WWC #3: Jericus Regis – Arbitrator

Jericus Regis has been made with the Dark Heresy Core Rulebook.

Background

Born into the middle hive, Jericus found himself crammed in between the nobles and the dregs of the manufactorum. His parents instilled a hive-sense of order and justice, which Jericus could not reconcile with what he saw around him. Jericus served with the Arbitrators of the hive, but not out of a duty to the hive itself, but to search for the sense of order and justice had to exist outside of his experience.

Within the hive, Jericus became known for his skills in investigations and rapport with his contacts. Jericus also developed keen perceptive skills, assisting him in his search for his prey. His skills helped him to uncover hive corruption leading up into the echelons of the hive nobles. After his superiors re-assigned him with strict orders to discontinue his investigation, Jericus began to see how deeply his hive had fallen.

CAREER PATH: Arbitrator
XP TO SPEND: 100
SPENT  XP: 500
RANK: Enforcer
HOME WORLD: Hive World (Middle Hive)
BUILD: Brawny (1.75m/80kg)
AGE: 30
SKIN: Dark
HAIR: Grey
EYES: Brown
QUIRK: Hacking Cough
HANDEDNESS: Left
WOUNDS: 14
FATE POINTS: 3
WEALTH: 25 throne gelt

Traits

Accustomed to Crowds
Caves of Steel
Hivebound
Wary

Characteristics

Weapon Skill: 27
Ballistic Skill: 41
Strength: 22
Toughness: 29
Agility: 24
Intelligence: 32
Perception: 30
Willpower: 31
Fellowship: 39

Skills

Speak Language (Low Gothic) (Int)
Speak Language (Hive Dialect) (Int)
Literacy (Int)
Common Lore (Adeptus Arbites) (Int)
Common Lore (Imperium) (Int)
Inquiry (Fel)
Awareness (Per)
Scrutiny (Per)

Talents

Basic Weapons Training (SP)
Melee Weapon Training (Primative)
Quick Draw
Rapid Reload

Upgrades

BS Upgrade (Simple)
Toughness Upgrade (Simple)

Equipment

Shotgun
32 Shells
Club
Brass Knuckles
Knife
Mesh Vest
Uniform (Good Quality)
3 doses of Stimm
Injector
Arbitrator ID
Chrono
Lho-Sticks
Micro-Bead
Lamp Pack

Notes

Jericus was created for a play-by-post game that I was a member of.  Unfortunately, the game fell through, which happens with PbP games.  I present him now, as he was after he had made a few advancements.

Flatlined

It’s officially dead.  I’m cool with that.  I produced nearly 11,000 words in a relatively short amount of time.  What I wrote turned out to be alot different than I had originally set out to write on.  When I finally reeled the story back into my main loose plot idea, it just died.

I didn’t really like any of the characters that much.  It makes it easier, I think.

I think the real reason that my creative ‘juices’ stopped flowing was because I finally got back into regular Gamemaster posts in my Star Wars and d20 Modern play-by-post games and Darren restarted his Dark Heresy play-by-post game, which I’m playing in.  I much prefer to ‘write a novel’ collaboratively in the play-by-post game than writing on my own.

I played Arkham Horror for the first time on Friday.  It is quite enjoyable.  I’m trying to convince Emily that she’d like it, but she won’t believe me.  Oh well.

In other news, Emily and I celebrated our second anniversary on Monday.  We’re looking forward to many many more!

Brief Game Master Pointers

[Cross-posted, originally posted on Canadian Geek]

I’ve got a few administrative items to pass along this month that I’ll pass along before we get to the meat and potatoes. Firstly, I’m going to add something to the end of my columns – a few game recommendations. These titles are likely going to be games I’ve never played and have barely read through, but something about them caught my eye. I hope some of these turn out to be gems in your collection. The second item is to blatantly self promote – if you’ve never RPed before, or if you just haven’t been able to find a group, be sure to check out the Edmonton Gamers’ Association. You can check them out on Meetup, which will tell you about all the events they have planned (There’s one this weekend, March 8th!).

With that taken care of…here’s a few pointers for new Game Masters.

Game Master Tips

The first two pieces of advice I’d give to new GMs are:

  • Plan out your session beforehand. Know where you plan on taking the adventure.
  • Don’t plan out your session beforehand.

Of course, I’m sure you realize these points contradict each other. Let me explain what I mean in a bit more detail. For most GMs, just making stuff up as they go just does not work, you’ll end up forgetting something and your players will call you on it. You need to have an idea of what the goal of the adventure is. Know some of the details of how the characters go from point A to point B. But…don’t put all your eggs in one basket. Players hate ‘box canyons’ with one direction of travel. They will find a way to break your intended path. So, don’t plan everything. Make multiple-plan ideas. Think of one or two alternate paths that can be chosen to get to the end goal. Sometimes, they’ll think of something you never thought of. You’ll have to make that up – but take personal notes of what you’re telling players. It will help you later on.

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