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/tg/ - Traditional Games


File: 1359623407284.png-(193 KB, 600x600, Techpriest.png)
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Rolled 11, 10 = 21

Well I hope you didn't miss us too much.
Part 1: http://archive.foolz.us/tg/thread/22819904/
Part 2: http://suptg.thisisnotatrueending.com/archive/22836946/

Same rules as before; 2d20, first is priority of action (only matters if actions directly contradict each other, for the most part I'll let stuff through), second is success of action.

Quick party recap, along with whatever characterization seems to have come up so far:
>Sebastiano Berruti - Scum - Autogun/Autopistol. Thinks himself a ladies man. Isn't. Keeps on trying to hit on Nora. A bit of a limp due to some recent shrapnel to the leg, and a missing right eye (stylish black eyepatch notwithstanding)
>Hadrak Abajian - Techpriest - Lasgun/Mechandrites. Kleptomaniac, particularly keeps on stealing Sebastiano's autopistol. Also, surprisingly enough one of the better characters at picking up on social cues.
>Nora Hinfalliger - Arbites - Pump Shotgun/Revolver. Not originally with the party. In a relationship with Kirstin. Doesn't seem to care for most of the party members, just Kirstin.
>Kirstin Fritzen - Guardsman - Lasgun/Grenades. Burn on her neck from a lasbolt. In relationship with Nora. Closest thing to a straightman in the group, except she isn't straight and isn't a man.
>Berold Schuster - Assassin - Longlas/Silenced Pistol. Very shy. Very bad at talking to people. Only person he's really connected with thus far is Hadrak.

Situation recap? After escaping a blown up (space) cruiser in a fighter (Hadrak) and a dropship (everyone else) and hiding from their attackers in/on a nearby asteroid field/asteroid, the party rests. Sebastiano drinks some wine with Kirstin and (a reluctant) Nora while Hadrak and Berold share a smoke in the cockpit. The box is sitting safely with Hadrak in said cockpit, unopened and firmly locked (electronic lock for what it's worth).

As you'll no doubt remember, the mission is to get the (dangerous) contents of that box to Inquisitor Karras, about a week of warp travel away...
>>
Rolled 17, 13 = 30

>>22894580
rollin to navigate succesfully to the miners place
>>
Rolled 15, 11 = 26

>>22894659
A few hours of hiding later, the two cruisers jump away, leaving floating debris and asteroids floating in the dead space. Upon confirming their disappearance, Hadrak quickly lets the others know that it's time to go, contact's his fighter's machine spirit to get it to follow, and begins to navigate the dropship over to the mining platform.

Heavy blast doors protect the landing bays of the mining facility from the brutal storms that occur around the gas giant, but do not open for the dropship. A hail comes from the control center of the mine and a weary sounding voice contacts the acolytes, asking who they are and why they're here.
>>
Rolled 11, 4 = 15

Check equipment and supplies.
>>
Rolled 16, 9 = 25

>>22894742
hoping to sweat talk there way as lucky bastards that escaped the fighting in specifically not mentioning the inquisition in any way
>>
>>22894751
Everyone loads up their weapons with fresh magazines and charge packs; no one grabbed rations on the way out, but for what it's worth Kirstin and Nora still have two more bottles of fine wine, and Berold has 9 more lho-sticks. Additionally, the drop ship contained several void suits (everyone picked one two sizes too big to put over their armour or clothes) and lascutters (not enough for a big bulkhead, but maybe for the internal blast doors of a ship). Finally, Kirstin has used both her frag grenades, and Nora used one of her (2) krak grenades for her.

(For what it's worth, whenever people say check-equipment and roll, I interpret the roll as a "search" check. Higher roll means they've found more equipment wherever they happen to be. Lower roll means they picked a dropship with not much in it)

While they do this, the station hails again, repeating the query.

>>22894780
Berold says that they're a drop ship that managed to get out of the fight alive, and need a place to lodge and hopefully escape.

The voice on the other line seems suspicious. "How do I know you're not some of those pirates trying to open us up so you can pop back in and take over?"
>>
>>22894580
Feels good knowing, my one roll led to a character becoming a defined Kleptomaniac.
>>
Rolled 16, 6 = 22

>>22894796
something along the lines of we are weak as you can see and you can scan us and the pirate jumped away and our ship looks like a its been smacked six ways till sunday

>>22894806
he has stolen our hearts
>>
Rolled 14, 16 = 30

>>22894825
that and maybe my kidney to boot
>>
>>22894825
Berold begins trying to explain logically why there's no reason to suspect them of being the pirates. Unfortunately, a combination of him forgetting many key points in the story, the fuzzy vox connection and his constant stuttering or bouts of silence lead to the voice on the other end not buying it for a second.

"Listen pal, just pack up and go away unless you want to end up either smashed into our hull by a tractor beam or turned into a fine grey paste. You bastards already twisted our arms to ambush those couriers and if you want to do it again, it'll be over my dead augged body"
>>
Rolled 5, 5 = 10

>>22894796

Have Berold snap and threaten the person on the other line so bad they shit themselves and comply
>>
>>22894879
well fuck...
>>
Rolled 4, 4 = 8

>>22894879
nah have the two girls calm him down and mention how tired they are with the guy say they could show him a few things (shotguns and las)
>>
>>22894899
Double fuck...
>>
Rolled 20, 19 = 39

>>22894907
now our only hope is Sebass with his wonderfull social skills

yes captcha our luck is in the privy
>>
>>22894916
I... wow, we may be saved.
>>
>>22894879
>>22894899
Berold is about to snap when Nora and Kirstin rush in and pull him from the mike, trying to explain to the guy on the other end that they really need his help, and they could get him some merchandise or weapons, or whatever they have.

The voice is sick of it though. "You can't convince us with your whore-cons, scum so if you've nothing else to say, the weapons are heating up and you should just turn around"

>>22894916
Sebastiano pushes them aside, gives them a wink, then turns on the mic.

His lower gothic hive accent immediately drops, replaced by a sophisticated, empathetic, higher gothic dialect. He explains to the miners the (almost entirely fictional) plights that him and his friends have been facing ever since they left home, the slavers which took half the crew, the warband leaders which duelled the captain whose followers then murdered him in cold blood after he won, the planets and fellow ships which turned them aside time and time again, and finally this, a tag-team assault by two heavily armed pirate cruisers who set up specifically to attack them, and took their valuable cargo, cargo which could have paid for retirements of everyone on board thrice over, but now which is gone, lost to the void of space, just like their hopes and dreams. He pleads with them to be that light at the end of the tunnel, the last hope of a few desperate, despairing innocent souls in the dark lightless galaxy.

It takes 10 minutes, at the end of which there's silence on the other line. The bay door opens a minute later, and the voice says that they can come in, before hanging up.

Everyone stares at Sebastiano in shock, who turns around, sees this, and simply inquires "Wot's daffy bout it?"

Hadrak pilots the ship in, and the airlock closes up and refills.
>>
Rolled 9, 18 = 27

>>22894983

Hadrak, while piloting the ship tries to make a fancy flourish of a landing.
>>
>>22894983
well i'll be damned he can speak proper high gothic
>>22895013
and the tg dice gods seem to love contradictions
>>
Rolled 8, 18 = 26

>>22895013
Of course, the fancy landing was, in fact, merely a distraction to allow him to steal Sebastiano's autopistol.
>>
Rolled 18, 19 = 37

>>22895033
You, I like you.
>>
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>>22895039
>Rolled 18, 19
Welp, can't argue with the dice.
>>
>>22895033
>>22895013
Hadrak spins the ship around as it lands, placing the back door in perfect position for a convenient exit, and while the others thank Sebastiano for getting them on board he quickly grabs the autopistol and ammunition. Again. He puts it under his robes, alongside the box.

Everyone disembarks, and they're greeted by a few miners, with shotguns slung across their backs. They've been without contact, imports or exports for a few months now, but if the pirates have jumped away truly, like Berold and Hadrak claimed, their next incoming shipment will be arriving within a few days and shouldn't be intercepted like the others. Meanwhile, they're running low on food but still have enough to survive, even if it's nasty high-protein gruel and dehydrated meal bars.

The station has basic medical facilities, with a not-quite-auto doc, sleepers, consoles to control drills and doors, that kind of thing. Home sweet home, right?
>>
Rolled 17, 20 = 37

>>22895080
Nope, we're leaving as soon as possible, right after we resupply, so we can get the box to the Inquisitor. And we're always keeping at least two people on the ship at a time. And we're hiding the box under Hadrak's weird tech-porn stash.

Rolling for resupply.
>>
Rolled 1, 9 = 10

Hadrak, finding the current state of the ships technological state of the station not to his standards inquires if he may "Spruce up" the place. Specifically to begin with the Medical facilities
>>
Rolled 16, 9 = 25

>>22895102
i'd like hadrak to upgrade the ships if possible
>>
>>22895102
The miners eagerly allow the team to help themselves to the food, apologizing profusely for their former attitudes. Fresh ammunition, along with other bits and bobs like lascutters, cable, the occasional precious stone for Nora and Kirstin are offered to them.

>>22895108
>>22895129
They allow Hadrak to begin repairs, and with what supplies he has he fixes up the not-quite-autodoc to be a full-on-autodoc. However, in the short timeframe they have, and with his "shift" on staying with the dropship and box, he can't get much else done. He fixes up damage that the dropship took during the attack and their escape, and manages to make the weapons draw a bit more juice, but again, there's not much time.

Over their stay the occasional query about their purpose out there is made, but the team always waves it aside, and no one stumbles into the ship to find the box. Less than a week later, a merchant vessel shows up, takes cargo, drops off supplies, and at the behest of the miners, takes along the "poor stranded merchants". Sebastiano's just happy that he can drop the stiff accent now.

The merchants are less forgiving than the miners, and want to keep the spruced up dropship as "payment" for their services. They also don't like carrying vagabonds, so want to drop off the party at the next planet they get to (about two days of warp travel away, at least it's in the right direction). To be honest the captain's a bit of a prick.

The ship's normal, and has decent long-range communications available, along with a moderate arsenal (not a battle cruiser, but enough to defend from smaller pirates). At this point it's not quite left, the captain's still negotiating their "payment".
>>
Rolled 2, 9 = 11

When Sebastion fall asleep, Hadrek will put the cybernetic eye on him.
>>
Rolled 13, 10 = 23

>>22895200
using his mechandrite for extra sneakness
>>
Rolled 13, 19 = 32

>>22895188
Rolling for negotiation.

I guess we'd have five rolls, for each character to come in and attempt to save everyone's bacon.
>>
Rolled 1, 6 = 7

>>22895188

Hijack, anyone? Hijack.
>>
Rolled 2, 17 = 19

>>22895208
...Not that it seems we need it.

>>22895212
No. Please don't. The last thing we need is to be entangled with the local law enforcement and cause more misunderstandings.
>>
Rolled 6, 15 = 21

rollin for Sebastiano to seduce the merchant ship
>>
When are we getting Sebastiano's leg? Then we'll actually have somewhere to store all the AIs he's seducing.
>>
>>22895232
...seduce the ship?
>>
Rolled 2, 16 = 18

>>22895212
...Why bother?

Just make it known that we are members of his Imperial Majesty's Glorious Inquisition and that their ship is being temporarily drafted into the Imperial Navy to serve a higher purpose.

Make sure to get the Captain's name first, as well as causally mention that there will be a handsome reward at the end. Greed and duty, two powerful motivators
>>
Rolled 9, 3 = 12

>>22895269
or seduce everyone on board remember nobody should know that we carry something potentially valuable and really we are just acolytes
>>
>>22895212
>>22895220
Two contradictory posts but the second one rolled higher priority. Nogo on the hijack.

>>22895208
>>22895269
Sebastiano spins his same yarn, also bringing up the honour of serving the inquisition, and eventually, more to shut him up than out of pity the captain yields and lets them tag along without pay. He insists they all share a room, but Sebastiano talks him into letting them split, so the ladies can sleep separately, for "decency". He is, after all, upper gothic, and must show concern for such matters

>>22895200
>>22895205
Unfortunately splitting by gender means Sebastiano still is with Hadrak, and that night Hadrak begins to jab the new eye he made into Sebastiano's face. Sebastiano wakes up partway through, screams and reaches for his autopistol in defense. His autopistol isn't where it should be, and Hadrak forces him down and finishes the operation. Perhaps his disrespect for the machine spirit is part of why Hadrak is so violent with him. Not that the machine spirit seemed to mind...

He hates to admit it but once he gets over the searing pain the new eye is pretty nifty.

>>22895232
Sebastiano gets back at Hadrak the next morning by interfacing with the ship's machine spirit and again, putting some rather lewd subroutines into the datasockets. The captain reports a bug in navigation routines of the ship, them having stopped for a few seconds that morning, so Hadrak jacks in and gets a nasty surprise as many, many thoughts he did not need flood into his head through the ship. Doesn't take him long to figure out who did it, either...

>>22895291
Sebastiano also hits on pretty much every semi-attractive lady passing by, even zapping a few behinds with the low power-setting on his new eye. No one's really impressed. He misses the old cruiser's orderlies...
>>
Rolled 17, 19 = 36

>>22895291
Oh yeah, definitely don't mention the box. We're just members of the Inquisition of a nice vague important mission.
>>
Rolled 6, 18 = 24

>>22895308
...Rolling for a pleasant journey during which there occur no events of significance.
Yeah right.
>>
Rolled 3, 10 = 13

>>22895314
brilliant sir if believe the ship is in our hands now

rollin now for some nice heavy weapons
>>
Rolled 8, 2 = 10

>>22895308
>He hates to admit it but once he gets over the searing pain the new eye is pretty nifty.
Hell yeah it is! Now, its time to replace that pesky 'flesh' leg with a much better cybernetic one.
>>
Rolled 8, 1 = 9

>>22895351
Rolling for some nice not-so-heavy weapons.
>>
Rolled 12, 6 = 18

>>22895352
i agree i roll for the creation of an awesome leg
>>
Rolled 15, 12 = 27

>>22895352
>>22895364
...I have to think that now isn't the time.
>>
Rolled 8, 20 = 28

>>22895357
nice heavy weapons it is
>>
>>22895314
>>22895339
>>22895351
>>22895352
>>22895357
>>22895364
>>22895374
Surprisingly enough, everyone makes it through the warp unscathed, without mentioning or questioning that box. For now.

But enough of that for now. Somewhere else, back in an unmarked ship around Kion VII, someone gets up. His arms and legs have been entirely replaced by augments. Little remains of his organic brain, the entire frontal lobe having been replaced by a bionic recreation, and multiple chunks of the rest having attachments brought in. His lungs have been removed, replaced by efficient auto-filtrating versions. His heart still beats, but such redundant organs like the digestive and disposal sytems have been removed, his energy now being drawn from small reactors in their place. His anger is chemical generated, unreal, and unceasing. He does not know why he is angry. He does not why he is. He only knows that he is.

He is in a darkened room, with someone else, not visible. What does he do?
>>
>>22895384
>>22895357
Don't worry I'll be sure to give 'em all weapons once we're back.
>>
Rolled 12, 7 = 19

>>22895393
what sort of super powers does he have come on he's got to test them
>>
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Rolled 15, 17 = 32

>>22895393
RAGE.
>>
>>22895407
A spike in the adrenaline is engaged and he lunges off the table he's lying on, to find a masked, tied up figure on a chair.

>>22895406
Lasguns come out of his arms and he fires them at the sole target, the person under the hood screaming with pain. Not satisfied, he jumps at the (now known to be male) man and the chair topples over. A few seconds of blows later, and not much is left of his ribcage. The adrenaline pump slows, and he stands up, muscles still tense.

Over a speaker, he is congratulated, and a long list begins to be rattled off. With infrared vision now calibrated, he ignores the words and looks around. The room is featureless aside from the table he was on, the now dead man in the chair, a metal door in the wall and a camera observing him.

(Sorry for the late response, 4chan thought my post was spam)
>>
Rolled 18, 12 = 30

>>22895502
Hurl the man at the camera. Hurl the chair at the speaker. Hurl himself at the door.
>>
Rolled 3, 13 = 16

>>22895517
hurl door at what ever is oustied
>>
>>22895517
>>22895525
He tears the man from his bindings and throws him at the wall-mounted security camera. It doesn't break the camera, but it does cover it in opaque blood. The voice on the speaker seems muffed by this, but doesn't have much time because soon the speaker is out of commission from the chair impacting.

The buzz of a loosened cable in the speaker is deafening in his improved ears as he hurls himself at the door, knocking it clean off it's hinges. Outside a guard who was guarding the inside from whatever's out there gets a nasty surprise as a door crushes his lower torso.

He's in a hallway, with the groaning remains of a soon-to-be-corpse beside him, and a dented metal door. He can hear people moving through the ship towards him already. The guard was wearing flak armour (the chestplate now totaled by door club) and was carrying a lasgun which had the misfortune of being within the door's path too. Something in the back of his head is trying to calm him down and get him to stop moving. He tries not to listen to it, but it's very convincing.
>>
Rolled 16, 13 = 29

>>22895544
He wields the door as a battering ram and runs down the nearest corridor. FUCK THESE BASTARDS KEEPING HIM LOCKED UP!
>>
Rolled 18, 4 = 22

>>22895544
pick up lasgun and start blasting and use door as an impromptu riot shield

Captia is: should eaempor WE MUST DO THIS IN THE NAME OF THE EMPEROR
>>
Rolled 4, 7 = 11

>>22895544

Screw being calm! Keep going with berzerker rage! Blood for the Blood God!
>>
>>22895567
He shuts out the voice in his head, and sprints down the corridor, surprisingly quiet despite his increase in mass and speed (and lack of care for remaining silent). The pointman of a squad rounds the corner just as he reaches it. The poor bastard doesn't stand a chance, and manages to fire a single inaccurate shot into the door before taking it to the face and coming with it.

He reaches the end of the corridor a second or two later, and flattens himself, door and pointman against the wall. Only one of those things survives the crash, and the rest of the squad looks down at him in shock and awe for just a few seconds before someone barks at them to do SOMETHING through the comms.

>>22895579
He rips the now-quite-messy-and-dented door off of the wall, and grabs the also-quite-messy lasgun from it, and sets up the door to block incoming shots as he fires back. Unfortunately, this lasgun has been totalled too, and only gets a few shots before overheating and melting the barrel.

>>22895582
The voice begins to calm him down at this point, and his head clears, if only for a second as he stays behind the upright door. He blinks and twitches again, his hesitation having wasted a few seconds of valuable time as the squad advances.
>>
Rolled 17, 16 = 33

>>22895596
charge at them use the lasgun as a club use the door as a club use the people as a club
>>
Rolled 13, 5 = 18

>>22895605
Agreed. However, the lasgun should be a disposable throwing weapon.
>>
>>22895605
>>22895622
The squad gets close, but once they're in range, the door suddenly isn't upright anymore. The first one loses his helmet to a thrown lasgun, then his head to a metal fist. The second gets smashed onto the ground by the door, then picked up used to hit the third until both are thoroughly pummeled. All the while, the other six in the squad open fire, the shots either glancing off the augs, hitting their allies in the way, missing completely or simply being absorbed by the toughness of their foe. Within a short time, there are just two left, who look at each other, then their foe, before running as fast as they can, not looking back. Only one of them manages to get out of sight before another improvised club brings them, screaming, to the ground.

At the end of the brutal melee, the walls and floors are covered in bits of things I don't feel comfortable describing, and no one is left in the hallway but the man and his door, now dented and rolled slightly, resembling a club just a bit more.

No more units seem to be on the way, although alarms have been set off and the PA system is blaring for the area to be evacuated and cut off.
>>
Rolled 10, 3 = 13

>>22895639
Run the fuck down the corridors till he finds something of note. Hopefully some kind of ship in which to escape, hopefully with some kind of autopilot.
>>
Rolled 18, 12 = 30

>>22895639
Keep our rage down until we manage to get info on where the easiest way out of this section is.

Glad I didn't miss this thread.
>>
Depending on how far we get, we could try and overtake the ship.
>>
Rolled 10, 16 = 26

>>22895672
kill them all for the big E maybe this guy will create a deathcult or summick
>>
>>22895669
He runs, and runs, and tries to find a way out of the maze of corridors in this section. Eventually he gets to a landing bay, just as the blast doors finish closing. Also there is the last member of the squad, bashing at the door, begging to be let out. He hears you behind him, and turns around, back to the door. He's dropped his lasgun by now, and either doesn't have a sidearm or is too scared to realize it.

>>22895672
>>22895701
(Contradictory, mostly, picked higher first dice)
Your rage having subsided, you don't run up and kill him. Yet. Your mind tells you this is probably the best way out. It also tells you that the blast door probably can't be blown through by a rolled up metal door. As you get closer the man backs up further against the wall, silent, hoping not to be noticed even though there's no real way he couldn't be.
>>
Rolled 9, 7 = 16

>>22895722
>"You will open this door, and I will kill you /quickly/."
>>
>>22895701
Nah, this guy is going to be our group's arch Nemesis at some point, he can't be praising big E.
>>
Rolled 18, 16 = 34

>>22895722
This guy was a pilot in his former life, so he should feel familiar with hangar bays.
Surely he knows of service tunnels and tricks to escape it, even if he never served on a ship of this particular class.
>>
>>22895750
He sputters "I can't open it man I was trying to get out I can't please don't hurt me oh god just let me go man please" before devolving into unintelligible blubbering.

>>22895771
You put a hand over the man's face to shut him up, and think. Yes, there should be another way in. Ventilation shafts. Right... yes there one is. You can't fit, but the walls of those shafts are weak enough you can bulge them open. Getting into the hangar bay is perfectly possible through that.

(If you don't get it, read through the archive of chapter 2, it somewhere near the beginning after getting off-planet)
>>
Rolled 15, 1 = 16

>>22895781
We disarm the man and keep him around as a prisoner/future pet, telling him to follow us if he wants to live.
Then on into the ventilation shafts!
>>
Rolled 5, 5 = 10

>>22895781
Kill the man slowly, as promised, and loot his corpse, then enter the hangar through the shafts.
>>
Rolled 10, 13 = 23

>>22895781
smash through the ventelation shaft bring that door-club with us it shall be our signiture weapon
>>
>>22895805
Oh god... Also, rereading your post
>>22895781
Can't we fit throught the ventilation shafts and only bulge open the entrance? If we can't fit, then we have to shove that guy through.
>>
>22895807
I'd think our signature weapon would just be "wielding whatever we have to hand at the moment as a club".
>>
Rolled 7, 6 = 13

>>22895814
that works but the door must be a trophy to commemorate our first slaughter fest i also feel that we should all be conflicting voices in his head - his madness so to speak
>>
>>22895807
You quickly bash through the ventilation shaft, widening it to fit your rather large bulk.

>>22895805
>>22895806
(Contradiction, picked roll of 15 over roll of 5)
You turn back to the man to get him to come with you, but he took the opportunity while your back was turned to run for it. He's sealed up in here as much as you were a second ago, and your best guess is your captors wanted to suffocate you, so he'll probably just run out of air while you escape.

You bash your way through and eventually throw off the cap of the vent, finding yourself in an abandoned hangar, the pilots and personnel seemingly having abandoned the place. A few fighter ships, drop ships, landers and such sit around, the electronic bay shields are up, but you have the run of the place, for now.
>>
Rolled 14, 8, 2, 4 = 28

>>22895836
check for lots of big guns on a craft and fill it with guns supplies and stuff to maintain our self on it and then fly out
>>
>>22895853
We don't need guns. We only use clubs.
>>
>>22895853
You begin looking around for the craft with the biggest guns, and start to think about how best to pack it up, and trying to remember those piloting skills.

The alarm is interfering with your thought though, and while you locate a fighter with a decent amount of weaponry, you cannot seem to think of the most logical place for survival supplies (reactor repair, charge packs for weapons, machine oil, etc.) to be. You disengage the shields and board the fighter with a few cans of oil and spare parts you could scrounge together and fly out. The ship detects weapons heating up, but dodging them is trivial due to your skill and augments, even through your clouded head.

Memories from what must have been a distant lifetime flow through your head, and you can vaguely recall something about a medallion, acolytes, the inquisition, couriers, temptation... the details merge together but fail to come up with one complete story, all you remember is that it's important, and you're not happy with how it happened...

(signing off in 40 minutes or so, plenty 'o time)
>>
>>22895853
Also we got Lasguns IN our arms already. As mentioned here.
>>22895502


I think for now we should try and escape or take over the ship. Or at least find out who's responsible.
>>
Rolled 20, 14 = 34

>>22895880
Rolling for the eternal hatred for these particular acolytes and the inquisition in general to manifest.

Back to our group of whacky acolytes?
>>
Rolled 13, 11 = 24

>>22895885
Grab the biggest fighter we can find and leave this place?
>>
>>22895906
sounds good
>>
>>22895880
So when do we get back to the actual protagonists again? It might be only me but I couldn't care less about the villain we made with a stupid dice roll, that's not what interested me in this quest and its not keeping me interested
>>
>>22895949
I care about him, but I prefer to keep it to short episodes, concerning his adventures.
>>
>>22895976
while it can be entertaining in short crazy filled sessions, half a thread for a quest so young is by no means 'short'
>>
>>22895902
>>22895906
You fly away, the control exerted over your mind rapidly diminishing with distance, eventually exiting range of the ship's weapons, then scanners. One thing remains; those acolytes, and that box. It's important. And there's not much driving you aside from a wish for their demise.


Meanwhile, the acolytes have arrived and our merchants have finished unloading their goods. A few words about their employers have ensured that the merchants can take a few detours on their trade route, and they are about 4 days of warp travel away from their final destination.

Additionally the merchants purchased a few pieces of heavier weaponry. Sebastiano has decided he likes the flamer, Nora has gotten herself a shock baton along with a shotgun, Kirstin is carrying around a heavy stubber, belt fed, of course. Hadrak is fine with his mechandrites, but got an additional medicae one installed, filled with doses of stimm, painkillers, nasty blades for amputation or interrogation, things like that. Berold likes his longlas, but Sebastiano at least convinced him to get a nice fancy electronic scope.

Sebastiano also lost his autopistol so decided to get an obnoxiously gold-plated handcannon in it's stead. It even comes with a shot-projection interface for his eye, although Hadrak insists that it's probably ridiculously poorly calibrated, beyond even his skills.

Anyhow, they'll be in orbit for a little while longer, so any other supplies they want it's time to purchase now.

>>22895987
And yeah, I'll make a point of not letting him hog the spotlight too much :)
>>
>>22895987
Agreed on that. However I feel that this thread is short compared to the previous ones. Might be wrong on that, though.

Also did OP mean to say he will be gone FOR 40 minutes or IN 40 minutes? Because he's gone for a while now.
>>
Rolled 19, 19 = 38

>>22895998
Rolling for the leg we've been meaning to get for Sebastiano.
>>
Rolled 19, 13 = 32

>>22896002
in
>>22895998
well i think alot of machine parts for Hadrak alot of big guns and booze for the Girls and a book on how to talk to people for Berold
how many dice is that?
>>
Rolled 17, 13 = 30

>>22895998
>so any other supplies they want it's time to purchase now.
Rolling to find & purchase ridiculously low priced Iron Halo/Rosarius style shields disguised as small trinkets and jewelry
>>
Rolled 11, 6, 17, 5 = 39

>>22895998
Let's see if we can manage to find some melta charges or something else tank-bustery.
Also some general side-equipment would be neat. Although I suppose picklocks and medkits are of no use, since he wave Hadrak as a walking utility storage.

Berold tries to get this friendship with Hadrak going, seeing if he wants to hit the bar... you know... only if he really wants to... if not it's no big deal either, you know?
He sometimes feels rather lonely, and his bad people skills don't help.
>>
Rolled 17, 5 = 22

>>22896074
we need to get Berold a Callidus assasin girlfriend so they can be awkwardly quiet together when not talking about how they cleanly and efficiently kill their targets
>>
>>22896016
Hadrak goes out of his way to purchase a leg for Sebastiano, getting many of the parts and bringing back to the workshop to build it. Now just to convince Sebastiano that he needs one, although he seemed receptive to it last time.

>>22896025
Hadrak also gets various bits and bobs to tinker with, just in case something goes wrong. Charge packs of all shapes and sizes, hunks of scrap metal, welding tools, and so on.

The girls grab some more fine wine, and proper glasses to enjoy it out of, now that they can lodge on their own. Kirstin's already got her heavy stubber, and can't find much bigger than that, unfortunately. However Nora gets ahold of slugs for the combat shotgun, and Hadrak promises to ramp up the rate of fire on it for her sometime soon.

Berold sneaks out and gets whatever he can get that has to do with social skills, and drink making.

>>22896044
None of that super rare Iron Halo stuff lying around, although Hadrak manages to recognize a deflector field generator in a pile of scrap, defunct. Luckily he should be able to repair it, and the shopkeeper doesn't see what it truly is so he gets it at a bargain too.

>>22896074
As far as high-grade anti-tank weaponry goes, not much shows up on the radar, although Kirstin managed to refill on krak grenades and pass some around the squad.

Just before they're about to leave, Berold asks if Hadrak wants to hit the bar, find some pretty girls, just have general bro-time before the ship takes off. Unfortunately Hadrak is in full-techie mode and is trying to fix up that deflector field, so tells him to go see Sebastiano about a night on the rocks, not even looking up from his work.
>>
Rolled 18, 14 = 32

>>22896089
welp, no assassin girlfriend for Berold
>>
Rolled 9, 19 = 28

>>22896074
i think he reads the book first then gets inspiration from that and reads a book about how to hold interesting conversation with techpriests and then goes and has some scintillating conversation with him
>>
>>22896098
so i guess belrod tries again?
>>
>>22896098
lol, from shy guy to techpriest whisperer
>>
>>22896105
well Sebas speaks high gothic
>>
>>22896090
Oh god... I feel so bad for Berold at times... Having tears in my eyes here...

>>22896098
Yea, he needs some serious help. Poor guy.
>>
Rolled 12, 8 = 20

>>22896097
maybe he finds one at the library when finding the books?
>>
Rolled 3, 4 = 7

>>22896133
the dice really don't like Berold do they?

rolling again for sexy callidus assassin girlfriend for Berold, he deserves all the chances he can get
>>
>>22896146
poor poor Berold...
>>
>>22896146
You're only making it worse...
>>
>>22896098
Berold doesn't really want to hang out with Sebastiano, so instead nicks a bottle from Nora and Kirstin's room when they're not around and goes back in to drink with Hadrak, discussing technology, the maintenance of technology, and the implications technology has on other things, especially other technology. Hadrak is quite receptive to this, and discusses all of it eagerly with Berold, although he does get distracted by his work on the field generator quite a lot, and the quality of the conversation decreases steadily as Berold drinks more.

Eventually, after a short period of silence Hadrak announces with triumph that he's fixed the field generator, and fires a few lasbolts at it from across the room to test the functionality of the device. It deflects all but one of the shots, which ruins the quarter-full bottle of wine on the table.

The merchant ship gets out of orbit, and prepares to head into the warp once more, to the location of that vital cargo it carries. Sebastiano staggers onto the ship, viciously drunk and goes to sleep immediately, while Hadrak gets to work on assembling a new leg for him. Nora and Kirstin decide to spend some time together on the observation deck, and Berold wanders around the ship.

>>22896089
>>22896097
>>22896133
>>22896146
No callidus girlfriend, although he does see a rather attractive hooded woman with daggers on a bandolier and a rifle on her back when he walks past the firing range. He doesn't work up the courage to talk to her, but after a few walkabouts he figures that he really *could* use some firing practice, and sets up on the range a few lanes down from her.
>>
Rolled 8, 4 = 12

>>22896146
maybe we should try another temple? vindicator maybe?
>>
Rolled 15, 7 = 22

>>22896160
he sums up courage to talk to her

also OP when are you leaving?
>>
Rolled 18, 3 = 21

>>22896160
He summons up all the courage he has after shooting for a while and asks her what rifle she's using.
>>
Rolled 2, 17 = 19

>>22896170
>>22896183
he just can't get any can he? add my roll to Berold trying to get some
>>
Rolled 1, 12 = 13

>>22896187
he needs a lasting relationship man
>>
>>22896193
not if the dice have anything to say about it
>>
Rolled 2, 4 = 6

I think we should stop trying to force getting a girl for Berold... That's what my mother always told me. If we give it time it might happen. Or not ;_;

>>22896160
Rolling for Kirstin to get kinky, fuelled by the wine and suggest "inviting" Berold over to their chamber.
>>
>>22896199
the dice won't let anything between Nora and Kirstin it seems
>>
Rolled 15, 2 = 17

>>22896199
rolling for nora to introduce him to the girl at the firing range to distract Berold from Kristin
>>
>>22896162
>>22896170
>>22896183
(I can stay a bit longer than expected)

Berold pumps some shots downrange, and notes that the other shooter is quite accurate herself. Her form is excellent as she swaps between prone, crouched and standing firing. She can reload with efficiency of the likes he rarely gets to admire.

It takes him a while to realize that he's not actually been firing himself for the past 10 minutes.

It takes him a bit longer to realize that she's not been firing for the past 5, and is now standing in the lane next to his, looking at him curiously as he stares into her.

>>22896187
>>22896193
"You going to shoot or what?" Berold is startled out of his silence and takes a shot, hitting the target 3 lanes over. She giggles softly and smiles at him. "Nice shot, but next time look down the sight." He forces a smile and after a few more seconds of awkward silence says "What kind of r-rifle is that?"

"What, this? Just some old PDF thing I picked up a few years ago." It's covered in scratches and is taped together in a few places, but seems well maintained. "I've been adding to it ever since. How about yours?"

"J-just a standard issue longlas, nothing special." Berold looks down, then resights his rifle so he can force himself to stop quivering.

>>22896199
>>22896213
Meanwhile Nora and Kirstin are having a nice calm dinner away from the boys, eating the very best that the ship's chef servitors can prepare by gas-candlelight by an observation port looking out onto the stars.
>>
It really seems like the dice won't let get Berold ANY at all.

We should buy him some "being social for dummies" books and build up on that. Also get the friendship with Hadrak going, that seems to not be a complete failure.
>>
Rolled 10, 1 = 11

>>22896217
he fires a seductive shot
>>
Rolled 19, 2 = 21

>>22896234
he fires a very seductive shot
>>
Rolled 13, 12 = 25

>>22896217
rolling to for Berold to impress his new friend by shooting a smiley face into his target

cmon dice, don't let Berold down now...
>>
Rolled 20, 2 = 22

>>22896217

Roll for Berold's swag.
>>
Rolled 20, 8 = 28

>>22896217
That's at least a bit reassuring.
>>22896234
>>22896239
this not so much.

Rolling for an aimed shot, directly into her heart figuratively
>>
Rolled 9, 16 = 25

>>22896234
>>22896239
>>22896243
why dice why?

rolling again cause at this rate Berold is gonna kill himself out of shame and pity
>>
>>22896251
WE GOT A DECENT ROLL, EVERYONE STOP
>>
Rolled 15, 13 = 28

>>22896217
Rolling for Kirstin and Nora to "eat out" tonight.
Sorry
>>
Rolled 4, 13 = 17

>>22896265
rollin for poor ol' sebass
>>
Rolled 1, 20 = 21

>>22896217
Pretty sure >>22896248 gets first priority for Berold.
>>
>>22896234
>>22896239
>>22896246
Berold tries to stop, but he's still shaking. He can feel her eyes boring into him. He fires. His charge pack's empty. He never bothered reloading. He sheepishly reloads another pack, never looking at her. She's still there, right?

>>22896248
He sees her feet. One is tapping. Is she impatient? He should say something. He opens his mouth. He closes it. It's really dry. He pulls back the bolt on his longlas instead.

>>22896243
>>22896251
Finally he fires a shot, and this one goes between the (imaginary) eyes of his target, 300 metres away.

"Nice shot, once you got around to it."

His breath's steady again now. He fires a few more shots, just like in training. He shows off a bit and plants some in the holes of the points. One in the 0. One in the 10. One in the 20. 25 doesn't have a hole in it. One in the 30. His charge pack runs down and he slowly lowers his rifle. She's still there, watching and smiling at him.

"You actually are pretty good, you know. We should shoot together sometime. After all, snipers work in pairs." She winks at him and walks away. She left a scrap of paper, folded, on the counter. Berold stands there, stunned, for a little while longer.

>>22896265
Kirstin and Nora finish their meal, and hyped up on fine wines and bad food, head back to the bunk for some alone time. Fade to black. (Just keeping it clean ;) )

>>22896274
Sebastiano gets up with a splitting headache, and it's not even the next morning yet. Hadrak's still hard at work on... something. His head *really* hurts. He feels around in his pocket, and finds a little note with a bunk number on it and little hearts. Huh... the brave acolyte should investigate this mystery, shouldn't he. He begins navigating his way down to that bunk.
>>
>>22896327
YES, FINALLY JUSTICE FOR BEROLD

yes capcha, rytitab is glad
>>
>>22896328
since you missed it, can we use >>22896327 when berold next encounters his new friend?
>>
Rolled 10, 14 = 24

>>22896343
maybe use
>>22896327
to get another member of the team?
>>
Rolled 15, 10, 19, 11 = 55

>>22896328
>(Just keeping it clean ;)
I actually prefer it this way. I love these socip-quests in between our fighting sessions, but I don't want to turn this into "lewd waifu quest #4948".
I will, however, keep suggesting lewd shit from time to time.

Rolling for Sebbo to navigate to the right bunk and to use his high gothic to seduce whatever he might find in whichever bunk he lands.
>>
>>22896362
*socio-quest, even.
Polite sage.
>>
Rolled 15, 20 = 35

>>22896328
Rolling for how the leg is going so far.
>>
>>22896374
it is apparently the best leg ever constructed
>>
File: 1359639780355.jpg-(26 KB, 405x405, Legcannon_161.jpg)
26 KB
26 KB JPG
>>22896387
i hope it has a mini lascannon in it pic related
>>
I think we are done for this ingame day/night and the most important thing left to do would be to try and get that new party member.
Read: Berold's waifu.
>>
>>22896419
Heterosexuality in this quest? What madness is this?
>>
>>22896354
Berold grabs the note. On it is a time, 1300 hours, and "Canteen B". No name, no room number... He heads back to the bunk feeling better than he ever has in a long, long time.

>>22896374
He arrives to find Hadrak carrying what seems to be a completely normal amputated leg. The tech-priest seems quite proud of his construction, and begins to rattle off a bunch of features and advantages of it, but Berold doesn't seem to be paying particularly much attention, and eventually Hadrak gets the idea, shrugs, and begins fine-tuning the leg. Making it look like it does wasn't his first choice but he figured Sebastiano might like it better that way.

>>22896362 (Yeah I always prefer fade-to-black, and there will be not-quite as much socioquestification next chapter, on me words)
Speaking of Sebatstiano, he's entertained himself by riding up and down on the lifts for the past few minutes but then remembers his investigation into the mysterious note and gets off at the appropriate level. He reaches the bunk, and knocks.

She's dressed in clothes that may have been smartly-fitten 12 hours ago, but aren't anymore. She also looks like she has just as much of a headache as he does. He almost considers not bothering and just sleeping again before realizing the insanity of such a proposition. She recognizes him and beckons him in. The door shuts and locks, the lights go out.

Hadrak returns the new leg to the workshop, then heads back, sitting on the bed across from Berold's. He's still lost in thought, unfolding and refolding the note she gave him.

(Probably last actions for today, more shootiness next time don't you worry, Berold can get his love interest WHILE he kills aliens and stuff)

(Also, startup same time tomorrow; 9 AM gmt)
>>
>>22896466
As in, post actions, I respond and that's it for tonight, gotta be more clear
>>
Rolled 4, 13, 5, 11 = 33

>>22896466
Hadrak makes some more awsome stuff and mods all the guns
>>
Rolled 12, 19 = 31

>>22896466
Hadrak makes more awesome stuff and mods all the legs.
>>
http://suptg.thisisnotatrueending.com/archive/22894580/
>>
>>22896490
>>22896498
After sitting across from Berold for a little while, Hadrak realizes no real conversation will come out of this. Berold goes to sleep, while Hadrak heads back to the workshop. He doesn't need the sleep anyway.

As the ship warp jumps, Kirstin and Nora sleep side by side, while Sebastiano makes his way back to the bunk. He's drunk a little bit more to remove his headache and tries to talk with Berold. Berold mentions the girl at the firing range but once Sebastiano starts asking about her "high calibre bullets" and "extended barrels" he ignores him, and goes to sleep. Eventually Seb slips into a drunken slumber in an armchair as well.

Hadrak meanwhile has grabbed a few extra guns from the armoury, and has started to add on to them; drawing a bit of extra charge here, increasing the mag size there, extending the barrels, silencing the pistols, adjusting the scopes, anything he can do to improve the performance of these guns. Nothing heretekal, of course.

He also looks at the perfectly fine organic looking leg he made for Sebastiano, and decides it's not enough. Secret compartments, ammunition storage, a small compressed air dartgun in the third toe on the left foot, increased power (hmm, he'll have to make a second leg to create full jumping potential...), shock resistors and switchblades in the heel are all among the features he adds throughout the night-cycle, as the rest sleep. Sebastiano is gonna love this, he thinks, the autopistol lying on the table next to him.
>>
>>22896553
>the autopistol lying on the table next to him
Heh. You know Hadrak's going to mod it to hell and back, then slip it back into Sebastiano's quarters when he's not looking, right?
>>
Rolled 19, 9 = 28

>>22896553
auto pistol goes into leg robocop style hadrak can control the holster function
>>
Rolled 13, 11 = 24

>>22896553
while Sebastiano is unconscious Hadrak should install his new leg, and then when Seb wakes up he should feel no different and not notice his new leg, or missing old one, yes he was that drunk, no those aren't scars
>>
Rolled 20, 1 = 21

>>22896571
Nope, even Hadrak doesn't know what shape the autopistol's going to be in when he's done with it.

He won't be done with it for some time.
>>
>>22896553
That's all for today, not much action but at least Berold is doing SOMETHING now.

Tune in tomorrow at 9AM gmt, same as always to see chapter 4! Pleasure writing this all, as always, and if you want to point out flaws or suggest ways I can get better, feel free to say something or shoot me an email or SOMETHING!

I'll admit I might have dragged on the whole side tangent thing back there. I'll make a point of avoiding too many non-acolyte things in future.

And yeah there should be more gunny-shooty things next time instead of Berold-needs-a-girlfriend things.

Unless you'd prefer Berold-needs-a-girlfriend things, although considering they're both snipers I mean the two go hand in hand and alright I'm rambling on.

So shoot me a line, or post something below if you've got issues or criticism, or emperor forbid, praise, and see you tomorrow at 9AM GMT!
>>
>>22896582
does a 1 on Hadrak not knowing what to do mean he suddenly knows what to do perfectly?
>>
>>22896585
looking forward to it, and I must say the whole fade to black thing somehow manages to keep this quest somewhat classy, so well done in keeping me entertained and waiting for the next installment
>>
>>22896585
>the two go hand in hand
Lewd. No matter if it's literal or figurative.
>>
>>22896585
Enjoyed it greatly, just like the last 2 times already.

Personally I don't have any criticism, really. Also I like it the way it is, although for fairness / preference of other people, you might want to balance the threads out more with part shooty and part romancy.
>>
Rolled 3, 13 = 16

>>22896608
so blood sex and booze
>>
>>22896612
Alright I lied I'm not completely offline, but just lurking for a bit longer.

I was worried throughout this chapter that yeah, I leaned a bit too much on the not-killing-people side of things. It's a courier mission after all, and I'm running this balance in my head between the implausibility of them being attacked every 5 minutes and the monotony that comes with warp travel. Maybe I'm just overthinking it though.

NOW I'm out.


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