The Conclave

The Ordos Majoris - Hobby, Painting and Modelling => Inquisitor Game Discussion => Topic started by: daxxglax on November 24, 2013, 04:43:52 AM

Title: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: daxxglax on November 24, 2013, 04:43:52 AM
I find myself generally drawn toward warbands of a more Radical bent, so I thought I'd throw together a good-old-fashioned, flamethrowing, (mostly) Puritan warband.

Ygris Talumbrand, like many Inquisitors, began his career at the Schola Progenium, where he proved himself an exceptionally inquisitive student who seemed headed for a promising career in the Medicae. However, he was discretely taken aside and instead put upon a path that would make more macabre use of his skills. He became a torturer, a genius in the art of extracting confessions from his charges. Though it is often the case for a tortures prisoner's confession to be simply what he knows his interrogators want to hear, Ygris proved adept at extracting the right answers. This quickly caught the eye of one Inquisitor Arthra of the Ordo Hereticus. A witch hunter who had judged a thousand warlocks and traitors, Arthra took Ygris under her wing, fostering his intuition and ingenuity to serve a greater purpose. At the age of 48, he became a full-fledged Inquisitor. Though an ardent pursuer of witches, Ygris values the truth above all else. He believes the redemptive power of the Emperor, that all people might serve mankind. Even a heretic may benefit the whole by his admissions, and though a psyker may be a sinner by virtue of his blasphemous gifts, there is always a path to redemption for such individuals in the path of arduous service. Even the most vile of traitors may be transformed and turned toward a worthy cause. Additionally, Ygris has undertaken multiple actions against members of the Ecclesiarchy, most notably when he had the hitherto-unknown-apostate Cardinal Jurimnus dismembered by his own arco-flagellant (which has since become another weapon in the Inquisitor's arsenal), but not before naming his co-conspirators.

Inquisitor Ygris Talumbrand:
WS: 63
BS: 57
S: 56
T: 58
I: 72
Wp: 73
Sg: 80
Nv: 71
Ld: 83
Speed: 5
Equipment: Carapace armor on torso, Flak armor on all other locations, Longcoat, Power Stake, Hexagrammic Wards, Automatic Combat Shotgun (Executioner Rounds), Autopistol
Special Abilities: Leader, Feint

Penitent Etzur Malcrom:
WS: 32
BS: 35
S: 33
T: 37
I: 35
Wp: 73
Sg: 62
Nv: 42
Ld: 31
Speed: 3
Equipment: Flak Armor (all locations except head), Knife, Autopistol
Psychic Powers: Detection, Psi-track, Psychic Screech
Special Ability: Witch-Hound, Psychic Lightning Rod (May attempt a Nullification on any psychic power enacted on a characters within 5 yards, even if it does not target Malcrum himself)

Stormtrooper Gal Qarvis:
WS: 57
BS: 71
S: 59
T: 62
I: 54
Wp: 56
Sg: 55
Nv: 62
Ld: 60
Speed: 4
Equipment: Sealed Suit (Carapace armor on all locations, rebreather), Hellgun with Exterminator, Hellpistol. 4 Psyk-out Grenades

Arco-flagellant Duma 5K12:
WS: 63
BS: 10
S: 67
T: 70
I: 52
Wp: 87
Sg: 9
Nv: 84
Ld: 11
Speed: 4
Equipment: A pair of implanted Power Talons (Reach: 2, Damage: 3D6, Parry Penalty: -25%), Stimm Injector (Barrage, 'Slaught, Spur, Psychon), built-in Bio-Scanner
Special Abilities: Furious Assault, Fearsome, Force of Will
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: Koval on November 24, 2013, 08:07:39 AM
48's a bit young, but it's within the realms of Things That Can Happen so I've got no trouble with that.

Moving onto the characters themselves:

The Inquisitor:
--I would argue that his WS and BS need to come up a tiny bit.
--Which rule set are you using for the power stake?
--Are his shotgun and autopistol rulebook weapons, or have you considered using the RIA for more balanced versions of each? Currently, you have one powerful gun (the shotgun) and one that, frankly, I would never consider taking (the autopistol).
--More to the point, does he have any spare ammunition?

The Penitent:
--I get that he's not meant to be very impressive physically, but his physical stats are in the 30s. He risks being heavily injured very easily, and even going into System Shock from an otherwise mediocre hit despite having flak armour. At the very least his Toughness should be raised a bit.
--You really should take a look at the Revised Psychic Powers document, as A) it'll let you do more things with his psychic powers B) Psychic Lightning Rod is actually a downgrade from what I've given all psykers by default (which is basically the same thing, but out to six yards rather than five*). You may want to consider doubling the range on Psychic Lightning Rod so that it isn't weaker than something he should already have.

*To compensate, I've reversed the nullification process -- it now happens after casting, and the casting psyker imposes a modifier on the nullification roll rather than the other way round. If nothing else, it stops one psyker from completely shutting down several.

The Storm Trooper:
--He's a Storm Trooper, bump up his WS and Nv by about five points each so that they look more like a Storm Trooper's stats.
--Which iteration of the hellweapon rules are you using?
--Four psyk-out grenades? Blimey. Will he really need all four in one game? For that matter, do your games involve opportunities to resupply between scenarios (as at most Conclave events) or do you have to go for long extended periods without having that luxury?

The Arco-Flagellant:
--In my opinion he warrants Nerves of Steel -- he's a brainwashed living weapon of mass destruction, so I don't see that he should be taking many Pinning tests anyway.

Beyond that, I'd play some games with them.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: MarcoSkoll on November 24, 2013, 12:56:27 PM
The Inquisitor:
Background looks good...

... not necessarily convinced that the game profile completely feels like that individual though. It'd be interesting to have his skills or equipment reflect his talent for "interrogation" - obviously he's not likely to set up a full torture pit in the middle of a game, but he's still likely to be able to be a quite forceful and threatening individual without all his pointy probey things.

Perhaps take a look at the interaction rules (http://carthax.wikispaces.com/Additional+Rules) the Conclave has written up over time. Intimidating might suit him.

I'd also generally agree with Koval. I'm not sure that his WS or BS have to come up (they're not bad where they are, and his WS is already supplemented by a combat skill), but other than that...

The Penitent:
Sharing in Koval's thoughts again. I never give any player characters less than Toughness 40, and give them only less than T45 if they're supposed to be seriously frail.
Toughness affects a lot of things - Base Injury value, System Shock value, the chance of passing a System shock roll, the chance of recovering injury, injury recovery bonuses, etc - so it multiplies up or down quite fast.

Feeble characters aren't much fun to play or play against, so toughen him up a bit.

The Storm Trooper:
Not strictly going to disagree with Koval, but I'd be more likely to suggest his Initiative as the stat that needs a boost. Initiative 54 is hardly "alert, highly trained special forces".

The Arco-Flagellant:
A bio-scanner seems a bit like overly fancy tech to be bolting to a murderous psychopath whose conversation skills (and thus ability to relay that information to others) are probably at a level no higher than "Duma 5K12 SMASH!!!" and who has basically no life expectancy (arco-flagellants are suicide weapons, after all).

Also, yes. This is a rare time I'll say Nerves of Steel is probably appropriate.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: Koval on November 24, 2013, 01:19:43 PM
Quote from: MarcoSkoll on November 24, 2013, 12:56:27 PM
The Storm Trooper:
Not strictly going to disagree with Koval, but I'd be more likely to suggest his Initiative as the stat that needs a boost. Initiative 54 is hardly "alert, highly trained special forces".
I completely missed that one, actually. But I agree, this needs to come up into the low-to-mid 60s.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: Lurker extreordinaire on November 25, 2013, 01:11:36 PM
Hi Daxxglax,
I can't add much not mentioned by my illustrious predecessors, but do you think it might be appropriate to give the stormtrooper a combat skill or two to make him more memorable, and reflect his extensive experience?
I suppose it would depend on whether you see him more as muscle seconded by the inquisitor, or a character with a more interesting relation to the inquisitor.
Just a thought.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: daxxglax on November 26, 2013, 07:20:03 PM
Quote from: Koval on November 24, 2013, 08:07:39 AM
The Inquisitor:
--Which rule set are you using for the power stake?
--Are his shotgun and autopistol rulebook weapons, or have you considered using the RIA for more balanced versions of each? Currently, you have one powerful gun (the shotgun) and one that, frankly, I would never consider taking (the autopistol).
--More to the point, does he have any spare ammunition?
Yeah, reloads all around. I just liked the autopistol because it's just sort of basic, ubiquitous, and reliable- reasoning based more on flavor than on gameplay I suppose. But a stubber would probably be better. I used the Power Stake rules from the "Swords of the Faithful" article:
Reach: 2, Damage: 2D10, Penalty: 35%
"If the Power Stake causes at least one level of damage to a daemon or psyker, an additional 2D6 damage will be caused as the victim's flesh ignites. This will always cause the location to catch fire, causing extra damage as per a heavy flamer. If a hit with the Power Stake causes three levels or more of damage to the target's chest, death is immediate as the heart is impaled and the body combusts."

Quote--You really should take a look at the Revised Psychic Powers document, as A) it'll let you do more things with his psychic powers B) Psychic Lightning Rod is actually a downgrade from what I've given all psykers by default (which is basically the same thing, but out to six yards rather than five*). You may want to consider doubling the range on Psychic Lightning Rod so that it isn't weaker than something he should already have.
Good to know! I wasn't able to find the Revised Psychic Powers with the other documents. Could you point me in its direction?

Quote--Which iteration of the hellweapon rules are you using?
The Mars pattern, I think.
Hellgun (MP) Type: Basic; Range: E; Mode: Single; Damage: 2D6+3; Shots: 60; Rld:  [2]; Wt: 25
Quote--Four psyk-out grenades? Blimey. Will he really need all four in one game? For that matter, do your games involve opportunities to resupply between scenarios (as at most Conclave events) or do you have to go for long extended periods without having that luxury?
You're right- four grenades is too much. I just figured it'd be more of a "be prepared" sort of thing.

QuoteA bio-scanner seems a bit like overly fancy tech to be bolting to a murderous psychopath whose conversation skills (and thus ability to relay that information to others) are probably at a level no higher than "Duma 5K12 SMASH!!!" and who has basically no life expectancy (arco-flagellants are suicide weapons, after all).

I just wanted Duma to have a little extra gadget to differentiate him a bit from the other frothing psycho-borgs. Now he's a frothing psycho-borg who knows were some things are. To be honest, I took a cue from horror movie monsters and their ability to find their to-be victims wherever they might hide.

Updated profiles:

Inquisitor Ygris Talumbrand:
WS: 67
BS: 60
S: 56
T: 58
I: 72
Wp: 73
Sg: 80
Nv: 71
Ld: 83
Speed: 5
Equipment: Carapace armor on torso, Flak armor on all other locations, Longcoat, Power Stake, Hexagrammic Wards, Automatic Combat Shotgun (Executioner Rounds) (w/ reload), Stubber (w/ reload)
Special Abilities: Leader, Feint, Compelling, Intimidating

Penitent Etzur Malcrom:
WS: 32
BS: 37
S: 45
T: 50
I: 38
Wp: 73
Sg: 62
Nv: 42
Ld: 31
Speed: 3
Equipment: Flak Armor (all locations except head), Knife, Laspistol (w/ reload)
Psychic Powers: Detection, Psi-track, Psychic Screech
Special Ability: Witch-Hound, [still figuring Psychic Lightning Rod]

Stormtrooper Gal Qarvis:
WS: 64
BS: 71
S: 59
T: 62
I: 65
Wp: 56
Sg: 55
Nv: 67
Ld: 60
Speed: 4
Equipment: Sealed Suit (Carapace armor on all locations, rebreather), Hellgun with Exterminator, Hellpistol. 2 Psyk-out Grenades
Special Abilities: Rock Steady Aim

Arco-flagellant Duma 5K12:
WS: 63
BS: 10
S: 67
T: 70
I: 52
Wp: 87
Sg: 9
Nv: 84
Ld: 11
Speed: 4
Equipment: A pair of implanted Power Talons (Reach: 2, Damage: 3D6, Parry Penalty: -25%), Stimm Injector (Barrage, 'Slaught, Spur, Psychon), built-in Bio-Scanner
Special Abilities: Furious Assault, Fearsome, Force of Will, Nerves of Steel
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: Koval on November 26, 2013, 09:55:01 PM
Quote from: daxxglax on November 26, 2013, 07:20:03 PM
Good to know! I wasn't able to find the Revised Psychic Powers with the other documents. Could you point me in its direction?
Certainly. (http://www.the-conclave.co.uk/forum/index.php?topic=2383.0)

Quote
The Mars pattern, I think.
Hmm. Given that that's the sort of damage I see on normal lasguns, I'd have to say you want something a lot beefier -- to be honest I would've anticipated Range B or C, and something like Dam:3D6 and possibly a Semi(2) option. The Revised Armoury, or RIA, is your friend.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: MarcoSkoll on November 27, 2013, 12:10:38 AM
And here's a link to my "Revised Inquisitor Armoury" (http://www.the-conclave.co.uk/forum/index.php?topic=33.0) project. It's a little more detailed than the normal rules, being an endeavour to expand and rebalance the Inquisitor ranged weapons, but I'd like to think it's got better about that since its early days.

QuoteI just wanted Duma to have a little extra gadget to differentiate him a bit from the other frothing psycho-borgs. Now he's a frothing psycho-borg who knows were some things are.
Which isn't really a good thing, at least not at a bioscanner's high level of accuracy. Arco-flagellants are fairly nasty characters (as far as "character" applies to a frothing killing machine), something that many character concepts only have one option against - run and hide.

Some characters can take an arco-flagellant head on, particularly if they can twist the circumstances in their favour. But if the poor unfortunate that Duma has locked on to is a lightly armed scribe... well, that's not likely to make for a fun game.

The idea is interesting, but would be better if he had a somewhat lower level of ability to track his targets - bioscanners will routinely make him aware of the exact location of everyone on the board.
I'd suggest perhaps the idea that his arco-flagellation unlocked a heightened sense of hearing or smell. This would make his tracking less precise, and would make more sense from a background perspective - sticking a cranial probe in slightly the wrong place is an entirely plausible explanation for that (brain damage and electrical stimulation of certain areas of the brain can indeed have that sort of effect).

I don't immediately have thoughts on how to represent that in the rules though.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: Adlan on November 30, 2013, 10:28:01 PM
Perhaps an appropriate bonus to that sense (say hearing, +30% on Sense checks), and then RPing, if he hears a sound, he goes and investigates, he focuses on a sound. Maybe he tracks you by your footsteps, until he hears you just around the corner and waits to leap at you, maybe he automatically chases the sound of gunfire aimed towards him.
Title: Re: The (Mostly) Puritan Crew of Ygris Talumbrand
Post by: MarcoSkoll on December 01, 2013, 01:03:23 AM
The hearing rules aren't exactly detailed though and the smelling rules pretty much entirely aren't there, so simply adding +30 to the tests doesn't really represent the idea that a monster might be able to track you down through the sound of your heartbeat or catch your scent on the wind.