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  1. You’re welcome. As to losing Tech support…..if they dock at a space port, there will be an abundance of spacers there with skillz, many of them probably looking for a kinder master….they will be technomats who have picked up the know how to operate a space ship without knowing how or why so major repairs etc is out and eventually you’ll need trained tech support but for the present, your team should be ok. The fluff indicates that there are hereteks who provide technical services, including space ship service (after all, pirates have ships too) for the right price. And that’s not mentioning the shipyards in the Koronus expanse or in the Howling Vortex. So it should be possible to hire a skeleton crew of a few thousand men at the port and escape into space. Doing this quickly and without notice by the authorities would be the challenge. After that, it becomes an issue of keeping the ship operational which will require a deal with hereteks and a shipyard which will supply them with fuel, spare parts and supplies. Maybe the puritan players will have to turn pirate themselves in order to maintain their ship and keep their crew happy…. I don’t know if you have the Rogue Trader books but they provide info on the shadier part of running a ship.
  2. How about this? I don’t like sudden betrayals (especially if there aren’t previous hints). Instead, the players work for a puritan inquisitor (as they are puritans themselves) who has been taken down by a cabal of radical inquisitors while they were messing about with their dauntless cruiser “Senseless Sunday” [or insert the name of your choosing]. The cabal is now after the acolyte teams of the puritan inquisitor and has already killed off a few. The players arrive at their home destination and think they are in for a bit of R&R while the ship is refurbished. Instead, a contact of their master warns them just in time and tells them their master has been declared a traitor (maybe he burned the wrong person or just too many citizens and he had to ‘splain himself before a tribunal of his peers) and that they need to disappear immediately or be killed themselves. They are officially fugitives from imperial justice….and all they have are the clothes on their backs and a rickety ship. Thus begins the odyssey of the “Senseless Sunday”. Your campaign can then go (at least) 3 different ways: 1) they can become traders/free captains without papers, severing all ties to the imperium. (full sandbox) 2) they can try to avenge their fallen master, 47 ronin style with their own ship, taking out radical inquisitors while dodging hit squads. (tightly focused campaign) 3) they can try to locate secret assets of their former master, each asset providing assistance and a stepping stone towards something that might allow them to either take the cabal down or redeem their former master posthumously. Or perhaps their master has fled, leaving pieces of a star chart which must be put together to find the location of his hidden fortress. (mix of sandbox and tightly focused campaign).
  3. Just to offer another option, I'd suggest going the other way. Instead of a high quality relic weapon which was made as a masterpiece of the maker's art, why not common weapon that has helped a hero or saint perform a mighty deed. This weapon has since been handed down to deserving characters over the ages, gaining in prestige. So instead of a high quality, beautiful weapon with extra traits, it could be a very average, common looking, albeit well preserved 'named' weapon. Because of its legend, it provides peer (ecclesiarchy) and a +10 charm bonus vs. imperials for the rightful owner (so a thief wouldn't enjoy these bonuses) and perhaps it has sanctified trait too because of its history and subsequent blessing by numerous priests over the ages but it is very much a common sword in all other ways.
  4. As much as it would benefit the plans of a daemon to be able to walk amongst humans without notice, I would argue that the answer is no, barring the examples given by Crow Eye etc... And for two separate reasons: The essence of a daemon is totally different to the essence of a human. The human body simply cannot encompass the daemon “as is”. The wrongness of it will show in the body by way of erupting mutations as the body slowly fails to contain the daemon. Which allows a GM a lot of fun as the daemonhost tries desperately to hide this wrongness….. The second reason IMO would be the vainness of a daemon. They likely see themselves as perfect beings, an unholy physical expression of their own desires and that of their ultimate master. Being wrapped in the trappings of a mere human must be disconcerting (even if it allows them to further their plans). Likely, the daemon can’t help himself from tinkering with the human form by slowly improving it because daemons have a different frame of reference as to what is useful and desirable.…..A violent daemon might harden the skin or improve strength with improbable muscles, a slaaneshi daemon might turn the physical attractiveness of his host to 11, or perhaps improve it by turning it into some kind of freaky she-male.
  5. There are obviously many ways to deal with such a crime. The mechanicus will try the heretics themselves. They are a religious order and religious nuts people like to keep punishment options under their own thumb (see every religion ever). So no arbites required. And any tech-priest will have mechandrites, servo-skulls and attending servitors to help enforce his judgment. Or he can easily get such assistance if necessary. If any PC even thinks of defying the tech-priests as they tend to be pretty nasty about withholding support. Punishment must fit the crime but punishment in 40k always errs on the side of being ridiculously over the top. So depending on the actual crime, it can range from having to recite the proper hymns and procedures or be lashed, having one’s cyber-replacement turned off for a set period, be sent to a compulsory refresher course to relearn the proper hymns and procedures, defend oneself before a board, tribunal or a logis-temple asking the questions….And finally, there is the option of being turned into a servitor for abusing the machine spirit.
  6. "They gain insanity when they happen to do things that a normal or even unhinged man shouldn't/couldn't do. This is a very good explanation IMO. There are many things players can do that should incurr insanity points. IP's don't only derive from things the players see! For example, shooting at a suspect in a busy market is already something my players would get insanity points for. Yes, they are agents and fighting the good fight but in the end of the day, they are doing it so mankind can survive. Killing innocent people so innocent people can live is not the act of a rational mind. Even if it makes (tactical) sense, it still stains the mind..... You can look at insanity in many different ways. Some GM's only award IP for major acts/situations. Others award small numbers of IP for small acts of callous behaviour and collateral damage. In that way, it slowly accumulates. IMO, the latter ideally depicts the setting. 40k is a cruel, dangerous setting in which (random) acts of inhumanity are required to survive but at the cost of one's humanity/soul/mind. Agents work in the trenches, committing acts of violence, endangering random civilians and causing untold collateral damage in the pursuit of their goals. Eventually, it drives them mad. Mad in the sense that they lose sight of what is right and wrong, or in their caring for strangers etc. It takes a certain kind of madness to believe that the end justifies the goals. So seeing three babies nailed to a door might not faze a player with 80 IP. But having to nail 3 babies to a door to make contact with the cult the agent is tasked to destroy will damage his mind and lead to 80 + 1d10 IP.....Because that kind of action never becomes routine....
  7. I'd argue that this situation proves my point (to some extent ). It won't be a newly minted inquisitor who unearthes a sector wide threat requiring a battle fleet to resolve it. That will be an older, more established inquisitor who will built up the influence to get the assistance of those assets required to get the job done over a long career. After all, a new inquisitor needs to build up his assets first, create teams of acolytes, safe houses, funds etc.... And I wouldn't get to hung up on the notion that they represent the Emperor and thus speak with his voice etc. The higher up you get, the more jaded people get. The high council on Terra is more preoccupied with maintaining or enlarging their power than speaking for the emperor and defending the Imperium. That's just fiction they spout to get simpler minded peons to obey. In medieval times, the kings were chosen by god etc. but still had great difficulty getting their vassals to do what they wanted them to do. Granted, young inquisitors are likely zealots who actually believe the whole left hand of the emperor but zealots often fare poorly......they certainly have difficulty getting things done...
  8. It's less about convincing people of the 'good cause' and more the scrutiny it brings from other Inquisitors. If your Inquisitor borrows resources that are needed elsewhere then he better have a **** good reason as he might have to go before a conclave and explain exactly why he needed that battlefleet. An Inquisitor has the power to call down an Exterminatus but, at some point, he's going to have to stand before his peers and justify his actions (and he better have plenty of evidence as to why everybody on the planet needed to die). Even Inquisitor Kryptman wasn't immune to scrutiny after he set up the Galactic Cordon against Hive fleet Leviathan. Please don't take this the wrong way but your views on the absolute authority of an inquisitor sound naive to me. While de jure, inquisitors wield a lot of authority, de facto they are limited when it comes to dealing with equally powerful officials. Nobody operates in a (political) vacuum so there are always competing pressures involved. As you portray it, all the inquisitor need worry about is justifying his actions afterwards. I think an inquisitor would be hard pressed to even get what he wants if it goes beyond a few hundred men or a void ship. Because that upsets other (routine) plans made by equally powerful people. Let's say an inquistor wants the use of a battlefleet. The admiral says no. What is the inquisitor going to do to make him? He can't physically threaten him....he be thrown out of a void-lock. He can't kill him, the admiral will have too many bodyguards around (if he's smart). Most likely, the inquisitor will throw a temper tantrum and go home to mommy and complain that the admiral was being mean to him. And get the conclave to help sanction the admiral. Now let's assume that admiral was under orders. From his sector superiors. Who were acting under orders/in cooperation with another inquisitor. Perhaps an inquisitor with more prestige/influence/rank. Your inquisitor's whining will be ignored as the admiral did nothing wrong. In fact, any peer of the imperium worth his salth will likely have cultivated several inquisitors and have woven a web of favours and debts which can be called in whenever an uppity inquisitor comes calling. "What's that you say? You want to commandeer my entire PDF? I would be happy to comply with your totally lawful decree but unfortunately, this other inquisitor ordered me to hold my PDF in reserve until I hear from him. I respectfully suggest you work this out amongst yourselves...." And even when complying, there is a world of difference between cheerful and willing compliance and dragging your feet bureacratically. Especially in a dysfunctional Imperium where switching on the light requires an hour of chanting... I am a minor official and have learned that not all department heads are created equal. Some of them have enough influence to be practically inviolate to any audit due to political connections. WH40K is nothing if not a setting in which competing feudal factions compete. The inquisition is but one of them. Anyone not playing the game properly is easily removed. Just as in real life politics. A newly minted inquisitor demanding the entire sector fleet from the Lord Sector without providing any reason/evidence of a sector wide threat will not get it IMO. Simply because the Lord Sector has his own responsibilities and can't justify leaving entire systems undefended. What the newly minted inquistor should have done is presented his reasons to his peers and get consensus that a sector wide threat is emininent after which the inquisition informs the Lord Sector that the sector fleet is required....Hence the influence system in game and the cautionary words in the core book about influence....
  9. For starters, it depends on your interpretation of the inquisition and its powers. For me, their alleged authority to do anything doesn’t seem believable. The Horus Heresy occurred because Horus was all powerful and there were effectively no checks and balances to his authority/power. And the Imperium responds by creating several thousands of Horuses with absolute power? Not bloody likely…. As I see it, the inquisition main strength is the power to investigate anyone and anything. Nobody is above suspicion and investigation. But they still need actual proof to prosecute the important people, the peers. And then take that to court…(yes, there are courts in Wh40k as the fluff mentions them…). Otherwise, players (or inquisitors ) can just walk up to a suspect, declare them guilty in the eyes of the inquisition and blam…adventure over…. So, the average inquisitor has too many cases in his in-box. And most of those cases are merely rumours or hints of “impropriety”…. This is where the acolytes come in. They are to investigate the rumour, and if it is true, solve the problem if they can themselves or with some local assets sympathetic to inquisitorial acolytes or call in the inquisitor (who has more power and authority) to deal with the problem if it goes beyond their pay grade. So how would they get their first assignment? Probably after basic training….. I would recommend basic training for the players. The 1E book of Martyrs has group skill packages. Create a group skill package of skills your players should logically have in common for 200-300 XP (secret language, secret codes, forbidden lore heresy etc.). Either role-play this boot camp or narratively run through it before they are given their first assignment by an underling. Their assignment is their final exam. If they succeed, they have passed and the inquisitor will personally welcome them into his cadre. If they fail, they will be eliminated/jettisoned/returned to their previous lives/jobs/locations….
  10. It's mentioned in several of the books in each setting that an average sector has approximately 200 inhabited worlds. In addition, there will be entire regions within the sector which have not been explored or only very cursory which can be filled with additional planets.These can range from "worthless" planets empty of all life, to pocket empires filled with xenos or even humans who have never heard of the Imperium. If human, they can range from very advanced (dark age of technology) to feral, stone age and anything in between. If a sector manages to develop more than the 200 inhabited worlds, it will be split up in two sectors so a single sector lord doesn't become too powerful.
  11. Valarion, I am strongly on the side of those who feel you can’t “fight” a god. However, that doesn’t mean you can’t “defeat” him for the purpose of your story. The showdown with Nurgle shouldn’t be players wielding weapons against Nurgle’s wound score (be it 500, 777 or 2,000). It should be a philosophical debate, or a religious one. Or a distraction. Nurgle is the god of death, decay and rebirth. So that is the plane on which he must be challenged. Threaten Nurgle with a player who can’t be reborn after he commits suicide in Nurgle’s presence…. Present Nurgle with a flower which doesn’t decay. Present Nurgle with a slave army/zealot army/horde of penitent sinners/army of sisters of battle in chainmail bikini’s which commits ritual suicide after being infected before they can suffer and decay, thereby robbing Nurgle of much of his pleasure… Engage Nurgle in a debate on the different ways of suffering and how religious fervour alleviates suffering. In short, think up some role-playing way in which to “defeat” Nurgle (just a temporary defeat) by befuddling him, dazing him, engaging him in a puzzle, etc….. In game terms, this will both require the players to come up with innovative ways of engaging a god (the GM can help them by having them visit with an assortment of seers, wise men, living saints etc. beforehand to get pointers), and maybe occasional dice rolls using perception, willpower, fellowship, toughness etc. (the not combat stats…). In the end, a meeting with Nurgle should be epic and well…different. Not just another combat with a supersized Greater Daemon. I am sure the players will enjoy and remember something totally different far more than another boss fight.
  12. I am just glad we are having a nice discussion and exchange of views without heckling, insults and that dude Hitler making an appearance. Didn't realise that was possible on the interwebs.
  13. Well, more power to you. Go crazy and please let us know how your story and the universe/Imperium in it evolves. As an aside, you might consider spicing up your adventure by throwing in a little twist. Why not have Isha actually love Nurgle? They've been together for so long, perhaps she has developed genuine feelings for the god? Or at the very least, Stockholm syndrome has her in its grip..... Instead of gratefully escaping with the players, have her fight them every step of the way, doing her best to help Nurgle recapture her....
  14. It seems like you don't actually like the setting..so why play in it? There are other settings you know.... Of course its a ridicilous setting which can't logically work but its just meant to be a fluffy backdrop for armies fighting each other (and GW selling miniatures). The victory of chaos is not preordained, nor is it one sided. Chaos is not overwhelmingly powerful, neither are the Orks. Because they are too busy fighting amongst themselves. If (and its a big if), they could unite permanently, they'd be an "unstoppable" force (black crusades and waaaaghs) but they always fizzle out as charismatic leaders get killed and the infighting starts again. Now each GM can play the game in his own way and spin a plot to suit his own needs. GW won't care and neither will other players. But Nurgle doesn't seem to be the right god for your purpose of weakening chaos. His power waxes and wanes, depending on the condition of his plagues (much like an illness). Where other chaos gods have a more "permanent" strength (and thus could be "permanently" weakened), Nurgle can be the weakest of the gods or the most powerful, depending on how many people are succumbing to his plagues. So if your elite strike team "weaken" him, he's just more likely to send a few more plagues out....YMMV.
  15. WH40k is a feudal, dystopian setting where in general people inherit the job their parents do. There is extremely little social mobility. Considering one parent is a interrogator (what happened to the other parent?), it is likely that the child was groomed/destined for a job in the Arbiters or planetary enforcers. Also, WH40K is excessively bureaucratic so the child is registered somewhere. The local church will know her. The local school. The local Hitlerjugend Emperorjugend. So this child can’t just be taken away and given to anyone. There are authorities to appease. Paperwork to file. It would make for a fun twist if the player would now have to fight off the grasping clutches of (local) authorities to keep the child. Certainly more than player infighting. Maybe the arbiters want the child to go to a local state orphanage so she can join at a suitable date (instead of being conscripted by rival imperial organisations). Maybe the local church wants the girl to work in their sweatshops, further fattening their coffers with her cheap labour. You could have a lot of fun with this…With the player and his chosen guardian having to prove their parental suitability to different organisations, all ostensibly interested in the kid’s future but in reality seeking just another warm body to exploit.
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