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Messages - Mabbz

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1
Right, I had better post here to avoid being a hypocrite. I significantly overestimated the amount of free time I have and I will not be able to continue the RP. I apologise for wasting your time on this.

2
Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 24, 2017, 11:32:07 AM »
"Ms Robertson, adept. It is my job to help find any information you may need for our mission. Are you going to explain that any time soon?" Ms Robertson arched an eyebrow at Sanders, clearly irritated by this blatant waste of time.

"After the introductions, Glenda. It's important  for team morale that we get to know each other."

3
He seems honest, but if you try and press for details he'll change the subject. That said, remember even without all the ornamentation the Imperium puts on everything, you can get big, heavy industrial staplers. Also, a nurgling is a daemon, about the size and shape of an exercise ball. Also I never said he banished it, just that he fought it off.

And finally, just because he thinks that's why he was recruited, doesn't mean that is that actual reason :P

4
Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 23, 2017, 09:47:52 PM »
Just then, the door swung open and a quarter of individuals hurried in. The first wore an inquisitorial rosette that marked him as the interrogator, but was otherwise dressed in smart trousers, a green woolen sweater, a matching tie and an apologetic grin. He quickly stood at the front of the room.

Behind him, an elderly lady with a stern expression, grey hair in a tight bun and a pair of glasses sat down primary and glared at Rigg for smoking, but remained silent for now.

Finally two identical, bald figures in psyker robes stalked in. They elected to stand at the back with looks of disdainful superiority on their faces.

Once everyone was in place, the Interrogator spoke in a cheery,  but clearly rehearsed voice.

"Hi everyone! Sorry we were late, lots of work,you understand. Now that we're all here, how about an icebreaker? We'll take it in turns to say our names, previous occupation and what you want to get out of an exciting career in the inquisition!"

"I'll go first: my name is Fred Sanders, I was a middle manager in a factorum before I fought off a daemon with a stapler, and now its my job to make you guys the best darned inquisitorial team around!"

5
Wow, real life seems determined to slow this whole RP down. The moment my home life settled down, my work decided to drop 7 long, late shifts in a row on me. The good news is that I've asked for pretty much all of November off, so even if I only get a quarter of the days off I'll still be more available to post.

6
Online Roleplaying / Inquisitorial Training School (RP thread)
« on: October 16, 2017, 04:38:14 PM »
In a discreet corner of the galaxy, an Inquisitor's Battleship floated in orbit above an airless moon. The ship belonged to one Inquisitor Quercus, and was the home of an academy designed to train would-be Inquisitors. To that end, dozens of teams of agents, recruited from all walks of imperial life, we're also housed aboard the ship. After all, Inquisitors need to know how to lead a team.

Across the ship several individuals received a summons, telling them to meet in a briefing room. There, they would meet their new interrogator and his retinue, and be briefed on the important mission they were to be sent on.

7
RP thread up. If you want to post about your characters arriving at the room and maybe introduce yourselves to one another (unless your characters already met elsewhere. Decide among yourselves) then do so. Your interrogator will be a little late

8
I approve of Roran. I need to reread those books.

Also, I probably shouldn't have started this so close to mine and my girlfriends birthdays. The start will be a little more delayed by real life.

9
Thank you. Those are better words than sanity. I think I'll go with fortitude.

10
I'm afraid that as someone who has played at most an hour of final fantasy (and didn't enjoy it) I don't know anything about those characters. So... I probably won't use them, sorry.

It'll be a few days before I get this thing started, by the way. Partly to let anyone else join that wants to, and partly because my shifts at work are a bit annoying this week.

11
Come to think of it, I know you didn't mention them as an option, but I kinda want to see how Shiva and Bang are doing. Especially since you've done an 8th rep for Orks, Eldar and IG, and I want to see what you make of the Tau since I'm actually familiar with them in 8th (they're the only army I've used so far in 8th). Having said that, Orks are good too. I certainly wouldn't turn down some Grumgutz, or Big Louie for that matter.

12
Fun as ever, and its good to see the dark eldar can still cut it (I've had some games against Craftworlders and Harlies, so I know they're still decent). I feel like this game really showed how important maneuverability can be.

Also, 20" fusion pistols? Really? Or is that meaning the effective range, combining actual weapon range with movement value?

13
I like these characters. These are nice characters.

Just to clarify with the Skills section, these won't necessarily be tyed to a specific stat. Take Lucius' Knife skill, for example. On the one hand, that could give a bonus to a strength test, if trying to overpower someone with the knife, or alternatively it could give a bonus to a co-ordination test when trying to do a more fancy move. They exist more to give a brief summary of your character's abilities, so everyone can see at a glance who's likely to be best at something, than as a well defined bonus.

I can't help but think Lucius will be in a constant state of eye-rolling when around Titus XD As to my understanding, Hive Gangers wouldn't really get along with Arbites :P
Intra-party conflict is fun!

Also I find it amusing that if you were to play good-cop bad-cop in an interrogation, the law-abiding character would be the bad cop :P

14
That's about right, but don't get too caught up on combat and actual 40k rules. There will be a mix of combat and non-combat challenges, so a low ranking guardsman that knows how to handle themselves in social situations may be more useful than a highly combat specialised guard sergeant.

Also I'm thinking of letting people have more than one character at a time, but I'm not sure. Opinions?

15
Characters:
- Lucius Von Drakoon (Narric) (Hive ganger)
- Titus Wolfe (Cammerz) (Arbite)
- Rigg Sesamekesh (Waaaghpower) (Merchant/Gambler)
- Roran Horst (Mkoll) (Smith)

As promised, I'm starting an RP. This is such a blatant rip off of the All Guardsman Party (read it here), that it's basically fanfiction. If you've never read AGP, then I reccommend it, but here's some basic info stolen from chapter 2:

Quote
Our Inquisitor collected teams from across the sector and handed them out to Interrogators who needed to get their feet wet leading a team. This was actually a pretty important role, not every Inquisitor has time or men to spare when an apprentice Interrogator is ready to move on, so they would get sent to our boss. He would set them up with a team and mission and keep an eye on how they did. He had a real name, but we all called him Professor Oak.

Oak had a fair number of recruitment teams that wandered around looking for fresh meat, one of which was hanging around our battle checking for genestealers and drafting guardsmen who wouldn't be missed. We got packed up and sent along to Oak's mobile base of operations and got put through a crash course in being an Inquisition Goon Squad. Then we got split into squads of five or six, partnered up with a some combat-light teams, and handed out to dewy eyed Interrogators like the 40k equivalent of a bulbasaur.

I'm literally stealing this idea wholesale. You are members of one of Professor Oak's (real name Inquisitor Quercus) teams of Inquisitorial Henchmen, you'll be teamed up with some other agents to fill out numbers, and handed to an NPC Interrogator to assist him on his mission. Your Interrogator's competence, loyalty and personability are not guaranteed. At the end of the mission, you'll go back to Quercus for debriefing and get passed on to another Interrogator in what would be a sequel RP, if I feel up to running it (maybe someone else could take over at the point.

The main ways that it differs from AGP is that, firstly, you probably wont meet any characters from there except Quercus, secondly, we're not playing with Dark Heresy rules, and thirdly, you don't all have to be guardsmen (unless you want to be...).

Character selection


In terms of roles, you can be pretty much any kind of human (or abhuman) in the Imperium. The only real rule there is that you can't be anything too powerful. No Space Marines, no high ranking Tech Magi, no alpha level psykers and so on. For a guideline, here's a list of ideas, and remember that not everything the Inquisition handles involves combat:

Spoiler (click to show/hide)

The rules

Your stats are as follows:

  • Strength - straighforward, how strong are you?
  • Co-ordination - used for precision tasks, as well as shooting
  • Intelligence - if you can't figure this stat out, give yourself a low number :P
  • Endurance - resistance to damage and tiredness
  • Fortitude - I forgot the word I wanted to use for this stat. It's more meant for determining how calmly you react to a stressful or surprising situation than anything else. Take this to avoid panic-shooting allies that make you jump
  • Willpower - mostly for Psykers and anti-warp purposed, but could be useful in other situations...
  • Charisma - good for if you actually want to resolve anything without bloodshed, which is probably a good idea

You have 40 points to spend as you will, minimum of 2 per stat, max of 10. Most moderately difficult tasks will have a difficulty between 10-15.

Also, choose three specialisations/skills. These can be anything you want, but more specific ones will earn more of a bonus. For example, Weapon Use as a skill will give you a +1 to all weapon related rolls. Guard Infantry Weapon Use would probably give a +2. Lasgun Use would give you +3.

When performing an action roll 2d6 + the relevant stat, and see if you beat the difficulty for the roll. When trying to do something in a non-stressful situation, you can choose not to bother rolling and just Take Seven. This basically means you automatically rolled a 7, and we see how you would do on average. Higher scores mean greater levels of success.

Finally, each player will have three Fate Points, which can be spent to let you automatically roll a 12 on any given roll. You have to choose to do this before a roll, though, and it doesn't guarantee success.

I made these rules up on on the fly over the last hour or so. Please point out any stupidity.

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