Ignorance is Bliss - Maiden of Golgenna
Timestamp: 7.157.996.M41
Location: Free trader vessel Maiden of Golgenna, under warp drive towards Sepheris Secundus
Situation: Passing time aboard the Maiden of Golgenna.
Body: Almost every human starship maintains a strict day-night cycle. The human biology functions best when night follows day in a predictable pattern. And since most ships call at various ports, using local time is not really an option. And so Imperial starships tend to follow the Terran clock; when the sun rises above the Astronomicon (physically/literally - as the sun touches the Spire of the Astronmicon on Terra) the day cycle begins. And when the sun sets, the night cycle starts. Simple as that.
Anyway, Max is spending another evening with Vern and Silon, drinking some amasec and trying to beat the old scholar at regicide. With little success. Silon, who can be counted upon to say odd things at exactly the wrong moment, suddenly points towards the opacue shield of the observation lens (basicall a big viewport, kept closed during warp transit):
"This used to be a well-run ship. Back in the day. When Rogue Trader Simeon was Master and Commander of the Maiden. A craft old bastard that one. Inspected his lady many times, but we never found anything - or if we did, he had always paid off the right people. Never could get anything on him. Not even the time when he came loaded to the brim with illegal xenos artifacts. He had a Charter mind you, so it was not the items that were the problem. It was the fact that he tried sneaking them past customs. Ensign Waters told me he'd never seen a man smile so broadly as when he handed over a piece of paper with some signatures on it; the Ensign wouldn't say what navmes they were, only that it had Tricorn palace (Calixis Inquisition Headquarters) seals all over it. Probably had saved that one for a rainy day!"
He downs yet another amasec.
"Anyway. The ship was well-maintained back then. And clean. Damned clean. Cleaner than most Navy cruisers, and that's saying something! But now? Dust and dirt everywhere, and while the ship still holds you can hear the sounds of disreapair everywhere. Even the warp-fields are fluctuating; that's why them little witches keep having nightmares you know. Because some of the Immaterium is leaking through to play with their little mutant minds. I don't think anything bad will happen on this trip - but give it a few more years...and you have one or more crew going insane during transit. And from that on it will be a downhill race if you catch my drift..."
Ignorance is Bliss - New orders received
Timestamp: 7.142.996.M41
Location: Inquisition Deathwatch Strike Cruiser Ignorance is Bliss, holding station in outer reaches of Orbel Quill system
Situation: Transfer of Ordo Hereticus personnel from Ignorance to free trader vessel Maiden of Golgenna.
Body: You've been underway for near enough three weeks now, taking a slow warp-route through several outlying systems before reaching Orbell Quill. Here you are to rendezvous with the small trading vessel Maiden of Golgenna for transit to Scintilla. Or rather that was the plan. Now Xerza informs you that you have been retasked. You will not be going to Scintilla after all. Once abord the trader Xerza will order it's Master to set course for Sephereis Secundus - the mineral breadbasket of the Golgenna sub. Apparently there has been an incident there that requires the presence of senior Inquisitorial personnel (meaning Xerza).
The Maiden is a wretched ship, at least when compared to the grandness and glory of a vessel such as the Ignorance. Barely 750 meters from the tip of its forward sensor spire to the edge of its great plasma drives, it is a small vessel. Still, the six spherical holds - three to each side - that protrude from the ship's otherwise lean structure can each hold hundreds of thousands of tons of cargo. Which isn't much on the sector scale, forcing smaller vessels to either specialize in low-bulk/high-value goods (which can be quite lucrative, if a charter can be obtained) or (like the Maiden) be forced to ply the hinterlands of the sector.
The transfer goes well enough. In addition to the acolytes and Xerza a dozen or so servitors and two savants accompany you, as well as several crates and storage cylinders. But by and large you are on your own now. The ship is surprisingly well kept, if not exatly pristine. The ship's Master - one Captain Corben, a fairly young and quite fit man - greets you with a big and firendly smile that quickly turns sour as the Rosette is displayed and the ship directed towards Sepheris.
Quarters are even more cramped here, and you're forced to share rooms (despite Haxtes' poor jokes about Max' robot nature). Once again Haxtes and Max end up together; Venus and Jarra have become quite close, and the two Fervious lovers naturally go together, leaving Vern and Silon to endure each other (actually they seem to have developed some sort of internal humor that is impossible to get). Bonds, weak still, but growing stronger by the day, have formed between other members of the dysfunctional little band. Venus and Haxtes, Max and Vern - and as the training continues aboard the new ship some of you find that Xerza isn't so bad, not compared to her usual self anyway (there is some teasing - not too much though, since he's a homicidal maniac - of poor Haxtes over this, since he seems to be something of a favorite).
Training continues, albeit at a slightly slower tempo. Xerza leaves you with more free time, to either pursue your own training needs or to waste as you please. Do you want to pursue anything in particular (no psychic though).
Ignorance is Bliss - Lessons learned
Timestamp: 7.082.996.M41
Location: Inquisition Deathwatch Strike Cruiser Ignorance is Bliss, en-route to Phagir
Situation: Receiving basic training from Xerza in preparation for service with the Inquisition.
Body: After the banquet is over the the ship's massive real-space drives light up, putting it on a course away from Malfi and towards one of the commercial jump points that dot the system. Although not essential - the ship could translate out of the physical universe almost anywhere in deep space - the use of such jump points ensures that vessels translate into the Immaterium within Astropathicus-approved warp currents. Such currents are well-mapped and frequently marked with astropathic beacons. Even out here in Calaixis, with the Eye of Terror lensing the light of the Astronomicon in strange ways, a Navigator following such a current will have a safe and swift journey. And for those commercial vessels that don't have a Navigator it is essential to follow charted routes, or they will quickly become lost.
You're currently aboard the Ignorance is Bliss, a Callisto-pattern Astartes strike cruiser. It belongs to the Green Knights Chapter, just like its crew and Marine complement. By ancient accord the Calixian Conclave can call upon the Green Knights to provide support in the form of Deathwatch Detachments - Adeptus Astartes fighting as auxiliary forces under Inquisitorial command. Its rare for an entire Company and a capital warship to be so provided, but then again the destruction of the Veiled Hand was no normal event. The Ignorance is now returning to the Knight's homeworld of Phagir in the Hazeroth sub, but not before conducting an extended patrol in the hinterlands of the Calixis sector. Seeing as their flight plan does not match your needs, Xerza has arranged to transfer onto a free trader in the Orbell Quill system (a small agri-world on the edge of the Malfi sub).
You use that time for training. Xerza proves once and for all that she is a harsh taskmaster. There is very little time for personal endeavors. Almost every waking hour is spent preparing. Learing to read and write properly (for those that can't), some basic numerology, common lores - the Imperium, Calixis, the Imperial Creed, the Inquisition, that sort of thing. Then there is physical and weapons training; most of you are already trained killers, but as Xerza eloquently points out by beating each of you senseless (Jarra included - especially Jarra), you are slow, you are weak, you are in poor shape, and your skills leave much to be desired. In between all this mental conditioning. Part indoctrination and part psychic torture - aimed at teaching you how to protect yourself from psychic incursions of various kinds. It barely leaves time for eating, sleeping and some personal hygiene. On the other hand you send all day close to each other, so you do have have the opportunity to learn more about the others (OOC: see the post about making contacts).
Xerza is your primary teacher, but she has also enlisted aid from some of the Marines. The eyeless Librarian (a Space Marine psyker), the one with 'Kaminsky' stenciled on his chest, helps with lectures on certain lores, and with helping you develop resistance to mental intrusion. Then there is the one they call 'Ivanov' that is always dressed in black robes and a metallic death-mask. He speaks of the Emperor, the Imperium, and the Adeptus Terra. Hearing the Brother-Chaplain speak you actually feel like you are part of something greater. Other Marines help with the physical conditioning - there is some comfort in watching Xerza beat even these brutes - and also try to make you work as a team during several battle simulations. The creed they repeat is 'eyes to the front and trust in your brothers'.
Anyone have anything special they want to do before you transfer to the next starship?
XP Update - Starting experience
Given your extended background stories I find that 1200XP (NOT 400XP as is standard) to start with is about right; that would (just) put you at 3rd 'level'.
Actually, the way I've portrayed you means that you're probably more like 4th 'level', but any lack of XP is made up by your exceptional stats etc. So in terms of potential Haxtes is a 'Secluse' and Max is an 'Investigator'.
Sounds about right?
I'd suggest using about half the XP for stat gains and the rest for skills/talents. Just hold on a bit before using the XP though; I'll have to decide if I want to drop the Perception stat or not. And I want to make some starting packages that include more skills. And a few other things as well.
Characteristics
When it comes to characteristics I'm tempted to drop one; Perception (in WFRP its part of Intelligence, which works well enough). It seems to me that no matter how you look at it the mental stats (Int, Per, WP, Fel) are not on part with the physical ones (S, T, Ag)
The alternative is splitting Ag into Coordination and Reflexes, but that just makes Ag weaker. It doesn't make the mental stats any better.
Well, I haven't decided anything, but if you have any input feel free to offer it.
I'm also extending the stat gain table to at least +30%. By extension will get rid of the cheapest advance scheme (100 --> 250 --> 500 --> 500) and just replace it with another (100 --> 250 --> 500 --> 750). Otherwise the system will tend to break down as its only ever usueful to buy the cheapest stats. And that's not how its supposed to be.
More later
Ignorance is Bliss - Influence with supporting NPCs (OOC)
Each PC can select one of the acolyte NPCs to have as contact (you don't have to select one, it optional); you can assume that during the rather lengthy space voyage the follows you have time to get to know the others, and that you've managed to befriend, bed, or whatever one of the others.
Edit: Each PC got 3 influence points to spread among several NPCs since neither of you managed the simple task of naming a SINGLE NPC :-)
Imperial timeline (part 2 of 2)
The Horus Heresy (M31)
The second most important event in human history is Warmaster Horus' (the Emperor's second in command during the Great Crusade) betrayal of the Emperor. Although Horus would eventually be defeated, the cost to the Imperium was great – fully one half of the Legiones Astartes also rebelled and many other Imperial servants followed their heretical lead. The Emperor ascended the Golden Throne and the High Lords of Terra ruled the Imperium in his name. Many great reforms were undertaken, including the dissolution of the Marine Legions in accordance with the Codex Astartes.
012.M31 Horus Heresy begins.
014.M31 Horus defeated and the Emperor ascends to the Golden Throne of Terra.
Age of the Imperium (M31-M41)
The Age of the Imperium begins with the Emperor's ascension to the Golden Throne and will last eternal. That being said, there have been times when the Imperium has been stronger than at other times.
M31-M32 THE AGE OF REBIRTH: The Imperium rises from the ashes of the Horus heresy under the direction of the High Lords of Terra.
M32-M34 THE FORGING: The Golden Age of the Imperium as the high lords of Terra continue the Emperor's holy work of uniting the galaxy, adding regions untouched even during the Great Crusade.
M34-M35 THE NOVA TERRA INTERREGNUM: The Imperium is divided for nine centuries as Nova Terra, and most of Segmentum Pacificus with it, rejects the teachings of the Ecclesiarchy and the rule of the High Lords of Terra.
975.M35 Nova Terra is dealt with in a most violent fashion, and the Imperium is reunited.
M36 AGE OF APOSTASY: Zeal eclipses reason, and misrule reigns supreme. The word of the Emperor is subverted by demagogues and corrupt officials. Sebastian Thor reforms the Ecclesiarchy and puts an end to this age.
M37 AGE OF REDEMPTION: The sins of apostasy are purged by blood and tears. The Imperial cult grows in power among the masses, and the heretic pyres burn high and bright, day and night. Countless crusades and campaigns are launched, bringing vast tracts of space into Imperial hands. At the dawn of M38 the Imperium is overextended and its seemingly endless might spent.
M38-M41 THE WANING: The High Imperial era is long gone and the Imperium finds itself beset by enemies without, within, and from the other side. The greatest threat is more insidious however, for it is the slow and inevitable stagnation of the Imperium, a leeching of its vital spirit and the onset of cultural necrosis.
744.M41 Taggarath, the Seer of Corrinto proclaims the approach of the End Times. He prophesies a time of unprecedented upheaval and hardship, in which even the light of the Emperor is swallowed by the approaching darkness. Traggarath is executed for treason and heresy, and all his prophesies are purged from public records.
Time of Ending (M41+)
By the later half of M41 there is no denying it; the Imperium's traditional enemies have multiplied and grow strong, and new threats have arisen from the dark reaches of the cosmos – the Orks have grown numerous and bold, young and vigorous xenos Empires like the Tau have been allowed to grow, the Eldar are no longer as zealously prosecuted or even considered allies by some, corruption and Chaos incursions abound, something has awoken the Necrons from their tombs, and from the cold reaches of intergalactic space comes the Great Devourer.
Traggarath was no doubt a traitor and deserved the pyre, but whether you call it the Time of Ending, the Age of War, or the Wolf Time – it is here and you live in it. It will be up to you and those you call brothers to stave of defeat and snatch victory from the jaws of improbability. Now, there are those that actually welcome the Time of Ending; those that do see is as the only way for the Imperium to evolve – to survive is to break free from the stasis that has been slowly strangling the Great Imperium of Man.
Medicae-Interrogator Sand
Interrogator Sand is one of the Haegum's most senior officers, having served on Tancred's staff for quite some time now. Sand sometimes teaches for the Haegum medicae staff or scrubs in when he finds interrogation or repair work 'interesting'. Other times he's personally leading major (often experimental) surgeries, conducting interrogations, or overseeing complicated autopsies.
Sand's moment of supreme glory was his work installing Boulvar's brain and central nervous system into his new mechanical body – his paper on the procedure is said to have made it all the way to Holy Terra and senior Officio Medicale executives. Indeed, when he is not doing work for Tancred or hanging out in the Haegum, Sand's public image is that of a senior Medicae in the employ of the Officio Medicale. He is something of a celebrity in those circles, some of his writings on neural grafting circulating far beyond the borders of Calixis space.
Sand is a middle-aged man of medium height and build. He sports a small well-trimmed beard and heir that is both graying and thinning. He comes across as somewhat superior and aloof, which is no surprise since he is a elderly gentleman, a master of his trade, and a senior Interrogator with the Inquisition. Although he is no fighter as such Sand has received extensive combat training and seen enough blood and horror to make him coldly calculating when in a tight spot.
Psykers
Psykers are sentients that can call upon the powers of the Immaterium to manipulate, or even break them completely, the laws of physics. They can read minds, communicate across the stellar voids, control perceptions and emotions, throw objects around, manipulate fire, call forth daemonic entities, see into the future, move by teleportation – basically anything is possible; this is, for all intents and purposes, magic.
Grading Psychic Power: Legend holds that the Emperor himself designed the terms by which the Imperium grades potential psychic strength. The following gradations are designated in one of the truly ancient languages of Holy Terra in order of ascending power levels. The designations are not exact; there is some variation of power within each grade. Neither are the grades meant to be an exacting mark of ability, but rather, of raw power potential. A well-trained psyker of a lesser grade has a decent chance of beating a stronger, but untrained psyker. The trained psyker is also far less likely to become warp tainted or driven insane. The grades also does not say what type of powers the psyker can manifest; many psykers have a talent only for certain manifestations only or have lesser power/ability when it comes to applications of psychic power outside their primary talent.
Minor Grades: Note that there are many lesser grades of psychic ability than Zeta, but they are all but undetectable without the most sophisticated of equipment. Below the Theta Grade psykers do not manifest any powers, not even subconscious minor ones. In rare cases a sub-Theta might grow in power potential, but this is exceedingly rare. The Imperium cannot identify sub-Theta psykers at all; there is no known equipment that is able to measure such weak psychic flows, nor will a sub-Theta be identifiable to another psyker.
Theta Grade – Theta Grade psykers are virtually undetectable, even if placed under the scrutiny of an Inquisitor using sophisticated psychic detection gear. They are not likely to ever manifest any powers, except under the most unusual of circumstances. Fortunately they are also highly unlikely to attract the attention of anything from the other side, and the complete lack of manifestations also keeps the safe from general warp corruption. It is interesting to note that the average Ork warrior is a latent Theta grade psyker.
Game mechanics: Theta Grade psykers have no psy-rating or psychic powers. They are also very unlikely to suffer from uncontrolled manifestation, corruption, or possession. It is only possible to detect a Theta Grade psyker using specialize equipment, and even then the detection test is Very Difficult.
Eta Grade – Eta Grade psykers have some psychic potential, but usually only on at a subconscious level. Eta Grade psykers are very difficult to detect by the means available to the Imperium; either a full psychic check using specialized equipment or an experienced Telepath actively searching, is required to detect a non-manifesting Eta Grade psyker. The average member of the Eldar xenos species is an Eta Grade psyker.
Game mechanics: Eta Grade psykers have no psy-rating or psychic powers. They may become nexuses from uncontrolled manifestations and are thus in danger (however slim) of corruption and possession (but only the weakest of daemons would want to possess such a weak soul).Detecting a latent Eta Grade requires a test using appropriate equipment or a skilled Telepath actively scanning; the test is Challenging.
Intermediate Grades: Zeta through Gamma grades are the most common in the Imperium, and the ones most likely to be identified and handed over to the Black Ships. Psykers of below Zeta grade are hard to detect and so often slip through the cracks in the system. Psykers of Beta and above as so strong that they almost invariably require special handling, destroy themselves or go rogue. Zeta to Gamma grades are also have enough strength to be useful if trained, but are not so dangerous that they require special control measures – thus these power grades are the ones most commonly found a trained and sanctioned psykers.
Zeta Grade – Zeta Grade psykers are the most common psykers in the Imperium with a readily noticeable level of ability. Zeta Grade psykers tend to have a few minor psychic powers at most, which they may or may not be able to employ in a conscious fashion. Zeta Grade psykers that go untrained are usually not a major problem to the Imperium; they are generally too weak to attract the attention of major Warp entities, and if they do their inherent weakness will limit to power of the possessor. frequently a beacon to daemons. Untrained Zetas are more of a danger to themselves and the immediate surroundings, as years of exposure to Warp energies are likely to eventually drive them insane or corrupt them in both body and soul.
With rigorous training, a Zeta Grade psyker may aspire to being an Epsilon, but only a few have the will to endure the trials required without loosing their sanity and few Imperial authorities would waste their time attempting to salvage them. Most Zetas end up as offerings to the emperor. A considerable number of mutants have Zeta Grade psychic ability; if taken by the Arbites of Inquisition they will usually be executed on the spot since they are too tainted to be offered to the Emperor.
Game mechanics: Zeta Grade psykers have a psy-rating of 1 or 2, and have at least 1 minor psychic power. Many will never consciously use their power(s), but only manifest under duress or certain conditions. Someone with stronger latent power (psy-rating 2), but no psychic powers could be classed as Zeta+. The same goes for a experienced and strong-willed Zeta (psy-rating 1, but several minor powers or even access to a psychic discipline). Identifying a Zeta grade psyker is an Ordinary test.
Epsilon Grade – Epsilon Grade psykers are less common that Zeta grades, but still common enough. Epsilon Grade psykers are the first with enough power to allow for a more structured use of their talent. Given some experience these psykers can consistently invoke several minor powers and have begun to grasp the fundamentals of at least one psychic disciplines. Epsilons have a greater presence in the Immaterium and untrained specimens will sooner or later attract unwanted attention from warp entities, or just succumb to general mental and physical corruption
A large number of low-profile rogue psykers – known as Wyrds, Warlocks, or Witches – are Epsilon Grade. If possessed they can become a real hazard for local agencies. Sufficient time, training and will can allow an upper-range Epsilon to evolve into a Delta. Epsilon Grade psykers are much sought after by the Arbites and the Inquisition since they make up the bulk of psykers that are inducted into the Adeptus Astronomicon. Those that do not make the Astronomicon are offered to sustain the Emperor, save for a few lucky ones who might end up as sanctioned psykers or commercial-grade astropaths.
Game mechanics: Epsilon Grade psykers usually have a psy-rating of 2 or 3, and have at least one discipline talent and a minimum of one power from that discipline. They will also have a number of minor psychic powers. Old and experienced Epsilons can have many more powers and great skill with those, but they rarely exhibit any great range of powers.
Delta Grade – Delta Grade psykers make up the bulk of Astropaths and sanctioned Imperial psykers. Delta Grade psykers frequently focus a single psychic discipline, although more experienced ones are usually capable of utilizing portions of a second or third. Deltas have a major psychic presence and can become conduits for powerful warp-entities unless they receive the proper training and utilize the necessary wards.
Well-trained Delta Grade psykers are very dangerous individuals, capable of utilizing their abilities to the fullest. Experience and discipline in equal measures may well see a Delta eventually achieving Gamma Grade, if they do not burn out before then.
Game mechanics: Epsilon Grade psykers have a psy-rating of 4 or 5, have a sizable number of minor powers, have several powers from one discipline, and at least one power from a second psychic discipline. A psyker with a psy-rating of 5, high Willpower, many psychic powers, and several appropriate psychic feats would qualify as a Gamma Grade instead.
Gamma Grade – Gamma Grade psykers represents the best of what is commonly available for service to the Imperium. Astropaths of this power, for example, are usually attached to the staffs of important individuals or offices – a Sector capital, and important Inquisitor, a fleet flagship, and so on. Gammas frequently continue to focus on one discipline, but many have talents that branch into one or more other disciplines as well (Astropaths of this level tend to be very potent diviners in addition to being astro-telepaths).
Game mechanics: Epsilon Grade psykers have a psy-rating of 5 at the very least, though 6 is more the norm, have mastered one or two psychic disciplines, and/or have psychic powers in additional disciplines. Experienced psykers of this power invariably have incredible willpower and focus; or if they do not they are warp-corrupted and terminally insane.
High Grades: Beta and above grades are very rare and very potent. They have abilities that allow them to do things lesser psykers cannot. Because of their power Betas and above a very carefully monitored by the Imperium for traces of taint or deviancy. An Beta driven insane by his manifestations could do tremendous damage before being stopped, and the though of a warp-corrupted alpha running lose is utterly terrifying. Betas and stronger psykers also make excellent hosts for even the strongest of warp entities; imagine the horror of an Alpha Plus psyker actually becoming possessed by a Greater Daemon.
Beta Grade – Beta Grade psykers are frequently born, not made, as the raw power that typically indicates this level of ability is almost impossible to achieve with training alone. Many Betas therefore start with only a single Psychic Discipline, though they can usually invoke their various powers with near ludicrous ease and control. The rare Beta Grade psykers who have reached this level through training and discipline are frighteningly powerful individuals who invariably have a wide variety of Psychic Disciplines and individual abilities to draw upon. They usually have a century or more of experience in applying said abilities in a myriad of ways making them phenomenally dangerous combatants. A number of the more powerful members of the Inquisition as well as the bulk of the Librarians of the Adeptus Astartes are Beta Grade psykers.
Game mechanics: A very experienced and potent (psy-rating 6) Gamma may be deemed a low level Beta. Mid and high power Betas have ability potentials not yet covered by Dark Heresy game mechanics (i..e they have psy-rating if 7+, WP scores approaching 100, and most likely talents not yet published)..
Alpha Grade – Alpha Grade psyker are rarely made, but are born, since this level of ability cannot usually be reached through training. Even the strongest Imperial psykers seldom reach this pinnacle of ability; only centuries of careful discipline and rigid self control can ever allow a human (or once-human) mind to successfully achieve Alpha Grade without insanity, warp corruption, or possession. Almost all sanctioned Alpha Grade psykers on record have been either a Master Librarian of the Adeptus Astartes or an ancient Inquisitor Lord.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics. An Alpha Grade would have a psy-rating approaching 10.
Alpha-Plus Grade –Alpha-Plus Grade psykers are those whose powers are so far beyond the norm as to be nearly immeasurable by Imperial science. Their powers are nearly unimaginable in scope, Telepaths capable of mentally dominating the population of any entire Hive hab-block, Telekines strong enough to topple a Battle Titan with a thought, Pyrokines that turn even Astartes in Tactical Dreadnaught Armor into slag, that sort of thing..Alpha-Plus Grade psykers are almost invariably warp corrupted and insane. The Imperium’s policy on all Alpha-Plus Grade psykers is typically immediate termination, though this is easier to state then to achieve.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics; PCs are not intended to reach this level of power. If Alpha-Plus psykers appear in the game they are there as plot devices or major NPCs.
Double Alpha Grade – Double Alpha Grade psykers have powers that are nearly unimaginable in scope. There have been instances where Telepaths have taken control of the population of and entire planet, Telekines strong enough to pull a battleship out of orbit causing it to crash, Cryonkines that have plunged worlds into vicious ice-ages by their mere presence, and other such horrors. The Imperium at large isn't even aware that such psykers can exits; but the Inquisition and the Astartes will know that immediate termination is the only viable option The Emperor was most likely a Double Alpha during his lifetime.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics; PCs are not intended to reach this level of power. If Alpha-Plus psykers appear in the game they are there as plot devices or major NPCs.
Triple Alpha Grade – Triple Alpha Grade psykers are beings of god-like power. There is only one psyker on record who merited this rating, the xenos psyker code-named 'Cacodominus'. He was able to mentally dominate no less than 1.300 star systems before slain by the Black Templars in 401.M34. A telekine of comparable power should theoretically be able to rearrange planetary orbits, a Pyrokine could cause a star to go nova, etc.
Game mechanics: Beyond the current scope of Dark Heresy game mechanics; PCs are not intended to reach this level of power. If Alpha-Plus psykers appear in the game they are there as plot devices or major NPCs.
Latent Psykers: Not all psykers are born with their power level fixed at birth. Almost all psykers are born with their talent (Imperial technology has had little success in making artificial psykers, at least ones that remain sane and whole) and see it bloom as they reach adolescence (although there are those that are active even as infants or small children). For some, however, their latent power never manifests, or manifest at a much lower level than what is their true potential. Such psykers can often awaken their hidden powers with training and instruction, or if they are caught up in monumental and/or threatening situations.
Game mechanics: Dark Hersey characters have the opportunity to advance in power by increasing their psy-rating and gaining various skills, talents and advances that make them more potent as psykers. So you can have PCs that are psykers, but have no real psy-rating nor any powers, but who might with training gain both a psy-rating (though probably not a very high one) and powers later on.
NPC are usually more limited; an would-be astropath gathered by the Black Ships usually has a high psy-rating, but very little else. Once he's been soul-bonded and trained, his psy-rating and other stats will generally remain relatively unchanged throughout his career, unless he's got some special talent or motivation.
Trained and untrained Psykers: Untrained psykers are those who use their powers (consciously or unconsciously) without having received training and thus are unsanctioned. Such psykers are a great risk to themselves and their surroundings. The human mind is not really capable of handing the energies of the warp. Untrained psykers almost always end up at least slightly demented, and many are driven completely insane. Such psykers can of course be quite dangerous. Worse still are those who become corrupted by the warp energies they employ; they can become physically mutated or have their minds so twisted that words like 'insane' and 'mad' cannot begin to describe their condition. Absolutely worst are those that become possessed by an alien intelligence from the Immaterium; a warp-entity. No longer even remotely human, these psykers become hosts to some of humanity's most dangerous and cunning foes.
Training helps a lot, but limiting exposure to the warp and teaching various techniques to ward out unwanted attention. Insanity can be kept at bay (although many experienced psykers tend to be a bit odd or eccentric), warp corruption kept to a minimum, and the danger of possession reduced to near nothing. Most importantly these psykers will know when they are in danger – and can take steps if they are about to succumb (many sanctioned psykers carry a terminal toxin for use in emergency).
Non-psykers: Although there is a certain school of academia that holds that all humans are psykers, however weak, mainstream Imperial science considers anyone below the Theta Grade to be non-psychic. Their potential, if any, cannot be measured and even if they should against all odds be able to manifest, the actual manifestation would be so weak as to be undetectable in itself.
Untouchables: There is a very rare (less than 1 in one billion) human mutation that is effectively anti-psionic. There is some controversy as to whether these untouchable are actually themselves psykers or if they are just non-psychic mutants (the difference is academic at best). Untouchables come in a variety of power levels; some are barely capable of warding themselves against direct manipulation, while a few rare ones can completely nullify psychic powers within a large area.
Psychic technology: The Imperium has access to a variety of technologies that interact with psykers and psychic powers. The following are some of the devices available; psychic detection gear, psychic drugs (to enhance or negate power), force weapons, anti-psionic fields and psychich dampeners, artificial psi-implanted personalities, psy-out weaponry that are extremely lethal to any psychically active entity, the list goes on.
Ignorance is Bliss - My name is...and I'm a...
Timestamp: 7.081.996.M41
Location: Inquisition Deathwatch Strike Cruiser Ignorance is Bliss, en-route to Phagir
Situation: Presentation of the acolytes
Body: Silence descends and the acolytes seem very preoccupied with the exquisite dishes that are brought in. Its too much to take in one sitting, at least until someone breaks the ice.
The icebreaker takes the form of one VERY big blonde woman. She's actually taller than the Astartes warrior you saw wandering about earlier, easily six and a half foot tall. Maybe seven. And with muscles to match.
"I'm Jarra. I'm from Dusk. It's a hell-hole. Literally. Right close to Malfi. Anyway, I'm an ab-human, classified as ogryn, if that tells you anything. If not it means I can break your little bodies without breaking a sweat. Oh, I almost forgot. I'm also a heretic - a deserter from the Guard to be precise. And according to Mistress Xerza I'm also some sort of witch. But the Emperor apparently loves my pretty ass nonetheless."
With that she sits down and resumes eating. The old gentleman applauds, but the rest sit there blank-faced. Then the old geezer gets up to speak for himself:
"I've already been introduced, but to repeat - my name is Vern. Short for...well, just short for something very long and tedious. I'm from Archaos. A most civilized and learned world in a dark and ignorant galaxy. I'm a savant, a learned man, in a civilization that puts ignorance above knowledge.
I'm probably older than all of you put together, Lady Xerza included, but most of that time I wasted away in years of unbelief. But no more. My soul was almost lost, for I had to not only stand on the edge of the abyss to realize my folly, I had to fall into it and be pulled out - by the Holy Inquisition no less. So I'm no longer an apostate and I'm no witch like many of you, but the experience that woke up my soul also...scarred it. I am no longer quite wholesome, not in body, not in mind, not in spirit.
...but as Jarra so eloquently said - apparently the Emperor has some use for me yet."
Character generation
I'm making some tweaks to character generation.
1. All PCs that are Imperial humans start with base stats of 25+2d10.
That won't change the number you've rolled, but it will increase your stats somewhat. Why? Because I want you to be a bit better than the average, not superhuman, just a little bit better.
More later.
Imperial timeline (part 1 of 2)
Earth's (known only as Terra in the 41st Millennium) early history has largely been lost, leaving little but legends and myths. All Imperial citizens know that the human race originated on Holy Terra, but beyond that they know nothing, save of course that it is the home of the God-Emperor and the Golden Throne – and compared to that, how important are a few history lessons!?
The Imperial Calendar currently in use was created by the Emperor following Unity on Terra to replace the myriad systems then in use. It is not known in the 41st Millennium what he based the calendar dates upon; most likely he just took whatever calendar was most prevalent on Earth at the time and extrapolated from there. At least one semi-heretical school of thought claims that 001.M1 is actually the year of the Emperor's birth, while another holds that the beginning of M1 marks the beginning of human civilization, and a third claims that 001.M1 marks the year of the first human venture into space. The Administratum, the Ecclesiarchy and the Inquisition are all quick to suppress any secular speculation into Terra's or the Emperor's hallowed past.
Fragments of older dating systems can still be found here and there, but the Administratum is quick to correct any such instances that come to their attention – they have worked diligently for 10.000 years to standardize everything and do not take any deviance from the Holy System lightly. For non-official correspondence beyond the scrutiny of the Adepta local calendars are alive and well, especially on worlds whose length of year and day differ greatly from Terran standards. Indeed, when it comes to the counting of days and hours local systems hold sway.
The First Age of Terra (M1-M15)
In the beginning of the First Age humanity was bound to the homeworld, taking its first tenuous steps into space at some point during this Age. What actually happened on Earth during this period we will never know. Whatever physical evidence once existed has been destroyed by the passage of years and the total urbanization of Holy Terra. The only sources that remain are copies of copies of copies of works created by scholars of the Great Crusade Era – some originals supposedly having been written by the Emperor himself, if such a thing be believed.
The Adeptus Mechanicus actually claims that Mars was visited by machine probes prior to M3, that humans had set foot on the planet no later than 100.M3, and that before the end of M3 Mars had been made at least semi-habitable. It does seem incredibly unlikely, but the Adeptus Mechanicus is insistent. As if that wasn't enough there are scholars of good repute that claim that man took to the stars long before the beginning of the Dark Age of Technology. Some even go as far as claiming that man held the secrets of warp-travel millennia before what is commonly accepted.
Dark Age of Technology (M16-26)
The Dark Age of Technology is characterized by humanity's unbridled expansion across the galaxy and the technological supremacy that allowed it to go where it wanted and to do as it pleased. It is sometimes referred to as the Golden Age of Humanity, but only by those blind to the godless ways that eventually paved the way for the Age of Strife. At the height of this period there existed an estimated 70 million human-inhabited worlds, average population 100 billion, total population of about 7 million trillion (7x1018).
Some Imperial scholars active at the end of the 41st Millennium place the Dark Age of Technology in M18-M23, beginning with humanity's unbridled colonization of the galaxy in M18 and ending with the War Against the Abominable Intelligences late in M23.
M16 First major colonization drive beyond local star area initiated using massive warp-capable ark-ships, advanced AI robotics, and STC technology. Psykers scientifically proven to exist.
M18 Warp drives are perfected, increasing the speed and range of starships, making ark-ships obsolete and allowing humanity to reach even the most remote corners of the galaxy. A few scholars mark this millennium as the true beginning of the Dark Age of Technology.
M21 Great Diaspora – countless planets have been terraformed since the beginning of the Dark Age of Technology and are ready for settlement, setting the stage for a period of intense colonization, ending several thousand years later.
M22 Navigator Gene, astropsychic beacons and astrotelepathic communication developed, bringing humanity closer together, leading to Golden Age of Mankind. Expansion gradually stagnates as energy if focused on providing existing colonies with near-limitless standard of living.
M23 War between Stone Men and Iron Men – a galaxy-spanning war nearly destroys humanity as its robotic servants rise in rebellion. Machines eventually defeated and strict control of AI implemented. Some scholars mark this as the beginning of the Age of Strife as it marks the end of the utopian golden years of humanity.
M24 Humans continue to rule the galaxy unchallenged, but much has been lost in the Machine Wars. Without access to an infinite supply of skilled machine labor the standard of living is nowhere near what it was, at least for the masses.
Late.M25 Increasing warp-turbulence makes travel and communication increasingly difficult, causing the collapse of pan-galactic human civilization and replacing it with regional or local political powers. Powerful psykers emerge in hitherto unprecedented numbers.
Age of Strife (M26-M30)
The Age of Strife put an end of man's unchallenged domination of the galaxy. Even during the Dark Age of Technology the Immaterium was ill understood, and scientists could offer no rational explanation (though many tried) as to why it had suddenly become tumultuous and chaotic in the extreme. It eventually became impossible to navigate or communicate between the stars, putting an end to galactic civilization. In addition many people were driven insane by warp pressure, and many of the emerging psykers become outright possessed by daemonic entities (and even if they did not succumb to possession they were terribly dangerous and often mentally deranged). Once again neither effect was well understood at the time, and science could neither explain nor counteract these new developments.
Across the galaxy human civilization broke down on countless worlds, resulting either in the total extinction of the human population or a reversal to a more primitive state. Only a small fraction of human worlds survived at all, a few per cent at most. Even where a world survived it would likely see great suffering, loss of life, and erosion of technological capabilities. At one point the total human population might have been as low as a few hundred trillion (extreme estimate) or perhaps in the low thousands (a more conservative estimate). Dead worlds dot the galaxy even today, awaiting discovery by rogue traders and explorator fleets.
M26 Interstellar travel and communication finally collapses completely down in face of ever-more violent and persistent warp disturbances. Manifesting daemons, rogue psykers and mass warp-madness cause widespread destruction and collapse of civilization.
M28 Earth government, which has endured so far, breaks down. The planet experiences a tumultuous period of two and a half thousand years of war and atrocity, eventually leading to the near destruction of civilization on the human homeworld.
M30 The Emperor reveals himself on Terra and starts preparations for Unity.
News update
A few updates; the Green Knights got an update based on Haxtes' background + the fact that the Black Crusade hasn't started yet. Also I finally found some good galactic maps that showed that Calixis is actually located on the far side of the Eye of Terror (which made a lot of sense since it borders the galactic edge/Halo stars region). I've also added some time-line data; much of it from FFF, but with some additions alterations of my own. Enjoy.
When and where
As previously stated the campaign will be placed in Calixis Sector, the official DH setting. This gives a variety of ready background info that can easily be integrated with my own campaign plans...less work for me, more fun for you...
Calixis Sector is located on the fringes of Segmentum Obscurus, with Scarus Sector (setting for the Eisenhorn/Ravenor books) and Finial Sector as its Spinward (galactic right) neighbors. To Rimward Calixis Sector (and Scarus too!) is bordered by the dark and cold expanses of the Halo Stars, a dangerous and ill-explored region of old stars and great voids. Coreward lies the old and dangerous space of the Ixanaid and Finial sectors, with the Eye of Terror looming ominously beyond them, blocking a direct path from Calixis to Segmentum Solar. Trailing (galactic left) lies the great nebula called the Fydae Great Cloud – and beyond that Segmentum Pacificus. Calixis is by all standards a remote and unimportant place.
Interrogator Xerza maintains Tancred's operational headquarters in middle levels of Hive Tarsus, far removed from the prying eyes of the nobles huddling in the lower dark, but still well protected by the hive's topmost layers. From here Tancred's Cadre has easy access to the pulsing heart of Scintilla – the great transshipment ports of Tarsus and the geosynchronous spaceport in orbit above it. From this heart Acolytes and information flow along the warp-veins of Calixis to touch upon the most remote of planets.
The year is 996.M41 and the citizens of the Imperium of Man are bracing themselves in dread anticipation for what horrors the new millennium will throw at them...whatever it is it will not be pleasant, for in the dark and distant future there is only war. A war that is fought across a million nameless battlefields, some of them hidden in the very heart of Calixis sector – enter the Acolytes...
Calixis Marine Chapters - Green Knights
The Calixis Sector is home to a single Chapter of the Adeptus Astartes, the Green Knights Chapter, which is based on the world of Phagir in the Hazeroth Sub-sector. Based upon Imperial Fist gene-stock the Knights pay only lip service to the Codex Astartes. Created in M38 as part of the 23rd Founding the Green Knights had already established themselves as strong and fearless fighters by the time they were assigned to Lord Militant Angevin's Crusade. As compensation for their part in the conquest of Calixis they were granted rights to a homeworld.
Unfortunately for the Green Knights their home-world was ravaged by a terrible genetic virus several decades ago. This has left their world without any higher life-forms, including human inhabitants. The end result is that unless the Knights can find another home they are doomed to extinction. In the meantime the Chapter has taken to recruiting while in the field; rounding up potential candidate in whatever war-zone they are in and 'offering' them the opportunity to become Marines. This is a not entirely legal procedure, but desperate times leads to desperate measures.
Their main fighting strength (such as remains) is currently deployed somewhere near the Eye of Terror in preparation for what looks like it might become yet another Black Crusade.
11/16/09 02:17:00 pm, 