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Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

She pointed through the window at one of the guards that accompanied the apostate.

"Need that grenade a little deeper next time, man. No worries - check this."

Unfortunately, the range needed for her "trick" required Tess to dig greedily into the Warp, and as she whispered into the mind of the guard that his fellow was a traitor, the various psy-active implants and auto-injectors that dotted her body began to smoke and spark. All around, technology began to fail in spectacular fashion. The rogue psyker clutched her head and grunted through gritted teeth.

"poo poo... tell me it at least looked cool. Ow!"

Half-Action: Move 3m forward towards the windows.
Half-Action: Compel one of the Apostate's Guards (Let's target the Right one on the map) to shoot his buddy in the back. He opposes with Willpower. Unfortunately, in order to reach, I gotta push to at least 5 PR. So that's a phenomena check with +5 (since Child of the Warp puts me at PR4 when I push.

Pushed Compel, TN 81 (Wil 51 + PsyR 25 + Hood 5 + Focus 10 -Power 10): 1d100 19
Phenomena (Add 5 to Listed Result): 1d100 66
Tech Scorn Radius: 5d10 22 Sigh. Just us, I think?
Tech Scorn: The machine spirits reject your unnatural ways. All un-warded technology within 5d10 metres malfunction momentarily, and all ranged weapons Jam (see Chapter I: Playing the Game), whilst characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 Damage, ignoring Toughness Bonus and Armour.

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

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chin up everything sucks
Jan 29, 2012



Vault spits smoke and sparks for a moment behind Pancracius, as the psychic power fries some of the servitors systems.

Vault fails his toughness test and takes 1 damage. Pancracius isn't effected except for his weapons being jammed.

Waci
May 30, 2011

Let me axe you just one question.

Jenny

Jenny notices the crowd streaming out of the building and realises something must be happening. Well, it wasn't exactly an unambiguous signal, but close enough. She sights one of the bolter-toting heretics (they probably were heretics of one kind or another, wasn't everyone?) and pulls the trigger, confident that Woodhouse would take that as a mark to begin suppressing fire.

Aim + single shot one of the people with bolters.
30 +10 (accurate) +10 (aim) +10 (single shot) +10 (red dot) = TN 70, 80 if we can have time for a full aim, more if we get surprise bonuses.

Woodhouse will suppressing fire into the general direction of the front door. TN is something dumb like 6, unless there are size modifiers for the horde of civilians.


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
37	30	33	36	41	46	35	44	46	21	05
Move: 4/8/12/24		Wounds: 16/16		Infamy Points: 2/2
Armour: 9 Arms/Body/Legs, 4 Head 	Toughness Bonus: 3 All, 5 Legs
Dodge: 41

Combat Things:
Die Hard					Roll twice for blood loss, keep better result
Technical Knock			Unjam weapon as a half action
Machine 4				Immune to mind-affecting psychic stuff, cold, vacuum, armour applies to damage from fire. 
Sprint					Run action moves double distance 
Bionic legs				+20 to athletics to jump or leap
Haunted					Enemies gain +10 to intimidate
Enemy (Ad. Mech.)		+10 to melee attacks against Adeptus Mechanicus
The Quick and the Dead	+2 to Initiative
Respirator Unit			+20 to resist gas and airborne toxins

Neural Whip		Melee/3m, 1d10+4 R, Pen 2, Flexible, Shocking, Mono, Good Craftsmanship, Cursed Metal
Long-las			150m, S/-/-, 1d10+3 E, Pen 1, Clip 40/40, Rld 1F, Accurate, Reliable, Felling, Red-dot Laser Sight, Ammo Glutton
Woodhouse:
pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel
22	26	18	20	21	26	25	18	26
Move: 2/4/6/12		Wounds: 6/6	
Armour: 7 All 		Toughness Bonus: 2 All

Combat Things:
Machine 3			Immune to mind-affecting psychic stuff, cold, vacuum, armour applies to damage from fire. 
Quick Draw			Draw non-heavy weapon as a free action
Lightning Reflexes		Roll twice for initiative, use better result

Autogun			100m, S3/10, 1d10+3 I, Pen 0, Clip 30/30, Rld 1F, Good Craftsmanship

Skellybones
May 31, 2011






Fun Shoe

Yeseul feels agony as the nerve tines and pheromone generators laced through her body overload, but mercifully only electrocute her a little. Her trusty laspistol fares more poorly as the charge pack smokes and partially melts.

She yells at Tess, "What did you DO?"

Tech Scorn +10 Toughness Test, 1d5 damage: 1d100 35 vs 46, no damage

Skellybones fucked around with this message at Jul 17, 2016 around 06:37

Viva Miriya
Jan 9, 2007



Cully Cross
"I'M GONNA SAW YOU IN HALF YOU loving WITCH!" Cully shouts out at Tess as he notices his Bolter jams, his HUD short out and feels a shock throughout his body as the Black Blood malfunctions for a moment. He grabs his chainsword and tries to rev it up but it starts up in a fit and then dies. Cully just screams in a rage and works to "unjam" his chainsword. And then he's running forward to gore some rear end in a top hat. that's not Tess obviously

Toughness test to avoid damage: 1d100 25

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).

Viva Miriya fucked around with this message at Jul 17, 2016 around 20:14

Werix
Sep 13, 2012

#acolyte GM of 2013

Warehouse Showdown

Rodan keeps channeling psychic energy into the vortex he summoned, which finally trips up the other guard, sucking him into the vortex. The guard that is already in the vortex tries to stand, but the force keeps pulling him in, and a sickening crack is heard as some ribs shatter. The Apostate and her two guards are caught by surprise when Cully bust down the inner door and takes some wide shots at them. Pancracius goes and knocks the window out with his hand like and idiot, when either a weapon, or his hulking servitor, could have done the same. He tosses out the grenade with his injured hand, which causes it to go wide, and the blast seems to have no impact on the Apostate anyway.

Tess reaches into the warp, and tries to cloud the mind of one of the Guards. As the guns of everyone near-by jam and poor Vault lets out smoke, one of the guards across from them goes slack, before turning his bolter on his comrade. He fires three shots, but the first one tipped of his friend, the second goes wide, and the third shot is barely avoided. The guard that was shot upon takes aim and fires back at Tess,, but the shot goes wide. The Apostate, taking careful stock of the situation on front of her, starts to run back to the platform over the lava.



Purple and blue circle is vortex, with one guard still inside it.
Ini
Pancracius: 12/13 yellow star
Yeseul: orange star
Vault: 8/9 yellow dot
Tess: green star
Guards:
-one at -3/8 wounds, in vortex, stunned 1 rnd and prone
-one at 4/8 wounds, in vortex and prone
Apostate: 8 ini
Rodan: blue star <---- You are here
Cully: Red star[/i]

Outside:
As the crowd starts spilling out of the warehouse, Arica looks around for Yeseul, but does not see her mistress. Frightened by the huge crowd of approaching, yet screaming, workers, she takes cover behind a crate and curls up into a ball. Jenny aims at one of the newly arrived guards, but even with her calm and her red-dot, the crowd makes it too hard to get a good shot, and a worker gets a las shot to the torso. Meanwhile Woodhouse opens up with her autogun, which causes everyone to scatter.

If the crowd or workers weren't going to disperse, they sure were after the autogun hits a few. The guards, both with bolter and bolt pistol, take cover behind nearby crates.

Jenny should be glad that las guns have reliable, because the roll would have been a jam anyway. The civies are gone, Arica is out of the fight, and your four enemies are in cover. They are all roughly 100 meters away. You and Woodhouse act first, then all four of them.

Skellybones
May 31, 2011






Fun Shoe

Yeseul

The enemy too far away to catch with a stun grenade, Yeseul instead focuses on removing the unstable charge pack from the laspistol. A quick prayer and vigorous shake later, and the smoking battery falls to the ground.

Yeseul attempts to unjam Laspistol
Unjamming Laspistol: 1d100 25

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]

Viva Miriya
Jan 9, 2007



Cully Cross
Cully runs out of cover and starts bearing down on the Apostate and her guards. The Chainsword revs up faithfully this time and Cully is happy. At least he can rely on SOME TECHNOLOGY in a pinch.

Cully runs 24 metres towards the guards at an angle, so he won't be shot in the back by his own folks.

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: 22/24 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 Sep 8, 2016 around 10:35

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess shook off the start of a growing headache and drew her sword.

"Okay. I admit it. That one went a little too far. I screwed up."

She started sweeping the blade through the jagged hole in the glass that the grenade had sailed through.

"His well-deserved remarks aside, I'm with Cully on this one. Charge up. Because apparently they can't even hit a guy five feet from them with the element of surprise with that flashy hardware of theirs."

Half-Action: Draw sword
Half-Action: Finish breaking the glass and maybe step out? Basically, if the window is bad terrain, she can move 1.5m "over" it, I think.

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

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan continues to stroll casually around the fallen guards, his pace slowed by the degree of concentration required to keep the vortex from destabilizing. As he walks by, he calmly raises one hand towards them and extends its middle finger.

Maintain the vortex as a half action, continue to circle around below them.

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

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

Pancracius shrugs his reaver long rifle off of his shoulder and starts cursing as he notices the string of lights indicating that the weapon had malfunctioned. Quickly he props the weapons barrel in the broken window to free up a hand for popping the magazine free and then dislodging the chambered ammunition.

Draw gun, clear jam

Werix
Sep 13, 2012

#acolyte GM of 2013

Even though the Cell is handicapped due to a friendly weapons jam, the heretics prove they are disorganized to an extreme; while they might have decent armor and weapons for menials, they don't know one thing about tactics. The two in Rodan's vortex remain. In short order the sound of a blood curdling scream is heard followed by and outwards explosion of blood and organs, which quickly get sucked back into the vortex.

Though the power had undesired effects for the team, and didn't result in any injury, the heretic that was shot at turns on the one that was brainwashed in anger and fires a round at his feet. This delay gives the cell all the opportunity they need. Cully and Tess make their way forward, with the Guardsmen quickly closing with a heretic. While they might have flak vests it is nothing but vest, and Cully easily carves a leg out from underneath him. Tess closes on the other, and between a few swipes of the sword and some additional fire from Pan* and Yeseul, the other one is taken down.

By this time the Apostate had made her way back to the platform, but between Cully to the west and Rodan to the south, she realizes she is caught. She momentarily glances at the gap, and considers jumping, but an ominous shake of the head from Rodan causes her to back down. Defeated, she lowers to her knees and puts her hands up.

Outside, the suppressing fire and a couple of lucky long las shots lead to the guards dying or fleeing.

Okay, you have a prisoner. If it is your intent to interrogate, you get a +10 from her being frightened.

Viva Miriya
Jan 9, 2007



Cully Cross
Cully put her hands behind her back, ties em secure, grabs the apostate by the neck, slips a black hood over her head, and starts walking her to the side entrance. He drags her to Yeseul and slams her down to the floor. "Get her talking by the time I check the bodies for ammo or I'm gonna saw her loving spine out."He Cully then goes around to the bodies and loots their weapons and ammo. He boxes to the outside team ++We are secure in here, move to the side entrance and join us.++

Viva Miriya fucked around with this message at Jul 28, 2016 around 04:27

Skellybones
May 31, 2011






Fun Shoe

Yeseul

Yeseul gives a quick prayer for those who have died today. "May the innocent find respite in death, they shall find comfort at the Emperor's side. May the penitent find absolution in death, their sins will be judged without mercy. May the heretic find no reprieve in death, their redemption is barred forever."

Aricia looks suitably sad and ashamed at panicking during combat, "Aricia, what happened out there? We need to have a talk when this is over..."

Once the area is confirmed safe she turns on the prisoner.

"Very well traitor, you're going to tell me what you know. This can go as quickly or as slowly as you like..."

Interrogation on Apostate: 1d100 3 vs 78 (38 Willpower +20(Nerve Tines) +10(Aricia Assisting) +10 (Frightened))

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"See? Reliability. That's why you carry a sword. Am I right, or am I right, Cully? Heh..."

She re-sheathed her sword (still caked in blood), and joined the Guardsmen in a bit of spirited corpse-foraging before wandering back over to the interrogation in progress.

"Oh man. Your girl gonna get those creepy fingernail-things out, Yeseul? poo poo, I should have brought a snack. 'Least I found a lho..."

Viva Miriya
Jan 9, 2007



Cully Cross
Cully scoffs "You're cleaning these when we get back." Cully says as he hands her a shoddy bolter from one of the enemy dead.

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

"Dispose of the weapons, or place them in Vault until we can sanitize them. We don't know what might be carrying the taint of the plaguefather" Pancracius advises as the others begin to loot the dead, then quickly directs Vault to accompany Tess before he follows Yeseul.

Going to sit in on the interrogation

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

The vortex snaps shut with an ugly squelch of meat and metal. Rodan stares at the result for a moment, then shakes his head. No salvaging any of that. It reminded him of the time he'd shoved a fragmentation grenade into a servitor.

Rodan steps up next to Pancracius, retrieves his gear, and watches the interrogation. Even he had to admit, it was a pleasure to watch a master at work.

"Talk. We're being gentle. We can do much worse."

Viva Miriya
Jan 9, 2007



Cully Cross
Cully scoffs but obliges, putting the extra a mmo in as well till it can be decontaminated. He subvocalizes on the vox as he exits via the side, to provide overwatch with the outside team. ++Don't delude yourself into thinking it matters. Every single one of us is tainted by association to that freak. A heretic's handling of a bolter can't ruin us worse than we already are.++

Waci
May 30, 2011

Let me axe you just one question.

Jenny

With the situation seemingly over, Jenny clampers down from her hiding spot and saunters into the warehouse just in time to hear something about "do much worse". She glances at Rodan, then at the prisoners, and back at Rodan. "I mean, if you need worse I didn't really get to whip anyone, what with SOMEONE..." She glares at Cully. "Deciding I'm well-suited for door-watching duty."

Werix
Sep 13, 2012

#acolyte GM of 2013

Confident that they should be undisturbed in this warehouse with everyone running off, and realizing their only safehouse is half a planet away, and with a daemonhost rooming there, the group decides to interrogate the Apostate. The going is really tough at first. They start out with simple questions, such as "who is your boss" and the women seems unable to respond. As the group gets more and more focused on their techniques Tess starts to feel some warp energy emanating from the apostate, and after she clues in Rodan what to look for, he does too. The warp energy seems to ebb and flow. Everytime they ask something related to the psyker that leads this cult the warp would flare up, and the woman wouldn't know what they were talking about. As soon as the subject was changed, the warp presence would disappear.

Eventually, with enough probing the warp presence swelled one last time, only to suddenly disappear, leading the woman to become much more talkative.

Okay, little behind the scenes. The Psyker is using a warp power I made up to mask his presence in the minds of his own lieutenants. This translated to a mechanical benefit where the individual getting interrogated gains a bonus to resist based on the DoS on the focus power test. Even with that boost, the apostate can't exceed your DoS. Going by RAW, interrogation says you get one answer for each DoS, but I think it should be the difference between your test and theirs, seeing as the cultist also passed. Had she failed you'd get the full 8. But since she did pass with the boost from the psychic fuckery, you get FOUR (4) answers.

Since is was Skellybones doing the interrogating I want his post to be the ultimate say as to what questions are asked that the apostate will answer. By all means each of you toss in suggestions, but I want the final post of the X answers you're getting to be made by Skellybones. I won't look at questions posted by others that Skellybones doesn't post.

NOTE I will be attending Gen Con this year. I will be gone the third through the 7th, returning monday the 8th. If you get your four questions in by tomorrow evening, I will post before I go, otherwise, i'll update again once I return.

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Giving the apostate the usual psychic look-over, Tess nearly spat out the lho she'd scavenged when she felt something distinctly different among the scraps left from the interrogation.

"Hold up a sec. I'm getting that tingly feeling in my third vertebra again... she doesn't have a passenger, but maybe someone's keeping her foot on the brake. Ro, you feelin' what I'm feelin?"

After a painful, if ultimately fruitful exploration of the problem, the scum half-collapsed onto a stack of pallets, covered in sweat. This whole "active psynicience" gig was for the birds...

"Should be okay now. But she's not gonna last long, that's for sure. We ought to expand our org chart a bit. Which is to say start one, since we don't really have one yet. See who's the next link in the chain. Preferably in the upwards direction."

Jolinaxas fucked around with this message at Aug 2, 2016 around 10:44

Skellybones
May 31, 2011






Fun Shoe

Yeseul

In Yeseul's professional secret-finder opinion, it almost seemed possible that this apostate didn't know anything about the heresy they had just been preaching. Stranger things had happened, but in this case it was merely a foreign psyker manipulating the brain. And as with all things psyker, once you push long and hard enough against the magic bullshit, it ceases to work. Somewhere out there was a witch with a nosebleed, probably.

After staring intently at the heretic-shaped soulblob before her, Yeseul gets back to work on the suddenly helpful interrogatee.

"Who's your immediate superior?"
"Where is your base of operation?"
"What is the next step in your cult's heretical plan?"
"What's the ultimate objective of your heretical cult?"

Werix
Sep 13, 2012

#acolyte GM of 2013

The Apostate, bloodied and broken, spits a tooth out onto the ground. "My Immediate Superior? It is Machis, the tongue of Grandfather Babyah, Herald of the Coming Revolution!" The Apostate seems to rally as she speaks of Babyah. "You cannot stop us. We grow and infest our way into the worker population. Those too weak to fight are lulled into believing they will be of use during the Revolution. They will only be a wall of chaff to soak up blows for those who can really fight. Those who come out of the Ritual of Subsumtion stronger will be the true fighters. Those men and women here who were to defend me are only some of the weakest of War Chief Bryon's men.

The Apostate smiles, but the pain of a broken rib quickly wipes it from her face. "It are those that gain the pox from the Ritual, they are the truly blessed ones. They will be bled, and their blood shall fuel Grandfather Babyah's grand ritual. And you'll never stop him. You can go ahead and tear apart my print shop five levels up, but it will do you no good. When I met Grandfather and had the Ritual of Uplifting, Machis had blind-folded me for just this occasion. Kill me if you must, for my soul will go to the Garden Babyah had talked about when he put his mark upon my mind."

You have your answers. Where do you go from here? Do you try to find the Apostate's workshop, or do you try to follow up on some of these names?

Or I guess both.

Viva Miriya
Jan 9, 2007



Cully Cross
Cully laughs at the Apostate as she defiantly tells them everything they wanna hear. Then he has something to tell her. "So your master serves the plague lord, Nurgle. I got some news for you, you are the chaff too. When I kill you, your soul will be devoured by the daemons of your god and your spirit will end as your life ends today. AS NOTHING!" Cully says as he revs up the Chainsword as if he was going to execute the Apostate. But he hits her hard, with the the other side of the sword the one without monomolecular razor teeth, upside the head to knock her out. "There that should break the link between her and her master. Search the fifth floor then burn this entire warehouse down when we're done here.." Whether or not there's any truth to what he just said is irrelevant because drat it feels good to beat on a cultist.

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess kicked aside the tooth that had flown in her direction.

"I gotta say, I'm with Cully on this one. Her place might give us some context on these names and plans, so we don't walk up on them blind, ya know?"

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan chuckles at the violence, then looks around for a few seconds at the crumbling warehouse hanging high above flowing lava.

"Warehouse is going to burn itself soon enough. Heh. Print shop should be a good place to start. Taking her with us?"

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

"Print shop it is. Toss her into the pit and lets get going."

Skellybones
May 31, 2011






Fun Shoe

Yeseul

"Not a shred of remorse. They will soon know we are coming if they don't already, so we should follow her suggestion and turn her shop over while we have a chance of getting information out."

Before tipping the apostate over the edge, Yeseul wants to check their person for any overt signs of corruption/disease as you would expect a 'blessed' of Nurgle to have, and any hidden stuff they might be carrying.

Werix
Sep 13, 2012

#acolyte GM of 2013

The acolytes unceremoniously pushes the apostate over the edge of the platform, her scream rather short before she quickly starts on fire from proximity to the heat. Thankfully for her she is on fire rather briefly before she then impacts the molten lava below. The group decide to make their way to her print shop that she mentioned. It isn't that hard to find; the level is still rather low in the city, and is mostly populated by the cast offs of the city above; mostly people with some deformity or injury that makes them unable to work in the production of firearms. Finding the one building teaming with activity isn't hard to do.

The acolytes take quick stock and see the place is staffed by only two people. The group quickly moves in, and the two folks working in the print shop draw weapons, so the acolytes have to quickly put them down. The print shop is pretty much as advertised; there is one printing press in the middle, old and rusted, barely put together, next to a cogitator with a primitive GUI. Quick inspection of the cogitator reveals nothing of note, all it contains is a graphic design interface for making leaflets that the press then prints. The group quickly recognize the leaflets as the coded documents that led them down to the meeting.

Despite the code in the leaflets, other documents found are not coded. There are many small notes signed "M" giving the apostate simple directions on what messages are to be in the pamphlets. There are no code books, so it appears the apostate had to memorize the code. Nothing in the documents seem to indicate where "M" is located.

The group is still searching through the print shop when Yeseul, Pan, and Cully hear some people outside. Cully quickly peaks outside a boarded up window and sees a small group of people approaching. They number seven (of course), and are dressed similarly to the guards the group just fought. But unlike the guards, this group seems much more organized and even better equipped. Instead of flak vests they all have a full suit of beat up guard flak armor. Their weapons are also more than just simple bolters. Four of them have bolters with melee attachments on them. Two of them have slightly bulkier guard flak armor and are equipped with flamers. Finally one of them seems to be the leader of the group. He is in a full suit of guard flak armor, though it appears to be environmentally sealed. He is almost a head larger than the rest of the group, and is equipped much better. He has a chainsword in one hand, and a very poor looking plasma pistol in the other. He also has a larger weapon at his back. Maybe a shotgun or other slug thrower, it is hard to tell.

It seems the group isn't moving as though they have noticed anything out of the ordinary yet. The big guy motions to the two with flamers and points at the warehouse. They have probably received word of the attack on the apostate and are trying to clean up.

Okay, so I had everyone do an awareness test to see if the spotted the guys approaching. Originally it was to avoid a surprise round from them.

Then Cully had to go and roll a 01, and I figured that was so good a roll that you guys actually get a surprise round on them.

I don't want to gently caress with a map this time. The workshop is a simple one room building. Doors on the north and south, windows on each of the four walls. The enemies are 45 meters away from west, so they can easily get to either door. There is enough debris outside that they can take cover of AP 4. Assume you can make it to any window or door from your current position as a half action.So your surprise round will be half action move to door/window, half action something else.

They are equipped as follows:

4x thugs: bolter w/melee attachment, chain dagger, poor quality guard flak armor
2x incinerators: Flamers, stub autos, Poor quality guard flak armor w/ceremite
1 leader: Chainsword, poor quality plasma pistol, unknown SP weapon, guard flak armor w/vac sealed.

everyone post your surprise round action, your first round action, and your initiative. Yes, that is two actions! Their ini is as follows:

Thug 4: 13
Leader: 10
Incinerator 2: 10
Thug 3: 9
Incinerator 1: 8
Thug 1: 5
Thug 2: 4

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

The scum rubbed her cheek, stained with ink.

"I'm glad you shot him, Cully. Because that rear end in a top hat hit me with spare frakkin' typeface, for Throne's sake, and there's no telling what I would have done to him before I let him die."

Initiative: 1d10+5 10

Tess took a close position against the western wall, under the window that they'd seen them through.

"If we let 'em get closer, I can do some stuff without breaking everyone's poo poo. Just something to keep in mind..."

She stuck her revolver through a hole in the boards and peeked out through another.

Leftover Half-Action: Aim
Second Round Fire revolver at Incinerator 2, TN 56 (BS 36, +10 Single Shot, +10 Aim) if we go loud, and then re-aim.

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

Jolinaxas fucked around with this message at Aug 17, 2016 around 17:13

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan peers out one of the western windows and growls in frustration. The two fools in here hadn't even remotely whetted his bloodthirst, and while he could be on top of that armed mob in seconds, the others wouldn't be able to catch up before he got dogpiled.

"Rrrgh, never close enough to cut. Get over here, need to kill you..."

The voice inside piped up again, despite his best attempts to bury it earlier. [They'll be close enough to burn you soon enough. Crush them, now!]

For once, he agreed with it. A few seconds of concentration later, a whirling gravitational anomaly bursts into life between a few of the thugs.

---------

ALL ABOARD THE WARP FUCKERY EXPRESS CHOO CHOO

Initiative: 11

Move to a west-side window and pop a Warp Vortex where it'll catch as many of them as possible, prioritizing the flamer guys.

Warp Vortex (Unfettered) vs 71 (46 +15 PR +10 Psy-Focus): 9, click here to remember how Warp Vortex works

For turn 2, Sustain the Vortex and Draw my Neural Whip.


pre:
Wounds: 12/12      AP: 4 All
IP: 0/2          TB: 3 (5 Legs)
Movement: 4/8/12/24
Dodge: 40
Precog Dodge: (51/56/76) (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)
Add +10 to all rolls for Psy-Focus.

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

Werix
Sep 13, 2012

#acolyte GM of 2013

jolinaxas, if you want, you can carry over your half action aim into the first round, making it a full action aim and then attack.

Viva Miriya
Jan 9, 2007



Cully Cross
"I recommend we leave that tall motherfucker alive if we can to interrogate him. Kill the rest, start with the ones carrying the flamers. Cully says over the voxbead as he walks casually over to the nearest window, levels his bolter at one of the people with the flamers and opens fire. His first burst is high with only one shot being effective so Cully adjusts, taking aim and firing another shot.


Initiative: 1d10+6 12
Surprise Round: Free Action to speak, Half Action to move to the window/into cover, Half Action to Attack Flamer #1
Semi Auto Burst vs 52: 1d100 52 One shot hits the Left Arm, 1 DoS
Damage Pen 4: 2d10k1+5 14
First Round: Half Action to Aim, Half Action to Standard Attack Flamer #1
Standard Attack vs 72: 1d100 48 One shot hits the Left Leg, 3 DoS
Damage Pen 4: 2d10k1+5 11



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: 18/24 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 Sep 8, 2016 around 10:36

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess watched as the other psyker's strange vortex warmed up.

"Loud it is, then..."

She then immediately learned a lesson about the perils of long-range revolver use. Namely, to avoid it at all costs.

Fire revolver at Incinerator 1 (2 if 1's dead), TN 76 (BS 36, +10 Single Shot, +30 Aim): 1d100 99
Welp, at least her lovely revolver is Reliable, I suppose. Also, added combat block to above post.

Skellybones
May 31, 2011






Fun Shoe

Yeseul

"They're reacting quickly to our intrusion. This is a well organised cult, no doubt. Aricia, pick your targets."

Yesuel and Aricia slam into position and put down a pretty decent array of lasfire on the heretics.

Yesuel: Initiative: 1d10+6 13
Using Overcharge Laspistol.
Half-Move to window, fire Laspistol on Standard Attack at a Flamer Guy. Laspistol unaimed single shot: 1d100 66
Suppressing Fire with Laspistol at everyone. Laspistol Suppressing Fire: 1d100 83


Aricia: Initiative: 1d10+2 7
Using Overcharge Long-Las.
Half-Move to window, fire Long-Las at a good target prioritising Flamers if they're still walking. Long-Las Unaimed Shot: 1d100 50
Half-Aim, fire Long-Las again. Long-Las Half-Aimed Shot: 1d100 35


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]

Werix
Sep 13, 2012

#acolyte GM of 2013

The approaching enemy soldiers are unaware of what awaits them in the print shop. The acolytes get into position around the window, and fire upon the unsuspecting people below. Many of the shots go wide, but a couple of them hit their targets, eliciting shock and surprise. Rodan summons a warp vortex that should catch one of the incinerators and another armed thug, but they are much hardier than the guns guarding the Apostate, and they easily avoid being dragged into the hole in reality.

The attackers quickly take cover behind near-by debris such as burned out auto carriages and the remnants of barrel fires. Yeseul takes a few shots with her las pistol, and the men below are still stunned enough from the initial attack that they duck behind some barrels. One of the thugs fires at Cully, who ignores the miss and fires instead on the incinerator again, causing him to scream in pain.

The Leader takes a knee behind a burned out car and draws the weapon from his back. It becomes clear to everyone present that the weapon is a rotary style grenade launcher. he rotates the chamber to select a certain grenade type and he aims it not at the building, but in front of it. The grenade lands and rolls a little bit, before a hissing noise is heard and thick, green smoke begins to fill the area in front of the western window. The approaching attackers become nothing but shadows moving in the smoke. The only positive is the wall of smoke equally covers the acolytes.

While the acolytes take a couple of shots through the smoke managing to hit only it, some of the warriors from the other side are seen to move closer through the smoke.

Okay, Cully was the only one who managed to do much of anything here, though Yeseul did get a couple of them pinned. Warp vortex wasn't as useful this time, followers of Nurgle tend to be good on toughness tests, who would have known?

Smoke screen: 5 meters away from west side of building, 12 rounds remaining

Yeseul <----- we are here!
Thug 4: 41m
Cully
Rodan
Leader: 45m
Incinerator 2: 37m 05/18
Tess
Thug 3: 37m
Incinerator 1:45m Pinned
Arica
Thug 1:45m Pinned
Thug 2:37m
Pan
Jenny

4x thugs: bolter w/melee attachment, chain dagger, poor quality guard flak armor
2x incinerators: Flamers, stub autos, Poor quality guard flak armor w/ceremite
1 leader: Chainsword, poor quality plasma pistol, Grenade launcher, guard flak armor w/vac sealed

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan grits his teeth in frustration and shifts the vortex back onto the blur where enemy leader had been standing. Nurgle bastards could be so infuriatingly persistent. If they'd just get closer already, he'd show them. He'd show them all. They might be able to shrug off a gravitational anomaly, but nobody shrugged off a psychic blade to the gut. At least, not if you shoved it in there enough times.

---------

Woops, that'll teach me to forget that they might NOT get stuck in the vortex.

Warp Vortex (Unfettered) vs 71 (46 +15 PR +10 Psy-Focus): 52

Dropping it on the Leader (and anybody else stupid enough to be within 3 meters, although I expect they've spread out at this point).


pre:
Wounds: 12/12      AP: 4 All
IP: 0/2          TB: 3 (5 Legs)
Movement: 4/8/12/24
Dodge: 40
Precog Dodge: (51/56/76) (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)
Add +10 to all rolls for Psy-Focus.

Sustaining: 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, rules here)

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

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess swore at the missed shot, and ducked back down once the smoke started to roll in.

"They wanna get close? Fine. Once they get past that smoke, I'm turning one of the big boys into a fireworks display."

Full Action: Taking Defensive Stance, assuming one of them doesn't end up within 15m of her before her turn comes up.

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

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Skellybones
May 31, 2011






Fun Shoe

Yeseul

If an enemy comes within 12m then Aricia will drop the Long Las and Charge Attack them, otherise Half-Aim and shoot with Long Las. Unless Aricia gets flamered then they're probably going to run around screaming.

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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