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Skellybones
May 31, 2011




Fun Shoe


You are a warrior, a champion of Zudhar who was cruelly tricked by the servants of the Dark Gods. Instead of eternal glory, you were enslaved and kept for amusement and profit. Then you were bought and joined the warband of an aspiring pirate reaver, your skills and aptitude earning you a spot slightly above 'random cultist who dies in prologue'.

You are one of thousands aboard the Pillar of Friendship, a Dauntless Class Light Cruiser, as it tears its way through the Warp. Accompanied by a pair of escorts and a cluster of light freighters, it is a decidedly unimpressive force compared to the marauding fleets of pirates, heretics and xenos that inhabit the Koronus Expanse, let alone the might of the Imperial Navy. But that hardly matters, you're not here to fight Battlefleet Koronus or anyone else capable of putting up a fair fight.



Your target is Gladia. One of the many worlds discovered and claimed by Rogue Traders in the last millennium, its most notable feature was the primitive human civilisation spread across the surface, remnants of some great ancient colonisation effort. Gladia possesses nothing particularly remarkable in the ways of natural resources which likely spared it from being fought over by greedy stellar warlords, and in the strange ways that Imperial bureaucracy flows it ended up passing from Rogue Trader to Adeptus Astartes. Now it is a recruiting world for the Celestial Knights chapter of the Emperor's own Space Marines, who have taken it upon themselves to drive back the darkness in the Koronus Expanse. Of course, they're not here right now, leaving the planet almost undefended to those with the audacity to raid it. Lady Alicia di Marchessa certainly has the audacity, as well as the charts and contacts to know where the drat planet is in the first place and the state of the defenses. You know that you're not facing the immortal Astartes, or even the redoubtable Imperial Guard, but the local collection of feudal soldiery that have fought and died on Gladia for hundreds, if not thousands of years.

They don't stand a chance.

Everyone can do a bunch of Lore or Interaction tests to represent the study you've done or connections made in the past months that has revealed some knowledge or rumours about Gladia, Lady Alicia, the Celestial Knights or anything else sort of relevant to the current situation. What are you interested in, and how did you learn it? When you're not training or sleeping, where do you go and who do you meet?



With the months of servitude and training under your new masters, you've been isolated from most of the other Zudharans. There are actually quite a few aboard this ship, but the rest have been sent off to other assignments in Alicia's domain. Cut off from your tribe, family, homeworld and past, your most immediate and permanent social unit is the other five warriors (plus Murik) assigned to your squad. Regardless of what you think of them, you will be depending on them to survive and prosper so a bare minimum of trust and teamwork is required. You may even genuinely like them and respect their abilities! The social dynamic of your group has been left undisturbed by those in charge so long as you don't try to kill each other, so what's evolved between you? Is there a rivalry or bond of friendship? Has someone risen to become the de facto leader and representative of the group?

Explain a little how you feel about each other, banter a bit, whatever. You've known each other for a while.



Even if you all hate each other, you're still allied by common heritage and oppression. Though you are fabulously equipped with lasguns and flak armour, you are still ultimately slaves belonging to Lady Alicia. Perhaps with luck and hard work you can impress an overlord, get promoted and earn freedom of some sort, but that feels slightly optimistic. The most likely future you can see is fighting and dying as the property of another. Not the most glorious life, but it is a fate shared by uncounted other mortals across the galaxy. Is there really any way to avoid that ignoble fate?

Do you aspire to be rewarded with freedom, winning it by impressing your masters? Or do you seethe with independence and want to break free of this dominion entirely? Maybe taking over this whole operation through force or subterfuge appeals to your ambitions? Or maybe you're mostly okay with this life? You get cool weapons, free food and get pointed towards interesting fights, most people would kill for that!



Hasaba, Xiulan, Solomon:
Your employers might be renegades, pirates and heretics, but they're not stupid. They know well enough the dangers of unbound witches such as yourselves, strutting about like miniature gods and occasionally exploding. To help slightly limit your capacity for unintentional destruction, they're offering you a special bit of implant work. Your favourite heretek aboard ship, Fernanda Skult, is waiting for you in their garage/surgery/workshop. You've all been here before for work on your bodies and/or wargear, so you're reasonably familiar with the betentacled techpriest and her dimly-lit techno-lair.

"Greetings, Xiulan, others. I have a unique proposition for you all. In the event of a channeling mishap, this implant will redirect the energies of the Warp, potentially averting a great catastrophe for yourself and anyone nearby. Most of your fellow witch-troops have been unwilling to submit to this procedure, so I have sufficient materials to provide all of you with implants. My research has been significantly impeded due to a lack of willing test subjects." There is a significant pause before she adds, "There may be future rewards gained by assisting with my research." She holds up a spiky little unit that allegedly nestles somewhere in the lower brain stem.

"There should be no permanent scars, the tissue gets peeled back very delicately!" she adds as a final, hopeful enticement.

The psykers are being offered a piece of cybernetica that will allow you to reroll a result on the Psychic Phenomena table, at the cost of 1d5 wounds as you get zapped. Basically the same thing a Sanctioned Psyker gets in Only War. No surgical risks, you just get it if you want it. I'm offering this particularly because of the number of psykers playing and I know what mischief they get up to.



Let's get this show on the road! We'll start out a little slow and see how crazy it gets. Make your first post include your character sheet which you will update throughout the game. Link all rolls on Orokos. Chat and questions in the other thread. Make posts like this:

quote:

Killfiend Murdereye <<<This should link to your character sheet post

Killfiend is driven to a sludge-punching fury and goes berserk, tearing at the amorphous blob trying to devour him! <<<State what you're trying to do narratively, with as little as a line or as much as a novel

"Raaar! Me kill you!" he yells angrily, continuing to spout Khorne-inspired slogans even as he is dissolved! <<<Conversation can be bolded, or paraphrased

lol I'm so screwed <<<Out of character comments or thoughts are welcome
_____________________

Using a Full Action to enter Frenzy! <<<State what you're trying to do mechanically, along with any rolls

pre:
Killfiend's Combat Block <<<In combat have a short and sweet list of your characteristics, wounds, conditions, and relevant talents/skills/gear/etc
...

>>>OUT OF CHARACTER THREAD<<<

Skellybones fucked around with this message at 12:19 on Jul 22, 2016

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Skellybones
May 31, 2011




Fun Shoe
first

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Xiulan, the Pretty Pyromancer


Xiulan picks up the small device and holds it up to her earlobe. "Oh Fernanda, you always do great work, those philistines just don't understand, it even looks pretty. I'll go first." Xiulan takes off her hat and lies down on the surgical table. "Whenever you're ready girl. After we're done for the day, lets go to mess and get a few drinks, make faces at the boys." She laughs a bit before relaxing on the table. After the surgery is over she gets up and turns to Fernanda, "I'll see you later yeah?" as she leaves she says to Solomon, "You should come out too, the boys might not like your face like they do ours, but that trick you pulled making that rating drink burning promethium? That was all laughs, besides us Slaaneshi know how to have fun. Hit me up if you're down, I know you tend to be busy." Xiulan puts her hat back on and waves bye to everyone in the room.

Over the past few weeks, Xiulan has tended to stick with Solomon, having dedicated herself to the same Prince. As for the others, she is alright with them, though Olga's choice of god leaves a quite literal sour taste in her mouth, annoying at times but perfect when downing a shot of amasec. Everything has its silver lining I suppose. Above anyone else, Xiulan spends the most time with Fernanda, always getting into trouble with her and either charming her way out of the situation or cracking a few skulls. She's a ton of fun to be around to be honest and she did a great job with the skeletal petrifaction. They'll often spend long hours talking about how their day went and just being there for each other. Definitely will be a repeat customer, even if its just for the company. Over the months, Xiulan has relied on her charms to get information from others, not one to ask directly, but to play around with their hearts and minds until she gets what she wants. It doesn't always work however, her firey personality will often get in the way. Though she was a village priestess, she was never that great at keeping up with her studies, often being frustrated. She's picked up a few things, but most of it is forgotten as she never really thought it all that important in the pursuit of excessive power.

Charm to learn stuff: 1d100 74 1 DoF Tries to charm someone into revealing something, sets them on fire
Deceive: 1d100 25 3 DoS Sees a journal, tells the owner that she wont set them on fire if they hand it over, sets them on fire anyway.
pre:
Xiulan, aka Julia
Human Psyker
Pride: Grace
Disgrace: Greed
Motivation: Perfection
Dedication: Slaanesh

WS: 41 25 +16
BS: 24  25 +4 -5
ST: 35 25 +10
TN: 30 25 +8 -3
AG: 42 25 +12 +5
IN: 28 25 +6 -3
PE: 35 25 +10
WP: 51 25 +16 +5 +5 
FL: 53 25 +18 +5 +5

Infamy: 22
Corruption: 6 http://orokos.com/roll/419983
Wounds: 11

Traits:
Quick and the Dead
The Old Ways
Psyker

Talents:
Psy Rating 3
Weapon Training (Primary, Flame)
Warp Sense
Iron Jaw
Bulging Biceps

Skills:
Awareness
Psyniscience
Common Lore(War, Koronus Expanse)
Language(Low Gothic)
Trade(Remembrancer)
Forbidden Lore (Psykers)
Deceive
Dodge
Charm

Psychic Powers:
Manifest Flame
Fire Bolt
Flame Gauntlets

Advances: 950/1000
Unarmed Warrior -500
Willpower Simple -250
Fellowship Simple -100
Charm -100

Gear:
Laspistol
Best Quality Vicious Weapon
Best Quality Fire Caster
Best Quality Dagger
Psy Focus
Best Quality Giant Spider Silk Robes
4 Lasclips
4 Fire flasks, 2 tox flasks, 2 dream flasks

Implants:
Skeletal Petrifaction

Acquisition:
Skeletal Petrifaction

HukHukHuk fucked around with this message at 01:08 on Jul 23, 2016

Jo Joestar
Oct 24, 2013
Hasaba Salkenet


Hasaba needs very little time to think before accepting the machine-woman's gift. He has no right to call himself a shaman, though his two fellows might; he has not been taught to perform his tribe's secret rituals, or to go on vision-quests to the realms of the gods, or to negotiate with the good spirits while avoiding the lures of the bad spirits. Even his small tribe knew horrid stories of people who were drawn to the spirit-world, but who did not have the wisdom to withstand it. If this metal device can help him to survive while he learns how to serve the gods, then however strange he finds the giver, he'll gladly take it.

Hasaba might be a bit naive about how safe it is to trust a mad cyborg doctor. Just slightly.

Once the surgery is complete, he bids his farewells to Xiulan as she departs, and hurries back to the room he's bunked in. This whole place still seems strange and otherworldly to Hasaba; instead of the dry chill of the inhabited caves, just warm enough to be tolerable without risking a pocket of poisoned air, the ship's air is constantly warm and uncomfortably humid. The food is hot, and available at almost any time, but it contains little of the meat or fruit he's used to eating. Even being in such close quarters with so many other people, most of them strangers, is bizarre. Intellectually, Hasaba understands the reasons for this - that a ship's atmosphere must be maintained and recycled, that an agricultural civilization cannot feed its people a hunter-gatherer's diet, and that creating any additional space on a ship is a tremendously expensive task - but it does little to ease the feeling of strangeness. He hopes that they reach Gladia soon; it will be good to be able to stand with earth under his feet again, and hunt for his food.

As Hasaba reaches the stretch of the room assigned to him, passing by a circle of mercenaries to his left all concentrating intently on some card game, he pulls his knife out of his pocket. Set on the metal chest at the foot of his bed is an odd construct, made from shards of metal, bone, and the occasional piece of hide or fur, arranged in a seemingly random pattern. Place carefully around the edges, kept distinct from the general pattern, are two clay cups and three metal bowls, one of each suspended above a small gas-powered stove. This is Hasaba's shrine, made in imitation of the larger shrines his tribe's hunters would make while in the wilderness. As Hasaba settles down to rest, he picks up one of the larger pieces of bone and, delicately, begins carving runes into its surface.

After a few minutes of carving and rearranging the components of his shrine, Hasaba leaves his bunk, and wanders over the the corner of the room, where there is a small grate leading to a drainage tunnel. Hasaba has listened carefully, and suspects that there are small vermin residing with the tunnel; he pulls open his pack, and begins assembling a small snare which he places outside the entrance to the grate, baited with a piece of dried meat. It would be a terrible thing for his luck in the raid if, before his first hunt, he was not able to make the proper offerings and sacrifices to the gods.

Roll 1d100: 51.

His religious duties fulfilled, Hasaba picks up his long-bladed hunting spear, and with a whetstone begins to sharpen it.

pre:
Name: Hasaba

Race: Human

Archetype: Psyker

Alignment: Unaligned
(K0 S1 T3 N3)

Pride: Fortitude

Disgrace: Dread

Motivation: Ascendency

Attributes:
Weapon Skill:      31 (25 + 6) 
Ballistic Skill:   41 (25 + 16)
Strength:          29 (25 + 4)
Toughness:         40 (25 + 10 + 5(Fortitude)) 
Agility:           30 (25 + 8 – 3(Fortitude))
Intelligence:      34 (25 + 12 - 3(Fortitude))
Perception:        46 (25 + 16 + 5(Dread)) 
Willpower:         48 (25 + 18 + 5(Archetype) +5(Ascendency) – 5(Dread)) 
Fellowship:        35 (25+10)

Infamy:        22

Infamy Points: 2

Wounds:        9 (8 + 3 -2(Ascendency))
Corruption:    1 (Psyker Corruption 1, http://orokos.com/roll/420078)

Skills:
Awareness
Common Lore (Imperial Guard, Imperium)
Dodge
Intimidate
Forbidden Lore (Psykers)
Linguistics (Low Gothic)
Psyniscience
Stealth
Survival (+10)
Trade (Scrimshawer)

Talents:
Double Team
Jaded 
Psy Rating 3
Survivalist
Warp Sense
Weapon Training (Primary, Solid Projectile)

Psychic Powers:

Telepathy:
Thought Sending
Delude

Divination:
Precognition
Glimpse

Unaligned:
Doombolt

Traits:
Psyker
The Old Ways
The Quick and the Dead

Implants:
Psi-Spike Unit (Can reroll Psychic Phenomena results, in exchange for 1d5 wounds)

Starting Equipment:
Common Autopistol
Best Polearm
Best Composite Bow
Best Dagger
Best Chainmail (+5 Intimidate)
4 Autopistol clips
40 Arrows
10 Explosive Arrows
Psy-Focus (+10 to Focus Power tests)
Cameleoline Cloak (+20 to Concealment tests, -30 to Ballistic Skill of attacks aimed at him when stationary)
Grapnel Launcher
Gladian Disguise
Gladian reading material
pre:
XP:      0 (1000 – 250(Survivalist) -200(Stealth) -200(Survival) – 250(Double Team) -100(Delude))

Psy XP:  0 (500 – 100(Precognition) – 200(Doombolt) – 100(Glimpse) -100(Thought Sending))

Jo Joestar fucked around with this message at 15:47 on Aug 16, 2016

Skellybones
May 31, 2011




Fun Shoe
+10 tests, you get more depending on DoS but still learn something even if you fail.

That looks like a Survival test to catch a sacrifice? On Orokos you can click the bbcode link and get this:
Setting snares.: 1d100 51

Viva Miriya
Jan 9, 2007

Solomon, Psyker Assassin

When Solomon's own meagre knowledge fails him regarding what he can expect from the feudal society's methods of war he turns the charm on Fernanda Skult while the heretek is trying to get a piece of cyberware shoved in his brain. He takes the implant after being reassured that there won't be any visible scars. His interactions with the warband are minimal except for Xiulan, aka Julia. They have Slaanesh and the pursuit of perfection, pleasure and excess in common. Though her desire to punch faces have caused her to undergo a interesting procedure. The sensations of pain from having those serums injected into the bone marrow must have been intense! Ha better her than me. Solomon thought as he tried to think of how he'd proceed from here. It's not an ideal situation but Solomon definitely isn't fond of being anyone's slave. And anyone who plasters their image all across the ship is a egotistical, arrogant fool. Solomon can't wait to rip this Rogue Trader's mind for all she knows and to leverage that knowledge to advance his and his compatriots place in the universe.


Common Lore (War) vs 32: 1d100 74 5 DoF
Charm vs 41: 1d100 6 4 DoS

pre:
Name: Solomon
Archetype: Psyker (+5 WP)
Pride: Martial Prowess (+5 WS/-5 Int)
Disgrace: Deceit (+2 Inf/-4 Per)
Motivation: Perfection (+5 BS/-3 T/-3 WP)
Alignment: Slaanesh
Special Ability: Chaos Psyker

Characteristics:
WS  40 (25 + 10 + 5[Pride])
BS  40 (25 + 10 + 5[Motivation])
S   31 (25 + 6)
T   30 (25 + 8 - 3[Motivation]) 
Ag  31 (25 + 16)
Int 32 (25 + 12 - 5[Pride])
Per 25 (25 + 4 - 4[Disgrace])
WP  40 (25 + 18 + 5[Archetype] - 3[Motivation])
Fel 41 (25 + 16)
Inf 24 (22 + 2[Disgrace])

Wounds: 11 
Infamy Points: 2
Corruption: 2 (2 [Psyker Corruption])
Experience: 1,100/1,000
Banked Experience: 0
Exp Debt: 100

Alignment Counter (KNST): 0/1/3/1
Advances:
Ambidextrous (250)
Charm (100) [Slaanesh]
Dodge (100) [Slaanesh]
Deceive (100) [Slaanesh]
Forbidden Lore (Adeptus Mechanicus) (100) [Tzeentch] (EXP DEBT/GM REBATE)
Survival (250) [Nurgle]
Stealth (200)

Skills:
Awareness
Charm
Common Lore (Tech, War)
Deceive
Dodge
Forbidden Lore (Adeptus Mechanicus, Psyker)
Intimidate
Linguistics (Low Gothic)
Parry
Psyniscience
Stealth
Survival
Trade (Armorer)

Talents:
Ambidextrous
Jaded
Psy Rating 3
Weapon Training (Primary, SP)
Warp Sense

Traits:
Psyker
The Old Ways
The Quick and The Dead

Bionics:
Psy-Spike Unit

Psychic Powers by Category:
Divination
Precognition

Telepathy
Delude
Mind Probe
Thought Sending

Current Equipment
Imperial Guard Flak Armour
Longlas w/4 magazines (Acquisition)
- Telescopic Sight
Laspistol w/4 magazines
B.C. Great Axe
2 B.C. Daggers
Psy Focus
2 doses of Rose
A dose of Spook

Viva Miriya fucked around with this message at 02:52 on Aug 14, 2016

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Rinlaan

Once more Rinlaan is hunched over a workbench, such as it is. Mostly it's just a vaguely clear place he can use his tools. He scratches idly at the port where the metal tendril extends from his back. The skin tends to get red and tender from time to time. A quick though reminds him that it's some manner of sickness, possibly related to the plague acolytes wandering around in covens. He'll have to forage through his medicine bag again to find the needle that heals such afflictions, but later. The berserker-princess needed more maintenance on her weapons. Apparently someone earned her wrath and she saw to them in what was, to her apparently, an appropriate response. It takes him a half hour to clean out the gobbets of meat from the weapon's teeth.

The techno-shaman's mind wanders a bit as he works. It's easy enough to clean a weapon this simple so there's no threat, though he's very careful to wear gloves. The Ladyhog has a reputation for poisoning her blades. He shakes his head and gets back to his thoughts as he wipes blood on his smock. The seers have told him that this realm of the stars is called the Koronus Expanse. Rinlaan pulls together whatever he knows about it, trying to figure out just where they might be heading and why.

Lore (Koronus Expanse) vs 58: 1d100 85
Nothing comes to mind immediately, but I do have Total Recall for minor trivia.
Total Recall general Int vs 58: 1d100 16


pre:
Name: Rinlaan Ironforge
Archetype: Heretek
Alignment: Unaligned
Pride: Logic
Disgrace: Regret
Motivation: Perfection


Characteristics:
WS:  46 (25+16) [+5 Motivation]
BS:  32 (25+10) [-3 Motivation]
S:   41 (25+16)
T:   37 (25+12)
Ag:  35 (25+10)
Int: 58 (25+18) [+5 Archetype] [+5 Advance] [+5 Pride]
Per: 26 (25+ 6) [-5 Pride]
WP:  33 (25+ 8)
Fel: 29 (25+ 4) [-3 Motivation]

Wounds: 15/15
Infamy: 22
IP: 2/2
CP: 5

Skills:
Common Lore (Adeptus Mechanicus)
Common Lore (Imperial Creed)
Common Lore (Koronus Expanse)
Common Lore (Tech)
Dodge
Forbidden Lore (Archeotech)
Linguistics (Low Gothic)
Logic
Medicae
Parry
Scholastic Lore (Astromancy)
Security
Tech-Use
Trade (Armorer)


Talents:
Armor Monger
Cold Hearted
Combat Formation
Die Hard
Enemy (Adeptus Mechanicus)
Mechadendrite Training (Utility)
Technical Knock
Total Recall
Weapon Training (Las, Plasma, Primary, Shock)


Traits:
Haunted (Opponents get +10 when using Intimidate vs character)
Mechanicus Implants
The Old Ways
The Quick and the Dead


Gear:
Best Dagger
Common Flak Armor
Best Hand Weapon (Axe)
Common Laspistol
Common Medicae Mechadendrite
Common Maglev Coils
Mind Impulse Unit
Best Medi-kit
Combi-tool


Advances:                 900/1000

Medicae                        200
Intelligence +5                250
Dodge                          200
Combat Formation               250

Vicissitude fucked around with this message at 23:51 on Jul 28, 2016

Mad Moxxi
Apr 29, 2010

It's tough being cute.
Olga

Olga leans against the wall by the workbench, picking at her teeth with the machete. She watches the heretek work, making sure to get every last bit of gut out. She pulls the blade from her mouth for a moment, looking like a question was about to fall out, shook her head, and proceeded to pick at her teeth until she cuts her lip on accident. It's common, her lips are pretty scarred, so not much blood comes out. No big deal.

pre:
Name: Olga the Ladyhog
Archetype: Renegade
Pride: Martial Prowess
Disgrace: Betrayal
Motivation: Violence
Alignment: Khorne

Characteristics:
WS  46 (25+18) [+3 Archetype]
BS  36 (25+ 8) [+3 Archetype]
S   41 (25+16)
T   41 (25+16)
Ag  37 (25+12)
Int 21 (25+ 4) [-5 Pride] [-3 Motivation]
Per 35 (25+10)
WP  35 (25+10)
Fel 31 (25+ 6)

Wounds: 13/13
Infamy: 22
Infamy Points: 2/2
Corruption: 10

Skills:
Athletics
Awareness
Common Lore (War)
Dodge +10
Intimidate
Medicae
Operate (Surface)
Parry
Scholastic Lore (Tactica Imperialis)
Survival

Talents:
Ambidextrous
Catfall
Flesh Render
Frenzy
Jaded
Quick Draw
Rapid Reload
Sure Strike
Two-Weapon Wielder (Melee)
Weapon Training (Chain, Flame, Las, Primary, Shock, SP)

Traits:
Adroit (WS)
The Quick and the Dead
Untrustworthy
The Old Ways

Gifts:
Collar of Khorne

Equipment:
Best Dagger
Common Flak Armor
Best Machete
Good Chainsword "Kaali"
- Venom Drip
Common Chainsword "Salaatti"
- Venom Drip
Common Autogun
Best Fire Caster
- 4 Fire Flask
- 2 Tox Flask
- 2 Dream Flask
Medkit

XP                     1000/1000
Frenzy                       250
Flesh Render                 250
Two Weapon Wielder (Melee)   500

Mad Moxxi fucked around with this message at 16:33 on Jul 30, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug

Kaas Firbolg

Kaas and his twin brother Murik have haunted the corridors over the past few months, visiting and talking to virtually everyone who spends any significant amount of time in the Zudharan area of the ship. Kaas's attempts to find out the crew's general opinion of Lady Alicia prove utterly fruitless. Everyone he speaks to just changes the subject or breaks off the conversation, but he can't get a read on whether that means they love her or are terrified of her. Of course, it could be a bit of both. His attempts to make friends among some of the crew work out much better, so at least he has a few people willing to send a little alcohol or information his way if he asks.

Inquiry vs 53: 98
Charm vs 68: 35


It's not as good as he'd hoped, but it was a start. He had no intention of dying under Alicia's thumb. He was no slave. He would live or die only for himself. But if he was going to escape and forge his own path, he'd need an army of his own, and that meant working with his fellow Zudharans. Even the witches, despite Murik's unconcealed disgust for them. Kaas was merely wary of their presence, knowing that the gods were as likely to smite them as reward them. He has limited success trying to organize group training drills. The others obviously rankled at taking orders, but they needed to know how to fight alongside each other if they were going to survive the upcoming battles. The gods might reward individual accomplishment, but he needed them to understand that no one lived long enough to become a champion if they didn't all support each other. Let them grumble about him trying to take authority. There had to be a leader, whether they liked it or not; an unorganized mob of witches and murderers could be slaughtered by half its numbers in well-trained warriors.

Command vs 63: 58

pre:
Name: Kaas Firbolg
Archetype: Apostate
Alignment: Unaligned
Pride: Martial Prowess
Disgrace: Wrath
Motivation: Vengeance


Characteristics:

WS:   46
BS:   31 
S:    41 
T:    42 
Agi:  35 
Int:  30 
Per:  29 
WP:   31 
Fel:  53 

Wounds: 13 
Infamy: 22
IP: 1/2
CP: 0

Skills:

Awareness
Charm +10
Command +10
Commerce
Common Lore (Imperium, War)
Deceive
Dodge
Forbidden Lore (Daemonology, Warp, Xenos)
Inquiry
Linguistics (Low Gothic)
Parry
Scholastic Lore (Beasts, Chymistry, Occult)
Stealth
Survival
Trade (Armourer)

Talents:

Air of Authority
Double Team
Hatred (Adeptus Astartes)
Lesser Minion of Chaos
Mimic
Peer (Planetary Warlords or Governors)
Radiant Presence
Total Recall
Unshakeable Will
Weapon Training (SP, Primary)

Traits/Mutations/Other:

The Quick and the Dead
Serpent's Tongue
The Old Ways

Gear:

BC Flail w/ Venom Drip
BC Shield
GC Autopistol (4 Clips)
Naval Pistol
BC Dagger
GC Flak Armor (+5 Charm)
Amasec (2)
Obscura (4)
Manic (2)
De-Tox (2)

XP Spent       900/1000
(K: 1 N: 2 S: 0 T: 0)

Parry-200
Survival-200
T +5-250
Double Team-250
pre:
Name: Murik Firbolg
Characteristics:

WS BS S  T  Agi Int Per WP Fel
28 09 22 31 20  20  18  31 11 

Wounds: 6/6
AP: 8 All

Skills:

Awareness
Deceive
Dodge
Stealth
Linguistics (Low Gothic)

Talents:

Cursed Heirloom
Double Team
Frenzy
Weapon Training (Primary, Flame)

Traits/Mutations/Other:

Brutal Charge (2)
Fanatic
Natural Armor (4)

Gear:

Thousand-Cursed Blade (BC Great Weapon, Bloodthirsty CH)
Fire Caster
Flak Armor

Dachshundofdoom fucked around with this message at 10:21 on Oct 16, 2016

Skellybones
May 31, 2011




Fun Shoe
Pillar of Friendship, the Warp


Fernanda Skult is delighted that the trio of psykers have agreed to be victim to her mad science, her mechadendrites bobbing excitedly in anticipation. "Yes Xiulan, we will spill drinks in a recreational manner tonight. Now you may feel a slight burning sensation..." Skult intones as she prods Xiulan into a suitable position before suddenly driving a spike full of anaesthetics into her arm. The process is repeated for each volunteer, and after a short while each psyker wakes up feeling a bit dizzy but otherwise fine. "I strongly recommend you avoid using any powers for at least three hours. If you experience a sharp stabbing pain in your medulla, uncontrollable bleeding from the eyes, or sudden dimensional tearing please come see me. Less severe problems may be diagnosed and treated by your companion Rinlaan Ironforge in the event that I am unavailable. I will send him the requisite data."

Hasaba, Solomon, Xiulan add an implant: Psy-Spike Unit: Can reroll a Psychic Phenomena result, but take 1d5 Wounds.

Solomon discovers that even mostly-mechanical people can be played like anyone else if you push the right buttons. As Skult gives him a quick post-operation check, he makes small talk and leads into the topic of cybernetics, her favourite topic. By putting on an interested face and making affirmative sounds at all the right points, he's able to keep her encouraged and allows her to hold court on all sorts of topics that nobody would normally pay attention to, long after Xiulan and Hasaba have left the workshop. Skult's opinion of Solomon changes from that of an ignorant, tech-fearing barbarian to a promising aspirant who has just taken the first step on the road to accepting the True Flesh. Beyond the large amount of mostly incomprehensible technical information and increasingly paranoid theories passed on, Solomon feels that at the moment she's willing to divulge information that would typically be held in confidence, if he prods her in the right direction.

What secretive or esoteric topic would you like Skult to ramble on about at length? She's in an effusive mood for the moment.

Xiulan has obtained quite an following among the low-tier crew, who find the sorceress a good enough source of entertainment in the off-hours. Alternating between telling half-remembered stories from home, dangerous fire-based magic tricks, and general sweet-talking, Xiulan often finds herself being plied with drinks by bored ratings who have nothing better to do. Between the alcohol, public showboating and random immolation, she's gained a reputation as a bit of an idiot who feeds on attention, but this only makes the crew easier to trick when she gets around to deploying her cunning. In one notable score she absconds with a journal from an admirer after promising one thing (no fire) but delivering another (lots of fire). As the journal was claimed to be destroyed by fire, it was never followed up on and Xiulan got to enjoy reading the scrawls of a literate cargo handler. Much of it is day to day commentary on how boring work is and how pretty Xiulan is, but she does get some unique insights.

Really old entry posted:

...What's with all these ferals? Wandering around nearly unsupervised, they're a bloody menace to the ship. Half of them are witches with lightning shooting out of their eyes, whose brilliant idea was this? I got an augury done and the bones kept saying "Stay away from the fire". Guess I'll keep an eye out for plasma torches.

Old entry posted:

...Another bilge clan uprising. I swear there's more of them than ever. We need to head down and thin them out before they get any funny ideas about the filters and recyclers. We've taken on enough armsmen for two ships, but they're just sitting around polishing their guns or praising the Dark Gods. Growing a tentacle out your eye might make you feel special but it's not going to keep the sustainers running, wankers.

Recent entry posted:

...All the cargo holds are cleared out, no non-essentials, never seen so many landers and shuttles. Don't think we're trading, just picking up. I got my voidsuit checked up, if we end up breached I don't want to be sucking void. Word is we're heading to Gladia, an Imperial world? Didn't think we'd be back to Imperial space so quick, hope the bloody Captain isn't leading us into a grox-pen for slaughter. Old hands say we've been there years ago but that was before my time. Our Lady has an investment there I guess. Rumours keep saying we're going to fight Space Marines but that's insane, right? I got another augury done and it still said fire. So I'm not going to be spaced, at least.

Really recent entry posted:

...Found a storage locker with loads of old stuff, all the tracking data filed off. Who knows where it came from, but it's mine now. Going to share it around a little but keep the best for myself. I think we're going to translate soon. Going to go put my moves on Julia tonight before all hell breaks loose.

Xiulan has discovered the location of a cache of goodies. The contents, and the measures taken to protect them, remain unknown. The guy who 'owns' it is currently being treated for burns.

Hasaba has been expertly trapping the endemic vermin of the ship for weeks now. By replacing wood and plant fibre with metal and plastic scavenged on the ship, he can recreate many of the snares once used on Zudhar to catch small game. The meat is certainly a welcome addition to the various bricks, pastes and slurries provided to the crew, they may be nutritious but there's only so many ways you can serve corpse starch. Head still aching from the surprisingly rapid brain surgery, Hasaba collects the twitching bounty from his latest trap, a sizeable rodent similar to the ones on Zudhar. After preparing the kill he shows due obeisance to the Gods through his own peculiar rituals and offers up the choicest parts of the beast, despite the ingrained urge to never give up good meat. As the sacrificial ritual completes, he feels a most peculiar sensation and briefly blacks out.

Hasaba has, intentionally or not, performed a kind of augury. What question burns at the forefront of your mind?

Olga continues hanging out with Rinlaan, who sifts through the loose memories acquired lately. The benefits of having a hard drive in your skull are endless, it seems. While it would be impractical to recount everything (:argh:) Rinlaan recalls some interesting facts about this region of space.
- The Wildermark Cluster was first claimed by the Van Haagers Rogue Trader dynasty in the wave of exploration that followed Winterscale's charting of what is now known as Winterscale's Realm. Due to a lack of exceptional natural resources, archaeotech or xenos it has remained relatively low-key in the endless Rogue Trader struggles. The most notable threat to human life in the region are Ork raiders from the Undred-Undred Teef, who are said to seek out signs of Warp passage and follow ships to inhabited worlds.
- Lady Alicia di Marchessa has plied the Expanse for decades, and her predecessors for centuries. She has participated heavily in the Cold Trade, obtaining artifacts from living and dead xeno civilisations, and won huge profits selling them on in the Calixis Sector. Her condemnation by the Inquisition seems to have occurred in the last few years, but that seems to have only allowed her to act openly and with even less caution. She is infamous for dealing with any renegade, xeno or heretic force in order to further her goals, usually by setting them on a competitor. Her long term goal is to presumably amass as much wealth and power as possible.
- Gladia was a primitive world of Dark Age colonists, their society and customs were examined by Ecclesiarchy representatives and found to be suitable for conversion to the worship of the God-Emperor. There are no records of mutants or witches posing a problem on Gladia. Having little material worth, was gifted to the Ecclesiarchy as a show of piety. The Ecclesiarchy, having no real means to safeguard this possession gifted it to the Adeptus Mechanicus. The Adeptus Mechanicus in turn gifted it to the newly-founded Celestial Knights chapter of Space Marines.
Something in his skull beeps as he receives an extensive dossier on the care and upkeep of something called the Psy-Spike Unit.

Kaas has found that by and large the Zudharan detachment are held at arm's length by the crew. It is commonly believed that feral warriors have a strong tendency to go irreparably mad as they cannot adjust to the close metal ceiling, constant background noise or close press of humanity. Though as far as you know none of your kin have succumbed to this, the crew still tend towards caution or even avoidance. Olga in particular has developed a well-deserved reputation for violently wrecking anyone who happens to offend her, while Xiulan has been adulating in the attention and free drinks provided by the crew. They treat Kaas suspiciously, and his constant search for information and contacts has earned him several threats to throw him out an airlock (a decent threat normally, but especially strong while travelling through the Warp). Kaas' attempts to force the squad into a cohesive whole have had decidedly mixed results, in that they mostly ignore him, but his strained efforts have garnered some positive attention. After one frustrating training session he's approached by a couple of old armsmen who have been watching with a mixture of amusement and pity, and together they hit the amasec as all good warriors do regardless of origin. They've seemingly been everywhere, seen everything, and killed it, and have an endless supply of tall tales involving pirates, xenos and monsters of every kind. Kaas is able to provide more than a few interesting stories of heroism and glory from Zudhar, and though they seem rather quaint compared to fighting a Void Kraken, they appreciate it nonetheless.

You can get two topics of information supplied by experienced armsmen of the Pillar of Friendship. It could be anything they could have reasonably experienced or heard about secondhand, including current or future events like the upcoming mission.

Skellybones fucked around with this message at 16:20 on Jul 23, 2016

Viva Miriya
Jan 9, 2007


Solomon
"So I used to work in a forge as a machinist, tertius. Learned how to machine weapons, armor, and ammunition. Heard quite a bit from my overseers about machine spirits. Could you enlighten me about their nature for one?"

Picking the heretek's brain for everything and everything regarding tech.

Later that day
"Lets go score some of that Final Kiss Xiulan, see if we can dig any of that poo poo up. The amasec we've been scoring has been alright, but I wanna try something more."

Viva Miriya fucked around with this message at 17:12 on Jul 23, 2016

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Xiulan, the Pretty Pyromancer


After a round of drinks with Solomon and Fernanda, Xiulan sits on her bed. Oooh, a locker full of goodies!, Xiulan quickly taps in a message to Solomon regarding the find and misremembering that Olga has a wired up brain (actually the heretek she's always with), she texts her with a message of "Hey girl, there's a locker full of free stuff, we're gonna go pry it open it you wanna come with, I heard there's a lot of stuff in it so its like a two for one deal on free things, should totally come out, let me know yeah?"

HukHukHuk fucked around with this message at 16:49 on Jul 23, 2016

Viva Miriya
Jan 9, 2007


Solomon
"Yeah lets go on and do it big, see what loot we can find. I got you boo."

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Rinlaan

"It's not so hard once you learn how to listen. The iron speaks its own language. Perhaps if you ask the smiths, they'll impart you with their technology. It's..... painful. They cut me open and put in the necessary means to understand."

Rinlaan's not entirely sure why the assassin is coming to him with his questions, though he's perfectly willing to share what he knows.

Mad Moxxi
Apr 29, 2010

It's tough being cute.
Olga

Instead of responding, Olga just heads over to where the loot finders are. Can't say no to free things. "Sup."

Jo Joestar
Oct 24, 2013
As Hasaba collapses and the world goes dark, a single question formed from his doubts and suspicions rises to the top of his mind: "Will the Marchessa betray us on Gladia?"

(If this question is too 'big' for the augury, I'm happy to change it.)

Jo Joestar fucked around with this message at 22:19 on Jul 23, 2016

Skellybones
May 31, 2011




Fun Shoe


Pillar of Friendship, the Warp

Hasaba falls into darkness, driven by paranoia and fear. "Will the Marchessa betray us on Gladia?" He imagines the smiling, proud visage he's seen a hundred times on this ship, that absent overlord who ultimately controls his life. The face melts away, replaced by a flashing sequence of men and women unfamiliar to him, warriors and priests of a culture he's never experienced. After hundreds of these anonymous profiles the vision halts and settles on a single woman he's never seen before, a pale and cruel-looking warlord bedecked in such finery you cannot help but feel envious. She frowns and looks directly at Hasaba, and the vision ends abruptly. Hasaba wakes up next to his shrine with a throbbing headache.

_________________

Solomon has carefully cultivated Skult for hours as she rambles on about esoteric theories and personal problems. You get the strong impression that she doesn't like the Magos of the ship at all, possibly related to how a techpriest of her years and experience is in the passenger decks running this workshop rather than working on the main reactor or something else prestigous. She's especially delighted that Solomon is not only paying attention to her, but has a genuine interest in technology and the mysteries of the machine. She redoubles her efforts to educate Solomon on matters technological, starting with what she thinks are very basic concepts and rituals, but are actually quite advanced concepts that skip the foundational knowledge that form the basis of modern science. At the end of it Solomon thinks he understands what machine spirits are... maybe? If nothing else he's well aware of all of Skult's complaints about the Magos and everyone else who has mistreated her.

Solomon can buy any one of these for half price and can go into exp debt: Forbidden Lore: Adeptus Mechanicus, Forbidden Lore: Archaeotech, Trade: Chymist or Trade: Technomat. This will also add a Corruption Point as Skult's instructions scarcely make sense to an unaugmented mind and willully paying close attention to her uninhibited ramblings is hazardous to mind and soul.

"Oh, look at the chrono, it is time for drinking with Xiulan."

_________________

Xiulan, Solomon and Olga meet up after drinking heavily. They form an unlikely band, what with being two Slaaneshi psykers and a magic-repellent Khornate. Having next to no regard for the other half of their squad, shipboard decorum or self preservation in general, they follow Xiulan's directions down to the less-civilised lower decks. Not all the way to the lightless seas of bilge water and communities of mutants and mutineers, but still further than most crew would willingly go. They're closing in on the location when the echoing voice of Captain Hengsk bounces through the corridors, the vox announcement warning of the imminent translation from Warp to Realspace. The trio manage to find the locker mercifully quickly and abscond with the contents, a small locked crate, before any of the locals take notice, and are well on their way back up when they feel the shuddering wrongness of the ship changing dimensions.

Shortly after translation, an alert goes out as several of the mutant tribes have been peturbed by the translation and are making a break for the upper decks. A few squads of armsmen pass by on their way to secure the very same accessways the Zudharans had just used, paying little attention to them as they hurry off to shoot a different bunch of primitives. Success seems certain until they come across a gang of ratings huddling conspicuously, all of them armed.



"...Once the armsmen clear off the scum, we'll sashay down and get Klive's box of stuff" the most authoritative one explains to the others, "I got a good look at his journal while he was pining at that witch, and now he's no way of stopping us, right? Easy as."

The followers nod intently and turn to make their way to the promised riches. The most attentive of them notices the feral trio, particularly the crate carried by Olga which has KLIVES STUFF written on it in glo-paint.

"Ay Zimmel, ain't that Klive's stuff?" the attentive one asks hesitantly. The rest of them all stop and stare as well. There is an awkward pause.

The leader looks at it in surprise before raising a club menacingly at the Zudharans. "...Yes, that is. And if you ferals know what's good for you, you'll hand it over right quick before this gets ugly. You can't go around stealing what we were rightfully going to steal before you were, see. Ship rules."

The gang murmurs affirmitively at this, but then one pipes up "That's the witch! She's the one that burned Klive!" A second one gets a look at Olga, hidden behind the crate and exclaims "That's the crazy one, I hear she eats people!" Finally, another yells "And that's the arsehole that cheats at cards!" which gets an angry condemnation from all of them. "Alright maybe we'll just take it after killing you, eh?"

You have encountered a gang of opportunistic crew who are out for blood. They're wary of your reputation, but are greedy and stupid enough to take you on. There are five crew standing 5m away, armed with a mix of weapons. Xiulan, Solomon and Olga are obviously present, but anyone else can watch or participate as they happen to wander past for whatever reason. There are gathering crowds some distance away in both directions of the corridor, they're interested to see who comes out on top.

Zimmel: Stub revolver and club
Stiny: Club and shield
Kalle: Club and shield
Quent: Stub Revolver
Julenna: Shotgun

If you initiate combat rather than talk this out everyone acts according to initiative, no Surprise. You have drawn weapons/sustained powers if you want (except Olga who is carrying the crate but can drop it and draw swords as a free action). As you are no longer traversing the Warp a Psychic Phenomena or Peril won't be catastrophic, but still be pretty bad. Any lost wounds and Infamy Points will be restored by the time you reach Gladia.

Skellybones fucked around with this message at 08:48 on Jul 24, 2016

Viva Miriya
Jan 9, 2007


Solomon
Solomon telepaths to Olga and Xiulan some quick instructions as he gains a measure of the rabble before them. ++Leave the leader Zimmel to me if this comes to blows. I will rip his mind for fun before sending his soul to Slaanesh. Follow my lead please.++ Solomon gets right to it, rebuking the one who dared open his mouth about him. "Who the gently caress said I cheat at cards huh, that was you I heard there Quent?" Solomon says strutting around as he has a Great Axe slung over one shoulder, laspistol and daggers sheathed elsewhere on his flak armour. "You hear that from Quentin? Quentin welches on all the bets he loses, everyone knows that. Every single one of you here knows that I had a hot streak that night and I won that money fair and square now dontcha? And you wanna talk about Ship Rules, you wanna steal our find? Julenna, you remember when that ratfuck was stealing all the good bits out of the ration packs for our deck and I found out who it was. Remember the emptiness when you looked in his eyes before they sent what was left of him to be servitor'd because he was no good to anyone. Maybe you heard about that just like Quent here heard about me cheating. Cause he couldn't tell the truth when it counted and I pulled the truth out him, when it counted. Now what y'all do right now counts and you know we don't tolerate no thieves." He gives Quent another look. "Go back to your compartment Quent, walk away, don't look back, you're better than this, aren't ya?"

Half Action to walk 3 metres to ensure I'm in range to Delude Quent if necessary, otherwise Delay Action (Standard Attack) with Great Axe if someone tries to brawl him. Half Action to Delude, 2 Free Action to Deceive, and Intimidate in one speech.
Delude vs 75 (Quentin): 1d100 30 +0 Opposed WP test vs 5 DoS Success gives Solomon +5*PR to all interaction skill tests against Quent
Deceive vs 36 (Quentin)/21 (Everyone else): 1d100 91
Deceive vs 36 (Quentin)/21 (Everyone else) IP: 1d100 55 2 DoF on Quentin/4 DoF on the gang, 1 DoF/2 DoF with Xiulan teamworking me with a Deceive test if she so chooses. I deceive people up to my fellowship bonus which is 4. I'm deceiving everyone but the leader because I'm loving with the followers. They oppose with an awareness test at +0
Intimidation (Fellowship based) vs 66 (Quentin)/51 (Everyone else): 1d100 5 7 DoS on Quentin/4 DoS on the gang


Viva Miriya fucked around with this message at 20:26 on Jul 24, 2016

Jo Joestar
Oct 24, 2013


As he rose from his prone position, Hasaba set his mind in gear, trying to interpret the portent he had been shown. The Marchessa had not been central, and the vision had been quick to move on from her, but she had preceded the sequence of faces. The most sensible explanation for that was that the chain of faces, and the woman at the end, had been connected to the Marchessa in some way - perhaps they were subordinates of hers, who he had not seen yet, or they were her fellow traders. Whatever the case, though, the opulently-dressed woman had been the central component of his vision. The vision, then, seemed to be an amendment to his question as well as a direct answer - it was the mysterious woman, and not the Marchessa, who would turn on his group on Gladia. But if the betrayer was not the Marchessa, then it was not necessarily true that the betrayal would take place on Gladia.

Or, he thought to himself, perhaps the message had been simpler than it first appeared. Perhaps the vision had shown him the sequence of faces, not because his question was wrong, but to warn him of when he would be betrayed. He recognised none of the faces he had seen or the culture they came from, but they may well have been Gladians, and the Marchessa would betray him when he finally met that woman.

Hasaba resolved to find Solomon and Kaas as soon as he could, and tell them about this vision he had. Solomon was the only other member of the group who could see into the future as he could, and could perhaps help Hasaba interpret it further, while Kaas had earned a measure of respect for his dedication to turning the group he found himself in into an organised raiding team, and was the member of the group Hasaba most trusted with this information.

As Hasaba rose from his bunk, the klaxon set in the centre of the room began to blare and the intercom sounded, warning all crewmen that the mutants of the lower decks had risen up, and that all armsmen were needed to suppress them. Happy to have a task to take his mind off his fears, Hasaba quickly strapped his bow to his back, hung his quiver from his belt, took up his spear, and headed off into the steel corridors.

Jo Joestar fucked around with this message at 20:24 on Jul 24, 2016

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Xiulan, the Pretty Pyromancer


Xiulan decides to help Solomon with the deception attempt, going along with his queues and pointing at people with a burning finger. "Well, he's right ya know, Solomon's pretty good at cards, I can tell I'm a witch remember? Now anyways, why would you get mad at little ol me? Klive wasn't the only one pining at me that night, or most nights really." Xiulan points at people again, "You were definitely looking my way, if you wanted to get in my good graces, you may as well let us go, right big boy?"

If they decide to start fighting, I'll elect to charge Julenna if there's distance or aim/standard attack with my burning fists.
charm dese fukrs vs 33: 1d100 47

Mad Moxxi
Apr 29, 2010

It's tough being cute.
Olga

After setting the box down carefully (who know's what's inside? Not her!), she proceeds to crack what seems to be every joint in her upper body, only then drawing out her swords. If you're gonna scare some mooks, why not do it in style?

She looks at the one that said she eats people, and with a gleam in her eye and a toothy smirk, she licks her lips and puts her hands on the hilts.

Skellybones
May 31, 2011




Fun Shoe
Pillar of Friendship, Gladia System

Solomon's effort to confuse and trick the gang with words and witchery is a valiant attempt, but they've already made up their minds about his untrustworthy nature. Even with Quent's mind an open book, the accuser resolutely stands his ground on the topic and his friends back him up on it.

"You're more full of poo poo than the starboard fertiliser hold, mate. Luck is luck but you've been making your own, everyone knows it."

Xiulan's entreaty is enough to give them pause, as on reflection they do like hanging out with her more than Klive, and is killing or maiming her going to make life more pleasant? There's some not insignificant murmuring as they debate the merits.

"We haven't really got anything against ya, Julia, but if you're going to stick with these two we aren't going to be gentle, see?"

Solomon's final threat works extremely well however, and you can almost see their imaginations working overtime as they each come up with unique dreadful outcomes. Despite their numerical superiority, Zimmel is clearly shaken and reconsiders the wisdom of attacking, especially when Olga reaches for her chainswords. He manages to put on a brave face and rallies his troops for a rearward advance.

"Alright, alright, you creepy bastard, you made your point. Bloody ferals. We'll let you off this time since you obviously don't know better, but if we ever catch you or your kin stepping out of line, there won't be enough left of you to make a servitor. Alright? See you later, Julia."

The crew start carefully making their way back to their quarters, throwing apprehensive or hateful glances at Solomon and Olga, and a few half-hearted waves to Julia. You get the feeling you will see them again, but you ended up with the loot so that's a victory. Though, how are you going to open it?

They rolled extremely well to see through Solomon's blather, even with the reroll. Also, no rerolling tests until you hit 20 Corruption.
They did horribly at resisting Xiulan's charms however.
Though they did extremely well on Willpower, Intimidation was just too strong for them. Though it let them withdraw with dignity.

HukHukHuk
Jun 27, 2011

I am the sound of cats and hairballs.
Xiulan, the Pretty Pyromancer


"Well, this beats me. Lets take it to Fernanda, she'll know what to do, or we can go pay Klive a visit and beat a code out of him or something."

Viva Miriya
Jan 9, 2007


Solomon
"Lets go back to the warband and make sure we have some backup. Then let's go see Klive and I'll find the code. Or just get Fernanda to crack it open, that works too!"

I'm assuming for some reason we simply can't just OPEN THE BOX otherwise why would you ask HOW ARE YOU GONNA OPEN IT.

Viva Miriya fucked around with this message at 05:53 on Jul 26, 2016

Dachshundofdoom
Feb 14, 2013

Pillbug

Kaas Firbolg

Kaas chuckles and applauds the last story they'd told. Were there really green bird-men who towered over humans and feasted on the flesh of their kills? Probably not, but it was certainly an entertaining story. And now that these armsmen were good and soused, maybe he could learn a few things of importance to go along with all these fine tall tales. Grinning, he leans back and takes a deep breath, then slugs back the last of his amasec.

"Ah, drink and be merry, for tomorrow we die, eh? Ha! That's the way. Soon we'll be on our way down to that Space Marine world, Gladia. I like to have an idea of the size of any fight I'm in; will Lady Alicia be sending anyone else down, or will it just be we Zudharans on the ground? How do you think this one will compare to your last few fights? I'm sure everyone involved will have quite a few more tales of valor to tell."

Basically, I want to know the gist of Alicia's invasion plan, and I'm hoping to indirectly glean a little bit about either what Alicia's been up to prior to this or what crew morale is like after the last few things she did (or both).

Skellybones
May 31, 2011




Fun Shoe
Lower Deck, Pillar of Friendship, Gladia System

Hasaba wanders down to one of the more dangerous parts of the ship alone, seeking adventure or bloodshed or just driven by curiosity? Following in the wake of the armsmen, it's very quiet for now with the professionals having moved on to some other location. The armsmen swept the feral mobs away quite easily with their heavy armour and shotguns, most of them fleeing on sight, with only scattered spent shells and blood spatters to prove that anything interesting had happened at all. Still, Hasaba is lucky, or unlucky enough that as he rounds a corner he spots two malnourished-looking fighters slipping out of an alcove where they had been hiding. They also spot him, and with a quick battle cry they raise their weapons and initiate hostilities in a fairly universally understood manner.

Two poorly equipped underdeck clanners, possibly mutants, are 8m away. One has an autopistol and a machete, the other has a large club made from a pipe. Hasaba is at a corner and can easily break line of sight with the shooter if he wants. What weapon did he have drawn as he delved into the lower decks?

Initiative:
Club Guy: 13
Autopistol Guy: 6
Hasaba: ? Roll 1d10 and add your Agility Bonus, and +2 for The Quick and the Dead

You probably can't beat the Club Guy but it could happen. Remember to post a combat block.
As before, you will arrive at Gladia with wounds and infamy refreshed, this is just a tutorial combat. Nothing more severe than losing a limb can happen.
Here's a combat block from another game, it lists all the relevant parts of the character in combat and keeps track of wounds, ammo, etc.

pre:
Wounds: 13/13      AP: 4 All (5 vs Blast)
Fate: 2/3          TB: 4 (6 Legs)
Movement: 4/8/12/24

WS   BS    S   T    Ag   Int    Per  WP   Fel  
25   43   28   40   40  [6]47   33   19   20

Skills: Athletics, Awareness, Dodge

Talents: Hatred (CSM), Rapid Reload, Resistance (Fear), Sprint, Tank Hunter, Technical Knock

Traits: Mechanicus Implants (+20 vs airborne toxins/gas weapons), Unnatural Intelligence (2)

Wargear:

Recoil Gloves
Micro-Bead
Optical Mechadendrite (+10 to all Perception tests, +20 at night, no vision penalties at night)
GC MIU (+10 Tech-Use, Operate, Logic, Inquiry, Ballistic Skill when linked in)

Weapons          Rng   RoF       Dam       Pen       Clip       Rld        Qualities

M36 Lasgun       100m  S/3/-     1d10+3E    0      44/60       Half       Reliable
Laspistol         30m  S/2/-     1d10+2E    0       30/30       Half       Reliable
Frag Grenades     06m  S/-/-     2d10X      0       02/02        -         Blast (3)
Krak Grenades     06m  S/-/-     2d10+4X    0       02/02        -         Concussive (0), Special*
Knife             05m  S/-/-     1d5R       0       01/01        -

*Krak Grenades inflict RF against vehicles on a 9 or 10.

Skellybones fucked around with this message at 07:46 on Jul 26, 2016

Skellybones
May 31, 2011




Fun Shoe
Troop Decks, Pillar of Friendship, Gladia System

Xiulan, Solomon and Olga take the mystery box back to their quarters with no further issues. The crate is decently tough and securely locked with a keycode, so opening it is not possible just by poking or pulling at it. Skult could surely assist by hacking it open one way or another, but she's been a bit erratic lately and might demand something in return. The victim Klive must know how to open it, but he is unlikely to be helpful if you locate him in the Medicae. Or someone else could give it a try with their primitive ingenuity or brute force.

_________________

Kaas' new friends are open enough with him and over the drinks they share what they've heard so far.

"Who told you about the mission?" one hisses in mock-anger before laughing and slapping him on the back. "Oh aye, Gladia is held by the Celestial whatevers, in name at least. If there's any sign of them in space or on the ground though, that means the plan's gone all to poo poo. The Pillar, the Verbose and the Contract might make a pretty little fleet but they can't stand up against a real force to be honest. Even packed as we are, we aren't carrying all that many troops. Even a primitive shithole like Gladia, could a hundred thousand of us take a planet? Not a chance. Nah, this is a real economical operation, far as I can tell. The bulk of the fighting's to be done with natives we got on our side, so that's half the planet fighting the other half, or something like that. You lot, and us, we're worth a bit more than that so we get to pick our fights, hitting the important installations while the primitives die in the mud. Sure as hell helps having dropships and orbital support, we don't have to walk everywhere."

Another armsman picks up, "Right, so even without the Astartes on-site they're going to notice something's up sooner or later, and we want to be long gone by the time they arrive in system to see what the ruckus is. You ever seen a Battle Barge before?" He holds his hands a short distance apart, "That's how big the Pillar is, y'see. A Battle Barge, it's more like this," and he holds his arms out as wide as he can reach. "And imagine a whole fleet of 'em, with even more cruisers and escorts and all that! So that's why there's no illusions about taking them on, 'specially in a boarding action." He gives a shiver at the thought.

The first one muses, "Bound to be good trophies I bet, these primitive worlds always have nice things. Especially if the Astartes have left some of their kit behind, wouldn't that be something. Wouldn't mind having a bolter, not one bit."

"Don't worry one bit, kiddo," an old, scarred veteran says to Kaas, "Captain Hengsk is as solid as they come, this ship is his life and he's not going to risk it like a fool. Lady Alicia, she's betting that all these ships will come back to her intact with enough loot to pay off the expenses. If that doesn't fill you with confidence, I don't know what will. She might've stopped paying her tithes to the Imperium but the SOP is the same; never commit to a fair fight and make off with as much profit as you can. Next mission might be a disaster but this one is dead safe."

Another says, "My mate in Nav, he says the Celestial Knights are off fighting the greenskins, that's why we're going in. Hah, poor fuckers on Gladia, put their faith in the Knights and the moment they're gone, POW! Fire from the sky! Knights'll come back and be all, "Hey, why's my planet on fire?" and we'll be halfway across the cluster. Brilliant."

A good time is had by all.

Skellybones fucked around with this message at 15:07 on Jul 26, 2016

Jo Joestar
Oct 24, 2013
Initiative: 1d10 7, +3 for Agility and +2 for tQatD, for a total of 12

Fearing an ambush, Hasaba had his spear in his hands as he turned the corner.

pre:
Wounds: 9/9      Armour: 4 Arms, Legs, Body, 3 Head.
Infamy: 2/2      Toughness Bonus: 4 All
Movement: 3/6/9/18

WS   BS    S   T    Ag   Int    Per  WP   Fel  
31   41    29  40   30   34     46   48   35

Skills: Awareness, Dodge, Psyniscience, Stealth

Talents: Double Team, Jaded, Psy Rating 3, Warp Sense, Weapon Training (Primary, SP)

Psychic Powers: Delude, Doombolt, Glimpse, Precognition, Thought Sending.

Traits: Psyker, the Old Ways, the Quick and the Dead

Wargear:

Chameleoline  Cloak (+20 to Concealment, -30 to Ballistic attacks when stationary)
Psy-Focus (+10 to Focus Power tests)

Weapons:                                Type   Range    RoF   Damage   Pen   Clip   Reload        Qualities

Common Autopistol:                       SP    30m     S/-/6  1d10+2I   0     18     Full         -

Best Polearm:                           Melee   -       -    1d10+7R   1      -       -           Balanced, Best, Polearm, Two-Handed, Proven(3)

Best Composite Bow:                     Basic  50m    S/2/4  1d10+1R   0      1     Half          Barrage, Best, Powerful Draw, Proven (3).

Best Composite Bow w/ Explosive Bolt:   Basic, 50m    S/2/4  1d10+3X   0      1     Half          Barrage, Best, Concussive(1), 
                                                                                                  Explosive Bolt, Powerful Draw, Proven (3).

Best Dagger:                     Melee/Thrown, 5m,    S/-/-  1d5+4R    2      -       -           Balanced, Best, Razor Sharp, Proven(3)

Doombolt:                                -   20xPsy m,  -   1d10+PsyE  8      -       -          Psychic Barrage, Requires +0 Willpower Test.

Jo Joestar fucked around with this message at 02:52 on Jul 27, 2016

Skellybones
May 31, 2011




Fun Shoe
Lower Deck, Pillar of Friendship, Gladia System

Hasaba has stumbled into two hungry, angry scavvies, one of which is just a little bit faster than him. The filfthy dreg swings his big metal pipe at him in a wide arc, catching Hasaba on the left leg despite his attempt to dodge. Despite the painful hit, the undernourished scavvie can't swing it nearly as hard as he'd like and so Hasaba gets off with a giant, painful, soon-to-be bruise. The gun-toting dreg in the back waves his gun enthusiastically in Hasaba's direction, looking like he's going to shoot into the melee despite the very good chance that will hit his 'friend'.


Initiative:
Club Guy: 13
Hasaba: 12
Autopistol Guy: 6

Club Guy Charges* and does a Standard Attack, getting +20 on his attack, hitting easily. Hasaba fails to dodge** and takes 11 damage to the left leg, reduced to a mere 3. Armour and Toughness helps a lot!

*Black Crusade has weird rules about Charge which aren't shared by any other system. I'm using the rules from Only War and Dark Heresy 2 where you attack once with a +20 bonus, no Swift Attack or All Out Attack.
**If you want to hold your Reaction for something (like an opportunity attack) let me know otherwise I will use it to evade.

Jo Joestar
Oct 24, 2013
Hasaba, surprised by the sudden appearance and ferocity of the scavvies, panics. Rather than run away, however, he instinctively reaches out into the Warp and, fearful of his reach exceeding his grasp, tries to channel its energy into a blast of raw Warp-stuff, shaped by his anger and fear.

For my round, I use two Half Actions to attempt to cast two Doombolts at the club-armed mutant, both at the Fettered level. Hasaba's effective psy rating is 3/2 = 1.5, rounding up to 2. Casting a Doombolt is a +0 Willpower test, with Hasaba's willpower of 48, but with a +10 modifier for his Psy-Focus and another +10 for his Psy-rating 2. That means that I need to roll under 68 for both Doombolts.
Unfortunately...

Doombolt no. 1: 1d100 100
Doombolt no. 2: 1d100 100


The eerie-looking light gathering in his fists suddenly fades away. "In retrospect", Hasaba thinks to himself, "I should probably have been more cautious about using techniques I learned from the voices in my head".

I think it might be a good idea to spend my Infamy points here to restore my health and reroll one of the Doombolts. My Infamy is above 20, so restoring health gives me 1d5+1 health back.

Health reroll: 1d5+1 4, which fully heals Hasaba, leaving him with 9 hitpoints.

Doombolt no. 2 v2: 1d100 43

The test succeeds, and with a gap of more than 20 points between the target number and the actual roll, giving Hasaba 3 degrees of success. Doombolt is a Psychic Barrage, meaning that it gains an additional bolt for every 2 degrees of success. This means that the club-wielding mutant is struck by two Doombolts, both rolling 1d10+2 with a penetration rating of 8.

Doombolt bolt 1: 1d10+2 11
Doombolt bolt 2: 1d10+2 12


Pushing himself through the pain, Hasaba stands on his injured leg, and gets ready to run. Suddenly, despite his apparent failure to call upon the power of the Warp, two bolts of dark energy leap out from his hands, striking furiously at the club-wielding mutant and burning him terribly.

pre:
Wounds: 9/9      Armour: 4 Arms, Legs, Body, 3 Head.
Infamy: 0/2      Toughness Bonus: 4 All

Jo Joestar fucked around with this message at 15:08 on Jul 27, 2016

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Rinlaan

While finishing up some of his own work, Rinlaan sees a trio of his companions hauling a large storage chest into a room. Well, this should be interesting. Placing a few things away, he heads in to see what the hell is going on.

"Uh, you find something?"

Skellybones
May 31, 2011




Fun Shoe

Jo Joestar posted:

Hasaba, surprised by the sudden appearance and ferocity of the scavvies, panics. Rather than run away, however, he instinctively reaches out into the Warp and, fearful of his reach exceeding his grasp, tries to channel its energy into a blast of raw Warp-stuff, shaped by his anger and fear.

For my round, I use two Half Actions to attempt to cast two Doombolts at the club-armed mutant, both at the Fettered level. Hasaba's effective psy rating is 3/2 = 1.5, rounding up to 2. Casting a Doombolt is a +0 Willpower test, with Hasaba's willpower of 48, but with a +10 modifier for his Psy-Focus and another +10 for his Psy-rating 2. That means that I need to roll under 68 for both Doombolts.
Unfortunately...

Doombolt no. 1: 1d100 100
Doombolt no. 2: 1d100 100


The eerie-looking light gathering in his fists suddenly fades away. "In retrospect", Hasaba thinks to himself, "I should probably have been more cautious about using techniques I learned from the voices in my head".

I think it might be a good idea to spend my Infamy points here to restore my health and reroll one of the Doombolts. My Infamy is above 20, so restoring health gives me 1d5+1 health back.

Health reroll: 1d5+1 4, which fully heals Hasaba, leaving him with 9 hitpoints.

Doombolt no. 2 v2: 1d100 43

The test succeeds, and with a gap of more than 20 points between the target number and the actual roll, giving Hasaba 3 degrees of success. Doombolt is a Psychic Barrage, meaning that it gains an additional bolt for every 2 degrees of success. This means that the club-wielding mutant is struck by two Doombolts, both rolling 1d10+2 with a penetration rating of 8.

Doombolt bolt 1: 1d10+2 11
Doombolt bolt 2: 1d10+2 12


Pushing himself through the pain, Hasaba stands on his injured leg, and gets ready to run. Suddenly, despite his apparent failure to call upon the power of the Warp, two bolts of dark energy leap out from his hands, striking furiously at the club-wielding mutant and burning him terribly.

pre:
Wounds: 9/9      Armour: 4 Arms, Legs, Body, 3 Head.
Infamy: 0/2      Toughness Bonus: 4 All

Okay this a bit of a mess. Basically you can only do one Attack or Concentration action per Round even if it's a Half Action. So you can only do one melee or ranged attack Half Action, and almost all the 'kill this guy' psyker powers are both Attack and Concentration. Except Force Bolt which is only Attack for some reason. So what this means is you can Doombolt as a Half Action and use the remaining Half Action to Half Move, reload something, press a button, use another Psyker power which doesn't use Concentration or Attack, or do nothing at all.

Also the Infamy powers scale based on Corruption, not Infamy. You get more of them with more Infamy, but if you want to do more impressive things you need to go hug a daemon or whatever to get your Corruption up (may have side effects). So no rerolling Tests and the healing is only 1d5, which still maxes out your Wounds.

Since this is a learning experience we can continue on as if you had simply rolled the Doombolt no. 2 v2: 1d100 43 in the first place (refunding that Infamy Point), which will let me demonstrate exactly why Toughness and Armour are important and what happens when you run out of Wounds, using the poor guy in front of you as an example. How does that sound?

Jo Joestar
Oct 24, 2013

Skellybones posted:

Okay this a bit of a mess. Basically you can only do one Attack or Concentration action per Round even if it's a Half Action. So you can only do one melee or ranged attack Half Action, and almost all the 'kill this guy' psyker powers are both Attack and Concentration. Except Force Bolt which is only Attack for some reason. So what this means is you can Doombolt as a Half Action and use the remaining Half Action to Half Move, reload something, press a button, use another Psyker power which doesn't use Concentration or Attack, or do nothing at all.

Also the Infamy powers scale based on Corruption, not Infamy. You get more of them with more Infamy, but if you want to do more impressive things you need to go hug a daemon or whatever to get your Corruption up (may have side effects). So no rerolling Tests and the healing is only 1d5, which still maxes out your Wounds.

Since this is a learning experience we can continue on as if you had simply rolled the Doombolt no. 2 v2: 1d100 43 in the first place (refunding that Infamy Point), which will let me demonstrate exactly why Toughness and Armour are important and what happens when you run out of Wounds, using the poor guy in front of you as an example. How does that sound?


Sorry - this is sort of why I wanted to run through a combat encounter before the main plot starts. That sounds good, though.

Skellybones
May 31, 2011




Fun Shoe
Lower Deck, Pillar of Friendship, Gladia System

Hasaba retaliates against the club-bearing enemy with a blast of psychic power; though it was a relatively weak blast, the effects are extremely impressive.

This first doombolt, a roiling splash of pure malice, impacts the dreg (let's call him Baz) in the chest. His rags offer no protection, the magic is powerful enough to boil a Space Marine in his armour. He's knocked back by the blast of energy, but the worst is yet to come.

Baz takes 9 damage from the first Doombolt, this basically puts him at -2 Wounds. He's in Critical Wounds, suffers a Critical Effect and all damage incurred after this will cause further disabilities or death.
pre:
2 The blast punches the air from the target’s body. The target must make a Challenging (+0) Toughness 
Test or be knocked Prone.


The second Doombolt follows up half a second later, enveloping Baz in a shroud of unnatural fire that consumes him before he even realises what's happening. Baz is reduced to a collection of blackened bones and ash on the deck plating. Such is life in the 41st millenium.

Baz takes a further 10 damage from the second Doombolt. Since it was a natural 10 it would also cause a Critical Effect regardless of the amount of Wounds left, but he's not alive long enough to appreciate it.
pre:
9 The target is completely encased in fi re, melting his skin and popping his eyes like superheated eggs. He
falls to the ground a blackened corpse.
10+ As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes. 
Unless they can make a successful Evasion Test, all creatures within 1d5 metres take 1d10+5 Explosive
Damage. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate
where the target’s body lies with the normal effects.
So, super dead. Good thing he didn't have any explosives on him.


After Baz is reduced to cinders, Baz's friend (Gert) is left standing a few meters away with an Autopistol in her hand, looking extremely shocked at the sudden turn of events. Seeing your mate get turned to ash in an instant by a witch? Even for the brutal life of an underdeck dreg, that's beyond the pale.

There's no hard and fast rule on what's frightening enough to cause a Fear test, but seeing someone get vaporised by magic in front of you seems like a good enough candidate. Gert makes a Fear 1 (+0) Willpower Test in reaction to Baz being obliterated. She fails with 4 Degrees of Failure, which leads to this Shock effect:
pre:
Reeling with shock, the character slowly backs away from the thing that confronts him. The character cannot willingly approach
the object of his Fear, but may otherwise act normally, albeit with a –10 penalty on all tests for the rest of the Encounter.

Barely keeping a handle on her horror, Gert gives Hasaba a scarcely-aimed spray of full-auto from her Autopistol, perhaps hoping to scare him off. The way her hands are shaking, she's definitely not going to hit him.

Gert is trying Suppressing Fire on Hasaba. She fires at Full Auto with a -20 penalty to even hit anything, but the amount of bullets coming in his direction are enough to make anyone think twice about staying in the open. Hasaba must make a -20 Willpower Test to resist the impulse to dive for cover. If Hasaba succeeds, he can act normally.

If Hasaba fails the Willpower Test he becomes Pinned. The weight of fire has temporarily shocked him into seeking cover, and so he can only take a single Half Action each turn (But can use Free Actions and Reactions as normal), he suffers -20 on any Ballistic Skill Tests, and must move to take cover behind something. In this environment, he would be able to Half Move to the corner he just passed by. He can make a Willpower Test at the end of his turn to shake off the effects and act normally, +0 if he's still caught in the open or +30 if he's behind some sort of cover.

Jo Joestar
Oct 24, 2013

Skellybones posted:

Gert is trying Suppressing Fire on Hasaba. She fires at Full Auto with a -20 penalty to even hit anything, but the amount of bullets coming in his direction are enough to make anyone think twice about staying in the open. Hasaba must make a -20 Willpower Test to resist the impulse to dive for cover. If Hasaba succeeds, he can act normally.

If Hasaba fails the Willpower Test he becomes Pinned. The weight of fire has temporarily shocked him into seeking cover, and so he can only take a single Half Action each turn (But can use Free Actions and Reactions as normal), he suffers -20 on any Ballistic Skill Tests, and must move to take cover behind something. In this environment, he would be able to Half Move to the corner he just passed by. He can make a Willpower Test at the end of his turn to shake off the effects and act normally, +0 if he's still caught in the open or +30 if he's behind some sort of cover.


Hasaba has a willpower rating of 48. With the -20 penalty, the number he needs to roll under is 28.

-20 Willpower test against Pinning.: 1d100 73


Hasaba looks down at the charred corpse of the man who not five seconds ago was trying to beat him to death. It's an unpleasant sight, but the power he lashed out with most likely saved his life; this is how the gods reward their servants. Surely, this is a sign that he is dev -

Hasaba's inner monologue is suddenly interrupted by the clatter of auto-gun fire, and an unpleasant breeze on his exposed ear, as a bullet just barely misses it. Startled by this sudden reminder that the fight isn't over yet, he puts his weight on his painful leg, and stumbles out of the junction point, putting a solid bulkhead between him and the panicking scavvie. He stays standing, leaning against the wall, while trying to gather his breath.

For the second roll against Pinning, Hasaba has reached cover, and his target number is 48+30 = 78.

+30 Pinning test.: 1d100 100

Oh well.


Still panting, Hasaba slumps slightly against the bulkhead.

Skellybones
May 31, 2011




Fun Shoe
Lower Deck, Pillar of Friendship, Gladia System

Having scared off the terrifying magical man for the moment, Gert turns tail and runs like hell in the opposite direction. They are now about 36m away from Hasaba's corner.

Gert wants no part of this madness any more, and is trying to escape certain death. There's a -20 on Ballistic Skill Tests to hit her because of the rapid movement.

Hasaba can 'lean out' to see or send things down the corridor without moving.

Skellybones fucked around with this message at 12:53 on Jul 28, 2016

Viva Miriya
Jan 9, 2007


Solomon
"Took some stuff off a mark, not sure whats in the stash. we'll split it with yall as long as you have our backs if some of the ratings try to gently caress with us because we kinda punked them for it." Solomon says as he goes on over to Fernanda to ask for help cracking the lock.

Jo Joestar
Oct 24, 2013

Skellybones posted:

Lower Deck, Pillar of Friendship, Gladia System

Having scared off the terrifying magical man for the moment, Gert turns tail and runs like hell in the opposite direction. They are now about 36m away from Hasaba's corner.

Gert wants no part of this madness any more, and is trying to escape certain death. There's a -20 on Ballistic Skill Tests to hit her because of the rapid movement.

Rather than try to shoot a fleeing target while his hands are shaking, Hasaba decides that a warning should be enough to keep her and her tribesmen away from the upper decks. He reaches into the scavvie's mind, and leaves a simple message: "I'll let you go now. But if you ever come up here again, I'll be waiting for you."

Hasaba uses the Thought Sending power at the Fettered level to send the scavvie a telepathic message. Thought Sending requires a +40 willpower test, with a +10 bonus for an effective 2 Psy rating and +10 for a Psy focus, so the target number is 48+40+10+10 = 108. However, a roll of 91 or higher is an automatic failure, and Gert has the option of resisting the message with her own Willpower test.

Thought Sending to fleeing scavvie.: 1d100 52, meaning that Hasaba gets 6 degrees of success on his test.


After dispatching his message, Hasaba turns back the way he came, and limps back to the upper decks.

Jo Joestar fucked around with this message at 13:02 on Jul 28, 2016

Skellybones
May 31, 2011




Fun Shoe
Lower Deck, Pillar of Friendship, Gladia System

As Hasaba sends his intrusive message, there's a scream of what sounds like terror from down the corridor, followed by another wild burst of autofire in his direction, but it sounds like Gert is long gone. After he leaves the scene of the battle there are no further complications that threaten him as he makes his way home. Perhaps he learned something from the experience? The importance of teamwork, armour, and lines of fire? The smoking pile of bones formerly known as Baz can certainly attest to it. Gert has probably learned a valuable lesson about accosting random strangers, and the importance of having meat shields.


Troop Decks, Pillar of Friendship, Gladia System

Solomon, Xiulan and Olga head to their local weird mid-ranking heretek, Fernanda Skult with their big box of mystery loot. Given the breadth and depth of her knowledge and the array of tools both in her workshop and attached to her person, of course she can open it for her feral friends. She stares intently at the box for a while, apparently scanning it with an implanted auspex, and announces that she will open it, for a price.

"I desire first pick of the contents. The rest is yours, of course, but I must be recompensed for my time, which is extremely valuable," she says, bobbing slightly amidst her mechadendrites, "Decide quickly, or I will require more compensation."

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Viva Miriya
Jan 9, 2007


Solomon
"Deal."

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