What is an Inquisition? (WH40K, Acolyte of an inquisitor quest)

Wherever the wind blows, I'll follow.
You have contemplated your options, now it's time to talk and walk.

"This intelligence you carry is important and must make it to the leaders of the defence. My sisters are capable of defending against even well armed rabble. Come now, we must be off if we are to make good time. Lead the way, Genetor Roblix."

He nods to you and begins to walk away from the remnants of glorious battle. His companion a step behind and to the left. You pull your shield from your back, and strap it to your left arm before following him out and taking position on his right side.

Awareness <Per> test, untrained gives a -20 penalty. Perception is 35, must roll 15 or under. Rolled 79, failed by 7 DoF.

As the group moves through the deserted thoroughfare of the manufactorum, towards the exit to the city proper, you glance towards the so far silent tech-priest accompanying Roblix.

"Who is your companion Ser Roblix?" You question. He looks to you and then to his brother and gestures towards him.

"This is the runepriest Kerra Subilex, and she is a new initiate into our order. She has been a runepriest for several months, and my student, learning the intricacies of the machine spirits and their corporeal forms."

You start a bit, at the cloaked woman. You couldn't tell her gender under the bulky robes and hooded head.

"Well met, Ser Kerra." You greet her.

"Likewise, Sister." She replies in a melodic and natural voice.

Your group reaches the exit several minutes later and you leave the building single file. The silence between your company started feeling awkward in the manufactorum, but seems more comfortable now that the group has the open space of the forge surrounding us.

09 - no encounter

The streets are eerily quiet as you walk through. Having grown up in this city of Fordam on Rhodin IV, you have become quite used to the constant sound pollution of a forge in full operation. Now the silence is only occassionally pierced by what sound like massive explosions in the distance. Half an hour into the silent trek, you hear roaring in thr distance, closing on your position.

Rolled 50 - encounter starts

A crowd of 10 or so men and women emerge from around the corner of another building, chasing a young boy with chainaxes raised and lascarbines firing wildly after the boy.

"BLOOD FOR THE BLOOD GOD!" One shouts

"SKULLS FOR THE SKULL THRONE!" Another replies.

Before they notice you, Genetor Roblix has gripped you by the shoulder and drug you behind a landcar or some kind.

"Don't draw their attention, they outnumber us and are more heavily armed."

[/] Plan
-[?] (Actions) What do you want to do (general overview) such as run, hide or fight. How you want to accomplish that, such as sneak off while they are distracted, or approach to melee range and start combat.

--[^](Speak) Say something (You can attempt a charm or intimidate here. Or scream "For the Emperor!"

-[*](Personality trait - Perspective) Choose one of the following: Devoted, Pragmatic, Nervous, or Angry.

-[*](Personality trait - Approach) Choose one of the following: Serious, Layed-back, Joker, or Academic

-[*](Personality trait - Conscientioisness) Choose one of the following: Responsible, Lazy, Submissive or Aggressive.

Divination - Rolled 88, To War is Human: Grants Dodge skill at Rank 1.
 
Update Schedule
Update schedule: Ive got a full time work schedule, a half time college schedule and a wife I need to spend time with, so I'll be doing daily updates on weekends, and maybe a bonus update during the week at some point (emphasis on the maybe). Plus most holidays (where I get time off from even one of those activities). Therefore, as it stands now, I'll be keeping the vote open until Friday morning, 7 am. Hope to have a chapter out that night.

Additionally, you are on a street with several landcars, including motorized and human powered bikes. With the security skill you could bypass the locks to start the vehicles. Approximately 50 to 60 meters away, there are 14 Khorne cultists and a boy of about age 13. He is currently running from them and making good time.

There are manufactories on either side of the street, but they appear to be locked and tech-priests are not fans of windows generally.

The next intersection behind you is nearly 300 meters away. Running, it would take you 13 rounds at your full run speed to make it. And if you try to run, they will definitely hear and see you. You can try to sneak, but since you don't have the stealth skill that would be harder. You can also try to hide, and that would be the easiest. You might also try to convince one of the techpriests to try and steal a vehicle or open the doors to a manufactory.
 
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Adepta Sororitas rank structure
You
Are
Here
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Novice -> Constantia -> Cantus -> Novitiate -> Sister -> Sister Superior -> Legatine

Any time after becoming a Sister, the character can hop onto the command track which begins with Palatine.
Palatine (lowest ranking officers, 100 sisters) -> Canoness Commander (leads a commandery ~ 1,000 sisters and support troops) -> Canoness Preceptor (Leads a perceptory ~ 10,000 sisters and support staff, including several naval assets.) -> Canoness Superior (Leads an order majoris, varies between 20,000 and 1,000,000 sisters) -> Canoness (Leads the Greater Orders, between 15 and 25 million sisters) -> Prioress (2 in the Imperium. Leads separate branches of the Sororitas.) -> Abbess of the Adepta Sororitas (currently vacant. Newly elected Abbess missing, 4 seperate missions to find her have failed. Post will remain vacant until the previous holder is confirmed dead.)

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The Abbess leads the Adepta Sororitas. The Abbess is also a member of the High Lords of Terra. The convent Prioris is on Holy Terra. The convent Sanctorum is on Ophelia VII, where the Sororitas was founded.

Each branch of the Sororitas (Prioris and Sanctorum) have 1 Prioresses that leads it. They are known as the Prioress Primus and Prioress Sanctorum.

Below them are the Canonesses, one for each Greater Order in each branch, for eight in total. (Prioris Militant and Sanctorum Militant, Prioris Dialogous and Sanctotum Dialogous, Prioris Hospitaller and Sanctorum Hospitaller, and Prioris Famulous and Sanctorum Famulous). This level is in command of forces throughout the Imperium. In control of several hundred naval assets and support staff

The Cannoness Superiors lead the orders majoris within the greater orders. There are three for the Orders Militant, and two for each non-Militant Orders. This level is in command of forces in one or two segmentum. Usually commands tens to one hundred naval forces.

The Cannoness Perceptor leads a perceptory, which is a sector level unit. Assets include several tank squadrons, immolators, sisters repentia, penitent engines and transport ships. This is also the highest rank achievable from minor Orders. Will have to be moved to a major order to continue rank growth after this.

The Cannoness Commander leads a commandery, which is composed of several missions. Also has several support ships, usually a regiment or two of guardsmen, a tank company, several hundred transports and other support staff and equipment. This level of command is for a subsector.

Missions are led by Palatines, and have attached militia elements and specialty units including some tech priests and assassins. This level of command is planetary.

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You need 2000 XP spent, Weapon Training (Bolt) and Common Lore (Imperial Creed) Rank 1 and Scholastic Lore (Imperial Creed) Rank 1 to be considered for advancement to Constantia.

You are currently at 1000 XP spent.

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Edit 1: the following and organization plus rank updates.

To be considered for the rank of Cantus, you must obtain all of the requirements for Constantia, plus also buy Weapon Training (Flame), Rank 2 Common Lore (Imperial Creed), Rank 2 Scholastic lore (Imp. Creed), Rank 2 Common Lore (Adepta Sororitas), Rank 1 Dodge, Rank 1 Parry, and Resistance (Fear). You also need to have a total of 4,500 XP.
 
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Combat Information
  • There are four damage types that cover all attacks.

    Impact (I) - Getting punched in the face or shot with a bullet all fall under impact weapons. There are a lot of status effects from critical damage with impact weapons.

    Energy (E) - From flamers, to electrocution plus most psychic powers.This one cripples you the fastest when taking critical damage.

    Explosive (X) - This damage is what it says on the tin. Most grenades, torpedoes, etc. Deal this damage type. This one kills you the fastest when taking critical damage.

    Rending (R) - Slicing and dicing, from demon claws to swords and eviscerators. This one you lose limbs on fastest when taking critical damage.
  • So, first let me say this. Lower is better for every characteristic test.

    Every action you want to take that aren't automatic, you need to test to see if you pass or fail. For melee attacks, that will be Weapon Skill. For ranged attacks, that will be Ballistic Skill. For skills, you will be relying on other characteristics in the main. Lets take an example of an Athletics <S> test. The acolyte here may be testing for a running jump or to climb up the wall of a building. So, we will start with your Strength score since that is the declared characteristic. Sometimes it could be something else, such as Toughness or Agility for Athletics. That number will be modified (maybe) by how difficult or easy the task is. One common modifier is the untrained modifier, which bestows a -20 penalty to tests. Your goal is to roll UNDER or equal to the modified characteristic value. The largest bonus you can receive added together is +60 and the largest penalty is -60. Despite being able to go above 100 and below 1 with bonuses or penalties, rolling 100 will always be a failure and rolling 1 will always be a success. If this would have been a failure or success anyway it enhances the degree of failure or success by one step.

    Rolling 1 to 10 over the required value, is one degree of failure. 11 to 20 is two DoF, and so on.

    Rolling 0 to 9 below the required value is one degree of success. Rolling 10 to 19 below is two DoS. Etc
  • Occassionally the acolyte will need to roll an opposed test. This is how those operate:

    Opposed tests occur most often in combat with dodge and parry tests opposing ranged and melee combat respectively. Other common opposed tests are willpower tests vs psyker powers and deceive vs scrutiny skill checks.

    Opposed tests require that the originator of the test succeed in their test first. Keep track of degrees of success, it will be important later ( each 10 below the target number is 1 degree of success starting at 1 degree of success for 0-9 below test requirement.) Then, the targeted character rolls their opposition test and matches their performance against the originating player.

    3 degrees of success beats 2 degrees of success, etc. Partials are only taken off for semi-auto fire, full auto fire, all out melee attacks and lightning melee attacks. Full auto attacks and lightning attack have hits taken off per degree of success, even on failed opposed rolls. Semi-auto and all out melee attacks have one attack taken off per 2 degrees of success, even on failed opposed rolls.

I want to suggest to everyone that they look at the fate point uses here - What is an Inquisition? (WH40K, Acolyte of an inquisitor quest) Sci-Fi - Action - Horror

For those fate point uses *before* the test, that will be strictly enforced. You need to declare their use in the voting. For the fate point uses *after* a test, you cab declare their use in the vote immediately after the test. I will automatically burn fate points if the acolyte would have otherwise died.

I also recommend reading about wounds and characteristic damage and fatigue in the same post!
 
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Listing of Common, Scholastic and Forbidden Lores
Common Lores - Imperium, Imperial Creed, Imperial Guard, Imperial Navy, Adeptus Arbites, Adeptus Administratum, Adeptus Mechanicus, Adeptus Astra Telepathica, Adepta Sororitas, Ecchlisiarchy, Technology, Rogue Traders, Underworld, War, Segmentum (Solar, Obscurus, Pacificus, Ultima or Tempestus), and Sectors (Agrippa, Agripinaa, Askellon, Cadian, Calixis, Gothic, Ixaniad, Scarus, Scythia, Stygius or Tamahi)

Scholastic Lores - Archaic (This is history), Astromancy, Beasts, Beuracracy, Chymistry, Cryptology, Heraldry, Imperial Creed, Judgements, Legends, Numerology, Occult, Philosophy. Tactica Imperialis. Trade lanes, and planets (every planet has its own scholastic lore).

Forbidden Lores - Archaeotech, The Black Library, Chaos Cults, Daemonology, Heresy, Imperial Cults, The Inquisition, Mutants, Ordos (Xenos, Hereticus and Malleus), Adeptus Mechanicus, Psykers, The Warp, and Xenos (Tyranids, Orks, Eldar, Dark Eldar, Necrontyr, Tau, etc.)

Trades - Agriculture, Apothecary, Armourer, Artist, Cartographer, Cook, Copyist, Embalmer, Mason, Merchant, Miner, Prospector, Scrimshaw, Smith, Soothsayer, Tanner, Tailor, Technomat, Valet, Shipwright

These are not all encompassing, but I tried to be as exhaustive as I could be.
 
The best plans leave your allies questioning your sanity.
You are trying to convince the Mechanicus priests to follow your plan. Explain plan with an untrained logic <Int> test to properly explain the plan, followed by a trained Charm test to convince them of the merits.
Intelligence is 42, -20 untrained. Not particularly difficult or complicated, +20 for the plan being rather simple. Need to roll 42 or under. Rolled 60, 2 DoF. You don't explain the plan well enough to be easily understood. You do get the general points of *steal a car and *attack the Khornites across.

Charm <Fel> test. Fellowship is 33. You are trained in charm and they like you. +10 for disposition and +10 for peer (mechanicus). Crazy (and/or brave) plan to attack cultists who outnumber you gives -10. You must test at 43 or below. Rolled 22, 3 DoS. They are convinced to try the plan, but are unsure of all but the most back parts.

You wave your hand at the cultists raging around the corner, "They're a menace. And we have a force equalizer." You say, as you pat the ground-car you're hiding behind. "Our best chance of remaining undiscovered is to kill them all and leave no survivors" you continue, smiling and nodding at the group of muderous men, that are almost to your position, chasing the boy.

Roblix considers the plan, nods his head and pulls out a highly illegal device, that you pointedly ignore seeing.

This is where the magic happens

While you were studiously ignoring him, Roblix broke into the vehicle with apparent ease and has started the vehicle almost without you noticing.

"Are you two coming?" His voice comes from the open passenger door. Kerra gives you an exasperated look, before replying "Yes, Genetor!"

After she finishes piling in, you pull out your shield, strap it to your left arm, then draw your laspistol. You step into the vehicle and exclaim "Let's take care of this little issue here, before the situation escalates!"

Rolling down the window as Roblix guns the engine, you suddenly find yourself cruising for the group quickly outpacing them. Some seem to hear the vehicle and try to dodge out of the way. Others are not as quick and get squished or not, based solely on luck. Performing a quick blessing to the Omnissiah, you hang out from the window to shoot. For your part you fire out two single shot blasts, while also yelling at the kid "Get into cover." Your target is one of the cultists who managed to dodge.

You are making a BS test against a cultist. Your BS is 35. +10 Single shots, -20 from moving mount. Making two tests where 25 or less is a hit. Rolled 51 and 95. Two misses! 95 does not cause a jammed weapon because the laspistol is reliable.

Your shots blast out and... miss the target completely, harmlessly being absorbed into the duracrete. Then you hear two large cracks, followed by the landcar almost shaking itself apart. Roblix turns to Kerra and snaps, "next time you throw grenades, get them farther away from me than a meter or two, understand Runepriest?!"

Kerra turns wide eyed to her superior and nearly shouts, "YES SIR!" While the car is finishing its final slide, you are dropping your laspistol into your bag and grabbing the chainsword, and performing the ritual of activation.

After the car finishes its sliding stop, you kick the door open and run screaming into the mob, "For the Emperor!!!"

Initiative rolled 6, plus 3 AgB is 9.

A woman is countercharging you. Rolling a parry reaction. Parry <WS> is trained. WS is 38, chainsword is balanced for +10 to parry tests. Must roll 48 or less to parry. Rolled 18, 4 DoS beats 2 DoS for single attack. You deflect before risposting with the return stroke.

WS is 38, +20 for charging and +10 for single attacks. Must roll 68 to hit. Rolled 50, 2 DoS. Reaction is an untrained parry, which failed hard. Hit lands and deals 1d10 + 2 + SB. Rolled 10 and 8, keeping 10. Emperor's fury triggered. Rolled 8 and 6, keeping 8. Damage is 10 + 8 + 2 + 4 = 24. Rolled 68, indicating a body hit. AP is 5 - 2 pen = 3. 12 wounds removed. 9 critical rending damage to body location.

A screaming woman countercharges your position screaming and waving an axe! You swing your chainsword up and into position just in time to deflect the axe blade down across your body. The axe is out of position when you start to risposte yourself. Your risposte splits the woman from groin to gullet, freeing your chainsword in a spray of gore and blood. You scream your defiance to the assembled enemies as Roblix and Kerra fire their weapons from behind the totalled landcar, Roblix firing both his larger laser weapon and his mechandrite also firing solid rounds downrange at the small horde of cultists.

Kerra is shooting her hand cannon at the closest cultist to her, trying to flank the two tech-priests. She tags him with both shots, but he seems to be nearly unaffected by the bullets.

[*] Plan name
-[/] (Action) Charge a different target and make single attacks?
-[/] (Action) Charge a different target and make a single attack, subsequent attacks will be all out or lightning attacks.
-[/] (Action) Take a half round action to observe the battlefield before fighting. (This precludes a charge on the first round, but you could stack this with the aim action for a +10 bonus on your next attack, melee or ranged.)
-[/] (Action) Something else
-[$] (Speech) Do you say anything to anyone?

Please conclude voting by 10 pm Saturday night. Chapter will be out that night, hopefully!
 
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Into the fire pt 1
You quickly take in the situation with Kerra, and charge the man approaching Kerra, unafraid. Your enemy notices you approach and shift his fire from Kerra to you, who do not have the benefit of cover, now.

Two single shots, both hit. You only have one dodge reaction, using it on the second hit, since you have a better chance of dodging it.

Dodge <Ag> test, trained. Ag is 31, no bonuses or penalties. Need 31 to pass, versus two successes. Rolled 87. You did not succeed.

Rolling hit locations and damage. Right leg for 1st, left arm for 2nd. 9+4 and 6+4 Impact damage. Right leg AP is 5 and left arm AP is 7. 13-5 = 8 wounds and 10-7=3 wounds, for a total of 11 wounds of damage out of 13 wounds of total possible damage. You are now heavily wounded (more than 6 wounds of damage will cause you to become heavily wounded.)

You complete your charge and single attack at the end of the charge. WS is 38, +20 for charge +10 for single attack. Must roll 68 or under to hit. Rolled 43, which is 3 DoS. Enemy cannot parry due to not having a melee weapon in his hands. Rolling damage. 7 and 4. Taking 7 since it is higher. 7 + 2 + 4 SB. 13 damage - 5 from enemies AP +2 from penetration. 10 damage dealt. Damage was dealt to the body location. He is heavily wounded now.

As you approach, he notices you and shift his fire, towards you. You feel two shots impact you on the right leg and left arm. The bodyglove and shield help you soak the damage, but you are definitely going to feel that in the morning. Your chainsword screams as you rev the holy motor in its arc towards the man. It strikes and tears through Flak armor to ravage the skin beneath! You smile in exultation as you scream over your shoulder, "shift fire and to a less armored target!"

Command <Fel> test, untrained. Fel is 33, -20 for untrained, +10 for peer and +10 for her disposition, -10 for her not actually being under your command. Must roll 23 to pass. Rolled 56, 4 DoF.

A half second later, BANG! And blood blossoms from the man's face as his eye js pulped by the shot fired from Kerra and she yells back at you "His face was less armored!" You quickly decide that it's true, and you wonder if your decision to not purchase a helmet to wear was a bad one.

[&]Plan name
-[>](Actions) What will you do now
-[<](Words) Got anything to say?
-[_][Fate) It might be a good idea to spend a fate point to recover 1d5 wounds. I'd consider it, at least.

Voting will complete at 10 pm tonight. I will try to have a chapter out by the end of the night. Update after that will likely be Friday night/Saturday morning.

Just as an aside, fate points that are spent, are recovered at the end of an act. Fate points that are burned reduce the maximum fatepoints you can have at any time.
 
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Into the Fire pt 2
A/N: only one fate point per round in combat.

Used one fate point to recover 1d5 wounds. Rolled 3. Acolyte at 5/13 wounds.

Narrative start:
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You whip around looking for trouble, shrugging off the fading pain from your arm and leg. You spot an enemy with a smoking hole through his shoulder popping up out of cover to shoot at Roblix. He hasn't heard of ammo conservation or grouping his shot, just spraying and praying in Roblix's general direction.

Mundane fear (0) test from a successful suppressing fire test. You need to pass a fear test <WP> to charge into the fire he is pumping out towards Roblix.

WP is 30, no modifiers. Rolled 30. 1 DoS.

You gather your nerve, waiting for a momentary lull before charging down the road, screaming "get the flankers!!!"

You can hear Roblix shout from behind the car "There are no more flankers, girl!"

You don't pay him any attention as the man starts to turn his full auto barrage in your direction. Unfortunately for him, you're faster! You use your momentum to lean into the hit with your weight, and strike out at the man.

Weapon Skill is 38, +20 from the charge movement action and +10 from single attack. Must roll 68 or less to hit. Rolled 06, 7 DoS. Rolling hit location, body hit. Rolling damage, rolled 10 and 2, keeping 10. Triggered Emperor's Fury. Rolled 1 and 6. Minimum damage on a dice is 7 (For DoS). 10 + 7 + 4(SB) = 21 rending damage. -6 from armor and toughness bonus AP. 15 damage dealt. All wounds were already gone, 15 critical rending damage to body location. Spreads gore around the body for four meters in all directions forcing all people who move more than a half round move action in a round to make an Agility test or Acrobatics <Ag> test to stay standing.

The chainsword comes down, BRRRRRReeeeerrrrrrrChchch as it passes through the body and skitters off the concrete beneath the body. Rapidly, the area is covered in a gory mess of blood, piss, stomach acid, and feces.

You look away from the mess to look for another combatant. There are none, but there are several cultists crawling away at best speed, dragging broken legs behind them, and another patch of gore and scorched bodies, from what you assume was the grenade going off.

[=] (Plan name) plan name here
-[<] (Actions) what do you do?
-[>] (Speech) what do you say?
-[^] (Fate) Any more fate point spends?

Lucindia receives 50 XP for kills and assists and 20XP for the encounter. 10 bonus XP for roleplaying. 20 XP retained plus 80 XP is 100 XP.

A/N2: You can spend this XP now, or wait until the next milestone.

Voting due by 10 pm Friday night.
 
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Cleaning up
As you see all of your enemies defeated before you, you cry out "The Emperor protects!" Roblix replies with "Hooah, Glory to the Omnissiah!"

Roblix steps from behind his cover and puts his slugthrower away into his bag, before drawing a sheathed sword. It hums softly, as you watch him sever heads from the defeated men and women laying on the ground.

You rev your chainsword and begin to follow along. Traveling in a spiral from the outside travelling inwards, opposite to Roblix. While you are carefully picking your way among the bodies to avoid slipping and falling into the gore, you call out to Kerra, "Kerra, can you pile the bodies up for a proper pyre, and remove any valuables from them?"

Kerra calls out "Yes, sister." and begins to start the process of dragging bodies away.

Now that you think about it, you could also ... "Young man! Come out and to us. The Emperor's servants will protect you from these heretics! Reveal yourself." You say this as you stab down into the chest of a woman. The lifeblood spraying wildly into the air as you rev the chainswords holy engine.

Some time passes while you and Roblix clean up the area before the boy does show himself. When he does, you notice that he is trembling badly. You smile at him gently and stop your bloody task to lead him to Kerra. "Take care of the young man Kerra and have him help you move and loot the bodies."

You return to your bloody work.

At the conclusion of your task, you turn to Roblix and ask "Any chance you can find another vehicle to use? We need to get to the tower as soon as practical."

His synthetic voice returns to you, "Yes, sister. I contemplated the same course of action myself. I will go and acquire us a vehicle. Stay here, i will be back soon."

He stabs the last man before turning and stalking off into the night.

You shake your head, before grabbing the feet of the woman you just released to the Emperor's care, dragging her to the forming pile.

"Do you think you could look at my wounds while we drive to the tower?" You ask Kerra, and her reply is a bit bitter for you "Unfortunately we don't have medical supplies and neither of us are trained medicae. We are both members of the Myrmidex. War priests of Rhodin IV."

You have learned something new about the mechanicus. Despite growing up on a forge world, you have had very little contacf with the machine cult.

Some minutes after you return your attention to the task at hand, you are surprised by the sound of Roblix's return. He nods to you as he steps out of a small ground car, barely big enough for the four of you.

"Grab everything of value and throw it in here." He demands as he walks around to the back of the vehicle and opens a hatch to a storage area.

You grab a handful of the more valuable slugthrowers as identified by Kerra, and a few chainswords and place them roughly into the back of the vehicle. "Let's get moving." You say and beckon the boy to the car. As you help him get into the groundcar, you ask him, "What is yout name, little one?" And the boy responds after some time, "I am Arron, and I survived the destruction of my Schola Progenum. It was a slaughter." He breaks down into tears as he recalls the horror he has seen. You awkwardly pat his back and respond, "We killed them all, son."

His reply stuns you, "No, there were at least ten times as many who stormed the academy. These were just the ones who followed me when I ran."

Maybe we should avoid going in that direction then?

Roblix and Kerra are already strapped into the front seats, so you close the door and walk around to the other side, and get in the rear with Arron. As you are strapping yourself in Roblex pulls away from the carnage and begins driving down the thoroughfare. Kerra leans over her seat to hand you your bag. "You left it in the last vehicle, try to keep better track of it in the future."

You just nod and say "Thank you."

[^] plan name
[_](Actions) write-in
[$] (Speech) write-in

Feel free to spend fate points as you wish. You will be getting a refill in a couple more posts.

Sorry about the late chapter. This is going to be the only one this week. Voting ends at 10 pm CST on Friday.
 
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Rolling along
You consider stripping out of your armored bodyglove to check for wounds, in the relatively private car with three other people. The presence of Kerra and to a lesser extent, Arron, does not bother you. Despite Roblix being distracted while driving, you are concerned that he might get an eyeful and become distracted.

To test vs mundane fear (0), make a willpower test. Willpower is 30, no modifiers. Rolled 49. Test failed by two DoF.

You decide against it, and just check with your hands to look for any obvious bleeding.

Medicae is untrained. Medicae <Int> test to diagnose bleeding. Int is 42, -20 untrained penalty, must rol 22 or less. Rolled 17, 1 DoS.

Your check with your hands turns up no bleeding under the bodyglove, as far as you can tell. You pray to the emperor for small mercies, under your breath, then turn to you companions.

Rolled 5 on 1d5. Now at 2/4 fate points and 10/14 wounds. You are now lightly wounded.

You say to Roblix and Kerra, "Brother, sister, please keep an eye out for signs that we are heading into a trap or ambush, or are being followed." Kerra nods to you, after looking to Roblix.

C.L. Imperial Creed is untrained. Intelligence is 42, -20 untrained penalty and +30 common information bonus, must roll 52 or less to pass. Rolled 87, 4 DoF.

You haven't actually learned that many prayers yet, but decide to try and lead a prayer with your companions. You begin with one you only party remember from your father. Kneeling beside him in the small shrine to the emperor at your childhood home, before the Khornites took him from you. You think it went something like,

"I offer my strength to the Emperor, I pray that he redresses it. I offer my heart's blood to the Emperor, I pray that it quenches His thirst. I offer my body to the emperor, I pray He grants me a clean death. I pray for His protection, as I offer all that I am." (A/N: Edited for DoF.)

As your prayer finishes, all three listeners nod their head and offer you thanks. Then Roblix replies with, " Machine God, aspect of the Emperor, watch over us in our travels, shield us with metal and lightning. For the universe is an uncaring void, and the Warp hungers for us all."

Then he turns to you, and declares "we shall be there in another 10 minutes. Although, with the unrest, I expect us to find their security first, and spend some time in their care before being allowed to move on."

[÷] plan name
-[-] (Actions) write-in
-[+] (Speech) write-in
-[&] (Fate) spend fate points on rerolls or something else?

Voting ends at 7 am CST Sunday morning.
 
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