|
Buying BS +5 and Swift Attack from rank 4.
|
# ? Jan 28, 2017 07:42 |
|
|
# ? May 19, 2024 08:38 |
|
Katrina Mach Having survived thus far, Katrina turns to her studies on improving the human body. A project that her dear uncle was working on with her was a flesh based Machinator Array, consisting of extremely dense synthetic muscle and flakweave supports, combined with a bit of plastic surgery, her face and features looked exactly the same before the procedure. However, the extensive rebuilding of her musculature left her three times the weight she was before. Taking +5 FL and Machinator Array
|
# ? Jan 28, 2017 08:03 |
|
Reptar takes +5 to both Strength and Toughness, from DW apothecary rank 1 table
|
# ? Jan 28, 2017 08:27 |
|
Marakena Krokodil Buying Unarmed Warrior, Dodge +20, Hotshot Pilot, Secret Tongue (Pirates) Killed a bunch of dudes corruption: 1d10 3
|
# ? Jan 28, 2017 11:19 |
|
Chapter II.I: The Winnowing The crew has made their decision, and get's read for the jump to the Ragged Helix. It's a short journey, according to the map, and should take about five days. Unfortunately, Grigori has some difficulties navigating the Vortex, and isn't quite used to using the Frozen Heart in place of the Astronomicon. The trip takes about a month. During this time you you spend a few days trapped in a cloudy warp rift. Grigori, to his credit, manages to get you out quickly. But the foul gases that permeated the rift infiltrated the ship, somehow, and now a plague runs rampant through the ship. The disease causes fleshy fungal growths to slowly take over the body and kills thousands every day. And after the victims die, the fungus raises them again to blindly and mindlessly attack the uninfected. Zyp has barricaded the officers in the upper decks until a cure is found. Reptar and Katrina set to work immediately, but things seem grim. Neither of them are particularly great researchers, and it could be weeks before they cure the plague. On the first day of the plague, the Songbird shrieks out a warning. Somewhere on the ship a daemonic incursion has occured. Since most of the ship is blocked off and left to fend for themselves, no response is mustered to clear it out. But the incursion isn't happening in the lower decks, it's happening in Volkmere's quarters as he rests, not quite asleep. A warp portal suddenly swirls into being, knocking him and his furniture around the room. Out of it walks: Not quite the usual daemon. Before you have time to speak the strange being waves a hand and paralyzes you. "Heyyyy there buddy! Nice ship you got, nearly went the way of Slaanesh myself, back when I was mortal. But you know how it is, my plans got in the way of all that. Names Achelois the Libratious, by the way. SAY! I see ya'll are havin a bit of trouble with a present left by that bloated toad Nurgle a few lightyears back. I could help you with that. I know you know a bit about medicine, but let's be real. You could study this plague your entire life and never be able to cure it. You just don't have the spark man. I don't mean to insult you, it's just the truth. Now before you say "gently caress you Achelois, I don't give a poo poo about those fuckers in the subdecks", let me tell you that 3500 of those bastards died today. If you and your merry band of freaks don't find a cure soon, ya'll aint gonna have enough bodies to crew the ship! And then you're ALL gonna die. And I'm not asking much. I don't even want your soul. I just honestly want you to expand your mind a bit, that's not too much to ask is it? And in return, I'll tell you the cure! Now what do ya say? Hukhukhuk and Sormus, need two successful medicae rolls. Both of you have a tn of 10 for this (medkits don't apply here), and you get one attempt per day. Schizotek fucked around with this message at 12:27 on Jan 28, 2017 |
# ? Jan 28, 2017 12:20 |
|
Volkmere ...It's been a very long day. The execution of hundreds of criminals still weighs heavily on Christian's shoulders. The whole act left him feeling... unclean. He was a soldier first, before anything else. It wasn't for him to carry out executions like that. That was for the Commissariate to dole out with their greatcoats and black-armored 'specialist details'. And on top of it the constant incursions of warp witchery from the constantly failing ship fields. It was enough to drive a man mad. Or perhaps it already had. That would certainly explain the sudden appearance of some strange being from elsewhere appearing right out of the privy. The moon-faced man only gets a few words into his speech before Volkmere is up and has pistols drawn, not that that seems to stop him from continuing his pitch. "...What are you talking about, 'expand my mind'? What might that entail, demon?"
|
# ? Jan 28, 2017 13:36 |
|
Vicissitude posted:Volkmere "What it sounds like, my friend. Make you smarter, and more knowledgeable about the universe you live in! The real universe, not the fairy tails drilled into your skull by the Corpse-king and his thralls! You'll be able to see reality in a whole new light!" Schizotek fucked around with this message at 13:56 on Jan 28, 2017 |
# ? Jan 28, 2017 13:49 |
|
Volkmere "Oh, yes, and then you shower me with visions to drive me mad. Sure, I'll see what's out there in the universe. Some blasphemous planet from deep in the pit that'll drive my sanity right out my ears. And where would I be then? No help to my crew, that's for sure. So give it to me now, in layman's terms before I pump a dozen bolts into your twisted head. What are you talking about?" Intimidate vs 70: 1d100 21 if it even does any good against a warp-denizen. 5 DoS.
|
# ? Jan 28, 2017 14:18 |
|
Aloisette Brannigan-Wong Aloisette quietly seethes with frustration at not being able to respond to the crisis in any meaningful fashion. She does her best to organize an quarantine and restrict movement around the ship but without being able to put magboots on the deck she can't be sure it's doing any good. Command tn 80: 1d100 3 if it's possible for that to help, i'd say it does. And works on making closer connections with the junior officers and bridge crew - they have to work together under strenuous conditions, a little glad-handing now will pay dividends later. Charm TN 90: 1d100 40 Charmed Junior Officers: 1d10+6 15 15/700.
|
# ? Jan 28, 2017 14:20 |
|
Vicissitude posted:Volkmere "Did they beat your brains out in that monastery kid? I don't need your permission to do that kind of stuff. If I felt so desirous I'd turn your eyes into tentacles. My offering is what I said. No showing you the Frozen Heart or Nurgle's pusfilled taint to drive you completely bonkers. I can't promise that the process won't have its cost, but you'll still be a 'functional' human being (in Imperial eyes anyway) at the end of it. Mores the pity."
|
# ? Jan 28, 2017 14:35 |
|
Volkmere "...Fine. If it'll save our men and keep us all alive. But I swear by the Golden Throne if I don't like what I see, everything you are ends up staining the bulkheads." It's worth the risk. Hell, he's already seen a glimpse of what's out there. What's a little more at this point? It's a slippery slope, sure, but Volkmere is doing his duty to protect the Imperium. God-Emperor help him, he needs to keep them all alive. It's why they hired him, after all.
|
# ? Jan 28, 2017 14:49 |
|
The daemon laughs: "Yes...Now just lay back and relax! As you lay back and close your eyes Achelois presses his powder-white thumb on your forhead and then digs his fingers into your eyes. "This is going to hurt a little bit...." With a roar the world turns into...information. Information on every topic imaginable. It really loving hurts! And the lights! Lights in colors you didn't know existed before! Eventually your sensory perception overloads and you pass out. When you finally come to there's no sign of the Moonman. Your head feels....weird. You have trouble thinking past all of the information now crowding it. And your eyes....You aren't sure what your seeing, but you're pretty sure it's in some sense real. Just no part of this reality. You also know how to cure the plague! You should rush down to the lab and put that cog-girl and the supermutant in their place! On the door of your room is a small yellow sticky note. On it is written: You got what you wanted! But you lost what you had! Take 15+1d10 Corruption and 1d30 Insanity. Raise your Int to 40 and gain the Infused Knowledge talent. Gain the Psynscience and Forbidden Lore (The Warp) skills. Gain the Warp Sense talent. Schizotek fucked around with this message at 15:19 on Jan 28, 2017 |
# ? Jan 28, 2017 15:12 |
|
Ozubran "Oz" Pain Tokens: 2 When Oz isn't wasting his time on the bridge watching Zyp slowly crumble from the weight of her command, he spends it pacing back and forth among the various quarantine zones. The knowledge that there are enemies on the ship to kill was getting to the Warrior, though his blood (fungus?) lust had subsided from when the fungus originally attacked. When the first reports of the strange fungus were reported he wanted to rally up a bunch of the crew and take them on an Imperial-style purging but was denied that request as it likely would just lead to the crew he was leading becoming infected. When that didn't work, he asked to be let out beyond the quarantine zone alone to wage a one Eldar shadow war against the infected. His armor was sealed, and he had acquired a re-breather; by Khaine's wrath, they didn't even know if this fungus would even infect him! It was actually the genator Katrina that talked him out of it. If it was created by Nurgle it likely would have some effect on him, and she did explain enough to the Eldar to realize that there were more infection vectors than inhalation. As counter-productive as it was, Oz wished that one of the quarantine zones would break, and he'd be left with a good fight, even if he was overwhelmed by Nurgle's poor attempt to create orks.
|
# ? Jan 28, 2017 16:14 |
|
Katrina Mach Being the ship's doctor is thankless work enough already, what with the injuries and mixing hangover detox medication for Zyp and now this. Just great. Where to even begin with this plague? Her own blood was poisonous and her origins tainted by the warp and hidden away, that might be a start. In her quarters, Katrina draws some of her own blood with the help of her surgo-skull and sets off to work. There is definitely some success in counteracting the plague's effects, but she didn't have infinite blood, she still had to isolate exactly what was in it and synthesize it in a formula that wouldn't kill everyone other than herself or Reptar when administered. "I need some recaf." medicae vs 10: 1d100 8
|
# ? Jan 28, 2017 19:43 |
|
Grigori Murdoch Grigori grits his teeth against the racket. If he hadn't been shackled to the throne, he'd have thrown the drat bird across the room. "Oh, is there something unholy aboard again? I must have missed the memo the first hundred times you did this! Tell me more, you screeching wretched machine! I know, we all know! This damned Gellar field is worthless! It's a revolving door and we're going to have incursions, outbreaks of brain-eating fungi, and worse every day we spend in the Warp. There is nothing I can do to avoid it, so shut up SHUT UP! As if the bloody Vortex doesn't scream loud enough! Throne of Terra, curse that blasted Rogue Trader for installing this thing!" The Tides of the Warp shifted , demanding his attention again. Grigori choked and refocused on Navigating, tuning out the bird's screeching as best as he could. He feebly kicks one leg out occasionally, trying to knock it off the pedestal. It was safely out of reach, but he had to try something or he'd go utterly insane.
|
# ? Jan 28, 2017 20:56 |
|
Apothecary Reptar The smell of disinfectant and viscera was familiar to Reptar, as he had had to tend to many of his brothers over the years. Sadly the experience gained from treating the Emperor's champions didn't seem to transfer well to treating regular Imperial citizens. They seemed so frail, weak. Even the most delicate exploratory surgery by his standards caused his patient to perish. He would need to consult the Magos about how she deals with such problems. Medicae vs shroom men: 1d100 43
|
# ? Jan 28, 2017 21:28 |
|
Jeremy "Rude" Manners Jeremy mulls about a chem storeroom not far from where the Geneator and Apothecary work. He reads labels and warnings and compares what he's seeing to the list he had scribbled down. It had been a while since the last inquisition Chymerical lesson he had been taught, what matters know is how much he had retained and whether or not he can create a medium by which a vaccine can be stored and replicated. ---------- Bought Tracking, Scholastic Lore (chymestry), dodge +10, and infused knowledge with my exp (I had 100 in reserve from chargen) Rolling my newfound Scholastic lore to try and formulate a vaccine base for mass production of a cure to the pox. My intention is for something we can hook up to our groovy aerosol narcotic distributor on the ship to conveniently dose everyone the same way they get fed their feel good drugs. Scholastic Lore (Chymistry) +10 (infused knowledge) = 35 vs 65. Ostensibly 4 degrees of success barring other skill check modifiers. Edit: Also I'm still waiting for my Scholastic Lore Cults on Mr Gold Mask that I spent a fate point on last post. DeathSandwich fucked around with this message at 01:02 on Jan 29, 2017 |
# ? Jan 28, 2017 22:31 |
|
Volkmere A foul bargain, but it will save lives. Even if his own is forfeit in the equation and every step he takes along this voyage seems to be leading in that very direction. Volkmere stumbles his way to the apothecarion quarters to speak with the magos and astartes. They have to hear what he's learned. Yay for +24 Insanity and +17 Corruption in exchange for SCIENCE!
|
# ? Jan 29, 2017 01:10 |
|
Katrina Mach "This recaf is incredibly weak, whatever filter Zyp is using for brewing the stuff is... Wait a moment, if we run it through the recaf filters after running the blood through a centrifuge, we can break it down substance by substance and easily figure out what will kill the plague." A few hours later, a vaccine is made, thankfully, the antifungal toxins in her blood are easily replicable using spent fuel, low grade drugs and cheaply fermented ploin juice. "Perfect, this will do just fine and we just have to bring this to the drug vents to saturate the lower decks with and we should be a plague free ship. Oh, Arch-militant, how nice of you to stop by, did you need something?" medicae vs 10 pt 2: 1d100 4
|
# ? Jan 29, 2017 08:29 |
|
Volkmere Emperor drat it... "Uh, nothing that can't wait. But it seems like you're done with the cure so I thought you might have time to check and see that my chem-glands were fostering well. But like I said, nothing that can't wait. I'm not experiencing any symptoms of implant rejection. Just a precaution."
|
# ? Jan 29, 2017 09:15 |
|
Vicissitude posted:Volkmere If it makes you feel better you passed your malignancy test. The crew is cured of their disease, the last of the zombies are put down, and the voyage through the warp continues. The pharmacium spontaneously catches fire spreading drug laden fumes throughout the ship. No one notices much of a difference. A las-burner follows suit. Both fires are quickly put out. More than three weeks into your voyage, as you finally near the Helix, the Songbird loses it's poo poo yet again. But this time you have about 10 minutes to prepare, and it's readily apparent that the creatures will make their incursion on the bridge as the rifts have already appeared. Zyp for her part, has drawn her sidearm and is waiting for the largest and most violent of the rifts to spew forth it's passenger. Eventually it does, and the rifts around the bridge spew forth a gaggling horde of daemons. Three of them are little more than jumbled piles of pink limbs and mouths. Two resemble some sort of deep sea predator. Two are floating tubular colonies of flame-belching worms, and at out of the largest rift a moonheaded creature wielding a staff drops out. "I hope your brains are hungry, because they're having lazer for breakfast freak!The second the monster appears Zyp's dueling pistol removes a few of its eyes. The creature doesn't seem too phased by this turn of events. He giggles and gives Volkmere a wink with a few of his remaining eyes. "Achelois sends his regards meatbag!" Yall have time to prepare, and you're in whatever position you feel is most advantageous when the daemons drop out of the warp. Werix, Ozzie knows that there's a webway portal near the Ragged Helix, and Deldar sometimes raid the pirates, and sometimes raid FOR the pirates. Usually they skip it and go to Kurse or Malignia. Deathsandwich, the Masked man did not take part in the ritual, nor was he present.The ritual itself was pretty much what it appeared to be. Pay toll in sacrifices, invoke the gods, pass on through. If regular social intuition didn't already tell you, Zyp wasn't exactly a regular or familiar with the names on her cheat sheet, and the ritual was performed mechanically, without much feeling. Your general intuition is that she didn't do this out of religious fervor, but as a kind of economic exchange. Which isn't that unusual for cults, but if you had to guess this was pretty much Zyps first and only ritual of this kind she'd performed. So far, anyway. Beelorde your lore test results will come in time. Schizotek fucked around with this message at 10:20 on Jan 29, 2017 |
# ? Jan 29, 2017 10:16 |
|
Marakena Krokodil Marakena Krokodil stewed in the oppressive atmosphere of the upper decks, trapped in a ship that was trapped in the Warp. It wasn't completely stuck, like so many doomed ships that were trapped forever until supplies ran out or daemons broke in, but it was bad enough. The lower decks were being invaded by the dead, and there was nothing she could do. Taken together the situation was INTOLERABLE. The greatest advantage you could have was mobility, the chance to flee a situation or chase down a new one. But being mired in the Warp was awful, as bad as trying to outrun a predator while manacled. It was probably the Navigator's fault they were stuck like this, the ship slowly sinking into anarchy. Then that incredible Genetor figured out how to cure it all on their own. They seemed heavier than usual? It was hard to tell, but the clanging of the deck plating definitely sounded more solid. Probably some weird Mechanicus thing. Progress through the Warp was slow but things were looking up. Finally, they could get on with the comparatively safe and sane stage of the journey involving void combat. Krokodil victorious atop the skulls of her enemies But then Warp rifts opened on the Bridge??? The daemons would regret this more than usual! Strapping on the armour kindly gifted by the Magos, and a rebreather mask just in case the hull was breached. Axe and shield, hallmarks of close combat. Jump pack, not usually used but the Bridge was spacious enough to get a good arc through the air. Boltpistol and power sword prepared just in case. Flying daemons on the Bridge??? "Damned beasts!" Initiative: 1d10+7 14 Charging a flying Screamer to smash it with the Chain Axe. Immune to Fear 2 due to Insanity. Charge a Screamer: 1d100 90 vs 81 hmm 51 WS +10 Charge +10 Hatred +10 Best Craft Charge a Screamer (fate reroll): 1d100 10 vs 81 BETTER 51 WS +10 Charge +10 Hatred +10 Best Craft Chain Axe damage: 2#1d10+9 18 pre:WS BS S T Ag Int Per Wp Fel 51 49 40 50 51 37 31 51 37 5/10/15/30 Movement 12/24/36/72 Flyer (Jump Pack) Armour: 5 All, +4 Left Arm and Body Wounds: 13/13 Fate Points: 4/5 Insanity: 48 Corruption: 7 Dodge: 71 Parry: 66 (Suppression Shield) Crippling Strike Die Hard Frenzy Hatred (All) Hotshot Pilot Jaded Nerves of Steel Paranoia True Grit CC Power Sword Melee 1d10+5+4S E 5pen (Power Field, Balanced) (+5 Parry) >BC Chain Axe Melee 1d10+5+4S R 2pen (Tearing) (+10 hit) >Suppression Shield Melee 1d10+4S E 0pen (Defensive, Recharge, Shocking) (+4AP Body, arm)(Braces Basic Weapons) CC Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4pen 8clip Full Reload (Tearing)
|
# ? Jan 29, 2017 13:45 |
|
Aloisette Brannigan-Wong Even with advance warning an eruption of demons in one's workspace is a frightening occurrence, and Aloisette's nerve is not as steely as she might like: Fear Roll TN 40: 1d100 47 Shock Table: 1d100 45 oh no, I can't approach the demons. and gain one Insanity and take a -10 penalty for the rest of the combat. But holding a selection of firearms is a great enhancement to courage, and while her laspistols may not be as elegant as Zyp's Belasco dueling piece they are loaded with hotshot rounds. Initiative 14 - Fate Point Shooting moonman TN 50: 1d100 70 Shooting moonman TN 50: 1d100 11 Shooting moonman TN 50 FP reroll: 1d100 5 Las pistol Damage: 2#2d10k1+3 6 7 tragically i can't replace the roll with degrees of success to any effect. So: Right Arm hit for 6E Pen 4, Torso hit for 7E Pen 4 Grimacing as the blasts of coherent light connect with minimal effect, Aloisette stands her ground. "Captain, I think they eat lasers." In a blur of motion she holsters her twin pistols and draws her power-sword and plasma pistol. "Let's try something a little more heavy duty." pre:WS BS S T Ag Int Per Wp Fel 50 50 34 34 42 50 40 40 60 4/8/12/24 Movement Armour: 5 All Wounds: 11/11 Fate Points: 3/5 Insanity: 14 Corruption: 0 Dodge: 50 Parry: 65 (Power Sword) CC Power Sword Melee 1d10+5+3S E 5pen (Power Field, Balanced) (+5 Parry) CC Plasma Pistol Pistol 30m S/2/– 1d10+6 E 6pen 10clip 3Full Reload (Overheat)
|
# ? Jan 29, 2017 15:27 |
|
Ozubran "Oz" Pain Tokens: 2 Oz curses when the warp portals start to open up on the bridge. Fighting daemons wasn't an enjoyable experience. They don't feel pain, they tend not to bleed, and they never fear death since if the are defeated, their souls just go back into the warp. Still, he is eager for some combat, but he wasn't going to put as much effort into it as he did against the Daughter of She Who Thirsts. Let the Mon Keigh tie them up in melee, Oz will provide fire support. As the largest one emerges from the portal, Oz fires first with his right hand, and then with his left. The pistol in the right hand near silently (at least compared to Mon Keigh ballistic weapons) sends forth crystallized toxin, two of which strike. The left one makes a disapointing *click* sound. Cursing Khaine, Oz holsters it and draws his Agonizer Lash lightning fast. Okay, Oz would take up a position in cover that is 40 meters from as many, if not all, of the portals as possible. Picked 40 so that way I can feed off any delicious delicious pain the daemons inflict on my allies since I think it is impossible to get pain tokens off them. Throw some lost and the damned or astartes through the portals next time! Going to akimbo the splinter pistols, and probably would have done the same thing as the rogue trader and shot at moon man. So with ambidexterous and two weapon wielder ballistic I'm firing each pistol at a -10, but I'm going to fire semi auto at a +10, so they cancel out and I'm rolling base BS of 54. First pistol hits with 3 DoS so that is two hits. Second pistol jams. Since I have quick draw I'll holster the jammed pistol and draw my lash. He probably soaks those sad rolls. bridge ini: 1d10+12 20 akimbo moon man TN 54: 2#1d100 27 98 damage for two splinter pistol hits: 2#1d10+4 5 5 pre:WS: 59 BS:54 S:41 T:28 Ag:58(10) Per:43 WP:33 Wounds: 12 Fate points: 1 Temp fate points: 0 TB:2 Armor Ghost plate: 6 all, Rating 20 PF that overloads on 11 Total soak: 8 Initiative 1d10+12 Movement 5/10/15/30 Dodge:68 Parry: 59 whip, 69 power sword Skills of note: Acrobatics-68 Weapons: Shard Carbine Ran:60m RoF:s/3/5 Dam:1d10+4R Pen:3 Clp: 200 Rld:1full Spcl: storm, toxic [*]Splinter pistol Ran:50m RoF:s/3/- Dam:1d10+4R Pen:3 Clp: 114/120 Rld:1full Spcl: toxic [*]Agonizer Lash Dam:1d10+7E Pen:6 Spcl: flexable, power field, tearing, shocking power sword Dam:1d10+9E Pen:5 Spcl: power field, balanced Talents of Note: Ambidextrous: no penalty for using either hand Combat master: opponents do not get ganging up bonus Deadeye shot: only -10 for ranged called shot Hard target: -20 to BS tests to hit me on charge and run, -40 on run total Hip shooting: Full action to move full speed and make one single shot attack Mighty shot: +2 damage on ranged weapons Nerves of steel: Re-roll WP to avoid or recover from pinning Paranoia: +2 bonus on Initiative tests Rapid reaction: Agi test when surprised or ambushed allows to act normally Rapid Reload: Half all reload times rnded down Resistance poisons: +10 on tests to resist Sprint: When taking the Full Move Action, the character can move extra meters equal to his AB. Double Run. 1 lvl fatigue if used two turns in a row Sure strike: can choose not to reverse numbers for hit location in melee Quick Draw: Ready as free action, pistol, basic, 1 handed melee Two weapon wielder ballistic: Full round to attack with ranged weapon in both hands at a -10. Traits: Unnatural agility x2 Dark sight: no penalties in total darkness
|
# ? Jan 29, 2017 16:13 |
|
Katrina Mach Remembering her last encounter with a daemon and feeling confidence with her new sword, she steels herself against these creatures and charges at the closest one on the ground, bringing her sword to bear with all her might. This time, her screaming contained more righteous anger than fear, secretly she hoped it would stay that way. init: 1d10+2 12 fear test: 1d100 2 charge the moonman vs 60: 1d100 23 attacking moonman: 1d10+23 30 pre:WS BS ST TN AG IN PE WP FL 46 31 92 84 30 40 31 32 50 Wounds: 18/18 Fate:2/2 Combat Skills: Dodge, Awareness Talents: Autosanguine Prosanguine Traits: Unnatural Strength x2 Regeneration Armor: Augmetic Engine Plate 7 All, -10 to all agility tests, 10 against Energy, immune to fire, fully sealed against environment Suppression Shield adds 4 to Arms and Body Bionic Heart adds 1 to Body Weapons: BC Rune Sword 1d10+23 E Pen 6 Felling 2 Tainted Balanced +5 to WS tests due to BC Suppression Shield 1d10+16 E Pen 0 Defensive, Recharge, Shocking HukHukHuk fucked around with this message at 22:17 on Jan 29, 2017 |
# ? Jan 29, 2017 20:44 |
|
Apothecary Reptar Reptar reaches for his weapons, fumbling a bit as centuries of wearing the Astartes power armour had honed his reflexes specific to it, or maybe it was the excitement of getting to fight several daemons in a row. He charges at the closest enemy and plants his axe, cleanly chopping the enemy in half. "Come you daemons, show me what passes for fury amongst your misbegotten kind!" he cries with fervor. Using Zeal, My TB is doubled for the first round, enemy TB ignored. Initiative Vs Moonmen: 1d10+3 13 WS Flamer daemon TN 56: 1d100 45 Pass Damage vs Flame Daemon (E Damage, Ignore TB): 1d10+7+8 22 22 Damage, Pen 7, Ignore TB pre:WS BS S T Ag Int Per WP Fel 46 38 41 43 39 50 38 50 36 Wounds: 23/23 Fate: 3/3 Combat related skills: Dodge traits: Unnatural Str x2 Unnatural T x2 Solo Mode: Righteous Zeal. Armour: Enforcer Light Carapace, 5 All (Shield: +2 Left Arm, Body) Name Type Range Fire Damage Armor Pen Ammo Reload Special Power Axe Melee 1d10+7E+SB 7 Power Field, Unbalanced 2-edged Chainsword Melee 1d10+5R+SB 2 Tearing Shield Melee 1d5I 0 Defensive, Primitive Great Weapon Melee 2d10+SBR 2 Unbalanced, 2-handed,Mono Bolt Pistols (2) Pistol 50m S/2/- 1d10+5X 4 8 Full Tearing Deathwatch Training: Automatically confirm RF against Xenos Killing Strike: Spend fate to disable enemy dodge & block. Nerves of Steel: Reroll WP on pinning-tests Resistance: +10 to tests against Psychic Powers True Grit: Halve Critical Damage result (round up) Unnatural Charasteristic: Double the Charasteristic Bonus Righteous Zeal: Once per combat as free action ignore enemy's TB when calculating damage, also increase own TB by +4 (Lasts character Rank number of rounds) Weapon Qualities: Defensive: +15 to Parry Primitive: Double AP on Non-Primitive Armor vs Primitive weapon. Tearing: +1 die, discard lowest Power Field: 75% Chance of destroying enemy weapon on parry (Warp, Power, and Natural weapons immune)
|
# ? Jan 29, 2017 22:21 |
|
Volkmere The gunslinger keeps part of his mind on the mechanical bird while he tries to focus on preparations. Everyone directs themselves to a good point for cover or to hurl themselves into the face of combat, like he does. When the demonic tide does finally burst into the bridge he's already flooding his body with gland-drugs and letting the chems fuel his strength. The chainsword revs in his hand as he charges headlong at the foul entities, the thing with the moon's face taunting him but having little effect with its words. But it drew his attention and Volkmere hurls himself toward it Slaught Activation vs 71: 1d100 20 Initiative: 1d10+10 17 (Forgot about 'Slaught adding 3 to AB) Frenzon Activation vs 71: 1d100 16 Charging the moon-man. Charge attack vs 87: 1d100 52 Chainsword damage: 2d10k1+9 14 pre:WS BS S T Ag Int Per WP Fel 57 54 50 50 53 40 34 51 18 67 34 60 60 20 61 Wounds: 17/17 Fate: 3/3 Armour: 5 All (7 vs Explosive or Rending)
|
# ? Jan 30, 2017 02:05 |
|
Jeremy "Rude" Manners Jeremy uses his pre-emptive warning to steel himself against whatever horrors lurked in anticipation. At the onset of the melee, Jeremy takes aim with his rifle and fires a shot at one of the unengaged horrors ------ Fear check = 15 vs 27 Initiative: 4+5 = 9 Half action aim, half action sniper shot at one of the pink horrors or barring that whatever target isn't engaged in melee. If they are all engaged in melee, going into overwatch and waiting for one to break away from melee. +10 half action aim, +10 accurate +10 Red Dot Scope +10 close range 34 vs 83 5 degrees of success +2 accurate damage dice Damage: 18 + 4 = 22, pen 3 pre:WS BS S T Ag Int Per WP Fel 33 43 33 40 46 55 49 37 50 Wounds: 14/14 Fate: 4/4 Combat related skills: Dodge+10 Armour: Xeno Mesh Cloak (AP 3 body arms legs) Synskin (ap 2 head
|
# ? Jan 30, 2017 14:51 |
|
The words are barely out of the moonheaded freaks mouth than a storm of lasers, splinters and swords are unleashed upon it. Unfortunately most of the feeble attacks just seem to glance off his hide, and Volkmere's mighty swing seems to terminate a few inches from the beasts body and slide away by some unseen force. Katrina's blow stops his gleeful sneering, however, and nearly rends him in half. Jeremy's shot royally fucks up a horror, who collapses into two blue jumbles of limbs and guts. Ditto Marakena and the screamer, minus the duplication. Reptar outright bisects a flamer. Unfortunately, despite the crew having advanced warning of their arrival, all but two daemons are still standing after the crews initial assault, and one of them has pulled itself into two smaller daemons. The the pair of flying space sharks both attack Marakena, but their over-eagerness causes them to awkwardly crash into the wall behind her. One get's up to attack again, the other seems to be a bit dazed from the ferocity of it's charge into the bulkhead. The two horrors who weren't blown to hell throw a balls of blue flame at Reptar and Katrina, with deadly accuracy. The surviving flamer likewise aims a gout of flame at Reptar but only succeeds in lighting a burnished wood rail on fire. Moonman, alive but reeling, smashes his staff into the floor, sending out waves of warpfire that fill the entire room. Most of the crew are barely affected, taking minor burns. Except Marakena, who goes up like a torch. Fully engulfed by the flames of change for a brief second, her screams and the flames are extinguished by her sudden disappearance. She flickers back into reality after a moment, scorched but no longer burning. Bonelorde take the Dimensional Instability mutation from BC. It does nothing for now due to your lack of general corruption. The Moonmans blast does the following damage, already modified by yalls tb and armor. If you have some sort of relevant talent to modify or negate I didn't take that into account. Ken: 4 Hukhukhuk: 0 Bonelorde: 5 Werix 0 Dachs 1 Sormus 0 Vic 1 Sammich: 1 In addition Sormus and Hukhukhuk, if you don't evade the bolts you take 9 and 10 damage, respectively. Enemies on the field remaining: Moonman, ScreamerX2, Flamerx1, Blue HorrorX2, Pink HorrorsX2. I'll probably pull a deus ex after this round unless it goes real well because holy poo poo was this a badly designed encounter on my end. Schizotek fucked around with this message at 18:57 on Feb 6, 2017 |
# ? Feb 6, 2017 18:49 |
|
Apothecary Reptar The Apothecary sidesteps the warp bolts with inhuman grace and rips his axe from the corpse of the fallen daemon. He then engages the remaining flame daemon in similar manner as the previous one. "No Fear! No Pity! NO REMORSE!" Dodging warp magicks #1: 1d100 14 Charging at more moonmenites TN 56: 1d100 51 Pass Damage vs. Flamer #2: 1d10+7+8 24 pre:WS BS S T Ag Int Per WP Fel 46 38 41 43 39 50 38 50 36 Wounds: 23/23 Fate: 3/3 Combat related skills: Dodge traits: Unnatural Str x2 Unnatural T x2 Solo Mode: Righteous Zeal. Armour: Enforcer Light Carapace, 5 All (Shield: +2 Left Arm, Body) Name Type Range Fire Damage Armor Pen Ammo Reload Special Power Axe Melee 1d10+7E+SB 7 Power Field, Unbalanced 2-edged Chainsword Melee 1d10+5R+SB 2 Tearing Shield Melee 1d5I 0 Defensive, Primitive Great Weapon Melee 2d10+SBR 2 Unbalanced, 2-handed,Mono Bolt Pistols (2) Pistol 50m S/2/- 1d10+5X 4 8 Full Tearing Deathwatch Training: Automatically confirm RF against Xenos Killing Strike: Spend fate to disable enemy dodge & block. Nerves of Steel: Reroll WP on pinning-tests Resistance: +10 to tests against Psychic Powers True Grit: Halve Critical Damage result (round up) Unnatural Charasteristic: Double the Charasteristic Bonus Righteous Zeal: Once per combat as free action ignore enemy's TB when calculating damage, also increase own TB by +4 (Lasts character Rank number of rounds) Weapon Qualities: Defensive: +15 to Parry Primitive: Double AP on Non-Primitive Armor vs Primitive weapon. Tearing: +1 die, discard lowest Power Field: 75% Chance of destroying enemy weapon on parry (Warp, Power, and Natural weapons immune) Sormus fucked around with this message at 19:42 on Feb 6, 2017 |
# ? Feb 6, 2017 19:23 |
|
Jeremy "Rude" Manners Jeremy weathers the wreath of flame passing by him as he racks the bolt of his rifle and lines up another shot, this time against the one spewing a great gout of flame. ----- Attacking the flamer (or barring that, something that isn't tied up in melee). Same bonuses as before 67 vs 83 two degrees of success, no bonus accurate dice. Though I do suppose if he's larger than standard humanoid size it'd be an extra degree for +1 accurate dice. Damage: 8, pen 3 pre:WS BS S T Ag Int Per WP Fel 33 43 33 40 46 55 49 37 50 Wounds: 13/14 Fate: 4/4 Combat related skills: Dodge+10 Armour: Xeno Mesh Cloak (AP 3 body arms legs) Synskin (ap 2 head DeathSandwich fucked around with this message at 14:06 on Feb 7, 2017 |
# ? Feb 6, 2017 22:27 |
|
Katrina Mach Reeling from the bolt of blue fire, her body begins to act on its own accord and immediately beginning to regenerate from hefty blow, and while this is going on, Katrina takes a moment to focus and lashes at the moonman she is engaged in combat with. Dodge vs 20: 1d100 56 regen vs 84: 1d100 31 aim + attack vs 61: 1d100 16 damage: 1d10+23 28 pre:WS BS ST TN AG IN PE WP FL 46 31 92 84 30 40 31 32 50 Wounds: 09/18 Fate:2/2 Combat Skills: Dodge, Awareness Talents: Autosanguine Prosanguine Traits: Unnatural Strength x2 Regeneration Armor: Augmetic Engine Plate 7 All, -10 to all agility tests, 10 against Energy, immune to fire, fully sealed against environment Suppression Shield adds 4 to Arms and Body Bionic Heart adds 1 to Body Weapons: BC Rune Sword 1d10+23 E Pen 6 Felling 2 Tainted Balanced +5 to WS tests due to BC Suppression Shield 1d10+16 E Pen 0 Defensive, Recharge, Shocking
|
# ? Feb 6, 2017 22:50 |
|
Aloisette Brannigan-Wong Letting out an undignified yelp as the blast scorches her, Aloisette decides to vent her hurt feelings by venting bolts of plasma at the terrifying shark creatures. Thumbing the maximal setting and disregarding the warning beeps from the machine spirit she is rewarded with a blinding flash of energy. Half Action to aim +10, semi-auto fire +10, maximal setting hopefully puts them in short range +10 Firing Plasma Pistol TN 80: 1d100 97 Fate Point reroll: Firing Plasma Pistol TN 80: 1d100 3 two hits, split between screamers Plasma Pistol Damage: 2#2d10+6 Screamer 1 20+2 Pen 8 Screamer 2 24 Pen 8 Screamer 1 Damage raised by 2 - one dice replaced with DoS on attack. Rolling for Righteous Fury on Screamer 2 Righteous Fury TN 80: 1d100 92 Plasma Pistol Recharge 1 turn, ammo 4/10 edit: Wait, are the sharks the screamers or horrors? either way shooting the sharks. pre:WS BS S T Ag Int Per Wp Fel 50 50 34 34 42 50 40 40 60 4/8/12/24 Movement Armour: 5 All Wounds: 7/11 Fate Points: 2/5 Insanity: 14 Corruption: 0 Dodge: 52 Parry: 65 (Power Sword) CC Power Sword Melee 1d10+5+3S E 5pen (Power Field, Balanced) (+5 Parry) CC Plasma Pistol Pistol 30m S/2/– 1d10+6 E 6pen 10clip 3Full Reload (Overheat) thatbastardken fucked around with this message at 23:59 on Feb 6, 2017 |
# ? Feb 6, 2017 23:28 |
|
Volkmere Bit combat joined in earnest, Christian starts to increase the pressure. The drugs in his system make him faster and stronger. His sword is light in his hand and the teeth whir around their track with a shriek. He presses in harder against the demon unafraid of its taunting or its hideous appearance. Not that it matters, but I forgot I had Crushing Blow -_- Swift attack vs 77: 2#1d100 5 47 Chainsword damage x2: 2#2d10k1+11 21 17 Confirm RF vs 77: 1d100 79 pre:WS BS S T Ag Int Per WP Fel 57 54 50 50 53 40 34 51 18 67 34 60 60 20 61 Wounds: 16/17 Fate: 3/3 Armour: 5 All (7 vs Explosive or Rending) Parry 67 Dodge 73 Hellgun 110m S/3/- 1d10+4 E Pen 7 30/30 Full Reliable Bolt Pistol 30m S/2/- 1d10+7 X Pen 4 8/8 Half Tearing Assault Flamer 10m S/-/- 1d10+4 E Pen 1 12/12 1.5F Flame, Toxic Chainsword Melee ----- 1d10+11 R Pen 2 ----- ---- Balanced, Tearing
|
# ? Feb 7, 2017 00:08 |
|
Ozubran "Oz" Pain Tokens: 3 Oz ducks under his cover as the Moon faced daemon summons some type of fire, his reflexes saving him from the worst of it. He quickly pops up and takes a shot with his not jammed pistol at one of the new blue flamers, but misses due to it and its brother still rolling around in their "birth" throes. First, grabbing a pain token since Ken failed that fear test last time. Then semi auto burst at one of the blue horrors with my pistol, TN of 64. semi the blue horror TN of 64: 1d100 78 pre:WS: 59 BS:54 S:41 T:28 Ag:58(10) Per:43 WP:33 Wounds: 12 Fate points: 1 Temp fate points: 0 TB:2 Armor Ghost plate: 6 all, Rating 20 PF that overloads on 11 Total soak: 8 Initiative 1d10+12 Movement 5/10/15/30 Dodge:68 Parry: 59 whip, 69 power sword Skills of note: Acrobatics-68 Weapons: Shard Carbine Ran:60m RoF:s/3/5 Dam:1d10+4R Pen:3 Clp: 200 Rld:1full Spcl: storm, toxic [*]Splinter pistol Ran:50m RoF:s/3/- Dam:1d10+4R Pen:3 Clp: 114/120 Rld:1full Spcl: toxic [*]Agonizer Lash Dam:1d10+7E Pen:6 Spcl: flexable, power field, tearing, shocking power sword Dam:1d10+9E Pen:5 Spcl: power field, balanced Talents of Note: Ambidextrous: no penalty for using either hand Combat master: opponents do not get ganging up bonus Deadeye shot: only -10 for ranged called shot Hard target: -20 to BS tests to hit me on charge and run, -40 on run total Hip shooting: Full action to move full speed and make one single shot attack Mighty shot: +2 damage on ranged weapons Nerves of steel: Re-roll WP to avoid or recover from pinning Paranoia: +2 bonus on Initiative tests Rapid reaction: Agi test when surprised or ambushed allows to act normally Rapid Reload: Half all reload times rnded down Resistance poisons: +10 on tests to resist Sprint: When taking the Full Move Action, the character can move extra meters equal to his AB. Double Run. 1 lvl fatigue if used two turns in a row Sure strike: can choose not to reverse numbers for hit location in melee Quick Draw: Ready as free action, pistol, basic, 1 handed melee Two weapon wielder ballistic: Full round to attack with ranged weapon in both hands at a -10. Traits: Unnatural agility x2 Dark sight: no penalties in total darkness
|
# ? Feb 7, 2017 03:54 |
|
|
# ? May 19, 2024 08:38 |
|
Marakena Krokodil Being set on fire by a weird-looking daemon wasn't great, and being pulled into another nightmarish realm was worse. She'd really rather focus on the bizarre dogfight happening in the Bridge's ceiling space, something she was good at. A great big eye fixated on her and she met its gaze unblinking, and they held each other in the galaxy's worst staring contest for what seemed like an age. But being banished wasn't her idea of fun, so with a mighty burst of willpower she stepped (flew?) back to reality, tussling with flying shark monsters. Half Move to continue flying with a Screamer and chop it with the Chain Axe. Chop screamer: 1d100 42 vs 71 51 WS +10 Hatred +10 Best Craft Chainaxe damage: 2#1d10+9 pre:WS BS S T Ag Int Per Wp Fel 51 49 40 50 51 37 31 51 37 5/10/15/30 Movement 12/24/36/72 Flyer (Jump Pack) Armour: 5 All, +4 Left Arm and Body Wounds: 8/13 Fate Points: 4/5 Insanity: 48 Corruption: 7 Dodge: 71 Parry: 66 (Suppression Shield) Crippling Strike Die Hard Frenzy Hatred (All) Hotshot Pilot Jaded Nerves of Steel Paranoia True Grit CC Power Sword Melee 1d10+5+4S E 5pen (Power Field, Balanced) (+5 Parry) >BC Chain Axe Melee 1d10+5+4S R 2pen (Tearing) (+10 hit) >Suppression Shield Melee 1d10+4S E 0pen (Defensive, Recharge, Shocking) (+4AP Body, arm)(Braces Basic Weapons) CC Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4pen 8clip Full Reload (Tearing)
|
# ? Feb 7, 2017 06:24 |