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“The ambitious are driven to attain power, but they are so often entirely unsuited to holding on to it. It falls, then, to us, the unseen Lords of Askellon, to guide the hand that rules.” –From the suppressed writings of the cult leader Johas Zadok Desoleum, one of the Grand Worlds of Askellon Sector and probably the oldest of its many hive worlds. In the middle of the polluted wastes that cover it planet-wide, and near the numerous ancient alien structures that dot the surface lies the three great hives, the Triad of Jarvin, Suzzum and the biggest and more influential of them all, Desoleum Primus. In the middle of the three is Port Gyre, the world’s primary transportation field, with vacuum transit-tubes and bulk roadways connecting between the hives. In Hive Desoleum Primus, the many minerals excavated from the mines across the planet and in the hive itself are used for the production of lasguns by the millions, although it is far from being the only trade, be it legal or illegal. The ultimate masters of the hive city of Desoleum Primus, the Consortium, exist at the apex of a rigid system of fealty and servitude. The hive is ruled by the maintenance of unimaginably strict bonds of obedience, enforced by the implementation of a network of oaths that intertwines every single level of its highly stratified society. This complex web links every possible sphere of life, regulating everything from the subtlest of manners to the span of years a worker-serf can expect to live. All hivers carry a special cogwork device that indicates their work area and their oath of servitude. Those above them hold these oaths in their own oath-cogs, micro-embedded as tiny wheels, each an intricate snowflake of brass and wire. The Consortium is made up of several hundred mercantile interests of many different types. Some are small dynasties controlling relatively minor concerns; others are mighty indeed, controlling many and diverse segments of Desoleum’s industry. The largest of these are referred to as the Great Houses, like Kotromahn, Elden, Konstant, Grym-Zollern and many others, and account for around a dozen interests. All these factions and sub-factions compete and plot for power and ascension, though never directly against each other, using the many gangs of the lower reaches as proxies for their interests. The rise and fall of Hive Desoleum's gangs is frequent, and as long as the conflicts between them do not reach the Main Hive, the Sanctionary Bondsmen of the Oaths Involute (the main law enforcement body of the Hive) leave them be, though ever watchful. Lately, however, some of the gangs in the Underhive are being eliminated faster than usual. Even more suspicious is that the members of these gangs simply disappear, as do any witnesses that perchance were nearby the supposed conflicts. Many mercantile houses are outrageous at losing their proxies so quickly or desperately searching for which gang is executing these strikes so they can seek their services themselves, with no luck yet. With these suspicious reports at hand, the paranoid and overcautious Inquisitor Coltrane of the Ordo Xenos called upon a small team of Acolytes, gathered across the galaxy by his trusted agents, to investigate these occurrences in this extremely dangerous hive and report back their findings. ~ ~ ~ Dark Heresy 2nd Edition just came out, so lets test it out shall we? I'm more used to combat heavy wh40k rpg so it should be an interesting experience for me too. Character Creation Experience: 1250 XP Stats: Base stats 20. Roll characteristic stats just like the book says, but you can allocate the results as long as they're not the ones affected by Characteristic Modifiers of your Home World. Exemple: If your PC is from a Feral World, the 3d10 rolls for Strength/Toughness/Influence are unchangeable. But the remaining 7 stats 2d10 rolls can be allocated as you please. The cost of this is that there are no re-rolls for characteristic values like the book says. Wounds: Don't roll the 1d5, go with the average 3. Fate Points: Roll the Emperor's Blessing just like the books says. Divination: Roll the d100 on page 84 like the book says. Starting Acquisitions: Just as written in the book Elite Advances: Untouchables and Inquisitors (obviously) not allowed. Psykers are allowed but I'll only pick 1, sanctioned or not. Background: This may or not be obvious, but there should be some reason on your background why you were chosen to be an Acolyte and taken by one of Inquisitor Coltrane's many recruiting agents. House Rules: The Desperado Role Bonus is changed to this: Once per 2 rounds, after performing any Movement action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action. I'm looking to pick 6 players. Recruitment will go until 09/20. Anyone can only submit 2 apps. Alternatively if you wanna just have fun creating characters feel free to do it here Just mark it at the top that its not a "serious" app for my game. edit: I'm always in #acolyte in synirc.net so feel free to ask questions there or here!!! edit 2: Roll stats/Emperor Blessing/Divination on Orokos/Invisible Castle/#acolytedice (as long as I'm present there). Just remember to link the results!!!! frajaq fucked around with this message at 04:34 on Sep 8, 2014 |
# ? Sep 8, 2014 02:46 |
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# ? Apr 24, 2024 12:38 |
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Here are some drat tables to help with drat aptitudes
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# ? Sep 8, 2014 02:46 |
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In on this so hard.
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# ? Sep 8, 2014 02:51 |
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My body is ready.
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# ? Sep 8, 2014 03:02 |
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I'll make stuff as soon as I'm done moving.
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# ? Sep 8, 2014 04:49 |
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Also remember this detail if you get two of the same aptitude during character creation: "Note that if during creation a character gains the same aptitude from different sources, he does not gain it twice. He instead chooses and gains a Characteristic-based aptitude that he does not already have."
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# ? Sep 8, 2014 05:03 |
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Todd "Boomer" Bostick The arid planet of Aramexas provides two things of note to the Imperium: vast quantities of promethium from below its soil and oceans, and skilled technicians well versed in building things as well as blowing them up. With the local techpriests attending the refineries and other heavy machinery, its up to the locals to maintain the planetwide network of fiddly technological devices too complex for servitors but beneath the notice of the priesthood of mars. Todd is a fireman, in every sense of the word. To put out raging promethium field blazes, its often necessary to set smaller fires and even detonations to deprive the inferno of oxygen. These skills were put to good use in a brutal civil war pitting the local labor unions against an especially incompetent governor. After the rebel victory, the new government organized in time to pay the regularly scheduled tithe (which to their surprise included several of the victorious militia units), and Bostick took up his new job as one of the head site inspectors (after someone noted that exploding rigs make everyone's lives worse, whether its the destruction of one's finances or one's limbs) and quickly developed an interest in the complex mechanical systems the mechanicus maintained in the more developed production centers across the planet. Such curiosity is a danger in the Imperium, and came to the attention of Inquisitorial agents verifying the recent conflict was an entirely local affair. His skill set made him a prime canidate for "recruitment" due to strong technical background, a capacity for learning quickly, experience in combat situations, and perhaps most importantly, the ability to thoroughly enjoy watching poo poo burn. quote:FM: Inq. A.T.C. H________ pre:Homeworld: Forgeworld Background: Imperial Guard Role: Sage WS: 31 BS: 34 STR: 30 TOU: 25 AGI: 35 INT: 40=30+10 PER: 35 WIL: 40=37+3(divination) FEL: 26 INF: 31 Base 7 stats +Int and +toughness -Fel Fate: 3 Wounds: 11 Aptitudes: Agility, Fieldcraft, Intelligence, Knowledge, Perception, Tech, Willpower Skills: Athletics Awareness Command Common Lore (Imperial Guard) Dodge Forbidden Lore: Archeotech Operate (Surface) Navigate (Surface) Techuse Trade: Chymist Talents: Clues from the Crowds Technical Knock Weapon Training (Flamer, Las, Lowtech) Traits & Bonuses: 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. Quest for Knowledge: a Sage character may spend a Fate point to automatically succeed at a Logic/Lore skill test with a number of degrees of success equal to his Intelligence bonus Only the Insane...: the first time you gain an insanity point in a session, you gain an additional one Gear: Lasgun, combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars Lascutter*, Flamer*, Rebreather* *Influence Acquisition Exp: 1250/1250 dodge 200 int+10 250 techuse 100 awareness 100 int+5 100 wt flamer 300 trade chymist 100 FL Archeotech 100 Ronwayne fucked around with this message at 05:54 on Sep 19, 2014 |
# ? Sep 8, 2014 06:16 |
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I want to play, never tried a warhammer RPG before.
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# ? Sep 8, 2014 06:55 |
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Template!pre:Homeworld: Shrine World Background: Outcast Role: Heirophant WS: 36 BS: 25 STR: 35 TOU: 35 AGI: 36 INT: 23 PER: 29 WIL: 44** FEL: 31 INF: 32 Base 7 stats +Fel and +Wil -Per Fate:3 Wounds:10 Aptitudes:Weapon Skill, Strength, Offence, Fellowship, Social, Toughness, Willpower, Psyker Corruption:9 Divination:89 : To War is Human Elite Advance: Psyker, Psy Rating 1 Skills: Acrobatics, Common Lore(Underworld), Deceive, Dodge, Stealth Talents: Weapon Training (Chain, Solid Projectile) Traits & Bonuses: 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. Never Quit:An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue. Sway the Masses:In addition to the normal uses of Fate points (see page 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. Gear: Autopistol, chainsword(*exterminator, *custom grip), *Guard Flak Armour, armoured bodyglove, injector, 2 doses of obscura *Influence Acquisition Exp:650/1250 Willpower Advance 1: 100xp Willpower Advance 2: 250xp Psyker: 300xp kingcom fucked around with this message at 08:12 on Sep 8, 2014 |
# ? Sep 8, 2014 07:18 |
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I feel special* *
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# ? Sep 8, 2014 07:25 |
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Stubber Ragaa, Junior Inspector on Agave IV The Wyno system, rediscovered by the Imperium after the dissipation of a warp storm and brought into the fold, is where this potential recruit was found. The various planetary tithes here comprise of only two things, various planetary liquors ranging from fine amasec to horrible concoctions that make wobble seem like fine drink and men for the Imperial Guard and other organizations. The 2nd planet, known as Maotai to the Imperium, was the only one with any indigenous humans upon rediscovery. The planet itself was mostly jungle and has no means of supporting civilization beyond tribal groups, owing to a distinct lack of mineral wealth, but the scrappy tanned men and women present survived by means of tools of bone and wood. In addition to the tithe of men, they provide a strong grain liquor similar to wobble but smelling slightly savory. It is a popular drink for those between dregs and nobles. These feral peoples worship the Emperor of Man as their sky god and the tithe collectors as holy men who choose worthy warriors to join the ranks of holy warriors in the stars. It was during the last tithe collection that the recruit was discovered. During the tithes, the tribes gather together and compete in bloodsports to show who is the most worthy among them to join the heavenly warband as the locals describe it. Most warriors are selected to join one of the local regiments, such as the Tequilan Death Brigade on Agave IV, but the most elite champions are handpicked for special duty by various officials. The potential acolyte hails from the Ragaa tribe, who are known for their unarmed warriors and pious worship of the Emperor. Fighters from the Ragaa tribe are often recruited by the Adeptus Arbites for their abilities and this possible acolyte was no different. Their skill in unarmed combat allows them to undertake undercover missions and the tribesmen take well to training with shock mauls and carapace armor. This particular warrior easily defeated his challengers and as a final test was made to fight a local penal legionnaire in melee combat. His blows crushed right through the flak armor as if his fists were pistols. He was quickly named Stubber by his fellow Arbitrators. What set him apart from others and eventually catching the eye of the local Judge was his ability to investigate his hunches and discover crime. Normally, this could be seen as insubordination, but victory is its own excuse. Upon the arrest, interrogation and summary execution of the criminals involved, Stubber was promoted to the rank of Junior Inspector. His work in investigation and subsequent persecution of crimes would make him a perfect fit for any warband. pre:Male Feral World Adeptus Arbites Warrior Stats: Weapon Skill- 50 40+5+5 Ballistic Skill- 29 Strength- 41 36+5 Toughness- 41 36+5 Agility- 38 Intelligence- 26 Perception- 24 Willpower- 34 Fellowship- 34 Influence- 33 Wounds 12/12 Fate points 3/3 7 base stats http://orokos.com/roll/219552 +str/tough http://orokos.com/roll/219557 -int http://orokos.com/roll/219558 Emperor's Blessing http://orokos.com/roll/220733 Divination:Innocence is an illusion (Gain Keen Intuition) http://orokos.com/roll/219571 Aptitudes: Toughness, Offense, Strength, Defense, Weapon Skill, General, Ballistic Skill, Agility (from duplicate Offense in Arbites) Skills: Awareness Common Lore (Adeptus Arbites, Underworld) Interrogation Intimidate Scrutiny Athletics Parry Talents: Weapon Training (Shock) Iron Jaw Ambidextrous Unarmed Specialist Simple Strength Simple Toughness Simple Weapon Skill Intermediate Weapon Skill Keen Intuition Equipment: Shock Maul 1d10+3 I Pen 0 Shocking Reinforced Enforcer Light Carapace 5 All 3 doses of stimm 12 lho sticks Manacles Combat Vest Carry 15kg of things, draw from Vest as a free action during turn Implants: Cranial Armor +1 AP Head Bonus: Homeworld: The Old Ways (Low tech weapons lose primitive and gain Proven (3) Adeptus Arbites: The Face of the Law (Reroll intimidation/interrogation, sub WP bonus for DoS) Warrior: Expert at Violence(can use fate point to sub WS/BS bonus for DoS on # of hits) XP: 1250/1250 Advances Athletics Known -100 Ambidextrous -200 Unarmed Specialist -300 Simple Strength -100 Simple Toughness -100 Simple Weapon Skill -100 Intermediate Weapon Skill -250 Parry Known -100 Acquisitions: Combat Vest Cranial Armor Reinforced Upgrade (Shock Maul) HukHukHuk fucked around with this message at 05:51 on Sep 22, 2014 |
# ? Sep 8, 2014 07:48 |
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there was something mentioned about shifting to pointbuy?
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# ? Sep 8, 2014 08:41 |
Jini "The Witch" Tallhorn For most in the lower levels of Hive Primaris on Dvana the day the Tallhorns Repose bar burned was just another day. Few knew that the cause of the fire had been a band of underhive gangers burning down a bar for reasons never entirely clear, A few of the regular patrons speculated had the owner failed to pay his protection money? did he try to turf the gangers out before they were done? or was there some darker reason? but for most the incident was forgotten in a week. For one person though it was the end of her world Jinzia Tallhorn was 8 years old when her family died, pulling herself from the wreckage of her burning home she lurched off into the streets never to be seen again.... Ten years passed, then the murders began. At first there was no pattern to it. An old beggar nailed upside down to a bridge, a fence found choking to death, a bouncer at a night spot found drowned in a sewage tank. Then finally most spectacular of all a gang leader found slaughtered in his bed with both hands removed yet the guards outside his door had not heard a thing... Rumours began to spread of an xenos witch stalking the hive one who could walk through walls and strike without warning and without reason from the shadows. One who could pass through doors like smoke and could be disguised as the lowliest beggar or the haughtiest noble all in the name of killing for some tainted ritual. Eventually whispers of these rumours would reach the ears of a senior acolyte of the inquisition who would despatch a minor acolyte in his service to gather data on this "xenos incursion." On arriving in the lowest level of the hive the acolyte began to investigate. Quickly gathering information on the deceased with the help of the local Arbites the acolyte discovered that the descended all had one thing in common. At one time they had all been members of a certain obscure street gang now long since defunct in the intercene struggles that marred the hive. Having established a pattern in the killings the acolyte began to observe the remaining members of the gang until he hit pay dirt. One now the owner of a small brothel that catered to those who were none too choosy in their companions was the next to be targeted, arriving just in time as the pimp was murdered the acolyte was able to give chase and capture the killer. Dragging the masked individual to his safehouse the acolyte stripped away the disguise and too his surprise found no chaos cultist mutated in service to the ruinous powers and certainly no xeno-witch but the face of a young woman painfully gaunt and with the pale skin of a hiver but otherwise unblemished by mutation. Interrogating his prize the acolyte discovered that his prisoner was carrying out a young woman carrying out a string of revenge attacks and calling herself Jini... Jini claimed that the gangers had murdered her parents years before and that she had plotted her vengeance for a long time but was tight-lipped on how she'd honed her skills. Recognizing a talented killer who could sneak or talk her way into places where others would seek to bull through the acolyte saw the woman not as a threat but as an opportunity. Offering her a chance to join the inquisitions action teams which she accepted with alacrity. After all she had discovered that several of her targets had not only left the hive but the planet itself. And who was better at digging through the underworld than the Inquisition providing of course they could be induced to provide that favour... pre:Homeworld: Hive World Background: Outcast Role: Assassin Divination: "If a job is worth doing, it is worth dying for." (+3 WIL -3STR)Divination Roll: 1d100 49 WS: 43 BS: 33 STR: 31 TOU: 34 AGI: 40 INT: 30 PER: 40 WIL: 34 FEL: 30 INF: 26 Standard Rolls: Characteristic Rolls: 7#2d10+20 33 30 34 38 34 26 30 + Rolls: + Characteristic Rolls: 2#3d10+20 40 35 -Roll: - Characteristic Roll: 3d10+20 31 +AGI +Per -WIL Fate: 3 emperors fate roll: 1d10 10 Wounds: 11 Aptitudes: Perception, Social, Agility, Weapon Skill, Field-craft, Finesse, Intelligence** **Originally duplicate perception. Skills: Acrobatics Common Lore(Underworld) Deceive Dodge Stealth Parry Security Charm Talents: Weapon Training (Chain) Weapon Training (Solid Projectile) Jaded Ambidextrous Traits & Bonuses: Teeming Masses in Metal Mountains: A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests 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, 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. Gear: Compact*Autopistol Concealed Holster* chainsword armoured bodyglove injector 2 doses of slaught *Influence Acquisition Exp: 1250/1250 Advances: Known Parry (200) Known Security (200) Known Charm (200) Ambidextrous (300) Simple Perception (100) Simple Weapon Skill (250) Ferrosol fucked around with this message at 23:52 on Sep 19, 2014 |
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# ? Sep 8, 2014 09:00 |
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Bones There is a moon orbiting a gas giant in an out-of-the-way star system within the Askellion sector, that is inhabited by a simple tribal people. Technically a part of the Imperium, it was rediscovered centuries ago and promptly forgotten when its paperwork was lost in the labyrinth of Administratum paperwork. Now, only a handful of people know of its existence, and of those who do, none have any interest in exploiting its resources. The original Imperial landing party set up a small outpost, which didn't last long when future expeditions weren't forthcoming. One of the colonists, however, was a missionary for the Ecclesiarchy, who taught the natives of the immortal God-Emperor. The natives readily accepted the missionary's words, as the God-Emperor fit with their own god Damballah. The missionary became revered as a saint, eventually becoming a minor deity, or loa, named Kalfu upon his death. Bones was the houngan, or priest, of his tribe; his predecessor had foretold it. From before birth, this was his destiny, as was customary amongst his tribe. He spent the first two decades of his life learning from his predecessor the art of vodun; upon the completion of his apprenticeship, his mentor killed himself, as was customary. Too many houngans draw unwanted attention from the baka. Now, Bones wears his predecessor's teeth around his neck; a powerful totem for channeling his vodun. Bones' vodun lay in the art of healing and the human form. This was a common vodun, although others were more attuned to divination or fire-taming. As houngan, he was the spiritual guide of the tribe, as well as its medicine man. His skills extended beyond his vodun into the more mundane forms of healing and medicine. Whenever there was an ill member of the tribe or a birth, Bones would be summoned to perform his rituals. When the visitors from the sky arrived, Bones agreed to help them. One of the visitors was very sick, and apparently the cure resided in a rare lizard living within the forests near Bones' village. Bones guided the visitors, showing them where the lizard lived, and how to prepare the medicine from its innards. He tended to the sick visitor, using his vodun to guide and accelerate the healing process. When the sick man was well, the visitors asked Bones to come with him. After meditating on his future and beseeching his predecessor for guidance, he accepted. He knew his tribe would struggle without a houngan but he also knew he could do more good amongst the stars. His only concern now was that his teeth wouldn't find their way back to his tribe when the time came. Bones is an Adeptus Astra Telepathica Chirurgeon. He comes from a feral world. He is of strapping build, with dark skin, black hair and mismatched eyes. He has warpaint. Bones believes that he must never use the true names of friends and loved ones; the shadows are always listening and ready to use them for evil. He carries a necklace of teeth and a lump of candle wax because they hold special memories. pre:Name: Bones Home World: Feral World Background: Adeptus Astra Telepathica Role: Chirurgeon Divination: If a job is worth doing, it is worth dying for. Increase this character's Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3. Aptitudes: Toughness, Defence, Fieldcraft, Intelligence, Knowledge, Strength, Willpower, Psyker Experience: 50/1200 Advances: Toughness +5 100 Intelligence +5 100 Willpower +5 100 Psyker Elite Advance 300 Invigourate 100 Smite 200 Medicae 100 Medicae +10 200 Characteristics: Weapon Skill 31 Ballistic Skill 25 Strength 30 Toughness 44 Agility 28 Intelligence 31 Perception 31 Willpower 44 Fellowship 25 Influence 27 Wounds: 12 Fate: 3 Insanity: 0 Corruption: 0 Skills: Awareness Common Lore (Adeptus Astra Telepathica) Interrogation Forbidden Lore (the Warp) Medicae +10 Psyniscience Resistance (Psychic Powers) Talents: Psy Rating 1 Weapon Training (Las, Low-Tech) Traits: Psyker Bonuses: 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 Constant Threat: When the character or an ally within 10 metres triggers a Psychic Phenomenon, may 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. Dedicated Healer: 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. Psychic Powers: Invigourate Smite Gear: Laspistol Whip Light flak cloak Psy focus Great weapon Acquisition Medi-kit Acquisition (10:45:56 PM) Hashutbot: MaliciousOnion, strength: 7 [1d10=7], (10:46:19 PM) Hashutbot: MaliciousOnion, toughness: 9 [1d10=9], (10:46:41 PM) Hashutbot: MaliciousOnion, influence: 4 [1d10=4], (10:47:30 PM) Hashutbot: MaliciousOnion, characteristics: 5 [2d10=2,3], 6 [2d10=2,4], 8 [2d10=1,7], 6 [2d10=4,2], 11 [2d10=3,8], 11 [2d10=10,1], 16 [2d10=7,9] (10:49:13 PM) Hashutbot: MaliciousOnion, fate threshold 3+: 4 [1d10=4] MaliciousOnion fucked around with this message at 04:10 on Sep 15, 2014 |
# ? Sep 8, 2014 12:16 |
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Thinking of making an Adeptus Administratum Desperado, not sure on home world yet.
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# ? Sep 8, 2014 16:15 |
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Tsu'gan Kadai Tsu'gan was a Salamanders chapter scribellum, serving the chapter as a scribe and an assistant to its librarians, and the brander-priest of one of the chapter's librarians. When Codicier Dugong was seconded to the inquisition, Tsu'gan was sent with him. Codicier Dugong went back to Nocturne in a box a month later, his head eaten by a lictor that had hidden in the extravagant vegetation of a planetary governor's office. Tsu'gan could only assume that whatever mission the codicier had accompanied the inquisitor on had been accomplished. He was saddened by both the death of his master and that the events that had led to it couldn't be recorded according to the chapter's traditions, but he understood the inquisitor's need for secrecy overrode his own desires. Rather than returning to Nocturne, or throwing himself onto his dead master's funeral pyre like some of the more sycophantic priests did, Tsu'gan was asked by the inquisitor to remain in his service for a while longer. He didn't have the combat skills of one of the astartes, but he had other skills that could be of use, and thus he was shipped off to a far-away hive world to join a group of the inquisitor's subordinates. pre:Homeworld: Forge World Background: Adeptus Administratum Role: Sage WS: 26=20+6 BS: 26=20+6 S: 26=20+6 T: 34=20+14 AG: 35=20+15 INT: 45=20+20+5 PER: 39=20+16+3 WIL: 39=20+19 FEL: 31=20+11 INF: 34=20+14 Fate: 4 Wounds: 11 Aptitudes: Intelligence, Knowledge, Tech, Perception, Willpower, Fellowship, Social Divination: "The Truth is Subjective" - +3 per, first corruption gain each session causes +1 extra corruption. Skills: Medicae Common Lore (Adeptus Admnistratum) Linquistics (High Gothic) Logic Scholastic Lore (Legend) Forbidden Lore (Adeptus Astartes) Commerce Tech-Use Trade (Armourer) Talents: Weapon Tech Clues from the Crowds Weapon Training (Las, Flame) Infused Knowledge Traits & Bonuses: Master of Paperwork Quest for Knowledge Gear: Laspistol Imperial robes Autoquill Chrono Dataslate Medi-kit Good Craftsmanship Salamander-hide Greatcoat -As IG flak, but +10 to resists catching fire instead of extra AP against blast Good Craftsmanship Flamer Combi-tool Exp:1200/1250 Weapon Training (Flame) -300 Tech-Use -100 Trade (Armourer) -100 Infused Knowledge -400 Simple Intelligence -100 Commerce -100 Forbidden Lore (Adeptus Astartes) -100 http://orokos.com/roll/219626 http://orokos.com/roll/219627 http://orokos.com/roll/219628 http://orokos.com/roll/219629 http://orokos.com/roll/219630 Waci fucked around with this message at 18:05 on Sep 20, 2014 |
# ? Sep 8, 2014 17:26 |
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Larl, Warden-Hunter from Black Ship Olympia's Call Larl takes a seat at the table in the corner of the bar seated across from the nervous looking young woman. The ashen skinned voidsman levels his las pistol at the woman under the table. The tell-tale sound of charging electrons indicate the safety has been switched off. The woman's eyes go wide, and she starts to plead with Larl. Larl raises his free hand and places a finger on his lip and shushes her. "I don't blame you for running," he says as he takes his free hand and places it on the table, "If you knew what I knew, I'd run too, or do worse. The Black Ships, they ain't pretty. The crews on those things are mostly generational. The only new people ever brought on board are the poor witches like yourself. I could go on all day about the conditions, but I'd rather not. Just know that I don't hold ill will against you for making me chase you down." A waitress comes over and asks for a drink order, apparently oblivious to what was going on. Larl orders a tonic water as well as a double of the most expensive amasec in the place. When the waitress returns with the drinks Larl places some of the local currency on her tray. Larl pushes the amasec towards the girl and then sips out of the glass of tonic water. "You best drink that, it'll be the last time you'll get to drink for a while, or maybe ever." She takes a small sip from the rocks glass and Larl continues, "So even though I don't blame you for running, I want you to know how useless it was. I come from a long line of wardens aboard the Black Ships. Its our job to make sure that the 'passengers', on the rare occasions they are even let out of their cells, behave themselves. It's also our job to track down anyone who manages to disable their null/bomb collar and escape into the dark of the ship. I mean, we double up on security, besides the null collars we keep folks doped up on psy-blocking meds. Normally we have to track down and catch them within six hours, since that's about the average for the drugs to pass through the system." The frightened woman finishes her glass. Larl orders another one from the waitress. This time he uses his free hand to pull a small vial out of his vest and empty it into the glass. He keeps it in front of him. "The really good ones, like myself, get promoted to Warden-Hunters. What that means is when a Black Ship enters orbit around a world, and the local authorities indicate there are some known psykers, like yourself, who have avoided capture, I'll get sent down to help the locals capture or kill them, and as you can tell, I'm really good at my job." Larl finally pushes the glass across the table. "So that leads us to where we are here. Now you've got two options. Either you come with me, or you die. Wish it wasn't so, but believe me, an unsanctioned psyker is a danger. Not that I think you are some Chaos Tentacle Fether, or something, but the daemons will just be drawn to you without proper vetting. So like I said, you can come with me to the Black Ship. It will be years stuck in a small cramped cell until your delivery to Terra. I don't know what will happen down there, but either you'll come back sanctioned, or not at all. Or," he motions to the glass, "you can die. I put a nice fast acting poison in there. Just drink it up, and I'll tell my superiors I found you dead from suicide. Now if you either don't have it in you to end your life, or still think you can win this, I can always deliver death for ya, you just gotta make a move other than for that glass." Psyker hunting assassin, where have I seen this before. Lots of laughs when at the end of character creation I was a melee focused assassin with a whip (which with flexible is still a good choice) so grabbed a carving knife to help. pre:Name:Larl Homeworld: Void Born Background: Astra Telepathica Role: Assassin Divination: "Only the Insane have strength enough to prosper" +3 to WP, but the first time I gain insanity each session, Increase it by one. WS: 43=20+18+05 BS: 23=20+03 STR: 27=20+07 TOU: 29=20+09 AGI: 32=20+12 INT: 28=20+08 PER: 33=20+08+05 WIL: 43=20+20+03 FEL: 26=20+06 INF: 29=20+09 Fate: 4 Wounds: 10 Aptitudes: Intelligence, defense, agility, Weapon skill, fieldcraft, finesse, perception Skills: Awareness Common Lore (adeptus Astra Telepathica) Interrogation Forbidden lore (the warp) Scrutiny parry Stealth Security Talents: Strong minded Weapon training (las, low tech) leap up Take down Traits & Bonuses: Child of the Dark:+30 bonus to move in zero G, start with strong minded talent The Constant Threat: When the character or an ally within 10 meters triggers a psychic phenomenon, can increase or decrease the roll by WP bonus. Sure Kill: In addition to the normal uses of Fate points, 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. Gear: Las pistol whip Light flak coat Micro bead Auspex Chainblade Exp: 50/1250 WS simple 250 Parry known 100 Stealth known 100 Security known 200 Perception simple 250 Take down 300 - stat: 3d10 15 remaining stats: 7#2d10 3 8 12 6 9 9 18 fate threshold 5+: 1d10 10 divination: 1d100 67
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# ? Sep 8, 2014 17:34 |
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Computatrix 1st Class Agatha Cortessquote:+++ENCRYPTION LEVEL VIOLET quote:Summary: Computatrix 1st Class Agatha first came to our attention during the investigation and subsequent purging of the xenos-tech smuggling operation headed by Consortium house-master Hellias Faust (see operation file [REDACTED]). As one of the Adeptus Mechanicus residing on Desoleum, Computatrix Agatha's primary concern lay with the operation, inspection, and maintenance of cogitator data-systems and associated applications (servitors, security systems, etc). During a scheduled audit of House Faust's cogitator banks she noted several data-anomalies which she logged, then proceeded to investigate on her own when her superiors ordered the matter closed without explanation. quote:Evaluation: It is my personal judgement that Computatrix Agatha is uniquely suited to the task at hand. As a native of Desoleum she possesses familiarity with the surroundings as well as local customs, and she wields both impressive technical accumen as well as social aptitude, a rare mixture of talents. She is naturally disposed towards pursuing anomalous data and investigating unusual occurrences and while her natural curiosity and overconfidence in her own abilities may need to be brought into line I don't believe that this should prove insurmountable. pre:Homeworld: Hive World Background: Adeptus Mechanicus Role: Seeker WS: 28 BS: 37 STR: 28 TOU: 34 AGI: 33 INT: 50 PER: 35 WIL: 38 FEL: 39 INF: 31 Base 7 stats +Agility, +Perception -Willpower Fate: 3 Wounds: 11 Aptitudes: Perception, Knowledge, Fellowship, Intelligence, Agility, Social, Tech Divination 09: Humans must die so that humanity can endure. Gain the Jaded talent. Skills: Awareness Charm Common Lore (Adeptus Mechanicus) Deceive Dodge Inquiry Linguistics (Low Gothic, Techna-Lingua) Logic Scholastic Lore (Cryptology) Scrutiny Security Tech Use Talents: Jaded Keen Intuition Mechadendrite Use (Utility) Weapon Training (SP) Traits: Mechanicus Implants Traits & Bonuses: Teeming Masses in Metal Mountains: Ignore crowds for purposes of movement, +20 to Navigate (Surface) tests. Replace the Weak Flesh: Count cybernetics/bionics as two levels more available. Nothing Escapes My Sight: Spend a Fate point to automatically succeed at an Awareness or Inquiry test with DoS equal to your Perception bonus. Gear: Autogun, Monotask Servitor Skull (utility), Imperial Robes, 2 Vials of Sacred Unguents Requisitions: Augur Array, Interface Port, Flak Cloak Exp: 1250/1250 Dodge 200xp Inquiry 100xp Fellowship +5 100xp Intelligence +10 350xp Deceive 100xp Linguistics (Techna-Lingua) 100xp Charm 100xp Scholastic Lore (Cryptology) 100xp Scrutiny 100xp Kai Tave fucked around with this message at 08:04 on Sep 10, 2014 |
# ? Sep 8, 2014 20:08 |
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Sgt. Sham Ferrus Being of a smaller height Sham always believed in benching more than his friends so he wouldn't be called small, not at least to his face. When the time to enlist in to the Emperor's finest came, the instructors quickly saw fit to give him the heaviest burdens. It took a while for him to be able to carry his gun like the rest of the troops, but then again the other troops only had small guns. And you know what they say about men with small guns A combat veteran of the Alagar Secession Campaign, originally serving as a heavy weapons gunner in the 24,680th Dolatan Infantry “Mattin’s”. On Alagar awarded Medallion Crimson for fighting while mortally wounded and Triple Skull unit medal for capturing landing zone Zenzunne while suffering heavy casualties. During Operations in Planet Sector 92-07 wounded while fighting secessionists and Xenos filth unit fought until ordered to retreat. Exemplary service record evidenced by complete lack of disciplinary actions taken towards Ferrus personally earned him a promotion to Sergeant. Individually debriefed by Inquisition Ordo Xenos during his medical recovery onboard the Adeptus Sororitas vessel "Sweet and Full of Grace". Accepted an invitation to get out of regular Guard forces quoting "Oh sweet Emperor yes, any longer with these twicedamned Boots and I would've shot myself in the mouth" =SERVICE RECORD= Service record partially recovered from Adeptus Munitorum. Partial corruption of the service roster and absence of disciplinary action record due to destruction of transmitter during backup. Recruitment Wo ... Date Of Enlistment ... .M41 Medals and Commendations: Triple Skull Medallion Crimson Ribbon of Superior Victory Ribbon of Overcoming Moderate Resistance Ribbon of Superior Engagement Ribbon of Defense against Poor Odds Ribbon of Mundane Armor Destruction Unit history: Training Academy: Dolatan Military Academy Initial Deployement: 24,680th Dolatan Infantry “Mattin’s” Attrition merge: 89th Dolatan Infantry “Axeheads” Medical transfer: 234th Tarmakian Medical Recovery Platoon =END OF RECORD= =ORDO XENOS RECORD= Debrief/Interrogation: Inquisitor Malefius Notes: Confirmed multiple Xeno contact in Alagar campaign, verified by on-site Adeptus Mechanicus Magos. Recommend detaching from regular Guard duties and transferring to more flexible unit after thorough investigation for corruption =END OF ORDO XENOS RECORD= pre:Name: Sham Ferrus Homeworld: Feral World Background: Imperial Guard Role: Warrior WS: 20+13 = 33 BS: 20+17+10 = 47 ST: 20+16+10 = 46 T: 20+16+5 = 41 AG: 20+12-3 = 29 INT:20+7 = 27 PER:20+8 = 28 WIL:20+10 = 30 FEL:20+10 = 30 INF:20+10 = 30 <Hashutbot> Sormus, 1d10: 3 [1d10=3] <Hashutbot> Sormus, st: 18 [3d10=2,7,9]; t: 22 [3d10=6,6,10]; inf: 12 [3d10=2,7,3] <Hashutbot> Sormus, 7#2d10: 13 [2d10=4,9], 10 [2d10=4,6], 8 [2d10=2,6], 10 [2d10=4,6], 12 [2d10=5,7], 17 [2d10=7,10], 7 [2d10=3,4] Fate: 3 Wounds: 12 Corruption:0 Insanity:0 Aptitudes: Toughness, Leadership, Ballistic Skill, Defence, Offence, Strength, Weapon Skill Divination: 13 The pain of the bullet is ecstasy compared to damnation. Skills: Athletics, Command, Common Lore (Imperial Guard), Medicae, Navigate (Surface) Talents: Weapon Training (Las, Low-Tech) Rapid Reload Traits & Bonuses: 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 his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test. Pain of the bullet: 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. Gear: laspistol and sword, combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars Acquisitions: medi-kit frag grenades stun grenades Exp:1200/1250 Advances: S +5 100 S +5 250 BS +5 250 BS +5 500 T +5 100 Sormus fucked around with this message at 23:17 on Sep 8, 2014 |
# ? Sep 8, 2014 22:19 |
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frajaq posted:Here are some drat tables to help with drat aptitudes This is a very interesting looking game. As someone new to the system, when you "advance" a skill or a characteristic do you pay for Simple like this?: Pay for Two, then pay for One, then pay for zero Then Intermediate costs you the value for two? Then one then zero etc? I'm used to counting up and not down but it looks like a cool system. edit: anyone can answer, just reading over the system for the first time etc. I am Communist fucked around with this message at 22:46 on Sep 8, 2014 |
# ? Sep 8, 2014 22:38 |
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each characteristic/skill has two aptitudes You find what aptitudes your character has from their homeworld/background/roll This determines how expensive it is to buy things. Having both aptitudes is the cheapest, having none is most expensive. This helps create "soft" classes.
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# ? Sep 8, 2014 22:47 |
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No. If you were buying a simple characteristic advance (i.e. your first purchased increase to that characteristic) you would look at which two aptitudes are connected to that characteristic (one of which is the aptitude that shares a name with that characteristic, e.g. for the intelligence characteristic the two connected aptitudes would be intelligence and knowledge, as per table 2-3), then check how many of those two aptitudes you have (each character in DH2 has 7 aptitudes, determined by which homeworld, background, and party role you chose during/earlier in character creation). If you have both of the two advances, you pay the price for two matching advances, and then the next time you want to advance that characteristic you do the same thing again, except this time you look at the intermediate column rather than the simple one. If you only have one of the two aptitudes (e.g. you have intelligence or knowledge, but not both), you pay the price for one matching aptitude. If you have neither aptitude, you pay the highest price for having zero matching advances. edit: ronwayne explained it much more concisely. Also, do pop by in #acolyte on synirc, most of us hang out there and it's easier to give advice bit by bit over IRC than try to guesstimate the correct level of detail for a forum post. Waci fucked around with this message at 23:04 on Sep 8, 2014 |
# ? Sep 8, 2014 23:01 |
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Here's an advance cost calculator google spreadsheet thingy. Make sure you copy it to your own google account to use it.
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# ? Sep 9, 2014 04:26 |
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An unfortunate fact of life is that one cannot trust the pious to be righteous. The artifacts and remains of Saints hold a great deal of value for many, and on the world of Vitrilla it is the duty of the Saintguard to ensure that no one desecrates the sacred places. Its members are raised from birth by the church, selected from among the orphans often left behind when ailing pilgrim parents die after bringing them on the trip. While it is in theory a ceremonial force, attending on services and providing a bodyguard to important figures, they are also tasked with ensuring that holy artifacts remain where they are. Most thieves are only pilgrims desperate for a chance to touch a knucklebone or skull, and are easily dissuaded with a harsh glare and an order to perform penance. Smugglers and other, more dedicated thieves require more dissuasion, often in the form of a crushing hammer blow to the skull. The remains of an Imperial Saint are not only valuable to smugglers and misguided pilgrims, however; these artifacts are an irresistible lure to the heretic and the unclean, who believe that they can curry favor with their gods by defiling them. Oskar came to the attention of the Inquisition after he and his men personally uncovered and destroyed 3 cults operating from within the catacombs beneath the Tomb of Saint Drogan, uncovering evidence of a widespread conspiracy that stretched across much of the planet in the process. During the subsequent Inquisitorial purges, Oskar proved his value in combat, personally executing the leaders of several of the greater conspiracy's sub-cults, and was subsequently recruited for his courage, combat skill, and zealous dedication to the Emperor. pre:Name: Oskar Gurdann Homeworld: Shrine World Background: Adeptus Ministorum Role: Warrior WS: 36 (20+11+5) BS: 36 (20+11+5) S: 39 (20+14+5) T: 44 (20+19+5) Agi: 30 (20+10) Int: 29 (20+9) Per: 32 (20+12) WP: 33 (20+13) Fel: 32 (20+12) Inf: 30 (20+10) Base Characteristics +Characteristics -Characteristic Emperor's Blessing +6 Divination Fate: 4 Wounds: 10 Corruption: 0 Insanity: 0 Divination: 91 To War is Human. Aptitudes: Willpower, Social, Ballistic Skill, Weapon Skill, Defence, Offense, Strength Skills: Athletics Charm Common Lore (Adeptus Ministorum) Dodge Linguistics (Low Gothic, High Gothic) Intimidate Parry Scrutiny Talents: Weapon Training (Low-Tech, Solid Projectile) Iron Jaw Takedown Abilities: 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. Faith is All: When spending a Fate point to gain a +10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead. 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 his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test. To War is Human: Character gains the Dodge (Known) skill. Equipment: Warhammer (Mono) Stub Revolver (Forearm Mounted) Flak Vest Backpack Glow Globe Monotask Servo-Skull (Laudhailer) Imperial Guard Flak Armour Acquisitions: Forearm Weapon Mounting (Stub Revolver) Mono Upgrade (Warhammer) Imperial Guard Flak Armour 1200/1250 Experience Athletics-100 Intimidate-100 Parry-100 Takedown-200 Toughness +5-250 WS +5-100 BS +5-250 S +5-100 Dachshundofdoom fucked around with this message at 05:42 on Sep 18, 2014 |
# ? Sep 9, 2014 04:35 |
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Trying to find a local copy in town. F living in the middle of nowhere.
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# ? Sep 9, 2014 04:49 |
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goodness posted:Trying to find a local copy in town. F living in the middle of nowhere. It's available on Drivethrurpg.com if you don't care about only having a digital copy. One advantage of the PDF is that you can ctrl-f your way through it, but on the other hand you can't earmark stuff easily because Adobe is the devil.
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# ? Sep 9, 2014 04:56 |
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Personally I use SumatraPDF for just reading them
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# ? Sep 9, 2014 05:00 |
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Second character for second edition Lord Magnus Octavius Harthos Magnus Octavius Harthos, or Octavius to his friends, is one of the privileged few who was born into a life of luxury. One of the 0.01%, he received every advantage in life. Despite being immeasurably wealthy, even as a babe, he had no freedom. As firstborn son, his entire upbringing centered on taking over the family business - the running of a continent-farm on an agri-world. His impeccable pedigree and an army of the finest tutors ensured he was well-groomed for his future role. When the time eventually came to step up and take on the mantle of Lord, it was as simple for Octavius as changing a pair of shoes - that is, it was mostly done by other people, and he only had to put in a modicum of effort. The family business continued as ever, with Octavius being a shrewd, but not greedy, businessman. This left him in good stead with most of those he dealt with, and slowly but surely over the next century the business grew. When a crack platoon of Imperial Storm Troopers came knocking at Octavius' door, he was genuinely surprised. Perhaps knocking isn't exactly accurate, but nevertheless, the important thing is that they came. They trod muck and filth throughout Octavius' house, destroying quite a few priceless heirlooms and his prized collection of cravats. After the soldiers had taken himself and his entire staff into custody, an Inquisitorial team came in, accusing Octavius of heresy and dealing with foul xenos. Amazingly, Octavius was able to prove he was undoubtedly innocent of any heresy. Of course, he was more than willing to help the Inquisition when they requested his cooperation. It's rather hard to say no when you're surrounded by hardened troops holding big guns. Octavius' assistance proved invaluable, as did his connections amongst the nobility and merchant families of his home sub-sector. He took to the art of investigation and subterfuge rather well, perhaps unsurprisingly given the usual politics amongst the highborn families he usually mingled with. He requested through the Inquisitor's cadre that he stay on as part of the team, as his estate practically ran itself and he mostly just spent his days attending parties and hunting for new cravats usually. To his joy, the Inquisitor accepted and Octavius never looked back. Octavius is an Adeptus Administratum Heirophant. He comes from a noble family. He is of athletic build, with fair skin, dyed hair and grey eyes. He has a devotional scar. Octavius believes that knowledge of power is power continued; maintaining a ledger of debts and favours helps ensure power is retained and strengthened. He carries a brocade coat and a brass quill tip as lucky tokens. pre:Name: Octavius Home World: Highborn Background: Adeptus Administratum Role: Heirophant Divination: Trust in your fear. Increase this character’s Perception by 5, He also gains the Phobia Mental Disorder. Aptitudes: Fellowship, Knowledge, Intelligence, Offence, Social, Toughness, Willpower Experience: 300/1250 Advances: Toughness +5 250 Intelligence +5 100 Fellowship +5 100 Charm 100 Deceive 100 Cover Up 300 Characteristics: Weapon Skill 29 Ballistic Skill 35 Strength 28 Toughness 35 Agility 35 Intelligence 40 Perception 30 Willpower 30 Fellowship 41 Influence 38 Wounds: 12 Fate: 4 Insanity: 0 Corruption: 0 Skills: Charm Commerce Common Lore (Adeptus Administratum) Deceive Linguistics (High Gothic) Logic Scholastic Lore (Bureaucracy) Talents: Cover Up Double Team Weapon Training (Las) Traits & Bonuses: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1). 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.). Sway the Masses: A Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. Mental Disorders: Phobia (Germs) Gear: Laspistol Imperial robes Autoquill Chrono Dataslate Medi-kit Hot-shot laspistol Acquisition Enforcer light carapace armour Acquisition Memorance Implant Acquisition (14:18:27) Hashutbot: MaliciousOnion, influence: 8 [1d10=8], 10 [1d10=10], (14:18:55) Hashutbot: MaliciousOnion, toughness: (14:19:26) Hashutbot: MaliciousOnion, characteristics: 8 [2d10=4,4], 15 [2d10=7,8], 15 [2d10=9,6], 9 [2d10=8,1], 15 [2d10=5,10], 5 [2d10=1,4], 10 [2d10=3,7] (14:54:52) Hashutbot: MaliciousOnion, fate: 1 [1d10=1] (14:55:05) Hashutbot: MaliciousOnion, divination: 4 [1d100=4] MaliciousOnion fucked around with this message at 12:15 on Sep 14, 2014 |
# ? Sep 9, 2014 07:49 |
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Vero Karhu Imperial tax inspector who got hired by the inquisitor after getting a heretical noble jailed for tax evasion. pre:Homeworld: Voidborn Background: Adeptus Administratum Role: Seeker WS: 26=20+6 BS: 30=20+7+3 S: 38=20+18 T: 30=20+10 AG: 27=20+10-3 INT: 42=20+17+5 PER: 37=20+17 WIL: 31=20+11 FEL: 41=20+16+5 INF: 33=20+13 Fate: 3 Wounds: 10 Aptitudes: Intelligence, Knowledge, Perception, Tech, Willpower, Fellowship, Social Divination: "Violence Solves Everything" - +3 BS, -3 Ag Skills: Commerce Common Lore (Adeptus Administratum) Linguistics (High Gothic) Logic Scholastic Lore (Bureaucracy) Forbidden Lore (Criminals) Scrutiny Interrogation Inquiry Intimidate Talents: Strong Minded Weapon Training (Las) Keen Intuition Infused Knowledge Traits & Bonuses: Child of the Dark Master of Paperwork Nothing Escapes My Sight Gear: Laspistol Imperial robes Autoquill Chrono Dataslate Medi-kit Scribe-tines Light Carapace Armour Hot-shot Lasgun Exp:1200/1250 Scrutiny -100 Interrogation -100 Inquiry -100 Simply Intelligence -100 Simple Fellowship -100 Infused Knowledge -400 Forbidden Lore (Criminals) -100 Intimidate -200 http://orokos.com/roll/220342 http://orokos.com/roll/220343 http://orokos.com/roll/220344 http://orokos.com/roll/220345 Waci fucked around with this message at 22:52 on Sep 10, 2014 |
# ? Sep 10, 2014 22:47 |
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Marius, former Pale League smuggler Marius was once a simple scribe working for a small freighter that he was born on, keeping track of supplies and personnel in an ever increasing library of data. And like most scribes, he probably would have continued to do that dreadfully boring job until he died, but the captain of the ship decided he wanted to make some extra money on the side. It started out very simple, a few crates here and there would "vanish", and Marius was bribed to simply alter the records so that no one was wiser. But the small crimes Marius did for his captain quickly escalated, as they both became heavily involved in the Pale League, a group of smugglers who have been known to deal with dangerous xeno artifacts. Marius's life of crime ended shortly after his captain got it in his head to take on a job dealing with one such artifact. What was the worse that could happen? A month later, the captain had gone insane, and a large portion of the crew had been purged by the Inquisition. The only reason Marius was spared was because he had been the one privy to the captain's illegal operations, and had insider knowledge of the Pale League. Now the scribe-turned-smuggler works for the Inquisition, the only alternative being summary execution or worse. pre:Name: Marius Homeworld: Voidborn (+Int & WP, -S) Background: Adeptus Administratum Role: Desperado Divination: Humans must die so that Humanity can endure. (Gain Jaded) Aptitudes: Intelligence, Knowledge, Agility, Ballistic Skill, Defence. Fellowship, Finesse Characteristics: WS: 23 (20+3) BS: 42 (20+17)+5[Simple] S: 34 (20+14) T: 31 (20+11) Ag: 41 (20+16)+5[Simple] Int: 36 (20+11)+5[Simple] Per: 27 (20+7) WP: 34 (20+14) Fel: 28 (20+8) Inf: 32 (20+12) Fate: 3/3 Insanity: 0 Corruption: 0 Wounds: 10/10 Skills: Commerce Common Lore (Adeptus Administratum) Dodge Forbidden Lore (Criminal Cartels and Smugglers, Underworld) Linguistics (High Gothic) Logic Scholastic Lore (Bureaucracy) Security Sleight of Hand Talents: Jaded Quick Draw Precision Killer Strong Minded Weapon Training (SP) Traits/Abilities: Child of the Dark: Gain Strong Minded, +30 to tests to move in zero gravity. Master of Paperwork: All items one level more available. Move & Shoot: Once every other round, may make a Standard Attack with a pistol as a free action after a movement action. Gear: Stub Automatic [w/ 2x clips of Man Stopper rounds*] Mesh Vest* Imperial Robes Autoquill Chrono Dataslate Medi-Kit Multikey* Advances: 1,200/1,250 Dodge [100] Simple Ag [100] Simple BS [100] Precision Killer [300] Security [200] Simple Int [100] Forbidden Lore (Criminal Cartels and Smugglers) [100] Forbidden Lore (Underworld) [100] Sleight of Hand [100] Astus fucked around with this message at 04:51 on Sep 18, 2014 |
# ? Sep 12, 2014 05:37 |
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Genetor Erioch Hargrave ===PICT-RECORDING BEGINS=== [No sound. A short, stocky tech-priest occupies most of the frame; he appears to be working on the pict-recorder. He appears to grow frustrated and delivers a sharp blow to something offscreen; the sound abruptly cuts in.] "-the name of the Omnissiah, work, drat you! Ah, that did the trick. It always does." [Stepping back, he reveals a morgue stained with blood, both long dry and very fresh. On the operating table is a bald, pale figure, partially revealed under the dirty sheet. The tech-priest takes up position behind the corpse and begins to gather up tools as he speaks] "Autopsy log One-Four-Four-Three. Subject is a human male, age...probably between 18 and 30, it's difficult to be more certain. Features consistent with...almost identical to, One-Four-Four-Two and One-Four-Four-One. Family resemblance? Triplets? Unlikely given what I know of this case, but I will save speculation until after I can be sure. I will now commence the autopsy." [Tech-Priest operates in silence as he slowly cuts open the chest and spreads the ribcage. He pauses, then looks up again and addresses the recorder] "Subject displays identical internal structure to One-Four-Four-Two and One-Four-Four-One. Heart and lungs are slightly enlarged. Digestive system is entirely inconsistent with ordinary human anatomy. There appear to be several organs of unknown function, but given their positioning and shriveled appearance I theorize that they are vestigial. Body cavity contains a large amount of blood; it is safe to establish the cause of death as severe internal bleeding from multiple las-shot wounds. Given the evidence at hand, it is safe to-" [Sound of breaking glass; tech-priest moves offscreen quickly. Several moments of silence, then sounds of a struggle, concluding with the sound of a medical mechadentrite cutting through flesh. Tech-priest moves back into frame, robe tattered with claw marks and covered in blood, and begins frantically gathering up tools. After a few moments, he moves to the pict-recorder and picks it up] "Autopsy log One-Four-Four-Three must be terminated due to outside interference; judging by the appearance of my assailant, I can now be absolutely certain: genestealers have infected the populace of Yulia II. I must get word to the Interrogator that his suspicions are correct. Omnissiah preserve us all." ===PICT-RECORDING ENDS=== Note: Genetor Erioch Hargrave's expertise in human biology and genetics proved invaluable in the development of the gene-toxin used in the Scourging of Yulia II (see file [REDACTED]). Human losses in the hives kept to acceptable levels. Given his experience in combating xenos threats, recommend seconding to an Ordos Xenos team as soon as possible. pre:Name: Genetor Erioch Hargrave Homeworld: Forge World Background: Adeptus Mechanicus Role: Chirurgeon WS: 28 BS: 31 S: 28 T: 34 Agi: 31 Int: 45 Per: 36 WP: 31 Fel: 30 Inf: 30 Base Characteristics +Int +Toughness -Fel Emperor's Blessing +8 Divination Fate: 3 Wounds: 11 Corruption: 0 Insanity: 0 Divination: 51 Dark Dreams Lie Upon the Heart Aptitudes: Intelligence, Tech, Fieldcraft, Ballistic Skill, Knowledge, Strength, Toughness Skills: Awareness Common Lore (Adeptus Mechanicus, All) Dodge Scholastic Lore (All) Logic Medicae Security Tech-Use Trade (Chymist) Talents: Infused Knowledge Mechadendrite Use (Utility) Resistance (Fear) Technical Knock Weapon Training (Solid Projectile) Abilities and Traits: Mechanicus Implants 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. Dark Dreams Lie Upon the Heart: Whenever this character would roll on Table 8–15: Malignancies (see page 290), he may instead select any one result and gain that Malignancy. Equipment: Autogun Good Augur Array Medical Mechadendrite Optical Mechadendrite Good Mind-Impulse Unit Imperial Robes Sacred Unguents (2) Acquisitions: Medical Mechadendrite Good Quality MIU Good Quality Augur Array 1250/1250 Experience Int +5-100 Int +5(2)-250 Medicae-100 Trade (Chymist)-100 Infused Knowledge-400 Dodge-300
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# ? Sep 12, 2014 05:47 |
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Younger son of a noble house, sent to work in the administratum as is the duty of all sons of the hive nobles who aren't going to inherit. Aptitude testing found him failing so hard he couldn't even get a decent position, ended up working for the Imperial Revenue Service. Turns out, working for the IRS lets you punch people, and that's fun! And Inquisitors do to! Nothing better than shooting the breeze with fellow imperial servants while punching the poo poo out of badguys, right? pre:Name: Quellus of House Sentire Homeworld: Highborn Background: Adeptus Administratum Role: Warrior Divination: Truth is subjective Wounds: 12 Fate: 4 Fatigue Insanity Corruption Armour Head Larm Rarm Body Lleg Rleg WS 39 = 20 + 14 + 5 BS 31 = 20 + 11 S 35 = 20 + 15 T 33 = 20 + 13 Ag 38 = 20 + 13 + 5 Int 25 = 20 + 5 Per 32 = 20 + 9 + 3 WP 28 = 20 + 8 Fel 34 = 20 + 14 Ifl 35 = 20 + 16 Aptitudes: Fellowship, Social, Ballistic Skill, Defence, Offence, Strength, Weapon Skill XP spent: 1200 XP unspent: 50 XP total: 1250 Skills: Medicae Common Lore (Adeptus Administratum) Linguistics (High Gothic) Logic Parry Scholastic Lore (Philosophy) Talents: Ambidextrous Iron Jaw Unarmed Specialist Weapon Training (Las) Traits: Bonuses: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a minimum reduction of 1). 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.). 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 his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test. Characteristic increases: Gear: Laspistol Imperial Robes Autoquill Chrono Dataslate Medi-kit XP Log: Agility (Simple) - 500xp Weapon Skill (Simple) - 100xp Ambidextrous - 200xp Unarmed Specialist - 300xp Parry (known) - 100xp <Hashutbot> FireSight, 3#3d10: 15 [3d10=8,6,1], 21 [3d10=7,9,5], 23 [3d10=10,9,4] <FireSight> 7#2d10 <Hashutbot> FireSight, 7#2d10: 11 [2d10=8,3], 8 [2d10=3,5], 9 [2d10=4,5], 5 [2d10=4,1], 14 [2d10=5,9], 15 [2d10=5,10], 13 [2d10=3,10] <FireSight> 1d100 divination <Hashutbot> FireSight, divination: 27 [1d100=27] <FireSight> 1d10 10+ emperors blessing <Hashutbot> FireSight, 10+ emperors blessing: 5 [1d10=5] chin up everything sucks fucked around with this message at 10:02 on Sep 12, 2014 |
# ? Sep 12, 2014 09:59 |
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frajaq you should definitely do highborngame, what what
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# ? Sep 12, 2014 10:19 |
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MaliciousOnion posted:frajaq you should definitely do highborngame, what what Better yet, I think it's possible to do an all-Administratum game. Dark Heresy 2: Revenge of the Adept.
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# ? Sep 12, 2014 17:34 |
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Yes, so everyone can have expensive gear and make fraj cry. All rocket launcher/light carapace/heavy stubber party with scrambler rounds is go.
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# ? Sep 12, 2014 19:35 |
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When you stand on the hull of a ship and look up at the planet above you, you begin to understand how small you really are. You get a sense of scale that dwarfs anything else you have ever felt before. Then you walk to the other side of the ship, that long and lonely walk, and gaze out into the endless depths. All the while, you know that the only thing keeping you from falling, either freezing as you drift into eternity or burning up in atmosphere, is the tiny magnets in your boots. I haven't stood on the hull of my family's ship in many years now, but that sense of awe remains. Nothing else comes close. I have climbed the oldest of trees, stood at on the summit of the highest cliffs, perched on the tops of the spires of the tallest hive cities. I look down and I feel no fear. The paltry heights of the planet-dwellers leave me feeling nothing. I walk the walls of the worlds as if they were roads made for me and me alone. And when the enemies of the Imperium hide, I find a way to reach them. There is no path I will not tread, no height I will not climb. I am Verity, and I find roads that others cannot. Thats how the Inquisition found me. I was a crew on the August Vigilance, an Imperial Navy frigate that had been seconded to carry unknown important persons from one world to another to another. I didn't know who we carried, or care. But when an explosion tore the ship almost in two, I was one of the crew told to rescue the Inquisitor at any cost. An Inquisitor, of all people. The sealed off section of the ship that he had claimed was near the back, in front of the engines. The explosion had taken out most of the neck of the ship and warped what remained. The blast doors were all sealed closed. Nobody could get through, even had a passage remained intact. The small craft bays had been shredded in the blast. But the airlocks? The airlocks worked. I rescued the Inquisitor that day, brought him across the hull, dodging wreckage and high pressure gas leaks. Took him to the Captains safe room, where they spent the next three weeks of hell as we waited for rescue. The Inquisitor lived, and I was put on a new ship. Three years later, the Captain told me I was off his ship. I had been transferred out of the Navy, and into the service of the Inquisition. Now I'm here. pre:Name Verity "Spider" Halli Homeworld Voidborn Background Outcast Role Assassin Divination A mind without purpose wanders in dark places. Wounds 10 Fate 4 Fatigue Insanity Corruption Armour Head Larm Rarm Body Lleg Rleg WS 29 = 20 + 9 BS 28 = 20 + 8 S 31 = 20 + 11 T 33 = 20 + 13 Ag 44 = 20 + 14 + 10 Int 31 = 20 + 11 Per 34 = 20 + 9 + 5 WP 39 = 20 + 19 Fel 28 = 20 + 8 Ifl 24 = 20 + 4 Aptitudes: Intelligence, Fieldcraft, Agility, Weapon Skill, Finesse, Perception, Strength XP spent 1250 XP unspent 0 XP total 1250 Skills: Acrobatics Athletics + 10 Common Lore (Underworld) Deceive Dodge Stealth Survival Talents: Catfall Leap Up Strong Minded Weapon Training (Chain, Las) Bonuses: 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. 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. A mind without purpose wanders in dark places: When gaining Mental Disorders (see page 287), the character may choose to gain a new Disorder instead of increasing the severity of an existing Disorder Characteristic increases: Agility (Simple, Intermediate) Perception (Simple) Gear: Laspistol Chainsword Armored Bodyglove Injector 2 doses of obscura XP Log: Agility (Simple) - 100 Agility (Intermediate) - 250 Perception (Simple) - 100 Athletics - 100 Survival - 100 Catfall - 200 Athletics + 10 - 200 <Hashutbot> FireSight, intelligence: 12 [3d10=4,7,1] <FireSight> 3d10 willpower <Hashutbot> FireSight, willpower: 25 [3d10=9,6,10] <FireSight> 3d10 strength <Hashutbot> FireSight, strength: 17 [3d10=6,5,6] <FireSight> woo, 19 in WP <FireSight> 7#2d10 other <Hashutbot> FireSight, other: 13 [2d10=9,4], 4 [2d10=2,2], 14 [2d10=10,4], 9 [2d10=3,6], 8 [2d10=6,2], 9 [2d10=4,5], 8 [2d10=5,3] <FireSight> ouch <FireSight> 1d10 5+ emperors blessing <Hashutbot> FireSight, 5+ emperors blessing: 9 [1d10=9] <FireSight> 1d5+7 wounds <Hashutbot> FireSight, wounds: 12 [1d5=5] <FireSight> oh wait <FireSight> right <-> frajaq is now known as frajaq_sleep <FireSight> 1d100 divination <Hashutbot> FireSight, divination: 43 [1d100=43] chin up everything sucks fucked around with this message at 05:58 on Sep 17, 2014 |
# ? Sep 14, 2014 10:27 |
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Picks made: Todd "Boomer" Bostick, played by Ronwayne Stubber Ragga, played by HukHukHuk Jini "the Witch" Tallhorn, played by Ferrosol Bones, played by MaliciousOnion Agatha Cortess, played by Kai Tave Marius, played by Astus Thanks to everyone else that app'd for me! I'll post a little "prologue" in this thread soon, before I can find the time to put the actual thread up
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# ? Sep 20, 2014 21:00 |
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Prologue Port Aquila, Askellon Sector - 941.M41 It all started here to the group of Acolytes. Port Aquila is not a single world, but rather a large belt of asteroids orbiting the dying star Diomedea Stella. The many rocks host a wide variety of docks, shipyards, trading centers, offices and storage facilities. It is a prime location for merchants, Chartist Captains and Rogue Traders to stop there looking for lucrative opportunities, many of them even having small asteroids of their own, where they can have fiefdoms of their own. It's considered perhaps the center of commerce of the Askellon Sector, with the Greater Askellon Trade Combine having grasps and businesses everywhere in it. You all ended up here, some recent arrivals and others not. Maybe you just finished a business for an Interrogator and he sent you here, maybe you have been laying low for a few months after some bloody business, it matters not. What matters is that one day you received an encrypted message with no sender in it, with only the coordinates of a dead drop in a random location in one of the many asteroids. It varied from acolyte to acolyte, one was in a garbage disposal unit, another was in a locker room and the other was in a brothel's room. The contents inside the inconspicuous grey packages were the same however, a small black cylindrical token with a few silver engravings in it that looked like random scribbles and a small note in faded paper with the coordinates to Docking Bay 786-D on the asteroid DK9. After securing transportation to reach that place, you spot a plain-looking but big Fuel Transport "Big Heart" at the end of the orbital corridor. You speak with some random underlings and they tell you the ship is transporting large quantities of promethium and heading towards Juno, to be delivered to the Grand Army's Armored Regiments there, but it will make a small stop in Desoleum for unknown reasons. Finally you present the small token, and after they scan it for a few seconds you're lead to one of the guest's rooms relatively near the bridge without any questions. The room is big enough to have six common beds in it, it has humble but comfortable accommodations for a transport ship, although the faint smell of promethium managed to invade the room anyway. Soon the chamber fills with six strangers that never saw each other in their lives, but all bound by their service to the Inquisition and with the implicit knowledge that they're heading towards Desoleum, a hive world and one of the Grand Worlds of the Askellon Sector... This is time where you post your first impressions of your new companions. frajaq fucked around with this message at 23:41 on Sep 20, 2014 |
# ? Sep 20, 2014 23:39 |
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Stubber walks towards the closest bed and sits down. Many questions run through his head about his new companions. The first person to come into his mind is the Chirurgeon. The warpainted man looked similar to the tribal shamans of his homeworld. They were said to have the ability to commune with the Sky God, even without vox casters and other such technology that Stubber has encountered as an Arbites. He had many questions and was curious about the man's traditions. How has he adapted to life among the stars? What did he give up to start this journey? and finally, does he ever have plans to return to his home? All these questions floating about in his head, he resolved to get to know more about the medicine man at the recaf room during some downtime. Fire is something that was relatively rare back on Maotai, each tribe kept their pyres burning as long as able, fire was scarce. Of course, it is no longer the case now, but it was a culture shock to see people wantonly spray flames for the first time. However, one look at Boomer and he immediately sees the balance between knowledge and violence. Whether by fire or fist, the enemies of the Emperor would pay and Stubber knew he would get along just fine with him. If they were both on Agave IV, they might have even been assigned to solve a case together. There was Ad Mech in the room, those guys usually kept to themselves, but were always useful when you needed them. There wasn't really much to say about them since they always did their jobs. Maybe this one would have a bit more personality, maybe not. Only time can tell with these guys. Looks really smart though, would be good to work with. The smuggler looked suspect, he seemed like one to definitely watch out for. If I were still on duty, I'd have tried to detain him already. If the Inquisition says they're fine, they're probably fine. Stubber wasn't one to question orders but he had the feeling he would have to watch his back. Maybe he had some tragic history like so many criminals had, maybe he's just a hardened killer. It would take time to get used to someone like that but who knows? With this kind of group anything could happen. Oh, I nearly missed that one woman over there! An assassin and probably a drat good one at that. What kind of mission did I get myself into? I have to remind myself, its for the Emperor now. Stubber knew his life was forfeit to his sky god as soon as he was chosen that day. She looked distant, well, at least for now. Observe and reform my opinion later, there's probably too much I don't know. HukHukHuk fucked around with this message at 04:37 on Sep 23, 2014 |
# ? Sep 21, 2014 07:50 |
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# ? Apr 24, 2024 12:38 |
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The dissolution of House Faust and all ancillary matters related to the prosecution and purgation of the xeno-tech smuggling operation and all associated hereteks took six months, during which Agatha Cortess (Computatix 1st Class) spent that time in testing, training, and assessment aboard the voidstation Incalculable Designs That was her reward for assisting Inquisitor Coltrane unravel the mystery that had very nearly cost her own life in the process...induction into the ranks of the Inquisition. Some people would doubtlessly view such an appointment as a fate worse than death, but she actually found it rather fascinating. Desoleum was a dull and dreary world full of dull and dreary people bound to a maddening and tedious cat's-cradle of oathdebts, and while the Cult Mechanicus was wise enough to maintain their distance from such such entanglements she nonetheless felt a sense of relief, even excitement to be away from the planet. She had, of course, been subjected to an unceasing battery of tests and observations since she had arrived on-station. Inquisitor Herod has wasted no time, beginning with biological purity and psychic screenings before moving on to physical and mental aptitude assessment, combat training, introductory fieldcraft, psychological evaluations, and even more esoteric examinations following and alongside those...she had spent a week being aggressively debated on the finer doctrinal points of the Mechanicus' worship of the Omnissiah and how it related to the Imperial Cult and which could be said to be the "true" God of mankind, while during another week she had been forced to attend to every lesson and training session while wearing noise-cancelling earplugs, rendering her completely deaf. After six months of these and many more tests besides, Interrogator Herod had declared her fit to serve. There was no graduation ceremony, no pomp or fanfare. He presented her with a Tarus-pattern autogun and a cloak of reinforced flakweave, and a dataslate containing instructions for her first assignment...travelling to Port Aquilla to find further instruction there by way of dead drop. At no point during any of her training, or during the fall of House Faust, had she ever once laid eyes on Inquisitor Coltrane. *** Agatha looked the Big Heart over, a wry twist to her lips as she porter explained where the tanker vessel was headed. After six months of intensive training and anticipation for her first assignment, she was heading right back home again. To Desoleum. If the Omnissiah had a sense of humor, which he didn't, she'd swear that he was laughing at her right about now. Well it wasn't like one could simply tell the Inquisition "oh no thank you, I'd rather not go there if it's all the same with you." If this was her assignment then this was her assignment, and there was nothing to do but make the best of it. At least she was familiar with the local customs. Thanking the porter she handed over the obsidian cylinder she'd found in the station's life support recycling catacombs for scanning, following along as he led her aboard the vessel. *** The stateroom was plain but comfortable with six beds, one for each occupant. Her new cell, apparently. Shrugging off the heavy cloak and setting her autogun in the locker beside her bed, she turned her attention towards the others that, by the divine blueprints of the Omnissiah and the will of the Inquisition, she was to work with. Two of them were from more primitive worlds given their bearing, one of them decorated with face paint while the other was more sensibly attired. shock maul and carapace armor indicative of Adeptus Arbites secondment, high probability of superstitious belief structure, facial markings possibly warpaint, necklace of teeth battle trophy...warrior caste? Then there was the tall, pale man in Administratum robes who looked distinctly uncomfortable being here...someone's recruitment was perhaps a bit less voluntary, she thought to herself with a smile. keeps himself positioned with clear sightlines to available exits at all times, indicative of suspicious or paranoid personality type, outline beneath robe and positioning of hands suggests concealed armament, physical appearance reminiscent of zero-gravity environmental adaptation Next was a man in Imperial Guardsman armor, their primary combat specialist no doubt. Interestingly enough he seemed to, if anything, smell more like promethium than the rest of the room did. skin discoloration along face and hands indicative of flash burns, probable flamer operator, dog tags list original regiment as 818th Aramexan And that left the last occupant, a gaunt woman in black with graceful bearing and a gaze like a targeting auspex. bodysuit designed for high mobility, possible stealth/infiltrator...no other distinguishing characteristics. Hmm. Notably absent, yet again, was Inquisitor Coltrane. If all Inquisitors were as seemingly paranoid and reclusive as he was, it was a miracle they got anything done at all. Then again, she supposed, that's what he had them for. Kai Tave fucked around with this message at 18:24 on Oct 1, 2014 |
# ? Sep 22, 2014 03:09 |