Tuesday, November 24, 2020

City of the Damned - Electric Bastionland Meets Mordheim

Art from the Mordheim rulebook

In which I continue to use the excellent artbook/specialist games that Games Workshop killed as FKR sourcebooks for Electric Bastionland. I mean look at the illustrators on this one: John Blanche, Alex Boyd, David Gallagher, Nual Kennedy, Karl Kopinski, Paul Smith, and John Wigley. Good lord.

Mordheim and Inquisitor are such rich fonts of inspiration. We won't see their kind from GW again.

City of the Damned

Whatever you were, cruel fate and dire circumstances have forced you to become a wyrdstone hunting mercenary in a dreadful city destroyed by a meteorite.

The horrors of this DAMNED CITY will ruin you.

The base of the rules is Electric Bastionland. Slick and easy to use.

Roll 3d6 for your ABILITY SCORES and a d6 for HIT PROTECTION as you would in Electric Bastionland.

You start with d6 Brass Pennies (p).

240 Brass Pennies (p) = 20 Silver Shillings (s) = 1 Gold Crown (gc).

Your mercenary company has a crushing debt of 50gc. More money than you've ever seen in your rotten life. 

The CONDUCTOR should make a rival just as they would in EB.

Any Lackeys start with one of the following (d6):

  1. Hammer (d6, Bulky)
  2. Dagger (d6)
  3. Sword (d6)
  4. Mace (d6)
  5. Axe (d6. Bulky)
  6. Crossbow (d6, Bulky)
Art from the Mordheim rulebook

RECRUITING THE COMPANY

This is a time of remitting war, civil strife, violence, and famine. A time of orphan children and wanton slaughter. For warrior these are good times! Since the discovery of the wyrdstone, Mordheim has become a magnet for fighting folk from all over the Empire. Nobles, merchants, and the Temple itself offer rich rewards for shards of the precious stone. Foremost among the patrons of these mercenary warriors are the three powerful contenders for the Emperor's throne. - Mordheim Rulebook, p. 63

Give your company a suitable fitting name such as the Wolfheads or the Bloody Dozen.

If you are the youngest player, you're the CAPTAIN. Roll a d3 to determine your PATRON

  • The Grand Prince of Reikland
  • The Count of Middenheim
  • Lady Magritta of Mairienburg

Everyone else is a mercenary, either a hopeful Youngblood or a bitter Veteran.

Your Patron may give you some insight into your characters:
  • REIKLAND. The heart of the Empire and seat of the Temple of Sigmar.
    • Devout and proud | Close-minded and haughty
    • Strong tradition of martial training | Overeager for conflict
    • Brave and disciplined | Distant and cold
  • MIDDENHEIM. City of the White Wolf and bitter rivals to Reikland.
    • Large and strongly built | Brutish and slow
    • Reputation of ferocity | Savage and backward
    • Contemptuous of danger | Wild and uncontrolled
  • MARIENBURG. The City of Gold and the most prosperous trading city in the Old World.
    • Sumptuously dressed and armed | Foppish and effete
    • Skilled at arms | Cut-throat and ruthless
    • Roguish and clandestine | Criminal and underhanded
Art from the Mordheim rulebook

STARTING GEAR

As a Company, your Expedition has:

  • Torches and tinderboxes.
  • Shoddy climbing and camping equipment.
  • Foul food and dirty water.

Each character starts with the following:

ARMOUR (d6)

  • 1-2: No armour. Good luck.
  • 3-4: Light armour (Armour 1 against attacks causing d6 or lower). Everything from hardened leather tunics to chain shirts forged from steel with the occasional helmet. Not much but better than nothing.
  • 5-6: Heavy armour (Armour 1, Bulky). Typically chain mail or steel breastplates and greaves, this armour offers excellent protection at a cost.

SHIELD (d6)

  • 1-4: No shield. Stay towards the back.
  • 5: Buckler (Armour 1 against melee attacks causing d6 or lower). Small, round shields made for parrying or deflecting.
  • 6: Shield (+1 Armour, Bulky). Either wood, occasionally reinforced with some metal, or metal.

WEAPONS (d12)

  • 1: Zweihander, great axe, or great hammer (d8, Bulky).
  • 2: Flail, halberd, or spear (d8, Bulky).
  • 3: Axe or club (d6, Bulky).
  • 4-6: Dagger, sword, or mace (d6).
  • 7-9: Crossbow or bow (d6, Bulky).
  • 10: Pistol (d6, misfires on a 1, requiring a Rest to fix).
  • 11: Handgun (d8, Bulky, misfires on a 1, requiring a Rest to fix).
  • 12: Blunderbuss (d6 Blast, Bulky, requires a Rest to clean and reload).

TRINKETS & CURIOSITIES (d20)

  1. Case of poison (d3). Universally abhorred but a common last resort for the desperate.
    1. Vial of Deathtouch. Lose d20 STR if consumed.
    2. Black Lotus coating. d12 STR loss on Critical Damage.
    3. Dark Venom coating. d12 DEX loss on Critical Damage.
  2. Ether leaves. Smoked. STR save or pass out for an hour.
  3. Lucky charm. Just a piece of junk, whatever it is. Or is it?
  4. Vial of blessed water. Good for warding off the unholy (d6 damage each round until washed off).
  5. Elven cloak. Made from maiden's hair and interwoven with living tree leaves. Blends into the shadows. 1 Armour against ranged weapons only.
  6. Hunting arrows. Barbed and nasty. Arrows do d6 DEX loss on Critical Damage.
  7. Garlic. Said to ward off vampires and other denizens of the dark.
  8. Net. Man-sized.
  9. Keg of Bugman's ale. Extremely potent. Helps cope with the horrors of this place.
  10. Tome of magic. Full of strange symbols and forbidden lore. Only useful for wizards.
  11. Holy tome. Book of prayer and descriptions of the holy deeds of religious heroes.
  12. Pouch of healing herbs. Restore STR and DEX with overnight treatment.
  13. Holy relic. Supposedly. Good for encouragement in this age of superstition.
  14. Halfling cookbook. Full of delicious, secret recipes fit for a feast.
  15. An animal (d4). The filth kills most animals quickly and many are butchered for food. This is an exception.
    1. Mutt (2 HP, d4 bite).
    2. Hound (5 HP, d6 bite).
    3. Mule (3 HP).
    4. Horse (6 HP).
  16. Lantern. Can be closed to dim the light.
  17. Superior black powder. High quality. Enough for one fire-fight. +d6 bonus damage.
  18. Map of the City (d6). Some survivors nearby make a living by preparing maps of the City from memory.
    1. Fake. Completely worthless and likely leads you on a fool's errand.
    2. Vague. Generally accurate (well... parts of it are... perhaps).
    3. Catacomb map. Shows a way through the catacombs into the city.
    4. Accurate. Recently made and very detailed.
    5. Master map. One of the twelve master maps made for the Count von Steinhardt of Ostermark. Don't lose it.
  19. Cathayan silk cloak. For flaunting your wealth. A good way to attract thieves and assassins.
  20. Tears of Shallaya. Neutralizes any poison or toxin. One dose only.
Art from the Mordheim rulebook

Here are some sample mercenaries who can die in die in a damned city.

Sander van Okker, Reikland Mercenary

STR 8, DEX 15, CHA 8, HP 6

  • Soldier's pack (1p).
  • Father's chainmail (1 Armour, Bulky).
  • Ancestral sword (d6).
  • Lantern.

Lord Tobias Marquandt, Marienburg Mercenary

STR 12, DEX 12, CHA 12, HP 4

  • Velvet coin pouch (3p).
  • Shiny breastplate (1 Armour, Bulky).
  • Ornate blunderbuss (d6 Blast, Bulky, requires a Rest to clean and reload).
  • Fancy Cathayan silk cloak

Werner "the Howler", Middenheim Mercenary

STR 15, DEX 13, CHA 11, HP 6

  • Fur pouch (4p).
  • Wolf pelt adorned chain mail (1 Armour, Bulky).
  • Spiked mace (d6).
  • Keg of Bugman's ale.

Sunday, November 22, 2020

Outlaw Merchant - Grim Tools of a Grim Age

John Blanche

I'm continuing my work on my Electric Bastionland hack with some weapons! Oh what would a Warhammer game be without dreadful tools of destruction? Here's my attempt to simplify things into a 'fiction first' armoury. Between these and the slick rules in Electric Bastionland, I should be good for most anything that pops up in the dark alleys and underbelly of a Hive City.

Yes, I'm using Throne Gelt, and yes I know it's silly. Silly, tongue-in-cheek, black humor 40k is best 40k.

Something to note is that Electric Bastionland has a very small spectrum when it comes to armour. Armour 1-2 is about as best as you can hope for and even then it's probably quite Bulky. To add some variety, I'm using an additional type of armour suggested by EB's very own Chris McDowall:

If you wanted you could add in another level of armour specifically for use in Deep Country:

Weak Armour (£250): Armour 1 against attacks causing d6 or lower.

Or could have it only protect against "non-modern" weapons, but that gets a bit more fuzzy

It's not perfect, as plenty of guns cause d6 damage, but I don't think you're ever going to get a perfect simulation of armour in ITO!

This could be simplified out to Weak Armour ( £250): Armour 1 against [CONDITION]. Whether it's padded armour only good against explosives or a shiv protection vest, this lets you safely increase the variety of armour without overdoing it on the Armour. Too much Armour can really cause things to drag and I really want a noticeable difference with the higher levels of armour. Strapping on your flak vest and suiting up in your power armour should feel different even if it's 'just 1 Armour vs 2 Armour'.

Armour

  • Flak. Layers of padded and reinforced material designed to protect against shrapnel and ricochets. Minimal use against a direct hit.
    • Flak coat or flak armour (Armour 1 against explosions only). 250 Thrones.
  • Carapace. Made up from a solid outer layer on top a flexible under-skin. These plates are constructed from plasteelt metal, high density plastics, or more exotic material.
    • Carpace armour (1 Armour, Bulky). 500 Thrones.
    • Reflec armour (1 Armour, Bulky, 2 Armour against las only). 1000 Thrones.
  • Mesh. Uncommon within the Imperium, this light armour is made up of lots of small rings or scales, each interconnected so that impacts are spread over a wider are to absorb and dissipate damage.
    • Mesh armour (1 Armour). 1,000 Thrones.
  • Bodyglove. Woven from impact-resistant micro-fibres, armoured bodygloves offer discreet protection that can easily be concealed under clothing or other armour.
    • Armoured bodyglove (1 Armour, Concealable). 1,000 Thrones.
  • Power armour. Has an endo-skeletal array of actuators and muscle fibre bundles. Power armour not only enables the protection of heavy armour plating, but actually boosts the wearer's strength to inhuman levels. They need recharing or refueling.
    • Power armour (2 Armour, Bulky. Cannot move without power). Priceless.
  • Force fields. These wonders of archeotech envelop their users in a protective barrier of energy. Since the field is at some distance from the wearer, it does not protect from melee attacks.
    • Refactor field (2 Armour against ranged attacks, glows brightly). Priceless.
    • Conversion field (3 Armour against ranged attacks, if max damage is rolled the reaction is equivalent to a Flashbomb). Priceless.
    • Power field (Grants 3 Armour over a large area. Stationary. Quickly eats through power). Priceless.
John Blanche

Ranged Weapons

  • Las weapons. The most common type of weapon as they are cheap to manufacture and easy to maintain. They are also very easy to recharge, and ammo shortages are rarely a problem.
    • Laspistol (d6). 200 Thrones.
    • Lasgun (d8, Bulky). 500 Thrones.
  • Projective weapons. Bullet or shell-firing weapons are extremely popular among Imperial servants and outlaws alike. Some put up with the higher cost of ammo and maintenance difficulties for the psychological effect caused by the roar of battle they make when fired!
    • Blackpowder gun (d6, Bulky). 50 Thrones.
    • Autopistol, stubber, or hand cannon (d6). 200 Thrones.
    • Autogun (d8, Bulky). 500 Thrones.
    • Heavy Stubber (d8 Blast, Bulky). 5,000 Thrones.
    • Shotgun (d6, +d6 at point blank range). 250 Thrones.
    • Auto Shotgun (d6 Blast, Bulky). 1,000 Thrones.
  • Bolt weapons. Launch mass-reactive warheads that explodes inside the target with a distinctive cracking detonation. Bolt ammo is fairly rare and only those with good connections, criminal or otherwise, would be able to maintain a bolter or bolt pistol.
    • Bolt Pistol (d8). 1,000 Thrones.
    • Bolter (d10, Bulky). 2,000 Thrones.
    • Storm Bolter (d10 +d10, Bulky). 4,000 Thrones.
  • Melta weapons. Use a magnetic containment beam to create microwave agitation to vapourise targets in a blast of intense heat.
    • Inferno pistol (d8, ignores Armour, close range only). 2,000 Thrones.
    • Meltagun (d10, Bulky, ignores Armour, close range only). 3,000 Thrones.
    • Multi-melta (d10, +d10, Bulky, ignores Armour, close range). 6,000 Thrones.
  • Plasma weapons. Store highly unstable energised photohydrogen, which is unleashed with a devastating blast of energy. Difficult to manufacture, arduous to maintain, and prone to frequent malfunction. Even if it doesn't explode, cooling vents can cause considerable damage to unarmored users.
    • Plasma pistol (d8, +d8 on full-power setting. On a roll of 8 it's a 50% chance to explode (d8, Blast) or 50% chance to overheat (1 damage to wielder). 2,000 Thrones.
    • Plasma gun (d10, +d10 on full-power setting, Bulky. On a roll of 10, it's a 50% chance to explode (d10, Blast) or 50% chance to overheat (2 damage to wielder). 4,000 Thrones.
  • Flamer weapons. Gout burning incendiary fuel, dousing their targets in white-hot flame. The liquid chemical they fire can adhere to the target, setting it alight.
    • Hand flamer (d6). 200 Thrones.
    • Flamer (d6, Bulky, Blast). 1,000 Thrones.
    • Heavy Flamer (d8, Bulky, Blast). 5,000 Thrones.

John Blanche

Melee Weapons

  • Standard Weapons. Blades and bludgeoning weapons are common all across the Imperium, and many conflicts are settled with three feet of well-placed steel.
    • Crude weapons (d6, Bulky). Includes hatchets, ragged blades, makeshift clubs, hammers, or some improvised attack. 10 Thrones.
    • Hand weapons (d6). Axes, swords, flairs, and maces. These are weapons made for combat. 50 Thrones.
    • Heavy weapons (d8, Bulky). Glaives, greatswords, massive hammers, and other weapons that require two hands. 100 Thrones.
  • Chain weapons. Have a set of motorized biting teeth that saw and slash, causing terrible wounds.
    • Chainsword or chain-axe (d8). 500 Thrones.
    • Eviscerator (d8, Bulky, ignores 1 Armour but misses on damage rolls of 1). 200 Thrones.
  • Power weapons. Surrounded by a disruptive force field that allows the user to slice through the thicket armour and lop of limbs with a single blow. They are highly prized and are often a badge of office.
    • Power sword or power axe (d6, ignores Armour when activated). 1000 Thrones.
    • Power hammer (d8, Bulky, ignores Armour when activated). 2000 Thrones.
    • Power fist (d8, ignores Armour when activated, unsuitable for delicate tasks). 4000 Thrones.
    • Chain fist (d8, ignores Armour when activated. Can saw through walls and bulkheads). 6000 Thrones.
  • Shock weapons. Charged with electrical energy, these cause severe burns on impact and can disrupt the nervous system.
    • Shock maul (d6, non-lethal). 50 Thrones.
John Blanche

I'll save Force Weapons, Daemon Weapons, and other exotic weirdness for later. The above suits my needs well enough for now. The tools and equipment info in EB can cover most anything else. My first playtest is underway and I'll be eager to see how things go by time we wrap up our small investigation. I'll leave off with two adversaries that my agents are about to face from an old Dark Heresy adventure:

The Homunculites*

Gholem-biological constructs built using forbidden science from vatgrown flesh and stolen human organs. Horrifically distorted, they have cancerous weeping flesh, cataract white eyes, and emaciated bodies studded with gurgling pipes and chem implants.

CHA 3, 4HP, Chain-cutter (d6)

  • Follow orders in the most direct way.
  • Show unnecessary cruelty and viciousness.
  • When hurt, cry out with a horrifically distorted voice.

The Body Snatchers*

Failed experiments made from hive workers stolen in the night. Clad in tattered clothing, their waxy flesh writhes and pulses unnaturally beneath almost translucent skin. Their joints and fingers have been reinforced with metal bracings to stop their overpowered flesh from tearing itself apart and their heads have been encased in taunt, stitched shut masks through which implanted augmetic eyes glow a dull red.

STR 14, CHA 3, 5HP, overpowered flesh (Armour 1), augmetic fists (d6)

  • Lurk with deathly silence.
  • Pursue without sense of self-preservation.
  • Follow instructions until new orders come through.

*Ignore anything that would target their CHA.

Tuesday, November 17, 2020

Outlaw Merchant - Quick Loadouts and Psykers

John Blanche
Following in the footsteps of Jim's Bastionland loadouts for Dolmenwood, I ended up on the lighter end of things for Outlaw Merchant. Perhaps I can do a deeper dive of each as playtesting goes on and add some creative flair based on HP and Thrones? We shall see, but these will do for now.

When it comes to fluffy loadouts, Jim puts it best with this:

Given that Bastionland is essentially a classless family of games, the "classes" below are not hard and fast. I like to look at them and their related style of play as "class = background + items," that is, what you're holding and why you're holding it informs me as a referee to understand how you can reasonably interact with the world. "Oh, you're a hunter so you would be able to track this"/"You want to talk to the priest? Well, you're a friar so you should have no problem getting a word" etc. 

So here are some past lives for new agents of the Inquisition. Pick one or roll 1d8 to see who you were and what gear you have. Use these as a basis to tweak and tinker for your own dreadful hive cities.

(1) Adept

"Knowledge is power. Do not waste it on the masses."

  • Stub automatic (d6)
  • Imperial robes
  • Auto-quill
  • Data slate

(2) Arbitrator

"No shield may stay the blade of justice."

  • Shotgun (d6, +d6 at point-blank range)
  • Truncheon (d6)
  • Enforcer carapace (Armour 1, Bulky)
  • Manacles

(3) Assassin

“The Emperor wills all things, even death. Some deaths He wills swifter than others…”

  • Scoped rifle (d8, Bulky)
  • Sword (d6)
  • Black bodyglove (Armour 1)
  • Throwing knives (d6)

(4) Cleric

"One who is without faith is without a soul. Suffer not the soulless in thy ministry, for they make doors for dangerous forces."

  • Warhammer (d8, bulky)
  • Stub revolver (d6)
  • Aquila necklace
  • Ministry robes.

(5) Guardsman

"Life is war. And I'm gonna win!

  • Lasgun (d8, Bulky)
  • Great Knife (d6)
  • Guard flak armour (Armour 1 against explosions only)
  • The Imperial Infantryman's Uplifting Primer

(6) Psyker

"I have stood within the palace of the Throne of Holy Terra itself. There my soul was shattered and re-formed, a living weapon forged on the Emperor's will."

  • Staff (d6, Bulky)
  • Cloak
  • A sanctioning brand somewhere on your body
  • Psykana Mercy Blade (d4)
SPECIAL:
  • You possess Witch-Sight and can sense the currents and eddies of the Warp in real-space.
  • You belong to a Psychic Discipline and have mastered a simple Psychic Power (d6):
    1. Biomancy: Smite. You can shoot arcs of bio-lightning (d6, ignores Armour).
    2. Divination: Warp Perception. Perceive the world with unnaturally heightened senses.
    3. Pyromancy: Manipulate Flames. You can control, move, or extinguish open flames.
    4. Telekinesis: Telekinetic Control. You can grasp distant objects with invisible eldritch hands.
    5. Telepathy: Telepathic Link. Allows "reading" or "sending" of surface-level thoughts.

(7) Scum

“Yeah, crime pays. Why else do you think I do it?”

  • Autogun (d8, Bulky)
  • Brass knuckles (d6 each)
  • Colorful streetwear
  • Ganger regalia

(8) Tech-Priest

"I am a child of the Omnissiah, cultist of the Machine God. The rites of manifold applications, the liturgies and the songs of Engine-seeing are mine own to know. I speak to the spirits of ancient tech machines, from the warrior heart of a battle tank to the secret wisdom of a cogitator."

  • Laspistol (d6)
  • Metal staff (d6, Bulky)
  • Red robes and cult vestments
  • Vials of sacred Machine Oil
SPECIAL:
  • You have begun replacing your weak flesh. You have Mechanicus Implants (You always have at least Armour 1)
I believe this piece is by Paul Dainton

Psychic Powers

As delightful as it is, the common ItO/EB approach of "spells as items" isn't exactly appropriate for psykers and their powers. I'm going to use Cosmic's Exhausting Magic for this and heavily utilize EB's take on Unions when it comes to furthering your psychic mastery (or your descent into damnation).

In short:

  • Sacrifice all HP to use a Psychic Power.
  • Cannot (safely) use powers again until HP is recovered.
  • Unlimited powers per day.
  • As long as you have HP to sacrifice you can use powers.

Powers Without HP

  • Possible but dangerous and costly.
  • For each power used while not having HP, do one die of CHA damage.
  • Increase the die size for each spell cast without HP; d4 → d6 → d8 → and so on.
  • If this reduced you to 0 CHA, really bad things happen (possession, explosions, reality breaking, etc.). Beware the Perils of the Warp!
Next time, I'm going to be looking at coming up with some weird and macabre Inquisitors to serve as Patrons for the group of agents, letting the youngest player determine what weirdo controls your life now. Perhaps I'll post some of the adversaries and NPCs from my first playtest as well!

Monday, November 9, 2020

Outlaw Merchant - Turning Electric Bastionland into Grimdark Hive World

John Blanche
It's been too long since I've updated my blog here. I have not been idle in my absence though! A new job and plenty of great games have made the past few months eventful enough. One of the games that I was finally able to try was the wonderful Electric Bastionland by Chris McDowall (check out the Free Edition).

I've long enjoyed Chris' ideas and insights and seeing them condensed into EB at the table really lit a fire of possible game ideas for me. Diving into Chris' development of GRIMLITE was the final straw. The implied setting of GRIMLITE was tempting, but I wanted to tackle 40k à la the flavor found in Dark Heresy. Treachery and investigation in the depths of a dark universe. Yum.

Now Dark Heresy is one of the games I love the idea of but the actual execution leaves so so so much to be desired. I really want satirical black comedy and morbid sci-fi silliness without the overload of modifiers and rules, the overload of gear, and overload of combat stuff. Reading and playing EB, my mind immediately went to investigations in the depths of a sprawling hive city and dealing with all the poor, wretched inhabitants of a grim world. Just as EB has Bastion, the Underground, and the Deep Country you could easily have the Hive, the Spires, the Underhive, and the Toxic Wastes beyond. I want to leave the thousands of warzones, wild planets, and stuff to focus on one hive city and really capitalize on the sheer scale of such a place.

My recent delving into the whole FKR sphere of things has really got me thinking on "worlds not rules" in addition to "rulings not rules". So I decided to tackle a simple 40k hack of EB, OUTLAW MERCHANT, to let me have my fill of 40k without bloated rules or too much meta-currency (I love Wrath & Glory but it doesn't quite scratch my OSR itch).

John Blanche

OUTLAW MERCHANT

Inspired by Warhammer 40k, Electric Bastionland, and GRIMLITE.

This is a hack about shadowy investigations in a sprawling hive city set in a grimdark far future. Whatever the characters were before, they have now become agents of Imperial justice, serving under a powerful and influential Inquisitor.

Acolyte creation is the same as character creation in Electric Bastionland with some changes.

Roll for your three Ability Scores, HP, and starting Thrones (Throne Gelts or whatever silly coinage you want).

The group doesn't have a shared Debt, they instead have to worry about the Inquisitor:

  • As a group, you are a newly activated Cell of Acolytes to an Inquisitor.
  • The youngest players Past Life specifies the Inquisitor that you serve.
  • The Inquisitor expects results and loyalty. Acolytes who fail to deliver don't last long.
The Conductor could generate a Rival and I'd suggest that they be agents of a rival Inquisitor, servants of haughty hive nobility, or really any outside party that otherwise mucks up the gears of the Acolyte's operations.

Small groups can still create some Lackeys. They can be Acolyte hopefuls, servitors, servo-skulls, bodyguards, hired scum, or some other type of indentured servant. Roll a d6 for their equipment, or feel free to make your own:

  1. Autopistol (d6)
  2. Shoddy Flintlock (d6, Bulky)
  3. Truncheon (d6)
  4. Pilgrim staff (d6, Bulky)
  5. Sword (d6)
  6. Industrial sledgehammer (d6, Bulky)

Acolytes don't have Failed Careers but instead, have a Past Life. This represents whatever you did before the Inquisitor swooped in and took the reigns of your life....for better or for worse.

As a group, the Cell also has:

  • Vox-beads, with an encrypted channel
  • Vat-grown foodstuff
  • Glow-globes and stab lights

As always, talk with the Conductor to clarify and hash out any questions about gear and their abilities/limitations.

John Blanche

Past Lives

I'll stick to the 'classic' Dark Heresy archetypes to start with and drill down based on HP and gear.

Roll a d8 to determine your Past Life. Your HP and Thrones will give you more things based on your Past Life.

(1) ADEPT You're a true master of lore, possessing a vast knowledge of many subjects.

(2) ARBITRATOR You're a stoic enforcer of the Imperium's justice, unshakable in your faith.

(3) ASSASSIN A trained death-dealer, relentlessly hunting down prey.

(4) CLERIC You're a charismatic orator and inspiring preacher, zealously spreading the Emperor’s word.

(5) GUARDSMAN You're a tough, hardened veteran trained in the use of inquisitor weapons and tactics.

(6) PSYKER You're an otherworldly individual, gifted with incredible powers but at a terrible price.

(7) SCUM - You're a criminal and an outcast, hailing from the lowest strata of Imperial society.

(8) TECH-PRIEST - A worshiper of the Machine God and seeker of wondrous, lost technologies.

In an attempt to post more regularly, I'll do the Past Lives and some wild Inquisitors that players could serve in another post. In the meantime, I think I'll see if my partner is interested in trying out a short game using this framework and see how these ideas jell together in play!

[UPDATE] - Check out backgrounds and psychic powers here!