[center][img]https://iarewebandinteractivedesign.files.wordpress.com/2011/02/imperial_eagle232.png[/img][/center] [center][color=white][b][h2]The Edge Of Damnation[/h2][/b][/color] A Dark Heresy inspired RP. In which the players will take the role of an agent of the Inqusition. [b]Warning:[/b] This RP will contain blood, violence and gore among other things of an unsavory nature, consider this a warning. Knowledge on the lore of the 40k universe is [i]heavily[/i] recommended but by no means required, the need to know will be covered below and throughout the RP, so please don't be disheartened. ---- [b]It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battle fleets cross the Daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bioengineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the Tech-Priests of the Adeptus Mechanicus to name but a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants—and worse. To be a man is such times is to be one amongst untold billons. It is to live in the cruellest and most bloody regime imaginable. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim darkness of the far future, there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of the thirsting gods.[/b] [/center] [center]----[/center] [center][b][h3]The Story Thus Far[/h3][/b][/center] The planet of Ascarvis, a hive world of minor renown will be your first destination, where you will embark upon your first mission at the Inquisitions behest. It is believed by the Inquisition that a renegade tech-adept going by the name of "The Churgeon" and her lackeys are operating on Ascarvis, in the employ of the heretical cult known as the Logicians. The renegade who you will hunt down and find, is a bio-sculptor whose particular area of interest is the creation of (illegal) alchemical serums and artificial organs to augment human biology, whom is using the downtrodden people of a run down and decaying district called the Coscarla Division of Hive Sibellus, on the planet for her experiments. She has no care for the lives of her servants or for those her macabre experiments kill or mutilate, and already her servants have “vanished” scores of Coscarla’s people. One such abducted experimental subject, a man named Saul Arbest, managed to escape before dying on a transit rail within the Hive. This body has drawn the interest of the Inquisition and subsequently, your involvement. [center]----[/center] [center][b][h3]Your Role As Acolytes[/h3][/b] [img]https://i.warosu.org/data/tg/img/0380/60/1423984198145.jpg[/img] [b][i]“The greatest resource our Holy Imperium possesses is the fathomless multitudes of humanity itself. No power is mightier and no force more dreadful when turned to a single purpose. By human hands alone we have remade stars in our image. By this token the wise know that true power lies in the mastery of blood and bone, in the very meat of mankind.”[/i] —Quastor General, Brantus Hurst, Departmento Munitorium Penitential Command.[/b][/center] In the nightmare future of Warhammer 40,000, horrific danger, deadly mystery, and brutal violence are Mankind’s only truths. You will be the front line against these truths, charged with defending humanity and to embark on hazardous adventures into the darkest depths the darkness has to offer. For you shall take on the role of an Acolyte in service to an Inquisitor, at the front line of a great and secret war to root out the foes that imperil all of humanity. Inquisitors, ruthless agents dedicated to preserving Mankind at any cost—are relentless in the pursuit of these threats, and answer to no one save the lord of the galaxy-spanning Imperium of Man, the Emperor Himself. Yet Inquisitors are but men, and though their purview is limitless, they are far from omnipotent. As such, they employ Acolytes such as yourselves to project their power throughout the Imperium. To be an Acolyte is to possess more power than most men can conceive of. This power must be wielded wisely, though, for misusing it can be as dangerous as not using it at all. Should they fail, entire worlds, systems, or even the Imperium itself may fall to endless night. These desperate times call for desperate measures, and these are the darkest times that humanity has ever known. The Imperium is beset by enemies, both from within and without. It is the Acolytes’ duty to shepherd Mankind from the manifold paths of damnation, with a smoking boltgun or world-burning virus bombs if necessary. Acolytes cannot shirk from their noble calling, harsh as it might be, for the only thing worse than their actions is what might occur. You are one being of untold billions, you are no bioengineered super-warrior or xeno, but a human. And one whom must stand against the endless night. This is your charge. [center]----[/center] [center][b][h3]Character Creation[/h3][/b][/center] In The Edge Of Damnation, players take on the roles of unique and exceptional individuals plucked from across the galaxy to become acolytes in the service of an Inquisitor. [hider=Character Sheet] [b][u]General:[/u][/b] [b]Name:[/b] [The name of your acolyte.] [b]Gender:[/b] [The gender of your acolyte.] [b]Age:[/b] [The age of your acolyte, or the age they appear] [b]Appearance:[/b] [A description or image (None anime) will do] [b][u]Origin[/u][/b] [b]Homeworld:[/b] [The type of homeworld your acolyte hails from, this will affect the characteristics and talents of the character. Choose or if you're feeling brave roll on the home-world table in the Homeworlds tab below, and let chance decide. Feel free to send me a PM if you had something more unique in mind.] [b]Homeworld Superstition:[/b] Send me a PM with a random number between 01-100 and your homeworld. A tradition, custom or belief brought with you from your Homeworld. (Some of these can be pretty weird) [b]Homeworld Memento:[/b] Send me another random number between 01-100. An item or keepsake you have kept since leaving your homeworld. (Some of these can be pretty weird) [b]Class:[/b] [The background and experience of your Acolyte, this will affect the characteristics and talents of the character. Choose from the tabs below or send me a PM if you had something more unique in mind. I'm gonna limit to 2 players per class for diversity and any class made for a player is to be played only by them.] [b]Background:[/b] [Optional, although I ask you at-least have a basic overview of your characters background, send me a PM with any aspect of your background that might arise during the RP. You know that noble you crossed years ago?] [b][u]Stats:[/u][/b] [b]Experience:[/b] 0/100 [b]Level/Rank:[/b] 1 [b]Wounds:[/b] [The amount of damage one can take before being knocked unconscious or killed. Based on your Home-world. Check the Home-worlds tab below.] [B]Armour:[/b] [Armour worn + your Toughness bonus, reduces the total wounds you take from a hit. [b]Corruption Points:[/b] [b]Insanity Points:[/b] [b][u]Characteristics:[/u][/b] [b]Weapon Skill:[/b] Roll 2d10+20 [Weapon Skill measures a character’s competence in all forms of close-quarters combat. Characters with high Weapon Skill values are excellent warriors, renowned with a chainsword or even their bare hands.] [b]Ballistic Skill:[/b] Roll 2d10+20 [Ballistic Skill measures a character’s accuracy with all forms of ranged weapons. A high Ballistic Skill indicates a character is an excellent marksman, someone to be rightly feared in a fire-fight or shootout.] [b]Strength:[/b] Roll 2d10+20 [Strength measures a character’s muscle and physical power. A high Strength characteristic value allows a character to lift heavier objects and punch a foe harder.] [b]Toughness:[/b] Roll 2d10+20 [Toughness measures a character’s health, stamina, and resistance. Exceptionally Tough characters can shrug off otherwise damaging weapon hits and better withstand poisonous attacks.] [b]Agility:[/b] Roll 2d10+20 [This measures a character’s quickness, reflex, and poise. High Agility can allow a character to manipulate delicate machinery with finesse, or keep his footing when crossing treacherous terrain.] [b]Intelligence:[/b] Roll 2d10+20 [Intelligence measures a character’s acumen, reason, and general knowledge. A character with a strong Intelligence value can recall huge volumes of data, correlate esoteric clues, or determine if an ancient archaeotech relic is genuine or not.] [b]Perception:[/b] Roll 2d10+20 [This measures a character’s awareness and the acuteness of his senses. A character who has a high Perception value can pick out a stray bolter shell casing left amidst an underhive morass, or tell when someone is being deceitful.] [b]Willpower:[/b] Roll 2d10+20 [Willpower measures a character’s mental strength and resilience. High Willpower allows a character to exert control over a crowd of near-rioting hab workers or interrogate a captured heretic. It is also often used when wielding and resisting psychic powers.] [b]Fellowship:[/b] Roll 2d10+20 [Fellowship measures a character’s persuasiveness, ability to lead, and force of personality. Having a strong Fellowship makes for a character who can ingratiate himself into a gathering of suspicious forge menials or make skilled trades with wily vendors.] [b]Influence:[/b] Roll 2d10+20 [This measures a character’s connections, reputation, and resources. High Influence can allow a character to quickly summon the aid of local military forces to his side, or arrange for fast transit to another star system. Unlike the other characteristics, Influence changes only as a character performs actions: it would decrease should he fail a mission in a highly visible manner, for example, or increase after he successfully rescues a kidnapped planetary governor.] [b]Divination:[/b] Send me another 1d100 result. (These are mostly good, mostly) [b]Class Bonus:[/b] [b]Talents:[/b] Special and unique skills of the character that will give them advantages on certain rolls and a few other unique things. Everyone has Linguistics (Low Gothic). Put your Home World modifiers here as well. [b]Equipment:[/b] [List all of your equipment here] [/hider] [hider=Homeworlds] [b][i]“We were all from different worlds. We never really liked each other; we could rely on each other, but we were never friends. If we weren’t bound together against terrors no one else even dreamed existed, we probably would have killed each other quickly.”[/i]–Gex Avrille, from the private memoirs Recollections of Service[/b] [b]Random Home World Table:[/b] Roll a D100 [This is optional, you may pick.] 01-15 Feral World 16-33 Forge World 34-44 Highborn 45-69 Hive World 70-85 Shrine World 86-100 Voidborn [center]----[/center] [center][b]Feral World[/b][/center] [i]Savage primitives from backward cultures or untamed worlds; what they lack in knowledge of the stars and the secrets of technology, they more than make up for in strength and survivability.[/i] [b][i]“Caring little is me about your gun. Caring more should be you about my axe!”[/i] –Karl-Va, First Steel of the Red Clans[/b] Feral worlds are planets where the dominant culture is trapped in a primitive state, often much lower technologically than that of other Imperial worlds. This can range from nomadic human tribes, with little more than spears and a mastery over fire, to once-advanced planets now reduced to barbarism from environmental catastrophes, xenos predations, or other world-shattering events. Natives are likely to have grown up without technology, and had to survive by hunting or farming with primitive tools and their own two hands. This makes feral worlders hardy, strong, tough, and able to survive in the worst of conditions. [b]Characteristic Modifiers[/b] +10 Strength +10 Toughness -10 Influence [b]Home World Modifiers[/b] [i]The Old Ways:[/i] Any low-tech weapon (Sword, staff etc) in the hands of a feral worlder gain +20 to their Weapon Skill in it's use, as well as +1 armour. [b]Wounds[/b] A feral world character starts with 1d5+9 wounds. [b]Recommended Classes[/b] Adeptus Arbites, Adeptus Astra Telepathica, Imperial Guard, Outcast. [center]----[/center] [center][b]Forge World[/b][/center] [i]Skilled with machinery and commonly using the most advanced forms of technology known to the Imperium; surrounded with sanctified technology and often granted cybernetically augmented bodies, they manifest the Omnissiah's blessings.[/i] [b][i]“Cease. You dishonour the machine spirit. Speak the litany first, and only then strike the siding so.”[/i] –Osmin Ril, Inspector of the Rites, Factorum Aleph VII[/b] Forge worlds are the main armouries and assembly lines of the Imperium. On these densely-populated worlds, citizens toil endlessly to craft weaponry for the armies of the Emperor, their bodies often enhanced with technology so that they might better fulfil their tasks or survive the toxic conditions of the factories. The denizens are likely to have been born to do a specific task, like their parents before them and their children that will come after, focusing their entire lives on a single job. It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest overlords enforce the construction and toil of the teeming billions working below. [b]Characteristic Modifiers[/b] +10 Intelligence +10 Toughness -10 Fellowship [b]Home World Modifiers[/b] [i]Omnissiah's Chosen:[/i] All forge world characters start with the Weapon-Tech talent, +20 to Intelligence checks when examining a weapon, to find out it's make, systems etc OR the Operator talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery) [b]Wounds[/b] A forge world character starts with 1d5+8 wounds. [b]Recommended Classes[/b] Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard [center]----[/center] [center][b]Highborn[/b][/center] [i]The elite who rule over the worlds of the Imperium, obsessed with power and the politics to maintain that power; they may rule from piles of fur on a barren plain, or from the crystalline windows at the top of a hive spire, but all know the precarious nature of power and the ever-present enemies ready to snatch it from them.[/i] [b][i]“Yes, I especially liked that vintage, so I enslaved the village to ensure a steady supply.”[/i]–Leisi IX, Governor of Pallon Secundus[/b] Highborn are the elite of Imperial worlds, the nobles, princes, and lords of cities, systems, and worlds who rule over boundless populations alongside other equally-privileged scions. To be born into such a setting is to have been given the best the planet has to offer, raised apart from the struggling ranks of Mankind, and destined to take on positions of great import and power. These luxuries might be the finest pelts and grox meat of a feudal world, or the most potent of narcotics and offworld delights on a mainstay hive world. To be a highborn is also to enter into a world of deadly politics and ancient feuds, where children grow up with terrible enemies and sleep knowing there are those that would cut their throats for a taste of their hereditary position. Highborn often live their lives apart from the rest of their world, sometimes never leaving the high castles, spire cities, and sky palaces far above the swarming masses. They are content in the knowledge that they are the instruments of Imperial dominance on their world and the voice of the Emperor to their people, and anything that would disrupt such a state is unthinkable anathema. [b]Characteristic Modifiers[/b] +10 Fellowship +10 Influence -10 Toughness [b]Home World Modifiers[/b] [i]Breeding Counts:[/i] Any time a highborn character would reduce his influence, he reduces the amount lost by 1. A highborn, might also find it easier to join the higher class circles so common throughout the Imperium. [b]Wounds[/b] A highborn character starts with 1d5+9 wounds. [b]Recommended Classes[/b] Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum [center]----[/center] [center][b]Hive World[/b][/center] [i]The struggling masses of humanity, one among uncounted billions living out their lives in vast towering cities; hardened by living among such dense populations, they are savvy talkers and adept criminals.[/i] [b][i]“Meet is set. Twelve levels down, just above the tox drains along the Killian wall and near the border with the Ironmongers. Bring extra stubber shells.”[/i]–Etregan “Ganner” Haiyn, Desoleum ganger[/b] Hive worlders exist in cities that reach kilometers into the sky from the wasted surface of toxic, hostile environments, ruined through many centuries of industry. Sealed off from the planet outside, they live stacked on hundreds of levels, each one packed with millions of souls working, eating, and dying without ever venturing beyond the steel caverns of their birth. To be a hive worlder is to have grown up among overpopulation and artifice, where the sun is only a myth. Unfortunates know only a desperate existence, barely surviving in the dank depths far below the surface, in underworlds where the very air cannot be counted on from one day to the next. For a hive worlder, his life is but one cog in a gigantic citymachine, living and dying in the same few cubic kilometers in which he was born. [b]Characteristic Modifiers[/b] +10 Agility +10 Perception -10 Willpower [b]Home World Modifiers[/b] [i]Teeming Masses in Metal Mountains:[/i] A hive world character can pass through crowds with ease and gains +20 bonus to Navigate checks below ground and a +10 bonus to Fellowship tests with other hivers. [b]Wounds[/b] A hive world character starts with 1d5+8 wounds. [b]Recommended Classes[/b] Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast [center]----[/center] [center][b]Shrine World[/b][/center] [i]Born in the shadow of great saints, the light of the Emperor blinding and embracing since birth; pious and devout, they see the world through eyes of fanatical faith and righteous hatred.[/i] [b][i]“Tread carefully, and with each step reflect on the sanctified remains surrounding you.”[/i]–Yantho Carl, Thaur Caretaker[/b] Shrine worlders grow up on worlds that the Imperium has deemed holy places, where the Cult of the Emperor’s power is omnipresent. While their birthplace might range from cluttered, decaying cities to scattered farmlands, or their planet from a green paradise to a forbidding rock, the power of the Emperor saturates it. Perhaps some great deed was committed here, a bold hero turning back the alien tide, or because it is the resting place for a saint with a hallowed grave dominating the surface of the world and drawing pilgrims from far and wide to gaze upon its glory. While all citizens of the Imperium are taught to venerate the glory of the Emperor in one form or another, it is the shrine worlders who perhaps have the greatest understanding and reverence of the teachings of the Imperial Cult. [b]Characteristic Modifiers[/b] +10 Fellowship +10 Willpower -10 Perception [b]Home World Modifiers[/b] [i]Faith in the Creed:[/i] Once per three posts, a shrine world character re-rolls a fail. Taking the higher of the two rolls. [b]Wounds[/b] A shrine world character starts with 1d5+7 wounds. [b]Recommended Classes[/b] Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum, Imperial Guard [center]----[/center] [center][b]Voidborn[/b][/center] [i]Solar nomads and planetary outcasts living out lives in the inky blackness between worlds; touched by celestial winds and their closeness to the Warp, they are often shunned by all but their own kind.[/i] [b][i]“Of course I want walls. How can you possibly live with all that nothing around you?”[/i]–Unjo Re’Asmulle, after stepping onto the plains of Attila[/b] Voidborn spend their lives in the expanses of space, growing up on ancient orbital stations, generation vessels, merchant freighters, or remote asteroid outposts. They spend much of their lives without the stability of a real world beneath their feet, knowing the cold, deadly grasp of empty space is only a few metres of bulkhead away. This makes them exceptionally skilled when it comes to living on voidships and space stations, more so than any who have spent their lives crawling around in the dirt of a world. It also often makes them strange even amidst other Imperial subjects, tall and willowy, hairless, or with large dark eyes. Living so close to the still blackness of the void also touches their souls. There is something deeply odd about the voidborn, something intangible that lurks below the surface, writhing in the dark like the Warp lurks below space itself, waiting and watching for its moment to surface. [b]Characteristic Modifiers[/b] +10 Intelligence +10 Willpower -10 Strength [b]Home World Modifiers[/b] [i]Child of the Dark:[/i] A voidborn character adds +20 to any willpower checks against the powers of the warp or physic attacks, as well as a +30 to tests for moving in a zero gravity enviroment. [b]Wounds[/b] A voidborn character starts with 1d5+7 wounds. [b]Recommended Classes[/b] Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Outcast [/hider] [hider=Classes] Most classes carry with them distinctive dress, mannerisms, and religious practices, and players should also consider these in their decision. These can offer interesting ways to roleplay a character, such as an Adeptus Mechanicus character who would rather converse with his servo-skull than his fellow Acolytes, or a dour Imperial Guardsman convinced he should have died with the rest of his regiment. There are no incorrect backgrounds as long as the selection further guides the character’s history from his home world. [center]----[/center] [center][b]Adeptus Adminstratum[/b][/center] [i]The great bureaucracy of tithes and tallies that holds the Imperium together and keeps it running; they keep the lore, histories, and secrets of a million worlds so that the Imperium might prosper.[/i] [b][i]“Our records show that datum is located in the tertiary infocrypt of the fifth vault-level. I can arrange for an expedition to retrieve it, however.”[/i]–Honsa Illum, Data Warden of the Primary Tier[/b] Such is the size and scope of the Imperium that it takes an innumerable legion of scribes, officials, and bureaucrats to maintain it. Connected across the stars on a web of scribbled notes and secret data caches, the Administratum is a lumbering behemoth, churning at a speed only slightly higher than deathly rest as it ensures that every planet has paid its due and contributed to the Imperium’s continuation. Without the Administratum, the Imperium would dissolve into madness and mayhem. It would be cut off not only from those hidden hands that guide its wealth and resources, but also from its history and the centuries of secrets kept deep within the data vaults of the Imperium’s largest organisation. [b]Starting Talents[/b] - Weapon Training (Las or Solid Projectile) (+10 to Ballistic Skill when using a weapon of a certain type) - Imperial Knowledge, (+20 to any Intelligence checks when recalling lore on the imperium.) - Lore on the Forbidden/Heretic/Xeno (+10 to Intelligence checks when recalling lore on the warp, Chaos, or Xenos. You must pick one.) - Commerce (+10 to Fellowship or Influence rolls when haggling or bartering for a higher price to sell or lower price when buying) OR Medicae (+15 to checks to save or heal a wound or injury.) - Linguistics (High Gothic) [b]Starting Equipment:[/b] Laspistol or stub automatic, Imperial robes, autoquill, chrono, dataslate, medi-kit [b]Class Bonus[/b] [i]Master of Paperwork:[/i] An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.). [center]----[/center] [center][b]Adeptus Arbites[/b][/center] [i]Keepers of the Imperium's laws, who see that the rule of the Emperor is brought to His worlds; they are judge, jury, and executioner against any—high or low–that would break the Imperial rule of law.[/i] [b][i]“Of course I know who you are. You were the governor here, until you turned your back on your rightful ruler. Now, you’re dead.”[/i]–Marshall Ranx Wayner[/b] Only through constant vigilance and the execution of brutal law can the Imperium survive, and the Adeptus Arbites carries out this function. While the armies of the Imperial Guard struggle to hold back the aggression of alien empires and protect worlds from without, the Adeptus Arbites roots out rebels, recidivists, and threats to the stability of the Imperium from within. Its agents, collectively known as Arbitrators, operate as they best see fit, using their greater training and weaponry to tackle foes that might be beyond the scope of local agencies, or in many cases to deal with a government which has itself become corrupted. Remorseless and single-minded, they do not forgive or forget any crime, and pursue their quarry relentlessly until the Emperor’s Justice has been served. [b]Starting Talents[/b] - Weapon Training (Shock or Solid Projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) - Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld) - Inquirer (+10 to Fellowship tests to find information from people, subtly) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence) - Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way) [b]Starting Equipment:[/b] Shotgun or Shock Maul, Enforcer light carapace armour or carapace breastplate, 3 doses of stimm, manacles, 12 lho sticks (40k equivalent of cigarettes) [b]Class Bonus[/b] [i]The Face of the Law:[/i] An Arbitrator can re-roll any Intimidation or Interrogation check. [center]----[/center] [center][b]Adeptus Astra Telepathica[/b][/center] [i]The ancient and sacred organisation vital to the survival of the Imperium and Mankind; guiding ships and transmitting information across millions of scattered worlds, they bind the Imperium with their web of minds.[/i] [b][i]“My eyes were a small price to pay for what I can now see.”[/i]–Astropath Leto Loi[/b] Psykers are a vital part of the Imperium, linking its worlds together, aiding its soldiers in battle, and guiding its ships across the stars. They are also dangerous, for the very gift that allows them to draw power from the Warp, that otherworldly realm that exists beneath reality, can also make them conduits for its unholy power and gateways for Daemons. An untrained psyker can bring doom upon an entire world if his abilities are not kept in check. The Imperium has a rigid structure in place to watch for any who display even a hint of psychic talent and remove them from society, usually through force. Once in custody, they are trained to serve the Emperor or, if they prove too unstable, destroyed for the good of Mankind. The Adeptus Astra Telepathica oversees psykers within the Imperium, scouring the galaxy for new psykers and then examining and training their catches. Those that are not worthy to live must instead serve the Emperor directly, their life energies sustaining His continued existence for one more day. [b]Starting Talents:[/b] - Weapon Training (Las and Low-tech) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) - Common Lore (Adeptus Astra Telepathica) (+10 to Intelligence checks when recalling lore on the Adeptus Astra Telepathica) - Deceiver (+10 to Fellowship tests when a lie is involved) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence) - Lore of the Forbidden (+10 to Intelligence checks when recalling lore on the warp.) - Pysker, this character is a pysker and so can cast pyshic powers. [b]Starting Equipment:[/b] Laspistol, staff or whip, light flak cloak or flak vest, micro bead [b]Class Bonuses[/b] [i]The Constant Threat:[/i] When the character rolls on the physic phenomena table, they roll twice and pick the result they wish. A character of the Adeptus Astra Telepathica can also use their willpower to roll for Deceive or Interrogator checks. [center]----[/center] [center][b]Adeptus Mechanicus[/b][/center] [i]Keepers of the ancient secrets of technology and the Imperium's most venerable and treasured artefacts; they serve the Machine God in the quest for lost knowledge.[/i] [b][i]“Your assertion is flawed. It is you who venerate the Omnissiah, only you do so in His guise as the Emperor.”[/i]–Magos Tonnus Mu Kepplar [/b] Much of Mankind’s mastery over technology has been forgotten, and what remains are closely guarded secrets, held in jealous hands of the Adeptus Mechanicus. Wrapped up in superstitious beliefs and rites, the knowledge of how to operate the Imperium’s most advanced devices falls to these followers of the Machine God. The Adeptus Mechanicus guards and oversees the ancient knowledge and the mysteries of making technology function, for even its dogmatic and superstitious understandings are far beyond those of anyone else in the Imperium. They embrace technology to such a degree that they try to transcend the flesh of their bodies with the purity of metal. To those outside the Mechanicum, they can appear unfeeling and emotionless, more akin to their blessed machines than to other humans, and most would welcome such views. [b]Starting Talents[/b] - Weapon Training (Solid Projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Mechadendrite use (Utility) (+20 to checks when using a Utility Mechadendrite) - Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) OR Operator (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery) - Common Lore (Adeptus Mechanicus) (+10 to Intelligence checks when recalling lore on the Adeptus Mechanicus) - Security Specialist (+15 to Intelligence checks when bypassing or accessing automated security) [b]Starting Equipment:[/b] Autogun or hand cannon, monotask servo-skull (utility) ORr optical mechadendrite, Imperial robes, 2 vials of sacred unguents [b]Class Bonus[/b] [i]Replace the Weak Flesh[/i] An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.). [center]----[/center] [center][b]Adeptus Ministorum[/b][/center] [i]The great religious agency of the Emperor of Mankind; with shrines and cathedrals on a million worlds, they are dedicated to spreading and teaching the word of the Emperor so all might bask within His light and fear His wrath.[/i] [b][i]“So as you love and fear the Emperor, so must you love and fear those that carry His divine word.”[/i]–Cardinal Erasmus Pontium[/b] The Adeptus Ministorum, also known as the Ecclesiarchy, is the religion that venerates the Emperor of Mankind. Powerful and ancient, it embodies the Imperial Creed, the myriad systems of belief that bind humanity together, gives it purpose, and keeps it safe from soul-imperilling threats both within and without. Its members are devoted servants of the Emperor, dedicated to bringing His word to the faithful, and rooting out any which would stand against Him. Whether with words or deeds, a member of the Adeptus Ministorum never forgets his earlier service. Even should he fall from grace, the teachings of the church remain branded upon his soul, and the fire of the Emperor’s faith still burns strong in his belly. [b]Starting Talents[/b] - Weapon Training (Flame) OR Weapon Training (Low-tech and Solid projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Charming (+15 to Fellowship tests when talking to people that can feel) - Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command) - Common Lore (Adeptus Ministorum) (+10 to Intelligence checks when recalling lore on the Adeptus Ministorum) - Linguistics (High Gothic) [b]Class Bonus[/b] [i]Faith is All[/i] An Adeptus Ministorum character can re-roll any fellowship or Influence tests considered a Commanding or Charming check. And may also find it easier to gain the trust of fellow members of the Ecclesiarchy. [center]----[/center] [center][b]Imperial Guard[/b][/center] [i]Vast armies drawn from countless worlds; skilled warriors and hardened veterans of mankind's many brutal and bloody wars, they are all that stands between the Imperium and its innumerable foes.[/i] [b][i]“Let the Hammer of the Emperor fall upon this world.”[/i]–Lord General Hanto Rhem[/b] To protect the Imperium from its many enemies, the Imperium maintains a massive fighting force known as the Imperial Guard. Tithed from the worlds across the galaxy, the Imperial Guard is an immense force of countless billions, always at constant war, and always recruiting more soldiers to replace the fallen. No accurate records exist as to its exact size and strength, and such is its nature that it is in constant flux, troops moving from system to system or scattered across the stars fighting wars long forgotten. Many Guardsmen do not live even a full day after entering battle, but those who survive become hardened combat veterans skilled in the bringing of death and facing the worst foes the galaxy has to offer. Scarred and broken, such veterans can hope for little comfort beyond the battlefield, but may find service in other parts of the Imperial war machine or more secretive duties in less overt wars. [b]Starting Talents[/b] - Weapon Training (Las and Low-tech) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved{ - Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard) - Medicae (+15 to checks to save or heal a wound or injury.) OR Operator (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery) - Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle) [b]Starting Equipment:[/b] Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars [b]Class Bonus[/b] [i]The Hammer of the Emperor:[/i] The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn. [center]----[/center] [center][b]Outcast[/b][/center] [i]Living in the shadow of the might of the Imperium, gangers, criminals, and dregs prosper and thrive; cunning survivors and experienced outlaws, they exist only for themselves and those who have bought their loyalties.[/i] [b][i]“You’re asking too many questions. That makes it cost extra.”[/i]–Rikko Delarn, previously known as Ricard Al’Delaroique IV[/b] Even within the Imperium, where most are born into the same position for life, there are those that work their way free to make a life on their own terms. Some may have deliberately forsaken the role they were given, or slipped between the cracks of their ossified civilisation. They exist as criminals, vagabonds, and renegades on the fringes of Imperial life. These Outcasts live in the shadows of society, living by their wits and charm. They are able thieves, assassins, and bounty hunters; suspicion and fear often dogs their steps, as others know that where they tread, crime follows. Despite the epithet, Outcasts can be connected to all levels of Imperial life, and while their concerns are primarily for themselves, they can be enlisted to larger pursuits. They have connections, knowledge, and skills unheard of for proper Imperial citizens, and the willingness to use them through bribery, coercion, or other base appeals often more effective than simple calls to Imperial duty. They can also retain associations and bonds with their previous lives and organisations that allow them to operate across many strata of Imperial life. [b]Starting Talents[/b] - Weapon Training (Chain, las or solid projectile) (+10 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) OR Slight of Hand (+15 to Agility checks when being fast with ones hands, pick-pocketing etc) - Common Lore (Underworld) (+10 to Intelligence checks when recalling lore on the Underworld) - Deceiver (+10 to Fellowship tests when a lie is involved) - Stealthy (+15 to Agility tests when being stealthy, avoiding detection) [b]Starting Equipment:[/b] Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura or slaught [b]Class Bonus[/b] [i]Never Quit:[/i] An Outcast character when brought down to 0 Wounds rolls a d6, on 1-2 the character gains 1 wound and can fight, on 4-6 the character is knocked unconscious [center]----[/center] [center][b]Vindicare Assassin [Class for Pripovednik][/b][/center] [b][i]"We do not determine the guilty; we do not decide the punishment; we are merely the cold instruments of the Emperor's vengeance. There is no form of death unknown to us; there is no form of terror beyond our means; there is no enemy outside our reach. We are the blade that hovers over the throat of the traitor; we are the bullet that awaits the heretic's skull; we are the poison in the throat of the alien."[/i]— Decree Assassinorum[/b] The Vindicare Temple, one temple of many in the Officio Assassinorum. For even the Imperium requires assassins in it's war against heretics, xenos and within. Those of the Vindicare Temple are cold and calculating, eliminating their targets with contemptuous ease. Their aim, to bring an inglorious death to the enemies of the Emperor with a Sniper's bullet, and have elevated the skill of marksmanship to an art-form. The Vindicare Temple teaches it's assassins in stealth, subtly, subterfuge and marksmanship. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a given location for solar weeks, waiting for their quarry to reveal himself before finally taking the perfect shot. The Vindicare can be likened to a spider or mantis, waiting motionless as stone before springing into action at the critical moment. [b]Starting Talents[/b] - Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type) - Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) - Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) - Stealthy (+15 to Agility tests when being stealthy, avoiding detection - Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum) [b]Starting Equipment:[/b] Sniper rifle, Sword, Armoured body glove, Micro bead, magnoculars [b]Class Bonus[/b] [i]Total focus:[/i] The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage [/hider] [center]----[/center] This interest check is simply to gouge the amount of interest there is in a Dark Heresy RP. I have a story prepared, (course I don't expect it to last too long in a tabletop governed primarily by the players actions) and plan on simplifying the rules to be more suitable for post-by-post play. Obviously, stats and rolls will be important in this RP, but for those that prefer role-playing over RNG, know that they will be just as important. To do list: Add section of Game mechanics. Add equipment details.