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Saldre

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Everything posted by Saldre

  1. I am glad it helped inspire - game is in a week... Ill have five players- not sure how a sneaking out of a medical camp is going to work out... Ive given it a lot of thought- but I dont feel quite ready to run this game yet! I havent lost hope yet - but with one of the players being brand new to roleplaying games general, -more structured narrative might be a better idea then complete free form!
  2. Hello!! So I posted this in the DH 1.0 forum- but I realize I am likelier to get a response here! After watching an Anime (Soul Taker, all Credits go there), I got a really cool idea that I want to work out for the next campaign - but I am having trouble setting up the first session - I would love the help and input of other GMs. The game would explore, and in a very meta sense, play with the idea of fate points. It goes something like this: When Horus struck down the Emperor, the latter "Burned the Original Fate Point" - but instead of losing it, it scattered through time and space and imbued some lucky few humans with his grace and fortune- but he is not the only entity to have suffered the same fate: a powerful daemon, a Changer of Ways, in order to avoid complete destruction separated his essence and imbued it upon men and women "touched by the fates". Since then, this horrific creatures has been pulling strings and manipulating events - hunting and gathering humans with fate points, in the hopes of harvesting the latter and recreating a material body for itself. The game would have the players wake up and thrown in the middle a conflict between two powerful factions attempting to control, replicate and understand the fate point phenomena through kidnapping, murder and heretical research. The two Factions: The Saving Grace (Of the Emperor) Foundation: A charitable organisation known for its multiple humanitarian projects - from orphanages to health-care, is also renown for its fast-response relief times. Wherever, and whenever, disaster strikes - whether through natural circumstances or armed conflict, it is not unusual to have the foundation sweep in with rapid response team to provide medical and humanitarian assistance to the victims. The group receives a large part of its funding from the Ecclesiarchy in exchange for some heavy handed missionary work. Behind the Shadows- The group is run by Horusian Inquisitor who, through dealings with an Entity (The Changer of Ways Masquerading as the Emperor), became aware of the existence of "Fate Points" and has been tasked with creation of a proper vessel to ensure the ultimate resurrection. He mobilizes the foundation quickly at the sight of major disaster in order to quarantine and capture "Improbable Survivors", every now and then a disaster so horrific will ensure that there will be virtually no survivors, save for some lucky who due to extreme circumstances and fortune escape unscathed. The Hallowed: the Hallowed are a group of monstrous mutants, each more disturbing than the last, who believe themselves to have ascended beyond the rest of humanity. Seeing them closer to the emperor, perhaps not through physical form, but through spirit instead, they direct their ire specifically at the Ecclesiarchy- and instead of desiring to conquer and rule over humanity, they want to save them by destroying the true heretics (the corrupt eclesiarchy) and spreading their teachings. The cult is extremely attractive to the majority of mutant population who find a chance for salvation here. They too actively hunt down those "Touched by the Emperor" - accusing them of dark bargains with daemonic forces. Behind the Shadows- An ancient Istavanian Inquisitor is responsible (And even fuels) this sect: perhaps he was present when the Changer of Ways escaped death, or perhaps he used to be an Interrogator and worked with the Horusian, he is aware of the threat that the Saving Grace Represents. Through "pseudo-scientific biological research" and a dabbling in radical procedures, and perhaps even Tech-heresy - he attempts to replicate and understand the fate point, so as to find a way to combat the creature. Along with his mutant minions, he organizes disasters in the hopes of capturing the survivors and experimenting on them. His attempts have resulted in a number of horrific mutations in his victims, who often survive the procedures due to having a fate point in the first place. He claims that his procedure ensures that your fate point is granted by the Emperor, and not the Changer of Ways and in this manner constantly provides a stream of powerful "Leaders" for the Hallowed. ------------ If you've followed this far, thank you! This is how see the campaign going: Players awake in media-res within the conspiracy having survived a major crash, discover that both of these organisations are after them, join the Inquisition in order to rescue other citizens with fate points, before accumulating enough allies to stop the Istavanian Inquisitor and destroying the Changer of Ways (by collectively burning tons of fate points and dealing 1d10 damage per to the Changer.) -------------- And this is the part that I need help with!!!! For the First game: First Location: Saving Grace Emergency Relief Camp Players wake up in a hospital, having survived the literal explosion of the orphanage they all lived in. They can remember but a single thing from the disaster: it was a Sister Sophia (renown philanthropist and den-mother), seemingly afflicted by madness, who engineered the blast. As they restlessly attempt to recover, shared horrific Dreams plague them, and they catch fragments of a friendly figure taking care of them that sticks out between the otherwise cold and emotionless staff of what seems to be a medical/refugee camp- Green tents and people in Hazmat Suits. They are wrenched awake by a cocktail of adrenaline shots only to find a torn piece of paper in one of their hands - on loud vox-casters from outside, they can hear about the destruction of their home and how thousands are dead: no survivors. They barely have time to process this information before they look at the paper- one side, they find an address- on the other, a cryptic warning: they are coming - run. They barely finish reading it before it bursts into flames. Virtually naked, with naught but a hospital gown on their back, no weapons or identification, they have to escape the Saving Grace Medical Camp before they are transported to the Hospital. Second Location: Safe House. When/If they evade the staff and make it to the address- its a safe house- that looks like a prison cell, seemingly designed to accommodate them, but no apparent inhabitant It has bars on the windows, and the door is a metallic grate (A thorough search of the hab reveals some that its been bugged?). Perhaps they are even locked in for some time- as if to ensure that they have not been followed. The mysterious stranger who saved them eventually drops by, or introduces herself- or maybe not? Maybe the house is a test- they uncover a hidden stash of tapes, left by that explains a few things. On the tapes- it’s rather creepy: the stranger is an Interrogator who has been obsessing over the players, they even find biological and health file on each of them... a bit of their history since they joined the Orphanage. The tapes explain that they are special, and could be responsible for great things. It’s too late for them to go back to a normal life: strangers will want them dead, hunt down eternally. There was something she needed to confirm first- the final nail in the coffin to confirm her theory: she had to head to Sophia’s Memorial before the players woke up- of course the message has been dated a while ago, and she yet to return: something must have went wrong. Third Location: Sophia’s Memorial. In honor of her life, and death, Sophia’s personal trust fund built up a massive memorial for her. What was the interrogator doing here? It looks like she was attempting to dig up the philanthropists grave – breaking and entering into her tomb... but she was attacked by someone. The place has been cut off to the public for some reason by security forces? This is where the players encounter the first member of the Hallowed and a mutant strike-force: here to desecrate Sophia’s grave. In reality, their purpose is two-fold: as they have been after the Interrogator for some time. Unfortunately, they are late in capturing here: saving Grace has beaten them to it. Beating or escaping the mutants, the players have to infiltrate a Saving Grace Hospice to Rescue the Interrogator. Fourth and Final Location for the first game – Saving Grace Hospital: The players have to infiltrate a Saving Grace Hospital in order to rescue the interrogator, while the building is simultaneously attacked by the Hallowed. It is only after the players find the secret laboratory/shrine where the Saving Grace have killed the interrogator (perhaps in her dying words she gaves the the passcode of a safe in her safe-house) that they become aware that something more is going on and the extent of the danger. Back at the safe house- a man awaits the players: the Istavanian Inquisitor, who thanks them for attempting to save his interrogator, and then recruits the players officially into the Inquisition and tasks them with the rescuing on key individuals (from cataclysms and disastrous events that he himself organizes) while they remain unaware that they are now puppets in the entire conspiracy. ............................ Welp! Thank you for reading all of this; it helped a lot to put these ideas on paper. I definitively would like help padding this entire thing up! Events and encounters that could use to make the whole thing more interesting? What do you guys think about it? Thanks again!
  3. Hello!! I hope people are still here- I noticed adeptus posted something just yesterday.... I haven't logged in so long haha but now I am back! And after having finished a campaign lasting about 2 years with a previous group, they are not insisting to start another campaign, so I am back to running to two groups simultaneously. After watching a Anime (Soul Taker, all Credits go there), I got a really cool idea that I want to work out: but I am having trouble setting up the first session - I would love the help and input of other GMs. The game would explore, and in a very meta sense, play with the idea of fate points. It goes something like this: When Horus struck down the Emperor, the latter "Burned the Original Fate Point" - but instead of losing it, it scattered through time and space and imbued some lucky few humans with his grace and fortune- but he is not the only entity to have suffered the same fate: a powerful daemon, a Changer of Ways, in order to avoid complete destruction separated his essence and imbued it upon men and women "touched by the fates". Since then, this horrific creatures has been pulling strings and manipulating events - hunting and gathering humans with fate points, in the hopes of harvesting the latter and recreating a material body for itself. The game would have the players wake up and thrown in the middle a conflict between two powerful factions attempting to control, replicate and understand the fate point phenomena through kidnapping, murder and heretical research. The two Factions: The Saving Grace (Of the Emperor) Foundation: A charitable organisation known for its multiple humanitarian projects - from orphanages to health-care, is also renown for its fast-response relief times. Wherever, and whenever, disaster strikes - whether through natural circumstances or armed conflict, it is not unusual to have the foundation sweep in with rapid response team to provide medical and humanitarian assistance to the victims. The group receives a large part of its funding from the Ecclesiarchy in exchange for some heavy handed missionary work. Behind the Shadows- The group is run by Horusian Inquisitor who, through dealings with an Entity (The Changer of Ways Masquerading as the Emperor), became aware of the existence of "Fate Points" and has been tasked with creation of a proper vessel to ensure the ultimate resurrection. He mobilizes the foundation quickly at the sight of major disaster in order to quarantine and capture "Improbable Survivors", every now and then a disaster so horrific will ensure that there will be virtually no survivors, save for some lucky who due to extreme circumstances and fortune escape unscathed. The Hallowed: A splinter sect of the Pale Throng, the Hallowed are a group of horrific mutants, each more disturbing than the last, who believe themselves to have ascended beyond the rest of humanity. Seeing them closer to the emperor, perhaps not through physical form, but through spirit instead, they direct their ire specifically at the Ecclesiarchy- and instead of desiring to conquer and rule over humanity, they want to save them by destroying the true heretics and spreading their teachings. The cult is extremely attractive to the majority of mutant population who find a chance for salvation here. They too actively hunt down those "Touched by the Emperor" - accusing them of dark bargains with daemonic forces. Behind the Shadows- An ancient Istavanian Inquisitor is responsible (And even fuels) this sect: perhaps he was present when the Changer of Ways escaped death, or perhaps he used to be an Interrogator and worked with the Horusian, he is aware of the threat that the Saving Grace Represents. Through "pseudo-scientific biological research" and a dabbling in radical procedures, and perhaps even Tech-heresy - he attempts to replicate and understand the fate point, attempting to find a way to combat the creature. Along with his mutant minion, he organizes disasters in the hopes of capturing the survivors and experimenting on them. His attempts have resulted in a number of horrific mutations in his victims, who often survive the procedures due to having a fate point in the first place. He claims that his procedure ensures that your fate point is granted by the Emperor, and not the Changer of Ways and in this manner constantly provides a stream of powerful "Leaders" for the Hallowed. ------------ If you've followed this far, thank you! This is how see the campaign going: Players awake in media-res within the conspiracy having survived a major crash, discover that both of these organisations are after them, join the Inquisition in order to rescue other citizens with fate points, before accumulating enough allies to stop the Istavanian Inquisitor and destroying the Changer of Ways (by collectively burning tons of fate points and dealing 1d10 damage per to the Changer.) -------------- And this is the part that I need help with!!!! For the First game: First Location: Saving Grace Emergency Relief Camp Players wake up in a hospital, having survived the literal explosion of the orphanage they all lived in. They can remember but a single thing from the disaster: it was a Sister Sophia (renown philanthropist and den-mother), seemingly afflicted by madness, who engineered the blast. As they restlessly attempt to recover, shared horrific Dreams plague them, and they catch fragments of a friendly figure taking care of them that sticks out between the otherwise cold and emotionless staff of what seems to be a medical/refugee camp- Green tents and people in Hazmat Suits. They are wrenched awake by a cocktail of adrenaline shots only to find a torn piece of paper in one of their hands - on loud vox-casters from outside, they can hear about the destruction of their home and how thousands are dead: no survivors. They barely have time to process this information before they look at the paper- one side, they find an address- on the other, a cryptic warning: they are coming - run. They barely finish reading it before it bursts into flames. Virtually naked, with naught but a hospital gown on their back, no weapons or identification, they have to escape the Saving Grace Medical Camp before they are transported to the Hospital. Second Location: Safe House. When/If they evade the staff and make it to the address- its a safe house- that looks like a prison cell, seemingly designed to accommodate them, but no apparent inhabitant It has bars on the windows, and the door is a metallic grate (A thorough search of the hab reveals some that its been bugged?). Perhaps they are even locked in for some time- as if to ensure that they have not been followed. The mysterious stranger who saved them eventually drops by, or introduces herself- or maybe not? Maybe the house is a test- they uncover a hidden stash of tapes, left by that explains a few things. On the tapes- it’s rather creepy: the stranger is an Interrogator who has been obsessing over the players, they even find biological and health file on each of them... a bit of their history since they joined the Orphanage. The tapes explain that they are special, and could be responsible for great things. It’s too late for them to go back to a normal life: strangers will want them dead, hunt down eternally. There was something she needed to confirm first- the final nail in the coffin to confirm her theory: she had to head to Sophia’s Memorial before the players woke up- of course the message has been dated a while ago, and she yet to return: something must have went wrong. Third Location: Sophia’s Memorial. In honor of her life, and death, Sophia’s personal trust fund built up a massive memorial for her. What was the interrogator doing here? It looks like she was attempting to dig up the philanthropists grave – breaking and entering into her tomb... but she was attacked by someone. The place has been cut off to the public for some reason by security forces? This is where the players encounter the first member of the Hallowed and a mutant strike-force: here to desecrate Sophia’s grave. In reality, their purpose is two-fold: as they have been after the Interrogator for some time. Unfortunately, they are late in capturing here: saving Grace has beaten them to it. Beating or escaping the mutants, the players have to infiltrate a Saving Grace Hospice to Rescue the Interrogator. Fourth and Final Location for the first game – Saving Grace Hospital: The players have to infiltrate a Saving Grace Hospital in order to rescue the interrogator, while the building is simultaneously attacked by the Hallowed. It is only after the players find the secret laboratory/shrine where the Saving Grace have killed the interrogator (perhaps in her dying words she gaves the the passcode of a safe in her safe-house) that they become aware that something more is going on and the extent of the danger. Back at the safe house- a man awaits the players: the Istavanian Inquisitor, who thanks them for attempting to save his interrogator, and then recruits the players officially into the Inquisition and tasks them with the rescuing on key individuals - while they remain unaware that they are now puppets in the entire conspiracy. ............................ Welp! Thank you for reading all of this; it helped a lot to put these ideas on paper. I definitively would like help padding this entire thing up! Events and encounters that could use to make the whole thing more interesting? What do you guys think about it? Thanks again!
  4. Hello!! I hope people are still here- I noticed adeptus posted something just yesterday.... I haven't logged in so long haha but now I am back! And after having finished a campaign lasting about 2 years with a previous group, they are not insisting to start another campaign, so I am back to running to two groups simultaneously. After watching a Anime (Soul Taker, all Credits go there), I got a really cool idea that I want to work out: but I am having trouble setting up the first session - I would love the help and input of other GMs. The game would explore, and in a very meta sense, play with the idea of fate points. It goes something like this: When Horus struck down the Emperor, the latter "Burned the Original Fate Point" - but instead of losing it, it scattered through time and space and imbued some lucky few humans with his grace and fortune- but he is not the only entity to have suffered the same fate: a powerful daemon, a Changer of Ways, in order to avoid complete destruction separated his essence and imbued it upon men and women "touched by the fates". Since then, this horrific creatures has been pulling strings and manipulating events - hunting and gathering humans with fate points, in the hopes of harvesting the latter and recreating a material body for itself. The game would have the players wake up and thrown in the middle a conflict between two powerful factions attempting to control, replicate and understand the fate point phenomena through kidnapping, murder and heretical research. The two Factions: The Saving Grace (Of the Emperor) Foundation: A charitable organisation known for its multiple humanitarian projects - from orphanages to health-care, is also renown for its fast-response relief times. Wherever, and whenever, disaster strikes - whether through natural circumstances or armed conflict, it is not unusual to have the foundation sweep in with rapid response team to provide medical and humanitarian assistance to the victims. The group receives a large part of its funding from the Ecclesiarchy in exchange for some heavy handed missionary work. Behind the Shadows- The group is run by Horusian Inquisitor who, through dealings with an Entity (The Changer of Ways Masquerading as the Emperor), became aware of the existence of "Fate Points" and has been tasked with creation of a proper vessel to ensure the ultimate resurrection. He mobilizes the foundation quickly at the sight of major disaster in order to quarantine and capture "Improbable Survivors", every now and then a disaster so horrific will ensure that there will be virtually no survivors, save for some lucky who due to extreme circumstances and fortune escape unscathed. The Hallowed: A splinter sect of the Pale Throng, the Hallowed are a group of horrific mutants, each more disturbing than the last, who believe themselves to have ascended beyond the rest of humanity. Seeing them closer to the emperor, perhaps not through physical form, but through spirit instead, they direct their ire specifically at the Ecclesiarchy- and instead of desiring to conquer and rule over humanity, they want to save them by destroying the true heretics and spreading their teachings. The cult is extremely attractive to the majority of mutant population who find a chance for salvation here. They too actively hunt down those "Touched by the Emperor" - accusing them of dark bargains with daemonic forces. Behind the Shadows- An ancient Istavanian Inquisitor is responsible (And even fuels) this sect: perhaps he was present when the Changer of Ways escaped death, or perhaps he used to be an Interrogator and worked with the Horusian, he is aware of the threat that the Saving Grace Represents. Through "pseudo-scientific biological research" and a dabbling in radical procedures, and perhaps even Tech-heresy - he attempts to replicate and understand the fate point, attempting to find a way to combat the creature. Along with his mutant minion, he organizes disasters in the hopes of capturing the survivors and experimenting on them. His attempts have resulted in a number of horrific mutations in his victims, who often survive the procedures due to having a fate point in the first place. He claims that his procedure ensures that your fate point is granted by the Emperor, and not the Changer of Ways and in this manner constantly provides a stream of powerful "Leaders" for the Hallowed. ------------ If you've followed this far, thank you! This is how see the campaign going: Players awake in media-res within the conspiracy having survived a major crash, discover that both of these organisations are after them, join the Inquisition in order to rescue other citizens with fate points, before accumulating enough allies to stop the Istavanian Inquisitor and destroying the Changer of Ways (by collectively burning tons of fate points and dealing 1d10 damage per to the Changer.) -------------- And this is the part that I need help with!!!! For the First game: First Location: Saving Grace Emergency Relief Camp Players wake up in a hospital, having survived the literal explosion of the orphanage they all lived in. They can remember but a single thing from the disaster: it was a Sister Sophia (renown philanthropist and den-mother), seemingly afflicted by madness, who engineered the blast. As they restlessly attempt to recover, shared horrific Dreams plague them, and they catch fragments of a friendly figure taking care of them that sticks out between the otherwise cold and emotionless staff of what seems to be a medical/refugee camp- Green tents and people in Hazmat Suits. They are wrenched awake by a cocktail of adrenaline shots only to find a torn piece of paper in one of their hands - on loud vox-casters from outside, they can hear about the destruction of their home and how thousands are dead: no survivors. They barely have time to process this information before they look at the paper- one side, they find an address- on the other, a cryptic warning: they are coming - run. They barely finish reading it before it bursts into flames. Virtually naked, with naught but a hospital gown on their back, no weapons or identification, they have to escape the Saving Grace Medical Camp before they are transported to the Hospital. Second Location: Safe House. When/If they evade the staff and make it to the address- its a safe house- that looks like a prison cell, seemingly designed to accommodate them, but no apparent inhabitant It has bars on the windows, and the door is a metallic grate (A thorough search of the hab reveals some that its been bugged?). Perhaps they are even locked in for some time- as if to ensure that they have not been followed. The mysterious stranger who saved them eventually drops by, or introduces herself- or maybe not? Maybe the house is a test- they uncover a hidden stash of tapes, left by that explains a few things. On the tapes- it’s rather creepy: the stranger is an Interrogator who has been obsessing over the players, they even find biological and health file on each of them... a bit of their history since they joined the Orphanage. The tapes explain that they are special, and could be responsible for great things. It’s too late for them to go back to a normal life: strangers will want them dead, hunt down eternally. There was something she needed to confirm first- the final nail in the coffin to confirm her theory: she had to head to Sophia’s Memorial before the players woke up- of course the message has been dated a while ago, and she yet to return: something must have went wrong. Third Location: Sophia’s Memorial. In honor of her life, and death, Sophia’s personal trust fund built up a massive memorial for her. What was the interrogator doing here? It looks like she was attempting to dig up the philanthropists grave – breaking and entering into her tomb... but she was attacked by someone. The place has been cut off to the public for some reason by security forces? This is where the players encounter the first member of the Hallowed and a mutant strike-force: here to desecrate Sophia’s grave. In reality, their purpose is two-fold: as they have been after the Interrogator for some time. Unfortunately, they are late in capturing here: saving Grace has beaten them to it. Beating or escaping the mutants, the players have to infiltrate a Saving Grace Hospice to Rescue the Interrogator. Fourth and Final Location for the first game – Saving Grace Hospital: The players have to infiltrate a Saving Grace Hospital in order to rescue the interrogator, while the building is simultaneously attacked by the Hallowed. It is only after the players find the secret laboratory/shrine where the Saving Grace have killed the interrogator (perhaps in her dying words she gaves the the passcode of a safe in her safe-house) that they become aware that something more is going on and the extent of the danger. Back at the safe house- a man awaits the players: the Istavanian Inquisitor, who thanks them for attempting to save his interrogator, and then recruits the players officially into the Inquisition and tasks them with the rescuing on key individuals - while they remain unaware that they are now puppets in the entire conspiracy. ............................ Welp! Thank you for reading all of this; it helped a lot to put these ideas on paper. I definitively would like help padding this entire thing up! Events and encounters that could use to make the whole thing more interesting? What do you guys think about it? Thanks again!
  5. Hello, I was just wondering if anyone knows where I could purchase or get my hands on those, and even if it was possible- I would very much like one of the Mark of Madness cover-box art. Thanks!!
  6. Hello all! I am back and hoping to be more active now that both my groups are back on track and my plot is moving forward quite nicely. My Oblationist player was asking me about rituals so I managed to dig up this old topic and work out some of the details with him. Were still conflicted about the Scoprion's Touch ritual and how that would work, and what its exact effects would be- some input on that would be cool. Alternatively, we've got the BIG ritual - the core of Oblationism, I find, which would allow a sort of transcendence. The creed is huge on purity, damnation and a thorough destruction of the individual, and I believe that, like the Quietus discipline which their rituals are based on, the Ritual of Revelation - or Quest for Godhead, ultimately represents an Oblationist's ultimate goal. Through a specific meditative ritual, the oblationist enters a trance and attempts to pierce the veil of reality, hoping to gain knowledge that would help him further his cause. On the first section of his journey, the Oblationist is opposed by visions of his past failures, secret shames, impurities made flesh. Few survive this stage, growing mad and gibbering with lunacy when faced with the seeming paradoxical nature of their creed. Only the true Oblationists, who has accepted the death of his former-self and is at peace with his choices, is able to continue further to the second stage.... MECHANICS- The first stage of the tower would, in theory, involve various WP tests with failure inducing insanity point gain on the acolyte. Being exposed to the ritual at this stage takes its toll on weak minds, often breaking them. On the second section, the Oblationist is presented with the full potential of the warp: the knowledge that he is seeking is here. Corrupting power, in all forms, is available. From forbidden knowledge, to dark sorcery- pacts with daemonic creatures, the ability to harness infinite power... but at the price: it is in this stage that most oblationist falter, growing more and more corrupt as they fall victim (and slave) to the warp's enticing nature. It is then that the apprentice, often trained for this purpose, is oath-bound to hunt down and destroy his former master, the latter having been lost to the second realm corruption. MECHANICS- Failing at this stage grands corruption points, but succeeding grants rewards - often as a price of corruption points as well. It can easily be used as a plot device, if can acolyte manages to reach this stage. The idea is to have him enjoy it- give him mechanical bonuses if he quits while he's ahead he gets some corruption and some rewards, and warning him that if he fails he gets NOTHING but the corruption points- sort of line an arena... The third stage of the tower, this is where it gets interesting: no one has yet to achieve this stage, but some theorise this is where true power lies: ultimate truth. When the Oblationist reaches this stage, he parts the veil and "looks beyond it...." MECHANICS- At the stage, the oblationist's purity becomes absolute as he gains and understands the true nature of the universe. He begins to SHED gained corruption points and insanity points until he reaches 0 on both, and perhaps even goes into the negatives. He no longer gains insanity points or corruption points- become a mixture of both Holy and Unholy, Damned and Divine at the same time, capable of wielding the most devastating warpish sorcery with his one hand while brandishing a holy anointed weapon in the name of the emperor in the other... Throughout, this ritual should represent a successfully harder and harder WP, with the player constantly being enticed to quit while he's ahead. On the first stage of the tower, the reward would be moving forward. The second stage would be more concrete rewards, corruption points in exchange for power. The third stage would be reduction of insanity and corruption points. At the first player, the player should be encourage to FIGHT- a failed test gives insanity points, but the player can fight as long as he'd like to keep going. After each successful test starting with the second floor, the player is given an option to quit the ritual now and leave with his reward, or keep going and risk losing everything - instead gaining even more insanity and corruption points. The tests would have to be modulated by multiple factors- from the players rank, to his Forbidden Lore oblationist skills, and any meditative preparation he takes ahead of time to ensure things go smoothly. What do you guys think about the idea?
  7. Hello all, Copied from the Damon thread into its own topic!!! Mostly, I am wondering how Savio interacts with attachments support cards- mine, or my opponents. So you can attach cards to him, like Frozen in Time, but he won't be affected by them, so his text won't be blanked them. Furthermore, he gains no icons from beneficial attachments or support cards that provide passive effects (Tattoo Shop's +1 Lore Icon for example) - sure. But what about cards like Voice of the Jungle, which go onto a story and bind players to it? Alternatively, Yog's Elder Chasm which serves the same purposes and forces a player to commit multiple characters- can Savio waltz on through by himself? or Conspiracies, like Mass Hysteria? How does he interact with those? What about a card like Shub's Abhorant Spores? It doesn't actually provide him any bonuses, its the card thats discarded when he's destroyed. Can he EVER be blanked by a non-night or day card? I dont think there are any that could blank him, as they would destroy him when they enter play... Due to the fact that he can't be targeted by the few cards that could ignore his horror icon to drive him insane, he's virtually immune from ever being flipped over so his ability is always active. Savio is probably one of my favorite Cultits and Conspirators I just made another deck with him - Part of the Congress of Keys series!! Its not very good, but its a mix of Yog and Shub and basically involves manipulating the opponents deck hehe. I am sure its going to get a horrible beating when it goes against my friend tomorrow
  8. Apologies for the stupid, and perhaps slightly lazy question- Just finished a very long shift. But I was wondering. How do I contact Damon?? I've got LOTS of questions regarding Savio Corvi and his immunities... Thanks!
  9. Thank you for the answer- I haven't checked this board in a while, but I really appreciate it!
  10. Thank you very much for your swift response! To keep going with the Tokens discussion- would a fated character go back into the deck before if it destroyed if it ever has three tokens on it? Alternatively, can Nikola tesla's tokens gained through concrete and chains be reassigned to stories as success tokens? What about Wilbur Whateley? Does he count as a won story card BEFORE he is destroyed? After all, succeeding at a story is instantaneous and precedes all other effects.
  11. Hello all! A quick rule question! 1- Malocchio Does he gain an Icon of each type for every icon on each INDIVIDUAL character card in the discard? In the other words, if two characters had a skull each in a players discard- would he also gain two skulls, or he would he gain just one skull because there's a skull on a character card in a players graveyard? Ps- bonus stupid question: 2- Really basic question here- but can Invulnerable character be "Destroyed" through card effects? Are they just Immune to Wounds, or can cards like "Concrete and Chains" destroy them? Thank you for your time!
  12. Hello! Brand new player here, but my love for this game has already strained my budget! After beating my brother using a combination of Scotophobia (Core) and Sieur-Piriou (Key and the Gate), I started thinking... I really like that card, and was wondering if I could build a deck around it! Now I had a question regarding the timing of his ability, along with the timing of other characters abilities. For Example: the Catacombs Docent. Or Richard: The Question: how do these cards interact with each other? Does Richard Pike going crazy trough the Huntsman protect the Catacomb Docent, who can, after he's finished investigating the story go Insane? Can the Docent go crazy by himself in response to Richard Pike going insane? How long in a turn does the Qualifier "After" stick around? Same Phase? Immediately following? The lamest answer, of course, and I suspect its going to be the case, that the Good Sieur Piriou simply drives everyone insane simultaneously- as such, people will only benefit from Pike's ability if they are in a different story than the huntsman. In such circumstances, can they be driven insane in response to his going crazy BEFORE his force response kicks in? How does it all work!? If you guys can think of other cards that interact with Insanity (like Charles Dexter Ward, The Old man in the Woods) but would do so differently, how do they do it? Thanks!!!
  13. I think the attraction with Xenos in Calaxis is more "X-Files" than "Only War" like it is in the rest of the Imperium. Most of the Xenos in this sector HAVE been destroyed, so are forced to Infiltrate humanity under hidden guises and false pretenses. They hate humans, corrupt them and feed off* them- all while living secretly amongst them. Races like the Simulacra and the Cryptos are cool- but are very difficult [at least in terms of the cryptos, who don't leave a body behind] extremely difficult to portray. And then you have the "old xenos ruins" and dead xenos cultures which the Yuvath & The Halo Devices, and a number of mentions here in there in the books [The Harrowing from the Phaenonites, Tsade's strange lights and others] which would be very cool to explore. Granted, this book doesn't have to answer all of these questions, but in terms of Xenos I see the Calaxis sector a lot more like Call of Cthulhu in space, so that the aliens aren't really interested in War but beyond the black and [and blood red] morality of the other races in Warhammer in General.
  14. Alien Hunters would be pretty cool- we would need a catchy name for it [Known Thine Enemy!]. Though I would mostly be interested in the "Whose whose" section of that Book- we already know that Inquisitor Lord Anton Zerbes is likely head of Ordo Hereticus, and Lord Inquisitor Dhar heads Ordo Malleus... Afterwards, a Calixis sector source-book would be epic (Orendal's Tomb anyone? my next game is going to happen there ). But I do think that a Puritan's Handbook would be cool, again so to work on Inquisitorial Intrigues. We could make it as interesting by giving the "Malleus Maleficarum" a good read, emulating some of those ideas- introducing for example social combat rules in terms of a Witch-burning Trial, mechanics for things like that. Instructions on HOW the acolytes can actually work with Various Imperial Organizations [same as the Radical's resources, perhaps]. I am sure we can make it very interesting! In any case, I reiterate my invitation to the GM Skype Chat room where we can discuss all of this in Real Time. Send me a Msg if you'd like the address!
  15. Ok, so the part with the ritual casting time is settled- One full action to "successfully" complete the thing. We'll go over Dagon's Call real quick- so bump the damage back up to make it more horrifying to use- ideally, its an out of combat ritual, a method of secret assassination, so that the Oblationist can afford to take the time to heal once the ritual is finished. Scorpion's Touch- the big power "By changing the properties of her blood" is a big part of what I want to imply in this particular ritual: that the Oblationist's impure blood by itself is actually the poison, a supernatural solution instead of a Chem-use test. Whereas I do agree in allowing more "leeway" in terms of the creation & effect of the actual poison, I want something that the player can do by himself around the table without necessarily asking me about it, so a hard set of rules would be necessary for the Immediate application of the ritual and its "enhancements" can he handled in downtime, privately with me later on with me. Lets ponder this particular for a bit and move to the next bit: Blood Sorcery Rituals. These would not generate phenomena on doubles, just contempt of the Warp on a failure. They all require a number of reagents to be used. Rank 1 Rituals: Black Sunrise- A successful ritual enables the Oblationist to awaken at any sign of danger and count as having rolled max Initiative. Blood Rush - A successful ritual enables the Oblationist to stave off the effects of hunger and count as having sustained himself, temporarily evading starvation or thirst. Illuminate Trail of Prey- A successful ritual grants a +30 bonus to tracking tests performed by the Oblationist. Sense the Mystical- A successful ritual enables the Oblationist to roll Psyniscience. The candle burns out after a few minutes at most. Touch the Earth- A Successful ritual enables an Oblationist to speak with his student, or vice versa (for when an Astropath won't do). Pebble From the Mountain- A successful ritual enables further occult communication between the Student and his Oblationist master. A couple more that may be unnecessary: Curtain of will (Darkness)- A successful ritual covers the area in supernatural darkness, staving off sunlight Purity of Flesh - A Successful ritual purges the Oblationist's body of all impure/foreign objects. Rank 2 Rituals: Donning the Mask of Shadows- A successful ritual grants the Oblationist limited invisibility [a la chameleon minor power] Eyes of the Night Hawk- A successful ritual allows the Oblationist to see trough the eyes of a bird or other flying creature. Follow the Lie- A successful ritual allows the Oblationist to craft an esoteric "Tracking device". Impassible Trail- A successful ritual allows the Oblationist not to alter a trail behind his passage, leaving no tracks (can still be tracked using scent.) Run to Judgment - A successful ritual prevents the Oblationist's victims from escaping. A couple more that may be unnecessary: Draught of the Pebble- A successful ritual enables the Oblationist to store some of his blood in an unassuming object without it loosing its potency so that he may use it later. And Finally- Rank 3 Rituals. Approach the Veil- Perhaps a ritual at the core of Oblationist creed, it allows them to Quest for their ideal of purity. A successful ritual also allows the Oblationist to transfer all of the degrees of success (or grants a reroll?) on any ritual performed after. Haqim's Disfavor- A successful ritual allows the Oblationist to poison another with but a single Touch. Opponents touched Roll Toughness - Degrees of Success of Ritual, a failure imposes a penalty to all of their rolls equal to -10 * Degrees of Failure. The rest I don't really like, and feel are quite weak. Passage of Ghul is a weaker version of Ghost body, so I don't want to replicate it here. I do feel that third level needs a bit of love- though Approach the Veil is pretty damned good and should stay that way. Haqim's Disfavor is either too strong, or too weak. I am not sure. Opinions?
  16. Thank you very much for your comments- I really appreciate it! A friend suggest to increase the difficulty of the rituals so that a Rank One would start at +10 instead of +20. So, for a full action Oblationist Roll: the ritual itself would be a full action, but divided into two tests [a scholastic lore Occult- setting up the ritual, & forbidden lore Oblationist, casting it, a half action each. Did you mean however that both sections should take a full action? Or scrap the first occult roll? Contempt of the Warp is Disciples of the Dark Gods & Radicals Handbook in the Chaos rituals section, and yes its an equivalent of Phenomena. It has 6 stages, 50% of nothing happening, 20% of taking insanity 20% of taking damage and corruption, 10% of summoning a minor daemon and then, if you'd failed the ritual dramatically enough to roll past 100 on a d100 table due to degree of failure giving you a higher roll [same as fear for example], you either get possessed or just die. Rolling on the Phenomena when you get doubles might be an extra step to randomness to these powers, making that even a successful ritual might cause something freaky to happen- so I like that idea. Minimum 1 is a great idea and would people to invest Exp in clearing away corruption, as these rituals would be learned trough role play and not trough Exp spent, creating a cost for them. For the Hunter's winds, yeah, emulating that particular mechanically is very easy and I could plunder the actual powers for that. Approaching them with a different mechanic would be incentive enough to use that way instead of the Psy/Sorcery path, which I see more as wrenching the energies of the warp to alter reality. Onto Quietus Scorpion's Touch (Performed on base 0 modified by Scholastic Lore Occult): So allow the player to actually "modulate" the strength of the poison? Or create some sort of table, where degrees of success would allow him to shape it as he hills? For example. Poisons have (per the GM Screen rules) Three speeds [instant, Swift (Hours), Slow (Days)] Variable Effects (Lethal [Toughness Damage + Coma if reduced to 0], Paralytic (Str Damage + Paralysis if reduced to 0), Sedative (Stunned 1d10 minutes + 1d5 Hours if botched) & Necrotic [standard damage, Toxic ability] Variable Strength (+20 to resist Toughness Test ---> -30 To Toughness test) How would we allow the ritual to craft a poison? The starting poison would have a Strength of +20, be Necrotic and Slow and each success both increases its Strength and allows you to change one element from either its speed or its effect- so that two degrees of success would allow you to craft your own poison with a Strength of +0. Third success and up would just affect the Strenght of the poison. Dagon's Call: (Performed at -10 modified by a Forbidden Lore Demonology ) Point noted, and I will amend that- Toughness instead of WP. A friend has proposed that the Fate-point cost be kept in order to limit the use of its power, but I think that Vamp characters get a lot more leeway with their fate points than Dark Heresy characters. How about, instead of a convoluted 1d10+X-WP damage cost to cast and maintain this, it would be a standard unsoakable 1d5 damage, which is the Equivalent of a fate point? Baal's Curse: (Performed at -20 modified by a Forbidden Lore Demonology ) That's exactly the wording I was going for- So how about instead of a set value of damage you roll for the critical damage? If you invest 6 points of damage, its 1d6 Critical- so you can roll a Six, but you can a roll 1 as well. The next hit would be 1d5, 1d4, 1d3, 1d2 and finally 1. [These are all easily emulated using a D10 or a D6] This "counter" would get reduced by One each round, regardless if the hit inflected any damage or not, as long as it hit. If a hit doesn't bypass a target's natural armor and toughness bonus, then there's no effect- so the real big bosses would be unaffected. Further keep in mind that there are various talents that allow creatures to downright ignore the effect of critical damage, and that bosses could have the "True Grit" talent which halves them- which would mean that the most they could take from this would be a -3 effect. For a boss, or a person with Touched by Fates, the use of a fate point could Ignore all fatigue damage & there's a talent that allows you to stand back up as a free action instead of a Half-action. I think that are a few ways to make this thing interesting as an option for the players, while providing the GM enough "ways out" that he can protect his "important boss." I can imagine it must be quite satisfying to kill Lieutenants by tearing off their arms or legs in a single hit- and in my games at least, quite a bit of the time, Combat's a "First to get hit, first to be horribly mangled" - so if a PC is willing to Inflict 6 points of damage on himself in order to horribly kill a mook or a lieutenant that he could likely have killed in a few hits without perhaps taking damage himself, I think its a fair trade- no?
  17. Hello All I need a bit of help with a project- seeing as I am rather terrible with balancing and mechanics. I'd like to convert the a few things from Vampire the Masquerade to Dark Heresy. In particular: The Discipline "Quietus" as the forbidden rituals and rites of the Oblationist Faction. & The three paths of Blood Sorcery: The Path of Duat , The Hunter's Wind & Breath of Set (Weather Control) In terms of mechanics, I want to use "Chaos Rituals" and not psychic sorcery- as I've already discussed it with the Oblationist in question and he really liked that idea (granted, I was improvising at the time but I don't want to disappoint hehe) Quietus and The Hunter's wind would be the Priorities right now, as the player has decided on that particular path of knowledge. In terms of mechanic, I was thinking a (Half-action?) Forbidden Lore (Oblationist) test would be required to enact the ritual, and it would be modified by three elements: 1- A previous half action scholastic lore/ Forbidden Lore (Occult/Daemonology/???) with degrees of success or failure modifying the subsequent test by +10 or -10 per degree. Choosing not to complete a ritual after this test has been rolled would immediately result in a contempt of the Warp. 2- The "Rank" of the discipline, with rank 1 being +20, rank 2 at +10, and so on and so forth until rank 6, which would be -30 (the more power higher discipline powers would take make this penalty even harsher) 3- Auspicious circumstances (Not doing the "Setup" occult lore would be a botched ritual at -20, a sorcerer would get +10, a master sorcerer +20, etc etc as per that list.) Failure would cause a roll on the contempt of the warp table, with each degree of failure adding +10 to the result? And perhaps doubles would roll on Psychic phenomena. Rituals would inflict 1d5+X - WP Corruption points where X is their rank. What do people think of that? I was thinking of instilling some sort of "prerequisite" Forbidden Lore (Oblationist) would grant access to Rank 1 & 2 Rituals. Forbidden Lore (Oblationist) +10 would grant access to rank 3 & 4. Forbidden Lore (Oblationist) +20 Would grant access to the remainder of the powers. The rituals would take X*months to research and learn, where X is their rank Some powers are utterly useless and cannot be converted- but I have hope for the majority of them. Let's take a quick look at Quietus, which is likely to be the most urgent: 1- Silence of Death (Scholastic Lore Occult) Relatively easy to Cast, +20. Supernatural Silence- the Enactor draws an unholy rune on his person using his own blood (taking one unsoakable damage), which then absorbs all sounds in an area around him: what better way to conceal the screams of your daemon weapons... Lasts an hour, don't need to change that- and for range Perhaps WP* Points of Damage Taken in meters? Or keep it 20? I'd like it to be "evolving" ritual- so, make the test more difficult to increase the range further. 2- Scorpion's Touch (Scholastic Lore Occult) Again, easy to cast: likely the bread and butter of the Oblationist- who sacrifices his bodiliy purity to destroy both heretics and traitors to the cause. By carving a spiral wound in the palm of his hand then grasping a symbol of faith and completing a forbidden prayer, he turns his blood to deadly poison. Perhaps the most difficult power to convert- if only because I don't want to be as "weapons coated by his blood gain the toxic quality". Whatever it does, the power should be linked to how much blood he spent [unsoakable damage taken after casting it]. I was thinking that that perhaps that the weapon would deal toughness damage, or would gain the felling quality [removing the TB of the opponent] based on the amount of blood invested? Ultimately, it could gain Toxic (X) where X is the amount of blood invested- but that would be kinda boring. Opinions? 3- Dagon's Call (Forbidden Lore Daemonology) Ahh, what better way to eliminate a heretic than to drown him in his own impure blood? Ironic end, hoist by his own petard- hubris is the downfall of man. This power allows the Oblationist to kill virtually anyone after having touched him. I say virtually- in that some people are destined to greater things, and aren't this easily disposed of... For the actual ritual, the Oblationist need only dab the skin of his victim with a drop of his blood, which squirms into the body of the latter almost instantaneously. Later, with ritualistic circle centered on a representation of the victim, the Oblationist sacrifices his own impure blood to bursts his victim's blood-vessels and drown her from within with her own blood. This is the first discipline power to use Willpower points- which is Vampire's Equivalent of a Fate point. I am hesitant in applying the same cost to it in Dark Heresy, as vampires usually have 5-6 Will Power points. There should be a contested Roll with the Target, Likely WP vs WP, with degrees of success dealing damage, same as the Force Weapon quality. How about, instead of spending a fate point- the player spends 1d10+X-WP damage per rounds maintained, where X is the number of rounds? This mean the player gets to inflict a few unsoakable D10s in damage, but only if he passes his contested Will-power tests and is willing to keep investing his own precious hit-points. 4- Baal's Caresse [Casting this at -10] (Forbidden Lore Daemonology) "The penultimate use of blood as a weapon" & "...transmute her blood into a virulent ichor that destroys any living or undead (Daemonic?) flesh it touches..." The Oblationist utters and unholy and damning curse, and slices open his tongue as penance for his transgression with a chosen blade. He uses this tainted blood to augment any weapon- perhaps even his hands. The normal reflex is to give a weapon "Warp Weapon" Trait, but I don't think this really applies. At this point, we go with something like: the Oblationist pays (MAX TB- Let's say Six) Blood/Wounds to coat his sword with the poison. The next time he hits his target, the attack further inflicts 6 points of (non-stacking) Critical damage and looses a charge of poison, The following attack would inflict regular damage +5 (non stacking) critical. Should the weapon also gain Force or Felling [so that it can hurt the big, tough guys/daemons?] Assuming that we went with the "Prerequisites" idea than the player would need Forbidden lore (Oblationists) +10 to be able to use Dagon's Call and Baal's Caresse, not to mention the forbidden lore Daemonology Test before it. So are these too strong? Too weak? I haven't posted my ideas for the other Three paths (the player chose to follow the Hunter's Winds, so I will likely address that tomorrow morning.) What do you guys think so far?
  18. For Inspiration, look no further than "Cry of Fear" I recommend googling for a "Lets play" of this particularly horrifying game which I believe manages to portray the Murder Room disturbingly well [Mute whichever commentator you choose as to avoid the rather annoying screams and franticly inane commentary] and enjoy the particularly gruesome scenarios presented therein.
  19. There's no warp-shock table! Warp shock is just what its called when a Psyker rolls a perils and he gets a Corruption for it, or when you fail a fear test Vs a Creature with daemonic and gain Corruption equal to its warp-rating. This isn't the house-rule forums, but you can extrapolate Warp-shock to mean any encounter/exposure to warp energy which is likely to grant you corruption.
  20. That sounds pretty horrifying! I particularly like the clue elements you've managed to plug in [contaminants in the boot prints! Genius!] Have you did run trough the interaction with the Verispexes for it to have taken that long? I am biased as to the mixing of ideas, but I like the twist your going for- especially the cult thats in over its head. If a player managed to get a look trough the door- be wary of having them actually go trough it, such an event should be REALLY traumatic, and very few things are worse than a players imagination: I look forward to hearing how the rest of the game is going, and hope to come up a few ideas to might contribute to your grand scheme before then!
  21. Man, that sounded like a pretty damned good session- I've got to try running something like that myself. Perhaps sooner than later, a few of my players have "mind-screwy" plots running about them, so I might hijack the idea. The only problem is that I've been the only GM since we've started playing, so they'll immediately suspect something if someone else is Gming!
  22. No, I am afraid I haven't gotten a chance to use it yet- I've recently abused of the Night Cult, and I would be curious to try a game based on the murder room. Might I ask how your inaugural mission started out and how it played it out? I am curious to hear what you did it with. If I were to play, I'd likely to apply all the possibilities from the book as being true Simultaneously, I tend to do that
  23. I agree. I recently have tried running a round of social combat- with a made up stat called "influence" based on the persona (cover identity) that the characters would make up instead of Infamy- and it was great fun and a great success which I am guaranteed to be repeating.
  24. A bonus to resist is always better- and in any case, the Mental Fortitude needs to be reworked as to make it less of a Psyker talent tree.
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