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Requisition points and Infamy points in DH

4 posts in this topic

 Hi guys n gals, I have just read the topic titled 'Money' and the topic and responses got me thinking about a new addition for the acquisition of items such as weapons and gear, and dependant upon the situation, information aswell. 

My idea was to implement Requisition points and Infamy points, but not as you have ever seen them before, and this would probably only work for DH but you could probably adapt them fairly easily for the other 40K Roleplays too if you thought your game needs them, anyway,  enough waffling, I'll get on with the explanation.



(1d5-1) at level one with a +1 Rq point bonus each time the PC levels up. +1 Rq point per successfully completed Campaign (stand alone missions and side missions do not count). NOTE: a successfully completed campaign is where ALL main objectives have been completed and the aim of the mission has been achieved, i.e brought down a heretical cult and the ringleaders (if one of the bosses escapes the mission is still successful but if enough of the bosses survive to rebuild the cult (I.e: 3+) then the campaign is completed but the Rq point is not gained.)


0d10 at level 1, but +1 Inf point is gained for unnecessary deaths i.e: bystanders killed by Acolyte during a firefight, or for innocents publicly arrested and sent away for interrogation and subsequent death. +1 Inf. point for public displays of affiliation with negatively viewed groups i.e: cults while undercover.


Rq points are used individually but can be pooled to request higher Rq items. Items are provided on a 1:1 basis, if a PC with 6 helps another with 5, together they have 11 Rq and can request a single 11Rq item as apposed to one 11Rq item each. Rq are spent but restored at end of each session, like fate points.

Inf points are used on a group total, if six acolytes are together, they get the entire group total, when split into smaller groups the total is of all acolytes present in said group, NOT all acolytes.

Inf points can be lost by permanently spending Rq points, for each Inf point lost the player loses TWO Rq points. Rq points CANNOT be pooled when doing this.

When using Rq points, include a -1 modifier for every 5 Inf points an acolyte has (this is applied BEFORE total is calculated for the purposes if pooling points). 

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 (continued from first post) 

Talents such as Ally: (any), Contact: (any), Rival: (Any) and Enemy: (Any) can be used to modify Rq and Inf points when used, i.e: PCs are attempting to requisition some carapace chest plates from an Imperial Guard quartermaster, however due to thier Inf points, thier total Rq is not high enough for what they want. Luckily, one of the group has Ally: Imperial Guard and acts a few astropathic messages are sent and a short wait, thier ally contacts the quartermaster and lets him/her know that the Acolytes are okay to deal with and allows the acolytes to use the items.

Talent: Ally (any) ignores a single -1 modifier to Rq points due to Inf points ONCE per player in said group. 

Talent: Contact / Peer (any) ignores a single -1 modifier to Rq points due to Inf points once for the player with the talent.

Talent: Rival (any) adds a single -1 modifier to Rq points once to player with talent.

Talent: Enemy (any) adds a single -1 modifier to Rq points once to ALL players in that group.

ALL bonuses or negatives are calculated AFTER calculating group total of Rq point, which is after calculating individual modifiers.

Talents and associated modifiers are only applied in situations that would allow it, for example Ally (Imperial Navy) cannot be used when dealing with the Imperial Navy. 

I missed this off the first post but when items are requested, they are not owned by the acolytes, and must be returned at the earliest opportunity, or after a specific time. If the appropriate rolls are made, requisitioned items can be bought instead of returned, or if the items are destroyed, they must be payed for.

Thoughts and comments please guys n gals!

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A slightly simpler version of what you're going for, i think, is to just have an influence rating, something like Black Crusade's Infamy score. 

Start all acolytes with a base of say 15+1d10. have influence represent a characters total wealth and influence in finding and buying any given item/service. you could even adjust the base scores for the wealth levels of starting careers. Clerics having the highest wealth would start with 25+1d10, scum being the lowest would start with the 15 and everyone else just falls somewhere in the middle. have them gain influence as their inquisitor starts to trust them more and as the gain a reputation in their given orders. 

Requisition: in order to requisition they can just test against their influence score. The difficulty of the test is determined by the availability of the item and how many they want. common getting them a +30 to acquire but a unique -60. if they want 1-10 +10 11-50 -0 50-100 -20 and so on. 

a little less to keep track of then two seperate scores and you can still pool it with groups as with the co-op test rules given in the core book. 

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You both have good points, and I really like some of OP's ideas in regards to how calculating these points.


What I'd add is the notion of different Inquisitors judging their Acolytes' actions differently. Some won't care for the influence of a Cleric. Others won't mind collateral damage. Yet others may even deduct points for leniency. I'd say it would be an excellent addition to a game that lends some more importance on how the group's activities align with the intentions of their boss (with each Inquisitor reacting differently to things), and thus being another tool for the GM to subtly steer his/her players towards some direction by using a tangible carrot and stick rather than "just" verbal reprimands or commendations, or going towards the other extreme and assign severe punishments.


So, ultimately, I'd focus the system around the Inquisitor and how well the group stands in good grace. Needless to say, this means that Peer talents don't really influence this, nor do they help with acquiring favours from anyone BUT their boss and his/her minions. However, the system could easily be expanded to a whole range of reputations, like various computer games use them. In a way, I suppose you could completely replace the Peer talent with this. It does mean extended bookkeeping, but at least these tests shouldn't come into play very often, and you can easily limit it to the most appropriate factions or individuals for the various characters. Maybe even just have a Group Reputation with their Inquisitor, and a Character Reputation with a single faction based on their class/background (Ecclesiarchy for Clerics, their House for a Noble, planet X's underworld for Scum…) - with more Reputation records being unlockable via campaign progress (rare but possible).

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