Dark Heresy. What is it?
Okay so for those of you who don't know and are just suckers for a grim'n'dark sounding game name, Dark Heresy is the official Warhammer 40k roleplaying game. Players take the role of Acolytes of the Imperial Inquisition (whom nobody expects), you're basically the buttmonkeys left carrying out all the grunt investigative and field work that the inquisitors don't feel like doing themselves. As befits the WH40k universe the game tends to be fairly dark and bloody and your characters have a good chance of going insane, corrupted or getting blown up in a variety of interesting and unusual ways.
What are we doing?
In this campaign, the Acolytes will be searching for heresy and attempting to prevent a slave uprising on a Prison world thats degenerated into a feudal society, which has only just been rediscovered by the Imperium after several hundred years of isolation.
How will we be doing it?
I'd like the campaign to be a mixture of roleplaying, investigation and the occasional over the top gunfight (preferably not excessively as combat is quite deadly and tends to slow forum games down)
How much should we already know?
Ideally i'd like players with a solid understanding of how things work in the Grim'n'Dark future, but all i really ask is that players stay within the tone of the universe.
What should we use?
All dice rolls done on invisible castle and posted here thanks.
Background information
Your acolytes have found themselves either escorted or kidnapped by Inquisitorial Stormtroopers and taken to the Black Ship Harvester of Faith. You have been each been placed in an individual cell with the basic amenities and have been provided with regular meals, a copy of the Imperial Primer and the following Data-Slate.
Designation: Caliga Atrox
Tithe Grade: Exactus Minima
Geography: Caliga Atrox: Primarily Arid terrain, Caliga Atrox lacks any major bodies of water, due to anomylous atmospheric conditions the entire planet is blanketed in permanent layer of fog (fog measured as between 20 and 300 metres deep at sea level, reasons for unnatural dispersion unknown). Unique gravitation conditions in millennia past have resulted in rich deposits Exphalhium (Alpha Classified) within the planet’s crust, a key catalyst used in plasma reactors and weaponry.
Government type: Feudal
Planetary Governor: Warden Mathus Bracus
Military: Puritus house militia are seconded to support official government PDF regiments. Warden serves as supreme commander of armed forces.
Standard equipment: Solid projectile weaponry, las weaponry present amongst Puritus houses, more exotic firearms rare.
Trade: All non-Administratum interaction with Caliga Atrox is suspended until further notice.
History: Originally claimed for the Imperium by Rogue Trader Uzieth Pallandro in 238.M34, Caliga Atrox was originally earmarked to serve as an Adeptus Arbite prison colony, providing a staging point of Penal Legion musters and permanent incarceration for those Heretics found to posses information too useful to purge.
These plans were put on hold after several penitent construction expeditions disappeared without a trace. Agents from the Adeptus Mechanicus and Adeptus Telepathica were summoned to scan the planet for any potential Xenos infestation. Scans revealed a number of pre-imperium ruins and the presence of extensive deposits of Exphalhium (Alpha Classified) but no indication of xenos of any significant size or threat were ever found.
Following these discoveries, plans were drawn up to convert the Caliga Atrox into a slave mining operation, allowing minor heretics and recidivists to work towards the redemption of their souls by helping to arm The Emperor’s troops, in penance for their sins against his glorious name.
Ten years later in 248.M34 a severe warp storm severed rendered all communication and travel to Caliga Atrox impossible. This warp storm continued until the present day (985.M41). Exact records of what happened during this period are vague at best. All that can be reliably discerned is that in the intervening period the planet has regressed to a Feudal state comprised of five classes. In a most beneficent situation Caliga Atrox has remained loyal to the Imperium during its isolation and the planetary governance has continued to stockpile it’s annual tithe against the return of the Imperium (See cross references: Penance Rock stockpile)
Society:
Ruling Class: Puritus: Apparently descended from the original Adeptus Arbites stationed on Caliga Atrox, the Puritus are divided into a house structure. Each House appears to have formed from separate Arbite outpost, and controls an ancestral mining complex. Houses compete fiercely for newly discovered mineral deposits and any farmable land. (See cross references: Mist-Farming & House Wars)
Caliga Atrox is presently ruled by House Mastiff following the destructions of House Raven in the Undermine Wars of 900.M41.
Priest Class: The Recorders: This degeneration of the Administratum and Adeptus Ministorum have remained remarkably close to their original purpose, The Recorders preach that The Eternal Lord (Ministorum accepted Emperor variant title) was angered by the wickedness of the Penitent and sealed off their world from his realm as punishment, The Eternal Lord decreed that he could only be appeased by the gathering of his sacrament from beneath the earth (Ref: Exphalhium (Alpha Classified).). And that at such a time he was satisfied with his tribute he would revoke his curse upon their world. The religious canon of The Recorders seems to have been geared towards maintaining the colonies original purpose in the face of serious social decay. The Recorders are responsible for the accurate monitoring of the tributes presented by the Puritus houses and the appointment of the Warden.
Trader Class: Ore Barons: The Ore Barons make a living by leasing sections of Penitent workers and tracts of the great Houses mines in order to prospect for the "lesser ores" (Anything other than Exphalhium (Alpha Classified)) which they subsequently sell on to The Lamp Lighters Guild and or refine them into usable goods.
Technical Class: Lamp Lighters Guild: The Lamp Lighters Guild holds the true power on Caliga Atrox. The Guild maintains the immense beacons and lamps that make travel through the fog possible as well as maintaining the most complex and ancient of the mining equipment owned by the Puritus houses, without the Lamp Lighters it would be impossible for travellers to pass from one mining complex to another without becoming lost in the fog and devoured by the Mist Walkers. Certain Lamp Lighter rituals show a rote knowledge of the maintenance of electronics and plasma lamps, but little genuine technical knowledge. (Ref: Caliga Atrox, Folk-lore, Mist Anomoly, Adeptus Mechanicus)
Worker/Slave Class: Penitent: Descended from the original prisoners of the Caliga Atrox mines, the Penitent toil from birth to death in the mining facilities of the Puritus houses, kept in line by the strict flow of information and technology into the mines. Miners are allowed nothing more complex than a simple pick-axe and a copy of The Recorders sacred text. From birth the Penitent are indoctrinated that their suffering is their own fault for their sins against The Eternal Lord and that only through their continued hard work and repentance will they restored to his grace. In spite of the brutal measures taken against the flow of contraband into the mines, more and more gangs are springing up amongst the Penitent, armed with at least basic firearms and aware of the planets change in circumstances. These gangs have been fomenting discontent amongst the Penitent population.
Additional: High orbit scans of Caliga Atrox have noted additional structures beneath the Mist-Sea that are absent from the original Administratum scans.
Character information
Dekart
Name: Dekart
Origin: Imperial World (Backwater)
Class: Arbitrator
Rank: Trooper
Weapon Skill: 29
Ballistic Skill: 39
Strength: 25
Toughness: 31
Agility: 34
Intelligence: 27
Perception: 28
Willpower: 36
Fellowship: 27
Skills:
Inquiry (Fel)
Scrutiny (Per)
Common Lore (Imperium) (Int)
Literacy (Int)
Speak Language (Low Gothic) (Int)
Common Lore (Adeptus Arbites) (Int)
Traits:
Blessed Ignorance (-5 on Forbidden Lore (Int) tests)
Hagiography (Common Lore (Imperial Creed) (Int) and Common Lore (War) (Int) are treated as Basic Skills)
Liturgical Familiarity (Speak Language (High Gothic) is treated as a Basic Skill)
Superior Origins (Willpower +3)
Talents:
Melee Weapon Training (Primitive)
Basic Weapon Training (SP)
Quick Draw
Sound Constitution
Gear:
shotgun and 12 shells
club
brass knuckles
knife
mesh vest
uniform (Good Quality Clothing)
3 doses of stimm
injector
Arbitrator ID
chrono
flask of amasec
Wounds: 16
Fate Points: 3
Thrones: 62
Imperial Divination: "The only true fear is of dying with your duty not done." (Wounds +2)
Odessa
Odessa "Blue" Millicent, Imperial Cleric
Characteristics
Weapon Skill 38
Ballistic Skill 30 (35)
Strength 20
Toughness 33
Agility 36
Intelligence 37
Perception 26
Willpower 39
Fellowship 18 (23)
Fate Points 3
Wounds 6
Skills
Speak Language (Ship Dialect) (int)
Speak Language (Low Gothic) (int)
Common Lore (Imperial Creed) (int)
Literacy (int)
Trade (Copyist) (int)
Trade (Cook) (int)
Common Lore (Ecclesiarchy)* (int)
Drive (Ground Vehicle)* (agility)
Talents
Melee Weapon Training (Primitive)
Pistol Training (SP)
Basic Weapon Training (Primitive)
Advances
Common Lore (Ecclesiarchy)
Drive (Ground Vehicle)
Fellowship Simple
Ballistic Skill Simple
Traits
Charmed
Ill-Omened
Shipwise
Void Accustomed
Divination: +1 Toughness
Weapons and Gear
Autopistol with Laser Sight (98 bullets) (54g)
Hammer (infinite smash) (free)
Flak Jacket (free)
Flak Gauntlets (50g)
Infrared Glasses (275g)
Skull Charm (free)
Aquila Necklace (free)
Ecclesiarchy Robes (free)
4 candles (free)
Backpack (free)
2 crowns
RP Stuff:
Skeletal (1.7m, 50kg)
Youth (19 years old)
Bluish skin, copper hair, black eyes
Grew up on a warship
Shagher
Name: Shagher Eisen
Gender: Male
Origin: Imperial World (Shrine World)
Class: Assassin
Rank: Sell-Steel
Stats-
Weapon Skill: 36
Ballistic Skill: 35
Strength: 35
Toughness: 34
Agility: 31
Intelligence: 36
Perception: 31
Willpower: 33
Fellowship: 36
Skills:
Common Lore: Imperial Creed
Common Lore: Imperium
Common Lore: War
Literacy
Speak Language: High gothic
Speak Language: Low gothic
Awareness
Dodge
Inquiry
Silent Move
Traits:
Blessed Ignorance (-5 on Forbidden Lore tests)
Hagiography (Common Lore: Imperial Creed, Imperium, War as basic)
Liturgical Familiarity (Literacy, Speak Language: High Gothic, as basic)
Superior Origins (Willpower +3)
Talents:
Unremarkable
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapon Training (SP)
Basic Pistol Training (SP)
Starting Gear:
Shotgun w/ 12 shells
Sword
Knife
Compact las pistol w/1 charge pack
3 doses of Stimm
Charm
Black bodyglove
Extra Gear: Backpack
Flak Vest
Frag Grenades- 2
Micro-bead
Wounds: 13 (
http://invisiblecastle.com/roller/view/1935105/)
Fate Points: 2 (
http://invisiblecastle.com/roller/view/1935104/)
Thrones: 28 (
http://invisiblecastle.com/roller/view/1935099/)
Exp spent on:
Inquiry
Silent Move
WS+
BS+
Imperial Divination: "Men must die so that Man endures" Increase Toughness by +3 (
http://invisiblecastle.com/roller/view/1935105/)
Zee
Name: Zee
Origin: Void-born (Space Hulk)
Class: Imperial Psyker
Rank: Sanctionite
Age: 67
Weapon Skill:22
Ballistic Skill: 33
Strength: 28
Toughness: 33
Agility: 34
Intelligence: 33
Perception: 36
Willpower: 44
Fellowship: 29
Skills: Speak Language(Low Gothic,) Psyniscience, Invocation, Trade(Soothsayer,) Literacy, Forbidden Lore (Warp,) Awareness
Talents: Melee Weapon Training(Primitive,) Pistol Weapon Training(Las,) Psy Rating 1, Chem Geld, Minor Psychic Power, Meditation
Gear: Sword, Staff, Compact Las Pistol and 3 charge packs, Knife(Psykana Mercy Blade,) quilted vest, tatty robe(Poor Quality Clothing,) dice, Psy-Focus, sanctioning brand, Poor-quality Light Flak Coat, Gas Mask, Charm(shard of metal from a ship's chapel hung around her neck)
Sanctioning Side Effect (1d100=88) - Throne Wed: Gain the Chem Geld Talent and a ring worth 100 Thrones
Psychic Powers: Weaken Veil(Minor), Bio-Lightning, Seal Wounds
Wounds: 10
Fate Points: 2
Insanity Points: 1
Thrones: 36
Quirk: Tiny ears
Insanity Points: 4
Gallus
Name: Gallus
Origin: Hive World (Specialist class)
Class: Tech-Priest
Rank: Technographer
Weapon Skill: 31
Ballistic Skill: 33
Strength: 28
Toughness: 30
Agility: 32
Intelligence: 32
Perception: 30
Willpower: 25
Fellowship: 36
Skills:
Speak Language (Low Gothic) (Int)
Speak Language (Hive Dialect) (Int)
Tech-Use (Int)
Literacy (Int)
Secret Tongue (Tech) (Int)
Trade (Scrimshawer) (Ag)
Traits:
Accustomed to Crowds (crowds are not Difficult Terrain, no penalty to Ag test for Running or Charging through crowd)
Caves of Steel (treats Tech-Use (Int) as Basic Skill)
Hivebound (-10 to Survival (Int) rolls, -5 to Int rolls if not in manufactured environment)
Wary (+1 to Initiative rolls)
Mechanicus Implants (Electro-Graft; Electoo Inductors; Respirator Unit - +20 to resist airborne toxins and gas weapons; Cyber-Mantle; Potentia Coil; Cranial Circuitry)
Talents:
Melee Weapon Training (Primitive)
Basic Weapon training (Las)
Pistol training (Las)
Electro Graft Use
Gear:
Metal staff
Las pistol
Las pistol charge pack x 1
Las carbine
Las carbine charge pack x 1
Knife
Flak vest
Glow lamp
Data-slate
Mechanicus robes and vestments (Good Quality clothing)
5 spare parts
Vial of Sacred Machine Oil
Wounds: 11
Fate Points: 2
Thrones: 159
Imperial Divination: "Even a man who has nothing can still offer his life." (Strength +2)
Insanity Points: 4
Kar
Name: Kar
Origin: Feral
Career Path: Assassin
Rank: Sell-Steel
Divination: "Know the Mutant; Kill the Mutant" +2 Per
Quirk: Scarring
Gender: Female
Build: Muscular
Height: 1.70M
Weight: 70Kg
Skin Color: Fair
Hair Color: Brown
Eye color: Brown
Age: 20
Thrones: 91
Wounds: 11
Fate points: 1
WS: 42
BS: 38
Str: 36
Toughness: 31
Agility: 35
Int: 29
Per: 41
Wp: 27
Fel: 26
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Trained Skills: Awareness, Dodge, Silent Move.
Traits: Iron Stomach, Primitive, Rite of Passage, and Wilderness Savy.
Talents: Melee weapon training (Primitive)
Pistol weapon training (SP)
Basic Weapon training (SP)
Ambidextrous
Thrown Weapon Training
Catfall
Gear: Hunting Rifle w/ 16 shots, Sword, Knife, 10 Throwing Knifes, Charm, Black Body Glove, Flack Vest.
How I spent my experience: Weapon Skill advance: 100
Agility Advance: 100
Cat Fall (T): 100
Silent Move (S):100
Insanity Points: 3
Posts
Psyker would be a bit screw-loose (even moreso than regular psykers), hence that much more expendable. Not sure if I would go Judge Dredd or John Wayne for the Arbites, but it would definitely be the whole, "Bringing law to the lawless," thing.
"Go up, thou bald head." -2 Kings 2:23
"Go up, thou bald head." -2 Kings 2:23
Rolls:
Stats (29, 34, 25, 26, 34, 27, 24, 33, 27)
Perception reroll (28)
Wounds (13), Fate (9=3), Wealth (62), Divination (76)
"Go up, thou bald head." -2 Kings 2:23
I partially made a practice character this morning, rolling on everything. It came out to be a Feral Assassin with pretty good stats. Alas I didn't do it on the computer, so I'll have to re-roll the stats. But I think I'll keep the 'race' and profession. Rolls and character background en-route for tomorrow morning.
Origin: Void-born (Space Hulk)
Class: Imperial Psyker
Rank: Sanctionite
Age: 67
Weapon Skill:22
Ballistic Skill: 33
Strength: 28
Toughness: 33
Agility: 34
Intelligence: 33
Perception: 36
Willpower: 44
Fellowship: 29
Skills: Speak Language(Low Gothic,) Psyniscience, Invocation, Trade(Soothsayer,) Literacy, Forbidden Lore (Warp,) Awareness
Talents: Melee Weapon Training(Primitive,) Pistol Weapon Training(Las,) Psy Rating 1, Chem Geld, Minor Psychic Power, Meditation
Gear: Sword, Staff, Compact Las Pistol and 3 charge packs, Knife(Psykana Mercy Blade,) quilted vest, tatty robe(Poor Quality Clothing,) dice, Psy-Focus, sanctioning brand, Poor-quality Light Flak Coat, Gas Mask, Charm(shard of metal from a ship's chapel hung around her neck), 3 Lho-sticks
Sanctioning Side Effect (1d100=88) - Throne Wed: Gain the Chem Geld Talent and a ring worth 100 Thrones
Psychic Powers: Weaken Veil(Minor), Bio-Lightning, Seal Wounds
Wounds: 10
Fate Points: 2
Insanity Points: 1
Thrones: 6
Quirk: Tiny ears
Rolls:
Characteristic Reroll - Intelligence (but with d10s this time) (2d10 20=33)
Table 1-11 3d10 years (1d100, 3d10=[87], [1, 5, 7])
Fate Points (1d10=2)
Methuselah age (1d10=4)
Imperial Divination (1d100=18)=Ag+2
Starting Thrones (1d5 50=51)
Wounds (1d5=4)
I'll select the rest of my starting gear sometime tomorrow, but this is what I got, roll and power selection-wise.
WS: 37 BS: 38 Str: 36 T: 31 Ag: 30 Int: 29 Per: 39 Wp: 24 Fel: 26
Re-rolling Willpower: 27 (I assume its important in a game like this)
Wounds:11
Fate Points: 1
Monies:141
Divination:"Know the Mutant; Kill the Mutant" Per + 2
Will post a full sheet tomorrow.
An adept or a Tech Priest would be handy to have along, it'd also save my having to plan around their absence which would be nice.
Name: Gallus
Origin: Hive World (Specialist class)
Class: Tech-Priest
Rank: Technographer
Weapon Skill: 31
Ballistic Skill: 33
Strength: 28
Toughness: 30
Agility: 32
Intelligence: 32
Perception: 30
Willpower: 25
Fellowship: 36
Skills:
Speak Language (Low Gothic) (Int)
Speak Language (Hive Dialect) (Int)
Tech-Use (Int)
Literacy (Int)
Secret Tongue (Tech) (Int)
Trade (Scrimshawer) (Ag)
Traits:
Accustomed to Crowds (crowds are not Difficult Terrain, no penalty to Ag test for Running or Charging through crowd)
Caves of Steel (treats Tech-Use (Int) as Basic Skill)
Hivebound (-10 to Survival (Int) rolls, -5 to Int rolls if not in manufactured environment)
Wary (+1 to Initiative rolls)
Mechanicus Implants (Electro-Graft; Electoo Inductors; Respirator Unit - +20 to resist airborne toxins and gas weapons; Cyber-Mantle; Potentia Coil; Cranial Circuitry)
Talents:
Melee Weapon Training (Primitive)
Basic Weapon training (Las)
Pistol training (Las)
Electro Graft Use
Gear:
Metal staff
Las pistol
Las pistol charge pack x 1
Las carbine
Las carbine charge pack x 1
Knife
Flak vest
Glow lamp
Data-slate
Mechanicus robes and vestments (Good Quality clothing)
5 spare parts
Vial of Sacred Machine Oil
Wounds: 11
Fate Points: 2
Thrones: 159
Imperial Divination: "Even a man who has nothing can still offer his life." (Strength +2)
Rolls:
Characteristics (but see Divination for Strength +2)
Intelligence re-roll
Spare parts roll
Wounds roll
Fate Points roll
Starting Wealth roll
Imperial Divination roll
I'll have a think about how to spend the starting 400 exp etc and post that very shortly.
Logic (S) - 100 Exp
Technical Knock (T) - 100 Exp
Feedback Screech (T) - 100 Exp
Willpower Basic Advance (+5) - 100 Exp
"Go up, thou bald head." -2 Kings 2:23
edit: oh and those talents are fine wildcat
"Go up, thou bald head." -2 Kings 2:23
Basic Character Info
Origin: Feral
Career Path: Assassin
Rank: Sell-Steel
Divination: "Know the Mutant; Kill the Mutant" +2 Per
Quirk: Scarring
Gender: Female
Build: Muscular
Height: 1.70M
Weight: 70Kg
Skin Color: Fair
Hair Color: Brown
Eye color: Brown
Age: 20
Thrones: 91
Wounds: 11
Fate points: 1
WS: 42
BS: 38
Str: 36
Toughness: 31
Agility: 35
Int: 29
Per: 41
Wp: 27
Fel: 26
Traits/Talents/Gear
Traits: Iron Stomach, Primitive, Rite of Passage, and Wilderness Savy.
Talents: Melee weapon training (Primitive)
Pistol weapon training (SP)
Basic Weapon training (SP)
Ambidextrous
Thrown Weapon Training
Catfall
Gear: Hunting Rifle w/ 16 shots, Sword, Knife, 10 Throwing Knifes, Charm, Black Body Glove, Flack Vest.
What I bought: Flak Vest for 50 thrones.
How I spent my experience: Weapon Skill advance: 100
Agility Advance: 100
Cat Fall (T): 100
Silent Move (S):100
The rolls from before:
WS: 37 BS: 38 Str: 36 T: 31 Ag: 30 Int: 29 Per: 39 Wp: 24 Fel: 26
Re-rolling Willpower: 27 (I assume its important in a game like this)
Wounds:11
Fate Points: 1
Monies:141
Divination:"Know the Mutant; Kill the Mutant" Per + 2
We can have two! I haven't played the game before, but I'm sure that some extra offense is always a good thing. And my character is neither very smart nor charismatic, so if you were planning on either, then we could have two very different characters anyway.
(And I did post that I was going to be playing an Assassin back in my first post silly. Maybe I just didn't word it right)
EDIT1: Original stats, in order.
2d10=12, 2d10=17, 2d10=3, 2d10=5, 2d10=20, 2d10=5, 2d10=8, 2d10=16, 2d10=8
Fellowship reroll
2d10=15
Wounds roll
1d5+8=10
Fate
1d10=6
Thrones
300 5d10=320
EDIT2: Divination
1d100=60
delroland- Dekart the Arbitrator
Rainfall- Zee the Psyker
Wildcat- Gallus the Tech-priest
Foolish Eye- Kar the Assasin
waiting on
The lawinator
and /maybe
Ineednosalt
I'll put the IC thread up when they've got sheets up or alternatively when i get sick of waiting.
Crovax.436 Steam: Crovaxan
and GO!
am finishing sheet right now
Origin: Imperial World (Backwater)
Class: Arbitrator
Rank: Trooper
Weapon Skill: 29
Ballistic Skill: 39
Strength: 25
Toughness: 31
Agility: 34
Intelligence: 27
Perception: 28
Willpower: 36
Fellowship: 27
Skills:
Inquiry (Fel)
Scrutiny (Per)
Common Lore (Imperium) (Int)
Literacy (Int)
Speak Language (Low Gothic) (Int)
Common Lore (Adeptus Arbites) (Int)
Traits:
Blessed Ignorance (-5 on Forbidden Lore (Int) tests)
Hagiography (Common Lore (Imperial Creed) (Int) and Common Lore (War) (Int) are treated as Basic Skills)
Liturgical Familiarity (Speak Language (High Gothic) is treated as a Basic Skill)
Superior Origins (Willpower +3)
Talents:
Melee Weapon Training (Primitive)
Basic Weapon Training (SP)
Quick Draw
Sound Constitution
Gear:
shotgun and 12 shells
club
brass knuckles
knife
mesh vest
uniform (Good Quality Clothing)
3 doses of stimm
injector
Arbitrator ID
chrono
flask of amasec
Wounds: 16
Fate Points: 3
Thrones: 62
Imperial Divination: "The only true fear is of dying with your duty not done." (Wounds +2)
"Go up, thou bald head." -2 Kings 2:23
Characteristics
Weapon Skill 38
Ballistic Skill 30 (35)
Strength 20
Toughness 33
Agility 36
Intelligence 37
Perception 26
Willpower 39
Fellowship 18 (23)
Fate Points 3
Wounds 6
Skills
Speak Language (Ship Dialect) (int)
Speak Language (Low Gothic) (int)
Common Lore (Imperial Creed) (int)
Literacy (int)
Trade (Copyist) (int)
Trade (Cook) (int)
Common Lore (Ecclesiarchy)* (int)
Drive (Ground Vehicle)* (agility)
Talents
Melee Weapon Training (Primitive)
Pistol Training (SP)
Basic Weapon Training (Primitive)
Advances
Common Lore (Ecclesiarchy)
Drive (Ground Vehicle)
Fellowship Simple
Ballistic Skill Simple
Traits
Charmed
Ill-Omened
Shipwise
Void Accustomed
Divination: +1 Toughness
Weapons and Gear
Autopistol with Laser Sight (98 bullets) (54g)
Hammer (infinite smash) (free)
Flak Jacket (free)
Flak Gauntlets (50g)
Infrared Glasses (275g)
Skull Charm (free)
Aquila Necklace (free)
Ecclesiarchy Robes (free)
4 candles (free)
Backpack (free)
2 crowns
RP Stuff:
Skeletal (1.7m, 50kg)
Youth (19 years old)
Bluish skin, copper hair, black eyes
Grew up on a warship
I made a priest instead.
2d10=3 reroll fantastic (fellowship)
1d10=10 fate points
1d10=4 = 2, wounds
5d10=31 money (331)
1d100=13 divination
also stuff
The IC thread is here in case you missed it. I'll update the initial posts of the OC thread with everybodies character sheets for quick reference once the last one is in.
I'll have a sheet written up tonight, I'm at work at the moment.