Lord inquisitor Gav
Thorpe has been smiling
lke this ever since
Inquisitor hit the
shelves. As the author
of the new games,
system, hes in the
ed position of
being right at
times; a games
designer's dream
Expanded Rules for Inquisitor
Exterminatus i
wargear, spec
our regular Inquisitor column, featuring new rules,
| abilities, etc. This month Gav presents some random
character generation rules, péwer fields, a now optional rulo and his own
warband leader ~ Inquisitor Kessel.
CREATING RANDOM CHARACTERS
There are a number of ways to
create your character for games of
Inquisitor.
Some players like to generate their
characters from scratch preferring
the challenge of gaming with a
character or wartior band that
chance and fate have deemed for
them. They'll go on to model up the
resulting attributes and equipment
for use on the tabletop. Random
characters are also useful for GMs
|| wishing to knock up a quick non
player character for a scenario.
Some players will prefer to lavish
time and effort on painting and
converting their model and once this
‘masterpiece is complete set about
creating a suitable background based
fon the look of the model.
Others will fall somewhere between
these two camps ~ generating the
attributes randomly but using the
equipment as dictated by the model.
4 EXTERMINATUS
~
So, to help this process along, here is
a random procedure for generating
characters. Of course, you may want
to modify your character a bit after
you have finished, just to tidy it up a
bit or iron out any inconsistencies.
For example, itis possible (though
not likely) that your marksman
character ends up with no ranged
‘weapons at all. Now, this isn’t very
appropriate for a marksman, so you
‘may want to jiggle with his or her
equipment to better suit their
character.
Remember also that your characters
need to be modelled appropriately,
0 bear this is mind when choosing
weapons and such. That said,
randomly generating a character is a
great way to inspire yourself to make
anew model which you may not
necessarily have considered before,
SEQUENCE
There is a set sequence to follow for
andomly generating characters
4. Decide character type.
2. Generate profile,
3. Generate abilities
4. Generate equipment.
5. Name them!
1, DECIDE CHARACTER TYPE
There are a few broad categories or
types of character. This character type
will determine the sort of profile and
skills they have
Fighter: A fighter is big on WS, tough
and strong but with nat that many
smarts or psychic potential
‘Marksman: This character is good at
shooting, as you might expect
Scout: Scouts can shoot and fightin
hand-to-hand combat with reasonable
still relying more on stealth, speed and
dextenity than brute force.
Sage: Great intellect and knowledge
are the prime strengths of a sage,
though they tend to be physicaly
weaker than ather characters.
Psyker: Payers are generally less
physically adept and brawny but
‘ompensate with their psychic powers.
2. GENERATE PROFILE
Opposite are random profile generators
teach type of character.
3. GENERATE ABILITIES
Each character gets 06+1 rolls on the
appropriate Abies table Re-roll
‘multiples ofthe same skil grote
increases are cumulative)
Note: All psykers start with D3+1
psychic bites
4. GENERATE EQUIPMENT
Each character gets D3+3 roll on their
equipment table. Then roll an the
appropriate table.
Wwelarcns
Determine a weapon's availabilty on
the Weapons table, and then choose a
weapon of the appropriate type from
Hose available
5. NAME THEM!35+2010
30+ 3010
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| 25 aE GG | 0 eat
555 3 = Fist srike
ost 5d s = = Furious Assault i
7-80 Regenerate
31-00 Warp Stength
Heroic
Lort0 enoaise
01-20 Machine Empathy
01-35 Binding Flash
57-80 fuebalExOTIc ABILITIES TABLE Ane
sh. Fighter’ Matkuman Scout “Sage ryker_—Equlpment able
ost Possession eee . ws
1218 Fans iso oto ean esa
1935" Feasome 55 21nd 31452636725 «ae weapon
3642 Fenay ae = = 7 Heavy weapon
| 45.50. egencatin 56-65 Ss Yd 26-30 Grenade
31-67 Spit Ac = sat 4650013135 Special amnion
2757 Teretyng 6-90 71-80 1-60, 3645 Amo
7682 Vampire 81.905 eras 6175) 4655 fiomes tid plans
£5.90" Wold ofthe Erperor 91:95 56-60 Combat stm
91-100 _ Wyid (generate pow = 9 eso eH 680. 6H-€sGunserts and
usps
91.95 61-80 66-60 Cybe creatures
96405" 1-100" 96-100. Ygt-100 87-100 Miscellaneous
WEAPONS TABLE comaat stimms
06 ‘weapon availabilty D6 Dispenser type
4 Comm 3 naler (010 doses
a Rate 435 Tile QD 10 doses)
6 Exo 5 land
* Roll another D6. you rol anther 6 Rall D6 to determine pe Reo
they have a Urgendry meapon ‘fot slewed with sepencer tye
| for grenades the character has 03 of a Generated.
Common fps, or ore oF le valable type Ds
5
SHIELD GENERATOR
Ceramite powered CE p10 shila type
51-63 2 points ablative D3 Laneshels
64-732 pins ate pis rol agen” > @ pons of amour
74-82 Refractor field 4 “5, Reinforced shielé
83-50. “Conversion field eae
91-100 Power feta (se opposte ce
Powered simour covers al ocabons excopt STB
ea. for oer armour tyes, a DS 3 Wo shield
¢andom locations, 10 dupeate rests 10° Storm shield
and Head resol 4
a see the character has a helmet, rola
6: On a7, 2.03 they have na ele. on nap Remaicezs
ator 3 tney have an open helm on 86
they havea closed helm. An open helm has 0100 Equipment
425% chance of contuning 03 randomly t14 Medak
‘generated autosenses (see Gunsighis & pases
‘Auspex opposite). closed telm has 3 40% 15.20; Wieb sll
Psychic hood
‘ance of mcorporating D3 autosenss,
ie
aaa = 5
83-49 Rebreather
90°00. Synskin
EXTERMINATUS“ononieemmnm
co
7
a
sae!
je g
10 Pevtracker
ae
Fatbooster (eral not
a psyker or Wyte)
The following is an extra item of
‘wargear to equip your characters
with or for use in scenarios.
POWER FIELD
Power fields are the standard energy
defence used by the Imperium. They
work By throwing up a force wall to
deflect incoming energy and
projectiles. They provide good
protection but are generally heavy
devices which require substantial
amounts of power. As well as
personal protection, they are used for
defending vital equipment such as.
power generators, access portals,
fehicles and the ike
Power fields provide a force field
defence. Unlike other force fields, they
ve a variable setting and a limited
uration of use. A power field
‘mally provides 010 armour, and
ch contains sufficient energy for 20
ns use. However, this may be
rnereased to 2010 armour, which will
in two turns of power every tum,
or 3D10, which will drain four turns of
ergy every turn. A power field
generator has a weight af 50.
The following are some extra,
optional rules GMs might like to
introduce to thelr games and
campaigns.
ENCUMBRANCE
‘These rules allow GMs to take into
account the difficulties of moving
‘swiftly whilst laden down with heavy
armour, weapons and equipment. If
you find that your characters are
taking everything bar the kitchen sink
into battle, you may want to
Introduce the rules to your campaign
to encourage more lightly-equipped
characters.
A character can carry a certain
amount of equipment before their
performance is impaired. The amount
a character can carry (their
Encumbrance value) is equal to their
Strength-+50, after all modifications
for bionics, power armour, combat
stimms, etc. Add up the weight of all
‘weapons and equipment carried
(treat all equipment without a
specified weight as 5), In addition,
each point of armour (except
powered armour) weighs 5 points.
This i the total weight of their
equipment. Compare this to their
Encumbrance value. For every 25
points, or part, that theieequiprnent
is more than their Encumbrance value
they are at -1 Speed (minimum 1)
No model may carry more than twice
their Encumbrance value
NEW CHARACTER
On the next page are the rules for
Inquisitor Kessel, the leader of my
‘own warrior band: He is a quite
simple conversion, using Cherubael’s
head on Eisenhorn’3 body, Covenant's
sword and a repositioning of
Esenhorn's runesift. As you might
expect, he i fairy radical, having
been the victim of a daemonic
possession which left him physically
altered. He is now a decicated
member of the Chaoticians, an old
precursor to the Xanthite movement,
whose studies into daemonology and
the warp have earned him many
enemies but much rare knowledge.
He is currently one of a number of
Inquisitors drawn to the world of Karis
Cephalon following widespread
rumours ofa device called the Angel
located on that world
EXTERMINATUS 7Lord Inquisitor Gav
Thorpe has been
enjoying his position
tremendously since
Inquisitor was released,
and has been accusing
anyone without a
copy of the book of
being a vile heretic,
Expanded Rules for Inquisitor
Exterminatus is our regular Inquisitor column, featuring new rules,
wargear, special abi
ies, etc. This month Gav presents new rules for
mutations and a deadly néw close combat weapon — the Decupitator.
‘Mutations are a special type of Exotic
abil, and should be treated in the
same way when creating mutant
characters, Remember that some of the
Exotic abilities in Inquisitor may be the
result of physical mutations, such as
regeneration, spt acid and vampirism
‘Any character with three or more
mutations is always fearsome as well
If you are using the Random Character
Generator from last issue, a character
hhas a.5% chance of having D6
‘mutations, rolled randomly on the table
shown here. Re-rall mutations which
are obviously contradictory (such as
iron hard skin or scales and roti
flesh, for example)
Seo
10 EXTERMINATUS
MUTATIONS
100
10-20
3136
37-45
46-50
51-60
6170
17
73-82
83.87
8592
93.96
97.00
Mtstion
atrophied (andor Ime)
Bony crest
Club hana
Cydopean
Fan
ron hard sin
Fiiae show = variety of the motions d
MUTATIONS TABLE
ATROPHIED,
One or mare of the mutants limbs is
withered and feeble, with little or no
muscle power. single atrophied leg
reduces all of the character's movernent
rates, except crawling, by 1 yard and
means the character cannit sprint. If
both legs are atrophied the character is
affected as for one leg. In addition they
count moving faster than a walk as a
risky action and if they fumble their
action rol, will fall over and spend the
rest of the turn prone.
‘An atrophied arm is a half Strength
This means their overall Strength is
reduced by a quarter (or halved if both
arms are atrophied), The Strength of
their normal arm is equal to twa thirds
of their modified Strength value, For
example, if a character had Strength
65, this would normally be 33 in each
arm (actually 32.5 but we round up). A
character with an atrophied arm would
reduce their overall Strength by 17 to
48, The atrophied arm would count as
Strength 16 and the other arm Strength
32, for the purposes of Strength tests
BONY CREST
The mutants skull has abnormal
growths across i, thick protrusions of
bone that jut through the skin like a
crest or horns. This bone gives the
mutant additional protection to its
brain. The mutant may re-rall the
Toughness test to see if it is stunned
when hit in the head,
CLUB HAND
The mutant's fingers and hand have
fused together into a single knoably
lump, giving it a powerful punch but
rendering it unable to use the hand for
anything else. The mutant may not
hoid anything in the club hand, but it
may be used in close combat. The club
counts as an unarmed attack that does
an additional D6 damage.CYCLOPEAN
mutant only has a single eye,
stroying their depth perception. The
ant doubles any penalties to hit due
ge modifiers (bonuses for range
fers are unaffected)
FANGS
Abnormally long and sharp teeth line the
t's mouth, giving it a fearsome
fe. Once per turn the mutant may
ee bite attack against a single
mbat opponent within arm's
h, This does nat take up any of the
utant’s actions, and counts as an
with an improvised weapon
RON HARD SKIN
mutant is covered is thick, leathery
elephant or rir, which is
sitive and therefore reduces the pain
njury. Any time the character
id damage to thelr injury total
from the amount added. This
ct on location damage.
ROTTING FLESH
mutation means that the
kin is constantly dying and
sloughing off, exposing fat and muscle,
offa
disgusting stench and leaves them
susceptible to injury as even glancing
hits can rip off hunks of flesh. The
character reduces their base injury
value by 1 and they can be smelt by
‘other characters on a successful
‘Awareness test up to ten yards away
and will be smelt automatially within
five yards. .
SCALES
In places, the mutant's skin has formed
into hard, bony scales which act as a
form of natural armour. Add 1 to the
character's base injury value.
TALONS
The mutant's fingers are little more
than sharp bone, which makes for
sgreat natural weapon but hinders
their manual dexterity, A character
‘may have one or both hands as
taloned. A taloned hand cannot be
used to carry anything, but the
character counts as being armed with
a short sword (which cannot be
dropped. etc)
The following is a new item of
wargear to equip your characters
with, and is used by Simeon 38X as
detailed elsewhere in this issue,
DECAPITATORS
Decapitators are a vicious close
combat weapon often fitted to
combat cyborgs such as Pit Fighters,
Arcosflagellants and Adeptus
‘Mechanicus Praetorians. Consisting of
four shear-ike cutting blades, a
decapitator can srip off whole limbs
of, as the name suggests, lop of an
enemy's head with one blow!
A decapitator has the following
profile
Reach Damage Penalty Parry
2 206 B%
A character armed with a decapitator
‘an attempt to make a special ‘shear’
attack. The attack is a -259% to hit
in addition to other modifiers. A
shear attack dees not do normal
damage, instead the location hit
automaticaly suffers D6 levels of
injury. Increase the victim's injury
total by the minimum amount
NEW WAAGEAR & RULES CORRECTION
needed to inflict this amount of
damage. For example, if a character
with a Base Injury Value of 6 is hit in
the arm, and the D6 rall
3, the injury is Severe and their injury
total increased by 18.
RULES CORRECTION!
It appears the forces of Chaos
breached manuscript security before
Inquisitor was printed, leading to a
somewhat bizarre physical alteration
of our forces, P
location table (and the one on the
character sheet) is incarrect and
should be amended to the following:
HIT LOCATION TABLE
100
os
1630
31-35
36-50
66.0
81-35
96-00
ase note that the hit
Location
Right eg
Leftleg
Grain
waht arm
‘Abdomen
Hess
EXTERMINATUS 11Even though he is stil
bursting with new ideas
for Inquisitor, Ga, in his
© role a Warhammer
Loremaster has just
Finished putting the final
touches to the Tom
Kings Army Book. So
it's about time he got
back to Inquisitor
|| many players have asked me to expand
J) upon the short campaign rules given in
Inquisitor, so | will oblige them here.
(TIME FRAME
The rules in this and next issue work off
| an established time frame for your
‘campaign. Depending on how lang you
want your campaign fo last in game
terms, not real time) you should
measure the time between scenarios in
either days (fora ‘quick burn
campaign) or in weeks (for something a
J bit more fong-lasting and investigative).
This is where a campaign diary
becomes realy handy, so that you can
keep notes on what the characters get
up to between scenarios. Often it won't
be necessary to keep track of every day
or week, simply make a nate of any
time that has passed, any effect this has
‘on injuries, training and so on, and any
‘other notable activity
PERMANENT
INJURY EFFECTS
The following rules are in adcition to the
Injury tules on page 176 of Inquisitor.
There is only so much injury a body can
|| sustain, and repeated injury to a
location will inevitably begin fo take its
toll on the character's health
At the end of every game there is a
chance that locations injured during
that scenario have been permanently
affected. This chance depends on how
injured the location is, Rall on the
Permanent Injuries table
If location suffers permanent injury,
then it loses its lowest Injury level —
12 EXTERMINATUS
Expanded Rules for Inquisitor
Exterminatus is our regular Ingui
column, featuring new rules, wargear,
special abilities, et. This month Gav presents expanded rules for campaigns
and a strange alien de
PERMANENT INJURIES.
Injury Se chance of.
level permanent damage
ght None
Heavy 20%
serous 408
este ‘60%
Copied 80%
‘t0ss out the box on the character
sheet. For example, the first time a
location suffers permanent injury, it will
lose its Light damage box. This means
that the first level of injury suffered wil
always be Heavy from then on,
GETTING TREATMENT
‘As with normal injuries, a visit to a
alist physician, chirurgeon, psych=
healer or other medical person may
coffer a chance of reversing or reducing
the effects of @ permanent injury effect
Each visit can only heal a maximum of
fone permanent damage level, and
cannot be undertaken while there are
any short-term injuries on the location
‘As with other damage, if location is
replaced with bionies, any permanent
damage will be removed.
CHARACTERISTIC
REDUCTIONS
Unless otherwise stated, all
characteristics which are reduced during
a scenario will recover at the rate of 10
points per day. The effects of a
characteristic being reduced to zero or
below varies according to the
characteristic. Note that although a
the temporal phase
CAMPAIGNS |
characteristic may be at zero or below,
many characteristic tests are stil passed
on aroll of 07-05,
WS and BS: The character will nly
fever hit or parry with the minimurn 5%
chance that everyone has, regardless of
any other modifiers
Sand 7: A character with these
characteristics at zero or below falls into
a.coma and may do nothing while the
cama lasts. Each day he isin a coma
there is a 5% chance that he will de. If
he does nat pass away, he will recover
410 points to each reduced characteristic
1s mentioned earlier. When the
characteristic goes above zero, ther
a chance every day that the character
will wake up. Take a normal
characteristic test against the reduced
characteristic, if this is passed then he
wakes up. If both $ and T are reduced,
the character must pass a test against
both in order to wake from the coma,
IFS or T is ever reduced to a negative
amount equal to the character's
starting characteristic, he wil de, For
example, if a Toughness 67 character is
reduced to Toughness -67, he will de,
1: A character with an Initiative value of
zero or below counts as having Speed
1) In addition, outside of actual games
he may not do anything related to the
campaign as he is too exhausted and
must spend all their time resting, This
means that he can't go investigating,
look for ammo and guns, even visit @
medic or do similar activities. A
character with 2era or less Initiative
may not spend any experience points
he has earned (see below),
Wp: The character has no mind of their
‘own and is completely open to
suggestion, In order to perform any
actions in a game, another character
‘must tell him what to do (which will
cost the guiding character one action to
do so)
Sg: The character becames a clinically
insane, a drooling imbecile! While his53 remains at 2er0 or below, he may do
nothing at all outside of a game —he
has to Be kept restrained for his own
protection. in addition, rll a D10 on
the Madness table opposite to see what
particular affliction the characteris
suifering from. When his Sg passes
above zero again, there i 4 25%
chance that the character's madness is
permanent
‘Nv: The character becomes a total
cowad, All enemy characte he faces
count as if they are tering tothe
character.
Ld: The character loses all sense of
personality, discipline and personal
hygiene, He will quite frequently forget
what he is doing, wander off on his
‘awn and is otherwise easy to
disorientate, The character acts as
normal, with one exception. After he
has performed each action, roll a D6.
On.2 tol of 2 or more, everything is
fine and he caries on as normal. On a
roll of a 1, however, he forgets what he
‘was up to and performs no more
actions for the rest of the turn. Note
that he does not count as stunned, he
merely performs no mare actions.
For example, if such an afflicted
character had three successful actions
and was aiming. fring and then aiming
again, he must roll after each action. f
you rolled a 1 after his first action then
he would aim, but then forgets to
shoot: If you rolled it after his second
action he would aim and shoot but
‘then forgets to aim again. There is no
point roling after the character’ last
action
Wel, that’s it for now. Next month Ill
be looking at experience and training,
MADNESS TABLE
Dig effect
1 Phobia. The character Is mortally afraid ofthe thing that drove Kirn
insane. The character who reduced the character's 5g to 2e70 or below
‘ours as having the Tying exotic abity against the aficted
character
2 Frenzied. The character beéores a blood-crazed psychopath and follows
the rules for the Frenzy exotic abit
3. Paranoia The character bev that everyone is out o get him, even his
‘comrades. Roll a D6 at the start of every turn, On a 1, his paranoia
‘vercomes him and he masse his avaiable action o ether shoot or
Charge te neret rently character On ol af, he may act,
‘normaly unless n coven whch case he spends the turn ing a5 wel
she can On aol of or more, hs paranoa bas no effect
4 Invineibility complex. The character believes himself to be impervious to
all harm. The character is never pinned, and may not evade as a move,
ror protect himself with skills such as deflect shot or dodge
5 Fearful, The character jumos at his own shadow, and is easly startled. All
‘enemy characters counts as having the Fearsome exotic ablity to this
‘character. In addition, he will only pass inning tests on a roll of 01-05,
regardless of his Nv characteristic and any modifiers.
6 Panic Attacks, The characteris prone to bouts of panic, during which he
suffers loss of breath, disorientation and nausea. The character must take
a Pinning test atthe start of every tum.
7 Catatonia. The cheracter secasionally lapses into a catatonic state, during,
which his eyes go biank and he does not respond at al to what's going
(on around hirn. at the start of every tur, there is a 10% chance that the
character is stunned for the remainder of the turn. He does not fall prone
if he goes catatonic
8 Hallucinations. The character occasionally loses his grasp on realty. Every
turn ina game, there is @ 10% chance he will act 2s f affected by a
Hallucinogen grenade,
9 Wild Hallucinations. The character is tormented by waking nightmares
and visions, Every turnin a game, thete is a 50% chance that he will act
as if affected by a Hallucinogen grenade.
10 Total Headcase. Roll on this table atthe start of every turn to:see what
madness he suffers from for the duration of that tur.
The following is a new item of
wargear to equip your characters
with, and is used by Techpriest Teal,
detailed elsewhere in this issue,
TEMPORAL PHASE
DISTORT GENERATOR
This item is unique to Techpriest Teala
Based upon technology which Tezla
uncovered in ancient Necrantyr ruins,
the Temporal Phase Distort Generator
acts as an anti-stasis field, turning the
user partially insubstantial. When
working efficiently, this can make
Tezla impervious to harm. However, in
order to work it has been
cybemetically integrated into his own
NEW WARGEAR
body and malfunctions often occur, ‘or left arm, where the primary field
causing him grievous wounds and controls are located.
Intense agony.
It takes one action to activate or
Every time Tea sit while the distort deactivate the field. While it i active,
sponta nope tere ea Tela cannot interact with his
chance that it simply passes through environment ou held. This
him. This chance is equal to 100% jouette ee
minus the amount of damage done.
For example, if Tezla took 7 points of
damage then there is a 93% chance
that the hit has no effect on him
whatsoever, However, ihe does take Sold objects whist moving, though
damage this means that the generator
has shorted itself out, and he takes shorts out ashe attempts ths, causing
double the normal amount of damage _2D6 damage to Dé locations and
from bionic feedback. This is increased leaving him stunned for D3 tums at
to triple damage if hit in the abdomen the point he tried to enter the terrain,
means that he may shoot normaly (al
the bullets wil leave the field) but
cannot attack in close combat, operate
machinery, etc. He may pass through
there is a5% chance that the field
_
i nit
[EXTERMINATUS 13.
AAExterminatus Magazine is
great place to find
more rules. These are
often written by Gav as
well as other wel-known
GW staffers ike Andy
Hall, Graham McNeill
and Pail Kelly
Expanded Rules for Inquisitar
Exterminatus is our regular Inquisitor column, featuring new rules, wargear,
special abilities, etc. 7
month Gav presents expanded rules for experience
and training, as well as a mew skill.
Pr
Following last isue's expansion on the
les for injures, in this article we'll
look at experience and training
TIMEFRAME
In my mind | think of Inqui
‘campaigns in two different ways. There
are those | call 'short burn’ campaigns
which represent a lat of activity within
a short space of game time, These
14 EXTERMINATUS
CAMPAIGNS
types of campaigns only have a couple
Cf days (if that!) between scenarios,
and might cover maybe a month at
most of ‘game time’ (le, time passed in
the Warhammer 40,000 universe as
‘opposed to here). In short burn
‘campaigns, experience isn't likely to be
much of a factor afterall, learning @
new psychic power or skill sa time-
consuming matter and not likely to be
|
undertaken in the midst of urgent
fighting. Characters will gain experience
between short burn campaigns, but
generally not during them. Short burn
Campaigns are measured in days,
The other type of campaign is the ‘long
term’ one. These campaigns spread
lover weeks, months and years, They
represent much longer investigations,
possibly taking in many different
Tocations and with more ‘between
Scenario’ activity. In these campaigns,
chatacters are much mare likely £9 pick
Up new skills and abilities between
scenarios, Long ter campaigns are
measured in weeks, or perhaps even
months
Alot of campaigns are a mix of the
‘wo, with long ferm gaming finishing
with fast activity as it comes to a
conclusion, For the purposes of
campaigns I've spit learning new skils
psychic powers, gaining profiles
increases and so on into two categories
EXPERIENCE
Experience is ust a posh way of saying
‘practice makes perfect’, The more a
character
beter he will get at them, Also,
experience covers characters gaining
near-instantaneous knowledge through
their encounters and adventures
Hf you are using experience in your
campaigns, both the player and the
GM should Keep track of experience
gained. After the scenario is over, you
then work out whether the character's
abilties have improved due to the
experience they have gained over the
course of the fight,
The way these improvements are
recorded is through increases to the
character's profil, Certain actions allow
the player to make one or more
Experience tests after the game is over.
Each action is linked to a particular
characteristic, against which the
Experience test's taken.‘To take an Experience test, roll D100
and compare it to the relevant
characteristic. Ifthe score is over the
chatacteristic's value, then the character
has impraved and they add +5% to
the value of the characteristic. If the
score is equal to or under the
characteristic, then there is no
improvement for this scenario, This
‘means that it gets increasingly more
difficult to improve your characters,
which is how it should be ~ becoming.
{good at something is not too dificult,
but becoming a master at it takes a
long time,
Below is alist of common activites that
allow the character to take an
Experience test, Of course, GMs will
need to interpret if other actions allow
the characters to gain more tests for
the same characteristic. A character can
only make one Experience test per
characteristic per scenario,
ex
Action’
Surviving without '
ie of action ' cau,
[making a cose
icombat attack
test
[Passing a ning test. Nw
100+ CHARACTERISTICS
Human characters cannot have a
characteristic above 100. However, not
all characters are human... if the
characteristic being tested against is
4100 or more and can be increased
further (for example, a super-human
‘Space Marine) then use the following
procedure. Roll a D100 as normal. f
the score is 96-00, then you may add
another D100 ta the total If the
second score is also a 96-00 you may
add a third D100, and so an until you
roll less than 96-00. Compare the total
cf the rolls to the characteristic to see if
the Experience testis passed,
SPECIFIED EXPERIENCE
{As well as general expevience as
Setaled above, as part of the scenario
the GM may specty certain bonuses or
Experience tests for particular activites.
it the character achieves the particular
cbjectve or attempls the specified
action. then they wil either get some
kind of automatic increase or benefit,
fr be alowed a test of some kind to
see if they lea from it. For example,
in the battle report “The Dweller
Beneath (page 63) Graham agreed that
Phils Inquisitor Lichtenstein learnt the
Machine Banishment psychic power
‘through his conversing with the
daemon Pharaa’gueotla (and probably
‘crash course in pronouncing daemon
names as well!)
TRAINING
While experience reflects the natural
improvements that a character may feel
by continued conflict, raining
represents the characters going out
specifically to lear a new skill or better
themselves in some way.
Training takes weeks, even months, and
‘occurs between scenatios. A character
can tain in a number of different areas
These are: improving charactensties:
learning new skill; learning new
psychic powers; rehabiitating from
Injury. Most characters can train in
more than one thing at a time, be it
several related skills, a particular skill
and a characteristic merease, and so on,
The maximum number of eifferent
areas a character can be training in at
any one time is equal to half their
Speed. For example, a Speed 4
character can train in two areas without
losing any benefits, and 50 might
choose to try to learn the Quick Draw
skill and improve their BS.
Each campaign week spent training, the
character takes @ Wp test to see if they
apply themselves adequately to their
studies. If they pass they eam one
Training Point which they can allocate
to any skill or area they are currently
training in. Ifthe warcor band’s leader
spends the frst day of a week
lambasting and cajoling his warriors,
they may Use his Ld sl instead of theie
Wp if you desire,
At the end of any week, the player can
trade in a character's Taining Points in
51% or more The character cannot lear any more, regardless of how
hard he tres. He may not ta inthis area again
The character may continue to tan, and gets back D3 of
the Training Points he spent.
The character may continue to van, and gets back all but
D6 of the Training Points he spent.
4 particular area to see if they have
improved, learnt the skill or whatever.
All training points in a given area have
to be spent at the same time and only
fone testis taken (for example, you
‘ean spend four Training Points on four
separate tests at 1 point each). The
chance of learning a given skil, psychic
power etc is based on a characteristic
test, modified by the number of
Training Points spent. Ifthe
characteristic testis passed then the
‘characteristic improves by 5%; or the
skill psychic power is leamt; or the
character rehabiltates his injury (see
below for more details of this). All
‘raining tests of this kind pass
automatically on an unmodified roll of
(01-05, and fail automatically on a roll
‘oF 96-00.
es
acral
eee
2 on pe Ao
3 Training Points spent 30%
ing aS
5 Trang Ponts spent 10%
© Training ints
©7_“Taining Points spent
=
11 Taming Points spent +40%
45%
sther character inthe warband +20% |
& th sil /sychic power
FAILURE,
Jf the training testis failed, this could
signify a number of things. Look up the
amount the test was failed by on the
chart below:
EXTERMINATUS 15
= |NEW CAMPAIGN SKILLS
‘Quick Learner: This characteris
very quick on the uptake, soaking
up new knowledge and skis with a
passion. At the end of every full
‘four weeks of training, the character
gains an extra D3 Training Points in
all areas being trained for
‘Mentor: The characteris very goad
at helping get the best out of
others. Each week the character i
not training, fe allows one other
character in the warrior band to
‘eam an extra training point for that
week.
Tutor: The character is very goad at
passing on what fe knows to
Cothers. When not training himself,
the character may tutor one other
character in a skill or psychic power
Which he possesses, The characters
combine their Training Points, s0 in
effect the pupil gains one extra
training point a week, 2
16 EXTERMINATUS
PSYCHIC POWERS REHABILITATION
Characters can learn ps
hic powers A character can train to rehabilitate
within a discipline they already know as lacatian suffering from a permanent
they would a skill I they wish to learn injury effect (see last issue). If the
‘anew discipline, they must fist learn training is successful, then the character
he general principles of the disciple regains the highest injury level he had
as fit were an individual psychic power previously lst. For example, if he had a
itself (le, they must first learn permanent injury to his left leg which
Pyromancy in general before they can had removed the light and heavy injury
train in specific Pyromancy powers). results, a successful rehabilitation test
Characteristic
Bs
wp
SE
Ny
td
‘means that he would recover the heavy
injury box on his leg
NEW SKILLS
Used for training in
Blademaster”; Fant ist Strike
Deadeye shat: Gunfighter: Hipshooting
Furious assault .
Tiue gt: Rehabiltaton”*
Aerobatic Ambidextrous: Cala: Defect shot”; ode;
‘Quickload
Heroic: any psychic power
Medic***; Mentor, Tutor*, new psychic discipline
Fest Draw; Lightning Reflexes; Nerves of Stel
Rock Steady Aim
Force of Will sender 4
_ “These sls can only be lar ftom a ftor Gee the box on new skis
" “These skis require specific facilities to train,
*** Both of the abovel
‘As final note to GMs, remember that campaign but should never become
Inquisitor is about playing scenarios, ‘more dominant than getting out your
and training can give continuity toa miniatures and playing!
NEW SIsILL
‘The following Is a new skill your rrotmal. if he hts his foe, the blow
characters might possess, and is used automatically lands on the head
by Lucretia Bravus detailed elsewhere [ocation (no need to rol). Regarcless
SUBDUE
Subd
This characteris adept at stunning his
foes and taking them in alive. This is
obviously a very useful skill
member of an Inquisitor warrior
band, for knowledge is power and a _ already stunned, the target is
‘captured foe is far more valuable knocked unconscious. However, the
than a dead one,
is special action that can be
Used by the character when in close
combat (not at arm's length, even if __® 00d idea to have someone keep
armed with a reach 4 or greater an eye on subdued ene
weapon). The character attacks as nasty surprises!)
cf the weapon used, the attack only
does D6 damage. AS he has been hit
in the head, the enemy character will
have to pass a Toughness test or be
stunned. IF a character with this skill
manages to subdue an enemy who is
subdued character counts as having
the True Grit skill, and so may
attempt to recover consciousness (it's
les to avoidCHARACTER CAMPAIGN RECORD
Name:
Character History ae
Paints
Training
vs
Permanent Injuries
Location, Effect
fight acra’
Andean
Right Leg
iets
Campaign Notes
EXTERMINATUS 17An evocative setting can really
give your Inquisitor campaign an
exciting edge. In this article,
Gav Thorpe describes how he
went about the creation of Karis
Cephalon, the setting for the
Studio Inquisitor campaign.
ne of the things that realy helps
make a campaign work is having
a well thought out, consistent setting
| which grows and changes ever the
course of the campaign, providing a
real’ environment in which the players’
battles are set. Having done a bit of
this myself, this is the first in a series of
articles in which I be explaining how
to go about doing just that ~ creating
and running a world, To illustrate what
I'm talking about, | will be developing
the Imperial world of Karis Cephalon,
|) the setting for our frst Studio Inquisitor
campaign.
GETTING STARTED
So, what are those basic details you'l
need to know? Broadly speaking, you
need to think of two things ~ polities and
technology. In the imperium, the two
tend to be related to each other, and
generally worlds are categorised by these
twa factors (see the box opposite for
some examples of different Imperial
worlds). OF course, Inquisitor being the
|
|
SI
fee seasons
34 CREATING WORLDS
CREATING
VVORLDS
game itis, you may even want t set
your campaign on a non-Imperial world
don't forget locations such as mining
Colonies on asteroids, orbital space
stations, aboard starships and the ke.
Many of the categories listed can be
mixed and matched to create m
complex environments, which come
under tie general heading of ‘civilised
world’. This fs what | did for Karis
Cephalon ~ | decided to go for a mix of
agriculture, mining and commerce, |
didn't want a cardinal world as such,
but to create some intrigue and interest
I gave the world a heavy Eeclesiarchy
tradition, so that while itis actually
ruled by an Imperial commander, the
Cardinal of Karis Cephalon has a great
deal of influence,
Technologically, | went for afaily
standard mix of high-tech and low-tech
equipment, | wanted to create the
impression that while the citizens of
Karis Cephalon had access to certain
wonderful advances of science, it was
by no means complete. | picture a
auISITOR CAMP,
NSE THINGS
world where steam-criven monorails
criss-cross the continents on great steel
‘constructions, but smaller combustion
engines are not used. Instead, local
transport is in the form of arse drawn
carts and the like. It's this contradiction
of different technologies which is one
of the strongest themes of the
Wathammer 40,000 universe, and |
wanted a world which captured that
‘theme in some very real ways.
PUT IT SOMEWHERE!
Have a look at a map of the Imperium
and decide where you want your world
to be. A world’s location within the
Imperium has an effect on many things,
including how isolated itis from Terra,
how much the Imperial organisations
interfore with its running, how
important itis considered and so on. A
world in the Segmentum Solar, close to
Earth, i likely to be old, established and
an important part of the Imperium
‘Whereas a planet on the Eastern Fringe,
at the edge of the Astronomicon and
far fram Terra, will be more of a frontie
world, isolated from authority and left
to its own devices for much of the time.
Its locale will have other influences,
such as the proximity of threats such as
the Eye of Terror, the Tyranid hive fleets
and Ork domains. Also, the position of
your world wil have some significance
when determining its history (which Ill
write about in a bt) and its part in
major events that ave affected the
Imperium. This is where a bit of
research will come in really handy.
Karis Cephalon is quite close to the
centre of the Imperium, on the border
between the Segementum Solar and
Segmentum Tempestus, lis location
suggests that i's quite an old word, with
regular contact withthe Imperium, and
reasonably close (in galactic terms!) to
the spiritually important worlds of Terra,
Ophelia and Gathalamor establishing a
reason for the Ecciesarchy's greater
influence in the world's polites, This also
places Karis Cephalon quite close to the
newly arved Tyranid hive fleet
Leviathan, and the growing Ork Waaagh!
centred on Armageddon.IMPERIAL WORLD TYPES
AGRI-WORLDS
‘Agrisiorlds ate huge farms, geared
towards exporting foodstuffs to hive
worlds, forge worlds and other non-self
sufficient places, They have a low
population density and technology can
range from self-managed farming with
automated harvesters down to horse and
plough level. Agr-wrlds don't have a
lot of military resource and are often
vulnerable to attack. There are few large
conurbations, and most of the populace
lives in seattered rural communities
Siave labour is offen employed in lower
fech environments,
DEAD WORLDS
These worids have minimal, even non-
existent, fe traces. This results from
ecological catastrophe, devastating
internecine war, imperial or alien
intervention or no attributable cause
‘Occasionally 2 deat! world may harbour
ancient technology, alien ruins and other
sites of interest to the Inquisition, and
some may have research stations,
exploratory camps or fledgling colonies.
FORGE WORLOS:
Forge worlds ate the sovereign domains of
the Adeptus Mechanicus. They ae planet-
‘wide factories and may alsa seve as @
base of operations for one ofthe Titan
Supply of arms and armour tothe
Imperium’s combat forces. They ate also
vast repositories of knowledge, with
extensive lores and archives which
would contain much of interest to an
Inquisitor The Adeptus Mechanicus guards
this knowledge jealous, though, and
outside interference and visitors ae not
encouraged
MEDIEVAL WORLDS:
These have a technical base just prior to
or just after black powder state.
Establishment of wide surface cultural
and poltical organisations, for example
tuade guilds, fietdoms and such ike
Some useful reeulting for imperial
Guard and Adeptus Astartes. As with
feral worlds, these planets are vulnerable
toattack as they have litle central
organisation and very crude batllegear
CARDINAL WORLDS
Cardinal worlds are ruled over by the
Fcdesiarchy and actas centres of
spiritual and physical power of the
ANinstorum of Terra. The Ministorum has
2 great deal of temporal power and
fesources, and cardinal wortds tend to be
well-detended, witha fay high degree
(of techaology and Standard of living
Usually they are governed by a coun
‘of Cardinals (hence the name) or
perhaps a lone Cardinal acts in the role
Of Imperial commander.
RESEARCH STATIONS
‘This category contains a wide varely of
locations, including orbital stations,
steroidal emplacements and other
major facilites on dead worlds, death
worlds or on other planets. Research
stations are responsible for a wide
variety of research, from animal breeding
and domestication to weapons testing
land gene engineering. They are also
listening and watch posts for planetary
and system defence of important worlds
GARDEN WORLDS:
Garden worlds are paradises, with rolling
plains, deep forests, impressive mountain
ranges and sweeping coastines. 7
face havens for Imperial nobles and those
with the resources and power as retreats,
where they can go hunting, fishing,
camping and other such wilderness
delights. As you can imagine, these
worlds are hotbeds of intrigue and
heresy-as decadent nobles, rogue
traders, Imperial commanders and theie
like mix together, plotting and scheming
a their Kind are wont to-do.
MINING WORLDS
‘As agr-worlds ae to faadstutts, mining
worlds are to minerals. These are ore-
rich planets which export unprocessed
minerals and metals for manufacture on
forge worlds and hive worlds. They are
usually very rough and ready places, full
of hardened miners and their equally
hardened families. Digging under
mountains often turns up strange
artefacts; ancient fosslised remains and
other material that would grab an
Inguisto's interest
DEATH WORLDS
These are planets which are too
dangerous to support widespread human
settlement, They vary a great dealin
‘ype. ‘pial words may be world-wide
jungles which harbour man-eating plants
and carnivorous animals, or barren
fackscapes strewn with volcanoes and
‘racked by nuclear storms. These worlds
are near-impossible to colonise but must
be properly explored, whieh necessitates |
the provision of outpasts and other i
facilities. Some harbour rich mineral, 1
vegetable, animal or gaseous resources.
FERAL WORLDS
Feral worlds have technological state
which is considerably pe. lack powder,
leven prestiranze or Ste age in the mast
tuackward cases. Sometimes they area
‘good Source of Imperial Guard and Adeptus
‘starts ecruits, The Impetal commander
i often distant, n orbit usualy, with
infrequent surface forays to extash
purges of psychic alent and mutation
‘Wari cults and widespread rel gious
‘heresy in general are common amongst
feral worlders, and Imperial commanders of
such planets are frequently under suspicion
(of going native
HIVE WORLD:
The bulk of a ive world's surface Is
generally inbospitable, even deadly, to
hhuman life after centuries of pollution
‘Massive urban conglomerations called
Hivess any mies in height ae the
principle population centres. Factory
mining and atmesphere processing are
the main industries. Teresa high
import/export rato, particularly of
foodstus and fresh water incoming. with
machinery and war material outgoing
‘CREATING WORLDS 35L
oe
POLITICAL organisations have some power
ORGANISATION world? Examples include: trade guilds,
How is your world ruled? Does it have Workers unions, planetary aris
4 sole Imperial commander (this is savers, manufacturing cartels, relig
usualy the case) or some kind of cults and of course Imperial
committee? Does the title pass by organisations such as the Adeptus
hereditary right or is there some form Mechanicus, Arbites, Sisterhood and
tion system? What other the Adeptus Astartes,
of e
(Wavy base
‘Segmentum
use
‘Obscurus
corse)
oO
7S Me 8
See
9 ae
pate :
Stim. Varia
icus
©. segmentum Mero"
Solar
Necrounde caihas
racer Co
Segmentum
Tempestus
Luter
36 CREATING WORLDS
Th
bioes to consid ere rebels on
the world, who wish for a change in
rulership? There may be pro- and ant
Imperial factions vying for dominance,
terorist groups who are pro-alien, or
anti-mutant. There may be subversive
religious sects. These underground
y have their own
0 they hire
haps from off-world),
army oF
wanted the
8 part in the
n, as well as the
ernment. | opted
mmander as a
ial, voted forRESEARCH
it's worth spending some time
reading existing materia, such as
Warhammer 49,000, Codexes, White
Dwarf and Black Library publications.
For a start, there's probabiy plenty of
things that will inspire you for ideas,
while it will aso highlight areas you
might want to think about when
creating your world. Plus, of course,
it's fun reading all that background
Information
of mutants. Mutant labour is an
important commodity, and would be a
detining part of fe on Karis Cephalon,
Obviously a large mutant population
would be frowned upon ay certain
members of the Inquisition, while the
elite are built upon the use of slaves and
would be very keen to protect their
interests against interference. The si
themselves are another dimension. V
ny forced labour, insurection is a very
real threat, and | created a mutant
underground movement which engay
in terrorist activites to repeal the siave
laws (without much success to date, |
right add)
ECONOMY
How does the world and the
population sustain themselves? Is there
a free economy or a socialist
distrbution of wealth and resources?
How does money reflect political
power? Is there a feudal system of
taxation, or a mare centralised
economy? Does the world trade with
other planets, ori it self-sustaining,
The interaction with other worlds can
be used to kick off a campaign and
draw the Inquistion’s attention. For
‘example, what if a mining world
suddenly stops fulfilling its contracts to
an important military factory? The
Inquisitors must find out what has
stopped the mines producing, or
perhaps someone on the inside is
feeding information to human or alien
pirates so that they can ambush the
‘convoys en route.
This can also happen internally on a
world, Picture a hive world where
something has happened to the water
pracessing plants. Water is in short
supply, the populace is on the verge of
ehydration and rebellion, those with
the correct contacts start running black
market supplies, and al the while no
fone knows why the water has stopped
flowing.
‘As | mentioned, Karis Cephalon has a
imix of agricultural and industria
economy, and i
sustaining. Individual wealth is based
Upon slave labour for the majority, and
igured that most of the people on
Karis Cephalon were either members of
lor worked for one of a few merchant
families that hold most of the planet's
wealth. Only those of the Ecclesiarchy
Clergy would be outside this
framework, although the Ministorum
would also have itstown mines and
farms for generating wealth
HISTORY
Nothing adds depth and gravitas to a
setting lke a bit of history. If you can
make the players feel lke this world has
had an existence of its own before they
arived, that it's nat just been
constructed for them, then it becomes
more real as an environment.
“The detail of your history can vary. You
n keep events that happened a long
10 reasonably vague, even
mythical in some cases. Establishing
history isn't as difficult as it sounds, all
you really need are a few key events
that help to define the way the world is
nowadays, or that introduce elements
that may be picked up on in storylines
during the campaign,
AA good start is a timeline ~ a record of
events that have occurred prior to the
characters arriving. This is for your own
reference more than the players, and is
something which you can expand upon
ata later ime The
establish is how long
been settled. Does it pre-date the
Imperium, was it settled during the
Great Crusade, or has
discovered (or rediscovered) in the last
10,000 years? This has an effect on the
sort of world it will be, what customs
and traditions may exist. and the kind
of relationship it has with the rest of
the Imperium. Generally, the older 2
world, the mare set in its ways it will
be. It may have religions that precede
the Emperor and have been modified
by the Ecclesiarchy, brutally stamped
‘out, or perhaps sill exist in heretical
cults that are hunted down by the
authorities. Over a long history, a world
is likely to have been through all sorts
cof events, such as rebelions, alien
invasion, Chaos incursions, schisms of
faith, etc. Have a look att
background in Warhammer 40,000
publications and decide what was
happening on your world during,
important ages such as the Horus
Heresy, the Age of Apostasy,
Macharius’ Crusades and similarly
important times of upheaval and
‘CREATING WORLDS 37sm the turmoil engulfing the
rest of the galaxy?
38 CREATING WORLDSInquisitor or other important dig
Your plot hooks can be tied in w
ancient history as well, with all manne
of prophecies, mystic cycles and
yet to happen,
halon, | set up a plague
ping the mu
t populace, leading
mutant violence
activity. | also decided that the
portents af the warp have led many to
lieve that Karis Cephalon is located
entre of an astrological
years and narrow the gap between
daemons and othe
entities to
fry rately and not only has it
tract attention within the
Inquisition, Adeptus Astra Telepathic
indoubtedly alien races will be drawn
world, If that wasn’
nours are circulating that in
rinth of catac neath the
capital isan ancient weapon from the
of Technology, known only as
All three of the
anded upon depending what
TELLING THE PLAYERS
nt about all thi
need to find a mec
inform the players of some b
details. Depending
they are playing, this could take th
otm of an official briefing, gathered
rumours, research in ancient tomes and
the like. Present them with a document
their char ind unveil more as the
ampaign progresses. Infact, the quest
for information may actually form
cenario to play — how about a heist on
a library or archive to dig out some
secrets, or perhaps the kidnapping of a
local historian or archaeologist who has
been digging around in places he really
nthe characte!
‘pposite is an Inquisitorial report on
Karis Cephalon which | would hand out
to players before the campaign starts,
Well, that’s just 2 fewe pointers to going
quisitor setting. In future issues I'll be
ing at developing actual locato
within your setting, and also scripting
campaign for your players,
REF: Tnq/@}159704311/8R
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Distance from Terra: 5,800 Light years
eee TED)
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CREATING WORLDS 39Tee.
Gav Thorpe continues his look at
creating your own campaign
settings. This time Gav discusses
adding specific locations to your
planet by looking at the key sites
he created for the world of Karis
Cephalon.
ollowing on from my previous
article discussing some ideas
‘concerning worlds to set your Inquisitor
campaigns on, I'll be looking at adding
;pedfc locations to your setting, These
add detail to your world and will also
be some of the places where your
Inquisitor scenarios are actually played
out. As before, I'll be citing example
1m Karis Cephalon, the world where
four own Inquisitor campaign is
curently based.
HOW MANY?
The number of locations you detail will
depend on a number of things. Firstly,
how long you intend your campaign fo
last. if the characters are only going to
be around for a short while, it probably
isn't worth going into too much effort
neerning places they won't be
visiting, On the ather hand, if you want
the characters to be spending a lot of
time on your worl, itis worth coming
up with mare locations, some of which
you may nat intend to use yet, but will
add depth to the background and
possibly act as hooks for further
Scenarios later in the campaign.
You also need to consider how much
moving around the characters are going
40 CREATING WORLDS
CREATING
VVORLDS
INGUISITOR CAMPAIGN SETTINGS:
to do, as well as how many different
warrior bands are involved in the
campaign. If you have quite a few
ayers, you will probably need more
locations for them to meetin. If you
have too many fights in a single place
it'll start getting a reputation as
Inquisition Grand Central
‘Asa rule of thumb I'd say you need
three different locations to start with,
and should probably introduce at least
fe same number again during the
campaign if possible. This should give
you some choice and variety to start
with, without being too much wark up
front, and should allow the characters
vironment as they
niiar with the world
Remember that you
don't necessarily have to play a game
all of these locations, some of them
‘might be mentioned as extra
background, possibly for later inclusion.
WHAT ARE THEY FOR?
Although you may have created an
overview of the whole planet, you'll
need to have some actual places fo
yyour warrior bands ta fight. These
locations willbe tied in quite strongly
to the plot of the campaign anc
individual scenarios themselves. Its
important that they have as much
character as the rest of the campaig!
and reflect the atmosphere you war
evoke. For example, 2 gunfight in a
random city street may be fun but
doesn't really add much to the storyline
u're trying to build. & shoot-out
‘across tumbledown and overgrown
ruins In the gardens of the usurped
Governor's mansion might do the trick!
‘Ting locations to the campaign plot
works both ways, You might have a
particular scenario in rind which
Fequires a specific location — if two
Inquisitor warrior bands are fighting
‘ver possession of a certain book, for
example, where is it being held?
However, locations can also be the spur
for a scenario idea, Not all scenarios
have to be linked directly to the
campaign, and some may even be red
hertings or dead ends plot-wise. As an
‘example, you might have thought up
this wonderful setting, let's say a
grandiose cemetery where the planet's
powerful ete have been buried for
millennia, You can picture it in your
mind = the massive mausoleums and
grand tombs, some the size of small
palaces. But what has al this to do wit
your campaign plot of saving the world
from a pre-Heresy death cult? Well
cbviously there are myths and rumours
that one of the caskets in the cemetery
contains ancient documents dating back
to pre-Imperial times, when the cult
was founded, This, of course, can be
utter nonsense if you don't want the
Inquisitors to have that sort of
Information, but it doesn't stop them
fighting for possession of the
mausoleum in question,
THE QUESTION OF TERRAIN
One of the main constraints to the
umber and variety of locations in
which you can play scenarios isthe
terrain you have to fight over. However,
there are a couple of simple tricks you
can use to make a little scenery go a
long way. For a start, if your basic
terrain set isn't tao specific, different
set-ups can be different places. Draw
two or three maps using the terrain inyour collection and see how laying out,
the pieces in different places can shape
the location, The amount by which you
bunch up or spread out the terrain can
be the difference between the narrow
winding alleys of an Imperial city and
‘an open plaza in front of an
Ecclesiarchy cathedral. Use the same
set-ups two or three times so that the
players get used to certain areas having
a defined layout. That way, when you
change the setting, all you need to do is
change the layout to show it's a
diferent area of the cty/
catacombs/ Imperial Guard base, oF
whatever your terrain collection may
represent.
Special features are another simple way
to add some variation. As with a pre-set
layout, a certain room, buling,
‘monument or other feature can be
associated with particular places, and
can also be tied in to the scenario being
played. This might be a statue under
which is supposedly a secret entrance to
an underground bunker, it might be a
hhollow altar table which hides secret
Texts of a forbidden cult, or it could be
dozens of other things, Building one
terrain feature for a scenato isa lt less
daunting than trying to fil the whole
‘gaming table
The point is, yau don't necessary have
to make terrain for a whole table to
invent a new location, it may be
possible to do, with a combination of
set-ups and unigue features,
That said, if you have the time and
resources, introducing anew terrain
set-up part way through the campaign
can really give the players @ sense that
they are somewhere new. You may
already have an apocalyptic final battle
between the Inquistors in mind, and a
specially built terrain set would be a
stunning end to the campaign. Of
course, you don't have to use the
scenery just the ance, but its fist use
‘would really add a dramatic twist and
lend importance to the scenario. After
all, your players are going to know that
you went fo some effart and will be
‘expecting a realy entertaining battle
(just don't spend so much time on the
terrain that you don't have time to
write a suitably exciting scenario to go
with it.
Now we're quite fortunate here at the
Studio to have a number of gaming
tables and terrain collections. Looking at
these, | devised a number of locations
in which scenarios may take place, and
these are shown,
GAMING LOCATIONS
THE SEWERS
Although bul for warhammer 40,000 ctyfights. we have abo used these boards to.
represent the sewers Beneath the capital (Ihe canal in particule helped this). The sewers are
a great environment for many miscellaneous encounters and make a nice, subterranean
change from fighting in bulldings or stress. On occasion we have used Warhanimer and
‘Necromunda giant rat minaturs to represents swarms of rats which attack modes stunned
‘or faken out of action. The sewers are algo home tothe mutant terorits and other
nefanous crminals and scum.
SLAVE PLANTATION
‘Your rational green Warhammer or Watharmmer 40,000 board can stil be put to good use
‘ox iusto. this case, the adction of a few pieces of appropriate architecture and
abandoned machinery allows us to recreate a dora farm, Perhaps It has been overrun by 8
‘Save revot, and some ofthe mutant bal are stl hiding aut. This seemingly desevted
‘upost could be the lar ofa rival Inquisitor, anti-slavery forces or even a highly militant anti
mutant group.
MOON BASE PRIMIS
“This was a board used fora scenario set outside a shutle base on Karis Cephalon’ moon
‘Thescenario revolved around one warrior band tying to sneak into the compound apd steal
{shuttle to get to the capita to lnk up with the ales. The Governors scurty forces had
been put on alert and, led by a symmpathetc Inquisitor were patroliing the perimeter I's a
‘very open board, so to help out the infltratrs | imposed serous moder to awareness
Fal, based upon the assumption thatthe base was cuttenty on the moon's darkside
|
‘CREATING WORLDS 4142. CREATING WORLDS
AMETHYST PALACE WEST WING
‘The centre of Kars Cephalon’ capitals the Amethyst Palace, which timagine to be a
sprawling, Gomenghast-ike buiding, more lke a small town than a single bulding. Part of
the history [have develoned was the revolution several thousand years ago, and during the
‘ebelion | envisioned that a large part ofthe Amethyst Palace. namely the west wing, was
reduced to burnt-out rubble It 3 warren of hidden corndors and buried teasures, and
home to al manner of scavengers, fortune hunters and other ne'e-do-well: Since the
‘Amethyst place itself predates the Imperum itis quite likely that pre-Imperil artefacts
may b¢ found semewhere witrin the west wing ruins. The collapse of part of the floor hax
also created some entiances tothe fabled catacombs beneath the city, Based on anther of
‘ur ciyight boards, the west wits looks more Ike it could be the remnants of vast
Sprawing rooms and gallevies, rather than just incvidual bulking,
CATACOMAS
‘AS well asthe sewers, the capital, Cephalon, i rddled with ancient catacombs from when
the planet was originaly settled, Here are clues tothe selling of Katie Cephalon, perhaps
the location of the mysterious Dark Age of Technology weapon called the Angel. Many ct
you may remember ths as our Space Hulk board forthe Aemageddon campaign. Well is
been pressed into service again as our Inquisitor catacombs, The blend of open areas and
arrow conduits, pls the small doorways which serve as acess hatches a this scale, gives
ita much denser, more constructed look than the sewers, and the pipeline ranning is length
adds an interesting tactical option for games played across I This s actully one af my
avourte boards to play across
THE AMBUSH SITE
‘This was a fun location as wel, which inspired a simple ambush scenario — witha twist. Set
fut in wastelands surrounding ane ofthe ines, an Inquisitor was on his way f0find out why
‘communication had been lst, suspecting mutant terrorst actly. a nd af opportuni
tutiaws ambushed the vehicles enroute, not knowing that they contained such a powertu
individual The seenaro involved ther breaking of te stack and geting back to their own
ttarsport before the vengetul inguistor, who was convinced of mote sinister motives behind
the atack, caught up with them! inthis game | did't Actually have the vehicles moving, they
metely provided cover to fight around, but sore of the games run have included moving
‘ehcles and [hope to pubish some rules for dealing wien these m the futueTEMPLES perhaps a gas harvester on one ofthe commander, whose troops are uftely ]
Religious sects, occult goings on and _system’s gas glant planets, or maybe 2 loyal to him and must be avoided or
spiritual deviancy are all central -corpsé recycling plant on a hive world otherwise dealt with.
‘themes for Inquisitor. Temples and ‘cut off from the rest of the Imperium
shrines are perfect locations for all for years and desperately short of food ARCHIVES
sorts of cult activity. Modelling a (yeugnd, - AND LIBRARIES
‘54mm cathedral might be Beyond ‘There is an ancient Imperial proverb,
most of us, buta secrettabermacle SPACE PORTS “Kooiredge is poe alts wall”
hidden away in another building, or To get anywhere of a planet you need some irares in the Imperium date
pethaps the crypt of an Ecclesiarchy a spaceship of some sort from visiting pack to a fr as the Datk Age of
Chapel, s a more manageable ‘an orbital tation to folowing the tral Technology, and many are the secrets ©
project. ee ey ae they contanif nly you know where
. i ok The Adepius Mechanicus
ee ee ‘own staships and will ned to stow 1010 cee
frequent seuch sich facies for
AND SEWERS away sel otenise commander aq standard Tenpate Const
‘As | mentioned eater, all sorts of data, ether with permission or more
é ‘own transport may have te protect it : :
underground adventures can be had” fom attack, or perhaps make a daring icity
Nest egeenng scilaoil
vwthout x nebo oF tunnels and ee stone en ts OTE STARSHIPS :
aves bencathit =r larte ugihes! aac ani Se aUMEEI aur a
nutans, Doody ok ean PACE TIES ‘the Imperium can be huge vessels,
ei loc ok ante spacetoine Hes wale othe
any of which canbe used forthe bass Mere whet thes art ca acti and ey
of a scenario Mealstmpetalsenants the Youwoul find in anyother
: Herc eae te ace skeen © seflpent. So much 5, fe that
INDUSTRIAL interest. Imagine a fight in the ammo pretty much any of the other locations
COMPLEXES: warehouses, where all combat has to mentioned here could be found -
This includes mines, atmosphere bbe hand-to-hand, because a single aboard a starship, as well as more
‘processors, munitions factories, depots stray shat could engulf the whole ‘specific places like the plasma reactor
and similar constructions. This can also place in a massive explosion. Or an chambers, gun decks, command.
include more extravagant locations, investigation into a senor military bridges and shuttle bays.
MAPS AND DIAGRAMS presenting the players wth a map each before the encounter and actualy
There's nothing ike a map to give the and asang-what ther plan is going to” scouting out the area or ing he
Impression that a place is real. Maps be, where they're going to enter and ‘Map could be the objective of an
Can vary foma few hasty scribbles, selon gives hem fovea prepare ale scenario,
to elegant 3-D computer generated
works of art (if you have the
resources and skills for that sort of
thing. There are two sorts of
‘maps you can do. Firstly, there are
‘maps in the traditional sense,
which show a city, area of
wilderness, or perhaps the whole
planet. These can be used to
provide an overview of the area's
topography and show the relative
positioning of different locations.
Secondly, there are more
detailed schematics of actual
locations, such as a small scale
street map and internal layouts
of buildings. These have ¢
couple of uses. Firstly if they
are based on your terrain
collection, you have a record
of the set-up for the locatian
f you play more than one
scenario there. Secondly, you
can use them as part of the
scenario briefing for the players.
pes emastseamsreninncnittnnnimcanessi
‘CREATING WORLDS 43.Gav Thorpe continues his look at
‘creating your own campaign
settings. This chapter Gav looks at
how fo go about creating characters
| for your world by looking at the key
personalities that populate the
world of Karis Cephalon.
[ete st attics kes at
[creating a planet and then adding
some scenario locations to it, This
month I'll be getting even more
detailed, looking at people for your
characters to vist, perhaps for aid or
equipment, or just for information
44 CREATING WORLDS
’ CREATING
WORLDS
INDUISITOR CAMPAIGN SETUNGS
WHO ARE THEY? *
Planets have populations (wel
normally), and by interacting with
people on a world, your players will
become more involved with your
setting than if they simply use it as 2
battlefield. For the mast part, the
players will be dealing with characters
belonging to other players (most likely
shooting at them!) but the odd
between-scenario encounter or visit
helps provide some context and
continuity to your games. These people
are called non-player characters (NPCS),
because they are characters controlled
by you, the GM, rather than a player.
‘As you might expect, there's no limit to
the number and variety of these NPCs,
but you should realy limit yourself to «
few who are likely to crop up again and
again, ike the supporting actors in a
film. The idea of the setting and NPCs
is to add a backdrop to your scenatios,
and you have to be careful that they
don't start to dominate the
proceedings, which may happen if you
have too many NPCs popping up
between every scenario,
Opposite I've detailed a few of the
mote important NPCs that can crop up
on Karis Cephalon, but these are just a
small selection of those you might want
to include in your own campaiges,
WHERE DO YOU
FIND THEM?
This is. a8 much a question of, “how do
| te them in with my players’ warrior
bands?” There are two basic ways to
look at using NPCs between scenarios,
Firstly, the characters seek ther out
Secondly, they seek out the characters,
In the first instance, the results of a
scenario may mean that the characters
have to go and see someone. Now, this
may be as simple as tying to find more
‘amma and getting patched up by the
local sawbones, or it might be
important to the ongoing plat. As far as
plot-driven encounters go, the
relevance of the NPC depends on who
they are and your storyline. Do they
have important information? Do they
possess a vital artifact or piece of
equipment? Also, is the NPC an enemy,
co-operative, open to bribery, etc? It's
important that you spend time thinking
about the NPCS in this way as much as
you would an ordinary character If
you're looking for a ‘cardboard cut-out”
NPC to fill 2 role, they're probably not
worth including at all~a simple line in
the next briefing to cover the meeting
will be enough,
FOR A FEW
CREDITS MORE.
For buying guns and ather equipment,
your characters will need a contact
This may be officially, such as local
military forces or an Arbites
Courthouse. It may be a slightly more
dubious connection, through the black
market, rebels ot perhaps 2 Rogue
Trader. When attempting to get ammo
and equipment, availabilty is
important. As I'mention in the
Wargear in Campaigns’ section of
Inquisitor (p.176), access to different
‘equipment varies from place to place. It
is this variation you need to sort out for
your campaign, and will add a
particular flavour to your setting,
‘The most straightforward way of
adjusting the availabilty of equip
is to increase or decrease the
percentage chances of particular types
Of wargear It may be as simple as
saying that the chances of finding Rare
equipment at Finnegan's Wares is
increased to 60%. On the other hand,
wouldn't it be far more characterful to
say that there is a 60% chance of
finding Rare equipment at Finnegan's
Wares, but there is a 10% chance at
the start of the next scenario that the
wargear is faulty and must be
discarded
You can get more specific than this,
isolating particular weapon and
equipment types for special treatment.
lemay be that instead of all Rare
weapons being more available at
Finnegan’s Wares, he specialises in
shotguns, so all Rare shotgun
ammunition comes in batches of 206
rounds, rather than D6 rounds as is
normally the case. He doesn't care
t=
‘much far las weapons though, and any
las weapon reload counts as Rare for
the purposes of availabilty
For bionics, yau should have a
Techpriest or surgeon NPC with both
the equipment and the spare parts
Depending on where the campaign is
set, there may be a chance of the
Implantation going wrong, or a cap on
the level of technology available (ie,
only crude bionic arms are availabe,
and no advanced bionies of any sort.
The same can be said af medical
treatment: In lat issue's Exterminatus
column I detailed some permanent
injury rules which you can use to
characterise your medical NPCs, giving
them either a better or worse treatment
rate or chance than normal
‘THIS ISN'T
MY PROBLEM!
So far''ve talked about NPCs off the
battlefield, but now and then you right
want to drag them into the fring line
The important thing is that you'll need a
miniature for thernt Scenarios involving
NPCS can revolve around rescuing them,
protecting them, kidnapping them
assassinating them and doing all sorts of
‘other unpleasantness. Or perhaps, the
NPC is just in the wrong place at the
wrong time. Maybe they're caught in
the crossfire by a surprise ambush
attempt on one of the characters, or
they could unwittingly be carrying a
vital clue, and they must run the
gaunilet to get to safety.
oe
The inclusion of an NPC of two in @
scenario can add a flavourful twist to an
otherwise pretty straightforward fight
Aso, as GM, it's the opportunity to flex
your playing muscles and push some
miniatures around, which can never be
a bad thing!
‘Anyway, that’s me done for now, but
remember to check out
www.exterminatus.com for more stuff
‘on campaigns and Karis Cephalon,
USEFUL PEOPLE TO KNOW ON SARIS CEPHALON
CHIRURGEON MONQUE
‘Once physician to the Imperial
‘Governor, Monque mysteriously went
into hiding several years ag0. The
‘easons for this remain unclear, and
many tumours abound conceming his
buried departure. These theories
range from him escaping the
Governor's wrath after an
‘unsuccessful operation, to fleeing for
‘his life after trying to blackmail the
‘overner wah information tat reveal
he is 2 mutant.
‘Monque now runs @ surgery
somewhere in the old royal quarter,
and is believed to provide medical
assistance to the mutie terrorists
known to be operating in the area He
is highly skied, but has litle
equipment and so his results can be
erratic at times.
CChirurgeon Mongue has the ability to
‘it bionic parts supplied to him but
any characters requring such
operation will need to provide the
necessary components as Monque
cannot get them himself. Monque also
manufactures his own
pharmaceuticals, and forthe ight
Price can provide medi-paks, al types
cof combat stmims in mjector or inhaler
form, de-iox doses and his own pain
suppressor known as Ease. Ease can be
Used just ikea combat stinm and
each dose reduces the character's
injury total by BS:
CARDINAL KODAZCKA
‘A major official amongst the Lucid
Tendency faction of the Eedesiarchy,
Kodazcka is pretty much joint ruler of
Kars Cephalon, although technically
‘he has only sprttual authority over the
populace. The Lucids are a minimalist,
puritanical sect, opposed to indulgence
of any kind. Kas Cephalon ' one of
the heartlands of the Lucids, with a
stranglehoid over religious bel in the
surrounding systems that has lasted
for hundreds of years. itis a brave
Inquisitor who crosses Kodazcka on his
home ground without good reason.
The Cardinal Palaces of Kodazcka are
paart of the much larger Amethyst
Palace, protected by his own elite
" guard. Recently, the purely ornamental
arms of this guard have been
supplemented by more practical
weapons ~ a sure sign of the growing
tension across the capital and beyond.
Should he be called upon to provide
forces, he wil delegate authority of his
personal guard, and may even supply
‘one of the four arco-fagellants kept
within the palace dungeons. Itis
rumoured, that he can also call upon a
‘squad of Baile Sisters supposedly
hidden somewhere within the
‘Amethyst Palace's meandering
Cortidors and rooms.
LATHESIA, MUTIE
FREEDOM FIGHTER
Lathesia sa fiery teenager. who
recently took contro of the mutant
resistance fighters, who until then had
been operating in scattered bands. She
is wanted by the imperal authorities
for along list of charges, but has yet
to be captured. Her latest hideout, in
the old royal quarters, was raided.
recently and several of her underlings
‘were killed and others captured. Theie
interrogations describe Lathesia as a
pretty young woman, whose’ only
visible mutations are a slight scabbing
‘of the skin around her joints and jet
black eyes. Some claim she is a
prophetess and that her strange eyes
allow her to see into the souls of
‘others, but many discount this as wild
speculation and legend-building,
Lathesia isa potent enemy anda
valued aly, depending on whether she
sees you as friend o fe. She as
connections throughout the mutant
community, and has stockpiled many
firearms over recent months. She is @
ite fighty, however, and likely to
charge off on some noble crusade
without thinking through the
consequences propery. Some believe
she craves martyrdom,
"RED! IVAN,
ARMS MERCHANT
Ivan Constantine, or ‘Red! as he is
ornmonly known due to his many
bum scars from a explosion several
years ago, is one ofthe few merchants
licensed t6 sell weaponry on Karis
Cephalon. He has access to a wide
variely of equipment, and is not above
risking his lcense on occasion to
provide arms with no questions asked,
‘orto seek out more exotic wargear
Iva can be found in Cephalon, the
planet's capital, where he has 2 large
warehouse protected by a veritable
army of guards. His iegular
shipments from offword arrive at the
focal spaceport, and would make a
perfect target fora heist if planned
properly. On the other hand, Ivan
bears a grudge ike no other, and it
you cross him he will do everything in
his considerable power to ensure that
‘one morning you don't wake up.
whether you're a scabrous mute rebel
for ah Inquisitor.
earn no SRF tate miner oman nae
‘CREATING WORLDS 45Inquisitor author Gav Thorpe
concludes his look at creating
your own campaign settings,
looking at the overview and
structure of campaigns
[nits fina part of the series | wi
round aff By talking about one of the
|) most vital parts of any campaign
settings ~ the campaign plots
I've touched on a few
ideas about plots and
coming up with
scenarios and
campaigns both
in Inquisitor
itself and in the
earlier articles
of ths series.
This month tl
be finishing
off by
examining
| how to combine the
various elements of
characters, NPCs and locations into a
‘workable campaign plot. To do this, |
like to use the idea of the TV season
and the plot tree,
TV INSPIRATION
Graham, Phil and Rowland, who run
J) our Studio campaigns, came up with an
interesting way of plotting a campaign
{or series of campaigns, They took their
‘model from TV series such as Babylan 5
or Buffy the Vampire Slayer Each
episode is a stand-alone story in its own
right, but contains threads which tie
into a greater plot, In Inquisitor terms
these are divided into seasons
(campaigns) and episodes (scenarios)
As there is continuity from season to
season, you also create continuity from
campaign to campaign. This also means
that you can bring in extra players for
the one-off scenarios if you like
without them having to participate in
the entire campaign.
WHERE TO BEGIN?
Oddly enough, the best place to start
plotting a campaign is at the end. It is
much better to know where you want
to end up, and then work your way
|| there, then itis to have a starting point
|) which could lead anywhere. This also
helps to ensure that your campaign has
a suitably satisfying and climactic
‘ending, rather than dribbling away into
| obscurity: Once you have the ending,
} you can work your way backwards
| from there, working aut each stage in
turn so that you'll know what is
required to move the campaign along
46 CREATING WORLDS
ol
CREATING
WORLDS
INGUISITON CAMPAIGN SETTINGS
As this i Inquisitor your end wil
probably revolve around some kind of
Showdown betiveen the various
interested Wearior bands. and possibly
involving some NPCs You need to
decide where ts vail be set and bo
wil be involved. Most importantly
decide in advance what wil be the
diferent results depending on who
thine Ifyou tne aoout tee
beforehand, you can tll the player the
Tesults of the campagn and the
sftermath ofthe final Baie 25 soon as
possible, ather than having them
hanging around to see what happens
Aisa, when it comes to actualy ying
the final sceraria, make sure tha the
players, through ter iefings. a
fully snare thet this theend-of-
season ial!
MAKING A PLOT THEE
So, what you have to do is
41. Decide on where the campaign will
end up
2. Work out the various stages which
the players will have to go through
in order for this to happen
3. Work out the details of the
scenarios to allow the players to
get through the build-up stages.
Now this is where your plot tree comes
in handy. Those of you wha have
played free campaigns in Wathammer
‘or Warhammer 40,000 will sort of
know what | mean here. A plat tree is
simply a kind of flow
chart which shows
hhow the various
scenarios will
affect the overall
‘outcome of the
campaign. Each
scenario is listed
in order, and from
each of these you
determine the ye
relevant results,
For example, if
certain player wins the first scenario,
this will determine what is done in the
second scenatio. A sample plot tree is
probably the easiest way to show this.
Let's take a very simple plot. Two
warrior bands are fighting over
possession of a book of ancient secrets.
Working backwards fram here, we can
see that to get to this point, they will
(0 find where the book is, Let's
her on the world
knows the lo the book. Okay,
so we have a scenario revolving around
the preacher. Whoever gets the
CAPTURE THE
PREACHER
Warrior bands enter ftom opposite:
ends, must escape with Preacher or
rive off the enemy.
FINAL SCENARIO
Side who found Preachet start with
ook and must escape.
Now this would make for a very short
‘campaign, so let us say that the
preacher has gone into hiding and must
be found, We now need a scenario to
find him. Both Warrior bands might be
searching the same area for him,
leading f9 a fight. Our plot tree now
has a Bit more shape:
FIND THE
_ CATACGMBS _
“Search each bulding for catacomb
entrance. Group that finds it second
«does notarrive until tum 3.
inext scenario.
CAPTURE THE
Po PReAcHeR = =
_ Warrior bands enter fram opposite |
bi must, with Preacher or:
rive off the enemy
_ FINAL Si r
side no foun reac wh
book and must excape.To add a bit more interaction you can
introduce decisions within the plot tree
which will lead it down one path or the
other. In our campaign, we might ask
he players to make a choice of two
areas they want to search for the
preacher If they both search the same
area, you get a fight between them. If
ey search a different area you should
put them up against an NPC force. Our
Campaign is looking more complex and
interesting now.
BOTH SEARCH ONE SEARCH BOTH SEARCH ONE SEARCH
‘WEST CITY East City “EAST CITY WEST CITY
: epponents turn up late) *
FIGHT EACH
‘OTHER
‘No entrance
to be found.
Fight off
Muties:
. eve theca
TTrne The pee
CATACOMBS
Search each building for
canbe
ae eae
Sec eneuniums | | CARCGBE THE
Ene Soar: ‘Warrior bands enter
topes sae
You can keep on adding more
scenarios and decisions to must escape with FINAL
your heart's content, but bear in mind Preacher or drive off. SCENARIO
how long you want to be playing the ‘the enemy. Side who found Preacher
campaign for, and how often you will tart wile
get a chance to play. and must escape,
ONLY A FRAMEWORK
Your plot tree only provides the bare
bones of the campaign, you'll need to
flesh it out, both atthe start and during
the course of the campaign. For a start,
what waitten material, in the form of
briefings and updates, will you need to
provide the players with? How are you
Boing to present them with any
decisiqns that need to be made-and
what information do you give them
regarding which might be a better
course of action? You should also think
about how much time will pass
between scenarios, for the purposes of
injury recovery, taining, ete
The other good thing about a plot tee
is that rather than stilling spontaneity, it
allaws you to fit goad ideas within a
‘wider framework. You might decide to
drop some clues in regarding possible
future scenarios, which you may or may
not add in later In the example above,
the players may not even know they
are looking for the book at the start of
‘the campaign, but wil find out over the
course of the first couple of scenarios
‘CREATING WORLDS 47iy avers)
Graham McNeill looks at the
journey of a man tortured by a
Daemon as a child, who would
grow to become Witch Hunter
Tyrus, a man who's word alone
can smite the daemonic.
he young Tyrus was to be
orphaned at an early age. He was
‘a mere six summers old when the
daemons came to his home world of
Loressa, an isolated agr-world in the
Segmentum Obscurus. Acting
insiiously through an adolescent gir
whose miraculous powers of healing
had cured many people from Tyrus'
village, the Daemon Prince Kholoth the
Excoriator spread a plague of mutation
across Loressa. This weakened the
fabric of reality enough for him to force
his way from the Immateriur into the
girl's unprotected mind. In its new
guise, the daemon destroyed
village and began
the slaughter of
nhabitants it an
‘orgy of mutilation
“Tyrus was dragged
from his home into
the village's main
square, where the
inhabitants
corpses lay
50 THE INQUISITION
WITCH
HUNTER
THI
ina heaped pile. Over the nest few
hours, Kholoth tortured Tyrus, taking an
eye and sicing off an ea, that he might
stil hear his own screams and witness
the destruction of his flesh, As the
leering young ail explained precisely
what horrors she would next visit upen
his body, Tyus despaired and prepared
for death. Oniy the timely intervention
cf witch Hunter Covonis, who had
tracked the daemon to Loressa via the
Emperor's Tarot, saved Tyrus' lie
The Tarot has guided the servants of
the Emperor for ten millennia and
though the significance of its readings
are often abseure to the point of
its holy instruction is said
imbued with the Emperor's own
will. Such indeed seems to have been
the ease as Covonis, lad in a massive
suit of elaborately tooled armour,
intricately carved with decorative
scrollwork and fluting, materialised with
four, grey armoured angels of
struction in the village sa
he daemon gil paused in
her gruesome handiwork
and turned to face the
With Hunter, a hiss
‘escaping her
possessed lips.
Through a red
haze, Tyrus saw
the mighty figure
of Covoris and his
armoured
brethren do battle
with the daemon
gi. Three of the
angels were cut
down with bolts of
blue fre, before
Covanis swung his
blessed sword in a
gilttering are and behea«
the shrieking daemon,
Whirtwinds of
daemonic energy
howled around
THIALS OF WITCH HUNTER TYAUS
the combatants as the creature was
banished back to the hell from whence
iteame, and Tyrus watched as one of
the angels burned the corpse in the
cleansing fire ofits weapon.
Tytus, almost blinded by pain and blood
iss, staggered to the edge of the
blaze, his skin blistering in the infernal
heat, and spat his hatred into the
flames. He cursed the daemon's name
and, as an armoured gauntiet settled
on his shoulder, he looked up into the
stern features of Covonis and knew
that there wias only one path open to
him now. Tyrus became Covonis
apprentice and journeyed back to th
orbiting starship from which Covonis
and the Grey Knights (as Tyrus would
iater know them) had teleported. He
assimilated the wonders of technology
and the ways of the Witch Hunter with
‘a zeal only the truly dedicated can
muster He was gifted with cybernetic
replacements for his missing eye and
fear, and Covonis instructed him in the
path of the Witch Hunter, the tools and
methods at their disposal and, lastly,
the heresy af the daemanic. Never
before had Covonis known an acolyte
ta master the Rites of Detestation so
quickly, or one whose pious devotion
matched his own,
As the years of intense training passed,
Tyrus grew to manhood with his hatred
cf daemons and those who would
consort with such creatures growing,
stronger with eacy passing day. He
mastered weapons, martial skills and
the rites by which the daemon could be
vanquished. Such was his strength of
devotion to the Immortal God-Emperor
that his word alone could stay the hand
of a daemonic ereature and cause it to
ee! in pain at his fiery zeal and
devotion. Many base and repulsive
creatures af the warp were destroyed
by Tyrus and his master, until a fateful
battle in the royal audience chamber of
The Emperor's Tarot
Covonis and Tyrus to the
palaces of Regalis' great and mighty in
search of deviancy. The monarchy of
Epsilon Regalis protested their
innocence, but Covonis was adamant;
they would face Trial by Holy Seaae
Into the palms of each member of the
royal family, Covonis placed a
featureless wax tablet and heated an
Inguisitorial seal. When the seal glowed
with heat, Covonis explained, he would
press it into the wax upon each of their
‘would know the full wrath of the
Inquisition, while those whose skin
remained unblemished would have
their innocence displayed for all to see.
‘As Covonis pressed the seal into the
first outstretched hand, the human
features of the King's daughter spit
apart into the leering face of a daemon
Worse, it was a daemon Cavanis knew:
Kholoth the Excoriator. In an instant the
daemon was free and dealt a mortal
blow to the venerable Witch Hunter. As
he fell, the last vestiges of humanity
were cast from the faces af the captives
and the daemons were free. Tyrus.
quickly swept up Covonis’ power knife
‘and set about himself with terible fury
and righteous anger, his heart burning
with vengeance. The lesser thrall
daemons in Kholoth's service were no
match for Tycus, and at last he and
kholoth stood face to face, the sole
figures left standing in the gore-
spattered audience chamber
The two enemies fought a duel that
had been five decades in the making,
and almost killed the Witch Hunter's
apprentice. Bellowing words of aly
purty that the daeman is forbidden to
withstand, Tyrus fought with the
strength of the Emperor. The bitter foes
traded blows, each grievaus enough to
ase in his pursuit of the unholy. the unclean and the waworthy
fella lesser being. Sheer force of will
kept Tyrus standing and, as he grappled
with the daemon, sermons of piety and
devotion spilling from his lips, he
punched Covoris’ weapon through tl
daemon's chest, dragging out its stl
beating heart, and crushed itin his
gauntleted fist. The daemon grinned as
it died, spouting blasphemous oaths
that promised the Witch Hunter that
they would meet again and that it had
already watched bim die a thousand
times. Suspecting the corruption of the
royal family extended to the planet's,
population, Tyrus launched a bloody
urge of the surrounding cities that