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Giggling Glory
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((The reply given to me))
Saul Arbest replied that, as it happens, he'd actually been doing odd jobs for a "Magos Le'garde" as recently as last week. Managed to get away for a few days, back in town to check in with family. Small world, eh?
You're in Hive Sibellus on Scintilla. It's not a particularly small world by any reasonable standard - 25 billion souls, and sector capital of Calixis. Other major settlements within the same gravity well are Gunmetal City, where everyone carries a pistol, Hive Tarsus, which is upside-down, and Ambulon, which walks.
The Arbites interrogator handling your debriefing explains, with strained patience, that there's a 62-day gap in their solid knowledge of Saul Arbest's whereabouts. Lili Arbest reported him missing nearly a month after he was honorably discharged from employment as an unskilled laborer at Tantalus Indenture, registered habitation: chamber 6/23 stack 717# Coscarla Division, southern zone, Hive Sibelius. However, she was uncertain exactly how long he'd already been gone. Next confirmed use of his cognomen card anywhere in local datacrypts was boarding the train.
Scintilla's star has conveniently close jump-points, so someone could conceivably travel to a whole different system, and back, within that time. Did Saul say anything else useful to narrow it down, before he started vomiting maggots?
PickledClowns said:
5, 6, 5, 8, 4, 9, 1, 5, 5, 10, 6, 8, 8, 7, 9, 2, 2, 9, 7, 9, 6, 6, 5, 1, 1, 7, 2, 4, 3, 6
56: Void Born
Charmed
The void born unconsciously channel the fickle powers of the warp, making them preternaturally lucky.
Benefit: Whenever you spend a Fate Point (though not if you burn one), roll a 1d10. On the roll of a natural 9, you do not lose the Fate Point.
Ill-Omened
You take a –5 penalty on all Fellowship Tests made to interact with non-void born humans.
Shipwise
Birthed in the depths of a spacefaring craft, the void born have a natural affinity for such vehicles.
Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills for you, meaning that you can attempt appropriate rolls with an effective skill of half the relevant characteristic, where others would be helpless without training. Once you're trained in the skill properly this becomes redundant.
Void Accustomed
Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity.
Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for you.
58, when Void-Born: Psyker
Starting Skills: Speak Language (Low Gothic) (Int),
Psyniscience (Per),
Invocation (WP),
Trade (Merchant) (Fel) or Trade (Soothsayer) (Fel),
Literacy (Int).
Starting Talents: Melee Weapon Training (Primitive),
Pistol Weapon Training (SP) or Pistol Weapon Training (Las),
Psy Rating 1.
Starting Gear: Axe or sword,
staff,
compact stub revolver and 3 bullets or compact las pistol and 1 charge pack, (presumably matching the training)
knife (psykana mercy blade),
quilted vest, (2 armor points, torso only, primitive - half protection vs. non-primitive weapons)
tatty robe (Poor Quality Clothing),
book of Imperial saints or deck of cards or dice,
Psy-Focus, (+10 invocation skill, lets you "push" for +1 effective psy rating at the cost of guaranteed phenomena)
sanctioning brand (not actual removable equipment, but location should be noted).
And 50+1d5 thrones worth of cash or additional gear.
Quilted vest is worth 10 thrones, feudal plate is 120 thrones... let's swap the vest for a suit of half-price plate armor, meaning AP 5 all over (still counts as primitive) and -10 to Agility tests while wearing it due to poor craftsmanship.
Two thrones left. Enough for, say, a few plain meals, or forty ordinary bullets, or a twenty-meter coil of rope, or half-meter dataline cable, or some small common tool like a pair of pliers or firestarter or personal grooming kit.
49: Divination: "Violence solves everything." Increase Weapon Skill by +3
15: Sanctioning side effects... Unlovely Memories: Such was your sanctioning, that you visibly twitch and grimace whenever Holy Terra is mentioned. Gain 1d5 Insanity Points.
5+10+20+3 = {WS} 38
6+8+20 = {BS} 34
8+7+15 = {S} 30
9+2+20 = {T} 31
2+9+20 = {Ag} 31
7+9+20 = {Int} 36
6+6+20 = {Per} 32
5+1+25 = {WP} 31
1+7+20 = {Fel} 28
7 max hit points
2 max Fate Points
Psy Rating 1 comes with a number of minor psychic powers equal to half your willpower bonus, rounded up, so in your case two. Going with semi-random generation for those, but if you buy a third one as a talent you'll get to shop around through the whole list:
24: distortion OR mutable features
36: fearful aura OR warp howl
Mutable Features is self-only, illusory disguise makes you look like someone else... but only to people who already know what that specific person is supposed to look like. Handy for impersonating celebrities.
Distortion is touch-range. Illusory disguise makes someone unrecognizable by scrambling their appearance in a blatantly unnatural way. Handy for bank robbers, MissingNo. - Bulbapedia, the community-driven Pokémon encyclopedia. cosplay, could sow confusion by tagging an enemy and hope they succumb to friendly fire, but not so great in low-profile espionage.
The other two are self-explanatory. Warp Howl literally makes a very loud noise.
Could take the "Living Nightmare" background package for 12 xp. That'd provide +5 Willpower (doesn't count toward advancement caps), the Resistance (Psychic Powers) talent for +10 to appropriate rolls, unconditional immunity to mind-reading, and 1d10 insanity. Only available during chargen, though, not something which can develop later on.
As a psyker, advancing {WS}, {Ag}, or {Fel} by 5 would cost 20 xp, which is a bit beyond your current budget.
{BS, {S}, or {T} could be advanced for 10 xp.
{Int}, {Per}, or {WP} could be advanced for 4 xp, and then the same one again would cost 10xp, so you could raise one of them by a total of 10 at the cost of fourteen out of your starting sixteen xp, though the remaining two xp wouldn't be enough to buy anything else right away.
Other options... could get the "Sound Constitution" talent once, for 8 xp, to raise max HP,
or any of the following talents for 4 xp each: Chem Geld, Flagellant, Hatred (Daemons), Meditation, Minor Psychic Power, Pistol Training (Las), (Primitive), or (SP) - note that you'll already have one of those - Quick Draw, Unremarkable, or Thrown Weapon Training (Primitive).
or get entry-level training in any of the following skills for 4 xp each: Awareness {Per}, Common Lore (Imperial Creed) {Int}, Common Lore (Imperium) {Int}, Drive (Ground Vehicle) {Ag}, Forbidden Lore (Warp) {Int}, Scholastic Lore (Occult) {Int}, Swim {S}, or Trade (Soothsayer) {Fel}.
More options will become available after you reach rank 2, which requires having spent a total of 20 xp on permanent improvements.
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