Sister Jasmine |
Just trying to be clear on what I'm carrying. I've never mentioned it IC because I wasn't sure what the PC brought along before I took over. I didn't want to say I had something that would blow her cover, so just letting the GM know, that I don't know what I have, in case there is a fight, you should know what I do/don't have. Ideally, I'd at least have my bolt pistol, but from what I understood, I was more the "arm candy" of a rich guy, so probably looking sexy, not combat ready or armored? Correct me if I'm wrong, maybe the previous sister rolled out in whatever protection she normally walked in, I have no idea and didn't see anything to clarify IC.
Updating now, but not sure what I can draw, if anything in self defense, and if I'm unarmored, then I definitely will play things differently.
cirle |
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What has gone before:
-Originally you were going to Sinophia, to track down a notorious Heretic Tek-priest: while en-route aboard an imperial frigate you received a coded dispatch; you were to instead go to Solomon, to put yourself at the disposal of the Inquisitor Silas Marr.
-Marr is an incredibly ancient man, tenaciously clinging to life. He had heard of an auction, of proscribed items that supposedly came from the hoard of the infamous Rogue Trader, Eramus Haarlock. He obtained invitations for you, as agents of a notorious dealer in the Cold Trade to attend this auction, which is being held in a vast, ancient crematoria/necropolis located upon a isolated, volcanic island. You're to attend the auction, and make careful note of who attends and what they buy.
-Aboard the sky-ship that took you to the island you meet some of the auction's attendees:
---Lanus Cisten. An unworldly scholar, traveling with his servant Whent.
---Vymer and Quill. Aleeksevna recognized these two as being of a type she's very familiar with; professional killers, discreet and ruthless.
---Octavia Nile. The very picture of a bored, young noble-woman.
---Abbot Thomas. A rather unpleasant cleric from feudal Iocanthos.
cirle |
What has gone before, Part II:
---The Crematoria is vast. Its served by a creepy bunch called called the Sorrowful Guild; who look like extras from a death metal video.
---The psychic among you detected some kind of incorporeal entity, hovering about the place; malign, but not immediately hostile.
---The place is dominated by Haarlock's tomb. Could the inscription upon the tomb, 'Death is but a Door' be significant? Since I mentioned it, probably.
---You meet Marr's inside man, Locutor Mayweather-- who's twitchy as hell.
There have been disappearances; one of the PDF troopers assigned to the place was found dead, the top of his skull opened and his brain gone.
--There was an encounter with Vhymer and Quill in the catacombs; they had an old book with them. An attempt to intimidate them didn't come off very well; violence was averted.
--Cisten's servant, Whent, had some kind of fit; it's possible he was overcome by the entity detected earlier.
--There is a formal reception. You meet some of the other attendees:
---Badb Ra. An Eldar corsair.
---Marshrek, a man who knows a great deal about dangerous and predatory animals.
---Master Nonesuch. Quiet and unremarkable, probably very dangerous.
cirle |
What has gone before, Part III:
--The Abbot tried to open the evening's event with a prayer, which he bungled pretty badly. Is he a fake?
--There's a new item in the catalog: The Gilded Widow, everyone seems quite excited about.
--There was some kind of strange bird cry, which seemed to bother the abbot quite a bit, who left hurriedly. Someone identified the bird as a Shale Crow, a carrion bird from Iocanthos.
--Leaving the reception you received a transmission on a private band. Someone in great distress, advising you to take the 'ship hidden in the cove' and flee.
--At the guest's private chambers, there's blood-stains on the walls.
Yelisaveta Alekseevna |
There we go! One of the reasons Yelisaveta is here is to help with those pesky Awareness/Search/Scrutiny rolls you seem to be struggling with!
I'm not planning to be so descriptive in the topic of Imperial female fashion, but I'm known to dabble in odd topics for the universe. Who controls the rejuvenat? What sports are common on Scintilla? Why are grox so popular?
Feels great to finally join!
Yelisaveta Alekseevna |
I think that it's implied that we were there from the start:
---Vymer and Quill. Aleeksevna recognized these two as being of a type she's very familiar with; professional killers, discreet and ruthless.
Hence me wanting to clear up relationships with others!
Yelisaveta Alekseevna |
Re: Relationships, I think that Yelisaveta might like Allrianne quite a lot, seeing her as a true peer. As for Sebastian, I'm not quite sure yet. I'm considering possibly having her bored with the Malfian's sense of humour, but, as with Binerith, respects the level of knowledge. In mob terms, I can see him as being the consigliere.
And I know I'm posting fairly enthusiastically, but I'll be mindful of the pacing. I'll be a bit busier in the coming week, as well.
Sebastian De Guerre |
I don't mind Yelisaveta's reaction. I think her reaction is partly because she cannot reconcile the weird sense of humor with the obviously youthful appearance of Sebastian. Perhaps she may even have heard that the De Guerres are almost extinct but for the last member who is said to be of advanced age. Sebastian does not appear to have had rejuvenat treatment.
Konstantine of the Inquisition |
Secondly... how are we going to introduce Konstantine? =^^= being an arbitrator and all
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cirle |
So here's a a general map of how the rooms are laid out; I'll be posting a 'tactical' map tomorrow; the rooms are in a circular plan, arranged around a descending spiral stairwell.
On the first level are the Acolytes, then Vhymer and Quill, Cisten, Nile, and finally the Abbot.
Nonesuch and Babd Ra are on the second level.
cirle |
Allrianne |
This may be a stupid question, but with Pen 6 can a Powerblade just stab through the wall at one of the targets? Obviously it'd have a massive penalty to hit, as it'd be an educated guess as to where they are.
This is of course assuming their hostile, which I'm pretty sure is the case at this point.
Konstantine of the Inquisition |
Thanks. Will check when i get home. At work atm. So maybe combat is over by then. But it will be good to know :) still learning some of the mechanics
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Yelisaveta Alekseevna |
Right, so I'll just summarise the rules of fear and automatic attacks here, since digging into 400-page rulebooks is time-consuming, at the least.
Fear is bad. Just putting that out here. What you do is roll for fear, and then add every DOF as a +10 on the shock table, and make another d100 roll on it.
01–20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards
he may act normally.
21–40 Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all Tests for the rest
of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232).
41–60 Reeling with shock, the character backs away from the thing that confronts them. The character cannot
willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests
until the end of the encounter. The character gains 1 Insanity Point.
61–80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping
out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character
gains 1d5 Insanity Points.
81–100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from
doing so he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 Insanity
Points. Once away from the danger he must successfully snap out of it to regain control.
101–120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain
consciousness he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The
character gains 1d5 Insanity Points.
121–130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless,
may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may
only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131–140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly
or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is
knocked unconscious. The character gains 1d5 Insanity Points.
141–160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh,
and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all
Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
161–170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character
gains 1d10 Insanity Points.
171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters.
The character suffers the effects of “acute hallucinations” (see Disorders, page 234) for 2d10 Rounds. After
the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. The
character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.
As Allrianne showed, she rolled a Fear(1), versus her Willpower (22), and got a 90, for 6 DOF, or +60 on the following roll of 44, netting a result of 104, or Fainting Dead Away.
Yelisaveta re-rolled hers for a 39, or 1 DoF for +10 on the roll of 45, ending up with 55 for Reeling with Shock.
That's about it for the Fear. Fear(2) and above add a penalty to the initial roll. It's bad, but it's not THAT bad, and most under 100's allow you to act... eventually. Unless you're our devoted sister, and thus not being able to give a single f# about scary things. Though, Fear always comes as the first roll, and before you do anything else that turn.
RE: Attacks:
You only make one attack roll per turn, unless you're dual-wielding and attacking two foes at once, which neither of us is doing.
In the event of Konstantine (welcome, by the way!), after the Fear roll, you'd roll your attack, (just one). With an automatic shotgun in point-blank, you're out and about to kill anything without armour or without some sort of toughness, as you get another hit and another scatter for every two DoS. If you have four DoS, you get 6 hits. If you get six DoS, you get eight hits. That's why those weapons are the best at point blank versus masses.
Think that's about it. We're in close combat with two of the possibly best shotguns in the game, so we're looking pretty well.
Konstantine of the Inquisition |
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Im at a LARP this weekend. So from today till Monday i doubt i will be able to post. Dmpc me if needed =^^=
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Yelisaveta Alekseevna |
Right, those guys are quite tough. Did I have any effect on Allrianne? I know it's not really 'by-the-book' action, but still would be nice to manage to wake her up.
I think we should focus on getting Vhymer down first. Those guys are bullet sponges!