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View Full Version : Recruiting 40k Imperium Maledictum: Underhive Gangers - Looking for about 4-5 players :)



Hemnon
2023-11-22, 02:45 PM
Hello everyone! Been a while since I was around - But, finally in the mood and with the time and mindset available for a bit of roleplay - specifically GMing!
So, if the title seems interesting and you find the below idea right up your alley, roll up a character! Do read the Big 16 in the end tho, just to be fully aware on character creation process, your options within those choices needed to be made to make your character, etc.
So... here goes.... *deep breath*

It is the 42nd Millenium, and there is only war - With the fall of Cadia and the Eye of Terror ripping open and across the galaxy into what has been labled the 'Cicatrix Maledictum', the Imperium has been split in two. Even the worlds on the 'Terra side' of the Great Rift were (and in a few cases still IS) cut off from the rest of the galaxy as tendrils of chaos enveloping those worlds and even whole systems roils with warpstorms making even intra-system travel insanely dangerous. One such Sector is the Macharian Sector, named so after Lord Solar Macharius - War General and Saint of the Imperium.

Having only recently emerged from the horrors of the Noctis Aeterna, the return of the Emperor’s Light has revealed the vast scale of the destruction across the Macharian Sector. The powers who dominate the sector, Imperial Adepts, scions of the noble houses, Adepta Sororitas Canonesses, Inquisitors, Rogue Traders, Ecclesiarchy Cardinals, and Tech-Priest Magi, are only now becoming aware of the scope of the devastation, as well as the opportunities it might represent. While all ostensibly work for the betterment of the Imperium and the sector, each also have their own agenda.

However, all is not well and good for the 100s of worlds within the Macharian Sector - nearly 2/3rds of the worlds are unable to pay the required Tithes as the over 3 years of every world being cut off from eachother has wrecked havok on those planets that have been unable to self-sustain their populations, those that got ravaged by apocalyptic events, the rise of genestealer cults turning a planet to near ruin, the arrival of chaos raiding forces and even Dark Eldar slaveraids have being going on without relent through use of planetbound Webway Gates.

The awakening of psykers have also proverbially exploded in numbers, even so that even the black ships have issues keeping up with the amount, thusly leading to a marked increase in both renegade psykers that have managed to remain hidden from Imperial Scrutiny and even Daemonic incursions from either weakminded psykers or simple weakening of reality during the Noctis Aeterna itself.

However, now that the Emperor's Beneficent Light has returned and time has been allowed for the stabilization of at least some of the more important worlds, or the arrival of Imperial Fleetships to systems in the midst of invasion of xeno threats or chaos forces, or even the response to call for aids by various knight houses answering to keep their oaths of protecting imperium worlds.
----------------------------------------------------------------------

https://static.wikia.nocookie.net/wh40khomebrew/images/d/d5/Persepolis.jpg/revision/latest?cb=20180409055518

One specific world had only been swallowed by the Noctis Aeterna for 3 or so years (many others having been for much longer, or still are, caught by lingering tendrils of warp turmoil) - Persepolis, the Capital World found within the Cytheris Sub-Sector of the Macharian Sector - from where Sector Lord Aulus Sejanus - a descendant (and great-grandson) of the vaunted general Saint Sejanus who served under the Saint Macharius himself, directly rules Persepolis and is responsible for the overall administration of the Macharian Sector. Specifically from Hive Skarthius, the very same Hive, you all will be in... or rather, in the deep criminal-ridden underhive far underneath the menial Imperial Citizens notice, and FAR below the towering spires of the Highborn and the governance-seat of the whole Sector.


Frequently called the ‘mind’ of the Macharian Sector, Hive Skarthius is a towering edifice of flickering shadows carved directly from massive ridges of granite thrown up by furious volcanic activity, embellished and expanded continuously over thousands of years and bristling with forests of vox-antennae. It is the seat of Macharian Sector governance, for Sejanus set his resplendent silvery marble palace here, the House of Ploys. Many vie for influence within Lord Aulus’s court, or amongst the many powerful representatives of the Administratum, the Ecclesiarchy, and the Astra Militarum that dwell here.

Like many hives, Skarthius has spires where the Highborn reside away from the toiling masses, but they are not gathered about a central location; rather, they rise along the ridges of granite, leading them to appear from a distance like long lines of marching soldiers. Many of the central areas of Skarthius are given over to manufactorums creating a wide range of practical goods, along with common weapons, such as the Eskutchax pattern lasgun. The lowest reaches of Skarthius are ancient indeed, said to be filled with maddening artefacts that can make a lucky Infractionist rich beyond dreams, if they survive the vexatious susurrations that permeate these haunted foundations.
The Adeptus Mechanicus has always rejected those they deem to be lesser minds who suggest that Skarthius’s foundations were wrought by xenos. Rather, they declare they are the work of ancient Humans from the Dark Age of Technology, and insist that anything recovered from the hive’s bowels be brought to them immediately.

In a nod to the wisdom of Saint Macharius, Sector Lord Aulus uses Macharian Vigilites to keep order on Persepolis. These militant enforcers of the law handle security, with hand-picked officers acting as investigators. Theirs is an endless task, for the dark stone corridors of Skarthius hold schemers, death cultists, and the desperate in abundance.


_______________________

All of you dear people will be recent additions to an Undergive Crimeboss' Syndicate (as the 4 Major Gangs are called here), with Session 'Zero' being a basic cannonfodder order to go and bring back a shipment to be stolen from a lesser upstart gang that seem to have gotten their hands on those sealed crates.... somehow... and whatever might be inside has put just about every Gang on high alert to get ahold of it and secure whatever profit can be gotten from it - no one wants to talk about what is actually within, but many theories abound.
The Rumoured Xenos-artefacts from the 'Depths' that lay deep beneath even the Underhive itself, a once-forgotten archeotech stash, Militarum-Grade Weaponry and Armour, The fabled Rejuvenat Drug said to be used by only the most oppulently rich Highborn to lengthen their lifespans, etc. etc.
Whatever might be the truth, it doesn't matter - Your leader wants those crates, and if it means throwing some minions at the problem until success, so be it.

How you all got there and became a part of this Syndicate? that's up to each of you. It can be anything from having been a prior-loyal working Citizen that ended up lost in the Bureaucracy of the Administratum and thusly had to turn to crime to keep yourselves alive and eventually filter into the depths of the underhive. Or perhaps you're a Mechanicus Tech-Priest merely dutifully keeping up work that was given over to you by a formerly-alive Senior of yours and keeping the technological marvels of the Omnissiah functional and cared for. Or Perhaps you're part of the Administratum proper and is down there to ensure tithes are still paid upwards. Or perhaps you're an agent of the Inquisition, keeping an eye on potential deviancy of mind and action in the underhive depths. Or perhaps you're an ex-militarum guardsman that got lost in the mess that was the Noctis Aeterna and eventually ended up in a place those capabilities of using force had a value. Etc. etc.
- and once Session 'Zero' is done and you've suitably impressed the Gangboss himself, he will become your Patron, ensuring comfortable living, food that isn't horrid Corpse Starch and most importantly, a sense of safety. You will become His group of agents, so to speak. You'd be given missions beyond mere 'frontline gangerduty' and will be expected to perform well, keep his name out of jobs given unless absolutely required to be revealed and most important of all - you'll be given your 'Role' that said Gangboss feels will fit his needs for your Group.


1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Imperium Maledictum (Warhammer 40k RPG System by Cubicle 7)

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Absolute Standard 'agents of a Patron' type of game. However, it's be very localized to a specific Hive's Underhive on a singular planet. I feel this is a good way to do my first GMing of a new system I've yet to play nor be the GM of.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
About 4-5 players.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?
This here Forum, of course.

5. What is the characters' starting status (i.e. experience level)?
Bogstandard characters 'by the book'. However, your choice of if you pick something or if you roll randomly for it will potentially give you additional starting XP.

6. How much gold or other starting funds will the characters begin with?
The standard amount gained during character creation.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
That is wholey up to whatever each of you pick (or randomly roll for) for your Origin and Faction. Do remember you gain bonus XP by rolling for it.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Regular Human. There's no options in the game (yet?) for playing abhumans or Xenos.

9. By what method should Players generate their attributes/ability scores and Hit Points?
As per the normal rules. Roll for it.
2d10+20 for each nine stats. If you roll them and keep them 'as they are', aka. no swapping, you just note them in your charactersheet roll-by-roll and gain 50 XP for free. If you DO swap any of the rolls around, you only gain 25 XP.
You may roll an extra set and keep the set you prefer, rearrange the rolls if preferred as well, but by rolling that extra set, you gain NO extra XP.
Everyone also gets 1 free Re-Roll or Dice-Swap (works like how Advantage works in the rules - if you roll 25, it becomes a 52. if it was a 91, it becomes a 19, etc.) as part of character creation for one single rolled result, and may be used for ANY result you'd want to use it on. However the second result MUST be kept.

10. Does your game use alignment? What are your restrictions, if so?
No.... Alignment if anything is extremely flexible. You can even be a secret chaos worshipper.... at your own peril, of course.

11. Do you allow multi-classing, or have any particular rules in regards to it?
Not really a thing for this system. You're free to spend XP on whatever advances you wish, even if it mean achieving a psychic awakening and becoming an Unsanctioned Psyker if you so wish.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
I'll do mine, you do yours - and if there's a need for 'hidden rolls' so as to not make you aware that you might have failed a perception test, then I'll be doing those hidden rolls as well.
Please keep rolls in the OOC, and if you wish to attempt something that requires a roll, roll first and then post what the result is after - such as attempting persuasion and utterly failing it might mean that having pre-posted a big spiel of text wouldn't really be fitting as 'stage fright' might have been what happened, or accidental offensive terms had been used, etc.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Feel free to, as mentioned prior, to roll randomly for stats, even your origin or faction can be rolled for randomly and you gain bonus XP to use after basic character creation. or you can pick your choices of origin and faction and do NOT gain those bonus XP.
Also, when you get to the Role part, everyone gets one less talent later on after Session 'zero', and instead roll randomly on the Random Talents table right now (you do NOT get the XP from letting me chose your Role until after we finish Session 'Zero'). Yes if that means you roll 100, then you get the Psyker/Blank Talent.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes, very much so. Primarily some basic information on how you ended up on Persepolis, why you ended up in the Underhive of Hive Skarthius of all places, and finally, info on why exactly you got picked up by one of the 4 biggest underhive gangs in all of Hive Skarthius.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Primarily it'll be about 'improving the lot of your Patron'. So if that means taking out a problematic enemy of your Gangboss, then so be it. It can also easily be missions where you as a group go into the 'Depths' in search of those deep-down rumoured artefacts of ancient humanity and the Archeotech remnants that might still be down there... or Xeno Tech as other claim to be the truth, etc. So big variation will happen and the types of missions WILL of course depend on what kind of character each if you make - your patron isn't stupid and won't waste a group of sneaky-intel people on some stupid mission where you have to assault a safehouse of some Cult, after all.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
There's only the one book at the moment, at least from what I can see on Drivethru RPG - The Core Rulebook.



Charactersheet Template - Please Use

Bio

Name:
Gender:
Age:

Origin:
Faction:
Role:

Eyes:
Hair:
Height:
Weight:
Handedness:
Distinguishing Features:

Divination:




Initiative, Fate, Health & Corruption



Initiative:

-----------------------------
Fate: 0/0

-----------------------------
Wounds: 0/0

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 0/+0 = 0
BS: 0/+0 = 0
STR: 0/+0 = 0
TGH: 0/+0 = 0
AG: 0/+0 = 0
INT: 0/+0 = 0
PER: 0/+0 = 0
WIL: 0/+0 = 0
FEL: 0/+0 = 0





Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 0/+0 =
Awareness (Per): 0/+0 =
Dexterity (Ag): 0/+0 =
Discipline (Wil): 0/+0 =
Fortitude (Tgh): 0/+0 =
Intuition (PER): 0/+0 =
Linguistics (INT): 0/+0 =
Logic (INT): 0/+0 =
LORE (INT): 0/+0 =
MEDICAE (INT): 0/+0 =

Melee (WS): 0/+0 =
Navigation (INT): 0/+0 =
Presence (WIL): 0/+0 =
Piloting (AG): 0/+0 =
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 0/+0 =
Rapport (FEL): 0/+0 =
Reflexes (AG): 0/+0 =
Stealth (AG): 0/+0 =
Tech (INT): 0/+0 =

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)





Goals, Influence, Connections & Notes

Goals


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)


------------------
Connections


------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars:
Other Currencies



-------------------------------
Weapon-Name
[I]Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Add them here for convenience





Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

None



Other-Equipment
Other gear goes here


-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/0
(StrB+TghB = Max)



Experience


Available XP:
Spent XP:


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~






If you happen to be without the rulebook, fear not, you're still welcome to join, I'd simply just recommend doing random rolls for most and gain that extra XP and avoid having to find the rulebook or rules for Character-gen some other way. I'd happily relay info of what options you have, what they are specifically, etc.

For now, I'll await potential interest... :smallsmile:

______________________________________

Current Interests:
MrAbdiel - Lothos, Shrine World Preacher Extraordinaire! (https://forums.giantitp.com/showsinglepost.php?p=25913804&postcount=8)
Janwin - Arthurius the Unremarkable Psykermans. (https://forums.giantitp.com/showsinglepost.php?p=25918745&postcount=38)
bramblefoot - Sheet missing
Xetheral - Arcerrivax, Tech-Priest with an Inheritance. (https://forums.giantitp.com/showsinglepost.php?p=25936816&postcount=137)
Sarone - Zacharius, Progena-Raised Guardsman. (https://forums.giantitp.com/showsinglepost.php?p=25939188&postcount=140)

Infernally Clay
2023-11-22, 08:33 PM
I will never turn down an opportunity to roll, but I do like the hook. I'm not sure what sort of character I might go for, so maybe the dice will inspire me. What should I roll for the origin and faction? I don't have the book yet but if I enjoy this game enough I might pick it up.

Since I'm not building towards anything in particular I won't change these dice around. They'll simply get put in the order they're given. If you can tell me what this means in terms of what sort of characters I might be able to make out of them, it would be appreciated.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

So this would be...

WS: 30/+0 = 0
BS: 31/+0 = 0
STR: 29/+0 = 0
TGH: 26/+0 = 0
AG: 32/+0 = 0
INT: 34/+0 = 0
PER: 28/+0 = 0
WIL: 38/+0 = 0
FEL: 32/+0 = 0

...right? Average weapon skills, somewhat unimpressive toughness and perception, above average agility and intellect, fantastic willpower and respectable fellowship.

Hemnon
2023-11-23, 05:45 AM
I will never turn down an opportunity to roll, but I do like the hook. I'm not sure what sort of character I might go for, so maybe the dice will inspire me. What should I roll for the origin and faction? I don't have the book yet but if I enjoy this game enough I might pick it up.

Since I'm not building towards anything in particular I won't change these dice around. They'll simply get put in the order they're given. If you can tell me what this means in terms of what sort of characters I might be able to make out of them, it would be appreciated.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

So this would be...

WS: 30/+0 = 0
BS: 31/+0 = 0
STR: 29/+0 = 0
TGH: 26/+0 = 0
AG: 32/+0 = 0
INT: 34/+0 = 0
PER: 28/+0 = 0
WIL: 38/+0 = 0
FEL: 32/+0 = 0

...right? Average weapon skills, somewhat unimpressive toughness and perception, above average agility and intellect, fantastic willpower and respectable fellowship.

You're more than welcome!
yes that's correct, dice rolled and put exactly in order for the characteristics. you get a nice +50 XP for just keeping them as is, so remember to note that down.

Origin and Faction are both done with a nice 1d100 roll for each, and the Faction table varies depending on your Origin for what chance you have for the various faction results.

And yes if nothing seem to fit together all that well, you're more than welcome to decide you wanna pick something instead and loose out on the bonus XP for whatever you decided to chose from. Your character could make a great Ministorum character or even a psyker... but let's see what the emperor's favor has put out there for your character in terms of planet they were born on and what faction they were picked up by later on. :smalltongue:

Infernally Clay
2023-11-23, 07:12 AM
So two d100s... C'mooooooooon let's gooooooo!

[roll0]
[roll1]

Hemnon
2023-11-23, 07:35 AM
So two d100s... C'mooooooooon let's gooooooo!

[roll0]
[roll1]

So a 96 and a 5.....


Congratz you're from a Tyranid Hivefleet and part of Abaddon The Despoiler's faction!
Nah, just kidding, here's the real results:
---------------------

96 means your character is Voidborn!
You were born in the void; either aboard an Imperial spacefaring vessel, such as a colossal warp-capable voidship traversing the stars, or one of the many system-bound vessels that never leave the system they were constructed in, or even one of the countless stations around the sector.
Voidships are commonly miles long, marvels of misunderstood technology, and function as makeshift cities during voyages that might take anywhere from days to decades. Void stations are even larger, ancient mechanical worldlets floating in a vacuum.
Societies in these gargantuan artificial cities are influenced by their purpose, often defensive, and the history of the vessel itself. Entire cultures can form aboard a ship, spread throughout hundreds of its decks, and die out before any of its denizens ever set foot on a single world. Your life may have differed dramatically from that of someone born planetside, having dealt with problems such as zero-gravity, the vacuum of the void, and the nightmares of the warp.

What does this mean tho in terms of stats and such?
You gain +5 Perception and +5 to either Agility, Intelligence, or Willpower.
You gain a set of Shoddy Mag Boots (Shoddy is a Flaw to the equipment and will be explained later).

you also get 25 XP for having rolled for it rather than picked it.
_____________

As for the 5 for Faction -
Adeptus Administratum!
Aka. lone stribe or data-sorter, Tithe-form stamper, etc. etc. plenty of duties within the Administratum! even something such as a janitorial aid to a well-known chirugeon, or an actual learnee of the medical profession.
Woulf you prefer to pick a Duty (aka. a presetup so to speak) or would you prefer just getting the whole 'benefits' package and pick-and-choose from it manually? you get the same value in the end, just look at Duties as 'pregenerated' choices with a specific 'function' in mind.

Oh and whatever the case of your choice here, you still get 75 XP for having rolled randomly your faction. Oh and look at Faction as what did your character do or have loyalty towards prior to 'main game events', not as whom your character is loyal towards now.

Infernally Clay
2023-11-23, 12:41 PM
Hmmm... So a Voidborn member of the Adeptus Administratum? If I were to go Psyker, could they have flown under the radar - as many renegade psykers have - but now time is running out and it feels like only a matter of time before the Imperium finds them and does what the Imperium typically does to psykers (aka slavery or sacrifice)?

If we go with that then they might have gone to ground among the underhive criminals to avoid being exposed and that's when their particular talents and knowledge as a member of the Adeptus Administratum come in handy for their future patron.

Being from space and having spent their life onboard a ship, I'd imagine the overcrowded streets of the underhive would be pretty intense for someone keeping a lid on psychic powers that could tear open the fabric of space itself. Sounds pretty dang risky to me, which quite cool.

Hemnon
2023-11-23, 01:23 PM
Hmmm... So a Voidborn member of the Adeptus Administratum? If I were to go Psyker, could they have flown under the radar - as many renegade psykers have - but now time is running out and it feels like only a matter of time before the Imperium finds them and does what the Imperium typically does to psykers (aka slavery or sacrifice)?

If we go with that then they might have gone to ground among the underhive criminals to avoid being exposed and that's when their particular talents and knowledge as a member of the Adeptus Administratum come in handy for their future patron.

Being from space and having spent their life onboard a ship, I'd imagine the overcrowded streets of the underhive would be pretty intense for someone keeping a lid on psychic powers that could tear open the fabric of space itself. Sounds pretty dang risky to me, which quite cool.

Yup, born on a voidship or a planet-orbiting spaceport. Inducted into the Administratum in whatever fashion you feel would work the best. Turn the dial and record the data-output, for example. or a doctor's aide, or something akin to a lawyer perhaps? factchecking with established records whenever the arbites seeked such, or the mechanicus wanted 3rd-party confirmation of something, etc?

Well if you wanna be a psyker without having rolled for it, you can spent 100 XP of your bonus-gained XP on gaining the Psyker Talent (and an additional 60xp for an extra minor psychic power or 100xp more for a bigger psychic power). Perhaps Psychic Awakening happened during the 3-or-so years of Noctis Aeterna when the Eye of Terror ripped open across the Galaxy? Prior to that, your character were a blunt-headed prole that just did that job day in and day out?
Also where exactly would your character be from in terms of location? emergency evacuated voidship that you managed to escape alive from and down onto Persepolis during those 3 years of 'eternal night'? slowly fell out from the system and recently finally upon that psychic awakening - fled for the underhive out of fear of being accused of being a witch?

And yeah, with the return of the emperor's light and warptravel now possible again with any degree of survivability, the black ships have begun their travels and rounding up of unsanctioned psykers.
Btw different between sanctioned and unsanctioned psykers is both the fact a sanctioned psyker is at least a 'veteran' of age (rather than in their 20s) cuz of the time it takes to test and finally sanction a psyker deemed strong enough of will for it, and it also means an unsanctioned psyker only got a warpcharge (a mechanic where if you go above that limit you cause perils of the warp, and need to 'bleed' off those charges safely either in combat or outside combat... which is a lot safter btw) limit equal to their WP Bonus (rather than double that, which a sanctioned psyker has).
You'd also not have any sanctioning token on you to prove that you're not a daemonic-incursion-on-legs.
Aaaaand you cannot gain Sanctioned after gamestart, since it'd basically take your character out of the game for a good 10+ years.

If you wanna avoid all that, just going full Administratum person that got lost in the mess or accidental crime and had to flee to the underhive, etc. - you can easily do so. after all, even if you dun go the 'healer' route, to to speak, being a knowledge-person can work VERY well. After all, knowledge is power and knowing how to get it or whom to get it from, or how to put it to theoretical use can be VERY powerful.

Also, did you want the whole 'benefits' list of an Administratum Faction-character, or do you just want the 3 'Duty' pregen setups to choose from?

MrAbdiel
2023-11-24, 10:10 AM
Howdy Hemnon. I just grabbed the IM book myself, and I'm running a RL game soon - I'd love a chance to stumble into my old Dark Heresy baked neurons here, rather than in a game I'm running, hah! I'll submit a character. I'll create a roller thread so I don't clutter up your recruitment thread, and go through it sequentially.

EDIT:

Thread is here. (https://forums.giantitp.com/showthread.php?662268-Character-Creation-for-MrAbdiel-s-submission-to-Hemnon-s-IM-game&p=25913854#post25913854)

I'll add my character sheet here and fill in some details later, but the cliff notes are: Shrine-World born missionary lost his faith during the Noctis Aeterna and went native with the gangs he was trying to convert, becoming a mercenary sawbones and problem solver. Big Int and Wil, Ambidextrous as the random talent, descent BS, pretty stable across the rest of the stats.

I submit Lothos to your discretionary selection of role, for that sweet sweet extra 50XP.

Lothos

Bio

Name: Lothos
Gender: Male
Age: 27

Origin: Shrine World (Macharia)
Faction: Adeptus Minstorum
Role: (DM's pick)

Eyes: Focused, Blue
Hair: Mohawk, Blue (Natural, Silver)
Height: 6'4"
Weight: 171 lbs
Handedness: Ambidextrous
Distinguishing Features: Overly defined stringy muscles, barely perceptible limp, stubble.

Divination: Mercy is a sign of weakness.




Initiative, Fate, Health & Corruption



Initiative: 6

-----------------------------
Fate: 4/4

-----------------------------
Wounds: 13/13

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 33/+0 = 33
BS: 36/+0 = 36
STR: 31/+0 = 31
TGH: 33/+0 = 33
AG: 31/+0 = 31
INT: 49/+0 = 49
PER: 29/+1 = 30
WIL: 47/+0 = 47
FEL: 33/+0 = 33





Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 31/+0 = 31
Awareness (Per): 30/+0 = 30
Dexterity (Ag): 31/+0 = 31
Discipline (Wil): 47/+0 = 47
Fortitude (Tgh): 33/+0 = 33
Intuition (PER): 30/+0 = 30
Linguistics (INT): 49/+0 = 49
Logic (INT): 49/+0 = 49
LORE (INT): 49/+5 = 54
MEDICAE (INT): 49/+10 = 59

Melee (WS): 33/+0 = 33
Navigation (INT): 49/+0 = 49
Presence (WIL): 47/+10 = 57
Piloting (AG): 31/+0 = 31
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 36/+0 = 36
Rapport (FEL): 33/+0 = 33
Reflexes (AG): 31/+0 = 31
Stealth (AG): 31/+0 = 31
Tech (INT): 49/+0 = 49

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)

Ambidextrous - No penalty for offhanding.
Faithful (Imperial Cult) - Several zealous options for actions, pg. 108.



Goals, Influence, Connections & Notes

Goals

Short Term Goal: Prove he is on the right path by bringing one lost soul back to the Imperial Creed.

Long Term Goal: Receive absolution by a Terran Ecclesiarch.
------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)

Adeptus Ministorum: +1 - (Undecided)
------------------
Connections

Connected to Sasha Sinclair after several stints working in the same downhive aid-station. He probably holds a mild grudge that she is capable of the same medical feats as he is, but without an expensive off-world education; but can't fault her results.

Connected to the Gangboss. Lothos's wife, Narcia, was the Gangboss' sister/daughter/best friend (GM's call), and marrying her provided implicit protection during Lothos' fall from grace during the Noctis Aeterna. It's unclear to Lothos how much of their relationship is tied up in guilt or blame; but he knows he owes this crimelord something - service, distasteful as it may be - for the protection he extended during that bright spark of time amidst the Imperium's darkest hours.
------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 10
Other Currencies

Character Creation Purchases:
50 - 'Hammer'
This is the mounting rod for Lothos's holy icon. It is a smart length of steel with graven scripture, and an iron circle on its top inside of which sits the small, stonecarved aquilla made from a paver on which St. Mecharius once trod. It also serves perfectly fine as a bludgeon; a dual function that befits such a warsome saint. I took the Lightweight feature to make it 'Subtle' and not obviously a weapon, if that pleases the GM's whims.
200 - Stub Revolver
20 - 4 * Reloads
20 - 2 * Bleeder Reloads
20 - Flugs
100 - Survival Gear, Durable (3 Enc - Slings)
20 - Chrono
100 - Dataslate
60 - Heavy Leathers (1 Enc Worn)
-------------------------------
Stub Revolver
Specialisation: Pistol, Damage: 6, Range: Medium, Mag: 6/6 , Enc.: 0
Traits/Qualities/Flaws
4 Reloads, 2 Bleeder Reloads
'Hammer' (Mounting Rod for Icon)
Specialisation: One Handed, Damage: 2+StrB, Range: Melee, Enc.: 1
Traits/Qualities/Flaws
Bought the [I]Lightweight upgrade hoping it could stay at 1 Enc but count as Subtle as per page 121. With the icon mounted, it's 'just' an imperial icon. But can still bonk.

Robe
Armour Points: 1
Locations: Body, Arms, Legs
Enc.: 1/2
Traits/Qualities/Flaws

Subtle

Heavy Leathers
Armour Points: 2
Locations: Body, Arms, Legs
Enc.: 2/3
Traits/Qualities/Flaws

None

Armour-Name Carapace Chestplate
Armour Points: 6
Locations: Body
Enc.: 3/4
Traits/Qualities/Flaws

Loud, Heavy


Other-Equipment
Other gear goes here

Holy Icon: +1SL on Discipline (Fear) if sufficiently Faithful.
Robes: 1 Armor on Arms, Body, Legs
Set of Slings: +4 Encumbrance Value
Chirugeons's Kit: 5/5 uses of this healing kit.
Carapace Chestplate: 6 armor to the Body Location; Heavy and Loud.
-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 6
(StrB+TghB = Max) +4 from Slings

1/2 (Robes)
2/3 (Heavy Leathers)
3/4 (Carapace Chestplate)
1 (Chirurgeon's Kit)



Experience


Available XP: 25 (potentially 50 more from Role pending.)
Spent XP: 100

Purchases at Creation:

100 - Fated
25 - Perception (29->30)

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Born to a family of middlingly successful Ministorum functionaries on Macharius, Lothos 'rebelled' by taking interest in an enthusiastic effort to bring the benighted elements of humanity into the Emperor's light, rather than waiting for them to come to him. A missionary troupe trained and dispatched him to Hive Skarthius on far Persepolis. He established himself in the underhive as a non-partisan medicae, and began gaining the respect of the locals.

Then the Noctis Aeterna hit. For those in the underhive, the idea of travelling between worlds and the Emperor's light as the centre of the universe was irrelevant. What mattered to them was the stub rounds coming down the iron corridor, and the fistful of stims for which they were trying not to die. But for Lothos, news of the vanishing of the Astronomican was a sign of the end of the world - and the folly of all he had ever believed. Disillusioned, confused, and broken faithed, he allowed his duties to slip away and became more mercenary and self interested in his work with the gangs - even allowing himself to fall in love, and take on what the underhive considers marriage to a pistol-slinging spitfire whose life he had saved with his own blood.

On the same day that Narcia died in a shootout in the depths of Hive Skarthius, news tricked down that the chaotic Noctis Aeterna was over and the light of the Emperor had returned. What this all added up to - sacrifice, divinity, faith, loss, gain, purpose - is not clear to him. But his grief forced him to believe what piety alone could not: that he would see her again, at the Emperor's side. And in the meantime... Well. He'd have to find some way to survive and serve the Emperor's will, whatever that might look like.

Hemnon
2023-11-24, 01:42 PM
Howdy Hemnon. I just grabbed the IM book myself, and I'm running a RL game soon - I'd love a chance to stumble into my old Dark Heresy baked neurons here, rather than in a game I'm running, hah! I'll submit a character. I'll create a roller thread so I don't clutter up your recruitment thread, and go through it sequentially.

EDIT:

Thread is here. (https://forums.giantitp.com/showthread.php?662268-Character-Creation-for-MrAbdiel-s-submission-to-Hemnon-s-IM-game&p=25913854#post25913854)

I'll add my character sheet here and fill in some details later, but the cliff notes are: Shrine-World born missionary lost his faith during the Noctis Aeterna and went native with the gangs he was trying to convert, becoming a mercenary sawbones and problem solver. Big Int and Wil, Ambidextrous as the random talent, descent BS, pretty stable across the rest of the stats.

I submit Lothos to your discretionary selection of role, for that sweet sweet extra 50XP.

Lothos

Bio

Name: Lothos
Gender: Male
Age: 27

Origin: Shrine World (Macharia)
Faction: Adeptus Minstorum
Role: (DM's pick)

Eyes: Focused, Blue
Hair: Mohawk, Blue (Natural, Silver)
Height: 6'4"
Weight: 171 lbs
Handedness: Ambidextrous
Distinguishing Features: Overly defined stringy muscles, barely perceptible limp, stubble.

Divination: Mercy is a sign of weakness.




Initiative, Fate, Health & Corruption



Initiative: 5

-----------------------------
Fate: 3/3

-----------------------------
Wounds: 11/11

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 33/+0 = 33
BS: 36/+0 = 36
STR: 31/+0 = 31
TGH: 28/+0 = 28
AG: 31/+0 = 31
INT: 49/+0 = 49
PER: 29/+0 = 29
WIL: 47/+0 = 47
FEL: 33/+0 = 33





Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 0/+0 =
Awareness (Per): 0/+0 =
Dexterity (Ag): 0/+0 =
Discipline (Wil): 0/+0 =
Fortitude (Tgh): 0/+0 =
Intuition (PER): 0/+0 =
Linguistics (INT): 0/+0 =
Logic (INT): 49/+5 = 54
LORE (INT): 0/+0 =
MEDICAE (INT): 49/+10 = 59

Melee (WS): 0/+0 =
Navigation (INT): 0/+0 =
Presence (WIL): 47/+10 = 57
Piloting (AG): 0/+0 =
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 0/+0 =
Rapport (FEL): 0/+0 =
Reflexes (AG): 0/+0 =
Stealth (AG): 0/+0 =
Tech (INT): 0/+0 =

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)

Ambidextrous - No penalty for offhanding.




Goals, Influence, Connections & Notes

Goals


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)

Adeptus Ministorum: +1 - (Undecided)
------------------
Connections


------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 600
Other Currencies



-------------------------------
Weapon-Name
[I]Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Add them here for convenience





Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

None



Other-Equipment
Other gear goes here

Holy Icon
-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/0
(StrB+TghB = Max)



Experience


Available XP: 200
Spent XP: 0


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~





You're more than welcome to join in!
Nice random rolling there for a VERY fitting character idea. :smallbiggrin:

Just a few issues is all -
Firstly, I think you misunderstood what the Random Talent roll would replace, not the Faction-given talent, but rather one of the talents you'd gain once you get a role is what will be random. I just feel you should all get that random talent prior to getting the role since it's about the 'random differences of all the people within the Imperium'. :smallwink:

This also means your character should still retain his faith. It could be that his sect or the 'cult' he is part of (which is of course a fully sanctioned variant of the core Imperial Faith itself) could potentially have gone heretical and your character was on the frontline of aiding in putting down those deviant traitors to the faith? It'd fit well with the divination that way as well?
Perhaps it also caused your character to get disillusioned with established religion and decided to become a missionary of sorts? first on his homeworld or whatever planet he was on when the Noctis Aeterna happened, finally ending up deciding to go more exo-missionary with travelling to other worlds to talk of the faith and bring back the masses to the faith of the Emperor now that his Divine Light has returned and can once again be seen by both the Astropaths and of course all the Navigators?
In short, original acceptable-nearness-to-the-Imperial-Creed-Cult went rogue on their faith, your character helped redeem the Faith with lethal and merciless intent, and decided to remove himself from the organized religious groups and instead travel around and preach the faith? eventually once the Noctis Aeterna was vanquished by the Emperor's Divine Light on Terra, thusly freeing the worlds of the Macharian Sector, he could finally go to another world and ending up on Persepolis and it's underhive of Hive Skarthius? Perhaps to start the preaching of the faith at the very core of the Political and Governmental center of the Macharian Sector?

Just tossing ideas here, since talents should fit concept and all that. :smallwink:

MrAbdiel
2023-11-25, 03:42 AM
Oh, well; that does indeed change the concept, but not dramatically. Will keep the faith talent then.

I just think I'm liking the sort of 'lapsed faith' more than having a sectarian bent, or something. Like he was born on Macharia, and accepted a call from the Ecclesiarchy to become an underhive missionary on Persepolis. The idea that the Astronomican went out and it became a seriously credible thought that the emperor had died and the world was ending might shake a man's faith. I think he might have come to doubt the creed then; maybe fell in whatever passes for love in the 41st millennium, lost and mourned her, worked for the gangs stitching people back together - then when the Noctis peeled back, he's had to start processing his own failure. Nice cauldron of guilt and zeal, you know?

He's like John Wick except when he 'got out', he was 'getting out' of being a missionary and retiring to a nice quiet life of gunfights alongside his gangwife.

When she died, he went into his basement, pushed aside all of the guns, and sledgehammered open the rockcrete floor to take out a box containing a robe, a holy icon, and 600 solars.

You, ah... You preachin' again, Lothos?

Nah, just sorting some stuff out.

Hemnon
2023-11-25, 09:02 AM
Oh, well; that does indeed change the concept, but not dramatically. Will keep the faith talent then.

I just think I'm liking the sort of 'lapsed faith' more than having a sectarian bent, or something. Like he was born on Macharia, and accepted a call from the Ecclesiarchy to become an underhive missionary on Persepolis. The idea that the Astronomican went out and it became a seriously credible thought that the emperor had died and the world was ending might shake a man's faith. I think he might have come to doubt the creed then; maybe fell in whatever passes for love in the 41st millennium, lost and mourned her, worked for the gangs stitching people back together - then when the Noctis peeled back, he's had to start processing his own failure. Nice cauldron of guilt and zeal, you know?

He's like John Wick except when he 'got out', he was 'getting out' of being a missionary and retiring to a nice quiet life of gunfights alongside his gangwife.

When she died, he went into his basement, pushed aside all of the guns, and sledgehammered open the rockcrete floor to take out a box containing a robe, a holy icon, and 600 solars.

You, ah... You preachin' again, Lothos?

Nah, just sorting some stuff out.

Oh that's totally fine. would Lothos then be very 'Macharian' Minded as well - as in militaristic mindset rather than 'peace and love and emperor-goodmans'?

He almost sounds like the male version of a Sister XD - Preach only to the heretics via blowing their brains out.
It's a canon fact that Sister Hospitallers make ideal torturers for inquisitors and even just the Adepta Sororitas as a whole. If you're a heretic, you get to die, painfully. They often get TOO enthusiastic and cause death too fast and thus loss of info. :smallwink:

Perhaps his wife died only a few weeks prior to the return of the emperor's light and he saw that as a sign to reaffirm his piety and it having been a test all along by the Emperor to test his resolve and he seeks now to regain forgiveness for that lapse of strength-of-faith?

-------------------

whichever the case, do feel free to do whatever you feel fits the concept best. just tossing GM-helpful ideas your way after all. :smallbiggrin:

JNAProductions
2023-11-27, 07:06 PM
I lack the books-what do I roll?

MrAbdiel
2023-11-28, 05:59 AM
I lack the books-what do I roll?

Woo! Well, just to strike while the iron's hot, I can get you started.




Step 0: Make a Group Patron (Hemnon has taken care of this for us)
Step 1: Roll Characteristics. 9 rolls, 2d10+20 for each. In order, they're:
Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship

If you like the scaffolding the rolls in order establish for your character, you can keep them as-is and claim 50XP. If you like the rolls but want to move them, you can arrange them as you see fit and claim 25XP instead. Finally, if you really don't want to keep the rolls at all, you can either (a) Reroll in order and keep the results, or (b) pointsbuy, with 90 points to distribute and all stats starting at 20, with no stat receiving less than 4 points or more than 18 in this process.

Step 2: Origin

Roll a 1d100 for your Origin (your place of birth and upbringing). I guess we're not supposed to post the tables to the forum, but it'll give you +5 to one characteristic and +5 to your choice of three others. It'll also make a difference on the roll in Step 3, so it's theoretically important to resolve these steps in order. If you keep the one you rolled, you gain 25 XP; or you choose another and gain 0.

Step 3: Faction

Choose, or roll another 1d100, to determine your Faction - which part of the great Imperial beauracracy trained you up before you fell into this gang life we're signing up for. The results are Administratum, Astra Telepathica, Mechanicus, Ministorum, Militarum, Imperial Fleet, Infractionist (crime), Inquisition, Rogue traders; but the brackets have varied proportions depending on your origin world.

This'll give you more characteristics, choices of skill advances, and a little equipment. If you chose your Faction, you gain no XP; but if you randomed it, you gain another cool 75XP.

Step 4: Role

Your Role is what your patron has selected, trained, and equipped you to do as you begin this campaign. They're wide role catagories like in DH2: Interlocutor, Mystic, Penumbra, Savant, Warrior, Zealot. This is where most of your talents and skills and specializations will come from. In the core game, you can choose one or the Patron (your GM) picks for you, in which case you gain another 50XP - but it's worth holding off on this for Hemnon to weigh in.

Bonus Roll: Random Talent.

Roll 1d100 for a random talent you'll start with, which will count as one of your choices when you eventually get to the Role step.

The rest is fluff and flavor; but you can roll D100's for eye type, hair style and color, and divination, if you want.

Hemnon
2023-11-28, 10:23 AM
I lack the books-what do I roll?


Woo! Well, just to strike while the iron's hot, I can get you started.

Looks like a certain Ninja was faster than me :smalltongue:

But yeah initially, roll 9 times 2d10+20 for your Characteristics, roll 1d100 twice, once for Origin, and another time for the faction you were a part of prior to getting roped in by the Ganglife (or maybe you're still loyal to your Faction?). Also roll 1d100 for a random talent that you get for free which replaces one of the talents you'll get from your Role, which will come after the first intro-mission, but I feel you should have that already since it represents the uniqueness between all the people in the Imperium. :smallsmile:

that's... pretty much it. you can of course also roll randomly for appearance like the shape of the eyes, hairdo, starting age depending on if your character is a Recruit (vast majority of new characters are this), Veteran (a few characters fit this better, like an Astra Telepathica Psyker that's been a decade or more of testing or psychic practice - perhaps certain guardsmen, etc-), Life-extended (those Highborn that have access Rejuvenat treatments which only the extreme-rich can even afford in minor amounts - there's a planet in the Macharian Sector where the rulers of the world can live on average 800 to 1000 years cuz their planet can fully produce the resources for those treatments), or the Augmented.... aka. Toaster-cyberdong slappers.

Infernally Clay
2023-11-28, 11:46 AM
So the only thing I didn't roll for was the talent. Hmm. Okay. Let's see what I get!

[roll0]

JNAProductions
2023-11-28, 12:10 PM
WS: [roll0]
BS: [roll1]
Strength: [roll2]
Toughness: [roll3]
Agility: [roll4]
Intelligence: [roll5]
Perception: [roll6]
Willpower: [roll7]
Fellowship: [roll8]

Origin: [roll9]

Faction: [roll10]

Talent: [roll11]

Thank you!

Hemnon
2023-11-28, 01:12 PM
So the only thing I didn't roll for was the talent. Hmm. Okay. Let's see what I get!

[roll0]

Void Legs... how fitting. :smallbiggrin:
You are an experienced Void Traveller and are all but immune to any void-sickness due to the shifting of a vessel. You do not suffer Disadvantage due to environmental effects specific to the void, such as a ship rocking or zero gravity.
You can take this Talent multiple times. Each time after the first choose one:
Attitude Control: You have mastered movement in the void, capable of quickly pushing yourself from surface to surface. You are Fast when moving in zero-gravity environments.
Void Brawler: You have experience fighting in the void. You have Advantage when making Melee Attacks in zero-gravity environments against characters who do not have the Void Legs Talent.

Not bad. and yes voidtravel might very well become quite relevant later on, so it's not a 'wasted talent'.
Oh and do you wanna do random rolls for your character's appearance and such?
Oh and give me a 1d100 for your character's divination. Essentially a 'hint' of how your character will die. and if/when your character dies, if they die with a relation to that divination, you get to make your new character with +half the XP value of the dead character! :smallwink:


WS: [roll0]
BS: [roll1]
Strength: [roll2]
Toughness: [roll3]
Agility: [roll4]
Intelligence: [roll5]
Perception: [roll6]
Willpower: [roll7]
Fellowship: [roll8]

Origin: [roll9]

Faction: [roll10]

Talent: [roll11]

Thank you!

Wow.... uh... good rolls! :smallbiggrin:

--------------------------
So, Origin 45:
Hive World
You hail from a hive world, a planet dominated by one or more titanic vertical cities known as ‘hives’. A hive is essentially hundreds of cities stacked one on top of the other, with the population of a single hive city often in the billions. No two hives are identical, but most are sealed environments where everything from the air citizens breathe, to their very bodies, are perpetually recycled — ‘hivers’ rarely leave the level they are born on, let alone the hive city itself. These massive populations are set to work in vast manufactoria to fulfil the insatiable industrial labour needs of the Imperium.
Life is strictly stratified, with the highborn living in the upper reaches with access to air and sunlight, and the middle levels devoted to perpetual toil. Those that will not accept a life of endless labour sink into the lawless bowels of the lower hive, where criminals and cults hold sway, and only the strong endure.
You gain +5 Agility and +5 to either Ballistic Skill, Perception, or Fellowship.
You gain a set of Ugly Filtration Plugs (Ugly is a 'Flaw' to the equipment. basically for anyone that cares about 'quality' looks, they'd give a penalty to fellowship stuff with such people, essentially).
So... if you want, you can be from Persepolis itself if you want! Hive Skarthius itself even. Native to the Capital World! :smalltongue:

--------------------------
A roll of 19 for Faction is:
Adeptus Administratum!

Benefits Package
You gain +5 Intelligence and +5 to either Perception, Willpower, or Fellowship.
You have 5 Advances to spend on Dexterity, Linguistics, Logic, Lore, Medicae, and Navigation.
You gain +1 Influence with the Administratum and a Contact (Personal Influence, page 193)
You gain the Data Delver Talent.
You gain a set of Robes, a Dataslate, a Writing Kit, 800 solars.
You gain your choice of an Auto-Quill, a Chirurgeon’s Kit, a Pict Recorder, or a Vox-Caster.

or, if you wanna use a 'Duty pre-setup', then you can pick from among these three along with the following:
Duty
Rather than picking from the options in the Faction Benefits box, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with the Administratum, a Contact (Personal Influence, page 193) in a Faction of your choice, the Data Delver Talent, a set of Robes, a Dataslate, a Writing Kit, and 800 solars.

CLERK
Your duty is to preserve the data-vaults and archives of the Administratum, maintaining a working knowledge of huge amounts of information and applying it when required.
Characteristics: +5 Intelligence, +5 Fellowship
Skill Advances: Dexterity (1), Linguistics (1), Lore (2), Navigation (1)
Equipment: A Pict Recorder

OFFICIO MEDICAE
Your duty is to ensure an acceptable baseline of health in the Imperial populace, ensuring that Medicae are stocked and patients seen, in order to keep up productivity.
Characteristics: +5 Intelligence, +5 Perception
Skill Advances: Dexterity (1), Logic (1), Lore (1), Medicae (2)
Equipment: A Chirurgeon’s Kit

SCRIVENER
Your duty is to correctly and meticulously record the ceaseless stream of data that the Administraum uses to manage the titanic bureaucracy of the Imperium.
Characteristics: +5 Intelligence, +5 Willpower
Skill Advances: Dexterity (1), Linguistics (2), Lore (2)
Equipment: An Auto-Quill

--------------------------

Random talent of 56 is....
Lickspittle
You are a bootlicker, a brown-nose, a grovelling lackey and a sycophantic toady — but that almost always gets you what you want. You gain Advantage on any Test made to suck up to a superior.

(Advantage is basically a system function that allows you to reverse the value of a d100 roll. so a roll of 50 become an 05, an 82 becomes a 28, etc. And yes, your Patron IS a superior :smallbiggrin: )

-------------------------

So, any wish to do random rolls for looks, age, etc? Oh and diviniation, totally has to roll for divination. that's a 1d100 :)

JNAProductions
2023-11-28, 01:38 PM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features:

Divination:Initiative: +7

Fate: 0/0

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [One Advance]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [One Advance]
Intelligence: 43 (+4) [One Advance]
Perception: 32 (+3) [One Advance]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
?Goals: To Be Determined.

Influence and Contacts: 1 with the Administratum
+1 Influence with the Administratum

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP:
Spent XP:To Be Determined

[roll0] Divination!

Hemnon
2023-11-28, 01:44 PM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features:

Divination:Initiative: +7

Fate: 0/0

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [One Advance]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [One Advance]
Intelligence: 43 (+4) [One Advance]
Perception: 32 (+3) [One Advance]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
?Goals: To Be Determined.

Influence and Contacts: 1 with the Administratum
+1 Influence with the Administratum

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP:
Spent XP:To Be Determined

[roll0] Divination!

My poor eyes hurt from the crammed charactersheet :smalleek:
But hey, it's there, so that's good. :smallbiggrin:

So, 13:
Destroy the xenos before it can speak its lies.

I guess your character is destined to somehow die with a relation to xenos... either exterminating them, or falling for their lies and tricks and die due to it. :smallsmile:
oh and sadly divinations dun GIVE anything beyond 'potentially fated way of dying' bonus if character dies due to something that makes the Divination hold truth to it.

anything else ya wanna roll for? Age? Eye type? Hair colour and style? Perhaps a Distinguishing Feature or two?

Infernally Clay
2023-11-28, 02:09 PM
Void Legs... how fitting. :smallbiggrin:
You are an experienced Void Traveller and are all but immune to any void-sickness due to the shifting of a vessel. You do not suffer Disadvantage due to environmental effects specific to the void, such as a ship rocking or zero gravity.
You can take this Talent multiple times. Each time after the first choose one:
Attitude Control: You have mastered movement in the void, capable of quickly pushing yourself from surface to surface. You are Fast when moving in zero-gravity environments.
Void Brawler: You have experience fighting in the void. You have Advantage when making Melee Attacks in zero-gravity environments against characters who do not have the Void Legs Talent.

Not bad. and yes voidtravel might very well become quite relevant later on, so it's not a 'wasted talent'.
Oh and do you wanna do random rolls for your character's appearance and such?
Oh and give me a 1d100 for your character's divination. Essentially a 'hint' of how your character will die. and if/when your character dies, if they die with a relation to that divination, you get to make your new character with +half the XP value of the dead character! :smallwink:

Well that's not ominous at all.

The "how will she die" roll: [roll0]

JNAProductions
2023-11-28, 02:15 PM
My poor eyes hurt from the crammed charactersheet :smalleek:
But hey, it's there, so that's good. :smallbiggrin:

So, 13:
Destroy the xenos before it can speak its lies.

I guess your character is destined to somehow die with a relation to xenos... either exterminating them, or falling for their lies and tricks and die due to it. :smallsmile:
oh and sadly divinations dun GIVE anything beyond 'potentially fated way of dying' bonus if character dies due to something that makes the Divination hold truth to it.

anything else ya wanna roll for? Age? Eye type? Hair colour and style? Perhaps a Distinguishing Feature or two?

I already decided on most of that, but let's roll for a Distinguishing feature!

[roll0]

Hemnon
2023-11-28, 02:17 PM
Well that's not ominous at all.

The "how will she die" roll: [roll0]

Yeah... totally not ominous. :smalltongue:
Oh and the half-total-XP of dead character is the same reward as if you manage to finish your character's 'Major Goal' and decide to retire the character rather than accept the 500 XP and then come up with a new 'Major Goal'. :smalltongue:

And, 48:
A coward seeks compromise.

Alright... yeah. :smallbiggrin:

_____________________

I also just stumbled over my favorite Talent...
IGNORANCE IS MY SHIELD
Requirements: Less than 30 Intelligence, cannot have Advances in any (Forbidden) Specialisation
The Imperial Cult preaches that ignorance is the best defence against the horrors of heretical thought. You are particularly ignorant, warding you from the predations of the daemons of the warp.
You gain +4 SL on all Tests made to resist Corruption (page 220), psychic powers, and the influence of daemonic forces.
However, you also suffer a penalty of −4 SL on all Tests related to researching, tracking, or recalling information about daemons, psykers, and xenos.

Just the idea of it - you need to be 'dumber' than average (LESS than 30 Intelligence) and no Specializations in Forbidden ANYTHING.
And it makes you gain an automatic +4 Success Levels to any resist-corruption tests, psychic powers or Daemonic Warpfukkery. :smallbiggrin:
Basically means you can theoretically choke a daemon to 'death' without gaining any corruption from TOUCHING it, even if you fail with -2 or -3 SLs.

Hemnon
2023-11-28, 02:20 PM
I already decided on most of that, but let's roll for a Distinguishing feature!

[roll0]

So a 45 and 2:
Parts of your skull are covered by a metal plate.
AAAAAND-
You have a tattoo of the Aquila on your forehead.

That's what those two rolls would give.

(I like a roll of 11 btw... unexploded bolt shell lodged in the chest and you're aware it will explode... eventually.. be it tomorrow, in 10 years, or 5 minutes after your death. Eventually, it WILL explode.)

JNAProductions
2023-11-28, 02:23 PM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features: Part of the skull is covered in metal plates. Tattoo of an Aquila.

Divination:Initiative: +7

Fate: 0/0

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [One Advance]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [One Advance]
Intelligence: 43 (+4) [One Advance]
Perception: 32 (+3) [One Advance]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
?Goals: To Be Determined.

Influence and Contacts: 1 with the Administratum
+1 Influence with the Administratum

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP:
Spent XP:To Be Determined

Hemnon
2023-11-28, 03:16 PM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features: Part of the skull is covered in metal plates. Tattoo of an Aquila.

Divination:Initiative: +7

Fate: 0/0

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [One Advance]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [One Advance]
Intelligence: 43 (+4) [One Advance]
Perception: 32 (+3) [One Advance]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
?Goals: To Be Determined.

Influence and Contacts: 1 with the Administratum
+1 Influence with the Administratum

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP:
Spent XP:To Be Determined

The missing Stuff:
Your character's Divination is missing.
Your character starts with 3 Fate. everyone does.
I think you might have gotten the Characteristics wrong in terms of advancements. you dun start with advancement it them. Because an advancement only gives +1 to the characteristic.

Data Delver Talent
You are naturally in tune with the flow of data and recorded information, effortlessly able to navigate the often byzantine records of the Imperium. You have Advantage on Tests made to find or retrieve information from a document or archive (whether analog or digital). Additionally, you read text in half the time it would normally take.
If you take this Talent again, you have Advantage on any Test made to determine where, when, how, or by whom a piece of information was created. (so pretty much ignore this part unless you buy the talent again later or with start XP)

Your character's Goals are up to you, I recommend making a few and at least 1 Short-Term Goal and 1 Long-Term Goal.
Short-term is 'immediate' stuff that might take 2-3 'sessions' to complete. Could be 'save up enough Solars/underhive currency for a visit to the Bodysculpting Clinic', or 'Really wants to kill something for the first time...', etc. etc.
Ya know, a guiding phrase of something your character really wants to do, own, experience, etc. within fairly reasonable expectations of being within a month at most of in-game time.
Long-term goals are... well, long-term. a sort of 'end game' wish within it needing to be end-game. Think stuff that might take many months or even years of effort to complete. Could be anything from 'find a way to return to the Normal Life back in the Hive-Proper', to 'Become recruited as an Inquisitorial Spy', etc. Primary 'life motivation' within reason for the character basically.

Completing a short-term goal awards 50 XP, and you make a new goal to replace the old one. The Long Term goals reward 500 XP or allows you to retire the character (who will remain alive and potentially active as a potential contact in the game for future missions, other campaigns, etc.) and gain half the character's total-XP as bonus XP for your new character, who might be related in some way to the retired character.

Influence and Contacts should be: Adeptus Administratum +1 ('Contact's Name here')
Since you start with AdAdm Influence of +1 and a Contact within that faction.
Contacts if they are the person you talk with or whose name holds clout when making use of it, gives a +1 to your influence value when making use of that faction influence for whatever reason.
A contact could be a Data-clerk with access to comms records, by the name of Samuel Tosk, or a Medical Supplies Tallier that keeps numbers on local medical supply stocks, etc.

Connections are essentially a 'relation' to another player-character and to the Patron. There's a table you can roll on, or if you wish, you can come up with your own. Can be anything from '*Blank* Owes me a significant sum of Solars' to '*Blank* knows my darkest secret.', to even 'I suspect *Blank* to be a Heretical Traitor.'
It's all up to you what the connections are about and at minimum 1 fellow PC and the Patron themselves.

And I think that's overall pretty much it, unless there's anything you wanna buy for starting gear with those starting Solars.
Can also give you some more info on your current gear you already start with.

Oh and since you did random rolls for it all, you Start with 150 XP.
Advancements in Characteristics only gives +1 to the start and the cost is 20 if new value is 20-25, 25 if new value is 26-30, 30 if new value is 31-35, 40 if new value is 36-40, 60 if new value is 41-45, 80 if new value is 46-50. 110 if 51-55 and finally, 140 if new value is 56-60 (no human character may have more than 60 in a characteristic except for rare circumstances - that's astartes stat level).
Skills are simpler. They cost 50 XP per advancement (and gives +5 to the characteristic value used when rolling the skill). you can only have a max of 4 advancement in a skill and then you need to choose a specialization to advance in within that skill (such as Climbing, for the Athletics Skill) and there's also a max of 4 advancements per specialization.
Talents are just a flat 100 XP per talent.

JNAProductions
2023-11-28, 11:27 PM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features: Part of the skull is covered in metal plates. Tattoo of an Aquila.

Divination: Destroy the xenos before it can speak its lies.Initiative: +7

Fate: 3/3

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [Plus Five From Origin/Faction]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [Plus Five From Origin/Faction]
Intelligence: 43 (+4) [Plus Five From Origin/Faction]
Perception: 32 (+3) [Plus Five From Origin/Faction]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
You are naturally in tune with the flow of data and recorded information, effortlessly able to navigate the often byzantine records of the Imperium. You have Advantage on Tests made to find or retrieve information from a document or archive (whether analog or digital). Additionally, you read text in half the time it would normally take.Short-Term Goal:
Long-Term Goal:

Influence and Contacts: +1 with the Administratum. Contact is Davis Florrin.

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP: 200
Spent XP:To Be Determined
Okay, sheet should be mechanically done, minus spent XP. Will add Goals/Backstory in a bit.

Any recommendations for useful talents or worthwhile skills?

Hemnon
2023-11-29, 01:17 AM
Name: Sasha Sinclair
Gender: Female
Age: 24

Origin: Hive World
Faction: Adeptus Administratum
Role:

Eyes: Green
Hair: Red
Height: 2 meters
Weight: 95 kg
Handedness: Right-handed
Distinguishing Features: Part of the skull is covered in metal plates. Tattoo of an Aquila.

Divination: Destroy the xenos before it can speak its lies.Initiative: +7

Fate: 3/3

Wounds: 9/9
Critical Wounds: None

Corruption: 0
Mutations And Malignancies: NoneWeapon Skill: 38 (+3)
Ballistics Skill: 42 (+4) [Plus Five From Origin/Faction]
Strength: 30 (+3)
Toughness: 37 (+3)
Agility: 40 (+4) [Plus Five From Origin/Faction]
Intelligence: 43 (+4) [Plus Five From Origin/Faction]
Perception: 32 (+3) [Plus Five From Origin/Faction]
Willpower: 39 (+3)
Fellowship: 34 (+3)Athletics (STR):
Awareness (PER):
Dexterity (AG):
Discipline (WIL):
Fortitude (TGH):
Intuition (PER):
Linguistics (INT):
Logic (INT): 48 [One Advance]
Lore (INT): 48 [One Advance]
Medicae (INT): 53 [Two Advances]
Melee (WS):
Navigation (INT): 48 [One Advance]
Presence (WIL):
Piloting (AG):
Psychic Mastery (WIL):
Ranged (BS):
Rapport (FEL):
Reflexes (AG):
Stealth (AG):
Tech (INT): Lickspittle
Gain Advantage on any test made to suck up to a superior.

Data Delver
You are naturally in tune with the flow of data and recorded information, effortlessly able to navigate the often byzantine records of the Imperium. You have Advantage on Tests made to find or retrieve information from a document or archive (whether analog or digital). Additionally, you read text in half the time it would normally take.Short-Term Goal:
Long-Term Goal:

Influence and Contacts: +1 with the Administratum. Contact is Davis Florrin.

Connections: To Be Determined

Notes: NoneSolars: 800
Other Currencies:

Weapons

Armors

Other Gear
Robes
Dataslate
Writing Kit
Chirurgeon’s Kit

Ammo

Encumbrance: 0/6Available XP: 200
Spent XP:To Be Determined
Okay, sheet should be mechanically done, minus spent XP. Will add Goals/Backstory in a bit.

Any recommendations for useful talents or worthwhile skills?

Athletics is nice to have since running fast, climbing well or shows of strength can be quite useful.

Awareness is always a good skill cuz that's Seeing, Hearing, Smelling, etc.

Dexterity is fine-motor skills and can be anything from Pickpocketing to Sleight of Hand tricks, or lockpicking.

Discipline is all about resisting the intents or effects of outside forces. Anything from Composure against seduction, to resistance against Fear, or the active resistance against Psychic effects of the mind.

Fortitude is the resistance to all things physical. Enduring past exhaustion, dealing with poisoning, or the debilitating effects of pains.

Intuition is the understanding of bodylanguage of people, or specific groups that are either partly or TOTALLY in-human (tech Priests, space marines, to something more xenos-y like genestealer cultmembers, or Dark Eldar, etc). It also includes the understanding and observation of surroundings - unusual layout mistakes or oddities, shadowy shapes, etc.

Linguistics is the understanding of language and writing. All imperial citizens are automatically capable of Low Gothic, so skill use might be more about understanding subtleties of dialects, parsing out the meaning of various types of cyphers, understanding High Gothic, or even Forbidden areas of language such as Xenos languages, The binary Lingua-Technis of the Mechanicum, as well as things like the Sisters of silence's Thoughtmark signlanguage (although these forbidden 'languages' require the talent for it and then also an advancement spent on them).

Logic is deductive capability and the understanding to analyse and resolve complex problems. Evaluating the value of an item for example is one use of Logic, another could be indepth investigation of a crimescene or taking circumstantial evidence to their logical conclusion, etc.

Lore is... well, knowledge. It ranges from Academics (writing and reading Low Gothic, economics, The Arts, etc. Usually used by more 'upperclass folk'), to the Adeptus Terra itself and the various responsibilities and functions of the various organisations within it. it also includes specific planetary lore a wider knowledge of specific Sectors within the Imperium. There's also the knowledge of theological matters of either the Imperial Creed, the Cult Mechanicus , cursory knowledge of heretical cults (at the most) and nothing about forbidden lore... that's for the specific Forbidden Lore specialization which includes the true knowledge of Daemons, Xenos, Psykers, anything about the Warp beyond common myths, along with true knowledge of the Adeptus Astartes.

Medicae is knowledge of, and capability of putting to use, medical understanding. Anything from doing surgeries, to first-aid, to understanding the biology of humans, animals, etc. There is also Forbidden Medicae knowledge but they require the specialization for them and can includestuff like Radical augmetics, forbidden medicae treatment methods or the knowledge of how to do medical aid to xenos, warp-borne diseases, etc.

Melee is quite obviously the training in, well, anything that is not shooting. Brawling, One-handed melee weaponry, two-handed weapons, and includes various trained forms of close-quarters combat but doesn't HAVE to be such when using the skill (can be self-taught simple-function things rather than flourishes or Karate-style forms).

Navigation is the Cai-Cai-Caiaphas Cain (Hero of the Imperium!) of Skills... as in it helps your character navigate. Anything from surface navigation, tracking others' movements, void navigation, etc. it also include things like Warp Navigation but that requires your character to be a Navigator of the Navis Nobilite.

Piloting is being able to drive, fly, etc. various types of vehicles and objects. Aeronautica capabilities are one example (flying an aircraft), the operation of civilian-style vehicles, Military Vehicles, Small Voidship flight, as well as being able to pilot the large voidships as well. But anything beyond civilian and flying vehicles/aircraft is usually restricted in some matter, such as having an Imperial Guard background to know how to effectively drive a chimera, or being of the Navy to even have basic understanding of how to make a voidship 'go forward'.

Presence is all about... well not exactly character charisma, but somewhat like that. It's all about how your character dress, act and their 'force of personality'. It's used to either direct the actions of others or getting information from others. The parade-clip of commissar boots inducing fear in a guardsman, the icey stare of an Arbitrator giving an ultimatum to a criminal, the ability to lead, etc. Anything from Interrogation, to Intimidation or direct Leadership.

Psychic Mastery.... requires you to be a psyker. It essentially covers the various Psychic Disciplines, as well as more esoteric and restricted training or knowledge of less-than-acceptable Psychic capabilities.

Ranged is for things that goes pewpew be they pistols, long-guns or heavy-weapons ordnance, throwing a grenade, etc.

Rapport is the opposite of Presence. It's Diplomatic skill, Persuasive capability, etc. It covers anything from being able to guide and handle animals in a friendly manner, to Charm, Deception, Haggling and also stuff like Inquiry to gain information from others through skillful gossip-use that is either friendly in nature or very pointed in their questioning manner.

Reflexes is all about avoiding harm, reactionary responses, acrobatics, etc. It covers things like having a Good sense of balance, acrobatic or gymnastic capabilities, or just plain 'dodging' of nasty things like lasgun shots, or the teeth of a chainsword trying to cleave you in half, etc.

Stealth is all about the sneaky-ways. Being able to Conceal objects or places, to hiding yourself or others from view, as well as Move Silently without notice or sound.

Tech is the knowledge of and practical ability of using technologically complex items, to repair something, the knowledge of the use of and repair of Augmetics, Engineering capability in anything from item construction to repair and maintenance of complex technological devices or machines, as well as understanding Security devices and how to interact with them in various ways.

----------------------------

I'll come with a list of talents when I get back from work that seems to have relevance for your character... so for now, adios! :smallwink:

Hemnon
2023-11-29, 10:51 AM
Alright, im home again!

So, as for those potential talents that'd make sense:
you already have Lickspittle and Data Delver so a sort of info-maniac specialist could make sense. If so, then Talents like Briber, Dealmaker, Exploit Vulnerability, Gallows Humour all make sense, but they'd require you to have more than 1 advancement in various skill specializations and that means you need take those specializations. If you wanna go at least towards those Talents, then spending some XP on Intuition and Rapport is what's needed (and I'll specify the Specializations needed if you want those talents).
Distracting is a good talent if you wanna be able to be particularly vexxing and 'interruptive' - basically you can enforce disadvantage (rolled result MUST be reversed numbers-wise if it'd be a WORSE outcome for the character in question) on another character attempting a skill test for something, once per encounter. if done in combat it is done as a Reaction.

Eidetic Memory could work well since it'll allow your character to not need any skill tests in order to recall visual details about anything that's been visually seen.

Familiar Terrain is a good one, you can pick Hive World, and it gives you advantage on any stealth tests within a hive on a hiveworld, and you also get +1 additional armour from any cover used during combat.

Fated is just... nice. It gives you +1 Fate Point to your total.

Gothic Gibberish could be useful as well but requires at least 1 advantage in Linguistics. just a regular one, not a specialization. It is basically a Verbal stun weapon, very useful for social encounters (you use Rapport for it, so improvements in that skill is a good idea).

Hypno-Indoctrination is just a fun one. Basically someone or a group of people has implanted hidden training or capabilities into your mind and erased their activity. something's recently activated the memories of the talents themselves, but not who or what indoctrinated them into your mind. you get 2 free talents randomly rolled from the random talents list.

Well-Prepared could be useful as well. It allows you to basically 'buy' a piece of equipment with an encumbrance value of 0 at any time, once per mission, representing that you'd 'prepared just the right piece of equipment needed' earlier. you still need to pay for the equipment and as mentioned it cannot have an encumbrance value above 0. No sudden flak armour, plasma guns or spare Space Marines in your backpack. :smallbiggrin:

-----------------

Your character IS however medicae-capable, so there's some good talents for that instead if you wanna go full Medical Support for the group.
Applied Anatomy allows you to basically upgrade the severity of a critical hit or critical wound equal to the amount of advances in the Medicae Skill.

Bone Breaker (requires 2 advances in a specialization for the type of enemy - human is a valid one) - it allows you to cause a Broken Bone (Minor) critical injury to a restrained opponent. You can choose the hit location (head, either arms, torso or either leg) as well, and if there's also a broken bone there, the severity is upgraded one level.

Chirurgeon - You can use a Chirurgeon’s Kit to perform surgery. You can perform Amputations and treat Critical Wounds that are beyond the skills of others. Additionally you gain Advantage when treating Critical Wounds in combat. you already have 2 Advances in Medicae and do not need any further than that to get this talent, btw.

Field Medicae - essentially ensures that no matter how horrid the conditions, any Medicae Test to heal another character can never be harder than a challenging (+0) Difficulty.

Forbidden Knowledge (Medicae) - You know of radical and very illegal and heretical treatment methods and medicae lore. thus allowing rolls for such knowledge with the Medicae (Forbidden) specialization related to it AND you may take specialization advancements in Medicae (Forbidden). BE AWARE - Any forbidden skills can cause corruption through the knowledge of such things, and not just once, but each time potentially that you roll for such knowledge or use of such medical methods.

Medicae Maverick (Requires 1 advancement in any Medicae (Forbidden) Specialization btw) - Forbidden ways and methods to save life and limbs of patients... usually in very excruciatingly painful ways. As an action in even combat, you can heal an ally with a Major or Minor Break, either downgrading a Major one to a Minor or, or instantly Heal the Minor one. It does NOT actually heal critical wounds and also reduces max amount of Critical wounds the character can handle by 1, but in exchange they no longer suffer the effects of the Major or Minor Break caused by that Critical Wound.

Pathologist (Requires 2 Advances in Medicae (Human)) - It gives Advantage on any test when performing autopsies, trying to determine someone's cause of death or analyse medical imbalances in someone's system.

Phlebotomist (Requires 3 Advances in Medicae) - BLOODLETTING! You can perform Phlebotomies and bloodlettings in order to examine someone's blood to learn about their health. When making a successful Melee Attack, you can also forego causing actual damage and instead inflict the 'Bleeding' Condition on the target.


And that's pretty much it for Talents that'd make sense for your character, at least in terms of current-values and the fact they dun seem like a Bounty Hunter or Inquisitorial Spy. :smallbiggrin:

Janwin
2023-11-29, 02:37 PM
Interesting concept. So, since we don't start with a Role, I take it that session zero basically has us as "mooks" and it's our origin story?

I bought the book and may try putting something together; always down to try a new 40k RPG system. Just have to decide if I want to go full random or try to more precisely fill a hole the current characters are missing (like a tech adept or a psyker).

Hemnon
2023-11-29, 03:00 PM
Interesting concept. So, since we don't start with a Role, I take it that session zero basically has us as "mooks" and it's our origin story?

I bought the book and may try putting something together; always down to try a new 40k RPG system. Just have to decide if I want to go full random or try to more precisely fill a hole the current characters are missing (like a tech adept or a psyker).

Yup, pretty much. Session 'Zero' is basically THEE mission that takes you from random mooks that at least survive in the underhive, to 'agents' of the Patron and thusly an elevation to gaining a role as well.

systemwise it's VERY close to Dark Heresy, Only War, etc. just I feel a bit more refined, a bit less over-skill diversity, removal of insanity and corruption tweaked to be more functional-fitting.

well, try rolling full random. you can always decide after rolling if you wanna manually chose something instead or try a reroll of a set of characteristics, etc.

Sublight
2023-12-01, 10:23 AM
Posting Interest. Still catching up with the conversation.

[Character Place Holder]

Sublight
2023-12-01, 11:51 AM
Heres my char generation rolls

Characteristics
(2d10+20) WS [roll0]
(2d10+20) BS [roll1]
(2d10+20) STR [roll2]
(2d10+20) TGH [roll3]
(2d10+20) AG [roll4]
(2d10+20) INT [roll5]
(2d10+20) PER [roll6]
(2d10+20) WIL [roll7]
(2d10+20) FEL [roll8]
+50xp

Origin
[roll9]
+25xp

Faction
Imperial Fleet

Role
Warrior

Random Talent
[roll10]

Divination
[roll11]

How he die
[roll12]

Distinguishing Features
[roll13]

Sublight
2023-12-01, 11:53 AM
Sorry let me do distinguishing features correctly.

Distinguishing Features
[roll0]

Janwin
2023-12-01, 02:33 PM
Uh...

"Also, when you get to the Faction part and need to pick talents, everyone picks one less talent and instead roll randomly on the Random Talents table. Yes if that means you roll 100, then you get the Psyker/Blank Talent."

Soooo, for the random Talent thing...what do we do if the Faction we rolled doesn't get any talents?

I rolled into Adeptus Mechanicus over here (https://forums.giantitp.com/showthread.php?662471-Dice-rolls-for-40k-Imperium-Maledictum-Underhive-Gangers&p=25918627), and they don't actually get any starting Talents.

Hemnon
2023-12-01, 03:16 PM
Uh...

"Also, when you get to the Faction part and need to pick talents, everyone picks one less talent and instead roll randomly on the Random Talents table. Yes if that means you roll 100, then you get the Psyker/Blank Talent."

Soooo, for the random Talent thing...what do we do if the Faction we rolled doesn't get any talents?

I rolled into Adeptus Mechanicus over here (https://forums.giantitp.com/showthread.php?662471-Dice-rolls-for-40k-Imperium-Maledictum-Underhive-Gangers&p=25918627), and they don't actually get any starting Talents.

My bad, that's supposed to be 'role' part, and you just skip choosing a role and just roll a 1d100 for a random talent, since you get your role later.

Sublight
2023-12-01, 04:10 PM
My bad, that's supposed to be 'role' part, and you just skip choosing a role and just roll a 1d100 for a random talent, since you get your role later.

I haven't the book.

What did i roll up? :)

Hemnon
2023-12-01, 04:40 PM
I haven't the book.

What did i roll up? :)

Origin:
Schola Progenium
Wherever you were born, you don’t remember it. You are Progena, an orphan whose parents died in service to the Imperium. You were brought to a Schola Progenium, one of many orphanages run by the Ecclesiarchy on various worlds of the Imperium, all designed to create the ideal servants of the God-Emperor of Mankind.
Your memories of life before the schola were wiped from your consciousness, leaving you a blank slate, clay to be moulded into an uncompromising leader, a dauntless warrior, a zealous preacher — whatever the Imperium needed most. Your early years were an unyieldingly severe regime of religious indoctrination, physical conditioning, and exacting education. You emerged from the schola a disciplined exemplar of the Imperial Creed, ready to excel in His name.
You gain +5 Fellowship and +5 to either Weapon Skill, Ballistic Skill, or Toughness.
You gain a Chrono.

Fits well with your choice of Imperial Fleet btw. :smallsmile:
Most likely an early showing of comfortability with enclosed ship-style life, natural 'feet for voidtravel', etc.

--------------------------------
As for Imperial Fleet, you get a set of choices. Either you can use the 'Benefits' listing below and just pick and choose from the options there, or choose one of the 3 Duties (also below) and gain what it specifies from there in terms of starting characteristic-bonuses, skills, talents and equipment.


You gain +5 Agility and +5 to either Strength, Toughness, or Perception.
You have 5 Advances to spend on Awareness, Logic, Navigation, Piloting, Reflexes, and Tech.
You gain the Void Legs Talent.
You gain +1 Influence with the Navis Imperialis (aka. Imperial Fleet).
You gain a Laspistol or Pump-action Shotgun, a Void Suit or Flak Vest and Mag Boots, a Lascutter or Photo-Visors, and 500 solars.


Or choose a Duty from:

Rather than picking from the options in the Faction Benefits box above, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with the Navis Imperialis (aka. Imperial Fleet), and the Void Legs Talent.

AERONAUTICA PILOT
Your duty is to pilot aircraft for the Aeronautica Imperialis, a branch of the Navis Imperialis dedicated to providing in-atmosphere support for the forces of the Astra Militarum.
Characteristics: +5 Agility, +5 Perception
Skill Advances: Awareness (1), Navigation (1), Piloting (2), Reflexes (1)
Equipment: a Laspistol, Photo-visors, a Void Suit, and 500 solars.

ARMSMAN
Your duty is to defend your voidship and follow your Captain’s orders, performing any tasks they may require and laying down your life for the vessel if necessary.
Characteristics: +5 Agility, +5 Toughness
Skill Advances: Awareness (1), Logic (1), Navigation (1), Piloting (1), Reflexes (1)
Equipment: a Flak Vest, a Lascutter, Mag Boots, a Pump-action Shotgun, and 500 solars.

NAVIS OFFICER
Your duty is to aid in ensuring that discipline and the chain of command are maintained aboard a voidship. Though your rank is not high, you nevertheless form a vital part of your captain’s command structure.
Characteristics: +5 Agility, +5 Perception
Skill Advances: Awareness (2), Navigation (1), Reflexes (2)
Equipment: A Laspistol, a Void Suit, Photo-contacts, an Officers Uniform (Light Leathers with the Ornamental Quality), and 480 solars.


--------------------------------
You don't get a Role to start with. After Session 'Zero' you can each either choose to pick your Role or let ME pick it for you and get XP for it. :smalltongue:

--------------------------------
Your random talent is: Flagellant
Your dedication to your faith is such that you have shed many of the concerns of your flesh. You are happy to endure as much pain as required in service to the Emperor, and may even come to see that suffering as a form of worship far more holy than even the most sweetly sung hymn or devout prayer.
You gain Advantage on any Test to resist the effects of pain or interrogation. Additionally, any time you suffer a Critical Wound you may make a Challenging (+0) Lore (Theology) Test. If you succeed, you may ignore the effects of that Critical Wound for a number of rounds equal to your Willpower Bonus. During this time your faith sustains your mortified flesh, allowing you to fight on where most others would have fallen.
Once the duration of this effect is over, you suffer the full effects of the Critical Wound as normal.

--------------------------------
Divination & Distinguishing Features are....

Heresy grows from idleness. (https://youtu.be/d2WEFlQva30?t=110) - For Divination.
How fitting! Destined to die either by avoiding heresy through avoiding idleness... or DUE to idleness. From self or others. And fits well with a Progena-raised Imperal Fleet person to wish to avoid idleness due to the dangers of the heresies that can come from it.

and:
Pox marks or another lingering sign of an old illness marr your skin.
Your muscles are overly defined, perhaps through a life of strenuous labour or from synth-muscle.

Janwin
2023-12-01, 05:12 PM
I wasn't feeling particularly excited with what I got random, so I ended up rearranging my rolls for only 25 bonus XP and picked my Faction and lost that 75 bonus XP. Hurts, considering I rolled pretty bad on my stats, but I feel like this character would be much more fun than where the full random was going (another medic character, when both of the submitted ones already are going that route it looks like).

The backstory I'm thinking for this guy is that he was born ON a Black Ship to two of the crew members, and when it was discovered he had psychic ability it was entirely too convenient to grab him and throw him in the hold. He survived the sanctioning, and eventually found himself in Hive Skarthius, doing menial work for the Adeptus Astra Telepathica on the planet; that is, until he is offered an opportunity he can't refuse.


Bio

Name: Arturius
Gender: Male
Age: 26

Origin: Voidborn
Faction: Adeptus Astra Telepathica
Role:

Eyes: Forlorn Blue
Hair: Brown in tight curls
Height:
Weight:
Handedness: Right
Distinguishing Features: Is completely unremarkable, other than the brands of the Adeptus Administratum on his hands and the tattoos of the aquila on the backs of his hands.

Divination: The blood of martyrs is the seed of the Imperium.




Initiative, Fate, Health & Corruption



Initiative: 7

-----------------------------
Fate: 3/3

-----------------------------
Wounds: 12/12

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 24/+0 = 24
BS: 33/+0 = 33
STR: 26/+0 = 26
TGH: 31/+0 = 31
AG: 33/+0 = 33
INT: 33/+0 = 33
PER: 44/+0 = 44
WIL: 45/+0 = 45
FEL: 29/+0 = 29




Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 26/+0 = 26
Awareness (Per): 44/+10 = 54
Dexterity (Ag): 33/+0 = 33
Discipline (Wil): 45/+0 = 45
Fortitude (Tgh): 31/+0 = 31
Intuition (Per): 44/+5 = 49
Linguistics (Int): 33/+0 = 33
Logic (Int): 33/+0 = 33
Lore (Int): 33/+0 = 33
Medicae (Int): 33/+0 = 33
Melee (WS): 24/+0 = 24
Navigation (Int): 33/+0 = 33
Presence (Wil): 45/+0 = 45
Piloting (Ag): 33/+0 = 33
Psychic Mastery (Wil): 45/+10 = 55
Ranged (BS): 33/+0 = 33
Rapport (Fel): 29/+0 = 29
Reflexes (Ag): 33/+0 = 33
Stealth (Ag): 33/+0 = 33
Tech (Int): 33/+0 = 33

-----------------------------------
(Specialisations go here)




Talents

Lickspittle - Gain Advantage on any Test made to suck up to a superior.
Psyker x2 - Can Manifest, can use Psychic skills, know one minor and one normal power and a discipline.
Sanctioned Psyker - Not a heretic, yay! Warp Threshold equals double Willpower Bonus. Has symbol to prove sanctioned status.





Psychic Abilities

Warp Threshold: 8
Warp Charge: 0

------------------
Minor Psychic Powers
Smite (Telepathy) - WR 2, Difficult (-10), Medium, 1 Creature, Instant, Overt
Deal 2 + Willpower Bonus + SL from Manifest Test, ignoring Armour.

------------------
Known Disciplines: Pyromancy, Telekinesis
Psychic Powers
Gate of Infinity (Telekinesis) - WR 2, Challenging (+0), 1 Mile per SL, Sustained, Overt
Choose a point within Immediate Range, and choose another point within 1 mile per SL of Manifest Test (must be one you can see, remember or describe in terms of direction and distance from you). Large shimmering portal opens at both points.
Sunburst (Pyromancy) - WR 2, Challenging (+0), Long, 1 Zone, Instant, Overt
Choose a Zone within Long Range; creatures in zone make Challenging (+0) Fortitude (Endurance) Test Opposing my Manifest Test; if target loses, it is [I]Blinded. If blinded, repeat test at the end of each of its turns, removing the Condition if it wins. If it fails more than 3 times in a row, it is permanently Blinded.






Goals, Influence, Connections & Notes

Goals


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)
Adeptus Astra Telepathica: 1

------------------
Connections
I inscribed [PATRON]'s name on my favourite weapon (after all, I'm a lickspittle kiss-ass).
I suspect that [PLAYER] is a traitor.

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 500
Other Currencies



-------------------------------
Weapon-Name
Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Add them here for convenience





Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

None



Other-Equipment
Shoddy Mag Boots
Knife (Mono-edge)
Robes
Instrument of divination

-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/5
(StrB+TghB = Max)



Experience


Available XP: 50
Spent XP: 0

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~

Hemnon
2023-12-02, 04:25 AM
I wasn't feeling particularly excited with what I got random, so I ended up rearranging my rolls for only 25 bonus XP and picked my Faction and lost that 75 bonus XP. Hurts, considering I rolled pretty bad on my stats, but I feel like this character would be much more fun than where the full random was going (another medic character, when both of the submitted ones already are going that route it looks like).

The backstory I'm thinking for this guy is that he was born ON a Black Ship to two of the crew members, and when it was discovered he had psychic ability it was entirely too convenient to grab him and throw him in the hold. He survived the sanctioning, and eventually found himself in Hive Skarthius, doing menial work for the Adeptus Astra Telepathica on the planet; that is, until he is offered an opportunity he can't refuse.


Bio

Name: Arturius
Gender: Male
Age: 26

Origin: Voidborn
Faction: Adeptus Astra Telepathica
Role:

Eyes: Forlorn Blue
Hair: Brown in tight curls
Height:
Weight:
Handedness: Right
Distinguishing Features: Is completely unremarkable.

Divination: The blood of martyrs is the seed of the Imperium.




Initiative, Fate, Health & Corruption



Initiative: 7

-----------------------------
Fate: 3/3

-----------------------------
Wounds: 12/12

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 24/+0 = 24
BS: 33/+0 = 33
STR: 26/+0 = 26
TGH: 31/+0 = 31
AG: 33/+0 = 33
INT: 33/+0 = 33
PER: 44/+0 = 44
WIL: 45/+0 = 45
FEL: 29/+0 = 29




Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 26/+0 = 26
Awareness (Per): 44/+10 = 54
Dexterity (Ag): 33/+0 = 33
Discipline (Wil): 45/+0 = 45
Fortitude (Tgh): 31/+0 = 31
Intuition (Per): 44/+5 = 49
Linguistics (Int): 33/+0 = 33
Logic (Int): 33/+0 = 33
Lore (Int): 33/+0 = 33
Medicae (Int): 33/+0 = 33
Melee (WS): 24/+0 = 24
Navigation (Int): 33/+0 = 33
Presence (Wil): 45/+0 = 45
Piloting (Ag): 33/+0 = 33
Psychic Mastery (Wil): 45/+10 = 55
Ranged (BS): 33/+0 = 33
Rapport (Fel): 29/+0 = 29
Reflexes (Ag): 33/+0 = 33
Stealth (Ag): 33/+0 = 33
Tech (Int): 33/+0 = 33

-----------------------------------
(Specialisations go here)




Talents

[I]Lickspittle - Gain Advantage on any Test made to suck up to a superior.
Psyker x2 - Can Manifest, can use Psychic skills, know one minor and one normal power and a discipline.
Sanctioned Psyker - Not a heretic, yay! Warp Threshold equals double Willpower Bonus. Has symbol to prove sanctioned status.





Psychic Abilities

Warp Threshold: 8
Warp Charge: 0

------------------
Minor Psychic Powers
Smite (Telepathy) - WR 2, Difficult (-10), Medium, 1 Creature, Instant, Overt
Deal 2 + Willpower Bonus + SL from Manifest Test, ignoring Armour.

------------------
Known Disciplines: Pyromancy, Telekinesis
Psychic Powers
Gate of Infinity (Telekinesis) - WR 2, Challenging (+0), 1 Mile per SL, Sustained, Overt
Choose a point within Immediate Range, and choose another point within 1 mile per SL of Manifest Test (must be one you can see, remember or describe in terms of direction and distance from you). Large shimmering portal opens at both points.
Sunburst (Pyromancy) - WR 2, Challenging (+0), Long, 1 Zone, Instant, Overt
Choose a Zone within Long Range; creatures in zone make Challenging (+0) Fortitude (Endurance) Test Opposing my Manifest Test; if target loses, it is Blinded. If blinded, repeat test at the end of each of its turns, removing the Condition if it wins. If it fails more than 3 times in a row, it is permanently Blinded.






Goals, Influence, Connections & Notes

Goals


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)
Adeptus Astra Telepathica: 1

------------------
Connections
I inscribed [PATRON]'s name on my favourite weapon (after all, I'm a lickspittle kiss-ass).
I suspect that [PLAYER] is a traitor.

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 500
Other Currencies



-------------------------------
Weapon-Name
Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Add them here for convenience





Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

None



Other-Equipment
Shoddy Mag Boots
Knife (Mono-edge)
Robes
Instrument of divination

-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/5
(StrB+TghB = Max)



Experience


Available XP: 100
Spent XP: 100

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------
Psyker - 100



-------------------






Background

Yes the backstory of your character can go here~





With your choice of powers as a psyker, it seems quite clear that your character was part of the Militarum cuz those are combat powers.
They weren't emergency Highborn Medicae support that could heal wounds after all. Nor is there any Astropathic-relations either.

Unless perhaps Noctis Aeterna somehow affected your character's psychic affinity, hence possibly no longer the normal useful abilities for the Hive before, or fears of your character even tho sanctioned so fled to the underhive during the great panic and fears of those years of non-warp travel and no-communication with the Imperium at large? :smallsmile:
Maybe specifically out of fear initially since it was relatively uncontrollable powers?

Oh and since your character is sanctioned, what's the identifying mark of sanctioning? We talking hexagramatic tattooes around the head? stencilled wards into the teeth? a 'purifying' brand-mark on the palms or top of the hands in the shape of stylized suns? something else? It needs to be something that is immediately recognizable, after all. Could be added as a Distinguishing Feature as well that way.

Your Character should also only have 50 XP to spend, since you swapped around rolls (25 XP), you rolled and kept the Origin (25XP), you CHOSE your Faction (so no XP) and Role is not done or given yet, so no XP from there either, yet.

Sublight
2023-12-02, 07:59 AM
Charactersheet Drann - Navis Armsman


Bio

Name: Drann Ravenhurst
Gender: M
Age: 25

Origin: Schola Progenium
Faction: Imperial Fleet
Role: ?

Eyes: Grey
Hair: Auburn
Height: 6"
Weight: 110kg
Handedness: Right
Distinguishing Features: Old Pox scars marr your skin. His muscles are overly defined, perhaps through a life of strenuous labour.
Divination: "Heresy grows from idleness"




Initiative, Fate, Health & Corruption


Initiative: 7

-----------------------------
Fate: 3/3

-----------------------------
Wounds: 13/13

Critical Wounds Max 4
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 32/+0 = 32
BS: 23/+5 = 28
STR: 38/+0 = 38
TGH: 38/+5 = 43
AG: 36/+5 = 41
INT: 26/+0 = 26
PER: 33/+0 = 33
WIL: 25/+0 = 25
FEL: 32/+5 = 37




Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 38/+0 = 38
Awareness (Per): 33/+5 = 38
Dexterity (Ag): 36/+0 = 36
Discipline (Wil): 25/+0 = 25
Fortitude (Tgh): 43/+0 = 43
Intuition (PER): 33/+0 = 33
Linguistics (INT): 26/+0 = 26
Logic (INT): 26/+5 = 31
LORE (INT): 26/+0 = 26
MEDICAE (INT): 26/+0 = 26

Melee (WS): 32/+0 = 32
Navigation (INT): 26/+0 = 26
Presence (WIL): 25/+0 = 25
Piloting (AG): 41/+0 = 41
Psychic Mastery (WIL): 25/+0 = 25
Ranged (BS): 28/+0 = 28
Rapport (FEL): 32/+0 = 37
Reflexes (AG): 41/+10 = 51
Stealth (AG): 41/+0 = 41
Tech (INT): 26/+5 = 31

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)

Void Legs Talent:

Flagellant Talent:
Your dedication to your faith is such that you have shed many of the concerns of your flesh. You are happy to endure as much pain as required in service to the Emperor, and may even come to see that suffering as a form of worship far more holy than even the most sweetly sung hymn or devout prayer.
You gain Advantage on any Test to resist the effects of pain or interrogation. Additionally, any time you suffer a Critical Wound you may make a Challenging (+0) Lore (Theology) Test. If you succeed, you may ignore the effects of that Critical Wound for a number of rounds equal to your Willpower Bonus. During this time your faith sustains your mortified flesh, allowing you to fight on where most others would have fallen.
Once the duration of this effect is over, you suffer the full effects of the Critical Wound as normal.




Goals, Influence, Connections & Notes

Goals

Short Term Goals:
Survival. Working outside of the navy means he no longer has his battle buddies to rely on. Men hes trained with for years. The equipment and funds to do his job he can't rely will get issued. So first things first. He needs a better set of armor. And the best way to do that. Is to bring in a nice. fat. bounty.

Long Term Goals:
To retire. Not many in the imperial military get to make it to retirement. It requires concentration and dedication to stick to a plan to make it to retirement. If he can ever adjust to the easy life.


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)

Navis Imperialis (aka. Imperial Fleet): +1 Influence - "Gugan Skrell"

------------------
Connections

"Gugan Skrell"

An old navy buddy who left the same time he did.

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 500
Other Currencies


-------------------------------
Weapon-Name Pump-action Shotgun
Spescialisation: , Damage: , Range: , Mag: / , Enc.: ?
Traits/Qualities/Flaws ?

Add them here for convenience



Armour-Name Flak Vest
Armour Points: ?
Locations: ?
Enc.: ?
Traits/Qualities/Flaws

None



Other-Equipment
Other gear goes here

Chrono, Pump-action Shotgun, Flak Vest and Mag Boots, Photo-Visors.

-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/7



Experience


Available XP: 75
Spent XP: none


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~

Dranns early life was one of cold floors and las practice. The Schola Progenium has a way of weeding out the weak and crushing them with too many tasks. So Dranns only choice was to get harder and tougher. Kids who've never known a family from birth are curiously lacking in conscience and empathy, but even they know it is something they lack. So even in the cold sterility of conversation beyond order messengers even the slightest hint of personality seems huge. Drann was lucky enough to be born with such a glimmer and quickly found allies and friends.

By the age of his passing out parade he didnt know what job he wanted to do. He had the strength and toughness for the Tempestus Scions for sure, but secretly he lacked the will, which is also why he was never moved into the commissariat. Perhaps the navy then? This represented the most economic opportunity. Still the attrition was less than in the Tempestus, if he could ever get used to warp transitioning.

He served for 11 years as a Navis Armsman. With an impeccable record. Never slept on the job while manning checkpoints. Always ticked the boxes for search and seizures. Saw boarding actions against tramp freighters and other such independent operators. All the while being incredibly athletic and strong. He had worked all over the ship. Gun decks, Flight decks, The Cargo Hold. If anything this was his downfall. He was too efficiant at the menial tasks. It was better to have an elite soldier than to promote him to a new officer. And thus was passed over for promotion.

Being respected by his fellow Armsmen was fine. Being feared by the menials of the gun deck, or anyone non-warrior was a standard part of the job. But he had no relationship with his superiors. Drann wasnt stupid. He knew that unless he made some real progress he'd end up getting old and demoted or KIA. An opportunity appeared while he was on shore leave in a bar. He noticed the rough paper poster for mercenary recruitment. All he needed was to earn his merc papers. Usually this was made impossible by the imperial authorities. But this poster promised to pay the fees for him, and even a small payment of 500 solars, all because the Noble House wanted elite troops so bad. Sure they'd slant the contract so that he would serve them even after his soul returns to the Emperor's Side no doubt. But if they could buy his contract, then maybe HE could buy it back off them. That would make him? What? A bounty hunter?

Sublight
2023-12-02, 08:17 AM
I dont know what talents i can pick but these sound appealing.

Familiar Terrain is a good one, you can pick Hive World, and it gives you advantage on any stealth tests within a hive on a hiveworld, and you also get +1 additional armour from any cover used during combat.

Basically any time hes with in metal halls he has this bonus. Like urban fighting.

Hypno-Indoctrination is just a fun one. Basically someone or a group of people has implanted hidden training or capabilities into your mind and erased their activity. something's recently activated the memories of the talents themselves, but not who or what indoctrinated them into your mind. you get 2 free talents randomly rolled from the random talents list.

As a member of the schola he was trained passed his endurance many times. The skills baked in to him ready to be reactivated when triggered by circumstances. They used hypno indoctrination in one class, though he cant remember much about it.

Lore (Theology)

Drann was taken under the wing of a Drill Abbot who was more of a mystic and studied archaic theology. Drann never did understand what the man was on about. Though he might have picked up a few things. Abbot Ranzor was his name.

Hemnon
2023-12-02, 10:24 AM
I dont know what talents i can pick but these sound appealing.

Familiar Terrain is a good one, you can pick Hive World, and it gives you advantage on any stealth tests within a hive on a hiveworld, and you also get +1 additional armour from any cover used during combat.

Basically any time hes with in metal halls he has this bonus. Like urban fighting.

Hypno-Indoctrination is just a fun one. Basically someone or a group of people has implanted hidden training or capabilities into your mind and erased their activity. something's recently activated the memories of the talents themselves, but not who or what indoctrinated them into your mind. you get 2 free talents randomly rolled from the random talents list.

As a member of the schola he was trained passed his endurance many times. The skills baked in to him ready to be reactivated when triggered by circumstances. They used hypno indoctrination in one class, though he cant remember much about it.

Lore (Theology)

Drann was taken under the wing of a Drill Abbot who was more of a mystic and studied archaic theology. Drann never did understand what the man was on about. Though he might have picked up a few things. Abbot Ranzor was his name.

Familiar Terrain has no requirements. And it's specifically when within a Hive. a regular city? not good enough. going outside a Hive into the open wilderness? nope.
It would be nice if you explained just WHY your character has such familiarity with Hives. :smallsmile:

Hypno-Indoctrination is... not really meant to be 'happened in class'. Cuz that's more the basic skills already given. The talents gotten had been planted there.... and your character doesn't know where it came from or what the exact trigger was.... but now they recall the locked away abilities. Aka. left open for anything from 'You were an Alpha Legion Sleeper Agent all along!', to 'Is an Inquisition-plant within that underhive', etc.

Lore (Theology) as a Specialization requires Linguistics (High Gothic) Specialization first. Kinda like you have to know how to read the Theological texts before youcan really understand them. :smallwink:


Overall tho, in terms of Talents... anything you'd LIKE to have? just basic- idea wise? can look it up and see if there's anything that fits the concept you had in mind.

Sublight
2023-12-02, 11:11 AM
Overall tho, in terms of Talents... anything you'd LIKE to have? just basic- idea wise? can look it up and see if there's anything that fits the concept you had in mind.

I actually dont want to play a =I= or anything like it. Just an honest ganger working in the underhive.

Though i really do want more talents. It feels fitting for a character from the schola with so much navy training.

I'll take Familiar Terrain (Hive)
"The interior rooms of a hive structure remind me of the old days aboard a ship. Same bulkheads, same tunnels."

Maybe something like parry or counter-attack or resist fear or pinning.

Or even improve cover. To stack with the familiar terrain bonus.

[Edit] Also you mentioned something about our patron. I'd like to say that if we get to choose, or Drann chose who he got his papers from. Then i'd like to choose one like Van Saar, or whatevers closest to it on the planet.

Janwin
2023-12-02, 01:25 PM
With your choice of powers as a psyker, it seems quite clear that your character was part of the Militarum cuz those are combat powers.
They weren't emergency Highborn Medicae support that could heal wounds after all. Nor is there any Astropathic-relations either.

Unless perhaps Noctis Aeterna somehow affected your character's psychic affinity, hence possibly no longer the normal useful abilities for the Hive before, or fears of your character even tho sanctioned so fled to the underhive during the great panic and fears of those years of non-warp travel and no-communication with the Imperium at large? :smallsmile:
Maybe specifically out of fear initially since it was relatively uncontrollable powers?

Oh and since your character is sanctioned, what's the identifying mark of sanctioning? We talking hexagramatic tattooes around the head? stencilled wards into the teeth? a 'purifying' brand-mark on the palms or top of the hands in the shape of stylized suns? something else? It needs to be something that is immediately recognizable, after all. Could be added as a Distinguishing Feature as well that way.

Your Character should also only have 50 XP to spend, since you swapped around rolls (25 XP), you rolled and kept the Origin (25XP), you CHOSE your Faction (so no XP) and Role is not done or given yet, so no XP from there either, yet.

Gotcha. I figured that since we were letting the patron pick, that I'd still get the Role XP at character creation (the other 50XP) and that the actual Role would just get tacked on later when you assign them. I saw other people applying that XP to their sheets already, so figured that was how it worked (for example, people with 200XP already).

I'm perfectly fine with this character being a Militarum attached psyker (telekenesis and pyromancy certainly fit for that backstory), and am open to taking some negative Influence with the Militarum for him to be a deserter (hence in the employ of a crime syndicate).

For a sanctioning mark, I'm thinking palm brands of the symbol of the Astra Telepathica:

https://wh40k.lexicanum.com/mediawiki/images/e/e1/Adeptus_Astra_Telepathica_Symbol.jpg

And aquilas tattooed on the backs of the hands.

Hemnon
2023-12-02, 03:44 PM
I actually dont want to play a =I= or anything like it. Just an honest ganger working in the underhive.

Though i really do want more talents. It feels fitting for a character from the schola with so much navy training.

I'll take Familiar Terrain (Hive)
"The interior rooms of a hive structure remind me of the old days aboard a ship. Same bulkheads, same tunnels."

Maybe something like parry or counter-attack or resist fear or pinning.

Or even improve cover. To stack with the familiar terrain bonus.

[Edit] Also you mentioned something about our patron. I'd like to say that if we get to choose, or Drann chose who he got his papers from. Then i'd like to choose one like Van Saar, or whatevers closest to it on the planet.

Then why did you pick Imperial Navy for Faction and not just Infractionist and from there choose the 'Ganger' Duty or pick your choices from the Infractionist Bonuses? :smallsmile:
You didn't roll for it, so.... would you prefer to go Ex-progena Ganger instead?

There already is 'Voidship' as a Familiar Terrain tho. Or perhaps your character as an Orphan spent a lot of time in the lower hive prior to being 'this orphan's parents died for the emperor in a good way, so he is chosen for the Progena'?

What I did mean is more.... do you want your character to do leadery stuff? More of a combat grunt?

Combat Talents like 'Agile Attacks' (and most others) require 2 advances in the Melee Skill, and Agility of 45 or more.
It essentially lets you substitute your StrB with your AgB when dealing damage with a Melee weapon that has the 'Subtle' trait to it (which is really only stuff like Brass Knuckles or a Knife).
Beyond that... well yeah, it really just does require more skill advances in melee for better melee values.

What about Acute Senses? No requirements to get it and pretty much means your 5 primary senses are extremely finetuned. This grants you the ability to still being allowed to roll for Perception Tests to hear minuté noises or see a flick of motion you'd normally not be allowed to try to roll for. Also and not limited to things like being able to detect a near-odorless poison by smell or reading printed text by touch alone, etc.

Attentive Assistant? It firstly allows you to do the 'Help' Action no matter if you have Advances in that skill or not (basically it's an action where you can add SLs together with someone else to achieve a better total result. Co-operating in opening a stuck door, for example). If you DO have advances in that skill, then the talent also grants you a +1 Bonus Success Level to Help Action skill tests with those skills.

Oh and this is what the Void Legs talent does:
You are an experienced Void Traveller and are all but immune to any void-sickness due to the shifting of a vessel. You do not suffer Disadvantage due to environmental effects specific to the void, such as a ship rocking or zero gravity.

I specifically avoided mentioning much about the group's Patron cuz he is TECHNICALLY not your patron yet. He is the leader of one of the top 4 largest gangs in Hive Skarthius, called 'Syndicates'. More info will come during Session 'Zero' as well as access to the Patron Sheet and the boons gained from having him as your patron.... and the penalties as well from his own rather 'flavorful' personality. :smallbiggrin:


Gotcha. I figured that since we were letting the patron pick, that I'd still get the Role XP at character creation (the other 50XP) and that the actual Role would just get tacked on later when you assign them. I saw other people applying that XP to their sheets already, so figured that was how it worked (for example, people with 200XP already).

I'm perfectly fine with this character being a Militarum attached psyker (telekenesis and pyromancy certainly fit for that backstory), and am open to taking some negative Influence with the Militarum for him to be a deserter (hence in the employ of a crime syndicate).

For a sanctioning mark, I'm thinking palm brands of the symbol of the Astra Telepathica:

https://wh40k.lexicanum.com/mediawiki/images/e/e1/Adeptus_Astra_Telepathica_Symbol.jpg

And aquilas tattooed on the backs of the hands.

I might have missed it, but yeah no one gets those 50 XP yet. and yes that does technically mean those final 50 XP still counts as 'Character Creation' XP, and people are free to save up their starting XP until AFTER and still be within the 'Character Creation Only' Rule.

Cool. And nah, you dun get any penalties like that. Your Patron essentially ensures your prior 'Duty' is no longer where you're attached. After all, if he bribes certain Administratum people and your filing for Militarum attachment vanishes.... you're more or less a 'free' man... as long as you stay attached to the Patron.

Nice choice of Symbol markings.:smallwink:

Sublight
2023-12-02, 05:49 PM
Then why did you pick Imperial Navy for Faction and not just Infractionist and from there choose the 'Ganger' Duty or pick your choices from the Infractionist Bonuses? :smallsmile:
You didn't roll for it, so.... would you prefer to go Ex-progena Ganger instead?

There already is 'Voidship' as a Familiar Terrain tho. Or perhaps your character as an Orphan spent a lot of time in the lower hive prior to being 'this orphan's parents died for the emperor in a good way, so he is chosen for the Progena'?

No i wanted him to be a Navy Armsman who got his merc papers. And voidships probably wont be as common as hives. Im kind of stuck that they wont just let me take urban warfare or room to room fighting. But im taking Hive and if i need to, later i will take Voidship.


What I did mean is more.... do you want your character to do leadery stuff? More of a combat grunt?

Combat Talents like 'Agile Attacks' (and most others) require 2 advances in the Melee Skill, and Agility of 45 or more.
It essentially lets you substitute your StrB with your AgB when dealing damage with a Melee weapon that has the 'Subtle' trait to it (which is really only stuff like Brass Knuckles or a Knife).
Beyond that... well yeah, it really just does require more skill advances in melee for better melee values.

Hes really going to be better at Str than Ag.

My character isnt intended to be the leader. Though given the other characters he may be forced into it.


What about Acute Senses? No requirements to get it and pretty much means your 5 primary senses are extremely finetuned. This grants you the ability to still being allowed to roll for Perception Tests to hear minuté noises or see a flick of motion you'd normally not be allowed to try to roll for. Also and not limited to things like being able to detect a near-odorless poison by smell or reading printed text by touch alone, etc.

Attentive Assistant? It firstly allows you to do the 'Help' Action no matter if you have Advances in that skill or not (basically it's an action where you can add SLs together with someone else to achieve a better total result. Co-operating in opening a stuck door, for example). If you DO have advances in that skill, then the talent also grants you a +1 Bonus Success Level to Help Action skill tests with those skills.

Oh and this is what the Void Legs talent does:
You are an experienced Void Traveller and are all but immune to any void-sickness due to the shifting of a vessel. You do not suffer Disadvantage due to environmental effects specific to the void, such as a ship rocking or zero gravity.

I specifically avoided mentioning much about the group's Patron cuz he is TECHNICALLY not your patron yet. He is the leader of one of the top 4 largest gangs in Hive Skarthius, called 'Syndicates'. More info will come during Session 'Zero' as well as access to the Patron Sheet and the boons gained from having him as your patron.... and the penalties as well from his own rather 'flavorful' personality. :smallbiggrin:

I guess i'll take Acute Senses. (here let me help you listen to that cricket... HUUHGH!)

But i think i'd rather take Hypno Indoctrination. And let the GM do background stuff as to where it came from. Technically the schola could have done it. It'd only take a mad-techpriest-scientist. (I prefer a mad techpriest over the more traditional options.)

Hemnon
2023-12-02, 05:59 PM
No i wanted him to be a Navy Armsman who got his merc papers. And voidships probably wont be as common as hives. Im kind of stuck that they wont just let me take urban warfare or room to room fighting. But im taking Hive and if i need to, later i will take Voidship.



Hes really going to be better at Str than Ag.

My character isnt intended to be the leader. Though given the other characters he may be forced into it.



I guess i'll take Acute Senses. (here let me help you listen to that cricket... HUUHGH!)

But i think i'd rather take Hypno Indoctrination. And let the GM do background stuff as to where it came from. Technically the schola could have done it. It'd only take a mad-techpriest-scientist. (I prefer a mad techpriest over the more traditional options.)


Fair. Although your character WAS a Navy Armsman until 'now in underhive'. Mercs aren't really... well, legal. But hey, stuck down there, maybe cuz ship was caught translating back into realspace when the Eye of Terror exploded and ripped through the galaxy.... hence evac and tons of dead people and your character more or less stuck on a planet with no real skills for on-planet duties - hence ability to kill well is what is put to use the only way it's possible to do so. The underhive? :smallbiggrin:

Fair, if you take Hypno Indoctrination then... here's the flavor text for it:
Someone spent a great deal of time and effort hypnotically imparting you with specific training you could not consciously recall as it dwelt in your subconscious. Now it has revealed itself to you. Roll twice on the Random Talents Table (page 74). You now have those Talents. Hypno-Indoctrination can only be taken once.

SO yeah, roll 2x 1d100 and we'll see what you get.
Do remember you dun have the XP for your Role yet, just in case you counted that as well for XP to spend right now. You'll get that later once role-choice (or let the GM choose and get XP in exchange) is a thing when your Patron's told you what sort of work you'd be doing in the group.

Sublight
2023-12-02, 07:23 PM
Fair. Although your character WAS a Navy Armsman until 'now in underhive'. Mercs aren't really... well, legal. But hey, stuck down there, maybe cuz ship was caught translating back into realspace when the Eye of Terror exploded and ripped through the galaxy.... hence evac and tons of dead people and your character more or less stuck on a planet with no real skills for on-planet duties - hence ability to kill well is what is put to use the only way it's possible to do so. The underhive? :smallbiggrin:

Yeah i dont know how to explain the Cicatrix Maledictum. Maybe he was just living his life and things went down. One thing is for sure. Mercs exist. Private armies in house employ exist. But its expensive to pay for the papers. So they only do it to try and poach from the Astra Militarum. And the sector lord allows this because they pay him too and he gets to strictly control the size of it. Nice and unbalanced.

Your dice monsieur:
[roll0]

bramblefoot
2023-12-02, 08:12 PM
walk me through this pls janwin?

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

bramblefoot
2023-12-02, 08:15 PM
rolling for role and origin

[roll0]

bramblefoot
2023-12-02, 08:33 PM
talent as well

[roll0]

Hemnon
2023-12-02, 08:47 PM
Yeah i dont know how to explain the Cicatrix Maledictum. Maybe he was just living his life and things went down. One thing is for sure. Mercs exist. Private armies in house employ exist. But its expensive to pay for the papers. So they only do it to try and poach from the Astra Militarum. And the sector lord allows this because they pay him too and he gets to strictly control the size of it. Nice and unbalanced.

Your dice monsieur:
[roll0]

True, that's what the Warrior role would represent, and is for those few outliers that aren't 'part of the Imperial Bureaucracy', which every character initially represents (with the exception of perhaps being part of a Rogue Trader Dynasty or affiliated with the Inquisition).
And true with Ex-guard they are usually ideal Private Military Cadres for the Highborn. But that's not the Navy, that's the good ol' Guard.
With the current state of the galaxy tho, law and order ain't exactly smooth and 'business like usual'. And for a Naval Armsman to have left his ship, something big must have happened cuz he dun really have the freedom to choose to just go and get another job.

Oh and as for those dice rolls of 28 and 40:
Eidetic Memory
You can recall things you’ve seen with incredible clarity and fidelity for much longer than most people.
Once you see something, even briefly, you can recall an image of what you saw with virtually perfect accuracy. You do not need to make Tests to recall visual details about images you saw.

&

Flagellant (you already have this one so you can choose any other talent you wish, as long as you meet the requirements for it).


Btw do you actually have the XP for a Talent when you only rolled your Characteristics and Origin? That's 50 XP + 25 XP. You chose your Faction and thus no XP for that, and you do not get your Role until later and thus dun get XP for that either if you are by then to let me choose what your character's Role will be. And a Talent costs 100 XP to buy. Or am I missing somewhere that those remaining 25-or-more XP comes from? :smallconfused:


rolling for role and origin

[roll0]

you mean rolling for Origin and Faction? :smallsmile:
If so, then 67 for Origin is:
You hail from a hive world, a planet dominated by one or more titanic vertical cities known as ‘hives’. A hive is essentially hundreds of cities stacked one on top of the other, with the population of a single hive city often in the billions. No two hives are identical, but most are sealed environments where everything from the air citizens breathe, to their very bodies, are perpetually recycled — ‘hivers’ rarely leave the level they are born on, let alone the hive city itself. These massive populations are set to work in vast manufactora to fulfil the insatiable industrial labour needs of the Imperium.
Life is strictly stratified, with the highborn living in the upper reaches with access to air and sunlight, and the middle levels devoted to perpetual toil. Those that will not accept a life of endless labour sink into the lawless bowels of the lower hive, where criminals and cults hold sway, and only the strong endure.
You gain +5 Agility and +5 to either Ballistic Skill, Perception, or Fellowship.
You gain a set of Ugly Filtration Plugs (ugly is an Equipment Flaw and will be explained later).

and an 8 for Faction is:
The Adeptus Administratum! Seems like a very popular Faction so far :smallbiggrin: I think we've had like 3 people roll Administratum randomly.
The choices for The AdAdm has already been mentioned in a prior post so refer to that for either the whole Benefits package and make your choices from IT, or pick one of the Duties and gain all that comes with it.


talent as well

[roll0]

Your Random Starting Talent of an 87 is:
Unremarkable
Requirements: No Advances in Presence or any Presence Specialisation, unless acquired through the Random Talents Table (page 74) - Yes this means that IF you otherwise gain Advances in presence or any of it's Specialisations, then you loose this talent.
Few pay attention to your existence — you appear without status, beneath notice, another face in the endless crowds of the Imperium.
When you are attired correctly, you can blend into an Imperial environment without making a Test, for example merging with a bustling throng, polishing a statue in a cathedral, or waiting on nobility at an event. Influential people will generally ignore you altogether unless attention is drawn to you. Though this Talent allows you to remain hidden and listen in on conversations it also imposes a Disadvantage on Presence and Rapport Tests targeting such high-status individuals. Additionally, the group does not lose Superiority when you suffer a Critical Wound or die.

bramblefoot
2023-12-02, 08:57 PM
alright, its interesting. i dont usually play a non-combat type, but it might be fun!

anything else gm?

Hemnon
2023-12-02, 10:18 PM
alright, its interesting. i dont usually play a non-combat type, but it might be fun!

anything else gm?

If you prefer another Faction, you can choose it instead, but lose out on the 75XP.

Choose gender, Handedness, fill out the charactersheet...
oh and if you wanna roll for some of the fun fluff things, firstly you can either just choose age, name, hairstyle and color and well as the style of your character's eyes, or you can give it a random roll.
Beyond that, roll 1d100 for your character's divination, and 2x 1d100 for Distinctive Features to take inspiration from. you're not required to KEEP those features (divination is kept as rolled tho), and same with the age or name or hairstyle, etc. it's all free fluff.

some character backstory would be nice and so would some of those connections and Goals.

Hemnon
2023-12-02, 10:28 PM
ATTENTION CITIZENS!
*cough*

Just a little headsup to you all, I think due to the fact that there's quite a lot of the same Faction result for a lot of people.... I will add an extra character creation homerule - you all can choose either to fully re-roll one result (ANY result for whatever random-roll you might want to do so with) and then you may keep one or the other, or you may decide to swap around the two numbers rolled in the same way Advantage works in the game (aka. turn a 28 into an 82, a 50 into a 05, etc.)

Hopefully this will give everyone a little bit more freedom to fiddle with one thing you might not have wanted. even if it's a single characteristic you want to reroll (sadly cannot advantage swap the numbers there cuz swapping around a d10 roll of 6 and 7 to a 7 and 6 still is the same total).
----------------------

Hope everyone will appreciate that, at least. :smallsmile:

bramblefoot
2023-12-02, 11:00 PM
ATTENTION CITIZENS!
*cough*

Just a little headsup to you all, I think due to the fact that there's quite a lot of the same Faction result for a lot of people.... I will add an extra character creation homerule - you all can choose either to fully re-roll one result (ANY result for whatever random-roll you might want to do so with) and then you may keep one or the other, or you may decide to swap around the two numbers rolled in the same way Advantage works in the game (aka. turn a 28 into an 82, a 50 into a 05, etc.)

Hopefully this will give everyone a little bit more freedom to fiddle with one thing you might not have wanted. even if it's a single characteristic you want to reroll (sadly cannot advantage swap the numbers there cuz swapping around a d10 roll of 6 and 7 to a 7 and 6 still is the same total).
----------------------

Hope everyone will appreciate that, at least. :smallsmile:

i will swap my duty from an 8 to an 80

Hemnon
2023-12-02, 11:20 PM
i will swap my duty from an 8 to an 80
Heh, duty.
Well 80 for Faction is:
Infractionist! (aka. Criminals, Fallen Nobility, Apostates, Deserters, etc.)

Either choose from the Benefits list, or choose one of the Duties below.


You gain +5 Agility and +5 to either Toughness, Perception, or Fellowship.
You have 5 Advances to spend on Athletics, Dexterity, Fortitude, Rapport, Reflexes, and Stealth.
You gain the Well-prepared Talent.
You gain +1 Influence with Infractionists.
You gain a Knife, a Backpack, and 5d10 solars.
You gain your choice of either a Stub Pistol or a Stub Revolver, and either a set of Light Leathers or Heavy Leathers.
You gain a Mundane Weapon and a Common Tool of your choice. Both gain the Shoddy and Ugly item Flaws.

Or

Rather than picking from the options in the Faction Benefits box, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with Infractionists, the Wellprepared Talent, a Knife, a Backpack, and 5d10 solars.

FIXER
Your duty is to be the ganger who has a solution for everything. Someones got a problem, maybe needs a bit of obscura, or a misunderstanding cleaned up? You’re the one they call.
Characteristics: +5 Agility, +5 Fellowship
Skill Advances: Athletics (1), Dexterity (1), Rapport (2), Stealth (1)
Equipment: A Stub Revolver, a set of Light Leathers, a Hammer with the Shoddy and Ugly Flaws, and a Lascutter with the Shoddy and Ugly Flaws.

GANGER Your duty is whatever your gang leader tells you to do, be that bashing in heads, scaring snitches, or moving goods. You don’t ask questions, you just get it done.
Characteristics: +5 Agility, +5 Toughness
Skill Advances: Dexterity (1), Rapport (1), Reflexes (1), Stealth (2)
Equipment: A Stub Pistol, a set of Heavy Leathers, an Axe with the Shoddy and Ugly Flaws, and a Stummer with the Shoddy and Ugly Flaws.

HIVERUNNER
Your duty is to move things quickly and quietly for your gang, be it information, messages, stolen goods, or illicit materials.
Characteristics: +5 Agility, +5 Perception
Skill Advances: Athletics (2), Fortitude (1), Reflexes (1), Stealth (1)
Equipment: A Stub Pistol, a set of Light Leathers, Brass Knuckles with the Shoddy and Ugly Flaws, and a Grapnel Launcher with the Shoddy and Ugly Flaws.


So a Hive Worlder Ganger eh? Perhaps born and raised in the underhive of Hive Skarthius on Persepolis? Born into crime and known nothing else?

Sublight
2023-12-03, 06:34 AM
Fair. Although your character WAS a Navy Armsman until 'now in underhive'. Mercs aren't really... well, legal. But hey, stuck down there, maybe cuz ship was caught translating back into realspace when the Eye of Terror exploded and ripped through the galaxy.... hence evac and tons of dead people and your character more or less stuck on a planet with no real skills for on-planet duties - hence ability to kill well is what is put to use the only way it's possible to do so. The underhive? :smallbiggrin:

Fair, if you take Hypno Indoctrination then... here's the flavor text for it:
Someone spent a great deal of time and effort hypnotically imparting you with specific training you could not consciously recall as it dwelt in your subconscious. Now it has revealed itself to you. Roll twice on the Random Talents Table (page 74). You now have those Talents. Hypno-Indoctrination can only be taken once.

SO yeah, roll 2x 1d100 and we'll see what you get.
Do remember you dun have the XP for your Role yet, just in case you counted that as well for XP to spend right now. You'll get that later once role-choice (or let the GM choose and get XP in exchange) is a thing when your Patron's told you what sort of work you'd be doing in the group.

I was guessing that i'd get XP from the role. Also i wanted my talents picked out for later.

Im rolling my Hypno talent again bc i dont have the book.

[roll0]

Hemnon
2023-12-03, 09:22 AM
I was guessing that i'd get XP from the role. Also i wanted my talents picked out for later.

Im rolling my Hypno talent again bc i dont have the book.

[roll0]

In that case, you cannot afford the Talent yet, you have 75XP and the Talent costs 100XP.

Sublight
2023-12-03, 01:20 PM
This is terrible! The rules cannot be broken for me! Doo you not know who i yam? XD

(i am fine with this)

Hemnon
2023-12-03, 02:36 PM
This is terrible! The rules cannot be broken for me! Doo you not know who i yam? XD

(i am fine with this)

I half-expected a 'how could this happen to me!?' meme. :smallwink:

I mean you COULD take chance with a roll of your Faction. you'd still have a re-roll available if you get a result you dun like.
With that, you have enough XP.

Sublight
2023-12-03, 02:40 PM
I half-expected a 'how could this happen to me!?' meme. :smallwink:

I mean you COULD take chance with a roll of your Faction. you'd still have a re-roll available if you get a result you dun like.
With that, you have enough XP.

Im pretty committed to letting you choose warrior for me ;)

Hemnon
2023-12-03, 04:18 PM
Im pretty committed to letting you choose warrior for me ;)

Mystic is is then! :smallbiggrin:
Fair warning tho, giving me the choice means I'll pick in terms of how the PATRON would do so, not 'I am good GM so I give what people want'.

Janwin
2023-12-03, 07:49 PM
ATTENTION CITIZENS!
*cough*

Just a little headsup to you all, I think due to the fact that there's quite a lot of the same Faction result for a lot of people.... I will add an extra character creation homerule - you all can choose either to fully re-roll one result (ANY result for whatever random-roll you might want to do so with) and then you may keep one or the other, or you may decide to swap around the two numbers rolled in the same way Advantage works in the game (aka. turn a 28 into an 82, a 50 into a 05, etc.)

Hopefully this will give everyone a little bit more freedom to fiddle with one thing you might not have wanted. even if it's a single characteristic you want to reroll (sadly cannot advantage swap the numbers there cuz swapping around a d10 roll of 6 and 7 to a 7 and 6 still is the same total).
----------------------

Hope everyone will appreciate that, at least. :smallsmile:

I mean, I guess I'll try re-rolling Faction since I got a 33?

Worst case scenario: character is exactly the same as it currently is and I get nothing.
Best case scenario: I get 75 XP.

:smallbiggrin:

[roll0]

Janwin
2023-12-03, 07:49 PM
Whole lotta nothing changes for me.

MrAbdiel
2023-12-04, 05:56 AM
Woo, free reroll. I rerolled my lowest characteristic, toughness, from 28 to 33, as displayed in my roller thread here (https://forums.giantitp.com/showsinglepost.php?p=25920079&postcount=9).

So I'm slightly less sickly now.

Hemnon
2023-12-04, 06:42 AM
Woo, free reroll. I rerolled my lowest characteristic, toughness, from 28 to 33, as displayed in my roller thread here (https://forums.giantitp.com/showsinglepost.php?p=25920079&postcount=9).

So I'm slightly less sickly now.

I guess you MIGHT survive the nurgle plague combat.

Hemnon
2023-12-04, 05:50 PM
Any new interest and current interests have until around Wednesday next week to finish up. Got weekend shift this week for work so idea to wait until mid-next week to let everyone finish up everything and for any last-moment interests to trickle in as well. :smallsmile:

Also here's the Patron Sheet! use info there to inspire a bit on that backstory. Do remember you're all only recent-joinees to the Syndicate itself, even if an Infractionist for Faction - just means your smaller gang you were part of held allegience to the Patron's Syndicate, or got wiped and you're lone survivor from that smalltime gang, etc. etc.

And yes a lot of the info, such as the wider boons and Liabilities aren't shown, and will be revealed post-Session 'Zero'. :smallwink:
The Notes part is full-info and primarily stuff about the Patron himself, along with the Syndicates (a bit about all four of them), along with


Patron Name: Arleth Zek, aka. Chief Zek
Faction: Infractionist
Duty: Criminal Mastermind

Pay Grade: Standard (100 Solars Per Day)
Motivation: One Rule (Seeks to take over or eradicate the other 3 Syndicates.)
Demeanor: Wrathful (Paranoia mixed with a vengeful personality)
--------------------------------------
BOONS
Duty Boon: Plausible Deniability
Your Patron counts amongst their servants some few who would be willing to break the Lex Imperialis and face the consequences on their behalf.
Once per mission, you can request that your Patron send some of their ‘plausibly deniable’ connections to commit a crime of your choosing, such as starting a riot to distract corrupt Vigilites, kidnapping a preacher during a sermon, or shooting the custom servitor bodyguard of a Highborn noble.
Additionally, your Patron gains +1 Influence with Infractionists.

UNKNOWN
INFO MISSING

UNKNOWN
INFO MISSING

--------------------------------------
LIABILITIES
UNKNOWN
INFO MISSING

Corrupt
Your Patron secretly serves some other force than the God-Emperor. This may be as simple as succumbing to their own self-interest, exercising a criminal greed, or may be as villainous as falling to the predations of one of the Ruinous Powers (aka. he is a criminal, duh).

UNKNOWN
INFO MISSING

--------------------------------------
INFLUENCE

Infractionist +3?
Contacts:
Intel:

Factionname +N
Contacts:
Intel:

--------------------------------------
NOTES
Rumoured to have a 'Trackless Chain' Affiliation. Has NO patience for those not affiliated with his own Syndicate, absolutely dismissive of those foppish Imperial Fleet folk (primarily because they often brings fresh Vigilites from planet-to-planet), and those Administratum folk and their bullysquads seeking tithes? They don't respect him and he damn-well shows the same discourtesy in return. He is also both Paranoid (with good reason) and corrupt as can be, but hey, it's the underhive, most down there are corrupt in one way or the other - primarily of the criminal-selfish type, rather than the chaos-worshipping type.
Arleth Zek is a Big (literally, he is nearly 7 feet tall) Gangboss of the underhive of Hive Skarthius on the Capital-world of Persepolis in the Macharian Sector, 1 of the 4 Major Syndicates that 'rule' the underhive depths, far outside the Law and enforcers known as the Macharian Vigilites in the Macharian Sector. His own Syndicate, known as the Unchained Syndicate, is being run in a tightly drilled semi-militaristic, semi-cult-of-personality mix where value of what you can do or give to the syndicate determines your worth to the syndicate (rather than merely brute force)... as long as you can enforce your ownership of whatever that might be.... even if it's your own knowledge. If you cannot defend your own freedom, then it's no longer yours. This does mean that Arleth Zek doesn't really run a specialized Syndicate like drug-making/-distribution or brutes-for-hire - rather it's a mix of things pulling from what the various members of the Syndicate can provide, knows to make or procure, etc. Psykers are not exactly trusted and any that seem 'unstable' by psyker standards usually have at least 3 'Handlers' with them at all times and will shoot said Psyker should any suspect activity happen - but then again, Psykers as a whole are not shunned due to their immense value and usefulness.
The other 3 Major Syndicates are the Scarlet Sisters, the Spiresworn and the 11th Choir.

The Scarlet Sisters is a group of violent assassin/brutes-for-hire/drug-dealers that is 100% Female-run. Any men in the group are owned slaves/servants and are often used as drug-fueled shocktrooper-berserkers. A vast majority of drugs produced and sold throughout the hive as a whole (not just the underhive) is made and distributed BY the Scarlet Sisters. Any 'Sister' that earns recognition of some great 'deed' will be given access to a quality-level Fleshsculptor that will both heal and sculpt them to absolutely beauty and peak of health - although it's a monthlong procedure that is extremely painful for those moments of consciousness that is required in-between treatment phases.
The Spiresworn is a high-spire funded group of 'Underhive Financial Exploitation Officers' that are in fewer numbers than the other Syndicates, but usually is fielded with QUALITY resources, armour and weaponry compared to the other 3 Syndicates that usually have to make due with shoddy quality equipment for their rank-and-file Members. This makes any upfront engagement with them a BAD idea since they'd usually be in full flak armour, or if not mere rank-and-file gangers, they might even be fielded in either some form of 'stylish' Mesh Armour or even a group-leader in Carapace. Same goes with weaponry that tends to be towards Lasweaponry since it won't require actual ammunition to be fielded and any outlet or powersource can allow for an essential 'free' recharge, even in the field.
The 11th Choir is run by a 'council' of sorts of 9 leaders that are always accompanied by 2 blind advisors whom are rumoured (if not all-but-admitted to be) Psykers. Some rumours exists that state it's not actually so, and that it's the 9 Council members themselves that are psykers and they use some poor brainwiped scapegoats to deflect a lot of attention towards.
Whatever might be the truth, what actually matters is that the 11th Choir is a semi-cultish Group with access to a hive-proper's slag-outlet and as such produces a lot of ammunition and slag-filtered metals and products that supplies a lot of the underhive which makes them quite affluent, although it's often spent on various religious-related iconography, tapestries and even a few upper-hive resources, such as a semi-permanent foodsupply line that runs from a Chapel to the Imperial Creed above the main headquarters of the 11th Choir. If they are actually sponsored by the Adeptus Ministorum, well, that's up for debate, but the actual foodshipments are confirmed to be Ministorum-given.

--------------------------------------

bramblefoot
2023-12-04, 08:55 PM
here is my sheet. i decided to bang it out in google cause i like it there

https://docs.google.com/document/d/1T5PaZ459UMm1qZGsUGWC8iQg9twov-71eXiHwAQKtg4/edit

[roll0]

also if you roll everything, how much xp do you start with? i wanna buy ignorance is bliss

also, can i have the stats for a light pistol?

Hemnon
2023-12-05, 01:49 AM
here is my sheet. i decided to bang it out in google cause i like it there

https://docs.google.com/document/d/1T5PaZ459UMm1qZGsUGWC8iQg9twov-71eXiHwAQKtg4/edit

[roll0]

also if you roll everything, how much xp do you start with? i wanna buy ignorance is bliss

also, can i have the stats for a light pistol?

If you roll everything, you get 50XP for Characteristics Rolling, you get 25XP for rolling for Origin, 75XP for Faction, and later when you all get a role, if you let ME pick your Role, then you get 50XP at that later time as well.
So for now if all is rolled, you get 150XP.

I think that was supposed to be 1d100s yes? Or is that roll for starting money?

And what do you mean by Light Pistol? It's the Autopistol, Handcannon, Stub Pistol & Stub Revolver. If we are talking Solid Projectile weaponry.

Eclipse Dynasty
2023-12-05, 01:52 AM
Super late but p interested In this, there not too many players yet or is there still spots open? o-o

Eclipse Dynasty
2023-12-05, 02:04 AM
Weapon skill - [roll0]
Ballistic Skill - [roll1]
Strength - [roll2]
Toughness - [roll3]
Agility - [roll4]
Intelligence - [roll5]
Perception - [roll6]
Willpower - [roll7]
Fellowship - [roll8]

new to the form so hope the dice rolls work :D

Eclipse Dynasty
2023-12-05, 02:07 AM
Need Origin and Faction too so

Origin:[roll0]

Faction:[roll1]

Hemnon
2023-12-05, 02:09 AM
Super late but p interested In this, there not too many players yet or is there still spots open? o-o

Still space yes, it's not First-come-first-serve, so as long as you got a done-and-ready character by Wednesday next week, you're good. :smallsmile:

Oh and yes that dicerolling was done correctly.... and ouch, that perception XD
I would recommend NOT playing the 'eagle-eyed' observer.

Hemnon
2023-12-05, 02:13 AM
Need Origin and Faction too so

Origin:[roll0]

Faction:[roll1]

Origin 3:
Agri World!
You hail from an agri world, a planet dedicated to the sole purpose of producing food to satiate the teeming masses of the Imperium.
Few industrialised planets have the resources to maintain their populace and require the output of Agri Worlds to fulfil their duty to the Emperor. Vast swaths of land are dedicated to the production of the most valuable crops or livestock, and millions of litres of potable water are extracted daily.
A heavy tithe is expected of every Agri World. Some meet these onerous requirements by means of technological wonders, their secrets long forgotten, though most rely on the backbreaking toil of their inhabitants. As an Agri Worlder, your early life was likely dedicated to preparation for some form of farming. Most agri worlders are physically strong, tough workers used to unrelenting toil. Others are dextrous, dedicated to delicate if monotonous tasks, while others still have minds for the detailed organisation required to optimise a planet of production and are sought out by the Administratum.

You gain +5 Strength and +5 to either Toughness, Agility, or Willpower.
You gain a Shoddy Entrenching Tool.

------------------------
And a 75 for Faction is:
The Imperial Fleet (Merchant-Navy, the Military Fleet Proper, in-atmo-piloting, etc.)
There's already another person that's rolled this, so refer to earlier posting of what you get for this as your Faction Roll.


Oh and btw, do you have the rules or need me to actually do all this 'show the roll result'? :smallsmile:

Eclipse Dynasty
2023-12-05, 02:30 AM
I can't seem to find the mention of what the faction gives in the thread- but am I able to use that one reroll you mentioned on the 2nd page? I also got to roll for talent ya?

I also don't have the rulebook myself

Hemnon
2023-12-05, 04:59 AM
I can't seem to find the mention of what the faction gives in the thread- but am I able to use that one reroll you mentioned on the 2nd page? I also got to roll for talent ya?

I also don't have the rulebook myself

here ya go - post 37 had it. (https://forums.giantitp.com/showsinglepost.php?p=25918719&postcount=37)

Yes you need to roll for Random Talent and Divination (1d100 for each).
Beyond that if you wanna roll some random appearance, you can roll 1d100 for eye-shape, 1d100 x2 for hair style and color, Character Age is also a choice and either your character would be a recruit and is 17+1d10, or a Veteran with 17-2d10 for age (most tends to be Recruits unless Mechanicus or highborn Rogue Trader Dynasty/Nobility with those Rejuvenat Treatments that extends life expectancy by a decade or more per treatment).
oh and distinguishing features! 1 or 2 should be fine and they can be rolled for with 1d100 each.

Yes you do have that free one-choice reroll/swap-around of a rolled value (82 becomes 28, 10 becomes a 01, etc) is an option for everyone to make use of - ONCE. :smallsmile:

No worries, I'd happily help conveying info.

bramblefoot
2023-12-05, 02:52 PM
If you roll everything, you get 50XP for Characteristics Rolling, you get 25XP for rolling for Origin, 75XP for Faction, and later when you all get a role, if you let ME pick your Role, then you get 50XP at that later time as well.
So for now if all is rolled, you get 150XP.

I think that was supposed to be 1d100s yes? Or is that roll for starting money?

And what do you mean by Light Pistol? It's the Autopistol, Handcannon, Stub Pistol & Stub Revolver. If we are talking Solid Projectile weaponry.

that was my solars roll

i will take the hand cannon

Hemnon
2023-12-05, 02:59 PM
that was my solars roll

i will take the hand cannon

But... where do you GET it from?
From what I can see, you get a Stub Pistol or a Stub Revolver, depending on Duty choice or picking the Benefits manually.

Eclipse Dynasty
2023-12-05, 03:58 PM
Well, I guess here is the roles

Divination - [roll0]

Talent - [roll1]

Faction Reroll - [roll2]

Hemnon
2023-12-05, 04:58 PM
Well, I guess here is the roles

Divination - [roll0]

Talent - [roll1]

Faction Reroll - [roll2]

Divination - [14]
Destroy the xenos before it can speak its lies.

Talent - [34]
Fated
Requirement: Character creation only
You are innately lucky, enjoy the Emperor’s grace, or perhaps have been chosen by the ruinous powers themselves for some great and terrible purpose.
Regardless of the reason, you gain 1 point of Fate (for a total starting amount of 4 Fate. Normally you only start with 3). You can only take this Talent once.

Faction Reroll - [70]
Still Imperial Fleet. If you flip your prior roll of 75, you'd get a 57 and THAT it Astra Militarum, aka Imperial Guard! So it's Guard or the Fleet.

-------------

Anything else you'd like to roll for? appearance? some random Distinguishable features? etc? it's 1d100s for each.

Eclipse Dynasty
2023-12-05, 05:04 PM
I'd take astra militarum then, and I'm good for rolling on character features, just gotta make the character now, and know what astra militarum gives o.o

Hemnon
2023-12-05, 05:25 PM
I'd take astra militarum then, and I'm good for rolling on character features, just gotta make the character now, and know what astra militarum gives o.o

And because my brain is dum right now... does that mean you WANT to roll for more things or... not? You can of course just take it as inspiration, it's non-binding results, so if stuff there dun fit, fiddle with it. It's just the Characteristics, Origin and Faction that is sorta locked-to-rolled-result.

So, either pick from the benefits package here, or one of the 'pre-made' Duty choices below.

You gain +5 Toughness and +5 to either Weapon Skill, Ballistic Skill, or Strength.
You have 5 Advances to spend on Athletics, Discipline, Fortitude, Melee, Ranged, and Stealth.
You gain the Drilled Talent.
You gain +1 Influence with the Astra Militarum.
You gain a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.
You gain your choice of any two of the following; a Lasgun, Laspistol, Las Carbine, Entrenching Tool, Cameleoline Cloak, or Chainsword.



Rather than picking from the options in the Faction Benefits box, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with the Astra Militarum, the
Drilled Talent, a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.

MELEE SPECIALIST
Your duty is to charge the enemies of the Imperium and engage them in melee combat, a responsibility often assigned to recruits from less technologically advanced worlds.
Characteristics: +5 Toughness, +5 Weapon Skill
Skill Advances: Athletics (1), Discipline (1), Fortitude
(1), Melee (2)
Equipment: A Laspistol and a Chainsword

SCOUT
Your duty is to perform reconnaissance and covert operations for the Astra Militarum, ranging far behind enemy lines.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Melee (1), Ranged (1), Stealth (2)
Equipment: a Cameleoline cloak and a Las Carbine.

TROOPER
Your duty is to stand firm and fire your Lasgun as the enemies of the Imperium charge towards you. Follow orders in the face of the sanity-shredding terror and you’ll make a fine Trooper.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Discipline (2), Ranged (2)
Equipment: A Lasgun and an Entrenching Tool



Also, no matter the choice, you get the Drilled Talent which does:
You’ve been trained to face down the innumerable dangers of the universe, especially if you are backed up by other trained warriors. You have Advantage on Tests to resist the Frightened Condition, and you gain +1 SL to Discipline Tests for every ally with the Drilled Talent in the same Zone as you.

(If another teammember also has this talent, you can both choose to buy the talent again for 100XP each and gain a 'Kill Team' Buff - which allows you to choose to place yourself just below them in the initiative order, and gain a +1 Success Level to all tests, as long as you're in the same 'Zone' as them)

bramblefoot
2023-12-05, 06:13 PM
But... where do you GET it from?
From what I can see, you get a Stub Pistol or a Stub Revolver, depending on Duty choice or picking the Benefits manually.

whoopsie! ill take the stub pistol

Hemnon
2023-12-06, 09:17 AM
whoopsie! ill take the stub pistol

Stub Pistol
Spec. - Pistol
Dam - 6
Range - Medium
Mag - 2
Enc - 0
Traits: Burst, Close, Loud

-------------------
A little bit of info worth noting:

Spec is the skill specialization used for the type of weapon. In this case it's Ranged (Pistol)

Medium for range means around 15-20 meters range, with the average 'Zone' is around 5-10 meters in size. this means you can usually shoot from one zone and into a neighboring zone unless otherwise noted, with that weapons range.

Mag is the Magazine Size for when the weapon is fired in Burst/Rapid-Fire mode. Normally ammo isn't 'counted' for fast-firing weapons (except for semi-auto-only weapons, that DO have to keep count of the ammo spent PER shot) unless either a prolonged fight is happening, the GM indicates that a full magazine has been spent after a combat encounter, or you've fired the weapon in Burst/Rapid-Fire mode equal to the Mag value.
Each magazine costs 10& of weapon total cost, rounded down in this case at 20 solars per mag (the stub pistol itself would cost 250 solars), in case you wanna buy extra magazines for it. You do get 2 free Magazines for the weapon when you gain it (including during character creation).

Enc is the encumbrance value of the weapon. 0 means it's 'tiny' relatively speaking and wouldn't weigh you dun unless you carry around about 10 '0 value' items and then it'd be a total of 1 enc from the whole amount.

As for the Traits:
Burst
When you use a weapon with the Burst Trait, you may choose to declare that you are firing a burst rather than a single shot. If you do so, you may add +1 SL to your Ranged Test, and must reduce the ammunition in the weapon by 1.
Weapons with Rapid Fire are always treating as having the Burst trait, though you cannot use both of these Traits on a single attack.

Close
Ranged weapons with this Trait can be used in Immediate Range (aka. within arms-reach, or 'melee range') without incurring Disadvantage on the attack roll.

Loud
The equipment is noticeably noisy (duh!). A weapon with the Loud Trait alerts everyone within Long Range (about 30 or so meters, equal to up to 2 zones away) of your presence when used to make an attack. Armour with the Loud Trait imposes Disadvantage on Stealth Tests.

BananaPhone
2023-12-07, 10:01 PM
I'm interested in your game as I enjoy Dark Heresy, but I don't have access to the core rulebook (yet). Is that a deal-breaker?

MrAbdiel
2023-12-08, 04:17 AM
I think only about half the applicants so far have the book, B'nans. But the cutoff for consideration is real soon, so get to rolling!

BananaPhone
2023-12-08, 05:17 AM
Is that a fact? That's handy then. I'll have to trust those in the know to tell me what the rolls mean, but here goes...

WS: [roll0]
BS: [roll1]
Strength: [roll2]
Toughness: [roll3]
Agility: [roll4]
Intelligence: [roll5]
Perception: [roll6]
Willpower: [roll7]
Fellowship: [roll8]

Origin: [roll9]

Faction: [roll10]

Talent: [roll11]

Not bad.

And now the waiting game, as I learn from others what those latter three rolls mean.

MrAbdiel
2023-12-08, 07:07 AM
Origin 60 is Hive World; +5 Agility and +5 to your choice of WS, BS, or Toughness. You also get an Ugly set of Flugs.

Hive World Faction 91 is Infractionist, which is a fancy word for criminal, which is a fancy word for crimer.

Crimer gives you things:

0 You gain +5 Agility and +5 to either Toughness,
Perception, or Fellowship.
- You have 5 Advances to spend on Athletics,
Dexterity, Fortitude, Rapport, Reflexes, and
Stealth.
- You gain the Well-prepared Talent.
- You gain +1 Influence with Infractionists.
- You gain a Knife, a Backpack, and 5d10 solars.
- You gain your choice of either a Stub Pistol
or a Stub Revolver, and either a set of Light
Leathers or Heavy Leathers.
- You gain a Mundane Weapon and a Common
Tool of your choice. Both gain the Shoddy and
Ugly item Flaws.

Talent 91 is Devoted Servant, which is like a craft or profession skill in which you gain advantage whenever it comes up. Listed options are Agronomist, Custodian (not to be confused with Custodes), Entertainer, Hunter, Modiste (tailor), Manufactorist, Mason, Scullion.

You're permitted to either reroll one stat, or swap one of your rolls about, because of our DM's Mercy.

Your alternate Origin would be 06, which would be Agri World. (+5Str, +5 (one of T, Agi, Wil), shoddy entrenching tool). 91 for Faction on Agriworld is also Infractionist.

Your alternate Role would be 19, which on both Agri and Hive worlds is Adeptus Administratum (there are a few of these already).

- You gain +5 Intelligence and +5 to either
Perception, Willpower, or Fellowship.
- You have 5 Advances to spend on Dexterity,
Linguistics, Logic, Lore, Medicae, and
Navigation.
- You gain +1 Influence with the Administratum
and a Contact (Personal Influence, page 193)
- You gain the Data Delver Talent.
- You gain a set of Robes, a Dataslate, a Writing
Kit, 800 solars.
- You gain your choice of an Auto-Quill,
a Chirurgeon’s Kit, a Pict Recorder, or a
Vox-Caster.

Your alternate talent roll is 19, which is Gothic Gibberish, which is basically a 'Blather' type talent that runs off Rapport (Charm).

BananaPhone
2023-12-08, 07:12 AM
So basically a Hive World ganger?

MrAbdiel
2023-12-08, 07:18 AM
That appears to be likely; I've edited in your other options. You can sacrifice bonus XP to just choose stuff, of course.

BananaPhone
2023-12-08, 07:37 AM
So someone embarking on a life of crime, or an IRS agent?

Well, basically the same thing really.

Dunno what to re-roll, as not being able to see all the tables is rather frustrating heh, so I'll need to think about it. Re-rolling that Int seems the most apt. Paying 25xp to swap some stats around is a tad steep, so we'll see.

Hemnon
2023-12-08, 09:17 AM
So someone embarking on a life of crime, or an IRS agent?

Well, basically the same thing really.

Dunno what to re-roll, as not being able to see all the tables is rather frustrating heh, so I'll need to think about it. Re-rolling that Int seems the most apt. Paying 25xp to swap some stats around is a tad steep, so we'll see.

Re-rolling an Origin can net you, from lowest to highest roll: Agri World, Feral World, Feudal World, Forge World, Hive World, Schola Progenium, Shrine World, Voidborn.

Faction (or who you did your daily drudgework for prior to the patron taking you in and 'liberating' you from that former duty, or you were planted there by your faction for whatever reason), from lowest roll to highest roll: Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Astra Militarum, Imperial Fleet, Infractionist, The Inquisition, Rogue Trader Dynasty.

in short, here is what they all are about,with stats mentioned being '+5 Str and +5 to either Tgh, Agi or Wil' as an example if Agri Worlder.
Agri Worlders are Strong, tends to be Tough, Agile or strong of Will.
Feral Worlders are Tough, and tends to be skilled in melee weapon (WS), Strong or Perceptive.
Feudal Worlders are skilled in Melee (WS), and is either strong of body (Str), strong of will (Wil), or charismatic (Fel).
Forge Worlders are on average more Intelligent, and is skilled in range (BS), Tough, or Agile.
Hive Worlders are Agile, and usually skilled with range (BS), Perceptive, or charismatic (Fel).
Scholas tends to be charismatic (Fel), along with skilled in either melee (WS), ranged weaponry (BS), or just tough.
Shrine Worlders are strong of will (Wil), and tends to be Intelligent, Perceptive, or charismatic in nature (Fel).
Voidborn are Perceptive, along with usually either being Agile, Intelligent, or strong of will (Wil).


For factions, the same with go there, but they are much more widely expansive in terms of 'iconic average person within that faction' (aka. AdMech are smartypants flesh-is-weak brainiacs that are tech-happy and tends to be quite religious-logical in nature - and diverse from there from Data-collectors, Biology-nerds, or mechanical-technophiles). and there's even some prebuilt 'Duties' within each faction that sets up an instant character idea. Like say, if you go with Adeptus Astra Telepathica, that doesn't have to mean you're a psyker, you might have been a Black Ship shipsman trained to resist the terrors of the warp, or perhaps you ARE a psyker... or maybe you're a blank and thusly a trainee for the sisters of silence.
Same with if you went with the Ministorum, you'd be a fervant preacher, or a missionary or a novice to the Adepta Sororitas.


Essentially your Origin is hard 'where were to born/raised', and faction is all about 'once mature enough for active work, what Duty did you perform daily as your lot in life, by choice in rare cases, or by delegation of that duty'.


Hope that helps a bit with if you might want to re-roll something.

BananaPhone
2023-12-08, 09:39 AM
Probably just stick with a criminal goon, as that seems to better suit the game you have.

Re-roll that Int: [roll0]

https://i.postimg.cc/mkFTn90f/image.webp

Statistically probable to beat a 9, but still you fail. Thanks forum roller as ever, good job.

Sooo, seems as my re-roll was a waste, how much is 25 exp exactly? Like 100xp in Dark Heresy buys you an advance on a skill or a common talent. What can you get with 25exp? Is it really worth not shuffling stat rolls around?

Hemnon
2023-12-08, 01:17 PM
Probably just stick with a criminal goon, as that seems to better suit the game you have.

Re-roll that Int: [roll0]

https://i.postimg.cc/mkFTn90f/image.webp

Statistically probable to beat a 9, but still you fail. Thanks forum roller as ever, good job.

Sooo, seems as my re-roll was a waste, how much is 25 exp exactly? Like 100xp in Dark Heresy buys you an advance on a skill or a common talent. What can you get with 25exp? Is it really worth not shuffling stat rolls around?

The Faction's Benefits package is available in an earlier post and so is the alternate choice of picking a specific Duty and get that fluff-inspiration for what your character was doing as part of that Duty.
Oh and since your character is also from a Hive World, wanna be from Persepolis as well (aka. planet game will happen on)? If not, what world WERE your character from then? plenty of choices in the Macharian Sector. and how did your character end up on Persepolis?

increasing a Characteristic by 1 if the new value is then 26-30, that costs 25xp. 31-35 is 30xp per point, and keeps increasing from there on.
gaining the first advance in a skill costs 50xp, and cumulatively adds +50xp to the cost for each further advancement (100xp for advancement 2, 150xp for advancement 3, 200xp for the 4th one. same cost and progress with specializations).
Talents costs 100xp each.

Yes you're free to save your starting XP until after Session 'Zero' and still have it count as 'character creation' XP, since you get your Role once Session 'Zero' is done and that's an additional potential 50xp if you let ME pick the role that the Patron gives your character, rather tnan you choosing yourself. But those 50xp is not gained until AFTER that Session 'Zero'.

BananaPhone
2023-12-09, 06:23 AM
Sounds groovy.

I'll prolly make an ex-chef who moved into a life of crime.

I'll absorb the free exp loss and I'll move the stats around. Good shot, smart, quick, high fellowship, considers himself a ladies man.

Hemnon
2023-12-09, 08:29 AM
Sounds groovy.

I'll prolly make an ex-chef who moved into a life of crime.

I'll absorb the free exp loss and I'll move the stats around. Good shot, smart, quick, high fellowship, considers himself a ladies man.

Scullion is what that'd be called.
Well it's more that your character'd be a born-and-raised Ganger that just happens to have culinary skills... or at least the ability to turn corpse starch a little more palatable with some ground-up rodentflesh.

Then what the talent does is this:
You are talented in preparing often unpalatable raw foodstuffs, making them both nutritious and enjoyable to consume.
Gains Advantage on: Tests to prepare food, such as cooking a meal for your group or attempting to taste food for poison.

-------
No it does not mean you're suddenly skilled at hunting, that's another Devoted Servant choice.
You're more Gordon Ramsay than, say, Bear Grylls. :smallbiggrin:

BananaPhone
2023-12-11, 04:51 AM
Monies: [roll0]

Bleh, thanks for the final bad roll forum roller.

BananaPhone
2023-12-11, 04:55 AM
WiP




Logan

https://i.postimg.cc/Pr2ZpW2T/6cef824c6acd7c5cf5bd007f51b95aff.jpg


Bio

Name: Logan
Gender: Male
Age: 26

Origin: Hive World
Faction: Crimer-thingo
Role:

Eyes: Grey
Hair: Blonde-sandy
Height: 6'3"
Weight: 220 lbs
Handedness: Right
Distinguishing Features: Ruggedly handsome.

Divination:




Initiative, Fate, Health & Corruption



Initiative:

-----------------------------
Fate: 0/0

-----------------------------
Wounds: 0/0

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
Too good looking.




Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 20 + 10/+0 = 30
BS: 20 + 19/+0 = 39
STR: 20 11/+0 = 31
TGH: 20 + 18/+5 = 43
AG: 20 + 20/+0 = 40
INT: 20 + 14/+0 = 34
PER: 20 + 11/+0 = 31
WIL: 20 + 9/+0 = 29
FEL: 20 + 13/+5 = 38







Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

[I]You have 5 Advances to spend on Athletics,
Dexterity, Fortitude, Rapport, Reflexes, and
Stealth.

Athletics (Str): 0/+0 =
Awareness (Per): 0/+0 =
Dexterity (Ag): 0/+5 = 45
Discipline (Wil): 0/+0 =
Fortitude (Tgh): 0/0 =
Intuition (PER): 0/+0 =
Linguistics (INT): 0/+0 =
Logic (INT): 0/+0 =
LORE (INT): 0/+0 =
MEDICAE (INT): 0/+0 =

Melee (WS): 0/+0 =
Navigation (INT): 0/+0 =
Presence (WIL): 0/+0 =
Piloting (AG): 0/+0 =
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 0/+0 =
Rapport (FEL): 0/+10 = 48
Reflexes (AG): 0/+0 =
Stealth (AG): 0/+10 = 50
Tech (INT): 0/+0 =

-----------------------------------
(Specialisations go here)




Talents

Well-prepared





Goals, Influence, Connections & Notes

Goals
Get the hell out of the Under Hive and up top.

------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)


------------------
Connections


------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 20
Other Currencies



-------------------------------
Weapon-Name Stub Pistol
Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Add them here for convenience





Armour-Name Light or Heavy leathers, probably heavy.
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

None



Other-Equipment
Other gear goes here


-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/0
(StrB+TghB = Max)



Experience


Available XP:
Spent XP:


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~

Hemnon
2023-12-12, 09:48 AM
24 (or so) hours to go until final choices are done.

Sublight
2023-12-12, 03:44 PM
@ Hemnon
I suppose my charsheet is mostly done apart from my 500 solars?

I suppose i'd like a better shotgun. Just how ham do they go?
Maybe some kind of sidearm. Handcannon?
Wouldnt say no to a close combat weapon. Chainsword?

Sublight
2023-12-12, 03:54 PM
https://i.postimg.cc/SQJV9y61/Screenshot-2023-12-02-at-23-53-30.png (https://postimages.org/)
Image of Drann

Hemnon
2023-12-12, 04:28 PM
@ Hemnon
I suppose my charsheet is mostly done apart from my 500 solars?

I suppose i'd like a better shotgun. Just how ham do they go?
Maybe some kind of sidearm. Handcannon?
Wouldnt say no to a close combat weapon. Chainsword?

Well I'd give a warning of not spending money for weapons yet. you'll all get some basic gunnery stuff for Session 'Zero', and lose it again at the end of it, cuz you get your role by then, which also includes quite a few, nice items - weapons also.

So It's more if you think of something like a medikit if you have a desire for that, or if there's some other equipment that relates to your skills or characteristics you might want.
And yeah I doubt you can afford a Refractor Field, even if it's shoddy-quality, Bulky and ugly. :smallbiggrin:
But yeah, usually the more 'flaws' an item has, the cheaper and easier it is to get.

Janwin
2023-12-12, 04:40 PM
I think I'll hold off on buying anything until I find out what Role the boss man assigns if selected. Running around with 2 psy focuses, while hilarious, would be a waste of money. :smallbiggrin:

Eclipse Dynasty
2023-12-12, 05:08 PM
heck- sorry forgot to put my sheet together, how do I copy the sheet you posted and put it in the forum? new to here o.o

BananaPhone
2023-12-12, 10:50 PM
I'm gunna have to bail I'm sorry. I don't have the book and cannot make an acceptably submittable character in time, so I hope ya'll have a great game, and thank you Abdiel and Hemnon for the help!

Hemnon
2023-12-13, 12:20 AM
heck- sorry forgot to put my sheet together, how do I copy the sheet you posted and put it in the forum? new to here o.o

click Reply to Quote, copypaste the charactersheet part. done :smalltongue:

Hemnon
2023-12-13, 12:25 AM
I think I'll hold off on buying anything until I find out what Role the boss man assigns if selected. Running around with 2 psy focuses, while hilarious, would be a waste of money. :smallbiggrin:

Trading is quite simple btw. Say your group gets a hold of a missile for a missile launcher, it has a certain value and a rarity, you can calculate from that how many, say, frag grenades you can trade it for.
Common Rarity is 'always in stock', and from there, you have to roll for the chance of an item being available or even present on-planet.
You can use Logic or Rapport to haggle, and possibly get more out of a trade or less if the opponent does a better roll.

Janwin
2023-12-13, 11:08 AM
That's interesting. Older editions with Acquisition Tests and such often made acquiring gear a bit of a pain. Nice to hear now it's more of "go to market and haggle a bit to trade stuff you have for stuff you need".

Hemnon
2023-12-13, 11:42 AM
That's interesting. Older editions with Acquisition Tests and such often made acquiring gear a bit of a pain. Nice to hear now it's more of "go to market and haggle a bit to trade stuff you have for stuff you need".

Indeed. And giving the item flaws tends to make it cheaper and less 'rare'. And something of higher value but lesser rarity is basically 1/4th the value comparatively. Rather easy to do when you understand it, overall.


Anyways, I'll close for further interest and take a look at the current charactersheets now, until I've finished making choices (and posted the choices), last-finishes are totally still possible to do. :smallwink:

So far, thank you all for showing interest-
Now, let us see.... after dinner, cuz dinnertime here now. :smallbiggrin:

Hemnon
2023-12-13, 03:52 PM
So, finally back and able to pick - and we got a nice 5 people with finished charactersheets, so that's an easy pick of all 5 of you! :smallbiggrin:

MrAbdiel - Lothos, Shrine World Preacher Extraordinaire! (https://forums.giantitp.com/showsinglepost.php?p=25913804&postcount=8)
JNAProductions - Sasha Sinclair, Hive World Healer. (https://forums.giantitp.com/showsinglepost.php?p=25916723&postcount=26)
Janwin - Arthurius the Unremarkable Psykermans. (https://forums.giantitp.com/showsinglepost.php?p=25918745&postcount=38)
Sublight - Former Naval Armsman Progena, Drann the Man (https://forums.giantitp.com/showsinglepost.php?p=25919028&postcount=40)
bramblefoot - Google Doc - missing forum-sheet (https://forums.giantitp.com/showsinglepost.php?p=25920533&postcount=69)
----------------------------------------

Now here is just a tiny few mentions, please each of you make fix of these things, or if you have something you're interested in purchasing pre-start in terms of equipment, please let me know, even if just a general 'any gear that helps with X thing/situation?'.

MrAbdiel:
Where did you get the Logic Advancement? Was that meant to be Lore?
Your character is missing their Short- and Long-Term Goal.
Your character is missing a Connection set up with one of the other players, and one with the Patron themselves.
You might have missed this part of the Benefits of Ministorum Faction - You gain your choice of any two of the
following; a Carapace Chestplate, a Chainsword, a Chirurgeon’s Kit, a Laud Hailer, a Staff with the Ornamental Quality, or a set of Robes with the Ornamental Quality.
You seem to still be overspending on starting XP. You have 150xp to start with? 125? 75? you have to remind me if you swapped rolls around or chose origin or faction. :smalltongue:
But that's pretty much it.... backstory still missing tho, so please fill that out as well.


JNAProductions:
What's the +3s or +4s for your characteristics? there's no way you can afford THAT many Characteristic Advancements :smallbiggrin:
Missing Goals as well.
We need a pair of connections, one with a fellow player's character, and one with the Patron.
In Notes, could you give a short detailing on who your Contact, Davis Florrin is?
Remember to add your Ugly Filtration Plugs as an Equipment item. While using filtration plugs, you gain +2 SL on Fortitude Tests made to withstand the effects of harmful gases, such as in Zones with the Hazard Trait. Ugly means At the GM’s discretion, a suitably ugly item may impose –1 SL on Fellowship Tests with characters to whom aesthetics or style matter.
Anything you want to spent your 800 Solars on? weaponry is not exactly a MUST cuz you'd get some for the duration of Session 'Zero'. So yeah... something like Armour? A Backpack? Vox-bead? Glow-Globe? Regicide set? pair of Manacles?
Your Available XP should be 150 at most, since no Role yet. and then only if you random-rolled everything and kept the results.
And background.
That's all that's needed.


Janwin:
No height or weight for your character? :smallwink:
Remember to lower your Psyker Talent to just being x1.
Do remember to add a Short-term and Long-term Goal for your character.
As well, there's picking your who the connection character is among your fellow Players. I did post the name if the patron earlier - Arleth Zek.
Anything you wanna spend some of that starting money on? Equipment? Armour? a backpack? Something to help deal with foul underhive air-quality? A Psy-Focus? Dataslate? A not-shooty flashlight? comm-bead?
Aaaaand a backstory is missing.
That's it.


Sublight:
You really shouldn't have +5 to any characteristic, since those + amounts are for bonuses from Characteristic Advances.
You're missing the Void Legs Talent's effect. It's posted prior in this recruitment thread.
You shouldn't be having any contacts to start with for Influence.
Connections is a connection with a fellow playercharacter and the Patron. Anything from 'BLANK owes me money' to 'Is actually related to BLANK', etc.
Pump-action shotgun stats are: Long Gun, 6, Medium, 12, 2 - with the Inflict (Prone), Loud, Spread,
Two-handed traits. Extra magazines costs 15 per mag, and you start with 2 free magazines for the weapon.
Flak Vest stats are: Body, 3, 2(3).
A chrono.... keeps time, and if planet allows it, the chrono auto-corrects to local time within a few seconds of going planet-side.
Mag-Boots, As an Action, you can activate the Mag Boots to stick to a ferromagnetic surface. This allows you to ignore the effects of zero or low gravity, but your Speed is reduced to Slow. In normal gravity, you can make a Challenging (+0) Athletics (Climbing) or Reflexes (Acrobatics) Test to walk on metallic walls and ceilings. Your Speed is Slow when doing so.
Photo-Visors are essentially a low-light visibility enhancement gear - While wearing Photo-Visors, you ignore penalties from Zones with the Poorly Lit and Dark Environmental Traits, and gain Advantage on Tests to resist effects that cause the Blinded Condition.
Aaaand, that's it, unless there's some other gear you wanna buy. like more armor for parts not covered yet, other equipment, etc?


bramblefoot:
Still need an in-forum charactersheet please, along with most likely a lot of the same basic-correction needs like mentioned for the other players above. And of course if there's any gear you might wanna buy to start with. From a comm-bead, to a disguise-kit or special-type ammo or a grenade or two, etc.

Sublight
2023-12-14, 01:24 PM
Charactersheet Drann Ravenhurst


Bio

Name: Drann Ravenhurst
Gender: M
Age: 25

Origin: Schola Progenium
Faction: Imperial Fleet
Role: ?

Eyes: Grey
Hair: Auburn
Height: 6"
Weight: 110kg
Handedness: Right
Distinguishing Features: Old Pox scars marr your skin. His muscles are overly defined, perhaps through a life of strenuous labour.
Divination: "Heresy grows from idleness"




Initiative, Fate, Health & Corruption


Initiative: 7

-----------------------------
Fate: 3/3

-----------------------------
Wounds: 13/13

Critical Wounds Max 4
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 32/+0 = 32
BS: 23/+0 = 28
STR: 38/+0 = 38
TGH: 38/+0 = 43
AG: 36/+0 = 41
INT: 26/+0 = 26
PER: 33/+0 = 33
WIL: 25/+0 = 25
FEL: 32/+0 = 37




Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 38/+0 = 38
Awareness (Per): 33/+5 = 38
Dexterity (Ag): 36/+0 = 36
Discipline (Wil): 25/+0 = 25
Fortitude (Tgh): 43/+0 = 43
Intuition (PER): 33/+0 = 33
Linguistics (INT): 26/+0 = 26
Logic (INT): 26/+5 = 31
LORE (INT): 26/+0 = 26
MEDICAE (INT): 26/+0 = 26

Melee (WS): 32/+0 = 32
Navigation (INT): 26/+0 = 26
Presence (WIL): 25/+0 = 25
Piloting (AG): 41/+0 = 41
Psychic Mastery (WIL): 25/+0 = 25
Ranged (BS): 28/+0 = 28
Rapport (FEL): 32/+0 = 37
Reflexes (AG): 41/+10 = 51
Stealth (AG): 41/+0 = 41
Tech (INT): 26/+5 = 31

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)

Void Legs Talent:
You are an experienced Void Traveller and are all but immune to any void-sickness due to the shifting of a vessel. You do not suffer Disadvantage due to environmental effects specific to the void, such as a ship rocking or zero gravity.

Flagellant Talent:
Your dedication to your faith is such that you have shed many of the concerns of your flesh. You are happy to endure as much pain as required in service to the Emperor, and may even come to see that suffering as a form of worship far more holy than even the most sweetly sung hymn or devout prayer.
You gain Advantage on any Test to resist the effects of pain or interrogation. Additionally, any time you suffer a Critical Wound you may make a Challenging (+0) Lore (Theology) Test. If you succeed, you may ignore the effects of that Critical Wound for a number of rounds equal to your Willpower Bonus. During this time your faith sustains your mortified flesh, allowing you to fight on where most others would have fallen.
Once the duration of this effect is over, you suffer the full effects of the Critical Wound as normal.




Goals, Influence, Connections & Notes

Goals

Short Term Goals:
Survival. Working outside of the navy means he no longer has his battle buddies to rely on. Men hes trained with for years. The equipment and funds to do his job he can't rely will get issued. So first things first. He needs a better set of armor. And the best way to do that. Is to bring in a nice. fat. bounty.

Long Term Goals:
To retire. Not many in the imperial military get to make it to retirement. It requires concentration and dedication to stick to a plan to make it to retirement. If he can ever adjust to the easy life.


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)

Navis Imperialis (aka. Imperial Fleet): +1 Influence - "Gugan Skrell"

------------------
Connections

"Gugan Skrell"

An old navy buddy who left the same time he did.

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 500
Other Currencies


-------------------------------
Weapon-Name Pump-action Shotgun
Spescialisation: Long Gun, Damage: 6, Range: Medium, Mag: 2/ , Enc.12: ?
Traits/Qualities/Flaws Inflict (Prone), Loud, Spread

Add them here for convenience

Two-handed traits. Extra magazines costs 15 per mag, and you start with 2 free magazines for the weapon.






Armour-Name Flak Vest
Armour Points: , 3, 2(3)
Locations: Body?
Enc.: ?
Traits/Qualities/Flaws


None



Other-Equipment
Other gear goes here

Chrono, Pump-action Shotgun, Flak Vest and Mag Boots, Photo-Visors.

A chrono.... keeps time, and if planet allows it, the chrono auto-corrects to local time within a few seconds of going planet-side.
Mag-Boots, As an Action, you can activate the Mag Boots to stick to a ferromagnetic surface. This allows you to ignore the effects of zero or low gravity, but your Speed is reduced to Slow. In normal gravity, you can make a Challenging (+0) Athletics (Climbing) or Reflexes (Acrobatics) Test to walk on metallic walls and ceilings. Your Speed is Slow when doing so.
Photo-Visors are essentially a low-light visibility enhancement gear - While wearing Photo-Visors, you ignore penalties from Zones with the Poorly Lit and Dark Environmental Traits, and gain Advantage on Tests to resist effects that cause the Blinded Condition.
Aaaand, that's it, unless there's some other gear you wanna buy. like more armor for parts not covered yet, other equipment, etc?

-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/7



Experience


Available XP: 75
Spent XP: none

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Yes the backstory of your character can go here~

Dranns early life was one of cold floors and las practice. The Schola Progenium has a way of weeding out the weak and crushing them with too many tasks. So Dranns only choice was to get harder and tougher. Kids who've never known a family from birth are curiously lacking in conscience and empathy, but even they know it is something they lack. So even in the cold sterility of conversation beyond order messengers even the slightest hint of personality seems huge. Drann was lucky enough to be born with such a glimmer and quickly found allies and friends.

By the age of his passing out parade he didnt know what job he wanted to do. He had the strength and toughness for the Tempestus Scions for sure, but secretly he lacked the will, which is also why he was never moved into the commissariat. Perhaps the navy then? This represented the most economic opportunity. Still the attrition was less than in the Tempestus, if he could ever get used to warp transitioning.

He served for 11 years as a Navis Armsman. With an impeccable record. Never slept on the job while manning checkpoints. Always ticked the boxes for search and seizures. Saw boarding actions against tramp freighters and other such independent operators. All the while being incredibly athletic and strong. He had worked all over the ship. Gun decks, Flight decks, The Cargo Hold. If anything this was his downfall. He was too efficiant at the menial tasks. It was better to have an elite soldier than to promote him to a new officer. And thus was passed over for promotion.

Being respected by his fellow Armsmen was fine. Being feared by the menials of the gun deck, or anyone non-warrior was a standard part of the job. But he had no relationship with his superiors. Drann wasnt stupid. He knew that unless he made some real progress he'd end up getting old and demoted or KIA. An opportunity appeared while he was on shore leave in a bar. He noticed the rough paper poster for mercenary recruitment. All he needed was to earn his merc papers. Usually this was made impossible by the imperial authorities. But this poster promised to pay the fees for him, and even a small payment of 500 solars, all because the Noble House wanted elite troops so bad. Sure they'd slant the contract so that he would serve them even after his soul returns to the Emperor's Side no doubt. But if they could buy his contract, then maybe HE could buy it back off them. That would make him? What? A bounty hunter?

MrAbdiel
2023-12-15, 07:59 AM
All squared away, boss.

Where did you get the Logic Advancement? Was that meant to be Lore?

Yes it was, thank you.

Your character is missing their Short- and Long-Term Goal.

Added.

Your character is missing a Connection set up with one of the other players, and one with the Patron themselves.

Added. With JNA's permission, we did surgery together on hive scum, and also the Gangboss's daughter/sister/whomever was Lothos' wife.

You might have missed this part of the Benefits of Ministorum Faction - You gain your choice of any two of the
following; a Carapace Chestplate, a Chainsword, a Chirurgeon’s Kit, a Laud Hailer, a Staff with the Ornamental Quality, or a set of Robes with the Ornamental Quality.

I did miss that! Took the carapace and the chirurgeon's kit. Though he'll usually not wear the carapace unless he's going to war.

You seem to still be overspending on starting XP. You have 150xp to start with? 125? 75? you have to remind me if you swapped rolls around or chose origin or faction.

I think I had recorded it wrong, but upon audit it adds up.

Fully Random Stats: 50XP
Fully Random World: 25XP
Fully Random Faction: 75XP

Purchased Fated Talent: 100XP
Purchased 1 Perception Advance 29->30: 25XP

Net XP remaining: 25.

But that's pretty much it.... backstory still missing tho, so please fill that out as well.

Doneskies.

Hemnon
2023-12-16, 02:18 AM
All squared away, boss.

Where did you get the Logic Advancement? Was that meant to be Lore?

Yes it was, thank you.

Your character is missing their Short- and Long-Term Goal.

Added.

Your character is missing a Connection set up with one of the other players, and one with the Patron themselves.

Added. With JNA's permission, we did surgery together on hive scum, and also the Gangboss's daughter/sister/whomever was Lothos' wife.

You might have missed this part of the Benefits of Ministorum Faction - You gain your choice of any two of the
following; a Carapace Chestplate, a Chainsword, a Chirurgeon’s Kit, a Laud Hailer, a Staff with the Ornamental Quality, or a set of Robes with the Ornamental Quality.

I did miss that! Took the carapace and the chirurgeon's kit. Though he'll usually not wear the carapace unless he's going to war.

You seem to still be overspending on starting XP. You have 150xp to start with? 125? 75? you have to remind me if you swapped rolls around or chose origin or faction.

I think I had recorded it wrong, but upon audit it adds up.

Fully Random Stats: 50XP
Fully Random World: 25XP
Fully Random Faction: 75XP

Purchased Fated Talent: 100XP
Purchased 1 Perception Advance 29->30: 25XP

Net XP remaining: 25.

But that's pretty much it.... backstory still missing tho, so please fill that out as well.

Doneskies.

Great!

Nice to see the goals. And feel free to seek ways to also fulfill them. :smallsmile:

So Arleth Zek's Sister is whom your character married, huh? Could fit with why you were taken in by the gang (beyond - preachermans, gotta at least show some acceptance to the faith)... and since Arleth is paranoid to the levels of severe, he might suspect your character were at fault for her death, or somehow involved in it. But his more rational mindset ensures he doesn't deepdive into that paranoia.

Good to know that I at least found an error that was to your benefit. :smallbiggrin:
Also for me to accept that hammer as also being subtle, I somewhat feel it needs to be ornate as well, otherwise it's an obvious not-crozius, even with the lightweight quality. otherwise it needs to be a 'fold-up' kind of thing like if it were a nightstick type thing that you can flick out in full length.
Please also remember to add your 2 mags of Sub Revolver ammo. or is it already part of the 'reloads'? Cuz I just didn't see it in the ammo-area of the sheet.

Remember to have your Fated Talent added to your Talents list. Along with what it does. :smallsmile:

bramblefoot
2023-12-17, 04:05 PM
will someone put my sheet in forum? my autism really hates the way hemnon frames his sheets

Bio
Spoiler
Hide

Name:
Gender:
Age:

Origin:
Faction:
Role:

Eyes:
Hair:
Height:
Weight:
Handedness:
Distinguishing Features:

Divination:




Initiative, Fate, Health & Corruption
Spoiler
Hide

[Init = PerB+AgB, Wounds Max = StrB + (2xTghB) + WilB, Crit Wounds Max = TghB]

Initiative:

-----------------------------
Fate: 0/0

-----------------------------
Wounds: 0/0

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics
Spoiler
Hide

(Characteristic: Starting-value +1 per-advances = Current

WS: 28/+0 = 28
BS: 30/+5 = 35
STR: 28/+0 28
TGH: 29/+0 = 29
AG: 31/+10 = 41
INT: 31/+0 = 31
PER: 34/+5 =39
WIL: 40/+0 = 40
FEL: 32/+0 = 32

HIVERUNNER
Your duty is to move things quickly and quietly for your gang, be it information, messages, stolen goods, or illicit materials.
Characteristics: +5 Agility, +5 Perception
Skill Advances: Athletics (2), Fortitude (1), Reflexes (1), Stealth (1)
Equipment:


Skills & Specialisations
Spoiler
Hide

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 28/+10 = 38
Awareness (Per): 0/+0 =
Dexterity (Ag): 41/+5 = 46
Discipline (Wil): 0/+0 =
Fortitude (Tgh): 29/+5 =34
Intuition (PER): 0/+0 =
Linguistics (INT): 0/+0 =
Logic (INT): 0/+0 =
LORE (INT): 0/+0 =
MEDICAE (INT): 0/+0 =

Melee (WS): 0/+0 =
Navigation (INT): 0/+0 =
Presence (WIL): 0/+0 =
Piloting (AG): 0/+0 =
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 0/+0 =
Rapport (FEL): 0/+0 =
Reflexes (AG): 41/+5 = 46
Stealth (AG): 41/+5 = 46
Tech (INT): 0/+0 =

-----------------------------------
(Specialisations go here)




Talents
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Unremarkable
Requirements: No Advances in Presence or any Presence Specialisation, unless acquired through the Random Talents Table (page 74) - Yes this means that IF you otherwise gain Advances in presence or any of its Specializations, then you lose this talent.
Few pay attention to your existence — you appear without status, beneath notice, another face in the endless crowds of the Imperium.
When you are attired correctly, you can blend into an Imperial environment without making a Test, for example merging with a bustling throng, polishing a statue in a cathedral, or waiting on nobility at an event. Influential people will generally ignore you altogether unless attention is drawn to you. Though this Talent allows you to remain hidden and listen in on conversations it also imposes a Disadvantage on Presence and Rapport Tests targeting such high-status individuals. Additionally, the group does not lose Superiority when you suffer a Critical Wound or die.







Goals, Influence, Connections & Notes
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Goals


------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)


------------------
Connections


------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.
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Solars: 27
Other Currencies



-------------------------------
Weapon-Name
Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws
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Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws
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Other-Equipment
Other gear goes here
Ugly filtration plugs


-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 0/0
(StrB+TghB = Max)



Experience
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Available XP:
Spent XP:


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background
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Yes the backstory of your character can go here~

Hemnon
2023-12-22, 11:06 AM
There seems to have been a couple of people that's gotten fully silence over the last week so... I'll reopen this for recruitment once we get past christmas and let it run for a while until we have some more people plus spares.

I myself am still here and of course intent on running this game.
Hope the rest of you are still around as well, and if so, let me know.

Janwin
2023-12-27, 10:56 AM
Sorry, been off the radar for a bit due to visiting family for the holiday. Am still here, and need to make the adjustments for my character still.

Sarone
2023-12-27, 09:54 PM
How many players do you still want?

Hemnon
2023-12-28, 09:24 AM
How many players do you still want?

At least a few more. currently I got a *checks pulse* around 3 people that's actively responded back since I made the 'final' choices for characters.

So yeah another 2-3 people at most would be fine.

Sarone
2023-12-28, 01:09 PM
At least a few more. currently I got a *checks pulse* around 3 people that's actively responded back since I made the 'final' choices for characters.

So yeah another 2-3 people at most would be fine.

Thank you. I have been haunting the boards for the last twenty years and will come up to play every so often.

WS: [roll0] = 40
BS: [roll1] = 29
STR: [roll2] = 32
TGH: [roll3] = 38
AG: [roll4] = 26
INT: [roll5] = 32
PER: [roll6] = 32
WIL: [roll7] = 29
FEL: [roll8] = 35

Origin [roll9] = 37 = Forge World
Faction [roll10] = 54

Interesting spread. Now I just need to know what I have for the Origin and Faction. Found it.

Just curious, can I use Dice Swap for the Origin/Faction rolls? I don't like the feel of the Mechanicus at this time.

Hemnon
2023-12-28, 02:45 PM
Just curious, can I use Dice Swap for the Origin/Faction rolls? I don't like the feel of the Mechanicus at this time.

yes, yes you may, if you mean the 'swap 10s and 1s' thing, then yes, you may do so. any one singular roll is allowed for a re-roll or a swap-around.

Sarone
2023-12-28, 03:00 PM
yes, yes you may, if you mean the 'swap 10s and 1s' thing, then yes, you may do so. any one singular roll is allowed for a re-roll or a swap-around.

I am going to swap the 37 for 73. That puts me in at Schola Progenium.

How does that look now? Also, how much XP does my character have to spend?

Hemnon
2023-12-29, 10:40 AM
I am going to swap the 37 for 73. That puts me in at Schola Progenium.

How does that look now? Also, how much XP does my character have to spend?

If everything is rolled for, nothing is chosen, or a re-roll of characteristics set... then it should be.... 50+25+75, so 150xp to spend or save until after Session 'Zero'.

Sarone
2023-12-29, 10:57 AM
If everything is rolled for, nothing is chosen, or a re-roll of characteristics set... then it should be.... 50+25+75, so 150xp to spend or save until after Session 'Zero'.

Nice.

So with Schola Progenium as an origin, I believe that the faction would be Astra Militarum. Is that correct?

As it stands, I am getting the feeling that my character was trained to be an aide and bodyguard for higher-ups.

As for why he is in the underhive, he was attached to a captain that was on an assignment. Unfortunately, the mission proved costly as well as being betrayed by another captain in charge of the support element.

What do you think of this?

Hemnon
2023-12-29, 11:15 AM
Nice.

So with Schola Progenium as an origin, I believe that the faction would be Astra Militarum. Is that correct?

As it stands, I am getting the feeling that my character was trained to be an aide and bodyguard for higher-ups.

As for why he is in the underhive, he was attached to a captain that was on an assignment. Unfortunately, the mission proved costly as well as being betrayed by another captain in charge of the support element.

What do you think of this?

Yup, that would fit.

Progenium and then the Imperial Guard... hmmm... Your character could potentially have been a Tempestus Scion Candidate that either did not make the grade or for one reason or another was cut from the program and was just lodged in the guard of some regiment... or a Progenium-mustered regiment?
Or even potentially a Junior Commissar lost on a hiveworld for years and just... went native by the start of Session 'Zero'?
Faction is after all 'what were more character doing/attached to prior to current events'.

You could even be from a regiment that was utterly wiped out, perhaps every ship except for a single shuttle survived the warpstorm hell that happened when the Noctis Aeterna appeared, and it's crashlanding meant just you and no one else survived out of 1000s of Guardsmen? :smallconfused:
Stuck on a world without use, connections or purpose - anyone that managed to get beyond that would of course put whatever skills they have to functional use, and a guardsman is more than capable of becoming a gangchief's bodyguard or a tactics-specialist for underhive rabble to collect under for leadership, etc.

It'd all depend on what you feel would fit the most, both in terms of being a graduated progena, as well as an ex-Guard member.


Oh and remember to roll for divination and that free random-talent and such. :smallsmile:

Sarone
2023-12-29, 03:15 PM
Yup, that would fit.

Progenium and then the Imperial Guard... hmmm... Your character could potentially have been a Tempestus Scion Candidate that either did not make the grade or for one reason or another was cut from the program and was just lodged in the guard of some regiment... or a Progenium-mustered regiment?
Or even potentially a Junior Commissar lost on a hiveworld for years and just... went native by the start of Session 'Zero'?
Faction is after all 'what were more character doing/attached to prior to current events'.

You could even be from a regiment that was utterly wiped out, perhaps every ship except for a single shuttle survived the warpstorm hell that happened when the Noctis Aeterna appeared, and it's crashlanding meant just you and no one else survived out of 1000s of Guardsmen? :smallconfused:
Stuck on a world without use, connections or purpose - anyone that managed to get beyond that would of course put whatever skills they have to functional use, and a guardsman is more than capable of becoming a gangchief's bodyguard or a tactics-specialist for underhive rabble to collect under for leadership, etc.

It'd all depend on what you feel would fit the most, both in terms of being a graduated progena, as well as an ex-Guard member.


Oh and remember to roll for divination and that free random-talent and such. :smallsmile:

Divination [roll0] 70
Random Talent [roll1] 43


Wherever you were born, you don’t remember it. You are Progena, an orphan whose parents died in service to the Imperium. You were brought to a Schola Progenium, one of many orphanages run by the Ecclesiarchy on various worlds of the Imperium, all designed to create the ideal servants of the God-Emperor of Mankind.
Your memories of life before the schola were wiped from your consciousness, leaving you a blank slate, clay to be moulded into an uncompromising leader, a dauntless warrior, a zealous preacher — whatever the Imperium needed most. Your early years were an unyieldingly severe regime of religious indoctrination, physical conditioning, and exacting education. You emerged from the schola a disciplined exemplar of the Imperial Creed, ready to excel in His name.
You gain +5 Fellowship and +5 to either Weapon Skill, Ballistic Skill, or Toughness.
You gain a Chrono.


You gain +5 Toughness and +5 to either Weapon Skill, Ballistic Skill, or Strength.
You have 5 Advances to spend on Athletics, Discipline, Fortitude, Melee, Ranged, and Stealth.
You gain the Drilled Talent.
You gain +1 Influence with the Astra Militarum.
You gain a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.
You gain your choice of any two of the following; a Lasgun, Laspistol, Las Carbine, Entrenching Tool, Cameleoline Cloak, or Chainsword.



Rather than picking from the options in the Faction Benefits box, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with the Astra Militarum, the
Drilled Talent, a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.

MELEE SPECIALIST
Your duty is to charge the enemies of the Imperium and engage them in melee combat, a responsibility often assigned to recruits from less technologically advanced worlds.
Characteristics: +5 Toughness, +5 Weapon Skill
Skill Advances: Athletics (1), Discipline (1), Fortitude
(1), Melee (2)
Equipment: A Laspistol and a Chainsword

SCOUT
Your duty is to perform reconnaissance and covert operations for the Astra Militarum, ranging far behind enemy lines.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Melee (1), Ranged (1), Stealth (2)
Equipment: a Cameleoline cloak and a Las Carbine.

TROOPER
Your duty is to stand firm and fire your Lasgun as the enemies of the Imperium charge towards you. Follow orders in the face of the sanity-shredding terror and you’ll make a fine Trooper.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Discipline (2), Ranged (2)
Equipment: A Lasgun and an Entrenching Tool


I take it that I would lose the Drilled Talent in exchange for the Random Talent, right? What about the +1 influence?

In addition, I have the 150 Experience. I will recheck the previous posts for guidance on what I could spend it on.

Xetheral
2023-12-29, 03:43 PM
Expressing interest! I recently bought the book and am eager to try out the system.

WS: [roll0]
BS: [roll1]
STR: [roll2]
TGH: [roll3]
AGI: [roll4]
INT: [roll5]
PER: [roll6]
WIL: [roll7]
FEL: [roll8]

Origin: [roll9]
Faction: [roll10]
Random Talent: [roll11]
Destiny: [roll12]

Sarone
2023-12-29, 10:45 PM
EXPERIENCE: 150
-25 BS Advancement
-25 WIL Advancement
-50 Rapport Advancement
-50 Presence Advancement

Characteristics:
WS 40 +5 +5=50
BS 29 +1=30
STR 32
TGH 38 +5=43
AG 26
INT 32
PER 32
WIL 29 +1=30
FEL 35 +5=40

Equipment:
Chrono, Knife*, Set of Astra Militarum Flak Armour*, Frag Grenade*, Las Carbine**, Cameleoline Cloak**

Talent:
Drilled

Skills:
Athletics+
Discipline
Fortitude
Melee++
Ranged+
Stealth+

Presence+
Rapport+

Here is some of the math behind my character.

Background:

Lieutenant Zacharius McKain is a former Scholar Progenium Cadet that was seconded to Recon Regiment. While average in in marksmanship, Lieutenant McKain is skilled with melee weapons and especially with the blade. He is currently in the underhive to expose a conspiracy that had gotten several his soldiers killed and forced into hiding.

What do you think?

Hemnon
2023-12-29, 11:12 PM
Divination [roll0] 70
Random Talent [roll1] 43


Wherever you were born, you don’t remember it. You are Progena, an orphan whose parents died in service to the Imperium. You were brought to a Schola Progenium, one of many orphanages run by the Ecclesiarchy on various worlds of the Imperium, all designed to create the ideal servants of the God-Emperor of Mankind.
Your memories of life before the schola were wiped from your consciousness, leaving you a blank slate, clay to be moulded into an uncompromising leader, a dauntless warrior, a zealous preacher — whatever the Imperium needed most. Your early years were an unyieldingly severe regime of religious indoctrination, physical conditioning, and exacting education. You emerged from the schola a disciplined exemplar of the Imperial Creed, ready to excel in His name.
You gain +5 Fellowship and +5 to either Weapon Skill, Ballistic Skill, or Toughness.
You gain a Chrono.


You gain +5 Toughness and +5 to either Weapon Skill, Ballistic Skill, or Strength.
You have 5 Advances to spend on Athletics, Discipline, Fortitude, Melee, Ranged, and Stealth.
You gain the Drilled Talent.
You gain +1 Influence with the Astra Militarum.
You gain a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.
You gain your choice of any two of the following; a Lasgun, Laspistol, Las Carbine, Entrenching Tool, Cameleoline Cloak, or Chainsword.



Rather than picking from the options in the Faction Benefits box, you can choose one of the following duties to quickly create your character.
Additionally, you have +1 Influence with the Astra Militarum, the
Drilled Talent, a Knife, a set of Astra Militarum Flak Armour, a Frag Grenade, and 300 solars.

MELEE SPECIALIST
Your duty is to charge the enemies of the Imperium and engage them in melee combat, a responsibility often assigned to recruits from less technologically advanced worlds.
Characteristics: +5 Toughness, +5 Weapon Skill
Skill Advances: Athletics (1), Discipline (1), Fortitude
(1), Melee (2)
Equipment: A Laspistol and a Chainsword

SCOUT
Your duty is to perform reconnaissance and covert operations for the Astra Militarum, ranging far behind enemy lines.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Melee (1), Ranged (1), Stealth (2)
Equipment: a Cameleoline cloak and a Las Carbine.

TROOPER
Your duty is to stand firm and fire your Lasgun as the enemies of the Imperium charge towards you. Follow orders in the face of the sanity-shredding terror and you’ll make a fine Trooper.
Characteristics: +5 Toughness, +5 Ballistic Skill
Skill Advances: Athletics (1), Discipline (2), Ranged (2)
Equipment: A Lasgun and an Entrenching Tool


I take it that I would lose the Drilled Talent in exchange for the Random Talent, right? What about the +1 influence?

In addition, I have the 150 Experience. I will recheck the previous posts for guidance on what I could spend it on.

Nope, the extra free talent is technically a talent from the Role section of talents, that you get beforehand. Just means once you get a Role you get one less talent choice.

Oooo, Forbidden Knowledge as the Random Talent! time to choose Linguistics (Forbidden), Lore (Forbidden) or Medicae (Forbidden) as the specialization track you gain access to and is allowed to purchase with XP. :smallsmile:

and 'Doubt is a sign of weakness.' is the Divination.

Hemnon
2023-12-29, 11:22 PM
EXPERIENCE: 150
-25 BS Advancement
-25 WIL Advancement
-50 Rapport Advancement
-50 Presence Advancement

Characteristics:
WS 40 +5 +5=50
BS 29 +1=30
STR 32
TGH 38 +5=43
AG 26
INT 32
PER 32
WIL 29 +1=30
FEL 35 +5=40

Equipment:
Chrono, Knife*, Set of Astra Militarum Flak Armour*, Frag Grenade*, Las Carbine**, Cameleoline Cloak**

Talent:
Drilled

Skills:
Athletics+
Discipline
Fortitude
Melee++
Ranged+
Stealth+

Presence+
Rapport+

Here is some of the math behind my character.

Background:

Lieutenant Zacharius McKain is a former Scholar Progenium Cadet that was seconded to Recon Regiment. While average in in marksmanship, Lieutenant McKain is skilled with melee weapons and especially with the blade. He is currently in the underhive to expose a conspiracy that had gotten several his soldiers killed and forced into hiding.

What do you think?

Looks functional, but your character wouldn't be part of his regiment anymore. For whatever reason he'd be freed from that and is, at least the last 3 or so years of warp-storm nastiness throughout the galaxy, been stuck on-planet on Persepolis specifically, since then. Recruited by an Underhive Ganglord, as cannon fodder initially. :smallwink:

It's the underhive after all. There's not really any arbitrator visits or Vigilite Enforcers that goes down there except for the once-a-decade to once-a-century beatdown rush.

Sarone
2023-12-30, 12:06 AM
Nope, the extra free talent is technically a talent from the Role section of talents, that you get beforehand. Just means once you get a Role you get one less talent choice.

Oooo, Forbidden Knowledge as the Random Talent! time to choose Linguistics (Forbidden), Lore (Forbidden) or Medicae (Forbidden) as the specialization track you gain access to and is allowed to purchase with XP. :smallsmile:

and 'Doubt is a sign of weakness.' is the Divination.

Interesting on both rolls.

Right off the bat, I doubt Medicae (Forbidden) would be enough to cause trouble. Linguistics (Forbidden) would interesting as it would indicate knowledge of a language thought dead or secret. Same could be said for Lore (Forbidden).

Just curious, what are the examples for this Forbidden Knowledge?


Looks functional, but your character wouldn't be part of his regiment anymore. For whatever reason he'd be freed from that and is, at least the last 3 or so years of warp-storm nastiness throughout the galaxy, been stuck on-planet on Persepolis specifically, since then. Recruited by an Underhive Ganglord, as cannon fodder initially. :smallwink:

It's the underhive after all. There's not really any arbitrator visits or Vigilite Enforcers that goes down there except for the once-a-decade to once-a-century beatdown rush.

Cannon Fodder or a trainer of Cannon Fodder. I would guess that having a high Weapon Skill would catch some notice. One of the quotes I like is from The Black List: "Value loyalty above all else."

Speaking of the Ganglord, are there any that would be "favorable" to the Imperial Guard? Or at least will tolerate the Status Quo?

Hemnon
2023-12-30, 01:03 AM
Interesting on both rolls.

Right off the bat, I doubt Medicae (Forbidden) would be enough to cause trouble. Linguistics (Forbidden) would interesting as it would indicate knowledge of a language thought dead or secret. Same could be said for Lore (Forbidden).

Just curious, what are the examples for this Forbidden Knowledge?



Cannon Fodder or a trainer of Cannon Fodder. I would guess that having a high Weapon Skill would catch some notice. One of the quotes I like is from The Black List: "Value loyalty above all else."

Speaking of the Ganglord, are there any that would be "favorable" to the Imperial Guard? Or at least will tolerate the Status Quo?

Oh, it can cause a hell of a lot of trouble. we are talking medical knowledge and ways that are... well, corruptive in it's potential, to even know. It's forbidden, not merely restricted. Linguistics (forbidden) is potential knowledge for xeno languages, the tongue of chaos worshippers, writings done with unholy scripture, etc. Lore (Forbidden) is the more obvious for stuff like knowledge about daemons, about chaos as a whole, specifics about xenos of the kind that a menial guardsman is not supposed to know (ya know, like the facts about eldar, the fact the Dark Eldar and Craftworld Eldar are not the same, etc). :smallwink:
Forbidden Knowledge is essentially that it gives access to the Specializations that have 'Forbidden' as one of them. Medicae would include stuff like radical treatment methods or installation procedures for augmetics, the knowledge and practical capability to treat wounds, illness or the like of xenos, knowledge of warp-born diseases.
For Linguistics we are talking languages not of the human varieties, as well as any written text or iconography of xenos origin. We are talking understanding Necron Glyphs, or Eldar writing, the Lingua-Technis of the Tech Priests and even the thoughtmark signlanguage of the Sisters of Silence.
For Lore, it's obvious. Warp, Xenos, true knowledge of the space marines, actual knowledge of daemons, etc.

As for ganglords, well here is your patron. with some redacted info :smallwink:
There's also some baseline info on the other 3 syndicates that your Patron opposes, whom in turn oppose him.

Patron Name: Arleth Zek, aka. Chief Zek
Faction: Infractionist
Duty: Criminal Mastermind

Pay Grade: Standard (100 Solars each day.... once you become more than mere cannonfodder)
Motivation: One Rule (Seeks to take over or eradicate the other 3 Syndicates.)
Demeanor: Wrathful (Paranoia mixed with a vengeful personality)
--------------------------------------
BOONS
Duty Boon: Plausible Deniability
Your Patron counts amongst their servants some few who would be willing to break the Lex Imperialis and face the consequences on their behalf.
Once per mission, you can request that your Patron send some of their ‘plausibly deniable’ connections to commit a crime of your choosing, such as starting a riot to distract corrupt Vigilites, kidnapping a preacher during a sermon, or shooting the custom servitor bodyguard of a Highborn noble.
Additionally, your Patron gains +1 Influence with Infractionists.
-
REDACTED-

--------------------------------------
LIABILITIES
Abrupt
Adeptus Administratum, Imperial Fleet, Infractionist: −1 Patron Influence
Your Patron is brusque and abrasive in their dealings with other Factions. Your Patron has −1 Influence with three Factions as a consequence of this behaviour.
-
REDACTED-

--------------------------------------
INFLUENCE
-REDACTED-

--------------------------------------
NOTES
Rumoured to have a 'Trackless Chain' Affiliation. Has NO patience for those not affiliated with his own Syndicate, absolutely dismissive of those foppish Imperial Fleet folk (primarily because they often brings fresh Vigilites from planet-to-planet), and those Administratum folk and their bullysquads seeking tithes? They don't respect him and he damn-well shows the same discourtesy in return. He is also both Paranoid (with good reason) and corrupt as can be, but hey, it's the underhive, most down there are corrupt in one way or the other - primarily of the criminal-selfish type, rather than the chaos-worshipping type.
Arleth Zek is a Big (literally, he is nearly 7 feet tall) Gangboss of the underhive of Hive Skarthius on the Capital-world of Persepolis in the Macharian Sector, 1 of the 4 Major Syndicates that 'rule' the underhive depths, far outside the Law and enforcers known as the Macharian Vigilites in the Macharian Sector. His own Syndicate, known as the Unchained Syndicate, is being run in a tightly drilled semi-militaristic, semi-cult-of-personality mix where value of what you can do or give to the syndicate determines your worth to the syndicate (rather than merely brute force)... as long as you can enforce your ownership of whatever that might be.... even if it's your own knowledge. If you cannot defend your own freedom, then it's no longer yours. This does mean that Arleth Zek doesn't really run a specialized Syndicate like drug-making/-distribution or brutes-for-hire - rather it's a mix of things pulling from what the various members of the Syndicate can provide, knows to make or procure, etc. Psykers are not exactly trusted and any that seem 'unstable' by psyker standards usually have at least 3 'Handlers' with them at all times and will shoot said Psyker should any suspect activity happen - but then again, Psykers as a whole are not shunned due to their immense value and usefulness.
The other 3 Major Syndicates are the Scarlet Sisters, the Spiresworn and the 11th Choir.

The Scarlet Sisters is a group of violent assassin/brutes-for-hire/drug-dealers that is 100% Female-run. Any men in the group are owned slaves/servants and are often used as drug-fueled shocktrooper-berserkers. A vast majority of drugs produced and sold throughout the hive as a whole (not just the underhive) is made and distributed BY the Scarlet Sisters. Any 'Sister' that earns recognition of some great 'deed' will be given access to a quality-level Fleshsculptor that will both heal and sculpt them to absolutely beauty and peak of health - although it's a monthlong procedure that is extremely painful for those moments of consciousness that is required in-between treatment phases.
The Spiresworn is a high-spire funded group of 'Underhive Financial Exploitation Officers' that are in fewer numbers than the other Syndicates, but usually is fielded with QUALITY resources, armour and weaponry compared to the other 3 Syndicates that usually have to make due with shoddy quality equipment for their rank-and-file Members. This makes any upfront engagement with them a BAD idea since they'd usually be in full flak armour, or if not mere rank-and-file gangers, they might even be fielded in either some form of 'stylish' Mesh Armour or even a group-leader in Carapace. Same goes with weaponry that tends to be towards Lasweaponry since it won't require actual ammunition to be fielded and any outlet or powersource can allow for an essential 'free' recharge, even in the field.
The 11th Choir is run by a 'council' of sorts of 9 leaders that are always accompanied by 2 blind advisors whom are rumoured (if not all-but-admitted to be) Psykers. Some rumours exists that state it's not actually so, and that it's the 9 Council members themselves that are psykers and they use some poor brainwiped scapegoats to deflect a lot of attention towards.
Whatever might be the truth, what actually matters is that the 11th Choir is a semi-cultish Group with access to a hive-proper's slag-outlet and as such produces a lot of ammunition and slag-filtered metals and products that supplies a lot of the underhive which makes them quite affluent, although it's often spent on various religious-related iconography, tapestries and even a few upper-hive resources, such as a semi-permanent foodsupply line that runs from a Chapel to the Imperial Creed above the main headquarters of the 11th Choir. If they are actually sponsored by the Adeptus Ministorum, well, that's up for debate, but the actual foodshipments are confirmed to be Ministorum-given.

--------------------------------------


Essentially he doesn't really care about the Guard one way or the other. He is of the Underhive, and only looks forward to visitors because it means commerce, and that means more wares, new potential tradepartners, etc. But overall, he really couldn't care less about the Guard, the Navy, etc.

Sarone
2023-12-30, 11:19 AM
Expressing interest! I recently bought the book and am eager to try out the system.

WS: [roll0]
BS: [roll1]
STR: [roll2]
TGH: [roll3]
AGI: [roll4]
INT: [roll5]
PER: [roll6]
WIL: [roll7]
FEL: [roll8]

Origin: [roll9]
Faction: [roll10]
Random Talent: [roll11]
Destiny: [roll12]

Just poking that Xetheral is asking about joining.

In addition, I have 300 Solars to spend. I would like to see what that could be spent on. Otherwise, here is my "shopping list":

Stun Baton
Rapier/Sword
A gun sight for the Las Carbine
Rations
Photo-goggles
Respirator
First Aid Kit
Climbing Tools

What do you think?

Also, who else is active? I am curious as to the composition of the group.

Hemnon
2023-12-30, 12:14 PM
Just poking that Xetheral is asking about joining.

In addition, I have 300 Solars to spend. I would like to see what that could be spent on. Otherwise, here is my "shopping list":

Stun Baton
Rapier/Sword
A gun sight for the Las Carbine
Rations
Photo-goggles
Respirator
First Aid Kit
Climbing Tools

What do you think?

Also, who else is active? I am curious as to the composition of the group.

oh yes I saw the other interest.:smallsmile:

Shockmaul would cost 250 solars unless you want it to have a flaw which makes it cheaper cuz... poorer product.

A Sword is 150 Solars.

A lasersight is 50 solars (adds +1 SL to Ranged Attacks made with the weapon, but targets have Advantage on Awareness Tests to spot the wielder. An unaware target who notices the dot may attempt to Dodge the ranged attack. The sight may be switched on or off once per round as a Free Action.).

An Omniscope is 50 solars (increase range category by 1, but weapon loses the 'close' quality if it has it).

Corpsestarch is the food of the day for underhivers. Not really a 'pay' item. and you'll have your food and shelter expenses covered by your Patron with much better quality of food and bedding after Session 'Zero'. So this is not a concern to deal with.

A Photo-visor is 300 solars... unless as mentioned prior, you give it a flaw (anything from shoddy quality, to bulky, ugly, etc. etc)

A respirator/gasmask is 50 solars. auto-success on airborne-pathogen/breathing hazard induced tests, but disadvantage of awareness (sight) tests while wearing it.

that'd be a Chirugeon's kit, which is expensive, at 500 solars. Basic bandages soaked in alcohol or whatnot is essentially not something you'd really need to pay for except for getting the alcohol. any strips of cloth can be used beyond that.

A Climbing Harness costs 100 solars. it essentially ensures that if you were to fall while climbing and using it, it arrests your fall after a few meters of sudden drop as it auto-detects a sudden and fast movement of the user.

Sarone
2023-12-30, 01:14 PM
oh yes I saw the other interest.:smallsmile:

Shockmaul would cost 250 solars unless you want it to have a flaw which makes it cheaper cuz... poorer product.

A Sword is 150 Solars.

A lasersight is 50 solars (adds +1 SL to Ranged Attacks made with the weapon, but targets have Advantage on Awareness Tests to spot the wielder. An unaware target who notices the dot may attempt to Dodge the ranged attack. The sight may be switched on or off once per round as a Free Action.).

An Omniscope is 50 solars (increase range category by 1, but weapon loses the 'close' quality if it has it).

Corpsestarch is the food of the day for underhivers. Not really a 'pay' item. and you'll have your food and shelter expenses covered by your Patron with much better quality of food and bedding after Session 'Zero'. So this is not a concern to deal with.

A Photo-visor is 300 solars... unless as mentioned prior, you give it a flaw (anything from shoddy quality, to bulky, ugly, etc. etc)

A respirator/gasmask is 50 solars. auto-success on airborne-pathogen/breathing hazard induced tests, but disadvantage of awareness (sight) tests while wearing it.

that'd be a Chirugeon's kit, which is expensive, at 500 solars. Basic bandages soaked in alcohol or whatnot is essentially not something you'd really need to pay for except for getting the alcohol. any strips of cloth can be used beyond that.

A Climbing Harness costs 100 solars. it essentially ensures that if you were to fall while climbing and using it, it arrests your fall after a few meters of sudden drop as it auto-detects a sudden and fast movement of the user.

What kind of flaws are there? What about the Ugly quality? What does bulky do?

Hemnon
2023-12-30, 01:45 PM
What kind of flaws are there? What about the Ugly quality? What does bulky do?

ITEM FLAWS
Each Item Flaw halves (rounded up) the piece of equipment’s listed price and improves its Availability by one step. Exotic equipment does not have its Availability modified due to Item Flaws — they are always prohibitively difficult to find, even poor quality examples. In general, if a piece of equipment has more Item Flaws than Qualities, it is regarded as poor quality and may incite derision or insults from others.
Many unscrupulous sellers attempt to conceal flaws in the items they sell. Short of actually using an item and finding out the hard way, a successful Challenging (+0) Logic (Evaluation) Test is required to reveal any Item Flaws a piece of equipment has.

BULKY
Whether crafted with heavy materials or lacking expertise, this item is more cumbersome than it needs to be. Increase the item’s Encumbrance by 1. Bulky items lose the Subtle Trait.

SHODDY
The item is well worn or made with inferior materials, making it difficult to use. Shoddy weapons and tools suffer –1 SL on all relevant Tests when using them. Shoddy armour has –2 Armour, to a minimum of 1.

UGLY
This equipment looks like it was dredged up from a hive sump — rusted, leaking, or held together with rotting adhesive strips. At the GM’s discretion, a suitably ugly item may impose –1 SL on Fellowship Tests with characters to whom aesthetics or style matter.

UNRELIABLE
Whether a result of poor craftsmanship or a disgruntled machine spirit, this item always seems to impede, fail, or self-destruct at the worst possible moment. Unreliable weapons have the Unstable Trait (page 125). If you suffer a Critical Hit (page 213) to a location protected by Unreliable Armour, the Armour in that location is destroyed. Other Unreliable equipment breaks when you Fumble (page 213) whilst using it.

Not all items can of course be given a quality or flaw btw. We are usually talking weapons and armor here. And yeah Qualities are basically the opposite of the flaw version.

Xetheral
2023-12-31, 12:08 AM
With using the dice swap for Faction, I've got Forge World/Adeptus Mechanicus, so here's my tech-priest, "Arc". He's the last survivor of an anathemetized Data Temple on his home Forge World that was wiped out for opposing the more "progressive" planetary leadership. He's on the run, seeking to disappear on Persepolis and eventually re-establish his Temple.

Items requiring DM approval:
Inheritor talent: Arc bears the legacy of the Zeta-Iota 80 Data Temple, evidence of (arguable) heresy on the part of the Adeptus Mechanicus planetary leadership of his homeworld. Realizing that Arc slipped through their grasp, they continue to hunt him. As a temple guardian, the extra cash from the inheritance was spent on a Mastercraft Armored Greatcoat and a Power Fist.
Nonstandard Reputation: Given his backstory, I propose changing the typical +1 Adeptus Mechanicus rep for +1 Inquisition rep.

Potential Roles:
Arc could usefully serve his Patron as an Interlocutor (intuition-focused), Savant, or Warrior (melee).


Bio

Name: Arcerrivax Yal (aka "Arc")
Gender: Male
Age: 38

Origin: Forge World
Faction: Adeptus Mechanicus (switching rolled 96 to 69)
Role: TBD

Eyes: Judgemental
Hair: Long, Braided Black, Threaded with Purple Wires
Height: 2.0 meters
Weight: 105 kg
Handedness: Right
Distinguishing Features: Overly defined muscles

Divination: Innocence Proves Nothing


Initiative, Fate, Health & Corruption



Initiative: 7

-----------------------------
Fate: 0/0

-----------------------------
Wounds: 0/12

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 32/+0 = 32
BS: 28/+0 = 28
STR: 38/+1 = 39
TGH: 30/+0 = 30
AG: 34/+0 = 34
INT: 44/+0 = 44
PER: 47/+0 = 47
WIL: 31/+0 = 31
FEL: 34/+0 = 34


Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 39/+0 = 39
Awareness (Per): 47/+0 = 47
Dexterity (Ag): 34/+0 = 34
Discipline (Wil): 31/+0 = 31
Fortitude (Tgh): 30/+0 = 30
Intuition (PER): 47/+0 = 47
Linguistics (INT): 44/+0 = 44
Logic (INT): 44/+10 = 54
LORE (INT): 44/+5 = 49
MEDICAE (INT): 44/+0 = 44

Melee (WS): 32/+0 = 32
Navigation (INT): 44/+0 = 44
Presence (WIL): 31/+0 = 31
Piloting (AG): 34/+0 = 34
Psychic Mastery (WIL): 31/+0 = 31
Ranged (BS): 28/+0 = 28
Rapport (FEL): 34/+0 = 34
Reflexes (AG): 34/+0 = 34
Stealth (AG): 34/+0 = 34
Tech (INT): 44/+10 = 54

-----------------------------------
(Specialisations go here)


Talents

Inheritor (Last survivor of anathmetized Zeta-Iota 80 Data Temple on [Forge World name])


Goals, Influence, Connections & Notes

Goals
Short-term: replace lost Enforcer Carapace
Long-Term: re-establish Zeta-Iota 80 Data Temple in secret on Persepolis

------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)
Inquisition +1

------------------
Connections
I have identified Patron as potential sponsor of re-establishing Zeta-Iota 80 Data Temple

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 80
Other Currencies



-------------------------------
Weapon-Name
[I]Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Power Fist
Brawling, 6+StrB, Melee, Enc 2
(Part of Inheritance from Zeta-Iota 80 Data Temple)




Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

Armoured Greatcoat
Armour Points: 4
Locations: Arms, Body, Legs
Enc.: 2
Mastercraft, Subtle
(Part of Inheritance from Zeta-Iota 80 Data Temple)


Other-Equipment
Augmetic Arm
Augmetic Augur Array
Backpack
Dataslate
Robes
Sacred Unguents


-------------------------

Ammo


-------------------------
Encumbrance: 4/10
(StrB+TghB = Max)



Experience


Available XP: 150
Spent XP: 140

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

Random Stats: +50
Random Origin: +25
Random Faction: +75
Strength +1: -40
Inheritor Talent: -100
-------------------



-------------------






Background

Arc lived his adult life cloistered among the other Tech Priests in the Zeta-Iota 80 Data Temple on [Forge World]. Zeta-Iota 80 was known as a particularly conservative temple, which put them increasingly at odds with the leadership of [Forge World] who was (and still is) enthusiastically prioritizing research into new weapons improvements. Realizing it was standing alone against the planetary tide, Zeta-Iota 80 reached out to the Inquisition for support, but [Forge World]'s leadership, sensing an imminent threat, struck quickly, anathematizing Zeta-Iota 80, culling its members, and razing its buildings. Arc survived the attack by happenstance, discarding his all-too-visible carapace armor and slipping away in the chaos of the assault bearing records of the planetary leadership's heresy.

Knowing that without proof of death the leadership of [Forge World] will continue to hunt him, Arc travelled to Persepolis to disappear into the underhive, desperate for allies to help him re-establish Zeta-Iota 80. Identifying [Patron] and their infractionist faction as potential long-term backers, Arc has committed himself to proving his worth. He rationalizes that among the infractionists is the last place his enemies will think to look for him, and that tolerating their nonconformist ways is a small price to pay in the long-term fight against heresy in the Imperium.

bramblefoot
2024-01-01, 12:02 AM
am back, and have book. lemme just use a form-fillable sheet, as your sheet hurts my autistic brain

Xetheral
2024-01-01, 03:33 PM
Character sheet finished and ready for review.

Sarone
2024-01-03, 02:38 PM
Lieutenant Zacharius McKain

Bio

Name: Zacharius McKain
Gender: Male
Age: 26

Origin: Schola Progenium
Faction: Astra Militarum
Role:

Eyes: Brown
Hair: Black
Height: 5' 8"
Weight: 140
Handedness: Right Hand
Distinguishing Features:

Divination: 'Doubt is a sign of weakness.'




Initiative, Fate, Health & Corruption



Initiative: 3 + 2 = 5

-----------------------------
Fate: 3/3

-----------------------------
3 + (2x4) + 3 = 14
Wounds: 0/14

Critical Wounds Max 4
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 50/+0 = 0
BS: 29/+1 = 0
STR: 32/+0 = 0
TGH: 43/+0 = 0
AG: 26/+0 = 0
INT: 32/+0 = 0
PER: 32/+0 = 0
WIL: 29/+1 = 0
FEL: 40/+0 = 0





Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 32/+(5*0) = 32
Awareness (Per): 32/+(5*0) = 32
Dexterity (Ag): 26/+(5*0) = 26
Discipline (Wil): 30/+(5*1) = 35
Fortitude (Tgh): 43/+(5*0) = 43
Intuition (PER): 32/+(5*0) = 32
Linguistics (INT): 32/+(5*0) = 32
Logic (INT): 32/(5*0) = 32
Lore (INT): 32/(5*0) = 32
Forbidden Lore: Eldar (INT): 32/+(5*0) = 32
Medicae (INT): 32/+(5*0) = 32
Melee (WS): 50/+(5*2) = 60
Navigation (INT): 32/+(5*0) = 32
Presence (WIL): 30/+(5*1) = 35
Piloting (AG): 26/+(5*0) = 26
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 30/+(5*1) = 35
Rapport (FEL): 40/+(5*1) = 45
Reflexes (AG): 26/+(5*0) = 26
Stealth (AG): 26/+(5*1) = 31
Tech (INT): 32/+(5*0) = 32

-----------------------------------
(Specialisations go here)




Talents

Drilled- Advantage on tests to resist the Frightened Condition. Gain +1 SL to Discipline Tests for every ally with the Drilled Talent in the same zone.
Forbidden Knowledge (Lore): Eldar
(Add talents here - Talent Name and Effect it gives)





Goals, Influence, Connections & Notes

Goals
#1 To repair his sword from the Schola Progenium
#2 To get influence on Chief Zek to gain better status for the Recon Regiment.
#3 To get the Regiment back to Combat Ready.
#4 To assess the Hive should a slave raid occur.
#5 To improve the hive to better handle any slave raids.
#6 To ensure the Regiment can train the local population into recruitment pool.

------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)
+1 Influence with the Astra Militarum

------------------
Connections


------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 0
Other Currencies



-------------------------------
Knife
[I]Specialisation: Melee (One-Handed), Damage: 0+3, Range: , Mag: / , Enc.: 0
Traits/Qualities/Flaws
Subtle, Thrown (Short)

Add them here for convenience



Sword
Specialisation: Melee (One-Handed), Damage: 2+3, Range: , Mag: / , Enc.: 1
Traits/Qualities/Flaws

Add them here for convenience



Las-Carbine
Specialisation: Ranged (Long Gun), Damage: 5, Range: Medium, Mag: 6 , Enc.: 1
Traits/Qualities/Flaws
Loud, Rapid Fire, Reliable, Two-Handed

Add them here for convenience



Frag Grenade
Specialisation: Thrown/ Ordnance, Damage: 6, Range: Meidum, Mag: 1 , Enc.: 0
Traits/Qualities/Flaws
Blast, Loud, Thrown (Medium), Unstable

Add them here for convenience




Astra Militarum Flak Armour
Armour Points: 4
Locations: All
Enc.: 4(5)
Traits/Qualities/Flaws
Loud

None



Other-Equipment
Chrono
Cameleoline Cloak
Respirator
Climbing Harness


-------------------------

Ammo
Frag Grenade CT 1

-------------------------
Encumbrance: 6/7
(StrB+TghB = Max)
Chrono (0)
Knife* (0)
Set of Astra Militarum Flak Armour (4)
Frag Grenade (0)
Las Carbine (1)
Cameleoline Cloak (0)
Sword (1)
Respirator (0)
Climbing Harness (0)




Experience


Available XP: 0
Spent XP: 150


(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

EXPERIENCE: 150
-25 BS Advancement
-25 WIL Advancement
-50 Rapport Advancement
-50 Presence Advancement

-------------------



-------------------






Background

Yes the backstory of your character can go here~



The Math

EXPERIENCE: 150
-25 BS Advancement
-25 WIL Advancement
-50 Rapport Advancement
-50 Presence Advancement

Characteristics:
WS 40 +5 +5=50
BS 29 +1=30
STR 32
TGH 38 +5=43
AG 26
INT 32
PER 32
WIL 29 +1=30
FEL 35 +5=40

Equipment:
Chrono, Knife*, Set of Astra Militarum Flak Armour*, Frag Grenade*, Las Carbine**, Cameleoline Cloak**

Talent:
Drilled
Forbidden Knowledge (Lore: Eldar)

Skills:
Athletics
Discipline+
Fortitude
Melee++
Ranged+
Stealth+

Presence+
Rapport+

300 Solars
-150 For a Sword
-50 For Respirator
-100 For Climbing Harness

Sarone
2024-01-03, 02:42 PM
I would like some assistance with my character submission.

I know I need to submit a background and other physical characteristics.

What do you all think?

Hemnon
2024-01-06, 10:50 AM
Still here everyone. just busy work and workshift this weekend.
have some vacationtime from monday on, so hopefully tomorrow or around monday I'll get a looksie at the new sheets, check the older interests-ones that are still around, etc. :smallsmile:

Sarone
2024-01-06, 12:12 PM
Still here everyone. just busy work and workshift this weekend.
have some vacationtime from monday on, so hopefully tomorrow or around monday I'll get a looksie at the new sheets, check the older interests-ones that are still around, etc. :smallsmile:

Yeah!

On that note, I managed to get a copy of the rulebook yesterday. I will be going over it for the next few days and then correct any issues with my character.

By the way, what do we have so far for the group?

Hemnon
2024-01-06, 12:52 PM
Yeah!

On that note, I managed to get a copy of the rulebook yesterday. I will be going over it for the next few days and then correct any issues with my character.

By the way, what do we have so far for the group?

Xetheral, bramblefoot and you yourself.
there's also one more prior-interest person that HAVE replied me back (besides bramblefoot), just swamped with other games but he'll try and join in with my good graces for not overpressuring him to constantly be around every single hour to check for new posts in the IC once I get that up and running. :smallwink:

So is still more than happy to get 1 or 2 more interests.

MrAbdiel
2024-01-07, 05:30 AM
Lothos

Bio

Name: Lothos
Gender: Male
Age: 27

Origin: Shrine World (Macharia)
Faction: Adeptus Minstorum
Role: (DM's pick)

Eyes: Focused, Blue
Hair: Mohawk, Blue (Natural, Silver)
Height: 6'4"
Weight: 171 lbs
Handedness: Ambidextrous
Distinguishing Features: Overly defined stringy muscles, barely perceptible limp, stubble.

Divination: Mercy is a sign of weakness.




Initiative, Fate, Health & Corruption



Initiative: 6

-----------------------------
Fate: 4/4

-----------------------------
Wounds: 13/13

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 33/+0 = 33
BS: 36/+0 = 36
STR: 31/+0 = 31
TGH: 33/+0 = 33
AG: 31/+0 = 31
INT: 49/+0 = 49
PER: 29/+1 = 30
WIL: 47/+0 = 47
FEL: 33/+0 = 33





Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 31/+0 = 31
Awareness (Per): 30/+0 = 30
Dexterity (Ag): 31/+0 = 31
Discipline (Wil): 47/+0 = 47
Fortitude (Tgh): 33/+0 = 33
Intuition (PER): 30/+0 = 30
Linguistics (INT): 49/+0 = 49
Logic (INT): 49/+0 = 49
LORE (INT): 49/+5 = 54
MEDICAE (INT): 49/+10 = 59

Melee (WS): 33/+0 = 33
Navigation (INT): 49/+0 = 49
Presence (WIL): 47/+10 = 57
Piloting (AG): 31/+0 = 31
Psychic Mastery (WIL): 0/+0 =
Ranged (BS): 36/+0 = 36
Rapport (FEL): 33/+0 = 33
Reflexes (AG): 31/+0 = 31
Stealth (AG): 31/+0 = 31
Tech (INT): 49/+0 = 49

-----------------------------------
(Specialisations go here)




Talents

(Add talents here - Talent Name and Effect it gives)

Ambidextrous - No penalty for offhanding.
Faithful (Imperial Cult) - Several zealous options for actions, pg. 108.



Goals, Influence, Connections & Notes

Goals

Short Term Goal: Prove he is on the right path by bringing one lost soul back to the Imperial Creed.

Long Term Goal: Receive absolution by a Terran Ecclesiarch.
------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)

Adeptus Ministorum: +1 - (Undecided)
------------------
Connections

Connected to (Pending player character!)

Connected to the Gangboss. Lothos's wife, Narcia, was the Gangboss' sister/daughter/best friend (GM's call), and marrying her provided implicit protection during Lothos' fall from grace during the Noctis Aeterna. It's unclear to Lothos how much of their relationship is tied up in guilt or blame; but he knows he owes this crimelord something - service, distasteful as it may be - for the protection he extended during that bright spark of time amidst the Imperium's darkest hours.
------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 10
Other Currencies

Character Creation Purchases:
50 - 'Hammer'
This is the mounting rod for Lothos's holy icon. It is a smart length of steel with graven scripture, and an iron circle on its top inside of which sits the small, stonecarved aquilla made from a paver on which St. Mecharius once trod. It also serves perfectly fine as a bludgeon; a dual function that befits such a warsome saint. I took the Lightweight feature to make it 'Subtle' and not obviously a weapon, if that pleases the GM's whims.
200 - Stub Revolver
20 - 4 * Reloads
20 - 2 * Bleeder Reloads
20 - Flugs
100 - Survival Gear, Durable (3 Enc - Slings)
20 - Chrono
100 - Dataslate
60 - Heavy Leathers (1 Enc Worn)
-------------------------------
Stub Revolver
Specialisation: Pistol, Damage: 6, Range: Medium, Mag: 6/6 , Enc.: 0
Traits/Qualities/Flaws
4 Reloads, 2 Bleeder Reloads
'Hammer' (Mounting Rod for Icon)
Specialisation: One Handed, Damage: 2+StrB, Range: Melee, Enc.: 1
Traits/Qualities/Flaws
Bought the [I]Lightweight upgrade hoping it could stay at 1 Enc but count as Subtle as per page 121. With the icon mounted, it's 'just' an imperial icon. But can still bonk.

Robe
Armour Points: 1
Locations: Body, Arms, Legs
Enc.: 1/2
Traits/Qualities/Flaws

Subtle

Heavy Leathers
Armour Points: 2
Locations: Body, Arms, Legs
Enc.: 2/3
Traits/Qualities/Flaws

None

Armour-Name Carapace Chestplate
Armour Points: 6
Locations: Body
Enc.: 3/4
Traits/Qualities/Flaws

Loud, Heavy


Other-Equipment
Other gear goes here

Holy Icon: +1SL on Discipline (Fear) if sufficiently Faithful.
Robes: 1 Armor on Arms, Body, Legs
Set of Slings: +4 Encumbrance Value
Chirugeons's Kit: 5/5 uses of this healing kit.
Carapace Chestplate: 6 armor to the Body Location; Heavy and Loud.
-------------------------

Ammo
Anything ammo related... or grenades, melta charges, whatever can be considered 'not gear' and can help things go boom goes here.

-------------------------
Encumbrance: 6
(StrB+TghB = Max) +4 from Slings

1/2 (Robes)
2/3 (Heavy Leathers)
3/4 (Carapace Chestplate)
1 (Chirurgeon's Kit)



Experience


Available XP: 25 (potentially 50 more from Role pending.)
Spent XP: 100

Purchases at Creation:

100 - Fated
25 - Perception (29->30)

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

-------------------



-------------------






Background

Born to a family of middlingly successful Ministorum functionaries on Macharius, Lothos 'rebelled' by taking interest in an enthusiastic effort to bring the benighted elements of humanity into the Emperor's light, rather than waiting for them to come to him. A missionary troupe trained and dispatched him to Hive Skarthius on far Persepolis. He established himself in the underhive as a non-partisan medicae, and began gaining the respect of the locals.

Then the Noctis Aeterna hit. For those in the underhive, the idea of travelling between worlds and the Emperor's light as the centre of the universe was irrelevant. What mattered to them was the stub rounds coming down the iron corridor, and the fistful of stims for which they were trying not to die. But for Lothos, news of the vanishing of the Astronomican was a sign of the end of the world - and the folly of all he had ever believed. Disillusioned, confused, and broken faithed, he allowed his duties to slip away and became more mercenary and self interested in his work with the gangs - even allowing himself to fall in love, and take on what the underhive considers marriage to a pistol-slinging spitfire whose life he had saved with his own blood.

On the same day that Narcia died in a shootout in the depths of Hive Skarthius, news tricked down that the chaotic Noctis Aeterna was over and the light of the Emperor had returned. What this all added up to - sacrifice, divinity, faith, loss, gain, purpose - is not clear to him. But his grief forced him to believe what piety alone could not: that he would see her again, at the Emperor's side. And in the meantime... Well. He'd have to find some way to survive and serve the Emperor's will, whatever that might look like.





That's me. Happy to plug in a character connection with someone, if we're settled on the party more or less!

Sarone
2024-01-08, 12:46 PM
So far, I am tracking for the group:

MrAbdiel- Lothos, Ministorum Missionary and Medic
Xetheral- Arcerrivax Yal, Tech Priest Informant
bramblefoot- Hiverunner
Sarone- Lieutenant Zacharius McKain, Recon Regiment Melee Specialist

Not bad, over all. Though a bit light on muscle, by my guess.

I am still working on my back story, but the main points are these:

Character Back Story Outline

Zacharius McKain is an orphan that was put into the Schola Progenium at an extremely young age.
He has been an average student except for melee weapons and socializaing with other cadets.
Graduated from the Schola Progenium with a focus on Melee Combat.
Was assigned to an Astra Militarum Recon Regiment with the goal of being on the watch for raiding operations, most especially Drukhari.
Regiment was stationed above Persepolis when the Noctis Aeterna opened.
The transport suffered heavy damage, forcing the regiment to evacuate to the planet below. Roughly a third of the regiment made planetside before the transport was destroyed.
For the next three years, Recon Regiment has been "lost" on planet, though mostly working to keep the planet together.
Recently, an operation went badly for the Regiment, resulting in heavy casualties, either in dead, wounded, or missing.
Lieutenant McKain has been tasked with being a liaison with Chief Zek in order to get the necessary people and equipment back to the regiment.



Looking at the list, I think I have an idea on the relationship between Lt. McKain, the Recon Regiment, and their mission with Chief Zek. Chief Zek is the only gang boss that is willing to work with the Recon Regiment without hesitation. He has a fine grasp of military logistics and appreciates the training and support a Recon Regiment provides. In return, Chief Zek provides a ready supply of resources, but not people due to the other gangs influence and "meddling".

Right off the bat, this would put one of the gangs, the Scarlet Sisters, on a high priority list due to the slave and drug trade, while the other two are "in between" this war.

What do you all think?

Hemnon
2024-01-10, 08:52 AM
With using the dice swap for Faction, I've got Forge World/Adeptus Mechanicus, so here's my tech-priest, "Arc". He's the last survivor of an anathemetized Data Temple on his home Forge World that was wiped out for opposing the more "progressive" planetary leadership. He's on the run, seeking to disappear on Persepolis and eventually re-establish his Temple.

Items requiring DM approval:
Inheritor talent: Arc bears the legacy of the Zeta-Iota 80 Data Temple, evidence of (arguable) heresy on the part of the Adeptus Mechanicus planetary leadership of his homeworld. Realizing that Arc slipped through their grasp, they continue to hunt him. As a temple guardian, the extra cash from the inheritance was spent on a Mastercraft Armored Greatcoat and a Power Fist.
Nonstandard Reputation: Given his backstory, I propose changing the typical +1 Adeptus Mechanicus rep for +1 Inquisition rep.

Potential Roles:
Arc could usefully serve his Patron as an Interlocutor (intuition-focused), Savant, or Warrior (melee).


Bio

Name: Arcerrivax Yal (aka "Arc")
Gender: Male
Age: 38

Origin: Forge World
Faction: Adeptus Mechanicus (switching rolled 96 to 69)
Role: TBD

Eyes: Judgemental
Hair: Long, Braided Black, Threaded with Purple Wires
Height: 2.0 meters
Weight: 105 kg
Handedness: Right
Distinguishing Features: Overly defined muscles

Divination: Innocence Proves Nothing


Initiative, Fate, Health & Corruption



Initiative: 7

-----------------------------
Fate: 0/0

-----------------------------
Wounds: 0/12

Critical Wounds
(Location - Effect)


-----------------------------
Corruption: 0

Mutations & Malignancies
(Name - Effect)





Characteristics

(Characteristic: Starting-value +1 per-advances = Current

WS: 32/+0 = 32
BS: 28/+0 = 28
STR: 38/+1 = 39
TGH: 30/+0 = 30
AG: 34/+0 = 34
INT: 44/+0 = 44
PER: 47/+0 = 47
WIL: 31/+0 = 31
FEL: 34/+0 = 34


Skills & Specialisations

(Characteristic-value + 5-per-advancement = total)

Athletics (Str): 39/+0 = 39
Awareness (Per): 47/+0 = 47
Dexterity (Ag): 34/+0 = 34
Discipline (Wil): 31/+0 = 31
Fortitude (Tgh): 30/+0 = 30
Intuition (PER): 47/+0 = 47
Linguistics (INT): 44/+0 = 44
Logic (INT): 44/+10 = 54
LORE (INT): 44/+5 = 49
MEDICAE (INT): 44/+0 = 44

Melee (WS): 32/+0 = 32
Navigation (INT): 44/+0 = 44
Presence (WIL): 31/+0 = 31
Piloting (AG): 34/+0 = 34
Psychic Mastery (WIL): 31/+0 = 31
Ranged (BS): 28/+0 = 28
Rapport (FEL): 34/+0 = 34
Reflexes (AG): 34/+0 = 34
Stealth (AG): 34/+0 = 34
Tech (INT): 44/+10 = 54

-----------------------------------
(Specialisations go here)


Talents

Inheritor (Last survivor of anathmetized Zeta-Iota 80 Data Temple on [Forge World name])


Goals, Influence, Connections & Notes

Goals
Short-term: replace lost Enforcer Carapace
Long-Term: re-establish Zeta-Iota 80 Data Temple in secret on Persepolis

------------------
Influence & Contacts
(Faction-name: Influence-value - Contact-name)
Inquisition +1

------------------
Connections
I have identified Patron as potential sponsor of re-establishing Zeta-Iota 80 Data Temple

------------------
Notes





Solar & Other Currencies, Equipment, Encumbrance, etc.

Solars: 80
Other Currencies



-------------------------------
Weapon-Name
[I]Spescialisation: , Damage: , Range: , Mag: / , Enc.:
Traits/Qualities/Flaws

Power Fist
Brawling, 6+StrB, Melee, Enc 2
(Part of Inheritance from Zeta-Iota 80 Data Temple)




Armour-Name
Armour Points:
Locations:
Enc.:
Traits/Qualities/Flaws

Armoured Greatcoat
Armour Points: 4
Locations: Arms, Body, Legs
Enc.: 2
Mastercraft, Subtle
(Part of Inheritance from Zeta-Iota 80 Data Temple)


Other-Equipment
Augmetic Arm
Augmetic Augur Array
Backpack
Dataslate
Robes
Sacred Unguents


-------------------------

Ammo


-------------------------
Encumbrance: 4/10
(StrB+TghB = Max)



Experience


Available XP: 150
Spent XP: 140

(add purchases here along with their cost Separated so you can keep characteristics, skills, and talent purchases apart for convenience)

Random Stats: +50
Random Origin: +25
Random Faction: +75
Strength +1: -40
Inheritor Talent: -100
-------------------



-------------------






Background

Arc lived his adult life cloistered among the other Tech Priests in the Zeta-Iota 80 Data Temple on [Forge World]. Zeta-Iota 80 was known as a particularly conservative temple, which put them increasingly at odds with the leadership of [Forge World] who was (and still is) enthusiastically prioritizing research into new weapons improvements. Realizing it was standing alone against the planetary tide, Zeta-Iota 80 reached out to the Inquisition for support, but [Forge World]'s leadership, sensing an imminent threat, struck quickly, anathematizing Zeta-Iota 80, culling its members, and razing its buildings. Arc survived the attack by happenstance, discarding his all-too-visible carapace armor and slipping away in the chaos of the assault bearing records of the planetary leadership's heresy.

Knowing that without proof of death the leadership of [Forge World] will continue to hunt him, Arc travelled to Persepolis to disappear into the underhive, desperate for allies to help him re-establish Zeta-Iota 80. Identifying [Patron] and their infractionist faction as potential long-term backers, Arc has committed himself to proving his worth. He rationalizes that among the infractionists is the last place his enemies will think to look for him, and that tolerating their nonconformist ways is a small price to pay in the long-term fight against heresy in the Imperium.

Finally have the time and the not-freezing-my-toes-off sensation cuz COLD :smallannoyed:

I'd prefer the avoidance of an Inheritance like that, same with me feeling very iffy if you chose being the child of a daemonhost, or early-gen or repeat-near-human result of a genestealer cult's offspring cycle.

A variation that is seen as a sanctioned but barely-so cult within the Mechanicus Priesthood (like the Cult of Mechanicus Techpriests that seek to regain their biological parts since they believe the true 'machine' result is the biological machine of the same form as the emperor, not of metal and wires). That'd be fine. perhaps the last member of it after a puritanical purge and you hold the relic or some such item (an expensive item with significance).
It'd also have me put some focus on your character's goals being towards re-establishing the cult and recruiting members. I can already see you've done so at least with the Long-term goal, which is nice to see.

Otherwise it'd need to be a more 'normal' inheritance of sorts.

You'd still keep your Mechanicus Influence, cuz Mechanicus and you knows the ways of the priesthood no matter if there's specific people that actively despise you.
So... what faction would your Inheritor talent fit with? Imperial Nobility? a long line of highly-ranked Mechanicus Family-successors? An inquisition sanctioned sect of Mars Priesthood members that deals with certain nono-subjects - anything from actual invention, to reverse-develop xenotech into imperial tech, dealing with the removal of certain truths and cover them up with Imperium-accepted knowledge.
Or something completely different?

Beyond that, I see no issues with anything in the charactersheet. :smallsmile:

bramblefoot
2024-01-10, 03:48 PM
would someone transfer regel into your sheet hemnon? my autism hates your sheet, and your ocd hates a normal word doc

there you go

https://drive.google.com/drive/u/0/folders/17SCuEsgPN4ple2X1zD230fn_XtQ00QUR

Hemnon
2024-01-12, 04:38 AM
I dunno if I'm the only one having massive issues getting access to giantitp, right now, but still here, just barely able to get the site to load in fully and correctly, from time to time.

Xetheral
2024-01-13, 12:54 PM
Thanks for the feedback on the character! I'll revise the backstory and resubmit.

And yes, I'm also having problems getting the site to load. It seems to be working at the moment, but it's been very erratic.

Hemnon
2024-01-14, 09:45 AM
Thanks for the feedback on the character! I'll revise the backstory and resubmit.

And yes, I'm also having problems getting the site to load. It seems to be working at the moment, but it's been very erratic.

Thanks :smallbiggrin:
Hate to do those 'no' moments cuz it feels like it'd be limiting or some such, but yeah, still need to have limits.
Oh and any updated idea on what you might want as 'inheritance'? I sadly cannot accept stuff like weapons or armor or whatnot. It needs to be very valuable but not merely 'best craftsmanship plasma pistol'.
A hallowed fragment of an STC that has been data-probed as far as is possible. No real use, just a 'relic' of worth for the Cult. Perhaps it held a few understandable words and it was slowly made into scripture. :smalltongue:

Good to know it's not just me with Giantip.

Hemnon
2024-01-16, 08:15 PM
would someone transfer regel into your sheet hemnon? my autism hates your sheet, and your ocd hates a normal word doc

there you go

https://drive.google.com/drive/u/0/folders/17SCuEsgPN4ple2X1zD230fn_XtQ00QUR

Anyone that can help bramblefoot here? for some reason, my computer won't let me go to the site and check that googledoc to help and transfer it over here to giantitp.

Sarone
2024-01-18, 11:14 PM
Good evening everyone. My apologies for the lack of communication on my end, but this week has been intense.

Hemnon
2024-01-19, 07:37 AM
Good evening everyone. My apologies for the lack of communication on my end, but this week has been intense.

no worries. still waiting and hoping for at least 1 or 2 more people. :smallsmile:

Sarone
2024-02-02, 03:13 PM
no worries. still waiting and hoping for at least 1 or 2 more people. :smallsmile:

Just when I thought life couldn't get more interesting, it does.

Are we still waiting for more players? How many are still around?