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Author Topic: Debts of Blood - a 40k RPG-driven Suggestion Game [+++Arrival: Turn X+++]  (Read 3420 times)

kaian-a-coel

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"Yes. A thousand times yes. This is immensely helping. An invaluable piece of information for my quest. Thank you very much, Ardun, and may the Omnimessiah bless you."

A PICTURE! That'll make our life soooo much easier.

Administratum clearance? a multikey? Gang marks?
So our daughter got something important, hidden in the safe. These guys were here to take it, and certainly acted under the orders of someone able to give out third-level clearance, that is to say someone relatively important... Guys, we have a target!

First thing to do now is to go out and identify the gang these thugs belongs to. Then track the gang, locate the thugs, interrogate them, find the guy who engaged them, and enact swift revenge on his fat a**.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
Sauron makes the precious.
Gollum loves and hates the precious.
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Gamerlord

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Just my idea of where this is going.

Spoiler (click to show/hide)

crazysheep

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Adding on to kaian's roleplay here.

Get a copy of the data off Ardun. Scrutinise their clothing for any significant distinguishing marks or signs of their planet of origin.
There is a possibility that the people we saw are offworlders without enough time to blend in yet, trying to eliminate that possibility here just in case we need to grab a flight off planet or something. Could also be useful in a straight fight if we knew some of their strengths and weaknesses.

I don't think we should be charging straight in trying to play hero yet, even though we are the central character. Maybe a couple of stealth kills here and there first.

Do we have any contacts we could use, a friend or friends who survived all the Imperial Guard action? Even if our company was wiped out as a fighting unit, doesn't mean we're the sole survivor.

Also, since the Administratum is a very large bureaucratic unit, there's a chance we might not be tangling with the Inquisition :P
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"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

Digital Hellhound

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Some notes; you do indeed have some Guard contacts, but they are unlikely to be of help right here. The Inquisition is not part of the Administratum, though certainly they could obtain assets from them. And last, you have other leads as well, which could provide you with further information and aid - but feel free to take whatever action you want.
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Digital Hellhound

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You thank Ardun, exuberantly. He blushes momentarily and gives you a brief smile. You also ask him for a copy of the data and the techpriest grimaces.

'I... I suppose I can, just as well. I should have something to spare. Wait here, please,' he says, and disappears to the back room again. After a moment, he returns with a battered dataslate and hands it over. You check it quickly, finding the picts and the data in there.

You give your thanks again and let Ardun back to his work. As the door slams closed, you're left alone in the corridor to consider your next move.

Identifying the gangers is one obvious step forward. The tattoos and clothing tell you nothing, but the locals - or the arbites here, if it's absolutely necessary - might be of more assistance. They could be off-worlders for all you know.

You haven't yet gone to meet the girl who called you here - your daughter's friend, who claimed to have information. She might be able to tell you more on these guys, though even if not she should have something for you. Then there's the Administratum complex your daughter worked and died at, if you're willing to file the gangers away for a while. You're not sure what to look for there, but it is the scene of the crime - or atleast so claimed to be by the official investigation.

Spoiler: Profile (click to show/hide)
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crazysheep

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Hmmm. We could talk to our daughter's friend if she's not too far from the apartment complex.

Contact our daughter's friend then.
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"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

adwarf

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+1 to contacting the Daughter's friend
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Digital Hellhound

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From what you can tell from the instructions she gave you, the friend's place is not far. You brave the rain as you walk as quickly as you can through the bustling streets. You can't help but to feel a bit claustrophobic in the mass of people - Salvation's open plains and badlands are a far cry from a city of millions, and though you've long since grown used to places like this, it doesn't mean you have to like them. Blackwater seems even more dismal than most Hives, the drumming rain keeping everyone's gazes low and drowning out most sounds of life.

You reach the address a quarter of an hour later, your mood dark with the cold of the rain seeping into your bones. It proves to be a habdome, perhaps a bit more well-maintained and uphive than your daughter's hab, seeming to lean out of the foot of a Hive spire like some kind of organic growth. You head inside, enjoying the quiet that immediately descends when you close the doors. A steady hum of air conditioning replaces the relentless rain. You note the nondescript walls and floor of white and grey that give the place of a sterile, lifeless air, knowing they are identical in a million similar habs. Ah, the wonders of STC construction.

You spot her door number and stride right over, preparing to give it a hard knock. She's bound to hear it if she's home, and you have no intention of wasting time if...

Aw, hell.

You stop your first before it reaches the door, because you've just noticed the gaping, smoking hole where the door's lock should be. It's obviously ajar, forced open and slammed back closed, and from the smell of burning metal beyond you can bet this wasn't the only use of what you'd bet was a lasweapon. You strain your hearing and pick up voices from beyond the door, identifying them mostly as male and agitated.

Your hand falls to your Akroxis, but you're not sure if just charging in is the best idea. You don't know exactly what's behind the door, or even what the apartment looks like, and you've lived through too many firefights to get killed like an overeager fool by marching into waiting guns. On the other hand, a quick assault could catch the people inside off-guard. Surprise is always a nice weapon. The voice seemed to come from deeper in the apartment, so you might want to move quickly - or with stealth, though it's been a long time since you've last had to sneak up on someone. It's always a possibility the attackers here have left already and you'd accomplish little by charging like some goddamn hero, too.

Choices, choices...

Spoiler: Rolls (click to show/hide)
Spoiler: Profile (click to show/hide)
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Gamerlord

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Kick open the door and move in, gun at the ready.

adwarf

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Open the door a gently and quietly as possible and enter with the stub carbine at the ready.
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Digital Hellhound

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Spoiler: Suggestions (click to show/hide)

Ah, hell. Caution's never been your thing anyway.

You take a few steps back, pull out your Akroxis, and kick. The door wasn't locked, but you're here to make an entrance, and by the Emperor do you make one. The door goes flying off its hinges with an almighty crash, splinters of wood and metal pinging off the walls. A grim smile creeps up your lips as you hear surprised - you like to think panicked - shouting before the door even comes down.

When the smoke clears - literally - you see into a hallway going through the apartment, lined with doors and ending in a wide living room. Against the large glass window making up the outer wall of the room you see three figures, one a woman sprawled against the glass, with two others standing over her holding lasguns. You can just make out the tattoos on their skin and feel your rage bubble up again. The apartment is a mess, but that's all you have time to take in before the gunmen begin to turn, their eyes narrowing when they see you.

You're not about to waste the element of surprise - you doubt these guys would think of negotiation first with the way you came in - and rush forward holding the Akroxis level. The heavy pistol feels good in your hand, ready to blow these bastards' brains out. You haven't had a chance to do that in too long.

Combat Round: Initiative
Marlowe: 14
Ganger #1: 8
Ganger #2: 7


Marlowe: Half Action Move (4 metres), Half Action Attack

The gangers are way too slow. You cross to the end of the hallway with practiced stride, bringing the pair to around five metres from you each and out of the coverless hallway. You shoot while moving and the Akroxis booms in your hand, but the heavy bullet whizzes past the gangers and gouges a hole in an upturned table instead. You barely have time to register this fact before the two gangers burst into movement.

Ganger #1: Full Action Semi-Auto Burst
Ganger #2: Half Action Move (3 metres) to cover, Half Action Attack


The bigger ganger, wearing a loose shirt and covered in familiar tattoos, takes a bracing step back and lets loose with his lasgun. The deadly, sleek weapon is no cheap copy, but looks to be Guard quality - and that's all you think before bright light flashes and pain explodes all over your skull. You make a vain attempt to throw yourself to the ground, but it's been a long time since your Guard days.

Damage Roll: [6+3=8]-3 (Toughness Bonus)= 5
Damage Roll: [3+3=6]-3 (Toughness Bonus)= 3
Damage Roll: [2+3=5]-3-2 (TB/Armor)= 0
Total Damage: 8

The pain is unimaginable. The purely logical part of your brain tells you you've taken several glancing shots to the head and one to the arm. You're grateful for the flak plates lining your coat on the last hit, but there's nothing protecting your oh-so-vulnerable skull. You can smell burning flesh and think idly that you'll be getting new scars. Somehow you still see the other ganger moving behind a flimsy-looking chair, taking cover. He snaps off a shot that misses completely.

The adrenaline rushes in to dull your pain and clear your mind. Everything seems to slow down. The ganger who caught you with that burst is standing, his face twisting into a snarl, preparing to fire again. The other one is behind cover, shouting something over his shoulder, and it strikes you that finding some of your own might be a good idea. There's a heavy-looking couch to your left and a half-wall beyond it, separating a small kitchen from the room. To your right there's another door, but closed.

You could charge the man, too, of course, and get too close for him to use his gun or the other guy for fear of hitting his friend. You're a better shot than you are a melee fighter, but desperate times and so on. What you know is that you don't want to get hit again - the ganger had to be more lucky than accurate, but fill the air with enough las and you're guaranteed to kill something eventually.

Spoiler: Rolls (click to show/hide)

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Spoiler: Combatants (click to show/hide)

Spoiler: Profile (click to show/hide)
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((Oh what the hell. The combat of Rogue Trader and related systems is brutal and unforgiving, but, uhh, I didn't mean this unforgiving. The rolls in this turn were ridiculous. The Ruinous Number Gods are not in our favor, guys.

If you have questions about the combat system, don't hesitate to ask.))
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adwarf

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Take cover behind the couch and fire at the ganger in the least amount of cover.
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crazysheep

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Well, this is sort of what we get for charging in recklessly lol.
Right now we have 2 problems: staying alive, and getting hold of one of those lasguns for this combat round.

I'd say take cover to solve our first problem, then shoot the big ganger to solve our second.
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Gamerlord

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Take cover!
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