A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Titan in the Playground
     
    LeSwordfish's Avatar

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    Jul 2011
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    Oxford, UK
    Gender
    Male

    Default Lost and Gone Forever [OOC]

    Lost and Gone Forever

    Hello! Welcome to Dark Heresy: Lost and Gone Forever.

    IC Thread
    Lysander's sheet

    Rules:
    • I'd prefer to see a post a day from everyone, but that's not mandatory.
    • If you don't post in 48 hours, I reserve the right to move on without you.
    • If you don't post in a week, I reserve the right to NPC your character, or kill them off for a modicum of pathos.
    • This only applies for unexpected absences- i'm completely cool with vanishing if i'm given warning.


    In combat, I'll roll initiative for everyone. Post in whatever order you want, don't wait for your initiative turn.

    Best way to contact me quickly is probably through Steam or Forum PM.

    Post your character sheets below. If you want a voice color, choose one, but i'm happy for you to not have one.

    Useful posts
    Quick Reference posts (Mythweavers)
    Dark Heresy Errata (Pdf)
    Latest IC post

    Before I throw up the IC, I need to know who's taking what cover identity, particularly name (your characters can use their own names, if needed) and roles. I guess two nobles/three servants is the best way to go, but that's up to you guys. (IC, Meredith provides you with the identities, OOC i figured you'd want to choose) When I've got that information, we're ready to go.
    Last edited by LeSwordfish; 2013-09-07 at 03:33 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    Kobold

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    May 2011
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    Default Re: Lost and Gone Forever [OOC]

    Character Name : Tech-Priest Isidore Hayha
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    Class: Tech-priest
    Diviniation: "Trust in your fear." +2 Agi +1 Fate Point
    Homeworld: Forge World - Lathe-Hadd (Jaded)


    Characteristics:
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    Stat Base Roll Mod Total
    WS 15 - - 15
    BS 20 15 - 35
    S 20 5 - 25
    T 20 10 - 30
    Ag 20 18 +2 40
    Int 25 20 +5 50
    Per 20 10 - 30
    WP 20 12 +3 35
    Fel 20 10 - 30


    Skills:
    • Speak Language (Low Gothic) (Int): 50
    • Tech-Use (Int) +10: 60
    • Literacy (Int): 50
    • Secret Tongue (Tech) (Int): 50
    • Trade (Scrimshawer) (Ag): 40
    • Logic (Int): 50
    • Evaluate (Int): 50
    • Deceive (Fel): 30
    • Silent Move (Ag): 40
    • Concealment (Ag): 40
    • Tracking (Int): 50
    • Medicae (Int): 50
    • Scholastic Lore (Chymistry) (Int): 50



    Traits:
    Mechanicus Implants
    Fit For Purpose
    Stranger to the Cult: -10 on Tests involving knowledge of the Imperial Creed, -5 Fellowship Tests to interact with Ecclesiarchy in formal settings
    Credo Omnissiah
    Common Lore (Tech) (Machine Cult) (Int) Basic Skills


    Talents:
    • Melee Weapon Training (Primitive)
    • Pistol Training (Las)
    • Basic Weapon Training (Las)
    • Electro Graft Use
    • Exotic Weapon Training (Integrated Ranged Weapons)
    • Chem Geld
    • Feedback Screech
    • Quick Draw
    • Paranoia
    • Deadeye Shot
    • Mimic
    • Crack Shot
    • Jaded
    • Cogs within Cogs
    • Heightened Senses (Hearing)
    • Luminen Charge


    Cogs within Cogs:
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    An Acuitor Mech-Assassin who interfaces with any machine may make a Challenging (+0) Tech-use test. If succeeds, may pre-set that machine to activate, deactivate, or follow another such simple protocol within its usual repertoire, either at a given time within 24 hour or upon his remote command, provided he is within a number of km equal to his Int Bonus of the machine when he wishes to active it. The Acuitor much choose the machine's action upon making his Tech-Use test, and makes any other necessary Tests (such as Security to bypass a guarded cogitator's internal defences of a Forbidden Lore (Archeotech) to decipher an ancient device's function) when programming the action


    Experience:2150/2350
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    Rank 1:
    • Int (Simple) - 100xp
    • Chem Geld -100xp
    • Evaluate +10 - 100xp
    • Logic - 100xp
    • Feedback Screech - 100xp


    Rank 2 (Acuitor Mech-Assassin):
    • Quick Draw - 100xp
    • Tech-Use +10 - 100xp
    • Exotic Weapons Training - 100xp
    • Silent Move - 100xp
    • Concealment - 100xp


    Rank 3:
    • Tracking - 100xp
    • Paranoia - 100xp
    • Heightened Senses (Hearing) - 100xp
    • Deadeye Shot - 100xp
    • Luminen Charge - 150xp
    • Medicae - 150xp
    • Deceive - 100xp
    • Mimic - 100xp
    • Crack Shot - 100xp


    Rank 4:
    • Scholastic Lore (Chymistry) - 150 xp





    Equipment:
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    Weapon Class Range Fire Rate Damage Pen Clip Size Reload Speed Special
    Lathe-Laspistol Pistol 40m s/2 1d10+5 E 2 N/A N/A Tearing
    • Good-Quality Flak Combat Cloak
    • Auspex
    • Multitool
    • Microbead
    • Glow Lamp
    • data-slate
    • Mechanicus Robes
    • 9 Spare Parts
    • Vial of Sacred Machine Oil
    • Strummer
    • 35 Thrones

      Monthly Income: 210 Thrones/Month




    Corruption & Insanity:
    Corruption Points: 0
    Insanity Points: 0

    Wounds:
    Current: 9/10
    Critical Damage: 0
    Fatigue: 0/3

    Fate: 3/3


    Backstory:
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    Of the billions of people born on Lathe-Hadd, Isidore Hayha was fortunate to be initiated into the Adeptus Mechanicus rather than live and die as yet another faceless worker toiling upon the assembly lines covering the planet. There are still perils entailed with being a tech-priest on Lathe-Hadd, one of which is Isidore himself. Unlike many other tech-priests, Isidore felt the need to learn how to utilize the sacred weapons he was tasked with creating, slightly fighting the status quo. While this earned him the ire of a number of his superiors who suspected he was not properly honouring tradition, it additionally earned him the attention of the Acuitor Mech-Assassins, tasked with slaying those deemed a threat to the Adeptus Mechanicus by discrete modifications to technical devices. A series of deaths plaguing suspected cultists on forge worlds that were under Inquisitor was investigating brought Isidore to the attention of an Inquisitor was looking for a discrete tech-priest for a particular mission...


    So.... the position of the Adeptus Mechanicus within the Imperium kind of makes Isidore's roll as "noble" or "servant" hard for me to pin down. I suppose he could be explained as being seconded to the Noble to maintain his weapons/armours/ships/etc. So I guess "servant" would be more appropriate.

  3. - Top - End - #3
    Ogre in the Playground
     
    Aneurin's Avatar

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    Jul 2011
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    Nottingham, UK

    Default Re: Lost and Gone Forever [OOC]

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    Name: Cat
    Career: Assassin
    Rank: 4 - Secluse
    Homeworld: Hiveworld (Scintilla)

    WS: 20+17+3+5 = 45
    BS: 20+9 = 29
    S: 20+13 = 33
    T: 15+6 = 21
    Ag: 20+18+5 = 43
    Int: 20+10 = 30
    Per: 20+11 = 31
    WP: 20+8 = 28
    Fel: 25+9 = 34

    Wounds: 9/11
    Fate: 0/2
    Fatigue: 1/2
    Divination: ‘Violence Solves Everything’ (+3 WS)

    Experience:
    2,200

    Drive (Ground Vehicle) (100)
    Silent Move (100)
    Ag+5 (100)
    Heightened Senses (Sight) (100)
    Catfall (100)
    Rank 2
    Acrobatics (100)
    Shadowing (100)
    Security (100)
    Pilot (Civilian Craft) (100)
    WS+5 (100)
    Rank 3
    Concealment (100)
    Swift Attack (200)
    Two-weapon Wielder (Melee) (200)
    Silent Move +10 (100)
    Common Lore (Underworld) (100)
    Inquiry (100)
    Dodge +10 (100)
    Common Lore (Underworld) +10 (100)
    Rank 4
    Pilot (Civilian Craft) +10 (100)
    Security +10 (100)

    Skills:
    Acrobatics (Ag)
    Awareness (Per)
    Common Lore (Underworld) +10 (Int)
    Concealment (Ag)
    Dodge +10 (Ag)
    Drive (Ground Vehicle) (Ag)
    Inquiry (Fel)
    Pilot (Civilian Craft) +10 (Ag)
    Security +10 (Ag)
    Shadowing (Ag)
    Silent Move +10 (Ag)
    Sleight of Hand (Ag)
    Speak Language (Hive Dialectic) (Int)
    Speak Language (Low Gothic) (Int)

    Talents:
    Ambidextrous
    Basic Weapon Training (SP)
    Cat Fall
    Heightened Senses (Sight)
    Melee Weapon Training (Primitive)
    Pistol Training (SP)
    Swift Attack
    Thrown Weapon Training
    Two-Weapon Wielder (Melee)

    Traits:
    Accustomed to Crowds (Crowds don’t count as difficult terrain; no penalty Ag tests to Run/Charge through crowds)
    Caves of Steel (Tech-Use counts as Basic skill)
    Hivebound (-10 to Survival tests, -5 to Int tests in natural areas)
    Wary (+1 Initiative)

    Wealth: 25
    Income: 168

    Equipment:
    Shotgun and 12 shells
    Knife
    10 Throwing Knives
    3x Stimm
    Charm (corpse hair)
    Black Bodyglove (Common Quality Clothing)
    Good Mono Sabre (85)
    Good Mono Sabre (85)
    Flak Jacket AP3 (100)
    Red-Dot Laser (50)
    Grapnel (30)
    Micro-bead (20)
    Basic Salvation Augur (20)
    Stummer (25)
    Glow-globe (15)
    Choke Gas Grenade (40)

    Back story and appearance:

    Quadrant 2, District 17 of Hive Sibellus, Scintilla.

    The glowlamps of Sibellus’ Underhive produce a faint corona of light in the choking chemical smogs that blot out the sun. There’s a flickering in the light, however, as if something passed in front of it...

    I lost my family in the food riots of Sibellus. Actually, I lost them just after, but the cause was the same. We lived in the middle hive then, I think. But when the riots happened, the nobles just collapsed part of the middle hive in to the underhive. Our district was one of the ones that were collapsed.

    Almost impossible to see in the pathetic light, there’s a figure crouching on a beam over the road. Waiting. If there was more light, you could pick out the intricate gang tattoos that cover almost every inch of bare skin; face, arms, ankles. Multi-coloured and almost as vibrant as the raggedy green hair that sticks up in odd tufts, or the orange lenses.

    The muties came for us; scav gangers, too. They killed my family. My mother, father, sister. They would have killed me, if the Padre hadn’t been hunting nearby. I ran right in to him and the Redeemers.

    The figure shifts, and enough profile is revealed to show that the lurker is a woman. There’s suddenly a blackened blade in each hand as she tenses, listening to the sound of footsteps from below.

    The Redeemers were a gang. Are a gang. They’re run by this ex-missionary guy. No-one knows his name, we just call him the Padre. They saved me, took me in and taught me how to fight the muties and other scum that infest the underhive, because that’s what Redeemers do – we hunt the mutants that blight our Hive. We do normal gang things too, because we need to pay for our hunts somehow, but mainly our job is hunting the Emperor-forsaken muties.

    The footsteps below can be made out over the sound of the hive, as they ring on the bare metal in the empty street. Step. Drag. Step. Drag. Someone with a limp.

    They gave me a name. Gave me a future. At first I was just their top-eyes. Then I stole vehicles for them. Then they found out how fast I was, and how good I was with a blade. That’s when I started their wet work. Eventually I hunted solo.

    The lurker on the beam smile, grimly. Voices filter up now; “The goods will be delivered to the usual place...” Her target for certain.

    It was only a few days ago that I learned the Padre was a member of the Inquisition. That he still is a member of the Inquisition. It was the day I learned what happened to the members of the gang who had vanished. The Padre was using the Redeemers as a recruiting ground for the Inquisition. I hadn’t suspected a thing.

    On the ground, there are three figures; one is hunched, stooped with an obscenely twisted figure. Another has typical gang leathers and tattoos, and is weighed down with as much weaponry as he can carry. The third is better dressed, and tattoos marking her as the leader of the Servohawks.

    He’d sent me out on a solo mission, to take out the leader of a gang supplying weapons to some of the mutie packs. Arming the abominations. I took them out easily enough, and when I did there was a squad of Arbites waiting for me in the shadows. They took me to Inquisitor Meredith’s right hand, who told me... everything. How the Padre was training us for this, how I was set up.

    The mutant goes down with a throwing knife in his throat. Before the other two figures can react, the shadowy figure lands between them and there’s a blast from a shotgun; the bodyguard sprays blood and collapses. The gang leader barely draws a pistol before a second blast decapitates her. From the shadows, comes slow applause; the figure makes to flee, but by then it’s too late to run...

    I thank the Padre for my life, for my name, for my future. I pledge my life to the service of Mankind the God-Emperor through His vessel Inquisitor Meredith. My life is yours to command.


    I think that the unrepentant former ganger is probably not our Noble for some reason

    Cat can do bodyguarding, chauffeuring or even play the part of a consort for a more 'eccentric' Noble. 'Cat' can be extended to 'Caterina' for formality, if required.
    Last edited by Aneurin; 2014-06-23 at 02:40 PM.
    Amazing Banshee avatar by Strawberries. Many, many thanks.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Malachite's Avatar

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    Mar 2006
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    Default Re: Lost and Gone Forever [OOC]

    Having *actually* been a servant during his early years, Lorr is unlikely to play our noble either...
    Since Scythia is a true noble-born, though, and Mordecai has high Fel and training in Deceive, I think either could take on the role successfully.


    Lorr will use the name Adalberto - as a low-ranking orphan trained to be a servant, he doesn't warrant a surname.



    Lorr Cordasco, Telepath

    Stats
    WS: 27
    BS: 40 (35 basic, 1 advance)
    S: 27
    T: 32
    Ag: 40 (38 basic, +2 divination)
    Int: 36
    Per: 38 (33 basic, 1 advance)
    WP: 50 (37 basic, +3 Imperial World-born, 2 advances)
    Fel: 34

    Fate: 2/2
    Wounds: 11/11

    Psychic Powers
    Minor:

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    Call Item
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    Threshold:5
    Focus Time: Half Action
    Sustained: No
    Range: Unlimited
    Summon a specially prepared item to your hand. Preparation takes 1 hour of deep meditation, one handed only, only one prepared at a time.

    Chamaeleon
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    Threshold:7
    Focus Time: Half Action
    Sustained: Yes
    Range: You
    Reality blurs around you - gain +30 to Concealment Tests, opponents shooting at you suffer -20 on BS tests.

    Distort Vision
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    Threshold:8
    Focus Time: Free Action
    Sustained: No
    Range: You
    You disappear and your image reappears up to 10m away. Until start of next turn you are invisible to all other creatures and sensory equipment - only affects sight. Any attacks are at -30 if position can be discovered.

    Forget Me
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    Threshold:6
    Focus Time: Half Action
    Sustained: No
    Range: 10m
    Suppresses all memories of you before this instant in a single creature. WP test at +10 to resist. Memory returns after 1d10 minutes.
    Overbleed: Every 5 points threshold exceeded, may affect an extra target, extend duration by 1d10 minutes or make WP test difficulty one step harder.

    Inflict Pain
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    Threshold:8
    Focus Time: Half Action
    Sustained: Yes
    Range: 100m
    Target gets a WP test to resist. On failed test, suffers -10 to all tests due to pain.
    Overbleed: for every 10 points threshold is exceeded, may affect another target.

    Knack
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    Threshold:7
    Focus Time: Half Action
    Sustained: No
    Range: You
    Gain +10 to any one non-combat Test until end of next turn.

    Precognition
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    Threshold:6
    Focus Time: Half Action
    Sustained: Yes
    Range: You
    Gain +10 to Dodge tests and WS tests to Parry.

    Unnatural Aim
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    Threshold:8
    Focus Time: Half Action
    Sustained: No
    Range: You
    All ranged attacks until end of next turn count as being at Point Blank Range (+30 to hit).

    Wall Walk
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    Threshold:8
    Focus Time: Half Action
    Sustained: Yes
    Range: You
    Negate any high or low gravity penalties, walk on walls or ceilings at half normal rate. Ag Test to go between wall<->ceiling unless taking a full action to do so.




    Major:
    Spoiler
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    See Me Not
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    Threshold:14
    Focus Time: Half Action
    Sustained: Yes
    Range: 20m
    Affects a number of targets within range equal to WP bonus. Targets must succeed on a WP test or be unable to perceive you in any way for as long as the power is sustained. Only affects creatures with Int >10.
    Overbleed: For every 5 points you exceed the Threshold, affect one extra target or impose -10 penalty on one target's WP test.




    Skills:
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    Awareness: 38
    Barter: 17
    Carouse: 16
    Charm: 17
    Climb: 13
    Command: 17
    Common Lore (Imperial Creed): 18
    Common Lore (Imperium): 18
    Common Lore (War): 18
    Concealment: 20
    Contortionist: 20
    Deceive: 34
    Disguise: 17
    Dodge: 40
    Evaluate: 18
    Gamble: 18
    Inquiry: 34
    Intimidate: 13
    Invocation 50
    Literacy 46
    Logic: 18
    Psynicience: 38
    Scrutiny: 19
    Search: 19
    Silent Move: 20
    Speak Language (High Gothic) 18
    Speak Language (Low Gothic) 36
    Swim: 13
    Tech Use: 36
    Trade (Valet): 36


    Talents:
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    Deadeye Shot - Called Shots at -10 to hit rather than -20
    Meditation - WP test, recover 1 level Fatigue/10mins spent in trance
    Melee Weapon Training (Primitive)
    Pistol Weapon Training (SP)
    Psy Rating 1
    Psy Rating 2
    Psy Rating 3
    Rapid Reaction - Ag test to act normally if surprised or ambushed
    Unremarkable - Attempts to notice/recall details take -20 penalty


    Gear:
    Mono-edged Basket-hilt Rapier
    Psykana mercy blade

    Autopistol
    46 Bullets (2 full magazines, magazine with 12 rounds)
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    Range RoF Damage Pen Special Remaining
    30m S/-/6 1D10+2 I 0 - 18/18


    Hand Cannon, Silenced, Red Dot Sight, Fire selector
    17 Bullets (3 full magazines, 1 magazine with two rounds remaining)
    12 Dum Dums (2 magazines, 2 leftovers)
    12 Manstoppers (2 magazines, 2 leftovers)
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    Ammo Range RoF Damage Pen Special Remaining
    Standard 35m S/-/- 1D10+4 I 2 - 5/5
    Manstopper 35m S/-/- 1D10+4 I 5 - 5/5
    5/5
    Dum-dum 35m S/-/- 1D10+6 I 2 Armour counts double -



    Flak Jacket

    Deck of cards
    Psy-Focus - Black Onyx Brooch
    Sanctioning brand - Across back of shoulders. Imperial Eagle with the Scholastica Psykana symbol replacing the eyes

    Grapnel
    Lamp Pack

    Thrones: 7

    NB: Some of this kit may be too obtrusive to carry openly. The hand cannon in particular will be left in the case, loaded with one magazine of each ammunition type, and has been psychically imprinted for use with the Call Item power. The remaining magazines will either be carried concealed under his flak jacket or close at hand.


    Biography
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    Lorr comes from a humble background, born to professional servants on the pleasure world of Askelphion Secundos. Taught from childhood how to serve his betters, he learned quickly how to anticipate the wishes of the worlds important visitors, knowing when to top up a Planetary Governor's cup and when to utter an Imperial platitude to show a Confessor what a good student of the Creed he was.

    In fact, he became well known among the servants for being very good at anticipation their clients' wishes, frequently fulfilling their needs before they had indicated what those needs were. He would always laugh it off as being good at reading people, and his performance in card games seemed to bear this out. By his late teens, though, resentment had started to grow among some of his colleagues - not helped by the arrogant, over-confident attitude that being the best so young had helped to cultivate.

    It took one drunken game to destroy Lorr's life - or perhaps save it, depending on one's perspective. After one too many big winning hands, another servant exploded with rage, pouncing on him while screaming that he was a foul, sorcerous wytch-breed who deserved death in the sight of the Emperor. The man was restrained by the other players, but the damage was done and the suspicions were voiced. When they made their way to those of higher rank, the young Lorr was whisked away for testing, then sent to the Black Ships.

    Fortunately, he was caught young enough that the Assessors of the Scholastica Psykana deemed him trainable. He escaped the fate of sacrifice to the Emperor, and it was determined that he would go into Imperial service. Most Telepaths are trained to become Astropaths, their gifts too useful in holding the fabric of the Imperium together and too little use on the battlefield. However, a Telepath is a potent resource in the right hands - one who needs to extract information from unwilling sources, for example.

    Already trained to attend to the needs of others, Lorr was particularly well qualified to act as a covert agent. Posing as a servant would allow him to pass unseen in many situations, while his telepathic abilities help him to discover hidden secrets. Fortunately for him, the Inquisitor who recruited him was concerned mainly with the Alien threat to humanity. While still undoubtedly corrupting, Lorr would say, consorting with those who would traffic Xenos artifacts is less likely to make a daemon burst out of your head than investigating Chaos cults.

    Now a man in his early thirties, tempered and matured by his time in the Scholastica Psykana, Lorr Cordaso is a useful tool to Inquisitor Meredith in rooting out those who would profane the dominion of Man with the unclean works of the Alien.

    Divination: "Kill the alien before it can speak its lies." This seemed a strange divination for a child born on an Imperial Pleasure World. How often would he be expected to meet an alien, anyway? Nowadays, this is the creed by which Lorr lives. As a telepath in the service of an Ordo Xenos Inquisitor, he is more vulnerable than most to the corrupting influence of alien species - if one can become unclean merely by speaking with an alien, how much worse would it be to touch minds with one? Lorr prays daily to the Emperor for protection against such a fate, and lives in mortal fear that he will one day damn his soul by inadvertently receiving impure thoughts from a nearby alien.

    Sanctioning Side Effect:
    Pain Through Nerve Induction - The backs of Lorr's hands are scarred as if burned by fire, and he usually wears gloves to conceal this. If asked about it, he claims it to be punishment for a childhood offence. In a certain way, it is - the offence of being born a psyker.


    Exp spend
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    Sanctionite (500/500)
    Perception Simple 100
    Awareness 100
    WP Simple 100
    Unremarkable 100
    Meditation 100

    Neonate (500/500)
    WP Intermediate 250
    Psy rating 2 200

    Aspirant (1000/1000)
    Simple BS 250
    Rapid Reaction 100
    Dodge 100
    Tech Use 100
    Inquiry 100
    Sound Constitution 200
    Deceive 100 (bought from previous rank)
    Minor Psychic Power (Distort Vision)

    Schola Materium (350/1000)
    Psy Rating 3 200
    Deadeye Shot 100
    50 unspent
    Last edited by Malachite; 2014-09-10 at 01:35 PM. Reason: adding new powers
    A one worm armoury. Proficient with none of it.

    Lorr Cordasco, Telepath, Lost and Gone Forever

    GiTP Murder game

  5. - Top - End - #5
    Dwarf in the Playground
     
    Major Kiaslu's Avatar

    Join Date
    Mar 2013

    Default Re: Lost and Gone Forever [OOC]

    Yeah, Scythia's a legitimate Noble, though that claim's a little hazy off of her homeworld. Nobility, but from a Feudal World... I figure it counts because Sepheris Secundus is fairly closely tied to the wider sector through the resource tithe, but she'd be... interesting in the role of noble.

    Up to Mordecai if he wants the attention or not.

    Scythia ap Morganis
    Arbitrator: Warden of the Divisio Immoralis
    Noble Born: Daughter of the House of Morganis,

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    Weapon Skill [36]
    Ballistic Skill [42]*
    Strength [34]
    Toughness [34]*
    Agility [37]
    Perception [38]
    Intelligence [42]*
    Willpower [38]
    Fellowship [42]

    Wounds: 13
    Fate: 2

    Skills: Awareness (Per), Common Lore (Adeptus Arbites. Imperium, Underworld) (Int), Dodge (Agi), Forbidden Lore (Cults [+10]) (Int), Intimidation (Fel), Interrogation (Fel), Inquiry +10 (Fel), Literacy +10 (Int), Security (Int), Search (Per), Scrutiny (Per), Speak Language (High Gothic, Low Gothic [+10]) (Int)

    Talents: Basic Weapons Training (SP), Melee Weapon Training (Primitive, Shock), Peer (Nobility, Underworld, the Insane) Quick Draw, Resistance (Fear)

    Traits: Etiquette, Vendetta (The Shadows)

    Gear: Chrono, flask of Amasec, Hardened Body Glove (Stealth Pattern), Autogun (Red Dot Laser Sight, Silencer), Shock Maul, Charm (Amulet bearing a sharp piece of silver in the centre) Combi-tool, Multi-Key, Vox-Caster, Writing Kit, 110 Thrones (50 on person, 60 in cabin stash)

    Shotgun and 12 shells, club, brass knuckles, knife, mesh vest, uniform (Good Quality Clothing), 3 doses of stimm, injector, Arbitrator ID,

    Monthly Income: 700 Thrones

    Advancement

    Awareness
    Inquiry +10
    Scrutiny
    Forbidden Lore, Cults
    Sound Constitution.

    Peer (The Insane)
    Resistance (Fear)
    Melee Weapon Training (Shock)
    Common Lore, Underworld
    Basic Advance, Toughness

    Basic Advance, Intelligence
    Interrogation
    Security
    Scholastic Lore (Judgement)
    Dodge
    Search
    Forbidden Lore Cults +10
    Basic Advance, Ballistic Skill
    Intimidate

    Divination, "In the darkness, follow the Light of Terra" (+3 Willpower)

    Background:
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    The first exposure the young Lady Morganis had to the common people was the frenzied cries of a rioting mob that struck Icenholm the day before her seventh nameday celebration. The young Scythia had seen the mines, and the serfs at work, but to see them so angry within the walls of the Capitol itself was unheard of. Her father, a Baron of the Queen's Court, went out accompanied by his guard to attempt to restore some order. They were cut down as soon as they stepped beyond the mansion's door.

    Scythia watched it from the upper windows, ducking back as one of the mob threw a brick upwards. She heard the crack of las-fire, as the Royal Scourges moved to break the riot up, but the little noble girl was standing there shocked for half an hour, until her mother found her, looking down at the bodies still left in the plaza below.

    Some might be traumatized from what happened, but Scythia's response was different. She remained silent for a day and a night before starting to ask questions of her mother and the retainers. Who were the men that attacked? Why did they do so? None of this made sense in what she knew of the world; serf's knew their place, as did the nobility when standing before the Emperor. Her questions led her to the small Arbites Prescient-Fortress, where the Arbitrators detained her, putting the young child to the question in turn to discover why she was so interested in the recidivist cult.

    Scythia learned more than they did: the Arbites were done with her within a week upon learning of her title and circumstances. She learned of the Imperium, of the Sector Calixis, and how small even so grand a place as Icenholme could be. Sepheris Secundus had some importance, she had some importance, but 'daughter of a Baron' meant nothing to forces like those who'd set the riot in motion. Mutants, cults, seditionists and heretics. That's why the Imperium had the Arbites: to seek people like that down and bring them to justice.

    The little girl returned home, thinking about what she'd learned. About how much happened beyond her world, amidst the stars and void that'd never felt the touch of snow, and how much more important it all could be. For a noble-girl on a feudal world who'd never before wondered what the Queen did with her tithe... that could easily have been intimidating. To be shown just how small your place in the universe truly is.

    Scythia ap Morganis, however, was not humbled. She was inspired. The wider galaxy was a place of horror, but glory too. She had so much father yet to go.

    In time, she traveled to Scintilla, studying at the Academika and thereafter applying to join the Arbites. Her tutors and instructors found her dedicated and well prepared: she'd studied at length in both combat and lore to be ready for her career to begin. An eager novice, the transfer to the Divisio Immoralis was at her own request, and whilst Drusil's department tend to be overworked, Scythia's had some degree of success on investigative work, as well as field action. She has a fairly well deserved reputation amidst the Arbitrators as a stuck up seeker of attention and commendation, but she's managed to get results, which is something few Arbites can argue with.

    To date, her only outright failure was the mission that led to Scythia's recruitment as an acolyte. She'd found what might've been evidence of Pale Throng activity in the Underhive, and was staking out what could've been a hideout. The mutant cult angle turned out to be a bust: simply a bunch of 'factorum working twists who'd decided to write poetry in their off hours. Scythia had considered exterminating them simply on grounds of the quality of their verse, before the room darkened for a second, the light returning to find the lead mutant without his bulbous head.

    Investigation of similar incidents brought her into the Calixis Pattern, and started to excite Scythia: this could be the thing the entire Divisio had been searching for since it's inception, a lead on the being behind the strings. But before she could continue too far down that path, she was ambushed in a kaf-den by one Inquisitor Meredith, who explained very calmly and politely just what happened when Arbites drew too close to this particular killer, and had an offer to make in turn.

    Personality:
    Spoiler
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    Scythia is determined, ambitious and at her heart, more than a little vain. She is proud of herself for rising to join the Arbites, and considers herself a true noble-born daughter of the Calixis sector, more so than some of her contemporaries. She had to work to prove that her blood meant something at the Sibellus Academika far from her homeworld. Most of her 'cousins' on Scintilla were just like those back home: ennobled through inertia. She pushes herself to be the best she can, in every way, and is proud of the fact: those who will not apply themselves to betterment are doomed to mediocrity and will in time fall to the lower rungs of Imperial Society if not there already. And thus, those who are there deserve to be: otherwise they'd have risen as she did, and her fellow Acolytes have done. She might be openly friendly or polite towards such people when on the job but this is a mask: she has precious little but contempt for them.

    The Arbites are her life now, and as cynical as she is on many matter, Sycthia tends towards blind idealism when it comes to her own organization. She sees figures such as Lord-Marshal Goreman and Senior-Marshal Drusil as the pinnacle of intelligence and skill: striving to live up to the example set both by them and the great Arbitrators of the past. At the end of the day however, Scythia chose her path for the sake of position and personal honour rather than a belief in the sanctity of Imperial Law. In some ways, this is a positive sign: she takes great heart in the face of adversity, from slow and careful investigation to picking the best approach to asking an informant question through her kill rate in a firefight with armed Recidivists, but that positive spirit is all built upon her stubborn pride. Scythia hates to admit defeat, and will obsess over the ones she encounters: seeking in every way to avert them in the future. Being part of the Divisio Immoralis, and thereafter the Inquisition, has lead her to harder tasks and more stressful conditions, but Arbitrator Morganis wouldn't choose anything other than the hardest path to glory.

    Most people who know her put Scythia's membership in the Divisio down to that: a desire to play politics and work just a few steps removed from the Lord Marshal. Kae Drusil however, could tell you a different story. Scythia knows with utter conviction that some force is manipulating events in the Calixis Sector, that they have multiple cults under their sway, and work towards diabolical ends. To her, the evidence has been there since she was a child, watching the common people bringing fire to her home, and it starts to add up a little more with every day. It's not the blood or death than haunt Morganis' nights now, but the shadows of things she can not see.
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    EvilClericGuy

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    Default Re: Lost and Gone Forever [OOC]

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    Name: Mordicai "Mongrel" Taura
    Career: Scum

    Stats:
    Spoiler
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    {table=head] WS | BS | S | T | Ag | Int | Per | WP | Fel
    28 | 33 | 29 | 25 | 45 | 33 | 42 | 29 | 47
    [/table]

    Fate: 1/2
    Wounds: 13
    Divination: "To War is Human" (+3 Ag)
    Insanity: 0
    Corruption: 0



    Skills:
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    Trained:
    Awareness (Per) +10: 52 / 62 (Sight or Hearing)
    Blather (Fel): 47
    Charm (Fel): 47
    Common Law (Imperium) (Int): 33
    Concealment (Ag): 45
    Decieve (Fel) +10: 57
    Gamble (Int): 33
    Inquiry (Fel): 47
    Search (Per): 42
    Security (Ag): 45
    Sleight of Hand (Ag): 45
    Speak Language (Malfian Hive Dialect) (Int): 33
    Speak Language (Low Gothic) (Int): 33


    Basic (that not everyone gets basic):
    Tech-Use (Int): 16



    Talents & Traits:
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    Talents:
    Basic Weapon Training (SP)
    Heightened Senses (Sight, Hearing)
    Light Sleeper
    Melee Weapon Training (Primitive)
    Peer (Worker)
    Pistol Training (SP)
    Sprint
    Unremarkable

    Traits:
    Accustomed to Crowds
    Hivebound
    Wary



    Experience (1950/2000):
    Spoiler
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    Dreg: (550)
    +5 Ag (Simple): 100
    +5 Per (Simple): 250
    +5 Fel (Simple): 100
    Awareness +10: 100

    Outcast: (800)
    Concealment (Ag): 100
    Security (Ag): 100
    Sleight of Hand (Ag): 100
    Peer (Worker): 100
    Decieve +10: 200
    Inquiry (Fel): 100
    Light Sleeper: 100

    Outlaw(600)
    Gamble (Int): 100
    Search (Per): 100
    Heightened Senses(Hearing, Sight): 200
    Sprint: 200



    Equipment:
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    Current:
    Autopistol & 6 clips
    Brass Knuckles
    Knife
    Quilted Vest
    Street Wear
    Stummers
    Multikey


    How I got there:
    Spoiler
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    Starting:
    132 Thrones (generated later in thread)
    Autogun & 1 clip 100 Thrones and 30 shots
    Autopistol & 1 clip
    Brass Knuckles
    Knife
    Quilted Vest
    Street Wear

    Bought and change
    Stummers 25
    Multikey 150
    60 Autogun bullets 3
    Guard Issue Lamp Pack 10
    Grooming Kit 2
    42 thrones left





    Character Creation:
    Spoiler
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    {table=head] | WS | BS | S | T | Ag | Int | Per | WP | Fel
    Hive World | 20 | 20 | 20 | 15 | 20 | 20 | 20 | 20 | 25
    Rolls | 8 | 13 | 9 | 10 | 17 | 13 | 17 | 9 | 17
    XP & Div | | | | | 8 | | 5 | | 5
    Final|28 | 33 | 29 | 25 | 45 | 33 | 42 | 29 | 47
    [/table]

    HIVE WORLD
    Accustomed to Crowds
    Caves of Steel (Tech-Use -> basic)
    Hivebound
    Wary
    Speak Language (Malfian Hive Dialect)

    SCUM
    Speak Language (Low Gothic) (Int)
    Blather (Fel)
    Charm (Fel)
    Decieve (Fel)
    Awareness (Per)
    Common Law (Imperium) (Int)

    Unremarkable
    Melee Weapon Training (Primitive)
    Pistol Training (SP)
    Basic Weapon Training (SP)


    Background:
    Spoiler
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    History:
    Summary:
    Spoiler
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    Bastard son of a noble, Mordicai grew up in the underhive, rightly blaming his father for his mother’s loss of status. Brought up by a gang and hated it. (At 10) Visited mid hive to escape and found con artist several years older than him. She recruits him as a lookout/apprentice. Eventually becomes competent at crime (now about 16) and ends up robbing his father’s house “to claim his birthright”. Finds evidence of Xenos and shops him out.

    Full:
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    Mordicai Taura was born in the underhive, his mother left with no-where else to go after her family turned her out for her fling with a Hive Noble, his father. He grew up on tales of his Father’s supposed nobility, gang violence and a superstitious version of the Imperial Creed; the first of which he envied, the second he disdained and the third he took to heart completely. The gangers called him Mongrel for his claims to half a pedigree, a name he wore with pride. He quickly learnt how to avoid the violence – make friends with people who could protect him, lie to people who would blame him, and run from people who would hurt him. The fact that he hated the brutal gang violence around him worried him, as his divination (by which he set great store) told him that war was his place. By the age of 10, he was already a skittish boy; and only got worse after he was involved in an accident with a pollutant pipe, leaving a large blue stain across his chest and down his upper right leg, which pokes onto his right collar bone.

    It was not long after the accident when he started to visit the mid hive. He simply wandered, watching people silently, until on one visit he found Phebia – a con artist several years older than himself. He would hide a distance away, and watch her work, mesmerised half by her looks and half by the way people gravitated towards her. Eventually, he plucked up the courage to talk to her, to ask who she was and why people fawned on her. The woman was impressed by the boys cynical observation, and offered to take him in. Not, of course, as a charity case, but as a lookout, a prop and (eventually) an assistant.

    At 16, he was a competent con artist, thief, and all round petty criminal. Either he and Phebia would work a mark together or Phebia would distract them while he ransacked their hab. They were quite successful, and eventually Mordicai persuaded Phebia that they should take a crack at one of the spire houses. He even had one in mind – his father had a debt to pay. As it turned out, there was interest. The hit went almost perfectly smoothly, leaving Mordicai plenty of time to explore his father’s study.

    The walls were lined with glass cases each displaying myriad weird objects of different sizes and designs. Inside the great wooden desk at the center of the dim room, he found a whole stack of papers, which were carefully illustrated with images of xenos holding the objects which now decorated the walls of the room. Shocked, he immediately returned everything he had taken to the place he found it, and escaped. Feeling that he had finally found his war, he alerted the Arbites to his find. It was not long before he was asked to accompany a raid on the house, along with a representative of Inquisitor Meredith, who promptly recruited him. Phebia tried to tell him not to go, but he was too swept up in his chance to finally make his divination come true to listen. It was until after he had left world that he realised that he would probably not ever see his friend again.


    Physical Description:
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    Mordicai is average height, but very wiry. He has short black hair framing a handsome, pale face – the nobility in his blood showing in his high cheek bones and aquiline nose. He is ashamed by the large blue stain down his right side and across his chest, which is easily visible if he is topless, and occasionally visible to an observant viewer on his collar bone, just above the neckline of his clothes.


    Personality:
    Spoiler
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    Mordicai is skittish, devout but personally ambitious. He sometimes becomes overconfident in himself, but this bubble is quickly burst when things start going wrong. He is convinced that the emperor has a special plan for him, possibly involving him fulfilling the promise of nobility he has decided is in his blood, but he isn’t quite sure. He knows it involves some sort of war, whether literal or metaphorical. He often tries to tie the things that happen to him into this plan. He had never met a psyker before entering inquisitorial service, and had only ever heard of witches. Having been assured that sanctioned psykers are NOT, in fact, witches; he is now merely threatened by them, and freaked out by any direct experience of psychic phenomena.
    He is always on the lookout for potential threats, wherever they may come from, and thinks in terms of escapes. He is highly personable, and will always try to make friends with powerful people in social groups – people he sees as being able to protect him. This does not mean he will try and alienate anyone – where possible he tries to avoid confrontation. This personal conviction against conflict does not, of course, extend to traitors, heretics or xenos, all of which he abhors as much as any good imperial citizen.
    He is also easily excited by new opportunity and new ventures. He quickly leaves the past behind in the moment, and looks back with regret later. So it is with Phebia – he still misses her, and is still downcast when he thinks of her, although this happens less and less as time passes Still it only needs someone to do something she would have done, or say a phrase she often said and he goes into one of his moods.




    Mordicai will take a fake surname - he's used to it for scams. Mordicai Tybalt.
    He is happy being either a servant or noble, as his deal is deceit and playing nice, so he'll do what he's told. Looks like he's gunna be a noble. He'll like that, since that's what he aspires too.

    So he doesn't slip up too much, his back story can be that he's from a small up-hive noble family who has spent most of his teenage years slumming it down hive, and his family have decided that enough is enough and threatened to cut his allowance unless he did what they want, in this case going to somewhere where he can 'mix with his own kind'.

    What do people think?

    EDIT: Alternatively, my backstory could give me some sort of relationship to Scythia, to give us an excuse to spend time together in private to conspire. Wayward brother who ran off to a hive?

    EDIT2: Or, we could all be Scythia's servants.
    Last edited by Betrayer; 2013-05-02 at 02:20 AM.

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    Kobold

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    Default Re: Lost and Gone Forever [OOC]

    That could work. Other option is to use the fact that the Adeptus Mechanicus is outside of the traditional hierarchy and have Isidore fill the other "noble" slot. Either way should work, I see him more interacting with other tech-priests though regardless of his "rank" in the charade/skulking around to check systems he shouldn't be.

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    LeSwordfish's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    As I've said, i'd recommend more than one noble. This information so far should be enough for me to fill in the blanks in my IC post.
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    Default Re: Lost and Gone Forever [OOC]

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    Default Re: Lost and Gone Forever [OOC]

    Betrayer; that relationship's kinda difficult, as Scythia's home-world is a feudal one that didn't really have an underhive. Still, she could've run into Mordecai later once she started to spend time in 'civilization': either as a civilian or later as an Arbitrator. ;) You up for either of those?.

    Hmm... I'd originally intended Scythia to be acting as a servant and snarking at the noble, but if we want the 2/3, I'm fine rolling with it. She unfortunately doesn't have Charm yet, since that's level four, but the Noble bonuses should compensate for that at least a little bit...
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    EvilClericGuy

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    Default Re: Lost and Gone Forever [OOC]

    Ok, what about we're (supposedly) cousins, by marriage with some Hive Noble running off to settle on your home? Otherwise friends also works.

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    Default Re: Lost and Gone Forever [OOC]

    We could potentially insert in two teams, or even three. I mean, we could have Scythia and Mordichai as separate nobles, Cat and Lorr could pose as their personal body-servants/aides, and Isidore could either arrive alone or attach to one of the groups as a friend/acquaintance of the noble?

    It could allow us to explore different areas/move in different crowds and possibly throw off suspicions about a large group arriving. Of course, it's up to Swordfish whether it's allowed or not...
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    Major Kiaslu's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    Quote Originally Posted by Betrayer View Post
    Ok, what about we're (supposedly) cousins, by marriage with some Hive Noble running off to settle on your home? Otherwise friends also works.
    Wait.... Are you talking cover ID, or their real background there? ;) Sorry, it's late and I legitimately can't tell.

    *shakes head to clear it* When it comes to the Tybalt ID, I'm fine with whatever links you prefer to get a fellow noble aboard. Scythia's not the best at maintaining a front but knows it, so she'll be leaving that with Mordercai.
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    EvilClericGuy

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    Default Re: Lost and Gone Forever [OOC]

    Sorry, I was talking cover.

    I think, real back grounds wise, you would be more likely to be trying to arrest me than being friends...

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    Major Kiaslu's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    *nods* Now I'm with you. ;) Note to self; don't post just before almost going to sleep.

    Having a link is pretty much essential, as they're supposed to be going on holiday together but the closer it puts the two.... honestly the better, when it comes to confurring and such.

    Scythia isn't the social expert, so it's probably best to leave the call to Mordercai. Just... feel free to wind her up a bit. ;) I feel some banter between them would be fun, and they're both going to keep it down when the mission comes up.
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    Default Re: Lost and Gone Forever [OOC]

    Whew. I turned on my laptop this morning - black screen with just a mouse cursor. Turned it off and on again, and it started repeatedly running disc scan/repair programs which ended up in the same blank screen. Fortunately, my dad works with computers and was able to dig around in the bowels until he found the problem - some kind of conflict between two anti-virus programs, ironically. Would have been a great start to the adventure...
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    Default Re: Lost and Gone Forever [OOC]

    Huh. Hope that didn't come out too nastily. Cat's not the most rabid supporter of the Nobility - especially when they get a bit snarky
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    LeSwordfish's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    Quote Originally Posted by Aneurin View Post
    Huh. Hope that didn't come out too nastily. Cat's not the most rabid supporter of the Nobility - especially when they get a bit snarky
    You're going to love the malfians then. And [name redacted by order of the inquisition]. And half the NPC's in the campaign.
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    Default Re: Lost and Gone Forever [OOC]

    Oh, this will be fun
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    EvilClericGuy

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    Default Re: Lost and Gone Forever [OOC]

    @Major Kiaslu
    What's Scythia's cover? Is she just herself?

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    Default Re: Lost and Gone Forever [OOC]

    I was asking you. ;) I kinda figured Mordercai, since he got to use his own cover ID of Tybalt, to define what role the second noble would take. If you want, I can come up with something for her, but was trying to see if you wanted to take a crack at something first.

    EDIT: Probably best if she doesn't go entirely as herself, as she's known on Scintilla.
    Last edited by Major Kiaslu; 2013-04-11 at 06:19 PM.
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    Default Re: Lost and Gone Forever [OOC]

    Anybody else reasonably looking at Donner can take an awareness test, and if they pass can check the spoiler.

    Worth noting here, since I forgot it in the OP, Scrutiny, Psyniscience, and other tests where you shouldn't know if you pass or fail, request them from me and i'll roll them. Exception is awareness, since everybody's rolling awareness all the time.
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    Default Re: Lost and Gone Forever [OOC]

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    Awareness vs. 31
    (1d100)[36]


    IC post on the way.
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    Default Re: Lost and Gone Forever [OOC]

    I'm really going to have to be disciplined now - watching LCP's game, I've been able to look at all the spoilered stuff and see things the players don't. Now I guess I need to keep my curiosity in check.


    In hindsight, a servant is likely to stay quiet quite a bit, at least in public. Still, that doesn't stop Lorr observing everything going on:
    Edit: Looks like he's not paying attention after all.

    Abraxius party
    AwarenessVs38: (1d100)[84]

    Lady Van Haal
    AwarenessVs38: (1d100)[41]
    Last edited by Malachite; 2013-04-12 at 06:12 AM.
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    Major Kiaslu's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    Time to roll some Awareness checks! Since Scythia is paying attention to Her Ladyship, as Donner just was, I figure a glance in the steward's direction is justified (1d100)[64] TN 38

    Now, anything from Awareness on the other two?

    Abraxius party
    Awareness TN 38: (1d100)[25]
    Lady Van Haal
    Awareness TN 38: (1d100)[80]
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    Default Re: Lost and Gone Forever [OOC]

    Hang on, is the test sight-based? If it is, Cat has a +10 and actually passes.
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    EvilClericGuy

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    Default Re: Lost and Gone Forever [OOC]

    Well, check for Donner and Each party...

    Donner
    Awareness Vs 62 (if Sight or Sound based): (1d100)[74]

    Abraxius party
    Awareness Vs 62 (if Sight or Sound based): (1d100)[50]

    Lady Van Haal
    Awareness Vs 62 (if Sight or Sound based) (1d100)[33]
    Last edited by Betrayer; 2013-04-12 at 07:02 AM.

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    LeSwordfish's Avatar

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    Default Re: Lost and Gone Forever [OOC]

    Yes, it's sight-based. Presume all awareness tests are, unless I say otherwise.

    Kiaslu requested some Scrutiny tests in PM: for future reference post them in the thread, my PM box is usually full-ish. What in general were you looking for?

    Rolls
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    (1d100)[35]
    (1d100)[6]
    (1d100)[34]


    Successful Awareness/Scrutiny: Abraxius party
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    For all the talk of genetic manipulation, the bodyguards seemed to be slightly bionically modified anyway. On the back of their necks were small sliver devices, the size of a packet of lho-sticks, with wires leading into puckered flesh.

    Common Lore (Tech) -10 will identify the devices.
    - Avatar by LCP -

  29. - Top - End - #29
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Lost and Gone Forever [OOC]

    Completely forgot Isidore has an auspex: Abraxius party: (1d100)[66] TN 45 (15 + 30)

    Tech -Use to scan the area for any unseen threats/anything unusual: (1d100)[61] TN (60/70? I THINK there's a +10 to the check, but I'm AFB right now and forgot to mark it on his character sheet )

  30. - Top - End - #30
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2011
    Gender
    Male

    Default Re: Lost and Gone Forever [OOC]

    Secret skill check of secretness:

    Spoiler
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    (1d100)[76] TN 15 Common Lore (Tech) Because for some messed up reasons Tech-Priests don't start with it trained.... Yup, Isidore's knowledge of this type of implant is sorely lacking...

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