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Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Mabbz on October 06, 2017, 06:39:30 PM »
I like these characters. These are nice characters.

Just to clarify with the Skills section, these won't necessarily be tyed to a specific stat. Take Lucius' Knife skill, for example. On the one hand, that could give a bonus to a strength test, if trying to overpower someone with the knife, or alternatively it could give a bonus to a co-ordination test when trying to do a more fancy move. They exist more to give a brief summary of your character's abilities, so everyone can see at a glance who's likely to be best at something, than as a well defined bonus.

I can't help but think Lucius will be in a constant state of eye-rolling when around Titus XD As to my understanding, Hive Gangers wouldn't really get along with Arbites :P
Intra-party conflict is fun!

Also I find it amusing that if you were to play good-cop bad-cop in an interrogation, the law-abiding character would be the bad cop :P
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Narric on October 06, 2017, 01:12:56 PM »
40K needs an actually Judge Dread figure in its Lore/Law :P

I can't help but think Lucius will be in a constant state of eye-rolling when around Titus XD As to my understanding, Hive Gangers wouldn't really get along with Arbites :P
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Cammerz on October 06, 2017, 10:50:10 AM »
Right then, how about this?

Name: Titus Wolfe
Age/Gender: Late-30s Male
Background: A grizzled Adeptus Arbites veteran, Schola educated and then shipped off to an Imperial sector capital to uphold the Emperor's Law (Lex Imperialis for those of you who speak High Gothic). In this role Wolfe excelled in close-quarters combat with shock maul and riot shield, powerful enough to quell a riot but non-lethal enough to bring in survivors for interrogation which he also developed a knack for.
Titus Wolfe came to the attention of the Inquisition when he was tasked with leading a team to clear out a recidivist organisation which turned out to be a newly-formed genestealer cult.

Strength   Co-ordination   Intelligence   Endurance   Sanity   Willpower   Charisma
7              4                     5                6                 6          6              6

  • Shock Maul Weapon Use (Combat skill)
  • I Am The Law (Charisma Skill [Intimidation/Interrogation])
  • Sense for Trouble (Perception skill [not sure which stat you're basing this on]) - Good Arbites develop an instinctive sense for lawlessness; Is that man trying to avoid my gaze because he's up to no good? Is this crowd about to turn violent? Is there a weapon concealed under that coat?

Note: Not trying to step on your toes with the interrogation skill there Narric, I'm seeing yours as subtle whilst mine is intended as very not.
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Waaaghpower on October 05, 2017, 11:28:40 PM »
Sure, what the hey, I'll join in. Why not, amirite?
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Narric on October 05, 2017, 10:36:57 PM »
Gonna pop my character info here.

Name: Lucius (Von Drakoon)
Age/Gender: Mid-20s Male
Background: A Hive Ganger who grew up in the slums of an fringe imperial world, Lucius learned to put trust in weapons he could hold one of in each hand, with pistols and knives becoming comforting tools. Through an elaborate series of events involving murder, coercion and smooth talking, and a habit of hiding unsavory evidence, he secured himself a position on the Planetary Governor's bodyguard.
When an Inquisitor arrived on the planet and uncovered the Governor had been trading with aliens for alien produce and technology, Lucius had found himself in the prime position to be a tool of the Inquisition, ending the Governor's heresy.


  • Pistol & Blade Weapon Use (Combat skill)
  • Serrated Silver Tongue (Charisma Skill [Interrogation/Coersion])
  • Hand-crafted Pistol: During his time as the Govenor's bodyguard, he managed to convince a few tinkerer's and weaponsmith's within the Hive to modify an archaic handgun. The pistol has a single-shot and burst shot mode, allowing for greater combat versatility.
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Mabbz on October 05, 2017, 08:30:30 PM »
That's about right, but don't get too caught up on combat and actual 40k rules. There will be a mix of combat and non-combat challenges, so a low ranking guardsman that knows how to handle themselves in social situations may be more useful than a highly combat specialised guard sergeant.

Also I'm thinking of letting people have more than one character at a time, but I'm not sure. Opinions?
Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Narric on October 05, 2017, 08:04:48 PM »
I'll certainly sign on :3

So you're kinda expecting Squad sergeant or a little higher at best, in terms of pre-rp character developmenet, right?

Why not name the Stats after Fallouts' "S.P.E.C.I.A.L" ?
Online Roleplaying / Inquisitorial Training Program (Signup and OOC thread)
« Last post by Mabbz on October 05, 2017, 07:49:48 PM »
- Lucius Von Drakoon (Narric) (Hive ganger)
- Titus Wolfe (Cammerz) (Arbite)
- Rigg Sesamekesh (Waaaghpower) (Merchant/Gambler)
- Roran Horst (Mkoll) (Smith)

As promised, I'm starting an RP. This is such a blatant rip off of the All Guardsman Party (read it here), that it's basically fanfiction. If you've never read AGP, then I reccommend it, but here's some basic info stolen from chapter 2:

Our Inquisitor collected teams from across the sector and handed them out to Interrogators who needed to get their feet wet leading a team. This was actually a pretty important role, not every Inquisitor has time or men to spare when an apprentice Interrogator is ready to move on, so they would get sent to our boss. He would set them up with a team and mission and keep an eye on how they did. He had a real name, but we all called him Professor Oak.

Oak had a fair number of recruitment teams that wandered around looking for fresh meat, one of which was hanging around our battle checking for genestealers and drafting guardsmen who wouldn't be missed. We got packed up and sent along to Oak's mobile base of operations and got put through a crash course in being an Inquisition Goon Squad. Then we got split into squads of five or six, partnered up with a some combat-light teams, and handed out to dewy eyed Interrogators like the 40k equivalent of a bulbasaur.

I'm literally stealing this idea wholesale. You are members of one of Professor Oak's (real name Inquisitor Quercus) teams of Inquisitorial Henchmen, you'll be teamed up with some other agents to fill out numbers, and handed to an NPC Interrogator to assist him on his mission. Your Interrogator's competence, loyalty and personability are not guaranteed. At the end of the mission, you'll go back to Quercus for debriefing and get passed on to another Interrogator in what would be a sequel RP, if I feel up to running it (maybe someone else could take over at the point.

The main ways that it differs from AGP is that, firstly, you probably wont meet any characters from there except Quercus, secondly, we're not playing with Dark Heresy rules, and thirdly, you don't all have to be guardsmen (unless you want to be...).

Character selection

In terms of roles, you can be pretty much any kind of human (or abhuman) in the Imperium. The only real rule there is that you can't be anything too powerful. No Space Marines, no high ranking Tech Magi, no alpha level psykers and so on. For a guideline, here's a list of ideas, and remember that not everything the Inquisition handles involves combat:

Spoiler (click to show/hide)

The rules

Your stats are as follows:

  • Strength - straighforward, how strong are you?
  • Co-ordination - used for precision tasks, as well as shooting
  • Intelligence - if you can't figure this stat out, give yourself a low number :P
  • Endurance - resistance to damage and tiredness
  • Fortitude - I forgot the word I wanted to use for this stat. It's more meant for determining how calmly you react to a stressful or surprising situation than anything else. Take this to avoid panic-shooting allies that make you jump
  • Willpower - mostly for Psykers and anti-warp purposed, but could be useful in other situations...
  • Charisma - good for if you actually want to resolve anything without bloodshed, which is probably a good idea

You have 40 points to spend as you will, minimum of 2 per stat, max of 10. Most moderately difficult tasks will have a difficulty between 10-15.

Also, choose three specialisations/skills. These can be anything you want, but more specific ones will earn more of a bonus. For example, Weapon Use as a skill will give you a +1 to all weapon related rolls. Guard Infantry Weapon Use would probably give a +2. Lasgun Use would give you +3.

When performing an action roll 2d6 + the relevant stat, and see if you beat the difficulty for the roll. When trying to do something in a non-stressful situation, you can choose not to bother rolling and just Take Seven. This basically means you automatically rolled a 7, and we see how you would do on average. Higher scores mean greater levels of success.

Finally, each player will have three Fate Points, which can be spent to let you automatically roll a 12 on any given roll. You have to choose to do this before a roll, though, and it doesn't guarantee success.

I made these rules up on on the fly over the last hour or so. Please point out any stupidity.
Online Roleplaying / Forum Roleplaying Advice for GMs and Players
« Last post by Mabbz on October 03, 2017, 05:51:39 PM »
So I've been looking back over previous RP threads, and the main thing I've noticed is that none of them ever reached any kind of conclusion. Most die within the first few pages, while others go on for hundreds of pages (nine out of ten of the biggest threads on the forum are RP threads). But none have ever truly ended. Most just trail off as people stop posting, while the rest have the GM be unable to continue for personal reasons.

Another thing I noticed is that I've been a part of nearly every RP on the forum, both as player and GM. So I figure I have a bit of experience with forum RPing (I've never actually roleplayed IRL) and I wanted to lay down some guidelines and advice for future roleplayers of this forum, in the hopes that one day, a story will actually reach some kind of ending.

Anyway, overly long intro written, lets get started.

RULE 1: Inactivity kills roleplays

Pretty straight forward, really. If people don't post, then the roleplay will die. Don't sign up for an RP unless you're confident you can post regularly. It doesn't have to involve constantly hitting refresh waiting for the next post (although I know I've done that before :P), but I'd say you should be able to get online at least twice a week, preferably more. And by "get online", I mean for long enough to make a post, not just thirty seconds to read other people's posts.

For obvious reasons, GMs need to be able to commit even more time, probably being able to get on every day or two, although remember that not every post needs to be an essay. Sometimes two sentences can be enough to get everyone else posting.

RULE 2: Inactivity breeds inactivity

Another straightforward one. As an example, if someone posts asking a player a question, and that player doesn't respond, no one else will want to post and risk interrupting. This is especially bad if it's the GM that goes a week without checking in. Even worse, if an RP goes long enough without a post, people will stop checking in. A GM that takes a week off could return to find half his players gone. Fortunately, paying attention to the next two rules can prevent this kind of problem...

RULE 3: Communication is key

Let's say you're a GM, and you need to take a break from the RP for a few days. You tell your players you'll post something in a week, and they say sure, and everything works out fine. If you don't say anything, a player could assume you're gone for good and stop checking in. One player down, long gaps are caused by people waiting for them, and the game dies.

Or let's say you're a player that can't continue. You tell people, and the GM can take over the character or find a way to write them out. Honestly, it's common curtesy as far as I'm concerned. Just tell people when you have problems, and they can work around it.

RULE 4: There's no such thing as a worthless post

But Mabbz, what if I have nothing to say? Surely I shouldn't post then?

Wrong! All too often I've seen Person A think they have nothing to say, while other people sit there waiting because they think Person A does have something to say. Not to mention the times when the GM makes a post, and no one thinks there character should react, meaning no one does anything until the GM prompts them. Consider the following post:

Galithir frowns uneasily, but makes no move to intervene.

Seems pointless? Maybe. But by posting that, not only have we shown that Galithir isn't going to react (which other people might otherwise be waiting for), but we even gained a small insight into Galithir's opinion on the situation. A tiny post like that can be enough to make other players take the opening.

As a secondary point, I am personally of the opinion that the normal forum rules against double-posting don't truly apply to RPs. If you post and a week goes by without any response, assume no one reacted and post again. They had ample opportunity, and they should have said if they were going to be unavailable.

Anyways, that's enough for now. There's some other stuff I wanted to talk about, but I'll post that at some other time. For now, thoughts?
Woohoo, batrep! Always nice to see some Thielbane fluff. As always, my money is on you.
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