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Rumil999

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About Rumil999

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  • Birthday 04/29/1981

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  1. Fantastic ideas!!!! I'm definitely going to use them. My players just survived, unfortunately, the Dark Eldar ambush on 41 Pry and will be going who knows where. Now I have some more worms to dangle in front of them!
  2. Story Arcs- Completed by time/events/others: Chains of Duty (Malleus themed): Rumors of penal legion ships disappearing in the warp. Investigation reveals a Techsorcist Paxius investigating a pattern involving the disappearances. Sheol XVII is next penal colony to raise a legion and Paxius suggests going undercover as prisoners on the March of Terra galaxy-class transport. On ship a Pilgrims of Hayte Prophet of Truth emerges who convinces the prisoners to revolt. The Prophet of Truth is actually forming a fleet of corrupted penal legion ships to throw at planet Synford, which is a Baneblade producing forge world. This story arc was completed by rival Inquisitors as it was passed on by my players. In hindsight this is good as going undercover as prisoners would only have ended really badly. Like really. Open story arcs: Space Rocks (Xenos themed): Rumors of an asteroid mining expedition being torn apart leads to the war planet Kulth where Orks have begun using very un-Orky tech to hurl asteroids at the planet. Void suit melee battles against Orks floating in space is a must. Because why not. Ghostfire Alternative (Hereticus themed): New unapproved combat drug begins to appear among guardsmen, mercs, and such. Obvious Iocanthos possible tie-in as surely someone is upset over a drop in Ghostfire sales. The new drug Ethyria puts you into a pleasure filled stupor in your mind while your physical body goes berserk. Eventually discovered the drug causes mutations and is being financed by your local Mutant terrorist organization. Yay! Shadow Strike (Hereticus themed): Officio Assassinorum rep asks help in smuggling a renegade planetary governor's nephew back onto the planet after being indoctrinated as an assassin. Who would tell the Officio Assassinorum no? Very easily make it onto the planet and into his personal mansion where you fall into the trap and the assassin is now killed and somehow (maybe) the players escape. Now you're alone on a planet where everyone wants to kill you. Possible help could be in remnants of loyalist PDF/Guard/Arbites and throw in the twist that the Planetary Governor is actually a good guy and is revolting for whatever pansy humanitarian reason you like. Moral quandaries are the best quandaries IMHO. Krimson Tide (Hereticus/Xenos themed): Brandt Strophes (nephew to Laurent Strophes from Purge the Unclean), an ex-Arbitrator, brings attention to gangers on Scintilla using xenos weaponry. Nobody cares yet since it's gangers killing gangers. Investigation leads to bloody battles (or you can use stealth if you're into that kind of thing) with gangers using Dark Eldar splinter weaponry and the capture of Jorra Forsythe, a smuggler. He leads you to a Krimson Cabal ambush on 41 Pry. Who doesn't love a good Dark Eldar ambush?! Mad Cow (Hereticus themed): Lizard... cow.. whatever. Someone is splicing tyranid DNA into grox herds to make them bigger for more meat. Other extreme side effects occur and for some reason people get mad when dinner tries to eat them instead. So bring on the Inquisition to head to Cyrus Vulpa and find out what's going on. Probable velociraptor-esque mutations would be interesting as well as the show down with whatever bad guy as I've already used the crazy Magos idea.
  3. Story Arcs - Completed by group: Warp Whispers (Malleus themed): Astropathic choir "Hymn of the Ever Burning Star" members are dying. Investigation leads to unassuming Orbital Object 366-A-7x above Scintilla where the astropaths are under a quarantine by the Inquisition. Astropath members' heads are exploding, eyes liquefying, and other pleasantries when sending/receiving messages and opening themselves to the Warp. Sitting in on a session with the astropaths is the obvious and eventual answer where it leads to a showdown with a demon of your choice. I used a homebrew warp assassin themed off of the Slender Man with a horrible psychic backlash. It almost killed the Interrogator. Almost = not good enough. Soylent Green is People (Hereticus themed): House Maken splinter group on Malfi begins to look for partners in new agri-business. They have acquired a recipe for a very cheap new high protein algae flake food source. Investigation leads to secret ingredient being human flesh and demonology. Getting the recipe leads to one crazy Magos on servitor manufactorum ship. Stealth would be a good idea to getting the recipe from House Maken but when it comes to some players.... walking through the front door and demanding it "works" too. This one is still in progress. Warpshade (Xenos themed): Budding Hive planet Draaken is enveloped by a supposed warp storm and an Inquisitor sent there has disappeared. Investigation leads to the planetary governor being overthrown by a political group known as the Colored Mirror who all dress in dark robes and have bald heads. The Colored Mirror is either infiltrated, or in my players' case, invited to dinner where they are attempted to be assassinated and then nearly overrun by the genestealer cult horde. For some reason the Magos thinks he can 1 v 1 the Purestrain genestealer daddy but eventualy the players win the day. You can either end here or do what I did and turn this into a long one by having them walk outside to mycetic spores raining down upon the hive. With a Mechanicus Sect's help they realize a tyranid hive ship is buried deep in the planet and the tyranid swarm descending on the planet is actually queen-less and striving to reach that ship. Now it's a race to get to a buried hive ship and blow it up. Or you can just stop at the genestealers. <edit - Planet and Hive Draaken is extremely detailed by myself with Imperial guard detachment, PDF forces, and culture/planetary info. All is available if anyone cares.>
  4. Disclaimer: I am posting this for 3 reasons. 1. I'm bored. 2. I've been drinking. 3. I'm lazy and figured putting my existing ideas out there may get some ideas in return. This is how I'm running my, I don't care about power-creep balls to the wall, open world Ascension game: The group (Inquisitor, Vindicare Assassin, Templar Calix Interrogater, Magos, and Stormtrooper) ran through the Ascension book pre-made, Red Wake, with little trouble. By little trouble I mean the Inquisitor had to shoot the now Magos' previous character (Desperado) for heresy. It happens. After that I told them it's entirely up to them where to go and what to do. So, this is what I do. I came up with roughly 10 one to three session story arcs and have seeded them throughout the campaign (which means whenever I remember them). A NPC will bring up something that is happening on another planet, the Inquisitor's lone Acolyte group will dig up something he will deem is appropriate for him to handle, or some other Inquisitor/Adepta member/old friend/etc will go to him for help. It is up to the group to decide what to investigate, what to dump off to the Acolytes to handle, or what to ignore. These story arcs may or may not have timers and may or may not have significant impact on the Calixis sector itself. (I should probably say that my group consists of players that have been playing RPGS together forever and work together well). The power-creep problem I have, sort of, solved by the players own horrible "insight" and the judicious use of horde rules. They can carry around all the armor and weapons they can requisition but when they go on to certain planets or go undercover they only have what they can bring. Sometimes they plan accordingly.... and sometimes they burn fate points. Here's where the lazy part comes in... I'll lay out my story arc ideas in the next post for people to steal and say they came up with them because they are incredible and then you can give me yours which I will steal and say they were mine because they are hopefully incredible. We all come away with bigger egos and lots of win. TL:DR - srsly read it. You already clicked on the post.
  5. This is what I would do were I in your situation as a gamemaster: Nothing. At least for the first few game sessions. Let the players forget about the card or if they try to interact with it or use it in any way then nothing happens. Let them "stumble" across some other bit of technology that gives them hints towards the events of Rejoice. But when the players start to get on a roll have something go wrong at an inopportune time. Nothing drastic but something like a guard walking his route early or a random rainstorm when they are climbing rooftops (or running around on Ambulon!). Increase the frequency of these events slowly and then start having the card effect things. Headaches when around it, Machine spirits going crazy. Animals freak out. The tech behind the card is unfathomable and the players should really get the point that it's bad juju. Turn it into a "bad guy" or even "THE bad guy". When I ran Purge the Unclean the final homebrowed tie-up session was to find a radical demon-binding Inquisitor leader of the Serrated Query and their own recently-gone-radical-while-chasing-the-radical-Inquisitor-boss-Inquisitor and destroy them both. This lead to a showdown on a cathedral planet where the "bad" radical Inquisitor was using a Logos Daemonis (Creatures Anathema) and the "good" radical Inquisitor was using a Halo device. Needless to say the planet required Exterminatus when all was said and done... But I digress. My point is the card could easily turn into something like the Logos Daemonis or worse... or even be a dud in the end. I say let the players sort it out for you by putting it on the back burner for now to see how they progress through Rejoice and wait for the perfect time to strike with it. My players thought using another player character's body to summon and bind a demon was a good idea. Turned out it wasn't.
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