Dark Heresy: Dark Pursuits (second edition)


Recruitment

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"Welcome, acolyte prospects. You have been selected for a special assignment under Inquisitor Vervize du Bordaal of the Gilead System. I am acting as his agent in this matter. I do not have to explain to you how dangerous this system has become since the Cicatrix Maledictum split the Imperium in half, and how much holy work the Inquisition has performed since."

The vox voice pauses for a second, as if to gather its thoughts, before continuing in its electronic tone.

"Hive Desoleum on the capital hive world of Gilead holds many heresies and horrors, and you are gathered here for but one of them. There are increasing reports of horrible deaths within the hive’s upper levels, with odd items of a possible xenos or archaeotech nature found with each corpse. Fellow nobles have related these were preceded with bouts of erratic and troublesome behaviour, and worry that a hive noble named Lans Guljian has exhibited many of the same behaviours. You are tasked with the Emperor’s Work: to investigate the deaths and possible connections to any illicit artefacts, determine if they are potential dangers of a wider nature, and terminate their distribution. Recover and contain any items uncovered, lest they corrupt others. Carry the Emperor’s Light with you throughout the hive, for there is little proper illumination to be found in this festering, ancient edifice. Desoleum teeters on the blade’s edge of damnation, and one further heresy could topple the entire hive into the abyss. You must not fail in this task."

Now that that's over with, welcome any and all acolytes! I have been reading up on the Dark Heresy rpg system ever since Humble Bundle released the entire system, and have been wanting to get into running a 40k game for quite a while. As an opening disclaimer, I will be learning the ins and outs of the game's mechanics alongside you, as I don't have any experience with actually running. Going to run the 'starting adventure' in the back of the core rulebook before expanding out into the idea that originally inspired this.

As far as I am aware, there isn't any variance in character creation, so I want to see your background line up well with all of the choices you made during character creation. I use these background questions for 'normal' Pathfinder recruitments, but I have a feeling that they will be useful here too.
I'll be taking four players for this group, although I'll keep an eye out for any replacements I may need.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?


Howdy! Did you want full character sheets, or just some character build ideas and answers to the questions?


Could start with some build ideas, and a more completed background. I feel, with the inquisitorial warband makeup of the group I end up choosing, that tweaking builds to fit the group may be a better approach.

Just a handful of the skills you aim to have regardless, and a fleshed out background. How you got involved with the inquisition, etc.

Dark Archive

I think I only have the first edition book. Are the 2nd edition rules online or do you need the book?


I think you do need the 2nd edition books, but Humble Bundle is running a huge bundle on 40k rpgs here. I only ask that you keep your eyes to the players’ part of the core rulebook, as I’ll be running the intro adventure there to familiarize myself with the mechanics of the system before diving into my homebrew plans.

Edit: the bundle is like $25 for three separate 40k systems in their entirety I believe, which makes it worth it even if you only need the Dark Heresy 2E core rulebook for now imo.


Choosing a forge world as my homeworld, so I get to roll 3 and choose the higher for Int and Toughness as well as getting a +5 aptitude bonus to Int.

EDIT: I goofed on the aptitude bonus! Instead I'll use some XP to boost my int skill.

Weapon Skill: 2d10 + 20 ⇒ (10, 3) + 20 = 33
Ballistic Skill: 2d10 + 20 ⇒ (8, 7) + 20 = 35
Strength: 2d10 + 20 ⇒ (2, 5) + 20 = 27
Toughness: 3d10 + 20 - 6 ⇒ (10, 9, 6) + 20 - 6 = 39
Agility: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Intelligence: 3d10 + 20 - 2 ⇒ (7, 2, 7) + 20 - 2 = 34
Perception: 2d10 + 20 ⇒ (7, 4) + 20 = 31
Willpower: 2d10 + 20 ⇒ (10, 6) + 20 = 36
Fellowship: 3d10 + 20 - 3 ⇒ (3, 3, 3) + 20 - 3 = 26
Influence: 2d10 + 20 ⇒ (2, 4) + 20 = 26

I'm liking those stats! Tough and smart, just like any good tech-priest should be.

Wounds: 8 + 1d5 ⇒ 8 + (3) = 11

Background and answers to the questions are forthcoming.


I appreciate you explaining that! I have a ton of experience with the 40k universe, and none with the game system, so there will be some growing pains for sure.


Rolling!
Homeworld: 1d100 ⇒ 14 Feral!
STR, TOU +
INF -

Weapon Skil: 2d10 + 20 ⇒ (4, 8) + 20 = 32
Ballistic Skill: 2d10 + 20 ⇒ (8, 10) + 20 = 38
Strength: 3d10 + 20 - 2 ⇒ (2, 3, 5) + 20 - 2 = 28
Toughness: 3d10 + 20 - 1 ⇒ (1, 7, 10) + 20 - 1 = 37
Agility: 2d10 + 20 ⇒ (3, 9) + 20 = 32
Intelligence: 2d10 + 20 ⇒ (1, 8) + 20 = 29
Perception: 2d10 + 20 ⇒ (1, 7) + 20 = 28
Willpower: 2d10 + 20 ⇒ (3, 3) + 20 = 26
Fellowship: 2d10 + 20 ⇒ (4, 2) + 20 = 26
Influence: 3d10 + 20 - 8 ⇒ (8, 3, 6) + 20 - 8 = 29

not bad.
Probably going to go Outcast -> Assassin.


Homeworld: 1d100 ⇒ 17 Forge World

Weapon Skill: 2d10 + 20 ⇒ (7, 6) + 20 = 33
Ballistic Skill: 2d10 + 20 ⇒ (10, 2) + 20 = 32
Strength: 2d10 + 20 ⇒ (7, 10) + 20 = 37
+ Toughness: 3d10 + 20 - 1 ⇒ (2, 2, 1) + 20 - 1 = 24
Agility: 2d10 + 20 ⇒ (8, 10) + 20 = 38
+ Intelligence: 3d10 + 20 - 2 ⇒ (2, 2, 7) + 20 - 2 = 29
Perception: 2d10 + 20 ⇒ (7, 1) + 20 = 28
Willpower: 2d10 + 20 ⇒ (3, 5) + 20 = 28
- Fellowship: 3d10 + 20 - 8 ⇒ (5, 4, 8) + 20 - 8 = 29
Influence: 2d10 + 20 ⇒ (1, 3) + 20 = 24

Wouds: 8 + 1d5 ⇒ 8 + (4) = 12

Will look over the backgrounds and roles and make some choices later on. Right now leaning towards Imperial Guard -> Soldier.


I Haven't got time to finish everything now, but I am planing on going sanctioned psyker, with the ultimate aim to become an inquisitor myself.


No need to rush into finishing anything. I figured I’d give it a week or two, or until I had a complete well rounded-ish party.


Just checking: is this an open recruitment thread?


Twist of Destiny: 1d100 ⇒ 54


I am excited to put together a character for this game. I am thinking a Frontier World, possibly either Ministorum or Arbites background. Let's see what the dice suggest...

Spoiler:

weapon skill: 2d10 + 20 ⇒ (8, 6) + 20 = 34
ballistic skill+: 3d10 + 20 - 5 ⇒ (9, 5, 7) + 20 - 5 = 36
strength: 2d10 + 20 ⇒ (5, 5) + 20 = 30
toughness: 2d10 + 20 ⇒ (9, 9) + 20 = 38
agility: 2d10 + 20 ⇒ (7, 7) + 20 = 34
intelligence: 2d10 + 20 ⇒ (10, 7) + 20 = 37
perception+: 3d10 + 20 - 2 ⇒ (9, 2, 6) + 20 - 2 = 35
willpower: 2d10 + 20 ⇒ (7, 8) + 20 = 35
fellowship-: 3d10 + 20 - 6 ⇒ (9, 6, 10) + 20 - 6 = 39
influence: 2d10 + 20 ⇒ (6, 2) + 20 = 28

Well, I can definitely work with that. Seems like we already have a few people leaning toward combat (assassin, soldier) and tech, so maybe a bit of a face character, or a medic.


Wandering Wastrel wrote:

Just checking: is this an open recruitment thread?

Yes, certainly! Throw your ring in the hat, good sir or madam.


This is Brainiac's soldier. I think I did the stats right, save for the 2 free acquisitions I have yet to choose. I'll have some time to answer the questionnaire on Monday morning!


GM of the Hive wrote:
Wandering Wastrel wrote:

Just checking: is this an open recruitment thread?

Yes, certainly! Throw your ring in the hat, good sir or madam.

Thanks for the quick reply! I won't be so fast in putting together a character as this rule-set is not one I'm familiar with. But I can certainly start rolling the dice.

Home-world: 1d100 ⇒ 34 Highborn! Interesting, I'm already liking this game. let me read up on that...


Yeah, I wanted to make sure people knew it was open. Didn’t mean to imply it wasn’t.

Lack of experience won’t be an issue, I think, as I have never played it either. It’ll be a learning experience, together!


It's a crunchy system and can seem daunting at first, but once you get the feel of it it actually moves pretty well. 2e cleaned up some of the chaos the previous edition.

divination: 1d100 ⇒ 45


Sorry, I missed the window for editing my previous post as I got caught up in reading. Anyway, Highborn means I get + on Fellowship and Influence (meaning roll 3d10 and discard the worst) and – on Toughness (meaning roll 3d10 and discard the best).

Wounds: 9 + 1d5 ⇒ 9 + (4) = 13 Decent

WS: 2d10 + 20 ⇒ (7, 9) + 20 = 36 So, a duellist?
BS: 2d10 + 20 ⇒ (7, 1) + 20 = 28 Not a sharpshooter
S: 2d10 + 20 ⇒ (4, 8) + 20 = 32 Athlete?
T-: 3d10 + 20 - 8 ⇒ (4, 8, 1) + 20 - 8 = 25 Soft as butter, typical aristocrat
Ag: 2d10 + 20 ⇒ (4, 1) + 20 = 25 Clumsy!
Int: 2d10 + 20 ⇒ (8, 7) + 20 = 35 Clever
Perception: 2d10 + 20 ⇒ (2, 6) + 20 = 28 Shortsighted - or maybe absentminded? Easily distracted?
WP: 2d10 + 20 ⇒ (4, 8) + 20 = 32 Determined
Fellowship+: 3d10 + 20 - 2 ⇒ (7, 2, 8) + 20 - 2 = 35 Easy to like
Influence+: 3d10 + 20 - 3 ⇒ (10, 3, 4) + 20 - 3 = 34 Well-connected

Anyway, it looks like we get to choose our background? In that case, I should probably go for a non-combatant background. Or, on the other hand, given the strength training and close-combat skills, maybe an officer who’s been trained to wield a sword but isn’t actually much use in the thick of battle?

(I’m literally thinking “out loud” here and would definitely welcome any input from someone who knows this system better than me!)

Oh, and even once I’ve decided on background it looks like I still need a role! I’ll almost certainly steer clear of anything too rules-heavy (psyker). I've just read the entry for Force Sword and I think I'm in love...

Either way, it looks like I’m done with dice rolls?

EDIT Oop! Spoke too soon…

Divination: 1d100 ⇒ 44 Interesting. Increase T or WP by 3 and decrease Fellowship or Strength by 3. I think that’s going to be +3 to WP and -3 to S.

NOW I think I’m done rolling! I have a lot more reading to do.


Homeworld: Feudal world
Background: Adeptus Astra Telepathica
Role: Crusader

Wounds 1d5 + 9 ⇒ (1) + 9 = 10

Ws: 3d10 + 20 ⇒ (4, 1, 3) + 20 = 28
Bs 2d10 + 20 ⇒ (10, 7) + 20 = 37
S 2d10 + 20 ⇒ (1, 2) + 20 = 23
T 2d10 + 20 ⇒ (6, 8) + 20 = 34
AG 2d10 + 20 ⇒ (4, 4) + 20 = 28
Int 3d10 + 20 ⇒ (1, 2, 9) + 20 = 32
Per 3d10 + 20 ⇒ (7, 6, 6) + 20 = 39
WP 2d10 + 20 ⇒ (8, 7) + 20 = 35
Fel 2d10 + 20 ⇒ (9, 4) + 20 = 33
Inf 2d10 + 20 ⇒ (7, 6) + 20 = 33

Reroll Ws 3d10 + 20 ⇒ (4, 9, 7) + 20 = 40

Fate Threshold 1d10 ⇒ 9

Divination: 1d100 ⇒ 75 The only true fear is dying without your duty done

Inquisitorial Personnel file (TOP SECRET):

1. What is your character’s name?
Havelock Iacton

2. How old is your character?
Standard 56 Terran years of age

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Physically, the subject is tall and fairly gaunt looking. He possesses a trimmed beard and short cropped hair which has turned white, his eyes are rheumy white, and his face is described as “affable with a gradnfather like quality”

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
While possessing a warm voice, the subject is described as having a terse way of speaking, with clipped tones and a direct manner of speaking.

5. Where was your character born? Where were you raised? By who?
Born on the Feudal world designated as Corpas Secundus, the subject had an unremarkable upbringing, two parents of the Burgher class, until tithed.

6. Who are your parents? Are they alive? What do they do for a living?
The names of the subjcts parents have been REDACTED due to his psychic potential, but they were by all reports a fairly standard burgher couple, merchants of wool trading in the main.

7. Do you have any other family or friends?
Subject appears to have had little social connections outside of his brethren of the Templar Calix

8. What is your character’s marital status? Kids?
Subject is unattached.

9. What is your character’s alignment?
Subject appears to be considered a puritan loyalist.

10. What is your character’s moral code?
The Subjects moral code is derived from the Ecclisiarchy and the Templar Calix

11. Does your character have goals?
To become a full-fledged member of the inquisition.

12. Is your character religious?

The subject us quite devoted.

13. What are your character’s personal beliefs?
The subject appears to hold the protection of the emperor’s flock as the manifest duty of his creedo.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
The subject is keen to celebrate successful missions with crafting silver work to commemorate it.

15. Why does your character adventure?
For the chance to prove himself to those watching.

16. How does your character view his/her role as an adventurer?
A sword and a shield to protect others from the depravation of tf chaos.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
The subjects eyes are naturally white and blind looking.

18. How does your character get along with others?
The subject appears to have little problem with social interaction, but does not naturally seek it.

19. Is there anything that your character hates?
Those that turns from the emperors light are beyond redemption.

20. Is there anything that your character fears?
To fall to chaos


Still playing around with build ideas, but might as well get my wounds figured out.

Spoiler:

wounds: 7 + 1d5 ⇒ 7 + (5) = 12


Wounds: 9 + 1d5 ⇒ 9 + (1) = 10

Outcast Background
Starting Skills
Acrobatics, common Lore(underworld), Decieve, Dodge, Stealth
Starting Talents
Weapon training (Chain and Las)
Starting Equipment
laspistol, chainsword, armored bodyglove, injector, 2 doses of obsura/slaught

Background bonus
Never Quite: Toughness bonus two higher for determining fatigue
Background Aptitude
Fieldcraft or Social

Assassin Role
Role Aptitudes Agility, Ballistic or Weapon Skill, Fieldcraft, Finesse, Perception
Role Talent
Jaded or Leap up
Roll Bonus
Sure Kill : when success on attack, can use fate point to inflict addition damage equal to degrees of success

Twist of Destiny: 1d100 ⇒ 51
Dark Dreams lie upon the heart - select instead of rolling on Malignancies

Weapon Skil: 32
Ballistic Skill: 38
Strength: 28
Toughness: 37
Agility: 32
Intelligence: 29
Perception: 28
Willpower: 26
Fellowship: 26
Influence: 29

re-rolling strength: 3d10 + 20 - 4 ⇒ (4, 7, 8) + 20 - 4 = 35


I forgot about the one characteristic reroll, going for influence, and need to do my fate threshold roll as well.

Spoiler:

influence(reroll): 2d10 + 20 ⇒ (6, 4) + 20 = 30
fate threshold: 1d10 ⇒ 7

Dark Archive

Ok, here we go.

World: 1d100 ⇒ 44 Shrine World.
Wounds: 7 + 1d5 ⇒ 7 + (2) = 9
+Fellowship, + Willpower, - Perception
Fate Threshold 3 (Emperor's Blessing 6+)
Bonus- Faith in Creed
Aptitude-Willpower
Background- Adeptus Arbites
Starting Skills: Awareness, Common Lore (Arbites, Underworld), Inquiry, Intimidate, Scrutiny
Talents- Weapons Training (Solid Projectile)
Equipment- Shotgun, Enforcer Light Carapace Armor or Carapace Chestplate, 3 Doses of Stem, Manacles, 12 lho sticks
Bonus- Face of the Law
Aptitude- Defense
Role- Seeker
Role Aptitudes: Fellowship, Intelligence, Perception, Social, Tech
Role Talent-Keen Intuition
Bonus- Nothing Escapes My Sight

WS: 2d10 + 20 ⇒ (3, 10) + 20 = 33 Final 33
BS: 2d10 + 20 ⇒ (9, 2) + 20 = 31 Final 31
Strength: 2d10 + 20 ⇒ (6, 4) + 20 = 30 Final 30
Toughness: 2d10 + 20 ⇒ (4, 3) + 20 = 27 +5 Final 32
Agility: 2d10 + 20 ⇒ (7, 7) + 20 = 34 Final 34
Intelligence: 2d10 + 20 ⇒ (3, 3) + 20 = 26 Final 26
Perception: 3d10 + 20 ⇒ (4, 7, 3) + 20 = 34 Final 27
Willpower: 3d10 + 20 ⇒ (7, 10, 5) + 20 = 42 Final 37
Fellowship: 3d10 + 20 ⇒ (10, 5, 6) + 20 = 41 Final 36
Influence: 2d10 + 20 ⇒ (3, 4) + 20 = 27 Final 27

Experience Spent:
Tech Use- 100 XP
Dodge- 200 XP
Interrogation- 100 XP
Security- 100 XP
Parry- 200 XP
Characteristics Advance Toughness -250 XP

Now that I have the skeleton for the character I will come up with his background. To be continued...


Still here, still reading, still interested but I'm unlikely to get much further until tomorrow. It's very much not the RPG of the wargame, is it? With the focus on investigation and Subtlety it could almost be Call of Cthulhu in space...

@GM - does the Adeptus Administratum ability to get rarer gear apply to starting equipment? That is, could I select from Rare gear as well as Scarce?


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This is absolutely not the RPG of the wargame. All of those honorable drawn out conflicts take place far far away from your area of expertise. There is no honor in Dark Heresy, only an unending fight against the hidden enemies of mankind.

For your second question, could you point me to the page that ability is on in the core rulebook? I’m having trouble finding it.


How does the saying go? You had my interest but now you have my attention :)

And I should have given page references in my earlier post, my bad. The ability I'm referring to is the background bonus listed on page 46. Then on page 81, it says you can select additional items with availability Scarce or better. I was wondering if the ability on page 46 would let me choose Rare items.

...and with all that reading, I see I'm not done with dice rolls as I have a re-roll!

Reroll perception: 2d10 + 20 ⇒ (4, 10) + 20 = 34 Much more useful.


Yeah, seems like it works that way. Each item category is treated as if it were one less. Checks out!


Okay, the applicants are increasing, so I thought I would make a list so everyone can keep track.

APPLICANTS
Brainiac (Zathra) forge world - imperial guard - warrior
Spazmodeus feral world - outcast - assassin
Malinor shrine world - arbite - seeker
BoggBear: feudal world - astra telepathica - crusader
Simeon forge world - mechanicus - ?
Wandering Wastrel: highborn - administratum - ?
Wanderer82: frontier world - ? (imperial guard / heretek) - chirurgeon

GM at the Hive I am leaning toward "imperial guard" but actually having been part of my homeworld's planetary defense force. Given that PDFs usually have older gear than IG, would swapping solid projectile in for las be acceptable?


Flavor wise I don’t have an issue with it, but are solid round guns better than lasguns? Gonna do a lot more reading when I get off work today, so hopefully I’ll be more able to answer questions you guys have.

I also appreciate you collecting the applicants!


Dotting for interest - will try and get something pulled together for a decent pitch (waves to some familiar sparring partners :)

Homeworld: 1d100 ⇒ 58 That'll be a Hive World, so + Agility, + Perception, – Willpower

Weapon Skill: 2d10 ⇒ (2, 4) = 6 +20 = 26
Ballistic Skill: 2d10 ⇒ (3, 5) = 8 +20 = 28
Strength: 2d10 ⇒ (8, 5) = 13 +20 = 33
Toughness: 2d10 ⇒ (9, 1) = 10 +20 = 30
Agility +: 3d10 ⇒ (9, 2, 7) = 18 +20 = 36
Intelligence: 2d10 ⇒ (6, 4) = 10 +20 = 30
Perception +: 3d10 ⇒ (3, 9, 6) = 18 +20 = 35
Willpower -: 3d10 ⇒ (5, 2, 4) = 11 +20 = 26
Fellowship: 2d10 ⇒ (7, 7) = 14 +20 = 34
Influence: 2d10 ⇒ (3, 2) = 5 +20 = 25

Plugging the gap of what's come before, think I'll go with the Adeptus Ministorum background and maybe the Chirurgeon role (but could go Hierophant if that's a better need).

Have a couple of ideas - will try and get them pulled together but have always like the idea of a Penitent of some kind, so will draw on that

Mulling she might be one of the Adepta Sororitas Hospitallers who is a Redemptionist (who sees the act of merciful death as a holy redemption) - although these ethos might directly clash??

Redemptionist:

A Redemptionist is a fanatical priest of the Adeptus Ministorum who follows an extreme and unforgiving doctrine of faith in which redemption in the eyes of the God-Emperor can only be found in death.

Many Redemptionists seek their own redemption on the battlefield for the sins they have committed against the God-Emperor. They also desire to bring redemption to others, finding one sin particularly offensive and seeking any opportunity to bring the Emperor's final judgement to xenos, Heretics or those who traffic with daemons.

The Redemptionist movement first began on the Hive World of Necromunda, but has since spread to every corner of the galaxy.

If above is too grim, then happy to rebadge her as a Sister who specialises in interrogation - A seeker of the holy truth if you will or a straight up Penitent - former Hiver whose seen the burning light...

Will work on pulling all the above together and get my other rolls & reroll done :)

EDIT: More I read into the Hierophant role - it might be a better fit? Open to suggestions though :)


Solid projectile and las are both "tier 1" weapons, and pretty comparable. Las has generally bigger magazines and better reliability (+ variable power), solid projectile has more diversity of ammo. I was honestly just thinking about it moreso from a thematic basis.

There was a good deal of extended weaponry introduced in 1e, that was compiled in a fan work, the Macharian Handbook (they also balanced a few that were broken). Adds a lot of flavor and dynamic without breaking power. Could add a little flavor for us.

Given that we don't have "meets", have you had any thoughts about how often our Fate will recharge?

Black Dow The heirophant builds a strong social/face character, and with the right background can be really impressive. Redemptionists are thematically awesome (definitely right up the alley of a conservative inquisitor, there is even a perfect role - "fanatic"), but can make things difficult for other players not on the straight and narrow (players, mutants, criminals, etc). Just a thought.


In one Dark Heresy group (1st Edition but still...), one character used a heavily modified auto gun as her main weapon. It had a fire selector and three ammo slots, allowing her to switch between Manstopper rounds (for heavily armoured), Dumdum (for unarmoured) or Incendiary (for extra tough opponents).

Autoguns other main advantage (at least in 1st Edition) was the access to full auto fire, which the humble lasgun lacked in those days.


wanderer82 wrote:

Solid projectile and las are both "tier 1" weapons, and pretty comparable. Las has generally bigger magazines and better reliability (+ variable power), solid projectile has more diversity of ammo. I was honestly just thinking about it moreso from a thematic basis.

There was a good deal of extended weaponry introduced in 1e, that was compiled in a fan work, the Macharian Handbook (they also balanced a few that were broken). Adds a lot of flavor and dynamic without breaking power. Could add a little flavor for us.

Given that we don't have "meets", have you had any thoughts about how often our Fate will recharge?

Black Dow The heirophant builds a strong social/face character, and with the right background can be really impressive. Redemptionists are thematically awesome (definitely right up the alley of a conservative inquisitor), but can make things difficult for other players not on the straight and narrow. Just a thought.

Do you have a link for that expanded weapon stuff? Searched for it and couldn't find it specifically.

Are the Fate points just one per session things? Could just do it one per day, or one per "outing", if that's the case.


Fate points are usually one of those things that vary from Gm to Gm, it's a little harder to do easily in a play by post game.
Most Gm's tend to divide the stories into "Checkpoints" and restore one or more per checkpoint.


The Macharian Handbook

Dark Heresy 2e has your Fate Points recharge each gaming session. As PbP is a slower continuous game play, defining "game session" can be more gray. As BoggBear mentioned, some GMs set storyline checkpoints. Another other option is setting a number of encounters to act as a game session (3 to 4 might be a good choice).


Wow, a Dark Heresy game! I have played a decent amount of 1e, only a brief bit of 2e, but the 1e was house ruled up with things from Rogue Trader and Only War, so it was probably pretty close.

Lots of great looking characters, but I am seeing a gap in the rogue/criminal element (the Scum from the prior edition). Only problem is there isn't a good role for it (like the Scum from 1e). Desperado sounds like it could work, but it's more gunfighter than sneaky/deceit/b&e type. I am thinking Penal Colony, with either Outcast or Mutant. Anyone have any thoughts?

Characteristics & Rolls:

WS: 2d10 + 20 ⇒ (4, 9) + 20 = 33
BS: 2d10 + 20 ⇒ (10, 6) + 20 = 36
AGI: 2d10 + 20 ⇒ (9, 10) + 20 = 39
STR: 2d10 + 20 ⇒ (2, 7) + 20 = 29
TOU+: 3d10 - 2 + 20 ⇒ (7, 2, 3) - 2 + 20 = 30
INT: 2d10 + 20 ⇒ (8, 4) + 20 = 32
PER+: 3d10 - 7 + 20 ⇒ (9, 10, 7) - 7 + 20 = 39
WIL: 2d10 + 20 ⇒ (1, 2) + 20 = 23
FEL: 2d10 + 20 ⇒ (2, 8) + 20 = 30
INF-: 3d10 - 6 + 20 ⇒ (6, 9, 6) - 6 + 20 = 35

reroll(WIL): 2d10 + 20 ⇒ (8, 10) + 20 = 38

wounds: 1d5 ⇒ 4
fate threshold: 1d10 ⇒ 9


This is Wandering Wastrel’s alias for the game – I'm still putting the character together but some of the details are in the profile. I’ve written a background that hopefully answers your questions. I have some more questions of my own (sorry)

Q1: Can you clarify how skill rolls work? The reason I ask is that the best skill you can start out with is at around 40, so it looks like on your best skill you still have a 60% chance of failing the roll. I don’t need my character to be good at everything (in Pathfinder I’m used to fighters with no social skills, wizards who can’t do melee and clerics with so few skill points they can barely tie their shoelaces) but it seems weird that every dice roll has such a high chance of failing. Or are we the colonial marines from Aliens – overconfident and ripped apart in ~30 seconds after meeting the enemy?

Do you like movies about Aliens?:

Zathra wrote:
This is Brainiac's soldier. I think I did the stats right, save for the 2 free acquisitions I have yet to choose. I'll have some time to answer the questionnaire on Monday morning!

“I say, Zathra – have you ever been mistaken for a man?”

I had to do that. Don’t judge me

Q2: Could you confirm how the Highborn ability (page 36) "Breeding Counts” (any time you would reduce your influence, you reduce it by 1 less (minimum 1)) interacts with the Cover Up talent (page 125)? The Talent lets you reduce Influence in order to increase your Subtlety (1 point Influence spend = 1d5 Subtlety increase). Does that mean I could spend 2 influence to get 2d5 Subtlety, and then only reduce Influence by 1?

Q3: I am thinking of taking the Peer talent (page 130) - it would be really helpful to get some input from you on possible organisations that would be useful. I haven’t looked at the adventure and I want to make sure that I don’t spend a Talent on an organisation that just doesn’t come up in the game.

Q4: if picked, and assuming the game runs long enough, I would probably want to take the psyker elite advance at some point – is that something you would allow?

BoggBear wrote:

Fate points are usually one of those things that vary from Gm to Gm, it's a little harder to do easily in a play by post game.

Most Gm's tend to divide the stories into "Checkpoints" and restore one or more per checkpoint.

PF2 has something similar with hero points - you're supposed to get 1 per "session" which in pbp is harder to quantify. I ended up awarding 1 per 100 gameplay posts, so you get a hero point on post 1, and then another at post 101, 201, 301 and so on. It seems to work.


Ptah 7-Kappa
Homeworld: Forge World
Background: Adeptus Mechanicus
Role: Sage

Stats:

XP: 50

Characteristics:
Weapon Skill: 33 (+3)
Ballistic Skill: 40 (+4) (Simple)
Strength: 27 (+2)
Toughness: 39 (+3)
Agility: 36 (+3)
Intelligence: 44 (+4), Intermediate
Perception: 31(+3) (+10 to visual tests)
Willpower: 36 (+3)
Fellowship: 26 (+2)
Influence: 26 (+2)

Wounds: 11

Skills:
Awareness
Common Lore (Adeptus Mechanicus)
Common Lore (Tech)
Scholarly Lore (Numerology)
Scholarly Lore (Cryptology)
Scholarly Lore (Tech)
Forbidden Lore (Archeotech)
Logic
Linguistics (Low Gothic)
Linguistics (Techna-Lingua)
Security
Tech-Use +20 (Trained, Utility Mechadendrite), +10 more to interface with MIU equipped devices

Talents:
Technical Knock
Mechadendrite Use (Utility)
Weapon Training (Solid Projectile)
Ambidextrous

Equipment
Hand cannon
Mechadendrite (utility)
Imperial robes
2 vials of sacred unguents
Mind Impulse Unit
Optical Mechadendrite

Traits:
Mechanicus Implants
-Cranial Circuitry
-Cyber-Mantle
-Electro-Graft
-Electoo Inductors
-Potentia Coil
Replace the Weak Flesh (Count all cybernetics as 2 levels more available)

Aptitudes: Tech, Intelligence, Knowledge, Willpower, Perception, Toughness, Ballistic Skill

Backstory:

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 lay signals that had to have originated from archeotech.

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 does not divulge 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 been altered 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 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 Vervize du Bordaal, it seemed, was due for a new Acolyte.

Appearance and Personality:

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.

Answers to Questions:

1. What is your character’s name?
Ptah 7-Kappa
2. How old is your character?
26
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Ptah is of average height and build, though that is where his normalcy ends. His skin is a rust-red, tattooed with binaric script. His eyes are cybernetic lenses that cast a dim red glow and his head is shaved, while his nose and mouth are covered by a cybernetic rebreather. The cyber-mantle on his back has two mechadendrites attached to it, one for utility and maintenance, the other an ocular unit. He also carries a hand-cannon at his hip.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Ptah’s voice has a distinct mechanical timbre to it.
5. Where was your character born? Where were you raised? By who?
Ptah was born on the Mechanicus research world of Klybo. His family unit was designated as mid-stratum menials, with enough genetic viability to avoid regular servitor conversion but not so much as to be given regular admission into the Cult Mechanicus. Ptah, however, was selected at an early age for potential induction into the cult. He was raised collectively by the cult members of the research outpost his family unit served at alongside the other aspirants.
6. Who are your parents? Are they alive? What do they do for a living?
Ptah never knew his parents. He was told they are still alive, but the only real mentor figure he had growing up was a senior priest named Ahamshut.
7. Do you have any other family or friends?
There was a time when he held some as friends and peers. That was some time ago, though. His departure from the orthodoxy of the Mechanicus saw most who called him friend or peer to turn their backs on him. It is a lonely path he walks, but it is one he is devoted to utterly.
8. What is your character’s marital status? Kids?
Ptah is without children or any romantic connections, and lacks the desire to foster either.
9. What is your character’s alignment?
10. What is your character’s moral code?
For a priest of the Cult Mechanicus, morality in a traditional sense is irrelevant. One’s goals are foremost, and those goals should be accomplished in the way that the Machine God dictates.
11. Does your character have goals?
The holy task of all who tread the iron path of the Deus Machina is the acquisition of knowledge
12. Is your character religious?
Deeply. Ptah is a devout follower of the Machine God, though his own take on the faith could be seen as bordering on heresy by some.
13. What are your character’s personal beliefs?
Ptah sees his purpose in the universe as a small but vital cog in the vast machine of humanity. His role is to find the knowledge that others will not, to understand what others are too afraid to. By doing that, he will give humanity a weapon against it’s many, many foes.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
There are a few. He believes deeply in the Machine God, but very differently from the other tech-priests. Knowledge has no morality, only use. As long as it is used to fight the enemies of humanity, it is useful. Xenotech, archeotech, anything that is useful in the continuation of humanity and the cause of the Adeptus Mechanicus. He is also an outlier, though less than with the former belief, in that he does not see the Emperor as the true Omnissiah. He was a man of great power, certainly, and one worthy of respect, but the true Omnissiah would have been of the Cult, not his own faith. Rather, the Omnissiah will come, and the faithful must be ready.
15. Why does your character adventure?
Ptah adventures because in a sense, he cannot do anything else. His unorthodox views have set him apart from the mainline Adeptus Mechanicus, so all he can do to serve the cause of the Machine God is to seek knowledge at the fringes of Imperial society.
16. How does your character view his/her role as an adventurer?
His role is that of a seeker of knowledge, following that wherever it will take him. Though he chafes within the command of the Inquisition, he has realized beyond a doubt that without their protection he would be seen as a heretek and hunted down with the ruthless efficiency that only the Mechanicus can achieve.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Most notable are the markings on his rust-red skin, those being countless lines of binaric tattoos.
18. How does your character get along with others?
Not very well. He is blunt and direct as many tech-priests are, better with a cogitator and a servitor than with other people. He does his duty, of course, striving to maximize efficiency by building what team cohesion he can.
19. Is there anything that your character hates?
Hate is irrational. Hate is a manifestation of fear. He does, however, find the destruction of knowledge and the rejection of information that could bring any meager scrap of power to humanity in this benighted age to be deeply abhorrent, sacrilege to the name of the Machine God.
20. Is there anything that your character fears?
Fear is irrational, a relic of flesh. There are two things in life, duty and dereliction. Ptah knows his duty, even if many others may not understand it.


wanderer82 wrote:

Black Dow The heirophant builds a strong social/face character, and with the right background can be really impressive. Redemptionists are thematically awesome (definitely right up the alley of a conservative inquisitor, there is even a perfect role - "fanatic"), but can make things difficult for other players not on the straight and narrow (players, mutants, criminals, etc). Just a thought.

Great feedback - very much appreciated. I've purchased the Enemies Within 2E sourcebook that references the fanatic role you mentioned. Plenty in there for me to consider... particularly the Adepta Sororitas background.

Penitent role looks very cool too... mmm. Decisions, decisions :)

Twist of Destiny: 1d100 ⇒ 67 Only the insane have strength enough to prosper.
(Increase this character's Willpower characteristic by 3. The first time he would gain 1 or more Insanity points each session, he gains that amount plus 1 instead.)


Twist of Destiny: 1d100 ⇒ 89

To War is Human: Gain Dodge as a known skill.

That's pretty good!


Morvius Zaan wrote:

This is Wandering Wastrel’s alias for the game – I'm still putting the character together but some of the details are in the profile. I’ve written a background that hopefully answers your questions. I have some more questions of my own (sorry)

Q1: Can you clarify how skill rolls work? The reason I ask is that the best skill you can start out with is at around 40, so it looks like on your best skill you still have a 60% chance of failing the roll. I don’t need my character to be good at everything (in Pathfinder I’m used to fighters with no social skills, wizards who can’t do melee and clerics with so few skill points they can barely tie their shoelaces) but it seems weird that every dice roll has such a high chance of failing. Or are we the colonial marines from Aliens – overconfident and ripped apart in ~30 seconds after meeting the enemy?

** spoiler omitted **

Q2: Could you confirm how the Highborn ability (page 36) "Breeding Counts” (any time you would reduce your influence, you reduce it by 1 less (minimum 1)) interacts with the Cover Up talent (page 125)? The Talent lets you reduce Influence in order to increase your Subtlety (1 point Influence spend = 1d5 Subtlety increase). Does that mean I could spend 2 influence to get 2d5 Subtlety, and then only reduce Influence by 1?

Q3: I am thinking of taking the Peer talent (page 130) - it would be really helpful to get some input from you on possible organisations that would be useful. I haven’t looked at the adventure and I want to make sure that I don’t spend a Talent on an organisation that just doesn’t come up in the game.

Q4: if picked, and...

1. From what I've gatehered, making a skill check, you need to roll under the attribute or skill that governs the action. It's not just 1d100 versus your relatively low skill floor, though, as there are a ton of situational modifiers that affect your roll. On page 25, there's a chart that shows the range of difficulty modifiers, for one. In your example of having a 40 skill, to succeed at a test for that skill you need to roll under a 40 on a 1d100. But if the task is, say, "Easy", that 40 gets a modifier of +30, making it so you need to roll under a 70. And that's just difficulty, I assume there are a ton of other circumstantial modifiers like equipment or distance or other actions you can take to make it easier.

2. Yes, that's how it reads to me. Checks out!

3. Without going too deeply into spoilers, the most prominent ones I see you encountering in this adventure and future ones would be Arbites, Mechanicus, Sororitas, any number of cults, Rogue Traders, and the Guard/Navy. It's a little hard to go into too much detail, but hopefully that helps! Edit: and, of course, the Inquisition. Forgot to mention them.

4. I don't see any issue with you taking that when you can, no. Seems good to me!


Few important notes, from what I've seen so far.

The Dark Heresy campaign book assumes the campaign takes place inside the Calixis sector, and there is a TON of lore and backstory and exploration of that sector inside the material for the game. I prefer a more mysterious, farther-out approach to my world, and therefore the game I plan on running will be held inside the Gilead System.

While I will adapt whatever material from the system's resources, I like the blank slate setting of the Gilead system more. It is basically right next door to the Calixis sector, so do not feel bad about using any backgrounds/resources that mention worlds or figures in the original setting of the rpg.

For Ptah 7-Kappa, I noticed that you were born on the dead world of Klybo, and that is fine. You won't be that close to your home system, is all I want to mention.

As far as Fate points go, I will likely just have a checkpoint system set up for natural rest periods in the story where they will be refreshed.


Totally fine! I don’t imagine the Mechanicus place much stock in homesickness and Ptah’s far from a homebody.

Dark Archive

Here is the background questions.

Background Questions:

1. What is your character’s name?

Malinor

2. How old is your character?

24

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

Malinor is of average height. His time in the Arbites has left him physically fit. He has dark hair and green eyes. He is almost always dressed in his Arbites garb.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

Due to his position on a Shrine World, Malinor spent a lot of time acting as a guard. Because of this he tends to keep a rigid posture at all times.

5. Where was your character born? Where were you raised? By who?

Malinor was born on the Shrine World Enoch in the Gilead System.

6. Who are your parents? Are they alive? What do they do for a living?

Agustius and Meritia Shorst. They are both in the Adeptus Arbites on Enoch and are both alive.

7. Do you have any other family or friends?

I have a sister, Nelda Shorst, who joined the Adepta Sororitas Order of the Sanctified Shield. My best friend is a priest named Raphael Chail.

8. What is your character’s marital status? Kids?

I am single. I have no kids.

9. What is your character’s alignment?

In D&D terms I am NG. I grew up around Shrines of saints who sacrificed all for humanity. I hold that as the highest ideals.

10. What is your character’s moral code?

I believe that we should honor the past and look towards the greater good of humanity in the grim darkness.

11. Does your character have goals?

12. Is your character religious?

Yes.

13. What are your character’s personal beliefs?

I generally follow the doctrines of the church. I also have strong family values and regularly see my parents to get their opinions on matters.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

Malinor is optimistic. Stories of saints have convinced him humanity can succeed as long as they work together.

15. Why does your character adventure?

To protect humanity and stop the heretic.

16. How does your character view his/her role as an adventurer?

He sees himself as a detective and guardian searching out the heretic and alien and removing them as a threat from humanity.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

Malinor was once present when a gang tried to rob one of the shrines. He fought to defend the shrine and was partially hit with a molotov cocktail. His suit mostly protected him, but his left hand and wrist has scars from the burning liquid.

18. How does your character get along with others?

Malinor is a team player. He tries to get along and work towards common goals.

19. Is there anything that your character hates?

Let not the heretic survive!

20. Is there anything that your character fears?

The loss of the Emperor who sits upon the Golden Throne and protects humanity.

Background:

Malinor was born on the world of Enoch to a family of Arbites. When he came of age, he followed his parents into working for the Arbites where he met and became friends with the Priest Raphael at a small shrine on the world. One day while Malinor was working he noticed some visitors acting pecularly. He radioed in the strange behave shortly before the visitors tried to rob and deface the Shrine.

Malinor moved to stop them and so one of the vandals threw a Molotov Cocktail at him that appeared like it was intend for an ancient art piece. Malinor managed to dodge most of the fiery liquid, but was still hurt by it. In short order, Malinor and his fellow Arbites had detained the vandals. Malinor received a special commendation for noticing the vandals before they acted and preventing the destruction of relics. This was what led him to being noticed by the inquisition.


Thanks for your reply, especially the explanation on skills! Very helpful and much appreciated :)

Does moving us to the Gilead system mean we are in the Calixis sector rather than the Askellon sector?

Answers to questions below, everything else is now in the character sheet for this alias. If anything isn't clear or something else is needed, please let me know.

Questions:

1. What is your character’s name?

Morvius Zaan, or more properly Morvius of House Zaan

2. How old is your character?

Early to mid-fifties but thanks to rejuvanation tech he looks in his early twenties.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

A youngish-looking man, very well-dressed and who (without being pudgy) has that indefinable "softness" which, even more than his fine clothing, marks him as a member of the nobility. He's obviously never gone hungry and never known a weapon pointed at him outside of basic training. A las-pistol is tucked discreetly into his belt and a long las hunting rifle is usually slung over one shoulder, in the manner of someone who expects to get away with carrying weaponry (or do almost anything he pleases) without being challenged or called on it. His long, dark hair is very elegantly and neatly oiled (almost certainly by someone else) and tied back. A shimmering, silken chameleoline cloak completes the look - expensive and discreet, much like the man himself. He also normally wears a frock-coat emblazoned with the crest of House Zaan, proclaiming not merely his allegiance but his membership of that elite family.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

Morvius speaks High Gothic and is inclined to use more words than strictly necessary - but he doesn't have the aloofness of many nobles; he is affable and polite (even charming) to everyone he meets, unless they give him cause not to be.

5. Where was your character born? Where were you raised? By who?

Morvius was born in the palatinal palace of Snopes world, he was raised there by an endless succession of nursemaids, nannies and butlers.

6. Who are your parents? Are they alive? What do they do for a living?

His parents are still alive, but are preoccupied with running the House and he very rarely sees them. Like most nobility, they don't go in for affection or love - it's too big an investment and can be readily outsourced to someone else.

7. Do you have any other family or friends?

Noble families are large, and Morvius has more siblings (not all of them related by blood, there are adoptions aplenty) than he can keep track of - at any one time, there are around half a dozen who are in favour (adopted, legitimised, promoted) and another half dozen or so on the way out (disinherited or de-legitimised until they work their way back in).

Of the good friends Morvius had growing up, one (a former childhood sweetheart) is now rising up the ranks of the Adeptus Sororitas, another is making his mark among the Rogue Traders of the Sector, and another (his favourite cousin) has just been executed for heresy.

8. What is your character’s marital status? Kids?

Morvius is unmarried and (as far as he knows) has no children. His one significant relationship ended when she joined the ranks of the Adeptus Sororitas, although they are still on good terms.

9. What is your character’s alignment?
10. What is your character’s moral code?

Morvius is not hugely inclined to believe in the Emperor as a god-like figure; but he does believe, very strongly, in the Imperium as being vastly better than any alternatives. Most of this is of course because the existing order is greatly in his favour, in keeping him at the top of the pile. He is unconcerned by law-breaking as such, but there is a huge difference between cheating at the game (which is fine) and trying to set fire to the board (which is not fine). He genuinely was not aware that his cousin was a cultist of Chaos, and was horrified to discover the truth. Not that his innocence helps his current predicament.

11. Does your character have goals?

Avoid being executed by the Inquisitor, and after that he may find he has a taste for life as an Acolyte. At the very least, it promises not to be dull.

12. Is your character religious?

He has not yet had much experience of the horrors of chaos - as and when he does, he may start to see the significance of the Emperor as a protector rather than as a distant figure that has nothing to do with him.

13. What are your character’s personal beliefs?

This sort of ties in with my answers to questions 10-12 above.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

Morvius is not one to dwell on unpleasantness and always prefers to see the up-side of things. In this case, yes, there is a distinct risk that he is about to be arrested and executed if he fails; but on the positive side, the last few days have brought him into contact with people of such different social classes that he would never normally be in the same building as them, let alone the same room; and while the forthcoming investigations will likely lead him into terrible danger to life and limb (and maybe even his very soul), there is little to no risk of his being bored.

15. Why does your character adventure?

After fifty-plus years of unimaginable, idle, luxury there is the prospect of adventure, excitement and fun. It should at least be amusing.

16. How does your character view his/her role as an adventurer?

Maintaining the existing order, stopping people from burning down the gaming board, and using his connections to get things done and/or kept discreet.

More precisely: his strengths are in his social skills and his ability to keep the investigation away from prying eyes (high Subtlety score). He could also quickly become the go-to person for acquiring additional gear for the group. He has some marksmanship but is definitely not a fighter. In a prolonged fight, especially up close, he will not be much use.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

None. Yet.

18. How does your character get along with others?

His first inclination is to be civil and charming, but he has other options available if people prove to be difficult.

19. Is there anything that your character hates?

Morvius strongly dislikes those who threaten the existing order - cheating to get ahead is one thing, trying to burn it all down is quite another. He also very much dislikes constraints on his own behaviour, simply because he is used to doing pretty much as he pleases.

20. Is there anything that your character fears?

Morvius is very much afraid of Inquisitor Vervize du Bordaal, as the man seems devoid of anything resembling a sense of humour. He has also - in the last couple of days - started hearing voices, which is not in the least amusing. He can’t tell what language they’re speaking, but he has a nasty feeling he really, REALLY, doesn’t want to know what they are saying. So far, he hasn’t told anyone about this – he is at the “ignore it and hope it goes away” stage.


Morvius Zaan wrote:

Thanks for your reply, especially the explanation on skills! Very helpful and much appreciated :)

Does moving us to the Gilead system mean we are in the Calixis sector rather than the Askellon sector?

Answers to questions below, everything else is now in the character sheet for this alias. If anything isn't clear or something else is needed, please let me know.

** spoiler omitted **...

Well the Gilead system originally comes from the Wrath and Glory core rulebook, as a small system with not a lot of information. I think it is in, or close enough to, the Calixis sector, yes. But the detail on system's location in the 40k universe relative to other places is tenuous at best, so I will just say that the Gilead system is in the Calixis sector, far off away from most other systems, and be done with it.

Love the backstory for Morvius, lots of hooks to use!

Dark Archive

When do you plan to pick out the group?

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