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Campaign Rules - Kevin Doherty +++Thought for the day+++ |
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Basic Campaign Guidelines
1) There is a maximum of 350 pts. To be spent on characters, using
the Ready Reckoner as a guideline. These points may be spent on any
number of members, and not all of the points need to be spent, as
unused points are not lost.
2) Work with the Game Master on making a character and fitting it
with the guidelines of the campaign. If a character type that is
desired does not fit with the ones referenced in the book, work with
the GM to make that character type fit.
3) The `What You See is What You Get' (WYSIWYG) rule is in practice.
It is inviolable. No exceptions. None.
4) There is a MINIMUM of 4 colors to be placed on each and every
character model. No exceptions. None.
5) There is a Limit of One (1) Legendary item per warband.
6) Each Warband, for the purposes of in-game logistics and plot
coherency, are to make an outline available to the GM in regards to
the warband's base of operations. Aspects included in this are
transportation, resources, home planet, hangout spots, etc.
7) There is a limit of Ten (10) Psychic abilities and skills per
character. Mind you, players are not encouraged to give characters
EXACTLY 10 skills or powers, but ten is the absolute limit.
8) You are expected to know your rules! There are sets of rules that
not everyone uses. Examples of this are Psychic Powers, throwing
weapons/grenades, Flame Weapons, etc. The player employing such rules
is expected to know how these rules work.
Wierdness
This is a `floating' system that I use (called `floating' because the
criteria for such things are handled case-by-case and depend upon
such things as my own rationale, cooperation of the player, whatever
mood I happen to be in at the time, etc.) that in a way helps with
game balance.
Player Characters get Wierdness points if:
Players ignore item rarity restrictions on character types. (A
Mutant with a MIU-Linked Hrud Fusil, huh?)
Having Wierdness means:
However: If a character with a Wierdness point achieves 5 mission objectives in One Scenaio (A very difficult feat) then that character receives D3+2 extra reputation points. Reputation will be explained later.
Any given character can only have one wierdness point.
Rules Changes
Flame Weapons and Fire
Skills
Psychic Powers
Poisons and Toxins (This section was spawned from an idea by Nicholas Kelsch)
Equipment
Influence
There are two types of Influence. These are known as `Persistant' and `Expendable' influence.
There are two classes of Influence. These are known as `General' and `Specific' influence.
The cost to buy influence, which types of influence each character can buy, and the amount that each character can start with are determined by the character type.
A character cannot buy specific influence unless the general influence is bought at double the influence cost set out by the character type. This is known as `unlocking.' Points spent `unlocking' an influence do not count towards the maximum starting influence number. To have a general influence `unlocked' means that others with that general influence can check up on that character.
Persistant influence is like flashing a badge. ("Open up- Adeptus Arbites!") certain Persistant influences are better than others (GMs discretion) and to have Persistant influence is to have that General influence 'unlocked.'
Specific influence is expendable and situational. This is another one of those `floating' rules, as it's really up to the GM as to how powerful the expenditure of expendable influence is. Personally, having a lot of influence can REALLY get characters places and can act as a great equalizer in certain cases. It's up to the GM as to how useful it is, when and how it can be used, etc.
The ONLY way to have persistant influence in a general influence is to start with it, according to the character type.
To buy influences outside the ones proscribed by the character type cost 50% more, and at the GMs discretion cannot be bought at character creation.
The Influence Chart
INQUISITION - Ordo Malleus Ordo Xenos Ordo Hereticus
IMPERIAL GUARD - Infantry Mechanized Commisariat
ADEPTUS ASTARTES - Dark Angels Grey Knights Deathwatch
CULTS - Chaos Imperial Other (Alien)
UNDERWORLD - Hive Gangs Mercenaries Smugglers
ADEPTUS MECHANICUS - Forge World Library World Officio Productivis
ADEPTUS TERRA - Adeptus Arbites, Off. Assassinorum, A.Astrotelepathicus
ECCLESIARCHY - Adeptus Sororitas Ministorum Missionaries
ALIEN - Eldar Tau Mercenary Races
Character Type Reference
INQUISITORS
Persistant Influence - Inquisition
Available Inlfluences - Inquisition, Imperial Guard, Adeptus
Mechanicus, Cultist, Adeptus Terra, Ecclesiarchy, Underworld
Maximum Starting Influence - 4
Influence Cost - 6
SPACE MARINES
Persistant Influence - Adeptus Astartes
Available Influences - Adeptus Astartes
Maximum Starting Influence - 2
Influence Cost - 10
UNDERWORLDERS
Persistant Influence - None
Available Influences - Underworld, Cultist, Imperial Guard
Maximum Starting Influence - 3
Influence Cost - 4
ADEPTUS MECHANICUS
Persistant Influence - Adeptus Mechanicus
Available Influences - Adeptus Mechanicus, Inquisition, Imperial Guard, Adeptus Astartes
Maximum Starting Influence - 4
Influence Cost - 7
ECCLESIARCHY
Persistant Influence - Ecclesiarchy
Available Influences - Ecclesiarchy, Cultist, Inquisition
Maximum Starting Influence - 4
Influence Cost - 6
CULTISTS
Persistant Influence - None
Available Influences - Adeptus Terra, Cultist, Underworld, Alien
Maximum Starting Influence - 4
Influence Cost - 5
ASSASSINS
Persistant Influence - None
Available Influences - Underworld, Adeptus Terra/Cultist
Maximum Starting Influence - 2
Influence Cost - 8
ROGUE TRADER
Persistant Influence - None
Available Influences - ANY
Maximum Starting Influence - 7
Influence Cost - 3
IMPERIAL GUARD
Persistant Influence - Imperial Guard
Available Influences - Imperial Guard, Adeptus Mechanicus, Underworld, Alien
Maximum Starting Influence - 3
Influence Cost - 5
ADEPTUS TERRA
Persistant Influence - Adeptus Terra
Available Influences - Adeptus Terra, Ecclesiarchy, Inquisition
Maximum Starting Influence - 2
Influence Cost - 4
ALIEN
Persistant Influence - None
Available Influences - Alien, Underworld
Maximum Starting Influence - 2
Influence Cost - 6
DAEMONHOST
No.
ARCO-FLAGELLANT
No.
Experience
Experience is given out of the chart from the book, using both the
rewarding criteria and the XP costs to raise stats, abilities, etc.
Buying extra skills/Psychic powers with XP can go over the 10
skill/power limit.
Buying Influence
Spending XP to buy influence depends upon how many General Influences
the character already has `unlocked.' The character multiplies their
XP by a number determined by how many `unlocked' general influences
he has for the purpose of buying influence:
1 'unlocked' General Influence - Multiply XP by 2
2 'unlocked' General Influence - Multiply XP by 3
3 'unlocked' General Influence - Multiply XP by 4
4 or more 'unlocked' General Influence - Multiply XP by 5
Actual costs for XP, both to buy specific influence and to 'unlock' general influences are proscribed by character type.
Reputation
Characters receive Reputation points that equal the XP they receive.
The amount of Reputation a character has should be noted on the
campaign sheet, and the cumulative Reputation cannot be decreased.
Characters with a Wierdness point who perform 5 or more mission
objectives in one scenario receive an additional D3+2 Reputation
points.
Reputation points factor into adding new members to a Player's warband.
Adding New Warband Members
Each Warband has a `Warband Pool.'
Points that go into the Warband Pool are used towards adding new members to the warband.
Designer's Notes
I've felt the need to have these kinds of rules because the same
problems kept arising in campaigns I've played. Namely, people would
completely disregard certain characters in favor of others. Why,
after all, just looking at the mechanics offered in the book, would
you use a Rogue Trader when you could use a Space Marine? Another
problem is that of adding new warband members. This is still a fairly
new game, so that when a player is consistently if not constantly
buying models for this game and wants to use the models he/she
created, then some kind of structure should be created.
Part of the beauty of Inquisitor is the presence and role of the Game
Master. So much of the burden of gameplay is taken off the player
that so much more is possible. Provided that the campaign works well
and a decent rapport is established between Game Master and player,
then the possibilities are endless. I hope you find something useful
in what I've written here, and I also hope that this sort of thing
gets the gears in your own head going as well. Praise the Emperor.