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Warhammer 40k: Dark Heresy: A Soul’s Worth (OOC - OPEN)

Warhammer 40k: Dark Heresy: A Soul’s Worth (OOC - OPEN)

Postby Kitab Al'Ibar » Fri Oct 15, 2010 8:42 pm

This thread is semi-open as one of the players has been absent for an extended period and we are looking for a potential replacement should he not reappear. Interested parties please post or pm me and we can discuss characters and ways to bring you into the story.


Warhammer 40,000: Dark Heresy: A Soul’s Worth

Now, I've broken this into two parts so as not to daunt anyone. The first post contains the potted summary of the story, the house rules and other deatils necessary to make a character. The second post contains far more detail on the setting and background information.

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

Potted summary:

Lasoura Secundas is a young hive world with a chequered past: the planet is affected every 20 years by a cycle that dramatically increases promiscuity in the populace for a number of months by stimulating feelings of lust and desire, causing massive population booms. The effects of this are confined to the planet and groups operating in space are not affected (even if they have come from Lasoura Secundus) and taking affected people off planet will return them to ‘normal’ after some time. Despite numerous investigations and observations, the cause has been identified and over time each event has attracted the attention of many unscrupulous elements of society, from Rogue Traders merely wishing to enjoy the pleasure high to drug barons wanting to flood the market with narcotics to further encourage the fulfilment of pleasures - no matter how debased they may be – and everything in between.

With such debauchery rife during the cycles, the eyes of the Ruinous Powers are never far away, with Cults of Slaanesh frequently appearing among the drugged and pleasure crazed downhive masses, along with rumours of Xeno appearance and a growing proliferation of mutants. It can take over a year to fully deal with the repercussions of these cycles and it at this point that we arrive, it has been almost two years since the last cycles ended and recovery is well advanced, though rumours of continued cult activity are common.

The events of this campaign will focus on the Hive Novash and it begins with your characters having been selected to aid an Inquisitor. Depending on your position in the community and general character description you will either have been invited to the meeting, or ‘invited’ to the meeting, possibly with the aid of the local Arbites and enough force to convince you that it is in your benefit to attend. You will not know why, but the Inquisitor has selected you and you have all been come – or been brought – to meet him.

(A more detailed background of the Lasoura system, Hive Novesh and other general notes on the setting is in the next post.)

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

House Rules:

- For this campaign I will request that all players choose either the Lasouran Hive World or Lasouran Noble backgrounds, that I have created and will detail below. No other special advances or additional backgrounds can be taken, alternate ranks will be considered.
- The Lasouran Hive Worlder Background will ask those taking the Arbiter or Imperial Guard Career path to make a choice, this reflects whether you are an Arbite or an Enforcer (Local Police element) and an Imperial Guard or a Planetary Defence Force (PDF) Trooper. Your choice will reflect how some NPCs will react to you.
- If a player desperately wants to be an Adepta Sororitas, then they should pm with a justification and I will consider it. The normal rules for creating an Adepta would apply and they would use the Schola Progenium background as normal.
- All characters will begin with 400 experience.
- Stats can either be rolled on MSN, you can request I roll the stats for you, or they can be rolled at this link: (If you use this website, after creating the character, remember to save the character and then PM me the link. Also remember that the Lasoura background modifiers will need to be applied separately after you have finished. They cannot be added through that website.)
- You may choose a Pistol or Basic weapon of Common, Plentiful or Abundant level of Availability (Unmodified by population) or a Hax-Orthlack Pistol or Basic weapon of any Availability that is suitable to your character. You will not start with this weapon, but it will be provided.
- Shields will provide an inherant +2 AP bonus to the arm they are held in. For larger shields, this bonus will extend to the body as well.

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

Lasouran Hive Worlder:
Lasouran Hive Worlders use the Hiverworld template, gaining the Speak Language (Novashian) Skill, 1d5+1 Corruption and replacing the Wary trait with those described below:

No Stranger To Love
The intimate cycles of Lasoura have engendered an even greater familiarity and easy camaraderie among those live there than even that found in over hives. However many of the inhabitants have embraced temptations more readily than most:
Begin play with the Charm Skill, and these stat modifiers: +3 Fellowship, -3 Willpower.

For the Good of the Hive
Each class gains a Class Specific stat modifier:
Bloodied in combat (Arbitrator): +3 Toughness OR Hit them hard and you won’t need to hit them again (Enforcer): +3 Strength
Unnoticed in the press of flesh (Assassin): +3 Agility
Stand firm against Temptation (Cleric): +3 Willpower
Hold the line (Imperial Guardsman): +3 BS OR Blow for blow (PDF): +3 Toughness
Ever Vigilant (Imperial Psyker): +3 Perception
More than shadows lurk in the darkness of the hive (Scum): +3 WS
Distractions of the flesh do not sully your mind (Tech-priest): +3 Intelligence

Lasouran Noble:
Lasouran Nobles use the Noble template, gaining the Speak Language (Novashian) Skill, 1d5+1 corruption and replacing the Etiquette trait with those described below:

Selective Breeding
The Nobles of Lasoura have to preserve the character of their children, thus many will make suitable arrangements in advance of the cycles to ensure strong pairings. Thus many nobles are trained to draw attention to themselves in a favourable light and spot deceit:
You begin play with the Scrutiny and Literacy skills, along with a Performer skill of your choice.

New Money
Many believe they can become nobles with money alone and soon find themselves outmatched and cast down as their fortune slips away on a poor judgement or the role of a dice, a true noble must play the snake and lead all with beguiling lies:
You begin play with your choice of Charm, Deceive or Gamble.

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Last edited by Kitab Al'Ibar on Wed Sep 21, 2011 10:21 am, edited 6 times in total.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Fri Oct 15, 2010 8:43 pm

The Lasoura System:

The Lasoura system is small and unremarkable, containing a trio of planets that went almost unnoticed until 300 years ago, where it was colonised as a support system for a planned Imperial Crusade. All three planets were settled as Agriworlds, colonised by a few hundred thousand colonists sent to fend for themselves, with growth being predictably slow. Until, that is, Lasoura Secundas came to the fore.

A little under 100 years from its colonisation, distress calls were sent forth, but they were no tidings of war or unrest, but pleas for aid: a population boom skyrocketed demand for food and shelter far above what the infrastructure could support. Aid was rushed from its neighbouring worlds and further, along with the enforced founding of the first Lasouran Guard regiments in an attempt to reduce strain and control the population.

Investigations at the time revealed a highly embarrassed populace unable to readily explain the situation except that the entire planet had been gripped with desire, the population become increasingly promiscuous for a number of months before peaking and then abating, leaving many families struggling to find space and resources to manage, especially with unusually high number of twins or triplets adding to the burden. The investigation turned up no driving cause for the event and though observation continued for several years, nothing untoward appeared apart from a continued high fertility.

Some years later, approximately 20 years after the last event, it occurred again, with calls for aid as local resources were stretched beyond their capacity, the population of the planet now more than triple that of its neighbours. Once again, no cause was found and large scale drafting into the Guard and were used to limit damage. Another 20 years passed and the cycle repeated: the population of the small planet was now becoming such that agriculture alone could no longer support them and they rapidly industrializing into large city states, paving the way for the Hiveworld it would rapidly become.

In the present age Lasoura Primus and Tertius remain relatively low tech words, focussed on agriculture and mineral extraction to support the burgeoning population and industries of their sister planet. Lasoura Secundus itself has been ravaged with all the pains of rampant industrialisation of a planet that in the space of little more than 200 years had gone from a population of a few million, to a population of several billion. The environment teeters on the brink of collapse and the population continues to grow.

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Hive Novash:

Hive Novash is the capitol city of Lasoura Secundas. The heart of the city is a vast circle raised countless levels from the earth and 15 kilometres in diameter, at the centre of this stand the great Hive Spires, the grandest housing the Planetary Governor and Administratum, with the surrounding spires reflecting the other great organisations: the Temple Spire of the Ministorum, the forbidding headquarters of the Arbites, the PDF Coordination spire and many others. Around these the city is split into quarters: the great Manufactorums sprawl across almost half of the circle, the Starport dominates almost one quarter and the last quarter houses the trading guilds and the middle hive class.

Surrounding this circular core is an immense metallic circuit forming a curtain wall towering more than halfway up the grand Hive Spires and sparkling with reflected light, shining ever into the core and ensuring the shade of the under classes who toil and dwell in almost every level of this great wall does not reach those in the centre. The lands on top of this curtain – boasting fresh air and views over the surrounding lands – are owned exclusively by the young and ever changing hive nobility, with fortunes made and lost in a few short years as the still developing hive races to catch up with its fellows. Transport around this curtain wall and into the centre is by means of rail networks and private elevators, mostly closely guarded by the nobility.

The Low hive classes and the downhive scum within these walls are barred from looking inward, only outwards over the shanty towns surrounding the hive rim, populated by those even worse off than they are. Only the destitute and desperate occupy the bottom levels of the hive, deep below even the beautific core, where most humans fear to tread.

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

Background Notes and Food for Thought:

1) Given the promiscuity and high fertility during the cycles, Lasoura Secundas determines inheritance on the maternal side. It was deemed uneconomical to even attempt tracing the potential descendents of any given male in the population – It is true that many people do remain faithful during these times, but a significant majority is prone to getting swept up in the excesses which plague the cycles.

2) Several hundred Imperial Guard regiments have been drawn from Lasoura, these boast the highest number of female and mixed sex Regiments of almost any planet. Generally attributed to a perceptive Administratum data cleric who realised that drafting women and mixed regiments before one of the ‘cycles’ would be far more effective at controlling population growth than drafting only men.

3) The largest manufactorum in Hive Novash is operated by the Fanes of Orthlack, who provide much of the weaponry used by the ground forces and the innumerable Imperial Guard regiments drawn from Lasoura’s overwhelming population.

4) In the last cycle, a particularly daring Cult of Slaneesh broke into a number of Temples, sacrificing the priests inside and despoiling the holy areas. The Ministorum responded with support from the Adepta Sororitas, who now maintain a small contingent on the planet. It also revived the tradition of Eunuchs – the castrati – using their angelic voices to lend strength to their choirs: many suspect this is in fact a ‘resistant’ force to defend the temples if Cults attack again, many are disquieted by this idea, but none can prove the Ministorum is training a private army.

5) Where the Arbites are a powerful and autonomous organisation, the Enforcer Cadre is the local police force, Enforcers are accustomed to asserting their dominance with force and many are certainly corrupt, taking bribes from the gangs, or even becoming criminals themselves. They are generally mistrusted by the local population.

6) The PDF are the standing army charged with defending the planet. Compared to the Imperial Guard, many are seen as poorly trained, soft and little better than an armed rabble. The Lasouran PDF has been bloodied in combat with the frequent cult activity and smuggling rings and has proven to be a reliable fighting force, though that has not prevented it from being generalised with the other PDF forces.

7) The Arbites and the PDF are jointly relied upon to keep order during the ‘cycles’. The Arbites are typically given drugs which to deaden their libido, while the PDF relies heavily upon the Cadet Commissars scattered among the men to maintain discipline – a true test of their abilities before they are qualified to become fully fledged Commissars. Predictably, most heavy handed cadets meet unfortunate ends as a result of ‘accidents’ or in combat with the cultists.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Fri Oct 15, 2010 8:47 pm

I'm also reserving this post for if I need to reveal more information and keep a summary of the story if things slow down. Expect Notable Figures and some background information on some NPC's to appear at a similar time to they do in the campaign.

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Commissar Lauchlin Vaugn: A spry man in his fifties, he has served several tours with Lasouran Imperial Guard units and aided in several decisive victories on the Emperor’s battlefields, his own fame is fairly minor in the reports, but he is well known among the men and women of the Imperial Guard units he has served with, the local PDF and many of the pubs, taverns, brothels and ‘houses of ill-repute’ (which usually had quite good reputations on Lasoura), both for his understanding approach to the excesses of resting troopers and for keeping them in line when they did cause trouble. He and Melina have a strained relationship, as he often tries to lure away many of her most promising troopers to be shipped off world with the raw recruits.

He is dressed in the typical and striking commissariat great coat and cap, with medals and symbols to represent the groups he has served with. He is rarely seen without his weapons, a chainsword and a Garm Pattern Bolt Pistol, both designed to be intimidating weapons and as much for their image as for their power, a philosophy he lives by. He has always been under the impression that to see a commissar without his weapons would be like seeing one without his hat, they would be half as effective a symbol, half as effective a soldier and cripple the will of his men.

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Inquisitor Christina Margas: A very experienced and venerable Inquisitor, she had recruited both Tobias – a great many years before – and Valance as acolytes. A master of disguise and stealth, her approach to an investigation was often to act alone, exploring every aspect of the situation to identify where the most effective cuts could be made. It was rare for her to bring in acolytes until quite advanced in her investigations and only after she was sure they were trustworthy. Many considered her paranoid and aloof, but in fact she had little desire to waste the lives of acolytes in futile gestures or pointless combat.

She maintains a strong link to her acolytes, especially those who have survived botched operations that were the fault of being forced into rapidly escalating situations where she was forced to act by other groups or be the demands of the situation. She took the loss of acolytes badly and always wondered whether it could have been avoided if they had had more time, but it also bound her strongly to those who survived.

Her investigation on Lasoura Secundas would have been the work of years, unravelling each puzzle and preparing to act... until something else acted first.

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Inquisitor Valance Crozarkum: A man in his late thirties, he is handsome and well built, his features are sharp and watchful, his hawk-like eyes a sapphire blue that shine in counterpoint to his golden blonde hair. He has plucked straight from his class in the Schola Progenium by Inquisitor Christina Margas, grouped with other acolytes and unleashed against the sinister Chaos Cults of Tzeentch. He was one of only a handful to return from the dozens of acolytes, assassins and kill teams sent in small groups to infiltrate and bring down key figures in cult before it could enact it’s crusade against the system. Many groups were captured and tortured, or twisted into hideous and mutated mockeries of their human selves.. The experience left Valance with a deep distrust of Psykers and Mutants and a hatred of Chaos that served him well in his career.

He continued as an acolyte for another 12 years, battling predominately chaos cult and unearthing conspiracies, but also had a few rare encounters with the Xeno. He did not always emerge unscathed from the missions, but his mind and body recovered from these traumas quickly. His dedication, perseverance and flexibility led to him being quickly promoted to an Inquisitor of the Ordos Hereticus in his own right, with Tobias – who had long been an advisor to Christina and a mentor to the acolytes – assigned to continue his tutelage.

When he received the call from aid from his former superior, he waited only long enough to ensure his current investigations were all in hand and then made haste to the Lasoura System.

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General Melina Trantcher: A surprisingly youthful woman, she is in her mid to late twenties, some claim she earned her position solely on merit of her family name and a stint of service as the leader of the Trantcher House Guard, but those who saw her in action during the last planetary “cycle” know that she is a dedicated officer with a keen grasp of tactics and well aware of the capabilities of her soldiers and how to use them best. One of her early controversial decisions was to switch the PDF from the common Solid Projectile weapons, to Las weapons, her justification was the to make their presence instantly recognisable, people had to be able to see them as a distinct group in the middle of a conflict, the las weapons would set them apart and unify the units under one banner, preventing the occasional ‘friendly fire’ incident when units had fired on each other in the confusion of battle.

Melina typically sports her officer’s uniform when out of combat, but often keeps her command laspistol within easy reach, and a powersword bearing the Trantcher family crest if she is expecting ‘problems’.

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Lord Marshall Elias Maximillian “Million” Sturnhause: Born on Sepheris Secundus, he was enlisted into a baronial army at a young age, but soon sickened of the brutal “laws” they sometimes enforced. After a number of years he left his service and found his place among the arbites, quickly proving himself to be an indomitable and powerful figure. His reputation for brutal efficiency and his never say die approach led to him succeeding on some high-profile and exceedingly difficult assignments, letting him climb the ranks quickly as he moved from planet to planet leaving a wake of ‘judged’ criminals, mostly executed for their crimes, but the lucky few were arrested. His targets were often gang leaders or nobles, and these quickly sparked outrage as influential figures found associates or family members the target of serious investigation or threatened arrest, progress was often difficult and he earned the ire of many families, but got the desired results, one way or another.

Official records of his exploits are meticulous, however they are so numerous that many scribes, seeking to free up afternoons work have favoured creating summary statistics that sound appropriate, without recourse to facts.

These in turn have spawned many rumours quoting impressive figures such as the ones placing the arrest and execution record for cases he has been involved in around the figure of a million, hence his nickname “Million”, and his record of injuries is equally impressive, he has been stabbed some 108 times, shot over 280 times with all manner of weaponry, partially dismembered in explosions on 3 separate occasions, suffered serious burns on a further 7 occasions and has had 8 bionic limbs, 13 bionic organs and 3 cybernetic eyes, not all at the same time. It is undeniable that many of these injuries do exist, but also impossible to confirm all of them.

The jury is undecided on whether these figures are accurate, with some claiming they should be even higher. Whenever asked, Elias just laughs, but has an extraordinary memory (considering it supposedly contains a few literal holes) and is often willing to regale recruits with his stories. This has made him popular among his men and rightly feared by his enemies, many assassins groups refuse to take missions on him. It is this reputation that lead to him being assigned to manage this small system, where he can’t cause any more trouble for the nobles.

He is almost always seen wearing his uniform, which covers many of his bionic replacements; however he wears them all proudly, including the metal skull cap and cybernetic eye, along with several fingers on his right hand, and the entirety of his left hand, which he wouldn’t hide if he could, they are a badge of honour and the sign of his accomplishments. He is rarely seen in combat these days, his responsibilities don’t allow him to stray far from command, but he keeps his weapons ready for use in his office, usually wearing only a Fate bringer and Suppression Maul to show he is still a formidable force, though he does miss the thrill of hands on combat.

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Tobias Konstantin: An aged figure, perhaps in his eighties, his hair is snow white and in sharp contrast to his piercing viridian green eyes. He is often dressed in the black and gold finery and styles of another decade. He may look relaxed and speak in a paternal and fatherly way, but he is clearly a powerful individual, both to have lived as long as he had and in his bearing. Physically, his age may seem fragile, but his mind is the only tool he needs. He has served as an advisor to Christina and a mentor to her acolytes for more than four decades, and served as an acolyte under her for another two decades before that. He has seen almost everything there is to see, both natural and warp tainted, yet he has maintained his purity and sanity and helped many acolytes maintain their, not an easy feat for any man, much less the fragile mind of a Psyker.

When the call for aid from Christina had arrived, Tobias had demanded to accompany Valance instead of remaining to oversee the investigations they had been running. He could count on the fingers of one hand the number of time she had ever asked for aid in the 60 years he had known her, and he wasn’t going to be left behind.

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Last edited by Kitab Al'Ibar on Mon Nov 29, 2010 2:44 pm, edited 3 times in total.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Sword Goddess » Tue Oct 26, 2010 2:39 pm

We were talking about my character and she'll be posted up today.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Fri Oct 29, 2010 9:01 pm

A few people have expressed interest and are working on characters, so I thought I'd whip up a summary of what I want covered in the description to be posted in this thread:

Characters Full Name:
Background & Associated Traits:
Career:
Rank:
Organisation (Regiment, Arbite, Enforcer, Novash Primary (PDF), Gang etc):
Your Imperial Divination: "_______"

Physical Appearence:
Gender:
Age:
Height:
Weight:
Build:
Complexion/Skin Coloration:
Hair Color:
Hair Style:
Eye Color:
Definitive Characteristics(cat eyes, fangs, scars, tattoos, nervous ticks, etc):
Blood Type:
Physical Illness(es):
Mutations:
Implants/Prosthetic Limbs:
General Description:

Characteristics:
Weapon Skill:
Ballistic Skill:
Strength:
Toughness:
Agility:
Intelligence:
Perception:
Willpower:
Fellowship:

Fate Points:
Wounds:

Characteristic Improvements:

Skills:

Talents:
Basic:
Trained:

Total Experience:
Spent Experience:

Psychological Assessment:
Corruption:
Sanity:
Mental Illness(es):
Drug Addiction(s):
Personality Assessment: (General statement to give a feel for how your character thinks and acts)
Theme Song: (Optional, but similar to the above)

Apparel/Armour:
Head:
Body:
Left Arm:
Right Arm:
Left Leg:
Right Leg:
Special Properties:

Weapons (Name, Stats, Upgrades, Include Talent Modifiers):

Ammunition (Name and Effect):

Misc. Items:

Wealth:

Background: (Please try to keep it below 3 or 4 paragraphs, but I do encourage you to be as specific as you can. If you want to introduce family members or close friends/relationships, please mention them here instead of springing them out of the blue)

If there is anything about your character you do not wish to reveal at this moment or would like to keep secret, please pm me and let me know what these details are.

Starting equpiment will be as dictated in Dark Heresy. You may also request a weapon of Common or greater abundancy or of Hax-Orthlack make, you will not start with this, but it will be provided to you shortly.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Writer » Sun Oct 31, 2010 9:52 pm

Character's Full Name: "Sergeant Krak" a.k.a. Kretas Havel
Background & Associated Traits: Lasouran Hive Worlder
Career: Guardsman
Rank: Conscript (Drill Sergeant for RP purposes)
Organisation : 237th Lasouran, Imperial Guard
Your Imperial Divination: "The gun is mightier than the sword."

Physical Appearence:
Gender: Male.
Age: 45
Height: 1.70 m
Weight: 55 kg
Build: Scrawny
Complexion/Skin Coloration: Ruddy
Hair Color: Brown
Hair Style: Military cut
Eye Color: Brown
Definitive Characteristic: Grimy skin
Blood Type: O
Physical Illness(es): None
Mutations: None
Implants/Prosthetic Limbs: None
General Description: A scrawny, near-bald middling-sized man with a weathered face, grimy skin and bulging muscles. Wears a Guardsman uniform with marks that indicate he's a drill sergeant in the 237th Lasouran.

Characteristics:
Weapon Skill: 35
Ballistic Skill: 42
Strength: 40
Toughness: 33
Agility: 37
Intelligence: 30
Perception: 34
Willpower: 34
Fellowship: 38

Fate Points: 4 (2/4)
Wounds: 10 (9/10)

Characteristic Improvements
Hold the Line: +3 BS
The gun is mightier than the sword: +3 BS
No Stranger To Tough Love: +3 Fel & -3 WP.
Strength +5 (100)

Skills:

Traits: Accustomed to Crowds, Caves of Steel, Hivebound, No Stranger To Tough Love (Command replaces Charm).
Talents: Pistol (Las), Basic Weapons (Las), Basic Weapons (SP), Melee Training (Prim).
Basic Untrained: Tech-Use (Int)
Trained: SL: Low Gothic (Int), SL: Novashian (Int), Drive: Ground Vehicle (Agi), Command (Fel), Awareness (Per).

Unspent Experience: 100
Spent Experience: 200

Psychological Assessment:
Corruption: 3
Sanity: 10 (Unhinged)
Mental Illness(es): None.
Drug Addiction(s): None.
Personality Assessment: Commandeering, habitually at attention, troubled by memories, intolerant towards insubordination.
Theme Song: Klendathu Drop (http://www.youtube.com/watch?v=CIGHCoVzqtk)

Apparel/Armour:

Guard Flak Armour
Head: 4
Body: 4
Left Arm: 4
Right Arm: 4
Left Leg: 4
Right Leg: 4
Special Properties: AP 5 against Blast outside ground zero.

Weapons:

Knife (Melee)
Dmg: 1d5+4 R
Traits: Primitive.

Sword (Melee)
Dmg: 1d10+4 R
Traits: Balanced, Primitive.

Laspistol (Pistol):
Dmg: 1d10+2 E
RoF: S/--/--
Range: 30 m
Clip: 30
Rld: Full
Traits: Reliable.

Shotgun (Basic)
Dmg: 1d10+4 I
RoF: S/--/--
Range: 30 m
Clip: 2
Rld: 2Full
Traits: Scatter, Reliable.

Lasgun (Basic)
Dmg: 1d10+3 E
RoF: S/3/--
Range: 100 m
Clip: 60
Rld: Full
Traits: Reliable.

Hax-Orthlack Creed-9 Autogun (Basic)
Dmg: 1d10+3 I
RoF: S/3/10
Range: 50 m
Clip: 35
Rld: Full
(24 left)

Ammunition (Name and Effect):

Laspistol Charge pack (30)
Lasgun Charge pack (60)
Creed-9 bullets (60)
Autogun bullets (11, 4 manstopper)
Shotgun shells (12)

Misc. Items:
Injector
2 stimms
1 week corpse starch rations
18 lho-sticks
Uniform (CQ Clothing)
Imperial Infantryman's Uplifting Primer (worn)
Small length of chain (memento)
Frayed pennant (memento)

Wealth: 152 thrones

Background:

Kretas Havel, and his brothers Trantor and Frak, were born of the-then Arbite Regulator Lekka Havel, and Lasouran hab-worker and petty criminal Frak Cork. The less said of that relationship the better, but suffice to say there is some truth in the old adage that opposites attract, especially on Lasoura. Growing up under the stern, but often absent, tutelage of their mother, and the somewhat irresponsible, looser guidance of their father, the trio became an independent and self-reliant bunch.

Hopelessly headstrong and belligerent, Trantor and Kretas were eventually conscripted by the Imperial guard at the age of 16. Frak, slightly less suited for war, was left alone. After puttering about on his mother's allowance, he decided not to follow in his father's footsteps and joined the clergy, slowly working himself into position as an aide to the bishop of a minor diocese in one of Novashia's lesser spires.

Kretas and Trantor both ended up in the 237th Lasouran, and spent the next three decades practicing the arts of war and survival and working themselves into positions as sergeants of their own squads. Two years ago, during transit to one of the innumerable war zones in the Empire, the troop transport Kretas and his part of the regiment were stationed on had a serious navigation and engine malfunction. Forced to put down on the quarantined ice planet of Mara, the troops were subjected to horrors beyond belief before rescue could arrive.

A tenth of the 237th was present on the troopship Vervilix, but perhaps only a few dozen Lasourans survived to be evacuated, and many were later executed for heresy. Having come through the ordeal with sanity and soul (mostly) intact, 'Sergeant Krak' attracted the attention of those who believe his survival was not borne of luck alone... He was eventually reinstituted into his old regiment, though the powers that be made sure that a special note was made of him.

Kretas is currently a drill sergeant in the 237th, and is presently back on Lasoura to recruit fresh bodies to replenish the losses the 237th suffered due to the Mara Landing Massacre. His brother Trantor is locked in war elsewhere and Kretas is itching to join him, but his duty comes first. Both his parents and his brother still live on Novashia, and during the six or so months he's been on Lasoura he's had the occasion to meet with them and share the uneasy, unfamiliar conversations of a son/brother decades gone.
Last edited by Writer on Thu Sep 08, 2011 8:22 pm, edited 13 times in total.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Sun Oct 31, 2010 11:01 pm

Writer's character has been approved.

There has been a slight change of rules, Background packages are potentially allowed, but you will need to contact me and confirm. They need to tie into your characters background and make sense. If they require other starting homeworlds, then it is highly unlikely they will be allowed, but many are more generalised and I am open to discussing them.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Sword Goddess » Mon Nov 08, 2010 12:02 am

Full Name: Aluna Cullen Ruddenburg; commonly known as "Luna"
Background & Associated Traits: Hive Mutant (Twist, Strength of Adversity, No stranger to Love, For the good of the Hive)
Career: Assassin
Rank: Sell - Steel
Organization: Mutant Gangs
Your Imperial Divination: "The Gun is Mightier than the Sword"

Physical Appearance:
Gender: Female
Age: 17
Height: 5'5
Weight: 105
Build: Slender
Complexion/Skin Coloration: Soft, fair skin
Hair Color: Blond with dark highlights; her ears are dark too
Hair Style: A few bangs which drift to her cheeks or cut across her forehead; most is pulled into a long ponytail at the crown of her head.
Eye Color: Intense emerald
Definitive Characteristics: Cat eyes, Cat ears
Blood Type: B+
Physical Illness(es): Mutant
Mutations: Aberration, Feel No Pain
Implants/Prosthetic Limbs: N/A
General Description: Luna has a petite, delicate build which still possesses a sweep of seductive features; with exotic, diamond shaped eyes, and soft lips she has a face designed to engage; though disarmingly attractive, her pair of dark, feline ears are often enough to unnerve some people. A small pair of fashionable glasses rest on the bridge of her small nose - simply for looks. Her clothes are of a gentle violet color, a kimono top which bares her midriff, and displays her shoulders with a pair of droopy shoulderless sleeves. Her hips, and legs clad in a similarly soft attire of loose pants and a long waist cape. Her hair, which is a blend of dark and blond, is routinely pulled into a long ponytail at the crown of her head, several loose bangs and locks touching her forehead and cheeks.

Characteristics:
Weapon Skill: 37
Ballistic Skill: 38
Strength: 49
Toughness: 40
Agility: 63
Intelligence: 30
Perception: 32
Willpower: 36
Fellowship: 22

Wounds: 12
Fate Points: 2

Movement:
Half-Move - 6
Full-Move - 12
Charge - 18
Run - 36

Characteristic Improvements:
Agility (Simple, Intermediate)

Skills:

Talents:
- Melee Weapon Training (Primitive)
- Thrown Weapon Training
- Basic Weapon Training (SP)
- Pistol Training (SP)
- Ambidextrous
- Sprint

Basic:
- Tech-Use (Int)

Trained:
- Speak Language (Novashian, Low Gothic) (Int)
- Awareness (Per)
- Dodge (Agi)
- Perform (Dance) (Agi)


Total Experience: 400
Spent Experience: 350

Psychological Assessment:
Corruption: 3
Sanity: 0
Mental Illness: None
Drug Addiction:None
Personality Assessment: Haughty; Childish; `Princess` complex, she's impulsive and free-spirited with a sense of loyalty and tenderness only a few people truly recognize. Her real family, as she refers to them may have to put up with her constant wandering and haughty demeanor, but she genuinely loves the majority of her `clan`. She loves to be the center of attention, as her exotic, good looks can often fetch more than a few eyes, and her abilities as an entertainer are well prized in such an often times gloomy place. She has many secret insecurities that only a handful of people have ever been privvy to, but Luna is far more sensitive than she lets on.
Theme Song: (Optional, but similar to the above)

Apparel/Armour:
Head:
Body:
Left Arm:
Right Arm:
Left Leg:
Right Leg:
Special Properties:

Weapons:
.54 Tranter (Gift)
- Pistol; Range 30m; RoF S/2/-; Damage 1D10+5; Penetration 2; Clip 7; Reload, 1FULL; Unreliable; 3.5 kg
Upgrades: Red-Dot Laser Sight

10xThrowing Knives

Ammunition:
6xTranter Clips

Misc. Items:

Wealth: 72

Background:
"Luna" Cullen Rodenburn; Aluna had been born the `love child` of a noble from the Rodenburn family, and a lower-class factory worker. When she was born, her mother immediately sought out help from the local experts. Her daughter was ill. Wrong. Tests showed that the child felt no form of pain, pricked or pinched no response beyond innocence was given. And if it had ended there she would have grown up without issue. Her mother however was quite poor, and as such she could not afford the expensive operations involved with removing the more "physical" elements of her daughters "condition". A set of fine "feline ears" and diamond shaped eyes to compliment her fanged teeth.
For quite some time her mother, who was not a callous woman, tried her best to simply "hide" these deformities through the use of clothing, contacts, and various other mundane measures. In time however suspicions grew until the eventual realization of Aluna's faults became known and the child was heavily patronized and abused by her peers. Facing her own social stigma, her mother took the girl to the lower quarters, it was here that "Luna" was abandoned to the depths, it was not done out of malice or hatred, it was done by a woman without the strength to carry on, and who loved her child too much to do the "Imperial" justice. It was also here that Aluna became herself.
She was fostered by her true kin, those like herself wronged by birth and by society. It was here she developed a true family; the bastard daughter of a noble, and a noble she liked to pretend too. The gun toating, dancing entertainer Princess of the undergrounds was born.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Mon Nov 08, 2010 3:06 pm

Ok, Character approved. Hopefully the rest will be with us soon.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby grfu » Thu Nov 11, 2010 9:26 pm

Kitab Al'Ibar wrote:
No Stranger To Love
The intimate cycles of Lasoura have engendered an even greater familiarity and easy camaraderie among those live there than even that found in over hives. However many of the inhabitants have embraced temptations more readily than most:
Begin play with the Charm Skill, and these stat modifiers: +3 Fellowship, -3 Willpower.



So are you saying that you know the rules and so do I?

Were I to join, I could swear that you would never be given up, nor let down.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kitab Al'Ibar » Fri Nov 12, 2010 1:55 pm

Are you sure? A full commitement's what I'm thinking of...

I did wonder how long it would take someone to reply about that. Almost a month it seems. Damn, it's been that long since I posted this up?

On a more serious note, at the moment I have 5 people signed up, thats about what I was hoping for this campaign. I might be open to more later, but for the start I'd rather keep it to five. I'm waiting for three of them to post their characters up and I know that at least two of those are almost done.

So, I can't guarantee you a place at the moment, if you still want to post up a character, then I will keep it in mind and if one of the others doesn't show, or has to step out, I can let you know.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (OOC)

Postby grfu » Fri Nov 12, 2010 7:58 pm

I know, I was just having a bit of fun.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (Sign-Up/O

Postby Kear'Naun » Sat Nov 13, 2010 11:26 pm

Well, here is my character, almost complete. Still looking for a theme song and not sure if I'll find one. Hope its okay like that. Have another look at it Kitab?

Characters Full Name: Castella Relatia
Background & Associated Traits: Schola Progenium
Career: Adepta Sororitas
Rank: Novice
Organisation: Order of the bloody rose
Your Imperial Divination: "A mind without purpose will wander in dark places"

Physical Appearence:
Gender: female
Age: 25
Height: 1.75 m
Weight: 65 kg
Build: Wiry
Complexion/Skin Coloration: Tan
Hair Color: Tan
Hair Style: Shoulderlong open hair
Eye Color: Grey
Definitive Characteristics: Piercing (Aquila nosestud)
Blood Type: O
Physical Illness(es): None
Mutations: None
Implants/Prosthetic Limbs: None
General Description: Overall very average young women. Her Aquila nosestud being her only outstanding feature. Usually clothed in red & black, wearing her orders vestments and her carapace breastplate when in public.


Characteristics:
Weapon Skill: 37
Ballistic Skill: 33
Strength: 31
Toughness: 31
Agility: 31
Intelligence: 30
Perception: 33
Willpower: 31
Fellowship: 31

Fate Points: 3
Wounds: 14
Current Fate Points: 3
Current Wounds: 14


Characteristic Improvements:

A mind without purpose will wander in dark places +1 Fate point


Skills:

Basic Untrained: Common Lore (Administratum, Int), Common Lore (Imperium, Int), Common Lore (War, Int), Scholastic Lore (Philosophy, Int)
Trained: Awareness(Per), Climb(Str), Litracy +10(Int), Speak Language +10 (High Gothic, Int), Speak Language (Low Gothic, Int), Common Lore (Ecclisiarchy, Int), Common Lore (Imperial Creed, Int), Performer (Singer, Fel)


Traits:

Schola Education, Skill at Arms, Sheltered Upbringing, Tempered Will


Talents:

Starting Talents (Class): Basic Weapon Training (Bolt), Melee WeaponTraining (Primitive), Unshakable Faith, Hatred (Heretics), Pure Faith
Homeworld Talents (fromTraits): Basic Weapon Training (Las), Melee Weapon Training (Primitive), Pistol Training (SP)
All other Talents: Sound Constitution


Advances Bought:

Total Experience: 575
Unspent Experience: 75
Spent Experience: 500

Character Creation: Sound Constitution, Climb, Ballistic Skill
Rank 1: Awareness


Psychological Assessment:
Corruption: 0
Sanity: 0
Mental Illness(es): None
Drug Addiction(s): None
Personality Assessment: Usually quiet and still rather inexpirienced with live outside the schola and the order. Really she is rather intimidated by it and trying hard not to let this show. Will try to do things by the book (especially the "Rule of the Sororitas").
Theme Song:


Apparel/Armour:
Head: 3 (Mesh cowl)
Body: 6 (carapace breastplate)
Left Arm: 2 (Low Hive Overcoat, primitive)
Right Arm: 2 (Low Hive Overcoat, primitive)
Left Leg: 2 (Low Hive Overcoat, primitive)
Right Leg: 2 (Low Hive Overcoat, primitive)
Special Properties: None


Weapons:

Laspistol (Pistol, Las):
Dmg: 1d10+2 E
RoF: S/--/--
Range: 30 m
Clip: 30
Rld: Full
Traits: Reliable.

Armsman-10 (Pistol, SP):
Dmg: 1d10+3 I
RoF: S/3/--
Range: 35 m
Clip: 13
Rld: Full
Traits: --

Club /Maul (Melee):
Dmg: 1d10+3 I
Traits: Primitive.

Ammunition (Name and Effect):

Laspistol Charge pack (30)
2x SP-Pistol Clip (13)


Misc. Items:

Aquila Necklace
Chaplet Ecclesiasticus (a devotional icon amulet, acts as a charm)
Vestments (Good Quality Clothing)
4 candles,
Writing kit
Copy of the Rule of the Sororitas
Ring of Suffrage (counts as a charm)
Scoriada (flail for self-flagelation).


4 Rations
1 Locked Data Slate
1 Micro-bead
1 Luminator
1 Whistle

1 Backback


Wealth:

179 Thrones

Background:

Castella Relatia was born on the far away Shrine World of Ophelia IV to parents working as clerks for the Ministorum. From the very beginning she was raised to be firmly devoted to the Imperial Creed, to follow in her parents footsteps and maybe even surpass them.
Things started to change when her father was drafted for a newly founded Guard Regiment to be thrown into the Damocles Crusade, never to return. The last news of him was that he fell on the Tau world Dal’yth. Soon after Castellas mother perished as well after her health worsened for long months between hard work and grief. This left Castella an Orphan at the age of 4.
Still she was spared the worst fates that could befall a young orphan at this age. As both her parents where devoted servants of the empire and died in its service she was entered into the Schola Progenium. During her years there she became a rather quiet young woman.
Completing her education at the schola she managed to be accepted into Adeptus Sororitas. And after several more years of harsh training she was finally able to don the Ring of suffering and take the Oaths of Adherence and join the Order of the bloody rose. Soon after she was shipped as part of a small detachment of Sisters to far off Lasoura Secundas.
Last edited by Kear'Naun on Tue Jul 12, 2011 7:32 pm, edited 3 times in total.
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (OOC)

Postby Kitab Al'Ibar » Sun Nov 14, 2010 12:32 am

Character approved Kear, with a bit of luck, the last two should be up in the next day or two and we can get the ball rolling on this campaign. ;)
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Re: Warhammer 40,000: Dark Heresy: A Soul’s Worth (OOC)

Postby blackshade10 » Mon Nov 15, 2010 1:35 am

Character is almost done, just filling out the sheet and all.

Tired. Need sleep.
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