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Necromunda using the Inquisitor system - Stephen Pearson

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

Here is some stuff I have written for a campaign set on Necromunda centred around the gang wars.
My attempt at converting Necromunda to the Inquisitor system has ended. I have stopped half way through because as a group we realised the closer we got to a finished product the less it worked.
A story driven campaign set on Necromunda charting the rise and fall of a gang worked well, but to just play gangs against each other in randomly detirmined scenarios failed. Quite simply the two styles of play clashed horribly.
Working out things like settement events and trading is all well and good but it can add too much; turning in between games into a chore. It is for these reasons I have stopped. You may well complete your own set of rules for Necromunda using the Inquisitor system for game dynamics and good luck to you, but I have found that it just doesn't feel right.
Setting games of Inquisior on Necromunda feels right but using the Inquisitor system to play competative wargames doesn't. You may well disagree with me and that is your right. All I can say is go with your instincts.
This is what I have written so far. They work quite well used individually to spice up games of Inquisitor.

Ammo Tests
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Contents (The Ticks indicate what has been done)
Character Sheet
Gangs
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NIC: Hive War
Welcome to Ertumn the last large settlement in the hive before the wastes. It is the last stronghold of law and order, of sanctuary, of humanity. All around are virgin domes, Green Hivers, Outlaws, mutants and the unseen hazards of the sump. Any news from the wastes be it of archeotech, notorious fighters or new domes will break in one of the towns bars or drinking holes. Ertumn is a magnet for the mad, the foolish, the young, the brave, the adventurous, fortune hunters and outcasts alike. All just waiting, biding their time till the event they are waiting for occurs.

This far down house barriers are thin, inter-house marriages and not unheard of and the authorities are a lot more tolerant. Mutants are tolerated to a degree though troublemakers (especially Redemptionists) are dealt with an iron fist. Though house barriers are thin some rivalries still remain. Orlocks and Delaque and Escher and Goliaths will only work together for a high price or against a common threat. House Cawdor will usually only work with people of the highest morals and still frown upon mutants (though will do nothing in Ertumn for fear of being exiled.)

Gangs are often a mix of house and most days the pole is surrounded by fighters looking for work, riches and adventure. The only real loyalties are to whoever is paying the most, those you are related to and friendship forged in battle. Other than that the only thing stopping your neighbour killing you in your sleep and selling your body to the local Doc are The Watch and The Merchant Guild. Even in this outpost of humanity their power is still strong. However outside the confines of Ertumn and its district you are anyone’s game.

Armed with 500 credits (your share of the family wealth) you have come to Ertumn for adventure and wealth to carve out your mini empire any way you see fit. Your first task is to hire some fighters and get yourself some territories.


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