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Zen Master
2012-05-20, 11:50 AM
Well - the basics first.

Background:


On the utter edge of explored space lies Asp 241: A system consisting of little more than a few rocks and asteroids orbiting an old, red dwarf star.

There is very little reason to come this far out - few of them legal. Those who dwell on the jury rigged space stations clinging to a few of the larger rocks are either fugitives or smugglers or both, and visitors - if there are any - are most likely big game hunters seeking illicit thrills on near-by death worlds, or scholars seeking forbidden knowledge of what lies beyond the light of the emperor.

Three settlements prevail here.

Wreck, the closest the system has to a port, is a space station built from the ruined remains of an ancient battleship. Various other hunks of metal have been strapped or bolted on to create a massive eye-sore. Here may be found what trade is available in the system, and here are the few craftsmen and tech savants capable of repairs and maintainance of ships and equipment.

Wreck also features the closest approximation of centralized government the system has, in the form of Kort, a scarred giant of a man so huge speculations abound that he must be either a mutant or a space marine.

Imperial law, however, is not upheld here. Though always under guard, various alien races visit the station from time to time. For whatever inscrutable motivations.

Gaol is a tiny, closed religious community, who dwell in a hollowed out lump of water ice drifting in space. Little is known about them, except they revere the face of the emperor - which they claim to see always through the transparent walls of their chosen prison.

Last but not least, Duncan Sireal's Space Lounge caters to those afore-mentioned big game hunters, offering to those who can afford it not exactly luxury then at least a measure of comfort. For want of a better word, Duncan's is a hotel, bar, lounge and brothel.

You've been here long enough to hear a few more shreds of rumour:

It is said that hidden somewhere in the system is an Imperial Navy supply and support depot.

Somewhere close to the star, amongs the various debris and assorted space junk, it is rumoured lies the ancient husk of some alien installation.

There are all the usual rumours of this or the other crusty old captain being either a pirate or a chaos cultist - the most persistent rumours concern Hald Draven, a man of unusually doubtful countenance.

Formal intro:


One of the various vessels and hulks that together make up the splendour of Wreck is Revelation. Revelation was once a pleasure craft for some young lordling or rich merchant - now, it has been converted into The Revelation Bar. In ages past, it must have been entirely splendous, with gold filigree, chandeliers, marble coloumns, thick carpets and so on. However, those days are long past, and the current owner, one Slythe, has converted into a strip joint, where the price of both drinks and the virtue of the dancers is negotiable.

Neither of you really has the surplus Thrones to spend on drinking, but then again there is precious little else to do with ones leisure time here.

The Revelation is a foul place, and the mood here is fouler than usual tonight. Fights are frequent, and largely tolerated - but Wreck has one very specific rule, presented to you by Kort himself on your arrival here:

Anyone who uses any sort of weapon that has even the theoretical chance of piercing the hull of the station will dragged bodily to the nearest airlock and ejected into space, without dallying with such trite concerns as trails and judgement.

You've seen him make good on that promise too.

So while you all are doing your thing, drinking or womanizing or gambling, tension is building. Clearly one group of patrons is having a disagreement with one of the other guests - a dancer seems to be involved. It has not yet come to blows, but you all feel it. A tingling. Violence will happen soon.


Physical:

The Revelation consists of one main room, some 30 meters long by 12 wide. The center is dominated by a long stage on which the dancers do their thing. At the south end of the stage stands the bar.

The eastern wall holds a number of tables, while the western has 5 enclosures for private entertainment.

The entrance is in the middle of the eastern wall. At the north end of the ship is an entry to what was once the bridge, where the owner now has his office.

To the south is another hatchway, leading - presumably - to kitchens, changing areas and so on. This would have been the engine rooms and crew quarters once.

The bartenders are fairly anonymous females. There are two bouncers, Rock and Damsel, who are both known for fairly heavy-handed and physical approaches to their jobs.

The patrons are the usual mix of low-lifes, most armed in some way or other.


I will need you all to place yourselves in the room, and tell me any rolls or other actions you'd like to take.

This is a quiet still-life of how everything stands the moment before everything starts.

Am I forgetting anything?

Astro_sol
2012-05-20, 12:15 PM
OOC: Well, here's a full character sheet.

Name: Wormwood Cromwell
Age: 24
Background: Mind-Cleansed
Class: Imperial Psyker
Wounds: 13
Fate Points: 3
Characteristics
WS 32
BS 37
S 32
T 33
Ag 37
Int 38
Per 36
WP 48
Fel 21

Sanctioning Side Effects: Tongue Bound (Hard -20 WP test to speak the names of the Ruinous Ones, and I stutter terribly when speaking of demons)
Insanity: 9
Corruption: 0
Skills: Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Soothsayer) (Fel), Literacy (Int), Deceive (Fel), Intimidate (S)
Talents: Resistance (Psychic Powers), Melee Weapon Training (Primitive), Pistol Weapon Training (SP), Pistol Weapon Training (Las), Psy Rating 1, Jaded, Unremarkable
Traits: Unreadable mind (immune to Mind Scan and any similar abilities), Common Lore (Tech) (Int) and Survival (Int) are basic skills, Failsafe Control (ultimate command), +10 to resist fear and mind control
Gear: simple robes, Stub Automatic (1d10+3 I, S/3/-, 30m range, Pen 0, Clip 9, Rld Full), 2 Stub Automatic clips, psy-focus (dice), Sanctioning Brand (on upper left arm)

Money: not enough to mean anything

Spending/Total XP: 0/400

(Took Living Nightmare in Inquisitor’s Handbook)

Divination: “The wise man learns from the deaths of others.” Increase Intelligence by 3.

Appearance/Personality/some backstory: Fair skin, grey eyes, black hair, nervous tic (stutters), tall, gangly. Wormwood is tall and pale, with glazed over grey eyes that give him the look that he's always half asleep. He has black hair that is constantly unkempt, as one of his nervous habits is to run his hands through it. He has hexagrammatically warded lips, a hold-over from the experimentation that led to him gaining an unreadable mind. He is quiet, usually, and calculating. He possesses a deceptive amount of willpower, which he guesses is from his younger days, which he has absolutely no memory of. He's a fresh man, and decided that the best way to live out his new-found freedom was to get the hell away from the authorities. His first memory is that of the day after his sanctioning, when the experiments started. As such, he does not like the Inquisition, to say an understatement. He is selfish because that is how he's survived among the dregs. At present, he works as a glorified janitor on the Wreck, cleaning up messes, which are frequent due to the sheer amount of fights, which he usually tries to avoid. However, he was cursed with curiosity, a potentially lethal trait in the Imperium of Man.

Minor Psychic Powers: Unnatural Aim (Threshold 8), Flash Bang (Threshold 6)

Advances Bought: Willpower (simple)

If that's all correct, then...

IC: Wormwood is sitting at a table, close to the Eastern Wall's exit. When he senses a fight brewing, he shifts closer, trying to overhear but keep a distance enough away that he can still make a break for the door if las-rounds/stubs start firing. He also keeps one hand close to the Stub at his side, hidden beneath his robes, just in case he gets dragged in. He's nervous, but while he doesn't want to fight, he wants to know what exactly the soon-to-be fight is all about.

Zen Master
2012-05-20, 01:02 PM
OOC: Well, here's a full character sheet.

Name: Wolfwood Cromwell
Age: 24
Background: Mind-Cleansed
Class: Imperial Psyker
Wounds: 13
Fate Points: 3
Characteristics
WS 32
BS 37
S 32
T 33
Ag 37
Int 38
Per 36
WP 48
Fel 21

Sanctioning Side Effects: Tongue Bound (Hard -20 WP test to speak the names of the Ruinous Ones, and I stutter terribly when speaking of demons)
Insanity: 9
Corruption: 0
Skills: Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Soothsayer) (Fel), Literacy (Int), Deceive (Fel), Intimidate (S)
Talents: Resistance (Psychic Powers), Melee Weapon Training (Primitive), Pistol Weapon Training (SP), Pistol Weapon Training (Las), Psy Rating 1, Jaded, Unremarkable
Traits: Unreadable mind (immune to Mind Scan and any similar abilities), Common Lore (Tech) (Int) and Survival (Int) are basic skills, Failsafe Control (ultimate command), +10 to resist fear and mind control
Gear: simple robes, Stub Automatic (1d10+3 I, S/3/-, 30m range, Pen 0, Clip 9, Rld Full), 2 Stub Automatic clips

Money: not enough to mean anything

Spending/Total XP: 0/400

(Took Living Nightmare in Inquisitor’s Handbook)

Divination: “The wise man learns from the deaths of others.” Increase Intelligence by 3.

Appearance/Personality/some backstory: Fair skin, grey eyes, black hair, nervous tic (stutters), tall, gangly. Wolfwood is tall and pale, with glazed over grey eyes that give him the look that he's always half asleep. He has black hair that is constantly unkempt, as one of his nervous habits is to run his hands through it. He has hexagrammatically warded lips, a hold-over from the experimentation that led to him gaining an unreadable mind. He is quiet, usually, and calculating. He possesses a deceptive amount of willpower, which he guesses is from his younger days, which he has absolutely no memory of. He's a fresh man, and decided that the best way to live out his new-found freedom was to get the hell away from the authorities. His first memory is that of the day after his sanctioning, when the experiments started. As such, he does not like the Inquisition, to say an understatement. He is selfish because that is how he's survived among the dregs. At present, he works as a glorified janitor on the Wreck, cleaning up messes, which are frequent due to the sheer amount of fights, which he usually tries to avoid. However, he was cursed with curiosity, a potentially lethal trait in the Imperium of Man.

Minor Psychic Powers: Unnatural Aim (Threshold 8), Flash Bang (Threshold 6)

Advances Bought: Willpower (simple)

If that's all correct, then...

IC: Wolfwood is sitting at a table, close to the Eastern Wall's exit. When he senses a fight brewing, he shifts closer, trying to overhear but keep a distance enough away that he can still make a break for the door if las-rounds/stubs start firing. He also keeps one hand close to the Stub at his side, hidden beneath his robes, just in case he gets dragged in. He's nervous, but while he doesn't want to fight, he wants to know what exactly the soon-to-be fight is all about.

Drinking alone at Revelation can be something of an issue. Currently, a girl is vying for your attention, her hand wandering up your thigh as she tells you her name is Candy. You ironically muse that statistically, that would be her name - a lot of the girls here seem to be called Candy.

Listening to the conversation two tables over isn't easy with 'Candy' trying to trade Thrones for pleasure, but you catch a bit. It seems someone named Dorn has angered some of the local talent by defending the virtue of one of the dancers.


Sol/Wormwood only:

You may know something about the local gangs, or Dorn, if you have relevant skills or can cook up a palusible explanation as to how you came by that knowledge.

Further, you may roll a relevant skill or stat to get more info from the other table.

You are also slightly uncertin whether or not a stub automatic falls in- or outside the parameters of 'theoretically capable of piercing the hull'. This is a derelict pleasure boat, not a military vessel. How much punishment is it designed to withstand?

Astro_sol
2012-05-20, 02:06 PM
Drinking alone at Revelation can be something of an issue. Currently, a girl is vying for your attention, her hand wandering up your thigh as she tells you her name is Candy. You ironically muse that statistically, that would be her name - a lot of the girls here seem to be called Candy.

Listening to the conversation two tables over isn't easy with 'Candy' trying to trade Thrones for pleasure, but you catch a bit. It seems someone named Dorn has angered some of the local talent by defending the virtue of one of the dancers.

Wormwood sighs and shows his empty purse to "Candy".

"You're v-v-very p-pretty, miss, but I'm, uh, I'm fresh out of Th-thrones." He continues to strain to hear the conversation, hoping to brush off Candy without offending her/causing her to make a ruckus.


Sol/Wormwood only:

You may know something about the local gangs, or Dorn, if you have relevant skills or can cook up a palusible explanation as to how you came by that knowledge.

Further, you may roll a relevant skill or stat to get more info from the other table.

You are also slightly uncertin whether or not a stub automatic falls in- or outside the parameters of 'theoretically capable of piercing the hull'. This is a derelict pleasure boat, not a military vessel. How much punishment is it designed to withstand?


OOC will now simply be in spoilers. Like so.
For GM
Being a janitor, I wouldn't know much about the gangs, prolly not much about Dorn unless he's well-talked about. Since I clean up the messes that the gangs leave, it's very possible that I pick up in general what the gangs stand for/what brings them together, though I doubt I would know much about any specific members, unless their leaders have caused major ruckuses in the past. As for rolling, Wormwood (it was Wolfwood, but your mistake was better than my initial intention, so I'm sticking with it) makes an untrained Inquiry check (with the description notes can simply be for listening, and he really doesn't want to talk to Candy, cause ew, he doesn't know where she's been).
Base Fel: 21
[roll0]

Knives91
2012-05-20, 02:15 PM
Here's my character sheet.

Name: Stig
Age: 25
Background: Feral Worlder
Class: Guardsman
Wounds: 11
Fate Points: 4
Characteristics
WS 39
BS 40 + 5 = 45
S 42
T 42
Ag 36 + 2 = 38
Int 30
Per 31
WP 26 + 5 = 31
Fel 14


Insanity: 1
Corruption: 1
Skills: Speak Language (Low Gothic), Drive (Ground Vehicle), Navigation (Surface), Survival, Tracking

Talents: Resistance (Psychic Powers), Melee Weapon Training (Primitive), Pistol Training (Las), Basic Weapon Training (Ballistic)

Traits: Iron Stomach (+10 to Carouse), Primitive (-10 to Tech-Use (Int) tests, -10 to Fellowship tests in formal or civilized surroundings), Rite of Passage (Spend full action to make Int test to staunch blood loss), Wilderness Savy (Navigation (Surface)(Int), Survival (Int) and Tracking (int) count as basic skills)

Gear: Axe, Las Pistol (1 charge pack), Las Gun (1 charge pack), Shotgun (12 shells), Stealth Gear, 1 week corpse starch rations, Imperial Infantryman's Uplifting Primer

Money: 150 Thrones

Spending/Total XP: 0/400

Divination: "Trust in your fear." (AG +2, +1 Fate Point)

Appearance/Personality/some backstory: Recruited from the Feral World of Dusk as an Imperial Guardsman and sent to the front line, Stig quickly proved himself to be an excellent shot with any las weapon placed in his hands. As one of thousands of Guardsmen sent down during the Mara Landing Massacre, his mind and will proved strong, but his body did not. The resulting scarring from the slaughter is still very visible on most of his body. Immediately after the massacre, he attempted to murder an officer who had insulted the judgement and honor of Stig's former comrades. He was in the process of breaking the man's other kneecap when he was brought down and shipped to the Penal Legion. After 4 years of nigh constant combat, he managed to escape an find a ship, which dropped him off on the Revelation, where he found someone to remove his explosive collar.

Stig is a man who follows his own moral code to the letter. No exceptions. This code states that it is ones duty to be protect and defend the future (women and children), to the death if need be. Comrades are to be placed in high regard and it is a great honor to be considered a brother/sister in arms to another. His code is complex and inflexible and will come into conflict with standard policy in some cases. To this end, he has spent his free time "fixing" his copy of the Infantryman's Primer. As a Feral Worlder, his believes that taking some piece of a fallen foes gear results in his control of their soul. He considers it his duty to set them on the correct path, as dictated by his code.

Standing 6'4 of muscle and scars, Stig is one ugly bastard. Brown ragged hair, which clearly hasn't been washed in a while, hangs roughly around his face, and is matched by a roughly shaven beard. Green eyes stare out from the mass of scarring that is his face. He doesn't talk much and when talked to, he often responds with grunts or hand motions. He is capable of expression with his one eyebrow, but often chooses not too. Is excellent at looming.

Advances Bought: Ballistic Skill Advance (+5 BS)

Zen Master
2012-05-20, 02:33 PM
Wormwood sighs and shows his empty purse to "Candy".

"You're v-v-very p-pretty, miss, but I'm, uh, I'm fresh out of Th-thrones." He continues to strain to hear the conversation, hoping to brush off Candy without offending her/causing her to make a ruckus.



OOC will now simply be in spoilers. Like so.
For GM
Being a janitor, I wouldn't know much about the gangs, prolly not much about Dorn unless he's well-talked about. Since I clean up the messes that the gangs leave, it's very possible that I pick up in general what the gangs stand for/what brings them together, though I doubt I would know much about any specific members, unless their leaders have caused major ruckuses in the past. As for rolling, Wormwood (it was Wolfwood, but your mistake was better than my initial intention, so I'm sticking with it) makes an untrained Inquiry check (with the description notes can simply be for listening, and he really doesn't want to talk to Candy, cause ew, he doesn't know where she's been).
Base Fel: 21
[roll0]



Sol/Wormwood only:

Disappointed by your lack of funding to promote happiness for the both of you, Candy slinks off - with a smile, however, and a promise of a good time whenever you come into some Thrones.

The gangs on Wreck are not unlike guilds. One gang handles proetitution, another smuggling, a third sale and distribution of drugs. By not crossing paths with each other in this way, a measure of peace is maintained.

This system is not, of course, perfect. There are many slips one way or the other.

You know no further details of the gangland.

Knives91
2012-05-20, 02:48 PM
Stig enters the bar, nodding at the two bouncers on either side of the door. He notes a variety of people sitting or dancing in various locations as well as a tenseness in the air. Having been in battles that would make this, as the name states, a bar fight, he starts to loosen his shoulders should he need to draw his shotgun. He settles in a chair near the wall next to the door.

Astro_sol
2012-05-20, 06:01 PM
Wormwood's fist tightened in frustration at the scene about to play out before him. I'll probably have to clean this mess up after it's all over. Hope I don't get involved. With that, he leaned back, his right hand still resting on his stub pistol. He'd only use it in the direst of emergencies, due to his unease of piercing the ship's hull (fearing the punishment more than the decompression), but relied on his ability to blend in with the crowd and avoid notice in order to watch the scene play out before him.

Zen Master
2012-05-21, 05:41 AM
I'm just waiting for additional players before .... letting it rip, so to speak.

Acco Spoot
2012-05-21, 09:04 AM
Rotating a thin toothpick between his serpentine lips Yum Sung tries to ignore the ruckus playing in the back of the bar, his eyes are on the dancers, reclined, casually watching the far more compelling show.

The insistence of the man, Kort and his display in such circumstances, that any hull piercing weapons would not be treated lightly had the thought relaxed in Yum Sung's mind, there's no reason to care if Kort's got it under control.

Though it doesn't hurt to be ready.

He murmurs, speaking at, but not to, the exotic dancer, his finger casually on the handle of his Autopistol.

Zen Master
2012-05-21, 09:26 AM
Rotating a thin toothpick between his serpentine lips Yum Sung tries to ignore the ruckus playing in the back of the bar, his eyes are on the dancers, reclined, casually watching the far more compelling show.

The insistence of the man, Kort and his display in such circumstances, that any hull piercing weapons would not be treated lightly had the thought relaxed in Yum Sung's mind, there's no reason to care if Kort's got it under control.

Though it doesn't hurt to be ready.

He murmurs, speaking at, but not to, the exotic dancer, his finger casually on the handle of his Autopistol.

As Mr. Sung enters the Revelation, a hostess approaches him with a drink and a smile.

'Welcome again, Mr. Sung' she intones, and goes on, 'please let us know if there is anything further we might provide you with. I know Chevelle is free tonight, and I rather think she favors you.' Smiling, the hostess disappears again.

Acco/Sung only:
Yes - there are some perks to chosing people skills.

You have a fleeting acquaintance with most of the staff here. Not enough for you to know their names, but enough for them to recognize you. You get your drinks faster, and sometimes there is a treat on the house - like tonight.

Any skills you may want to use, lemme know.


Everyone:

Tempers are really heating up.

It seems a very uncertain match-up. On one side are five hoodlums from one of the local gangs (and rolls are in order if you want to know which one) - on the other a single, capable looking man of middling age. There is something non-descript about him, but his poise radiates confidence and calm, despite the odds.

The girl they are fighting over seems no where around.

One of the gangers shouts 'the void is it to you, blighter, eh? She takes the money, she delivers the goods, right?' He then moves to slap Mr. Calm, who casually sidesteps, and pusher his attacker on his rear with a nonchalant gesture.

Actions? Or shall I continue?

Astro_sol
2012-05-21, 09:40 AM
One man? Against five? He's either very insane, or very, very sane.

Wormwood was ready to dive under the table at the first sign of shots being fired. However, the sight in front of him was mesmerizing, even if it meant he'd probably have to get back into clean-up duty even if he was off-shift. His hand tightened around the pistol, almost reflexively. He began whispering the Litany of Protection, a nervous habit he picked up during his sanctioning. It's one of the few things he can say without a stutter.

For GM
Keep going, looks interesting. Wormwood hasn't found a reason to be involved yet, but if things go too far south, he might. He's gonna let it play out unless shots start firing.

Leon
2012-05-21, 09:55 AM
+++Hmm+++

From his seat in the corner facing the door Nixios pondered the growing tension musing that it would be ugly with or without the enforced threats of weapon usage and checked his staff was within easy reach.




Nixios Delta-Rho
Technographer

WS 30
BS 31
S 34
T 35
Ag 36
Int 40
Per 36
Will 34
Fel 30

Wounds:12
Fate: 1
Divination: 33 "if a Job is worth doing it is worth dying for - gain frenzy
talent"

Insanity: 1

Starting Wealth:45

Starting Skills:
Common Lore (Tech)
Common Lore (Machine Cult)
Speak Language (Low Gothic)
Tech Use +10
Literacy
Secret Tongue (Tech)
Trade (Scrimshaw)

Bough Skills:
Logic
Medicae

Starting Talents:
Technical Knock
Melee Training (Primitive)
Basic Weapon Training (SP)
Basic Weapon Training (Las)
Pistol Training (Las)
Electo Graft Use
Frenzy

Bought Talents
Chem Geld
Light Sleeper

Starting Traits: Mechanicus Implants

Starting Gear
Laspistol + charge pack
Lascarbine + charge pack
Metal Staff
Mechanius Robes and Vestments (Good Quality)
Spare Parts (5)
Knife
Data Slate
Glow Lamp
Scared Machine Oil

Bought Gear
Flak Coat (100)
Extra Charge Pack for Las Carbine (15)
Overcharge Pack for Las Pistol (15)

Other
Stranger to the Cult
Toughness Advance (100xp)





People are strange, when you're a stranger. And since you also look strange, it's worse. The lady behind the counter, before serving you, mutter 'well, I'm sorry, but we don't serve neither diesel nor prometheon.'

+++Whatever alcohol you have will do, its all fuel in some form+++

Zen Master
2012-05-21, 10:19 AM
Hmm

From his seat in the corner facing the door Nixios pondered the growing tension musing that it would be ugly with or without the enforced threats of weapon usage and checked his sword was within reach under his coat.




Nixios Delta-Rho

WS 30
BS 36
S 34
T 30
Ag 39
Int 35
Per 36
Will 31
Fel 30

Wounds:(1d10)[6] 3+7=10
Fate: (1d10)[4]
Divination: 33 "if a Job is worth doing it is worth dying for - gain frenzy
talent"

Starting Wealth:139

Starting Skills:
Common Lore (Tech)
Common Lore (Machine Cult)
Speak Language (Low Gothic)
Awareness
Dodge

Starting Talents:
Technical Knock
Melee Weapon Training (Primitive)
Unremarkable
Pistol Training (SP & Las)
Basic Weapon Training (SP)
Frenzy

Starting Gear
Compact Laspistol + Charge pack
Absolution Sniper Rifle
Short sword
Knife
3 Doses of Stimm
Black Bodyglove (Common)
Charm (Corpse Hair)

Other
Stranger to the Cult
BS Advance +5 (100xp)



People are strange, when you're a stranger. And since you also look strange, it's worse. The lady behind the counter, before serving you, mutter 'well, I'm sorry, but we don't serve neither diesel nor prometheon.'

Knives91
2012-05-21, 11:08 AM
As Mr. Sung enters the Revelation, a hostess approaches him with a drink and a smile.

'Welcome again, Mr. Sung' she intones, and goes on, 'please let us know if there is anything further we might provide you with. I know Chevelle is free tonight, and I rather think she favors you.' Smiling, the hostess disappears again.

Acco/Sung only:
Yes - there are some perks to chosing people skills.

You have a fleeting acquaintance with most of the staff here. Not enough for you to know their names, but enough for them to recognize you. You get your drinks faster, and sometimes there is a treat on the house - like tonight.

Any skills you may want to use, lemme know.


Everyone:

Tempers are really heating up.

It seems a very uncertain match-up. On one side are five hoodlums from one of the local gangs (and rolls are in order if you want to know which one) - on the other a single, capable looking man of middling age. There is something non-descript about him, but his poise radiates confidence and calm, despite the odds.

The girl they are fighting over seems no where around.

One of the gangers shouts 'the void is it to you, blighter, eh? She takes the money, she delivers the goods, right?' He then moves to slap Mr. Calm, who casually sidesteps, and pusher his attacker on his rear with a nonchalant gesture.

Actions? Or shall I continue?

Stig slides the shotgun down from his shoulder and settles it against the wall next to him. Won't pierce the hull, so that's not an issue. Will need to get closer though to minimize possible bystander casualties. Emperor protect them, he mutters. He already knows who he will fight beside. Five against one? The code is clear on this.

Astro_sol
2012-05-21, 11:15 AM
OOC: Oh, forgot. Rolling to figure out which gang this one is.

General knowledge check, I suppose. Base Int [38]
[roll0]

Zen Master
2012-05-21, 12:07 PM
First round of combat:

Since none of you expressed any intentions to act (nor did I expect you to, but you could have), this all happens before you react. You can take actions at the end of the turn, as required. If you want to do that, I will need initiatives.

The guy who knocked on his rear leaps up, produces a nasty looking knife and stabs at Mr. Calm. The attack misses, and Mr. Calm hardly even flinches. Another goon produces chain blade - a more serious weapon. He lunges at Mr. Calm, who again deftly parries and disarms the man.

Finally, Calm himself attacks. In a series of lightning fast kicks and punches, he floors his two assailants before the other three can even react.

The patrons nearest the fight have already retreated to a safer distance. A hush has fallen, and in it, Mr. Calms voice is clearly heard as he says:

'My patience is spent. If you do not leave now, I shall have to really hurt you.'

He remains unarmed.

(also don't worry - the monologue is all but over)

Zen Master
2012-05-21, 12:10 PM
OOC: Oh, forgot. Rolling to figure out which gang this one is.

General knowledge check, I suppose. Base Int [38]
[roll0]

Sol/Wormwood:

Well - there are a number of gangs. Each with their own specialty, drugs or prostitution or smuggling. For the life of you, you cannot remember any of their names right now.

You could roll perception , to note any gang specific ... stuff.

Astro_sol
2012-05-21, 12:34 PM
Wormwood kept muttering the Litany of Protection as he watched the spectacle unfold. When the two gang members had been knocked down, he rose, edging a bit closer.

That chain-blade on the knocked-down dude was looking kind of nice.

For GM
Wormwood is moving to minimum safe distance, as it were. Also, rolling that perception check. Base Per [36]
[roll0]

Zen Master
2012-05-21, 01:30 PM
Wormwood kept muttering the Litany of Protection as he watched the spectacle unfold. When the two gang members had been knocked down, he rose, edging a bit closer.

That chain-blade on the knocked-down dude was looking kind of nice.

For GM
Wormwood is moving to minimum safe distance, as it were. Also, rolling that perception check. Base Per [36]
[roll0]

Sol/Wormwood:

These guys are a diverse lot. All look rough in a thuggish kinda way, but otherwise, they are just the kind of scum this place attracts.

They all have two things in common, however. A triangular tatoo at the left temple, and some sort of bracelet on their left wrist.

Knives91
2012-05-21, 02:11 PM
Wormwood kept muttering the Litany of Protection as he watched the spectacle unfold. When the two gang members had been knocked down, he rose, edging a bit closer.

That chain-blade on the knocked-down dude was looking kind of nice.

Stig notes a robed figure moving closer to the "battle", intent unclear. He doesn't appear to be interested in joining in the fight, so Stig makes note to keep track of his position as he rises from his seat, taking the shotgun with him. He makes his way through the gathering crowd towards the combatants.

Acco Spoot
2012-05-21, 02:30 PM
Yum Sung stood to gain nothing from intervening, his reputation was one of a smooth talker, a gallant and devilish rogue unwilling to quickly enter combat and more effective with a silver tongue than an equal bullet, if he broke that now it'd be a life running from gunfire, just like the one he'd escaped.

Well, hey there sugar.

He introduced himself to Chevelle, Yum Sung had managed to avoid the fanaticism of the Emperor his whole life, but damn if there was anyone who could have sculpted a finer looking angel then it'd have to be the Emperor.

Whadd'ya say we let the meat-heads handle this, get a room an' be safe together.

The words slipped from his tongue as he gave the accompanying head tilts and grins that carried his intentions.

Charm: [roll0]/37
I'll be ready for when bullets start flying.

Zen Master
2012-05-21, 04:22 PM
Second round of combat:

One of the goons actually try once again to go for Mr. Calm, before his compatriots drag him off. His efforts gain him a quick jab to the nosebone, which promptly spurts blood.

One ganger - thus far unhurt - glares at Mr. Calm, and says:

'You tink dis is ovar? Dis ain't ovar, piker! Hear dat, piker?' He glances towards the the door, and as if on queue, the bouncers turn toward some unseen commotion. 'Hear dat' he repeats, 'time's bout up for you!'

Things are happening in two places at once. You can concentrate on one or the other - the door or the fight - or both at the same time. If you chose the latter, it requires an easy perception test. Better results reveal more info.

And now I'd like some rolls for initiative from everyone. Brace for round three, and impact =)

Knives91
2012-05-21, 05:17 PM
Second round of combat:

One of the goons actually try once again to go for Mr. Calm, before his compatriots drag him off. His efforts gain him a quick jab to the nosebone, which promptly spurts blood.

One ganger - thus far unhurt - glares at Mr. Calm, and says:

'You tink dis is ovar? Dis ain't ovar, piker! Hear dat, piker?' He glances towards the the door, and as if on queue, the bouncers turn toward some unseen commotion. 'Hear dat' he repeats, 'time's bout up for you!'

Things are happening in two places at once. You can concentrate on one or the other - the door or the fight - or both at the same time. If you chose the latter, it requires an easy perception test. Better results reveal more info.

And now I'd like some rolls for initiative from everyone. Brace for round three, and impact =)

[roll0]

Stig, choosing to deal with the more immediate threat, choses to focus on the group in the room, trusting the bouncers to deal with whatever comes through the door.

Astro_sol
2012-05-21, 05:18 PM
Noting the fallen chainsword with envy, Wormwood tries to note what the hell is going on.

Rolls!
Initiative: [roll0]
Perception (he tries to notice both): Effective Per 66 (36+30, easy)
[roll1]

Leon
2012-05-22, 05:03 AM
Initiative [roll0]
Too much scum on these ships to keep track of what belongs to what


Keeping a wary optical unit on the proceedings Delta-Rho wont act until something threatens his intake of low quality fuel.

Zen Master
2012-05-22, 10:40 AM
The order of action seems to be:

Mr. Calm 14
Stig 12
Wormwood 10
The gangers act on 8
Delta Rho 6

Mr. Calm, on his turn, assumes a ready stance (as if he wasn't ready to begin with), and holds his action until further notice.

Mr. Stig - your play?

Forgot this:


Noting the fallen chainsword with envy, Wormwood tries to note what the hell is going on.

Rolls!
Initiative: [roll0]
Perception (he tries to notice both): Effective Per 66 (36+30, easy)
[roll1]

Sol/Wormwood:


A mind divided is like a gateway open, it's towers unguarded.

You do notice the bouncers going for the shock mauls on their belts. Other than that, no particular details present themselves ... to you :p

Knives91
2012-05-22, 10:58 AM
Stig, now clear of the crowd, also settles into a ready stance, weapon poised to be aimed. He's to the back right of Mr. Calm with a clear LOS on at least one of the gangers.

For GM:
Half action is readying weapon, later half is a delay. Have to see where things go from there.

Acco Spoot
2012-05-22, 11:36 AM
Distracted by the sudden motions and cries of combat getting suddenly louder Yum Sung turns to the commotion, Autogun in hand he picks a spot relatively close as a mock dead-line, anyone fast crossing that point is gonna have themselves full of Imperial lead.

Guess it'll have to wait 'til another time, sugar.

Overwatch! On the area, let's say, fifteen meters ahead of me.

Astro_sol
2012-05-22, 04:27 PM
Wormwood, eyes darting rapidly, swallowed and drew his Stub Automatic.

For GM
Half action to ready, gonna use the other half for a delay. Wormwood is kind of jumpy, so the first goon to make a threatening gesture at him is getting a bullet.

Zen Master
2012-05-23, 06:09 AM
And so round three rolls into full swing.

On initiative 9, the girl this seems to have all been about reappears. She enters from backstage, where dressing rooms are likely to be, now dressed in a bodyglove, and carrying katana in one hand, a needler in the other. Adressing Mr. Calm, she says:

'Antoun, we really should be getting out of here - right now!'

As in on queue, on initiative 8, the bouncers - who'd been engaging someone off-screen - explode into room. Rather more litteraly than anyone would have liked, as they appear to have been struck by a frag grenade (and if anyone is in doubt, explosives are definitely not allowed). As smoke, blood and torn-off limbs settle, half a dozen goons enter, among them one fierce-looking bilge rat, huge and muscles, toting what looks like a home-made, jury-rigged heavy stubber.

As the gangers near Mr. Calm (who we might now guess to be named Antoun) dive to the floor, the newcomers open fire. Handcannon bark, to the background of the heavy, stuttering DUM-DUM-DUM of the heavy stubber.

Several innocent bystanders are cut down by the weapons fire. Mr. Calm does some impressive dodging, but blood is drawn from several minor wounds. Ms. Bodyglove dives for cover, and sends a spray of needles at the newcomers, hitting one in the eyes and sending him to the floor convulsing in agony as biotoxins eat his life away.

As their initiative ends and their weapons silence for a moment, a high-pitched whine - accompanied after just a few seconds by the blaring of claxons - announces hull penetration.

And thus, the ball is in your court, gentlemen. I'm aware that you're on overwatch, so you can take actions that affect the above. I just wanted to paint the whole picture.

Astro_sol
2012-05-23, 06:42 AM
o.o;

Wormwood, at the sound of the explosion, reflexively drops into a prone position, facing the source of the noise.

OOC
Aware that it's not my turn quite yet, just getting that delayed half-action out of the way. He's not pretending to be dead, though.

Knives91
2012-05-23, 02:11 PM
Damn.

Stig spins and takes aim at ganger with the heavy stubber, aka, the soon to be dead fool.

For Gm:
Half action(delay): aim at the carrier of the heavy stubber. I realize that Acco/ Yum Sung has overwatch, so this'll finish off my delayed action

Zen Master
2012-05-24, 02:31 AM
I'm a little hazy on whether everyone considers their turn to be over.

For that reason, I ask all of you to end your posts with 'End turn!' - if you consider all your actions to be taken.

If anyone has more they'd like to do this turn, I'll give it a few hours. Otherwise, round four is rolling up.

Acco Spoot
2012-05-24, 04:21 AM
Would it be okay to reel in my overwatch to, say, 10m, or, even better, apply it only to people who are running or gunning towards me. If this is an action better off taken in Round Four then I'll leave it be until then. Oh, and: end turn.

Leon
2012-05-24, 05:03 AM
Nixios draws his Laspitol and takes aim at the brute with the big gun




End Turn

Astro_sol
2012-05-24, 05:27 AM
Ah! So sorry. End turn, then.

Knives91
2012-05-24, 11:24 AM
End turn for me as well.

Zen Master
2012-05-24, 02:17 PM
A'ight.

First of, a short recap. To one end of the bar we have Mr Calm/Antoun and his female associate - the female being somehow what the fight is (or seems to be) about. They are surrounded by five gangers, all armed with some sort of melee weapons, mainly knives - one had a chain blade that he dropped. Of these five, two have been downed and are looking a bit woozy (they have fatigue damage).

At the door or entry, are another group of four gangers. These are more heavily armed, with various basic weapons, plus one big lug with a home-made heavy stubber. Two of these guys look like they had a tangle with the bouncers, before a grenade put an end to that - or maybe they got a bit too close to the explosion.

One ganger has been shot dead by the female associate.

None of the gangers are visible armor. Nor do their outward appearance convey high constitution.

That puts the total at ten gangers, two persons of unknown affiliation, around fifty innocent bystanders, and you guys.

It's worth noting that not all the innocent bystanders are so innocent that they are unarmed and defenceless - some are panicking, others are diving behind overturned tables, weapons ready.

Round four:

In the interest of keeping combat reasonanbly quick and fluid, I'm gonna try announcing all npc actions beforehand. They act on initiative, but you get all the actions upfront. Particularly since you're all on overwatch or delay, this should work. I hope.

Mr. Calm is faced with a challenge. He's poorly equipped for a firefight, so he decides to hide amongst his enemies: He engages the nearest group in melee. Two gleaming blades appear in his hands, and he rains attacks on the two new targets, carving out chunks of blood and spraying blood to and fro. Both fall, dying.

Ms. Bodyglove peeks out of cover - from behind an fallen couch - and sends another volley of microdarts at an enemy. He is hit in the chest, and moments later he vomits up his lunch, blood and most of his intestines, in that order.

The gangers, on their turn, do thusly:

The three in melee with Mr. Calm lay into him. He manages to dodge one attack, and one misses - but he is hit once, drawing blood, though his clothing clealy offers some form of protection.

Of the four remaining by the door, three point rifles at Ms. Bodyglove, and open fire. One suffers a mishap, his ill-maintained autogun exploding in his hands and ruining one eye. The other three gleefully tear the couch to shreds, while doing minor damage to Ms. Bodyglove in the process.

The big lug with the heavy stubber - staring with retarded stubbornness from under a low brow - ignores his friends in melee with Mr. Calm, and holds down the trigger. He keeps his weapon remarkably steady, as it thunders DUM-DUM-DUM-DUM-DUM. His aimed is disturbed by the melee, but as each round fires, his aim becomes a little clearer: He manages to his all three gangers, and Mr. Calm twice.

Mr. Calm remains standing, though his situation is clearly critical.

The whine of atmosphere being sucked out of ever more holes at the far end of the bar is getting rather loud.

Your actions please.

Astro_sol
2012-05-24, 02:26 PM
For GM...and maybe Acco
Just so you're aware, Acromos, Knives used his delay to aim as a half action, while I used mine to go prone and face the door with the gangers with autoguns...unless that doesn't count. Whatever the case, presently, Acco is the only one with anything to do before his turn technically starts, what with his overwatch and all.

So Acco should just use his overwatch, then do his turn. You may want to update the turn order. He rolled a 13 for initiative, placing him right after Mr. Calm, but he rolled in the old thread.

Zen Master
2012-05-25, 07:59 AM
Uh ...... is everyone waiting for me? Do we need an updated initiative order?

It makes no difference to me if you post actions in order - just spoiler them, and I'll sort everything out.

To me, it's more important that everything is fairly slick and fluid - than that it's very accurate and by the numbers. If you all disagree, lemme know. I'll adjust accordingly.

Astro_sol
2012-05-25, 08:06 AM
I was waiting on Acco to post, but if you're fine with it...

IC: Wormwood panicked at the influx of people. Seeing as he was in the middle of a bunch of bystanders - and on the ground at that - he decided that it was time to get dangerous.

He didn't know much about his past, but he knew that he had...powers. With what abilities he had, he didn't think there was anyone who could tell that he would be responsible for what was to come, so he decided to focus his mind. There was a trick he had learned, one that gave him incredible sharpshooting ability, but it had messed up before...he focused his mind as he crawled further towards...Antoun, and the lady in the bodyglove.

Half action to scoot towards that chainblade, half action to attempt to cast Unnatural Aim. It's risky, but at least it's not obvious like a flashbang. Unless I roll a 9. OK, threshold is 8, rolling my power roll.

[roll0]

Awright! Not a 9! End turn!

Knives91
2012-05-25, 11:26 AM
As clearly the largest threat in the room at the moment, Stig makes note that the heavy stubber has to go. He opens fire with the shotgun, the front end of the barrel belching the Emperor's wrath. This done, he lets the shotgun fall on its sling and readies his lasgun.

So, given the range, which I'm assuming is relatively close, I get a +10 modifier to my BS score, making for a grand total of 55. Also, it is a shotgun, so scatter comes into play if its at point blank, or if they have armor.

(Messed up my roll due to previewing to check for grammatical errors. Roll is in following post)

That done, I use my latter half action to ready the lasgun.

Thats all for me.

Knives91
2012-05-25, 11:34 AM
Here we go. Rolling for hit. Need a 55 or below.
[roll0]

Acco Spoot
2012-05-25, 11:44 AM
Hey DM, "Would it be okay to reel in my overwatch to, say, 10m, or, even better, apply it only to people who are running or gunning towards me. If this is an action better off taken in Round Four then I'll leave it be until then. Oh, and: end turn."

Same again please. +End turn

Knives91
2012-05-25, 11:45 AM
Here we go. Rolling for hit. Need a 55 or below.
[roll0]


And that is a solid hit. So rolling for damage without scatter due to it not being point blank:
[roll0]

Astro_sol
2012-05-25, 12:41 PM
Hey DM, "Would it be okay to reel in my overwatch to, say, 10m, or, even better, apply it only to people who are running or gunning towards me. If this is an action better off taken in Round Four then I'll leave it be until then. Oh, and: end turn."

Same again please.

So is Yum Sung just going to shoot anyone who gets too close to him? I was under the impression that everyone's getting shot at, essentially. Are you in range of the door? Why not shoot one of them who came in?

Acco Spoot
2012-05-25, 12:47 PM
So is Yum Sung just going to shoot anyone who gets too close to him? I was under the impression that everyone's getting shot at, essentially. Are you in range of the door? Why not shoot one of them who came in?

Cos Yum Sung doesn't know who's on what side, he's a power-player who's not about to tick off the winning team, think of it like Italy in WWI.
I'm not gonna shoot everyone who gets too close, I specifically asked to shoot those who look like they're heading for me, or shooting at me, I'm not about to take sides but I'm not gonna lose my sense of self preservation either.

Astro_sol
2012-05-25, 01:21 PM
Cos Yum Sung doesn't know who's on what side, he's a power-player who's not about to tick off the winning team, think of it like Italy in WWI.
I'm not gonna shoot everyone who gets too close, I specifically asked to shoot those who look like they're heading for me, or shooting at me, I'm not about to take sides but I'm not gonna lose my sense of self preservation either.

Ah, in that case:

@Acco
So he'll just wait until he's shot at/approached for most of the battle? In that case, it'd be quicker for you to just end your 4th turn, unless he does something like throw over a table for cover.

@Acromos
Unless anyone is approaching/shooting at Yum Sung, I guess we can move on and wait for Delta-Rho. Also, yeah, updated Initiative would be nice.

Leon
2012-05-26, 05:13 AM
+++Blessed Machine guide this las bolt+++


Aim

Single Attack (+20) Called Shot Head (-20)

[roll0] D100 not 2d10 buh

[roll1]

Leon
2012-05-26, 05:15 AM
[roll0]

End Turn

I liked the 2d10 better it was a hit vs that large miss

Zen Master
2012-05-26, 07:12 AM
Lets see if I manage to remember everything:

Initiative order:

Mr. Calm 14
Acco/Yum Sung 13
Knives/Stig 12
Sol/Wormwood 10
All gangers act on 8
Leon/Nixios 6
Everyone else acts end of turn (that is, the 'innocent bystanders')

Player actions, round four, results:

Yum Sung watches the combat guardedly, weapon ready in case any undue attention is given to him.


As the rules for overwatch are described, you may focus on one group, and react to them when and how you please. The other group will be outside your overwatch. That is, either Group Big Lug or Group Melee can be reacted to, but not both, as they are positioned way outside your 45 degree angle


Stig aims and fires his shotgun, hitting Big Lug squarely in the chest - drawing blood, but not as much as might have seemed fair for such a decent shot. He then proceeds to ready a secondary weapon.

Sol does the heroic thing, and scurries along the floor, looking to pick up the fallen chain blade while no one is looking which you can on your next turn.

Droning a prayer from his autovox unit, Nixios Wasn't he called Delta Rho just a moment ago?! fires a las gun at the Gig Lug, but despite careful aim and proper appeasment to the machine spirit, the shot misses at the Big Lug unexpectedly takes a step forward, laughing at his general bloodshed.

End of turn three bystanders fire, all at the Big Lug (he's the one tearing through the hull, after all). All miss, though one shears the left ear of the ganger to Big Lugs right.

At the end of the turn, the status is:

Mr. Calm is wounded and not doing well. He is still in melee with three gangers, though all are now in bad shape.

Ms. Bodyglove is hiding behind a couch that has lost most of it's function as both furniture and cover, having been shredded rather severely by autogun fire.

Near the door, two gangers are dead, three still standing (once sans left ear), among them the Big Lug toting the heavy stubber.

End of turn for everyone. Actions for round five, please. Everyone except Nixios is before the gangers.

Astro_sol
2012-05-26, 07:24 AM
Wormwood glances at the chainblade. Then he glances at the gangers in melee with Mr. Calm.

A thought occurs to him. I should probably help him. But those guys'll see me...

And if they get distracted by me, that leaves them open to Mr. Antoun. And I can always pick up the loot after this is all over. If anyone grabs that blade, they're getting a belly full of lead, anyway.

A grin splits from ear to ear. From his prone position amongst the bystanders, Wormwood rises and fires at the ganger closest to him in the fight with Antoun.

Ok, I get a +30 from Unnatural Aim, which I don't think stacks for range. Half action to stand, half action to shoot. Not a called shot.

Effective BS is 67, maybe more with other bonuses besides my psyker spell.
[roll0]

Astro_sol
2012-05-26, 07:27 AM
A hit! Rolling that damage.
[roll0]

Astro_sol
2012-05-26, 07:31 AM
RIGHTEOUS FURY!
Sorry for multiple posts...maybe we should have a thread in the dice-roller. Rolling to confirm righteous fury.
[roll0]
And just in case, more damage. If that's a miss, disregard next roll.
[roll1]
Right, then, disregard it. Still, a good hit.

Zen Master
2012-05-26, 08:16 AM
Ok - two things.

First of, I'd ask you to roll all dice rolls at once (with the exception of righteous fury, which would potentially be a LOT of un-needed rolls).

Second, an innocent qeustion: Wasn't there errata issued to make single-shot a bit more effective compared to full auto? I think there was some rule stating how single shot staged more effectively ........ or some such thing. Anyone know?

Edit: AHA! This is what my friend was referring to:

The description of the Accurate quality on page 128 should
include the addition “When firing a single shot from a single Basic
Weapon with the Accurate quality benefiting from the Aim action,
the attack gains an extra d10 of damage for every two degrees of
success to a maximum of two extra d10.”

I'd be willing to extend that to cover pistols too. In honor of the Halflife scoped revolver, which is my favourite thing ever (that can be mentioned in polite conversation).

Astro_sol
2012-05-26, 08:34 AM
Yeah, sorry about that. Lesson learned. Don't want to flood the thread. Still, there may be more dice rolls than I'd be comfy with, due to Fate Point shenanigans.

As for single-shot...I just dug through the errata booklet. Nothing. The only advantage single shot seems to confer is the ability to make called shots, which you can't do with semi-auto and full-auto bursts.

Zen Master
2012-05-26, 09:42 AM
Really? Hm, bugger. I played DH when it was brand-new - then my players dropped it due to hating the system fairly universally.

Then errata came, but I never read it because I wasn't using the system.

Then, a buddy of mine ran a campaign in DH, using the errata. He told me they'd spiced up single-shot weapons, in part making sniping far more relevant. But .... he lives way across the country, so I wasn't in his campaign, and still didn't read the errata.

I'ma have to ask him.

Leon
2012-05-26, 09:51 AM
Nixios Delta-Rho is his full name.


Then, a buddy of mine ran a campaign in DH, using the errata. He told me they'd spiced up single-shot weapons, in part making sniping far more relevant.

Maybe the only access to called shots is what spiced up sniping - called head shot from a concealed position...


+++White noise+++

Grabbing his Staff Nixios snaps off another shot at the brute


[roll0]
[roll1]
End Action

Knives91
2012-05-26, 10:25 AM
"Foul Scum." Stig rumbles, seeing his target not fall. Some beings simply do not have the courtesy of dying when they should. That would be fixed in due time.

Stig aims and opens up with a series of semi-automatic shots.

Alright, so Stig aimed, giving +10, is at close range, so another +10 and he's firing semi-automatic adding yet another +10. He dropped the shotgun, so there's no -20 as the lasgun isn't in the secondary hand. Basic BS is 45. So a 75 or below. For each degree of success, Stig gets another shot. Here we go

Hits are in order as is damage
[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

Astro_sol
2012-05-26, 10:54 AM
"Foul Scum." Stig rumbles, seeing his target not fall. Some beings simply do not have the courtesy of dying when they should. That would be fixed in due time.

Stig aims and opens up with a series of semi-automatic shots.

Alright, so Stig aimed, giving +10, is at close range, so another +10 and he's firing semi-automatic adding yet another +10. He dropped the shotgun, so there's no -20 as the lasgun isn't in the secondary hand. Basic BS is 45. So a 75 or below. For each degree of success, Stig gets another shot. Here we go

Hits are in order as is damage
[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]


Nice, but you only need to roll once for a semi-auto burst. Further hit locations are determined by a table. You DID righteous fury, though, what with your ridiculous BS and bonuses.

You should delete the posts after the one I quoted. Your total damage tally is actually like 28. Still awesome, he's prolly still dead. The +3 is only added once. When you righteous fury, you just add tens, rather than +10 and 3.

@Acromos

Stig rolled this, in summary.

(1d100)[32]
(1d100)[70] (confirm to hit Righteous Fury)

(1d10+3)[13]
(1d10)[10]
(1d10)[2]
Total damage for first shot: 25

(1d100)[18] (second shot)
(1d10)[8] (+3)
(1d100)[94] (miss!)
Total damage for second shot: 11

TOTAL DAMAGE: 36

THERE. Sorry about all that. Those other posts'll get deleted/edited when he gets back to his compy.

Zen Master
2012-05-26, 12:40 PM
The already blood-soaked blades of Mr. Calm move once more with incredible speed, attacking two separate targets again. He easily carves up one ganger, who drops like a stone, his throat cut and his lifeblood going all the wrong places.

The other ganger, however, manages a lucky dodge.

Ms. Bodyglove - who I forgot to mention in the initiative order - dives from her ruined couch to hide instead behind a table. Again she fires, but this time the darts of her slender weapon fail to penetrate.


Well that worked solidly. All connected, and two Righteous Furies.

And we're going with Astro's damage calculation of 36 damage.


Lances of bright, searing light leap from Stigs lasgun. At each blast impacts the brute, explosions of melted and burning fat and tissue spray all around. Deep, but instantly cauterized wounds appear, and Big Lug roars in agony - but remains standing.

Big Lug is tough, armored and remains - just barely - alive and out of criticals.


RIGHTEOUS FURY!
Sorry for multiple posts...maybe we should have a thread in the dice-roller. Rolling to confirm righteous fury.
[roll0]
And just in case, more damage. If that's a miss, disregard next roll.
[roll1]
Right, then, disregard it. Still, a good hit.


Wormwood leaps to his feet behind one ganger, presses the barrel of his weapon into the miscreants back, and blows his heart out through his ribcage.

A flash of relief at the assistance passes over the face of Mr. Calm.



Nixios Delta-Rho is his full name.


Maybe the only access to called shots is what spiced up sniping - called head shot from a concealed position...


+++White noise+++

Grabbing his Staff Nixios snaps off another shot at the brute


[roll0]
[roll1]
End Action


Another miss. On this night of our mechanical father, the Machine God who cradles all and lifts them into glorious evolution, advancement and enhancement, the machine spirits are unwilling and obviously disturbed by some outside force. You wonder what interferes?!

And so follow the actions of the gangers.

The wounded ganger, who now faces Mr. Calm alone, swings his blade low and up, catching his obviously more skilled opponent unawares. The attack pierces Mr. Calms heart, and while defiance is still radiant in his eyes, his legs buckle beneath him.

One autogunner once more levels his rifle and fires at Ms. Bodyglove. With solid thunks the shots whip through the meagre protection of the table. Hidden from your sight, the fate of our heroine remains unclear.

The other autogunner readies and throws a grenade, placing it between Calm and Bodyglove - trying to catch both. It bounces, however, landing with happy tinkle in some broken glass at Wormwoods feet.

Big Lug, enraged and wounded, turns toward Stig, and levels his big weapon at him. He fires with his usual abandon, hitting Stig and anyone else in the vicinity.

His weapon strained from rounds of continous fire, it's barrel is now red hot. It roars fire, and the first two shots cut down bystanders. The third, fourth and fifth hit Stig, once in each leg and once in his body - before the weapon finally jams.

Big Lug puases, stares dumbly at his suddenly silent toy, then smashes it repeatedly against the floor.

Damage rolls are:
Left leg: 7
Right leg: 5
Chest: 8

Penetration from his stubber is only one - home-made ammunition and all.

Right .... was that everyone?

Innocent bystanders (who by now cannot be correctly described as either or) fire three times, with two missing and one hitting and killing the guy who threw the grenade.

Knives91
2012-05-26, 01:35 PM
The already blood-soaked blades of Mr. Calm move once more with incredible speed, attacking two separate targets again. He easily carves up one ganger, who drops like a stone, his throat cut and his lifeblood going all the wrong places.

The other ganger, however, manages a lucky dodge.

Ms. Bodyglove - who I forgot to mention in the initiative order - dives from her ruined couch to hide instead behind a table. Again she fires, but this time the darts of her slender weapon fail to penetrate.



Lances of bright, searing light leap from Stigs lasgun. At each blast impacts the brute, explosions of melted and burning fat and tissue spray all around. Deep, but instantly cauterized wounds appear, and Big Lug roars in agony - but remains standing.

Big Lug is tough, armored and remains - just barely - alive and out of criticals.



Wormwood leaps to his feet behind one ganger, presses the barrel of his weapon into the miscreants back, and blows his heart out through his ribcage.

A flash of relief at the assistance passes over the face of Mr. Calm.



Another miss. On this night of our mechanical father, the Machine God who cradles all and lifts them into glorious evolution, advancement and enhancement, the machine spirits are unwilling and obviously disturbed by some outside force. You wonder what interferes?!

And so follow the actions of the gangers.

The wounded ganger, who now faces Mr. Calm alone, swings his blade low and up, catching his obviously more skilled opponent unawares. The attack pierces Mr. Calms heart, and while defiance is still radiant in his eyes, his legs buckle beneath him.

One autogunner once more levels his rifle and fires at Ms. Bodyglove. With solid thunks the shots whip through the meagre protection of the table. Hidden from your sight, the fate of our heroine remains unclear.

The other autogunner readies and throws a grenade, placing it between Calm and Bodyglove - trying to catch both. It bounces, however, landing with happy tinkle in some broken glass at Wormwoods feet.

Big Lug, enraged and wounded, turns toward Stig, and levels his big weapon at him. He fires with his usual abandon, hitting Stig and anyone else in the vicinity.

His weapon strained from rounds of continous fire, it's barrel is now red hot. It roars fire, and the first two shots cut down bystanders. The third, fourth and fifth hit Stig, once in each leg and once in his body - before the weapon finally jams.

Big Lug puases, stares dumbly at his suddenly silent toy, then smashes it repeatedly against the floor.

Damage rolls are:
Left leg: 7
Right leg: 5
Chest: 8

Penetration from his stubber is only one - home-made ammunition and all.

Right .... was that everyone?

Innocent bystanders (who by now cannot be correctly described as either or) fire three times, with two missing and one hitting and killing the guy who threw the grenade.

Ok dodging like a crazy man. AG is 38. Praying to Emperor.
[roll0]

Zen Master
2012-05-26, 01:42 PM
Don't burn all your fate just yet - I'll grant you a 2 point bonus to dodge for burning one fate point. Making your first attempt a success, and negating one hit.

Knives91
2012-05-26, 02:16 PM
Don't burn all your fate just yet - I'll grant you a 2 point bonus to dodge for burning one fate point. Making your first attempt a success, and negating one hit.

I'll take that offer. My thanks.

Astro_sol
2012-05-26, 05:03 PM
Wormwood spotted the grenade.

"Oh ****!"

And punts it away, towards the door.

Ok, may have another post if this doesn't work. Rolling as a parry, which is against WS, which is 32.
[roll0]

OH **** YEAH

Btw this is just a reaction. Gonna see how it goes, then type out my turn.

Also, @Acromos and Knives

Don't burn all your fate just yet - I'll grant you a 2 point bonus to dodge for burning one fate point. Making your first attempt a success, and negating one hit.

Burn? You mean spend? He could spend one fate point on a degree of success. Unless I missed something.

Zen Master
2012-05-26, 05:52 PM
Round five, closing remarks:

Stig, being suddenly the focus point of heavy weapons fire, sends up a quick prayer the God Emperor - and (semi)miraculously dodges one solid hit to the chest, taking minor injuries to his legs.

Wormwood sees the grenade soar in, looking to land right at his feet. For a brief instant, he stares the final judgement of the father of mankind right in the face - but then, on instinct and autopilot, he kicks out wildly, and sends the explosive back towards the door.

There, it thunks into chest of Big Lug, and drops to the ground in front of him. In other words, right betwixt Big Lug and Stig - who was so recently saved from eternity by divine grace. A busy round for blessings.

Big Lug looks down, comprehension failing to dawn in his demented eyes. Stig looks down, comprehension writtin in every feature of his face.

The grenade looks nowhere, being ill equipped for such sensory ventures. It does instead give off smoke, hiss ominously ... then fail to explode and deposit arms and legs at opposite corners of the bar.

And thus begins round six.

Initiative:

Acco/Yum Sung 13
Knives/Stig 12
Sol/Wormwood 10
Big Lug and the Last Gunman
Leon/Nixios 6
Everyone else acts end of turn (that is, the 'innocent bystanders')

At the start of the round, the light in the bar flickers, and dies.

The bar is now lit by the following:

The angry red glow from the barrel of Big Lug's heavy stubber.
Muzzle flares from various discharges of weapons.
The sparks sizzling and fizzling from the grenade on the floor.

Off somewhere commands are shouted and boots thunder along corridors.

Unless you have the gear for it, the lack of proper light means a -20 penalty on ranged attacks, and a -10 on movement, perception and other tests requiring sight.

Astro_sol
2012-05-26, 06:11 PM
As darkness falls, Wormwood realizes that he has a chance. First, he fires a shot at where Big Lug was, guiding his shot by the glow of the barrel of the heavy stubber. Then, he moves in to assist Antoun, who was very recently stabbed quite nastily. While Wormwood was no doctor, he did have a pair of lungs on him.

"M-medic!"

First, half action to shoot where Big Lug was.
[roll0] against BS of 37.
Then, trying flashbang. [roll1] against threshold 6.

BOTH ARE SUCCESS! EVEN WITH -10 TO BS YEAAAAAAAAAAAAH

EXCEPT no flashbang, ignore it. Errata makes Psychic powers work like standard attacks. So I'm keeping my initial standard attack. A flashbang may come soon though. So, instead, half action to move to get next to Antoun.

Astro_sol
2012-05-26, 07:09 PM
Sorry, forgot damage.

[roll0]

Knives91
2012-05-26, 07:15 PM
With darkness falling, Stig notes time is short. He must finish this enemy and then assist his fallen ally (Mr. Calm).

Emperor guild my hand.

He aims at where he last remembers his target being and lets fly with one shot.

Darkness = -20, half action aim = +10, range = +10, BS = 45 so 45 or below needed. May it hit true.

[roll0]

Leon
2012-05-26, 11:19 PM
Attacking is not working so Nixios makes for the former engineering area to see about fixing the lights/securing another way out.

Zen Master
2012-05-27, 05:19 AM
Rounds six, player actions and results.


Attacking is not working so Nixios makes for the former engineering area to see about fixing the lights/securing another way out.

Stalking off through the Revelation towards the aft, so to speak, you pick your way through fallen tables and step over prone or fallen patrons.

I forget if you have any enhancements to your sensorium?

At any rate, you reach the rear portal and find that darkness reigns beyond that also.


With darkness falling, Stig notes time is short. He must finish this enemy and then assist his fallen ally (Mr. Calm).

Emperor guild my hand.

He aims at where he last remembers his target being and lets fly with one shot.

Darkness = -20, half action aim = +10, range = +10, BS = 45 so 45 or below needed. May it hit true.

[roll0]


You squeeze off a shot, but it goes wide. In the darkness you cannot tell where it went, only that you missed Big Lug.


Sorry, forgot damage.

[roll0]

And the resident expert at delivering killing blows aims at the glowing hot heavy stubber. A blinding flash of light (you do use a las gun, right?) leaps across the bar, and for a single, horrific moment Big Lug can be seen, lit by the flames engulfing what remains of his face. Where his eyes used to be, the gray matter of his brain is visible - tiny, defunct thing that it is. He would scream, but only his lower jaw remains, and instead of sound a gout of bubbling blood spews from his ruined mouth.

Big Lug falls forward, onto the grenade, just fractions of a second before it finally decides to blow. As the ancient tradition requires, his limbs are deposited at opposite corners of the bar.

The last remaining ganger is somewhere, lost in the darkness.

Yum Sung still hasn't acted, but regardless, I'll skip to end of turn - and retrofit anything that his actions would affect.

At the very end of the turn, four separate vague shadows trailing sparks erupt from the entrance to the bar. They accurately spread out, landing equidistant from the entry - the sparks are then quickly obscured, some kind of haze filling the darkness.

Through this haze can be glimpsed the thin, bright lines of red-dot laser sights, and the blue, electric crackle of shock mauls. A voice booming with authority calls out:

'DOWN ON THE GROUND, NOW - OR WE'LL PUT YOU DOWN!'

The voice has an obvious crackle to it - as if coming from a rebreather or some such.

Astro_sol
2012-05-27, 06:34 AM
@AcromosI PM'd you, it's a stub automatic, the semi-auto pistol. Also, did Antoun fall down? He fell down, didn't he?

Wormwood gave a tight grin when he realized that his aim was true, bringing his kill count up to...well, he didn't really keep count. He was more focused on the man before him, who had stood up to multiple enemies without breaking a sweat...although he may have broken some other things, which preferably kept him alive.

At the sound of the people entering, Wormwood dropped on instinct; it'd be best to acknowledge authority. But still...

"I s-s-said would someone b-bring a m-m-...m-m-m...****! MEDIC!" he shouted, leaning over Antoun. He most certainly did not know how to fix this, even with his...powers. "Are y-y-you there? Hang in th-there, h-h-help's h-here," he managed to get out. I hope.

Leon
2012-05-27, 08:46 AM
Nixios holsters his pistol and brings out his lamp pack as he heads into the darkness

Knives91
2012-05-27, 10:47 AM
@AcromosI PM'd you, it's a stub automatic, the semi-auto pistol. Also, did Antoun fall down? He fell down, didn't he?

Wormwood gave a tight grin when he realized that his aim was true, bringing his kill count up to...well, he didn't really keep count. He was more focused on the man before him, who had stood up to multiple enemies without breaking a sweat...although he may have broken some other things, which preferably kept him alive.

At the sound of the people entering, Wormwood dropped on instinct; it'd be best to acknowledge authority. But still...

"I s-s-said would someone b-bring a m-m-...m-m-m...****! MEDIC!" he shouted, leaning over Antoun. He most certainly did not know how to fix this, even with his...powers. "Are y-y-you there? Hang in th-there, h-h-help's h-here," he managed to get out. I hope.

Stig, hearing the scream of medic, slung the las gun over his shoulder and moved, massive legs propelling him the short distance to the fallen mans location. As he did so, he yelled "Medic on the move! Hold fire!" hoping that whomever had deigned to join this battle wouldn't lay him low for doing his duty.

First half action is holstering the lasgun. Later half is the movement required to get to Antoun. End turn.

Zen Master
2012-05-27, 03:42 PM
Aaaaannnnnd - we're out of combat rounds.

The flashes of muzzle fire has subsided, and now the only light in the room comes from laser dot sights. You all hear a faint hissing from where the four somethings landed - as it builds, the air you breathe takes on a slight scent of cinnamon and something else more chemical to the tongue.

Toughness tests from all, please. Various talents apply. Or you may take the time to put on a rebreather - or even hold your breath (+10 to toughness test) if you so desire.

The men who entered the Revelation did so just as the action was ending - therefore they do not automatically focus on you guys.




Stig, hearing the scream of medic, slung the las gun over his shoulder and moved, massive legs propelling him the short distance to the fallen mans location. As he did so, he yelled "Medic on the move! Hold fire!" hoping that whomever had deigned to join this battle wouldn't lay him low for doing his duty.

First half action is holstering the lasgun. Later half is the movement required to get to Antoun. End turn.

You arrive at the fallen Antoun - and without resorting to rolls, you can decipher that for all his proven prowess in combat, he fights now in a better place, at the side of his God Emperor.

You may still roll medicae, for whatever reasons of interest.


Nixios holsters his pistol and brings out his lamp pack as he heads into the darkness

Turning on your light, you see a number of small cubicles to either side, with mirrors and cosmetics and other such paraphernalia of the sort of performance that takes place here. At the end of the corridor, there is a door, labelled 'Engine and Engineering'.


@AcromosI PM'd you, it's a stub automatic, the semi-auto pistol. Also, did Antoun fall down? He fell down, didn't he?

Wormwood gave a tight grin when he realized that his aim was true, bringing his kill count up to...well, he didn't really keep count. He was more focused on the man before him, who had stood up to multiple enemies without breaking a sweat...although he may have broken some other things, which preferably kept him alive.

At the sound of the people entering, Wormwood dropped on instinct; it'd be best to acknowledge authority. But still...

"I s-s-said would someone b-bring a m-m-...m-m-m...****! MEDIC!" he shouted, leaning over Antoun. He most certainly did not know how to fix this, even with his...powers. "Are y-y-you there? Hang in th-there, h-h-help's h-here," he managed to get out. I hope.

You cry for help is answered as a hulking shape emerges from the darkness beside you. For a brief moment, you might fear it's the ghost of Big Lug risen to destroy you - instead he quickly and competently checks pulse and breathing and informs you that 'this guy has carved his last kebob'.

Around the room, there is the occasional crack and flash as someone decides to test the resolve of the men with the shock mauls - to their instant regret.

The commanding voice barks more commands, among them:

'Get those duct-slabs in place and secured - air doesn't grow on trees, you know!'

'Did I see some guy wonder off to engineering? Someone go get'im!'

'Don't kill anyone, you worthless louts - that's what the airlocks' for!'

Astro_sol
2012-05-27, 04:15 PM
You cry for help is answered as a hulking shape emerges from the darkness beside you. For a brief moment, you might fear it's the ghost of Big Lug risen to destroy you - instead he quickly and competently checks pulse and breathing and informs you that 'this guy has carved his last kebob'.

Wormwood blinked.

"****."

Then he remembered what started this whole mess in the first place. Bodyglove... And began to sneak through the darkness towards the last place he saw her hide (behind that table, he thought), avoiding the authority figures as best he could, and trying to hold his breath from what he was hoping wasn't noxious fumes...but he had learned long ago that assumptions are usually wrong, and give the Emperor an excuse to exercise his sense of humor.

Toughness test! +10 due to attempting to hold breath. Attempting against...[43].
[roll0]
And untrained move silently roll, I suppose, just in case. Rolling against ...14? Or 13. It's half of 37, my Ag.
[roll1]

Astro_sol
2012-05-27, 04:17 PM
Spending my first fate point on re-rolling Toughness, at least. 2/3

[roll0] against 43

Knives91
2012-05-27, 05:41 PM
[QUOTE=Astro_sol;13298138]Wormwood blinked.

"****."

Then he remembered what started this whole mess in the first place. Bodyglove... And began to sneak through the darkness towards the last place he saw her hide (behind that table, he thought), avoiding the authority figures as best he could, and trying to hold his breath from what he was hoping wasn't noxious fumes...but he had learned long ago that assumptions are usually wrong, and give the Emperor an excuse to exercise his sense of humor./QUOTE]



Stig watched as the smaller man scurried away and shook his head. He smelled something... unusual in the air, but couldn't identify it, nor did he care to. The rights of the dead were more important. He went to one knee and closed the dead mans eyes. Taking a deep breath and holding, partially so as not to take in the departing soul and partially as insurance against whatever fumes were leaking in, he began to give a fellow warrior his last send off.

Emperor, guide this worthy soul to your side. He has proven his merit in battle and will no doubt prove himself again at your rise. May he stay at your side, a testament to the prowess of man.

Eyes opening, Stig settles onto the ground, waiting. He remembers that a sword had fallen somewhere near him, but couldn't remember exactly where. It might be useful, so he decided to keep that in mind for when the lights came back on.

So rolling for protection against whatever it is that's seeping in. Since he's still holding his breath, that's +10 to his 42.
[roll0]

Zen Master
2012-05-28, 05:01 AM
Everyone:

I think everyone succeeded on their tests - well, Delta-Rho hasn't rolled as far as I can tell, but then he moved away, and the gas hasn't reached him yet.

As you all catch a whiff of the gas spreading through the room, you feel a calm settle over you (this has no game effect, as you all resisted). Around you, people grow docile as sheep, and the newcomers start rounding everyone up and herding them out.

You catch glimpses of them, finally. In boarding armor and with rebreathers covering their faces, armed with shock mauls and large caliber weapons of a type you don't recognize, they look fearsome enough. Among them moves a giant of a man you recognize as Kort.

His commands continue:

'Lock everyone up - keep anyone with wounds or weapons in a separate cell.'

'Oh, and tell someone to warm up the excruciator - I'm getting to the bottom of this, you see if I don't!'

Wormwood:


You reach Ms. Bodyglove. She is breathing her last as you get to her. As you get there, she seems lost in prayer, but as she notices you, her eyes open. With strange fierceness she looks at you, and tells you: 'The mission - we must not fail, but ... we have. Xristobal must know. Xris ....'

As her voice fails her and she dies, heavy boots step up to you. 'Din't ya hear da man' says a voxed voice, 'e said ta get down!' The shock maul hits you behind the ear, and nice electric lights dance in your field of vision as consciousness evaporates.

On the upside, you have the chain blade.


Stig:


You lie down, and soon enough someone arrives to secure you - which means auto-manacles and an ungentle escort to a cell. Before that, you have time to investigate those two daggers on the floor, and the body of Mr. Calm (in a non-medical fashion, that is'.


Delta:


Rolling with the idea that you enter the room at the end of the corridor, you find yourself in heart of the derelict ship. It's engines, power supply, life support and all systems have been disabled - to you, it seems by someone with little true insight and little respect for the spirits of these noble machines.

You may roll logic, tech-use or anything else relevant to figure out what may be done.

Behind you, in the corridor, someone shouts 'Oi, you - where's ya off to, ya tink?'

Astro_sol
2012-05-28, 08:01 AM
Her final words echoed in his mind. "Xristobal..."

Wormwood had, of course, picked up the chainsword before reaching the woman. He strapped it to his side, frowning. They died. I wasn't fast enough...it was because of me. If I hadn't been such a selfish bastard, I could've been quicker. I could've-

His thoughts were rudely interrupted by the shock maul smacking the side of his head.

"M-my Emperor, it's f-f-full of stars..."

For GM
End of combat! And now Wormwood is having a mental crisis!

Was that a session, as it were? Or do we still have more to do for Part 1 of our adventure? Just wondering so I know when to assign experience/fate points.

Zen Master
2012-05-28, 08:39 AM
Her final words echoed in his mind. "Xristobal..."

Wormwood had, of course, picked up the chainsword before reaching the woman. He strapped it to his side, frowning. They died. I wasn't fast enough...it was because of me. If I hadn't been such a selfish bastard, I could've been quicker. I could've-

His thoughts were rudely interrupted by the shock maul smacking the side of his head.

"M-my Emperor, it's f-f-full of stars..."

For GM
End of combat! And now Wormwood is having a mental crisis!

Was that a session, as it were? Or do we still have more to do for Part 1 of our adventure? Just wondering so I know when to assign experience/fate points.



Wormwood:


This is the end of the opening scene / introduction. This was all just to present the setting and style of play, drop the names of a few less insignificant npc's, and give everyone a chance to scope out the other players - you will have a chance to actually get to know each other right soon.

Also, a way of dropping a bit of gear and xp on everyone.

Knives91
2012-05-28, 09:44 AM
Everyone:

I think everyone succeeded on their tests - well, Delta-Rho hasn't rolled as far as I can tell, but then he moved away, and the gas hasn't reached him yet.

As you all catch a whiff of the gas spreading through the room, you feel a calm settle over you (this has no game effect, as you all resisted). Around you, people grow docile as sheep, and the newcomers start rounding everyone up and herding them out.

You catch glimpses of them, finally. In boarding armor and with rebreathers covering their faces, armed with shock mauls and large caliber weapons of a type you don't recognize, they look fearsome enough. Among them moves a giant of a man you recognize as Kort.

His commands continue:

'Lock everyone up - keep anyone with wounds or weapons in a separate cell.'

'Oh, and tell someone to warm up the excruciator - I'm getting to the bottom of this, you see if I don't!'

Wormwood:


You reach Ms. Bodyglove. She is breathing her last as you get to her. As you get there, she seems lost in prayer, but as she notices you, her eyes open. With strange fierceness she looks at you, and tells you: 'The mission - we must not fail, but ... we have. Xristobal must know. Xris ....'

As her voice fails her and she dies, heavy boots step up to you. 'Din't ya hear da man' says a voxed voice, 'e said ta get down!' The shock maul hits you behind the ear, and nice electric lights dance in your field of vision as consciousness evaporates.

On the upside, you have the chain blade.


Stig:


You lie down, and soon enough someone arrives to secure you - which means auto-manacles and an ungentle escort to a cell. Before that, you have time to investigate those two daggers on the floor, and the body of Mr. Calm (in a non-medical fashion, that is'.


Delta:


Rolling with the idea that you enter the room at the end of the corridor, you find yourself in heart of the derelict ship. It's engines, power supply, life support and all systems have been disabled - to you, it seems by someone with little true insight and little respect for the spirits of these noble machines.

You may roll logic, tech-use or anything else relevant to figure out what may be done.

Behind you, in the corridor, someone shouts 'Oi, you - where's ya off to, ya tink?'


Hearing the movement come closer, Stig realizes that the chance of this fallen warrior's body being properly buried are... slim to none. His weapons will likely go to some thug of ill intent, staining the honor they deserve. Quickly, but reverently, Stig removes them from their place on the floor and stores them on his person.

"Forgive me fallen one. But to ensure your place, I must guard your weapons. They will be treated with honor.

He then lies on the floor to await what the future holds.

Leon
2012-05-28, 09:59 AM
In regards to any gas, Nixios counts as having a Respirator due to his implants


Making his way into the service area Nixios will look for lighting controls to get them back online and then see about making the life support system over boost to counter the loss of atmosphere.

Zen Master
2012-05-28, 11:52 AM
The below may become a somewhat lenghty read. The first encounter is complete, and it was designed to:

Present the setting and npc's
Give an introduction to the story
Throw a bit of loot and xp your way (you're welcome)
Allow me to test how much of the rules I remember =)



In regards to any gas, Nixios counts as having a Respirator due to his implants


Making his way into the service area Nixios will look for lighting controls to get them back online and then see about making the life support system over boost to counter the loss of atmosphere.

Delta-Rho:

And the respirator grants you a 20% bonus to resist. Also, rolls are required. Like I said, tech-use, logic, common lore - whatever you have.

I'm going to skip ahead. You can still make the rolls - and it might well be worth it - but I'll end this encounter and more on to the next. There's a bit of story telling and such.




Hearing the movement come closer, Stig realizes that the chance of this fallen warrior's body being properly buried are... slim to none. His weapons will likely go to some thug of ill intent, staining the honor they deserve. Quickly, but reverently, Stig removes them from their place on the floor and stores them on his person.

"Forgive me fallen one. But to ensure your place, I must guard your weapons. They will be treated with honor.

He then lies on the floor to await what the future holds.


Stig:

Having done all he can for the fallen, Stig resigns to be apprehended by the 'authorities'. As light returns, all can see Kort directing a group of soldiers and techs as they clean up, secure and repair. They have a medic with them, but with no lives to salvage, he is instead depositing the fallen in enviro-sealed coffin bags.

Eventually, you are all taken, and herded to holding cells elsewhere on Wreck. Here, you are questioned at length by various people, eventually coming under scrutiny of Kort himself.

You've all seen him around, but up close, his size is intimidating. Stig is a big man, and Big Lug was bigger still, but Kort is so huge and so muscled as to rule out any real option besides mutation or augmentation.

He is hugely angry too - at the breach of his rules, the dead, the damage, the weapons used. Eventually (it's been a couple of cycles), he gathers all of you, including a couple of those 'innocent bystanders', and gives the following little speech:

'Personally, I don't know. You may be good or bad, you may have been aggressors or defenders. For all my interrogations, and can't tell if any of you are guilty - but I do know that none of you are innocent.

Out here, the only law there is, is the one I make. And even that only lasts as long as I apply it without flinching. So it's nothing personal, but it is final and there is no appeal. You all go out the airlock.

May the emperor take your souls - the void will have your bodies.'

Without further ado, you are marched to the nearest such apperture, thrown in along with some boxes, two coffin bags and the bystanders.

The inner hatch closes behind you. You say whatever prayers to the emperor or omnissiah seem appropirate - or curse them, as the case may be.

Light flickers, a warning claxon starts, and with a hum, the outer hatch starts to open.

There is no gush of lost atmosphere as the portal glides open. Instead, you look in upon the docking umbilical of a space ship. Inside awaits you a man dressed in a tidy black suit, a bowler hat and a bushy mustache. He adresses you thusly:

'Good afternoon, gentlemen. Sorry about the theatrics, we can't be seen to undermine the authority of Mr. Kort. If you'd kindly follow, I'll take you to the director straight away. Please bring the various boxes and so on.'

You get the distinct feeling that this person dislikes you - unfair as that may being, having never met you.

Prepare for chapter two.

Loot and xp:


Everyone is awarded 600 xp for the encounter.

Stig has collected two bolo knives from the fallen Antoun. They are mono treated, damage 2d5, penetration 4, tearing. Despite not being a true bolo - rather, it is a tailored custom job - it may indicate something of the past and background of Antoun. Along the back of each blade are a number of micro-etched gris glyphs.

Wormwood has picked up a chain blade. It is in poor repair, doing 1d5+3 damage, but with no penetration until it's diamantine coating is replaced. It is still tearing however.


Any actions you may want to take underway, please let me know. Likewise for anything you want to do or say now, to each other or the butlery type.

Astro_sol
2012-05-28, 01:21 PM
As he was being herded, Wormwood was silent, in his own mind. Part of him was angry with himself for letting his selfishness kill two people. Part of him was angry at losing his job, and most likely his life. Most of him was wondering what the hell was so important about this "Xristobal".

When the man with the bowler hat showed up, Wormwood was too deep in thought to care. He followed, noting the "Director". This arse probably wouldn't answer any questions. Perhaps this "Director" would be able to answer his questions.

With that in mind, Wormwood picked up a box and continued on.

Updated Character Sheet
Bought Psy Rating 2, Quick Draw, Paranoia (WOO), Rapid Reload, and Awareness. Wooooooo. Also, I'm going to guess that our fate points reload, unless the session isn't over.

Name: Wormwood Cromwell
Age: 24
Background: Mind-Cleansed
Class: Imperial Psyker
Rank: Aspirant (1,000-1,999)
Wounds: 13
Fate Points: 3
Characteristics
WS 32
BS 37
S 32
T 33
Ag 37
Int 38
Per 36
WP 48
Fel 21
Sanctioning Side Effects: Tongue Bound (Hard -20 WP test to speak the names of the Ruinous Ones, and I stutter terribly when speaking of demons)
Insanity: 9
Corruption: 0
Skills: Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Soothsayer) (Fel), Literacy (Int), Deceive (Fel), Intimidate (S), Awareness (Per)
Talents: Resistance (Psychic Powers), Melee Weapon Training (Primitive), Pistol Weapon Training (SP), Pistol Weapon Training (Las), Psy Rating 2, Jaded, Unremarkable, Rapid Reload, Paranoia, Quick Draw
Traits: Unreadable mind (immune to Mind Scan and any similar abilities), Common Lore (Tech) (Int) and Survival (Int) are basic skills, Failsafe Control (ultimate command), +10 to resist fear and mind control
Gear: simple robes, Stub Automatic (1d10+3 I, S/3/-, 30m range, Pen 0, Clip 9, Rld Full), 2 Stub Automatic clips, Chainsword (1d5+3 R, 0 Pen, Tearing, poor condition, need to replace the chain)
Weapon Status: Stub Automatic: clip 7/9
Money: not enough to mean anything (seriously, I need to find some cash)
Spending/Total XP: 0/1000
(Took Living Nightmare in Inquisitor’s Handbook)
Divination: “The wise man learns from the deaths of others.” Increase Intelligence by 3.
Appearance: Fair skin, grey eyes, black hair, nervous tic (stutters), tall, gangly
Minor Psychic Powers: Unnatural Aim (Threshold 8), Flash Bang (Threshold 6, Overbleed per 10), Wall Walk (Threshold 8), Float (Threshold 8)
Advances Bought: Willpower (simple)

Leon
2012-05-28, 03:42 PM
All are Int so all need less than 35

Logic: [roll0]
Common Lore (tech): [roll1]
Tech Use: [roll2]



Nixios picks up a box and follows the butler



Sound Constitution x2, Basic Weapon Training (SP), Intelligence Advance, Medicae Skill, Tech Use +10


Updated Character Page

Nixios Delta-Rho
Machine-Wright

WS 30
BS 31
S 34
T 35
Ag 36
Int 40
Per 36
Will 34
Fel 30

Wounds:12
Fate: 1
Divination:"if a Job is worth doing it is worth dying for"

Insanity: 1

Wealth:45

Skills:
Common Lore (Tech)
Common Lore (Machine Cult)
Speak Language (Low Gothic)
Tech Use +10
Literacy
Secret Tongue (Tech)
Trade (Scrimshaw)
Logic
Medicae (+5 First Aid)

Talents:
Technical Knock
Melee Training (Primitive)
Basic Weapon Training (SP)
Basic Weapon Training (Las)
Pistol Training (Las)
Electo Graft Use
Frenzy
Chem Geld
Light Sleeper

Traits: Mechanicus Implants

Gear
Laspistol + charge pack
Lascarbine + charge pack
Metal Staff
Mechanius Robes and Vestments (Good Quality)
Spare Parts (5)
Knife
Data Slate
Glow Lamp
Scared Machine Oil
Flak Coat
Extra Charge Pack for Las Carbine
Overcharge Pack for Las Pistol

Other
Stranger to the Cult

Zen Master
2012-05-29, 01:15 PM
I would like a character update from Stig also, before going on.

Astro_sol
2012-05-29, 01:19 PM
Knives can't reach his computer for a while. I texted him, and he says Stig will grab both bodybags and follow the butler dude wordlessly.

Knives91
2012-05-29, 05:18 PM
Stig, seeing no other options, lifts the two body bags, one over a shoulder and another under an arm and follows after the butler.

Alright. My chosen advances are Sound Constitution (x2), Awareness, Quick Draw, Dodge, and Drive. So, the new and improved character sheet appears as such:

Stig
Guardsman
Feral World: Dusk
Wounds: 11 + 2 = 13
Fate Points: 2 + 1: 3 + 1: 4 (assumes we've reset points)
150 Starting Cash
Mara Landing Massacre

Weapon Skill: 39
Ballistic Skill: 40 + 5: 45
Strength: 42
Toughness: 42
Agility: 36 + 2: 38
Intelligence: 30
Perception: 31
Willpower: 26 + 5: 31
Fellowship: 14

Corruption Points: 1
Insanity Points: 1

Skills:
Ballistic Skill Advanced Simple
Speak Language (Low Gothic)
Drive (Ground Vehicle)

Talents:
Resistance (Psychic Powers)
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapon Training (Las)
Basic Weapon Training (Ballistic)
Drive (+10)
Dodge
Awareness
Quick Draw
Sound Constitution (x2)

Gear:
Axe
Custom Bolo Knives x2
Las pistol (1 charge pack)
Las gun (1 charge pack)
Shotgun (11 shells)
Stealth gear
1 week corpse starch rations
Imperial Infantryman's Uplifting Primer

Zen Master
2012-05-30, 04:17 AM
Through the umbilical you are led by the butlerish type into a ship that words fail to describe. Perhaps Yum Sung, with his silver tongue, could have come up with something. You guys settle, mentally, for the word Majestic.

For one thing, the ship is spacious. That in itself speaks volumes. Beyond that, it is apportioned with every luxury, every golden and filigreed decoration the craftsmen of the imperium could have come up with. A high-ranking court noble or the very most wealthy of merchant princes could afford a ship such as this.

You all find it to be quite a bit on the bad side of opulent.

Throught various lounges, halls and antechambers you arrive, finally, in a more sombre library. Books, data slates and scrolls line the walls - a logic engine of arcane and twisting design dominates the center of the room. Near it, behind an articulated auto-lectern stands an elderly, bookish man, bespectacled and with receding hair. He has kind, gentle eyes.

The butler says:

'Here are the ... persons ... you requested, Director Maldanis.'

He stalks off.

The director introduces himself thusly:

'Welcome aboard the Flight of Fancy, gentlemen. I am scrivener Maldanis, at this time appointed director of this little enterprise. I have been sent here urgently by ... by my higher-ups in the imperium and administratum to investigate certain things about this system.'

He pauses briefly, adjusts his glasses. Collects his thoughts, and moves on:

'Why does a crusade end, gentlemen? Think for a moment of the invasion and liberation of a planet - to succesfully assault a hive or forgeworld with a population of billions, one needs many millions of men. The ships to transport them, the food and munitions to support them, the tanks and transports to join them in the field.

Think then of Macarius or Angevin, who conquered hundreds of worlds for the Emperor.

Why does it end? Why did Angevin take the worlds coreward of us - but none of the ones rimward?

The truth of the matter is that there are many, many reasons. Mostly, the effort is simply more relevantly made elsewhere. Some systems are quarenteened. Some are just so poor on ressources that they are not relevant.

But sometimes, a scouting party never returns. Probes fail. If investigations into such systems reveal nothing too worrying, they may be forgotten about - sometimes for hundreds of years.

At the time of the Angevin Crusade, the Asp system was scouted and found to be of little interest. A navigational marker was left here, and nothing more was done. Scouts then went on into the systems rimward - and were never heard from again. Over time, we check up on these unclassified systems. It's not a high priority job, but eventually we get around to it.

So ten years ago, a team checked up on Asp and it's neighbors. They dissappeared without a trace. Six months ago, another team was sent - they dissappeared without a trace. Six weeks ago, I arrived here with Antoun and his team, consisting of five in total. The last two you carry with you.

While on the surface this system is nothing out of the ordinary, every team we send to probe deeper simply vanishes.

I'd prefer to return to Calixis for a more highly trained team, but I worry that time may be working against us. Also, such teams have come up short, repeatedly, in the past.

And so I figure that a team of misfits, rogues and malcontents just might be better.

Which is where you come in. You pretty much voluntered by getting yourselves consigned to the void - but I'd like you to volunteer of your own free will, as it were.

Will you join my cause, gentlemen - for the greater glory of the Imperium and our God Emperor?'

Long, long speech there. I hope everyone stayed awake for the whole thing.

At your disposal are all the notes the previous team made, their gear - which, besides what you've already picked up - includes the following:

Antoun (Mr. Calm): By class, he was a guardsman, and besides his two bolo knives, he had two Fate Bringer pistols for accuracy, and two Hecuter pistols for saturation fire.

Felidae (Ms. Bodyglove): By class, an assasin, she had a very nice katana and a bow, in addition to her needler. Her equipment is rather special - who ever takes her gear gets the full description.

Doctor Uten Kranf: An imperial psyker specializing in biomancy, he was a healer of some skill. He leaves behind detailed studies and notes on medicae and methods (+5 bonus to medicae skills to treat wounds), along with his Sanction Staff (again, full details go to Wormwood, who I suspect will use it). He also has 5 dozes of Spook.

Sigma-7: A tech-servitor, with extensive programming on maintainance and repair of weapons and equipment. To everyone's undivided surprise, he appears to have jettisoned himself from the station. Surprising, as servitors have no free will. Sigma-7 was equipped with a couple of specialized mecha-dendrites (of which descriptions will be sent to Delta-Rho).

Gister Canvaeus: An adept by trade, he was the groups non-combatant, tasked with keeping the logs of the group. The notes you have are his. They detail the various people and places of the system, with cursory notes on neighboring systems, and some - as yet un-identified - sigils, emblems and seals kept in a separate box.

Endless wall of text, sorry. Actions, questions and so on are welcome.

Astro_sol
2012-05-30, 06:13 AM
As the man spoke, Wormwood was silent; in contrast to the ****-butler, he was paying close attention to scrivener Maldanis. Mostly because he was in the middle of a flashback.

They want you to work for the God-Emperor. They want you to work for their "higher-ups". Is it the Inquisition? They made me what I am! Them and their lights and their doctors and their metal and-

His thoughts cut off at Ms Bodyglove's...Felidae's final words, and what he felt he owed her. He stepped forward.

"The m-miss said s-something ab-b-bout Xris...Xristobal? I d-d-don't know an...an...anything about th-that, b-b-but sh...she w-wanted th-th-that said." He rubbed his arm on his mouth; his hexagrammatic wards were starting to itch. He took a deep breath.

It's...it's either this, or the void. Inquisition or not...

"I'm in. I'll n-n-need something b-better than th-this, though," he says, flashing his pistol. He was unsure of whether or not he should let his powers be known to strangers such as these. He was sanctioned...well, was sanctioned. But he wanted to serve the Emperor, and it would probably be best if everyone knew who he was. "...W-w-w-was th-th-there a ps...psyker on th-the t-team? I'll...I'll...I'll t-take his p-place." He squinted his eyes, ready for the oncoming onslaught.

Taking a risk here, but I dunno how Wormwood would just up and grab Uten Kranf's old gear without making it clear what he was, and honesty is most likely the best option with these guys. If they are the Inquisition, they prolly already know what Wormwood is, Unremarkable or not.

Also, if Wormwood is allowed to pick, he'll grab a Hecuter pistol (full auto goodness!) and the psyker's gear, Spook and Staff and all.

Leon
2012-05-30, 06:45 AM
+++I would like to examine the data contained in the notes of the late biomancer, it may shed more light on the area of my interests+++


Bio-science interested Tech Adept, will take a look at the Dendites as well but is actually unable to use them till a later Rank

Knives91
2012-05-30, 08:29 AM
An impossible mission that has cost the lives of many loyal to the Emperor? A worthy cause indeed.

Standing at the back, Stig watches as the smaller man who had screamed for medic stutter his way through his acceptance. He listens as the tech priest makes his requests. Once finished, Stig steps forwards.

"I too shall take up this charge. Before we depart I would request access to ammunitions stores if there are some available."

I'll take the other pair of pistols. Could you give me the stats on them? And I might as well gather those medicae papers as well, unless someone else claims them.

Zen Master
2012-05-30, 08:54 AM
On the various gear found: I'm very much aware that I'm dropping loot you cannot yet use. I figured initially that if anyone figured 'hey yea - that's cool, I want that!' - that they'd ask for an elite advance for it. No one does, so I'll point it out more specifically:

If there is any specific talent you feel would be a lot of fun to have, ask. Mind that I'm loath to give such advances purely in order to increase your combat prowess. But giving access to a new weapon type (like the needler) is entirely possible.

Another thing: We seem to be down to a group of three. Should we seek another player to replace Yum Sung?

Furthermore, I was wondering if any of you have any feedback for me. I'm hardly an experienced PbP GM =)

Astro_sol
2012-05-30, 09:20 AM
I'm fine not having the needler/katana. Doesn't seem to fit Wormwood, hence why I asked for one of them Hecuter pistols. I also don't really feel like dual-wielding...I'm pretty much gonna focus on psychic powers, prolly gonna go pyromaniac/pyrokinetic (psychic fire as well as flame weapon training, eventually) unless telekinetic is just better. Elite advances are cool, though, I think Knives wanted to talk about picking up blindfighting soon (psykers get it at like level 3, guardsmen don't pick it up for a while).

As for your DMing, it's pretty funny, in the good way. I dunno how you are IRL, but PbP you do just dandy. As a plus, we've gotten through combat in a few days, while my other Adeptus Evangelion game has had combat go on for at least a week, so your pacing is nice and relatively quick. The mistakes on the way were completely understandable, and I feel like I know where I am in a combat scenario with how you describe things.

As for another player...it depends on what you want out of the party. As it stands, I think (and correct me if I'm wrong) that Delta-Rho is gonna be our skill-monkey/healbot (I noticed you picked up Medicae and are interested in the medicae papers, which I totally agree that you should get), Knives is our tank/ballistics mother****er, and I'm the, er, wizard, prolly gonna focus on my combat skills as well. If we need a party face or a knowledge dude, we can certainly ask for another party member. If we do pick up another member, though, I'd rather that person be an arbitrator (corrupt cop!), adept (forbidden knowledge!), or a scum (smooth-talking!). Or, and I don't know how they would pull this off, a cleric.

Overall I'm already liking this campaign.

EDIT: On second thought, Wormwood may go for that Katana. I'd get much more mileage out of it than this half-broken chainblade.

Knives91
2012-05-30, 10:05 AM
On the various gear found: I'm very much aware that I'm dropping loot you cannot yet use. I figured initially that if anyone figured 'hey yea - that's cool, I want that!' - that they'd ask for an elite advance for it. No one does, so I'll point it out more specifically:

If there is any specific talent you feel would be a lot of fun to have, ask. Mind that I'm loath to give such advances purely in order to increase your combat prowess. But giving access to a new weapon type (like the needler) is entirely possible.

Another thing: We seem to be down to a group of three. Should we seek another player to replace Yum Sung?

Furthermore, I was wondering if any of you have any feedback for me. I'm hardly an experienced PbP GM =)

Weeeeeeeeeeeeell...

I was looking at Blind Fighting, which isn't in the Guardsman list-o'-upgrades. Marksman was another, but that wouldn't be for a while. Also, do you have a list of purchasable weapon/gear upgrades which are available at the moment? Cause I've got my eye on a few things.

As for a new player, I'd be down. Considering how we're moving, it would be best to do it sometime soon before we get too far into the brewhaha which is coming.

As for GMing, I agree with my partner in crime. Top notch work all the way.

Zen Master
2012-06-01, 02:44 AM
Maldanis smiles as each of you agrees to join the cause.

'Most excellent,' he says, 'then let us get to it. We have much to do.'

He then explains to you, in some details, what has previously been found out.

In a system such as Asp, with a large transient population, it is to be expected that some people drop below the radar - in fact, that is one of the reasons people come here. However, for the same reasons, it's one of the places it's relatively safe for miscreants to 'disappear' people from.

Now, he explains, it's actually rather subtle. Well hidden, but definitely there, and for many years. Those adventurous nobles who travel beyond the reach of the imperium to hunt - the rogue traders who go there for commerce - the crazy explorers who think freedom may be found outside the Emperors embrace ... hardly any make it back here.

The Space Lounge is a stopping place for many of those venturing out - so clues may be found there.

Nothing has been found thus far, but clearly your predecessors were on to something - since they were killed in so desperate an attack. And Maldanis emphazises this: Those gangers were going to die, and they must have known. If they hadn't died in the attack, Kort would have had them out the airlock.

Furthermore, there is something somewhere in the system. An ancient station or some such, either alien and/or predating the imperium. It defies scanners, and so must be found by other means - but it could be connected.

'By the way,' he adds, 'you cannot go back into Wreck for the time being - that would just look very strange to everyone, and also it's to our advantage that you are officially dead should anyone ask.'

As for gear, the ship actually belongs to a noble. Nobles (mostly) have restrictions on what level of equipment are available to their private armies - being basically on the level of PDF forces. That means there are flak jackets, autoguns, lasguns, and so on - but no heavier gear.

He mentions that - somewhere - the Imperial Navy has a supply depot, but he has so far been unable to locate it.

The notes you have contain information on the Space Lounge, Wreck, Gaol, and a few specific persons such as Kort, Duncan, Hald Draven, and more.

Astro_sol
2012-06-01, 04:44 AM
Flak armor, you say? Wormwood's gonna grab a set of guardsman flak armor, if he can. Good Emperor he needs the survivability. Also, gonna read the notes on Space Lounge and other people. Also also, gonna stock up on ammo for my new Hecuter.

I took Unremarkable, so...does anyone actually remember what I look like? I know it's just a -20 to their test, but I dunno where else a talent like that would be useful.

Zen Master
2012-06-01, 05:51 AM
As the man spoke, Wormwood was silent; in contrast to the ****-butler, he was paying close attention to scrivener Maldanis. Mostly because he was in the middle of a flashback.

They want you to work for the God-Emperor. They want you to work for their "higher-ups". Is it the Inquisition? They made me what I am! Them and their lights and their doctors and their metal and-

His thoughts cut off at Ms Bodyglove's...Felidae's final words, and what he felt he owed her. He stepped forward.

"The m-miss said s-something ab-b-bout Xris...Xristobal? I d-d-don't know an...an...anything about th-that, b-b-but sh...she w-wanted th-th-that said." He rubbed his arm on his mouth; his hexagrammatic wards were starting to itch. He took a deep breath.

It's...it's either this, or the void. Inquisition or not...

"I'm in. I'll n-n-need something b-better than th-this, though," he says, flashing his pistol. He was unsure of whether or not he should let his powers be known to strangers such as these. He was sanctioned...well, was sanctioned. But he wanted to serve the Emperor, and it would probably be best if everyone knew who he was. "...W-w-w-was th-th-there a ps...psyker on th-the t-team? I'll...I'll...I'll t-take his p-place." He squinted his eyes, ready for the oncoming onslaught.

Taking a risk here, but I dunno how Wormwood would just up and grab Uten Kranf's old gear without making it clear what he was, and honesty is most likely the best option with these guys. If they are the Inquisition, they prolly already know what Wormwood is, Unremarkable or not.

Also, if Wormwood is allowed to pick, he'll grab a Hecuter pistol (full auto goodness!) and the psyker's gear, Spook and Staff and all.


Flak armor, you say? Wormwood's gonna grab a set of guardsman flak armor, if he can. Good Emperor he needs the survivability. Also, gonna read the notes on Space Lounge and other people. Also also, gonna stock up on ammo for my new Hecuter.

I took Unremarkable, so...does anyone actually remember what I look like? I know it's just a -20 to their test, but I dunno where else a talent like that would be useful.

Wormwood / Stig:

Maldanis looks you over, and says: 'You were properly sanctioned, I take it? We may have sore need of someone of your ability, and I see upon your manner the ... tell-tale signs of that harsh process.

I task this man (he indicates Stig) with the defence of your soul - even should it require the destruction of your body.'

After a pause, he goes on: 'So Felidae mentioned Xristobal to you, eh? Ever dutiful, her death is a great loss to us. Xristobal is my superior, and Felidae was recruited directly by him - the rest of the team barely knew the name.'

Gear:


When I say there is PDF level gear aboard this ship, I mean to specifically indicate the level below Imperial Guard gear. So basically, you can get a flak armor (rating 3), but not guards (rating 4).

Among other things, this is because Stig - as a guardsman - has guardsman flak armor, and I don't want his starting gear to become meaningless just yet.

You can get all the ammo you can carry tho =)

Astro_sol
2012-06-01, 06:13 AM
Well, I was sanctioned, but I ran...screw that, screw that, screw that, I have another chance.

Wormwood turned to the big, lumbering Guardsman. He had seen this one stand unblinking in the face of a heavy machine gun. He'd also gotten shot a few times, and didn't really look much worse for wear. The psyker had to tilt his head in order to make eye contact.

"Um...h-hi. S-s-sir. Wormw-w-wood C-c-c-c-c...****! Cromwell. 'S m-my n-name." He reached out a hand for the universal Imperial greeting, aka the handshake.

Ah, I see what you mean about the armor. Alrighty then, taking a PDF flak set (gonna wear my cloak with the hood up over it) and reloading my Stub Automatic (which I'll keep to sell later), then...calculating...

Yeah, I'm gonna grab 10 clips of Hecuter ammo, that's another 2 kg (and 150 bullets). I'll keep them under my coat, or something. Paranoia trait dictates that I should be prepared, even for a small army.

Any grenades available? Like just regular frag?

Leon
2012-06-01, 10:34 AM
+++I wont mind a sojourn off the Sigma, i don't expect it will ever be reclaimed as part of the fleet or the wreck that it has been attending to+++

Zen Master
2012-06-01, 11:38 AM
.... just in case you were wondering, I'm not going to tell you where to go next. Questions about the notes or other items you have found (there were some seals and sigils too, remember), or questions for Maldanis, can be posted here or sent as PM's.

But it's up to you to figure out where to go next, who to talk to and/or kill =)

Leon
2012-06-01, 12:09 PM
+++What did the team discover on wreck that is know?+++

Nixios will process the data that is available to his Data Cores for reference and enable the originals to be kept here for archival purposes.

Zen Master
2012-06-01, 01:19 PM
+++What did the team discover on wreck that is know?+++

Nixios will process the data that is available to his Data Cores for reference and enable the originals to be kept here for archival purposes.

I'd much rather answer specific questions than write up everything they found.

Generally, you can conclude:

Someone caught on to the other team fairly quickly, and started killing them off. Some deaths were rather mysterious - mostly that of the tech servitor.

The other team may have caught attention simply by the manner of their arrival - together, on a flashy ship, and looking not much as the type of low lifes that come here.

They were onto something. Someone wanted them dead badly enough to make a huge public spectacle of it.

None of the gangs on Wreck were under any suspicion by the other team - including the gang that killed them. That may be why they initially handled the confrontation so nonchalant: They weren't considered a threat, or even related.

There is a slip of paper containing a set of star coordinates, and time and place, and 'Revelation'. This was apparently the note that ended the previous teams investigation. It seems likely to have been a trap.

Knives91
2012-06-01, 02:27 PM
Well, I was sanctioned, but I ran...screw that, screw that, screw that, I have another chance.

Wormwood turned to the big, lumbering Guardsman. He had seen this one stand unblinking in the face of a heavy machine gun. He'd also gotten shot a few times, and didn't really look much worse for wear. The psyker had to tilt his head in order to make eye contact.

"Um...h-hi. S-s-sir. Wormw-w-wood C-c-c-c-c...****! Cromwell. 'S m-my n-name." He reached out a hand for the universal Imperial greeting, aka the handshake.

Stig examines the man before him. Thin of frame. Stutters. Yet... oddly driven when needed. Capable. Trustworthy enough. For now.

He takes the hand with his own, seemingly enveloping it, and gives it a firm shake.

"Stig. Formerly of the Imperial Guard. May your will be strong and your enemies worthy."

Where would we go to look at the selection of upgrades and purchasable goods. Stig needs some more ammo and I'm hoping to check the available weapon upgrades.

Zen Master
2012-06-01, 02:53 PM
Stig examines the man before him. Thin of frame. Stutters. Yet... oddly driven when needed. Capable. Trustworthy enough. For now.

He takes the hand with his own, seemingly enveloping it, and gives it a firm shake.

"Stig. Formerly of the Imperial Guard. May your will be strong and your enemies worthy."

Where would we go to look at the selection of upgrades and purchasable goods. Stig needs some more ammo and I'm hoping to check the available weapon upgrades.

For standard weapons such as stubbers and las guns, ammo aplenty is aboard the Flight of Fancy. More specialized gear is harder to come by - there is NO production capacity in-system, and very little trade of that sort.

On the other hand, your enemies are likely to be similarly equipped.

Someone asked about grenades, now that I remember. Grenades are uniquely unsuited for use in cramped spaces, closed environments and inside thin walls behind which there is nothing but the cold, dark infinity of the void.

Regardless, there are a few grenades aboard the Fancy.

Is there anything specific you want?

Otherwise, it is to be expected that some sort of more effective would be found at the Naval Depot I've mentioned - only it's not on any maps, so it will take some finding.

Knives91
2012-06-01, 03:00 PM
For standard weapons such as stubbers and las guns, ammo aplenty is aboard the Flight of Fancy. More specialized gear is harder to come by - there is NO production capacity in-system, and very little trade of that sort.

On the other hand, your enemies are likely to be similarly equipped.

Someone asked about grenades, now that I remember. Grenades are uniquely unsuited for use in cramped spaces, closed environments and inside thin walls behind which there is nothing but the cold, dark infinity of the void.

Regardless, there are a few grenades aboard the Fancy.

Is there anything specific you want?

Otherwise, it is to be expected that some sort of more effective would be found at the Naval Depot I've mentioned - only it's not on any maps, so it will take some finding.

He needs to pick up at least 4 charge packs for the lasgun and about six magazines of ammo for each of the three pistols. He's planning on selling the las pistol and the shotgun or offering them to the team if they want them. If there is any kind of sight for the lasgun available, he'd purchase that as well.

Astro_sol
2012-06-01, 03:21 PM
For standard weapons such as stubbers and las guns, ammo aplenty is aboard the Flight of Fancy. More specialized gear is harder to come by - there is NO production capacity in-system, and very little trade of that sort.

On the other hand, your enemies are likely to be similarly equipped.

Someone asked about grenades, now that I remember. Grenades are uniquely unsuited for use in cramped spaces, closed environments and inside thin walls behind which there is nothing but the cold, dark infinity of the void.

Regardless, there are a few grenades aboard the Fancy.

Is there anything specific you want?

Otherwise, it is to be expected that some sort of more effective would be found at the Naval Depot I've mentioned - only it's not on any maps, so it will take some finding.

Our resident psyker is getting more and more interested in stealing a ship for these sorts of things.

On grenades, safety isn't a concern. Wormwood just wants explosives. You never know when a frag grenade will be useful, even onboard a spaceship. Especially onboard a spaceship. However, if he is unable to find suitably explosive explosives, he'll go for blind grenades. No need for photon flash, he can do that himself.

Zen Master
2012-06-01, 03:28 PM
There is no shop here. You can neither buy nor sell. There is gear that you can pick up if you want it. Gunracks full of stubbers and lasguns. Crates full of ammo. A box containing 6 frag grenades.

Equipment the owner of the ship (who isn't Maldanis - he just commandeered it) intended to arm his squad of personal guards.

EDIT: Since you cannot easily return to Wreck - not just now at least - Maldanis will provide you with transportation. The ship has a shuttle for you to use. It's either that, or ask you to walk.

Stealing a warp capable ship is ... well, it's possible. But harder. Needs someone to navigate =)

Astro_sol
2012-06-01, 06:05 PM
I may have to see if I can pilot later...could always threaten someone.

Right. I suppose I'm done gearing up, then. I propose that we head for the Space Lounge. Ask around. Maybe find that Draven fellow. Maybe find some people to shoot. In the Emperor's name, of course.

Knives91
2012-06-01, 07:33 PM
I may have to see if I can pilot later...could always threaten someone.

Right. I suppose I'm done gearing up, then. I propose that we head for the Space Lounge. Ask around. Maybe find that Draven fellow. Maybe find some people to shoot. In the Emperor's name, of course.

I concur. I've loaded up on ammo and dropped off my las pistol and shotgun along with the remaining ammo for each.

And Wormwood, everything we do is in the Emperor's name. Everything.

Leon
2012-06-02, 01:31 AM
I concur. I've loaded up on ammo and dropped off my las pistol and shotgun along with the remaining ammo for each.

I'd like to acquire that Shotgun if you'd be willing to trade it in.



And Wormwood, everything we do is in the Emperor's name. Everything.

And the Omnissiah's.

Zen Master
2012-06-02, 05:08 AM
Alright - summing up.

I'm assuming everyone now has flak armor or better. Everyone has a weapon capable of delivering hails of fire, be if las or stub-rounds. Everyone has a bunch of ammo.

You are officially dead. I would like to point out that Wreck has no observation platforms, so no one could easily know that a ship was docked outside the airlock you were taken to. So at least for now, no one should be following you.

You have a few items of specialized gear. It is not outside the realm of reason that these can be sold or traded to something more tailored to your skills.

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

You spend some time on the Flight of Fancy, gearing up, healing wounds (hence, you are all at zero damage), and making plans.

During this time, you find that there are more people on the Fancy than just Maldanis and the butler (whose name is Gant). There is a Navis Nobile navigator by the name of Sitaya - her alien looks made more disturbing to you by the fact that she is female. Maldanis also has a couple of guards, rugged men you deem to have been recruited from the imperial guard.

You decide to make the Space Lounge your first point of investigation. Gant, the butler, guides you to the Fancy's lifeboat, a small shuttle capable of interplanetary travel and surface landings. As none of you know how to pilot it, he informs you that it will be guided by its onboard cogitator. The cogitator will need occasional input and decision making from Delta-Rho (which in game terms translates to an untrained pilot test, but with a 10% bonus for the cogitator).

And thus, you set off.

For a bunch of fugitives, there is a sense of wonder and and fulfillment here: Your own ship, primed to go anywhere, doing the emperors business in the service of all mankind. You are free men, on a mission - from god!

Around you the ship wakes. Life support hums, engines rumble, there are various clanks and grindings as the shuttle slips it's mooring, withdraws it's umbilical - then the roar of the engine firing at max, and the intense pressure of acceleration.

You have very little basis for comparison, but it seems the shuttle is fast and handles well. Even a fast shuttle takes some time to traverse a starsystem, however, and it's a few hours before you approach the orbit of Duncan Sireals Space lounge.

Where Wreck is a space station strapped, coppled, glued, taped and otherwise assembled together from many ships, hulks, asteroids and cargo containers, the Space Lounge is an actual space station. It's top level features a large observation lounge and restaurant. Below that, in a torus (is that the word? A ring.) around the central hub lie the various suites of the hotel, 20 in all. Below that again is another ring, providing berth for as many ships.

The hotel features various entertainments, two restaurants, shopping - but it's main attraction to big game hunters is the presence of other big game hunters to swap stories with.

It also isn't free. Maldanis has provided you with funds for a two cycle stay. Should you require more time, Duncan charges 150 a night for a suite, and another 150 a night in docking fees.

Looking at the docking array, the hotel is about half full - since 10 ships are docked.

As you approach, the coms array comes to life with a ping, and a voice anounces:

'Welcome, visitors, to Duncans Space Lounge. Please proceed and dock at bay 7, where our staff awaits you. Tonight, our restaurant serves an exiting three course dinner with a main course of grilled Grox - join us, and our other guests, for this feast. After dinner, Humbol deGrassi of Malfi will tell the tale of his most recent Torfang hunt on the death world of Dusk.'

Any actions or discussions before you dock?

Astro_sol
2012-06-02, 07:34 AM
Having traded stories with his comrades-in-arms during the intervening hours, Wormwood perks up at the mention of his "caretaker's" home planet.

"W-w-we sh-should p-p...prob-b...mayb-be talk t-to s-some of these hunt-ters? M-maybe get a l-lead? P-plus that d-deGrassi has some D-dusk st...stories to t-t-tell..."

@Leon
Knives is just plain ditching that shotgun, so have at it. Also, do you have the necessary skill to repair this chainblade? No
Biggie. I'm either gonna sell it later or trade it in or something.

@GM
Our funds don't include dinner, do they? Wormwood may resort to theft, seeing as he has no real money. He still feels bad for getting Felidae and Antoun killed, mostly because Felidae.
Speaking of women, what kind of mutations does the Navigator lady have? She has a unique connection with the warp, similar (and very different from) to Wormwood, so he'd empathize a bit.

Zen Master
2012-06-02, 08:20 AM
Having traded stories with his comrades-in-arms during the intervening hours, Wormwood perks up at the mention of his "caretaker's" home planet.

"W-w-we sh-should p-p...prob-b...mayb-be talk t-to s-some of these hunt-ters? M-maybe get a l-lead? P-plus that d-deGrassi has some D-dusk st...stories to t-t-tell..."

@Leon
Knives is just plain ditching that shotgun, so have at it. Also, do you have the necessary skill to repair this chainblade? No
Biggie. I'm either gonna sell it later or trade it in or something.

@GM
Our funds don't include dinner, do they? Wormwood may resort to theft, seeing as he has no real money. He still feels bad for getting Felidae and Antoun killed, mostly because Felidae.
Speaking of women, what kind of mutations does the Navigator lady have? She has a unique connection with the warp, similar (and very different from) to Wormwood, so he'd empathize a bit.

Lore on the Navis Nobile:


There is a bit to read here http://wh40k.lexicanum.com/wiki/Navis_Nobilite#.T8oRF8XLKs0

Don't trust everything the internet tells you though. However:

The navigators carry one of the known and accepted mutations in the Imperium. They have a third eye, centered in their forehead, and through this are able to see into the warp.

Mind, the mere sight of the warp undiluted is enough to drive most mortal men insane.

The navigators are ancient beyond reckoning, predating even the Imperium. Their great houses are essential to the survival of the empire, as travel without their unique powers would be far harder, slower and more perilous.

The most correcly flavoured picture of a navigator I could find: http://ning.deviantart.com/art/Navigator-176516760

Bloody image link wont work, so you'll have to click :p

Astro_sol
2012-06-02, 08:28 AM
Lore on the Navis Nobile:


There is a bit to read here http://wh40k.lexicanum.com/wiki/Navis_Nobilite#.T8oRF8XLKs0

Don't trust everything the internet tells you though. However:

The navigators carry one of the known and accepted mutations in the Imperium. They have a third eye, centered in their forehead, and through this are able to see into the warp.

Mind, the mere sight of the warp undiluted is enough to drive most mortal men insane.

The navigators are ancient beyond reckoning, predating even the Imperium. Their great houses are essential to the survival of the empire, as travel without their unique powers would be far harder, slower and more perilous.

The most correcly flavoured picture of a navigator I could find: http://ning.deviantart.com/art/Navigator-176516760

Bloody image link wont work, so you'll have to click :p


Gah, that's a lot of wrinkles. But yeah, I played a bit of Rogue Trader, and the GM had the Navigator going as a GMPC sort of, and I only got him to play the game period after doing extensive research myself. The game gives them various mutations; things from super agility to black eyes to being excruciatingly fat. And loose skin.

Please don't tell me she has that one. Oh god oh god

But yeah, if she's a female version of that, Wormwood = ew, connection with the warp or not. I read the Ciaphas Cain books, and there was this one Navigator who was actually pretty hot. And an utter bitch. So there's a lot of variation, hence my question. Thanks for the image though.

Leon
2012-06-02, 11:44 AM
Ok on Shotty, no skill to repair (and most likley not at all - will be focused on using the tech and repairing squishy biological units)



Pilot Check (Ag w/10% =46) [roll0]





+++Eeep+++

Zen Master
2012-06-02, 12:38 PM
Ok on Shotty, no skill to repair (and most likley not at all - will be focused on using the tech and repairing squishy biological units)



Pilot Check (Ag w/10% =46) [roll0]





+++Eeep+++

Well - docking a shuttle is hardly rocket science, it's an Easy test. Also, even if so trivial a test was failed, the consequence would be more embarassing than fatal =)

The cogitator chatters strings of data at you, vectors of movement, speed and thrust, inertia and so on, and you chatter right back at it, adjustments, preferences and recommendations.

The ship eases into berth, slightly clumsily, but completely safely.

Leon
2012-06-02, 02:04 PM
Well good, so i didn't dock it upside down or anything bad

Knives91
2012-06-02, 03:02 PM
@Leon

Well good, so i didn't dock it upside down or anything bad

Where's you sense of adventure?

Stig, whose knowledge of spacecraft is limited to "don't push any button that blinks red unless told to" rides out the bumpy landing with his usual stoicism. He glances around as the ship powers down.

"Are we going to need to lock down the ship? Place like this, someone might steal it."

Zen Master
2012-06-02, 05:34 PM
Well good, so i didn't dock it upside down or anything bad

Not a perfect docking, but for an entirely untrained pilot, you're rather satisfied.


@Leon


Where's you sense of adventure?

Stig, whose knowledge of spacecraft is limited to "don't push any button that blinks red unless told to" rides out the bumpy landing with his usual stoicism. He glances around as the ship powers down.

"Are we going to need to lock down the ship? Place like this, someone might steal it."


Actually, the real 'wretched hive hive of scum and villany' is propably Wreck. The Space lounge at least pretends to certain standards, and caters to wealthier clientele, at least.

Also, the thing about being in space is that everyone you meet already has a ship. I mean - that's hardly a guarantee, but it counts for something =)

Astro_sol
2012-06-02, 09:39 PM
Wormwood stood up once the docking procedure was complete.

"W-w-we should p-prob-b-b-bably g-get some f-f-food. L-l-listen for an-n-nything interest-t-ting."

He also checked to make sure his pistol was where it should have been, as well as his ammo and Spook. He had 2 grenades on his belt, as well as the katana and chainblade. The staff of the old biomancer was also in hand, giving him a feeling of comfort. It was quite the find, and he would be loathe to ever give it up.

Knives91
2012-06-03, 04:28 PM
Stig moves to the entrance of the shuttle and steps into the connecting passage. His eyes scan the passageway, alert for whatever lurks within.

Leon
2012-06-03, 06:05 PM
+++I shall secure the shuttle and join you shortly+++

Astro_sol
2012-06-03, 06:43 PM
Wormwood keeps next to Stig, ever wary. It'd probably be best to stick close to the one who is in charge of your life.

And just in case, I want to remind our GM that I now have Paranoia and Awareness, so these Perception tests should be a bit easier for me. I refuse to be taken off guard. Unless I actually get taken off guard, that can still happen.

Zen Master
2012-06-04, 05:16 AM
Three times now I've been typing an update, and this computer crashes - costing me everything. So that kinda slows things down, as it takes me some time to work back up the creative oomph.

Upon arrival, your ship powers down and various systems switch from internal to auxillaries provided by the station. With power and lifesupport offline, the ship is quiet.

The docking bay opens onto a spacious reception area - there is a strange overlap between industrial and service, with fuel lines, cargo auto-chutes and airlocks mingling lounge furniture, liveried pages and carpeted floors.

A couple of servitors stutter binary at machinery near the hatches to the docking stations, and among them walks an elderly janitorial type. He actually seems to be talking to one of the servitors - not that the servitor has any answers to make, of course.

In the reception area are two 'pages' in livery, but with pistols at their sides and heavy bore guns at their shoulders - similar to what you saw in the hands of Korts men.

At the reception, you are bombarded with questions: Will you require luggage transported to your suite, are you joining tonights dinner, will you be needing repairs, refuel, resupply, how long is your stay - and so on.

The layout of the station is simple: Top features restaurant and observation lounge, below that are the suites, lower again are the docking stations and reception (you are here O), then shopping and entertainment, and finally, at the bottom are crews quarters, maintainance and engineering, administration and so on.

Your suite, once you get there, has five bedrooms (which in truth are comfortable, yet tiny), a lounge area, sanitary installations, an auto-kitchen and so on. In case of emergency, the 'bedrooms' actually serve as escape pods.

Welcome to Duncan's Space lounge, gentlemen.

Wormwood: Your paranoia is noted, but thus far nothing seems to hold any obvious risk or danger.

Delta-Rho: At your soothing touch, incantations and sacred couplings, the spirits of the ships systems go to rest. You secure the hatchways, and disembark.

Stig: As described above: The worst danger you can spot is being smothered in disgusting comfort, and boredom at the trite self-advertising of the hotel staff.

Astro_sol
2012-06-04, 10:59 AM
Will you require luggage transported to your suite, are you joining tonight's dinner, will you be needing repairs, refuel, resupply, how long is your stay?

Wormwood leaves the technical bits to his technical companion, Delta-Rho. He hopes to join the dinner, however, as it sounds interesting. We'll be staying for 2 days at least, maybe longer, he hopes.

EDIT: Unless dinner is very soon, probably going to head straight to our suite, but keep an eye out for anything...suspicious. Funny looks, listen in for anything of interest, especially listening for Xeno or Navy stuff.

Knives91
2012-06-04, 02:19 PM
Stig, ignoring the various attempts to gain his attention, and likely his money, follows Wormwood. He settles behind the smaller man, eyes taking in the sites.

Wasteful expenditure. And all of it an illusion.

Zen Master
2012-06-05, 08:31 AM
Regarding suspicions:

This place is mainly a last stop for nobles and adventurers seeking illegal hunting and trophies in the systems beyond the empire. It serves a similar purpose for rogue traders who smuggle alien tech.

Among other things, the nobles hire their guides from Duncan.

Furthermore, of course, it's an occasional hang-out for the more well-to-do in the Asp system. Among them the infamous Hald Draven.

The guides might have interesting things to tell. So might Hald, or Duncan himself. And likely, there are others on the station with knowledge of the comings and goings.

Astro_sol
2012-06-05, 09:15 AM
Wormwood remembered something about a xeno station somewhere further in the system. Perhaps someone here had some information on it? Perhaps they could find someone to travel with, or at least get some directions.

As well, he remembered the sigils and emblems they had. It wouldn't be wise to prance around with them, but it would be good to find experts in the study of symbols. Perhaps they could shed some more light, since the only thing they really knew is that anyone investigating the system ended up "disappeared".

He relays his thoughts to Stig, then makes sure to fetch the symbols and tuck them into his robes. After he had done so, he turns to his companions.

"W-w-we should head f-for a b-bar." He shuddered at the memory of the last one. "Listen in. G-gather inf-fo. P-perhaps av-v-void an-n-nother show l-like last t-t-time."

Leon
2012-06-05, 10:11 AM
+++You two can blend in better than i can, i shall make inquires in the technical area's where i blend in more. We should time to meet and compare results+++

Astro_sol
2012-06-05, 10:15 AM
I'm tired of writing stutters. It fits the character, but it's time consuming to type out. I shall press on, though, but will cut down a bit.

Wormwood agreed with Nixios' assessment, but was a bit nervous about splitting up.

"W-w-we should m-meet at t-tonight's dinn...dinner."

He expressed worry over the fate of the servitor from the last team.

@AcromosDo we have communicators? I would assume so, but you never know.

Zen Master
2012-06-05, 11:04 AM
Any skills relevant for information gathering, you may roll any time you like. That could be whatever, social skills, knowledge skills, and so on.

if you have no skills you'd like to attempt, information may be gathered by roleplay - or simple cleverness. Otherwise .... it's just about dinner time =)

Astro_sol
2012-06-05, 11:08 AM
I dunno what I can do with rolls that require me to make untrained basic skill checks based off of 21 Fel, but sure I'll try rolling, just to see. If it doesn't work, I'll roleplay something after IRL lunch. Showing off those emblems is probably a grade-A bad idea, according to me and Wormwood's paranoia, but he's probably going to show those around after asking if anyone is good at...whatever the term for deciphering symbols is.

Rolling Inquiry on those symbols and xeno artifacts in the system.
[roll0]

Holy ****, success. I needed to beat 10 without modifiers (assuming this is a Challenging +0 test).

Zen Master
2012-06-05, 12:51 PM
I dunno what I can do with rolls that require me to make untrained basic skill checks based off of 21 Fel, but sure I'll try rolling, just to see. If it doesn't work, I'll roleplay something after IRL lunch. Showing off those emblems is probably a grade-A bad idea, according to me and Wormwood's paranoia, but he's probably going to show those around after asking if anyone is good at...whatever the term for deciphering symbols is.

Rolling Inquiry on those symbols and xeno artifacts in the system.
[roll0]

Holy ****, success. I needed to beat 10 without modifiers (assuming this is a Challenging +0 test).

Wormwood:


Being disreet about it, you take the time to do a couple of rounds around the bar, reception area, lounge and so on - feeling around for one of the fairly few people you get a decent rapport with.

Eventually, you happen upon one known as Old Rafe. As chance wills it, he's the old janitorial guy you spotted when disembarking. Rafe is a surly bastard, but you and he get along ok.

About the alien space installation, he has this to say:

'Well, dem as tells ya it's alien are all liars and rumor mongers. I knows a guy saw it with's own eyes - and he tole me dere's imperial markings on dat fing. A'corse, e's ded now, so I can't real well asks him t'take y'dere.'

As he looks over the seals and emblems, he stares at you squarely, wonderingly. He says:

'Well I dunno bout most'a dem, but that'n dere is an all access pass for this station. How'd ya happen upon that'n, eh?

Astro_sol
2012-06-05, 01:22 PM
Being disreet about it, you take the time to do a couple of rounds around the bar, reception area, lounge and so on - feeling around for one of the fairly few people you get a decent rapport with.

Eventually, you happen upon one known as Old Rafe. As chance wills it, he's the old janitorial guy you spotted when disembarking. Rafe is a surly bastard, but you and he get along ok.

About the alien space installation, he has this to say:

'Well, dem as tells ya it's alien are all liars and rumor mongers. I knows a guy saw it with's own eyes - and he tole me dere's imperial markings on dat fing. A'corse, e's ded now, so I can't real well asks him t'take y'dere.'

As he looks over the seals and emblems, he stares at you squarely, wonderingly. He says:

'Well I dunno bout most'a dem, but that'n dere is an all access pass for this station. How'd ya happen upon that'n, eh?


OOC: I checked with Knives, and he says Stig's been following me around, so just in case this gets ugly...however, we're both janitors (well, ex-janitor, here), so there should be camaraderie through greed. Let's just avoid having to make a Deceive roll, shall we? I'm trained in it, but 21 Fel...

IC: Wormwood takes out the all access pass. Oh ****, how do I explain this? Stig's just over there, so...let's try the truth. See how this goes.

"I was g-g-given it b-b-by a m-m-man working f-for the Emperor. Th-th-that station is imp-p-portant." He twirls the access pass between is fingers. "D-d-discretion is imp-p-portant, t-too. All I c-care ab-b-bout is th-that st-station. Is th-th-there anyone you kn-n-now that may hav-v-ve m-more inf-formation? I d-d-don't c-c-care how you f-f-feel ab-b-bout G-g-god, or the Imp-perium. If I c-c-can g-get s-some conc-crete inf-formation, I'll s-s-see to it th-that you're rew-warded."

Knives91
2012-06-05, 03:08 PM
OOC: I checked with Knives, and he says Stig's been following me around, so just in case this gets ugly...however, we're both janitors (well, ex-janitor, here), so there should be camaraderie through greed. Let's just avoid having to make a Deceive roll, shall we? I'm trained in it, but 21 Fel...

IC: Wormwood takes out the all access pass. Oh ****, how do I explain this? Stig's just over there, so...let's try the truth. See how this goes.

"I was g-g-given it b-b-by a m-m-man working f-for the Emperor. Th-th-that station is imp-p-portant." He twirls the access pass between is fingers. "D-d-discretion is imp-p-portant, t-too. All I c-care ab-b-bout is th-that st-station. Is th-th-there anyone you kn-n-now that may hav-v-ve m-more inf-formation? I d-d-don't c-c-care how you f-f-feel ab-b-bout G-g-god, or the Imp-perium. If I c-c-can g-get s-some conc-crete inf-formation, I'll s-s-see to it th-that you're rew-warded."

Watching as the two men interact, Stig takes a glance around the room. His attention snaps back when Wormwood produces the access key and listens to his explanation. He adds, mentally, Provided that he wants something reasonable. I draw the line at piracy. Now beating people up? I can do that.

Zen Master
2012-06-05, 03:33 PM
Wormwood (also Stig):


The janitor chews some foul substance, looks at you sideways, and goes on:

"Y'know how dey tells d'imperial guardsmen that - once dey ends their service, dey can settle on d'world dey fought for? Well I fought in d'Tranch war. D'you know Tranch? 'Tis infested with all the worst of d'scum of d'galaxy - den burnt and bombed to t'ground.

I chose not to. I came here. M'service to t'empror ended.

Still, it shan't be said I's not a faithful man.

Them as finds that old abadoned station seems t'find it by way of Gaol. I've not a clue as t'how, but that's de way of it.

Now ya better git. I gots work ta do."

With that, he takes his leave, and returns to his duties. Behind you, you hear him passing idle comments to the servitors again.

Astro_sol
2012-06-05, 08:13 PM
Wormwood watched the janitor go, his face blank. Then he got up, put the access card in an easy to reach pocket, and walked back to Stig.

"Let's...g-g-go to d-dinner. I g-g-got someth-thing. I'll exp-plain ev-verything th-there."

Well that was interesting. Lessee if Nixios learns anything useful, then have a general meet up at dinner. Just as planned.

Knives91
2012-06-05, 09:41 PM
Wormwood watched the janitor go, his face blank. Then he got up, put the access card in an easy to reach pocket, and walked back to Stig.

"Let's...g-g-go to d-dinner. I g-g-got someth-thing. I'll exp-plain ev-verything th-there."

Well that was interesting. Lessee if Nixios learns anything useful, then have a general meet up at dinner. Just as planned.

Stig nods and follows the other man out.

@Sol
Damn it it Tzeentch, not now! And Eldrad, you shut up!

Leon
2012-06-05, 11:33 PM
Secret Tongue: Tech (int) [roll0]
Trade: Scrimshaw (Agility) [roll1]

Long and short bursts of otherwise incomprehensible static inquiring on the carving of xenos objects hunted near and afar and markets of opportunity for such objects.



Well i flubbed the speak test (which is kinda silly that i cant talk in the tongue i know...)

Astro_sol
2012-06-06, 05:52 AM
I don't really know if you need it for such a mundane roll. I would have rolled Inquiry, and simply having the Secret Tongue skill would be enough to assume you know how to talk with...well, Tech and whatnot.

Still, no matter what the skill was, that was a hilariously ****ty roll. I'm glad I had better luck. Much better. I think the Emperor is watching over Wormwood. Or maybe Chaos. >>

Zen Master
2012-06-06, 08:55 AM
Secret Tongue: Tech (int) [roll0]
Trade: Scrimshaw (Agility) [roll1]

Long and short bursts of otherwise incomprehensible static inquiring on the carving of xenos objects hunted near and afar and markets of opportunity for such objects.



Well i flubbed the speak test (which is kinda silly that i cant talk in the tongue i know...)

Your inquiries reveal that carvings aren't the big thing around here, alien wise. Not that there are no such things to be found anywhere - but what comes through here is mainly tech.

You can't find anyone who will admit to knowing anything specific, but in general terms you find that someone around here has access to rather radical tech.

Also, a minor glitch somewhere in your systems causes your vox to blare out a slightly mispronounced bit of data, which results in you chasing - for some time - a rumour about alien scarves .... not carvings.

Knives91
2012-06-06, 11:39 AM
Your inquiries reveal that carvings aren't the big thing around here, alien wise. Not that there are no such things to be found anywhere - but what comes through here is mainly tech.

You can't find anyone who will admit to knowing anything specific, but in general terms you find that someone around here has access to rather radical tech.

Also, a minor glitch somewhere in your systems causes your vox to blare out a slightly mispronounced bit of data, which results in you chasing - for some time - a rumour about alien scarves .... not carvings.

You didn't happen to purchase one of those scarves by the way?

Stig, deciding that it wouldn't be wise to go to a party smelling... well... like he had been wandering around a space station with no clear destination in mind. And bar hopping. Can't forget the bar hopping. Shower was first on the list of things to do before the party.

Zen Master
2012-06-07, 06:23 AM
A general note on play:


There are many things that you may discover for yourselves by following up on the things I cram into my descriptions.

I try my best to avoid leaving an obvious trail of breadcrumbs for you to follow. This is how I GM in tabletop games, and I try to do the same here - even if the medium is somehow less well suited for it?

At any rate, taking initiative into your own hands will generally be rewarded. However crazy your ideas, there will (almost) always be some chance of success - and I will let you know in advance if common sense dictates a certain course of action is risky or unlikely.


Dinnertime, then:

You are the edge of the imperium, and therefore also near the edge of the galaxy. That means that from the observation lounge restaurant atop the station, you have a startlingly beautiful display: The station rotates slowly along it's X-axis, so the galaxy - all it's billions of stars - appear to spin around you. Asp's sun is of course also visible in the sky, the various bands of space debris drifting across it's bright red disk.

The food is quite excellent, and possibly the best you've ever had. Around you, seated at the various tables, are a mix of people and styles, from the outrageouisly pompous (typical of nobles from Malfi and Calixis) to the ruggedly mercenary (which could be smugglers or pirates) to some dressed obviously in imitation of noble dress (merchants).

You also see Duncan, hovering about, with a look in his eyes reminiscent of a vulture searching for prey. Unlike most of his guests, he can be described as discreetly well-dressed - something most unusual in the imperium.

Duncan moves from table to table, greeting, making conversation, and ensuring that everyone is happy and has everything they need.

After the main course has been served, there is a moment for everyone to mingle and converse, while Mr. deGrassi prepares on the stage, and makes a few jokes and exchanges remarks with the regulars.

In all, there are twenty tables (one for each suite), and all but two are occupied.

Astro_sol
2012-06-07, 06:41 AM
And a reply to thy note.
I'm a lot better at catching hints IRL, mainly because I can listen to the GM's tone of voice and catch when something is maybe important. Since I can gloss over some things/pay attention to most likely the wrong details, I'm still adapting to online play. I'll hopefully improve with this game.

By the way, I'm going to assume Nixios and us get there at around the same time.

Wormwood heads for the empty table closest to deGrassi, while carefully avoiding Duncan, for now. He still has vital information to exchange with Nixios and Stig. Thus, he explains to the other two, his eyes constantly darting around, that it seems like there is no xeno installation; the hidden Naval installation and the xeno station seem to be just one Navy base. However, it seems there are still people getting access to xeno tech. He also lets the other two know that he has an all-access card to this base. He also really wants to use it, but doesn't know where to start in trying to find the xeno-tech floating around.

GM
Ok, since Duncan seems kind of important, I may end up questioning him about some of the xenotech that seems to be floating around. This seems like something the party face would do, but it'll be funny to see stuttering Wormwood take a shot at it. It just seems kind of foolish to possibly piss this guy off. Then again, there are a lot of pirates/smugglers here...

Leon
2012-06-07, 10:19 AM
+++It is still a failing that i require intake of at least some foods.+++

Nixios joins the table and relays his findings and the possibilities of Xenos fashion

Knives91
2012-06-07, 11:30 AM
Stig chuckles at Rho's tale of misfortune and xeno head wraps. He makes note to store some of the food for later consumption. It is quite tasty, although he admits his knowledge base is rather limited. He does wonder at the other empty table though, particularly because the rest of them are packed. Perhaps it is there location? Or are the reserved for some other use?

"Y'think that table is saved for someone important?" he asks the others.

Leon
2012-06-07, 12:20 PM
+++I see no ID related to room numbers+++

Knives91
2012-06-07, 03:14 PM
Stig looks around at the various other party goers and, hoping that his companions might be more knowledgeable about such things asks,

"Who are the important people in this room? Anyone who has a... history of such things that would draw our attention?

Also, which fork do I use? They've given me three. Along with more than one spoon."

@GM
Ah Feral worlders. Not that I know which fork to use either, so I guess that's not saying much.

Astro_sol
2012-06-07, 03:22 PM
Wormwood swallows and slides the ID into a pocket.

"M-maybe Dunc-can - " he tilts his head at the man in question " - kn-n-nows s-s-something? M-maybe he'll c-c-come t-talk to us."

Noting Stig's confusion, he grins. "D-d-don't worry ab-bout it. J-just use your h-hands."

Knives91
2012-06-07, 03:25 PM
Wormwood swallows and slides the ID into a pocket.

"M-maybe Dunc-can - " he tilts his head at the man in question " - kn-n-nows s-s-something? M-maybe he'll c-c-come t-talk to us."

Noting Stig's confusion, he grins. "D-d-don't worry ab-bout it. J-just use your h-hands."

"Even with the soup? And what about that pie? I thought it was tradition for pies to be thrown at someone."

Astro_sol
2012-06-07, 03:33 PM
Wormwood shudders, his eyes darting back and forth.

"P-p-p-please d-d-don't th-throw p-p-pies at an-n-nyone."

Knives91
2012-06-07, 03:42 PM
Wormwood shudders, his eyes darting back and forth.

"P-p-p-please d-d-don't th-throw p-p-pies at an-n-nyone."

Stig frowns.

"Noted."

He looks around again, one more noting the variety of dress present at the various tables. He looks at Wormwood.

"As a... person of your type, you have been to Holy Terra, yes? Did you run across many such as this?" he asks, waving his hand in the direction of the brightly dressed nobles.

"And are they alway this..." He searches for a word. "Like a higher officer. Who thinks himself above others."

Astro_sol
2012-06-07, 04:44 PM
Wormwood's eyes shut at the larger man's words. Memories came in flashes, unbidden.

"I d-d-don't rememb-ber m-much. What I d-d-do...n-n-no. N-no n-n-nobles. M-mostly p-pain, and d-d-dark c-coats. M-metal and l-light..."

He almost unconsciously scoots his chair back a few inches, struggling to keep himself from locking up completely.

"N-no n-nobles."

EDIT: For GM
I'mma wait and see if Duncan makes his way to us, planning on talking with him, maybe shadowing him or one of those rogue-ish types. All access card means follow anywhere! And I do have float and wall walk powers...

Knives91
2012-06-07, 08:40 PM
Wormwood's eyes shut at the larger man's words. Memories came in flashes, unbidden.

"I d-d-don't rememb-ber m-much. What I d-d-do...n-n-no. N-no n-n-nobles. M-mostly p-pain, and d-d-dark c-coats. M-metal and l-light..."

He almost unconsciously scoots his chair back a few inches, struggling to keep himself from locking up completely.

"N-no n-nobles."

Stig watches the man tense and shudder. Then he remembers. He nods.

"Ah. My apologies. Didn't want to bring up bad times."

Leon
2012-06-07, 11:55 PM
+++we should procure a Splayd for you, they are the culinary combi tool +++



"Even with the soup? And what about that pie? I thought it was tradition for pies to be thrown at someone."

+++I believe that that is for cream pies, another thing to do is to float it in your soup ~ a ancient terran practice from the pan oceania regions+++

Zen Master
2012-06-08, 04:58 AM
Eventually, of course, Duncan arrives at your table.

As you plot his course from table to table, it is clear to you that he moves according to a plan. You can only guess at which, but he spends a few moments at one table, then crosses the entire restaurant to another, only to then go to it's closest neighbor.

If he were adressing his customers in order of importance, you might expect to be last on his agenda - being newcomers. Instead, he comes to you somewhere around the middle of his route.

He is, as I've hinted at, immaculately dressed, but with none of the extravagant display of wealth of the nobles. He is dressed on black and grey, with a simple dash of red in his breast pocket.

He is of otherwise unremarkable appearance, of middling years, but with keen, intelligent eyes.

'My friends,' he exclaimes, 'my pardons for not speaking with you sooner - I've not even had the opportunity to hear what brings you to my humble establishment. Is the food to your liking? The wine?'

He radiates polite friendliness and beams a high-powered smile at you.

Astro_sol
2012-06-08, 07:09 AM
"S-s-sir, everyth-thing is m-marv-velous. The d-d-dinner is s-simply d-delicious."

Wormwood was a bit new to this, but he had a plan. Sort of. He smiled with hexagrammatic warded lips.

"I c-came bec-cause I'm a...c-c-collector, of s-sorts. I s-s-see that th-this is an...exotic l-locale. So...d-d-different f-from s-s-simple Imp-perium w-worlds."

To mine comrades
Guys should we show him the emblems? I took out the access card so hopefully he won't flip out over us having something we shouldn't. Also we should find a way to work Draven whatshisface into this.

Zen Master
2012-06-08, 10:55 AM
"S-s-sir, everyth-thing is m-marv-velous. The d-d-dinner is s-simply d-delicious."

Wormwood was a bit new to this, but he had a plan. Sort of. He smiled with hexagrammatic warded lips.

"I c-came bec-cause I'm a...c-c-collector, of s-sorts. I s-s-see that th-this is an...exotic l-locale. So...d-d-different f-from s-s-simple Imp-perium w-worlds."

To mine comrades
Guys should we show him the emblems? I took out the access card so hopefully he won't flip out over us having something we shouldn't. Also we should find a way to work Draven whatshisface into this.

He answers 'delighted to hear it, my friends, just delighted.' While he's there, he pours wine to anyone low on drink, makes a casual remark about the view, the continues:

'A collector, you say? A great many who come here are just such - trophy hunters, collectors of the rare and fantastical, and of course those who trade in such.'

'So what is your fancy, sir? Here to hunt the Gorfang?'

Knives91
2012-06-08, 03:55 PM
+++we should procure a Splayd for you, they are the culinary combi tool +++

+++I believe that that is for cream pies, another thing to do is to float it in your soup ~ a ancient terran practice from the pan oceania regions+++

"My thanks friend. Such overly complicated methods are confusing to me. If you happen to have one of those combi tools, I'd be willing to pay or trade. Or teach what little I know."

Zen Master
2012-06-08, 05:41 PM
"My thanks friend. Such overly complicated methods are confusing to me. If you happen to have one of those combi tools, I'd be willing to pay or trade. Or teach what little I know."

Duncan, hearing this, politely explains:

'Yes, it is quite needlessly obscure, isn't it?' he manages to sound entirely sincere. 'Basically, sir, you start from the outside and work in. Same for the glasses - right to left.'

'Anything I can do, please let me know. If you, sir, are looking for collectors items, I could easily introduce you to some people who might have such things for sale.'

Knives91
2012-06-09, 05:10 PM
Duncan, hearing this, politely explains:

'Yes, it is quite needlessly obscure, isn't it?' he manages to sound entirely sincere. 'Basically, sir, you start from the outside and work in. Same for the glasses - right to left.'

'Anything I can do, please let me know. If you, sir, are looking for collectors items, I could easily introduce you to some people who might have such things for sale.'

"My thanks, m'lord. This party is... elegant."

Stig bad at conversation. Real bad.

Zen Master
2012-06-10, 07:06 AM
As Hald Draven takes the stage, Duncan explains that there actually only two traders present who buy or sell rare or extraordinary items. He points out one fat, pompous merchant named Dorf - who has access to wonderfully exotic and colorful alien scarves - and Urien the Wily, a small man whose ratlike appearance his expensive carb almost but not quite manages to mask. Urien, he explains, deals in tech of ... exotic origin.

At this point, Hald starts his tale. He makes any number of boastful claims, amongst them that his ship - Magnificante - is the fastest privately owned ship in the imperium, that his custom built rifle fires astartes bolts, and so on.

The tale is full of colorful details of how he descended unto the surface of some unknown world, struggled through dense and dangerous jungles, to finally find and slay a huge and powerful beast called the Fangorn.

He then proceeds to produce pictures of the beast - alive and slain - as well as trophies for sale: Claws, spinal spikes, fangs and so on.

Afterwards, quite a few of the assembled nobles approach Hald to ask questions - such as where this alien world is found.

You may roll for perception, by the by.

Astro_sol
2012-06-10, 07:12 AM
Wormwood thanked Duncan for his assistance in his collecting, and focused on the man on stage, while stealing glances around the room, in his usual paranoid fashion.

GM
Wasn't that supposed to be deGrassi on stage? And I think I read somewhere in the Inquisitor's handbook that having the Awareness skill should make some of these rolls easier; thus, if that's the case, I dunno what modifiers to put on this, so I'll just list my base perception.

Per: 36
[roll0]

The dice love me in this game! Must be the Emprah watching over me.

Zen Master
2012-06-10, 08:26 AM
Wormwood thanked Duncan for his assistance in his collecting, and focused on the man on stage, while stealing glances around the room, in his usual paranoid fashion.

GM
Wasn't that supposed to be deGrassi on stage? And I think I read somewhere in the Inquisitor's handbook that having the Awareness skill should make some of these rolls easier; thus, if that's the case, I dunno what modifiers to put on this, so I'll just list my base perception.

Per: 36
[roll0]

The dice love me in this game! Must be the Emprah watching over me.

Gah! You are entirely right - I've mixed up the names. The man telling tales is deGrassi.

As for perception (everyone who succeeds a Difficult test - which is -10%):


Half-hidden in shadow, under some decorative vegetation near the entry, is a man of stern countenance, with hawklike features - in his simple uniform, he somewhat resemples an imperial naval officer. This, you feel, might be Hald Draven.

Hald Draven has his attemtion focussed on deGrassi, on stage, and has a very speculative look on his face.


On Awareness:

The skill doesn't make tests easier - not directly. A succesful Awareness test may make a subsequent Investigation test easier: Minus one level of difficulty for each level of success.

Leon
2012-06-10, 11:35 AM
Per(36-10%): [roll0]

Knives91
2012-06-10, 02:09 PM
PER is 31 - 10 = 21. So here we go:
[roll0]

Astro_sol
2012-06-10, 04:45 PM
Gah! You are entirely right - I've mixed up the names. The man telling tales is deGrassi.

As for perception (everyone who succeeds a Difficult test - which is -10%):


Half-hidden in shadow, under some decorative vegetation near the entry, is a man of stern countenance, with hawklike features - in his simple uniform, he somewhat resembles an imperial naval officer. This, you feel, might be Hald Draven.

Hald Draven has his attention focused on deGrassi, on stage, and has a very speculative look on his face.


Wormwood, without moving his head from looking at deGrassi or pointing anywhere near Hald Draven, describes to his companions what he sees.

"G-g-g-guys, I th-think that's D-d-draven. H-he's l-looking at d-deGrassi all f-f-funny. Wh...what sh-should we d-d-do?"

OOC
Personally, I'm just thinking of either just going balls-out and simply walking up to him going "h-h-how's it h-hanging?", but that seems a bit stupid. My other plan is for me to keep an eye on him, then follow him. Listen in. Maybe use Wall Walk to keep on the ceiling. No one ever checks the ceiling.

Zen Master
2012-06-12, 02:50 AM
The investigaty parts seem to draw a lot less response from you guys. If you want to find out who to shoot, you will have to ask around a bit.

Or shoot everyone. But the emperor frowns upon that sort of thing.

Astro_sol
2012-06-12, 06:39 AM
OOC: This is really stemming mostly from me playing a character who wasn't ever designed to be the primary face. And his insane stutter that I was not planning on having to utilize as a face would. Did you not get any responses from people in the old thread? I think a fourth member would be kinda nice, face or not.

Screw the numbers though, I'll roleplay a bit.

IC: Wormwood leans over to the nearest table and asks what's going on with that creepy fellow in the shadows.

Zen Master
2012-06-12, 07:23 AM
OOC: This is really stemming mostly from me playing a character who wasn't ever designed to be the primary face. And his insane stutter that I was not planning on having to utilize as a face would. Did you not get any responses from people in the old thread? I think a fourth member would be kinda nice, face or not.

Screw the numbers though, I'll roleplay a bit.

IC: Wormwood leans over to the nearest table and asks what's going on with that creepy fellow in the shadows.

Roleplay may work just as well as dice rolling.

The party at the neighboring table is a group of would-be adventurers. In short, there are a couple of young nobles sporting what may be - or be intended to look like - force rapiers at their sides. They are accompanied by a gruff looking veteran who might well be a feral worlder of some sort, a ships officer, what might be a clerk by the look of him, and three household guards.

The veteran is first to react, moving his hand closer to his hip, scowling and saying: 'Mind yer own business!'

One of the two youngsters however holds up his hand, stopping the brute.

'Easy, Malgar,' he says, 'tis but a friendly inquiry.'

He looks at you and continues: 'Yon creepy fellow is Hald Draven. To hear tell, he's a pirate. Quite fascinating, wouldn't you say? However, more to the point, he seems to know the Asp system and several others beyond quite well. I think there might be some rivalry between he and certain others - you know, competition over who gets to advise and guide those who seek the glory of the hunt on such wild and unexplored worlds.'

He seems entirely oblivious to the fact that, were those worlds truly unexplored, there would be no one to guide or advise.

Astro_sol
2012-06-12, 07:32 AM
Wormwood swallowed, keeping his eyes mainly on the man speaking to him, whilst shooting glances back at Draven.

"Y-y-you m-mean c...compet-tition with p-people like d-deGrassi? H-h-he's g-giving him the w-w-weirdest l-look."

Leon
2012-06-12, 08:09 AM
yer sorry by the time i get to this recently i am out of anything beyond basic rolls, i'll try to pick it up but im all so not really a Social butterfly character

Zen Master
2012-06-12, 09:33 AM
yer sorry by the time i get to this recently i am out of anything beyond basic rolls, i'll try to pick it up but im all so not really a Social butterfly character

You really don't have to be. There are many npc's on the station with a technical background to whom you'd be interesting to talk to - for their own reasons. Engineers, pilots, navigators, even the janitor is tech minded.

There are various data devices you are uniquely suited to fiddling with. There are servitors, for whom the same applies.

Really, it's just a matter of deciding what you want to know - come up with a way to find out, or ask me for options if needed - and go do it.

Knives91
2012-06-12, 03:46 PM
Roleplay may work just as well as dice rolling.

The party at the neighboring table is a group of would-be adventurers. In short, there are a couple of young nobles sporting what may be - or be intended to look like - force rapiers at their sides. They are accompanied by a gruff looking veteran who might well be a feral worlder of some sort, a ships officer, what might be a clerk by the look of him, and three household guards.

The veteran is first to react, moving his hand closer to his hip, scowling and saying: 'Mind yer own business!'

One of the two youngsters however holds up his hand, stopping the brute.

'Easy, Malgar,' he says, 'tis but a friendly inquiry.'

He looks at you and continues: 'Yon creepy fellow is Hald Draven. To hear tell, he's a pirate. Quite fascinating, wouldn't you say? However, more to the point, he seems to know the Asp system and several others beyond quite well. I think there might be some rivalry between he and certain others - you know, competition over who gets to advise and guide those who seek the glory of the hunt on such wild and unexplored worlds.'

He seems entirely oblivious to the fact that, were those worlds truly unexplored, there would be no one to guide or advise.

Stig nods at his fellow veteran.
"Dusk?"

Zen Master
2012-06-13, 04:35 AM
Stig nods at his fellow veteran.
"Dusk?"

The feral worlder is a veteran in more ways than one - he must be more than 20 years your senior. His hair graying and his brow wrinkled, he is still clearly a very strong man. He looks you over, closely, and seems to find something about you to like. He extends his hand.

'Aye, lad, as it happens. Born at Elanas Crossing. Name's Grafden - and you?'

Surprisingly, the name Grafden rings a bell. Searching your mind, it comes to you - at the back of your Uplifting Infantrymans Primer, there is an appendix of notable units recruited on Dusk, and their officers. There is a Lt. Grafden noted as leading 19th infantry platoon of the 673th Dusk Brigade.

This was some 60 years ago, however. Even accounting for subjective time, this shouldn't be the same Grafden.

Knives91
2012-06-13, 09:38 AM
The feral worlder is a veteran in more ways than one - he must be more than 20 years your senior. His hair graying and his brow wrinkled, he is still clearly a very strong man. He looks you over, closely, and seems to find something about you to like. He extends his hand.

'Aye, lad, as it happens. Born at Elanas Crossing. Name's Grafden - and you?'

Surprisingly, the name Grafden rings a bell. Searching your mind, it comes to you - at the back of your Uplifting Infantrymans Primer, there is an appendix of notable units recruited on Dusk, and their officers. There is a Lt. Grafden noted as leading 19th infantry platoon of the 673th Dusk Brigade.

This was some 60 years ago, however. Even accounting for subjective time, this shouldn't be the same Grafden.

Stig takes the hand in a firm grip.
"Stig sir. You'd be related to Lt. Grafden, sir?"

Zen Master
2012-06-13, 10:23 AM
Stig takes the hand in a firm grip.
"Stig sir. You'd be related to Lt. Grafden, sir?"

A look of undiluted pride graces his features, and he replies:

'No finer man ever left Dusk to fight for the emperor than me uncle - lt. Dar Grafden. Two campaigns, he did. He fought orks in the halo systems, then returned to Dusk to train recruits. Later, he was returned to active duty, and fell to rebel scum Fydae.'

Clearly, you've gained some respect. He asks: 'So what bring you to Duncans?'

Astro_sol
2012-06-13, 11:09 AM
Wormwood figured they didn't really have any competition. He had noticed the go between going on with Grafden and Stig. Now that Grafden was in a better mood, he interjected. And he figured being direct was the best approach, although being direct seemed to have gotten the last team killed.

"W-w-we're looking f-f-for a nav-val b-base that's s...somewhere in th-the system. M-m-m-might have s-s-something to d-do with all the x-xeno stuff f-floating around. We're n-n-not exactly w...worried about any...er...shady b-b-business, but there've b-b-been some susp...suspicious d-d-deaths. D-d-draven may know s-s-something. Anyone c-c-could know s-something."

Knives91
2012-06-13, 02:24 PM
A look of undiluted pride graces his features, and he replies:

'No finer man ever left Dusk to fight for the emperor than me uncle - lt. Dar Grafden. Two campaigns, he did. He fought orks in the halo systems, then returned to Dusk to train recruits. Later, he was returned to active duty, and fell to rebel scum Fydae.'

Clearly, you've gained some respect. He asks: 'So what bring you to Duncans?'

Stig nods in agreement. "A fine death for a worthy soldier of the Emperor. As for what brings me... well, I'm the muscle. The party seemed likely to host a type of man who would trade in certain... goods. We were dispatched to locate the source."

Zen Master
2012-06-13, 03:30 PM
Stig nods in agreement. "A fine death for a worthy soldier of the Emperor. As for what brings me... well, I'm the muscle. The party seemed likely to host a type of man who would trade in certain... goods. We were dispatched to locate the source."


Wormwood figured they didn't really have any competition. He had noticed the go between going on with Grafden and Stig. Now that Grafden was in a better mood, he interjected. And he figured being direct was the best approach, although being direct seemed to have gotten the last team killed.

"W-w-we're looking f-f-for a nav-val b-base that's s...somewhere in th-the system. M-m-m-might have s-s-something to d-do with all the x-xeno stuff f-floating around. We're n-n-not exactly w...worried about any...er...shady b-b-business, but there've b-b-been some susp...suspicious d-d-deaths. D-d-draven may know s-s-something. Anyone c-c-could know s-something."

The big feral worlder looks obviously less open to interaction with the clearly sorcerous Wormwood (well - maybe not visibly so, but he has a hunch). Still, he looks at both and answers:

'Well, no one ever hired me for my brains or my bedside manner - but I can tell a Fungbear fight when I see one.'

He gestures to indicate the people he mentions:

'Duncan, who runs this place, is in business with the guy on stage. Degassi or some such. Mr. Draven, over there, is their competitor. I know this because both have offered to play guide for my two ... employers here.'

Lowering his voice, he adds:

'Mr. Draven thinks there may just be something fishy about the business Duncan and Debussie are doing. He didn't say nothing 'bout how, tho.'

Astro_sol
2012-06-14, 06:20 AM
Wormwood leaned back as he considered this. He hesitantly thanked the men and scratched at his hair. He turned to his companions, lowering his voice.

"Ok-kay. I h-have an id-d-dea. Let's f-f-finish up di...dinner, then...N-n-n-ixios. T-t-try t-to g-get into th-the c-c-computers on the sh-ship. H-h-hack into s-s-some servit-t-tors. F-find anyth-thing you c-c-can on D-duncan and d-d-deGrassi. Where th-they've b-been, where they m-meet on the sh-ship, m-maybe record-d-dings of their m-m-meetings, if you c-can. M-m-meanwhile, Stig and I c-c-can go see D-draven after all this is ov-ver. M-maybe see what we c-can learn f-from him. I'm s-sure he'd l-l-love to contri...contribute t-t-to his rivals' d-d-downfall."

Knives91
2012-06-14, 02:49 PM
Wormwood leaned back as he considered this. He hesitantly thanked the men and scratched at his hair. He turned to his companions, lowering his voice.

"Ok-kay. I h-have an id-d-dea. Let's f-f-finish up di...dinner, then...N-n-n-ixios. T-t-try t-to g-get into th-the c-c-computers on the sh-ship. H-h-hack into s-s-some servit-t-tors. F-find anyth-thing you c-c-can on D-duncan and d-d-deGrassi. Where th-they've b-been, where they m-meet on the sh-ship, m-maybe record-d-dings of their m-m-meetings, if you c-can. M-m-meanwhile, Stig and I c-c-can go see D-draven after all this is ov-ver. M-maybe see what we c-can learn f-from him. I'm s-sure he'd l-l-love to contri...contribute t-t-to his rivals' d-d-downfall."

Stig was reluctant to leave already, but duty calls.
"Understood. How you wanna do it?"

As the group splits he makes the sign of the aquila to his fellow warrior of Dusk.
"The Emperor protects."

Astro_sol
2012-06-14, 02:55 PM
Wormwood's plan (I'm not going to type a stutter again until roleplaying is required) is to wait for dinner to be over, observing deGrassi and Duncan during the dinner, then seeing about following Draven out until we can get him alone and away from Duncan. We don't want to be seen.

Leon
2012-06-14, 10:36 PM
+++Affirmative+++

Zen Master
2012-06-15, 01:01 PM
As the evening wears on, the shape of things becomes clear.

DeGrassi tells tall tales of his hunts, his gear, and all his other manly exploits. At the end, he makes clear how Duncan and he offers to help others to similar adventures, acting as guides, middlemen, advisers and so on.

As deGrassi answers questions from the audience, Duncan trawls the tables, and signs people up for what services they require.

As this whole thing goes on, Hald Draven wears a look of open disguest and suspicion. Finally, muttering a 'bah - humbug' to himself as he stuffs his pipe, he turns to leave.

I take it you follow. Stealth or something similar to avoid being seen - by both Hald Draven and others.

Astro_sol
2012-06-15, 01:06 PM
Wormwood, upon seeing Draven leave, quickly rises and aims to follow, motioning for Stig to do the same.

I dunno if Nixios will follow us or not, seeing as he sort of has his own mission. It may help to have the whole crew come, though.
Oh, bugger, untrained Silent Move check. Base Agility is 37, so it's 18 for an untrained basic check.
[roll0]

And so much for not being seen. I'm thinking about hiding on the ceiling, no one checks the ceiling. I think. I certainly never did, until Half Life introduced barnacles to my life.

Knives91
2012-06-15, 04:22 PM
Stig, after observing Wormwoods attempt, and he used the phrase loosely, at stealth, chuckled and followed.

Even though there's no real point in it, I'll try for being sneaky. Agility is 38, so an untrained sneak is well, 18. Emperor keep us.
[roll0]

Knives91
2012-06-15, 04:28 PM
@GM
Seeing as that was a success, Stig will hang back for a little then follow Wormwood out, sticking well behind while keeping him in sight. That way, he can provide cover should it be needed, but remains undetected. Keep to the shadows in other words.

Zen Master
2012-06-16, 06:19 AM
It might be advisable for Delta-Rho to skulk off while dinner is still on-going - since most of the crew and all the guests are thus occupied here.

Regarding walking on ceilings, the usefulness thereof is somewhat offset by the low ceilings of most corridors. Being up-side down, but in face height, does little to avoid attention. In what could be described as 'core areas' however, the ceilings are easily high enough.

'Core areas' would be all those areas closest to the hub or center of the station - from which all those low corridors branch out.

When Draven leaves, he takes the regular exit towards the core, then loops about, and approaches an employee entrance. He looks around cautiously before entering, not spotting any of you, however.

Astro_sol
2012-06-16, 06:25 AM
And that's why we have a lovely all access card.

Stig, take point. You're armored better than us. I'll be right behind you.

Knives91
2012-06-16, 05:22 PM
And that's why we have a lovely all access card.

Stig, take point. You're armored better than us. I'll be right behind you.

"By your word."

One quick prayer to the Emperor later, with hand resting on a pistol butt, Stig swipes and enters, fully prepared to catch a bullet somewhere unpleasant.

Zen Master
2012-06-17, 03:44 AM
Stig, and behind him Wormwood, enter into an absense of flying lead and energy blasts.

Before you lies a short corridor, adorned with three doors. One to the left, two to the right. The bustle and activity of many people can be heard - from somewhere.

Clearly, Hald Draven must either have passed through one of the doors. Or otherwise made himself scarce.

Edit: Oh - naturally, you may roll perception to locate sounds, or anything else that seems pertinent.

Astro_sol
2012-06-17, 06:48 AM
In trying to decide which way Draven went, Wormwood quickly strains his awareness to the best of his ability.

Rolling that paranoid Awareness! Base Per is 36.
[roll0]

Zen Master
2012-06-17, 07:27 AM
In trying to decide which way Draven went, Wormwood quickly strains his awareness to the best of his ability.

Rolling that paranoid Awareness! Base Per is 36.
[roll0]


The door to the left clearly leads to the kitchens - you hear the clatter of pans being cleaned, orders being shouted, and so on.

A man moving stealthily would be a bit hard pressed to reach the last door on the right. Behind the nearer door, you can just make out what seems to be keystrokes, and possibly a whispered curse.

Astro_sol
2012-06-17, 08:31 AM
...Screw it. Wormwood turns to Stig, points at the nearer door, and takes point, assuming that it would be better to have the less threatening-looking guy be seen first. He cautiously opens the door, one hand under his robes, ready to pull out a gun at the first sign of trouble.

Zen Master
2012-06-17, 11:01 AM
The door slides back without a sound - as someone has recently disabled it's lock. In front of you, hunched over a cogitator terminal, you find Hald Draven. He's mumbling to himself, while typing on the keyboard.

'huntsman .....' typing, 'no.'
'pathfinder ....' typing, 'no.'
'moneymaker ...' typing, 'no!'
'bloody murderous bastards ...' typing, 'well no, but then that'd be too bloody honest by far.'

Astro_sol
2012-06-17, 11:21 AM
"M-mr. Draven?"

Wormwood made sure his hands were out in front of him, away from any weapons. "H-h-hi. W-wormwood Cromw-well. Investigator. H-has th-there b-been a m-murder?"

He remembered Felidae and Antoun. Did they have something to do with this?

Zen Master
2012-06-17, 01:47 PM
"M-mr. Draven?"

Wormwood made sure his hands were out in front of him, away from any weapons. "H-h-hi. W-wormwood Cromw-well. Investigator. H-has th-there b-been a m-murder?"

He remembered Felidae and Antoun. Did they have something to do with this?

Draven actually pulls of a fair bit of slight of hand.

Clearly startled, he jumps when you speak - then slowly turns clockwise, seeming unthreatening, but drawhing his lasgun left-handed while his body covers the move.

As he faces you, he has just a tiny slice of a second in which he might have gotten the jump on you - but as he sees you, he lowers his weapon.

'Oh, uh - hello,' he says, 'you were at the dinner. What are you doing back here - are you lost? Looking for the latrinarium?'

Astro_sol
2012-06-17, 01:52 PM
Draven actually pulls of a fair bit of slight of hand.

Clearly startled, he jumps when you speak - then slowly turns clockwise, seeming unthreatening, but drawhing his lasgun left-handed while his body covers the move.

As he faces you, he has just a tiny slice of a second in which he might have gotten the jump on you - but as he sees you, he lowers his weapon.

'Oh, uh - hello,' he says, 'you were at the dinner. What are you doing back here - are you lost? Looking for the latrinarium?'

Wormwood shakes a little at the sight of the weapon, and, in case Stig got excited, motioned his hand down behind him.

"N-no, actually. I w-w-wanted t-to talk t-to you. I'm inv-vestigating x...xeno trade. I h-heard D-duncan m-may b-be inv-volved, and th-that you m-m-may b-be able t-to help us."

Zen Master
2012-06-17, 04:28 PM
Wormwood shakes a little at the sight of the weapon, and, in case Stig got excited, motioned his hand down behind him.

"N-no, actually. I w-w-wanted t-to talk t-to you. I'm inv-vestigating x...xeno trade. I h-heard D-duncan m-may b-be inv-volved, and th-that you m-m-may b-be able t-to help us."

He gives you a look.

'Xeno trade?' he asks, 'Well if that's why you're here, you're after the wrong thing. What needs investigating is what happens to most of the nobles and adventurers Duncan sends out into the outer rim.'

He takes a moment to re-holster his lasgun. You sense him coming to some sort of decision.

'As far as I can tell, far too many of Duncans customers never return. I'll have to confess I've no proof of that, cause ... well because I can't get into his records. But my feeling is that - unless it's someone important, someone that would be missed and searched for - none of them ever return to Asp.'

'Now I'm his competitor, so I'm not entirely selfless in this. But I do try to do the right thing, in the sight of the Emperor and all that. However, if you find proof for me - I'm sure we can find some way for me to reward you.'

Astro_sol
2012-06-17, 04:38 PM
Wormwood remembered Maldanis speaking of disappeared noblemen. As far as he could tell, Draven was speaking the truth.

"We'd be happy to help, Mr. Draven. Some...friends of ours were recently investigating similar disappearances. They were killed in a trap." He smiles, a feral sight to behold. "What sort of proof do you need? We have a tech-priest who may be able to find some data that you're looking for. I have...abilities that could be useful. My friend here, Stig, well...if we ever need to question someone, he's your man." Wormwood snickered. "And by question I mean shoot."

@Acromos
Do we have any sort of communicators? I would think so, but just to check.

Zen Master
2012-06-18, 02:04 AM
Wormwood remembered Maldanis speaking of disappeared noblemen. As far as he could tell, Draven was speaking the truth.

"We'd be happy to help, Mr. Draven. Some...friends of ours were recently investigating similar disappearances. They were killed in a trap." He smiles, a feral sight to behold. "What sort of proof do you need? We have a tech-priest who may be able to find some data that you're looking for. I have...abilities that could be useful. My friend here, Stig, well...if we ever need to question someone, he's your man." Wormwood snickered. "And by question I mean shoot."

@Acromos
Do we have any sort of communicators? I would think so, but just to check.

"Yes indeed - what sort of proof? See, all were likely to find here is a list of departures, destinations or any such thing. That would hardly be conclusive, though. It would only prove that an unusually large proportion of customers never return here.

To prove anything with certainty, I guess we'd need to find proof that Duncan is selling off the belongings of the disappeared - communications with an outside accomplice - or actually go to another world and find the bodies.'

There is no reason why you wouldn't have communication devices - they were available from Maldanis along with any other basic gear you want.

Astro_sol
2012-06-18, 08:32 AM
Wormwood communicates the essential details to Nixios, after being assured that no one can overhear.

"T-try to f-f-find an...any records you c-can," he says as he ends communication. He turns to Draven. "D-do you kn-n-now where the adven...turers went t-to? If you h-have any inf-f-fo on their p-personal b-belongings, w-w-we c-can look ar...a...around, see if an-nything c-comes up. If th-that d-d-doesn't w-work, I w-want to know wh-where they w-went, and p-possibly find evidence th-there."

Leon
2012-06-18, 11:48 AM
Nixios excuses himself from the dinner and surreptitiously head off to the technical depths of the station via the rooms and then to the ship with full technical paraphernalia to throw off any query that may come his way.

Looking for a access point into the data cores where the information may lay and any other useful items



Tech Use +10 (INT 40) [roll0]

Tech Use +10 (INT 40) [roll1]

Tech Use +10 (INT40) [roll2]

3 Rolls to simulate dipping in and skimming a little data at a time and being careful of surveillance software (may well be a techadept but is not of the Lexmechanic levels in this area)

Ug - if the blast doors come down we know why

Knives91
2012-06-18, 03:41 PM
Stig, after listening to the man's story and his companions' responses, decides to add his two cents.

"Are there any groups of survivors?"

Zen Master
2012-06-18, 03:54 PM
Nixios excuses himself from the dinner and surreptitiously head off to the technical depths of the station via the rooms and then to the ship with full technical paraphernalia to throw off any query that may come his way.

Looking for a access point into the data cores where the information may lay and any other useful items



Tech Use +10 (INT 40) [roll0]

Tech Use +10 (INT 40) [roll1]

Tech Use +10 (INT40) [roll2]

3 Rolls to simulate dipping in and skimming a little data at a time and being careful of surveillance software (may well be a techadept but is not of the Lexmechanic levels in this area)

Ug - if the blast doors come down we know why


Penetrating to the central data cores might well be within your ability - mainly because you're a tech priest, and the security here was setup by mere lay-people.

However, it would be advisable to log into the cogitator itself, rather than attempting to penetrate from a peripheral.

So ... this is what I imagine you end up doing - since that nice all-areas pass is with the other guys:

In the main docking/reception area are terminals that should hold arrivals/departures along with names, titles and so on. Furthermore, the servitors that operate in this area might hold data on what gets loaded on what ships (since they do the loading), possibly along with details such as fuel loaded - which might indicate an operation radius, and therefore possible a destination.

What you find is that:


First of all, you succesfully get into a docking cogitator, and upload a detailed list of comings and goings: Names, titles, ship names, crew size. This is enough in itself to confirm that:

Rather a large number of the people who come here before going on expeditions never return
Of these, all seem to be of lesser hoses, small merchant companies or similar.

Next, you try to access the memory banks of a servitor. It's systems violently recoil from your attempt, but you do get glimmers of insight regardless - for one thing, this servitor is complex and advanced. More worringly, there is a glimmer of sentience, which you deem to be what allowed it to become aware of your access.

Last, you try to access the hotel registry via a remote hub, but fail. No drama, you just underestimated the level of security.

Let me know if there are any other specifics you'd like to look for.

Astro_sol
2012-06-19, 09:25 PM
@Leon
I'm ready to update, but I'd rather see if you do anything else or look for more specifics. Also would like to know if/when your character relays info to us, and how. Dunno how secure our communicators are.

Leon
2012-06-20, 09:57 AM
+++Contact Affirmed ~ Details Saved ~ Regard Servitors ~ Non Standard Works ~ Meet at Point Secure+++

Nixios will make a couple more attempts on the way back to the meeting spot maintaining the same protocols.



Tech Use +10 (INT 40) [roll0]

Tech Use +10 (INT 40) [roll1]

Astro_sol
2012-06-20, 05:47 PM
Wormwood noticed his communicator ping. He turned to his companions.

"Ok, w-we're gonna m-m-meet up with our t-t-tech-p-priest. If an...anyone asks, D-draven, you're our g-g-guide."

With that, he began to make his way to the location Nixios designated.

@Leon
The dice gods are not with you today. In fact, I don't think they've been with you from the get-go.

Leon
2012-06-20, 08:33 PM
@Leon
The dice gods are not with you today. In fact, I don't think they've been with you from the get-go.

They never are (at least most of the time)

Zen Master
2012-06-21, 03:37 AM
Delta-Rho makes a couple more attempts at data theft, but the security systems defy his best efforts. At his second attempt, luck (or lack thereof) wills it that as an alarm goes off - an annoying *breep-breep-breep* from the terminal he's accessing, one of the station security staff is just rounding a corner.

He firmly, but politely, informs you that these systems are off limits to guests of the hotel. His hand rests on the stock of the heavy caliber weapon slung on his back - a type you guess (or hope) to be of the variety dubbed 'technically non-lethal.'

Delta-Rho:


It is your assesment that any further attempts should propably be made not from a peripheral, but from the main datacore itself.


You meet at ++++ Point Secure ++++ and I wonder exactly where that might be?

Stig and Wormwood:


Hald Draven ponders something, then tells you:

'You know, if we could get access to the logs of Far Voyager - deGrassis ship - that might help. It's on that ship that they generally take the nobles and what not on the expeditions. Of course some prefer their own vessels, but most go on the Far Voyager.'

Astro_sol
2012-06-21, 09:21 AM
You meet at ++++ Point Secure ++++ and I wonder exactly where that might be?

Good question. Let's say...my quarters!


Stig and Wormwood:


Hald Draven ponders something, then tells you:

'You know, if we could get access to the logs of Far Voyager - deGrassis ship - that might help. It's on that ship that they generally take the nobles and what not on the expeditions. Of course some prefer their own vessels, but most go on the Far Voyager.'


"G-good idea. W-w-which d-dock is it in, a...and w-what s-s-sort of s-security does he h...h...have?"

Leon
2012-06-21, 11:12 AM
Good question. Let's say...my quarters!


That was the plan

Knives91
2012-06-21, 06:53 PM
Hald Draven ponders something, then tells you:

'You know, if we could get access to the logs of Far Voyager - deGrassis ship - that might help. It's on that ship that they generally take the nobles and what not on the expeditions. Of course some prefer their own vessels, but most go on the Far Voyager.'

"Mr. Draven, what can you tell us about that ship? Crew size, armament, history? I would prefer not to go in blind."

Let it never be said that Stig was not appropriately paranoid.

@Leon
I would suggest more sacrifices of virgins. Seems to work well for me. Or offer something up for the dark gods.
Cthulu devours.

Zen Master
2012-06-22, 10:08 AM
Hald Draven ponders something, then tells you:

'You know, if we could get access to the logs of Far Voyager - deGrassis ship - that might help. It's on that ship that they generally take the nobles and what not on the expeditions. Of course some prefer their own vessels, but most go on the Far Voyager.'

"Mr. Draven, what can you tell us about that ship? Crew size, armament, history? I would prefer not to go in blind."

Let it never be said that Stig was not appropriately paranoid.

@Leon
I would suggest more sacrifices of virgins. Seems to work well for me. Or offer something up for the dark gods.
Cthulu devours.


That was the plan


Good question. Let's say...my quarters!



"G-good idea. W-w-which d-dock is it in, a...and w-what s-s-sort of s-security does he h...h...have?"

You retire to the safety of your suite. Here, Hald Draven gives you some further insight.

About the Far Voyager, he informs you that it's a sizeable yacht, equipped to cater to the very rich. For the same reason, it's well armed and armored, easily the match for a moderate sized military gunboat. It isn't berthed at the station, however, but rides at anchor so to speak - in orbit a short distance from the station. The station has a shuttle to take passengers there. Your own might also serve.

Aboard are a number of guard of a run-of-the-mill variety - he guesses around six men. In addition to these, there will be a navigator, a first mate, a stweard and various non-ranking crew, like cook and deckhand.

He points out that the first mate, steward and navigator may have some combat ability of their own. In addition, of course, deGrassi might be aboard - and at least according to his own stories, he's quite formidable.

Astro_sol
2012-06-22, 10:19 AM
Wormwood bites his lip.

"W-well, we c-c-could just go b-by shuttle and ask t-t-to sp...speak to d-deGrassi. Say w-we're interested in him b-b-b-eing our g-guide. Or w-we could s-sneak aboard. I'm n-not s-sure how we c-c-could get in und-d-detected, th...though."

He thought for a moment.

"D-d-do they have a sh-shuttle we c-could s...steal? We c-could use ours, b-but it m-may look susp-picious..."

Leon
2012-06-22, 11:56 AM
+++The console security is rather tight and not my area of skill but i did pick up some data on details for the that have vanished as well as the possibility that some malign influence effects the stations servitors+++

Nixios hands over his Data pad with the details for people to look at.

+++I was interrupted on my last try by a guard so i wont make anymore attempts from remote sites but if i could have access to the central data banks i may be able to extract more if given time. I will also look into the possibility of encrypting our Comms for further chat security beyond the basic settings+++

Zen Master
2012-06-22, 12:26 PM
Wormwood bites his lip.

"W-well, we c-c-could just go b-by shuttle and ask t-t-to sp...speak to d-deGrassi. Say w-we're interested in him b-b-b-eing our g-guide. Or w-we could s-sneak aboard. I'm n-not s-sure how we c-c-could get in und-d-detected, th...though."

He thought for a moment.

"D-d-do they have a sh-shuttle we c-could s...steal? We c-could use ours, b-but it m-may look susp-picious..."

At the present, deGrassi is still in the topside restaurant.

Your own shuttle would of course suffice - otherwise, as stated, the station has one on hand for that very purpose.

Depending on whether anyone finds out you did it, stealing a shuttle may be remarkably more suspicious than using your own.


+++The console security is rather tight and not my area of skill but i did pick up some data on details for the that have vanished as well as the possibility that some malign influence effects the stations servitors+++

Nixios hands over his Data pad with the details for people to look at.

+++I was interrupted on my last try by a guard so i wont make anymore attempts from remote sites but if i could have access to the central data banks i may be able to extract more if given time. I will also look into the possibility of encrypting our Comms for further chat security beyond the basic settings+++

Delta:

That all-areas access card could get you into the data core - of course. Since it's an area, and you have access to all of them.

Gimme some tech-use rolls for comms encryption. Whatever transportation you chose to deGrassis ship, you can also make a tech-use roll to make a stealthy approach.

Leon
2012-06-22, 12:42 PM
Encrypt Micro Bead
Tech Use +10 (INT 40) [roll0]

A Casual Saunter into the Data Core to extract as much useful data as possible
Tech Use +10 (INT 40) [roll1]

Stealthy Flying in whatever we use
Tech Use +10 (INT 40) [roll2]




Yay
Crap
Yay

Zen Master
2012-06-23, 02:17 AM
Encrypt Micro Bead
Tech Use +10 (INT 40) [roll0]

A Casual Saunter into the Data Core to extract as much useful data as possible
Tech Use +10 (INT 40) [roll1]

Stealthy Flying in whatever we use
Tech Use +10 (INT 40) [roll2]




Yay
Crap
Yay

Results of your courageous dice-wrestlings will follow, soon as I know what ship you plan on taking.

Astro_sol
2012-06-23, 06:16 AM
I'll just settle for ours. Too paranoid to use the station's.

Knives91
2012-06-23, 04:12 PM
I'll just settle for ours. Too paranoid to use the station's.

"It would likely be wise to simply use our own shuttle. No need to have an overly complicated plan. Simple is best."

Zen Master
2012-06-24, 10:54 AM
You decide your own craft is less conspicuous than stealing the stations own shuttle. Which is likely good thinking, because with all the detachment of fuel and power lines, switching to internal life support and so on, it really would be rather hard to get away with unnoticed.

Even so, there is an awkward moment when you pass the reception, and the kind lady stationed there inquires as to whether you are leaving and want your account settled.

Eventually, you lamely state that you're just "taking her out for a spin."

At any rate, soon enough embarkation procedures are completed. With your own tech priest on hand, getting the cooperation of the machine spirits is merely a matter of a few incantations and appeasements.

The Far Voyager is close by, and frankly you have little clue as to exactly what you're doing. Approaching stealthily - sure. Well, only time will tell how well that worked.

Delta-Rho:


Encrypting the microbead is a simple matter. You deftly switch the frequency out of the ranges normally available to the uninitiated, and add an extra bit of binary encryption. Only an enginseer or other tech savant could listen in now.

Your pass gets you into the central data core in the station. More so, you get in and out unseen - since most of the crew is still at dinner topside.

You are unable to breach it's security however, and cannot get access to secure files. However, in the equivalent of the trash bin - the +++REJECDATA CACHE+++ or some such - you find the following:

We need to keep taps on these crazy zealots. Sure they are useful, and sure they think they see the face of the emperor gazing down upon them - but suppose they ever take a minute to examine what's really there? We could be in big trouble.

I need to talk to deGrassi.

It seems to a bit of text deleted from a logbook - then not permanently deleted, but left in a cache file for you to discover.

Finally, on board your shuttle, you set about reducing various emissions - heat, light, radio and so on. To your surprise, you find that this shuttle is actually already fairly low profile.

Leon
2012-06-24, 12:01 PM
+++We are now free to talk without worry on microbead+++



+++

We need to keep taps on these crazy zealots. Sure they are useful, and sure they think they see the face of the emperor gazing down upon them - but suppose they ever take a minute to examine what's really there? We could be in big trouble.
I need to talk to deGrassi.

I'm no Transmechanic thats for sure. The computer hacking is not been going well but i found that in a cache that was unsecured
+++


+++
Getting close to the ship is one thing but what are we going to do once there - only so many ways on to a ship from a shuttle and i don't fancy a space walk
+++

Zen Master
2012-06-24, 04:22 PM
I have this disturbing habit of knowing exactly what I intend to write - and then not doing it.

The above entry was meant - mentally - to include this:

By visual direction alone, you approach - sliding your little shuttle sneakily under the belly of the much larger yacht. By the gentlest of thruster blasts, you manouvre into position, creep up to a likely looking service hatch.

Like the touch of a secret lover, you latch on. Extend umbilical.

You are ready to enter. Did it work? Are you undetected? You do not know. All you know is that the other ship has made no attempt to hail you.

Astro_sol
2012-06-25, 10:13 PM
Sorry for the wait, internet has been extra crappy lately.

Wormwood notes Nixios' findings. Religious zealots? Could they be referring to Gaol? Remembering his own findings of Gaol possibly leading to the Naval base somewhere in the system, he relays this information to the rest of the team.

Upon arriving, he turns to Stig.

"C-c-care to t-take p-point?"

Zen Master
2012-06-26, 11:30 AM
As indicated, you are at the service hatch. It has double twist-and-pull handles. It may be locked (though I'll kill the suspense and admit that it isn't).

It feels like it's staring at you. Ominously, mayhaps. Perhaps there is a silent warning in its ... silence. Behind it awaits - well, now, I can't tell you that, now can I?

I'll need to know what you do, what order you move in, and what you have in your hands.

Knives91
2012-06-26, 04:03 PM
Sorry for the wait, internet has been extra crappy lately.

Wormwood notes Nixios' findings. Religious zealots? Could they be referring to Gaol? Remembering his own findings of Gaol possibly leading to the Naval base somewhere in the system, he relays this information to the rest of the team.

Upon arriving, he turns to Stig.

"C-c-care to t-take p-point?"

Stig chuckles as he unslings his lasgun.
"With pleasure. Grab one of the handles, Nixos the other. Pull it open and I'll move in."

Astro_sol
2012-06-26, 04:04 PM
Wormwood will go behind Stig. He's holding his wiza...I mean, his psyker staff. His other hand is on the hilt of his pistol, underneath his robes.

Zen Master
2012-06-26, 04:54 PM
I imagine it goes somewhat like this:

Wormwood and Delta-Rho grab a handle each. Delta - at lowest audio output setting - intones:

+++ STAND BY - OPEN ON MY MARK: ONE - TWO - TH...+++
'W-w-wait' interrupts Wormwood, 'is it ... on three, or three, and then go?'
*static*
+++ ON MARK! ONE - TWO - THREE - MARK! +++
*yank*

Stig dives into the room beyond, which is dark - lit only very sparsely from behind, by the light falling through the entrance. Weapon at the ready, he scans what little he can see: Halfhidden shelves and barrels, outlines of tools and supplies ... a red light winks, then two-dimensional planes of light scan the room - left to right, and top to bottom. Sensors flick on, bathing the room in general and Stig specifically in ominous red light.

+++ UNIDENTIFIED ORGANIC DETECTED - REQUESTING PROTOCOLS +++

I need initiatives and desired actions from everyone.

Astro_sol
2012-06-26, 05:02 PM
"****!"

Wormwood draws his gun in a panic, still in the shuttle and slightly behind the door.

Rolling dat initiative. Accounting for paranoia and agility bonus, should get a +5. Thus...
[roll0]

...Faaaaaaaaail.

Knives91
2012-06-26, 09:41 PM
I imagine it goes somewhat like this:

Wormwood and Delta-Rho grab a handle each. Delta - at lowest audio output setting - intones:

+++ STAND BY - OPEN ON MY MARK: ONE - TWO - TH...+++
'W-w-wait' interrupts Wormwood, 'is it ... on three, or three, and then go?'
*static*
+++ ON MARK! ONE - TWO - THREE - MARK! +++
*yank*

Stig dives into the room beyond, which is dark - lit only very sparsely from behind, by the light falling through the entrance. Weapon at the ready, he scans what little he can see: Halfhidden shelves and barrels, outlines of tools and supplies ... a red light winks, then two-dimensional planes of light scan the room - left to right, and top to bottom. Sensors flick on, bathing the room in general and Stig specifically in ominous red light.

+++ UNIDENTIFIED ORGANIC DETECTED - REQUESTING PROTOCOLS +++

I need initiatives and desired actions from everyone.

Intiative roll here we come. Got plus 3 for my agility bonus (Despite having just rolled like Link from Legend o' Zelda).
[roll0]

Diving for the nearest available cover, Stig barks out a resonse.
"Guardsman Stig, of His Imperial Majesties Imperial Guard!"

All the while praying that it doesn't have a very large turret pointed in his direction.

Zen Master
2012-06-27, 02:34 AM
Btw, I should like at least one tech use test (hard) from Delta-Rho.

Leon
2012-06-27, 05:04 AM
Tech Use +10 (40 INT) [roll0] (-20 hard)

+++Static Noise*+++

*Binary code containing appropriate data

Zen Master
2012-06-27, 05:59 AM
Tech Use +10 (40 INT) [roll0] (-20 hard)

+++Static Noise*+++

*Binary code containing appropriate data

Um - yea, thanks. I did also require initiative and desired actions?

However, Delta-Rho:


Well, the obvious doesn't require a hard test. So you get that regardless:

What is in the next room, by your best guess, has to be some sort of combat servitor. That much you deduce easily from the binary chatter it's also running off.

Requesting protocols makes you think this unit is actually in storage - not on sentry - and actually doesn't really know what to do. Yet.

Leon
2012-06-28, 11:26 AM
[roll0]

Cover Stig with Laspistol and provide technical support

Zen Master
2012-06-29, 08:12 AM
Ok - I took the liberty of rolling a perception roll for Stig ... which he passed. This is what the big guardsman sees, and can relay to the rest of you:

You have entered a storage area. The hatch opens into the floor of a transit area that runs the length of the room, marked in yellow stripes to indicate the danger of moving machinery. To either side of this area are shelves packed with various supplies: Crates of food and barrels of water, various types of fuel, infla-tents, perimeter wire, rope and shovels and ... lots of stuff.

Among the shelves are two servitors, currently offline.

At the far end of the marked area is another servitor. It's lobster-like carapace gleams in the red light of it's sensors, and frankly it looks extremely menacing. It's upper right appendage-mount holds a twin-mounted autogun, from which a red dot laser sight is trained on Stig. It's upper left mount sports a long, lance-like thing the nature of which is not readily apparent - it does however have 'weapon' inscribed in every detail of its design.

The two lower appendage-mounts sport autodendrites of unfathomable function - thought one might fear they were melee-oriented.

Despite all it's alert and ready pose and active sensors, it - currently - doesn't attack. It does however give of a constant binary chatter. Let me be clear: It has the jump on you, but is not currently firing. Whether you consider that state of affairs likely to last is of course up to your own council.

Combat rounds.

Initiative order:

Combat servitor (unknown make and model) has surprise - but defaults.

Delta-Rho acts on 11
Stig acts on 6
Wormwood acts on 6

EDIT: Oh btw - tomorrow around noon I drive off for my holidays. I will be online when I can, but that may be erratic. We're going to Tunisia, and I've no idea how their internet is =)

Astro_sol
2012-06-29, 10:26 AM
OOC: we can act out of turn and you'll just organize, right?

Wormwood tried to keep behind the door as well as he could. In the meantime, he readied his powers, focusing on his gun, peeking around the corner to aim at whatever was making the noise.

Rolling for Unnatural Aim. Threshold 8.
Now, I dunno have to put multiple numbers in one roll and have it show in the result, so...
[roll0][roll1]+4+1
Half action to aim for another +10.

Leon
2012-06-29, 10:59 AM
Can i decipher what the machine cant is saying?

+++Static+++


If i can decipher what it is saying i can further my text as action


+++Look Nonthreatening, we don't need a firefight to alert anything we are here+++

Saying so Nixios holsters his pistol

Zen Master
2012-06-29, 11:08 AM
OOC: we can act out of turn and you'll just organize, right?

Wormwood tried to keep behind the door as well as he could. In the meantime, he readied his powers, focusing on his gun, peeking around the corner to aim at whatever was making the noise.

Rolling for Unnatural Aim. Threshold 8.
Now, I dunno have to put multiple numbers in one roll and have it show in the result, so...
[roll0][roll1]+4+1
Half action to aim for another +10.

Wormwood:


IS THAT A NINE??? ... no, it's just a six upside down. That joke works better with actual dice on the table, rather than the RNG.

Anyways, you have good aim - will you fire? =)



Can i decipher what the machine cant is saying?

+++Static+++


If i can decipher what it is saying i can further my text as action


+++Look Nonthreatening, we don't need a firefight to alert anything we are here+++

Saying so Nixios holsters his pistol

Delta-Rho:


Yes you can. The combat servitor is informing another entity that it has picked up intruders, and is asking what action to take - hence the 'request protocols.'

Leon
2012-06-29, 12:57 PM
Can i decipher what the machine cant is saying?

+++It is requesting advice from another source on what to do with us+++

Nixios will attempt to send a Data burst with a neutral IFF code and/or a sensory error confirmation to stall the response


Secrete Tongue (Tech) [roll0]

Astro_sol
2012-06-29, 01:32 PM
AcromosHe'll post soon, but Stig says he's dodging out of the way of me.

"G-guys? Shooting now."

Actions
Full auto burst at the combat servitor. Aiming for the head. So I need to roll a 87 or below (+50 bonus). Or whatever the jamming threshold is. Emperor protects.
[roll0]

Zen Master
2012-06-29, 01:34 PM
+++It is requesting advice from another source on what to do with us+++

Nixios will attempt to send a Data burst with a neutral IFF code and/or a sensory error confirmation to stall the response


Secrete Tongue (Tech) [roll0]


On a hunch, Delta-Rho relays a sensor error code into the cogitative circuitry of the combat servitor. His data is received, and for a moment the various sensor lights flicker. Then the machine intones:

++++ ERROR DETECTED! ERROR DETECTED! INPUT VALUES INVALID : IFF MATRIX INVALID : TARGET AQUISITION COMPROMISED! SHUTTING DOWN FOR DIAGNOSTIC PURPOSES - PLEASE WAIT! ++++

Delta-Rho:

And that nets 100 bonus xp.


Then the combat servitor retracts it's weapons, settles down into passive position, and switches offline.

With it's sensors off, the room again falls completely dark except for the sliver of light coming in behind you.

So!

There is of course full payment on delivery - even if the scalp of an enemy is taken out of combat.

For your endeavors thus far, you receive 800 xp. Which you may spend immediately, of course. Adventuring is, after all, learning by doing. You have done, and thus learned.

Please send me PM's with updated character sheets.

In case you were wondering:


Easily detatchable from servitor is a twin-linked autogun (which has standard stats except it has the tearing quality), and an exotic weapon that shall henceforth be known as the Sonic Lance. It's origin and function is not known to you.

Oh, and the servitor - which was, after all, in storage - has only a single clip for it's weapon, meaning 60 rounds of ammo.


EDIT: Heh - and while I was typing =)

Wormwood, gripped by unusual courage, dodges forward past Stig to lose a burst of laser fire - just in time to hear a longish burst of static chatter from Delta, and see the menacing losterdroid shut down.


No need for fate =)

Astro_sol
2012-06-29, 01:35 PM
Gah, wait, can I take all that back? Delete posts? Posted right before you and all. Didn't think that would work.

EDIT: Yay, thanks. Updating sheet now.

EDIT EDIT: Also, lasers again. I have one of those Hecuters. :smalltongue:

Knives91
2012-06-29, 02:05 PM
I leave when all hell is about to break loose. I come back, and I find that nothing bad happened. What the...

Stig, at a loss as to what in the Emperor's name just happened, turns to Rho, points at the now unmoving servitor and proves his linguistict expertise.

"What?"

Zen Master
2012-06-29, 03:32 PM
EDIT EDIT: Also, lasers again. I have one of those Hecuters. :smalltongue:

Gah! That again.

I even checked, but it was Delta's post I was looking at =)

Leon
2012-06-29, 03:38 PM
+++IFF Code imputed to confuse the servitor, worked out better than i expected.+++


I'd like to procure the Sonic Lance for use ~ New talent gives chance to use the thing possibly maybe.