The Mara Landing Massacre
Career: Guardsman
Homeworld: Any
Cost: 300 xp
Mara is a wretched place, a cold world once home to a penal colony now long silent. No one goes to Mara; the space around it is quarantined, the Imperial Navy mounting infrequent patrols to keep any from straying too close. However, such accursed places seem to draw in the unwary and the unfortunate. When a navigational error and mysterious engine failure caused the troop transport Vervilix to enter the Mara quarantine zone, forcing it to land, hell was visited on those unfortunates trapped there. What happened in the five days before the Imperial Navy reached the transport remains largely unknown. Only a few hundred gaunt and haunted individuals survived out of the five thousand Guardsmen that set foot on Mara, and of those, many were later were executed for heresy or simply disappeared— unable to live with what they had experienced. For those few who survived, they will never admit that they were onboard the Vervilix unless under duress. Only the sealed reports of the Ordos contain the accounts of comrades turning on one another, of walking nightmares, vile scratching and half- heard whispers at reality’s fabric, and the incessant buzzing of insectile wings on the edge of the mind.
Survivors of incidents on Mara are likely to be of most interest to Radical Inquisitors who see the experience as having armed them against the worst. Moreover, they are proven survivors if nothing else, and if some shadow of Mara’s terrible mystery lingers on in them, that too is worthy of attention.
Characteristics: Increase starting Willpower by +5.
Talents: You start the game with Resistance (Psychic Powers).
Corruption: Your experiences at the massacre means that you begin the game with 1d5 Corruption Points.
Fate Points: You gain one additional Fate Point.
Insanity Points: Unhinged, you start the game with 1d10 Insanity Points.
Homeworld: Any
Cost: 300 xp
Mara is a wretched place, a cold world once home to a penal colony now long silent. No one goes to Mara; the space around it is quarantined, the Imperial Navy mounting infrequent patrols to keep any from straying too close. However, such accursed places seem to draw in the unwary and the unfortunate. When a navigational error and mysterious engine failure caused the troop transport Vervilix to enter the Mara quarantine zone, forcing it to land, hell was visited on those unfortunates trapped there. What happened in the five days before the Imperial Navy reached the transport remains largely unknown. Only a few hundred gaunt and haunted individuals survived out of the five thousand Guardsmen that set foot on Mara, and of those, many were later were executed for heresy or simply disappeared— unable to live with what they had experienced. For those few who survived, they will never admit that they were onboard the Vervilix unless under duress. Only the sealed reports of the Ordos contain the accounts of comrades turning on one another, of walking nightmares, vile scratching and half- heard whispers at reality’s fabric, and the incessant buzzing of insectile wings on the edge of the mind.
Survivors of incidents on Mara are likely to be of most interest to Radical Inquisitors who see the experience as having armed them against the worst. Moreover, they are proven survivors if nothing else, and if some shadow of Mara’s terrible mystery lingers on in them, that too is worthy of attention.
Effects
Apply all of the following changes to your character:Characteristics: Increase starting Willpower by +5.
Talents: You start the game with Resistance (Psychic Powers).
Corruption: Your experiences at the massacre means that you begin the game with 1d5 Corruption Points.
Fate Points: You gain one additional Fate Point.
Insanity Points: Unhinged, you start the game with 1d10 Insanity Points.
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