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  1. - Top - End - #1
    Firbolg in the Playground
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    Default Arbites Strike Team (DH1)

    I've never much cared for the basic premise of Dark Heresy: The Inquisition annoys me, and I feel it's a strait jacket to have to fit games into that mold.

    Instead, I propose, as the title says, an Adeptus Arbites Strike Team.

    I'll say a short bit about the 'levels' of the Imperium (as I see things). In the same way that Planetary Defence Force is the local equivalent of the Imperial Guard, so local law enforcement is the local equivalent of the Adeptus Arbites. Local enforcers with local law and local problems, just as PDF deals with local threats and uprisings and the like.

    Large planets will have permanent Arbites offices - but for smaller worlds, there are the direct equivalent of the Old West Marshals: The Arbites Strike Teams.

    So that's the premise of this game: You are a group of specialists in the employ of the Adeptus Arbites. You have a ship, an armory full of shotgun and shock mauls, and it would propably make some measure of sense if at least one character was an actual arbiter, and everyone had some idea how and why they ended up in the employ of the Adepta.

    My book is the original Iron Fortress 1e, but anything that results in values for WS, BS, Toughness and so on - I suppose we'll be able to make it work. I don't GM stuff I don't own, so allowed material is Core and Inquisitors Handbook. No Sisters of Battle.

    I don't use maps. If you happen to have a super easy-to-use map tool you can suggest, I'll consider it, but I looked at the ones I could find (roll20 for instance) and they seem more hindrance than aid.

    The game is envisioned as some investigation - and a lot of combat.

    Spoiler: The Ship - let's call it The Gavel
    Show

    I don't want any shred of ship combat - sorry, but I just don't want to go there. Regardless, the ship is a small corvette, equipped to insert a team of Arbites agents, either overtly or covertly. You shall not want for shotguns, carapace armors, riot shields, and all manner of technically non-lethal combat options.

    The ship will have sensors you can use, and in an emergency will be able to assist in various ways (orbital riot foam for instance). Do not expect the ship to become an active playing piece in anything but the very direst of situations.


    Spoiler: Character creation
    Show

    Oh, you know what to do. Roll for stats and fate and all that jazz. If you're wildly unhappy with your set - roll another. You can have whatever the books allow you to have - plus, as stated, all the shotguns, shock mauls and riot sheilds you could ever want. No, you cannot exchange them into cash so you can buy a multilaser.

    We start at rank 3.

    You may requisition additional gear on planet. Requisitions will be reviewed by planetary authorities based on need, availability, and level of sanity. If you require cash for bribes, that's may meet with moderate resistance. If you require a multilaser or a baneblade tank, that's likely to raise questions and concerns.


    Spoiler: Calling for back-up
    Show

    As the heroes of this game, I expect you to put in the man hours on your own. There is a type of player who'd like nothing better than to commandeer a platoon of PDF, and have them do all the heavy lifting. This is not the game for that type of player.

    You are required to get into trouble on your own. However, once you are in trouble - deeply enough to feel no shame about chickening out - then you may contact local authorities and request assistance. Such assistance shall arrive as quickly as humanly possible. As you may proverbially know, they'll have to stop for doughnuts on the way.


    Spoiler: Command Structure
    Show

    I guess it may come up, since it's essentially a police squad: Who's in charge?

    In principle, no one is. There is a Captain abord the ship, but he commands the ship, not you guys. I don't want there to be a Sergeant - you're welcome to RP one if you like, but no one is in charge of the other players.


    Spoiler: Your build
    Show

    This is something I've learned from experience:

    Once, I made a 'low power Dark Heresy' game. It was stated as such, in the title, right off the bat. One player informed me he wanted to roll a ... some sort of tech priest tank build that would eventually quadruple wield multilasers on his mechadendrites. I told him no. He accepted this - then later decided his character would blow up a ship with everyone on it, because he wasn't allowed to quadruple wield multilasers.

    So I say this up front: If you expect your primary armament to remain shotguns and shock mauls, you've got the tone of this game keenly fixed in your mind.

    I'm not saying there will never be a multilaser. But just don't go into this game waiting only for that moment, because ... that's not where I'm going.
    Last edited by Kaptin Keen; 2020-04-02 at 03:02 AM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: Arbites Strike Team (DH1)

    Let us see what the emperor grants us:
    Spoiler: Rolls
    Show

    WS (2d10)[9]
    BS (2d10)[17]
    S (2d10)[11]
    T (2d10)[6]
    Ag (2d10)[11]
    Int (2d10)[19]
    Per (2d10)[16]
    Wil (2d10)[15]
    Fel (2d10)[9]

    Divination (1d100)[50]
    Wounds (1d5)[3]

    Spoiler: Reroll
    Show

    (2d10)[7]


    With stats like that I am thinking Psyker or Adept. Hes a detective, that does not get along with people very well.

    EDIT: If this is combat focused, then Psyker it is.
    Last edited by Novabomb; 2020-03-28 at 01:46 PM.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: Arbites Strike Team (DH1)

    That sounds like a really good premise. I like it.
    A question - when you say Rank 3 How much XP is that? Have we just finsihed Rank 1 and 2, so 1000 XP or are at 2000 XP at the end of Rank 3?


    SO some stats....
    WS (2d10)[15]
    BS (2d10)[14]
    S (2d10)[3]
    T (2d10)[11]
    Ag (2d10)[10]
    Per (2d10)[8]
    Int (2d10)[9]
    Wp (2d10)[14]
    Fel (2d10)[16]

    A reroll (2d10)[11]
    And Wounds (1d10)[3] Fate (1d10)[8] and divination (1d100)[95]

    EDIT: I'll play as an Arbite as well if that's okay. I liked them anyway and this way it now makes much more sense.



    Spoiler: Patrol Officer Plex Sigismund
    Show


    In the darkness of the frontier, I am the law

    Name: Plex Sigismund
    Homeworld: Volg Hive
    DIvination: Trust in Your Fear Agility +2, +1 Fate point
    Rank: Regulator

    WS [15] = 35
    BS [14] 29 + 10= 39
    S [11] 31
    T [11] +5 = 41
    Ag [10]+2 = 32
    Per [8] = 28
    Int [9] +5 = 34
    Wp [14] = 34
    Fel [16] = 31

    Wounds 11 / 11 Fate 4 Insanity 1d10 Corruption 0

    Skills
    Speak Language (Low gothic)(Volg Hive) Int
    Literacy Int
    Common Lore (Underworld)(Imperium)(Adeptus Arbites) Int
    Inquiry Fel
    Interrogate Fel
    Intimidate Str
    Awareness Per
    Scrutiny Per
    Drive (Ground Vehicles) Ag
    Security Ag
    Dodge Ag

    Talents
    Basic Weapon training (SP), Pistol training (SP) Melee weapon Training (Primitive)(Shock), Quick Draw, Jaded, Light Sleeper

    Traits
    Accustomed to crowds No penalty in crowds
    Caves of Steel Tech use is a basic skill
    Hivebound When in "wilderness" -10 on Survival and -5 on Int tests
    Wary +1 to Initiative rolls

    Advances /
    Rank 1 (0-500)
    BS basic
    Awareness
    Pistol training (SP)
    Scrutiny
    Drive (ground vehicles)

    Rank 2 (500 -1000)
    Security
    Melee training (shock)
    T basic
    Common Lore (underworld)
    Int Basic

    Rank 3 (1000 - 2000) 50 XP Left
    Dodge
    Interrogation
    BS trained

    Gear
    Hand Cannon Pistol 35m S/-/- 1d10+4 I PEN 2 Clip 5 2 Full
    10 Rounds (2 clips) Manstopper +3 PEN
    10 Rounds (2 clips) Dumdum+2 Dam, AP x2

    Combat Shotgun Basic 30m S/3/- 1d10+4 I PEN 0 Clip 18 2full Scatter
    18 Shells (1 clip) Inferno Ag test or Catch fire

    Shock Maul Melee 1d10+SB I Pen 0 Shocking

    Enforcer Light Carapace (AP5 ALL)

    Arbite Uniform
    Injector (3 doses of Stimm)
    Arbitrator ID
    Chrono
    Pack of Lho sticks (3)

    Last edited by DrK; 2020-03-28 at 02:45 PM.
    Thanks to Emperor Ing for the nice Avatar

  4. - Top - End - #4
    Firbolg in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by DrK View Post
    That sounds like a really good premise. I like it.
    A question - when you say Rank 3 How much XP is that? Have we just finsihed Rank 1 and 2, so 1000 XP or are at 2000 XP at the end of Rank 3?
    Oh .. how very relevant. 1500 xp.

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: Arbites Strike Team (DH1)

    Spoiler: More Rolls
    Show

    Sanctioning (1d100)[96]
    Fate (1d10)[4]


    Spoiler: Phil Vega, Spirit Detective
    Show

    Homeworld: Voidborn
    Charmed: Roll d10 when spending fate, on 9 it is not spent.
    Ill Omened: -5 to Fell against non=voidborn
    Void Accustomed: No penalty for low grav env, immune to space sickness.
    Spoiler: Stats
    Show

    WS: 32
    BS: 37
    S: 26
    T: 27
    AG: 31
    INT: 39 -> 44 {100xp}
    PER: 36 -> 41 {100xp}
    WIL: 43 -> 53 {350 xp}
    FEL: 29

    Wounds: 9
    Fate: 2

    Spoiler: Skills
    Show

    Awareness (Per) {100xp}
    Common Lore [Imperial Creed] (Int) {100xp}
    Common Lore [Imperium] (Int) {100xp}
    Dodge (Ag) {100xp}
    Forbidden Lore [Psykers] (Int) {100xp}
    Invocation (Wil)
    Literacy (Int)
    Psycognicience (Per)
    Scholastic Lore [Occult] (Int) {100xp}
    Speak Language [Ship Dialect] (Int)
    Speak Language [Low Gothic] (Int)
    Trade [Soothsayer] (Fel)

    Spoiler: Talents
    Show

    Meditation {100xp)
    Melee Weapon Training [Primitive]
    Pistol Weapon Training [Las]
    Psy Rating 1
    Psy Rating 2 {200xp}
    Unshakable Faith {100xp}

    Spoiler: Powers
    Show

    Unatural Aim
    Healer
    Spectral Hand
    Wall Walk
    Spasms

    Spoiler: Gear
    Show

    Staff
    Compact Las Pistol
    1 Charge Pack
    Psykana Mercy Blade
    Quilted Vest
    Tatty Robe
    Book of Imperial Saints
    Psy Focus
    Sanctioning Brand

    Spoiler: Backstory
    Show

    Phil was practically ship royalty. He was the son of the captain. He pretty much had the run of the ship, well at least the 5 segments closest to the helm. He was destined to command the ship when his father retired. And then a small flicker in the Gellar field which went unoticed allowed a small ghost on board. Phil somehow perceived the threat before the Navigator, and it was dealt with without much incident. But this revealed Phil's growing psionic potential, and he was sent to the black ships. His sense of destiny helped preserve him through the sanctioning process, and he came out with much less scarring than others do. He gained a greater appreciation for the emperor, who was a much more distant concept previously. He likely would have become a navigator, but on one of his early trial missions the Arbites decided that having someone that could sense "spooky stuff" would be useful, and he turned out to be surprisingly good at it, and generally useful so they kept him.

    Last edited by Novabomb; 2020-03-30 at 11:30 PM.

  6. - Top - End - #6
    Titan in the Playground
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    Default Re: Arbites Strike Team (DH1)

    @ Kaptain Keen

    I have Book of Judgment if that would help with the premise of the game (Sourcebook of all things Arbites)

    So a couple of questions... Based on the Book of Judgement:

    Vox Legi Patter Arbite Shotgun (Basic 30m S/2/- 1d10+9 I PEN 0 Clip 14 Reliable, scatter, 7kg Can be used as club)
    Ius Automatic Pistol 30m S/3/- 1d10+4 Pen 0 Clip 11 Full Reliable 1.75kg

    Adeptus Arbite Carapace Armour (AP6 all) 14kg
    - Comes with mag harness to mount equipment, Rebreather, Photo Visor, Recoil Gloves
    Ballistic Surcoat: +1 AP to the arms/body
    Enforcer Riot Shield: +3AP Body/Arm vs Primitive (+1AP vs others)
    Synford Lock Shield: +4AP to Body/Arm/Head Sight glass to fire through, Vox hailer


    Standard Load Out
    Adeptus Arbite Combat Armour
    Ius Automatic Pistol w/ 3 clips
    Vox Torc, lamp pack, shock maul (or power maul), 2 grenades (typically stun / choke), 2 pairs magnacles


    Currently Plex has only stuff from the Core/ Inquisitor handbook so this is just a query
    Thanks to Emperor Ing for the nice Avatar

  7. - Top - End - #7
    Firbolg in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by DrK View Post
    @ Kaptain Keen

    I have Book of Judgment if that would help with the premise of the game (Sourcebook of all things Arbites)

    So a couple of questions... Based on the Book of Judgement:

    Vox Legi Patter Arbite Shotgun (Basic 30m S/2/- 1d10+9 I PEN 0 Clip 14 Reliable, scatter, 7kg Can be used as club)
    Ius Automatic Pistol 30m S/3/- 1d10+4 Pen 0 Clip 11 Full Reliable 1.75kg

    Adeptus Arbite Carapace Armour (AP6 all) 14kg
    - Comes with mag harness to mount equipment, Rebreather, Photo Visor, Recoil Gloves
    Ballistic Surcoat: +1 AP to the arms/body
    Enforcer Riot Shield: +3AP Body/Arm vs Primitive (+1AP vs others)
    Synford Lock Shield: +4AP to Body/Arm/Head Sight glass to fire through, Vox hailer


    Standard Load Out
    Adeptus Arbite Combat Armour
    Ius Automatic Pistol w/ 3 clips
    Vox Torc, lamp pack, shock maul (or power maul), 2 grenades (typically stun / choke), 2 pairs magnacles


    Currently Plex has only stuff from the Core/ Inquisitor handbook so this is just a query
    I have the following view on gear: If you get better absorbtion - invariably, enemies will need to do more damage to remain a credible threat.

    I don't really mind better gear, and I think on a mission by mission basis, you may well get upgrades - maybe even substantial ones. But the local authorities who lend you their top merchandise will want it back when you depart.

    That's not to say you cannot improve your personal gear - of course you can. But I'll be aiming for a sort of balance. Really good gear is likely to be temporary, while anything you personally consider cool can be something you acquire permanently.

    Stick with core gear to start. We'll get into the nitty-gritty of gear at some later point. Although, nothing you bring up sounds outrageously OP =)

  8. - Top - End - #8
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Nov 2012

    Default Re: Arbites Strike Team (DH1)

    Spoiler: rolls
    Show

    (2d10)[13]
    (2d10)[14]
    (2d10)[10]
    (2d10)[10]
    (2d10)[17]
    (2d10)[16]
    (2d10)[9]
    (2d10)[14]
    (2d10)[19]


    Let's roll some bones so we can play some cops!

  9. - Top - End - #9
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
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    Default Re: Arbites Strike Team (DH1)

    (1d5)[1] wounds, (1d10)[9] fate, (1d10)[4] gelt, (1d100)[25] divination. Probably will create a tech-detective looking for tech-criminals to deliver tech-justice to.

  10. - Top - End - #10
    Ogre in the Playground
    Join Date
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    Default Re: Arbites Strike Team (DH1)

    Question:
    Is errata being used? It could significantly impact the minor powers selected (since the errata make some of them basically unusable)

    Aside from backstory and gear, character sheet is basically done.

  11. - Top - End - #11
    Firbolg in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by Novabomb View Post
    Question:
    Is errata being used? It could significantly impact the minor powers selected (since the errata make some of them basically unusable)

    Aside from backstory and gear, character sheet is basically done.
    Um, yes, errate will be used, since for the most part it fixes stuff that's just silly and obviously wrong.

    Which powers do you have in mind? I don't think I ever noticed changes to minor powers.

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by Kaptin Keen View Post
    Um, yes, errate will be used, since for the most part it fixes stuff that's just silly and obviously wrong.

    Which powers do you have in mind? I don't think I ever noticed changes to minor powers.
    Lucky for example is not useful in combat anymore. You are better off making an extra attack, rather than casting lucky, and possibly triggering perils, and maybe not needing the reroll. (Since buff + attack is no longer a thing)

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: Arbites Strike Team (DH1)

    I wouldn't mind playing some 40K cops.

    Let's roll stats for an Imperial World

    Spoiler: rolls
    Show

    (2d10+20)[27]
    (2d10+20)[26]
    (2d10+20)[31]
    (2d10+20)[40]
    (2d10+20)[27]
    (2d10+20)[37]
    (2d10+20)[32]
    (2d10+20)[40]
    (2d10+20)[29]


    Well, max Toughness and Will sounds like a tanky Arbiter to me, let's reroll BS
    [roll]2d10+20[/roll]
    Or do that in another post because edits don't like new rolls
    Last edited by boj0; 2020-03-29 at 01:51 PM.
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  14. - Top - End - #14
    Bugbear in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Reroll BS
    (2d10+20)[28]

    Wounds
    (1d5+8)[11]

    Fate
    (1d10)[4]

    Divination
    (1d100)[21]
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  15. - Top - End - #15
    Firbolg in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by Novabomb View Post
    Lucky for example is not useful in combat anymore. You are better off making an extra attack, rather than casting lucky, and possibly triggering perils, and maybe not needing the reroll. (Since buff + attack is no longer a thing)
    Hm. I can't even find the 1e errata anymore.

    As stated in the opening post, I don't GM material I don't have - so as long as I can't find the errata, we're not using it. If I manage to find it, I'll have a look at the changes to psychic powers, and see what I think about them =)

  16. - Top - End - #16
    Bugbear in the Playground
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    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

  17. - Top - End - #17
    Firbolg in the Playground
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    Default Re: Arbites Strike Team (DH1)

    Ahh - sterling work. Please accept this +1 xp as your well deserved reward =)

  18. - Top - End - #18
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Arbites Strike Team (DH1)

    Ok, this sounds absolutely hilarious and is a super unique take on playing 40k. I love the idea!

    (2d10)[11]
    (2d10)[13]
    (2d10)[12]
    (2d10)[16]
    (2d10)[12]
    (2d10)[15]
    (2d10)[6]
    (2d10)[12]
    (2d10)[14]

    Re-roll if needed: (2d10)[12]

    Fate: (1d10)[1]
    Wounds: (1d5)[4]
    Divination: (1d100)[22]

  19. - Top - End - #19
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Arbites Strike Team (DH1)

    # of Spare Parts: (1d10)[10]
    Starting money: (1d10)[2]

  20. - Top - End - #20
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Arbites Strike Team (DH1)

    I know you said only Core and Inquisitor's Handbook, but I'm really hoping that you'll also allow the Book of Judgement since it's SO perfect for this campaign premise. Cyber-Mastiff Handler is an alternate career from that book, and if it's approved this is my character submission.

    The idea is that she's a Tech-Priest assigned from the Adeptus Mechanicus to assist the Adeptus Arbites in tracking, finding and bringing fugitives to justice. I picked up a pump-action shotgun from the "unlimited shotguns" pool. Combat shotgun is better, but pump-action just seems to fit the person hunting you with a mechanical dog. Plus, combat shotguns don't make that nice, intimidating racking sound.

    If you decide not to permit Book of Judgement in the end, I'll have to work up something new. Which is perfectly fine, but this is my submission of hope.

    Gamma-49 "Fenria"


    Spoiler: Gamma-49 "Fenria"
    Show
    Name: Gamma-49 "Fenria"
    Race: Human
    Homeworld: Forge World
    Career Path: Tech-Priest
    Rank: Electro-Priest Cyber-Mastiff Handler
    Ascended Career Path:
    Ascended Rank:
    Divination: Know the mutant; kill the mutant.

    Characteristics
    WS: 34
    BS: 35
    S: 32
    T: 41 *
    Ag: 32
    Int: 45 *
    Per: 39 *
    WP: 33
    Fel: 26

    Wounds & Fate
    Total Wounds: 11
    Current Wounds: 0
    Critical Damage: 0
    Fatigue: 0/3

    Fate: 1/1

    Insanity & Corruption
    Insanity: 0
    Corruption: 0

    Experience
    Available: 0
    Spent: 0

    Skills
    Spoiler: Skills
    Show
    Awareness [Per] - 39
    Common Lore (Tech) [Int] - 45
    Literacy [Int] - 45
    Logic [Int] - 45
    Search [Per] - 39
    Secret Tongue (Tech) [Int] - 45
    Speak Language (Low Gothic) [Int] - 45
    Tech-Use +10 [Int] - 55
    Tracking [Int] - 45
    Trade (Copyist) [Int] - 45
    Trade (Technomat) [Int] - 45

    Basic Skills
    Common Lore (Machine Cult) (Int) - 22


    Talents & Traits
    Spoiler: Talents & Traits
    Show
    Basic Weapon Training (Las, SP)
    Electro Graft Use
    Fit for Purpose - +3 Willpower
    Mechanicus Implants
    Melee Weapon Training (Primitive)
    Pack Hunter - For every cybermastiff controlled by Handler, +10 to Tracking Tests. In addition, may gain bonuses from Heightened Senses or applicable gear possessed by one controlled hound.
    Pistol Training (Las)
    Stranger to the Cult - -10 to Tests of Imperial Creed, -5 to Fellowship Tests to interact with Ecclesiarchy in formal settings
    Technical Knock - Unjam gun as Half Action


    Weapons
    Spoiler: Weapons
    Show
    Las Pistol
    Class: Pistol
    Damage: 1d10+2 E
    Pen: 0
    Reload: Full
    RoF: S/-/-
    Range: 30m
    Clip: 30/30
    Special Rules: Reliable

    Las Carbine
    Class: Basic
    Damage: 1d10+2 E
    Pen: 0
    Reload: Full
    RoF: S/2/-
    Range: 60m
    Clip: 40/40
    Special Rules: Reliable

    Pump-Action Shotgun
    Class: Basic
    Damage: 1d10+4 I
    Pen: 0
    Reload: 2Full
    RoF: S/-/-
    Range: 30m
    Clip: 8/8
    Special Rules: Scatter

    Metal Staff
    Class: Melee
    Damage: 1d10+3 I
    Pen: 0
    Special: Balanced, Primitive


    Armor
    Spoiler: Armor
    Show
    Flak Jacket, Flak Helmet
    Head: 6 [2]
    Right Arm: 7 [3]
    Left Arm: 7 [3]
    Body: 7 [3]
    Right Leg: 7 [3]
    Left Leg: 7 [3]


    Equipment
    Spoiler: Equipment
    Show
    Glow Lamp
    Data-slate
    Mechanicus robes and vestments (Good Quality Clothing)
    10 spare parts
    Vial of Sacred Machine Oil
    Constructer Interface Augmetic
    Gas Mask
    Manacles
    Micro-bead
    "Bloodhound" Cyber-mastiff
    Spoiler: "Bloodhound" Cyber-mastiff
    Show
    WS: 30
    BS: -
    S: 40
    T: 30
    Ag: 30
    Int: 20
    Per: 45
    WP: 25
    Fel: -

    Movement: 3/6/9/18
    Wound: 12

    Skills: Awareness [Per] +10, Tracking [Int] +20
    Talents: Talented (Tracking)
    Traits: Armour Plated, Dark Sight, Enhanced Senses (Smell), Machine (5), Quadruped, Size (Scrawny)
    Armour: Machine, All 7
    Weapons: Bite (1d10+2 R)
    Gear: In-built Auspex, olfactory auger array (allows a re-roll of any failed Perception Tests based on smell, such as Tracking)


    Wealth: 2 Throne Gelt


    XP Advancements
    Spoiler: XP Advancements
    Show
    Rank 1 - Cyber-Mastiff Handler
    100: Basic Weapon Training (SP)
    100: Toughness +5
    100: Awareness
    100: Tracking
    100: Pack Hunter

    Rank 2
    100: Common Lore (Tech)
    100: Trade (Technomat)
    100: Search
    100: Quick Draw
    100: Tech Use +10

    Rank 3
    150: Logic
    250: Perception +5
    100: Intelligence +5


    Background

    Last edited by Janwin; 2020-03-31 at 04:12 PM.

  21. - Top - End - #21
    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    This might be the right time to recreate my first DH1 character ever, a cleric. Much potential there...

    Are we allowed to assign rolls to stats as we please?
    Last edited by LairdMaon; 2020-03-30 at 04:36 PM.

  22. - Top - End - #22
    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    (2d10)[9]
    (2d10)[5]
    (2d10)[8]
    (2d10)[13]
    (2d10)[12]
    (2d10)[9]
    (2d10)[18]
    (2d10)[9]
    (2d10)[18]

    Reroll, just in case (2d10)[14]

    Fate: (1d10)[5]
    Wounds: (1d5)[5]
    Divination: (1d100)[76]

  23. - Top - End - #23
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Nov 2012

    Default Re: Arbites Strike Team (DH1)

    Tech-Inspector Pensacola "Penny" 43b was born into a caste of Environmental System Maintence technicians aboard the Mass Conveyor 'New New Carissa', and eventually inducted into the sacred mysteries of the Rites of Maintence. A friendly and personable young lass (for a tech-priest), she was always asking questions, like 'Why are quartermaster Leonard's stores always 5% below the official reported amounts? And why does chief bosun Royce need so many medicinal chymical pre-cursors?' After that last question, someone threw a rather crude home-made grenade into her bunk (it fizzled, thank the Omniassiah) and Penny was transferred to the ranks of the tech-inspectors, and then eventually seconded to the Arbites to help them investigate tech-crimes.

    Spoiler
    Show

    Characteristics
    WS: 33
    BS: 34
    S: 25
    T: 30
    Agi: 37
    Int: 41: 36 + 5
    Per: 31
    WP: 39
    Fel: 39

    Wounds: 7/7
    FP: 3/3
    Divination: Know the mutant; kill the mutant.” Increase Perception by +2.

    Skills:
    Common Lore (Tech)
    Demolition
    Evaluate
    Literacy
    Logic
    Medicae
    Scholastic Lore (Chymistry)
    Secret Tongue (Tech) (Int)
    Security
    Speak Language (Low Gothic) (Int)
    Speak Language (Ship Dialect)
    Tech Use +10 (Int)
    Trade (Scrimshawer) (Ag)

    Talents:
    Basic Weapon Training (Las)
    Feedback Screech
    Heightened Senses (Hearing)
    Melee Weapon Training (Primitive)
    Melee Weapon Training (Shock)
    Pistol Training (Las)
    Technical Knock
    Electro Graft Use

    Traits: Mechanicus Implants
    Spoiler
    Show

    Over the course of many complicated rituals, you have been blessed and purified. You have been judged a suitable vessel for the following implants:

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

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

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

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

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

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


    Starting Gear: Metal staff
    las pistol and 1 charge pack
    las carbine and 1 charge pack
    knife
    flak vest
    glow lamp
    data-slate
    Mechanicus robes and vestments (Good Quality Clothing)
    1d10 spare parts (power cells, wires, chronometers etc)
    vial of Sacred Machine Oil.

    Advances:
    Feedback Screech (100)
    Evaluate (100)
    Logic (100)
    Common Lore (Tech) (100)
    Technical Knock (100)

    Demolition (100)
    Tech Use +10 (100)
    Security (100)
    Scholastic Lore (Chymistry) (100)
    Medicae (100)

    Logic +10 (100)
    Heightened Senses (Hearing) (100)
    Melee Weapon Training (Shock) (200)
    Int + 5 (100)

  24. - Top - End - #24
    Ogre in the Playground
    Join Date
    Sep 2015

    Default Re: Arbites Strike Team (DH1)

    I have updated the character with a name and backstory.
    Phil the Spirit Detective, is ready to hunt some occult scum.

  25. - Top - End - #25
    Firbolg in the Playground
    Join Date
    Feb 2014
    Location
    Denmark
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    I want to get this thing on the road. After all, it's meant to be covid-19 isolation fun, so .. better get started before they come around and vaccine everyone.

    Tomorrow? Can everyone be finished by tomorrow?


    Quote Originally Posted by LairdMaon View Post
    This might be the right time to recreate my first DH1 character ever, a cleric. Much potential there...

    Are we allowed to assign rolls to stats as we please?
    Yes - assign as you like =)

    Quote Originally Posted by Novabomb View Post
    I have updated the character with a name and backstory.
    Phil the Spirit Detective, is ready to hunt some occult scum.
    Phil the Spirit Detective, eh? I think on Phil's recruitment papers he'll be listed as a Medium and Psychic Probe =)

    Quote Originally Posted by dojango View Post
    Tech-Inspector Pensacola "Penny" 43b was born into a caste of Environmental System Maintence technicians aboard the Mass Conveyor 'New New Carissa', and eventually inducted into the sacred mysteries of the Rites of Maintence. A friendly and personable young lass (for a tech-priest), she was always asking questions, like 'Why are quartermaster Leonard's stores always 5% below the official reported amounts? And why does chief bosun Royce need so many medicinal chymical pre-cursors?' After that last question, someone threw a rather crude home-made grenade into her bunk (it fizzled, thank the Omniassiah) and Penny was transferred to the ranks of the tech-inspectors, and then eventually seconded to the Arbites to help them investigate tech-crimes.

    Spoiler
    Show

    Characteristics
    WS: 33
    BS: 34
    S: 25
    T: 30
    Agi: 37
    Int: 41: 36 + 5
    Per: 31
    WP: 39
    Fel: 39

    Wounds: 7/7
    FP: 3/3
    Divination: Know the mutant; kill the mutant.” Increase Perception by +2.

    Skills:
    Common Lore (Tech)
    Demolition
    Evaluate
    Literacy
    Logic
    Medicae
    Scholastic Lore (Chymistry)
    Secret Tongue (Tech) (Int)
    Security
    Speak Language (Low Gothic) (Int)
    Speak Language (Ship Dialect)
    Tech Use +10 (Int)
    Trade (Scrimshawer) (Ag)

    Talents:
    Basic Weapon Training (Las)
    Feedback Screech
    Heightened Senses (Hearing)
    Melee Weapon Training (Primitive)
    Melee Weapon Training (Shock)
    Pistol Training (Las)
    Technical Knock
    Electro Graft Use

    Traits: Mechanicus Implants
    Spoiler
    Show

    Over the course of many complicated rituals, you have been blessed and purified. You have been judged a suitable vessel for the following implants:

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

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

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

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

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

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


    Starting Gear: Metal staff
    las pistol and 1 charge pack
    las carbine and 1 charge pack
    knife
    flak vest
    glow lamp
    data-slate
    Mechanicus robes and vestments (Good Quality Clothing)
    1d10 spare parts (power cells, wires, chronometers etc)
    vial of Sacred Machine Oil.

    Advances:
    Feedback Screech (100)
    Evaluate (100)
    Logic (100)
    Common Lore (Tech) (100)
    Technical Knock (100)

    Demolition (100)
    Tech Use +10 (100)
    Security (100)
    Scholastic Lore (Chymistry) (100)
    Medicae (100)

    Logic +10 (100)
    Heightened Senses (Hearing) (100)
    Melee Weapon Training (Shock) (200)
    Int + 5 (100)
    Nice =)

  26. - Top - End - #26
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by Kaptin Keen View Post
    I want to get this thing on the road. After all, it's meant to be covid-19 isolation fun, so .. better get started before they come around and vaccine everyone.

    Tomorrow? Can everyone be finished by tomorrow?
    Yes. I can get some background for Trooper Plex written up tonight
    Thanks to Emperor Ing for the nice Avatar

  27. - Top - End - #27
    Troll in the Playground
     
    MindFlayer

    Join Date
    Dec 2014
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    Very possible. Time to get to brainstorming!

  28. - Top - End - #28
    Firbolg in the Playground
    Join Date
    Feb 2014
    Location
    Denmark
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    Oh, one detail that I want to point out:

    I don't think it's in the rules anywhere, but any double-barrel shotgun can of course fire both barrels at once, making it Rending. Which is nice, of course, but means now you have to reload.

    But Rending weapons are the f****** best.

  29. - Top - End - #29
    Bugbear in the Playground
     
    RangerGuy

    Join Date
    Nov 2010
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    Quote Originally Posted by Kaptin Keen View Post
    Oh, one detail that I want to point out:

    I don't think it's in the rules anywhere, but any double-barrel shotgun can of course fire both barrels at once, making it Rending. Which is nice, of course, but means now you have to reload.

    But Rending weapons are the f****** best.
    Hmmm... The temptation to go double-barreled just increased for the laughs of having her walking around with an open shotgun hanging off her arm and a cyber-hound, looking like an English gentleman out for a hunt...

  30. - Top - End - #30
    Bugbear in the Playground
    Join Date
    Apr 2007
    Location
    Madison, WI
    Gender
    Male

    Default Re: Arbites Strike Team (DH1)

    I can shoot for tomorrow
    Once you go blue, nothing else will do. Once you go Quarian...someone will die.

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