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Librarian Astelan

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  1. Where did you pick up on this range limitation Keffisch? I wasn't aware of a maximum line of sight per se (but if you meant limitation due to darkness, rain, ... I do get it). However, a range limitation wouldn't really be helpful because sniper rifle in close range only adds to the problem of overpoweredness.
  2. * You could organize your criminal clans around criminal activities (or even have multiple competing clans on one such an activity). The Black Snakes, the 88's, Mingan's Boys, ... are all suitable names. They could be active in drugs, gambling, extortion, gladiator fights, smuggling, Xeno trade, prostitution, ... They could even be hitmen for hire. * You could upgrade one of the gangs by giving them a high level sponsor. A noble always makes for a good "behind the screens" boss, but if you're talking about corrupt enforcers (personallly, I'd shy away from corrupt arbites since they are the last real bastion of order), you could make sergeant Harris the brains behind one of the clans, providing them with better weapons, intel on enforcer raids and what not. * The Rogue Traders you mention could have a local agent that is the contact in the city to fend smuggled goods or stolen goods. This agent would have created a large network of contacts to make sure he can sell his goods at the best of prices when the ship of his dynasty arrives. * The Adeptus Mechanicus isn't known for it's strong adherence to Imperial law when it comes to acquiring new tech. Seeing this as a frontier town, a somewhat ambitious techpriest, especially an explorator, could use this city as it's base of operations. * It never grows old to throw in a rival inquisitor (or a rival interrogator if you feel that part of the subsector is too small to warrant the presence of an inquisitor). There are numerous reasons for an inquisitor to have agents in far off systems. It could just be "gathering intel", but it might be a warband looking for a fugitive heretic or an interrogator looking to recruit acolytes. Below the city might be an old Xeno site which the warband is checking out. * Last but not least, you could consider any agent of Chaos to reside in the city. They would have every reason to exploit the local gang networks since their deals are kept in the shadows. Again, you can invent any number of reasons for the agent to be there, be it to start a Chaos ritual or to use the frontier city as the starting point for an epidemy. Cheers
  3. I'm not really sure what you are looking for. You seem to have an idea about the campaign you want to run (however, what that is, is not clear to me). You want advice on possible encounters for your players (while infiltrating the underworld), or do you want help with the story-arc (connecting the radical inquisitor with the players & the space marines)?
  4. You are most definitely right, but if I was this Consortium distributor I would hand over the las-cells pronto. The guys that burnt down two manufactorums and blew up a ship are not to be trifled with
  5. I'd say this would depend strongly on the attitude of the other party. Have they suffered under the player's actions? A planetary governor who has launched a full-scale offensive against a so-called rebel force (instigated by the fake inquistor), will react differently from the low-life ganger that has been payed anyway for the information he provided on a death cult. It would also depend on the force the players can bring to the table. If they have a full complement of scions at their side when they confess that they weren't actually Inquisitor Steinbach, the planetary governor might still pipe down when they tell him. If the acolytes return before the governor, badly wounded, armour in tatters and broken weapons at their sides, I doubt the governor will brush over things. And it would depend on the moment the players reveil their deceit. If they are reporting to the planetary governor when he's being swamped with status reports of large quantities of Ork ships penetrating the atmosphere and facing an orbital bombardment within minutes, the acolytes might just get away with it (assuming they can evade the Orkish megarokkits themselves of course). If they hand over the information during a normal council of the nobility, they might find themselves behind bars awfully quick. In general, people don't like to be deceived. So a basic attitude of hostility would be in order, but any kind of reaction could be expected, depending on the circumstances.
  6. I used to do this, but then you're putting the fate of the plot in the hands of the fickle dicegods. I've stopped doing this the second time all of my players rolled nicely above the 80 mark & I had to tell them OOC what they were missing. Although I strive to create a complete immersion in the setting, I have to agree with the doc that sometimes you just don't have any options any more. You should be happy with your players. Mine sometimes don't even follow the clues (justified) and get angry afterwards that they can't seem to figure out what's happening (unjustified )
  7. I can see from a "numbers and balance" point of view that you should take into account starting corruption and insanity and that you would want all the pc's to start out with more or less the same level. However, from a not "numbers and balance" point of view this seems silly. The mechanical advantages and disadvantages are pretty limited at lower levels of insanity/corruption. So differences between pc's would have minor consequences. In stead, I'd adopt another approach. Since the characters have a lot of xp under their belt, they should also have an interesting story on how they came to be that experienced. In my opinion it would strengthen the roleplaying possibilities if you adjusted the level of insanity and corruption on the pc's background. If you specificly ask your players to think about possible sources of insanity or corruption, I'm sure their imagination will be stirred. I'm betting that with at least to one of them you'll have to say: "Yeah, I get that you dabbled with daemonhosts and so on, but putting your corruption over 50 is probably not a good idea."
  8. I've got a question about campaigns for share. If you create your campaign and put it on the web for free, would you infringe copyright? I'm assuming you would definitly be doing so if you put it behind a paywall, but what about free access?
  9. Although you would be customizing your encounters to counter the flamer, it would work... until you start the next adventure where their subtlety is reset to 50.
  10. Sanctioned. Sanctioned. Not sanctioned. Someone correct me if I'm wrong, but the fact that someone takes AAT doesn't mean that the character was taken aboard a black ship, transported to Terra, underwent the sanctifying ritual and got the stamp "Imperium Approved". If he's only discovering his powers now and they manifest themselves during a mission, it seems like he's going rogue. Now depending on what kind of inquisitor is owning his ass, this could mean that the acolyte is promptly put on the first black ship available, or it could mean that the psyker is too valuable for the inquisitor to lose for such a long time that he/she decides to protect him. Who better to deceive the Imperium than an inquisitor. You might want to add another layer to this to answer the question why the inquisitor would take the risk (because not sending him over to the black ships seems to me as a transgression of Imperial law) to harbour a rogue psyker. I think it could be great fun to have some kind of prophecy in play where the inquisitor knows that the psyker will prove invaluable in defeating an enemy, but at the same time (because he/she lacks the sanctioning ritual), will also prove to be a danger to one of the other acolytes (or even him/herself). Seeing how psykers will sooner or later wreck havoc by suffering perils of the warp, this isn't even a prophecy that is completely unrealistic. Even though the character becomes a rogue, I'd allow him to play it. There are just too many ways to use this storywise
  11. As Keffish said, you might want to check some easy numbers: If i give the enemies x armour and x thoughnessbonus, how much damage do the acolytes have to do to scratch them. Take penetration into account if your acolytes have access to weapons with penetration. Furthermore, you can take into account the number of wounds your enemies possess off. if you put the above together with this, you can find out how hard it will be to kill off your opponents. Check how easy it is for the opponents to hit (WS & BS) and how much damage they can inflict. Compare this to the armour and thoughness of the players. Finally, you should check whether your opponents will actually be in position to do damage. If you put 4 swordsmen at 200 meters away, chances are that your acolytes will have fried them before they even get into a position to do damage.
  12. What I've done in one of the first battles with my first group was splitting up the enemy in different groups. The players were infiltrating a clandestine little space port. In the hangar they found a first crew of gangers working on a guncutter and my players opened fire. This caused an alarm to go off and warned other gangers. I had set certain amounts of time for every other group of gangers at the complex (the garage, the tower, the auspexarray), but you could easily wing it and make a new group of gangers burst out of the door when your players (almost) killed all of the gangers of the first group. My players, more accustomed to fixed combat (one encounter) were surprised when a second group came through the door. They panicked a bit when a third group came in and they had to start reloading their guns, thus leaving room for the thugs to close the distance. They were really exasperated when the fourth and final group ran in, led by the ringleader with a savage chainsword. I almost screwed up since of the players went down after he catched a bad case of chainsword to the head, resulting in loss of sight and consciousness. Thanks the Emperor for faith points; Although the gangers were nothing much to look at individually, even in group, they were a nice challenge as a whole. And the beauty of it is that you as a GM can stop the tap of gangers at any point during the encounter.
  13. So it seems you're all thinking the same thing. Depending on the type of environment, you aks for a thoughness test that if they fail, causes fatigue. I like the addition of the more severe rule that to overcome this kind of fatigue, you have to find a more hospitable environment. Some examples: Staying in the cold at -15°C, asks for a challenging toughness test. Per degree of failure, they take 1 fatigue. Staying in the cold at -50°C, asks for a hard toughness test. Per degree of failure, they take 1 fatigue. Moving through extreme high winds (+150 kph), asks for a difficult toughness test. Per degree of failure, take 2 fatigue. And so on... Any of you feel that severe circumstances could do actual damage instead of fatigue. Staying in extreme cold without protection, resulting in frostbite (1d5-2 E damage)?
  14. I suppose that with point buy you can more easily create stronger characters. It all depends on how many points you give your players to distribute. If you want to make this kind of (strong) character, I agree that point buy is the way to go. You could start with rerolling of the lowest (x) result(s), but then you get a system which Nimsim described as broken and a waste of time (and I would have to agree with him on that).
  15. If that strength and toughness are that important to the character, he could easily swap out the 42 Ag with one of those. After he spends some of his starting xp, his stats could even more resemble the concept he thought of. It's all about making choices, just like you make choices in point buy (where you have a limited number of points to distribute, so high WS, S & T might be difficult to attain there too).
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