MorrisB
30th Mar 10, 12:20 PM
INQUISITOR RPG
http://www.downloadmunkey.net/images/dhgw-00.jpg
The Imperium stretches across the galaxy...
Besieged by aliens and monsters...
Attacked within by heretics and rebels...
For long millenias, it has endured...
...protected by THEM.
This roleplay takes place in the Warhammer 40.000 universe. If you don't know too much about it, look things up, else you won't be able to play.
USEFUL LINKS TO LEARN ABOUT THE WH40K UNIVERSE:
http://www.games-workshop.com/gws/catalog/landing.jsp?catId=cat1300033&rootCatGameStyle=wh40k (check the array of figures, you might get inspired)
http://wh40k.lexicanum.com/wiki/Imperium - the Imperium of Man and its subfactions
http://wh40k.lexicanum.com/wiki/Chaos - the forces of Chaos
http://wh40k.lexicanum.com/wiki/Eldar - Craftworld/Exodite Eldar
http://wh40k.lexicanum.com/wiki/Dark_Eldar - Dark Eldar
http://wh40k.lexicanum.com/wiki/Orks - Orks
http://wh40k.lexicanum.com/wiki/Abhuman - Abhumans (look up for Ratling, Ogryn, Beastman and Squat)
http://wh40k.lexicanum.com/wiki/Tau - Tau Empire
http://wh40k.lexicanum.com/wiki/Kroot - Kroot
WARNING ! NO MORE PLACES LEFT FOR PLAYERS (at the moment) !
THE ROLEPLAY HAS BEGUN !
http://forums.relicnews.com/showthread.php?t=245356
LIST OF PARTICIPANTS:
- MorrisB (Game Master)
Character: Gavron Alexander, human male Ordo Malleus Inquisitor
Pet: Servo-Skull "Skully"
- OpelFalcon
Character: Rizpah Coal, human female Rogue Trader
Pet: -
- AshaD
Character: Jensen Lockhart, human male Gue'vesa (sniper)
Pet: Gun Drone
- SeventhStorm
Character: Silas Mon'Kal, human male Cultist/Guardsman
Pet: -
- my1000ghosts
Character: Gallus, human male Ordo Hereticus Acolyte
Pet: -
- Shattenkrieger
Character: Tiberius Ignatio, human male Gue'vesa (commando)
Pet: -
- Killer_Zero
Character: Skullcrusha, ork Kommando
Pet: Attack Squig "Killa"
Hello everyone, welcome to this new wh40k text-based roleplay called „Inquisitor RPG”. The basic setting is that a freshly-initiated Inquisitor is sent to a fringe world to set things right, accompanied by his freshly recruited, loyal (?) retinue. The Inquisitor is played by the Game Master (in that case, me), who also shapes the main storyline. The Players play as the retinue members who he recruits along the long journey. But remember: the Inquisitor needs you, not the other way around. For a really successful gameplay, the Inquisitor and his retinue must get along well, else misunderstanding and personal arrogance might spell doom for the whole party. But if standing united against any threat - Enemies of the Imperium, beware !
From polluted hive cities to dense jungles, barren wastes and space hulks, they venture; filthy city gangs, even filthier xenos scum, chaos cults, genestealer groups and corrupt imperial officials, they shall face; for the sake of honor, glory, or simply money and duty, they will fight and triump...
...or die trying.
IMPORTANT NOTES:
- This roleplay was designed for 2-7 people (the number including the Game Master himself).
- This roleplay takes place in the universe of Warhammer 40.000; in case you aren’t familiar with this universe, I suggest you start learning its basics at the Lexicanum (google it) and at Games Workshop’s official sites. You need to be at least moderately familiar with the setting to roleplay on a decent level.
- READ ALL THE RULES CAREFULLY. Ignorance is no excuse for rule-breaking. However, I’m aware that no system is perfect: if you think the rules are lacking in some aspect or require modifications, feel free to PM me; if I deem the suggestion sensible, I’ll add it. If not, then not.
- If you want to join this RPG, first you must either apply in THIS topic or contact the Game Master (me) via PM and submit your character sheet then. If the Game Master says it’s okay, you can start RP-ing. If you don’t do this and post anyway, we will ignore any posts you make in the topic and possibly ask a mod to delete them. We wish to keep both the topic and the storyline as clean from unwanted obstacles as possible. Thank you for understanding.
- The Inquisitor and the players CAN suffer severe wounds, fall unconscious, or even die (but the latter will be very, very rare - you don’t run into Bloodthirsters at every corner, after all). If your character dies or becomes incapable of fighting for a long time, you can make a new one to throw in if you wish. If the Inquisitor dies or is put into a long coma, it does NOT mean the game comes to an end, but rather, the retinue members are allowed to act on their own in his absence (take revenge on his killers, continue investigation in his stead, or even murder each other for selfish reasons); but keep in mind, if the Inquisitor permanently dies, it can have severe effects (ie, his colleges find out and blame the retinue for abandoning him, but in an odd twist the retinue earns the favor of the local maffia/corrupt government due to the rumor). Also, players may conspire against the Inquisitor, but if he or his more loyal partners find out, you may not end up well.
- The Inquisitor is „radical”, so he doesn’t mind working along Xenos or even followers of Chaos if he can process further this way. However, many Imperial agents are likely to disagree with his methods. For example, if you play a Deathwatch Space Marine and find yourself together with an Ork ‘Ard Boy in the very same party, it is likely to end in a bloody situation. So, if (IF !) you don’t want to experience that kind of situations but wish to play as an Imperial subject, pick a faction which doesn’t mind „radical” attitude (ie, Adeptus Mechanicus techpriest, Imperial Guard veteran stormtrooper, etc).
GENERAL ROLEPLAY RULES:
- First of all: NO power-gaming. Don’t try to play as if you were a reincarnation of the Emperor. Deathwatch and Grey Knight marines can get screwed, too. If you abuse your power to oppress other players, you can count on that people will turn on you, one way or another. If you abuse your power seemingly in favor of the team, it leads to a lack of challange in combat. Remember, you are part of a team, and you’re supposed to work together with the others. Or even if you plot against the others (for story/character development purposes), you better accept that you CAN fail. Everyone has strengths and weaknesses. No exceptions. Even the Inquisitor can die. No-one is all-powerful. If the Game Master and/or „sane” players deem you are power-gaming, it can result in banning from the RP and a report to the mods.
- Do NOT take control of the characters of other players UNLESS you have the permission from the character’s owner; don’t claim that they „say” or „do” something. Let them speak and act for themselves. You can, however, create NPC-s and/or speak in their stead, but always consider if this is a right thing to do. You may also state „obvious” things - if your IG Stormtrooper character peeps on a bathing Sister of Battle (which happens to be controlled by another player) and she notices it, the owner of the Battle-Sister may state that the Stormtrooper is starting to feel a growing urge to run away as fast as possible. The Game Master may also make implications (ie, „the anxious silence bothered the whole retinue”), but he doesn’t have the right to take control of others’ characters without permission either EXCEPT if the given member is on a longer hiatus for unexplained reasons (see below).
- If someone goes on a hiatus and thus the roleplay can’t advance properly for a longer time (2-3 weeks), the Game Master may take command of the missing member’s character and continue in his/her stead. However, it is likely that the given character will be disposed of (NOT killed, just sent away from the party) relatively soon this way to avoid unnecessary complications. If the given member eventually returns, he/she may revitalize his/her old character, all that needs to be done is sending a proper PM to the Game Master.
- NO spamming and/or flaming. We would like to keep this RP clean. Thanks in advance.
- You CAN make out-of-roleplay notes in your post (ie, to explain an in-game term to another player), BUT please don’t use the topic as a chatboard.
- You CAN swear, but do not overdo it. Phrases like „cut the crap”, „kick his ass” and insulting words like „bitch”, „asshat”, etc. are allowed in the RP, but don’t make up whole sentences made entirely of swearing unless in extreme cases (like participating in an undercity swearing contest). Also, don’t confuse this with flaming. There IS a difference between „roleplayed” and „real” insulting.
- Use correct grammar and spelling. If you aren’t a native speaker and as such occasionally make mistakes, we can understand and won’t bring it up as a problem as long as we can understand you. But avoid using L33T-speech (LOL, OMG, etc.) and bad spelling/grammar on purpose, EXCEPT if your character has pronounciation problems (ie, „Orkz iz da biggest an’ da strongast !”)
- This is overall supposed to be a serious roleplay, but joking and akward situations are still allowed. However, stay on ground level. The Necrons will not start a break-dance performance if you play them Death Metal. But you can, for example, call Sisters of Battle „bolter bitches”, make odd references to wh40k events (ie, Abbadon’s 13th epic fail crusade) or twist catchphrases to suit a given situation (ie, you yell at a Slaneesh cultist: „SEX is NO excuse for HERESY !”), etc. Sarcasm, cynical comments, Ork/gretchin related weirdness and fanatism/insanity-spawned idiocy are all proper in a wh40k roleplay, but please try to avoid realistically/canon-wise impossible or inproper humor (ie, I don’t want to see „There’s a disturbance in the force” lines, an Ork trukk blowing up for no appearent reason, or a Bloodletter feeling from a mice).
- When you submit a character sheet, you MUST include the reason why your character would join the gang (money, quest for glory, getting info out of him for for the sake of your Chaos cult, whatever). You have to submit this to make the Game Master aware of your intentions (so he may use it for story advancement/plot twist purposes). Take note that this does NOT influence the gameplay directly - the Inquisitor and the other characters won’t know your character’ reasons UNLESS your character tells them honestly. Also, as the story proceeds, you can change your character’s attitude if you see fit and his/her reason to stick with the group. Ie, you play a chaos cultist and initially decide to stick with the Inquisitor to monitor him, then secretly report stuff to your cult; but let’s say you eventually become good mates with the other team members, and feel bad for „backstabbing” them; for this reason, either you abandon the cult and/or the cult turns on you because you don’t care about your duties anymore.
CHARACTER RELATED RULES:
- Each player controls ONE active character. However, you may also have a lil’ pet or sidekick (ie, an Ork boy can have a pet squig or a gretchin who carries ammo for him; alternatively, a Tau may possess a gun/shield/scout drone, etc). Also note that you may have extra characters in store - ie, in case of your primary character’s death, you just make up and add a new one -, but then again, you can have only ONE single full-fledged full-time character in play at any time.
- The playable races are: Human, Eldar, Dark Eldar, Tau, Ork, Ratling, Ogryn, Squat, Kroot, Beastman. Custom races are possible as well, but require the Game Master’s permission first (contact via PM). NO Tyranid or Necron, for obvious reasons.
- you CAN have a female Space Marine/Chaos Space Marine (!!!) character if you wish. The Imperium is too big and complex to completely ignore the possibility of such beings existing at least in a couple of chapters. As long as you attempt to roleplay sensibly with such a character, I don’t mind this sort of „canon violation” at all. However, equipment/ability balance rules still apply.
- When selecting a race, you must also choose a faction/sub-faction. In the case of humans: are you Imperial, or Chaos-worshiper ? If you are Imperial, are you Space Marine, Imperial Guard, Sister of Battle, etc. You can be roughly ANYTHING. Tau mercenary headhunter, Craftworld Eldar aspect warrior, veteran Adeptus Arbites sergeant, Ork space pirate, Ratling rogue trader, beastman mercenary... the possiblities are wide. However, in some cases there are restrictions, mostly for balance/fluff reasons (see „Additional Restrictions” below).
- You CAN make up new factions/sub-factions on your own. If you want to play a Sister of Battle from the „Order of Little Red Riding Hood”, or a Space Marine of the freshly founded „Braindead” chapter, we won’t stop you. Keep in mind though that choosing a faction is not an outmost necessity. You can always choose to be a neutral mercenary/Rogue Trader as well.
- Additional restrictions:
---you may NOT possess any vehicles or too heavy weapon platforms, save for a few exceptions; ie, a motorbike/jetbike or a portable heavy bolter is okay, but you better forget titan cannons, or any items in general which you character wouldn’t be able to carry in his/her given state. An Eldar Ranger, unless he/she gets a power armor, will never lift a plasma cannon alone, while a larger Ork can do that with ease. Hope you get the rough picture.
---In the case of a Craftworld Eldar, you must be „alive”. NO Wraithlord or Wraithguard character (at the start, that is). In case of death, however, it is possible to place the soul crystal into a robot and be reborn as a Wraithguard, but it is up to your teammates whether they do it or not. Also, you may NOT be Autarch, Farseer, Phoenix Lord or anything along these lines, BUT you still can be an Aspect warrior, Ranger, Guardian variant and Warlock.
---In the case of Dark Eldar, if (IF !) you align with a Kabal, you may NOT be higher ranking than Sybarite, Succubus or Haemonculus adept.
---when playing a Space Marine or Chaos Space Marine, you can NOT be of higher rank than „Scout”.
---when playing a Sister of Battle, you can NOT be of higher rank than Battle Sister.
---a note for Chaos-worshiping characters: whether you play a Chaos Space Marine initiate, a sorcerer or just a plain cultist, you should describe which Chaos deity do you worship. Chaos Undivided, or even custom deities (lesser Chaos gods) are allowed, though the latter requires the Game Master’s permission first (contact via PM). Your character may also possess „gifts” from their Gods (add them to abilities), and/or mighty relics but make sure they are not overpowered (either make them only moderately helpful, or claim that your character is still in the process of unlocking the gift’s/relic’s true potential). You ought to start out as a relatively low-ranking subject of the Dark Gods, so it is unlikely that Grandpa’ Nurgle would give you his destroyer hive or Ahriman share his favourite magic scrolls/force weapons/bedtime story books with you.
---when playing Tau, you may NOT play as an Etheral (but the other 4 Castes are fine).
---You may NOT be member of any Officio Assassinorum Temples (though you CAN play a Death Cult member, since they are usually weaker and more independent).
---You may NOT place your character into heavy walkers like SM Dreadnoughts or Tau Battlesuits (at the start, that is).
- Custom equipment is allowed; feel free to mix Imperial and Xeno technology as you wish, but stay within the boundaries of sanity. For example, Imperial items may be blessed and/or cursed, but Tau items not. But you can, for example, give your freelancer mercenary a modified stealth suit, claiming he/she acquired the technology via smuggling, fit a Tau pulse rifle with an Imperial targeting scope, or give your Comissar a demonic bolt pistol. Also, keep in mind that you can acquire new wargear throughout the adventure (ie, buy/modify equipment in shops or loot from enemies).
---Addition: power armor, power weapons and force weapons are very strong and should be very rare. This is not a „must-obey” rule, just a suggestion. You are likely to eventually acquire such weapons during the adventure anyway. Also, even if you do posses such a weapon as your starting gear (by the Game Master’s permission), keep in mind that you won’t be wearing/using it 24 hours per day, and there are situations where they are more of a drawback than an adventage (ie, thin corridors+power armor=little to no space to turn around). This applies to everyone, including the Inquisitor character. You don’t necessarily need such stuff to be badass anyway. A Dark Eldar Sybarite with two combat daggers and a couple of splinter pistols or a Tau Fire Warrior armed with a long-range railgun/missile launcher and a couple of EMP grenades can be pretty kickass too, while overall still preserving challenge rates in combat.
- Custom abilities are also allowed, but then again, limit yourself. For example, you shouldn’t give a psyker too many abilities, let alone tide-changing ones. Or if you do, make sure they have notable drawbacks (ie, performing a mighty physic blast causes him/her to pass out or become seriously sick). Abusing your abilities without drawbacks counts as power-gaming.
- If the Game Master thinks your character is overpowered and suggests changes in matters of equipment/abilities (ie. „A demonic halberd which cuts open a Baneblade with one strike ?! Way too much, especially since it’s a starting character. But a Power Sword/Axe is okay.”), you should either listen, or just don’t play. No-one forces you to participate. If you are willing to join the band, you are more than welcome, but you have to obey the rules.
------Game Master’s note: I restricted several classes because they are potent subjects for power-gaming. Ie, in the case of a fully-initiated Chaos Space Marine, an Eversor Assassin, a Seraphim, etc. the line between realistic combat and power-gaming is very thin. Even if the player tries his/her best to keep things sensible, in most cases the presence of such a character simply kills the challenge of combat. Now, don’t start whining. Even as a Scout Marine, you’ll still get pretty decent starting equipment and already possess 1-4 genetic implants (out of the 19 maximum). Similarly, a Battle Sister may start out with power armor if she so insist. Etc. Combine that with the fact that you’ll acquire wargear as the adventure proceeds, and you’ll see that there was a reason for the restrictions. Also, a warning to would-be power-gamers: even if you find a „hole” among the restrictions, keep in mind that your character still requires the Game Master’s approval. Even if the character’s person doesn’t violate the above rules, the GM may neglect the permission or suggest changes if (IF !) he sees it fit for balance/gameplay/canonical reasons. Period.
The character template should look like this:
Name: your character’s name.
Gender: obvious. Okay, maybe in the case of Orks it’s more complicated, but you get the idea.
Age: obvious.
Race: obvious.
Faction: the cult/chapter/craftworld/whatever your character belongs to. You can also be a freelancer.
Class: the job your character is doing. Is he/she a Fire Warrior ? A Rogue Trader mercenary ? A Techpriest ? Etc.
Appearance: describe how your character looks like. Pictures are optional.
Equipment: your character’s starting equipment. This section also includes any biomods, mechanical implants and the like.
Abilities: your character’s active and passive combat abilities. Mention things here such as Psyker powers, or in the case of Tau characters, resistance to mind-affecting psyker powers, etc.
Background: a short story of your character’s life, including his/her possible reason to join up with the Inquisitor. You don’t have to write a novel, just describe his/her past and personality clean and simple.
Sidekick/pet: if you have a little pet or sidekick (a gretchin, a gun drone, a servo skull, etc.), describe it here.
Overall strengths: what is your character very good at ? Sum it up. (ie, armed close combat, tactical thinking, engineering, etc.)
Overall weaknesses: what is your character sucky at ? Sum it up. (ie, little resistance vs psyker powers, paranoia from cats, etc.)
Original reason to join the gang: why do you want to stick by the side of the Inquisitor (at least in the beginning) ? Write it here.
Example sheet (which also describes the Inquisitor himself):
Gavron Alexander
Gender: male
Age: 29
Race: Human
Faction: Imperium, Inquisition, Ordo Malleus
Class: Inquisitor
Appearance: Gavron has shoulderlength black hair, brown eyes, and a short beard and moutasche which encircles his mouth. When dressing „casually”, Gavron prefers a classic, witch-hunter style garment. A simple, undecorated brown cloak helps him to keep his weapons out of sight until it is really necessary to draw them.
(similar to this, but with „up-to-date” stuff like flak armor, bolt pistol and chainsword: http://www.gamerdna.com/uimage/large/witch-hunter-warhammer-online.jpg )
However, most of the time (in dangerous zones) he is wearing a silvery-colored power armor, with its „gauntlet” and „boot” parts painted dark red. But even then, he prefers to have that brownish cloak with him.
Starting equipment: Flak Armor (start), Power Armor (gets it shortly after the start - story-related), Blessed Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades
Abilities:
Beside „basic” combat abilities (using ranged/melee weapons), Gavron is a skilled brawler, meaning he can take on foes even bare-handed. However, he’s nowhere near the level of Eldar warriors, so this sort of combat is unfavorable if he isn’t wearing his power armor, but he can still knock out lesser opponents (ie, drunkards in a pub, or Tau warriors if he gets close enough).
Gavron is also a potent psyker, though he’s still learning to master his powers:
Manipulate Objects - Gavron can use his psyker powers to move smaller objects as he wills. This has a very versatile usage, from improving his own aim to deflecting incoming enemy ranged attacks. There is a limit to these capabilities, though. Gavron can hardly move objects which weight more than 15-16 kg, or have some sort of countermeasure against psyker powers (like demonic weapons), if he can do it at all. Living creatures are also left uneffected (ie, he can’t levitate Nurglings). For the latter reason, he can’t rip out a weapon from an enemy’s hands, though he can cause it to vibrate and thus make the enemy’s attack accuracy worse.
Physic Blast - Focusing his mental power into a certain area then letting it violently „explode”, Gavron can cause a physic blast in a 10 meter radius around a targeted point. This disturbs enemy ranks, pushing infantry units off their feet. This power effects everyone without exception, allies and enemies alike, even Gavron if he stands too close. Larger creatures, vehicles and buildings are completely unaffected. Also, the further the blast point is located from Gavron, the more concentration it takes to make the physic blast work. Take note that the physic blast on its own causes little or no damage to most creatures, but is particularly effective against the creatures of the warp should they manifest in the material plane.
All of Gavron’s psyker powers have their drawbacks (see weaknesses).
However, the time spent practicing these powers at the Ordo Malleus paid off in different ways as well: Gavron is well-resistant towards mind-manipulating effects.
Background: Served as an Acolyte under the radical Inquisitor Lord Levin de Luca for over 10 years. Recently initiated to full-fledged Inquisitor status. Beyond that, TOP SECRET (will be uncovered during the story). Highly pragmatic, confident and cynical, but far from being a complete asshat; if someone proves his or her worth, he will not hesitate to help out that comrade in trouble, whatever it takes. Gavron is „radical”, meaning he’s tolerant towards most races and ideals as long as they don’t cause trouble for him; an exception to this are the Eldar, who often backstabbed him and his mentor, Levin de Luca (he won’t kill them without thinking, but has a hard time trusting them). Gavron greatly values loyalty, honesty and combat honor. Dislikes treachery, „unfair” situations, religious fanatics (believing zeal shadows clear and reasonable thinking), and buerocrats in general.
Sidekick/pet: a Servo-Skull drone which he simply names „Skully”. Gavron shares a mental link with the drone which has been fitted with sensitive sensors, allowing it to detect things normally invisible to human eyes. Gavron may see through the eyes of Skully, thus giving him enhanched detection capabilities. Beyond that, the drone can be fitted with small augmentations, such as a little radio device to maintain connection between the group and the spaceship.
Overall strengths: skilled in ranged and melee combat alike, though obviously better in melee (his aim would often miss if it wasn’t for his psyker powers). Psyker powers let him support allies and distract foes. His psyker training also grants him protection to mental manipulation to a good degree. As an Inquisitor of the Ordo Malleus, he is completely fearless (but that doesn’t mean he is reckless) and knows much of the ways of Chaos, thus how to combat them.
Overall weaknesses: while he is skilled in melee and possesses a power armor, brute force (ie, Ork Nobz, Tyranid Carnifex, etc) can overwhelm him if he’s left unsopported. His psyker powers, while useful, are very taxing upon him depending on the frequency and invested strength: making his own bolter shots slightly more accurate demands little effort on his account, and results only in a bit of dizzyness afterwards. But repelling hundreds of bullets from an assault cannon aimed straight at him is a different tale; he CAN deflect them - for 2-4 seconds. Even if he somehow survives the situation (finding proper cover or disabling the attacker during those few seconds), he will either suffer from severe headache and sickness or lose consciousness for a good while. Performing physic blasts causes immediate headache afterwards for about 6-8 minutes; if several physic blasts are performed in a row with little or no pause between them, Gavron loses consciousness. Even in lighter skirmishes, the continuous usage of his psyker powers can cause muscle stress, headache, and reduced focusing.
Original reason to be with the gang: he's the boss, duh.
http://www.downloadmunkey.net/images/dhgw-00.jpg
The Imperium stretches across the galaxy...
Besieged by aliens and monsters...
Attacked within by heretics and rebels...
For long millenias, it has endured...
...protected by THEM.
This roleplay takes place in the Warhammer 40.000 universe. If you don't know too much about it, look things up, else you won't be able to play.
USEFUL LINKS TO LEARN ABOUT THE WH40K UNIVERSE:
http://www.games-workshop.com/gws/catalog/landing.jsp?catId=cat1300033&rootCatGameStyle=wh40k (check the array of figures, you might get inspired)
http://wh40k.lexicanum.com/wiki/Imperium - the Imperium of Man and its subfactions
http://wh40k.lexicanum.com/wiki/Chaos - the forces of Chaos
http://wh40k.lexicanum.com/wiki/Eldar - Craftworld/Exodite Eldar
http://wh40k.lexicanum.com/wiki/Dark_Eldar - Dark Eldar
http://wh40k.lexicanum.com/wiki/Orks - Orks
http://wh40k.lexicanum.com/wiki/Abhuman - Abhumans (look up for Ratling, Ogryn, Beastman and Squat)
http://wh40k.lexicanum.com/wiki/Tau - Tau Empire
http://wh40k.lexicanum.com/wiki/Kroot - Kroot
WARNING ! NO MORE PLACES LEFT FOR PLAYERS (at the moment) !
THE ROLEPLAY HAS BEGUN !
http://forums.relicnews.com/showthread.php?t=245356
LIST OF PARTICIPANTS:
- MorrisB (Game Master)
Character: Gavron Alexander, human male Ordo Malleus Inquisitor
Pet: Servo-Skull "Skully"
- OpelFalcon
Character: Rizpah Coal, human female Rogue Trader
Pet: -
- AshaD
Character: Jensen Lockhart, human male Gue'vesa (sniper)
Pet: Gun Drone
- SeventhStorm
Character: Silas Mon'Kal, human male Cultist/Guardsman
Pet: -
- my1000ghosts
Character: Gallus, human male Ordo Hereticus Acolyte
Pet: -
- Shattenkrieger
Character: Tiberius Ignatio, human male Gue'vesa (commando)
Pet: -
- Killer_Zero
Character: Skullcrusha, ork Kommando
Pet: Attack Squig "Killa"
Hello everyone, welcome to this new wh40k text-based roleplay called „Inquisitor RPG”. The basic setting is that a freshly-initiated Inquisitor is sent to a fringe world to set things right, accompanied by his freshly recruited, loyal (?) retinue. The Inquisitor is played by the Game Master (in that case, me), who also shapes the main storyline. The Players play as the retinue members who he recruits along the long journey. But remember: the Inquisitor needs you, not the other way around. For a really successful gameplay, the Inquisitor and his retinue must get along well, else misunderstanding and personal arrogance might spell doom for the whole party. But if standing united against any threat - Enemies of the Imperium, beware !
From polluted hive cities to dense jungles, barren wastes and space hulks, they venture; filthy city gangs, even filthier xenos scum, chaos cults, genestealer groups and corrupt imperial officials, they shall face; for the sake of honor, glory, or simply money and duty, they will fight and triump...
...or die trying.
IMPORTANT NOTES:
- This roleplay was designed for 2-7 people (the number including the Game Master himself).
- This roleplay takes place in the universe of Warhammer 40.000; in case you aren’t familiar with this universe, I suggest you start learning its basics at the Lexicanum (google it) and at Games Workshop’s official sites. You need to be at least moderately familiar with the setting to roleplay on a decent level.
- READ ALL THE RULES CAREFULLY. Ignorance is no excuse for rule-breaking. However, I’m aware that no system is perfect: if you think the rules are lacking in some aspect or require modifications, feel free to PM me; if I deem the suggestion sensible, I’ll add it. If not, then not.
- If you want to join this RPG, first you must either apply in THIS topic or contact the Game Master (me) via PM and submit your character sheet then. If the Game Master says it’s okay, you can start RP-ing. If you don’t do this and post anyway, we will ignore any posts you make in the topic and possibly ask a mod to delete them. We wish to keep both the topic and the storyline as clean from unwanted obstacles as possible. Thank you for understanding.
- The Inquisitor and the players CAN suffer severe wounds, fall unconscious, or even die (but the latter will be very, very rare - you don’t run into Bloodthirsters at every corner, after all). If your character dies or becomes incapable of fighting for a long time, you can make a new one to throw in if you wish. If the Inquisitor dies or is put into a long coma, it does NOT mean the game comes to an end, but rather, the retinue members are allowed to act on their own in his absence (take revenge on his killers, continue investigation in his stead, or even murder each other for selfish reasons); but keep in mind, if the Inquisitor permanently dies, it can have severe effects (ie, his colleges find out and blame the retinue for abandoning him, but in an odd twist the retinue earns the favor of the local maffia/corrupt government due to the rumor). Also, players may conspire against the Inquisitor, but if he or his more loyal partners find out, you may not end up well.
- The Inquisitor is „radical”, so he doesn’t mind working along Xenos or even followers of Chaos if he can process further this way. However, many Imperial agents are likely to disagree with his methods. For example, if you play a Deathwatch Space Marine and find yourself together with an Ork ‘Ard Boy in the very same party, it is likely to end in a bloody situation. So, if (IF !) you don’t want to experience that kind of situations but wish to play as an Imperial subject, pick a faction which doesn’t mind „radical” attitude (ie, Adeptus Mechanicus techpriest, Imperial Guard veteran stormtrooper, etc).
GENERAL ROLEPLAY RULES:
- First of all: NO power-gaming. Don’t try to play as if you were a reincarnation of the Emperor. Deathwatch and Grey Knight marines can get screwed, too. If you abuse your power to oppress other players, you can count on that people will turn on you, one way or another. If you abuse your power seemingly in favor of the team, it leads to a lack of challange in combat. Remember, you are part of a team, and you’re supposed to work together with the others. Or even if you plot against the others (for story/character development purposes), you better accept that you CAN fail. Everyone has strengths and weaknesses. No exceptions. Even the Inquisitor can die. No-one is all-powerful. If the Game Master and/or „sane” players deem you are power-gaming, it can result in banning from the RP and a report to the mods.
- Do NOT take control of the characters of other players UNLESS you have the permission from the character’s owner; don’t claim that they „say” or „do” something. Let them speak and act for themselves. You can, however, create NPC-s and/or speak in their stead, but always consider if this is a right thing to do. You may also state „obvious” things - if your IG Stormtrooper character peeps on a bathing Sister of Battle (which happens to be controlled by another player) and she notices it, the owner of the Battle-Sister may state that the Stormtrooper is starting to feel a growing urge to run away as fast as possible. The Game Master may also make implications (ie, „the anxious silence bothered the whole retinue”), but he doesn’t have the right to take control of others’ characters without permission either EXCEPT if the given member is on a longer hiatus for unexplained reasons (see below).
- If someone goes on a hiatus and thus the roleplay can’t advance properly for a longer time (2-3 weeks), the Game Master may take command of the missing member’s character and continue in his/her stead. However, it is likely that the given character will be disposed of (NOT killed, just sent away from the party) relatively soon this way to avoid unnecessary complications. If the given member eventually returns, he/she may revitalize his/her old character, all that needs to be done is sending a proper PM to the Game Master.
- NO spamming and/or flaming. We would like to keep this RP clean. Thanks in advance.
- You CAN make out-of-roleplay notes in your post (ie, to explain an in-game term to another player), BUT please don’t use the topic as a chatboard.
- You CAN swear, but do not overdo it. Phrases like „cut the crap”, „kick his ass” and insulting words like „bitch”, „asshat”, etc. are allowed in the RP, but don’t make up whole sentences made entirely of swearing unless in extreme cases (like participating in an undercity swearing contest). Also, don’t confuse this with flaming. There IS a difference between „roleplayed” and „real” insulting.
- Use correct grammar and spelling. If you aren’t a native speaker and as such occasionally make mistakes, we can understand and won’t bring it up as a problem as long as we can understand you. But avoid using L33T-speech (LOL, OMG, etc.) and bad spelling/grammar on purpose, EXCEPT if your character has pronounciation problems (ie, „Orkz iz da biggest an’ da strongast !”)
- This is overall supposed to be a serious roleplay, but joking and akward situations are still allowed. However, stay on ground level. The Necrons will not start a break-dance performance if you play them Death Metal. But you can, for example, call Sisters of Battle „bolter bitches”, make odd references to wh40k events (ie, Abbadon’s 13th epic fail crusade) or twist catchphrases to suit a given situation (ie, you yell at a Slaneesh cultist: „SEX is NO excuse for HERESY !”), etc. Sarcasm, cynical comments, Ork/gretchin related weirdness and fanatism/insanity-spawned idiocy are all proper in a wh40k roleplay, but please try to avoid realistically/canon-wise impossible or inproper humor (ie, I don’t want to see „There’s a disturbance in the force” lines, an Ork trukk blowing up for no appearent reason, or a Bloodletter feeling from a mice).
- When you submit a character sheet, you MUST include the reason why your character would join the gang (money, quest for glory, getting info out of him for for the sake of your Chaos cult, whatever). You have to submit this to make the Game Master aware of your intentions (so he may use it for story advancement/plot twist purposes). Take note that this does NOT influence the gameplay directly - the Inquisitor and the other characters won’t know your character’ reasons UNLESS your character tells them honestly. Also, as the story proceeds, you can change your character’s attitude if you see fit and his/her reason to stick with the group. Ie, you play a chaos cultist and initially decide to stick with the Inquisitor to monitor him, then secretly report stuff to your cult; but let’s say you eventually become good mates with the other team members, and feel bad for „backstabbing” them; for this reason, either you abandon the cult and/or the cult turns on you because you don’t care about your duties anymore.
CHARACTER RELATED RULES:
- Each player controls ONE active character. However, you may also have a lil’ pet or sidekick (ie, an Ork boy can have a pet squig or a gretchin who carries ammo for him; alternatively, a Tau may possess a gun/shield/scout drone, etc). Also note that you may have extra characters in store - ie, in case of your primary character’s death, you just make up and add a new one -, but then again, you can have only ONE single full-fledged full-time character in play at any time.
- The playable races are: Human, Eldar, Dark Eldar, Tau, Ork, Ratling, Ogryn, Squat, Kroot, Beastman. Custom races are possible as well, but require the Game Master’s permission first (contact via PM). NO Tyranid or Necron, for obvious reasons.
- you CAN have a female Space Marine/Chaos Space Marine (!!!) character if you wish. The Imperium is too big and complex to completely ignore the possibility of such beings existing at least in a couple of chapters. As long as you attempt to roleplay sensibly with such a character, I don’t mind this sort of „canon violation” at all. However, equipment/ability balance rules still apply.
- When selecting a race, you must also choose a faction/sub-faction. In the case of humans: are you Imperial, or Chaos-worshiper ? If you are Imperial, are you Space Marine, Imperial Guard, Sister of Battle, etc. You can be roughly ANYTHING. Tau mercenary headhunter, Craftworld Eldar aspect warrior, veteran Adeptus Arbites sergeant, Ork space pirate, Ratling rogue trader, beastman mercenary... the possiblities are wide. However, in some cases there are restrictions, mostly for balance/fluff reasons (see „Additional Restrictions” below).
- You CAN make up new factions/sub-factions on your own. If you want to play a Sister of Battle from the „Order of Little Red Riding Hood”, or a Space Marine of the freshly founded „Braindead” chapter, we won’t stop you. Keep in mind though that choosing a faction is not an outmost necessity. You can always choose to be a neutral mercenary/Rogue Trader as well.
- Additional restrictions:
---you may NOT possess any vehicles or too heavy weapon platforms, save for a few exceptions; ie, a motorbike/jetbike or a portable heavy bolter is okay, but you better forget titan cannons, or any items in general which you character wouldn’t be able to carry in his/her given state. An Eldar Ranger, unless he/she gets a power armor, will never lift a plasma cannon alone, while a larger Ork can do that with ease. Hope you get the rough picture.
---In the case of a Craftworld Eldar, you must be „alive”. NO Wraithlord or Wraithguard character (at the start, that is). In case of death, however, it is possible to place the soul crystal into a robot and be reborn as a Wraithguard, but it is up to your teammates whether they do it or not. Also, you may NOT be Autarch, Farseer, Phoenix Lord or anything along these lines, BUT you still can be an Aspect warrior, Ranger, Guardian variant and Warlock.
---In the case of Dark Eldar, if (IF !) you align with a Kabal, you may NOT be higher ranking than Sybarite, Succubus or Haemonculus adept.
---when playing a Space Marine or Chaos Space Marine, you can NOT be of higher rank than „Scout”.
---when playing a Sister of Battle, you can NOT be of higher rank than Battle Sister.
---a note for Chaos-worshiping characters: whether you play a Chaos Space Marine initiate, a sorcerer or just a plain cultist, you should describe which Chaos deity do you worship. Chaos Undivided, or even custom deities (lesser Chaos gods) are allowed, though the latter requires the Game Master’s permission first (contact via PM). Your character may also possess „gifts” from their Gods (add them to abilities), and/or mighty relics but make sure they are not overpowered (either make them only moderately helpful, or claim that your character is still in the process of unlocking the gift’s/relic’s true potential). You ought to start out as a relatively low-ranking subject of the Dark Gods, so it is unlikely that Grandpa’ Nurgle would give you his destroyer hive or Ahriman share his favourite magic scrolls/force weapons/bedtime story books with you.
---when playing Tau, you may NOT play as an Etheral (but the other 4 Castes are fine).
---You may NOT be member of any Officio Assassinorum Temples (though you CAN play a Death Cult member, since they are usually weaker and more independent).
---You may NOT place your character into heavy walkers like SM Dreadnoughts or Tau Battlesuits (at the start, that is).
- Custom equipment is allowed; feel free to mix Imperial and Xeno technology as you wish, but stay within the boundaries of sanity. For example, Imperial items may be blessed and/or cursed, but Tau items not. But you can, for example, give your freelancer mercenary a modified stealth suit, claiming he/she acquired the technology via smuggling, fit a Tau pulse rifle with an Imperial targeting scope, or give your Comissar a demonic bolt pistol. Also, keep in mind that you can acquire new wargear throughout the adventure (ie, buy/modify equipment in shops or loot from enemies).
---Addition: power armor, power weapons and force weapons are very strong and should be very rare. This is not a „must-obey” rule, just a suggestion. You are likely to eventually acquire such weapons during the adventure anyway. Also, even if you do posses such a weapon as your starting gear (by the Game Master’s permission), keep in mind that you won’t be wearing/using it 24 hours per day, and there are situations where they are more of a drawback than an adventage (ie, thin corridors+power armor=little to no space to turn around). This applies to everyone, including the Inquisitor character. You don’t necessarily need such stuff to be badass anyway. A Dark Eldar Sybarite with two combat daggers and a couple of splinter pistols or a Tau Fire Warrior armed with a long-range railgun/missile launcher and a couple of EMP grenades can be pretty kickass too, while overall still preserving challenge rates in combat.
- Custom abilities are also allowed, but then again, limit yourself. For example, you shouldn’t give a psyker too many abilities, let alone tide-changing ones. Or if you do, make sure they have notable drawbacks (ie, performing a mighty physic blast causes him/her to pass out or become seriously sick). Abusing your abilities without drawbacks counts as power-gaming.
- If the Game Master thinks your character is overpowered and suggests changes in matters of equipment/abilities (ie. „A demonic halberd which cuts open a Baneblade with one strike ?! Way too much, especially since it’s a starting character. But a Power Sword/Axe is okay.”), you should either listen, or just don’t play. No-one forces you to participate. If you are willing to join the band, you are more than welcome, but you have to obey the rules.
------Game Master’s note: I restricted several classes because they are potent subjects for power-gaming. Ie, in the case of a fully-initiated Chaos Space Marine, an Eversor Assassin, a Seraphim, etc. the line between realistic combat and power-gaming is very thin. Even if the player tries his/her best to keep things sensible, in most cases the presence of such a character simply kills the challenge of combat. Now, don’t start whining. Even as a Scout Marine, you’ll still get pretty decent starting equipment and already possess 1-4 genetic implants (out of the 19 maximum). Similarly, a Battle Sister may start out with power armor if she so insist. Etc. Combine that with the fact that you’ll acquire wargear as the adventure proceeds, and you’ll see that there was a reason for the restrictions. Also, a warning to would-be power-gamers: even if you find a „hole” among the restrictions, keep in mind that your character still requires the Game Master’s approval. Even if the character’s person doesn’t violate the above rules, the GM may neglect the permission or suggest changes if (IF !) he sees it fit for balance/gameplay/canonical reasons. Period.
The character template should look like this:
Name: your character’s name.
Gender: obvious. Okay, maybe in the case of Orks it’s more complicated, but you get the idea.
Age: obvious.
Race: obvious.
Faction: the cult/chapter/craftworld/whatever your character belongs to. You can also be a freelancer.
Class: the job your character is doing. Is he/she a Fire Warrior ? A Rogue Trader mercenary ? A Techpriest ? Etc.
Appearance: describe how your character looks like. Pictures are optional.
Equipment: your character’s starting equipment. This section also includes any biomods, mechanical implants and the like.
Abilities: your character’s active and passive combat abilities. Mention things here such as Psyker powers, or in the case of Tau characters, resistance to mind-affecting psyker powers, etc.
Background: a short story of your character’s life, including his/her possible reason to join up with the Inquisitor. You don’t have to write a novel, just describe his/her past and personality clean and simple.
Sidekick/pet: if you have a little pet or sidekick (a gretchin, a gun drone, a servo skull, etc.), describe it here.
Overall strengths: what is your character very good at ? Sum it up. (ie, armed close combat, tactical thinking, engineering, etc.)
Overall weaknesses: what is your character sucky at ? Sum it up. (ie, little resistance vs psyker powers, paranoia from cats, etc.)
Original reason to join the gang: why do you want to stick by the side of the Inquisitor (at least in the beginning) ? Write it here.
Example sheet (which also describes the Inquisitor himself):
Gavron Alexander
Gender: male
Age: 29
Race: Human
Faction: Imperium, Inquisition, Ordo Malleus
Class: Inquisitor
Appearance: Gavron has shoulderlength black hair, brown eyes, and a short beard and moutasche which encircles his mouth. When dressing „casually”, Gavron prefers a classic, witch-hunter style garment. A simple, undecorated brown cloak helps him to keep his weapons out of sight until it is really necessary to draw them.
(similar to this, but with „up-to-date” stuff like flak armor, bolt pistol and chainsword: http://www.gamerdna.com/uimage/large/witch-hunter-warhammer-online.jpg )
However, most of the time (in dangerous zones) he is wearing a silvery-colored power armor, with its „gauntlet” and „boot” parts painted dark red. But even then, he prefers to have that brownish cloak with him.
Starting equipment: Flak Armor (start), Power Armor (gets it shortly after the start - story-related), Blessed Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades
Abilities:
Beside „basic” combat abilities (using ranged/melee weapons), Gavron is a skilled brawler, meaning he can take on foes even bare-handed. However, he’s nowhere near the level of Eldar warriors, so this sort of combat is unfavorable if he isn’t wearing his power armor, but he can still knock out lesser opponents (ie, drunkards in a pub, or Tau warriors if he gets close enough).
Gavron is also a potent psyker, though he’s still learning to master his powers:
Manipulate Objects - Gavron can use his psyker powers to move smaller objects as he wills. This has a very versatile usage, from improving his own aim to deflecting incoming enemy ranged attacks. There is a limit to these capabilities, though. Gavron can hardly move objects which weight more than 15-16 kg, or have some sort of countermeasure against psyker powers (like demonic weapons), if he can do it at all. Living creatures are also left uneffected (ie, he can’t levitate Nurglings). For the latter reason, he can’t rip out a weapon from an enemy’s hands, though he can cause it to vibrate and thus make the enemy’s attack accuracy worse.
Physic Blast - Focusing his mental power into a certain area then letting it violently „explode”, Gavron can cause a physic blast in a 10 meter radius around a targeted point. This disturbs enemy ranks, pushing infantry units off their feet. This power effects everyone without exception, allies and enemies alike, even Gavron if he stands too close. Larger creatures, vehicles and buildings are completely unaffected. Also, the further the blast point is located from Gavron, the more concentration it takes to make the physic blast work. Take note that the physic blast on its own causes little or no damage to most creatures, but is particularly effective against the creatures of the warp should they manifest in the material plane.
All of Gavron’s psyker powers have their drawbacks (see weaknesses).
However, the time spent practicing these powers at the Ordo Malleus paid off in different ways as well: Gavron is well-resistant towards mind-manipulating effects.
Background: Served as an Acolyte under the radical Inquisitor Lord Levin de Luca for over 10 years. Recently initiated to full-fledged Inquisitor status. Beyond that, TOP SECRET (will be uncovered during the story). Highly pragmatic, confident and cynical, but far from being a complete asshat; if someone proves his or her worth, he will not hesitate to help out that comrade in trouble, whatever it takes. Gavron is „radical”, meaning he’s tolerant towards most races and ideals as long as they don’t cause trouble for him; an exception to this are the Eldar, who often backstabbed him and his mentor, Levin de Luca (he won’t kill them without thinking, but has a hard time trusting them). Gavron greatly values loyalty, honesty and combat honor. Dislikes treachery, „unfair” situations, religious fanatics (believing zeal shadows clear and reasonable thinking), and buerocrats in general.
Sidekick/pet: a Servo-Skull drone which he simply names „Skully”. Gavron shares a mental link with the drone which has been fitted with sensitive sensors, allowing it to detect things normally invisible to human eyes. Gavron may see through the eyes of Skully, thus giving him enhanched detection capabilities. Beyond that, the drone can be fitted with small augmentations, such as a little radio device to maintain connection between the group and the spaceship.
Overall strengths: skilled in ranged and melee combat alike, though obviously better in melee (his aim would often miss if it wasn’t for his psyker powers). Psyker powers let him support allies and distract foes. His psyker training also grants him protection to mental manipulation to a good degree. As an Inquisitor of the Ordo Malleus, he is completely fearless (but that doesn’t mean he is reckless) and knows much of the ways of Chaos, thus how to combat them.
Overall weaknesses: while he is skilled in melee and possesses a power armor, brute force (ie, Ork Nobz, Tyranid Carnifex, etc) can overwhelm him if he’s left unsopported. His psyker powers, while useful, are very taxing upon him depending on the frequency and invested strength: making his own bolter shots slightly more accurate demands little effort on his account, and results only in a bit of dizzyness afterwards. But repelling hundreds of bullets from an assault cannon aimed straight at him is a different tale; he CAN deflect them - for 2-4 seconds. Even if he somehow survives the situation (finding proper cover or disabling the attacker during those few seconds), he will either suffer from severe headache and sickness or lose consciousness for a good while. Performing physic blasts causes immediate headache afterwards for about 6-8 minutes; if several physic blasts are performed in a row with little or no pause between them, Gavron loses consciousness. Even in lighter skirmishes, the continuous usage of his psyker powers can cause muscle stress, headache, and reduced focusing.
Original reason to be with the gang: he's the boss, duh.