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Ursca

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  1. I feel compelled to point out the design on the Eternity Gate in the Emperor's Palace. Out-of-universe, of course, the illustration was drawn well before the Void Dragon was even conceived. Then again, it could be a retroactive reference. Stranger things have happened.
  2. It looks like my players will be going to Gabriel Chase next session, so here's something I came up with to replace the Striking of the Tenth Hour, which I thought was fairly boring. Shortly before the 10 O'Clock, the acolytes encounter some Pilgrims in the secret tunnels who flee rather than fight. If followed, they will run to a dead end in a large circular room encircled by closed doors and featuring three concentric rings of brass on the floor. Several rounds of combat may occur in the room before the hour strikes, but when it does, the open door shuts with a mechanical click, and the other doors open to reveal a legion of masked and costumed men and women who march out in pairs and take positions in the room. Further inspection will reveal that they are clockwork automatons, and they pay no attention to the acolytes nor the pilgrims. Once the dancers have taken their places, the concentric rings on the floor begin to rotate, the outer and the inner moving clockwise, the one between moving anti-clockwise. They rotate 90° each turn in their respective directions. At the same time, music akin to that of a music box begins to play. Obviously this is going to be pretty confusing, and the acolytes may lose sight of their prey during this. Cunning foes such as Redjacks may attempt to ambush the the acolytes by pretending to be dancers until the rings carry them within striking distance. Perception tests to spot enemies and agility tests to remain standing on the spinning rings should probably abound. Witches with Telekinetic or mind control powers would probably be hilarious. Rolling grenades could end up ANYWHERE.
  3. No Halflings in the basic set, no ratcatchers in the basic set. I can see what they're trying to do, and that's to fold the 'higher level' material found in Warhammer Online and WFB into WFRP so that new people being introduced to the game will be able to play what they've seen in the other games. A kind of 'complete' Warhammer Role-playing game, rather than retaining the WFRP style of play. It might work. If it scales well enough, and there are supplements released that support the different styles of play, I could see it working. The press release was badly worded, and the lack of good information has birthed it under a bad moon though. Hmmm.
  4. Picture 1 Picture 2 Picture 3 Picture 4 Make of those what you will. The 'miniatures' are going to be fuel for the fires of hate, but there is a character sheet there.
  5. What, not even halfling crime lords and slimy second-hand horse salesmen? I'll admit to not having liked halflings when I first started, but I've grown to like their greasy, grubby ways. And a version of WHFRP without even the option to play as one seems a little bizarre.
  6. If you're a fan of the concept of Ambulon, I'd definitely recommend the Mortal Engines books (Hungry city chronicles in the US). Hell, I'd recommend them anyway. They are some fantastic books. I guess everyone's noticed the pun in Ambulon's name though?
  7. FFG Ross Watson said: Ursca said: Excellent stuff. Edge of Darkness was always a favourite of mine, and it's nice to see it all tarted up, although the players won't get to see it. One thing I noticed was the back cover: 'Sinister Intrigue among the decadent nobility of the Imperium!' - Did the Tattered Fates tagline get put in by mistake? Nice catch! That has been corrected, and the servitor responsible has been duly re-lobotomized. Well, I certainly can't fault you for speed!
  8. Excellent stuff. Edge of Darkness was always a favourite of mine, and it's nice to see it all tarted up, although the players won't get to see it. One thing I noticed was the back cover: 'Sinister Intrigue among the decadent nobility of the Imperium!' - Did the Tattered Fates tagline get put in by mistake?
  9. Hellebore said: Sigh, and I thought I was being original. I suppose it's true, nothing is original anymore. I'd actually chalk that one up as a positive result. Being realistic helps the verimisilitude and to honest, how many players are going to know about Casu marzu? Bah, this quote system is terrible. Well, the posh stuff has been done, so I think it's time for some boring stuff. Gloom Algae Not true algae, more a kind of bacteria, Gloom Algae was discovered on Strank, thriving in the warm, moist conditions of piles of decomposing vegetable matter. Edible, and needing little more than heat and water to grow, Gloom Algae has become popular as a staple food in many of the hive-worlds of the sector, where it can be grown using the excess heat from machinery. Gloom Algae is a gelatinous and white, containing a high amount of starch. In mid-hive algae-farms the algae is grown in large paddy-fields and workers use long netted poles to scoop the algae from the surface and wear head-lamps to save energy. In the Underhive it is often grown in grimy oil drums and other water-tight containers left in dark, warm corners. Cost: Negligible. Availability: Plentiful Serving: When cooked, it is usually squeezed in a porous bag to remove excess water and then baked or fried in fat (Synthetic or otherwise). It can also be used to brew a highly alcholic drink called Gloom-Wine. Much-prized by underhivers, Gloom-Wine is almost 100% ethanol. Gloom Algae is also used in many industrial applications such as glue-making, vegetable-based parchments and in plastics (Plasteel?). Seeds: Something is living in the stygian Gloom Algae tanks. Algae-Farmers have been going missing, dragged under the gelatinous white surface, their algae nets left floating in the ponds. Many farmers have taken to worshipping these creatures out of fear, occasionally sacrificing one of their number and dumping the corpse into the deepest of the tanks. I think Zero-G Veal has a certain ring to it too.
  10. Brilliant. Very 40k, and at the same time eerily realistic.
  11. Heh. I had the same thought. They make servitors and cherubim that way, so why not half braindead psyker drones too? That would probably explain why Inquisitor Vogen objected to Gelt's vat-psykers, anyway. I'm not sure which idea I prefer really. Perhaps I could keep the clone psykers and just call them something else.
  12. The Ordo Hereticus was specifically created to prevent the events of the age of apostasy from happening again. So yes, the Inquisition could execute a High-Lord if it was required. Not that they've needed to in the last five thousand years.
  13. macd21 said: It depends. While few people, even powerful ones, are going to know an Inquisitor personally, there are a number of well known, easily contactable Inquisitors out there. In particular the Lord Inquisitor of the sector. If an Inquisitor asks you to help him virus bomb a world, odds are you'll try to contact the Lord Inquisitor and ask his opinion on the matter. Well, virus-bombing a world is pretty serious business. It's not like an inquisitor just pops up and demands an exterminatus. If the Lord Inquisitor is easily contactable, chances are, he will already know about what's happening and perhaps might be involved. If he isn't contactable, then you'll just have to rely on the Inquisitor you've got. macd21 said: That's where personal contacts and allies come in useful. Having someone in, say, the Imperial Navy whom you can rely on to do as you ask is a huge asset. For all the authority the Inquisitors have, they still need to use the Adepta to get things done. And if the adepta aren't cooperative, you might as well hand in your badge, 'cause you'll spend more time making sure your minions are doing their jobs than hunting down heretics. If the adepta aren't cooperative, then they are obstructing the inquisitor's holy duty and are heretics in the eyes of the Emperor. Disrespect for authority is literally a heresy punishable by death. Duty is the grease which keeps the wheels of the Imperium turning. If Inquisitors can't rely on someone to act on their command when it is needed, then the roots of heresy grow deep indeed.
  14. Maybe. In my mind, the Inquisition's chief weapon is fear. Um, fear and surprise. I doubt that said authority would know another inquisitor, let alone be in decent contact with them. When the Witch-finder comes round, you do as he says in case he decides that you are a heretic. An Inquisitor is the living incarnation of the Emperor's Will. If he decides he needs a battleship, he gets a battleship. Drag your heels if you like, but you only risk drawing the Inquisitor's attention to youself and as they say, innocence proves nothing. An Inquisitor has only the powers that his authority gives him, but in an empire as hide-bound, superstitious and God-fearing as the Imperium, authority is absolute power.
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