Doc Kraken: I'm just about to edit my last IC post, I realise looking back on it that I probably didn't answer your Tech Use test in the way you wanted. I was trying to avoid outright telling you what to do next, but since that's the sort of question you were asking I guess I could have been a little more specific. If I do this again (i.e. any of you guys want info on what to do next but my response isn't very helpful), it probably means that I'm trying a little too hard not to be railroady and feel free to either clarify out of character or improvise in character.
's all good, thanks much! Would it be another Tech-Use test to cut the servitor out? I'm assuming the destroyed relay will complicate matters...
As long as you don't mind rolling Int test after Int test - at least the guys rolling BS test after BS test get to see some nice violent results.
Again, you can do it the easy way or the hard way:
Easy: +20 modifier, takes 1 full action and 1 half action for every degree of failure
Hard: +10 modifier, takes 1 full action and one additional full action for every degree of failure
Once you've started the process you can't undo it, although you can pause to, say, shoot or whatever. When the servitor is disconnected, it'll be a Logic test (which is totally different to a Tech-Use test, obviously) to reprogram the relay, with modifiers depending on how well the servitor disconnection went.
Checking for RF confirmation: (1d100)[62] vs 57 or 67
Additional damage: (1d10)[6](1d10)[5]
Apologies for the delay. As of the last few days my schedule has suffered some changes (spending more time with friends, which is a good thing, taking up teaching in private lessons etc) which have led to me having a strain to be up to my RP via pbp expectations. I'm afraid that I might have to cease my participation in this game (since it's the last one I took up) or enter a period of inactivity (with the unfortunate possibility of not returning if I find out I can't balance things out). Many apologies for my lack of time and my inability to participate properly and contribute as much as I would like and as it would be proper to your game Thragka.
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Quote:
Originally Posted by Daisuke1133
Calimos, I wish I had even half your talent for verbosity.
Hey, double check your BS test in the IC thread. I think you used a D10.
Indeed, indeed, thank you for pointing this out.
I'd been dizzy enough not see it. Apologies for that.
To be honest I was surprised, by the low roll myself. I'll roll the attack here, to avoing double posting in the IC thread.
Attack roll: (1d100)[65] vs 57 or 67
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Originally Posted by Daisuke1133
Calimos, I wish I had even half your talent for verbosity.
That's not to worry, Calimos - I've rather made a fool of myself by asking you to reply with haste and then not being able to update quickly myself. I hope you took my nudge as more of a gentle reminder than a stern reprimand - it's just that we've got some good momentum going right from the beginning, and I wanted to make the most of it.
If you feel you have to drop, then so it goes; however, I'm certainly happy if you just want me to put Sebastian on autopilot for a while if you think there's a chance you can return to the game before too long.
Sorry for the delay, guys - will resolve this round early tomorrow evening when I get back from work.
Castus unleashes his Suppressing Fire. Pinning tests, with the enemy ordered from top to bottom as they appear on the map:
(1d100)[36] (1d100)[78] (1d100)[56] (1d100)[63]
All failed.
Randomising in the same order to see which Castus hits: (1d4)[3] which is the lower guy by the door, who takes 2 wounds.
Sebastian is outside short range, so that's a miss.
Gareth does his stuff in the cockpit.
Jim hits the boarder with the shotgun in the left leg for 7 wounds.
I'm gonna guess that Gallus first aims at the other one, since he's the closest.
First hit is to the leg for 3 wounds.
Second hit is soaked.
Third hit is to the body for 17. Man down.
Unfortunately all the others are more than 2 metres away, so the fourth and fifth hits can't be reassigned.
The pistol wielders fire off a couple of snap shots - first at Castus, second at Jim.
(1d100)[2] Damage: (1d10+3)[6] Hit, but soaked. (1d100)[43] Damage: (1d10+3)[6]
The shotgun-wielder lets loose at Castus.
To hit: (1d100)[24] Damage: (2d10b1)[10] + 4 = 14, resulting in Castus taking 4 wounds.
Uh, thinking about it, I'd actually prefer it we run through a bit of an in-character interaction between Gareth and the cogitator, so let's postpone that Logic Test. Sorry - my own fault for being vague about what "reprogramming the relay" would involve - I was a little rushed when resolving the last round.
Calimos - not to bug you about this but are we waiting on you, or do you want to either put Sebastian on autopilot, or drop entirely? As I said, I don't mind autopiloting him for a while, and if you feel you do have to drop out completely then that's unfortunate but of course I understand - but can I please ask you to tell me what your choice is? Apologies if it wasn't clear from my previous post that I was looking for a response from you.
Apologies, Thragka, for the late response. I wanted to thank you for the many options that you provided me with as well as for your offering to auto-pilot my character until I return, but I'm afraid that I cannot manage it and - as I had stated in my previous post - I'll regrettably have to drop entirely. Best of luck and success to this game and all your endeavours and thanks in advance for the understanding
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Quote:
Originally Posted by Daisuke1133
Calimos, I wish I had even half your talent for verbosity.
Uh, thinking about it, I'd actually prefer it we run through a bit of an in-character interaction between Gareth and the cogitator, so let's postpone that Logic Test. Sorry - my own fault for being vague about what "reprogramming the relay" would involve - I was a little rushed when resolving the last round.
Gotcha, sounds fun! I'll start doing techpriest-y things to it, then.
Forget the tests to break Pinning from the boarders - let's do that now:
(1d100)[59] (1d100)[58] (1d100)[71]
All failed
Castus:
First hit does 2 wounds.
Second hit does 4 wounds, which is a +3 crit to the body - 2 levels of fatigue and stunned for one round.
Third hit does 7 wounds - that's death.
Jim's hit reduced the lower of the two remaining boarders to 0 wounds.
If they've passed their pinning tests, the two pistol-wielders aim; otherwise they just shoot. One goes for Castus; the other Sebastian.
To hit: (1d100)[49] Damage: (1d10+3)[9] Doesn't hit Castus.
Hey gang. I'd hoped that this combat would be quick enough to wrap up before I had to go on hiatus, but unfortunately you haven't completely murderised the boarding party yet. I'm sorry to have to take a break when the game has barely kicked off - when I return on the 7th of December I shall do my best to get back into the swing of things promptly, and I hope we can regain our momentum fairly easily. Until then, though, I'm afraid I have to leave things as they stand.
I'll shoot you all a PM when I'm back and able to post again, so don't feel the need to keep checking the thread in the mean time. It's been fun so far, so I hope this temporary hiatus won't spell doom for the game in its infancy. Fingers crossed, at any rate.
Probably too late for you to see this, but so far the game's been a blast! Have fun, I for one will be waiting for this to return so we can finish dispensing the Imperium's justice.
Sorry guys - I've had a bit of a rush at work what with having to squeeze in a bunch of stuff between returning from Uganda and the upcoming Christmas break, so it might be a couple more days before I can post something. Apologies for the delay.
Unfortunately, it looks like what would have been the other half of The Ceremony of Innocence has ground to a halt. As a result, I am not quite sure what to do with the Arbites investigation - after all, this game was always meant to incorporate the fact that there would be two teams of PCs with overlapping but possibly contradicting goals. Now, I'd be perfectly happy to adapt as much of the overarching plot which I, dhenn and later Nexus had developed between the two teams just for you guys, but it does mean a bit of quick rewriting - without giving too much away let me just say that I might scrap a good deal of background detail that could have developed into a sub-plot and instead try to streamline the originally distinct avenues of investigation into a single adventure.
As I said before, I'm a bit swamped with work-related stuff until I get my Christmas holidays next Friday. I do hope I will be able to get some momentum going again then.
To anyone still hanging around here: sorry it sort of fell apart. Although I was having fun with the game, I was just stuck for time to run it, and while I actually really like the setting of Lo that dhenn and I hammered out, I'm just not satisfied that I can make the plot actually work.
However! I do really want to run some more Dark Heresy on these boards some time soon, if I feel I have the time and energy. So by way of apology, if anybody who was involved in The Ceremony of Innocence (from either team) is willing to give me another chance as DM, you guys will be my first choice when I start recruiting for my next DH game, the working title of which is The Path of the Righteous Man.
So, sorry this couldn't last, and hope to play with some of you again soon!
The PCs will be a standard team of Acolytes working for Inquisitor Astrid Skane, Ordo Hereticus. She has dispatched them to the agri-world of Regulus, seat of the Cestelle Alliance, to help oversee the transition of power from one planetary governor to the next, and also to investigate a string of unusual murders. She is a Recongregator, which makes her mildly Radical in her creed, but she is not a dabbler with the powers of the Warp - so slightly radical PCs will be fine, but the party should lean towards Puritanism. The game's focus will be investigation and horror, and its action sequences will (hopefully) be of a survival-horror mood.