Post your groups

By Evilscary, in Dark Heresy

There was a thread along these lines on the old forum, but I'll start a new one here as it's fun!

Post your current DH group, with some info on the characters and maybe some description of the current or previous plot lines. Avoid spoilers if you're a GM!

The group I currently GM for are:

Albrecht Guilliman
Profession: Arbitrator
Rank: Arbitrator
Home world: Malice (War World)
Role in the party: Investigation (especially underworld), party 'tank'
Favoured weapons: Shock maul and riot shield, heavy stubber, webber

Albrecht is from the War World of Malice, a world torn apart by a Slaaneshi cult uprising. He has a fear of overt sexuality and avoids naked females where possible (due to experiences on his homeworld). He a fearless fighter, and is always at the front in combat, using his massive frame and carapace armour to absorb incoming fire. He is also a keen investigator, with numerous contacts in the underworld.

Fral Jar
Profession: Guardsman
Rank: Veteran
Home world: Proteus (Feral World)
Role in the party: Close combat, ranged combat
Favoured weapons: Autogun/shotgun combiweapon, Chainaxe, Hecuter

Fral is from the oceanic feral world of Proteus; home to the most dangerous seas in the sub-sector. He is a savage but loyal guardsman with an unshakeable faith in the Emperor and a dislike of anything he sees as 'heretical'.

Brother Octavius
Profession: Tech Priest
Rank: Tech Priest
Home world: Space Hulk (Void-born)
Role in the party: Tech Priest
Favoured weapons: Flamer, Bionically-attached heavy bolter

Octavius is a heavily-augmented tech priest. His left arm and both legs are a mass of metallic tentacles, making him resemble a strange snake-like creature more than a man. His remaining flesh is wasted and sallow following one too many brushes with corrupting forces. He is currently begining his initiation into the Adeptus Explorator, hoping to become a Magos Errant someday.

Lupa Odessa
Profession: Imperial Psyker
Rank: Savant-Lieutenant
Home world: Warship (Void-born)
Role in the party: Stealth operative
Favoured weapons: Best-quality Monosabre, Carnodon

Lupa is a slight and unnasuming Psyker specialising in stealth and divination powers. She is the party's espionage specialist and also aids Albrecht with investigation where neccessary. She seems to have a tendancy to call down the ill effects of the warp on everyone but herself.

The party operate within the Hazeroth sub-sector, and are currently investigating the noble house Voross who they suspect of distributing xeno relics about the sector. Some of these relics, crafted by a long-dead chaos-worshipping xeno race, hae the ability to warp the owners into horrific reptillian creatures.

I am Gm'ing a large group on RPOL.net. They are all in the 600-750xp range.

Fazel Stormclaw

Feral Guardsman- up close and personal soldier with a 50S and a pump shotgun. The leader of the Inquisitor's retinue and tank for the group. He's been with the Inquisitor for a lot longer than the rest.

Jax Lithos

Hiver Scum- faceman for the group with a growing list of social skills. Autopistol and autogun.

Cavus Ferr

Hiver Tech-priest trying to be more machine than man. Las carbine. Tech expert as can be expected.

Jewel Vanex

Female Imp world assassin. Hunting rifle with a red-dot scope and las carbine for great ranged effect.

Odel Vanburon

Imp world arbitrator. Pump shotgun. Close range fighter with one of the highest BS ranks in the group. Good armour and secondary tank.

Xon Stratos

Imp adept. Hand-cannon and stub pistol + remarkable luck make him a force to be feared despite a rather lackluster BS. Investigator and organizer for the group.

I have two more characters in a different thread that have not been introduced to the large group yet as well. Great fun.

Group I'm currently GMing for:

Crisis Zuriel
Profession: Assassin

Rank: Nighthawk


Home world: ++Classified++, Warship of Him On Terra

Role in the party: Recon, target removal.

Favoured weapons: Many, but favours a scoped hunting rifle above all else.

Crisis is a survivor of a gellar-field failure incident on his home vessel, and quite possibly the only one. He's voluntarily mute, believing the things he managed to evade will follow his voice to him, and is without social graces and most emotional responses. He's a killer, plain and simple, and prides himself on his work. Has slight leanings towards the Adaptus Mechanicus, having lived closely to the few tech-priests on his home ship before the disaster.

Cryvus Valknik Rastin
Profession: Imperial Psyker

Rank: Aspirant


Home world: Voidborn, Warship

Role in the party: Cell Prime, investigation, divination, taking the most ludicrous risks.

Favoured weapons: Laspistol with a red-dot laser sight.

Cryvus has seen his own doom and, because of this, he approaches each task with a degree of fatalism. He has a troubled mind, plagued by nightmares and prone to passing visions which manifest as nonsensical phrases when he talks. Madness aside he is level headed for the most part, suspicious without being paranoid and keenly aware of any signs and portents that might present themselves. He, of all the acolytes, is probably of the highest moral character which, when combined with a sense of discipline instilled into him during his youth, means he will take insane risks to preserve the life of a hostage or ensure a fleeing heretek pays for their sins.

Mikolas Folus
Profession: Guardsman

Rank: Feral Warrior (Rank 3)


Home world: Verum vel Hic (Feral World)

Role in the party: Hard bastard, driver, front-liner.

Favoured weapons: A toss up between his heirloom lasgun, his new combat shotgun and "The Virtue of Mankind" (a metal club wrapped in razorwire).

Verum vel Hic, now little more than a vast wasteland, was attempted to be colonized some several hundred years ago. Things went wrong. Warp storms cut it off from aid and left a permanent mark on the world; a region of strange phenomena where no man has returned from. This includes Mikolas, who was drawn into this zone by his wonderlust. He found something in there, but so had an Inquisitorial team. Having demonstrated remarkable toughness and survival skills he was recruited rather than disposed of, and has taken to seeing the galaxy with a smile on his face and a weapon in each hand. Cheerful, friendly and far too accustomed to violence he's a good ally to have. Unfortunately his knowledge of The Emperor is patchy at best, something which causes the trouble occasionally.

Mithras "Mits" Avelock
Profession: Guardsman

Rank: Guard


Home world: Imperial World

Role in the party: Sharp eyes, good aim, impeccable knowledge of The Imperial Infantryman's Uplifting Primer.

Favoured weapons: His trusty Mars Pattern Mk III Lasgun

Mithras is a veteran of the Tranch pacification. Despite having been cycled through several patchwork platoons composed of the remnants of others he always managed to survive. Hell, he managed to get through several years of service without suffering more than the odd grazing blow to his flak armour. He is a survivor, both skilled, paranoid and lucky enough to make it out of one of the worst warzones psychically unharmed. His mind was marked, however, and he's haunted by the faces of too many dead friends, mutant abominations and the vacant stares of a displaced population. Recent events have done little to calm his nerves, which is probably why he's never truly at ease. He's loyal to the Throne, though when push comes to shove it's uncertain whether he'd lay down his life for it.

Mithras "Mits" Avelock
Profession: Arbitrator

Rank: Regulator


Home world: Scintilla (Hive World)

Role in the party: Investigation, Acquisitions, Brutality

Favoured weapons: Combat Shotgun and Shock Maul

Xerxes, in a word, is a bastard. Criminals and heretics are simply targets for his sadism, he'll lie and cheat to get the job done and he's never the first one into the breach. He's no traitor or coward, though, and seems to relish his duties as an acolyte. It also helps that his tongue is silvered (figuratively speaking), and he always seems to salvage something from a disastrous situation. Currently being NPC'd.

Our current group are all quite experienced, ranging from slightly above 5K experience up to slightly below 11K.

This experienced group has been assigned by Inquisitor Tyburn Graves to find and destroy the Logician threat in the sector.

The Logicians have grown very dangerous lately and have agents everywhere. Therefore the acolytes are working quite independent from Graves and the group's Prime has been given a rosette.

The group is very versatile with intelligent acolytes. Though they favour a thorough investigation followed by massive violence.

Syren

Profession: Arbitrator

Rank: Justicar

Home World: Orbital storage facility circling a forge world

Role in party: Prime, Maintaining discipline, Torture and investigation, generally being a badass

Weapon of choice: Her trusty combat shotgun and puritan pistol

Syren is about as hard bitten as arbitrators can be. She has seen much and this has made her quite morbid. Taking obscene pleasure in torture and annihilating anyone she see as a heretic. She holds a personal grudge towards the Logicians and will not rest until they, and any that know of them, are dead, burned, destroyed and thrown out an airlock. She has managed to become Interigator Sand's personal pupil and the two get along very well. As prime she expects everyone in the group to do their outmost to assisst in their asigned roles. Having survived all manner of hell holes have made her tough and she doesn't think injury, no matter how grave, is a valid argument to not getting the work done.

Garm

Profession: Imperial psyker of the Templar Calix

Rank: Templar Ordinator

Home World: Dusk

Role in party: Living weapon, advisor of warp phenomena, infiltration and assassination

Weapon of choice: His force sword and the Warp

Garm has always been marked by the Warp, already when he was young he had the ability to shapeshift. When he was discovered by a group of acolytes under Graves's command they discovered his very strong affinity for the arcane and that it was impossible to read his mind. He was taken, sanctioned, and trained to be a slayer of psykers and daemons. Having survived a massive warp overload and a Geller field failure have both left their mark upon him to the point were he is now completely insane. Though these accidents strenghtened his already impressive mental capabilities. Separating the truth from the madness when he talks can take quite some work, though underneath his paranoid demeanor he is highly intelligent. Extremely devoted to Him On Earth and totally loyal to Syren, whom he calls master. Garm is almost impossible to kill and has not yet met his match in melee combat.

Thuddius

Profession: Psychic scum

Rank: Gunslinger

Home World: Gunmetal city

Role in party: Shooting stuff, killing, going in guns blazing, being nervous

Weapon of choice: Dual Encarmine autopistols, dual Hack shotgunpistols

Thuddius grew up in Gunmetal, on the lower levels where life or death is decided at gunpoint. Even without his telekinetic powers he is an insanely dangerous gunslinger. The capability to stop bullets in midair and push assailants from him has proved invaluble on many occasions. Garm has been assigned to control Thuddius's psychic skills as Thuddius is not totally disciplined, therefore his manifestation of powers are a bit erratic and cannot be trusted. He is paranoid and never goes anywhere without at least four pistols. Do not count on him being of any help during investigations though when bullets start flying you are glad he's on your side.

Duke Karl Evert Gudmundsson IV, the Dragonslayer, Duke of Reseland

Profession: Cleric

Rank: Holy knight of Reseland

Home World: Obscure Feudal world at the edge of the Calixis sector

Role in party: Being noble, soaking up damage and chopping people in halve, Fearless and fanatical

Weapon of choice: Best quality monosword of the Dragonslayer, Shield of House Reseland

The Duke came to the inquisition after he single handedly killed a major chaos daemon, which he believed was a "Dragon", on his home world. He was reqruited and brought up into the heavens to battle at the side of his gods in the great war against darkness. He's abnoxious and almost refuses to mix with "Those of lower rank". He is loyal and competent in the ways of etiquette and swordplay. He is also the perfect cover to use when infiltrating the nobility.

The group I GM for is new, everyone has around 7-800 XP.

Solaria, hiveborn assassin from Grove's Fall.

This assassin was born in the mid hive and while she has seen poverty and suffering, doesn't fully understand how people can live so. She is a merciless killer, but is moved by the plight of the poor and has a soft spot in particuar for children. She began a career as a bounty hunter at a young age, and proved to be quite competent at executing low-rent scum. She favours blades, and uses a mono-edged sword and knife, as well as 10 mono-edged throwing blades. She will make use of her hunting rifle when the need arises though. She's flashy rather than stealthy, preferring to dodge attacks and show off her skills rather than slip in unnoticed to kill. She is currently investigating the source of mysterious child disappearances near the underhive, and their link to a a heretek cult

Mercutio: voidborn cleric.

A practically mute cleric with an affectation for primitive weapons and armour, Mercutio tends to avoid conflict and uses lateral thinking, and his brain to assist in combat. he is however, no warrior or strategist. He is extremely meek and subdued. He is currently recovering in the care of the adeptus arbites after he was gunned down during an investigation, narrowly escaping death. I expect him to ditch his hammer and chainmail very soon.

Thaddeus: voidborn psyker

At 52, Thaddeus is as old as metheuselah compared to the rest of the group. He frightens easily and remains at the back during combat, using his psynicience to warn of impending danger. Thaddeus functions as a swiss army knife for the cell, having myriad useful abilities, but not being of much use in combat. He aimst to try and prove himself to the younger members of the party and aspires to great power someday. He was left in shock after a horriffic event during a recent investigation and was counselled by a psyker from another inquisitor's retinue and nursed back to health, before being returned to his inquisitor. He uses a compact stub revolver in combat, but will be trading it in at the first opportunity.

Gabriel "Grim" Regis

Imperial World Guardsman

Hailing from a freezing ice planet, Gabriel sweats uncontrollably in any temperature above freezing. He is always on the lookout for ways to help, and is quite young and naive. Despite his youth and helpful disposition, he is the most comfortable member of the party on the battlefield and fights fiercely. he despises melee combat, trusting instead in his keen aim to win the day. a pack rat, he constantly loots locations for anything that may be of use and carries a lot of equipment around. He carries five or six weapons at any given time, but usually favours a pump action shotgun. He recently infiltrated a barbed chalice commissariat training camp while looking for clues pertaining to a heretek cult that uses cherubim as assassins. While disguised as a drill sergeant, he meted out brutal justice against the people he sees as responsible for the deaths of countless PDF troopers like himself every day.

Alaric, tech priest from the lathe worlds.

Alaric is extremely cold and calculating, practically robotic in his behavior. He is extremely militant and agressive, and likely to sieze the initiative in any situation. In particular, he takes advantage of the fear and confusion his appearance generates. Alaric is being inducted into the brotherhood of sollex, and aspires to becoming a secutor after his experiences with the imperial guard during wartime prior to his entering the service of the inquisitor. In investigating the origins of a heretek cult at the local mechanicus outposts, he has agreed to spy on his inquisitor on behlaf of the mechanicus. alaric favours energy weapons in combat, and fires a las-carbine one-handed using a recoil gauntlet. He lacks self preservation and will happily march into a firestorm, picking and shooting his targets with precision. He is currently the prime/leader of cell hydraxis in their current investigation, taking over from the crippled mercutio.

I run a tabletop game for a rather large group of players (it's sort of a come if you can style game) which has so far mainly used published adventures (ie - Purge the Unclean, etc) but with my own storyline mixed in - which I won't really go in to as at least one of my players is a regular on this forum. The group varies in xp level but the average is around 2,000-3,000xp.

Abraxas - Mind Cleansed Arbitrator - A man who has served the Inquisition for as long as he can remember, which isn't very long. Stolen glimpses at the back of his mind tell him that he once saw something too horrible for the average person to comprehend, though his invaluability to the Inquisition saved him from an early destruction.

Alaric - Void Born Imperial Psyker - A dedicated and faithful Psyker with a propensity for flagulation. Alaric has recently discovered the more advanced powers of his mind and has unlocked his potential as a Pyrokinetic. Although his allies were wary of him at first, they are beginning to accept his presence in the group, despite the dangers it brings.

Atellus - Noble Born Adept - A man of advancing years, Atellus was born in to a wealthy noble family on a Hive World. Despite several opportunities to do otherwise, Atellus decided to apply himself towards an academic career and so entered the service of the Adeptus Administratum. It was from here that he was finally recruited by the Inquisition.

Ephese - Schola Progenium Adepta Sororita - A Sister of the Sanctum Dialogous on Soloman. After a run in with a powerful telepath which resulted in Ephese losing control of her own actions, she has harboured a great hatred for Psykers. Entrusted with the collection of a powerful and dangerous tome, Ephese has now turned her attention towards learning the ways of defeating Daemons and their ilk.

Flavion - Hive World Arbitrator - A member of the Adeptus Arbites from the hive world of Malfi, Flavion began his career surrounded by the constant corruption of decadent nobles. His skills in dealing with these people effectively and diplomatically obtained him a position in the Inquisition. Additionally, Flavion has recently been selected to receive the chage of a Legate Investigator.

Kar - Feral World Imperial Guardsman - Originally hailing from the world of Catachan, Kar was taken from his original Imperial Guard unit and placed in to a penal brigade after disobeying the orders of a superior officer. Thanks to his heavy weapons skills he has since been sequestered to the Inquisition, though he is still adorned with his penal collar.

Lyra - Hive World Cleric - A young and low-ranked member of the Ecclesiarchy, Lyra was recruited to assist in a mission where a high level of social skill was required. Since she proved herself during the course of this investigation, the Inquisition decided to retain her and she has remained with it ever since.

Magnus - Hive World Assassin - A former resident of Gunmetal City on Scintilla, Magnus an assassin with a skill unequaled in the use of small arms. He proved his abilities to the Inquisition when he undertook a dangerous mission to recover artefacts aboard a spacehulk, and for that he was selected to remain for the foreseeable future.

Mercutio - Forge World Tech Priest - Coming from one of the many forge worlds with a currently used Baneblade pattern, Mercutio grew up around other tech priests and was always destined to join the Machine Cult. His aggressive nature however soon led to him being picked out for some additional combat training, and perhaps future inclusion in the Tech-Guard.

Narcia - Imperial World Assassin - Raised on a sparcely populated Imperial shrine world, Narcia was drawn in to a sanctioned death cult at an early age. Taught as a chlid to show her devotion to the God-Emperor through her mastery of the blade, Narcia has grown in to a skilled and deadly assassin.

Nihila - Schola Progenium Adepta Sororita - Brought to the Calixis sector as a novice, Nihila was trained as a Battle Sister with the Order of the Ebon Chalice. Having only recently completed her training, Nihila was finally presented with her Angelus Pattern power armour and Scourge Bolter. Despite her "graduation", the Inquisition has decided to keep bring Nihila in to their operations.

Pontius - Schola Progenium Imperial Guardsman - While not a particularly physically adept man, Pontius was highlighted at an early age in the Schola for Commissariate training. He originally hailed from a little known imperial world where the people were known for religiously dying their hair and skin unusual colours - in Pontius' case, blue.

Quint - Hive World Cleric - A particularly young and inexperienced cleric, Quint is also a known member of the Red Redemption. In keeping with the Inquisition policies of utilising redemption members, Quint is a little more moderate than some of his peers, though not by much. Like most redemptionists he favours flamers over diplomacy.

Red - Schola Progenium Assassin - Trained as an assassin by the Schola though not selected by any death cult, Red is a jack of all trades and a master of none. Unlike many assassins, she has not chosen to concentrate in either melee or ranged combat - instead chosing to develop her skills in both. She is however known for her keen eyes and ears.

Regis - Imperial World Psyker - With a relatively unknown past, Regis is known to the rest of the group as the Psyker that tends to stand back from the others, allowing his multiple servitor skulls to fight for him. That being said, he has recently demonstrated himself to be an accomplished kinetic, and he always seems to take care that his Psychic powers do not endanger his allies.

Zuriel - Hive World Tech Priest - One of the members of the group with less experience than the rest, Zuriel is a tech priest who specialises in vehicle control and maintenance. Not coming from a world where the machine cult held true sway, he is often interested in interacting with other tech-priests whenever the opportunity presents itself.

And finally one retired character:

Bish - Feral World Scum - Originally hailing from Mundus Planus, the homeworld of the White Scars, Bish was disappointed not to be selected by the chapter as a youth. Seeing his enthusiasm, the Adeptus Astartes offered him another chance to serve them - spying on the Inquisition for signs of corruption from within.

Our group consists of four regular players and four "floaters" who due to other commitments can't make many sessions. The most experienced of the PCs now has about 1000xp (after seven sessions).

The regular group currently stands at:

Barak "Sham" Haxtus - A Cybernetically Resurrected Scum/Reclaimator from the Hive World or Archaos. A noble by birth he fled the Upper hive when he discovered the woman he had been "courting" was the head of Ruinous Cult. Since then he has kept his feet moving and mind running with a healthy paranoia towards any woman that find herself drawn to him. After financially crippling a subversive sect (with a "Can't lose, get rich quick" scheme) "Sham" came to the attention of the Inquisition. After his first mission as an acolyte he was left crippled but due to the favour of the Inquisitor and the Adeptus Mechanicus he was revived in a new cybernetic form. Since then he has gained a fresh appreciation of the blessings of the Omnissah and is looking to turn a profit from his new found "passion". Generally carries a compact naval autogun in combat, favouring concealability, manstopper rounds and rapid fire over accuracy.

Vansire - An Electro-priest of the Adeptus Mechanicus, also from the Hive world of Archaos. The reverse of Sham, Vansire came from the very dregs of the hive and found release in service to the Omnissah. Very martially minded, possibly from his rougue underhive upbringing, he looks to one day join the ranks of the more militant Tech-preists. Past experience has shown that he is more than prepared to put the desires of the Adeptus Mechanicus over those of the Inquisition. He serves as both the groups technician and medic and uses a variety of weapons from a las carbine and his trusty staff to vehicle mounted autocannon (although he's never been trained in it's use).

Zaddion Zaddion - Imperial Guard from the Imperial Feudal World of Sepheris Secundus. A loyal Guardsman, Zaddion first met the team when his squad was assigned to escort the cell into the Gorgonid Mines (in my variation of the Shattered Hopes scenario). He was the only member of his unit to survive and so was inducted as an acolyte. Little do the rest of the acolytes know but his experience left him changed in other ways and he is now a mutant with the ability of "feels no pain". Officially he is attached to the Inquisitional Stormtrooper Guard unit assigned to their Inquisitor but that is merely a paperwork exercise for the Administratum. In combat he favours carefully aimed shots with his red dot laser sighted lasgun but he is equally capable of mixing it up in close combat with his faithful sword or bayonet.

Malicia - The latest recruit to the cell (after the groups Cleric became corrupted by the Ruinous Powers and attacked his fellow acolytes in a dillusional frenzy), Malicia is a Moritat Death Cult Assassin, also from Sepheris Secundus. Quiet and dangerous, she weilds a pair of swords, one is a monosword, the other is the ancestral sabre she took from her father's corpse after assasinating him as an enemy of the Golden Throne.

We had an interesting test of the group dynamic in the last session when the team finally tried to decide who was the leader. Nobody has ever given them guidance or instruction on the matter so they decide, after some debate that Zaddion is in charge in matters related to combat or military affairs, Vansire is responsible when it comes to technology or equipment, Malicia is responsible for, in her words, “sticking sharp things into people” and it then falls to Sham to be in charge at all other times.

At present the group are stuck in an Arbitrator precinct house with a horde of plague zombies heading their way while a group of more senior acolytes are blaming them for the current situation.

For regular updates on their progress check out the Yahoo Group (includes images of all the acolytes) at: http://games.groups.yahoo.com/group/CrimsonAcolytes/

+++If you are an Acolyte in the service of Inquisitor Spinoza and His Herrald Vergilius CEASE READING this text under penalty of MIND SCRUBBING!!! And DEATH+++ gran_risa.gif

++Transmission Ref: 0433023SC.0235.815.M41++
++Spinozan Cabal++
++Subject: Candidate Folio++
++Vocation: Cleric++
++Upbringing: Schola Progenium++
++Client: Pelagius++

SUMMARY:
Born the son of Leo and Jedia Zondervan, parents were commissioned under the Halo Flag Tithe to serve in the redoubtable Margin Crusade lead by High Confessor Corvinus into the furthest reaches of the problematic Halo Stars. Being a youth, client was immediately remitted to the custody of the Schola Progenium under the Novation Tithe Laws.
Client entered the field class of Master Abbot Thebaldus Maginulf, and was instructed in the Primus Ranks of the Imperialis Ministorum Aspirant. Under the abbot’s inspired instruction, client excelled in matters of Ministorum theology, Administratum bureaucracy, Imperial Creed, Arbites Lawgiving, Pastoral Care, Systematic Dogma, Sacramental Theology, Homiletics, and a prodigal number of related true and respected intellectual and spiritual traditions.
ITEM: The Footsteps of Drusus
Client undertook the customary pilgrimage of our blessed Saint Drusus, conducting Itinerant Evangelism in his protracted circuit through Golgenna Reach.
Having arrived upon Endrite, the client became entangled with a Brood Cult of Corporaptor Hominis Hominis, operating as a shadowy monastic order by the name of ‘Higher Source’, corrupting the aborigines to blasphemous Hulk Worship. Client infiltrated the cell, and with the aid of the Adeptus Arbites terminated their operations, but in doing so retained his alias by willfully participating in profane rites and rituals.
Upon the miserable Maccabeus Quintus, client earned the graces of the Black Priest Dardanus, who put him through the Drusus Sword Trials and allowed the junior the honor of supervised access to the Stygian Bibliotheca.
Ending his pilgrimage on Sentinel, client had gathered a small assembly of lay apostles to his calling, with whom he walked the shrine world in the final devotions of his holy journey, and who met their end as martyrs by his side against a Dusk Stalker lurking in the Cenotaph Marshes.
ADDENDUM: Corrections
Client was thrice issued disciplinary corrective procedures for violating the Confidence Limitations of the junior databanks (Disciplines: reprimanded, scourged, and placed upon the Reminiscence Wheel).
ADDENDUM: Halo of Darkness
Client has been recorded making inquiries into the Halo of Darkness cult and the Halo Star system throughout the course of his ecclesiastic career. This persistent obsession with the proscribed facets of the region is unwelcome and possibly a notable point of compromise.
ADDENDUM: Walking Into Silence
On the surface the Shrine World Sentinel, client became lost “beyond the shadow”, having upon the death of his parishioners succumbed to the visions of the Petrosomatoglyphs and walking into the ley paths of the salt barrens for approximately three months before a resuscitation of faith that delivered his dusty body to the fringe of spaceport Mandible. The Schola Progenium has tested his purity on this count and found no corruption or psychosis, but only a dreamy amnesia natural to the pilgrims of the majestic system-reticulum of great Saint Drusus.
RECOMMENDATION: Dunamis 45.G1
Client presents a valuable opportunity if properly instructed and proven to be of sufficient courage and resolve. Already experienced in the essential conflicts and dualities of an Inquisitor’s destiny, equipped with a rich intelligence, client suggests ideal prospects as an Explicator, or potentially a loyal Elucidator.
+++End Transmission+++

++Transmission Ref: 0439183SC.0214.815.M41++
++Spinozan Cabal++
++Subject: Candidate Folio++
++Vocation: Bound Psyker++
++Client: Cassus Mos++

SUMMARY:
Transmigration Exam: Passed readaption stage array (8), regenesis formula (9), insentience engrams (9), insentience codes (10), reidentification matrix (7), recursion defense (8), control loops (7), regency placements (8), recidivism stamp complex (6), electrophysiology cogitator (9), identity pattern regulator (6), and B class and below test levels.
Advanced mind-wiped psyker agent, comes with unsolicited recommendation from Inquisitor Soldevan, subject demonstrating impressively high promise for operative instrumentation and devotion.
ITEM: Inconcelia Grade
Grade aleph sneferu 512TF synapse block cipher cryptosystem. Penetration hazard grade: 0.0014%
ITEM: Arcadia Renascence
Unknown purpose, appears to facilitate low-level memory suppression or valve control. Activated by the “Mnemosyne Ring”, according to reports. Suggests inaccessible memory blocks, or wipe failures. Arcadia Renascence uncommon to conventional wipe protocol.
ITEM: Masquerade Drive
Interfacing with the IPR, this Drive appears to help supply a vast repository of historic and fictional personalities in order to reconstitute identity gaps, assist in social re-acclimation, and support the quite practical application of alias delivery.
ITEM: Orphikos BIOS
Unable to locate BIOS specifications; suggests custom system. Designed to regulate empowerment of Client powers and initiate reidentity patterns, no further details can be inferred.
RECOMMENDATION: Dunamis 90.G1
Distinctively purified, client possesses attractive profile of latent potential and preactive power, a resourceful skill set, and indissoluble commitment to the works of the Imperium. It is incumbent upon our magna opera to aggressively pursue the indoctrination of client.
+++End Transmission+++

++Transmission Ref: 0439210SC.0014.815.M41++
++Spinozan Cabal++
++Subject: Candidate Folio++
++Vocation: Sanctioned Psyker++
++Upbringing: Void Born - Misericord++
++Client: Venris++

SUMMARY:
Born into The Immortal caste aboard the Chartist spacecraft Misericord, sired by Gene Seed HV9.MIS372, mother died in childbirth. Client ostracized by caste brethren, took company with The Minions of Stewardship until whereupon reaching manhood the client gained latent psyker status and was subsequently landlocked at Vaxanide for reception by the holy Black Ship.
Known for conducting Immortals Investigations without questioning a subject or uttering even a single word, prideful for his internal deductive powers, client displays a unique combination of inquiry and reticence in his character, contrary to the HV9. Was able to meet all amnegenetic limits, but minor biomancy gained the misplaced attention of The Suturers’ Parliament, and other sly prodigal displays can be construed as reflexes of a compromised gene mind (nucleotide encryption failure or hacking).
Receiving the judgment of the most high Golden Throne, client was rendered to the Adeptus Astra Telepathica, thereupon entering the Scholastia Psykana Calixis where he was inducted into The Crimson Aeon as a Imperial Telepath.
ITEM: The Assignment
Graded as high Theta during understudy, client is expected to obtain greater range, less multipath, and improved security as the retrovirus activates.
ITEM: Program
Education conducted in a Covens Scholastic program in the Bastion Psykana under Watchmaster Telesphorus, gamma astropath and High Marshal of Grades. Such superior instruction shortened the probationary tuition period to a mere 5 years, during which time client showed continued aptitude for telepathy and divination. Graduating in the 13 th percentile, the HV9 does not to appear to have inhibited normal psychic development.
ITEM: Materialization
Client’s status divulged while performing funeral service rites whereat the gathered crew became overcome by white noise striking many of them dead from its intensity. Mercy enforcers thereby detained the client until reaching Vaxanide, although personal ship logs indicate that witnesses had continued to see visions of the client until he was banished from the Misericord.
ITEM: Mortis Locks
ADDENDUM: The Black Hold
The logbooks of the Minions of Stewardship record childhood obsessions with the legends of the Ghilium and the Black Holds of the Misericord. Whether or not the young client actually made contact with a Black Hold is unknown, but Jung Scans during his scholastic training showed no signs of lasting memory on the subject, making corruption unlikely.
ADDENDUM: Spontaneous Response
On two separate occasions client entered a genetic trance and attempted to sexually master female neophytes. Client claims no memory of performing the acts, but his body was duly castigated though the soul remained innocent. Sanctioning removed client’s teeth to prohibit biting habits and oral fixations.
ADDENDUM: Soul Bonding
Client has not been Soul Bound with The Immortal Emperor, for clear and present reasons.
RECOMMENDATION: Dunamis 95.G2
Requires careful monitoring of future developments, spontaneous responses, and other retrovirus symptoms. Would make an excellent scriptor or deductor throughout incubation, and an invaluable Instrumentation Host.
+++End Transmission+++
++Transmission Ref: 0439183SC.0014.815.M41++
++Spinozan Cabal++
++Subject: Candidate Folio++
++Vocation: Imperial Guardsman++
++Upbringing: Death World - Catachan++
++Client: Jericus++

SUMMARY:
Raised on the death world Catachan under the Jivaros tribe, clan Ashuar (other clans include Aguaruna, Huambisa, and the Shuar). Client brief: a clan heir, renowned hunter, sinewy, trained in primitive warfare, initiated by the tribe’s priesthood in Threefold Spiritcraft, childless, spiritually resourceful, and genetically accurate.
Recruited into the Imperial Guard in the “Dance of the Star Giants” by Catachan veteran Colonel ‘Iron Hand’ Straken and placed into the Catachan LXV. After 2 years of homeworld conquest excursions, client was transferred to the Soot Warrens of the Tranch War, trained in the eradication of mutant uprisings, accustomed to hive world sump warfare and tactics.
ITEM: The Jivaros
The Jivaros tribe practices a rich mysticism populated with superphysical beings and entities dwelling simultaneously in several of the planes of existence known to form the fabric of their cosmos. Shamans know the Warp as the “Shadow Land” or the “World of Ghosts”.
The Jivaro by nature are a highly superstitious and impulsive people, giving rise to frequent wars between each other and neighboring tribes. Because witchcraft and sorcery can account for the majority of murders and natural deaths within a tribe, the shamans are most susceptible to attack. Each tribe is thereby compelled to kill opposing medicine men to free themselves of evil magic.
Following a death in the tribe, a vicious cycle of retaliation ensues in which someone is always held accountable for the murder of another. Since the Jivaro is consumed with the notion of retaliation, his desire for revenge is an expression of his sense of justice. This cycle of blood-revenge is perpetuated by religious reasons by which the soul of the victim requires that his relatives should avenge his death. If the surviving members do not retaliate against the slayer, the anger of the vengeful spirit may turn against his kin. If blood-revenge cannot be directed to the actual slayer, it may be directed toward one of his relations. Once a murder has been avenged, blood-guilt or tumashi akerkama is atoned for and the offended family is satisfied
ADDENDUM: Headhunting
The Jivaros practice the collection and shrinking of heads, first as a means to steal its magical power, and second to paralyze the spirit of the enemy attached to the head so that it cannot escape and take revenge upon the murderer. This also prevents the spirit or soul from continuing into the afterlife where it could harm dead ancestors. When the warrior kills his enemy, he is not only after the victim's life, but more importantly he seeks to possess the victim's soul. Acquiring trophies after a battle, was also an instrument of increasing a warrior's own personal power, known as arutam . Additionally, the Jivaros believe that the soul contains two other components, the wakani , a vaporous, mundane spiritualism that eventually evaporates after death, and muisak , the vengeful, negative element of a murdered soul.
The power of the dead man's soul is still considered dangerous to the victorious tribe and therefore the motive behind shrinking the head of the enemy is to conquer and destroy the spirit or soul. In addition to satisfying the notion of blood-revenge and possessing the dead man's soul, the transformation of the head into a tsantsa , a magically prepared shrunken head, implies a deadly insult not only to the dead man himself, but also to his whole tribe.
RECOMMENDATION: Dunamis 87.G3
Requires further obedience conditioning and evaluation of heretical tribal and shamanistic recidivism liability. Would make an excellent enforcer with a wrathful sense of judgment and a talent for the dirty particulars of field work. Weak minded; the will is found primarily in pillars of vengeance and duty.
+++End Transmission+++

Favoured Weapons: Faith, Wit & Extreme Discretion; Shots fired in service of the Holy Inquisition: 0; Heretics Delivered to the Imortal Care of the Emporer: 1; Psychic Powers Used: 1

Hey Wu ypir reports are hard to read with the changes you made to the text, maybe you can edit it back to normal format ?

Meta said:

Hey Wu ypir reports are hard to read with the changes you made to the text, maybe you can edit it back to normal format ?

That is if we had an eddit function. It seems to be some odd anomoly from my cut & paste, I'll see if the 'eddit loop-hole is still functioning'

Nope: Seems that they 'fixed' the 'error' that actually allowed one to eddit a post. And still no eddit. sad.gif Maybe if I get more points I can go back and fix errors in my posts, or use BB Code, or unlock the hidden features from the Old Forums...

Meta said:

Hey Wu ypir reports are hard to read with the changes you made to the text, maybe you can edit it back to normal format ?

You can press Ctrl and the Plus (+) button in combination to bump the text size of your browser up a notch. Press Ctrl and Minus (-) together to bring it back down.

I'm running a pretty small group comparatively.

Name:Jedia Solomax (the Mafian Manhunter)

Homeworld: Hive Perseus, Malfi

Profession: Bloodsworn bountyhunter

Role in group: minder for the slave-assassin Drake, Investigator and general combat badass.

Weapon of choice: custom built harpoon gun, dual weilded hack shotguns, IEDs.

Reason for induction into Imperium: against all expectations, captured the rogue slave-assassin Drake when he went mad and escaped on Malfi.

Notes:

Name:Titus Tiberius

Homeworld: Gunmetalcity, Scintilla

Profession: former Imperial guard officer and noble-born scoundrel.

Role in group: Leadership, incredible social skills, more money than god.

Weapon of choice: Silver tounge, wads of cash, Long Las or Steelburner laspistol

Reason for induction into Imperium: rescued Inquisitor Kaede while on tour on Tranch. His uncle was a famed an Inquisitor and inducted Kaede into the Inquisition. Kaede saw a family resembelence.

Name: 'Drake'

Homeworld: Unknown, attened the Schola Progenium at some point.

Profession: disposable cloned slave-assassin.

Role in group: assassination, stealth, recon, suicide missions.

Weapon of choice: Stilleto dagger.

Reason for induction into Imperium: unknown. Drake is the 47th clone of a long dead acolyte favoured by Inquisitor Kaede.

Agmar_Strick said:

Reason for induction into Imperium: unknown. Drake is the 47th clone of a long dead acolyte favoured by Inquisitor Kaede.

Is Drake by chance bald, with a penchant towards requsitioning the apareal of others? gui%C3%B1o.gif

Close, he is closely modeled on Riddick. Spookly night-vision eyes and all.

I was thinking more like Agent 47, but Riddick's much cooler.

As a DM, I've seen a lot of characters die... But I also am a player so here's my character:

Name: Victus Maximus

Profession: Cleric

Homeworld: Feudal World

Rank: Initiate

Job: Officer, social character and leader of man

He is a tall and strong figure. Armored all in a black Flack Armor and priest cloak, carrying Saint scrolls and relics and his best friend: a holy war hammer gave to him by his father. He carry also his brand new good old style Chromed Big stub Revolver and a plasteel shield. His role is to keep the oral of the troops, elaborate strategies, fight chaos and remind that the emperor is always watching on his servants. He is kind of all rounder and like to learn from the others, as long as it it not heretical. He is puritan and condem to fire everything that is not. He see chaos everywhere and is always suspicious.

There are 3 players in my group at the moment::

Hans (a running joke in the game was that every 3rd person's name was Hans)

Profession: Ex Outlaw

Homeworld: Feudal World, Zygmar VII

Rank: Noob

Job: Combat, Ranged support, Investigation

Hometown: Krapstadt

Axelbrand

Profession: Ex Woodsman

Homeworld: Feudal World, Zygmar VII

Rank: Noob

Job: Hitting things

Hometown: Krapstadt

Anastasia

Profession: Ex Tomb Robber

Homeworld: Feudal World, Zygmar VII

Rank: Noob

Job: Investigation, Swooning, Morning Starring people in the face

Hometown: The Land of Khislef

Plucked from obscurity on the isolated planet Zygmar VII, these three intrepid bumpkins have been used as expendable pawns by the Acolytes of an unknown Inquisitor. They have investigated the actions of a certain rogue wizard in order to uncover their trafficking ring. At the moment they're running around with auto stub pistols disguised as flintlocks in the capital of the Empire on Zygmar VII looking for the trail that will lead them to their quarry.

Hellebore

You aren't by chance using WFRP to run the begining or parts of your game are you?

So, actually my group is composed by:

- Jestilla, The Scarlet One: Arbitrator, imperial world (Protasia)

- Severus (old brother of Jestilla): Imperial psyker, imperial world (Protasia)

- Ishmaël Dakka Mar: Assassin, hive world (Hive sibellus, Scintilla)

- Alaric: Tech-priest, forge world (Omnicron 71-DX)

- Wolf of Sigmar: Cleric, imperial world (Acreage)

- Tauron: Adept, noble born (Scintilla)

- Gallus: Scum, (depraved) noble born (Scintilla)

All of them are rank 2.

Their inquisitor, Sylan Frastus, belong to the Ordo Hereticus and is a member of the radical faction of the Xanthites

I'm currently running them trough a huge campaign which began with Shattered hope and illumination and will pursue with the adventures from "purge the unclean".


Let see, I co-GM a group with another guy. We take turns GMing then playing our own characters. At present we all are at around 4,000XP and have played through two of our own made-up adventures, along with ‘Maggots In the Meat’, ‘The Edge of Darkness’ and ‘Rejoice For you are Truth’.



When I am GMing, the group is



Wayne Jon – Assassin specializing in two-pistol shooting and sneaking/breaking & entering. He comes from a Frontier/Feral World, wears a big hat and always has a drink of some kind of rotgut nearby.


Lazarus – Imperial Psycher, mind-blanked with false teeth made from those of pilgrims. He focuses on Telepathy right now, but also have some minor psychic ability that make him a super-duper shooter and healer of the group (when my character is not around, see below).


Brother Severuss – Void-born Cleric and group face-man. He pretty much does ALL the talking in this group and focuses really heavily on social stuff. He is also a good shot and was recently granted a Bolt pistol with some holy-anti-daemon rounds.


Petty Officer Pole – Imperial Worlder (shire world) Guard/Navy military trained. He is also a secrete psycher, with 2 or 3 minor ability that he has never used for free of being discovered. He is the group’s pilot, transportation specialist who is also the secondary face-man of the group.


Tech-Priest Vesper Krath – me when I am playing. From a Forge World, Vesper is the group’s specialist on all things of the machine, and also medical issues (51 Intelligence, +10 Medica, and a medical mechanize arm, so pretty good bonuses).



So far it has been a lot of fun. Unfortunately due to the holidays we are not gaming again until January sad.gif

Grim

Profession: Ex Necromundan Ganger

Homeworld: Necromunda

Notes: fast talking gun slinger, prone to fainting when warp incursions occur, how did he get so far from his home?.......the other players have yet to ask

Lady Veyda *shes been christened that by the other players*

Profession: Void born, rogue trader family, psyker

Homeworld: Starship

Notes: scary woman perminantley hunched with pale skin and purple hair, tends to become transparent and walk up walls, creeps the other characters out

Nihilus

Profession: Void born Assassin

Homeworld: some emperor forsaken rock in the middle of space

Notes: jaded slacker with an ability to shoot birds eyes in the dark

Uriah Zarkoff

Profession: Imperial preist (ex penal legion)

Homeworld: some place he wants to forget about

Notes: Party moral compass (not to say that that thats a good thing) solves most problems by administering the emperors grace

Dr Octavius (yep doc ock!)

Profession: Adeptus Mechanicus

Homeworld: lathe worlds

Notes: calculating and intelligent, the very model of the omnissiah's best

verbal

Profession: Noble born guardsman

Homeworld: Etga (minor agri world from out of system)

Notes: Verbal isnt his given name. He talks and never stops. Currently in a coma after an incident on Iocanthos

(player had a new born so I needed away to put him in storage..if he doesnt come back then he'll mysteriously die in his unconscious state)

Klightus Mir

Profession: Guardsman (sergeant)

Homeworld: Hurgend (hive world out of system)

Notes: MIA claimed by the warp by the same "event" on Iocanthus that rendered Verbal unconscious

(player moved home so gave him a memorable send off)

Played a home brew intro adventure, edge of darkness, illumination and now ready for the final encounter in maggots in the meat. This will be followed by a twisted cthulhu mod, then Rejoice for you are true, then another cthuhlu mod, then the rest of Purge the unclean. I may then run the adevnture at the back DotDG with a few long running plot elemenst networked in.

Our happy little five-man band consists of:

Officer Wayne "Crow" Eisenhower. Arbitrator. Unofficial cell leader - primarily because the remainder of the cell is either uninterested and/or batshit crazy.

Meredith Mindenbender. Tech-Priest. Her current role is basically that of a swiss army knife with internet access and melta bombs.

Asst. Chaplain, Brother Ferrus Wollsey. Schola-educated Cleric. Moral, operations, and fire support. Once one-shotted a purestrain genestealer with a Hellgun and a 5x Fury - a feat he attributes to the Emperor's approval of his bitching battle-mitre (his chaplain's flak helmet with a halo he had crafted from the fingers of an ork battlefist he'd gained as an earlier trophy).

Lunathera Yunith Lister. Sanctioned psyker and none too stable for the experience. Tends to explode heads first and forget to ask questions at all. And a bit too keen on the whole "I've got special powers" angle for comfort.

Nihilus Drake. Street Scum with aspirations. Currently MIA, following a stampede by genestealer brood brothers and hybrids.

Though our general game mode tends towards Shadowrun-style ops (investigation, infiltration, sabotage, etc), our GM also likee the asplosions. So, thusfar, we've:

  • Escaped from a rogue trader during a dark eldar attack
  • Crash-landed with other refugees on an ork-plagued feral world
  • Provided confirmation for our Inquisitor's Exterminatus Order on said planet when we found the necron tomb he suspected was there
  • Gotten into a high-speed hovercar chase through the carved-glass streets of Fortitude after stirring-up a population of heavily-armed genestealer brood brothers
  • Uncovered a long-forgotten biotech lab that may have been used by the Emperor Himself to cultivate some of the marine geneseeds. There, we obliterated the hybrid Magos who was using the equipment to improve his Genestealer relatives. We also found a pair of Mk 1 power armors that we donated to our Inquisitor and the local cathedral.
  • Survived an attack by heavily-armed assassins while in our nightclothes (or out of them, in some cases). Though we escaped, the traitors brought down the Crystal Cathedral and set much of the hab burning for days.
  • Apprehended a prime suspect for interrogation by running him over with our Interrogator's car and throwing him into the trunk

Hahah

Are there any groups that does not include at least one of either Alaric, Mercutio or Nihilus? ;)

Or group consists of

Tech Priest Eli Caledon

Psyker Gravel (I think..)

Cleric Cain Castus

Noble scummer Nicodemus

Assassin Frak Frag

My first, old group. There was two GM's - me (who occasionaly played as Guardsman) and a fellow (who played as a Cleric). We didn't have played since summer.

Cortez "Slim" Riaz

Career Path: Guardsman

Rank: Veteran

Home World: former Imperial World, wracked by conflict planet Gelmiro I, a Warzone

Job: Weapon and vechicle specialist. If it rides and/or shoots - it's his game. Packs hell of a punch and can put down any single enemy (be it a person or a vechicle). He drives and occasionaly shoots from party Calixian Tithe Collector. And he is intelligent enough to play a part in investigations or plots. It's my character when I'm not GM'ing.

Weapons: Mono Short Sword, Bolt Pistol, Lasgun (Overcharge Pack, Exterminator, Mono Bayonet, Laser Sight - his favorite all-time gun), Heavy Stubber, RPG Launcher.

A faithful servant of the Emperor, Cortez is a solid backbone to this Acolyte cell. He uses his superior training, great array of weapons, tough armor, high Wounds statistic and his wits to overcome tough guys and to provide covering fire, driver and muscle to the rest of the team.

Brutus Ferrus

Career Path: Cleric

Rank: I don't remember exactly, but maybe Preacher

Home World: Orrendel's Tomb, a Shrine World if i recall correctly

Job: Contact with the Imperium officials (especially the Ministorum), commander, party merchant, capable melee fighter and supporter. Character of the other GM.

Weapons: Warhammer, Good Quality - Black Revolver of the Judge (a special gun for Arbitrators, a gift from one of them), Best Quality - Stub Revolver

Tough, vindictive and hateful of the enemies of the Imperium. Keeps the morale high, bash the heretics with his hammer, puts a few pistol bullets in their heads - the last like the old western cowboy. He also have good wits and mouth.

"Devil" (don't remember his name or surname)

Career Path: Imperial Psyker

Rank: Aspirant

Home World: Veneris, a Shrine World

Job: Nuker, first and foremost. After nuking, he is good in talking. Deceive, fast talk, taunts, intimidation - he's very good at them.

Weapons: Mono Sword, Laspistol, Metal Staff

Cruel, sarcastic, sadistic butcher. Likes to spam enemies with masses of Firebolt or to burn them with mass effect spells. A very powerful Pyromancer. Lacks any kind of morality and borders very close to Chaos, heresy and the like.

Zarkov "Cutter"

Career Path: Assassin

Rank: Secluse

Home World: some Imperial World I do not remember

Job: Stealth operations, assassination, recon, shadowing. Lends a fantastic support in combat, in pair with me (Guardsman). Can be of use in investigations and plots, but he rarely do so. Very good melee fighter.

Weapons: Best Quality - Hunting Rifle (Silencer), Eldar Mono Sword, Eldar Mono Knife, Stub Auto (Silencer)

Party shade guy. Great in a fight, great in sneaky parts of the game, good demolition expert. Former Son of Dispater. Tends to use captured Eldar equipment (blades and mesh armor), which puts him in trouble with some officials. Most fixed and stable guy, who talks rarely (but sometimes participates in "Devil's" lawless actions).

While we were planning on running a six-player campaign, but we had a number of players drop out- some of the characters were kept in as alternates others simply resigned.

So we currently have three characters, and three players:

Victus Cromwell, noble-born assassin

Homeworld- Gunpoint (hive world in the Hazeroth sub)

Favourite weapon- silenced carnodon, with a customised hunting rifle as a secondary

Role in the party- owns starship (the CES St. Ollanius' Wake ), drinks amasec, smokes cigars

Greatest moment so far- Impressing Lady Borella by convincing the party to throw a (glowing) midget

Typical quote- "Let the peasants do it"

Victus is from Gunpoint, a planet whose name (it is joked) originates from the only way to ensure the natives keep a bargain. While this is not wholly accurate, it is true that betrayal and corruption are common ways of life there, and Victus is no exception. He gained control of one of his family's major assets (ownership of an Ecclesiarchy-flagged starship) by murdering his cousin. Unfortunately, the manner of killing used (an overdose of Barrage, injected between the shoulderblades) was so clumsy that he was forced to flee the sub-sector to avoid the revenge killings such an obvious move would attract. Victus is a devoted libertine, and a skilled duellist.

Hastus 'Red' Khan , cleric

Homeworld- Solomon

Favourite Weapon- Greathammer

Role in the party- big shiny posh tank

Greatest moment so far- Laughing like Brian Blessed in Blackadder while pulping people's ribs

Typical quote- "May St. Jeebus, patron saint of dairy workers and small cheeses, grant us Victory!"

Red was a chaplain to one of Solomon's minor noble houses before his recruitment by the Inquisition. Fond of over-the-top bombast and obsure minor saints, he is easily recognised in a crowd, as he wears burnished and highly polished steel plate under his loose robes. It is probably best to think of him as a scrawny Brian Blessed (unfortunately, his player is one of those that has dropped out, so Red is currently a spare character used either as a secondary combat character, or as mobile furniture).

Havelock Praetus , scum

Homeworld- MRS Fafnir (a chartered Free Trader)

Favourite Weapon- Shotgun

Role in the party- Spare character/face

Greatest moment so far- virtually seducing Malene Trun by accident (while pumping her for info)

Typical quote- "I'm a Rogue Trader" (often followed by someone else going 'No. You're not. Just No')

Another character whose player has dropped out, Praetus was and is the butt of many jokes, partly because he's void-born, partly because he's Scum, partly because he's ginger. Despite this, and despite some abysmal statistics, Praetus has been the most generally useful character in advancing the plot, mainly because he has been played by the GM (me) for much of the time. Praetus, like Red, is easy to find in a crowd- just look for the wide open area surrounded by people holding their noses. In the middle will be a pale, red-headed stepchild wearing beige coveralls and bilge-rat furs. Before his induction, Praetus was the 47th Peculor Minoris of the Fafnir, but was marooned on Solomon for being too nasally offensive to secure a sufficiently profitable deal.

Gaius Justilus , arbitrator

Homeworld- Solomon

Favourite Weapon- Pump-action shotgun

Role in the party- Prime agent, voice of sanity, tech-smart

Greatest moment so far- cracking the encryption on Orday's dataslate

Typical quote- "You want us to throw a glowing midget around to entertain some stuck up bint in a glowy frock?"

Justilus was a mid-hive Vigiles on Solomon before being inducted/abducted. Made the Prime for the fairly simple reason that he was the only one who could be trusted with the authority (both player and character), and with control of their discretionary budget. Strangely enough, he has been the voice of reason and sanity- even doing his best to not kill bad guys and arguing for non-lethal or even non-violent methods. This is not to say that he can't crack heads with the best of them (Khan), or won't fire wildly into a crowd. He is a Vigiles officer, after all...

Havelock Litilius , sanctioned psyker

Homeworld- HDMS Carnephilis (a Tyrant class cruiser)

Favourite Weapon- Staff (and Mind Bullets)

Role in the party- 2' 10" purveyor of psychic death

Greatest moment so far- incapacitating the 6MπGT assassin by with a psychic phenomena (he just wanted to grab something from him)

Typical quote- "It's alive! IT'S ALIVE!" (note- not so much a typical quote as the only memorable thing he's actually said in character)

Litilius was not meant to be less than three feet tall, but his player misread his character sheet, believing it to be metric rather than imperial. This was immediately decided to be more awesome, and so retroactively applied (we'd already done several scenes with him being described as tall and gaunt). Shortly after this, he was taken to Lady Borella's soiree as an entertainer, and had what has been his defining moment- he had luminescent punch poured over him, and was then juggled between three of the bodyguards at the party. Then, when the 'local delicacy' was handed out, he went to drink some, and then went gibbering monkey before doing so, running round the room screaming and flailing. Somewhat worryingly, he has proven to be one of the most effective combatants in the party, even without using his psychic powers.