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Posts posted by DarkSolstice
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i would say you overthink things too much. corruption points is exactly that. your downward path to chaos. humans dont just have lust or greed or whatever. we have a little bit of everything. i think warhammer universe as, the cause justifies the means. so for example a player burning an npc in the name of the emperor because he was a heretic is fine but doing the same in order to hide his unfaithfulness is not. award cp according to that. hiding in the darkness or coming out to the light of the emperor is only a choice
. awarding malignacies that fit the circumstance is always nice!
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nice idea robin but i ll reserve that for a "higher level enemy". dont use it too much. a nice surprise is better than everyone having means to ward against psychic powers.
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inspired by your idea my campaign goes something like this. a heretek by the use of forbiden technology created a artifact that can be powered by the faith of imperium citizens or divine favor from the emperor(fate points). its a small crystal embed with corrupted microchips and with every use of fate points by the players it becomes charged with warp energy. it allows the user to use this energy in the form of psychic powers without the risk of psychic phenomena. this effectively gives a tech priest the ability to use psychic powers which means that it can be incredibly dangerous and so it must be stopped by the inquisition. this heretek has extensive knowledge in creating viruses and infecting the machine spirit to his whim but up until now this was limited by the physical limitations of normal technology. imagine now transmiting a virus in the form of a signal through the warp....pure chaos!
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you could rule that ip or cp are awarded depending the level of the FL. one dot no point, 2nd 1 point , 3rd 1d5, 4th 1d10. just an idea

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are you refering to the unatural senses characteristic you gain from the astropath advance? well yeah you could rule it like the warp perception but i propose you limit this to human psykers since the astropath is soul bound to the emperor. so a player could detect a cultist psyker but not a deamonic entity that has psychic abilities. there are so many variations you can do. you can even rule that you need certain ammount of dos to detect someone or something. just try to be as specific as you can from the start and only rule differently if it really messes with your game(ex. you see that your players rely too much on a dice roll and it takes away the investigating felling the game offers)
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well you can be a bit generous in the beggining till they get a hang of it but restrict any abuses.
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you should keep in mind that your movement must be sufficient to get you out of the blast radius or else you cant dodge. so a penalty isnt necessary.
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in my games i actually allow warp perception to give you "sight" behind a wall or an obstacle but as unnatural sense states its a boost on your other senses. so imagine how well a character can actually pinpoint enemies with a sonar like ability or tremorsense or anything else. so i would allow him to know in general what is going on inside the room but he couldnt use this to manifest other powers. crush needs a line of sight and this means actually seeing your opponent. hearing your enemy or sensing him with other means doesnt count for the same reason that you cant manifest crush behind a door that you roll a perception test and hear footsteps...
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actually i dont think you can detect a psyker with this skill. it says about warp entities and such. o psyker is not. at least a human psyker. i would allow a roll though if someone used a psychic power recently. i would consider the psy rating the power was cast and time since it manifested the power for any modifiers. maybe if someone was using warp perception from the divination tree could roll with psyniscience to detect another psyker.
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not really a need to have such a rule. you can activate it whenever you want. since it last for your round it would be a waste to fire first and then activate it. moreover you cant break your actions so you cant roll to hit and then decide to use it before you roll for damage. free actions are free but do not interuppt other actions. hope this helps

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i run this one and i think its a pretty solid and can be used as a filler in between.
A space station is harvesting energy from a pair of nearby red giant stars. their violent solar pulses provide huge amount of energy. everything was running smoothly until the void shields are starting to fail. radiation is leaking to the station. 3000 human souls onboard but only 300 awake each new interval,the rest sleeping in cryochambers. resource managing is important so far out in space but every interval is automated. maybe sabotage maybe a simple malfunction, but what is the purpose of this immense power station?
in my campaign a nearby dead planet had in fact an outpost of a grey knight safekeeping a warp gate. his outpost needed the power to keep him alive. imagine what would happen if the players failled!
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thank you sir! your scenario just gave me a hell of ideas for my campaign! i really like the special fate theme you have for players. its nice for a player to feel special(after all he should the game its about him) and simultanously vague enough to give a mysterious atmosphere. also the idea about fate points is nice. it would be really cool to see how you would award them or take them back!
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i dont really understand what you mean by soul bonding. As for imperial tarrot i have to say that all these little things are nice ways to reward players for creativity. For example i would make a player roll a psyniscience test or in another case imperial creed when attempting to "bless" the group or take courage from the word of the emperor. all these things are nice ways to give small hints or small buffs or even penalties if someone fails horibly. make your players to try to find more ways of gainning something than just killing the enemy. moreover its fairly easy to stop them from abusing this by puting a reasonable limit. trying to read the tarrot cards again might give them results that confuses them and of course the emperor can only bless you so much with his divine power....after that you are on your own!
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i think in order to create a big scary monster adventure you should consider a lot of cut scenes to really help the enemy escape in order to create a step by step climax in the adventure. the enemy should also give hints that it is intelligent enough in order to try to split the party...you can even use a mode that the monster cant be hurt but cant hurt the players also so you can have flexibility in creating the desired scenes without an all in from your players. my suggestion is something from the kroot family. they are adaptive predators. you can scale it up or down in power level as you see fit. You can always bring more of them as reinforcement or play it like an imminent danger. you can use dark eldar in bigger ongoing adventures....its a pity to spoil them in this kind of scenario!
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i have found out that conflict between the pc or the inquisitor is usually for experienced players. you should avoid it if your players are new to roleplaying. see if they can distinguish role playing from having fun on the table. in my group they plot against each other, the inquisitor and basically everyone but its what they like to do. so i encourage this kind of play by giving them more dilemmas and plot twist. i run a puritan inquisitor so they usually have to hide their radical views. but in the end they are having fun. dont be afraid to change your inquisitor to the players style. just remeber that he is still their master and a personna with great influence and experience. kinda like a corrupted politician. there is reason for him being the inquisitor. he could even assemble a party with diffrent views from himself only to have an escape goat!!
Talon of Anathrax reacted to this -
i wouldnt like to delve too deep in time travel though...i think players get the feeling afterwards that ok whatever goes wrong i just time jump and fix it...i want to make them feel that its only due to the circumstances that they have a chance. playing with time has consequences... a bit insanity here a bit of corruption there...all in all i think you guys gave me the ideas i wanted.
some info about the story if you like to read...
i am using ideas from the story of the Inquisitor: death of an angel. my party has Scarn as their inquisitor. he was responsible for safekeeping the angel(an ancient artifact weapon rumored to have been wielded by the emperor himself!). the angel was corrupted and couldnt be used. the players and him got tricked and lost the artifact by the magister anakwanar sek from the sabbat worlds chaos forces.he is planning to release the weapon on the imperium and win the war. inquisitor Scarn used his ally inquisitor Mercutio from the ordo chronos to send back his acolytes to reverse the situation. mercutio is a psycher so becoming a deamon host was not an option for him. scarn volunteered knowing well the ramification of his decision. now the players have to travel back in time to reverse the corruption on the artifact. i assumed for the purposes of my campaign that the angel is a sword that takes an avatar form upon summoning. the sword has 4 runes on the blade and an inscription "i am wrath i am steel i am martyr i am the emperor's angel.(taken from the space hulk intro video!!) its rune represents something the players must do to reverse the corruption. each time they succeed cleansing one, the sword sends thme back and they have to try it again in a diffrent time. To cleanse the wrath rune they have to kill an enemy of the emperor. For the steel rune they have to perform a ritual using holy oil. For the martyr they will fight themselves the moment they are tricked in giving the sword to the magister. (they where being controlled by him through volitor implants). In the end they ll return in normal time and as a last mission they will have to infiltrate the magister ranks and call upon the angel so it can break the corruption of the last rune. they will have to use their deception skills to reach close enough to the magister. they can claim to be hunted by the imperium after betraying their inquisitor. releasing the angel will take down elite forces of the archon's army finally giving the advantage to the imperial guard. in the years to come the imperium forces will turn the tide and various commanders will boast about their military excellence but my players will have to keep their contribution secret because no one can learn all things they did.....(am i too cruel
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Simple.
Time travel should be narrative, and if players asks for rules... well, they don't know that rules.
P.S. Also - are you sure Tzeentch Daemon showing that altering anything, not matter what, is futile, is a good idea?
Wouldn't a Tzeentchian daemon want things to be altered? Because, you know; Change?
yes he would but he would still want to plot and change things in his own terms....after all he plots just for the ploting!

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the information that the past cant be altered its gonna be hard won by the players. no one is gonna tell them! I was thinking that the deamon is not willing to share the power of actual time travel but rather a time bubble that has minor or even no effect at all in the real timeline but feels like time travel. kinda like the inevitability of fate scenario. he will give hints or visions for the future but only after he plays a bit with their sanity making clear that you must give so much more to make this kind of deal with a deamon.
Talon of Anathrax reacted to this -
the real problem i think is when your roll on critical dmg tables and you get results like broken legs etc. well you could tone down the critical table a bit plus make them the actuall heroes. havent you seen a movie that the main character gets a bullet in the leg but 5 minutes later he can still run like hell. well they are the heroes they can roll a toughness roll and ignore some of the drawbacks. also give them options so they can overcome an encounter easier. lets say 10 guards on a corridor is pretty hard. but if some of them where to be drawn away it would make overcoming the rest much easier. reward them with this kind of thinking. even let them talk themselves out of a situation!
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I was thinking a mix of some. players would go back and with their actions they would really make the normal timeline happen as it was. a demonhost of tzeench is helping so the time lapse can happen so in his plotting players will not actually alter the past rather they will get tips for the future. kinda showing that altering the past is futile. thanks for your ideas!
Robin Graves reacted to this -
Hello guys! i would be intrested to read your ideas about time travel in 40k. i am currently running a senario involving ordo chronos. As a classic movie my players failled an important mission that had desastrous effect on the sector and as means to fix things again they have to time travel back. i am a bit stuck though on how should i run the time travel. i was thinking about what limitations i should have on what my players can change in the past.
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I always imagine the imperium to be beraucracy at its worst. i have created id's that can actually be higher or lower depending with the situation. it may be some form of paper a badge or even a crystal. always take into account the persona of the inquisitor. does he want everything perfect or he simply doesnt care? usually there will be a code identification. inquisition uses higher clearance codes ,that for example a local enforcer would struggle to identify but that would still register as inquisition to him. as you move higher it becomes easier. with that in mind forgery of such a code would need skilled people to do it ,advanced tech equipment or even higher influence but in the end yes it can be done. in coclussion dont be too specific on how every item works and is identified,unless is mission specific, but give the feeling that its hard too forge such an identity but not unheard of. someone previously noted that even rumors and fear of the inquisition can work against such an act but then again how would anyone know unless they were involved directly. if still your players need to know excactly how their id works then i propose this. in my campaign i use 3 levels of clearance. first is a paper with an iquisitorial seal in high gothic stating that the acolyte is under the authority or business of (name) inquisitor. 2 level is kind of the same paper or padge or id but now the acolyte has the power in the name of his master to use resources that are privileged for him. that can be anything you think is appropriate for your inquisitor. for example calling the sisters of battle. last is the rossete that is really difficult to forge and if it happens consequences are far too severe.
hope this helps!
Skarsnik38 reacted to this

Ways of Chaotic corruption
in Dark Heresy Gamemasters
Posted
Coulnd't agree more!
the rest usually is the surprise!