Stare Deeply into the Abyss (a 40k Campaign) (Inactive)

Game Master Oblivion's Scion

The agents of Inquisitor Smythe seek the horrors hidden within the corrupt soul of the Imperium.

Map of the Calixis Sector

Simple Battle Maps


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HavocPrince I was going to say up the Cost to 300 xp on the Merchant background and we can drop the -5 to BS, but you opted for Proven Innocent instead - should make for an interesting backstory. Look like it is pretty much all together, just a quick note for skills - for purchasing future skills, Linguistics has replaced Speak Language in name, but is also a 'specialized skill', so each investment in it yields a new language. Your starting packages give you three at the yield of two (Literacy, Low Gothic, High Gothic), assuming you want both HG and LG, Literacy could be replaced by either Drive (ground) or Athletics, but you would need to buy the other. Go ahead and put together an avatar. I will assemble your equipment package shortly, please let me know if you have any further requests.

Rorek55 It looks like you may have purchases both new skill Athletics and its predecessors Climb and Swim (which were replaced by Athletics). As such, you have more experience to spend (and on Rank 2 options as well)! Go ahead and put together an avatar. I will assemble your equipment package shortly, please let me know if you have any further requests.

Trawets You already have an avatar for Bachu, just go over it once to make sure everything is accurate. I will assemble your equipment package shortly, please let me know if you have any further requests.

Silver Crusade

I'll send you a PM with a couple questions.

Easy one- Can we "bank" Exp? Like, could I save the 200exp until I can purchase a rank 3 option? Or would you prefer I spend it now? I'm fairly new to dark heresy, rules.


Here is the alias, I'm not quite sure but I think I have things down. Still waiting to see about a couple of things.


I figured I needed something more than just a good merchant, so a good merchant caught up in things beyond his comfort zone only here because he managed to avoid the penal colony sounded good. I will keep drive, it seems more in line with the character.


I believe I am ready to go other than the gear.


Was a big 40k player back in the day, and would love to join this game if you still need more players.

WS: 20 + 2d10 ⇒ 20 + (8, 10) = 38
BS: 20 + 2d10 ⇒ 20 + (2, 9) = 31
STR: 20 + 2d10 ⇒ 20 + (10, 9) = 39
TOU: 20 + 2d10 ⇒ 20 + (4, 2) = 26
AGI: 20 + 2d10 ⇒ 20 + (1, 1) = 22
INT: 20 + 2d10 ⇒ 20 + (6, 3) = 29
PER: 20 + 2d10 ⇒ 20 + (10, 4) = 34
WIL: 20 + 2d10 ⇒ 20 + (7, 10) = 37
FEL: 20 + 2d10 ⇒ 20 + (3, 4) = 27

AGI reroll: 2d10 ⇒ (7, 7) = 14


Wanderer Welcome, you are a little late but may submit an application. I have 7 total characters (4 active + 3 new), take a look and try to submit something that doesn't overlap too much with the current characters and I will consider it.

Havoc, Rorek, Trawets once your avatar is built, please dot into the gameplay thread then delete your post (this will add your character to the game's roster). We will work out gear, final details, and game entry from the Discussion thread.


I noticed there is really no character that has taken on the 'healer' role (the psykers do not have any healing powers, nor does it seem to be your techpriest's focus). Obviously Dark Heresy works a bit differently than Pathfinder/D&D, but in a grim, gritty world, someone to aid with resiliency could be a good fit. I had originally been thinking about an Arbite, and given their SWAT-esque background, thought maybe I could build an Arbite Medic instead? I have not found an alternate rank or background that specifically lends itself to this, but perhaps you know something I don't? If not, could I modify an existing background or alternate rank to work toward it?

Assuming that flies, I will swap STR for INT, and either WS for BS or WIL for FEL, depending on what ends up being more important for the build.


Wanderer let me take a look through my books and see what I find. Some medical support would benefit the group, and there is certainly real world precedent for medical personnel attached to military and law enforcement. Modern combat medics still carry arms, I am assuming you would want to go this route?


Will do, should have character up by the end of tonight.


Yeah, I would definitely still want him to be combat capable - it's kind of a necessity in the Grim Dark future after all. I was playing around with homeworks/origin - Schola Progenium seemed cool, but it would suck for an Arbite to take a -10 on all interaction rolls with criminals, so I am back to the drawing board.


Lurker dropping in:
In Only War (a later installment of the FFG 40k games I am using in my game here on the boards) focusing on the Guard, there is the medic "class".
Still a proper guardsman but with easy access to medicae and Intelligence raises and associates talents.

With DH1 being a lot more rigid than the later installments, there may not be a good fit in the core though...
Maybe just switch out some of the advancements of the standard soldier/arbites advancement with medic-related things?


Wrapping up details on my Arbite Medic and have a few dice to roll.

Divination: 1d100 ⇒ 84 +3 strength

Fate: 1d10 ⇒ 6

Wounds: 1d5 ⇒ 4

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