Anyone have their character use intelligence tradecraft while carrying out missions for their inquisitor?
Tradecraft
You mean Conceal, Shadowing, Interrogation, Inquiry, Security, Climb, Cryptography, and stuff like that? Nope. Worthless skills compared to a trusty chainsword.
I think I know what you are asking about, I don't recall 'Intelligence Tradecraft' being specifically called out. Most of the tools that fit within the Tradecraft is covered within the Skill list or can easily fit.
trade craft could be useful if you use PC in like down time moments or for trade skills too up your income (going from 30-70 throne too 120 or more sounds good)
most of if could be used if you use it well (or the gm does) however i think most of the players are of the type that just hacks/shoots and kill everyone in the room and does a Q&A with everyone thats still lives after the first assalt
What exactly is "Intelligence Tradecraft"? I'm pretty familiar with DH and haven't seen it in any of the books. I admit I am less familiar with the miniatures WH 40K game...is the reference from there?
@dwraley
Depends on the exact type of tradecraft you mean. Phantomoftruth some of the skills that would be used in some form of intelligence tradecraft. Awareness (counter-surveillance), Chem-Use (supporting interrogation), Deceive (hiding your intentions), Lip Reading, Logic (any form of analysis), and Scrutiny (assessing your targets' veracity and true motivations) can all be used to support simulating tradecraft. Note that I'd probably steer away from using Concealment, Climb, Silent Move and other physical or overt skills as the primary skill test in tradecraft related encounters, though as secondary/supporting skills they could work. In the end It really depends on your GM, how familiar he might be the various forms of tradecraft, if and how he incorporates it into the game and how much the players enjoy it.
@Grinnenstadt
Tradescraft is the term used to describe the skills and techniques used by intelligence professionals to accomplish their missions. Tradecraft ranges from conducting surveillance, conducting various forms of analysis to making and using invisible ink. Most good spy novels have good depictions of many forms of tradecraft employed by intelligence professionals.
oh oops well in that case. its more of how the player and the gm uses them in the mission. if its a more sneaky follow find out kind of deal then yes useful
not realy playing those kind of missions (my last part not so much even if the gm tryed sometime too make it so) then not so much
concealment was useful in setting up ambush sights
My group has found many uses for these "Tradecraft" skills as the characters have done many covert missions during their careers as Alcolytes.
Deception and Disguise are probably the most useful, if you have the Fellowship to back them up.
Inquiry has uses in both covert and overt operations.
Scrutiny is a "must have" IMO.
Logic and Scholastic Lore (Cryptology) was used by our Adept to decode the Cipher of a Cell of Alcolytes serving a rival, Radical Inquisitor.
Interrogation is often used, though our Psyker has acquired Telepathy and bypasses the need for that skill with his "Mind-****" abilities.
Concealment and Silent Move skills have served our Assassin quite well.
Awareness is also a "must have".
Overall, I would say that these "Tradecraft" skills are VERY important to the Alcolyte, second only to combat prowess. You don't want to be slinging around the Inquisitorial =I= wherever you go... Of course, many DH games will vary in style and theme depending on the GM.