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Dosjetka

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Hi Dosjetka, thanks for the reply, the email and the invitation to take part. 

 

How "dark" are you planning to make things? I notice that we've already got two players who've had previous experience with daemonic entities - but from my experience with Dark Heresy, the first time we experience daemonic creatures should be something mind-sundering, akin to Call of Cthulhu?

 

Do you have particular preferences for a character type you'd like me to play? I notice the Adept and Psyker are both available (and possibly, depending on your plans, useful for the Cell to have?) Alternatively, it might be quite nice to play an Assassin, as that's a character-type I haven't played before. 

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Two characters may have already encountered daemons, but Grim certainly hasn't.

 

In fact, his backstory so far has it that this is his first mission as an official part of the inquisitor's retinue, having been recruited just recently due to his usefulness during the investigation of a possibly heretical Hivelord (who turned out innocent, but not innocent enough), of Grim's home Hive.

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Olis:

+ I've made a few changes to your Tech-Priest's stat line. [s 33 / T 35 / Int 37 / WP 36]. I removed 5 points each from S and T to add onto your Int stat which still makes him decent physically-speaking but also lets him fulfill his primary function as being somewhat more brain-y than the others.

+ Since your character has come across Daemons and other Warp beings, he has permanently gained 24 Insanity Points, lost 2 WP and his Degree of Madness has gone from "Stable" to "Unsettled".

+ Divination: "Only in Death does Duty end." Bonuses are already applied (same for the +3 WP from Superior Origins).

+ Wounds: 14

+ Starting wealth: 157 Thrones

+ Fate Points: 3

+ Boolean also gains the Peer (Binary Brotherhood) Talent.

Morovir:

+ Switched the values for your S and T, as well as your WP and Fel. This means you now have S 29, T 35, WP 38 and Fel 26.

+ You have also been confronted with Daemons and Warp beasts. Your character gains 22 Insanity Points, loses 2 WP (already applied above) and his Degree of Madness also changes from "Stable" to "Unsettled".

+ You selected "Awareness" and "Scrutiny" as Skill Advances but you already have them both because you're an Arbitrator. Please choose one/two other Advance(s) (max. 200xp).

+ Your Divination remains the same ("There are no civilians in the battle for survival.") The bonuses are already applied.

+ Wounds: 13

+ Starting Wealth: 63 Thrones

+ Fate Points: 2

+ Dariel gains the Hatred (Criminals) Talent.

Conn:

+ You already have the "Charm" Skill so you don't need to purchase it again. Please purchase another Advancement (max 100xp).

+ Your Divination changed so your WP goes down to 32 (unless you left it unmodified which would mean it stays at 35, just let me know).

+ New Divination: "A mind without purpose will wander in dark places."

+ Wounds: 9

+ Starting Wealth: 11 Thrones

+ Fate Points: 2

Mol: You're welcome! The people who have come across Daemonic entities in their backstory have been attributed Insanity Points and lost a couple of WP points. I guess that means "dark-ish"?

Character-wise, since I've changed Boolean's stats a bit to make him a bit more Int-focused, it's really up to you. I will roll with what I have though I do admit I prefer investigations and stealth over blazing guns. And I appreciate it if you took something than Hive/Imperial World as your home world. msn-wink.gif

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OK. Caral's backstory. smile.png

When I was a small girl, a star came down from heaven. It landed, gently, ten miles from the village and across the lake. When the men came back from investigating, they brough a woman with them. She was old, like the farmers’ wives that would chase us with sticks for calling them old. She wore strange clothes, and carried strange tools, but the thing that caught my eye was the symbol embroidered on her coat. A two-headed eagle, one hooded, one not, stitched in golden thread.

She was lost, she told us. Her name was Sabine, and she was stranded until her family could come to take her back to the sky. The elders saw that she had wisdom and knowledge, and welcomed her to stay with us until that time, if she were willing to work her way. Sabine agreed.

She lived in a hut we built for her, and worked the rivers once we taught her how. She also took us, the children of the village, and taught us some of the ways of her people. She taught us to write in her words, so much more beautiful than our own scratching, and how to work with numbers. She taught us of the sun god’s true nature, as the ascended Emperor of all the realms. She taught us how when the spirits walk through the village on their way to the ancestors’ realm, it was he who guided them. She learned how to ward herself against the evil of the land, and in turn showed us how to protect ourselves from the evil of the stars. She taught us her songs, and learned our own, and she taught us to fight, even the girls, which the elders weren’t very happy about.

She had a special fondness for me. She said I reminded her of her sisters. She was full of stories about them, some of them were very naughty, but they were all strong, and skilled, and brave and honourable in the end. I became her apprentice, after a fashion, along with a boy slightly older than me.

Then, one day, when I was no longer a small girl but a spinster of eighteen harvests, she told me that her family were coming. I begged her not to leave. Hadn’t she found a home with us here? But she told me that it was her destiny to go… so I asked her if I could go with her. She asked if I felt the call of the stars, and I admitted that I did.

She took me to the sky. Her star was a like a ship turned upside down, made all of metal and stone. She asked me if I truly wanted to be like her, and I promised that I did. She took me to a moon, and told me to learn from the men and women there all that I could, and that she would return when I was ready.

Last week, I received a letter from her. It was, as I had calculated using the mathematics she taught me, two months late for my twenty fifth anniversary of naming. She told me that I had a test to complete before I could join her, that I would be working with an old friend of hers. She had sent a gift with the letter, a heavy pistol that I had trouble holding to aim. It would help train me for the real thing, she promised. If such a heavy weapon was not ‘real’, I wondered just what exactly she had in mind for me… but, I won’t disappoint her. I will work for her Inquisitor, and impress them, and pass their tests. Then I will see Sabine again, and show here all I have learned of the galaxy… and the Imperium.

Working on the character sheet now.

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Er, Charm was deliberately purchased, so I'd get that second, +10 bonus. I'll get rid of it if you still want me to, just making sure you realize it wasn't a mistake.

 

Everything else is fine. My WP will go down to 32. Does my 2 Fate Points already have the +1 included or does the divination increase it to 3?

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Conn: You only get the +10 bonus if you purchase a "Charm +10" Advancement. And your Fate Points already include the +1 bonus from your Divination.

Miko: Like I said via PM, I like the different approach you've gone with for your backstory. thumbsup.gif

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Oho, I see. You'll have to forgive me, up to this point all of FFG has just been books on lore and Chapter creation tables, so mistakes like this may happen again.

 

It'll be replaced with Dodge (100). I'll post an updated character sheet when I've finished the backstory.

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Olis:

+ I've made a few changes to your Tech-Priest's stat line. [s 33 / T 35 / Int 37 / WP 36]. I removed 5 points each from S and T to add onto your Int stat which still makes him decent physically-speaking but also lets him fulfill his primary function as being somewhat more brain-y than the others.

+ Since your character has come across Daemons and other Warp beings, he has permanently gained 24 Insanity Points, lost 2 WP and his Degree of Madness has gone from "Stable" to "Unsettled".

+ Divination: "Only in Death does Duty end." Bonuses are already applied (same for the +3 WP from Superior Origins).

+ Wounds: 14

+ Starting wealth: 157 Thrones

+ Fate Points: 3

+ Boolean also gains the Peer (Binary Brotherhood) Talent.

I'm content with these changes - the added insanity points was something I was debating on requesting given the backstory. happy.png

Edit - On the bright side, Boolean has literally nothing to fear from Fear 1 causing enemies. :P

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Okay, here is the updated character sheet, now with more backstory!

 

 

 

Player: Conn Eremon

Alias: Grim Wollsey

Description: Wiry (65kg), 34 y/o, Tan Skin, Mousy Hair, Grey Eyes, Piercing Quirk

Homeworld: Hive World (Specialist)

Rank: Dreg

Wounds: 9

Fate Points: 2

Starting Wealth: 11 Thrones

Starting XP: 400

Divination: “A mind without purpose will wander in dark places.” Gain 1 Fate Point.

 

WS 30

BS 35

STR 27

T 27

AG 35

INT 33

PER 32

FEL 41

 

Walk(½): 2 Walk 4

Charge: 6 Run 12

 

Gear:

Autogun w/ 1 clip

Autopistol w/ 1 clip

Brass knuckles

Knife

Quilted vest

Street ware (Poor Quality Clothing)

 

Traits:

Accustomed to Crowds: Crowds not Difficult Terrain; no Agility penalty on Run/Charge

Caves of Steel: Tech-Use (Int) treated as a Basic Skill

Hivebound: -10 to Survival Tests and -5 to Intelligence Tests, when outside of a "proper hab"

Wary: +1 to Initiative rolls

 

Basic Skills:

Awareness (Per)

Barter (Fel)

Charm (Fel)

Dodge (Ag)

Deceive (Fel)

 

Advanced Skills:

Blather (Fel)

Common Lore (Imperium) (Int)

Drive (Ground Vehicle) (Ag)

Navigation (Surface) (Int)

Security +10 (Ag)

Speak Language (Hive Dialect) (Int)

Speak Language (Low Gothic) (Int)

 

Talents:

Basic Weapon Training (SP)

Melee Weapon Training (Primitive)

Pistol Training (SP)

Unremarkable (Easily forgettable)

 

Dreg Advancements:

Barter (100)

Drive (Ground Vehicle) (100)

Dodge

Navigation (Surface) (100)

 

Backstory:

 

Mithras Havelock was good at his job, as all of the Havelock line have been. For 268 generations, as their clan history shows, the Havelocks have been among the prominent developers and purveyors of all things security on the Alveari Hive of the world Caloris. Dozens of hive-dynasties have depended upon the Havelock name for their protection, whether it be as lifeguards or security specialists. Mithras's place was most often that of the mindful, wary driver, transporting the dignified and the wealthy to destinations across the Hive. His true skills, however, were that of a tester and a breaker. Mithras had been hired often as a test against the defenses and alarms employed by the likes of municipal-barons and spirelords, notably against those provided by Havelock family rivals. These talents left him as something of a black sheep in the family, as the matrons were wont to mention at the sight of him. No decent, respectable Havelock should ever countenance making a living by thwarting the very sense of safety and security that made the Havelock line great. But then, the old mothers were always scornful of the charming and young. Mithras's skills have nonetheless proven to be of great worth, as evidenced by contracts over in the sodden Gravenheights district that the Havelock clan had just signed. Those pallid caretakers had never entertained their advances before, until Mithras proved to them that their trust in the Weirbuilt family was misplaced.

 

It is no doubt that this reputation Mithras had built over a decade had garnered the attention of the Emperor's Holy Inquisition. An investigation of Spirelord Solem was underway, unbeknownst to the spirelord, or anyone of the Alveari Hive for that matter. A local, glorified burglar with direct, professional knowledge of the spirelord's defenses, alarms and vault security would be a valuable resource. It would be a kindness to his character to say that Mithras had been cowed in awe by the purpose and authority of the Inquisition at work. In truth, the nature of the investigation, or that of the investigators, was originally unknown to him. Mithras agreed to assist simply because he was intrigued by the challenge, and bored since his conquest over at Gravenheights. In the proceeding weeks, the other investigators noted the comfort and ease with which Mithras navigated complex, human-packed districts within the Hive, regardless of Mithras's own familiarity with those particular regions, as well as his capabilities in bypassing security systems that can only come from one as well-versed in their manufacture and maintenance. With some minor work, his talents could become more general and universal, a usefulness that could extend well beyond the world Caloris.

 

For the public involvement in the defamation and execution of a prominent spirelord, a patron of the family nonetheless, as well as not to mention the dereliction of assigned duties, Mithras was cast out of the Havelock family, his rights and wealth stripped. Mithras would be left with nothing, not even his name. This did not particularly matter to him. A more interesting offer had already been extended. He would take a new name: Grim Wollsey, after an old story he had always taken a liking to, and so begin a new future.

 

This is to be Grim's first mission as a member of the inquisitor's retinue.

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Conn: Grim also gains the Security +10 Advanced Skill.

 

Morovir: Also add the Scholastic Lore (Judgement) Skill to your character's profile to represent his years of learning the Lex Imperialis.

 

Olis: Boolean also has the Trade (Armourer) Skill to reflect his aptitude at forging weaponry.

 

Miko, Charlo & Mol: Once you've posted both character profiles and backstory, your characters will also get two extra Skills/Talents (or one boosted one, like Grim) to make the game profile more in-tune with the backstory.

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Olis: Boolean also has the Trade (Armourer) Skill to reflect his aptitude at forging weaponry.

 

Neato. Armourer and Scrimshawer, eh? He might be a bit twitchy but I think Boolean has now been upgraded from just 'the tech guy' to 'the weapons guy'. :P

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I can imagine Grim and Boolean getting along famously.

 

"Hey, Boolean, check this thing out, an x14 vibrolarm, at least three centuries old by the looks of it.

 

"Yes, it is a fine example of craftsmanship of the local Magos Securitas, the soldering is very diffi-- what are you doing with that knife, Grim?"

 

"Well, we need to get inside this panel right?"

 

"Do not use the knife to--"

 

"Erg. Huh. I'm in."

 

"Why?"

 

"Oh come on, these things are made to be broken into."

 

"No."

 

"Now if I just snip this wire..."

 

"This is not the intended use of..."

 

"...and reverse the red and yellow lines..."

 

"...if you would just let me interface..."

 

"...which confuses the flow of information to this cogitatator..."

 

"...I'm quite sure this is all very..."

 

"...and defaults the safe to unlocked!"

 

"...Cog damn it."

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I can imagine Boolean praying to the device's machine spirit afterwards, begging forgiveness. Yeah, Boolean is the straight man to Grim's 'liberal' attitude to machinery I would reckon. 

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Yeah, Boolean is the straight man to Grim's 'liberal' attitude to machinery I would reckon.

Precisely how I reckon it as well, at least where Grim's specialized talents lie.

 

 

As far as criminality goes, Grim won't see himself as such. It's his professional trade, which on his home hive was very much in demand and valued highly. Maybe not so much by his own family, but that's their fault, not his. Sure, he's technically, not by choice, "out of the business," but he was also hired by our inquisitor for that specialist knowledge and talent.

 

In other words, he finds nothing wrong with breaking into places or circumventing security as long as it is for a cause he deems worthy, whether it be as his trade and the furthering of the family business, or if it be the inquisitor's cause, to which we are all sworn to. It's not like he's some common burglar, some thief in the night.

 

Whether or not others share in that opinion, well . . . :p

 

The truth he doesn't admit to himself is that he does it solely for the thrill of the challenge. Had a darker influence been placed upon his life, he very easily could have strayed from his current path. And neither scenario of him would be able to look at the other and tell the difference.

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Updated character sheet:

 

Name: Dariel Krell

Description: Wiry (1.75m/65kg), Old Timer (43 y/o), Right-handed, Fair skin, Brown hair, Grey eyes, Electoo

Home World: Hive World (Factory Dregs)

Rank: Trooper

Wounds: 13

Fate Points: 2

Starting Wealth: 63 Throne Gelt

Starting XP: 400

Divination: “There are no civilians in the battle for survival”

 

Gear:

Shotgun (12 shells)

Club

Brass knuckles

Knife

Flak vest

Uniform (Good Quality Clothing)

3 doses of stimm + Injector

Arbitrator ID

Chrono

Flask of Amasec

 

WS: 32

BS: 40

S: 29

T: 35

Ag: 29

Int: 33

Per: 38

WP: 38

Fel: 26

 

Traits:

Accustomed to Crowds: Crowds not difficult terrain, no penalty to Agility test to keep footing when Running/Charging through a dense crowd.

Caves of Steel: Tech-Use (Int) treated as a Basic Skill.

Hivebound: -10 to Survival (Int) Tests, -5 to all Intelligence Tests while out of a “proper hab”

Wary: +1 bonus to Initiative rolls.

 

Basic Skills:

Awareness (Per)

Inquiry +10 (Int)

Scrutiny (Per)

 

Advanced Skills:

Common Lore (Adeptus Arbites) (Int)

Common Lore (Imperium) (Int)

Literacy (Int)

Scholastic Lore (Judgement) (Int)

Speak Language (Hive Dialect) (Int)

Speak Language (Low Gothic) (Int)

 

Talents:

Basic Weapons Training (SP)

Hatred (Criminals)

Melee Weapon Training (Primitive)

Quick Draw (Ready is a Free Action)

Rapid Reload

 

Trooper Advancements:

Ballistic Skill Advancement Simple (+5) 100

Inquiry +10 100

Sound Constitution 100

Rapid Reload 100

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So, that's 3/6 characters ready to go. I've also managed to hammer out the personality and character sheets for your two... mentors. Just need to quickly write up a few snippets of back story and they'll also be good to go. :)

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Caral's Sheet, pre-Divinations etc

 

 

Date of Creation: 07/05/2016

FATE POINTS: 2/2

Character Name: Caral of Malai

SOUND CONSTITUTION:

Age: 25

Worship on Homeworld: Imperial Creed

Player Name: Furyou Miko

Home World Saints:

Career Path: Cleric

Personal Saints: Alicia Dominica

Rank: Novice

Afterlife Belief: Ancestral Guardian

Divination: "The only true fear is of dying with your duty not done."

How to Serve:

Quirk: Cat's Eyes

Ministorum Effect:

Home World: Shrine World

Gender: Female

WOUNDS: 13/13

Build: Muscular

Height: 5'4"

Skin Colour: Dusky

Hair Colour: Black

Eye Colour: Blue

Weight: 73kg

Handedness: Right

 

Fatigue:

 

CHARACTERISTICS

WS: 32

BS: 31

S: 30

T: 37

Ag: 20

Int: 23

Per: 36

WP: 33

Fel: 35

 

TALENTS AND TRAITS

Fear the Unhallowed (-10 Forbidden Lore tests)

Melee weapon training (Primitive)

Pistol Training (SP)

Power of Hate (Insanely Faithful)

Resistance (Cold)

Supplicant (Willpower Test or punch someone badmouthing the Imperial Creed)

Total Recall

 

UNTRAINED ADDITIONAL BASIC SKILLS

 

BASIC SKILLS

Charm (Fel)

Literacy (Int)

Swim ()

 

ADVANCED SKILLS:

Common Lore (Malai Tribes) (Int)

Common Lore (Ecclesiarchy) (Int)

Pilot (Civilian)

Scholastic Lore (Imperial Creed) (Int)

speak Language (Low Gothic) (Int)

Speak Language (Malai Tribal) (Int)

Tracking (Per)

 

TRAINED SKILLS:

Common Lore (Imperial Creed) (Int) (+10)

 

PSYCHIC POWERS:

 

WEALTH:

 

MOVEMENT:

Half Move:

Full Move (ABx2):

Charge (ABx3):

Run (ABx6):

 

Base Leap (SBx1m): 3m

Base Jump (SBx20cm): 60cm

 

LIFTING

Carry: 36

Lift: 72

Pull: 144

 

MISSILE WEAPONS:

Name: Stub Revolver

Class: Pistol (SP)

Damage: 1d10+1

Type: Impact

Pen: 0

Reload: 2 Full

RoF: S/-/-

Range: 30m

Clip: 6

Special Rules: Reliable

Weight: 1kg

 

Name:

Class:

Damage:

Type:

Pen:

Reload:

RoF: 1 / /

Range: PB /S /M /L /E

Clips: 1

Special Rules:

 

MELEE WEAPONS:

Name: Sword

Class: Melee

Damage: 1d20

Type: Rending

Pen: 0

Special Rules: Balanced, Primitive

 

Name:

Class:

Damage:

Range:

Type:

Pen:

Special Rules:

 

Name:

Class:

Damage:

Type:

Pen:

Special Rules:

 

GEAR Wgt:

Sword 3

Stub Revolved & 6 Bullets 1

Reinforced Heavy Leathers

(Arms, Body, Legs - AP3)

Aquila Necklace

Coveralls (Common Quality Clothing)

4 Candles

Charm (Fish skull)

Backpack

 

INSANITY

Insanity Points: 4

Degree of Madness:

Disorder Severity

 

CORRUPTION

Corruption points:

Degree of Corruption:

Malignancies

 

 

MUTATIONS

 

HIT LOCATION AND ARMOUR

Total Weight: 2kg

HEAD (1-10)

Type:

 

RIGHT ARM (11-20)

Type: Hardened Leather (AP 3)

 

LEFT ARM (21-30)

Type: Hardened Leather (AP 3)

 

BODY 2 (31-70)

Type: Hardened Leather (AP 3)

 

RIGHT LEG (71-85)

Type: Hardened Leather (AP 3)

 

LEFT LEG (86-100)

Type: Hardened Leather (AP 3)

 

 

XP TO SPEND: 000

TOTAL XP SPENT: 400

XP Advancements:

Pilot (Civilian Craft)

Tracking

Swim

Resistance (Cold)

 

History/Notes

Contacts

Other Players

 

 

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That's a wee bit more comprehensive than the rest of us. happy.png

It'll be interesting to see if any Machine Creed/Imperial Creed clashes occur. Or if even there is scope for a clash.

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Miko:

+ Fate Points: 2

+ Wounds: 13

+ Starting Wealth: 329 Thrones

+ Monthly Income: 200 (+20) Thrones

+ Divination: "The only true fear is of dying with your duty not done." + 2 Wounds (already added)

+ Your character gains the Common Lore (Ecclesiarchy) and Scholastic Lore (Imperial Creed) skills.

+ Caral's sudden passage from a feral environment to the modern world of the Imperium must have unsettled her and still occupies her thoughts when her mind wanders. She gains 4 Insanity Points.

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