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Futuristic You are a Space Marine... in Space! (With images)

You hug the servitor from behind, feeling that both of you deserve love.

xOF-jo9gSEKfP8oLEAa5Ng.png


Its mechandendrite implants coil and twist all around the place as a natural response. It is full of fear. All while its soft, rotten flesh built it out of bodyparts of humans contract and break under the pressure of the hug. You seem to have forgotten that as a space marine, your genetic implants grant you strength that is superior to that of any other mortal man. Any second longer and the servitor will break and possibly explode into a bloody mess.
  1. Continue hugging. Even tighter.
  2. Let go of the servitor and allow it to continue painting your armor.
  3. Let go of the servitor and go away. You are no longer interested in painting your armor.
  4. Kill the servitor and paint your armor with its blood. Then paint the mark of chaos with its blood on the wall and turn to the worship of the dark gods, becoming their chosen disciple forever and ever more. Use your newfound power granted by them to kill your enemies in painful ways.
  5. Write-in.
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
1 (and then 4!)

Also, extra vote!
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
  1. We want an image for the next post. (High-quality. Will take a lot of time to complete. Using paint to draw is harder than it looks like.)
  2. We want an image for the next post. (Very shitty and quick. Will take less time to complete but still will take some time.)
  3. We don't necessarily want an image for the next post. (I'll be able to reply quickly and write a bit more.)
3
 
You are suddenly overtaken by bloodlust and crush the servitor's body with the tightest hug in the world. You drive your hands deep into its dead corpus and walk over to the wall to paint a mark of the dark gods, starting to worship them.

For a mark of the dark gods, you admit yours could have been done a little bit better. You painted when the blood was still too fresh, and ended up wasting a lot of it as some of it also poured down the wall and into the puddle down below. Your gauntlets, gloves, and fingers are now also soaked in the red liquid which may attract attention when you are unfortunate enough. Despite that, you hear whispers in the darkness, slowly speaking to you. It appears you have gained the attention of the ruinous powers.

OTVolBolSYKEO_lvI_ftlw.png


It appears time has come for combat.

Through the door walk in a pair; a single psyker and a guardsman. Psykers are basically space wizards. This one must have sensed the hostile intent coming from the room! Now that you have engaged in combat for the first time, your statistics show up on your screen.

The psyker yells at you: "Drop your weapon and get on your knees!" The guardsman raises his lasgun and takes the safety off, preparing to attack.
You, having no intention to be executed prepare for combat. Your CR-12 Bolter Carbine has 30 Bolts in its clip.

6AP to spend during this turn. Choose multiple options, but you cannot exceed 6AP.
  1. Observe your opponents for a split second to see what equipment they have. (1AP.)
  2. Fire a short bolt barrage (2AP, 5Bolts)
  3. Fire an extensive bolt barrage. (3AP, 8Bolts)
  4. Spray fire as much as possible. (6AP, 15Bolts)
  5. Utter a prayer to your new dark gods in hopes that they will aid you or bless you in some way. (1AP. I will roll dice but keep the results to myself and depending on the roll, there will be different outcomes to this. Perhaps nothing will happen. Perhaps the heads of your enemies will explode.)
  6. Knock over the table with the paints and use it for cover. (4AP)
  7. Comply??? (Warning: This will very likely lead to death.)
  8. Write-in. (???)
Extra-Vote:
  1. Keep statistics.
  2. Get rid of statistics. We don't want them.
  3. Get rid of some statistics and systems. (Write-in suggestions.)
    Note: I'd like to keep statistics but I'll give you people the ultimate choice.
Stat-Screen:
Wounds: None.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 45
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 1
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


60 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)

Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
(I've included the image because I drew it previously and didn't want to waste it. Also, don't worry about the statistics too much. This won't turn into a dice game. They are there more for the fluff and awareness of how our character is doing and will only superficially affect the gameplay. That doesn't change the fact that you will probably have to collect ammo and stuff.)
 
Last edited:
You are suddenly overtaken by bloodlust and crush the servitor's body with the tightest hug in the world. You drive your hands deep into its dead corpus and walk over to the wall to paint a mark of the dark gods, starting to worship them.

For a mark of the dark gods, you admit yours could have been done a little bit better. You painted when the blood was still too fresh, and ended up wasting a lot of it as some of it also poured down the wall and into the puddle down below. Your gauntlets, gloves, and fingers are now also soaked in the red liquid which may attract attention when you are unfortunate enough. Despite that, you hear whispers in the darkness, slowly speaking to you. It appears you have gained the attention of the ruinous powers.

OTVolBolSYKEO_lvI_ftlw.png


It appears time has come for combat.

Through the door walk in a pair; a single psyker and a guardsman. Psykers are basically space wizards. This one must have sensed the hostile intent coming from the room! Now that you have engaged in combat for the first time, your statistics show up on your screen.

The psyker yells at you: "Drop your weapon and get on your knees!" The guardsman raises his lasgun and takes the safety off, preparing to attack.
You, having no intention to be executed prepare for combat. Your CR-12 Bolter Carbine has 30 Bolts in its clip.

6AP to spend during this turn. Choose multiple options, but you cannot exceed 6AP.
  1. Observe your opponents for a split second to see what equipment they have. (1AP.)
  2. Fire a short bolt barrage (2AP, 5Bolts)
  3. Fire an extensive bolt barrage. (3AP, 8Bolts)
  4. Spray fire as much as possible. (6AP, 15Bolts)
  5. Utter a prayer to your new dark gods in hopes that they will aid you or bless you in some way. (1AP. I will roll dice but keep the results to myself and depending on the roll, there will be different outcomes to this. Perhaps nothing will happen. Perhaps the heads of your enemies will explode.)
  6. Knock over the table with the paints and use it for cover. (4AP)
  7. Comply??? (Warning: This will very likely lead to death.)
  8. Write-in. (???)
Extra-Vote:
  1. Keep statistics.
  2. Get rid of statistics. We don't want them.
  3. Get rid of some statistics and systems. (Write-in suggestions.)
    Note: I'd like to keep statistics but I'll give you people the ultimate choice.
Stat-Screen:
Wounds: None.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 45
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 1
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


60 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)

Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
(I've included the image because I drew it previously and didn't want to waste it. Also, don't worry about the statistics too much. This won't turn into a dice game. They are there more for the fluff and awareness of how our character is doing and will only superficially affect the gameplay. That doesn't change the fact that you will probably have to collect ammo and stuff.)
FIRST: 5
SECOND:1
 
You curse the psyker and begin muttering personal prayers of affection toward the dark gods. Your dark litanies ask for a favor from the deities in this moment of danger. (+1 Corruption) It appears the deities have given you a portion of their favor. The psyker can feel overwhelming energies fill his mind, which causes a major headache comparable to a migraine. He fires a bolt of psychic energy at the shelf holding a box of guns above him, destroying one of the chains. The box of guns falls down and the psyker takes cover behind it while dealing with the headache.

As you chant the dark liturgy, your eyes lay upon the armaments of your surprised opponents. The psyker appears to be equipped with common robes, a laspistol, and a force staff that resonates with his powers. The guardsman has a common flak vest and army fatigues as well as a lasgun in his two hands. At his side, you see a knife, a laspistol, and a frag grenade.

The guardsman having been prepared to fire aims his gun at you and proceeds to open concentrated lasfire toward you. The cracking of the charges of energy being converted into a red beam fills the room, and soon, the red beam of energy hits your left pauldron leaving behind a black blast hole. Fortunately, your power armor is made out of two thick layers of ceramite and adamantine respectively. Destroying it will not be easy, but that doesn't change the fact that while the armor may have taken well to the attack, you did not. It was not an insulator of directed-energy weapons, so the energy of the laser was focused into one point, causing some weak damage.

He fires away a few more shots but misses, then takes cover behind the box as soon as you started firing a small barrage of bolts. Half of them miss, a few of them sink into the box, and one of them manages to graze the guardsman's leg. One, however, cannot deny the power of a bolter carbine. The bolt explodes in his leg and causes massive damage. He's not walking anywhere anytime soon. Not without help.

You laugh like the evil bastard you are. "Fools! Taste the power of the dark gods!"
What are you going to give them for a taste-test?

10AP to spend. You got 4AP more than usually because both your enemies are busy with their rather debilitating injuries.
  1. Another barrage of bolts will do the trick. (3AP, 8Bolts)
  2. Concentrate your aim and autosenses and try to go all marksman on their asses, taking a few, but rather well-aimed shots at them. (6AP, 3Bolts)
  3. Suppressive fire! (8AP, 20Bolts)
  4. Continue chanting evil litanies in hopes of achieving infernal fervor from your dark lords. (1AP)
  5. Knock over the table with the paints and use it for cover. (4AP)
  6. Attempt to convert them to your side. (10AP, Hard persuasion check. I will roll a d100 and the outcome must be at least higher than 75)
  7. Attempt to get them to surrender and give their equipment to you. (10AP, Difficult persuasion check. I will roll a d100 and the outcome must be at least higher than 60)
  8. Gloat like a supervillain. (Free action, unless you keep chanting evil litanies. In that case 1AP)
  9. Write-in.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 45
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 22/30 Bolts.


60 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
 
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You curse the psyker and begin muttering personal prayers of affection toward the dark gods. Your dark litanies ask for a favor from the deities in this moment of danger. (+1 Corruption) It appears the deities have given you a portion of their favor. The psyker can feel overwhelming energies fill his mind, which causes a major headache comparable to a migraine. He fires a bolt of psychic energy at the shelf holding a box of guns above him, destroying one of the chains. The box of guns falls down and the psyker takes cover behind it while dealing with the headache.

As you chant the dark liturgy, your eyes lay upon the armaments of your surprised opponents. The psyker appears to be equipped with common robes, a laspistol, and a force staff that resonates with his powers. The guardsman has a common flak vest and army fatigues as well as a lasgun in his two hands. At his side, you see a knife, a laspistol, and a frag grenade.

The guardsman having been prepared to fire aims his gun at you and proceeds to open concentrated lasfire toward you. The cracking of the charges of energy being converted into a red beam fills the room, and soon, the red beam of energy hits your left pauldron leaving behind a black blast hole. Fortunately, your power armor is made out of two thick layers of ceramite and adamantine respectively. Destroying it will not be easy, but that doesn't change the fact that while the armor may have taken well to the attack, you did not. It was not an insulator of directed-energy weapons, so the energy of the laser was focused into one point, causing some weak damage.

He fires away a few more shots but misses, then takes cover behind the box as soon as you started firing a small barrage of bolts. Half of them miss, a few of them sink into the box, and one of them manages to graze the guardsman's leg. One, however, cannot deny the power of a bolter carbine. The bolt explodes in his leg and causes massive damage. He's not walking anywhere anytime soon. Not without help.

You laugh like the evil bastard you are. "Fools! Taste the power of the dark gods!"
What are you going to give them for a taste-test?

10AP to spend. You got 4AP more than usually because both your enemies are busy with their rather debilitating injuries.
  1. Another barrage of bolts will do the trick. (3AP, 8Bolts)
  2. Concentrate your aim and autosenses and try to go all marksman on their asses, taking a few, but rather well-aimed shots at them. (6AP, 3Bolts)
  3. Suppressive fire! (8AP, 20Bolts)
  4. Continue chanting evil litanies in hopes of achieving infernal fervor from your dark lords. (1AP)
  5. Knock over the table with the paints and use it for cover. (4AP)
  6. Attempt to convert them to your side. (10AP, Hard persuasion check. I will roll a d100 and the outcome must be at least higher than 75)
  7. Attempt to get them to surrender and give their equipment to you. (10AP, Difficult persuasion check. I will roll a d100 and the outcome must be at least higher than 60)
  8. Gloat like a supervillain. (Free action, unless you keep chanting evil litanies. In that case 1AP)
  9. Write-in.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 45
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 22/30 Bolts.


60 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
4, 8 3.
 
You open up continous suppressive fire whilst chanting the dark litanies of the gods, but they do not help you in any notable way. Regardless, you gloat. "Mwohoho! Weaklings! I have won!"

Under the circumstances, the psyker can't leave cover and the guardsman is shredded full of bolter fire. The box of guns explodes and kills the psyker shortly afterward and you stop firing. You hear alarms in the distance. It seems like the whole ship already knows. Regardless, during the bombardment of fire you unleashed, you lost most of your ammo. You reload in an ammo-efficient way before proceeding to...
  1. The forge, to get some equipment before you leave.
  2. The chapel, to desecrate it before you leave. Your gods would surely favor you with their attentions.
  3. The bridge, to take over the ship. As a space marine, you are one of the few on the ship and have a fair chance of winning.
  4. The hangar, to steal a shuttle for yourself and escape to the nearby planet.
  5. To the drop pods, to use a drop pod and drop yourself to the nearby planet. This will yield less goodies than option 4, but is less risky.
  6. The barracks, to blend in and convert some of the still-unaware comrades to your side.
  7. To your old room, to take all items of importance you had.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 46
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


56 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
 
Last edited:
You open up continous suppressive fire whilst chanting the dark litanies of the gods, but they do not help you in any notable way. Regardless, you gloat. "Mwohoho! Weaklings! I have won!"

Under the circumstances, the psyker can't leave cover and the guardsman is shredded full of bolter fire. The box of guns explodes and kills the psyker shortly afterward and you stop firing. You hear alarms in the distance. It seems like the whole ship already knows. Regardless, during the bombardment of fire you unleashed, you lost most of your ammo. You reload in an ammo-efficient way before proceeding to...
  1. The forge, to get some equipment before you leave.
  2. The chapel, to desecrate it before you leave. Your gods would surely favor you with their attentions.
  3. The bridge, to take over the ship. As a space marine, you are one of the few on the ship and have a fair chance of winning.
  4. The hangar, to steal a shuttle for yourself and escape to the nearby planet.
  5. To the drop pods, to use a drop pod and drop yourself to the nearby planet. This will yield less goodies than option 4, but is less risky.
  6. The barracks, to blend in and convert some of the still-unaware comrades to your side.
  7. To your old room, to take all items of importance you had.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 46
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


38 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1
If multiple options are available, 2 and then 6. If not, only 6.
 
You curse the psyker and begin muttering personal prayers of affection toward the dark gods. Your dark litanies ask for a favor from the deities in this moment of danger. (+1 Corruption) It appears the deities have given you a portion of their favor. The psyker can feel overwhelming energies fill his mind, which causes a major headache comparable to a migraine. He fires a bolt of psychic energy at the shelf holding a box of guns above him, destroying one of the chains. The box of guns falls down and the psyker takes cover behind it while dealing with the headache.

As you chant the dark liturgy, your eyes lay upon the armaments of your surprised opponents. The psyker appears to be equipped with common robes, a laspistol, and a force staff that resonates with his powers. The guardsman has a common flak vest and army fatigues as well as a lasgun in his two hands. At his side, you see a knife, a laspistol, and a frag grenade.

The guardsman having been prepared to fire aims his gun at you and proceeds to open concentrated lasfire toward you. The cracking of the charges of energy being converted into a red beam fills the room, and soon, the red beam of energy hits your left pauldron leaving behind a black blast hole. Fortunately, your power armor is made out of two thick layers of ceramite and adamantine respectively. Destroying it will not be easy, but that doesn't change the fact that while the armor may have taken well to the attack, you did not. It was not an insulator of directed-energy weapons, so the energy of the laser was focused into one point, causing some weak damage.

He fires away a few more shots but misses, then takes cover behind the box as soon as you started firing a small barrage of bolts. Half of them miss, a few of them sink into the box, and one of them manages to graze the guardsman's leg. One, however, cannot deny the power of a bolter carbine. The bolt explodes in his leg and causes massive damage. He's not walking anywhere anytime soon. Not without help.

You laugh like the evil bastard you are. "Fools! Taste the power of the dark gods!"
What are you going to give them for a taste-test?

10AP to spend. You got 4AP more than usually because both your enemies are busy with their rather debilitating injuries.
  1. Another barrage of bolts will do the trick. (3AP, 8Bolts)
  2. Concentrate your aim and autosenses and try to go all marksman on their asses, taking a few, but rather well-aimed shots at them. (6AP, 3Bolts)
  3. Suppressive fire! (8AP, 20Bolts)
  4. Continue chanting evil litanies in hopes of achieving infernal fervor from your dark lords. (1AP)
  5. Knock over the table with the paints and use it for cover. (4AP)
  6. Attempt to convert them to your side. (10AP, Hard persuasion check. I will roll a d100 and the outcome must be at least higher than 75)
  7. Attempt to get them to surrender and give their equipment to you. (10AP, Difficult persuasion check. I will roll a d100 and the outcome must be at least higher than 60)
  8. Gloat like a supervillain. (Free action, unless you keep chanting evil litanies. In that case 1AP)
  9. Write-in.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 45
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 22/30 Bolts.


60 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1

You open up continous suppressive fire whilst chanting the dark litanies of the gods, but they do not help you in any notable way. Regardless, you gloat. "Mwohoho! Weaklings! I have won!"

Under the circumstances, the psyker can't leave cover and the guardsman is shredded full of bolter fire. The box of guns explodes and kills the psyker shortly afterward and you stop firing. You hear alarms in the distance. It seems like the whole ship already knows. Regardless, during the bombardment of fire you unleashed, you lost most of your ammo. You reload in an ammo-efficient way before proceeding to...
  1. The forge, to get some equipment before you leave.
  2. The chapel, to desecrate it before you leave. Your gods would surely favor you with their attentions.
  3. The bridge, to take over the ship. As a space marine, you are one of the few on the ship and have a fair chance of winning.
  4. The hangar, to steal a shuttle for yourself and escape to the nearby planet.
  5. To the drop pods, to use a drop pod and drop yourself to the nearby planet. This will yield less goodies than option 4, but is less risky.
  6. The barracks, to blend in and convert some of the still-unaware comrades to your side.
  7. To your old room, to take all items of importance you had.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 46
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


38 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1


HOLD ON A MINUTE! Shouldn't the guy have more ammo? Since in the previous post he took a few consecutive shots that were well placed? Maybe I misread and being dumb. Sorry if I am but I don't think we did suppressive fire.
 
HOLD ON A MINUTE! Shouldn't the guy have more ammo? Since in the previous post he took a few consecutive shots that were well placed? Maybe I misread and being dumb. Sorry if I am but I don't think we did suppressive fire.
What? I thought you guys voted suppressive fire? Well, fuck. Okay, next time I'll just pay more attention. And maybe make a better, more easily readable voting system.
 
What? I thought you guys voted suppressive fire? Well, fuck. Okay, next time I'll just pay more attention. And maybe make a better, more easily readable voting system.

Well just replenish the ammo and we good!

Yeah I'd just put space between each option like this.

1. Cry

2. Cry

3. Cry and call out for Mommy.
 
You scuttle away from the crime scene and make your way through the corridors with blood on your hands. On your way out, you took the grenade from the dead guardsman. It might be useful.

Deciding that the best step is to arm yourself to the teeth, you head over to the armory as a whole fire team of five more guardsmen ran past you and toward the room you just left. They had no idea and didn't suspect anything... Perfect. You chuckle to yourself under your helmet.

You enter the armory. The metallic doors slide open and to your eyes reveal itself the small group operating the place. Two servitors moved boxes from one shelf to another whilst a third one helped another space marine adjust his power armor and helped him to his CR-12 Bolter Carbine. There were two Techmarines -- the Space Marine equivalent of engineers -- overseeing the process. You remember them rather freshly, as not so long ago you stood in the place of said recruit. They hadn't noticed you yet.

Your goal here is to steal as many weapons and ammo for yourself as you can, but you can't do it when they are here.
  1. Aim your gun at them and open heavy, but focused fire. (1-30Bolts? No AP cost, since it's an ambush)
  2. Gently sneak up, pull the pin on your frag grenade, and toss it in their direction and let Satan's will be done. (-1 Frag Grenade)
  3. Wait for a more opportune moment to attack.
  4. Yell at them and proclaim your newfound faith, asking them to join your side.
  5. This is too ambitious of a fight. Go somewhere else.
    1. The chapel, to desecrate it before you leave. Your gods would surely favor you with their attentions.
    2. The bridge, to take over the ship. As a space marine, you are one of the few on the ship and have a fair chance of winning.
    3. The hangar, to steal a shuttle for yourself and escape to the nearby planet.
    4. To the drop pods, to use a drop pod and drop yourself to the nearby planet. This will yield fewer goodies than option 4, but is less risky.
    5. The barracks, to blend in and convert some of the still-unaware comrades to your side.
    6. To your old room, to take all items of importance you had.
  6. Write-in.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 46
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


56 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Frag Grenade
A simple frag grenade. Explodes 5 seconds after the pin was pulled.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1 Dogfood Dogfood
(I've counted the votes and was really confused at first because this wasn't mean to be a multi-option. I suppose the most votes went in for 1.)
 
You scuttle away from the crime scene and make your way through the corridors with blood on your hands. On your way out, you took the grenade from the dead guardsman. It might be useful.

Deciding that the best step is to arm yourself to the teeth, you head over to the armory as a whole fire team of five more guardsmen ran past you and toward the room you just left. They had no idea and didn't suspect anything... Perfect. You chuckle to yourself under your helmet.

You enter the armory. The metallic doors slide open and to your eyes reveal itself the small group operating the place. Two servitors moved boxes from one shelf to another whilst a third one helped another space marine adjust his power armor and helped him to his CR-12 Bolter Carbine. There were two Techmarines -- the Space Marine equivalent of engineers -- overseeing the process. You remember them rather freshly, as not so long ago you stood in the place of said recruit. They hadn't noticed you yet.

Your goal here is to steal as many weapons and ammo for yourself as you can, but you can't do it when they are here.
  1. Aim your gun at them and open heavy, but focused fire. (1-30Bolts? No AP cost, since it's an ambush)
  2. Gently sneak up, pull the pin on your frag grenade, and toss it in their direction and let Satan's will be done. (-1 Frag Grenade)
  3. Wait for a more opportune moment to attack.
  4. Yell at them and proclaim your newfound faith, asking them to join your side.
  5. This is too ambitious of a fight. Go somewhere else.
    1. The chapel, to desecrate it before you leave. Your gods would surely favor you with their attentions.
    2. The bridge, to take over the ship. As a space marine, you are one of the few on the ship and have a fair chance of winning.
    3. The hangar, to steal a shuttle for yourself and escape to the nearby planet.
    4. To the drop pods, to use a drop pod and drop yourself to the nearby planet. This will yield fewer goodies than option 4, but is less risky.
    5. The barracks, to blend in and convert some of the still-unaware comrades to your side.
    6. To your old room, to take all items of importance you had.
  6. Write-in.
Stat-Screen:
Wounds: Flesh wound on the left shoulder. It will heal in approximately 4-6 hours and even without that, it is not that debilitating.

Relationships:
Ruinous Powers of Chaos: 2

Statistics:
Weapon Skill: 45
Ballistic Skill: 46
Strength: 60
Toughness: 60
Agility: 45
Intelligence: 30
Perception: 30
Willpower: 45
Fellowship: 30

Influence: 0
Infamy: 0

Corruption: 2
Insanity: 1

Inventory:

CR-12 Bolter Carbine
A powerful weapon that fires bolts. Bolts are special bullets propelled via a charge on the back that can penetrate armor easily thanks to their diamantine tips. They have a half-second charge that causes them to explode once they are past the enemy's armor. They are incredibly destructive weapons that can tear enemies apart with one barrage.
Rate of fire: 1Bolt/0.6s.
Damage: Huge.
Magazine: 30 Bolts.


56 Bolts (Ammo)
Mark VII. Aquila Power Armor (Unpainted)
A durable example of Imperial engineering. This power armor enhances the wearer's strength and endurance beyond what is normally possible, but can only be worn by trained personnel like space marines. It also contains auto-senses in the helmet and other features, but it requires to be powered with electricity. The battery can be found on the back and is somewhat large, therefore leaving the wearer exposed to sneak attacks.

1.5 Liters of Blood (Low-Quality)
Taken from a dead Imperial servitor, this blood may be used for a variety of purposes; rituals, feeding vampires or perhaps drinking. Still, it is of low quality as servitors don't need blood. It is overflowing with chemicals and is very unpleasant in both taste and consistency. Kept in a small tube.

Frag Grenade
A simple frag grenade. Explodes 5 seconds after the pin was pulled.

Prana: N/A
Psychic Powers:
You are not psionic. At least not yet...
Captain Gabriel Captain Gabriel Alteras Alteras Rin Nyx Rin Nyx Archdemon Archdemon Bishop Bishop Archdemon Archdemon Graystone713 Graystone713 Kylesar1 Kylesar1 Dogfood Dogfood
(I've counted the votes and was really confused at first because this wasn't mean to be a multi-option. I suppose the most votes went in for 1.)
5-1
 
We should also come up with a name for our Space Marine since it helps Npcs identify us.

I vote for Sam!
 

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