Wednesday, February 27, 2019

Dark Heresy 2E Adventure: The Path of Exuberance (WIP)

Path of Exuberance
Table of Contents
Children of the Exuberant Being 2
Inquisitor Fidele Cavello 4
A Requiem for Sister Rosali 5



Children of the Exuberant Being
Group Marked for Extermination
Cult Designation: Hereticus Minoris
Forbidden Worship: The Emperor of Mankind is the only god acknowledged in the Imperial Creed. All others are seen as primitive deviancy at best, and Daemons or echoes of the Warp at worst. On some planets, proscribed rites still thrive, and ancient powers or xenos races are worshipped in the Emperor’s place.

Demagogue: The cult is held together by the personal magnetism of a central figure. He may be a particularly driven madman or a charming orator, but in either case, it is his words that hold his power.

Charismatic: Through force of personality or sheer charm, the cult leader is universally revered by his followers. His influence is felt even when he is physically absent.

Heavy Firepower: For a shadowy cabal or coven, the cultists have far bigger guns than might be expected. They make frequent use of powerful weapons in their battles, such as heavy stubbers, grenade launchers, or more devastating devices.

Marked Flesh + Hidden Sign: A rune or other visual motif identifies the cultists. They might wear the sign on hidden pendants, hide it amidst other signs at businesses they control, or otherwise display it to those who know where to look. The perfidy of the cultists is worn on their very flesh. They may bear a hidden brand or tattoo declaring their membership, or a worse deformity might mark them as among the ranks of an inhuman throng.

Purpose:  Some citizens of the Imperium find themselves yearning for something more fulfilling than endless labour to support a war machine they never see. These empty souls often turn to cults that claim to provide meaning or purpose to an otherwise pointless existence.

Flesh Twisting: Most common as a ritual of initiation or advancement, the deliberate mutilation or mutation of a cultist’s flesh is often seen as a show of dedication.

Nurgle: Morbid enthusiasms about death, but also rebirth, anchor the cult’s beliefs. Its members thrive on disease and decay, their appalling forms energetically eager to share their blessings with everyone around them.

Hereticus Minoris: Even the smallest Inquests represent heresies worthy of the focused attentions of an Inquisitor and his Acolytes. Inquests of Minoris scope are relatively straightforward (as such matters go), and the Inquisitor and Acolytes might even know the approximate whereabouts of the target. An Inquest Minoris requires 600 Investigation points to complete and includes 1 to 3 Confrontations.

Enemy types: The Children fit well with the profiles of the enemies from the Callers of Sorrow and mutants in the Dark Heresy 2E core rulebook. Unlike the Callers of Sorrow, however, the Children use their gifts from Nurgle to openly practice their heresy when their group is threatened. Their troops are mainly tough, muscled mooks wielding an assortment of heavy weaponry, melee and ranged. Their unnatural toughness carries them through fights moreso than their armour which consists mainly of hive leathers and maybe the odd flak vest.

Melee weapon preferences: Chainaxes, great weapons, warhammers.
Ranged weapon preferences: Autoguns, heavy stubbers, shotguns.
Armour preferences: Flak, Leathers

(Special Rule) Blessed by Exuberance- The Children are given blessings by the exuberant being that increase their overall resilience and strength. These are in the forms of serums and potions for possible recruits. For those initiated without fear of the Exuberant Being or the Corpse God there are rituals beseeching immaterial patrons including complex rites.

All troop type NPCs of the Children gain the Unnatural Strength (1) and Unnatural Toughness (1) talents.

All elite type NPCs of the Children gain the Unnatural Strength (2) and Unnatural Toughness (2) talents and Sturdy and Undying traits

All master type NPCs of the Children gain the Unnatural Strength (4) and Unnatural Toughness (4) talents and Sturdy, Toxic (1), Undying, and Touched by the Fates (1) traits.

Being a minor cult without the resources of grander conspiracies, they use what they can get.
 
Introduction

Introduction: Inquisitor Cavello has built a contact network in Askellon and the sectors around it. The PCs have been taken to the Wick, Cavello’s fortress located within the capital hive on Juno. Its name comes from the overall cathedral-like design and the many sets of candles that are lit by clergy that Cavello has gathered. The candles serve a spiritual purpose and are also believed by Don Cavello and others to keep evils away. Its winding halls are built to be defended from attack, and holds armouries, garages, medicae clinics, barracks, musterhalls, messes, and other facilities needed to allow the Ordo Hereticus to pursue their duty on Juno. The PCs have been given an autocarriage, a domestic Model M Tirelli, and are gathered at one of the garages which opens up to Juno.

This garage is an underground complex of rockcrete that mainly has civilian vehicles. It is guarded by levy troops wearing blackened flack armour, red fatigues, and inquisitorial rosette patches. They are from a variety of worlds in the Imperium. They man a checkpoint with a building that contains the controls and pict feeds of the garage. They take account of what vehicles are signed in or out.

The PC’s autocarriage is being driven by one Confessor Maxim Letov, a veteran of the Valhallan Ice Fighters. He is utterly loyal to Don Cavello, and follows his orders to the letter. He is a brawny, short man, with close shaved dark brown hair, fair skin, wearing a black leather coat, dark green fatigue tops and pants, black boots, and white socks. He often has a very serious disposition, but is not abusive or belittling. He is not one to crack a joke, nor laugh.

The PCs start play out on the road. Their mission briefing: 


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