The Emperor will know His own: Difference between revisions
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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 | 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 - | Krishna: Coscarla Division - 2x +2 Advantages for the local territory, plus one free invoke. Coblast Assay - 2x +2 Advantages for when you're presenting yourself as one of them / using their domain knowledge. | ||
=Important Information and Materials= | =Important Information and Materials= | ||
Revision as of 22:18, 10 September 2025
Campaign Overview
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
- In Character Thread
- Out of Character Thread
- Recruitment Thread
- Fate Condensed SRD
- Obsidian Portal
- Askellon Sector
- Map of the Askellon Sector
- Another map of the Askellon Sector with more detail on worlds
Characters
The hapless characters recruited, enlisted, or blackmailed by the Inquisition into serving the Emperor's servants.
Aspects and Advantages
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 - 2x +2 Advantages for the local territory, plus one free invoke. Coblast Assay - 2x +2 Advantages for when you're presenting yourself as one of them / using their domain knowledge.
Important Information and Materials
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
House Rules and Quirks
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.