The Emperor will know His own: Difference between revisions

From RPGnet
Jump to navigation Jump to search
 
(31 intermediate revisions by 5 users not shown)
Line 7: Line 7:
=Helpful Resources=
=Helpful Resources=


*[https://forum.rpg.net/index.php?threads/cthulhu-eternal-the-white-sea.927038/ In Character Thread]
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-the-emperor-will-know-his-own.930324/ In Character Thread]
*[https://forum.rpg.net/index.php?threads/cthulhu-eternal-the-white-sea.927039/ Out of Character Thread]
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-the-emperor-will-know-his-own.930323/ Out of Character Thread]
*[https://forum.rpg.net/index.php?threads/rpg-net-dg-coc-ce-specialaccessprogram-handlers-agents.924879/ Recruitment Thread]
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-adventure-campaign.930034/ Recruitment Thread]
*[https://fate-srd.com/fate-condensed Fate Condensed SRD]  
*[https://fate-srd.com/fate-condensed Fate Condensed SRD]  
*[https://fate40k.obsidianportal.com/ Obsidian Portal]
*[https://fate40k.obsidianportal.com/ Obsidian Portal]
*[https://warhammer40k.fandom.com/wiki/Askellon_Sector Askellon Sectorr]
*[https://warhammer40k.fandom.com/wiki/Askellon_Sector Askellon Sector]
*[https://wh40k.lexicanum.com/mediawiki/images/a/ad/Map_Askellon_Sector.jpg Map of the Askellon Sector]
*[https://www.reddit.com/r/40krpg/comments/56w1oh/askellon_sector_map/#lightbox Another map of the Askellon Sector with more detail on worlds]


=Characters=
=Characters=
The player-characters engaged by Professor Webb to undertake or support research in the White Sea.
The hapless characters recruited, enlisted, or blackmailed by the Inquisition into serving the Emperor's servants.


{| class="wikitable"
[https://wiki.rpg.net/index.php/The_Emperor_Will_Know_His_own:Adfirmo_Exnihilo Adfirmo Exnihilo]
! Player
! Character
! HP
! WP
! SAN
! BP
! Resources
! Weapons
|-
|[https://forum.rpg.net/index.php?members/potted-plant.24190/ Potted Plant]
|[https://wiki.rpg.net/index.php/Aleksei_Graham Aleksei Graham]
|11
|17
|85
|68
|3: 3/0/0, [][][]
|.32 Colt Model 1903 Pocket
|-
|[https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]
|[https://wiki.rpg.net/index.php/Julian_A_Locke Julian A. Locke]
|12
|15
|60
|45
|8: 6/2/0, [][]
|.32 Colt Model 1903 Pocket, Colt M1911
|-
|[https://forum.rpg.net/index.php?members/bikewrench.1063/ bikewrench]
|[https://wiki.rpg.net/index.php/William_McRae William McRae]
|12
|15
|75
|60
|10: 6/4/0, [][]
|Mauser Hunting Rifle, H&H Double Rifle
|-
|}


=Important Information and Materials=
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Tobias_Drake Tobias Drake]


This is the general page for details of events, vehicles, equipment, information and resources relevant to the campaign.
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Krishna_Carré Krishna Carré]


Principal transportation for the campaign - the Insect-class gunboat HMS Battle-Twig: https://en.wikipedia.org/wiki/Insect-class_gunboat
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Dante_Arbazino Dante Arbazino]


The North Russia Intervention: https://en.wikipedia.org/wiki/North_Russia_intervention
=Aspects and Advantages=


Map of the White Sea: https://c8.alamy.com/comp/M6Y1X4/white-sea-arkhangelsk-archangel-russia-sketch-map-1885-old-antique-M6Y1X4.jpg
These are the significant Aspects (Situational and otherwise) and Created Advantages currently in play.


=Important People and Organizations=
Adfirmo: Concealed Carry Contraption - invoke for free once, to avoid it either being spotted or outed as anything unusual; Heretek Hound - for Strepitus with free invoke on traces of heretek


William Channing Webb, Professor of Anthropology, Princeton University
Krishna: Coscarla Division - 1x +2 Advantages for the local territory. Coblast Assay - 1x +2 Advantages for when you're presenting yourself as one of them / using their domain knowledge.


Dr Alfred Lindenbrock, doctor of anthropology, Associate Professor of Anthropology, University of Oslo
=Important Information and Materials=


Lieutenant-Commander Gerald Tennant, Captain, HMS Battle-Twig
This is the general page for details of events, vehicles, equipment, information and resources relevant to the campaign.


Roger Ackroyd, King's College, Cambridge, graduate student
Weapons table - ranged weapons: https://fate40k.obsidianportal.com/wikis/range-weapons


Lucien Hargrave, Trinity College, Cambridge, graduate student
Weapons table - melee weapons: https://fate40k.obsidianportal.com/wikis/melee-weapons


David Griffin, Miskatonic University, graduate student
=Important People, Places and Organizations=


=House Rules and Quirks=
=House Rules and Quirks=




'''Spending Willpower to Make Rolls Succeed'''
'''Scale'''
 
Larger and more powerful entities (Space Marines, vehicles, etc.) get the benefit of Scale when compared to smaller ones.
 
When applying scale to two opposing forces or individuals, compare the sides’ levels and determine who is higher, and by how many levels. They get one of the following benefits on any rolled action against their lesser:
* +1 per level of difference to their action before the roll
* +2 per level of difference to the result after the roll, if the roll succeeds
* 1 additional free invoke per level of difference to the results of a successful Create Advantage action.


You can spend your Willpower Points on a 1-to-5 basis to improve most skill rolls (but not SAN rolls or damage rolls, or POW tests, or to change normally successful rolls into crits etc.): 1 WP = up to 5%. This represents making that extra effort of will to achieve a success. But in doing so, you're running down your Willpower Points, which can be dangerous. Also, you have to take the full 1-to-5 conversion - no fractions. If your roll has failed by 6%, you have to spend 2 WP for the full 10%.
For cases where a small size is an advantage - Stealth, etc. - the Scale difference works in reverse.


Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. WP are needed to fuel hypergeometrical rituals and objects, and are sometimes targeted by offensive rituals. They're also very important for survival in hostile environments - like the Antarctic.


Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.
'''Corruption'''


Corruption is a constant risk. Every character has a Corruption clock, with four segments. Each use of the following fills one Corruption segment:
* Use of an unsanctioned psyker power
* Use of a Corruption or Mutation Stunt
* Use/invocation of a Corrupted Aspect
* Many situations involving exposure to Corruption or the Warp.
When the four segments fill, one Aspect is Corrupted, and the player has to rewrite it. When all Aspects are Corrupted, the character becomes a monstrous NPC.


'''Parrying with Melee Weapons'''
Corruption can be cleared by spending one session without using such powers/exposure to such situations, or by certain purification rites. A Corrupted Aspect cannot be restored, though.


The rules are a little unclear on this point, so to clarify: You can parry a Melee Weapons attack against you if you have the skill (e.g., not surprised), are able to use it, and have a weapon of your own. If your parry roll succeeds and beats your attacker's roll, you successfully parry the attack and take no weapon damage. If your parry roll succeeds but is below your attacker's roll, your weapon takes 1 point of damage. (Light weapons have 5 points, medium weapons 10 points, heavy weapons 20 points.)


If you're attacked by multiple assailants, you can opt to split your Melee Weapons skill between them and roll each parry separately, but your percentage chance per parry is divided by the total number of attackers. If you're splitting your skill, you have to declare this before the first attack, and you can't change the chances if one attacker fails and your parry succeeds.
'''Corruption and Mutation Stunts'''


You can't parry Huge attackers, only Dodge them. You can't nimbly parry a charging rhino's horn with your little switchblade...
Characters with a Corrupted Aspect or Mutants can take Corruption or Mutation Stunts. These are roughly twice as powerful as regular Stunts (+4 instead of +2), but always require marking of your Corruption clock to use. They are also almost always associated with some gruesome physical flaw or unsettling psychic/psychological distortion.

Latest revision as of 15:40, 26 October 2025

Campaign Overview[edit]

This is the campaign Wiki for a Fate Condensed / Warhammer 40,000 adventure, which may grow into a campaign if it has enough traction. The system will be Fate Condensed, with added details of equipment etc. drawn from the Obsidian Portal hack of Fate Core: https://fate40k.obsidianportal.com/, and the Corruption mechanic borrowed from Fate of Cthulhu.

The initial premise is a team of low-level Inquisition assets/Acolytes/agents investigating subversion in the Askellon Sector.

Helpful Resources[edit]

Characters[edit]

The hapless characters recruited, enlisted, or blackmailed by the Inquisition into serving the Emperor's servants.

Adfirmo Exnihilo

Tobias Drake

Krishna Carré

Dante Arbazino

Aspects and Advantages[edit]

These are the significant Aspects (Situational and otherwise) and Created Advantages currently in play.

Adfirmo: Concealed Carry Contraption - invoke for free once, to avoid it either being spotted or outed as anything unusual; Heretek Hound - for Strepitus with free invoke on traces of heretek

Krishna: Coscarla Division - 1x +2 Advantages for the local territory. Coblast Assay - 1x +2 Advantages for when you're presenting yourself as one of them / using their domain knowledge.

Important Information and Materials[edit]

This is the general page for details of events, vehicles, equipment, information and resources relevant to the campaign.

Weapons table - ranged weapons: https://fate40k.obsidianportal.com/wikis/range-weapons

Weapons table - melee weapons: https://fate40k.obsidianportal.com/wikis/melee-weapons

Important People, Places and Organizations[edit]

House Rules and Quirks[edit]

Scale

Larger and more powerful entities (Space Marines, vehicles, etc.) get the benefit of Scale when compared to smaller ones.

When applying scale to two opposing forces or individuals, compare the sides’ levels and determine who is higher, and by how many levels. They get one of the following benefits on any rolled action against their lesser:

  • +1 per level of difference to their action before the roll
  • +2 per level of difference to the result after the roll, if the roll succeeds
  • 1 additional free invoke per level of difference to the results of a successful Create Advantage action.

For cases where a small size is an advantage - Stealth, etc. - the Scale difference works in reverse.


Corruption

Corruption is a constant risk. Every character has a Corruption clock, with four segments. Each use of the following fills one Corruption segment:

  • Use of an unsanctioned psyker power
  • Use of a Corruption or Mutation Stunt
  • Use/invocation of a Corrupted Aspect
  • Many situations involving exposure to Corruption or the Warp.

When the four segments fill, one Aspect is Corrupted, and the player has to rewrite it. When all Aspects are Corrupted, the character becomes a monstrous NPC.

Corruption can be cleared by spending one session without using such powers/exposure to such situations, or by certain purification rites. A Corrupted Aspect cannot be restored, though.


Corruption and Mutation Stunts

Characters with a Corrupted Aspect or Mutants can take Corruption or Mutation Stunts. These are roughly twice as powerful as regular Stunts (+4 instead of +2), but always require marking of your Corruption clock to use. They are also almost always associated with some gruesome physical flaw or unsettling psychic/psychological distortion.