+ inload: A Compromising Position; Inquisitorial Investigators II +



+ [See inload 117 and inload 118 for more info on this project] +


+ 4: Inquisitorial Compromises +

+ Inquisitorial compromises represent events and occurrences that blight an Inquisitor's day-to-day life. From exotic illness picked up in a space port to unwelcome attention from old acquaintances, they are rarely events over which the Inquisitor had any control, but nevertheless, will cause him difficulties. Compromises, like Chaos Gifts, cannot be turned down. No matter what the effect, they must always be taken.

D1000
  • 001–005: Feature loss (-1 Sanity points)
  • 006–010: Bionic feature (variable Sanity points)
  • 011–015: Internal rivalry (0 Sanity points)
  • 016–020: Ill-advised tattoo (0 Sanity points)
  • 021–025: Addiction (variable)
  • 026–030: New uniform (0 Sanity points)
  • 031–040: Irrational Fear (0 Sanity points)
  • 041–175: Innocent bystanders (variable Sanity points)
  • 176–180: Irrational hatred (0 Sanity points)
  • 180–185: Twitch (-1 Sanity points)
  • 186–190: Withering (0 Sanity points)
  • 191–195: Bloating (0 Sanity points)
  • 196–200: Death of mentor (-1 Sanity points)
  • 201–205: Hand loss (-1 Sanity points)
  • 206–210: Bionic hand (-1 Sanity points)
  • 211–215: Gambling debts (0 Sanity points)
  • 216–220: Ill-advised acquaintance (variable Sanity points)
  • 221–225: Long-lost dependent (0 Sanity points)
  • 226–230: New uniform (0 Sanity points)
  • 231–240: Paranoia (-1 Sanity points)
  • 241–275: Invigilation (0 Sanity points)
  • 276–280: Melancholia (-1 Sanity points)
  • 280–285: Subject to fits (0 Sanity points)
  • 286–290: Breathing difficulties (0 Sanity points)
  • 291–295: High blood pressure (0 Sanity points)
  • 296–300: New apprentice (+1 Sanity points)
  • 301–305: Foot loss (-1 Sanity points)
  • 306–310: Bionic foot (-1 Sanity points)
  • 311–315: Arbites arrest warrant (0 Sanity points)
  • 316–320: Ill-advised motto (0 Sanity points)
  • 321–325: Reminder of past (variable Sanity points)
  • 326–330: Loss of ally (0 Sanity points)
  • 331–340: Trembling (0 Sanity points)
  • 341–375: Romance (0 Sanity points)
  • 376–380: Hallucinations (-1 Sanity points)
  • 380–385: Auditory hallucinations (-1 Sanity points)
  • 386–390: Illiteracy (0 Sanity points)
  • 391–395: Kleptomania (0 Sanity points)
  • 396–400: Narcissism (-1 Sanity points)
  • 401–405: Genital loss (-1 Sanity points)
  • 406–410: Bionic groin (-1 Sanity points)
  • 411–415: Ire of the military (0 Sanity points) [Astartes, Guard, etc]
  • 416–420: Religious aberrance (0 Sanity points)
  • 421–425: Guilty pleasure (variable Sanity points)
  • 426–430: Weight gain/loss (0 Sanity points)
  • 431–440: Smuggling (0 Sanity points)
  • 441–475: Obsessive exercise (-1 Sanity points)
  • 476–480: Stuttering (0 Sanity points)
  • 480–485: Insomnia (-1 Sanity points)
  • 486–490: Innumeracy (0 Sanity points)
  • 491–495: Organ failure (0 Sanity points)
  • 496–500: Narcissism (-1 Sanity points)
  • 501–505: Arm loss (-1 Sanity points)
  • 506–510: Bionic arm (-1 Sanity points)
  • 511–515: Church sanction (0 Sanity points)
  • 516–520: Obsessional acolyte (0 Sanity points)
  • 521–525: Religious regmimen (variable Sanity points)
  • 526–530: Easily bored (0 Sanity points)
  • 531–540: Pyromania (0 Sanity points)
  • 541–575: Affected dress (0 Sanity points)
  • 576–580: Weapon master (0 Sanity points)
  • 580–585: Holy day (0 Sanity points)
  • 586–590: Attentive (0 Sanity points)
  • 591–595: Strong (0 Sanity points)
  • 596–600: Excommunication (0 Sanity points)
  • 601–605: Leg loss (-1 Sanity points)
  • 606–610: Bionic leg (-1 Sanity points)
  • 611–615: Mechanicus intervention (0 Sanity points)
  • 616–620: Called to account (0 Sanity points)
  • 621–625: Inattentive (0 Sanity points)
  • 626–630: Sloppy dresser (0 Sanity points)
  • 631–640: Exhibitionist (0 Sanity points)
  • 641–675: Change of Ordos (0 Sanity points)
  • 676–680: Mistaken identity (0 Sanity points)
  • 680–685: Malicious (0 Sanity points)
  • 686–690: Mutation (-1 Sanity points)
  • 691–695: Short-sighted (0 Sanity points)
  • 696–700: Athletic (0 Sanity points)
  • 701–705: Brain damage (-1 Sanity points)
  • 706–710: Bionic brain (-1 Sanity points)
  • 711–715: Navigator stonewall (0 Sanity points)
  • 716–720: Sanguine (0 Sanity points)
  • 721–725: Choleric (0 Sanity points)
  • 726–730: Bilious (0 Sanity points)
  • 731–740: Everyday duties (+1 Sanity points)
  • 741–775: Storyteller (0 Sanity points)
  • 776–780: Booby trap (0 Sanity points)
  • 780–785: Entrapment (0 Sanity points)
  • 786–790: Body swap (variable Sanity points)
  • 791–795: Parasite (variable Sanity points)
  • 796–800: Pet (0 Sanity points)
  • 801–805: Disembodiment (-2 Sanity points)
  • 806–810: Artificial body (-2 Sanity points)
  • 811–815: Echolalia (-1 Sanity points)
  • 816–820: Memory lapses (-1 Sanity points)
  • 821–825: Unpleasant odour (0 Sanity points)
  • 826–830: Flagellant (-1 Sanity points)
  • 831–840: Transfer (0 Sanity points)
  • 841–875: Extravagant jewellery (0 Sanity points)
  • 876–880: Conscience (variable Sanity points)
  • 880–885: Chromatic obsession (0 Sanity points)
  • 886–890: Charismatic (0 Sanity points)
  • 891–895: Silver tongue (0 Sanity points)
  • 896–900: Tunnel vision (0 Sanity points)
  • 901–905: Rejuvenat treatment (+1 Sanity points)
  • 906–910: Self-denial (+1 Sanity points)
  • 911–915: Ire of the Inquisition (0 Sanity points)
  • 916–920: Loss of Rosette (variable Sanity points)
  • 921–925: Self-knowledge (+1 Sanity points)
  • 926–930: Apostasy (-1 Sanity points)
  • 931–940: Insanity (variable Sanity points)
  • 941–975: Iron Will (+1 Sanity points)
  • 976–980: Psychic shift (variable Sanity points) [awakening/loss]
  • 980–985: Genetic degeneracy (-1 Sanity points)
  • 986–990: Hatred of humanity (-2 Sanity points)
  • 991–995: Mastery (+1 Sanity points)
  • 996–000: Invent your own (variable Sanity points)

Notes: These will be filled out eventually (see updates below), but feel free to suggest other ideas for Compromises and unfortunate events that might happen to an Inquisitor. They should ideally be random bad events that cause the Inquisitor to lose faith in himself or the Imperium; either directly or through a change of heart. 
I'm tempted to consolidate a few – 'loss of X' into a subtable; and 'bionic Y' into another, for example – in order to make more space for other (more interesting) Compromises. Let me know what you think.

+ Results +


+ 001–005 Feature loss +

Part of the character's face is missing – perhaps cut off in an argument, intentionally altered for a disguise, or lost through disease. As well as reducing the character's Sanity by -1 points, it may have other effects. Roll a D6 on the following table:
  • 1 Mouth – Perhaps stitched shut, surgically sealed or with her entire jaw missing, the character's lack of a mouth means his LD cannot be used by other characters or followers for any reason.
  • 2 Nose – While unsightly, the loss of a character's external nose has no in-game effect.
  • 3 Eye – With only one functional eye, the character's BS becomes 1. Losing both eyes reduces the character's WS to 1 and BS to 0.
  • 4 Ear – Losing use of one ear makes the character slightly less aware of her surroundings, and hinders her communicative abilities. The character is at -1LD. Losing all his ears isolates the character completely, reducing the character's I by -1 and LD by -3.
  • 5 Hair – Aside from making their appearance more identifiable –an unfortunate trait for a secretive Inquisitor – this has no in-game effect.
  • 6 Roll twice on this table, ignoring duplicate results. 

+ 006–010: Bionic feature +

The character has gained a mechanical or electronic enhancement or replacement for a facial characteristic. If the character has lost a feature, a bionic replacement automatically replaces it. Otherwise, it may be that the character has had to have an alteration made for a particular mission or event. Bionics vary hugely in quality. Some simply replace lost functionality, while others (generally known as augmetics) grant superhuman abilities. Roll a D6 for quality:
  • 1–2: Poor quality. The bionic restores any lost functionality, but is prone to glitches, causes discomfort, or is simply bulky and obvious. The dehumanising effect of such a bionic reduces the character's sanity by -1 point, in addition to any other effects.
  • 3–4: Well-made, comfortable and aesthetically pleasing, the bionic restores lost functionality, but otherwise provides no in-game effect.
  • 5–6: The character has gained a superior bionic. 
Next, roll a D6 on the following table to determine the feature:
  • 1 Mouth – a poor quality bionic mouth reduces the character's voice to a grating robotic drone, as well as likely looking inhuman – perhaps a grate or brass vent replaces their lower jaw. Followers using the character's LD suffer a -1 penalty to morale checks. A normal quality bionic is indistinguishable from human standard; and will either match the character's original voice, or provide a honey-smooth alternative. Superior quality bionic mouths may be able to produce inhuman noises that provide an ability to communicate with particularly unusual Xenos or daemons.
  • 2 Nose – Particularly poor quality bionic noses replace a sense of smell with some other sensory input – a coloured light or a prickling sensation to indicate saltiness, for example – or simply look obviously artificial. This has no in-game effect. Good or superior quality bionic noses look quite natural, and may improve a character's appreciation of scents. This has no in-game effect.
  • 3 Eye – Poor or normal quality bionic eyes tend to be external and uncomfortable, but do restore vision. Normal quality bionic eyes tend to have at least some measure of aesthetic consideration in their design. Superior quality bionic eyes tend to fit within the eye socket, but also improve the character's BS by +1. They often incorporate some form of superhuman vision, granting the character limited night vision.
  • 4 Ear – Superior quality bionic ears improve balance and perception, granting the character +1I and enhanced senses. Normal and poor quality bionic ears simply restore any lost funcitonality; with poor quality bionics also tending to be bulky and cable-ridden.
  • 5–6 Pick a from the list above.

+ 011–015: Internal rivalry +

The character has become bogged down in a petty rivalry with another member of their own Ordo. Roll a D6 on the following chart:
  • 1–2: The rival humiliates your character publicly, or . None of your followers may use the character's LD for D3 games. In addition, any characters from the same Ordo as you suffer hatred against your character.
  • 3–4: The rival's actions annoy your character, but not enough to produce any in-game effect.
  • 5–6: The rivalry works out to your character's advantage, and one of your rival's followers joins you. Generate a new follower.

+ 016–020: Ill-advised tattoo +

The character gains a new tattoo or electoo; perhaps a necessary addition in order to infiltrate a group, perhaps simply on a whim. If she is lucky, it will be somewhere discreet. Roll a D6 on the following table.
  • 1: The tattoo is on the back of the hands, neck or even face. The character becomes immediately obvious to anyone who has met or heard of him.
  • 2–3: The tattoo is easily hidden by long sleeves or a tunic. The character can reveal the tattoo if she wishes, but it will otherwise remain hidden.
  • 4–5: Unlikely to be on display unless the character disrobes, this provides an identifying feature only to close examination such as an interrogation or border control.
  • 6: Completely invisible owing to the nature of the mark – perhaps an electoo that only lights up on command – or placement (somewhere very intimate), this tattoo is unlikely to be known about beyond the character's inner circle.
The tattoo's in-game effects will rarely be rules-based, but offer a great opportunity for painting. In addition, its presence offers your GM lots of story hooks. Perhaps the tattoo will allow your character access to a cult or gang; or perhaps it will make disguises harder...


+ 021–025: Addiction +

The character develops a potentially dangerous addiction – perhaps as a result of infiltrating or investigating a drug gang, perhaps through more esoteric occurrences. Roll a D6 on the list below:

  • 1–3 Common narcotic: substances such as penshel seeds, synthahol, lho-sticks or tea-leaf – as well as their more upmarket equivalents like amasec, Zubans or recaf – are common vices throughout the Imperium (and beyond), and while not good for the character, may make it easier to make acquaintances or contacts. The addiction has no in-game effects.
  • 4–5 Deleterious narcotic: spook, dreamcane, opiatix, q'orl jelly... the list of substances that humans (and their allies) consume for reasons of health, belief or to induce mind-altering states is vast. In developing an addiction to one of them, the character may gain temporary benefits, but is more likely to suffer permanent drawbacks. Roll once on the effects table below.
  • 6 Exotic addiction: Addictions are not necessarily related to drugs. Discuss with your group and the GM to find a suitable exotic addiction. Examples of such exotic addictions include: becoming addicted to information through a mnemo-virus, rendering the character literally unable to move away from new experiences until procesed; an addiction to extremely unusual narctoics, such as psyk-active flects or harrow-soul; an addiction to pain or injury that causes the character to act more recklessly; or a psychological dependence on praise from his or her superiors that causes the character to make unusual choices. If you cannot decide on the effects of an exotic addiction, roll twice on the effects table below.
Effects
Before each game, make a test against Toughness (roll equal to or under to pass) for each roll on the table you are required to make. Permanently lose one Sanity point and roll a D6 on the table below for each failed test:

  • 1 – Horrors  Suffer a -1LD penalty for the duration of the game. 
  • 2 – Sweats and tremors  Half WS/BS for the duration of the game.
  • 3 – Catatonia  Pass an LD test at the start of every turn, or the character becomes unable to do anything except defend himself in combat that turn.
  • 4 – Shriving  If psychic, the character is unable to manifest powers this game. If non-psychic, he permanently loses -1 to BS, WS, I or A (randomise).
  • 5 – Withering  Permanently lose -1 to S, T, W or A (randomise).
  • 6 – Distancing  Permanently lose -2 to LD.

Kicking the habit
Addictions can be beaten – or at least suppressed. After every game, the player may attempt an LD test to resist the addiction. Three successful results over consecutive games means the character no longer has to roll on the effects table. A failure at any of these rolls means the character must make an additional roll on the effects table above in addition to any tests he or she must normally make. The effects of this relapse are permanent, so a failed quitter can end up with multiple additional rolls to make each game.

Your GM may also find inspiration for scenarios in which the addiction hinders – or helps – your character. For example, even common narcotics may be prohibited on certain worlds, so a handy bottle of Second Best may help bargaining with black marketeers. An addict required to pass an LD test may be bribed more easily when offered his vice.


026–030: New uniform +

Your character replaces his moth-eaten robe with a new set of snazzy duds – or perhaps retires her periwig and bustle in favour of a skinsuit with hard-armour. This has no in-game effect.


+ 031–040: Irrational Fear +
The character develops a phobia that makes his her act irrationally around the object of their fear. Roll 2D6 on the table below:
  • 2: A randomly-generated follower from another party/warband in the group.
  • 3: A randomly-generated follower from his own party/warband.
  • 4: A particular human group (e.g. psykers, the Ministorum, the nobility) – chosen by the GM or randomly selected.
  • 5: Technology.
  • 6: Mutants.
  • 7: A xenos species – chosen by the GM or randomly selected.
  • 8: Heretics.
  • 9: The opposite sex (or randomly determined gender for multi-gendered species).
  • 10: Anything bigger than the character.
  • 11: Anything smaller than the character.
  • 12: Anything that the character has not previous encountered.
The character must pass an LD test to interact with the group or item (e.g. to embark on a vehicle, join a group, or shoot at it). For tabletop games, the character suffers both fear and hatred of any members of the group.


041–175: Innocent bystanders +

In the grim darkness of the far future, there is no innocence, merely degrees of guilt. The character is compelled (for whatever reason you choose) to execute a number of potentially innocent bystanders. Lose D3-1 sanity points. This may, depending on the character, be as a result of your character wrestling with his or her conscience, or merely representative of their aloofness and vanity (and hence suspicion from other Inquisitors). 




  • 176–180: Irrational hatred (0 Sanity points)
  • 180–185: Twitch (-1 Sanity points)
  • 186–190: Withering (0 Sanity points)
  • 191–195: Bloating (0 Sanity points)
  • 196–200: Death of mentor (-1 Sanity points)

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