Testing the Waters

By Asymptomatic, in Dark Heresy Play By Mail/Email

STATUS: Still accepting applicants.

-I'll repeat my conditions below, but I would like to include a narrative. Skip down if you just want to see what I'm looking for.-

I want to try my hand at being a GM without committing to a full-blown group. My goal is to broaden my perspective and see how a GM might feel under certain circumstances. For the purposes of this experience, I want to GM over one (1) player and casually play an adventure or two. We will play over Skype with a Game Chat and an OOC Chat for out-of-character questions and dice rolls. The game is a on a play-by-post basis, meaning that there are no live meeting times and you can post whenever you get the chance. If you want to quit at any time, just let me know and there'll be no hard feelings.

Character concept will be the deciding factor on who I wish to play with. I strongly encourage you to think outside the box with your character creation. All sourcebooks are available to you for inspiration, within reason. I will frequently pull content from across books, and I urge my players to do the same. The specifics are listed below.

Having just a skilled sniper is a no-go. A character who has a fully automatic sniper rifle is better. Now a telekinetic Psnyper who dual-wields a fully automatic sniper rifle and a tower shield is exciting! WOW me with your creativity! I'll be here if you have questions.

_________________________

Looking for: 1 player

Language: English only

Base Rulebook: Dark Heresy Second Edition

Supplements: All Dark Heresy, Black Crusade, Deathwatch, Only War, and Rogue Trader books

Game Type: Casual Skype play-by-post, no live meeting times

House Rules: As needed, but generally a lot

How to apply: Create a character using DH-2e rules and post it here. Don't worry about spending experience or generating Characteristics yet though. I encourage and will grant special requests after some negotiation, such as Origin options from other books.

Character Restrictions: Humans only. Tech-Priests and Psykers unconditionally allowed. Mutations permitted on a case-by-case basis.

Character Expectations: You are responsible for initiating all the Interaction tests and making major decisions. Keep this in mind before you nuke your Fellowship Characteristic or become an Untouchable. I will be accompanying your character as a GMPC, but don't let that stop you from going wild! YOUR character concept is king here.

Starting Gear: Generally, only items of Rare and up. List your character's signature weapon, armour, and defining implants if present. Custom gear encouraged.

Starting Experience: To be determined, though expect to have more than the recommended 1000 starting experience.

Template:

Name:

Summary: *

*A few words to make your character concept sound like a news headline

Origins: Home World (Book source), Background (Book source), Role (Book source)

Defining Skills/Talents/Traits: & (from Background), & (bought)

&List the things that contribute to your character concept and where they came from in parentheses, separated by commas.

Defining Gear: & (Book source), & (Book source), & (Book source)

Backstory: %

%Give me a few sentences on what makes your character unique.

Vision: #

# What tasks do you see your character excelling at and how? You can include specific mechanics like Talents or Gear, or simply describe how your character does what your character does best.

Example character:

Name: Voider Alexander III

Summary: Melee fighter that leaves lightning trails when he kicks or runs

Origins: Tainted Blood of Malfi (Inquisitor's Handbook and Radical's Handbook), Outcast (DH-2e), Assassin (DH-2e)

Defining Skills/Talents/Traits: Acrobatics (from Outcast), Dodge (from Outcast), Unarmed Specialist (bought)

Defining Gear: Lightning Greaves (Acreage Gauntlets + Mirker's Greaves, both from [Dark Heresy - Inquisitor's Handbook])

Backstory: Originally a blueblood with too much money and free time, his signature fighting style caught the eyes of an Inquisitor who needed some dispensable muscle. Drugged and dragged out of his familiar surroundings, the ex-noble now plays decoy to keep public attention away from his mysterious captor. A theatrical stuntman, Voider Alexander III makes a lasting impression in all of his fights. Conveniently, he enjoys doing so.

Edited by Asymptomatic

[Reserved for future use]

Are you still looking into this?

Are you still looking into this?

Acknowledged and sent a PM.

Name: Cain Mithras

Summary: A Guardsman with powers far beyond his control.

Origins: Hive World (DH 2), Imperial Guard (DH 2), Mystic (DH 2)

Defining Skills/Talents/Traits: Warp Sense (mystic), Navigate: Surface (Imperial Guard)

Defining Gear: Imperial Guard Flak Armor, Hotshot Lasgun, Psy-Focus (His old dog tags), Cranial Armor

Backstory: Originally part of the 16th Owen Light Infantry, fighting Chaos on Khazant in the Jericho Reach, his curiosity got the better of him and he read a small piece of paper found on a fallen heretic. That piece of paper contained such instructions for a short ritual. He performed the ritual after being rotated to the rear lines, after stealing the materials from the regimental psykers. He unlocked psychic potential and has been a little quieter ever since. The Inquisition soon discovered his mind burning far brighter, and he was taken as an acolyte. His only goal now is using his sorcerous powers to aid the Imperium, just as he did in the guard.

Edited by filliman

Name: Cain Mithras

Summary: A Guardsman with powers far beyond his control.

Mmn... I'm not quite sure I buy the backstory. As one of the expendable front-liners of the Imperial Guard, I would think the expected response would be to put Cain down rather than try to salvage/repurpose him as a Inquisitorial psyker. What has Cain accomplished in his career that would catch the eye of a superior that could save him from execution? Examples include repelling a daemon from a pivotal stronghold, drafting up tide-turning strategies, or regularly enlisting aid of normally standoffish locals. Otherwise, I don't think an Inquisitor would risk the ire from more Puritan parties.

Say I gave you 10,000 xp and 300 Influence. What would you spend it on and why? What kind of endgame fantasy do you envision for Cain?

Hmm. He is a little far-fetched when I think about it too much. In fact since i sent that i've been coming to be dissatisfied with that build.

Edited by filliman

You know, never tried a Tech-Priest before.

How about this one.

Name: Draco Davrus

Summary: A Tech-Priest who could put a man back together with his visual receptors shut, or set his nerves aflame with equal skill

Origins: Voidborn (DH 2), Adeptus Mechanicus (DH 2), Chirurgeon (DH 2)

Defining Skill/Talents/Traits: Tech-Use (Adeptus Mechanicus), Resistance: Fear, Mechanicus Implants

Defining Gear: Medicae Mechadendrite, Custom Autogun w/ Red Dot Laser Sight, Sacred Inscriptions, and Custom Grip, IG Flak Armor, Diagnostor, Excruciator Kit

Backstory: Born and raised on a Rogue Trader's vessel, Draco Darvus was around technology all his life. However, it was his skill with the flesh that prompted his being simply taken by the Mechanicus and his instruction in the Magos Biologis. He is quite skilled at the healing arts after this training. After being sent down as part of an exploratory mission on an unknown world, it was found that the ruins were of an ancient race of warp-worshipping xenos called the Yu'Vath. The horrid constructs of the Yu'vath erupted forth, killing the explorers, and the Rogue Trader simply left. The Inquisiton soon came by to clean up, and found Draco. He was captured and interrogated VERY thoroughly. After his interrogation, which lasted many exhausting months of probes, toxins, and deprivation, he was given two choices: join the Inquisition as an acolyte chirurgeon, or be thrown out the voidlock. Draco chose the former. He hates his job now, and has been busily interrogating heretics, using his skill at healing to cause pain, which still causes him shivers, remembering his own experiences. He has a secret desire to create medical bionics and study the human genome. Not just to keep it healthy, but also to recreate the gene-crafting of the Dark Age, or even be allowed to work with the vaunted Adeptus Astartes. given his position in life, this is not likely to happen.

Is there anything you would like me to clarify?

Name: Draco Davrus

Summary: A Tech-Priest who could put a man back together with his visual receptors shut, or set his nerves aflame with equal skill

Hrmm. My first impression of this backstory was not a good one. First he was a voidship doctor, spudden alien invasion, spudden Inquisition, and then he ends up as a scorned Inquisitorial dog with high aspirations? I mean no offence, but the story elements seem rather disconnected/contrived to me. While I don't want to force my thoughts onto your character, please allow me to suggest some tweaks for Draco's backstory:

Concept #1: A Superhero Origin Story

Replaces: Yu'Vath invasion, Inquisitorial involvement

One of Draco's patients had an odd affliction stemming from an unknown xenos artifact fused with the patient's body. Draco attempted to surgically remove the artifact, but it chose to bond with him instead. Draco 1) goes berserk and is subsequently captured, 2) becomes a valuable bargaining chip and is sold, or 3) becomes a liability to the voidship and is shipped far away, to be reclaimed by A) Cold Traders, B) eccentric nobles, or C) the Inquisition.

Potential Narrative Implications:

  • Contempt for the xenos that stole his normal life from him
  • Contempt for the party that sent him away
  • Contempt for the party who detained him
  • Powerful xenos artifact draws attention and increases renown
  • Quest to remove xenos artifact
  • Acceptance of xenos artifact

Potential Mechanical Implications :

  • Acolyte of Abraxas (Alternate Rank from [Rogue Trader - The Navis Primer])
  • One or more Mutations or Traits
  • Homebrewed artifact powers

Comments:

Connecting the "xenos influence" with "hatred of the Inquisition" present in Draco's current backstory, the artifact is a great place for you to express your character's individuality and a story hook that I can rely on. Let me know what you do and don't like about this approach.

Concept #2:

Comments:

Actually, my battery's rather drained at the moment. I'll see if I can come back to this later, but I'd like to leave the rest of the message up for you to see; I can always follow up with a new train of thought after a reply.

Edited by Asymptomatic

Forgive me, i've never been good with back stories. Anyway, If the Yu'vath artifact bonded to him, I can see a tech-adept with sharp medical implements suddenly going berkserk under alien influence and cutting a few people up. Then he is finally captured by the RTs crew and thrown in isolation until they figure out just what to do with him.

Now he has to wind up in Inquisitorial hands.

I guess I should also ask: do I know anything about the inquisitor picking me up? It would help to know how radical/puritan I could or should go.

Forgive me, i've never been good with back stories. Anyway, If the Yu'vath artifact bonded to him, I can see a tech-adept with sharp medical implements suddenly going berkserk under alien influence and cutting a few people up. Then he is finally captured by the RTs crew and thrown in isolation until they figure out just what to do with him.

Now he has to wind up in Inquisitorial hands.

Sorry about that, might have been too frank with my comment. If you would like to take Draco in this "artifact hero" direction, here are some questions I'd like to follow up on:

  • What is the artifact bonded to and how? On Draco's wrist like a watch? A crystal growing out of his chest?
  • What does the artifact do? Let him transform into ten different aliens? Shoot gigantic blood bullets? Feel free to come up with an effect or refer to an existing mechanic. Strive high; we can always tone something down to starting power levels.
  • Who are the important figures in Draco's life? Is there anyone who would stick by him after his "transformation"?
  • How does Draco react to being stuck with a xenos artifact? Proud to have new powers? Mentally crushed?

The game will probably begin while Draco sits in isolation. Oh, speaking of which, what kind of game would you want this to be? Combat-oriented, investigation, just let me know and I can compose scenarios accordingly.

I guess I should also ask: do I know anything about the inquisitor picking me up? It would help to know how radical/puritan I could or should go.

I'm not sure that Draco would know anything about who's coming to pick him up, but I can tell you that Draco's future Inquisitor is Radically-inclined. Feel free to spin Draco any direction you want; this is a very sandbox-y game after all.

I would think the artifact WAS bonded to his hand, but since in isolation has since kind of....melded with his entire nervous system. As a Yu'vath artifact, it would be Warp-touched, so would very likely give him some kind of psychic ability, a la Acolyte of Abraxis. Physcially, if you looked at his nervous system, it would appear to be a solid dull blue crystal running throughout his body. It might also grant some kind of dark insight into the nature of the machine's interaction with the Warp, leading him to have a gift for warp-tech, at the cost of making his flesh look servitor-ish, all shrunken and withered, while the mechanical parts remain strong.

I could imagine the mostly more-or-less unorthodox Explorators that tend to populate an RT's mechanicus crew complement might be interested in breaking him out, if only because they would rather examine the progress of the artifact than let him simply be tossed out the airlock. They might very well be interested in whatever xeno-tech is consuming him and seeing how to defend against it/harness it, if they're really crazy, but I doubt that second one.

Draco is both horrified and yet fascinated. Horrified that xeno-tech has defiled him, yet also morbidly fascinated with what it might do to him in the long-term. He is as of yet unaware of just how much its insinuated itself, but he is aware that the lump on his hand slowly shrunk and faded, and that knowledge of the warp is slowly coming to light now that it has shrunk away completely. He has suspicions of where it went, but hasnt been brave enough to "explore" just yet. His suspicion is also right/wrong: he thinks it went into his brain, not the nervous system.

As a Yu'vath artifact, it would be Warp-touched, so would very likely give him some kind of psychic ability, a la Acolyte of Abraxis.

You can take [Acolyte of Abraxis] as a 300 xp Elite Advance and, after purchasing AoA, one instance of [unhallowed Discovery] gratis, ignoring prerequisites (as you'll likely meet them anyway). Is there a specific psychic ability you want, or would you like to entrust me with the decision? Given that the artifact has melded with Draco's nervous system, I find DH2's Biomancy and Telekinesis powers thematically appropriate. I am not as well versed in powers from other games, but feel free to choose from them as well.

Go ahead and start drafting up hard numbers for Draco. Use the following guidelines:

  1. Generate Characteristics via the listed point-buy system and raise all Characteristics by 5.
  2. Rather than using the Aptitudes listed for Home World, Background, and Role, just pick any 8 Aptitudes. AoA may give you a 9th Aptitude, but I'm still deciding.
  3. Assume the highest rolls for Fate Threshold and Wounds.
  4. Replace your Role's Weapon Training Talent with up to two Weapon Training Talents of your choice.
  5. You have 3000 Starting Experience.
  6. Follow normal starting equipment rules, though you may request certain Rare items as well.
  7. List what you intend to spend Experience on down the road.

Feel free to make any special requests from other books. I will also be tweaking player-obtainables on a regular basis. Off the top of my head, the following will be changed, likely in your favor:

  • Voidborn Bonus: - Strong Minded Talent, + Fate Point not spent on a 1d10 roll of 9
  • Chirurgeon Bonus: - Fate Point to succeed failed First Aid test, + [undetermined passive ability]
  • Unhallowed Discovery: - PR +1, + [more dynamic PR-scaling appropriate to DH2]
Edited by Asymptomatic

This is going to go in no particular order

His 8 Aptitudes: Finesse, Psyker, Tech, Knowledge, Fieldcraft, Offense, Defense, Social

His chars: 30 Weapon Skill, 40 Ballistic Skill, 35 Strength, 40 Agility, 45 Intelligence, 40 Perception, 45 Willpower, 30 Fellowship, 30 Influence

Wounds: 12

Fate Threshold (Not sure how that works, seems different from Fate Points): 3?

Weapon Trainings: Las, Bolt

Equipment: Autogun, Optical Mechadendrite, Imperial Robes, Sacred Unguents

Would Like: Diagnostor, Medicae Mechadendrite, IG Flak Armor

I'll let you decide what freaky psychic power he got from the artifact.

I Intend to spend experience on increasing his abilities as a chirurgeon, and will likely try to sink experience into psychic abilities as well as some, but not as much, on combat skills. I do plan on sinking loads of experience into lores mostly, as I see him as more of an academic who sometimes feels the need to know if his armchair theories have any real credence.

What I have so far. Will spend xp a little later.

His 8 Aptitudes: Finesse, Psyker , Tech, Knowledge, Fieldcraft, Offense, Defense, Social

Fate Threshold (Not sure how that works, seems different from Fate Points): 3 ?

Equipment: Autogun , Optical Mechadendrite, Imperial Robes, Sacred Unguents

Would Like: Diagnostor, Medicae Mechadendrite, IG Flak Armor

Everything looks good, though I would like to comment upon the bolded items:

  • I settled on [Acolyte of Abraxas] granting the Psyker Aptitude for free, so go ahead and pick a 9th Aptitude. In exchange, the Psyker Elite Advance proper (should you decide to pick it up) won't grant you a 10th Aptitude.
  • Fate Threshold is your maximum Fate Point count. A Voidborn starts with a maximum of 3 Fate Points as a baseline. However, one rolls a 1d10 during chargen for a chance of the [Emperor's Blessing]. Meeting or exceeding the Emperor's Blessing value means your character gets +1 to his Fate Threshold. As I simply granted an instantly successful 10 roll, Voidborn Draco has Fate Threshold of 4 (3+1). A character may never have more Fate Points than his Fate Threshold, but otherwise Fate Points do standard Fate Point things.
  • Your choice of Weapon Trainings is at odds with your starting Autogun. Feel free to replace the Autogun with something Draco could reasonably have access to.

When you have time, I would like a timeline for Draco. The fact that he has Bolt Weapon Training and Flak Armour is itself fine, but I would like to know where Draco picked them up and why he needs them aboard a voidship. Just having them for on-planet trips or as anti-pirate measures is a good enough reason. The game will begin with Draco in his holding cell, stripped of his belongings and mechadendrites. You'll get all your starting equipment by the end of the first mission (Draco becoming an Acolyte), but I need to know if the gear is actually Draco's or just a set of items granted to him by his Inquisitor.

As of right now he owns nothing, its all issued by the Inquisitor.

I hadn't realized I grabbed an autogun and then took Las. Well then, let's take a lasgun, and a bolt pistol if it would be allowed.

The reason he has training in bolt weapons is simply because as a sort of junior explorator, it was deemed necessary by his superiors to be able to defend himself with something that could kill something that might shrug off a las weapon. The flak armor is merely to survive the first bullet.

Alright, timeline....

Draco was placed on a Rogue Trader's vessel by the adeptus mechanicus as part of an exploratory team. He was trained in bolt weapons in case he encountered something that would otherwise laugh at a laser. He was however primarily trained in medical matters to better catalog any creatures or other biological life, though his skill mostly went to sewing fingers back on or just replacing them. He had been part of the vessel' admech complement for at least 4 years at this point.

Alright, sounds good. I believe all that's left is to pick up a 9th Aptitude and spend your 3000 Starting Experience. Oh, and select a Divination too. Just take any result you want. If it alters a Characteristic, round that Characteristic up to the next multiple of 5 (e.g., 37 -> 40).

Oooh, I always like the divination thing.

The wise man learns from the deaths of others. +3 Intelligence.

Hey there!

Is this offer still open?

I'd be interested in trying a 1-on-1 game for once, it could be fun.

Name: Gaius Caligarus

Summary: A highborn psyker becomes the purging flame of the church.

Origins: Highborn (Inquisitor's), Astra Telepathica (Inquisitors'), Crusader (Beyond)

Defining Skills/Talents/Traits: Frenzy (Bought),Hatred (Daemon's, Chaos SpaM, Unsanctioned Psykers) (Bought), Willpower (Bought), Toughness, (Bought), Weapon Skill (Bought), Deny the Witch (Crusader), Psyker Disciplines (Bought) Pyromancy (Inquisitor's) and Banishing (Beyond),

Common Lore (Adeptus Astra Telepathica) (Astra Telepathica),

Interrogation (Astra Telepathica),

Forbidden Lore (The Warp) (Astra Telepathica), Psyniscience (Astra Telepathica),

Warp Sense (Bought), Resistance (Fear, Psychic Power)(Boight, Strong Minded (Bought),

Defining Gear: Emperor's Flame (Psyfocus Amulet) (Inquisitor's), Great Force Sword (Custom, Great Weapon + Force Sword), Carapace Armor (Inquisitor's), Purgatus Crossbow (Within),

Backstory: Basically a highborn psyker boy is sent away from a life of comfort and opulence to die aboard the black ship, a shame on his family to be forgotten. But he doesn't die, he lives, he thrives. He taps into the warp and becomes both a powerful pyromancer and banisher. Wielding rage and holy zeal, when he leaves the black ship he joins the Witch hunters of the Ecclisiarchy and becomes a Crusader, hunting with sword, spell and flame the forces of the Ruinous Powers.

Vision: Sensing the warp and hunting witches and Daemons. Gaius would have an innate sense for his prey, and would always be ready to call upon the flame of the emperor to purge their existence. Or to get some answers first. A merciless crusader with a single minded focus and savagery when it comes to bringing judgement to those who fall to the Ruinous Powers.

Pyromancer Savant, meaning he is naturally attuned to the power of flame and uses it with extreme prejudice.

Daemon Hunter, a scholar and devout worshipper of the emperor, Gaius uses ancient spells to shape the warp specifically to smite Daemons.