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Werix
Sep 13, 2012

#acolyte GM of 2013

He who fights with monsters should look to it that he himself does not become a monster. And if you gaze long into an abyss, the abyss also gazes into you.
Ancient Terran Philosopher.

Part I:Precipice of the Abyss
Act I: Homecoming




Hotel Matillian Hive Sibellus, Sector Capital, Planet of Scintilla

The Hotel Matillian, located on the northern side of Hive Sibellus, is known as a hotel that caters to off planet interests looking for a discrete place to stay; usually traders who have brought confidential information with them. Each Room is built on the side of the hive. They each have their own landing pad, and the only entrance to the suites is from that pad. House keeping only cleans rooms after guests have checked out, and each room has a myriad of electronic shielding, from copper in the walls to exterior zone of Silence generators. In short, the perfect location to stay if you are trying to hide the existence of a daemonhost from anyone.

Said daemonhost is in the other room. For now, the six of you are meeting with Inquisitor Whitehall in the large suite's kitchen.



She looks at those around her, her face as cold as ever. It was never any secret that she never felt any close connection with any of you. You were always Banca's team of Acolytes, not hers. As such it creates a strange relationship, in which you are the people she trusts most, but she typically does not share her plans until you arrive at your destination, and Scintilla was one hell of a destination. Ever since Xanaroch took up residence with Banca, the sector capital had been avoided at all costs. it has the most security of any planet in the sector, as well as being home to the Inquisition in the sector. Truly to bring a daemonhost to this world is an insane prospect.

Sipping some tea, Inquisitor Whitehall turns to the six of you. "Okay everyone, our mission here is two fold. First, that daemon has indicated that there is a Chaos cult on this world. It says up in Gunmetal City she has detected a strong psyker enacting rituals to Nurgle. She can't pinpoint where the psyker is, but she knows that the rituals are more than just the psyker, that there is some sort of cult. Maybe it is among the nobles of Gunmetal, perhaps a cult has built up among the working class, or it could even be a perversion of the Imperial Creed or the Adeptus Mechanicus Overseers. You have proven very adept at sniffing these cults out in the past, so by all means, feel free to act as you will. If you wish to interrogate the daemon more, then go ahead, though it has not been forthcoming."

She then remains silent for a couple minutes, as if actively debating whether or not to even mention the next part to the group. She finally decides she will, but speaks in a hushed tone. "Meanwhile, I am going to the Tricorn to dig up information on another Inquisitor. This Inquisitor has spent a lot of time dealing with daemonhosts. The binding ritual the cultists used is unique While Xanaroch is Thrice bound in Banca's body, making it weak, every ritual used to try and break the binding and expel the daemon has been unsuccessful. The binding ritual not only keeps the daemon in, but keeps others out as well."

Whitehall finishes her tea, "Don't share anything about my mission with that damned creature. I have brought up this Inquisitor to her before, and the daemon has been evasive every time. I think it knows that this Inquisitor likely holds information that could break the binding and expel it, and that scares it."

Okay, welcome to the game. I am using a method I have used before, where like an old adventure game, I underline potential important information and lines of inquiry. Your first step is to determine which of those Imperial organizations or groups you are going to investigate first. Don't worry if you pick the wrong one; If you do and are successful investigating, some clue pointing you in the right direction will appear.

If any of you wish to interact with Xanaroch you may. I did roll up the Daemonhost using the rules in Dark heresy 2's Enemies Beyond book, though I will not be sharing those stats with you.

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Werix
Sep 13, 2012

#acolyte GM of 2013

Second post for house rules and misc stuff

House rules:

1. You do not need to meet the fellowship requirement to take a Minion of Chaos talent. You still need minimum Infamy, and the Loyalty mechanics work as usual.
2. If you are a psyker dedicated to Nurgle, you may use toughness to manifest psyker powers if you wish. This is because Willpower is from an opposed god, so the game actively punishes you for being a Nurgle Psyker.
3. Jam rules RAW is dumb. If you get a jam on an SP, bolt, or other similar weapons that fires physical projectiles(bows, grenade launchers, etc), you don't loose the whole clip, you have to reload. Any other weapons like las, flame, plasma, melta, etc do loose the whole clip, since it is likely something wrong with the fuel tank/flask/power cell going bad.
4. If you get a mutation while unaligned that has an additional modifier if you are aligned (for example eye of chaos) and you then later align, you gain the benefit of the alignment. This could cause your mutations to wildly change upon alignment as your new patron god reshapes you.

Werix fucked around with this message at Jan 13, 2017 around 18:42

Waci
May 30, 2011

Let me axe you just one question.


Jenny

"Starting from the overseers sounds like our best bet, two for one type of deal. Lets us check on the mechanicus side, and they might have noticed something odd if it's among the working class as well. Easy enough to come up with a reason to talk, and combining the two wouldn't be too hard." Jenny looks at the others, internally acknowledging that she might also have a preference for the mechanicus for reasons of familiarity. "Unless someone has a reason to think it's one of the other two?" She shrugs. "I mean, hobnobbing could be fun."

pre:
Name: Jenny
Archtype: Heretek
Pride: Wealth
Disgrace: Regret
Motivation: Perfection
XP (unspent): 1000 (0)

WS: 37=25+15-3
BS: 30=25+8-3
S: 33=25+8
T: 36=25+11
Ag: 41=25+16
Int: 46=25+16+5
Per: 35=25+10
Wp: 34=25+12-3
Fel: 46=25+16+5

Wounds: 19

Corruption: 5
Infamy: 21

Skills:
Logic
Common Lore (Adeptus Mechanicus, Tech, Administratum, Imperium)
Dodge
Tech Use +10
Forbidden Lore (Archeotech)
Scholastic Lore (Chymistry)
Trade (Couturier)
Linguistics (Low Gothic, High Gothic, Techna-Lingua)
Charm
Deceive
Commerce

Talents:
Die Hard
Technical Knock
Weapon Training (Las, Primary, Shock, Power)
Mechadendrite Training (Utility)
Meditation
Weapon-tech
Lesser Minion of Chaos (Woodhouse)
Enemy (Adeptus Mechanicus)
Sprint

Traits and abilities:
The Quick and the Dead
Mechanicus Implants
Binary Chatter
Haunted (enemies gain +10 to intimidate against Jenny)
Unnatural Intelligence +2

Equipment:
Unholy Unguents
Combi-tool
Dataslate
Optical Mechadendrite
Lumenin Capacitors
Good Pheromone Generator
Good Cerebral Implants
Good MIU
Good Neural Whip
-Cursed Metal
-Mono
Good Long-las
-Red-dot laser sight
-Ammo Glutton
-Cursed Metal
Best Mesh Combat Cloak
-+5 Charm
Good Mechanicus Assimilation x4
Good Bionic Legs

Acquisitions:
1: Good Craftsmanship MIU
2: Good Craftsmanship Neural Whip with Mono and Cursed Metal
Wealth: Best Craftsmanship Mesh Combat Cloak
Trading away starting power axe for: Good Craftsmanship Mechanicus Assimilation x4
Trading away starting light carapace: Good Bionic Legs
Trading away starting best lascarbine for: Good Long Las with Red Dot Laser, Cursed Metal and Ammo Glutton

Alignment: Unaligned
Slaanesh: 2

Advances:
Charm -200
Deceive -200
Commerce -200
Linguistics (High Gothic) -200
Linguistics (Techna-lingua) -200

Woodhouse
pre:
WS: 22
BS: 26
S: 18
T: 20
Ag: 21
Int: 26
Per: 25
Wp: 18
Fel: 26

Wounds: 6

Skills:
Linguistics (High Gothic)
Trade (Couturier)
Charm
Tech-Use
Commerce

Talents:
Weapon Training (SP), Quick Draw, Lightning Reflexes, Sound Consitution x2

Traits:
Machine 3, Unnatural Senses

Gear:
Guard Flak Armour
Good Craftsmanship Autogun

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

Tess let someone else speak first, still fighting back nausea from the morning round of sedatives.

"The Mechanicus? They're never very chatty. But I guess I can canvass the menials while we're there. I'd prefer to head straight to the working-class neighborhoods or the noble quarter... a crowd makes people uneasy, anyway."

Clutching a particularly well-shined pan from a stovetop, she quickly stowed it under the sink as terrible things involving knives and the gathered cell glittered across its surface.

quote:

Name: Tessera "Tess" Brandt
Career Path: Former Scum, now Unbound Psyker (+5 Wil)
Alignment: Unaligned (but leaning Nurgle)

Characteristics

WeS: 37 (25+12)
BaS: 36 (25+11)
Str: 35 (25+10)
Tou: 51 (30+16+05)
Agi: 30 (22+08)
Int: 30 (22+08)
Per: 40 (25+15)
Wil: 51 (35+16)
Fel: 40 (25+15)

Wounds: 10 (8+4-2)
Corruption: 12 (1+4+4+3)
Inf: 26 (19+2+5)

Pride: Fortitude (+5 Tou, -3 Agi/Int)
Failing: Greed (+4 Corr, Greedy)
Motivation: Ascendancy (-2 Wnds, +5 Wil)

Skills:
Awareness
CL: AdAstraTel, Arbites
Deceive
Dodge
FL: Psykers
+Intimidate
Ling: Low Gothic
Psyniscience
Stealth
Trade: Astrographer

Talents:
Child of the Warp (Permanent Distorted Reflections)
Jaded
Resistance: Fear
Weapon Training (Primary, SP)

Traits:
Greedy: -10 to Commerce
Quick and Dead - +2 Initiative
Psyker - Unbound, Psy Rating 3

Powers:
(Thought Sending
Delude
Compel
Precognition) 500 Free
Precognitive Dodge
Glimpse
Doombolt

Gear:
CC Stub Revolver
GC Sword
Flak Cloak
Psy-Focus (An ugly-looking spinal implant with tubes leading to ports on her neck and forehead)
Data-Slate Filled with Arcane Lore

Acquisitions:
PQ Psychic Hood
Cameleoline Cloak
Black Blood

XP Xpenditure (50/2100 remaining, 4N)
U300: Precognitive Dodge, Glimpse
N250: Tough+5
N200: Intimidate
U200: Stealth
N350: Intimidate+10
U200: Doombolt
N250: Resistance: Fear
U100: Inspire
U200: Mind Link

Mutations:
Wreathed in Chaos: +10 to Interactions with Chaos Worshippers, +10 to only Intimidation w/ Imperials or Xenos or whatever.

Jolinaxas fucked around with this message at Jan 15, 2017 around 09:51

Viva Miriya
Jan 9, 2007




Cully Cross
"I reckon the taint has to do with the Imperial Creed. Plague cults have a way of being born of the best of intentions from missionary work amongst the working classes. I'll play the part of some scintillan enforcer who will attend their gatherings in his off hours. Some of these men have hearts and are trying to make sense of what they remember from their teachings with their new role. The cultists if they see me they may wish to recruit me as a local ally for their operations. I'll need one of you to accompany me and "bring me into the flock" so to speak."

pre:
Name: Cully Cross
Archetype: Renegade (+3 WS/+3 BS)
Pride: Martial Prowess (+5 WS/-5 Int)
Disgrace: Wrath (+5 Per/-2 WP/-1 Wound)
Motivation: Perfection (+5 WS/-3 S/-3 T)
Alignment: Unaligned (Will fall to Khorne around the 20 corruption threshold)
Special Ability: Adroit (WS)

Characteristics:
WS  54 (25 + 16 + 3[Archetype] + 10[Motivation/Pride])
BS  44 (25 + 16 + 3[Archetype])
S   30 (25 + 8 - 3[Motivation])
T   30 (25 + 8 - 3[Motivation])
Ag  41 (25 + 16) 
Int 31 (25 + 11 - 5[Pride]) 
Per 40 (25 + 10 + 5[Disgrace])
WP  40 (25 + 12 - 2 [Disgrace]+ 5[Advances])
Fel 40 (25 + 15) 
Inf 26 (21 + 5[Campaign]) 

Wounds: 13 (14 Starting - 1[Disgrace])
Infamy Points: 2
Corruption: 3
Experience: 2,000/2,100
Banked Experience: 100

Alignment Counter (KNST): 3/0/1/1
Advances:
Berserk Charge (250) [Khorne]
Flesh Render (250) [Khorne]
Lightning Reflexes (250) [Slaanesh]
Swift Attack (500) [Khorne]
Two-Weapon Wielder (Melee) (500)
Simple WP Advance (250) [Tzeentch]

Skills:
Athletics
Awareness
Common Lore (Imperial Creed, Imperial Guard, War)
Dodge +10
Intimidate
Linguistics (Low Gothic)
Parry
Operate (Ground)
Scholastic Lore (Tactica Imperialis)
Stealth
Tech-Use
Trade (Armourer)

Talents:
Berserk Charge
Catfall
Disarm
Flesh Render
Hip Shooting
Jaded
Lightning Reflexes
Marksman
Rapid Reload
Sprint [Bionics]
Swift Attack
Two-Weapon Wielder (Melee)
Quick Draw
Unarmed Warrior
Weapon Training (Bolt, Chain, Flame, Las, Primary, SP)

Traits:
The Quick and The Dead

Bionics:
Black Blood (Autosanguine)
B.C Bionic Legs

Current Equipment
Good Craftsmanship Bolter w/6 reloads
Bolt Pistol w/2 reloads
2 Best Craftsmanship Chainswords
8 Stun Grenades
Heavy Carapace Armour
- Good Craftsmanship Helmet Augmentations
Dataslate w/annotated version of Tactica Imperialis

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 2/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8[12] Charge: 12 Run: 24 Sprint: 48
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 24/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.
Swift Attack: Cully can Swift Attack for +0 on the WS test. Every 2 additional DoS is another hit on the target.
Two Weapon Wielder (Melee): Cully may attack twice in a round (Half Action each) with one handed weapons. Both attacks suffer a -20 penalty.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).

Viva Miriya fucked around with this message at May 21, 2017 around 11:33

chin up everything sucks
Jan 29, 2012




Pancracius Boselmann

Nodding as the others speak, Pancracius taps away at a dataslate held in his hands, while Vault hulks at his side, silent and still. "Nurgle rituals are by definition hard to properly ward and contain, they tend to leak power to the surrounding area, which then leads to an uptick in rates of illness. We might do well to check the local hospices and see if there are any unusual outbreaks, especially ones that are disfiguring or hard to treat. That could at least eliminate the workers as a possibility. A ritual done among the nobles Spires or Mechanicus will take more work to find, they aren't likely to let infected wander away to where we can find them."


pre:
Name: Pancracius Boselmann
Archetype: Apostate
Alignment: Unaligned, leaning Tzeentch
Concept: Scholar/Researcher in Banca's service
Pride: Logic
Disgrace: Dread
Motivation: Arcane

Stats:
WSk: 33 = 25 + 8
BSk: 40 = 25 + 15
Str: 30 = 25 + 8 - 3 [Arcane]
Tou: 35 = 25 + 10
Agi: 37 = 25 + 12
Int: 48 = 25 + 16 + 5 [Pride] + 2 [Arcane]
Per: 41 = 25 + 16 - 5 [Pride] + 5 [Dread]
Wil: 36 = 25 + 16 - 5 [Dread]
Fel: 41 = 25 + 11 + 5 [Apostate]
Inf: 26 = 19 + 2 + 5
Cor: 10 = 03 + 4 [Arcane] + 3
Wounds: 13/13

Skills:
Awareness
Charm + 10
Command
Deceive + 10
Inquiry + 10
Dodge
Commerce
Logic

Knowledge Skills:
Common Lore (Imperium, Administratum)
Forbidden Lore (Daemonology, Archeotech, The Inquisition)
Linguistics (Low Gothic)
Scholastic Lore (Occult, Cryptology, Chymistry, Numerology)
Trade (Chymist)

Talents:
Air of Authority
Hatred (CSM)
Peer (Administratum)
Total Recall
Unshakeable Will
Weapon Training (Las, Primary)
Disturbing Voice
Polyglot
Lesser Minion of Chaos (Servitor that is a Walking Warded 
Lockbox for storing our heretical poo poo)

Traits:
The Quick And The Dead
Serpents Tongue
Emaciated

Gear:
Good Laspistol
Common Power Blade (traded for Vault's Light Power Armor)
Mesh Armour
Chaos Pendant
Unholy Tomes
Best-Craftsmanship Reaver Long Rifle - Acquisition
Common Refractor Field - Acquisition, given to Vault

Exp [1300/2100] K:0/N:0/S:1/T:2
Exotic Weapon Training (Reaver Long Rifle) - 500
Deadeye Shot - 250
Scholastic Lore (Numerology) - 200
Deceive (Trained) - 350

Vault, the Mobile Warded Vault Servitor (Ogryn Chasis)
pre:
Lesser Minion Of Chaos (Mobile Warded Vault Servitor)
Name: Vault
WSk: 26 = 10 + 16
BSk: 18 = 10 + 8
Str: 31 = 10 + 16 + 5
Tou: 31 = 10 + 16 + 5
Agi: 25 = 10 + 15
Int: 15 = 10 + 10 - 5
Per: 22 = 10 + 12
Wil: 21 = 10 + 11
Fel: 13 = 10 + 8 - 5
Wounds: 9
Armor: 7
TB: 3

Skills:
Awareness
Athletics
Dodge
Security

Talents:
Cold Hearted
Orthoproxy
Sound Constitution x3

Traits:
Size (5)
Sturdy
Machine (2)

Equipment:
Light Power Armour
Common Refractor Field

chin up everything sucks fucked around with this message at Jan 14, 2017 around 18:38

Dachshundofdoom
Feb 14, 2013



Pillbug


Rodan 008

Rodan has been standing quietly in one of the corners, fiddling with a steak knife he grabbed off a shelf when it caught his eye. He could see his reflection in it. It kept changing in unsettling but deeply interesting ways. When everyone else speaks up, he sets the knife down on the counter again and talks in a voice husky from disuse and muffled by his helmet.

"Workers. Nurgle prefers the weak. Thrives on crowded conditions and poverty. Always where I look first."

Having said his piece, he goes back to wiggling the knife back and forth, marveling at the way his image twists and contorts. Like it's alive.

Child of the Warp Flavor of the Day: 8, Distorted Reflections within 10 meters.

pre:
Name: Rodan 008
Alignment: Unaligned (too insane to care, probably Exalted Psyker in the long run)
Archetype: Psyker (Bound)
Pride: Grace
Disgrace: Regret
Motivation: Perfection

WS:  46 (16 +5 Motivation)
BS:  32 (12 -5 Pride)
S:   40 (15)
T:   36 (11)
Agi: 40 (10 +5 Pride)
Int: 30 (8 -3 Motivation)
Per: 41 (16)
WP:  46 (16 +5 Archetype)
Fel: 30 (8 -3 Motivation)

Wounds: 12
Infamy: 26
IP: 2/2
CP: 17

Skills:

Awareness
Common Lore (Imperium, War)
Dodge
Forbidden Lore (Psykers)
Intimidate
Linguistics (Low Gothic)
Psyniscience
Stealth
Trade (Chymist)

Talents:

Ambidextrous
Child of the Warp
Double Team
Jaded
Psy Rating 3
Quick Draw
Sprint
Weapon Training (Primary, Shock, Flame)

Psychic Powers:

PR 3

Glimpse
Mind Over Matter
Precision Telekinesis
Precognition
Precognitive Dodge
Telekinetic Weapon
Warp Vortex
Manipulate Flame
Spontaneous Combustion

Traits/Mutations/Other:

The Quick and the Dead: +2 to Initiative Rolls

Psyker (Bound)

Haunted

Intelligent Cyst

BC Bionic Legs
Black Blood

Gear:

Flamer (Laspistol)
Neural Whip
Imperial Guard Flak Armor (Flak Cloak)
Psy-Focus (Scorched Remains of Imperial Guardsman's Uplifting Primer)
Dataslate (Mission)
Stummer

Acquisitions:

BC Bionic Legs
Black Blood

XP/Inf/CP Log:

+500 XP - Nurgle Cult Hunting
+600 XP, +5 Inf, +3 CP - Whitehall's Downfall

XP		2000/2100

Glimpse-100                (U)
Warp Vortex-200            (U)
Precognitive Dodge-200	   (U)
Stealth-200		   (U)
Ambidextrous-250	   (U)
WT (Flame)-250             (U)
Manipulate Flame-100       (U)
Spontaneous Combustion-200 (U)
Quick Draw-250             (U)
Double Team-250            (U)

Dachshundofdoom fucked around with this message at Jan 21, 2017 around 03:59

Werix
Sep 13, 2012

#acolyte GM of 2013

Okay, so far we have:

Waci: Mechanicus
Jolinaxas: workers or nobles
Viva: Eclisiarchy
Dachshund: workers
Firesight: Uh, workers? Is that what you mean by hospice?

So it looks like workers are winning, and even if ferrosol posts, it won't change the vote. i'm not in the mood to be splitting the part right off the bat, so where one goes, you all go for now. Though if one of the others feels really impassioned about another route, then feel free to try and convince the others.

Once Ferrosol checks in, we'll move on.

Ferrosol
Nov 8, 2010

Notorious J.A.M




"Workers sound good enough to me I guess." Lash smiled as she shrugged her shoulders, "I could talk you in Cully, I suppose, if we have to. I hate Nurgle cults, I always want a good bath after I've finished with them, six good baths if I can get them." she sighs a very theatrical sigh, "Still for the greater good of the imperium and all that crap I suppose it's worth it." she added playfully although with a slight undertone of bitterness. After all what had the Imperium done to help her lately?

quote:

Name: Lashunda "Lash" Feulner
Archetype: Apostate
Pride: Beauty
Disgrace: Greed
Motivation: Perfection
Alignment: Unaligned (leaning Slaaneshi)
Special Ability: Serpent's Tongue

Characteristics:

WS: 41
BS: 33 (-3[perfection])
S: 35
T: 30 (-3 [perfection])
Ag: 40
Int: 41
Per: 37
WP: 29 (-4[beauty])
Fel: 51 (+5[Apostate] +5[perfection])

Wounds: 13 (9+4)
Infamy Points: 23 (+2 [Beauty])
Corruption: 4 (+4 [Greed])
Experience: 900/1,000
Banked Experience: 100

Alignment Counter (KNST): 0/0/1/0

Advances:
Weapon Training (Power) (250xp) [unaligned]
Trained Acrobatics (200xp) [Slaanesh]
Trained Linguistics (High Gothic)(200xp) [unaligned]
Ambidextrous (250xp) [unaligned]

Requisitions:
Single Common Craftsmanship Refractor Field [Acquisition #1]
Single Common Craftsmanship Pheromone Generator Implant [Acquisition 2] [+10 to charm tests +20 to charm tests in enclosed spaces]

Skills:
Acrobatics
Awareness
Charm +10
Command
Commerce
Common Lore (Administratum)
Common Lore (Imperium)
Deceive
Dodge
Forbidden Lore (Daemonology)
Forbidden Lore (The Inquisition)
Forbidden Lore (Xenos)
Inquiry +10
Linguistics (Low Gothic)
Linguistics (High Gothic)
Scholastic Lore (Bureaucracy)
Scholastic Lore (Cryptology)
Scholastic Lore (Heraldry)
Security
Trade (Cryptographer)

Talents:
Air of Authority
Ambidextrous
Hatred (Adepta Sororitas)
Inspire Wrath
Mimic
Peer (Administratum)
Radiant Presence
Total Recall
Unshakeable Will
Weapon Training (Las, Primary, Power)


Traits:

Serpent's tongue: The Apostate is a master of infiltration, deception, and seduction, allowing him to ingratiate himself with organisations who would normally kill him on sight. Once per game session, the Apostate may make a Challenging Charm or Deceive Test to gain the Peer Talent with one organisation of his choice for the remainder of the session. If the Apostate has a Fellowship of 55 or higher, he can gain the Peer (2) Talent for a chosen organisation instead.

The Quick and the Dead: To survive in the Vortex, particularly as a human, one must be quick, both in wits and action. Sometimes fast reflexes can compensate for ceramite armour. All Heretics with this Trait add a +2 bonus to Initiative Rolls

Overwhelming Need: The character receives a –10 Situational Modifier to all Commerce attempts.

Starting Equipment:

Good-Craftsmanship Laspistol,
Common Craftsmanship Power Blade,
Flak Armour
Aquilla pendant
unholy tomes
2 laspistol clips
Common Craftsmanship Refractor Field

Viva Miriya
Jan 9, 2007




Cully Cross
"Works for me, lets see whats up with the workers then. Though I'll bet you a pack of lhos that when we get down there, that the ecclesiarchy is gonna be caught up in it somehow. I'm betting a hospitaller order or a clinic run by them."

Werix
Sep 13, 2012

#acolyte GM of 2013

Whitehall nods, "Well then, if you are all ready to go, there is a hover car out on the landing pad. It'll be a tight fight, but you should all fit in there." Every one looks at the door leading to one of the back rooms. They all know that Xanaroch is in there. They all also know that the room has been warded with a plethora of wards, keeping the daemon in place, and even stopping it from speaking. A Daemon Prince could be on the other side of the door, and Xanaroch wouldn't be able to call out for help. The Inquisitor has gotten very good at keeping the daemon at bay, which is illustrated by the fact that they were going to leave it there alone.

The group makes their way to the private landing pad on the outside of the suite, where there are two hover cars. The acolytes enter the hovercar that their key opens, and spends the next few hours flying to Gunmetal City. Finally, after the flight, the group finds itself descending upon the city.



Gunmetal City. Hub of firearms in the Calixis Sector. The city is built upon an active volcano, all the better to harness nature to craft firearms. As the car descends into the crater, three sounds are constant: the sound of metal shaping metal, the yells of foremen at menials, and the ever present sound of guns. The hover car descends down to the worker hab blocks, down in the sweltering crater, below the warehouses, but above the smelting forges. Finding a public parking ramp, the acolytes step out into the heat.

Immediately three ideas of where to go come to mind. Pancracius's plan to visit Hospitalier Hospices is a good plan, if Nurgle is involved, surely they would have seen something. Another potential lead would be to head into the hab-blocks themselves. It is surprising how easy it is to pry information from strangers in the street, plus there might be notices of meetings that are fronts for the cult. One last potential plan would be to try and find some of the Hab overseers. Even away from the factorums the various gun manufacturing noble houses keep an eye on the workers, since the hab blocks are owned by the company. The overseers might have good information, but might be the least cooperative.

Okay, I have presented you three potential areas of inquiry. Here you may feel free to split up if you want to. You'll be trying to gather information here.

This isn't Dark Heresy, this is Black Crusade. So while i will have skill tests I'm not going to go "you don't have Scholastic Lore (judgement) you get nothing. Now you might still fail your skill tests and get little information. This is here in part to get some of that "day in the life of a corrupt Inquisitorial Acolyte" taste.

I also emphasize corrupt. Feel free to be as corrupt as you feel your character wants to me. Some of you might be embracing your eventual fate more than others.

Viva Miriya
Jan 9, 2007



Cully Cross
"I've been around this part of Gunmetal City some years ago. Look I'm gonna uhh, do some investigating in the hab blocks. See what the talk around town is and see if I can check out the local clinics near the foundries. Something like that." Cully says as he heads towards one of the rougher parts of Gunmetal City, throwing a cloak on top of his carapace that represents whatever faction is supposed to be ascendant in the area he's traveling to before embarking on his investigation. Though he is doing what he said, really he's just trying to get away from it all for a moment. Year after year Cully's been fighting, purging, and rending heretics. And any day might be his last day alive before being consumed by daemons he figures. Bad idea Cully thinks as his mind gets lost contemplating the horrors he's witnessed in service to the Inquisition. An hour of walking later and he's there, Hab Block C-45; an oversized shipping container spruced up to resemble accommodations for the people who live down there on the outside. Inside, after giving the secret knock of course, its one of many nightclubs and lounges where the enforcers of Gunmetal City and the foundry workers blow off steam. And while Cully will get around to working the room and plying people with lhos and amasec, thats not what he's here for. Oh no, Cully came here for her. The raven haired beauty singing on the stage to the piano's beautiful melody. Let his fellow Acolytes work the rest of the leads, they have his vox link, its not like he hasn't been plugged into it for the last 15 years.


For one moment in this tortured universe, let a damned man forget all his worries.

Cully will 'investigate' the hab-blocks. Using a social approach, primarily infamy based to represent utilizing peoples vices and his resources to get them to talk as opposed to any particular charm or deception. Also he came to see some singer as well naturally. Not really going to get into it more than that, but I figure it was a nice bit to write up.

Viva Miriya fucked around with this message at Jun 29, 2016 around 12:39

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan swipes through the mission details on his datapad one last time and then puts it away. There was a psyker performing Nurgle rituals? Then that was exactly what he was going to look for. Imagination and subtlety were not his strong suits. Rodan stalks off into the crowds and back-alleys of the hab blocks, scrying for anything unnatural. He hoped he'd find an unsanctioned psyker or someone else with clearly heretical leanings. It had been far too long since he'd last threatened someone.

He didn't expect to actually find the culprit they were looking for, but unless this cult had no working-class ties at all, he might be able to catch someone tangentially connected and then murder his way up the food chain.

Rodan's going to wander around the hab-blocks using Psyniscience to look for unnatural psychic signatures or other evidence of psykers/rituals. If he actually stumbles across a possible cult tie, like a psyker or somebody with ritual residue in their basement, he'll press them for information with Intimidate. If he intimidates anyone, he'll try to use an Unfettered Glimpse (TN 56) first to gain a +15 on the Intimidate test.

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"What? Not heading down to the Hospitallers, Cully? Maybe you know something I don't..."

Well, Tess was perfectly willing to do so. It would be nice to get an actual patchjob on her back, but one look at the tech and the Sisters would probably get the flamers out. No, she'd just have to have a spooky enough cover to shake the power-armored monkeys out of her tree. Some kind of hive-wide health inspector, riding in fresh from an incident across the city that it would take them too long to check the veracity of.

She shook off the spirals at the edges of her vision and informed Pancracius of her approach. To be honest, he looked the part of a bureaucracy drone much better, and was much more "pleasant" with people to boot.

"You're still keen on heading over there, right? By all means, if you've got a better plan, go right ahead with it. Just... thinking out loud."

She resisted the urge to keep her mouth shut and broadcast the last bit psychically. These days, people tended to find her jokes a lot less funny. For whatever reason...

I can Deceive at 40, 50 if I can Delude (itself a TN 65 check, fettered, that's opposed by their Willpower) to back him up if need be. Or play frontman if Pancracius doesn't want to, for some reason.
I've also got CL:Arbites at 30 and Psyniscience/Awareness at 40, in case they help.

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

"Yes, we might as well get this done with. I'd suggest that we first check with the staff, and if they remember anything unusual we start checking whatever records they have to see what information we can find. While I'm talking, take a quick look through some of the Wards, just in case it's actually the staff itself. If you find anything that could be dangerous, we can store it in Vault until we can investigate it safely. I think that covers everything that might give us information there." Pancracius lets his gaze wander across the rest of the group as he continues to think. "Do remember to not flash your insignia around until we have some kind of lead to work with, if somebody gets alarmed we could find a full fledged plague across the entire hive... or daemons... or find nothing at all. The more competent we make Inquisitor Whitehall look, the better the odds he can pull the strings needed to help Banca."

Ferrosol
Nov 8, 2010

Notorious J.A.M



"Lash" Feulner

"Hmm not a bad idea. I think I'll go for a classic. Upper hive girl slumming it." Lash said "Gee Mr workman what do you do for fun down here. care to show a girl a good time?" Ask enough people the right questions and eventually someone will let slip the information you need. It'd worked for her in the past so why not try it again. Sure the disguise was clichι but clichι's worked for a reason and men could be putty in her hands with the right few words. It would be childs play to find someone who could spill their secrets. And if she got to have a little fun along the way then well everyone's a winner.

Lash is gonna go out and charm the local workforce in the hope that someone knows something. And if her barhopping happens to take her into Culy's bar so much the better.

rolling charm at 61 +10/20 for Pheromone implant depending on how enclosed the local environment happens to be.

Waci
May 30, 2011

Let me axe you just one question.

Jenny

Why did it seem like half the team was going drinking instead of working? Jenny looks at Pancracius, apparently the most responsible person around. "Do you think you can handle the hospitallers by yourself? If you don't need me there, I'll go talk to the overseers, see if I can get them to cooperate." She might not be planning to flash her badge, but that didn't mean she couldn't fake a different one. The Collegiate Extremis had jurisdiction over matters of technological orthodoxy, but usually limited their operation to the mechanicus and to the most egregious cases of tech-heresy. She would simply request their cooperation, politely, not as an order but as a means of earning the mechanicus' good graces through little effort on their part. Even if the name of the Adeptus Mechanicus internal division meant little to them, few hivers failed to understand the benefits of having friends in law enforcement, and every manufactorum had little slips of technological orthodoxy that they would want to smooth over.

Unless someone wants me with them, going to gently caress with my mechanicus credentials and request a meeting with some hab overseers.

Werix
Sep 13, 2012

#acolyte GM of 2013

Workman's quarters:

Half of the group decide to head into the hab quarters of the various workers. Lash and Cully try to ask around the various different locations workers gather during what little off time they get, while Rodan tries his hand at some psychic scrying. Besides finding a scum bar with a rather talented singer, Cully doesn't bring up much. Lash has no luck either. The locals can clearly tell that she isn't from around here, and while they don't know what she's up too, they know she is trying to take advantage of them. (Cully rolls above influence and gets nothing. Lash rolls an 84, and the locals roll a 08 vs their 30 WP, so they see through her charm.)

Rodan meanwhile, has some luck. While he cannot find any evidence of any psykers roaming about, he does happen to get some very minor psychic readings off of some pamphlets. Not enough for him to think there is anything warp related about the pamphlets and fliers, but more like psychic residue from them having been in a location with a strong psychic presence. The Fliers are for a Hab 87's Benevolent Pooling Association. The Flier contains information on the Association, which professes to be an Association Hab workers are invited to join. Each worker is expected to kick in part of their ration cards each meeting, but then the association splits those pooled card among those members in need, such as when someone gets hurt on the job and can't provide for themselves or their family.

Our Sister of Perpetual Grace hospice

Tess and Pancracius try to find a Hospice, and they indeed find one, the Our Sister of Perpetual Grace, a Hospice run by the Order Hospitaller. The Hospice is mostly full of the elderly and gravely wounded, with little more than the Words of the Emperor to act as a palliative. A quick glance among the dying does not seem to reveal any sort of sickness among the group. They do eventually stumble upon a Sister Margaret, the lone Hospitaller overseeing the Hospice. Pancracius give the lady a kind smile and asks if she had seen anything of note as it comes to sickness.

She shares a story about how a month ago some workers who had collapsed at the job site had been brought in. The men and women were too sick to even move, and given the swollen skin they had, they should have been in great pain, but none of them had complained. They had been there barely an hour when a Ugnatious Bern, some workers' rights advocate came in with some men and removed the workers in questions.

Unfortunately the Hospice isn't really a clinic, so Sister Margaret did not have a chance to take any samples from the ill workers.

Overseers:

Jenny makes her way to the overseers, and easily talks her way in to see them. The Overseers are more than happy to see Jenny and to offer assistance, mainly because they are overworked. When she begins asking about worker behavior and any strange congregations, they throw every file they have as it relates to Worker Associations and rabble-rousing individuals.

Reunited:

The group gather back together after gathering their intelligence to share and compare what they have. Right away Pancracius makes a breakthrough. While reviewing the Pamphlet Rodan collected, he quickly sees some of the letters in the information are in a slightly different font from the rest. Copying out the letters leads to a cipher, though a rather easy one he can decode; the cipher was likely kept simple so workers could easily figure it out. The words speak of something much more sinister. That those who are in charge care nothing for the workers, and so the workers must gather together and find the strongest among them and bind them in blood. Only then will they be able to rise up against their masters and demand their rightful due. The cipher also contains the location of a meeting in an abandoned warehouse, which seems to occur at the same time every week. It just so happens the meeting is tonight.

With all the files that Jenny was given, they are able to easily find information on Ugnatious Bern. Seems Ugnatious has always been a trouble maker, having always spoken about the treatment of workers. He was put on a ban list by the overseers; he was not allowed to work in any of the forges, and had an arrest on sight warrant on him for anti-production activities with the local enforcers. His exact current whereabouts were unknown, but he tended to call the abandoned warehouse district his home; the same district the meeting is happening at.

The way forward is clear, the acolytes make their way to the abandoned warehouse district.

Abandoned warehouse district:

It quickly becomes clear why this district is abandoned. It is near the bottom of the city, and much of the flooring has given away. One wrong step would send one plummeting down into the volcano below, and the usual sounds are punctuated with the sounds of whole buildings finally giving way to gravity and falling into the orange abyss below.

The group make their way to the warehouse in question, and give it a quick lookover. At the front, two guards with bolt pistols and primitive weapons guard the loading docks, stopping workers who approach, giving them a pat down and letting some inside. Any of them that fail their pat down are turned away.

A quick look around the side reveals a side door. It appears unguarded, but if one were spotted by the side entrance, they would be caught in the open.

Okay, thankfully there was some logic among your group. Otherwise you would have had to track down Bern and interrogate him for the cipher. With Cipher in hand, you are able to easily find the location where some secret cult is meeting. You have to potential methods of ingress:

1. The front door. There are two guards watching it. You might be able to talk your way in, though you would still have to pass a pat down to get anything inside. There are also only two of them. There is enough cover on the street that you could engage them; though that would tip off whomever is inside.

2. There is a side door. Doesn't look guarded, but the approach is out in the open. May also be locked. Only way to know is for someone to approach it.

So essentially decide if you desire to:

1. Try to talk your way in
2. shoot your way in,
3. sneak your way in.

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

Pancracius smiles coldly as he looks towards his fellow acolytes, standing not far from the warehouse. "Pathetic security measures, standard worker rebellion recruiting, no good escape route because of the volcano below... I don't know how they survived this long. Probably because nobody cared about worker discontent. So, suggest some plans. Brute force might let the important people get away, if we missed something. They are patting down people who go in, so we can't sneak in with guns easily. Rodan, think you can walk in unarmed and open the side door for us? If we can get inside with armor and guns, the workers will be defenceless, so we only need to worry about the real troublemakers being armed. We should have one or two of us covering the front as well, so nobody can escape. Myself or Jenny are probably best equipped for that. Thoughts?"

Viva Miriya
Jan 9, 2007



Cully Cross
"Let's play it your way. Rodan lets us in through the side while Jenny keeps an eye on the front. If we have problems with locked doors, Lash can handle it. I want you with the group Pancracius. We get in and we can figure things out from there."

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"Makes sense to me."

The scum looked over the area, considering the guards and their alternate way in.

"Bolt weapons, eh? Very nice, given they're carryin' em on behalf of downtrodden workers who can't even buy the stub weapons they help manufacture. Speaking of which, am I in the front with Rodan, or using the back door? I'd offer to sit sentry but this thing isn't exactly built for suppressing escapees."

She lifted up her worn stub revolver halfway out of its holster.

Viva Miriya
Jan 9, 2007



Cully Cross
"We're taking the side."

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess gave a lazy-looking, sarcastic salute.

"Yes, ser. Wouldn't want to deviate from, edit, or - Emperor Forbid - improvise anything in your plan given our skillsets, ser."

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

"Front door, then open the side door. Right. Hold these."

Rodan unceremoniously thrusts his whip and flamer into Pancracius's hands, and turns back to face the warehouse. He starts to walk, then hesitates and turns around.

"I'm going to want those back."

With that, he stalks off and joins the back of the worker queue. He tries to occupy himself during the wait by idly skimming near-future events, but finds nothing of value, only Warp-touched nonsense visions so unlikely to occur that the information within is worthless. At least he'd know what to do if the Ultramarines decided to drop in a few seconds from now.

Meanwhile, the little voice in the back of his head had started up again, chattering away with plans and ideas for how to get past the guards. Stupid thing. It was better at dealing with people in non-violent ways than he was, but he loathed it anyway. Following its orders made him feel hollow and distant, like he was losing control of his body. Made him want to dig his fingers into his eye sockets, reach in deep and find the voice and tear it out forever.

Glimpse (Fettered) TN 61 (41 +10 PR 2 +10 Psy-Focus): 72

If and when they stop Rodan and ask him why he's here, he'll use Intimidate to strongly imply that he's been asked to come by Someone Important and that they shouldn't be stopping him. If pressed, he'll remove the helmet to show off the aquila brands and imply that he's holding a grudge against the Imperial Establishment over the scarification and torture. Basically going for the Psycho Cultist Bodyguard act.

Waci
May 30, 2011

Let me axe you just one question.

Jenny

"Wait, why am I watching the front door? I mean, I could talk my way in through it, but I can't exactly do suppressive fire." She glances at Woodhouse standing still behind her. "I mean, she can, but I don't even carry a gun." Ignoring the long-las slung on her back, she sighs at Cully. "Ffffiineeee. I'll keep an eye on them. Don't have your experience with looking poor anyway." Wondering if Cully understood the overt insult, she sets off to look for a vantage point with a clear line of fire to the doors.

Sitting my rear end down somewhere with cover, a good line of sight, and hopefully enough distance that they wont notice if I point a long las at them, though if I can't find such a spot I wont risk alerting them too early.

Viva Miriya
Jan 9, 2007



Cully Cross
"Stop that poo poo Tess. I may be wearing gloryboy armor but I'm still Guard. Do what works, that's all that I'll ever care about. We get in the side where it's hopefully quiet and then we figure out how we're gonna proceed from there."

Werix
Sep 13, 2012

#acolyte GM of 2013

Inside(?) the Cultist Meeting

Rodan leaves behind all of his weapons and makes his way to the small line of workers waiting to get into the warehouse. It doesn't take the guards too long to make their way through the small queue, and make their way to Rodan. Even without the armor a guy with chromed legs and flak armor gets their attention. One of them keeps their gun on Rodan while the other one gives the psyker a pat down. Not finding any weapons, the two guards stare at each other for a long second before they start talking to each other.

Guard 1: "Well were there weapons?"
Guard 2: "No, but well look at him. Guy's got cyber legs and guard armor. When did you last see a worker with guard armor and cyber legs?'
G1: "Yeah, but we were told to turn away anyone with weapons. Weren't told nothing about turning away guys with cybernetics and armor."
G2: "Well yeah, but this can't be right. Guy obviously doesn't belong here."
G1: "This place is cocking hot, and could fall into lava any moment, none of us belong here. Guy might be some awesome arsehole and help us out. Let the folks inside figure out if he is a danger."

With that the guards wave Rodan in. He enters into the warehouse through one of the old shipping doors, and finds himself behind a large crowd of people. In the center of the room is a platform suspended above a hole in the floor above a large drop to the volcano below. On the platform is a woman, who is preaching to the crowd, "For generations we have toiled, built weapons for others to use in killing yet more others! And instead of sharing the wealth that comes from these implements, they keep it, while we toil, and die and starve to death! To stop us from banding together they develop their 'Gunmetal gunslinger culture' where it is encouraged to to fight for 'glory' among ourselves. We literally make the guns that we use to kill each other!"

Many in the crowd are nodding their heads, and the Apostate takes her chance, "But no longer! Look to my guards around me! We have been pilfering their equipment, stockpiling it. We take the equipment they say is malfunctioning and we restore it and the machine spirit inside! Soon we will build an army they cannot resist, and we will take what we have worked hard for by force! Those who wish to join me, begin to line up over there!"

A quick glance at the equipment and Rodan knows she is right. These guards all have on old worn flak vests that have old Guard unit identifiers scratched off. Each one has a full bolter, along with auto pistols and chain blades at their waists. The Apostate continues from her pulpit while some workers start to break off and line up. Rodan can see some old offices in the corner, roughly where the side door should be, but he'll have to get past the guards to get at it.


Red Star is the Apostate
Red diamonds guards
brown blobs are workers.

How does Rodan proceed? Will update once dachshund posts, don't want to keep everyone else waiting long on him.

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Front door done. Now he just had to open the side door. Lots of heretics in here, he noted; this could get ugly fast, although it probably wouldn't be hard to break the will of the workers once they understood how outclassed they were. He advances quickly and calmly towards the guards in his path. The voice in his head won't shut up. It was grating on his nerves before, now it was getting excruciating. Why wouldn't it stop talking? He didn't need its drat help. He pauses in front of the guards, who stare at him cautiously. Then the voice tries to take over, and everything goes deeply, deeply wrong.

"Get out of my way, I ne--SHUT UP GET OUT GET OUT OF ME! I DON'T NEED YOU, PARASITE!"

Rodan grabs at his head and stumbles back a step, snarling in rage. The voice is sulking about him ruining everything, screaming that he's failed to follow his orders, but he's miles past caring now. If these fools want to fight, he'll give them blood. All the blood in the world.

Glimpse (Fettered) TN 61: 16

Intimidate vs 50: 1d100 88

Intimidate vs 50 Reroll: 1d100 85, that's uh, 6 DoF with Intelligent Cyst.

Werix
Sep 13, 2012

#acolyte GM of 2013

End of the Meeting

As Rodan approaches, the guards become suspicious, but they keep their weapons at bay, since Rodan could have just been another convert waiting for the ritual to begin. Of course that all ends when he starts sputtering off non-sense and gripping his head. The commotion is enough to startle the Apostate, who begins to flee with her two guards towards the offices. The two guards near the door start firing their auto pistols in the air, which causes the crowd to disperse, and all the workers start running from the warehouse quickly, along with the two guards nearest the old loading doors.

The two guards that Rodan tried to push his way past raise their bolters. "Move and we shoot!"

Outside:

Everyone waiting up front for Rodan to open the side door jump when they hear the sound of gunfire, and then a huge crown of workers streaming out of the warehouse. Behind the workers two cultist carrying bolters and wearing a flak vest come out and start pointing at the guards with the pistols and yelling orders at them.

Okay, so inside:

Rodan please give me initiative and an action. The two guards closes you have delayed actions for semi auto bursts if you at all move. Remember, it is still an opposed agility test for who goes first, so you might act quicker than them.
The apostate and two guards have used run actions this initial turn.

For everyone outside, I do not need initiative yet, but you better quickly figure out how you're going to handle the situation.

Oh, also for those who haven't played with me before/ in a while. I am now allowing players to roll their rolls in combat, namely their to hit rolls. If you want to roll damage you may, but your enemies might succeed on their reactions, so if you would rather me roll damage that's fine, just make sure your combat block is up to date with listed weapon damage.

I typically roll your reactions (dodge and parry) when I am rolling enemy dice, so also make sure those are in your combat block. I typically roll physical dice at my desk here because it is quicker, and it lets me fudge dice rolls that go horribly wrong.



Blue four pointed star is Rodan

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan stares at them, through them, into the churning depths of the Warp. He tunes out the whining little thing in the back of his mind completely, focusing on the purity of his hate. He needed to open the side door. These guards were in the way. There was only one way this was going to end. He starts concentrating on the ground between them.

It starts with a few whirling pieces of dust, but within a few seconds, a growing ball of debris marks the center of a rapidly growing singularity. He stares dispassionately at them as they start to notice the drag on their ankles. When the closer one glances back in confusion, Rodan finally cracks a smile behind his mask.

"Wait, I thought you guys were doing that. Is that thing not yours?"

Initiative: 7

Warp Vortex (Unfettered) vs 61: 82 oh for the love of

Warp Vortex (Unfettered) vs 61 Reroll: 24 there, thank you, didn't want IP anyway.

Forgot to add in my Psy-Focus, doesn't matter for that awful first roll anyway.

A Warp Vortex opens between them. I don't feel like typing the wall of text into my combat block, so here's the gist of it: anyone within 3 meters of the chosen point (i.e. both guards) has to make a +0 Toughness test or fall prone and be dragged 2 meters towards the center. Anyone caught in the center takes 2d10 Impact damage, soaked as normal. Every time I choose to maintain this power on my turn, they have to make the Toughness test again. Anyone in the Vortex trying to move away from the center has to pass a +0 Agility test first, otherwise they can't move away from the center, only around it or towards it. Anyone making a ranged attack that draws LOS through the Vortex area takes -20 to their BS.

Note: if one of them actually shoots at me and hits, I'll Max Push Precognitive Dodge. If I gotta go, I'm taking them with me.


pre:
Wounds: 12/12      AP: 4 All
IP: 0/2          TB: 3 (5 Legs)
Movement: 4/8/12/24
Dodge/Precog Dodge: 40/(41/46/66) (Fettered/Unfettered/Max Push)

WS   BS  S   T    Ag   Int  Per  WP   Fel  
46   32  40  36   40   30   41   46    30

Skills: Awareness, Dodge, Intimidate, Psyniscience, Stealth

Talents: Ambidextrous, Child of the Warp, Jaded, PR 3, Sprint

(Relevant) Psychic Powers:
PR 3, Bound (Always push at +4, it's a +10 Phenomena roll no matter what)

Maintaining: Warp Vortex (PR 3)

Mind Over Matter
Precision Telekinesis (+0 WP, Half Action/Half Action, 5m per PR)
Precognitive Dodge (-10 Per, Reaction)
Telekinetic Weapon (-10 WP, Half Action/Free Action)
Warp Vortex (+0 WP, Half Action/Half Action, 25m per PR, ToF pg. 47)

Weapons      	 	Rng		RoF		Dam		Pen		Clip	Rld		Qualities

Telekinetic Weapon	---		---		TBD		TBD		---	---		Special*

*Manifested via the power of the same name; 1d10+PR+SB R damage, PR Pen, cannot be destroyed by power fields.

Wargear:

Psy-Focus

Dachshundofdoom fucked around with this message at Jul 12, 2016 around 11:10

Viva Miriya
Jan 9, 2007



Cully Cross
When it all goes to hell

Cully starts handing out Stun grenades and strongly recommends you "throw these flashbangers at all those fethers and cause some chaos." He then turns to Lash and tells her to "Get that side door open pronto we need to get Roden and the ringleaders of this shitshow now!"

Cully is pumped, Cully is happy, Cully is going to rip and tear, he's gonna cleanse, purge. And Kill!!

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 2/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 24/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).

Viva Miriya fucked around with this message at Jul 12, 2016 around 11:18

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"Yeah, this went about as well as expected..."

Unless anyone made movement towards the door, she readied her pistol. Not like one revolver shot would be noticed amongst autogun fire, and the door probably wasn't that great in the first place.

Initiative: 1d10+5 10
Ignore the other roll I made on Orokos, I forgot we're not inside. She'll shoot open the lock, unless it's some kind of keypad activated thing or vault door.

pre:
     WS   BS   S    T    Ag   Int  Per  WP   Fel   Inf
     37   36   35   51   30   30   40   51    40   21, 2/2 IP

Wounds: 10/10         Armour: Flak Cloak (0 Head, 3 Everywhere Else)
Dodge: 30, Parry 32 (Precog Dodge is 55 Fettered)  Corruption: 5

CC Stub Revolver  30m  S/-/–   1d10+3I    Pen.0  6/6    2 Reload | Reliable
GC Sword         Melee —        1d10+3R   Pen.0         Balanced, +5WS 

Relevant Traits/Talents
Jaded - No Fear tests for non-warp/demon-y poo poo.
The Quick and the Dead - +2 Initiative
Psy Rating 3, Unbound

Skellybones
May 31, 2011






Fun Shoe

Yeseul


pre:
Yeseul, Apostate
Pride: Charm
Failing: Regret
Motivation: Nihilism

WS  33 (25+08) 
BS  35 (25+10) 
S   28 (25+08) -5(Charm)
T   36 (25+11) 
Ag  46 (25+16) +5(Advance)
Int 45 (25+15) +5(Advance)
Per 37 (25+12) 
WP  38 (25+16) -3(Nihilism) 
Fel 51 (25+16) +5(Apostate) +5(Charm)

Wounds: 13
Armour: 4 Arms/Body/Legs, 3 Head
Movement: 4/8/12/24

Infamy: 26
Corruption: 25

Skills:
Awareness
Charm
Command			
Common Lore (Administratum)(Ecclesiarchy)
Deceive +10
Dodge
Forbidden Lore (Heresy)(Mutants)(Inquisition)
Inquiry +10
Interrogation
Intimidate
Linguistics (Low Gothic)(High Gothic)
Scholastic Lore (Heraldry)(Imperial Creed)(Philosophy)
Scrutiny
Stealth
Trade (Remembrancer)

Talents:
Air of Authority		Command up to 50 targets, +10 Loyalty for nearby Minions
Ambidextrous
Hatred (Renegades)		+10 WS vs them
Lesser Minion
Mimic				Imitate voices, -10 Scrutiny to identify, +0 if poor imitation
Peer (Planetary Governors/Warlords)
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Total Recall			Remember everything
Unremarkable			-20 to be identified, +20 to hide identity
Unshakeable Will		Reroll failed Fear Tests
Weapon Training (Las)(Primary)(Power)

Traits:
The Quick and The Dead		+2 Inititive
Serpent's Tongue		Charm or Decieve Test once per session to gain Peer
Regret				Others gain +10 Intimidation against this character

Mutations:
Warpsight			+10 Awareness, -10 Scrutiny
Illusion of Normality		Always look normal

Cybernetics:
Nerve Induction Tines x2	+20 Charm and Interrogation against helpless targets
Pheromone Generator		+20 Willpower Test to gain +10 Charm, +20 Charm indoors

Gear:
Laspistol (Good)
Power Sword (Common)
Mesh Armour (Common)			4AP Arms/Body/Legs, 3AP Head, extremely fashionable
Medi-Kit
Aquila symbol pendant
unholy tomes
2 laspistol clips
1 Stun Grenade (Cully)

Advances:			2000/2100
Weapon Training (Power)		250
Linguistics (High Gothic)	200
Scrutiny +0			200
Interrogation +0		200
Ambidextrous			250
Agility +5			250
Intelligence +5			250
Medicae +0			200
Tech-Use +0			200

Regret and Nihilism 		+10 Corruption
Tess's Warp Whispers		 +4 Corruption
Nurgle Cult 			+500xp
Tess's Warp Madness		 +5 Corruption
Talked Whitehall down		 +6 Corruption	+5 Infamy +600xp
Aricia

pre:
Aricia, Lesser Minion
WS  31 (10+16) +5(Specialisation)
BS  31 (10+16) +5(Specialisation)
S   21 (10+11) 
T   25 (10+15) 
Ag  26 (10+16) 
Int 13 (10+08) -5(Specialisation)
Per 20 (10+10) 
WP  22 (10+12)
Fel 13 (10+08) -5(Specialisation)
 
Wounds: 4
Armour: 8 All, 9 vs Blast
Movement: 2/4/6/12
Loyalty: 61

Skills:
Dodge
Interrogation
Stealth
Survival
Linguistics (Low Gothic)

Talents:
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown		
Weapon Training (Las)

Traits:
Natural Armour (4)
Natural Weapons		Primitive (7) attacks while unarmed
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Gear:
Flak Armour (Common)
Longlas (Common)
Nerve Induction Tines x2	+20 Charm and Interrogation against helpless targets

Skellybones fucked around with this message at May 23, 2017 around 12:04

Skellybones
May 31, 2011






Fun Shoe

Yeseul

Yeseul wanders out of the darkness, brooding a bit about all the distressingly colourful soul-fires all around her. She's about to offer some advice when the gunfire and screaming starts, so she just sighs and accepts a stun grenade.

"Lash is dead, Cully. We have to prevent as many of those workers from escaping as possible. At best they're seccessionists, at worst willing heretics."

Taking 1 Stun Grenade to use on the mob of civilians, setting Laspistol to Overcharge.

"Aricia, take out those guards as soon as we break cover."

Aricia: Setting Long Las to Overcharge, Half-Action Aim and shoot the guards as soon as we act.

Initiative: 1d10+6 13

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	41	40	37	38	51	21	10
Move: 4/8/12/24		Wounds: 13/13		Infamy Points: 2/2
Armour: 4 All/3 Head 	Toughness Bonus: 3
Dodge: 41		Parry: 43 (Power Sword)

Combat Things:
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Unshakeable Will		Reroll failed Fear Tests

Power Sword		Melee [1d10+5+2 E] [5 Power Field, Balanced]
Laspistol		Pistol 30m [S/2/–] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 30/30 Charge Pack, 3 Spare
	Overcharge	Pistol 30m [S/2/–] [1d10+3 E] [Pen 0] [Clip 40] [Reload Half] [Reliable, x2 Ammo Consumption]
	Overload	Pistol 30m [S/2/–] [1d10+4 E] [Pen 2] [Clip 30] [Reload Half] [Unreliable, x4 Ammo Consumption]
Aricia
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
31	31	21	25	26	13	20	22	13
Move: 2/4/6/12		Wounds: 4/4		Loyalty: 61
Armour: 8 All/9 Blast 	Toughness Bonus: 2
Dodge: 26		Parry: - (Unarmed)

Combat Things: 
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Natural Weapons		Melee [1d10+2 I] [Primitive (7)]
Long-Las		Basic 150m [S/–/–] [1d10+3 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4)] 40/40 Charge Pack, 3 Spare
	Overcharge	Basic 150m [S/–/–] [1d10+4 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4) x2 Ammo Consumption]
	Overload	Basic 150m [S/–/–] [1d10+5 E] [Pen 3] [Clip 40] [Reload Full] [Accurate, Unreliable, Felling (4) x4 Ammo Consumption]

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

Stifling a sigh as the sounds of panic begin to come through the closed door, Pancracius takes a stun grenade from Cully without comment. "Right. Primary objective is kill anyone we can't guarantee capturing, we can check the corpses for information later. Take the door down, Jenny can handle the front."

Init Roll: 15

Werix
Sep 13, 2012

#acolyte GM of 2013

Warehouse Showdown

The situation in the warehouse goes from bad to worse, as not only is Rodan caught weaponless, but the apostate and her guards seem to be quicker on the uptake than the augmented assassin. The Apostate and her two guards continue on and almost make it across the bridge over troubled lava, while the two guards who have Rodan under cover move closer to him ordering him onto his knees.

Instead of going down on his knees however, Rodan has other plans. Thankfully, unless he summons a phenomena, the use of psyker abilities don't require the waving of hands and the speaking of magic words, so the guards don't notice the tear in reality until one of them gets pulled off his feet and dragged into the vortex. The other one manages to stay on his feet, and lets out a quick triple squeeze of his bolter, yet even at point blank range, not one shell connects.

Meanwhile the rest of the group stacks up on the door. Tess breaches it, and the group moves in on a deserted managers office, empty save some old dusty propaganda posters.

[/i]
Okay, one guard is at the center of the vortex, the other is still standing. So they all took their next turn, with more running from the apostate. The guard on you, even with +40 (30 from PBR and +10 half action aim) still can't hit you due to a lucky high roll. This is essentially your 2nd turn now.

The door was simple easy to breach into. you are all in the managers office, the blue rectangles are windows.

I rolled ini for the minions and cully this time. In the future if you fail to roll ini for yourself and your minions, I'll just assume you rolled a 1.



Purple and blue circle is vortex, with one guard still inside it.
Ini
Pancracius: 15 yellow star
Yeseul: 13 orange star
Vault: 11 yellow dot
Tess:10 green star
Guards: 8
-one at 6/8 wounds, and prone.
Apostate: 8 ini
Aricia:8 orange dot
Rodan: 7 blue star
Cully: 7 Red star[/i]

Viva Miriya
Jan 9, 2007



Cully Cross
Cully runs forward to the corner of the door, firing on one of the heretics flanking this apostate. The shot is wide but Cully is in hardcover, and his next shot will be on the mark.

Standard Attack vs 64: 1d100 96

pre:
Primary Combat Block:
WS  BS  S   T   Ag  Int Per WP  Fel  
54  44  30  30  41  31  40  40  40

Wounds: 13/13   Infamy: 2/2  Initiative: 1d10+6
Half Move: 4 Full Move: 8 Charge: 12 Run: 24
SB: 3  TB: 3
Armour: 6 (All)
Awareness: 40
Dodge: 51
Parry: 54[74] (Chainsword)

Weapons: (Currently selected weapons are in BOLD)
Bolter 100m S/3/- 1d10+5 X Pen: 4 Clip: 23/24 Rld: Half Special: Reliable, Tearing
Bolt Pistol 30m S/2/- 1d10+5 X Pen: 4 Clip: 8/8 Rld: Half Special: Tearing
B.C. Chainsword 1d10+6 R Pen: 2 Special: Balanced, Tearing, +10 WS bonus
Stun Grenade 9m S/-/- Special: Blast (3), Concussive (2)

Noteworthy Bionics
Black Blood: Cully is always considered lightly wounded and also heals much faster, removing two points of Damage per day.

Noteworthy Gear
G.C. Helmet Augmentations: Provides the benefits of preysense goggles, photo-visors, rebreathers, vox-casters, and micro-beads.

Noteworthy Talents
Brutal Charge: Gains a +30 on a charge instead of the normal +20.
Disarm: May use a full action to Disarm his foe by making a opposed WS test. Success causes the enemy to drop his weapon. 
3 or more DoS allows the character to take the enemy's weapon from him.
Hip Shooting: Cully may Full Move and make a standard attack with a ranged weapon
Flesh Render: Cully rolls 2 additional dice instead of 1 when using melee weapons with the Tearing quality, discarding the two lowest results.
Jaded: Natural Horrors no longer affect Cully. Terrors of the Warp still affect Cully normally.
Lightning Reflexes: When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.
Marksman: Cully suffers no penalty for BS tests at long or extended range.

Special Ability
Adroit (WS): The Renegade is a skilful and talented individual who substitutes raw power for honed ability. The Renegade must select 
one Characteristic at Character Creation. Throughout the game, he adds one additional Degree of Success to successful Tests involving that 
Characteristic (this includes Skill and Characteristic Tests).

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Ears ringing from the point-blank bolterfire, Rodan glances at the guard in irritation verging on disgust.

"Terrible shot."

He sends another pulse of energy to the vortex, momentarily intensifying its drag, and readies himself. Even an idiot could hit the broad side of a Land Raider given enough tries. If he kept his footing again, Rodan needed to make sure any future shots would be passing through a field of distorted gravity, and that meant throwing this fool across the room.

Sustaining Warp Vortex as a half-action, forcing another +0 Toughness test for the guards and inflicting 2d10I damage to the one at the center.

If the standing guard gets dragged in, I'll half-action move down, circling around below them. I'd like to get in position to try shoving at least one of them into the lava next turn, because that'd be sweet.

If he passes the test again, I'll use Mind Over Matter at the Unfettered level to throw the standing guard backwards. The TN will be 81 (46 WP +10 Difficulty +10 Psy-Focus +15 FP), and the guard Opposes that roll with a +0 Strength test. If I win the Opposed test, the guard will be thrown 3 meters back, +1m for every additional DoS on the test. It doesn't specify whether or not he'll be knocked prone, but I assume it'd be an acrobatics or agility check if he gets launched several meters backwards.

Edit: turns out I'm an idiot and forgot to include Quick and the Dead in my initiative. Just leave it at 7 for this fight, it's easier that way.


pre:
Wounds: 12/12      AP: 4 All
IP: 0/2          TB: 3 (5 Legs)
Movement: 4/8/12/24
Dodge: 40
Precog Dodge: (41/46/66) (Fettered/Unfettered/Push)
(Unless I state otherwise in my post, assume I'm using Unfettered Precog Dodge)

WS   BS  S   T    Ag   Int  Per  WP   Fel  
46   32  40  36   40   30   41   46    30

Skills: Awareness, Dodge, Intimidate, Psyniscience, Stealth

Talents: Ambidextrous, Child of the Warp, Jaded, PR 3, Sprint

(Relevant) Psychic Powers:
PR 3, Bound (If pushing, always push at +4, it's a +10 Phenomena roll no matter what)

Maintaining: Warp Vortex (PR 3)

Mind Over Matter
Precision Telekinesis (+0 WP, Half Action/Half Action, 5m per PR)
Precognitive Dodge (-10 Per, Reaction)
Telekinetic Weapon (-10 WP, Half Action/Free Action)
Warp Vortex (+0 WP, Half Action/Half Action, 25m per PR, ToF pg. 47)

Weapons      	 	Rng		RoF		Dam		Pen		Clip	Rld		Qualities

Telekinetic Weapon	---		---		TBD		TBD		---	---		Special*

*Manifested via the power of the same name; 1d10+PR+SB R damage, PR Pen, cannot be destroyed by power fields.

Wargear/Abilities:

Psy-Focus

BC Bionic Legs: +2 TB on leg hits, Sprint,  +20 Acrobatics to leap/jump.
Black Blood: Always lightly wounded, heals 2 wounds per day.

Quick and the Dead: +2 Initiative
Haunted: +10 to enemy Intimidate
Intelligent Cyst: +2 DoF on failed Interactions

Dachshundofdoom fucked around with this message at Jul 17, 2016 around 14:32

Skellybones
May 31, 2011






Fun Shoe

Yeseul

Yeseul dashes over to the opposite side of the doorframe to Cully.

Yeseul Full Moves to the corner of the door.

Aricia is supposed stay with Jenny and snipe the guards.
Aricia Loyalty Test: 1d100 54 LOL

pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	41	40	37	38	51	21	10
Move: 4/8/12/24		Wounds: 13/13		Infamy Points: 2/2
Armour: 4 All/3 Head 	Toughness Bonus: 3
Dodge: 41		Parry: 43 (Power Sword)

Combat Things:
Radiant Presence		Everyone else within 20m gets +10 against Fear and Intimidation
Unshakeable Will		Reroll failed Fear Tests

Power Sword		Melee [1d10+5+2 E] [5 Power Field, Balanced]
Laspistol		Pistol 30m [S/2/–] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 30/30 Charge Pack, 3 Spare
	Overcharge	Pistol 30m [S/2/–] [1d10+3 E] [Pen 0] [Clip 40] [Reload Half] [Reliable, x2 Ammo Consumption]
	Overload	Pistol 30m [S/2/–] [1d10+4 E] [Pen 2] [Clip 30] [Reload Half] [Unreliable, x4 Ammo Consumption]
Stun Grenade x1
Aricia
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
31	31	21	25	26	13	20	22	13
Move: 2/4/6/12		Wounds: 4/4		Loyalty: 61
Armour: 8 All/9 Blast 	Toughness Bonus: 2
Dodge: 26		Parry: - (Unarmed)

Combat Things: 
Berserk Charge		+10 WS for Charges
Double Team		+10 WS for ganging up
Street Fighting		Add WS Bonus to Critical Hits with unarmed and knives
Takedown
Toxic (1)		Enemies that damage in melee make -10 Toughness Test or take 1d10 damage ignoring armour and toughness

Natural Weapons		Melee [1d10+2 I] [Primitive (7)]
Long-Las		Basic 150m [S/–/–] [1d10+3 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4)] 40/40 Charge Pack, 3 Spare
	Overcharge	Basic 150m [S/–/–] [1d10+4 E] [Pen 1] [Clip 40] [Reload Full] [Accurate, Reliable, Felling (4) x2 Ammo Consumption]
	Overload	Basic 150m [S/–/–] [1d10+5 E] [Pen 3] [Clip 40] [Reload Full] [Accurate, Unreliable, Felling (4) x4 Ammo Consumption]

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chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

A quick glance through the nearest office window is enough to show Pancracius that people are fleeing the building towards the entrance. He needed to slow them down. A few steps forward puts him in front of the glass, and quick bash from his free hand is enough to drop a few big shards out of the now shattered pane. The sudden pain clawing up his hand is enough to make him tense up as his right arm flings forward in a throwing motion, dropping the grenade just short of the Apostates feet.


Pancracius moved to the leftmost window, broke it, and tossed a grenade. Vault has followed him.
Toughness test to avoid breaking hand vs 35: 38, failure
Stun grenade thrown at apostate, vs 50: 100! Explodes in my hand
Infamy reroll: 83
Scatter distance: 2 meters - with Blast 3, it still hits the Apostate, but misses the guys next to him.
Scatter direction roll: 7, southwest

Stun grenade is Blast 3, Concussive 2, no damage.

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