[Note: We only speak Swedish/Norwegian/Danish during sessions.] :) Time : Varying, we're flexible Rules : Official rules (but fun before rules) Requirements : You don't need to know the rules, we'll take care of that for you, and we do know them very well (we have a player who's a guru with rules). You need to be comfortable with making an ass of yourself while role-playing, just like we do every time we play :). We want you to spend as little time as possible thinking about the rules, and more time on role playing your character and making the game fun for everyone else. We're very welcoming and friendly, and expect to have a nice and open atmosphere when we play. About us We're a group of 3 friendly players and a (genocidal) DM looking for more players, for future
fun adventures. We have a focus on narrative storytelling and in-character role playing .
Not as many jokes and out of character conversations during sessions, but certainly
very liberal with avoiding rules when they get in the way. We've played
through a small module called Dark Pursuits, and are
now looking forward to new adventures, with one or two added players. The game has a high mortality rate,
but we still get attached to our characters and role-play them according
to their many... interesting personalities. W40K: Dark Heresy 2nd edition RPG Introduction to Dark Heresy Dark Heresy is a dystopian
sci-fi RPG with an emphasis on mystery and the unknown. In Dark Heresy,
you play as powerful acolytes, the right hand of the Emperor, tasked
with eradicating heresy and corruption wherever it hides. You have the
power to take lives, order the orbital bombing of a city, and generally
use any means necessary to eradicate hostile forces within the empire of
man. The game has rules for insanity, decapitation and general
brutality, and you can expect your character to be permanently scarred,
or even killed if you're unlucky. As acolytes, you answer to an
inquisitor, and are sent on various missions around the universe, to
find and weed out xenos and corruptive influences, be they alien or
native. Dark Heresy rewards planning, strategizing, role-playing and
teamwork, or rather severely punishes the lack of them.. Gameplay Depending on the type of mission, the gameplay can involve
investigation, combat, intrigue, or a number of other genres. As the players work for an Inquisitor, most missions involve rooting out heresies or matters relating to them, but the bredth of the game allows for many
other missions, including wiping out dangerous gangs, gathering
evidence of corruption, or eliminating rogue psykers. System Unlike many RPGs, Dark Heresy uses only 10-sided die, each player requiring at least 2, which can be read as percentile die,
used individually, or added together. No other dice are required,
although occasionally a player may need to roll more than 2d10, such as
when rolling a large amount of damage.
Characters have 9 statistics;
Weapon Skill (WS)
Ballistic Skill (BS)
Strength (Str)
Toughness (T)
Agility (Ag)
Intelligence (Int)
Perception (Per)
Will Power (WP)
Fellowship (Fel)
The values for these attributes range from 1 to 100, although
achieving a score higher than 70 is almost impossible for a normal
character with the published rules thus far. Differing by a factor of 10
from the W40K tabletop wargame, average humans possess characteristic scores
averaging 30 - 40 is notable, and 50 is a very strong attribute. Player Characters'
characteristics statistically average 31, although that can differ due
to a number of mechanics, notably the character's homeworld and
background. For example, a character from a hive world has a higher
Fellowship, but a lower Toughness.
Any given action, such as firing a weapon or using a skill, uses the following basic mechanic:
Roll percentile die
Add bonuses or penalties associated with the action
Compare the result to the appropriate characteristic; equal to
or lower indicates success; greater than the characteristic indicates
failure.
With some actions, the amount by which you succeed or fail can determine degrees of success or failure, allowing the GM to further detail the result.
Career Path In Dark Heresy , the players pick a career path for their character which is similar to a class from other RPG systems such as D&D. There are 11 career paths in the core rulebook, with a further career path added in the Inquisitors Handbook sourcebook, they are; Adept - A career path devoted to knowledge, logic, and analysis,
though they are not very effective in combat and not always good in
social inteaction
Arbitrator - Members of the Adeptus Arbites are effective both in investigative skills and combat. Assassin - These skilled killers excel in both combat and stealth skills Cleric - Clergymen of the Ecclesiarchy train in a wide range of abilities but excel at motivation and leadership Guardsman - Although this class usually brings to mind members of the Imperial Guard, it also applies to mercenaries and other soldiers; they are skilled warriors who can also operate vehicles Imperial Psyker - This class represents an individual with psychic powers, able to channel the warp to accomplish a wide variety of things. Scum - Criminals, outcasts, thieves, and other miscreants, this class has a variety of useful skills involving stealth and infiltration Tech-Priest - Skilled with machines and technology, they are members of the Cult Mechanicus <a href="http://warhammer40k.wikia.com/wiki/Dark_Heresy" rel="nofollow">http://warhammer40k.wikia.com/wiki/Dark_Heresy</a>