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In the Emperor's Name (Dark Heresy)

Discussion in 'PbP OOC' started by Nekraa, Jun 21, 2013.

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  1. Nekraa

    Nekraa Nekraa Moderator

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    The OOC thread for my Dark Heresy game, "In the Emperor's Name". If you are interested in the game, post in this thread.

    Players:
    1. Guile - Zetkin, Arbitrator
    2. nick012000 - Sorin, Scum
    3. Scia - Atella, Imperial Psyker
    4. Chibi-Reaper - Rhia, Assassin
    5. Happerry - Drake, Tech-Priest

    Waiting List:
    1. R.A.G. (?)


    How to create a character: Here
    A useful character creator

    Primary Objectives:
    [x] Find the cult “The True Malfian Brotherhood”.
    [x] Either eradicate the cult in the name of the Emperor, or contact Inquisitor Praetia when they are found.

    Secondary Objectives:
    [x] Hide your affiliation with the Inquisition.
    [x] Keep your eyes open for other suspicious characters.
    [x] Avoid agitating the Malfian politics.
    [x] Stay alive. (Optional)
     
  2. Nekraa

    Nekraa Nekraa Moderator

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    [Reserved]
     
  3. Nekraa

    Nekraa Nekraa Moderator

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  4. Nekraa

    Nekraa Nekraa Moderator

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  5. Nekraa

    Nekraa Nekraa Moderator

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  6. nick012000

    nick012000 Gone for Good

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    Interested. I've got some ideas for a character, but I'd need to know what the other PCs are planning on playing before I chose one.
     
  7. Nekraa

    Nekraa Nekraa Moderator

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    Good, good, three players. I'm working on a "character creation guide", it takes some time... If you (the players) could get a copy of the Dark Heresy core book and the Inquisitor's Handbook it would make my work easier.
     
  8. R.A.G.

    R.A.G. Well worn.

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    Can I play?
     
  9. Nekraa

    Nekraa Nekraa Moderator

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    That you can.

    And that was the fourth player. Now I only need to fix the "guide".
     
    Last edited by a moderator: Nov 30, 2014
  10. R.A.G.

    R.A.G. Well worn.

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    by the way suptg has a Dark Heresy character generator. I found it when looking for sample characters.
     
  11. Nekraa

    Nekraa Nekraa Moderator

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    This one?

    From what I can see (after a quick look), you can use that one to generate a character.

    Also, it is good if you talk with each other about what characters you want so that we don't end up with four adepts or something equally silly.
     
    Last edited by a moderator: Nov 30, 2014
  12. R.A.G.

    R.A.G. Well worn.

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    I'm thinking a Feralworld Guardsman used to be an infatryman, but he quit/was discharged after the Mara Landing Massacre. His mind couldn't handle the strain. Went back home, got a farm, a wife and kid, caught the inquisitors attention, so now he works for him. Is constantly talking to other about his wife and kid. Used to be a better guardsman than he is now, but since he actively suppresses any memory of before he got back home, he isn't great.
     
  13. nick012000

    nick012000 Gone for Good

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    I've got all the books, other than maybe a few new ones that got released since the last time I checked their site.

    As for character concepts, a few I was kicking around:
    -A Squat Lathesmaster Scum/space biker (using the Lathesemaster alternate rank from The Lathe Worlds)
    -A Void Born Sister Famulous from Port Wander (using the Sister Famulous Cleric alternate rank from Blood of Martyrs)
    -A Hive World Adept who lived a totally sheltered life until they had the bad luck to stumble into something they shouldn't have
     
  14. Scia

    Scia Not too sore, are you?

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    If you decide to take on a fifth player or you are losing someone I am throwing my hat in the ring.
     
  15. Guile

    Guile Clothes That Kill Virgins

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    Maybe an arbiter/law guy for me. Not sure what the point of such a character is, but being a futuristic lawyer/lawman amuses me.
     
    Laturse likes this.
  16. Nekraa

    Nekraa Nekraa Moderator

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    Creating your Acolyte
    In Dark Heresy, you take the role of an Acolyte, a trainee investigator in the service under a powerful Inquisitor. You out of the countless billions, have been chosen to play part in a war so great and terrible that ordinary men must never learn its secrets.

    Stage one: Home World
    The first step is to determine your homeworld.

    There are eight different homeworld origins. You can either choose homeworld yourself, or let the dice determine your origin (1d100). (Note, homeworld determines the Career you can choose. Each homeworld will note which careers that it allows.)


    0-15 Feral World: Feral worlders are born to worlds trapped in a state of barbarism. They are natural survivors, and are commonly big, strong and tough. Feral worlders make for characters that are exceptional at physical actions and combat.

    Feral World Careers: Assassin, Guardsman, Imperial Psyker, and Scum.

    Starting Wounds: 1d5+9

    Fate Points: Roll 1d10, 1-4 = 1 FP; 5-10 = 2 FP.

    Traits & Skills: All Feral worlders gains these skills and traits:

    Feral Worlder Skills: Speak Language (Tribal Dialect) (Int).

    Feral Worlder Traits:
    Iron Stomach
    Food is often scarce on feral worlds and those born on such worlds often learn to set aside their revulsion and eat whatever they need to survive.
    Benefit: You gain a +10 bonus to Carouse Skill Tests made to resist effects of ingested toxins, poisons or tainted foods. This bonus applies to tests made to consume unusual or unpleasant meals – rotting meat, Grox testes, corpse starch rations, to name a few – as well as Tests made to resist throwing up.

    Primitive
    Feral worlders have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties.
    Penalty: You take a -10 penalty on Tech-Use (Int) Tests and a -10 penalty to Fellowship Tests made in formal or civilized surroundings.

    Rite of Passage
    Life is harsh for a feral worlder, and blood spills all to frequently. Whether though surviving a brutal initiation ritual or through tribal teachings, feral worlders are adept at tending bleeding wounds.
    Benefit: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss. On a Success, you manage to stop the bleeding.

    Wilderness Savvy
    Feral worlders are accustomed to hunting their own food.
    Benefit: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) counts as Basic Skills for feral worlders.

    16-35 Hive World: Hivers are the product of vast and crowded hive cities. They are fast talking, quick thinking individuals accustomed to looking out for themselves.

    Hive World Careers: Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.

    Starting Wounds: 1d5+8

    Fate Points: Roll 1d10, 1-4 = 1 FP; 5-8 = 2 FP; 7-10 = 3 FP.

    Traits & Skills: All Hive worlders gains these skills and traits:

    Hive Worlder Skills: Speak Language (Hive Dialect) (Int).

    Hive Worlder Traits:

    Accustomed to Crowds
    Hivers grow up surrounded by immense herds of humanity. They are used to weaving through even the densest mob with ease.
    Benefit: Crowds do not count as Difficult Terrain for hivers, and when Running or Charging through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.

    Caves of Steel
    To a hiver, surrounded at all times by metal, machinery and industry, the arcane mysteries of technology are not so strange.
    Benefit: Hivers treat the Tech-Use (Int) skill as a Basic Skill.

    Hivebound
    Hivers seldom endure the horrors of the open sky or the indignity of the great outdoors.
    Penalty: Hivers take a -10 penalty to all Survival (Int) Tests, and while you 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
    Hivers are constantly alert for the first hint of trouble, be is a gang shoot-out, hab riot, or hivequake.
    Bonus: All hivers gain a +1 bonus to Initiative rolls.


    36-55 Imperial World: Much of humanity hails from one of the myriad civilized worlds of the Imperium, where, despite bewildering diversity, Imperial culture and faith in the God-Emperor is strong.

    Imperial World Careers: Adept, Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.

    Starting Wounds: 1d5+8

    Fate Points: Roll 1d10, 1-8 = 2 FP; 7-10 = 3 FP.

    Traits: All Imperial worlders gain these traits:

    Imperial Worlder Traits:

    Blessed Ignorance
    Imperial citizen know that the proper ways of living are those that are tried and tested by the generations that have gone before. Horror, pain and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them.
    Penalty: Your wise blindness imposes a -5 penalty to Forbidden Lore (Int) Tests.

    Hagiography
    Meditation upon the lives – and more importantly, deaths – of the Emperor’s blessed saints grants Imperial citizen a wide knowledge of the Imperium of Man.
    Benefit: Imperial worlders treat the Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) as Basic Skills.

    Liturgical Familiarity
    Surrounded as they are by folk of the faith, Imperial citizen are accustomed to the preaching of the Ecclesiarchy.
    Benefit: Imperial world characters treat Literacy (Int) and Speak Language (High Gothic) (Int) as Basic Skills.

    Superior Origins
    Imperial citizen know that of all the worlds in the Imperium, theirs is, in fact, the most beloved of the Emperor.
    Benefit: Increase your Willpower by +3.


    56-65 Void Born: Born from the bloodlines of human star travelers, voiders have lived most of their lives in space within the metallic bastions of great vessels.

    Void Born Careers: Adept, Arbitrator, Assassin, Cleric, Imperial Psyker, Scum, and Tech-Priest.

    Starting Wounds: 1d5+6

    Fate Points: Roll 1d10, 1-4 = 2 FP; 5-10 = 3 FP.

    Traits & Skills: All Void Born gains these skills and traits:

    Void Born Skills: Speak Language (Ship Dialect) (Int).

    Void Born Traits:

    Charmed
    The void born unconsciously channel the fickle powers of the warp, making them preternaturally lucky.
    Benefit:Whenever you spend a Fate Point (though not if you burn one) roll a 1d10. On the roll of a natural 9, you do not lose the Fate Point.

    Ill-Omened
    Whether because of their strange looks, clannish ways or unwholesome air, the void born are shunned and mistrusted by most. In addition the void born are most likely to attract any negative attention that the party of Acolytes creates – accusations of curdling milk, disgruntled merchants, children with handfuls of Grox dung and so on.
    Penalty: You take a -5 penalty to all Fellowship Tests made to interact with non-void born humans.

    Shipwise
    Birthed in the depths of a spacefaring craft, the void born have a natural affinity for such vehicles.
    Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic skills for you.

    Void Accustomed
    Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity.
    Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for you.


    66-75 Forge World: Those raised in the shadow of Omnissiah have survived the Machine God’s harsh regime and possess and innate familiarity with the higher mysteries of arcane science.

    Forge World Careers: Adept, Assassin, Guardsman, Scum, and Tech-Priest.

    Starting Wounds: 1d5+7

    Fate Points: Roll 1d10, 1-5 = 1 FP; 6-9 = 2 FP; 10 = 3 FP.

    Traits & Skills: Forge Worlders gains these skills and traits:

    Forge Worlder Skills: Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are Basic Skills for you.

    Forge Worlder Traits:

    Fit For Purpose
    A forge world inhabitant is repeatedly tested, channeled and trained from birth for their chosen station and role in life. Weakness is not tolerated and failure met with painful incentives to do better. Even those who follow a rogue’s path must strive to be better than their peers to survive.
    Effect: Depending on your chosen Career, increase your characteristic by +3: Adept – Intelligence, Assassin – Agility, Guardsman – Ballistic Skill, Scum – Perception, or Tech-Priest – Willpower.

    Stranger to the Cult
    Although forge born citizen know that the Emperor is their god and savior, they see the Imperial Creed through the lens of Cult Mechanicus doctrine. As a result they can be surprisingly – and sometimes dangerously – ignorant of the common teachings and practices of the Ecclesiarchy, often failing to offer its clerics the level of deference they expect.
    Effect: Forge world characters take a -10 penalty on Tests involving the Imperial Creed, and a -5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.

    Credo Omnissiah
    Rather than being fully indoctrinated into the Imperial Cult, even the lowliest member of a forge world’s society is brought up to venerate the spirits of the machine and to know and trust the basic rites of tech-propitiation.
    Effect: You gain the Technical Knock talent.


    76-85 Schola Progenium: Progena are orphans of Imperial servants trained in mind, body and spirit from birth. They make for superior warriors and knowledgeable leaders, if lacking in experience of life’s more sordid side.

    Schola Progenium Careers: Adept, Arbitrator, Cleric, Guardsman, and Sororitas*.
    *Only female characters.

    Starting Wounds: 1d5+8

    Fate Points: Roll 1d10, 1-2 = 1 FP; 3-7 = 2 FP; 8-10 = 3 FP.

    Traits & Skills: Schola Progenium gains these skills and traits:

    Schola Progenium Skills: Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int).

    Schola Progenium Traits:

    Schola Education
    A progeny’s mind is the product of years of careful instruction in the fundamentals of knowledge and learning.
    Effect: Common Lore (Administratum) (Int), Common Lore (Ecclesiarchy) (Int), Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), Common Lore (War) (Int), and Scholastic Lore (Philosophy) (Int) are Basic Skills for you.

    Skill at Arms
    All progena are instructed by grizzled drill abbots in the arts needed to defend the Emperor’s truth and, no matter what their calling, all are willing and able to shed blood if needed.
    Effect: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Weapon Training (Las or SP) talents.

    Sheltered Upbringing
    Despite their extremely well-rounded education, the progena are largely ignorant of the Imperium’s worse elements, breeding a distain they can’t ever seem to hide.
    Effect: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).

    Tempered Will
    The harsh method of the Schola Progenium chiefly aim to forge the most crucial weapon a servant of the Emperor has, an unbending will.
    Effect: Whenever you would attempt a Very Hard (-30) Willpower test, you only take a -20 penalty for your Characteristic instead of the normal -30.


    86-95 Noble Born: Nobles are privileged individuals, raised in wealth and steeped in tradition and etiquette.

    Noble Born Careers: Adept, Arbitrator, Assassin, Cleric, Guardsman, and Scum.

    Starting Wounds: 1d5+8

    Fate Points: Roll 1d10, 1-3 = 1 FP; 4-9 = 2 FP; 10 = 3 FP.

    Traits & Skills: Noble Born gains these skills and traits:

    Noble Born Skills: Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int).

    Noble Born Traits:

    Etiquette
    Nobles are schooled in how to comport themselves in all manner of situations.
    Effect: You gain a +10 bonus to Charm, Deceive and Scrutiny Tests when dealing with high authority and in formal situations.

    Supremely Connected
    Nobles have extensive connections and you know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones.
    Effect: You begin play with the Peer (Nobility) talent. In addition, you also gain Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military or Underworld), selecting one category to reflect your family’s powerbase.

    Vendetta
    Every noble house has its sworn enemies and rivals who would do it and its members harm. Joining the Holy Ordos doesn’t stop this, it merely forces those who wish you harm to be a bit more cautious and subtle in exacting their revenge.
    Effect: You have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are up to you and the GM to define, working together to create a formidable threat. While they do not dog your steps at every turn, they are still out there, aiming to inconvenience, harm or kill you when you cross their path, You, of course, are free to return the favor when it’s expedient to do so.

    Wealth
    Those born into the nobility are also born in to wealth and enjoy the fruits of their family’s fortunes.
    Effect: You begin play with double starting number of Thrones. You are also Noble for the purposes of determining monthly income.


    96-00 Mind Cleansed: Those whose minds have been emptied of identity and their memories wiped or sealed off. These rare individuals have been “re-made” by their Inquisitorial masters to serve the Holy Ordos.

    Mind Cleansed Careers: Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, and Tech-Priest.

    Starting Wounds: 1d5+8

    Fate Points: Roll 1d10, 1-3 = 2 FP; 4-9 = 3 FP; 10 = 4 FP.

    Traits Mind Cleansed gains these skills and traits:

    Mind Cleansed Traits:

    Engram Implantation
    With portions of the subjects’ mind is left more or less as blank slates waiting to be filled, their re-programmers often use egramatic induction to burn a variety of useful skill patterns directly into the Acolyte’s cortex.
    Effect: You begin play with Deceive (Fel) and Intimidate (S) skills. You treat Common Lore (Tech) (Int) and Survival (Int) as Basic Skills. You also begin with the Jaded and Pistol Weapon Training (SP and Las) talents.

    Failsafe Control
    All Mind Cleansed Inquisitorial agents have a failsafe command trigger implanted in their minds to prevent them from turning on their masters. Only the relevant NPC (their Inquisitor for example), should ever have access to this trigger, which usually must be delivered telepathically or by a specific sonic cadence (a simple code phrase is usually judged too risky).
    Effect: The trigger works just as the use of the Dominate Psychic Power. If the trigger is successful, you may be given an order or set of instructions you must carry out to the best of your abilities. However, if the command is antithetical or directly harmful to you, you may receive an appropriate bonus to resist the control.

    Imperial Conditioning
    Inquisition mind-scrubs are usually carried out to destroy selective memories but leave useful skills intact. Likewise the mind is often implanted with psychic barriers to prevent tampering, increase mental resilience and ensure loyalty.
    Effect: You gain a +10 bonus on Willpower Tests made to resist Fear or attempts to control or possess your mind (psychically, chemically or otherwise).

    Through a Mirror Darkly
    The mind cleansing process has numerous side effects, including an eroding effect on the subject’s sanity and unique dangers of its own for the character.
    Effect: You start play with 1d5+2 Insanity Points. At the GMs discretion, certain rare events, individuals and even things like phrases, sights and smells may trigger “repressed” memories – when this occurs you must pass a Willpower Test or roll on the Shock Table – note that your conditioning and any Talents that resist Fear or Insanity don’t help with this.
    GM Note: Use this Trait sparingly.


    Stage two: Rolling Characteristics
    The characteristics are:

    Weapon Skill (WS): it measures your competence in hand-to-hand fighting, whether using fists, knives or chainswords.

    Ballistic Skill (BS): reflects your character’s accuracy with ranged weapons, such as lasguns, crossbows and autopistols.

    Strength (S): how physically strong your character is.

    Toughness (T): how easily you can shrug off injury as well as how easily you can resist toxins, poisonous environments, disease and other physical ailments.

    Agility (Ag): your character’s quickness, reflexes and poise.

    Intelligence (Int): a measurement of your character’s acumen, reason and knowledge.

    Perception (Per): describes how well your character perceives his surroundings.

    Willpower (WP): measures your character’s ability to withstand the horrors of war, the terrors of space and the awfulness he is bound to encounter in his missions.

    Fellowship (Fel): the character’s ability to interact with other creatures, to deceive, charm or befriend.

    Characteristic Bonus
    Each characteristic has a corresponding bonus. A characteristic bonus equals the tens digit of the score. For example, a character with Strength 41 has a Strength Bonus 4, and one with Strength 38 has a Strength Bonus of 3.

    The Rolls
    You roll 20+2d10 for most of your characteristics, except for those modified by your homeworld.

    Feral worlder: Strength is rolled with 25+2d10, Willpower and Fellowship is rolled with 15+2d10.

    Hive Worlder: Toughness is rolled with 15+2d10, Fellowship is rolled with 25+2d10.

    Imperial Worlders: 20+2d10 for all characteristics.

    Void Born: Strength is rolled with 15+2d10 and Willpower is rolled with 25+2d10.

    Forge Worlder: Weapon Skill is rolled with 15+2d10 and Intelligence is rolled with 25+2d10.

    Schola Progenium: 20+2d10 for all characteristics.

    Noble Born: Willpower is rolled with 15+2d10 and Fellowship is rolled with 25+2d10.

    Mind Cleansed: Willpower is rolled with 25+2d10 and Fellowship is rolled with 15+2d10.


    Movement is determined by a character’s Agility Bonus. Half Move is the Agility Bonus, Full Move is the Agility Bonus multiplied by two, Charge is the Agility Bonus multiplied by three and Run movement is Agility Bonus multiplied by four.


    Stage three: Choosing Career
    I have attached a zip-file with pictures containing descriptions of the career paths of the Adepta Sororitas. If you don’t have the core book, PM me, and I’ll give you a link to a downloadable pdf-version of it.

    The attached Career1, Career2, Career3, Career4, contains the starting skills, talents, traits and gear of the different careers.

    Edit: apparently it was too big a file...

    At page 44 in the core book, the advancement scheme for the Adepts starts, and the other careers (except Sororitas) comes after it. There you can find the different skills and talents that the careers have and the costs to buy them.

    After you have chosen a career, look at the Starting Wealth to determine how much Thrones (money) that you start with.
     
    Last edited by a moderator: Nov 30, 2014
  17. Nekraa

    Nekraa Nekraa Moderator

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    So, I figure that I could make a character to show how to do it.

    … Well, I figure that I wanted to make an Imperial Psyker. Even if the guide I wrote (and the one in the core book, by the way, if you don’t have a copy of the Dark Heresy core book, PM me and I’ll give you a link to a downloadable one) want you to chose homeworld first, you can look at the careers and see which one you want and decide homeworld based on that.

    Anyway, a psyker can have the homeworlds Feral World, Hive World, Imperial World, Void Born or Mind Cleansed (note, Mind Cleansed, Schola Progenium and Noble Born can be found in “The Inquisitor’s Handbook” which I sadly doesn’t have a link too).

    I chose an Imperial Worlder for my psyker, and then I write down the traits that an Imperial worlder gets, “Blesses Ignorance”, “Hagiography”, “Liturgical Familiarity” and “Superior Origins”.

    As a note, “Hagiography” and “Liturgical Familiarity” grants several “Basic Skills”. The difference between Basic and Advanced Skills are that you don’t need to buy anything (spend experience) to use it. But you will be forced to use half you characteristic (rounded down) when using it.

    Well… I’ll take a departure from the subject and talk a bit about skill and characteristic tests.

    When using a skill that you have (let’s say dodge, which also is a basic skill, but in this example, the character has bought the skill) you will see that each skill has an abbreviation of a characteristic in parenthesis. Dodge has “Ag”, which stands for Agility.

    Let’s say that the character has 39 in Agility. Then to dodge something (like a chainsword blow) you will roll 1d100. If the d100 rolls less than or equal to 39, the roll has succeeded and the sword blow was avoided. If the roll was 40 or more, the dodge test failed, and the character was hit by a chainsword. Ouch.

    Had the character not bought Dodge as a skill, she could still have tried to use it, as dodge is a Basic Skill. But would have used half of her Agility 39/2=19.5 and then round down to 19, so a roll of 19 or less (on a d100) would have been a success in this case. And now, back to character creation.

    After writing down the common lore skills, literacy skill and speak language skill added by the traits, I will roll for characteristics. As an Imperial worlder, my character will roll 20+2d10 for all his characteristics. And I will add 3 to Willpower thanks to the trait “Superior Origins”.

    WEAPON SKILL (WP): 20+9+6=35
    BALLISTIC SKILL (BS): 20+6+8=34
    STRENGTH (S): 20+1+9=30
    TOUGHNESS (T): 20+3+1=24
    AGILITY (Ag): 20+6+3=29
    INTELLIGENCE (Int): 20+9+9=38
    PERCEPTION (Per): 20+6+7=33
    WILLPOWER (WP): 20+10+9+3=42
    FELLOWSHIP (Fel): 20+7+7=34

    I was pretty lucky with that Willpower roll… maybe I’ll use this character later?

    Anyway, his toughness is pretty bad, but fortunately, the rules allows for one reroll. But if the new value is worse, you still have to use it. 20+2+1=23… damnation.

    Career path is already determined, Imperial Psyker. So I’ll write down the starting skills, talents, and gear. I will also write down starting rand “Sanctionite”. A psyker also gains the trait “Sanctioned Psyker” and have to roll on Table 1-5 “Sanctioning Side Effects”. 18, so “Unlovely Memories”, which gives 1d5 Insanity Points. Joy. 5 Insanity points for me.

    Also, I mark the character’s skills with an “X” if he has them. But you can mark it in some other way, as long as it is easy to see which skills the character has.

    With Psy rating of 1, my character can chose 2 (half of the Willpower Bonus) Minor Psychic Powers. But I’ll do this later.

    Now on to Wounds. An Imperial Worlder starts with 1d5+8 wounds. 1+8=9…

    Do you hate me? Dice? Oh well, writing down Total and Current Wounds as 9.

    Wounds work as a “buffer”, as long as there are wounds left, the character is unimpeded by damage. But when wounds reach 0, they start to roll on a damage table for each damage point after that. Be careful!

    Rolling for Fate Points… 8, a bit more lucky. According to Table 1-7: Fate Points, an 8 for an Imperial Worlder means 3 Fate Points. So 3 Total and Current Fate Points.

    For movement, the Agility Bonus is 2, so…

    Walk (½ Action): 2
    Walk (Full Action): 4
    Charge: 6
    Run: 12

    That’s… ok? Maybe, it’s not the fastest guy out there. But not the slowest either.

    An Imperial Psyker starts with 50+1d5 Throne Gelts (money). Roll 50+1d15: 52.

    And now I have reached “Stage Five: Bringing Your Character to Life” on page 30 in the book (digital copies might show a different page for the pdf). It’s pretty straightforward. I rolled for gender this time, even if you are supposed to chose that yourselves. So the psyker is now a she.

    As a note before I start. You are allowed to choose the appearance of our character yourself, without rolling. But it might be fun to roll anyway, or not.

    Rolling a d100 on the Build table gives me 10, and for Imperial worlders that’s “Slender” and 1.65m and 60kg. As GM I’ll say that you are allowed to reduce or increase weight and height by a small measure or so if you want to. Even if they don’t say that in the book.

    Rolling age gives me a 91 as a result, which means “Veteran” and 40+1d10 in age (and the additional 3d10 years from being a psyker). Roll 40+1d10+3d10: 40+10+(3+7+1)=61, so she is 61 years old.

    Rolling 1d10 for handedness gives me 3, so she is right-handed (on a 9 she would have been left-handed. A bit strange that it’s a small chance for left-handedness…).

    Rolling for skin, hair and eye color. 18, 84 and 5. Tan skin, black hair, and blue eyes.

    As a quirk I rolled 22, “Dueling Scar”.

    Planet of Birth was 68, a war zone. Interesting. Rolling for Divination gives me 71, “In the darkness, follow the light of Terra.” And increases Willpower by +3. Huh.

    And now for a name. Rolling 81 gives me the choices “Thakka”, “Thyratia”, “Sila”, “Thiopia” and “Steel”. Thyratia is a nice name, isn’t it?

    Not much left now. Let’s see what I can buy for her. You start with 400 experience points, and can see on the different Career Paths how much different upgrades costs. As you increases your experience, you also increase in Rank. A Sanctionite becomes a Neonate when she has 500 experience. In other words, only 100 exp until next rank. You can only take the skills and talents from your current rank or a lower rank (that you have had one. So a Scholar Obscurus can take Savant Militant skills and traits, but can take it from the Scholar Materium rank).

    Hm…

    Willpower (Simple) 100
    Forbidden Lore (Warp) 100
    Minor Psychic Power 100
    Flagellant 100

    Yeah, that sounds good. Though Flagellant might be a bit bad for this character… And something I forgot, “Blessed Ignorance” gives a -5 penalty to all Forbidden Lore tests. A bit of a problem that too…

    I think gear and psychic powers are the last bit now. Don’t feel like adding some gear right now, simply spend your Thrones to get new gear. Some ammunition might be good. Also, in the beginning of “Chapter V: The Armory” you are given a table for “monthly” income (which are also given to you for each 400 experience you gain).

    … I’m pretty much done with her now. I’ll not chose her psychic powers now, in case I use her later. Though she has three of them, two from her Psy rating 1 talent, and one from her Minor Psychic Power talent.

    Ah, Fatigue is equal to the Toughness bonus.

    That was everything, I think. Hopefully it was to some help.


    Character name: Thyratia
    Player name: Nekraa
    Home World: Imperial World, War Zone
    Career Path: Imperial Psyker
    Rank: Sanctionite
    Divination: In the darkness, follow the light of Terra.
    Quirk: Dueling Scar
    Gender: Female
    Build: Slender
    Height: 1.65m
    Weight: 60kg
    Skin Color: Tan
    Hair Color: Black
    Eye Color: Blue
    Age: 61 years
    Handedness: Right-handed


    WEAPON SKILL (WP): 35
    BALLISTIC SKILL (BS): 34
    STRENGTH (S): 30
    TOUGHNESS (T): 23
    AGILITY (Ag): 29
    INTELLIGENCE (Int): 38
    PERCEPTION (Per): 33
    WILLPOWER (WP): 50
    FELLOWSHIP (Fel): 34


    WOUNDS
    Total: 9
    Current: 9
    Critical Damage:
    Fatigue: 2


    FATE POINTS
    Total: 3
    Current: 3


    INSANITY POINTS
    Insanity Points: 5
    Degree of Madness:
    Disorder: None


    CORRUPTION POINTS
    Corruption Points: 0
    Degree of Corruption:
    Malignance: None


    BASIC SKILLS
    Awareness (Per):
    Barter (Fel):
    Carouse (T):
    Charm (Fel):
    Command (Fel):
    Common Lore (Imperial Creed) (Int):
    Common Lore (Imperium) (Int):
    Common Lore (War) (Int):
    Concealment (Ag):
    Contortionist (Ag):
    Deceive (Fel):
    Disguise (Fel):
    Dodge (Ag):
    Evaluate (Int):
    Gamble (Int):
    Inquiry (Per):
    Intimidate (S):
    Literacy (Int): X
    Logic (Int):
    Scale Sheer Surfaces (Ag):
    Scrutiny (Per):
    Search (Per):
    Silent Move (Ag):
    Speak Language (High Gothic) (Int):
    Swim (S):


    ADVANCED SKILLS
    Forbidden Lore (Warp) (Int): X
    Invocation (WP): X
    Psyniscience (Per): X
    Speak Language (Low Gothic) (Int): X
    Trade (Soothsayer) (Fel): X


    TRAITS
    Blessed Ignorance
    Hagiography
    Liturgical Familiarity
    Superior Origins
    Sanctioned Psyker: Unlovely Memories


    TALENTS
    Flagellant
    Melee Weapon Training (Primitive)
    Minor Psychic Power
    Pistol Weapon Training (Las)
    Psy Rating 1


    EXPERIENCE POINTS (XP)
    XP to spend: 0
    Advancements Taken
    Willpower (Simple)
    Forbidden Lore (Warp)
    Minor Psychic Power
    Flagellant

    Total XP spent: 400
    Total XP (to spend + spent): 400
    XP to next income: 400


    PSYCHIC POWERS
    Psychic discipline: None

    Minor Power:
    Minor Power:
    Minor Power:

    Mutations
    None

    MELEE WEAPONS

    Name: Staff
    Class: Melee
    Damage: 1d10 I
    Pen: 0
    Special Rules: Balanced, Primitive
    Weight: 3kg


    Name: Knife (Psykana Mercy Blade)
    Class: Melee, Thrown
    Damage: 1d5 R
    Range: 3m
    Pen: 0
    Special Rules: Primitive
    Weight: 0.5kg

    MISSILE WEAPONS

    Name: Compact Las Pistol
    Class: Pistol
    Damage: 1d10+1 E
    Penetration: 0
    Range: 30m
    Rate Of Fire: S/-/-
    Clip: 15
    Reload: Full action
    Special Rules: Reliable, Compact
    Ammo: 30 (currently)
    Weight: 0.75kg

    ARMOUR
    Head: None
    Type:
    Right Arm: None
    Type:
    Left Arm: None
    Type:
    Body: None
    Type:
    Right Leg: None
    Type:
    Left Leg: None
    Type:

    GEAR
    1 Charge Pack (for Las pistol)
    Quilted vest
    Tatty Robe (Poor Quality Clothing)
    Book of Imperial Saints
    Psy-Focus
    Sanctioning Brand


    WEALTH
    Throne Gelt: 52
    Monthly Income: 70

    Walk (½ Action): 2
    Walk (Full Action): 4
    Charge: 6
    Run: 12


    IMPLANTS
    None
     
    Last edited by a moderator: Nov 30, 2014
  18. R.A.G.

    R.A.G. Well worn.

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    Sorry, forgot to post the link: http://suptg.thisisnotatrueending.com/dha-show.php?charnum=47527

    Is this fine as a base? I'm going to rewrite the history a bit, to fit what I have in mind, but this is mostly what I'm thinking of.
     
  19. Nekraa

    Nekraa Nekraa Moderator

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    It looks ok.

    Has the others started with your characters?
     
    Last edited by a moderator: Nov 30, 2014
  20. Guile

    Guile Clothes That Kill Virgins

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    Got the general overview, anyway. Background is subject to change if I think of something good.

    http://suptg.thisisnotatrueending.com/dha-show.php?charnum=47536
     
  21. Nekraa

    Nekraa Nekraa Moderator

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    Looks ok.

    As a note, you (this is to all players) should also figure out personality and such. Maybe this is a redundant to say, but still.
     
  22. Happerry

    Happerry The Song to the Flame

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    As stated in the idea thread, I'm planning on a tech priest. Probably a minor minion who was tossed at the Inqusitor when she asked for someone able to do tech support and such for her new team.

    So, used that Character Builder that got linked and got this. He look ok as a base?
     
  23. nick012000

    nick012000 Gone for Good

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    Rolling for stats: [blockquote]Rolled 18d10 : 5, 3, 2, 6, 7, 5, 3, 2, 8, 8, 9, 4, 9, 9, 5, 1, 7, 6, total 99[/blockquote]
     
  24. nick012000

    nick012000 Gone for Good

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    Okay, then. That's WS 8, BS 8, S 12, T 5, Ag 16, Int 13, Per 18, WP 6, Fel 13.

    Hmm. Psyker and Tech-Priest are right out. Squat gives me a penalty to Agility, so that's out. Hmm. Maybe I'll go with the Metallican Gunslinger alternate career, along with the Gunmetal City homeworld. That'll give me a final statline of WS 28, BS 33, ST 32, T 20, Ag 36, Int 33, WP 26, Fel 38. That'll give me the Caves of Steel, Hivebound, Wary, Packing Iron, and Way of the Gun traits. A full writeup will follow shortly.
     
  25. nick012000

    nick012000 Gone for Good

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    Also, roll for Imperial divination
    [blockquote]Rolled 1d100 : 24, total 24[/blockquote]
     
  26. nick012000

    nick012000 Gone for Good

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    Note: I've used the rule from Rogue Trader, which gives you the Talented Talent in place of any redundant talents acquired during CharGen, since I couldn't find what you're supposed to do in Dark Heresy in that situation.

    Code:
    Name: Sorin "Blaze" Rosh, Career: Scum
    Alternate Ranks: Metallican Gunslinger (Rank 1)
    Gender: Female, Height: 1.65 m, Weight: 55 kg, Age: 21
    Skin: Fair, Hair: Dyed (Green), Quirk: Set of Piercings
    
    Characteristics:
    WS 28, BS 38, ST 32, T 20, Ag 41, Int 33, Per 40, WP 26, Fel 38
    Fate Points: 3, Wounds: 11
    
    Skills:
    Speak Language (Low Gothic) (Int)
    Speak Language (Metallican Hive Dialect) (Int)
    Awareness (Per)
    Charm (Fel)
    Common Lore (Imperium) (Int)
    Deceive (Fel)
    Dodge (Ag)
    
    Talents:
    Ambidextrous
    Melee Weapon Training (Primitive)
    Pistol Training (SP)
    Basic Weapon Training (SP)
    Talented (Dodge)
    Rapid Reaction
    
    Traits:
    Caves of Steel (Can use Tech Use untrained)
    Hivebound (-5 outside proper hab)
    Wary (+1 Initiative)
    Packing Iron (-5 with no working gun)
    Way of the Gun (+5 BS, Pistol Training (SP) talent, +5 Tech Use on Firearms)
    Knave of Pistols (May not acquire new Basic or Heavy Weapon Talents, may only 
    gain Exotic Weapon Talents for pistols, -10 to BS tests for non-pistol weapons)
    
    Equipment: Autogun and 1 Clip, autopistol and 4 clips, 6 bullets, club, knife, quilted vest, street wear (Poor Quality Clothing),
     Weapon/Gear Storage, Personal Grooming Kit, 3 Thrones, Vial of Glowing Water (Memento), Leather Hair Strap (Memento), 
     2 Loaded Dice (Memento)
    
    XP: Dodge 100 XP, +5 Agility 100 XP, +5 BS 100 XP, Rapid Reaction 100 XP
     
    Last edited by a moderator: Nov 30, 2014
  27. nick012000

    nick012000 Gone for Good

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    Also, rolling for Fate Points:
    [blockquote]Rolled 1d10 : 10, total 10[/blockquote]
    and for Wounds:
    [blockquote]Rolled 1d5 : 3, total 3[/blockquote]

    Sorry about the quintuple-post; I just keep forgetting to roll for everything in one go.
     
  28. Nekraa

    Nekraa Nekraa Moderator

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    He looks ok.

    That's ok I guess. Then, other players can do that too. Also, did you forget to add the Divination to the character? You rolled for it, but I can't find it in your "character sheet".
     
  29. nick012000

    nick012000 Gone for Good

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    Yeah, I included the bonus. It's why I have Perception 40 instead of Perception 38.
     
  30. Nekraa

    Nekraa Nekraa Moderator

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    Ok.
     
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