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king.com
2009-02-23, 12:07 AM
Ok hopefully I remember everything for this test but I m fairly sure I will add to this:

New Rules!

Diplomacy:

Effectively every major organisation you encounter will have an influence level corresponding to your influence over them. The higher, the more you can call upon them (each kind of support being different per organisation).

You will be competing for this influence. As you gain enough influence so that out of the 100%, there is no neutral left (starting with be base 100% neutral), you will use diplomats (see below) to push the influence into your favour.

This can be represented to show either the inquisitor intimidating/demonstrating how bad things are going to get if they don’t help you, or the cult slowly corrupting this organisation.

Diplomats come in these types:

-True Diplomat (basically diplomat 101, he is used for the upper classes)
C +1, K +1
-Scum Diplomat (ganger/lower class/crime world expert, able to negotiate on your behalf)
S +1
-Inquisitorial Diplomat (specialises in intimidating rather than actual diplomacy, though is completely unusable or even executed if you happen to expose him to those hostile to the Inquisition, Inquisitor Only)
I + 2
-‘Money Lender’ (able to bribe like an art form, Cultist/Rogue Trader Only)
Can use Bribe (self explanatory, bribe someone using appropriate stat)

Diplomat stats
C = Charm
K = Knowledge
S = Smartz
I = Intimidate
L= Liveability

Charm: used for bonuses the nobles and opposite sex
Knowledge: must choose a field (e.g. military tactics, history of guard regiment etc), impresses those who share their field (largest bonus here but forces specialisation)
Smartz: street smarts, able to act and survive in the underworld
Intimidate: ability to overwhelm a weaker personality
Liveability: politics is dangerous; it is, really, I’m not joking….An insult to the wrong official, well, its likely he could be killed for it, unless you put more points in liveability of course….

All stats are out of 20, they can only be improved by actually working, and eventually you will improve these stats. All stats start at 1 unless otherwise stated

Base diplomacy attempt is 1d20, roll under your stat. There are MANY modifiers which are all situational, e.g. if you spend a while working over your target, he will be more likely to join you.


Intelligence

Simple stuff, you have informants or researchers (each which needs a specialised field) and each intelligence gathering phase you have a chance to gain information on that topic or information relating to achieving your goals.

Specialising can include anything logical but here is some examples: Criminal Underground, Undercover Agents (Arbities), Among the many (person out on the street/in bars: gathers rumours and the like)


Resources

Basically, you will be getting “Resource Points” as detailed in one of the many extra rules, though I cant seem to find it anywhere (if someone can show me a link please do, though ill type all the appropriate ones here.

Points can be used to purchase characters/bases/transports etc. They are not the only method of increasing the size of your organisation, other opportunities may present themselves. Also, not all characters are available at start and you will be notified when new classes come available.

[Points = number of Resource points it costs to purchase that item, points can be ‘upgraded’ and stacked on to get a better resource]

TRANSPORT (you drive them, or ride in them….)
1 – Civilian Ground-Vehicle (Car/Truck)
2-Military Ground-Vehicle (Arbities Tank/Armoured Speeder) or Civilian Plant Bound Flyer (skimmer/land speeder)
3- Military Planet-Bound Flyer (Armoured Land Speeder) or Civilian Interplanetary-Ship [non-warp] (Shuttle/Cutter)
4- Military Interplanetary-Ship [Non Warp] (Gun-cutter/Starfighter)
5- Civilian Small-Interstellar Ship (Star-Yacht/Diplomatic Ship)
6- Military Small-Interstellar Ship (Exploration Ship/Patrol Vessel)
7- Civilian Medium-Interstellar Ship (Sprint Trader)
8- Military Medium-Interstellar Ship (Frigate)
9- Civilian Large-interstellar Ship (Guild Clipper)
10- Military Large-Interstellar Ship (Battle Ship/Black Ship)

‘Extra Features’
+2 Teleporter (Large Ships only)
+1 or +2 Rogue Trader Charter (Minor or Major)
+1 or +2 Smuggling compartment (small – person size, large – up to 5 people)
+1 In Game Role – Minor: Insertion & Evacuation (1-4 Level Vehicles)
+2 In Game role – Major: Combat Role (1-4 Level Vehicles)
+3 Bombardment Capable (Level 10 Vehicles)
+2 Ship-board Base (Level 5-10 Vehicles)

BASE (that thing, where your stuff goes when your not using it….)
1- Unfortified Bolthole
2- Fortified Bolthole
3- Small Unfortified Base (1 Service Level)
4- Small Fortified Base
5- Medium Unfortified Base (2 Service Level)
6- Medium Fortified Base
7- Large Unfortified Base (3 Service Level)
8- Large fortified Base

Services
+1 Level = Basic Service
+2 Level = Advanced Service
OR = level 1 of left, level 2 on right)

Ammo Dump (Supply of 1 OR 3 ammo types)
Library (Information Rolls, specify what type of library)
Research Lab (can tinker with items and bonus to information)
Medical Facility (reduces recovery times, supplies augments = 50% Crude, 50% Average OR 50% Average, 50% Advanced)
Armoury (Supply of 1 OR 3 weapon types)
Early Warning System (Cannot be ambushed OR set a counter-ambush)
Secret Escape route (escape tunnel OR secret tunnels across the base)
Prison OR Torture Chamber (allows holding prisoners OR giving information)
Ritual Site (Minor Rituals OR Major Rituals)
Training Facility (+1 to skill being trained per day, 1 character use OR 2 characters)
Business (generates Equipment Points +1 OR +3 a day)
[+2 only] Concealed Base (fortified bases only)
Maze OR Labyrinth (Attacks lost OR attacks lost and attacked by traps)

RECRUITS (you can try and go solo, hell it worked for Rambo….)
NPC: Guard (WS: 4, BS: 3 Str: 1 Speed: 3) = 1 RP (Resource Point) for 1d3
Mercenary (WS: 3, BS: 4, Str: 1, Speed: 3) = 1 RP (Resource Point) for 1d3
Fanatic (WS: 4, BS: 5, Str: 0 Speed:2) = 1 RP (Resource Point) for 1d6

CHARACTER CLASSES

---Under Construction---



Bonus Stuff

Go[URL="http://members.fortunecity.com/pangolinsaloon/es/sindex.html"] here

It’s got loads of traits/abilities/psychic powers (most I will let you use) and new equipment etc


The Game Turn

Effectively, every Game Day constitutes a turn. In each turn you can:
Intelligence Collections
Diplomatic Actions
Call Support / Shop
Receive Support
Combat Actions (an “attack”, some are GM forced, some are choice, game turns into Inquisitor combat, with what you can deploy, modified per situation/transport size)


Shopping

Basically, after initial character creation, you can only purchase equipment your Purchasing Level allows (basically your building a relationship with your supplier to get access to better gear), though your influence over various organisations can shortcut this.

Everyone has access to most Common Melee Weapons, Common Ranged Weapons, and Common Armours though to give access to other item types and better of the aforementioned you will need to spend Resource points.

Levels are not limited to their Common/Rare/Exotic ranks, as each purchased level will contain different equipment for each of the leaders. These ranks are a good indication as to how far up the item tree you need to go to get them.

Armour roughly follows this:
Leather/Heavy Clothes = common
Flak = common
Mesh = rare
Carapace = exotic
Eldar Guardian Armour = high exotic
Tau firewarrior = high exotic
Power Armour= legendary
Terminator (yes you read it right) = GODLIKE

Other armours you can think of you can add (though those alien armours will be dam hard to get even if you unlock the appropriate level). Armours must be purchased in reasonable clothing sets .g. vests/full suits/jackets etc...

This system I believe encourages you to specialise how you go about this, sure, you can glass cannon but running around in flak armour is just no fun.

To purchase more equipment you will use Equipment Points (kinda like XP in Inquisitor, I haven’t got specific prices so at this point use the Inquisitor purchasing method).

Also, new characters DO NOT COME EQUIPED, you must have either equipment stored away or purchased for them.


Perils of the Warp: Uses Dark Heresy Table for Willpower failure


Character Creation

Ok, only two boss characters at the moment but I plan to expand to Rogue Trader, Ecclesiarch/Witch Hunter.

All bosses have 55+ 2d10 in all stats (you can change them around to fit in the stat you want like Dark Heresy).

It costs 50 Equipment points out of your starting pool to make you boss a pskyer (powers are then purchased as normal). Can only be done at the start.

Inquisitor Boss

Starts with 130 Equipment Points and 1 Resource Point (which must be spent on either a base or a transport at start)

Must spend at least 30 Equipment Points on stored equipment i.e. resources for future use or for when new characters arrive

At Creation has access to All Common and All Rare equipment but has the option of taking 1 Exotic item (including ammo if necessary) in exchange for no Rare items. (Items are only available at creation and cannot be purchased afterwards). Rare or exotic items can only be equipped by boss.

Throughout game, maintains contact with Inquisitorial command, and may gain access to superior Inquisitorial equipment and resources.

Gains equipment at a fast pace.


Cult Lord Boss

Starts with 150 Equipment Points and 2 Resource Points (1 of which must be spent on either a base or a transport at start).

Starts with 5 Preachers. Each generates 1d6 corruption inside the sector per day. When corruption reaches 100, sector goes into revolt. If revolt is not stopped successfully and soon, Cult player claims automatic win for that sector. Corruption can be reduced by successful actions of other Bosses.

Starts with 2 Dedicated Cultists, each attracts 1d2 followers per day. These characters count under NPC rules. Provide own equipment, can be sacrificed/sent of form sub-cults, or set to their own devices (think chaos).

At creation All Common equipment is available along with 2 Rare Items (rare items can only be equipped by boss)

Gains equipment at a slow pace.

May attract attention of more powerful cults/marine legion/ eventually even a greater daemon to devote worship and hopefully summon.

Cultist character class costs -1 Resource Points

Psyker characters can also be purchased as an ‘unstable psyker’ which cost as much as regular amount of Resource Points but must take a willpower test after any normal tests each time a power is used (failure means Perils of the Warp)



The Juicy Bits: aka Fluff

Crusade, noun; any vigorous, aggressive movement for the defense or advancement of an idea, cause, etc

It is under this definition that Imperium of Man wages its endless war against the horrors of the galaxy in the name of the Emperor. What is unrecorded, or even unmentioned is the remains that these Crusades leave in their wake. Systems, Sub-Sectors, even entire Sectors change their driving ideals.

The Kraumus System, reclaimed 3 years ago from the chaos hordes. Repopulation and reconstruction was particularly emphasised as this was to be the capital of the new Sub-Sector. The Inquisition waited, understanding that it would take some time before the inhabitants knew they were free to worship the Emperor….

Though the time has now come to act. The horrors which once ruled this world still lurks, hidden in shadow, and cults of the damned are beginning to form, preparing for the opportunity to reclaim these worlds for the old masters

That is the Duty of the Faithful, of the True, of the Inquisitor. While a new Inquisitor Lord is being elected, one has been dispatched to this System, to investigate the 7 planets, for taint, for darkness, and for Chaos.

Then again, new claims means there are new people who want to buy things. Guns for example, sell particularly well, and a dare-devil Rogue Trader, having his ship captured by the Imperial Navy stationed in the System, has a chance to build his trade empire from the ground up.

Of course, there are others with their own agendas!

Illiterate Scribe
2009-02-23, 02:13 AM
Posting commitment, I'll look over the stuff later today.

Cheesegear
2009-02-23, 02:33 AM
Tentative Interest.

Character Creation confuses me;

We have 2d20 in stats? Which pool? Dark Heresy's or Inquisitor's? Do we have Talents and/or Skills?

'Resource Points' are found in the back of the Inquisitor rulebook. And is slightly broken. As a Knife costs the same as an Autopistol. And such.

king.com
2009-02-24, 12:16 AM
Sorry, board died on me last night again....

Ok for the Stats, everyone rolls 2d10 Nine (9) times. You then add 55 to eahc of these rolls to generate 9 sets of numbers between 56-75. You then assign these to the stats that you want. E.g. if you want a shooter, you put your highest stat in BS, etc

Also, Leadership will effectively be Charisma, and Sg and Ld will be given many opportunities to work.

These rolls are not included as part of your resources. Everyone gets them for their "boss" character.

Your "Equipment Points" are effectively character creaton rules as per broken normal inquisitor at the moment. I want to implement more appropriate values but for now i just want to see if the system itself is playable and enjoyable.

king.com
2009-02-24, 03:04 AM
whoops, its suppsoed to be 2d10...edited so that its all at the correct value, my apologies

Cheesegear
2009-02-24, 03:11 AM
Okay, deleted both posts for the sake of sanity. Here we go again.

[roll0], [roll1], [roll2], [roll3], [roll4], [roll5], [roll6], [roll7], [roll8]

Downside; Only one over 70 (just).
Plus-side; Nothing under 60.

And again, do we have Talents?

king.com
2009-02-24, 03:53 AM
Yep, Talents, they cost 5 points each jsut like normal from the "Equipment Points" pool