Alright, I'll probably run it then. I might make a new thread for it or just use this one. We'll also probably have a session for making characters where I'll provide the materials needed to do so and people can make characters together, for better synergy.
Until then, here's the 8 character types available, and some info for helping you pick one. Remember, only 1 Chaos Marine in the group.
Chaos Marine Archetypes:
Champion: Most Chaos Marine warbands are led by a Chaos Champion. Champions tend to have better gear (Especially status symbols like power weapons and ancient armor) and their skills are geared more toward interaction than others, but still not as much as a human demagogue, and they still can't infiltrate polite society. Champions can come from pretty much any walk of Spess Mehren life, but must be consummate leaders and tacticians, so positions of leadership are more fertile ground for Champions to spring from. Chaos Champions tend to be highly ambitious, and are the most likely archetype to seek Daemonhood and leadership of a Black Crusade.
Chosen: Chosen are consummate warriors and professionals. While all Chaos Marines are proficient in a ridiculous variety of killing implements, Chosen turn their use into an art form. They're the pure combat class of the pure combat race. Chosen can come from anywhere, but tend to be extremely ruthless and hard-boiled, even more so than most Chaos Marines. Chosen usually don't aspire to anything fancy, the only mark most Chosen want to make on the world is a bullet hole. There are always exceptions though.
Forsaken: Forsaken have, for one reason or another, broken all ties with their former allegiances. Maybe they were expelled for some transgression,
maybe they threw a hissy fit and destroyed their own legion, maybe they simply work better alone. Whatever the reason, Forsaken are very resourceful and adept at working without support. Forsaken tend to be very pragmatic, there's no room for sanctimony when you're alone in a violent universe. They're the most likely to acknowledge that human heretics are better at some tasks than Legionnaires, and are more likely than most to align themselves with non-Marines, if only temporarily. Their goals can be pretty varied, but they usually don't make good leaders.
Sorcerer: Sorcerers are Chaos Marines with sorcerous power (Who knew?!) The vast majority were originally Space Marine Librarians, which presents them with interesting opportunities and drawbacks. On one hand, the condition and psychoindoctrination they underwent as Loyalists made them more resilient and less likely to rip a hole in the universe or something, it also fettered their abilities. Sorcerers are incapable of the wild, unrestrained power of a potent human psyker. Sorcerers rarely lead, but they rarely acknowledge leadership either. This makes them somewhat problematic in a warband. They may go along with orders when it suits them, but ultimately they're only in the warband because it furthers their own goals. Most sorcerers aspire to greater magic power. Sorcerers can't worship Khorne.
Human Heretics:
Apostate: Apostates are the cult leaders and crazy demagogues. Most can put up some kind of fight but their real strength is in turning people away from the Imperium. Also, unlike many heretics, they're adept at insinuating themselves back into the Imperium. most have a background in the Ecclesiarchy or bureaucracy, and are thus uniquely suited to causing untold amounts of damage. The Imperial bureaucracy is so choked and tangled that a clever mole can make millions of Thrones worth of manpower and material disappear without anyone the wiser. Apostates often aspire to leadership and power over people. Their goals are similarly selfish but, due to their humanity, are more likely to have a personal grudge against the Imperium and work to undo it with even more zeal.
Heretek: Science is a joke in the Imperium. The galaxy is in a technological dark age, picking through the ruins of a greater society and fusing superstition and science to a degree that would make Carl Sagan do backflips in his grave. Anyone who thinks "Maybe we could do better if we got rid of the chanting and praying and started rigorously analyzing things" is lobotomized and turned into a servitor drone. Unless they escape, or they were never part of the Adeptus Mechanicus. Most Hereteks are one of the two, though all player Hereteks bear the trappings of the Mechanicus, whether they were originally a Techpriest or were taught by one. Hereteks often aspire to great technological feats. Sometimes this means real science, developing and advancing. Sometimes it means recovering and utilizing archaeotech from the Dark Age of Technology. Sometimes it means fusing Daemonic essence with machinery to make obscenities against sanity and reason (Now the techpriests don't sound so bad, huh?). Whatever it is, it usually has to do with technology or scientific knowledge.
Renegade: Remember how I said the Imperium sends millions of people to the Jericho reach to die alone on a forsaken battlefield light years from home? Some people see the meat grinder before it takes them, rebel against the Imperium that made them expendable, and swear allegiance to gods that will give them a chance at glory. That's where renegades come from. Most come from a military background. Hard-bitten veterans, quartermasters sick of seeing happy, gung ho recruits day in and day out and knowing they'd be dead in a month, rebel admirals, whatever the case, renegades are soldiers with a personal vendetta against the Emperor. While you're free to make your renegade whatever you want, most of them want little more than to watch the Imperium burn.
Psyker: Psykers are humans with the gift of psychic power. While most human psykers are spirited away to Terra to be indocrinated and bound, taught to fear and hate their power, heretic psykers are unbound, free to bend reality as they see fit. Because of their raging power, they tend to go out like firecrackers, shining bright for a brief time but quickly burning themselves out. Those that can master themselves can become horrendously powerful. A PC psyker may have somehow escaped the Black Ships, or been born on a world forgotten by the Imperium, or been taken in by a proper heretic. Human psykers tend not to have lofty ambitions. Like I said, they burn fast and bright, and most live accordingly, in the moment.
There you go. That's all 8. Like I said, one Chaos Marine, the rest must be humans. You can make a character now if you know how, but we'll probably have a session soon to make characters. This Sunday, perhaps?