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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They have armour points and toughness but I'm not telling you how much


Ogryn

Now I just see a silvery portal waging one of those branches and singing I'll never tell.


Male Human Tech-Priest Enginseer | Wounds: 13/13 | Armor rating: (Body 6/Head 4/Arms 6/Legs 4) | Fate: 3/3 |
GM Skyfall wrote:
They have armour points and toughness but I'm not telling you how much

AP on their attacks. Armor penetration. Sorry for being confusing.


No pen


@Duncan you will not enter the Realm of Knowledge


Ogryn

@GM Ok, I will be good.


Still waiting on Davien. I'll move it on by Monday as this fight is practically over


Ogryn

Ok boss, I'll just be here holding this kitty.


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

I guess we found our leather for making armour... bright furry cloaks of monsters we bested in combat sounds pretty cool. If they are edible we can stretch out our rations a bit more... especially if we can preserve it.

I think mongols used to make a kind of jerky by sitting on meat as they rode... these are a lot of big kitties however.


| 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|

Ìt's best not to wait overly long for any one player in my experience. People can get busy and not get around to saying it.

If you feel it necessary, you can bot Notch to keep things moving.


| 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|

Wow, Notch has done well with his shooting!


Ogryn

Yes, now watch as we face some cultist with a hand bow and it kills our whole squad while we keep failing to hit it.


| 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|

"The relic bow has slaughtered the outlanders! Hurrah!"


Ogryn

Little did we know, this battle brings the eye of korne upon the cultist. Many sessions, and many party wipes to the same cultist later, he comes back as a champion and gains demon prince status for pushing the IG off planet with just a bow.


Don't tempt me


Ogryn

I'm guessing I fatigued it into exhaustion.


No, this was within normal combat, unless I'm missing a rule somewhere.
I'll get you stats for the Terror Cat if you want to try to tame it but that will take 1 day per attempt. With 3 successful days needed to have it properly tamed


Ogryn

I meant I inflicted more fatigue levels than it had toughness bonus.


Yes you did


sorry for the delay again, Past week was finals for my 2nd to last semester, so I was a bit distracted to say the least haha. Didn't notice it was my turn again.


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Ogryn

CRAFTING
It is possible with the right Skills and materials for a character to create his own items, such as crafting basic gear and equipment
like spears or storm-cloaks, brewing up herbal remedies or even advanced drugs and medicines, or building advanced gear
such as automatic rifles or grenades. To create an item, a character needs three things: the right Skill, materials, and time.
CRAFTING SKILLS
There are three different kinds of crafting Skills, each one covering the creation of different kinds of items.
Medicae: This Skill allows a character to create all manner of drugs and poisons as detailed on page 198 of Chapter
VI: Armoury. With the GM’s permission, players can even create new drugs and poisons based on the venom of slain
creatures or to mimic the effect of certain worlds or environments. When creating drugs or poisons, a character always
needs at least a small sample of the substance he is trying to create.
Survival: This Skill allows a character to create any kind of primitive device or basic items such as clothing or foodstuffs.
Survival can be used to craft any item with the Primitive Special Quality or any Low-tech Weapon (see Chapter VI:
Armoury). With the GM’s permission, players can also create any simple item with this Skill provided it can be
fashioned from unprocessed materials and lacks any complex moving parts (i.e. clothing, a cart, a hovel, etc.).
Tech-Use: This Skill allows a character to create complex or technical devices such as those commonly created within the
forges of Imperial worlds. With the GM’s permission, any weapon, armour, explosive, or piece of tech can be created using
this Skill. Unlike Survival and Medicae, however, many items created using this Skill are fiendishly complex or their design a
closely guarded secret and are only available to characters with the right knowledge and access to advanced workshops.
MATERIALS
When creating an item, a character must have access to the right materials, otherwise he cannot make it. Whether or not
these materials are on hand is up to the GM, though common sense should play a part (i.e. a character on a feral world
is going to have access to lots of basic materials good for the Survival Skill but might have trouble finding the complex
parts or manufacturing base needed to make an autogun). Once it has been determined whether or not the materials are on
hand, the GM then decides if the character needs to expend any resources acquiring them. As a general rule when creating
items using the Tech-Use Skill (or the Medicae Skill when creating advanced drugs such as those not occurring naturally),
characters must always buy materials. Items crafted with Survival, on the other hand, can other be made from “found”
materials, such as fashioning a bow when in a forest, or making a spear from scrap metal in an underhive.
When acquiring materials for crafting, determine the item’s Availability and then decrease it by one step (i.e. Average
items become Common, Common items become Plentiful, etc.). The character then makes a Logistics Test to acquire the
materials just as if he were acquiring an item. Once he has the materials, he can then try to create the item.
TIME
Creating an item takes time and is always an Extended Test set by the GM. The length of the Extended Test and the
time it takes depends on the complexity of the item. While both these factors are up to the GM, he can use Table 4-2:
Crafting Items as a guideline.


Davien I hope your exam went well


Just to clarify things for everyone all crafting tests are based off int + the skill your using


Ogryn

Reduce to 10 successes.


I'll move this along Saturday morning so if you want to do any crafting post by then


Ogryn

Ok, I understand how we are doing this now.


Ogryn

Everyone started with helm and vest because of rough rider.


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

I thought so, but it seemed like some people did not include that in their character numbers so I wanted to double check.

In that case, GM Skyfall, is it okay for me to produce two sets of arm/leg armor in the same 8 hours with the rolls I had?


Sure why not but the the quality will be lower as they aren't a single piece (from Good to Common).


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

Wouldn't 11 successes result in best quality, with one step down being good quality?


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15 or higher is best.
10 or higher is good.
5 or higher is common.
2-5 is poor.


| 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|

@GM: Are we assuming a test difficulty is standard (+10) unless mentioned otherwise, or something else?


For Lore rolls yes


| 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|

Grand job.


@Jak for handling the fuel rod just make a tech use test to extract it correctly. Other than that just put down any techno babble you want.
Technically this is something that Notch might know as well though for very different reasons


I've just done some rough calculation and the OCD is within Duncan's lift limit if he makes a athletics check for heft.


Ogryn

Well, someone might have to wake Duncan then.


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

LOL .. What about if I help him with the servo-arm?

Now we just have to rig some kind of harness so the ants can carry it all the way back to base.


Duncan athletics is based off strength and sometimes toughness but that's only for endurance based thing


Ogryn

Duncan does not possess athletics so -20 if it had been. But, under lifting it says it is a strength test so all good.


Ogryn

Dunc just here to move large weights and hit things.


You can make a makeshift cart with the supplies you have on hand (with a survival +resourceful test) or you can dismantle the Talkspire so that your Ant can carry them (tech use)


Ogryn

Hey notch, not sure why you are making toughness checks as Duncan pulled the thing out of the poison mist.


You also get bonuses for your tools and any relevant cybernetics such as MIU.


Let me know if you want to do a time skip forwards ti get rid of your fatigue


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

Well, I am in favor of rigging a cart for the spire and vacating the area .. who knows what other people/creatures might be interested in things that fall from the sky.

But it will be a lot easier to transport once it has been dismantled, and I want to access its data coils before that happens. So if others want to wait for an hour, I can pull the data (I hope) and then we can move out at a better pace.


Everyone gain 200 exp


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

Taking Medicae +10


sorry I haven't posted much, just got back to my place and not particularly useful atm haha.


You can still use your survival skill to help build a cart or something.
I hope you had a good trip

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