Ok, I have read all your comments and I like your ideas......But, when it is just the inquisitor and the four acolytes, and one of the acolytes decides to talk back or poke fun of the inquisitor, the inquisitor shoots them. Do I roll for damage ballistic skill or do I simply just tell them the inquisitor filled there skull with led or he took one swift action to put a bullet right between his eyes. I want specific Ideas if it is just the inquisitor and the acolytes.
Trouble with PC's 3
Use a GM screen to hide your rolls. Say that the Inquisitor rolled Righteous Fury for damage. Problem solved.
It sounds like your campaign is very mechanically driven. If it is, then your players will just think that that's cheating (even though it is what I, as a GM, would do). Stat up some uber NPC and let them go to town, if stats are what they respect. There was a thread about three weeks ago on here about broken characters and the like.
Agreed, no group of lowly alcolytes should be any match for even the greenest Inquisitor. I'm not entirely certain why the untested and untrushworthy npcs are alone with the Inquisitor to begin with - he should have his trusted staff or guard near at hand - but in all reality the Inquisitor shouldn't be in the least bit threatened by them.
Me, if the pcs were particularly focused on mechanics, I'd roll some dice, then describe how he maimed one of the pcs in his opening move. Yes, I'd be cheating, but I'd hide it by falsely checking dice and charts, etc. Really, though, I think it sends more of a message if you don't bother rolling and simply let him have his way with the offender - it tells the players that the behavior in question will not be tollerated, period. If they do challenge you, inform them that the Inquisitor is so far beyond them that rolling dice would be a joke.
You roll. You just dont tell them your inquisitor's stats. Then you can make up whatever you want. So he has stats over 100, and always rolls max damage (special inquisitor perk). He can dodge/parry multiple times in a round.
He is so far beyond their abilities that to even think about attacking him should require a willpower test.
RoBro said:
Ok, I have read all your comments and I like your ideas......But, when it is just the inquisitor and the four acolytes, and one of the acolytes decides to talk back or poke fun of the inquisitor, the inquisitor shoots them. Do I roll for damage ballistic skill or do I simply just tell them the inquisitor filled there skull with led or he took one swift action to put a bullet right between his eyes. I want specific Ideas if it is just the inquisitor and the acolytes.
I mentioned in your first thread how to handle the situation ( "use very powerful psychic powers against them (Psychic Crush one acolyte in a Darth Vader manner, Compel/Dominate one acolyte to shot another acolyte in the face, Incinerate or Blood Boil an acolyte with a wave of a hand) or let him draw his Best Quality Lathe Power Sword / Daemon Hammer to cut the limbs of one or two acolytes (or cut one in half) in a single round or his Best Quality Inferno Pistol to melt the nerest acolytes face" ).
I personally would make stats for the Inquisitor, on one side because I like to create detailed NPCs and on the other because I hate it when GMs simply state a PC (or sometimes even an important NPC) is dead without (even pretending) rolling a dice. Just give the Inquisitor a Psy Rating of 4-5 and a WP bonus of 5 to do the psychic feats I mentioned above or of at least WS/BS 55 (plus bonuses for Quick Draw, Aim and Short Range/Best Quality) for the attacks. And do not forget the Touched by Fate talent for him/her either (to re-roll the 90-100). Dead acolyte if you ask me...
Especially if you have to deal with extremely martially inclined teenage players I suspect this is the best way to teach them some respect for the 'old fart', as violence and the ability to quickly deal out violence to a high degree is the only thing these kind of players might respect and be afraid of in the future.
Well, Luthor's approach I think is your best bet for a simple bloody violent end to any shinaigans and I agree with his stance on the fact that you shouldn't just hand wave what the Inquisitor dose. It's just bad form to say things happen a certain way because your the GM and that's that when it's so easy to make an NPC psyker that can hand the PC's arses to them without breaking a sweat... soooooo easy.
And now for something completely different... sort of. It's really not all that different and it's two things actually.
The Brutal S.o.B Approach
So, he's alone with the acolytes and one begins ribbing him in a most disrespectful manner. The Inquisitor dose nothing. Maybe he smiles meekly and half-heartedly goes along with the joke but he dose not do is suddenly lose his temper, flip out, and get all ninja kill-crazy on them. Nope, nothing happens... until they are settling down for the night or are otherwise relaxed, perhaps around meal time.
The troubled players, all of them even if they weren't involved in this particular event, will have an event where an Aquilla breaks, burns, or otherwise inexplicably is destroyed as soon as they touch it or look at it. As that happens, they automatically lose a Fate Point and get the feeling that they have suddenly lost something, like someone that has always been at their side since birth has suddenly gone missing, an odd sense of loss that they can't really identify. Other then that odd event and the mysterious loss of a Fate Point, everything goes along as normal, perhaps the Inquisitor takes out his flask and passes it around, maybe cooks up the meal, or perhaps he had taken a drink of water earlier (though not since, but don't draw attention to that or even draw any attention to what he has or hasn't done at all).
Once the PC's have all eaten and drunk their fill, each has to make three toughness checks at -20. If they fail any of the three rolls, they fall unconscious for 1d10 minutes. If they fail by 3 more degrees, they are out for 1d5 hours. Of they fail all three by 3 or more degrees, they quietly O.D. in their drug induced sleep and die unless they burn a Fate Point at which time they'll simply be out for 1d5 hours. Yes, the Inquisitor spiked their food or drink with a copious dosage of Morphia-V effectively giving each PC a triple dose.
While they are out, the Inquisitor insures they are fed a bit more sedative if they ever start coming to until he's done, though occasional, one might wake up with strange pressure and pain coming from his groin, unimaginable pain and cracking from his chest, or to the sight of the Inquisitor stopped above the PC's face with a thick pink and bloody worm like bit of flesh. These sights and sensations will be hazy, pain filled, and, worst of all, they will still barely be able to move their bodies (anything they try should have a -60 attached to it) before the Inquisitor smiles, grabs a syringe, and doses them off to la-la land again.
When they finally wake up, they will be at 0 wounds and be bound tightly. They will be at a -30 to all tests as the copious amount of Morphia that they were given is still in their systems. They will be hungry and dead thirsty and the Inquisitor should give them all a bit to drink and some over-cooked tough stringy meat, force fed if he must, to get their strength back up. As the Morphia haze wears off, they will each start feeling increasing amounts of pain radiating up through their bodies from several impromptu surgeries that the Inquisitor had just spent the previous day performing on them (here's hopping he has medicae... or not >
).
The Inquisitor should take this time to politely and in a fatherly sort of way explain to them that he had noticed some aberrations in their behavior that was making them less then reliable and trust-worthy acolytes. While the vast majority of his colleagues would have just shot them on the spot, he's different, he believes in them! Well, he admits he believes in all of them except for *insert name of the worst offender of the lot*. He doesn't believe in *insert name* at all, the poor fellow. Why, he's too far gone, nothing more then a retarded chimpanzee! There's only one thing e could do for the poor fellow and that's brutally beat in his head with a fist sized rock (that should take a bit) and give him time to explain to the remaining acolytes about how precious the Emperor's resources are and that such resources, like ammunition, should not be wasted on retarded chimpanzees in need of being put down. If the character burns a Fate Point to survive, he should lose 1d10 from his Int and WP for literally being beaten stupid.
To the others he would profess that he believes that they can rise above their petty destructive urges and blasphemous ways. It'll be hard, but they shouldn't worry over-much for he will help them do just that even if it breaks them body, mind, and soul (he's such a nice guy!). He would go on to inform them that the most likely root of their problem was the fact that that their humors and hormone levels were out of balance, a problem he hopes has been fixed with the removal of their genitalia. It's at about this point that the bulk of the morphine haze should have abated enough for the pain shooting up from their groins to really hit home as well as the fact that they, indeed, do seem to be bandaged up a bit down there. Not only that, but their chests have been cut open on their left sides near their heart and sutured back up and their ribs put into crude splints (the pain from that should really start setting in as well). And if that wasn't enough, the most vocal of the Troubled Acolytes would find (possibly much earlier then this if he tried to talk) that his tongue has been cut from his head and the wound cauterized.
If at any time during this process any of them act out, he'll remove their tongues as well while explaining to the lot of them that hopefully he's fixed the problem with their behavior as, if it wasn't, the next step in curing them will be a lot more painful and a lot more invasive.
If you want to keep the brutality up, then from this point forwards, e wouldn't allow them to rest or sleep. If they are traveling somewhere over land, then he should chain them behind their vehicle and effectively force march them where ever they are going. If any fall, they will be more then likely drug to their death (unless they burn a fate point getting the Inquisitor to stop for a break). He will work them like dogs until they die except for those who show respect for his authority. Those who grumble as he orders them on will be drug on, those who shout out 'yes my Lord" will quickly be rewarded with rest, not being drug behind a truck, and obvious favoritism (possibly a tasty treat and a pat on the head as well).
Again, you need to explain why this happened to any player who ends up having to make another character and let them know that such will continue to happen if their characters continue to act the ass to Inquisitors and the like.
The Morality Play Method.
Like the Brutal S.o.B method, this one opens up with the Troubled Acolytes receiving an omen of the Emperor's displeasure and the loss of a Fate Point. Also like the Brutal S.o.B approach, shortly after the omen, their Inquisitor should serendipitously drug them, but this time it's with a rather strong dose of Verita. No toughness tests, no saves, no matter how touch they are, the drug will hit them like a freight train and send them into a waking nightmare they may never come out of again.
They will be in a surreal hallucinatory world where they will be confronted with situations which are thematically related to their blasphemous transgressions. Perhaps, in relation to you mentioning the killing of the bartender and steeling of the beer, after wandering lost in the wilderness for a bit, they will stumble across a bar in the middle of nowhere that is tended by a surely bartender who is none too nice. Around his neck hangs an Aquilla and behind him, keg upon keg of beer, a sack of gold and bullets, and any other sweet assed loot they've been wanting sits. If they just try to take what they want, the bartender wont let them and will use force to prevent them from doing such. If they wound or kill him in the attempted theft, the Aquilla hanging around his neck will snap in two and they will lose a Fate Point with the same odd feeling as last time. If they have no Fate Point to lose, they die. If they live and let live, jack-holes like they had been will come into the bar and look to kill the bartender and steal the beer and swag. If they work to stop the aggressors, the test will be passed and they can move on to the next. If they do noting and watch, they neither lose a Fate Point but, also, do not pass the test.
Any wounds they suffer are real wounds, tough not inflicted by their hallucinations. In reality, they will be wandering around the wilderness buck naked. Any wounds suffered would actually come from falling, animal attacks, exposure to the elements, or anything else tat would go along with tripping out of your mind buck naked in the wilds of 40k. If they die due to Fate Point loss, it could be assumed that they died of exposure, animal attack, or eating poisoned berries that they through were peanuts to go with the frosty cold one they got at that bar...
You'll want to set it up where they must pass 4-6 such tests. Perhaps focus on some virtues of Imperial society you would like to hammer into their skulls -maybe go with Faith, Obedience, and Temperance. One of the hallucinations should definitely revolve around the Inquisitor, perhaps with him ordering them into a suicidal situation (running through fire into a burning building etc). They fail if they don't fallow his orders and succeed (possibly without lasting harm... it's healed as soon as everyone clears it) if they do. Perhaps, in another situation, they will be faced with a pack of old fogies worshiping at a great monument to the Emperor and be invited over for a nice long prayer session. Not worshiping with the folks will result in the loss of a Fate Point.
No matter what tests you set up, you should also include some real things and situations to slip into the hallucinatory ones and described in such a way so the players will not be able to easily figure out what is real and what is not. If they figure tat out, they would be able to breeze trough the tests as I'm sure they'll be able to pick up on what you're looking for and, not wanting to lose any more Fate Points, will do what they think you want without fear of what would happen to them for doing such because, after all, it's not real. If they have to deal with real situations that are mixed in with the tests and seem just a surreal (possibly with half hallucinatory half real parts to them) they should have a harder time simply choosing the right choice for the test and instead, know that what they are facing might not be a test and leaping through that fire might actually burn them to death. In the end, the players should be hard pressed to figure out what parts of their dream-quest of sorts was real and what parts were strictly drug induced. Normal situations or elements should be approached with the same aesthetic that the tests are such as a real rabid animal protecting a child's doll which has an Aquilla hanging around it's neck.
As each character finally gets their predicted upon number of wins at the test, the drug will begin wearing off, they would see the Emperor come over the rise more radiant then they could ever imagine, so radiant, he is blinding yet they are not blinded. His hand would be outstretched to them to help them up. Once they take it, they would realize they aren't looking at the Emperor at all but their Inquisitor (who's been watching them run about, fall, eat poisoned berries, and what-not the whole time through magnoculars) with the sun at his back who's come to take back the Acolytes that the Emperor deemed fit to continue living.
Again, if any player lost a character here, you need to explain to them why this happened and how to keep it from happening again. Also, and this just occurred to me, if any character performs especially well in the tests and ends up being a bit more devoted to the Emperor and His Way, they should be given back the Fate Point that was removed at the beginning of this. Likewise, any character who shows selfless devotion to the Inquisitor, the Emperor, and to his Duty from this time forwards should be awarded a Fate Point for all to see... that might be the carrot to get things on the right track maybe.
>>The Brutal S.o.B Approach<<
This I really like!
I'm not too fond of the nightmare thing, though. I have seen it used poorly by too many GMs over the years.
I'm curious, did you let your players reroll new characters when they wanted to?
These are the players that killed their characters as an act of rebellion against you as GM, right?
If it is only one,
1) kill the pc "by proclamation". No role needed
2) tell the player that he is welcome NEXT SESSION if he REALLY wants to play, but he shall leave for this evening.
Warning: This WILL lead to some discussion. Perhaps with all of them:
But as you are describing your group, I really wounder why you play with them, anyhow.
I've got a question, do they even appreciate you GMing for them?
Another question: Do they even have the slightest clue what the setting of DH is about and what an Inquisitor represents? This is going to sound terribly elitist, but after reading your various posts I don't get the impression that your players are mature enough for a setting like DH.
Graver said:
The Brutal S.o.B Approach
Brutal SoB Method ftw! Both very well thought-out ideas, but I especially like the Brutal SoB one. He really believes in his acolytes, what a guy....
Yes I did let them kill them selfs but when they were going to one of there fellow acolytes talked them out of it and telling them its not worth it. No one killed them selfs but I did tell them they can make new characters but they are only aloud one per campaign
We are all in high school and we all know how these role playing games work. I think they appreciate me doing them a huge favor by GMing but I dont think they understand how to act, We have had some pretty calm sessions, but most of them they say silly things like "is it an agility roll to **** someone?" and just crap like that makes every one laugh, even me some time, and gest every off task for arleast 20 min. We usallu play from 7 to 11 at night and have lots of snacks, we are not old enough to drink so we just have root beer and brisk
You may want to take a step back and ask yourself a serious question: Are your friends (I assume they are you friends) mature enough for the 40K setting? It doesn't sound like they are, and you can tell them that another GM said that. You might want to just pick another game system that doesn't require them to actually act like adults.
From the posts you have made, I don't think they understand the DH world. That being said, how much of the 40K fluff do
You
know? You might want to pick up some books and immerse yourself into the mindset of the grimdark.
OR.....
Ask one of the other members of the group to GM for a few nights and see if they treat them the same way. It might not just be an issue with them respecting the =][=, but actually respecting
you
.
RoBro said:
Ok, I have read all your comments and I like your ideas......But, when it is just the inquisitor and the four acolytes, and one of the acolytes decides to talk back or poke fun of the inquisitor, the inquisitor shoots them. Do I roll for damage ballistic skill or do I simply just tell them the inquisitor filled there skull with led or he took one swift action to put a bullet right between his eyes. I want specific Ideas if it is just the inquisitor and the acolytes.
Okay, first of all, if your players aren't roleplaying properly, then drop them. They don't deserve to play a Warhammer 40k setting, and its just making a mockery out of the whole game.
Secondly, go ahead and roll the shot - ~70 ballistics skill and a bolt pistol to the cheekbone is going to equal an exploded head. Perfect execution. If you aren't confident in getting the job done, then just EXECUTE the players with no rolls at all.
Simply say "The Inquisitor's personal retinue opens fire. You see large waves of bolter fire filling the area around you, feeling heat over you body. You then feel nothing more. You are dead."
Morons acting like morons in front of the Inquisition equals dead morons. That's really all there is to it.
If they make other characters and still won't roleplay properly, cut them off. You should have done that a long time ago.
Just kill them. Automatic. Make the Inquisitor psychic or something. The PCs heads explode. Done and dusted.
Then, when they get pissed, explain that that's how 40k goes. If they don't like it, then they shouldn't be there. If they're still interested in playing, offer them the corebook and offer to let them run an adventure or 2
I'm not in favour of killing them. It really will just result in angry players who'll tell you to piss off.
Just have an inquisitor who'll smile at their idiocy, and take their abuse, grinning calmly while he tells them to be careful, that their actions will come back to haunt them. When the mission is over, they wake up in a blackened room to find themselves tied naked to a chair, while their inquisitor explains how disappointed he is at their insolence, their utter lack of respect. Maybe this time he'll just take a finger, or go to work on them for an hour with an excruciatior. Next time he'll take something more inportant. Just for example (finding the above "brutal SOB" method is so over the top it'll elicit the same response as killing the players- just get them annoyed and they'll walk)
Robro, listen to Locue.
You have here a good handful of nasty things their Inquisitor can do to the troubled acolytes but that wont keep it from happening again or other problems from arising in your game. You and your players are on different pages so to speak and you all need to be on the same page. You NEED to sit down and have a long talk wit them. You need to lay out what your expectations are for the game as yours seems to be different from theirs. You also need to listen to what they have issues with and insure those issues are addressed and put to rest (and not just shot down). Having repercussions for their actions in-game will only save your story for that game, but not the long campaign nor will it insure everyone is enjoying it. That's what open communication is for and noting else works quite like it dose.
Hell, take a whole game night and just discuss the game with them, what you were hopping it would be, what they were hopping it would be, and where the lot of you should go from this point. Tell them what you have problems with and why they have done the things they've done. If it's through lack of understanding of how the 40k world works, this would be a good time for you to educate them in such. If it's due to frustrations they have with you or your game, hopefully they'll take this time to actually tell you whats bothering them giving you the opportunity to correct what ever your doing to agitate them. If it's just their preferred play style, then perhaps you might want to go with the flow and run the game focusing on all the over-the-top absurd aspects of 40k in one bloody ludicrous romp of insanity (the setting is great for that too despite all the srs business talk).
In the end, the Inquisitor thumping heads and taking names or morphing into one magnificent bastard will save your story in the sort run but not the game in the long run. You and your players all need your butts to be firmly planted on the same page 9or least range of pages) for things to work out in the end.
my inquisitor is easy to deal with he has one rule "you get three warnings..." when three are up he takes a hand or a foot and lets them to a mission and then replaces it after that a leg or arm after that an organ and then...your a servitor now shut up andlift the crate