PbP Adventure: Fire and Rain
In the whirling void of the warp, a leviathan sleeps. Five kilometers of steel and hate and plasma and death filled with a hundred thousand damned souls all ready to descend upon a world of the Imperium and burn it to cinders. It sits, silent, resting, waiting. Waiting for a signal. The world below rests blissfully unaware of their doom. They do not know about the predator above them.
But you do.
You serve the Inquisition of Mankind, as Inquisitors and Acolytes, and through your work you discovered the impending doom of the Imperial world slowly growing in your crystalline viewing ports. You have been tracking the Chaos ship and it’s bloody progress through this sector. You have been infiltrating the death cults that spring up in the wake of the teachings of the Damned. You know the place of the attack, and you know that you don’t have much time to do anything about it.
Local traffic control voxes you from the ground of Cleria IV, a peaceful Agri-World and home to some 1.7 Billion Imperial souls, and you are soon descending rapidly with your new found clearances in place. Very soon, from somewhere down on that surface in some form you don’t know, a signal will be emitted by a hidden cult festering in the cities and towns below, a signal that will begin an attack that will likely kill all of those people and millions more beyond who will come to contest this world from the hands of the Enemy. Each second is precious and time is running out. No one will save this world if you fail.
It is better to die for the Emperor than to live for yourself. Time to go to work.
Game Type: Warhammer 40k Dark Heresy, Ascension Power Level
Submissions: One per person. I don't need more than a few sentences or so of background and personality, but hey, if you want to write more, by all means. You should mention how you came to be a part of this Inquisitorian cadre; I’m assuming you’re all friends already by this point and have eachother’s trust.
Character Creation: Standard planetary and character generation rules. Starting as newly-minted Ascension Inquisitorial Agents. Standard starting methods, either Top-Down or Bottom-Up creation is acceptable. We’re using the Max HP rule (25hp). I hate random stat-rolling, so I’m using the Rogue Trader point system here (you get a flat 100 points to add to your base ability scores as you choose; no more than 20 points in an ability, and the points are not scaled.). You also start with 50% of your max Insanity/Corruption rolls rounded up (ie, if you start with 3d10 Insanity, you start with 15 Insanity) and a base of 3 Fate Points before any class/transition package modifiers. Assume you rolled Max HP for your starting characters; Divinations are to be randomly rolled (and posted) and you may select the Divination rolled or the Divination one below or above what the Dice say.
Starting Wealth/Items/Influence: In addition to the equipment you receive from your starting Dark Heresy and Transition packages, you each receive 1 Extremely Rare item of your choice (subject to GM approval) and have 5,000 Thrones to spend on Very Rare items or below (if you really want a rarer item, check with me first) or to bank for special occasions. Starting Influence is 40 for your group.
Party Makeup: No preference. One of you should probably be an Inquisitor, though I’m flexible and could be talked into accepting another class as the primary Inquisitor. You could also have several Inquisitors in your party if so preferred; maybe you were all on a team-building camping trip/rope course when things went down, and are all chasing the same bad guys. Your choice, I will modify the adventure based on decisions.
Grammar: Strongly preferred.
Dice Rolling/Sheets: I am a fan of Invisible Castle for rollers, though if you know of other good ones, I always love to learn new things. Don’t know of any sheet hosting sites for Dark Heresy, so just Spoiler your pertinent stats here and they’ll get grouped up.
Story and Setting: This is designed to be a fairly action-heavy investigative adventure. Can be a one shot, might expand further if so desired if we still have steam. I understand that these games can end abruptly; I’ll try to make it fun whether this lasts a year or a week.
Players: 5ish. Maybe more, maybe less.
Posting Schedule: I ain't gonna lie, there's probably gonna be times where I can't post for a couple days, and I know that real life happens to people too. I'll try to keep up at least 1 post per day when I'm able, though, and hope that I can keep my players enthusiastic enough throughout so they do the same. If you're gonna hit a rough spot (finals, big project, etc) and want someone to take over your guy for a few days, cool. And if you're in the game and need to drop for whatever reason, please do post a quick message either on the board or to my Inbox; it happens, it's alright, it was fun to game with you, just please let us know so we can move on and decide whether to bring someone else in.
Books: I think I have most of the books. If you’re using equipment/stuff outside of the Main book or the Ascension book, list where it’s coming from. Official materials only, please.
Submission Cutoff and Game Starting Date: At least one week from today, Monday the 13th at 11:59pm PST.
Let me know your thoughts and questions, and I look forward to the game
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Posts
EDIT: Here's my character sheet. I tried to post it earlier, but it got eaten with the server rollovers, apparently. Background to come. Thoughts/comments are very much appreciated!
Home World: Feral World
Divination: "Trust in your fear." (+2 Agility, +1 Fate Point) http://invisiblecastle.com/roller/view/3060755/
Career: Assassin -> Death Cult Assassin
Rank: 9
Gender: Male
Build: Stocky
Skin Color: Tan
Eye Color: Blue
Hair Color: Clean-Shaven (Black)
Age: 28
Wounds: 20 (+6 Sound Constitution)
Fate: 4 (+1 Divination)
Transition: Baptism of Blood (+10 WS, +3 Insanity)
WS: 70 (+20 Advances, +10 Transition)
BS: 30 (+10 Advances)
S: 50 (+10 Advances)
T: 50 (+20 Advances)
Ag: 60 (+2 Divination, +20 Advances)
Int: 30
Per: 30
WP: 30 (+5 Advances)
Fel: 27
Corruption: 13
Insanity: 28 (+3 Transition)
Skills:
Acrobatics +20 [Agi]
Awareness [Per]
Climb +20 [Str]
Concealment +20 [Agi]
Dodge +20 [Agi]
Navigation (Surface) [Int]
Security [Agi]
Speak Language (Low Gothic, Tribal Dialect) [Int]
Stealth +20 [Agi]
Survival [Int]
Tracking [Int]
Talents:
Basic Weapon Training (SP)
Berserk Charge
Blade Dancer (Paragon Talent)
Death Blow (Paragon Talent)
Furious Assault
Lightning Reflexes
Melee Weapon Training (Primitive, Power)
Pistol Training (Las, SP, Bolt)
Quick Draw
Step Aside
Storm of Blows (Paragon Talent)
Traits:
Cult of Blood (Autoconfirm RF, +1 Weapon Penetration)
Iron Stomach (+10 to Carouse to resist ingested toxins, poison, tainted food)
Preternatural Speed (Lightning Attack as HA and Charge)
Primitive (-10 on Tech-Use and Fellowships in formal environment)
Rite of Passage (Int Test to staunch Blood Loss as a FA)
Wilderness Savvy (Feral Skills, listed above)
Gear:
[strike]Autogun w/ 1 clip[/strike] (Sold, 100 throne)
Badge of Office
Black Bodyglove (Common Quality Clothing)
Bolt Pistol (Best-Craftsmanship, Fire Selector, Red-Dot Laser Site, Bought, 2575 throne)
Charm (Corpse Hair)
[strike]Compact Laspistol w/ 1 charge pack[/strike] (Sold, 100 throne)
[strike]Knife[/strike] (Sold, 5 throne)
Micro-bead
Power Sword (Best-Craftsmanship)
Power Sword (Best-Craftsmanship)
Slaught (3 doses)
Stimm (3 doses)
Stormtrooper Carapace Armor (Best-Craftsmanship)
[strike]Sword[/strike] (Sold, 15 throne)
Synskin (Best-Craftsmanship)
2645 throne
Advances: 12950/13000
Weapon Skill +20 1600
Ballistic Skill +10 350
Strength +10 1250
Toughness +20 2500
Agility +20 1600
Willpower +5 250
Sound Constitution +6 600
Dodge +20 200
Concealment +20 300
Acrobatics +20 300
Security 100
Stealth +20 300
Berserk Charge 100
Furious Assault 100
Sure Strike 200
Climb +20 300
Swift Attack 200
Two-Weapon Wielder (Melee) 200
Lightning Reflexes 100
Melee Weapon Training (Power) 100
Lightning Attack 200
Blademaster 200
Assassin Strike 100
Counter Attack 200
Dual Strike 200
Crushing Blow 200
Combat Master 200
Crippling Strike 200
Precise Blow 200
Wall of Steel 200
Quick Draw 100
Step Aside 200
Pistol Training (Bolt) 100
BS: 30 T: 50 WP: 30 Per: 30
Wounds: 20/20 Insanity: 28
Fate: 4/4 Corruption: 13
Armor: 7/7
*Best-Craftsmanship Power Sword (Melee, 1d10+6+5+2E, Pen 7, Balanced, Power Field)
*Best-Craftsmanship Power Sword (Melee, 1d10+6+5+2E, Pen 7, Balanced, Power Field)
*Best-Craftsmanship Bolt Pistol (Pistol, 30m, S/2/-, 1d10+5X, Pen 4, 8 Rnds/8 Rnds, Full, Red-Dot Site, Selector)
And yes, you can sell unused starter gear at 100% of value.
2011 PAX Warmachine/Hordes Champion
First PbP I've actually gotten in on, but I have some extensive experience with DH and D&D stuff. I'll build and post my my rolls/character tonight.
2011 PAX Warmachine/Hordes Champion
Are things from the Inquisitors Handbook OK? Specifically I'm thinking of the background packages.
Yep!
2011 PAX Warmachine/Hordes Champion
EDIT: Actually, probably not a big problem unless he gets disfigured. Less things subtract from Fel than I thought, and he's not going to end up a Secutor. And Cyber-Resurrection is probably not needed.
2011 PAX Warmachine/Hordes Champion
EDIT: How much is a Best Quality Hellgun worth for trade ins? Ascension doesn't list a price and the Handbook has completely different stats.
EDIT 2: Gah, building a 13000 XP char from scratch is tiring.
Here is a Google Spreadsheet with all my working data
I'll try and tidy it up eventually, but not right now.
Also, would it be acceptable to swap out the Power Armour for Dragon Scale (Inquisitors Handbook, Pg. 137)?
Same goes for the Dragon Armor; don't have my books handy, but if they cost the same then that's fine, or you can sell the power armor and pay the difference.
2011 PAX Warmachine/Hordes Champion
So in the interest of not walking out of character creation with better gear and more money than I started I'm going to do a straight swap on the armour and take and trade the common bolter rather than the hellgun.
Divination: Divination (1d100=90) "The wise man learns from the Death of Others"
Smart, agile, strongwilled and a decent shot...and he/she has seen plenty of death (Not surprising). Possibilities!
I will recommend: This Excel sheet (If you use Open Office, read the readme page, it's almost but not quite compatible) for anyone considering what they want to make. It is a great great tool to make characters with, especially with the bookkeeping of a higher level WH40kRP character. (Loads of xp, loads of xp buys) The newest versions even allow you to buy, carry and equip gear. It incorperates all books, though I think in char. generation only backgrounds, alt. career ranks, and equipment can come form non Main/Ascension sources.
Edit: I missed the bit about not statrolling, will do a 100pt build then. I'm looking towards a Psyker at the moment.
I will allow this, if only for the hilarious/horrifying mental image.
Alright, so for characters/interest so far we have:
Gideon Kael, Death-Cult Assassin (Tanon)
Attilas, Magos (Chrysis)
Octus Drake, Agent of the Holy Ordos (Matev)
(Anon the Felon)
(Payot)
(SanderJK)
2011 PAX Warmachine/Hordes Champion
Background/Appearance
A once tall man, the weight of his cybernetics have left him perpetually hunched and significantly bulkier than he began. What skin is visible through the extensive cybernetics is gaunt and pallid, although this is probably in equal parts due to his birth on an explorator fleet as the replacement of significant portions of his flesh.
EDIT: I'm sure I can squeeze the power pack somewhere in amongst the mechadendrites. The other half of the pack is going to be taken up with the free voxcaster. Sorely tempted to buy more robo-bits.
Also holy crap the amount of powers a Psyker gets at high level DH is silly.
It's nothing major; you just can't have more than 25hp when all is said and done. And yes, high-level psykers are quite silly, and I look forward to seeing what happens when you glitch .
2011 PAX Warmachine/Hordes Champion
The Ascendancy Psyker rules make not ending up with Perils of the Warp a bit easier at least. Though when the going gets tough, risking that Pushing cast (with guaranteed "hilarity") may be a risk I'm willing to take. (I enjoy some hilarity). Picking Disciplines is a hard choice though.
Edit: The combo "Fearful Aura" with "Into the Jaws of Hell" may need looking into. Because that ends up really terrifying at higher Psy Rating.
I think I'm going to give my character loads of minor powers, which leaves him physically a bit weaker. If it wasn't for the 1 power / round rule Ascension Psykers would be near invulnerable.... but now you have to chose to be well defended or any use at all offensively.
Susan, how do you feel about divination powers? I know that as a GM, I'm not much of a fan (mainly because it can potentially lead to a lot of plot shortcuts).
I want you to be sure that I don't plan on this being a railroad or anything, and if you players figure out a cleaver way to short circuit one of my plots, well, such is life and there are other plots out there. As you said, though, Divinations can make games considerably simpler almost to the point of insta-wins if used properly, so I'll have to look into it.
2011 PAX Warmachine/Hordes Champion
...I think I'll do that tomorrow when I'm slightly more lucid.... o.o;;
Honestly, I'd find top down slightly more harrowing, at least you still have a semblance of structure in place for bottom up
There's one in Rogue Trader, so I've copied those stats for now until someone finds one more relevant.
Honestly it worked out (a little bit, I'm still missing a few things I wanted), I ended up at 13000 on the nose. I'm going to refine it a little and sort out my gear. I also ended up with a few questions for Mr. GM on transition packages.
I went Scum, who as we know is the talker and socialite with a fair bit of combat. All the Scum transition packages to Desperado kind of hinge on having a "Criminal Organization" already in place. Since we're starting at ascension, I'm wondering what to do here. Take the "Death Cult" for example, he can get a +10 to WS (his core skill) just to become an assassin. Desperado gets bonus's to his organization and his interaction with established contacts.
I'm just curious if I'm starting from scratch, or can have an established criminal organization (which provides an influx of cash/information)? Priests also suffer from this, but not to the same extent as Scum/Desperado.
I'm also curious if we're going to need/have a pilot. I'm willing to sink a few hundred XP into drive/pilot (happily), but only if we need it.
As for a pilot, I could certainly see your group appreciating having one. Of course you'll be on an Imperial world, and if noone wants to do it themselves there are ~1.6 billion NPCs who could do the job for ya.
2011 PAX Warmachine/Hordes Champion
Still working on details (mostly powers/equipment), there's a lot to choose from, a lot to read. There's something to be said for a "I have a big gun, where do you want me to point it boss?" character.
Good to know we at least have a group pilot.