The Conclave

The Ordos Majoris - Hobby, Painting and Modelling => Inquisitor Game Discussion => Topic started by: Darksinger on January 11, 2011, 10:58:58 PM

Title: New warband idea
Post by: Darksinger on January 11, 2011, 10:58:58 PM
I hate to admit it, but the penal legion is getting a bit boring. i came up with the ideas for these guys whilst i was bored in art, and i want to know what you guys think. I have drawings for each one as well, so i will scan those A.S.A.P

The Sand Bandits-

-----------------
Background
-----------------
The Sand-bandits are inacurately named- they are actually a group of mercenarys, although they once did steal for a living. Each Sand bandit has a very short tale to tell, all accumilating into a arge group story. A group of deserters, the majority being ex-imperial gaurd from the Tallarn Desert Raiders, were caught in a freak accident- they were all caught in a radiation wave from a unstable energy disposal procedure, organised originally as a threat to tallarn by a group of Dark Eldar. The soldiers skin colour was changed from causican to a sand-like colour, their eyes were rounded and had no pupils or retina, instead glowing a bright white. The soldiers names were also forgotten in the incident, each one choosing a new name, or alias, to go by. The first, an old sargent from a sniper squadron, decided to go by the name Ausoon. Ausoon deserted the guard after becoming tired of the strict rules and dogma, beliving that he can find his own path without the army. Gorehan was the next, who had little combat experience but many years training. After him came Nelaz, his polar oposite, having little training but years of combat experience, as he was assigned to a conscript squad and later as a bodyguard to a Senior officer. Then Katrina chose her name, the only non imperial guard soldier here. Katrina was put into the Officio assassins, although she ran away after her first mission, unable to stand her superiors neglect for his subordinates. After Katrina came Aaith and Lenca, a brother and sister who were assigned to a mortar team together whilst in the service of the imperium. Unable to stand that they were placed so far away from the fighting when their records state they were most dangerous in close combat, the siblings abandoned the mortar, and ran away. Nix was the most senior of the deserters, and a psyker to boot. He had been a santicioned psyker, the sole survivor of a daemonic attack on his brothers. Nix went mad and ran for his life, spending months in the desert insane before becoming bored of insanity, and his abilitys began to reform. Nix brought the group together the day before the accident, and is the self proclaimed leader, firmly beliving that 'I led the others into the mess we find ourselves in, so i will lead them as far out as possible.' Nix also named Rin, the last of the sand bandits. Rin is cold and uncaring, but firmly devoted to Nix, who he secretly admires. Rin is dyslexic, and yet ambidextrous at the same time. He is puzzled by this, and like he does in many other cases, belives Nix can show him the answers.

The group eventually converte an old warehouse in the desert into a small fortress, which they camofauged effectively by putting sand all over it and converting a wrecked chimera into the entrance. The group aquired their weapons by chance, when a lost black market trader stumbled upon their home. He was about half a mile away in a leman russ he had converted into a travelling market, when he encountered Katrina and Aaith, who seduced him into following them with promises of shelter an good company. Whilst they lured him back to the warehouse, which Nix dubbed ' haven', Ausoon, Rin and Lenca robbed his transport blind. Upon their return, the three shared out the weaponry they had looted, then disposed of the traders body. Ausoon took himself a sniper rifle and different ammunition types for it, deciding he wold stick to what he knew.  Gorehan took a shot pistol and a Powerfist laking a power source.  Nelaz took a bolter and a combat knife, later discovering the bolter to be jam-prone. Katrina took a pair of lengthy knives coated in a halugenogenic venom. Aaith took an enlegthened lasgun and another combat knife, and Lenca took himself a falchion. Lenca's short form hid much strength, although the accident had left him utterly dependant on his sister o reasure him. Nix took a scythe and an old fashioned crossbow wih explosive arrows, which he modifed to come apart in order to carry it. Rin, who was the last to gget weapons, actually commented on how the leftovers were exactly what he wanted- two heavy duty combat knives and a double barreled shotgun. For 3 years the sand bandits raided passing supply trains, gaing a hoard of ammunition and spare weaponry. They then decided to adorn themselves in a uniform and sell their services to the people of Tallarn. Their first emloyer was a man they had once robbed blind before they had taken on their uniforms, and were charged with guarding him from the 'hideous desert robbers.' Nix noted that he was a very stupid man, as he was not able to notice the fact that his most trusted employeees had the same body builds and the same glowing eyes that the 'hideous desert robbers' had. Their employers death came when he and the sand-bandits tried to escape his building- the man got in the way of Katrina as she battled off an assailant, and holding his arm where katrina had scratched it, he jumped from the roftop screaming 'I can Fly!' The sand bandits, once again unemployed, began to advertise. They cam to the attention of an inquisitor, who sent them to a distant planet to locate a cult of daemon worshippers. The sand-bandits are still searching for the cult, who are proving extreemly evasive.


--------------------------
Character profiles
--------------------------

Ausoon
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
23   67   41   37   28   41   48   51   44   

Special Abilities
• Rock steady aim

Equipment:
• Sniper Rifle (light) with rangefinder
•5 match bullets
•10 armour peircing rounds
•Cloth-and-leather arnour on  head and arms (two points of armour)
• Flak armour on torso, legs, abdomen and groin (3 points of armour)
++++++++++++++++++++++++++++++++++++++++++++++++++++
Gorehan
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
34   45   43   41   38   48   53   42   54   

Special Abilities
• Quickload

Equipment:
• Shot pistol
•Cloth-and-leather arnour on  head (two points of armour)
• Flak armour on torso, legs, abdomen, arms and groin (3 points of armour)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Nelaz
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
23   67   41   37   28   41   48   51   44   

Special Abilities
• Hipshooting

Equipment:
• Bolter
•Combat knife
•Cloth-and-leather arnour on  head (two points of armour)
• Flak armour on torso, legs, abdomen, arms and groin (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++

Katrina
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
76   45   52   48   76   53   58   54   67   

Special Abilities
• Blademaster

Equipment:
• Combat Knife with Hallugnogenic toxins
•Combat Knife with Hallucenogenic toxins
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Aaith
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
51   49   42   45   43   53   46   47   52   

Special Abilities
• Hipshoting

Equipment:
• Combat Knife
•Lasgun (Mars long rifle)
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Lenca
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
43   37   86   27   38   45   33   53   44   

Special Abilities
• Deflect Shot
• dependancy (Aaith)
Dependancy- if the character with dependancy (the dependant) moves outwith 6'' of the character he/she is dependant on (the dependee), the dependant will be unable to move. He/she may fight in close combat, but other than that they may not make any other actions, including recovery actions ect. If the dependee moves back within 6'', they will begin to act normally on their next turn. If the dependee is slain, the dependant will move to the dependees body (lay the dependees model down untill the dependant gets there) and stay there for the remainder of the game, although the dependant may act normally other than that.

Equipment:
•Falchion
•Cloth-and-leather arnour on head, arms and legs (two points of armour)
• Flak armour on torso, abdomen, and groin (3 points of armour)
+++++++++++++++++++++++++++++++++++++++++++++

Nix
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
55   49   58   45   33   73   46   47   72   

Special Abilities
• Leader
• Dissasembled crossbow (Nix must spend 2 actions to build and load his crossbow before he can fire it.

Equipment:
• Scythe (halberd)
•Crossbow (light) Bolts have explosive tips (3d6 damage)
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

++++++++++++++++++++++++++++++++++++++++++++++++

Rin
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld     
58   34   47   53   37   49   56   37   46   

Special Abilities
• Blademaster
Equipment:
• 2 long-bladed combat knifes (+2 damage in addition to the normal combat knife
• Shotgun (double barreled pump action)
•Cloth-and-leather arnour on all areas exept torso and left arm (two points of armour)
•Flak armour on torso and left arm (3 points of armour)
Title: Re: New warband idea
Post by: Kaled on January 12, 2011, 07:26:39 AM
So far you've created three warbands, but with no sign of them being turned into models I'm unsure as to whether you're just creating characters for fun or whether you plan to actually use them in a game?  If the former, then I'm not sure there's much point in spending time commenting on them - however, one thing I will note is that you're ended up with another very uniform group.  Why not combine one of these guys, one of the penal troopers, the Inquisitor and another, very different, character to make a more varied warband that you're less likely to get bored of so quickly?
Title: Re: New warband idea
Post by: Darksinger on January 12, 2011, 07:05:46 PM
well they are a fighting force- they are supossed to be rather uniform. However, i did leave myself some roo to manouver with this warband. I have assassins and soldiers and a psyker, and these guys are good. I do plan to model up Ths warband and the Rouge trader warband, bt not the penal legion. Also, I will actually consider fusing the two together- having the sand bandits as a sort of 'muscle for hire.'

How was the fluff (marco, if yur reading this, i'm talking to you too.)
Title: Re: New warband idea
Post by: ismeno on January 13, 2011, 08:26:14 AM
I'd say they are nice as villains or a GM controlled warband, but they sound rather dull for a players warband. Is this really a group that you could see yourself playing over years of campaigning? Good luck with the converting, I do hope you're considering 54mm!
Title: Re: New warband idea
Post by: Darksinger on January 13, 2011, 09:07:10 AM
28mm for now, im getting Restin amd Co. 54mm first. They aren't villains as such BTW, i'll be playing them as a rather immoral set of goodies.
Title: Re: New warband idea
Post by: InquisitorHeidfeld on January 13, 2011, 01:22:21 PM
The Penal Legion was very much "The Dirty Dozen" in space... you now seem to have gone a step further and gone for "Blake's 7" (aka The Dirty Dozen in space) in space...

If you can make the inter-character relationships work on the tabletop then more power to you... However I'm not really seeing much character beyond the "early Marvel" origins stories.

And I guess that's where your problem lies - the Penal Legion (and I probably should comment on them too, except that that would seem somewhat redundant with this thread in place) and this are both very uniform warbands/retinues. That in itself is not an issue (as you say, a group which share military experience are going to be quite uniform) but it becomes more important to differentiate between the characters by their character if you lack the more usual hooks. A uniform group can work brilliantly if you have a Kerr Avon verbally sniping at everything that's suggested, if you have a Gann and Villa who counterpoint loyalty and cowardice, if you have character in your characters.


You're playing Inq28...

I'm going to make a suggestion.

Ditch Inq28 and instead try to play your retinue using the Inquisitor rules as the basis instead for a pen and paper RPG.

What that should do is get your head away from what might look good on the tabletop and drive your thinking more towards how the characters would work without props.

I'd also suggest that you run the 20 questions for each character.
Title: Re: New warband idea
Post by: ismeno on January 13, 2011, 04:26:30 PM
As so many wise people has written before me; PLAY =I= WITH 54MM MINIS!!! You have cretaed a warband thinking in 28mm scale. They seem like a cool bunch and modelling will propbably be simple enough. However, as you start playing using the =I= rules, you'll find these guys to be, well; boring.

=I= is the battle for the Emperors soul. Where in this do these guys fit? They are a bunch of half-criminals, low-life, dregs. Any Inquisitor could have them sentenced to death just because he doesn't like the way they smell, and no one would argue.

Think not of =I= as down scaled 40K for it isn't that at all. I DO hope you'll get into this game for it really is one of the best miniature games ever produced, but do it the "right" way. If you have little or no experience with this game I strongly suggest ypu'll start out with 2-3 models a side, Inquisitors and their henchmen. It really is the way to go imo. (oh, and 54mm scale obviously!)
Title: Re: New warband idea
Post by: GAZKUL on January 13, 2011, 05:48:48 PM
Quote from: ismeno on January 13, 2011, 04:26:30 PM
As so many wise people has written before me; PLAY =I= WITH 54MM MINIS!!! You have cretaed a warband thinking in 28mm scale. They seem like a cool bunch and modelling will propbably be simple enough. However, as you start playing using the =I= rules, you'll find these guys to be, well; boring.

=I= is the battle for the Emperors soul. Where in this do these guys fit? They are a bunch of half-criminals, low-life, dregs. Any Inquisitor could have them sentenced to death just because he doesn't like the way they smell, and no one would argue.

Think not of =I= as down scaled 40K for it isn't that at all. I DO hope you'll get into this game for it really is one of the best miniature games ever produced, but do it the "right" way. If you have little or no experience with this game I strongly suggest ypu'll start out with 2-3 models a side, Inquisitors and their henchmen. It really is the way to go imo. (oh, and 54mm scale obviously!)

damn! i wish the Clave had a "like" button. what he said.
Title: Re: New warband idea
Post by: Molotov on January 13, 2011, 11:58:16 PM
Quote from: ismeno on January 13, 2011, 04:26:30 PM
As so many wise people has written before me; PLAY =I= WITH 54MM MINIS!!! [...] Think not of =I= as down scaled 40K for it isn't that at all.

Neither is INQ28.  ::)
Title: Re: New warband idea
Post by: Easy E on January 14, 2011, 01:17:06 PM
INQ28 is perfectly do able. 

However, many people fall into the trap of trying to make it way to big because they have hundreds of models lying around and want to use them all.  This will not work (and is the same trap people fell into with Rogue Trader which leads us to where 40K is now, but that is a discussion for a different thread).

I think the idea of thinking about each character as their own P&P RPG character is a great idea.  Generally, you are only making and controlling one character at a time.  Therefore, each one gets a lot more attention and thought.  Try to come up with only 1 interesting character and not a warband.   
Title: Re: New warband idea
Post by: InquisitorHeidfeld on January 14, 2011, 01:30:35 PM
I'd actually reccomend three characters as the starting point for the pen and paper...

Caveat: "Inquisitor Ecks says..." is banned - Differentiate between the characters by your acting, their "voice" the various things which make up the character and if the GM has to ask who said something then try harder.
Title: Re: New warband idea
Post by: MarcoSkoll on January 14, 2011, 03:13:24 PM
I would recommend taking a different approach to character creation. Most of the above are good suggestions, so I need not say much more on that.

But to critique the background you wrote:
Quote from: Darksinger on January 11, 2011, 10:58:58 PMThey were all caught in a radiation wave from a unstable energy disposal procedure. The soldiers skin colour was changed from causican to a sand-like colour, their eyes were rounded and had no pupils or retina, instead glowing a bright white.
This reads like a Silver Age comic book. If you like the Silver Age, then fair enough, but personally I think it was tosh, with a load of clichéd lines, appalling pacing and constant asspulls.

QuoteKatrina was put into the Officio assassins, although she ran away after her first mission, unable to stand her superiors neglect for his subordinates.
Officio Assassins are subjected to all sorts of brainwashing, loyalty training and hypnotherapy. While Chaos might be a strong enough lure to tear one away, workplace relations are not.

QuoteNix went mad and ran for his life, spending months in the desert insane before becoming bored of insanity, and his abilities began to reform.
One does not "become bored of insanity" - insanity cannot be self diagnosed (refer to Catch 22), and by definition, mental illnesses are not something you can just "pull yourself together" from.
Occasionally it crops up in fiction, but usually in either comedy or from a character who is in someway not human - it is not realistic in the slightest though.

QuoteRin is dyslexic, and yet ambidextrous at the same time. He is puzzled by this
Why? Cases of crosslateralisation of brain areas, the cause of such conditions as autism and dyslexia, are quite often accompanied by abnormal preferential hand, eye or foot.

Most dyslexics are in fact either left handed or comfortably ambidextrous.
Title: Re: New warband idea
Post by: Alta on January 14, 2011, 05:49:20 PM
Ok, one thing needs to be cleared up before I say anything else.

He is playing Inq28 FOR NOW.
Our gaming group (Gazkul, Frostspear, Gogz, Darksinger and Alta) don't all have 54mm figures yet, so we are playing with 28mm figures until we all have 54mm figures.
Also Darksinger has not taken part in any of our scenarios so far.

---

Reading the background, I agree with Marco's points.
I think it strange that they forget their names and not their combat experience.
Also Leman Russes and Chimeras are not really things you can find just 'lying around', unless you are on a battlefield
Also did they mean to kill their employer or not?
One more thing. How powerful are those hallucinogenic drugs meant to be? I don't know much about hallucinogens, but common sense suggests to me that if someone is scratched by a knife coated with hallucinogens, it would take quite a while for it to take effect.

Try and get those pics uploaded.
Title: Re: New warband idea
Post by: MarcoSkoll on January 14, 2011, 06:26:52 PM
Quote from: Alta on January 14, 2011, 05:49:20 PMI think it strange that they forget their names and not their combat experience.
It's not all that odd. There are different forms of memory - motor memory is separate from most memory, so someone who has no recollection of their identity may however recall how to walk, use a rifle, do karate. However, that just relates to the motor skills, not the actual experience.

Still, I find the amnesia aspect to be similarly "Silver Age". Amnesia is easily (and frequently) abused for an excuse not to give a character a background.
In my opinion, even if the character doesn't know who they are/were, the player/writer should...
Title: Re: New warband idea
Post by: Darksinger on January 15, 2011, 09:13:05 AM
Alta, thanks for the suport. I had previously posted a reply covering that, but the computer i used deleted the post or something. I dont really know what hapened.

Background points- radiation exposure. Any other suggestions?
worplace relations- How abou she signed up, but escaped before the brainwashing procedures were completed, because she was afraid to loose her mind.
insanity- Ok, so he dosent become 'bored of insanity'. I cant exactly think of how to alter it though- Nix was suppossed to change dramaticly.
Rin- He is curious about himself. Rin is not the brightest spark, so dosent understand how he can be oth skilled with his hands and yet unable to write.
Alta- its out in the desert. a wrecked chimera isn't al that rare, there are plenty of raiders or anti-imperial factions hiding out there.
No, they didnt mean to kill their employer
They arent that stong- a scratch can still bleed. And im talking papercut type scratches here- they are quite deep sometimes. And in case it wasnt clear, he is wea minded.
Title: Re: New warband idea
Post by: MarcoSkoll on January 15, 2011, 10:34:04 AM
Quote from: Darksinger on January 15, 2011, 09:13:05 AMBackground points - radiation exposure. Any other suggestions?
I'd start with "mix and match". Narrowly themed warbands (e.g. Wasteland bandits, Penal legions, etc) tend to become trite - if you take a dislike to their main theme, they're suddenly sunk.
Most warbands for Inquisitor tend to have a much wider range of archetypes than just fighters (and any fighters tend to be more distinct in background), so while interest may wane for individual characters, the warband as a whole retains its appeal.

Anyway, that said:
Many years ago, the skies over (insert planet name here) lit up with a streak of fire, something from the heavens hurtling through the atmosphere to land in the depths of the desert.
With all possible haste, Inquisitor Nkarn sent his finest Interrogator to lead an expedition to investigate the meteor. All contact was lost.

After a week, the interrogator was found wandering the desert sands 50 kilometres from the crash site with no recollection of who he was and his eyes glowing with an unnatural fire. All he could recall was since the meteor a week hence, and he had no idea what had become of his entourage.

Nkarn used void torpedos to destroy the rock from orbit, claiming it tainted by the powers of the warp. The Interrogator was struck from all records and executed. To this day, Nkarn seeks to find his ex-Interrogator's entourage and finally be fully rid of the taint of the meteor.


Of course, that takes the amnesia thing to a real limit, and means that none of the characters would have any concept of their previous life (but that doesn't mean you wouldn't know).
It does widens your perspective though. An interrogator's warband would contain a wide range of archetypes.

Quoteworplace relations- How abou she signed up, but escaped before the brainwashing procedures were completed, because she was afraid to loose her mind.
You don't just "sign up". Most people have never heard of the Officio Assassinorum as any more than a legend - killers who cannot be stopped, are never seen, can disguise themselves as anybody (although even most Inquisitors probably don't know the full details of the Callidus) and whose mere presence leads men to suicide.
They find you, and after they have, your chance of escape is just about nil - they don't let anyone walk out of there knowing some of the Imperium's greatest secrets.

There are more assassins than just the Officio. I'd suggest her simply having been part of a death cult - perhaps an Imperium sponsored one (which does happen).

Quoteinsanity- Ok, so he dosent become 'bored of insanity'. I cant exactly think of how to alter it though- Nix was suppossed to change dramaticly.
He's a psyker. Their minds are far more open to the warp, so they're usually a bit more off their rocker.

QuoteRin- He is curious about himself. Rin is not the brightest spark, so dosent understand how he can be oth skilled with his hands and yet unable to write.
So, this "not the brightest spark" has Sg 56? Sorry, I don't buy that.
Title: Re: New warband idea
Post by: Elva on January 15, 2011, 02:54:42 PM
http://www.airlockalpha.com/node/7054

This is a great article that helped me make some connections that weren't as strong as they could have been. Read this, and compare what you've written to the two movies. If its more like District 9(I'm going somewhere with this, I promise) then you're on the right track. If its more like avatar, than I'd suggest major revisions or burning the draft. And when you do this, BE HONEST WITH YOURSELF. If something is wrong, don't try and justify it, explore why you are receiving criticism and how you can manipulate the story to be better quality while still doing what you want. Your ideas aren't bad, its just how you go about them that is questionable, which will either make or break them.

The fact is, District 9 is rather comparable to the ideals of Inquisitor especially in the sense of this article. This has actually got me to go back and question some of my works as well, and the truth has been slightly unpleasant yet productive at the same time.

Try and make the connections, it'll sink in better if you accept it yourself rather than it being crammed down your throat.
Title: Re: New warband idea
Post by: Darksinger on January 15, 2011, 09:44:46 PM
Elva- sorry, but dont really get what your on about. Sorry bout that.

Marcoskoll- That- was a brilliant idea. Its... Do you mind if i use it, or do you need an amnesiac warband any time soon? And  wouldnt that cover most of the other problems? exept the SG 56? (i think i meant for a much lower score
Title: Re: New warband idea
Post by: Elva on January 16, 2011, 12:46:32 AM
Allow me to understand the situation. First, did you read the article? Because if not then the whole thing won't make sense what so ever. Heck, you don't even have to have seen much of the movies, if any. This is basically a super condensed version of 0_o's movie list technique, which I've found to be effective in improving the quality of one's work yet rather daunting at the same time. And if you didn't bother to read it, then that should set off some serious alarm bells because it means that you didn't spend the time to properly take a look at friendly advice, which is the whole purpose of the Conclave.

If you did read it, and it still made no sense, then reread and think hard about it. I'm pretty sure that post contained everything that it needed to be effective. I had some rather similar issues and misconceptions when I first started playing, in fact the half eldar thing was eerily identical. So, logically, I gave advice that has assisted myself greatly and that should  for all intents and purposes do the same for you. Its one thing to not understand something, but it is quite another to leave it alone without gaining an understanding of it, which is essentially giving up.

So in short, I'd recommend going at this until you understand, by reading, rereading and mulling it over until you can formulate a conclusion. Trust me, if you get what I'm trying to say, its rather likely that you'll be able to see the errors pointed out here and fix them ahead of time thereby receiving a more favourable complement to criticism ratio. Everyone will win.
Title: Re: New warband idea
Post by: Darksinger on January 16, 2011, 08:54:34 AM
ok, elva, i re-read the article about 3 times. I think i made a few connections, but correct me if im wrong. My background is a little too improbable, a bit like avatar. There are a few too many characters to grap at once, because of the protagonists, the inquisitor and the employer, the trader ect.

Marco- Just thinking, wouldnt the amnesia thing force them to forget their combat training too?
Title: Re: New warband idea
Post by: MarcoSkoll on January 16, 2011, 09:12:53 AM
Quote from: Darksinger on January 15, 2011, 09:44:46 PMDo you mind if i use it, or do you need an amnesiac warband any time soon?
Feel free - I'm not a big fan of amnesiac characters. I'm sure if I ever do want one, I can think of another reason.

Quote from: Darksinger on January 16, 2011, 08:54:34 AMMarco- Just thinking, wouldnt the amnesia thing force them to forget their combat training too?
It's a warp rock. If you want to selectively write how the amnesia it caused works, you theoretically can. If they remember their skills and knowledge, but not their name, the actual events of their pasts or how they came by their skills/knowledge, then that's an option.

QuoteAnd  wouldnt that cover most of the other problems?
Some of them.
As far as the problems with the raw concept, it gives them more reason to be involved in Inquisitor games, being (even if they are not fully aware of it) of interest to the Inquisition, and it lets you write in a wider range of archetypes than just "ex-soldiers".

As far as issues with each of the characters, it can explain Rin's wavering sanity, certainly.
But I don't think though it will explain away Katrina being an Officio Assassin - she doesn't have the skills to have been one (those guys are more or less a one man warband), there's no indication of her having belonged to any of the temples, and an Interrogator wouldn't be sent around with a "half cooked assassin".
I still say it's better if she was a Death Cult assassin.

~~~~~

Anyway, to elaborate on what Elva is saying...

Both District 9 and Avatar are "science fiction" of a sort.

The reason Avatar is inferior is it reads like James Cameron wrote it when he was six: "This is a blue cat person and he's 10 feet tall! He lives up a tree as tall as the Empire state building, and his planet has floating mountains and plants that glow in the dark. And he rides a dragon!"
It did well because it was a visual spectacular. Entertaining, but it suffered from the same issue as the Star Wars prequels - the story serving the visual effects rather than vice versa.

District 9 is however much more grounded in believability, with aliens that look like they could be actual creatures but at the same time still alien, a story that is about the characters rather than the visual effects, and them not overloading their plate with how much they're asking the viewer to believe and keep track of.
It requires only the barest minimum of suspension of disbelief and it's all in keeping with our own reality - if a spaceship really had arrived above Johannesburg in 1982, you could see the whole thing as actually having happened.

On the other hand, Avatar rejects our reality and substitutes its own.

Demanding a new reality is not an option in 40k (as it is the reality), so Inquisitor's story should be about believable characters who are well grounded in that (pretty grim) reality, rather than using it as a sandbox where you just use whatever ideas have popped into your head.
That is not to say that ideas cannot be adapted into 40k - most can, but you can't just use any and every idea neat.
Title: Re: New warband idea
Post by: Darksinger on January 16, 2011, 04:28:21 PM
Updated!

-----------------
Background
-----------------
Many years ago, the skies over Pavonis lit up with a streak of fire, something from the heavens hurtling through the atmosphere to land in the depths of the desert.
With all possible haste, Inquisitor Nkarn sent his finest Interrogator to lead an expedition to investigate the meteor. All contact was lost.

After a week, the interrogator was found wandering the desert sands 50 kilometres from the crash site with no recollection of who he was and his eyes glowing with an unnatural fire. All he could recall was since the meteor a week hence, and he had no idea what had become of his entourage.

Nkarn used void torpedos to destroy the rock from orbit, claiming it tainted by the powers of the warp. The Interrogator was struck from all records and executed. Nkarn Still possesses the files on each of the interrogators warband, although the names had been blackened out in the intrests of security. One man was a sharpshooter, recruited from the imperial guard. After him, a storm trooper, who was well reknowned for his many years of non-stop training. Next was a bodyguard recruited from a company command squad, followed by a Female Death Cultist, who was being paid extensive amounts of mony to fight by the inqusitors side. A sister and brother came after them, trained for terminal close encounters. The sister was also trined with a rifle, although she was not quite as effectve at long range. Next came a senior psyker, and lastly a skilled knife fighter from the slums, who fought with the inquisitor when he was attacked by a large gang.

Each of the old retinue chose an alias, because they too are unable to recall their names, but not their combat training. The sniper took the name 'Ausoon, the storm trooper became Gorehan. The bodyguard named himself Nelaz, and the death cultist named herself Katrina. Brother and sister named themselves Lenca and Aaith respectively. Nix was the name the psyker took, and Nix also named the knife figter Rin. Rin couldnt decide on a name, and elected Nix name him. Rin is very devoted to Nix, beliving him to be the only one who can find the answers to the question of their life.

The group eventually converte an old warehouse in the desert into a small fortress, which they camofauged effectively by putting sand all over it and converting a wrecked chimera into the entrance. The group aquired their weapons by chance, when a lost black market trader stumbled upon their home. He was about half a mile away in a travelling market, when he encountered Katrina and Aaith, who seduced him into following them with promises of shelter and good company. Whilst they lured him back to the warehouse, which Nix dubbed ' haven', Ausoon, Rin and Gorehan robbed his transport blind. Upon their return, the three shared out the weaponry they had looted, then disposed of the traders body.

Ausoon took himself a sniper rifle and different ammunition types for it, deciding he wold stick to what he knew.  Gorehan took a shot pistol and a Powerfist lacking a power source.  Nelaz took a bolter and a combat knife, later discovering the bolter to be jam-prone. Katrina took a pair of lengthy knives coated in a halugenogenic venom. Aaith took an enlegthened lasgun and another combat knife, and Lenca took himself a falchion. Lenca's short form hid much strength, although the accident had left him utterly dependant on his sister o reasure him. Nix took a scythe and an old fashioned crossbow wih explosive arrows, which he modifed to come apart in order to carry it. Rin, who was the last to get weapons, actually commented on how the leftovers were exactly what he wanted- two heavy duty combat knives and a double barreled shotgun.

Nix and the others now roam Pavons, fleeing the inquisitor who hunts them. Twice Nkarn has discovered them, but failed on both attempts to apprehend them. The second time, Lenca cut Nkarns leg off, which Nkarn swore vengance for. To this day, Nkarn seeks to find his ex-Interrogator's entourage once again, and finally be fully rid of the taint of the meteor.


--------------------------
Character profiles
--------------------------

Ausoon
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
23   67   41   37   28   41   48   51   44   

Special Abilities
• Rock steady aim

Equipment:
• Sniper Rifle (light) with rangefinder
•5 match bullets
•10 armour peircing rounds
•Cloth-and-leather arnour on  head and arms (two points of armour)
• Flak armour on torso, legs, abdomen and groin (3 points of armour)
++++++++++++++++++++++++++++++++++++++++++++++++++++
Gorehan
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
34   45   43   41   38   48   53   42   54   

Special Abilities
• Quickload

Equipment:
• Shot pistol
•Cloth-and-leather arnour on  head (two points of armour)
• Flak armour on torso, legs, abdomen, arms and groin (3 points of armour)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Nelaz
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
23   67   41   37   28   41   48   51   44   

Special Abilities
• Hipshooting

Equipment:
• Bolter
•Combat knife
•Cloth-and-leather arnour on  head (two points of armour)
• Flak armour on torso, legs, abdomen, arms and groin (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++

Katrina
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
76   45   52   48   76   53   58   54   67   

Special Abilities
• Blademaster

Equipment:
• Combat Knife with Hallugnogenic toxins
•Combat Knife with Hallucenogenic toxins
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Aaith
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
51   49   42   45   43   53   46   47   52   

Special Abilities
• Hipshoting

Equipment:
• Combat Knife
•Lasgun (Mars long rifle)
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Lenca
left handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
43   37   86   27   38   45   33   53   44   

Special Abilities
• Deflect Shot
• dependancy (Aaith)
Dependancy- if the character with dependancy (the dependant) moves outwith 6'' of the character he/she is dependant on (the dependee), the dependant will be unable to move. He/she may fight in close combat, but other than that they may not make any other actions, including recovery actions ect. If the dependee moves back within 6'', they will begin to act normally on their next turn. If the dependee is slain, the dependant will move to the dependees body (lay the dependees model down untill the dependant gets there) and stay there for the remainder of the game, although the dependant may act normally other than that.

Equipment:
•Falchion
•Cloth-and-leather arnour on head, arms and legs (two points of armour)
• Flak armour on torso, abdomen, and groin (3 points of armour)
+++++++++++++++++++++++++++++++++++++++++++++

Nix
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
55   49   58   45   33   73   46   47   72   

Special Abilities
• Leader
• Dissasembled crossbow (Nix must spend 2 actions to build and load his crossbow before he can fire it.

Equipment:
• Scythe (halberd)
•Crossbow (light) Bolts have explosive tips (3d6 damage)
•Cloth-and-leather arnour on all areas exept torso (two points of armour)
•Flak armour on torso (3 points of armour)

++++++++++++++++++++++++++++++++++++++++++++++++

Rin
right handed.


WS   BS   S   T   I   Wp   Sg   Nv   Ld      
58   34   47   53   37   49   56   37   46   

Special Abilities
• Blademaster
Equipment:
• 2 long-bladed combat knifes (+2 damage in addition to the normal combat knife
• Shotgun (double barreled pump action)
•Cloth-and-leather arnour on all areas exept torso and left arm (two points of armour)
•Flak armour on torso and left arm (3 points of armour)
Title: Re: New warband idea
Post by: Frostspear on January 16, 2011, 08:13:29 PM
Quote
Nkarn used void torpedos to destroy the rock from orbit, claiming it tainted by the powers of the warp...Twice Nkarn has discovered them, but failed on both attempts to apprehend them. The second time, Lenca cut Nkarns leg off, which Nkarn swore vengance for. To this day, Nkarn seeks to find his ex-Interrogator's entourage once again, and finally be fully rid of the taint of the meteor.

This guy comes across as a fairly strict puritan and, as such, what's to stop him destroying the entire planet? Bearing in mind that there are eight confirmed, dangerous, warp-tainted mutants that he has a personal responsibility over confined, for the moment, on this seemingly worthless desert planet. Or perhaps he could requisition a larger force to sweep the planet...the meteor business seems quite a high priority for him.

And is it Pavonis or Pavons? I would personally recommend the latter, considering that there is already an established Pavonis in 40k lore.

I think you're probably selling yourself a bit short on some stats as well, although these are just my personal, perhaps slightly too high opinions;

Ausoon's strength and toughness seem a tad low for a guardsman, and his initiative very much so - surely even a guardsman designated as a sharpshooter would have received some form of basic training in order to join the guard in the first place...unless they were a conscript, in which case they probably would only be barely competent with a lasgun, definitely not experienced with a sniper rifle.

Gorehan seems just generally underpowered for a storm trooper; one of the most skilled and devoted unaltered humans...especially one
Quotewell reknowned for his many years of non-stop training.

Likewise, Nelaz wouldn't have made a stellar company command bodyguard...initiative of 28 is quite spectacularly slow.

Lenca's strength/toughness discrepancy seems rather extreme -  that's really very strong for an unaltered human, and it would most certainly translate to a similarly high toughness if he was actually that strong. Also;
Quote• dependancy (Aaith)
Dependancy- if the character with dependancy (the dependant) moves outwith 6'' of the character he/she is dependant on (the dependee), the dependant will be unable to move. He/she may fight in close combat, but other than that they may not make any other actions, including recovery actions ect. If the dependee moves back within 6'', they will begin to act normally on their next turn. If the dependee is slain, the dependant will move to the dependees body (lay the dependees model down untill the dependant gets there) and stay there for the remainder of the game, although the dependant may act normally other than that.

It might make more sense to enforce that the dependant character should spend as many actions as required to get back within 6", à la the Bodyguard rules. Perhaps an adaptation of "I'm with her".

In addition, surely psychic abilities would count as combat experience that they apparently haven't forgotten. As such, I find it odd that Nix, as a senior psyker, seemingly knows no powers.

Finally, barring some introductory scenario in which they manage to make it off world in some semblance of freedom (made all the more difficult by their glaringly obvious glowing eyes) designed solely for the sake of this one team, I don't see how you would intend to play them without a bit more background with regards to how they get away.

PS. I'm not sure how glowing eyes would work in the first place without blinding the subject, considering that you haven't specified some sorcerous exception.
Title: Re: New warband idea
Post by: MarcoSkoll on January 16, 2011, 09:03:06 PM
Quote from: Frostspear on January 16, 2011, 08:13:29 PMThis guy comes across as a fairly strict puritan and, as such, what's to stop him destroying the entire planet?
As I wrote the part about the meteor, there are at least four options I can see to start with.

1) Not every Inquisitor has Exterminatus available at the drop of a hat. While he might have the capacity to destroy a single meteor, that does not necessarily mean he can purge the entire planet. It could take years to gather a fleet with that kind of firepower. Perhaps he's still waiting.

2) The planet is too important to simply blow up - they mine some exceptionally rare material, it's a critical warp hub, its manufacturing capacities are indispensable, etc. (Just because it has deserts does not mean it is strictly desert - refer to our own planet. I don't particularly like planets which are "single terrain type".)

3) Not every Inquisitor is willing to wipe out a planet to be rid of eight people, even if they are a strict Puritan.
If he sees himself as a protector of the innocent (as some Inquisitors do), then he may not be prepared to sanction it except as a very last resort if they really really really have to be gone.

4) He doesn't want them dead. He wants them captured and alive - they will be executed for their taint only after a thorough interrogation.

QuoteI'm not sure how glowing eyes would work in the first place without blinding the subject, considering that you haven't specified some sorcerous exception.
It's a warp rock. Of course it's a sorcerous exception.
Title: Re: New warband idea
Post by: Elva on January 16, 2011, 10:43:00 PM
Glad you made those connections  ;D.

Now that I've had time to go over it in a bit more depth, I can give you some more specific advice(we always relate better to our own work).

First thing I'm noticing, you've got some great characters here, and I'm interested to hear more about them. The problem is, I don't know much about them apart from what they did after contact was lost. What are they like? Do they have any phobias, goals or quirks? And what did they do before the meteor incident? How did they end up in the Interrogator's warband? There's a lot of unanswered questions, which isn't bad, but some of them help build a better image. A good way to get around this is to write up an individual backstory for each of them, talking about the character and not the whole retinue. It just seems as more of an army list entry than a proper description of the characters. Another good tip is that the backstory is essentially a way of justifying who and where the character is now. So the first step would be to decide what they are like now, and then make it so that past events in their lives shaped them into who they are now(I.e. cultural biases, important events, role models ect.). For example, my current protagonist Inquisitor Elva is cocky, confident and has a deep fascination with the Eldar(and possibly some other Xenos, though not as prolific). I decided on those characteristics and justified them with her backstory. Some notable examples would be her fascination with the Eldar was through exposure to an ancient temple and was nurtured by Inquisitor Shia's mentorship(and having an encounter with pathfinder at an early age), the fact that she couldn't get over her days in the Guard was because she wasn't allowed to say good bye to a unit she had fought with for a good portion of her career, heck, even her fighting style is a product of that past(her lack of close quarters armaments being the result of the fact that a Stygian would sooner throw a grenade or go full auto with their lasrifle than get in a knife fight).

The second point I'd like to make, would be that everything needs a reason, even if it's simple. Like, why was the fortress there? It could have been an ancient ruin, an abandoned guard outpost or they could have no idea what so ever and just taken the opportunity because it was convenient. Same with the black market trader, why did he stop on the world? Its a bit hard to murder someone if they're in space and you're on a planet(also his murder might prove fun later as maybe his contacts are looking to avenge his death for whatever reason). And I'm curious how they are to get offworld, which could prove restricting for the GM depending on what they have planned. As well depending on the size of the fortress it could take a lot of work and resources to do what you say they did(most notably the man power assuming they have the proper tools and equipment). A better and more simple way would be to say that it was already pretty buried due to sandstorms and the chimera was there in the first place. It'd also be nice to see an explanation of why they work so well together( have they been in the same band of misfits for years or do they just work naturally together?)

I look forward to seeing more progress, the models should be pretty cool.
Title: Re: New warband idea
Post by: Adlan on January 17, 2011, 02:57:27 PM
I have a further point concerning Avatar and District 9. You can get away with a lot more if you have the visual's to distract people.

High Powered Characters or warbands are a lot more likely to get a fellow players approval if you have a good model. If someone say... wanted to use a Spacemarine scout warband against me, I'd be much more likely to say yes if they actually had a decently painted and converted warband of spacemarine scouts, than if say, they used nothing but unconverted 54mm action figures which had armour and a gun and there the resemblance to a scout stopped. Take for example, the Eldar warband in P&M, some of us on the first page reacted against the idea that he should tone down the warbands stats, even though that might make it 'fairer' because Eldar should be as good as Eldar are, and it'd be a shame to have accurate models and inaccurate stats.

Not sure if I've got that point across. Oh well.
Title: Re: New warband idea
Post by: Elva on January 17, 2011, 04:16:40 PM
If I where a GM and someone came to me with an insanely overpowered model that made me want to cry because it was so beautiful, then I'd be more than happy to let them play it, IF they could justify it, since Inquisitor is a Narrative game.

If the movies where warbands, then I'd be more inclined to allow D9 to play than Avatar, because D9 would have used its awesome models to enhance its purpose rather than distract everyone from the lack thereof.

What I'm trying to say is, just because Avatar got away with it, doesn't mean it should happen in Inq. In fact, I'd say that there's more reason for it not to happen.

You bring up a valid point, however such a scenario would fall far under Inquisitor's standards as a Narrative game.(same with movies, they're supposed to tell a story, not just look pretty)
Title: Re: New warband idea
Post by: MarcoSkoll on January 17, 2011, 06:10:13 PM
Actually, I think it's the inverse. It's not that people will let more powerful models on the table because they're pretty, it's that they won't accept powerful characters when the player hasn't put the effort into making the model.

At that point, it seems like the player has written a powerful character to have a powerful character, rather than because they're prepared to make them an awesome character who's going to be a centrepiece for the table (both visually and in gameplay).
Title: Re: New warband idea
Post by: GAZKUL on January 17, 2011, 06:16:57 PM
this is totally unrelated to the actual topic but is on the issue of movies which hold similarities to Inquisitor. while i stand by the fact that Avatar is among the worst movies ever made i think good comparisons are Blade Runner, Alien and Platoon.
Title: Re: New warband idea
Post by: Elva on January 17, 2011, 06:34:59 PM
Apologies. I was attempting to make a point, however I do agree it would be appropriate to go back on subject.
Title: Re: New warband idea
Post by: Darksinger on January 17, 2011, 09:51:38 PM
nix- Did i not put powers on? oops- will edit ASAP (revision at the mo)

Lenca- He fought for years with a Falchion blade. Those things are really heavy, so it meakes sense he has a high strength. And i'm gonna stick with Dependncy, i think. (can someone tell me which article 'Im with her is in, so i can take a look? I havent got time to trawl through them all at the moment, but i have the Big Inquisitor Pack) Stats- will bolster them a bit, although they are altered humans- they have been tainted with warp rock power.

Drawings will be posted soon, i just need to find time to scan them onto my PC and transfer them home where i can post them with greater speed, rather than at school where the conclave is slower than an astmatic ant. Nix ill be a centrepiece model BTW, because he is both taller and more epic than any of the others.

Also i should tel you, they are similar looking to the sand furys from Fable 3 (they are good inspiration), but with major differences. Guns and a slightly less amazoness quality, to name a few.
Title: Re: New warband idea
Post by: MarcoSkoll on January 17, 2011, 09:57:58 PM
Quote from: Darksinger on January 17, 2011, 09:51:38 PMcan someone tell me which article 'Im with her is in, so i can take a look?
Ivixia Dannica, the Daemonhuntress. It's one of Jeremiah the Pariah's special rules. (I'm disappointed he got demoted to being called "Familiar" in the catalogue. It doesn't have the same ring to it as "Jeremiah the Pariah".)
Title: Re: New warband idea
Post by: Darksinger on January 17, 2011, 10:24:12 PM
thank you. will look now.

Edit- Not quite what i wanted, but its alright. I think i'll stick with mine though.