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DarkSolstice

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  1. Like
    DarkSolstice reacted to SCKoNi in Ways of Chaotic corruption   
    The Warp doesn't really care about your emotional state, not for the purposes of corruption at least. Too many things in the lore refute this.
     
    The existence of Irradial Cogitators, warp-crazed Servitors, warp-corrupted weapons born from their potential within the warp, and so on. The Warp is not the Fade, it doesn't just reflect emotions and dreams, it reflects the potential of physical matter as well, which is why the Necrons for example are still fearful of its influence and can fall prey to it (see the entry in Codex Chaos Daemons on the Khornate Daemon Prince that eats a Tomb World).
     
    As for the Sororitas, they aren't less susceptible, but more. Its just that they are protected by their connection to the Emperor, a psychic being of vast power that they draw strength from. That's why faith is such a powerful tool, because it invites the power of the Warp in a controlled manner. Astropaths and Navigators pray for this very reason, because a lack of emotion makes it easier for the Warp to... well, warp you.
  2. Like
    DarkSolstice got a reaction from vichn in Ways of Chaotic corruption   
    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!  
  3. Like
    DarkSolstice got a reaction from Lynata in Ways of Chaotic corruption   
    Coulnd't agree more!  the rest usually is the surprise!
  4. Like
    DarkSolstice reacted to Lynata in Warp Perception > LMFAO   
    Besides, I would hope that any good group would appreciate that things that seem clearly OP may be subject to "fixes" even in an ongoing campaign. Ultimately, it is for everyone's benefit. The GM isn't the players' enemy, after all. Hopefully.
    I also like Popdart's reasoning in regards to the "Superman rule". Perhaps a good compromise would be that thicker objects can still be penetrated, but that it increases the Test difficulty if you want to perceive anything useful? Psykers who grow too curious and pull the sort of stunt as mentioned in the opening post all the time will eventually just have to deal with psychic phenomena. As a bonus eltom can just shut up his critics by telling them that in the past, the walls simply weren't thick enough. 
  5. Like
    DarkSolstice got a reaction from Lynata in Warp Perception > LMFAO   
    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...
  6. Like
    DarkSolstice reacted to Saldre in Plot abou Fate-points   
    I am glad it helped inspire - game is in a week...
    Ill have five players- not sure how a sneaking out of a medical camp is going to work out... 
    Ive given it a lot of thought- but I dont feel quite ready to run this game yet! 
    I havent lost hope yet - but with one of the players being brand new to roleplaying games general, -more structured narrative might be a better idea then complete free form!
     
     
     
     
     
     
  7. Like
    DarkSolstice got a reaction from Talon of Anathrax in Scary Xeno for a Aliens type adventure   
    even better a mutated kroot 
  8. Like
    DarkSolstice reacted to ColArana in Scary Xeno for a Aliens type adventure   
    They might. But they might not. Genestealers will do what they feel is best for the swarm. They're pretty intelligent creatures, and they might determine it's better to eliminate all witnesses of their presence.
     
    On the Dark Eldar though they also have those nightmarish creatures on their side that could serve as a nasty beasty. Ur-Ghuls for example. Or anything a Haemonculi might have made, like a Grotesque.
     
    Mandrakes are also great potential for nightmare fuel in a campaign.
  9. Like
    DarkSolstice got a reaction from ColArana in Scary Xeno for a Aliens type adventure   
    even better a mutated kroot 
  10. Like
    DarkSolstice reacted to Gregor Eisenhorn in Scary Xeno for a Aliens type adventure   
    I'm thinking a new type of xenos (or maybe even Tyranid?) species that can replicate itself at the celluar level to mimic its victims (think of the alien in John Carpenter's, The Thing). Alternatively, a Necron Wraith would fit your scenario very well. Having a killer, snake like robot on the lose which is hunting you in the dark and can escape by phase shifting between dimensions and passing through walls would make for a terrifying encounter,
  11. Like
    DarkSolstice reacted to Ripplo in Campaings for share   
    Hello everyone,
     
    as the subtitle of this section suggests, I will post my campaign here or at least I will start with the first adventure and look from there if I want to go on Maybe other GMs want to share their adventures or campaigns, too or help with constructive critic.
     
    Some notes before I start:
     
    English is not my mother tongue, so please indulge occuring mistakes. Best example the title of this topic...it should say to share...
     
    I do not intend to post the whole worked out adventures in every detailed facet, this would be too much work for me and the posts would be several pages long I will post my intro and afterwards the course of the adventure.
     
    My campaign was constructed for a fresh start up group and the first adventure tells the story how the acolyties meet each other and their inquisitor. Notice: My players wanted the campaign to be hard and dark.
     
    If you find flaws in the consistency or fluff, feel free to tell me.
     
    The goal of this adventure was to introduce the new mechanics (as few as what really has changed) and especially to build up all three primary arch enemies of my PCs. (More at the end)
     
    -------
     
    Seeds of Heresy
     
    Intro
     
    We find ourselves in the dark future of the 41th Millennium and there is war in the Imperium of Mankind. It is threatened by from within by heretics and traitors, from outside by xenos and from beyond by the foul forces of the Warp.
     
    Our story begins in the eastern spiral arm of the Milky Way, in the Segmentum Obscurus on a transport spaceship, which glides through the void of the Askellon Sector.
     
    Askellon … an ancient and mysterious region of imperial space filled with secrets and lies, tainting many generations. When you pass between the worlds and look out, you feel that dark forces gather just behind your field of vision, conspirating against the good people of the Imperium.
     
    You are on Bord of the named ship, the wing of life. Your reasons for the journey are your own and thoroughly different. Nevertheless destiny united you in the same passenger category. You travel in a middle class compartment, which fits your Throngelt purse, your employer pays it for you or you might as well just have won the cards while gambling. One way or another everyone of you has his own small cabine. Maybe you have met in the lunchroom or at least you know everyone in the compartment by looks.
     
    The journey leads to Desoleum, one of the biggest and oldest hive worlds of the sector. To date your trip was a quiet and relaxing one, you had a lot of time to debate with others, read or meditate. In the night you wake up, when the drumming signal for the warp transit sounds. Your muscles flex, while you prepare yourself for the sickness that accompanies every transit in the Empyrean. Shortly after the transit you doze of.
     
     
     
    Until you are violently ripped from your slumber by screaming sirens and terrified yelling form the corridors. You do not know this particular alarm signal. What's the meaning of this? Is the ship under attack?...Or could it be worse than that? Are you still in the Empyrean?!
     
    Before you find answers to your questions, sickness and dizzyness take hold of you. The walls start to deform, the floor feels like raw meat and the sounds you hear are terribly wrong. Reality itself seems to collabse around you, while you cry out in pain and everything becomes black.
     
    Nothing, blankness, silence...than you feel something. You keep your eyes closed, but you can feel hungry glances aimed at you. Fearfully you open one eye. Immediately the world around you explodes. Your senses are flooded with vile colours and shapes, high-pitched screams from sensual ecstasis to painful madness hammer down at you.
     
    You are no longer in your small cabine. You are stray around driven by panic. You recognise some fleeing people around you. They scream in dreadful fear or fall abrupt silenent all trying to escape. With every look back over your shoulder you see demonic grimaces getting closer to you. They gape and drool, while they try to grab you...to grab your soul. You run, you stumble...you fall. Certain of your death, you lie on the sweating ground. But nothing happens.
     
    You look up and you lie in front of a 100m high wall made of some kind of red leather, all the demons behind you are gone. You rest against the wall, take a deep breath, while your heart threatens to explode.
     
    While you listen to your pounding heart, you have a strange sensation. Then you can determine what it is. You feel another pulse. Stumbling away from the wall you fall down again. Then the giant wall rushes up in the air and uncovers a giant eye. Paralyzed by pure terror you look into the giant black pupil in which you see a maelstrom of colors and emotions...and the eye stares back on you.
     
    It pulls you in, you try to escape, but you have nothing to counter this might. You simply fall down in a neverending abyss filled with pain and madness. After an eternity it finally gets dark around you and the little spark of you soul.
     
     
    (Yes, I guess many might think this is a little much for the beginning or at all but i ran this twice
    so far and both groups found it quite amusing and exciting)
     
    The beach - Part I
     
    The actual adventure starts on a beach. Around the PCs the wrack of the ship, crushed, destroied and on many areas still burning. I started with one PC, chosen randomly by dice, who gained his senses first, finding the other PCs one by one. Partially they were in need of help, so that a reason to stay together was directly given. This way the Players could describe their characters again to the group and the play is a little dynamic.
     
    I let every player make an WP and TH-test, if they suceeded they gained 1D5 Cor and Ins, if they failed 1D10. Afterall their characters just had a real encounter with the warp. On the bright side I also gave them the skill psyscience, but this is more optional and had to do with later plot requirements.
     
    Anyway they were all naked, except the techpriest, he had some kind of bed linen to cover him...nobody ever sees whats under the cloak of a techpriest;)
     
     
    - PCs have to find a way through the wrack
    - PCs have to get equipment and provisions
    - PCs meet certain NPCs
     
    NPCs in the wrack:
     
    - Ihen, a young chirurgeon, trapped under a steam beam, his leg has to get amputated, has a good medkit. (If you take him with you, he should be a constant liability due to his critical condition, but Ihen is a good soul and he would still try to help others)
    - Matellus, looks like a crewman from the engine department, wound himself a big wrench and some security clothes for workers, an awarness-test might show, that he seems to be a little too lean for a hardworking engine worker.
    - Jaquobeaux, imperial guardsman, fully clad in armor, holding a laserrifle in his hands, still very nervous and needs to be calmed down, before he will follow the PCs and help them
    - Ekatharina, a young girl (about 14 in my plays) looking for her mother, she should be played quite charming, resistant and has to survive. It is very good, if a PCs tries to help her and maybe poses as a friend to her.
    - Lord Ignatius Draco Rasputin III (short IDR3), found in a compartment with many tech and medical equipment, near a burning fire, which threatens to spread. He is also trapped and needs help.
    After helping him, he introduces himself and gives orders as to what is to do, he also has some bandages around his head
     
    Obstacles
     
    - Fires, collapsed corridors, the rising tide
    - A chirurgeon servitor gone mad, killing people in an ex apothecarium
    - Tainted people gone mad trying to kill
     
     
    Finding help
     
    I let my PCs get creative or let a NPC work on an still intact Vox-transiver in combination with an Auspex. They are unable to call for help, but can detect energy readings which suggest a settlement in the east...about 150km (you can vary as you seem fit).
     
    Short overview
     
    A small group (about 100) considering the size of the ship gathers somewhere away from the wrack. IDR3 takes over the command, like he feels entitled to by his noble rank. They meet Ekatharina's mother Baroness Lucinda Flavia de la Severine, old nobility but thankful to see her daughter again. Night falls people go to rest after a disturbing day to say the least.
     
    The morning begins with a scream. As surreal as it seems, some has died. Depending on the success of the PCs it will look like a poor victim, who has fallen pray to nature, while anserwing nature's call or that he has been killed by a blunt instrument and his body was mutilated by knife.
     
    IDR3 keeps in the middle of the group afterwards, holding Jaquobeaux close. I build in some trouble with Matellus trying to steal some provisions for himself, but bowing down when he was caught.
     
     
    The journey to saftey? - Part II
     
    The group had to travel through 150km jungle (10km per day), full of poisnous plants, aggressive animals and not much food. A very nice stylistic device was to repeat constant, that it rains...the demoralizing effect was felt by the Players.
     
    I let every now and then some people of the group die to intensify the danger. Additionally every couple of days an other human is found dead (murdered). IDR3 tries to gather people around him, for protection and power. Jaquobeaux at his side, lulled with the promises of a rich reward.
     
    Matellus shows some troublesome behavior and tries to steal again, a logic test with 3 DOS could reveal that he steals technical components. He tries to use them to repair a signal device, which he succedes in and activates just a week away from the settlement. It is some sort of warp signal device to call for his masters. I let it radiate a bright light and the PCs go check it out. They will see Matellus standing over a dead body (someone was there before the PCs). Matellus will try to convince the PCs that it was the dead one who activated the "thing" and then attackt Matellus (a not too hard awareness test should reveal clues as who started the fight).
     
    If the PCs interrogate Matellus successfully they can gain certain information:
     
    - he works for the masters, who will come now that they know, where the thief has gone to
    - Matellus sabotaged the geller field reactor
    - He is a slave of the Dark Eldar (in a later adventure it will come to light, that he is much more; if he gets killed, he will get ressurected by a haemonculus)
    - when people hear just one point of the above, their build up frustration breaks out and they want and will kill him (if he should be burned let it rain strongly...)
     
    If you want to accelerate the journey at this point and feel the players had enough suffering, let them come upon a road through the jungle. I build in this option, if it would get monotone.
    Following the road they find a little outpost or supply station. If you feel like it, everyone inside might be dead, either way through mother nature trying to fend of the invaders or something else...something that was summoned a few nights before.
    Either way the group can find a transportation vehicle and fasten the journey to a few hours.
     
     
    Impentra - Safety - Part III
     
    The group leaves the jungle behind and passes through fields, cultivated on cleared jungle terrain. Then they see an imperial town, 10m high concrete walls and the promise of good food!
    The players are usually quite happy as the fights are over and the end is in sight...good rpg moments can occur now.
     
    If you feel like giving the PCs one more hard time, do not let them just into the city walls. After all they are a caravan of peaky, dirty and wounded people. Should the PCs fail due to too low stats or bad luck, let IDR3 step in and intimidate the guards with his rank and possible backlashs.
     
    The town is not too big and more an small imperial fortress developed for more civilian needs. In front of the walls are houses build, too. It's name is Impentra and it was original the first fortress of the planet, when it was colonized. The planet is called Argun IV. The town holds a very small space port for about 4 ships, a communication centre with an astropath, an exotic market and usual town institutions. The main traffic from other planets are hunters. They come here to kill or capture dangerous jungle creature's for well paying nobles.
     
    IDR3, the baroness and her daughter go in the palace of the gouverneur. When they return they are outfited with new clothes and seemingly an bigger amount of throngelt. IDR3 still owes his life to the PCs, he offers them to buy for their accommodation and transfer off planet in a few days, to "even his dept".
     
    The PCs have time to explore the town, maybe find the some exotic goods or befriend themselves with hunters in the biggest tavern the hunter's lodge.
     
    On the last evening IDR3 invites the PCs to get a drink in named tavern. The baroness is present, too. It is the first time IDR3 loosens up a little bit. He talks about the PCs life before the crash, their view on the Imperium and is not niggardly with his money and buying them drinks.
    The baroness is interacting with the PCs as well, but posing some let's say difficult questions which could be answered wrong in the eyes of a puritan. For example: Don't you think in the war against evil it would be wise to fight evil with evil? Also her views on psionics are quite liberal.
    All in all they should drink to the endured horrors of the past view days and be glad that is over.
     
    When they leave it is raining again. Lightning strikes the black sky, short memories of the overcome horros plop into memory...and the memory of the eye...something you might want to emphasize from time to time. (As you might already think, the PCs catched a "glimps" of their nemesis right in the intro)
     
    Soon their is more thunder than there could be lightning strikes. It is weapon fire. The dark eldar answered the call of their minion and launched a full scale attack on the weak defenses of the town. They were effective to hold the wildlife of the jungle out of the town, but were no match against a small xeno army.  If not the players have the idea, IDR3 will propose to get to the communication hub and hail the approaching ship to get here faster and send help. The baroness will hurry off to save her child Ekatharina.
     
    Feel free to build in encounters, and scenes where Dark Eldar catch civilians with their gliders etc.
     
    I build in the destruction of the main generator of the town. The com tower did not work. The PCs had to go out again and repair it, while of cource fending of some attackers, if you feel real DE enemies would be too mighty or you do not want to outfit your PCs before in the market accordingly, replace them through slaves or grotesque mutants, failed experiments of the heamonculli.
     
    I also let it open, if the transmission was send and / or received, before the com station was destroied for good. Despair was filling the air.
     
    After that the fight for the town does not favor the imperial forces, the forces and many survivers gather in the space port or gouverneur's palace. Either way the PCs and IDR3 (maybe the baroness and her daughter too and any NPC you want to include, it is a good time to show that they are still alive) find themselves in a hopless retreat battle. One barricade after the other is taken by the foul xenos and forces the PCs and guards back, till the last stand seems inescapable.
     
    But there comes no attack directly, but a xenos which tries to reason with the guardsmen. Her name is archon Lelith Araquir. She promises free passage and no harm to anyone more, if they give her the soulstone Aragul Rakarth. (Yes, a relative of Urien Rakarth, and yes I know that DE usually don't have the technology to use or manufacture soulstones...which maybe makes it so desirable)
     
    The PCs might want to try to hold her off as long as possible. I decided that it would not come to a fight anymore, usually the PCs were beat up bad enough and so threat remains more mysterious and yet they know it is out there and will come back. The PCs and the rest of the town will be saved by attacking aircraft of the ship in orbit. A contingent of troopers lands later and helps cleansing the town.
     
    The Outro
     
    When the first transport ships with soldiers touch down, IDR3 goes up to them. The PCs can see it from afar. They supervising officer wants to get rid of him. Then he suddenly stands as straight as a soldier stands, when he gets a surprise control of his private chambers. IDR3 dismantles the bandages around his head, while talking to the officer. He gestures towards the survivers of the crashed ship, while he does that you see the sanctioning symbol of the schola astra telepathica on his shoven head. You can see the reason for the tension of the officer, too. A big and golden I hangs in front of his breast. The old aristocrat is an Inquisitor of the holy God-Emporer.
     
    Inquisitor Ignatius Dracor Rasputin III gives the order to round up every survivor of the crash on the fore court of the space port. The PCs get within earshot and are ordered to get closer. "This is my ruling, officer. You will kill everyone who survived the crash. They had all direct contact with the warp and are potentially tainted. Everyone except these (PCs). I will personally take care of them." The officer looks into the crowd of wounded, women and children. You see pity in his eyes, but also the knowledge, that you don't defy the orders of an inquisitor. He salutes, relucantly.
     
    IIDR3 then turns towards the PCs: "You have proven yourself to be capable and of a nature I can use.(The talk in the tavern was an inoffical interview) Additionally I owed you my life. This dept has been repaid now. You will follow me and step into my service, if you are found not tainted by the warp." He turns around and enters the cabin of the shuttle.
     
    The PCs look in shock to the crowd of people, they see their newly won friends and allies. Jaquobeaux, Ihen, the baroness de la Severine and even Ekatharina, the little girl with the untamable will to survive. They all get lost by the surrounding troops blocking their field of view. The PCs have to decide if they want to wait and watch or enter the shuttle and only hear the opening of las fire.
     
    ... end
     
     
    I set up three enemies for my PCs in this adventure.
     
    - The eye - of course as it can't be any different a chaos demon...he will often resurface. Mostly only as a hint as in the activities of a cult called Servant of the bleeding Occulus or similar. I plan to let him be the ultimate end enemy when the PCs reach the XP top level.
     
    - The archon Lelith Araquir in her hunt for the soulstone... IIDR3 has stolen it away from her grasp, she send Matellus behind him to gather it back or to prolong his journey so she could attack him
     
    - Last my personal favorite, as it most of the time, hits the players cold...Ekatharina. As through travle between planets time goes by quite far it is no problem to get her back into play as an adult a few years later. The little girl was touched by the warp, her forces first erupt when she gets surrounded to be shot. She then uses her Psy-abilities to either fake her death through an illusion or force an guardsman to rescue her. Betrayed by her "saviors" (PCs) who have abandoned her and left her behind to die, she will grow stronger and plot revenge on the now acolytes. Beginning with attacks on their reputation etc. but only after 3-4 other adventures
  12. Like
    DarkSolstice got a reaction from Talon of Anathrax in Inquisitorial and Acolyte philosophies - when/how do you determine them?   
    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!!
  13. Like
    DarkSolstice reacted to antijoke_13 in Acolyte's Creed: Syndicate   
    hey guys, i'm going to start posting Highlights from my current campaign, which revolves (as the name suggests) around the players hijacking my campaign to start a gang and go take out Inquisition High Value Targets in manners that even their Inquisitor sees as either incredibly strange or a complete waste of resources.
     
    our story begins in a bastardized version of Dark Pursuits, with our three acolytes arriving in Port Gyre on orders from their inquisitor (whom none of the Acolytes have actually met) to go seek out one Lans Guljian, who has been acting strange-well, stranger than usual for a dissolute Apex Noble- after recieving a package that may or may not be a Xenos Relic. the mission is pretty straight forward: go find the crazy noble, figure out what's making him crazy, decide if it's heresy, find who supplied it, and kill him/her/it/them. as they step off of the Orbital Lighter, they see a man (who was their original contact) getting jumped by a trio of hive gangers behind some old trash compactors. Lax, a Feral World Guardsman who is still trying to figure out how mixing up "closet full of the Captain's best Amasec" with "room occupied by the Captain's  altar to Chaos" managed to keep him from getting executed, rushes to the man's aid, rightly suspecting that he's the guy we're supposed to meet in order to get into Guljian's estate. Noface, a hive ganger and Desoleum Native, decides that a heavy stubber might not be the kind of backup Lax needs, and opts to help out by knifing people. As the fight wraps up, it becomes clear that the man they're trying to save is in rough shape, and will likely not last long without immediate medical attention. it is also around this time that Lax realizes that the rather young looking priest they came with is nowhere to be found. Lax leaves Noface (who has stated that he knows how to handle this) to stabilize the man while he goes to find their third party member. after a lot of running around, Lax finds our priest (who Lax swears looks like he's ten) staring at a group of prostitutes like he's never seen a pair of bare breasts before. he picks the kid up and carries him back over to the trash compactors where he expects to find Noface Stabilizing their contact and getting him into good enough shape to at least talk. what he finds instead is Noface sitting by the trash compactors alone. even the bodies of the dead gangers are gone, although there is a lot more blood than Lax remembers. one thing Lax clearly does not remember is the Trash compactors being on when he left. and it's just around this time that a Sanctionary comes by, shouting "what's all this then?"
     
    they couldve done any number of things at that point. Noface, knowing how corrupt Port Gyre can be, couldve intimidated or bribed the guard. Lax couldve told the truth (or at least part of it), and gambled on the guard just leaving them alone. Alaric (the priest) couldve used his considerably high Fellowship and his position as a ministorum deacon to convince the guard that what had happened was right and just. instead, Alaric blurts out "do not interfere with the business of the Inquisition!" Things went down hill pretty fast. 
     
    while the Sanctionary stands there slackjawed that this punk kid in priest robes would so openly invoke the name of the Imperium's bogeyman, Noface takes the opportunity to sprint up and sever the poor guard's spinal column. he then motions for Lax to strip the Sanctionary, while he takes Alaric aside and explains why announcing your allegiances to police is generally a bad idea. 
     
    after a solid ten minutes of argument punctuated my Alaric shouting "i'm thirteen, thank you very much!", the Lax and Noface pitch the dead Sanctionary's body into the Trash Compactor with all the other dead gangers, as well as their contact. Lax is horrified to see that much senseless violence come from one man, fails his toughness check, and vomits into the compactor. after screaming at Noface that the contact was their only lead, Noface pulls out a small dataslate, which has a set of coordinates for further into the hive, as well as note from their inquisitor to "deal with any loose ends" as they see fit. far as Noface is concerned, a dying man is always a loose end, and doesn't the Inquisition have a strong no-witnesses policy anyway?
     
    Lax considers pointing out that their original mission parameters most certainly did not include bonuses for racking up a body count, but decides against it. if the big scary man wearing somone else's tanned face like a mask says or does something that doesnt end in you being dead and/or faceless, you go with it. now that the group has coordinates to what is probably a rendezvous point, they sit down to make a plan. after about twenty minutes of hushed whispering, paranoid stares out into the street, and lax shooting down (twice) Noface's bid of "kill everyone" Alaric climbs up onto Noface's shoulders and says "you two shut up! i have a plan!"
  14. Like
    DarkSolstice reacted to Robin Graves in ideas for time travel   
    Plots for the plot god!
  15. Like
    DarkSolstice reacted to Robin Graves in ideas for time travel   
    Wouldn't a Tzeentchian daemon want things to be altered? Because, you know; Change?
  16. Like
    DarkSolstice reacted to Robin Graves in ideas for time travel   
    Time travel is kinda easy in 40k. Since time and space don't truly exist in the warp it is possible to end up in the future and possibly in the past. Of course using this method you have almost no control on where you'd end up.
     
    Unless the players stumble acrross a Flux capacitator STC...
     
    One of the HH novels has a chaos ritual that allows people to slice a rift into reality with wich they can travel (a bit randomly) across the universe. They end up on primordial Terra along the trip.
     
    Of course I'll bet that given the chance to end up in pre heresy days, the players will probably try to kill Horus (or Lorgar).
     
    Also: time travel doesn't make sense. Just have fun with it.
  17. Like
    DarkSolstice got a reaction from Talon of Anathrax in ideas for time travel   
    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. 
  18. Like
    DarkSolstice got a reaction from Robin Graves in ideas for time travel   
    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!
  19. Like
    DarkSolstice reacted to Lynata in Short Term Campaigns: Managing PC injuries against the clock?   
    Personally, for the really critical cases, I'd tend towards replacement characters -- although I'd also make it dependent on player reception. Not everyone would like the idea, whereas others could embrace it. Perhaps the campaign has already yielded a number of interesting NPCs and a player would jump at a chance to slip into their shoesboots?
     
    But what kind of injuries are we talking about, precisely? There might be nothing wrong with a broken arm per se -- representing an active character with such an injury could even make for a nice bit of roleplaying, involving various details such as having to use their other hand for things, or complaining when someone bumps the injured part of their body. The use of drugs to neuter the pain also seems very fitting for 40k, as has been said before.
     
    No reason to "cheat" with combat encounters or healing times, imho!
  20. Like
    DarkSolstice got a reaction from Skarsnik38 in Inquisitor Symbol of Power and Authenticity   
    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!
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