A tech-priest, arbitrator and a guardsman walk into a bar...(or - who is in your group?)

By Nerd King, in Dark Heresy

Ok, just one of those general interest posts really: what classes/careers do you have in your current group?

At present we have:

  • a (Secutor) Tech-Priest who seems to have fallen into the role of "Prime", possibly because he's the only member of the original acolytes left.
  • a Warden of the Divisio Immoralis (Arbitrator)
  • an Imperial Navy pilot (Void born Guardsman)
  • a Redemptionist missionary/firebrand (Cleric)

Previous members included another cleric (went mad), another guardsman (gained a mutation and "disappeared"), two assassins (both dead, one murdered the other and the redemptionist and arbitrator hunted him down and killed him) and a scum (who died twice: first killed by a frag grenade during a fight with some mutants he then received the blessings of the Omnissah in the form of Cybernetic Ressurrection and went on to die crashing a skimmer into a coven of heretics.)

So far no adepts, sanctioned psykers or Adepta Sororitas.

Well, so far my group consists of

A Techpriest mostly goofing around,

a Cleric who fails most Fellowshiptests although he has Fell 54,

a mindscrubed Assassin (previous guardsman who sacrificed himself to blow up a powerful heretek),

a nobleborn assassin who, after months of firing full-auto at everything, discovered the Accurate Rule three sessions ago,

a psyker with a weak WP of 42 and constantly busy casting Seal Wounds on the party (especially the nobleborn) with many many funny phenomena and perils,

and my last player has not shown up for so long i don't know what he played.

In the group I was a player in there were:

-Insanely tough guardsman (my character, when rolling I had the highest toughness and wounds possible and the emperor's tarot gave additional wounds, add guard flak to that and I could amble through most gunfights without ducking (in the starter mission in the DH rule book I took 1 wound I believe in total)

-A resonably useless arbitrator (not because of bad playing or bad stats but poor rolls mainly)

-A psyker who used no psykic powers in the course of the campaign (but was actually one of the most effective characters anyway

-A Techpriest who was highly irritating (as the player didn't know the background well enough to play one effectively)

-A scummer who was incredibly heroic at the demon resulting in both his death and the death of the demon

The main campaign I've run has the following characters:

-Sister of battle, basically the medic but also the secondary combat character, often the leader of the group but also instigator of many of their problems

-Arbitrator of doom, ridiculusly tough and in power armour (I believe he has something like -11 to pen - attacks) who has proceded to kill so many people with just a power sword (or matching powerfists care of RT lately) that it's scary.

-Assain from a rogue trader house (a servant rather then a RT house member) who is also the groups pilot, he's great at being the assain as long as the sister of battle and arbitrator haven't killed everyone first but he seems to have dificulty with piloting (due to bad rolls he has so far crashed 2 landers, 1 flitter and 2 shuttles).

-A techpriest who was a jackass to everyone and almost got everyone killed via necrons, also engaged in several gunfights with the sister of battle (deceased)

-A psyker who has so far botched every pyskic test and derailed every plan and has currently run away leaving the other three in a whole heap of trouble, has an unhealthy obsession with cake.

we have

a assasin whom likes to spend his spare time reading

a arbitrator from the schola progenium

and a priest who takes a lot of "pills" for just about anything

In my current Dark heresy campaign we have;

A guardsman, now a veteran storm trooper, who has been cyberneticaly resurrected after getting in the way of a multi laser. He is also very faithful to the imperial creed.

A tech priest (technomancer) with a interest in xeno tech and weapons ( to better understand the enemies of the imperium), and a unhealthy obsession with demostrating the weakness of the flesh.

A metalican gunslinger, who favours using his two bolt pistols, and since they where scimshawed by the tech priest, never seem to miss.

A pysker who became too interested in forbidden lores, and was then killed by the guardsman when he became possesed. When ever he used his powers, they either worked really well, or brought forth perils of the warp that often endangered the party.

In my group we have

  • A Noble Interior Guard Lieutenant-Medicae (an Adept with an elite advance package giving him basic Guard skills), who is a skilled swordsman who can't hit the broad side of a barn with a gun
  • an Interior Guard trooper, who is an ex-underhive ganger with a dangerous secret (Scum with the same package and nascent psyker)
  • a highly social Tech-Priest who has a habit of blessing the gear of any bystanders they run into

My group currently has seven players, with nine characters between them. A couple of my players have primary characters with no remaining fate points so they have made up new characters that are effectively NPCs until their current PCs die. Here's seven of them.

Starl: Feral World Guardsman: One of only three PCs that have survived from the beginning of the campaign 45 sessions ago. Just beginning rank 8, lost her first fate point recently but still has 3 remaining. She's our close combat specialist, tough as hell and wielding an Eviscerator. She actually survived hitting herself with her own Eviscerator and survived with 2 wounds.

Tauron: Mechanicus Secutor Tech-Priest: This guy started out as the weakest character in the group. Now he's running around with a power scythe and some pretty nice cybernetics. Another of our original PCs, this guy has some serious issues. A mutant himself, Tauron has hidden his condition well, replacing his corrupt flesh with blessed metal. Tauron has a irrational hatred of mutants which he has played well since our first session remember the innkeepers wife in Edge of Darkness? the one with the deformed hand? Yeah, Tauron shot her when no one was looking.

Frakk: Feral World Scum Legate Investigator: Yeah I know what your saying, Feral world scum Legate Investigator? You can't do that. Well, Frakk has come a long way. After some good RP a way back, I allowed Frak to spend XP to buy off some of his Feral World penalties as an elite advance. He has since become our Inquisitor's protege and has recently risen to the Rank of Interrogator. The last of three original PCs, Frakk is mostly likely to be elevated to full Inquisitor.

Mara: Gunmetallican Gunslinger Scum and Untouchable: Mara has been with this group for about five years game time. Her first mission was The House of Dust and Ash and she has proven herself to be a valuable if somewhat annoying asset to the party. No one much likes Mara, but she's a good shot and for some reason Psykers and Sorcerers fear her and can't seem to affect her with their abilities. Unfortunately, Mara may not be around much longer. She has no fate points left and we're currently knee deep in Tattered Fates.

Johannis: Maccabean Black Priest: Johannis just recently joined our group. An itinerant exorcist with ties to the Ordo Malleus, Johannis's faith was sorely tested when he witnessed a full Exterminatus. Obviously he's still working things out because he has yet to succesfully repel a daemon with his abilities.

Magnus: Noble Born Guardsman: Just recently brought in to the group, his entire family was wiped out by the Amaranthine Syndicate. Magnus is still trying to understand what is going on around him, during Tattered Fates no less. Assuming he survives, he will be an exemplary Acolyte in years to come.

Roland: Death World Archmilitant: A mountain of a man with mysterious origins, Roland is soft spoken but deadly with his two handed power sword. Discovered in the Arenas of Quaddis, Roland is much more than a simple gladiator.

I've had a few groups and am currently dealing with two

The original group:

Somewhat insane Tech-Priest who sometimes had trouble not talking in binary. Treats servo skulls a little like lovable pets

Megalomaniacal Arbitrator who immediately asserted command of the cell

Guardsman who loves shooting just about anything and who became somewhat legendary evidence for accidentally destroying evidence. Also thinks pistols are useless compared to larger weapons

Cold and unfeeling Adept who blew quite a few heads off with his Carnadon

A totally loony Psyker who hears voices and is terribly afraid of anything even tangentially related to the warp (reasonable, actually).

KIA:

A different Guardsman that shunned cover to prove his mettle and was eventually gunned down by a group of Heretics. In fact, he barely survived the onslaught but was set on fire an no one wanted to get out of cover to help him so he burned to death.

Current 1:

The Adept player's Sollex Tech-Priest who is quite similar to the Adept, an unfeeling killing machine. I told him that this was a better choice for his style

A Psyker with the Living Nightmare who is secretly becoming more and more radical and aligned with the Polypsykana philosophy. Secretly has lofty goals of overthrowing the Inquisition, ideas that would have gotten him killed if his mind could be read, and is insane enough not to consider what that would entail.

The same loony Psyker who has rapidly fallen into the other Psyker's thrall

A Redeptionist Firebrand Cleric who has a healthy obsession with flames and who is also quite fond of religious speeches

The old Guardsman who has since lost a hand and made a fool of himself a few times

A worldly and alcoholic Tech-Priest who in a drunken haze swore to someday discover a method to allow a totally augmented body to become drunk

Current 2:

A young and naive Noble Adept of House Hax who has hardened a bit after an encounter with a daemon in combat

An ultra-puritan Arbitrator who sees even fleeing from heretics as potentially traitorous

The original Tech-Priest

The Megalomanical Arbitrator

The Core Members (read those from mission 1):

Psy-(numbers I forget here): Our team tech-priest, medicae, weilder of 6 mechadendrites, and mookifier with his Omni-Axe. He is a character that was able to hold off a heretek-zombie and it's controller for well longer then he should have. It helps that he's from the Navy, so having been backed into a corner was probably the deciding factor. While being a mechanicus, Psy sees the human body as a machine as well, possibly leading him to become a Biologas later in his career. He still has the staff he started with, having it upgraded only once before obtaining his axe. He also has lucky rope, and collects flashlights.

John Lindstrom: A simple (but not simple minded) Schola Trooper from Gamf Magna, he was a mountain of a man, with a scar across his face from catching an orc choppa there before being recruited (the reason he was recruited, is because he did that, survived, and continued to take out quite a few of the enemy). Caught a krak missile in the chest a few game months back, and is now Cyber-Ressed with a las pistol and hand flamer in his arms. Lost his precious Eviscerator and Stormtrooper carapace armor in the explosion. Currently has an Autocannon in stock, along with his combat shotty. He hopes to see his home again one day, and find out what happened to his parents. He gave away his highly upgraded hammer to the schola that he graduated from.

Kira VanEisen: Noble Kadian Guardswoman, who loves her basic arms. Brought here by a chance of failed warp travel, she now serves as our group's Primary, due to Inquisitor Skane's dislike for Nobles. Her current arraignment of weaponry and armor includes an inherited power sword, a Storm Bolter, a Hell Gun, and a VERY angry las gun. Quite the capable leader, Kira has brought the team through many scrapes with her training and knowledge. She's currently on the path to being an officer, and while she misses her home dearly, she knows her duty. Kira can also be a VERY SCARY lady when she has to be.

Jericus Khyar-Adden: A Hiver Assassin, he hails from a branch of the family who lives in Hive Sibellus instead of GunMetal City. His mother having taught him the art of killing, Jericus also recently finished his training in forging weapons, under the help of Psy (as an Elite Advance). Following his family's usual gunslinging nature, he usually fights with twin Armsmen-10s, but also has a bolt pistol, a autocarbine, a power sword, a ton of knives (2 chain and many mono) and his beloved Nomad for various situations, and has proven quite proficient with all of them. He also has a hat, (mesh) which he loves, and will only allow two people to take. One's the Emprah, and he's quite sure you aren't the other.

The Secondary Group (Every one else):

Tanya Kim: Party girl Hive Noble Priestess, she seems to have a fear of the Undead, yet is fearless against demons. She NORMALLY has mesh clerical robes, but recently had them (and everything not leather, so her holsters) melt away due to Slaught acid blood. She's currently wearing her mono-knife holster belt, her autogun holster belt, and Jericus's spare Flack Jacket. She's also really good at ranting and taking away fear penalties.

Anna Rasmus: Schola Adept, she makes up the brains of our group, and is quickly on her way to becoming one of the Core members. A little too smart for her own good, she was passed around until finally picked up. She happens to be deadly with weapons that she doesn't actually know how to use, such as eliminating a mass of enemies with a quadlas. (She now has Heavy(Las) as an elite advance) She is currently wielding a power sword, with no clue how to use it yet. She has a collection of Forbidden lores, but it's not like the group knows that yet.

Aurora/Amy: Our Psyker, who's player has had trouble showing up recently. She's quite young, having showed talent early on, and grabbed up by the Black Ships soon after. She is usually latched onto Kira, seeing her as kind of a mother figure. Not much else is known by the others, as the player has only played her twice.

We've got a fairly large combat-orientated group although a lack of investigation skills may make things 'interesting' as they progress through the House of Dust and Ash.

Tech-priest I: De-facto leader of the group. Specialises in crafting, something that doesn't quite fit with the rest of the group which can leave him feeling like a bit of a third wheel at times.

Tech-priest II: A dab hand with a chain axe and an unhealthy interest in looting xenos technologies.

Assassin I: The most accomplished killer in the group whether at range with a long-las or up close with a power sword and lightning attack.

Assassin II: A novice player now infamous for quick-drawing a las-pistol and handing it to a ganger inquiring as to his presence near their hideout.

Adepta Sororitas: Obviously the most Puritanical of the group, keen to punish cowerdice with his trusty bolt pistol.

Guardsman: A recent addition to the party following the heroic death of their previous character (also a guardsman) who strapped a demolition charge to their chest and charged a Slaugth Infiltrator. Very fond of their heavy stubber.

Cleric: Another recent addition to the party after their previous character (an assassin) was slain in a PVP 'incident'.

Our current party:

Psyker - My character. A 63 WP biomancer fond of trying to solve the situation without resorting to his usual backups (seal wounds or lightning get boring if they are all he uses). He was walking around on a bionic leg for a while, until it got stolen. Fond of las weapons, even when others are a better choice.

Nascent Psyker Guardsman. Him and my psyker are the only characters that remain from the starting group. The other characters all think he is sanctioned.

Noble arbitrator. Gets obsessed with honour whenever his rival family are involved.

Other guardsman. He joined us after we escaped the red cages together because he believes that inquisition members must know what they are doing.

Previous members:

Tech-priest. Don't remember much about her, we lost her when her player just stopped turning up.

Assassin. The player got bored with it and switched to the arbitrator.

Guardsman. A younger obsessed with his kill count and the only person that the gm would allow to carry a heavy weapon (he had a heavy stubber). This player stopped coming after we finished the red cages. My guess is that it was because he had lost the heavy stubber.

Gah, can't edit after a reply goes through (FIX THIS PLEASE)

That should be Cadian guardswoman, not Kadian.

The group I'm GM for has:

  • A member of a highly-classfied Officio Assassinorum "pariah eugenics program" (Untouchable Void Born Assassin)
  • A novice of Maccabeus (Feral World & Maccabeus Cleric)
  • Adeptus Arbites Enforcer with "special medication" (Suppressed Psyker Imperial World Arbitor)
  • Hive Ambulon Police (Hive World Arbitor)
  • Mutanthunter (Feral World Guardsman)
  • Adeptus Arbites Interrogator (Imperial World Arbitor)
  • Ministry of Agriculture Statistics Clerk (Imperial World Adept)
  • Death World Imperial Guard Veteran (Feral World Guardsman)

No Scums, Sanctioned Psykers or Tech Priests. Yeah, its a big group of eight players but so far I've never gotten more than six of them around at any given time.

Kylen did a pretty good job of summarizing our group. I am the primary GM for the game, but he and another player have been stepping up for "guest GM" slots for a little while now and it has been going well. One other player took a shot at running a session but it did not go as well so now he mostly whines about his character and cheats at dice...

Our group consists of:

Noble Guard Captain, who is currently commanding a Penal legion that survived a chaos infestation and was deemed fit for assimilation into the normal guard, after several companies were purged. The most devout and redeemed were allowed to live, but still carry their explosives collars. The captain is a fair hand with most weapons and has a tendency to be very puritanical in his descisions and outlook on things. He got command of the squad after we somewhat accidentally dropped right in the middle of them being decimated by a large host of Khorne followers, on a planet where the group managed to let the demons out in the first place...

Assassin - A relatively nondescript sniper in the good old sense of it. Relies on various rifles for various jobs, but managed to lay his hands on a bolt sniper rifle which he cant carry himself, but he still tows it around as best possible. He enjoys cooking, and has a weird fetish for hankerchiefs.

Sanctioned Psyker, who has a genuine fascination with the Warp and all things connected, but is too scared of the Guard Captain to follow through with his deepest desires. He lingers right ont he border to radicalism, but tries very hard to resit the lure. He is so scared of the warp, that he carries several foci and charms to lessen his chances of failure. He reminds me of Benny from The Mummy. Looks like him too :P

Arbitrator, an untouchable investigator from Volg hive on Fenksworld. He had no clue he was a blank till he ran into the above psyker, which was quite hillarious, cause neither the arbitrator or the psyker had any idea what an untouchable was. He is as ugly as he is tough. He is directly responsible for letting out a Khorne host, because he didnt quite grasp the concept of valves, a big tank of stored blood and a failing warp portal. He reeks of chemicals and constantly smokes. He had cancer, then was cured, and now has cancer again...

Dead members include:

Techpriest, who was fascinated with weaponry and aspired to become a Myrmidon Secutor. He met his end after he devised a light version of an autocannon and went to test that and his new Breacher implant in a manor, which supposedly held only a handful of pityful heretics. He was unfortunately dominated and found himself waking up on a sacrificial altar while he was drilling his guts to pieces. He managed to survive it after burning a fate point, but was drawn back into the manor by the group, where he was unfortunately dominated again and was meltaed to death by the guardsman after suggesting they'd go through the dwindling chaos portal. This was right before the Arbitrator came down to save the day by turning on the flow of blood to the portal and thus sustaining it long enough for something very bad to pop by.

Sanctioned psyker, who had a desperate sacrifical way of playing. In the first encounter he threw himself in front of an Eversor assassin to allow the rest of the party to escape. Our first mission was to neutralize the rogue assassin, who had just come out of cryo prematurely for some reason. He was very weak due to lack of proper drugs/stimulants, so not a normal assassin (or we'd all be dead). He only used one power, which resulted in a small horde of villagers ran scared through the streets initially before we boarded the freighter.

Sanctioned psyker, who on his 3rd power managed to manifest a daemonhost through perils of the warp right in the middle of a fight with another demon. A fate point burnt allowed him to limit the manifestation to only an explosion which killed him, and not let the daemonhost through.

It's pretty interesting reading about other people's groups. Not as many psykers as I'd expect (but maybe that's my influence on our Dark Heresy games, since it's taken me a few incarnations to get away from playing a psyker and start playing a psyker-hating cleric).

In our longest-running campaign, we have:

  • A scholarly psyker in training to become an interrogator.
  • A rowdy scum in the process of starting her own fast-food franchise.
  • An arbite who recently disappeared on mysterious business (when his player left).
  • A new assassin who is thus far doing a stand-up job of being a bodyguard/killbot.

In our other current campaign, there are:

  • A hardline cleric who hates witches, mutants, witches, daemons, criminals and witches. But mostly witches.
  • A psyker who had the misfortune of rolling a Warp Peril that garnered the cleric 9 corruption points early in their association, and got a Great Sword in the face for his troubles. (Fortunately, this system has Fate Points, and the cleric had to turn his attention to a giant mutant abomination at the time, rather than checking he'd finished off the psyker).
  • A tech-expert scum who spends his days waiting for it to kick off between the psyker and the cleric, and probably hasn't quite decided whose side he's on yet.
  • A noble assassin who couldn't care less about anyone else and mainly enjoys killing and being fabulously rich and well-dressed.

There was also a kill-team-style game, recently put on hiatus, which featured:

  • A biomantic swordsman.
  • Mara Landing Massacre Survivor Guardsman #1
  • Mara Landing Massacre Survivor Guardsman #2 (whose player missed so many games, we could only conclude he had a thing going with the ship's captain/Ork horde/local witches, depending on where we were at the time).

Hoping to start a new, more radical game at some point. Maybe that one won't even have a psyker in it! But somehow I doubt that.

The Dark Heresy group I'm in features the following cast of miscreants:

  • Noble Born Cleric with Redemptionist tendencies. Highly motivated about ferreting out heresy within the church and the Imperium at large, and doesn't much care how many of us get hurt in the process.
  • Feral World Guardsman who, in game, I have classified as a sociopath. The safest place to be is anywhere this man isn't having fun. He likes close-combat and carries a mono-edged great axe as his preferred toy, for which we call him "Sharpie."
  • Feral World Assassin who is very effective in his role and frighteningly knowledge hungry. He seeks to perfect himself into a killing tool in service to the God Emperor of Man. Preferred tool of execution is a Nomad hunting "instrument" with various target-specific munitions.
  • Void Born Imp. Psyker/Pyrokinetic. A recent addition to the Templar Calix and absolutely in love with his force sword. Of course, it is a custom beauty which he and the Tech-priest spent the better part of 3 months in game forging from scratch.
  • Hive World (??) Tech-Priest who is brilliant and oddly more comfortable around us fleshy people than his colleagues. His new arm is better than the original, and has a hand flamer built into it. At least, I'm pretty sure that's what it is.
  • Hive World Scum. This character was awesome. Sadly, the player has retired from the game for very good reasons. School being number one.
  • Noble Born Adept and Calixian Xeno-Archivist. This would be me. I woke up a Necron Tomb World. We then blew the whole planet up. Now, though, I have a better understanding of what NOT to do if I find myself somehow in a similar situation.

-=Brother Praetus=-

Our group has gathered up a wide range of acolytes.

  • Schola Progena Sister of Battle - She has taken the path of the Sister Oblatia and is now on the fast path to becoming an Interrogator. She's actually gone a bit rogue as far as Adeptus Sororitas are concerned.
  • Schola Progena Arbitrator - The cell looks to both him and the Sister as co-Primes; his adherence to the Dictates has caused him some headaches and probably some ulcers as of late with the cell's dealings with both criminals and aliens.
  • Schola Progena Cleric - This character will be joining us at our next session. All we know is that we have a battle priest on the way and the addition of yet another progena has made one of our assassins a little antsy.
  • Hive World Moritat Assassin - Or should I say former Moritat assassin. Due to what amounts to a slap in the face of what the Moritats stand for, he is now hiding from them. The arbitrator and Sister are already watching him for any further risks to the cell.
  • Void Born Sanctioned Psyker - Everything this psyker does is in the name of the Holy Emperor. He righteousness is enough to rival our Sororitas.
  • Mind-Cleansed Militant Savant - "Snow is cold" seems to be her only reply when questioned about her mysterious disappearance before returning to the cell as a militant savant. She's a bit freaky and tends to draw more attention from her fellow acolytes with her zeal for killing.
  • Forge World Tech Priest - He is generally mild-mannered with a healthy interest in all things technological, as any good tech priest should be. Lately, he's been looking at the path of the Secutor.
  • Feral World Scum - Take Conan, put a chainsword or chain axe in his hands, toss him into the Inquisition and you have this assassin. Even with his flair for violence, he's a fair bit more trustworthy than the ex-Moritat.

Some interesting bits on characters here. I'll toss in the ones from the group I run (though the DH side of the game is on a bit of a hold while we play through the RT side of the story).

  • Medicae from the Schola Progenum (Schola Progenum Adept): formally of Tranch, his family, hereditary minstorum clergy, were slaughtered rallying the mid-hivers into a counter attack against the rising mutant hordes when they were pinned against the locked doors of the noble held zones. He carries with him a bitter hatred of the incompetent or corrupt ruling noble class, an advocate against mutant slaves and workforces, and little faith in the powers of the preachers of the Ministorum. While he loves the Emperor like a drowning man loves a life boat, but he views those who dedicate their lives to the dogma of the Cult to be imbeciles incapable of sight and proper productive thought. He was taken fresh from the schola to the Tricorn Palace as one of the hundreds of Interrogation Assistants charged with record keeping (though never a full record, always just bits and pieces) and keeping the questioned alive and in functional condition throughout the sacred Nine Steps of Information Extraction. Soon he was picked up by an Interrogator and, wide eyed and full of fear, found himself thrust out of the frightful but known corridors and into a hive of villainy, scum, and lack of proper proscribed steps and procedures all the while clutching his las gun from the progena like he'd drown without it. He has since slowly grown into a terribly competent self assured cold hearted (complete with the malignancy) mass murdering (usually through poisons though he has become something of a sniper as well) psychopath who is quite talented at the torturous art of information extraction --no one survives his questioning. Of all the acolytes who have come and gone, he has the greatest chance of making it to Inquisitor, if only his past wasn't blighted with the association of a deeply troubling radical Inquisitor and his over indulgence in the heretical thought-patterns of pragmatism.
  • Harbinger of Woe (Deathworld Guardsmen): A second generation descendant of the remaining crew of a naval vessel that vanished having miscalculating a jump and ended up crashing on Woe. They were discovered when a new rout was set up between Feanksworld and Reisha that used Woe as a second leap point. Their salvation beacon was detected and, on investigation, a group of a little over 500 were found there on Woe, grim, hardened, and quite accustomed to death, dying, and killing. How any human life could have survived for 50 some odd years on Woe is a mystery that has yet to be answered, but the munitorum needed more troops to fight on the Reishian battle grounds (in-game events have turned Reisha from a shrine world to a war world) and so the first and only Imperial Guard regiment to be formed from Woe was raised, the Woeian First a.k.a. the Harbingers of Woe. Most all of the Harbingers, as they were promised, have died gloriously and happily in battle far from the accursed planet that, according to them, steals your soul on death. One sergeant still remains, however, a massive grim killer who is patently waiting his time to die and be free knowing his soul is safe and far from the Yellow Fog.
  • Arbiter-Investigator (Imperial World Arbitrator): The current Primary by dent of occupation, he is the burnt-out shell of a once religious Arbiter-Investigator from Reshia who was filled with the purpose of upholding His Law and worshiping in His Ordained Courtrooms. Ever since the Inquisition got their claws in him, the simple black and white life he had lived in His Service has been turned on it's ear and he's not too sure what to think or do about much of anything any more. He had been made to do so many questionable things down to the out right breaking of Imperial Law on too many occasions that he's become a shell of an Arbiter who simply goes through the motions of being one. He had discovered a xenos infestation being worshiped by the Imperial Cult and Munitorum on Reshia and then been made to attempt to cover it up, ordered to murder Imperial servants who were simply in the way of his master's objective, had born whiteness to warp incursions that scared his mind on Groves Falls, and acted as an escort for an insane psyker for so long that she'd warped his brain. He has developed nagging voices in his head and a disturbing cannibalistic tendency, has seen piles of gestalt worm things eating arbiter after arbiter in the Purging of Port Deliverance, and is a lauded hero of Eclipse Riots in Sebillus, but only because he finally broke and ran like a coward from the Worm Things leaving him to stumble ass first into herodom latter -not at all the way a proper hero is to become a hero, yet he still is. He's served three Inquisitors as a tool for a verity of jobs and knows now that he's been pulled in and used by them, he'll never be let free to just uphold His justice again. They know him now, where to find him, and he knows they'll just keep calling on him to do their dirty work or manipulate events and organizations to see it happen until the little worn-out stub of a soul he has left is completely eroded away.

Former Acolytes who are no longer in the service of His Left Hand

  • Archivist of the Drusell (Imperial World Adept): The Primary of the group's fist cell, a socially awkward young woman from a minor noble house who found a written conversation to be far more appealing then a spoken one and legends, stories, and lore to be far preferable to what was going on outside in the present. Since her inclusion in the Inquisition, she had grand dreams of one day wielding a rosette her self and, to this end, orchestrated the failure of one of her master's other cells, the death of their members at the hands of an Arbiter (the Arbitrator listed above), and her cells swift swoop-in to save the day and the op to gain their master's favor. Fortunately, her gambit worked. Unfortunately, she didn't survive to see the fruits of her traitorous plan. She was latter found by her cell deep in the Sacred Libraium Vaults of Reisha Magna with a built in her head.
  • Witchfinder (Void Born Psyker): an insane tool of her master used for uncovering witches and their sorcerous works, she was conceived of on a blasphemous night by two witches under the baleful light of the Tyrant Star and brought to term abroad a Black Ship where she spent the first five years of her life. Her continued existence was assured and kept by a rather radical inquisitor whom she served as a tool in his hunts for over 80 years as both a witchfinder and a powerful biomancer who, despite her long life, never seemed to age in either body nor mind past the biological age of eight. Her long life finally came to a terrible conclusion during the Purging of Port Deliverance where she was eaten by a strange gestalt Worm Thing collective leaving her handler, a broken down (she helped a lot in his breakdown, truth be told) Arbiter-Investigator as the only survivor of the Temple Subjugation Team originally composed of 20 Arbitrator Chastisers lead by the Arbiter-Interrogator and herself as advisor.
  • Cyber-Seer (Imperial World Tech-Priest): the sister of one of the cell's master's Interrogators, she primarily acted as an outside advisor on all things technological, getting involved only at the behest of her brother or when her own sect's interests were at stake. She was a link between the cell's master and the Cult Mechanicus, as well as acting as advisor on prophesies and future events through her keen sense and use of Arithmomancy (we just called it High Cogitation, but now we have a different cannon name for it) having been the one to fist prophesize the coming of the Tyrant Star to Scintilla, the Faith War on Reshia, and the return of the Haarlock from within the cell's master's own network. She smuggled the cell's Inquisitor to the Lathe System for reconstruction after an assassin's bolt allegedly sent on the order of a Lord Inquisitor nearly killed him. Unfortunately, there, the cell's Inquisitor's mad ramblings came to pass. When the rest of the cell arrived on Hadd to meet with her contact and check in on their master, they found a desolate and oddly twisted and corrupted manufactrorum staffed by a skeleton crew of insane Tech-Adepts rambling about both of their masters leaving by dark light to meat with a tattered king in the court of Carcossa. The only trace they found of the Cyber-Seer was a marble like stature of her near a deep pool of crystalline liquid which turned one of their guns to an odd marble like substance. The scum of the cell emptied his bolt pistol into the statue destroying it.
  • Scintillian Protectorate Captain of the Metalician 51st (Gunmetal City Guardsmen): a third born noble who stood to inherit little of the fane she was born to, she joined the military to make her own name and way on Scintilla. This came to a rather abrupt end when her company was called on short notice for a black op in Hive Sebillus, her and her men forming the backbone of the Purging of Port Deliverance. While she and her company were primarily responsible for the success of the purging of blasphemous Worm Things that none had imagined could ever exist within the Imperium and fairing quite well all things considered, darker actions were soon undertaken when the purging was done. The company was detained, squads were separated out of it, and all around were rumors of "Final Censorship." When all hell broke lose, the morning skies outside the hives darkened, and the Eclipse Riots erupted, she and the few members of her company that weren't erased by the Inquisition for their assistance took the mercenary license that one of the adepts involved in the aftermath of the Purging had procured for them and vanished into the chaos. Her and her personal squad's where-abouts and ultimate fate is still unknown.
  • Grifting Scum (Hiveworld Scum): born into the crushingly small world of Roomfall in the underhive of Sebillus, he was pulled from the mire by a strange witch-girl (ref. the Witchfinder above) after he and his gang found her in a bad state, kidnapped her, and started hatching a plan to ransom her back to whom ever owned her. That, of course, came to an abrupt stop when they realized who owned her and what exactly she was. However, a deal was struck between the Scum and the witchling, one that led to his gaining of a cognomen, his escape from Roomfall, and a rapidly expanding world view. He has since been a part of the investigation and latter Purging of Port Deliverance, had been hunted by throne agents for his association with an Inquisitor of a rather radical bent, hounded in his dreams by a fearsome king dressed in rags and tatters and a clock that ticked the moments of his life away, haunted by visions of a sun that shines purist black, learned that he has the blood of the Haarlocks in his veins and for that is damned, and accepted the help of the Worms that Walk in hiding him from the king in his dreams. Unfortunately for him, he traded one form of damnation for another as the worm's help came in the form of a mask that has since bound its self to him, infiltrated every aspect of his body and is slowly changing him into something not at all human anymore while it mercilessly kills off any scrap of soul he might have, leaving a hungry void in it's place. He has since disappeared, taking the first opportunity he found when he realized he would be purged for what he was becoming, and, along with the help of a mind scrubbed witch and destitute noble, committed the greatest bit of grifting and larceny in his long and scummy career; he stole a warp ship with the crew accepting him as captain and set sail for the Halo Stars beyond the Emperor's light in the hopes of finding something out there that will save what little of him is left.
  • Naval Rating (Hive Volg Scum): one of the few survivors of a daemonic incursion on his frigate during a routine warp jump, the press-ganged ganger found himslef press-ganged into yet anouther service by the Inquisition to be rinsed off and reused again and again until he finally breaks from it. Unfortunately for him, who survived two deamonic incursions, an old chainblade and the septic conditions of an underhive is what done him in. He died of fever before the medicae could get the needed antibiotics for him (yes, a terribly bad way for a PC to go, but I had to write him out after his and another of my player's relationship went critical. Word of advice, don't let your players date; you'll just end up loosing a player in the end. Unfortunately, I'm not sure how a GM could stop their players from dating as the player who stayed is bloody well doing it again, **** her!)
  • Arbitrator Enforcer (Void Born Arbitrator): a single mindedly devout Enforcer of His Law she seemed to take great pride in her head cracking abilities in His Name -so much pride that one would think it was the only way she knew how to interact with others. In other words, she's a bit famous now for the mass amounts of head trauma that seemed to fallow in her wake. At one point, the cell had been sent out to retrieve a heretic for questioning and after said heretic surrendered, throwing up his arms and begging for mercy, she proceeded to line her sights up with his head. The rest of the cell screamed out "Thrones and bones! What in the warp are you doing? Don't shoot him in the head!" at which time a look of realization and understanding fell across her face. She then lowered her gun, whipped out her chastising stick, knee-capped the heretic, and proceeded to bash in his skull. Luckily, the rest of the cell managed to pull her off before she inflicted too much irreparable damage. She met her end during the Eclipse Riots in Hive Sebillus while doing the one thing that gave her life joy and meaning -busting heads.
  • Agent of the Seventh Moratorium (Imperial World Assassin): a quiet assassin, wielder of the Blitzklinge, one of the fabled 13 power swords of his society of gelt-killers whom he killed his master and his master's master to posses. He was hired out as extra security by an Interrogator Bounty-Hunter serving Inquisitor Alexus and charged with purging the old cell's inquisitor's network. While hunting the infamous Black Nun of Hail on Reshia, he met his end at the hands of a deamonhost. However, before succumbing to death himself, he managed to drive the Blitzklinge down through the abominations skull and anchor chains destroying it as well. (while the player had fate pints to burn, he decided that such a death was too good to waist and, if he did burn a FP, he'd just end up dying in some terribly stupid manner, possibly while screaming and pissing himself latter on)
  • Bethrikian Born Bride (Mind Cleansed Psyker): allegedly, a product of the Bethrikian hive's attempt at criminal reformation where-by criminals of exceptional genetic stock and attractive bodily construction are mind scrubbed and reprogrammed to be devout to the Emperor, servile to any identified as their owner, and implanted with the needs and skills to serve and please their masters in ways those of free will can not. These Brides and Grooms are then sold off to various noble houses and well-to-do gelders to act as perfect lovers and advisors, especially to those nobles who are less then satisfied with their political marriages and harrems, and desire something more personal in someone they know they can trust --because they're programmed to be trustworthy. However, while this Bride claimed to have been "born again" in the wife-farms of Bethrekay, the cell soon discovered after weathering a warp storm with her that she had the powers of a witch and not a single sanctioning brand or mark anywhere on her body. Likewise, the storm seemed to have jogged something in her causing her programming to begin breaking down and pieces of her old life to come slowly trickling back into her. Questions as to how the hive of Bethrekay could mind scrub a rogue psyker without realizing it, why her conditioning was incomplete leaving apparently large chunks of memory and information simply locked in her head instead of purged from it, what the information in her head was, and how someone who doesn't appear to be sanctioned could have such delicate control of her warp powers were to go unanswered as of yet by the cell. When the Grifting Scum whom she had become close to decided to abandon ship before he could be killed as a corrupted abomination, she joined him in his flight fearing what would happen to her when the cell's devout schola educated adept turned them all over to the Inquisitor who was hunting their former master and spearheading the destruction of his network.

Mordian Guardsman: He's our expert on intimidation, taking the Commander path. For a totally humorless character his fellowship roll was ludicrously high.

Sister of Battle: Took mind wiped with permission, and she's one of the funniest characters as she's the complete opposite of most SOB. Laughs at random, sings instead of speaking. And has some really scary dreams. Likes heavy weapons.

Gunslinger Scum is pretty much the end of combat. She's a stock metallican gunslinger with twin talon pistols. We have to beat her initiative if we want to kill anybody.

Noble Scum: Our money bags and mouth piece. Except for trying to intimidate people she does all the talking. She plays a bon vivant that has to be the center of attention.

Arbitrator that focused on investigation skills. He didn't understand the concept at first and thought he was playing Columbo, but turned the character into a rather deep and helpful guy. He just takes over on investigations.

Assassin is a strange puppy. Total melee kill monster, but took a lot of lore skills, character rarely speaks but when he does he has something important to say.

Mordeci Kayser, Imperial Psyker Rank 4, Legate Investigator (Scholar Marterium) of the Ordo Calixis, Imperial Worlder (Orbell Quill)

At the age of 10 Mordeci was personally snatched away from under the nose of Witchfinder Rykehuus by Vownus Kaede (while still being an Interrogator) and brought from his peaceful Agri World onto a Black Ship enroute to Terra. Decades later he returned to the Calixis Sector as a Sanctioned Psyker of high delta level working for the Magistratum on a moon in the Siculi (IIRC) system. An on-site investigating Kaede seemed impressed with his ability and maybe even recognized him. He was recruited on the spot and recently he officially became the cells prime (shortly after becaoming a Legate Investigator). Mordeci is a Telepath, but mostly depends on his investigative and knowledge skills. He often has a calming influence on the other hotheads, but is armed with a Sollex-Pattern Steel Burner none the less and sometimes even with his trusted Bastard Sword from Iocanthos. Recently he lost his right eye in combat with some sort of daemonic entity on Zumthor and had it replaced by a cybernetic one afterwards.

Serghar Cortez, Arbitrator Rank 4, Warden of the Divisio Immoralis, Imperial Worlder (Siculi)

Serghar lost his mother at birth and grew up on the Agri World of Siculi where his father was a local enforcer. After a violent encounter with some powerfull off-world strangers, his father was killed in front of him when he was still a child. Serghar was taken away by the very same strangers and brought to an off-world Schola Progenium. He was trained to become a Trooper of the Adeptus Arbites and was stationed on Iocanthos. After years of constant duty, Serghar and most of the Arbitrators had to quell a major uprising of the workers in the Gorgonid Mine. When the group of about hundred Arbitrators entered the mine, they were suddenly attacked by scores of heavily deformed mutants from all sides. The squads were devided from each other and all chaos broke loose. Finally, Serghar was the last of his squad to climb a shaft when the mutants attacked again. He dropped down the whole shaft, while throwing a grenade upwards. He survived the fall as well as the explosion above him, but was sperated from anyone else with only screaming and static hearbale on his vox. After straying through endless dark and damp tunnels for days, he met a bunch of people in the form of Mordeci, Grak and Dakka. After helping them and hearing that about all Arbitrators were killed in the incident, he was recruited by the Inquisition to join the three towards Scintilla for recruitment. He became a Warden of the Divisio Immoralis in the meantime and is the part time leader especially if afield. He is a very investigative type, who often strikes to stun and tries to capture (and later interrogate) living heretics. Still, he also uses his Carnodon to deadly effect if need to.

Dakka, Assassin Rank 4, Secluse of the Sons of Dispater, Hive Worlder (Landunder)

Dakka lost his parents quite early and had to survive in the lower hive of one of Landunders undercities. He earned a living as a killer in the seedy underworld and gained a local reputation to not to mess with him. It seemed a usual mundane job when a gang boss hired him to assassinate a certain off worlder in a deserted manufactorum. Dakka found a good vantage point high above the manufactorum and lay down with his trusted hunting rifle. A few hours later he saw people in the manufactorum and they fought against weird many-limbed creatures or mutants. One of the persons was clearly his target and without thinking too long he pulled the trigger. The bullet flew true but in the last moment before striking the traget, it was deflected by some kind of invisible force field. One of the targets companions retaliated at once and sent a hail of bolt fire into his direction. Dakka suddenly realized through his scope, what kind of person he had shot at. The big ][ on the targets chestplate was unequivocal. Dakka fled through the alleys of his undercity closely follwed by a servo-skull and finally reached the base of the gang-boss that had ordered the killing and shot him in turn. To cut a long story short, one of the Inquisitors companions chased, found and captured him and pressed him into his service. Dakka has some Sons of dispater affiliations and while quite Emperor-fearing, he is devout in his own way. He is the stealthy guy and originally mostly a sniper, but realized that he only rarely has the comfort to snipe at opponents. Thus he became very able with dual wielded pistol weapons and still is the shot-to-kill-type.

Grak, Guardsman Rank 4, Sergeant of the Imperial Guard, Feral Worlder (Fedrid)

Grak originates from a clan of hunters on the Feral World Fedrid, but was drafted into the service of the Imperial Guard in the form of the 17th Fendrid Walschrate (local term for some kind of mythic forest creature). His regiment saw some action against rebels in The Periphery and later a campaign against feral Orks on the Frontier World Ganf Magna. While his company suffered heavy losses in a frontal assault against an Ork base, he disobeyed a direct order to engage the Orks frontally and instead climbed a huge wooden Ork idol near the camp and detonated his supply of frag grenades on top (he jumped off beforehand...). The subsequent felling of the idol broke the Orks moral and they fled in disarray. The approaching Commissar though drew his Bolt Pistol and was about to shoot Grak because of insubordination, when Kaede (and his agents) approached apllauding for the soldiers ingenuity and improvisation. Kaede kind of reprimanded the Commissar and gave Grak the offer to either come off world and join his cadre of acolytes or rather further "discuss" the matter with the quite angered Commissar. To no one surprise he chose the first offer. He kind of became the groups bullet magnet and hatchet man, and while he is a notorious hothead and gun collector, he sometimes has some flashes of genius.

Mir Lug, Tech-Priest Rank 4, Enginseer of the Lathes Domain, Void Born (Cobra Destroyer)

Mir Lug is the ilegal offspring of common crewmen on board a Cobra Destroyer of the Navy. He was adopted by the ships magos Jemadar Lug (before he could be thrown into the vacuum by the ships cleric) and initiated into the Adeptus Mechanicus early on. After two decades of service mostly in the Markayn Marches the ship was ordered to 41 Pry for a joint operation against smugglers (the Amranthine Syndicate supplying the Logicians actually) . There disaster struck when the involved Light Cruiser was somehow crippled through sabotage and a Frigate and a transport ship tried to flee the system. On board the Cobra Destroyer Mir Lug was on, a renegade Tech-Priest also tried to overload the plasma reactor. Mir Lug shot him with his Las Carbine and took over control of the enginarium, while initiating the plan to attack the transport ship instead of the Frigate (contrary to Navy protocol) with a salvoe of torpedoes. The plan worked and the transport ship was destroyed while the frigate got away. Inquisitor Vownus Kaede on board the crippled Light Cruiser was impressed by this and asked for Mir Lug to be transfered to the service of the Inquisition. Mir Lug is a rather flexible but pious Tech-Priest, responsible for tech, communication, maintenance, medical assistance etc. He is absolutely not the "weapon platform" (ie. Secutor) type of Tech-Priest that seem so abundant in this community. Even though he is the only one featuring a bolt weapon.

We have:

An Imperial World Guardsman: Overly fond of grenades and other things that go bang. He was granted a blessed hammer a while ago that seems to be very effective against all manner of gribblies when they get in too close.

Arbiter: The most antagonistic person you can image as part of your group. He'll pick a fight with a major crime boss that he's been told not to annoy just because they look at him funny. Has been known to make apparently suicidal advances into combat that a combat shotgun at close range lets him get away with.

Current Tech Priest: Forgeworld born tech priest who recently replaced our previous techie at the start of the current advanture. He's the sole survivor of another cell that was led by a glory hunting interregator and is currently working on trying to restore sections of his memory of the disaster that appear to have been 'chopped out.'

Voidbord Psyker: Templar, Biomancer and has the living nightmare package (fitted in well with the already written backstory when the IH came out). He shows a pragmatism from his early days to use whatever is necessary to get the job done. He managed to resist the daemonhost he rolled without any problems and is currently attempting to learn how to use the Witchblade that his grandfather took from the body of a slain foe and passed to him upon his own death.

Well my group's a little wierd because I started them off thinking they were playing warhammer fantasy roleplay (that lasted about 20 sessions) so the group consisted of:

Anastasia: Kislevite Tomb Robber. Lost her whole family to mutant attacks and now carries a single charm that is all that's left of them. Fond of a spiked morning star.

'Ax' Axelbrand: Empire woodsman. Likes chopping things with his grandpappy's axe. Also very ugly (I use some simple 'appearance' rules that affect any Fellowship rolls made on first encounters with people).

"Hans"" Outlaw brought up in the wild after his parents abandoned him (for unknown reasons). Doesn't have a real name. Went through half a dozen before setting on Hans (because I had a running joke that every third male npc they met was named Hans). Originally wanted to track down and murder his parents for leaving him the woods.

There was a bounty hunter that was part of the group but the player left.

However, they weren't on the warhammer world. They were on a feudal world lost in a remote part of space that had been conquered by the Imperial General Zygmar, it was his 7th conquest in fact hence the planet's name being Zygmar VII. All the countries were named for his colonels and other heroes of the crusade.

So they were recruited by witch hunters to help track down a rogue wizard. It turned out a psyker smuggling ring had been using the feudal world to hide unsanctioned psykers and the inquisition was attempting to track them to their source. The PCs had unwittingly been employed by a rogue psyker as protection (she showed them an official magic lisence that none of them could read or tell if it was genuine or not), the very one the inquisition was tracking. Capturing them and discovering that they were in fact not tainted they let them go. To prove their loyalty they had to track her down and capture or kill her.

Well some adventures, possessions, and grey knights later they discovered they were in fact playing 40k and not WFRP. Because they had acquited themselves so well the throne agents that had employed them decided to redeploy them on another planet after some quick lessons on the Imperium and the correct worship of the Emperor.

So now we have:

Anastasia: Assassin. Still fond of a (now mono) spiked morning star but extremely good with a pistol. Double tapped an arbitrator in the eye sockets through his helmet and blew his brains out (double Rightous fury). Is a rather cultured assassin preferring to use seduction and charm than an axe to the face.

Axelbrand: Guardsman. Still like his (now mono) great axe but has discovered a fondness for heavy stubbers although hasn't had much of a chance to use them.

"Hans": Guardsman. Also likes heavy stubbers but has done quite well with his lasgun. Recently received an aquila hilted sabre and has treasured it since.

Two new characters showed up later:

'Crisis' Bones: Void Born psyker. Reads people's minds but has a tendency to blow things up if she uses too much power.

Brutus: Void Born ship enforcer (arbitrator) captain. The player took over the role of an NPC the PCs had coopted into working for them.

Hellebore

We have quite an interesting party.

  • The Arbitrator. He has such an amazing assortment of weaponry that we joke he's a guardsman who can read. Partial to Lho-sticks and wisecracks. Often mutters, "frickin' psyker" under his breath. The other party members picked this habit up from him...
  • The Psyker. He's sanctioned, but everyone eyes his suicide blade from time to time when he seems to enjoy touching the Warp just a little too much. Has a tendency to jam the guns of his allies quite often, but it too far away from the enemy for their guns to jam. But we don't mind keeping around too much because he's awfully handy with his healing abilities. His focus? Post-It notes. We hate it when he sticks them in our mouths instead of on our foreheads. Occasionally, he mentions that our new skin will be green or furry or something.
  • The Redemptionist Firebrand. With his backpack flamer, the cleric likes to burn things a lot. Or at least - he did until a pyrokene set her sights on him and blew it up. How he lived through that, we don't quite know. He once "accidentally" performed the rites to proclaim a known heretic as a saint... and the Inquisitor later informed him that his lapse resulted in the deaths of 300,000 serfs living in the area that started worshipping the false saint.
  • The Sister of Battle. She was sent as a replacement when the party's first Sister got hacked in two by a monk wielding dual power swords. The first Sister had been sent straight from the novitiate. This time around, the Order sent a seasoned veteran who had been escorting various members of the Ecclesiarchy around the Sector. Faithful in her devotions and deadly with her chosen weapons, she has the temperament of a female merc from having been working on her own for so long. Men and drinking don't faze her, which is good, since the Arbitrator likes to make suggestive comments about her. She was born to Sibellan nobility, and if she hadn't followed her calling, she might have ended up marrying an Imperial Navy officer.

Our current 'primary' party, serving under (rogue) Inquisitor Tregeagalus of the Ordo Hereticus, consists of:

A trio of assassins:
Nrvnqsr [Malfian, Son of Dispater]. Served the Inquisition for a term of service as a means of acquiring his late mentor's heirloom weapon, which will entitle him to his rightful inheritance on Malfi. Since the term of service expired several years ago, he only remains with the group long enough to find Tregeagalus (he was carbonised ala Han Solo) and grab his gear. Also maintains an orphanage/academy on his homeworld where he trains young hivers to do his bidding. The most likely candidate to become an Interrogator.

Savage [Feral World mercenary]. Enlisted with our cell as a means to get closer to his Bounty (a nobleborn guardsman in our party). After achieving his objective in the confusion of battle, his employers up and left, so, remaining unpaid, he joined the cell and now serves the Inquisition. Before being disarmed in a fight with genestealers he had quite an obsession with his Eviscerator. As one can imagine, subtlety is not his primary strength and the general consensus amongst the cell is that he's a bit of a loose cannon.

+NAME WITHELD+ [Moritat, origin unsure] Recruited by an allied Inquisitor to assist in bailing out our party from imprisonment under the Tricorn Palace; he's stuck around ever since the group merged into one larger taskforce. Dual-wields monoblades (and a powersword before it was unceremoniously stolen), doesn't possess a single characteristic below 40 bar Fellowship, and is also a Psychic Null. Was initially disheartened by the knowledge he would never be able to channel sorcery through his own soul (due to lacking one), but is now fervently studying every grimoire at hand in an effort to try and pioneer the ability to channel the warp through someone else's soul instead. Will steal anything not bolted down, and even then...

A pair of guardsmen back up the assassins:

Karash the Unbreakable [feral world]. Karash's tribe lives on a heavily battered and scarred world, rife with wandering tribes of greenskins creatures. His people in particular had intermingled with the foul xenos race, finding common ground in their interests and mannerisms. Fortunately for Karash, when his master's travels led here, a less than puritanical leaning gave him all the edge he needed to recruited and shipped off amongst the stars as a paragon of his people. Karash himself is a giant of a man (SB and TB each in the 50s with no sign of slowing down), carrying his stubber and axe like a man might shoulder a rifle. Though lacking in insight and not one for great planning, he has proven himself a stalwart and competent member of the team. Nevertheless though, someone always has the detonator to his collar at hand, just in case his family heritage were to show through for but a moment.

William "Plagueface" Sultan: Imperial Guardsman hailing from Clove [REGIMENT WITHELD]: Received the tox-scars and chem-burns adorning his face when he used his family's secret knowledge of the upper spires' air filtration units to reverse the chemical outflow and kill every member of a cult for taking his wife and child. He shipped out with the Guard as a means of escape but was found and recruited by the Inquisition. His preferred weapons are a pair of hellguns and a pair of matching lathe-punch-daggers (commissioned as a gift). Famous kills include an unbound daemonhost (in a single turn), holding off an inquisitor long enough for the techpriest to inflict the killing blow, and shooting an enemy in the face with his right arm while aforementioned enemy hacked it off. Currently exiled from the cell due to 'inter-party conflict' - he shot the psyker repeatedly in a fit of vengeance after he manipulated him to break his vows of chastity.

And the others:

"Khan" [ORIGINAL NAME LOST]: Found aboard a Rogue Trader's vessel as a withered aging man with strange verses burned into his body, he was taken on by the Inquisition and joined their ranks as a Telepath. Was an incredibly experimental sort until his acts caused a shipwide catastrophe on a journey through the warp. The resultant Rite of the Vassal Revenant and subsequent 're-execution' by Plagueface caused something to snap in his mind, completely severing all ties to his old memory. He now sees the world through the childlike innocence of amnesia; now walking the road to damnation blindfolded as he falls prey to the constant voices in his head. His newfound 'guardian has already granted him a secret gift to help him restore his memory - his hand now contains a hidden mouth which can extract the mind of anyone it latches on to.

Attilus "Legs" [designation hidden by Adeptus Mechanicus]. What little of the Guardsman Attilus was scraped off the battlefeld of a Mechanicus holy site and reconstituted back into something functional. He found new life serving the Mechanicus as a Techpriest; for what better way to repay the Omnissiah for the miracle of his survival? Now a Secutor officer, "Legs" resembles less a man and more an insect - eight legs sprout forth from an entirely mechanical lower body, while various weapons branch out from dendrites along his shoulders. He was left entirely deaf by his ordeal and thus communicates through a text-based cogitator+keypad installed in his chest if he must interact with unfortunate meatbags, with the user typing messages back and forth. Understandably not a social one, Legs and the rest of the cell may have finally distanced themselves from each other when the BBEG of the campaign revealed to the party that Legs' superior has been working for him the entire campaign.

Aplogies for the epic walls of text, but the characters are all reaching ranks 7-8 each, and as such have run through a fair bit of development. Not included here are Arbitrator Guy Sultan (replacement character for Plagueface), my own character Celestian Daria Sistene (for when someone else runs a campaign), or our entire secondary party (we have a small sidearc running parallel to our main campaign at the moment).