[X] Defy. Angel or not, you will not simply stand by and let Ciro step into the role of your master.
- [X] You will change his plan a bit to suit you. You will use your abilities to go up the ducts, rather than with him, and attack from there.
I'm not happy about this, but I'm even less happy to let Cicero go uncontested after that demon stunt.
OK, I'm going to Call the Vote there, because we've got something like a 30-12 margin in favour of begrudging obedience and I've actually already sketched out and done the rolls for the upcoming scene and want to get started with properly writing it.
Scheduled vote count started by Maugan Ra on Sep 18, 2021 at 3:21 PM, finished with 75 posts and 43 votes.
[X] Obey. You will follow Ciro's orders, both today and in the future.
- [X] Begrudgingly. Ciro is not an enemy to be made lightly, and you do not think he will take defiance well. Bow your head, follow his orders, but keep your eyes open. An opportunity will come sooner or later, you just need to be ready.
- [X] Remain open to the notion that he might be worth following sincerely in the future, a man who trusts no one is as helpless as one to trusts everyone
- [X] If he takes offense, you will simply point out you've not mentioned all the tricks up your sleeve. If he demands transparency while speaking with daemons alone, perhaps he was doing something dangerous back there.
- [X] Sincerely. You could do much worse for patrons than a charismatic space marine, and you need a patron to survive and prosper in this galaxy. He seeks authority? Let him have it.
-[x] How will you persuade the others to support you? (Letting him control the plans would put him over everyone else in the party too. Bring up how no one got input on the plan but Ciro. Even if there are no better ideas, at least it's a plan they agreed to as well and it sets a precedent to stop this in the future. You aren't arguing to put yourself in command to replace him, just not ceeding full control to one person.)
-[x] How will you survive, should Ciro take issue with your defiance? (Maintain space above all else, don't get caught in close quarters, hope some other party members take offense to the space marine killing you for arguing that he shouldn't have full control over the decisions.)
- [X] How will you persuade the others to support you? (Letting him control the plans would put him over everyone else in the party too. Bring up how no one got input on the plan but Ciro. Even if there are no better ideas, at least it's a plan they agreed to as well and it sets a precedent to stop this in the future. You aren't arguing to put yourself in command to replace him, just not ceding full control to one person.)
- [X] How will you survive, should Ciro take issue with your defiance? (Maintain space above all else, don't get caught in close quarters, hope some other party members take offense to the space marine killing you for arguing that he shouldn't have total control over the decisions. Also, try not to be alone together with him.)
Malfi is not a world known to be kind to its idealists, for all that it seems to generate them in great quantity. A burning sense of conviction and a dedication to a higher purpose do nothing to protect one from being drawn into the murderous web of the Ebb and Flow, and you've seen all too many high-minded idealists become just another piece on the board to have much regard for standing your ground on principle. Results are what matter, and the likely outcome of defying Ciro's assumed command here is not one you care to court. Even if you successfully pulled it off, you would still need to rely on him to fight past Crane and take the ship. Better by far to conserve your strength and pick your moment with care.
The sentiment seems a common one, for no one else speaks up in your place. Nadia clearly understands the implications, judging by her faint frown, but after a moment's hesitation she opts to merely duck her head in silent consent. Sidhe and Bore, by contrast, could be ignorant or uncaring and you'd have no ready means to tell the difference.
"Ha! Yes, a fine battle waits!" Queen Scarna says joyously, before jabbing her spear at a score of the more heavily armed and battle-scarred members of the Carrion, "You go, you fight. Tear the throat from the Voice!"
The joyous roars and proud boasting of the Carrion covers up the silence with which the others of you prepare, and together you make your way along the corridor and pack yourselves into the claustrophobic space of the lift at the end. The Carrion stand shoulder to shoulder, the scent of sweat and unwashed bodies mingling with the stench of oil and rust from the machinery, and after a period of jostling the winches shriek in agony and the lift begins to rise. You swallow, focusing your will, and flinch only slightly when Ciro lays his heavy gauntlet on your shoulder.
"When the shooting starts, stay in my shadow," he says, leaning down slightly so he can actually murmur into your ear, the furnace heat of his breath against your skin a sweet torture. "Your reforged flesh is impressive, but let us not test how it stands up to concentrated bolt fire."
"Such concern for my welfare," you say, a touch waspishly, "One might almost forget you allowed the daemon to live, to threaten us all."
Your mind catches up with your mouth a moment later, your body locking solid in sudden horror, but it seems Ciro is in a good mood for he simply chuckles quietly to himself.
"And leave your sorcery our only option for navigating the ship?" he says, and his voice is so impossibly deep, you feel like you are teetering on the edge of some vast abyss merely listening to it, "Please, Vincenzo. I understand that Malfi has a reputation for such games, but do try to be at least moderately subtle."
You blink, and swallow the immediate impulse to reveal your confusion. Ciro thinks that you… well, you suppose if he knows psykers capable of doing such things, then the lone psyker in the group arguing for the daemon's destruction might perhaps be seen as an attempt to remove a rival. You can't do that, you didn't even know it was possible, but… if Ciro thinks that you do, then revealing the truth won't do anything save lowering your perceived value in his eyes. That's a dangerous game to play, especially on the eve of battle.
Then the lift reaches its destination, the doors grinding open with a metallic shriek, and there is no more time for contemplation. You get the briefest glimpse of the ship's bridge, an open space that stretches out for some fifty feet from the lift entrance to a raised dais at the end and rows of terraced balconies on every side, and then you are being shoved into Ciro's shadow as the Carrion raise plates of scrap metal into a simple shield wall. A second later and the Inquisition opens fire, lasfire falling like rain from a dozen fortified emplacements all around the bridge to bite through metal and flesh with serpentine hisses.
"Spears!" One of the Carrion shouts, and for a moment the shield wall parts, half a dozen among their number stepping into the gap to lob sharpened stakes of metal up at the enemy in their crude emplacements. The feral warriors have a surprising strength behind their arms, and you think you see some kind of gauntlet-sling in use that allows the projectiles to be thrown further and with greater force, but the angle is poor and the enemy positions too well defended. You see helmeted heads duck into cover for a second or two as the spears thump into the barriers and balconies around them, but then they rise again and the rain of lasfire begins anew.
Something clatters on the ground, a small pitted sphere of metal bouncing into your ranks, but before your mind can stop gibbering in fear Ciro steps forward and snatches the grenade from the air with a single hand. He throws it back, his aim perfect, but the explosive detonates just short of the nearest gun-nest and fills the air with flame instead of consuming them with flame. A moment later the Space Marine lifts his bolter and turns the skull of the man responsible into red mist, and just like that you begin to advance.
It's madness, a whirling maelstrom of light and sound and the scent of burning flesh, but you have Ciro at your side like a great unyielding pillar and the ranks of the Carrion all around you. You even catch a glimpse of Nadia once or twice, seamlessly adapting to the fighting style of the tribesmen with her borrowed lasgun in place of their spears, and together you force a path onwards. That is when Interrogator Crane makes his appearance, stepping out from behind a crude barricade on the upper level, his long grey coat flapping dramatically in the draft from the faltering air exchangers.
"In the Emperor's Name," he roars, the air shaking and the deck shivering with the subsonic force of his voice, "Kneel!"
It's not a choice. Your legs give out as your heart lurches in your chest, and before you can properly understand what is happening you are on your knees, sword scraping against the deck at your side. Even the Carrion are affected, dropping their shields with mournful wails as the feared Voice drives them from their feet, the lasfire from on high scything through their ranks with merciless brutality. Ciro alone remains on his feet, a lone titan unbowed by the roar, and even he is staggering as virtually every spare weapon above focuses its fire on him all at once.
Interrogator Crane used an interaction attack there, which is a social check rolled in combat to inflict conditions on the enemy. The DN for this test is the target's Resolve - 5 for Vincenzo, less for the Carrion, irrelevant for Ciro.
Crane rolled 5 icons <2; 5; 2; 6; 1; 2; 4; 3; 5>.
As a result, every one of your assault team received the 'Vulnerable' condition, reducing their defence by one. Since Crane has the "Kneel before the Emperor" ability, he was also able to inflict the prone condition, forcing you to your knees with the power of his voice and authority alone.
Rising from prone is a free action, but doing so prevents you from making any advanced move action, including a charge. This will become relevant shortly.
Salvation comes in the form of Hephastus Bore, emerging from a ceiling hatch like a spider from some poor child's nightmare. The Magos' red robes ripple like water as he skitters across the metal roof, a dozen sinuous tendrils emerging to stroke the air around him, and at the tip of each can be seen a whirring drill or automated bone saw shrieking with promised violence. The nearest of the Inquisition's soldiers round on him immediately, but it does little good - they are already within reach of those questing limbs, and the liquid screams of their deaths will haunt your dreams for years to come.
Move, Vincenzo. Move or die!
With a roar that mingles rage and fear into a single toxic blend, you leap to your feet and beat your wings, throwing yourself through the air in a ballistic course directly towards Interrogator Crane. He sees you coming and steps back out of your path, drawing his weapons as you land awkwardly on the gantry next to him, but that's fine. You're doing your part, and while he is preoccupied with you he cannot rally his soldiers or keep the advance team suppressed.
"Who…" Crane says with a frown, staring at your altered flesh in confusion, bright blue eyes tracing the contours of your marbled flesh and feathered wings in consternation. Enlightenment comes to him a second later, and he scowls. "Prisoner Zero Four Two Five, I see. Not content with cowardice, you compound your sin with heresy and rebellion."
You lift your sword into a two-handed grip, the hilt just above your head, the point reaching for the enemy's throat. A classic guard, and one that does little to hide how the sword shivers with your murderous intent, how the air grows cold as you draw on your power.
"My name," you say, in a voice of ice, "is Vincenzo Leonardo Borgia. You have insulted me for the last time, Crane, and I will make you pay for it."
"That was your name, prisoner. You surrendered the right to such a thing when you transgressed the laws of our beloved God-Emperor," Crane growls, hefting a whirring chainsword in one hand and gesturing to two of the nearby soldiers with the bolt pistol in his spare, "But I waste my time. Kill it."
The soldiers raise their weapons, Crane levels his bolt pistol, you force the gate in your mind to open wide. The warp sings in your veins, and after a single frozen moment of perfection the world begins to slowly decay. Furious roars become drawn-out moans, desperate swipes of spear and sword become elegant movements of a dance, and all around you the rain of lasfire becomes a constellation of ruby flowing gradually through the crystalline air.
Your body burns with icy flame as you step forwards, lasfire whipping past your face or glancing harmlessly from your marble flesh, and in the granite lines of Crane's face you can see the first tectonic shifts of alarm. His bolt pistol blossoms with flame, a single round racing towards your heart on a column of shimmering gas, and you brush it aside with the tip of a single wing. There is a flickering starburst of pain as the round detonates and turns the tip of your fifth limb to gore and offal, but you are above such things now, beyond them. Your sword shines in your hands, and with a silent smile you cross the distance between you and your foes to fulfil the promise you made.
The Inquisition's soldiers are clad in void-black carapace, their faces hidden behind reflective visors and their bodies already twisting in hopes of a dodge, but such protection is meant for lasfire and shrapnel, not the razor edge of a force blade in the hands of a duelist like yourself. It is the simplest thing in the world to jab the point of your blade an inch into the throat of the first, scarcely any effort to flap your wings and use the brief hopping leap to stab your blade into the second's shoulder and down into his heart. They fall like drowning men, the air cradling them as they descend, and you turn towards Crane with a bloody sword in hand.
You had planned on a clean death, a single strike of perfect skill in the tradition of your school, but when you look upon him all the memories come back at once. The beatings, the torture, the cruel comments and the contemptuous glee… it overwhelms you, and what was meant to be a swift stab to the heart becomes a ragged cut across his chest. You follow it up with a slash down the gut, a slice to the forearm, a spearing thrust that pierces one eye. Your sword becomes a shimmering web of steel and eldritch power, and the merely human Crane cannot hope to move fast enough to counter it.
He looks like shredded meat when you are done, flensed and broken and soaked in blood, but incredibly he still stands. He staggers, falling backwards, but even then his remaining eye burns his hate and his arm brings the chainsword up and around in a shrieking arc. It would be admirable persistence in a man worth anything, but instead it is merely frustrating, and after parrying the blade in a shower of sparks you seize Crane by the wrist and twist until he cannot help but drop the weapon at your feet. Mutilated, disarmed and vulnerable, there is nothing he can do to save himself.
Your sword pierces Interrogator Crane through the heart, and with the weight of your body you force him to his knees, the power leaving you in a rush of dull pain and patterns of ice across your veins. The world comes back into focus, the din of battle and the screams of the wounded no longer constrained by the speed of your perception, but you have eyes only for the man dying at your feet.
Somehow, incredibly, Crane still endeavours to defy you. His dimming eye stares at you hatefully, his mouth works soundlessly with bubbling curses, and one trembling arm starts to raise the bolt pistol yet again. You snarl, frustration bubbling over, and yank your blade free before drawing it back across his throat.
Interrogator Crane falls, his headless body slumping brokenly to the ground, and with that the battle is all but won. The last few acolytes hold out as best they can, but between the Carrion and the Astartes they cannot hope to prevail, and with their leader dead they cannot even make it a fight worth having. They are overrun and butchered, and you… you are victorious.
Revenge is a sharp and bitter thing indeed.
-/-
Round One
Vincenzo goes first, and opts to activate his Warp Speed power at the unbound level. He has eight dice normally (5 will +3 psychic mastery) increased to nine by the unbound.
He rolls 4 icons <6; 2; 2; 6; 3; 2; 3; 3; 1>, including a wrath critical (which generates one point of glory). As the DN is 7, this is not enough. He opts to spend a wrath point to reroll all failed dice.
The rerolled dice come up with 4 additional icons <6; 2; 3; 2; 4; 4; 1>, including another wrath critical. This brings the total to eight, enough to activate the power.
The two criticals are spent on improving the defence gained by an additional +1, and on reducing some of the shock that using the power inflicts on Vincenzo's system.
Crane and his pair of soldiers go next. They all elect to hold their ground and shoot at Vincenzo, with two lasguns and a bolt pistol. Vincenzo has a base defence of three, but due to the Warp Speed it is raised to five.
Crane rolls 5 icons <4; 4; 3; 6; 3; 5> and hits.
A bolt pistol has a damage of 10+1ED, Crane rolls a 5 so that is one icon, increased to two by the Brutal trait of a bolt weapon, thus the total damage is 12. Vincenzo has a base resilience of 4, raised to 7 by his armour and 11 by his altered flesh. Thus, the bolt round inflicts a single wound, leaving Vincenzo with 7 left.
Soldier One rolls 4 icons <6; 1; 6; 2; 2; 1; 3> and misses
Soldier Two rolls 6 icons <6; 5; 3; 5; 1; 5; 4> and hits. The 6 would be a critical, but only significant threats can inflict critical damage on Vincenzo in this system.
A lasgun has a base damage of 7+1ED, plus another ED for using a rapid fire weapon at close range. However, even with a perfect roll this damage cannot overcome Vincenzo's resilience, thus the shot simply reflects harmlessly from his marble flesh.
Round Two
Vincenzo takes a basic movement to advance. With Warp Speed he has double the movement rate, and so clears the distance between him and Crane in a single move. He then takes two attack moves (normally forbidden, but allowed under Warp Speed).
The first is split between the two soldiers. A multi-action like this increases the DN (in this case their defence) by 2 for each extra action. The soldiers have a base defence of 3, so the DN is 5.
The first attack roll gains 7 icons <5; 3; 2; 4; 6; 5; 4; 5> and so is a hit.
The second attack also gains 7 icons <4; 2; 2; 4; 5; 1; 6; 6> and so also hits.
When making a multi-attack, you cannot shift for damage, so the spare 6s go unspent. Damage is rolled once and applied to both targets - the force sword has 10 base damage, with 4ED. These are rolled for 3 extra icons <2; 6; 4; 1>, giving a total damage of 13.
The soldiers have a resilience of 7, but three of that comes from their armour which the force sword negates. They thus take 13-4= 9 wounds each, which is enough to kill them both outright.
Vincenzo then makes his second attack, this time against Crane. Crane has a defence of 3, but is wielding a chainsword which has the parry quality, raising his defence to 4.
Vincenzo rolls 8 icons <6; 4; 5; 6; 1; 5; 5; 2>, including a wrath critical. He therefore hits and has enough successes to shift for extra damage twice (exchanging the two exalted icons for an extra dice of damage). He also gains +1 glory, bringing him to 3.
He rolls his extra damage of six dice (4 from the weapon, 2 from shifting) to gain 8 additional icons <5; 2; 6; 6; 6; 4>. This means his base damage is 18.
Crane has a resilience of five, since his armour is negated by the force sword. He therefore takes 13 wounds. This would normally be enough to kill him outright, however, he is a Champion and has a single point of Ruin, which he spends to live with one wound remaining instead.
Since Vincenzo rolled a 6 on his wrath dice, he also inflicts a critical hit. This requires a d66 roll (rolling two dice and taking one as the tens and one as the digits, for a result between 11 and 66). The roll is <2; 4> for 24 - "Ferocious Rending: The attack shreds the enemy's flesh to ribbons, leaving them open for attack". This reduces Crane's defence by two for the next round.
As Crane is still alive, barely, he makes a counter-attack with his chainsword. Vincenzo's defence is 5, he has a parry weapon so 6, and Crane is badly wounded so 7.
Crane rolls 4 icons <1; 1; 4; 4; 1; 5; 4> and thus misses. Additionally, he rolls a complication on his test, so is disarmed and drops his chainsword.
At the end of the round, Vincenzo takes d3=2 shock for sustaining Warp Speed. He now has one wound and two shock, out of a max of eight and seven respectively.
Round Three
Vincenzo aims to finish this, rolling to attack Crane once more. Crane's defence is now 1, as he is vulnerable and has lost his chainsword.
Vincenzo rolls 4 icons <5; 5; 1; 1; 3; 5; 4; 2> for a successful hit.
Given the base damage of the force sword and Crane's already serious injuries, this is enough to kill him regardless of what the damage roll is, and the combat ends.
-/-
In the aftermath you regroup, your wounds bandaged and the worst of the gore cleaned off, the post-battle rush allowed to fade away and fatigue creeping in to take its place. All around you the Carrion are busy dragging away corpses and bickering over spoils, but you have the only trophy you care to claim. Crane's bolt pistol is a fine piece of work, and while it lacks any official ornamentation you think it will always hold a certain sentimental value to you.
"Magos Bore," Ciro says in a firm voice, as though you cannot see the gently smoking holes in his armour or the odd crusted wounds on his skin, "a report on the ship's condition, if you would."
"The Chains of Damnation is too badly damaged to fight, and would require at least some measure of repair and reinforcement before risking any manner of warp jump," Bore reports, the strange and horrifying limbs stowed safely away beneath his robes once more. The name is new to you, but you suppose it is fitting for an Inquisitorial prison barge. "More pertinently, the Interrogator was not lying - a distress signal has been broadcast from the ship every day for two hundred years. Some months ago it was answered by transmissions from the nearest stellar body. The Imperium is coming for us."
"Fortunately, we have some time yet," Nadia speaks up at this point, her borrowed lasgun slung easily over one shoulder and a few strands of curly black hair poking out from under an improvised bandana, "I checked the astrologian logs and the star charts. We're in the deep void on the fringes of Calixis, in the spinward region of the Drusus Marches. It's possible to find a ship out here, but with only mechanical signals to go on, actually reaching it is near impossible. The Imperium has been triangulating the signal, but they're not here yet, and I think we have at least a week or two before they narrow it down to operational range."
"I see," Ciro nods seriously, "Very well. Magos, begin such repairs as you can, with the Carrion's aid. We need the ship to hold together for a single, short-ranged jump."
There is silence at that, a kind of awkward hesitation among the group. Sidhe is the one to break it, her gloved hands deftly tying a small scrap of metal into place in her hair. "And where will this ark of dead men and the mad be going, mon-keigh?"
"The Gloaming Worlds," Ciro says, apparently choosing to ignore the insulting descriptor, "A stretch of territory beyond the reach of the Imperium, with such facilities and populace necessary to support our onward journey."
You blink, a little surprised. You can't claim to have ever been a particular student of astronomy or warp travel, but as you understand it a short warp voyage means that Ciro means to stay within or very near Calixis, and you cannot imagine there are many places in that region that could hope to remain free of Imperial control for long. Which means…
"You're mad," Nadia gasps, her pretty face twisted and slack with shock as she stares at the Astartes. Everyone looks at her, and you see the moment of panic as she realises that she spoke aloud, followed a heartbeat later by the decision to press onwards regardless. "I've heard of the Gloaming Worlds. They're… such is the name given for the outer shell of systems within the Screaming Vortex. You would take us into a thrice-damned warp storm!"
"I would," Ciro responds, as though this is a perfectly sane and reasonable course of action and not the act of an utter madman. "It is a perilous trip, but we have few options. This vessel bears the symbol of the Inquisition on its flank, and there is nowhere we might take it within Imperial space with any safety, nor can it hope to run the Maw in such a condition to reach the Koronus Expanse. The Gloaming Worlds are but lightly touched by the warp, quite safe if one stays there but a short time before returning to truespace. More importantly, they are free of imperial authority and home to many smugglers, reavers and independent vessels that might be convinced to carry us onwards."
He speaks of them with personal familiarity, you realise with a slowly dawning sense of awestruck horror. Who is this man that walks from the very maelstrom itself without concern and returns to tell the tale?
"I am no stranger to poor decisions worth taking by contrast, but even so," Nadia protests, "Surely there must be some other way? We might waylay another ship, or impersonate crew rather than prisoners when the Imperium arrives…"
"Lady Black," Ciro says gently, smiling warmly at her in a way that manages to be far more disquieting than any number of screaming threats, "This is not a matter of debate."
Nadia swallows and steps back, reading the command and implied warning all too clearly. You don't know quite what you feel, but neither do you want to be the one to speak up next, and it seems that nobody else feels overly keen on the idea either. In fact Sidhe has already vanished, slipping away at some point that you did not even manage to notice, while Bore is already tapping away on a data-slate as he puts together a repair plan.
"Excellent. Well, with the upper levels secured, I expect we have access to the personal supplies and comfortable quarters of the ship's elite," Ciro says with a genial smile, "Let us rest for a time, and enjoy them. And then… get to work."
Article:
For successfully taking your prison ship back from the grasp of the Inquisition and taking his first steps on the road to independence, Vincenzo has earned 12xp. Please vote on how to spend it in plan format - the cost of various upgrades can be seen on the character sheet. Should a psychic power or talent be unlocked, now or in the future, there will be a secondary vote on which one it should be.
Spend 12 experience points:
[ ] Write in (Plan format)
Additionally, it will take at least some time for the ship to be repaired enough to permit even the most basic of warp jumps. Who do you choose to spend time with, or what do you otherwise seek to accomplish during that enforced downtime?
Choose TWO.
[ ] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[ ] Ciro. You can't keep leaving this ambiguous, you need to know who he is and what he intends. He thinks you have accepted his authority, surely he will be willing to reveal something you can work with?
[ ] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[ ] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[ ] Write in. This option can be used to cover virtually anything, from swaying the Carrion to seeing if that warp navigation thing Ciro mentioned is possible, or even killing Karnak Zul if you're feeling bold.
I think we should take fellowship and deception for out level ups because we are rather deficient in that department but it looks like we are going to need them. I would make a plan and such but it's really late I'll get something up in the morning if no one else makes a similar one.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
sidhe cool and I like her and if we are gonna leave this joint, I would rather do it with her than alone, also I really like the dynamic we have with each other
[X] Ciro. You can't keep leaving this ambiguous, you need to know who he is and what he intends. He thinks you have accepted his authority, surely he will be willing to reveal something you can work with?
trying to figure our our relationship here friend? puppet?
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[] Ciro. You can't keep leaving this ambiguous, you need to know who he is and what he intends. He thinks you have accepted his authority, surely he will be willing to reveal something you can work with?
Ciro is the dominant personality among us, so we may want to stick with him. Sidhe, as well, may provide some insights on this situation, perhaps an alternative? We should also think of an write in, unfortunately it is bedtime, but maybe I'll think of something tomorrow. Until then, maybe someone comes up with an interesting course of action.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
At this point, we have at least a faint idea of what the deal is with out other companions, but Bore is still a black box. Time to change that.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
Increasingly, I feel like Sidhe is the sanest and chillest of our group, I want a solid rapport with her.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
And just like that Ciro takes control. We're not going to be able to dislodge him anymore, and as a psyker going anywhere near a warp storm is a bad idea. Better start looking into other options. We have pretty much nothing on Nadia and Bore so we should definitely look into what they have to offer. No idea what to spend our XP on though.
EDIT: Rather get Sidhe further on our side than starting to open Bore's SL. Also they were against the daemon and warpstorm too.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Ciro. You can't keep leaving this ambiguous, you need to know who he is and what he intends. He thinks you have accepted his authority, surely he will be willing to reveal something you can work with?
Sidhe is interesting, Ciro a best and Nadia and Bore are just that, boring.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
I say we ditch Ciro at our earliest convenience. He is giving me major abuser vibes.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
also whoever we talk to is who we are likely going to make our breakout attempt with and I don't want to do it with the insane magos who put demon stuff in him and the dameonolgist. I would much rather do it with sidhe who was the only one was anti demon all the way and just seem general sane
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Ciro. You can't keep leaving this ambiguous, you need to know who he is and what he intends. He thinks you have accepted his authority, surely he will be willing to reveal something you can work with?
As a friendless Psyker with no resources beyond our Psykerness, toadying to our Space Marine leader while scheming to betray and murder him when the moment arises (aka 90% of all Psykers in a Chaos warband), the first step to putting a knife in a back is sidling up close enough to get said back within knife range.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
To say that Ciro rubs me the wrong way is an understatement of massive proportions. The sad thing is that I don't think that 'ditch him' is as easy done as said. But I think it'd be worth the effort.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Bore. The tech-priest is an enigma, but his skills will make him valuable to both you and prospective future patrons. You need to know what makes him tick, how to read and predict him, else he will always be a dangerous unknown.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
Bore is the most important if we end up staying and I think Sidhe is the most likely to escape.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
Edit: Plan by DragonParadox.
[X] Plan Learn how to Lie
-[X] +1 Fellowship (- 6 XP)
-[X] +1 Deception (- 6 XP)
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.
[X] Sidhe. The Aeldari are infamous for their duplicity and slippery nature, and if Sidhe hasn't already worked out a way to escape or turn this to her advantage you'd be very surprised. Build on your rapport, and get her on your side.
[X] Nadia. As a seasoned voidfarer and former Rogue Trader, Nadia is the one best positioned to break away and strike out on her own, and her behaviour so far suggests she will at first opportunity. You need to work on convincing her to take you with her when she goes.