Character creation and setting discussion
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Jul 21, 2022 10:41 pm
Where can I look to see the options and rules. Not familiar with 41 k at all...
Jul 21, 2022 10:50 pm
For the rules PM me your email and I'll send you the link to the copy of Fate Condensed in my drive.
Jul 21, 2022 10:52 pm
For the setting you might bounce around the fan wiki a bit here. I'll see if I can find a good synopsis somewhere.
Jul 22, 2022 11:07 am
This Youtuber has put together a number of interesting videos on both the original Warhammer 40K game and the lore of it.
Jul 22, 2022 1:35 pm
As per the Fate Condensed rules I'm using, your characters 3rd Aspect should be a relationship aspect with another PC. So as we go along you all should figure out how you know each other. I want you all to work for/with the same Inquisitor NPC I'll create. I want you to have at least one relationship with someone else beyond that.
Jul 22, 2022 5:20 pm
I'm making the following changes to Skills. Craft is now Technology. Drive is now split into Drive, Pilot and Ride. And I'm introducing a new skill called Psyker that you have to have a permission aspect to choose.
Jul 23, 2022 3:18 am
@ST: Those changes make sense.
@Everyone: OK team session 0 , let's get do this. What concepts are you all batting around in your brainbox? I would love to give some sort of Psyker a go, I am also interested in Mechanicum. I am open to change to fit the narrative.
@Everyone: OK team session 0 , let's get do this. What concepts are you all batting around in your brainbox? I would love to give some sort of Psyker a go, I am also interested in Mechanicum. I am open to change to fit the narrative.
Last edited July 23, 2022 3:19 am
Jul 23, 2022 6:48 am
I am.doing a bit of researching. Never played this. Don't know rules, or options for characters. And don't know.Where to get character sheets?
Jul 23, 2022 9:46 am
Use the Fate Core character sheet provided here on Gamersplane. Or if you want one you can print use the one included in the Fate Condensed pdf.
@Darpavien What questions do you have so far about Fate?
@Darpavien What questions do you have so far about Fate?
Jul 23, 2022 12:34 pm
Hey Darpavien, maybe I can help with the lore bit. To start with our premise, we work for an Inquisitor, who in the Warhammer 40K universe has almost-infinite authority to stop threats from humanity. One of these threats is Heresy, which is quite literal in the setting, as Chaos is pretty much a parallel dimension that best translates to hell, where deamons live and the Chaos Gods constantly battle one another. Psykers draw power from the realm of Chaos (called the Warp) to work 'magic' and are universally distrusted and have to be sanctioned or they will be hunted down. In the meanwhile, on the subject of Heresy; Mortals turn to worshipping Chaos for promises of power or simply are unlucky enough to be corrupted by some other influence. Cults like these spread like tumors, and at some point an entire world may be corrupted. The Inquisition strives to prevent this and has the aforementioned near-unlimited authority to root it out. If all else fails, entire planets can be destroyed through the act of Exterminatus rather than lose it completely to Chaos. But naturally, this is preferably prevented as the loss of resources is often too detrimental to the Imperium (ps. No one cares about the billions of people who die in the process, if one resource is infinite in the 40k universe, it's humans).
But the Imperium spans the galaxy and is comprised of millions of worlds. Inquisitors cannot be everywhere at once in person, so they employ specialized teams to deal with uprisings of heresy in their stead. Sometimes openly, with their full authority, but often covertly, to prevent panic. Because you can be sure that panic starts when it's known an Inquisitor has taken an interest in your planet. Planetary governors rush to cover up the incident. Priests call for mass purges of heretics. The populace goes into a frenzy. Production falls. And so on.
These strike teams often employ highly talented individuals of multiple disciplines. Agents of the Inquisition themselves are often Interrogators, the lieutenants of Inquisitors who often hope to rise to the rank of Inquisitor themselves. Sanctioned Psykers are a resource that the Inquisition has access to, to fight Chaos with the power of the Warp. And the Imeprium's mightiest super-soldiers, the Space Marines, tithe some of their kind to the Inquisition for the most deadly of missions. But there are other powerful organizations and groups the Inquisition draws agents from;
The Adeptus Mechanicus, the tech-priesthood of Mars, are the keepers of Technology in the Imeprium. These half-men, half-machine zealots treat technology as religion, and they are the keepers of all technological knowledge. Without them, no spaceship would be built, nor the humble las-rifle. Their planets are Forge worlds, completely converted into production facilities of unimaginary scale, to continuously feed the Imperium with its needs.
Far humbler are Scum, singularly talented criminals who got snatched up by the Inquisition with a simple ultimatum; serve or die. Their knowledge of crime is often exceptionally handy when trying to uproot a hidden cult.
Priests of the Adeptus Ministorum, the faith of the God-Emperor, join the Inquisition as a holy calling to purge the Imperium of corruption. They have massive sway over the populace and often go into battle with flamers. The Adepta Soriritas are the Sisters of Battle. By ancient decree the Adeptus Ministorum was not allowed to have men at arms, which they circumvented by having an exclusively female order of zealots in power armor do their bidding. Their faith in the Emperor is so pure that some can even cause miracles.
A far less shiny, but extremely necessary part of the Imperium is the Adeptus Administratum. The administrators and bookkeepers of the Imperium. To rule millions of worlds and keep galaxy-spanning war effort going requires a staggering amount of bookkeeping. These scribes determine production quotas, keep track of every tiny resource, record all history and.. well, are very bookish. That said, even the Inquisition cannot ignore the Adminsitratum. Some Inquisitors recruit scribes or sages who have staggering knowledge at the ready, and the know-how to cut through red tape that sometimes can choke an investigation for decades.
Then there are the two military branches (not counting the Space Marines, who are a power in their own right); the Imperial Army and the Imperial Navy. The Imperial army comprises of everything on the ground, from the soldier to general, from the lasrifle to the Leman Russ battle tank, while the navy controls the enormous space ships that ferry them around and can bombard planets. This split is intentional and complete, to prevent one organization from both having the ability to move armies and conquer planets with them. Naturally, the Inquisition can commandeer these forces for their own needs when required, but they often prefer to recruit individuals permanently. Be it a very competent squad of urban warfare soldiers, or a dogmatic commissar to keep people in line, to maybe that one soldier who turned out to be strangely resistant to warp influence..
There are other groups which I'll cover shortly:
The Adeptus Arbites: The Police of the Imperium, ACAB on steroids. The average citizen of the Imperium is of little interest to the Adeptus Arbites, their job is to keep planets in line. They mow down riots with combat shotguns, but they often also have skilled investigators who are quite canny at uncovering cultist activity.
Rogue Traders: These individuals are the equivalent in power to an Inquistor, in that they technically only answer to the Lords of Terra. Their near-unlimited authority is used in a different way though; they are given space ships and armies and sent out to claim wayward worlds, or the unknown regions of space, to expand the Imperium. They are conquistadors in some right, and their Dynasties can span millennia, and become exceptionally powerful in their own right. Some field entire navies of their own and control dozens of star systems and hundreds of worlds. They are also uniquely free in that they have the right to freely traverse the Imperium, are allowed to contact Xenos species, and are free to act with unlimited authority in the name of the Imperium. Not many are 'employed' by Inquisitors. Some help an Inquisitor out of boredom, others do it to subsequently add the planet they just saved to their own holdings. The Inquisition doesn't care, as long as the planetary tithes are secured.
Officio Assassinorum: These Officio offer several types of ultra-specialized assassins to serve the Imperium, the best of their kind. These individuals are molded, sometimes even completely rebuilt, to be the perfect killers. Sadly, their personality is often the first thing that is sacrificed in order to achieve this. Capable of killing anything, even space marines, these assassins are rightly feared.
Extremely rare are the Psychic nulls, or Pariahs. These individuals are the anti-psykers. They cast no shadow in the Warp and are immune to psychic influence, something they also unconsciously project around them in a bubble. These anathema are universally despised as everyone who comes near them feels revulsion for them. But they are a very valuable resource for the Inquisition. They are the anathema of daemons and witches, capable of walking up to both, banishing the first and shutting down the other, who feels mind-numbing terror for the absolute soulless void the null projects. The re-emerging Sisters of Silence is comprised only of nulls, and is often battle-trained. In ancient times they collected psykers across the Imeprium in the Black Ships, a task they are taking up once more.
Whew! well, as you can see, it's a vast universe, and you can be pretty much anything. If anything is of interest to you to play, I'll happily point you to more information.
But the Imperium spans the galaxy and is comprised of millions of worlds. Inquisitors cannot be everywhere at once in person, so they employ specialized teams to deal with uprisings of heresy in their stead. Sometimes openly, with their full authority, but often covertly, to prevent panic. Because you can be sure that panic starts when it's known an Inquisitor has taken an interest in your planet. Planetary governors rush to cover up the incident. Priests call for mass purges of heretics. The populace goes into a frenzy. Production falls. And so on.
These strike teams often employ highly talented individuals of multiple disciplines. Agents of the Inquisition themselves are often Interrogators, the lieutenants of Inquisitors who often hope to rise to the rank of Inquisitor themselves. Sanctioned Psykers are a resource that the Inquisition has access to, to fight Chaos with the power of the Warp. And the Imeprium's mightiest super-soldiers, the Space Marines, tithe some of their kind to the Inquisition for the most deadly of missions. But there are other powerful organizations and groups the Inquisition draws agents from;
The Adeptus Mechanicus, the tech-priesthood of Mars, are the keepers of Technology in the Imeprium. These half-men, half-machine zealots treat technology as religion, and they are the keepers of all technological knowledge. Without them, no spaceship would be built, nor the humble las-rifle. Their planets are Forge worlds, completely converted into production facilities of unimaginary scale, to continuously feed the Imperium with its needs.
Far humbler are Scum, singularly talented criminals who got snatched up by the Inquisition with a simple ultimatum; serve or die. Their knowledge of crime is often exceptionally handy when trying to uproot a hidden cult.
Priests of the Adeptus Ministorum, the faith of the God-Emperor, join the Inquisition as a holy calling to purge the Imperium of corruption. They have massive sway over the populace and often go into battle with flamers. The Adepta Soriritas are the Sisters of Battle. By ancient decree the Adeptus Ministorum was not allowed to have men at arms, which they circumvented by having an exclusively female order of zealots in power armor do their bidding. Their faith in the Emperor is so pure that some can even cause miracles.
A far less shiny, but extremely necessary part of the Imperium is the Adeptus Administratum. The administrators and bookkeepers of the Imperium. To rule millions of worlds and keep galaxy-spanning war effort going requires a staggering amount of bookkeeping. These scribes determine production quotas, keep track of every tiny resource, record all history and.. well, are very bookish. That said, even the Inquisition cannot ignore the Adminsitratum. Some Inquisitors recruit scribes or sages who have staggering knowledge at the ready, and the know-how to cut through red tape that sometimes can choke an investigation for decades.
Then there are the two military branches (not counting the Space Marines, who are a power in their own right); the Imperial Army and the Imperial Navy. The Imperial army comprises of everything on the ground, from the soldier to general, from the lasrifle to the Leman Russ battle tank, while the navy controls the enormous space ships that ferry them around and can bombard planets. This split is intentional and complete, to prevent one organization from both having the ability to move armies and conquer planets with them. Naturally, the Inquisition can commandeer these forces for their own needs when required, but they often prefer to recruit individuals permanently. Be it a very competent squad of urban warfare soldiers, or a dogmatic commissar to keep people in line, to maybe that one soldier who turned out to be strangely resistant to warp influence..
There are other groups which I'll cover shortly:
The Adeptus Arbites: The Police of the Imperium, ACAB on steroids. The average citizen of the Imperium is of little interest to the Adeptus Arbites, their job is to keep planets in line. They mow down riots with combat shotguns, but they often also have skilled investigators who are quite canny at uncovering cultist activity.
Rogue Traders: These individuals are the equivalent in power to an Inquistor, in that they technically only answer to the Lords of Terra. Their near-unlimited authority is used in a different way though; they are given space ships and armies and sent out to claim wayward worlds, or the unknown regions of space, to expand the Imperium. They are conquistadors in some right, and their Dynasties can span millennia, and become exceptionally powerful in their own right. Some field entire navies of their own and control dozens of star systems and hundreds of worlds. They are also uniquely free in that they have the right to freely traverse the Imperium, are allowed to contact Xenos species, and are free to act with unlimited authority in the name of the Imperium. Not many are 'employed' by Inquisitors. Some help an Inquisitor out of boredom, others do it to subsequently add the planet they just saved to their own holdings. The Inquisition doesn't care, as long as the planetary tithes are secured.
Officio Assassinorum: These Officio offer several types of ultra-specialized assassins to serve the Imperium, the best of their kind. These individuals are molded, sometimes even completely rebuilt, to be the perfect killers. Sadly, their personality is often the first thing that is sacrificed in order to achieve this. Capable of killing anything, even space marines, these assassins are rightly feared.
Extremely rare are the Psychic nulls, or Pariahs. These individuals are the anti-psykers. They cast no shadow in the Warp and are immune to psychic influence, something they also unconsciously project around them in a bubble. These anathema are universally despised as everyone who comes near them feels revulsion for them. But they are a very valuable resource for the Inquisition. They are the anathema of daemons and witches, capable of walking up to both, banishing the first and shutting down the other, who feels mind-numbing terror for the absolute soulless void the null projects. The re-emerging Sisters of Silence is comprised only of nulls, and is often battle-trained. In ancient times they collected psykers across the Imeprium in the Black Ships, a task they are taking up once more.
Whew! well, as you can see, it's a vast universe, and you can be pretty much anything. If anything is of interest to you to play, I'll happily point you to more information.
Jul 23, 2022 1:04 pm
Not I. Makes covert missions so hard, having a big boy around. Also singularly one-dimensional, that bunch. :D
Jul 23, 2022 1:18 pm
I found this on the forum
[ +- ] Fate Condensed
Create character
Aspects
HC: High Concept
T: Trouble
R: Relationship
A: Other
A: Other
A: Other
A: Other
T: Trouble
R: Relationship
A: Other
A: Other
A: Other
A: Other
Stunts
Refresh | Fate Points |
6 | 3 |
Vitals
Physical Stress
Mental Stress
(2) Mild
(4) Moderate
(6) Severe
Mental Stress
(2) Mild
(4) Moderate
(6) Severe
Skills
Start with One Fantastic (+6), Two Superb (+5), Three Great (+4), Three Good (+3), Four Fair (+2), Five Average (+1), rest at Mediocre (=0).
Academics | 4df+4 | Athletics | 4df+0 |
Burglary | 4df+0 | Contacts | 4df+2 |
Technology | 4df+3 | Drive | 4df+2 |
Empathy | 4df+0 | Pilot | 4df+3 |
Deceive | 4df+0 | Ride | 4df+3 |
Fight | 4df+2 | Investigate | 4df+0 |
Lore | 4df+3 | Notice | 4df+0 |
Physique | 4df+1 | Provoke | 4df+0 |
Rapport | 4df+1 | Resources | 4df+1 |
Shoot | 4df+0 | Stealth | 4df+0 |
Will | 4df+1 |
Background
My Parents Died
Last edited July 23, 2022 7:30 pm
Jul 23, 2022 1:20 pm
Adding some visuals - When Heresy gets out of control:
And here's a nice discourse on the subject of heresy and how it's handled (and where our characters come into the picture):
And here's a nice discourse on the subject of heresy and how it's handled (and where our characters come into the picture):
Jul 23, 2022 3:27 pm
Thanks on the lore. But I am trying figure out what the characters are and how to operate them...
Jul 23, 2022 3:54 pm
Maybe I have been playing dnd to long. Are there character stats? Or explanations some where?
Jul 23, 2022 4:30 pm
I'm learning the system at the moment and it's definitely a rules-light system, less complex than any D&D I've played. No D&D attributes that I can see. There's just the skills to decide on numerically as far as I can see. The rest is narrative.
Fate Condensed SRD
Fate Condensed SRD
Last edited July 23, 2022 4:32 pm
Jul 23, 2022 4:53 pm
In Fate you have Aspects, which describe your character narratively and have a mechanical effect in the game. Aspects are the basis for your character. I’m at work right now. I’ll post more about making a character tonight.
Jul 23, 2022 7:38 pm
Updated based on your modifications. How does this look as a template? I am not sure about the Vitals section though.
[ +- ] Fate Condensed
Create character
Aspects
HC: High Concept
T: Trouble
R: Relationship
A: Other
A: Other
A: Other
A: Other
T: Trouble
R: Relationship
A: Other
A: Other
A: Other
A: Other
Stunts
Refresh | Fate Points |
6 | 3 |
Vitals
Physical Stress
Mental Stress
Start with One Fantastic (+6), Two Superb (+5), Three Great (+4), Three Good (+3), Four Fair (+2), Five Average (+1), rest at Mediocre (=0).
Mental Stress
(1) Hurt (1) Scared |
(2) Injured (2) Shaken |
(4) Wounded (4) Demoralized |
Skills |
Start with One Fantastic (+6), Two Superb (+5), Three Great (+4), Three Good (+3), Four Fair (+2), Five Average (+1), rest at Mediocre (=0).
Academics | 4df+4 | Athletics | 4df+0 |
Burglary | 4df+0 | Contacts | 4df+2 |
Technology | 4df+3 | Drive | 4df+2 |
Empathy | 4df+0 | Pilot | 4df+3 |
Deceive | 4df+0 | Ride | 4df+3 |
Fight | 4df+2 | Investigate | 4df+0 |
Lore | 4df+3 | Notice | 4df+0 |
Physique | 4df+1 | Provoke | 4df+0 |
Rapport | 4df+1 | Resources | 4df+1 |
Shoot | 4df+0 | Stealth | 4df+0 |
Will | 4df+1 |
Background
for the EMPRAH!!!
Last edited July 23, 2022 8:08 pm
Jul 24, 2022 10:32 am
All right, character creation.
First you create aspects. Aspects are short phrases that describe who your character is and what's important to them. They can relate to your characters physical or mental qualities, history, beliefs, training, relationships, or even particularly important equipment.
The first thing to know about them is aspects are true. In other words, how you define your character is real and true in the story you’re telling. If you write down that your character is a Precog Sniper, then they are a precog sniper. You’ve told everyone that your character sees the future and is a crack shot with a rifle.
You’ll also use aspects in play to change the story. They give you permission to improve your dice rolls and establish facts about the world. Lastly, aspects can earn you fate points if they create complications for your character—so to make the most versatile aspects, you should aim for ones that are double-edged, working both for you and against you.
To begin, you’ll give your character five aspects: a high concept, a trouble, a relationship, and two free aspects. Start with the high concept and go from there.
Your high concept is a broad description of the character, covering the vital bits. It’s how you would open your pitch for the character when telling a friend about them.
Next is your character’s trouble—something that makes your character’s life more complicated. It could be a personal weakness, family entanglements, or other obligations. Pick something you’ll enjoy roleplaying!
Your relationship describes a connection with another PC. They may already know one another, or have just met. Good relationship aspects should introduce or hint at conflict, or at least an imbalance that gives the relationship a little momentum. This doesn’t mean they are openly antagonistic, but they shouldn’t be all roses either. If you wish, you can wait to write down relationship aspects until everyone has more or less completed their characters.
You can make your character’s last two aspects anything you want—there are no restrictions beyond the obligation to fit the setting. Choose anything which you think will make your character more interesting, more fun to play, or better connected to the world they occupy.
First you create aspects. Aspects are short phrases that describe who your character is and what's important to them. They can relate to your characters physical or mental qualities, history, beliefs, training, relationships, or even particularly important equipment.
The first thing to know about them is aspects are true. In other words, how you define your character is real and true in the story you’re telling. If you write down that your character is a Precog Sniper, then they are a precog sniper. You’ve told everyone that your character sees the future and is a crack shot with a rifle.
You’ll also use aspects in play to change the story. They give you permission to improve your dice rolls and establish facts about the world. Lastly, aspects can earn you fate points if they create complications for your character—so to make the most versatile aspects, you should aim for ones that are double-edged, working both for you and against you.
To begin, you’ll give your character five aspects: a high concept, a trouble, a relationship, and two free aspects. Start with the high concept and go from there.
Your high concept is a broad description of the character, covering the vital bits. It’s how you would open your pitch for the character when telling a friend about them.
Next is your character’s trouble—something that makes your character’s life more complicated. It could be a personal weakness, family entanglements, or other obligations. Pick something you’ll enjoy roleplaying!
Your relationship describes a connection with another PC. They may already know one another, or have just met. Good relationship aspects should introduce or hint at conflict, or at least an imbalance that gives the relationship a little momentum. This doesn’t mean they are openly antagonistic, but they shouldn’t be all roses either. If you wish, you can wait to write down relationship aspects until everyone has more or less completed their characters.
You can make your character’s last two aspects anything you want—there are no restrictions beyond the obligation to fit the setting. Choose anything which you think will make your character more interesting, more fun to play, or better connected to the world they occupy.
Jul 24, 2022 10:35 am
Next comes Skills.
While aspects define who your character is, skills show what they can do. Each skill describes a broad activity your character might have learned through study and practice or simply have an innate talent for. A character with Burglary is capable, to some degree, at all manner of crime relating to the fine art of burgling—casing a joint, bypassing security, pick-pocketing, and lock-picking.
Each skill has a rating. The higher the rating, the better the character is at the skill. As a whole, your character’s skills will show you what actions they are built for, which ones they’ll get by on, and which aren’t their forte. Use the guidelines provided on the game info page to select your skill ratiings.
While aspects define who your character is, skills show what they can do. Each skill describes a broad activity your character might have learned through study and practice or simply have an innate talent for. A character with Burglary is capable, to some degree, at all manner of crime relating to the fine art of burgling—casing a joint, bypassing security, pick-pocketing, and lock-picking.
Each skill has a rating. The higher the rating, the better the character is at the skill. As a whole, your character’s skills will show you what actions they are built for, which ones they’ll get by on, and which aren’t their forte. Use the guidelines provided on the game info page to select your skill ratiings.
Jul 24, 2022 10:40 am
Then comes Refresh. Your refresh is the minimum number of fate points your character begins with at the start of each session. Your character begins with a refresh of 6. Each session, you start with fate points at least equal to your refresh. Be sure to keep track of the fate points you have left at the end of each session of play—if you have more fate points than your refresh, you’ll start the next session with the fate points you ended this session with. Because this is pbp and not gaming irl, I'll set refresh points throughout the game, usually after three or four encounters.
Jul 24, 2022 10:46 am
After that is Stunts. While every character has access to all the skills—even if they are Mediocre (+0) at most of them—your character has some unique stunts. Stunts are the cool techniques, tricks, or bits of equipment that make your character unique and interesting. Where skills are about a character’s broad competencies, stunts are about specific areas of excellence; most of them give you a bonus in particular circumstances or let you do something that other characters simply can’t.
Your character begins with five free stunt slots. You don’t have to define them all right away, and may fill them in as you play. You may purchase more stunts by spending 1 refresh each, to a minimum of 1 refresh.
Your character begins with five free stunt slots. You don’t have to define them all right away, and may fill them in as you play. You may purchase more stunts by spending 1 refresh each, to a minimum of 1 refresh.
Jul 24, 2022 10:56 am
Stress and consequences are how your character withstands the mental and physical toll of their adventures. Characters have at least four one-point boxes for physical stress and at least four one-point boxes for mental stress. They also get one slot each for mild, moderate, and severe consequences. Your rating in Physique affects how many total physical stress boxes you have. Will does the same for your mental stress.
Jul 24, 2022 10:57 am
Finally give your character a name and description, and discuss their history with the other players. If you haven’t written down a relationship aspect yet, do so now.
Jul 24, 2022 10:58 am
A little later I'll create a character and make it public so you have an example of what a Fate character looks like.
Jul 24, 2022 12:09 pm
Started a character that you should be able to view by clicking on Tordek Gotreksson on the Game Info page. So far I only have his Aspects and Skills done, but that will give you a good idea of what those look like. Also please note I didn't give him a relationship aspect because we don't have characters done yet. Perhaps one or more of you will come to know this Deathwatch Battle Brother as we create characters.
Jul 24, 2022 12:29 pm
Does Tordek have a massive red mohawk and a nose ring with a chain to an ear ring?
Jul 24, 2022 6:29 pm
So is Tordek going to be with us on missions? As I mentioned, a spess mehreen kind of stands out so I'm wondering how much of this game is a shoot 'm up, and how much is about grimdark covert investigation and all that.
Jul 24, 2022 9:13 pm
No, Tordek is an example of character creation. I suppose if you called for major backup it might be him leading a Deathwatch Kill Team.
This game will be as much shoot ‘em up and/or investigation you guys want. I’m going to present situations and problems, you all deal with them how you choose. :-)
This game will be as much shoot ‘em up and/or investigation you guys want. I’m going to present situations and problems, you all deal with them how you choose. :-)
Jul 24, 2022 9:55 pm
Ok so, do I make up this character? Their weapons, abilities, armor, skills, etc? No templates? Sorry I'm a bit lost...
Jul 24, 2022 10:05 pm
@Darpavien yes, you make up the character. There is a skill list, and stunts to choose from if you don’t want to create your own. But you can play anything that works in the setting. I know this puts you on the back foot because you’re not familiar with Warhammer 40K. What kind of character do you want to play? Think of something that works in a dark Sci-Fi setting and we’ll help you figure it out. Please note that I want you to play a human.
Jul 24, 2022 10:20 pm
I don't know if I'd say that, but I want you to feel like you can come up with something that we can then fit into the setting. And remember that you work for (or with) one of the most powerful authorities in the Empire. Why do you work for him? What did you do before coming into the Inquisitor's service? What circumstances lead to him choosing you as an Acolyte?
Jul 24, 2022 10:24 pm
Got it. I think that helps. I was working with the fact of it being structured with templates and certain things I needed to know about each class etc... I'll re read you character descriptions, creation stuff and put something together for review.
Jul 24, 2022 10:24 pm
The Inquisitor's name is Lazarus Killain. I'll come up with some more details for him soon.
Jul 24, 2022 11:40 pm
Inquisitor Killain is young for his position, having only held it for a little more than three decades now. You know he was formally an Acolyte to another Inquisitor, and they had some sort of falling out. Unlike many of his peers, he often deals with his Acolytes and agents in person, or at least personally, rather than through intermediaries or even dead drops. He often sends you on missions dealing with Xenos influence, seeming to put him firmly in the Ordo Xenos camp of the Inquisition.
Jul 25, 2022 7:56 am
Xohgr and I chatted, I'll play a psyker, and he'll likely play an Adeptus Mechanicus character.
Jul 25, 2022 11:39 am
Cool. So in order to play a Psyker your High Concept Aspect will have to indicate that you are one. Then you'll need to take the Psyker skill and some stunts that represent your powers. Has everybody had a chance to look through the Fate Condensed pdf on my Drive?
Jul 25, 2022 12:36 pm
Hey all, one thing I noticed about the character sheet here on GP is you can't add more stress boxes past 4. Tordek actually has 7 physical and 7 mental stress boxes, so I just made a note of that in the extras section. I imagine some of you may have to do the same.
Jul 25, 2022 1:56 pm
Finished Tordek's stunts. You will note he has ten of them. The first five were free, and I used them to represent the genetic modifications a Space Marine has. The next five each cost him 1 point of Refresh, bringing his refresh down from 6 (your starting point) to 1. This affects the number of Fate Points he starts each session with. This means it behooves him to let the Gamemaster compel his aspects more often, so he has more Fate Points to spend.
Jul 26, 2022 3:21 pm
So I have a few ideas for characters and I could some advice on which would be the best fit for the game.
- A retired commissar who gained settlement rights on a conquered world before his home was destroyed in a xenos invasion.
- An Ogryn/Bullgryn Bone'ead either as a heavy with a ripper or as a tank with a shield and grenade gauntlet.
- A bounty hunter who grew up on a world which survived a chaos invasion (maybe he is a redeemed aspirant?)
After choosing which one to go with I may need a little help adapting it to the system but it doesn't look too complicated from what I've read of it so far.
- A retired commissar who gained settlement rights on a conquered world before his home was destroyed in a xenos invasion.
- An Ogryn/Bullgryn Bone'ead either as a heavy with a ripper or as a tank with a shield and grenade gauntlet.
- A bounty hunter who grew up on a world which survived a chaos invasion (maybe he is a redeemed aspirant?)
After choosing which one to go with I may need a little help adapting it to the system but it doesn't look too complicated from what I've read of it so far.
Jul 26, 2022 3:49 pm
The Commissar sounds really cool to me. :)
Only the ogryn would probably be not the best match for a more stealthy mission. And anything outside of combat, really.
Only the ogryn would probably be not the best match for a more stealthy mission. And anything outside of combat, really.
Jul 26, 2022 5:10 pm
The commissar and the bounty hunter sound like they have more interesting backstories.
Jul 26, 2022 10:41 pm
Officio Assassinorum
Adeptus Mechanicus,
Are the two I am thinking of choosing from. Any thoughts
Adeptus Mechanicus,
Are the two I am thinking of choosing from. Any thoughts
Jul 26, 2022 10:50 pm
I think @XohgrTHEOgre is also thinking of an Adeptus Mechanicus character. There can of course be two, if that's what you want to play.
Jul 27, 2022 9:45 am
And I'll go with the Commissar. I think he is the most potentially interesting and probably the best fit character out of my ideas. I'll start working on the character sheet and post any questions here if I get stuck.
Jul 27, 2022 10:25 am
I’m considering one of three character concepts:I’m leaning towards either 1 or 3, but am open to thoughts or suggestions.
[ +- ] Character Concept 1: Adeptus Ministorum
This priest was the son of a cultist of Chaos, who fled his father’s heresy and reported it years ago to the Imperium, turning on his people for the sake of the empire.
For doing so, he was rewarded with an apprenticeship with the priests that eventually converted into his own priesthood, though his entire planet was purged due to his act. He has some dark regrets that he has buried deep into his soul.
For doing so, he was rewarded with an apprenticeship with the priests that eventually converted into his own priesthood, though his entire planet was purged due to his act. He has some dark regrets that he has buried deep into his soul.
[ +- ] Character Concept 2: Scum
This character would have been a smuggler in a past life. He was caught, and now uses his smuggling knowledge and connections to the benefit of the Inquisition. He has two more of these runs to claim his freedom, and that freedom is oh, so important to him.
[ +- ] Character Concept 3: Adeptus Administratum
This concept revolves around a member of the Logis Strategos, posing as a member of the Officio Medicae.
This individual is an expert in public health and wellness, and uses this to get into the homes and/or various office buildings needed by this group in order to gain access to files and knowledge needed by the Inquisition.
His true intent, though (and this would even be hidden to his colleagues), is to seek out methods to root out and destroy influences of corruption of the Chaos.
This individual is an expert in public health and wellness, and uses this to get into the homes and/or various office buildings needed by this group in order to gain access to files and knowledge needed by the Inquisition.
His true intent, though (and this would even be hidden to his colleagues), is to seek out methods to root out and destroy influences of corruption of the Chaos.
Jul 27, 2022 2:45 pm
Hey all, remember stunts are worth 3 shifts each in this game, so any stunt you would build that gives you a +2 bonus will give you a +3 instead.
Jul 27, 2022 5:29 pm
So if I've got this right, so far we have a Psyker, a Tech-Priest, and Assassin, and a retired Imperial Guard Commissar. Is that correct?
Jul 27, 2022 6:15 pm
@Khulod Try going to the character library and setting the filter for Fate Core.
Jul 27, 2022 6:17 pm
@Khulod Or try clicking here.
Jul 27, 2022 6:34 pm
(Pending Xohgr's approval):
My character was a Primaris Psyker linked to the Imperial Guard who fought an enormous war on a daemon-infested planet. During the conflict my character was horrendously injured, but he was saved by the Magos (Xohgr's character) through invasive cybernetic reconstruction so he might be used in the final conflict. All was in vain and the planet was lost. The Inquisition pulled out the assets worth saving (including the Magos and Primaris Psyker) before unleasing Exterminatus to cover up the Imperium's failing. In order to keep the secret, our two characters remained with the Inquisition.
My character was a Primaris Psyker linked to the Imperial Guard who fought an enormous war on a daemon-infested planet. During the conflict my character was horrendously injured, but he was saved by the Magos (Xohgr's character) through invasive cybernetic reconstruction so he might be used in the final conflict. All was in vain and the planet was lost. The Inquisition pulled out the assets worth saving (including the Magos and Primaris Psyker) before unleasing Exterminatus to cover up the Imperium's failing. In order to keep the secret, our two characters remained with the Inquisition.
Jul 27, 2022 6:37 pm
Shall we say Inquisitor Killain was the one that saved you? Perhaps despite the urgings of other Inquisitors?
Jul 27, 2022 7:12 pm
Maybe Killain was the only Inquisitor at the engagement. Other Inquisitors may later have bickered at how he handled the situation, sure.
Jul 27, 2022 7:16 pm
Then I'd like to change the reason for Exterminatus to Killain deciding the world was beyond saving. Whether or not he was right can be the subject of debate.
Jul 27, 2022 7:20 pm
Just throwing ideas: I believe Xohgr wants to play a Magos Ordinatus. If there was an Ordinatus weapon on the surface and abandoned to destruction, Killain definitely would have received flak from the Adeptus Mechanicus. Xohgr's character may also be ostracized as a result.
Jul 27, 2022 7:25 pm
That sounds fun. Btw, Killain will not be accompanying you on the missions he sends you on. He sends you all somewhere when he needs a problem tended to but can't give it his full attention.
Jul 27, 2022 7:29 pm
Of course. Just throwing out ideas how our characters might have been recruited and the aftermath it might cause for our individuals characters. Xohgr has to like this too of course. I'll wait for him to weigh in.
Jul 27, 2022 9:02 pm
My thought for the commissar was that during a xenos invasion of his settled planet he becomes a prominent leader in the local militia, helping to defend it with the inquisitors help. They could also have crossed paths during his active service if that works better?
Jul 27, 2022 10:59 pm
How does this backstory sound to you, DM?
[ +- ] Antonius Orastant: Feared Spymaster of the Unknowable Double-Helix
Inquisitor Killain had heard of the exploits and actions of this incognito agent of the Logis Strategos, who doubles as an agent of the Officio Medicae. He heard that this person was working on a plague on a pandemic scale on this particular planet, and he discovered some strange political factions in the local governments on that planet channeling Chaos into their planet in order to exert control over the populace, and in so doing, their power plays affected the tithes sent back to the Imperium.
This fabled agent, somehow, managed to weaponize the plague, and used "strategic placement" of the virus to bring the populace against the magistrates of the local government to the whims of the populace. Though there is no paper trail other than the redacted espionage reports in the Adeptus Administratum, this agent was somehow not only able to bring the local government under tighter control, but he was able to do that in a way that, in the micro level, it seemed as though it was a natural occurrence, rather than an orchestrated series of events.
There were about 500 different Officio Medicae agents on that particular planetary system at that time, helping curb the pandemic, Killain was not able to ascertain who that agent was, until days after receiving his inquisition assignment, an unaddressed message came to him from an agent of the Officio Medicae, an Antonius Orastant of the Order of the Unknowable Double-Helix, asking if he could be assigned under this inquisitor's squad for strategic use.
This fabled agent, somehow, managed to weaponize the plague, and used "strategic placement" of the virus to bring the populace against the magistrates of the local government to the whims of the populace. Though there is no paper trail other than the redacted espionage reports in the Adeptus Administratum, this agent was somehow not only able to bring the local government under tighter control, but he was able to do that in a way that, in the micro level, it seemed as though it was a natural occurrence, rather than an orchestrated series of events.
There were about 500 different Officio Medicae agents on that particular planetary system at that time, helping curb the pandemic, Killain was not able to ascertain who that agent was, until days after receiving his inquisition assignment, an unaddressed message came to him from an agent of the Officio Medicae, an Antonius Orastant of the Order of the Unknowable Double-Helix, asking if he could be assigned under this inquisitor's squad for strategic use.
Jul 28, 2022 12:26 am
I am drained from work. My brain is fried. Sorry for leaving you all hanging. As was said, I am leaning toward Magos Dominus. I will try to be more involved after I recover.
Jul 28, 2022 9:56 am
So I have been working on my stunts and I have come up with these. How do they look?Any feedback is appreciated. For anyone else who is new to the system, I have been using this resource for inspiration: http://evilhat.wikidot.com/fate-core-stunts
[ +- ] Destroyer of Abominations
You hit harder when your enemy is something blasphemous. You gain +2 to attacks with Fight against creatures that are unusually offensive to your faith.
[ +- ] Aura of Discipline
You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. +2 to Provoke when using it to frighten someone under your authority.
[ +- ] Commissar’s Word
+2 to Rapport when dealing with members of the Imperial military.
[ +- ] Fearless
+2 to defend against Provoke attacks specifically related to intimidation and fear.
[ +- ] Threat of Execution
Once per game session, an ally can ignore the effects of a fear or despair by making them fear the Commissar's Bolt Pistol more than the source of terror.
Jul 28, 2022 10:00 am
Can you make Destroyer of Abominations more specific? The way it’s worded now you’d be using it in almost every conflict. Maybe make it specific to Daemons or Xenos.
Jul 28, 2022 10:05 am
Whoops, I forgot. Stunts in this game are worth three shifts, not two. So all your +2s should be changed to +3.
Jul 28, 2022 10:49 am
Ok, I probably jacked this all up. But take a look at my character to see what I should change please.
Jul 28, 2022 6:24 pm
Go to the "Game Details" page at the bottom of this page.
On that page, you should be able to submit a character using the dropdown and "Submit" button.
On that page, you should be able to submit a character using the dropdown and "Submit" button.
Jul 28, 2022 6:54 pm
I'm a bit stuck on my 2 free character aspects and I think I am a bit hung up on the broad Ness of the character concept aspect. For example, I think a Commissar would implicitly have to be brave, merciless, zealous, inspiring otherwise he wouldn't have graduated. Ou would assume he also has military knowledge and knows ow to fight. So am I right in thinking I wouldn't need any other aspects to cover these?
Jul 28, 2022 8:10 pm
@Sgt.Banter yes, if his high concept includes the words "Imperial Guard Commissar" a lot of what you just mentioned is covered. What kind of Commissar was he? Throw an adjective or two in front of the nouns to give us something to play off of, something that tells me how we can Compel the Aspect to earn you Fate points.
Jul 28, 2022 8:45 pm
If you all can't figure out all of your aspects before we start that's fine. You really just need your High Concept and Trouble. You'll just have less to invoke and I'll have less to compel out of the gate. You can figure out the other aspects as we go and you get settled into your characters.
Jul 28, 2022 10:19 pm
Looking at stunts now. How will psionics work? Do I need stunts to be able to attack with it for example?
Jul 28, 2022 10:45 pm
You can use the Psyker skill as a substitute for other skills like Shoot to represent psychic blasts. If you want to be able to do something that couldn't be replicated by someone else using a skill and gear, you need to create a stunt.
Jul 29, 2022 1:34 am
I want to pop out what I am working on for everyones perusal. Maybe get some input so I can improve.
Character name. Valsarius Malge, Magos Dominus of the Asynchronous Cloister.
High Concept Devoted tech-priest of the Omnissiah
Aspect: Converse with machine spirits.
Aspect: More arms makes less work.
Aspect: Not your average sawbones
Relationsship: Patched up a space marine.
can use some suggestions.
As for working with the Inquisitor. Fear is a powerful motivator or "It is the will of the Omnissiah" are both reasonable.
Character name. Valsarius Malge, Magos Dominus of the Asynchronous Cloister.
High Concept Devoted tech-priest of the Omnissiah
Aspect: Converse with machine spirits.
Aspect: More arms makes less work.
Aspect: Not your average sawbones
Relationsship: Patched up a space marine.
can use some suggestions.
As for working with the Inquisitor. Fear is a powerful motivator or "It is the will of the Omnissiah" are both reasonable.
Last edited July 29, 2022 1:37 am
Jul 29, 2022 1:37 am
You need a Trouble aspect, and your relationship aspect should involve one of the other PCs.
I really like More Arms Make Less Work.
I really like More Arms Make Less Work.
Jul 29, 2022 1:45 am
Thank you.
My connection was with Khulod. I wrote space marine cause I brain farted I meant
Patched up a Psyker.
The primaris part of his background made me default on Primaris marines. My bad.
Trouble: My faith is a shield and that shield is broken?
I am looking for something that might represent a crisis of faith like He Believes in the omnissiah but there is a thread of doubt that seeps into his being that makes him question if his faith is real.
My connection was with Khulod. I wrote space marine cause I brain farted I meant
Patched up a Psyker.
The primaris part of his background made me default on Primaris marines. My bad.
Trouble: My faith is a shield and that shield is broken?
I am looking for something that might represent a crisis of faith like He Believes in the omnissiah but there is a thread of doubt that seeps into his being that makes him question if his faith is real.
Jul 29, 2022 8:21 am
Ok so I have written a bit of a biography and description of the commissar so hopefully from this you can help me come up with the aspects.Obviously these details are open to change if something else fits better, e.g. the invaders could easily be chaos or another xenos etc.So far I have that his High Concept is 'Former Imperial Commissar' and for his Trouble I thought he could be haunted by/sees visions of his deceased wife who perhaps acts as a sort of conscience to him. Not sure if that works. I think the commissar would have joined the inquisitors retinue rather than been requisitioned so perhaps his Relationship could be to another PC who is also on the staff? Again not sure, and the same for the last 2 free aspects.
[ +- ] Biography
Augustine Henriques Rodolfo de Gäel was born into wealthy family on Vitera Epsilon, the only child of an officer in the Imperial Guard. He was orphaned at a young age after his father was killed in action, leading him to be taken in by the Schola Progenium and to began his training with the Commissariat. Upon coming of age and beginning his active service, he served as a cadet in the 74th Praxian Fire Corps under Commissar Bradyn. After being promoted and serving with Praxian 'Void dogs' for 9 years, he joined 17th Hestian Phalanx aka 'Adamantine Chimeras' under Colonel Zyphos and served with them for 16 years.
After distinguishing themselves conquering Nymora, the unit was awarded with the Right of Settlement on the planet. Augustine retired and took up a position in the new government, living comfortably in the planetary capital and eventually getting married and having children. He lived peacefully for over 20 years living a comfortable life and enjoying watching his children grow up and leave the planet to launch lives of their own.
His peaceful life was shattered when a Drukhari Kabal raiding fleet descended on Nymora and began slaughtering or enslaving the populace and looting anything of value. Augustine immediately came out of retirement and joined the PDF, leading a counter offensive against the pirates. His wife was killed by a bombardment on the capital, news of death affecting him deeply and causing him to take the fight to enemy with near suicidal zeal. It was during this time, that he also met Inquisitor Killain tasked with disrupting the enemy's activities in a major operation to stop the chaos they had wrought in the sector. It was at this point he joined with the inquisitor, seeking purpose after his retirement was abrupted terminated.
After distinguishing themselves conquering Nymora, the unit was awarded with the Right of Settlement on the planet. Augustine retired and took up a position in the new government, living comfortably in the planetary capital and eventually getting married and having children. He lived peacefully for over 20 years living a comfortable life and enjoying watching his children grow up and leave the planet to launch lives of their own.
His peaceful life was shattered when a Drukhari Kabal raiding fleet descended on Nymora and began slaughtering or enslaving the populace and looting anything of value. Augustine immediately came out of retirement and joined the PDF, leading a counter offensive against the pirates. His wife was killed by a bombardment on the capital, news of death affecting him deeply and causing him to take the fight to enemy with near suicidal zeal. It was during this time, that he also met Inquisitor Killain tasked with disrupting the enemy's activities in a major operation to stop the chaos they had wrought in the sector. It was at this point he joined with the inquisitor, seeking purpose after his retirement was abrupted terminated.
[ +- ] Description
He is a tall and well built man, with dark, greying hair cropped short and a thick moustache. He has a long thin nose and high cheek bones giving him a somewhat noble appearance as well as speaking in a manner which reveals his privileged background. As a soldier used to leading from the front lines, he is covered in small scars across his face and body but he wears them gracefully.
He is very stern, which along with his stoicism, gives the impression to those who don't know him as someone cold and humourless, reinforcing a commissar's natural authority. Despite he serious demeanour, he is sociable, regularly talking with his men, sometimes even joking with them, leading him very well respected as well as feared. His upbringing means he is proud, principled and well educated and he has a taste for the finer things in life.
He wears a black undercoat, black combat pants, and combat boots which are covered by the dull-bronze coloured breastplate, gauntlets, and leg armour of the 17th Hestian Phalanx. Making his status as a Commissar plain for all to see, he wears a black great coat with gold and red epaulets, and a peaked officer's cap bearing a winged skull motif. He is equipped with a bolt pistol, a power sword, and an intricately patterned Hestian shortsword.
He is very stern, which along with his stoicism, gives the impression to those who don't know him as someone cold and humourless, reinforcing a commissar's natural authority. Despite he serious demeanour, he is sociable, regularly talking with his men, sometimes even joking with them, leading him very well respected as well as feared. His upbringing means he is proud, principled and well educated and he has a taste for the finer things in life.
He wears a black undercoat, black combat pants, and combat boots which are covered by the dull-bronze coloured breastplate, gauntlets, and leg armour of the 17th Hestian Phalanx. Making his status as a Commissar plain for all to see, he wears a black great coat with gold and red epaulets, and a peaked officer's cap bearing a winged skull motif. He is equipped with a bolt pistol, a power sword, and an intricately patterned Hestian shortsword.
Jul 29, 2022 10:21 am
A good Trouble might simply be Haunted By Visions Of His Dead Wife. That's certainly something I can compel to give you Fate points. If need be, the other aspects can wait and you can figure them out during gameplay. Although Served With The Adamantine Chimeras might be a good one as well.
Jul 29, 2022 12:48 pm
I have a question for you all, as some of you are more familiar with the setting than I am. What kind of communication is used to cross interstellar distances? Only astropaths? Or is there technology that can be used.
Jul 29, 2022 11:11 pm
Hi all, so some stunts talk about one use per session. And your Fate Points Refresh every session. Obviously that doesn't work here in pbp land. So a session will be three or at the most four scenes. I want to keep those Fate Points coming so you keep spending them. :-)
Jul 30, 2022 6:22 pm
Ok, so if I'm a telekenetic, and I want to be able to do Telekenetic stuff, do I need a seperate stunt for each? Attacking, defending, utility? How would I word those?
Jul 30, 2022 8:33 pm
You can do telekenetic stuff just by using the Psyker skill, same as a character could lift something heavy with Physique. You don't need to come up with stunts to represent that. If you want to get a bonus to Psyker under certain circumstances, or do something that breaks the rules, you need to write a stunt for that. Here's an example. A wizard I played in a Fate game had access to magic through his aspects and a Magic Discipline. He could use the Shoot skill to attack with lightning. According to the rules you can only directly attack one target at a time. I wrote him a stunt that stated once per session he could use Shoot to attack everyone in his zone at once with lightning.
Jul 30, 2022 8:44 pm
Yes. Something like because I am a Psyker I can use the Psyker skill instead of Shoot when I attack.
Jul 30, 2022 8:53 pm
Alright! And what about telapathy, how can I work that in? Reading minds, sensing people around me, turning the unwilling into flesh-puppets at my command?
Jul 31, 2022 11:21 pm
@Khulod I've been thinking about your question, and I'm not sure I have the answer. I think for telepathy again I'll let you do things using the Psyker skill. Targets of attacks will resist you with their will.
Aug 2, 2022 3:35 pm
Hey all, I know the character creation process here has been involved. Just checking in to see that everyone's still on board. Now that you've all gotten at least a beginning idea of your characters, I'll go ahead and start posting the game thread tomorrow so we can get rolling. You do not have to have your character finished by then. Just a name on a character sheet is enough so we can start playing.
Aug 2, 2022 3:52 pm
I'm ready to rock and roll. Cheers for all your help with the character creation process. Can't wait to get started!
Aug 3, 2022 10:34 am
New game thread posted here.
Aug 3, 2022 2:41 pm
JoshuaMabry says:
Take a moment to describe yourselves to each other. Also, a couple of you have worked out past relationships. Have the rest of you worked together before, or will this be your first mission as a group?Aug 3, 2022 3:54 pm
@Khulod I think Master of the Tarot needs to be limited to once per session. The rest of your stunts look good.
Aug 5, 2022 1:24 am
I am still here. Spent the last couple days hunting a wolf through a near by town.....like a legit Arctic wolf. This is not a common occurrence where I live. I am writing my IC post. My character creation is kind of behind.
Aug 5, 2022 2:45 am
Mine is, too.
I really have to dig into this system: it’s more foreign than I thought it would be.
I really have to dig into this system: it’s more foreign than I thought it would be.
Aug 5, 2022 8:00 am
Yeah this system is quite alien to me too, especially with all of your equipment abstracted away but I like the idea. I think the aspects and stunts are the hardest to wrap your head around. Without playing the system I've found it hard to envisage how they're used, but my understanding is that you use them to get bonuses to rolls in game. I didn't finish all of my aspects but @JoshuaMabry said we could just fill them in as we go.
There are also compendiums online for aspects and stunts which are worth looking at for inspiration. I thought that the SRD was really good and easy to understand if you haven't read it already. I can see that once you get used to the system that character creation would be pretty simple.
There are also compendiums online for aspects and stunts which are worth looking at for inspiration. I thought that the SRD was really good and easy to understand if you haven't read it already. I can see that once you get used to the system that character creation would be pretty simple.
Aug 9, 2022 2:35 pm
@JoshuaMabry I was just thinking given Augustine's wealthy background, should his remaining free aspect be something along the lines of "Noble Beginnings" or something like that to reflect the knowledge he would have of nobility? On a broad scale, I feel like he would understand how noble houses operate, politics, general customs etc.
Aug 26, 2022 3:55 pm
[ +- ] Severian
Last edited August 29, 2022 7:17 pm
Aug 26, 2022 3:59 pm
I think Severian's relationship aspects might be with either:
The Psyker - a shared interest and involvement with the Emoperor's Tarot, or
The Commissar - Some shared noble blood? Or
The Inquisitor - Perhaps Killian was the Ordo Malleus Inquisitor investigating chaos-plague worlds?
The Psyker - a shared interest and involvement with the Emoperor's Tarot, or
The Commissar - Some shared noble blood? Or
The Inquisitor - Perhaps Killian was the Ordo Malleus Inquisitor investigating chaos-plague worlds?
Last edited August 26, 2022 4:05 pm
Aug 26, 2022 4:04 pm
Inquisitor Killain seems to be in the Ordo Xenos camp. Although he hasn't stated that for the record.
Aug 31, 2022 10:12 am
JoshuaMabry says:
@therecusant,@Blackheart How are you all doing with your characters?OOC:
So, I have yet to:1. Confirm relationship - I've proposed two, one with the Psyker, the other with the Commissar
2. Add two further Free Aspects (I was waiting to see if there was some synergy to be had from creating aspects based on the relationship)
3. Devise stunts, although I understood from the rules that these could emerge from play
How do you think it would be best to proceed?
Last edited August 31, 2022 10:13 am
Aug 31, 2022 10:14 am
@therecusant All of these can emerge from play. Have you read the game thread yet?
Aug 31, 2022 10:16 am
JoshuaMabry says:
@therecusant All of these can emerge from play. Have you read the game thread yet?OOC:
To be honest, no. But I will do so today :-)Aug 31, 2022 10:23 am
@therecusant Thanks. I think you've got enough of your character built to get started, and I'd like to get the game moving again.
Aug 31, 2022 10:38 am
@therecusant I am happy to share a relationship with Severian. In his backstory, Augustine's family are also minor nobles and his father served as an officer in the imperial guard. It could be that he and Severian are cousins and depending on how cordial we want their pre-existing relationship it could either be that we are directly blood relatives or it could be that Augustine is related to your siblings via their mother but not to you, meaning we are not blood relatives and perhaps that creates a bit of tension?
Aug 31, 2022 11:02 am
Sgt.Banter says:
@therecusant I am happy to share a relationship with Severian. In his backstory, Augustine's family are also minor nobles and his father served as an officer in the imperial guard. It could be that he and Severian are cousins and depending on how cordial we want their pre-existing relationship it could either be that we are directly blood relatives or it could be that Augustine is related to your siblings via their mother but not to you, meaning we are not blood relatives and perhaps that creates a bit of tension?Aug 31, 2022 2:34 pm
therecusant says:
This is really good! So, Severian is cousin to Augustine (fathers were brothers, same grandfather, different grandmother, since Severian was a bastard son). We would both be de Gäel's in that case. Maybe we went to the same Schola Progenium, perhaps one an extended family member has some interest in? Augustine followed a military career and Severian joined the Officio Medicae. Maybe Severian always always harboured some resentment about Augustine's legitamacy but still the pair bonded. Is it pure coincidence that we both end up working for Inquisitor Killian or is there something else in play? Or perhaps, Severian, as apprentice to Killian, recommend his cousin after the Drukhari raid that shattered his life?I like this idea of us getting on but having an underlying animosity in the background. Augustine would respect you regardless for you abilities but he is very prideful and would likely view a bastard child as a mark of 'dishonour' on the family name and he probably had a poor relationship with your Father because of his infidelity. Not sure about the last point at this stage, but I think it would be more interesting if it wasn't coincidence.
Last edited August 31, 2022 2:35 pm