We're looking for more players who love quality role-playing. No prior experience or knowledge of the lore required. About us We're a group of english-speaking players and a Norwegian GM looking for more players, for future fun adventures. We stick to the Dark Heresy 2.0 core rulebook. There are no rules discussions during sessions, and almost the entire game time is dedicated to players role-playing their characters. This is a detective-style campaign. Our game is all about immersion and setting the scene. We've played through some missions already and the party has the insanity points to prove it, now we're looking to continue with one or two additional players. Listing : <a href="https://app.roll20.net/lfg/listing/10690/knights-of-askellon-dark-dynasties-dark-heresy" rel="nofollow">https://app.roll20.net/lfg/listing/10690/knights-of-askellon-dark-dynasties-dark-heresy</a> Requirements You don't need to know any of the rules , it's easy to learn and the character sheet does everything for you automatically. 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. Applicants need to be comfortable with describing their actions in detail (also during combat) and voice acting every word being said. We're very welcoming and expect to have a polite atmosphere when we play. Games typically last around 3 hours. Time: Fridays , 9:00 pm Central European Time (CET) Group Size : Maximum 6 players per session, we typically have 4. 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 characteristics; 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. Your Career as an Acolyte I use this custom promotion-system for my acolytes. Your inquisitor is a puritan who was raised by fanatical priests in the Ecclesiarchy, as an orphan in the Schola Progenium. He grew up to suffer through a career as a high-ranking priest in the Adeptus Ministorum. Your inquisitor has executed and burned countless acolytes for straying from the path of the Imperial Cult, or for showing cowardice, restraint or hesitation (this includes players). Be warned that your character may be executed or exiled while under the service of the Inquisitor, if you fail to live up to his demands. There is, however, a way to rise through the ranks and gain a longer leash. With sufficiently heroic acts, a character may be promoted to inquisitor without progressing through the previous ranks. (the below titles are unofficial and the inquisitor may decide to bestow a title to one party member at a time): Proven Acolyte (2700 XP, closer contact with the Inquisitor and more responsibility) Trusted Acolyte (3700 XP, responsibility and ownership of a vehicle, home, or other property belonging to the inquisitor) Throne Agent (5000 XP, join the inquisition and may give binding orders to lower-standing members of the warband) Prime (7500 XP, may give orders to acolytes in other warbands and gain more insight into the inquisition) Legate Investigator (9000 XP, receive the "Sigil of Question" and act as inquisitor if the inquisitor is absent) Explicator (12000 XP, receive training and guidance from the inquisitor in-person) Interrogator (14000 XP, taken under the wing of the inquisitor and indoctrinated to become an inquisitor. The inquisitor accompanies the acolyte on a mission and judges his or her leadership, follows their actions and gives them a chance to become an inquisitor. This requires a uniquely heroic act.) Inquisitor (75 Influence, you answer to no-one) Death : If a player character dies and hasn't burned all his fate points, the player makes a new character at two levels lower than his previous character. If the player has burned all his fate points, the player makes a character one level lower than his previous character. How to play Dark Heresy Example from a session: <a href="https://www.twitch.tv/videos/556237810?filter=highlights&sort=time" rel="nofollow">https://www.twitch.tv/videos/556237810?filter=highlights&sort=time</a> Dark Heresy revolves around your party subtlety score, which starts at 50. All encounters with every unrestrained NPC decreases or increases your subtlety by 1d5. Open combat with loud weapons (flamer, guns) decreases your subtlety by 1d10. Good disguises and cover stories increases subtlety by 1d5 or 1d10. Low subtlety = bad guys know about you and start sending assassins and setting ambushes. Easier to get help from imperial forces, but infiltrating criminal organizations is impossible. High subtlety = infiltrating criminal organizations and going unnoticed is an option. The more time you spend with an NPC, the more tests the GM makes with your subtlety against the NPC's disposition. If his disposition goes low, he starts rolling for fear or defensive actions. Finally, the GM rolls for the number of enemies and time until enemies escape, based on your detective work, clues followed, and disposition with crucial NPC's. Dark Heresy is a detective RPG. The GM is encouraged to make specific clues and leads. Use them. Once the investigation has gone sour, the target may know about your presence and plan to excape. The GM will roll for a chance that you'll be excommunicated by your inquisitor. At that point, there's no way to auto-succeed the investigation by contacting the Arbites or Imperial Guard. If you risk being excommunicated by letting your target escape, you can decide to charge the enemy guns blazing, at which point you might decide to use the inquisitors influence to call on backup forces and supplies. Your chance to survive ultimately relies on your detective work. Appeals to realism and 40k lore takes a back seat to game mechanics. Players drive the plot forward and describe their actions in detail. Inspiration is awarded for awesome descriptions of your actions. You may never have more than 1 inspiration point. Your inspiration point can be used to re-roll any check except if it involves harming another character, or requisition. EXAMPLE: Spending your inspiration point, you re-roll a dodge test against sniper fire that would otherwise have killed you. The following turn, you describe your actions in awesome detail. As a result, you receive another inspiration point and can re-roll dodge on your next turn in combat.