Either January 18th or 25th, I'm starting a new Dark Heresy game, continuing the one I ran last year. The last game ended for various reasons but left many story hooks open. In short there were varying opinions of the 'Ordo Septimus' claims of legitimacy as a secret order to discover and learn about the items and relics denied to mankind in order to further understand WHY such things are banned. The last mission the adventurers were sent on is the last known recording of their existence. Rumor speak that the forces of chaos surged in the region and corruption was abound. Chaos is a convenient truth, but it is not the entire truth. Kalta, formerly of the Adepta Sororita finds herself angry. The Ordo Septimus led her astray. She killed the inquisitor in question. She is currently in parts unknown, a rogue force hunting heresy where she can find it. She has followers now. Little is known of what happened to the others. The tech-heresy laden ship 'Ambrosia' appears to have been lost to the warp. Rumor claims that some 'rebel' Eldar has seized it and the load of artifacts on board.
The new game continues the universe set by the previous game. I'm going to run a custom storyline and weave in the published module 'Tattered Fates'. I have six player seats open. Feel free to contact me if you are interested in playing. Dark Heresy is not for everyone as it is generally designed for veteran roleplayers and pulls very few punches. The game time will be Fridays from 8pm CST to midnight. I have six player seats open. Veterans from the last game get priority seating. Everyone will be playing new characters. The game is played using Gametable software, usually whatever the
latest release candidate is. This is planned to be a long-term campaign.
Players may use resources from the Dark Heresy main book and The Inquisitor's Handbook. Material from The Radical's Handbook is subject to a case by case approval.
The following background kits are also available. These kits are subject to revision before the game begins.
(This one below is very likely going to get revised)
Kalta's Rebellion (Background requiring female character of assassin, imperial guard, or adepta sororita class) - 300xp
Kalta has recruited a number of exceptionally trained women as her fury grows and the hunts for heretics continues. These women have pledged loyalty to her.
+1 Fate
Hatred (Ordo Septimus)
Hatred (Heretics)
Extreme Scrutiny - When using Scrutiny, for any reason, roll twice, take the better result.
(Drawback) Suffer Not The Heretic to Live - Encounters with heretics or revealed heretics should result in their death. Little to no exceptions. A fellow party member who is a proven heretic may be ignored from this wrath by burning a fate point. (Note: Heretical artifacts do not require immediate destruction, only your contempt)
(Drawback) Forbidden For A Reason - You may not acquire Forbidden Lore skills.
1d10 InsanityZero Company (Background requiring Imperial Guard class) - 200 XP
Zero company soldiers are the scattered remains of the private infantry used by the Ordo Septimus. This legion is no more, and these soldiers are scattered, seeking out new lives yet remain skilled in things best left unknown.
Xeno Weaponry Training - Be proficient in an exotic weapon, exchange primary weapon from class for one. (GM provided)
Greater Understanding Purges Fear - +20 on Fear tests
Literacy (free!)
(Drawback) I Will Fear No Evil - You must pass a +0 WP test to disengage melee combat from a creature with a fear rating.
1 InsanityStrophes Noble (Requires Noble born background) - 200XP
You are a member of the glorious house Stropes located on Scintilla. This is a family with a proud military history that had ties to several key members of the Ordo Septimus prior to their joining.
The Armory - Weapons are 50% cheaper for you when purchased between major story arcs. These are possessions of the family and should not be given or traded away. Items purchased this way have a free embellishment and may possess unique qualities (GM discresion)
Money and Honor - +10 on interaction skill tests with nobility, military, and administrative personnel.
Commanding Presence - +3 Fellowship
Common Knowledge (War) may be treated as a basic skill.