Patreon LogoYour support makes Blue Moon possible (Patreon)

Dark Heresy: The Forgotten Worlds.

Status
Not open for further replies.

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.

++==================================================++

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.]
 
So, how many people are interested in this?

And how do you do costs for stuff that doesn't have a listed price in say Roguetrader?

Also a profile template would be useful.
 
Sorry I'll get right on that ^///^ been a long week. Though it looks like we have 5 or so people in on this one and I plan to stick with it. As for unpriced Items, you need to check with me and I'll give you a propper price for our world.
 
((Work in Dang Progress)

WS 20
BS 20
S 20+3
T 30
Ag 20
Int 40
Per 40
WP 35
Fel 45
Wounds: 11
Fate Points: 2
Insanity Points: 0
Corruption Points: 0

Thrones: 357
Name: Norizuka Satouru
Homeworld: Xing, Paradise World
Career: Adept
Rank: 2
Gender: Female
Description: Exactly Four Feet Tall. Extremely pale skin with long black hair. Wears a full body skin suit for warmth along with a cloak.
Age: 22
Quirk: Red Eyes
History: [ A brief description of character's past life]
Divination: "Thought begets heresy; heresy begets retribution."
+3 to your strenght statistic
Starting XP: 1000
Starting Package: [State package if applies]

Traits:
Basic Skills:
Advanced Skills:
Talents: Pistol Training (SP)
Light Sleeper
Unremarkable
Melee Weapon Training (Prim)
Gear: Staff
Administratum Robes (Good Quality Clothing)
Auto-quill
Chrono
Data-slate
Glo-lamp
Microbead
Auspex
Pict Recorder
Recoil Glove
Xeno Mesh (Arms 4, body 4, legs 4)
Good Quality Compact Stub Automatic.
20 Stub Automatic Bullets/ 4 Clips
Current History: [What has your character been doing over the past 6 month the lead him/her to or within the Gelmiro system.]
 
Nibbles, noticed an issue with your XP.

Level 1 in Rogue Trader is = to a 5.000 XP Dark Heresy character, how's that being sorted out? That info can be found on page 34 of the Rogue Trader core book.
 
I'm glad you guys asked, Had this problem in my own group. Its simple. You start with 1,000 xp instead of 5,000. As it stands Rouge Trader Characters are better out of the starting gate and DH characters are kinda weak. Having everyone stay at the same experience level will create some ballance. RT characters will just level a little slower but believe me it still creates balance as I've used this method before.
 
How? Aren't both groups still earning the same amount of XP? That continually puts the RT characters ahead by 4k XP.
 
WS: 25+10 (35)
BS: 25+17 (37)
S: 25+6 (31)
T: 20+11 (31)
Ag: 30+18 (48)
Int: 25 +20 (45)
Per: 30+15 (45)
WP: 25+12 (37)
Fel: 20+15 (35)
Wounds: 8
Fate Points: 1
Insanity Points: n/a
Corruption Points: 0

Thrones: xx
Name: Saeris Iraal
Homeworld: Commorragh
Career: Dark Eldar Kabalite Warrior
Rank: 1
Gender: 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: none
Starting XP: 1000
Current XP: 0
Starting Package: n/a

Traits: Keen Senses, Non-Imperial,
Matchless Grace, Power Through Pain, Speak Not
Unto the Alien, Soul’s Nemesis.
Basic Skills: Awareness (per), Barter (fel) Carouse (T), Charm (fel), Climb (S), Command (fel), Common Lore (Dark Eldar), Concealment (ag), Contortionist (ag), Deceive (fel), Disguise (fel), Dodge (ag), Evaluate (int), Gamble (int), Inquiry (fel), Intimidate (s), Logic (int), Medicae (int), Scrutiny (per), Search (per), Silent Move (Ag), Speak Language (dark eldar), Swim.
Advanced Skills: Acrobatics (ag), Awareness (per), Chem Use (int), Common Lore (dark Eldar), Common lore (war), Dodge (ag), Intimidate (s), Silent Move (Ag), Speak Language (Low Gothic), Tech Use (Int), Speak Language (eldar)
Talents: Decadence, Disturbing Voice, Hard Target, Kabalite Weapon Training, Melee Weapon Training (Universal), Resistance (Poisons), Trueborn.
Gear: Best Common Craftsmanship shardcarbine, Best Craftsmanship
mono-sword, Kabalite armour, micro-bead, kill-recorder, 3 doses of any one combat drug.
Vile Pleasure: Cruel Demise
Current History: [What has your character been doing over the past 6 month the lead him/her to or within the Gelmiro system.]
 
WS: 25+10 (35)
BS: 25+17 (37)
S: 25+6 (31)
T: 20+11 (31)
Ag: 30+18 (48)
Int: 25 +20 (45)
Per: 30+15 (45)
WP: 25+12 (37)
Fel: 20+15 (35)
Wounds: 8
Fate Points: 1
Insanity Points: n/a
Corruption Points: 0

Thrones: xx
Name: Saeris Iraal
Homeworld: Commorragh
Career: Dark Eldar Kabalite Warrior
Rank: 1
Gender: Female
Description: Saeris is extremely lythe. Like the rest of her race she moves with a grace and poise that is very difficult for a human to replicate. She doesn't look just like a human with pointed ears. Her tall agile body stands at over 6 feet, and is composed of almost all lean muscle. Saeris posesses as haunting beauty, her thin blade of a face is viscous, often dotted with a predatory smile. Standing out among humans is the fact that her eyes are pure black, no iris no pupil, only two souless black pits. Her hair has been dyed blue, usually tied in a knot behind her head but when it's let down it reaches down her back. However since being stranded she is burried deep in layers of robes to cover up her body and armor and has taken to using a rebreather mask to cover her face to make it more difficult to tell that she is an alien.
Age: 762
Quirk: Her pure white skin has tattoo over her left eye. The tribal pattern is a bright blue with an incandescent dye that gives off a soft glow. Some scars from self inflicted surgery.
History: Being a trueborn, Saeris Iraal was born to power and prestige, and raised to a life of refined cruelty and vicious politics. Unlike the teeming masses of the Dark City, the Saeris was born naturally, and regards herself as superior to the half-born wretches grown in amniotic tanks and vitae wombs who she was bound to rule over. Saeris strode the path of the homunculus, being inducted into the Children of the Bone, within the homunculus coven she was taught to inflict the most elegant of pain on those other races considered under her just like an artist.
Centuries into her training and she was still an initiate, the children of the Bone, looking to pounce upon the failed invasion of the Gelmiro system in order to further their constant demand for fresh slaves to butcher. Using their connections to dark eldar corsairs, Saeris was established as the head of a ramshackle pirate syndicate known at the Scarlet Rain, a ramshackle alliance of eldar corsairs as well as human pirates, mercenaries and thugs. Saeris in control began campaign of terror, blackmail and cohesion that saw many of the major pirate factions in the sector united or removed. Saeris was established as a pirate queen, referred to often as Lady Iraal. The Children of the Bone wanted to serve as an underworld empress, but she would answer to them, and ensure the system was kept weak for plundering and a steady flow of fresh slaves went right into the hands of the black city. In her eyes she was being forced to sleep in the stables of the creatures otherwise beneath her. She used the opportunity to practice her art. But even a mon' keigh life of luxury was a slum in her eyes, depraved of many of the hedonistic pleasures offered in the dark city. But the syndicate would not last forever. Alliances quickly dissolved, and opportunistic system defense forces picked away at the Skarlet Rain until the entire operation fell through. Stranded and alone Saeris had no choice but to live among the humans, a temporary measure until she can escape back into the webway.
Divination: none (dark eldar characters do not get them)
Starting XP: 1000
Current XP: 0
Starting Package: n/a

Traits: Keen Senses, Non-Imperial, Matchless Grace, Power Through Pain, Speak Not Unto the Alien, Soul’s Nemesis.
Basic Skills: Awareness (per), Barter (fel) Carouse (T), Charm (fel), Climb (S), Command (fel), Common Lore (Dark Eldar), Concealment (ag), Contortionist (ag), Deceive (fel), Disguise (fel), Dodge (ag), Evaluate (int), Gamble (int), Inquiry (fel), Intimidate (s), Logic (int), Medicae (int), Scrutiny (per), Search (per), Silent Move (Ag), Speak Language (dark eldar), Swim.
Advanced Skills: Acrobatics (ag), Awareness (per), Chem Use (int), Common Lore (dark Eldar), Common lore (war), Dodge (ag), Intimidate (s), Silent Move (Ag), Speak Language (Low Gothic), Tech Use (Int), Speak Language (eldar)
Talents: Decadence, Disturbing Voice, Hard Target, Kabalite Weapon Training, Melee Weapon Training (Universal), Resistance (Poisons), Trueborn.
Starting Gear: Best Common Craftsmanship shardcarbine, Best Craftsmanship mono-sword, Kabalite armour, micro-bead, kill-recorder, 3 doses of soul echo
Extra gear: 6 Months of gear to be aquired.
Vile Pleasure: Cruel Demise
Current History: With the red skies syndicate dissolved Saeris lost all power that she had within the system. System patrol and arbite raids had picked apart what little little alliances that Saeris had left. Left with nothing and stranded in real space she looks for a way to return to her masters in commorragh. Of course returning to a dark eldar, nonetheless a homunculus with failure is always risky.
 
WS: 30 + 5
BS: 39 + 13
S: 31
T: 30 - 3
Ag: 33
Int: 39
Per: 31 + 5
WP: 28
Fel: 29
Wounds: 12
Fate Points: 2
Insanity Points: 1
Corruption Points: 0

Thrones: 75
Name: Monty Ramirez
Homeworld: Cassius-IX, Hive World
Career: Guardsman
Rank: Guard
Gender: Male
Description:
Monty's a fit young man, if somewhat lanky, with a mess of brown hair on his head and a pair of brown eyes that hold a tinge of savagery, paranoia, and insanity. He stands at six foot four, but only if he stands up straight. Otherwise, he'll look to be around six feet tall. His face has a small amount of scars, one being a long, curving ordeal that started at the tip of the right of his mouth and ended high on the side of his head, forming a facsimile of a smirk. Another is a slight pebbling pattern with smidgens of burnt flesh now healed just off of his left eye, the peppering pattern of a blast from a stubber used by a rebel that tried to blow his head off. He failed. He has tattoos on the majority of his arms, some of it from his time in his Gang, most of it from his service as a Guardsman in the name of the God-Emperor. Despite coming from a Gang, he'll not wear his gang colors. He was done with that life long ago, though he'll be the first to admit that he's owed his survival to skills gained in the hive. He most often wears a dark green combat shirt with the sleeves rolled up, light brown cargo pants, brown boots, black gloves and a green hat. His flak vest is always on, but he wears no other armor. He prefers to stay compact enough to fit inside a hallway. He has a thigh holster on his right for his revolver.

Age: 32
Quirk: Tattoos
History:
Monty was born to a rather large family on Cassius-IX, a hive world known for it's cold weather thanks to the smog the factories produce. His father Garvel was local law enforcement, and his mother Solaria was a Guardsmen, who died on a campaign worlds away. Monty is the middle child of five, with two older sisters and a younger sister and brother. Growing up, Monty and his siblings were taught the many skills that the local police taught themselves from their father, and by the age of ten, Monty could use these skills without properly thinking about it. Of course, there lied the problem. He joined up with a small gang - four others - and caused havoc in parts of the hive that were outside his father's jurisdiction. They robbed, they stole, they even killed rival gangs. That is, until, Monty wanted out after a firefight with the law. His father was in that firefight, though he could not recognize Monty, and Monty called for a retreat. The Gang said that the only way out was when they were warm and dead. So, when the Gang beset upon Monty, he did the only thing he could. It was a small gang. It wasn't much effort to dispatch them.

After that, Monty worked in the factories, never mentioning the incident to his father, nor his former loyalties. He didn't need to. It was the past, and it would remain that way. Once Monty turned seventeen, he was recruited into the Imperial Guard and trained with the Third Cassian Guard regiment, which specialized in counter-insurgency and special tactics. With the world at relative peace, and the Imperial Tithe met with the production the factories put out, all they did was train, and train, and train. No real action, other than small attempts at rebellions put down before their time. Stability was the norm, for the most part. But good things aren't meant to last. A man who called himself a prophet appeared, and several small uprisings happened in his name, many of which Monty participated in putting down. They all knew it was gonna lead up to something big, but no one knew what. Months after Monty's twenty second birthday, the largest uprising in Cassian history happened, and was faster than the Regiments could react to. The uprising claimed a third of the hive before the Guard and local law enforcers helped hold the line. The uprising was especially violent, and claimed the lives of those who didn't wish to join the cult the Prophet had formed. His father and oldest sister were among the casualties.

It took two years of hard fighting to take down the cult of the False Prophet. And once it was all said and done, Cassian couldn't make it's tithe with the factories having been sabotaged in the fighting. So the Cassian Guard was sent to fight offworld. They participated in the Margin Crusade, but the losses were heavy, thanks to fuck ups in command. They then proceeded to help put down other rebellions on different worlds, what, with their expertise in the False Prophet Rebellion. Monty continued serving, fighting, and killing in the name of the Emperor until six months after his twenty eighth birthday. It was by then that he was taken out of the Cassian Third Regiment and brought in as an acolyte of the Inquisition. Monty then served three years as an asset of the Inquisition, but the assignments given to him wore on his beliefs, and he found himself tired of working in the dark to end up "cleansing" a planet, tired of having leads on heresy lead to dead ends, tired of all the lies and bullshit he was dealing with. He found himself doubting his actions being just, that the whole system was broken and wrong. And then he learned of the corruption of his Inquisitor. His seeking of dark artifacts, throwing his weight around to collect tithes from planets intended for the Imperium, the greed in his heart for knowledge. Monty couldn't stand it. He could see his fellow acolytes were corrupted as well, once he told them what he had discovered. He needed to get out, he didn't care how, he just needed out.

So, on mission to a hive world known for its trading hub, he had led a group of acolytes into a room supposedly full of heretics planning to summon a daemon, but instead of a summoning, the acolytes found kilograms of armed explosives, and Monty jumping down the building. The explosion tore them apart, along with a good chunk of the building. But Monty managed to blend into the crowd, and paid a Rogue Trader crew who was taking on passengers to take him to wherever they were headed. A'suka was their destination, and that was fine. It was a prosperous world full of mercenaries, bounty hunters, renegades, and plenty of contractors to provide work.

Felt like home.

(Sorry it's not brief, but once I got to typing up his history, I couldn't really stop myself)

Divination: +1 Reputation: Bounty Hunters
Starting XP: 1000
Current XP: 50
Starting Package: Soldier of the Margin Crusade

Traits:
Speak Language - Hive Dialect
Common Lore (Local and Underworld)
Accustomed to Crowds
Caves of Steel
Hivebound
Wary

Basic Skills:
Awareness

Advanced Skills:
Ciphers - War Cant
Drive - Ground Vehicle
Speak Language - Hive Dialect
Speak Language - Low Gothic
Survival

Talents:
Basic Weapon Training - Las
Basic Weapon Training - SP
Melee Weapon Training - Primitive
Pistol Training - Las
Pistol Training - SP
Quick Draw
Unshakable Faith

Gear:
Stub Revolver (Equipped: Silencer) (Common Quality)
Autogun (Equipped: Silencer) (Common Quality)
-8 Mags, 30 Rounds Each (Total: 240 Rounds)
-13 Full Moon Clips, 6 Rounds Each (Total: 78 Rounds)
-2 Rounds left to spare
-Cumulative Ammunition Count: 320 Bullets, standard
3 Frag Grenades
Axe (Common Quality)
2 Knives (back up) (Common Quality)
Backpack (Common Quality)
Chrono (Common Quality)
Flack Vest (Common Quality)
Street Clothing (Combat Shirt, Cargo Pants, Boots, Gloves, Hat) (Common Quality)
Spent Bullet Casing and Shard of Ceramite Armor (Necklace)

Current History:
Since Monty arrived on A'suka, he had purchased a place of which to live out of with the money he took from his former master before he looked for jobs. He had completed a few before he was hired to protect this dignitary during his meeting along with a few other mercenaries. Things at the meeting didn't go as planned, as the other guy had men hidden from view. It was an ambush, and it was a messy one. Three of the other mercenaries were taken down, but still alive, and the client was injured. The client needed to be extracted, but the soldiers were worse off. So, with his client yelling at him, Monty dragged the three mercs out of the line of fire, and managed to get them, along with the client, out of the firefight. Monty's pay was redacted, which was unfortunate, but once the mercs were patched up and shipped out, they brought Monty along to the Restless Knights tavern, where he was passed around with greetings, congratulations of a job well done, and thanks from the three mercs for saving their asses. Since then, Monty's become a regular at the Restless Knights, accepting jobs when they presented themselves and living... well, as well as he could.
 
Status
Not open for further replies.
Back
Top Bottom