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Inexplicable Humblebrag
Sep 20, 2003

Dark Heresy 2.0



quote:

Heresy is like a tree, its roots lie in the darkness whilst its leaves wave in the sun and to those who suspect nought, it has an attractive and pleasing appearance. Truly, you can prune away its branches, or even cut the tree to the ground, but it will grow up again ever the stronger and ever more comely. Yet all awhile the root grows thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness, and growing even greater and more deeply entrenched.
Such is the nature of heresy, and this is why it is so hard to destroy, for it must be eradicated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then we are doomed.

- Prelude to "The Abominatus"

quote:

The weak will always be led by the strong. Where the strong see purpose and act, the weak follow; where the strong cry out against fate, the weak bow their heads and succumb. There are many who are weak; and many are their temptations. Despise the weak for they shall flock to the call of the Daemon and the Renegade. Pity them not and scorn their cries of innocence - it is better that one hundred innocently fall before the wrath of the Emperor than one kneels before the Daemon.
- The First Book of Indoctrinations

quote:

Inquisitors? They’re sneaky bastards. Useful, yes, even necessary, but I wouldn’t buy a used aircar from any of them.
- Arbitrator General Bex van Sturm, pre-trial



Dark Heresy!

This is the recruitment thread for a newbie Dark Heresy 2.0 Play By Post game – people who are new to the system, people who are new to PbP, all are welcome. People who are new to the setting, less so, I’m afraid.

So long as you can post something interesting once per week, that’s enough to work with, and I want you to play. I want five players to take the reins of five acolytes sent on a ~routine diplomatic extraction~ to the watery agri-world of Ourybia.


How do I play??



You post.

This is intended to be an introductory game, so to begin with I’m going to handle all the rules stuff. The system-in-ten-seconds summary is as follows – you have a bunch of stats, measured 1 – 100, that indicate your abilities at, say, Agility, or Toughness. The average competent adult human is at about 30 in each stat. In situations where failure or success can have some narrative importance (e.g. leaping a chasm), you roll a percentile dice (d100) to test them – you add various penalties or bonuses to your stats to form a Target Number (TN), and if you score equal or under your TN on the dice, you’ve passed!

For example, a Toughness test to not get poisoned might be at +20 if the poison is weak, but a Willpower test to avoid stealing a really cool skull might be at -30 if your kleptomania is really kicking it today. I’m the GM, so I determine appropriate modifiers. You might also like to kick in some suggestions, e.g. “as per my backstory, my character has a history of successfully ignoring skulltheft compulsions”, which I will take into consideration. It’s a two-way process.

I will do a proper rules post downthread, once we have players established and I know what level I need to pitch this at. I mean, you could google for Dark Heresy 2 PDF and see what comes up, but I don’t recommend it. If you're puzzled by play-by-post, have a look at the other Dark Heresy, Black Crusade or Only War games in this forum for a taste of how it's done and how it's themed.



Who do I play??



Good question. Dark Heresy 2 has greatly expanded character creation options compared to DH1, and I reckon it’s a whole lot better. It can, however, be a bit overwhelming for a first-time player.

Basically, you play a mostly-more-competent-than-a-guardsman guy in the 40k universe. This gives a ridiculous amount of flexibility in your dude’s backstory, experience and outlook – you can be a cultic assassin from a forge world, dedicated to hunting down hereteks, or a voidborn scavenger that’s just been spat out from a space hulk, or a preacher from a feral world who spreads the word of the Sky-Emperor, or anything you can come up with.

I’d like a maximum of one psyker, a maximum of one full-bore techpriest, and no Untouchables or Inquisitors because I’m not really interested in GMing for them at the moment. I suggest that you don’t ignore social skills, either – this isn’t Only War.

Options for creating your dudes are varied. If you’re au fait with the rules, I am very happy for you to just create your guy yourself in its entirety, sorting your stats (point buy as per rulebook), Homeworld, Background and Role as appropriate, spending XP on skills and talents, and sorting out your own gear (standard acquisitions as per rulebook).

If you’ve had a bit less experience, I would suggest picking a Homeworld, Background and Role from the below post, writing up your guy’s bio, and letting me sort out your initial stats, skills and talents. We’ll go back and forth a bit to make sure you’re happy with this.

The least preferred option is for me to assign you a statblock and for you to write up a bio that fits it, but if you’re desperate, I’ll do this.


What sort of game is this??



I intend for this to depart from Scruntgame a little. We will mostly be playing by the book, because I want to see what it’s like – this means Requisition tests for equipment, counting ammunition, and generally playing things a little straighter than a band of foulmouthed excrementals running around a rainy planet causing mayhem. The Warhammer 40k universe is always funniest when played as kind-of-straight, pitch-black comedy, and that’s kind of what I’ll be aiming for.

We will be using the Subtlety rules, as well – Subtlety is a hidden party stat that starts at 50 and rises or lowers based on what you guys get up to. If you march around shouting that you’re the Inquisition and to please do as commanded, you may get results in the short term, but it might warn your targets that something’s up, and they’ll be better prepared for a fight or they’ll accelerate their plans. On the flipside, if you’re ghostly shadows that are never seen, you may well be able to operate with impunity with your enemies never even suspecting that you’re there, but you may find it difficult to draw attention if you actually want to!

I do also want you to post at each other; have your characters ask other characters things, and actually have conversations. It makes the game flow a lot better and means it’s not five unrelated characters shouting into a void, it’s an actual cohesive warband. I will award bonus XP and other benefits for good roleplaying, and this will be judged on an individual basis. Don’t worry if the sperg with five campaigns under his belt is posting big essays – just make sure your guy has interesting stuff to convey, even if it’s only a few lines.

We’ll maintain this OOC thread separately from the game thread, but as ever, the cast-iron rule is that if you want things to happen it has to go in the game thread.


How do I get started?



Post to signify your interest, tell me your level of system knowledge, and give me a 250+ word character bio. A picture might help.

Cover off what planet you’re from, what you do, why an Inquisitor would be interested in your talents, and how you got picked as an acolyte. You might also want to consider what your character hates, what your character wants, and how willing they are to compromise one to feed the other.

I will want to start this mid-January, so you’ve got ages to ask questions and look for clarification, etc. Once we’ve got players, we can go from there.


e

:siren: NPC PERSONALITY POST :siren:

:siren: INFLUENCE AND SUBTLETY POST :siren:

:siren: WEB OF INTRIGUE :siren:

Inexplicable Humblebrag fucked around with this message at 12:13 on Jun 9, 2017

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Inexplicable Humblebrag
Sep 20, 2003

Every character has a Homeworld, a Background, and a Role! These all give you aptitudes (which shape character advancement), skills (wide-bore abilities that your character has, e.g. Tech Use or Acrobatics), and talents (narrow-focus abilities your character has that represent cool tricks they can do).

Possible Homeworlds

Feral World - Worlds where the dominant culture is at a pre-medieval state. Generally not too hot on technology, archetypally savage. Feral World characters are strong, tough, but not so good at networking. They can go toe-to-toe with ravening aliens with only primitive weapons.

Forge World - The opposite of feral; technology rules these planets, and their population generally lives in thrall to it. Planet-wide assembly plants and factories, those who come from Forge Worlds are intelligent, tough, but bad at connecting with people. They also have a knack for tech.

Highborn - The ruling castes. The nobles. Charming and influential, but with the weak constitution of the truly inbred, Highborn have an above-average number of Fate Points and are effective party "face" members.

Hive World - The teeming masses. The ants. Hive worlds are planets where the gigantic population is crammed into even bigger megastructures; generally specialising in light industry and pollution, these worlds have populations that rarely see the sun. Hivers are agile and perceptive, but weak of will. They are also adept at tunnel-running and barging through crowds.

Shrine World - Dedicated to the Emperor's worship, Shrine worlds are deemed holy by the Imperium. They can be desolate grassy veldts or planetwide statue graveyards, but their population tends to be strong of will and gregarious. Unfortunately, blind faith does not lend itself to sharp perception. Shrine worlders have a chance to not spend Fate Points on use.

Voidborn - Spacers. Whether on starships or space stations, the gangly, pale Voidborn have a touch of the dark about them. They are intelligent and strong-willed, but physically weak. Naturally, they're pretty good at moving in zero-G.



Possible Backgrounds

Adeptus Administratum - Nerrrrrds. Knowledge is their main game, but they're also effective at requisitioning equipment. Recommended roles are Chirurgeon, Hierophant, Sage, Seeker.

Adeptus Arbites - Judge Dredds. They represent the galaxy-spanning lawgivers that police the Imperium. Combat tanks and expert interrogators/intimidators, Arbites excel at being Bad Cops. Recommended roles are Assassin, Desperado, Seeker, Warrior.

Adeptus Astra Telepathica - Psykers, and psyker support. The Astra Telepathica look after psykers the galaxy over, specialising in arcane lore and, well, mindbolts. Recommended roles are Chirurgeon, Mystic, Sage, Seeker.

Adeptus Mechanicus - Probably needing no introduction, the machine-men keep the cogs of the Imperium turning by fetishising technology. Obvious tech-specialists, AdMech characters have easy access to bionics. Recommended roles are Chirurgeon, Hierophant, Sage, Seeker

Adeptus Ministorum - The official religion of the Imperium, Ministorum characters are effective crowdcontrollers, fuelled by burning faith. Emphasis on burning. Recommended roles are Chirurgeon, Hierophant, Seeker, Warrior

Imperial Guard - The military of the Imperium, mens with guns. Guardsmen are, obviously, combat beasts and pretty good team players. Recommended roles are Assassin, Desperado, Hierophant, Warrior.

Outcasts - Outcasts are the dregs of society; criminals, drifters, or just those with fairly light ties to the Imperium. They are archetypal rogues, with survival and security skills, and can display a remarkable resilience. Recommended roles are Assassin, Desperado, Seeker.



Possible Roles

These are all archetypes, not careers! Your character will not call himself a "Seeker", he'll be something like an "Oathsworn Bounty Hunter". Make something up!

Assassin - Single-target killing and stealth. Carries all the semiotic association of assassins in pop culture; they can be moulded to fit whatever assassiny character you want.

Chirurgeon - Medics, physical adepts. Knowledge and skill specialists rather than combat specialists, the Chirurgeon role encompasses biotechnicians, feral world shamans, highborn poisoners, and anything else that can be contorted to fit.

Desperado - Agile pistol fighters. Survivalists, ruffians. This role fits the two-fisted John Woo ex-cop, the forge world gun-kata specialist, Roland from the Dark Tower, and a myriad other characters.

Hierophant - Social commanders and melee fighters, the hierophant is a charismatic orator. This fits the ravening priest, the con-man cult leader, the pugilistic CEO, and any other manipulative authority figure you can think of.

Mystic - Psykers, basically. If you're a mystic you have psychic powers. Whether sanctioned, feral, or rogue, you can move stuff with your mind.

Sage - Absolute information specialists; research and identification is their sphere. Actually really important.

Seeker - Trackers, detectives. Keen-eyed scouts, computer crackers. Anything involving perception and information retrieval is their domain.

Warrior - Fighters. Best there are. Really, they're as single-faceted as that. They can still be useful outside of combat, though!

Inexplicable Humblebrag fucked around with this message at 00:25 on Dec 18, 2015

LGD
Sep 25, 2004

I did like one Deathwatch PbP game years ago that died pretty early, and I never seem to get on the ground floor of these things, so I'd like to demonstrate interest in this game. I'm pretty familiar with 40k RPG rules but am a PbP newbie. Probably going to do a Desprado of some stripe, but I'm at work so I'll have to fill in literally all of this detail sometime this evening.

Leperflesh
May 17, 2007

I would like to play! I am a hoary TG veteran of dozens of PbP games, but the only contact I've had with the 40k RPG rules is via reading Scrunthread. I have put very little thought into what sort of character I'd like to play.

Are there party roles that need to be filled, like: the healer, the tank, the leader, etc.? What about in terms of in-universe roles, like, are we following around an actual Inquisitor and need to have personal titles like Scribe, Fixer, Toady, Bodyguard, etc?

I'm OK with filling any particular role and am quite flexible about what I can enjoy playing. I'd like to build my character in tandem with other players if that's possible, just to help tie the party together better, unless the setup demands that we be strangers.

e. Oh, look, you populated your second post while I was typing! Let me look that over and follow-up.

Leperflesh fucked around with this message at 23:26 on Dec 17, 2015

Inexplicable Humblebrag
Sep 20, 2003

No rush on getting characters in; like I've mentioned, this will start sometime in January.

Leperflesh posted:

Are there party roles that need to be filled, like: the healer, the tank, the leader, etc.? What about in terms of in-universe roles, like, are we following around an actual Inquisitor and need to have personal titles like Scribe, Fixer, Toady, Bodyguard, etc?

Not really. I'll end up balancing stuff around what the party ends up as, and characters don't actually get typecast in a strong enough way for me to be able to say "these party roles need filling". It's more like GURPS than D&D4E.

You probably want a medic, you probably want some people who know stuff, you probably want some people who can shoot straight, you probably want a social guy, you might want a psyker, you might want a technical guy. There can be a lot of overlap in these roles - your psyker can be a combat monster, for example, or your technical guy can be the medic as well.

You will not be following an actual inquisitor, you'll be operating at a distance (i.e. no GMPC). You'll want personal job titles for e.g. introductions, but it's not like a court setting where there's seats to fill.

Opopanax
Aug 8, 2007

I HEX YE!!!


Definitely interested, will try to put something together asap

LGD
Sep 25, 2004

Does the inquisitor we'll be working for belong to a particular Ordo/have a pre-defined agenda he's pursuing or are you going to base it off of character applications? I mean most acolytes won't necessarily know what any of that means, and its totally possible for an Inquisitor to work across a wide portfolio, but it may be useful for players to know if the game is going to be more focused on a particular type of heresy so they can tailor their characters appropriately.



Also how likely it is that certain character concepts will end up being executed by their own boss.

Leperflesh
May 17, 2007

LGD posted:

Does the inquisitor we'll be working for

DOWN JACKET FETISH posted:

You will not be following an actual inquisitor, you'll be operating at a distance (i.e. no GMPC).

Inexplicable Humblebrag
Sep 20, 2003

I should rephrase that to you will not be following an actual inquisitor around - you will have a boss, but you won't be in like constant contact with him. He won't be on the same planet. You will possibly not meet him, and in fact may not have ever met him - just his network. You're not his retinue, you're just some acolytes - you can contact him if necessary, but it's potentially a bit like pestering your CEO because there's no paper in the copy room. You should have a good reason, and "we've discovered something weird!!" is not in itself a good reason.

Your Inquisitor's a Hereticus, not that your guys will know, but be prepared for anything.

Leperflesh
May 17, 2007

Ah, OK. We work for some Big Boss type but we're peons and there's probably lots of middle management in between.

Inexplicable Humblebrag
Sep 20, 2003

Yeah, that's the operating-at-a-distance bit.

Anyway I'm going to bed and probably won't be back at a computer again until some unspecified point on Saturday/Sunday morning, so post questions etc if you have them and I'll get to them when I can. More than happy for you all to make up incidental details of e.g. Inquisitor's style, how you all met, etc.

Kaiju Cage Match
Nov 5, 2012




I don't know if you want a current guy in your game, but I want to give a "serious setting" 40k game a go (and I am OK with multitasking) Inquisitor business and Scrunt poo poo).

I have this idea for like an Inquisitor dude who's son of a grox baron on a Wild West planet whose parents were killed by Chaos cultists stealing their grox to sacrifice to the Chaos Gods and he went on a revenge spree but I dunno what category Cowboy Planet fits in that list (it's an Agri-World but it's not on that list).

As for playstyle: I was thinking a ranged character since I want to try something different. Definitely want revolvers and maybe a rifle for longer range encounters.

Give me the OK and I'll whip something up this weekend.

EDIT: If that doesn't work I'll just make another melee man.

Kaiju Cage Match fucked around with this message at 00:28 on Dec 18, 2015

Who What Now
Sep 10, 2006

by Azathoth

Ignavus with his Servo-Skull, Cogitatio


Name: Aperta Ignavus
Homeworld: Voidborn
Background: Adeptus Mechanicus
Role: Sage

Personal History: Across the reaches of known space there can be found Mechanicus Macro-Hauler ships, enormous vessels used for transporting huge amounts of raw materials from asteroids, planets rich with minerals or with solid cores worth strip-mining, and other places of abundant resources and taking them to one of the Imperium's many Forge Worlds to be processed into whatever it is the machine that is galactic civilization requires to sustain itself. A ship of such massive proportions requires an equally enormous crew to keep it running and in passable repair, and entire generations of men and women are born, live, and die within them, some so deep within the vessel's bowels that they might go their entire lives without even seeing the void through which they travel, much less the sky of an alien world. These people are mere menial workers, little more than slaves, used for manual labor simply because human lives are in many ways cheaper and more disposable than even the most rudimentary of servitors. Far above these wretches, in a both figurative and literal sense, are the Tech-Priests of the Mechanicum, the true crew and masters of the ship led by the Captain-Magos. On one such Macro-Hauler, The IUMENTUM, is where Ignavus came to be. Born not from the womb of a human mother but rather the gene-vats of a Magos Biologis' laboratory in the ship Ignavus was literally made to be part of the next generation of the priesthood.

Released from the vats as an adolescent with a brain filled with knowledge via hypno-indoctrination, Ignavus spent the next decade and a half putting that knowledge to practical use across the Macro-Hauler and numerous escort vessels that followed in its wake. He learned how to commune with machine spirits, read the sacred binaric runes, ply sacred unguents, oils, and welds to pitted and scarred alloys, and more during this time, everything even the most basic of Enginseers most know in order to conduct the rituals of the Machine Cult. Beyond this Ignavus displayed a particular affinity for Servitors of all sorts, but especially smaller ones such as Servo-Skulls, Cyber-beasts, or Cherubs. To become a full member of the priesthood of mars Ignavus, now an adult nearing three decades of age, he was required to present a Masterpiece work to prove his proficiency of the machine arts. Unsurprisingly he choose to create a unique servo-skull for this purpose, and he spent long months in the forges and laboratories creating data wafers, micro-cogitators, and all manner of arcane and occult mechanisms. When he was finally finished he presented his personal familiar, Cogitatio, to the Captain-Magos and received his red robes as a full Techpriest of Mars.

Unbeknownst to him, Ignavus was not meant to simply be another common Tech-Priest toiling to keep the ships of the Imperium sailing through the void. Rather, he had been commissioned, made to order for service to the Inquisition no different than one might order a bolter or blade. And so it was during one of The IUMENTUM's routine stops to unload it's many billions of tonnes of aluminium to a Forge World that he was taken from the only home he had ever known, rendered unconscious through an electro-magnetic pulse that paralyzed his implants and nervous system, sending him into a hard-reboot. His incapacitated body was placed in a stasis-crate, a common means of storing perishable or delicate goods in suspended animation, and taken away from the ship he had called home. When he came too an indeterminate time later, it was upon an Inquisitorial space-station floating in deep space far from any populated world or colony. He learned of his true purpose, to be used as a tool of the Inquisition in whatever manner it saw fit, to the best of his abilities without question or hesitation on pain of death or worse, excommunication from the priesthood.

Ignavus, though initially confused and more than a little bit terrified for his life, did eventually begin to grow accustomed to his new role. Though more amicable and approachable compared to most cultists of the Omnissiah he is still awkward and uneasy around those not of his faith. Additionally, due to the majority of his life having been spent within the safe confines of adamantine and plasteel hulls of a ship, he is more than a little bit agoraphobic and distrustful of making planetfall. The bright and empty skies of an atmosphere make him uneasy and anxious, although paradoxically the emptiness of the void is comforting to him.

During operations Ignavus prefers to support his fellow Inquisitorial operatives and follow their lead, especially when his duties force him to make planetfall. Due to years of piloting small lighters from the Macro-Hauler to the smaller escorts he can operate fliers both in and out of atmosphere and as such prefers to act as a pilot or driver when the situation allows. Alongside this are his obvious skills with most things mechanical and acting as an ambassador whenever other priests of the red planet. His hypno-conditioning also gives him a wide breadth of knowledge and trivia from which to pull, although it is not always useful. He prefers not to engage directly when he can help it, but when called to defend himself he can at least provide covering fire if not actually hit something (much to his dismay an exhausting encyclopedic knowledge of how a weapon operates does not necessarily make one skilled at actually operating it). And unfortunately his genes were selected to allow him to excel in the realms philosophical and intellectual, not martial, and he would surely be dead a hundred times over were it not for his more physically gifted allies.

To aid him in his duties Cogitatio is equipped to handle a wide variety of situations. It has a large number of tools and interface ports and jacks that dangle like ganglia from the base, just behind it's grav-unit. Additionally its right eye socket houses a powerful compact (though still noticeable) laser-projector equivalent to a lasgun, in its left is a camera and simple image-projector, and a microphone and voxcaster lies housed behind its jaws. When able to Ignavus prefers to let Cogitatio serve as his "face" through which he interacts through the world remotely. Sadly the nature of his duties requires him to be present to perform duties his familiar is not yet equipped to handle. Nevertheless it is an indispensable tool in his arsenal.

pre:
Name: Aperta Ignavus
Homeworld: Voidborn
Background: Adeptus Mechanicus
Role: Sage
Profession: Magos Errant
Divination: 14 - This character gains the Hatred (choose any one) talent. If he already possessed this talent, increase his Strength characteristic by 2 instead.

Aptitudes: 
  • Intelligence
  • Knowledge
  • Perception
  • Tech
  • Willpower
  • Agility
  • Ballistics Skill
Characteristics:
  • WS: 25 (25 (base) + 0 (point buy))
  • BS: 35 (25 (base) + 10 (point buy))
  • S: 20 (20 (base) + 0 (point buy))
  • T: 30 (25 (base) + 5 (point buy))
  • Ag: 35 (25 (base) + 10 (point buy))
  • Int: 50 (30 (base) + 10 (point buy) + 10 (advance))
  • Per: 35 (25 (base) + 10 (point buy))
  • WP: 40 (30 (base) + 10 (point buy))
  • Fel: 25 (25 (base) + 0 (point buy))
  • Inf: 30
Wounds: 10 Fate: 2 / 3 Insanity: 0 Corruption: 0 Weapons:
  • Handcannon - Pistol | Range: 35m | RoF: S/-/- | Damage: 1d10+4 I | Pen: 2 | Clip: 5 | Reload: 2Full | Weight: 3kg
  • Compact Plasma Gun - Basic | Range: 45m | RoF: S/2/- | Damage: 1d10+6 E | Pen: 6 | Clip: 30 | Reload: 5Full | Maximal, Overheats,Plasma (3) |Weight: 9kg [list]
  • Maximal: As a Free Action change from Standard to Maximal firing mode. On Maximal When the weapon is fired on Maximal, it adds 10 metres to its range, 1d10 to its damage, and +2 to its penetration. The weapon also uses three times the normal amount of ammunition per shot and gains the Recharge quality.
  • Overheats: On an attack roll of 91 or higher, deal damage to self equal to the damage of the weapon, Pen 0. Weapon cannot be fired again that round or the next round.
  • Plasma: When firing on Maximal and rolling damage, and damage die less than the value in parentheses is rerolled until a result equal to or greater than the indicated number is rolled.
Armour: Tempestus Carapace:
  • Head: 7
  • Arms: 7
  • Torso: 8
  • Legs: 7
Skills:
  • Common Lore [All] +0
  • Forbidden Lore [Archeotech] +0
  • Logic +10
  • Medicae +10
  • Operate [Aeronautical] +0
  • Operate [Surface] +0
  • Operate [Voidship] +0
  • Security +10
  • Scholastic Lore [All] +0
  • Tech Use +10
  • Trade [Armourer] +10
Talents:
  • Strong Minded - Reroll failed Willpower tests to overcome mind-affecting psychic powers.
  • Mechadendrite Use [Utility] - Trained in the use of a listed types of Mechadendrite.
  • Weapon Training [SP, Plasma] - Trained in use of non-heavy weapons in listed groups.
  • Clues from the Crowds - 1/day re-roll test made to gather information from large group or crowds.
  • Hatred [Hereteks] - +10 to WS when fighting those the profane against the Machine God. Must make +0 Willpower test to disengage when fighting these foes unless seriously outnumbered or outclassed.
  • Armour Monger - Increase Armour value by up to Int bonus divided as player wishes.
  • Infused Knowledge - All Common and Scholastic Lore skills are Rank 1 (+0). Add one DoS to all successful Lore checks.
  • Cover-Up - Spend 1 Influence to gain 1d5 Subtelty.
Traits:
  • Child of the Dark: Starts with Strong Minded, +30 to moving in zero gravity Mechanicus Implants
  • Replace the Weak Flesh: Availability of all cybernetics count as two levels more available
  • Quest for Knowledge: Spend a fate point to auto succed at logic or lore skill with a number of DoS as his INT bonus
Gear:
  • Hand Cannon
  • --2 Hand Cannon speed-loaders
  • Monotask Servo-Skull(utility)
  • Imperial Robes
  • 0 vial of sacred unguents
  • Guard Flak Armour (Requisition Gear)
  • Good Quality Microbead
  • Plasma Gun
  • +Compact
  • +Expanded Magazine
  • +Red-Dot Laser Sight
  • +Modified Stock
  • +Custom Grip
  • -4 Plasma Cannisters
  • Advanced Medkit
Implants:
  • MIU Weapon Interface (Requisition Gear) - Linked weapon can be fired as a Free Action, may still only take one attack action per round.
  • Augur Array (Pre-Party Requisition) - Half-Action to operate exactly as a hand-held Auspex. Tech-Use test to detect multiple different signatures (life signs, heat, radiation, gas, ultraviolet, ect.) Grants +20 to Awareness tests. 50m range, can penetrate 50cm of blocking walls/obstructions.
Advances: 3350xp / 3400xp
  • Operate [Surface] +0 - 200xp
  • Security +0 -> +10 - 200xp
  • Tech-Use +0 -> +10 - 200xp
  • Trade [Armourer] +0 - 100xp
  • Logic +0 -> +10 - 200xp
  • Forbidden Lore [Archeotech] +0 - 100xp
  • Weapon Training [Plasma] - 300xp
  • Trade [Armourer] +0 -> +10 - 200xp
  • Medicae +0 - 200xp
  • Medicae +0 -> +10 - 400xp
  • Armour Monger - 300xp
  • Infused Knowledge - 400xp
  • Intelligence (Beginner) - 100xp
  • Intelligence (Intermediate) -250xp
  • Cover-Up - 300xp
Finished

pre:
Combat Quick Sheet

Characteristics
WS: 25   T:   40   Per: 35
BS: 35   AG:  35   WP:  40
S:  20   Int: 50   Fel: 25

Wounds: 10/10        Armour: 8 - Torso   7 - Head, Arms, Legs       Fate: 3/3

Weapons:
  • Compact Plasma Gun* - Basic | Range: 45m | RoF: S/2/- | Damage: 1d10+6 E | Pen: 6 | Clip: 22/30 | Reload: 5Full | Maximal, Overheats, Plasma (3)
  • Handcannon - Range: 35m | RoF: S/-/- | Damage: 1d10+4 I | Pen: 2 | Clip: 5/5 | Reload: 2Full
Plasma Gun: +10 BS when making a single attack (Red-Dot Sight) +2 BS when taking half-action Aim, +4 BS when taking full-action Aim (Modified Stock) -20 to attempts to discover weapon +5 BS (Custom Grip)

Who What Now fucked around with this message at 21:26 on Nov 9, 2017

Inexplicable Humblebrag
Sep 20, 2003


yeah sure give it a go

agri-world is in an expansion i don't have, i guess the closest would be feral or shrine out of the available options. i will consider non-core roles, backgrounds and homeworlds if it's really necessary for a character to work mechanically, but probably not if the only issue is the chracter background - in that case you can just reskin an existing world with the closest fit.

Who What Now
Sep 10, 2006

by Azathoth
quote isn't edit goddamnit i'm a loving moron

Kaiju Cage Match
Nov 5, 2012




DOWN JACKET FETISH posted:

yeah sure give it a go

agri-world is in an expansion i don't have, i guess the closest would be feral or shrine out of the available options. i will consider non-core roles, backgrounds and homeworlds if it's really necessary for a character to work mechanically, but probably not if the only issue is the chracter background - in that case you can just reskin an existing world with the closest fit.

Sweet.

EDIT: Frontier world sounds about right if you don't mind me using that:

quote:

Frontier World: (Introduced in Enemies Within) Frontier World Character gains +20 bonus to tech use tests when applying personal weapon modifications, and a +10 bonus when repairing damaged items

Characteristic Modifiers: Bonus to Ballistic skill and Perception, penalty to Fellowship
Starting Fate Points: 3 (Emperor's Blessing on 7+)
Aptitude: Ballistic skill
Starting Wounds: 7+1d5

Perfect for a guy who grew up on Planet Bumfuck and had to shoot predators and rustlers, and had to maintain his guns.

Kaiju Cage Match fucked around with this message at 01:29 on Dec 18, 2015

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
I'll roll up something here, leaning toward either Psyker or a HARD BOILED EX COP ARBITES WITH A CHIP ON HIS SHOULDER, A PAIR OF AUTOPISTOLS, AND NOTHING TO LOOSE.

goodness
Jan 3, 2012

When the light turns green, you go. When the light turns red, you stop. But what do you do when the light turns blue with orange and lavender spots?
I won't have much time to create until January 1 as I'm home for the holidays, but count me interested if recruitment is open until then.

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
Imperial guard sapper with a possible side of technoheresy going on. "'scuse me, you gotta plug it in first" incoming.

Who What Now
Sep 10, 2006

by Azathoth
My 30-year old virgin goonlord's backstory is done. I have no idea how to handle what I envision for the skull, or even if it's possible. If by fine with having it take my Actions to perform complex tasks, like my character is controlling it via wi-fi. Or if it's too complicated or too cheesy, whatever. I'm not married to it (I am).

Leperflesh
May 17, 2007

Please play your servoskull as if it were Bit from the original Tron movie.

Kai Tave
Jul 2, 2012
Fallen Rib

Who What Now posted:

My 30-year old virgin goonlord's backstory is done. I have no idea how to handle what I envision for the skull, or even if it's possible. If by fine with having it take my Actions to perform complex tasks, like my character is controlling it via wi-fi. Or if it's too complicated or too cheesy, whatever. I'm not married to it (I am).

I'm not sure if DH2.0 has specific rules for using Servo-Skulls to remotely perform tasks. Their general mechanical purpose is a floating bonus to Tech-Use tests as they do helpful things like poke mechanical bits with sparky bits and shine flashlights where you need them. That said, across the breadth of the 40K RPG line there have been more detailed rules for using servitors and servo-skulls as remote units, so perhaps DJF will use those if he's feeling generous/brave or maybe he won't, who can say?

I'm probably not gonna be apping since between my extant PbPs and my new gaming computer (hey guys did you know XCOM is good?) I'm probably at my limit, but DJF is a legit good GM so if y'all can keep up you're in for good times.

Who What Now
Sep 10, 2006

by Azathoth

Leperflesh posted:

Please play your servoskull as if it were Bit from the original Tron movie.

I've never watched it. Is it sassy?

Leperflesh
May 17, 2007

It's a Bit, so it answers all questions with YES or NO.

https://www.youtube.com/watch?v=_fGujzulsas

It is sassy, yes.

Also, jesus christ, watch the original TRON, what is wrong with you

Who What Now
Sep 10, 2006

by Azathoth
I watched it when I was, like, four.

Leperflesh
May 17, 2007

I don't remember anything from when I was four, or barely anything from when I was eight for that matter. I encourage you to watch it again! Consider it research for what it's like to be a program Techpriest.

Who What Now
Sep 10, 2006

by Azathoth
My original idea was to only be a servo-skull and for the Techpriest to never, ever be seen because anything more open than the cockpit of an Aquilla would make him flip his poo poo, and the skull would just project holograms of a Techpriest, or the Mechanicus sigil, or whatever when I wanted to talk. But I figured that wasn't very fair that if anyone else took a bullet to the face they'd be dead, but if I took a bullet to the face I'd just be out some thrones. But I figure if I'm lucky I can still use it to scout out some vents and maybe have it fight a duct owl or something.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.


Name: Barry "The Bull" Bulworth
Homeworld: Frontier World
Background: Adeptus Arbites
Role: Hardboiled Detective (Desperado)

I know what you're asking: How did a po-dunk deputy from a backwood mining colony get to be where I am now? The easy answer would be to say with a trail of bodies behind me and call it a day, but I'll bite.

Like I mentioned, home for most of my life was a mining colony by the name of Fenwarth IV on the outskirts of civilized society. Parents were both quarry laborers. My dad died when I was little, as the result of an industrial accident. Mother had to keep working, it was the only option she had to make a living. The quarry used her up and when all that was left was a broken husk of a woman they left her out to pasture. I was 18 when she got fired and lucky for her I had already had found work as a jail deputy. I was able to support us until she finally gave out and died when I was 20. I had no more ties to my home which gave me the freedom to move on, bigger and better. I could join up with the Arbites and go after the big time criminals.

You have to understand with Fenwarth: People out there, they may as well not know the rest of the galaxy exists. Most live in their little bubble and never strive to know anything outside of their community, their job, their church. The ones who strove for bigger aspirations were the ones you had to watch out for. For such a rural community it had a lot of wannabe mobsters, thinking they could pull the sort of jobs they seen in cinema holotapes. They thought they were their own personal inquisitor, beholden to nobody and completely obvious. Thinking we couldn't catch on. When we caught up with them, they always wound up in shallow graves. A necessary brutality to keep the public order. Frontier justice was never pretty, but the criminal justice system was spread thinner than buttered toast as is. The penal legions ain't missing them.

And then there was Fontenau.

I was working undercover to bust a obscura ring in one of the bigger cities on the planet, part of an orbital trade network. Also one of the few cities with a functional judiciary and courtroom. Before Fontenau was on my radar I was sniffing out the hierarchy and passing the information to my handler Donaldson, who would bring them in once I progressed up the chain. Fontenau had an inside man though who marked me and Donaldson for death. Donaldson got his when I was giving him the dead drop but I managed to escape. The only thing I trusted was my gun. I had to go even further underground, buried in like a tick. Fontenau knew who I was and someone in the Arbites was feeding him info. I made some big plays and killed my share of people before I even got his name. Fontenau was good, he played a shell game with his illicit money, between that and the officers he bought off kept him off the radar for a long time but he had a weakness: he couldn't resist meeting his bribees face to face. He used it as an insurance policy in a way. If the officers on the take couldn't keep the honest ones away and Fontenau caught a bullet, all his corrupt stoogies would burn with him.

It was just a matter of following the traitor to the meeting and putting a bullet in both of them.

While that destroyed the obscura ring and brought the institutional corruption to light, it came to light that Arbites weren't the only ones on the bribery list. Judges, business owners, even some of the Governor's personal men were tied up in bribery charges in the ensuing fallout. I shook up a lot of the political structure and for it I was deemed persona-non-grata and given the walking papers. There was nothing left for me on Fenwarth IV except for dust and the ghosts of my past, so I caught the next vessel off planet with a summons in hand for a mysterious job offer.

Do you mind if I smoke? I've been meaning to quit. Bad habit I picked up during the Fontenau case.... Thank you. Well then, now that we got that little intro out of the way, you were going to ask me something?

pre:
Name: Barry "The Bull" Bulworth
Homeworld: Frontier World
Background: Adeptus Arbites
Role: Desperado
Aptitudes:Ballistic Skill, Offence, Agility, Defense, Fellowship, Finesse, Toughness

Characteristics:
WS:  25 (25 (base) + 0 (point buy))
BS:  45 (30 (base) + 10 (point buy) + 5 (advance))
S:   25 (25 (base) + 0 (point buy))
T:   40 (25 (base) + 15 (point buy))
Ag:  45 (25 (base) + 15(point buy) + 5(Advance))
Int: 25 (25 (base) + 0 (point buy))
Per: 38 (30 (base) + 5 (point buy) + 3 (Divination))
WP:  30 (25 (base) + 5 (point buy))
Fel: 30 (20 (base) + 10 (point buy))

Influence: 42 = 25 +1 [peer] +10 [player actions] -2 [sniper req] -1 [Deculon Security Team] +5 [Warehouse Raid] + 4 [Gambling Proceeds]

Wounds: 10/10
Fate: 3 (Threshold 7+)
IP: 0
CP: 0

Skills:
Awareness
Common Lore (Adeptus Arbites, Underworld)
Interrogation
Intimidate
Inquiry
Scrutiny
Dodge
Stealth
Acrobatics

Talents:
Weapon Training (Solid Projectile)
Catfall
Ambidextrous
Two-Weapon Wielder (Ranged)
Quickdraw
Mighty Shot (accounted for on weapon damage below)
Inescapable Attack (Ranged)
Peer (underworld)

Traits:
The Face of the Law: Reroll any Intimidation or Interrogation test, can substituted WP bonus for degrees of success.
Move and Shoot: Once per round after moving may perform a single standard attack with a pistol he is currently wielding.
Rely on None but Yourself: Gains a +20 bonus to Tech-Use tests when applying personal weapon modiications, and a +10 bonus when repairing damaged items.
Divination: Truth is Subjective: Increase this character's Perception characteristic by 3. The first time he would gain 1 or more Corruption points each session, he gains that amount plus 1 instead

Gear:
Shotgun (Basic | 30m range | S/-/- | 1d10+4I | 0 pen | 2Full | Scatter) *In storage*
Sawed off shotgun (Pistol | 20m Range | S/-/- | 1d10+4I | 0 Pen | Full | Scatter)
Autopistol w/ Motion Predictor and silencer (Pistol | 30m Range | S/-/6 | 1d10+2I | 0 pen | full)
Stub Automatic w/ Silencer(Pistol | 30m Range | S/3/0 | 1d10+3I | 0 pen | full) *In Storage*
Sniper Rifle w/ Silencer (Basic | 200m Range | S/-/- | 1d10+6I | Pen 3 | Rld Full | Accurate, Reliable) Ammo 20/60
Enforcer Light Carapace (Armor 5 all)
Strummer
3 Doses of Stimm
3 Stun Grenades
1 "Green Stripe" Smoke Grenade
Manacles Strapped to goggles.
6 Amputator shells
Grapnel
Poor Quality Auspex (bio scanner)
Loose Red-Dot Scope

Advances: 2600/3450
Simple Advance (Ballistic Skill) - 100
Known skill advance (Dodge) - 100
Ambidextrous - 300
Two-Weapon Wielder (ranged) - 300
Quickdraw - 200
Stealth - 200
Acrobatics - 100
Mighty Shot (400)
Inquiry (200)
Inescapable Attack (ranged) (300)
Agility Advance 1 (100)
Peer (Underworld) (300)

Divination 27: http://orokos.com/roll/353384
Wounds 7+3 = 10 http://orokos.com/roll/353385
Wounds reroll = 1 http://orokos.com/roll/353932
Fate Threshold: 1 no bonus fate point http://orokos.com/roll/353386

Chargen note: Character had duplicate ballistic skill aptitudes, substituted in toughness.

DeathSandwich fucked around with this message at 19:59 on Oct 12, 2017

Divorced And Curious
Jan 23, 2009

democracy depends on sausage sizzles
I'm interested! I've only done a couple of play-by-posts before, and while I've played the original Dark Heresy I've not played the second yet. I don't have a firm idea yet of what character I want to play so I'll hang back and see what other people post and what roles are going to need filling.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

SeekOtherCandidate posted:

I'm interested! I've only done a couple of play-by-posts before, and while I've played the original Dark Heresy I've not played the second yet. I don't have a firm idea yet of what character I want to play so I'll hang back and see what other people post and what roles are going to need filling.

I mean, right now it looks like myself and two others were looking at desperado characters so we maybe have ranged combat tied up pretty well. Who What Now seems to be doing the knowledge-y focused techpriest, so it looks like the archetypes currently uncontested is the Psyker, melee beatstick, and a more socially graced person. There's a lot of interesting options you can do, I would think a Mechanicus Assassin murdering dudes so he can chrome himself out more could be an interesting guy.

Inexplicable Humblebrag
Sep 20, 2003

Just make whatever, with the caveat that I'm only taking five players and I want a decent mix, so if you're all desperados you probably won't all get picked.

Remember that if you're new to the system you do not need to make your guy yourself, you just need to give me a bio that we can work off.

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.

Pondering a feral worlder of some sort, maybe Seeker/Warrior.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Character sheet updated: I got my point buy stats set and exp spent, but I haven't rolled for divination and wounds yet.

Question on influence: How the gently caress do we know what that is? The books talk about how we spend it but not how to determine what it is in the first place. Is that the game's equivalent to Rogue Trader's Profit Factor or Only War's Logistics Rating? If it's determined at chargen I assume that means it's by default the base point buy value of 25 if we sunk no points into it?

Ronwayne
Nov 20, 2007

That warm and fuzzy feeling.
You get your Influence bonus (that's the first digit of you influence score, 2, if you left it at 25, 3, if you increased it to 30-39), in items of Scarce or lower. Weapons come with two reloads (if applicable)

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Something else to keep in mind for newbies: If you're worried about having a skill/social character who's bad at combat don't fret. Flamers are amazing for people with 0 combat aptitudes. Weapon training (flame) is a tier 1 trait with a general aptitude so at worst it'll cost you 300 exp to gain proficiency and the basic flamer is scarce availability so you can take it as one of your free equipment requisitions at character creation. Flamers are unique in that you don't ever roll ballistic skill with them: They instead carry the Spray and Flame properties:

Spray posted:

Spray weapons use large area-effect shots to strike more foes, sacrificing range for wider coverage. Unlike other weapons,they have just one range and, when fired, hit all those in their area of effect. The wielder does not need to test Ballistic Skill; all creatures in the weapon’s path (a cone-shaped area extending in a 30° arc from the firer out to the weapon’s range) must make a Challenging (+0) Agility test or suffer one hit from the weapon. If the wielder does not possess the appropriate Weapon Training talent, targets gain a +20 bonus on the test; this rises to +30 if the weapon is Heavy and the wielder is not braced. Cover does not protect from Spray attacks unless it completely conceals a target. Because there is no attack roll, they are always considered to strike the Body location. They jam if the firer rolls a 9 on any damage dice (before any modifiers are applied). Due to the inaccurate nature of their design, they cannot be used to make Called Shot actions.

Flame posted:

Using materials such as promethium and incendiary powders, this weapon ignites with primordial fire. Whenever a target is struck by an attack with this quality (even if he suffers no damage), he must make an Agility test or be set on fire (see page 243). If the target of the Flame attack is a vehicle, the pilot must make the appropriate Operate skill test with a bonus equal to the vehicle’s Armour value on the facing hit by the Flame attack. If the pilot fails, the vehicle immediately catches fire (see the On Fire! sidebar on page 263)

Fire posted:

A character can be set on fire in several different ways (none of them pleasant). First, weapons with the Flame quality and certain Energy Critical Effects can set a character on fire. Alternatively, a character can be ignited by fire in the environment; for this second case, at the beginning of each round after the first in which the character is exposed to the same source of flames, he must make a Challenging (+0) Agility test or catch on fire.Once a character is on fire, he suffers 1d10 Energy damage (ignoring Armour) and suffers 1 level of Fatigue each round until the fire is extinguished. If the location is not otherwise specified, this applies to the Body location. While on fire, he must make a Challenging (+0) Willpower test at the beginning of each of his turns in order to be able to take actions normally; otherwise, he may only flail in agony and scream, which counts as a Full Action. A character who is on fire can try to extinguish the flames by dropping Prone and making a Hard (–20) Agility test as a Full Action. The GM can make this test easier or harder depending on environmental conditions and whether the blazing character is able to receive any help from nearby allies.

Generally speaking flamers don't do an awful lot of damage up front compared to other options, but being on fire is loving hellish and makes for surprisingly excellent crowd control so long as you can avoid friendly firing your bros.

Kaiju Cage Match
Nov 5, 2012




Can someone explain character (things like stat rolling and such) creation to me? I've stumbled upon a pdf of the core rulebook and it's not helping.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Kaiju Cage Match posted:

Can someone explain character (things like stat rolling and such) creation to me? I've stumbled upon a pdf of the core rulebook and it's not helping.

So with point buy take a look at the characteristic modifiers for your home planet. Any characteristics with a + beside them start at 30, and any with a - next to them start at 20, with everything else starting at 25 (so frontier world characters have 30 Ballistic skill and perception but 20 Fellowship and everything else will be 25). From there you have 60 "free" points that you can distribute how you wish, so long as no stat goes above 40 baseline.

Once your stats are set and you have all you skills/traits/talents in place for your character and his background, you have 1000 free exp to spend to flesh yourself out a bit more. You get a number of free requisition bonuses equal to your influence modifier (i.e. 2 if you have the default 25 influence) and you also need to roll 1d100 for your character divination on page 84

Leperflesh
May 17, 2007

OK, I'm thinking it might be interesting to play a disposessed rogue trader. Basically a Face kind of guy, someone practiced in negotiations and schmoozing and avoiding having your cargo confiscated by imperials; not the captain, though. Maybe a first officer. I can build some backstory about bopping around a few systems, and then something happens and the crew gets broken up and the ship gets confiscated or maybe destroyed, so my guy is at loose ends. But, because he's good at gladhandling and making buddies etc. he had made a few friends or contacts with the inquisition, and got himself an In with them while the rest of his crew went down.

So he'd probably be a voidborn outcast... heirophant?

e. Maybe not a rogue trader but whatever the Imperium uses for non-rogue trading. A cargo ship? Maybe a specialty cargo/passenger vessel that schleps high-value luxuries, important personages, and the odd bit of below-the-decking contraband to and fro.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Leperflesh posted:

OK, I'm thinking it might be interesting to play a disposessed rogue trader. Basically a Face kind of guy, someone practiced in negotiations and schmoozing and avoiding having your cargo confiscated by imperials; not the captain, though. Maybe a first officer. I can build some backstory about bopping around a few systems, and then something happens and the crew gets broken up and the ship gets confiscated or maybe destroyed, so my guy is at loose ends. But, because he's good at gladhandling and making buddies etc. he had made a few friends or contacts with the inquisition, and got himself an In with them while the rest of his crew went down.

So he'd probably be a voidborn outcast... heirophant?

e. Maybe not a rogue trader but whatever the Imperium uses for non-rogue trading. A cargo ship? Maybe a specialty cargo/passenger vessel that schleps high-value luxuries, important personages, and the odd bit of below-the-decking contraband to and fro.

You could do Void born -> Imperial guard -> Heirophant and be an ex-imperial navy

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Leperflesh
May 17, 2007

Hmm. Imperial Navy, but not a frontline combat ship/troop? Does the Imperial Navy use privitized logistics, ala Halliburton, or is it all in-house?

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