The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

(OOC and Recruitment) Dark Heresy: Shadows in the Mist

psycojesterpsycojester Registered User regular
edited March 2009 in Critical Failures
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


show spoiler
hide spoiler
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

[SIGPIC][/SIGPIC]
psycojester on
«13

Posts

  • delrolanddelroland Registered User regular
    edited February 2009
    I want in. Psyker or Arbites.

    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.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • TheLawinatorTheLawinator Registered User regular
    edited February 2009
    I'll join up! Might want to go for something I haven't tried yet, that being anything other than Psyker or Arbites (wow convenient).

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • delrolanddelroland Registered User regular
    edited February 2009
    I think I'm feeling the Arbites more for this game.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • delrolanddelroland Registered User regular
    edited February 2009
    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • RainfallRainfall Registered User regular
    edited February 2009
    Dibs on Psyker. I'll roll something up right quick.

    Rainfall on
  • WildcatWildcat Registered User regular
    edited February 2009
    I'm in if you'll have me, preferably something non-militant if possible.

    Wildcat on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited February 2009
    Nice. :D

    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. :)

    Foolish Chaos on
  • RainfallRainfall Registered User regular
    edited February 2009
    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), 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:
    I'll select the rest of my starting gear sometime tomorrow, but this is what I got, roll and power selection-wise.

    Rainfall on
  • Foolish ChaosFoolish Chaos Registered User regular
    edited February 2009
    Ok I lied. Figured I would at least do the stats tonight. I haven't used Invisible Castle before, so forgive me if I did something wrong. Well, I know I must have done something wrong, as I wasn't able to fit all 9 stats on one roll line. Had to split them up into two groups:

    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.

    Foolish Chaos on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Wildcat wrote: »
    I'm in if you'll have me, preferably something non-militant if possible.

    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.

    psycojester on
    [SIGPIC][/SIGPIC]
  • WildcatWildcat Registered User regular
    edited February 2009
    I bags Tech Priest then!

    Wildcat on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Good, good. looks like we've got 5 people interested in playing here and thats a good number to start with. I'll Start the I.C thread, sometime tomorrow Australia time. Anybody else who wants to join after we've begun i've got backdoors to add to the story, although ideally i think around 6 is a good number.

    psycojester on
    [SIGPIC][/SIGPIC]
  • WildcatWildcat Registered User regular
    edited February 2009
    The character so far -

    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:
    I'll have a think about how to spend the starting 400 exp etc and post that very shortly.

    Wildcat on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    Don't suppose you guys have room for one of those criminal types huh, Scum or whatever they're called? >>

    INeedNoSalt on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Sure, post you're sheet and then we'll begin.

    psycojester on
    [SIGPIC][/SIGPIC]
  • WildcatWildcat Registered User regular
    edited February 2009
    I'm planning on taking the following additional choices, if you approve psychojester:

    Logic (S) - 100 Exp
    Technical Knock (T) - 100 Exp
    Feedback Screech (T) - 100 Exp
    Willpower Basic Advance (+5) - 100 Exp

    Wildcat on
  • delrolanddelroland Registered User regular
    edited February 2009
    I've got my character done on a .pdf at home, so I'll post the stats here tonight when I get home from work.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • Foolish ChaosFoolish Chaos Registered User regular
    edited February 2009
    Is there an online sheet we can use? I tried Myth-Weavers, but they don't have one for Dark Heresy apparently.

    Foolish Chaos on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    If you wanted to you could use this http://suptg.thisisnotatrueending.com/dhroller.html to do the rolling if you're not really sure what you wanted. Otherwise you could check out http://www.darkreign40k.com/downloads/character-sheets/index.php and pick up a sheet from there. But no from what i've been able to find there aren't any places that store em online.

    edit: oh and those talents are fine wildcat

    psycojester on
    [SIGPIC][/SIGPIC]
  • delrolanddelroland Registered User regular
    edited February 2009
    I took +BS, +T, Sound Constitution, and the skill that lets you tell when you're being lied to.

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • Foolish ChaosFoolish Chaos Registered User regular
    edited February 2009
    Ok I think I've finished her. Please tell me if it looks like I have erred in anyway.

    Basic Character Info
    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

    Traits/Talents/Gear
    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.

    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

    Foolish Chaos on
  • TheLawinatorTheLawinator Registered User regular
    edited February 2009
    Awwwww, I was gonna make an assassin.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • Foolish ChaosFoolish Chaos Registered User regular
    edited February 2009
    Awwwww, I was gonna make an assassin.

    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)

    Foolish Chaos on
  • TheLawinatorTheLawinator Registered User regular
    edited February 2009
    Hmmmmmmm, could always be a guardsman.

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • JacquesCousteauJacquesCousteau Registered User regular
    edited February 2009
    I've never created a character for this but it looks pretty cool. If you're full up then I guess I can go in the reserves or just make one for fun.

    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

    JacquesCousteau on
    steam_sig.png
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Okay, so far we have

    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.

    psycojester on
    [SIGPIC][/SIGPIC]
  • CrovaxanCrovaxan Registered User regular
    edited February 2009
    so what with eight or so ppl here there any space for another? id like to play a psyker or whatevers needed.

    Crovaxan on
    1850973-1.png
    Crovax.436 Steam: Crovaxan
  • TheLawinatorTheLawinator Registered User regular
    edited February 2009
    If you promise to be super active you can take my spot!

    TheLawinator on
    My SteamID Gamertag and PSN: TheLawinator
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Well i'm impatient and would like to start, so the spaces will go to the first two applicants to submit a completed character sheet.......

    and GO!

    psycojester on
    [SIGPIC][/SIGPIC]
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    Well i'm impatient and would like to start, so the spaces will go to the first two applicants to submit a completed character sheet.......

    and GO!

    am finishing sheet right now

    INeedNoSalt on
  • delrolanddelroland Registered User regular
    edited February 2009
    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)

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    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


    I made a priest instead.

    INeedNoSalt on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited February 2009
    2d10=18, 2d10=10, 2d10=5, 2d10=12, 2d10=16, 2d10=17, 2d10=6, 2d10=14, 2d10=5 stats
    2d10=3 reroll fantastic (fellowship)
    1d10=10 fate points
    1d10=4 = 2, wounds
    5d10=31 money (331)
    1d100=13 divination

    also stuff

    INeedNoSalt on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    and i'm now officially bored of waiting, whoever takes the last spot can catch up and assumed to be standing quietly at the back until then.

    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.

    psycojester on
    [SIGPIC][/SIGPIC]
  • ArasakiArasaki Registered User regular
    edited February 2009
    I am so in for this.

    I'll have a sheet written up tonight, I'm at work at the moment.

    Arasaki on
  • WildcatWildcat Registered User regular
    edited February 2009
    One further question, apologies: are we at liberty to bring whatever items we feel we need i.e. can I spend the starting cash as normal, or did we bring 'essential items only' as it were?

    Wildcat on
  • ArasakiArasaki Registered User regular
    edited February 2009
    By the way, assuming the spot is still open when I get home what would be best to make to round off the group? Thinking Scum/Guardsman, although if Assassin or something would fit better that's fine.

    Arasaki on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    You can spend cash as you wish. Scum would be good, we don't have one of those yet.

    psycojester on
    [SIGPIC][/SIGPIC]
  • WildcatWildcat Registered User regular
    edited February 2009
    Oh god, I only just stopped myself from making an HK-47-style 'Query:' in my next post.

    Wildcat on
  • psycojesterpsycojester Registered User regular
    edited February 2009
    Its okay, everybody feels compelled to play their tech priest as hk-47

    psycojester on
    [SIGPIC][/SIGPIC]
Sign In or Register to comment.