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    NottellingyouwhereIliveville, Washington, United States
  1. I agree this ability isn't enough to attract some one to the class. I'd like to think of it as a start or some thing to sort of add some features. Arbitrators are often portrayed as Judge Dredd like so I thought giving them an ability that makes it easier for them to pull stunts you see in cop movies would be fun. Not sure I want to pony up money so that I can make house rules but if I get the chance I'll give Ascension a look. I titled the thread Brainstorming so we could come up with some stuff. Help me out with this Arbitrator ability? What do you think would help spruce up the class?
  2. So one of my buddies is convinced that the only unique roles in the game are the Sororita, Psyker, and Tech Priest and that every Guardsman, Scum, Arbitrator, Assassin, Priest, and Adept is essentially just a very slightly different take on the other guy. While I don't entirely agree I thought it might be interesting to add specific perks to each of these guys to sort of back up their class identity and give them a sort of "special power" like the Sororita, Psykers, and Tech Priests have. This is just for brain storming. Here's an example of what I'm looking at- Arbitrator Surprise Entry -Once per encounter (as defined by the game master) the Arbitrator can kick open any man sized door or entry and immediately enter the room taking one half action. Special note: This ability is not intended to kick open elevator lift doors and other doors that would not normally "kick in". This ability can be used in cnjuction with breaching charges or slicing. This ability is to reflect what you see in the movies. The coppers can seemingly kick down any door in a single blow and then suddenly there's a shoot out.
  3. I guess I'd try to do a little of both. I'd start a session informing the players that they're gonna have to make due on Dusk until they find a way off world emphasizing that it could take days or weeks before their transmissions are picked up. After describing the situation I'd run it per normal with a slight change in how things are phrased. Instead of "What do you do?" I'd say "It's day 1. What do you try to accomplish before nightfall?" This way indicating to the players that time will be passing rather quickly. A day might be simply "I scout the immediate area" followed by a check. In this way turning the whole scenario in to a drawn out encounter of hypothetical survival scenarios. Being that most my encounters don't take up an entire session I would try to have the whole thing resolved half way through the session at the minimum. I think there's a lot of potential here and it'll make for some good back story later in your campaign.
  4. Personally I think it's unlikely that the "internet" in the way we perceive it exists in the 40k setting. Many of the workers do not have access to electricity in their homes even in the Hives. Ever notice all the candles in the art for 40k? That's not just for kicks. Power don't come cheap and in a population of 58,000,000,000 not every one gets power. In fact most couldn't it's just simple economics. Few worlds were actually intended to support populations of that size much less allow every hab worker the ability to share cat videos. Thus the "internet" or other similiar cogitator networks would almost certainly be only for official use. Wireless communication would be a joke. Even radio communication almost completely jammed with signals for actual important business. For the average citizen in the 40k setting even on a Hive World they almost certainly live much worse than we do today but it is for their own protection. - Do your duty, do not expect what you do not deserve, give freely to the Imperium, and the Emperor will protect you from a fate worse than deah. Woe to the man who idly believes that he deserves to siphon power for idle games when lives are on the line. For these idle curiousities and entitlements can only lead to sin and death. So continue to make your camo-tarps! Do not suggest to your friend that these materials come from our world and are therefore ours to have! What we have is the assurance that the war in the heavens for our bodies and souls has not yet reached here and you and all of man kind can be free from damnation and an ignoble death if you can but restrain your appetite for these carnal pleasures!
  5. In my current running game of Dark Heresy I encourage my players to adjust the setting. However I portray the Imperium in the Calixis sector as so absolutely ridden with crime, decay, heresy, and evil that to change the fundamental nature of the setting is unlikely. Some things that currently are different in my game… 1. There is massive hole in Hive Sibellus from special munitions fired from Orbit. The players called down the strike. 2. Sector Governor Hax is a madman and some one is trying to replace him. The players actually have 15 dead clones of the guy which they keep under wraps. 3. Luggnum will fall to an Ork invasion and the players are tasked with preparing it as an adequate speed bump. Luggnum's fall is the direct result of interfering with the Churgeon's experiments in the Edge of Darkness module. In my game the Logicians were aware of the invasion and planned to use any means necessary to help the people of this world survive the attack. The players were fully aware that stopping the Logicians would mean millions would die by alien hands.
  6. In my experience playing Dark Heresy it seems the more investigation heavy the game is the less likely the characters are to be scrapping characters every session. Their leads, clues, and information that character has access to become important to drive the game and it's narrative forward. In games of Dark Heresy that are more mission oriented I notice the players burn fate often due to the nature of the game system. If you have even a few crazy rolls in a row or a couple tough encounters back to back the players tend to burn fate points. Also in these mission/strike-team games the importance of each individual character to propel the narrative is usually inconsequential so if they die no biggy and the game master is less torn about putting the acolytes in significant danger.
  7. Adeptus-B said: I don't have the Rulebook handy, but I seem to recall that the Imperial World background starts with Literacy- it could be argued that that represents 'the majority' of the Imperium (not that any player ever chooses that background over the 'sexier' options!). ------ Like I said earlier, no book suggestions, please- I'm just going for 'set dressing' with this particular list, not scenario-specific clues. A 'Random Book Generator' for fleshing out libraries would make for an interesting future project, though… Also, I'm looking for stuff that screams occult, not just heresy- more "Boil, boil, toil and trouble", and less "He's a commie!" Derailing your own thread! HERESY. The ability you're thinking of is called Liturgical Familiarity which makes it so that people from those worlds can check on literacy as a basic skill (half your intelligence). Even these poor schmucks surrounded by priests day in and day out can just barely make a passing effort at reading 750 words a minute. This was why I felt that newspapers just seemed unlikely. Sure there's plenty of people who can read. But Newspapers by their inherent nature require a populace that is overwhelmingly literate which the Imperium presented by Fantasy Flight is far far far from. Ever play the video games too? Notice how every one leaves behind recordings and video logs? At first I just thought it was funny but I got it later… Even an Inquisitor has to assume that whoever finds his final message might not be able to read it. Blood red magnets each in the shape of half a broken dog. If clicked together a little electric bolt zips down the seam and suddenly a drop of blood appears.
  8. InquisitorAlexel said: I've read dozens of warhammer 40k books and 95% of the characters depicted there knows how to read; the nobility sure knows how to read; a great deal, even a majority of the imperial citizens do not know how to read nor write when it comes to Hive Worlders and Feral Worlder, but in more civilized societies, they generally know how to. Certainly up for debate. Consider that classes like guardsman do not gain literacy until rank 3. Obviously nobles and any one connected to the Adepta would read. Many heretics and bad guys too. I doubt that the 40k books spend a lot of time focusing on the specific capabilities of serfs. It must be the case that those selected for service in the Inquisition would be those likely to be the most suited to the work but even a starting assassin must spend 200xp to get the skill. Let's not forget that the Imperial Creed actively promotes ignorance as a blessing constantly reminding people that curiousity will lead them to trouble. The basic masses of humanity have no need to read and few would take the time to teach them for to do so will almost certainly lead to heresy. But my original post has bordered on derailing! A 2ft tall bird cage which holds small still bird cage within side. Another within side that and so forth. A small inanimate copper raven figurine lies within the center. A small vial of invisible ink. Blank unruled pages stacked neatly nearby.
  9. I like the introduction however if it were me I would make sure everyone knew they were gettin in to a story-time introductory session and that the intended result is that the players end as tools for the Inquisition. Also a lot of the stuff that might only be privvy to Primus might make great information from the veil of a vignette. Like in the beginning of a thriller movie. The players are catching snippets of what's happening just before it's "lights, Action!".
  10. Ranoncles I like the newspaper clippings idea but considering that the majority of humanity in 40k is illiterate I would be surprised if many worlds had newspapers at all. Maybe a recording of the execution announcements? (The family painting example) or clips of stolen reports would make more sense. Recently I had a great moment when I finally nailed this point of dark feudal setting. My players were investigating the suspected hideout of a terrorist base. They asked a henchman there to pass on a written warrant unsealed. The suspicious henchman unconciously inspects the warrant but his eyes give him away. One of my players immediately interuppted "Wait he's reading?" ME: "Sure you can see him thoroughly scanning it over. He seems really surprised by your visit." PLAYER to other PLAYER out of character: "This is where the heretics are hiding. Not likely some door flunky can read."
  11. Let's expand a bit further on section two. Your ship scenario happens to be both an event based scenario and a location based scenario and as such can be mapped out. The ship being absolutely massive is really too big to draw and that's fine. That means you just need to make a diagram of the important locations. In effect it's like making a diagram of a dungeon. The acolytes might start in Habitation Deck 22-B. From the Habitation Deck you can branch off from it like a web and make three other locations such as Observation Deck 22-B, Prisoner Containment Corridor, and Freight Lifts. From each of these locations you can diagram out a few other routes until you're satisfied. So why do this? Well first it makes it easier to manage on your end. If you players decide to just head down the corridor to the left you just give a brief description of traveling through the spooky ship check your diagram and let them know that they've arrived at the Observation Deck. The second reason is that it makes things more concrete for the players too. In 40k these massive ships, buildings, and cities are so amorphous when they eventually look at a map and see some notable locations it will make it easier for them to figure out what to do. I'd suggest making a diagram with ten locations. There's one other note to go over about using this structure. Even though the acolytes might decide to go to the Prisoner Containment Corridor the actual event or scene might happen inbetween the points or after they got there and investigated and decided to move on. As for your specific examples… 1. Are they all accounted for? Essentially have a man hunt. Very likely those able to maintain order seal off decks remotely. The acolytes might be trapped on a certain level. A shipboard intercom might describe in a warbly voice that decks will remain sealed until the prisoners in their area are apprehended. Perhaps a person who lives on the ship can provide the ultimate horror when he explains "Oh this has happened before. They didn't unlock the doors for seven years. Half the crew in this area died of malnutrition. But we eventually found Prisoner LA-2203, praise the Emperor." That might put the fire under the acolytes! 2. I like where you're going with this. If you use the diagram like I suggested above then the Sacred Shielding Bay and the Bridge will need to be on your diagram with routes to them. You'll want to spell out what the players will see and be able to interact with at these areas and the areas inbetween. Remember when writing an investigation/mystery the writer is writing in reverse order. What happened last is the first thing to establish and then fill in the blanks leading up to it. 3. I really like the missing drop pod scene. I'm imagining the acolytes coming in to a command deck finding the crew dead. After looking over the bodies the game master explains "Though you haven't been on many ships it seems obvious that the mutant navigator should be here amongst the dead". Another acolyte investigating terminals sees that a command for drop pod deployment readiness had been issued. One of the pods will be firing soon… You can find general Orders for acolytes on page 282 of the Dark Heresy manual. The manual describes them as dictates. The Inquisitor handling the acolytes probably has his own dictates. Done right these can powerful motivators for the acolytes.
  12. Insanity seems best here. Usually this how the process goes any ways. The other wise devout agent of the Emperor plays with fire and puts his mind on the table thinking that he has what it takes to resist. But as the insanity progresses it leads the character in to situations where corruption comes in to play. I mean once one is insane the notion of seeking out "alternative solutions" comes second hand it won't be long till the afflicted find themselves howling alongside their corrupted brethren convinced that they are on the right path.
  13. I recently played through Edge of Darkness which I just plugged in to my campaign. It fit in nicely as Edge of Darkness has a lot of potential loose ends which can be covered by your own in game conspiracy. As for your specific question here is my advice. Don't just kybosh the plans of the acolytes. Getting the community to rise up and purge the evil doers is some thing Witch Hunters actually do in 40k so it must work some times. Use a yes-but strategy. Besides it's pretty inventive beyond just kicking in the door. If you still want things to have a chance to go sour make sure your players know the risks ahead of time. That some times these things can get out of hand. Their characters probably aren't stupid and before they start rolling dice they should know what the stakes are. If you use a yes-but strategy remind the acolytes of their specific mission. Which is to investigate. Frankly if they know about the Alms House and have reason to believe that a conspiracy is underfoot they've already finished the objectives which is to simply investigate. The specific yes-but I would use is to allow the torch wielding mob to be successful at claiming the Alms House and discovering the absolute horror within. However because of this the Churgeon has plenty of time to pack their bags and escape. In the after action report this could be taken negatively. The Inquisitor handling the acolytes might remind them to manage "appearances" that being that high profile cultists and the like escaping right under their noses looks suspicious. The Churgeon then becomes an aggravation for the acolytes. Only one or two scenes reminding them of the escape and how it looks should prompt the players to find a way to clean up this mess. Which could lead right in to another investigation. Player driven hook and motivation > Scripted motivation!
  14. I think I just saw my first troll post on these forums… Regardless I think the Kiss 8-track would be an essential material component along with the reverse-play-eight-track-archive-player (For Ezekiel to find). Combined with it's arcane focus the reverse lyrics would provide a suitably powerful sorcerer a means to summon a hideous chaos champion chapter of noise marines directly from the Eye of Terror.
  15. A painting of Sebastian Thor with a devilish knowing smirk. Seven silver plated bolts for (a bolt pistol) each etched with an innocuous name. "Marius" "Anton" "Rykehuss" you know just names… A black cat which appears alive (breathes, has a pulse, blinks) but does nothing is otherwise inanimate and smells of rot. A collection of feminine ring fingers with wedding rings still attached. A black turtleneck. Ordinary looking on the outside on the inside razor thin gold strips form occult symbols.
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