Fri May 30, 2008 11:29 am
by Cynical Cat
The material for the Inquisitor's Handbook is in. For those of you who haven't power browsed it, your not being screwed by not having taken one of those options.
#18
Posted: Fri May 30, 2008 4:10 pm
by Charon
Quint Kaustus
Hive world Arbitrator
Background
Quint, like his father before him and his father before him and so on and so forth back as far as any of them could remember, was born in the Factory dregs of a hive world. Living in the precarious existence Quint learned first that life was unfair and uncaring, and second that you have to watch your neighbors back because the only way to get through life was to do it together. When both Quint's parents were caught in a machinical accident Quint thought it was because of foul play. Since the Arbitrators did not regularly enforce the will of the Emperor this low in the hive Quint went with the only other option, to join the ranks of the Adeptus Arbites.
Showing a great deal of promise Quint Kaustus was quickly gobbled up into the greater machine that was the Arbitrators and eventually got his chance to investigate the deaths of his parents. Much to Quint's disappointment it had just been a regular malfunction, but during his investigations Quint did stumble across a smuggling ring that he then helped to infiltrate and wipe out. When Inquisitor Maximillian Xarbos arrived on his Hiveworld on the hunt for heretics Quint was assigned to assist the Inquisitor, and Maximillian was impressed enough by the talent of the young man to make him a part of his retinue.
"Icky Mechanical Stuff"
Weapon Skill 31
Ballistics Skill 29
Strength 39
Toughness 31
Agility 29
Intelligence 31
Perception 40
Willpower 37
Fellowship 44
Wounds 9
Fate 3
Traits:
Accustomed to Crowds- Crowds are not difficult terrain, no penalty while running or charging through a crowd.
Caves of Steel- Treat Tech-Use skill as a basic skill.
Hivebound- -10 penalty on Survival tests and while outside "proper hab" have a -5 on Int tests.
Wary- +1 bonus on Initiative.
Skills:
Speak Language (Low Gothic)
Literacy
Common Lore (Adeptus Arbites)
Common Lore (Imperium)
Inquiry +10
Tech-use
Awareness
Scrutiny
Talents:
Basic Weapon Training (SP)
Melee Weapon Training (Primitive)
Quick Draw
Gear:
Shotgun (12 shells)
Club
Brass Knuckles
Knife
Flak Vest
Uniform (Good quality)
Injector (3 doses of Stimm)
Arbitrator ID
Chrono
Lho-sticks (1 pack)
Lucky Throne on a chain (charm)
Data-Slate
Filtration plugs
12 Thrones.
XP Spent:
Toughness Basic Advance
Inquiry +10
Awareness
Scrutiny.
#19
Posted: Mon Jun 02, 2008 12:30 pm
by Marcao
Octus Barbarossa
Imperial World Assassin
Background
Octus was born to an imperial world in an orphanage. He never knew his parents although he always suspected that they were swallowed up in one of the nearly constant armed struggles which occurred in his native world. He was raised by the Schola Progenium and was eventually delivered to one of the Assassin temples when his intellect and penchant for bloodshed deemed him to useful to become a mere guardsman.
It was fortunate for Octus that while he possessed the will and intellect to be an assassin he did not possess the necessary physical acuity to rise to the very top. His reflexes and his strength were average, he did not stand out enough to enter the hallowed halls that were open to only the greatest products of the Assassin Temples. Disappointed by his weakness, he became a professional assassin a freelancer plying the trade of death to the highest bidder. During his tenure he has built a reputation as someone that is dependable and capable, and has worked from time to time alongside a handful of Inquisitors.
Stats
Weapon Skill 40
Ballistic Skill 36
Strength 28
Toughness 31
Agility 38
Intelligence 32
Perception 30
Willpower 31
Fellowship 32
Wounds 10
Fate 2
Divination "Violence Solves Everythingâ€
#20
Posted: Tue Jun 03, 2008 6:25 pm
by Hotfoot
Name: Zuriel Wolfe a.k.a. "Crisis"
World of Origin: Backwater Imperial (+3 Willpower, -5 Forbidden Lore tests)
Ecclesiarchial Novice
Background:
Zuriel was raised as an orphan by the Ecclesiarchy to be a devout follower of the Emperor and to lead others to his light. The people of his world were good people, blessed in ignorance and skeptical of the unknown. Zuriel did his best to keep his charges faithful and their spirits lifted. After a time, he began to notice that something was wrong, but none of his charges or superiors seemed to notice. Going against the will of his superiors, he took to the work of attempting to figure out the source of this wrong sensation. Fear filled his life, as he became incidentally aware of a corruption on the world. As a novice, there was little he could do, and by the time his superiors would believe him, it was too late.
The local populace refused to believe anything was wrong, save for a few that could be persuaded by Zuriel. The rest of the locals started to call him "Crisis" and "the Cleric Crisis" under their breaths, scoffing his urgent call to arms and vigilance. By the time the Inquisition came, many of the citizens of the world had died at the hand of cultists. The offices of the Adeptus Ministorium had become shelter to many citizens that had taken up arms at the behest of Zuriel and his superiors who had ultimately sided with him.
It was while Zuriel was preparing a meal for his fellow man that the offer to join the Inquisition was made. Zuriel's effort in fighting off the cultists, in ferreting them out, and in caring for the survivors had caught the eye of the Inquisitor that had come to clean up the mess his superiors had overlooked. Zuriel wanted to continue caring for his people, but his service to the Emperor demanded that he do more for as many as he could, and staying where he was would only stop him from doing that.
He did not know the world he was leaving would be but a taste of what would await him in the darkest corners of the Imperium, but he hopes that his faith in the Emperor will see him through.
Appearance:
Zuriel is a svelte individual underneath his Clerical Robes. His skin is tanned from years of preaching and working in the fields of his home world. His face is striking, with jet black hair cut to something just above stubble, a prominent nose a Roman Senator would have proud of, and oddly misty gray eyes, which some of his congregation initially mocked him for, claiming that they clouded his vision. Now though, many tell a different tale. He is still young by the standards of some, though the years have aged his soul more than his body.
Stat Block:
WS 25
BS 40 (35+5)
S 25
T 30
Ag 32 (30+2)
Int 35
Per 35
WP 38 (35+3)
Fel 40 (35+5)
Fate 3 (2+1)
Wounds 12
Starting Cash: 327 Thrones
Divination: "Trust in your Fear" (+2 Agi, +1 Fate)
Skills:
Trained
Awareness
Inquiry
Speak Language (Low Gothic)
Common Lore (Imperial Creed)
Literacy
Trade (Copyist)
Trade (Cook)
Basic
High Gothic
Common Lore (Imperium)
Common Lore (War)
Talents:
Melee Weapon Training
Pistol Training (SP)
Thrown Weapon Training (Primitive)
Starting Gear:
Sword
Autopistol
1 Magazine (18)
5 Throwing Knives
Flak Vest
+standard Cleric options
Purchased gear
65 Hand Cannon
10 200 Bullets
25 30 Manstopper rounds
10 Backpack
30 Respirator
20 Writing Kit
25 Data Slate
20 Micro-Bead
55 Magnoculars
15 Lamp Pack
Total Spent: 275
Current Cash: 52
Mementos:
All Weather Cape
Sliver of Silver in a Plasteel Disk
#21
Posted: Wed Jun 11, 2008 5:26 pm
by Cynical Cat
Okay folks. I'll be kicking this thing off shortly.
#22
Posted: Wed Jun 11, 2008 7:50 pm
by Hotfoot
Zuriel has been updated about as much as I can make him, I'll be posting soon, I suppose.
#23
Posted: Wed Jun 11, 2008 7:52 pm
by Cynical Cat
You'll have other opportunities to buy stuff in game and the first mission isn't going to require anything other than starting gear (although more gear can help). Don't sweat it.
To be clear, everyone is in the lighter.
#24
Posted: Wed Jun 11, 2008 9:29 pm
by Marcao
I just finished my character, I will see if I can crank out a little post tonight. If not, I will post tomorrow. :)
#25
Posted: Fri Jun 13, 2008 10:29 pm
by Cynical Cat
Lady T, a list of some Imperial Tarot cards. It isn't the standard Tarot:
http://wh40k.lexicanum.com/wiki/Tarot