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View Full Version : [Unisystem/Warhammer 40,000] Inquisition: Throne Agents



Kiero
2008-11-18, 07:44 AM
This is an idea that came to me last night when I was thinking of a crunchier-than-Wushu system for Inquisitorial games. As people are well aware by now, I'm not impressed with Dark Heresy, neither the premise, nor the system.

I like the Cinematic Unisystem, as per Angel. Indeed the Demon Powers creation section gives you a toolbox to handle psykers, mutation and augmetics. I prefer the way it handles things over all the mucking around tracking Essence and such that Classic Unisystem uses. IMO it fits better with the source material to use Cinematic. Source material being Eisenhorn and Ravenor, not the wargame, not old Rogue Trader, not the Inquisitor skirmish game.

Plus in the books characters are blatantly using a meta-resource like Drama Points to avoid some nasty stuff. And you've got the Organisation rules to represent the resources and proclivities of the Inquisitor's operation. Specifically the cell/team the PCs are working in, rather than the Inquisition in general.

Premise

The PCs are Throne Agents, trusted members of the Inquisitor's retinue, with delegated authority from the big cheese. The Inquisitor themselves, for various reasons (age, infirmity, seniority, management style, size of organisation) doesn't get out into the field much. Instead they're trusted to get on with things, operating at arms' length from their boss.

You're the best of the best, or at least highly competent and well-regarded in your chosen field. That's why you're a Throne Agent - if you weren't exceptional you'd never have stood out enough for the Inquisitor to want you on their staff.

The retinue is composed of three types of characters: warriors, specialists and pupils.

Warriors are the primary muscle, ex-Guard vetarans, former hive gangers and bounty chasers, ex-Arbites officers, mercenaries, bodyguards and gladiators. There's countless possible fighting-types.

Specialists aren't primary combatants, but are prized for their skills. Pilots, savants, tech-priests/tech-specialists, psykers, priests, undercover types and sneaky types. And so on and so forth.

Lastly students are a blend of the two, they're senior interrogators being mentored by the Inquisitor. They might be in charge of the team of agents, or they might not. If they do finally prove themselves worthy of elevation, they go off and set up their own retinue.

Characters

Now I'm undecided as to whether or not the three character types need their own Unisystem Character Types, or whether they're just there to channel concepts in particular directions.

The Investigator could work for genuine neophytes, such as the way Bequin and arguable Plyton joined a team. But I'd say most were at least Champions. Maybe even quite a few Veterans; only issue with this one is that personally I think CineUni gets a bit wonky at very high levels of ability. Throne Agents are hyper-competent, but generally still human. Those who were human to begin with, that is!

Appreciate ideas on how to handle Character Types, and whether new ones are needed. Issue with doing one for Warrior, Specialist, Pupil is that they might need a level or two for each one. So Basic Warrior, Experienced Warrior, Veteran Warrior or something. Which might be a little too complicated.

Skills

I don't want to over-complicate the list, personally any skills list that has more than 20 in it is too long, IMO. But I'm not entirely happy with the breakdown we get in CineUni.

Here's the list (with old CineUni skill in parenthesis):
Acrobatics (Acrobatics)
Athletics (Acrobatics/Sports)
Awareness (Notice)
Cogitators (Computers)
Driving (Driving)
Engineseer (Mr Fixit)
Heretical Lore (Occultism)
Intimidation (Influence)
Intrusion (Crime)
Knowledge (Knowledge)
Languages (Languages)
Leadership (Influence)
Medicae (Doctor)
Melee Combat (Getting Medieval)
Piloting (Driving-ish)
Ranged Combat (Gun Fu)
Science (Science)
Subterfuge (Influence)
Unarmed Combat (Kung Fu)
Wild Card (Wild Card)

Do I need an Investigation skill? Covering research, police-work and such? I've tossed Art into Wild Card, same goes psionics. Also wondering if Driving and Piloting are important enough to be split, given the whole potential Netrunner Problem of a PC pilot being kept separate from the rest of the group.

Optional Rule musing. I don't want lots of skills, but I'm considering a White Wolf styled "anything over 3 is a specialism" type thing. Possibly just for academic skills, since there's worlds of specialism out there. Maybe for Combat skills too, though I'm undecided.

What it means is that you buy up the first three ranks of a Skill as normal. But once you go over that, each point spent is on a special area.

Qualities/Drawbacks

Most can be used as-is, just with renaming in places (like Sorcery to Psyker). As above, the demon powers section works well for psionics, mutation and augmetics. Also potentially for xenos characters, though I don't really intend for those to be part of a retinue really.

It's easy enough to make up some Package qualities to represent various archetypes. I reckon Untouchable would be a 3-5 point Quality, or perhaps less given it would be balanced out by negative Charisma or something. I don't think it's a genuine Drawback, though, given how useful they and the ability is in a retinue.

Corruption

I can't be bothered with some mechanical modelling of this, personally. We don't actually see a lot of evidence in the books for any of the Throne Agents slowly building up into crazed, mutated monsters. Not even the psykers, and not even Eisenhorn himself, who dabbles with all kinds of crap. I just don't think it's an important consideration.

Other considerations

A few system-specific tweaks, largely to counter some of the things I'm not so hot about with CineUni.

Dice and Target Numbers

I don't like single-die roll systems. Whether that's rolling a d20, a d10 or a d100, the spread of competence is just too wide for my taste. Unisystem kind of fudges it by having competent characters basically able to succeed before the dice are even rolled, but I'm not happy with that.

I'm thinking of replacing the d10 with 2d6-1. Slightly wider spread, but averaging out at a roll of 6 (ie 7-1). The more mathematically-inclined can tell me what the results of that might be.

But I think it will mean altering target numbers a little. After all getting 9 is very easy indeed. An average character (attribute at 2) with average skill (skill at 2) is going to pass with a 10 most of the time.

Or perhaps it will just need more judicious use of target numbers and difficulty. I don't know, again I'd appreciate the input of the more mathematically-inclined.

The Dex-as-uberstat problem

This is a common complain of both Unisystem and quite a few other games. High Dexterity allows you to end-run the Skill system, since Attributes and Skills are equally important. But Attributes are more useful since they apply to more things.

So firstly, if you have 0 in a skill, you can only use half of your Dex, since it's untrained. Is that fair? Too harsh?

Secondly, your Dex is capped at either your Skill level +1 or possibly double your Skill level. I wonder perhaps if the latter will lead to some min-maxing to get the most out of Dex?

Either way, the aim is to bring Skills back into focus as important.

Tsotha-lanti
2008-11-18, 10:27 AM
Is Dex really such an uberstat? I mean, even with Dex 6, if you have no skill, you're only adding 4 (or less; AFMBE, at least, says "a minimum -2 penalty" for unskilled attempts) to the dice roll, which means a 60% or less chance to succeed at a routine task. You still need at least those 1s, and even then you're no better than someone with a good attribute (3-4) and a good skill (3-4).

Of course, I suppose Cinematic Unisystem may be very different in these respects?

How many important skills are based on Dex may be a separate balance issue.

Kiero
2008-11-18, 10:48 AM
Is Dex really such an uberstat? I mean, even with Dex 6, if you have no skill, you're only adding 4 (or less; AFMBE, at least, says "a minimum -2 penalty" for unskilled attempts) to the dice roll, which means a 60% or less chance to succeed at a routine task. You still need at least those 1s, and even then you're no better than someone with a good attribute (3-4) and a good skill (3-4).

Of course, I suppose Cinematic Unisystem may be very different in these respects?

How many important skills are based on Dex may be a separate balance issue.

More about people min-maxing their Attributes and Skills. After all when there are three combat skills all based on Dex, you're better off putting as much into a high Dex as you can, rather than splitting points into three skills.

In Cinematic Unisystem it's easy to use Quality points, or points from Drawbacks to get packages to boost your Attributes. Rather than use those same points on skills. There's also the fact that damage is fixed, and Success Levels on attacks add directly to damage.

Cheaper to get Dex 6 with three combat skills at 2, than Dex 4 and three combat skills at 4. Mechanically they're equal, yet the person with the skills at 4 is supposed to be better-trained.

Tsotha-lanti
2008-11-18, 11:17 AM
True - the 1:1 ratio of drawback/quality points into either attribute or skill points can obviously be easily abused; skills and attributes aren't equally valuable. It could be changed up. 2 drawback/quality points for 1 attribute point, maybe?

Kiero
2008-11-18, 07:45 PM
True - the 1:1 ratio of drawback/quality points into either attribute or skill points can obviously be easily abused; skills and attributes aren't equally valuable. It could be changed up. 2 drawback/quality points for 1 attribute point, maybe?

Well as far as I'm concerned, you can't just use the demon qualities to buy up your Attributes. They're still capped at 6 for everyone and that has to come from packages (even then I wouldn't allow any more than two packages).

Only with mutations or augmetics can you do that, and those can be controlled.

I was reminded of the simple Skills fix; capping Success Levels at whatever your Skill level is. So if you've got Dex 6 and Firearms 2, you can only get 2 Success Levels regardless of what you roll.

Kiero
2008-11-22, 09:42 AM
First Archetype for the game:

Navy Ace

LP: 34 DP: 10

Attributes (20)
Strength 3
Dexterity 6 (1 level from Pilot)
Constitution 3
Intelligence 3
Perception 4 (1 level from Pilot)
Willpower 3

Qualities (20)
Acute Senses (Eyesight) (2)
Contacts (Navy) (3)
Fast Reaction Time (2)
Good Luck IV (4)
Pilot (6)
Rank (Naval Lieutenant) (3)
Situational Awareness (-) (free from Pilot)

Drawbacks (5)
Addiction (Habitual drinker) (1)
Recurring Nightmares (-) (from Pilot)
Mental Problems (Severe Recklessness) (2)
Obligation (Major - Inquisition) (2)

Skills (30 + 5 from Drawbacks)
Athletics 1
Awareness 5 (1 level from Pilot)
Cogitators 2
Engineseer 1
Investigation 2
Knowledge 2
Languages 1 (High Gothic)
Leadership 2
Melee Combat 2
Piloting 6 (2 levels from Pilot)
Ranged Combat 5 (Gunnery**, Pistols**)
Science 3
Unarmed Combat 2

Background

You were a combat pilot serving aboard one of the carriers in Battlefleet Scaurus, a decorated veteran with nineteen confirmed enemy kills to your name. One in a long line of Naval officers, there was never any doubt growing up how you would live your life.

That all changed when R&R on a paradise world turned into something darker. Some of your wing-mates got themselves mixed up in a heretical cult under surveillance from the Inquisition.



Quote: [something]

[B]Roleplaying the Navy Ace

You're a thrillseeker at heart, loving to live life by the seat of your pants, craving that adrenaline buzz of not knowing whether or not you'll be alive from one minute to the next. That tolerance of risk got you through Flight School and numerous hairballs.

In service to the Inquisition you've had to learn how to calm down and control that addiction. While there are times where your skills are needed to get the team out of a tight spot, more often than not you were playing against your strengths as an investigator. Here your Navy contacts have proven useful from time to time.





I'm thinking maybe I should give Specialists (of which the above is one) more Skill points. Maybe give them 40?

Perhaps Warriors get more Attribute points, 25 instead of 20 (but have to spend a certain amount on physical ones). And Pupils get a few more Quality and Skill points (25 and 35?).

Don't know if I need to balance out Warriors by giving them another 5 points of Qualities or Skills.