Suffer Not the Witch (Warhammer 40k Psyker Quest)

[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.

Notice me Senpai!
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.

I like Ciro so far. He didn't call anyone "mortal" or "xenos witch". Ciro calls us "free man" and makes point to include us in the group's decisions. He seems nice.

Is it weird that out of our 'comrades' I trust him less than anyone else precisely because of that reason?

Edit. Actually, can someone familiar with the system estimate how tough are we against bullets or las turrets? Will we die in one shot or can we tank a bit if we fail?
 
Last edited:
The thing to remember is that "Charm" is a verb. (Except when it's a noun but follow me on this tangent.)

Being "charming" is an action someone consciously takes, with a reason and a purpose. F'rex, our new acquaintance Nadia Black. She turned on the charm immediately after meeting Vicenzo and it put his guard up, probably because as a paid duelist on Planet Mafioso he's seen a lot of people turn on the charm as a prelude to various manipulations and manuvers.

It's interesting that Nadia switching on the "Come hither" gets him on his guard, Ciro on the other hand slides right past those defenses.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.

May as well get it over with. The other plans are just trading in one risk for the hope of something easier.
"Ah yes," Nadia says with a brief smirk, "Fate.
Ah, the constipated look of a man weighing what he needs against a life of ecclesiarchial indoctrination. I know it well," she says with a laugh
Will be interesting to find out more of her backstory.
You flinch away from the touch, echoes of Crane's fist behind every brush of skin on skin, and Nadia frowns for a moment before adopting a more sympathetic expression.
The unstoppable forces of thirst and touch-starvation meet the immovable object of unhealed trauma.
This may be paranoia speaking, but it's the lack thereof that's making things a tad sus for me.
It's less backstabbing and more the way he naturally steps into the leadership role, tempting the other human characters to cede their judgement to whatever plans he has in mind. At least Sidhe won't be dazzled by him.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.
-[X] Explain to Sidhe if she spills any of her blood, you can just put it back in, and crawling through abandoned cooling pipes or sewage drains would also be incredibly disgusting.
 
How do you favour escaping from the prison holds?

Are you saying between the group of us we can't figure a way to try to trigger these turrets to see if their even working or have ammo?

Also please tell me your not gimping biomancy? At this point with a basic ability in it he should be peak human physically plus some, multi jointed, unnatural strength, night vision, near super human reflexes, etc.

[X] Before we do anything we should find out if the turrets are even in working order. Between the four of them we should be able to force a reaction from a safe distance. Then we plan around that reaction.
 
[X] - Write-In: Split the difference between Sidhe and Nadia's plan. Ciro and Bore should try the central tower; if we have any way of finding a key quickly, Bore unlocking its doors or Ciro forcing them will be our most likely prospects. Vincenzo, Sidhe and Nadia meanwhile have the mobility and familiarity with voidships to best search for an alternative route. We leave according to whichever party can open the way first, and avoid putting all our eggs in one basket into the bargain.
[X] Before we do anything we should find out if the turrets are even in working order. Between the four of them we should be able to force a reaction from a safe distance. Then we plan around that reaction.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defense turrets are no challenge at all.

All of these plans have a good risk of killing us, this one seems to let us know exactly what the danger is, in a situation like this I would rather dance with the devil I know so to speak.
 
it might be a decision that doesn't please anyone but I am leery of putting ourselves in harm's way so quickly.

[x] - Write-In: Split the difference between Sidhe and Nadia's plan. Ciro and Bore should try the central tower; if we have any way of getting into it quickly, Bore's tech knowledge and Ciro's strength are the most likely prospects. Vincenzo, Sidhe and Nadia meanwhile have the mobility and familiarity with voidships to best search for an alternative route. We leave according to whichever party can open the way first, and avoid putting all our eggs in one basket into the bargain.
 
Hmm Ciro is certainly acting super suspicious. I'm inclined to disagree with him just to see how he reacts. Also to avoid being shot to pieces by automated defenses.

[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.
 
[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.

I suspect Ciro is just laying in wait before arranging Sidhe's death given how often the Iron Serpents fight the Dark Eldar.
 
Umm... won't tripping the sensors of a self-defense mechanism hasten a self-destruct sequence? Checking the bodies is a time-waster but checking the central tower can possibly get us a key and maybe a map?

[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.
 
[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.

Admirable as Ciro's confidence in us is, we are not all so resilient as he.

As we use wrath and glory rules, Ciro's plan is a terrible idea.

I disagree, simply because of the fact that we have Ciro around as a beefy target to take fire. If we can manage the Biomancy for it, we can get up to Resilience 11 too. I'm not voting for it, but I don't think it's nonviable.

I like Ciro so far. He didn't call anyone "mortal" or "xenos witch". Ciro calls us "free man" and makes point to include us in the group's decisions. He seems nice.

Is it weird that out of our 'comrades' I trust him less than anyone else precisely because of that reason?

Edit. Actually, can someone familiar with the system estimate how tough are we against bullets or las turrets? Will we die in one shot or can we tank a bit if we fail?

How many hits can we take? A brief primer on damage and resilience in Wrath & Glory

The basic weapon stat line has 3 numbers relevant to damage calculation:
Damage: the base damage of the weapon.
ED: extra damage dice that are rolled like a Test, with each icon indicating another point of damage. Extra 6s on the attack roll past the target's defense can also be shifted to add 1 more ED each.
AP: armor penetration, which is a modifier applied to the defender's resilience.

Our resilience is 7 (Toughness 3 + flak coat). With biomancy we can toughen ourselves to resilience 11. We have 8 Wounds and 7 Shock maximum, with 4 dice worth of Determination.

A weapon attack goes like this:
1) The attack is rolled vs. our defense. Extra exalted icons (6s) can be shifted from the attack to add extra ED in the next step.
2) The ED dice are rolled and added to the weapon's base damage.
3) The weapon's AP reduces our Resilience. All the damage over our modified Resilience is applied as Wounds.
4) We can roll Determination; each icon rolled there allows us to convert one of those incoming Wounds into a Shock.

Let's compare these to a range of imperial firearms, assuming no shifted 6s for additional ED (this is not a good assumption, but we can't really predict them; call them 1-2 extra damage on random attacks)

At our base resilience (7):
vs Lasgun (Damage 7+1ED, AP -) after Resilience, we'll only be taking the ED in wounds. It's not great to get shot, but we can probably take half a dozen lasgun shots or more before going down.
vs Boltgun (Damage 10+1ED, AP -) after Resilience, we'll be taking 3+1ED in wounds, and the brutal trait makes a boltgun's ED hurt more. It's probably 3-4 shots before we go down.
vs Heavy Bolter (Damage 12+2ED, AP -1) after Resilience, we'll be taking 6+2ED in wounds, and it also has the brutal trait. It also gets 4 extra ED within 18 meters, for a total of 6+6ED [brutal] damage after resilience. We'd be leaning on Determination to not go down on the first shot, and have about a 25% chance of success.
vs Meltagun (Damage 16+2ED, AP -4) after Resilience, we'll be taking 13+2ED in wounds. The melta trait also makes it effectively brutal within 6 meters. The upside is that maybe our new life as a vaguely-psychic vapor will be a good one?

At our resilience buffed by biomancy (11) [this is probably tied with Ciro, though he could be tougher]:
vs Lasgun (Damage 7+1ED, AP -) after Resilience, we're not taking wounds unless there are at least 5 damage on the ED. Lasguns can be ignored while buffed.
vs Boltgun (Damage 10+1ED, AP -) after Resilience, we're taking the damage from the ED only if it rolls a 5 or 6, because of the brutal trait. They can chip at us, but are not a strong threat while buffed unless we flub the sustaining powers check.
vs Heavy Bolter (Damage 12+2ED, AP -1) after Resilience, we'll be taking 2+2ED in wounds, with brutal. It also gets 4 extra ED within 18 meters, for a total of 2+6ED [brutal] damage after resilience. This hurts but we can probably take a shot. We don't want to take a second.
vs Meltagun (Damage 16+2ED, AP -4) after Resilience, we'll be taking 9+2ED in wounds. The melta trait also makes it effectively brutal within 6 meters. This is still not a good amount of wounds for someone with a maximum of 8 to take. We have an okay chance to not go down on the first shot via Determination, but still... don't get shot by meltaguns.

This isn't a full explanation, but I'm sure Maugan will give a combat tutorial when we get into it. The main things to know are: each point of resilience or damage is better than the last, because it's flat addition/subtraction. And without buffs we are at least somewhat vulnerable to every gun in the game. The flak coat is better than nothing, but Enzo is not someone who wants to be taking fire.
 
Last edited:
[X] Before we do anything we should find out if the turrets are even in working order. Between the four of them we should be able to force a reaction from a safe distance. Then we plan around that reaction.
[X] Before we do anything we should find out if the turrets are even in working order. Between the four of them we should be able to force a reaction from a safe distance. Then we plan around that reaction.
Already effectively veto'd by the QM for reasons of it's unnecessary to add it to the vote; if we go with Ciro's plan, he'll do that already.
 
[X] - Write-In: Split the difference between Sidhe and Nadia's plan. Ciro and Bore should try the central tower; if we have any way of finding a key quickly, Bore unlocking its doors or Ciro forcing them will be our most likely prospects. Vincenzo, Sidhe and Nadia meanwhile have the mobility and familiarity with voidships to best search for an alternative route. We leave according to whichever party can open the way first, and avoid putting all our eggs in one basket into the bargain.
 
[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.
 
[X] Ciro's Plan. With your powers and the battle prowess of a Space Marine, surely a handful of ancient defence turrets are no challenge at all.
 
Actually, I believe we are not good enough yet to reliably cast super speed, if I understand the rules correctly, therefore, switching:

[X] Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.

@Maugan Ra how old are we? (not counting the years spent in the stasis)
 
Last edited:
Back
Top