Rest Periods Between Adventures

By ThenDoctor, in Dark Heresy

I normally complete ignore this "I was one week in the warp but x weeks away in reality" just for simplicites sake.

To us, it's one of the more flavourful aspects of interstellar travel in the Imperium. In that week you spent in the Warp, several months may have passed in Realspace, and that suspected Slaaneshi cult you were sent to investigate may have risen up to take control of the Agri-World you're just now arriving at.

And of course, weirder things can happen. Like, you might arrive at your destination at a Realspace point in time that pre-dates your departure.

Obviously tastes (and focus) differ, but I think the timey wimey aspect of Warp travel is pretty awesome.

I'll just say that they have a few options, either the long trip outside the warp, warp travel to Dreah and smaller craft to Solomon, or Warp travel to Solomon. They'll obviously have the drawback of having less opportunity for their own investigations or earning cash on their own.

Interstellar (between stars) travel in the Imperium of Man is Warp travel or nothing. The travel times I listed earlier were for Warp travel: 24 hours spent in the Warp means some 50 days have passed in Realspace.

Interplanetary (between planets in the same star system) travel in the Imperium of Man uses technology not too different from what's available to us real-world Earthlings right now. The notable difference is that the IoM has gravity technology, which lets them accelerate at speeds that would injure or kill the occupants of a space ship without grav plating.

But even so, interplanetary travel in 40K isn't drastically faster than it is for us real-world human beings of today. We're still talking weeks, even months, of travel.

In retrospect, they're acolytes and need to learn their place. Their inquisitor may have just decided they're taking the long route to reflect on their own actions read here as (prepare themselves for what's coming next because he's putting them in essentially a suicide mission that is The House of Dust and Ash.)

It's completely in line with the fluff to tell your Acolytes that it will take them 3-4 weeks of Realspace travel time to get from the outskirts of the Solomon system, to Solomon itself.

The journey through the Warp to get to the system may only have taken 20 hours from the perspective of the Acolytes (while 60 days passed in Realspace), but the Warp jump doesn't actually take them to the planet, it just takes them to the system where the planet is located.

According to the fluff, it works this way for safety reasons. Essentially, jumping around inside a star system is dangerous because it'd difficult to determine if there's something at your entry point to Realspace. So to avoid plowing your big, fancy ship into a planet, you enter Realspace at the edge of the star system.

I see, would you all them to recieve their two months of pay for that one day of warp travel, or would you state that they actually need to be active those two months earning that pay?

I see, would you all them to recieve their two months of pay for that one day of warp travel, or would you state that they actually need to be active those two months earning that pay?

Stuff like this I always rule in favour of the PCs. If that gives them a little bit too much money, I'd simply raise the prices on stuff accordingly.

I see, would you all them to recieve their two months of pay for that one day of warp travel, or would you state that they actually need to be active those two months earning that pay?

Stuff like this I always rule in favour of the PCs. If that gives them a little bit too much money, I'd simply raise the prices on stuff accordingly.

Unless y o u make the n o ble pay f o r o ppulent lifestyles and the cleric d o nate m o st o f his spare thr o ne t o the church. Well make is a str o ng w o rd, suggest, make it kn o wn that it isn't what they generally d o (h o rding m o ney f o r equipment).

Unless y o [/size] u make the n o [/size] ble pay f o [/size] r o [/size] ppulent lifestyles and the cleric d o [/size] nate m o [/size] st o [/size] f his spare thr o [/size] ne t o [/size] the church. Well make is a str o [/size] ng w o [/size] rd, suggest, make it kn o [/size] wn that it isn't what they generally d o [/size] (h o [/size] rding m o [/size] ney f o [/size] r equipment).

Wouldn't the Cleric be part of the church though? His income is FROM the Church, his money and possesions already belong to the Emperor...

It's 40k, chuch make-up isn't concrete. I've always thought that the church provides what it's workers need, and not a general salary. The salary in Dark Heresy I took to understand that the church accepted it's followers were going to travel with the Inquisition and gave them some funds to get around. That isn't to say they wouldn't mind some repayment of uneeded funds. It's all up to interpretation.

We dropped the Starting & Monthly Income rules, for several reasons.

The simplest alternative, I think, is to abolish Monthly Income and replace it wholly with an Inquisitorial Stipend. Simply decide what you think they should be earning, and give them that. If your players like rolling dice, remember to incorporate a bit of dice rolling into it.

Alternatively you could use the rules from DH2e, or Ezra Kainus' version of them in Living2.3 (which you can find over at DarkReign).

I'd offer to type up our houserules, but they're still WIP and they plug into all sorts of things you probably don't need (my players like running various operations that impacts their wealth).

Initially I just gave them some relatively sane equipment. They started rank 4, I wasn't going to simulate that much income. I think I might ask them if it's cool continuing that. They bring up an item they might want and if it's reasonable and they haven't annoyed their Inquisitor, or at least earned it in some begrudging way, they they'll recieve it at their next rest period. But, monthly income? They spend that maintaining their current level of living and maintaining their living quarters outside of their inquisitorial job. They may not go for that, but we'll see. They're still in that phase of "I want a power sword anna set of power armor anna guncutter"

Which I've limited armor avaliability based on rank, and weapons based on the difficulty of the adventures they'll be in. However I am going to ask them what insane little thing they might want, and likely put that in the House of Dust and Ash auction which will be the only cash grab they really have. Unless the item is proscribed in which case their inquisitor will either dispose of it or keep it until he feels they're ready for it.

Sounds like theirs and your expectations are a little bit different. They want to play the artwork, you want them to play the nobodies the adventure line you're running was written for.

The only way to solve problems like that, is to discuss it outside the game. If you explain to them that the adventure line you want to run casts them as nobodies with no resources, who're just trying to stay alive through gruesome events, they're going to tell you one of two things: "Oh, OK you should've told us sooner" or "But that's not what we want to play."

If their answer is the latter, you should accept it and either drastically modify the adventure line to suit high-powered players, or write your own - likely more player-driven - material, or play something else entirely that you all agree on.

Dark Heresy is essentially Call of Cthulhu in Spaaace! with an extra dash of combat, and it doesn't work terribly well for different types of play.

Shhhhh you can't say the "C" word. Every one of my players refuses to play a game with that in the title because, and I quote, "There's no point in playing a character that's guaranteed to either die horrifically or survive and go insane anyways." But yeah. I think I'll just explain that I thought about it and I've no reason to use the income system. Extrapolation and equipment gathering is a hassle anyways. They'll be supplied what they've earned.

It varies. A campaign I am a player in it has been a series of successive missions with sometimes only a day or two or no downtime at all. Some of us had to go into missions already at or near critical wounds. We lost 2 characters so far in action. It really depends on how long travel takes between missions and the urgency of any followup missions. It's a luxury for that cell if we get more than 2-3 days layover between missions. An acolytes work is never done!

Edited by Lexdamus

When I GM dark heresy I usually give my players quite the bit of downtime, but that is mostly because of the time it takes for their skills and talents to be learnt, so in practice they can only spend their hard earned xp between each mission.

This also allows the players to have more connections than they would be able to make ingame, when they have to stick together in a group of acolytes, for example has the Adepta Soritas player bought a 500xp connection to the Adepta Soritas as reliable group that offer favours, which took not only 500xp, but quite a bit of interesting roleplay as well. (The rules of connections can be found in the inquisitor's handbook)

This also allows the players to have more connections than they would be able to make ingame, when they have to stick together in a group of acolytes, for example has the Adepta Soritas player bought a 500xp connection to the Adepta Soritas as reliable group that offer favours, which took not only 500xp, but quite a bit of interesting roleplay as well. (The rules of connections can be found in the inquisitor's handbook)

I know, my players however are solely focused on themselves sadly and not what they can get with connections.