The Tantumirean Heresy:GM Notes
Non-Player Characters
Missions
- Mission II: Breached - Previous mission: 1
- Mission III: Arrival - Previous mission: 2
- Mission IV: Depths - Previous mission: 3
- Mission V: The Hitman - Previous mission: 3
- Mission VI: Greenskin - Previous mission: 3
- Mission VI: Defenceless - Previous mission: 4 & 5
- Mission VII: Ritual - Previous mission: 5 & 6
- Mission VIII: New Beginnings - Previous mission: 7
- Mission IX: Riot - Previous mission: 8
Armoury
- NPC buddies like the tech-priest can join the players on missions to fill roles they cannot accomplish themselves (like tech-priests, untouchables, etc)
- If a player leaves a firearm, suit of power armour, or other device (note: make list. Servoskulls?) with a tech-priest while on mission (assuming the tech-priest remains at hq, of course), they will spend time upgrading it.
- Upgrade tiers should go something like Practically Orkish > Rusty > Average > Well-Maintained > Ornate > Blessed > Masterwork
- Practically Orkish makes gear shit; barely functions, and mucks up a lot.
- Rusty (probably change word later) makes gear prone to malfunctions and slightly less effective than normal.
- Well-Maintained lowers risk of screw-ups, and might give a small bonus.
- Ornate: even less screw ups + small bonus + shiny shit all over it
- Blessed: Weapon never jams/blows up in user's face/etc. No more screw ups, a bonus, plus a loyalty bonus (filthy greenskins will find it less co-operative if they steal it, etc)
- Masterwork = Tack on a really good bonus + bonus + small bonus