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  1. - Top - End - #1
    Ogre in the Playground
     
    Henry the 57th's Avatar

    Join Date
    Sep 2012
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    Somewhere
    Gender
    Male

    Default Alpha and Omega OOC [Dark Heresy]

    Spoiler: Opening Scene
    Show

    "Knowledge is power. Do not waste it on the masses."
    ó Sector Governor Marius Hax

    Hive Sibellus is the oldest and proudest city of mighty Scintilla, capitol of the great Calixis Sector. Seat of Sector Governor Marius Hax and the Inquistorial Tricorn Palace alike, security here is paramount. The hive city has long boasted the safest streets and most obedient populace in all the sector if not, some whisper, the segmentum. Here the upper classes walk freely in the open, surrounded by gaggles of servants and humbly gawked at by the uncounted masses of common laborers who daily trudge to work amidst signs of wealth and power. Statues of the Emperor, the Saints, and the nobility both living and dead are everywhere, glaring down at the masses with a seemingly omniscient gaze. The granduer is soon to become even grander, for the Lord Sector has planned a magnificent celebration of the upcoming anniversary of Calixis' founding, and the highest echelons of nobility from across the sector are expected to attend. With even more of the wealthy and powerful flowing in for the upcoming gala with their entourages of servants and strange but delight foreign gifts, it seems to most that times are bound to be good.

    The Inquisition suspects otherwise.

    A mere sixteen hours ago, law enforcers patrolling the underhive stumbled onto a gruesome scene. In the ruins of what was once a great temple to Saint Drusus, they found more than a hundred bodies, gruesomely mutilated. Even worse, many of the corpses bore the stigmata of mutation, or even heretical insignia to make the eyes bleed and mind shatter. But the direst sign of all was the dread heart of the defiled temple, its altar now a pulsating mass of festering corruption, stained a dark red from the blood trickling down its side. Two enforcers went made simply looking at it and had to be put down by their fellows before a message could be sent to the Tricorn Palace.

    Interrogator Rovini of the Ordo Malleus was the first to arrive on the scene, and his conclusions were swift and grim. The tainted altar unmistakably belonged to the Brotherhood of the Horned Darkness, an insidious Chaos cult that once threatened to consume and conquer the whole of Calixis from within. Their attackers, the Pilgrims of Hayte. These dreaded fanatics are apocalyptic worshipers of Chaos in its most primal, nihilistic form. That both of these were present in the hive, a mere month before the greatest gathering of Imperial nobility seen in the sector for centuries, has set alarm bells ringing in the highest echelons.

    With most of its members stretched thin across the sector battling the sudden upswing in cult and xenos activity, subtlety is to be the first approach. Informing the nobility of what could be festering beneath their feet, or in their very mansions, would be counterproductive. Inquisitor Lady Purusha is assembling a team of experienced acolytes with a simple goal in mind: find the heretics, be they hidden in low places or in high, and root them out before whatever they are planning can come to pass.


    Alright everyone, welcome to the OOC thread for Alpha and Omega. Before anything else, I'd like all of you to please post your character sheets and pick out a color to speak in.
    "All generalizations are false."
    -Me

    Please remeber the impotence of poofreading everything you right.

    Avatar by Emperor Ing.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Goblin

    Join Date
    Jul 2016

    Default Re: Alpha and Omega OOC [Dark Heresy]

    Spoiler: Character Sheet:
    Show
    Name: Vanth-208
    Home World: Lathe-Het (Forge World)
    Career: Tech-Priest
    Divination: Dark dreams lie upon the heart
    Forge World Cant: Placate the Machine Spirit

    Spoiler: Characteristics:
    Show
    WS: 25
    BS: 35
    S: 30
    T: 40
    Ag: 25
    Int: 50
    Per: 30
    WP: 40
    Fel: 25

    Wounds: 12

    Fate: 2

    Insanity: 0

    Corruption: 2


    Spoiler: Skills:
    Show
    Common Lore (Machine Cult +20, Tech)
    Literacy (Int)
    Logic +10 (Int)
    Secret Tongue (Tech +10) (Int)
    Speak Language (Low Gothic) (Int)
    Tech-Use +20 (Int)
    Trade (Copyist, Technomat +10) (Int)


    Spoiler: Talents:
    Show
    Basic Weapon Training (Flame, Las)
    Binary Chatter
    Chem Geld
    Electrical Succour
    Electro Graft Use
    Energy Cache
    Feedback Screech
    Ferric Lure
    Luminen Blast
    Luminen Charge
    Luminen Shock
    Mechadendrite Use (Manipulator, Utility)
    Melee Weapon Training (Primitive)
    Nerves of Steel
    Pistol Training (Las)
    Technical Knock
    The Flesh Is Weak [2]


    Spoiler: Traits:
    Show
    Machine (2)
    Mechanicus Implants
    Stranger to the Aquila


    Spoiler: Equipment:
    Show
    Laspistol w/1 charge pack
    Dílaku Hellgun w/1 charge pack

    Auspex
    Dataslate
    Personal Cogitator
    Phial of Gelatinous Liquid
    Photo-visor
    Pressed Leaf
    Rebreather
    Recoil Glove
    [roll0] spare parts
    Vial of Sacred Machine Oil

    Enforcer Light Carapace
    Mechanicus robes and vestments (GQ Clothing)
    Mesh Cowl

    Mind-Impulse Unit (CQ)
    Perinetus-Pattern Servo-Harness (contains Manipulator + Utility mechadendrites, combi-tool, fyceline torch (flamer) and plasma-cutter (plasma pistol w/10m range))

    3 Thrones


    Spoiler: Advancements:
    Show
    Feedback Screech (100)
    Logic (100)
    Technical Knock (100)
    Chem Geld (100)
    Binary Chatter (100)

    Tech-Use +10 (100)
    Trade (Technomat) (100)
    Luminen Shock (200)
    Toughness Advance (Simple) (100)

    Logic +10 (100)
    Secret Tongue (Tech) +10 (100)
    Electrical Succour (100)
    Mechadendrite Use (Utility) (100)
    Luminen Blast (200)
    Willpower Advance (Simple) (100)
    Nerves of Steel (100)
    Common Lore (Machine Cult) +10 (100)
    Intelligence Advance (Simple) (100)

    Trade (Technomat) +10 (100)
    Basic Weapon Training (Flame) (100)
    Ferric Lure (100)
    Mechadendrite Use (Manipulator) (100)
    Common Lore (Machine Cult) +20 (100)
    The Flesh Is Weak [1] (100)
    The Flesh Is Weak [2] (100)
    Intelligence Advance (Intermediate) (250)
    Ballistic Skill Advance (Simple) (250)

    Energy Cache (100)
    Tech-Use +20 (100)
    Luminen Charge (100)


    Spoiler: Appearance:
    Show
    Age: 64
    Build: Minimal (1.70m/55kg)
    Eyes: Blue
    Hair: Rust
    Physical Quirk: Large Head
    Skin: Ruddy

    Appears to be almost overbalanced by the weight of all his augmentations on such a spindly form.


    Spoiler: Background:
    Show
    A slight figure of a man, Erik Vanth was born and raised on the forge world of Lathe-Het, greatest and most respected of the Lathe Worlds. Like his progenitors, Vanth was destined to a life of drudgery and toil as a data-processor, one tiny cog amongst millions working to boost the efficiency of the data-crypts. It was in this function that he drew the attention of the tech-priest overseeing his sector, for his skill at handling data, and so he began his ascension through the priesthood. As an initiate, he finally started to understand the data that he had been processing for so many years, and while not meteoric, his rise was noted as being 0.004% faster than that of the average tech-priest.

    Although he dabbled briefly with the electro-priests of the Corpuscarii, and possessed the electoos to prove it, his true skill lay in his ability to analyse, sift through and process vast quantities of data, and his initial augmentations reflected this, with the standard-pattern Mind-Impulse Unit implanted at the base of his spine, as well as his permanent assignment of a portable cogitator unit to further speed calculations. Unfortunately, as can be expected of such a tech-priest, his combat skills were somewhat lacking, and though he proudly possessed a Skitarii hellgun, awarded for his auditing of the Gamma-Rho Maniple that resulted in a 2.16% rise in combat efficiency following an in-depth analysis of their previous engagements, it was muttered by his fellows in hushed binaric that he was as likely to shoot himself as the enemy. This may have been a deciding factor in the repeated rejection of his requests to join an explorator fleet and help spread the word of the Omnissiah to the stars.

    However, reports of an inquisitor on the edges of the Lathes had reached the High Fabricator, who saw this as an opportunity to grant the tech-priest's request without being a danger to Mechanicus forces. Promoting him to Magos and assigning him the suffix -208, as well as augmenting him with a Perinetus-pattern servo harness to provide him with additional protection and enhancement, Vanth was sent to act as the representative of the Mechanicus for the Inquisitor...


    Spoiler: Character:
    Show
    A slow, methodical creature, Vanth-208 firmly believes in the virtues of persistence, and that sufficient analysis of prior data will reveal the solution to any problem. However, his lack of social interaction with those not of the Adeptus Mechanicus has left him a somewhat stilted conversationalist, and he is known to be blunt to the point of callousness, a point that has spoken against him on past operations in the Inquisition.




    Vanth-208 will intone in red.

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    May 2014
    Location
    Defined on all R
    Gender
    Male

    Default Re: Alpha and Omega OOC [Dark Heresy]


    Spoiler: Quick Sheet Reference
    Show
    Max Wounds 11, Max Fatigue 4, Initiative +4
    Move 3/6/9/18
    AP All 6


    WS 33
    -5 when lacking a usable gun.
    • Vox Legi Shotgun: 1d10+3 I Pen 2.
    • Stormchild: 1d10+3 I Pen 0; Primitive.
    • Brass Knucles: 1d5+2 I Pen 0; Primitive.

    BS 50
    -5 when lacking a usable gun...should it ever matter.
    • Vox Legi Shotgun: 30m, S/2/-, 1d10+9 I Pen 0; Clip 14, Full*; Reliable, Scatter. *Half action to load a single shell, must be next shell fired.
      w/ Blazer shell: 15 m, S/-/-, 1d10+9 E Pen 0; Reliable, Flame, Primitive.
    • Stormchild: 35m, S/-/-, 1d10+4 I Pen 2; Clip 5, Full; Reliable.

    Note: Reload times include Rapid Reload.

    Strength 30
    -5 when lacking a usable gun.
    • Intimidate +10. +10 if carried weapon is bigger, or deals more damage, than anything the target has. (IH 232)

    Toughness 40
    -5 when lacking a usable gun.

    Agility 30
    -5 when lacking a usable gun.
    • Dodge +0.

    Intelligence 30
    -5 outside of a "proper" hub; -5 when lacking a usable gun.
    • Common Lore (Adeptus Arbites, Imperium, Underworld) +0.
    • Intimidate +10.
    • Literacy +0.
    • Speak Language (Low Gothic, Metallican Dialect) +0.
    • Tech Use Ĺ. +5 on Tests involving projectile weapons.

    Perception 40
    -5 when lacking a usable gun.
    • Awareness +10.
    • Scrutiny +10.
    • Search +10.

    Willpower 40
    -5 when lacking a usable gun.
    • Interrogation +10.

    Fellowship 30
    +10 vs Adeptus Arbites, Underworld; -5 when lacking a usable gun.
    • Inquiry +30.
    • Intimidate +10.


    Other Talents:
    • Hardy: Always counts as Lightly Wounded when removing damage.
    • Iron Jaw: When Stunned, Toughness Test to shrug it off.
    • Nerves of Steel: Reroll failed Willpower Tests to avoid or recover from Pinning.



    Spoiler: Background
    Show
    Born with a gun in his hand, surrounded by violence and crime, Enoch grew up hating the ganger scum and chose to become an enforcer; even if he was more often than not little more than a mercenary in the hands of the Gunmetallican nobles, it at least gave him a sense of purpose - and, unknown to him, it was also the first step on the road that would lead to become an Inquisitorial Acolyte. The second step was surviving long enough to rise above the notice of the local Arbites, and eventually be deemed worthy of being recruited; the third was, of course, accepting. Joining the Adeptus Arbites meant leaving Scintilla for good, and after completing the required training and swearing the oaths he embarked on his journey towards a distant planet.

    At first assigned to a suppression squad, he did his job with ruthless efficiency - his Gunmetallican background evident in the way he handled guns - and was involved in the quelling of many riots throughout the hive; what made him stand out, however, was not his combat prowess - which wasn't distinctly superior to that of the other recruits as, after all, they had all undergone the same training - but the acuity of his perceptive and investigative abilities, which he showcased in several occasions. The turning point came after Enoch reported possible correlation patterns between a number of seemingly unrelated murders, which the Inquisition determined part of the so called Calixian Pattern Killings: the report itself was but a drop in the ocean but, as was often the case with investigators exhibiting enough skill to detect the patterns, Enoch was deemed suitable Acolyte material and swiftly inducted in the Inquisition under Inquisitor Lady Purusha.

    As an Acolyte, Enoch proved to be as ruthless - and effective - as he had been as an Arbiter; no leniency must be shown to those who would threaten the Imperium, and though there were comparatively less occasions that required using his shotgun, his interrogation techniques profited. In the years, he proved a valuable asset for the Inquisition, and managed to point the Holy Ordos' swift hammer on many a traitor; he was a key player in linking [REDACTED - CODE 17/396/Eta] with the high nobles of [REDACTED - CODE 17/396/Eta], as well as the discovery of [REDACTED - CODE 18/546/Lambda] lurking under [REDACTED - CODE 18/546/Lambda].

    Now, Inquisitor Lady Purusha has ordered him to Scintilla, a place he thought he would never return to. Not that it matters; be it the most backwater of planets or Holy Terra itself, he will root out the heretics - or die trying, for only in death does duty end.
    Last edited by Hyperbolic sine; 2019-08-08 at 09:35 AM. Reason: Missing CL (Underworld)
    To the optimist, the glass is half-full.
    To the pessimist, the glass is half-empty.
    To the engineer, the glass is twice as big as it needs to be.

    Might suffer occasional hiccups in posting rate. Apologies for the inconvenience.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Mr Stereo1's Avatar

    Join Date
    Jul 2011
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Micky Scavelo

    Portrait

    Spoiler: Portrait
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    Background

    Spoiler: Background
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    A native of Sibellus Micky's not the type of guy who people expect. He's always lived his life by a code of honor; never give up the guys you're running with, don't steal from people who don't have anything to lose and always pay your debts. By the standards of the underhive he's a diehard romantic. Part of that's he wasn't always from there. His folks were good honest manufactorum workers, the kind the clerics loved to praise the virtues of. He watched his poor old man work himself to the bone and die of lung rot when the fat overseer wouldn't pay the tech-priests to fix the extractors. Then he watched his mother work and starve herself to death trying to take care of him and his siblings. Then he took his own long, hard, shifts of work to help and saw his elder siblings worn away doing the same. He saw the trap for what it was. A long drawn out death, a life just long enough to raise your replacement, and all the coin you ever made going back to the damn overseer and factory owner one way or another. Rent for your bunk, factory script, protection rackets from the guards... it all added up, to nothing.

    The people he looked up to, his only rolemodels, were the local gangers. The thugs who worked for the owner breaking troublemakers or the manager's men weren't the people he'd ever want to be. The only in with them was informing anyway, which on a bone-deep level Micky would never do. The alternatives for him were joining the Guard or the Gangs. At least he knew where he'd be going with the Gangs. So he started out chatting with a few of the local toughs and dealers and picked up work smuggling contraband. A few of his peers were happy to take the packets for a little spending money or some good rations, and soon Micky had a successful little network of his own up and running.

    Eventually he left working at the manufactorum to work his business full time. During those years he kept himself carefully out of the fatal dance for rule of the underhive, skipping between the warring ganger lords as a useful, funny and harmless flunky. Everyone liked Micky, or at least they didn't dislike him enough to shank over a few thrones which in the underhive was the same thing. He'd move anything for a decent price, he never welshed on a deal and he never strong armed you over any 'compromising' details. What little wetwork he'd had to do was done quickly and quietly, usually with someone else taking the 'credit'.

    He'd almost made the dream when he crossed paths with the Inquisition. It was a little dream, a petty thing, but for a dregger and a ganger it was a wild one. He wanted to get out into the safe, clean, world above. He'd saved a lot of his coin, and spent more making friends in the upper levels. A few 'friendly' customers in the Hive administratum were in place to help him get the papers and permits in place, the rent was down on a little hab in the middle hive and he was angling ways to cash out his network for a little business somewhere clean. It was all working out for Micky, til the Arbites came down hard on him one day in the Upper Hive. Hundreds of them, smashing through the streets in damn tanks and storming the hab to grab him and the dealer he was meeting. He wound up battered and bruised in an iso-cell within the hour. They let him stew a few more while they interrogated the dealer. Cursing the world he knew he had to face the truth, there was no way he'd hold up against the arbites methods but there was no way he'd give up the men who'd stayed loyal to him through it all. He needed something else to give them, and he knew what it would be.

    There was one gang he'd never gotten caught up in, the Orkanos. Those scum used people up the way Micky hated to see. Joygirls, joyboys, gangers, addicts, workers it didn't matter. With them you rose to the top, you died trying or they took everything real out of you piece by piece. But somehow they always clung on, always found new blood like a sickness spreading through the hive. He'd kept track of where they went, who they worked with, just so he could keep his people out of it. When the Arbites dragged him to the interrogation room and put him in front of a young man in black and red he 'confessed' to everything he knew. He was working for the Orkanos, he knew where the leaders ran from, he knew who worked with them, he could tell them who his contacts were if only they spared him!

    Professional pride earned him a little pain for the lies, but enough of what he said checked out to get him brought before an older woman in the same black and red as the young man. Her and her pet witch. It was one of the most terrifying things he'd ever been through, but in the end having laid Micky bare the woman, Inquisitor Purusha offered him terms. She didn't care about his friends, setting up his family wouldn't cost her anything, she wanted the Orkanos and she wanted him. It wasn't a deal he was in a position to negotiate. In the next weeks he helped the Inquisitor's retinue break the gang, gathering intelligence and guiding strike teams through the underhive. In his few moments of stolen freedom he made arrangements with his old buddies to move into the vacuums the crackdown was creating, and got the gangs help for Purusha's campaign.

    When the war was won he was due to leave with Purusha to begin his service in the Inquisition. As they said, the reward for good work was more work. Sure of the fear he held for her no-one stopped him when he snuck away that last night on Sibellus, back to his old neighbourhood to meet with his brothers and grateful comrades one last time, outside the home of that fat, wretched, overseer's family. When he returned to the Inquisitor's residence it was with as clean a cut from his old life as he could hope for, if to a crueler fate than he'd dreamed of.

    Through his service Micky's been noted for his 'sedate' attitude to the holy calling. Calm and professional he tries to minimize the collateral damage to the population, showing the most fervor for finding ways to avert wide-spread purges rather than hunting heretics and xenos scum. However he remains an effective tool for his superiors, and none have ever found suggestion of his own corruption. Himself Micky still dreams of settling down one day. When he enjoys a free afternoon he likes to tour the local habs and taverns as much as revel, drink and screw. If he can just make it through and get a retirement job from the brass then maybe one day he can have that life he's always wanted. A nice little home and a happy family around him, somewhere away from the privation and horrors he's seen. It's something that lets him sleep at night.


    Crunch

    Spoiler: Crunch
    Show

    Hive Worlder Scum

    Wiry 170cm, 65 kg
    Old Timer 45
    Born Factory Dreg, fell into Ganger Life
    Divination: "Thought Begets Heresy, Heresy Begets Retribution" +3 Strength

    Stats

    WS 25
    BS 45
    S 30
    T 25
    Ag 50
    Int 25
    Per 33
    WP 25
    Fel 50

    Fate Points 2
    Wounds 11

    Skills

    Awareness (Per) +10
    Barter (Fel) +10
    Blather (Fel)
    Common Lore (Imperium) (Int)
    Charm (Fel)
    Concealment (Agi)
    Dodge (Agi) +10
    Deceive (Fel) +10
    Inquiry (Fel)
    Silent Move (Agi)
    Search (Per)
    Security (Agi)
    Speak Language (Hive Dialect) (Int)
    Speak Language (Low Gothic) (Int)
    Tech-Use (Int) [Basic Skill]

    Talents

    Ambidextrous: No -20 Penalty from attacking with the secondary hand.
    Basic Weapon Training (Solid Projectile)
    Leap Up: Can Stand Up as a Free Action
    Melee Weapon Training (Primitive)
    Nerves of Steel: Can reroll a failed WP Test to Avoid or Recover from Pinning
    Pistol Training (Solid Projectile)
    Peer (Underworld) +10 to all Fellowship Rolls with that group
    Peer (Workers) +10 to all Fellowship Rolls with that group
    Quick Draw: Ready as a Free Action
    Rapid Reaction: When Surprised or Ambushed can Test Agility to act normally.
    Rapid Reload: All reload actions are halved, rounding down
    Sprint: Add AB to Full Move action and double Run movement for a round. If used twice in a row take one level of fatigue.
    Two-Weapon Wielder (Ballistic): A Full Action can Attack with Weapons in Both Hands, at a -10 Penalty (with Ambidextrous)
    Unremarkable: Attempts to describe or remember you take a -20 penalty.

    XP Expenditure

    Spoiler: XP Progression
    Show

    Dreg 0 to 500 XP

    Awareness +10 100
    Charm 100
    Barter 100
    +5 Fel 100
    +5 Agi 100

    Outcast 501 to 1000 XP

    Security 100
    Concealment 100
    Inquiry 100
    Deceive +10 200

    Outlaw 1001 to 2000 XP

    Rapid Reload 200
    Sprint 200
    Search 100
    +5 Fel 250
    +5 Agi 250

    Renegade 2001 to 3000 XP

    Dodge +10 100
    Silent Move 100
    Nerves of Steel 200
    Leap Up 100
    Rapid Reaction 100
    Peer Underworld 100
    Peer Workers 100
    +5 BS 100
    Quick Draw 100

    Rogue 3001 to 6000 XP

    Awareness +10 100
    Two Weapon Wielder (Ballistic) 200
    Ambidextrous 100
    Barter +10 100

    Rogue Advance Priorities Notes
    Spoiler
    Show

    Two Weapon Attack Set
    Ambidextrous 100
    Two Weapon Wielder 100
    Deadeye Shot 100
    Sharpshooter 100
    Marksman 100

    Skills

    Awareness +20
    Barter +10
    Scrutiny
    Tracking
    Tech-Use

    Backlog

    Sleight of Hand
    Light Sleeper
    Heightened Senses (Sight, Hearing)
    3 Sound Constitutions 100 Each

    Stat Advances

    +5 BS 250
    +5 Per 250
    +5 Fel 500



    Equipment

    Weapons

    Good Autogun: Gains Reliable
    Basic, 90m Range, Single Shot/3 Burst/10 Full Auto, 1d10+3 I Damage, 0 Pen, 30 Clip, Full Reload, Reliable, 5kg
    Fire Selector: Weapon has 3 Clips, can choose which to draw from each round.
    Silencer: -20 Penalty to hear shots.
    Red Dot Sight: +10 BS to hit when firing a Single Shot

    Good Judgeslayer Handcannon (From Book of Judgement): Loses Unreliable???
    Pistol, 20m Range, Single Shot, 1d10+2 I Damage, 6 Pen, 4 Clip, 2 Full Reload, Unstable, 5kg
    Fire Selector: Weapon has 3 Clips, can choose which to draw from each round.
    Silencer: -20 Penalty to hear shots.
    Red Dot Sight: +10 BS to hit when firing a Single Shot

    Compact Autopistol
    Pistol, 15m Range, S/-/6, 1d10+1 I Damage, 0 Pen, 9 Clip, Full Reload, 1.25 kg
    Compact (Accounted for): Halfs weight, range, and clip. -1 Damage penalty. Harder to find on a search.

    Ammo
    300 Bullets
    150 Manstopper Bullets: +3 Penetration to attack.
    30 DumDum Bullets: +2 Damage but AP counts double against it.


    1 Hallucinogen Grenade
    Thrown, SBx3 (9) Range, Special Damage, 0.5kg
    Special: Anyone within 10m must pass a -10 Toughness test or be overcome with hallucinations for 1d10 rounds. If failed roll 1d100, on 50 or less they act normally, on 51-75 they run around screaming and on 76 to 100 they attack anyone near them with whatever's available.

    1 Photon Flash Grenade
    Thrown, SBx3 (9) Range, Special Damage, 0.5kg
    Special: Anyone within 15m of a detonation must test Toughness, and if they fail are Blinded for 1d5 Rounds.

    10 Frag Grenades
    Thrown, SBx3 (9) Range, 2d10X Damage, Pen 0, Blast (4), 0.5kg

    1 Blind Grenade
    Thrown, SBx3 (9) Range, No Damage, Smoke, 0.5 kg
    Special: Blocks electronic detection for 3 rounds within a 3m wide and 2 m tall space in calm conditions. Less in windy etc.

    Armor

    Xeno Mesh AP 4 Body, Arms, Legs 2kg
    Mesh Cowl AP 3 Head 0.5kg

    Gear

    Backpack: Carries things 1kg
    Cameleoline Cloak: +20 to Concealment, Counts as one range bracket further away when stationary 0.5kg
    Chrono: A watch
    Good Clip Harness: +30 to Climb tests to Descend, Can't Fall 1kg (lowered from Common 2kg)
    Good Clothing: Looks Good
    Filtration Plugs: +20 Toughness against Gas
    Good Photo-Visors: Gains Dark Sight Trait, unaffected by Photon Grenades 0.5kg
    Rebreather: Immune to Gas for 1 Hour 1kg with 4 Cannisters
    2 Recoil Gloves: Can fire Basic and large Pistol weapons in one hand without penalty. 0.5kg x2
    Respirator: +30 Toughness against Gas, can Reroll failed results. 0.5kg


    Tools

    Auspex: +20 Awareness, can roll Tech Use for nonhuman senses.0.5kg
    Glow-Globe: A light 0.5kg
    Good Grapnel: A projectile hook and winch with 100m range. 1kg (lowered from Common 2 kg)
    Good Mancoulars: Binoculars with range-finding, heat vision and pict-capture. 0.5kg
    Micro-Bead: A little radio with 1km of range.
    Multikey: +30 to Security tests to pick locks.
    3 Strummers: +30 to Silent Move tests, 20 minutes of battery charge. 2kgx3

    Cost Notes
    Spoiler
    Show

    Allowance 3,500
    Sold Starting Gear 15
    Spent 3480
    Remaining Gelt 35

    Weapons

    Autogun Common (Scum Freebie)
    Good Quality upgrade 100x2 200
    Fire Selector 25
    Silencer 10
    Red Dot Sight 25

    Good Judgeslayer Handcannon 100x3 300
    Fire Selector 25
    Silencer 10
    Red Dot Sight 25

    Autopistol (Scum Freebie)
    Compact 50

    Hallucinogen Grenades 1 40
    Photon Flash Grenades 1 60
    Blind Grenades 1 25
    10 Frag Grenades 100

    Ammo
    300 Bullets 30
    150 Manstopper Bullets 125
    30 DumDum Bullets 25

    Brass Knuckles (Scum Freebie) Sold +5

    Knife (Scum Freebie Sold +5)

    Armor

    Xeno Mesh 375
    Mesh Cowl 100

    Gang Leathers (Scum Freebie Sold) +5

    Gear

    Backpack 10
    Cameleoline Cloack 500
    Chrono 40
    Good Clothing 30
    Filtration Plugs 15
    Good Photo-Visors 300
    Rebreather 50, 3 extra Cannisters 75
    2 Recoil Gloves 170
    Respirator 25
    Good Clip Harness 75

    Tools

    Auspex 145
    Glow-Globe 15
    Good Grapnel 90
    Good Mancoulars 165
    Micro-Bead 20
    Multikey 150
    3 Strummers 75




    I shall speak in Dark Orange.
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    Insanity is checking the IC twice and expecting a different result.

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    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I'll speak in BLUE

    Luis Akoak
    Spoiler: Portrait
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    Spoiler: Backstory
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    Luis was born on a small remote world. He was a humble yeoman working on the lands of the local lord. He'd dreamed of seeing the far-off lands, as a kid, what was over the horizon. But nothing ever came of it. When his lordship's youngest son came of age though, he'd raised a regiment from the fief, and it was Luis's duty to pick up musket and sword and head off to war with the young lord. They'd gone further than he ever dreamed of; picked up in great metal ships and flung through the very star ocean itself. Their first campaign was by far the worst. Some agriworld under orkish assault. They'd dug in in the middle of the great open farms, and faced down a vast horde of the foul xenos. They'd held the line, of course, not for the Emperor or for the scowling commisar, or even for the young lord. They'd held the line for each other, neighbors, friends, cousins. The men and women he'd grown up with. Half of them had died, but so half could live. It had been a great victory, and the young lord managed to take much of the credit. He'd been assigned to some cushy staff job. Last Luis heard, he was on track to be a general soon. But the regiment, at half strength, had soon been broken up, and Luis found himself as a replacement in some strange regiment from some strange world, with strangers, and promptly flung into battle again. It had been a long slog of a campaign, pursuing strange xenos through the dusty, twisting mountains and canyons of some desert world. The bastards were vicious and fast, but only so many of them. They'd managed to corner them in some strange ruined city. Oh, how the aliens had wailed when the might of Imperial artillery had smashed the ancient buildings into twisted rubble. Then came Luis's company's turn to flush them out from the warrens. A nasty, vicious battle it was, but after a few weeks the generals declared victory and abandoned the planet altogether. After that, they'd earned a few months of R&R. They were stationed on some hive world to re-equip and to indulge themselves in every vice known to man, and a few that were perhaps newly discovered. By then, Luis had reckoned he'd been in the guard about 5 years. Halfway through his enlistment. He'd dreamed of returning to his homeworld, returning to his humble farm, perhaps being reuinted with his comrades from the old regiment.

    The regiment was assigned to a quiet front for a time; some distant world, much like his distant homeworld. They were supposed to be guarding missionaries and soritas as they rooted out some strange heresy. For a few months, it was a quiet assignment, patrolling remote villages and guarding missions amongst the local peasants. Eventually though, the locals soon began to resent the occupiers, and Luis found himself dodging ambushes, hunting out rebels, and facing down angry crowds. Things came to a head in some remote town. Luis's platoon had been searching some hovels for weapons or contraband, and the priest with them found something weird. He'd ordered Luis to set fire to the hovel, when some old geezer suddenly burst out of a hidden alcove, screeching and waving some strange weapon with unnatural strength. Reality went a little wonky, up until Luis put the man down with a quick shot of his trusty musket. All around them, they could hear strange screams and unnatural laughter as reality started to leak... they'd fallen back to the local mission, where the priest and the sisters manning the mission swore that the Emperor's grace would protect them. Luis supposed they might be right, although massed musketry also seemed to help. They'd held out there for a week, coming under attack from strange things and twisted humans. Once again, it was their comradeship with his fellow soldiers that held them together, and kept them from breaking. The priest, who had been something of a loner, had gone crazy and disappeared into the town with naught but his chainsword and flamer. Their comissar had shot himself in the head, muttering about his own secret cowardice. Their officer... well, he had never been a reliable sort, and somehow he had been hit by a stray musket ball. One of the peasants must have recovered one of the weapons. Or so Luis had put in the reports. By the end of the siege, there were only a handful of men left. They'd retreated to the church's tower, while strange shapes, once human, danced and cavorted below. They were steeling themselves for the final stand, when suddenly pillars of fire began descending from the heavens. Grim-faced stormtroopers poured out of landing craft, followed by women in ornate power armor. They were watched over by a stern woman in strange, darkened robes, who was accompanied by a chained astropath. The blind man had done... something... and reality seemed to mend, ever so slightly. Soon, the town was still, except for the merry crackling of burning buildings and the distant crack of bolt pistols offering deliverance to the captured locals. The stern woman had Luis and the other survivors herded onto one of the dropships, where they were inspected very thoroughly by teams of medics, priests, and the astropath. Two of the survivors showed signs of... something... and were swiftly given mercy, but Luis and the remaining six were told that as far as the Imperial Guard was concerned, they had died in a glorious battle. But now the true fight, the only fight that mattered, was upon them. Luis's comrades eagerly embraced their new service and their chance to show their mettle... but all Luis could think was that those quiet days on the farm and his victorious homecoming were becoming even more distant...


    Spoiler: Stats
    Show
    Career: Guardsman
    Rank: Veteran

    WS: 45: 20 + 15 + 10
    BS: 48: 23 + 15 + 10
    S: 40: 20 + 15 + 5
    T: 40: 20 + 15 + 5
    Agi: 35: 20 + 10 + 5
    Int: 30: 20 + 10
    Per: 30: 20 + 10
    WP: 30: 20 + 10
    Fel: 20

    Wounds: 12
    FP: 2
    Divination: The Gun is mightier than the sword

    Skills
    Awareness (Per)
    Common Lore (Guard)
    Dodge (Agi) + 10
    Drive (Ground Vehicle)
    Intimidate +10
    Navigation +10
    Speak Language (Low Gothic) (Int)
    Survival (Int)
    Swim (S)

    Talents
    Melee Weapon Training (Primitive, Chain)
    Pistol Training (Primitive)
    Basic Weapon Training (Primitive, Las, Launcher)
    Crippling Strike
    Crushing Blow
    Quick Draw
    Rapid Reload
    Sound Constitution x 3
    Swift Attack
    True Grit

    Gear:
    Mono-Sword (40)
    Chainsword (275)
    Flintlock Pistol x 3 (20)
    Lasgun
    Musket
    Guard Flak Armor
    Uniform
    1 weeks rations
    Mercenary License

    Melee Attachment (25)
    Red-Dot Sight (50)
    Shot x 200 (10)
    Charge Pack x 6 (75)
    Grenade Launcher (500)
    Frag x 12 (120)
    Krak x 12 (600)
    Blind x 4 (100)
    Flash x 4 (240)
    Choke x 4 (240)

    Backpack (10)
    Good-Quality Photo Visors (300)
    Uniform x 3
    Flask of Amasec (50)
    Grapnel (30)
    Gas Mask (25)
    Glowglobe (15)
    Clip-Harness (25)

    Spoiler
    Show
    Rank 1:
    Awareness (100)
    WS (100)
    BS (100)
    Str (100)
    Drive (Ground Vehicle) (100)

    Rank 2:
    Dodge (100)
    Survival (100)
    Quick Draw (100)
    Basic Weapon Training (Launcher) (100)
    Common Lore (Imperial Guard) (100)

    Rank 3
    WS +5 (250)
    BS +5 (250)
    Rapid Reload (100)
    Swift Attack (200)
    Intimidate (100)
    Navigation (100)
    Crippling Strike (100)

    Rank 4
    Crushing Blow (200)
    Melee Weapon Training (Chain) (100)
    Sound Constitution (100)
    Intimidate +10 (100)
    Navigation +10 (100)
    Toughness (250)
    Agi (250)

    Rank 5
    Dodge +10 (100)
    Climb (200)
    Last edited by dojango; 2019-08-04 at 11:49 AM.

  6. - Top - End - #6
    Ettin in the Playground
     
    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Narl Tauron

    Spoiler: Narl Tauron: Character Fluff
    Show
    Background: Narlís home planet was doomed for destruction, thousands of years before he had ever been born. The luscious planet Hallucus was an Imperial World of the Calixis Sector that was equal parts Shrine World and Paradise Planet; equally famous for its role in the conquests of Saint Drusus, and for its tropical forests that cover most of the planetís continents. Entire churches and shrines were erected around the remnants of tanks and cannons that were used by Drusus in his famous conquest of the planet, wrestling the world away from the clutches of a massive Ork Waagh. The wealthy would take pilgrimages to Hallucus, staying at a network of lavish and expensive reguvispas and pleasure hotels between their religious visits. Of course, a mix of such decadence disguised poorly as piety was a beacon to the whims of Chaos, in the same way that The Emperorís truly holy sacrifice on The Golden Throne was a beacon for those lost in their Warp Travels.
    A series of Slaneesh cults began to develop in the networks of reguvispas, corrupting the world from the inside out.
    Narl was an orphan, perhaps a child tragically by a Noble Lord during his pilgrimage, or perhaps just another unwanted child abandoned by a local family too poor to feed another mouth. But as far back as Narl remembers, he was a member of The Blades of Drusus, a minor Death Cult that had developed amongst the shrines of Hallucus. From an early age, Narl was trained the various arts of bloodletting, meant to celebrate the carnage Saint Drusus had thrown down on The Emperorís enemies, during his crusade. Narl was taught how to blend into the shadows, as well as in the push of crowded pleasure hotels, and how to kill in the name of Drusus and The Holy Emperor.
    Eventually the corruption of Hallucus drew the attention of The Holy Ordos of the Inquisition, and a number of acolyte cells were summoned to investigate the rising number of reports of Warp abominations, and strange murders. Narl was hired to assist a young Interrogator Jericus in his investigations of The Cults of Hallucus. However, the Inquisition had arrived too late, and Jericus and Narl soon found themselves on a planet overrun with Slaneeshi demons.
    Given Hallucusí important location within the Calixis Sector, and the extreme Warp corruption that had poisoned the planet, the Inquisition resorted to the Order Extremus, decimating the planet, but only after a large number of important Nobles from the Calixis sector and from without, had managed to escape. Narl was left homeless, and scarred by his first brush with Chaos, but was recommended into the service of The Inquisition, eventually placed into the service of Inquisitor Lady Purusha.

    Personality: ďI shed blood to cleanse myself. I kill to cleanse The EmpireĒ. Narl can often be severe and standoffish when around those he does not know, or those he deems as weak. To those that Narl can trust, the assassin can be somewhat foppish and even sometimes charming. Narl has a strong sense of self, but also a good humor about himself (basically, letís think Alan Rickmanís characters when he wasnít the villain), and over time has learned to be more flexible in his adherence to the dogma of his now extinct Death Cult.
    Narl is known to stick to a strictly regimented lifestyle when he is not in the field. Waking, grooming, meditating, and exercising before joining others.

    Appearance: Tall and thin, Narl has luminously pale skin, a gaunt face, and cold blue eyes. He keeps his head and face perfectly shaven. Narl has had surgical manipulation to elongate his upper canines, and when not undercover wears his ceremonial nose ring; a melted down bolt shell casing, twisted into a circular loop. Narl is equally comfortable in an assassinís bodysuit as he is in an Imperial Nobleís clothing, though he hasnít exactly gotten the hang of Calixian high fashion. When not undercover, Narl is rarely without his ceremonial mono edged roundel dagger, and his long curved Lathe Blade.




    Spoiler: Narl Tauron Character Sheet
    Show
    Name: Narl Tauron
    Gender: M
    Homeworld: Dead Planet
    Career: Assassin
    Homeworld Quirk: Nose piercing
    Body: Fit 1.75m/70kg
    Hair: Black, but shaved
    Skin Color: Fair
    Eye Color: Blue
    Age: 38
    Right Handed
    Divination: ďDark dreams lie upon the heartĒ, 2 corruption points

    WS 40
    BS 33
    Str 29
    T 40
    Ag 40
    Int 33
    Per 39
    WP 36
    Fel 28

    Wounds 13
    Fate Points 2
    Insanity 0
    Corruption 2

    Spoiler: Skills
    Show
    Skills: Learned- Speak Low Gothic (Int), Awareness (Per), Dodge +10 (Ag), Inquiry (Fel), Silent Move +10 (Ag), Acrobatics (Ag), Shadowing (Ag), Security (Ag), Climb (Str), Concealment (Ag), Tracking (Int), Search (Per)
    Additional Basic Skills- CL Imperial Creed (Int), CL Imperium (Int), CL War (Int), Literacy (Int), Speak High Gothic (Int)

    Spoiler: Talents and Traits
    Show

    Talents& Traits: Melee (Prim, Power), Ambidextrous, Pistol (Las, SP), Basic (SP, Bolt), Cat fall, Heightened Sense (Sight), Sure Strike, Jaded, Swift Attack, Sound Constitution x1, Lightning Reflexes, Quick Draw, Lightning Attack
    Blessed Ignorance (-5 on Forbidden Lore tests), Hagiography and Liturgical Familiarity (Skills applied), Superior Origins (WP +3- applied)


    XP Expenditure (3300): Catfall (100), Inquiry (100), Silent Move (100), Heightened Sense (100), Ballistic Skill (100), Sure Strike (200), Tracking (100), WS (100), Ag (100), Acrobatics (100), Shadowing (100), Security (100), Climb (100), Concealment (100), Silent Move +10 (100), Jaded (100), Swift Attack (200), Sound Constitution X1 (100), Willpower (250), Toughness (250), Lightning Reflexes (100), Quick Draw (100), Melee Training Power (100), Basic Training Bolt (100), Search (100), Two Weapon Wielder Melee (200), Dodge +10 (100), Lighting Attack

    Throne Expenditure (3,090): Lathe upgrade for sword (2500), Mono upgrade for knife (40), Xeno Mesh (375), Red Dot Laser sight (50), extra las pistol charge pack (10), Backpack (10), Rebreather (50), Grapnel (30), Stummers (25), Microbead (20)

    Gear: 3 doses of stimm, charm, Backpack, Rebreather, Grapnel, Stummers, Microbead, 410 thrones
    Weapons: Hunting Rifle with laser site and 16 rounds, Lathe Sword, Mono Knife, compact Las Pistol and 2 charge pack,
    Armor: Black bodyglove, Xeno Mesh,



    And unless anyone has a problem with it, I will use black for speech.
    Last edited by Bennosuke; 2019-08-04 at 09:05 AM.
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    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

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    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Sooo, do we want to suss out if our characters have worked together before as a cell and if we have any inter-character relationships?
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    Bugbear in the Playground
     
    OrcBarbarianGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I was thinking my guy was just recruited; he's just finished his 'basic inquisitorial goon-squad' training after being scooped up by the inquisition. If your guy was just recruited as well, perhaps they were in the same class.

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    Henry the 57th's Avatar

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    IC thread is up! Go ahead and introduce yourselves.
    Last edited by Henry the 57th; 2019-08-04 at 12:23 AM.
    "All generalizations are false."
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    OldWizardGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Bennosuke View Post
    Sooo, do we want to suss out if our characters have worked together before as a cell and if we have any inter-character relationships?
    My assumption was that no, this would be the first time meeting, but I didn't really delve into details with Enoch's backstory; I don't have any particular idea at the moment, but something could certainly be arranged.
    To the optimist, the glass is half-full.
    To the pessimist, the glass is half-empty.
    To the engineer, the glass is twice as big as it needs to be.

    Might suffer occasional hiccups in posting rate. Apologies for the inconvenience.

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    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I guess we should defer to our GM and ask Lord Henry the 57th what our exact relationship as an Acolyte cell is at this point?
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    Mr Stereo1's Avatar

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I figure it'd be odd if we hadn't met before if we're senior agents working for the one Inquisitor, but it's reasonable we not know each other too well if we weren't on the same team on assignment for a long time. Something like we know who we all are and our skillsets but we're co-workers not friends.

    I'd guess Micky would try to keep things friendly with everyone just because they'll be having guns to his back time and again, but he'll have a couple he could be at odds with. Vanth-208 would strike him as weird but useful to be helped out. Enoch he'd probably try to work around, sometimes to the point of borderline sabotage if he thinks he's going after someone uncorrupted who doesn't really deserve death. He'd try to keep his past quiet to avoid pissing off the angry arbite. Luis he'd probably get along with. maybe feel a bit sorry for him for getting caught up in all this. Narl probably scares him into keeping a distance, but he could've been won over given time.
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    Henry the 57th's Avatar

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Bennosuke View Post
    I guess we should defer to our GM and ask Lord Henry the 57th what our exact relationship as an Acolyte cell is at this point?
    I mean I can define it for you if you want, but I figured I would let you do that. You're at minimum colleagues, but I thought you guys would want to define the exact nature of your relationships.
    "All generalizations are false."
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    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    No, I'd rather we worked it out among ourselves. I wasn't sure though if you wanted us to have never worked together; is if this was our first time together. With that in mind, I'm sure we can work some things out.

    @Mr. Stereo 1: I think the most interesting relationship to flesh out for Narl would be with Micky, the other stealthy member of the party. In some ways the two characters have a lot of overlapping skill sets, but then in other ways are pretty different. While they are both stealthy, Micky has much more in the way of social skills, and less of a preference for melee. I think there would be some fun "differences" to explore, if you know what I mean.

    @Dojango: Do you still want Luis to be the "New guy", like maybe a replacement for a recently killed team member?
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    Mr Stereo1's Avatar

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    @Bennosuke: There are a lot of interesting parallels between them. My two cents is is the biggest difference is their will. Narl has higher WP and resistance to all the horrors we're going to see, but he also has more will to actually go about messier business of the inquisition's work.

    One dynamic I see developing is the two getting assigned to hit jobs or minor stealthy purges together, with their skillsets complementing one another but their outlooks conflicting. Narl wanted to kill everyone who might be involved as part of his redemption, Micky sometimes sees a lot of himself in the downtrodden patsies and often argues for a more surgical approach. Sometimes Narl called Micky out to their superiors for being way too squeamish and letting the little guys get away, sometimes Micky criticizes Narl to them for drawing too much attention with his methods.

    Eventually after dressing downs from their assigned Interrogator and a still mostly successful history of missions together they become good friends because of that opposite outlook. Micky appreciates Narl's grit and readiness to do the tasks he himself would struggle to carry out, and maybe Narl values Micky's softer approach in the proper time and place.
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    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I think we are on the same page for a lot of the same ideas and shared character arc. I think it will be more fun if we start from the point of view of "I may not always agree with his point of view, but I respect what he can do... and maybe I can learn from him", rather than an antagonistic or overly competitive relationship!
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    OldWizardGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Mr Stereo1 View Post
    Enoch he'd probably try to work around, sometimes to the point of borderline sabotage if he thinks he's going after someone uncorrupted who doesn't really deserve death.
    Innocence proves nothing.

    That said, I imagine that letting the small fish go to catch the big one is more productive for an Acolyte cell compared to an uncompromising Arbites-like approach, and if they worked toghether in the past Micky might as well have been an important factor in making Enoch's attitude change to be more in line with that.
    To the optimist, the glass is half-full.
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    Mr Stereo1's Avatar

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Bennosuke View Post
    I think we are on the same page for a lot of the same ideas and shared character arc. I think it will be more fun if we start from the point of view of "I may not always agree with his point of view, but I respect what he can do... and maybe I can learn from him", rather than an antagonistic or overly competitive relationship!
    I'm fine with that too, maybe we were working together on less sympathetic beasties like genestealers or full-on mutant cultists at first so we bonded before the conflicting viewpoints became an issue?

    Quote Originally Posted by Hyperbolic sine View Post
    Innocence proves nothing.

    That said, I imagine that letting the small fish go to catch the big one is more productive for an Acolyte cell compared to an uncompromising Arbites-like approach, and if they worked toghether in the past Micky might as well have been an important factor in making Enoch's attitude change to be more in line with that.
    If Enoch's okay with Micky's past then that fits pretty easily. It's not like Micky's trying to antagonize the maniac with a shotgun bigger than he is, he'd just be arguing for mercy for the ordinary chumps he feels sorry for on whatever practical grounds he can think of. There's a sharp line between the guys actually corrupted and them though so as long as Enoch's pointed as Inquisitorial work he's got no issue with his attitude applied to cultists.
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    OldWizardGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Mr Stereo1 View Post
    If Enoch's okay with Micky's past then that fits pretty easily.
    I mean, I don't think he would necessarily know, but either way Micky was recruited by an Inquisitor. Whatever he was doing before is irrelevant.

    Quote Originally Posted by Mr Stereo1 View Post
    It's not like Micky's trying to antagonize the maniac with a shotgun bigger than he is, he'd just be arguing for mercy for the ordinary chumps he feels sorry for on whatever practical grounds he can think of. There's a sharp line between the guys actually corrupted and them though so as long as Enoch's pointed as Inquisitorial work he's got no issue with his attitude applied to cultists.
    To the optimist, the glass is half-full.
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    OrcBarbarianGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Bennosuke View Post
    @Dojango: Do you still want Luis to be the "New guy", like maybe a replacement for a recently killed team member?
    I like it! Although a veteran of several terrifying campaigns, he is the 'new guy' on this team.

    Am starting to regret skipping some of the investigative skills for the pure combat role. Ah well, will get a chance to bayonet some mutants soon enough, I hope.
    Last edited by dojango; 2019-08-05 at 02:29 PM.

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    SamuraiGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    I'm fine with that too, maybe we were working together on less sympathetic beasties like genestealers or full-on mutant cultists at first so we bonded before the conflicting viewpoints became an issue?
    Oy, my apologies, I was at work when I first responded. I'm good with good friends rather than mutual respect. Whatever you think is best. I'm always down with starting PC's actually having good relationships. Games with strangers often fall apart early because the players can't seem to get along, so I'm easy.

    I like it! Although a veteran of several terrifying campaigns, he is the 'new guy' on this team.

    Am starting to regret skipping some of the investigative skills for the pure combat role. Ah well, will get a chance to bayonet some mutants soon enough, I hope.
    Sounds good "Noob", so what should our nickname be for our newest recruit/ally? "The Veteran"?
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Hyperbolic sine View Post
    I mean, I don't think he would necessarily know, but either way Micky was recruited by an Inquisitor. Whatever he was doing before is irrelevant.
    That's more of a relief than you know.

    Quote Originally Posted by Bennosuke View Post
    Oy, my apologies, I was at work when I first responded. I'm good with good friends rather than mutual respect. Whatever you think is best. I'm always down with starting PC's actually having good relationships. Games with strangers often fall apart early because the players can't seem to get along, so I'm easy.
    That does tend to make for better party dynamics, and that makes sense to me, so I say we run with that.
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Bennosuke: Genetic scanners do indeed exist, though they are not common. Generally the Admech and almost certainly the Inquisition will have access to a few. The question is how useful it would be - genetic records are rarely kept for the overwhelming majority of the population at the best of times.
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Ok, I guess my question would be: what is the easiest, or most obvious, or most useful way to identify the bodies of the nobles I. A way that allows us to start building a profile of those involved in this cult.
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Usually genescanners are most useful for checking suspects for mutations like genestealer DNA or chaos mutations, but we might get some mileage out of confirming two Persons of Interest are related. Probably worth keeping a record or sample from the noblewoman at least.

    @Henry: Can we take samples forensically from people without actively shoving a needle in them? Off a spoon they've used or a glass they held for example? It might be neat to sneakily check our noblewoman against others at a high society party in the future.
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    OrcBarbarianGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    So, OOC, we've probably got a case of a missing macguffin, and either the muties won and took it, or the nobles won and took it. (the thought that a third party swooped in and legged it with the prize also crossed my mind). Tracking the mercs is Luis's idea, basically find out where they're based out of and see if any survived or missed the final battle and maybe beating some information out of them.

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    @dojango: That certainly sounds plausible, but without a psyker on the team I'm not sure how we could check other than finding someone who was involved. Human intelligence seems like our best option here, trying to find people who knew someone who was here.

    @Morovir: Maybe Vanth-208 could get something from examining the Cult or Merc's equipment? Serial numbers, makes, little modifications he might recognise later on? Would you mind running some Armoring rolls on any loot we can salvage from this, too?

    @Henry: And, uh, I don't mean to be a grasper but do the Arbites auction or scrap the Gangers' and Mercs' gear? If we can get away with it I'd like to use our Inquisition authority to requisition the non-corrupted loot to either sell or haggle with later on. A handful of Common Autopistols and Lasguns is honestly a decent amount of liquid wealth or bargaining chips that's just lying around here. If our tech priest can mix and match parts from the damaged weapons and armor we could include that too.
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    OrcBarbarianGuy

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Psyker? I hardly knew her! Not suggesting any psyker stuff, just humint and grunt work.

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    Default Re: Alpha and Omega OOC [Dark Heresy]

    Quote Originally Posted by Bennosuke View Post
    Ok, I guess my question would be: what is the easiest, or most obvious, or most useful way to identify the bodies of the nobles I. A way that allows us to start building a profile of those involved in this cult.
    Generally speaking a good start would just be to check if any of them have any signet rings, identifying tattoos, marks, or keys. Or you could look around for hidden vehicles or routes to the upper hives. They had to have gotten here from whatever estates they have somehow, and had to have some plan for how to get back in. They obviously weren't planning to get butchered by rival heretics.

    Quote Originally Posted by Mr Stereo1 View Post
    Usually genescanners are most useful for checking suspects for mutations like genestealer DNA or chaos mutations, but we might get some mileage out of confirming two Persons of Interest are related. Probably worth keeping a record or sample from the noblewoman at least.

    @Henry: Can we take samples forensically from people without actively shoving a needle in them? Off a spoon they've used or a glass they held for example? It might be neat to sneakily check our noblewoman against others at a high society party in the future.
    You'd need a bit more than just a glass they touched, but something like a bit of hair or a few drops from a slight nic would do it.
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    Default Re: Alpha and Omega OOC [Dark Heresy]

    So are we on board with grabbing the not-obviously-corrupt gear lying around as 'evidence'? A couple pieces might genuinely be useful to recognise people and the rest could add up to a few hundred thrones in barter easily enough.

    Did Micky get a bonus to the Search for tats? I'd assume helpers, lots of time and looking for big tats on bare skin would give some circumstance bonuses. Even +10 would've made 41 a success, so it's interesting if the 'gangers' really don't have anything like that on them if it's standard for underhivers.
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