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Deviant Clash: An Inquisitor Setting - Stephen Pearson

+++Thought for the day+++
Inquisitor Logo

In the arenas and slums of the 41st Millennium criminals, deviants and thrill seekers do battle in a struggle for power, wealth and freedom. Will you become a feared, experienced and wealthy fighter or die trying? Deviant clash uses the standard Inquisitor rules with the below modifications.


Objective
The objective is to earn so much experience and wealth you can retire. How much that is depends entirely on you.

Creating Characters
The standard stat baseline is all at 50. Any stat can be increased but another stat(s) must be reduced by the same amount so the total amount remains the same. Also 10 stat points can be traded in for a skill or passive psychic power, 12 for a defensive psychic power or 15 for an offensive psychic power.

Once the character has been created the only way to change their stats is to earn points to spend on experience. (See Sections on Gaining Points and Experience)


Starting The Game
Set up the terrain however you like (or even have no terrain!). Then place pick-up points across the board. This can be done by using counters or by simply placing piles of cards face down on the board. The number of pick-up points is equal to double the number of players.


Weapons and Equipment
All players start unarmed or with one of the weapons they managed to find in the last battle. In order to gain weapons and equipment players can visit pick-up points or steal them from other players. When a character reaches a pick-up point they draw a card and consult the table below. The pickup point then remains inactive until the turn after they leave it (This helps prevent camping).

If there is 5 options for that card roll a D6 and count along. If you roll a 6 you can choose what you like from that list! If there are 3 items roll a D3 and count along. Consult the scenario you are playing to find out what the bonus is.

(It is likely you will need to modify this table to suit your groups preferred choice of weapons)
Card Result
Ace Bonus – Players only get extra points if they are holding the card at the end of the game
2* Trap! – The pickup point is rigged. Roll a D6 to see what happens to the player. Frag, Flash, Alarm (everyone on the board can hear it), Smoke, Hallucinogenic, Cage (Trapped for D6 turns)
3 Clip of Ammo for a weapon of your choice
4 Any tool of your choice! (Anything from an Auspex to a chair!)
5 Sword, Axe, Whip, Knife, Staff
6 Laspistol, Autopistol, Plasma Pistol, Cross Bow, Revolver
7 Lasgun, Autogun, Plasma Gun, Kroot Rifle, Shotgun
8 Lascannon, Multi-melta, Plasma Cannon, Shuriken Catapult, Heavy Stubber
9 Frag, Krak, Melta Bomb, Proximity Mine, Gas Grenade (Choke, Hallucinogenic, Stun, Flash, Smoke)
10 Flak Jacket, Flak Trousers, Flak Cap
Jack Mesh Jacket, Mesh Trousers, Mesh Hat
Queen Carapace Jacket, Carapace Trousers, Carapace Helmet
King** +D6 health, +2D6 health, Slaught, Spur, Rage
Joker** Special: The cards effects only last whilst in possession of the card. Energy Drain – All damage you cause is halved. God-like – All damage you cause is doubled. Cursed – Add 10 to any D100 roll made (not when rolling for location) Rabbits Foot – Deduct 10 from any D100 roll made (not when rolling for location) Remember a natural 01-05 always passes and 96-100 always fails. Time Warp – Your speed is halved. Bullet Time – Your speed is doubled.
* This card is the only card that a player will not keep.
**The effects of drugs or a Joker lasts until the card is discarded or the end of the game.

Cards cannot be discarded until players reach the maximum number allowed. The maximum number of cards a player can hold at anytime depends on how many are playing. Once they reach this level they must discard a card when they pick one up.
Number of Players Max. Number of cards
2 8
3 7
4 6
5 5
6 4

To steal equipment from another player you must have the appropriate skill or they must be incapacitated.

Themed Arenas
The rules of the game don't change. Instead the weapons that are available do!

For cards numbered 5 to 9 players don't consult the usual table. Instead what the weapon is depends on the suit of the card.

Theme Diamond Heart Spade Club
Las Light Saber (Power Sword) Laspistol Lasgun Lascannon
Auto Sword Autopistol Autogun Heavy Stubber
Alien Dark Eldar Agoniser Neural Shredder Kroot Rifle Shuriken Catapult
Bolt Chainsword Boltpistol Boltgun Heavy Bolter



Gaining points
Points can be gained and lost in a variety of ways:

The location you injure on your opponents (Points cannot be scored by injuring unconscious opponents).
Head  +3
Torso  +2
Limb  +1
Groin  -1

By being very lucky
All the action dice turn up the same number  +1
Pass a risky Action  +1
Roll a natural 1 on a D100 test  +1

Or being very unlucky
Pass out  -1
Roll a natural 100 on a D100 test  -1
To gain an action when all the action dice are less than 4  -1


End of the game
At the end of the game the player can opt to keep one piece of equipment. Note – They will start the next game with no extra ammunition or repairs to this equipment.
If you can afford to bribe the organiser (2D10x10 credits) you can keep another piece of equipment to start the next game with.

At the end of the game unused cards can be traded in for the number of credits equal to its face value (Picture cards are worth 11 credits).

If a character is injured there is a chance they will suffer permanent injuries. Below are the chances of getting a permanent injury on a location. If a player gets a permanent injury, cross out the first box on that location. Other than that all injuries are cured.

Injury Level % chance of permanent damage
Light None
Heavy 20%
Serious 40%
Acute 60%
Crippled 80%

Experience
For every 5 points earned in a game you can gain an extra D10 stat points you can distribute, as you like. Skills or passive psychic powers can be bought for 10 points each, defensive psychic powers are 12 points and offensive psychic powers are 15 points.


Scenarios

Deathmatch
In a myriad of old domes and labyrinths the deviants compete for power. Will you survive the rigours of a deathmatch?

Duration
The game lasts 2D6 plus D6 turns or until all but one player is unconscious. The extra D6 is rolled after the first 2D6 has run out so that it is uncertain exactly how long the game will be.

Special Rules
The action is so fast paced and frantic there is no time for recovery.

Bonus
The bonus is an extra D6 points.

Winning the game
The winner is the player with the most points when the time runs out. They gain an extra 10 points.



Last Man Standing
Players compete to be the ultimate victor. There can be only one winner, but will it be you?

Duration
The game ends when there is only one player left conscious.

Special Rules
Players can only recover in designated areas, which are set-up when the pick-up points are set up..

Bonus
The bonus is a mega-bomb.
  Type Range Area Blast Dam. Shots Reload Weight Special
Mega-bomb Grenade E 10yrds 12 D6 ** ** 10 Target can be set on fire.

Winning the game
The winner is the last player left standing. They can choose to keep one of the pieces of equipment in play rather than just from the ones they have in their hand.


Goldrush
Who will be the first to gain enough points to claim the 250 credit prize?

Duration
The game lasts until one player has 5 x (number of players) points or all but one player is unconscious.

Special Rules
All the pick-up points are in a ring in the centre of the arena.

Bonus
The bonus is a double credit multiplier. At the end of the game the player doubles the credits earned this game. Its effects are cumulative.

Winning the game
The winner is the first player to reach 5 x (number of players) points or if all but one player is unconscious, the one with the most points. They gain an extra 10 points.


King of the Castle
There is a tall tower in the centre of the arena. On top of it are the keys to the exits. Will you race for a key or steal it from another player, to be the first to leave?

Duration
The game lasts until one player has left the arena or all the players are unconscious.

Special Rules
As well as setting up pick-up points also set up exit points. The keys to the exits are at the top of the tower. Only players in possession of a key may leave the arena.

Bonus
A key!

Winning the game
The winner is the first person the leave the arena.


Capture the flag
Unusually player must work in teams to capture the opponent's flag. Will you succeed or die trying?

Duration
The game lasts until one team has captured the opponent's flag 3 times or all but one player is unconscious.

Special Rules
As well as setting up pick-up points also set up two flag points at opposite ends of the arena. The number of players in a team should be equal, so if there are an odd number of players one can act alone and shoot who they like! (Note – they cannot pick up the flag)

Bonus
Keg of health – Cures the players' injury total and removes all location injuries.

Winning the game
The winner is the first team to capture the opponent's flag 3 times. All members of this team gain an extra 10 points.


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