Dr. Nibbles
Supernova
- Joined
- Oct 20, 2011
- Location
- Your Pants
The year is M41.914. It is the darkest of ages for the Imperium of Man. The taint of the Chaos Gods has remained ever strong in its growing campaign to engulf and enslave the mortal souls of humanity. It has taken every route possible to sew the seeds of treachery into the Imperium, the tragedy of the Gelmiro System, is such one attempt.
The Gelmiro star system, one of the biggest planetary Systems in the Calixis sector lies just inside of its borders. Composed of three earth planets and three terraformed moons, it acted as a trade center for the entire Calixis sector and even some neighboring Sectors. Gelmiro Prime: the capital planet of the system. It is a massive, buzzing hive world that governs all of Gelmiro with pure and holy intentions. So pure that it's only moon, Hope, is a dedicated shrine to the Emperor and his greatest heroes. Jericho's Reach; named after the famous Space Sector, is a dark and desert world that was terraformed by the cultists of the Adeptus Mechanicus, dedicated workers, engineers and scientists of the Machine-god. Jericho's Reach and its two moons became a vast Forge World under the command of Omniprophet Kalta Magnus designing weapons, vehicles and all aspects of technology for Gelmiro and all of Calixis. Lastly, A'suka, a peaceful Agricultural World, untouched by corruption and crime.
But alas, all great things must end. 100 years ago the vicious warp storm, Clarion, tore through material space and engulfed the entire Gelmiro System on the brim of the Calixis Sector. Its people were innocent and undeserving, but they were not fully pure. As Gelmiro's citizens remained trapped from the Imperium for 50 years they began to bind their own laws and in some cases denounce their God-Emperor for a higher power. Jericho's reach became Hell's Reach, a fiery maelstrom of cults and renegades. Gelmiro Prime was reduced to all but its largest city sector, Crisis, as it was newly dubbed. All that wasn't destroyed was a constant war zone between mutants, heretics and traitors. This ruinous wasteland is now simply: The Fray. The system had become lawless and descended into war and anarchy, and by the time the storm had cleared, all that remained was the husk of a once great civilization.
On the outskirts of the Calixis Sector, Xenos, Renegades and rouges took advantage of this system's disposition and made it a hub for illegal and heretical activities in the Calixis sector. It was not before long that the primary races of the Xenos would find home in Gelmiro. The Eldar Corsairs; pirates and deviants of their noble race have segregated to become a nomadic warlike legion of terror. They plunder and destroy all they encounter, surrendering prisoners to the insidious scientist Homunculi of their patron kabal. The Tau; a race that desires expansion of knowledge, technology and territory to their glorious and young empire. Their burst of knowledge fueled, as well, by a warp storm, the Tau find themselves akin to the people of Gelmiro. Though the Tau normally makes enemies of the Imperium they find sympathy in these humans, and wish to free them from their crippling and ignorant government that has so carelessly forgotten so many of its own.
These two races, however, with goals much different than one another made instant Enemies. Clashing above the world beneath for absolute control. Years of war passed, gathering the attention of the Adeptus Soritias, or the Sisters of Battle. The battle lasted a decade, but finally, by a landslide, the Eldar flagship The Basilisk, was downed, crashing into the Fray of Gelmiro Prime. The Tau fled to A'suka, promising its people protection if they were to harbor their fleet on this world. So the pact of Aliens and Humans began. But far more sinister things than just anthro-xeno alliances lurk in Gelmiro.
Years after the wars, constant struggle and desolation ravaged these poor people. They're only hope against the lawless nature of their own undoing, is the merciless dedication of the Bounty Hunters. Several groups and warbands of neutral mercenaries formed, but none more infamous and deadly than the Restless Knights. Formed by a scorned Arbiter, this ramshackle tavern on A’suka is little more than a front for dealing out bounties to willing mercenaries.
You are one such of these individuals, a resident of A'suka and a frequenter of the Restless Knights tavern. You live your daily life carelessly accepting freelance orders, regardless of their source, for a pay check. As the sun rises on yet another A'sukian day, you will awake unknowing of the vast and perilous journey that lies ahead.
All classes in Realm of the Forgotten (RotF) from the Dark Heresy, Rouge Trader or Deathwatch Books (and any supplements) are available for use with minor tweaks and GM discretion. In addition any Alien Races may be played using any home made system as long as it is overviewed and Okayed with the GM ahead of time. All Dark Heresy Characters must have a legitimate back story as to why the have gone rouge.
Divinations are no longer a requirement, neither is Chapter Demeanor. You are allowed to be atheist in this Campaign if you so wish but you do not gain a divination. In addition a -1 Imperium Reputation point should be added to the character sheet. In return for not being an imperial cultist, the player gains +1 reputation for any faction other than Imperium. These factions include; Eldar Corsairs, Tau Empire; Bounty Hunters; Chaos and Renegades. This bonus must be taken into account when creating character back story.
Reputation is a new system specifically for this Campaign, as there are many paths that can be taken to assure that there is a balance, at the end of each mission or “quest” the plays will receive or lose Reputation Points. The max that can be tallied be it negative or positive is 10. Reputation Points can be used to “purchase” contacts of an equal or lesser value to your Reputation points. See Inquisitor’s handbook for further detail on contacts. If your reputation goes into the negative too far, it is possible to make enemies of the faction in question, making interactions and combat scenarios involving unfriendly factions more difficult. Reputation can be gained back by carrying out bounty missions, see below.
Bounty missions are cards that are randomly selected in sets of three. Of those three the player may then choose which one to accept. Accepted bounties are side missions that can be played out quickly with little investigation and quick combat for money, reputation and experience. Bounties do not require full party cooperation and thus can separate the group for a brief period of time with no consequence.
All players begin the game with their starting wealth as per character creation.
In addition all players gain 6 months pay according to their monthly income to which they can spend on anything in ANY armory. HOWEVER, once the campaign begins the only way to get money is by performing tasks such as bounty missions, as the characters are now mercenaries, no longer servants of their former masters. This freedom does require they support themselves, including shelter food and other resources needed to complete their missions.
Sister of Battle Characters
Being a sister of battle in these harsh times is often a job with little reward. The nations of Hell’s Reach have turned against the Imperium and it is the job of the Adeptus Soritias to stop the tide of chaos worshipers and traitors. Though with little connection to the rest of Calixis, the Soritias are almost completely forgotten by most of the Calixis inquisition, and even these resolute soldiers can only handle so much mistreatment and thus, a select few have turned their back on the Imperium they swore to protect.
Starting Talents: Ignore Pure Faith talent.
Starting Gear: Suit of Damaged Power Armor (All 7), with 1d5 hours of charge. Boltgun and 1 clip. Mono-knife (poor quality), Torn Vestments (Poor quality Clothing), writing kit.
Starting Wealth: 1d100 thrones
Monthly Wealth: Scum.
Space Marine Renegade Characters.
Gelmiro has become a safe haven for the heretic and renegade alike. Many fallen space marines have flocked to Gelmiro for a home where they will not be judged and may even be paid for their militant services. Sadly only the chaotic war zone of Hell’s Reach will accept these fallen Angels of Death. They are truly in exile, attempting to live a “normal” life amongst the warring legions of Kalta Magnus and the Imperium’s own Adeptus Soritias. Though in mass, the Space Marines cannot make their home on A’suka; few may attempt to sacrifice their “physical appearance” of a space marine to live amongst mortals. Shedding their power armor, along with their dignity.
Starting Talents: Ignore Chapter Demeanor, and all other traits other than Standard Space marine traits.
Starting Gear: Club or sword or axe; Xenos hides or feudal plate; Bolt Pistol w/ 1 Clip; Aquila Charm; parchment.
Starting Wealth: 100x2d10 thrones (for sold power armor)
Monthly Wealth: Scum.
Gelmiro was once very prosperous around a century ago. It was a buzzing hub of activity and trade from all sides of the sector; then came the warp storm. It seems that once the taint of such a thing touches an Imperial world it is no longer worth saving. Though the Adeptus Soritias and several outside inquisitors are investigating the happenings of Gelmiro, very few real politicians and Inquisitors seem to care of the fate of the system. As it stands the Imperium is a whisper amongst the shouts of war and anarchy in Gelmiro. Without saying; the Imperial influence in Gelmiro is dying, and if someone does not step up and come to the aid of those desperately trying to defend it then it is sure to falter, wither, and die. With that, the consequences of loosing such a system are so far and wide, it’s impossible to predict whether the system will be forgotten or a new capital of evil within the Imperium.
These sad, loathsome individuals are a victim of their own devices. These marauding, Kabalite monsters came to Gelmiro in its time of weakness to claim it as their own, and they would have succeeded had the Tau Empire not intervened. The massive Kabal forces landed their attack on the capital of Gelmiro, Gelmiro Prime, in an attempt to seize absolute power. In lightening raids and terrifying planet strikes, 85% of the planet’s surface was reduced to ruin. Only its richest surviving members could flee, all others are stuck within the horrific concrete jungle of Crisis. For months the Eldar Kabalite assailed the capital, slowly destroying their defenses while the Homunculi captured and tortured its civilians and the witch cults found their home elsewhere in the system, no doubt starting devious pain cults and administering drugs to the public of other worlds. When all hope was lost, and the Eldar were on the precipice of victory. The Tau Empire, sympathetic to the Imperials joined in the fight in an impromptu alliance, sideswiping the Eldar Armada with the tactical precision of a surgeon. The Eldar were stranded, their flagship downed and crippled and all other vessels beyond repair. Though the Eldar were trapped on Gelmiro, they were trapped with all the people of Gelmiro Prime’s ruins to vent their anger upon.
A Test with light speed technology went haywire around 100 years ago. The jump no doubt fueled by the Warp Storm Clarion sent an entire fleet into light-years of travel that seemed to only pass for minutes amongst the crew and passengers. The fleet was fully equipped for colonization, though it was much sooner than they expected or hoped. Sadly with the warp technology still in prototype, the expansion fleet was lost to the empire. Upon exiting light speed, the Tau witnessed the clearing of warp storm Clarion and they immediately sprung into action, landing upon the world of A’suka, to help guide the weakened and angry people to side with the Greater Good. Though the Tau were not the only race hoping to expand their Empire; the Dark Eldar, as they are ominously known, had already planned their siege of Gelmiro Prime. The Tau had little time to raise an army undetected. But in a matter of a few months the Greater Good prevailed, saving people Gelmiro from utter destruction. The Tau returned to A’suka heroes. Their influence has become global; most nations accept the greater good as fact or openly trade with them. Though A’suka is not a perfect Sept, it is on its way to becoming a glorious one.
Many factions arose during Warp Storm Clarion, some of which denounced their god-emperor for a much darker power. Hell’s Reach became the home of three major cults that spread across nations each following their own individual creed and religious fervor. The Crimson Skull; a devout, bloodthirsty legion devout to the blood god, Khorne. They live as zealots, causing pain and bloodshed wherever they go for the sake of pain and bloodshed. Brotherhood G; A mysterious military organization that denounced the emperor for nothingness. They believe in no absolution or afterlife, only death. They have made it their only meaning in existence to take down shrines of the emperor and the Machine-god on Hell’s Reach, including the infamous virus bombing of Hope. Lastly is the nameless faction of Omniprophet Kalta Magnus. His influence stretches across worlds, and his followers are more like an army of zealots and Hereteck to Dark Machine-Gods. Though no one has seen the Omniprophet in almost a century his teaching are still carried through out the system and into the sector, making him the most cancerous man in Gelmiro. If the Omniprophet were to seize control of Hell’s Reach, there’s no telling the untold damage that he can wrought and the infinite power he’d have at his beckon call.
Space Marines are flawed. No matter who preaches it, these warriors all have their breaking points. Thankfully to the Imperium, very few ever reach that point, but when they do, it is a dam holding back a flood of emotion, passion and anger. Most marines are swept up into chaos warbands full of deviant worshipers and chaotic rituals. Some however, are simply lost forever. These such souls are Renegades amongst renegades, no home, no reason to live, only a life that they could have had to haunt them for eternity. The Renegades of Hell’s Reach are one such collection of fallen veterans and broken spirits. They take unto themselves with little need to contact the outside world other than supplies. If one would be so daring as to approach them, however, they could possibly appeal to their better nature, and even gain them as allies.
A’suka, being the most prosperous world of Gelmiro, has become a haven for Bounty Hunters and Mercenaries. These skilled hunters of men are amongst the most daring and dangerous rag tag factions in all of Gelmiro. There is not much story to them as a whole, but as an individual each one might be a rich source of knowledge or history, though it is unlikely to pull a story out of these jaded veterans unless you have them rip-roaring drunk. Though one thing is for sure, they look after their own, and the best asset for a merc to have is more mercs.
WS: xx
BS: xx
S: xx
T: xx
Ag: xx
Int: xx
Per: xx
WP: xx
Fel: xx
Wounds: xx
Fate Points: x
Insanity Points: x
Corruption Points: x
Thrones: xx
Name: xxxx
Homeworld: [The name and world type inwhich you were born.]
Career: [Your career path]
Rank: [Character Level, should be second rank]
Gender: [male/female]
Description: [Breif but detailed description of character's physical attributes]
Age: xx
Quirk: [Tattoos, scars, minor mutations, etc.]
History: [ A brief description of character's past life]
Divination: [Choose between imperial divination or 1 Free reputation point for any faction other than Imperial]
Starting XP: 1000
Starting Package: [State package if applies]
Traits:
Basic Skills:
Advanced Skills:
Talents:
Gear:
Current History: [What has your character been doing over the past 6 month the lead him/her to or within the Gelmiro system.]
The Gelmiro star system, one of the biggest planetary Systems in the Calixis sector lies just inside of its borders. Composed of three earth planets and three terraformed moons, it acted as a trade center for the entire Calixis sector and even some neighboring Sectors. Gelmiro Prime: the capital planet of the system. It is a massive, buzzing hive world that governs all of Gelmiro with pure and holy intentions. So pure that it's only moon, Hope, is a dedicated shrine to the Emperor and his greatest heroes. Jericho's Reach; named after the famous Space Sector, is a dark and desert world that was terraformed by the cultists of the Adeptus Mechanicus, dedicated workers, engineers and scientists of the Machine-god. Jericho's Reach and its two moons became a vast Forge World under the command of Omniprophet Kalta Magnus designing weapons, vehicles and all aspects of technology for Gelmiro and all of Calixis. Lastly, A'suka, a peaceful Agricultural World, untouched by corruption and crime.
But alas, all great things must end. 100 years ago the vicious warp storm, Clarion, tore through material space and engulfed the entire Gelmiro System on the brim of the Calixis Sector. Its people were innocent and undeserving, but they were not fully pure. As Gelmiro's citizens remained trapped from the Imperium for 50 years they began to bind their own laws and in some cases denounce their God-Emperor for a higher power. Jericho's reach became Hell's Reach, a fiery maelstrom of cults and renegades. Gelmiro Prime was reduced to all but its largest city sector, Crisis, as it was newly dubbed. All that wasn't destroyed was a constant war zone between mutants, heretics and traitors. This ruinous wasteland is now simply: The Fray. The system had become lawless and descended into war and anarchy, and by the time the storm had cleared, all that remained was the husk of a once great civilization.
On the outskirts of the Calixis Sector, Xenos, Renegades and rouges took advantage of this system's disposition and made it a hub for illegal and heretical activities in the Calixis sector. It was not before long that the primary races of the Xenos would find home in Gelmiro. The Eldar Corsairs; pirates and deviants of their noble race have segregated to become a nomadic warlike legion of terror. They plunder and destroy all they encounter, surrendering prisoners to the insidious scientist Homunculi of their patron kabal. The Tau; a race that desires expansion of knowledge, technology and territory to their glorious and young empire. Their burst of knowledge fueled, as well, by a warp storm, the Tau find themselves akin to the people of Gelmiro. Though the Tau normally makes enemies of the Imperium they find sympathy in these humans, and wish to free them from their crippling and ignorant government that has so carelessly forgotten so many of its own.
These two races, however, with goals much different than one another made instant Enemies. Clashing above the world beneath for absolute control. Years of war passed, gathering the attention of the Adeptus Soritias, or the Sisters of Battle. The battle lasted a decade, but finally, by a landslide, the Eldar flagship The Basilisk, was downed, crashing into the Fray of Gelmiro Prime. The Tau fled to A'suka, promising its people protection if they were to harbor their fleet on this world. So the pact of Aliens and Humans began. But far more sinister things than just anthro-xeno alliances lurk in Gelmiro.
Years after the wars, constant struggle and desolation ravaged these poor people. They're only hope against the lawless nature of their own undoing, is the merciless dedication of the Bounty Hunters. Several groups and warbands of neutral mercenaries formed, but none more infamous and deadly than the Restless Knights. Formed by a scorned Arbiter, this ramshackle tavern on A’suka is little more than a front for dealing out bounties to willing mercenaries.
You are one such of these individuals, a resident of A'suka and a frequenter of the Restless Knights tavern. You live your daily life carelessly accepting freelance orders, regardless of their source, for a pay check. As the sun rises on yet another A'sukian day, you will awake unknowing of the vast and perilous journey that lies ahead.
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CAMPAIGN DETAILS
Class Variants
All classes in Realm of the Forgotten (RotF) from the Dark Heresy, Rouge Trader or Deathwatch Books (and any supplements) are available for use with minor tweaks and GM discretion. In addition any Alien Races may be played using any home made system as long as it is overviewed and Okayed with the GM ahead of time. All Dark Heresy Characters must have a legitimate back story as to why the have gone rouge.
Divinations
Divinations are no longer a requirement, neither is Chapter Demeanor. You are allowed to be atheist in this Campaign if you so wish but you do not gain a divination. In addition a -1 Imperium Reputation point should be added to the character sheet. In return for not being an imperial cultist, the player gains +1 reputation for any faction other than Imperium. These factions include; Eldar Corsairs, Tau Empire; Bounty Hunters; Chaos and Renegades. This bonus must be taken into account when creating character back story.
Reputation
Reputation is a new system specifically for this Campaign, as there are many paths that can be taken to assure that there is a balance, at the end of each mission or “quest” the plays will receive or lose Reputation Points. The max that can be tallied be it negative or positive is 10. Reputation Points can be used to “purchase” contacts of an equal or lesser value to your Reputation points. See Inquisitor’s handbook for further detail on contacts. If your reputation goes into the negative too far, it is possible to make enemies of the faction in question, making interactions and combat scenarios involving unfriendly factions more difficult. Reputation can be gained back by carrying out bounty missions, see below.
Bounty Missions
Bounty missions are cards that are randomly selected in sets of three. Of those three the player may then choose which one to accept. Accepted bounties are side missions that can be played out quickly with little investigation and quick combat for money, reputation and experience. Bounties do not require full party cooperation and thus can separate the group for a brief period of time with no consequence.
Wealth.
All players begin the game with their starting wealth as per character creation.
In addition all players gain 6 months pay according to their monthly income to which they can spend on anything in ANY armory. HOWEVER, once the campaign begins the only way to get money is by performing tasks such as bounty missions, as the characters are now mercenaries, no longer servants of their former masters. This freedom does require they support themselves, including shelter food and other resources needed to complete their missions.
Sister of Battle Characters
Being a sister of battle in these harsh times is often a job with little reward. The nations of Hell’s Reach have turned against the Imperium and it is the job of the Adeptus Soritias to stop the tide of chaos worshipers and traitors. Though with little connection to the rest of Calixis, the Soritias are almost completely forgotten by most of the Calixis inquisition, and even these resolute soldiers can only handle so much mistreatment and thus, a select few have turned their back on the Imperium they swore to protect.
Starting Talents: Ignore Pure Faith talent.
Starting Gear: Suit of Damaged Power Armor (All 7), with 1d5 hours of charge. Boltgun and 1 clip. Mono-knife (poor quality), Torn Vestments (Poor quality Clothing), writing kit.
Starting Wealth: 1d100 thrones
Monthly Wealth: Scum.
Space Marine Renegade Characters.
Gelmiro has become a safe haven for the heretic and renegade alike. Many fallen space marines have flocked to Gelmiro for a home where they will not be judged and may even be paid for their militant services. Sadly only the chaotic war zone of Hell’s Reach will accept these fallen Angels of Death. They are truly in exile, attempting to live a “normal” life amongst the warring legions of Kalta Magnus and the Imperium’s own Adeptus Soritias. Though in mass, the Space Marines cannot make their home on A’suka; few may attempt to sacrifice their “physical appearance” of a space marine to live amongst mortals. Shedding their power armor, along with their dignity.
Starting Talents: Ignore Chapter Demeanor, and all other traits other than Standard Space marine traits.
Starting Gear: Club or sword or axe; Xenos hides or feudal plate; Bolt Pistol w/ 1 Clip; Aquila Charm; parchment.
Starting Wealth: 100x2d10 thrones (for sold power armor)
Monthly Wealth: Scum.
The Common Lore
As a resident of this shattered domain, your character knows much about the world around him/her as they have lived in this hell for at least 6 months. All Characters Start with Common Lore (Local and Underworld) as basic traits. Both of which are used for investigating the following factions:
Factions
Imperium
Gelmiro was once very prosperous around a century ago. It was a buzzing hub of activity and trade from all sides of the sector; then came the warp storm. It seems that once the taint of such a thing touches an Imperial world it is no longer worth saving. Though the Adeptus Soritias and several outside inquisitors are investigating the happenings of Gelmiro, very few real politicians and Inquisitors seem to care of the fate of the system. As it stands the Imperium is a whisper amongst the shouts of war and anarchy in Gelmiro. Without saying; the Imperial influence in Gelmiro is dying, and if someone does not step up and come to the aid of those desperately trying to defend it then it is sure to falter, wither, and die. With that, the consequences of loosing such a system are so far and wide, it’s impossible to predict whether the system will be forgotten or a new capital of evil within the Imperium.
Eldar
These sad, loathsome individuals are a victim of their own devices. These marauding, Kabalite monsters came to Gelmiro in its time of weakness to claim it as their own, and they would have succeeded had the Tau Empire not intervened. The massive Kabal forces landed their attack on the capital of Gelmiro, Gelmiro Prime, in an attempt to seize absolute power. In lightening raids and terrifying planet strikes, 85% of the planet’s surface was reduced to ruin. Only its richest surviving members could flee, all others are stuck within the horrific concrete jungle of Crisis. For months the Eldar Kabalite assailed the capital, slowly destroying their defenses while the Homunculi captured and tortured its civilians and the witch cults found their home elsewhere in the system, no doubt starting devious pain cults and administering drugs to the public of other worlds. When all hope was lost, and the Eldar were on the precipice of victory. The Tau Empire, sympathetic to the Imperials joined in the fight in an impromptu alliance, sideswiping the Eldar Armada with the tactical precision of a surgeon. The Eldar were stranded, their flagship downed and crippled and all other vessels beyond repair. Though the Eldar were trapped on Gelmiro, they were trapped with all the people of Gelmiro Prime’s ruins to vent their anger upon.
Tau Empire
A Test with light speed technology went haywire around 100 years ago. The jump no doubt fueled by the Warp Storm Clarion sent an entire fleet into light-years of travel that seemed to only pass for minutes amongst the crew and passengers. The fleet was fully equipped for colonization, though it was much sooner than they expected or hoped. Sadly with the warp technology still in prototype, the expansion fleet was lost to the empire. Upon exiting light speed, the Tau witnessed the clearing of warp storm Clarion and they immediately sprung into action, landing upon the world of A’suka, to help guide the weakened and angry people to side with the Greater Good. Though the Tau were not the only race hoping to expand their Empire; the Dark Eldar, as they are ominously known, had already planned their siege of Gelmiro Prime. The Tau had little time to raise an army undetected. But in a matter of a few months the Greater Good prevailed, saving people Gelmiro from utter destruction. The Tau returned to A’suka heroes. Their influence has become global; most nations accept the greater good as fact or openly trade with them. Though A’suka is not a perfect Sept, it is on its way to becoming a glorious one.
Chaos
Many factions arose during Warp Storm Clarion, some of which denounced their god-emperor for a much darker power. Hell’s Reach became the home of three major cults that spread across nations each following their own individual creed and religious fervor. The Crimson Skull; a devout, bloodthirsty legion devout to the blood god, Khorne. They live as zealots, causing pain and bloodshed wherever they go for the sake of pain and bloodshed. Brotherhood G; A mysterious military organization that denounced the emperor for nothingness. They believe in no absolution or afterlife, only death. They have made it their only meaning in existence to take down shrines of the emperor and the Machine-god on Hell’s Reach, including the infamous virus bombing of Hope. Lastly is the nameless faction of Omniprophet Kalta Magnus. His influence stretches across worlds, and his followers are more like an army of zealots and Hereteck to Dark Machine-Gods. Though no one has seen the Omniprophet in almost a century his teaching are still carried through out the system and into the sector, making him the most cancerous man in Gelmiro. If the Omniprophet were to seize control of Hell’s Reach, there’s no telling the untold damage that he can wrought and the infinite power he’d have at his beckon call.
Renegades.
Space Marines are flawed. No matter who preaches it, these warriors all have their breaking points. Thankfully to the Imperium, very few ever reach that point, but when they do, it is a dam holding back a flood of emotion, passion and anger. Most marines are swept up into chaos warbands full of deviant worshipers and chaotic rituals. Some however, are simply lost forever. These such souls are Renegades amongst renegades, no home, no reason to live, only a life that they could have had to haunt them for eternity. The Renegades of Hell’s Reach are one such collection of fallen veterans and broken spirits. They take unto themselves with little need to contact the outside world other than supplies. If one would be so daring as to approach them, however, they could possibly appeal to their better nature, and even gain them as allies.
Bounty Hunters
A’suka, being the most prosperous world of Gelmiro, has become a haven for Bounty Hunters and Mercenaries. These skilled hunters of men are amongst the most daring and dangerous rag tag factions in all of Gelmiro. There is not much story to them as a whole, but as an individual each one might be a rich source of knowledge or history, though it is unlikely to pull a story out of these jaded veterans unless you have them rip-roaring drunk. Though one thing is for sure, they look after their own, and the best asset for a merc to have is more mercs.
Example Character Template:
WS: xx
BS: xx
S: xx
T: xx
Ag: xx
Int: xx
Per: xx
WP: xx
Fel: xx
Wounds: xx
Fate Points: x
Insanity Points: x
Corruption Points: x
Thrones: xx
Name: xxxx
Homeworld: [The name and world type inwhich you were born.]
Career: [Your career path]
Rank: [Character Level, should be second rank]
Gender: [male/female]
Description: [Breif but detailed description of character's physical attributes]
Age: xx
Quirk: [Tattoos, scars, minor mutations, etc.]
History: [ A brief description of character's past life]
Divination: [Choose between imperial divination or 1 Free reputation point for any faction other than Imperial]
Starting XP: 1000
Starting Package: [State package if applies]
Traits:
Basic Skills:
Advanced Skills:
Talents:
Gear:
Current History: [What has your character been doing over the past 6 month the lead him/her to or within the Gelmiro system.]