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Post by Warhammer Exec (Dane) on Feb 6, 2012 17:44:50 GMT -5
Anyone noticing this, and not in Dark Heresy, give me a shout at DanielThomasMoore@hotmail.com if you're interested in joining. Otherwise, this is the loot from Mission 1. Mission 1: Exterminatus All Items are common quality: There are three of each of the Las Weapons on page 120 of the Inquisitor's Handbook. There is also a single Snare Gun, from page 152 of the Radical’s Handbook. There are three Incendiary Missiles, and a Single Krak Missile from the Deathwatch Core Book. There seems to be no other meaningful ammunition, and a great many weapons retrieved were not fit for use and are essentially scrap metal. The ammunition and weapons may have been destroyed by the Tau, or other items may have been kept in a separate location: the armoury you broke into seemed organized in the manner of a research facility, and may have been used as such, rather than a military armoury. There are some very interesting devices, which were found in the basement of the armoury. There is one Lucius Pattern Hellgun: Basic (Las), 110m, S/-/-, 1D10+4 E, Pen: 7, Clip: 30, Rld: 2Full There is one Long Las: Basic (Las), 150m, S/-/-, 1D10+3 E, Pen: 1, Clip: 40, Rld: Full, Accurate, Reliable There is one Soundstrike Pattern Astarte Missile Launcher: Launcher (SP), Heavy, 250m, S/-/-, Ammo Specific Penetration and Damage, Clip: 8, Rld: Full There is one Special Issue Aurelius Pattern Lasgun, Basic (Las), 100m, S/3/-, 1D10+3 E, Pen: 0, Clip: 60, Rld: Full, Reliable, Haywire (+10, 3m field, half action) The Lasgun is Matte Black, rather than the normal Chrome, and has a Blue Lightning Bolt emblazoned on it: images.wikia.com/warhammer40k/images/d/dd/Storm_Wardens_icon.pngThere is one Engraved Kroot Shaper Rifle, Basic (SP), 150m, S/-/-, 1D10+5 E, Pen: 3, Clip: 8, Rld: Full, Accurate, Smoke, Grants: Unnatural Senses (5m) to wielder. The engravings give the rifle the shape of a diving Kroot Hawk, it's wings closed, and its mouth opened around the barrel of the weapon. There is one Ciphered Lucius Pattern Hellgun: Basic (Las), 110m, S/3/-, 1D10+4 E, Pen: 7, Clip: 30, Rld: 2 Full, Special: Flame (20m), Reliable, Accurate. Blue-Green runes shift across the surface of the weapon, and the grip is marked with a ball of flame in the same blue-green lettering. There are two Stasis Grenades: Astartes Stasis Grenade (2): Thrown, Range: SB x 3, Deathwatch Core Pg. 151 There is one Astartes Force Axe: Melle (2 Handed), S/-/-, 1D10+8 R, Pen: 6, Unbalanced, Force Weapon (DW, Pg. 155) The axe is a special issue force weapon: normally force weapons are either staves or swords. It dawns of the wielder that this item may be of significant value. No non-psykers will recognize the weapon as anything more than a power weapon where the field has stopped functioning. Dilation Field: Requires a -30 Tech Use test to understand, and activate, but otherwise functions as described in the Deathwatch Core Book on page 172, but only for 1D5 rounds, rather than 1D10. It is small and spherical in shape, roughly the size of a closed fist, and green runes pulse ornatley on its surface.
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Post by Nygil, Nickolie on Feb 7, 2012 3:30:44 GMT -5
Engraved Kroot Shaper Rifle, MINE!
also one of the Stasis Grenades is mine as well.
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Post by Warhammer Exec (Dane) on Feb 7, 2012 19:46:14 GMT -5
The Serenity (Transport): [Profit Factor: 50] 44 / 48 Power 36 / 40 Space 29 / 40 SP
Speed: 4 Detection: +10 Armour: 13 (All Around) Space: 40 Manouverability: -10 Hull Integrity: 40 Turret Rating: 1 SP: 20 Weapon Capacity: 1 Dorsal, 1 Prow (Sunsear Laser Batteries) [Strength 4, Damage: 1D10+2, Crit: 4, Range: 9]
Cargo Hauler: Built in Main Cargo Hold
Special Attributes: Ancient and Wise, Haunted
Necessary Components: Lathe Pattern Calls 1 Drive, Strelov 1 Warp Engine, Gellar Fields, Emergency Gellar Fields, Combat Bridge, Vitae Pattern Life Sustainer, Single Void Shield Array, Voidsmen Quarters, M-201.b Auger Array, Main Cargo Hold
Optional Components: Auxiliary Plasma Banks, Arboretum, Runecaster, Xenos Habitats.
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Post by Warhammer Exec (Dane) on Feb 7, 2012 19:51:06 GMT -5
Ultima Segmentum: Maelostromus Proxi Sector: Caliban Sub-sector: Primex Terminus System
Vo’Ah (Primex Terminus) System: (1 Blue Sun) Ko’ah: Tau Protectorate (0 moons) Amnon Vectorus: Civilised World – Bureaucratic (0 moons) Galen II: Civilised World – Garden (1 moon) Ymnar IV: Feudal World – Feral (2 moons (Tiamat, Fenrir), mining) Molov IX: Dead World – Volcanic Thule: Agri World – (0 moons) Ralgor Extremis: Death World – Recruitment (Salamanders)
Circe System: (1 Red Sun) Minastorum Rex: Forge World Pyraxine III: Hive World – (0 moons) Radnar Secondus: Death World – Recruitment (White Scars) Paramar III (Salla): Feudal World – Servitude (1 moon (Kor), mining) Obscenia Sigma: Prison World (3 moons (Tyr, Sin, Kai), each mining)
Ultima Segmentum: Maelostromus Proxi Sector: Caliban Sub-sector
Ultima Segmentum: is the Segmentum of Imperial space to the galactic East of Terra. The Ultima Segmentum is home to the largest number of worlds in the Imperium as it is the largest of the Segmentums. It contains the Ultramarines' Realm of Ultramar. It has seen attacks by two separate Tyranid Hive Fleets, including Hive Fleet Behemoth and Hive Fleet Kraken. The major features present in this region of the galaxy include: The persistent Warp Storm known as the Storm of the Emperor's Wrath. The Maelstrom, a permanent Warp rift where the Immaterium and realspace intermingle much like the Eye of Terror, but on a smaller scale. The Maelstrom harbours various piratical Renegades like the Red Corsairs Chaos Space Marines and gateways to the Dark Eldar's Webway city of Commorragh who use it as a base from which to launch raids on Imperial space.
Maelostromus Proxi Sector: is a sector of space in the Ultima Segmentum bordering Ultramar on its eastern fringe, and the Helix Beta arm of the Maelstrom on its western fringe, the Storm of the Emperor’s Wrath on its northern fringe, and Wilderness Space elsewhere, making the sector all but impossible to leave without entering Ultramarine Territory. Caliban Sub-Sector: The Caliban Sub-Sector is a two system sub-sector, an isolated element of the Maelostromus Proxi Sector, cut off from other Sub-Sectors by lightyears of Void-Space. Currently an Ultramarine Fleet forms a blockade around this habitable sector intending to purge the entire sector of the taint of chaos. The Caliban Sub-sector borders the void-space or wilderness space between Maelstorm Primis, and Ultramar Secundus.
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Post by Warhammer Exec (Dane) on Feb 7, 2012 19:53:50 GMT -5
Flyer Speed is in 10m/s, Spacecraft Speed is in VU/s
Type: Barge (Spacecraft [1], Flyer [1]) Pilot: Stryder (Nygil) Name: Krump'nator Flyer: Speed: 16, 0 Weapon Mounts, Maneuverability -20. Armour: Rear: 30, Side: 30, Front: 36, Structural Integrity: 40 Spacecraft: Speed 16, 0 Weapon Mounts, Maneuverability -20, +10 to all boarding action or ramming related tests. May tow 2 other Spacecraft out of orbit. Armour: Rear: 30, Side: 30, Front: 36, Structural Integrity: 40
Type: Interceptor (Spacecraft [3], Flyer [1]) Pilot: Bullet Bill (Emmet) Name: Maximum Fuck Flyer: 0 Weapon mounts, Speed: 4 Maneuverability -10, Armour: Rear: 20, Side: 20, Front: 22 Spacecraft: 5 Weapon Mounts, Speed: 12, Maneuverability +10, Armour: Rear: 28, Side: 28, Front: 30, Efficiency: 8
Orca Dropship: Pg. 194 Deathwatch Rites of Battle (Chris: Eon Eagle 2.0)
Tiger-Shark Fighter Bomber: Pg. 197 Deathwatch Rites of Battle (Victor and Tareq: Minimum Fuck)
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Post by Krunk on Feb 9, 2012 13:05:47 GMT -5
Well I call these two as I am quite probably the best suited for them
Ciphered Lucius Pattern Hellgun: Basic (Las), 110m, S/3/-, 1D10+4 E, Pen: 7, Clip: 30, Rld: 2 Full, Special: Flame (20m), Reliable, Accurate. Blue-Green runes shift across the surface of the weapon, and the grip is marked with a ball of flame in the same blue-green lettering.
Soundstrike Pattern Astarte Missile Launcher: Launcher (SP), Heavy, 250m, S/-/-, Ammo Specific Penetration and Damage, Clip: 8, Rld: Full
Also I call said Incendiary and Krak missiles for use with the missile launcher.
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Post by Warhammer Exec (Dane) on Feb 9, 2012 21:59:09 GMT -5
For Brent: (All of these apply to your Dark Eldar; additionally, he is not yet a full Mandrake, but has atleast some Mandrake Blood) [All of this cost you 500xp]
I Shall Mutilate The Psyker: Dark Eldar have a pure unadulterated hatred for psykers. Many of the ones that are found by the dark Eldar are brought back to the Webway where they are used as play things. for their sadistic hedonistic desires.
Benefit: The character gains the Hatred (Psyker) talent.
Swift and Keen: Dark Eldar are incredibly fast and have very keen senses. Much like their Eldar cousins, their range of sense and their speed is far surpasses the average human.
Benefit: The character gains the Unnatural Agility Trait (x2) as well as Heightened Senses (Sight, and Hearing)
The Thirst: Unlike the Eldar, Dark Eldar do not possess spirit stones thus their souls are always being leeched away by Slaanesh's thirst for Eldar souls. the Dark Eldar counteract Slaanesh's harvesting of their souls by making pillages to mortal the mortal realm to consume the souls of the living.
Effect: After two days without souls a Dark Eldar will begin to feel the effects of Slaanesh's hunger. The character will take a level of unhealable fatigue for every day until they can once again harvest souls. When the character is under the effects of unhealable fatigue, he is soul-starved, otherwise he is sated.
Soul-Starved: The Dark Eldar feels the scratching of Slannesh in his mind, bits of the elder tongue start slipping into his speech, and he becomes more concerned about action then subtlty.
Penalty: Gain ‘Disturbing Voice’ [+10 to Intimidate, -10 to Charm], Lose ‘Unremarkable,’ regardless of the source.
Sated: The Dark Eldar has had his fill of souls, and is composed, and able to blend into the crowd.
Effect: Gain ‘Unremarkable’ [Character is easily forgotten.]
The Damned Brothers: Dark Eldar are largely the remnants of the pleasure cults that caused the Fall of the Eldar. They are far more suseptible to the predation of Chaos than their cousins.
Penalty: The character gains twice the normal amount of corruption points that other characters would recieve.
Balefire: Mandrakes have the power to syphon their enemy's life-force to empower their own fell arcane prowess. If a mandrake has killed a sentient creature within the past 24 hours, it may use Balefire.
Balefire [Basic; 50m; S/3/-; 1D10+6 E; Pen: 4; Recharge, Flaming] Any target struck takes a pinning test. If they would already be forced to take a pinning test the difficulty increases by 10.
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Post by Warhammer Exec (Dane) on Feb 29, 2012 12:27:57 GMT -5
Rewards for Mission 2.1:
Inquisitorial Recommendation of trade (+0): Any item(s) which when compared to the table Pg. 272 Rogue Trader Core may be acquisitioned automatically.
In addition to this bonus there are several vials (10) of Frenzon in the treasury room, each contained within an injector.
Tareq and Victor pick up a Ghost Sword and Fractal Blade: Ghost Sword: Melle;1D10+3E;Power Field, Balanced;AP:6. Fractal Blade: Melle; 1D10+1R;Power Field, Balanced; AP:7.
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Post by Warhammer Exec (Dane) on Mar 6, 2012 16:57:18 GMT -5
Mission 2, Part 2, Loot:Loot: Victor Only:When the Tech-priest Korgath faded from the sight of the party, taking with him his protection from the warp, he was not lost to time, but rather time stretched on and on for him, filling the space of a few minutes with the experiences of several hundred years. He grew desperate for release from the warp, but it would not come, nor did he age, nor could he die while his will to maintain the gellar field persisted. Several times it crossed the priest's mind to turn the device off, let the creatures in, and succumbs to their terrors. Then, as if drawn by the indeterminable direction of warp travel, Korgath came upon the same shadows he had glimpsed earlier, Aurelius Caine and the Tech-Magos exchanged their gift as they had when viewed earlier, but as Korgath came nearer the scene, the Gellar field tore at the two shades. Aurelius fled his robes aflame from the conflict of warp-energy and Gellar field. The Tech Magos held his ground, and looked to Korgath as if they occupied the same plane. He smiled, and as the gellar field washed over him, flesh, clothing, and body were torn away. Falling to the ground in the pile of ash left behind by the Warp-shade of the Tech-Magos, rested a Mechadendrite arm or incredible craftsmanship, as well as a green, palely glowing crystal. As Korgath bent down to gather these gifts, there was a flicker in the consistency of the warp, and the Tech-priest re-emerged in our own reality, standing in the arboretum of the Firefly, stunned, yet still in possession of the green crystal (which he tucked away on his person) and the Archeotech (Ballistic) Mechadendrite arm. [Mysterious Crystal] [Best Quality Mechadendrite Arm, Pg. 158 of Dark Heresy] [+2D10 Insanity] Nygil Only:Stryder's experience in the warp, perhaps brought on by his unique physiology, was incredibly different from that of his compatriots. Though he could see the shadows of his friends, and though he followed them throughout their journey, the world the kroot saw was not that of the primary reality. Fires bloomed in the distance, and the walls of the labyrinth were gone. There were few landmarks, few steady elements to the kroot's reality, but many creatures, and many plants which seemed to grow older or younger in no particular order, be birthed, wither and die, with no seeming consistency. Those creatures which remained for more than a few moments, were immediatley hostile, and Stryder noticed within his first combat that the creatures tried, to tear the Spirit Kroothawk which perched upon his shoulder, from it's rest there. Needless to say, the Kroot took personal offence to this attack on his native culture. For what seemed months, he followed and protected those he looked to as friends, while slaying the creatures which assailed him. Stryder noted that the Kroothawk grew larger, stronger and more powerful, but still the kroot was assailed. Finally, over come with weariness, kept from rest by the denizens of the warp, Stryder was set upon by a blood-letter, its serated blade pressed against the kroot's throat, all of Stryder's strength bent into keeping the sword at bay. But he could not hold, and as the blade pressed closer, he reconciled himself to death. The Kroothawk flit away, a few feet from the bloodletter, and as if drawn by scent the bloodletter turned its face to watch the bird. As did Stryder, out of the corner of his eye. The bird grew larger, as it had been the entire journey, and its shape melted and seemed to pour into a new form, that of a kroot hound, strong, and tall: a fine example of its breed. Without a moments hesitation the bloodletter turned its rage on the new threat, leapt at the creature, the kroot forgotten, its sword swung for the hound's neck. The dog dodged almost-lazily aside, circled around behind the red demon, and leapt for the back of the creature's neck. Stryder and the hound shared that meal, and many more over the course of several months of warped-time, and when the world was put arite, the kroot found that the magic had gone out of his kroot rifle, but that the hound had followed him from hell, and stood beside him in the arboretum. He knew immediatley that the creature was intelligent, and testing a strong mental bond to the creature, Stryder discovered with ease his new ability to see through the creature's eyes. [Ghostly Kroothound, as Kroot Hound page 23, Deathwatch - Mark of the Xenos] [3D10 Corruption] Emmett Only:When Bill goes back to his room, after going through about 5000 of the near limitless languages that it knows, his gun catches on a single word that Bill hears: 'Shoot.' And though little attention is paid initially, the gun then says 'Gun,' and Bill gives the weapon his rapt attention. A voice then explains in cold, careful terms, that the gun has resources still untapped. Bill hears 'Better Gun,' and follows the demon's instructions, opening his mind just a little bit, he finds that he can see through the gun's 'eyes' looking directly from the barrel of the weapon when he fires. During looting of the planet, you also keep your eye out for anything shiny resembling a weapon, and stumble on a crew member with a Lascutter for heavy drilling. You look at him intently for a minute, Hellgun gripped tightly in your hands: at first he doesn't seem to notice you, but eventually your staring gets his attention, and not wanting to start a fight, he puts the Lascutter on the ground at his feet, and slowly backs out of the room. You of course, pick up the Lascutter, and add it to your collection of such weapons. [Demon Hellgun gains invisible Holo-Visor at will, Pg. 157 of Radical's Handbook] [Mezoa Lascutter, Page: 113, Rogue Trader - Into the Storm] [Power cells for the Mezoa Lascutter (12)] Tareq Only:With a bit of tinkering, and some free time, the explorator reactivates the Tau gun-drone, and programs the device to follow him about, meaning that he now goes about flanked by a servo-skull, and a gun drone. After this tinkering, and attempting to avoid notice, the Explorator enter's the dead captain's quarters, going through Mal's things. He finds dossiers on each of his fellow officers, including the time they came aboard, how long they've served with Mal, and similar aspects of crew life. These dossiers offer little in the way of expository history, and any history that is offered could easily have been falsified when aquired (the D. Eldar may have claimed he was human when he came aboard, Chris may have concealed his link to a penal planet.). These documents give you a little insight into you fellow crew mates. As he continues to look around the office, delving into the many drawers of a large desk, the explorator notices a poorly concealed hidden drawer, and opens it. In a blink, a small, scaled creature, six legged and with green chitin, leaps from the drawer and latches on to the Explorator. Its no larger that a balled fist, and it grips tightly, despite the Explorator's attempts to brush it off. The creature quickly climbs about his robes, and finds flesh, burrowing deep and painfully into the Explorator's flesh. Moments later, his new captain enters and the Explorator struggles to keep his composure. He now recognizes his plight as a double heretic: a non-sanctioned psyker, and a xeno host. Retiring to his room, the Explorator uses all the technology at his disposal to attempt to remove the parasite, but results (due to a lack of medicae knowledge) only in giving himself horrible scars around the entrance wound. Moments later, the alien physiology manifests more fully, the area near the wound forming copious ammounts of scar tissue and closing off completley, staunching the self-inflicted, and xenos-inflicted bleeding. Later, after a mental restart (explorators can do this, apparently) the explorator 'awakes' to realise that his body is maleable. At first it is an unsavory sensation, but quickly it comes under his control, and he is able to disguise the presence of the xenos completley, except at the site of the scarring, where an injury of a strange nature is fairly clear. Fortunatley, this area can be easily covered. In addition, the explorator learns two things: 1) he can manifest a type of xeno weaponry, the flesh of his hands reforming (overtop of the metal of those same hands) into an alien weapon (Spike Rifle). 2) The alien is present in his mind, exchanging thoughts, feelings, and amplifying his psychic pressence. After collecting his thoughts, the explorator regains his senses and prepares the Aquila Magnificus, placing it at the peak of the Hive, and tripping the switch to activate the device. [For more on the Aquila Magnificus: Rogue Trader - Into the Storm, Page: 135] [Ability to change hand into Spike Rifle at will, by suffering one level of fatigue. Additionally, this weapon uses fatigue as ammunition, the character suffering one level of fatigue for each shot fired. Page 29. Deathwatch - Mark of the Xenos] [+ 1 Psy Rating. You are now Psy Rating 2.] [Hypnotic Gaze Psychic Power: Page 29. Deathwatch - Mark of the Xenos] [Gun Drone, page 12 Deathwatch – Mark of the Xenos] [Gun Drone has a Pulse Carbine with a single clip; Pg. 366 Deathwatch Core.] [Servo-skull, as Mono-task Skull, page 145 of the Inquisitor’s Handbook] Chris Only:As others are pursuing their baser interests, the new captain of the firefly is busy securing his position, taking reports from crew members disgruntled by looting, or overzealous about looting, or otherwise concerned about loot-related matters. These discussions go well, and the new captain feels more secure in his positions. After his liasons with the Crew are finished, the New Captain (full of new confidence) returns to the scene of Mal's grisly murder, walking in on a slightly disgruntled Explorator, who quickly excuses himself. Having about as much respect for the privacy of the dead as the previous occupant of the Captain's quarters, the New Captain goes about searching through the room, stumbling upon the same dossiers which the Explorator had discovered, but for the most part ignoring them, tucking them away for later reference. Turning to the captain's sleeping quarters, having a better judgement of human nature than his logical friend the explorator, the new Captain lifts Mal's matress to reveal a small cupboard containing a few important things: 1) About 300 Throne Gelt. 2) 3 flasks of firewatter 3) a device which you don't immediatley understand, but has a rather obvious button, and resembles a flashlight. Upon flicking on the 'flashlight' everything in the 'light's' beam is plunged into darkness. [Firewater: Page. 136, Rogue Trader - Into the Storm] [Blacklight Projector (Likely known to you as a Shadowcaster, though you never thought to be in possesion of one.) Page: 139, Rogue Trader - Into the Storm.] [300 Throne Gelt: Useful for bribes, but not really for buying things.] [Bonus Moral, yay!] [+10 Fellowship] [+10 to all Command Rolls or all Charm rolls, your choice] [Two clips of Bolt Ammunition] Brent Only:Back in the Xeno’s quarters, the dark eldar, happy in his pyromaniac destruction of his previous captain, a man who ostensibly brought him in, gave him a home, and helped him evade imperial notice, the creature is surprised to find a sword laying across the primitive bed of his ship-quarters. Checking the door, the eldar finds no problems with the locking mechanism, and despite being mildly concerned about the presence of another life-form in his room, picks up the sword, and turns it about in his hands. The hilt has a hollowed area, and on a whim, the eldar slots the psycrystal into the blade. For a moment the entire weapon glows purple, and then the glow fades. Upon further inspection, admiring the quality of the weapon, it dawns on the Eldar that this item is made of the same material mined on the planet he has just finished pillaging. [Psycrystal] Glows brighter dependent upon the presence of psykers.
Everyone:
General Loot: Comm Leach Blood-bolt Chest, unlocked. Rendering Apothecarium Privacy Field (Tech use (+0) to know what this is.) 2 x Intrusion Spirit (Knowledge Heresy (+10) or Tech Use (+30) to know what this is.) 1 x Pict Fly + Dataslate (Dragonfly) (-30 Tech Test to use this, -10 Tech Test to know what it is.) 2 x Vox Bugs + Dataslates (Beetle) (-20 Tech Test to use this, +0 Tech Test to know what it is.) 2 Kg of Melta Gel (Emmet knows what this is. Anyone else: Tech Use (-10)) 2 x Dataslates with EXPOSITORY DIALOGUE! (Plays automaticaly upon opening the chest.) 6 x Chameleoline Cloaks (-10 to hit in Melle and with Ranged attacks) Aurelius Caine's Great-Axe: 2D10+2 R, Pen:2, Tearing, Unbalanced, 2-Handed.
Other things Looted: Rations and Food (Boosts Morale, yay!) Crates of Lasguns.
Looted Vehicles: Apocrypha Page 11 and further. 2 x Macro Hauler 1 x Enforcer "Scarab" Patrol Cruiser 2 x Sentinel Power Lifter (Lathe Pattern Mark XXV) (Into the Abyss book, page 144) 1 x IO Pattern Termite
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Post by Warhammer Exec (Dane) on Mar 7, 2012 11:21:15 GMT -5
Dataslate 1:
Voice 1: I have brought what you asked of me, the codes were simple to procure, but it cannot be known it was I who leaked them. What word of Aurelius? He grows dangerous, I think. I should not like to be present when his tampering is brought to fruition.
Voice 2: There is no need to concern yourself with Caine. The child amuses himself with Gellar technology, and overlooks the greater depth here, the depth that my predecessor persued, a type of depth you yourself likely fail to conceive of.
Voice 1: I’d rather he was removed, despite your assurances, his experiments are worrisome. They are not limited to Tech-heresy, the creature bleeds into the realm of true heresy. There is no pursuit of knowledge, no greater goal, only a hunger for power. He is short-sighted, and knows not what he brings upon this world.
Voice 2: He brings nothing ‘upon this world.’ You are foolish to estimate him in so high an esteem. He plays with forces he does not understand, and he is limited by his own desire for power. Beyond that, all I need do is report him to imperial sanctioners and he’ll be crushed. No, Aurelius is not a threat, and you would do well to remember that you serve me, that I am your master, and that with the knowledge of my Magos before me, we might do something great, we might discover a technology lost to time. We might restore the Imperium to its former glory, might restore knowledge of the Machine Spirit to the materium.
Voice 1: I am behind you. My loyalty is not a question, but you reach for greatness, and I fear petty men like Caine will do not but stand in your way.
Dataslate 2:
Voice 1: You have failed! You must admit to yourself, and to your cause, that it is ended. You cannot move forward, there is too much suspicion. You cannot squash Aurelius as you once could, as you should have before he came to his power.
Voice 2: I can still work with the man! Our purposes are not the same, but his power can be used to augment my own. If only the reactor had held – but it is too small, I knew it would be. Perhaps I should not have risked so much.
Voice 1: Perhaps it would be better if I separated my fate from your own?
Voice 2: Speak carefully, child, my use of you is not yet done.
Voice 1: I believe two things, Magos: that I am done with you, that you have over-reached, that your heresy cannot be maintained, and second, I believe that Aurelius is the greater of you two, that he has vision beyond the credit you grant him. That his sacrifices, that his rituals will bear fruit you could not imagine.
*A yell cut off by the crunching of bones*
Voice 2: Then you will be rendered down, and you will pay my way into Aurelius’ good graces. Such a fool! You and your new master! I’ll give him your corpse, and he’ll be happy with his new sacrifice, he’ll be happy with the tools of heresy I grant him, and I’ll drift into the shadows, bring back the dead, and return the imperium to its height, return technology to its place at the head of the imperial hierarchy!
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Brent Not An Imposter
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Post by Brent Not An Imposter on Mar 8, 2012 1:14:59 GMT -5
I, Brent, not an imposter, but the real Brent, claim the snare gun.
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Christopherrrrrrrrr
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Post by Christopherrrrrrrrr on Mar 8, 2012 1:47:19 GMT -5
I claim 2 civitas pistols, a dueling las, 2 steel burners, and the privacy field or whatever, once we figure out what it is.
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Post by Nygil, Nickolie on Mar 8, 2012 3:44:59 GMT -5
I claim a Chameleoline Cloaks, and get out of the way.
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Post by Nygil, Nickolie on Mar 10, 2012 14:41:57 GMT -5
So, talking about making a guy who has common sense, can talk to folks and generally makes the ship and crew act like reasonable folks while making some basic connections (like knowledges, peer, and some small hint of tech). Turns out they have a class for that.
Seneschal (Renown, High Venedeta, Chosen By Destiny, Savant, Noble Born) May spend a fate point to pass a Ciphers, Lore or Logic Test Add one degree of success to any Commerce, Inquiry or Evaluate test Will power test not to fight someone who insults me or mine +10 Fellowship tests with Xeno -5 will tests VS xeno tech/powers +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations. +1 profit Factor Must pick a hated foe who is out to get me at all times
Trained Skills: Barter, Commerce, Common Lore (underworld), Deceive, Evaluate, Forbidden Lore (Archeotech, Xenos), Inquiry, Literacy, Speak Low Gothic, Rouge Trader and Trader's Cant, Awareness, Charm, Disguise, Dodge, Tech-use, Shadowing, Logic
Logic, Literacy, Speak High Gothic and speak Low Gothic as basic skills
Inquiry (+2), Barter, Commerce +one level
Talents: Basic Weapons Training (Universal), Pistol Weapon Training (Universal), Peer (Nobility, Workers, Void Born, Underworld, Government and Mercantile) and Paranoia
Gear: Common-Craftmenship Inferno pistol, Common-Craft Boltgun, Xeno-Mesh Armour, Autoquill, dataslate, micro-bead, multikey, synskin, chrono, cameleoline cloak, two sets of robes
The numbers in brackets are the number of advances in that stat I've taken. Strength: 25 Toughness: 30 (2x) Agility: 40 (2x) Perception: 50 Will: 30 (3x) Fellowship: 80 (3x) Intelligence: 70 Weapon Skill: 25 Ballistic Skill: 30
Starting Wounds: 9 Fate: 3 xp: 9000 spent/total
Not sure a name yet but I have a cool story for him that shall be posted soon.
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Post by Nygil, Nickolie on Mar 10, 2012 15:21:08 GMT -5
So turns out this guy was on the ship the whole time. He used to work for Malcom's uncle when he ran the ship. Then when Mal took over the two of them did not get along so my guy was put in charge of 'human resources' and hidden away in the paper work at the heart of the Serenity.
Now, with the captain dead he has stepped forward. Raised in House Reynolds as a first mate and servant from birth this guy is a master of running a ship, dealing with merchants, and is trained well in tech, and command. He is a smart man, with the skills needed to stand next to a king and run the man's empire for him.
This guy is more well learned than most people, but has a strange love for the xeno side of things. He has long looked a little to hard at things best left alone. As such the Ordo Xenos has ordered him to face inspection and repentance.
He is in his late forties, not known for his combat training (though he is pretty good with his pistol), nor is he know for being specially strong, tough or brave.... though years of dealing with danger have made him fast, quick witted and a master word smith.
His vice is 'nice things'. He like to outfit his rooms with objects of class, art and wealth as well as a special love for xeno items. This tends to spill over, allowing those on board the ship access to some luxury items they would normally not get. (such as pillows, wine and nice shoes).
AS for how he joins the party, he simply steps forward introduces himself and informs that by ship law it is his place to act as 'Voice' of the crew, and act as agent of the Reynolds Dynasty. So long as he is with them no one will question the lack of Mal, as it is normal for a Rouge Trader to send his Seneschal to deal with others... and this guy is a noble born member of the house.
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