Friday, June 8, 2012

Dark Heresy: A Warhammer 40k Game Thread

The future is grim and dark... the Imperium of Man has developed a stable hold in the Calixis Sector of space. Many wars have been waged on countless fronts and worlds, garnering trust between some and hatred between others. The horrid xenos (those not of the blood of Man) hold many planets and continue to struggle to hold even more, depleting the Emperor's forces substantially day after day.

But this, my brothers and sisters, is not where we fit in.

We will be part of an inquisition, taken from our homes to serve beneath an all-knowing Inquisitor who will guide us straight into the depths of heresy so that we may purge the unclean and make the Imperium safe for all who live within it.

From the near-heretical psykers to assassins to Hive World scum, you will play a significant role in uprooting evil hidden among our kind.

Careers in the 41st Millennium:

Adept
Adepts are wise and learned scholars, at least they hope to be one day. They are skilled with languages, knowledge and often act as the brains of the group. They are not very good at fighting, and some are very poor at talking to people. When it comes to the realm of the mind however, they leave everyone else for dust. (Starting Rank: Archivist)

Arbitrator
Arbitrators are tough law-keepers and judges. They ensure that the Imperium?s laws are maintained, whilst also acting as executioners for rebels, seditionists and trouble-makers. Arbitrators do not serve on any local planetary police force, rather they are members of a higher organization: the Adeptus Arbites. Arbitrators are not very strong, and they sometimes lack social graces. When it comes to sheer ability to soak up damage and to track down their prey, however, they are certainly the ones you want on your side. (Starting Rank: Trooper)

Assassin
Assassins are skilled killers, adept at getting close to a target and ending their days. Some are cold-blooded executioners that revel in bloodshed, while others are consummate professionals who take great pride in their art. Whatever their motivations, they represent some of the most dangerous men and women of the Inquisition, each one a finely honed tool of murder. (Starting Rank: Sell-Steel)

Cleric
Clerics are the priests of the Emperor, members of the vast organization known as the Ecclesiarchy. They are charismatic and capable leaders, as well as respected figures of authority. Clerics are trained in a wide variety of abilities, and can turn their hand to pretty much anything. Most notably they know how to lead and inspire, preaching from the front line as they charge into battle. (Starting Rank: Novice)

Guardsman
Guardsmen are the fighters, killers and warriors of the 41st Millennium. Some may be members of a formal army, or even part of the Imperial Guard. Others may be nothing more than mercenaries and thugs. Some may even be convicted criminals, fitted with explosive collars and sentenced to serve in penal legions to pay for their terrible crimes. Needless to say, Guardsmen are neither particularly smart or sociable. They more than make up for this with their ability to make things die in loud and unpleasant ways. (Starting Rank: Conscript)

Imperial Psyker
Psykers are otherworldly individuals with supernatural powers, they have many and varied abilities from reading minds to throwing bolts of bio-electrical energy. These strange powers come with a terrible price however, for each psyker is a doorway to the hellish dimension of the immaterium, the abode of Daemons, psychic predators and worse. Each Imperial psyker risks his very soul every time he uses his abilities, knowing that the cold edge of a mercy blade is the kindest fate the Daemon-possessed can expect to meet. (Starting Rank: Sanctionite)

Scum
Scum are the criminals, outcasts, conmen, gangers, thieves and desperados of the Imperium. They are the flotsam and jetsam of society. For all their dubious origins, they do have numerous skills that are highly useful for secretive, quasi-legal tasks. From picking locks to street stabbings, forgery and fencing illegal goods, Scum have what it takes to get the dodgy things done. Whilst neither strong not particularly tough, Scum are good at social skills, as well as being rather agile. Perfect for getting in and out of trouble. (Starting Rank: Dreg)

Tech-Priest
Tech-Priests are the guardians of the machine spirits and the preserver of the traditions of tech. They tend to incredibly arcane machines and learn many mysteries, such as the rites of ignition and the art of maintenance. As they learn of ancient science, they seek out lost technology, and also replace their frail flesh with gleaming steel or chattering circuitry. (Starting Rank: Technographer)

Homeworlds and Careers Allowable in the 41st Millennium

Feral World Careers
Assassin, Guardsman, Imperial Psyker, Scum

Hive World Careers
Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, Tech-Priest

Imperial World Careers
Adept, Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, Tech-Priest

Void Born Careers
Adept, Arbitrator, Assassin, Cleric, Imperial Psyker, Scum, Tech-Priest

Forge World Careers
Adept, Assassin, Guardsman, Scum, Tech-Priest

Mind Cleansed Careers
Arbitrators, Assassins, Clerics, Guardsman, Imperial Psyker, Tech-Priest

Noble Born Careers
Adept, Arbitrator, Assassin, Cleric, Guardsman, Scum

Schola Progenium Careers
Adept, Arbitrator, Cleric, Guardsman, Sororitas*

Current Interested Parties:
- GothBabeAlex (Sororitas, Psyker, or Guardsman)
- ValaunDae'Voth (Guardsman?)
- R.T.M.X. (Tech-Priest)

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