Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Werix
Sep 13, 2012

#acolyte GM of 2013
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:

-Enginseer Kal
-Schenshal, 4th grade, Martin Scott

This vessel should be arriving at Port Aquilla within the next 7-10 days. On Port Aquilla you shall be provided with a new safe house and additional targets to eliminate. It is at your discretion if you want to kill these targets now or wait until you get to Port Aquilla. If you kill them now you would have to wait it out aboard this ship, and expect them to suspect any new arrivals.

If you wait until you get to Port Aquilla to try and kill them off ship, assuming they would leave, due to the transient nature of your other targets, you risk some of them getting away, which is unacceptable.

The Crate contains some equipment to aid you do to your performance on the last mission. While service is its own reward, munitions and gear are as well.

K

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.

Adbot
ADBOT LOVES YOU

Werix
Sep 13, 2012

#acolyte GM of 2013
Reserved For Important Information:

Clanpot Shake
Aug 10, 2006
shake shake!

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

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
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

Ferrosol
Nov 8, 2010

Notorious J.A.M

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

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

quote:

Name: Spike
Homeworld: Feral World
Background: Imperial Guard
Role: Warrior


WS: 50
BS: 35
S: 50
T: 50
Agi: 35
Int: 25
Per: 33
WP: 30
Fel: 25
Inf: 20

Wounds: 14 / 14
Fate: 3 Fate Threshold (3+): 1d10 9
Corruption: 0
Insanity: 0
Divination: Divination: 1d100 27 Truth is subjective: Increase this character's Perception characteristic by 3. The first time she would gain 1 or more Corruption points each session, she gains that amount plus 1 instead.

Aptitudes: Toughness, Field-craft, Ballistic Skill, Offence, Defence, Strength, Weapon Skill

Skills:

Athletics
Common Lore (Imperial Guard)
Dodge
Intimidate
Navigate (Surface)
Operate (Surface)
Parry


Talents:

Weapon Training: Las, Low-Tech
Iron Jaw
Crushing Blow


Abilities:

The Old Ways: In the hands of a feral world character,
any Low-Tech weapon loses the Primitive quality
(if it had it) and gains the Proven (3) quality.

Hammer of the Emperor: When attacking a target
that an ally attacked since the end of the
Guardsman’s last turn, the Guardsman can
re-roll any results of 1 or 2 on damage rolls.

Expert at Violence: In addition to the normal uses of
Fate points (see page 293), after making a successful
attack test, but before determining hits, a Warrior character
may spend a Fate point to substitute her Weapon Skill (for
melee) or Ballistic Skill (for ranged) bonus for the
degrees of success scored on the attack test.


Equipment:
Lasgun (3 Clips)
combat vest
Imperial Guard flak armour
grapnel and line
12 lho sticks
magnoculars
Best Craftsmanship Knife + Mono Upgrade
concealed holster
Chrono
glowglobe
micro bead
Laspistol (Compact, 3 Clips)
Knife
Carry Weight Current/Max: 23.75/78

Acquisitions:
Best Craftsmanship Knife + Mono Upgrade

2400/2400 Experience
Advances
WS Simple 100 INTERMEDIATE 250
BS Simple 250
S Simple 100 INTERMEDIATE 250
T Simple 100 INTERMEDIATE 250
Parry 100
Crushing Blow 400
Intimidate 200
Devastating Assault 300
Killing Strike 300

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

Dachshundofdoom
Feb 14, 2013

Pillbug
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

Ryuujin
Sep 26, 2007
Dragon God

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

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
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."

LaSalsaVerde
Mar 3, 2013



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)
Homeworld: Feral World
Background: Adeptus Arbites
Role: Desperado

WS: 30
BS: 45
S: 30
T: 47
Agi: 45
Int: 25
Per: 30
WP: 40
Fel: 25
Inf: 20

Wounds: 14 / 14
Fate: 3 (Emp's Blessing: 1d10 8)
Corruption: 0
Insanity: 0
Divination: 1d100 13 - The pain of the bullet is ecstasy compared
to damnation.(Reduce this character's Agility characteristic by 3. The first time this character suffers Critical damage each session, roll 1d10. On a result of 10, he does not suffer any Critical Effects, though the damage still counts as Critical damage.)
Aptitudes: Toughness, Offence, Defence, Fellowship, Finesse, Agility, Ballistic Skill

Skills:

Acrobatics
Athletics
Awareness
Common Lore (Underworld)
Common Lore (Adeptus Arbites)
Dodge (+10)
Interrogation
Intimidate
Scrutiny
Survival

Talents:

Weapon Training: Shock
Weapon Training: Las
Quickdraw
Ambidextrous
Two-Weapon Wielder

Abilities:

The Old Ways: In the hands of a feral world character,
any Low-Tech weapon loses the Primitive quality
(if it had it) and gains the Proven (3) quality.

The Face of the Law: An Arbitrator can re-roll any
Intimidation and Interrogation test, and can substitute his
Willpower bonus for his degrees of success on these tests.

Move and Shoot: Once per round, after performing
a Move action, a Desperado character may perform
a single Standard Attack with a Pistol weapon he
is currently wielding as a Free Action.

Equipment:
Light Carapace
Shock Maul
Stimm, 3 doses of
Manacles
Lho Sticks, 12

Acquisitions:
Laspistols, 2

1800/1800 Experience
100xp Simple Ballistic Skill
100xp Simple Willpower
100xp Simple Toughness
100xp Known Acrobatics
100xp Known Athletics
100xp Known Dodge
200xp Trained Dodge
200xp Known Survival
300xp Ambidextrous
100xp Weapon Training: (Las)
100xp Weapon Training: (Low-Tech)
300xp Two-Weapon Wielder
100xp Simple Agility
400xp Two-Handed Master
100xp Simple Toughness

LaSalsaVerde fucked around with this message at 18:40 on May 4, 2015

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
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.

Werix
Sep 13, 2012

#acolyte GM of 2013
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.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Spike

Spike will reluctantly leave her lasgun behind. Her other weapons are all easily concealable.

Dachshundofdoom
Feb 14, 2013

Pillbug
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.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
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.

Clanpot Shake
Aug 10, 2006
shake shake!

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.

Ferrosol
Nov 8, 2010

Notorious J.A.M

Wraith

Wraith reluctantly hands over her chainsword. But she keeps her laser pistol in it's concealed holster beneath her armour.

LaSalsaVerde
Mar 3, 2013

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.

Werix
Sep 13, 2012

#acolyte GM of 2013
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.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
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.

Ryuujin
Sep 26, 2007
Dragon God

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.

Werix
Sep 13, 2012

#acolyte GM of 2013
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 :rolldice: 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.)

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
haha, owned by fire-fighting gear. And to be fair Spike is pretty stupid.

Dachshundofdoom
Feb 14, 2013

Pillbug
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."

Clanpot Shake
Aug 10, 2006
shake shake!

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.

Ferrosol
Nov 8, 2010

Notorious J.A.M

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.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
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.

LaSalsaVerde
Mar 3, 2013

Quixote

The adeptus officer remained stoic until Spike began to be taken away. She steps forward assertively, pressing her hand against her pistol.

"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

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Wild Man

"No problem," Wild Man replies, tapping his micro-bead. "Stay in touch, report anything unusual. Two hours?"


Go right.

Werix
Sep 13, 2012

#acolyte GM of 2013
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.

Ryuujin
Sep 26, 2007
Dragon God

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."

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
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.

Ferrosol
Nov 8, 2010

Notorious J.A.M

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)

Clanpot Shake
Aug 10, 2006
shake shake!

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.

Dachshundofdoom
Feb 14, 2013

Pillbug
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.

Werix
Sep 13, 2012

#acolyte GM of 2013
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.

Ryuujin
Sep 26, 2007
Dragon God

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?"

Clanpot Shake
Aug 10, 2006
shake shake!

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.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
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."

Adbot
ADBOT LOVES YOU

LaSalsaVerde
Mar 3, 2013

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.

  • Locked thread