Editing
PerilsOfTheWarship:Main Page
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Campaign Information== This campaign runs unlike most other Dark Heresy games you’ve probably heard of. In a typical DH game, the cast is assigned to an Inquisitor at some remote planet or space station or Hive World. Occasionally they will be sent to some remote location, but in most campaigns they remain in a single specific location (i.e. city, planet, space station, etc). Once there, they are tasked with numerous missions, ideally focused around investigation and problem solving (as Acolytes aren’t super powerful Space Marines that can rip through hordes of enemies). Sometimes things get bloody, but for the most part you have to use your brains, solve problems, and figure out the who, what, why, when, where, and how of something. This campaign sticks to the core foundation of DH – investigation, problem solving, and resolving problems without resorting to violence. Let’s face it, an Acolyte can kill a few creatures, no doubt there. But what if 100 Orks suddenly come rushing at you? You die. What’s the fun in that? What makes this campaign different is the setting, the character creation rules, and the flow of games/time. ===Setting=== The most important difference in this campaign is the setting. Characters are not stuck to a single static location. Welcome to the Solar Storm! Your Inquisitor is a warlord that has his own battle cruiser and army at his disposal. You will be based out of this ship, and you will have the ability to call on a huge Catachan Jungle Fighter army when the times call for it. As I said, this campaign focuses around playing smart, not shooting everything to tiny bits and trying to make sense of it afterwards. While you may be occasionally put into violent situations, your responsibilities as determined by the Inquisitor revolve around dealing with problems that don’t involve shooting something. Sure combat will arise occasionally, but when you know it’s coming you have a detachment of 1000 Guardsmen with tanks, aircraft, and all sorts of munitions at your beck and call. Suffice to say, if you try and take on an army of baddies yourself, you’re doing it wrong, and you will die. What could you possibly do then in this campaign? Well Guardsmen make great meatshields and excel at killing things. But they couldn’t think their way out of a box if their life depending on it. And travelling all over Imperial space has it’s risks and presents a huge number of problems. Example: Suppose the army deployed to a planet to fight off an Ork waaagh that has started up, leaving you with a skeleton crew on board while they deal with the problem on the surface. What do you suppose would happen if a Dark Eldar ship suddenly appeared and boarded your ship? Sure you might be able to kill a few of them, but if 500 warriors find their way on the ship, you need to start thinking of the big picture and save the ship. Good luck with that. ===Flow of Games/Time=== The campaign will be divided up into episodes and seasons. Episodes will be fairly switch (probably a few hundred posts) and will revolve around a specific event or problem. Seasons will be 10-20 episodes, and will have some underlying theme or big problem that needs to be resolved. ===Character Creation=== The following rules are in effect when creating a character for this campaign * 3000XP bonus, this means you will have 3400XP total. * You start with 7.5x your monthly salary as per the rules of creating experienced characters. * As per the regular rules, you can re-roll 1 stat. However if you are still unhappy with your stats, you may re-roll the ALL of them and start from scratch. '''Fate Points:''' You start the game with 1D3+1 additional Fate Points. '''Insanity:''' Every character starts the game with having failed 1-3 Fear tests as follows: * Fear Test – automatically failed, roll for Insanity/Trauma points. * Fear Test – roll a standard fear test and apply the results to your character * Fear Test (Horrifying) – roll a fear test at -20 and apply any results to your character. If you roll a 171 or higher on the Shock Table when dealing with the fear tests, count it as 170. Losing Will Power before the game starts sucks, so we are voiding the 171+ result for these 3 tests. '''Corruption:''' You start with 3D10 Corruption Points. Make your character take a Malignancy test for every 10 points that you end up with as per the normal rules. If you roll a 30, you are welcome to voluntarily fail the Mutation Test and get a Minor Mutation (chosen at random as usual). ===House Rules=== The following house rules are in effect for this campaign: '''Dark Pacts:''' If you wish to form a Dark Pact, please message me privately to discuss it. I am not for or against them, but I need to make sure if fits with the campaign and such. '''Perils of the Warp:''' We will be using an alternate Perils of the Warp table, which I will not share. '''Dice Rolling:''' We will use Invisible Castle for all dice rolls. Unless the campaign calls for it, I don’t fudge dice rolls. * To speed combat up, if you roll a successful hit roll be sure to roll damage as well. * When rolling any dice for any test, please list all modifiers. * When posting dice results, just post the results of the rolls in your post. Don’t meta game the results (i.e. Don’t post “I shoot the Ork in the face and his head explodes”, you should post “I shoot the ork in the face (then post the dice results and let the GM describe the result). '''NPC Control:''' Situations will arise where you will be allowed to control NPC's (i.e. a squad of Guardsmen). This will be on an as-needed basis.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information