i'm new to the Inquisitor game, though i've been browsing it for a while. also, i'm pretty familiar with the general 40K universe. i have a basic idea for a single character though i will need some feedback and advice from anyone. i can handle any criticism, no matter how harsh ;) just remember, i am a noob
i have a rough idea for a background fluff here as well
NAME: Jakob
jakob grew up on a fairly wealthy and (relatively) peacefull civilised world. however, this world had a large population of subjucated mutants. his civilian life was comfortable, safe and with a decent education. he knew he was 'different' however when during his 16th year he was run over by a transport. instead of quickly dying on the road as he was expecting he was amazed to find his shattered bones begin to regenerate and heal almost before his very eyes. his excessive bleeding soon stopped and before he knew it he was back on his feet with barely a scratch to show for it. he knew he shouldnt have survived the accident. it was at that point he knew he was a mutant. fully aware of his planet's policy towards the mutant population he decided to keep his power a secret. as the years went by however the mutant population grew more and more resentfull of their human overlords. terrorism soon became commonplace, with attacks occuring almost daily. this planet was no longer so safe and secure. as hatred and predjudice for all mutants grew jakob realised he could no longer stay for fear of anyone finding out about his true nature. so, on his 19th year he ran away from home, eager to get off-planet before the mutant situation became a full blown uprising, which it later did. he joined up with a crew on board a rogue trader vessel, a crew who had no qualms about working with muties. in fact, the captain was most impressed with jakob's incredible powers of regeneration. while jakob has no serious physical strength, his intelligence and 'gift' have proven him to be very usefull.
WS BS ST TG I WP SG NV L
35 40 35 39 45 50 60 60 55
equipment: laspistol and short sword. carapace (6) on chest, unarmoured everywhere else
skills: Regeneration, Impervious, True grit, wyrd-regeneration
For a first character, that's spot on the money. Simple but plausible background, sensible (if a little low in some places!) stats and well-rounded equipment and skills. My only problem is that given his fair experience at fighting, I'd expect some of his stats to be a little higher in places. It does depend on what kind of games you play though - in my games, that same character would be 10 higher across all the physical stats, which is what I'd consider a disciplined guardsman, gang leader or hired gun with a fair bit of killing experience to have. The WS, BS, S and T are what I'd expect from a hastily-recruited militia force, who have only ever practised shooting sacks of flour - he just seems a little physically lacking for someone who has got to where he is through cracking some skulls!
thanks for the input. i had figured a character would be better underpowered than over powered. my thoughts on this character was that he got to where he is not so much by cracking skulls but by having his own skull cracked open only for him to put it back together again. if he was part of a warband then he wouldnt be the 'muscle' but more of the 'living shield' or the 'distraction'. though maybe i might bump his stats up a bit. or give him some combat stimms? he could be an indestructible stimm junkie . . .
I feel cheated, you give us a mandate to criticize harshly then present such a restrained character, I'm going to have to get creative...
Umm, aha, you haven't begun each sentence with a capital letter, and also you could commarize some of those full stops and combine the sentences to make the passage a bit more fluent.
Seriously though the stats and kit are very restrained. These stats suggest he doesn't bother trying to keep fit at all, and has hardly used that short sword of his. I'd suggest you alter the background somewhat to allow for him to be a bit more capable. I suppose the regeneration is what makes the character viable in games of Inquisitor (without it he'd be completely out of his depth and almost certainly dead) which is a shame because it is the one part I really don't like.
This is the second character with this ability to be posted recently (see http://www.the-conclave.co.uk/forum/index.php?topic=241.0 (http://www.the-conclave.co.uk/forum/index.php?topic=241.0)) which backs me up when I say that it is hugely unoriginal. Almost every mutant that appears in inquisitor seems to have regenerate in one form or another. What makes it even worse in my opinion is the lack of other mutations. We discussed this before in the thread that I linked, but the probability of a genetic mutation being so beneficial is miniscule to begin with. To say it is the only mutation that the character has makes it even more improbable, to the point (in my opinion) that the character becomes implausible. The extreme example of regeneration that this character demonstrates exacerbates things further.
My advice would be to eithe make the character a more general (and plausable) mutant, with at least as many disabilitating mutations as benefitial ones and a lesser version of regeneration, or to forgo the mutation plot all together, besides purhaps his sympathy towards them, and focus instead on the rogue trader crewmember/pirate/Jim Hawkings side of him.
Maybe he could wear his long lost Grandfathers pendant (rosarius, not that he knows it) and so when he was hit by the car he was saved by a 'magical' wall of light. That would give him a character twist (and an in game asset) to replace the wolverine like regeneration.
Well, I'm going to try and criticise...
The first thing to bear in mind is that 40k mutants are not your typical "comic book super mutant". Other than psykers, very few have "mutant powers" without being visibly mutated.
For this reason, it would be very rare for a character to not know that they were a mutant. I'm not saying he has to have tentacles or a tail, but he'd almost certainly be visibly marked. To give an example, the regenerator amongst my collection has jet black eyes, (seemingly) white hair, and mottled skin - not
impossible in a regular human, but improbable enough to mark him out.
I'd also note that getting to 15 (which would be your 16th year) without ever injuring yourself is very unlikely - not to mention that discovering your powers in a life threatening event is very cliché.
Now, if you've given him a Wyrd power, he's a psyker. The Blackships tend to come about every decade on most planets (and on a planet with a large mutant population, more frequently) - he would almost certainly have been found and scooped up by them in his early teens (particularly as Wyrd powers tend to "manifest" earlier in life)
You also may want to think about the combination of Regenerate (the psychic power) and Regeneration (the exotic ability) together.
Next thing... Regenerators with armour, while possible, are something I prefer to avoid.
Ask yourself - if you have the power to heal from bullet wounds or cuts in seconds, why trouble yourself with heavy (and expensive) armour? It does depend on the regenerator, but it needs justification it wouldn't do on a biologically mundane character.
Stats-wise: I'd bump a few of those stats up. Strength and Toughness stats in the 30s are particularly low.
Also, anyone who has the advantage of being able to make fatal mistakes in combat, yet get away with it, would probably build some reasonable fighting experience. Learning is best done through mistakes (so you know what NOT to do next time) - while most people can't learn combat that way, he can, so he'd likely be at least respectable.
~~~~~
However, relatively minor concerns that can mostly be fixed with a few background tweaks. A very fair and restrained character for the most part.
EDIT:
Quote from: Inquisitor Cade on November 20, 2009, 07:00:24 PMAlmost every mutant that appears in inquisitor seems to have regenerate in one form or another.
Depends on how you define mutant. Psykers are technically mutants.
Also, it's hardly surprising that mutants on the table tend to be somewhat beneficial. If you're going to recruit a mutant, you're not going to recruit the one with novelty talents or the one who can barely walk...
QuoteQuoteQuote from: Inquisitor Cade on Today at 07:00:24 PM
Almost every mutant that appears in inquisitor seems to have regenerate in one form or another.
Depends on how you define mutant. Psykers are technically mutants.
Also, it's hardly surprising that mutants on the table tend to be somewhat beneficial. If you're going to recruit a mutant, you're not going to recruit the one with novelty talents or the one who can barely walk...
Good points, When I said mutants I wasn't counting psychic powers as mutation, which while technically incorrect is the way the rulebook does it.
It's true that the few mutants that appear in =][= games are likely to be particulary exceptional, but that doesn't make another with regenerate original. I fear that all to often the thought process goes:
"regeneration, that's cool. I'll make a mutant so he can have that, and throw in some token disabilities too (or not)"
Rather than:
"I think a mutant would make sense in the group, but he'd need some attribute that made him worth hireing. Regeneration might be good (but other ideas might be a super photographic memory, a remarkable sense of smell or good old fasioned super strength).
While there is nothing inherently bad with the former, it's popularity with players (I too went down that path, fortunately before I started putting models to characters) far outstripsts it's occurance within 40k.
hmm,yeah, fair comments, you've got me thinking for sure. i do have other possible characters in mind (in fact, i've got quite a bit). i should probably look around a bit more too see what kind of characters people most like to use so i can suggest one thats different.
another character here with fluff: Someone who was being turned into a servitor (for whatever reason) but somehow managed to escape from the mechanicus with his free will still intact. now uses his augmented cyborg (psyborg?) body and intelligince to make a living as a mercenary. (too cliched?). he's not an all powerful Terminator but enough to deal with grunts
WS BS ST TG I WP SG NV L
45 50 50 45 40 45 45 50 50
equipment: (TP) lasgun, laspistol, bionic eyes - include: range finder, infrascope, laser sight, motion predictor
3 points of armour all over body
skills: invulnerable
again, this is just a rough idea, i'm just throwin it all out
Quote from: Inquisitor Cade on November 20, 2009, 07:41:28 PMIt's true that the few mutants that appear in =][= games are likely to be particularly exceptional, but that doesn't make another with regenerate original.
No, regenerate is not particularly original. However, the range of "mutations" within the rulebook is small. Your choices are basically either Wolverine, or Dracula. (That said, the rulebook's suggestion to mix the two for a character that uses other people's blood to regenerate... I'm not sure I've ever seen it done.)
I'd like to see mutants with all different kinds of traits (some more inventive aliens wouldn't hurt either), but I can't see them being immediately forthcoming in great quantity.
~~~~~
@Jakob: That's a somewhat unlikely backstory. If you want a character like that, I'd make them an AWOL Skitarii.
allrite, the guy's a rogue skitarii. is there much of a difference? isnt a skitarii just a fancy combat servitor? this is where my knowledge of 40K isn't so hot . . .
Quote from: jakob on November 20, 2009, 08:11:51 PMallrite, the guy's a rogue skitarii. is there much of a difference? isnt a skitarii just a fancy combat servitor?
Skitarii, in basic terms, are the AdMech's augmented version of the Imperial Guard (usually better equipped though) - although the individuals can act as anything from bodyguards to full on soldiers.
They retain free-will, unlike servitors - although many have some emotional suppression.
You'd be dealing with a Hypaspist, the basic infantryman. Possibly they were an unwilling conscript to the Skitarii, who then finds some opportunity to escape their Mechanicus masters...
i see, a hypaspist. any oppinions on his stats/equipment? again, i tried to keep it as conservative as possible, though he should stand up in a fair fight.
maybe i should give him a knife or similar. and maybe some hatred towards mechnicus priests for messing him up?
To be honest, you are being as harsh on your own stats as possible, so I'm not gonna comment, save that you could be more powerful and still be below 'conclave' level.
However, my Harsh Advice is, Do you have a Model?
My Recomendation now is Concept, then Modell, then Back Story and Then Stats. I didn't do it for my first character, but he was RP only at first... now I try and follow it for all mine, it produces much rounder, fuller characters.
So, settle on a Concept, Build a Model, then come to us with stats and backstory :D
Concepts you've got so far:
Secret Mutant
On the Run Mechanicus Agent (Servitor or Skitarius)
Quote from: jakob on November 20, 2009, 08:58:08 PMAny opinions on his stats/equipment?
Stats before bionics should be sort of the same as Imperial Guard. Equipment should be decent - the Skitarii are supplied direct by the Mechanicus, so they get better stuff than the rank and file of the Guard.
QuoteI tried to keep it as conservative as possible, though he should stand up in a fair fight.
That's very conservative. I'd probably add 10 on to each of those stats before any augmentation if I were doing the character. (I'd also randomise them a bit from bands of 5)
QuoteAnd maybe some hatred towards Mechanicus priests for messing him up?
Without a doubt. Things like that add good roleplay, particularly if he starts following his personal vendetta rather than perhaps what his employer wants him to do.
Hatred of what he is... yes, perhaps, but be wary of taking it too far. It's on the cliché side to have cyborgs start to question their humanity.
Why not go the other way? He loves being a cyborg, he just hates the mechanicus for doing it in the way they do.
Perhaps, but equally, that could be cliché if taken too far. Refer to vampires in fiction - who seem to largely fall into a category of loving or hating what they are.
To be honest though, with something as big as being a cyborg or vampire, I think you would fall into the love/hate category fairly often. Both have big positives in the increased abilities, and big negatives in the ppearance/loss of humanity/necessity to drink blood etc What you place most importance on in life will determine how you view these states.
Note as well though that Skitarii can often be gene-enhanced too though, so could well be above human average before augmentation.
You might find this thread useful for assigning stats.
http://www.the-conclave.co.uk/forum/index.php?topic=162.0 (http://www.the-conclave.co.uk/forum/index.php?topic=162.0)
I've noticed that you are assigning daemonic exotic abilities to non daemonic chsrscters. I see how they kinfof make sense, but I think =][= is deep and versatile enough not to need this. For emample you could give he skittarii (is that the singular noun?) implant armour on some locations, if that is what invulnerability is meant to represent. If it represents something else then feel free to make up a non-daemonic rule for it.
Really big peeve here - none of your background is paragraphed, or even edited properly. Capital letters at the start of sentances at least, please. It makes the character easier to read, and for that matter, feed back on.
I notice that your cyborg character has four bionic gunsights. Can't help but feel that's a bit overkill, especially since he doesn't have to so much as look down the barrel of his own gun to use them. Personally I'd tone it down to one bionic sight in the eye and a sight on his gun. Skitarii do tend to be highly enhanced, it's true, but with next to no negative shooting modifiers he may well become boring to play
Tullio
I quite like all the gunsights. The character isn't a fantastic shot but has all sorts of mechanical gizmoes to counter that. That said a lasersight works by pointing in the same direction of the barrel, so if it isn't attached to the gun it wouldn't work.
Hmm, lol, I didn't think about that concerning the laser sight . . . it seems pretty obvious though that it wouldnt work if its not connected to the actual gun . . . duh. Oh, well. i think I'll scrap the laser sight on the guy's eyes then and just stick it on the gun. The initial idea for the character was that he wasn't a particularly impressive skitarii, hence his not too special stats, he was just one of the many faceless grunts slaving for the AdMechs. the only difference with him was that he somehow managed to escape and is now working/thinking for himself. And prehaps trying to think of ways to strike back at his former masters for disfiguring him. Maybe not the most amazing story ever in 40K but hey, i'm slowly getting the hang of this.
Now to just get that model . . . and the rest of his warband . . .
Quote from: Inquisitor Cade on November 22, 2009, 02:34:19 AM
That said a lasersight works by pointing in the same direction of the barrel, so if it isn't attached to the gun it wouldn't work.
I have a character who has an implanted 'laser sight' and don't see anything wrong with the idea. All we're talking about is a device to display a dot where the gun is being pointed to enable accurate placement of shots. There's no reason why the gun couldn't be projecting the dot at all times, and it'd always be visible on the display in his bionic eye. Or, the bionic would be reading the neural impluses from the character's muscles (or signals from some implants), and from these calculate where he is pointing his gun and use that information to display a dot on his field of vision. None of this techno-babble seems beyond the capabilities of the Mechanicus.
QuoteThere's no reason why the gun couldn't be projecting the dot at all times, and it'd always be visible on the display in his bionic eye. Or, the bionic would be reading the neural impluses from the character's muscles (or signals from some implants), and from these calculate where he is pointing his gun and use that information to display a dot on his field of vision.
Well the former would require something on the gun too, the implant laser sight of that nature wouldn't work with another gun for example (assuming that the average other gun doesn't project a dot at all times), though the idea of an IR (or whatever) laser sight that needs an implant to see would avoid the risk of the enemy seeing the dot.
The latter isn't strictly a laser sight, though I agree it would have much the same effect as one. It seem to me that it would be a conciderably more elaborate piece of tech though, a notch or two up the availabilty scale if you ask me.
Which of the two does your character have?
So a laser sight that works no matter what the gun? Hmmm, I like that... though admittedly, it does kinda sound like a laser sight for the eye... You know, to show him where he's looking...
Added - The sight could be using a simple machine spirit that tracks muscle movements and gun location through what it can see through the eye itself and surveying of the neural pathways... Perhaps if it had a chance of not working?
Quote from: Inquisitor Cade on November 24, 2009, 06:58:15 PM
It seem to me that it would be a conciderably more elaborate piece of tech though, a notch or two up the availabilty scale if you ask me.
I agree, but not out of the realms of possibility for a Mechanicus character (even one who has since left the AdMech).
QuoteWhich of the two does your character have?
I'm not sure now - I just remembered thinking about how it could be possible. My character sheets are all on my other computer so I'll check later which character it was.
Quote from: DapperAnarchist on November 24, 2009, 07:00:57 PM
Perhaps if it had a chance of not working?
This seems like a good idea for a character who has cut himself off from the AdMech. He has all these fancy implants, but doesn't have the knowledge to maintain them - he has to rely on what he's figured out and the services of any hereteks he comes across, but they're often uncalibrated and are prone to failure.
While this might be a bit elaborate - a rule that for each x yards, there is a... say, 10+x% chance that it fails, would seem the right sort of idea to me - the Machine Spirit is confused by movement and the like, and so when the character is running, it has a higher chance of failing.
I'd say keep it much, much simpler. He's going to be shooting lots, so you don't want to have to work something that elaborate out every time he fires! My idea was that you could lower the 'instant miss' score of 96-00 to 91-00 or something similar.
Of make using it a Risky Action, which if failed means he suffers some hefty penalty to his to-hit roll as the display on his bionic gets obscured by static.
I second keeping it fairly simple - an implant that simply tracks movement and links into his bionics to fill a similar function to a laser sight is fairly simple, and probably standard in a skitarii. Just counting it as a laser sight isn't out of the question, but I like Kaled's idea of making it a risky action.
It's more than keeping track of movement, from the position of his various mucles the implant has to extrapolate the direction he is pointing a gun in, no easy feat even if every gun had the same configuration, counting discrepencies between the angle of the grip compaired to the barrel for example and it becomes a technical nightmare. Then the range that the 'dot' is to indicate has to be calculated or else specified. I wouldn't go so far as to deny that the Admech could manage it, but I doubt it is anything like standard issue for skitarii. It would be 'Exotic' I'm sure.
On the Gunsights thing: I was under the impression you only had one sight on a gun at once... :S
(and if it's a bionic eye... wow. How much kit does he have in there?)
Also, wyrd (regeneration), and regeneration, and daemonic toughness? How exactly do you rationalise that? Sorry if I sound sarky here... the stats you've given him are pretty good, it's just stuff like that that are unnessesarilly confusing.
Quote from: Vladimir on November 30, 2009, 06:37:26 PM
On the Gunsights thing: I was under the impression you only had one sight on a gun at once... :S
(and if it's a bionic eye... wow. How much kit does he have in there?)
I don't see why you couldn't have a multi-functional gunsight - one that calculates range and predicts motion for instance. I'd be rarer than a standard motion-predictor or range-finder, but some characters would no doubt be able to get their hands on one.