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    Bugbear in the Playground
    Join Date
    Feb 2010

    Default Black Crusade 2033 - OOC

    Black Crusade 2033 - OOC

    ACT I: HELL ON EARTH

    Welcome to the OOC thread, folks! As LCP's posting rules are still the most succinct/clear/effective I've encountered so far, I'll be cribbing them for this.

    The rules:

    Activity:
    • Expected rate of posting is at least once per day.
    • If you don’t post in 48 hours, I will autopilot your character.
    • If you don’t post in a week, I reserve the right to kill off your character.

    Going on hiatus with prior warning is absolutely fine: the above rules apply to unexpected disappearances. Drop me a notification before you’re going away/losing your internet access/what have you, and I’ll happily play your character as an NPC until you can return.

    Rolls:
    • Make all rolls using the forum dice roller, either in a spoiler-box in the relevant IC post, or in a separate post in this thread.
    • Some rolls (mainly ones at which you should not know whether you have succeeded or failed, and Perils of the Warp/Psychic Phenomena) I will make in secret.
    • As a time-saving device, I will roll all initiatives at the start of an encounter, allowing you to get straight to your actions rather than waiting about for each other.


    Combat:
    When in combat, do not wait to post in sequence of initiative: post whenever you are free to post. If your actions depend on someone ahead of you in the initiative order, you can leave conditional instructions OOC. I will conduct my rolling for each combat round in this thread, and post an IC summary that signifies the end of the current round & the start of the next.

    Spoilers
    A spoiler titled 'X Only' is intended only for the eyes of the player playing the character X. Please don't read 'em if they're not intended for you - you could spoil some surprises.

    Please put your character sheet in your first post in this thread – either formatted into the post itself, or via a link. It helps me to find them if they’re all in one place.

    1

    The setting and character rules info from the recruitment thread, for archival/reference sake:

    The official stuff (still being added)
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    Setting Info
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    The Planet:
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    Ageis III: A world not unlike ancient Terra, discovered in the outer reaches of the Segmentum Pacificus three centuries before the 13th Black Crusade. The Aegis system was first explored by the rogue trader Anton Veyda, who put much of his dynasty's wealth into colonising Aegis III following the discovery of vast mineral wealth under its northern pole. Thanks to his family's connections with the Mechanicus and an aggressive recruitment campaign across several worlds, Veyda was able to build a large colony on world in record time.

    Nearly three centuries later, Aegis III is a well-populated world with a large trade presence in the Segmentum, sending out raw ore, refined promethium, and locally built weapons and vehicles. Veyda's Bastion, the capital city, is home to over ten million people and is a thriving metropolis, a source of great pride for the Veyda dynasty. It's location in the northern climes of Aegis III mean the city is often shrouded in snow and storms, but the summers are reliably calm and the city provides the closest position for a space port to the north pole mining operations, leading to its great size and wealth. Anton Veyda's descendents, or at least those who were not in line to take control of his dynasty, live as nobles in the city, in charge of various mercantile operations.

    The Invasion:
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    A mere three decades before the 13th Black Crusade began, Aegis III came to the attention of an exiled sorcerer of the Thousands Sons by the name of Aghanim. Tempted by the world's wealth and population, he formed an invasion plan based on the world's regular shipping schedule: by attacking at the end of summer in the northern hemisphere, his forces could hit the world at a time when the presence of trade ships was at a minimum and the population were settling into the long winter, leaving them vulnerable. A charismatic and powerful Astartes, Aghanim was able to rally a diverse force of cultists and space marines to his cause with promises of loot, slaves, and glory. Using powers of divination, he safely led his fleet out through one of the safe side passages of the Eye of Terror and to a system near the Aegis system, waiting patiently for the proper time to strike. When his powers indicated it was time, the Chaos fleet entered the Aegis system and began the invasion.

    No one is quite sure why Aghanim's final divinations provided poor information. The Chaos gods are fickle, after all.

    When the Chaos fleet arrived, they found an Imperial fleet in orbit above Bastion and a full 5 regiments of Imperial Guard on world. A minor crusade was starting up in the segmentum and Aegis III was undergoing its first Founding. Four regiments had been called up from the Aegis PDF, with the veteran 401st Hadrian regiment acting in a training role. The fleet also counted amongst its forces an Ordo Hereticus Inquisitor and his retinue and a convent of Sororitas, all of whom were using the fleet as convenient transportation to the crusade staging area.

    In other words, the Chaos invasion could not have come at a worse time for the invaders.

    The invasion raged into the middle of Aegis III's harsh winter, the surprised Imperials fortifying all of their forces in Bastion while the Chaos fleet ravaged the rest of the continent. Aghanim's forces could counter the Imperials on the open fields, but could not crack Bastion's walls nor could the sorcerer's small fleet guarantee a victory over the Imperial Navy forces in orbit. Furthermore, though a brilliant sorcerer, Aghanim was a poor strategist whose inability to lead his forces to victory caused his followers to splinter off. The other astartes in his fleet began to operate independently, with many of Aghanim's human cultists following these other marines in hopes of attaining victory.

    Once they splintered, the Chaos forces proved surprisingly more effective. A squad of Night Lords infiltrated Bastion and began wreaking havoc, while a combined force of Khornate fantatics and Tzeentchian saboteurs was able to break into the extensive transit tunnels around Bastion and caused extensive damage. Enraged at the audacity of the other marines splitting off from his command and unwilling to let them take the credit for victory, Aghanim gathered up numerous captives and slaves and organized a mass sacrifice in an attempt to summon a daemonic horde.

    The Inquisitor's retinue caught wind of the ritual, and the witch hunter was forced to make a harsh choice: with reinforcements still a few months away and a daemonic incursion imminent, he was forced to declare Exterminatus to deny Chaos their prize.

    The Exterminatus began and ended with a virus warhead armed missile impacting the ritual site, guided by a scout team from the 401st. The death of Aghanim and his thrall sorcerers unleashed the pent up energies of the ritual, igniting a storm of Warp fire across the entire surface of Aegis III. The warp's touch either obliterated or altered anything it came across, rendering the surface of the planet uninhabitable. The Imperial fleet, certain that there was nothing more to do for the doomed planet, made their escape.

    Unbeknownst to them, tens of thousands of people from both sides had been in Bastion's massive transit tunnels at the time of the Exterminatus, and had survived...

    Modern Times
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    It has been eight years since the Exterminatus. The survivors banded together in several large groups, settling into the transit stations and underground warehouses that Bastion relied upon during the harsh winter months. The remaining Imperial population is composed of a large number of civilians and the remnants of the Guard regiments, living in and around the space port stations. The forces of Chaos, as well as those who have given up on the Imperium and are just trying to survive, make their homes in scattered stations across the tunnels. The surface is only habitable to Astartes and mutants, though even they have trouble surviving the ruined cityscape. The surface is almost premanently dark, the sun a pale dot behind near-endless clouds and smoke. The veil between the Warp and reality are so thin that daemons can spawn at any time and can remain material for days or even weeks. The length of the day is unpredictable, the taint of the warp seeming to affect the time it takes the sun to cross the sky. The fact that night time weakens the veil further and brings the mutants and daemons out to hunt means that surface raids for supplies are extremely dangerous for the survivors.

    However, things have changed. In the last week, the day has become a little brighter, to the point that lamp packs are no longer needed to be able to see across the ruined streets. The length of the day seems to be more predictable, and the daemons more scarce. For once, normal people can make extended raids to the surface without fear of a daemon appearing behind them as they scour the ruins. The survivors, restless and low on supplies after years in the tunnels, are beginning to raid the surface in larger numbers in an attempt to stave off starvation.


    The Tunnels
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    General Info:
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    The transit system of Veyda's Bastion was built to allow the city's industries to keep working at full capacity during the city's harsh winters. As such, the main transit tunnels are massive, held up by the engineering know how of the Mechanicus. The main tunnels are each 80 meters wide, with suspended rail-platforms to handle trams and roads along the floor to handle foot and vehicle traffic. These main tunnels form two concentric circles centred around the AdMech temple at Bastion's center, with similarly sized tunnels connecting the two circles. Numerous smaller tunnels span the spaces between the main tunnels and out into the surrounding countryside; these tunnels are sized for smaller passenger trams or as underground roads for civilian vehicles. Many buildings have access or maintenance tunnels that also connect to these. All told, a holo-map of the transit system has the appearance of an insect hive.

    Each district in the city has a main tunnel station at its heart, with numerous smaller stations for the secondary tunnels. As one might expect, the main tunnel stations are massive and imposing in the typical Imperial style. It is in these various transit stations that the survivors of the Exterminatus have made their homes.

    In addition to the tunnels, Bastion has several massive underground warehouses, meant for holding excess supplies from the summer production and harvest runs and to allow for extra storage space should the above ground factories need it. The timing of the invasion meant that the tunnels were not as full as they normally would be come winter, and the survivors have suffered for it. Food has always been scarce, and many have died from starvation during the years since the surface was ruined. Those who remain live off of scraps from surface raids, supplies stolen from their neighbors, or primitive agricultural efforts centered around fungi and small, hardy animals. Amongst the remnants of the followers of Chaos, cannibalism occasionally supplements other methods of finding food, and few are the heretics unwilling to eat the flesh of mutants when faced with starvation.

    Trade exists between some of the stations. Several smaller stations have looted machinery from the surface or the warehouses and are capable of making tools and weapons, even if they are somewhat crude. Others have excess supplies of food due to lucky finds on the surface or the possession of a corpse starch vat, allowing them to transform scrap organic material into edible (if barely palatable) fare. Thus, most stations are aware of the existence of the others either by direct contact or through word of mouth from neighboring stations.

    Many tunnels are collapsed or infested by mutants or scattered bandit groups. A respectable number of smaller tunnels are tainted by the Warp, producing hallucinations, strange phenomena, and (extremely rarely) daemons. Power is out in most tunnels, and most of the trams and vehicles were looted for parts and promethium long ago, leaving the spaces between stations as dark, dangerous areas that must be traversed on foot.


    The Factions:

    NOTE: The names of the various stations below are what the people of the station known as Refuge call them. As the people in Refuge are a mixture of refugees from the surface and surviving members of the Chaos cults, they tend to keep the names short and easy to remember.

    Also, the following is from the point of view of the Chaos factions. This is all info that your characters would likely know, and thus is not necessarily accurate (word of mouth not being all that reliable).

    Maps:
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    Basic Layout of Bastion:



    Basic Layout of the Tunnels:



    The Imperials:

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    Survivors of the Imperium's forces hold stations in the western and central parts of the tunnels. This is due to the location of the stations, most of which were beneath important sectors of the city that were either fortified during the invasion or were used as evacuation shelters.

    Port: The transit station and tunnels that surround the space port, Port is inhabited by the remnants of the Imperial Guard that were on planet. If rumors are to be believed, they have had easy access to the space port's surface warehouses, many of which are rumored to have survived the Exterminatus relatively intact. Are known to occasionally send patrols through the tunnels to check on Imperial stations and harass mutant packs and Chaos stations.

    Home (aka the Habs): The tunnels and stations beneath the hab blocks on the southwestern edge of Bastion. This is where most of the surviving Imperial citizens live. Working food processors mean that they suffer less from starvation, but only just. Chaos groups would raid them more often, but the Guard from the Port keep a squad or two at each station to watch for invaders, making raids a challenge. Are known to trade food for weapons from the Factory, so most stations also have militia with cheap stub guns or pneumatics for defense.

    Factory: One particular station on the northwest side of the city, under one of the gun factories. Is rumored to have a small population that trades weapons for food and protection from their Imperial neighbors. Most heretics wouldn't believe it actually existed if they hadn't looted weapons and ammunition bearing the Factory's crude mark.

    Church: The primary station beneath the Cathedral of St. Anaria. Was long thought abandoned by the forces of Chaos, until several raiding parties failed to return through it. While some say that the cathedral is cursed, a few brave souls have sworn they saw Sororitas in the station, the remnants of the convent that had been traveling with the Imperial fleet. If true, the sisters haven't been particularly overt in their actions, and most heretics avoid traveling through the station en masse just to be safe.

    Freedom: Less a station and more a fortified section of the tunnels near the center of the city, the area mockingly called Freedom is a hellhole inhabited by recidivists who blame the Imperium for Aegis III's fate, but who also refuse to join the Chaos followers in the eastern tunnels. For their part, the Imperium treats that area as a buffer against the various threats in the darkness, and the occasional Chaos raiding party treats it as a good hunting spot.

    The Plant: The remains of the AdMech temple. While the surface portions of the temple were largely destroyed, the underground portions are mostly intact. The remaining techpriests are based out of here, doing their best to maintain the fusion generators supplying power to the tunnels. They trade power to the other Imperial stations for supplies, but the central position of the station means it is a primary target for raiders. Combat servitors and enough power to keep their lasweapons online ensure the station remains in AdMech hands, but isn't enough to control all of the territory beneath the old temple. Hereteks regularly hack into the power systems and reroute power to the east in exchange for supplies from their Chaos-worshipping allies.

    Chaos and the rest:

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    Precinct: The area surrounding the old Arbites Precinct-Fortress on the north border of the city. The station is considered a killing field, as the few folks to survive passing through report that the remiaining traitor Astartes from the invasion make their home here and kill all intruders that they catch. The old fortress is likely full of supplies (even if the marines have likely used up any rations therein), but the presence of the marines means a raid is currently hopeless. It is rumored that the Astartes also operate on the surface, but as no one lives close enough to that region to make regular surface raids, it is still merely a rumor.

    The Catacombs: A section of tunnel beneath the district inhabited by Anton Veyda's descendents (Bastion's nobles). No one is quite sure what was once in this section of the tunnels, as the area above had only a few massive mansions. Rumors of great vaults or underground storage areas abound, but the tunnels are mostly collapsed and warp phenomena are common. Most who attempt to enter the area do not return, and anyone with any sense steers clear.

    Cursed: Originally a reasonably populated station with an unusually good success rate for surface raids, the station appears to be abandoned. Those who travel through alone disappear, and those who travel in groups report that there aren't any signs of the station having ever been inhabited. The fact that the northeastern tunnels are where most warp-phenomena come from has led to the area's current name.

    The Blood Tide: Sharing its name with its inhabitants, the Blood Tide is a section of the tunnels that has become a charnel house. Its position on the eastern edge of the city places it in connection with the smaller transit tunnels leading out of the city walls. As most of the mutants and beasts that enter the tunnels come from this region, the Blood Tide naturally acts as a barrier against said creatures delving too much into the rest of the tunnel network; similarly, the beasts keep the Tide from sweeping out and killing everyone else. The Blood Tide is known to be led by at least one Chaos Marine, a Khornate warlord called Arganon the Ravager, and is composed of all of those who have fallen completely to the Blood God's sway. They are cannibalistic, eating anyone they catch, and are a constant threat to everyone in the eastern and central portions of the tunnels. Luckily, they disdain firearms and mostly stick to melee weapons and primitive spear and blade chucking devices, meaning that better armed stations can typically fend them off. How they maintain their numbers (or indeed, how many their actually are), no one truly knows.

    Refuge: A large station in the southeastern tunnels, founded by Lupa Veyda, one of Anton's grand-nieces. Originally a planetary noble, she was captured during the invasion and branded with the Chaos star, intended to be used as a sacrifice. Luckily for her and a large number of prisoners and slaves, they were beind held in one of the stations when the Exterminatus hit and were able to escape. As she knew the Imperials would not accept her back, branded and potentially tainted as she was, Lupa set about organizing the surviving slaves and prisoners. Today, it is one of the larger stations, held together by the simple goal of survival and the firm hand of Lupa. Anyone who wishes to live there can do so, provided they don't indulge any base desires like wanton murder. Anyone who breaks that simple rule is either killed outright and thrown into the protein vats, or exiled into the tunnels between Refuge and the Blood Tide. ((NOTE: Unless the party decides differently, assume that you are all at least partly based out of Refuge))

    The rest: The nature of Chaos means its followers don't tend toward unity. Many smaller tunnels are home to small cults or warbands, often numbering only in the dozens. It is also rumored that a large encampment of hereteks exists somewhere in the tunnels, but its location is unknown. Hereteks occasionally pop up, trading their servies for supplies before disappearing again, so there is likely some truth to the rumors.


    Character Creation Rules:
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    Stats and the other basics:
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    Stats: Roll your 2d10 9 times and assign as desired. Infamy, Wounds, and any other initial dice rolls (corruption for Psykers, etc) are rolled as normal. Add +5 to corruption, and +3 to infamy.
    Explore the Passions: Your character's pride/disgrace/motivation are chosen as normal; you may either choose them or roll them. Any rolls you make here won't be held against you should you decide to change them,
    Experience: All characters have their normal starting experience +1000 (i.e. 2000 exp for humans, 1500 for marines)
    Alignment: Alignment is checked only after the character is done spending their starting exp.
    Mutations: Mutations are rolled last.

    Re-rolls: You may re-roll 2 dice during character creation. These may be any dice, including stats, corruption for psykers, mutations (should you recieve any), and wounds. The second roll stands, even if worse, and a single roll may not be re-rolled more than once.

    Allowable sources: Black Crusade, Tome of Blood, Tome of Fate. If you want talents or gear from other 40k RPGs (e.g. rogue trader) feel free to ask and we'll work something out.

    The Black Crusade errata is in effect (bar a few specific entries, see below in house rules).

    A big note on skills:
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    It is important to consider getting access to a broad skillset in order to aid in the party's survival. Having easy access to most skills, whether the characters are trained in them or have minions who are, can be the difference between surviving/thriving or dying horribly. Most skills will be useful. Examples:
    • Acrobatics and Athletics: The surface is full of ruins and even the tunnels are often in bad condition. The ability for at least one or two party members to meaneuver around rubble or blocked passages can be a lifesaver.
    • Awareness and Survival: Scavenging will be a useful means of getting food and supplies. Furthermore, many creatures on the surface are predators and tend to hide, so being able to catch them before they catch you is a good idea.
    • Medicae: Civilisation is in shambles and you'll often be a long way from friendly lines. First aid is essential.
    • Psyniscience: The veil between the warp and reality is thin on the surface and in many areas of the tunnels. Like Awareness, this skill can be the difference between getting ambushed and being the ambusher, only against Daemons instead of mutants or beasts.
    • Tech-use, Trade (technomat), Trade (armourer), and related skills: It helps if someone can put that salvage to use...
    • Commerce, Charm, Decieve, and the like: ... or know how to succesfully barter it to someone else.


    I'm a big fan of novel/outside the box skill use, so don't be afraid to come up with new ways to use existing skillsets.


    The Party/Character Backgrounds
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    The party will consist of folks who are working together to survive, and are not aligned with the Imperium. Individual characters might not be aligned with Chaos (yet), but the unrelenting taint of the Warp means that those who are wander from the Emperor's sight with fall eventually.

    The members of the party need not like each other, but work together to survive the hellscape they find themselves in. I've tried to DM games with multiple small parties or independent characters before, and it just doesn't work for me; the amount of work is too much for me to DM, so you'll have to play a group that can work together, even if the characters themselves aren't happy about it. Thankfully, Black Crusade rewards that style of play.

    Backstory wise: your group of survivors are a cut above most of the rest. Thanks to your various skills, you're able to handle life in the tunnels quite easily and are even known for making short surface raids. With the warp now receding somewhat, your group is one of the first on the surface to take advantage of mostly unlooted ruins. The game will start on the surface in the midst of your first scavenging mission; from there, everything that you all do will be determined by you.

    I will place plot hooks and the world will move on with or without you, so you will be free to do as you please and the campaign will react to you. Your group's goals (conquer what remains of the world, finish the job of dropping it into the warp, figure out a way off-world, whatever) will be up to you all.

    Characters can be either human or space marine, though marine characters will have to be willing to work with the lesser mortals (unless the whole party is space marines).

    I'll be looking for three main things in character backgrounds: Where the character is from (a planetary native, a guardsman or Inquisitional acolyte who fell, a chaos soldier or slave, etc), what skills they've used to survive since the exterminatus (good at hunting muties in the tunnels for food, good at tech/medicae/crafting and thus traded services for supplies, etc), and how they met the party. Obviously, the full party collaboration can wait 'til the initial parts of each character's backstory are done, but it's worth thinking about.

    I'm very willing to modify background stuff to allow for interesting/fun characters. Want to insert a squad of World Eaters into the Chaos fleet for your Khornate marine to come from? No problem. The vet guard regiment was a recon/scout regiment and your tunnel rat is one of their survivors? I can work with that.

    You're going to be playing Chaos-y survivors in post-apocalyptia. Go nuts!


    Acquisitions:
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    Starting Gear: Your character will receive their starting gear, and may trade in any starting items for items of equal or lesser acquisition modifier without using up your normal acquisitions. Starting gear may be traded in at their listed availability, in which case the items they are traded for will also be at listed availability.HOWEVER, you will not recieve your normal allotment of starting ammunition as listed in your archetype. Instead, your starting ammunition will be determined by the modified rarity of your weapons (see below).

    Additional Acquistions: Your character will recieve a number of -10 modifier acquisitions equal to their Infamy bonus, as usual. However, the items you acquire will not follow the availability ratings as shown in the book. As befits the setting, certain items are harder to find and will have higher availability ratings. The modified availabilities are listed below (maximum availability rating is Unique):

    {table=head]Item Category|Modification to Availability
    Las Weapons|+1 step
    SP Weapons w/ Primitive|Unchanged
    SP Weapons w/o primitive|+1 step
    Bolt, Melta, and Plasma weapons|+2 steps
    Flame and Launcher weapons|+1 step
    Grenades and Missiles|+2 steps
    Exotic weapons|+2 steps
    Chain weapons|+1 step
    Power and Exotic melee weapons|+2 steps
    Force weapons|Unchanged
    Shock weapons|+1 step
    Primary melee weapons|unchanged
    Standard Ammunition|3 steps below weapon's availability
    Special Ammunition|+1 step
    Primitive and Flak armor|Unchanged
    Mesh and Carapace armor|+1 step
    Power armor|+2 steps
    Exotic armor|+1 step
    All other items|+1 step (subject to change for specific items)
    [/table]

    However, to account for the fact that many of the rarer items above were used during the invasion, and may still exist in a damaged or degraded form, the 1 downgrade per item limit is increased to 3 downgrades (each downgrade may only be taken once). To account for the fact that many weapons have been cobbled together from existing parts or modified by independent techpriests and hereteks, additional upgrades and downgrades are available in the form of weapon special qualities. Certain special qualities from the beginning of the armoury section of the rulebook may be added to various weapons as either upgrades or downgrades, depending on the specific quality added. HOWEVER: Any upgrade or downgrade below must be cleared with the GM. Weapons must make some modicum of sense (double barreled shotgun represented as twin-linked, modified lasgun with maximal mode are fine; shotgun with melta or a balanced great weapon are not).

    New potential upgrades are:
    • Accurate (ranged only)
    • Balanced (melee only)
    • Blast(ranged only; 1 for pistols, 2 for basic, 3 for heavy)
    • Concussive (0 for pistol, 1 for basic, 2 for heavy)
    • Crippling (melee only; ranged weapons have special ammo for this)
    • Defensive (melee only)
    • Devastating (to be determined per weapon)
    • Felling (2 for pistol, 3 for basic, 4 for heavy)
    • Flame
    • Flexible (melee only)
    • Gyro-stabilised (ranged only)
    • Haywire
    • Maximal (ranged only)
    • Power Field (melee only)
    • Proven (2 for pistols and one handed melee, 3 for all else)
    • Razor sharp (melee only)
    • Scatter (ranged only)
    • Shocking (melee only)
    • Storm (ranged only)
    • Tearing
    • Toxic (0)


    New potential downgrades are:
    • Inaccurate (ranged only)
    • Overheats (can be used on melee weapons that have power sources, e.g. chain, power, shock)
    • Primitive (7 for one-handed weapons, 8 for two handed)
    • Recharge (ranged only)
    • Unbalanced (melee only)
    • Unwieldy (melee only)
    • Unreliable (ranged only)


    Special Upgrade: Combi-weapon (any ranged)
    Any ranged weapon may be upgraded into a combi-weapon, essentially strapping a cutdown version of another weapon to it or strapping a second weapon of the same type. If the attached weapon is the same as the weapon being upgraded, the upgraded weapon is doubled in weight, doubled in clip size, doubled in reload time, and gains the Twin-linked special quality. If the weapon being attached is different, then the attached weapon adds half its weight to the main weapon and has half its normal clip size. Only one of the two weapons may be fired each turn. In the case of the attached weapon being different, the base availability of the combi-weapon (before upgrades) is equal to the higher of the base weapon and the attached weapon. The attached weapon benefits from any sights on the combi-weapon and has the same crafted quality (e.g. common) as the main weapon, but is otherwise unaffected by any other upgrades or downgrades to the primary weapon.

    Special Downgrade: Pneumatic (non-primitive SP only)
    By designing a weapon to use air power rather than gunpowder to propel its shots, the weapon can be made to use much more plentiful ammunition, such as ball bearings or arrows. While the weapon loses some of its striking power and takes time to pump up when reloading, it also becomes quieter to operate and will either carry more ammunition, or will be able to make use of certain kinds of specialty arrows or bolts. No matter which type of ammunition a pneumatic weapon uses, the weapon gains the Primitive quality (7 for pistols, 8 for basic and heavy weapons), is treated as though it has a silencer upgrade, and requires 2 extra full rounds to reload as the user pumps more air into the weapon's tank. If the weapon uses round shot (such as ball bearings), its clip size increases by 25%, but its pen drops by 2 (to a minimum of 0). If the weapon uses arrows, its range is cut in half (due to the increased bulk of its projectiles), but the weapon increases its Pen by 1 and can use special arrow munitions.

    Special note: The Single Shot downgrade is slightly modified. Any weapon that has more than one round in the clip can be downgraded to single shot. The reload time for such a weapon is cut in half or reduced to 1 full action, whichever is faster.

    Ammunition:
    For starting weapons, each character will have one full clip loaded into the weaon and a number of spare clips based on the weapon type.
    • Weapons whose availability is unchanged or at +1 start with 3 spare clips. If a weapon normally has more than one shot and is downgraded to single shot, the character will start with rounds for that weapon equivelant to two full clips pre-downgrade.
    • Weapons that have a +2 or higher change to their availability only have 2 spare clips. If such a weapon is downgraded to single shot then it will have spare rounds equal to one full clip pre-downgrade.
    • If a weapon is primitive, the character may take as much ammo as is reasonable to carry. A crossbow wielder might carry twenty or thirty bolts, while a character with a pneumatic (shot) autogun might carry a hundred or more ball bearings as spare ammunition.



    House Rules (Not many, honest!)
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    1) Ignore the part of the errata that says you can only use a standard attack on a charge. You can use the options as listed in the book (standard action melee, swift attack, all-out attack, grapple if unarmed). However, you only have a base +10 bonus to hit from charging (it only goes to +20 if you make a standard attack).

    2) The Step Aside talent can be taken if you have either Agi 40+ and Dodge or WS 40+ and Parry. If you meet the former requirement, you get the extra Evasion for dodges; the latter, the extra evasion is for parries. If you meet both sets of requirements, then the extra evasion action can be either. As written, the talent basically screws traditional swordsman types out of an additional parry unless they pump Agi, something the Khornate renegade in my last BC game didn't want to do because it wasn't in character (and I agreed with his reasoning).


    Minions! (they get their own section)
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    I like the minion concept, but feel the rules need a bit of tweaking to be fun. The minions can be fun and flavorful if done right, such as a Heretek building semi-intelligent turrets and helpful machines or a hunter taking a warp tainted hound as a tracking and hunting buddy.

    The tweaks:

    1) You may trade in Traits to gain additional skill ranks or talents on a 1:1 basis (e.g. 1 trait for 1 talent), but not vice versa. The typical limits (e.g. lesser minions only get tier 1 talents and rank 1 skills) still apply.

    2) You may trade in traits, talents, and skills for additional attribute points on a 1:10 basis (e.g. 1 talent traded for 10 more stat points), but not vice versa. Typical limits (e.g. lesser minions can't have higher than 30 in any stat) still apply.

    3) The stat that you use to qualify for a Minion talent, as well as the stat that determines a Minion's loyalty, are based on the type of minion.

    • If your minion is a sentient follower or any sort of creature brought to your aid by charisma or leadership skill, you use Fellowship (the default option)
    • If the minion is a machine (servitor, drone, etc), is mechanically controlled (a beast with part of its brain replaced by circuitry), or anything similar, the Intelligence stat may be used (Hereteks rejoice!).
    • If the minion is bound to you by ritual or psychic power, such as a daemon, familiar, or bound psyker, then you may use your Willpower stat (Psykers/Sorcerers rejoice!)
    • Lastly, if the minion is a beast (i.e. non-sentient, non-mechanical being), then you may use your Survival skill rather than a straight attribute roll.


    The reason for the above is because I feel that minions don't have quite enough options as written, and often aren't available to characters who would want them. It makes no sense that a Heretek uses his charisma and social ability to control a servitor, for instance. The ability to trade in traits, talents, etc. is to allow for more variability amongst minions while still placing limits on their capabilities.




    The old, unformatted info (here merely as an archive, just in case)
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    Most of the unformatted stuff has been deleted, since it was rolled into the stuff above. This is just a few misc. things.

    -It is important to consider getting access to a broad skillset in order to aid in the party's survival. Having easy access to most skills, whether the characters are trained in them or have minions who are, can be the difference between surviving/thriving or dying horribly. Most skills will be useful. Examples:
    • Acrobatics and Athletics: The surface is full of ruins and even the tunnels are often in bad condition. The ability for at least one or two party members to meaneuver around rubble or blocked passages can be a lifesaver.
    • Awareness and Survival: Scavenging will be a useful means of getting food and supplies. Furthermore, many creatures on the surface are predators and tend to hide, so being able to catch them before they catch you is a good idea.
    • Medicae: Civilisation is in shambles and you'll often be a long way from friendly lines. First aid is essential.
    • Psyniscience: The veil between the warp and reality is thin on the surface and in many areas of the tunnels. Like Awareness, this skill can be the difference between getting ambushed and being the ambusher, only against Daemons instead of mutants or beasts.
    • Tech-use, Trade (technomat), Trade (armourer), and related skills: It helps if someone can put that salvage to use...
    • Commerce, Charm, Decieve, and the like: ... or know how to succesfully barter it to someone else.


    I'm a big fan of novel/outside the box skill use, so don't be afraid to come up with new ways to use existing skillsets.



    1

    Final bits: Your party will be starting on the surface, just after dawn. You each have, for free, a gas mask or home-made respirator and enough filters or air for a full 24 hours on the surface. Critical head shots can damage your gas mask, as can called shots. For every ten minutes on the surface without some sort of air filter, you'll make a toughness test at -10. Failure causes 1d10 toughness and willpower damage as the warp-tainted air takes damages your lungs and mind; failure by 4 degrees or more also adds 1 corruption point.

    You will each also have basic cold weather clothing, any minor supplies you might want (an old bedroll, some smuggled alchohol, a pack of lho sticks, that sort of things; nothing game breaking, just RP stuff or minor useful items) and one week's supply of water and rations. Note that 'one week's supply' means 'just enough food and clean(ish) water that you won't starve/thirst to death while wandering the tunnels or surface'.

    Post up your characters and any final questions/comments, and we'll get this show on the road!
    Last edited by Rizhail; 2013-03-13 at 09:35 AM.
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  2. - Top - End - #2
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    Default Re: Black Crusade 2033 - OOC

    The Engineseer, Gregor Athodyd
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    "The Omnissiah speaks to me! For too long the Mechanicus has ignored progress. Fools. I'll show them. I'll show them all!"


    Characterization:
    Name: Gregor Athodyd
    Archetype: Heretek
    Homeworld: Aegis
    Gender: Male
    Height: 5'8"
    Weight: lots
    Skin Colour: unhealthily pale
    Hair Colour: What's hair?
    Eye Colour: Black
    Age: It doesn't matter anymore

    Equipment:

    Spoiler
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    Weapons:

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    Lasgun with Combi-Crossbow: Basic, 100m, S/3/-, 1d10+3E, Pen 0, Clip 75, Full Reload, Reliable. Expanded Clips (included in profile)
    Alt-Fire: Basic, 30m, S/-/-, 1d10+1R, Pen 0, Clip 1, 2full Reload, Primitive (7), Accurate, Toxic (0), requires Homemade Rounds and suffers -1 damage and loses Toxic if it doesn't have them. Counts as a spear in close combat. Equipped with Photo-sight. Is generally a monstrocity.

    20 bolts, 2 charge packs

    Power Axe: 1d10+7E, Pen 6, Power Field, Unbalanced


    Armor:

    Light Carapace Armour: Arms, Body, Legs 5

    Gear and Tools:

    Spoiler
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    unholy unguents
    dataslate
    Auspex
    comm-bead
    modified re-breather with 24h filters
    cold-weather gear
    rolled parchment and auto-quill

    Utility Mechadendrite (+10 on tech use, 6/6 ligature oil, censor)
    Luminem Capacitors
    Internal Reservoir (use Luminem Capacitors 2/day without gaining Fatigue)
    Good Quality Servo Arm
    Good Quality Cerebral Implant (+20 on Logic and Lore tests. Unnatural Intelligence +2)


    Trained Skills:
    Common Lore (Adeptus Mechanicus)(Int)
    Common Lore (Imperium)(Int)
    Common Lore (War)(Int)
    Common Lore (Tech)(Int)
    Dodge (Ag)
    Forbidden Lore (Warp)(Int)
    Linguistics (Low Gothic)(Int)
    Logic (Int)
    Psyniscience (Per)
    Scholastic Lore (Chymistry)(Int)
    Security (Int)
    Tech Use +10 (Int)
    Trade (Armourer +20)(Int)
    Trade (Chymist)(Int)

    Talents:
    Weapon Training (Las, Primary, Shock, Power)
    Mechadendrite Training (Utility)
    Armour-Monger - +2AP on armour
    Die Hard - roll twice to avoid blood loss
    Enemy (Adeptus Mechanicus) - penalty when dealing with Mechanicus (-10)
    Technical Knock - unjam weapon as half action
    Total Recall - remember everything

    Lesser Minion (Servitor)

    Traits:
    The Quick and the Dead: +2 initiative
    Mechanicus Implants: +20 vs airborn toxins/gasses, various implants
    Binary Chatter: +10 loyalty on cybernetic minions

    Characteristics:
    WS: 33 (36 -3 craftsmanship)
    BS: 33 (36 -3 craftsmanship)
    Str: 36
    T: 41
    Ag: 40 (+3 craftsmanship)
    Int: 59 (43 +5 heretek, +3 innovation, +3 craftsmanship, +5 advance)
    Per: 37
    WP: 44 (39 +5 advance)
    Fel: 31
    Infamy: 28 (24 +3 starting, +1 craftsmanship)

    Corruption:
    Current CP: 11
    Pride: Craftsmanship
    Disgrace: Greed (-10 to commerce tests)
    Motivation: Innovation

    Chaos Gifts:
    Spoiler
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    Eye of Chaos - gain Psyniscience skill


    Movement: 4/8/12/21
    Wounds: 12/12
    Infamy Points: 2/2

    Advancements:
    Trade (Chymist)(200 U)
    Security (200 U)
    Trade (Armourer +10)(350 U)
    Trade (Armourer+20)(500 U)
    Meditation (250 T)
    Willpower +5 (250 T)
    Intelligence +5 (250 U)


    Spent EXP: 2000
    Unspent EXP:


    MINIONS:
    Spoiler
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    Combat Servitor:
    WS: 1
    BS: 1
    S: 30
    T: 30
    Ag: 30
    Int: 1
    Per: 11
    WP: 15
    Fel: 1

    Move 3/6/9/18
    Wounds: 8/8
    Skills: Linguistics (Low Gothic), Dodge, Intimidate
    Talents: Weapon Training (Flame), Disturbing Voice, Lightning Reflexes, Sound Constitution (2)
    Traits: Machine (3), Sturdy
    Armour: Integrated Flak Plating (Guard Flak) All 4
    Loyalty: 69

    Weaponry: Flamer with backpack fuel supply: 20m, S/-/-, 1d10+4E, Pen 2, Clip 12, 2Full Reload, Flame, Spray

    one full tank, plus two reloads


    Character Background:
    Spoiler
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    The Engineseer, as he calls himself, used to be Junior Engineseer Gregor Athodyd, a minor initiate into the mysteries of the Machine Cult. Prior to Exterminatus, Gregor was in charge of one of the air circulation plants for the Metro tunnels. The Exterminatus changed that. Warp-tainted air rushed through the system, killing many of those in the substation that held the holy systems. Gregor was protected by his mechanicus implants, to some degree, but the flesh is weak, and prone to corruption. The last thing he remembers from that day is a loud rumbling, and the shriek of warning klaxons.

    When he woke, he could see things. Insubstantial spirits, moving just behind the veils of reality. They whispered to him, telling him they were the machine spirits of the Omnissiah. They told him what to do. The Engineseer rose, killing the other techpriests still alive in the substation, taking their implants for his own or breaking them down for spare parts. They had been fools, tech-heretics, blind to the true wonders of the Omnissiah. Stagnation was not the path, there had to be innovation, or humanity would fall.

    The circulation systems fell silent, aged mechanisms breaking down with a final wheeze, but the last techpriest living near them hardly noticed. He had a new directive now. Using components he scrounged, the Engineseer began to build. He fortified his substation, repurposing an old servitor as a combat model to help defend his stronghold. The air circulators were dismantled, their parts used to create makeshift generators to power the luminators. The substation must not fall dark, and the march of progress must never be stalled. The Enginesser bartered his services for whatever he felt he needed at the time, creating weapons or devices to order out of anything he could get his hands on. The surface promised to yield its bounty, once it was safe to go topside, so when the young woman had appeared with a proposition for him, the Engineseer had accepted.

    That was how he found himself working with a Traitor marine, amongst the rest of the group. He'd had to largely abandon his workstation to the things that haunted the tunnels, but it hardly mattered. His workstation now was wherever he had the time and space to set up. The riches of the surface world would not elude him. Not for long.
    Last edited by Destro_Yersul; 2013-03-11 at 12:28 PM.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

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    My Games:
    The Great Divide Dark Heresy - Finished
    They All Uprose Dark Heresy - Finished
    Dead in the Water Dark Heresy - Finished
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    Sea of Stars Rogue Trader - Ongoing

  3. - Top - End - #3
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    Default Re: Black Crusade 2033 - OOC

    Charon of the Night Lords

    Archetype: Forsaken
    Failings:
    Pride - Martial Prowess
    Disgrace – Destruction
    Motivation: Vengeance

    {table]WS|BS|S|T|Ag|Int|Per|WP|Fel
    54|41|41|41|43|33|36|41|32[/table]

    Wounds: 5/22
    Infamy: 24, 0/2
    Corruption: 5
    XP (Spent/Total): 1350/1500

    Skills: Acrobatics, Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, Horus Heresy, The Long War), Intimidate, Linguistics (Low Gothic), Navigate (Surface), Operate (Aeronautica, Surface), Parry, Security, Stealth, Survival (+10)

    Talents: Ambidextrous, Ancient Warrior, Berserk Charge, Blind Fighting, Bulging Biceps, Cold-Hearted, Hatred (Adeptus Astartes), Jaded, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Raptor, Resistance (Cold, Heat, Poisons)

    Traits: Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4)

    Special Ability: Terror Tactics

    Equipment: Legionnaire Power Armour (active subsystems: Auto-Senses, Sustainable Power Source, Recoil Suppression), Legion Power Claw, Legion Bolter with 2 spare magazines (7 rounds spent), Legion Combat Knife, 7 Legion Frag Grenades, 8 Smoke Grenades, Good Craftsmanship Jump Pack (+10 to Operate(Aeronautica) checks)

    Rounds of Jump Pack Fuel used: 8

    Advances:

    Spoiler
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    Khorne (1)
    Berserk Charge 250

    Nurgle (1)
    Intimidate 200

    Unaligned (4)
    Stealth 200
    Operate (Aeronautica) 200
    Raptor 250
    Ancient Warrior 250



    1

    The Mission Log of Adept Orrus Jabal
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    ++INQUISITION LOG IV/PHI/1++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP: CORRUPTED++


    Contact has been non-existent for the last three months, but it is time to act. Hastilus' survey augurs are indicating that the levels of contamination above this warren have subsided back below the habitable threshold. Through barter and trade, we have managed to amass a sizeable stock of respirator filters and purity tablets. They should be enough to see us through an extended journey.

    The survivors in these tunnels call this place “Refuge”, but at every turn we have seen deviancy and corruption. I do not like to think what might have become of us if our cover had been compromised. I will be glad to leave it behind. Our last orders from Interrogator Falk still stand. We retrieve the device, and retreat to the beacon.

    I wish he had told us what the device does.

    ++INQUISITION LOG IV/PHI/2++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP: CORRUPTED++


    I've never seen anything like this. The whole city is dead, every building is gutted. There are places where the rockcrete has run like glass. Yesterday we passed a place where six people had been fused into a wall, like statues. Nothing natural can do that.

    Father Clemens insisted on burning them. While I don't question his judgement on spiritual matters, it made a lot of smoke. The survivors in the warren had many stories about warp-twisted predators lurking in these ruins, and signalling our position so clearly makes me uncomfortable.

    I made sure we put some distance between ourselves and the site of the cremation before making camp, and put Regia and Dariel on sentry duty. At night, the sky was alive with strange colours. Regia says she made a kill during the short hours – something bat-winged and leathery that swooped low over our camp. We could find no trace of the body.

    Hastilus says he has the device's signal, though it is faint. I never understand more than half of what the tech-priest says, but he seems confident.

    ++INQUISITION LOG IV/PHI/3++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP: CORRUPTED++


    Emperor preserve us, we've found a survivor up here in the open. No idea how long she's been out here - she's barely coherent. Keeps raving about some thing that's hunting her. I've told Regia and Dariel to be on their guard.

    The woman lost an eye some time ago - the whole left side of her face is scar tissue. Clemens is seeing to her more recent wounds, trying to restore some sense to her head so she can tell us what she knows. Dariel doesn't like it: he thinks she must be tainted to have survived up here this long. He may not be wrong.

    We've made camp beneath a statue of Saint Vidicus - one of the few signs of the Creed still standing. Regia has scaled the statue's shoulders, and will be standing lookout up there. Dariel has the perimeter, and his Vanaheim should be more than enough to see off any opportunistic beasts. Hastilus needs time to recalibrate his instruments, so we may as well rest here.

    ++INQUISITION LOG IV/PHI/4++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP:CORRUPTED++


    Dariel is gone. Something took him in the night, but none of us heard anything. Regia saw nothing, either, even with her goggles on. All we found was his Vanaheim, the barrel bent into almost a right angle. Hastilus seems very concerned that something could do that to Lathes-forged steel.

    The civilian - her name is Hester, apparently - reacted badly to the news. She became hysterical, insisting we had to let her go. If not for how well we were armed, I think she might have become violent in her attempts to escape. As it is, I had Clemens sedate her. What she might know is too useful for us to just let go.

    Attempts to reach Dariel on the comms give us nothing. We need to move on before whatever it is comes back.

    ++INQUISITION LOG IV/PHI/5++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP: CORRUPTED++


    Hastilus has re-acquired the signal, stronger now. Today, we came upon a camp of mutants, squatting in the ruins of an old hab-block. They might have been Imperial citizens once, but they had clearly fallen to darker influences - they were wailing and prostrating themselves beneath the flayed skin of one of their own kind, stretched out like a banner on one of the ruined floors above and daubed with profane symbols. It seemed to have been there for some time, but it showed no visible signs of decay.

    Thinking these might be the creatures responsible for abducting Dariel, we fell on them by surprise, giving no quarter. Regia killed five of them herself. From the rage she flew into, I think she may have mistaken the skin for Dariel's at first. When I ordered the last of the mutants to be taken alive, she seemed like she might even turn on me. This planet is affecting us all.

    The mutant we took - a grisly specimen with a compound eye beginning to push out the pure, human organ in his left socket - was already mortally injured, and proved unreceptive to my questions. As far as I could make out from his heretical burbling, the flayed hide on the wall had not been put there by them, but by some other creature of the ruins - a stalker in the night that commanded the wretches' absolute terror. They had been prostrating themselves before this relic in the hope that obedient worship might stop it from taking any more of their number. Mention of Dariel brought no sign of understanding to the creature's twisted eyes, and Clemens gave it a merciful death. I refused to let him burn the skin.

    ++INQUISITION LOG IV/PHI/6++
    ++ACOLYTE ORRUS JABAL++
    ++TIMESTAMP: corRUPTED++


    This is my second log entry for today, but there has been an important development. Dariel's comm-link is active again.

    We have tried to communicate with him, but it seems he cannot hear us - we can only hear him. Regia listens with a mounting anger, but I have been taking notes, trying to deduce what I can about his location. He shouts periodically at something he cannot see, demanding answers such as where he is, his captor's identity, what it wants from him. If there is anyone but us listening, there is no reply.

    I believe I have deduced that Dariel is being kept in darkness, possibly below-ground, and that he has sustained a serious but non-fatal injury to one of his arms. His psychological state is clearly deteriorating, and Regia listens with mounting anger. I have instructed Hastilus to shut off the link: listening to a constant stream of this will wear on all of us.

    Regia has reported no more of the winged things in the night. Something about this place must be keeping them away.

    ++INQUISITION LOG IV/PHI/7++
    ++ACOLYTE ORRUS JABAL++
    +TIMESTAMP: CORrUPTED++


    I have made a decision. Dariel represents one-half of this cell's main combat strength; in addition, so long as the thing that took him is out there our mission is not safe. With Hastilus' help I have gone through the buildings we can see from the highest nearby vantage point and tried to narrow the field of which ones might contain a hiding-place matching what we have heard from his comm-feed.

    Hastilus is not happy. He believes we are close to the location of the device, and should press on. My explanation that even if we found it, our unseen stalker could take it in the night does not seem to have convinced him: he and Regia almost came to blows over the matter. I have done my best to exercise my authority and quell their disagreement.

    Clemens is quiet, and I worry that he listens too much to our civilian captive. Hester has adopted a resigned fatalism, apparently believing that we are all marching to our deaths. Once the beast has killed us, she says, she will just have to start running again, and everything will be the way it was before. I grow frustrated with the lack of useful information, but we have no time for intensive interrogation. I must remain calm.

    ++INQUISITION LOG IV/PHI/8++
    ++AUTHOR FIELD WIPED++
    ++TIMESTAMP: CORR̬̞̰̹̄̌ͮ̆U̝ͯͭ̆̓͐́P̸̼̰̖͉̖̗ͭ̌̚TED++


    I am Father Hector Clemens of His Holy Chapel on Falion Prime, and I am assuming responsibility for this record. Adept Jabal is dead. He died last night, in our ill-fated assault on the cursed hab-block that looms even now over the ruins into which we have retreated.

    Jabal believed this place to be the most likely hiding-place for our comrade-in-arms Dariel Schute, and I believe he may have been right. I will describe it as best I can, so that if the worst should happen, if anyone should find this log after we are gone, they will be able to recognise it by its appearance. By the strength of the Emperor's will, it may yet be cleansed with fire.

    The hab-block leans at a distinct angle, supported on one side by the rusted girders of another building that suffered a more destructive fate. One side of the tower has been torn away, but enough of its walls remain that the interior is always dark, even in the sickly stuff that passes for daylight in these blasphemous times. When we entered the main atrium, we found it populated by a colony of white, hairless bats, many of them blighted by thick tumours that impeded their ability to fly. The floor was a carpet of their droppings, and filled the air with a stink of ammonia.

    The stairs have collapsed, but our comrade Regia quickly found a way for us to descend to the lower levels via a disused lift shaft. Using her steel cord and grapnel, we lowered ourselves into the darkness.

    What happened in those foetid tunnels, I cannot say with any degree of clarity. Something killed Orrus, something with claws like some huge death world predator. He was out of our sight for less than a minute, but when we found him his body had been torn open with such savagery that even Hastilus, our tech-priest, seemed to blanch. It was with great difficulty that I brought myself to examine his wounds, so great was the horror of the scene.

    Dariel's words still play intermittently over our comm-channels, but Hastilus has told us he believes them to be a recording, playing on a loop. We searched every room we could find, but we could find no trace of our companion, apart from some fresh bloodstains in an oubliette near where Orrus died. With the power cells of our lumen globes failing, we were forced to retreat.

    Our captive, Hester, has made no attempt to escape. On seeing poor Orrus' body, she said only one word: "Charon".

    Our hunter has a name.

    ++INQUISITION LOG IV/PHI/9++
    ++AUTHOR FIELD WIPED++
    ++TIMESTAMP: C̬͙̩͓͓̹̉ͫO̫͓̦͍͖̥̓͋R̝̫̣̠̲͕̽͒ͯ̒̍ͤ͡R͖̹̪͕͚̹̥͠Ų̙̠̎̊ͤ̋ͯ ̥̣̱̝ͅP̜̪̮͈͔̺T̑͒҉̳̳̺͉̣̜͎E̘͓͉̭͈̒̾͋͜D͇͔͈ͯͫ́͂͐ͭ̾́ͅ ͇͖++


    My comrades are torn between two courses of action. Regia, being a passionate soul and incensed at Orrus' murder, wants to set a trap for our stalker and force it into the open. Hastilus, always cool-headed, wants to abandon the hunt and return to the search for Interrogator Falk's "Carcosan Device". I wonder if there is not an element of personal greed in the tech-priest's eagerness. In the shadow of this blasted tower, I look on my companions with a new air of suspicion. Neither of them can be trusted to master their passions.

    Hester remains quiet, whatever questions we ply her with. She is convinced that whatever our actions, the inevitable outcome will be the same. I wonder how long she has known this "Charon", how long it has stalked her. If she has survived this long, there must be hope for us too. She is just a girl; we are acolytes of the Inquisition, tools of the Emperor's will. Even if Dariel and Jabal are gone - and even Regia has by now accepted that Dariel must be dead - the three of us are still a far more dangerous group than any of the other wretches that skulk in the wastes.

    I have reluctantly decided to side with the tech-priest. We know nothing about our unseen attacker, except that it has chosen to remain in the shadows. We have already lost the leader of our cell, and our mission must take priority over the uncertain promise of revenge.

    ++INQUISITION LOG IV/PHI/10++
    ++AUTHOR FIELD WIPED++
    ++TIMESTAMP: C̻̬̲̏ͫ̎͒ͫ̚͝O̥̝̖̩͈̦͡R͚̱̤̠̗͉̺͊Ŗ̰͈͉ͫ͒̐Û̺̭̰̞̞̜́ͬ̍̈̒̆ ̱P̿̋ͯ̊̃̎ͩ҉͇̜̺Ṯ̓͂ͪ̉̉ͧ̽Ê̜ͦ͆͞D̥̭̞̺̻̐̒͂ ̟̻̲͙̜̾͋ͨ̐ͮ̒̋C̼̬̳̣̲̐͊ͣͤͮO̰̙R̶͚̞̫͐̑̐ͤͅR̭̘̰͖ͨ̐͌͋Ů̑ͯP ̶͉͇̗̪̽̑̍̀̓̿Ṫ̤̹̗̤̲͌͂ͅE͙̹͕̜͇̼͔ͩ̋̋̌͂̈̽͠D͎̳̯̃̉ͬͪ͆ ͚̭͙ ̡͍̣̜ͧ̌̂̅̈ͮC̠̬̪͇̜̠̀͒O̦̳̗̠͇͈͊̀͗͆̔̋͛͟R͕̜ͭ̿́̊ͥ͂ͨR̚͏͖͕͉ U̟̲͎͉̼͙͒ͧP̥̲̓̋̌͂͞T̥͍̠̳͖͇̒ͯ̋͌̔̐ͅE̶̦̺D̲̖̍++


    We have found it! Hastilus can hardly contain his excitement, he is so certain of its location. Leaving the accursed tower behind, we have fixed the signal as originating from an old communications tower beyond the derelict water-works. In days of peace, the structure had a viewing deck around the top, for rich tourists from other regions to look down on the city-scape below: that must be where the device has been hidden.

    Hastilus is planning our ascent, while Regia keeps guard. Hester has proved a useful servant, fetching and carrying for Hastilus. There has been no further sign of our pursuer.

    ++INQUISITION LOG IV/PHI/11++
    ++AUTHOR FIELD WIPED++
    ++TIMESTAMP: T̹̊̄ͣ͟Hͨ̆ͮ͑͏̣͕͔̠E̶̲̗͇̣͉̙ ̍ͧͯͤ̄͝C͊̄ͯͥ͘L͚͂ͮ̿ͦ̐̏̌͜O̙̬͚ͮ̅̎̄̇͛C̨͓͚̘̰̻K͉͋͑ͥ͑ͬ ̭̱͙ ͯ̾Sͥ͒ͥC̦̱͉̣̔̀̈̈́̉ͪŔ̴̃ͣ͗ͪ̓E̡A̶͈̿̄M̥̣͖̮ͩͭ̀́ͧͯ͜S͖̻̘͈͜ ̟++


    I will bury this data-slate. It is the only way to get a warning back to those who will come after us. It will have better chances under the earth than kept with me.

    The device is destroyed. It was never whole. We reached the observation deck, and found Dariel hanged from the centre of the ceiling. The part that had been broadcasting Hastilus' signal had been jammed into his open mouth.

    It was waiting for us. Emperor alone knows how it got up there, but it was on the roof of the tower. The first thing we heard was the windows breaking, and then Hastilus was dead. I will remember it as long as I live. His body had flown halfway across the room before his legs even hit the ground.

    Regia turned and fought, but her chainsword could not scratch it. Its armour was like the holy warplate of the Astartes, and its claws tore through her torso as if it were nothing more than wet paper.

    My courage has failed me. When Regia died, I turned and ran. I cower now, in the filthy water of these ruins, waiting for the sound of its approach. It knows I am here. It must.

    It knew the Inquisition were abroad. Perhaps it listened to our plans through Dariel's comm-link, just as it made us listen to him. It trapped us. It trapped us all.

    ++INQUISITION LOG IV/PHI/11/PICT++
    ++ IDENTIFIER DC00A++
    ++TIMESTAMP: T̙͉̓ͩ̈Ȟ͉̙̞͔̲ͫ͗̈̂E̗͓͔ͪ̐ ̭͖̦̤̬̮ͩ̊B͕̹̱̻͒͂̋̀L̮̣̖͚͍̪ͯ͊͛ͩͦͤͦ͡O̻̬̟̖̠Ő͍̻̖̺ͮͨ̐̅̄D ͓͕͟ I̜͔̱͙̥̮̦̅̃͊ͩ̑Ŝ̮̠ ͙̻̺̜̪̞͕ͫ͂͆̔̔EͤV̨̝͚̝͈̝͑̾͑Ȅ͉͆̆ͥ̆ͪRͬ̈́ͮ͘Y̐̿W͉̮͎̞̠͚̔ͬ̇ ̞H͍̋ͥ͛̅̈͒̂͢É͓̪̺̜̇R͎͔͓̩̍̈̚͝E͌͗ͫ͑҉++


    Pict-corder becomes active. The lens is situated somewhere near floor-level. Light levels automatically adjust.

    Subject 1, a man in soiled Ecclesiarchy robes, is hiding behind a cluster of heavily-corroded pipes. Running water can be heard, and much moisture is in evidence clinging to the surrounding walls. Inquisition records match Subject 1 with Father Hector Clemens, an acolyte in service to ++DATA EXPUNGED++

    Subject 2, an unidentified woman is crouching beside him, dressed in extremely tattered and grimy bulk-produced textiles. She has lost an eye and has extensive scarring one side of her face.

    Subject 2 is holding a length of broken lead piping and watching their surroundings with an expression of alertness. Subject 1 seems withdrawn, almost catatonic.

    Heavy footsteps are heard, and the picter re-focuses on a large figure - Subject 3 - that has appeared at the far end of the hallway. Subject 3 is wearing a heavily battle-damaged suit of Mk5 Astartes power armour, with insignia and helmet crests suggesting membership of ++DATA EXPUNGED++. The standard backpack has been replaced by an archaic model of jump pack, and the figure's right hand is encased in a power claw with distinctive, curving talons.

    Subject 3 approaches closer, and more detail can be resolved. His left shoulderplate has been adorned with the flayed facial features of four humans. Analysis of past scarification and implant patterns matches two of the faces strongly to Acolytes Hastilus Jax and Regia Quintillus.

    Subject 1 attempts to run, but is brought down by a bolter round which detonates inside his left kneecap. Approaching at a walk, Subject 3 de-activates his power claw to lift the injured Subject 1 off the floor.


    SUBJECT 1: You have come to kill me.

    SUBJECT 3: I could have killed you on the first day you entered my territory, little priest.

    SUBJECT 1: Then why... have you done this to us? You hunted us... like dogs.

    SUBJECT 3: I have been trapped on this planet for as long as you. Time is the only thing here that is not in short supply.

    Subject 1 attempts to speak. Subject 2 tightens his grip, and Subject 1's breathing is restricted.

    SUBJECT 3: I left you until last, holy man. I left you until last so you could see what your Emperor would do to save you. Tell me what your faith tells you now.

    Subject 1 is weeping. Subject 2 drops Subject 1 to the floor.

    SUBJECT 3: But first, tell me where I can find your commander.

    ++SECTION EXPUNGED++

    Subject 1 is dead. His body is floating in one of the open vats of the water-works. A cloud of blood is spreading through the water from injuries that indicate a collapsed skull.

    Subject 3 is walking away. Subject 2 shouts after him.


    SUBJECT 2: Hey! HEY!

    Subject 2 appears to be in significant distress. She throws her lead pipe at Subject 3's back. It bounces off his left pauldron.

    SUBJECT 2: I know you can see me, you bastard! I'm here! Why don't you take me too?

    Subject 3 stops and turns to face.

    SUBJECT 3: Hester Tormalden.

    SUBJECT 2 (screaming): How do you know my name?

    Subject 3 gives no reply. He stands still for seven seconds.

    SUBJECT 3: Keep running, Hester.

    Subject 3's jump pack activates. Subject 3 vanishes upward through a hole in the ceiling. When the exhaust has cleared, Subject 2 runs forward to see where he has gone. She meets with no success.

    Retreating into a corner, Subject 2 sits down and weeps into her hands.


    ++LOG ENDS++
    Last edited by LCP; 2013-08-15 at 08:04 AM.
    Spoiler: My Games
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
    Threads: I, II, III, IV, V, VI, VII, VIII, IX, X

  4. - Top - End - #4
    Ettin in the Playground
     
    Thanatos 51-50's Avatar

    Join Date
    May 2007
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    Default Re: Black Crusade 2033 - OOC

    Rakdo Gavrilovich
    Male Renegade of the Metro
    6'1", 187 lbs
    Black stubble, purple eyes, black 5 o'clock shadow
    2000 XP Spent| 0 XP Unspent
    {table]Khorne|Slaanesh|Tzeenetch|Nurgle|Devotion
    1|2|0|0|Unaligned[/table]
    Passions:
    Pride: Grace
    Disgrace: Deceit

    Motivation:
    Legacy

    {table]Weapon Skill|4|9*
    Ballistic Skill|2|7
    Strength (Unnatural +1)|3|7
    Toughness|3|7
    Agility|4|8*
    Intelligence|3|4
    Perception|2|9
    Willpower|3|6
    Fellowship|3|1
    Infamy|3|0
    Corruption|0|5[/table]

    Skills, Traits, and talents
    Spoiler
    Show
    {table=head]Skill|Target
    Acrobatics|48
    Athletics|37
    Awareness|29
    Charm|11
    Command|11
    Commerce|14
    Common Lore|14
    - (Tactica Imperialis, Adeptus Arbites, The Metro, War)|34
    Decieve|31
    Dodge|58
    Forbidden Lore|---
    Inquiry|14
    Interrogation|16
    Intimidate|17
    Linguistics|14
    Logic|14
    Medicae|14
    Navigation|34
    Operate (Surface)|48
    - (Aeronautica)|---
    - (Voidship)|---
    Parry|49
    Psyenscience|---
    Scholastic Lore|14
    Scrutiny|29
    Security|14
    Sleight of Hand|48
    Stealth|58
    Survival|09
    Tech-Use|14
    Trade|14
    - (Remembrancer)|34[/table]

    {table=head]Trait|Description
    Adroit Weapon Skill| +1 Degree of Success on all Weapon Skill Tests
    The Quick and the Dead| +2 Initiative[/table]

    {table=head]Talent|Description
    Ambidextrous|Use both hands equally well and reduce two-weapon fighting penalties
    Catfall|Reduce Falling Damage
    Disarm|Force Opponent to Drop Weapon
    Jaded|Ignore Mundane Horrors
    Quick Draw|Draw a weapon as a Free Action
    Rapid Reload|Half the action to reload a weapon
    Sure Strike|+10 to called shots in melee
    Flesh Render|Extra Tearing Die in Melee
    Two-Weapon Wielder (Melee)|Reduce penalties for fighting with two melee weapons
    Weapon Training (Chain, Flame, Las, Primary, SP, Shock)|May use the indicated weapons without penalty[/table]



    Inventory:
    Spoiler
    Show
    Non-Weapon Inventory:
    {table]Good-Quality Camoline Cloak|+20 to Stealth Checks against sight, if standing still, BS attacks suffer against suffer a -30
    Spiked Light Carapace Armour| 5 AP to Body, Arms, and Legs, Melee Attackers suffer 1d5+1 Rending Damage, always count as being armed with a knife
    Poor-Quality Preysense Goggles|Thermal Imaging, +20 to vision-based Awareness in the Dark, Bulky and overt, with glowing purple lenses
    Commbead|Force Multiplier
    Synth-Muscle|Provides Unnatural Strength +1[/table]

    Melee Combat Profile:

    Ranged Combat Profile
    {table=head]Name|Range|Rate of Fire|Damage|Penetration|Clip|Attack|Reload|Traits
    Hack Shotgun|10m|Single-shot|1d10+4|0|1|37|Full Action|Inaccurate, Scatter, Tearing[/table]


    1
    The Claws That Catch in the Tunnels:
    Spoiler
    Show
    The pale, dying light of the heretek’s lamp-pack swung across the tunnel for the briefest of instants before Garret extinguished the torch.

    “Clear.”

    Garret’s party moved up, rattling as they did, burnished brass flaring to light under the tunnel’s broken, yellow lighting. Why Garret insisted on sweeping the lamp-pack light that, they’d never figured. There was usually more than enough light to see by. Maybe he thought it was good luck.

    “You keep frettin’ wi’ tha’ thing,” one of the Warriors growled at their pointman “An’ all yer gonna do is slow down the killin’.”

    Garret shrugged. “Slow killin’ is good killin’, Art, but I can see why you’d need the help.” The pointman rapped the heavy head of his stolen torch against Art’s beaten brass chestplate. “It’s not like we need to worry about being quiet, anyway. Warp, I’m surprised we aren’t ankle-deep in blood and returning home with skulls and corpses for the protein vats now, with you lumbering about like this.”

    A throaty cackle ran through the others, despite themselves. This wasn’t unusual. In fact, half of the warband signed on in the hopes that they’d finally get to see Garret and Artyom finally give the tunnel walls a fresh coat of colour. It would certainly liven the place up a little.

    “You gunna let ‘im talk t’ you like that, Artyom?” one of the voices egged the larger man on.

    Artyom just glared at Garret. “Get movin’.”

    Less than a half-klom later, Garret signaled a halt again and swept the dying beam of light again. “You hear that?” he asked, to nobody in particular, an edge of panic gripping his voice. A grunt that may have been Artyom’s dismissed the question, and Garret killed the torch’s light. Soon enough, the feeble glow-globes that kept the tunnels from being plunged into total darkness shut themselves off, seemingly protesting the lamp pack getting to take a break with one of their own. When Garret thumbed the activation rune again and shone it into the darkness, the beam sputtered and died.

    Garret responded to this insult by slamming the thing against the rail next to him. Said rail shone upon a patch of sticky red for the briefest of moments, before the torch gave up the ghost. The pointman drew a gloved hand across the rail, and brought the stuff to his nose.

    Blood. Of course, but not any they had spilled, and there were no corpses around. No rifles, no shredded armour, no signs of battle excepting a lonely patch of the Good Stuff haphazardly left behind. “Art,” Garret cracked, “Either we just picked up some unlucky Refugee's trail, or we're not alone here.” Garret turned to face his larger, nominal ally. Artyom, on the other hand, crouched down and made himself smaller, acknowledging the warning with a nod and pulling a javelin from the bundle strapped across his back.

    “Spread out.” He hissed to the other warriors. Garret was a flighty type a coward, even, but if there was an enemy here and now, the Blood would flow, and he would gain even greater Glory in the eyes of Khorne.

    The characteristic whir of a chainsword answered Artyom’s order. The sound receded for a few seconds. “Turn tha' thing off,” Garret started “We don’t wan' t' –“

    That wasn’t right.

    Nobody in the warband had brought a chainsword.

    The blade’s whine married a scream in the air for the tinest fraction of a second before they ran away, echoing down the hall together. The Warband turned to face the scream, and Garret brought his autopistol to bear, spraying down the space where the scream came from, to be greeted by nothing in response.

    “Soun' off!” Artyom grunted, and a half-score of voices chimed back in unison, not a hint of pain or hesitation in any of them. That wasn’t right. Not counting himself and Garret, that was everybody, and Garret’s gun had just proved he was safe. There was somebody new here, masquerading as one of them. Artyom pounded on his chest, and the glow-globe he kept pinned there flare to life with piercing white rays.

    “Blood For the Blood God!” he screamed, charging forward into the binding, artificial light, only to trip moments later on the legless corpse of one of his men. Hunter, he thought. He said his name was Hunter. Hunter’s throat had been torn out and a trail of blood arced across the deckplates, ending in its characteristic spray pattern. One of Hunter’s legs rolled gently into Artyom’s face. The second was nowhere to be found.

    ”How about this guy’s?”

    The roar of the chainsword sounded out again, accompanied by a twin, and another mangled scream found itself cut short, dying in the tunnels.
    Garret swung about at the new voice, autopistol raking the tunnels at head-height, and this time, the delicious sound of a yell called in answer. “Garret, you idiot!” it cried, sounding very distinctly like Bourbon, one of the others who had followed him into the tunnels. “Recon by fire? You’re a frakkin’ idiot!” it yelled, heavy feet talking towards him. Garret ducked Bourbon’s blow, and thrust a knife into the warrior’s belly, twisting and slicing upward in the same motion before dropping a second round into the man’s skull.

    Bourbon’s body hit the floor loudly, accompanied by the sound of the autopistol’s magazine hitting the floor. By the time Garret had finished sliding the fresh magazine into the receiver well, Artyom had found his feet and was bathing the tunnels in that light again.

    There was nobody there. Aside from four fresh corpses.

    Four? Their stalker had only taken two, and the Garret killed…

    The fourth’s face had been blown away by a point-blank blast of shotgun pellets, evidenced by the two spent shells littering the floor. That must have happened during Bourbon and Garret’s altercation. But that meant…
    A silent shotgun? Who in the Warp would want one of those things. Garret closed the gap between himself and Artyom, pressing a vial of Rose into the larger man’s hand. “If he’s moving around, we need to see him.” He pointman explained briskly, jamming a needle into his thigh.

    The world swam for a moment before suddenly snapping into a sharper focus. Artyom’s light was physically painful now, the hum of its bulb grated on Garret’s ears. Eight pairs of feet shuffled nervously, excitedly, eight hearts pounded against the prisons of bone they hid beneath, frantically trying to break out and run. A strange mix of fear and Artyom’s iron discipline had them keep their feet. There, floating at the edge of Garret’s hearing, a ninth heartbeat sounded. Slow, methodical, accompanied by a slow exhalation of air.

    The chainblades flared to life again, and a shimmering patch of air standing inches away from Artyom suddenly moved and an axe and sword swung out in tandem, smashing against Artyom’s brass chestplate, their snarling engines almost drowning out the shattering glass of the glowglobe. Artyom huffed heavily and took the blow, lashing out into the quickly-fading light and catching a shock of fabric, which flew backwards, revealing a nearly bald head, covered in black stubble and bloodstains, grinning like a madman, and wearing bulky black goggles, covering its eyes.

    Then the chainaxe buried itself in Artyom’s eyes, and he didn’t see anything again. It was, in some ways, a small mercy. That meant he could focus on the feeling a half-heartbeat later of the chainsword splitting him from groin to gullet.

    Garret watched in horror as his drug-enhanced sense caught the rest of the resulting slaughter unfold in exquisite detail in the dark. There was almost an art to it. Chains whirled to life moments before they struck and died moments after. At most, it took two swings to dispatch every warrior individually, until only Garret was left, watching as the killer’s camoline deactivated itself and the last warrior fell to the ground, sans her head.

    The killer closed the distance, chainblades still whirring, and a grim smile crept across the killer’s face.

    ”Just like old times.” he said, reaching under his cloak, and producing a glowglobe, which suddenly, violently, flared to life. Garret’s hand brought out the light which threatened to bore though his eyes and exit through the back of his skull.

    Why did he take that Rose?

    “I… I care not from where the blood flows!” he stammered out, hoping it sounded defiant enough to cow the killer into submission.
    ”Good,” the response came. His voice was like silk compared to the abrasive roar of his chainblades. ”Then come back with some friends. I’ll spill their blood, too.
    It’s been too long since I’ve had a fight like this. I might leave the lights on next time. I miss seeing your faces.”


    The glowglobe fell heavily on the rail. Garret didn’t even look to follow the footsteps as the scraped against the ragged metal for a few more minutes before they faded into the tunnels, leaving only echoes and memories.

    The smell got to Garret next.

    He spent the remainder of his high vomiting corpse starch onto alone, illuminated by one tiny light in the tunnels beneath Bastion, before running back to the Blood Tide, for as long as his legs would carry him. He managed to choke out a few words about the terror in the dark that had ambushed him and his Warband to the next raiding party in he met in the tunnels before they took his skull. A Coward has no place amongst the followers of Khorne, and they care not from where the Blood flows.



    2
    Cut-and-Paste Combat:
    Spoiler
    Show

    Dual-Wielding Attack:
    [roll=Axe59]1d100[/roll]
    [roll=Sword59]1d100[/roll]
    [roll=AxeDamagePen5]1d10+9[/roll]
    [roll=AxeTearing1]1d10+9[/roll]
    [roll=AxeTearing2]1d10+9[/roll]
    [roll=SwordDamagePen2]1d10+7[/roll]
    [roll=Swordtearing1]1d10+7[/roll]
    [roll=SwordTearing2]1d10+7[/roll]

    Axe Attack:
    [roll=Axe69]1d100[/roll]
    [roll=AxeDamagePen5]1d10+9[/roll]
    [roll=AxeTearing1]1d10+9[/roll]
    [roll=AxeTearing2]1d10+9[/roll]

    Sword Attack:
    [roll=Sword69]1d100[/roll]
    [roll=SwordDamagePen2]1d10+7[/roll]
    [roll=SwordTearing1]1d10+7[/roll]
    [roll=SwordTearing2]1d10+7[/roll]

    Hack Shotgun
    [roll=Shotgun37]1d100[/roll]
    [roll=Damage]1d10+4[/roll]
    [roll=Tearing]1d10+4[/roll]
    Last edited by Thanatos 51-50; 2013-03-27 at 09:01 PM.
    NaNoWriMo Beat Me
    Red and the Phasmavore by LCP

  5. - Top - End - #5
    Titan in the Playground
     
    LeSwordfish's Avatar

    Join Date
    Jul 2011
    Location
    Oxford, UK
    Gender
    Male

    Default Re: Black Crusade 2033 - OOC


    Merope Rynn
    Apostate of Tzeentch


    Why should I give my loyalty to the emperor? Why shouldn't I give my devotion to someone who can give me the protection my husband, my daughters died screaming for?


    Background
    Spoiler
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    Merope: Unarmed and Dangerous

    When the attack came, Merope was at her work, a minor scribe in one of Bastion's administratum towers. As chaos rained down on the planet, she made the choice to remain, to help co-ordinate the war effort. It was a choice she would always regret, as that evening the transit links to her home hab were cut by bombing. She never saw her husband or daughters again.
    When the transit tunnels began accepting refugees, Merope went with her friends and colleagues.
    Four years, she spent looking for her family. She learned to shoot, and her fierce intellect made her a natural for leading surface party groups. Four years, she spent her intelligence twisting parts of Home's network of outriders into finding her family. Four years, she met with no success.

    Five years to the day after the invasion, she killed a guard, stole his identity and gas-suit, and headed for the surface. In the devastated ruins of her old home, she killed the party sent after her and headed for Refuge, the one place her new beliefs would be tolerated.

    Since joining the group, Merope has finally been realising the power to fulfil her desires: to complete the destruction of the imperials on Aegis as a sacrifice to Tzeentch, and to find and kill the inquisitor who ordered the exterminatus.


    Stats
    Spoiler
    Show


    WS 37
    BS 40
    S 32
    T 30
    Ag 40
    Int 51
    Per 31
    Will 40
    Fel 58

    Infamy 25 (2/2)
    Corruption 10
    Wounds 12/12

    Initiative 8
    Move 4/8/12/21

    Pride: Charm
    Disgrace: Regret
    Motivation: Vengeance
    Devotion: Unaligned/Tzeentch


    Skills, Traits, Talents, Mutations
    Spoiler
    Show

    Skills
    Awareness,
    Charm,
    Command+10
    Deceive+10
    Common Lore (Imperial Creed, Imperium)
    Scholastic Lore (Tactica Imperialis, Occult),
    Forbidden Lore (Inquisition, the Metro, Warp),
    Command,
    Security,
    Dodge,
    Trade (Linguist)

    Talents
    Air of Authority (+10 loyalty to minions in presence, 10x Fel bonus affected by command test.)
    Combat Formation (Anyone may use Merope's Int bonus 5 for initiative, all members add 1 Init.)
    Hatred (Inquisition) (+10 to WS when fighting them, WP test to retreat.)
    Mimic (May mimic voices, detection on -10 security.)
    Peer (Refuge) (+10 to interaction)
    Radiant Presence (Everyone within 20m gets +10WP for fear/intimidation.)
    Total Recall (Remember almost any fact learned)
    Unshakable Will (Re-roll failed fear tests)
    Weapon Training (Las, Primary, Power) (Use weapons without penalty)

    Lesser Minion of Chaos (See below)

    Traits
    Serpent's Tongue (Level Two) (Gain Peer 2 for the session)
    The Quick And The Dead (+2 Init)

    Mutations
    Blood Substitution (Agility test or 1d10 damage when wounded)


    Gear
    Spoiler
    Show
    Power Blade (Gladius) with Unbalanced downgrade (-15 parry) and Razor Sharp upgrade. (double pen if 3+DOS)
    Accurate Lascarbine with 3 clips (+10 to hit if aimed, extra damage if on Single Shot)

    Chaos Pendant
    Mesh combat coat Four Armour everywhere but head.
    Microbead

    Acquisitions: 4 Multikeys (+0 rarity, +0 quantity, -10 setting.) (+20 security tests)
    Disguise Kit (-10 rarity, +10 single, -10 setting.)

    Minion- Cattle-Dog
    Spoiler
    Show
    WS 25
    BS 01
    S 30
    T 30
    Ag 10
    Int 03
    Per 20
    Will 10
    Fel 01

    Wounds: 8
    Loyalty 68 (58 if away from Merope)

    Linguistics (Low Gothic) (For following commands. I doubt it can talk.)
    Dodge
    Awareness

    Takedown
    Berserk charge
    Sound Constitution x2

    Quadruped
    Natural Weapons
    Bestial


    Combat rolls
    Spoiler
    Show

    Half action aim, Half action single Carbine shot
    [roll=ToHit_70]1d100[/roll] vs BS 40+10 single shot +10 HA aim +10 Accurate +() range, size.
    [roll=EnemyEvasion]1d100[/roll]
    [roll=Damage_Pen0]1d10+3[/roll]
    [roll=ZealousHatred]1d5[/roll]
    [roll=Accurate_60]1d10[/roll]
    [roll=Accurate_40]1d10[/roll]

    Half action aim, Half action semi-automatic fire Carbine
    [roll=ToHit_60]1d100[/roll] vs BS 40+10 HA aim +10 Accurate +() range, size.
    [roll=EnemyEvasion]1d100[/roll]
    [roll=Damage_Pen0]1d10+3[/roll]
    [roll=ZealousHatred]1d5[/roll]
    [roll=SemiAuto_40]1d10+3[/roll]
    [roll=ZealousHatred]1d5[/roll]

    Full Action Supressing fire, Carbine
    [roll=ToHit_20]1d100[/roll] vs BS 40-20 Supressing
    [roll=EnemyEvasion]1d100[/roll]
    [roll=Damage_Pen0]1d10+3[/roll]
    [roll=ZealousHatred]1d5[/roll]

    Standard Attack, Power Blade
    [roll=ToHit_40]1d100[/roll] vs WS 37+10 Single attack
    [roll=EnemyEvasion]1d100[/roll]
    [roll=Damage_Pen5]1d10+3[/roll] (Pen 10 if 20 or less on To Hit roll)
    [roll=ZealousHatred]1d5[/roll]

    Spoiler
    Show
    Half action aim, Half action single Carbine shot
    ToHit_70 - (1d100)[68] vs BS 40+10 single shot +10 HA aim +10 Accurate +() range, size.
    EnemyEvasion - (1d100)[71]
    Damage_Pen0 - (1d10+3)[12]
    ZealousHatred - (1d5)[4]
    Accurate_60 - (1d10)[4]
    Accurate_40 - (1d10)[7]

    Half action aim, Half action semi-automatic fire Carbine
    ToHit_60 - (1d100)[65] vs BS 40+10 HA aim +10 Accurate +() range, size.
    EnemyEvasion - (1d100)[68]
    Damage_Pen0 - (1d10+3)[11]
    ZealousHatred - (1d5)[1]
    SemiAuto_40 - (1d10+3)[5]
    ZealousHatred - (1d5)[5]

    Full Action Supressing fire, Carbine
    ToHit_20 - (1d100)[9] vs BS 40-20 Supressing
    EnemyEvasion - (1d100)[63]
    Damage_Pen0 - (1d10+3)[8]
    ZealousHatred - (1d5)[3]

    Standard Attack, Power Blade
    ToHit_40 - (1d100)[57] vs WS 37+10 Single attack
    EnemyEvasion - (1d100)[86]
    Damage_Pen5 - (1d10+3)[12] (Pen 10 if 20 or less on To Hit roll)
    ZealousHatred - (1d5)[4]



    Advances
    Spoiler
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    Combat Formation 250

    Slaanesh: (2)
    +5 Fel 250
    +10 Fel 500

    Unaligned
    +5 Int 250
    +10 Int 500
    Weapon Training (Power) 250
    Last edited by LeSwordfish; 2013-09-10 at 04:27 PM.
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    Lieutenant Alexander Petrovich Nicolai

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    I.
    Ten Years Ago

    Sergeant Nicolai was punctual, as always - the Commissioner barely had time to down his morning recaf before the tannoy buzzed and his secretary announced the junior PDF officer’s arrival. Cursing, van Strum swept the more confidential papers and printouts into desk drawers as he buzzed his visitor in - well, perhaps that was the wrong word, as it wasn’t a social call. As ever, he took stock of Nicolai as the sergeant shut the door carefully behind him. Broad - vast, even - and not getting any younger, Nicolai certainly had the appearance of an intimidating PDF officer, which was why it was so strange to see nothing more than a sergeant’s pips shining from his shoulders. Van Strum frowned.

    “Commissioner?” said Nicolai, his inflection asking the question for him. And too damn smart for his own good, too, van Strum thought.

    “Sergeant. Alex. Please, have a seat.” Nicolai did so, his green eyes remaining fixed on his commanding officer. Van Strum barely dared look away to check that nothing too sensitive was on view on his desk - and when he did so, he found himself wondering what Nicolai had glanced at in that brief moment when he wasn’t looking.

    “Is something the matter, Commissioner?” asked Nicolai. The commissioner’s frown was mirrored with one of the sergeant’s own. It sat imposingly in that dirty blond stubble - against regulations, of course, which meant it was a calculated move by the sergeant. Van Strum debated replying You already know what the matter is, but decided it wasn’t worth the loss of face.

    “Not as such - “ began van Strum. But then Nicolai did something unexpected, and interrupted his superior.

    “My arrest quota has been over-fulfilled for the past three months. We’ve reined in the kid that leaked the Veyda-Barbicus murder; Corporal Sykes is already undergoing re-education. The crackdown against the ‘Fourth Brigade’ cell went smoothly this morning, Tercus tells me - in fact I think she’s questioning some of the plotters right now. Commissioner, I’m finding it difficult to understand why I’m here.”

    Van Strum fumed in silence for a few seconds, before deciding that having this conversation the formal way would be a waste of time.

    “Fine, we’ll do this your way. Nicolai, why are you still only a sergeant?”
    “I enjoy fieldwork, sir.” The response came fast - almost automatically.
    That’s obvious. But it doesn’t really answer the question. Moving up the ranks doesn’t mean sitting around pushing paperwork your whole career.”
    “The opportunities that arose have consistently been taken by better officers than me,” tried Nicolai.
    “Grox. If that were true you wouldn’t know me.”
    “Nonetheless, the tests - “
    “Yes, how many of those did you actually sit? Because you pulled out of at least four at the last minute. And your scores were surprisingly poor when you actually made the attempts. In fact, your latest physical trials don’t actually match records you’ve achieved in the field.” That, at least, seemed to shut the sergeant up. Van Strum sighed.

    “Alexander, you’re not getting any younger. Hell, Thorpe’s your age, and I know the footslo- uh, rank and file already know he’s being bumped up to Captain this year. I’m sorry, but at this point you’ve made it obvious. You’re holding back from advancing.”

    A few seconds of silence.

    “This is about the Arbites,” Nicolai relented. Van Strum nodded.
    “Yes. Alexander, you were pre-approved! And you just threw an opportunity like that away!” Nicolai made to say something, but the Commissioner waved the interruption away.

    “Just listen to me for a minute, damn you. Do you think I’m the only one that raised an eyebrow at that?”

    The sergeant’s gaze darted briefly in the direction of a folder still sticking out from under the tannoy, where one eagle talon was just visible. Something rather like worry appeared on his face, replacing for the first time the expression of irritated boredom he’d been wearing since he arrived. Van Strum pushed the folder the rest of the way under the loudspeaker. There was an awkward silence before the commissioner spoke again.

    “People … started to ask questions. Uncomfortable questions. Uncomfortable for you.” Really, there was nothing to be lost in ensuring the point was hammered home.

    “You’re not married. You’ve barely any family here. You’ve no significant assets. You had not a single good reason to turn down an officer rank in the Arbites. And that makes certain kind of people suspicious. With the sort of nasty ideas that will, at best, only end your career.”

    Nicolai swore. He looked as if he were marshalling an explanation, but once again van Strum stopped him from speaking.

    “Look, I don’t really care. What your reasons were, I mean. But you’re a good man and a damn good enforcer, so let me help you out of this mess.”

    Nicolai nodded. Van Strum couldn’t help but check that the tannoy was switched off and the door was closed.

    “Okay. An offer of a ranking Arbitrator position won’t come again. However … a similar offer may turn up in the next couple of years. Can’t say more than that. But, if it so happened that the reason you turned the Adeptus Arbites was to take a similar position in a different organisation - well, that’d make sense. For a man that - “ van Strum struggled for words. “Wanted to make a difference, out in the world.”

    He knew Nicolai had understood, because the sergeant looked disappointed. But van Strum also knew that he’d see sense, and realise that this was the only way.

    “Lieutenant,” the blond man said, finally. “If that’s what happened. That’s what I’d - what I want.”

    Relieved, the commissioner nodded. “That’s about what I thought. I’ll make sure of it, when the time comes. Now go check on how Tercus is handling our new guests.”

    The sergeant nodded, stood up from the chair and left without a second glance.

    “You’re welcome,” van Strum muttered sarcastically just before the door shut.


    II.
    Eight years ago

    When the klaxons had gone off for the first time, it had been absolute pandemonium. Each successive alert over the coming months had been slightly less panicked, converging slowly downwards to mere gut-wrenching anxiety every time the newly formed Guard regiments were deployed over and over. More than once, Captain Fyodor Dmitrovich was thankful he had Lieutenant Nicolai working under him. Apparently the man had only been a sergeant in the PDF before the founding, which was odd to some, given his age and obvious aptitude for command. To Fyodor, it was proof that the Emperor hadn’t forsaken Aegis III just yet - the Throne had delivered Nicolai to the regiment, just when the planet needed him the most.

    These days, more and more of the fighting seemed to be happening below ground. Fyodor didn’t find it ideal, but Nicolai excelled at the small skirmishes and cramped firefights that came naturally in the metro tunnels - years of PDF fieldwork, there. This last operation had gone no differently: driving the disorganised enemy away from the small armory had gone off without a hitch. In the aftermath of the battle, Nicolai was investigating some of the dead with his vanguard while Fyodor oversaw the securing of the armory. The engineers were working on deactivating the lockdown when Fyodor’s commbead chirped.

    “Forty-six confirmed enemy casualties,” said Nicolai gruffly. “No hostiles left in this stretch of the tunnels.”

    “Good job,” said Fyodor. “Then it’s done. Bring your team back here.”

    It only took a few minutes before faint blobs of light were visible in the distance along the wide open transitway from the armory entrance. The light sharpened, resolving into Nicolai’s team’s glowglobes as the guardsmen jogged back. The Lieutenant snapped off a smart salute to the captain. Fyodor gestured to the mobile vox-caster.

    “Care to do the honours, Lieutenant?”

    Nicolai nodded, stepping over to the device and unwinding the mouthpiece. It was patched into the PA comms system for this stretch of tunnel. Nicolai fiddled with a few knobs before speaking into it.

    “Attention, loyal Imperial citizens of Veyda’s Bastion! Section Three A Titus of the tunnels has been reclaimed by the Planetary Def- by the Imperial Guard. The Emperor protects!” Although the announcement had sounded appropriately confident, Fyodor could see Nicolai scowling at his faux pas.

    “Report, Lieutenant,” Fyodor called out, mostly to try to take Nicolai’s mind off of it, but it only seemed to make his mood even worse.

    “None of them had the Star. No obvious signs of mutation either. They weren’t cultists, captain.”

    “Huh,” said the captain, as though Nicolai had just commented on the weather. “Oh, well, recidivists, certainly, skulking around in a big group in the tunnels. Traitors, most likely.”

    “I don’t think so,” said the Lieutenant, his voice tinged with sorrow. “I think they were just trying to open the door when we fell upon them.”

    Fyodor was about to reprimand his subordinate for speaking out of turn when the tunnel’s alarm system went off, again. But this time, it didn’t die down after ten seconds, the raucous din making it difficult to be heard. Spotting a blinking light on the vox set-up, Fyodor pointed it out to Nicolai. The Lieutenant picked up the earpiece and listened for a moment.

    His face froze, as if that dolorous expression had suddenly set in stone. The blaring of the alarms died off.

    “A word, please, Captain,” Nicolai said quietly. Unsure, and uneasy, Fyodor stepped closer.

    “What is it?”

    Nicolai answered, but Fyodor must have misheard - suddenly, his heart was pounding in his ears. “Could you repeat that, please,” the captain said weakly.

    “Exterminatus, sir.” The lieutenant was still talking, but the captain wasn’t listening - half-baked options were tumbling around his skull. He could just run, set off into the dark and wait for an unseen, unexpected death to find him in the depths of the tunnels. Another option was just putting a lasbolt through the back of his head, which seemed neater. In the immediate present, Fyodor settled for bending over, vomiting up everything his stomach had to offer onto the grimy floor of the tunnels.

    “What,” he spat through the remnants of bile hanging awkwardly from his lips, “what do we do? Emperor on Earth!”

    “Same as ever,” said Nicolai firmly. “Wait for orders. But there’ll be insubordination when we tell the men.” The troopers were watching, Fyodor noticed - watching their captain’s dignity fall to pieces, and wondering what had prompted it. There were already dark mutterings circulating in the gloom. He straightened up, and took a breath to speak, but the words never came, and his legs collapsed from under him, and his gut and bladder decided that he hadn’t yet been punished enough by his own body and voided their contents into his trousers. So it was Nicolai that told the men, Nicolai that called for order, Nicolai that pre-emptively shot the loudest dissenters, Nicolai who performed quick field executions of the mutineers once order had been restored, and eventually it was Nicolai who was staring down sadly at the quivering broken mess of pıss and shıt and bile and tears that had once been Captain Fyodor Dmitrovich and it was Nicolai who showed just the tiniest hint of regret and compassion by putting him out of his misery.


    III.
    Five years ago

    “Ah, Lieutenant Lex joins us at last!” said Severus with a raised eyebrow as Nicolai stepped through the hatch from Port’s central zone to the periphery tunnel. The Lieutenant treated the Commissar to a cool gaze until Severus gave a slight giggle. “Not to worry, not to worry. It’s only the watch! It’s not as if we’re under constant threat from mutants and raiding parties!” Another little giggle. “Dear me, Lex,” continued Severus airily. “One wouldn’t want to call your integrity into question. That would be unfortunate. Hah hah!”

    Nicolai didn’t respond, simply falling into step with the Commissar and the other two guards as they began their patrol. It was only when the curve of the small passage had obscured the hatch that he spoke up.

    “I heard what happened at the drop-off,” he said levelly, prompting another titter from the slight Commissar.

    “Yes, what a funny story! Turned out they were all traitors! So we purged them.”

    “Not everyone who was branded with the Star consented to it,” Nicolai responded in precise, measured syllables.

    “A moment of laxity spawns a lifetime of heresy,” Severus sang. Nicolai decided to change tack.

    “Home won’t like it. We can’t afford to alienate honest trade.”

    “Oh Lex, but it was anything but honest when those who would pretend to be our friends betray us! If the Imperium is to reclaim Aegis, we must be unswerving in upholding the law. You know that as well as I do.”

    Nicolai looked troubled. “I know. And yet … they’ve given you a nickname. Did you know that?”

    Another infuriating burst of laughter. “Let’s pretend I don’t. What is it?”

    “Butcher,” Nicolai spat. The Commissar looked extremely satisfied with himself.

    “Fear is the path to respect. Better they fear us than think us weak.” Severus walked on another few steps before realising that the rest of the patrol had stopped. Nicolai and the two other guardsmen were standing shoulder to shoulder behind him. The lieutenant sighed.

    “Severus. I almost understand. It was a tense situation. Everyone had itchy fingers. Somebody said the wrong thing, or made the wrong movement, and before you know it it’s a firefight. Par for the course, these days.”

    “Indeed, how very sad,” said Severus, sounding anything but sad. He glanced around. The gently curving tunnels were entirely empty. Dark and quiet, but for the small group of them. He adopted a pout. “Lex, my dear, what is the meaning of this?”

    Nicolai didn’t answer the commissar directly. “And honestly,” he continued, “you’re right, that we can’t dare slip up when we’re living like this. ‘Sometimes the good must perish so the rest survive,’” he quoted. Another sigh. “But the name suits. You did butcher them. You killed them as slowly and as painfully as possible. And I need to know why.”

    Severus’s hand went to his bolt pistol, but before he could draw it Nicolai already had his own in hand - and the other two members of the patrol were pointing their lasguns at the commissar. Choking back a snort, Severus obligingly tossed his weapon down.

    “It’s simple,” he said eventually. “Life’s so … harsh, down here. Everyone needs an outlet. The traitors had to die anyway! I just had a little fun in making sure they met justice. I did it,” he repeated slowly, “because it was fun.”

    Nicolai’s gaze remained blank for a moment as he took this in.

    “That’s what I thought,” he said, lowering his pistol. The guardsmen walked up to their erstwhile Commissar, bound his hands and blindfolded him.

    “I know you think you’re following some twisted sense of justice, Lex,” said Severus as he was led blind through the tunnels. “But you won’t find a single member of the guard that would condemn me for doing what had to be done.”

    “I’m done with the Guard,” the Lieutenant replied from the dark - and Severus realised they’d been walking for too long to be returning to Port. “I’m PDF,” continued the Lieutenant. “And so are these boys. Always have been. And we’re going home.”

    When they reached Refuge, they handed over the Butcher as a sign of good faith. In a very real sense, when Severus was killed and his corpse dumped in the protein vats, his death helped nourish the first day of the rest of their lives.


    Lieutenant Alexander Petrovich Nicolai
    {table]WS|BS|S|T|Ag|Int|Per|WP|Fel|Infamy
    41|47|33|31|27|36|41|33|46|25[/table]

    Corruption: 0
    Wounds: 12/12
    Infamy Points: 2/2

    Skills:
    Spoiler
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    {table=head]Skill|Characteristic|Proficiency|Target Roll|Notes
    Trained||||
    Athletics|Strength||33|
    Awareness|Perception||41|
    Command|Fellowship||46|
    Common Lore (Imperial Guard)|Intelligence||36|
    Common Lore (Local)|Intelligence||36|
    Common Lore (War)|Intelligence||36|
    Dodge|Agility||27|
    Intimidate|Strength||33|
    Linguistics (Low Gothic)|Intelligence||36|
    Medicae|Intelligence|+10|46|
    Operate (Surface)|Agility||27|
    Parry|Weapon Skill|+10|51|
    Scholastic Lore (Tactica Imperialis)|Intelligence||36|
    Survival|Perception|+10|51|
    Trade (Armourer)|Intelligence||36|
    ||||
    Untrained||||
    Acrobatics|Agility||14|
    Charm|Fellowship||23|
    Commerce|Intelligence||18|
    Common Lore (other)|Intelligence||18|
    Deceive|Fellowship||23|
    Inquiry|Intelligence||18|
    Interrogation|Willpower||17|
    Logic|Intelligence||18|
    Navigation|Intelligence||18|
    Scholastic Lore (other)|Intelligence||18|
    Scrutiny|Perception||21|
    Security|Intelligence||18|
    Sleight of Hand|Agility||14|
    Stealth|Agility||14|
    Tech Use|Intelligence||18|
    Trade (other)|Intelligence||18|[/table]


    Traits, talents and abilities:
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    {table=head]Name|Description
    Adroit (Ballistic Skill)|Additional Degree of Success on tests
    Combat Sense|Use Per bonus instead of Ag bonus for initiative
    Deadeye Shot|Reduced penalty for called shots
    Hip Shooting|May shoot while moving
    Jaded|Ignore mundane horros
    Marksman|No penalty for shooting at long/extreme range
    Peer (PDF 1, Refuge 1)|Bonus to interactions
    Quick Draw|Draw weapon as free action
    Rapid Reload|Reduce reload time
    Takedown|Make special attack to stun opponent
    The Quick and the Dead|+2 bonus to Initiative Rolls
    Weapon Training (Bolt, Chain, Las, Primary, SP)|Allows use of weapons without penalty[/table]


    Advancement:
    Command (allied known skill; 200 XP; Khorne)
    Medicae (allied trained skill; 350 XP; Nurgle)
    Survival (allied trained skill; 350 XP; Nurgle)
    Ballistic Skill (allied simple advancement; 250 XP; unaligned)
    Deadeye Shot (allied tier one talent; 250 XP; Tzeentch)
    Peer (PDF) (allied tier one talent; 250 XP; unaligned)
    Peer (Refuge) (allied tier one talent; 250 XP; unaligned)

    Experience unspent/accumulated: 100/2000
    Alignment track:
    {table]Slaanesh|Tzeentch|Nurgle|Khorne
    0|1|2|1[/table]

    Gear:
    Common Craftsmanship Long Las, Common Craftsmanship Bolt Pistol, Common Craftsmanship Pneumatic Storm Assault Shotgun with Combi-Flamer, Best Craftsmanship Chainsword, Carapace Armour, medikit, dataslate with annotated version of Tactica Imperialis, Good Craftsmanship Magnoculars
    Last edited by Thragka; 2013-03-13 at 03:15 PM.
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    Default Re: Black Crusade 2033 - OOC

    I wrote up my background. I'm quite tired, so it's very short, I'm afraid. I'll probably write something else later. In any case, the character is now finished.
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    Default Re: Black Crusade 2033 - OOC

    IC post is up!

    Since Destro and Thrag are far enough along, we'll proceed with your characters being there from the beginning.

    Feel free to discuss plans amongst yourselves both IC and OOC, and ask questions if needed. I have plenty of fun plots hooks and things out amongst the ruins; how you proceed will determine what you run into and what sorts of things happen.
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    Default Re: Black Crusade 2033 - OOC

    Hooray!

    Rizhail, I have a question - how does the gas-mask/filters setup work for Charon? He has Resistance (Poisons) but he's certainly not immune; his armour also doesn't have a functioning osmotic gill, so I'm guessing that he does need to wear the gas-mask somehow. I'm just not sure how it'd fit under/over his helmet.

    Perhaps the frowny-face respirator part of his helmet goes over his nose and mouth on its own, and the rest of the helmet locks together with it when he lowers it into place? A bit like the squad leader of these guys?

    (If there is any way to restore inactive power armour sub-systems I would be very keen on that)

    To everyone else - Charon's been living on the surface and knows his way around, but as far as he's concerned he's not there to do what's best for the Refuge, he's there to keep his promise to you four. If you want to leverage his knowledge, you'll have to ask him - depends how much you want to let him set the agenda.
    Last edited by LCP; 2013-03-11 at 11:42 PM.
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    Default Re: Black Crusade 2033 - OOC

    write write write

    Blurgh, okay, background mostly done! May add a bit more (oh god why) but that's definitely enough for now because I've got work in the morning. Still got one Acquisition to sort out - it's gonna be a "tool" something like glowglobes or a comm leach, I'm not sure right now. Also, Riz, swapped out Peer (Guard) for Peer (PDF) cos I think that makes more sense.

    I'll have an IC post up in twelve hours (probably nine), I promise! Sorry for the delay, all.
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    Default Re: Black Crusade 2033 - OOC

    Quote Originally Posted by LCP View Post
    Hooray!

    Rizhail, I have a question - how does the gas-mask/filters setup work for Charon? He has Resistance (Poisons) but he's certainly not immune; his armour also doesn't have a functioning osmotic gill, so I'm guessing that he does need to wear the gas-mask somehow. I'm just not sure how it'd fit under/over his helmet.

    Perhaps the frowny-face respirator part of his helmet goes over his nose and mouth on its own, and the rest of the helmet locks together with it when he lowers it into place? A bit like the squad leader of these guys?

    (If there is any way to restore inactive power armour sub-systems I would be very keen on that)
    As a space marine, Charon actually doesn't need any sort of breathing apparatus or filter at this point, thanks to the third lung implant (I know that it only grants the Amphibious trait in BC, but the whole point of that implant in the fluff is allowing marines to fight in toxic atmospheres in case their armor's life support fails, and the lung provided a massive anti-poison boost in deathwatch). He'd still have a left-over filter of some sort from the times when the atmosphere was far worse, and I would certainly have no problem with him having the style of respirator you described if you'd like.

    And you can restore/replace inactive power armor systems, you just need to either find raw materials and someone who knows how to manufacture the parts (such as one of the dark mechanicus hereteks from the invasion fleet), or find a suit of power armor with those systems intact and have someone with the right skills (like Destro's character) remove them from the old suit and implant them in yours.

    @Everyone: Can I get a basic marching order/travel plan? I don't need to know an exact formation or anything, just a general plan of 'we're sneaking through the ruins/staying off the road with Charon in the lead', or 'staying near cover but otherwise simply hiking over the ruins', or if you're feeling overconfident like my tabletop players 'strutting down the middle of the street like a boss'.

    I'll give you all a few more RL hours of time to chat and plan, but unless someone objects, I'll assume you all are going toward the PDF base and update IC on said assumption.

    @Thrag and Destro: backgrounds look good. Also happy to see a few folks going for the 'abomination of a weapon' style of acquisitions.

    Don't be surprised if you start running into foes with similarly ridiculous/awesome homemade weapons, too.
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    Default Re: Black Crusade 2033 - OOC

    Rakdos' plan boils down to "Camoline active, stealthy-hike (I'll take the penalties for moving full speed, unless everyone else wants to try their hands at sneakiness), stay in cover,".

    I figured the Camoline part was important in case you wanted to roll SECRET GM STEALTH CHECKS!
    Because I AM being all sneaky up in here.
    Last edited by Thanatos 51-50; 2013-03-13 at 08:34 AM.
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    Default Re: Black Crusade 2033 - OOC

    I'd suggest using Charon as a sort of outrider- he can move faster than us, and deal with more should he encounter it. If he scouts ahead and makes sure there's basically a clear path, then Radko can move behind him. I don't think Merope or Gregor or Alex has any stealth skills beyond passable agility, so we may have to use our more stealthy members as scouts to avoid conflict.
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    Default Re: Black Crusade 2033 - OOC

    As a space marine, Charon actually doesn't need any sort of breathing apparatus or filter at this point, thanks to the third lung implant (I know that it only grants the Amphibious trait in BC, but the whole point of that implant in the fluff is allowing marines to fight in toxic atmospheres in case their armor's life support fails, and the lung provided a massive anti-poison boost in deathwatch)
    Ah cool - if that's your take on the third lung, great. No need for any respirator trickery, then - I'll just try to see about getting his helmet's gill working again some time.

    I'd suggest using Charon as a sort of outrider- he can move faster than us, and deal with more should he encounter it. If he scouts ahead and makes sure there's basically a clear path, then Radko can move behind him.
    That was my intention. Charon will stick to ground level, staying close to walls and debris to be as inconspicuous as a space marine in broad daylight can be. He'll range just far enough ahead to stay in intermittent visual contact with the group: he doesn't particularly want anyone to see him nannying this bunch of normals . Plus if he encounters anything he wants to be able to use his stealth skills to get the drop on it before any of the others can give their position away.

    I am also fine with the plan of going to the old PDF barracks.
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    Default Re: Black Crusade 2033 - OOC

    On a side note, I finally figured out how to properly use dropbox as an image hosting service, so the maps in the initial OOC post and the pic in the intro IC post should load now.
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    Default Re: Black Crusade 2033 - OOC

    Gregor plans to hide behind whoever looks the least squishy, which will probably end up being Alex, since Charon is scouting ahead and Rakdo is being all stealthy like.
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    Default Re: Black Crusade 2033 - OOC

    Alexander's keen on hitting the PDF barracks too. He's none too stealthy, and he's got his long las to tackle trouble from afar, so he'll be hanging back, trying to stick to cover because that's just good sense.

    EDIT: Decided to spend my second acquisition on Good Craftsmanship Magnoculars, if that's okay Riz.
    Last edited by Thragka; 2013-03-13 at 03:14 PM.
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    Default Re: Black Crusade 2033 - OOC

    Charon Questions

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    With this potential Fury problem - if Charon kills the guys wandering into the trap, are the Furies any less likely to descend on their corpses? If he kills the first Fury, is that at all likely to prevent the calling of a swarm? If a swarm does form, how many Furies are there likely to be?
    Last edited by LCP; 2013-03-13 at 08:46 PM.
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    Default Re: Black Crusade 2033 - OOC

    Whoops - forgot my Awareness roll.

    (1d100)[79] (TN 56 for sight/sound)

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    Last edited by LCP; 2013-03-13 at 08:45 PM.
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    Default Re: Black Crusade 2033 - OOC

    LCP:
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    Quote Originally Posted by LCP View Post
    Charon Questions

    With this potential Fury problem - if Charon kills the guys wandering into the trap, are the Furies any less likely to descend on their corpses? If he kills the first Fury, is that at all likely to prevent the calling of a swarm? If a swarm does form, how many Furies are there likely to be?
    From Charon's experience: Furies that live in Bastion during daytime are cowardly, and tend to give the space marine (and any other large predators) a wide berth. If you were to kill the man, the Fury would be unlikely to attack; the one who set the trap would simply stay hidden, and without it screeching and yelling the others won't take notice. If you let the first one drop and attempted to kill it then (such as readying an action to shoot or winning initiative) and killed it before it got airborne with its victim, you would likely prevent any others from swarming in.

    Typical groups of Furies are anywhere from a half dozen to three dozen, depending on how much of a ruckus the initial Fury(ies) raise. One Fury with a single victim might draw in a handful more. If there are more than just the two humans you heard, then those initial Furies would likely draw in even more with their screeching. It would obviously take some time for other Furies to show up, so even if the initial one alerts more, you're sure Charon could make it into cover or even across the open field before they all arrived.

    The lesser members of the warband, on the other hand...


    EDIT: That acqusition looks fine, Thragka.
    Last edited by Rizhail; 2013-03-13 at 09:18 PM.
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    Default Re: Black Crusade 2033 - OOC

    well, my perception is 37, but I don't have awareness trained. Give it a shot anyways: (1d100)[23] - close, but no.

    The servitor also lacks awareness, but just in case: (1d100)[95] - hahahaha no.
    Last edited by Destro_Yersul; 2013-03-14 at 01:19 AM.
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    Default Re: Black Crusade 2033 - OOC

    M'kay, I'd normally give Than the full time to throw his bit in, but I just found out I'm going to have another 'surprise! you're now busy' weekend (brother getting back from long TDY, so family stuff going on) and I want to get an IC post up before I disappear for a day or two. I'll assume for the moment that the chain-happy murderer will follow Thrag's lead and catch up with Charon to see what's happening.

    If you planned on doing something else, Than, let me know and I'll edit when I get the chance.
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    Default Re: Black Crusade 2033 - OOC

    Double posting for rolls!

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    Default Re: Black Crusade 2033 - OOC

    Another secret roll!

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    Default Re: Black Crusade 2033 - OOC

    Man, just I was about to type up a post, too!

    I was planning on having Rakdo Stealth closer to the voices, and close ito striking distance.

    Not willing to take an chances regarding movement speeds when springing an ambush, I was going to hand you this Visual_Stealth78 - (1d100)[22] check and this Audio_Stealth58 - (1d100)[30] check.

    And, of course, this Perception29 - (1d100)[12] check.

    EDIT:
    Yay for Camoline!

    EDIT EDIT: Yes, I intend on moving into the open and forgoing cover, relying totally on the camoline cloak to provide invisbility/a good angle on all the speakers. And he'd likely start moving to the Khornate talking about "fun".
    Last edited by Thanatos 51-50; 2013-03-14 at 03:34 PM.
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    Default Re: Black Crusade 2033 - OOC

    Throw up your stealthy IC post and I'll post to let you know what happens.
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    Default Re: Black Crusade 2033 - OOC

    Does combat formation mean I add six to my already-six Initiative?
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    Default Re: Black Crusade 2033 - OOC

    Combat formation allows you to swap your agility bonus for Merope's Intelligence bonus, which is 5. It ALSO grants a +1, which you can take regardless of the Int thing. So six is the minimum any of us can have.
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    Default Re: Black Crusade 2033 - OOC

    Nope. You gain +1 to you initiative rolls, and may use Merope's Int rather than your Agi if it is beneficial (her Int is 5 so the total bonus if you use Merope's Int will be 6). And you get +2 initiative for being a vanilla human (the Quick and the Dead trait).

    So, your total mod if you use your Agi would be +7 (4 agi, +1 combat formation, +2 quick and dead). Total mod if you use Merope's Int is +8 (5 int, +1 combat formation, +2 quick and dead).
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    Default Re: Black Crusade 2033 - OOC

    Okay, that makes sense. Gotchya.
    Yay for Combat Formation!

    Edit: Also: Stealthy Post Up!
    Last edited by Thanatos 51-50; 2013-03-14 at 03:50 PM.
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