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Locque

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    Locque1

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  1. I set a significant portion of my campaign in hive Volg, and one thing I developed was power outages. At times, whole sections of the city go completely dark, plunging the miserable inhabitants into complete blackness. All across the city, people dive for cover, trying to get indoors or out of sight as quickly as possible. Tallow candles are lit hurriedly, and those rare few lucky enough to have them will activate any electronic sight aids they might have (like preysense systems etc. Not that anyone in Volg has anything but the absolute poorest quality ones). On the slightly higher levels of the pit, the darkness heralds the oncoming of the Shrieks, gangs of degenerates succumbing to a disturbing mania brought on by the oppressive darkness and living conditions of Volg. The shrieks emerge from their haunts, howling their inhuman cries into the night, and running across ledges, rooftops, gantries, and pipes, with surprising agility. (in my game, the shrieks were the subject of a mutation induced by the logicians which allowed them to see in the dark, and their finely tuned senses gave them excellent balance and agility, but they were all homicidally insane) Shrieks home in on any human caught alone in the darkness, descending with whoops of glee to brutalise and kill as savagely as possible, using only the most rudimentary weapons- they enjoy inflicting pain and watching their victims attempt to escape. It should be noted that shrieks aren't completely feral: They dress in dark clothing purposely, and decorate themselves with patterns of scarification unique to each pack. While they eschew the use of firearms, they can and do customise and craft hooks, chains, knives and clubs, seeing value in weapons that can cripple and incapacitate, but not immediately kill. Shrieks will not rob their prey (taking only food, or in some cases, weapons or clothing) from their victims. Shrieks are unable or unwilling to communicate verbally with anyone but each other, and do so only in their own primitive language, a mixture of growls, high pitched shrieking, and body language. On the lower levels, the sudden descent into darkness triggers a most immediate horror- swarms of carrion beetles scurry almost immediately out of nearby vents and drains, piles of refuse lying in the street, from cracks in the walls, dropping from the pipes overhead. Carrion beetles will behave as a unit, swarming all over unlucky individuals, bringing them to the ground through a mixture of blind panic, and agonising pain as thousands of needle teeth rip through clothing and armour, and beetles flood into the victim's mouth and burrow through their eyelids. Carrion beetles will shy away from any source of flame, so only candles or torches can guarantee any measure of safety. glow lamps etc that do not have a flame only serve to attract the swarms. Of course, sometimes a power outage will last longer than a candle can burn for, and nothing is more terrifying than seeing the lok in the eyes of a terrified victim as they stand immobile among a carbet of glistening brown beetles as their light source's flames flicker and die... Another time, when thelights failed, the PC's found some of the railings around the pit had been torn away, and the floor plating around the area was covered in a thick, viscous substance, which trails off into the streets of the hive... Anyone in volg should fear the darkness, imho. The "wealthy" of volg are those that can fill their existence with light- backup generators, candles, and so on. The deeper one descends, the rarer light gets, and the more horrifying the consequences of darkness.
  2. Minor Tattered Fates SPOILER ALERT: So I was running the rather fantastically enjoyable doctored version of Tattered Fates I'd settled on, and we were doing an early encounter, with the Spindle Maws One of the PCs takes a hit to the leg from one of the beasts, but it fails to do any damage. Me:"However, the beast's teeth to not penetrate, and its jaws slide off your carapace leggings, leaving a trail of saliva" At this point, rather than looking relieved, the player looked thoroughly horrified, like something dreadful had just happened. I paused for a moment, wondering why he looked so distressed. Him:"But how, no-*WHY* is the creature taking my pants off?" Turns out he thought I meant something different by "slide off your carapace leggings". Our assassin wouldn't stop making bow-chicka wow-wow noises as I described melee combat after that. So I had her character be trampled by stampeding grox. (not really)
  3. at 100 IP/CP I think perhaps they should gain a enw disorder- the 'big one' , so to speak. A mania or malignancy so great, that it may noy instanly NPC-ise them, but at very least, it should make it clear that retirement is ahoy. It might happen instantly, in a sudden snap, or it may take time to unfold. Perhaps this character is utterly unable to curb their lust for blood. They hack at corpses long after they're dead, they are utterly unable to take anyone alive, attacking with only their most ferociously lethal force. Perhaps they may fall into a frenzy and never leave, perpetually frothing and foaming at the mouth, having to be restrained. Maybe, once the combat starts, they are no longer able to distinguish friend from foe. Maybe they realise that no one is an innocent by the standards of the inquisition, even-maybe especially- the inquisitors themselves... But, while it does provide for an epic resolution, i don't thin the fully insane or corrupt character should always return as a villain, sometimes that just won't suit the tone of the plot. The character who hits 100 IP may just become catatonic, or a gibbering wreck for the rest of their days. This guy looks like he might snap and become a serial killer. Maybe he might manifest an alternate personality while he sleeps who does some extra killing, since there can never be enough. Maybe the character loves carnage so much they hack at their own flesh, crippling and maiming their libs irreperably. Maybe they remain sane on some level, but now have a voice howling in their ears, constantly telling them to kill, so much so that it drowns out the words of anyone around them? This may be accompanied by visual hallucinations as their insanity takes the form of an external tormentor, something or someone conjured up from the very darkest pits of the character's imagination. Remember, we're all afraid of something, and, even in 40k, the demons within one's own head can be every bit as fearsome as the daemons without...
  4. out of curiosity, what age is your gaming group? unless that guardsman is very young, I'd say he has serious behavioral problems.
  5. Ah Luddite, though I don't always agree with what you say, I've missed you terribly. *wipes away a traitor tear* I would also like to second the Original Poster's statement. I can't stand this notion of "balance" in storytelling. It belongs in the same category as using MMO language in games. (anyone who described another character as "the tank" in an encounter, or made reference to "kiting" would be politely asked to leave, and then shot in the head as they made tor the door)
  6. Atheosis said: It's now official: DH Ascension matches the idiotic levels of munchkinism seen in the likes of Epic Level D&D and Rifts. I had a feeling the whole thing was a bad idea... Based on what exactly? That's surely a player issue rather than an issue with the system itself.
  7. Mesmeron and her ideology should be seductive. Really show off the power and efficiency they can bring to bear- how many innocent lives she can save- by embracing such ways. Also showcase the red tape and beaurocracy that hampres the less radical inquisitors, whoa re forced to not use deviant methods of investigation and combat. Definitely show them the advantages of radicalism- the disadvantages should be subtle at first. Radicalism starts with those first, harmless sins after all. And, as a villain, mesmeron is fare more dangerous is she threatens to become the hero of the adventure than if your pc's just have to track her down and shoot her.
  8. The game is going ahead tomorrow, all is pretty much planned. Any ideas for scenarios/affectations over the coming few sessions to make him endearing/charming to the PCs?
  9. Gregorius21778 said: !MASSIVE SPOILERS AHEAD! @Locque Why is the Heron Mask using Lady Medula (in your version) to warn them away from Gabriel Chase? As far as I understand, the wants the pc their because one of them is of Haarlock blood and Haarlock blood is need to kill the Widower. If he dominates Lady Medula (which is from Haarlock Blood as well), why does he free the pc just and THEN asks them to "stay out"? Reverse psychology? Or didn´t he knowed that Lady Medula is Haarlock blood and wants the pc out as soon as he knows? back2topic: Your concept seems good since the Beloved is too obvious a plot device figure to be enjoyable (at least in my books). With your changes, he might become a little more important. Ever thought of him actually SPEAKING to the pc once they arrive in Xicarph? Talking, helpfull npc are gain the pc´s trust rather quickly. He as well might try to be helpfull in finding the white Scholar (he knows that the late Inquisitor had some-one still around..but does not know WHO and WHERE). The meeting could be changed into a baltte scene where the Red Hands are actually fighting the Schola and the pc have to rescue him. Talking "cryptic warning": Let the "Heron Mask" out of the warning. Simply tell the pc something about hidden enemies and machinations at work. The pc will during the course of the adventure be confronted with THREE other remaining power players: - the Spiderbride - Lady Medula - the Heron Mask Have some of the Venomous Ladies be present at Gabriel Chase. The Spiderbride is still the Assasine of the Haarlock clan and has an order of Haarlock left... kiling of the other of the bloodline. The She-Snakes are actually after Lady Medula. They are not after the pc, however. Even if he is of Haarlock blood, the Bride does not know it. Yet. The only thing left is some kind of "scheme" for Lady Medula. Perhaps she knows of her Heritage and wants to be at Gabriel chase since she believes she can find some hints to "her Heirlock" in the manse? Gregorius21778 said: !MASSIVE SPOILERS AHEAD! @Locque Why is the Heron Mask using Lady Medula (in your version) to warn them away from Gabriel Chase? As far as I understand, the wants the pc their because one of them is of Haarlock blood and Haarlock blood is need to kill the Widower. If he dominates Lady Medula (which is from Haarlock Blood as well), why does he free the pc just and THEN asks them to "stay out"? Reverse psychology? Or didn´t he knowed that Lady Medula is Haarlock blood and wants the pc out as soon as he knows? In my version, Heron Mask will warn them away "for their own good". This will cement his reputation as a "good guy", just like when he'll appear to help them in battling the Pilgrims of Hayte, and the Widower too. I can say with all honesty the PCs will ignore the warning, If Heron Mask says something like "I'll not risk innocent lives when this danger is mine alone to face," then i think my PCs will probably help him against the widower. back2topic: Your concept seems good since the Beloved is too obvious a plot device figure to be enjoyable (at least in my books). With your changes, he might become a little more important. Ever thought of him actually SPEAKING to the pc once they arrive in Xicarph? Talking, helpfull npc are gain the pc´s trust rather quickly. He as well might try to be helpfull in finding the white Scholar (he knows that the late Inquisitor had some-one still around..but does not know WHO and WHERE). This is exactly what I was thinking, heron Mask should help the PC's find the Scholar, Grist, and the Spider Bride. As a little hint, I think he should reveal himself to be very knowledgable about the network of the late inquisitor Kirkalla, just to keep the PCs on their toes a little. but absolutely, I plan to have Heron Mask address the PCs, but always warily, as if it is they who must earn his trust to warrant his help. The meeting could be changed into a baltte scene where the Red Hands are actually fighting the Schola and the pc have to rescue him. Talking "cryptic warning": Let the "Heron Mask" out of the warning. Simply tell the pc something about hidden enemies and machinations at work. The pc will during the course of the adventure be confronted with THREE other remaining power players: - the Spiderbride - Lady Medula - the Heron Mask Have some of the Venomous Ladies be present at Gabriel Chase. The Spiderbride is still the Assasine of the Haarlock clan and has an order of Haarlock left... kiling of the other of the bloodline. The She-Snakes are actually after Lady Medula. They are not after the pc, however. Even if he is of Haarlock blood, the Bride does not know it. Yet. The only thing left is some kind of "scheme" for Lady Medula. Perhaps she knows of her Heritage and wants to be at Gabriel chase since she believes she can find some hints to "her Heirlock" in the manse? The only person in my version of the game who's aware of how dangerous Heron Mask is, will be Jackal Mask and the Pilgrims of Hayte (who will be playing the part of Heron Mask's "enemies", to help with his ruse). Lady Melua is harmless, just a woman who's aware of her haarlock lineage and understands that a potentially great fortune can be inherited. She hasn't the stomach to build a mountain of bodies to climb to the top, and, if she survives Gabriel Chase, will probably do everything in her power to never encounter the Haarlock lineage again.
  10. I'm going to be running Tattered Fates for my acolytes soon, probably with minimal use of the Red Cages (it seems to me to be far too much like an enforced dungeon sequence)- although it will still be in the game, and feature some pretty brutal situations, just to make the revelation of Xicarph more jarring. One thing about the adventure is Heron Mask- the guy seems like a reservoir of untapped potential. I'm wondering if any other GM's actually like the character, and enlarged his part in any way, or did they just have him killed by the Widower at the end? I've already decided that he's figured out how to kill the Widower, and, without PC intervention, will do so. Furthermore, Heron Mask will be much more of a benefactor to the PCs, while the warnings given by NPCs about his intentions will be far more mysterious and vague. The intention will be to create the impression that Heron Mask is actually a "good guy" of sorts, as it will be him that leaves the PCs stolen gear at the marketplace in Xicarph, while he'll also intervene in the event that the PCs are attacked by the Widower. Heron Mask will also dominate lady Melua, and use her to tell the PCs to stay away from Gabriel Chase- for their own good, of course. If my PCs see through it all and kill him, then I won't manipulate circumstances to se to it that he's kept alive. The ideal outcome is that Heron Mask siezes the artifact at the end of Tattered Fates, preferably with the PCs aiding him against the Widower, and slips away in the chaos. His turning on them would be nice if it genuinely surprised my acolytes, so as a resulot, I've been slacking off on betrayals and double crossings in recent games, as well as having unambiguous villains, just to guide their mindset a little. Has anyone used Heron Mask extensively in their games, and if so, do you guys have any advice or opinions? many, many thanks in advance.
  11. During one of our first sessions, our assassin was investigating child disappearances in the lower hives. befriending a street urchin, she was led at one point back to where the poor thing lived, ine a one-room flat at the top of a decrepit hab-block, with his mother, who had a serious obscura addiction and was a prostitute. they had a solid fuel stove where they burned rubbish to keep warm, the clothes they were wearing and...that was it. The boy's sister was one of the kids who had gone missing. Our assassin player got very dewy-eyed and sad.
  12. Mutants listen to a music called pound. It's electronic. I always imagined it as being discordant electronic noise- think Nine Inch Nails, but with a slow, insistent, and very heavy, booming rhythm. (hence the name pound)
  13. Interesting. I always thought of it as: Omni-all siah (from messiah, meaning savior). So the all-savior.
  14. I am hugely impressed by what I've seen, just a great web of ideas to weave into your existing storyline and hopefully scare or unnerve your PC's. Mine are quite hard-bitten at this point, but it's a good tactic to make them become inured to a particular "flavour" of horror, and then suddenly and violently change tack. Any chance of a slaaneshi or Khornate set of ideas anytime soon?
  15. I honestly don't see what all the fuss is about. It's a minor feature that will make bookkeeping easier, speed up initial character generation, and might even help people familiarise themselves with the lesser used or understood skills and talents (maybe).
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