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  1. - Top - End - #1
    Titan in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default OOC II: DH The Purity of Sacrifice



    Welcome to the OOC thread II for the Dark Heresy First Edition game "The Purity of Sacrifice"! As prior, please first post your Character sheet and background/fluff.

    The IC thread is linked here
    The IC II thread is linked here

    The OOC I thread is linked here

    The game is set in the Angevin Subsector, in 813.M41. The acolytes have been assembled by Inquisitor Finial Zarkov, a sleeper cell that has been living undercover on the Hive World Helius, in the midhive of Hive Hapheastein (see Locations described below). The acolytes have been living together for just under three standard months, long enough to become acquainted but without having been assigned their first task.

    They are living in a nondescript hab block in the midhive of Hapheastein. Though the building looks like just any other housing complex in this part of the midhive, they are the only tenants. Extensive security measures have been in stalled by the Inquisitor, and the facility contains a sizable library as well as acceptable firing and weapons training rooms. The interior is sparsely decorated, more functional than comfortable, but has serves as a sort of home for the acolytes for the last almost three standard months.

    The acolytes have been given the cover of members of The Credit Guild, one of the many essential Merchant Guilds on Helius. The Credit Guild is responsible for protecting the wealth of the Imperial citizens and loaning money at a steep interest rate. Even the crime bosses of the Underhive bank with the Credit Guild, and therefore members of the Guild have near unlimited access and safety within Hive Hapheastein. As part of their cover, each member has been given the yellow-gold colored cape of the Credit Guild, as well as a large copper ID badge which lists the acolyte's name and identifies them as a member of the guild. The acolytes have been under strict instruction to wear their disguise whenever they leave their base, and keep the ID badge with them at all times. The acolyte base has a hidden exit, that allows them to exit onto street level without stepping out of the hab block's front door, helping to disguise the location of their base and to maintain their cover as members of the Credit Guild.

    All acolytes begin the game with the following extra equipment:
    *Credit Guild cape and uniform
    *Forged Credit Guild ID
    *Personally encrypted micro bead
    *Personally encrypted data slate

    Spoiler: Employment Log
    Show
    "Acolytes," The Inquisitor begins in his low reedy voice, "it is finally time that I must call upon your services to take action in the name of The Holy Inquisition and The Emperor that we so dutifully serve. The stench of Xenos heresy has been caught in the Underhive of Hapheastein. A young ganger was caught by the local Planatary Enforcers fleeing the underhive this morning. As you know, a single rail car moves from the Midhive to the Underhive every morning, guarded only by Planetary Enforcers at the departed and arriving stations. The woman, named only Ria was in a state of panic, claiming to have witnessed the exchange of Xenos weaponry in the Underhive. She was apparently half mad from catching sight of the weapons. She was arrested by the Enforcers simply for leaving the Underhive, and was killed during their less than skillful interrogation. The local Arbites only recently obtained a copy of the interrogation transcript, and it is through them that I have heard about this.

    "This Ria, claimed that the weapons were being sold by an unknown individual, described a wearing fine clothing too expensive for the Underhive, and wearing a single eye patch. He was selling the technology to a man named Half Face, the boss of one of the major gangs in the Underhive of Hapheastein, who call themselves Clan Sabay. The deal was apparently interrupted by a raid from a rival gang, known as Clan Tora. Ria fled the scene, and claimed not to know what happened to the Xenos technology.

    "Obviously, there are several concerning questions that I am tasking you with solving in the name of The Inquisition. First, is who was this vendor, and where did he obtain the questionable Xenos technology. The second is what happened to the Xenos weaponry. And the third is how did Half Face obtain the resources to purchase such equipment? If possible, your job shall also be to capture or destroy the Xenos weaponry as well." The Inquisitor pauses for a moment before musing, "Of course, this Ria may have been confused about what was being sold, but The Inquisition cannot risk the spread of heretical Xenos tech. You should only be so lucky if this all resolves to be a misunderstanding."

    He pauses again, letting his words sink in before continuing, "Your cover as members of The Credit Guild should allow you access to the Underhive, and give you a small degree of protection from the gangs and the scum that call that wretched place their home. Even the gang bosses in the Underhive store what little thrones they have with The Credit Guild. However, this will not promise you protection from violence. It is furthermore needless to say that you will risk breaking your cover if you go around asking too many questions that fall outside of the scope of a Guilder. Take your arms and equipment with you, but be cautious about walking around with your finest as it may just get you mugged or killed that much more easily.

    After another pause, Inquisitor Zarkov finishes, "I have a single present for you. On the largest book shelf, third level, you will find a book titled, 'Fauna of the Spine Planets'. Within this book you will find a single Theta class Inquisitorial Rosette, signifying that you work for The Holy Ordos. Show it only in the most dire of circumstances, but it may get you out of the tightest of situations. You will take the next train down to the Underhive and meet with a man named Url Garrat. He runs a small Underhive hab specifically for Credit Guilders. He knows you are coming but does not know your true purpose. The train leaves at precisely 0600 your time, so you may use the rest of the day to pack and prepare as you see fit. Work quickly, work discretely, and work in the name of The Holy Emperor."

    "I am sending my Interrogator and a few of my closer retinue to Helius to assist you. Though they will be traveling as quickly as they can, it will likely be about a standard week before they arrive."

    "You could go directly to the Adeptus Arbites, though again, you should be cautious about compromising your cover... If you do go, I recommend asking for Arbitrator Godwyn. She was the officer who brought this to our offices."
    Last edited by Bennosuke; 2024-01-19 at 01:24 PM.
    Spoiler: Games I am Currently Running
    Show
    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  2. - Top - End - #2
    Titan in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC II: DH The Purity of Sacrifice

    Character Boxes

    Spoiler: Marcella
    Show
    Wounds: 10/10
    Fate Points: 1/2
    Insanity Points: 11
    Corruption Points: 0
    XP Earned/Spent: 165/4800
    Thrones: 7
    Stub revolver 6/6 with 3 spare clips
    Talon Mk III Autopistol 30/30 with 4 spare clips,
    Orthalack Armsman-10 Stub Automatic 13/13 with 2 spare clips
    1 Flak Grenade




    Spoiler: Arl
    Show
    Wounds: 14/14
    Fate Points: 1/1
    Insanity Points: 0
    Corruption Points: 3
    XP Earned/Spent: 25/4850
    Thrones: 37
    Hunting Rifle (Clip: 5/5) x7 + (Clip 4/5)
    Stub Revolver Clip 6/6
    Stub Automatic 9/9
    Extra stub bullets 126
    Throwing Knives 10/10
    Stimm x3 doses



    Spoiler: Hound
    Show
    https://forums.giantitp.com/showsing...4&postcount=10
    Wounds: 11/11
    Fate Points: 2/2
    Insanity Points: 6
    Corruption Points: 10
    XP Left/Spent: 15/4900
    Thrones: 403
    Stub revolver: 26 bullets, and 12 manstoppers



    Spoiler: Father Milo
    Show

    Character sheet
    Wounds: 14/14
    Fate Points: 2/2
    Insanity Points: 3
    Corruption Points: 0
    XP left/Spent: 780/4250
    Thrones: 185
    Ortholak Autopistol: 12/12 bullets, +40 normal bullets and 48 manstopper rounds



    Spoiler: Orla
    Show
    Character Sheet
    Wounds: 10/10
    Fate Points: 2/2
    Insanity Points: 0
    Corruption Points: 0
    XP left/Spent: 235/4250
    Thrones: 187
    Autopistol: 18/18 bullets,
    Autogun: 30/30 bullets
    Last edited by Bennosuke; 2024-03-23 at 06:55 PM.
    Spoiler: Games I am Currently Running
    Show
    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  3. - Top - End - #3
    Titan in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC II: DH The Purity of Sacrifice

    NPC List
    Spoiler: Inquisitor Finial Zarkov
    Show



    Though the acolytes know little about their Inquisitor, they have been allowed to know that they serve elder Inquisitor Finial Zarkov of the Ordo Xenos, which means they fight aliens... or something. Inquisitor Zarkov is a mysterious figure, who is rarely seen in person by the acolytes, preferring to communicate via the fuzzy Hololithic projector set up in the Hapheastein base. Zarkov generally keeps his face hidden under the shadows of dark green robes, though occasionally the reflective yellow glint of a single bionic eye can be seen. His hands (usually the only flesh visible) are gnarled, rough and withered, indicating centuries of use and aging. Inquisitor Zarkov's voice is low and reedy, and his words are always chosen carefully, and often contain complicated educated words of High Gothic.


    Spoiler: Otto Dresh
    Show
    Otto Dresh is a veteran of the Imperial Guard, having served his twenty years and survived the wars and skirmishes. He seemingly always has a lho-stick in his mouth and a measure of drink in his hand, spending his pension in one of several "recreation centers" in the hive. He is knowledgeable of the vice in the Hive, following the shifts and changes of fortune of the various players in the underworld. He is not personally involved, but frequently "know a guy" who knows a guy.


    Spoiler: Elena Kollek
    Show
    A pretty young woman with violet eyes. Back on Midpoint station, she charmed Luis into showing her around the von Drakkan ship, including the artifact rooms. Not that it was difficult to charm the naive feral. Of course, she really is a professional infiltrator working for Inquisitor Zarkov, who was investigating some the cold trade operations of the von Drakkan dynasty. Now that that assignment is wrapped up, she has also been reassigned to Helius, where perhaps she will cross paths with Luis again. He bears her no ill-will, but will certainly be on his guard around her next time.


    Spoiler: Magos Petrovskii
    Show
    The leader of the congregation of Omnicron-5038, Magos Petrovskii is a bulky figure, in contrast to many of the spindly tech-priests that would be in most Imperial citizen's first thoughts. More of a priest than an engineer, Petrovskii has endeavoured to spread the word of the Omnissiah throughout the surrounding area of the hive, being willing to engage Imperial citizens in debates of doctrine and theology on his sojourns, as well as offering blessings on any technologies brought to him. Some discerning citizens have noticed a correlation between the reduction in vagrancy in the area and increasing numbers of servitors tending the enclave, but few have thought to make a point of it, seeing it as a benefit rather than anything more sinister.


    Spoiler: Noman Sturm
    Show
    Somewhere in the lower-spires of the hive is a street-preacher of the Imperial Creed named Noman Sturm. A former sergeant in the Astra Militarum, Noman was discharged after many years of service. While not an officially sanctioned member of the Imperial Ministorum, his faith in the Imperial Creed is strong. He is an older man to tends to the faith of the lower-hive inhabitants, fostering a strong belief in the protection of the God-Emperor of Mankind. He bears many scars from the brutal warfronts he participated in, and some of his limbs have been replaced with crude augmentation.


    Spoiler: Url and Zeik
    Show
    Url is the caretaker of a small hab where the acolytes are staying in the underhive of Hapheastein. Url has receding grey hair, and deep lines across his square face. His son is a taller thinner version of his father, carrying more muscles and a face pocked with a number of hairy moles. The two carry shotguns.


    Spoiler: Bail "Shortstick" Georgy and Leetus
    Show
    Georgy and Leetus are two members of Clan Tora, and dress in the gang's colors of heavy tattered fabrics in purple and dark red. Georgy is tall with greasy hair and a crooked tooth grin, and is the more talkative and sharp witted of the two. His companion is a stooped boy with a pimpled face and patchy peach fuzz.



    Spoiler: Sola
    Show
    Sola is a representative of Clan Raptore. She was responsible for explaining what happened with the Xenos weapons in the underhive. She is young, and surprisingly beautiful for an underhiver, with piercing green eyes and short brown hair. A mess of scar tissue bisects her right eyebrow from what looks like a some sort of blade wound. The acolytes know she is stealthy, and was likely following them in the underhive during their first mission.


    Spoiler: Interrogator Ezekiel
    Show
    Interrogator Ezekiel was sent by Zarkov to oversee the Acolytes and their continued investigation on Hive Hapheastein. He is a man who appears in his mid thirties, well spoken and with cold blue eyes. He generally dresses in fine red robes, and when on duty wears ornate carapace armor. At times he is brooding and a man of few words, and at other times is a man with wry sense of humor and a smirk playing on his lips.


    Locations
    The game is set in the Angevin Subsector, in 813.M41. The Angevin Subsector is the primary subsector of the Ixaniad Sector and the Subsector in which our story is set. The Ixaniad Sector is a sector of the Imperium of Man located within a ragged stellar cluster of the Milky Way Galaxy that also includes the Calixis, Scarus and Askellon Sectors of the Segmentum Obscurus. The Ixaniad Sector has many heavily populated and important worlds, but it lies a great distance from the Imperium’s heartland and, like so much of the Imperium of Man, it must ultimately fend for itself. Like all Imperial territories, this sector is at risk from the chronic dangers facing humanity: war, mutation, xenos activity, the mark of Chaos, and so on.

    Spoiler: Hive World Helius
    Show
    Helius is one of the major hive planets, renowned for its pumping and refining of high grade promethium from the planet's core. Though there are different flavors to the worship of the Emperor on Helius, He is generally worshiped as a god of the sun, and fire and purity. It is common to see a squeezed image of the Imperial Aquila on Helius, where the twin eagles are pushed together so as to almost appear to be a sunburst. Among the major products that Helius provides to the surrounding subsector and sector are large volumes of high grade Promethium, as well as elite patterns of Meltas, Flamers, and fire resistant armors. Furthermore, the slag produced from the refining of promethium is also used to produce a large percent of plasteel and other carbon based plastics used on Imperial ships and architecture.

    Spoiler: Hive Hapheastein
    Show
    Of the six major hives on Helius, the retinue is stationed in the largest, Hive Hapheastein. Hapheastein is made up of an underhive, a midhive where the retinue's base is, and an upper hive with spires that tower up above the toxic clouds of pollution to bask in the holy light of twin suns around which Helius circles. The wealthiest nobles command massive promethium refineries, battling for wells in land and see across the planet Helius. Their spires climb high above the low clouds of toxic smog to put them into view of the planet's twin suns. Sun exposure, darker skin and clothing in the colors red, orange and yellow are all indicators of wealth and nobility on Helius, while underhivers often have to scrounge for the warmest garments possible where there is no sunlight or consistent electricity to provide heat.

    Travel in the Upper Hive levels can be performed by aircraft, by rail train, and by a series of complex elevators that only the Noble families have access to. The mid and lower hive regions are dependent on small and personal vehicles for local travel and a series of less well maintained rail lines for more extensive travel. Unlike in the upper spires, the rail trains in the mid hive and below are poorly maintained, prone to problems with air filtration and breakdown. Furthermore, the rail tunnels have been built practically on top of each other, resulting in a labyrinthine series of tracks that sometimes lead to dead ends, and it is not uncommon for an entire train to disappear all together in some of the lesser regions.

    Hive Hapheastein is home to about 6.5 million documented Imperial citizens. The frequent births and deaths are so complicated to keep track of that the Administratum has given up any attempt to track the citizens of the underhive. Recognized essentially as non-citizens, the underhivers in Hapheastein live in complete and utter lawlessness, with the Planetary Enforcers only working to guard the passages between the Underhive and the mid hive. Mutation is not uncommon in the Underhive, where toxic waste runs down the walls and drips from the ceilings like an urban and acidic tropical rain forest.

    Spoiler: Station Tollares
    Show

    This huge space was once the terminus of an inter-hive rail system before it broke down and was never repaired. Quickly taken over by squatters, the cavernous space has turned into a vast marketplace, where all sorts of goods and services can be found. When not guarding the safe-house, Luis can often be found here, dicing away his pay, or visiting some of the vice-dens hidden away in the corners. Or simply enjoying a cup of bittercaf to wash down the bilge-rat skewers sold by the food vendors.


    Spoiler: The Commisar Tavern
    Show
    The Commissar, far from what its name would suggest, is a semi-legal drinking establishment serving as a center for recreation and vice in the mid-Hive. While the establishment itself is legal, much of the business that goes on in this den are questionable. It is a place of few questions and fewer answers.



    Spoiler: The Shrine of Saint Peresian
    Show
    A small church in the mid-level of Hive Hapheastein devoted to the God-Emperor and a local saint named Peresian who lived several hundred years ago. The small cloister of Ministorum clerics who maintain the shrine are often forgotten in the great beaurocracy of Hive Hapheastein. Severine has, on occasion, gone here for worship and service. She likes the gloomy, cramped interior of the shrine as it reminds her of the darkened cloister she spent so many years in before coming to the Inquisition’s service.


    Spoiler: Omnicron-5038, Forge-Enclave of the Machine-Cult
    Show
    Owing to its exports, the Cult Mechanicus maintains a strong presence on Helios. One way in which this presence is felt is through the forge-enclaves. Part church, part workshop, Omnicron-5038 is one of thousands of forge-enclaves scattered throughout Hive Hapheastein. Located within the mid-hive, the towering edifice serves as a reminder of the influence of the Adeptus Mechanicus, as well as a place of worship for those hive-dwellers who believe foremost in the incarnation of the Emperor-As-Omnissiah. Although this occasionally leads to clashes with those who see the servants of the Machine as borderline-heretics and believe in the sanctity of the flesh, the demi-maniple of combat servitors that serve as the guards of the enclave prevent this from escalating too far.



    Spoiler: Feral World Quasuitt (By Dojango)
    Show
    Interrogator Janis's report on Qausuitt:
    Planetary classification: Class Theta
    Tithe grade: De minimus
    Population: Est., ~5 million
    Planetary Capital: None
    Planetary Governor: None (the administratum has not had anyone screw up so badly as to be assigned as governor here. A few penitent scribes monitor the planet from a small orbital.)

    Large icecaps up to 2 km thick cover the planet north and south of the 40th parallel. Semi-nomadic tribes subsist on the planet's unusually rich sea-life in the habitable region of the planet between the 20th parallels. Strange xeno ruins dot the landscape, wisely avoided by the local tribes. Several of the ruins are Eldar in origin, while others are clearly [REDACTED]. Most are from unknown origins. Strangely enough, Professor Klausing maintained that several human ruins, nearly 50,000 years old were located as well, even under extreme interrogation, see the [REDACTED] for further information. While investigating the activities of the von Drakkan dynasty, my teams recovered a number of dangerous artifacts, which have been destroyed per containment procedure 15. One of the planetary natives was in the employ of the late Tarquin von Drakkan and provided useful information in the investigation. He is completely ignorant of the true nature of the [REDACTED] and so I have forwarded him to the reserve cadre for induction into whatever retinue you see fit


    Spoiler: Feral World Kesh (by Wyndeward)
    Show
    Kesh was a failed colony that devolved into semi-barbarianism, its people living in the ruins of once proud cities and living a tribal hunter-gatherer existence, albeit one with relics of the planet's grandeur. Hunters on Kesh hunted with crossbows made from the springs of derelict vehicles. The people of Kesh are believers in the Imperial cult, believing that the God-Emperor judges their life based upon their kills and scarify themselves with mementos of the hunt to prove their worth.


    Spoiler: Hive World Kofika
    Show
    Located on the Hive World of Kofika, the scholam affectionately known as Glory House was one of the pre-eminent educational institutions in the region. It accepted wayward youths and orphans from across the sub-sector. It even boasted that many of the planetary administrative positions, Ministorum positions and commanders of the Kofikan Guard regiments were graduates of this scholam.

    In truth, Glory House was a bastion for indoctrinating the youth of the Imperium to radicalism, heretical ideologies and even warp-sorcery. While Glory House was, eventually, raided by the Inquisition over a hundred years ago, Kofika endures.

    And the Inquisition is still trying to root out all those graduates from Glory House who have survived the scholam’s destruction.


    Spoiler: Forge WorldLathe-Het
    Show
    The primer inter pares of the Lathe Worlds, Lathe-Het is the seat of power for the High Fabricator of the Lathes. Having moved beyond its past as a simple manufacturing complex, the Lathe-Het of the present is a vast complex of data-repositories, with this possession of knowledge making it one of the most powerful worlds in the Calixis as a whole.

    Others among the Lathes see this as weakness, viewing Lathe-Het's preoccupation for data over manufacture as both dangerous and a sign of its decline, and accusations of heretek and worse fly through the noosphere.

    However, beneath the ideal hides a darker truth. Factionalism runs rife on such an important world, with magi warring for data and loftier positions within the Grand Atrium. Many of the repositories have been destroyed and much of the data that Lathe-Het prizes itself on possessing is now lost. Each cycle, hundreds of expeditionary teams are sent into the deepest of the ruined data-crypts and beyond in the hope of salvaging anything still of value, in order to shore up the Fabricator's position, whilst also ensuring that any corrupt data is swiftly purged before it has a chance to spread throughout the disaffected populace of the forge world.
    Spoiler: Games I am Currently Running
    Show
    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  4. - Top - End - #4
    Titan in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2013

    Default Re: OOC II: DH The Purity of Sacrifice

    Homebrew Rules
    Spoiler: Stealth Skill
    Show
    I want to combine the Concealment, Silent Move and Shadowing skills as one skill, which I will call Stealth.

    It has never made very much sense to me that, in Dark Heresy, you have to make separate rolls in order to hide*, remain silent and/or conceal yourself while moving. Also, it's just weird that a sneaky assassin can get Silent Move at rank 1, but has to wait until rank 2 to get Shadowing and rank 3 to get Concealment.
    *I feel like hiding and staying in one place should be an automatic success sometimes, e.g. if you're not making any noise and no one can see you or has reason to go looking for you.

    Also, I get the feeling that a cameleoline cloak (for example) should provide a bonus to Shadowing depending on the circumstances (i.e. it would provide a bonus if you are crouching behind cover trying to sneak up on someone, but not if you are moving through a crowd and trying not to be noticed.)

    If you have any items that give bonuses to Concealment, Silent Move or Shadowing, you get a bonus to Stealth if it is appropriate in the circumstances. (E.g. if you want to go unnoticed in a crowd, a good disguise will probably give you a bonus, but a cameleoline cloak and synskin probably wouldn't.) If you have an item that give bonuses to more than one of these skills, you will get only one of the bonuses to Stealth (e.g. synskin gives a +10 bonus to both Concealment and Silent move and thus will give a +10 bonus to Stealth under most circumstances).

    Stealth counts as a basic skill (i.e. Agility divided by 2).

    If your advance scheme allows you to buy Concealment, Silent Move or Shadowing you may buy Stealth instead at the same price. However, from now on you will not be able to buy Stealth +10 until your advance scheme allows you to buy Concealment +10, Silent Move +10 or Shadowing +10 (instead of one of these skills and for the same price) and you will not be able to buy Stealth +20 until your advance scheme allows you to buy Concealment +20, Silent Move +20 or Shadowing +20 (instead of one of these skills and for the same price).


    Spoiler: Throwing Grenades
    Show
    A grenade's range is determined by Strength Bonus (SB), with mid range being SBX3. The player throws the grenade with a BS test. The distance the grenade thrown may automatically add some scatter. See the table below.


    A grenade may only be thrown up to 10XSB even when a person tries to throw farther. Furthermore, if the BS test fails, an additional 1d5 scatter is added for every 2 degrees of failure.


    Spoiler: Grapnel Rules Update
    Show
    s per the book, it counts as a single shot Crossbow; M range 30 damage 1d10 with primitive quality. If the grappnel is fired at a target 30 m or less it is a Full action reload. Over 30m will be a 2Full Action. If the weapon hits, it initiates an opposed strength test. If you succeed and beat your opponent they are moved 10m for every degree of success towards you. If they beat you, you are moved by the same 10 m/ degreee towards them. The loser also cannot dodge during the next round. Finally, the winner who pulls the opponent into melee automatically initiates a grapple. If neither succeed on their strength test, neither is moved and both can dodge as normal.

    To use the grapnel repeatedly as a weapon you will need to purchase Exotic Training- Grapnel to avoid suffering a penalty.


    Spoiler: Updated Psy Power Rules
    Show
    Taken from the Rogue Trader rulebook, pages 158 and 172:

    A sanctioned psyker can choose to activate any of his Minor or Discipline powers in one of three ways: Fettered, Unfettered, or Push. Rather than rolling a group of d10 equal to their psy rating, the Psyker makes a Focus Power action (length of action or type of action determined by that specific power). For a Rogue Trader power, follow Rogue Trader rules. For any powers coming from the DH line, see below:

    For a Fettered Power, the character takes their Psy rating + 1/2 their WP bonus, and if this sum is equal to or higher than the TN of a power, you can activate it Fettered.

    For an Unfettered activation, the character rolls 1d100 against their WP + 5x Psyrating -(10 for every 5 points the PT is >10). If they roll a "double number" (ie 44, 55 ect) this activates a psychic phenomenon. Overbleed is calculated as every 10 by which the TN is beaten an overbleed of 5 occurs

    For a Push activation, the character rolls as they would for Unfettered, but can choose to add additional levels to the Psy rating up to +3. However, a Push activation always activates Psychic Phenomenon, and will at +5 per "level pushed" to their phenomenon roll likely invoking a more dangerous phenomenon.

    Anything that increase a Power Threshold in Dark Heresy, decreases Psy Rating in Rogue Trader. A rough guideline is that for every 4 points of increase in Threshold, lower the psy rating by 1.'

    Talents or other abilities that allow a bonus to Power Rolls (such as Discipline Focus) instead add to Focus Power tests. Each +1 bonus to a Power Roll translates to +5 to the Focus Power Test.





    Play By Post Expectations

    Spoiler: PBP Rules/Guidelines
    Show
    #In general I expect about a post a day to every other day in the IC thread per player based on what is going on in game and in real life. I will always be understanding of a player's real life responsibilities and situation, but I request that if it's something big that you PM or contact me to let me know that you won't be posting regularly. This is a game and is meant to be fun, so real life always takes priority, but I ask that you respect me and the other players by letting us know when you need time away so that the game can continue moving.

    #As we don't have actual game sessions, I will be breaking things up into "Scenes" and "Chapters", which will be essentially equivelants to a game session and a story arc respectively. I will give out XP at the end of each Scene and XP can be spent at this time, as well as refill all spent Fate Points. I will give out extra XP at the end of a Chapter, and all Wounds and Fate Points will refill at this time. Equipment can also be requisitioned between Scenes or Chapters, except for when I say otherwise.

    #I will always allot experience equally among players. Even when one player kills more bad guys or does the coolest thing, the experience will always be spread equally. This way no character gets way ahead of the others. That said, when one character does something cool enough to merit extra XP, everyone benefits!

    #This is a collaborative game, and while character vs. character antagonism is okay at times, player vs. player is not. I strongly request than any character vs. character interactions are planned out and approved of ahead of time by both of the players. Again, this is supposed to be fun for everyone, and especially early on when the players are still getting used to each other, even a bit of teasing from one character to another can be viewed as disruptive or hostile.

    #Unnecessarily gratuitous violence or sex will be dealt with "off screen". This is an over the top dark and violent setting and I will not steer away from the themes and topics of 40K, but I don't want this to be a chance for unnecessary racism, sexism or promotion of behavior that may make any other player feel uncomfortable or put down. If any player feels uncomfortable with a topic on the game, or another players actions, I strongly request you PM me, and I promise I will do my best to listen and to handle the subject in a responsible manner. I request that other players be respectful of this, as again, the point of this game is to have fun. To be clear though in case anyone is getting nervous, I will not steer away from describing the violence of the grim dark future. Brain particles will splatter and viscera will be spilled, but we won't be dwelling on rape or gratuitous torture.
    Last edited by Bennosuke; 2024-03-27 at 01:13 PM.
    Spoiler: Games I am Currently Running
    Show
    San Francisco by Night (Vampire the Requiem 2E)

    New Bedford by Night (Werewolf the Forsaken 2E)

    New Orleans by Night (Changeling the Lost 2E)

  5. - Top - End - #5
    Troll in the Playground
    Join Date
    Oct 2021

    Default Re: OOC II: DH The Purity of Sacrifice

    father milos area for tech-gubbins and shtuff

    Spoiler: outfits
    Show
    standard outfit


    in his maxima gilder persona


    Spoiler: weaponry and stuff
    Show


    lasrifle


    orthlack


    wrist flamer


    Spoiler: wishlist for stuff
    Show


    father milo's spy flask


    molotov launcher


    father milos face shield


    milos oversized revolver for disposing of door locks and other such inconviences


    tremor rifle


    revolver boltgun


    gravitic laser cutter


    cognitec boltgun



    Last edited by bramblefoot; 2023-08-27 at 11:10 PM.

  6. - Top - End - #6
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: OOC II: DH The Purity of Sacrifice

    Marcella Dominica
    Spoiler
    Show




    Name: Marcella Dominica (technically Dr Marcella Dominica)
    Race: Human
    Gender: Female
    Age: 22
    Career: Imperial Psyker (Rank: Scholar Medicae )
    Home World: Void Born
    Divination: "Thought begets Heresy; Heresy begets Retribution."
    Void Born Origins: Satellite above Helius
    Experience Gained/Spent: 5,060/4,960

    Personality:
    Marcella is a quiet, friendly woman, with a usually non-judgemental and wait-and-see approach. She doesn't have sympathy for those consorting with Chaos, but she is more lenient towards those who act out of desperation situations. As a dichotomy, Marcella is both an ardent adherent to Imperial Faith, while also being somewhat forgiving of mundane trespasses. This is indicative of a sentimental side to her nature, as she is easier to get along with than most among the Inquisitions numbers.

    As an Imperial Psyker, Marcella was Sanctioned, a process which has left its mark on her psyche. She frequently runs on approximately 5-6 hours sleep due to low amount of REM sleep caused by nightmares and flashbacks, and only her powerful will pushes her forward with any semblance of normalcy. When dealing with others, Marcella is genuine and easy-to-get-along with, but there's just something about her that's off-putting for a lot of people that severely limits her social graces.

    Since being on her first mission for the Inquisition, Marcella has grown in confidence and ability. Prior to her field work, she was a Psyker Cadet, cloistered away behind walls and constantly watched for suspicion of warp-corruption. However, after entering the hive, interacting with its denizens both high and low, traveling through the lower hives with her fellow acolytes and rapidly expanding her psychic powers, Marcella is slowly coming into her own. She doesn't have an assertive and domineering personality, but she has demonstrated that her powerful will is a bulwark against those who would seek to bully her, like an anchor in the storm. She likes being helpful, she enjoys interacting with everyday people, and she seems a little excited at her psychic development.


    Appearance:
    Marcella is a tad shorter than most Voidborns, standing at 5'4" with a slim build. However, she is moderately athletic, having developed within the fitness regime of the Adeptus Astra Telepathica. She's no guardsman, but she looks more capable than the average Imperial citizen. Easy on the eyes with a friendly face and large, green eyes, Marcella has chin-length wavy blonde hair that frames her face. When out and about, she is usually dressed in her flak vest and black armour, with her las-pistol on a holster. Something of a homebody, she usually only ventures out among the citizenry in an official capacity, allowing her to almost look the part of an Arbite cadet.


    History:
    "There are a lot of people like me, born across the stars of the Imperium. Growing up on a satellite in orbit gave an interesting perspective of Helius. I don't remember much of it though, it was me and the other grease-covered kids running through the pipes of the station, pretty carefree and irresponsible. I loved it. My mother, or at least I think she was my mother, I'm not entirely sure now. But my mother didn't pay that much attention to me, instead I found family in the other kids. But when I started...hearing things, thoughts that weren't my own and which seemed to emanate from others around me, well...I wasn't dumb. I knew about those who were "different". Those who were conduits for the Warp. It was't long until the Inquisitors came for me.

    The less said about the Black Ships, the better. There's nothing too say. Just barges with holding cells over-crowded with people who could feel and hear the thoughts of all those around them. I still remember it. Just a cage of humanity in the vast open of space. I can't describe it any other way. I was 12 years old, and here I am packed into pens with all-sorts from across the galaxy: gibbering crazies, leering adults, starving shamans, you name it. Some other kids and I found some scrap metal that could draw blood if needed, and we found some pipes to wait in until the journey was over. Some other kids didn't do that. They weren't so lucky in the sea of crazy. The Inquisitors took us back to Holy Terra, where I...underwent, Sanctioning. All my years growing up I'd heard about the Emperor of Man, the Big Cheese at the centre of it all. Without him, we'd all be daemon chow or gutted by the orcs. This figure, this deity, this barrier between survival and extinction, and there he was before me. Did he even notice me? I'd travelled across an ocean of stars to be there, and....I don't know. I was brought to the Golden Throne. For the briefest of seconds, my mind was touched by just a sliver of Him. Any more and I would just be a quivering mess.

    There were others on that barge with me, Amanda, Jeron, Simon, Hailey, the ones I grouped with? Amanda went mad in the first day, so she got culled for the Throne. Jeron too. Simon's brains ended up melting out of his ears. And Hailey just vanished. I don't know what happened to her. I hope she's alright. They were all drawn from Hive Worlds, Feral Worlds and other starships, thoughts and dreams from across the Imperium. Now they're all gone. I'm all that's left.

    I honestly don't want to talk about it. When it was done, an Inquisitor brought me in. That's all I want to say."





    WS 24
    BS 38
    S 25
    T 34
    Agl 34
    Int 43
    Per 37
    Wil 55
    Fel 26 (21 for non-void borns)


    Wounds: 10/10
    FP: 2/2
    Insanity: 11
    Wealth: 17 Thrones


    Skills:
    Awareness +10%
    Chem-use
    Common Lore (Imperium)
    Dodge
    Evaluate
    Speak Language (Ship Dialect, Low Gothic, High Gothic)
    Forbidden Lore (Psykers)
    Forbidden Lore (Warp)
    Medicae +10%
    Psyniscience +10%
    Pilot (Civilian Craft)
    Tech-use +10%
    Invocation +10%
    Scholastic Lore (Chymistry)
    Trade (Merchant)
    Literacy

    Talents:
    Melee Weapons Training (primitive)
    Pistol Training (Las)
    Pistol Training (SP)
    Psy Rating 4
    Power Well (+1 to rolls to manifest Psychic Powers)
    Quick Draw
    Weapon Training (Basic SP)
    Discipline Focus (Telepathy)

    Traits:
    Charmed
    Ill-Omened (-5 fellowship with non-void borns)
    Void Accustomed
    Shipwise (Treat Navigation (Stellar) and Pilot (Spacecraft) as Basic Skills.)
    Sanctioned Psyker

    Psychic Powers:
    Major:
    Telepathy:
    Compel (Th 17, -10 to TN)
    Mind Scan (Th 23, -20 to TN)
    Soul Killer (Th 25, -30 to TN)
    Telepathy (Th 11, -0 to TN)
    Dominate (Th 24, -20 to TN)
    Psychic Shriek (Th 18, -10 to TN)
    Mind's Eye (n/a)
    Mind Scan (n/a)

    Minor:
    Spectral Hands
    Distort Vision
    Fearful Aura
    Sense Presence
    Inspiring Aura
    Chameleon
    Spasm
    Call Item
    Wall Walk
    Weapon Jinx
    Healer
    Unnatural Aim
    Inflict Pain
    Dull Pain
    Resist Possession
    Endure Flames


    Weapons:
    Talon Mk III Autopistol, "Ketchup", 1 mag loaded and 4 spare magazines of 30 bullets each (150 in total); always has extended magazine and silencer equipped
    Stub Revolver, "His Majesty", 1 cylinder loaded and 3 spare of 6 bullets each (24 in total)
    Orthalack Armsman-10 Stub Automatic, 1 mag loaded and 2 spare magazines of 13 bullets each (39 in total)
    = 213 rounds in total.

    35 spare bullets at home.

    Mono-knife, "Mr Stabby", Melee, Range 3m, Dmg 1d5+2, Pen 0.

    Armor:
    Flak Cloak (AP 3 Head, Body, Arms and Legs)

    Gear:

    On Person:
    Sanctioning Brand
    Deck of Cards
    Psy-Focus
    Frag Grenade
    Silencer (for Armsman-10)

    First Backpack:
    Filtration Plugs
    1x Lamp Rack/Glow Globe
    Extra magazines for weapons carried in here; except 1 for each on belt.
    Folded up Third Backpack (see below)
    Several 'unconcerning black bags'

    Second Backpack: (maybe carried)
    5x Firebombs

    Third Backpack:
    Nothing; folded up and within First Backpack.



    "Ketchup", Talon Mk III Autopistol
    Spoiler
    Show

    "I dunno if I'll ever have kids, my life is...complicated. But until I do, this is the closest thing I have to a baby: Ketchup. There are many like it, but this one is mine."


    Talon Mk III Autopistol, "Ketchup"
    Class Pistol SP
    Range 30m
    ROF S/2/6
    Dmg 1D10+2 I
    Pen 0
    Clip 30
    Rld Full
    Special Extended magazine, silencer.
    Weight 2.5kg.



    "His Majesty", Stub Revolver
    Spoiler
    Show

    "Arl gave this to me! It was his old firearm, and when he no longer needed it, he gave it to me. No one has ever given me anything like this before! Great sentimental value."


    Stub Revolver, "His Majesty"
    Class Pistol SP
    Range 30m
    ROF S/-/-
    Dmg 1D10+3 I
    Pen 0
    Clip 6
    Rld 2Full
    Special Reliable.
    Weight 1kg.


    Orthlack Service Pistol, Armsman-10
    Spoiler
    Show

    "I really love this pistol, and I love the fact I can buy my own one! It's an Armsman-10, popular among private security and mercenaries. No showing off, just showing up and getting the job done. There are many like it, but this one is mine."


    Orthlack Service Pistol Armsman-10 Stub Automatic
    Class Pistol SP
    Range 35m
    ROF S/3/-
    Dmg 1D10+3 I
    Pen 0
    Clip 13
    Rld Full
    Special Silencer.
    Weight 1kg.



    "Mr Stabby", Mono-knife
    Spoiler
    Show

    "I took this, and its holster, off the first person I ever killed. I blew them up with my mind. Like literally, they detonated like a water balloon full of red paint. It took a bit of cleaning, but I think the result is pretty nice. I can't stab for crap, but it's always handy to have. You know, just in case."


    Monoknife, "Mr Stabby"
    Class Melee
    Range 3m
    Dmg 1D5 R
    Pen 2
    Special None.
    Weight 0.5kg.




    Buying and Selling:

    Spoiler
    Show
    Pre-game Sold gear:
    Axe +10 Golden Thrones
    Quilted Vest +5 Golden Thrones
    Staff +5 Golden Thrones
    Tatty Robes +0 (just dump that crummy thing in the bin)

    During Game Sold Gear:
    Laspistol (25 thrones)
    2 charge packs (10 thrones)
    Flak vest (25 thrones)

    Bought:
    "Talon Mk III" SP Pistol (70 thrones) (Common) w/ extended 30 clip.
    Silencer (10 Thrones) (Plentiful)
    8x20 bullets (8 thrones) separated into 5x magazines.
    Backpack (10 thrones)
    Filtration Plugs (15 thrones)

    Flak Cloak (Body, Arms, head and Legs 3 AP, 80 Thrones, Scarce availability - made roll)

    = 17 thrones left

    17 base thrones + 37 as her share of the 185 thrones + 125 thrones from her doctors shift.

    - Armsman-10 stub automatic pistol (Inquisitor's Handbook, page 121). From the description this seems basically like a Baretta 92. 50 thrones. (Plentiful, no roll needed)
    - Five boxes of 20 bullets. 5 thrones. (Plentiful, no roll needed)
    - Silencer. 10 thrones. (Plentiful, no roll needed)
    - Manacles. 35 thrones. (Plentiful, no roll needed)
    - Glow-globe. 15 thrones. (Plentiful, no roll needed)

    - 1x Backpack (10 thrones, plentiful) + 5x Firebombs (25 thrones, plentiful).
    - 1x Backpack (10 thrones, plentiful)
    - Several 'unconcerning black bags' (2 thrones)

    = she has 17 thrones left.



    Advances:

    Spoiler
    Show
    Minor Psychic Power (100)
    Minor Psychic Power (100)
    Minor Psychic Power (100)

    Will + 5 (100)
    Per +5 (100)

    Starting Minor Powers: 3

    Neonate:
    Psy Rating 2 (200) (+3 minor psychic powers)
    Minor Psychic Power (100)

    Int +5 (100)
    Will +5 (250)

    Forbidden Lore (Psykers) (100)
    Forbidden Lore (Warp) (100)

    Sanctionate/Neonate Advances/Aspirant:
    Awareness (100)
    Quick Draw (100)
    Chem-Use (100)
    Pistol Training (SP) (100)
    dodge (100)


    Int +5 (250)

    = 750


    Scholar Materium
    - Evaluate (100)
    - Invocation +10 (100)
    - Psyniscience +10 (100)
    - Scholastic Lore (Chymistry) (100)
    - Power Well (100) (+1 to rolls)
    - Psy Rating 3 (200) (+3 minor psychic powers)
    - Psychic Power (200)
    - Medicae (100)

    = 1000

    Scholar Medicae
    Psychic Power (Soul Killer) (100)
    Psy Rating 4 - 200 Exp.
    (1/2 Will bonus in new powers, rounded up): 3 new powers: Telepathy, Dominate and Psychic Shriek.
    Three free minor powers: Dull Pain, Resist Possession, Endure Flames.


    Medicae +10 (100)
    Weapon Training (Basic SP) (100)
    Speak Language (High Gothic) (100)


    Discipline Focus (Telepathy) (200)
    Mind's Eye (200)
    Mind Scan (300)

    After Drimmle and move to new HQ headquarters:
    Sanctionite advance:
    Common Lore (Imperium) (100)

    Neonate advance:
    Pilot (Civilian Craft) (100)

    Aspirant Advance:
    Awareness +10 (100)
    Tech-use (100)

    Scholar Materium Advance:
    Tech-use +10 (100)

    - 160 exp left.






    Saved:
    WS 20 + 4 = 24
    BS 20 + 18 = 38
    S 15 + 7 + 3 = 25
    T 20 + 14 = 34
    Agl 20 + 14 = 34
    Int 20 + 13 + 5 +5 = 43
    Per 20 + 12 + 5 = 37
    Wil 25 + 20 + 5 + 5 = 55
    Fel 15 + 11 - 5 = 21





    Homeworld: Marcella was born in the void, she has no home-world. The closest could be Helius itself, as she was born onto a satellite in its orbit. The satellite itself was a manufactorum and trade station, with factories that produced items in Zero-G and provided them to Imperial military vessels and merchants with something to trade. Marcella grew up on the station as a child to a single mother who barely had time for her, due to working producing bolt-shells to be shipped out-of-system to the Adeptus Astarte's. Marcella joined a group of other low-born kids, catching rats in the station and collecting the bounty, during which she interacted with several foremen on construction lines, observing how bolt shells and munitions were mass-produced.

    Residence: As a Sanctioned Imperial Psyker, Marcella is "kept on a short leash", so to speak. She doesn't live in a breezy condo or apartment. Instead, she exists in a cathedral-esque barracks. Her quarters are cosy enough, being warm, decently furnished and comfortable enough. But she lives and sleeps near the watchful eye of the Inquisition. As part of her cover, Marcella does have a small, modest dwelling in a reasonable section of the spire - a place that's comfortable, but to which security forces are nearby to "keep out the riffraff" (or more likely to "evict" Marc from life if she demonstrates warp-influence).

    Important Figure: Scholar Obscurus Rhinehart. A very powerful psychic who presides over the Scholastica Psykana on Helius, and whom has taken a special interest in Marcella due to a well-above-average psychic potential than most new psykers. Rhinehart is the closest thing to a father figure Marcella has, and though his powerful mind is slowly leaving behind mundane matters, the two have formed a symbiotic relationship: she learns and is guided by Rhineharts experience and knowledge, while her youth and friendship anchors Rhineharts humanity.
    Last edited by BananaPhone; 2024-03-27 at 07:45 PM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  7. - Top - End - #7

  8. - Top - End - #8
    Barbarian in the Playground
     
    Beholder

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: OOC II: DH The Purity of Sacrifice

    Spoiler: Character Sheet
    Show

    Name: Arl
    World: Feral World
    Career: Assassin

    Wounds: 14
    Fate: 1
    Insanity 0
    Corruption 3
    Thrones: 112

    WS 20 +11 = 31
    BS 20 + 19 + 5 + 5= 49
    S 25 + 15 = 40
    T 25 + 13 = 38 + 5 = 43
    Agl 20 + 16 + 5 = 41
    Int 20 + 19 + 3 = 42
    Per 20 + 15 = 35 + 5 = 40
    Wil 15 + 10 = 25
    Fel 15 + 12 = 27

    Skills:
    Speak Language (Tribal Dialect, Low Gothic)
    Awareness +10
    Dodge +10
    Stealth +10
    Climb
    Navigation (Basic)
    Survival (Basic)
    Tracking (Basic)
    Climb +10
    Security +20
    Inquiry
    Common Lore (Underworld) +10

    Talents:
    Unremarkable
    Thrown Weapons Training (primitive)
    Pistol Training (SP)
    Basic Weapon Training (SP)
    Catfall
    Mighty Shot
    Rapid Reload
    Crack Shot
    Two Weapon Wielding (BS)
    Lightening Reflexes
    Literacy
    Marksman
    Deadeye Shot
    Sharpshooter
    Quick Draw
    Dual Shot
    Melee Weapon Training (Chain)

    Traits:
    Iron Stomach
    Primitive
    Rite of Passage
    Wilderness Savvy (Navigation, Survival, and tracking as basic skills)

    Gear:
    Hunting Rifle w/ 39 rounds w/Telescopic Sight and Silencer
    2 Stub Automatics with 172 rounds
    Hand Cannon
    Sword
    Knife
    10 Throwing Knives
    Brass knuckles
    3 doses stimm
    Charm (corpsehair)
    Black Bodyglove
    Credit Guild cape and uniform
    Forged Credit Guild ID
    Personally encrypted micro bead
    Personally encrypted data slate

    Advances:
    Catfall (100)
    Climb (100)
    BS + 5 (100)
    Stealth (100)
    Sound Constitution (100)
    Int. Adv. in BS. (250)
    Mighty Shot (200)
    Sound Constitution (200)
    Dodge +10 (100)
    Climb +10 (100)
    Stealth +10 (100)
    Sound Con. (200)
    Rapid Reload (100)
    Crack Shot (100)
    2-WPN (BS) (200)
    Security (100)
    Sound Con (200)
    Lightening Reflexes (100)
    Basic Toughness (250)
    Basic Perception (250)
    Awareness +10 (100)
    Inquiry (100)
    Dodge +20 (100)
    Security +10 (100)
    Literacy (200)
    AGI+5(100)
    Marksman (200)
    Deadeye Shot (200)
    Common Lore (Underworld) (100)
    Sharpshooter (200)
    Security +20 (100)
    Quick Draw (100)
    Dual Shot (200)
    Common Lore (Underworld) +10 (100)
    Melee Weapon Training (Chain) +100

    Arl was once a hunter of the Tribe of the Bear on Kesh, a small backwater of the Imperium on Man. Tithed to the Imperium, Arl was tested and tried, finally being selected as a scout-sniper in an Imperial Guard unit. He was not such very long, for one day his skill was needed by the Imperium to eliminate those who strayed from the ways of the True Faith of the God Emperor, or so his commander claimed. Arl was detached from his unit to hunt something greater than cave bear or wild grox, men called "heretics."

    Arl doesn't look much like the backwater hunter he once was -- plain faced and of medium build, he has learned to blend in with Imperial society, at least up to a point. Under his bodyglove, for example, he still carves / scars himself in remembrance of each of his kills, memorializing the dead, lest they haunt him.


    Kesh was a failed colony that devolved into semi-barbarianism, its people living in the ruins of once proud cities and living a tribal hunter-gatherer existence, albeit one with relics of the planet's grandeur. Hunters on Kesh hunted with crossbows made from the springs of derelict vehicles. The people of Kesh are believers in the Imperial cult, believing that the God-Emperor judges their life based upon their kills and scarify themselves with mementos of the hunt to prove their worth.

    The Commissar, far from what its name would suggest, is a semi-legal drinking establishment serving as a center for recreation and vice in the mid-Hive. While the establishment itself is legal, much of the business that goes on in this den are questionable. It is a place of few questions and fewer answers.

    Otto Dresh is a veteran of the Imperial Guard, having served his twenty years and survived the wars and skirmishes. He seemingly always has a lho-stick in his mouth and a measure of drink in his hand, spending his pension in one of several "recreation centers" in the hive. He is knowledgeable of the vice in the Hive, following the shifts and changes of fortune of the various players in the underworld. He is not personally involved, but frequently "know a guy" who knows a guy.
    Last edited by Wyndeward; 2024-03-18 at 01:38 PM.

  9. - Top - End - #9
    Barbarian in the Playground
     
    Beholder

    Join Date
    Dec 2012
    Gender
    Male

    Default Re: OOC II: DH The Purity of Sacrifice

    Arl would like to make the following additions to his character sheet:

    Literacy (200)
    Agility +5 (100)
    Marksman (200)
    Deadeye Shot (200)

  10. - Top - End - #10
    Ettin in the Playground
     
    Flumph

    Join Date
    Apr 2017
    Gender
    Male

    Default Re: OOC II: DH The Purity of Sacrifice

    "Hound", Verispex Adept


    Home World: Schola Progenium (Blighted Schola)
    Career Path: Adept
    Rank: 5 (Scholar)

    Characteristics
    WS
    BS
    S
    T
    Ag
    Int
    Per
    WP
    Fel
    35
    44
    30
    40
    41
    60
    40
    46
    30
    Movement: 4/8/12/24 Wounds: 12/12
    FP: 1/2
    Corruption: 10 Insanity: 6
    Untrained Basic Skills: Forbidden Lore (Cults, Daemonology, Heresy, Psykers, Warp) (Int)

    Skills: Awareness +20 (Per), Chem-Use (Int), Common Lore (Imperium, Tech) (Int), Deceive (Fel), Dodge (Ag), Inquiry +10 (Fel), Literacy (Int), Medicae +10 (Int), Scrutiny (Per), Search (Per), Secret Tongue (Administratum) (Int), Speak Language (High Gothic, Low Gothic) (Int), Tech Use (Int), Trade (Copyist) (Int)

    Talents
    Spoiler
    Show
    Basic Weapon Training (Las, SP), Melee Weapon Training (Primitive), Pistol Training (Las, SP)

    Die Hard: May roll twice to avoid death from Blood Loss.

    Foresight: Spend 10 minutes contemplating a problem to gain +10 bonus to next relevant Int test.

    Heightened Senses (Hearing, Sight): +10 bonus to any tests involving hearing or sight.

    Jaded: Never gain Insanity Points from sight of mundane horror, including blood, death or violence.

    Light Sleeper: Always counts as awake for purposes of making Awareness tests, being Surprised or getting up in a hurry.

    Master Chirurgeon: +10 bonus to Medicae tests. Heal 2 Wounds instead of 1 when treating Heavily or Critically Wounded patient. If patient is in danger of losing a limb from a critical hit, he gains a +20 bonus to the Toughness test to prevent limb loss.

    Resistance (Psychic Powers): +10 bonus to resist psychic powers.

    Seen This Before: May make an Int test in place of any skill test with the Investigation skill descriptor. This includes all Lore skills as well as Chem-Use, Evaluate, Inquiry, Interrogation, and Logic.

    Sound Constitution: Gain +1 Wound.

    Sprint: When taking Full Move action, may add a number of metres equal to Ag bonus. When taking Run action, may double Movement for one round. Gain one level of Fatigue if talent is used two rounds in a row.

    Step Aside: Can Dodge twice per round but may only make a single Dodge attempt against any one attack.

    Strong Minded: Re-roll failed WP tests to resist psychic powers that affect the mind. No effect on powers that have a physical effect, e.g. Telekinesis.

    Talented (Medicae): +10 bonus to Medicae tests.

    Total Recall: Automatically remembers any trivial fact or piece of information he might feasibly have picked up in the past. GM can require an Int test to remember more detailed or obscure facts, e.g. the precise layout of a crime scene or a page he read in an ancient grimoire five years ago.

    Traits: Conditioned Mind, Skill at Arms, Tempered Will, Tutored in the Profane, Institutionalisation

    Armour: Flak cloak (All 3; AP 5 vs. Blast)

    Weapons: Minerva-Aegis las carbine (60m; S/4/8; 1d10+2 E; Pen 0; Clip 40; Rld Full; Reliable), Long las (150m; S/–/–; 1d10+3 E; Pen 1; Clip 40; Rld Full; Accurate, Reliable), Phobos stubber w/ silencer (30m; S/3/–; 1d10+3 I; Pen 0 or 3; Clip 9; Rld Full; half normal distance to detect shots fired and -20 penalty to the Awareness test), BC laspistol (30m; S/–/–; 1D10+2 E; Pen 0; Clip 30; Rld Full; Accurate, Reliable); punch dagger (1d5+1+SB R; Pen 2; Primitive)

    Gear: 3 basic charge packs, 1 pistol charge pack, 36 bullets and 18 man-stopper bullets for stub guns, bodyglove and Administratum robes (Common Quality Clothing), medikit (Medicae +20, includes 6 doses Stimm), auto-quill (Trade (Copyist) +10), chrono, data-slate, Guilder Jen's data-slate, backpack, 403 Thrones

    Monthly Income: 150 Thrones (Rank 5 Learned Class)

    Special Rules
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    Conditioned Mind: Begins play with +5 Intelligence and the Resistance (Psychic Powers), Strong Minded, and Foresight talents. Gains 1d10 Insanity Points.

    Institutionalisation: Indoctrinated to believe that the Inquisition is infallible. Immune to attempts to Charm, Command, Deceive, or Intimidate him to act against his Inquisitorial masters. If he wishes to act against his own cell or the Inquisition, he must succeed on a Hard (–30) Willpower test.

    Skill at Arms: Begin play with Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Training (Las or SP).

    Tempered Will: Only takes a –20 penalty when attempting a Very Hard (–30) Willpower test.

    Tutored in the Profane: Gains Forbidden Lore (Cults, Daemonology, Heresy, Psykers, and Warp) skills as Basic skills. Begins play with 1d5+5 Corruption Points.

    Background
    Spoiler
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    “Hound” doesn't remember having any other name, though he does remember a time before being taken into the warm embrace of the Holy Inquisition. He remembers a distant, war-torn world and an endless fight against unrelenting xenos. He remembers having had a family, and he remembers being taken into the shelters when the air raid sirens sounded.

    When they dug him out of the collapsed shelter, he remembers being told that he was the only survivor. His sister and baby brother were dead, crushed beneath the rockrete rubble, and his parents had died heroes' deaths battling the invaders. He remembers feeling utterly bereft and alone. He was ten.

    The death of his parents opened new doors for the boy. He was selected for schooling in the Schola Progenium and for the next three years he was constantly drilled and tutored in skill at arms and esoteric knowledge. In special sessions his mind was picked apart and reconstructed to enhance his mental capabilities and strengthen his resistance psychic attack.

    It wasn't until the Inquisition raided the place that the boy learned that he had never attended the Schola Progenium. Instead, he was one of many promising young children who had been diverted to the Blighted Schola of the Golgenna Coven.

    The tutors and the older progena were executed on the spot, but the younger children were taken into custody by the Inquisitor who led the raid. The boy was subjected to months of interrogation and forced to confront the heresy of which he had been a part, but in the end he was declared innocent. The Inquisitor determined that the boy was not utterly ruined, and with proper indoctrination his skills and mindset could prove very useful.

    In the years that followed, the boy was remade yet again. The Inquisition became his home and his family. On his fifteenth birthday, he was apprenticed to a senior Verispex Adept, and on his twentieth he was dispatched into the service of Inquisitor Finial Zarkov. As a sign of acceptance, the Inquisitor allowed that he might have a name of his own. He named the young man “Hound” in recognition of his obedience and the service he would render unto the God-Emperor for the rest of his days. Hound knelt before his master and wept for joy.

    Personality
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    Hound has been shaped by his work and fanatical dedication to the Inquisition. In social situations he is often awkward, finding it difficult to connect with other people and discuss subjects unrelated to his work. He much prefers to be observing, cataloguing and analysing the people around him while others do the talking.

    At the same time, Hound possesses an iron will and is well aware of his gifts. He bows to no one except Inquisitor Zarkov when it comes to the performance of his duties, but he is humble in the face of the Inquisition as an institution. He understands how important their mission is, and also that extreme measures are often necessary to protect mankind. Hound stands ready to do his part.

    Appearance
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    Thirty-two years old with a wiry build (1.75m tall, 65kg), Hound's body and mind are his temple. He exercises regularly and drinks in moderation. He doesn't smoke and won't touch any other recreational drugs. Hound is sharp-featured with fair skin, reddish-brown hair and blue eyes. He has a bar code tattooed on his forehead and frequently sports a few days' worth of beard growth. He wears a bodyglove underneath plain Administratum robes.

    Experience and Advances
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    Experience (current/total): 15/4,250

    Proven Innocent Background Package (Book of Judgement, p. 39) = 100

    Rank 1 (Verispex Adept; Book of Judgement, p. 54)
    +5 Int = 100
    Jaded = 200
    Total Recall = 200
    = 500 (adjustments from Background Package don't count as Advances for increasing Rank)

    Rank 2 (Scrivener)
    +5 Per = 100
    Awareness = 100
    Search = 100
    Seen This Before = 200
    = 500

    Rank 3 (Scribe)
    +5 WP = 100
    Medicae = 100
    Tech Use = 100
    +10 Int = 250
    +5 BS = 250
    Chem-Use = 100
    Inquiry = 100
    = 1,000

    Rank 4 (Chirurgeon)
    Ag +5 = 250
    Awareness +10 = 100
    Awareness +20 = 100
    Deceive = 100
    Inquiry +10 = 100
    Master Chirurgeon = 100
    Medicae +10 = 100
    Speak Language (High Gothic) = 100
    Talented (Medicae) = 100
    = 1,050 (50 xp count towards Rank 5)

    Rank 5 (Scholar)
    Scrutiny = 100
    = 150 (50+100)
    Int +15 = 500
    Dodge = 100
    Step Aside = 200
    Sound Constitution = 100
    Heightened Senses (Hearing) = 100 (Verispex Adept)
    Heightened Senses (Sight) = 100 (Verispex Adept)
    WP +10 = 250
    Secret Tongue (Administratum) = 100
    Basic Weapon Training (SP) = 100
    Die Hard = 200
    = 1,900

    Running Total = 500+500+1,000+1,000+1,900 = 4,900

    Other Notes
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    Starting Characteristics incl. character creation modifiers: WS 35, BS 39, S 30, T 40, Ag 36, Int 45, Per 35, WP 36, Fel 30
    Schola Progenium (Blighted Schola): WS 20, BS 20, S 20, T 20, Ag 20, Int 25, Per 20, WP 20, Fel 20
    Proven Innocent: +3 to every Characteristic, +1 Wound, -1 Fate Point.
    Divination: "There are no civilians in the battle for survival." (+2 T, +1 W)
    Last edited by rax; 2024-01-27 at 05:14 PM.

  11. - Top - End - #11
    Ettin in the Playground
     
    Flumph

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    Default Re: OOC II: DH The Purity of Sacrifice

    I purchased the following advances for Hound and updated his sheet above:

    Int +15 = 500
    Dodge = 100
    Step Aside = 200
    Sound Constitution = 100
    Heightened Senses (Hearing) = 100
    Heightened Senses (Sight) = 100
    = 1,100

    I'm still thinking about what, if any, new equipment to buy.

  12. - Top - End - #12
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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by rax View Post
    I purchased the following advances for Hound and updated his sheet above:

    Int +15 = 500
    Dodge = 100
    Step Aside = 200
    Sound Constitution = 100
    Heightened Senses (Hearing) = 100
    Heightened Senses (Sight) = 100
    = 1,100

    I'm still thinking about what, if any, new equipment to buy.
    um, not to be picky, but advances are cumulative

    you hafta buy +5 for 100, then +5 for 250, then +5 for 500

    pg 41 DH Corebook
    Last edited by bramblefoot; 2023-08-19 at 03:58 PM.

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    Flumph

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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by bramblefoot View Post
    um, not to be picky, but advances are cumulative

    you hafta buy +5 for 100, then +5 for 250, then +5 for 500

    pg 41 DH Corebook
    The other advances are already bought and paid for with earlier XP.

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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by rax View Post
    The other advances are already bought and paid for with earlier XP.
    oki then, im just checking

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    Flumph

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    Default Re: OOC II: DH The Purity of Sacrifice

    There's a complete record of all Hound's XP expenditures in the spoilered 'Experience and Advances' section of his character sheet above. You can check it out any time you like.

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    PirateCaptain

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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by rax View Post
    Not to be a spoilsport, but you realize that the Vanaheim only has Average availability on a Forge world, right? It wouldn't be out of order for our glorious GM to either make it harder to find or more expensive to buy on a Hive world...

    Indeed, I will be awaiting the GMs final approval with bated breath .
    Last edited by BananaPhone; 2023-08-20 at 07:38 AM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: OOC II: DH The Purity of Sacrifice

    @bennosuke

    milo would like to buy pistol training (bolt) for 150 xp, as its an elite advance due to him going into saboteur. he would also like to buy a bolt pistol disguised as a hand cannon

    disguised bolt pistol


    also, if you're willing, i'd like to discuss a homebrew weapon im cooking up called a tremor rifle. i imagine its a large shoulder mounted sonic gun that blows people off their feet with loud blasts of infrasonic sounds. those who have weak hearts may require a defib afterwards, as their hearts may give out due to shock or fright. it also may cause shakiness and muscle weakness afterwards

    tremor rifle
    Last edited by bramblefoot; 2023-08-20 at 05:24 PM.

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    SamuraiGuy

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    Default Re: OOC II: DH The Purity of Sacrifice

    Ok, bare with me all while I get through posts in both threads.

    Orla is able to obtain a hand cannon for 65 thrones as her TN would actually be 61 or 71 for an average item in the hive. It takes her a handful of hours (1d10 that I'm not gonna bother rolling). All of Orla's purchases seem reasonable and are approved. I have updated her character box in the new thread to represent the spent money and xp. This does move her up in rank I believe.

    @Bramble: In regards to the alternate identity, fluff sounds good. Again, I'd expect this is something he is going to have to develop over an extended period.
    -In regards to the extra money, his thrones were correct at starting as far as my records show, despite the Noble background.
    -I'm fine with the face armor. A flak 1 face shield would probably be something like 15 thrones. I'd expect them to look a little more 40k'ish than just sunglasses, but it's just fluff.



    @Banana: Character advances are approved. Please update your character sheet. I will update Marcella's character box.

    Unfortunately, Milo only has 185 thrones. Banana, please let me know if you want to use the inquiry roll to purchase something else.

    @Wynd: Character expenses approved. I am updating your character box. Anything you want to roll for in downtime?

    @Rax: Character expenses also approved. Let me know as well if you want to do anything with your downtime.


    Okay, thank you all again for hanging in there. I owe Bramble a PM reply. To confirm, the group's next step is to go after Drimmle. Are we agreed on how we want to do this before I reply in the IC thread. Are we sneaking in, knocking on the door, or what?
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    Default Re: OOC II: DH The Purity of Sacrifice

    um, assuming i did my math right, milo should have a lot more than that

    did we get our monthly paycheck? cause milo should be up to around 935

    here is what im imagining it looks like



    here is what the noble born does for me

    Wealth Those born into the nobility are also born in to wealth and
    enjoy the fruits of their family’s fortunes.

    Effect: You begin play with double the starting number of
    Thrones. You are also Noble for the purposes of determining
    monthly income
    Last edited by bramblefoot; 2023-08-21 at 01:00 PM.

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    Default Re: OOC II: DH The Purity of Sacrifice

    Welcome back Benno, I hope you had a fun weekend to cleanse the busy palate .

    Quote Originally Posted by Bennosuke View Post
    @Banana: Character advances are approved. Please update your character sheet. I will update Marcella's character box.

    Unfortunately, Milo only has 185 thrones. Banana, please let me know if you want to use the inquiry roll to purchase something else.
    Ahh no worries, I'll reverse the purchase then and edit out that 'downtime' post and keep it on a text file for another day.

    Marc won't do anything else with her time. She's been awake for almost 48-72 hours and only got some shut-eye on the train. So she'll have a bath and get a good nights sleep. (as good a nights sleep as a Psyker can get anyway)


    Okay, thank you all again for hanging in there. I owe Bramble a PM reply. To confirm, the group's next step is to go after Drimmle. Are we agreed on how we want to do this before I reply in the IC thread. Are we sneaking in, knocking on the door, or what?
    Last time we went around to some back entrance or some such and we entered that way.

    I think that would be the best way to do it again. He knows who we are; knock on the back door so he lets us in. If he doesn't, we either sneak in or find alternative means of entry.

    did we get our monthly paycheck? cause milo should be up to around 935

    Nah, Bennosuke said we weren't getting another paycheque this time 'round.
    Last edited by BananaPhone; 2023-08-20 at 07:59 PM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  21. - Top - End - #21
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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by bramblefoot View Post
    @bennosuke

    milo would like to buy pistol training (bolt) for 150 xp, as its an elite advance due to him going into saboteur. he would also like to buy a bolt pistol disguised as a hand cannon
    I'd reckon you're better off just buying a straight bolt pistol. They're already viewed as status wepons because of how expensive they are to buy, maintain and use. Disguising it as a hand cannon is like buying a beautiful Mercedes only to disguise it to lool like a Hyundai civic lol. If you're after a well crafted revolver like weapon, a Good quality hand cannon is 195 thrones then you can get Dum-Dum and Manstopper bullets for it.

    Also, be warned about bolt wepons: they are hideously expensive to use. (Thus their image as status weapons)

    Each individual bolt costs 16 thrones, so it'll cost you 126 thrones for 1 magazine. 8 shots and there goes 126 thrones. That's on top of the 250 base cost of the gun, and you can start to see why they're status symbols. So a bolt pistol with two magazines will set you back 502 thrones.

    As he's got more money than God, Milo can probably afford it hah, but just things to consider.
    Last edited by BananaPhone; 2023-08-20 at 08:21 PM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Beholder

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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by Bennosuke View Post
    O
    @Wynd: Character expenses approved. I am updating your character box. Anything you want to roll for in downtime?
    Seeing as I have 165 unspent xp, I would like to add Common Lore (Underworld) to my character sheet.

    As a consequence of the above, I believe I would like to roll to see if I can find any additional information about our various miscreants through the criminal fraternity.

    (1d100)[9]

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    Default Re: OOC II: DH The Purity of Sacrifice

    preciate the help banana

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    Default Re: OOC II: DH The Purity of Sacrifice

    i would like to introduce two new weapon traits into the game. this would be used on a boltgun revolver, not a mag-fed weapon



    Last edited by bramblefoot; 2023-08-20 at 11:37 PM.

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    Flumph

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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by Bennosuke View Post
    @Rax: Character expenses also approved. Let me know as well if you want to do anything with your downtime.
    I think Hound will join in the equipment hunt. I'd like to spend Thrones to buy a stub automatic and a silencer. Both these should be automatic acquisitions in the Hive (Plentiful availability shifts to Automatic difficulty).

    After that, I'm considering one of three Scarce items (a Minerva-Aegis las carbine, a red-dot laser sight, or a photo-visor; difficulty shifts to Ordinary), so I'll roll for that then decide what I want when I know whether or not the roll was successful.

    Seen this Before test (1d100)[87] vs. 70 (Int 60, difficulty +10)

    Edit: No need to decide what I was looking for.
    Last edited by rax; 2023-08-21 at 12:20 PM.

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    SamuraiGuy

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    Default Re: OOC II: DH The Purity of Sacrifice

    @Bramble: It's only been a handful of days in-game since the group last got their paychecks. Milo never got a second month's salary. Is that maybe where the confusion is?

    Nah, Bennosuke said we weren't getting another paycheque this time 'round.
    I guess Banana beat me to this

    @Banana: Milo has used 150xp on Pistol Training (Bolt). Please let me know if and how you want to spend the rest of his XP. In regards to the "disguised" bolt pistol, this seems unlikely since bolt weapons are proportionally larger than their counterparts, already harder to find "rare". I'm not opposed to adding more weapon rules, though not sure there is a major point. Can I ask where you got those from?

    @Wynde: That's one heck of a success. Can you narrow it down a little in regards to what he is looking into???

    @Rax: Subtracted 60 thrones from character box.

    @All: Will try to get an I post up this afternoon moving things forward. Thank you for the patience.
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    Default Re: OOC II: DH The Purity of Sacrifice

    im sorry, my confusion was that i should get my noble salary, and not my cleric salary

    milo is noble born, so he should be raking in roughly 650 thrones by last payday

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    SamuraiGuy

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    Default Re: OOC II: DH The Purity of Sacrifice

    Alright. Assuming we are square then, again, just let me know if you you want to spend any more XP

    And for everyone else, after discussing with Bramble, we are going to switch his career to Assassin as he wishes to build a more combat focused character. We will work in game over the next little bit how he pursues this, and will be taking an alternate rank as requested.

    Getting to IC post now.
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    Default Re: OOC II: DH The Purity of Sacrifice

    Quote Originally Posted by Bennosuke View Post
    Alright. Assuming we are square then, again, just let me know if you you want to spend any more XP

    And for everyone else, after discussing with Bramble, we are going to switch his career to Assassin as he wishes to build a more combat focused character. We will work in game over the next little bit how he pursues this, and will be taking an alternate rank as requested.

    Getting to IC post now.
    Tech use (200)
    Concealed cavity (100)
    Stealth (100)
    Disguise (100)


    spending 600 xp on these skills
    Last edited by bramblefoot; 2023-08-24 at 08:56 PM.

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    PirateCaptain

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    Default Re: OOC II: DH The Purity of Sacrifice

    Did Interrogator Ezekiel say how he wants/prefers Drimmle to be handled?

    Like, whether he wants him arrested and brought back, or interrogated on the spot and executed/disappeared if he's guilty etc?
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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