Archive for the ‘Dark Heresy’ Category

What to play in Dark Heresy, and how to play it: Part Two

by Danger - Octopus! - August 20th, 2009

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Following on from my previous article, I’ve covered the most basic careers (Assassin, Guardsman & Scum) and move onto the next three: Adept, Arbitrator and Cleric.

These careers are where things start to become more complex and, seemingly, difficult to play without a good grounding in the 40k universe and/or roleplaying.  Even a long-time fan of the 40k wargame could struggle, since taking the role of a zealous member of the Ecclesiarchy is rather different to moving that squad of Space Marines out of cover and flaming some greenskins.

However,  these three careers can easily be made more simple by thinking of them in more familiar terms, rather than as part of the 40k mythos.  Some players will no doubt be fine and able to come up with character concepts that fit the universe and into the Dark Heresy game, but others will hopefully find these articles helpful!

Adept

The Adept is an interesting class, since you can do so much with it.  While it might seem that playing a learned academic would need the kind of background knowledge that would necessitate decades of poring over game rulebooks and back issues of White Dwarf, it’s really not the case.  The crucial fact to remember is that 40k is a very medieval universe, and the Adept is all about specialisation, as far as gameplay goes.

In game terms, the adept will start with some vague general knowledge and end up with much more detailed knowledge about specific aspects of the Imperium.  However, for roleplaying purposes, you can just make it up.  When the game calls for your knowledge you can make a skill roll, but the rest of the time?  Your adept can be filled with the arcane knowledge of millenia past, so the knowledge you roleplay him as having doesn’t need to have any relevance to the Imperium of the 41st Millenium.

cadfael1Often, the Adept will lead an existence like that of a medieval monk, but one who has stumbled into intrigue much like Cadfael; he could be a logician skilled in ancient machines with all the eccentricities that this entails such as someone from Hackers or Whistler from Sneakers.

A great concept for an Adept is someone much more at home in their cloistered existence, who relies on someone else to take care of all the details like gunfights, monsters and car chases.  Marcus Brody from the Indiana Jones series, or any nervy computer nerd comic relief from a big blockbuster action movie, like Boris Grishenko.

Anyone familiar with Call of Cthulhu could easily transplant a twitchy researcher who has Learned Things Man Was Not Meant To Know. If you envisage your adept spending time as a Chirurgeon then any of the dour pathologists from police shows such as CSI or Morse would be suitable inspiration for a concept, or rather more sinister medical students recruited by an Inquisitor wanting to use their skills and also to keep a close watch on them.

Arbitrator

As with the Adept, it’s easily possibly to play a representative of Imperial law without having a lot of knowledge of the details of it.  Specifically, the remit of the Arbitrator is to investigate crimes against the Imperium, witchcraft and corruption… which you can easily pick up ideas about from the main rulebook without needing to know about smaller petty crimes and the ins and outs of Imperial law.
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The original inspiration for GW’s Arbitrators is pretty clearly Judge Dredd , but there are plenty of other concepts for the Arbitrator player.   Whether you’re wanting to borrow from The Wire (a low-ranking Arbitrator, picked by an Inquisitor perhaps because he’s above the usual corruption, or as part of some political game going on in the high echelons of the Imperial bureaucracy), CSI (in the same way that the characters in CSI all seem mysteriously competent at every last aspect of police work, the Arbitrator fills the roles of beat cop, investigator, SWAT team and indeed judge) or even The Sweeney for a rough-edged Arbitrator who is keen on violence to get the job done and would shoot you if you even tried to bribe him.

A more thoughtful Arbitrator who tried to avoid the violence and leave it to others could end up being like Inspector Morse, whilst The Shield could serve as inspiration for the Arbitrator a little more keen on violence.

Whilst the description of the Arbitrator definitely leads towards the more muscle-bound investigator, it’s a simple matter of picking skills carefully to end up with someone more at home in Law & Order than the fast-paced glitz of the original Miami Vice or the more gritty and violent remake and you could even end up taking a more hard-bitten film noir style take on the Arbitrator.

Cleric

The Cleric is a great opportunity to really have fun in the 41st millenium.  To paraphrase Douglas Adams – the thing about the Imperium is, it’s big.  Really big.  A Cleric character needs to follow the Emperor in some form. That’s really it.  You can worship the Emperor as sun-god, as some kind of battle deity, as an all-knowing architect and creator – there are endless variants of the Imperial Cult and options for making up your own obscure sub-sect.  There is a lot of crossover with the Adept if you’re playing a more sedate priest, so concepts from there are equally applicable, but then there are roles only really suitable for a Cleric.

There are rabble rousers dedicated to rooting out evil in all its forms like Frollo in Hunchback of Notre Dame or any of the many portrayals of the Spanish Inquisition as well as messianic priests, particularly one of the more muscular persuasion who leads with sword and flame.  The obvious inspiration would be Joan of Arc or indeed any charismatic leader.  Think of Henry V inspiring his troops with Kenneth Branagh’s great oratory or military pep talks.  Crusader knights, as in Kingdom of Heaven are a key inspiration, or for the more politically oriented priests, think of Cardinal Richelieu in the Three Musketeers or the Machiavellian machinations of the Vatican during the Middle Ages.
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Borrowing from pop-culture depictions of mystic rituals, whether Masons, Kabbalah or even the supposed extremes of Catholicism all make for starting points for a 40k Cleric.  As with the Adept, you can make up a lot of what your character knows and believes in, since the Imperium is large enough that anything someone could believe or study is out there somewhere!

Whether trying to play an honest priest caught up in events bigger than him, or someone trying to be a great leader of men who wants to sacrifice themselves for the cause, Cleric has many options and enough available skills that it’s easy to specialise while keeping it different enough from the other combat careers and even focusing entirely on the study and oratory, if your play style runs that way.  Some of the later advances even allow for crossing over with some of the specialised aspects of combat, so you could aim to make a warrior monk, as seen in endless Kung Fu films.

In the third part of this series, I’ll cover the three careers that in my opinion can come across as the most difficult to play, particularly without an in-depth knowledge of the background – Imperial Psyker, Tech-Priest and Sister of Battle.

What to play in Dark Heresy, and how to play it: Part One

by Danger - Octopus! - July 21st, 2009

The Warhammer 40,000 universe can be an intimidating one.   Given the vast array of cultures, ideologies and beliefs covered by the Imperium and protected by the light of the Emperor, it can be difficult to work out exactly what you want to play in Dark Heresy.  An Inquisitor can recruit anyone, anywhere, so if you can be absolutely anybody, how on earth do you work out what to play?   If you roll randomly for your career path, you could end up with something you have no idea how to play, or even how it fits into the universe.

If your players are familiar with 40k but not regular roleplayers, or if they’re roleplayers who’re unfamiliar with the 40k universe, there are a lot of choices to make and it can, at the start, be tough to find a hook to hang your character around.   Coming from a wargaming background, if you’re starting Dark Heresy because you’re a big fan of the tabletop 40k game, it can be a very strange transition since the familiar space marines and bolters of the wargame are the near untouchable elites that your characters will most likely never even see in the roleplaying game.

The Dark Heresy game played by the book is at a very different kind of level to the wargame, and is less about sweeping battles, epic conflict, superheavy tanks and high commanders as it is about the individuals living their lives in the Imperium of Man.   In this article, I hope to give a few suggestions and ideas for how to pick a career and roleplay it in the universe of Dark Heresy.   The first part of this is to go through the various careers, and to relate them to modern day inspirations.

The basics of what you need to know for role playing in the 40k universe are very simple – the Emperor  protects humanity, and you pray to him.  That’s really all that there is.   If you’re from a more civilised part of the Imperium then you might well know more, but there are untold worlds where this is all they know, and sometimes even this is cloaked in allegory and mysticism.   You might live on a world of steaming jungles, praying to your sun god in the hope that one day you are taken by his sky warriors to join the mighty armies fighting across space.

Such a closeted character could be seen as a challenge to play, but in fact it actually can work for you if you’re unfamiliar with the setting since your character’s wonder/confusion at the multiplicity of worlds in the Imperium would mirror the player’s.   Some careers would seem to demand more knowledge of the setting than others, but there are often ways to work round it so that a new gamer can find a way to think about his character as more than just a collection of numbers on a page, and someone new to 40k can slot their character into a universe that’s been crafted by various writers for over two decades.

Obviously, starting characters don’t have too many points to spend, and most of the examples will be beyond a starting Acolyte, but hopefully this can give you an idea for the kind of familiar archetypes that can be put into Dark Heresy, so you can see the character where the character may end up, and you can play through the career to get there (since no one starts off as the one-man army, ultimate killing machine or genius, you have to work at it…)

The three simplest careers for character concepts are probably Assassin, Guardsman and Scum, particularly for those new to roleplaying or 40k.

Assassin

40,000 years in the future, there are many people who will pay to have other people’s lives ended prematurely.  Together with the over two ’simple’ careers, it’s quite easy to fit modern examples of this career into Dark Heresy.  If you were a cool calculated killing machine like Agent 47 from the Hitman games, a dour but practical gunman with an otherwise quiet life like Léon the cleaner or a quirky and talkative gunman as in Grosse Point Blank, you could easily have lived your entire life on a backwater world with little knowledge of the Imperium other than the laws you broke and the rituals and prayers that everyone knows.

A perceptive Inquisitor might have noticed you while travelling through and recruited you to his cause, taking you off-world for the first time.   If all you’d ever known was murder on your isolated world, you could (as a player) learn more about the Imperium as your character did.    Think of the scene in the film Nikita where the heroine is following someone around a shop, copying her because she is unfamiliar with how to act in normal society, or the awkward social interactions of Anton Chigurh in No Country For Old Men.

An Assassin could easily be recruited purely on his skills, inducted to function as a weapon to be deployed by the Inquisitor.  He may have no need of interpersonal skills or knowledge of other cultures and world.  Together with Guardsman, it’s a good career to start out with if you want to see how the game works.  You could follow the orders of the Inquisitor or more confident players, acting confidently in combat but deferring to the others after that.

Guardsman

In many ways the simplest career to make a character concept for.  A soldier, another number in the endless ranks of the Imperial Guard.  If you were inducted from a quiet world then spent the rest of your life until the game starts under arms, all you’d need to know as a player would be the army such as Kurt Russell’s character in Soldier.

To be honest, for a Guardsman, there is really one one thing you need to do as a player unfamiliar with the game, and that’s to watch Starship Troopers which pretty much perfectly captures the atmosphere for a “one man among many” type of Guardsman.  Any war movie could serve as inspiration, but Starship Troopers is about as 40k as you can get without a lawsuit.  The third book of the comic The Ballad of Halo Jones is also a great example of what war would be like in the future for someone coming to terms with life as a soldier in a meaningless war.

As examples of hard-bitten veterans, Predator and Aliens show examples of the kind of upstanding xeno-hunting warriors that the Inquisition would recruit in a moment (if they didn’t need mind-cleansed)

For someone taking the one-man-army type route, Rambo and Commando are the obvious inspirations, along with the many, many imitations.

Almost any war film or TV show can serve as the inspiration, from the the once-competent but now aged veterans of Dad’s Army (age and lengthy periods of inaction being a great explanation for why you don’t have high level skills after years in the Planetary Defence Force, to a relative rookie amidst the jargon-laden action of Generation Kill, which could easily be translated into the 40k universe.

Scum

Such a wide catch-all class, there are nearly endless inspirations for Scum characters.  As with Assassins, they could easily be people who previously lived a life on just one world, never travelling and never getting involved with the bureaucracy of the Imperium, save to avoid arrest or worse.  From scheming villains like Fagin in Oliver Twist and Stringer Bell/Avon Barksdale in The Wire, to con men like Maverick, to fixers, dealers, goons and mobsters like the Mafiosi and Made Men of the Godfather and various Martin Scorcese films such as Goodfellas, Casino and The Departed.

A simple street thief, rural highwayman, stealthy cat burglar or stick-up artist like Omar in The Wire or any of the wannabe gangsters in Lock, Stock and Two Smoking Barrels – all could be fit into the 40k universe, prized for their unique skills that an Inquisitor would not be able to find on the right side of Imperial law.

Zorg, in The Fifth Element,  Bruce Willis and Danny Aiello in Hudson Hawk and Chow Yun Fat in Once A Thief could all be the basis for interestingly different Scum characters, but there’s no reason that Scum absolutely have to be on the lower levels of society.  They may fraternise with low-born criminals, but they could easily be someone educated and well-off using the poor and needy to their own advantage.

For a more social type of Scum character, someone who is all about the interpersonal skills, making them a smooth-talking but dangerous person like Mr Morden in Babylon 5.

In part two, the slightly more complex but still easily playable classes of Adept, Arbitrator and Cleric.