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The squad finds itself bouncing from ship to ship, traveling the minor and major processionals of the sector. From the bustling hive world of Desoleum to the most remote war zone in the sector, Kill Team Absolution is once again gathered to do their work for the Emperor. This route is different than all the rest. Usually the Kill Team all arrive at their destination from different routes and conveyances, but this time the whole Kill Team find themselves on one ship, The Resolute. The Resolute is a vessel that belongs to a rogue trader family, and is an old type of mass conveyance vessel designed to transport bulk material, or people (though sometimes those are the same), and the family uses it as a Chartarist type vessel in the sector while the more militant vessels from the family's fleet go out beyond the boundaries of the Imperium. The Kill Team find themselves within a small secluded room aboard ship, certainly not one usually open to passengers, as the smell and arrangement of dust on the floor indicate shelves holding cleaning solutions was recently moved from this room. Under the flickering filament light bulb sits one battered crate reading "Westin and Sons Devotional Materials" and on top of that is a data slate. The data slate reads, Inquisitor Kane posted:Your targets include the two following people on board this vessel: The crate has the following: - Two common quality las-pistols with the compact modification - Two common quality auto-pistols with the compact and silencer modifications - One autogun with a modified stock and silencer modifications - Three clips of ammo for each of the above weapons - Three Knives - One crossbow with 20 normal bolts and 10 explosive bolts - 7 concealed holsters - 7 Chronos - 7 glowglobes - 7 micro beads Okay welcome to the game! post your character sheets in your first post. Your first thing to decide here is if you're going to hit your targets while still aboard ship here or not, so feel free to discuss it. I wanted to make sure that you guys had some basic "assassin" gear available to you, hence the silenced and concealed weapons. Las weapons might not leave ballistic evidence behind, but they are still noisy, hence the silenced auto pistols, autogun, and the crossbow.
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# ? Nov 30, 2014 17:04 |
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# ? Apr 27, 2024 02:37 |
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Reserved For Important Information:
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# ? Nov 30, 2014 17:05 |
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Saint Saint had gone a full 8 months between assignments. He came to one day last week from an obscura dream to find the Westin & Sons package in his hab. Was Kane mocking him? Saint didn't fully understand why Kane kept him around. He was under Kane's thumb though, being an unsanctioned psyker. Maybe that was reason enough. Saint looks over the gear Kane delivered with disinterest. Saint was rarely the one to pull the trigger, but he supposed it didn't hurt to be prepared for the worst. He takes one of the knives and fits it next to the concealed holster, which fit well under his armpit. "We should take care of this before Port Aquila," Saint says matter-of-factly. "Can't risk losing them in the hive. Doc, why don't you see what you can find out about this Enginseer. I'll try to get a meeting with Mr. Scott. We've got a few days, let's try to make friends before we make our move." Taking one of the knives in addition to the gear for everyone. pre:Saint Home World: Shrine World Background: Adeptus Administratum Role: Sage Divination: 56 Violence solves everything. Increase this character's Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility or Intelligence characteristic by 3. Fate: 4 Wounds: 12 Insanity: 0 Corruption: 7 WS: 25 (25) BS: 38 (25 + 10 + 3) S: 30 (25 + 5) T: 30 (25 + 5) Ag: 27 (25 + 5 - 3) Int: 45 (25 + 15 + 5) Per: 30 (20 + 10) WP: 45 (30 + 10 + 5) Fel: 30 (30) Inf: 30 (25 + 5) APTITUDES Toughness Willpower Knowledge Agility Intelligence Perception Tech Psyker TRAITS Faith in the Creed: Whenever a shrine world character spends a Fate point, he rolls 1d10. On a result of 1, the character’s total number of Fate points is not reduced. Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.). Quest for Knowledge: In addition to the normal uses of Fate points (see page 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus. Rogue Psyker (!) SKILLS Commerce Common Lore (Adeptus Administratum) Common Lore (Imperial Creed) Linguistics (High Gothic) Logic Scholastic Lore (Occult) Scholastic Lore (Legend) Forbidden Lore (The Warp) Forbidden Lore (Heresy) Forbidden Lore (Daemonology) Psyniscience Tech Use TALENTS Psy Rating 2 Weapon Training (Las) Clues from the Crowds Resistance (Psychic Powers) EQUIPMENT Laspistol Imperial robes autoquill chrono dataslate medi-kit Hot-Shot Laspistol Armored Bodyglove Obscura ADVANCES 300 Psyker l33t advance 100 Telekinetic Control 200 Assail 100 Forbidden Lore (The Warp) 100 Forbidden Lore (Heresy) 100 Forbidden Lore (Daemonology) 100 Psyniscience 100 Simple Int 100 Simple WP 100 Tech Use 300 Resistance (Psychic Powers) 100 Common Lore (Imperial Creed) 100 Scholastic Lore (Legend) 400 Psy Rating 2 200 Telekine Shield XP 1800/1800 Clanpot Shake fucked around with this message at 15:20 on May 3, 2015 |
# ? Nov 30, 2014 18:55 |
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Wild Man "I agree with Saint," Wild Man says, picking up a laspistol and sliding it under his armour. "They might have the home advantage but they've also got nowhere to run. I'll tail the Enginseer, that's more my speed. Maybe we can arrange an accident; machine spirits can be fickle things sometimes. Taking laspistol and holster. pre:Name: Wild Man Homeworld: Forge World Background: Imperial Guard Role: Seeker Divination: Be a boon to your allies and the bane of your enemies. This character gains the Hatred (choose any one) talent. Aptitudes: Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Perception, Social, Tech Experience: 600/1800 Advances: Perception +5 100 Fellowship +5 100 Deceive 100 Dodge 300 Inquiry 100 Interrogation 100 Medicae 100 Security 100 Stealth 200 Survival 100 Tech-Use 100 Tech-Use +10 200 Clues from the Crowd 200 Int +5 250 Per +10 250 Awareness 100 Characteristics: Weapon Skill 25 + 5 + 0 = 30 Ballistic Skill 25 + 15 + 0 = 40 Strength 25 + 5 + 0 = 30 Toughness 30 + 10 + 0 = 40 Agility 25 + 5 + 0 = 30 Intelligence 30 + 10 + 5 = 45 Perception 25 + 0 + 10 = 35 Willpower 25 + 5 + 0 = 30 Fellowship 20 + 5 + 5 = 25 Influence 28 + 5 + 0 = 33 Wounds: 13 Fate: 3 Corruption: 0 Insanity: 0 Skills: Athletics Awareness Command Common Lore (Imperial Guard) Deceive Dodge Inquiry Interrogation Medicae Navigate (Surface) Operate (Surface) Security Stealth Survival Tech-Use +10 Talents: Clues from the Crowd Disarm Hatred (Heretical Cults) Weapon Training (Las, Low-Tech) Weapon-Tech Traits: Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, can re-roll any damage rolls of 1 or 2. Omnissiah's Chosen: A forge world character starts with either the Technical Knock or Weapon-Tech talent. Nothing Escapes My Sight: May spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of DoS equal to Perception bonus. Gear: Lasgun Combat vest Imperial Guard flak armour Grapnel and line 12 lho sticks Magnoculars Photo-visor Long-las Red dot laser sight Multikey Compact laspistol Concealable holster Chrono Glow globe Micro-bead MaliciousOnion fucked around with this message at 00:48 on May 3, 2015 |
# ? Nov 30, 2014 22:41 |
Wraith "I can probably sneak my way into the Senschal's cabin if need be but I'd need some capable of disabling electronic security to back me up." She says sliding her laspistol into one of the concealed holders that she straps to the small of her back. "Before we do anything we better make sure our chronos are synchronised" she adds. Taking the team stuff pre:Name: Wraith Homeworld: Highborn Background: Outcast Role: Assassin WS: 40 BS: 25 S: 35 T: 30 Agi: 40 Int: 25 Per: 35 WP: 25 Fel: 45 Inf: 30 Fate: 4 Wounds: 14/14 Corruption: 0 Insanity: 0 Divination: Dark dreams lie upon the heart. (Whenever this character would roll on the Malignacy table, She may instead select any one result and gain that Malignancy). Aptitudes: Fellowship, Social, Agility, Weapon Skill, Fieldcraft, Finesse, Perception Skills: Acrobatics +10 Common Lore (Underworld) Decieve +10 Dodge Stealth +10 Charm +10 Parry Awareness Talents: Weapon Training (Chain) Weapon Training (Las) Jaded Swift Attack Traits: Dark-sight: Can see in darkness. Takes no penalties when fighting in areas of poor or no light. Abilities: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1). Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue. Sure Kill: In addition to the normal uses of Fate points (see page 293), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts. Equipment: Laser Pistol Chainsword Armoured Bodyglove Injector 2x Slaught Doses Acquisitions: Photo Contacts [grants Darksight trait} Stummer [+30 to stealth tests when Active] Filtration Plugs [+20 to toughness tests when dealing with harmful gasses] 1800/1800 Experience 200xp Known Parry 100xp Known Charm 200xp Trained Deceive 100xp Simple AGI 100xp Simple Per 100xp Simple Fel 200xp Trained Acrobatics 300xp Swift Attack 200xp Trained Stealth 200xp Trained Charm 100xp Known Awareness
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# ? Nov 30, 2014 23:19 |
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quote:Name: Spike Spike frowns a little at the though of trying to track an enemy through this metal labyrinth. "I can help with either target. Getting to them without drawing attention won't be as easy for me." She rifles through the crate of gear, muttering about the lack of grenades, and stashing various items in her combat vest. I'd like to take one of the compact las-pistols and a knife. Either Spike or Quixote should take the crossbow, and Quixote's a better shot. thatbastardken fucked around with this message at 07:37 on May 1, 2015 |
# ? Nov 30, 2014 23:35 |
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Warlock Warlock slides his personal laspistol into the new holster and considers his options. "I'm not particularly cut out for going unnoticed, especially while traipsing around the bowels of the ship after an Enginseer. I'll accompany Saint to investigate the Seneschal." Privately, he also wanted to keep an eye on the unsanctioned psyker in their midst, in part because he knew all too well the threat posed by the unwarded psychic mind, and in part because he felt deep sympathy for the man. He could still remember what it had been like to hide his power when it first began to manifest, and he knew all too well the reasons to fear the Black Ships and what came after. There was, after all, a permanent reminder bolted to his face. Just taking the basic team stuff. pre:Name: Warlock Homeworld: Voidborn Background: Adeptus Astra Telepathica Role: Mystic WS: 25 BS: 35 (+10) S: 20 T: 30 (+5) Agi: 30 (+5) Int: 30 Per: 40 (+15) WP: 45 (+10+5) Fel: 40 (+15) Inf: 28 Fate Threshold 5+: 5 Divination: 8 Fate: 4 Wounds: 12 Corruption: 0 Insanity: 0 Divination: 8 Humans must die so that humanity may endure. Aptitudes: Intelligence, Psyker, Defence, Fellowship, Knowledge, Perception, Willpower Skills: Awareness Common Lore (Adeptus Astra Telepathica) Interrogation Forbidden Lore (The Warp) Linguistics (Low Gothic) Psyniscience +10 Scrutiny Talents: Jaded Strong Minded Warp Sense Weapon Training (Las, Low-Tech) Psychic Powers: Warp Perception Foreboding Prescience Telepathic Link Erasure Dominate Hallucination Psychic Shriek Abilities: Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30 bonus to tests for moving in a zero gravity environment The Constant Threat: When the character or an ally within 10 metres triggers a roll on Table 6–2: Psychic Phenomenon (see page 196), the Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus. Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait (see page 138). Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (see page 90). It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35. Traits: Sanctioned: Start with Psy Rating 2, no CP from Psyker trait. Psyker: PR 3, Bound. Equipment: GQ Lasgun Laspistol Staff Light Flak Coat Imperial Guard Flak Armour Psy Focus Concealed Holster Chrono Glowglobe Micro Bead Acquisitions: Good Lasgun Imperial Guard Flak Armour 2400/2400 Experience Psy Rating 3-600 Warp Perception-100 Foreboding-200 Prescience-200 Willpower +5-100 Telepathic Link-100 Erasure-100 Dominate-200 Hallucination-200 Psychic Shriek-300 Scrutiny-100 Psyniscience +10-200 Dachshundofdoom fucked around with this message at 04:06 on May 2, 2015 |
# ? Dec 1, 2014 01:45 |
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Caradoc the doc Caradoc nods. "I agree taking them out before we arrive would be for the best." He looks to Saint, "I can seek the counsel of the machine spirits. They should know of the Enginseer." He looks to Warlock. "I am not all that subtle myself, that said I should blend in well with the Enginseers within the ahem 'bowels' of the ship as you put it." Finally he looks to Wraith. "Of course that would mean that neither I nor Wild Man would be helping Wraith, and the two of us are likely the most likely to be able to disable electronic security." Grabbing one each of the group weapons, and also grabbing the silenced autogun pre:Name: Caradoc Homeworld: Forge Background: Adeptus Mechanicus Role: Chirurgeon WS: 30 (+5) BS: 30 (+5) S: 25 (+0) T: 40 (+7+3) Agi: 30 (+5) Int: 50 (+10+10) Per: 30 (+5) WP: 30 (+5) Fel: 20 (+3-3) Inf: 43 (+15+3) Fate: 3 Wounds: 13 Corruption: 0 Insanity: 0 Divination: 46 If a job is worth doing, it is worth dying for. Aptitudes: Intelligence, Tech, Fieldcraft, Knowledge, Strength, Toughness, Defence Skills: Operate (Ground) Common Lore (Adeptus Mechanicus)(+10 tines) Common Lore (all)(+10 tines) Forbidden Lore (Daemonology, Inquisition)(+10 tines) Logic Medicae+30(+20 superior chirurgeon)(+10 medicae mechadendrite) Scholastic Lore (all)(+10 SLU)(+10 tines) Security Tech-Use (+10 Utility Mechadendrite) Talents: Mechadendrite Use (Utility) Takedown Weapon-tech Weapon Training (Solid) Traits: Mechanicus Implants Abilities: Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.) Dedicated Healer: In addition to the normal uses of Fate points (see page 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus Equipment: Autogun optical mechadendrite Imperial Robes 2 vials of sacred ungents Mission Equipment - One autogun with a modified stock and silencer modifications - Three clips of ammo for the above weapon - One concealed holster - One Chrono - One glowglobe - One micro bead Acquisitions: Calculus Logi Upgrade (+10 to Scholastic Lore, Logic and Literacy) Medicae Mechadendrite (+10 to Medicae and Interrogation) Utility Mechadendrite (+10 to Tech-Use) Subskin Armour (+2 ap Arms, Body, Legs) Scribe-Tines (+10 to Lores) Autosanguine 2350/2400 Experience Infused Knowledge-400 Medicae known-100 Medicae trained-200 Superior Chirurgeon-400 Meducae experienced-300 Medicae veteran-400 Intelligence Simple-100 Intelligence Intermediate-250 Forbidden Lore Daemonology Known-100 Forbidden Lore Inquisition Known-100 Ryuujin fucked around with this message at 05:09 on May 4, 2015 |
# ? Dec 1, 2014 20:14 |
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Wild Man "Good point, Doc," Wild Man agrees. "By blend in more easily than you would with Wraith, so I'll go for the Seneschal."
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# ? Dec 1, 2014 22:10 |
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Quixote Considering carefully, Quixote takes the crossbow, inspecting it quietly. It would suffice, and she still had her shock maul as back up. "I suggest that I accompany the Doctor in the depths of this vessel." She gestures towards the tech-priest with a slight nod. "Primarily as bodyguard duty, unless we need to loosen - or silence - some tongues along the way." Quixote takes her share of the standard gear as well as the crossbow and bolts. She isn't especially subtle, but she figures she can be of use in gathering information or at the very least scaring away potential witnesses. quote:Name: Quixote (D'arc) LaSalsaVerde fucked around with this message at 18:40 on May 4, 2015 |
# ? Dec 2, 2014 07:03 |
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Spike "I'll go with Doc, then. I know you cog-boys can be pretty tough, what with all the metal." She raps one knuckle against Doc's utility mechadendrite to illustrate her point. "Anyone think of anything else we should know before we split up?" OOC: Now might be a good time to check our various lore skills to see if we can get some hints on what we're in for.
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# ? Dec 2, 2014 07:05 |
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With the group's initial plans determined, they make their way out of their makeshift safe house and into the waiting cargo compartment at large. What greets them is a veritable city of thousands of fellow passengers who have booked the ship for passage to Port Aquilla. The large cargo space is full of nothing but standard issue cargo containers that have been converted into neat, if not crowded together, housing berths for passengers. The "streets" between the units are full of people talking, kids playing, and various vendors trying to sell meat of dubious origins, as well as various other items of all types, from firearms to clothing, also with dubious origins. The group makes their way to the exit of the cargo compartment, where standing guard are a dozen ratings of the ship, wearing flak vests and carrying shotguns, all having the words "Security" painted in fading paint on the front of their armor. As the group makes their way to the exit, one of the larger if the security puts his hands up, "Hey the lot of you, we only got a few rules on this ship. One is to always listen to what a crew member tells you, or else security will ice your rear end. Second of all, don't go to anywhere restricted. If a door is locked, or a crew member tells you to get out, it's restricted. Last rule is you gotta leave those in here," he punctuates his sentence with pointing a finger at some of the weapons on display. Security ain't going to let you carry any visible weapons out of the hold. They don't have a metal detector or doing pat downs here, so anything you can fit in a pocket or under a coat, like a pistol or knife, is fine. Anything bigger, like a sword or lasgun, they'll stop. Up to each of you if you want to leave your gear behind, try to lie/charm/or intimidate your way past, find a way to smuggle the weapons out, or another option I haven't anticipated. Just so I'm clear, this is the breakdown of who is working on what: Team Schenshal: CPS Monion Ferrosol Dachshund Team Engineseer: Ryuujin Ken Salsa I'll move on once I get it clear what you're all doing with the weapon situation. As a note, expect weapon hiding to be a regular part of the game. Not that I'm going to have you get stopped by every enforcer while going down the street with a las-gun on ya, but expect that in places where you normally wouldn't carry guns, like a noble's home, into an Administratum complex, into a Arbites court-block etc, for it to be brought up. Some places like this won't search you but just do a visual check, whereas more secure locations will have patdown searches and the like. Doesn't mean you'll never use your guns; you might come back to the noble's house guns blazing, but the first time through doing recon you might just have a pocket pistol. That said, if you've anything that is Best Quality, you can always try to pass it off as ornamental. Won't always work, but it will from time to time.
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# ? Dec 3, 2014 02:57 |
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Spike Spike will reluctantly leave her lasgun behind. Her other weapons are all easily concealable.
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# ? Dec 3, 2014 02:59 |
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Warlock I'm fine with leaving my lasgun behind. I assume they're going to let me keep my staff, and my laspistol is in a concealed holster.
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# ? Dec 3, 2014 06:20 |
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Wild Man "No problem," Wild Man says, divesting himself of his lasgun and long-las. He leaves the pistol tucked away under his armour; he didn't plan on using it but it paid to be prepared.
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# ? Dec 3, 2014 09:50 |
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Saint Having nothing the guards would object to visible, Saint chats politely with the guards while the others stow their firearms. Got my hot-shot in the concealed holster, knife under my jacket out of sight.
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# ? Dec 3, 2014 16:24 |
Wraith Wraith reluctantly hands over her chainsword. But she keeps her laser pistol in it's concealed holster beneath her armour.
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# ? Dec 3, 2014 17:08 |
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Quixote Wary of causing trouble so early in the mission, Quixote complies. She hands over anything that she cannot easily hide, while making a note of where the weapons are being stored. Keeping laspistols hidden in the holster and her coat, but handing over the shock maul and presumably the crossbow as well.
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# ? Dec 4, 2014 00:32 |
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The team turns back from the exit of the passenger compartment, and return their weapons to their "off the path" quarters before exiting. The Team splits into two, the first, consisting of Quixote, Doc, and Spike head towards the aft of the vessel to try and find Enginseer Kal. Meanwhile Wild Man, Wraith, Saint and Warlock head off towards the command areas of the vessel to try and locate Martin Scott. Foredeck of The Resolute: Wild Man, Wraith, Saint, and Warlock make their way to the fore decks, trying to find their way to wherever on the ship the Schenshals would be housed. Signs point the way towards the "bridge" and the safest assumption would be that all the bean counters would be located near the bridge of the vessel. They are able to make their way through the halls of the ship with no incident. The main thoroughfares seem to been acceptable for passengers to travel on, and besides some looks of disdain from the crew, they are allowed to pass. They do see many signs indicating "crew only" right below other signs such as "Power Conduit", "Munitions Storage" and "Fire Control", making it clear why those locations would be crew only. As they near the bridge, after numerous lift rides, they find themselves in a giant domed arboretum at the top of the vessel, the stars visible through the dome. The only exits to the arboretum are all marked "Crew Only" except two; the door they came from, and another marked "bridge". Okay, you've got three options. The port and starbord doors are marked crew only, and the fore door goes to the bridge. The aft door is back the way you came. Aft Decks of The Resolute: Meanwhile Quixote, Spike, and Doc make their way towards the aft of the ship. Their going is just as easy, but much less glamorous. Most Imperial Vessels are back loaded when it comes to the engines and other support systems like power, life support, and reclamation, and The Resolute is no different. The passageways are much more cramped with ducts and cabling, and many many more doors are labeled "Crew Only". Following the signs that point to "Engine Room" they soon come to a large round door with the telltale skull of the Mechanicus on it. The group stands before it, looking for a way to open the door. After a couple minutes, a compartment opens up, and a servo-skull comes out. It floats around the group, and spends an inordinate amount of time studying Doc before disappearing back into the compartment. The round portal slowly opens, and on the other side they are greeted by a high ranking member of the Mechanicus flanked on each side by four ratings arrayed much the same as the guards outside the passenger apartments, the only difference being their armor having the mechanicus symbol on it. The Priest speaks in a burst of techna-lingua only Doc can understand, "Statement: you are not a member of the crew. Command: You and those following you will follow me or security will detain you." Appearing to have no choice, the group follow the Tech Priest through the engineering section to a large workshop/office, with a window overlooking the cavern containing the main plasma drive. This time he speaks in synthesized Gothic: "Statement: You are not of the crew. Your Noospheric data has been double checked with the Passenger Manifest. You are a passenger. Demand: you will explain your presence at once." Doc can read the name of the Priest as Enginseer Magos Havannah.
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# ? Dec 4, 2014 04:39 |
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Spike snorts derisively at the cog-boy (girl? who can tell under all that metal?) asking all the questions. "Nah, I don't think so." She takes out a lho-stick and strikes a match on some probably priceless archaeotech desk furniture. "In fact..." Lighting up the stick, she draws in and then blows smoke in the tech-priest's face, listening carefully as his(?) respirator unit fans speed up to filter the chemicals out "We've go a couple of questions to ask you, and once we're done you're going to forget we were ever here." She gives her most unnerving predatory grin, calling to the mind of even a rational and educated man(?) of the Mechanicus genetic memories of running through the jungle to escape a bloody end. Intimidate to try and get the cog-boy to back off: TN 50 unless circumstances apply Intimidate TN 50: 1d100 33 Two margins of success I think.
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# ? Dec 5, 2014 05:30 |
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Caradoc the doc Caradoc readies to respond to the Enginseer Magos, perhaps to say something about wanting to get in touch with the machine spirits upon this vessel, to get to know them and it, with the other two being a bit protective and coming with him to keep an eye out for him, because he can be a bit absent minded. Or perhaps something else. But instead he closes his mouth as Spike speaks, possibly escalating things quite a bit.
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# ? Dec 5, 2014 05:56 |
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Aft Decks of The Resolute: The Magos-Enginseer's glowing eyes, the only thing visible under the shadow cast by the hood, glow bright red as Spike goes to light the Lho-Stick. Immediately hidden compartment open in the walls and half a dozen servo skulls swarm the Feral Guardswoman, spraying her down with an inordinate amount of fire suppressing foam. After the Magos is satisfied that the fire has been extinguished it speaks "Observation: You are incredibly stupid. Command: You will be removed from the engineering portion of the vessel. You will accompany guards back to the grand portal. Clarifier: The two that have not demonstrated stupidity may remain." As the Magos finishes the doors open and four of the ratings come in and eye up Spike, motioning with their shotguns for Her to follow them. The Magos Speaks again, "I repeat: you will explain your presence at once." You actually did not pass that test Ken, because you didn't take into account any difficulty mods, or mods to the test based on NPC personality, as laid out on page 277. That's not your fault, as you don't know what the difficulty mods are. (there were negatives from the NPC's higher rank than you, and from its personality that brought your DC low enough that a 33 failed.) I should have made this clear for those who haven't played in one of my games before, but I prefer to do the dice rolling on basically everything. Give me your base TN for the test (attribute, skill modifier, other modifiers from equipment, implants, armor, psyker powers, etc) and I will apply and modifiers to the DC that might apply (positive and negative) and I will roll the result. I also as opposed to using a dice roller too, much to the annoyance to some players in other games who think I'm fudging the dice rolls anyway*. If any of the other two want to try and vouch for Spike to remain, or if you want to fight, go ahead. *(I am, but almost exclusively in the favor of players. You have no idea ho many "free" infamy re-rolls you people get.)
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# ? Dec 5, 2014 06:07 |
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haha, owned by fire-fighting gear. And to be fair Spike is pretty stupid.
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# ? Dec 5, 2014 06:22 |
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Warlock Warlock glances up momentarily and frowns. The sight of space had always disquieted him. Born on a mining station, he had seen firsthand what could happen when windows failed. Worse, in vacuum, with so little of the material universe in the way, it was easier to see what lay beyond. He tears himself away from the writhing just beyond vision with a tiny shudder and motions to the bridge doors. "As I said before, I'm not much of an infiltrator. Saint and I could chat up the bridge staff while you two investigate those directions. Alternatively, we could all stay together on the straight and narrow...for the moment."
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# ? Dec 5, 2014 07:43 |
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Saint "I'm all for keeping this cordial," Saint replies. They had no idea what the Seneschal looked like, so step one was to find him. "Once we figure out who he is, I say we try to get him alone. Maybe offer some sort of shady deal." Let's go chat up the bridge staff, then the man himself.
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# ? Dec 5, 2014 16:21 |
Wraith "Yes I can sneak my way into anywhere if need be." Wraith replies confidently. "I'll take left, Wildman you take right." She checks her chrono, "give me a few hours If I don't make it back by then assume the mission is compromised." Reaching down to her belt she checks all her equipment is properly stored and walks confidently towards the door as if she knows exactly what she is doing and where she is going.
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# ? Dec 5, 2014 19:50 |
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Spike looks mournfully at the soggy ruin of her lho-stick. Does that tin-plated bastard think these things grow on trees? She doesn't appear concerned by the arrival of the security team, but doesn't say anything else just yet. I'll wait for one of the others to say or do something but I'm pretty happy to start a fight if all else fails.
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# ? Dec 7, 2014 00:58 |
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Quixote "Forget about us or we'll put bullets in you, flesh and iron alike." She wasn't sure she could properly back him off, but she had to try and stop this without shedding blood. It's a long shot, but I'm going to try and Intimidate: 30 them. I get a re-roll on that as an Adeptus Arbites and I will use it if I fail the first roll. I'll also go ahead and spend 1 out of 3 fate points to get a +10 bonus on the test. If the doc can come up with something a little more diplomatic through his connections or abilities, Quixote quickly backs down. Quixote watches the judge carefully, listening to the tone of his voice and the detail of his movements. Her hand falls to her hip, just in case. Scrutiny : TN 30. I'll go ahead and still spend the fate point for the +10. LaSalsaVerde fucked around with this message at 16:47 on Dec 9, 2014 |
# ? Dec 7, 2014 08:00 |
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Wild Man "No problem," Wild Man replies, tapping his micro-bead. "Stay in touch, report anything unusual. Two hours?" Go right.
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# ? Dec 7, 2014 12:36 |
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Fore Decks: The group fragments. Saint figures that he'd try to get onto the bridge, while Wild Man and Wrath take the two side passages. Saint heads in the direction of the bridge, where much to his amazement he sees a sign directing people to queue up for "bridge tours" and he sees what he can only assume are other passengers from the travel compartments waiting to tour the bridge. Figuring it was better than nothing Saint stands in line. It appears they are taking the groups of 5-10 onto the bridge. He does see up ahead that the guards are doing pat down checks of passengers. One up ahead is found with a weapon is led away at gun point. Okay, you can get a nice guided tour of the bridge. They are searching for weapons though. You can try to see if your concealed holster will get your pistol past with you, or if you'd rather not risk it you could stash the pistol behind a nearby trash can or something. Note if you want to conceal the weapons it is a slight of hand test opposed by their awareness. You'd get bonuses for the concealed holster, as the entry indicates, with probably another +10 since they are pistols and knives you're concealing. Meanwhile Wild Man goes to the right. He finds himself going down a rather large concourse filled with people rushing between a myriad of various doors, arms piled high with scrolls and dataslates. Many of the nearby doors read "Counting Room 54", "Records Room 12". It appears that Wild Man has stumbled upon the heart of the ship's financial operations. If he knew what his target looked like, or at least where he was stationed, he could track him down. Okay, everyone is too busy doing their work to pay you much attention, but if you start busting down every door asking if Martin Scott is around you're going to draw attention to yourself. Wrath seemed to have picked correctly, since the gilded walls and statutes all over the grand foyer you find yourself in leads you to believe that this must be the quarters of the Captain. However, the grand quarters are beyond her reach; there are guards at the other end of the grand foyer, who likely will not let her pass. Okay, so if you want to try and like bluff your way past the guards, or try to sneak past in a vent or something you could try, otherwise you can turn around. I'm waiting to update the cluster gently caress in the engine room for a post from Ryuujin.
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# ? Dec 7, 2014 17:07 |
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Caradoc the doc Caradoc sighs. "Greetings Enginseer Magos Havannah. Please excuse her. I was hoping to get in touch with the machine spirits, and get to know the vessel, I will be surrounded by. But my, ah, companions are a bit protective. They do not like me traveling alone. Perhaps they fear something will happen to me, or perhaps their lack of understanding leaves them unsure of what I will do if they do not keep an eye on me. Either way they feel uncomfortable if they do not accompany me." His optical mechadendrite whirls out and takes a closer look at Spike's lho-stick, "and sadly they don't understand proper behavior in these locations."
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# ? Dec 8, 2014 18:56 |
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Wild Man With the Seneschal being one of the most important and powerful people on the ship, it made sense that a lot of the action within this area would revolve around him. Wild Man knew that, if he was patient, a pattern would reveal itself to him, as the adepts around him gravitated toward his quarry. He set himself up in a corner, unobtrusively watching. Using my ability Clues from the Crowd to automatically succeed on an Awareness test with DoS equal to my Per bonus (3). 2/3 Fate points left.
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# ? Dec 8, 2014 22:28 |
Wraith The captains cabin hmm, Wraith doubted the target would be in there. But still there was only one way to be sure. Wraith straightened her shoulders and marched straight towards the waiting guards with a confident and purposeful stride. Stopping in front of the heavily gilded entrance (painfully vulgar and indicative of a man possessing more throne gelt than taste in wraiths refined opinion.) Halting in front of the waiting guards she spoke authoritatively "Personal message for Seneschal Scott." When the guard asks for it Wraith lies skillfully "Verbal message only and my orders were to deliver it to him privately. So if you gentlemen and ladies would just step out of my way?" Deceive roll vs TN of 55 (45 Fel +10 Deceive)
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# ? Dec 12, 2014 00:24 |
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Saint Having no better way forward, Saint waits in line. When it is his turn to be searched, Saint smiles to the guard and says, "Hey there, mate, listen, I got this knife as a gift at a wedding party," producing the sheathed knife with his best sheepish grin, "plum forgot I had it on me." He holds the blade out to the guard non-threateningly. "You hold onto it for the tour and I'll put it in my bag when I get back to my quarters. No harm meant." Just then Saint remembered the dose of obscura in his pocket and hoped these men were only on the lookout for weapons. I've got poo poo for Sleight of Hand so I'm going to try to win some goodwill and hope my half-honesty will get me through with a wave.
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# ? Dec 12, 2014 02:35 |
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Warlock There really wasn't much of a reason to try to sneak a weapon past the guards when he could cripple people with his mind. Besides, he didn't expect there would be much of an opportunity or reason to go waving weapons around on the bridge. Warlock casually ditches his laspistol in a dusty nook behind a trash can and gets in line behind Saint. Ditching the laspistol for the moment.
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# ? Dec 13, 2014 09:41 |
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In the aft decks: The Magos stops the ratings from removing Spike with a waive of a hand. They begrudgingly nod and make their way out of the room. The magos returns his augmented gaze to the three of them. "I do not sense the total truth from you adept. You claim to wish to look upon the engines of this vessel, a reasonable request. Though your exload data you release into the Nosphere identifies you as Magos Biologos, I question if seeing the engine of this grand vessel is really your goal." The magos gives a brief pause before flatly asking, "Are you associates of the Inquisition? Do you know of Engineseer Kal?" Meanwhile Quixote tries to get a read of the Magos intentions, but the thing is more machine than man; reading the intentions of a tree would be easier. Shipboard Records: Meanwhile Wild man makes his way through the crowd of adepts shuffling from one location to another. It takes a lot for him to avoid bumping into folks, he is able to see quickly that the chaos is more ordered than it at first appears. The throng seems to stick to a certain "flow of traffic" likely the result of generations of loving aboard ship. The chief Seneschal of a vessel would be easy enough to spot. While not his quarry, as Martin Scott was a fourth grade Seneschal, the head Seneschal of the vessel might lead him to it. It takes only a bit of watching for Wild man to notice a rather resplendent looking woman in a Rather Fancy Dress with skull augmentics surrounded by both guards and adepts to leave one room and enter another one called "Counting room Sigma 82". Unfortunately the guards enter the room with her. You confused me at first. I think you meant you're using Nothing escapes my Sight, and not Clues from the Crowds Entry to the Executive Quarters: Wraith makes her way to the guarded entry way to the executive quarters, where two rather elite looking security Ratings are standing guard. She speaks her peace to them about having a message for the fourth Tier Seneschal. The first guard looks to the second one, "Uh, why would Martin be here? These are the executive quarters." "Well obviously Seneschal Amberlaine is conducting business in her quarters today!" replies the second. The first scratches his helmeted head, "Uh, didn't she leave earlier?" The second shrugs, I just got on shift, you tell me! The first guard scratches his chin, "Well, I don't quite recall seeing either of them today, but I suppose he might be in there." Each Guard steps back and pulls an ident card out of their pockets. Each slots them into readers on each side of the large golden door. A large *thunk* is heard as a lock disengages and the door slowly opens. Wraith slips inside before any more questions are asked. On the other side she find herself faced with a long hallway made entirely of marble with gold inlay all over the walls. The hallways are empty, and quiet except for the sound of the air circulators constantly pumping fresh and slightly perfumed air into the grand hallway. The long hallway has five doors along it's length. Two on each side, and one at the far end. A quick inspection of the doors shows they are rather quite solid. Not only that, not a single door knob can be seen, only more of the ident card readers. The Bridge: Both Warlock and Saint stash their weapons and make their way to the front of the line. They and a group of about 10 others are lead to the bridge behind a rather ornate servitor. The bridge is typical of one of an Imperial Merchant ship. A raised Dais contains the command throne where the captain of the vessel and the void master can be seen. Around the raised dais are banks and banks of various command and control consoles manned by at least 300 naval ratings. Some are running too and fro, while others remain stationary. It seems messengers are the preferred method of getting messages relayed across the bridge. The servitor begins playing a pre-recorded message from speakers installed all over it,+Welcome to the bridge of the Resolute. The bridge is the nerve center of the ship, and without it the ship would quickly tumble into the void. On my left you will see...+ It would be easy enough to sneak away from the tour group of Warlock and Saint wanted to break off for reconnaissance.
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# ? Dec 15, 2014 03:17 |
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Caradoc the doc Caradoc stands there for a moment before responding to the Magos' question. "Those are interesting questions. Is there a reason you would think we are associated with the Inquisition? And why such an association would have to do with this Enginseer Kal?"
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# ? Dec 17, 2014 06:34 |
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Saint Saint stays with the group, trying to blend in. He did his best to get a feel for the layout of the bridge and tried to determine the function of each of the control console, but with so many of them there wasn't enough time to guess at all of them. He also paid attention to who was manning those consoles, and how important they might be. The seneschal probably wasn't involved with the actual operation of the ship, but still, knowledge was power and someone here might be a way to get to Mr. Scott. Saint would remember faces and, if heard, names. Then he'd do what he did best. Research. I want to stay with the group and see if I can figure out a couple things. Who's who on the bridge? If there's a Q&A I will ask directly about who's who. How does all this control panels and poo poo work and where are they wired to? Not sure if it was clear but I intended to hold on to my hotshot laspistol and try to get it through security.
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# ? Dec 17, 2014 15:27 |
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Wild Man Threading his way through the busy space, Wild Man approaches the door through which the woman disappeared. Making himself known at the threshold, he says, "Excuse me but I was wondering if you could help me. I'm looking for a Martin Scott."
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# ? Dec 17, 2014 23:12 |
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# ? Apr 27, 2024 02:37 |
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Quixote The officer's body tenses ever so slightly at the mention of their target and their true allegiance, but she maintains her demeanor of stoic indifference. She decides that, for better or for worse, they should avoid lying to the techpriest and simply admit the truth. Quixote also decides to see how he responds to Doc's questions first.
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# ? Dec 20, 2014 20:22 |