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  1. "When they catch me and interrogate me, they will ask me for what I did the things I did. And I will answer: For the Emperor." - The Unknow Heretic And we're done. The final session of the Bloody Solstice didn't see a surprise apotheosis, but one surprise death due to infamy loss. This weird perpetual motion machine of a game I created together with the players lumbered into a satisfying conclusion, leaving many players asking whether there was ever another way things could have ended. There certainly could have been, but most storylines in the game wrapped up neatly and thematically. Cue end game montage: The witch Varus' body finally succumbs to corruption and disintegrates, scattered into the winds of Malfi after Varus commits his final act of heresy. His plots will echo through eternity. The immortal arch-heretek Morbus is sunk and cast into rockrete, then buried into the foundations of the "New Malfi", betrayed by his allies. The legend of the disease-spreading Morbus will live forever - as will the trapped heretic. The seditionist general Vallit leaves Malfi behind, sailing away on the mutant pirate ship the Ascension, having found some measure of peace, his family finally free. The lector Wartenberger is cast adrift on a ghost ship in the warp, surrounded by the ghosts of his dead students. The deserter Xitram dies a final death at the hands of his nemesis, the Imperial Guard colonel Matricus, but not before taking the colonel to the grave with him. The nobleman Marik's vengeange complete, he descends into the underhive and joins the fledgling mutant resistance. The smuggler Nostromo, acolyte Milo and detective Bakunin are left where we first saw them: in the Malfian underworld, in the service of the Inquisition and in ranks of the Arbitrators, respectively. Fade to black. Roll credits.
  2. Here's some links to homegrown rules and et cetera I wrote during the past year; feel free to go to town with them in your own game if you wish. The Campaign Calendar for the players - very matter-of-fact log of events so perhaps not that interesting: http://kofeiini.net/norsu/wiki/CampaignCalendar Few elite advances I came up with: http://kofeiini.net/norsu/wiki/EliteAdvances Tweaked Horde rules we used: http://kofeiini.net/norsu/wiki/Units Rules for crafting diseases: http://kofeiini.net/norsu/wiki/Disease Special Rituals that were available in-game: http://kofeiini.net/norsu/wiki/BookOfEmptyPromises Home-brewed rules for large-scale warfare we used to resolve the Malfian Civil War: http://kofeiini.net/norsu/wiki/War
  3. I'm doing final write-ups for the campaign, so I thought I'd share a few in-game quotes. From the profound to the ridiculous to the in-jokey, here's some: "You have the handwriting of a child!" - A non-sequitur Malfian insult, usually used when signing letters or documents. "Just as planned." - Every Tzeentchian heretic PC, all the bloody time. Usually when they botched something. "I begin devouring the corpse." - The Nurgian heretek player, in a moment we finally realized the adaptation of our campaign would never get the coveted PG13 rating. "You call this a victory, father? This?" "None of this was predetermined. None of this was ever _meant_ to be." - The colonel and his daughter after the war, engaged in a bit of metacommentary. "Lord Menken? The weak-willed, decadent lout? He's… he is perfect!" - Lord High Justice learns of Malfi's new patriarch "You're mad!" "I'm not mad! I AM INSANE!" - Offered withouth context "A plan so cunning you could pin a tail on it and call it grox!" - Perhaps the finest of numerous grox-related analogies to come out of the Malfian naivistic-brutalistic poetry movent. "Freebasing amasec" - A new Malfian indulgence born after I mixed up amasec and obscura while describing a drug den "There's a special place in the Warp reserved for the both of us." - The dying witch to the dying inquisitor "Thousands of innocents have died - no, millions! Do you think one more dead child will make any difference?!" - The general to his former master after his desperate and failed bid to leverage his last hostage "You are me. I am you." - A rank-and-file NPC risen to the heretics' first minion after swapping minds with the psyker due to phenomena. Also later the slogan for the Unbroken Chain cult. "Pheno-mena, duh duh da da dah" - The players humming their version of the Mahna Mahna song from the Muppets while waiting for me to find correct result from the Psychic Phenomena table. "There are no words left to say." - The nobleman, before setting fire to his father's hospital bed. "You give a book to a group of middle-aged men and the whole planet goes insane." - The Unknown Heretic, summing up the campaign "I'll go pay off my debts and afterwards, we can finally be together - as lovers." - The acolyte's NPC love interest, hours before being killed in a Slaaneshi ritual. Our version of "2 days until retirement", I suppose. "Only if mother were alive…" "Now, that can be arranged!" - A PC, having recently discovered the perks of resurrecting the dead as daemonhosts. "ARE YOU NOT ENTERTAINED?!" - A nobleman NPC antagonist driven to a bloody naked rampage in his own Slaaneshi orgy, proceeding to cave in a PC's skull with a metal pipe. "They come and disrespect me… in my house… on my daughter's wedding day." - The NPC Patriarch Corvus, loosely based on the Godfather, finally getting to do his thing as the players arrange Corvus' son-in-law to be killed at his own wedding. "Did someone say… VENGEAGE?" - The heretics' Khornian ally, with the tendency to pop out of the woodwork at the mention of murder / mayhem / revenge. "Often, the worst enemy to the heretics are the heretics themselves." "You have no idea how right you are." - A PC disguised as an acolyte exchanging words with an administratum adept. "All power is in pieces of paper." - One the campaign themes, quoted by different NPCs on several occasions; also rather apt for a pen-and-paper RPG, I suppose.
  4. Amroth said: Magnificient story line and delivery, kudos to you! Looks like it was a very labour intensive game but well worth it for what you produced in terms of storyline, innovation and role-playing depth. Cheers! Labour-intensive? It was and it wasn't. The most work I had was the weekly updates I would write for the online players and the Campaign Calendar I updated for the actual players. I also had to update the Big Board I had - three A2 cardboard sheets taped behind the gaming table for all players to reference when needed, with all the major NPC names, locations and factions on little post-it notes. When a major NPC would be killed, the player who did the deed would get the NPC's post-it note from the board to paste on his character sheet as a little memento But otherwise, I used sourcebooks for NPC stats, so no work there. Possible combat encounters I usually whipped out on the fly, having some idea of how much the PCs could handle. Really, I hardly did any prep for the sessions: I had a rough idea what the NPCs were up to, and would try to work that in the session but that's it. I believe in improv and thinking on my feet when GMing. I always tried to make an effort to "say yes" ie. go along with the PCs' plans and try to challenge them in interesting ways, as opposed to just saying "you can't do that". Basic improv - instead of "no", say "yes, but:". For an ustructured, chaotic [sic] campaign like this, it worked well enough. Other thing I've used that encourages role-playing a bit: each player would receive a standard 400 xp after each session and then each player would vote for "the most valuable, funny or interesting player performance" this session in a closed ballot. Each vote would net the voted player +50 xp for the session. And the XP would inevitably gravitate to the players responsible the most memorable deeds, even (especially!) the horrifically botched ones. Oh boy, the schenanigan-related anecdotes I could share… perhaps I will later on.
  5. ronaldo1 said: Very nice write up. It was very interesting to see how you used PC's and other sources to help drive NPC motivations. Great idea. How do you think it would have turned out if you did have some PC's as CSM? Thanks! If a player would have insisted creating a CSM character, I guess an Alpha Legion infiltrator could have been an option - or perhaps we could have introduced traitor legionnaires arriving at the planet once the heresy was in full swing. But most likely I would have simply tried to convince the player to rethink their CSM idea. In a more grounded setting like this, a superhuman murder machine at the very start would have stuck out like a sore thumb. I borrowed the story structure, as it were, from long form TV series such as the Wire and Game of Thrones, where you have all these disparate, slow-boiling plot threads that would slowly converge. As such, the player characters had to fight to gain power and influence (or vengeange, or what ever they wanted). And of course, all gains would come with a price of some sort that would affect the long-term story. Contrast this with Rogue Trader, which is all about gaining new cool stuff without worrying too much about the consequences - at least that's how I GM'd it. Apropos: shame the Slaanesh book wasn't out when we started - it seems to introduce neat systems for interacting with NPCs which I likely would have used.
  6. Routa-maa said: Sounded like nice campaign you got there. Did you use careers from other lines (Dark Heresy, Rogue Trader) or just human heretic careers from Black Crusade? Post information, if you still had one play session remaining, what happened. Would like to hear who of the characters survived and who not. And if last minute Spawndom or Apotheosis happened. Chaos is Chaotic till the bitter end "Nice" wouldn't be my first choice of words to describe what we had, but yeah, I get your meaning Will post final developments after the last game. We used mostly BC archetypes, so we had 4 renegades, 2 apostates, 1 heretek and 1 psyker plus one character converted from a past Rogue Trader campaign (that would be the navigator). Actually, the Dark Heresy sourcebooks were far more valuable resources for a Imperial-world based BC campaign than any of the actual BC books. Especially Disciples of the Dark Gods and Radical's Handbook, for obvious reasons.
  7. Long post. Sorry! So, I'm about to finish my Black Crusade campaign. A rotating roster of 9 players, weekly sessions with 3 - 6 players present plus me game mastering and a total of 49 four-hour sessions, the last of which is on Monday. It's been a ride. First things first - thanks to FFG for publishing and supporting a fascinating game! Although I must say that BC wasn't the game I envisioned it would be after reading the core book. Our campaign focused on the heretics slowly grinding away at an Imperial hive world from within, whereas the supplements seem to presume the PCs are a roaming band of superhuman monsters hunting for magic items in the Screaming Vortex. That said, the Hand of Corruption is a lovely supplement for a framework for the PCs to go to town within Imperial space. Like its characters, BC is a lumbering, mutating monstrosity of a game without the las-like focus of the other 40k RPGs. But I took what I could from the different source books and wrestled it into what I like to think was a memorable campaign. THE BLOODY SOLSTICE took place on Malfi, the Calixian hive world known for its corrupted nobility and massive industry as well of its critical position in the Malfian Sub-Sector and near the Maw. Also, Malfi had the Bloody Solstice uprising 25 years back (in our campaign timeline) that almost ruined the world. I decided this game would have a tight focus: it would be about Malfi, its people and its fate, as well as about the PCs'. I decided the game would end if the PCs left Malfi or one of them would reach ascension or spawndom. The latter happened 2 sessions ago as the group's witch is now slowly melting away… No-one ascended, but with one more session to go, there might be surprises yet. In collaboration with the players as well as several players playing different NPC factions online we created approximately 100 named NPCs, each with a major or a minor role in the proceedings and usually a link to the PCs. For each player I asked for a few NPCs that would be important to them and for whom they would sacrifice. But the NPCs would be mortal and the scenery collapsible - if a NPC should die, it would simply create a power vacuum for the PCs and the NPCs to fight over to fill. I had no clear plot in mind, really. The Bloody Solstice would be all about sandbox. I knew what the NPCs wanted and how they would go about their plots and how they'd involve the PCs, but I never knew the outcome before the players made their decisions. I let the players write their own pacts and then assign the rewards on completion. One of my goals was to create a world so hateful and toxic - "an Imperial boot on the face of mankind, forever" - so hostile for the PCs and their loved ones that turning to the Chaos Gods for a Faustian bargain for power would seem like reasonable deal. The PCs would be the Good Guys. As an aside, I heartily recommend online NPC factions! I had few of the major Malfian power brokers controlled by my online chums, with them receiving reports weekly and then plotting away, giving me "orders" for their NPCs. I was constantly and pleasanty surprised / horrified by the events conjured up by the tug-of-war between the NPC factions, the PCs and their criss-crossing plots. As a starting point, I discouraged CSM characters and thus the PCs took human archetypes. Each PC would be integrated into the Imperial society, slowly realizing that it wasn't them who were mad - it was everyone else. So we had the following: An Imperial Navy Air Force colonel, protecting his secret mutant daughter. An Arbitrator detective, with 30 years record of patrolling the Malfian cesspool. A PDF general protecting a corrupted commercia banker. A Schola Progenum teacher, and also a secret psyker, sending unending waves of childred into pointless wars. An inquisitorial acolyte, serving as an executioner for an incompetent monodominant. A renegade navigator turned smuggler. An Ad Mech genetor, overseeing an inhuman crusade refugee camp. An Imperial Guard deserter, working as muscle for Malfi's crime bosses. A lesser nobleman, overseeing a wasteful manufactoria. The kick-off was a group of heretic NPCs, coming back to Malfi to kick-start the Bloody Solstice all over again. They quickly failed, but brought the PCs together and left them with forbidden tomes on sorcery, rituals and other keys to seize power and perhaps start their own Bloody Solstice. Meanwhile, the world would grind away at the PCs, forcing them to take action. The campaign was divided into 8 arbitrary "seasons", each focusing on one development or a pact. Season I saw the players coming together and introduced the major power brokers on Malfi and saw the first grabs for power from House Corvus, played by an online player, dragging the PCs into his plots. Season II had the PCs come up with their 1st own pact to eliminate their closest enemies and brought on the fall of the Kymerys Banking Concern, a pyrrhic victory leaving some loved ones dead and some PCs on the run. We also saw our first major rituals and summonings. Season III heralded a gang war for the control of the Malfian Underworld with bodies piling up in Malfian gyn-joints and obscura dens. Season IV had NPCs already antagonized by the players forming their own conspiracy within Imperial ranks - it was defeated, but with a cost. PCs were widowed, forced into patricide, their pact foiled and were forced to witness House Corvus rise to the throne of Malfi while the Administratum tightens its grip on the planet. Season V had the players actively seek elevation in the Imperial ranks, installing their own corrupt puppet ruler for Malfi while the Imperial society slowly fell apart around them. Season VI saw several long-running subplots explode as rival Arch-Heretics and hidden Xenos forces rose to challenge the PCs while the players maneuvered Malfi into a bloody civil war, with bodies piling up to the skies. Season VII had the PCs deal with the rival heretics and the threat of Necrons, saving the world in a somewhat ironic development. The civil war reaches its end, practically undecided, leaving most PCs declared Hereticus Termini and Malfi in ruins. Season VIII is the final round of back-stabbing amongst the survivors - and the PCs! We even had some GM-approved PvP. A final contest on who gets to be the ruler a smoking heap of ruins. And for the PCs, a contest on who gets to live and who gets a happy ending. Well, to paraphrase: "If you thought this had a happy ending, you haven't been paying attention." And how they ended up, this warband calling themselves "The Trusted"? Well: The colonel, now a mutant himself and the leader of the victorious Malfian Seditionist Army. His daughter turns into a Khornian angel of vengeange, striking at the Imperium after the death of her mother. The detective, now acting Lord High Justice and a Slaaneshi cultist, cripples the Arbites machine from within while Malfi burns. The general turns to Tzeencth and is basically the architect of the entire downfall of the Malfian nobility. He ends up corrupted to death as the daemons he commanded finally turn on him. The teacher ends up sacrificing his students before giving them up to the Imperial machine and ascends to control the daemonhosts the PCs have as Malfi's puppet rulers. The acolyte foils the Inquisition's attempts to find the heretics' true identities time after time, but loses his bride-to-be and is forced to kill his own father to hide his heresy. The navigator smuggles on, managing to avoid getting entangled in the plots and heresies. The genetor turns into the greatest mass-murderer in the Malfian Sub-Sector history, poisoning the air of Malfi with his Nurglian "creations". The deserter finishes his list, enacting vengeange on the Guard that betrayed him and rising as the Boss of all Bosses in the Malfian underhive but loses everything he loves in the process. The nobleman is reduced to a ragged mutant scrounging the Malfian Scav-Zone after enacting Shakespearian vengeange on his whole family. It was a bold experiment in making a sandbox campaign as open as possible in the 40k setting. I basically laid out the setting and said to the players "there it is - go nuts". And they did, although without a strong framework to force the PCs to work together they really never found a common goal outside their pacts. Hell, they even played actively against each other, offing major NPCs relevant to other players and foiling each others' plots. So it was bold, but not not entirely successful. On the other other hand, it organigally simulated the very nature of Chaos, always as much war with itself as it is with the Imperium. Were they the Good Guys? On occasion, yes: they did sacrifice their own plots to save NPCs important to them, for example. But power corrupts, and some developments in the campaign would be too much for an Eli Roth slasher flick. Perhaps the most meta commentary was said by the usually quiet genetor in the penultimate session, when one of the old Bloody Solstice NPC heretics arrives to compliment the Nurglian madman of his achievements. "It dawned to me when I killed [former Lord High Justice] Milo: senseless violence is the answer. Not plots, not plans, just random chaos." A grox chasing a Rhino APC, indeed, with no idea what to do when it catches it. Every session I would start with the same words: "Welcome to Black Crusade. Remember, it is not us who have betrayed the Imperium; it is the Imperium that has betrayed us." After the halfway point in the campaign the words began to ring false to the players. "I… think it's us who're done the betraying." "Are we the bad guys?" CHAOS UNDIVIDED!
  8. Elgrun said: But also, while players may never choose to use other attributes they're missing out. A population that's lost all of its intelligence is ripe for the picking, the same for Strength or Willpower. It still completely shuts down society. True enough. Imagine, for example, a population sapped of its willpower under the influence of heretics with even a bit of intimidate, let alone a fear rating. In the game I'm running, our heretek, still working within the Ad Mech, recently completed his first home-grown malady - a venerial disease parasite that saps strength (permanently) and toughness from its victims. After a massively successful blessing ritual (a total of +60 modifier to crafting from the ritual, as the heretek had both nurglian alignment and the Mark of Nurgle), it took him mere hours to produce ten or so samples. And of course he has been recently forcibly drafted into service as a medical officer, overseeing a "joy division" attached to an Imperial Guard occupation force. DEAR GOD-EMPEROR WHAT HAVE I DONE
  9. Elgrun said: Why wouldn't you allow for permanent Toughness damage? It seemed too lethal at the time of writing, as toughness dropping to zero is the only stat loss that can kill a character. And as such, I thought that it would be the only option ever considered by players using the system. You're free to allow it in your games, of course!
  10. Elgrun said: I love this, and I love you. It's getting put to use. If we find anything blaringly wrong with it I'll let you know. Love not me, love the Grandfather. The only obvious bug in the system I've encountered during the testing considers the "Wasting" attribute for the disease. I've only recently realized that ability damage heals at the rate of 1 point per hour, so the attribute is pretty much harmless. If we rule that ability damage gained this way heals at the rate of 1 point per day (as I presumed previously), it becomes as dangerous as originally intended.
  11. Here are my yet untested house rules for the Nurgle enthusiasts in my group. Feel free to comment or use. = Let's Get Infected! = Make your own Nurgle's Blessing! Use Medicae for a crafting test after choosing modifiers. Total of chosen modifiers cannot exceed -60 or +60. The GM may assign modifiers for existing samples, equipment or other factors. == DISEASE ATTRIBUTES (choose one or several) == The toughness test to resist disease effects is challenging (+0). For each additional -10, resisting specific effects may be made more difficult by -10. * fever-inducing: test toughness daily or suffer fatigue equal to failure levels -10 * hemorrhaging: test toughness daily or suffer Blood Loss -20 * collapsing: test toughness daily or die -30 * wasting: test toughness daily or suffer d5 [choose: STR, AGI, TOU, INT, WP] ability damage -10 * deteriorating: test toughness daily or suffer d5 [choose: STR, AGI, INT, WP; attn.: not TOU] permanent ability damage -20 == DURATION == * parasite - permanent -30 * viral - temporary 5d10 days -10 * bacterial - temporary d10 days +0 == PERSISTANCE == For each -10 or +10, victims gain the modifier to their toughness tests to resist an infection. The baseline modifier to resist infection is +0. == ANTIBIOTE RESISTANCE == For each +10 or -10, producing a cure and/or vaccination becomes equally more or less challenging. The baseline modifier and time to produce a vaccine is equal to the difficulty to produce the disease sample. == INFECTION == * poison (ingestion or injection only) +20 * fluid exchange +10 * touch -10 * airborne -30 == INCUBATION TIME == * fast (day approx.): +0 * medium (week approx.) -10 * slow (month approx.) -20 == GRANDFATHER'S BLESSING == * conduct RITUAL with +0 modifier; gain +10 for each success level for disease crafting test. Ritualists must resist infection from one of Papa's blessings after successful ritual. Failure indicates Contempt of the Warp. = Crafting and time benchmarks = Crafting roll success and failure modifies time needed to produce a sample one step per level. Quantity: adjust time modifier for one step for more samples as per aquisition quantity to craft more samples, with one sample being at +10 to test. Benchmark presumes only one sample produced. * +60 6d10 minutes * +50 d5 hours * +40 d10 hours * +30 2d10 hours * +20 day * +10 d5 days * +0 d10 days * -10 d5 weeks * -20 2d5 weeks * -30 d5 months * -40 2d5 months * -50 - year * -60 - d5 years = Example disease: Iocanthian Groin-Rot = The Groin-Rot transmits only by exchange of fluids (+10). The first symptoms begin only after a month or so, making it hard to detect and easy to spread by accident (-20). The effects of the parasite are painfully permanent (-30), making the victim suffer permanent d5 Strength damage daily if a Toughness test is failed (-20) and a high fever if another Tougness test is failed (-10). The fever is particularily persistent, making the roll to resist it -10 more difficult (-10). Luckily, the infection can usually be resisted by fit individuals (+20 to resistance) and the Iocanthian shamans have found many herbs to treat the parasite (+10 to antidote). TOTAL MODIFIER TO CRAFT: -40 Medicae test and 2d5 months of work to produce one (+10) working sample.
  12. Sinisalo2

    Cool Names For Chaos Vessels

    I nick names off of novels from my shelf when I have to name a ship in haste. This has resulted, so far, in the following ships, Imperial or otherwise: The Wasp Factory (fleet support base) Excession (reaver ship) The Algebraist (raider commandeered by a heretek cult) Look to Windward (cargo hauler) A system defense boat flotilla consisting of: Coalescent Exultant Transcendent Resplendent Incandescent It's easy to pick names for random encouters on the top of one's using this method: The Human Stain! The Grapes of Wrath! And so on. Of course a ship's name should carry a certain significance, be they "ship names to run away from" or otherwise; I'm particularily fond of Saynay Clan assault ship "The Hungry Man" from which, incidentally, the players did run away from.
  13. Sinisalo2


    Kroot said: I have a player that is playing an arch-militant and using a storm bolter on full-auto he averages over 100 damage. He keeps tearing through any creatures I send at him. Whenever I mob him with more basic units the rest of the party takes care of those units. I've read and re-read those rules and it's completely fair. Am I just not sending powerful enough units at him? I don't think you've misread the rules - the Arch-Militant with a storm bolter is indeed a walking, talking god of death. But then again, one would suppose that's what the player had in mind when he created the character. And why not indulge him? Let him shine in all the combat encounters, that's the role of the Arch-Militant. In my campaign a similarily equipped man-at-arms (lvl 7) PC held a critical choke position against a squad of Alpha Legion marines single-handedly, killing half a dozen before their captain finally closed into melee and chopped off the militant's weapon hand. The stuff of legend - and an experience the players will reminisnesce proudly about long after the campaign is over. This is Rogue Trader - let the players be the heroes! Then again, if for dramatic reasons you must offer a truly challenging combat encounter, use large mobs of goons, horders of hardy beasts like Orks or the Rak'Gol, dirty tricks like psykers and witches and fear-inducing horrors. A witch with the compel spell forcing the militant to turn his guns on his allies a particularily nasty stunt I pulled once or twice. Also, consider including objectives other than just mowing down the foes - for example, in the Vaults of the Forgotten scenario, the players face an uneding tide of the Rak'Gol that must be held off until the players evacuate the excavation site. Easily an encounter that gives every character something meaningful to do (rigging vehicles, commanding NPCs, salvaging equipment and of course, for the arch-militant, thinning the Rak'Gol herd).
  14. Helsinki / Ruskeasuo heretics: stay away! Fellow GMs: I'm starting a BC campaign soon and I'd like to share some of my notes with the class. Perhaps you'll find them useful in your own campaign or wish to give feedback. In the Bloody Solstice, the (human) heretics are Imperial citizens slowly awakening to the possibilities of actually toppling or corrupting the Imperial rule on the Hive World of Malfi. Some will do it for vengeange, some for knowledge, some to protect their kin, some to protect their own lives. I'm borrowing liberally from the Dark Heresy book Disciples of the Dark Gods, esp. chapter IV. Malfi is a den of intrigue, although Chaos has been driven to the the ground after the Bloody Solstice revolt. At the start of the campaign, survivors of said event will provide the would-be-heretics the following text, giving them short-term goals and tools to rebuild the different Chaos cults on Malfi. Each will include a complex ritual with necessary items, a sacrifice and dangers. Some include obvious references to certain pieces of fiction, but this done in the grand tradition of Warhammer after all… The rituals are scetched below - feel free to comment or use in your campaign! Book of Empty Promises: Rebuilding the Chaos Cults on Malfi By Karcist the Witch. [Ref. Disciples of the Dark Gods]. Fanning the Flames of Hayte Alignment: Unaligned Why: Incite the masses to revolt; craft warp amulets; create Dybuks; gain the rank and power of "The False Prophet"; re-establish the Pilgrims of Hayte cult; bestow the "Consumed by Spite" gift to cultists Items: A supply of Warp-tainted metal for the Maiden. Sacrifice: The Psyker, initially one, later several. How: Construct the Maiden of Pain and bind the sacrifice within. Speak to the masses, make them flock to you. The larger your cult grows, the more maidens you will require for otherwise the Cult will run rampant. Beware: The Pilgrims, consumed by their spite, have the tendenct to lash out and spread beyond the Prophet's control, especially without the Maidens to control them. Opening the Murder Room Alignment: Khorne Why: Gain the favour of an undetectable assassin capable of killing without warning, anytime, anywhere. Reawaken the RED GOD. Items: The Chosen Monster or Monsters; the remote location. Sacrifices: The Athlete, the Scholar, the Fool, the *****, the Virgin How: The sacrifices must come willingly at a chosen remote location; then, they are killed by the chosen Monster one by one. The Virgin must die last - or survive. Beware: The ritual is complex and is easily failed - the ritual master will then suffer the wrath of the RED GOD. Creating the Imperfect Beauty Alignment: Slaanesh Why: Create and spread works of art that drive men mad; summon Slaaneshi pretties to feast. The Sacrifice: None; the Artist. Items: Copy of the ERIS TRANSFORM. How: Find - or become - the artist or the logician to apply the Eris Transform to his works. Revel in their beauty. Beware: The most beautiful works of art unleash terrors; some devour their maker. Awakening the Horned Darkness Alignment: Unaligned Why: Gain powerful, corrupt allies in the higher echelons of Imperial society; re-establish the Brotherhood of Horned Darkness. Item: Warp-touched dagger for the sacrifce. Sacrife: The Vessel How: The Preacher, the Trader and the Noble must willingly agree to sacrifce to BALPHOMEL regularily for great power and insight. They must provide and sacrifice the Vessel. The Herald of Balphomel then takes over the Vessel. The Circle of Three may be established many times over with new participants. Beware: The Circle gains mighty insight and are not bound to your will. They may very well plot against you; thus is the nature of Chaos. Calling Forth the Pandemonium Carnival Alignment: Tzeentch Why: Summon the MANAGEMENT and gain power to mutate yourself and your enemies and create chaos spawns; gain the rank and powers of "the Revelator"; re-establish the Menagerie cult. Item: Materiel for the Pandemonium Caravan; warded room for THE MANAGEMENT. Sacrifices: The Midget, the Snake Charmer, the Freak, the Clown, the Fortune-teller, the Acrobat, the Creature How: Bind the sacrifices to your will - the more powerful initially, the more you will be rewarded - and put on a travelling show! Beware: THE MANAGEMENT has powerful will of its own as a servant to the Architect of Fate. Inflicting The Fydae Strain Alignment: Nurgle Why: To spread the Plague of Plagues; to see the five steps toward doom; to please Papa Nurgle. Sacrifice: The Martyr Items: The twisted remains of what the Martyr loved. How: The Martyr must be a man or woman who has lost all that is dear to him. He must be so bitter, desperate and empty by her sorrow that spreading the Papa's Love seems like the only alternative. The Martyr must agree to partake the ritual with full understanding. After a brief fever he becomes Patient Zero and begins spreading the disease. Beware: If you personally create the Martyr by your actions, how likely is she to agree to the ritual? Also, the Strain will consume entire worlds if left unchecked. Spread it where it is deserved.
  15. Sinisalo2

    Campaign synopsis: The Man in Vault Zero

    Well then - two years later and we actually finished the beast! "The Man in Vault XIII" campaign had 66 game sessions, seven player characters and took the better part of two years of regular play. In the finale most of the characters were rank 7 or 8 - and also living saints, legends of the expanse, metaphorical gods of death with storm bolters... and also, some of them, daemonhosts, hereteks and madmen. I'd like to say thanks to FFG for publishing the grand space opera game I've spent most of my gaming life seeking. And indeed, it was the game I was born to run. I might share some of my house rules and campaign notes in the forum later on, but for now I just wanted to thank the publisher for the game - and the forum for a big pile of ideas which I used in the game.