Rules : Official rules (but fun before rules) Requirements :
You don't need to know the rules, we'll take care of that for you.
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. Time : Saturdays or sundays, 1 or 6 pm GMT+1 (flexible) Our discord : <a href="https://discord.gg/ZDFx4cZ" rel="nofollow">https://discord.gg/ZDFx4cZ</a> About us We're
a group of 2 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> *We have a rule about not showing up to sessions: Any player who misses 3 out of 8 sessions, starting with the first session we play, is gently dropped from the game in order to free up space and out of respect for the other players. If I miss more than 3 out of 8 sessions, you're free to leave without saying a word. I can't do the same if you all miss sessions, which is why we have this rule. We reset the counter when eight weeks have passed. Serious illness, death in the family or other complications does not count as a missed session. If you stay for 75% of the session's duration, even if it's the end of the session, you have not missed the session.