Scum, Subs, and Muties
More
than any other game I know of, Inquisitor is the easiest to write
content for. This is down to the fact that the rulebook doesn't
acknowledge itself as the final word in Inquisitor gaming, and
actively encourages GMs and players to get out there and do things
however they like. It's a great little trick, and over the years it
has let me come up with loads of things for the game, inspired by
numerous sources. In recent years, the 40k RPG line has provided
dozens of sourcebooks for those games, and all of them have been ripe
for plundering for use in Inquisitor. I've taken many things from
them and moulded them to fit in with Inquisitor. It's not as simple
as copying and pasting though, as the games have as many differences
as similarities, especially when it comes to skills and talents. I
do love playing the 40k RPG line, but I do so for a chance to use my
noggin to unravel labyrinthine plots, rather than the tense and
exciting final showdowns that Inquisitor provides. Quite a few of
the skills and talents used for the former seem a bit redundant or
too complex for Inquisitor. Many of Inquisitor's writers described a
game as the last ten minutes of a film or TV episode where the set-up
has given way to the action (whether a nerve-wracking infiltration or
pyrotechnic shoot out), and quite a lot of the skills a Dark Heresy
acolyte might have wouldn't need accounting for on an Inquisitor
character sheet. One would only need to agree with the GM whether or
not your character would understand the words in a daemonic tome, or
know how to activate the cogitator. Otherwise, the pace of the game
is slowed down for dice-rolling and the checking of skill
descriptions in rule books. Following the TV episode analogy, a Dark
Heresy campaign would be a series arc, with all the scene-setting as
well as the action.
Eve Crobuzon comes out guns blazing in the finale.
Some
of you will be sitting here thinking why bother with Inquisitor then?
Well, I feel that the action sections of an RPG campaign are just
not as satisfying as manouevering a physical model around a tabletop.
There's a disconnect between you and your player character when it's
an abstraction of a battlefield, and no models duking it out. The
answer may be to play RPGs with models, but with the rate that
characters evolve and change through RPG campaigns it's hard to keep
up with the modelling requirements, and time and space is a universal
issue. Inquisitor also benefits from the fact that you can choose
whether to be cooperative with other players or get into a fight with
them. Hacking down your fellow characters in an RPG would shorten the
playing experience considerably!
Hector Ganz isn't above a bit of backstabbing...
The
latest inspiration I've taken from the 40k RPG line is to provide
more options for less than noble character archetypes for Inquisitor.
I think that the Scum archetype from Dark Heresy is just one of the
best named careers in practically any RPG; it oozes distrust, lies
and knives in the back, and is far more evocative than say, Assassin
or Guardsman. It's more than a name too, as having a scummer on the
books can give an Inquisitor access to the underworld of a planet,
system or ship, where just about anything can be procured and anyone
can be bribed. Amongst all the paragons of faith and purity in
service of the Inquisition, a scummer is a bit more of a questionable
character that wouldn't baulk at doing the dirty work often required
of those in the service of the throne. All in all, having a scummer
or two on the table provides for a bit less dogma and a bit more
bending of the rules. The first part of the sourcebook I'm
presenting today gives a hand to those who wish to develop a scummer
for their warband, and includes a couple of related archetypes,
thieves and reclaimators. You can find it here.
Hive Scum are just the worst.
As
well as Scum though, the 41st millennium is full of other
groups that are cousins to humanity, often abandoned to the worst of
the galaxy and treated little better than the enemy. There are those
whose minds have broken under the strain of the madness around them;
those whose separation from their fellow men has changed their
appearance forever; those whose origins owe more to flawed science
than nature; and those hapless individuals whose genes have been
ripped up and re-woven by pollutants and the warp. The second part
of the sourcebook details The Insane, Abhumans, False Men and
Mutants. You will find mental afflictions and mutations for the
first and last groups; and for the second and third groups,
archetypes for ratlings, variatus beastmen, scalies, Afriel Strain
guardsmen and a group of gene-spliced False Men known as the Sons of
Meridian.
You sump-sucking mutie.
The
second part of the sourcebook then provides a wide-ranging number of
options for creating your own characters from outside the common
avenues of the Imperium. Abhumans can provide an interesting
alternative to the common man without going as far as to recruit
xenos (and certain accusations of heresy!) to a warband, while False
Men and their flaws allow for the exploration of the terrible science
of the 41st millennium. Mutants are something of a
favourite of mine, and I'm sure other fans of terrible 80s sci fi
will agree that they have a soft spot for the bug-eyed and tentacled
freaks from the sump. The Insane presented a bit of difficulty in
writing as such things can be a bit too real, and can cut far too
close to the bone. In creating the section, I was keen to keep
things relevant to the game above all else. I think I achieved a
selection of afflictions that make for interesting quirks for
Inquisitor characters.
You
can find part two here.
I
hope that you all enjoy the sourcebook, and welcome any feedback you
might have. In a few weeks time I will put together a blog entry
with comments from readers, both on the subject of the sourcebook and
on the blog in general. Next time I am going to talk about the most
important part of the game - cool miniatures!
The
Carthaxian Inquisitor
Oh, I'm loving the Insanity characteristics! ^_^
ReplyDeleteDefinitely some food for thought here.
ReplyDeleteI agree with Macabre. Nice, simple rules, that don't divorce the player from their character, and aren't over-powered, while still effectively evoking the 'feel' of what's going on.
I'm going to have to pinch a thing or two. And I may just have to design a character just to use some of those mutations.