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

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«7 »
  • Locked thread
Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"Would that work? drat. I didn't know we'd be able to get close enough to smell the daemon on 'em..."

--------------------

Tess clutched her head, breathing heavily.

"Okay, that was some messed up stuff. More'n usual. It's definitely that one."

After they got out and started up the sewer passage, she held up her cloak, only to put it away again when Rodan manifested a flame.

"All right, then. So - if they're all like her, then they probably know we're coming, eh? Especially when one of their own is among us. So do you think they'll tell the jailers?"

Adbot
ADBOT LOVES YOU

Viva Miriya
Jan 9, 2007



Cully Cross
"Just keep going up and kill anyone who gets in the way."

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).

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

"Ugh, if you really must kill them, make sure that you answer their vox. The longer before they know we are here, the better."

Skellybones
May 31, 2011






Fun Shoe

Yeseul

Taking some time from morosely staring at a slab of ancient rockcrete, Yeseul provides exposition.

"It's possible there are underhive mutants remaining inside. The roots of a hive are deep and fully cleansing them nigh-impossible, whatever caused Tenebrae to be abandoned may have also failed to eliminate them. They could be harnessed to provide information, distraction, or brute force. If they exist."

Aricia shrugs noncommittally and says, "Whole hive is laced with infrastructure systems. Most of it wrecked or decayed by now, but Bosey might pull something useful out of it if we can find a good spot."

Werix
Sep 13, 2012

#acolyte GM of 2013

The group continue to trudge themselves through the the thankfully dry sewer. Judging by the walls and the remnants of high water marks, had this hive city still been functional, this most certainly would not have been a route the group could have traveled without being literally neck deep in the worst humanity has to offer. The going is rather simple, the pipe they are in is large, with many smaller branching pipes coming off of it; likely making this a major junction in the system. With no other goal than to go "up" and with no indication any of the side passages indeed go "up", the group continues on their way.

After nearly two hours, the group starts to wonder if the pipe cuts right through the bottom of the hive, and if they were already on their way back out, when the distant sound of drums started to echo from straight ahead. Hurrying out of the pipe, the group finds before them the remains of an old waste processing system large enough to give the largest parade squares in a hive city a run for their money. In the distance, near the back of the array of long dried waste ponds, the group sees what they had been looking for, an old service elevator large enough to fit a baneblade on. The elevator is on the back wall, and to the amazement of the group, it is slowly ascending towards the ceiling of the complex some 300 meters above.

The source of the drumming is also apparent. A large community of some type has made their home around the base of the elevator, shacks made of various pieces of refuse interlaced in what remained of what used to pass for the control center of the treatment plant. A thought does occur to try and see if the inhabitants would let the group use the elevator, but even from here, the group can see spikes with human heads and skulls on them surrounding the outside walls. While not definitive, it is likely evidence that the souls inside won't want to talk.

Other than that some honest to goodness doors appear on the perimeter of the large room, and may lead to some other way to go "up". In the distance, the cargo elevator finally slams home in the opening in the ceiling.

Okay, you've found some cargo cult around the base of an elevator. You can try to sneak through, fight through, or if inclined talk through.

Or you can take your luck with trying to find a way around through some of the other side tunnels. You're out of the sewers proper, and any side tunnels would be lowest of the under-hive.

Skellybones
May 31, 2011






Fun Shoe

Yeseul

"There then are our day's allies, perchance." Yeseul mutters, noting how the bloodthirsty community of skull-festooned idiots worshiping ancient technology has strong cultural links to the modern Imperium. "The detritus of humanity. Unlikely to have anything grander than a lasgun, but numbers and ferocity count. Are they rife with mutation?"

Viva Miriya
Jan 9, 2007



Cully Cross
"Parley with them for use of the elevator and to see if we can get any word of what is waiting for us up there. If they are anything but forthcoming kill them all. Let's move!"

Or do something else of course. I'm just letting the military guy bark orders because that's what he'd probably do. Feel free to check that poo poo and do whatever.

Viva Miriya fucked around with this message at Oct 19, 2016 around 01:57

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

"If anyone would know, it would be them. The walls are surprisingly silent."

Nah, sounds like a good idea.

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

"Yes. Parlay. Either they get out of our way or we bury them. Win-win."

Werix
Sep 13, 2012

#acolyte GM of 2013

The group make their recommendation to Whitehall that they just try to ask to use the Elevator up to the surface. She listens to the group, and agrees that it is worth a shot. The Inquisitor elects to stay behind out of sight with Xanaroch, to ensure that the natives are not scared off by the beast. The rest of the group make their way forward, descending between the empty treatment ponds, now acting as waste pits for the primitives around the elevator.

As they approach the gates, the spikes with heads on them start to increase in number. Most of them are skulls, with some having slid down the poles to rest on the ground as the flesh and brain rotted away, while others are much more fresh, yellowing eyeballs locked in a horrified death glare. Most of the skulls and heads show signs of mutation. Some have one eye socket, or three, some have fangs and even horns, among some more mundane defects like a clear cleft pallet. Long before the group reaches the gate, the drumming on the other side of the wall stops. As the group gets to within 100 meters a shout is heard from the top of the wall. A small door placed in the gate opens and a hunched over man slowly approaches the group, mainly because one of his legs has turned into a barely functional tentacle.

The man gets rather close; close enough for the group to see the rest of his mutations. The man begins to speak hurriedly, and in a language no one understands. Thankfully, Pan has a knack with languages, and is able to quickly work out in general what the man is saying. He indicates that they approach the realm the Con l'om keepers of the Arena of the Sky Hell. Pan indicates that the group wishes to use the lift, which after a bunch of pointing and gesticulating becomes clear that the elevator is the Arena. The primitive is confused at first; no one ever goes up with the arena; the Arena goes to the Sky Hell, and it descends when one or more of its denizens is there. Then those warriors who are brave enough try to fight the denizens of the sky hell. They are valued for their claws and other weapons, but are very hard to kill. The man says if the group wants, they may wait until the Arena lowers, and if they defeat one of the sky hell denizens, they may go up with the arena.

Pan asks some more questions. It appears that there is a button that at least raises the elevator, and that the Con L'om raise it whenever there is a red light in their throne room that turns on. They say the Arena always lowers by itself. The group quickly agrees they will fight, even if that is not their intention. The man welcomes the group inside, with them giving a glance over their shoulder to Whitehall; she gives a thumbs up, indicating she will let the group handle things.

The inside of the camp is what would be expected by such a thing. Middle Age Tech levels meet salvaged goods. Everyone is mutated to some degree. The group see mutants that would be classified as ratlings or Ogryn in the Imperium at large, while others have mutations that would commonly result from exposure to toxic substances. Yesseul does notice that some of the mutants have mutations such as wings or tentacles that are almost always a result of exposure to warp taint. Most of the mutants are engaging in drink and song around the base of the elevator. Some of the most fearsome mutants have weapons made out of claws of some unidentifiable creature.

Unidentifiable to all but Pan.

The way the bones curve, the sharp jagged edges, even how just wrong they look, they are clearly the bladed talons of a Warp Beast. In wracking his brain Pan can only come up with one type of warp creature that could produce such blades and leave them behind in the Material Realm upon death: Chaos Spawn. Someone up above is sending down Chaos Spawn, and these mutants are fighting them.

Okay, so Firesight steals the show. Thankfully he took polyglot, or else you would never have gotten in peacefully. He also rolled a loving 08 on a FL Daemonology roll to identify the source of the mutants weapons. That said Bonelorde did also pass a FL mutants tests to recognize that many of the mutants are chaos mutants. So I see you having three options (though feel free to propose your own):

1. Chaos Spawn killing mutants? gently caress This!- you can leave the camp and try to find another way up in some of the side passages.

2. Suckers let us inside, lets get up.- You have no intention of fighting some chaos spawn. Try to find the elevator controls and see if you can summon it down, preferably before a chaos spawn is on it. Note the mutants will likely dislike having their battle take from them, and will likely try to fight you; expect a horde combat.

3. Chaos Spawn? poo poo, we got a daemon host on our backs!- Wait for the elevator, fight one (or more!) chaos spawn. Become legends among these primitives, and get free reign to go up the elevator yourself.

I promise I will update much quicker once I get some decisions from you. Was just a very front loaded week with work is all.

Werix
Sep 13, 2012

#acolyte GM of 2013

Also, since it was mentioned, if you go the Chaos Spawn route, you will have to make a fear test. However, since Pan figured it out and everyone knows what to expect, it is +10 to the test. You will also be using the Heretic modifier to your fear test. You guys have been living with a daemonhost for some time, you're jaded heretics as far as fear is concerned.

Viva Miriya
Jan 9, 2007




Cully Cross
"If you guys don't mind, I'd like to take the monster on alone. Only intervene if I appear to weaken." Or don't that's also fine. Cully thinks as he starts walking to THE ARENA with chainsword drawn and being revved up occasionally, Cully psyching himself up mentally for the the fight ahead whilst organizing his thoughts.
Cully Conscience: There's absolutely no need for this, follow the Tactica and this will be a wash.
Cully: Yeah but then I wouldn't get to carve some Chaos Spawn into Emperor's Day Dinner. I really need to kill this bitch!
Cully Conscience: So why do it alone again?
Cully: Why not, I am alone. gently caress everyone.


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 Oct 28, 2016 around 22:57

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

Tess bounded forward, trying to grab him by the side where he wasn't revving an instrument of bloody murder.

"You want to get yourself together, Cully? You think this is penance or some poo poo? You think the Throne wants you to die useless? You've got a lot more evil poo poo to kill before you die, soldier boy. We all do."

She's gonna fling hateballs around when the fighting starts, but I'm down with fighting.

Viva Miriya
Jan 9, 2007




Cully Cross
Cully unhooks his respirator and takes off his helmet for a second to look Tess in the eyes. "This ain't penance Tess this is dominance, martial superiority, whatever you want to call it. I'm not going to die. I'm going to carve an Emperor's Day feast out of this Spawn and leave it at Whitehall's feet. Remind her why she keeps me around. Just make sure if it doesn't go the way I play it I don't turn into daemon food ok."

Viva Miriya
Jan 9, 2007



Don't actually let Cully do this alone because lmao toughness+regeneration trait will make this take forever. Join in on the fight!
e: 7:15:53 PM <Wargix> 1. you assume it is only one. 2. its all or nothing. Either everyone fights, or no one does

Viva Miriya fucked around with this message at Oct 28, 2016 around 23:17

Dachshundofdoom
Feb 14, 2013



Pillbug

Rodan 008

Rodan follows them, "tossing" the orb of fire from hand to hand, watching frost vaporize off one gauntlet and reform on the other.

"No games, Cully. No time for that. We put down the monster and move on. Our value is in utility, not showboating."

Let's go spawn wrasslin', how could it possibly go wrong

Viva Miriya
Jan 9, 2007




Cully Cross
"Can't argue with that. Let's do this!" Cully says as he puts his helmet back on and secures it.

Skellybones
May 31, 2011






Fun Shoe

Yeseul

It feels very strange to pass openly through the mutants, but presumably the chaos-warped monsters from above made them appreciate allies more than most tribes. Were the chaos spawn being produced by the radical's daemonic experiments?

"Don't try to die a hero just yet Cully, wait until we reach the Inquisitor's secret daemon prison. I'm not exactly a master duellist but I'll be beside you, Aricia will stay at distance and take shots of opportunity. As long as Rodan and Tess don't accidentally destroy the elevator with their poorly controlled powers, we should be fine. Just another warp-spawned monster in our way."

Everyone else also gets +10 WP tests because of Yeseul's Radiant Presence inspiring them, and she can reroll failed fear tests.

Werix
Sep 13, 2012

#acolyte GM of 2013

Cully's bravado/deathwish makes the decision for the group, even if the others are joining more out of a desire to not see Cully wasted more than a desire to fight Chaos Spawn. The group bides their time and waits, while the locals whisper among them in their bastard language. The few conversations Pan picks up seem to indicate that the people of Con L'om desire to watch these hew and strange warriors fight, and those that had planned to fight the spawn instead make their place along the side of the arena. The locals took the time to create and maintain a giant arena build around the cargo elevator, made mostly of giant crushed pieces of rockcrete piled up with various large blades and spikes sticking out the side that is nearly 4 meters tall.

After nearly an hour, the silence is broken by the sound of the cargo elevator starting its slow descent down into the sewage system. The lift itself has a cage around it, making sure that the creatures are doubly secure. As the elevator starts to descend the group is lowered one by one using a ladder into the makeshift pit. The Elevator takes its time to lower, while those below hear other worldly shrieks and other disturbing sounds.

The elevator finally lowers, and the group get a brief glance at what is inside behind the fencing. Before them are two Chaos Spawn. The first one is a red monstrosity, about the size of a man. It's torso is one giant mouth, and it has eight tentacles covered in claws jutting from it. The other Is larger, and is dominated by one large tentacled limb jutting off the top. This one is covered in hundreds of sensory organs like eyes, noses, ears and tongues. It's flesh seems to vibrate, as if it was a pict recording that was out of tune, causing those who stare upon it to either get nauseous or become transfixed.

Before either the acolytes or spawn can react to the other, the inner fence around the elevator slams down into the ground, leaving nothing between the two.

Okay, so decided to randomly decided on the spawn by rolling a d5, with 1 being unaligned, 2 khorne, 3 slaanesh, 4 Nurgle, and 5 tzeentch.

The first spawn:
Blood beast (khorne aligned): Multiple arms (8), Regeneration (3), Size (4-Average)

The second Spawn:
Painleech: Slaanesh. Multiple arms (1?), Regeneration (1), Size (6-Enormous)

So The Painleech has Fear (4) instead of the normal Fear (2), so each of you need to make me One Fear test at a +0. Normally for heretics it is a -20 for fear 4, but you get a +10 because you were expecting a spawn, and a +10 from Yeseul's Radiant presence. Well except Yeseul cannot benefit from her own radiant presence, so that is still at a -10.

Also give me initiative. Once you have your posts with your fear results and your initiative, I'll roll with the two beasties and get combat started.

Viva Miriya
Jan 9, 2007




Cully Cross
Fear Test vs 40: 1d100 40
Intiative: Lightning Reflexes: 2#1d10+6 14 16
Cully barely keeps it together after laying his eyes upon the twisted Painleech. He contains his fear and channels it into hate. "Kill the biggest one first! Keep your distance from the red one! Stun grenades if you have them! Let fly!"

I believe cully handed out stun grenades to everyone just before our first investigation. I assume you guys have at least one a piece. I acquired 10 of them. A chaos spawn is likely to pass the toughness test but with enough grenades we can stun them and then tear them apart.

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).

Dachshundofdoom
Feb 14, 2013



Pillbug


Rodan 008

"Do not let them near you. They will tear you in half. You should run, they'll finish off the others and you'll be free. Listen to me for once, you sullen monster, I am trying to keep you alive. Don't let the drat Imperials lobotomize you and use you up. You could be a god if you'd stop slavishly listening t--"

It was right. He still wasn't going to run. Rodan tosses the fire aside, letting it wink out of reality. Little bolts of flame wouldn't cut it. Time to burn some abominations. He raises his flamer and flicks on the pilot light. Under his breath, he mutters "Shut up. They die."

Fear, TN 46: 90

Fear, TN 46 Reroll: 91 thanks orokos

Shock +50: 76, it'd be funny to run the hell away, since I have Sprint, but I'll just bump that back to cannot approach subject of Fear, -10 to all tests.

Initiative: 10, forgot to add QatD


pre:
Wounds: 12/12      AP: 4 All
IP: 1/2          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: 

Fire Bolt (+10 WP, Free Action, 15m per PR, 1d10+PR E Bolt, 5+ DoS on a hit lights target on fire.)
Manifest Flame
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 or click here)

Weapons      	 	Rng		RoF		Dam		Pen		Clip	Rld		Qualities
Flamer                  20m             ---             1d10+4E         2               6/6     2 Full          Flame, Spray
Neural Whip             03m		---		1d10+5R         0               ---     ---             Flexible, Shocking
Telekinetic Weapon	---		---		1d10+*R		*		---	---		Special*

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

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 Nov 2, 2016 around 04:43

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution



Tess Brandt

Unexpected, in that sort of basic way that one doesn't expect flesh to be configured quite like that. Or not configured, really. But when every mirror or polished gun was a portal into warp-spawned nightmares, it took a lot to shake Tess these days.

She looked down at the weapons at her hips. Neither seemed like they would do much to these monstrosities. And deep in her mind, she could feel the little pieces of hate and fear and pain gather together...

"Biggest one first. Got it."

Can we get rough range numbers for the start of the fight? Just so I know when to book it away from the scary monsters, and when I have to Push to hit stuff and so on.
Fear, TN 51: 1d100 45
Initiative: 1d10+3 6

Skellybones
May 31, 2011






Fun Shoe

Yeseul


The two twisted beasts are horrifying, but after everything she's seen so far, this is only somewhere around the middle of 'worst things ever'. Aricia seems to agree.

"Don't waste your time trying to incapacitate them, they've hardly got nervous systems at all. Just hit them until they stop moving!"


Fear 4 test: 1d100 5 vs 28 I ain't afraid of no ghosts.
Fear 4 test (Aricia): 1d100 16 vs 22 Aricia is also very brave.

Initiative: 1d10+6 14 gotta go fast
Initiative (Aricia): 1d10+2 6

Skellybones fucked around with this message at Nov 2, 2016 around 04:33

chin up everything sucks
Jan 29, 2012



Pancracius Boselmann

How bad could chaos spawn be, compared to the terror of a daemonhost? Pan smiles coldly as the platform descends far enough for the spawn to become visible, then confusedly finds himself falling towards the ground as his vision fades to black, even as Vault suddenly roars and begins swinging his arms wildly around it.


Pancracius:
Init: 1d10+5 12
Fear vs 36: 1d100 67
Unshakeable Will reroll: 1d100 96
Shock result: 1d100+60 138
Infamy modification brings it down to 117
The character faints dead away, and remains unconscious for 1d5 rounds. Once he regains consciousness, he is still shaken
and suffer a 10 penalty to all tests for the remainder of the Encounter.
Rounds passed out: 1d5 1

Vault:
Vault Init: 1d10+2 10
Fear vs 11: 1d100 64 - Fail by 53
Shock roll: 1d100+53 133
The character laughs hysterically and attacks anything near him in a manic frenzy, firing wildly or using any weapon he
has at hand. This effect lasts until the character Snaps Out of It or is knocked unconscious.

Werix
Sep 13, 2012

#acolyte GM of 2013

Didn't see a reason for a fluffy post, since we're just getting Ini order in place.

Okay, So the arena is roughly 50 meters by 50 meters. The elevator takes up a square in the middle of that about 10 by 10. The rest of the arena is essentially a 20m ring around the 10 meter elevator.


Green is the elevator in the middle, red is the rest of the arena

All of you can be as far as you want to be away between 10 meters and 25, since the beasts are in the middle. What I mean there is as the elevator lowered maybe you stayed back in the corner (25m away) or you stood right by the edge of the lift and waited (10m) or anything in between. So determine your spacing from the center when you post. I want all of you to post first, so that way I know your distances away. I know that it might impact your rolls based on where the painleech goes, though since the bloodbeast is at the bottom, those between it and the painleech could focus on the blood beast and hope the painleech don't go for you.

Oh, and so you know, the painleech is moving with an AB 10 (2 base+6 unnatural agility+ 2 from size). So it can literally run from one side of the arena to another.

Ini:

Cully: 16
Yesseul: 14
Painleech:12
Pan: 12
Rodan: 10
Vault: 10
Tess:6
Aricia: 6
bloodbeast:6

Viva Miriya
Jan 9, 2007



Place Cully at the center of the elevator right next to the green zone.

chin up everything sucks
Jan 29, 2012



Pan and Vault are in a corner, preferably with Cully between them and the elevator.

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess is in a corner by herself.

Skellybones
May 31, 2011






Fun Shoe

Yeseul is next to Cully at the elevator, Aricia uhh let's say far away from Tess, so next to Pan in a corner.

Dachshundofdoom
Feb 14, 2013



Pillbug

I'll take roughly the middle of the bottom side , 10m back from the bottom edge of the green zone.

Werix
Sep 13, 2012

#acolyte GM of 2013

Was going to go and post despite what I said in the OOC thread, but realize I don't have actions. Give me a Cully and Yesuel post and I'll update with the painleech action.

Viva Miriya
Jan 9, 2007




Cully Cross
Fear Test vs 40: 1d100 40
Intiative: Lightning Reflexes: 2#1d10+6 14 16
Cully immedietely charges into battle and starts cutting into the painleech with his chainsword, howling curses of rage, blood, and hate.

Swift Attack if possible otherwise charge.
Swift Attack TN assuming half move: 84, bonus DoS due to Adroit, additional hits every 2 additional DoS.
Charge vs 94: 1d100 8 9 + 1 (Adroit) DoS
Don't actually have to bother rolling damage since i can just replace whatever die is rolled for 10 for ZEALOUS HATRED
Target takes 16 damage and going by the spawn statline will soak 12 for a total of 4 DAMAGE.


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 Nov 18, 2016 around 11:53

Skellybones
May 31, 2011






Fun Shoe

Yeseul

"Foul beast of Slaanesh! I'm going to enjoy this almost as much as you will!"

Charging up to hit Slaanesh spawn with Power Sword!!

Charge attack Slaanesh spawn: 1d100 56 vs 83 (33 WS+20 Charge +10 Ganging Up +20 Enormous)


pre:
WS	BS	S	T	Ag	Int	Per	WP	Fel	Inf	Cor
33	35	28	36	46	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: 46		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] (Right Hand)
Laspistol		Pistol 30m [S/2/] [1d10+2 E] [Pen 0] [Clip 30] [Reload Half] [Reliable] 30/30 Charge Pack, 3 Spare (Left Hand)
	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]

Skellybones fucked around with this message at Nov 10, 2016 around 22:38

Werix
Sep 13, 2012

#acolyte GM of 2013

As soon as the elevator fully lowers and the safety cage lowers into the floor Cully is not frightened by the appearance of the beasts, but enraged, and is drawn by some unseen force toward the Pain Leech. He carves into the beast. meanwhile Yeseul charges in to stand by Cully's side, and slashes the beast with her more elegant Power Sword. However, the strike does nothing to the beast, showing that the brutal efficiency of the chain sword is more useful than the slicing field of a power sword when the enemy lacks armor for the field to slice through.

The pain leech seems to be almost engaged by the mere presence of Cully, and turns its many eyes and gibbering mouths towards him. The large appendange on the top swings wildly at Cully, though the first hit goes wide and the second is batted away by the Guardsmen's chainsword.

Attacks were made, attacks were dodged, Regeneration wasn't triggered. These things don't have dodge or parry trained, so plan on me using All out attacks or swift attacks, since they have Furious assault. Better to get two attacks than only one and a like 1% chance to dodge.

Also firesight, you're stunned, so no need to post this round, I'll control Vault and his attacking of either you or Airica. I kind of like the idea of the minions beating on each other.


Pink Star: pain leech
Red star: blood beast

Red Circle: Cully
Pink Circle: Yeseul
Orange circle: Pan
Blue Circle: Tess
Yellow Circle: Rodan

Orange Triangle: Vault
Pink Triangle: Airica

Ini:

Cully:
Yeseul:
Painleech: 31/35 (AOA, no reaction this turn)
Pan: (-10 all tests. Prone, Stunned)
Rodan: (-10 all tests, Disorder test after battle) <---- we are here!
Vault: (ERROR)
Tess:
Aricia:
bloodbeast:

Proposed house rule
Everyone weigh in on the following in your next post, or the OOC thread.

In reviewing the Multiple arms trait, I find it kind of contradictory. The entry basically says that for each pair of arms, a character can make one additional melee attack. Then the next sentence says, "Note that a creature still requires two weapon wielder (melee) to make multiple attacks the same turn." That seems to contradict the rest of the entry about getting multiple attacks for each set of arms.

So I propose the following clarification: "When a creature with multiple arms attacks in melee, it can make an additional number of attacks equal to its MA value divided by 2 to the same target or adjacent targets. These additional attacks will be of the same type and have the same modifiers as the original attack. If a creature with Multiple arms has the two weapon wielder (melee) talent, it may instead make a number of attacks equal to its full MA value."

If this clarification is accepted by the group, it will apply to the blood beast's attacks, as well as any other multiple arms in the future, including players if any of you get extra arms from the gods.

Dachshundofdoom
Feb 14, 2013



Pillbug


Rodan 008

Rodan points his flamer at the Painleech and pulls the trigger. The flames pouring out only make it inches from the barrel before they abruptly stop in midair, gathering into a fireball. He grits his teeth as the wards in his skin begin to sting more intensely. The stinging ratchets up into an excruciating burning: a safety mechanism, intended to warn him away when he tries to draw too much power. Once, he would've backed down, but now, now he turns that pain into hate, and he turns that hate into power.

Warp electricity arcs from his frost-covered armor and dances along the floor all around him. When the fire reaches the size of his head and he feels his control on the verge of slipping, he releases the flamer's trigger and flicks the fireball at the spawn in a single coherent bolt that seems to scream in rage as it flies. The fire catches on the beast's vile flesh and soon it is wreathed in flames.

Now for the other. A practiced crushing motion with the fist and a moment's concentration creates a deceptively strong gravitational anomaly next to the Bloodbeast. Unlikely to harm it, but enough to slow it down.

I can't say I love any houserule that would give the giant regenerating thing trying to kill us even more attacks in return for the slim future possibility that one of us grows a third arm and can take advantage of that too, even if it would make more sense.

First, Fire Bolt on Painleech.

Fire Bolt (Push) vs 91 (56 Base +35 PR +10 Focus -10 Fear): 21, and 8 DoS means that the Painleech is now on Fire.

Psychic Phenomena +10: 51, Actinic Discharge, everything within 23 meters crackles with static electricity.

Fire Bolt Damage: 10 15 after replacing my damage die with DoS, and yes, nothing in the rules says I can't do that with a psychic attack. I checked. I figure that if I want to use my flamer as the fire source for my powers, it'd make sense to have to expend a shot every time I do so, just for balance's sake.

Now, Warp Vortex on the Bloodbeast.

Warp Vortex (Unfettered) vs 61 (46 Base +15 PR +10 Focus -10 Fear): 56

A 3m Warp Vortex spawns at the Bloodbeast's feet. It must immediately make a +0 Toughness Test or fall prone and be dragged 2m towards the center; anything reaching the center immediately takes 2d10 Impact damage. Anything in the radius must also pass a +0 Agility test whenever it wishes to move away from the vortex, otherwise it can only remain at the same distance from the center or move closer.

If anything hits me, Push the Precognitive Dodge and don't forget that I'm at -10 to everything from Fear.

pre:
Wounds: 12/12      AP: 4 All
IP: 1/2          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)

Fire Bolt (+10 WP, Free Action, 15m per PR, 1d10+PR E Bolt, 5+ DoS on a hit lights target on fire.)
Manifest Flame
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 or click here)

Weapons      	 	Rng		RoF		Dam		Pen		Clip	Rld		Qualities
Flamer                  20m             ---             1d10+4E         2               5/6     2 Full          Flame, Spray
Neural Whip             03m		---		1d10+5R         0               ---     ---             Flexible, Shocking
Telekinetic Weapon	---		---		1d10+*R		*		---	---		Special*

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

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 Nov 12, 2016 around 10:06

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

The stinging from Rodan's release of energy faded quickly, for the most part. The flesh around Tess' cybernetic implants was already dull to pain. But what little there was fed the energy that was coursing out of her, into jagged shards of immaterial emotion.

"Just another ugly mess in our way... maybe the last one."

Three smoking chunks of raw warp-stuff flew towards the spawn that Rodan had set ablaze, each one burying itself deep in its flesh.



Unfettered Doombolt, TN 76(Base 51 + Focus 10 + PR 15): 1d100 5
So that's 3 (since my RoF is limited to PR) hits on the on-fire spawn, each Pen 8.
Doombolt Damage: 3#1d10+3 11 7 12
Subbing in the DoS of 8 for the middle roll of 4, so 11, 11, 12.

@Multiple Arms
Well, it doesn't matter for this fight, since you mentioned using All-Out-Attacks constantly and that's explicitly a full-round thing, hence its name.
But I think it's fine as is - if something doesn't have Two-Weapon Wielder (melee), then it's just not dextrous or skilled enough to make an effective attack with all of its limbs at once. They might as well be additional legs or tails or whatever, with the exception that they can hold stuff (like a non-Ambidextrous human can still hold two swords in his hands, but needs ambidextrous to attack with one or the other, and needs TWW to attack with both) and climb/swim better, because of an arm's ability to grasp. On thought, it should probably interact with how they Grapple as well, but that would involve -us- interacting with the Grappling rules, and lol @ that.

Basically, because Multiple Arms is going to be 3/4 for PCs unless you're incredibly (un?)lucky, I think they wanted to keep things sensical from the player's side and keep it at -maybe- another single attack (since you might be using your second set to hold a Basic Gun or a Two-Handed Melee Weapon). If a creature's got the ability to be a total badass and swipe with all 8 claws or whatever, and isn't just a pile of random arms, then they have the Two-Weapon Wielder talent to reflect that? The problem is that the NPCs don't have to roll the same number at 2/4 different points in their character history to have 4/6/whatever arms, they just have them.

I can see your point of view, but it really ratchets up the rocket tag / arms race (ha ha ha) that BC already has an issue with. Lightning attacks, daemon weapons, etc are bad enough, do you really want us -or- the NPCs Lightning Attacking with four of them?

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 Nov 12, 2016 around 08:48

Skellybones
May 31, 2011






Fun Shoe

Yeseul

Depending on if Aricia gets attacked by Vault, they'll either be half-aim and shoot at the blood beast with longlas, or flailing ineffectively at Vault with unarmed.

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

Pan blinks his eyes and recovers from the sudden sight of the spawn. From his vantage point on the ground he sees that Vault's eyes are red and he is staring at Airica. ++IFF capability overloaded. IFF restarting. Activate Extinction protocol until restart++ Pan thinks his position on the ground has fooled Vault into thinking he is dead.

Rodan brings his flamer up and flicks on the pilot light, using his psychic powers to direct the burst of flame towards Painleech. The beast is immediately engulfed in flames, though the being is so far from the ordinary it seems to not notive the flames, or perhaps because it is a creature of Slaanesh, it actually enjoys the sensation, though that doesn't stop its unholy flesh from singing a little. Next he opens up one of his warp vortexes underneath the Blood Beast, but the creature keeps its ground.

Tess extends her hands, and a trio of black orbs engulfed in ethereal smoke jump from her fingertips, parting the fire on the Painleech and impacting its body. The three bolts impact the beast, though if they caused any harm to it, it does not show. Vault charges Airica, but all he really does is sort of bump into the acolyte. The bump seems to jar his programming since his vox grille crackles and broadcasts ++IFF functions restored. Scanning. [UNKNOWN ENTITY] observed. Processing. Life forms marked "friendly' engaging [UNKNOWN ENTITY] algorithms tagging [UNKNOWN ENTITY] as "hostile"++

With the threat of a nasty Vault out of the way, Airica takes aim at the Blood Beast and fires. The strike lands true, and the beast cries out in pain and turns one of its eyes on the acolyte. It runs forth from the center of the elevator, its movements not even slowed by the warp vortex around it. It stops just short of Airica and Screams at the acolyte. Blood dripping from its maw as opposed to drool.


Pink Star: pain leech
Red star: blood beast

Red Circle: Cully
Pink Circle: Yeseul
Orange circle: Pan
Blue Circle: Tess
Yellow Circle: Rodan

Orange Triangle: Vault
Pink Triangle: Airica

Ini:

Cully: <--- we are here
Yeseul:
Painleech: 28/35 (AOA, no reaction this turn, Flame quality to attacks)
Pan: (-10 all tests. Prone)
Rodan: (-10 all tests, Disorder test after battle)
Vault: snapped out of it.
Tess:
Aricia:
bloodbeast:29/35 4m from vault, tess, and Pan -20 to BS, +20 to WS to hit

Notes:

I've always interpreted the "immunity from fear" from From Beyond to mean that anyone with it does not have to make the willpower test when on fire to avoid running around like an idiot. So basically since being on fire only does 1d10 damage and the Painleech has TB of 12, it is just going to take it, though now it's melee attacks have the flame special quality, enjoy Cully and Yeseul!

Blood beast easily passed toughness to avoid going prone, and then rolled a loving 03 to get out of the vortex range. Airica did a lot of damage thanks to felling and one extra dice from accurate, so the blood beast is focused on taking her out.

Also, these two have a lot of toughness, and the Blood Beast has 6 armor on top of that, so, uh, you need to do at least 13 wounds to overcome the armor, bloodbeast it is 19 wounds with no AP. So good luck.

[/i]

Viva Miriya
Jan 9, 2007




Cully Cross
Cully rips and tears through the chaos spawn's hide, sawwing through the myriad eyes on the beast's hide. Why won't it die!

Swift Attack TN 94: 1d100 35 base 1 Dos + 6 additional DoS= 4 hits
Chainsword Damage: 4#3d10k1+6 14 14 15 13
8 damage inflicted overall


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).

Adbot
ADBOT LOVES YOU

Jolinaxas
Oct 24, 2012

I'm in the business of...
Absolution


Tess Brandt

It didn't do anything.

Panic was about to turn to dread, until Tess thought she heard the Warp whispering to her. She could survive, along with everyone else, if she unleashed her new power and let it guide her. As she drew strength from the warp, whispers engulfed her quadrant of the platform, as other creatures made other unseemly, blasphemous offers to everyone in reach.


Pushed+5 Doombolt, TN 106(Base 51 + Focus 10 + PR 45): 1d100 39
Phenomena (Add 25 to Result): 1d100 100
Well, at least I was going to get Perils anyway...
Perils: 1d100 50
Meter Radius of Warp Whispers: 4d10 30
That covers people in the middle, and me. -20 Willpower test or suffer 1d5 Corruption&Willpower Damage. I take...
Wilpower vs. Warp Whispers, TN 31: 1d100 99
Warp Whispers Corr/Wil Damage for failure.: 1d5 4
Willpower Damage for Warp Whispers, Default: 1d5+5 10
Currently @ 37/51 Willpower, 9 Corruption. Now let's at least get to the good part. DoS means 3 Additional bolts.
Damage, Pen 8, to the On-Fire Beast: 3#1d10+9 16 15 14
Base Doombolt, doh: 1d10+9 18
Subbing the rolled 5 for DoS of 8, so 18 Damage total.

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

  • Locked thread