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Matt
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PostSubject: Getting started.   Sun 1 Aug 2010 - 12:39

Hi guys i have finally contacted everybody and got positive responses of interest from all of you.

So we we will have the following people playing in this game.

Spoiler:
 

Please post here and say hello.

For those of you not familliar with how i run games i use these forums for the following things;

Spoiler:
 
So please try to check the forums regularly.

I would all so like to use this thread to start planing you're characters.

Some info on the game:
Spoiler:
 

House rules for character creation.
Spoiler:
 

So guys please start posting the careers you would be interested in playing and all so any questions you have.

I am aiming to start the game in the next month but i will confirm an exact date soon.

All so if you could let me know what days and times you are generally availible to play so i can work out a good time to set our games for.

EDIT:

Another thought, i will add a good website for info and you guys should let me know if you ahve others.

http://darkreign40k.com/drjoomla/

JD - Adept

Chris - Psyker

Gaz - arbitrator

Lance - Scum

Doc - Tech Priest


Last edited by Matt on Sun 26 Sep 2010 - 13:20; edited 6 times in total
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Matt
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PostSubject: Re: Getting started.   Mon 2 Aug 2010 - 10:13

Update.

I think i will allow the tech preist career so feel free to put that up as an option.
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Matt
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PostSubject: Re: Getting started.   Tue 3 Aug 2010 - 14:55

A short over view of the Career paths

Adept - A career path devoted to knowledge, logic, and analysis, though they are not very effective in combat and not always good in social interaction.

Arbitrator - Members of the Adeptus Arbites, the elite Imperial Law upholding organisation, 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, infiltration and social interaction with less honest members of Imperial society.

Tech-Priest - Skilled with machines and technology, they are members of the Cult Mechanicus

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
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Chris
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PostSubject: Re: Getting started.   Tue 3 Aug 2010 - 20:36

I'll call Psyker right now because I want to Perils right away and become a Daemonhost, killing everyone.
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Matt
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PostSubject: Re: Getting started.   Tue 3 Aug 2010 - 22:15

It's what every little boy dreams of when they are growing up.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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gaz
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PostSubject: Re: Getting started.   Wed 4 Aug 2010 - 7:05

i'm leaning towards the scum or arbitrator. either suits me.

1500 xp does that include the initial 400 you get in character gen?

this sounds awesome!!
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Matt
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PostSubject: Re: Getting started.   Wed 4 Aug 2010 - 7:48

yeah Gaz thae exp is inclusive.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Matt
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PostSubject: Re: Getting started.   Wed 4 Aug 2010 - 10:09

Chris wrote:
I'll call Psyker right now because I want to Perils right away and become a Daemonhost, killing everyone.


_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Matt
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PostSubject: Re: Getting started.   Thu 5 Aug 2010 - 18:12

Chris put me onto this character gen which may help if you want to give it a try.

http://suptg.thisisnotatrueending.com/dhadvanced.html

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Physicist
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PostSubject: Re: Getting started.   Fri 6 Aug 2010 - 0:20

yeah that's the same one I've been playing with. I still haven't looked to see how I update my XP with it though...



/that is all.

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gaz
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PostSubject: Re: Getting started.   Sun 8 Aug 2010 - 9:27

I've given lance a copy of the DH book for him to have a read through.

also i'd like to play an arbitrator.

are we having a character gen night? or can myself and lance draw up some characters together?

how do you want to do it Matty?

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Matt
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PostSubject: Re: Getting started.   Sun 8 Aug 2010 - 9:31

Eh we can do them next weekend if you like, meet up at tsome time.

It looks like its going to be first come first served with career's tho guys since you not being overy vocal, i will update the orriginal post to say who has taken what.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Getting started.   Sun 8 Aug 2010 - 10:05

can we use the inquisitor's handbook character options?
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Matt
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PostSubject: Re: Getting started.   Sun 8 Aug 2010 - 10:45

yes, as long as it meets all the restrictions from the Original post.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Matt
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PostSubject: Re: Getting started.   Tue 10 Aug 2010 - 9:18

What do you guys have on this Saturday evening, anybody up for some character generation?

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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gaz
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PostSubject: Re: Getting started.   Wed 11 Aug 2010 - 21:09

yeah i'll hit that on sat.

have you decided which hive we'll be in? is it one from the book? or one of your own.

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PostSubject: Re: Getting started.   Sun 15 Aug 2010 - 11:30

Ok starting XP changed to 1000.

Updated who is playing what careers so far.

Chris i still have to get your charcater.

If i havnt seen Doc on here in the next week i will look at replacing him.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Getting started.   Sun 15 Aug 2010 - 12:20

Can i be a level 80 Eldar ranger with a graviton gun and vortex gernade? Very Happy

Now now Matt... Very Happy

and a quick FYI ... Im a big gay
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gaz
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PostSubject: Re: Getting started.   Sun 15 Aug 2010 - 21:03

graviton gun

awesome!
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PostSubject: Re: Getting started.   Wed 18 Aug 2010 - 11:47

Just did a quick read of the first half of the book. It mentions that my character should have a believable reason to go adventuring. So I was thinking, well, smuggler, scum, dodgy bastard, bit of a rat, bit grey too ... more than likely the Inquisitor who found him did so at some expense, or a bargain. Perhaps Alaric gets a clean data-slate; being in his 50s that's probably quite the slate. Maybe Alaric got careless and was caught - something that pisses him off to no end, because he's *never* been caught. Until "that damned Inquisitor." Or else, being in his 50s, his reputation is what brought the Inquisitor's attention. Something along these lines would suit the character I think.

Also I'm thinking of starting with enough Insanity Points as to nullify Fear Effects on the sorts of things he has already encountered in his five decades of smuggling. Seeing as this is a small campaign I figured I could afford to be a little unsettled to start off with. Say about, 21?
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Matt
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PostSubject: Re: Getting started.   Wed 18 Aug 2010 - 14:31

Reading the GM's section of the book Lance What a Face Naughty naughty!1

haha seriosuly tho i will re read the insanity rules but it shouldnt be to much of an issue if thats the way you would want to go.

All so thinking about how the iquisition would convince your character to work for them is a good thing.

You should all have a suitable reason, but i will leave it up to you to decide what that is.

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Getting started.   Fri 20 Aug 2010 - 3:05

Heh, sorry, just picked it up and started flipping throuh pages. I haven't read all of it, just the parts particular to what I'm tryna do. Mostly I'm still tryna absorb the world of warhammer itself. Inasmuch as I can within the timeframe.

As for his "motivation" I'll probly throw a dart at the choices I've already put up.

For the moment I'm going to be ill. Caught something off dad this week. Hopefully I'll be right by next Saturday, if that's still the kickoff date?
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Matt
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PostSubject: Re: Getting started.   Fri 20 Aug 2010 - 9:37

No lance next saturday is the 28th.

The kick off date will be the first weekend in in September

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Matt
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PostSubject: Re: Getting started.   Sun 22 Aug 2010 - 14:48

Ok as i have had little word from Doc since his inital yes to playing i think i will replace him due to lack of action on his behalf.

I feel the group needs 5 to get a good mix of skills so any sugestions on sombody to take the 5th spot?

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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Physicist
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PostSubject: Re: Getting started.   Sun 22 Aug 2010 - 23:37

I did get through to him today and he said he is still keen as but having issues getting online and a little technophobic. Awesome aye!?

I did inform him that he should call you pronto!

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PostSubject: Re: Getting started.   

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