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  1. - Top - End - #1
    Titan in the Playground
     
    LCP's Avatar

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    Default The Shadow In The Warp - Dark Heresy [OOC]

    The Shadow In The Warp - OOC

    An alien threat has risen from beyond the abyss, a swarm so vast that it blots out the stars. This horror fights neither for power nor territory, but rather to feed a hunger so insatiable that it will eventually devour the entire galaxy.

    - Inquisitor Kryptmann
    IC thread

    Welcome to the fifth and final episode of Wake of the Byzantium! Like so many TV shows, I am cheating and making this one double-length. You may have noticed that the chapter heading includes the words “Act One” - there are still going to be three chapters, but each will be split into an unspecified number of “Acts” so that I can still hand out XP rewards at the same kind of time intervals.

    There is more briefing stuff to come, but I've broken off the intro post here to give you guys a chance to speak up if you want to. Even if you don't want to, I'd appreciate a post from everyone before you move on. Just your characters' internal thoughts, reflecting back on how things have developed for them since the end of Fearful Symmetry, that kind of thing. I'll respond directly to questions but I won't move on with the briefing until everyone's checked in with an IC post.

    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.

    Cantor Tenorius
    Last edited by LCP; 2013-12-21 at 10:40 AM.
    Spoiler: My Games
    Show

    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

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2008
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    I'm opening a betting pool on the name of the Hivefleet, guys.

    ++++++ STATUS REPORT FLANGE, J ++++++
    Spoiler
    Show
    Name: Jericus Flange

    Age: 37

    Sex: Male

    Build:Wiry
    Appearance
    Skin: Pallid Grey
    Hair: Brown
    Eyes: Brown
    Height: 1.73m
    Weight: 75kg

    Origin: Hive World

    Career & Rank: Tech Priest; Techpriest

    Divination: “The pain of the bullet is ecstasy compared to damnation.” Toughness +1.

    Characteristics
    WS: 30
    BS: 43
    Str: 34
    T: 35
    Ag: 25
    Int: 40
    Per: 34
    Wp: 33
    Fel: 31

    Wounds: 13/13
    Fate: 1/2
    Insanity: Stable - 6
    Corruption: Tainted - 4
    Fatigue: 0

    Traits
    Melee Weapon Training (Primitive)
    Pistol Weapon Training (SP)
    Basic Weapon Training (Las)
    Basic Weapon Training (SP)
    Thrown Weapon Training (Primitive)
    Exotic Weapon Training (Integrated Ranged)


    Accustomed to Crowds: Crowds not difficult Terrain/ No Agl check to run/charge
    Caves of Steel: Tech use is basic!
    Hivebound: -10 survival/-5 int when out of "proper hab"
    Wary: +1 to initiative rolls

    Mechanicus Implants - 20% bonus to resist airborn toxins and gas weapons
    Electro Graft use: +10 to Inquiry/Tech Use/Common Knowledge
    Luminen Charge: Toughness check to power an object, causes fatigue
    Logis Implant: use a reaction to take a tech-use check to gain +10 WS/BS for a turn. Causes Fatigue
    Mimic: Study a voice for an hour to mimic it
    Binary Chatter: +10 to attempting to interface with/communicated with servitors
    Electrical Succour: Plug into a power source and make a toughness check to lose fatigue
    The Flesh Is Weak (3): Machine traits (immune to cold, vacuum and mind-influencing psychic effects), +3 armour to all locations

    Deadeye Shot: Called Shots are at –10 penalty
    Crack Shot: Deal +2 Critical Damage with a ranged weapon.

    Basic Skills
    Literacy(Int)
    Dodge(Ag)
    Awareness(Per)
    Logic (Int)

    Advanced Skills
    Speak Language (Low Gothic)(Int)
    Speak Language (Hive Dialect)(Int)
    Security (Int)
    Trade (Technomat)(Int)
    Trade (Copyist)(Int)
    Trade (Armourer)(S)
    Tech Use (+20) (Int)
    Medicae (Int)
    Logic (Int)
    Secret Tongue (Tech) (Int)
    Common Lore (Machine Cult) (Int)
    Common Lore (Tech) (+10) (Int)
    Drive (Walker) (+10)


    Weapons
    Lathe Integrated Lasrifle
    Autogun with silencer and RDS (Reduced RoF)
    .54 Tranter with silencer and RDS
    Ironclaw Shotgun
    5 Frag Grenades
    2 Krak Grenades
    2 Firebombs

    Ammo
    120 Autogun Rounds
    90 .54 Rounds
    40 Shells
    18 Manstopper Rounds

    Armor
    Flak Cloak (3 Body, Arms, Legs, Head)
    Xeno Mesh (4 Arms, Body, Legs)
    Machine: (+3 to all locations)

    Clothes
    Artisan's Robes (Good Quality)

    Equipment
    Chronopiece
    Combitool (+10 Tech Use)
    Owl Familiar
    Clip Harness
    Photo-Visor
    Respirator
    Micro-bead
    Lamp Pack
    Flaregun with 4 Flares
    10m Wire
    7 Spare Parts
    Sacred Machine Oil

    Wealth
    1106 throne gelt

    Income
    210

    XP: 175
    XP Spent: 3900

    Last edited by Etcetera; 2015-06-02 at 03:39 AM.

  3. - Top - End - #3
    Titan in the Playground
     
    Destro_Yersul's Avatar

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    Aug 2006
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    sector ZZ9 plural-z alpha
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Here's my sheet. I've removed the story dealing with Hieronymus' death, and inserted the one I wrote for bonus XP back when LCP was out for exams.

    The Gunslinger: Tychon Urbanus
    Spoiler
    Show


    "Law's a strange thing. Ain't worth much in the dark corners of the Imperium, where there's none as can enforce it. None 'cept me."


    Characterization:
    Name: Tychon Urbanus
    Career Path: Scum
    Rank: 5 - Rogue
    Homeworld:
    Gender: Male
    Height: 1.85m
    Weight: 80kg
    Skin Colour: Tanned
    Hair Colour: Black
    Eye Colour: Grey-green
    Age: 36
    Personality: Somewhat grim. A bit of a cynic, and not fond of extravagance or high society.
    Hive Caste: Mid-hive. Tychon values honour and loyalty above all other traits, and hates criminals of all sorts.
    Divination: "In the darkness, follow the light of Terra"
    Alternate Rank: Metallican Gunslinger (Rank 1)

    Equipment:

    Spoiler
    Show


    Current Wealth:
    181

    Weapons:

    Spoiler
    Show
    "Judge and Jury:" pair of Fate Bringer long pistols (40m, S/-/-, 1d10+3 I, Pen 2, Clip 5, 2 Full reload, Accurate, Reliable, red dot sights on both. 2.1kg each) 70/80 shots

    "Executioner:" Carnodon hand cannon (35m, S/3/-, 1d10+4 I, Pen 2, Clip 6, Full Reload, Accurate, Fire Selector, Silencer, red dot sight. 4kg) 18 shots dumdums, 9/18 shots manstoppers, 3 shots Sanctified Ammunition.

    "Law:" Ius Automatic (30m, S/3/-, 1d10+3 I, Pen 0, Clip 11, Full Reload, Reliable, 1.7kg) 11 shots regular. Taken from the body of Alaric Keynes, christened by Tychon.

    "Order:" Stormchild hand cannon (35m, S/-/-, 1d10+4 I, Pen 2, Clip 5, 2 Full Reload, red dot sight. 3.5kg) 20 shots regular

    "Truth and Justice:" pair of Best-Quality Duelling Laspistols (30m, S/-/-, 1d10+4E, Pen 4, Clip 1, Full reload, Accurate, Tearing, Never Jams, Red Dot Sight, 2.2kg) 6 shots. Kept in a specially constructed box, with a special charger used to recharge their unique ammunition cells. Recieved as a gift for saving the life of Madame D'Aragnia of Malfi.

    2x MkIII Frag Grenade (2d10X, Blast 5)
    1x Firebomb grenade (1d10+3E, Blast 3)


    Armor:

    Flak Greatcoat: Arms, Body 4
    Modified Mirker's Greaves: Legs 4

    Gear and Tools:

    Spoiler
    Show
    Wide-brimmed hat
    Recoil glove
    Rebreather and 2 replacement canisters
    Pack of Lho-sticks
    Flask of rotgut whiskey
    lamp pack
    Weapon Maintenance Kit
    4 tins combat rations
    multiple purity seals on his guns and clothing
    Aquila charm necklace, blessed by the Instigator's priests
    leather-bound prayer book


    Trained Skills:
    Awareness +20 (Per)
    Blather (Fel)
    Decieve (Fel)
    Dodge +10 (Ag)
    Drive (Ground Vehicle) +10 (Ag)
    Charm (Fel)
    Common Lore (Imperium) (Int)
    Concealment (Ag)
    Literacy (Int)
    Security (Ag)
    Silent Move (Ag)
    Speak Language (Low Gothic) (Int)
    Speak Language (Metallican Hive Dialect) (Int)
    Trade (Armourer) (S)

    Talents:
    Melee Weapon Training (Primitive)
    Pistol Weapon Training (SP, Las)
    Basic Weapon Training (Sp)
    Ambidextrous: no penalty for off-hand. Only -10 if using two weapon wielder.
    Two-Weapon Wielder (Ballistic): Reduce penalties for two weapons
    Gunslinger: No penalties for using a pistol in each hand
    Rapid Reaction: Test agility to negate Surprise
    Rapid Reload: Half the time to reload
    Lightning Reflexes: add Ag bonus x2 to Initiative
    Mighty Shot: +2 damage to all guns
    Crack shot: +2 to all Crit damage with guns
    Blind Fighting: Half penalties for obscured vision
    Quick Draw: Draw weapon as free action
    Deadeye Shot: Half penalty for called shots.
    Sharpshooter: No penalty for called shots.
    Marksman: No penalty for long range.
    Leap Up: Stand as free action
    Hieghtened Senses (Sight) +10 on related tests

    Traits:
    Packing Iron: -5 to all tests when left without a usable gun
    Way of the Gun: +5 on Tech-Use tests involving projectile firearms. +5 BS (included in profile), gain Pistol Training (SP)
    Knave of Pistols: no new Basic or Heavy talents, -10 to hit with all non-pistol weapons
    Caves of Steel: Tech-Use (Int) is a basic skill
    Hivebound: -10 to all Survival (Int) tests, -5 to Int tests when outside places with electricity, solid ceilings, etc.
    Wary: +1 to initiative

    Characteristics:
    WS: 31
    BS: 51
    Str: 32
    T: 31
    Ag: 44
    Int: 37
    Per: 39
    WP: 37
    Fel: 41

    Corruption and Insanity:
    Current CP: 18
    Current Insanity: 30

    Movement: 4/8/12/24
    Wounds: 10/10
    Fate points: 1/1

    Advancements:
    Simple BS (100)
    Simple Agility (100)
    Intermediate Agility (250)
    Two-Weapon Wielder (Ballistic) (100)
    Gunslinger (300)
    Rapid Reaction (100)
    Trade (Armourer) (200 Elite)
    Rapid Reload (100)
    Lightning Reflexes (200)
    Mighty Shot (200)
    Independant Targeting (200)
    Blind Fighting (100)
    Crack Shot (100)
    Security (100)
    Quick Draw (100)
    Dodge +10 (100)
    Awareness +10 (150 Elite)
    Concealment (100)
    Silent Move (100)
    Intermediate BS (250)
    Deadeye Shot (100)
    Marksman (100)
    Charm (100)
    Awareness +20 (100)
    Sharpshooter (100)
    Heightened Senses (Sight)(100)
    Leap Up (100)
    Literacy (100 Elite)
    Pistol Weapon Training (Las)(100)
    Simple Fel (100)
    Drive (Ground Vehicle)(150 Elite)
    Drive (Ground Vehicle) +10 (100)
    Simple WP (250)

    Spent EXP: 3950
    Unspent EXP: 65


    Character Background:
    Spoiler
    Show
    The man named Tychon Urbanus was once a mid-hive factory worker. His days were spent at the manufactorums of Gunmetal city, toiling over the furnaces and melting-pits the city used to churn out its vast supply of firearms. Working in assembly, Tychon was not just a furnace grunt. It was his hands that assembled the weapons his forge put out, and his eye which picked out any imperfections in the cast pieces. The weapons he assembled were, to his mind, works of art, and he tried to ensure that every gun which passed through his hands was of the best quality. It is likely that he would have continued to do so, one assembler amongst billions of others, receiving little recognition for his efforts from day to day, if it had not been for the Firebrand.

    The Firebrand was a gang which sprung up amidst the collapsed tunnels and scorching heat of the Infernis underhive. A motley collection of rakes and scoundrels, they quickly established their territory and defended it ferociously. Such things were common, in the near-lawless Gunmetal city, and the midhive took no notice. The Firebrand continued to grow, absorbing rival gangs and recruiting new members from the thugs and stubjacks that stalked the hive. Before long they controlled a substantial portion of Infernis. It was then that the kidnappings began.

    The Firebrand was more than a simple gang. Presided over by a man calling himself Prophet Malicarus, the upper echelons of the gang were a hotbed of murder, bloodletting, and ritual slaughter. Malicarus himself was an enigma, remaining constantly hidden behind the mirrored lenses of his Volcanis shroud. Infernis had provided the Prophet with a perfect place to hide, and a ready pool of fresh recruits to draw from. They would steal into the midhives during the designated rest period, break into the simple and relatively unsecured homes of the citizens, and subdue the inhabitants. None of the kidnapped victims were ever found, what law there was in Gunmetal choosing to label them random and ignore the problem. Typically, the rest of the hivers assumed it would never happen to them.

    Tychon returned home from work one cycle to find that it had. His wife was gone, the container they had shared ransacked and the locks on its doors smashed. Raging inwardly, it seemed to Tychon at first that there was nothing he could do. He had heard of the problems, of course. He should have been there to protect his family. His eyes fell upon a broken holopict of his wife, and his face hardened. There was one thing he could do.

    Biding his time, and knowing that only the foolish rushed into a fight here, Tychon slowly amassed the money he would need to act. Assembling a pair of revolvers with parts he purchased, he practiced until he could draw in the time it took most men to blink. Then, he set out for revenge. The kidnappers had grown more daring, of late. They struck when they pleased, taking what they wanted and vanishing back into the tunnels. Tychon waited, and at last he caught them leaving the scene of their latest crime. Following at a distance, he tailed them through the depths of Infernis, doing his best to ignore the screams of their victims as they were dragged through the tunnels. He had to get to the leader if he wanted to stop this, that would help more people than saving these two would.

    The trail led him deep into the Firebrand's territory, and he lost count of the times he was nearly spotted by a gang sentry. Reaching the inner sanctum at last, Tychon hid in the shadows and waited. He didn't wait long. The Prophet Malicarus emerged from his chambers, personally slitting the throats of the victims and raising his voice in benediction to the Lord of Murder. His soul railing at such blasphemies against the Emperor, Tychon knew he could wait no longer. His first shots smashed Malicarus' retainers off their feet, ragged holes punched through their chests. As they fell the prophet spun, a massive gun appearing in his hand as if by some sorcery. The man was faster than any human should have been, faster even than Tychon. His pistol roared, blowing massive holes in the rockcrete outcropping the gunslinger had sheltered behind. Thus began the most brutal gunfight Tychon had ever witnessed.

    Running from cover to cover, constantly on the move, Tychon took shots whenever he could make them. The Firebrand were no match for him, guns falling from nerveless fingers before they could draw a bead, but Malicarus was another matter. The man seemed to predict his movements before they had happened, easily stepping out of the way of his shots, and almost lazily placing his own in just the right places to make Tychon dive for cover yet again. He began to get a sense that the Prophet was toying with him, waiting for him to make a mistake, just biding his time waiting for the inevitable. Then, it happened.

    Already bleeding from a half dozen minor wounds, Tychon misjudged the distance to a half-collapsed pillar. As he crossed the gap Malicarus fired, pain lancing up the gunslinger's leg as he tumbled to the ground. His pistols jarred from his grasp, he rolled over to find himself staring down the muzzle of the Prophet's gun.

    "Good," Said the prophet, his finger tightening on the trigger, "but not good enough." Then he stumbled, the gun falling from his hand to land beside Tychon's head. Dropping to his knees, the Prophet slumped forward and collapsed, blood leaking from a pair of holes in his shroud's protective mask. Malicarus was dead.

    Pushing himself to his feet, Tychon met with his saviours. The Inquisition had been tracking the false prophet for some time now, finally catching up with him in Gunmetal City. Tychon's distraction had allowed their agents to get into position undetected, and with the prophet's attention focused on the gunslinger, they got the chance they needed. Surprised that he had been able to hold out even that long against such a deadly enemy, the Inquisitor drafted Tychon. There was nothing left for the former factory assembler in Gunmetal City, and so he left it behind without a backwards look to ply his skills in the service of the Imperium.


    Systems of Morality: A short story
    Spoiler
    Show
    Reinforced boots splashed through puddles of water and refuse. The gunslinger was running again. He had been running for a long time, ever since the Prophet had died and left him in the care of the Inquisition. Tychon Urbanus hadn't been back to Gunmetal since that day. He was too busy fighting for his life to return to the city he had lived in for most of it. There was nothing there worth going back for even if he hadn't been.

    It was almost funny, he thought. A mid-hive manufactory worker, inducted into the Inquisition and sent all over the whole frakking sector. It wasn't uncommon for Metallican gunslingers, but gunslingers were made. Circumstance had forced this path on Tychon, or so he told himself every night when he went to sleep with his handcannon's safety turned off. The gun was heavy in his hand now, as he turned a corner and stopped, breathing hard. Two others hung at his waist. The weapons weren't a path he would have chosen. He would have been content with his simple habber's piece. That gun was gone now, buried with its mate somewhere in the wasteland outside Gunmetal on Scintilla. If anyone ever dug it up, they'd find his name stencilled on the grip. On its mate, there was a name he sometimes wished he could forget.

    Akadia.

    She had been the catalyst. They'd been happy together, in their tiny hab. Happy enough. Tychon missed the days when he could come home and forget about the outside world. Gunmetal was a harsh place, hard to forget, but she had the power to drive it from his mind. The gunslinger had no home anymore. It had been shattered like the rest of his life when the Firebrand took Akadia from him.

    He sighed, flexing his hands, and raised the Carnodon to eye level. There were two rounds left in Executioner's clip. He'd have to make them count. His spare clip was lying in the mud fifty meters back, spent and ejected fighting the men who now chased him. He'd been sent here to investigate a simple smuggling ring. Some guild tradesman who had been identified as being behind illegal import of Xenos breeds. Subaai's other acolytes on the world had pinpointed him, but it was Tychon's job to kill the son of a grox. That had gone ploin-shaped when the guilder turned out to have more guards than expected. Splashing from around the corner told him the guards were getting closer. Tychon rounded it, the handcannon he held spitting death. There were four of them, the first one already going down from the pair of holes punched through his torso. Executioner clicked, and the other three howled in triumph, speeding up to close the distance.

    Tychon jammed the gun into his coat pocket, flipping Judge and Jury from their holsters and into his hands. The twin pistols spoke, planting rounds into the heart of one man and the head of another. The last one reached Tychon before he could fire again, swinging a heavy shock maul. It cracked across the gunslinger's jaw, sending a jolt of pain through him. He ducked under the return swing, elbowing his opponent and receiving a fist to the gut for his troubles. Coughing, Tychon stumbled back.

    The big man he was facing tossed the maul from one hand to the next, grinning at him.

    "Master Janus sends his regards." Raising the maul for another blow, he charged. Tychon kicked, catching him in the knee with a heavy boot. His two pistols barked again, and the guard dropped to the ground. The gunslinger coughed again, and turned the man over with his boot. These men were just in his way, their only crime protecting the criminal who hired them. He knelt to close the man's eyes, and stood with his gaze fixed back the way they had come.

    "I'm sorry," He told the dead man. "I didn't come here to kill you. Would have been better for the both of us if you'd stayed home today. I'm guessing you had one." Tychon sighed. "Ain't nothin' going to happen to me for your death, friend. All the Arbitrators are going to find if they look into it is a big ol' Inquisitorial Jurisdiction stamp."

    That, among many things, weighed on the gunslinger as he walked back towards the guild hall. Master Janus would be in his office, waiting for his thugs to report Tychon's death. Janus had to die, but he was the guilty party. That decision was easy. The Arbites couldn't touch him, hidden behind his guild with no hard evidence of his crimes except what the Inquisition had seen. His men, though, they had only been doing the job they were paid to do. With them, it was a simple matter of kill or be killed, but that didn't make their deaths right.

    Tychon reached the guildhall still thinking about them. Going in the front would be impossible, it had been stupid to try that the first time, and now they'd be looking for him. There was a drainpipe attached to the wall near the back. Tychon climbed that instead, taking a moment to smile, for once, at the view from the roof. The city stretched out around him, full of people like he had been. People just going around their lives, with no thought for the cruelty of the galaxy around them. They would have wives, and maybe children, of their own. The gunslinger envied those people. What he did today would buy most of them a few more short months of blessed ignorance, free from the knowledge of the things Janus had brought to their world. His face hardening once more, Tychon opened a skylight and dropped inside.

    He landed hard a few meters down. The inside of the guildhall was impressive, marble floors and wood-panelled hallways stretching off in either direction. His boots echoed on the tile as he walked, his coat swishing behind him. The servitors on this floor payed no attention to him, going about their tasks as if he wasn't even there. Them, Tychon did not envy. The servitors had no choice of task, no choice of diversion. They were programmed to work endlessly, without faith or love to distract them from their ignorance. The servitors were as dead as the men lying in the mud with their eyes closed, leaking blood from the bullet holes Tychon had put in them.

    Janus' office wasn't hard to find, once he had found a directory and learned its location. The servitor at the desk told him Janus had stepped out for something to eat only a minute ago. Tychon sat in his chair, lighting up a Lho stick and fishing around for a pack of cards. He could afford to wait.

    The stick had burned down to a stub and been crushed out in an ashtray by the time Janus returned. Tychon shuffled the cards idly as the guilder walked through the door, betraying none of his amusement at the look of surprise on the other man's face.

    "Who are you?" Janus asked, glancing back at the door. Probably wondering if he had enough space to make a run for it.

    "Tychon." The gunslinger dealt out a hand of solitaire and pushed his hat back over his long hair. "But that don't really help you. Sit down, Mr. Janus."

    Suspicion flashed across the guilder's face, replaced a second later by an impassive expression. "What do you want?"

    "Just to ask a few questions. If you try to run, I'll shoot you, and I'm a very good shot. I'd suggest you answer them." Tychon flipped over a card. "You own a warehouse by the spaceport?"

    "Several. They're part of the guild's holdings. I'm just an administrator." Janus was looking suspicious again. Tychon would have bet a month's pay he was trying to figure out what the gunslinger knew.

    "Close enough. You know what's in D4?"

    "I don't know anything about the contents of those buildings."

    "You're the administrator. On top of that, you put the contents there. I saw the slates." Tychon flipped a few more cards. "I saw the cages, too."

    Janus froze. "Who sent you, Tychon?" The man was looking increasingly nervous.

    "An Inquisitor. No, don't run." The words checked Janus' step towards the door, made him look back. Judge was in Tychon's hand, pointed squarely at him. The guilder hadn't even seem him move.

    "I just wanted to confirm it was you brought the cages here, and trying to run just proves it was. Why'd you do it, Janus?" Tychon rose, the long pistol held rock steady in his hand. "What the frak possessed you to break Imperial law and endanger Imperial citizens?"

    Janus stammered, but the words seemed jumbled. Like he was trying to say everything at once, make any excuse, and couldn't decide where to start. "It was just.. they payed well.. I... I didn't think..."

    Tychon cut him off. "Damn right. You didn't think, you money-grubbing grox frakker. Know what would happen if one of those things got loose? There's a reason you don't frakking trade dangerous aliens."

    The gunslinger's face was set, his jaw still ached from where the shock maul had connected earlier. Men had already died for Janus. Tychon was here to make sure nobody else had to die because of him. The guildsman had broken down, half begging, half asking Tychon to forgive him. Forgive his crime. Promising that he would do better. "I ain't here to give you redemption, Janus. You'll have to ask Him on Terra for that."

    Judge spoke, a single bang echoing through the guild hall as Janus slumped the rest of the way to the floor. Tychon returned the smoking weapon to its holster, his hands shaking. He dropped back into the chair, turning over another card from the deck. Janus, at least, had deserved his fate.

    "I never asked for this job," Tychon told the cards. "I'm just doin' what's right. Keeping the people who ain't me safe from becoming like me." A stone-faced Ecclesiarch stared up from the painted faces of the deck. Tychon pushed the card to a different stack, flipping the one beneath it. The Emperor. "Maybe you can forgive Janus. I dunno. He was scum. Put your people at risk to serve himself. I don't think he deserves no forgiveness." Standing once more, Tychon flipped the pistol open, extracting the shell of the bullet that had killed Janus and leaving it on the desk. "I ain't perfect. My job ain't perfect. But someone's gotta do it, and it looks like the cards have seen fit to let it fall to me."

    The gunslinger left the office, stepping over the cooling corpse of Guildsman Janus on the way out. "May the Emperor have mercy on my soul."


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    and one by Mazeburn:
    Last edited by Destro_Yersul; 2015-06-26 at 08:45 PM.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

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

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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Acolyte-Sargent Red of Guytoga, Acolyte Cell Lambda, In service to Inquisitor Al-Subbai, Ordo Xenos, Tyrantine Cabal

    Spoiler
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    Name: Red | Player: Thanatos 51-50
    Homeworld: Guytoga (Hive World) | Career Path: Guardsmen | Rank: Veteran
    Divination: "The Pain of the bullet is Ecstasy Compared to Damnation."
    Gender: Male | Build: Slender | Skin Tone: Light Tan
    Hair Colour: Black | Eye Colour: Blue | Identifiers: Thousand Kilometer Stare, (Cell Lambda Tattoo?)
    Height: 6' 1" (1.854 m)| Weight: 163 lbs (73.936 kg)| Age: 27
    Unspent XP: 50 | Spent XP: 3800

    Skills/Characteristics: (Let Bolded Skills Mean "Trained", * mean Advance Taken, and † Mean "Usually"). All advanced Skills listed are, by necessity, Trained
    Spoiler
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    {table=head]Basic Skill|Mastery|Basic Target|Characteristic|Score|Advanced Skill|Mastery|Advanced Target
    Awareness|-|28|WS|31|Speak Language (Low Gothic)|-|-
    Barter|-|14.5|BS|51***|Speak Language (Guytogan Hive Dialect)|-|-
    Carouse|-|15|S|30*|Drive (Ground Vehicle)|+|53
    Charm|-|14.5|T|30|Common Lore (Imperial Guard)|-|23
    Climb|-|15|Ag|43**|Pilot (Military Craft)|-|38
    Concealment|-|21.5|Int|23|Trade (Armourer)|-|30(†)
    Contortionist|-|21.5|Per|30|Ciphers (War Cant)|-|23
    Deceive|-|14.5|WP|28|-|-|-
    Disguise|-|14.5|Fel|29|-|-|-
    Dodge|+|53|-|-|-|-|-
    Evaluate|-|11.5|-|-|-|-|-
    Gamble|-|11.5|-|-|-|-|-
    Inquiry|-|14.5|-|-|-|-|-
    Intimidate|-|30(†)|-|-|-|-|-
    Logic|-|11.5|-|-|-|-|-
    Scrutiny|-|15|-|-|-|-|-
    Search|-|15|-|-|-|-|-
    Silent Move|-|21.5|-|-|-|-|-
    Swim|-|15|-|-|-|-|-
    Tech-Use|-|11.5|-|-|-|-|-
    [/table]


    Vital Information:
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    {table=Head]Statistic|Modifier
    Initiative |5
    Wounds | 17/17
    Armour - Head | 4
    Armour - Torso | 4
    Armour - Left Arm | 4
    Armour - Right Arm | 4
    Armour - Left Leg | 4
    Armour - Right Leg | 4
    Walk (Half)/Walk (Full)/Charge/Run | 4/8/12/24
    Fatigue | 0/3
    Fate Points | 2/2
    Insanity | 21
    Corruption|11[/table]


    Traits and Talents:
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    {table=Header]Name|Description
    Melee Weapon Training (Primitive) | Use of Associated Melee Weapons without Penalty
    Pistol Training (Las, SP) | Use of associated Pistols without Penalty
    Basic Training (Las, SP, Launcher, Primitive, Flame) | Use of the associated Basic Weapons without Penalty
    Simple Advance (BS, S, Ag) | +5 to the associated Characteristic
    Basic Advance (BS) | +5 to the associated Characteristic
    Advanced Advance (BS) | +5 to the associated Characteristic
    Hivebound | -10 Survival, -5 Int checks when outside "Proper Hab"
    Caves of Steel | Tech Use is a Basic skill
    Wary | +1 Initiative
    Accustomed to Crowds | Crowds are not treated as difficult terrain
    Sound Constitution (x5) | +1 Wound per instance
    Quick Draw | Drawing a Weapon is a free action
    Rapid Reload | Half the action required to reload a weapon
    Step Aside|+1 Dodge per round
    Resistance (Fear) | +10 v Fear checks[/table]


    Ranged Weapons Profile:
    {table=Head]Weapon|Name|Class and Type|Rate of Fire|Damage|AP|Range|Clip Size|Reload|Qualities|Attachments
    Sollex - IX Pattern "Death Light" Lasgun| Abagail ("Abbey")| Basic - Las | S/3/- | 1d10+5 E | 2 | 80m | 18 | Full | - | Red Dot Laser Sight, Mono Bayonet, Extra Attachment Lug, Infantryman's Lamp Pack, Pistol Grip, Abbey's Launcher
    Auxiliary Grenade Launcher (Mark III Frag)| Abbey's Launcher | Basic - Launcher | S/-/- | 2d10 X | - | 45m | 1 | Full | Blast (5) | - |
    Auxiliary Grenade Launcher (Inferno)| Abbey's Launcher | Basic - Launcher |S/-/- | 1d10+3 E | 6 | 45m | 1 | Full | Blast (2) | - |
    Auxiliary Grenade Launcher (Blind)| Abbey's Launcher | Basic - Launcher | S/-/- | - | - | 45m | 1 | Full | Smoke (3d10 m, 2d10 Rounds) | - |
    Triplex Pattern "Fury" | - | Pistol - Las | S/2/5 | 1d10+2 E | 0 | 20 m | 30 | Full | Reliable | -
    Irontalon | Bosc's Irontalon | Pistol - SP | S/2/5 | 1d10+2 I | 0 | 20 m | 15 | Full| Reliable, Tearing | -
    Bow | Dross Bow | Basic - Primitive | S/-/- | 1d10 R | 0| 30 m | 1 | Half | Reliable, Primitive| -
    Needle Rifle | Loaned Needler | Basic - Exotic | S/-/- | 1d10 R | 0 | 180m | 6 | 2Full | Accurate, Toxic| Telescopic Sight[/table]

    Melee Weapons Profile:
    {table=Head]Name | Type | Damage | Special
    Abagail's Bayonet | Primitive | 1d10 + 3 R | AP 2
    Combat Knife | Primitive | 1d5 + 6 R | Primitive[/table]

    Ammunition:
    11 Basic Las Charge Packs
    2 Pistol Las Charge Packs
    1 Magazine Irontalon Rounds
    3 Mark III Frag Grenades (Launcher)
    2 Inferno Grenades (Launcher)
    1 Smoke grenade (Launcher)
    20 arrows
    5 Morphia - V Needle rounds (3 loaded with enough to sedate a "Large male", two for "Someone smaller" - kept carefully separated and labeled)
    "A Box" of Plastic practise Needle Rifle Rounds.

    Charms:
    Bolter Shell Necklace (Inscribed with Litanies of Protection, Accuracy, Invulnerability)
    Bosc's Last Words (Vox Recording)

    Miscellaneous Equipment:
    Field Backpack (1 WK CS rations, Imperial Infantryman's Uplifting Primer)
    Chrono
    Microbead
    Holovisor
    Medicine-bottle of Powdered Maidensfoil

    Wealth:
    Income 180 tg | On-hand: 127 tg


    RED's STORY: PART ONE:
    UNDERHIVER:


    Spoiler
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    The Hive-World Guytoga rests just trailing of the Stygian System, in the Sector Calixis of the Segemntum Obscurus. It houses billions of souls, and billions of stories. The planetary Governor presides over his subjects in untold riches, engaged in and amused by the struggles of the pettier nobles in their towers, which thrust up from the ruined ground to the poisonous sky like pikes, slammed butt-first in the ground, the actual Houses of the Nobles like menacing heads set to warn away giants.

    Far from the weak light of the blazing yellow sun, hidden behind the clouds of smoke and posion which propagate throughout the weak troposphere, far below the glorious spires of the Noble Houses, there is the mid-Hive, a wide, expansive city, set in organized streets of hab-blocks, catherdrals and factories. And below that is the Underhive. The literal “Underground” of the Hive, where yet another society thrives, a society of Outcast men and women, rife with Heretics and Mutants, where the Praetorians – the planetary peacekeepers of Guytoga fear to walk their beat. In the Underhive, life is short, it is vicious, and it is cruel. Men live and die by their wits, their guns, and their bows. It is no place for children, though they run around, often under the watchful eyes of armed parents, often in fear of Mutants raiding their small, off-the-grid settlements. But, far too often, they run around with no watching eye of an adult.

    There is no Schola in the Underhive. The Emperor’s Pious dress in what the mid-Hivers would consider rags to pass un-noticed above, where they might attend services in the Cathedrals. What Law and Order there may be is held on to by little but fear and seldom reaches further than a bowshot from the front portal of a hovel.

    Below even this Emperor-forskaen hell is the Dross. It is lightless, it is often airless, and the mutants and gangers who terrorize the Underhive sometimes fear to descend into its depth, fearful of what greater terrors they might find. Somehow, occasionally, people live there, staging lightning raids on the downtrodden of the Underhive for a few moldy crumbs and snatches of light.

    This is where one of the stories begins.

    The Emperor alone knows how the Dross-dwellers choose their mates without light to distinguish man from woman. And so, He alone knows what events transpired to lead to the birth of our story. He alone knows whether or not the mother even survived childbirth, and how the helpless babe survived on its own for the years down there. Perhaps some glimmer of a kind soul protected it. Perhaps the Emperor protected him. But, when the child had grown to be a mere boy of six was when he was first caught in the Underhive, clad only in dried, blackening blood, sprinkled with patches of bright red freshness. Almost none of it was his own.

    The ganger who found him, bloody hand in the pantry called him “The Red Boy” when he spoke to his leader. The ganger was hardly older than six, himself, and was perplexed and the strange, red boy. The ganger’s brute of a superior was only eight solar years of age, himself, and held the title of “superior” only by those scant two years of muscle. The entire gang ran like that, with the older and the stronger bullying the weaker into submission. It was a crude, effective, arrangement. After enough time had passed indoctrinated into the gang’s hierarchy a sort of strange bond formed between them. They were the closest any of them had had to a family. They called themselves the Dross Serpents, and the Red Boy they had found, their leader decided not to kill. It was the single best decision the decade-old boy had ever made.

    Shortly growing tired of calling him “The Red Boy”, the Dross Serpents quickly dubbed him Red, and soon learned that somehow, under all that blood, he was just a wisp of a boy, though his skills with fisticuffs and a knife already surpassed that of his peers. This was discovered when one of the older boys, not yet endowed with feeling of fraternity with the gang, and believing that Red had taken to filching his food, turned upon the Dross-Born, and then shortly after turned into a meal for whatever cannibalistic Mutants found his corpse. It was in an assault on a team of scavvies that Red’s true skill in combat was revealed. The boy was a natural with the tightly-strung, child-sized bow he used to slay two of the scavvers – a full one more than any of his other raiders before the party was routed. The Serpents – and whatever debased cannibals found the corpses later – feasted that night.
    Red quickly grew to be feared even by the older boys, who he found relatively easy to force into line, before he was “promoted” by way of the Dross Serpents’ strange pseudo-caste system, to be the left-hand man and bodyguard of the Gang leader. This did little but cement the power of the new leader – a boy who went by the moniker of “Jackal”. When Jackal and Red defeated an encroaching gang sometime during Red’s tenth year, they learned the secret to brewing a strong variety of Rotgut called Verdad Suero – Truth’s Elixer. And, just like that, the gang had a business and a purpose beyond survival. They could thrive.

    What resources the Dross Serpents were able to spare wouldn’t be enough to begin fermenting the brew, and so, Red was assigned the most important task Jackal could thing of – beyond simply preserving Jackal’s life, of course – stealing it. Red Hand-picked a half-dozen of the surest, quietest feet and the best shots he could find amongst the Dross Serpents.

    It didn’t take long to learn what the primary ingredient they needed was. There was a bright, near-luminescent green fungus which grew only near a particular dross pile – one avoided by the people of the Guytogan Underhive out of equal parts fear and tradition. Tradition because, for time in memorial, the people had thought that the fungus – called “Scavver’s Rot” by the populace – was poisonous to body and soul. They believed this – incorrectly – because of the population of Muties which set up camp in the area and had eventually established a debased shanty-town of their own, living in some facsimile of tranquility. That was the “fear” part of the equation.
    It would be an almost heroic thing to say that Red and his team descended like the Wrath of the Emperor upon the shanty-town, brimming fire and las and cleansing the muties and their hovels from the rot, screaming His name at the top of their lungs and they cut down their foes. It would also be a complete lie.

    Red and his team, communicating mostly by simple hand signals swept through the town systematically, in the dark hours of the Hive’s night cycle. Arrows left bowstrings with hardly a sound, and Mutants gasped their last, feeble, horrible breaths in their sleep. Ever man-thing, pseudo-woman and twisted child in the Shanty found their souls outside their bodies when they awoke, arrows protruding from their debased forms.

    With that, Red was the closest thing to a savior the Dross Serpents had, and he spent his next four solar years doing little but fortifying the Shanty-town and supervising the construction of its Underhive distilleries. The Fortress of Rot still stands to this day, as proud as scraped-together trash and rusted metal can stand, and the Dross Serpents thus became a major player in the Guytogan Underhive, eventually growing both powerful and rich enough – by relative terms, of course – to draw fealty and provide protection for outlying Underhivers. The Serpents had established their small kingdom, and Red had something of an honoured position as Captain of the Serpent Guard, and escort for the occasional smuggling run to head Uphive and peddle their meager ware.
    Last edited by Thanatos 51-50; 2013-04-05 at 04:54 PM.
    NaNoWriMo Beat Me
    Red and the Phasmavore by LCP

  5. - Top - End - #5
    Ogre in the Playground
     
    Thragka's Avatar

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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    "Flesh rots. Bones break. Dreams end and hopes shatter, because men are weak and easily corrupted. But the Emperor gives us iron in the mind, an iron that does not and must not bend. That is his gift to all who stand with Him, and the bane of all who stand against Him - and with this tool we build His dominion."
    - Sermon on the anniversary of the Battle of Odium Bridge



    Name: Tauron Drake
    Homeworld: Imperial World (Valon Urr)
    Career: Cleric
    Rank: Cleric
    Divination: "The pain of the bullet is ecstasy compared to damnation." Toughness +1

    Background:
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    Born and raised on the semi-industrial shrine world of Valon Urr to a moderately wealthy family with the good fortune of having ancestral ties to certain important Ministorum figures, it was never much in doubt that Tauron Drake would find his way into the Ecclesiarchy, even when he was a child. As a young man, Tauron was intelligent and sharp-witted, with a perpetual thirst for knowledge that was only excusable because it was almost entirely devoted to the mysteries of the Imperial Creed, and he was not long into his teens before he was sent off, entirely enthusiastically, to the temple of novitiates, eager to grow in the Faith of Him on Terra and spread the Emperor’s word to the galaxy. Although his tutors could neither fault him on his commitment to the Creed nor his hungry aptitude for the knowledge they bestowed, some of his superiors worried that he was not quite suited to spend his entire life as a priest in the Imperium’s service. Sometimes it would seem he was well suited to research and a cloistered life of contemplation and scripture-study, but the boy was easily bored, prone to bouts of carelessness in his work as ennui stole across him; and yet, he did not demonstrate the clear charm it took to become a leader of the masses and a guide to the faithful. Certainly he could be described as arrogant, proud, barbed in speech and manner, and condescending towards those that did not immediately impress him, and he made few friends as a novice. But it could not be denied that Tauron had the fire of piety within him, and when he spoke, people listened – out of respect, indubitably, but respect born of wariness and possibly even discomfort at his manner, rather than loyalty or love. Unable to prove that he was either woefully lazy or deficiently charismatic, the young Drake’s tutors had no choice but to advance him through the ranks of the Ecclesiarchy, in the hopes that he would someday find his place – one more hard-working priest was not to be sneered at, even if he would never amount to much.

    In fact, Tauron already knew his place – he had known it from the moment he had first set foot in a monastery, and seen the sad old monks that spent their days poring over texts and debating the finer points of the Imperial philosophy. For Tauron, mere belief was not enough for anyone to call themselves a true servant of the Emperor – one had to act on that belief, else mankind would surely fall short of salvation. He had never been disinterested in the study of scripture as a novice and initiate, but he viewed it chiefly as a means to an end; he thought it would be a waste of the chance the Emperor gives His servants to spend their life shut up in some monastery, rather than spreading one's devotion to His people, the people that needed to hear His word in a cruel galaxy. Growing up in the crime-ridden civilian area of Valon Urr, Tauron knew in his soul that the Emperor was humanity’s one and only hope, and he spent his years advancing through the Ministorum hierarchy until he could act on that knowledge. Only by faith and self-control could man hope to conquer the evils and terrors of an entire universe set against him.

    Upon his ordination, Tauron returned to his home city, eager at last to be able to bring the light of Earth to the masses. For several years he worked in the underworld, setting many a waylaid soul back on the path of righteousness, and doing what he could to purge the evils from those that would not pay heed to the Emperor’s will. This was widely regarded as a success, and young Brother Drake was praised for his accomplishments in ministering to the downtrodden - even if most of those downtrodden, in the early years, became singularly melancholic after undergoing Tauron's brand of penance. Even then, however, Tauron was unsatisfied. He was doing the Emperor’s work, of that there was no question – but he knew he was still not doing enough. There were greater evils to conquer, and, ever ambitious, Tauron was set upon facing them.

    He was in his mid-twenties when the opportunity came. The frontier world of Ganf Magna had lost a priest to the foul green-skinned xenos that were ever threatening to wipe out its human population, and Tauron jumped at the call to strike out against the foe. He arrived to the colony as a young man, with a harshness of tone and teachings that would not have been accepted in a precocious newcomer were the colonists not such a harsh people themselves. A man to whom the feeling of shyness was entirely alien, Tauron instantly commanded respect with his steely demeanour, and, in due course, was accepted as the spiritual leader of the most prominent farming communities that remained stalwart in the face of bloody Armageddon. On Ganf Magna, Father Drake flourished. He was finally taking the Emperor’s light to where it was desperately needed – leading His humble folk, and fighting His alien enemies. Ganf Magna was a harsh world, but Drake held its communities and settlements together with his teachings, judgements, sermons, and – when necessary – blood and guts, bringing the fight to the alien with sword and bullet. The priest and the planet suited each other, the settlers' lifestyle only affirming Tauron's conviction in the virtues of a puritanical life. Drake remained on Ganf Magna for a decade and a half, until his ceaseless devotion was noted by the Inquisition and he was offered the chance to make an even greater difference to the Calixis sector – and, ever faithful, ever ambitious, Tauron rose to the challenge once more.


    Personality:
    Spoiler
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    If there could be one singular quality to a man’s spirit that could define him, for Tauron Drake it would be his wholehearted belief in the Imperial Creed – not just in the Emperor’s divinity, but in His absolute necessity for mankind to be delivered from sin and the terrors of the galaxy. But as words are meaningless without actions, faith is meaningless without deeds: it is not enough, in Tauron’s estimation, for one to pay lip service to Him on Terra. Without self-control, without the willpower to do what is necessary to survive, there can be only anarchy; and the fetters of the Imperium are the only true path to freedom. Regardless of whether this is true for mankind as a whole, it is certainly true on a personal level for Tauron Drake - he strives, on a very deep level, to ensure every word and deed he effects are consistent with his personal standards, and of as much benefit to the Imperium as possible.

    As such, it would be fair to say that Drake is an extremely judgemental character, for he recognises this himself – and rightly, in his own opinion. After all, he is no hypocrite, and practices just the rigid lifestyle of asceticism and devotion that he has always preached, both to the lower class of Valon Urr and the farmers of Ganf Magna – who could be in a better position to judge the faith of a society but the most faithful among them? Further, as a converse to his credo of self-control, he mistrusts those who seek opulence and flaunt their worldly pleasures. This has definitely been a considerable factor to his unfriendly demeanour – or at least it was for the young initiate, but with his time on Ganf Magna, Father Drake has mellowed somewhat. He still comes across as icy in manner, and not one who suffers fools gladly, but as a priest he finds it necessary that he can be counted an effective leader of men, and as a leader, he must be (and has been) respected for his insight and devotion to his flock. Nowadays, Tauron is not oblivious to the many temptations that befall weaker souls than he, and does his best to guide them along the right path – but for those that turn their back on the light of Earth wilfully, and act against the great Imperium of Man, there is no chance of redemption, and when faced with those that would tear down the Emperor's work, one must act hard, fast, and mercilessly. As such, he tries to strike a fine balance between caring for his common man and purging the galaxy of the criminal and the heretic. His faith is his tool, and also his rock – with the Emperor’s blessing, Tauron knows that humanity will prosper.

    His time on Ganf Magna gave him an acute awareness of how difficult it can be in a harsh and uncaring universe just to eke out survival, and because of this he still carries the essential tools of a colonist – hunting rifle, grapnel, lamp and climbing harness, as well as his old hammer (although significantly improved upon the mere lump of metal it once was) – even a medekit, although he can barely use it himself. (Being unprepared straddles the line between being careless and being lazy, two cardinal sins in Tauron Drake's estimation, as one who will not serve the Emperor with the skills and talents He has granted them shows disdain for His judgement and wastes their pitiful life.) Nonetheless, since entering the Inquisition’s service and returning to the more prosperous worlds of the Calixis sector, he has taken advantage of his standing as a cleric to get his hands on more advanced tools and weaponry. One cannot be prepared for every eventuality, but with a combination of old and new gear, and an assortment of modern weaponry, Tauron aims to meet everything the universe can throw at him, and go down fighting if he goes down at all.


    Appearance:
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    A man of around forty, Tauron looks older, weather-beaten after fifteen years of hard living on Ganf Magna, with the occasional scar from battles with the orks that infest the frontier world. His face is thin and hawkish, with brown eyes that contrast with his pallid skin, and a sharp (and always clean-shaven) jaw that makes him look as though he is permanently gritting his teeth. He is thin – perhaps a better word is lean – and of average height, although he carries himself with composure and often appears more imposing than he physically is. His hair is grey and fast fading back from his forehead. He has a working man’s hands, calloused and tough, and the skin on his back is almost leathery from long days of stooped labour – and the flagellation he performs on a daily basis. Tauron dresses conservatively, usually in a simple set of dark Ecclesiarchy robes, but he has taken to wearing a nondescript set of Imperial Guard flak armour over them when he works with the Inquisition and feels the danger warrants it. He is in excellent health, as he does not smoke, drink, or imbibe on any narcotics – just about the only significant factor to his life expectancy is his current line of work.


    Profile:
    WS BS S T Ag Int Per WP Fel
    29 29 28 29 32 37 29 45 46

    Insanity Points: 10
    Corruption Points: 2
    Wounds: 10/11
    Fate points: 2/2
    Fatigue: 0


    Skills:
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    Skill Characteristic Proficiency Target Roll Notes
    Trained
    Barter Fellowship 46
    Charm Fellowship 46 Master Orator
    Climb Strength 28
    Command Fellowship +10 56 Air of Authority, Master Orator
    Common Lore (Imperium) Intelligence 37
    Common Lore (Imperial Creed) Intelligence +10 47
    Common Lore (Ecclesiarchy) Intelligence 37
    Deceive Fellowship 46 Master Orator
    Interrogation WP 45
    Literacy Intelligence 37
    Medicae Intelligence 37
    Performer (Storyteller) Fellowship 46 Master Orator
    Performer (Singer) Fellowship 46 Master Orator
    Scholastic Lore (Imperial Creed) Intelligence 37
    Scrutiny Perception 29
    Speak Language (Low Gothic) Intelligence 37
    Swim Strength 28
    Trade (Copyist) Intelligence 37
    Trade (Valet) Fellowship 46 Master Orator
    Other Notes
    Common Lore (War) Intelligence 19 Basic skill
    Speak Language (High Gothic) Intelligence 19


    Talents:
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    Name Description
    Air of Authority Command affects 1d10 + FB, can command non-servants at -10 penalty
    Basic Weapon Training (Flamer, Primitive, SP) -
    Blessed Ignorance -5 penalty to Forbidden Lore tests
    Flagellant Take a wound per day to get +10 to WP against mind control and Malignancy. -5 penalty to all tests if not taken
    Hagiography Common Lore (War) is basic
    Hatred (Criminals, Tyranids) +10 to WS when attacking
    Liturgical Familiarity Speak Language (High Gothic) is basic
    Master Orator Affect 10x as many people with Fel tests
    Melee Weapon Training (Chain, Primitive) -
    Nerves of Steel Re-roll failed WP tests to avoid or recover from Pinning
    Pistol Training (SP) -
    Resistance (Cold, Heat) +10 bonus to resist or avoid
    Superior Origins Increased starting WP
    Unshakeable Faith Re-roll failed WP tests to avoid Fear


    Trappings:
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    Weapons, ammo and armour:

    Name Class Range RoF Dam Pen Clip Rld Special Ammo
    Autopistol Pistol 30m S/-/6 1d10+2 I 0 18/18, 12/18 MS Full Fire selector 30 bullets, 12 Manstoppers
    Hunting rifle Basic 150m S/-/- 1d10+3 I 0 5 Full Accurate, Silencer, Telescopic sight 20 bullets
    Combat shotgun Basic 30m S/3/- 1d10+4 I 0 18 Full Fire selector, Scatter 40 shells, 18 Inferno shells
    Flamer Basic 20m S/-/- 1d10+4 E 3 3 2Full Flame 2 fuel canisters
    Chainsword Melee - - 1d10+2 R 2 - - Balanced, Tearing -
    Mono hammer Melee - - 1d10+1 I 2 - - Unbalanced -


    Guard Flak Armour (AP 4, All)


    Other gear:
    Aquila necklace, Ecclesiarchy robes (Good Quality Clothing), 4 candles, charm (skull), backpack, Chrono, Clip/Drop Harness, Lamp Pack, Writing kit, Autoquill, Grapnel, Medikit, Injector, 1 dose De-Tox, Excruciator Kit, Scoriada, Cilice, Ring of Suffrage, commbead, decently-nice leather-bound prayer book, 10 kg Litanies of Faith, copy of Eusebius’s The Pagan Beliefs of Pre-Angevin Cantus.


    XP record: 25/4875 (unspent/accumulated)
    Advances taken:
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    Novice
    Common Lore (Ecclesiarchy)
    Trade (Copyist)
    Ballistic Skill Advance (Basic)
    Resistance (Heat)
    Resistance (Cold)

    Initiate
    Basic Weapon Training (SP)
    Flagellant
    Barter
    Climb
    Willpower Advance (Basic)

    Priest
    Fellowship Advance (Basic)
    Swim
    Charm
    Strength Advance (Basic)
    Toughness Advance (Basic)
    Common Lore (Imperium)
    Common Lore (Imperial Creed) +10

    Preacher
    Scholastic Lore (Imperial Creed)
    Basic Weapon Training (Flamer)
    Melee Weapon Training (Chain)
    Command
    Hatred (Criminals)
    Master Orator
    Unshakeable Faith
    Performer (Storyteller)
    Weapon Skill Advance (Basic)

    Cleric
    Interrogation
    Nerves of Steel
    Hatred (Tyranids)
    Deceive
    Command +10
    Air of Authority
    Medicae
    Scrutiny
    Willpower Advance (Intermediate)
    Fellowship Advance (Intermediate)


    Thrones: 373




    I note that it's a year to the day since Thy Fearful Symmetry began. I just want to say I've had great fun playing with you guys and I'm looking forward to the rest of the ride!

    Also, if nobody objects, Tauron's going to assume ownership of the 10 kg Litanies.
    Last edited by Thragka; 2015-06-27 at 06:58 PM. Reason: Insanity and Corruption
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    Nova Odessa, Mind Cleansed Assassin
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    Nova Odessa
    Origin: Mind Cleansed
    Career: Assassin. Rank: Assassin
    Gender: Female
    Age: Exact age unknown; approximately 20 years.
    Build: Lean (approximately 1.65m/60 kg)
    Skin: Fair
    Hair: Black
    Eyes: Dark brown
    Quirks: The aftereffects of mind cleansing should provide enough quirks, me thinks.
    Divination: "The wise man learns from the deaths of others." - +3 Intelligence

    Wounds: 3/16
    Fate points: 0/0
    Corruption: 26 (Malignancies: Hatred: Religious Figures (especially Ecclesiarchy officials), Morbid (loss of 3 int))
    Insanity: 31 (5 base, +1 from Shards of Memory roll, +25 hilarity and adventure)
    Spent Experience: 3800
    Unspent Experience: 310

    {table] Weapon Skill | 43
    Ballistic Skill | 34
    Strength | 33
    Toughness | 39
    Agility | 40
    Intelligence | 31
    Perception | 28
    Willpower | 40
    Fellowship | 22[/table]

    Initiative: +8
    Movement: 4/8/12/24


    Traits:
    • Engram Implantation: Grants several starting skills/talents, treats Common Lore (tech) and Survival as basic skills.
    • Failesafe Control: Inquisitor can cause Dominate effect (as the psychic power) on Nova.
    • Imperial Conditioning: +10 to WP tests against Fear and attempts to control/possess Nova's mind.
    • Through a Mirror Darkly: Nova starts play with 1d5+2 insanity, can have repressed memories triggered at GMs discretion.
    • Nightsider: Has the Dark Sight trait, and suffers a -10 to all actions in bright/daylight unless her eyes are shielded.
    • Dark Sight: Can see without penalty even in total darkness and suffers no penalty for actions taken in darkness.


    Skills (s marks starting, a marks from advances):
    Acrobatics +10 (a), Awareness (s) +10 (a), Climb +10 (a), Concealment (a), Decieve (s), Dodge (s) +20 (a), Intimidate (s), Performer (Dancer) (a), Psyniscience +10, Search (a), Security (a), Shadowing (a), Silent Moves +10 (a), Speak Language (Low Gothic) (s), Tracking (a)

    Talents (s marks starting, a marks from advances):
    Ambidextrous (s), Basic Weapon Training (SP) (s), Berserk Charge (a), Blade Dancer (a), Blademaster (a), Catfall (a), Heightened Senses (Hearing, Sight) (a), Jaded, Lightning Attack (a), Lightning Reflexes (a), Melee Weapon Training (Primitive) (s), Melee Weapon Training (Power) (a), Pistol Weapon Training (Las, SP) (s), Quick Draw (a), Rapid Reaction (a), Sound Constution (x3) (a), Swift Attack (a), Thrown Weapon Training (s), Two-Weapon Wielder (melee) (a)

    Gear:
    Spoiler
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    Starting Gear:
    Autogun and clip Sold back for 75 thrones
    Compact Laspistol and powercell Sold back for 75 thrones
    3 Doses of Stimm Sold back for 45 thrones
    Sword Sold back for 12 thrones
    Knife Sold back for 4 thrones
    Charm (small Iniquisitorial symbol carved from a finger bone)
    Black bodyglove (common quality clothing)

    Purchased Gear:
    Common quality Xeno Mesh armor (Arms, Body, Legs 4, 2 kg)
    Best Quality Mono Bastard Sword (1d10+2 R, Pen 3, +10 Ws to attack, 5 kg)
    Serpentine Power Blade (1d10+2 E, Pen 6, Fast, Power Field, 1.5kg)
    2x Best Quality Mono Punching Dagger (1d5+2 R, Pen 4, +10 Ws to attack, 0.5 kg)
    Grapnel (2 kg)
    Multikey (+30 security vs. locks)
    Clip Harness (2 kg)
    Filtration plugs
    Photo-contacts (grants Dark Sight, 0.5 kg)
    Stummers (+30 silent moves to wearer when active, 2 kg)
    Grey and white tunic, tabard, and cloak (common quality clothing)
    Backpack (basically holds everything Nova has)
    Weapons/gear harness (holds up to 15 kg of items for easy access)
    Lascutter
    3x Frag grenades
    2x Bolas
    Compact, silenced hunting rifle w/ red-dot sight
    12x man-stoppers for said rifle
    20x normal rounds for said rifles
    Stub revolver
    6x man-stoppers for stub
    20x normal rounds for stub

    228 thrones remain, not including any gained during travel to current planet.



    Advances:
    Rank 1:
    +5 Weapon Skill (100)
    Climb (100)
    Heightened Senses (Sight) (100)
    Performer (Dancer) (200; elite advance with LCP's permission)

    Rank 2:
    +5 Agility (100)
    Acrobatics (100)
    Catfall (100)
    Silent Moves (100)
    Security (100)

    Rank 3:
    Climb +10 (100)
    Dodge +10 (100)
    Concealment (100)
    Silent Moves +10 (100)
    Swift Attack (200)
    Heightened Senses (Hearing) (100)
    Shadowing (100)
    Tracking (100)
    Berserk Charge (100)

    Rank 4:
    Quick Draw (100)
    Lightning Reflexes (100)
    Acrobatics +10 (100)
    Awareness +10 (100)
    Search (100)
    Two-Weapon Wielder (melee) (200)
    Sound Consitution x3 (100 per, 300 total)

    Rank 5:
    Blade Dancer (100 exp) (pre-approved Elite Advance from Black Crusade: Lessens dual wield penalty by 10 when wielding two blades)
    Blademaster (200 exp)
    Rapid Reaction (100 exp)
    Dodge +20 (100 exp)
    Lightning Attack (200 exp)
    Melee Weapon Training (Power) (100 exp)
    +5 Weapon Skill (250 exp)



    Character Fluff
    Spoiler
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    Background
    Spoiler
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    Most servants of the Holy Ordos are forged in the hardships of life, whether thriving in the underhives, surviving massive battles and holy crusades, or retaining their sanity through the horrors of sanctioning and the life of a psyker. Such are the lives of acolytes, brought to the service of the Inquisition by consription or calling. However, there are those who know nothing from before entering the service of Ordos; those who were not called to service, but made for it. They are rare individuals, their minds cleansed of all prior corruption or doubt and reborn to serve humanity however the Inquisition sees fit. Such is the tale of Nova Odessa.

    Her earliest memory is that of waking in a dark room, the cold metal of a medicae table and the low chanting of a dozen voices greeting her senses. A man in golden armor and a dark cloak, face shrouded in the darkness of a hood, held out a sheathed blade to her while speaking in an odd tongue. Instinct forced her to rise off the table, taking the blade before kneeling in front of him, oaths spilling from her lips unbidden. At first unsure where she was or what was happening, an odd feeling of calm rolled over her; the ritual came into focus, the words took on meaning, and everything suddenly seemed right. When the armored one spoke next, his words were no longer strange. "Arise, acolyte," he said, his tone calm yet commanding. On reflex, she did as commanded; servants appeared from the shadows, clothing her in white and gray. As the last of them belted the sheathed blade to her side, the armored man spoke again. "Welcome to your second life, Nova Odessa. You have been called to serve the Golden Throne in defense of mankind." Turning, he strode toward the only exit from the room as chanting servants stepped from his path. "Come along, acolyte," he called over his shoulder, a grim smile on his face, "the enemies of man wait for no one."

    The weeks following her rebirth were confusing to Nova. The Inquisitor who had greeted her upon awakening put her through constant trials, testing her ability to pick out details in chaotic environments, to be able to use deception and others' emotions against them to get information, and testing her abilities in various modes of combat. At first, Nova was certain she would fail every test she was put through, only to find she could reflexively handle each challenge. Months passed as Nova's programmed skills were awakened, until it was decided that she was ready for an assignment. She was assigned to a colleague of the nameless Inquisitor who had trained her, learning that he had handled her re-awakening and testing as a favor to his fellow Inquisitor, one Al-Subaai.

    Her earliest assignments went well; working with several teams of acolytes, Nova put her ingrained skills to good use. Al-Subaai was initially pleased with his newest acolyte, the personality built after her mind cleansing providing a reliable and loyal servant dedicated to her tasks without any past events or outside influences distracting her. Then he recieved a report from the leader of Nova's cell, at the time investigating odd occurrences in Hive Tarsus, that left him somewhat concerned.

    While investigating an area in the lower hive, the acolytes were attacked by a gang hoping to take the outsiders' rather nice gear. The fight went well at first, the acolytes able to hold their own while trying to escape to a safer area higher in the hive. However, the fighting began to spread as other gangs caught wind of a firefight and decided to join in, leading to a massive, confusing brawl. The acolytes were forced to fight hand to hand at one point, and Nova appeared to freeze. Before her opponents could take advantage of this, she snapped. To the shock of all nearby, Nova took her blade in both hands and dove into the melee, weaving between attacks while reaping a bloody harvest of the gangers. The leader of the acolyte cell noted in the report that odd way she acted while fighting: Nova grinned liked a maniac, spinning and flowing through her foes as blood flew. The few dozen gangers in the area quickly cleared out when they saw the dark haired fury killing their fellows, supported by fire from her allies.

    When the team returned from their mission, Al-Subaai had Nova thoroughly checked over, both psychically and medically, unsure what to make of her odd behavior. The results were odd; her mental conditioning was still intact, and the only odd physical signs were traces of what appeared to be some sort of drug in her system.

    Al-Subaai was initially wary of sending Nova back into the field, but events on Hive Sibellus forced his hand; he needed all of his available acolytes back in the field. Assigning her to another cell, one in need of her skills of subterfuge, the Inquisitor warned the cell leader to keep an eye on Nova. Several months later, when the cell reported their mission successful, he was relieved to see that she hadn't gone berserk again. Another of Al-Subaai's cells was in need of her skills, and though he was still curious about what had happened on Tarsus, he reassigned Nova in hopes that either her odd behavior had been a one-time event and she could be relied upon to aid what had been a successful cell... or the high attrition rate of the cell would see a servant with a dangerous flaw sacrificed in the service of the Ordo Xenos.



    Physical Description
    Spoiler
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    Nova possesses average height and a lean build, backed by a dancer's grace. Combined with a fair complexion and black hair flowing past her shoulders, she is unfortunately memorable for an Inquisitorial agent. To counter this, she wears a simple white tabard and cloak over a gray tunic, the effect of the loose clothing and hood obscuring her features and providing a way to conceal smaller weapons and useful gear.

    Preferring a controlled, flowing form of close combat, Nova carries the blade she was given upon her awakening, an extremely well made hand-and-a-half sword. The sword is slightly curved and perfectly balanced, allowing Nova to utilize it with speed and grace. When the situation requires that she leave the blade behind to avoid drawing attention, she wields her backup blade, a somewhat baroque katar that can be concealed under her tabard. At all times she carries a suppressed stub automatic, also concealed under her tabard, in case a situation calls for a quiet kill or she is forced to fight at range.

    When a mission calls for stealth and subterfuge, however, the simple garb comes off and the specialized gear comes out. Combining a skintight mesh bodyglove, typically worn under her clothes for concealable protection, with a harness containing numerous tools of the assassin's trade, Nova is capable of great feats of stealth and acrobatics.


    Personality
    Spoiler
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    Due to mental reprogramming done to her as a result of the mind cleansing procedure, Nova is essentially what the Inquisition wants in an agent: somewhat cold, loyal to her superiors and comrades, dedicated to her assigned goals, and willing to do whatever is necessary in the name of defending humanity. In short, a determined, obedient agent.

    However, the personality created by the mind cleansing process isn't perfect; the process is somewhat imprecise, and as any member of the Holy Ordos would expect, can have unintended effects.

    Nova's natural inclination to constantly scan everything around her, a skill implanted by the Inquisition to make her a better agent, has combined with her lack of memories and sparse implanted knowledge to create intense curiosity; in short, Nova is intensely curious about anything and everything new that she sees and is easily distracted if not actively engaged in a mission. In spite of the fact that she is now trained in how to use deception and other forms of social manipulation, her relative inexperience in social situations has left Nova somewhat distant and quiet, preferring to leave interaction with outsiders to her fellow acolytes when possible. Even the cells she has worked with felt she was distant at first, even more so than they would have expected a new agent.

    The cleansing process has had another unexpected effect: fragments of Nova's original personality have been surfacing. In recent months, she has become increasingly anxious when the chance of combat draws near, and has been known to show off her physical skills when she can do so without endangering her mission. Close in fights have gone from precise, professional affairs to a chance for Nova to apparently enjoy herself. Her comrades have noted Nova taunting foes both verbally and via body language, finishing opponents with flourishes while grinning or laughing, and coming out of combat seemingly intoxicated by the thrill. She has been given some leeway in these habits, as she hasn't gotten her comrades killed or missions compromised in her blood lust, but her superiors are somewhat disturbed by her changing personality. As it stands, Nova is regularly watched, just in case...





    LCP:
    Spoiler
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    In brief: I plan to have the 'Aevon' side of Nova's personality take over a bit more, after the events of the last mission. I'll put something to that effect in a spoiler in my first IC post some time tomorrow (too close to bed time for me to try to put together a post now). She'll be acting more as a hybrid of the two personalities, rather than acting as one until something causes the other to take over. And after her close brush with death, Nova will be getting a bit more pragmatic in her approach to combat and the mission in general (doesn't help that I'm down to one fate point )

    So, a few questions:

    1) Could I potentially get the Shock quality added to Nova's bastard swords, and if so, how much would it cost? (She'll be bugging every Inquisition-related armorer about this). Depending on the answer to question 3, I might rephrase this to 'add to a greatsword or longsabre'.

    2) Same kind of question, but for adding Toxic to Nova's katars.

    3) Could I potentially trade in two of Nova's talents for similar cost advances at the same tiers? I'm looking at replacing her Two Weapon Wielder and Blade Dancer talents. Fluff wise, the reason is that she's decided that flailing about like a mad woman isn't going to help her survive much longer, and is incredibly painful to boot thanks to the crippling injury the Lictor gave her. During her physical therapy period, she's going to be dropping back to a more conservative single-weapon style (like pre-'TFS' Nova) and trying to pick up training in other things (like shock weapons) to cover for her injuries and reduced effectiveness. I'd gladly pay some exp and call it an elite advance if necessary to do this.

    I'm specifically looking at trading TWW for Melee (Shock) and Blade Dancer for +5 BS (she will be picking up a compact SMG, non-lethal grenades, and bolas to make life easier for herself and the cell).
    Last edited by Rizhail; 2015-06-29 at 06:58 AM.
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  7. - Top - End - #7
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Nova gear questions answered (de-spoilerised 'cos they don't cover the spoilers):

    1) Could I potentially get the Shock quality added to Nova's bastard swords, and if so, how much would it cost? (She'll be bugging every Inquisition-related armorer about this). Depending on the answer to question 3, I might rephrase this to 'add to a greatsword or longsabre'.
    Did you see in the TFS OOC about D'Aragnia's "gifts"? Just asking because that may make this question redundant. It's also worth noting that I believe one of Nova's swords was left behind when Red borrowed it and then had to bail out of the shuttle.

    With both those considerations in mind, if you're still interested in this it could be done. Will need to check my books to see if I can find some benchmarks to work off.

    2) Same kind of question, but for adding Toxic to Nova's katars.
    Buy toxins, smear on katars, job done. Good for a set number of doses but cheap poison is cheap.

    Could I potentially trade in two of Nova's talents
    Afraid this one is a flat-out no. Nova spent time and energy learning those skills; she can't retroactively re-spec that time into learning something else, she needs to start from where she is now.


    EDIT: Also, here is something that arose from a very strange conversation with Destro: Al's reaction to reading the cell's report.

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    (yes that is his =][=pod)
    Last edited by LCP; 2013-03-27 at 11:37 PM.
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    Ill Met By Morrslieb

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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Quote Originally Posted by LCP View Post
    Did you see in the TFS OOC about D'Aragnia's "gifts"? Just asking because that may make this question redundant. It's also worth noting that I believe one of Nova's swords was left behind when Red borrowed it and then had to bail out of the shuttle.

    With both those considerations in mind, if you're still interested in this it could be done. Will need to check my books to see if I can find some benchmarks to work off.
    Yeah, I do think one of the swords got left behind, but we got a power-blade from D'Aragnia that Tychon would be giving to Nova. The Serpentine, IH page 124. It's concealable as a lady's fan. Make sure you buy training for it!

    EDIT: Also, here is something that arose from a very strange conversation with Destro: Al's reaction to reading the cell's report.

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    (yes that is his =][=pod)
    That is magnificent. Love the little foot-tapping.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Quote Originally Posted by Etcetera View Post
    I'm opening a betting pool on the name of the Hivefleet, guys.
    It's obviously Hive Fleet Calixis.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Just checking back in with an answer to the shocking question: going off the Officer's Cutlass in the IH, I'd say that the upgrade should cost 190 thrones.

    If you're going to use it though you have to say the words.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    I am aware of the Serpentine. I was a bit wary of picking it up at first because I didn't know if it was going to be worth it (losing best quality means harder to hit foes, and there are things I want to spend exp on besides melee training).

    Then I found my book and realized that melee training (power) is 100 exp, not 200 exp. Yeah, I'll play with the serpentine since I can also afford lightning attack with it.

    Though how does one make a power rapier that folds into a noble lady's fan? I'm confused trying to wrap my head around the concept.


    Advances
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    Melee Training (Power) 100 exp
    Lightning Attack 200 exp

    60 exp remaining
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Though how does one make a power rapier that folds into a noble lady's fan? I'm confused trying to wrap my head around the concept.
    I'd imagine the fan would fold up to form the handle, and the blade would extend telescopically from inside.
    Last edited by LCP; 2013-03-28 at 11:02 PM.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    At this moment in time, I am getting the mental image of Al-Suubai as the old black police chief berating his underlings for screwing up an operation, chewing on a cigar and just shy of demanding people hand in their badges.
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    He's two hundred and twelve, he's too old for this ****.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    We don't have any badges. He can't demand we hand them over.

    If he asks for our guns, we may have to flee.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Now, how to best name-drop drop Sinophia Magna without letting slip that Red got that name from Heretical xenotech and an Eldar ghost on a Deamon World in the Eye of Terror.
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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Already done. Two threads ago! I am a super-ninja. http://www.giantitp.com/forums/showp...&postcount=735

    So. What do the rest of you chaps think about that prophecy thing? The parchment. I've got my own theory about what matches what, but I'd like to hear your interpretations.
    Last edited by Destro_Yersul; 2013-03-29 at 02:18 AM.
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    Quote Originally Posted by Destro_Yersul View Post
    We don't have any badges. He can't demand we hand them over.

    If he asks for our guns, we may have to flee.
    Jericus is too clever for that: he bears his arms in his arms!

    Quote Originally Posted by Destro_Yersul View Post
    So. What do the rest of you chaps think about that prophecy thing? The parchment. I've got my own theory about what matches what, but I'd like to hear your interpretations.
    Most of it seems fairly simple. Are we the Damned, or is that Rhodes' lot?
    Last edited by Etcetera; 2013-03-29 at 02:53 AM.

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    Briefing Materials

    DATASLATE 1 - CANTUS
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    Planetary Data - Cantus
    SATELLITES: Rocky moon, 1.7 lunar masses, local name Artemis.
    CLIMATE CLASSIFICATION: Habitable, Class 1
    DEFENCES: Class 4-β
    ADMINISTRATION: Planetary Governess Magdalene Hax-Coburg
    POPULATION: Approx. 85,000,000,000 - Hive World
    ROTATIONAL PERIOD: 19.07 Standard Hours
    ORBITAL PERIOD: 1.87 Standard Years
    ORBITAL DISTANCE: 1.32 AU
    TITHE GRADE: Exactus Extremis

    Cantus is a world with a history of human civilisation predating the Angevin Crusade. Its hive cities are some of the oldest in the Markayn Marches, and intense rivalries exist between confederations of hives with long histories of conflict.

    Although the planet is nominally united under Imperial rule, the governorship of Cantus is seen as a sinecure, requiring nothing more than signing off on the planet's tithes. Politics on Cantus is conducted at the level of the hive city, with the rulers of rival hives competing for territory and trade. For most of the planet's history, the dominant force has been the Oceanic Commonwealth, a confederation of hive cities centred around the planetary capital of Hive Augusta.

    Cantus has a particularly rich tradition of choral music, with many choirs travelling to other worlds in service to the Ecclesiarchy. It has also founded 207 Guard regiments, known collectively as the Cantus Grenadiers.

    ADDENDUM FROM THE TRICORN ARCHIVE: As one of the worlds reconquered without bloodshed during the Angevin Crusade, concerns have lingered of heretical pre-Imperial traditions being passed down by the Cantide population. These were the views of Inquisitor Eusebius when he wrote in 437.M41 that Cantus was "the deepest reservoir of heathen religions in the Markayn Marches". Of particular concern to the Inquisitor was the cult of Kybelis, a mother-goddess figure supposedly reaching back into the days of the first settlers.


    1
    Destination Briefing - Hive Augusta
    POPULATION: 61,000,000
    PRIMARY EXPORTS: Munitions, textiles, machine parts
    PLANETARY COORDINATES: 50.4 N, 0.0 E
    GOVERNMENT: Parliamentary Mayoralty
    PRESENT RULER: Mayor Aurelius Vaughan, Commonwealth Party

    One of the oldest, most populous and most powerful hive cities on Cantus, Hive Augusta is both planetary capital and the leading member of the Oceanic Commonwealth. Its dominant position was secured in the First Great Trade War of 881.M40, and subsequent challenges have only reinforced its power.

    During the years of the Angevin Crusade, Augusta was home to Saint Tarsus, one of Drusus' most prominent disciples. In the years leading up to the Great Trade War, it was also the scene of several brutally-suppressed workers' insurrections, with echoes across many of Cantus' lesser hive cities.

    Augusta is divided into a system of electoral wards, which elect representatives for the parliament. These representatives subsequently elect a Mayor from among their own number, who effectively rules as an elected dictator. Popular wisdom holds that the Mayor of Aurelia is the real ruler of Cantus.

    The current Mayor, Aurelius Vaughan, has served seventeen years in office, with the last nine being consecutive.


    DATASLATE 2 - THE TYRANT STAR
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    Acolytes,

    What follows is a selective timeline of events concerning Komus, the Tyrant Star, and in particular the role played by Inquisitor Leonid Pallas and his associates in more recent times. This is sensitive information: once you have committed it to memory, you are advised to destroy this slate.

    - Renfield.


    709.M40 The Tanis Incident.

    The thriving hive world of Tanis and its surrounding star system, one of the outer bulwarks of Imperial power in the Hazeroth region, suffers the first verified manifestation of the Tyrant Star. Within weeks, the entire system has been ravaged by geological cataclysms, warp phenomena, and outbreaks of violent madness sweeping the population. Survivors are only found on the agri-moon of St. Astrid's Fall. On the authority of the Inquisition, all records of the Tanis Incident are suppressed. Civil data is adjusted so that the planet Tanis never existed in the public record.

    Within the Inquisition, it is noted that the details of the Tanis Incident were hinted at in surprisingly accurate terms by a number of proscribed texts and prophecies previously left to gather dust. This, combined with a rising number of other investigative mysteries showing some connection to the disaster, leads to the formation of the Tyrantine Cabal.

    126.M41 The Propheticum Hereticus Tenebrae, being a compilation of many sources, case studies, prophecies and archaeological fragments, is compiled into a single archive of proscribed lore by the Tyrantine Cabal and housed in [REDACTED].

    389.M41 The Tyrant Star Appears - Asteroth Mining Colony Lost

    The Tyrant Star manifests again, triggering waves of rebellion and mass suicide across the Asteroth Mining Colony. Refugees fleeing to the Locara system are purged by the Adeptus Arbites before the taint can spread, but unrest is widespread on the surface of Locara. Mass hallucinations are reported, and Colony Governor Braygan is executed for crimes against the Imperium.

    503.M41 The Tyrant Star Appears - Snowden's World

    The Tyrant Star manifests above Snowden's World in the Josian Reach. During twenty days of madness, crops fail across the planet, leading to a mass famine that devastates the population.

    599.M41 Inquisitor Ahmazzi breaks up the cult of the Bearers of the Mirrored Visage on Malfi. Under sustained interrogation, members of the cult claimed to have been coerced into their heretical actions by entities they called "the Servants". Fragments of prophecy correlated with the Hereticus Tenebrae are discovered among their possessions, and removed to [REDACTED].

    657.M41 Inquisitor Marr compiles his report on the Servants of Twilight, making the suggestion that they are more than a myth.

    703.M41 The Rogue Trader Erasmus Haarlock exterminates his immediate family and disappears. An investigation of the possessions he left behind reveals many objects indicating that Haarlock was conducting his own investigations into the Tyrant Star. A voidship fire destroys the majority of these items before they can reach [REDACTED].

    741.M40 Following the end of the War of Brass, captives from the inner circle of the false emperor of Gelmiro are interrogated by the Inquisition. Many of them allege that their leader was under the influence of an advisor (or coterie of advisors) who escaped the final siege. Even under psychic duress, none of the prisoners can remember the advisor's name or face. Before expiring, one of them recites a prediction allegedly made by this individual to the secessionist war council: it is recognised by the interrogators as a bastardisation of a prophecy found only in the Hereticus Tenebrae.

    742.M41 Sighting of the Tyrant Star

    A group of Explorator vessels bound for the Halo Stars make long-distance observations of a phenomenon matching descriptions of the Tyrant Star, near the dead world of Vigil in the Drusus Marches.

    742.M41 The Tyrantine Cabal conclusively identifies the “Calixian Pattern Killings”, going back at least eleven hundred years.

    748.M41 The Tyrant Star Appears - Endrite

    The Tyrant Star manifests above the feral world of Endrite. A virulent pandemic erupts in the aftermath of the event, destroying the greater part of the population. Inquisitor Erya Nepthys devotes two years to extracting first-hand accounts from the survivors.

    792.M41 The expedition of Xeno-Arcanist Lyncarte to Seedworld Gamma-9 uncovers Eldar ruins bearing inscriptions with striking similarities to fragments of the Hereticus Tenebrae. Contact with the expedition is lost after the receipt of their preliminary report; no trace of the team is ever found.

    807.M41 The Tyrant Star Appears - Zillman's Domain

    The feudal world of Zillman's Domain suffers a manifestation of the Tyrant Star, causing outbreaks of madness and mutation. Inquisition teams in service to the Tyrantine Cabal are dispatched to surface settlements in the aftermath of the event, recovering eyewitness accounts of the phenomena accompanying the manifestation.

    808.M41 The Dance of the Dead on Kalf. Mysterious cult activity surrounding an archaeological dig draws the attention of opposing Inquisition factions, leading to bloodshed and acrimony among the Ordos Calixis. One of the [REDACTED] recovered is noted by the Tyrantine Cabal as relating to the Hereticus Tenebrae. In the confusion caused by the conflict, it vanishes without explanation.

    905.M41 Anton Phryxis pens the Phryxis Transform, claiming to be a mathematical mapping between realspace and the Immaterium. Work on the Transform consumes his entire attention, leading to a fall in productive output and the loss of all funding for his research. An anonymous circle of private backers provide replacement funds.

    906.M41 Phryxis vanishes for six months before reappearing on Scintilla, having apparently stowed away on a Chartist vessel. He displays acute derangement and paranoia, claiming that his life is in danger unless he finishes his work on the Transform - something he refuses to do, for reasons he appears too frightened to divulge. At the behest of the Navis Nobilite, he is confined to a mental asylum.

    942.M41 A document is recovered from an unidentified body discovered on board the hulk Lost Pilgrim, describing in the style of a journal a manifestation of the Tyrant Star over the planet Sinophia. The people and events described match no known records from that planet.

    965.M41 The Cleansing of the Priory Scholam. Under interrogation, the headmaster makes allegations of coercion by "faceless ones", very similar to those made by Governor Braygan of Locara 596 years previously.

    966.M41 The sole surviving copy of the Phryxis Transform is stolen from the Library of Knowing on Fenksworld. The identity and motives of the thieves are not known, but their methods betray extensive backing at many levels of Fenksworld society.

    969.M41 The Phryxis Transform is recovered in a daring raid by Inquisitor Leonid Pallas and his retinue. Detailed analysis by Inquisition adepts fails to understand its significance to the thieves, and it is consigned to the Forbidden Vault on Prol IX.

    977.M41 Following an undisclosed mission on the planet of Abandoned Hope, Inquisitor Pallas retires from active duty. A rapid collapse of health ensues, culminating in his death in 981.M41.
    Last edited by LCP; 2013-03-29 at 08:44 PM.
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    Quote Originally Posted by Etcetera View Post
    Most of it seems fairly simple. Are we the Damned, or is that Rhodes' lot?
    Rhodes' lot, I suspect. Mostly I'm thinking of the stuff that hasn't happened yet, since all the stuff that has happened can be directly correlated to lines in the prophecy.
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    Quote Originally Posted by Destro_Yersul View Post
    Rhodes' lot, I suspect. Mostly I'm thinking of the stuff that hasn't happened yet, since all the stuff that has happened can be directly correlated to lines in the prophecy.
    Maybe I'm just super-tired recently, but care to fill me in on your line of thought?
    All I'm getting is a prediction that the Tyrant Star will make an appearance in the campaign.
    Maybe "The Iron Soul" is Magos Phaestus? I don't know.

    Three choirs falling silent reminds me of how the Guytogan Astropathic Choir was wiped out before the last Episode. Any other suffer similar fates?
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    Quote Originally Posted by Thanatos 51-50 View Post
    Maybe "The Iron Soul" is Magos Phaestus? I don't know.
    I think that one's pretty obvious.

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    Well, LCP flat out gave us the three choirs one. Nearly everything before that can be directly linked to an event... except for the Weaver. No idea who that is. My personal theory is that it's some sort of Eldar thing.
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    Let's try and get hold of some explosive collars.
    At very least those things will inconvenience him.

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    Default Re: The Shadow In The Warp - Dark Heresy [OOC]

    Just a quick post to say, I have no direct reply to the latest Tychon post. Either hit me up with more questions, or let me know if you want to move on. Rizhail, you can give me your Cantus questions for the archivists as soon as you're ready.
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    yeah, I wasn't expecting an answer, and Tychon is out of questions. He's going to go clean his guns and wait for the others to be ready.
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    Jer's ready to get boots on the ground.

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    Sorry for not posting; had a long day at work and I'm too tired to think at the moment. Will post questions and such OOC when I can think again, during lunchbreak tomorrow.
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    Ech, I would have come up with something for Tauron to ask but this past weekend sort of got away from me, sorry. I'm ready to move along - may submit some OOC questions about Cantus myself when I have a few minutes.
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    Just waiting on Nova's (and potentially Tauron's?) questions before moving you on.
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