Cell 23-Dark Heresy

Game Master Kevin O'Rourke 440


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Fate 3/4 Human Wounds 13/13 Fatigue 1

"Maybe some of those meltabombs, I've seen those used and they are very nice on thick armour. What might be of great use would be an auspex. Spot anything moving about that our Emperor provided peepers don't"


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"The voidsuits will definitely be helpful even if they provide little protection our own armour will do nothing against environmental threats."

"I have a lascutter but meltabombs would be notably less cumbersome."

"Would it be possible to borrow a hellgun?"


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Your advice and aid is appreciated, Lieutenant."

Mordecai pauses while the others speak and then continues.

"I would like to requisition frag and krak grenades, along with melta bombs. If a combat shotgun is available, I can make use of that in lieu of my autogun. I already have carapace armour, a shock maul, a respirator and rebreather so I believe I will be prepared for combat in hostile conditions."


Fate 3/4 Human Wounds 13/13 Fatigue 1

"I suppose a question to ask would be how are we getting on to the ship? Is this one going to dock with it or do we take a smaller craft? I'm unfamiliar with travel in the void you see, spent too much time drinking, fighting and praying to see what the Navy do"


Male Human Level 3 Investigator

"A hellgun should be within means and we wouldn't have any spare carapace, plenty of solid flak if it's needed though. We were thinking of sending over a shuttle piloted by a servitor if that is acceptable."


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"A shuttle piloted by a servitor is definitely acceptable. Thank you."

"I don't believe we will need to borrow armour only void suits."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Would a servo-skull or servitor equipped to detect radiation be a possible resource to borrow? I believe your suggestion of prioritising armour is a good one, though it would be useful to have voidsuits in reserve should we need to penetrate an area known beforehand to be void-open."


Male Human Level 3 Investigator

"There are pieces of equipment we sometimes use, they're like badges. If they change colour the radiation in the area is at an unhealthy level. Might be less troublesome if you'd prefer but we could get a servo skull."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"The badges would be a useful alternative. I do not believe we would need the servo-skull in that case."


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"I believe that is everything we need to discuss."

"Thank you for your time and please give the Captain my regards."


Fate 3/4 Human Wounds 13/13 Fatigue 1

"Er, one last thing. I would like to speak to the ships chaplain. I haven't seen another man of the cloth in a while and I'd like to discuss some things with him and maybe see if he's willing to hear some confession and give us a blessing when we leave."

It's odd seeing Fr. Tunt dealing in matters like this, it's very against his character to be so passive and priestly.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"I would like to get instruction on the proper prayers and rites to don the void suit in case we need to."


Male Human Level 3 Investigator

He can arrange both of those thing. Do you want to roleplay out Tunt's interaction or wish for it to happen 'off screen'.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Off screen is fine. He just needs to go be a priest with other priests for a while and make sure he's still functioning properly as one with a confession. The blessing thing is for just before they leave. Pretty standard stuff, souls, armour and weapons.


Male Human Level 3 Investigator

After a few more days travel you have been informed you're in system, they estimate six days to get to the escort.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Lieutenant, are there any signs of other vessels having been in the vicinity of the Harbinger?"


Male Human Level 3 Investigator

"According to local sources the quarantine has been maintained. We are currently out of augur range."


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

To the Lieutenant:
"Please inform us as soon as you have the first scan results."

Later when back with the trio:
"Does anyone want to me to check any weapons or armour while we have time?"

Just to confirm how many melta bombs do I get from the quartermaster? Other than this I believe we should all be getting a void suit and radiation badges.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"I would like further checks on my equipment. I have practice-fired the combat shotgun but it behoves us to ensure our gear is in optimal condition."


Male Human Level 3 Investigator

A max of ten meltabombs will be made available to the group but encumberance might also be a restricting factor.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"We can take ten melta bombs aboard the shuttle and use them to breach areas as needed. And stun grenades would be helpful if available on consideration."

Mordecai waits for confirmation or rejection of this idea.

Looking for Combat shotgun, 4 clips total, 3 krak grenades, 3 stun grenades


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Taking 3 more frags instead of the stun grenades.


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

Bas will look over Mordecai's equipment. He will also strip, clean and setup the combat shotgun.

"The action should be a little better."


Male Human Level 3 Investigator

A day before you are due to approach the forlorn ship the requested equipment is available alongside three Shipboard Emergency Kits even though you didn't ask for them.

The reports shown to you indicate the ship's plasma drive is still operational, there are no signs of battle damage. No one has responded to hails but their is no reason to believe that the ship's systems are not receiving the message.

Shipboard Emergency Kit:

Even the most secure and reliable ship possesses emergency kits on most decks—though often decks can measure in the kilometres. Some work crews will also carry smaller versions in case of hull beaches or bulkhead failure. A standard kit weighs roughly 20kg and can include:
Glowstick: Good for 1d5 hours of steady illumination.
Universal Power Cell: Using either integral plugs or adaptor leads, it can power a glowstick or emergency vox for 1d5 hours or a laspistol for 5 shots.
Ration pack and water canister: Contains enough to provide sustenance for roughly 1 day, because if rescue doesn’t come by then it probably won’t come at all.
Emergency Vox: Usually pre-tuned to the ship’s vox, but advanced models are more versatile, and may also be capable of issuing automatic distress cants such as the standard “Voidfarer’s Prayer for Aid.”
Air bottle & mask: Contains roughly 30 minutes of air, usually enough to get through toxic passageways.
Anti-radiation tablets: Essential when exposed to plasma drive leaks or the raw energies of the void.
Hull sealant spray-gel: This foul-smelling gel can be sprayed onto vents and bulkheads to seal against the void.
Each tube can cover 20 or so small (10 sq cm) punctures.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai takes a look at the equipment, tests the weight, and then contacts the lieutenant post-haste.

"Lieutenant, would it be possible to requisition a cart or trolley at this time? My apologies for any inconvenience."


Male Human Level 3 Investigator

"That shouldn't be a problem"

Moving around with a cart will slow ye down a little, let me know exactly what is on it in case ye ditch it in a hurry.


Male Human Level 3 Investigator

Going to move it forward to you guys ready to head over on the shuttle. I just need any final touches on gear being brought from everyone.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

I think I'm good. We need to pin down trolley contents.


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

On the trolley we have the 3 emergency packs and 4 melta bombs.

Bas reports at the shuttle.

He is currently wearing his enforcer light carapace and all his gear except for his Long-Las and Medicae kit are neatly stowed in his combat vest.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt arrives wearing his armour but without the brazier attached this time. He is carrying the same large haversack you saw on him the first time ye met him but this time it's filled with spare flamer magazines. He drops it at his feet, holding the neck to prevent it from falling over. He has his flamer slung over his right shoulder with his servo skull floating behind him. An auspex hangs on his left, tied on to a buckle with some thick string attached to the scanners own clip ring. Half indicating the auspex Fr Tunt says to Bas. "Forgot to ask to a carry strap, silly of me. How do you like me chainsword?" He brandishes the newly cleaned weapon and shows the stenciling to Bas that he had done on the side. It reads iustitia dentium

"Get it?", he says, "Teeth of Justice, you know, because of the teeth?" He points to the cleaned and sharpened links on the blade. He is grinning at his own bad joke.


Male Human Level 3 Investigator

Docking the shuttle will go without issue but it takes a little work to get the airlock to function, it appears that power flow through the ship is a little sporadic. No doubt the machine spirits have become irritable and surly without proper ministrations.

The corridor of the ship you enter is vacant, no one shows up to greet you... which may be a relief.

What would you like to do?


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

Bas will speak acting as prime.

"We should make our way to the bridge and try to complete our mission completed as quickly as possible."

"Any objections?"


Fate 3/4 Human Wounds 13/13 Fatigue 1

"None, lead on." Fr. Tunt will begin monitoring the auspex to detect any movement besides their own. He studies the scanner and makes a few minute adjustments than looks confused. Suddenly he slaps the machine lightly on the side and smiles. "Little trick an tech approved operator showed me for those spirits that are too stubborn for their own good"


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai steps out, his combat vest full of ammunition and equipment, his armour and weapons polished.

He half-smiles at Tunt's remark.

"There are subtleties to that action, mostly involving what words to invoke loudly while doing it. I also took the liberty of bringing a spare void suit for you. Your armour is even heavier than mine after all."

To Bas:

"I have no objections. Let us make steady progress towards the bridge."


Male Human Level 3 Investigator

After travelling for a few minutes ye find some bodies lying on the floor, you can smell the rotting flesh as you close with them.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Bas, are these highly infectious? Do we need to reroute?"

Mordecai tries to see if there is anything obvious he can spot from the position of bodies, the condition of the walls, etc.

Awareness, base 38: 1d100 ⇒ 49


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt gives the bodies a brief look and than goes back to monitoring the auspex. "Rotting could be natural", he chips in, "they may have been here some time but no harm in being sure."


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"A moment please."

Bas takes a close look but does not touch the bodies.

He is trying to spot signs of disease or contamination.

Medicae under 78 before modifiers: 1d100 ⇒ 44

Int 48, Medicae +10 and Superior Chirurgeon gives +20 to all medicae tests.


Male Human Level 3 Investigator

Mordecai notices nothing beyond the obvious.

Bas:

Bas looks over the bodies, they seem to be rotting after they died. Though it would be best to avoid contact they did not die of any kind of plague as far as he can tell... they were frozen to death. They have since thawed out and begun to rot. Given you don't know how long they were frozen, how quickly they were thawed out he doesn't know when they died.

To note the temperature in the corridor is normal.


Male Human Medic • FP: 4/4 • W: 13/13 • Fatigue: 0 • TB: 4 (6 on arms)

"These people were frozen to death, the rotting happened when they thawed. It wouldn't be possible to even guess how long they've been here."

"Let's keep moving but we should switch to void suits if we notice any significant jumps in temperature."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

"Noted. We watch for any sudden change in temperature as we move."

Mordecai begins stepping carefully around the bodies, carrying the combat shotgun in his hands.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt looks up from the auspex and nods, his focus on the device for once occupying his mind so that he didn't speak beyond a small grunt of acknowledgement. More small adjustments follow as he peers at the screen only looking up to make sure he isn't walking into or onto anything.


Male Human Level 3 Investigator

On your way to the bridge you come across a door that is locked. You can go around but it would extend your journey.

Tech Use -10 with Auspex:

You detect a large amount of fluid is on the far side of the door.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai approaches the door, looking for a way to bypass the lock. His old environmental training could be relevant.

Trade (Prospector), Base 42: 1d100 ⇒ 19 To cop to any potential hazard

Trade (Technomat), Base 42: 1d100 ⇒ 20 To spot warnings or find a rite to open the door

Security, Base 42: 1d100 ⇒ 36 To spot warnings and find a way to open the door


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Please ignore my security roll. I mistakenly thought Mordecai had security trained.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt stops at the door and checks the auspex while standing next to it.

-20 not known, +10 auspex
awareness 26: 1d100 ⇒ 82

Spending a minute turning controls, pressing options and nearly thumping it again he looks up."Well I can say for certain that I have no idea. I can't get the hang of this. Does anyone here know anything about the functions of it before I offend the spirit inside this infernal machine?"


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Also forgot that in DH2, *all* untrained, non-specialist skills can be attempted at a -20 penalty. So he'll still try security.

Mordecai turns to Tunt, putting the combat shotgun on its sling, and stretching out his hand for the auspex.

"Perhaps I can assist."

Tech-Use, Target 32 (Int 42, -20 untrained, +10 difficulty as per GM note): 1d100 ⇒ 26

He cajoles and attempts to soothe the recalcitrant machine spirits, and the auspex reading start to coalesce.


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai stares down at the auspex readings, then looks up at the door, then to the auspex again.

"Two things to note. The first is that I can open that door. The second is that behind that door is a great volume of water, full extent unknown. This could be useful for a purge of flame or entry of last resort, but I strongly recommend that we find another route into the bridge."

He hands the auspex back to Tunt and takes the shotgun back in hand.


Fate 3/4 Human Wounds 13/13 Fatigue 1

Fr Tunt holds up his hand as Mordecai hands the auspex to him. "If you have the workings and acceptance of this machine would you be better in using it and I'll cover you? I have seen these used to great effect but could never get the hang of it. I wasn't really suitable for lookout duty, what with my protection he thumps his plate being a hinderence so I'm lacking in that area."


Male Wounds: 12/12, Fate Points: 2/2, TB: 4, Armour: All 0. Fatigue: 0

Mordecai thinks for a moment and then replies to Tunt.

"While it will delay my response time in combat, I do appear to be better suited to using the auspex. So I will take over that duty."

Mordecai keeps the auspex in hand and will be keeping track with it.

+20 to awareness tests, not using tech-use by default.

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