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It's been too long! But we're easing back into things. Brush up, ask questions and think straight.


Now, there's gonna be like, 3 cut scenes in this and that, I admit is not exactly immerssive fun, but I can only assure you that they were all created based on how you guys have played.

Ever decision you make is important, theses days and you have been making the right ones...basically.

I think this is the last session that'll be this way, should be pretty much pure Boone from here.

This is some endgame shit.


Now, who remembers where we were at? Utterly understandable if it's nobody, but well part of the reason for this slow, possibly unfulfilling quest is to answer the sort of shit that people could quite legitimately forget.

First of all, you have just teleported in, and chosen as your new team member, Kaz Grin.


Kaz Info dump:

Kaz, utterly petrified that he is too generic a soldier and likely to die if he is not interesting enough, is forever adopting new personalities that he utterly immerses himself in. Presently, he believes himself to be a bare-bones, procure on site stealth operative with variable eyes missing.

He is unarmored and quite low on health, but well stocked on items and has the unique powers of stealth and convenience. He may have been handier earlier in the game, but who knows?

A stub automatic and a combat knife, that he rather inexpertly wield at the same time.

Items: 2 Frag Grenades, 1 Krak grenade, Some softcore techpriest porn, A cheroot, A canteen full of water, Some HP pills, A packet of KILOJOULE BUDDY meal blocks, A lump of maliable blast gel shaped like a butterfly and a lighter that conceals a detonator.


STEALTH: After rolling a random encounter, the players (first in) roll an additional d20, on a 10 or more, Kaz will lead the party on a stealthier path to avoid combat entirely.

During combat, the players can choose to roll a d4 for Kaz, on a 4 he will sneak behind an opponant and backstab them, if this action is chosen, but anything but a 4 is rolled, Kaz will simply shoot at them.


An enormous tremor runs through the whole mining facility!
It feels as though the whole room got wrenched upwards about a foot.


BOONE: Boone is small and not very strong, but has decent aim with her admittedly pretty lousy weapon. She also has access to PSYCHIC POWERS. These are done by beating or matching a power's threshold with a 1d10+Willpower roll, using the Dark Heresy System, which is 5 in this case.

SPECTRAL HANDS: Anything Boone can see, that she could move with her hands, she can move with her mind. Pretty basic stuff. Range is about 30 metres. May be sustained with successful PSYCHIC tests without spending another PSY POINT, unless you fail. Then the object drops (say for example you were using SPECTRAL HANDS to move a dangerous substance for more than one screen. Threshold 10.
TELEPATHY: Allows you to read the surface thoughts of a character. They are generally not aware of this. Threshold 10

HEAL: You close the surface wounds of a character of your choice. Heals 20% of their maximum health per casting. Less effective on the heavily mechanized Threshold 7

FLASHBANG: A support skill. If Boone uses FLASHBANG during a battle then her team members get a free attack in addition to the round that just played. Theoretically, as long as Boone keeps casting FLASHBANG, opponents will never get a chance to hit back. Threshold 6

Boone recovers PSY POINTS by relaxing and enjoying the good things in life. Rare, sweet, food or warming experiences. Things that remind her of her old life.
Boone: Archeotech Necklace, Condom, Dataslate, Commissar Jellfish Card, Commissar Fuklaw Card, Commissar Kraauv Card, Commissar Von Remus Card, A Towel, Hipflask full of Milk of Magnessia, Compact Laspistol, peelz (5d10 hp, dosed as you like), beer can full of alkaline goo.