Skyfall- An Only war story (Completed) (Inactive)

Game Master Solar27

Map of current fight
This is a Warhammer 40K story set on the world of Skyfall, where 5,000 years ago demons and angels warred in the heavens and broke the sky. Now pieces of that war rain down upon the land and you are the Scavanger teams sent to reclaim those pieces of lost technology that might survive, from an area called the Skybreak.

This is your life and it's not an easy one, the Skybreak takes as much as it gives but it gave you hope of better times.

At least it did, until they came


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Have we come to a consensus yet?


seems a consesus is more or less to go to the offworlders. So much for ascending to tzeentchian deamon princedom. Haha. Though, technically that is still a possibility for Davien, all things considered. His curious and inquisitive nature is likely going to get Davien killed from here on out XD.


Speaking of which what's your opinion on getting sanctioned? I'd allow it with side effects


Ogryn

Looks like the decision has been reached. Poor Dunc is going to be so confused.


If we TPK we can roll up some less savoury guys to salvage. I think our guys would get corrupted in a slow corruption set up however Krevlor's just spooked at the notion.

What's our current logistics rating... we need to gear up and get out!


I've put it up to 45


my opinion is that its likely either get sanctioned or roll a new character ;) lol.


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

It looks like offworlder linkup.

Yeah, Davien is in for a tough time. But psykers are useful!


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlors suggestion of sabotage might lead to a TPK but would be very suitable for 40k!


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

I'm game. 40k away!


1 person marked this as a favorite.

I can see some problems with this plan but feel free to cause as much chaos as you want.
May the dice gods favour you


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Cheers, GM.

1. How hard would it be for us to get access to a highly explosive area? e.g. macrocannon shell storage.

2. How hard would it be for us to send a vox transmission out of the ship to Imperial or tribal forces?

3. Same as 2, but without being detected by chaos followers?


1. The macro cannon shells are deep but unguarded. The main problem would be getting out before it exploded as your improvising a timer because all you have is hand grenades and this would require a lot of them. Also you have no idea if that section of the ship is safe.
2. Not very you've been given the frequencies already so it's just a matter of firing up Jak's vox unit
3. Very. Any signal strong enough to reach them would be hard to hide. You'd have to disable the comn tower first. Or generate a lot of noise to hide your signal, once again with the comn tower.


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

When you say safe, do you mean from cultists, weird creatures, or environment?

Could we cut the power to the comm tower?


1. Possible all and a few you didn't mention. This is the Skyfall after all. Also it's dark down there
2.That could work but the main engine room is guarded


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

True.

What about power conduits? They can't be effectively guarded all the way to the tower, surely?


Good point. Didn't think of that. Make a navigation test or a tech-use test to find them


when you joke about offering up souls to the chaos gods before you make a roll, and you crank out 4 crits in a row so your character doesn't fall to those same gods.

*nervous sweating*

haha.


The ambush was just you guys setting off a whole pile of grenades with a trip wire trap.
@Davien just because you don't worship chaos doesn't mean chais doesn't worship you.


Refresh your fate points and equipment


sorry, my folks just moved into a new home and are doing a lot of renovating, so I have been very busy with helping them and getting my post college life going. Please don't wait overly long on me, I'll get posts in when I can, and hopefully won't be much of a burden to the game.


OK decisions time because this is taking too long.
Do you want to:
1. Blow things up and leave.
2. Just leave

Poll closes Wedneday


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

@Davien: That's totally understandable. Take care.

@All: I say 1. After thinking about it, voting for causing a massive explosion.


Ogryn

Duncan likes explosions.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Jak votes for just disappearing


vvoting for us to just leave. Davien feels its a bit to risky to try and sabotage. He would rather live ;p lol.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor is willing to go on a near suicidal solo run while the others get a head start.


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Works for Notch too!


So explosion have it at 3-2


So who wants to make the rolls to blow stuff up?


Ogryn

Can make roll if no one else does. :P


This new character is rapidly becoming my favourite


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

I can't imagine why. ;)


Updates are going to be slow for the next while, workvis crazy right now


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |

Does what the crazy man said match the un-edited copy?


Yes it does


Ogryn

Understand good sir. Work work.


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

We shall be patient!


@Davien do you want to get sanctioned or are you going to try to hide your powers from the Helldivers?


1 person marked this as a favorite.

heh. Davien has no clue what "sanctioned" is, so when asked about what he does, he is going to be straight up. Part of the reason I was leaning going chaos haha.


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

I'm all for battlefield sanctioning.

Highly-ranked Imperial psykers should have options beyond:

"Frack. We have to send them *all* to Terra."


Yeah it's basically going to be a high ranking psyker takes Davien aside and tests you before giving you a soul brand.
Mind you these tests are going to be pretty brutal, as in a lay you bare and gaze at your greatest doubts and insecurities.


@Davien with your permission I'll be using the sanctioning side effects table from dark heresy first edition

Sanctioning side effects:

Table 1–5: Sanctioning Side Effects
Result Effect
01-08 Reconstructed Skull: Some part of your sanctioning fractured your skull. Perhaps it was a form of psycho-surgery,
instructive beating or blast of untrammelled power that split your head like a Malfian pus-grape. You have large metal plates in
your head, some of which are clearly visible. Reduce your Intelligence by 3, but gain 5d10 Throne Gelt in compensation.
09-14 Hunted: Your sanction-visions have induced a mild paranoia. You believe certain parts of your psyche, those
amputated by the sanctioners, have gained sentience and are tracking you down. Whilst part of you realises that
this is foolish, you still refuse to sit with your back to the door, just in case. Gain 1d10 Insanity Points.
15-25 Unlovely Memories: Such was your sanctioning, that you visibly twitch and grimace whenever Holy Terra is
mentioned. Gain 1d5 Insanity Points.
26-35 The Horror, the Horror: Your hair is pure white, you occasionally gibber quietly to yourself and you endure
terrible nightmares every night. Gain 1d5 Insanity Points.
36-42 Pain through Nerve Induction: The skin on the back of your right hand is horribly scarred. You are
uncomfortable around bald, robed women.
43-49 Dental Probes: You no longer have any teeth in your head. Perhaps they were shattered, or removed, or simply
fled your skull in protest at the psychic agony within. You have a set of carven dentures, formed from the teeth
of dead pilgrims. They are of Good quality and, whilst they have inestimable sentimental value to you, on the
open market they are worth approximately 50 Thrones.
50-57 Optical Rupture: Your sanctioning rituals have done great violence to your eyes. They have been removed and
replaced with Common quality cybernetic senses. See Chapter V: Armoury for more details on these.
58-63 Screaming Devotions: Your ruined vocal cords have been replaced with a vox inducer. This thumb-sized implant gleams
in the flesh of your neck. Other than granting you a rather mechanical timbre to your voice, this has no game effect.
64-70 Irradience: You have seen the true power of the Golden Throne. You have no hair anywhere upon your body, face or head.
71-75 Tongue Bound: Your lips, gums and soft palate are tattooed with hexegrammatic wards. You must make
a Hard (–20) Will Power Test to speak the names of the Ruinous Ones (Khorne, Tzeentch, Slaanesh and
Nurgle). Additionally, you stutter terribly when speaking of daemons.
76-88 Throne Wed: You cleave only unto the Emperor. You gain the Chem Geld talent, (see page 113) and a
chattallium ring, worth 100 Thrones.
89-94 Witch Prickling: Your body is covered in thousands of tiny scars. You have a thorough dislike of needles.
Increase your Toughness by 3.
95-00 Hypno-doctrination: Powerful conditioning causes you to chant the Litany of Protection in a whispered voice
whenever you are asleep or unconscious. Increase your Willpower by 3.


Also you can still go chaos at this point even if you undergo sanctioning. There are plenty of examples in the cannon of sanctioned psykers going rogue


I mean, going chaos was to avoid the sanctioning process for poor davien haha. Well, that and the fact that there are two halves to him, one part a guy that just wants to survive, one part a guy that reaaallllyyy enjoys power.

And I'm fine with that I suppose. Do you want me to roll it, you to roll it, or wait until its relevant?


Wait until it's relevant


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Well the Scholastia Psykana is made up of the Adeptus Astra Telepathica and the Black Ships. Now a lot are two weak to function and are sent on to Terra to be sacrificed or be soul bound to become Astropaths. It doesn't quite say this but in my own head canon I always suspected that those with strong potential and will get funnelled off for training at a more local level (at the lowest the subsegmentum level), you could argue the Templar Calyx could be an example of this. The Lexicanum does say of the suitable and very young are indoctrinated into the Imperial Guard to begin their training as part of the Primaris Battle Psykers...

In short 40k has very shaky canon as it is and Davien is half trained so him getting fast tracked makes sense. Another good mark for him is he was instrumental in identifying the morale threat and resisted it's temptation. In conclusion get this man a psykana blade!


It's my head cannon that it's done on the "local" level but kept secret


| 1 IP | 2 CP WS 31 BS 41 S 28 T 26 Ag 54 Int 34 Per 35 Wp 36 Fel 28 Wounds: 10/10 | Fatigue: 0 | Critical Damage: None | Fate Points 0/1 | Init +4 | Armour 4 body, 4 head and arms|

Yeah, best to not have any awkward, blatant stuff.


Does anyone have anything to add or should we get this battle started?

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