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Henry the 57th
2022-12-12, 09:40 PM
Welcome one and all to the planet of Egaria Theta, where you will find riches and glory and definitely not horrible deaths. Players, please go ahead and post your character sheets as well as your speech color as your first post. And also, while it isn't immediately relevant for the opening sections of the game, please go ahead and state whether you would prefer to make your ship yourself, or would rather I do it for you.


https://i.pinimg.com/originals/6a/4a/7f/6a4a7faa7da89bd9194c28103588c817.jpg

“There is a great darkness that exists, slumbering beneath these cursed worlds! You don’t need an Astropath to figure that out. You can feel it out there... waiting for the right moment. It killed those damned xenos who defiled this place with their presence, and it will destroy us too.”
–Commander Miles Everheart, commenting on translations of Egarian glyphs

The Egarian Dominion. Mankind's attempt at a designation for a handful of systems containing a collection of dusty desert worlds orbiting ancient, guttering stellar bodies just powerful enough to keep them livable, if only just. Once, they belonged to an ancient and mysterious alien species of whom the Imperium knows precious little, save that they fell long ago into the darkness that is the inevitable fate of all alien filth. All that remains of them now are ancient maze-cities, sprawling, towering monoliths of oily stone to rival any Imperial Hive City in area, if not quite in height. Now they serve as little more than vast mausoleums of a culture long since faded away. Empty, open, unguarded mausoleums. Technically, all these worlds now fall under the domain of Sebastian Winterscale, seceded to him in the area of space granted under his Warrant of Trade. However, few Rogue Traders are scrupulously law-abiding individuals, and many things can happen out in the dark space of the Koronus Expanse when a lord's attention is elsewhere.

You are one such thing. A Rogue Trader and their crew, last heirs to a once great dynasty now on the verge of withering on the vine, newly arrived in the Koronus Expanse, whether seeking new fortunes or fleeing old enemies. In your quests for riches amidst the dark stars at the edge, you discovered a new planet while combing the unexplored depths of the Dominion, holding a tantalizing promise of ancient xenos treasures to plunder. As on all the other worlds once claimed by the extinct aliens, this one contains a titanic sprawling maze of stone and crystal hundreds of kilometers across and burying itself deeply into the earth. What was more important was the news delivered by ship's Astropaths: this planet contains an unusually high concentration of psychic energies for a world populated by a hundred billion souls, let alone one all but dead. Centered, of course, on the xenos maze-city.

This world, now designated Egaria Theta in your private archives, is yet another windswept desert planet at the edges of the habitable zone. Far from established Warp routes and with little more life on the planet than some hardy desert scrubs, a few skittering invertebrates, and the last pitiful handful of aquatic organisms clinging desperately to the ever-shrinking brackish puddles that might once have been mighty seas, resistance to your grasping hands seemed certain to be all but nonexistent. With whole unknown city of completely undefended alien treasure and technology to plunder, much of it promising to be psy-active and therefore of great value to many in the Mechanicus, the Kasballica Mission, and more besides, this seemed far too convenient a prize to pass up. Using much of the limited wealth remaining to your dynasty, you brought a veritable army of xenoarchaeologists, workers, mercenaries, tech-adepts, and serfs to Egaria Theta. Making fortified camp outside the largest opened portal you could locate near a source of empyreal power, these men and women would dig up the earth and slowly, methodically, pick their way through the outermost edges of the maze-city. Choice finds worth countless billions of thrones, you were sure, were only a matter of time.

That was seven Terran months ago.

What you have gotten back is a pittance and a good deal of pitiful excuses. Some crumbling shards of what might be alien pottery of some kinds. A few measly shards of oily-looking crystal, which just barely resonate within the Warp. Some paltry collected viscous rainbow fluid, shown on testing to be a powerful hallucinogenic and poison. Mere trinkets all, not nearly enough to even recoup your initial investments. What's more, the army of over three thousand men, well-armed and facing quite literally no tangible opposition whatsoever, is barely willing to leave its own camp. Only a few will even step inside the xenos maze under the heaviest of guard, and they will barely leave sight of the entrance. The majority are doing little more than sitting outside and picking at the dirt for scraps, if that. Even your hardened overseers seem unwilling or unable to whip them into line.

Excuses proliferate. Mechanical failure of vital sensory equipment, vanished workhands, rampant superstitions, plummeting morale. Men report wailing voices from deactivated comms, dark dreams of black skies, whispers in unknown tongues, food rations spoiling years before they ought, and withered spirits of xenos filth groaning amidst the dust, trapped forever within the city that became their tomb. Nonsensical stories have reached you of terrible giants stalking the empty halls and the long desert nights, able to render a man unconscious or slay him with but a glance of their luminescent green eyes, though no bodies or pict captures have ever been offered. You, coffers running low and pressed hard by looming debts, have become quite fed up with the pathetic whimpering of the men you charged with bringing your fresh fortunes. You are arriving on Egaria Theta in person, aboard the mighty flagship of your dynasty. Though the Warp was far more turbulent than expected on your way there and only seemed to be growing more so when you returned to realspace, your determination was undoubted. For the sake of the dynasty, for the sake of your future, you must have the treasures you know lie hidden in this place. By the God Emperor, they shall be yours.


1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Rogue Trader.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Standard.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
3 to 4, with one alternate in case we lose someone.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Right here.

5. What is the characters' starting status (i.e. experience level)?
Tier 4, 15000 XP. Please note that RT characters start with 4,500 xp spent as part of their career background, so only 10,500 is actually available to spend.

6. How much gold or other starting funds will the characters begin with?
You begin with a Profit Factor of 30 and Ship Points of 60, which the chosen players will get to decide how to spend. Or I can build the ship at their discretion. Players are permitted two Acquisitions of up to Extremely Rare value each.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Anything within the rulebook goes. Yes, that includes xenos.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Human or xenos, it's up to you. All playable RT races are permitted, though certain ones may be less than welcome at the camp.

9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard Origin Path (Or lack thereof for xenos). Roll 2d10+25 for your Characteristics, assign as you please. You are permitted to reroll one characteristic or the entire set, but not both. Choose wisely.

10. Does your game use alignment? What are your restrictions, if so?
Your alignment is morally flexible, at least to the point of being willing to sell bits of xenotech to Mechanicus sects or radical Inquisitors. If someone wants to be a worshiper of darker things you can, but there may be consequences.

11. Do you allow multi-classing, or have any particular rules in regards to it?
You can use the alternative ranks from any book appropriate to your class, but that is it.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players will make their rolls most of the time, unless I feel the need to do something hidden. I will be rolling for the NPCs.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Not today, no.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Skirt length minimum, more than that encouraged but not required.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Exploration, isolation, investigation, amount of combat will depend on your choices but expect at least a moderate amount.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Any Rogue Trader FFG book. Players should note the origins of their gear if outside the core book for easier reference.

Volthawk
2022-12-12, 10:10 PM
Career: Explorator, Rank 4 (Rank 3 -> Genetor)
Elite Advance Packages: Glimpse From Beyond , Void-Mad Prophet [1d10->9 Insanity, Whispers Unheard]

Homeworld: Death World [+5 S, +5 T, -5 WP, -5 Fel, Survival, Resistance (Poison), Paranoid, Survivor]
Birthright: Unnatural Origin (False-Man) [+3 S, +3 WS, -3 Fel, Ambidextrous, Autosanguine, Chem-Geld, 2d10->17 Insanity]
Lure of the Void: Tainted (Mutant) [Random Mutation - Wyrdling; 200xp paid to set to Hulking]
Trials and Travails: Darkness (Dark Secret) [+6 T, 1d5->1 Insanity]
Motivation: Fear (Tormented by the Unspeakable) [Jaded, Light Sleeper, Resistance (Fear), 2d10->12 Insanity]
Lineage: Accursed Be Thy Name (Vile Insights) [Forbidden Lore (Heresy, Mutants, Xenos), 2d5->2 Insanity, 2d5->4 Corruption]

[U]Characteristics


Characteristic
Base
Origin
Advances
Total


Weapon Skill
41
3
5
49 (+4)


Ballistic Skill
34
0
0
34 (+3)


Strength1
42
18
30
90 (+9)


Toughness1
39
11
30
80 (+8)


Agility 1
36
0
-5
31 (+3)


Intelligence2
34
0
0
34 (+3)


Perception
34
0
0
34 (+3)


Willpower2
33
-2
0
31 (+1)


Fellowship 1
33
-8
-5
20 (+2)


1Machinator Array and Brute both grant +10 Strength and Toughness, the former also causing a -5 penalty to Agility and Fellowship, these are included in the "Advance" column along with normal advances. Hulking's +10 Strength is noted under the "Origin" column, as it came about through the origin path.
2Unholy Insight allows for using Insanity or Corruption instead of Intelligence and Willpower for tests, so tests based on those characteristics use an effective value of 60 instead of listed value, although listed value is still used for determining bonus and other non-test applications

Wounds 27/27
Fatigue 0/8
Fate 3/3
Soak 8 TB + 5 AP

Insanity 60
Mental Disorders
Horrific Nightmares (Minor): After stressful days, make a Willpower test to avoid night terrors, failure inflicts one Fatigue
<new one from 60 IP>
<temporary one from trauma>

Corruption 4
Maligancies
None


Skills

As mentioned in Characteristics, Unholy Insight allows for replacing Intelligence and Willpower with Insanity for tests, values here reflect this. Misc primarily refers to tools and equipment, but also talents other than Talented (eg Disturbing Voice and Master Chirurgeon's Medicae boost), conditional bonuses not counted.



Skill
Characteristic
Training
Misc
Total Value


Awareness
Per
+10
0
44


Chem-Use
Int
+0
+0
60


Common Lore (Machine Cult)
Int
+0
+0
60


Common Lore (Tech)
Int
+0
+0
60


Dodge
Ag
+10
+0
41


Forbidden Lore (Archeotech)
Int
+0
+0
60


Forbidden Lore (Adeptus Mechanicus)
Int
+0
+0
60


Forbidden Lore (Heresy)
Int
+0
+0
60


Forbidden Lore (Mutants)
Int
0
+0
60


Forbidden Lore (Xenos)
Int
+20
+0
80


Literacy
Int
+0
+0
60


Logic
Int
+0
+0
60


Medicae
Int
+20
+40
120


Scholastic Lore (Chymistry)
Int
+0
+0
60


Secret Tongue (Tech)
Int
+0
+0
60


Speak Language (Explorator Binary)
Int
+0
+0
60


Speak Language (Low Gothic)
Int
+0
+0
60


Speak Language (Techna-Lingua)
Int
+0
+0
60


Survival
Int
+0
+0
60


Tech-Use
Int
+20
+10
90


Trade (Technomat)
Int
+0
+0
60




Talents

Combat
Ambidextrous: Use both hands equally well, no penalty for actions using off-hand
Iron Jaw: Ignore the effects of Stunning with a successful Toughness test
Logis Implant: Spend a Reaction and succeed on a Tech-Use test to get +10 to all WS/BS tests until end of next turn, Toughness test to avoid fatigue
Paranoia: +2 Initiative, GM may secretly test Perception to notice hidden threats
Resistance (Fear, Poison): +10 to tests to resist relevant effects

Skill
Disturbing Voice: +10 Intimidate and Interrogation, -10 to most Fellowship tests
Master Chirurgeon: +10 Medicae, treating heavily/critically wounded patients restores 2 damage on a success instead of 1, grant +20 to patients' tests to resist limb loss from critical damage

Proficiency/Trait
A Machine of Flesh (Brute, Feel No Pain, Regeneration): Gain the listed traits/mutations
Basic Weapon Training (Universal): Proficient with all non-exotic basic weapons
Machinator Array: +10 Strength and Toughness, -5 Agility and Fellowship, expanded ballistic mechadendrite armament, three times heavier, sink in water
Mechadendrite Use (Utility, Weapon): Can use mechadendrites of this type without issue
Melee Weapon Training (Universal): Proficient with all non-exotic melee weapons
Pistol Weapon Training (Universal): Proficient with all non-exotic pistol weapons

Misc
Autosanguine: Always count as Lightly Wounded for healing, heal at a rate of 2 damage/day
Chem-Geld: Immune to seduction, Charm tests again you are one step harder, 1 Insanity
Jaded: Mundane events don't cause Fear tests or grant Insanity
Light Sleeper: Always count as awake for Awareness/surprise purposes
Luminen Charge: Spend a minute and succeed on a Toughness test (modifier varies based on task) to power machinery, Toughness test to avoid fatigue
Prosanguine: Spend 10 minutes and succeed on a Tech-Use test to remove 1d5 Damage, 96-00 overloads system and prevents use of this and Autosanguine for a week


Traits

Brute: +10 Strength and Toughness
Feel No Pain: +5 Wounds and the Iron Jaw talent
Hulking: +10 Strength, +5 Wounds, Hulking
Mechanicus Implants: +20 to resist airborne gases/toxins, various other systems with no mechanical effect
Only The Insane Will Prosper: Immune to Fear (1) and (2) [not actually a trait, rather a universal rule that applies to him more than most, but here for ease of reference]
Paranoid: -10 to Fellowship tests in formal settings
Regeneration: At the end of each round, make a Toughness test to regain 1 wound
Size (Hulking): +10 to enemy to-hit rolls, -10 Concealment, +1 AB for movement
Survivor: +10 to tests to resist Fear or Pinning
Unholy Insight: Can use Insanity instead of Int or WP for tests; can gain 1 Insanity or Corruption to gain +10 on one Forbidden Lore test
Whispers Unheard: Spend a Half Action and succeed on an Intelligence test (result=<Insanity), until the end of next turn all Int-based skills are Basic with a +1/2 Insanity bonus, gain 1d5-2 Insanity per Int test that benefits


Equipment

Boltgun (Pistol Grip): Basic, Range 90m, S/2/4, 1d10+5 X, Pen 4, Clip 24, Rld Full, Tearing
Ballistic Mechadendrite Laspistol: Pistol, Range 20m, S/2/-, 1d10+2 E, Pen 0, Clip 20, Rld Full, Reliable, can be used as a Reaction or as a Half action

Good-Craftsmanship Power Fist: Melee, 2d10+18 E, Power Field, Unwieldly, +5 to hit
Good-Craftsmanship Power Axe (attached to Ballistic Mechadendrite): Melee, 1d10+16 E, Pen 7, Power Field, Unbalanced, +5 to hit, can be used as a Reaction or as a Half action

Enforcer Light Carapace: 5 AP, All Locations

Combi-tool: +10 Tech-Use
Dataslate
Injector (Sacred Unguents)
Medikit: +20 Medicae
Micro-bead
Multikey: +10 Security vs locks
Photo-Visor
Void Suit (Selenite-Pattern)
Vox-Caster

Ballistic Mechadendrite (x2): Limbs equipped with laspistols, can be switched out for other one-handed weapons, can use weapon as a Reaction or half action, but not both in the same round
Manipulator Mechadendrite: Additional limbs that can extend up to 1.5m, grant +20 to Strength tests using it, are capable of fine manipulation and can lock around an anchoring point as a free action, improvisd weapon dealing 1d5+2 I, Primitive
Medicae Mechandendrite: +10 Medicae, 6 injectors (2 loaded with Slaught, 2 with Spur, 2 with Stimm), staunch Blood Loss as a half action, limb amputation is only Challenging (+0), +10 Interrogation, improvised weapon dealing 1d5 R damage

Servo-Skull (Skulls? They are Scarce, and it makes a degree of sense to have more than the starting one, but they're a little more involved than the average item)


Experience (15,000 XP)

Rank 1: 4,500-7,000xp
1050: Origin Path
250: Simple Weapon Skill Advance
100: Simple Strength Advance
100: Simple Toughness Advance
400: Glimpse From Beyond
100: Secret Tongue (Tech)
500: Mechadendrite Use (Utility)

Rank 2: 7,000-10,000xp
250: Intermediate Strength Advance
250: Intermediate Toughness Advance
400: Void-Mad Prophet
200: Dodge
200: Medicae
200: Tech-Use +10
300: Forbidden Lore (Xenos) +10
400: Forbidden Lore (Xenos) +20
200: Prosanguine
500: Pistol Weapon Training (Universal)

Rank 3 (Genetor): 10,000-13,000xp
100: Awareness
200: Chem-Use
200: Dodge +10
200: Medicae +10
200: Tech-Use +20
200: Disturbing Voice
200: Luminen Charge
200: Paranoia
500: A Machine of Flesh (Brute)
500: A Machine of Flesh (Feel No Pain)
500: A Machine of Flesh (Regeneration)

Rank 4: 13,000-15,000xp
100: Awareness +10
200: Medicae +20
200: Scholastic Lore (Chymistry)
500: Machinator Array
500: Master Chirurgeon
500: Mechadendrite Use (Weapon)


Background

Agares was not born. He was made, the creation of a Mechanicus sect fascinated with the art of biological engineering and the secrets of the flesh of the alien. They experimented a little with his creation, the result leaving him mutated from creation, significantly larger than the average human. The project was a success, though, and as Agares was reasonably intelligent and willing to learn, they brought him into the fold, taught him some of their secrets, and readied him for the greater cosmos. He was to be their agent out there, after all, delving into the dark corners of the universe to bring back the lore his creators so desperately wanted. His own curiosity drove him as much as the desire to do right by his creators, readily accepting their ways and beliefs, and he took to the search with enthusiasm.

He got what they wanted, and even more so. The details - the whats and wheres - are...fragmented a little for him, but over the years he explored where many wouldn't dare, learned dark secrets about the alien, and eventually paid the price. His memory of the encounter, on a distant planet he can't name, is...even messier than most of that period, but a few things have stuck with him, even when he sleeps - especially when he sleeps. Ghosts, long dead but not restful xenos spirits, screaming, raging, their strange language the backdrop to visions of the end of everything, the death of a world. Which world? He doesn't know - or doesn't remember, perhaps. He just knows that he is not free of what happened there. Part of it is what's inside him, small changes and warping and altering of his cybermantle, alien technology that protects him, yes, but also...what? He doesn't know, but he has never felt free of them ever since, their spirits haunting his every step, their babbling echoing in his ears, their knowledge...or is it his knowledge? Anyway. He also knows that if he learns more, finds out their secrets, that may be the key to defeating them. Or understanding them? One or the other.

On his journeys, though, one thing has became clear. What he was, was not enough. Not for what lurked in the corners of his vision and the darkness in his mind. First, he turned to the typical ways of the Mechanicus. Enhancing the machine already within him, adding mechadendrites...that wasn't enough. So he turned to the ways of his creators, the ways of genetic engineering and making the flesh stronger. The flesh, after all, was part of the problem - the way his organic mind held onto fear - but he wouldn't deny it existed, or cut it away...no, instead he would make it stronger. Strength, endurance, recovery after injury...all honed and improved. His time in the dark places of the world had brought about physical changes as well, and those were understood and harnessed, but still...not enough. The true way was both, the union between the machine of flesh and the machine of metal into something greater than both...yes...that may work. It took a return home, to those that created him and set him on this path, to be fitted with the machinator array, but this...yes, this may do. Perhaps.

In any case, it would have to do. A Rogue Trader vessel, headed for the Koronus Expanse, was Agares' next destination. It semeed that they had call for one with his knowledge. His secrets. The Egarian Dominion, meanwhile, had its own call for him. The stories that had been relayed back from the crews working there. Their fear. It resonated with him, reminded him of his own fears, what lurked in his nightmares. This was important. He had to know more.

Appearance:
It is known that as time goes on, tech-priests change from the human norm as fits their concept of perfection, and Agares is an extreme case of that. Between cybernetic augmentation, most signficantly the heavy machinator array embedded into his cyber-mantle, biological and genetic enhancements, and genuine mutation, Agares is very obviously not a baseline human, a hulking, looming figure hidden behind red Mechanicus robes and a mixture of armour and cybernetic. Four mechadendrites snake out from holes in the back of the robes - a pair designed for utility, medical equipment and manipulators, and a pair designed for war, a humming power axe and pistol. His disturbed nature, while masked by the obscuring robes, is noticeable in his movements - the way his mechadendrites constantly twitch and snake about when he's not focusing on them, as if keeping watch for some predator, for instance.

boj0
2022-12-12, 10:26 PM
I'll go with purple, I envision that, along with dark grey as the heraldic colors of House Ravenholm.

I'm not too fussy about the ship, but important to note that Lisette gives 3 extra ship points.


Career: Rogue Trader - Rank 4
Elite Advance Packages: None

Homeworld: Child of Dynasty - (-3 T, +3 Int, -5 Wp, +5 Fel) Literacy (Int), Speak Language (High Gothic), +3 Ship points, +5 on Fel tests to interact with high society in formal situations, Enemy (AdMech)
Birthright: Savant - Logic (Int) trained, +3 Fel, -3 T
Lure of the Void: New Horizons [Xeno-Arcanist] - +3 Int, Forbidden Lore (Xenos)
Trials and Travails: Lost Worlds - +1 Insanity +1 Corruption, 2 Forbidden Lore skills (Archeotech, The Warp)
Motivation: Exhilaration [New Horizons] - Common Lore (Koronus Expanse), Trade (Explorator)
Lineage: Of Extensive Means [A Powerful Legacy] - Talented (Command), Talented (Intimidate), Air of Authority - trade for Talented (Charm)

Characteristics

[B]WS [40+5+5] 50
BS [35] 35
S [40] 40
T [29-3-3+5+5] 33
Agl [42] 42
Int [35+3+3+5+5] 51
Per [35] 35
Wp [41-5+5] 41
Fel [44+5+3+5+5+5+5] 72



Wounds 7/7
Fatigue 0
Fate 4/4
Soak 3 TB + 6 AP (all)
Speed 4/8/12/24

Insanity 1
Mental Disorders None

Corruption 1
Maligancies None

Skills

Awareness (Per)
Command (Fel) +20
Commerce (Fel)
Charm (Fel) +20
Ciphers (Rogue Traders) (Int)
Common Lore (Imperium) (Int)
Common Lore (Imperial Navy) (Int)
Common Lore (Koronus Expanse) (Int)
Common Lore (Rogue Traders) (Int)
Deceive (Fel)
Dodge (Agl) +20
Evaluate (Int)
Forbidden Lore (Archeotech) (Int)
Forbidden Lore (The Warp) (Int)
Forbidden Lore (Xenos) (Int)
Intimidate (S)
Literacy (Int) +10
Logic (Int)
Scholastic Lore (Astromancy) (Int)
Scholastic Lore (Legend) (Int)
Speak Language (High Gothic) (Int) +10
Speak Language (Low Gothic) (Int)
Trade (Explorator) (Int)


Talents

Air of Authority
Melee Weapon Training (Universal)
Pistol Weapon Training (Universal)
Enemy (Adeptus Mechanicus)
Talented (Charm)
Talented (Command)
Talented (Intimidate)
Renowned Warrant
Iron Discipline
Quick Draw
Jaded
Foresight
Resistance (Fear)
Sound Constitution x3
Swift Attack
Crushing Blow
Into the Jaws of Hell


Equipment

Best-Craftsmanship laspistol, Common-Craftsmanship power sword, Micro-bead, void suit, set of fine clothing, xeno-pelt cloak, best-Craftsmanship enforcer light carapace.
Starting Acquisitions
Conversion Field (Locke-Pattern) [Into the Storm p.131] (Extremely Rare)
Artificer Armor [Faith and Coin p.94] (Extremely Rare]


Experience (15000 XP)

4500 (starting)
850 - chargen
5350
Int - simple 100
5450
WS - simple 100
5550
WS - intermediate 250
5800
Int - Intermediate 250
6050
Fel - Simple 100
6150
Fel - Intermediate 250
6400
Awareness - trained 100
6500
Common Lore (Rogue Traders) trained 100
6600
Dodge - trained 100
6700
Ciphers (Rogue Traders) trained 100
6800
Renowned Warrant 200
7000
RANK 2
Fel - Trained 500
7500
Command +10 200
7700
Charm +10 200
7900
Iron Discipline 200
8100
Sound Constitution x1 200
8300
Sound Constitution x2 200
8500
Quick Draw 200
8700
Jaded 200
8900
Fel Expert 750
9650
Wp Simple 250
9900
Intimidate trained 200
10100
RANK 3
Charm +20 200
10300
Command +20 200
10500
Dodge +10 200
10700
Scholastic Lore (Legend) trained 200
10900
Foresight 200
11100
Sound Constitution x3 200
11300
Resistance (Fear) 200
11500
Common Lore (Imperial Navy) 200
11700
Toughness Simple 500
12200
Toughness Intermediate 750
12950
Deceive 200
13150
RANK 4
Swift Attack 500
13650
Crushing Blow 500
14150
Into the Jaws of Hell 500
14650
Dodge +20 200
14850

Unspent exp: 150



Lady Lisette Ravenholm is the eldest daughter of Diego Mercutio Ravenholm and heir apparent of the Ravenholm Dynasty; while she exhibits the typical traits of a space-faring, swashbuckling, capitalist she is much more comfortable in her study pouring over dusty tomes and ancient data slates than rubbing shoulders with admirals and planetary governors. In her youth she was a frail child, and her importance to the family meant that she was hidden away for her own protection (and her father's investment) it was in her gilded cage that she received some of the finest tutelage available in the Imperium, and this only strengthened her resolve to find her place among the stars, seeing the exotic planets that she only could read about and imagine. Learning the honorable and practical art of dueling, she discovered that she has quite the keen mind for swordsmanship, and constant drills helped her weak constitution as she grew older.

By the time she was entrusted with her family's Warrant of Trade and given command of a ship, she had become the model Imperial noblewoman: charming, polite, knowledgeable in proper topics of society and warfare, and capable of maximizing profits in her endeavors. However, her early career as acting captain let her finally fulfill her goals of diving deep into lost ruins and discovering dark knowledge, so desperate to leave her boring and studious past behind, she throws herself into wild and daring gambits, chasing rumors and legends to sake her thirst for knowledge and adventure.

DrK
2022-12-13, 03:00 AM
Krieger Huss

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTYf9I5n-3UbmKAQ22kXrcUbWLN6_5BtUfHcg&usqp=CAU

Krieger will speak in "Bold", mainly as that is about all I can manage if I'm posting from a phone.


Frontier World [+5 S, -5 Int, Survival, Wrangling, Leery of outsiders, Tenacious Survivalist, Xenos interactions, 7+2xTB wounds, 2 FP
Fringe Survivor (Pitfighter) [200xp]: +3 T or S, +3 WS, Rival (underworld), +1 CP
Hunter (Xenos hunter) [200XP]: +3 WS or BS, Leap up or Sprint, Scholastic Lore (Beasts) or Tracking
Pressganged: Trained in XXXX, COmmon Lore (XXXX); Jealous Freedom
Exhilaration (New Horizons): [200XP] Common Lore (Koronus expanse), Scholastic Lore (Astromancy)


Krieger was brn on a nameless frontier world just through the "maw" in the Koronus Expanse. Living in the dusty and rusted freighter town that marked where an unnamed Rogue Trader had set up a colony and then vanished he grew up to a mother in a brothel and no father. Strong and big for his age he quickly fell into the criminal elements acting an enforcer for a local gang and fighting in the underground pits to provide entertainment to the promethium miners that passed through and the small amount of locals who tried to keep the remaining space port vaguely serviceable.

Around his mid twenties his luck changed as he was pressganged (in the sense that he was drugged and taken aboard a passing Rogue Trader's vessel) and became part of the Crew of the "Spiteful Vixen" an small iconclast destroyer with a young and foolish rogue trader named Lillian Foxglove. The Foxglove dynasty was tiny and she plunged into the edges of space searching for wealth, but instead finding madness and xenos. Staggering back to Port Wander the ship was all but wrecked and like many of the crew Kreiger abandoned Foxgloveand signed on with Baron Hauss aboard the "Star Plunderer". A decade later and pirate boarding actions, subjugating frontier worlds and countless bar room brawls he was older, wiser and more experienced. Three more stints with different ships passed before he ended up aboard the XXXXXX with Lord XXXXX on his way to the Egrian Expanse.





WS
BS
S
T
Ag
Per
Int
WP
Fel


41
38
37
37
35
32
35
35
31


+8
+13
+15
+13
+15

-5
+5



49
51
52
50
50
32
30
40
31



Fate Points: 2 / 2
Wounds: 18 / 18
Corruption: 1
Insanity: 0
AP (soak): Head 5 (10) Body/Arms/Legs 7 (12)

Talents
Rival (underworld) (-10 Fel dealing with Criminal gangs)
Sprint (Move Ag bonus extra on Full move, Double move on Run action)
Weapon Training (Basic universal)(Pistol universal) Melee (universal) Thrown (universal) Heavy (Melta)
Sound Constitution +1 Wound
Ambidextrous (Reduce TWF penalties by 10)
Quick Draw Ready melee / basic / pistol as free action)
Crack Shot +2 Critical Damage ranged
Sure Strike Reverse hit locations if preferred
Two Weapon (ballistic) (attack with both weapons at -10)
Rapid Reload (Half reload times)
True Grit (half critical damage effcts)
Crushing Blow (+2 Damage with melee)
Deadeye shot (Reduce called shot to -10 penalty)
Hipshooting As full action full move and shoot once on single shot)
Killer's Eye (If called shot scueeds > target AB then target tales 1d5 critical effect)
Bulging biceps (Count as braced for Semi/Full auto heavy weapons)


Skills
Awareness +20 Int
Medicae Int
Survival Int
Literacy Int
Wrangling Int
Scholastic Lore (Beasts +10) (Astromancy) (Tactica Imperialis) Int
Forbidden Lore (Pirates) Int
Common Lore (Koronus Expanse) (War) Int
Secret Tongue (Military) Int
Speak Language (Low Gothic) Int
Dodge +20 (Ag)
Acrobatics +20 Ag
Concealment +10 Ag
Silent Move +10 Ag
Intimidate +10 S




Traits
Leer of outsiders: -10 Fel tests with new people
Tenacious Survivalist Re-roll initiative (if do so must accept re-roll)
Xenos Interaction: Ignore Fear (1) and (2) when caused by Xenos
Jealous Freedom: React violently towards imprisonment, WP to resist


Equipment
Bolt Pistol 30m S/2/- 1d10+5X 4 8/8 Full Tearing
Bolt Pistol 30m S/2/- 1d10+5X 4 8/8 Full Tearing
GC Mono sword melee 1d10+7R 2 Balanced, +5%WS
Smoke grenade Thown S/-/- Smoke - 3/3 Smoke (common)
Frag Grenade Thrown S/-/- 2d10X - 3/3 Blast 4 (Common)
GC Multimelta 60m S/3/- 4d10+5E 8 10/10 2 Full Blast (1) Ex. Rare

Enforcer Light Carapace AP 5 ALL
Subskin Armour +2 AP body/Arms/legs Very Rare

Backpack Plentiful]
Micro bead, Chrono [Plentiful]
Ration Packs (10) Ubiquitous
Photovisor [Scarce] Gain Dark Sight trait
Glow lamp (2) [Abundant]
Clip harness [common] Climbing harness +3o bonus
Grapnel [average] 100m grappling hook and monofilament wire
Rebreather [Scarce] Breathing mask, breathe underwater, immune gases, 1 hour /canister (3)

Void suit
Bolt shell keepsake
Manacles

Medikit +20 to medicae tests
3 doses Stimm last 3d10 rounds ignore crit damage, ignore stunned, -20 S/T/Ag for 1 hour afterwards
3 dose wideawake [plentiful] Ignore fatigue for 1d5 hours, then gain +1 fatigue


XP Expenditure /15000

Character Background 4500
Rank 1 (4500 - 7000) --> 7200
Background 600
Awareness 100
Forbidden Lore (pirates) 100
Ambidextrous 200
Medicae 200
Quick draw 200
BS +5 100
S +5 100
Ag +5 100
WS +5 250
T +5 250
S +10 250
Ag +10 250

Rank 2 (7200 - 10000) MANHUNTER
Silent move 200
Awareness +10 200
Concealment +10 300
Dodge +10 300
Crack shot 500
Sure strike 500
T +10 500
Silent Move +10 300

Rank 3 (10000 - 13050)
Acrobatics 200
Acrobatics +10 200
Awareness +20 200
Dodge +20 300
Two Weapon (Ballistic) 200
Crushing Blow 500
BS +10 250
Ag +15 500
Rapid Reload 200
WP +5 500
True Grit 200

Rank 4 (13050 - 15000)
Dead eye shot 200
Hip shooting 200
Bulging Biceps 500
Heavy Weapons (Melta) 200
Killers Eye 500
Literacy 100
Intimidate +10 200

14950 spent / 15000 XP

DrK
2022-12-13, 03:02 AM
On the topic of a ship, I quite enjoy ship building so given a theme and the budget of 63 ship points I'd happily pull something together in the background.
Would people like a military type gunboat, an agile faster vessel with some nice components or some sort of trading and utility thing that is more like a converted freighter?

The Glyphstone
2022-12-13, 07:27 AM
So a mutant tech-priest, a machine-worshipping psychic, a mechanicus-hated Rogue Trader, and a mercenary walk into a bar...

Blue.



Homeworld: Voidborne
Birthright: Fringe Survivor (Survivalist)*
Lure of the Void: Tainted (Deviant Philosophy)
Trials and Travails: The Hand of War
Motivation: Fortune

Characteristics:
WS: 27 (30-3)
BS: 28 (31-3)
S: 29 (34-5)
T: 41
Ag: 43 (+5)
Int: 35 (+10)
Per: 51 (38+3+10)
WP: 71 (43+5+3+20)
Fel: 35

Soak: 8 (AP4)
Wounds: 15
Fate Points: 5
Corruption: 0
Insanity: 6


Awareness +20 (Per)
Common Lore (Adeptus Astra Telepathica) (Int)
Common Lore (Adeptus Mechanicus) (Int)
Forbidden Lore (Psykers) (Int)
Invocation (WP)
Psyniscience +20 (Per)
Scholastic Lore (Cryptology) (Int)
Scrutiny +10 (Per)
Secret Tongue (Tech) (Int)
Speak Language (High Gothic, Low Gothic) (Int)
Survival (Int)



Basic Weapon Training (Universal)
Combat Sense
Enemy (Ecclesiarchy)
Hatred (Chaos Worshippers)
Heightened Senses (Sound)
Pistol Weapon Training (Universal)
Resistance (Psychic Powers)
Rite of Sanctioning (Warp Echo)
Sound Constitution x4
Unshakable Faith



Charmed
Face of the Enemy
Ill-Omened
See Without Eyes
Soul-Bound To The Emperor
Void Accustomed




Telepathy
-Astral Telepathy
-Delude
-Compel

Telekinesis
-Mind over Matter
-Precision Telekinesis
-Telekinetic Crush
-Telekinetic Shield

Divination
-Foreshadow
-Augury
-Aura Reading
-In Harm’s Way



Characteristics:
WS: 35
BS: -
S: 10
T: 10
Ag: 40
Int: 18 (+8)
Per: 35
WP: 20
Fel: 15
Movement: 2/4/6/12 (Fly 8)
Wounds: 4
Armor: 3 All (Machine)
Skills: Awareness +20, Concealment, Dodge
Talents: Swift Attack
Traits: Bestial, Flyer (8), Machine (3), Natural Weapons, Size (Puny)
Weapons: Claws (Melee, 1d10+1, Primitive)
Temperament: Cowardly, Intelligent
Distinctive Features: Additional Limb, Mechanical
Psychic Features: Lightning Rod, Psychic Reservoir




Best-Craftsmanship laspistol
Best-Craftsmanship mono-sword
Best-Craftsmanship Psychic Familiar
Common-Craftsmanship Storm Bolter
—-Basic, 90m range, S/2/4, 1d10+5 Damage X, Pen 4, Clip 60, Reload Full, Storm, Tearing
Guard flak armor (AP4)
Charm
Void suit
Micro-bead
Psy-focus



4500 = Origin Path
+300 4800 = Fringe Survivor (Survivalist)
+750 5550 = Psychic Discipline (Telekinesis)
+200 5750 = Psychic Technique (Precision Telekinesis)
+200 5950 = Psychic Technique (Telekinetic Crush)
+300 6250 =Rite of Sanctioning
+100 6350 = Simple Willpower
+250 6600 = Intermediate Willpower
+500 7100 = Trained Willpower
RANK 2
+300 7400 = Psy Rating 3
+200 7600 = Psychic Technique (Telekinetic Shield)
+200 7800 = Psyniscience +10
+250 8250 = Simple Perception
+500 8550 = Intermediate Perception
+200 8750 =Awareness +10
+200 8950 =Sound Constitution x1
+200 9150 =Sound Constitution x2
+200 9350 =Combat Sense
+200 9550 =Scrutiny
+100 9650 =Simple Intelligence
+250 9900 =Intermediate Intelligence
+200 10100 =Common Lore (Adeptus Mechanicus)
RANK 3
+200 10300 =Psy Rating 4
+200 10500 =Awareness +20
+200 10700 =Psyniscience +20
+200 10900 =Scrutiny +10
+500 11400 =Psychic Discipline (Divination)
+750 12150 =Advanced Willpower
+500 12650 =Dodge
+300 12950 =Secret Tongue (Tech)
+250 13200 =Simple Agility
RANK 4
+200 13400 =Psy Rating 5
+200 13600 =Psychic Technique (In Harm’s Way)
+200 13800 = Sound Constitution x3
+200 14000 = Sound Constitution x4
+100 14100 =Psychic Technique (Foreshadow)
+200 14300 =Psychic Technique (Augury)
+300 14600 =Unshakable Faith
+300 14900 =Resistance (Psychic Powers)





Far from the distant light of Sol, the Explorator-Fleets of the Adeptus Mechanicus go about their business in the Quest for Knowledge unbound by any laws of the Imperium save their own. But even the red-robed priests of the Omnissiah know better than to meddle in things of the warp - and so when one of their otherwise unremarkable young tech-thralls began to exhibit unnatural phenomena, it was calculated to 99.99395% accuracy to be signs of a latent psyker. Accordingly, Thrall J-218 Omicron was placed in stasis and shipped back to Terra for evaluation, where he was judged sufficiently strong enough to warrant Soul-Binding.

There, before the Omnissiah made flesh, an Astropath who had been given the name Jay saw the new purpose of his life and the reason he had been so blessed. He would be the Omnissiah’s emissary in the darkest of places, where even the mighty Explorator Fleets did not travel, and carry the word of Mars with him. For he had been blessed with gifts that transcended the weakness of his flesh, born purely of his brain and mind, and it would be blasphemy not to turn those gifts to furthering the will of the Machine God.

Henry the 57th
2022-12-13, 05:59 PM
On the topic of a ship, I quite enjoy ship building so given a theme and the budget of 63 ship points I'd happily pull something together in the background.
Would people like a military type gunboat, an agile faster vessel with some nice components or some sort of trading and utility thing that is more like a converted freighter?

Since no one else appears to have any strong opinions on the subject of the ship, as far as I'm concerned you can go ahead with designing what you think would fit. Personally my suggestion would lean towards a fast ship suited for stealth and quick escapes. Unless someone has any objections to that?

@boj0: Would you mind changing that Enemy (GM's Choice) on your sheet to Enemy (Adeptus Mechanicus)? For ease of reference.

@All: Anyway, IC thread (https://forums.giantitp.com/showthread.php?652292-The-Egarian-Expedition-IC) is up. Go ahead and introduce yourselves.

boj0
2022-12-13, 07:44 PM
@boj0: Would you mind changing that Enemy (GM's Choice) on your sheet to Enemy (Adeptus Mechanicus)? For ease of reference.

Taken care of!

boj0
2022-12-23, 12:33 AM
Lisette will probably just hang out and drink until the rest of the crew is ready to move on.

Henry the 57th
2022-12-23, 01:23 PM
Lisette will probably just hang out and drink until the rest of the crew is ready to move on.

Ok, I understand. I’m just waiting for the others to respond, but since it’s Christmas season I understand it may take longer than usual.

boj0
2022-12-23, 04:27 PM
Totally understandable, I just didn't want anyone to feel they should wait for me to post.

DrK
2022-12-23, 05:12 PM
Dropped a short post in with Krieger’s suggestion that they do a wee short foray first thing in the morning. Then we can plan a bigger exploration afterwards

Henry the 57th
2022-12-28, 02:50 PM
So, are we all ready to timeskip to your first expedition?

boj0
2022-12-28, 07:50 PM
Ready, willing, and able

Volthawk
2022-12-28, 08:00 PM
Sure, works for me.

The Glyphstone
2022-12-28, 10:17 PM
Good to go.

DrK
2022-12-29, 07:22 AM
Let’s lock and load

Henry the 57th
2022-12-31, 01:01 AM
Sorry that took a minute, travel was a bit more hectic than anticipated. Anyway, post is up and you're good to take your first steps inside.

boj0
2023-01-07, 12:09 PM
I'll have a post up tonight after work

Henry the 57th
2023-01-09, 04:49 PM
Uh, hello? Guys?

DrK
2023-01-09, 05:00 PM
when the sniper barrel emerges we'll all freak out :smallsmile:

boj0
2023-01-10, 01:58 PM
Weekend ended up being crazy, but I have a post. Lab rat is a go!

Volthawk
2023-01-11, 11:44 AM
Two 99s in a row. Wew. Hopefully he is just dead rather than anything more strange, and a simple dead or unconscious check is easier than +0. Agares can get over 100 with Medicae with his medikit, but this didn't seem like a case where he'd get all the kit out, instead just a case of doing a quick "pick up body, check body, put body aside for either a body bag or stretcher" deal.

boj0
2023-01-18, 01:54 PM
Giving Jay the bonus to Awareness for traps, because I didn't see anyone with an Auspex :smallwink:

The Glyphstone
2023-01-18, 05:57 PM
He's the next best thing.

Rolling Charmed for Voidborne to recover my Fate:

[roll0] vs 9+


Eeeey Emperor Protects.

DrK
2023-01-19, 05:51 AM
He's the next best thing.

Rolling Charmed for Voidborne to recover my Fate:

[roll0] vs 9+


Eeeey Emperor Protects.

Nice, well done

Henry the 57th
2023-01-24, 06:28 PM
So, uh, did you guys want to continue down the tunnel you were already following, try to find a way to open the sealed door in the statue's chamber (or just melta it open), or something else?

boj0
2023-01-26, 10:43 AM
I vote to melta the door

DrK
2023-01-27, 05:41 AM
I’m happy to melt the door if the tech priest can’t “tech” it open

Volthawk
2023-01-27, 04:07 PM
Sorry, been a rough couple of days and I seem to had just blanked on the fact that there was a sealed door to open before it was mentioned here.

boj0
2023-02-02, 09:01 AM
Busy today, will try to post later

The Glyphstone
2023-02-05, 09:24 PM
Attempting to levitate my gun again:

[roll0] vs 81.

If that somehow fails again,

[roll1]

Boomf.

Volthawk
2023-02-06, 03:44 PM
Initiative (+3 Agility mod, +2 Paranoia): [roll0]

The Glyphstone
2023-02-06, 07:01 PM
Initiative:

[roll0]

DrK
2023-02-07, 06:36 AM
Imitative [roll0]

boj0
2023-02-07, 01:36 PM
Initiative: [roll0]

Henry the 57th
2023-02-07, 05:33 PM
14, 13, 12, 11, well that's a interesting set of random numbers.

The Glyphstone
2023-02-08, 02:18 PM
Two rolls of 9 and two of 7, even. Sacred numbers of the Gods.

The Glyphstone
2023-02-08, 06:35 PM
Rolling damage again since it didn't work

1d10+5


[roll]1d6


Why is the dice roller broken?

Volthawk
2023-02-08, 06:39 PM
Weird, normally if you've broken the roller (by previewing, for instance) it makes all the rolls [roll0]* etc instead of keeping them in plain text. Odd.
*that was supposed to say roll0 in square brackets, but I forgot how just writing that out interacts with doing a roll in the same post.

Test: [roll0]

The Glyphstone
2023-02-08, 06:40 PM
[roll0]

[roll1]

Gaaah.



well Dang. Alrighty, then. Looks like I need to test for RF.

Volthawk
2023-02-08, 06:42 PM
Looks like it's just that the roller doesn't like the b1 part of the roll for some reason. Probably best to rollv from now on and pick out the best manually, it's what I was doing.

The Glyphstone
2023-02-08, 06:42 PM
[roll0] Aaaaaaaaaaaugh.


Finally. Okay, cleaning up my post-spam.

And that's 4x2=8 hits, dealing 19 Explosive Pen 5 Each. Boom Shakka Lakka.

The Glyphstone
2023-02-08, 06:46 PM
Oh, and Charmed roll

[roll0]

Henry the 57th
2023-02-08, 10:40 PM
I... would advise that you guys pay attention to the initiative order even when you're all in row, because raw Agares charges before the rest of you shoot meaning you've all just shot into a melee that he's in. I'll show mercy just this once because I'm nice, but I won't again.

Volthawk
2023-02-09, 03:56 AM
Agares used his mechadendrite, so no defence roll for him.

Using Insanity for Willpower, so TN 35 with the -20: [roll0]

That's...very much a no.

Volthawk
2023-02-09, 04:04 AM
Gonna try a fate reroll, because otherwise that 1d5 being a max roll means potential issues: [roll0]

Something I've never been sure on, does Mental Trauma triggering when you take 10 Insanity meaning 10 at once, or every interval of 10? If the latter, that'd come up here if the reroll failed.

Also, if I fail the reroll Agares gets a Severe Disorder, so that's fun.

75. Welp. The dice have not been kind to me recently.

The Glyphstone
2023-02-09, 07:08 AM
Aaagh derp. That amazing bolter-burst was 23 pen 5, not 19 - I forgot the bolte's native +4. Oh well.




So Regarding shooting into melee - are we playing by the book with a -20, or are you applying the optional penalty of forcing Burst attacks to hit allies in melee?

Henry the 57th
2023-02-09, 09:56 AM
Gonna try a fate reroll, because otherwise that 1d5 being a max roll means potential issues: [roll0]

Something I've never been sure on, does Mental Trauma triggering when you take 10 Insanity meaning 10 at once, or every interval of 10? If the latter, that'd come up here if the reroll failed.

Also, if I fail the reroll Agares gets a Severe Disorder, so that's fun.

75. Welp. The dice have not been kind to me recently.

Mental Trauma means every interval of 10, yes.


Aaagh derp. That amazing bolter-burst was 23 pen 5, not 19 - I forgot the bolte's native +4. Oh well.




So Regarding shooting into melee - are we playing by the book with a -20, or are you applying the optional penalty of forcing Burst attacks to hit allies in melee?

The way I play it the initial attack is at the -20, and if you miss you have to do a second attack roll against your friend to see if you hit him instead.

Volthawk
2023-02-12, 03:25 AM
Trauma Test, TN 50 (Insanity 60* - 10 Trauma Modifier): [roll0]
If failed, Mental Trauma (+10 per DoF): [roll1]

*Double-checked Unholy Insight, and its "you can use IP for Willpower tests" doesn't have an exception for trauma tests, so Agares getting more insane makes him more likely to resist the downsides of becoming more insane, so that's nice.

Wow, the dice are not my friend this game (besides the whole Medicae incident, my rolls since the start of the fight have been 63, 63, 97, 75, 80, 83). So that's 3 DoF, making the trauma result 113 and a temporary Severe Disorder on top of the permanent one he just got.

It was a good decision making Agares half-mad already, this is good fun.

The Glyphstone
2023-02-12, 10:00 AM
The rules for Righteous Fury simply say 'damage', and don't specify Weapon damage, so a bonus RF damage die to that Crush.

[roll0]



Also, no need to Delay for Kreiger anyways I think - Jay moves at 13 and Kreiger moves at 12?

Henry the 57th
2023-02-12, 03:34 PM
Rather perfunctory, but the Specter's opposed Toughness roll: [roll0] vs. 20

Edit: Even worse that I expected.

The Glyphstone
2023-02-12, 05:59 PM
Cool, so its Grappled and immobilized, unable to move or take Reactions. It can roll Contortionist or Strength on its turn to try and break free, opposed by my Willpower.

The Glyphstone
2023-02-13, 12:49 PM
Well that was a lot more fragile than I expected. Normally that power is good for making someone a bullet pinata.

Henry the 57th
2023-02-13, 11:50 PM
Well that was a lot more fragile than I expected. Normally that power is good for making someone a bullet pinata.

It's a ghost with the Incorporeal trait, I had give it something to make it killable. Though, full disclosure, if you had rolled slightly less well you wouldn't have just one shot it like that.

DrK
2023-02-14, 01:53 AM
I’m just glad it was killed :smallsmile:

The Glyphstone
2023-02-19, 10:23 AM
I apparently bought twothree Psychic Techniques that I listed in the log but forgot to put on my sheet - Telekinetic Shield, Foreshadow and Augury. Whoops.

So if we find a safe place and want to do a Tarot reading, we can.

The Glyphstone
2023-03-12, 11:04 AM
If we are rolling initiative, [roll0]

Henry the 57th
2023-03-13, 08:17 PM
??? initiative: [roll0]

Guardsmen initiative: [roll1]

Edit: Alright. So, in order so far.

???
Captain Ravenholm
Guardsmen
Jay

I'm waiting for the rest of you to roll initiative. I kind of need that to proceed.

Volthawk
2023-03-13, 08:48 PM
Agares init: [roll0]

DrK
2023-03-17, 09:40 PM
Krieger Init [roll0]

DrK
2023-03-17, 09:42 PM
Reroll due to tenacious survivalist
[roll0]

Henry the 57th
2023-03-24, 02:29 PM
Krieger is up, followed by the Guardsmen, then Jay, then Agares, then it goes to the top of the round.

Volthawk
2023-03-27, 07:16 PM
Between thee point where the skull exploded and we first heard the howls (at which point Agares began heading north), and the point we're at now where the enemy has appeared and combat proper has begun, did Agares get out of the sandpit or is he still some distance inside of it?

Henry the 57th
2023-03-29, 11:15 PM
Between thee point where the skull exploded and we first heard the howls (at which point Agares began heading north), and the point we're at now where the enemy has appeared and combat proper has begun, did Agares get out of the sandpit or is he still some distance inside of it?

Assuming that he tried to do so, yes. It's just sloped sand.

Volthawk
2023-03-30, 08:20 AM
Assuming that he tried to do so, yes. It's just sloped sand.

Ah, good. Yeah, my post reacting to the howls and the skull explosion had Agares heading south right away, so great. My concern was less about the terrain and more about raw distance.

The Glyphstone
2023-03-31, 11:42 AM
I realized I didn't specify which direction Jay was shooting in, so I'll say he decided to unload into the pack at the west entrance.

Henry the 57th
2023-04-02, 09:59 PM
Attempts to dodge:

[roll]1d100/roll] vs. 45 for Jay

[roll]1d100/roll] vs. 45 for Agares

Edit: Well, that was silly of me.

Henry the 57th
2023-04-02, 10:00 PM
Once more, with feeling:

[roll0] vs. 45 for Jay

[roll1] vs. 45 for Agares

Henry the 57th
2023-04-02, 10:02 PM
Aaaaand I also forgot to roll the other three beasts Jay targeted, which I assume were targeted for two, two, and one shot based on the DoS

[roll0] vs. 45 for the second
[roll1] vs. 45 for the third
[roll2] vs. 45 for the last one with only one shot

Henry the 57th
2023-04-02, 10:40 PM
And one last roll for the evening, a WP save for our friend the East Guardsman: [roll0] vs. 15.

Edit: Nope. Dude is possessed for the next 3 rounds.

Volthawk
2023-04-03, 05:48 AM
Alright, Unholy Insight and the penalty to the roll makes this a straight 50:50. With my rolls so far, I'm pessimistic, but here goes: [roll0]

The Glyphstone
2023-04-03, 06:13 AM
You cannot possess what is already madness...

EDIT: Storm doubles my hits from DoS. So the 3rd beast dodged both shots aimed at it, but the 4th beast would have been hit twice because it failed to dodge.

Henry the 57th
2023-04-03, 09:51 AM
You cannot possess what is already madness...

EDIT: Storm doubles my hits from DoS. So the 3rd beast dodged both shots aimed at it, but the 4th beast would have been hit twice because it failed to dodge.

Oh, well, that's my mistake then. In that case we'll remove one set of attacks against the Western Guardsman, and make one possession attack against Jay: [roll0] vs. 35.

If hit, make a -10 WP test or take [roll1] insanity and attack your fellows for [roll2] rounds.

The Glyphstone
2023-04-03, 12:45 PM
Well, here goes nothing.

[roll0] vs 61.
If needed
[roll1] vs 61, Fate re-roll.
[roll2] vs 9+ for Charmed.

The Glyphstone
2023-04-03, 12:47 PM
Whelp, Jay is temporarily bonkers. At least I didn't waste a FP.

The real question is, how does this affect his ability to sustain psychic powers? That makes a massive difference in how dangerous he will be.

Henry the 57th
2023-04-03, 02:04 PM
Whelp, Jay is temporarily bonkers. At least I didn't waste a FP.

The real question is, how does this affect his ability to sustain psychic powers? That makes a massive difference in how dangerous he will be.

It does not. It compels his mind to act in a certain way, it is too weak to outright move him around like a meat puppet. Hence why the effect is so short-lived and the actual attack roll so low. These spirits have been much luckier and you less than they ought, statistically only one of the three possession attempts ought to have actually hit, much less succeeded.

The Glyphstone
2023-04-03, 02:39 PM
Especially with my WP.

Since I presume this means you'll be making decisions for and rolling for Jay in the next two rounds, I'll wait until someone notifies me that I'm back in play.

Henry the 57th
2023-04-03, 05:21 PM
Especially with my WP.

Since I presume this means you'll be making decisions for and rolling for Jay in the next two rounds, I'll wait until someone notifies me that I'm back in play.

No, that'd be boring and leave people out for too long. You can still decide what you want to do, it just has to fulfil your temporary overriding directive.

The Glyphstone
2023-04-03, 06:41 PM
Then I guess the question is how aggressive/bloodthirsty/literal-genie I have to be about obeying the compulsion. Or rather in a non-meta sense, if Jay can recognize an outside influence compelling him and has the ability to sabotage himself while technically fulfilling the directive in a way that reduces the likelihood of harming anyone important. Who he attacks, his choice of weapons, whether he uses his powers or not, all potential factors.

Henry the 57th
2023-04-03, 11:09 PM
Then I guess the question is how aggressive/bloodthirsty/literal-genie I have to be about obeying the compulsion. Or rather in a non-meta sense, if Jay can recognize an outside influence compelling him and has the ability to sabotage himself while technically fulfilling the directive in a way that reduces the likelihood of harming anyone important. Who he attacks, his choice of weapons, whether he uses his powers or not, all potential factors.

What Jay (or anyone else in this situation) recognizes is that he is desperately, unbearably hungry for the lives of others, that the creatures attacking the group have a slight kinship to him and more importantly nothing to slake his hunger, and that to assuage this all-consuming craving he must cut down the other living meatbags in here. It does not matter in particular to him which meatbag he kills. He is not compelled to act in any particular tactical sense to aid the victory of the attacking horde, merely to do what he can to cut down someone to slake this unbearable compulsion. He does not have any knowledge of how long this effect will last, or his past allegiances. For all intents and purposes, you can consider him a very hungry, rabid animal with a very particular diet, not a tactician with a military goal.

The Glyphstone
2023-04-04, 06:16 AM
That's good enough I guess. He can't deliberately sandbag his urges, but a hungry rabid animal isn't going to be calmly meditating on psychic abilities or carefully aiming guns at people. He's got a sword and he's Emperor-awful at using it.

boj0
2023-04-06, 08:38 AM
Hey, sorry everyone life got busy, I'm probably going to have to drop the game. Good luck and have fun!

Henry the 57th
2023-04-09, 04:56 PM
Hey, sorry everyone life got busy, I'm probably going to have to drop the game. Good luck and have fun!

Sorry, didn't see this until today. I guess I'll play the character for the remainder of this scene then.

Henry the 57th
2023-04-20, 02:52 PM
So am I to assume no one is interested in continuing?

Volthawk
2023-04-20, 03:34 PM
I'm still interested, just figured it was someone else's turn (correct me if I'm wrong there, I think its Jay?) and until now we've been sticking with posting combat turns in order instead of posting whenever and sorting it out later, so I didn't post.

The Glyphstone
2023-04-20, 03:54 PM
Yeah, I was waiting for my 'turn'. Is it up?

Besides, I'm mind-controlled anyways, so another temporary NPC?

DrK
2023-04-22, 01:19 AM
I thought I had gone (I mean I missed again so it wasn't great). So was waiting for the next round.

Henry the 57th
2023-04-23, 06:32 PM
I'm still interested, just figured it was someone else's turn (correct me if I'm wrong there, I think its Jay?) and until now we've been sticking with posting combat turns in order instead of posting whenever and sorting it out later, so I didn't post.

Okay, just to clarify this, the order goes:

???
Captain Ravenholm
Krieger
Guardsmen
Jay <--- You are here
Agares

Then back to the top again.


Yeah, I was waiting for my 'turn'. Is it up?

Besides, I'm mind-controlled anyways, so another temporary NPC?

Yes, you are up, and no you don't have to be a temporary NPC. You can decide who you attack, you just have to be turning on your living comrades.


I thought I had gone (I mean I missed again so it wasn't great). So was waiting for the next round.

You had gone, yeah.

The Glyphstone
2023-04-23, 09:44 PM
Okay, there's an action from Jay.

Maybe prompt who is next for PCs when tou post so we don't get confused again?

Henry the 57th
2023-04-25, 07:42 PM
Okay, there's an action from Jay.

Maybe prompt who is next for PCs when tou post so we don't get confused again?

Well I can give that a try. Agares, you're up.

Henry the 57th
2023-04-28, 12:21 AM
Attempts to dodge:

[roll0] vs. 45 for AoA attack.

[roll1] vs. 45 for Reaction attack.

A failure on either of those will result in one dead critter each, so if that happens possession attacks:

[roll2] vs. 35

[roll3] vs. 35

Edit: :smalleek: Ok, wow, these guys just roll absurdly well. I did not expect my cannon fodder to be that effective.

The Glyphstone
2023-04-28, 08:50 AM
Kriegers turn then.

What's left on the field to fight?

Henry the 57th
2023-04-28, 12:27 PM
Kriegers turn then.

What's left on the field to fight?

To the north, two beasts (and a possessed captain).

The the east, three surviving beasts (and a possessed guardsman).

To the west, four beasts currently busy devouring the other guardsman's entrails.

Henry the 57th
2023-05-05, 09:38 AM
Jay, Agares, you're up.

Volthawk
2023-05-05, 11:27 AM
That attack triggered RF but, well, going off past rolls I assume there's no need to roll that and that'd already splat the guy if it isn't rolled.

Henry the 57th
2023-05-08, 06:02 PM
Dodge attempt vs. power fist: [roll0] vs. 45

Vs. mechadendrite: [roll1] vs. 45

Edit: :smalleek: Wow these things are outperforming my expectations.

Henry the 57th
2023-05-08, 06:20 PM
:smallannoyed: Apparently I didn't check my rolling formula closely enough IC, so let's try it again here.

Beasties' attacks vs Agares:
[roll0] vs 35
[roll1] vs 35

Vs. East Guardsman:
[roll2] vs 35
[roll3] vs 35
[roll4] vs 35

Henry the 57th
2023-05-16, 07:22 PM
Hey Volthawk, you know you can dodge or parry, right?

Henry the 57th
2023-05-16, 07:23 PM
Oh yeah, and I forgot the critter's will save: [roll0] vs 25.

Volthawk
2023-05-16, 07:57 PM
Hey Volthawk, you know you can dodge or parry, right?

Using the mechadendrite to attack uses my reaction.

Henry the 57th
2023-05-23, 03:48 PM
Jay, Agares, you're up. The guardsmen isn't in any position to take his turn.

DrK
2023-05-23, 04:19 PM
Jay, Agares, you're up. The guardsmen isn't in any position to take his turn.

The guardsman have been very kind attracting the clusters of these guys to allow them to be melta'd

Henry the 57th
2023-05-30, 11:03 PM
Uh, Jay? We're waiting on you.

DrK
2023-05-31, 12:17 AM
How many of the dog xeno psychic beasts are there left now?

The Glyphstone
2023-05-31, 06:06 PM
Sorry - work's turned into a nightmare lately. I'll get something up now.

Henry the 57th
2023-06-04, 09:41 PM
How many of the dog xeno psychic beasts are there left now?

After Jay's attack? Zero.

DrK
2023-06-10, 03:23 AM
WP test to resist the possession [roll0] TN 30

If failed then who do I shoot? Jay (1), Ravenholm (2), Agares (3) [roll1]

Melta blast (and I'm sorry) [roll2] TN 51 Damage [roll3] PEN 8

Volthawk
2023-06-16, 03:26 PM
Forbidden Lore (Heresy) 60: [roll0]

Henry the 57th
2023-06-22, 09:38 PM
Agares, you have anything to say?

The Glyphstone
2023-07-11, 05:54 AM
Since Bojo dropped out, who is speaking on the Captain's behalf here?

Henry the 57th
2023-07-11, 09:43 AM
Since Bojo dropped out, who is speaking on the Captain's behalf here?

I'm trying to let you guys make the decisions, so if you want to take a vote or something I can have her go with what you all agree on or you can speak up in character.

Henry the 57th
2023-07-16, 07:58 PM
So... do any of you guys have an opinion on what you would like to do here?

The Glyphstone
2023-07-17, 04:41 PM
Making deals with demonic entities never goes well in the end.

The Glyphstone
2023-08-14, 05:58 AM
Don't hold back on my account for now, my posting ability is still irregular.

DrK
2023-08-18, 04:23 AM
Mine has been recently as well. WOrk and summer holidays and childcare absorbing my time.

The Glyphstone
2023-09-09, 07:55 AM
Stuff is slowing down again, but are we still going here?

DrK
2023-09-13, 08:27 AM
Sorry. I've been of the forums for a couple of weeks as had stuff going with work/life stress. I'm not sure whats happening

Henry the 57th
2023-09-15, 09:40 PM
Volthawk, it's been a while, are you still here?

Volthawk
2023-09-17, 10:20 AM
I could've sworn I posted since your last one, but looks like I just had Agares already running before the RT gave the order, and that got muddled up in my mind. My bad.

The Glyphstone
2023-09-28, 11:12 AM
Is she talking about the overseer?

Henry the 57th
2023-10-02, 11:57 PM
Is she talking about the overseer?

Yes. The idea being having him die to horrific otherworldly powers will leave more of an impression than just shooting him in the head.

The Glyphstone
2023-10-07, 06:17 AM
Some horrific otherworldly powers coming right up then.

The Glyphstone
2023-10-07, 08:29 AM
Phemomena for Pushing at +1 PR.
1d100+5
[roll0]

[roll1] vs. 101 to manifest Telekinetic Crush.

[roll2]

The Glyphstone
2023-10-07, 08:30 AM
[roll0]

EDIT: Well the power failed so nothing happens. Trying again.

The Glyphstone
2023-10-07, 08:33 AM
vs. 101 to Manifest at PR 5+1

[roll]1d100+5[
[roll1]
for Phenomena

[roll2] for damage

The Glyphstone
2023-10-07, 08:34 AM
[roll0]

I hate the dice roller. Well still not keeping the 96, so Unholy Stench, perfect.

The Glyphstone
2023-10-13, 07:40 PM
Are we going to try and add any more players? The RT has clearly been relegated to NPC status but there's only 3 of us otherwise.

Henry the 57th
2023-10-14, 01:02 PM
Are we going to try and add any more players? The RT has clearly been relegated to NPC status but there's only 3 of us otherwise.

Do you all want me to? I can reach out for a new player if you're all okay with it.

The Glyphstone
2023-10-15, 06:23 AM
Mutazoia left us as well, so we're actually down 2 from the start.

DrK
2023-10-15, 09:19 AM
I think some fresh blood would help. Maybe someone with social skills which the miltant, the psyker and the admech lack

The Glyphstone
2023-10-15, 10:39 AM
I'm scratching my head as to where social skills will be useful here. I guess maybe we meet something in the depths that doesnt want to kill us on sight?

Volthawk
2023-10-15, 10:56 AM
I don't particularly mind either way, so sure a new person works for me.


I'm scratching my head as to where social skills will be useful here. I guess maybe we meet something in the depths that doesnt want to kill us on sight?

I guess it depends on if the problems here in base camp are going to be a protracted thing that requires more refined untangling than our current approach.

Henry the 57th
2023-10-16, 07:42 PM
Ok, since it seems there's a consensus in favor I'll go ahead and reach out to our starting alternate, and if he says no I'll open a new thread for a replacement.

Henry the 57th
2023-10-21, 05:52 PM
Hey, is Jay going to do anything in-character or ask any questions, or should I just continue on with Krieger and Agares for now?

The Glyphstone
2023-10-22, 05:42 AM
Sorry been busy. Posted

Henry the 57th
2023-11-05, 08:41 PM
Hey, just a question for y'all: would you be averse to me recruiting two new players? I'm having a hard time deciding who to add.

Volthawk
2023-11-05, 09:16 PM
Two works fine for me.

Also whoops, between being busy recently and plain forgetfulness, I haven't posted yet. Getting on that now.

The Glyphstone
2023-11-06, 04:53 PM
As long as it doesn't reduce our share of the loot. :smallcool:

Kidding, the more the merrier. Besides, we haven't gotten any loot or XP anyways.

Janwin
2023-11-08, 09:25 AM
A new player joins the party!


Corvin van Dahl

https://i.imgur.com/ANHohxP.png

Origin Path: Forge World, Unnatural Origin: False Man, Renegade, Product of Upbringing: Decadent, Pride, Seneschal
Career: Seneschal, Cold Trade Broker
Rank: 4

Characteristics



WS

BS

S

T

Ag

Int

Per

WP

Fel



20

52

31

40

45

52

45

34

60




Movement: 4/8/12/24
Wounds: 14/14

FP: 3/3


Corruption: 2
Insanity: 21


Skills: Awareness +10 (Per), Barter +10 (Fel), Blather +10 (Fel), Charm +15 (Fel), Commerce +20 (Fel), Common Lore (Underworld) (Int), Common Lore (Tech, Machine Cult) - Basic, Untrained (Int), Deceive +10 (Fel), Disguise (Fel), Dodge +10 (Ag), Evaluate +10 (Int), Forbidden Lore (Archaeotech) (Int), Forbidden Lore (Xenos) +10 (Int), Inquiry (Fel), Literacy (Int), Scholastic Lore (Legend) (Int), Scrutiny (Per), Search (Per), Secret Tongue (Rogue Trader) (Int), Security (Ag), Shadowing (Ag), Silent Move (Ag), Sleight of Hand (Ag), Speak Language (Low Gothic, High Gothic, Trader's Cant, Eldar) (Int), Tech-Use (Int), Trade (Archaeologist) (Int)

Talents
Basic Weapon Training (Universal), Pistol Weapon Training (Universal)
Technical Knock
Ambidextrous
Autosanguine
Chem-Geld
Enemy (Adeptus Arbites, Inquisition)
Resistance (Interrogation, Psychic)
Decadence
Unremarkable
Sound Constitution x1
Jaded
Paranoia
Peer (Underworld, Eldar)
Concealed Cavity
Strong Minded
Talented (Commerce)
Traits
Stranger to the Cult
Seeker of Lore - Spend a Fate Point to automatically succeed at any Siphers, Lore or Logic Test. Test is resolved in minimum time required. Add one bonus degree of success to any successful Commerce, Inquiry or Evaluate Test.
Cold Trader - Xenos
Heightened Senses - Vision
Dark Sight
Armour:
Xeno-mesh Armour (Arms 3, Body 3 , Legs 3)
Good Pressure Carapace (All 6) (Hostile Aquisitions p. 62) - Acquisition

Weapons:
Boltgun (90m; S/2/4; 1d10+5 X; Pen 4; Clip 24; Rld Full; Tearing),
Inferno Pistol (10m, S/-/-; 2d10+8 E; Pen 13; Clip 3; Rld Full)

Gear: Autoquill, Dataslate, Micro-bead, Multikey, Two sets of robes, Synskin, Chrono, Cameleoline Cloak
Ancestral Seal (van Dahl family) - +10% bonus to all Interaction Skill Tests when displaying the seal and dealing with Imperial citizens or organizations.
Good Cybernetic Eyes - Acquisition - Grants Heightened Senses (Sight), +20 bonus to Tests to resist attacks on vision, Dark Sight trait

Background
Corvin was less 'born' than 'manufactured' on the Forge World Inquity by a tech-heretic of the Magos Biologis known as Arturius Rho-153. Arturius sought to perfect the creation of genetic clones which could be allocated imbued with certain beneficial traits useful to the manufacture of Imperial STCs -- foremen and drafters imbued with additional intelligence, laborers imbued with additional strength or manual dexterity, quartermasters imbued with extroverted personalities; each would be particularly useful to the manufactorum if they could guarantee a workforce that was capable instead of relying on whatever populace happened to come of age in that particular year.

Naturally, this was tech-heresy of the highest order, so it was conducted in secret. Corbin was "adopted" by the van Dahl family, who were nobility on the planet and whom were directly responsible to the Imperium for the tithe the planet owed each cycle; thus they made natural co-conspirators as they had much to gain if the output of the manufactorums could be increased. They would be able to satisfy the Imperium's tithes while profiting off the surplus in private trade. And thus, Corbin became Corbin van Dahl, and his childhood progressed much like that of many children of the nobility.
He lacked and wanted for little, but unlike his peers he had to repeatedly undergo genetic testing, blood draws and scans at the hand of a particular biologis.

As he neared adulthood, the Adeptus Arbites staged a raid on Arturius' workshop while Corbin was undergoing that year's tests, and in the turmoil that ensued Corbin was able to escape. Arturius, however, was slain by the Adeptus Arbites while trying to hold them off from his workshop. The charges announced by the Arbites were strange, however. "Genetic manufacturing", "tech-heresy", "abomination"; all were words he heard as he fled.

When he returned home, he confronted his parents to know the truth of what had just happened, and they told him the whole story of how he came to be. He knew then that he could not stay, as it would only be a matter of time until the Adeptus Arbites and Adeptus Mechanicus pieced through the genetor's notes to discover his identity; and so he fled. He spent the next decade or so hiding from the Adeptus Arbites and Inquisition who sought him as an aberration, and instead fell into lower society and the trade of xenos goods and technology.

That is until recently, when he heard of the arrival of a new Rogue Trader to the Koronus Expanse, boarded a shuttle to the world at which it was currently docked, and signed on as part of the quartermaster corps.

It seems that now they have greater need of him...
Experience and Advances
Experience (current/total spent): 0/15,000

Rank 1
4,500 Starting
300 - False Man
150 - Decadent
100 - Awareness
100 - Charm
100 - Disguise
100 - Dodge
100 - Secret Tongue (Rogue Traders)
100 - Security
100 - Silent Move
200 - Unremarkable
100 - Fel
100 - Per
100 - Int
250 - T
250 - Agi
250 - BS
200 - Sound Constitution

Rank 2
200 - Barter +10
200 - Commerce +10
200 - Forbidden Lore (Xenos)
200 - Scrutiny
200 - Shadowing
200 - Sleight of Hand
200 - Tech-Use
200 - Trade (Archaeologist)
200 - Speak Language (High Gothic)
200 - Scholastic Lore (Legend)
250 - Fel 2
250 - Per 2
500 - BS 2

Rank 3 - COLD TRADE BROKER
200 - Forbidden Lore (Xenos) +10
200 - Speak Language (Eldar)
200 - Jaded
200 - Paranoia
200 - Peer (Underworld)
200 - Deceive +10
200 - Evaluate +10
200 - Blather
200 - Blather +10
500 - Concealed Cavity
200 - Resistance (Psychic Techniques)
500 - Strong Minded

Rank 4
200 - Dodge +10
200 - Charm +10
200 - Talented (Commerce)
400 - Awareness +10
400 - Search
500 - Agi 2

rax
2023-11-08, 12:26 PM
Tybalt du Kane

https://i.postimg.cc/KjPz4d31/Missionary-Man6a.jpg

Origin Path: Battlefleet, Fringe Survivor (Survivalist), New Horizons (Seeker of Truth), Dark Voyage, Devotion (Duty), Witch-Born (Proven to be Pure)
Career: Missionary
Rank: 4

Characteristics



WS

BS

S

T

Ag

Int

Per

WP

Fel



54

41

39

41

38

40

33

67

54




Movement: 3/6/9/18
Wounds: 15/15

FP: 5/5


Corruption: 1
Insanity: 6


Skills: Awareness +20 (Per), Blather (Fel), Charm +20 (Fel), Climb (S), Common Lore (Ecclesiarchy, Imperial Creed, Imperial Navy, Imperium) (Int), Deceive (Fel), Dodge +20 (Ag), Forbidden Lore (Heresy) (Int), Inquiry (Fel), Intimidate (S), Literacy (Int), Medicae +20 (Int), Pilot (Spacecraft) (Ag), Scholastic Lore (Imperial Creed, Occult) (Int), Speak Language (Battlefleet War Cant, High Gothic, Low Gothic) (Int), Survival (Int)

Talents
Basic Weapon Training (Universal), Flame Weapon Training (Universal), Melee Weapon Training (Universal)

Armour of Contempt: Reduce Corruption Points gained by 1; ignore effects of Corruption for 1 round on successful WP test

Cleanse and Purify: Targets of flame weapon attack take -20 Ag penalty to avoid being hit

Divine Ministration: Spend/burn FP to remove fatigue or heal (p. 96-97)

Inspire Wrath: +20 to interaction tests to inspire hatred or anger; affects double normal number of people

Nerves of Steel: Re-roll failed WP tests to avoid pinning

Orthoproxy: +20 to WP tests to resist mind control or interrogation

Peer (Workers): +10 to Fel tests when interacting with workers

Pure Faith: Immune to Daemonic Presence; spend/burn FP to ignore Fear, avoid acquiring Insanity and Corruption, or resist single daemonic or psychic attack (p. 104)

Purge the Unclean: Spend/burn FP to repel warp entities, exorcise them, or damage them (p. 104-105)

Resistance (Fear, Psychic Techniques): +10 bonus to resist

Sound Constitution (x3): +3 W

Swift Attack: Use full action to make 2 melee attacks

True Grit: Halve result (rounding up) when suffering critical damage

Unshakeable Faith: Re-roll failed WP tests to avoid fear
Traits
Dark Sight: See normally in total darkness. No penalties for fighting in areas of dim or no lighting.

Officer on Deck: +5 to all Command tests while aboard a spacecraft.

Shipbound Fighter: While on a planet, suffers a –2 penalty to Initiative tests and double penalty for firing weapons at long range or greater. Penalties don't apply when inside a tunnel or other confined space.

Void Accustomed: Immune to space travel sickness and zero- or low-gravity environments aren't considered Difficult Terrain.
Armour: BC Guard flak armour (All 5; AP 6 vs. blast weapons), Sabbat-pattern helm (Head 5; +20 to opposed WP tests to resist psychic techniques, GC photo-visor (Dark Sight trait, immune to phton flash grenades) and rebreather)

Weapons: Incinerator (20m; S/–/–; 1d10+8 E; Pen 4; Clip 6; Rld 2 Full; Cleansing Fire, Flame, Sanctified), BC lasgun w/ overcharge packs (100m; S/3/-; 1d10+4 E; Pen 0; Clip 30; Rld Full; never jams), frag grenades (SBx3m; S/–/–; 2d10 X; Pen 0; Blast (4)), smoke grenades (SBx3m; S/–/–; Pen 0; Smoke), GC chainsword (1d10+5 R; Pen 2; Tearing, Balanced, +5 to attack)

Gear: Ecclesiarchal robes, aquila pendant, sepulchre, censer and incense, micro-bead, backpack (carry up to 50kg), chrono, clip/drop harness (+30 bonus to Climb to descend vertical surface and cannot fall), filtration plugs (+20 T to resist gases), medikit (+20 Medicae), survival suit (+20 T vs. effects of extreme environments), shipboard emergency kit (p. 146 Core rulebook)

Background
Tybalt du Kane was born into a long line of Astropaths serving on the ships of Battlefleet Calixis, but he never showed even the slightest trace of psychic power. Instead, he was tithed to Cadmus Todt, Ship's Confessor of the light cruiser Vigilance when he came of age. A salty fellow with a rough and ready faith, Todt was much loved by the crew and respected by his fellow officers, and Tybalt absorbed many of his teachings as he grew to manhood.

Disaster struck many years later when Vigilance became trapped in the Empyrean by a sudden warp storm. Daemonic forces attacked and slaughtered many of the crew, including Cadmus Todt, while others turned traitor and pledged allegiance to the Ruinous Powers, but with Tybalt's aid the remaining officers rallied enough loyalists to hold the main Temple-Shrine. Thus began a long and terrible battle for control of the stricken vessel, characterized by constant raid and counter-raids, as both sides sought to secure vital supplies and to wipe out the enemy. After what seemed like years of ceaseless struggle, Vigilance was cast out of the Warp and back into realspace. This fatally weakened the Daemons aboard and allowed the Imperial loyalists to turn the tables on the mutineers. Tybalt was at the forefront of this counter offensive, and in short order the traitors were driven from their positions and slaughtered to a man. Despite this victory, serious problems remained. Vigilance's gellar field generators were irreparably damaged and large parts of the ship bore the indelible mark of Chaos. For all intents and purposes, Vigilance was stranded.

For months, the survivors sent out distress signals, but it seemed clear that no one was coming to their aid. Finally, with their very last supplies depleted, it was decided that the only thing left to do was for the crew to consign their souls to Him on Earth and to scuttle the ship to prevent it falling into enemy hands. It was at this moment that a transmission reached Vigilance. A transport belonging to the Ravenholm Rogue Trader dynasty had heard the distress signal and had diverted from its usual route to rescue the survivors. At long last, they were saved, but Vigilance remained unsalvageable. After having transferred aboard the transport, the order was given and Vigilance was reduced to a smouldering wreck.

Upon returning to port, Tybalt and the other survivors found out that Vigilance had been missing for over a hundred years, its crew all listed as missing in action and presumed dead. After debriefing, the Imperial Navy had no further use for the survivors – they were deemed too traumatised to ever safely sail again and all were honourably discharged. Fortunately, the Ravenholm dynasty had no such scruples and they were in dire need of more hands, so Tybalt and quite a few of the other survivors seized the moment and swore allegiance to House Ravenholm. For his part, Tybalt also saw a dynasty in need of moral guidance to keep them from straying too far from the Emperor's light. That was over ten years ago and the rest, as they say, is history.
Personality
Good-humoured, approachable, and an unrepentant rake, Tybalt du Kane considers himself a soldier of the God-Emperor first and a servant of the Ministorum second. He is ever ready to take up arms against the enemies of mankind, defending the God-Emperor's flock with a cool head and a steady hand. In his view, it is not fear and hatred that will see mankind prevail, but hope and unity of purpose in the face of adversity.

To this end, Tybalt begrudges no one their success. Wealth and power are signs of the Emperor's favour and nothing to be ashamed of, as long as that prosperity is shared with those of lesser station whose labour is the backbone of all great enterprises. In this way, the Emperor's blessings can be made manifest for all, binding humanity together in the great work to seize and hold their rightful place in the galaxy. Needless to say, such ideals do not endear Tybalt to the high and mighty of the Imperium, but his standing among those who serve is all the stronger for it, and he has found himself called upon to deal with everything from labour disputes to armed mutinies for the Ravenholm Dynasty.
Appearance
See picture, more detailed description forthcoming.
Experience and Advances
Experience (current/total spent): 100/14,900

Rank 1
4,500+
Birthright (Fringe Survivor) = 300
New Horizons (Seeker of Truth) = 100
Devotion (Duty) = 100
Witch-Born (Proven to be Pure) = 100
+5 Per = 250
Awareness = 100
Charm = 100
Common Lore (Ecclesiarchy) = 100
Dodge = 100
Literacy = 100
Sound Constitution = 200
Flame Weapon Training (Universal) = 500
Nerves of Steel = 500
= 7,050 (Rank 2)

Rank 2
+10 WS = 350
+5 WP = 100
+5 Fel = 100
Blather = 200
Charm +10 = 200
Deceive = 200
Dodge +10 = 200
Medicae +10 = 200
Orthoproxy = 200
Sound Constitution = 200
Cleanse and Purify = 500
Divine Ministration = 500
= 10,000 (Rank 3)

Rank 3
+5 Ag = 250
+10 WP = 250
+10 Fel = 250
Awareness +10 = 200 (rank 2)
Awareness +20 = 200
Charm +20 = 200
Climb = 200
Intimidate = 200
Medicae +20 = 200
Inspire Wrath = 200
Peer (Workers) = 200
Sound Constitution = 200
Purge the Unclean = 500
= 13,050 (Rank 4)

Rank 4
+5 S = 250
+15 WP = 500
Dodge +20 = 200
Inquiry = 200
True Grit = 200
Swift Attack = 500
= 14,900

Other Notes
Starting Characteristics and Origin Path modifiers:
WS 44, BS 41, S 34, T 38, Ag 33, Int 37, Per 33, WP 44, Fel 41
Battlefleet: +5 WP, +3 Fel, -5 Per
Fringe Survivor (Survivalist): +3 T
New Horizons (Seeker of Truth): +3 Int
Devotion (Duty): +3 WP
= WS 44, BS 41, S 34, T 41, Ag 33, Int 40, Per 28, WP 52, Fel 44

E. Rare Acquisitions: Incinerator (Faith & Coin p. 83-84), Sabbat-pattern hem (Faith & Coin, p. 94)

Henry the 57th
2023-11-09, 07:19 PM
A new player joins the party!


Corvin van Dahl




Tybalt du Kane

Glad to have you both aboard! :smallsmile: I've gone ahead and posted IC, you can go ahead and introduce your characters there.

Janwin
2023-11-10, 06:22 PM
So, since she mentions assassination attempt, and like we know what's going on, could we get a quick synopsis of information that we'd know on recent goings-on?

I'd rather not read back too far into the current IC, particularly to avoid any possibility that I accidentally metagame my character knowing something he shouldn't.

Henry the 57th
2023-11-10, 11:19 PM
So, since she mentions assassination attempt, and like we know what's going on, could we get a quick synopsis of information that we'd know on recent goings-on?

I'd rather not read back too far into the current IC, particularly to avoid any possibility that I accidentally metagame my character knowing something he shouldn't.

Sure. From the perspective of someone in the camp, the Lady Captain showed up dramatically after several months of workers picking at the dirt outside of the maze, boldly lead a small personal expedition into the depths of the xenos structure herself the very next day, and proceeded to completely vanish, alongside the two guardsmen that accompanied her retinue. The last most saw of her is when she located a massive gemstone statue of immense value and sent it back to base in a Chimera that had gone with her. Overseer Killenover made some, rather feeble, efforts to see if any search parties could locate the good lady, but they never went in very far and after a few days the effort was abandoned. He spent several weeks trying to get a ride out of here on her ship, while the shipmaster absolutely refused to take anyone aboard or go anywhere without her authorization. So basically the workers have continued to labor in external pits, digging up broken shards of xenos artifacts, which are of precious little worth compared to what Captain Ravenholm et al found inside the maze with just a little bit of poking. There were whispers of green-eyed shadow giants abroad in the darkness, but nothing concrete was ever located.

Now, a little over two months later, on what seemed to be a relatively ordinary night, the Rogue Trader and three surviving companions (the two indentured Hyzian guardsmen accompanying them did not make it out) come storming right up to the front gate, demanding entrance and seemingly unaware of how much time has passed since they left. Upon being granted access, someone somehow knew to take a shot in the dark at Captain Ravenholm, missing her and killing a Sergeant of the Hyzians with some strange crystalline projectile. Absolutely outraged by all pf this, she sent Agares and Krieger, along with several squads of guardsmen, to hunt down and capture the mystery sniper, while she took Jay to the Overseer's office to confront him about his management style. Overseer Killenover was promptly executed via psychic witchcraft, leading Captain Ravenholm to assume personal command of the campsite while Jay left to assist Krieger and Agares in the bunkhouse the shot seems to have come from. She's been so busy doling out new orders that she hasn't even bothered to clean herself off since her return. Your summons was one of those orders.

rax
2023-11-11, 07:01 PM
Thanks for the summary. IC post for Tybalt incoming on Sunday.

Janwin
2023-11-15, 03:40 PM
Out of curiosity, what is our crew's current Profit Factor, and is that tracked somewhere that I just am not seeing?

Looking to see how easy it should be to acquire the photo-visors, in case a roll is needed.

rax
2023-11-15, 04:44 PM
Re the "time dilation" that the party experienced - were there any reports of anything similar happening before the party turned up? If so, were the effects the same (i.e. a few hours = two months)?

I'm mulling over Tybalt's reply to the Lady Captain, but I'm getting hung up on how to respond to her plans to simply stay on the planet until we've made enough cash from forays into the city. The place is vast, after all, so who knows how much time will pass for people outside the city if we go deeper and deeper inside.

Henry the 57th
2023-11-15, 11:20 PM
Out of curiosity, what is our crew's current Profit Factor, and is that tracked somewhere that I just am not seeing?

Looking to see how easy it should be to acquire the photo-visors, in case a roll is needed.

Profit Factor is 30. It's in the Big 16, number 6.


Re the "time dilation" that the party experienced - were there any reports of anything similar happening before the party turned up? If so, were the effects the same (i.e. a few hours = two months)?

I'm mulling over Tybalt's reply to the Lady Captain, but I'm getting hung up on how to respond to her plans to simply stay on the planet until we've made enough cash from forays into the city. The place is vast, after all, so who knows how much time will pass for people outside the city if we go deeper and deeper inside.

There were not. No one who reported back in reported similar effects, though it's worth noting that no one else melta'd down a hidden door and went deep into the underground sections of the maze either. Or, at least, nobody who came back to tell about it. Could be some of the missing personnel are still alive down there.

You could always try to talk her out of it. Or you could go along with it, and try to avoid delving into the underground portions. The city is absolutely massive above ground as well (enough so to be visible from space) so it's not like avoiding those sections would be in open defiance of her orders. Or you could try putting together a mutiny.

rax
2023-11-17, 03:44 PM
Or you could try putting together a mutiny. Seems a bit premature, though once she goes full Colonel Kurtz, who knows what could happen...:smallwink:

The Glyphstone
2023-11-23, 09:00 PM
[roll0] vs. 61 on Psyniscience.

Janwin
2023-11-26, 10:05 PM
How frequently do you refresh Fate Points, Henry? Just so I know how generous I can be with my career's ability to spend fate for an auto-success on Lore checks?

Henry the 57th
2023-11-27, 06:27 PM
How frequently do you refresh Fate Points, Henry? Just so I know how generous I can be with my career's ability to spend fate for an auto-success on Lore checks?

So far no one has had any need to use one but in general I would say about once every in-game day, or after you've had a night's sleep.