Battle as we start of this session. The psychic and me start of and takes cover behind some metal debris. From the other corridor five small mutants with cattle prods appear. The assassin who is heavily wounded takes cover behind some other debris. And then it happens, the psychic tentacle lady who is behind yet another cover of debris fails to maintain her psychic powers checked and, by accident, reverse the gravity 80 meters around her, which include all in the battle, so our cleric just swims closer to me and our psychic behind cover. The big jailer type with automatic weapons float around over a bridge. The psychic uses his powers on one of the mutants (lets call him Bob) and stay where he is while I had the brilliant idea to use my own cattle prod to ease the fall. The gravity is reversed back and every one falls undamaged... except me who fail my + 10 (which I was the only one to get) agility test and falls on the cattle prod, taking 3 wounds. Good start of the game. After this we stay behind cover while firing at the mutants. The jailer mutant on the other hand step forward and pushes poor Bob prone and then start fire at us with their guns while the other mutants close in on our position. The assassin kills two, me another and the psychic the fourth leaving Bob. Bob rushes forward trying to stun the psychic, but fail. Then the jailers once again fire. One jam his weapon while the other fires wildly against us, missing us but alas poor Bob fell before our very eyes. Outraged the psychic rushes forward together with the cleric and gives the mutant jailer a beating. I and the assassin takes care of the last.
When all that cooled down we surround the hiding place of the tentacle lady who... slits her own throat. Huh? Ok, that was easy? To make sure she is dead I shock her with the cattle prod. Stone cold. We begin searching for clues, but since none of us have search (except the scum, who couldn't be here today) so I roll twice, fails both times. The psychic on the other hand gets a good roll and finds a piece of paper, written by the frankenstein monster who walked the corridors and harassed the assassin. It gets more and more confusing. Our attention turns to two tubes with some liquid in them. We don't know what it is and the psychic who tries everything he got fails after rolls after rolls. I look around for something to transport the liquid in and does my best roll tonight, 6 degrees of success. A pity it was about finding a glass container. I pick it up and fills it with the liquid... and the GM is evil enough to throw a agility test on me, which I fail. So my hand is burned and scared and I got 4 corruption points for that. Which makes the reason for me taking the container worthless since I wanted to see how it reacted with flesh by throwing it at the tentacle lady. The other says I at least shall check it out. The others take cover and I pour some of it on the creature. It comes alive and tentacles start wriggling around me. The ribbin characters is frozen in fear (the cleric and the psychic). The assassin begins firing at it while I drops the container and start charging at it with the cattle prod. The battle takes three turns, the creature fails to grapple anyone and the assassin deals the most damage and finish it of. Pity, since I failed most of my rolls, even if I succeeded to hit once, the damage output was so small it didn't register and I couldn't shock it. Even more pity was that I had a chance to kill it if I had succeeded on the last one and given enough damage. It had 2 wounds left... and the damn assassin got to kill it.
While this is going on the tech-priest is crawling through the ventilation shafts to assassinate the hub keeper. He arrives at the room, enters and reconfigures the ventilation and door and back in the ventilation the keeper arrives and sit down. The tech-priest then locks the door and turns of the flow of air while using a air-mask (or whatever it's called). Almost an hour later the keeper tries to go out due to the lack of oxygen, but can't and falls to the floor. The tech-priest arrives and finishes him of with breaking his throat and the escapes (now... had it been me I might have actually checked the drawers and computers for information, maybe tying him together with the spies on board, but that ship sailed). Also, this strengthen my theory that when we are alone we are lucky as hell. He leave the ventilation, but a friend tagged along. One of the leather spiders stuck to his neck and he pulls it away after a short struggle and proceeds to crush it with his axe. He then stumbles upon some binary codes and copy it down to his data-slate (sp?). He prays at a mechanical cult shrine when disaster strikes. During the jump out of the warp something happened that caused severe damage to the ship. He began searching for someone that could decode the binary, he ended up at the hangar where he wasn't allowed passage so he gave the slate to the guard who took them to some high ranking mechanical person... who decided to fly away with it. Shocked he headed back to the shrine to contact the ship and it turned out the binary detailed the whereabouts for some secret weapon and that some cult really wanted their hands on it. The computer he used didn't last long after that conversation.
Back to us, the ship starts to shake. Against my better judgment I take the others to the friendly mutant, against the opposition of the cleric who hates mutants, as that was the closest safe haven I could think of. Sadly, when we got there the roof had collapsed and all I could find of the mutant was a pool of blood. Our back-up plan was to head for the armory. We get there and after some persuasion we get let in wait out the chaos. We heal and stock up on some flamer fuel and meet up with the tech-priest. We divide once more, I head for the archive to see if I can get any information on the names of the spies, but nothing. The tech-priest buys a new data-slate and rerecords the binary and the ribbins get us some seats on an escape ship. We leave the ship and then jumps of at a imperial cruiser were we are picked up by the inquisition that introduces themselves to us and gives us a final test before we are official members. And here the session ends.
When all that cooled down we surround the hiding place of the tentacle lady who... slits her own throat. Huh? Ok, that was easy? To make sure she is dead I shock her with the cattle prod. Stone cold. We begin searching for clues, but since none of us have search (except the scum, who couldn't be here today) so I roll twice, fails both times. The psychic on the other hand gets a good roll and finds a piece of paper, written by the frankenstein monster who walked the corridors and harassed the assassin. It gets more and more confusing. Our attention turns to two tubes with some liquid in them. We don't know what it is and the psychic who tries everything he got fails after rolls after rolls. I look around for something to transport the liquid in and does my best roll tonight, 6 degrees of success. A pity it was about finding a glass container. I pick it up and fills it with the liquid... and the GM is evil enough to throw a agility test on me, which I fail. So my hand is burned and scared and I got 4 corruption points for that. Which makes the reason for me taking the container worthless since I wanted to see how it reacted with flesh by throwing it at the tentacle lady. The other says I at least shall check it out. The others take cover and I pour some of it on the creature. It comes alive and tentacles start wriggling around me. The ribbin characters is frozen in fear (the cleric and the psychic). The assassin begins firing at it while I drops the container and start charging at it with the cattle prod. The battle takes three turns, the creature fails to grapple anyone and the assassin deals the most damage and finish it of. Pity, since I failed most of my rolls, even if I succeeded to hit once, the damage output was so small it didn't register and I couldn't shock it. Even more pity was that I had a chance to kill it if I had succeeded on the last one and given enough damage. It had 2 wounds left... and the damn assassin got to kill it.
While this is going on the tech-priest is crawling through the ventilation shafts to assassinate the hub keeper. He arrives at the room, enters and reconfigures the ventilation and door and back in the ventilation the keeper arrives and sit down. The tech-priest then locks the door and turns of the flow of air while using a air-mask (or whatever it's called). Almost an hour later the keeper tries to go out due to the lack of oxygen, but can't and falls to the floor. The tech-priest arrives and finishes him of with breaking his throat and the escapes (now... had it been me I might have actually checked the drawers and computers for information, maybe tying him together with the spies on board, but that ship sailed). Also, this strengthen my theory that when we are alone we are lucky as hell. He leave the ventilation, but a friend tagged along. One of the leather spiders stuck to his neck and he pulls it away after a short struggle and proceeds to crush it with his axe. He then stumbles upon some binary codes and copy it down to his data-slate (sp?). He prays at a mechanical cult shrine when disaster strikes. During the jump out of the warp something happened that caused severe damage to the ship. He began searching for someone that could decode the binary, he ended up at the hangar where he wasn't allowed passage so he gave the slate to the guard who took them to some high ranking mechanical person... who decided to fly away with it. Shocked he headed back to the shrine to contact the ship and it turned out the binary detailed the whereabouts for some secret weapon and that some cult really wanted their hands on it. The computer he used didn't last long after that conversation.
Back to us, the ship starts to shake. Against my better judgment I take the others to the friendly mutant, against the opposition of the cleric who hates mutants, as that was the closest safe haven I could think of. Sadly, when we got there the roof had collapsed and all I could find of the mutant was a pool of blood. Our back-up plan was to head for the armory. We get there and after some persuasion we get let in wait out the chaos. We heal and stock up on some flamer fuel and meet up with the tech-priest. We divide once more, I head for the archive to see if I can get any information on the names of the spies, but nothing. The tech-priest buys a new data-slate and rerecords the binary and the ribbins get us some seats on an escape ship. We leave the ship and then jumps of at a imperial cruiser were we are picked up by the inquisition that introduces themselves to us and gives us a final test before we are official members. And here the session ends.
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