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Jeff Tibbetts

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  1. Haha! Both great responses, gentlemen. They're not doing it to be dicks. They honestly thought it would be cool. I plan on highlighting most of what you both suggested. In Calixis, it's all too easy to forget that this is an Imperium in open and total war… And they're losing. It will be fun to really push the security and crushing red tape.
  2. I don't know how I get myself into these situations… Running an Ascension game so my Inquis has a ship at his disposal. This guy has gone fairly radical and has a bone to pick with the Ecclesiarchy, but that's actually beside the point. He has decided to take his ship and cadre and make a pilgrimage to Holy Terra. While this is fun, it leaves me with the unenviable task of trying to show a couple of things to them while they're there and I have no idea how I'm going to pull it off. Namely: 1) The crippling beaureacracy of the government. 2) The stunning epic scale of the architecture. 3) The fact that the Inquisition might not really care for them doing what they're doing. 4) The OUTside of the Golden Palace, or the Throne Room anyway. There's no way they'd have access, but they're used to the idea that they can do what they want. I'm thinking the Adeptus Custodes could simply refuse to grant them entry without special dispensation from the local ranking Inquisition but I've no idea who those people might be or how they could be contacted. Anyone have ideas for this stuff or did it in their game?
  3. I don't know how I get myself into these situations… Running an Ascension game so my Inquis has a ship at his disposal. This guy has gone fairly radical and has a bone to pick with the Ecclesiarchy, but that's actually beside the point. He has decided to take his ship and cadre and make a pilgrimage to Holy Terra. While this is fun, it leaves me with the unenviable task of trying to show a couple of things to them while they're there and I have no idea how I'm going to pull it off. Namely: 1) The crippling beaureacracy of the government. 2) The stunning epic scale of the architecture. 3) The fact that the Inquisition might not really care for them doing what they're doing. 4) The OUTside of the Golden Palace, or the Throne Room anyway. There's no way they'd have access, but they're used to the idea that they can do what they want. I'm thinking the Adeptus Custodes could simply refuse to grant them entry without special dispensation from the local ranking Inquisition but I've no idea who those people might be or how they could be contacted. Anyone have ideas for this stuff or did it in their game?
  4. I, for one, am shocked and amazed at the quality of these new plastics. On both sides of the fence every single model is amazing. I am even a little proud of them for making the SMs chapter specific. So much for the argument that they're all about money. GW would have made a killing with this set if it was more generic. Bravo for better models. Since this is on the DH forum I also feel compelled to mention that those cultists are freaking perfect for this game as well.
  5. Thanks for the input, fellas. If you do have examples I'd love to hear them! I don't feel like I railroad them, but I guess I can see that if I am playing the cults as being clever and good at hiding, they may wonder if there is only one way to crack it. I mean, they end up talking to lots of folks and getting nothing, just like would happen IRL. I have already decided that I'm going to try tossing them a bone and feeding them a little line, but I'm not too sure how to do that without it feeling too "easy" or like I'm just giving in. I really want them to come up with some good stuff for me and when they do I always reward it. But, no matter what, if seems like if you are talking to a cult member and asking them if they're cult members, they're going to start with "No!"
  6. I would love some advice, ladies and gents. How do you allow the players to learn about your awesome plots and plans without it being unrealistic? Here's the deal: if you are a good GM, I'm sure you write some pretty cool cults, and NPCs who lead them. You write scenerios in which the cult has built up a following, staying ever under the radar and peddling influence/drugs/weapons. Now, the acolytes have been dispatched to uncover them. You know all sorts of information about your clever NPC tricks and you know that they will do anything in their power to not get caught. I mean, if you're dealing with a lame cult or NPC who isn't careful, surely the Inquisition wouldn't be needed to get to them. So, when the PCs come in and start asking questions, of course everyone is going to lie, feign helpfulness but steer them towards red herrings, alert their contacts to cool it, etc. In addition, all the regular old people that the cell talks to are either unaware of the cult (typical) or are in on it (complicit) and again, leads will be very hard to come by. I've been told that I play my cards too close to my chest, but seriously who wouldn't? So, how do you guys balance the idea that you want to encourage your PCs to do things and keep pushing in their investigation instead of deciding that everyone who doesn't immediately help them is probably in on it, and summarily executing them? Not that it's come to that, but it seems like it will… How do you reward their investigation realistically? One of my players is an experienced GM and he described the process like reeling in a fish. You have to give them a little line so they feel like the fight is worth it. Looking for some input because I'm feeling very discouraged.
  7. That is a brief overview. While it's not bad in terms of info, and I dig the music, you NEED art. Nothing evokes the scale, horror, and "minutes to midnight" feel of 40K better than the artwork created for the purpose. Avoid the silly stuff (John Blanche, mostly) and focus on images of tech-priests, gothic architecture, hive cities, starships, xenos and daemons, etc. For people who are not well versed, the art is what really makes it seem plausible. Maybe you can supplement things, but don't leave it at text.
  8. Totally not arguing, but I have never seen it that way, Seqvrin. I guess the art in the FFG books backs you up, but for whatever reason I always figured they were hamming it up and showing the most impressive powers. In the Black Library books, there are lots of instances of simple powers being almost undetectable. The most common "symptom" is the presence of psychic frost and whatnot, and that's usually when they're using a lot of power. I'm thinking of Ravenor a lot here. Like I was saying, I guess the gestures and chanting always seemed more tied to the use of the Invocation talent. I don't think I would ever play as making it harder to cast one without someone else's notice. What do you guys all think? Do you play it as a subtle thing or totally obvious?
  9. I've never heard of it being a requirement for them to chant, gesture, etc. Now, many of them would anyway, especially those from more feral or shamanic traditions, or those with a religious bent may chant or pray but that's more if they're using the Invocation talent. At any rate, these are psychic powers and thus simple concentration is enough. This is really important for some powers that are best when they are secret, like telepathic powers.
  10. You just never know what players are going to do, do you? I have never gotten too deep into the sisters' fluff, so I can't say with certainty how new orders are formed. I can see with near certainty that it's not like THAT! That sounds like desertion to me… One soldier leaving a battlefield is Absent Without Leave, but taking a portion of your troops with you? That's betrayal. No commander of a military force would condone something like that, especially in the middle of battle. Why they would up and leave like that is beyond me. Even if they don't believe in such a militaristic interpretation, surely fighting for their world and beating back orks is about as defensible as ANY philosophical position. Not to mention the brainwashing and the fact that the PC may have known little else in their entire life. Rising to ranks of power within an order while being THAT opposed to their beliefs seems far-fetched. I dunno. I would offer some pretty severe consequences, up to and including being actively hunted by her former sisters. Perhaps the Inquis could offer her shelter as they would see her as being in their debt and having a loyal, experienced sister with a crack team of, what, 25 followers could be pretty useful. They could shelter and protect her from prying eyes. Perhaps they could even make up a new heraldry as a ruse and tell people they're from out-of-sector if they ask too many questions. This could be cool. Basically, she gets to feel like she's doing what she wanted to, but in reality she's indebted to the Inquis and has to do what they say lest she lose their resources and protection. Certainly the Ecclesiarchy wouldn't sponsor her… Or at least, I don't see any way the Ecclesiarchy would recognize this as legitimate. It has the reek of blind ambition on the part of the Palatine, and doing anything without them being in control will rub them the wrong way. They love their power, and creating a new order without their consent or explicit instruction would surely be considered heresy of the highest order. Unless she has some very powerful friends who can vouch for her intentions and appease the right people. As in, the Inquisition. But not just any Inquisitor. It would have to be one who was actually in good standing with the church and can offer them something very valuable.This would still place them in the debt of the Inquis and they would still have many enemies working against them, even if it was political and passive-aggressive. Either of those options leaves a lot of room for future roleplaying hooks. What I can NOT see happening is for her new order to simply be recognized as legitimate and let her found a new order with no major consequences. This is a really big deal. Can you imaging how angry the original order would be?
  11. OMG. Those second two locations are absolutely amazing and evocative of 40K's tech decay, in my opinion. The first one was FAR too clean for my taste. Now, why anybody would ever want to LARP under any circumstances is beyond me, but I would consider pulling those pics in for inspiration for my players in a regular RPG. Sorry, just had to troll. U mad?
  12. First of all, Gregorius as always has some good ideas. I agree that you should be more subtle than to hand him a sword he won't use. I CAN see that happening if there's a situation where he and his cell will die unless he uses that weapon, but you will have to work out a good way to introduce it when they're at death's door and when it would make it possible to take down an unrepentant heretic who is taunting him at the same time. I always think of Eisenhorn's major step along the path to Radicalism when he summons the daemon-host to destroy a renegade Titan. These situations are VERY difficult to "plan" though because the players are so unpredictable. The Burning Heretic gave you a good example of the sort of antics your players will get up to on their own. As for suggestions of my own, I agree that any sort of corruption needs to happen slowly, and will more than likely take the shape of showing the cell the power that they are giving up by staying Puritan. Show them how effective this so-called rival is, taking down an organization faster then the cell can imagine doing. Introduce a rival set of acolytes who work for the other guy, and make them pretty dang competent and friendly (they're not such bad guys… huh) and, again, good at their jobs possibly because of some shady tactics. Maybe they work with minor criminals to gain information. The idea is that corruption for Inquisitors usually comes down to wanting to be better at their jobs. If you can get the idea in their head that, yeah, there is a lot of power to be had in "proscribed" technology, if you have the will to resist slipping further down. Of course, the Inquisiton has access to these cool toys because only THEY can be trusted with them. Lots of Inquisitors have been using this forbidden knowledge to good effect, right? Right? Your best best is to make it their choice. As in, work on the weak members of the cell, get their buy-in, and they will have conversations with Mr. Pointy Red Hat and let him know that he's too dang literal. I mean, he knows them and they're certainly not heretics, buddy. Don't rush into it. Just make the other guys look like rock stars, and give them chances to take it up on their own. If the Radical builds some kind of rapport, maybe he can be more direct. Otherwise, perhaps he sends certain of these criminal elements into situations where they might get busted by your guys and just happen to possess these corrupting items. Maybe that tech priest will pick up Gregorius' subtly "wrong" device when nobody else is around and pocket it for later study.
  13. Boss Gitsmasha said: How about a Heretic's Wake deck? Doesn't it use the same deck?
  14. Cymbel said: …secret sacred knowledge…like how to do a Legend of Zelda Spin Attack) I actually LOLed.
  15. Side note: I actually run extra coolness on a 01-05 and extra bad things on a 96-100. I've always felt that it added rather than detracted from the game.
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