
Balthasar Lagerfeuer |

I expect to Roll Play Balthy as a zealot, but I have no intentions of being hostile to the group as I don't want to hinder anyone else's enjoyment of the game. I'm not a fan of PvP violence, so I'll keep the violence aimed at our enemies. After all Balthasar knows sometimes you have to allow one mutant to go un-burnt so that you can burn 100 others.
That said, if you find I'm being too dickish just yell at me and I will tone it back.
And Havelock, the Emperor is GOD. To suggest otherwise is HERESY! Your name has been added to the Pyre's wait list. =)

Julien Lambert |

A question for the GM and potential party members:
Should we coordinate on all taking a Linguistics (Cell Secret Tongue) for less-easy-to-intercept communication?
DH 1e's Ciphers and Secret Tongue have been rolled into Linguistics.
Edit: Another question, for the GM.
Can Trade (Merchant) be replaced with Commerce? Or will these still be separate skills with separate purposes?

Oblivion's Scion |

As I have been reviewing characters, an old memory from the past came up. I despise when a background, homeworld, or something makes an advanced skill a basic skill. The chances of success with them are generally so low that it is mostly useless. So, I propose that should something grant a set of skills as Basic, in place of getting access to them as Basic Skills, you can instead select half of them (rounded down) as Trained Skills.
I noticed a few players had some rough rolls on wounds and fate. I like to give everyone a fighting chance, but always at a cost. If you would like to reroll either, you can, but your reroll will be done concurrently with a 1d5 for additional insanity points gained, regardless of whether you take the new roll or keep your old. (to be clear: if you want to reroll one, you gain 1d5; if you want to reroll both, you gain 2d5)
Don't worry about secret tongue during creation. It can be discussed after the party is selected.
Characters Completed (minus a couple possible tweaks)
The Lion Cleric - Yelisaveta Aksakov (Noble Born Scum)
Vrog Skyreaver - Caius Grimn II (Noble Born Arbitrator)
BoggBear - Havelock Iacton (Mind Cleansed Verispex Adept)
Characters in Progress
HippieKilla82 - Balthasar Lagerfeuer (Schola Progenium Cleric)
Decimus Observet - Julien Lambert (Imperial World 'Sinophia Magna' Psyker)
Simeon - (Forge World Tech Priest)
Spasmodeus - (Feral World 'Dusk' Assassin)
Mokshai - (?? Psyker)
Kevin O'Rourke - (?? Assassin / Cleric)

Julien Lambert |

Cool!
I'm nearly done with character creation, changing my basic skills into training in Speak Language (High Gothic) and Common Lore (Underworld).
I'll try rerolling Julien's fate:
Fate?: 1d10 ⇒ 5 Still 2, up to 3 with divination.
Insanity Point gain: 1d5 ⇒ 5
Starting Insanity Points of 6. No worries!
I present Julien Lambert, Aspirant!
Julien Lambert
"A mind without purpose will wander in dark places"
Rank: 3 (Aspirant) Career: Imperial Psyker Alternative Ranks: _ Homeworld: Sinophia Magna
WS: 32
BS: 35
S: 32
T: 33
Ag: 37
Int: 34
Per: 37
WP: 51 **
Fel: 31
Fate Points 3
Wounds 9
Initiative +5 (AB 3 + Paranoia)
Right-Handed
Insanity Points 6
Corruption Points 0
Divination: "A mind without purpose will wander in dark places": +1 Fate Point (included)
Armour: Mesh Combat Cloak - Armour 4 All locations
Sanctioning Side Effects DH p26: Irradiance
Age: 36
Trained Skills
Awareness (Per)
Common Lore (Underworld) (Int)
Deceive (Fel)
Forbidden Lore (Warp)
Invocation (WP)
Literacy (Int)
Psyniscience (Per)
Scholastic Lore (Occult)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Trade (Merchant) (Fel)
Additional Basic Skills
Common Lore (Underworld) (Int) <- taking as trained
Forbidden Lore (Cults) (Int)
Forbidden Lore (Heresy) (Int)
Literacy (Int) <- already had from career
Speak Language (High Gothic) (Int) <- taking as trained
Talents
Light Sleeper
Melee Weapon Training (Primitive)
Paranoia
Pistol Training (SP)
Psy Rating 1 (2 minor powers)
Psy Rating 2 (5 minor powers)
Resistance (Psychic Powers)
Unremarkable
Traits
Blighted Origins IH p25
Decayed Society IH p25
Liturgical Familiarity DH p19
Unreadable Mind IH p35
Minor Psychic Powers
Chameleon
Forget Me
Knack
Lucky
Resist Possession
Spasm
Unnatural Aim
Equipment
Living Nightmare background 300xp (free)
1,1500xp spent
50xp left
Rank 1 - 0-499xp
Awareness 100
Unremarkable 100
Forbidden Lore (Warp) 100
Scholastic Lore (Occult) 100
WP +5 100
Rank 2 - 500-999xp
WP +5 250
Psy Rating 2 200
Paranoia 100
Rank 3 - 1,000-1,200xp
Light Sleeper 100
Julien stands a little over six feet tall, fair of skin, grey of eye, and black of hair - apparently. His eyebrows are drawn on and his short black hair is in fact a wig. His lips and fingers bear the signs of an often-indulged lho habit. He has the detached, appraising gaze of a man who has seen some of the worst that humanity has to offer.
A Sinopian, Julien grew up as a junior scion in a minor trading house. He was driven to find success and found that fate favoured him. At least as much as it favours anyone it deems unworthy enough to be born on that slowly-rotting world.
The reason for that luck is what got Julien kidnapped on a rainy night by a canal, walking back from a taphouse.
He disappeared for three months and was given up for dead. Then the bedraggled Julien was fished out of the same canal, with no memory since he had felt himself lose consciousness.
His luck then completely ran out: a black ship of the Adeptus Astra Telepathica was in orbit that very day. Their auspexes determined that Julien was in fact demonstrating minor but significant psychic potential. He was taken to Holy Terra and a measure of his good fortune returned to him.
Julien was tested and found not wanting.
That said, Julien's testers found that while they could determine the strength of the testee's mind and his psychic potential, they could not *read* it. It was determined that to make best use of this anomaly, the newly trained psyker would be assigned to Inquisitorial service, back in the Calixis Sector where he was originally found.
What is your personality like?
Melancholic. Morose. Possessed of a dry wit as a response to terrible events.
How did you meet your Inquisitor?
Just after the Adeptus Astra Telepathica ship rendezvous with that of his.
What does the Inquisition mean to you?
It is power. Fractured, yes, but still sheer power. Hopefully wielded correctly.
What will you sacrifice?
If I truly must, my life. Then my sanity. My soul belongs to Him and I'd rather it stay that way. The alternatives can be much, much worse.
What do you desire?
To slowly, carefully grow my powers. To be not be gunned down by fanatics, of any faction.
What do you hate?
I rarely hate. Fools and fanatics irritate me, but I try to take the long and broad view of their fate.

Oblivion's Scion |

Looks sharp, here are a few notes.
First, yes, you can exchange Trade (merchant) for Commerce. The trade skill is intended to provide for when a skill doesn't otherwise exist for a profession; well, commerce is clearly the key to being a merchant.
Second, Literacy is now wrapped up in Linguistics, which you already have with two specializations (Low & High Gothic). So, you can replace Literacy with another skill (perhaps one of the Forbidden Lores that would've been available as Basic skills?).
Third, your Weapon Training should now read as:
Weapon Training (Low Tech) this covers both melee and missile primitive weapons
Weapon Training (SP) this covers both pistol and basic SP weapons
Finally, you purchased Paranoia at rank 2, but you actually received it for free from the Blighted Origin ability from your homeworld. So, you have 100 experience left to spend.
And... did you end up opting for that alternate rank?
Everything looks on point, including the traded out skills for duplicates, and the update regarding allocated Basic skills into trained skills. I am assuming your 4th Weapon Training (2 from mind cleansed, 1 from adept, 1 from background) was diverted to use for Operate +10?
My only other thought is do you want to perhaps switch your WS and BS? Given the Trade (Armourer), I would assume some level of gunsmithing, and so, you'd likely be better with firearms? Just a thought.

BoggBear |

Actually, that bit was more of an oversight on my part, but hey, it's not a bad idea so let's keep it that way.
And I think yes, switching Ws and Bs is also a good idea, not really built for up close combat anyway.
I WAS considering switching underhive merchant for cold tader, what with the change to basic skills, but I figured, as Ordo Hereticus, maybe we won't be dealing with Xeno's all that often, so I think I'll stay as is.

Julien Lambert |

Cheers. :)
First, good stuff! I'll trade that in for commerce.
Second, I missed Literacy. I'll happily trade it for Forbidden Lore (cults).
Third, Weapon Training (Low Tech) and Weapon Training (SP) - got it!
Fourth, I overlooked Paranoia too. But a nice surprise of extra xp.
Fifth, not yet. Julien is not high enough rank just yet.
More questions:
1. I'm also curious about theomancer and imperial diviner for future ranks. To confirm, will those be possibilities?
2. How will the Unremarkable talent interact with the Forget Me minor psychic power?
Julien Lambert
"A mind without purpose will wander in dark places"
Rank: 3 (Aspirant) Career: Imperial Psyker Alternative Ranks: _ Homeworld: Sinophia Magna
WS: 32
BS: 35
S: 32
T: 33
Ag: 37
Int: 34
Per: 37
WP: 51 **
Fel: 31
Fate Points 3
Wounds 9
Initiative +5 (AB 3 + Paranoia)
Right-Handed
Insanity Points 6
Corruption Points 0
Divination: "A mind without purpose will wander in dark places": +1 Fate Point (included)
Armour:
Sanctioning Side Effects DH p26: Irradiance
Age: 36
Trained Skills
Awareness (Per)
Commerce (Fel)
Common Lore (Underworld) (Int)
Deceive (Fel)
Forbidden Lore (Cults) (Int)
Forbidden Lore (Warp)
Invocation (WP)
Literacy (Int)
Psyniscience (Per)
Scholastic Lore (Occult)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)
Additional Basic Skills
Common Lore (Underworld) (Int) <- taking as trained
Forbidden Lore (Cults) (Int) <- taking as trained instead of Literacy
Forbidden Lore (Heresy) (Int)
Literacy (Int) <- already had from career
Speak Language (High Gothic) (Int) <- taking as trained
Talents
Light Sleeper
Paranoia
Psy Rating 1 (2 minor powers)
Psy Rating 2 (5 minor powers)
Resistance (Psychic Powers)
Unremarkable
Weapon Training (Low Tech)
Weapon Training (SP)
Traits
Blighted Origins IH p25
Decayed Society IH p25
Liturgical Familiarity DH p19
Unreadable Mind IH p35
Minor Psychic Powers
Chameleon
Forget Me
Knack
Lucky
Resist Possession
Spasm
Unnatural Aim
Equipment
Living Nightmare background 300xp (free)
1,1500xp spent
50xp left
Rank 1 - 0-499xp
Awareness 100
Unremarkable 100
Forbidden Lore (Warp) 100
Scholastic Lore (Occult) 100
WP +5 100
Rank 2 - 500-999xp
WP +5 250
Psy Rating 2 200
Light Sleeper 100
Rank 3 - 1,000-1,200xp
Forbidden Lore (Psykers) 100
Julien stands a little over six feet tall, fair of skin, grey of eye, and black of hair - apparently. His eyebrows are drawn on and his short black hair is in fact a wig. His lips and fingers bear the signs of an often-indulged lho habit. He has the detached, appraising gaze of a man who has seen some of the worst that humanity has to offer.
A Sinopian, Julien grew up as a junior scion in a minor trading house. He was driven to find success and found that fate favoured him. At least as much as it favours anyone it deems unworthy enough to be born on that slowly-rotting world.
The reason for that luck is what got Julien kidnapped on a rainy night by a canal, walking back from a taphouse.
He disappeared for three months and was given up for dead. Then the bedraggled Julien was fished out of the same canal, with no memory since he had felt himself lose consciousness.
His luck then completely ran out: a black ship of the Adeptus Astra Telepathica was in orbit that very day. Their auspexes determined that Julien was in fact demonstrating minor but significant psychic potential. He was taken to Holy Terra and a measure of his good fortune returned to him.
Julien was tested and found not wanting.
That said, Julien's testers found that while they could determine the strength of the testee's mind and his psychic potential, they could not *read* it. It was determined that to make best use of this anomaly, the newly trained psyker would be assigned to Inquisitorial service, back in the Calixis Sector where he was originally found.
What is your personality like?
Melancholic. Morose. Possessed of a dry wit as a response to terrible events.
How did you meet your Inquisitor?
Just after the Adeptus Astra Telepathica ship rendezvous with that of his.
What does the Inquisition mean to you?
It is power. Fractured, yes, but still sheer power. Hopefully wielded correctly.
What will you sacrifice?
If I truly must, my life. Then my sanity. My soul belongs to Him and I'd rather it stay that way. The alternatives can be much, much worse.
What do you desire?
To slowly, carefully grow my powers. To be not be gunned down by fanatics, of any faction.
What do you hate?
I rarely hate. Fools and fanatics irritate me, but I try to take the long and broad view of their fate.

Oblivion's Scion |

That is definitely a dangerous lady. I am just taking a glance from my phone and will comb through later, but I did notice you spent 1500 xp, where characters are starting with 1200 xp. However, it also looks like you might be working with the core rulebook skills and weapon training, not the updates found in the first post of this recruitment. I will look through the details later tonight.
1 - after a quick review, I see no reason why they would not be.
2 - I think it would apply to the test to see if the power works, making it much more effective.
3 - any consideration for picking up the minor psychic power 'healer'?

Julien Lambert |

That is a tricky question. I am aware that Healer is a great way to patch up wounded acolytes, even with the errata bumping the threshold to 20.
That said, I am not thrilled about the idea of Julien being relied on to patch up the party over mundane healing. That, and I have memories of a psyker in a tabletop game overusing that power, and getting dangerous psychic phenomenon.
That said, if you think it would be useful to have, I'll reconsider.
Edit: Also, will the Commerce skill be based on Fellowship as it is in Rogue Trader, or on Intelligence as it is in the later games?

Simeon |

Alright, I believe Ptah 7-Kappa is just about done. I likely made a few mistakes on my sheet, so feel free to bring up any questions.
WS 18: +1
BS 31: +3
S 31: +3
T 35: +3
Ag 28: +3
Int 45: +4
Per 25: +2
WP 38: +3
Fel 24: +2
Class: Tech-Priest
Build: Fit
Age: Stripling, 23
Skin: Dyed (Rust Red)
Hair: Blond
Eyes: Lenses (Bionic Eyes)
Quirk: Devotional Scar (Binaric Script)
Point of Origin: Research Outpost
Divination: Thought begets heresy, heresy begets retribution. +3 Str
Wounds: 11
Fate: 3
Starting Talents:
Melee Weapon Training (Primitive)
Basic Weapon Training (Las)
Electro Graft Use
Rank 1 Advances:
Int Advance Simple +5 (100)
T Advance Simple +5 (100)
Feedback Screech (100)
Common Lore (Machine Cult) (100)
Common Lore (Tech) (100)
Logic (100)
Technical Knock (bonus)
Rank 2 Advances:
Common Lore (Tech) +10 (100)
Scholastic Lore (Chymistry) (100)
Tech-Use +10 (100)
Trade (Technomat) (100)
Heightened Senses (Sight)
Rank 3 Advances:
Scholastic Lore (Numerology) (100)
Mechadendrite use (Utility) (100)
Skills:
Speak Language (Low Gothic) (Int)
Tech-Use (Int) +20
Literacy (Int)
Secret Tongue (Tech) (Int)
Trade (Copyist) (Int)
Trade (Technomat) (Int)
Common Lore (Machine Cult) (Int)
Common Lore (Tech) (Int)
Scholastic Lore (Chymistry) (Int)
Scholastic Lore (Cryptology) (Int)
Scholastic Lore (Numerology) (Int)
Forbidden Lore (Archeotech) (Int)
Logic (Int) +10
World Traits:
Fit for Purpose (Tech-Priest): Gain +3 WP
Stranger to the Cult: -10 on tests involving knowledge of the Imperial Creed, and -5 penalty on Fellowship with members of the Ecclesiarchy
Credo Omnissiah: Gain Technical Knock talent
Starting Gear:
Metal staff, las pistol w/ one charge pack, las carbine w/ one charge pack, knife, flak vest, glow lamp, data-slate, Mechanicus robes and vestments, spare parts, vial of Sacred Machine Oil
Cybernetics:
Electro-Graft: Allows interfacting with machine data ports and certain datanets
Electoo Inductors: Skin grafts wired into nervous systems that allow for emitting and siphoning power
Respirator Unit: Implants that replace lower face, purifying air for a 20% bonus to resist airborne toxins, along with a vox-synthesizer that can transmit voice
Cyber-Mantle: Framework of metal, wires, and impulse transmitters bolted onto the spine and lower ribcage. Acts as sub-dermal anchorage for later implants
Potentia Coil: Power unit that stores energy and produces various types of fields
Cranial Circuitry: Circuits connected to skull and brain that get rid of useless things like emotion and feeling to provide room for additional augments
Utility Mechadendrite: Combined multi-tool granting +10 on all Tech-Use tests, 6 injector pistons that can be filled with sacred machine oil, allowing for standard use or creating a blast of smoke from electro-censer as a half action, giving -5 to weapon skill tests by all living creatures in a 2 meter radius, usable 1/fifteen minutes. also functions as a knife with the defensive quality and Mono upgrade
Background: Disciples of Thule:
-5 WS, -5 Per, Gain Common Lore (Machine Cult), Evaluate, Forbidden Lore (Archeotech), Logic, Scholastic Lore (Cryptology)
The dead world of Klybo fascinates many who tread the Machine God’s path of knowledge. Rumors of incredible caches of STC templates abound, and a few, potentially slightly mad tech-priests settled there and founded a research and exploration outpost.
Predisposed towards eccentricity, the inhabitants of the outpost found that exploring lost structures beneath shifting sands were highly reminiscent of a set of fragmentary records about Holy Terra in its infancy. The lost kingdom of Gyptus ruled by the immortal explorer-king In’dyaana Jaonz deeply resonated with the techpriests, and their culture drifted towards what insights they could glean.
It was into this strange and erudite community that Ptah was born. His childhood was standard for those born into a Mechanicus research outpost, with rigorous study and exacting standards. Some of his peers failed, and were either recycled for nutrients or converted into servitors. Ptah did not.
He was fiercely ambitious and intelligent, forever seeking more knowledge. At the unprecedented age of 14 he completed his novitiation and was made a Technographer. He was skilled with technology, memorizing the Psalm of Light and the proper ritual for putting a machine spirit to sleep and reawakening it, generally for troubleshooting purposes.
He advanced through the ranks of his small community, earning the rank of Mech-Wright at the age of 19, and with it command of a exploratory squad. At his disposal were two novitiates, fifteen Skitarii, and thirty servitors.
It took some time to find a location, gain approval, and get together supplies for a mission, but after nearly a year he found his mark. Buried beneath nearly a mile of sand, stone, rockcrete debris and a maze of corridors infested by hostile wildlife, rogue servitors, and forgotten technological horrors.
The mission was hard-fought, fraught with danger. They spent a month slogging through winding caverns, followed by weeks of sleepless nights in the tunnels beneath.
Ptah rarely divulges what he found beneath the shifting sands of Klybo. All that his family and community knew was that he returned, alone, with skin dyed rust red and binaric script tattooed across every inch of it. He was a changed man. His thirst for knowledge had changed fundamentally.
All knowledge, he claimed, was a product of the infinite logic of the Machine God. Whether it was sanctioned or hereteknical did not matter, simply that it needed to be preserved and understood. The ancient technology of humanity, he believed, was the purest form of the the Machine God, and it had to be understood.
He began to set out on his own, bringing back fragments of archeotechnical lore that could be considered near blasphemy if used improperly. The Inquisition, of course, had their interest piqued. Ptah’s extensive knowledge was too valuable to go to waste, but just close enough to heresy that he could not be allowed to go free.
Inquisitor Brannor Smythe, it seemed, was due for a new Acolyte.
Among tech-priests, Ptah Sigma-7 looks comparatively mild. Among baseline humans however, he is terrifying. His skin is a rust red, and every part of it not taken up by cybernetics is tattooed with binaric script. His cybernetics, though not as total as many of his fellow disciples, are still extensive. His eyes have been replaced by cybernetics, casting a dim red glow whenever he is awake. An elaborate respiratory system replaces his mouth and nose, lending an electronic timbre to his breathing and speaking. Though generally covered by hooded, sleeveless robes, the back of his skull is metal, with a series of vertebral augers connecting his cranial implants to his cyber-mantle.
Ptah is coldly logical like many followers of the Machine God. Emotion is a mere distraction from the true goal of knowledge and enlightenment. He differs from the rigid orthodoxy of the Machine Cult on how he believes knowledge should be treated. The Machine God is the source of all knowledge, not just what the Lector-Dogmatics permit. To destroy any piece of information is heresy, blatant disregard for the blessing of the Trinity Machina. That said, Ptah is far from a heretek. His desire to destroy the enemies of mankind and the Mechanicus is incredibly strong. He simply believes that mankind cannot fight blind, and that knowledge is what will open their eyes.
What is your personality like?
Optimal outcomes can only be attained when absolute efficiency is taken into consideration. Absolute efficiency can only be attained when emotion is discarded in favor of logic and reason.
How did you meet your Inquisitor?
The Inquisitor sought what I know. Estimations of overall success increased by 29.5% with my involvement.
What will you sacrifice?
In service to the Imperium, I will give my independence and station. I will share what I know, loathe as I am to allow sacred knowledge to fall into the hands of unknown variables.
What do you desire?
Above all else, knowledge. It is the absolute manifestation of divinity. Just as followers of the Emperor seek to emulate him, my prime imperative is to understand reality, and through it approach understanding of the Machine God.
What do you hate?
Hate is a manifestation of fear. Fear is a failing of flesh. Fear must be excised, along with all other mortal failures. Destruction of knowledge, however, is a crime against the Machine God. It must be corrected.

Yelisaveta Alekseevna |

The Lion Cleric here, checking in with the alias. Wow, this really is a fast moving thread!
Alas, the portrait issue still isn't fixed, this is a carryover from the last game.
@Oblivion's Scion - that sounds even better! Free stuff is better than no free stuff. I'll probably pick up Scrutiny, Peer(Mercantile) instead of the secondary Underground, and tack on Literacy(Underground) - you need to know what the scum are saying behind your back!
Corruption: 1d5 ⇒ 5

Vrog Skyreaver |

Okay, I made the changes we talked about. Here is my submission once again:
Noble-Born Arbitrator (Rank 3: Regulator)
WS : 46
BS : 36
S : 39
T : 39
AG : 29
Int: 37
Per: 39
WP : 33
Fel: 41
Wounds: 11
Fate: 1
Divination: The gun is mightier than the sword!
Skills:
*Awareness (Per)
*Common Lore (Adeptus Arbites; Int)
*Common Lore (Imperium; Int)
*Intimidate (Str, Int, or Fel)
*Inquiry (10 from talented; Fel)
*Literacy (Int)
*Speak Language (Low Gothic; Int)
*Speak Language (High Gothic; Int)
*Scrutiny (Per)
*Tracking (Int)
Talents:
*Basic Weapons Training (SP)
*Etiquette (+10 to charm, deceive, and scrutiny tests for high authority and formal situations)
*Melee Weapon Training (Primitive, Shock)
*Light Sleeper
*Quickdraw (ready weapon as a free action)
*Takedown
Origin Benefits:
*Vendetta (gain powerful enemy: The cult of Khorne)
*Wealth (Start with double starting thrones and noble for monthly income)
*Lineage of Renown (The Blood of Greatness; Inquisitor Lord Tobias Merriweather Grimn)
Backgrounds:
*The Caliaxan Pattern Killings (gain +5 Int and Talented: Inquiry) -200
*Proven Innocent (lose 1 fate point, gain +3 to all characteristics and +1 wound; fanatical in the belief that the Holy Ordos are infallable) -100
Advancement:
Per adv 1 -250
WS adv 1 -250
Awareness -100
Scrutiny -100
Tracking -100
Melee Weapon Training (Shock) -100
Light Sleeper -100
Sound Constitution -100
Takedown -100
Talented (Inquiry)
Equipment: TBD
Caius is the descendant of one of the first Inquisitor Lords to come to the Caliax Sector; a man so steadfast in his battles with the Xenos that in order to be considered in line to head the family, any heir must have killed a powerful servant of Chaos (and be able to prove it).
Caius was a rookie Arbitrator when a Chaos Space Marine was summoned to his town by the cult of Khorne, who had infiltrated nearby settlements and taken root, all in an effort to wipe out one of their true enemies.
Caius fought the Space Marine to a standstill in order to allow the inquisitorial forces to arrive and vanquish the unclean thing.
When they arrived, none could explain how he had managed to survive. Even those who watched were at a loss for words, and Caius was taken into custody.
After more four years in the custody of the inquisition, Caius still had no explanation of the battle; indeed, he holds no memory of it at all.
He found that during his time in confinement, his family had been destroyed by the cultists in retaliation for his heroism.
Finally, he was freed and told that he was being reassigned to the service of the Inquisitor who had petitioned for his freedom. That was how Caius came to serve at the priviledge of Inquisitor Brannor Smythe.
With nothing truly left to live for, Caius threw himself into the work.

KingHotTrash |

Hey there folks! I'm doing a return to PbP after taking a break for a few years and what do I find but a Dark Heresy game recruiting! I'd love a chance to throw my own hat into the ring.
Let's see what we get dice roll wise...
WS: 2d10 ⇒ (1, 1) = 2
BS: 2d10 ⇒ (6, 1) = 7
S: 2d10 ⇒ (3, 2) = 5
T: 2d10 ⇒ (3, 3) = 6
Ag: 2d10 ⇒ (2, 10) = 12
Int: 2d10 ⇒ (8, 10) = 18
Per: 2d10 ⇒ (1, 9) = 10
WP: 2d10 ⇒ (3, 1) = 4
Fel: 2d10 ⇒ (7, 4) = 11
Reroll WS: 2d10 ⇒ (2, 10) = 12
Well, the dice are pointing towards someone...intellectual. I've not had the chance to play a scholarly type in awhile so maybe I'll go with that. I'll get a concept going tomorrow.
For fun though, we'll see what the random generator gives us...
Origins: 1d100 ⇒ 93
Seems like we got a bunch of nobles going on! I think I may try one more time...
Origins...Again: 1d100 ⇒ 74
Eh, a Forge world. Last WH40k game I was in, I was a tech priest, so I think I'm just going to pick coming from an Imperial World. I'll be back tomorrow!

Kevin O'Rourke 440 |

Still working on my character... I was working all weekend. I likely wont get anything concrete done for a bit yet. Worst case I can have something primed in case someone drops out or disappears...
Divinivation: 1d100 ⇒ 57
"Die if you must but not with your spirit broken." +3 WP

Balthasar Lagerfeuer |

Well after some re-working of my backgrounds and Talents, Balthasar should be good to go! I've documented everything I could think of in Balthasar's Profile. I went with Confessor as a 1st rank alternative to Cleric which has opened up access to Faith Talents. They add an interesting dynamic which I haven't played with before.
I'm relatively inexperienced with play by post, but I found a good post that outlines tips for tone and formatting. OS, anything in particular you would like to implement or do differently?

GM Kevin O'Rourke |

People are arriving, I'll work on it more later.
Basically a Brontian Longknife and things went badly... he didn't start as a mutant but unlike many of his peers he is alive.
WS 43*, BS 38*, S 52*, T 47, Agi 21, Int 29, Per 26, WP 40, Fel 22
Talents: Weapon Training (Low Tech, Las, SP), Jaded, Resistance (Fear, Psychic Powers), True Grit, Swift Attack
Starting Skills: Linguistics (Low Gothic) (Int), Athletics, Intimidate, Deceive, Common Lore Imperial Guard.
Fate Points: 1d10 ⇒ 9
Fate Points: You gain one additional Fate Point. So 4!
Insanity Points: 1d10 ⇒ 3
Corruption: 1d5 ⇒ 2
Divination: "Die if you must but not with your spirit broken." +3 WP
Mutations: Brute, Tough Hide, Nightsider
Traits: Natural Armour 1, Darksight
Starting Skills: Linguistics (Low Gothic) (Int), Athletics.
Conscript Rank XP: Jaded 100xp, True Grit 200xp, Intimidate 100xp, Deceive 100xp
Guardsman Rank XP: Common Lore (Imperial Guard), +5 WS 100XP, +5 BS 100XP, +5 S 100xp, Resistance Fear 100xp
Arsman Rank XP: Swift Attack 200xp

KingHotTrash |

So I have been considering my stats and switching things around as well and have decided on making a Hive World Scum; specificalky a Gunslinger from Gunmetal City. I'm going to be switching up my Intelligence with Ballistic Score, and going to swap my Willpower with my WS.
I'm also thinking of taking Brotherhood of Thollos as my background. That'll increase my Ws & Toughness by 3 but lower my Fellowship by 5.
Here is my roll for my divination!
Divination: 1d100 ⇒ 3
"Only the insane have strength enough to prosper. Only those who are proper may judge what is sane." - start with 2 Insanity Points. Yay...
Wounds: 1d5 + 8 ⇒ (5) + 8 = 13 = 13 Wounds
Fate Points: 1d10 ⇒ 2 = 1 Fate Point
I'm going to add onto the insanity train and try to reroll my fate points.
Fate Points: 1d10 ⇒ 5 = 2 points
Additional Crazy: 1d5 ⇒ 3 = 3 insanity
So my basic stats are...
WS: 27 BS: 43 S: 25
T: 29 Ag: 32 Int: 27
Per: 30 WP: 32 Fel: 30
Insanity: 5 Corruption: 0 Fate Points: 2
I'll get my skills and story done tonight when I'm at my laptop.

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Gonna go with random haha.
homeworld: 1d100 ⇒ 68 Imperial
homeworld: 1d100 ⇒ 29 Assassin
fate: 1d10 ⇒ 4
WS: 2d10 + 20 ⇒ (10, 7) + 20 = 37
BS2d10 + 20 ⇒ (5, 7) + 20 = 32
S:2d10 + 20 ⇒ (1, 5) + 20 = 26
T:2d10 + 20 ⇒ (10, 7) + 20 = 37
AGI:2d10 + 20 ⇒ (6, 2) + 20 = 28
INT:2d10 + 20 ⇒ (4, 6) + 20 = 30
PER:2d10 + 20 ⇒ (8, 1) + 20 = 29
WILL:2d10 + 23 ⇒ (7, 7) + 23 = 37
FELL: 2d10 + 20 ⇒ (7, 8) + 20 = 35

KingHotTrash |

Alrighty, I finally have a chance to finish my crunch and add some fluff to the character. Introducing Solomon Cortez, Gunslinger from Gunmetal City...
Solomon Cortez
Scum Outlaw (Rank 3)
Ranks: Metallican Gunslinger (1), Outcast (2), Outlaw (3)
Homeworld - Gunmetal City on Scintilla (Hive World)
Background: Brotherhood of Thollos
WS: 27
BS: 47
S: 25 (2)
T: 29 (2)
Ag: 37 (3)
Int: 27 (2)
Per: 30 (3)
WP: 32 (3)
Fel: 30 (3)
Fate Points: 2/2 Wounds: 0/14 Insanity: 5 Corruption: 0
TRAINED SKILLS
Linguistics: Low Gothic, Metallican Hive (Int)
Deceive (Fel)
Charm (Fel)
Dodge (Ag)
Awareness (Per)
Common Lore: Imperium, Underworld (Int)
Security (Ag)
Sleight of Hand (Ag)
Inquiry (Fel)
Tech Use (Int)
TALENTS
Ambidextrous
Streetfighting
Peer (Underworld)
Two Weapon Wielder
Blind Fighting
Lightning Reflexes
Quick Draw
Rapid Reload
Sound Constitution (x1)
MWT: Primitive
RWT: SP
TRAITS
Caves of Steel - Hivers treat the Tech Use (Int) skill as a basic skill.
Hivebound - Hivers take a -10 penalty to all Survival (Int) Tests, and while out of a “proper hab” (e.g. places without manufactured goods, solid ceilings and electrical power) the hiver takes a –5 penalty to all Intelligence Tests.
Wary - All hivers gain a +1 bonus to Initiative rolls.
Packing Iron - If you are, for any reason without a usable gun, either because you have been disarmed, caught unawares, or run out of ammunition, you take a –5 penalty on all Tests.
Way of the Gun - Increase your Ballistic Skill by +5. You also begin play with the Pistol Training (SP) talent. You gain a +5 bonus on Tech Use Tests involving projectile firearms.
Knave of Pistols - Metallican Gunslingers are notoriously proud of their skill with pistols and eschew all other ranged weapons. With this Trait, you may not acquire new Basic or Heavy Weapon Training talents and may only take Exotic Weapon Training for pistols. If you already have training in ranged weapons that are not pistols, you may still use these Talents, but you take a –10 penalty on Ballistic Skill Tests.
EXPERIENCE
Total XP: 1,200
Spent XP: 1,200
Remainging XP: 0
Dreg: 500/500
Simple Ballistics (+5) - 100
Simple Agility (+5) - 100
Blind Fighting - 100
Lightning Reflexes - 200
Outcast: 500/500
Inquiry - 100
CL: Underworld - 100
Quick Draw - 100
Sleight of Hand - 100
Security - 100
Outlaw 200/500
Sound Constitution
Rapid Reload
WEAPONS, ARMOR, & GEAR
Now it is time for the fluff.
BACKGROUND
Born in the fiery depths of the Infernis, Solomon Cortez was raised in the crucible that was Gunmetal City's gangs. Death was as cheap as the bullets that were made in the Fanes. At a young age, Solomon watched both friends and family alike die and learned the lesson all Metallicans learn; only the gun could truly keep you safe. As time passed, the violent man showed a proclivity with the most honorable of weapons; the pistol. Soon, Solomon built a reputation as a dangerous and effective Gunslinger; able to outdraw any man or woman and lay them down flat under a hail of bullets. He was his gang's champion, claiming territory and lives with his pistols alone. Such skill caught the attention of one of the major powers of Gunmetal City; the Brotherhood of Thollos.
Life as an enforcer and killer was natural for Solomon, a professional at his craft. With no questions asked, he would serve the Brotherhood. If a vault needed raiding, he would lead the charge. If a man needed to be killed in his sleep, he would quietly slit their throat. If a message needed to be made, his autopistols would do the talking. Solomon likely would have risen higher in the Brotherhood and taken his place as a trusted cutter if his path had not crossed with Inquisitor Brannor Smythe.
The outlaw was recruited to escort an important individual into the depths of Gunmetal City and ensure his survival; Solomon had no idea that such a simple task would nearly take his life. Hereteks of the most dangerous kind had infested the city, leading a dark cult that planned to sabotage the fanes and foundries of the hive. The inquisitor and his men fought into the wicked heart of this heresy, all while being guided by Solomon.
The outlaw's talent with his pistols, as well as his variety of skills and contacts with the criminal underworld, piqued the Inquisitor's notice. When the mission had been completed, the hereteks brought to justice, the Inquisitor informed Solomon that he was to be recruited to the Inquisition. While the outlaw first refused due to his loyalty to the Brotherhood, Inquisitor Smythe made an offer to scrub the killer's crimes away from his record and let him begin anew. Such a tempting offer could not be refused and now the deadly gunslinger finds himself working alongside a strange assortment of characters all in the Inquisitor's name.
APPEARANCE
Solomon's physical appearance is not as intimidating as his skills would dictate. Standing at around 1.75 meters (5'7) and weighing only 63 kilograms (138lb), he has a wiry if athletic build that emphasizes speed over strength. His skin is dark and his face is strong, masculine. His hair is kept tied together in dreadlocks that go down to between his shoulder blades. His clothing is loose and light; a variety of reds, golds, and blacks that have been stained with oil, blood, and dirt. The most striking things on him is the bright, blue eyes that pierce out from tired sockets and the white tattoos that cover his skin. He perpetually smells of oil & gunpowder
PERSONALITY
For being hive ganger scum, Solomon is surprisingly cordial and polite with his associates as long as he is treated respectfully back. His respect is usually feigned for convenience sake but, like most Metallicans, he has respect for those show skill with firearms, show deep knowledge, or are willing to put their lives on the line for their ideals, their family, or their cause. In and out of combat; Solomon is ruthless in his actions. The ends justify the means if it will mean success for the Acolytes and helps him look good in the Inquisitor's eyes. When Solomon was an enforcer, he only had one rule; I don't shoot kids first. It is the rule that he still sticks by now. Insults to his character, his profession, or his gang and home are likely to rile the gunslinger up and if provoked too much...a challenge will likely be presented.
Alright, let me know what you think @Oblivion

Oblivion's Scion |

Mokshai sorry to hear you are pulling out of recruitment. Best of luck elsewhere.
Rorek55 welcome to this recruitment thread, and thank you for the interest. Just note that your Willpower roll is 2d10+23, so your Willpower should be 34, not 37.
Okay, got a chance to pour over the several characters posted or updated in the last 36 hours.
Looked things over and it looks on target. A few bookkeeping updates, and something that will get you potentially a bit more experience.
- With the consolidated weapon groups, relist as Weapon Training (Low Tech, Solid Projectile, Shock). Note that this means you are proficient with both pistol and basic solid projectile weapons, and with all primitive weapons (melee, thrown, and basic).
- Tracking has been rolled up into the Survival skill, so you can rename it as such.
- In addition to replacing Literacy from your origin (which you already did with Intimidate), you get to replace the second iterations of both Speak Language (low gothic) and Literacy provided by your career at rank 1. So, you could either take 2 new skills, or move two that you paid for with experience (awareness, scrutiny, or tracking*) into these free slots, and have 200 more experience to spend.
- You gain Peer (nobility, +1 more) from your origin – what did you want to select for your +1 (administratum or government might both make sense for an arbite)?
- It came together nicely. One minor bookkeeping note, remove Linguistics (Underworld) from your experience/advancement tracker as it was technically a replacement for a skill duplicate.
As you pointed out, it seems like advancement with regards to skills went a bit awry, mostly because of my house rules. To clarify, if you receive both skills that are merged into a Consolidated Skill, you do not get a +10 to it, but rather can select another skill in place of the duplicate. Similarly, you cannot purchase a +10 in a skill until it is offered on your Career Rank advancement table – which you do not reach until you spend the requisite amount of experience (you can’t save experience for later ranks).
- Your homeworld grants you 2 pairs of advanced skills as basic. With my house rule, you instead select one from each group to be a trained skills for you (one of: Navigate or Survival)(one of: Forbidden Lore [daemon], Scholastic Lore [occult]).
- Moritat background grounds you a few skills. With the update, you instead receive Athletics, Stealth, and a 3rd skill of your choice (I would suggest either Inquiry or Acrobatics as most appropriate here).
- With the consolidated Weapon Training, your Career technically gives you Weapon Training (Low Tech x2, Las, Solid Projectile). Obviously, you can’t have a weapon training twice, so you can replace the 2nd iteration of low tech. Similarly, as a Moritat, you spend little time on modern ranged weapons, and so you can replace either Las or Solid Projectile as well. These can be replaced with skills or talents available to you at Rank 1 (including any of the skills not selected that are listed in the above bullet points).
- I know that was quite a bit, here is a sample overview of it:
*** Gained skills (homeworld, background): Survival, Scholastic Lore (occult), Acrobatics
*** Replaced WT talents: Heightened Senses (sight), Navigate
*** Rank 1: WS Simple (100), WS Intermediate (250), Agility Simple (100), Sound Constitution (100) [550 total]
*** Rank 2: Heightened Senses – Hearing (100), Security (100), [currently 200, must spend 250 more to reach Rank 3]
*** Rank 3: Swift Attack (200) [200 total]
- With the 250 xp you need to spend at Rank 2 (and ensuring you have exactly 200 for Swift Strike), perhaps consider a Simple advance in a non-primary characteristic (in your case, toughness, intelligence, perception, willpower). Alternately, there are some solid melee talents at rank 2 (Berserk Charge, Furious Assault, Sprint, Sure Strike), you could purchase some of those, then Dodge +10 at rank 3 and wait to get Sure Strike until later).
Off to work now, will continue to offer commentary later this evening with notes on Simeon’s Forgeworld Techpriest, Kevin O’Rourke’s Mutant Penal Legionaire, and KingHotTrash’s Hive World Scum.

Julien Lambert |

@Balthasar: Doomed Hero's guide is great. It also inspired this one.
Two general tips:
1. Communicate with other PCs, players, and the GM.
2. Post regularly, as events allow. If not, refer to one.

Oblivion's Scion |

Given the vigorous early response and not wanting to lose that energy, I wanted to give everyone a heads up that I will be closing recruitment at the end of Friday night (roughly 3:00 am EST Saturday). That gives a few more days for new applicants to develop characters and get them submitted, as well as for adjustments to any already posted characters.
On a side note, I am rather intrigued by the fact that, in the gun-crazy 40K universe, we have four applicants all going with a melee build.

trawets71 |

Going for imperial psyker
WS: 2d10 + 20 ⇒ (1, 8) + 20 = 29
BS: 2d10 + 20 ⇒ (2, 10) + 20 = 32
S: 2d10 + 20 ⇒ (7, 3) + 20 = 30
T: 2d10 + 20 ⇒ (9, 2) + 20 = 31
AGI: 2d10 + 20 ⇒ (5, 1) + 20 = 26
INT: 2d10 + 20 ⇒ (3, 3) + 20 = 26
PER: 2d10 + 20 ⇒ (5, 4) + 20 = 29
WILL: 2d10 + 23 ⇒ (9, 6) + 23 = 38
FELL: 2d10 + 20 ⇒ (10, 9) + 20 = 39
Int Reroll: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Swap Fell and Per Swap T and Agi
WS: 29
BS: 32
S: 30
T: 26
Agi: 31
Int: 34
Per: 39
Will:38
Fell:29
Sanctioning Side Effect: 1d100 ⇒ 12
Hunted: 1d10 ⇒ 10
Age Inc: 3d10 ⇒ (3, 6, 10) = 19

trawets71 |

Trawets welcome! Like Rorek, you put +23 instead of +20 on willpower, so your willpower rolled total is 35. Might influence your characteristic swaps.
Oops! Thanks for pointing that out. I copied his to make it quicker for me and didn't notice. I don't think that will effect my swaps as I don't know that anything raises characteristics less than 5 and I don't want my Fellowship that high anyway.

Vrog Skyreaver |

- With the consolidated weapon groups, relist as Weapon Training (Low Tech, Solid Projectile, Shock). Note that this means you are proficient with both pistol and basic solid projectile weapons, and with all primitive weapons (melee, thrown, and basic).
- Tracking has been rolled up into the Survival skill, so you can rename it as such.
Okay, I'll change those in my next posting. I'm assuming that I don't need to pay for shock training then?
- In addition to replacing Literacy from your origin (which you already did with Intimidate), you get to replace the second iterations of both Speak Language (low gothic) and Literacy provided by your career at rank 1. So, you could either take 2 new skills, or move two that you paid for with experience (awareness, scrutiny, or tracking*) into these free slots, and have 200 more experience to spend.
I'll add Search and Scrutiny instead. I'll then spend 100 xp on something.
- You gain Peer (nobility, +1 more) from your origin – what did you want to select for your +1 (administratum or government might both make sense for an arbite)?
Not sure what happened there, but I'll take Arbites as my second Peer talent.

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@Oblivion Scion, yes I went ahead and added the +3 from imperial for my reference in an edit as I was not going to be swapping the stat out. It was merely for making things easier for me. haha. Thank you though, I do not have the most experience in this system.
Liking this idea, was an assassin for hire, ending up getting on the bad side of someone and got accused of sedition, however, he was one of the lucky ones and eventually was able to prove his innocence. I'll PM details I was thinking on.
Backgrounds:
Proven innocent: Lose 1 fate point, gain +3 to all characteristics and +1 wound.
Sons of Dispater: You gain Common Lore (Underworld) (Int), Intimidate (S) and Security (Ag) as starting Skills. Equipment: Exchange the sword that Assassins normally gain for a stub automatic, a silencer and two clips of ammunition.
rank 1-
BS advancement
Agility advancement
stealth(silent move)
Inquiry
Athletics
Catfall
Climb
Swim
Rank 2-
Acrobatics
Ciphers (acolyte)
Rank 3-
Mighty shot
Jaded.
WS: 35
BS 45
S: 29
T: 40
AGI: 36
INT: 33
PER: 38
WILL: 40
FELL: 32
Fate: 1/1
Skills: Speak Language (Low Gothic) (Int), Awareness (Per), Dodge (AG), Stealth, Common Lore (Underworld) (Int), Intimidate (S), Security (Ag), inquiry, Climb, Acrobatics, Swim
Talents: Melee Training (Primitive), Ambidextrous, weapon Training (Las), Basic Weapon Training (SP), Catfall, Mighty Shot,
1d100 ⇒ 26 male
1d100 ⇒ 86 Well built
1d100 ⇒ 33 25 age
1d100 ⇒ 34 tan skin, blonde hair, grey eyes.
1d100 ⇒ 40 Aquila tattoo
1d100 ⇒ 5 agri-world

Vrog Skyreaver |
1 person marked this as a favorite. |

Updated w/above changes
Noble-Born Arbitrator (Rank 3: Regulator; 1200 XP)
WS : 46
BS : 36
S : 39
T : 39
AG : 29
Int: 37
Per: 39
WP : 33
Fel: 41
Wounds: 13
Fate: 1
Divination: The gun is mightier than the sword!
Skills:
*Awareness (Per)
*Common Lore (Adeptus Arbites; Int)
*Common Lore (Imperium; Int)
*Intimidate (Str, Int, or Fel)
*Inquiry (10 from talented; Fel)
*Literacy (Int)
*Search (Per)
*Speak Language (Low Gothic; Int)
*Speak Language (High Gothic; Int)
*Scrutiny (Per)
*Survival (Int)
Talents:
*Inquisitorial Weapon Training (Flame, Las, Launcher, Low-Tech, SP, Shock)
*Etiquette (+10 to charm, deceive, and scrutiny tests for high authority and formal situations)
*Light Sleeper
*Quickdraw (ready weapon as a free action)
*Sound Constitution
*Takedown
*Talented (Inquiry)
Origin Benefits:
*Vendetta (gain powerful enemy: The cult of Khorne)
*Wealth (Start with double starting thrones and noble for monthly income)
*Lineage of Renown (The Blood of Greatness; Inquisitor Lord Tobias Grimn)
Backgrounds:
*The Caliaxan Pattern Killings (gain +5 Int and Talented: Inquiry) -200
*Proven Innocent (lose 1 fate point, gain +3 to all characteristics and +1 wound; fanatical in the belief that the Holy Ordos are infallable) -100
Advancement:
*Per adv 1 -250
*WS adv 1 -250
*Awareness -100
*Survival -100
*Light Sleeper -100
*Sound Constitution x3 -300
*Takedown -100
Equipment: TBD
Caius is the descendant of one of the first Inquisitor Lords to come to the Caliax Sector; a man so steadfast in his battles with the Xenos that in order to be considered in line to head the family, any heir must have killed a powerful servant of Chaos (and be able to prove it).
Caius was a rookie Arbitrator when a Chaos Space Marine was summoned to his town by the cult of Khorne, who had infiltrated nearby settlements and taken root, all in an effort to wipe out one of their true enemies.
Caius fought the Space Marine to a standstill in order to allow the inquisitorial forces to arrive and vanquish the unclean thing.
When they arrived, none could explain how he had managed to survive. Even those who watched were at a loss for words, and Caius was taken into custody.
After more than four years in the custody of the inquisition, Caius still had no explanation of the battle; indeed, he holds no memory of it at all.
He found that during his time in confinement, his family had been destroyed by the cultists in retaliation for his heroism.
Finally, he was freed and told that he was being reassigned to the service of the Inquisitor who had petitioned for his freedom. That was how Caius came to serve at the priviledge of Inquisitor Brannor Smythe.
With nothing truly left to live for, Caius threw himself into the work.

Oblivion's Scion |

Had a bit of time at work today, so here are some notes. Will continue more after I get home and have dinner with the lady.
- Sorry for the confusion I caused, I was just trying to consolidate the language for you. To clarify, your starting career grants you two (melee-primitive, basic-sp), which updates to Weapon Training (low tech, solid projectile). Then you purchased Weapon Training (Shock) (yes, you still need to pay experience for it). You do not gain the additional 3 weapon trainings you added in your most recent post (Flame, Las, Launcher)
- Search is consolidated into Awareness, so I assume you want to move that into the other free skill slot? This leaves you with the experience to cover Sound Constitution x3.
- Peer (Arbites), heard.
I like the scholarly direction of your techpriest, they are so often only built as walking gun-tanks. A few adjustments for you.
- Your roll of 7 on the fate chart grants 2 fate for Forge World origin, rather than 3 for Imperial.
- You only selected one background worth 100 xp. You have 200 xp worth of backgrounds available to you. If nothing published was appealing, I would be happy to put something together for you.
- The consolidated Weapon Training leaves you with (Low Tech, Las, +1). You can either take Solid Projectile, or pick up a different talent worth 100 xp that is available to you at Rank 1.
- Your homeworld normally grants Common Lore (Machine Cult, Tech) both as basic skills. With my house rule, you get to select one to be a trained skill. I would assume you’d select Common Lore (Tech), as your Background grants Common Lore (Machine Cult). It likewise grants Logic. Having now gained these three skills through origins, you do not need to pay experience for them and have 300 more xp to spend at rank 1. However, on your Experience/Rank chart, you did not assign a price for Heightened Senses-Sight under rank 2, so that is reduced to 200 xp left to spend at Rank 1.
- The Literacy skill has been consolidated into Linguistics, so you can take another skill in its place. Perhaps Medicae, a frequent option for techpriests?
- Your Background also granted Evaluate, which is now part of the Commerce skill, so you gain that.
I have to say, I am very interested to see the fluff you come up with for your Mutant Penal Legionnaire. Only one note on the character creation mechanics:
- The Hive Mutant grants 2 minor mutations, but you list 3. Where did the 3rd come from?

Simeon |

Thanks for the notes. It seemed like there’d be a lot of heavy martial characters so I felt like a knowledge based one would be good to have. Medicae sounds like a good option.
Aside from Disciples of Thule, none of the backgrounds really fit my concept. Some kind of background to show his enthusiasm for Forbidden Lore, and his partial divergence from the dogma of the Machine Cult. If it’s not too much trouble I’d love to brainstorm something for that.
I’ll make the other changes too.

Oblivion's Scion |

Some more notes for people. Rorek and Trawets, hopefully I will get to you both in the morning.
- looks like you got everything updated, just make sure to adjust your Weapon Training entry to match the changes (should read Low Tech plus either SP or Las; make sure to remove the old style listings)
- no worries if you don’t want to take the minor power Healer, I get not wanting to be pigeon-holed as the ‘medic’. To clarify, the minor power Healer has a threshold 7; you were referring to Seal Wounds, which after the errata is 20 (it’s not a minor power).
- I was also trying to figure out how you got so many psychic powers? Psy 1 gives you W/2 (rounded up) for 2, then Psy 2 give you W/2 (rounded up) for 3 (at rank 2 your Will is now over 50), but you listed 5.
- After a detailed comb through, everything looks on point on your build out. The one note I will make is you technically have 100 xp worth of backgrounds still to pick up if you’d like.
Now its time for some sleep...

Julien Lambert |

My mistake on confusing healer and seal wounds. I'll still leave both powers alone for now. I'd like to keep Julien pretty subtle, at least to begin with.
I figured out where the extra powers came from. The 3.0 errata does change Psy Rating 2 to half Wp bonus in minor powers but says it on p1 not in the talents area later on. I'll drop chameleon and unnatural aim for now.

Oblivion's Scion |

No worries at all! Between multiple printing of the rulebooks and erratas, plus the house rules, there is a lot to get to work out at the beginning. Not sure if you are using hardcover resources or pdfs, but my pdfs of the Core Rulebook and Inquisitor's Handbook are both 2nd printing. I'd be happy to share them if you'd like. Just PM me.
I agree that the techpriest backgrounds are kind of limited. I will put my mind to the grindstone and see if I can come up with a good custom background for you.

Julien Lambert |

Either the newer PDFs or the physical books, whichever is handier at a given time. Cheers for the offer though!
@Party: If your early ranks allow chem-use, it's worth using that to pick up Medicae, if even only trained. Worst case, it's another person who can do first aid or assist someone else in it.
@Kevin O’Rourke: Possible future dialogue. ;)
"Ah, we have a mutant and a witch. All we need now is a heretic."