Author Topic: Dark Heresy anyone?  (Read 133099 times)

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Offline Godur

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Dark Heresy anyone?
« on: February 22, 2012, 05:00:11 PM »


It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.


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Welcome to Dark Heresy, a game full of danger, mystery and brutal violence, set in the decaying far future of the 41st millenium. Where the players will take the roles of acolytes serviong The Holy Orders of the Emperor's Inquisition, rooting out the threats of the Imperium of Man, and engaging in deadly combat against heretics, aliens and witches alike.

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Characters:
Spoiler for Geralt Fermot, played by LordNecross:
General information:
Player:LordNecross/SenHai
Name: Geralt Fermot
Origin Forge World
Diviniation: "Thought begets Heresy; Heresy begets retribution"
Gender:Male
Skin Colour: White
Build: Athletic
Hair Colour: Reddish Blonde
Eye Colour: Red Iris slight glow
Height: 5’ 8”
Weight: 175lbs (155lbs without Implants)
Age: 25
Quirk: Distracted (Women)
Career Path: Tech-Priest
Rank: Technographer

Wounds: 10
Fate Points: 2
Insanity Points: 0
Corruption Points: 0

Characteristics:
Weapon Skill: 35
Ballistic Skill:40
Strength:23
Toughness:50
Agility:20
Intelligence:50
Perception:20
Willpower:43
Fellowship:30

Skills: Speak language (Low gothic), Tech-use, Literacy, Secret Tongue (Tech), Trade (Scrimshaver), Common Lore (tech), Common Lore (Machine cult), Evaluate, Logic, Trade (Technomat).



Talents & Traits:
Melee weapon training(primitive)
Basic Weapon Training (SP)
Basic weapon training (Las)
Pistol Training (Las)
Electoo Graft Use
Credo Omnissiah ( Technical Knock)
Light Sleeper
Fit for Purpose
Stranger to the Cult
Mechandrite Use (Utility)
DeadEye shot

Inventory:
Weapons:
Las Pistol - Clip size: 30/30. Range: 30 meters. RoF: S/-/- Ammo: 10x chargepacks
Hellpistol -  Clip size: 10/10. Range: 35 meters. RoF: S/2/- Ammo: 10x Chargepacks

Mono Staff, Knife

Armour: Flak Vest (Worn Under: Mechanicus robes and vestments), Mesh cowl, mesh gloves, Mesh vest

Implants: Electo-Graft, Electoo Inductors, Respirator Unit, Cyber-Mantle, Potentia Coil, Cranial Circuitry

Other: 2x Glow lamp
Handheld Voxcaster
data-slate
10 spare parts
Vial of sacred machine oil.
Pewter Blocks.
Box of Steel Coin stamps
Bundle of metal wiring.

118 Throne Gelts

Background:
Geralt was born on a fairly advanced Forge World, and always had a knack for technology from the start. He was a pretty boy and enjoyed the company of the opposite gender, but as he delved further into technology and was accepted as an acolyte to the Mechanicus Cult, it became harder for him. His love of technology always conflicted with his love of normality, and so unlike many in the Mechanicus he always tries to keep much of his humanity intact, he even refuses castration and other chems and surgeries that would prevent his desire of a woman, something hard to find in the Mechanicus.
He is friends with his Mentor Tech-Priest Rendon, who sympathizes with the young man's want of normalcy while still having access to his passion with technology. Rendon went out of his way to fund the Implants Geralt received, to keep him as Human appearing as possible, a fact that has made many in the Mechanicus more resentful of Geralt for his obsession of the Inferior flesh.  Another sympathizer is a priest of the Ecclesiarchy he had an encounter with, Priest Howard, a man of the Faith who visited the planet to spread the Word of the Emperor, something a Forge world usually lacks in detail.
As an Amateur flirt, Geralt had a tough encounter with a Power armored member of Sisters of Battle, who had stopped by the Planet to receive a tithe of technology. He had seen one and commented on how beautiful she was, and that he armor was quite exquisite. She had been caught off guard by the comments, and when Geralt said, “What is under that armor, I bet, is far more exquisite!” Luckily though he was not killed on the spot, but received a punch in the gut from the strong woman, who had blushed but regained her grim composure quickly. She told him that Emperor protects him this day, and Geralt moved on not want to incite further rage.

Geralt also sees technology as an expression of art, and anything he works on always has its own flair about it. It his dream one day that he is able to craft an item of legend, something that will see use by a Hero or soon to be hero, sadly he has not gotten the chance or skills yet to do so, and so he leaves it to his art to conceptualize his dream, as long as he doesn’t let a girl pull him astray something much harder to happen for his status as a Tech-Priest. A fact that causes depression at times.

One thing he has never told anyone is how he killed a Tech-Priest, a far more Zealous fellow, who thought he could forcibly make Geralt a Chem geld. Geralt being a light sleeper attacked and killed the Tech-Priest, and only got away with it by disposing of the body into a factorum where machinery mangled the the corpse to the point where it would be assumed a terrible accident had occurred. It haunts him because he fears retribution should it be discovered.

Another member of the Mechanicus, Ferrus, is a rival of sorts to Geralt, having an opposing point of view to Geralt, Ferrus modifies himself as much as he can. Their rivalry also extended to what they could craft, Geralts ingenuity seemed to always outshine his cold Logic. This bitterness though has led to hate in many regards, and Ferrus was a witness to the murder, of course though he knows the whole story but is intent on keeping ‘unnecessary’ details out, when he plans to use this knowledge is anyone’s guess.

As a character, hopefully he becomes a tech expert that could make a Jokaero jealous.

Appearance:
Though usually Hidden under his robes in most cases. He has a Reddish blonde hair that has enough length to help hid the Cranial circuits that attach to the back of his head. His eyes have Red Irises that glow, showing they have been modified, but the modification is solely aesthetic. He is fit, and manages to keep himself that way even with the Implants on his spine, which luckily aren’t older models that some unfortunate tech Priests have to be burdened with. Besides Cyber Mantel which is well fit to his body, and the Potentia Coil, he looks fully Human as compared to other Tech-Priests who are more of a robot than anything else. His Electoos are on the palms of his hand, and are done in the style of the Skull Emblem of the Adeptas Mechanicus, they are black. He has a strong face, and it is kept shaved to prevent hair from interfering with the rebreather unit, which is partially removable allowing him to eat with his mouth, the Rebreather is still connected to the Cyber Mantel so it not possible to set it anywhere and so when off it hand below his neck. It connects to the face through hooking into several small ports on each side of the face, which look like very small metallic holes which connect to tubes that are beneath the skin, the Rebreather has small connectors that lock onto these securing it to the face, but can be detached by pressing on a small button on either side of the nose covering part of the mask, which when done looks like the person is pinching the bridge of the nose. The Electo-Graft is in the back of the head, allowing a sort of Matrix style integration with computers.

Spoiler for Cortranna Hawklight, Played by Mikethor007:
General information:
Player: mikethor007
Name: Cortranna Hawklight
Origin Schola Progenium
Diviniation: "Thought begets Heresy; Heresy begets retribution" +3 strength
Gender: Female
Skin Colour: Pale
Build: Athletic, slightly muscular.
Hair Colour: Bleached white, Auburn streak hidden under.
Eye Colour: Green
Height: 6'3''
Weight: 175
Age: 30
Quirk:
Career Path: Adepta Sororitas
Rank: Novice

Wounds: 12
Fate Points: 2
Insanity Points: 0
Corruption Points: 0

Characteristics:
Weapon Skill: 40
Ballistic Skill:40
Strength:33
Toughness:30
Agility:30
Intelligence:30
Perception:35
Willpower:40
Fellowship:30

Skills:
Speak Language (High gothic, Low Gothic)
Common Lore (Imperial Creed)
Literacy
Performer (Singer)
Trade (Copyist)
Forbidden Lore (Warp)
Awareness

Talents & Traits:
Basic weapon training (Las, Primitive)
Pistol training (Las, SP)
Melee weapon training (primitive)
Pure Faith
Sound Constitution
Resistance (Fear)
Unshakeable faith

Psychic Powers:
Discipline:

Minor powers:

Discipline powers:

Inventory:
Weapons:
Staff

Las pistol - Clip size: 30/30. Range: 30 meters. RoF: S/-/- Ammo: 4x chargepack
Lasgun- Clip Size: 60/60 Range: 100 meters. RoF: S/3/- Ammo: 2x chargepack

Armour:
Feudal Plate
Implants:

Other:
Aquila necklace
Chaplet Ecclisiasticus (a devotional icon-amulet)
Vestments (Good quality clothing)
Writing kit
Copy of the Rule of the Sororitas
Ring of Suffrage.
192 Throne gelts
Handheld Voxcaster
Glow lamp

Background:
Cortranna was born on a nondescript hive world in the Ultima Segmentum which was lost in an invasion of Chaos Marines and Orks. She was among one of the few civilians that were able to evacuate before the Inquisition declared the planet lost and ordered an Exterminatus. As she was alone, and all records of parentage seemed to have been lost with the planet, she was taken as a candidate for the Schola Progenium. Her upbringing while in the school was nothing short of exemplary, so it comes as a natural consequence that Missionary Richard (in charge of the school at the time) suggested that she join the Adepta Sororitas to better serve the Emperor. While in the order, she excelled in close combat and firearms training, especially with Las weaponry, in such a manner that she shortly attained the rank of Novice.
Never forgetting the culprits of her homeworld's demise, she took to learning whatever the Order could teach about the Warp, in order to best root out the heretic, the xeno and the mutant, dispensing extreme prejudice in the Emperor's name. Little did she know that a traitor within the Imperium had baited both the Chaos Marines and the Orks onto her planet.

Appearance:
Spoiler for Cortranna Hawklight:


Spoiler for Siegfried Einzbern, played by Ragez:
General information:
Player: Ragez
Name: Siegfried Einzbern
Origin Noble Born
Diviniation:"Only in Death does your Duty end" +1 wound
Gender: Male
Skin Colour: White
Build: Athletic
Hair Colour: Silver
Eye Colour: Crimson
Height: 6ft 2in
Weight: 190 lbs
Age: 24
Quirk: A fanaticism for heroism.
Career Path: Guardsman
Rank: Conscript

Wounds: 13/13
Fate Points: 2
Insanity Points: 0
Corruption Points: 0

Characteristics:
Weapon Skill: 45
Ballistic Skill: 35
Strength: 46
Toughness: 31
Agility: 30
Intelligence: 30
Perception: 25
Willpower: 28
Fellowship: 40

Skills: Literacy, Speak Language (High Gothic), Speak Language (Low Gothic), Swim, and Drive (Ground vehicle).


Talents & Traits:
Etiquette, Peer,  Supremely Connected, Wealth, Vendetta, Melee weapon training (primitive), Pistol training (primitive), Basic weapons training (Las), Basic weapons training (SP), Swift attack.


Psychic Powers:
Discipline:

Minor powers:

Discipline powers:

Inventory:
Weapons:
Mono Sword, knife

Flintlock Pistol - Clip size: 1/1. Range: 15 meters. RoF: S/-/- Ammo: 12 shots
Minerva-Aegis lasgun (Red-dot sight, melee attachment) - Clip size: 40/40. Range: 60 meters. RoF: S/4/8 Ammo: 2x chargepacks
Bow - Clip size: 1/1. Range: 30 meters. RoF: S/-/- Ammo: 10 arrows

Armour: Guard Flak Armor

Implants: Einzbern Family Seal

Other: Uniform, 1 Week Corpse Starch Rations, Imperial Infantryman's Uplifting Primer, 563 Throne Gelts.
Handheld Voxcaster, Glow lamp

Background: Siegfried was originally a Noble in the powerful Einzbern family, he was trained to uphold the family tradition and become a Merchant like all Einzberns before him; but Siegfried was both with an undying love for heroism, and saw no hope of realizing his dream to become a hero while being a Merchant.

So, at the age of sixteen, he announced to his family that he was going to join the Imperial Guard and put his life on the line for the good of the Imperium. His father and mother were understandably disappointed, but they allowed him go; seeing becoming a Guardsman as the second best choice he could have made, and knowing that someday Siegfried would rise through the ranks and become a powerful military leader; thereby giving the Einzbern family great prestige.

So he left, taking with him a few of his possessions as he left the only home he had ever known and joined the Imperial Guard. He passed basic training with flying colors, owing to his previous self-training that he had done by himself the past 12 years, which caught the eyes of his superiors. He gets along with his fellow soldiers well, despite his Noble heritage, due to his kind and sociable nature and his good looks. His fanaticism for justice and ideals often get in the way of advancing his position, but he doesn't mind.

Appearance:
Siegfried's eyes and hair instantly bring him into attention, owing the uniqueness of those traits to the Einzbern family. But most see it as as rather handsome features instead of odd ones. The Einzbern Seal is rather visible on his right hand, occasionally glowing red whenever Siegfried gets excited or agitated.

Spoiler for Appearance:
Spoiler for Cassius Graham, played by Glitchless:
General information:
Player:Glitchless
Name:Cassius Graham
OriginSchola Progenium
Diviniation:"To War is human" +3 agility
Gender:Male
Skin Colour:Mild Tan
Build:Muscled, Fit
Hair Colour:Black, Single White Stripe
Eye Colour:One Eye Green, Other Blue
Height:6'2"
Weight:187lbs
Age:30
Quirk:Claustrophobic, hates Orks
Career Path:Arbitrator
Rank:

Wounds:13
Fate Points:2
Insanity Points:
Corruption Points:



Characteristics:
Weapon Skill: 20
Ballistic Skill:50
Strength:20
Toughness:40
Agility:43
Intelligence:30
Perception:30
Willpower:40
Fellowship:30

Skills:
Literacy, Speak Language (High gothic),  Speak Language (Low Gothic)
Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium and war)
Common Lore (Adeptus Arbites)
Scholastic Lore (Philosophy)
Inquiry
Security
Dodge


Talents & Traits:
Skill at arms: Basic weapon training (Las), Melee weapon training (primitive),
 Pistol training (SP)
Basic weapon training (SP)
Sheltered upbringing(-10 Charm Test on The worst Examples of Humanity, Scum, heretics, drug-addicts, etc.)
Tempered Will(-20 Willpower test, instead of -30 on a Very Hard willpower test)
Rapid Reload
Two-weapon wielder (Ballistic)


Inventory:
Weapons:
AutoPistol x2 --- Clip size: 18/18. Range: 30 meters. RoF: S/-/6 Ammo: 520 bullets
Shotgun --- Clip size: 2/2. Range: 30 meters. RoF: S/-/- Ammo: 12 shells. Special: Reliable, scatter
Club
Brass knuckles
Knife

Armour:
Mesh Vest
Flak Helmet

Other:
Uniform (Good Quality clothing)
3 doses of Stimm
Injector
Arbitrator ID
Chrono
 Flask of amasec
 88 Throne gelts.

Background:
Born on an Imperial planet , living as a street urchin with his sister. When he turned seven, an Ork Warband  of Evil Sunz assaulted the planet in force, and during the attack his sister and him in a abandon building  in an air duct, when she tried to crawl in she got pulled out yelling "stay!" as a green Muscled Arm forced her out. As she tried to fight and gets shot falling 6 stories to her death, in qute the bloody fashion Scarring the boy with a permanent hate of Orks. He rushed deeper into the ducts as the Orks could not fit or reach him, however the chaos of the Orks rampaging caused the building to collapse. The collapse had him trapped for days during the siege starving, crying and in a uncomfortable position and as the war went on the Orks were eventually exterminated by Star Dragon strike force, killing the orks without  casualty to their own.

During the final days of the war the Star Dragons began rounding up young gentically capable candidates, young Cassius could hear the marching of Power Armored Marines searching for survivors, specifically children, from where he was pinned. Similarly though the Schola Progenium had managed to bring agent to the planet as well, and eventually the Searching Space Marines managed to clear some of the rubble away, Cassius could see the Armor clad Angels from where he was, however he didn't have the strength to make a noise. When he finally managed to make a Noise it was a man in Black and Gold Trimmed suit who saw and pulled him from his entrapment. His life was saved, however before he went unconcious he could here a Marine demanding he be handed over to them, for he seemed to be just the candidate they were looking for, in the end though everything went black and he awoke in the Schola Progenium's care, never to know what would have happened if the Star Dragons had acquired him.

 Life in the Schola Progenium is never easy for anyone  with all the drilling and training to form one into a tool of the Imperium, and he was drilled in the Imperial Cult to a Fault. However Cassius never was the most Faithful in the Imperial Cult, a fact he kept to himself, even if he couldn't see an Alternative to the Cult as it was all he knew. He went into Adult hood where he made it into the Arbites to help dispense Imperial Justice Across the Galaxy, eventually though he was picked up for his skills by an Inquisitor in the Calixis Sector, where he is now.
Appearance:
Tall and Muscled, mostly built to take hits however.  He has a scar across his left Eye brow, that end just below his eye. He also has a Tattoo on his left Bicep, of an Ork head with a Bullet hole through it head.
Spoiler for Cyrine:
General information:
Player: Godur
Name: Cyrine
Origin Voidborn, Orbital
Diviniation:"Be a boon to your brothers and a bane to your enemies" +3 fellowship
Gender: Female
Skin Colour: Fair
Build:Curvy
Hair Colour: Blue
Eye Colour: Violet
Height: 172 cm
Age: 19
Career Path: Imperial Psyker
Rank:Neonate

Wounds: 9
Fate Points: 3/3

Characteristics:
Weapon Skill: 34
Ballistic Skill: 36
Strength: 26
Toughness: 37
Agility: 35
Intelligence: 39
Perception: 38
Willpower: 50
Fellowship: 42

Skills:
Speak language (low), Psyniscience, invocation, trade (soothsayer), Literacy, Awarnes+10,  Forbidden lore (warp), Drive (ground vehicle), Decieve, Forbidden Lore (Psykers).


Talents & Traits:

Charmed
Ill-omened
Shipwise
Void-accustomed.
Melee weapon training (Primitive), Pistol training (las)
Psy rating 2
Quick draw
Leap up
Unshakeable faith.

Psychic Powers:
Discipline:

Minor powers:
Inspiring Aura 6
Healer 7
Chameleon 7
Unnatural Aim 8
Spasm 7

Discipline powers:

Inventory:
Weapons:
Fury  las pistol -- Clip size: 30/30. Range: 20 meters. RoF: S/2/5 Ammo: 2x chargepack
Sword
Psykana mercy-blade

Armour:
Flak armour vest

Implants:

Other:
Microbead, Psy-focus, Prayer book, Sanctioning brand,  robes
Appearance:
Spoiler for Hiden:


« Last Edit: November 29, 2013, 09:07:20 AM by Godur »
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #1 on: April 02, 2012, 10:26:38 PM »
Huh. I am surprised this hasn't gotten any attention. Sure I won't mind. I am pretty busy with other things at the moment including my own RP. But yeah if I am able I will join.

Offline Godur

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Re: Dark Heresy anyone?
« Reply #2 on: April 18, 2012, 10:22:37 AM »
Thanks for the interest there Necross, 'tis appreciated. However I think we both suspect this game isn't going anywhere at this point. So unless there is a sudden increase in interests I don't think this'll start.
That being said, I'll still check the thread occassionally, to see if there's a chance at some later date to start soemthing Dark Heresy, might get lucky. 


Oh, and, I may also decide to post more crazy ideas in your Pbp Ideas thread. :P
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline Grif101

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Re: Dark Heresy anyone?
« Reply #3 on: April 18, 2012, 10:32:13 AM »
I can actually see SEC drooling at the opportunity to play this...
I'm back people...


Offline mikethor007

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Re: Dark Heresy anyone?
« Reply #4 on: April 18, 2012, 04:06:58 PM »
Hmmm...I think I've got the rulebook for this in digital form so... sure.

Might have to come up with more than one character though.
"A toaster is just a death ray with a smaller power supply!"
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Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #5 on: April 18, 2012, 04:11:39 PM »
Hmmm...I think I've got the rulebook for this in digital form so... sure.

Might have to come up with more than one character though.
Death a common thing huh?

Offline Godur

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Re: Dark Heresy anyone?
« Reply #6 on: April 18, 2012, 05:59:23 PM »
Hmmm...I think I've got the rulebook for this in digital form so... sure.

Might have to come up with more than one character though.

I can always post a guide for character creation for everyone who do not have the rulebook. Shouldn't be too much trouble.
As for multible characters, it's optional but wouldn't hurt.


Death a common thing huh?

Things can get quite deadly in DH, yes. Especially true if you have a psyker on the team.  :P


“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline SirEmilCrane

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Re: Dark Heresy anyone?
« Reply #7 on: April 19, 2012, 12:35:49 AM »
I'd be keen for DH, if you could post a character creation guide that'd rock
...scum.

Offline Godur

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Re: Dark Heresy anyone?
« Reply #8 on: April 19, 2012, 09:26:21 PM »
Character creation guide!


First of all we need a suitable character sheet to fill in. So here it is:

Spoiler for Character Sheet:
Code: [Select]
[u][b]General information:[/b][/u]
[b]Player:[/b]
[b]Name:[/b]
[b]Origin[/b]
[b]Diviniation:[/b]
[b]Gender:[/b]
[b]Skin Colour:[/b]
[b]Build:[/b]
[b]Hair Colour:[/b]
[b]Eye Colour:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Age:[/b]
[b]Quirk:[/b]
[b]Career Path:[/b]
[b]Rank:[/b]

[b]Wounds:[/b]
[b]Fate Points:[/b]
[b]Insanity Points:[/b]
[b]Corruption Points:[/b]

[u][b]Characteristics:[/b][/u]
[b]Weapon Skill: [/b]
[b]Ballistic Skill:[/b]
[b]Strength:[/b]
[b]Toughness:[/b]
[b]Agility:[/b]
[b]Intelligence:[/b]
[b]Perception:[/b]
[b]Willpower:[/b]
[b]Fellowship:[/b]

[u][b]Skills:[/b][/u]


[u][b]
Talents & Traits:[/b][/u]

[u][b]Psychic Powers:[/b][/u]
[b]Discipline:[/b]

[b]Minor powers:[/b]

[b]Discipline powers:[/b]

[u][b]Inventory:[/b][/u]
[b]Weapons:[/b]

[b]Armour:[/b]

[b]Implants:[/b]

[b]Other:[/b]

[b]Background:[/b]


[b]Appearance:[/b]




Now for what everything is and how to fill it in I'll explain the steps one by one below.
Starting with the General information. Most of these are fairly straighforward, like name, player, height, weight, etc.
Those that aren't, like Diviniation, career path, rank and Origin will be covered, so don't you worry.

Starting with the most important: Origin.
Why that one? Well, because the Home world type determines what bonuses your character get to their Characteristics, some starting traits and skills and most importantly what career paths are available.

Origins available are the following:

Feral World.
Feral Worlders are born to worlds trapped in a state of barbarism. The are natural survivors, and are commonly big, strong and tough. Feral worlders make for characters that are exceptional at physical action and combat.
Spoiler for Careers available::
Assassin.
Guardsman.
Imperial Psyker.
Scum
Adepta Sororitas
Spoiler for Feral world traits and skills:
Skills: Speak Language (Tribal Dialect) (int)

Traits:
Iron Stomach: Food is often scarce on feral worlds and those born on such worlds learn to set aside their revulsion and eat whatever they must to survive.
Benefit: You gain +10 bonus to Carouse skill tests made to resist the effects of ingested toxins, poison 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 civilised surroundings.

Rite of Passage: Life is harsh for a feral worlder, and blood spills all too frequently. Whether through 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), Survival and Tracking count as Basic Skills for feral worlders.



Hive world.
Hivers are products of vast and crowded hive cities. They are fast talking, quick thinking individuals accustomed to looking out for themselves -- perfect if you want to play a roguish character who lives by their wits.
Spoiler for Careers:
Arbitrator
Assassin
Cleric
Guardsman
Imperial Psyker
Scum
Tech-priest
Spoiler for Traits and Skills:
Skills: Speak language (Hive Dialect)

Traits:
Accustomed to Crowds: Hivers grow up surrounded by immense herds of humanity. They are used to weaving through even the densent mob with ease. Benefit: Crowds do not count as difficult terrain for hivers, and when running or chargin 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 Tech-use as a basic skill

Hivebound: Hivers seldom endure the horrors of the open sky or te indignity of the great outdoors.
Penalty: Hivers take a -10 penatly to all Surival tests, and while out of a "proper hab" (e.g. places without manufactured goods, olid ceilings and electrical power) the hiver take a-5 penalty to all Intelligence tests.

Wary: Hivers are constantly alert for the first hint of troublw, be it a gang shoot-out, hab riot or hivequake.
Benefit All hivers gain +1 to initiative rolls.

Imperial world.
Much of humanity hails from from one of the myriad civilized worlds of the Imperium, where, despite bewildering diversity, Imperial culture and faith un the God-Emperor is strong. Adaptable and varied, characters witht his Origin make good all-rounders and have the widest choice of careers available to them.
Spoiler for Careers:
Adept.
Arbitrator
Assassin
Cleric
Guardsman
Imperial Psyker
Scum
Tech-priest
Adepta Sororitas
Spoiler for Traits and Skills:
Traits:

Blessed ignorance: Imperial citizens know that the proper ways of living are those that are tried and tested by 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 all Forbidden Lore tests.

Hagiography: Meditation upon the lives -- and, more importantly, deaths -- of the Emperor's blessed saints grants Imperial citizens a wide knowledge of the Imperium of Man. Benefit: Imperial Worlders treat Common Lore (Imperial Creed), Common Lore (Imperium) and Common Lore (War) as basic skills.

Liturgical Familiarity:  surrounded as they are by folk of the faith, Imperial citizens are accustomed to the preaching of the Ecclesiarchy. Benefit: Imperial Worlders treat Literacy and Speak Language (High Gothic) as basic skills

Superior origins: Imperial citizens know that of all the worlds in the Imperium, theirs is, in fact, the most beloved by the Emperor.
Benefit: increase your willpower by 3.

Void Born.
Born from the bloodlines of human star travellers, voiders have lived most of their lives in space within the metallic bastions of great vessels. Uncommonly lucky and strong willed, they are perfect if you want to play a pysker or risk-taking adventurer.
Spoiler for Careers:
Adept
Arbitrator
Assassin
Cleric
Imperial Pysker
Scum
Tech-priest
Spoiler for Traits and Skills:
Traits:

Charmed: the void born unconsciously channel the fickle powers of the warp, making them prenaturally lucky.
Benefit: Whenever you spend a fate point, roll a d10. On a roll of 9, you do not lose the fate point.

Ill-Omened: Whether because of their 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 on 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) and Pilot (Spacecraft) are basic skills.

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- and low-gravity environments are not considered Difficult Terrain for you.

Forge world.
Those raised in teh shadow of the Omnissiah have survived the Machine God's harsh regime and posseses an innate familiarity with the higher mysteries of arcane science, making for excellent scholars and tech-priests.
Spoiler for Careers:
Adept
Assassin
Guardsman
Scum
Tech-priest
Spoiler for Traits and Skills:
Common Lore (tech and Common Lore (Machine cult) are basic skills

Fit for purpose: A forge world inhabitant is repeatedy 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.
Benefit: Depending on your chosen career, increase your characteristic by 3: Adept - Intelligence, Assasin - Agility, Guardsman - Ballistic Skill, Scum - Perception or Tech-priest - Willpower.

Stranger to the Cult: Although forge world citizens know that hte Emperor is their god and saviour, they see the Imperial Creed through the lens of the 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 their clerics the level of deference they expect.
Penalty: Forge world characters take a -10 penalty on tests involving knowledge of the Imperial creed, and a -5 penalty on Fellowship tests to interact with members of the Ecclesiarchy.

Credo ommnissiah: rather than being fully indoctrinated into the Imperial Cult, even the lowliest 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 the tech-propitation.
Benefit: You gain the Technical Knock talent.

Schola Progenium.
Progena 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.
Spoiler for Careers:
Adept
Arbitrators
Clerics
Guardsman
Adepta Sororitas
Spoiler for Traits and Skills:
Skills: Begin play with: Literacy, Speak Language (High gothic), and Speak Language (Low Gothic)

Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium and war) and Scholastic Lore (Philosophy) all count as basic skills. 

Traits.
Skill at arms: All progena are instructed by grizzled drill abbots in the arts needed to defend the Emperor's truth and, no matter their calling, all are willing and able to shed blood if needed.
Benefit: You begin play with the Basic weapon training (Las or SP), Melee weapon training (primitive) and pistol 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 disdain they can't ever seem to manage to hide.
Penalty: Take a -10 penalty on all Charm, Command, Decieve and Scrutiny tests when dealing with the worst of examples of humanity (Cultists, traitors, narco-addicts, gutter scum and the like.)

Tempered Will: The harsh methods of the Schola Progenium chiefly aim to forge the most crucial weapons a servant of the Emperor has: an unbending will.
Benefit: Whenever you would attempt a Very Hard willpower test you only take a -20 penalty instead of the normal -30.
 

Noble Born.
Nobles are privileged individuals, raised in wealth and steeped in tradition and etiquette. They are ideally suited for those who prefer charm and guile over brute force. Nobles make superb spies, diplomats and assassins.
Spoiler for Careers:
Adept.
Arbitrator
Assassin
Cleric
Guardsman
Scum
Adepta Sororitas
Spoiler for Traits and Skills:
Skills: Literacy, Speak Languge (High Gothic) and Speak Language (Low Gothic)

Traits:
Etiquette: Nobles are schooled in how to comport themselves in all manner of formal situations.
Benefit: Gain +10 on Charm, Decieve 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.
Benefit: You gain the Peer (Nobility) talent. In addition you also gain one of the following talents depending on your family's powrbase: Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Exlessiarchy, Government, Mercantile, Military or Underworld.)

Vendetta:Every noble house has its sworn enemies and rivals who would do it and its members harm. Joining the Holo Ordos doesn't stop this, it merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance.
Penalty: You have powerful enemies, be it another noble house or some other powerful group. The details of these enemies are left to you and me to discuss.

Wealth: Those born into the nobility are also born with wealth and enjoy the fruits of their family's fortunes.
Benefit: Doubled starting wealth and higher monthly income.

Mind Cleansed.
Those whose mind 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.
Note: This origin is not reccomended for storytelling and roleplaying reasons. If you insist on playing one then I may grant it upon request, and will in such a case give the needed information in a PM.

--------------------------------------------------------------------
Okay! Those were the origins. Now we'll go over the Characteristics, starting Wounds, and Fate Points.
These are largely determines by your chosen origin, and not by the career path as one might guess, which is why they are covered now and not later.

Okay, Starting with Characteristics. To generate characteristics you have two values to keep track of, your Origin modifier and your base value. The base value is assigned to each characteristic, by you, from a pool of 110 points. These points you can distribute freely, so long as no given characteristic is raised above 20.
Once that is done you add your Origin Modifier (listed below) to the assigned number to gain your total value. Example:
If I assign 20 points to Ballistic skill and also play an Imperial worlder then my final Ballistic skill value will be 20+20=40.

Here are the modifers based on origin:
Spoiler for Feral:
Gains +25 in Strength and Toughness, +15 in willpower and Fellowship and +20 in all the rest.
Spoiler for Hive:
Gain +25 in fellowhip, +15 in toughness and +20 in the rest
Spoiler for Imperial:
The easiest! They gain +20 in everything
Spoiler for Void born:
Gains +25 in willpower, +15 in Strength and +20 in the rest
Spoiler for Forge:
Gain +25 in Intelligence, +15 in Weapon Skill and +20 in the rest
Spoiler for Noble:
+25 in Fellowship, +15 in Willpower and +20 in the rest
Spoiler for Schola Progenium:
Gain +20 in all of them

For Mind cleansed see my previous note.

Alright. Moving on to Wounds and fate points. First, what are these? Wounds are the Health Points of the setting, they represent your characters ability to take a beating and still stand. Fate points can be expended every once in a while to gain a temporary bonus on one action Or gain 10 in initiative in combat Or instantly recover 1d5 wounds Or recover from a stun.

Each origin begin with the following wounds and fate points:
Feral: 1d5+9 wounds, and 1 fate points
Hive: 1d5+8 wounds, and 2 fate points
Imperial: 1d5+8 wounds, and 2 fate points
Void: 1d5+6 wounds, and 3 fate points
Noble: 1d5+8 wounds, 2 Fate points
Progena: 1d5+8 wounds, 2 fate points
Forge: 1d5+7 wounds, 2 fate points.

---------------------------------------------------------------------
Careers, skills and talents!

Okay, now for some career choices. I've already listed the available ones, but I'll now provide a more detailed look at them. Note that sometimes I'll have written Or in the starting kits of skills, talents etc. this means naturally that you pick one of two choices separated by these.

Adept.
Adepts are wise and learned scholars, at least they hope to be one day. They are skilled with languages, knowledge and often act as the brains of the group. They are not very good at fighting, and some are very poor at talking to people. When it comes to the realm of the mind however they leave everyone else for dust.
Starting Rank: Archivist
Spoiler for Starting skills:
Speak Language (Low Gothic), Literacy, Trade (Copyist) Or trade (valet), Common Lore (Imperium), Scholastic Lore (Legend) Or Common Lore (Tech)
Spoiler for Starting Talents:
Melee weapon training (Primitive) Or Pistol Training (Sp).
Light sleeper Or Resistance (Cold)
Sprint Or Unremarkable.
Spoiler for Starting Gear:
Stub revolver and 6 bullets Or a staff.
Administratum robes (common quality clothing)
Auto-quill Or writing kit.
Chrono Or hourglass
Data-slate Or illuminated tome
Backpack.
110 Throne Gelts

Adepta Sororitas
To be a sister of the Adepta Sororitas is to have a holy and divinely ordained calling to do the emperor's will, to lead the faithful by example and punish and destroy the heretic wherever and whenever it is found. Adepta Sororitas sisters are courageous, pious, self-sacrificing, chaste and faithful. They are fanatics, boun by a harsh and restrictivve religious oaths and ingrained zealotry.  The Power of the purity, will and faith of a sororitas sister is a tangiable and real thing, capable of shielding her from the psyker's power or the Daemon's wrath and enabling her to perform deeds that are nothing short of miraculous.
Starting ranks: Novice
Spoiler for Starting Skills:
Speak Language (Low Gothic), Common Lore (Imperial Creed), Literacy, Performer (Singer), Trade (Copyist)
Spoiler for Starting Talents:
Basic Weapon training (Primitive)
Melee weapon trainng (primitive)
Pistol training (las)
Pure Faith
Spoiler for Starting Gear:
Club Or flail Or staff
Las pistol with 1 chargepack
Carapace chest plate and mesh cowl Or Feudal Plate
Aquila necklace
Chaplet Ecclisiasticus (a devotional icon-amulet)
Vestments (Good quality clothing)
Writing kit
Copy of the Rule of the Sororitas
Ring of Suffrage.
90 Throne gelts
Note: Adepta Sororitas characters must be female.

Arbitrator.
Arbitrators are tough law-keepers and judges. They ensure that the Imperium's laws are maintained, whilst also acting as executioners for rebels, seditionists and trouble-makers. Arbitrators do not serve on any local planetary police force, rather they are members of a higher organisation: the Adeptus Arbites. Arbitrators are not very strong, and they sometimes lack social graces.when it comes to soaking up damage and to track down their prey, however, they are certainly the ones you want on your side.
Starting rank: Trooper
Spoiler for Starting Skills:
Speak Language (Low Gothic), Literacy, Common Lore (Adeptus Arbites), Common Lore (Imperium) and Inquiry
Spoiler for Starting Talents:
Basic weapon training (SP)
Melee Weapon training (primitive)
Quick Draw Or Rapid Reload.
Spoiler for Starting Gear:
Shotgun and 12 shells
Club
Brass knuckles
Knife
Chain coat Or Flak vest Or Mesh vest
Uniform (Good Quality clothing)
3 doses of Stimm
Injector
Arbitrator ID
Chrono
Pack of Lho-stick Or a flash of amasec
70 Throne gelts.

Assassin:

Assassins are skilled killers, adept at getting close to a target and ending their days. Some are cold-blooded executioners that revel in bloodshed, while others are consummate professionals who take great pride in their art. Whatever the motivations, they represent some of the most dangerous men and women of the Inquisition, each a finely honed tool of murder.
Starting rank:Sell-steel
Spoiler for Starting Skills:
Speak Language (low Gothic), Awarness, Dodge.
Spoiler for Starting Talents:
Melee weapons training (Primitive).
Ambidextrous Or Unremarkable
Thrown Weapon Training Or Pistol training (Las)
Basic Weapon training (SP)
Pistol training (Sp)
Spoiler for Starting Gear:
Shotgun and 12 shell Or hunting rifle and 16 rounds Or autogun and 1 clip.
Sword
Knife
compact las pistol and one charpack Or 10 throwing knives
3 doses of Stimm
Charm (corpse hair)
Black bodyglove (Good Quality clothing)
150 Throne Gelts

Cleric.
Clerics are the priests of the Emperor, members of the vast organisation known as the Ecclesiarchy. They are charismatic and capable leaders, as well as respected figures of authority. Clerics are trained in a wide variety of abilities, and can turn their hand to pretty much anything. Most notably they know how to lead and inspire, preaching from the front line as they charge into battle.
Starting rank: Novice
Spoiler for Starting Skills:
Speak Language (Low Gothic), Common Lore (Imperial Creed), Literacy, Performer (singer) Or Trade (Copyist), Trade (cook) Or Trade (valet).
Spoiler for Starting Talents:
Melee weapon training (primitive)
Pistol training (SP)
Basic Weapon training (primitive) Or Thrown Weapon training (primitive)
Spoiler for Starting Gear:
Hammer Or sword
Stub revolver and 6 bullets Or autoppistol and 1 clip
Crossbow and 10 bolts Or 5 throwing knives.
Chain coat or flak vest.
Aquila necklace
Ecclisiarchy robes (Good quality clothing)
4 candles
charm (skull)
backpack
350 Throne Gelts

Guardsman
Guardsmen are the fighters, killers and warriors of the 41st millenium. Some may be members of a formal army, or even part of the Imperial Guard. Others may be nothing more than mercenaries and thugs. Some may even be convicted criminals, fitted with explosive collars and sentenced to serve in penal legions to pay for their crimes. Needless to say, Guardsmen are neither particular smart nor sociable. They more than make up for this with their ability to make things die in loud and unpleasant ways.
Starting rank: Conscript
Spoiler for Starting Skills:
Speak Language (Low Gothic), Drive (Ground vehicle) Or Swim
Spoiler for Starting Talents:
Melee weapon training (primitive)
Pistol training (primitive) Or Pistol training (las)
Basic weapons training (Las)
Basic Weapons trainng (primitive) Or Basic weapons training (SP)
Spoiler for Starting Gear:
Sword Or Axe Or hammer
Flintlocke pistol and 12 shots Or las pistol and 1 charge pack.
Lasgun and one chargepack
Bow and 10 arrows Or musket and 12 shots Or shotgun and 12 shells.
Knife
Guard Flak armour
Uniform Or stealth gear Or Street clothes (Common quality clothing)
1 week corpse starch rations.
Mercenary License Or explosive collar (still attached) Or Imperial infantryman's uplifting primer.
80 Throne Gelts

Imperial Psyker:
Psykers are otherwordly individuals with supernatural powers, they have many and varied abilities, ranging from reading minds to throwing bolts of bio-electrical energy. These strange powers come with a terrible price however, for each pysker is a doorway to the hellish dimension of the immaterium, the abode of daemons, psychic predators and worse. Each Imperial psyker risks his very soul every time he uses his abilities, knowing that the cold edge of a mercy blade is the kindest fate the daemon-possessed can expect to meet.
Starting rank: Sancionite
Spoiler for Starting Skills:
Speak Language (Low Gothic), Psyniscience, Invocation, Trade (merchant) Or Trade (soothsayer), Literacy.
Spoiler for Starting Talents:
Melee weapon training (primitive)
Pistol training (SP) Or pistol training (las)
Psy rating 1
Spoiler for Starting Gear:
Axe Or sword
Staff
Compact stub revolver and 3 bullets Or compact Las pistol and one chargepack.
Knife (psykana mercy blade)
Quillted vest
Tatty robe (poor quality clothing)
book of Imperial saints Or deck of cards Or dice
Psy-focus
sanctioning brand.
55 Throne Gelts
Spoiler for Psychic powers and traits:
Psykers with a psy-rating of 1 start play with one minor power equal to one-half of their wllpower bonus (which means that a psyker with 40 in willpower has 2 minor powers) rounded up.

They also gain the Sanctioned Psyker trait: You have been taken aboard the Black Ships to Holy Terra. There you have been sanctioned by agents of the Golden Throne through a variety of solemn, profound and painful rituals designed to test the strength of your soul against the psychic predators of the warp. This has left a mark on you, as well as aged you.
Note: This will give a side effect that is rolled on a table. PM me for details.

Scum
Scum are the criminals, outcasts, conmen, gangers, thieves and desperados of the Imperium. They are the flotsam and jetsam of society. For all their dubious origins, they do have numerous skills that are highly useful for secretive, quasi-legal tasks. Fom picking locks to street stabbings, forgery and fencing illegal goods, scum have what it takes to get things dodgy things done. Whislt neither strong nor particularly tough, scum are good at social skills, as well as being rather agile. Perfect for getting in and out of trouble.
Starting rank: Dreg
Spoiler for Starting Skills:
Speak Language (Low gothic), Blather, Charm Or Dodge, Deceive, Awarness, Common Lore (Imperium)
Spoiler for Starting Talents:
Ambidextrous Or Unremarkable.
Melee weapon trainng (primitive)
Pistol training (SP)
Basic weapon training (SP)
Spoiler for Starting Gear:
Autogun and 1 clip Or shotgun and 12 shells
Autopistol and 1 clip
Brass knuckles Or club
knife
quilted vest Or bear furs
Street wares Or rags Or dirty coverall (Poor quality clothing)
15 Throne Gelts

Tech-priest
Starting rank: Technographer
Spoiler for Starting Skills:
Speak language (Low gothic), Tech-use, Literacy, Secret Tongue (Tech), Trade (Scrimshaver) Or Trade (copyist)
Spoiler for Starting Talents:
Melee weapon training(primitive)
Basic weapon training (Las)
Pistol Training (Las)
Electoo Graft Use
Spoiler for Starting Gear:
Metal staff
Las pistol and 1 chargepack
Knife
Flak vest
Glow lamp
data-slate
Mechanicus robes and vestments (Good quality clothing)
10 spare parts
Vial of sacred machine oil.
160 Throne Gelts
Spoiler for Mechanicus Implants:
You get free implants! Aren't you lucky?

Electo-Graft
This is a small port that is grafted into your nervous system. Once you have been properly trained in its use, this will allow you to interface with machine data ports, and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes or spine jacks

Electoo Inductors
The electoos are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. They are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo Inductors can be any colour, and can appear anywhere on the body -though hands or mechadendrites are the usual sites.

Respirator Unit
This implant covers the lower half of your face with a network of grilles and tubing. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grille units or as intricate mask-like carvings.

Cyber-Mantle
This is a framework of metal, wires and impulse transmitters that is bolted on to your spine and lower ribcage. As you gain further implants, this mantle will act as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as "the true flesh". One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like, and thus no one ever admits to having seen one.


Potentia Coil
Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crustal stack affairs, to bulky electrical galvinators salvaged from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.

Cranial Circuitry
This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted on the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits often look very crude-looking, and frequently rather aged.



In addition to these starting skills and talents you also have 400 Xp points with which to spend. What you can and cannot spend them on varies depending on your career and rank. More will be made available when you reach higher ranks, but for now these are the ones you can buy, and how much they cost:

Spoiler for Adept:
Skills
Drive (Ground vehicle)  100
Drive (Hover vehicle) 100
Pilot (Civilian Craft) 100
Scholastic Lore (Legend) 100
Trade (Cook) (Skill) 100
Trade (Valet) (Skill) 100
Talents
Resistance (cold) 100
Sounds constitution 100
Sprint 100
Unremarkable 100
Swim 100
Melee weapon Trainng (Primitive) 200
Pistol Training (primitive) 200
Pistol training (las) 200
Pistol training (SP) 200
Thrown weapon training (Primitive) 200
Spoiler for Adepta Sororitas:
Skills
Awarness 100
Common Lore (Ecclesiarchy) 100
Dodge 100
Drive (Ground vehicle) 100
Forbidden Lore (Warp) 100
Performer (Singer) +10 100
Swim
Trade (Copyist)+10 100

Talents
Basic weapon training (SP) 100
Basic weapon training (Las) 100
Pistol training (SP) 100
Pistol training (Las) 100
Sound Constitution 200
Spoiler for Arbitrator:
Skills
Awarness 100
Common Lore (Adeptus Arbites) +10 100
Drive (Ground vehicle) 100
Drive (Hover Vehicle) 100
Inquiry+10 100
Scrutiny 100
Swim 100
Basic weapon training (Primitive) 100
Basic weapon training (SP) 100
Melee Weapon training (Primitive) 100
Pistol Weapon training (Las) 100
Pistol Weapon training (Primitive) 100
Pistol Weapon training (SP) 100
Rapid Reload 100
Sound Constitution 100
Spoiler for Assassin:
Skills
Climb 100
Drive (Ground vehicle) 100
Inquiry 100
Pilot (Civilian Craft ) 100
Silent Move 100
Swim 100

Talents
Basic Weapon training  (Las) 100
Basic Weapon training (Primitive) 100
Basic Weapon training  (SP) 100
Catfall 100
Heightened Senses (Sight) 100
Pistol training (Las) 100
Pistol training (primitive) 100
Pistol training (SP) 100
Sound Constituation 100
Thrown weapon training (primitive) 100
Literacy 200
Spoiler for Cleric:
Skills
Awarness 100
Common Lore (Ecclesiarchy) 100
Drive (Ground Vehicle) 100
Inquiry 100
Pilot (Civilian Craft) 100
Swim 100
Trade (cook) 100
Trade (Copyist) 100

Talents:
Basic Weapon training (Primitive)
Pistol training (Las) 100
Pistol training (primitive) 100
Pistol training (SP) 100
Resistance (Cold) 100
Sound Constitution 100
Performer (Singer) 100
Thrown Weapon training (primitive) 100
Spoiler for Guardsman:
Skills
Awarness 100
Drive (Ground vehicle) 100
Swim 100

Talents
Basic weapon training (Las) 100
Basic weapon training  (Primitive) 100
Basic weapon training (SP) 100
Pistol training (Las) 100
Pistol training (primitive) 100
Pistol training (SP) 100
Sound Constitution 100
Thrown weapon training 100
Spoiler for Pysker:
Skills
Awarness 100
Common Lore (Imperial Creed) 100
Common Lore (Imperium) 100
Drive (Ground vehicle) 100
Forbidden Lore (warp) 100
Scholastic Lore (Occult) 100
Swim 100
Trade (Soothsayer) 100

Talents
Chem geld 100
Flagellant 100
Hatred (Daemons) 100
Meditation 100
Minor Psychic power 100
Pistol training (Las) 100
Pistol training (primitive) 100
Pistol training (SP) 100
Quick Draw 100
Unremarkable 100
Thrown Weapon training (primitive) 100
Sound Constitution 200
Spoiler for Scum:
Skills
Awarness+10 100
Barter 100
Charm 100
Dodge 100
Drive (ground vehicle) 100
Navigation (Surface) 100
Swim 100

Talents
Basic Weapon training (primitive) 100
Pistol training (Las) 100
Pistol training (primitive) 100
Ambidextrous 100
Unremarkable 100
Sound Constitution 100
Thrown weapon training (primitive ) 100
Spoiler for Tech-priest:
Skills
Common Lore (Machine Cult) 100
Common Lore (Tech) 100
Drive (Ground vehicle) 100
Evaluate 100
Literacy+10 100
Logic 100
Pilot (Civilian Craft) 100
Trade (Copyist) 100
Trade (Scrimshawer) 100

Talents
Basic Weapon training (Primitive) 100
Basic Weapon (SP) 100
Binary Chatter 100
Chem Geld 100
Feedback Screech 100
Light Sleeper 100
Pistol Training (Primitive) 100
Pistol training (SP) 100
Rapid Reload 100
Sound Constitution 100
Technical Knock 100
Thrown Weapon training (Primitive) 300

Note for all: Sound Constitution may be taken twice this rank.

-----------------------
Psychic powers

Okay, psychic power are fun. Fun for the psyker, and their allies, if things go well, and fun for me if they don't. Technically speaking anyone who has a Psy-rating of 1 or more is a psyker, but only the Imperial Psyker career will have that from the start anyway. Psy-rating tell us two things, one how many power dice they have (psy-rating one is one one die) and two how many powers (See above for how many you get if you play psyker). The power dice are rolled to determine if the psyker manage to manifest a power.

Minor Powers that are available in the book (And their given threshhold)
Spoiler for Hiden:
Call creatures  - 9
Call item 5
Chameleon 7
Déja vu 8
Distort Vision 8
Dull Pain 8
Fearful Aura 7
Flash Bang 6
Float 8
Forget Me 6
Healer 7
Inflict Pain 8
Inspiring Aura 6
Knack 7
Lucky 6
Precognition 6
Psychic Stench 5
Resist Possession 6
Sense Presence 7
Spasm 7
Spectral Hnds 10
Staunch Bleeding 8
Torch 5
Touch of Madness 11
Trick 5
Unnatural Aim 8
Wall Walk 8
Warp Howl 8
Weaken Howl 8
Weaken Veil 9
Weapon Jinx 8
White Noise 8
Wither 6
 

Some of the powers are sustainable and/or have something called overbleed, which means that they gain boosts if you get really high rolls.

Divinations:
These are divinations that your characters are given upon birth, they consist of a short quote of Imperial creed, and have some effect on your character's mechanic. Roll a 1d00, give me the results, and I'll assign you a divination. Simple enough.

Insanity and Corruption

These represent the effects of fear, madness, powers and the warp have on the character. At the start of the game these are both at 0 unless otherwise stated during creation. As they progress they may develop to disorders or mutations over time. Naturally, if you -want- to play a madman, then that's fine, just please consult with me first.

Background and Appearance

These two should be straightforward. Keep them at skirt length.
Use of the Ten-minute-background method, as described here, is allowed an encouraged.

---------------------------------------------------
Phew! Was that everything? I hope I've not missed anything crucial. Naturally any questions regarding talents, powers, skills and equipment (Actually just about anything you can think of) ask me and I'll answer.
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #9 on: April 20, 2012, 02:43:20 AM »
This is gonna take some time.

Gonna make a Tech-Priest.

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #10 on: April 20, 2012, 04:25:08 AM »
Starter, but encountered a wall. What is SP?

also How are wounds calculated for what the Character will have?

Offline Godur

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Re: Dark Heresy anyone?
« Reply #11 on: April 20, 2012, 09:04:57 AM »
Starter, but encountered a wall. What is SP?

also How are wounds calculated for what the Character will have?

SP is Solid Projectile. Meaning normal bullets, shotgun shells and the like. Bolt ammo is not treated as SP.

Wounds depend on your origin modifier+the results of a d5 roll. Buying the Sound Constitution talent also raise it by one.
For an example if you play someone from an Imperial world then you get 1d5+8 wounds normally, for a maximum of 13
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #12 on: April 20, 2012, 04:31:13 PM »
Since I am doing a Tech-Priest, I am shooting for an atypical one, who is more personable than the standard one, a guy who is less likely to replace everything with machine but instead use it to improve himself.
For the Breather, does it have to be completely grafted and irremovable, or can it be more elegant, and have some interface ports that lock it one but still can be taken off without utter destruction of the face, I still want him to have a Human face and be capable of using his mouth.

Just asking.

Offline Godur

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Re: Dark Heresy anyone?
« Reply #13 on: April 20, 2012, 04:55:35 PM »
Since I am doing a Tech-Priest, I am shooting for an atypical one, who is more personable than the standard one, a guy who is less likely to replace everything with machine but instead use it to improve himself.
For the Breather, does it have to be completely grafted and irremovable, or can it be more elegant, and have some interface ports that lock it one but still can be taken off without utter destruction of the face, I still want him to have a Human face and be capable of using his mouth.

Just asking.

A more personable tech-priest is okay. They usually do retain at least some of their personality for a long while anyway.
As for the rebreather, if you assume that he's from a world where the technology level is very high then that could work. Of course he'd still have to have some parts permanently grafted onto him, but htey can be elegant. So a rebreather that is at least partially removable is okay I'd say.
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #14 on: April 20, 2012, 05:14:42 PM »
A more personable tech-priest is okay. They usually do retain at least some of their personality for a long while anyway.
As for the rebreather, if you assume that he's from a world where the technology level is very high then that could work. Of course he'd still have to have some parts permanently grafted onto him, but htey can be elegant. So a rebreather that is at least partially removable is okay I'd say.
Yeah I know. He has some small connector ports on his face that interface with it, it can be removed, but obviously is still attached to his back or where ever the tubes go.

Thanks. Will make my character fun, for as long as he lives at least. :P
« Last Edit: April 20, 2012, 05:24:10 PM by LordNecross »

Offline mikethor007

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Re: Dark Heresy anyone?
« Reply #15 on: April 20, 2012, 07:28:26 PM »
Yeah I know. He has some small connector ports on his face that interface with it, it can be removed, but obviously is still attached to his back or where ever the tubes go.

Thanks. Will make my character fun, for as long as he lives at least. :P
Hmmm...I keep arguing with myself to choose between a loony Psyker, an Adepta Sororitas or a Tech Priest. Even a Guardsman would do...

Oh, the indecision...
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Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #16 on: April 20, 2012, 07:39:54 PM »
Hmmm...I keep arguing with myself to choose between a loony Psyker, an Adepta Sororitas or a Tech Priest. Even a Guardsman would do...

Oh, the indecision...
I already got the Womanizing ( <--He wishes) Tech-Priest. :P

Offline SirEmilCrane

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Re: Dark Heresy anyone?
« Reply #17 on: April 20, 2012, 09:56:51 PM »
I know what I'm playing, what do you want us to do with the character sheets?
...scum.

Offline Godur

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Re: Dark Heresy anyone?
« Reply #18 on: April 20, 2012, 10:01:36 PM »
I know what I'm playing, what do you want us to do with the character sheets?
PM to me so I can go through it.
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

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Re: Dark Heresy anyone?
« Reply #19 on: April 21, 2012, 06:34:29 PM »
Really looking forward to the Characters you guys come up with.

Offline Godur

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Re: Dark Heresy anyone?
« Reply #20 on: April 21, 2012, 08:12:32 PM »
Really looking forward to the Characters you guys come up with.
Me too. I'm especially interested in seeing if there's anyone who is crazy brave clever enough to play a psyker.  ^-^
« Last Edit: April 21, 2012, 08:16:48 PM by Godur »
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline Godur

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Re: Dark Heresy anyone?
« Reply #21 on: April 21, 2012, 08:13:45 PM »
Double post...
« Last Edit: April 21, 2012, 08:16:02 PM by Godur »
“The lesson is this - the game is rigged. The cards are stacked. The dice are loaded. And that’s why we don’t play their fragging game. We don’t swallow their drek sandwich and politely ask for another. It’s why we run the shadows…”

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #22 on: April 21, 2012, 08:40:56 PM »
Me too. I'm especially interested in seeing if there's anyone who is crazy brave clever enough to play a psyker.  ^-^
I chose a Tech-Priest cause they have access to Power armor (Later on of course, much Later), not SM type But Armor none the less, and Being able to Improve stuff with Scrap metal if possible would be nice. Improving weapons and such.

Offline LordNecross

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Re: Dark Heresy anyone?
« Reply #23 on: April 21, 2012, 08:49:08 PM »
It seems from a lot of Art I have seen and opinions else where Tech-priests don't have to be full machine, like the Rebreather not beint built in, ar even there at all in some Tech Priest art.

Offline mikethor007

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Re: Dark Heresy anyone?
« Reply #24 on: April 21, 2012, 09:30:20 PM »
Me too. I'm especially interested in seeing if there's anyone who is crazy brave clever enough to play a psyker.  ^-^
Yeah, I know you want to roll a ...er...what was it called...psyke backlash?

>:D
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