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Xathess Wolfe

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  1. Well Legate falls at rank 5, which technically is the first time any alcolyte can be given a measure of his or her master's power. Course that's by definition and any GM can caveate that. Like everyone said, I say for permanent nothing before tier 7 or 8, and even then only the most trusted alcolytes would get the rosette permanently. I could honestly see an inquisitor simply not handing out a rosette to some simply due to his or her preference.
  2. Bogi I have to agree, you're paying too much attention to the mechanics, while ignoring the underlying aspect of what the mechanics mean. You're concentrating too much on Roll Play, and less on Roleplay. Simply put, corruption points are a arbitrator game mechanic trying to show how close you are to becoming corrupt, except that like most game mechanics they fail to capture the true meaning of corruption. So while sure you may only get five corruption points for summoning that lesser daemon, the fact remains that IC wise you've become more of a tool of Chaos. And yes, Inquisitors do become mutants, just as much as Inquisitors become Servants of Chaos. Its the insidioius nature of Chaos, that most of the times the Inquisitors don't realize they''re becoming agents of chaos. No Inquisitor ever in the history of the Imperium has gone "Wait, I've got 39 corruption points, I think I need to stop doing what I'm doing. No, they continue on, doing what they think is right, and yet the entire time strengthening Chaos to the point of no return, at which case some other Inquisitor kills them. So do Inquisitors become mutants, yes. Do they stop becoming Inquisitors when they do, no. But once they're found out, they're hunted and exterminated with EXTREME predujice by the rest of the Inquisitiion. Interesting point of note, is that many of the "Top Ten Heretics" of the Calixis Sector, have high Corruption, but have almost no mutations. Interesting neh?
  3. bogi_khaosa said: Right. The ideology is that mutants are evil, blah blah blah. That's just words, nice homilies in a sermon for the rubes. An Inquisitor has been around the block, almost certainly has a few Malignancies himself (for reasons I mentioned), and has to be practical, except for gung-ho (hypocritical) Puritans. In game terms, what do Corruption Points do? Until you hit Damned, they cause for the most part afflictions that harm only the corrupted individual and, unless you're really unlucky, some minor mutations of the human form. They don't make the person any more likely to turn to Chaos, any more than a person suffering from radiation sickness can turn into a nuclear bomb. A Psy Rating 1 psyker is more dangerous by far than a guy with 80 Corruption Points, trembling hands, horrible nightmares, Dark Sight, hideous boils all over the place, and a strange desire to collect rat bones. Even when he hits 100, it;s not like he turns into a daemonhost -- unlike an unlikely Psy Rating 1 psyker. Bull, any Inquisitor that had some mutations and been discovered by his peers would have been executed. A Radical may USE a mutant and the forces of Chaos against themselves, but he doesn't want to become one. Becoming a mutant would give every Puritain the right to declare you exterminatus, and rightly so. You may say its just nice words and nice homilies, but even the Inquisition listen to those words and homilies, and while they may disagree on exactly how to fight the war, they admit that the war exists, and that mutants ARE the enemy. Corruption points are a roleplaying device. While you are correct that in game nothing "bad happens" for quite some time, and technically a few mutations can be quite useful, if you're roleplaying it correctly corruption is simply how much Chaos has touched you. It shouldn't be a simply "Oh I hit another landmark, tag me with a mutation" but a gradual step from normalcy to the servant of chaos. It shouldn't be sudden, but as you gain chaos points, you begin to be touched by chaos more and more, a gradual change, that many who know you and work around you may not notice, but those who haven't seen you for ages would see you and go "You seem...... different."
  4. Would you purge a long time friend and loyal servant of the Inquisition if they found themselves physically corrupted by chaos or would you attempt to hide their shame and protect them from the wrath of the Emperor? Most definatly, and not only that, we'd expect that very thing to occur in our group. One of the most poignent parts of any game was when our assassin came back from a mission and realized she was a mutant, and the scene played out between her and the psyker, as he allowed her to commit suicide and recover her honor. So far two characters have been killed in our group because they became a mutant. Our groups general view, is that as loyal servants of the Emperor, if we turn into a mutant somewhere we sinned, and the only way to purge this obviously large sin is to face the Emperor himself and ask for forgiveness. That said, not all the characters are in full agreement of that belief currently... which should be fun if anyone turns into a mutant.
  5. No I think you're pretty much right on. My cleric is tier 5, and while I admit he's running around with a Sacristan Bolt Pistol and a Sanctified Lathe Sword, its mostly because of a back story that he has them. Funny thing is, while my cleric owns them, he rarely if ever uses them, generally using the Ortho-hax Autopistol and either a shotgun or a short lasgun. Bolt ammunition is just way too darn expensive to use it all the time. So no I don't think you're giving them too much. Most of it seems pretty standard items from character creation, with some non-rare upgrades and very few rares (that I personally don't understand why they are rare... like the armored bodyglove.)
  6. I think both PB and Brighteyes bring up valid points. 40k novels generally don't have players looting NPCs... and if they do its for some kind of knowledge instead of weapons. Of course in the novels and such the people being described have access to whatever they want whenever they want. Eisenhorn while he generally uses an autopistol and laspistol, has been known to upgrade to a bolt pistol when the situation warrented. Cain does start with a bolt pistol and a powersword, but really his weapons are already top of the line, why swap them out. I guarentee that when Cain was recruit Cain they didn't give him a bolt pistol and a powersword. Of course Cain could simply requisition whatever he wanted, and Eisenhorn could simply take from stores whatever he wanted, something the alcolytes lack the power to do. Plus, like PB said, it being a level based advancement, its impossibly to start with weapon training outside the norm. If a guardsman could start out with powerarmor, I don't think he'd actually change his equipment, or very rarely does. So we've got a interesting problem here. Like PB said you have equipment advancement as well as skill advancement, which is a problem, but since that's the way the advancement works, in order to get to your "favorite weapon" you need to advance and gain access to those weapons. If you simply just want a powersword, there's a good chance you'll advance to a chainsword, before moving to the powersword, which simply continues to feed the equipment advancement issue. I honestly don't know how to fix it, under the purview of the game. You start out relatively weak and the game is about how well you progress in the inquisition (or die / corrupt/ insane trying), but it that style of game leads to equipment creep. The other issue is that GW did this originally to prevent the power gamers from coming in at tier 1, with no rp explanation, and having their characters start with heavy bolters, powerswords, and powerarmor. Like PB said, roll play should not replace roleplay. If a character can come up with a valid reason why they should start with a bolt pistol, a set of powerarmor, or a powersword, then they should be allowed to start with it. However, since you're starting out at such a low level, that valid reason should be quite difficult to come up with.
  7. LuciusT said: Brighteyes said: I see the problem in that it doesn't make sense to me unless they are fighting enemies that are really poorly equiped. I must say, I'm baffled by this. Why should a bunch of mangy heretics be better equipped than agents of the Holy Inquisition? An Imperial Guard regiment comes back from fighting in Tranch. While there they were ambushed, surrounded, and cut off (think Battle of the Bulge). While there, part of the Guard Regiment makes a deal with Khorne... get them out of this mess and they'll continue to worship him. So Khorne answers, and they survive, and now they're an Imperial Guard regiment, with access to all the gear an Imperial Guard regiment has access too, and they secretly worship Khorne. The Inquisition gets wind of this, and sends in some alcolytes to investigate. And that's just one example. Why would a tech-heretic have access to bleeding edge technology? Why maybe because the tech-heretic can build the things? Or why would the planetary govener who secretly worships Slaneesh have access to rare techs? Because he can afford to pay for it. Same with the merchant prince who deals with Xenos. Sure if you get caught in the trap that only the poor blue collar working class become heretics, then you're right. But not all heretics are mangy, nor are they all poorly funded, nor are they all without temporal powers. If you have access to DotDG, look who is in charge of the one heresy of the church they discribe, and then tell me that he wouldn't have access to some phenominal stuff. Death cult assassins, nobles, Guard and PDF regiments, merchant princes, rogue traders, Xenos, Chaos Heretics being funded by Chaos Space Marines to distabilize a world. Sure mangy heretics would have access to boards with nails. But not all Heretics are mangy. And heck not all people that work for heretics are even heretics. A wealthy noble heretic would have quite a well equipped secruity force, which while they are not heretics, you need to get through them to get to the noble. And why wouldn't a very wealth noble not outfit his security forces with at least heavy bolters and a few bolt rifles? Why wouldn't the head of a Imperial Cult not have access to sanctified armor. He may not be dealing with Chaos, but his beliefs may be just as heretical. Edit: And no they may not be better equipped then SOME agents of the Inquisition.... but since you're characters (especially at 3800 exp) are still very much expendable agents of the Inquisition, why would the Inquisitor funnel tons of funds into outfitting a group of people who most likely won't survive another mission. Also, having the players figure out how to outfit themselves (within reason) will show the inquisitor who is self-suffienent and creative. So while the Inquisitor and the Inquisition and his most closest agents will be well equipped, his expendable toss away agents probably are not so unless they do loot the bodies of the fallen
  8. So how did Adepticon go? Any reports from the Warp that anyone would want to share with us who are stuck in far away lands?
  9. Gear in this game pretty much boils down to how easy you want the game to be compared to the level of enemy strength. Also, my suggestion is be up front on how hard you want things to be found. Would kind of suck for your group to go ahead and spend exp on that basic weapon (bolt) skill, and you have no intention of giving them anything past las and SP weapons. It would also suck for them to waste exp on that power weapon skill at tier 4, and not get the opportunity to get that weapon until a much later tier. Make sure they know the rules up front, and make sure they discuss with you what they want. Heck, getting a focus sword, and the skill, can be a entire scenerio of its own. The real trick isn't giving them the weapons, its giving them the ammo. Bolt ammo is HUGELY expensive, and melta isn't much better. Go ahead and give them that bolt rifle, but then make them pay for their own ammo, and watch them squirm. Also, do you plan on a more investigative style or a more combative style? Investigative they'll learn that coming in with any kind of unusual weapon will get them flagged by any observers, and those observers most likely are the group they've come to investigate. Come in screaming INQUISITION, and those heretics go to ground. On the other hand, if you're doing a combative style, then you want them to have access to all kinds of weapons and such. Just remember that their enemy has access to them too. In the group I play with, we get our base thrones every month, which isn't much when you start looking at the prices of things, then the GM, as our inquisitor, gives us a stipend for each mission. Anything we spend over the stipend on mission essential items we get reimbursed (at a much later date). We also have to show the inquisitor (actually one of her interrogators) what we spent the stipend on. As long as what we spent the stipend on is mission essential we don't have to pay back our inquisitor. The stipend is an excellent way to bring roleplaying into the purchase, as well as adding an extra level of control. It gives the players a chance on controlling how they spend money in a scenerio option. Sure that power sword may be available, and can be justified through roleplay as mission essential, but maybe the swords price would be better spent on hiring some mercs as backup and fodder.
  10. Like most of the others, my suggestion would be simply to rename some of the other classes and use them. So basically a Scum would be an "inflitration specialist", a guardsman would be a sailor, a Assassin would be wet-work, a Arbitrator would be an Investigator, a Adept would be an intellegence specialist and so on and so on.
  11. Endar said: First, I won't buy them, but I would RATHER have seen the time and money spent elsewhere. However, now that I hear it's GW's fault, well, not shocked. Well I'm with Peacekeeper on this one. Short of Roleplaying stats for a few common aliens, you have everything you need in the books. You have Eldar and Orcs at the least, and you have in the GM guide a outline on creating alien species, which is a fairly cheap way to create all you want. Course what I hear is "I want I want and I want it now" with the forgetting that this is an ongoing line, with two more lines coming out, with Rogue Trader and Deathwatch, and it is possible that your other aliens will be coming out in one of these lines. We at the very least know that Rogue Trader is moving on from the Calixis Sector, and my guess would be that Deathwatch will continue on from these places as well. So my suggestion is be patient. 40k Roleplaying is a constantly evolving area, much like your DnD is, where every month it evolves a bit more.
  12. Kind of depends on what version of the Imperial Creed you're talking about too. You have to remember the Imperial Cult isn't a single cult, but multiple cult each believing similiar but not exactly the same thing. A good analog would be Christianity today, where they all the different denominations and such believe the same basics, but after that things get... touchy... Basically they all preach that the Emperor is God. Serve the Emperor in any capacity that he requires of you, do so willingly, be willing to sacrifice everything and anything for the good of the Imperium. Hate the Mutant, the Psyker, the Witch. Occasionaly the Ruinous Powers is lightly touched upon, but the Imperial Cult doesn't like to really mention them to the masses, so generally the masses are totally ignorant about the forces of Chaos. After that, it becomes different depending on the cult, and who they are preaching too. Obviously a cleric preaching to a noble is going to be very different then a cleric preaching to some lower hive dweller. A cleric preaching to adepts of the munitorium is going to be different then a cleric preaching to an Adept cataloging tithes from sector planets. Plus then the indivdual clerics beliefs are going to change thing. One who follows Saint Drusus is going to be much more different then a Cleric who holds the Patron Saint of Lost Causes as his charge.
  13. Disciples of the Dark Gods and Creatures Anathema would probably be the best choices here. Both deal heavily in Chaos Cults, or what you'll be trucking with if you are a Chaos Cultist. They both also have a good amount of tech-heresy stuff in it as well, in case you're tech-priest decides to go Chaos Cultist as well.
  14. Creatures Anathema is hardly a Calixis Sector book. While a lot of the fluff mentions Calixis Sector, its not like Calixis is the only Sector with Orcs, Tech-Heretics, Eldar, Chaos Beasts and the like. The only part of CA that I would say is definatly Calixis is the normal beastie section, and even then its not hard to extrapulate the stuff from a Calixis Death World to another Death World in a different sector. Same with the Inquisitors Handbook. Sisters of Battle are definatly Imperium Wide, same with the Black Priests. Ravenour has an Alcolyte that is definatly very much like a gunslinger. In fact, there are very few classes and tiers in the IH that isn't usable in other sectors. Even the Chaliced Commisariat while being a creation of Lord Hax, says straight out that its not unique in existing, but is only unique in its brutality. The weapons and items are all pretty much standard Imperium Patterns if you read them, except for maybe the feral and fuedal worlds, and even then I don't see them being especially unique. So far, none of the books are so totally Calixis centered that they can't be used in another sector. While the fluff may definatly be Calixis, the numbers and the origins are Imperium wide. So I'm not quite sure when you say you want a "generic" book. I guess what you want is simply a book, with "Anteater" and numbers. "Daemonspawn" and numbers. Personally I like it this way, where you get t he same stuff you would get from a generic book, but with much more entertaining fluff.
  15. Thanks again Ross! I'm really exceited about Rogue Trader, and can't wait to play it.
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