
BayouSnowman |

This is what I got so far Yuugassa, hopefully we can work out the rest, just some details on gear, history, and connection, which I hope you've got some ideas developed for those. A few tweaks than what I previously sent you, also you are at end of Rank 9, with 2000xp more than others, I did this for a few reasons and to give talents that would take too long in game to develop afterwards, thought it worked best to begin play with them and because of your unusual PC, which is a late bloomer in DH, I thought the extra XP was needed to compensate for your great loss and sacrifices. Hope no one has an issue with it, but if others get jealous, then I'll just give everyone the XP...i just thin the Inquisitor is a little older and experienced, plus a higher rank, so I thought she needed some things to begin play to shore up her faults and make sure she isn't bored while the cadre is out and about.
Now to work on the intro and get it posted for everyone who is ready, which looks like most people from the quick replies and profile fixes folks stated.
Inquisitor Lillian Naraku
Noble Born Human female
Imperial Psyker
WS 31
BS 33
S 31 (3)
T 32 (3)
Agi 35 (3)
Int 45 (4)
Per 34 (3)
WP 55 (5)
Fel 43 (3)
Wounds : 14
Fate Points 2
Insanity Points: gain 1d10 IP
Corruption Points:
Fate Eater:
“The only true fear is of dying with your duty not done.” Gain 2 Wounds. (75) Gain 2 Wounds
“In the darkness, follow the light of Terra.”(73) Increase Willpower by +3.
“Kill the alien before it can speak its lies.” Increase Agility by +2.
“A mind without purpose will wander in dark places.” Gain 1 Fate Point
Etiquette
Nobles are schooled in how to comport themselves in all manner of formal situations.
Effect: You gain a +10 bonus on Charm, Deceive and Scrutiny Tests when dealing with high authority and in formal situations.
Supremely Connected
Nobles have extensive connections and you know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones. Effect: You begin play with the Peer (Nobility) talent. In addition, you also gain Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, mercantile, Military or Underworld), selecting one category to reflect your family’s powerbase.
Vendetta
Every noble house has its sworn enemies and rivals who would do it and its members harm. Joining the Holy Ordos doesn’t stop this, it merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance. Effect: You have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to you and the GM to define,
working together to create a formidable threat. While they do not dog your steps at every turn, they are still out there, aiming to inconvenience, harm or kill you when you cross their path, You, of course, are free to return the favour when it’s expedient to do so.
Wealth
Those born into the nobility are also born in to wealth and enjoy the fruits of their family’s fortunes. Effect: You begin play with double the starting number of Thrones. You are also Noble for the purposes of determining monthly income
Sanctioned Psyker: Irradience: You have no hair on your body or head.
Ascended Traits
1. The Psyker’s gift
Many Inquisitors are also psychically gifted, their powerful wills and intimate knowledge of the warp lending themselves to the path of the psykers. You must already be a psyker to select this trait. You may select the Minor Psychic Power
Talent as an Elite Advance for 500xp, the Major Psychic Power Talent as an Elite Advance for 750xp, or the Ascended Psychic Power Talent as an Elite Advance for 1,000 xp. You
may also increase your current Psy Rating by +1 as an Elite Advance for 1,000 xp. The xp cost of the Ascended Psychic Power Talent may be reduced in the normal fashion (see page 125).
Starting Inquisitor Skill
Indomitable Will of the inquisition
To become an Inquisitor is to have strength of will beyond that of normal men, to be able to look into the face of man’s worst fears and carry on regardless. No one who carries the rosette does so without the will to back it up. Once per game session, the Inquisitor may automatically pass one Willpower test (this may also include skill tests based on Willpower and psychic powers). Should degrees of success be a factor, then the Inquisitor is considered to have rolled a 01 on this test.
This ability can be used before or after the character makes the Willpower Test, and can always be made regardless any other modifiers that apply to the Test
Acolyte Network:
The character maintains one or more cells of chosen acolytes
who perform missions for him, and can act as his proxies and
agents when he are not present. These acolytes are talented
servants who carry out dangerous missions and investigations
at the will of their Inquisitor, often on their own and with
little direct intervention from their master. The number of
acolyte cells an Inquisitor maintains beyond his personal
cadre varies as much as the nature of individual Inquisitors.
Some maintain vast networks of dozens of acolytes working
alone or in cells, others maintain only a single cell of carefully
chosen servants. The advantage of maintaining an acolyte
network is that an Inquisitor can address many tasks without
being personally present and can draw on a pool of loyal and
experienced operatives who are personally loyal to him.
The character may use his acolyte network in two ways: to carry
out specific missions, or as a resource of people to draw on.
Missions:To set an acolyte cell on a mission, the character
simply needs to set out the mission objective. The GM
then decides, in secret, if the mission succeeds and to what
extent; if he wishes to do this randomly, he should make a
test using the character’s influence modified as he sees fit for
the difficulty of the mission. As the Inquisitor is not acting
directly in the mission a –20 penalty is imposed on this test.
Personal Resource: The character may attempt to
requisition individuals of a particular expertise from amongst
the acolytes he maintains to accompany him in person. This
is done in exactly the same way as requisitioning personnel
using Influence, but no negative modifiers for the duration
of requisition apply, and the character can only requisition
individual acolytes. This means that he has to test for every
acolyte he wishes to requisition in this way
Member of the Tyrantine cabal
The character is a member of the Tyrantine Cabal and has
been branded with an electoo in the form of a star haloed
chalice which is the mark of the Spectarians. The character is
an acknowledged member of the Cabal whose chief concern
is the meaning of the Prophecy of Darkness and the Tyrant
Star. As such, he has access to the resources amassed by Lord
Inquisitor Zerbe in the Bastion Serpentis on the Scintillan
moon of Lachesis, which includes vast stores of knowledge,
cells, laboratories, dangerous objects, and weaponry. It is also
possible for him to call on the aide of other Spectarians and
even can try and mobilise the collective will of the Cabal to
a particular end. Much, however, depends on the character’s
status within the Tyrantine Cabal and the disposition of its other
disparate members. Much of the most precious information
and resources are hoarded by Zerbe’s inner circle and are both
unknown and unavailable to most members of the Cabal.
Effects:The character may gain access to the Bastion Serpentis
without the use of Influence. He may also re-roll failed Influence
tests when trying to influence other members of the Tyrantine
Cabal, or to requisition equipment or services from those
resources assembled by the Cabal for the use of its members.
Trained Skills:
Awareness (Per) +20
Charm +10
Command
Deceive +20
Dodge +10
Mimic
Ciphers (Tenebrae Collegium)
Disguise
Literacy(Int)
Interrogation
Inquiry
Logic
Scrutiny +20
Speak Language(High Gothic)(Int)
Speak Language(Low Gothic)(Int)+10
Pyniscience (Per) +20
Lip Reading
Invocation (Wp)
Tech-Use (Int)
Infused Knowledge (Common and School Lore treated as Basic, +10 to all known lore tests)
Common Lore (Imperial Creed,Imperium)(Int)
Forbidden Lore (Warp, Psykers, Heresy, Mutants, Xenos, Inquisition, Daemonology, Archeotech)
Scholastic Lore (Occult, Astromancy, Archaic, Cryptology, Judgment) (Int)
Talents:
Air of Authority
Melee Weapon Training (Primitive)
Pistol Weapon Training (Las)
Psi Rating 1, 2, 3,4, 5, 6
Resistance (Psy Powers)
Dark Soul
Inspire Wrath
Labyrinth Conditioning
Power Well x2
Street Fighting (applies to Kine Blades)
Corpus Conversion
Foresight
Fearless
Jaded
Master Orator
Mental Fortress
Strong Minded
Favored by the Warp
Discipline Focus x2
Peer(Inquisition, Government, Nobility, Academics, Astropaths, Adeptus Mechanicus)
Traits:
Unnatural Willpower (x2)
Unreadable Mind (Trait)
Fate-Eater 400xp
Talents: The character gains the Dark Soul Talent. Divination: The character begins play with no Divination. Fate: The character begins with 1 less Fate Point than normal (to a minimum of 1).Consume Fate: Every time the character is involved in the killing of any character with Fate Points, the Touched by the Fates Trait, or who the GM feels is significantly important, the character rolls once on the Divination chart and gains that Divination. Keep track of what Divinations have been applied, as no Fate-Eater can have the same Divination more than once.
Living Nightmare (IH p35) 300xp
WP +5, Resistance (Psy Powers), gain 1d10 IP, Unreadable Mind (Trait)
XP: 16,000/16000
Weapon Skill 500 750 1,000 2,500
Ballistic Skill 500 750 1,000 2,500
Strength 250 500 750 1,000
Toughness 250 500 750 1,000
Agility 500 750 1,000 2,500
Intelligence (100) 250 500 750
Perception 100 250 500 750
Willpower (100) (250) (500) 750
Fellowship (250) 500 750 1,000
Level 1: 500xp
Awareness 100
Common Lore (Imperial Creed) 100
Common Lore (Imperium) 100 S
Forbidden Lore (Warp) 100 S
Scholastic Lore (Occult) 100 S
Level 2: 500 Alt Rank taken: Shadow Recruitment
Deceive 100
Mimic 100 (Listeners must succeed on a Difficult (–10) Scrutiny Test to realise that you are not the person you are mimicking. If you have based your voice patterns on anything other than “live” conversations where you are in the same room as your target (for example vox recordings, or commlink conversations), the Difficulty
of this Scrutiny Test is reduced to Challenging (+0).)
Psy Rating 2 200
Disguise 100
Level 3: 1000 Alt. Rank taken: Demagogue
Advance from missed rank 2 +50 Forbidden Lore (Psykers) 150
Advance from missed rank 2+50 Inquiry 150
Charm 100
Charm +10 100
Command 100
Deceive +10 100
Inspire Wrath 200: (Your words are capable of making individuals and crowds turn to violent anger. You gain +20 to Interaction Skill ests when trying to inspire hate or anger against a particular object of our venomous words. Under these circumstances, you double the number of individuals you affect within a group. When combined with the Master Orator Talent, this results in you being able to affect 20 times the normal number of people.)
Labyrinth Conditioning 100 (Labyrinth Conditioning: Your mind is a carefully constructed maze of shut-outs and thought-dams designed to thwart the attempts of others who would learn what you wish to keep secret. You gain a +10 bonus on Deceive Tests when being questioned and to resist anyone using the Intimidate skill on you. You also have a +10 bonus to Willpower to resist Interrogation and mind reading effects such as Mind Scan. In the case of a Psychic Power effect, this bonus can be combined with bonuses to resist Psychic Powers from other Talents.)
Level 4: 1000
Logic 100 S
Psyniscience +10 100
Scholastic Lore (Astromancy) 100
Speak Language (High Gothic) 100
Power Well 200 T When manifesting powers, you gain a +1 bonus to your Manifesting rolls. You may select this Talent multiple times. Its effects are cumulative
Psy Rating 3 200
Psychic Power 200
Level 5: 2000
Advance from missed rank 2 +50 Awareness +10 150
Advance from missed rank 2 +50xp Peer (Academics) 150
Awareness +20 100
Forbidden Lore (Mutants) 100
Scholastic Lore (Archaic) 100
Scrutiny 100
Elite Advance: Infused Knowledge (talent) 200
Peer (Astropaths) 100 T
Jaded 100 T WP 30 You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however
Minor Psychic Power (x2) 100 T
Psychic Power (x2) 100 T
Street Fighting 100 T When dealing Critical Damage with an unarmed attack or knife, you deal +2 points of Damage**(Applies to Kine blades??)
Corpus Conversion 200 T ou can siphon the health of your physical body to fuel your powers. For every 2 points of Damage you voluntarily take, you may add your Willpower Bonus to your Power Roll. Using this Talent is a Free Action.
Psy Rating 4 200 T
Level 6: 2000
Advance from missed rank 2 +50 Dodge 150
Advance from missed rank 2 +50 Tech-Use 150
WP +5 100
INT +5 100
Dodge +10 100 S Dodge
Forbidden Lore (Xenos) 100
Interrogation 100 S
Scholastic Lore (Cryptology) 100 S
Foresight 100 T You may spend ten minutes contemplating a problem to gain a +10 bonus to your next relevant Intelligence Test
Minor Psychic Power(x3) 100 T
Power Well 200 T When manifesting powers, you gain a +1 bonus to your Manifesting rolls. You may select this Talent multiple times. Its effects are cumulative.
Psychic Power (x2) 100 T
Strong Minded 100 T u may reroll failed Willpower Tests to resist any Psychic Powers that affect your mind.
Favoured by the Warp 200 T Whenever a Power Roll triggers Psychic Phenomena, you may roll two dice on that table and take the more favourable result
Level 7 3000
WP +5 250
WP +5 500
FW +5 250
Lip Reading 100 S
Psyniscience +20 100
Scrutiny +10 100
Mental Fortress: 100 T WP 50, Strong Mindedhenever you are the target of a psychic attack, you force the psyker to make a Willpower Test. On a failure, the psyker takes 1d10 points of Damage plus 1 Damage per point of your Willpower Bonus. This Damage is considered Impact Damage, directed at the head (more specifically, the face). The psyker can reduce this Damage by an amount equal to his Willpower Bonus. This Damage bypasses armour and any Toughness Bonus
Minor Psychic Power (x3) 100 T —
Psychic Power (x2) 100 T —
Forbidden Lore (Inquisition) 200 S —
Discipline Focus (choose one) 200 T Psy Rating 3 You devote a great deal of time and effort into mastering your Discipline. Choose one of your isciplines. You gain a +2 to Power Rolls made to manifest any powers of this Discipline.
Peer (Inquisition) 200 T Fel 30
Psy Rating 5 200 T Psy Rating 4
Forbidden Lore (Daemonology) 300 S —
Level 8: 3000
Background (x2) 800
Ciphers (Tenebrae Collegium) 100
Deceive +20 200
Forbidden Lore (Archeotech) 100
Scholastic Lore (Judgement) 100
Scrutiny +20 100 S
Air of Authority 100 T Fel 30 On a successful Command Test, you may affect a number of targets equal to 1d10 plus your fellowship Bonus. Such is the authority in your voice that even those who are not in your service jump to attention when you speak. You may attempt to get non-servants to follow your commands by making a Command Test with a –10 penalty
Discipline Focus (choose one) 100 T Psy Rating 3 You devote a great deal of time and effort into mastering your Discipline. Choose one of your isciplines. You gain a +2 to Power Rolls made to manifest any powers of this Discipline.
Fearless 100 T You are immune to the effects of Fear and Pinning, but to disengage from combat or back down from a fight you must first succeed on a Willpower Test.
Master Orator 100 T Fel 30 You are skilled at speaking to large audiences. Your Fellowship Tests and Fellowship-based Skill Tests can affect 10 times the normal number of people.
Minor Psychic Power (x4) 100
Peer (Government) 100
Psychic Power (x2)100
Psy Rating 6 200
Forbidden Lore (Heresy) 300
Rank 9 Inquisitor Advances
Acolyte Network 700
Unnatural Willpower (x2) 1000 Trait
Psyker’s Gift:
EA: 500xp Ascn. Power (trade in Maj pwr (-500) =500xp cost) Rank1: My will, known
EA: 500xp Ascn Power (trade in Minor(x5) pwrs =500 xp cost) Rank1: His will be done
EA: 500xp Ascn. Power (trade in Maj pwr (-500) =500xp cost) Rank1: Lift
EA: 800xp Ascn. Power (trade in Minor pwr (-400) =800xp cost) Rank 3: My will Manifest
Unique Slot for Rank2(x3) Ascn Powers
Rank2: My will, obeyed
Rank2: Hammer of witches
Rank 2: Barrier
Near Unique:
Extremely Rare:
Very Rare:
Extras:
Standard Issue Gear:
Best-craftsmanship bolt pistol, common-craftsmanship power sword, Inquisitional Rosette, one digital weapon of choice, micro-bead.
Armor: ***We need to figure out armor “coffin” like device stats and details.

Sister Federica Del Vecchio |

No issue whatsoever with the bonus XP. It makes total sense, considering the drawbacks. Suggestion for the Inquisitor's Equipment, there is a nice booklet, Liber Heresius, which is Extremely Rare, and gives a bonus on Forbidden Lore (Daemonology, Heresy, Psykers, The Warp.) of +30. Whenever you fail a test on these with a DoF higher than your WP bonus (Which is 10 in the Inquisitor's case), you get 1 Corruption point.
I'd have gotten the book for Federica, but I decided against it, since she can't make terribly good use of it, and lending that book to people is, well, HERESY.

BayouSnowman |

Just double checking stuff now, Yuugassa, I forgot to add the +5WP from the Living Nightmare package...Oh and I forgot a transition package from Ascension, maybe a few other things that need to be sorted out too, I'll try and get to them when I can.
Gonna try and post an intro today, just finally gathering myself and a sense of everyone, glad you all made it through and stuck around. I think everyone is pretty much set? If you're still behind or need something else, don't be afraid to ask or PM.
I like the suggestions for equipment, Liber Heresius could be a good book to have. Thanks for catching the mimic talent mistake, had me doing some double checking as before I had made a few mistakes in the advances and by fixing those had to re-arrange other things.
The Shadow Recruitment is a later advance that I gave to her earlier, but limited access and as ranks grew, allowed more access...It was strange sometimes trying to be objective, but pushing myself as a player would, in trying to develop it and get skills in an order that made sense but wasn't taking advantage of certain things that would be happening in the future. But it was fun to create and have some things up my sleeve for that PC to throw at Yuugassa and you all when they come up.
So lets continue the history connections here and once you're ready, post in gameplay after my intro. Cool?

Gaius Haxtes |

Just a couple of ideas for history connections here.
Could Rakavet have been brought in to devise the Inquisitor's armoured sarcophagus thingy, after all his knowledge of the flesh as well as the machine would make him ideally suited. If Gaius had fulfilled the doctor role prior to that, they would have worked together on that project. He could even have been brought in by the inquisition whilst Gaius was being interrogated, leading to a bit of a rivalry (particularly as he has come up with a solution to the inquisitor's physical issues).
Secondly Phineus, could Gaius have been your research point for your infiltration and getting in with the judge. After all Lillian could have been amongst the Inquisitors cleansing the ranks and therefore Gaius would be an available resource, particularly with his arbite history/connections. Or alternatively if you wanted now to be distant from the scene of your last mission to be a factor, then that very fact would make Gaius a suitably untainted source by lack of association.

Phineus Faeyd |

That'd work perfectly. Phineus is all about getting information before being sent in so that work out well. And with a history of having worked for the Inquisitor several times in the past, it'd make sense that he'd have had contact with several members of her crew before, even if just like this, as co-workers for brief periods of time.

Inquisitor Lillian Naraku |

What's been presented so far for history sounds good, I have alot of ideas too but I almost want to wait till I see our characters in action to get a good idea of their personalities before purposing some things, to see if they fit well.
If having a complete history right this instant is necessary we can do that but I often enjoy an evolving history as we get the feel for the game and how our characters get along.

BayouSnowman |

Yea, it can evolve. I'm swamped this weekend, but off Monday and Tuesday, so I'll be posting the intro. It's gonna be a letter you got 6 months ago, so you'll be where you were then, and then we'll fast forward to now where you've met.
It'll be an invitation, but also a chance for you to explain some history and give context to who you've become etc. I think everyone is good on equipment and history from what I've seen, atleast good enough to begin play. We are down to 5 players I believe, which is fine and more than enough.
Enjoy your weekends.

BayouSnowman |

I thought you'd have servo skulls, I don't mind if you just say you do.. Maybe someone packed them for you... As for climbing equipment, you have all that aboard, anything you'd need for climbing the pylon, don't wanna get held back and slow things down unnecessarily. Cool? You all may post with the above knowledge.