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Campaign Rules - Kevin Doherty

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Campaign Rules
Note: All works that are not specifically cited and attributed are the product of Kevin Doherty. Those included sections that are not Kevin Doherty's product will be cited and attributed on a case-by- case basis. This information is free to the public and may be utilized in whole or in part by the creator without permission. This work is geared more towards those who have an honest and deliberate intention of running a campaign and acting under the capacity of Game Master.

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?)

  • Abilities/Powers/etc. make no sense for a character concept. (An assassin with the Heroic skill, huh?)
  • The GM just plain thinks you're trying to be cheesy and abusive of the game system. (A nice catch-all to end the section)

    Having Wierdness means:

  • The price to add warband members goes up one increment.
  • The starting influence for that character goes down by one.
  • The influence price goes up by one.
  • There is a +10% difficulty to find items of corresponding rarity.

    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

  • EVERYTHING that has a chance of setting other characters on fire is a risky action. Inferno ammunition in my opinion is one of the most widely abused rules in the game.
  • Flamers roll the number of times as set by the Flame weapon rules.
    Instead of rolling to hit once than dealing damage for 5 wounds, you roll 5 times and roll damage for each one separately.
  • If a Character is on Fire, he may make a Nv. Check at -30% for EVERY location that is on fire to perform ONE action other than putting himself out. If such an action is performed, IMMEDIATELY roll spreading on EVERY location that is on fire.

    Skills

  • Blademaster - Another one of those supremely abusable rules. You have reach 4 with knives, and there is a 40% chance of causing a critical hit instead of automatic critical hits. (Rule proposed by Ian "Frosty" Mulligan)
  • Acrobatic - The character can pass an Initiative test at -10% to get up as a free action. (Rule proposed by Jeff Farerra)
  • Fast Draw/ First Strike - The character may pass an Initiative test at -10% to holster/sheath weapon as a free action.

    Psychic Powers

  • There are certain powers that I as a GM despise and some that you as a GM should despise too (*cough cough Psi-Track*). Make your list of pet peeve Psychic Powers clear to your players.
  • Characters CANNOT cast a Psychic power in close combat. If you are in close combat, try to break from combat; otherwise, too bad for you. You can, however, maintain persistant psychic powers and attempt to nullify persistant powers that are being used on you in that particular close combat.
  • Nullifying - A certain degree of Line of Sight should be required to Nullify a Psychic power. If the character has no LOS on the character attempting the psychic power, the character must pass a Wp test at -20% as a free action to detect the psychic power being employed.

    Poisons and Toxins (This section was spawned from an idea by Nicholas Kelsch)

  • For every point of damage the victim takes over 2 from a poison-vectored weapon (needle weapon, blade with baked-on poison) the victim's resistance test is reduced by 5%. This rule is in effect because a) I've never ever seen poisons do anything to anyone; everyone passes their resistance test, and b) poison-vectored weapons generally don't do a whole lot of damage.

    Equipment

  • Armor Encumbrance - Armor is 2.5 lbs. per point of armor, instead of 5. I find that to be just a little too steep. However, to give a type of armor a specific feature (including Ablative) adds another pound. Example: Flak armor on one location would weigh 7.5 lbs.
    Ceramite Flak armor on one location would weigh 10.5 lbs.
  • Quenchfoam - a new type of equipment available. One dose of this rare equipment will add 25% to fire put-out checks for one round.

    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.

  • Unused points from Warband creation are divided in half and put into the Warband Pool. Example: I spent a total of 268 points on my initial warband (a 157 point character and a 111 pt. Character). This means I have 82 points left over from the original 350 set out by the campaign guidelines. Those points are divided in half (41 pts.) and put into my Warband pool.
  • Reputation points from all the characters are multiplied by a number determined by the points value of the warband member with the HIGHEST points value and put into the warband pool. 350 - 275 pts. -4 * Characters with Wierdness Points step these 274 - 200 pts.- 5 Increments up one level, to a minimum of 3. 199 - 125 pts.- 6 124 - 0 pts.- 7
  • Example: In the Warband stated above, let's say each character has gathered 7 reputation points. Add those together (14), multiply it by the appropriate increment (in this case 6, as the highest point cost character is 157) and add that to the starting number in the Warband Pool. ((14*6)+41) I now have for this warband 125 pts. That I can put towards adding another member to my warband.
  • Make a notation of how many Reputation points have been spent in the Warband Pool.

    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.



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