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Bennosuke
2023-08-15, 07:34 PM
https://i.imgur.com/U7xmO.png

Welcome to the OOC thread II for the Dark Heresy First Edition game "The Purity of Sacrifice"! As prior, please first post your Character sheet and background/fluff.

The IC thread is linked here (https://forums.giantitp.com/showthread.php?609290-IC-DH-The-Purity-of-Sacrifice&p=24417428#post24417428)
The IC II thread is linked here (https://forums.giantitp.com/showthread.php?658176-IC-II-DH-The-Purity-of-Sacrifice&p=25832613#post25832613)

The OOC I thread is linked here (https://forums.giantitp.com/showthread.php?609122-OOC-DH-The-Purity-of-Sacrifice/page50)

The game is set in the Angevin Subsector, in 813.M41. The acolytes have been assembled by Inquisitor Finial Zarkov, a sleeper cell that has been living undercover on the Hive World Helius, in the midhive of Hive Hapheastein (see Locations described below). The acolytes have been living together for just under three standard months, long enough to become acquainted but without having been assigned their first task.

They are living in a nondescript hab block in the midhive of Hapheastein. Though the building looks like just any other housing complex in this part of the midhive, they are the only tenants. Extensive security measures have been in stalled by the Inquisitor, and the facility contains a sizable library as well as acceptable firing and weapons training rooms. The interior is sparsely decorated, more functional than comfortable, but has serves as a sort of home for the acolytes for the last almost three standard months.

The acolytes have been given the cover of members of The Credit Guild, one of the many essential Merchant Guilds on Helius. The Credit Guild is responsible for protecting the wealth of the Imperial citizens and loaning money at a steep interest rate. Even the crime bosses of the Underhive bank with the Credit Guild, and therefore members of the Guild have near unlimited access and safety within Hive Hapheastein. As part of their cover, each member has been given the yellow-gold colored cape of the Credit Guild, as well as a large copper ID badge which lists the acolyte's name and identifies them as a member of the guild. The acolytes have been under strict instruction to wear their disguise whenever they leave their base, and keep the ID badge with them at all times. The acolyte base has a hidden exit, that allows them to exit onto street level without stepping out of the hab block's front door, helping to disguise the location of their base and to maintain their cover as members of the Credit Guild.

All acolytes begin the game with the following extra equipment:
*Credit Guild cape and uniform
*Forged Credit Guild ID
*Personally encrypted micro bead
*Personally encrypted data slate

"Acolytes," The Inquisitor begins in his low reedy voice, "it is finally time that I must call upon your services to take action in the name of The Holy Inquisition and The Emperor that we so dutifully serve. The stench of Xenos heresy has been caught in the Underhive of Hapheastein. A young ganger was caught by the local Planatary Enforcers fleeing the underhive this morning. As you know, a single rail car moves from the Midhive to the Underhive every morning, guarded only by Planetary Enforcers at the departed and arriving stations. The woman, named only Ria was in a state of panic, claiming to have witnessed the exchange of Xenos weaponry in the Underhive. She was apparently half mad from catching sight of the weapons. She was arrested by the Enforcers simply for leaving the Underhive, and was killed during their less than skillful interrogation. The local Arbites only recently obtained a copy of the interrogation transcript, and it is through them that I have heard about this.

"This Ria, claimed that the weapons were being sold by an unknown individual, described a wearing fine clothing too expensive for the Underhive, and wearing a single eye patch. He was selling the technology to a man named Half Face, the boss of one of the major gangs in the Underhive of Hapheastein, who call themselves Clan Sabay. The deal was apparently interrupted by a raid from a rival gang, known as Clan Tora. Ria fled the scene, and claimed not to know what happened to the Xenos technology.

"Obviously, there are several concerning questions that I am tasking you with solving in the name of The Inquisition. First, is who was this vendor, and where did he obtain the questionable Xenos technology. The second is what happened to the Xenos weaponry. And the third is how did Half Face obtain the resources to purchase such equipment? If possible, your job shall also be to capture or destroy the Xenos weaponry as well." The Inquisitor pauses for a moment before musing, "Of course, this Ria may have been confused about what was being sold, but The Inquisition cannot risk the spread of heretical Xenos tech. You should only be so lucky if this all resolves to be a misunderstanding."

He pauses again, letting his words sink in before continuing, "Your cover as members of The Credit Guild should allow you access to the Underhive, and give you a small degree of protection from the gangs and the scum that call that wretched place their home. Even the gang bosses in the Underhive store what little thrones they have with The Credit Guild. However, this will not promise you protection from violence. It is furthermore needless to say that you will risk breaking your cover if you go around asking too many questions that fall outside of the scope of a Guilder. Take your arms and equipment with you, but be cautious about walking around with your finest as it may just get you mugged or killed that much more easily.

After another pause, Inquisitor Zarkov finishes, "I have a single present for you. On the largest book shelf, third level, you will find a book titled, 'Fauna of the Spine Planets'. Within this book you will find a single Theta class Inquisitorial Rosette, signifying that you work for The Holy Ordos. Show it only in the most dire of circumstances, but it may get you out of the tightest of situations. You will take the next train down to the Underhive and meet with a man named Url Garrat. He runs a small Underhive hab specifically for Credit Guilders. He knows you are coming but does not know your true purpose. The train leaves at precisely 0600 your time, so you may use the rest of the day to pack and prepare as you see fit. Work quickly, work discretely, and work in the name of The Holy Emperor."

"I am sending my Interrogator and a few of my closer retinue to Helius to assist you. Though they will be traveling as quickly as they can, it will likely be about a standard week before they arrive."

"You could go directly to the Adeptus Arbites, though again, you should be cautious about compromising your cover... If you do go, I recommend asking for Arbitrator Godwyn. She was the officer who brought this to our offices."

Bennosuke
2023-08-15, 07:35 PM
Character Boxes

Wounds: 10/10
Fate Points: 1/2
Insanity Points: 11
Corruption Points: 0
XP Earned/Spent: 165/4800
Thrones: 7
Stub revolver 6/6 with 3 spare clips
Talon Mk III Autopistol 30/30 with 4 spare clips,
Orthalack Armsman-10 Stub Automatic 13/13 with 2 spare clips
1 Flak Grenade




Wounds: 14/14
Fate Points: 1/1
Insanity Points: 0
Corruption Points: 3
XP Earned/Spent: 25/4850
Thrones: 37
Hunting Rifle (Clip: 5/5) x7 + (Clip 4/5)
Stub Revolver Clip 6/6
Stub Automatic 9/9
Extra stub bullets 126
Throwing Knives 10/10
Stimm x3 doses


https://forums.giantitp.com/showsinglepost.php?p=25849414&postcount=10
Wounds: 11/11
Fate Points: 2/2
Insanity Points: 6
Corruption Points: 10
XP Left/Spent: 15/4900
Thrones: 403
Stub revolver: 26 bullets, and 12 manstoppers




Character sheet (https://docs.google.com/document/d/1tWe0q9J4q5daUG_1zeK9HPtXgxNuWI6lReMJIjSSXkw/edit)
Wounds: 14/14
Fate Points: 2/2
Insanity Points: 3
Corruption Points: 0
XP left/Spent: 780/4250
Thrones: 185
Ortholak Autopistol: 12/12 bullets, +40 normal bullets and 48 manstopper rounds


Character Sheet (https://www.myth-weavers.com/sheet.html#id=2745582)
Wounds: 10/10
Fate Points: 2/2
Insanity Points: 0
Corruption Points: 0
XP left/Spent: 235/4250
Thrones: 187
Autopistol: 18/18 bullets,
Autogun: 30/30 bullets

Bennosuke
2023-08-15, 07:39 PM
NPC List

http://fc07.deviantart.net/fs70/f/2010/114/9/7/Chaos_Librarian_by_daarken.jpg

Though the acolytes know little about their Inquisitor, they have been allowed to know that they serve elder Inquisitor Finial Zarkov of the Ordo Xenos, which means they fight aliens... or something. Inquisitor Zarkov is a mysterious figure, who is rarely seen in person by the acolytes, preferring to communicate via the fuzzy Hololithic projector set up in the Hapheastein base. Zarkov generally keeps his face hidden under the shadows of dark green robes, though occasionally the reflective yellow glint of a single bionic eye can be seen. His hands (usually the only flesh visible) are gnarled, rough and withered, indicating centuries of use and aging. Inquisitor Zarkov's voice is low and reedy, and his words are always chosen carefully, and often contain complicated educated words of High Gothic.

Otto Dresh is a veteran of the Imperial Guard, having served his twenty years and survived the wars and skirmishes. He seemingly always has a lho-stick in his mouth and a measure of drink in his hand, spending his pension in one of several "recreation centers" in the hive. He is knowledgeable of the vice in the Hive, following the shifts and changes of fortune of the various players in the underworld. He is not personally involved, but frequently "know a guy" who knows a guy.

A pretty young woman with violet eyes. Back on Midpoint station, she charmed Luis into showing her around the von Drakkan ship, including the artifact rooms. Not that it was difficult to charm the naive feral. Of course, she really is a professional infiltrator working for Inquisitor Zarkov, who was investigating some the cold trade operations of the von Drakkan dynasty. Now that that assignment is wrapped up, she has also been reassigned to Helius, where perhaps she will cross paths with Luis again. He bears her no ill-will, but will certainly be on his guard around her next time.

The leader of the congregation of Omnicron-5038, Magos Petrovskii is a bulky figure, in contrast to many of the spindly tech-priests that would be in most Imperial citizen's first thoughts. More of a priest than an engineer, Petrovskii has endeavoured to spread the word of the Omnissiah throughout the surrounding area of the hive, being willing to engage Imperial citizens in debates of doctrine and theology on his sojourns, as well as offering blessings on any technologies brought to him. Some discerning citizens have noticed a correlation between the reduction in vagrancy in the area and increasing numbers of servitors tending the enclave, but few have thought to make a point of it, seeing it as a benefit rather than anything more sinister.

Somewhere in the lower-spires of the hive is a street-preacher of the Imperial Creed named Noman Sturm. A former sergeant in the Astra Militarum, Noman was discharged after many years of service. While not an officially sanctioned member of the Imperial Ministorum, his faith in the Imperial Creed is strong. He is an older man to tends to the faith of the lower-hive inhabitants, fostering a strong belief in the protection of the God-Emperor of Mankind. He bears many scars from the brutal warfronts he participated in, and some of his limbs have been replaced with crude augmentation.

Url is the caretaker of a small hab where the acolytes are staying in the underhive of Hapheastein. Url has receding grey hair, and deep lines across his square face. His son is a taller thinner version of his father, carrying more muscles and a face pocked with a number of hairy moles. The two carry shotguns.

Georgy and Leetus are two members of Clan Tora, and dress in the gang's colors of heavy tattered fabrics in purple and dark red. Georgy is tall with greasy hair and a crooked tooth grin, and is the more talkative and sharp witted of the two. His companion is a stooped boy with a pimpled face and patchy peach fuzz.


Sola is a representative of Clan Raptore. She was responsible for explaining what happened with the Xenos weapons in the underhive. She is young, and surprisingly beautiful for an underhiver, with piercing green eyes and short brown hair. A mess of scar tissue bisects her right eyebrow from what looks like a some sort of blade wound. The acolytes know she is stealthy, and was likely following them in the underhive during their first mission.

Interrogator Ezekiel was sent by Zarkov to oversee the Acolytes and their continued investigation on Hive Hapheastein. He is a man who appears in his mid thirties, well spoken and with cold blue eyes. He generally dresses in fine red robes, and when on duty wears ornate carapace armor. At times he is brooding and a man of few words, and at other times is a man with wry sense of humor and a smirk playing on his lips.

Locations
The game is set in the Angevin Subsector, in 813.M41. The Angevin Subsector is the primary subsector of the Ixaniad Sector and the Subsector in which our story is set. The Ixaniad Sector is a sector of the Imperium of Man located within a ragged stellar cluster of the Milky Way Galaxy that also includes the Calixis, Scarus and Askellon Sectors of the Segmentum Obscurus. The Ixaniad Sector has many heavily populated and important worlds, but it lies a great distance from the Imperium’s heartland and, like so much of the Imperium of Man, it must ultimately fend for itself. Like all Imperial territories, this sector is at risk from the chronic dangers facing humanity: war, mutation, xenos activity, the mark of Chaos, and so on.

Helius is one of the major hive planets, renowned for its pumping and refining of high grade promethium from the planet's core. Though there are different flavors to the worship of the Emperor on Helius, He is generally worshiped as a god of the sun, and fire and purity. It is common to see a squeezed image of the Imperial Aquila on Helius, where the twin eagles are pushed together so as to almost appear to be a sunburst. Among the major products that Helius provides to the surrounding subsector and sector are large volumes of high grade Promethium, as well as elite patterns of Meltas, Flamers, and fire resistant armors. Furthermore, the slag produced from the refining of promethium is also used to produce a large percent of plasteel and other carbon based plastics used on Imperial ships and architecture.

Of the six major hives on Helius, the retinue is stationed in the largest, Hive Hapheastein. Hapheastein is made up of an underhive, a midhive where the retinue's base is, and an upper hive with spires that tower up above the toxic clouds of pollution to bask in the holy light of twin suns around which Helius circles. The wealthiest nobles command massive promethium refineries, battling for wells in land and see across the planet Helius. Their spires climb high above the low clouds of toxic smog to put them into view of the planet's twin suns. Sun exposure, darker skin and clothing in the colors red, orange and yellow are all indicators of wealth and nobility on Helius, while underhivers often have to scrounge for the warmest garments possible where there is no sunlight or consistent electricity to provide heat.

Travel in the Upper Hive levels can be performed by aircraft, by rail train, and by a series of complex elevators that only the Noble families have access to. The mid and lower hive regions are dependent on small and personal vehicles for local travel and a series of less well maintained rail lines for more extensive travel. Unlike in the upper spires, the rail trains in the mid hive and below are poorly maintained, prone to problems with air filtration and breakdown. Furthermore, the rail tunnels have been built practically on top of each other, resulting in a labyrinthine series of tracks that sometimes lead to dead ends, and it is not uncommon for an entire train to disappear all together in some of the lesser regions.

Hive Hapheastein is home to about 6.5 million documented Imperial citizens. The frequent births and deaths are so complicated to keep track of that the Administratum has given up any attempt to track the citizens of the underhive. Recognized essentially as non-citizens, the underhivers in Hapheastein live in complete and utter lawlessness, with the Planetary Enforcers only working to guard the passages between the Underhive and the mid hive. Mutation is not uncommon in the Underhive, where toxic waste runs down the walls and drips from the ceilings like an urban and acidic tropical rain forest.


This huge space was once the terminus of an inter-hive rail system before it broke down and was never repaired. Quickly taken over by squatters, the cavernous space has turned into a vast marketplace, where all sorts of goods and services can be found. When not guarding the safe-house, Luis can often be found here, dicing away his pay, or visiting some of the vice-dens hidden away in the corners. Or simply enjoying a cup of bittercaf to wash down the bilge-rat skewers sold by the food vendors.

The Commissar, far from what its name would suggest, is a semi-legal drinking establishment serving as a center for recreation and vice in the mid-Hive. While the establishment itself is legal, much of the business that goes on in this den are questionable. It is a place of few questions and fewer answers.


A small church in the mid-level of Hive Hapheastein devoted to the God-Emperor and a local saint named Peresian who lived several hundred years ago. The small cloister of Ministorum clerics who maintain the shrine are often forgotten in the great beaurocracy of Hive Hapheastein. Severine has, on occasion, gone here for worship and service. She likes the gloomy, cramped interior of the shrine as it reminds her of the darkened cloister she spent so many years in before coming to the Inquisition’s service.

Owing to its exports, the Cult Mechanicus maintains a strong presence on Helios. One way in which this presence is felt is through the forge-enclaves. Part church, part workshop, Omnicron-5038 is one of thousands of forge-enclaves scattered throughout Hive Hapheastein. Located within the mid-hive, the towering edifice serves as a reminder of the influence of the Adeptus Mechanicus, as well as a place of worship for those hive-dwellers who believe foremost in the incarnation of the Emperor-As-Omnissiah. Although this occasionally leads to clashes with those who see the servants of the Machine as borderline-heretics and believe in the sanctity of the flesh, the demi-maniple of combat servitors that serve as the guards of the enclave prevent this from escalating too far.


Interrogator Janis's report on Qausuitt:
Planetary classification: Class Theta
Tithe grade: De minimus
Population: Est., ~5 million
Planetary Capital: None
Planetary Governor: None (the administratum has not had anyone screw up so badly as to be assigned as governor here. A few penitent scribes monitor the planet from a small orbital.)

Large icecaps up to 2 km thick cover the planet north and south of the 40th parallel. Semi-nomadic tribes subsist on the planet's unusually rich sea-life in the habitable region of the planet between the 20th parallels. Strange xeno ruins dot the landscape, wisely avoided by the local tribes. Several of the ruins are Eldar in origin, while others are clearly [REDACTED]. Most are from unknown origins. Strangely enough, Professor Klausing maintained that several human ruins, nearly 50,000 years old were located as well, even under extreme interrogation, see the [REDACTED] for further information. While investigating the activities of the von Drakkan dynasty, my teams recovered a number of dangerous artifacts, which have been destroyed per containment procedure 15. One of the planetary natives was in the employ of the late Tarquin von Drakkan and provided useful information in the investigation. He is completely ignorant of the true nature of the [REDACTED] and so I have forwarded him to the reserve cadre for induction into whatever retinue you see fit

Kesh was a failed colony that devolved into semi-barbarianism, its people living in the ruins of once proud cities and living a tribal hunter-gatherer existence, albeit one with relics of the planet's grandeur. Hunters on Kesh hunted with crossbows made from the springs of derelict vehicles. The people of Kesh are believers in the Imperial cult, believing that the God-Emperor judges their life based upon their kills and scarify themselves with mementos of the hunt to prove their worth.

Located on the Hive World of Kofika, the scholam affectionately known as Glory House was one of the pre-eminent educational institutions in the region. It accepted wayward youths and orphans from across the sub-sector. It even boasted that many of the planetary administrative positions, Ministorum positions and commanders of the Kofikan Guard regiments were graduates of this scholam.

In truth, Glory House was a bastion for indoctrinating the youth of the Imperium to radicalism, heretical ideologies and even warp-sorcery. While Glory House was, eventually, raided by the Inquisition over a hundred years ago, Kofika endures.

And the Inquisition is still trying to root out all those graduates from Glory House who have survived the scholam’s destruction.

The primer inter pares of the Lathe Worlds, Lathe-Het is the seat of power for the High Fabricator of the Lathes. Having moved beyond its past as a simple manufacturing complex, the Lathe-Het of the present is a vast complex of data-repositories, with this possession of knowledge making it one of the most powerful worlds in the Calixis as a whole.

Others among the Lathes see this as weakness, viewing Lathe-Het's preoccupation for data over manufacture as both dangerous and a sign of its decline, and accusations of heretek and worse fly through the noosphere.

However, beneath the ideal hides a darker truth. Factionalism runs rife on such an important world, with magi warring for data and loftier positions within the Grand Atrium. Many of the repositories have been destroyed and much of the data that Lathe-Het prizes itself on possessing is now lost. Each cycle, hundreds of expeditionary teams are sent into the deepest of the ruined data-crypts and beyond in the hope of salvaging anything still of value, in order to shore up the Fabricator's position, whilst also ensuring that any corrupt data is swiftly purged before it has a chance to spread throughout the disaffected populace of the forge world.

Bennosuke
2023-08-15, 07:40 PM
Homebrew Rules
I want to combine the Concealment, Silent Move and Shadowing skills as one skill, which I will call Stealth.

It has never made very much sense to me that, in Dark Heresy, you have to make separate rolls in order to hide*, remain silent and/or conceal yourself while moving. Also, it's just weird that a sneaky assassin can get Silent Move at rank 1, but has to wait until rank 2 to get Shadowing and rank 3 to get Concealment.
*I feel like hiding and staying in one place should be an automatic success sometimes, e.g. if you're not making any noise and no one can see you or has reason to go looking for you.

Also, I get the feeling that a cameleoline cloak (for example) should provide a bonus to Shadowing depending on the circumstances (i.e. it would provide a bonus if you are crouching behind cover trying to sneak up on someone, but not if you are moving through a crowd and trying not to be noticed.)

If you have any items that give bonuses to Concealment, Silent Move or Shadowing, you get a bonus to Stealth if it is appropriate in the circumstances. (E.g. if you want to go unnoticed in a crowd, a good disguise will probably give you a bonus, but a cameleoline cloak and synskin probably wouldn't.) If you have an item that give bonuses to more than one of these skills, you will get only one of the bonuses to Stealth (e.g. synskin gives a +10 bonus to both Concealment and Silent move and thus will give a +10 bonus to Stealth under most circumstances).

Stealth counts as a basic skill (i.e. Agility divided by 2).

If your advance scheme allows you to buy Concealment, Silent Move or Shadowing you may buy Stealth instead at the same price. However, from now on you will not be able to buy Stealth +10 until your advance scheme allows you to buy Concealment +10, Silent Move +10 or Shadowing +10 (instead of one of these skills and for the same price) and you will not be able to buy Stealth +20 until your advance scheme allows you to buy Concealment +20, Silent Move +20 or Shadowing +20 (instead of one of these skills and for the same price).

A grenade's range is determined by Strength Bonus (SB), with mid range being SBX3. The player throws the grenade with a BS test. The distance the grenade thrown may automatically add some scatter. See the table below.

Range you tried to throw grenade | Distance (in metres) that the grenade misses the target by

SBX1 | No change

SBX2 | No Change

SBX3 | No change

SBX4 | 1d5

SBX5 | 2d5

SBX6 | 3d5

SBX7 | 4d5

SBX8 | 4d5

SBX9 | 5d5

SBX10 | 5d5



A grenade may only be thrown up to 10XSB even when a person tries to throw farther. Furthermore, if the BS test fails, an additional 1d5 scatter is added for every 2 degrees of failure.

s per the book, it counts as a single shot Crossbow; M range 30 damage 1d10 with primitive quality. If the grappnel is fired at a target 30 m or less it is a Full action reload. Over 30m will be a 2Full Action. If the weapon hits, it initiates an opposed strength test. If you succeed and beat your opponent they are moved 10m for every degree of success towards you. If they beat you, you are moved by the same 10 m/ degreee towards them. The loser also cannot dodge during the next round. Finally, the winner who pulls the opponent into melee automatically initiates a grapple. If neither succeed on their strength test, neither is moved and both can dodge as normal.

To use the grapnel repeatedly as a weapon you will need to purchase Exotic Training- Grapnel to avoid suffering a penalty.

Taken from the Rogue Trader rulebook, pages 158 and 172:

A sanctioned psyker can choose to activate any of his Minor or Discipline powers in one of three ways: Fettered, Unfettered, or Push. Rather than rolling a group of d10 equal to their psy rating, the Psyker makes a Focus Power action (length of action or type of action determined by that specific power). For a Rogue Trader power, follow Rogue Trader rules. For any powers coming from the DH line, see below:

For a Fettered Power, the character takes their Psy rating + 1/2 their WP bonus, and if this sum is equal to or higher than the TN of a power, you can activate it Fettered.

For an Unfettered activation, the character rolls 1d100 against their WP + 5x Psyrating -(10 for every 5 points the PT is >10). If they roll a "double number" (ie 44, 55 ect) this activates a psychic phenomenon. Overbleed is calculated as every 10 by which the TN is beaten an overbleed of 5 occurs

For a Push activation, the character rolls as they would for Unfettered, but can choose to add additional levels to the Psy rating up to +3. However, a Push activation always activates Psychic Phenomenon, and will at +5 per "level pushed" to their phenomenon roll likely invoking a more dangerous phenomenon.

Anything that increase a Power Threshold in Dark Heresy, decreases Psy Rating in Rogue Trader. A rough guideline is that for every 4 points of increase in Threshold, lower the psy rating by 1.'

Talents or other abilities that allow a bonus to Power Rolls (such as Discipline Focus) instead add to Focus Power tests. Each +1 bonus to a Power Roll translates to +5 to the Focus Power Test.




Play By Post Expectations

#In general I expect about a post a day to every other day in the IC thread per player based on what is going on in game and in real life. I will always be understanding of a player's real life responsibilities and situation, but I request that if it's something big that you PM or contact me to let me know that you won't be posting regularly. This is a game and is meant to be fun, so real life always takes priority, but I ask that you respect me and the other players by letting us know when you need time away so that the game can continue moving.

#As we don't have actual game sessions, I will be breaking things up into "Scenes" and "Chapters", which will be essentially equivelants to a game session and a story arc respectively. I will give out XP at the end of each Scene and XP can be spent at this time, as well as refill all spent Fate Points. I will give out extra XP at the end of a Chapter, and all Wounds and Fate Points will refill at this time. Equipment can also be requisitioned between Scenes or Chapters, except for when I say otherwise.

#I will always allot experience equally among players. Even when one player kills more bad guys or does the coolest thing, the experience will always be spread equally. This way no character gets way ahead of the others. That said, when one character does something cool enough to merit extra XP, everyone benefits!

#This is a collaborative game, and while character vs. character antagonism is okay at times, player vs. player is not. I strongly request than any character vs. character interactions are planned out and approved of ahead of time by both of the players. Again, this is supposed to be fun for everyone, and especially early on when the players are still getting used to each other, even a bit of teasing from one character to another can be viewed as disruptive or hostile.

#Unnecessarily gratuitous violence or sex will be dealt with "off screen". This is an over the top dark and violent setting and I will not steer away from the themes and topics of 40K, but I don't want this to be a chance for unnecessary racism, sexism or promotion of behavior that may make any other player feel uncomfortable or put down. If any player feels uncomfortable with a topic on the game, or another players actions, I strongly request you PM me, and I promise I will do my best to listen and to handle the subject in a responsible manner. I request that other players be respectful of this, as again, the point of this game is to have fun. To be clear though in case anyone is getting nervous, I will not steer away from describing the violence of the grim dark future. Brain particles will splatter and viscera will be spilled, but we won't be dwelling on rape or gratuitous torture.

bramblefoot
2023-08-15, 07:45 PM
father milos area for tech-gubbins and shtuff

standard outfit
https://images.nightcafe.studio/jobs/vdZYnDBq4hu91JDRU982/vdZYnDBq4hu91JDRU982--1--ylau0.jpg?tr=w-250,c-at_max

in his maxima gilder persona
https://images.nightcafe.studio/jobs/oqL8YKvLxcDqvFO22hJH/oqL8YKvLxcDqvFO22hJH--4--gtuvy.jpg?tr=w-250,c-at_max



lasrifle
https://images.nightcafe.studio/jobs/w2tU7ueCf21YraAuARNo/w2tU7ueCf21YraAuARNo--1--q6b8f.jpg?tr=w-250,c-at_max

orthlack
https://images.nightcafe.studio/jobs/57z62tM6zGpHlkXsfjrq/57z62tM6zGpHlkXsfjrq--1--mereb.jpg?tr=w-250,c-at_max

wrist flamer
https://images.nightcafe.studio/jobs/3idUuIy6srDJCnY8ZQdP/3idUuIy6srDJCnY8ZQdP--1--zo2ux.jpg?tr=w-250,c-at_max



father milo's spy flask
https://images.nightcafe.studio/jobs/ibSJY1l4y4eDhjUP7mb3/ibSJY1l4y4eDhjUP7mb3--1--9n35s.jpg?tr=w-250,c-at_max

molotov launcher
https://images.nightcafe.studio/jobs/w42hjk9k5ZqWmonQ0OAk/w42hjk9k5ZqWmonQ0OAk--1--zjyd1.jpg?tr=w-250,c-at_max

father milos face shield
https://images.nightcafe.studio/jobs/QAePlYKti6LSniM1DUwW/QAePlYKti6LSniM1DUwW--2--l3cws.jpg?tr=w-250,c-at_max

milos oversized revolver for disposing of door locks and other such inconviences
https://images.nightcafe.studio/jobs/4yOKCqEdlIhZf0IZExWp/4yOKCqEdlIhZf0IZExWp--1--r12os.jpg?tr=w-250,c-at_max

tremor rifle
https://images.nightcafe.studio/jobs/A44qa87Ah2CRXVwYxDIJ/A44qa87Ah2CRXVwYxDIJ--1--ri3gk.jpg?tr=w-250,c-at_max

revolver boltgun
https://images.nightcafe.studio/jobs/VUKZ62HqY2htsYXvRwxe/VUKZ62HqY2htsYXvRwxe--4--t646x.jpg?tr=w-250,c-at_max

gravitic laser cutter
https://images.nightcafe.studio/jobs/97aM35KeflkU4mqPGqCI/97aM35KeflkU4mqPGqCI--4--889n0.jpg?tr=w-250,c-at_max

cognitec boltgun
https://images.nightcafe.studio/jobs/YgNOv9IZ0R228IK5WKLw/YgNOv9IZ0R228IK5WKLw--3--y8cfw.jpg?tr=w-250,c-at_max

BananaPhone
2023-08-15, 08:20 PM
Marcella Dominica


https://iili.io/H0Wl2MN.jpghttps://i.postimg.cc/BvysfLYp/9adf811acd57db445ea050a01de039f9.jpg



Name: Marcella Dominica (technically Dr Marcella Dominica)
Race: Human
Gender: Female
Age: 22
Career: Imperial Psyker (Rank: Scholar Medicae )
Home World: Void Born
Divination: "Thought begets Heresy; Heresy begets Retribution."
Void Born Origins: Satellite above Helius
Experience Gained/Spent: 5,060/4,960

Personality:
Marcella is a quiet, friendly woman, with a usually non-judgemental and wait-and-see approach. She doesn't have sympathy for those consorting with Chaos, but she is more lenient towards those who act out of desperation situations. As a dichotomy, Marcella is both an ardent adherent to Imperial Faith, while also being somewhat forgiving of mundane trespasses. This is indicative of a sentimental side to her nature, as she is easier to get along with than most among the Inquisitions numbers.

As an Imperial Psyker, Marcella was Sanctioned, a process which has left its mark on her psyche. She frequently runs on approximately 5-6 hours sleep due to low amount of REM sleep caused by nightmares and flashbacks, and only her powerful will pushes her forward with any semblance of normalcy. When dealing with others, Marcella is genuine and easy-to-get-along with, but there's just something about her that's off-putting for a lot of people that severely limits her social graces.

Since being on her first mission for the Inquisition, Marcella has grown in confidence and ability. Prior to her field work, she was a Psyker Cadet, cloistered away behind walls and constantly watched for suspicion of warp-corruption. However, after entering the hive, interacting with its denizens both high and low, traveling through the lower hives with her fellow acolytes and rapidly expanding her psychic powers, Marcella is slowly coming into her own. She doesn't have an assertive and domineering personality, but she has demonstrated that her powerful will is a bulwark against those who would seek to bully her, like an anchor in the storm. She likes being helpful, she enjoys interacting with everyday people, and she seems a little excited at her psychic development.


Appearance:
Marcella is a tad shorter than most Voidborns, standing at 5'4" with a slim build. However, she is moderately athletic, having developed within the fitness regime of the Adeptus Astra Telepathica. She's no guardsman, but she looks more capable than the average Imperial citizen. Easy on the eyes with a friendly face and large, green eyes, Marcella has chin-length wavy blonde hair that frames her face. When out and about, she is usually dressed in her flak vest and black armour, with her las-pistol on a holster. Something of a homebody, she usually only ventures out among the citizenry in an official capacity, allowing her to almost look the part of an Arbite cadet.


History:
"There are a lot of people like me, born across the stars of the Imperium. Growing up on a satellite in orbit gave an interesting perspective of Helius. I don't remember much of it though, it was me and the other grease-covered kids running through the pipes of the station, pretty carefree and irresponsible. I loved it. My mother, or at least I think she was my mother, I'm not entirely sure now. But my mother didn't pay that much attention to me, instead I found family in the other kids. But when I started...hearing things, thoughts that weren't my own and which seemed to emanate from others around me, well...I wasn't dumb. I knew about those who were "different". Those who were conduits for the Warp. It was't long until the Inquisitors came for me.

The less said about the Black Ships, the better. There's nothing too say. Just barges with holding cells over-crowded with people who could feel and hear the thoughts of all those around them. I still remember it. Just a cage of humanity in the vast open of space. I can't describe it any other way. I was 12 years old, and here I am packed into pens with all-sorts from across the galaxy: gibbering crazies, leering adults, starving shamans, you name it. Some other kids and I found some scrap metal that could draw blood if needed, and we found some pipes to wait in until the journey was over. Some other kids didn't do that. They weren't so lucky in the sea of crazy. The Inquisitors took us back to Holy Terra, where I...underwent, Sanctioning. All my years growing up I'd heard about the Emperor of Man, the Big Cheese at the centre of it all. Without him, we'd all be daemon chow or gutted by the orcs. This figure, this deity, this barrier between survival and extinction, and there he was before me. Did he even notice me? I'd travelled across an ocean of stars to be there, and....I don't know. I was brought to the Golden Throne. For the briefest of seconds, my mind was touched by just a sliver of Him. Any more and I would just be a quivering mess.

There were others on that barge with me, Amanda, Jeron, Simon, Hailey, the ones I grouped with? Amanda went mad in the first day, so she got culled for the Throne. Jeron too. Simon's brains ended up melting out of his ears. And Hailey just vanished. I don't know what happened to her. I hope she's alright. They were all drawn from Hive Worlds, Feral Worlds and other starships, thoughts and dreams from across the Imperium. Now they're all gone. I'm all that's left.

I honestly don't want to talk about it. When it was done, an Inquisitor brought me in. That's all I want to say."




WS 24
BS 38
S 25
T 34
Agl 34
Int 43
Per 37
Wil 55
Fel 26 (21 for non-void borns)


Wounds: 10/10
FP: 2/2
Insanity: 11
Wealth: 17 Thrones


Skills:
Awareness +10%
Chem-use
Common Lore (Imperium)
Dodge
Evaluate
Speak Language (Ship Dialect, Low Gothic, High Gothic)
Forbidden Lore (Psykers)
Forbidden Lore (Warp)
Medicae +10%
Psyniscience +10%
Pilot (Civilian Craft)
Tech-use +10%
Invocation +10%
Scholastic Lore (Chymistry)
Trade (Merchant)
Literacy

Talents:
Melee Weapons Training (primitive)
Pistol Training (Las)
Pistol Training (SP)
Psy Rating 4
Power Well (+1 to rolls to manifest Psychic Powers)
Quick Draw
Weapon Training (Basic SP)
Discipline Focus (Telepathy)

Traits:
Charmed
Ill-Omened (-5 fellowship with non-void borns)
Void Accustomed
Shipwise (Treat Navigation (Stellar) and Pilot (Spacecraft) as Basic Skills.)
Sanctioned Psyker

Psychic Powers:
Major:
Telepathy:
Compel (Th 17, -10 to TN)
Mind Scan (Th 23, -20 to TN)
Soul Killer (Th 25, -30 to TN)
Telepathy (Th 11, -0 to TN)
Dominate (Th 24, -20 to TN)
Psychic Shriek (Th 18, -10 to TN)
Mind's Eye (n/a)
Mind Scan (n/a)

Minor:
Spectral Hands
Distort Vision
Fearful Aura
Sense Presence
Inspiring Aura
Chameleon
Spasm
Call Item
Wall Walk
Weapon Jinx
Healer
Unnatural Aim
Inflict Pain
Dull Pain
Resist Possession
Endure Flames


Weapons:
Talon Mk III Autopistol, "Ketchup", 1 mag loaded and 4 spare magazines of 30 bullets each (150 in total); always has extended magazine and silencer equipped
Stub Revolver, "His Majesty", 1 cylinder loaded and 3 spare of 6 bullets each (24 in total)
Orthalack Armsman-10 Stub Automatic, 1 mag loaded and 2 spare magazines of 13 bullets each (39 in total)
= 213 rounds in total.

35 spare bullets at home.

Mono-knife, "Mr Stabby", Melee, Range 3m, Dmg 1d5+2, Pen 0.

Armor:
Flak Cloak (AP 3 Head, Body, Arms and Legs)

Gear:

On Person:
Sanctioning Brand
Deck of Cards
Psy-Focus
Frag Grenade
Silencer (for Armsman-10)

First Backpack:
Filtration Plugs
1x Lamp Rack/Glow Globe
Extra magazines for weapons carried in here; except 1 for each on belt.
Folded up Third Backpack (see below)
Several 'unconcerning black bags'

Second Backpack: (maybe carried)
5x Firebombs

Third Backpack:
Nothing; folded up and within First Backpack.




"Ketchup", Talon Mk III Autopistol


"I dunno if I'll ever have kids, my life is...complicated. But until I do, this is the closest thing I have to a baby: Ketchup. There are many like it, but this one is mine."

https://i.postimg.cc/Gm2L3Stb/uzimk9-01.jpg

Talon Mk III Autopistol, "Ketchup"
Class Pistol SP
Range 30m
ROF S/2/6
Dmg 1D10+2 I
Pen 0
Clip 30
Rld Full
Special Extended magazine, silencer.
Weight 2.5kg.




"His Majesty", Stub Revolver


"Arl gave this to me! It was his old firearm, and when he no longer needed it, he gave it to me. No one has ever given me anything like this before! Great sentimental value."

https://i.postimg.cc/9MSf6J74/patrick-star-render-1-camera-1-003.jpg

Stub Revolver, "His Majesty"
Class Pistol SP
Range 30m
ROF S/-/-
Dmg 1D10+3 I
Pen 0
Clip 6
Rld 2Full
Special Reliable.
Weight 1kg.



Orthlack Service Pistol, Armsman-10


"I really love this pistol, and I love the fact I can buy my own one! It's an Armsman-10, popular among private security and mercenaries. No showing off, just showing up and getting the job done. There are many like it, but this one is mine."

https://i.postimg.cc/Xqd9SgYm/avsdbsdb.jpg

Orthlack Service Pistol Armsman-10 Stub Automatic
Class Pistol SP
Range 35m
ROF S/3/-
Dmg 1D10+3 I
Pen 0
Clip 13
Rld Full
Special Silencer.
Weight 1kg.




"Mr Stabby", Mono-knife


"I took this, and its holster, off the first person I ever killed. I blew them up with my mind. Like literally, they detonated like a water balloon full of red paint. It took a bit of cleaning, but I think the result is pretty nice. I can't stab for crap, but it's always handy to have. You know, just in case."

https://i.postimg.cc/3wjgc1Wq/dddc068e85081041f3ca307512104d0d.jpg

Monoknife, "Mr Stabby"
Class Melee
Range 3m
Dmg 1D5 R
Pen 2
Special None.
Weight 0.5kg.




Buying and Selling:

Pre-game Sold gear:
Axe +10 Golden Thrones
Quilted Vest +5 Golden Thrones
Staff +5 Golden Thrones
Tatty Robes +0 (just dump that crummy thing in the bin)

During Game Sold Gear:
Laspistol (25 thrones)
2 charge packs (10 thrones)
Flak vest (25 thrones)

Bought:
"Talon Mk III" SP Pistol (70 thrones) (Common) w/ extended 30 clip.
Silencer (10 Thrones) (Plentiful)
8x20 bullets (8 thrones) separated into 5x magazines.
Backpack (10 thrones)
Filtration Plugs (15 thrones)

Flak Cloak (Body, Arms, head and Legs 3 AP, 80 Thrones, Scarce availability - made roll)

= 17 thrones left

17 base thrones + 37 as her share of the 185 thrones + 125 thrones from her doctors shift.

- Armsman-10 stub automatic pistol (Inquisitor's Handbook, page 121). From the description this seems basically like a Baretta 92. 50 thrones. (Plentiful, no roll needed)
- Five boxes of 20 bullets. 5 thrones. (Plentiful, no roll needed)
- Silencer. 10 thrones. (Plentiful, no roll needed)
- Manacles. 35 thrones. (Plentiful, no roll needed)
- Glow-globe. 15 thrones. (Plentiful, no roll needed)

- 1x Backpack (10 thrones, plentiful) + 5x Firebombs (25 thrones, plentiful).
- 1x Backpack (10 thrones, plentiful)
- Several 'unconcerning black bags' (2 thrones)

= she has 17 thrones left.



Advances:
Minor Psychic Power (100)
Minor Psychic Power (100)
Minor Psychic Power (100)

Will + 5 (100)
Per +5 (100)

Starting Minor Powers: 3

Neonate:
Psy Rating 2 (200) (+3 minor psychic powers)
Minor Psychic Power (100)

Int +5 (100)
Will +5 (250)

Forbidden Lore (Psykers) (100)
Forbidden Lore (Warp) (100)

Sanctionate/Neonate Advances/Aspirant:
Awareness (100)
Quick Draw (100)
Chem-Use (100)
Pistol Training (SP) (100)
dodge (100)


Int +5 (250)

= 750


Scholar Materium
- Evaluate (100)
- Invocation +10 (100)
- Psyniscience +10 (100)
- Scholastic Lore (Chymistry) (100)
- Power Well (100) (+1 to rolls)
- Psy Rating 3 (200) (+3 minor psychic powers)
- Psychic Power (200)
- Medicae (100)

= 1000

Scholar Medicae
Psychic Power (Soul Killer) (100)
Psy Rating 4 - 200 Exp.
(1/2 Will bonus in new powers, rounded up): 3 new powers: Telepathy, Dominate and Psychic Shriek.
Three free minor powers: Dull Pain, Resist Possession, Endure Flames.


Medicae +10 (100)
Weapon Training (Basic SP) (100)
Speak Language (High Gothic) (100)


Discipline Focus (Telepathy) (200)
Mind's Eye (200)
Mind Scan (300)

After Drimmle and move to new HQ headquarters:
Sanctionite advance:
Common Lore (Imperium) (100)

Neonate advance:
Pilot (Civilian Craft) (100)

Aspirant Advance:
Awareness +10 (100)
Tech-use (100)

Scholar Materium Advance:
Tech-use +10 (100)

- 160 exp left.






Saved:
WS 20 + 4 = 24
BS 20 + 18 = 38
S 15 + 7 + 3 = 25
T 20 + 14 = 34
Agl 20 + 14 = 34
Int 20 + 13 + 5 +5 = 43
Per 20 + 12 + 5 = 37
Wil 25 + 20 + 5 + 5 = 55
Fel 15 + 11 - 5 = 21




Homeworld: Marcella was born in the void, she has no home-world. The closest could be Helius itself, as she was born onto a satellite in its orbit. The satellite itself was a manufactorum and trade station, with factories that produced items in Zero-G and provided them to Imperial military vessels and merchants with something to trade. Marcella grew up on the station as a child to a single mother who barely had time for her, due to working producing bolt-shells to be shipped out-of-system to the Adeptus Astarte's. Marcella joined a group of other low-born kids, catching rats in the station and collecting the bounty, during which she interacted with several foremen on construction lines, observing how bolt shells and munitions were mass-produced.

Residence: As a Sanctioned Imperial Psyker, Marcella is "kept on a short leash", so to speak. She doesn't live in a breezy condo or apartment. Instead, she exists in a cathedral-esque barracks. Her quarters are cosy enough, being warm, decently furnished and comfortable enough. But she lives and sleeps near the watchful eye of the Inquisition. As part of her cover, Marcella does have a small, modest dwelling in a reasonable section of the spire - a place that's comfortable, but to which security forces are nearby to "keep out the riffraff" (or more likely to "evict" Marc from life if she demonstrates warp-influence).

Important Figure: Scholar Obscurus Rhinehart. A very powerful psychic who presides over the Scholastica Psykana on Helius, and whom has taken a special interest in Marcella due to a well-above-average psychic potential than most new psykers. Rhinehart is the closest thing to a father figure Marcella has, and though his powerful mind is slowly leaving behind mundane matters, the two have formed a symbiotic relationship: she learns and is guided by Rhineharts experience and knowledge, while her youth and friendship anchors Rhineharts humanity.

Haval
2023-08-15, 08:22 PM
Orla of Clan Raptore

https://www.myth-weavers.com/sheets/?id=2745582

Background document
https://docs.google.com/document/d/1euZxCPDl9WffAZ_ECRq8FQqPFYk2NZRf9M443qGcUaI/edit

Wyndeward
2023-08-16, 06:17 PM
Name: Arl
World: Feral World
Career: Assassin

Wounds: 14
Fate: 1
Insanity 0
Corruption 3
Thrones: 112

WS 20 +11 = 31
BS 20 + 19 + 5 + 5= 49
S 25 + 15 = 40
T 25 + 13 = 38 + 5 = 43
Agl 20 + 16 + 5 = 41
Int 20 + 19 + 3 = 42
Per 20 + 15 = 35 + 5 = 40
Wil 15 + 10 = 25
Fel 15 + 12 = 27

Skills:
Speak Language (Tribal Dialect, Low Gothic)
Awareness +10
Dodge +10
Stealth +10
Climb
Navigation (Basic)
Survival (Basic)
Tracking (Basic)
Climb +10
Security +20
Inquiry
Common Lore (Underworld) +10

Talents:
Unremarkable
Thrown Weapons Training (primitive)
Pistol Training (SP)
Basic Weapon Training (SP)
Catfall
Mighty Shot
Rapid Reload
Crack Shot
Two Weapon Wielding (BS)
Lightening Reflexes
Literacy
Marksman
Deadeye Shot
Sharpshooter
Quick Draw
Dual Shot
Melee Weapon Training (Chain)

Traits:
Iron Stomach
Primitive
Rite of Passage
Wilderness Savvy (Navigation, Survival, and tracking as basic skills)

Gear:
Hunting Rifle w/ 39 rounds w/Telescopic Sight and Silencer
2 Stub Automatics with 172 rounds
Hand Cannon
Sword
Knife
10 Throwing Knives
Brass knuckles
3 doses stimm
Charm (corpsehair)
Black Bodyglove
Credit Guild cape and uniform
Forged Credit Guild ID
Personally encrypted micro bead
Personally encrypted data slate

Advances:
Catfall (100)
Climb (100)
BS + 5 (100)
Stealth (100)
Sound Constitution (100)
Int. Adv. in BS. (250)
Mighty Shot (200)
Sound Constitution (200)
Dodge +10 (100)
Climb +10 (100)
Stealth +10 (100)
Sound Con. (200)
Rapid Reload (100)
Crack Shot (100)
2-WPN (BS) (200)
Security (100)
Sound Con (200)
Lightening Reflexes (100)
Basic Toughness (250)
Basic Perception (250)
Awareness +10 (100)
Inquiry (100)
Dodge +20 (100)
Security +10 (100)
Literacy (200)
AGI+5(100)
Marksman (200)
Deadeye Shot (200)
Common Lore (Underworld) (100)
Sharpshooter (200)
Security +20 (100)
Quick Draw (100)
Dual Shot (200)
Common Lore (Underworld) +10 (100)
Melee Weapon Training (Chain) +100

Arl was once a hunter of the Tribe of the Bear on Kesh, a small backwater of the Imperium on Man. Tithed to the Imperium, Arl was tested and tried, finally being selected as a scout-sniper in an Imperial Guard unit. He was not such very long, for one day his skill was needed by the Imperium to eliminate those who strayed from the ways of the True Faith of the God Emperor, or so his commander claimed. Arl was detached from his unit to hunt something greater than cave bear or wild grox, men called "heretics."

Arl doesn't look much like the backwater hunter he once was -- plain faced and of medium build, he has learned to blend in with Imperial society, at least up to a point. Under his bodyglove, for example, he still carves / scars himself in remembrance of each of his kills, memorializing the dead, lest they haunt him.


Kesh was a failed colony that devolved into semi-barbarianism, its people living in the ruins of once proud cities and living a tribal hunter-gatherer existence, albeit one with relics of the planet's grandeur. Hunters on Kesh hunted with crossbows made from the springs of derelict vehicles. The people of Kesh are believers in the Imperial cult, believing that the God-Emperor judges their life based upon their kills and scarify themselves with mementos of the hunt to prove their worth.

The Commissar, far from what its name would suggest, is a semi-legal drinking establishment serving as a center for recreation and vice in the mid-Hive. While the establishment itself is legal, much of the business that goes on in this den are questionable. It is a place of few questions and fewer answers.

Otto Dresh is a veteran of the Imperial Guard, having served his twenty years and survived the wars and skirmishes. He seemingly always has a lho-stick in his mouth and a measure of drink in his hand, spending his pension in one of several "recreation centers" in the hive. He is knowledgeable of the vice in the Hive, following the shifts and changes of fortune of the various players in the underworld. He is not personally involved, but frequently "know a guy" who knows a guy.

Wyndeward
2023-08-16, 06:22 PM
Arl would like to make the following additions to his character sheet:

Literacy (200)
Agility +5 (100)
Marksman (200)
Deadeye Shot (200)

rax
2023-08-18, 07:00 PM
"Hound", Verispex Adept

https://i.postimg.cc/1XLmCKKW/Hound.jpg

Home World: Schola Progenium (Blighted Schola)
Career Path: Adept
Rank: 5 (Scholar)

Characteristics



WS

BS

S

T

Ag

Int

Per

WP

Fel



35

44

30

40

41

60

40

46

30




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

FP: 1/2


Corruption: 10
Insanity: 6


Untrained Basic Skills: Forbidden Lore (Cults, Daemonology, Heresy, Psykers, Warp) (Int)

Skills: Awareness +20 (Per), Chem-Use (Int), Common Lore (Imperium, Tech) (Int), Deceive (Fel), Dodge (Ag), Inquiry +10 (Fel), Literacy (Int), Medicae +10 (Int), Scrutiny (Per), Search (Per), Secret Tongue (Administratum) (Int), Speak Language (High Gothic, Low Gothic) (Int), Tech Use (Int), Trade (Copyist) (Int)

Talents
Basic Weapon Training (Las, SP), Melee Weapon Training (Primitive), Pistol Training (Las, SP)

Die Hard: May roll twice to avoid death from Blood Loss.

Foresight: Spend 10 minutes contemplating a problem to gain +10 bonus to next relevant Int test.

Heightened Senses (Hearing, Sight): +10 bonus to any tests involving hearing or sight.

Jaded: Never gain Insanity Points from sight of mundane horror, including blood, death or violence.

Light Sleeper: Always counts as awake for purposes of making Awareness tests, being Surprised or getting up in a hurry.

Master Chirurgeon: +10 bonus to Medicae tests. Heal 2 Wounds instead of 1 when treating Heavily or Critically Wounded patient. If patient is in danger of losing a limb from a critical hit, he gains a +20 bonus to the Toughness test to prevent limb loss.

Resistance (Psychic Powers): +10 bonus to resist psychic powers.

Seen This Before: May make an Int test in place of any skill test with the Investigation skill descriptor. This includes all Lore skills as well as Chem-Use, Evaluate, Inquiry, Interrogation, and Logic.

Sound Constitution: Gain +1 Wound.

Sprint: When taking Full Move action, may add a number of metres equal to Ag bonus. When taking Run action, may double Movement for one round. Gain one level of Fatigue if talent is used two rounds in a row.

Step Aside: Can Dodge twice per round but may only make a single Dodge attempt against any one attack.

Strong Minded: Re-roll failed WP tests to resist psychic powers that affect the mind. No effect on powers that have a physical effect, e.g. Telekinesis.

Talented (Medicae): +10 bonus to Medicae tests.

Total Recall: Automatically remembers any trivial fact or piece of information he might feasibly have picked up in the past. GM can require an Int test to remember more detailed or obscure facts, e.g. the precise layout of a crime scene or a page he read in an ancient grimoire five years ago.
Traits: Conditioned Mind, Skill at Arms, Tempered Will, Tutored in the Profane, Institutionalisation

Armour: Flak cloak (All 3; AP 5 vs. Blast)

Weapons: Minerva-Aegis las carbine (60m; S/4/8; 1d10+2 E; Pen 0; Clip 40; Rld Full; Reliable), Long las (150m; S/–/–; 1d10+3 E; Pen 1; Clip 40; Rld Full; Accurate, Reliable), Phobos stubber w/ silencer (30m; S/3/–; 1d10+3 I; Pen 0 or 3; Clip 9; Rld Full; half normal distance to detect shots fired and -20 penalty to the Awareness test), BC laspistol (30m; S/–/–; 1D10+2 E; Pen 0; Clip 30; Rld Full; Accurate, Reliable); punch dagger (1d5+1+SB R; Pen 2; Primitive)

Gear: 3 basic charge packs, 1 pistol charge pack, 36 bullets and 18 man-stopper bullets for stub guns, bodyglove and Administratum robes (Common Quality Clothing), medikit (Medicae +20, includes 6 doses Stimm), auto-quill (Trade (Copyist) +10), chrono, data-slate, Guilder Jen's data-slate, backpack, 403 Thrones

Monthly Income: 150 Thrones (Rank 5 Learned Class)

Special Rules
Conditioned Mind: Begins play with +5 Intelligence and the Resistance (Psychic Powers), Strong Minded, and Foresight talents. Gains 1d10 Insanity Points.

Institutionalisation: Indoctrinated to believe that the Inquisition is infallible. Immune to attempts to Charm, Command, Deceive, or Intimidate him to act against his Inquisitorial masters. If he wishes to act against his own cell or the Inquisition, he must succeed on a Hard (–30) Willpower test.

Skill at Arms: Begin play with Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP).

Tempered Will: Only takes a –20 penalty when attempting a Very Hard (–30) Willpower test.

Tutored in the Profane: Gains Forbidden Lore (Cults, Daemonology, Heresy, Psykers, and Warp) skills as Basic skills. Begins play with 1d5+5 Corruption Points.
Background
“Hound” doesn't remember having any other name, though he does remember a time before being taken into the warm embrace of the Holy Inquisition. He remembers a distant, war-torn world and an endless fight against unrelenting xenos. He remembers having had a family, and he remembers being taken into the shelters when the air raid sirens sounded.

When they dug him out of the collapsed shelter, he remembers being told that he was the only survivor. His sister and baby brother were dead, crushed beneath the rockrete rubble, and his parents had died heroes' deaths battling the invaders. He remembers feeling utterly bereft and alone. He was ten.

The death of his parents opened new doors for the boy. He was selected for schooling in the Schola Progenium and for the next three years he was constantly drilled and tutored in skill at arms and esoteric knowledge. In special sessions his mind was picked apart and reconstructed to enhance his mental capabilities and strengthen his resistance psychic attack.

It wasn't until the Inquisition raided the place that the boy learned that he had never attended the Schola Progenium. Instead, he was one of many promising young children who had been diverted to the Blighted Schola of the Golgenna Coven.

The tutors and the older progena were executed on the spot, but the younger children were taken into custody by the Inquisitor who led the raid. The boy was subjected to months of interrogation and forced to confront the heresy of which he had been a part, but in the end he was declared innocent. The Inquisitor determined that the boy was not utterly ruined, and with proper indoctrination his skills and mindset could prove very useful.

In the years that followed, the boy was remade yet again. The Inquisition became his home and his family. On his fifteenth birthday, he was apprenticed to a senior Verispex Adept, and on his twentieth he was dispatched into the service of Inquisitor Finial Zarkov. As a sign of acceptance, the Inquisitor allowed that he might have a name of his own. He named the young man “Hound” in recognition of his obedience and the service he would render unto the God-Emperor for the rest of his days. Hound knelt before his master and wept for joy.
Personality
Hound has been shaped by his work and fanatical dedication to the Inquisition. In social situations he is often awkward, finding it difficult to connect with other people and discuss subjects unrelated to his work. He much prefers to be observing, cataloguing and analysing the people around him while others do the talking.

At the same time, Hound possesses an iron will and is well aware of his gifts. He bows to no one except Inquisitor Zarkov when it comes to the performance of his duties, but he is humble in the face of the Inquisition as an institution. He understands how important their mission is, and also that extreme measures are often necessary to protect mankind. Hound stands ready to do his part.
Appearance
Thirty-two years old with a wiry build (1.75m tall, 65kg), Hound's body and mind are his temple. He exercises regularly and drinks in moderation. He doesn't smoke and won't touch any other recreational drugs. Hound is sharp-featured with fair skin, reddish-brown hair and blue eyes. He has a bar code tattooed on his forehead and frequently sports a few days' worth of beard growth. He wears a bodyglove underneath plain Administratum robes.
Experience and Advances
Experience (current/total): 15/4,250

Proven Innocent Background Package (Book of Judgement, p. 39) = 100

Rank 1 (Verispex Adept; Book of Judgement, p. 54)
+5 Int = 100
Jaded = 200
Total Recall = 200
= 500 (adjustments from Background Package don't count as Advances for increasing Rank)

Rank 2 (Scrivener)
+5 Per = 100
Awareness = 100
Search = 100
Seen This Before = 200
= 500

Rank 3 (Scribe)
+5 WP = 100
Medicae = 100
Tech Use = 100
+10 Int = 250
+5 BS = 250
Chem-Use = 100
Inquiry = 100
= 1,000

Rank 4 (Chirurgeon)
Ag +5 = 250
Awareness +10 = 100
Awareness +20 = 100
Deceive = 100
Inquiry +10 = 100
Master Chirurgeon = 100
Medicae +10 = 100
Speak Language (High Gothic) = 100
Talented (Medicae) = 100
= 1,050 (50 xp count towards Rank 5)

Rank 5 (Scholar)
Scrutiny = 100
= 150 (50+100)
Int +15 = 500
Dodge = 100
Step Aside = 200
Sound Constitution = 100
Heightened Senses (Hearing) = 100 (Verispex Adept)
Heightened Senses (Sight) = 100 (Verispex Adept)
WP +10 = 250
Secret Tongue (Administratum) = 100
Basic Weapon Training (SP) = 100
Die Hard = 200
= 1,900

Running Total = 500+500+1,000+1,000+1,900 = 4,900

Other Notes
Starting Characteristics incl. character creation modifiers: WS 35, BS 39, S 30, T 40, Ag 36, Int 45, Per 35, WP 36, Fel 30
Schola Progenium (Blighted Schola): WS 20, BS 20, S 20, T 20, Ag 20, Int 25, Per 20, WP 20, Fel 20
Proven Innocent: +3 to every Characteristic, +1 Wound, -1 Fate Point.
Divination: "There are no civilians in the battle for survival." (+2 T, +1 W)

rax
2023-08-19, 02:50 PM
I purchased the following advances for Hound and updated his sheet above:

Int +15 = 500
Dodge = 100
Step Aside = 200
Sound Constitution = 100
Heightened Senses (Hearing) = 100
Heightened Senses (Sight) = 100
= 1,100

I'm still thinking about what, if any, new equipment to buy.

bramblefoot
2023-08-19, 03:35 PM
I purchased the following advances for Hound and updated his sheet above:

Int +15 = 500
Dodge = 100
Step Aside = 200
Sound Constitution = 100
Heightened Senses (Hearing) = 100
Heightened Senses (Sight) = 100
= 1,100

I'm still thinking about what, if any, new equipment to buy.

um, not to be picky, but advances are cumulative

you hafta buy +5 for 100, then +5 for 250, then +5 for 500

pg 41 DH Corebook

rax
2023-08-19, 04:10 PM
um, not to be picky, but advances are cumulative

you hafta buy +5 for 100, then +5 for 250, then +5 for 500

pg 41 DH Corebook The other advances are already bought and paid for with earlier XP.

bramblefoot
2023-08-19, 04:14 PM
The other advances are already bought and paid for with earlier XP.

oki then, im just checking :smallwink:

rax
2023-08-19, 05:01 PM
There's a complete record of all Hound's XP expenditures in the spoilered 'Experience and Advances' section of his character sheet above. You can check it out any time you like.

BananaPhone
2023-08-19, 08:28 PM
Not to be a spoilsport, but you realize that the Vanaheim only has Average availability on a Forge world, right? It wouldn't be out of order for our glorious GM to either make it harder to find or more expensive to buy on a Hive world...


Indeed, I will be awaiting the GMs final approval with bated breath :smallwink:.

bramblefoot
2023-08-20, 04:58 PM
@bennosuke

milo would like to buy pistol training (bolt) for 150 xp, as its an elite advance due to him going into saboteur. he would also like to buy a bolt pistol disguised as a hand cannon

disguised bolt pistol
https://images.nightcafe.studio/jobs/VUKZ62HqY2htsYXvRwxe/VUKZ62HqY2htsYXvRwxe--4--t646x.jpg?tr=w-250,c-at_max

also, if you're willing, i'd like to discuss a homebrew weapon im cooking up called a tremor rifle. i imagine its a large shoulder mounted sonic gun that blows people off their feet with loud blasts of infrasonic sounds. those who have weak hearts may require a defib afterwards, as their hearts may give out due to shock or fright. it also may cause shakiness and muscle weakness afterwards

tremor rifle
https://images.nightcafe.studio/jobs/A44qa87Ah2CRXVwYxDIJ/A44qa87Ah2CRXVwYxDIJ--1--ri3gk.jpg?tr=w-250,c-at_max

Bennosuke
2023-08-20, 06:16 PM
Ok, bare with me all while I get through posts in both threads.

Orla is able to obtain a hand cannon for 65 thrones as her TN would actually be 61 or 71 for an average item in the hive. It takes her a handful of hours (1d10 that I'm not gonna bother rolling). All of Orla's purchases seem reasonable and are approved. I have updated her character box in the new thread to represent the spent money and xp. This does move her up in rank I believe.

@Bramble: In regards to the alternate identity, fluff sounds good. Again, I'd expect this is something he is going to have to develop over an extended period.
-In regards to the extra money, his thrones were correct at starting as far as my records show, despite the Noble background.
-I'm fine with the face armor. A flak 1 face shield would probably be something like 15 thrones. I'd expect them to look a little more 40k'ish than just sunglasses, but it's just fluff.



@Banana: Character advances are approved. Please update your character sheet. I will update Marcella's character box.

Unfortunately, Milo only has 185 thrones. Banana, please let me know if you want to use the inquiry roll to purchase something else.

@Wynd: Character expenses approved. I am updating your character box. Anything you want to roll for in downtime?

@Rax: Character expenses also approved. Let me know as well if you want to do anything with your downtime.


Okay, thank you all again for hanging in there. I owe Bramble a PM reply. To confirm, the group's next step is to go after Drimmle. Are we agreed on how we want to do this before I reply in the IC thread. Are we sneaking in, knocking on the door, or what?

bramblefoot
2023-08-20, 06:23 PM
um, assuming i did my math right, milo should have a lot more than that

did we get our monthly paycheck? cause milo should be up to around 935

here is what im imagining it looks like

https://images.nightcafe.studio/jobs/QAePlYKti6LSniM1DUwW/QAePlYKti6LSniM1DUwW--2--l3cws.jpg?tr=w-250,c-at_max

here is what the noble born does for me

Wealth Those born into the nobility are also born in to wealth and
enjoy the fruits of their family’s fortunes.

Effect: You begin play with double the starting number of
Thrones. You are also Noble for the purposes of determining
monthly income

BananaPhone
2023-08-20, 07:27 PM
Welcome back Benno, I hope you had a fun weekend to cleanse the busy palate :smallsmile:.



@Banana: Character advances are approved. Please update your character sheet. I will update Marcella's character box.

Unfortunately, Milo only has 185 thrones. Banana, please let me know if you want to use the inquiry roll to purchase something else.



Ahh no worries, I'll reverse the purchase then and edit out that 'downtime' post and keep it on a text file for another day.

Marc won't do anything else with her time. She's been awake for almost 48-72 hours and only got some shut-eye on the train. So she'll have a bath and get a good nights sleep. (as good a nights sleep as a Psyker can get anyway)



Okay, thank you all again for hanging in there. I owe Bramble a PM reply. To confirm, the group's next step is to go after Drimmle. Are we agreed on how we want to do this before I reply in the IC thread. Are we sneaking in, knocking on the door, or what?

Last time we went around to some back entrance or some such and we entered that way.

I think that would be the best way to do it again. He knows who we are; knock on the back door so he lets us in. If he doesn't, we either sneak in or find alternative means of entry.


did we get our monthly paycheck? cause milo should be up to around 935


Nah, Bennosuke said we weren't getting another paycheque this time 'round.

BananaPhone
2023-08-20, 08:11 PM
@bennosuke

milo would like to buy pistol training (bolt) for 150 xp, as its an elite advance due to him going into saboteur. he would also like to buy a bolt pistol disguised as a hand cannon


I'd reckon you're better off just buying a straight bolt pistol. They're already viewed as status wepons because of how expensive they are to buy, maintain and use. Disguising it as a hand cannon is like buying a beautiful Mercedes only to disguise it to lool like a Hyundai civic lol. If you're after a well crafted revolver like weapon, a Good quality hand cannon is 195 thrones then you can get Dum-Dum and Manstopper bullets for it.

Also, be warned about bolt wepons: they are hideously expensive to use. (Thus their image as status weapons)

Each individual bolt costs 16 thrones, so it'll cost you 126 thrones for 1 magazine. 8 shots and there goes 126 thrones. That's on top of the 250 base cost of the gun, and you can start to see why they're status symbols. So a bolt pistol with two magazines will set you back 502 thrones.

As he's got more money than God, Milo can probably afford it hah, but just things to consider.

Wyndeward
2023-08-20, 08:39 PM
O
@Wynd: Character expenses approved. I am updating your character box. Anything you want to roll for in downtime?



Seeing as I have 165 unspent xp, I would like to add Common Lore (Underworld) to my character sheet.

As a consequence of the above, I believe I would like to roll to see if I can find any additional information about our various miscreants through the criminal fraternity.

[roll0]

bramblefoot
2023-08-20, 09:17 PM
preciate the help banana

bramblefoot
2023-08-20, 11:36 PM
i would like to introduce two new weapon traits into the game. this would be used on a boltgun revolver, not a mag-fed weapon

https://media.discordapp.net/attachments/1105581098198646804/1143041096268648579/60663066-f691-455c-863b-580cd7151e3f.png?width=1440&height=250

https://media.discordapp.net/attachments/1105581098198646804/1143040702801002516/e7bba6ad-b6b3-472a-a5b1-a1f06bffc93c.png?width=1440&height=250

rax
2023-08-21, 12:20 PM
@Rax: Character expenses also approved. Let me know as well if you want to do anything with your downtime. I think Hound will join in the equipment hunt. I'd like to spend Thrones to buy a stub automatic and a silencer. Both these should be automatic acquisitions in the Hive (Plentiful availability shifts to Automatic difficulty).

After that, I'm considering one of three Scarce items (a Minerva-Aegis las carbine, a red-dot laser sight, or a photo-visor; difficulty shifts to Ordinary), so I'll roll for that then decide what I want when I know whether or not the roll was successful.

Seen this Before test [roll0] vs. 70 (Int 60, difficulty +10)

Edit: No need to decide what I was looking for. :smallwink:

Bennosuke
2023-08-21, 03:45 PM
@Bramble: It's only been a handful of days in-game since the group last got their paychecks. Milo never got a second month's salary. Is that maybe where the confusion is?


Nah, Bennosuke said we weren't getting another paycheque this time 'round.

I guess Banana beat me to this

@Banana: Milo has used 150xp on Pistol Training (Bolt). Please let me know if and how you want to spend the rest of his XP. In regards to the "disguised" bolt pistol, this seems unlikely since bolt weapons are proportionally larger than their counterparts, already harder to find "rare". I'm not opposed to adding more weapon rules, though not sure there is a major point. Can I ask where you got those from?

@Wynde: That's one heck of a success. Can you narrow it down a little in regards to what he is looking into???

@Rax: Subtracted 60 thrones from character box.

@All: Will try to get an I post up this afternoon moving things forward. Thank you for the patience.

bramblefoot
2023-08-21, 03:53 PM
im sorry, my confusion was that i should get my noble salary, and not my cleric salary

milo is noble born, so he should be raking in roughly 650 thrones by last payday

Bennosuke
2023-08-21, 04:46 PM
Alright. Assuming we are square then, again, just let me know if you you want to spend any more XP

And for everyone else, after discussing with Bramble, we are going to switch his career to Assassin as he wishes to build a more combat focused character. We will work in game over the next little bit how he pursues this, and will be taking an alternate rank as requested.

Getting to IC post now.

bramblefoot
2023-08-21, 05:23 PM
Alright. Assuming we are square then, again, just let me know if you you want to spend any more XP

And for everyone else, after discussing with Bramble, we are going to switch his career to Assassin as he wishes to build a more combat focused character. We will work in game over the next little bit how he pursues this, and will be taking an alternate rank as requested.

Getting to IC post now.

Tech use (200)
Concealed cavity (100)
Stealth (100)
Disguise (100)


spending 600 xp on these skills

BananaPhone
2023-08-21, 05:26 PM
Did Interrogator Ezekiel say how he wants/prefers Drimmle to be handled?

Like, whether he wants him arrested and brought back, or interrogated on the spot and executed/disappeared if he's guilty etc?

bramblefoot
2023-08-21, 05:39 PM
Did Interrogator Ezekiel say how he wants/prefers Drimmle to be handled?

Like, whether he wants him arrested and brought back, or interrogated on the spot and executed/disappeared if he's guilty etc?

milo would prefer the old shoot and scoot, but again, hes not the boss

bramblefoot
2023-08-21, 05:47 PM
@bennosuke

can milo do a terminator and put the lasgun in a box of something to get it up to the upper hive

also, i will buy a flak face shield and tuck it in my bag for when i get up to the upper hive

Bennosuke
2023-08-21, 06:05 PM
I have updated Milo's character box with the 600 spent XP.

@Banana: In short, Drimmle either needs to be appeased and turned into a guaranteed ally, or taken care of quickly and as clandestinely as possible.


@bennosuke

can milo do a terminator and put the lasgun in a box of something to get it up to the upper hive

also, i will buy a flak face shield and tuck it in my bag for when i get up to the upper hive

Keeping a weapon in a piece of luggage is very viable, though of course may draw a little more attention. Milo has already spent his time on the Inquiry for the wrist flamer, so he has no time to go looking for custom specialty tactical armor.

bramblefoot
2023-08-21, 06:07 PM
I have updated Milo's character box with the 600 spent XP.

@Banana: In short, Drimmle either needs to be appeased and turned into a guaranteed ally, or taken care of quickly and as clandestinely as possible.



Keeping a weapon in a piece of luggage is very viable, though of course may draw a little more attention. Milo has already spent his time on the Inquiry for the wrist flamer, so he has no time to go looking for custom specialty tactical armor.

oki doki

its in a large deep box marked stryrenefoam

Wyndeward
2023-08-21, 06:17 PM
@Bramble: It's only been a handful of days in-game since the group last got their paychecks. Milo never got a second month's salary. Is that maybe where the confusion is?



I guess Banana beat me to this

@Banana: Milo has used 150xp on Pistol Training (Bolt). Please let me know if and how you want to spend the rest of his XP. In regards to the "disguised" bolt pistol, this seems unlikely since bolt weapons are proportionally larger than their counterparts, already harder to find "rare". I'm not opposed to adding more weapon rules, though not sure there is a major point. Can I ask where you got those from?

@Wynde: That's one heck of a success. Can you narrow it down a little in regards to what he is looking into???

@Rax: Subtracted 60 thrones from character box.

@All: Will try to get an I post up this afternoon moving things forward. Thank you for the patience.


I was looking for leverage on the named players in the case, primarily Drimmle, but also the Rogue Trader, who might be untouchable, but the folks downstream from him most likely are not.

BananaPhone
2023-08-21, 07:09 PM
@Bennosuke

Marc will have cast Call Item (https://dark-heresy-rp.fandom.com/wiki/Call_Item) on her gun. So overtly, she'll appear completely unarmed.

BananaPhone
2023-08-21, 07:46 PM
Awareness: [roll0] vs TN 43


Eagle-eyed Marcella.

bramblefoot
2023-08-21, 07:48 PM
zamn

awareness roll for milo

[roll0]

i do not kno de wae

Wyndeward
2023-08-22, 10:26 AM
I think you missed some consumables from out last purchase:

https://forums.giantitp.com/showsinglepost.php?p=25684686&postcount=996

Basically, when I bought the stub automatics, I bought 180 rounds of vanilla ammunition.

Bennosuke
2023-08-22, 12:08 PM
I was looking for leverage on the named players in the case, primarily Drimmle, but also the Rogue Trader, who might be untouchable, but the folks downstream from him most likely are not.

Very good. Do you want to RP through finding the information, or do you want me to PM you what Arl finds???


@Bennosuke

Marc will have cast Call Item on her gun. So overtly, she'll appear completely unarmed.

Noted. Just confirming, she can activate this without a roll?

Will resolve awareness rolls in IC thread.


I think you missed some consumables from out last purchase:

https://forums.giantitp.com/showsing...&postcount=996

Basically, when I bought the stub automatics, I bought 180 rounds of vanilla ammunition.

My bad. Looks like 116 thrones spent. Will check and update your character box.


IC post coming now.

rax
2023-08-22, 03:10 PM
Hound is bringing his knife and his new stub automatic, both of which should be easily concealable under his flak cloak and Guilder robes.

Awareness test (in case it still matters) [roll0] vs. 60 (Per 40, Awareness +20)

Bennosuke
2023-08-22, 05:00 PM
Hound picks up on the same concerning monitoring as Marcella, maybe slightly slower than she does.

BananaPhone
2023-08-22, 05:15 PM
Noted. Just confirming, she can activate this without a roll?


Hah, believe it or not I was going to add last night before your IC post that Marc dyed her hair and eyes to avoid being noticed, too late now I guess lol.

She does indeed need a roll. She'll do that fettered version, rolling against half her pay rating so she doesn't risk warp phenomena: [roll0] vs TN 70

Bennosuke
2023-08-22, 05:52 PM
Nice roll at least.

BananaPhone
2023-08-22, 05:57 PM
Suspiciously nice.

bramblefoot
2023-08-22, 06:00 PM
to quote jontron

i dont like where this is going

Wyndeward
2023-08-22, 07:59 PM
Very good. Do you want to RP through finding the information, or do you want me to PM you what Arl finds???.

I think I would like to RP through finding the information, so long as it doesn't hold up the main IC action.

bramblefoot
2023-08-22, 11:22 PM
@bennosuke

milo has a silencer on the orthlack according to me sheet

just an fyi

BananaPhone
2023-08-23, 01:27 AM
Milo and Orla seem on board with the idea (correct me if I'm wrong), that just leaves Hound and Arl if either of them has opposition to it.

If Hound/Arl are on board/don't mind, I'll leave the action here for Bennosuke's next post. If they're not, like Hound has opposition to the idea IC (and he's the one Marc would most listen to), then feel free to ignore this;


Action: After we walk past the next spy-goon we observe, Marc will cast Dominate (https://dark-heresy-rp.fandom.com/wiki/Telepathy#Dominate) on him/her and get them to follow us as we turn down an alley and into the back-streets.

Psy Roll: [roll0] vs TN 90
Opposed Willpower Test: [roll1] vs TN 75 (55 will base + 20 for overbleed)

If this goes forward IC, he/she needs to beat 3 successes on an opposed willpower roll, otherwise they're following us along, completely under Marcs mental domination. She'll walk them along behind them, then when they'redown an alley and around a corner she'll get them to open the arms and let themselves get frisked for comms devices, ID, weapons etc

Haval
2023-08-23, 09:22 AM
On board with it, just expecting it to go wrong in some way.

If Marcella dominates someone, Orla will be looking for somewhere to hide where she can observe anyone else who might be following them.

rax
2023-08-23, 04:51 PM
Hound thinks it would be better if Marc can just read one of the watchers' minds while we remain out in the open doing our thing, and I posted to that effect before reading this OOC conversation.

Of course, that depends on whether Marc can do that. If not, then this plan is the next best thing, though I would worry if the Dominate power is detectable by sight, for instance if the victim moves stiffly or otherwise in an unnatural fashion. There's also the risk that the other watchers will react to one of their own taking an unannounced walk, but I suppose we can't have everything.

BananaPhone
2023-08-23, 05:01 PM
Unfortunately not. She can read minds from a distance now, but it requires 4+ successes on a Mind Scan power roll, then the mind reading power is an 'extended action' meaning she can't do anything else, and that requires successive rounds of opposed willpower rolls. So basically she'd stop in the street to *Puts hand to head* nyoing-nyoing-nyoing.

As far as I can read, Telepathy discipline doesn't give off any visual cues that it's being used (unless power entries denote as such), though those it is being used against are sometimes are aware of it. If she gets the Dominate off on one of the spies, she has to split her and their actions; so they'd each take a half action move each round as we head down an alley or something, basically looking like they're moving at very leisurely paces.

bramblefoot
2023-08-23, 08:23 PM
@bennosuke

can i ask when our next paycheck is?

BananaPhone
2023-08-24, 05:48 PM
So Mr GM, I think we're all on board the "Uno Reversi" mind-enslavement of the next spy we pass. As above, he or she will need to beat 3 or 4 successes on an opposed willpower roll.

bramblefoot
2023-08-24, 09:01 PM
@bennosuke

Tech use (200)
Concealed cavity (100)
Stealth (100)
Disguise (100)

milo will pick up these skills.

BananaPhone
2023-08-24, 10:07 PM
So, just as a course of action:

1. Marc 'nabs' the next spy they pass, using Dominate, she gets them to follow the group, then down an alley and around a corner, off the main streets.
2. Marc mind-scans the spy and learns what they know. She then tells the party all the necessary details.
3. Arl/Milo toss the spy over a railing to dispose of the body. (hopefully after frisking them and removing all good items, like comms, ID, any weapons etc if we're really lucky we'll get their microbead that the spy team is using to communicate)
4. Hound, Orla and Arl use the information given to decide how to proceed next, using their combination of book smarts, street smarts and assassin training. (not saying Milo can't contribute mind you, bramble, just given that he's still a priest and all atm, I figured those three would be better suited IC and Milo can take notes from Arl for his own change to assassin career.)


Sound good?

@Bennosuke

Just out of curiosity, but if Marc has someone under Dominate, meaning she controls them completely, and she then Mind Scans them, given her control over their mind, as long as she makes the roll with the penalty from sustaining multiple powers, can she force them to botch or waive their opposed willpower rolls? So basically mind controlling them into completely opening and surrendering their thoughts to her?

Bennosuke
2023-08-24, 10:21 PM
I think I would like to RP through finding the information, so long as it doesn't hold up the main IC action

Okay, I will run a time warped scene in the IC thread along with the main thread.


milo has a silencer on the orthlack according to me sheet

just an fyi

Okay.


@bennosuke

can i ask when our next paycheck is?

Probably another three weeks out.


So Mr GM, I think we're all on board the "Uno Reversi" mind-enslavement of the next spy we pass. As above, he or she will need to beat 3 or 4 successes on an opposed willpower roll.

Noted. Sorry, been a busy couple of days. IC post coming after this. Rolling that contested action, let's say against 35 [roll0]


@bennosuke

Tech use (200)
Concealed cavity (100)
Stealth (100)
Disguise (100)

milo will pick up these skills.

Noted an approved. I have updated your character box. Please update your character sheet.


Just out of curiosity, but if Marc has someone under Dominate, meaning she controls them completely, and she then Mind Scans them, given her control over their mind, as long as she makes the roll with the penalty from sustaining multiple powers, can she force them to botch or waive their opposed willpower rolls? So basically mind controlling them into completely opening and surrendering their thoughts to her?

I don't think she can force them not to resist her psychic attacks further, but I'd be okay with her having a bonus of let's say +10 for already having some psychic telepathic control over them, making it easir to mind scan. So still resisted, but +10

BananaPhone
2023-08-24, 10:27 PM
I don't think she can force them not to resist her psychic attacks further, but I'd be okay with her having a bonus of let's say +10 for already having some psychic telepathic control over them, making it easir to mind scan. So still resisted, but +10

Awesome, sounds pretty fair for risk/reward.

BananaPhone
2023-08-24, 10:57 PM
The environment that we're in atm, I'd imagine, is very similar to the Lord Inquisitor (https://youtu.be/cZc6cr6G2E4?si=PTl8cAQadnJWQRGQ) short animated movie that came out a few years back, particularly from about the middle onwards.

Just in case anyone wants some more more atmosphere.

bramblefoot
2023-08-25, 12:08 AM
The environment that we're in atm, I'd imagine, is very similar to the Lord Inquisitor (https://youtu.be/cZc6cr6G2E4?si=PTl8cAQadnJWQRGQ) short animated movie that came out a few years back, particularly from about the middle onwards.

Just in case anyone wants some more more atmosphere.

push comes to shove, pop a frag in the pram, and roll it down the way

BananaPhone
2023-08-25, 01:01 AM
Marc will cast Mind Scan: [roll0] vs TN 70 (55 will + 20 psy rating + 5 power well + 10 discipline focus - 20 for multiple powers sustained)

A second cast if the first one fails: [roll1] vs TN 70

BananaPhone
2023-08-25, 01:13 AM
Groovy, she struggles the first time but nails it the second time.

Now the fun and convoluted part - Opposed Willpower rolls!

This is potentially a long post. I promise I'm not trying to be annoying, but with the nature of PBP, it ultimately saves time over back and forthing one roll each a day, because if you lose an opposed willpower roll at any stage of 5 rounds, the power ends and you have to cast it and start again. This power is definitely the type that suits sitting around a table together rolling dice. Again, sorry fellow players and GM, but I write this with the intent of saving time and cutting down tedium, not adding to it.

So I'm going to make a bunch of 'opposed willpower roll' sets that Bennosuke can use for the narrative.


Mind Scan 1: (Already cast)
Round 1: [roll0] vs TN 65
Round 2: [roll1] vs TN 65
Round 3: [roll2] vs TN 65
Round 4: [roll3] vs TN 65
Round 5: [roll4] vs TN 65

Spare opposed Willpower roll in case of tie: [roll5] vs TN 65


Mind Scan 2:
Casting roll: [roll6] vs TN 70
Second Casting roll if first fails: [roll7] vs TN 70)
Round 1: [roll8] vs TN 65
Round 2: [roll9] vs TN 65
Round 3: [roll10] vs TN 65
Round 4: [roll11] vs TN 65
Round 5: [roll12] vs TN 65

Spare opposed Willpower roll in case of tie: [roll13] vs TN 65


Mind Scan 3:
Casting roll: [roll14] vs TN 70
Second Casting roll if first fails: [roll15] vs TN 70)
Round 1: [roll16] vs TN 65
Round 2: [roll17] vs TN 65
Round 3: [roll18] vs TN 65
Round 4: [roll19] vs TN 65
Round 5: [roll20] vs TN 65

Spare opposed Willpower roll in case of tie: [roll21] vs TN 65


Mind Scan 4:
Casting roll: [roll22] vs TN 70
Second Casting roll if first fails: [roll23] vs TN 70)
Round 1: [roll24] vs TN 65
Round 2: [roll25] vs TN 65
Round 3: [roll26] vs TN 65
Round 4: [roll27] vs TN 65
Round 5: [roll28] vs TN 65

Spare opposed Willpower roll in case of tie: [roll29] vs TN 65


Mind Scan 5:
Casting roll: [roll30] vs TN 70
Second Casting roll if first fails: [roll31] vs TN 70)
Round 1: [roll32] vs TN 65
Round 2: [roll33] vs TN 65
Round 3: [roll34] vs TN 65
Round 4: [roll35] vs TN 65
Round 5: [roll36] vs TN 65

Spare opposed Willpower roll in case of tie: [roll37] vs TN 65

Mind Scan 6:
Casting roll: [roll38] vs TN 70
Second Casting roll if first fails: [roll39] vs TN 70)
Round 1: [roll40] vs TN 65
Round 2: [roll41] vs TN 65
Round 3: [roll42] vs TN 65
Round 4: [roll43] vs TN 65
Round 5: [roll44] vs TN 65

Spare opposed Willpower roll in case of tie: [roll45] vs TN 65


Mind Scan 1 or Mind Scan 2 should do it. If the agent fails their Willpower roll in Round 3 of Mind Scan 1, then the 'spare opposed roll' substitutes.

If she succeeds, then it's onto Mind Scan 2 and Marc will use a FP to re-roll that 33, warp phenomena.

Mind Scan 1:
Round 1: 1 success.
Round 2: 5 successes.
Round 3 (assuming other target fails, thus resulting in tie and using the 'spare' roll): 3 successes.
Round 4: 5 successes.
Round 5: 4 successes.

Mind Scan 2: (will use a FP if necessary to re-roll the 33, warp phenomena)
Round 1: 5 successes.
Round 2: 5 successes.
Round 3: 4 successes.
Round 4: 2 successes.
Round 5: 1 successes.


Thanks for being patient with these walls of text guys. Do with these as thou wilt, Mr GM. Each round is about 5 seconds, so as long as this looks, it takes about 2 minutes in game time.

bramblefoot
2023-08-25, 07:36 PM
@bennosuke

im assuming to pat down the woman is a search roll?

also, how much would you charge for a small laser cutter meant to simply slice through deadbolts? i imagine its mostly of use in the mid and lower hive, as the deadbolts are cheaper. i also imagine it can slice around key locks by simply popping it against the lock and turning the cutter around on its axis

the power cell is middling, and is best against steel and rocrete

https://images.nightcafe.studio/jobs/97aM35KeflkU4mqPGqCI/97aM35KeflkU4mqPGqCI--4--889n0.jpg?tr=w-250,c-at_max

Bennosuke
2023-08-26, 04:31 PM
The environment that we're in atm, I'd imagine, is very similar to the Lord Inquisitor short animated movie that came out a few years back, particularly from about the middle onwards.

Just in case anyone wants some more more atmosphere.

For a little bit of additional context, in case it helps, it's like that but probably a lot brighter and sunnier. The citizens on Helius, and especially Hapheastein are essentially sun and fire worshipers. While the middle and lower hives live under toxic clouds created by the refining of Promethium, insulating and creating a cold underworld, the upper hive spires reach well above the layer of toxic filth, basking in the light and heat of the planet's duel suns. Sun exposure, darker skin and clothing in the colors red, orange and yellow are all indicators of wealth and nobility on Helius, so there is a lot of bright colors and buildings with oversized windows and ornate glass.

Okay... on to the WP rolls. These will be at a base TN 25 due to the Dominate penalty. However, I am going to increase the characters WP by 10 for each attempt Marcella makes at this power, since we are assuming they should be better at fighting her off.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

So second attempt will be at TN 35

[roll5]
[roll6]
[roll7]
[roll8]
[roll9]


@bennosuke

im assuming to pat down the woman is a search roll?

also, how much would you charge for a small laser cutter meant to simply slice through deadbolts? i imagine its mostly of use in the mid and lower hive, as the deadbolts are cheaper. i also imagine it can slice around key locks by simply popping it against the lock and turning the cutter around on its axis

the power cell is middling, and is best against steel and rocrete

I think you are describing a Lascutter as detailed in the core book for 65 thrones, average rarity. And I think just a Perception roll at +10 since presumably the woman can't resist.

EDIT: So Marcella does not get booted, but at the end of the contest is only able to make it to Level 4 (subconscious) as she did not pass one of her tests.

bramblefoot
2023-08-26, 06:58 PM
@bennosuke

you're the gm, but i was hoping for something a little less bulky and noticeable. something i could pull out of a pocket to cut through a lock, and is really only good for one or two uses before the cell is drained. ma

i take it i am welcome to suggest kit, and you are free to refuse me?

also, marcella, i suggest we roll the pram with a live frag grenade down the alley and into them. You're welcome to disregard my suggestion ofc

BananaPhone
2023-08-26, 08:45 PM
The three questions:
1. Drimmles current status, where he's located, is he calling the shots or is he being "minded" (i.e was he relatively loyal to us or not).
2. Their organisation and who they work for and why they are following us and their mission.
3. Their current deployment locations and area coverage, numbers, security at Drimmles current location etc.

BananaPhone
2023-08-26, 09:01 PM
@bennosuke

you're the gm, but i was hoping for something a little less bulky and noticeable. something i could pull out of a pocket to cut through a lock, and is really only good for one or two uses before the cell is drained. ma

i take it i am welcome to suggest kit, and you are free to refuse me?

also, marcella, i suggest we roll the pram with a live frag grenade down the alley and into them. You're welcome to disregard my suggestion ofc

Maybe pay for the Compact weapon upgrade for it?

Maybe grenades going off will draw too much more attention :smalltongue: lol. The way I envision our current position, we took the spy down an alley and around a corner, so away from the main streets. Here, few people will hear suppressed pistols going off and a melee fight. But they will hear genades exploding lol.

bramblefoot
2023-08-26, 09:09 PM
Maybe pay for the Compact weapon upgrade for it?

Maybe grenades going off will draw too much more attention :smalltongue: lol. The way I envision our current position, we took the spy down an alley and around a corner, so away from the main streets. Here, fee people will hear suppressed pistols going off and a melee fight. But they will hear genades exploding lol.

understood :smallbiggrin:

dibs on the shock weapon

BananaPhone
2023-08-27, 02:18 AM
Hah if there's any "loot" we'll pool it, sell it and split it evenly to help fund our cell :smalltongue:.

That's probably a Good quality shock maul at least, worth about 450 thrones. Gold and with gems and everything in it? Pfft could even be Best quality and worth 1,500 lol. That kinda money gets thrown around up here like nothing.


For a little bit of additional context, in case it helps, it's like that but probably a lot brighter and sunnier. The citizens on Helius, and especially Hapheastein are essentially sun and fire worshipers. While the middle and lower hives live under toxic clouds created by the refining of Promethium, insulating and creating a cold underworld, the upper hive spires reach well above the layer of toxic filth, basking in the light and heat of the planet's duel suns. Sun exposure, darker skin and clothing in the colors red, orange and yellow are all indicators of wealth and nobility on Helius, so there is a lot of bright colors and buildings with oversized windows and ornate glass.


Interesting, I also figured it'd be similar to Columbia, from Bioshock Infinite, with all these beautifully crafted and ornate old timey buildings amidst the clouds, only on a marge larger 40k scale.

rax
2023-08-27, 05:19 AM
Just a friendly reminder that we're supposed to be operating and investigating discreetly. Random acts of explosive terrorism in the upper class neighbourhood is highly likely to attract attention we don't want. I vote no to fragging the attackers.

BananaPhone
2023-08-27, 05:26 AM
This is my beautiful, Ultra-HD rendition of what I'm picturing the situation being. May not be to scale.


https://i.postimg.cc/Qx773K73/Wooo.jpg

Bennosuke
2023-08-27, 05:40 PM
you're the gm, but i was hoping for something a little less bulky and noticeable. something i could pull out of a pocket to cut through a lock, and is really only good for one or two uses before the cell is drained. ma

i take it i am welcome to suggest kit, and you are free to refuse me?

also, marcella, i suggest we roll the pram with a live frag grenade down the alley and into them. You're welcome to disregard my suggestion ofc

I'm sorry, but I wasn't specifically aware of this being a a bulky and noticeable object; not sure if there is a cannon model I should be familiar with. There isn't much description of it, other than that its 4kg (8lb-ish), and designed in such a way that it can't be used as a weapon. It is described as unwieldy, but I didn't necessarily see this as being gigantic. Instead, I imagined it worked more like a power, where you have to hold it at exactly the same spot for it to work, making it a relatively inneffective weapon. Wasn't trying to be withholding, it just sounded like the item you were describing. I also see nothing in the rules on page 150 about it having only two uses.

However, if you are hoping for a smaller pocket sized version of this device, and have reason to believe the lascutter itself would be too large, you could apply the compact rule to it, increasing the cost to 115 thrones.


Maybe pay for the Compact weapon upgrade for it?

Banana apparently beat me to this.


The three questions:
1. Drimmles current status, where he's located, is he calling the shots or is he being "minded" (i.e was he relatively loyal to us or not).
2. Their organisation and who they work for and why they are following us and their mission.
3. Their current deployment locations and area coverage, numbers, security at Drimmles current location etc.

I will answer these in game if that is okay.


Just a friendly reminder that we're supposed to be operating and investigating discreetly. Random acts of explosive terrorism in the upper class neighbourhood is highly likely to attract attention we don't want. I vote no to fragging the attackers.

I just want to add to this (having not yet peaked at the IC thread (oh, it could be interesting) that from my perspective, this doesn't have to devolve into combat. The approaching agents are readying weapons, but specifically because the the group of acolytes they were spying on just took one of their companions into a dark alley and they don't know what to expect.

Of course, that sort of misunderstanding is exactly how things can escalate in real life.

EDIT@Banana: Just to clarify, does that mean you are not going to roll again to maintain the Dominate power?

DOUBLE EDIT: @Wynde: **** I forgot to reply to your solo scene. My bad. Will include that in my next IC post now.

BananaPhone
2023-08-27, 05:51 PM
EDIT@Banana: Just to clarify, does that mean you are not going to roll again to maintain the dominate power?

Depends on what the results of the mind scan is. If they get the info they need, then she can use other means to help her fellow acolytes remain "discrete".

bramblefoot
2023-08-27, 06:10 PM
understood.

milo will let marcella put the woman out of her misery

BananaPhone
2023-08-27, 06:12 PM
Bloodthirsty man lol we don't need to murder everyone we come across :smalltongue:.

They're just private intel Drimmle hired. This means he predicted our return and is actively terrified of it. He could still be having his hand forced by Durchess, but it's a vote against him.

bramblefoot
2023-08-27, 06:15 PM
Bloodthirsty man lol we don't need to murder everyone we come across :smalltongue:.

intolerance is one of the great blessings of humanity in the 40k universe

to quote goodnight from the magnificent seven

"you have to hate what your shooting at"

not to sound like a crazy man, but hate is a big part of the imperium of man

BananaPhone
2023-08-27, 06:19 PM
Oh yeah @Bennosuke: were these guys orders to bring us in to talk to Drimmle, intimidate us away or eliminate us etc?

Bennosuke
2023-08-27, 06:41 PM
As per the IC post, they were just supposed to report your presence.

bramblefoot
2023-08-27, 11:09 PM
As per the IC post, they were just supposed to report your presence.

cooked up a homebrew weapon for your appraisal

cognitec boltcaster

range 40m | ROF S/-/- damage 1d10+4 X | pen 4 |clip size 6

https://images.nightcafe.studio/jobs/YgNOv9IZ0R228IK5WKLw/YgNOv9IZ0R228IK5WKLw--3--y8cfw.jpg?tr=w-250,c-at_max

reflex sight: grants accurate to the gun it is mounted on

https://images.nightcafe.studio/jobs/X2d8M91mWxAvjh6M5uin/X2d8M91mWxAvjh6M5uin--1--fkuqs.jpg?tr=w-250,c-at_max

motion tracker monocle: +10 to perception when tracking a target by motion or heat signatures

https://images.nightcafe.studio/jobs/WgyjXl9RrO7qhQAvWBT7/WgyjXl9RrO7qhQAvWBT7--3--wn5rj.jpg?tr=w-250,c-at_max

rax
2023-08-28, 02:41 AM
Oh yeah @Bennosuke: were these guys orders to bring us in to talk to Drimmle, intimidate us away or eliminate us etc? Alternately, Drimmle is afraid of his own superiors and is expecting an unfriendly visit from the Guild. Where we even wearing our Guild disguises when we broke in?

BananaPhone
2023-08-28, 02:58 AM
Alternately, Drimmle is afraid of his own superiors and is expecting an unfriendly visit from the Guild. Where we even wearing our Guild disguises when we broke in?


I think so. I checked out the first post of us heading to his place, which is here (https://forums.giantitp.com/showsinglepost.php?p=25450492&postcount=867), and we used our Credit Guilder ID's to gain access. Marcella, at least was wearing her Credit Guilder coat (https://forums.giantitp.com/showsinglepost.php?p=25461903&postcount=879), as per this post. We wore them to fit in easier in the Spire.

So I think what's happened is that Drimmle (whether he is being forced by Durchess or he's a genuine traitor), didn't want to go to the Arbite's for security because that would risk exposure of his part in the conspiracy ("Yes, hello? Arbites? I have members of the Inquisition accusing me of heresy and trafficking in heretical weapons - can you believe the cheeky bastards!"). He also didn't want to tell Durchess because then Durchess would see him as a liability that's talking to the Inquisition. Instead, Drimmle has kept this to himself and hired private security in the hopes of keeping his problem (us) contained, particularly as he likely just sent another team down south. That's my running hypothesis anyway.

rax
2023-08-28, 04:39 PM
I think so. I checked out the first post of us heading to his place, which is here (https://forums.giantitp.com/showsinglepost.php?p=25450492&postcount=867), and we used our Credit Guilder ID's to gain access. Marcella, at least was wearing her Credit Guilder coat (https://forums.giantitp.com/showsinglepost.php?p=25461903&postcount=879), as per this post. We wore them to fit in easier in the Spire. Right you are.


So I think what's happened is that Drimmle (whether he is being forced by Durchess or he's a genuine traitor), didn't want to go to the Arbite's for security because that would risk exposure of his part in the conspiracy ("Yes, hello? Arbites? I have members of the Inquisition accusing me of heresy and trafficking in heretical weapons - can you believe the cheeky bastards!"). He also didn't want to tell Durchess because then Durchess would see him as a liability that's talking to the Inquisition. Instead, Drimmle has kept this to himself and hired private security in the hopes of keeping his problem (us) contained, particularly as he likely just sent another team down south. That's my running hypothesis anyway. Yes, that's definitely a plausible scenario.

BananaPhone
2023-08-28, 06:21 PM
Marc is casting Psychic Shriek (https://extraheresy.fandom.com/wiki/Psychic_Shriek#:~:text=With%20this%20power%2C%20yo u%20gather,equal%20to%20your%20Willpower%20Bonus.) : [roll0] vs TN 90

It's range is 20 meters (10 base + 10 from overbleed), I think the other 3 were within 10-20 meters.

All four have to make willpower rolls or take 5 levels of fatigue. If they take more fatigue levels than they have toughness bonus then they are knocked unconscious for 10 minus their toughness bonus in minutes.

bramblefoot
2023-08-29, 01:05 PM
Marc is casting Psychic Shriek (https://extraheresy.fandom.com/wiki/Psychic_Shriek#:~:text=With%20this%20power%2C%20yo u%20gather,equal%20to%20your%20Willpower%20Bonus.) : [roll0] vs TN 90

It's range is 20 meters (10 base + 10 from overbleed), I think the other 3 were within 10-20 meters.

All four have to make willpower rolls or take 5 levels of fatigue. If they take more fatigue levels than they have toughness bonus then they are knocked unconscious for 10 minus their toughness bonus in minutes.

i feel milos theme is red sun over paradise from metal gear rising

Bennosuke
2023-08-30, 12:11 PM
Rolling WP in resistance to Marcella's power.

Serellia TN 35 [roll0]
Guardsman TN 40 [roll1]
Redcoat TN 30 [roll2]
Shock Cain TN 28 [roll3]

rax
2023-08-30, 12:52 PM
Can Hound knock Serellia out even though he doesn't have any appropriate talents? She does seem to be severely weakened and at a serious disadvantage in terms trying to stop him.

Bennosuke
2023-08-30, 12:56 PM
She's unlikely to be aware enough to avoid. Give me a Strength test (at +20 if he is going to use a heavy object) and we'll compare it to a toughness check [roll0]

rax
2023-08-30, 02:01 PM
I'm thinking she gets whacked over the head with the butt of his pistol.

[roll0] vs. 50 (Str +20)

rax
2023-08-30, 02:01 PM
I'll give it another go with an FP: [roll0]

Edit: Aaargh! So close!

BananaPhone
2023-08-30, 07:34 PM
Assuming the guy surrenders, we should strip all four of their clothing (leave undergarments; this is because we can sell their expensive looking clothes later and because once they are free, they're not going to go running out into the streets after us while nude, they'll get arrested themselves), take all their weapons and gear, including their comms so we can listen in on what their team is saying. Tie them all up together and gag them.

Drimmle hired 12 of these guys. So that's 4 down, 8 to go, and 6 are at Drimmles apartment.

Bennosuke
2023-08-31, 05:44 PM
Soooo. I don't think the guy's surrendering if characters (Milo) are firing at him... also, that's definitely going to draw bystander attention to the alley...


So, everyone roll Initiative???


Rolling for the man in Red [roll0]

bramblefoot
2023-08-31, 05:49 PM
Soooo. I don't think the guy's surrendering if characters (Milo) are firing at him... also, that's definitely going to draw bystander attention to the alley...


So, everyone roll Initiative???


Rolling for the man in Red [roll0]

suppressor makes it -20 for them to hear anything, so ill need a bunch of perception checks

[roll0]

BananaPhone
2023-08-31, 06:10 PM
Initiative: [roll0]

BananaPhone
2023-08-31, 06:14 PM
Marc doesn't want to mess around and screw things up, so she'll cast Dominate on the guy: [roll0] vs TN 90

BananaPhone
2023-08-31, 06:14 PM
Opposed Will: [roll0] vs TN 65 (55 base + 10 overbleed)


He needs to beat 2 successes on an Opposed Willpower roll.

If she wins, she'll have him surrender, strip himself off of gear and clothes (except undergarments) and join the human sandwich of tied up prisoners.

Haval
2023-08-31, 06:23 PM
I made a DH psyker once for an aborted Ascension game and rolled psychic phenomena on her first attempt to cast. Marcella is doing well by comparison :smallbiggrin:

Initiative (AgB 4 +1 for Wary)
[roll0]

BananaPhone
2023-08-31, 06:27 PM
Oh you should have seen it this time last year and using the D10's version, she was rolling phenomena after phenomena. I think if you go back to the old OOC you can even see a post of me almost giving up and ask to make a new character lol. Now she's come a long way and is actually useful to the party.

bramblefoot
2023-08-31, 06:34 PM
Oh you should have seen it this time last year and using the D10's version, she was rolling phenomena after phenomena. I think if you go back to the old OOC you can even see a post of me almost giving up and ask to make a new character lol. Now she's come a long way and is actually useful to the party.

lol, that was kinda sad, and kinda funny, but only cause im a schadenfreude

Wyndeward
2023-08-31, 08:28 PM
*sigh*

[roll0]

Lightening Reflexes...

Haval
2023-08-31, 08:38 PM
Yeah...

Did not expect anyone to be faster

BananaPhone
2023-08-31, 08:42 PM
Revolvers going off in the back alley of what is essentially Downtown isn't great. But I think I have an idea to cover our asses:

We strip their comms, Orla handprint wipes her handcannon and we leave it near (or give it to) the first woman Marc mind controlled. She's getting a bit hysterical as it is. We leave the winged guy and the two others here.

And we run away.

Any Arbites called to the scene will see what looks like a back alley dispute where lady got cornered by these goons and she shot one. The bullets and handprints will match up.

It's not perfect but I think it might be the best option we have.

Marc will give Orla her own gun for use, and we'll get Orla a new pistol later, this time with a suppressor.

Haval
2023-08-31, 08:54 PM
Heh, easy come, easy go.

The hand cannon is the back up gun that Orla just picked up.

bramblefoot
2023-08-31, 09:35 PM
i will be liberating the shiny shock weapon for my own uses

Bennosuke
2023-09-01, 04:41 PM
Initiative Order
Arl 17
Orla 15
Marcella 13
Red coat 12
Milo 10

Given they've been aiming the whole time, we can assume both Arl and Orla gain the max benefit from aiming to any BS rolls.

Waiting on Hound's Initiative, but Wynde, you may as roll your attack as well.

rax
2023-09-01, 05:42 PM
Hound's initiative [roll]1d10+4[roll]

How did thing's go with Hound's attempt to pistol whip Serellia? He just failed his Strength check, but I'm guessing she failed her Toughness roll as well?

rax
2023-09-01, 05:42 PM
New attempt at rolling initiative...

[roll0]

Bennosuke
2023-09-02, 07:05 PM
Initiative Order
Arl 17
Orla 15
Marcella 13
Red coat 12
Hound 11
Milo 10

Hound's second attack would be necessary to take her out, which would be happening during combat. However, I suspect combat will be over before Hound's turn.... so it will probably be Hound hits spy. Spy doesn't go down. Combat starts. Combat finishes. Hound knocks out spy.

Bennosuke
2023-09-02, 07:09 PM
Should have thougt this through. Rolling dodge for Red [roll0] vs 35

Bennosuke
2023-09-02, 07:17 PM
Now opposed WP against Marcella [roll0] TN 30

rax
2023-09-03, 03:21 PM
I'm feeling particularly obtuse today. Is the action wrapped up and Hound auto-succeeds in pistol whipping Serellia? Or do I need to roll another Str test?

bramblefoot
2023-09-03, 03:30 PM
I'm feeling particularly obtuse today. Is the action wrapped up and Hound auto-succeeds in pistol whipping Serellia? Or do I need to roll another Str test?

i believe combat is over

BananaPhone
2023-09-03, 07:06 PM
I'm feeling particularly obtuse today. Is the action wrapped up and Hound auto-succeeds in pistol whipping Serellia? Or do I need to roll another Str test?

Seconding what Bramble said.

We should get their comms and hurry off.

Bennosuke
2023-09-04, 04:10 PM
Yes, we can assume Hound successfully pistol whipped Serellia at this point.

bramblefoot
2023-09-04, 05:24 PM
fine

@bennosuke

note to self, get coat tailored so it can hold said shock cane

BananaPhone
2023-09-04, 05:53 PM
Which way fellows? Marc will follow the group, though she'd prefer to avoid hiding in the waste bins unless necessary.

bramblefoot
2023-09-04, 05:55 PM
Which way fellows? Marc will follow the group, though she'd prefer to avoid hiding in the waste bins unless necessary.

the way we didnt go

Haval
2023-09-04, 08:06 PM
Which way fellows? Marc will follow the group, though she'd prefer to avoid hiding in the waste bins unless necessary.

If the alleyway doesn't actually go anywhere I can always try and break into the market or the hotel through a security test. As it is, if we try it and the roll fails we might be stuck here for long enough for someone else to show up.

BananaPhone
2023-09-04, 09:27 PM
So the alleyway?

If it does turn out to be a deadend, we'll hopefully be far away enough we can just walk off, our credit guilders jackets will provide us the disguise. No ones going to suspect a group of bankers.

Haval
2023-09-05, 07:04 AM
So the alleyway?

Yes. There's no obviously good choice so let's go with that.

bramblefoot
2023-09-09, 03:43 PM
are you waiting on me?

Bennosuke
2023-09-09, 04:56 PM
No, hectic couple of days on my part. Every time I've gone to post, I've been interrupted and unable to get back. Getting back to my IC post now.

bramblefoot
2023-09-09, 06:33 PM
alright, i suggest we let orla try a security roll

if that doesnt work, we'll boost marcella inside

BananaPhone
2023-09-09, 11:59 PM
It's Electronically Sealed, so I think Marc could use "Weapons Jinx" minor power on it. That'd shut the electronic seal off and open the door. However, Marc isn't tech-good, so she just see's a keypad.

Orla could pick the lock, I think Milo might be able to help her out with his Tech-use skill.

Alternatively...if the garage is open topped, we could scramble someone over the top of it. Someone with Climb or marc could use Wall Walk minor power, and open the door from the inside. But we have no guarantee that there wouldn't just be a keypad on the inside too, so we'd be back to square one and with a split party.

Breaking the plexiglass is tempting, but with no means to suppress the noise it'd make, not ideal.

Someone could also go back and steal one of the purses next to one of the women sleeping by the pool. That'd probably have an ID/swipe card too.

BananaPhone
2023-09-10, 07:34 AM
These dice are just horrible to you Haval lol, like for real. I thought I had bad luck last year.

BananaPhone
2023-09-10, 09:04 AM
@Bennosuke:

If Orla fails her Security roll (you might give her a +10 bonus from Milo helping or easy/basic lock etc), Marc'll cast 'Weapon Jinx (https://dark-heresy-rp.fandom.com/wiki/Weapon_Jinx)'. It says 'scramble circuitry' and 'all mechanical devices' in its description (electrical and mechanical engineers reading this are going nuts atm) so it's your call if dysregulating the electronic lock makes it reset or turn off long enough that it can be opened:


Weapon Jinx
You reach into nearby machines with your mind to scramble their circuitry. All mechanical devices within range cease to function for 1 Round. In addition you may Test Willpower to force a single weapon within range to jam. The jammed weapon can be cleared as normal. Note that the Adeptus Mechanicus are especially loathing of this kind of ability and tend to take a very dim view of Pyskers that employ it.

Rolling psyke test: [roll0] vs TN 80

Haval
2023-09-10, 10:01 AM
Well it was close. And a 51 rerolled to a 51 would have been funnier.

Maybe she gets it open but it takes longer.

BananaPhone
2023-09-10, 10:43 AM
That's my hope.

Wha'cha say Benny, feeling generous :smallbiggrin:?

bramblefoot
2023-09-10, 07:56 PM
@bennosuke

can milo assist with tech-use?

Bennosuke
2023-09-10, 08:16 PM
Wow, bad luck on Haval's part. Using weapon Jinx makes sense though it causes all electronics to faulter in a distance of 50 meters for a turn... so not the most subtle power either. I think I'll just give it to you, though for example the key coded lock to my new house stays locked when the power is out, rather than spontaneously unlocking. Was even considering rolling a 50/50 chance dice for it, but what the heck.

Maybe a multikey should be an upcoming purchase for Orla, or anyone else planning security tests...

BananaPhone
2023-09-10, 08:40 PM
Are we able to walk out of the garage? Might be wise to avoid adding Grand Theft Auto to our list of charges. (stealing some rich d-bags car would be a quick way to attract the arbite's, I reckon lol)

Or is this a 'only cars can leave' type of place?

Bennosuke
2023-09-10, 09:00 PM
Should be able to walk out though, a group of red robed guilders walking around the security barrier may benefit from some attempted stealth

BananaPhone
2023-09-10, 09:13 PM
Nice. Also helps because no one can drive lol.

Also, the robes are red? Interesting. For some reason I'd always pictured in my head our group dressed like thing like this (https://tamodesign.com/cdn/shop/products/4087_2556e0c8-a57f-432b-9cb5-d8aff95d17f9_800x.jpg?v=1688883204)in the Credit Guilder coats.

Haval
2023-09-10, 09:15 PM
Nice. Also helps because no one can drive lol.

Orla can for the record. I have no preference here.

BananaPhone
2023-09-10, 09:23 PM
Oh, sweet, didn't see that!

I'm fine either way, as there's pro's and con's to either option, so I'll go with what the others prefer.

BananaPhone
2023-09-12, 06:30 PM
Our great leader has spoken lol.

Bennosuke
2023-09-12, 08:31 PM
Also, the robes are red? Interesting. For some reason I'd always pictured in my head our group dressed like thing like this in the Credit Guilder coats.

Lol, the cloaks are described as yellow-gold and red.

BananaPhone
2023-09-13, 09:14 AM
If we go through the backstreets to Drimmles, I'll just throw out another awareness roll just in case: [roll0] vs TN 43.

If it's there I guess she sees it. Nothing gets by this girl lol.

bramblefoot
2023-09-14, 01:50 PM
milo will try a scrutiny on the lock, as hes actually trained in it


[roll0]

BananaPhone
2023-09-14, 04:07 PM
While waiting in the tunnel, Marc will cast Mind Scan: [roll0] vs TN 90.

3 successes: the Psyker knows the number, general location and 'strength' of minds within range (1km), and may establish telepathic communication with any minds they have sensed in range.

rax
2023-09-14, 04:29 PM
Sorry for going AWOL. Been busy running a planning session at work for a couple of days. Will catch up tomorrow and post something.

Bennosuke
2023-09-15, 07:07 PM
Sorry for going AWOL. Been busy running a planning session at work for a couple of days. Will catch up tomorrow and post something.

No worries man. You all know I know how that goes. Hope it's nothing too stressful or taxing. IC post coming now.

Bennosuke
2023-09-15, 07:20 PM
While waiting in the tunnel, Marc will cast Mind Scan: [roll0] vs TN 90.

3 successes: the Psyker knows the number, general location and 'strength' of minds within range (1km), and may establish telepathic communication with any minds they have sensed in range.


Please clarify, as that's neither Sense presence pg 167, nor Mind Scan 179. It seems more like Sense Presence, but the perimeter is 50 meters +10 for levels of overbleed. Last I checked a Kilometer is a thousand meters, making that unlikely, and Mind Scan is when you read someones thoughts but have to be touching them, like with Serelia in the last scene.

Also, please don't forget to clarify what level of psychic power you are using .

BananaPhone
2023-09-15, 07:27 PM
Please clarify, as that's neither Sense presence pg 167, nor Mind Scan 179. It seems more like Sense Presence, but the perimeter is 50 meters +10 for levels of overbleed. Last I checked a Kilometer is a thousand meters, making that unlikely, and Mind Scan is when you read someones thoughts but have to be touching them, like with Serelia in the last scene.

Also, please don't forget to clarify what level of psychic power you are using .

Ahh sorry mate, it's the new one (https://forums.giantitp.com/showsinglepost.php?p=25834778&postcount=1418) that she picked up (https://forums.giantitp.com/showsinglepost.php?p=25847843&postcount=1485) recently.


And apologies, she's using unfettered.

Bennosuke
2023-09-15, 07:30 PM
Could you give me the page number?

BananaPhone
2023-09-15, 07:37 PM
Sure, page 164 of Rogue Trader core.

BananaPhone
2023-09-16, 09:45 AM
Poor Marcella. Such expectations placed upon her trim shoulders. Her name should be Swiss Army Knife lol.

Haval
2023-09-16, 01:23 PM
Well if Deus Ex has taught me anything there's probably another way in.

rax
2023-09-16, 02:17 PM
Poor Marcella. Such expectations placed upon her trim shoulders. Her name should be Swiss Army Knife lol. Then she shouldn't be metagaming so hard and picking powers useful for infiltration and/or interrogation. :smallamused:

BananaPhone
2023-09-16, 07:28 PM
Then she shouldn't be metagaming so hard and picking powers useful for infiltration and/or interrogation. :smallamused:

She went from useless to really useful!


@Bennosuke: what's Drimmles general location in the manse? And was there anyone on the other side of the door in the security room?

Bennosuke
2023-09-16, 07:37 PM
The power only allows the psyker to know the general location. He's in the manse, somewhere on the first floor, but she doesn't know what room or anything like that. There is no one immediately on the other side of the door.

BananaPhone
2023-09-16, 07:42 PM
Hmmm, what do you reckon fellows - telepathically reach out to Drimmle and tell him to open the door?

Haval
2023-09-16, 08:01 PM
As in domination? I suppose it depends on how likely it will be that his guards will notice him opening the door. I'd say go for it if you want.

BananaPhone
2023-09-16, 08:05 PM
Nah, just telling him to open the door and cooperate lol.

He's already lost 1/3 of his goons, now he's down to just 2 or 3 with him and suddenly he's receiving a telepathic message that we can find him anywhere and learning we're in the building with him. The guy is pretty cowardly as it is.

If he still refuses, Marc can Psychic Shriek the guards and we climb up the wall and enter that way.

Haval
2023-09-16, 08:12 PM
Might be the more chaotic option, so I am in favour of it.

Marcella's going full Gideon Ravenor

bramblefoot
2023-09-16, 08:58 PM
@bennosuke

milo would like to pick up nascent psyker at some point

BananaPhone
2023-09-17, 04:23 AM
Why does Milo look like he's about to attack Drimmle using a microphone stand?

bramblefoot
2023-09-17, 02:30 PM
shrugs

my ai art is sometimes hot, sometimes cold

rax
2023-09-17, 04:34 PM
I see Marc has now transitioned into Scarlett Johansson...

bramblefoot
2023-09-17, 05:12 PM
milo would like to pick up this homebrew talent

Bioluminescence: Your body emits a soft, natural light that can be controlled at will. You can dimly illuminate your surroundings, making Stealth and Navigation tests in darkness easier.

id also like an add-on to that called starflare: you can flare your bioluminescence to force anyone within 10m to make a toughness test or be blinded for 1 minute

BananaPhone
2023-09-17, 08:15 PM
I see Marc has now transitioned into Scarlett Johansson...

It's a known side-effect of psychic usagw, and is more common than you think.


shrugs

my ai art is sometimes hot, sometimes cold


Oh no mockery intended, I just thought it was a funny mental image ^_^ lol.

bramblefoot
2023-09-18, 10:50 AM
Oh no mockery intended, I just thought it was a funny mental image ^_^ lol.

hey marcella, can we discuss milo becoming a psychic sensitive. i dont want to pick up nascent psyker,but something more like wyrd. basically milo would have an array of fun little tricks, like being able to project his voice, to being able to produce soft light, to being able to flash-blind people

BananaPhone
2023-09-18, 07:52 PM
hey marcella, can we discuss milo becoming a psychic sensitive. i dont want to pick up nascent psyker,but something more like wyrd. basically milo would have an array of fun little tricks, like being able to project his voice, to being able to produce soft light, to being able to flash-blind people

My name is bananaphone :smallwink: hah.

But, being psychic in the WH40k universe is pretty perilous, particularly in the Imperium. The galaxy is divided between the materium (our world) and the immaterium, also known as The Warp, which is where Psykers draw their power form. It's like an alternate dimension of roiling psychic energy and chaos. It's where the Chaos Gods and their demonic legions live. Everything alive is like a pinprick of light in the Warp, but Psykers glow much more brightly, as they have a connection to the Warp that allows them to manipulate its energies and manifest them in the Materium. However, that's a two way street, as it also draws the notice of demons and other entities of the Warp that wait for any opportunity they can to use that two-way street to enter the Materium, where they'll promptly rip the Psyker to shreds, those around them and do their best to initiate a demonic invasion, potentially dooming a whole planet.

That's why people are terrified of Psykers, especially untrained and unsanctioned ones. They're an enormous risk not just to themsleves, but especially to those around them in their immediate vicinity and the planet/ship they're on as a whole. If they push themselves too hard, if they screw up, if they lose concentration or focus, and everyone around them could be doomed to not just a grotesque physical death, but damnation of the spirit. If Psykers didn't also offer such a host of benefits and abilities that are super useful (as Marc is now doing for the group with her Telepathy), maintaining the Golden Throne notwithstanding, they'd likely just be culled outright rather than take the risk.

That's why psykers are hunted relentlessly by the Inquisition, rounded up onto Black Ships and sent to Terra where they are evaluated by the Adeptus Astra Telepathica. Of those that arrive, only about 1% are both mentally strong and psychically gifted enough to avoid being culled to maintain the Golden Throne, and instead undergo a Sanctioning Ritual that is a traumatic experience that binds their soul to the Emperor to help further protect them against demonic possession. Of those 1%, most will become Astropaths, where they'll undergo a ritual that burns their eyes out. Of the remaining fraction, those go on to become Imperial Sanctioned Psykers (like Marcella), and undergo years and years and years of training and conditioning under the watchful eye of the Scholastia Psykana (which itself is an arm of the Adeptus Astra Telepathica). For those that do survive their training they can go on to join the Imperial Guard, become residential scholars in the Psykana's cathedrals, become paid retinue of Rogue Traders or Noble houses (probably the best gig to get), become middle managers in the Adeptus Administratum (probably the safest but most boring job to get, you're a psychic bureaucrat) and many more, with the rare few being recruited by the Inquisition (like Marcella). Yet even after all of this they're never fully trusted and are under a watchful eye, with those around them ready to put a bullet in the back of their head if they start exhibiting signs of possession. Now, they can go on to reach positions of greater autonomy and respect like becoming Primaris Psykers, or even Inquisitors themselves, but even then, constant mental exposure to the warp and its erosion and plenty of Sanctioned Psykers just eventually go crazy. I play Marc as relatively normal, if a bit eccentric, because she's only got 3 insanity points and has 55 willpower (which, by Dark Heresy standards, is crazy good for a human). But, I'm getting sidetracked.

I tell you all this because it's the setting we're in, and it lays out why, if Milo did develop Nascent Psyker or Wyrd...I don't want to tell you how to play your character, but chances are 99% he'll end up on a Black Ship and sent back to Terra for evaluation, where he'll most likely be culled for the Golden Throne. Marc won't be able to help him, hell she'd probably be the one to report him because she knows better than anyone in the group the threat of an unsactioned/trained psyker, plus she'd probably be branded a heretic if she didn't. The interrogator/inquisitor might be able to protect him for a bit, but they'd need a good reason and it would be a short term strategy at best, because if his nascent psyker/wyrdness is ever discovered (which is just one Psyniscience roll away), he's going to end up on a Black Ship one way or the other.

Page 90 of the Inquisitors Handbook goes into this in more detail. But yeah, sorry to be the bearer of bad news mate :(, I'm not trying to 'protect my niche' or tell you how to play your character, but in the WH40K universe, being a nascent psyker/wyrd is as good as signing your own death warrant. Unless you figure out something with Bennosuke and Milo disappears from play for half a decade and comes back a Sanctioned Psyker, I really don't see it working out well for him.

If he's wanting to pull little tricks like blinding people etc I think flash grenades are probably the safer option :P lol.

bramblefoot
2023-09-18, 07:57 PM
My name is bananaphone :smallwink: hah.

But, being psychic in the WH40k universe is pretty perilous, particularly in the Imperium. The galaxy is divided between the materium (our world) and the immaterium, also known as The Warp, which is where Psykers draw their power form. It's like an alternate dimension of roiling psychic energy and chaos. It's where the Chaos Gods and their demonic legions live. Everything alive is like a pinprick of light in the Warp, but Psykers glow much more brightly, as they have a connection to the Warp that allows them to manipulate its energies and manifest them in the Materium. However, that's a two way street, as it also draws the notice of demons and other entities of the Warp that wait for any opportunity they can to use that two-way street to enter the Materium, where they'll promptly rip the Psyker to shreds, those around them and do their best to initiate a demonic invasion, potentially dooming a whole planet.

That's why people are terrified of Psykers, especially untrained and unsanctioned ones. They're an enormous risk not just to themsleves, but especially to those around them in their immediate vicinity and the planet/ship they're on as a whole. If they push themselves too hard, if they screw up, if they lose concentration or focus, and everyone around them could be doomed to not just a grotesque physical death, but damnation of the spirit. If Psykers didn't also offer such a host of benefits and abilities that are super useful (as Marc is now doing for the group with her Telepathy), maintaining the Golden Throne notwithstanding, they'd likely just be culled outright rather than take the risk.

That's why psykers are hunted relentlessly by the Inquisition, rounded up onto Black Ships and sent to Terra where they are evaluated by the Adeptus Astra Telepathica. Of those that arrive, only about 1% are both mentally strong and psychically gifted enough to avoid being culled to maintain the Golden Throne, and instead undergo a Sanctioning Ritual that is a traumatic experience that binds their soul to the Emperor to help further protect them against demonic possession. Of those 1%, most will become Astropaths, where they'll undergo a ritual that burns their eyes out. Of the remaining fraction, those go on to become Imperial Sanctioned Psykers (like Marcella), and undergo years and years and years of training and conditioning under the watchful eye of the Scholastia Psykana (which itself is an arm of the Adeptus Astra Telepathica). For those that do survive their training they can go on to join the Imperial Guard, become residential scholars in the Psykana's cathedrals, become paid retinue of Rogue Traders or Noble houses (probably the best gig to get) and many more, with the rare few being recruited by the Inquisition (like Marcella). Yet even after all of this they're never fully trusted and are under a watchful eye, with those around them ready to put a bullet in the back of their head if they start exhibiting signs of possession. Now, they can go on to reach positions of greater autonomy and respect like becoming Primaris Psykers, or even Inquisitors themselves, but even then, constant mental exposure to the warp and its erosion and plenty of Sanctioned Psykers just eventually go crazy. I play Marc as relatively normal, if a bit eccentric, because she's only got 3 insanity points and has 55 willpower (which, by Dark Heresy standards, is crazy good for a human). But, I'm getting sidetracked.

I tell you all this because it's the setting we're in, and it lays out why, if Milo did develop Nascent Psyker or Wyrd...I don't want to tell you how to play your character, but chances are 99% he'll end up on a Black Ship and sent back to Terra for evaluation, where he'll most likely be culled for the Golden Throne. Marc won't be able to help him, hell she'd probably be the one to report him because she knows better than anyone in the group the threat of an unsactioned/trained psyker, plus she'd probably be branded a heretic if she didn't. The interrogator/inquisitor might be able to protect him for a bit, but they'd need a good reason and it would be a short term strategy at best, because if his nascent psyker/wyrdness is ever discovered (which is just one Psyniscience roll away), he's going to end up on a Black Ship one way or the other.

Page 90 of the Inquisitors Handbook goes into this in more detail. But yeah, sorry to be the bearer of bad news mate :(, I'm not trying to 'protect my niche' or tell you how to play your character, but in the WH40K universe, being a nascent psyker/wyrd is as good as signing your own death warrant. Unless you figure out something with Bennosuke and Milo disappears from play for half a decade and comes back a Sanctioned Psyker, I really don't see it working out well for him.

If he's wanting to pull little tricks like blinding people etc I think flash grenades are probably the safer option :P lol.

circle of life. i dont have to, im just asking for an opinion

BananaPhone
2023-09-18, 08:04 PM
circle of life. i dont have to, im just asking for an opinion

No worries ;) just wanted to provide context for the answer :smallsmile:.

Like have you seen Event Horizon? That's basically what can happen if the Psyker ****s up or gets possessed. So if you're a normal person and you're around someone whose head is a potential portal for demons to flow into your surroundings, possess, brutally murder you and feast on your soul, yeah, Psykers are terrifying lol which is why they need to be Sanctioned and most don't survive.

bramblefoot
2023-09-19, 12:09 PM
no, i havent seen event horizon. is that the one with the demon ship?

BananaPhone
2023-09-19, 06:21 PM
Hey Ben, when Marc used her Mind Scan earlier, could she detect anyone in that van?

Bennosuke
2023-09-19, 06:22 PM
She did not, but again, she only gets a general sense of where people are.

Haval
2023-09-19, 06:37 PM
no, i havent seen event horizon. is that the one with the demon ship?

Kind of. Lawrence Fishburne is in it. It's not actually a 40k tie in movie but it might as well be.

BananaPhone
2023-09-19, 07:41 PM
no, i havent seen event horizon. is that the one with the demon ship?

That's the one. It was a critical and commercial failure when it came out in the 90s, but it sold really well on home VHS and DVD's and contemporary reviews consider it a sci fi horror classic. Unfortunately the theatrical release was short almost an hour of additional footage, and sadly we'll never see it because they ended up (somehow) in a salt mine in Transylvania where they were eroded and destroyed. (I'm serious lol)


She did not, but again, she only gets a general sense of where people are.


Understood!

bramblefoot
2023-09-19, 08:02 PM
@bananaphone

can we discusss marcella probing milos brain and maybe planting a little way for them to do instantaneous two-way psychic link?

Unbreakable Bond: You share an unbreakable psychic connection with a specific individual, often a fellow player character or a trusted NPC. You can communicate telepathically with this person across great distances and gain a +20 bonus to Willpower tests when resisting psychic or mental attacks when they are nearby.

BananaPhone
2023-09-19, 08:10 PM
Ahh there already is!

On page 163 of the Rogue Trader book there is 'Mind Link'. You basically form a telepathic connection between yourself and a number of willing participants equal to your willpower bonus (5 in Marcs case), allowing them all to talk instantaneously and secretly with each other. It's 200 exp and Bennosuke approved of it last OOC thread.

...but she's kinda spent enough exp on psychic stuff for now lol she really needs to focus on her skills and become a more well-rounded character.

bramblefoot
2023-09-19, 08:15 PM
Ahh there already is!

On page 163 of the Rogue Trader book there is 'Mind Link'. You basically form a telepathic connection between yourself and a number of willing participants equal to your willpower bonus (5 in Marcs case), allowing them all to talk instantaneously and secretly with each other. It's 200 exp and Bennosuke approved of it last OOC thread.

...but she's kinda spent enough exp on psychic stuff for now lol she really needs to focus on her skills and become a more well-rounded character.

i mean, i was feeling i would spend the xp on the unbreakable bond talent above, but if you dont want milo in your head, i can accept that

BananaPhone
2023-09-20, 12:12 AM
I don't think she wants anyone in her head lol. She's the telepath, she likes sliding into other peoples heads :smalltongue:.

bramblefoot
2023-09-20, 12:31 AM
I don't think she doesn't want anyone in her head lol. She's the telepath, she likes sliding into other peoples heads :smalltongue:.

fine :smalltongue:

the clarion call goes out. anyone want to have a two-way psychic connection with milo?

if bennosuke will allow it, i may just take it with our dear interrogator, minus the +20 to wp

Bennosuke
2023-09-20, 12:48 PM
As far as I can tell, no one is making any moves yet? Let me know if I missed something, or if the group is going to open the front door or do something else.

BananaPhone
2023-09-20, 05:29 PM
I think Raxs post implies that he's approaching and knocking on the front door or activating the comms switch. Correct me if I'm wrong.

Bennosuke
2023-09-20, 06:50 PM
It wasn't explicit, and I've had players complain for making assumptions like that when they had not clearly said they wanted their character to do something.

Thank you regardless for your IC post, allowing me to move things forward.

bramblefoot
2023-09-20, 07:22 PM
full-auto stubber boy with the orthlack loaded with manstoppers

[roll0] tn 67

Bennosuke
2023-09-20, 07:23 PM
I am going to suggest against that.

bramblefoot
2023-09-20, 07:25 PM
in that case, ill wait until hes coming to take it, and then do it

bramblefoot
2023-09-20, 07:27 PM
I am going to suggest against that.

suggest away, but milo got a damn good roll, and im not letting it go to waste

#1 if he took delay, thats a half action he can use, so no full auto

i feel milo expected this, so he shouldnt be surprised

Bennosuke
2023-09-20, 07:34 PM
His weapon is drawn as well, which means everyone would roll initiative, and Drummer has his finger in the trigger of explosives the group are standing under.

bramblefoot
2023-09-20, 07:34 PM
in that case, i will delay, and when someone comes to take my weapon, im gonna light them on fire with the wrist flamer

BananaPhone
2023-09-20, 07:48 PM
Hey Bennosuke, what does Drimmles ward protect him against? I ask as Marc would know, even though I the player don't, because she's been around them plenty of times before.

And also because it obviously didn't protect him from being telepathically spoken to.

bramblefoot
2023-09-20, 07:59 PM
Hey Bennosuke, what does Drimmles ward protect him against? I ask as Marc would know, even though I the player don't, because she's been around them plenty of times before.

And also because it obviously didn't protect him from being telepathically spoken to.

i believe its protection against psychic attack

https://ultima-tectum.com/hexagrammatic-warding/

BananaPhone
2023-09-20, 08:11 PM
Ahh, interesting, thank you for that.

Also, I highly, highly advise against any form of attack or resistance while we are, apparently, standing on explosives.

Now Drimmle is apparently only 4-5 meters away, so the explosives can't be that powerful otherwise he'd get blown off his butt too and catch shrapnel. Also, an explosive going off is definitely going to attract a visit from the Arbites.

@Bennosuke: Would Weapon Jinx shut down the explosives lining the ceiling above the party? They obviously have some type of mechanical trigger that's radio connected to the detonator Drimmle is holding, yes?

And they're unattended inanimate matter, so wouldn't get a willpower roll, and would have to be accesses to "unjam"? (if youre counting them as weapons, which Im assuming you are)

However the power shuts down everything else in 50 meters for a round, so the lights going out for 6 seconds would give away that she's doing something.

BananaPhone
2023-09-20, 08:49 PM
Hey, Haval, you passed a roll when it counted :smallbiggrin:.

BananaPhone
2023-09-20, 08:59 PM
Also, what Marc is trying to do is appeal to Drimmels self-interest. She's going under the assumption that there are bombs under their feet and that he's reckless or stupid enough (because he's never seen an explosion before) to think he can detonate them just 4 or so meters away from himself and not get shredded by shrapnel.

So she's using the 13th Rule of Power when trying to flip someone to turn them into an ally:

13. When asking for help, appeal to people’s self-interest, never to their mercy or gratitude.
If you need to turn to an ally for help, do not bother to remind him of your past assistance and good deeds. He will find a way to ignore you. Instead, uncover something in your request, or in your alliance with him, that will benefit him, and emphasize it out of all proportion. He will respond enthusiastically when he sees something to be gained for himself.

Do not be subtle: you have valuable knowledge to share, you can make him rich, you can make him live longer and happier.
Train yourself to see inside other’s needs and interests and desires.
Distinguish differences among powerful people and figure out what makes them tick. When they ooze greed, do not appeal to charity; when they want to look charitable and noble, do not appeal to their greed.

Lord Durchiss is toast in the long run, the Inquisition knows about and are moving against him. She's trying to impress on Drimmel that the only way he has of getting out of this situation with his money and reputation intact, or even improved, is through cooperation.

Just letting ya'll know in case you thought it was weird she starts talking about Durchiss for some reason, she's laying that groundwork.

(plus the guy is feeling pretty in charge atm so undermining that confidence helps too)

Haval
2023-09-20, 09:07 PM
Hey, Haval, you passed a roll when it counted :smallbiggrin:.

Just got to roll things she's at 50% for :smallsmile:

BananaPhone
2023-09-20, 09:10 PM
As someone who has been a repeated victim of the forum roller, I sympathize 100% lol.

bramblefoot
2023-09-20, 11:47 PM
who are you who is so wise in the way of science

BananaPhone
2023-09-21, 03:00 AM
So fellows, just having a bit of a think of the potentially very lethal situation, just an idea for a plan:

1. Drimmle is looking tired af. I've seen girls leaving the clubs at 4am without a partner that look better than this guy. Big bags under his eyes, gaunt and frail etc the guy has been stressed the f out. Is this because he's worried about Durchiss finding out? Or because he's been pulling extra shifts to please him? Or because he's been exposed to those weapons Raiders of the Lost Ark style? Who knows, but he's clearly lucid and level-headed enough to plan all this and wait patiently or our return.

My guess is we scared the bajesus out of him last time (we did suffer that 'exposed to demons' warp phenomenon), and he's been terrified of our return and its taken this physical toll on him. That thing around his neck (the hexo ward) is stupidly expensive, because you either have to find one or know someone who can craft it for you (either a psyker, and fat chance because Marc knows all the Psykers in the Hive, or an Adeptus Mechanicus), not to mention the security he's hired and rigging his own house with bombs. He has gone to enormous cost.

My guess is also that he doesn't want to kill us. Well, maybe he does, but he has had a couple of chances to do so. He could've rigged the security tunnel to close and flood with gas. He could've been in his security room, waited for us to enter the antechamber through the front door and blew us up etc the fact he's here, in person, means he's at least open to talking, or is going to try and capture us. Or, he could be stalling for time and waiting for his recovered goons to arrive. There are many possibilities.

2. We need to get out from under the explosives. Now, let's assume that there are explosives. He personally came down here to greet us and stand near the blast radius of bombs lining a high ceiling. Either he's incredibly reckless, or he's never seen an explosion before and hasn't' experienced the g-forces and shrapnel that they throw out. I know I know, by the rules, in game, it's jsut xD10 affecting those within x meters etc but I'm trying to think 'real worldy' here lol. So it's possible it's just a ruse, but it's safer to assume it's not.

In that case, getting out from that blast radius (which is where we're standing) is #1 priority. That is 80% of his deterrent.

3. The big guy with the heavy stubber. Heavy stubbers are basically like MG42's or squad support weapons. The big guy standing there with one aimed at us is terrifying, but there's five of us, a few with really high initiative modifiers (Arl lol), so once we're out of the blast radius, he's the number 1 target, as we want to take Drimmle alive.

So...plan.

Like I said, I think we're better off trying to talk him down initially. If he wanted to kill us, we'd be dead already (or severely crippled). So we try to talk him down while getting ready to get out of that blast radius. We don't know whether he's actually turned traitor against us yet - this could all be his precautions, after all.

If that fails, then...maybe Marc uses Weapon Jinx to neutralise the bombs in the ceiling (they'd have a mechanical means of being remote detonated, they need to receive radio signals of some sort from that remote detonator he's holding, and they're unattended weapons so he'd have to access to them to "unjam" the detonating mechanism which involves physically getting up into the ceiling to work on them, is my current working assumption). However, when she does that, the lights etc are going to go out for 6 seconds or so (1 round) and all the signs that "the witch" is using her powers, and Drimmle will probably get his man to open fire on us then; hopefully by then we can all draw and neutralise the big guy before we all get turned into hamburger meat.

Or Marc can just try to Dominate Drimmle and hope I roll well enough to get the bonuses to willpower to overcome his natural will + his hexo ward, while you guys deal with the big stubber guy who's doubtless been told to open fire if Drimmle starts acting funny.

And that's just my thoughts on it fellows, thank you for coming to my Ted talk.

Haval
2023-09-21, 01:06 PM
Always in favour of avoiding combat with a social roll if possible. In theory not killing him also keeps him as a possible source of information.

Might also be worth mentioning that if Drimmle knows about the Inquisition there is arguably no point in killing us. As in if we don't report back the Inquisitor will only send someone less likely to be nice.

rax
2023-09-21, 03:44 PM
Sorry, am I missing something? In which post does it say there are explosives in the ceiling (or under our feet)? All I see mentioned is Drimmle holding what looks like a remote trigger.

bramblefoot
2023-09-21, 03:46 PM
Sorry, am I missing something? In which post does it say there are explosives in the ceiling (or under our feet)? All I see mentioned is Drimmle holding what looks like a remote trigger.

bennosuke let us know ooc

Bennosuke
2023-09-22, 10:46 AM
Okay all, sorry for the delay. Will take a look at the IC thread in a second but will first reply to some of these OOC questions/comments.


Now Drimmle is apparently only 4-5 meters away, so the explosives can't be that powerful otherwise he'd get blown off his butt too and catch shrapnel. Also, an explosive going off is definitely going to attract a visit from the Arbites.

Sorry for not specifying. As previously stated, the forie... ?forrie?... "foyer"... entranceway is pretty massive, both Drimmle and the massive man are about 10 meters away. And remember, Marcella sensed a third individual... :smallamused:


@Bennosuke: Would Weapon Jinx shut down the explosives lining the ceiling above the party? They obviously have some type of mechanical trigger that's radio connected to the detonator Drimmle is holding, yes?


The "bomb" can definitely be shut down for a round as it is an electrical device. As per the rules, when an explosive jams (such as the bomb) we would use the Explosive Mishap table on page 137, with 9-10 meaning it goes off as normal. However, both enemies have a bead on the group and if Marcella tries anything, she risks them noticing. Since activating a psychic power requires rolling, I imagine it requires enough effort to show what you are doing, unless you try to "hide it". So if Marcella wants to activate a power without it looking like she is doing so, I will have her make a contested Deceive vs. Perception roll against all enemies who can directly see her.

I am intentionally not looking at Banana's plan, so that I can neither predict the action, nor feel tempted to comment on any good or bad ideas.


Sorry, am I missing something? In which post does it say there are explosives in the ceiling (or under our feet)? All I see mentioned is Drimmle holding what looks like a remote trigger.

That's just an oversight in my post. Anyone who looks above their head will see that there is a suspended makeshift bomb in the shape of a small warhead with coils and wires looping in and out of the thing. It smells of ozone and grease, and appears to be hung by a mechanism that would cut its string if triggered, so that the bomb would fall directly into the space at the entrance of Drimmle's home.

... it is... a cartoon villian's trap :smallbiggrin:

Bennosuke
2023-09-22, 10:55 AM
Rolling contested perception for Drimmle vs. 55 [roll0] against Orla who achieved an additional level of success.

Haval
2023-09-22, 11:12 AM
... it is... a cartoon villian's trap :smallbiggrin:

It's so Wile E. Coyote :smallamused:

BananaPhone
2023-09-22, 11:15 AM
Sorry for not specifying. As previously stated, the forie... ?forrie?... "foyer"... entranceway is pretty massive, both Drimmle and the massive man are about 10 meters away. And remember, Marcella sensed a third individual... :smallamused:

The "bomb" can definitely be shut down for a round as it is an electrical device. As per the rules, when an explosive jams (such as the bomb) we would use the Explosive Mishap table on page 137, with 9-10 meaning it goes off as normal. However, both enemies have a bead on the group and if Marcella tries anything, she risks them noticing. Since activating a psychic power requires rolling, I imagine it requires enough effort to show what you are doing, unless you try to "hide it". So if Marcella wants to activate a power without it looking like she is doing so, I will have her make a contested Deceive vs. Perception roll against all enemies who can directly see her.



Ahh, interesting.

So the bomb needs to physically make contact with the ground to detonate? So Drimmle pushes the button, the electrical/mechanical systems above our head "release" the warhead, it drops into our midst and boom?

If that's the case, would Holding Action and using Spectral Hands (https://dark-heresy-rp.fandom.com/wiki/Spectral_Hands) to 'fling' it mid-flight towards the big guy with the Heavy Stubber work out?


(I swear I'm not a stalker, I'm in paper writing season so I'm glued to my computer 14 hours a day and receive emails from giantitp about new posts lol)

Bennosuke
2023-09-22, 11:25 AM
Possibly, though initiative order would be pretty important here, as the group may be getting sprayed with bullets at the time.


It's so Wile E. Coyote

Yeah, I think in that way it is also very 40K

bramblefoot
2023-09-22, 08:20 PM
Possibly, though initiative order would be pretty important here, as the group may be getting sprayed with bullets at the time.



Yeah, I think in that way it is also very 40K

are both shriek and stubber boy in range of milos wrist flamer? if so, im gonna need agility tests from both of them

if i have to choose, ill go stubber boy

also, should combat break out, im spending a fp to make my init a 10

BananaPhone
2023-09-22, 08:52 PM
They're within 10 meters, Bennosuke mentioned it up in his large response.

So yes, combat has just broken out as Milo decides to ignite his flame thrower over two parties during negotiations while we have a bomb dangling above our heads and another guy is training a machinegun on us :smalltongue:.

Pray to the Empeor that Marc can beat Drimmles initiative and mind control him first.

Initiative: [roll0]

Uggh I have to burn a fate point for Initiative 10, so Marc has Initiative 13.

BananaPhone
2023-09-22, 09:14 PM
I was thinking avout how to get us out of this from the threat of a huge bomb dropping on us and a guy wjth a machine gun trained on us AND having to try and take Drimmle alive. Fearful Aura is tempting, but there's too higher risk Drimmle or his chum can still act. Likewise, if she dominates Drimmle, machine gun man still turns us into hamburger meat.

Sooo, I think Weapon Jinx is about the best chance we have not to die right now. We'll just have to pray that the jammed bomb doesn't roll a 9-10.

Marcs a voidy so might get her FP back: [roll0] -Sweet! She keeps her fate point!

Weapon Jinx: [roll1] vs TN 80
Willpower test: [roll2] vs TN 55

BananaPhone
2023-09-22, 09:17 PM
Alright, that buys us 1 round of the detonator/bomb drop device not working (it just "ceases functioning" for a round, it's not jammed, so we don't have to worry about a jammed explosive roll). But the failed willpower roll means she didnt shut down that machine gun.

Gunna FP that willpower test for the sake of party survival: [roll0] vs TN 55


Thank the Emperor. The heavy stubber is Jammed until pigman unjams it by spending a full round action and making a BS test. Then he has to spend 2 full rounds reloading and the ammo that he had previously loaded is lost. Meanwhile the detonator/bomb device won't work for 1 round. Marc spent 2 fate points, but by the Charmed racial of Voidborns she got one back, so she's on 1/2 FPs.

Make it count guys. I recommend everyone spends a move action getting out from under the explosive.

bramblefoot
2023-09-22, 09:28 PM
milo will roll initiative

[roll0]

burn a fp to make that a 13

BananaPhone
2023-09-22, 09:32 PM
Btw, why was Milo giving marc the middle finger?

bramblefoot
2023-09-22, 09:33 PM
Btw, why was Milo giving marc the middle finger?

no, pointer finger.

i just remembered that the dominate/kill them all wasnt meant for us

BananaPhone
2023-09-22, 09:42 PM
Ahh haha allg, I thought he was rubbing it into her face that he wasn't listening to her.

bramblefoot
2023-09-22, 09:44 PM
milo will rub it in drimmles face, should we survive

also, half move out of zone, quick draw orthlack

the other half action is to fire the flamer

BananaPhone
2023-09-22, 11:20 PM
Oh yeah, forgot to rolled Charmed when Marc spent her second fate point: [roll0]

Yes! The Emperor smiles on our Telepath today. She's kept both fate points and is 2/2.

bramblefoot
2023-09-23, 01:25 AM
Oh yeah, forgot to rolled Charmed when Marc spent her second fate point: [roll0]

Yes! The Emperor smiles on our Telepath today. She's kept both fate points and is 2/2.

to quote hayden christianson

https://media4.giphy.com/media/NsIwMll0rhfgpdQlzn/giphy.gif?cid=ecf05e4765sxsam79yjzqtqbsqlp1iyf7ktg an9d2yb3pr1f&ep=v1_gifs_search&rid=giphy.gif

rax
2023-09-23, 07:17 AM
to quote hayden christianson

https://media4.giphy.com/media/NsIwMll0rhfgpdQlzn/giphy.gif?cid=ecf05e4765sxsam79yjzqtqbsqlp1iyf7ktg an9d2yb3pr1f&ep=v1_gifs_search&rid=giphy.gif Debatable.

Initiative [roll0]

Bennosuke
2023-09-23, 06:02 PM
I am not going to have time to get through everything; though I can't face palm hard enough at what is happening. I hope I made it as clear as possible that this was not a scene best handled through combat. Thank you for those that rolled initiative. I'm sure I will need additional rolls to respond to some of what others have posted, but for now will roll initiatives for the three "enemy" combatants. How tragic. Hope the party survives.

Drimmle [roll0] + 3
Shriek [roll1] + 4
Trask [roll2] +3

Haval
2023-09-23, 08:21 PM
Initiative
AgB 4 + 1 for Hiver
[roll0]

Wyndeward
2023-09-23, 08:25 PM
Frankly, I am not certain who Arl is going to shoot first...

[roll0]

Wyndeward
2023-09-23, 08:47 PM
Okay... hopefully, I just removed the bomb from the equation.

BananaPhone
2023-09-23, 08:53 PM
Okay... hopefully, I just removed the bomb from the equation.

Marc shut it off for 1 round with Weapon Jinx, and Arl destroys it while it's inactive and cannot send radio signals.

https://t3.ftcdn.net/jpg/03/09/83/58/360_F_309835871_vwQfCN0LceuTnbXYhvBxcANaOOYM7cos.j pg

bramblefoot
2023-09-23, 11:06 PM
I am not going to have time to get through everything; though I can't face palm hard enough at what is happening. I hope I made it as clear as possible that this was not a scene best handled through combat. Thank you for those that rolled initiative. I'm sure I will need additional rolls to respond to some of what others have posted, but for now will roll initiatives for the three "enemy" combatants. How tragic. Hope the party survives.

Drimmle [roll0] + 3
Shriek [roll1] + 4
Trask [roll2] +3

you made it very clear, i just decided to take a hard left at burn the unclean

rax
2023-09-24, 01:18 PM
you made it very clear, i just decided to take a hard left at burn the unclean If we do all make it out alive, I hope you understand that Milo will be facing some hostile questioning when we get back to the safe house. Doubly so if this encounter kills Drimmle before we can get any information out of him.

Bennosuke
2023-09-24, 05:35 PM
Okay, finally having time to sit down and work my way through everything.



Initiative
Arl 14
Father Milo 13
Marcella 13
Shriek 12
Hound 11
Orla 6
Trask 5
Drimmle 4





I have subtracted FP for Milo

rolling jam for the bomb [roll0] and in case there's a reroll [roll1] EDIT: so the bomb jams.

So technically, Arl sees Milo acting first and gets there before Marcella. That said he could technically apprehend Father Milo before he gets everything going if he wanted to... And with Marcella matching Milo's initiative, I'll allow a constested if she wants to preempt him as well.

Please let me know both Wynde and Bramble, before I start really resolving this combat.

Bennosuke
2023-09-24, 05:43 PM
Otherwise, I will start resolving things as combat would be unfolding. So it looks like for the flamer, this is not technically a dodge roll so Shriek and Trask don't get any dodge skill bonuses, but would also be able to use Dodge later.

For Trask [roll0] vs 31 and if it's a hit for catching aflame [roll1]

For Shriek [roll2] vs 46 and for catching aflame [roll3]

BananaPhone
2023-09-24, 06:02 PM
I'm normally loathe to engage in pvp and I don't like trying to influenceshow other people play their characters, but doing so to potentially prevent a whole party wipe and game over, it's more justifiable. However, if Marc tries to Dominate Milo to prevent him starting combat and getting him to peaceably hand his weapons over before releasing him, she might fail. Whereas how it stands now, she's managed to jam the bomb and jam Trasks heavy stubber, taking it out for 2-3 rounds.

So, I'll ask OOC, Mr GM, with the bomb jammed, the detonator likely destroyed by Arl and Trasks heavy stubber taken out of action for 2-3 rounds, have our party chances of survival significantly gone up? Or are things still pretty much toast unless Marc Dominates Milo into behaving or Arl stops him from trying to use his flamer? Consider that it's quite a risk as she'll need to roll a contested Initiative against Milo and she could fail that too, let alone the activation roll and opposed willpower roll - but is that risk worth it?

Sorry for so much OOC and quasi-metagaming, but I rather enjoy this game and I don't want a party wipe.

Bennosuke
2023-09-24, 06:10 PM
Honestly, your chances are much better than I expected given how everyone is rolling. That said, things could still turn out pretty badly for the group... and even if you succeed unscathed, I think there would probably be a lot of negative fall out.

BananaPhone
2023-09-24, 06:23 PM
It's a super hard choice.

On one hand, our party survival chances have gone way up, but nothing is set in stone and there could be following negative fallout.

On the other hand, if Marc tries to dominate him, she's just a failed initiative contested roll away from wasting her action, the bomb being reactive and trask getting his heavy stubber back and the party chances of TPK are very, very high. Plus the unease of trying to engage in pvp with another player.

It's a really hard choice, but Id rather go with much higher chances of survival with potential bad RP consequences, than the unknown very high chances of TPK. So Marc will stick with her current actiom.

Sorry, that just seems the best option atm, with how things are now, that has the highest probability of party survival with the information I have, and we can chew Milo out after.

BananaPhone
2023-09-24, 09:14 PM
Though if others think differently feel free to state so, and if the majority of the party would rather take that risk to 'reset' it all, so to speak, I'll opt for that. (as it does feel a tad unfair that potential party survival hinges on my and Arls decision)

rax
2023-09-25, 06:38 AM
No, I’m okay with Milo’s actions having occurred. At a table I might have called a time out to discuss the matter, but it’s different with PbP. Backtracking now is a bigger hassle. A discussion can be had when the action is done.

Haval
2023-09-25, 06:49 AM
Not taking sides but ok with Banana picking whatever.

Have said on Discord that I'm ok with Orla dying here.

Wyndeward
2023-09-25, 07:07 AM
The way it plays out in my head is that Arl is reacting to things sliding off the plate -- until and unless Milo actually does something, Arl doesn't draw the pistol, being busy being "disarmed" by Shriek.

As much as I would love to unspool what happened, I think things should just "play out" with no taps back.

That having been said, let me reinforce Rax's comment... Milo, assuming he survives this little debacle, is in for more than a little unpleasantness...

rax
2023-09-26, 11:13 AM
Well, none of the fight is going to happen unless Milo gets to do his thing. I think it's probably easiest if we just say that Milo acted first - not quite a surprise round, but enough of a surprise for no one to be able to stop him. He won't get a repeat action this round and from next round the rolled initiative order is the one that's being used.

Edit: If we do that, then Arl can shoot the remote control and then Marc jinxes the guns and whatever's left of the remote. Doesn't really matter if there's overkill on that count.

bramblefoot
2023-09-26, 01:17 PM
look, im sorry if i caused an issue. milo is not a fan of letting known heretics get away

Wyndeward
2023-09-26, 06:46 PM
look, im sorry if i caused an issue. milo is not a fan of letting known heretics get away

Oh, I get it, up to a point...

The problem, at least from Arl's perspective, is three-fold.

(1) From Arl's perspective, Ser Drimmle is going through the stages of grief, albeit kind of stuck between Anger and Bargaining.
(2) Taunting Ser Drimmle while he's holding the detonator and screaming isn't all that bright a move.
(3) You received multiple notices not to do what you did.

BananaPhone
2023-09-26, 07:05 PM
To re-inforce that, yeah, Milo's behaving like a violent psychopath. We're in the rich peoples part of the Hive, we're supposed to be clandestine. Back in the alleyway, Arl and Orla got the drop on that flamboyantly dressed guy that came around the corner, he was going to surrender but then Milo just opens fire on him, needlessly starting a fire fight and drawing attention and we have to flee the scene rather than getting time to fully interrogate the security staff. This bomb, the two mutants, Drimmmles state of mind etc we could've learned about all of it, but we had to flee.

Now at Drimmles mansion, Drimmle is clearly in bargaining mode because he's got a bomb above our heads and a heavy machine gun trained on the whole group. Marc can tell Milo is getting twitchy and she tells him not to do anything because he'll get us all killed, Arl tells Milo not to do anything because he'll get us all killed, the GM then says OOC to start a fight would be an incredibly bad idea...Milo opens fire anyway, creating a potential total party wipe for characters we've been playing for years.

There is a time and a place for violence in the game, but one must be discerning in its use and considerate of the consequences.

Such as my high blood pressure and being in suspense for days lol.

Bennosuke
2023-09-27, 11:40 AM
Hey all, sorry for the delay. Only silent because it has been a very very busy couple days of work. I will be getting to the game today and will be resolving the first round of combat, thank you for the patience.

Just an FYI, Bramble reached out to me expressing regret about his decision and asked to step away from the game temporarily to "get his head straight". Feel free to reach out to him if you think it would help.

Posts to come in a few hours.

Bennosuke
2023-09-27, 06:39 PM
I can't find a damage roll for Milo's flamer. [roll0]

Bennosuke
2023-09-27, 06:45 PM
Ser Drimmle gets an attempt to dodge Arl's shot vs. 31 [roll0]

Bennosuke
2023-09-27, 07:05 PM
Some more necessary rolls:

Rolling attack for Shriek [roll0] and damage [roll1]
Rolling attack for Drimmle Shriek [roll2] and damage [roll3]
Rolling attack for Trask Shriek [roll4] and damage [roll5]

Rolling dodge for Milo Shriek [roll6] vs 39

BananaPhone
2023-09-27, 07:38 PM
Oooof, Marc takes 2 damage, poor girl. The first damage she's taken all game.

So, the bomb is a dud, yes Mr GM? That massive threat is neutralised?

Given the security guard Marc mind probed is disgruntled that Drimmle is a cheap bastard, kinda makes sense he bought the cheapest bomb available and it's...a dud lol.

BananaPhone
2023-09-27, 07:42 PM
Oh yeah, she's got Dodge though: [roll0] vs TN 34

Nope, 2 damage it is.

BananaPhone
2023-09-27, 08:05 PM
Actions depend on whether, by the rules, the bomb is a full dud or not. It got jammed for a round, the explosive mishap was rolled and...it's a dud. I think that's permanent, it doesn't suddenly become a non-dud once it's unjammed - and unjamming it requires accessing it and fixing it? But still, I'll wait for a ruling from the GM.


If the bomb is an actual dud:

Marc will use Soul Killer on the fat guy: [roll0] vs TN 90

If the bomb is only a dud for this round and might still go off in future rounds if a stray round or sufficient pressure hits it etc:

Marc will use a move action to get out of the "drop zone" and then use a half action to cast Dominate on Drimmle: [roll1] vs TN 90.

BananaPhone
2023-09-27, 08:10 PM
Hmm, if the bomb is a dud, I'll use a FP to re-roll that Soul Killer hoping for a better result: [roll0] vs TN 90


Damage rolls (if needed):

1. [roll1]
2. [roll2]
3. [roll3]
4. [roll4]
5. [roll5]
6. [roll6]
7. [roll7]

Actually needed 1 more damage roll lol.

She'll send the first 4 shards against Fat Man and the last 3 against Shriek. Soul Killer ignores armor (unless it's warded).

So Fat Man takes: 16, 14, 11, 14 damage.
Shriek takes: 14, 20, 18 damage.

All to the Head and Body and it's Explosive damage.


But if the bomb isn't a complete dud, just one for this round, and Marc moves and cast Dominate on Drimmle, this is her opposed willpower roll against him:

Opposed Willpower: [roll8] vs TN 135 (55 base will + 80 from overbleed successes)

Marc would get 4 successes on an Opposed Willpower roll to dominate Drimmle.



Sorry for all the rolls, just wanted to cover all my bases.

BananaPhone
2023-09-27, 10:48 PM
Oh yeah, Righteous Fury for Shard #6 and re-rolling to get her spent FP back.

Righteous Fury: [roll0] - second thought, I don't think psychic powers can righteous fury, sorry.

Charmed: [roll1] - nope, down to 1/2 fate points.

Fat Man takes: 16, 14, 11, 14 damage.
Shriek takes: 14, 20, 18 damage.

Wyndeward
2023-09-27, 11:14 PM
I am assuming the range to Trask would be short, what between my Dodge and all that. The shot would hit if it were point blank, but we can't always get what we want.

BananaPhone
2023-09-27, 11:33 PM
Point Blank is within 3 meters, and Trask is ~10 meters away, I think.

I'm glad you made your dodge roll there, that would've taken you down to like 1/10 HP lol.

Bennosuke
2023-09-28, 05:30 PM
Initiative
Arl 14
Father Milo 13
Marcella 13
Shriek 12
Hound 11
Orla 6
Trask 5
Drimmle 4


Oh yeah, she's got Dodge though: (1d100)[90] vs TN 34

Nope, 2 damage it is.

I have updated Marcella's character sheet. Down to 8/10 wounds. The bomb is officially been turned into an actual dud. Marcella would probably know this intuitively. She is down to 1FP

Bennosuke
2023-09-28, 05:36 PM
Rolling attack for Father Milo [roll0] and damage [roll1]

Rolling dodge for Shriek.

Bennosuke
2023-09-28, 06:05 PM
@Banana: I think your use of Soul Killer here raises a major flaw in our adaptation of the modified psychic rules. Soul Killer is already a relatively overpowered skill, but this really shows how the adapted psycher rules need some reworking to be compatible with how the old powers are written. I'll let you keep your rolls, but I want to discuss this, because by changing the rules we have essentially made Marcella too powerful and this primarily comes down to overbleed.

All DH1E powers are written with overbleed being relative to a TN, in which the psyker is rolling a number of d10 to get above the threshold number. For example Soul Killer has a Threshold of 25. If Marcella rolled a 5 on each D10, she would need 5 dice to meet the threshold, and an additional 2 dice to get 10 of overbleed. The number of D10 would be based on Marcella's psy rating (4) and she'd add her WP (5). While comparing this to making a basic WP roll with all her bonuses vs. TN 90 makes it obvious how much easier it is to activate, an overbleed of 10 is therefore that much easier to reach. I'm not necessarily opposed to making it easier to activate the power, but with prior rules, Marcella would barely be able to activate this power, but against a TN of 90, not only can she activate it, she is highly likely to produce a large number of shards.

I don't want to stop everything for everyone, but would like to take the opportunity to discuss this, because otherwise, I think we broke the game. I think we need a way to both factor a power's Threshold into Marcella's target number when rolling a 1d100, and also discuss a fairer way to account for overbleed.

BananaPhone
2023-09-28, 06:13 PM
Hmm it's fair enough. There's a Dark Heresy to Rogue Trader psychic powers conversion sheet that suggests the maximum overbleed is the psykers Will bonus times the Psy Rating they used for the power - what about something like that? So in this case the maximum overbleed would be 20? (5 will bonus times 4 psy rating)

I think it's a fan conversion sheet (though it looks professionally done), so it's a homebrew rule, but would that be a good limit?

Bennosuke
2023-09-28, 06:31 PM
I'd suggest finding a way to take the old threshold into account. Something like for every 5 points the power's threshold goes above 10, you take a -10 on your number to hit for the WP test. Then for overbleed, 5 points of overbleed would be beating your TN by 10.

So for this last power, Marcella would have a -15 to her TN going from 80 to 75. She rolls a 7, which would be like a traditional overbleed of 30, giving her a total of 4 shards. She still rolled well, and gets a lot out of the power, but is harder to activate, and she doesn't way over activate the power.

EDIT: The other thought would be going back to the old rules but trying to implement the fettered/unfettered rules to that system.

BananaPhone
2023-09-28, 06:41 PM
I'd suggest finding a way to take the old threshold into account. Something like for every 5 points the power's threshold goes above 10, you take a -10 on your number to hit for the WP test. Then for overbleed, 5 points of overbleed would be beating your TN by 10.

So for this last power, Marcella would have a -15 to her TN going from 80 to 75. She rolls a 7, which would be like a traditional overbleed of 30, giving her a total of 4 shards. She still rolled well, and gets a lot out of the power, but is harder to activate, and she doesn't way over activate the power.


I'm cool with that as an implementation.

I think one of the main impetus behind using the Rogue Trader system was how easy it was to generate Warp Phenomena. Roll a single 9 and the party is in trouble, and for a bit there she was rolling them constantly. So in the current method we're using, there's still 1/10 chance of a
Warp Phenomena, rather than 1/10 chance per die.

I'm fine with the cap proposed. Keeps Warp Nasty at 1/10 chance, she's still useful to the party and isn't a liability.

Bennosuke
2023-09-28, 06:55 PM
Cool. It will complicate rolling but may make things fairer. However, I want to invite other players to weigh in if that is okay. Does anyone else have any thoughts before we "reset" these rules? Hopefully won't delay things too much longer.