*comment ======================================================= *comment ======================================================= *comment ++++++++++++++++++++++CHAPTER ONE++++++++++++++++++++++ *comment ++++++++++++++++++++++CHAPTER ONE++++++++++++++++++++++ *comment ++++++++++++++++++++++CHAPTER ONE++++++++++++++++++++++ *comment ======================================================= *comment ======================================================= *label chapter_1 *set chapter 1 *comment PRE-LANDING TEMPORARY VARIABLES *temp companion_choice_1 0 *temp companions 0 *temp drusilla_first 0 *temp mildred_first 0 *temp solaria_first 0 *temp drusilla_sense_presence_used 0 *temp mildred_intro 0 *temp mildred_question 0 *comment CAMP EXPLORATION TEMPORARY VARIABLES *temp camp_inv 0 *temp camp_per 0 *temp camp_enq 0 *temp camp_prison 0 *temp camp_prison_explore 0 *temp camp_medic 0 *temp psyn_success 0 *temp commisar_charm 0 *temp hastus 0 *temp camp_wander 0 *temp flooding_aware 0 *comment INSIDE MINES TEMPORARY VARIABLES *temp go_last_swim 0 *temp rat_alive 0 *temp for_knowledge 0 *temp stone_lore 0 *comment ====================BEGIN CHAPTER TEXT==================== ============= [b]HOLY ORDOS - Chapter 1[/b] [b]SHATTERED HOPE[/b] ============= *page_break *if images_allowed = 1 *gosub_scene csideimg_inqusition-01-small [b]++ CLASSIFIED ++ CLASSIFIED ++ CLASSIFIED ++[/b] *line_break [b]++ ORDERS COMMENCE ++[/b] MINEWORKERS UPRISING ON SEPHERIS SECUNDUS. IMPERIAL GUARD DEPLOYMENT HAS NEUTRALIZED UPRISING. GORGONID MINE REMAINS COMPROMISED. COMMISSAR REQUESTS IMMEDIATE INQUISITORIAL SUPPORT. MINE UNDER QUARANTINE EXREMIS. COMMISSAR IS EXPECTING YOU YOU ARE TO SERVE UNDER MY AGENT [ADEPT DRUSILLA]. OBEY HER ORDERS. SHE WILL BE WATCHING YOU YOU HAVE FULL AUTHORITY TO INVESTIGATE AND ERADICATE ANY HERETICAL THREAT ABUSE OF INQUISITORIAL AUTHORITY WILL NOT BE TOLERATED INQUISITOR [++W I T H H E L D ++] *line_break [i]FAITHFUL SERVANT OF THE HOLY ORDERS OF THE EMPEROR'S INQUISITION[/i] *line_break [i]CONCLAVE OF CALIXIS[/i] *line_break [b]++ORDERS TERMINATE++[/b] *if paranoia = 1 An insistent knocking on your door causes you to jump, heart racing. [i]Who could it be?[/i] *if paranoia = 0 An insistent knocking breaks your concentration. *page_break You set the dataslate to one side and stand up from the narrow bunk. The metal hatch protests as you pull it open, looking for the source of the knocking. A member of the crew stands in the steel corridor outside your tiny room. "Apologies Ma'am, Cap'n 'aksed me t' tell you that y' friends are on board. Um," he looks like he's trying hard to remember something, "one's in the Cap'n's library, one's in the Officer's Chapel, 'nd the other's using the training square." He ducks his head then scoots off along the corridor. It seems there are to be four of you heading to Sepheris Secundus, "Adept Drusilla" and two others. *page_break You are aboard the Light Cruiser [i]Faithful Song[/i], a trading vessel making a round trip from Scintilla to Sepheris Secundus. You've had time to stow your meager kit and read through your orders but that's it. You feel disorientated, not entirely sure what you are supposed to be doing. You know that there are others on board, Inquisitorial acolytes like yourself with whom you will be working, you know that you have orders - a test of sorts. You should probably find your companions. *comment ====Meet Companions==== *label companions *gosub_scene subroutine_rolls *if companions = 1 You stand in one of the corridors of the ship, wondering what you should do next. The ship hums around you. *if companions = 2 There is one last person you have not visited. A loudspeaker announces a shift change at deafening volume. *if companions = 3 Three strange women. And you. Pressure builds inside your head, the weight of the immaterium straining against you, heavy and chaotic. *choice *disable_reuse #Visit the Captain's Library. *if companions = 0 *set drusilla_first 1 *goto library *disable_reuse #Visit the Officer's Chapel. *if companions = 0 *set solaria_first 1 *goto chapel *disable_reuse #Head to the Training Square. *if companions = 0 *set mildred_first 1 *goto training_square *if companions = 3 #Retire to your bunk. *goto warp_travel *label library You make your way forward, guessing that will be where the Captain's quarters will be, until a rating points you in the direction of the Captain's Library. Metal grate flooring gives way first to perforated metal then to carpeted interiors as you approach the Captain's private quarters. A naval steward escorts you the rest of the way to the library, leaving you outside a wooden door carved with an open book. *choice #Knock and wait for a reply. You knock then wait for a reply. A feminine voice calls out from within, "Enter." You open the door and step into the captain's library, *goto drusilla_first_meeting #Knock and go straight in. You knock then enter the captain's library, *goto drusilla_first_meeting #Go straight in without knocking. You open the door and step into the captain's library, *goto drusilla_first_meeting *if sense_presence = 1 #Extend your sense presence power. *set drusilla_sense_presence_used 1 You concentrate briefly, trying to get a feel for what is behind the door. The nature of space travel interferes with your abilities. It feels like you're pushing through oil, but you do get the feeling of a single person inside. *goto drusilla_first_delay *if paranoia >= 1 #Something's wrong here. [i]Something isn't right.[/i] Your eyes dart up and down the carpeted corridor. You see no one. A lone bust stares impassively down the corridor. *label drusilla_first_delay A feminine voice calls from behind the door. "Are you going to just stand there or are you going to come in?" *page_break [i]Too late to back out now.[/i] You push open the door and step inside *goto drusilla_first_meeting *comment Drusilla *label drusilla_first_meeting *set companions + 1 a small but beautifully furnished room. Wood paneling, polished wooden floors and fitted shelves filled with books. There is little beyond the shelving except for a pair of large stuffed armchairs. In one of them sits a tall woman wearing an elegant formal gown, low cut and black, embroidered in silver. Despite the title of Adept she does not look like how you imagined a scholar would. When she sees you she carefully places a bookmark in the tome she is reading and puts it aside. She stands to greet you, pushing up her glasses as she does, skirts spreading out around her. *line_break *line_break *if drusilla_first = 1 *set rel_drusilla + 2 "Greetings Sanctionite ${lastname}. I was informed you would be joining us and provided with your likeness, I am pleased to see you have made an effort to find me first. "Do not worry, I will call you ${name} from now on. I am Adept Drusilla and I am in charge of our little group of Inquisitorial acolytes. *if drusilla_first = 0 "Greetings Sanctionite ${lastname}. I was informed you would be joining us and provided with your likeness. Do not worry, I will call you ${name} from now on. I am Adept Drusilla and I am in charge of our little group of Inquisitorial acolytes. *line_break *line_break "As we are to be working closely together you may call me Drusilla, I am not precious." She smooths her skirts. "Our Mistress has informed me that you excelled in your training. I am pleased to hear that, I know that to be a psyker is a difficult burden." "That said, do not think that I will not be watching you closely, ${name}, I do not mind you sniffing around for warp-taint, but do not think to channel [i]anything[/i] without permission, or very good‎ ‎ *if drusilla_sense_presence_used = 1 cause." She holds your gaze for a moment. "I‎ ‎ *if drusilla_sense_presence_used = 0 cause. I‎ ‎ *if drusilla_first = 1 suggest you examine our orders and meet the others.‎ ‎ *if drusilla_first = 0 suggest you examine our orders and meet the others if you have not done so already.‎ ‎ If you wish we may spend some time together later. You are dismissed." With that she sits back down and picks up her book, making it very clear that you are to leave. *if paranoia = 1 [i]She's hiding something, you shouldn't trust her.[/i] *page_break *goto companions *label chapel *set companions + 1 The Officer's Chapel is small but ornate, with a few rows of pews. It is dominated by a large portrait depicting the Emperor, clad in golden amour, a blazing halo behind his head. Kneeling in front of the portrait is a small woman, hands clasped in prayer, face upturned, midnight hair spilling down around her. Her voice fills the chapel. "[i]…of Mankind is the Light and the Way, and all His actions are for the benefit of Mankind, which is His people. The Emperor is God and God is the Emperor. The Emperor protects those…[/i]" *choice #Make yourself known. *if solaria_first = 1 *set rel_solaria + 3 *if solaria_first = 0 *set rel_solaria + 1 You clear your throat. Her head snaps round, a look of fury changes instantaneously into a flat smile which does not reach her eyes. "I will be with you in a moment," she says, placidly. [i]"The Emperor protects those who put their faith in Him. Worship the Immortal Emperor, for without Him we are Nothing. And in the dark when the shadows threaten, the Emperor is with us, in spirit and in fact."[/i] Finishing her prayer she rises smoothly and bows to the portrait. *if height = "very short" She then turns to look directly at you. *goto solaria_height_variance *else She then turns to look up at you. *goto solaria_height_variance *label solaria_height_variance "Hello, you must be our new psyker. I'm Solaria, a priestess of the Ecclesiarchy. I'm glad you have joined us in this holy calling." She pulls her hair forward and begins twisting it into elaborate plaits. You start to speak but it appears she has lost interest in you, her eyes look at you but she appears to be lost in thought. Just when you are about to try again she speaks. "You will have to excuse me, I must return to my prayers." With that she kneels again in front of the portrait, finishes her hair then beings chanting once more. [i]"I offer my life to the Emperor, I pray that He accepts it. I offer my strength to the Emperor, I pray that He redresses it. I offer my blood to the Emperor…"[/i] *page_break There is nothing else to do but leave. *goto companions #Wait for her to finish. *if solaria_first = 1 *set rel_solaria + 3 *if solaria_first = 0 *set rel_solaria + 1 You respectfully wait for her to finish. [i]"…who put their faith in Him. Worship the Immortal Emperor, for without Him we are Nothing. And in the dark when the shadows threaten, the Emperor is with us, in spirit and in fact."[/i] Finishing her prayer she rises smoothly and bows to the portrait. *if height = "very short" She then turns to look directly at you. *goto solaria_height_variance2 *else She then turns to look up at you. *goto solaria_height_variance2 *label solaria_height_variance2 "Hello, you must be our new psyker. I'm Solaria, a priestess of the Ecclesiarchy," she says. You were not aware that she had noticed your presence. "I'm glad you have joined us in this holy calling." She pulls her hair forward and begins twisting it into elaborate plaits. You start to speak but it appears she has lost interest in you, her eyes look at you but she appears to be lost in thought. Just when you are about to try again she speaks. "You will have to excuse me, I must return to my prayers." With that she kneels again in front of the portrait, finishes her hair then beings chanting once more. [i]"I offer my life to the Emperor, I pray that He accepts it. I offer my strength to the Emperor, I pray that He redresses it. I offer my blood to the Emperor…"[/i] *page_break There is nothing else to do but leave. *goto companions #Kneel beside her. *set score_piety + 1 *if solaria_first = 1 *set rel_solaria + 3 *if solaria_first = 0 *set rel_solaria + 1 Without speaking you kneel down beside her and turn your eyes upward to behold the Emperor. He stands holding a flaming sword, holy light emanates from behind his head. The woman looks sideways then continues her prayer. [i]"…who put their faith in Him. Worship the Immortal Emperor, for without Him we are Nothing. And in the dark when the shadows threaten, the Emperor is with us, in spirit and in fact."[/i] Finishing the prayer she stands and offers you her hand to help you rise. It is cold in your grasp. You rise to stand in front of her and she looks *if height = "very short" you directly in the eyes *goto solaria_height_variance3 *else up at you. *goto solaria_height_variance3 *label solaria_height_variance3 "Hello, you must be our new psyker. I'm Solaria, a priestess of the Ecclesiarchy. I'm glad you have joined us in this holy calling." She pulls her hair forward and begins twisting it into elaborate plaits. You start to speak but it appears she has lost interest in you, her eyes look at you but she appears to be lost in thought. Just when you are about to try again she speaks. "You will have to excuse me, I must return to my prayers." With that she kneels again in front of the portrait, finishes her hair then beings chanting once more. [i]"I offer my life to the Emperor, I pray that He accepts it. I offer my strength to the Emperor, I pray that he redresses it. I offer my blood to the Emperor…"[/i] *page_break There is nothing else to do but leave. *goto companions *label training_square *comment mildred *set companions + 1 *if mildred_first = 1 *set rel_mildred + 2 A rating directs you to the training square. The metal hatch is half open, you hear sounds of exertion from inside. *choice #Push open the door. You push open the door and step inside. *goto mildred_intro_opendoor #Peek inside before you go in. You gingerly poke your head through the ajar hatchway. *goto mildred_intro_opendoor *label mildred_intro_opendoor *line_break *line_break The training square is a large close-combat practice room reserved for officers on the ship. It is empty except for a tall woman in a black bodyglove going through a series of elaborate combat stances. She moves smoothly, curved blade cutting through the air, long blonde braid whipping behind her. She notices you watching and sheaths her sword. "What are you looking at?" *if ((fel_1d100 - 10) <= Fel) *set XP + 5 *set XP_remain + 5 *set rel_mildred + 1 You introduce yourself. "Oh, our new psyker. Great. Lets hope you turn out better than the last one." *line_break *line_break *if paranoia = 1 [i]She's thinking about killing you.[/i] *line_break *line_break /Gain 5XP for making a good first impression/ *goto mildred_choice *else You introduce yourself. "Ah, the [i]witch[/i]. Drusilla said you were on board. Lets hope you turn out better than the last one." She stares at you. "Well, say something or get out, I'm busy." *if paranoia = 1 *line_break *line_break [i]She's thinking about killing you.[/i] *goto mildred_choice *label mildred_choice *choice *disable_reuse #Ask what happened to the last psyker. *set mildred_question + 1 "She lost control. Had to put a blade in her. Make sure that doesn't happen to you." She unconsciously fingers the hilt of her sword. *if paranoia = 1 *line_break *line_break [i]See.[/i] *goto mildred_choice *disable_reuse #Ask who she is. She stares at you for an uncomfortably long time. "Mildred." *set mildred_question + 1 *goto mildred_choice *disable_reuse #Ask what she thinks about the mission. "We go in. Maybe we kill things. Maybe we die. Only death is certain." *set mildred_question + 1 *goto mildred_choice *if mildred_question = 3 #Ask her what she does. "I spill blood for the glory of the Emperor. Make sure it is not yours." She draws her sword and re-commences her lethal exercises. *if paranoia = 1 [i]You need to watch yourself around her.[/i] *page_break You leave the practice square. *goto companions *comment ====Warp Travel==== *label warp_travel *set team_met 1 It will take two weeks of warp travel to reach Sepharis Secundus, you have plenty of time to get to know your companions more. You find yourself spending most of your time with one of them though. *choice #Drusilla, the elegant scholar. *set companion_choice_1 1 *set rel_drusilla + 5 You spend some time with each of your new companions, Solaria, the strange but pious priestess spends most of her time in prayer; she occasionally engages you in matters of faith. Mildred the cold swordswoman spars with you in the training squares, though you are woefully outclassed. When she looks at you, you feel as if she is visualizing dismembering you. But you find yourself drawn most to the presence of Drusilla. She is an officious and highly competent leader, the two of you spend time together in the Captain's library discussing matters of the arcane, or whatever she wishes to know more of. When she is not in the library she investigating the ship and crew; seeing her sweep down functional metal gangways in one of her elaborate gowns is a curious sight. *if paranoia = 1 [i]What is she hiding from you?[/i] She has a voracious appetite for knowledge and is constantly asking questions of the crew as you wander together; her tone always makes it clear that she expects an answer. *page_break *goto arrive_planet #Solaria, the strange but pious priestess. *set companion_choice_1 2 *set rel_solaria + 5 *set score_piety + 1 You spend some time with each of your new companions, Drusilla, the officious and competent scholar, occasionally engages you in matters of the arcane, or whatever she wishes to know more of. Mildred the cold swordswoman spars with you on occasion in the training squares, though you are woefully outclassed. When she looks at you, you feel as if she is visualizing dismembering you. But you find yourself drawn most to the presence of Solaria, the strange priestess. She spends most of her time in prayer in the Officer's Chapel and you join her there frequently, your voices combining in worship of the Emperor. The rest of her time is spent ministering to the crew. She offers prayers and comfort to the citizens of the Imperium in her own way, though with others she always seems distant and distracted. *if paranoia = 1 [i]There's something not right about her. Her eyes are so dark, like pits.[/i] She appears to enjoy your company, though you say little to each other. *page_break *goto arrive_planet #Mildred, the cold swordswoman. *set companion_choice_1 3 *set rel_mildred + 1 You spend some time with each of your new companions, Solaria, the strange but pious priestess spends most of her time in prayer; she occasionally engages you in matters of faith. Drusilla, the officious and competent scholar, quizzes you in matters of the arcane, or whatever she wishes to know morem of and sweeps through the vessel in her elaborate gowns searching for knowledge. But it is to Mildred, the cold swordswoman to whom you find yourself most drawn. You spend many hours sparing with her in the training squares, She fights in silence and you find yourself unwilling to make much noise either, the clash of steel and grunts of exertion the only sounds in the martial gymnasium. On one occasion you notice Solaria is watching you both. You did not see her enter the training square. *if paranoia = 1 [i]Her eyes are so cold. What is she thinking when she watches you? Why is she here?[/i] When she is not practicing Mildred cares for her blades, practices stretches and acrobatics, and spends time in her room. When you walk past you can hear her praying though you never see her in the chapel. *page_break *goto arrive_planet *label arrive_planet Your time aboard the ship goes quickly, especially your time with *if (companion_choice_1 = 1) Drusilla, *if (companion_choice_1 = 2) Solaria, *if (companion_choice_1 = 3) Mildred, and sooner than you would have liked you are translating out of the Warp. Three days later you are in orbit above Sepharis Secundus, boarding a shuttle to take you to the surface. *page_break The shuttle ferries you, along with the other Acolytes down to the surface of Sepharis Secundus. Through the viewpoint you see a noxious looking atmosphere. *if void_accustomed = 1 *line_break *line_break [i]Just when you were getting used to being back in the cold embrace of voidspace.[/i] *if home_world = "Feral World" *line_break *line_break [i]You don't think you'll ever get used to space travel, it will be good to get back on firm ground.[/i] *line_break *line_break Looking at your companions, Drusilla reads a book through the descent, absently pushing up her glasses as the turbulence jolts them free. Solaria sits motionless except for her lips moving in silent prayer. Mildred leans back in her chair with eyes closed, sheathed blade across her lap. *if paranoia = 1 *line_break *line_break [i]You can't trust anyone.[/i] *choice *selectable_if (paranoia = 0) #Take one last look at your orders. *set rel_drusilla + 1 You get out your datastate and bring up your orders. *if images_allowed = 1 *gosub_scene csideimg_inqusition-01-small [b]++ CLASSIFIED ++ CLASSIFIED ++ CLASSIFIED ++[/b] *line_break [b]++ ORDERS COMMENCE ++[/b] MINEWORKERS UPRISING ON SEPHERIS SECUNDUS. IMPERIAL GUARD DEPLOYMENT HAS NEUTRALIZED UPRISING. GORGONID MINE REMAINS COMPROMISED. COMMISSAR REQUESTS IMMEDIATE INQUISITORIAL SUPPORT. MINE UNDER QUARANTINE EXREMIS. COMMISSAR IS EXPECTING YOU YOU ARE TO SERVE UNDER MY AGENT [ADEPT DRUSILLA]. SHE WILL BE WATCHING YOU YOU HAVE FULL AUTHORITY TO INVESTIGATE AND ERADICATE ANY HERETICAL THREAT ABUSE OF INQUISITORIAL AUTHORITY WILL NOT BE TOLERATED INQUISITOR [++W I T H E L D ++] *line_break [i]FAITHFUL SERVANT OF THE HOLY ORDERS OF THE EMPEROR'S INQUISITION[/i] *line_break [i]CONCLAVE OF CALIXIS[/i] [b]++ORDERS TERMINATE++[/b] They are exactly the same as last time you read them. And the time before. You sigh and put away the dataslate, gripping your flight-harness as you make the final descent. *page_break *goto landing *selectable_if (paranoia = 0) #Say a prayer to the Emperor. *set rel_solaria + 1 *set score_piety + 1 You begin to say a prayer to the Emperor. Solaria joins you, your voices filling the cramped confines of the lander. *page_break *goto landing *if paranoia = 1 #Your paranoia gets the better of you. Surreptitiously watch your companions. You spend the final minutes of your descent watching your companions out of the corner of your eyes. You don't trust any of these people, you must not let anything slip past you. [i]Don't let them see that you're watching.[/i] *page_break *goto landing *comment ====Arrive at Planet==== *label landing The shuttle circles then touches down on the edge of a military encampment. You step off the lander's ramp into the ice-cold air of Sepheris Secundus. Thick pollution makes breathing unpleasant. Once you are all disembarked from the shuttle, its engines roar as it is carried upwards back to the orbiting cruiser, leaving you on the surface. This is it. Your first mission. A recruit in a gray uniform, winged skull on one shoulder of his flak armor, runs up to you and your companions. He assumes Drusilla is in charge, addressing himself to her. "Ladies… Ma'ams… um… welcome to the Gorgonid Mines, Recruit Jurtz at yer service. Yer hear to help… I just knew it…" He pauses to take a breath of the polluted air. "I kept telling 'em they'd send some o' you lot to help. I tol' 'em ye'd be coming." Drusilla ignores his babbling, sharply ordering him to direct her to his commanding officer. His face falls abruptly but he points in the direction of a man with a cybernetic arm by a cluster of tents. "Sar'nt is over there." Drusilla turns to you. "Ask around. Solaria, go with her, make sure she doesn't do anything foolish." With that she and Mildred walk over to the sergeant, leaving you with Solaria. She idly twirls her rosary, a picture of disinterest. Grey mud already cakes your boots. *if (home_world = "Noble Born") or (home_world = "Malfi") This whole place is disgusting, you have a powerful longing to be back in your family's spire, a galaxy away from this dismal camp. You take a deep breath. This is your new life, there is no use pining over what is lost. *if home_world = "Feral World" It is clear this world is fouled, polluted with the effluent of industrial civilization. you cough, and spit into the mud. You have a powerful longing to be back on your home planet, where the air is clean and the skies are clear, on a world not destroyed by the Imperium's relentless industry. *page_break *label investigate_camp *gosub_scene subroutine_rolls *if camp_inv >= 8 Solaria gestures over towards where Drusilla and Mildred are talking to the Sergeant. "We should go." she says, walking towards them. *page_break *goto Sergeant You investigate the camp with Solaria. She appears uninterested in helping. *choice *hide_reuse #Talk to the crestfallen recruit. *set camp_inv + 1 He looks at you sullenly, not responding to your question. Seems he did not take kindly to Drusilla's attitude. *label recruit_question *choice #Think of an intelligent threat. You threaten to report him to the commissar if he doesn't answer your questions. *if (int_1d100 - 30) < (Int * intimidate) At the mention of a commissar he becomes much more forthcoming. /Gain 5 XP/ *set XP + 5 *set XP_remain + 5 *goto recruit_success *else *set hastus 2 "I don't give a fuck. We lost Hastus, we lost everyone. Fuck you." He spits, then disappears into the camp. *page_break *goto investigate_camp *disable_reuse #Attempt to get him to open up. You try to charm the recruit into answering your questions. *if (fel_1d100 - 20) <= (fel * charm) A few kind words makes him much more forthcoming. /Gain 5 XP/ *set XP + 5 *set XP_remain + 5 *label recruit_success "Ok ok, I'll talk. There was this uprising in the mines. So we was called in to crush the rebels. Easy. Commissar ordered some squads to go down into the deep mines, most of them never came back. Me mate Hastus never came back either. Please, see if ya can find 'im; we been together since Fenksworld." *set hastus 1 *page_break *goto investigate_camp *else Your charisma fails you. He remains sullen. *goto recruit_question #Stop wasting time with him. *goto investigate_camp *hide_reuse #Look around. *set camp_inv + 1 All around you is a military encampment of the Imperial Guard. Grim-faced men and women are everywhere. A walker stomps by, patrolling the perimeter. *if drive_ground >= 1 To one side you see a pair of Chimera troop carriers. *goto look_around1 *else To one side you see a pair of tanks. *goto look_around1 *label look_around1 *line_break *line_break There is wreckage of a recent battle outside the camp, covered in a light dusting of snow. A metal hab-block sits in the middle of the encampment, a large two headed eagle emblazoned on the side. In the distance you see countless smokestacks belching smog upwards, and beyond, low mountains. *if (per_1d100 - 50) <= (Per * scrutiny) *line_break *line_break [i]You notice evidence of recent wounds and medical treatment among the Guard. They look unsettled, nervous even. You notice many the Guard are looking at you, somewhat surreptitiously.[/i] *if (per_1d100 - 30) <= (Per * scrutiny) *set camp_prison 1 *line_break *line_break [i]You see what looks like a prison enclosure in a gully.[/i] *page_break *goto investigate_camp #Try to talk to some of the other Guard. *set camp_inv + 1 You try to talk to some of the Guard recruits about the mine. *page_break *if (fel_1d100 - 10) <= (fel * inquiry) *set XP + 5 *set XP_remain + 5 "There's a lot that'll tell you that those… creatures… were cultists… but they weren't… they couldn't be. The horrors butchered them like grox meat. I dunno what they are, but they need to be stopped." /Gain 5 XP/ *page_break *goto investigate_camp *elseif (fel_1d100 - 20) <= (fel * inquiry) "It was bad, I agree, but no worse than any other Mutie-infested hole. If'n yer going in there, yeh better keep those guns handy. *page_break *goto investigate_camp *elseif (fel_1d100 - 30) <= (fel * inquiry) It was 'orrible miss. The things I saw. I don't think I'll ever sleep again. They got Horgen… tor his face right off they did. Thank the Emperor someone's here to put things aright." *page_break *goto investigate_camp *elseif (fel_1d100 - 40) <= (fel * inquiry) Aye, wuz in a tough spot a few days back. All sorts of nasty things in them mines. Go see the Commissar, he'll set you straight. *page_break *goto investigate_camp *else Sorry miss, I dunno much. You ought to check with the Sar'nt, or the Commisar." *page_break *goto investigate_camp *if camp_prison = 1 *hide_reuse #Visit the Prison Enclosure. *set camp_prison_explore 1 *set camp_inv + 1 *set XP + 5 *set XP_remain + 5 The Prison Enclosure is a large area hemmed in by a chain-link fence topped with razor wire. Torn cloth caught in the barbs flutters in the wind. Inside the fence are a dozen forlorn looking men and women. They all wear light gray overalls stained black with dust and filth. Dirty faces peer out at you as you approach. A few guards dressed in black flak armor patrol the perimeter carrying lasguns. /Gain 5 XP/ *label prison_choice *choice *disable_reuse #Approach the fence. One of the women cries out from inside the enclosure, "Please… help me… I… I… did nothing!" A shout rings out "Prisoner! Step away from the fence!" She does so, looking at you with imploring eyes. *goto prison_choice *disable_reuse #Talk to one of the guards. "Rebels. Renegades. Probably heretics. They're awaiting processing before execution." *goto prison_choice #Leave this forlorn place. *goto investigate_camp *if camp_medic = 1 *hide_reuse #Visit the Medicae Tents *set camp_inv + 1 You follow the sounds of too-loud laughter coming from the Medicae tents. Ducking under a flap you find a wild-eyed Guardsman wearing a straitjacket tethered to a post hammered into the ground. He is completely unresponsive, muttering to himself and occasionally bursting into deranged laughter. *if (per_1d100 - 20) <= per *set XP + 10 *set XP_remain + 10 *achieve psynurse Among incomprehensible babbling you hear reference to "tentacles" and "the eyes." At one one point he turns and looks at you in a moment of clarity, "my mind's eye opens and all I see is blood." You suspect you've got all you're going to get out of this sorry individual. /Gain 10 XP/ *page_break You leave the Medicae tent. *goto investigate_camp *else *label deranged_recruit *gosub_scene subroutine_rolls *choice #Spend more time with him. *set camp_inv + 1 *if (per_1d100 - 30) <= per *set XP + 10 *set XP_remain + 10 Among incomprehensible babbling you hear reference to "tentacles" and "eyes." At one one point he turns and looks at you in a moment of clarity, "my mind's eye opens and all I see is blood." You suspect you've got all you're going to get out of this sorry individual. /Gain 10 XP/ *page_break You leave the Medicae tent. *goto investigate_camp *else You get nothing out of him except insane babbling. *goto deranged_recruit #You've heard enough. Leave this mad soul. *page_break *goto investigate_camp *if camp_wander <= 1 #Wander aimlessly around the camp. You wander aimlessly around the camp looking for anything important. *if unremarkable >= 1 Despite clearly not being a soldier, your unremarkable nature means you do not stand out. People seem to accept that you belong here. *set camp_inv + 1 *if ((per_1d100 - 30) <= (Per * scrutiny)) and (camp_prison < 1) *set camp_wander + 1 *set camp_prison 1 You notice what looks like a prison enclosure just outside the camp proper. *page_break *goto investigate_camp *elseif ((per_1d100 - 40) <= (Per * scrutiny)) and (camp_medic < 1) *set camp_medic 1 *set camp_wander + 1 You notice a some strange sounds from the Medicae tents. *page_break *goto investigate_camp *else Your search turns up nothing of interest. Solaria looks bored. *page_break *goto investigate_camp *if psyn_success = 0 #See if you can detect any psychic residue or warp disturbances. *set camp_inv + 1 You close your eyes and relax your control ever so slightly, opening your mind to the presence of the warp. *page_break *if (per_1d100 - 10) <= per *set XP + 10 *set XP_remain + 10 *set camp_inv + 1 *set psyn_success 1 You feel something unpleasant, emanating from deep underground. Whatever is going on here, it's more serious than a simple rebellion. *line_break *line_break *if paranoia = 1 [i]You're going to die here.[/i] *line_break *line_break /Gain 10 XP/ *page_break *goto investigate_camp *elseif (per_1d100 - 30) <= per You get a hint of something unpleasant in the air but you lose focus before you can learn more. *set camp_inv + 1 *page_break *goto investigate_camp *else As you attempt to listen to the warp you momentarily lose focus, scrambling any signs that there might be. Annoyed you shake your head. *if paranoia = 1 *line_break *line_break [i]Maybe the rock is affecting your psyniscience. Then again, maybe someone is interfering. No way to tell really.[/i] *set camp_inv + 1 *page_break *goto investigate_camp #There's nothing else you want to do, head over to where Drusilla and Mildred are. *goto Sergeant *label Sergeant You arrive at the end of what was obviously a less than pleasant conversation. "As I told you Sergeant, regardless of your 'skepticism' of my team's ability, we are the ones who have been sent, and I would advise you not to question our capabilities again. Now kindly do you job and see us to your Commissar, I believe he is expecting us." The Sergeant looks at each of you before sighing and gesturing for you to follow him. You are taken into the central hab-block through a utilitarian hatch. The Sergent knocks smartly on a metal door before pushing it open. "Sir, those specialists you requested have arrived. I'll leave them with you." With that he turns around, leaving you to enter the Commissar's office. *page_break The commissar's office is spartan, with two desks and not much else. One of the desks is occupied by a secretary busy sifting paperwork, an an imperial aquila tattooed on his neck. He looks up as you enter then returns to his work. The Commissar stands up as you enter. A man in his 30s, he is wearing the distinctive red, black and gold uniform, peaked hat and greatcoat hanging from a peg behind. Drusilla flashes something too quick for you to see. The commissar nods. "Welcome to Sepheris Secundus Ma'am, I am Commissar Enoch of the 97th. I was informed that help was on the way, thank you for responding so quickly. I'll get strait to business. "As you may know, this world is vital to the commercial interests of the sector. A threat here endangers the wider region. Renegade activities among the mine laborers destroyed valuable, perhaps irreplaceable equipment. It was deemed necessary to make a show of force and eradicate all insurgents in and around the Gorgonid Mine complex. "We had little trouble with the renegades, such scum lack the capacity for serious resistance. It took a matter of hours to put down the insurrection, contain this site and round up captives for trial and execution. "We were all ready to ship out but something came to my attention. One of the rebels was caught trying to destroy a collection of papers. Strange texts of some kind, crude copies, but describing unspeakable activities. It was clear there was more to this insurrection than simple rebellion. "I sent a dozen squads deep into the mines. It was as I feared, the squads which returned had suffered terrible casualties. They reported twisted mutants and worse. I had the lift shaft sealed and requested specialist support. I'll be honest ma'am, I did expect a… larger group, but perhaps I did not manage to convey the situation properly." *page_break He gestures to a map laid out on his desk. It depicts a multi-level tangle of criss-crossing tunnels. He points to a region in one of the lower levels. "This is where the troops were first attacked. Region the miners call the Shatters." "As soon as you're ready we'll unseal the lift. I should warn you that I will need to re-seal it after you enter. I cannot risk anything leaving the mine. I'm sure you understand. It takes a long time, so don't expect to get out again in a hurry once we seal you in. "I will head over and give the order to have the seal lifted. If you need any supplies go see the Quartermaster and she'll kit you out. "Any questions?" Drusilla shakes here head, then turns to look at the rest of you. *label commisar_questions *gosub_scene subroutine_rolls *choice *disable_reuse #Why haven't you sent a larger force into the mine? *set rel_mildred + 2 A look of irritation crosses his face. "My orders are to put down a miners' rebellion, not investigate Corruption. This is your job, not mine." *if paranoia = 1 *line_break *line_break [i]He's probably in league with the rebellion.[/i] *goto commisar_questions *disable_reuse #Any more details about what is down there? *set rel_drusilla + 1 "Mutants, Cultists, Daemons… any or all, we don't know." he says, dismissively. *line_break *line_break *if paranoia = 0 Does he know more than he's letting out? *if paranoia = 1 [i]He knows more than he's letting out. What is he protecting? Is he in league with them? Did he do this?[/i] *choice #Try and turn on the charm. *if (fel_1d100 - 10) <= (fel * charm) *set rel_drusilla + 3 *set XP + 10 *set XP_remain + 10 You attempt a little bit of sympathetic charm. The commissar sighs. "There was one more thing; rumor of cult association - the Brotherhood of Malice. Only a rumor though." /Gain 10 XP/ *goto commisar_questions *else *set rel_drusilla - 1 You attempt a little bit off sympathetic flattery. It does not go down well. *goto commisar_questions #leave it at that. "Mutants, Cultists, Daemons… any or all, we don't know." he says, dismissively. *goto commisar_questions *disable_reuse #Attempt to detect if there is any warp association on the commissar. You begin to relax your control. You're interrupted by Solaria tapping on your shoulder. She gives a near imperceptible shake of her head. *if paranoia = 1 [i]Why is she protecting him? Do they know each other?[/i] *set rel_solaria + 1 *goto commisar_questions *if camp_prison_explore = 1 *disable_reuse #Ask about the prisoners. "Rebels and insurrectionists all of them." *goto commisar_questions #You have no questions. *goto quartermaster *label quartermaster *gosub_scene subroutine_rolls When it becomes clear you have no more questions, Enoch rolls up the map and hands it to Drusilla. "You'll be needing this" he says. You exit the hab-block together and he points you in the direction of the quartermaster before heading out to oversee the lifting of the mine seal. *page_break Visit the quartermaster's post. You cross the broken ground between the hab-pod and the quartermaster's tent, boots sinking into the mud. Inside, a haggard woman in an imperial guard uniform is barking out orders to a group of guard recruits. Drusilla explains to her that you will being going into the mine. "I hope you've brought your own weapons and armor. I can't issue any firearms or flak gear without prior authorization. We're pretty short supplied as is but I can kit you out with CS rations and canteens which'll do for a few days. Lets hope it doesn't come to that." "What else, hmm, rope, torches, waterproof bags, backup carbide lamp in case the tech fails. You want some iho-sticks? We got plenty of them. *label iho_choice *fake_choice #Yes. *set Iho 1 *set rel_drusilla + 1 *set rel_solaria + 1 *set rel_mildred - 1 She puts a pack of iho-sticks on top of your CS rations. *line_break *line_break #Not right now. *set rel_mildred + 1 *if ((int_1d100 - 10) <= int) *hide_reuse #Ask about the waterproof bags - is there flooding in the mines? "Yep, leaking water, flooded tunnels, even underground rivers, but if you meet any serious flooding my advice is to turn back. Now did you want those iho-sticks?" *set flooding_aware 1 *goto iho_choice "And these, I think you're going to need them, just don't tell the Sar'nt." She holds out a bandoleer with four frag grenades attached. Solaria takes them, removes one and puts it in her pocket then passes the rest to you. *set frag 3 *gosub_scene subroutine_weapons grenade_frag As you go to leave you see a box filled with brand new books, "The Imperial Infantry's Uplifting Primer." *fake_choice #Take one while the quartermaster isn't watching. You snag a copy from the top of the pile while the quartermaster has her back turned and tuck it into a pocket of your ${clothing}. There is no time to read it now. *if corr < 1 /Gain 1 corruption point for stealing from the Imperial Guard/ *set corr + 1 /Gain a copy of "The Imperial Infantry's Uplifting Primer"/ *set uplifting_primer 1 #leave them. *page_break The Commissar is expecting you at the mine lift. The four of you make your way to the entrance to the Mine. You see more evidence of fighting - torn earth, unidentifiable wreckage and damaged buildings. Pockets of miners in filthy overalls sit around fires made of salvaged wood and plastek, causing noxious fumes to fill the already foul air. They look forlorn and none will meet your gaze. You see many injuries as well as a disturbing number of defects and deformities. Snow-melt has turned the ground to a thick gray mud. As you walk, Drusilla addressed the team. "We don't know what's down there, but it looks like its going to be bad - Mutants or worse. We either eliminate the threat or come back with actionable hard evidence that a greater response is needed." She turns to you. "In case you haven't figured it out yet ${name}, that would include but not be limited to our deaths." "The Emperor Protects." whispers Solaria. She continues. "Consider this an active combat zone. Once we get down there keep your eyes open and weapons close, and whatever you do don't split up. We'll make our way to the Shatters, that seems to be where this started. And ${name}, I am giving you authorization to use your powers as necessary once we're inside the mine. I'm leaving judgment up to you. Don't disappoint us, or worse." *if paranoia = 1 [i]She's just waiting for you to slip up. They all are.[/i] *page_break Standing before the mine-seal, dressed in his peaked hat and black trench-coat is the Commissar. A squad of Imperial Guard are arrayed around the seal, Las-guns ready for anything. There is a tremendous grinding noise as the lift platform reaches the surface. The Guard tense but the platform is empty. Commissar Enoch gestures for you to move onto the platform. "May the God-Emperor watch over you." He says, signaling to the control booth. Centimeter by centimeter the lift platform begins to descend into Gorgonid Mine. *page_break Into the Darkness. *if paranoia = 1 [i]..is a trap this is a trap this is a trap this is a trap this is a trap this is a…[/i] *page_break You step off the lift platform into the mine proper. The lights of the lift mechanism penetrate only a short distance along a myriad of tunnels, branching out into gloom. *if home_world = "Feral World" It is not natural for living things to go beneath the earth like this. Where you were born, mining was done one the surface, with antler picks and stone axes. Like so much you have experienced since then this place goes against everything you knew. *if ((home_world = "Void Born") or (home_world = "Darkholder")) This place is anathema to you, the antithesis of the void. The stone walls seem to press in from all sides, the weight of the planet crust is a psychic burden weighing you down. Your feet feel heavy as your body feels repelled, constrained, sickened even by your surroundings. You can't wait to be back in space, or even just able to see the sky. *if home_world = "Hive World" It's not a Hive, and the walls are rock not steel, but its nice to be enclosed again, this place reminds you, just a little bit, of home; apart from the feeling that you are walking towards your death; though death is always close at hand in the manurfactories. Maybe this place is closer to home than you first thought. *if ((home_world = "Noble Born") or (home_world = "Malfi")) If you remember rightly, your father owns some mines somewhere, who would have thought that you would actually have to go in one. The whole point of being a noble is that you have people for this. You sigh. Mildred shushes you. Drusilla consults the map and gestures confidently at one of the tunnel mouths. Mildred takes point, one hand on her sword-hilt, the rest of you follow. Your finger your pistol nervously, eyes straining to pierce the gloom, wondering what lurks in the shadows. *gosub_scene subroutine_rolls *page_break *if die_1d2 = 1 *goto crossing *else *goto swimming *label crossing It feels like you have been walking for hours when Mildred holds up her hand sharply. "Stop!" she hisses. "Don't go any further." You swing the beam of your torch to reveal a yawning abyss opening up just in front of you. A section of the tunnel floor has fallen away leaving a hole spanning the tunnel and extending forward a few meters. The tunnel appears to continue on the other side. She points to the rough wall. "We'll have to edge along there unless you want to go back." Drusilla looks at the wall. "We'll cross." Midred nods then starts to cross quickly, feet and hands finding holds on the uneven surface of the wall. She makes it look easy. Drusilla and Solaria both cross slowly, methodically finding and testing each hand and foot hold. You peer down into the collapsed tunnel, your torch doesn't find the bottom. Solaria reaches the other side. Now its your turn. You turn to face the wall and grip it tightly reaching out a foot to the first rough ledge. *page_break You begin to cross the abyss... *if (S_1d100 - 10) <= S It's hard work but you manage to cross with little difficulty. /Gain 10 XP/ *set XP + 10 *set XP_remain + 10 *set rel_mildred + 2 *goto shatters *else You feel your grip slipping… *page_break *if float = 1 As it does you panic, instinctively reaching into the warp attempting to use your float power. *page_break Reach! *if ((WP_1d10 + WPbonus) >= floatT) The warp yields to your command and you find yourself floating on thin air above the hole. From your position you easily reach out and pull yourself back onto the wall, finishing crossing the pit with no further difficulties. Drusilla nods at you but doesn't say anything. *if paranoia = 1 *line_break *line_break [i]They wanted you to fall.[/i] *goto shatters *else Everything happens too fast, the warp slips from your grasp and you fall backwards from the wall. *line_break *line_break *goto hole_fate *elseif FC > 0 *label hole_fate *if (S_2d100 - 50) <= S *set FC - 1 …but at the last minute you manage to lash out and catch an unseen handhold. Blood pounds in your ears and as you cling to the wall for dear life. That was close. /Fate Points - 1/ With difficulty you edge your way to the other side of the collapsed floor. Drusilla nods at you but doesn't say anything. *if paranoia = 1 *line_break *line_break [i]They wanted you to fall.[/i] *goto shatters *else *page_break … With a shriek you fall backwards into the gaping hole. *choice *selectable_if (F > 0) #Say a Prayer to the Emperor as you fall. *set F - 1 *if FC > F *set FC F You shake your head, banishing a strange vision of you falling into the abyss, arms flailing, a dim circle of light growing fainter above you as you plummet. You feel somehow [i]lessened[/i]. You have a feeling your prayers are less likely to be answered in the future. /Fate Point Burnt/ *gosub_scene subroutine_talents voidborn_charmed With difficulty you edge your way to the other side of the collapsed floor. *goto shatters #You have nothing left. Your luck has run out. *goto_scene death chapter1_fall *else *goto_scene death chapter1_fall *label swimming *gosub_scene subroutine_rolls It feels like you have been walking for hours when the tunnel begins to slope gently downwards. It's your turn to take point and you continue along the inclined tunnel until it meets a pool of brackish mine water, a glistening slick of oil on top. From what you can see the tunnel continues onwards, partially flooded. *choice #Walk on into the water. *set rel_mildred + 2 *label flood_walk You walk on into the flooded tunnel. Water rises first to your knees, then to your waist, eventually the tunnel disappears completely underwater. You return to the others, reporting what you have found, water dripping from your ${clothing}. You are freezing cold. "It's miles back to the last turn-off, two hours at least. This tunnel should lead straight to the shatters." Say Drusilla, peering at her map. Mildred is leaning over the map, "See here, the tunnel slopes upwards, that should only be 20 or so meters from here. Perfectly swimmable." *if swim >= 1 *label tunnel_swim *line_break *line_break "For you maybe Mildred." says Drusilla. *choice #You are a capable swimmer, volunteer to swim through to check the tunnel. *set rel_mildred + 5 *set rel_drusilla + 5 "Well volunteered ${name}." says Drusilla. "We will tie the rope around your waist. Three sharp pulls to pull you back out, two long pulls, followed by two more says you've reached the other side, fix the rope to something then come back. You shrug out of your pack, leaving it with the others. *if armor = "flak armor" *gosub_scene subroutine_armor armor_removal You unbuckle your flak armor, laying it down with your pack. Then you *if clothing = "combat dress" pull your combat dress over your head, leaving you in your underwear *if clothing = "military-style clothing" pull off your top and combat trousers, leaving you in your underwear *if clothing = "acolyte robes" pull your acolyte robe over your head, leaving you in your underwear *if armor = "hardened body glove" You pull your ${clothing} off leaving you in your hardened bodyglove, tight to your skin, and wade into the water, rope tied around your waist. It is freezing against your skin. You duck under the oily surface a few times, acclimatising yourself to the temperature and to the feeling of not being able to breath. You dip your torch under a few times, assuring yourself of its waterproofness. You reach the point where the tunnel drops below the surface of the water. Looking back you can see there faint lights of the rest of your party and the rope connecting yourself to them, your slender lifeline. There is nothing else to do but take a deep breath and dive under the water. *gosub_scene subroutine_armor clothing_removal *page_break *if ((S_1d100 - 10) <= (swim * s)) *set XP + 20 *set XP_remain + 20 You pull yourself forward with powerful strokes, through the flooded portion of the tunnel. You see pipes protruding and skillfully maneuver yourself around them. You feel your lungs beginning to strain as you see the tunnel begin to slope upwards. A few more meters and you emerge through the surface into a few centimeters of air. You take a deep breath, refreshing yourself and swim the last few meters to where the tunnel rises out of the sump. You give the signal back to the others that you have made it to the other side. Then you find a convenient pipe to tie the rope to. /Gain 20 XP for swimming through the tunnel well/ *label swim_tunnel_return *page_break After recovering from the swim you make your way back into the water, this time using the rope to pull yourself along. It's much easier like this and you have no trouble making it back to the other side. The others are relieved you made it through. You tell the others that its quite possible to swim and without saying anything Solaria makes here way into the water, followed by Drusilla. Once Drusilla has disappeared underwater Mildred speaks, "You should let me go last, since you went first." *choice #Let her go last. *set rel_mildred + 3 That sounds fine to you. You duck back under, this time with your pack. But since you have the rope to pull you along with it is easier this time. You emerge on the other side without problem, joining Solaria and Drusilla. *goto swimming_aftermath2 #Insist on going last. *set go_last_swim 1 You insist that you should go last. "Suit yourself," says Mildred, splashing into the water. Once she has gone you realize you will need to take both your pack and collect the rope as you go. *line_break *line_break *if ((S_2d100) <= (S * swim)) The second swim is as uneventful as the first. You use the rope to pull yourself forward as you gather the slack. At one moment you think you feel something brush against your foot but you are soon pulling yourself out of the water, rope gathered in your arms. *goto swimming_aftermath2 *elseif ((S_2d100 - 20) <= (S * swim)) As you swim you pull yourself forward with the rope, gathering the slack. You can see that the rope ahead is caught in some pipework. Just as you free the rope something slides across you leg and down to your foot. You lash out and connect with 'something', before dragging yourself frantically forward with the rope. You haul yourself out of the water and don't feel quite safe until you are a few meters away from the edge. You tell the others that there is something in the water. They are quite sympathetic though Mildred reminds you that you should have let her go last. /Gain 2 Insanity Points/ *set insa + 2 *goto swimming_aftermath2 *else As you swim you pull yourself forward with the rope, gathering the slack. Somehow you manage to get tangled and as you are trying to free the rope, lungs straining, you feel something brush against your leg. You lash out with your foot, connecting with something. You tug on the rope frantically, and feel the others start to pull you forward through the tunnel. The presence tears against your leg as you move. You bump into a few pipes before you are hauled out of the water. You don't feel quite safe until you are a few meters away from the edge. *line_break *line_break *if armor != "hardened body glove" *set WC - 2 *set insa + 2 You inspect you leg and find a deep gash where whatever was in the water tried to grasp you. *line_break *line_break /Lose 2 Wounds/ *line_break /Gain 2 Insanity Points/ *line_break *line_break *if armor = "hardened body glove" *set insa + 2 You inspect your bodyglove and find deep scratches where whatever was in the water tried to grasp you. Thankfully it didn't penetrate to flesh. *line_break *line_break /Gain 2 Insanity Points/ *line_break *line_break You tell the others that there is something in the water. They are quite sympathetic. Mildred reminds you that you should have let her go last. *goto swimming_aftermath2 *elseif ((S_1d100 - 30) <= (swim * s)) *set XP + 10 *set XP_remain + 10 You pull yourself forward with powerful strokes, through the flooded portion of the tunnel. The rope is a minor inconvenience and you find it snagging on an exposed pipe which takes a few seconds to free. Your lungs are burning by the time you see the tunnel floor begin to slope upwards. A few more meters and you emerge through the surface into a few centimeters of air; you take a deep, breath of tunnel air and swim the last few meters to where the tunnel rises out of the sump. Sitting down on the rocky floor you compose yourself and give the signal back to the others that you have made it to the other side. Then you find a convenient pipe to tie the rope to. /Gain 10 XP for swimming through the tunnel/ *goto swim_tunnel_return *else *set WC - 1 *set XP + 10 *set XP_remain + 10 You pull yourself forward with some difficulty, down the flooded portion of the tunnel . The rope is an inconvenience around your waist and you find it getting caught as you try and swim. It tangles on some exposed pipework and you take precious seconds too free it. Your lungs are burning by the time you see the tunnel floor begin to slope upwards - you were worried for a moment there. A few more meters and you emerge through the surface into a few centimeters of air; you take a deep, relieved breath of tunnel air and swim the last few meters to where the tunnel rises out of the sump. Sitting down on the rocky floor you compose yourself and give the signal back to the others that you have made it to the other side. Then you find a convenient pipe to tie the rope to. /Lose 1 Wound/ /Gain 10 XP for swimming through the tunnel/ *goto swim_tunnel_return #You would rather not go exploring an underwater tunnel of indeterminate length, stay quiet. You don't say anything and Drusilla turns to Mildred ordering her to swim to the other side with the rope tied round her waist. *goto mildred_swim_rope #Advocate for going back. *goto flooding_protest *if flooding_aware = 1 #Remind them of what the quartermaster said about flooding. *goto quatemaster_warning_remind *else *label tunnel_mildredswim_choice *gosub_scene subroutine_rolls Or it would be to someone who can swim. You never learned to swim beyond the motions required to stay afloat. *choice #You would rather not go exploring an underwater tunnel of indeterminate length, stay quiet. You don't say anything and Drusilla turns to Mildred ordering her to swim to the other side with the rope tied round her waist. *goto mildred_swim_rope #Advocate for going back. *label flooding_go_back_attempt You don't really like the idea of swimming through a tunnel, scouted or not. You raise the thought of going back around a different way. *if ((fel_1d100 - 20) <= (fel * command)) Your authoritative points sway the others and Drusilla orders you all to head back to the last junction. *page_break *goto crossing *else *label flooding_protest Your protestations fall on deaf ears and Drusilla orders Mildred to swim to the other side of the flood with the rope tied around her waist. *label mildred_swim_rope Without a word, Mildred attaches the rope and heads towards the water. "Three sharp pulls means pull me back, two long pulls, followed by two more and I've made it to the other side. I will swim back here." She wades out and dives under the surface. Meanwhile the rest of you busy yourselves with packing your gear into the waterproof sacks you got from the quartermaster. Drusilla makes sure to double wrap the tunnel map. If you'd thought about it you might have realized that flooding was a risk when she gave them to you. *label mildred_swim_scout *page_break Minutes pass like hours but eventually you feel two long tugs on the rope, followed by two more. The others feel it too, and you let out a breath you didn't even realize you were holding. After a few minutes you see Mildred's light resurface in the distance and make its way back towards you. She climbs out of the flooded tunnel, dripping wet, shivering slightly. It's possible, the tunnel slopes upwards on the other side, doesn't look like it goes down again. "Good," says Drusilla, "Looks like we are all going for a little swim." Solaria stares at the water. *choice #Make it clear that you think this is a really bad idea... No one is listening, already shrugging out of their clothes and packing them into waterproof bags, then squeezing the air out. *goto pre_dive_clothing #Well, If Mildred can do it... Everyone shrugs out of their clothes, packing them into the waterproof bags then squeezing the air out. *label pre_dive_clothing It seems they're all wearing bodygloves under their regular clothes *if armor = "flak armor" *gosub_scene subroutine_armor armor_removal *gosub_scene subroutine_armor clothing_removal unlike you, with your bulky flak armor. You unbuckle your armor and pull off your ${clothing} packing them into one of the waterproof bags. *if armor = "hardened body glove" just like you. You pull off your ${clothing} leaving you in your bodyglove. *gosub_scene subroutine_armor clothing_removal Without saying anything else, Solaria wades into the water, dragging her pack behind her and disappears following the rope. Drusilla follows, leaving you and Mildred. "Your turn now newbie." she says, not unkindly, "don't forget to hold your breath, its not long." You wade in, cold water chilling your calves and grasp the rope, pulling yourself along to the point where the tunnel roof drops below the surface of the water. There's nothing else to do but dive under, using the rope to guide you. *page_break *if ((S_1d100 + 10) <= (S * swim)) Dragging your pack makes it difficult, a few trapped air bubbles pulling you upwards towards the tunnel roof, but despite that you manage to haul yourself along swiftly using the rope and emerge out the other side of the tunnel to where Drusilla and Solaria are waiting. *goto swimming_aftermath1 *elseif (S_1d100 <= (S * swim)) Dragging your pack makes it difficult, a few trapped air bubbles pushing you up towards the tunnel roof. You have a moment of panic as you bump into something you cannot properly see, thinking the tunnel is blocked, before you move around the protruding pipework. You haul yourself along, lung straining and emerge out the other side of the tunnel, taking a huge breath. You see Drusilla and Solaria waiting at the edge of the water. *goto swimming_aftermath1 *elseif ((S_1d100 - 10) <= (S * swim)) Dragging your pack makes it difficult, a few trapped air bubbles pushing you up towards the tunnel roof. You have a moment of panic as you bump into something you cannot properly see, thinking the tunnel is blocked. You flounder, bubbles bursting from your mouth involuntarily. YOur lungs are screaming as you haul yourself around the protruding pipework. In panic you dray yourself to the end of the flooded section, lungs fit to bursting and emerge back into air, taking a gasping breath. You slump into the shallow water and Drusilla rushes to help you back onto the dry. /Lose 1 Wound/ *set WC - 1 *goto swimming_aftermath1 *elseif ((S_1d100 - 20) <= (S * swim)) Dragging your pack makes it difficult, trapped air bubbles pushing you up towards the tunnel roof. You panic as you bump into something you cannot properly see, thinking the tunnel is blocked. You flounder, bubbles bursting from your mouth involuntarily. Your lungs are screaming as you haul yourself around the protruding pipework. In panic you dray yourself to the end of the flooded section, lungs fit to bursting and emerge back into air, taking a gasping breath. You slump into the shallow water and Drusilla rushes to help you back onto the dry. /Lose 2 Wounds/ *set WC - 2 *goto swimming_aftermath1 *else Dragging your pack makes it difficult, trapped air bubbles pushing you up towards the tunnel roof. You panic as you bump into something you cannot properly see, thinking the tunnel is blocked. You flounder, bubbles bursting from your mouth involuntarily and you accidentally let go of the rope. Your lungs scream as you search for it frantically, more air escaping through you lips. You swing the torch around frantically and see the rope, grasping it you make one last effort to haul yourself along the tunnel, not even sure which direction you are going in. Lungs burning you emerge out into the tunnel air, taking a ragged, painful breath, spitting out foul water. You slump into the shallow water and Drusilla rushes to help you back onto the dry. /Lose 3 Wounds/ *set WC - 3 *goto swimming_aftermath1 #Advocate for Mildred scouting out the underwater tunnel. You mention that its a long way back. Drusilla nods and orders Mildred to swim to the other side with the rope tied round her waist. *goto mildred_swim_rope *if flooding_aware = 1 #Remind them of what the Quatermaster said about flooding. *label quatemaster_warning_remind You remind them of the quatermaster's words when issuing your equipment. She advised you to turn back if you encountered flooded tunnels. *if ((fel_1d100 - 40) <= (fel * command)) Your authoritative points sway the others and Drusilla orders you all to head back to the last junction. *page_break *goto crossing *else Despite the words of the quartermaster your protestations fall on deaf ears and Drusilla orders Mildred to swim to the other side of the flood. Without a word, Mildred heads back into the water. Meanwhile the rest of you busy yourselves with packing your gear into the waterproof sacks you got from the quartermaster. Drusilla makes sure to double wrap the tunnel map. This feels like a bad idea. *goto mildred_swim_scout #Wait to see what the others will do. You stop at the edge of the flood. waiting for the others to catch up. "Mine flood." says Mildred, turning to Drusilla. "Not unusual. We going through?" "Not sure, we should send someone to check it out." *choice #Volunteer to wade out into the water. *set rel_mildred + 1 *set rel_drusilla + 1 *goto flood_walk #Leave it to someone else. Mildred volunteers to check out the tunnel, she shrugs off her pack and walks in, torch held high. It rises to her knees, then to her waist then chest before you see the light coming back. She walks out of the flooded shaft, water running of her bodyglove and pooling at her feet. If she is cold she doesn't show it. "Tunnel disappears underwater," is all she says. Drusilla pears at her map, "It's miles back to the last turn-off. This tunnel should lead straight to the Shatters." Mildred leans forward, careful not to drip water onto the map, your only way of navigating down here. "See here, the tunnel slopes upwards, that should only be 20 or so meters from here. Perfectly swimable." *if swim >= 1 *goto tunnel_swim *else *goto tunnel_mildredswim_choice *label swimming_aftermath1 *gosub_scene subroutine_armor clothing_retrieval *if armor = "none" *gosub_scene subroutine_armor armor_retrieval Mildred comes out of the tunnel behind you, bringing the rope with her. The four of you take a moment to recover from the ordeal, drying off and putting clothes back on before continuing towards the Shatters. *goto shatters_post_swim *label swimming_aftermath2 *page_break *gosub_scene subroutine_armor clothing_retrieval *if armor = "none" *gosub_scene subroutine_armor armor_retrieval The four of you get dressed and retrieve your gear, drying yourselves off as best as possible and head deeper into the mine towards the Shatters. *if go_last_swim = 1 /Gain 40 XP for being first and last through the flooded tunnel/ *set XP + 40 *set XP_remain + 40 *achieve caveswimmer *goto shatters_post_swim *comment THE SHATTERS - INTRODUTION *label shatters *page_break Safely on the other side you breath a sigh of relief. There is no time for rest, however, Mildred has already set off down the tunnel. You and the others follow. *label shatters_post_swim *page_break "We're getting close." says Drusilla. You have paused for a break where the tunnel opens out slightly. You have been walking for around four hours. You take a sip from your canteen and are about to break open a CS ration when Solaria calls you all. "Look at this." She's pointing to the glass window of a steel door set into the wall. A bloody handprint obscures what lies beyond. Mildred draws her sword and gestures to you to spread out. Perspiration beads on your forehead as you clutch your ${Gun}. *page_break She reaches for the handle of the door... …and it doesn't open. Well it opens a few centimeters but no more. Something is obviously blocking it. "Blocked." Says Mildred. "This isn't the way we need to go, but it doesn't look good." says Drusilla. *choice #Leave the door alone. You have no desire to see what is behind this particular door. *page_break *goto shatters2 #Wedge a frag grenade in the opening. *set rel_mildred - 2 *set rel_drusilla + 2 *set XP + 10 *set XP_remain + 10 *set frag - 1 *if paranoia = 1 [i]You have to know whats behind there. It could be important.[/i] *line_break *line_break *if jaded = 0 *set insa + 2 With a loud crump the door falls inwards. Shining your torch within reveals a charnel house. Mutilated bodies litter the floor. You fall backwards, resiting the urge to vomit. Solaria steps forwards, seemingly unaffected. "Mutants, look," she says, pointing to a face with an extra eye, another with a vestigial hand growing from the abdomen. "The question is, what killed them?" "We should go, the sound might have attracted someone, or something." says Drusilla. /Gain 10 XP Points/ *line_break /Gain 2 Insanity Points/ *page_break *goto shatters2 *if jaded = 1 *if home_world = "Darkholder" With a loud crump the door falls inwards. Shining your torch in reveals a charnel house. Mutilated bodies litter the floor. It's just meat, you've seen worse sights down in the darkholds. From meat we came and to meat we return. *label jaded_darkholder_bodies *line_break *line_break Solaria steps forwards, seemingly likewise unaffected. "Mutants, look," she says, pointing to a face with an extra eye, another with a vestigial hand growing from the abdomen. "The question is, what killed them?" "We should go, the sound might have attracted someone, or something." says Drusilla. /Gain 10 XP Points/ *page_break *goto shatters2 *elseif home_world = "Mind Cleased" With a loud crump the door falls inwards. Shining your torch in reveals a charnel house. Mutilated bodies litter the floor. Your engramic inductions have rendered you strangely inured to such mundane horrors. You look at the corpses, more curious than anything else, your lack of feeling a reminder of the emptiness where your memories once were. *goto jaded_darkholder_bodies *else With a loud crump the door falls inwards. Shining your torch in reveals a charnel house. Mutilated bodies litter the floor. It's just meat you think. Ive felt worse. I've seen worse. This might be hell, but so was what you experienced during your sanctioning. *goto jaded_darkholder_bodies *comment ================================================ *comment ======THE SHATTERS====== *label shatters2 You descend even deeper into the mines. *page_break "This is it." Drusilla says, pointing to an old rusting door labeled XII. Red graffiti above it declares this to be the Shatters. The rock here appears broken, spiderweb cracks running through it. Runny gray liquid oozes from these gaps, collecting in pools on the floor. The door is filthy, caked in slime, a crude wheel is mounted in the middle. "Weapons out." says Drusilla, pulling an antique looking revolver from her dress. Mildred unsheathes her sword and Solaria produces a laspistol from somewhere. *page_break Enter the Shatters. The door squeals as Drusilla turns the wheel, then swings open. A miasma of foetid air reaches your nostrils. The corridor extends for some distance ahead of you. Flickering light generated by green lamps set in support pillars casts everything in a sickly glow. They reveal a macabre scene. The floor is covered in blood, suggesting a great slaughter took place here. Chunks of flesh and glistening organs confirm it. Scattered here and there are blood sodden Imperial Guard uniforms, some still wrapped around pieces of their former owners. *if jaded = 0 Such horrific slaughter. /Gain 2 Insanity Points/ *set insa + 2 A door is set in the west wall a few meters ahead while the tunnel continues on ahead. *page_break Something stirs in the darkness... *gosub_scene subroutine_enemies mutant_guardsman *set enemyW - 1 …something big, something that stinks. You see it lurch to its feet, swiveling its massive head. It fixes you with eight glowing eyes, erupting randomly about its vaguely human head. It chuffs as it begins to charge towards you, the sickly light revealing it still wears the tatters of an Imperial Guard uniform. Your companions immediately spread out, weapons raised. Solaria fires her laspistol, red beam lancing forward to strike the mutant in the chest. It barely slows down. You need to act quickly. *comment ======MUTANT GUARD COMBAT====== *comment MUTANT GUARD - ROUND 1 *label mutant_guard *gosub_scene subroutine_rolls_combat *gosub_scene subroutine_psy_roll Mutant Wounds: ${enemyW}/17 *choice #Shoot it with your ${gun}. *label mutant1_shoot You fire your ${gun} at the charging mutant. *if (BS_1d100 - 10) <= BS *label mutant1_unnaturalaim *gosub_scene rsub_deal_damage single_hit A direct hit. A ${Gfire_type} from your weapon strikes the mutated soldier in the head. Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *elseif (BS_1d100 - 30) <= BS A grazing hit. Your ${Gfire_type} scores a line across the mutated soldier's arm. *set enemyW - 1 Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *else Your shot goes wide. At least you didn't hit one of your companions. Mutant Wounds: ${enemyW}/17 *goto mutant_round2 #Draw your ${melee} and charge. You charge forward, ${melee} raised, prayer to the Emperor on your lips. You aim your blow at the mutant guards's side… *if (WS_1d100 - 10) <= WS …And execute a perfect strike. Your sword bites deep into the mutant's flank and you wrench it free with a spray of ichorous blood. *gosub_scene msub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *elseif (WS_1d100 - 30) <= WS …And manage to graze the mutant's arm as it twists out of your reach. *set enemyW - 1 Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *else …And miss completely. At least you didn't slice off one of your fingers. Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *selectable_if (frag > 0) #Throw a frag. "Fire in the hole!" you pull the pin and hurl the frag grenade at the charging mutant soldier… *set frag - 1 *if (BS_1d100 - 10) <= BS …it lands perfectly between his feet. You're companions dive into cover as it explodes with a dull crump. The mutant staggers and falls before trying to rise. *gosub_scene rsub_deal_damage grenade Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *elseif (BS_1d100 - 30) <= BS …it goes wide, but not too wide. You're companions dive into cover as it explodes with a dull crump. The blast catches the mutant, it staggers before continuing on. *set enemyW - 2 Mutant Wounds: ${enemyW}/17 *goto mutant_round2 *else …or at least you try to. You fumble and the grenade lands closer to you than to the mutant. You're companions dive into cover as it explodes with a dull crump. The explosive blast catches both you and the mutant. /lose 2 wounds/ *set WC - 2 *set enemyW - 1 Mutant Wounds: ${enemyW}/17 *goto mutant_round2 #Reach into the Warp... Frantically you reach for the source of your true power. That which permanently separates you from the others. *choice *selectable_if (deja_vu = 1) #Deja vu *if WP_roll >= deja_vuT You reach into the warp, using the twisted energies to trap the mutant in a momentary mental loop. For a few seconds the mutant puts its right foot forward then draws it back, only to repeat the motion. This gives your companions time to attack. *set enemyW - 4 Mutant Wounds: ${enemyW}/17 *page_break The effect of your powers quickly fades and the mutant shakes its head, charging towards you. You quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *else You try to reach into the warp but the fickle power refuses to obey your will. You clear your head and quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *selectable_if (inflict_pain = 1) #Inflict Pain *if WP_roll >= inflict_painT You reach into the warp, using the twisted energies to fill the mutants corrupt mind with unspeakable pain. It bellows, enraged but does not falter. It seems it was already in considerable pain from its mutations. You quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *else You try to reach into the warp but the fickle power refuses to obey your will. You clear your head and quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *selectable_if (spasm = 1) #Spasm *if WP_roll >= spasmT You reach into the warp, using the twisted energies to disturb the muscles of the charging mutant. It trips and falls, convulsing, giving your companions time to attack. *set enemyW - 4 Mutant Wounds: ${enemyW}/17 *page_break The mutant pulls itself back to its feet, breaking into a run towards you. You quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *else You try to reach into the warp but the fickle power refuses to obey your will. You clear your head and quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot *selectable_if (unnatural_aim = 1) #Unnatural Aim *if WP_roll >= Unnatural_aimT You reach into the warp, using the twisted energies to guide your ${gun}. You close your eyes and squeeze the trigger… *goto mutant1_unnaturalaim *else You try to reach into the warp but the fickle power refuses to obey your will. You clear your head and quickly snap off a shot with your ${gun}. *page_break *goto mutant1_shoot #You either cannot, or will not use any of these powers. *goto mutant_guard *comment ================================================ *comment MUTANT GUARD - ROUND 2 *label mutant_round2 *gosub_scene subroutine_rolls_combat *gosub_scene subroutine_psy_roll *if enemyW < 1 "Damn." Mildred say. "Good work." /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 *goto mutant_dead *else And then it's amongst you. Solaria dives backwards out of its grasp as Mildred slashes at one of its slab like arms. *set enemyW - 2 Mutant Wounds: ${enemyW}/17 *if enemyW < 1 *goto mutant_dead "Get behind it!" Drusilla shouts as she fires her revolver at point blank range. A powerful slug strikes it in the stomach. *set enemyW - 4 Mutant Wounds: ${enemyW}/17 *if enemyW <= 0 *goto mutant_dead You manage to avoid being struck as it flails around. Time to act. *choice #Ignore Drusilla and try to shoot it. *set rel_drusilla - 1 *if BS_1d100 <= BS A direct hit. A ${Gfire_type} from your weapon strikes the mutated soldier in the head. *gosub_scene rsub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *if enemyW < 1 *goto mutant_dead *else *page_break *goto ignore_drusilla_attack *elseif BS_1d100 < (BS + 20) A grazing hit. A ${Gfire_type} hits the side of the Mutant's head, blowing off an ear. *set enemyW - 1 Mutant Wounds: ${enemyW}/17 *if enemyW < 1 *goto mutant_dead *else *page_break *goto ignore_drusilla_attack *else Your shot goes wide. At least you didn't hit one of your companions. Mutant Wounds: ${enemyW}/17 *page_break *goto ignore_drusilla_attack #Ignore Drusilla and use your sword. *if WS_1d100 <= WS …And execute a perfect strike. Your sword bites deep into the mutant's flank and you wrench it free with a spray of ichorous blood. *gosub_scene msub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *if enemyW < 1 *goto mutant_dead *else *page_break *goto ignore_drusilla_attack *elseif WS_1d100 <= (WS + 20) …And manage to graze the mutant's arm as it twists out of your reach. *set enemyW - 1 Mutant Wounds: ${enemyW}/17 *if enemyW < 1 *goto mutant_dead *else *page_break *goto ignore_drusilla_attack *else …And miss completely. At least you didn't slice off one of your fingers. Mutant Wounds: ${enemyW}/17 *goto ignore_drusilla_attack #Circle around behind the mutant and attack it. *if enemyWS_1d100 <= (Ag + 20) You manage to circle around the mutant without injury, avoiding its attacks. *goto behind_mutant *else *set Ag_1d100 100 As you try to circle around, the mutant lashes out at you! *gosub_scene msub_take_damage single_hit *if dam = 0 Its meaty fist slides harmlessly off your armor. Mildred distracts the mutant and you are free to circle around. *goto behind_mutant *elseif WC <= 0 *goto_scene death chapter1_mutant *else After seeing it strike you, Mildred distracts the mutant and you are free to circle around. *goto behind_mutant *comment MUTANT GUARD - ROUND 2 - IGNORED DRUSILLA *label ignore_drusilla_attack *if enemyW < 1 *goto mutant_dead *else Enraged, the mutated Imperial Guard soldier sets its sights on you. *gosub_scene msub_take_damage single_hit *if WC <= 0 *goto_scene death chapter1_mutant *else *goto mutant1_round3 *comment MUTANT GUARD - ROUND 2 - BEHIND MUTANT *label behind_mutant *gosub_scene subroutine_rolls_combat *page_break Mutant Wounds: ${enemyW}/17 With the mutant distracted you are free to attack its back. *fake_choice #Stab it in the back. You take your sword and drive it deep into the monster's back. *gosub_scene msub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 #Shoot it in the back. You take your ${gun} and shoot it in the back, point blank range. *gosub_scene rsub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *line_break *line_break *if enemyW < 1 With that the mutant soldier goes down, blood pooling around it. *page_break Victory. *goto mutant_dead *else *page_break *goto mutant1_round3 *comment ================================================ *comment MUTANT GUARD - ROUND 3 *label mutant1_round3 *gosub_scene subroutine_rolls_combat The foul mutated guardsman is injured but still dangerous. You need to put it down for good. Mutant Wounds: ${enemyW}/17 *choice #Attack with ${gun} *if BS_1d100 <= BS You blast the Mutant with your ${gun}. *gosub_scene rsub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *page_break *if enemyW < 1 *goto mutant_dead *else *goto mutant_round4 *else You fire but your shot goes wide. *page_break *goto mutant_round4 #Attack with your ${melee} You strike at the Mutant with your sword. *if WS_1d100 <= WS With a crunch it bites into the Mutant. *gosub_scene msub_deal_damage single_hit Mutant Wounds: ${enemyW}/17 *page_break *if enemyW < 1 *goto mutant_dead *else *goto mutant_round4 *else Your swing goes wide, missing completely. *page_break *goto mutant_round4 #Hang back. Deciding the better part of valor… is discretion, you hang back, leaving the rest of the combat to the others. Cowardice is its own reward. The mutant goes for Solaria. She struggles to draw a hand weapon. *set rel_drusilla - 3 *set rel_mildred - 3 *page_break *goto mutant_autokill *comment ================================================ *comment MUTANT GUARD - ROUND 4 *label mutant_round4 Sorely injured, the Mutant takes a swing at you, *if ag_1d100 <= (Ag * dodge) missing. *goto mutant_autokill *else *set ag_1d100 100 raking its claw across your ${armor}. *gosub_scene msub_take_damage single_hit *gosub_scene subroutine_talents fate_burn *if WC <= 0 *goto_scene death chapter1_mutant *else *goto mutant_autokill *comment MUTANT GUARD - AUTOKILL *label mutant_autokill As it does it stumbles. Mildred pivots, sword tracing a lethal arc across the beast's throat, thick blood gushes out and the mutant guard collapses to the tunnel floor. *page_break *goto mutant_dead *comment ================================================ *comment ================================================ *comment ================================================ *comment MUTANT GUARD - AFTERMATH *label mutant_dead *gosub_scene subroutine_powers healer_roll The mutated Guardsman lies in a pool of its own foul blood. Your lungs heave as you come to terms with your first combat as part of the Inquisition. It seems you didn't make a total fool of yourself. And you survived. Solaria points into the dark. "He came from in there." *label mutant_dead_next *gosub_scene subroutine_rolls *choice *if (((((healer = 1) and (WC < W)) and (flagellant = 0)) or (((healer = 1) and (WC < (W - 1))) and (flagellant = 1))) and (healer_use = 0)) *disable_reuse #Use your healing powers on yourself. *gosub_scene subroutine_powers healer_use You use the warp to heal yourself. You grit your teeth in pain as blood clots and flesh knits. You will not be able to do that again for some time. /You recover ${healer_1d5} Wounds/ *goto mutant_dead_next *disable_reuse #Examine the dead mutant's deformities. It has pronounced musculature that looks decidedly unnatural, but the most disturbing aspect are the additional eyes, erupted at random across its face. The flesh looks like it has melted and reformed to accommodate them. *if jaded = 0 *line_break *line_break You feel sick. *goto mutant_dead_next *disable_reuse #Search the dead mutant's body. You poke the body of the mutant. It wears dog-tags with the name Hastus. *choice #Take the dog tags. *set dog_tags 1 You pocket the dog tags. *goto mutant_dead_next #Don't bother. *goto mutant_dead_next *disable_reuse #Search the mutant's lair. You peer into the area where Solaria pointed. There is a heap of severed heads in a bloody pit. There are bones scattered around. *choice #Search the pit. *set rel_drusilla + 1 *set insa + 1 You search through the heads in the pit. A couple still have Guard helmets on, some have had their eyes gouged out. The smell is terrible. /Gain 1 Insanity Point/ "What were you hoping to find in there?" says Drusilla. *goto mutant_dead_next #Don't bother. *goto mutant_dead_next *disable_reuse #Investigate the door in the west wall. You walk up to the metal door and try the handle, ${gun} in hand. It is wedged shut. Something is piled up against the other side. *label door *choice *disable_reuse #Barge it with your shoulder. *if (S_1d100 - 10) <= S Your strike the door with a strong blow, forcing it open. *goto rat *else *if ((S <= 25) and (T <= 25)) You bump one anemic shoulder against the door ineffectually. *goto door *else Your bump into the door ineffectually. *goto door *selectable_if (frag > 0) #Blow it with a frag *set frag - 1 The door flies backwards, frag grenade blasting away whatever whatever was blocking it. *goto rat #Leave the door alone. *goto mutant_dead_next #Head further into the Shatters. *goto shatters3 *comment RAT'S ROOM - PSYNISCIENCE *label rat *gosub_scene subroutine_rolls *set XP + 5 *set XP_remain + 5 A 'crete room lies beyond filled with open cupboards, empty cabinets and overturned tables. From behind one of them a man in grey overalls jumps up, "Don't hurt me! I dun nothing wrong" he says. Mildred vaults over the table, blade pressed to his neck. She looks at Drusilla with askance. "Who are you?" Drusilla says. "I did nothin' wrong. Doan hurt me… Please." "Who. Are. You." "I'm Rat. I'ma loyal man, miner man. I jus' been hidin' in here. From tha guns and the beasties." he babbles. /Gain 5 XP/ Drusilla turns to you. "Do you sense anything? In response you try to examine him with your Psyniscience. *page_break Examine Rat. *if paranoia = 1 *if (per_1d100 - 10) <= per You examine him for warp-taint and sense nothing. But how can you be certain? Maybe you missed something. *choice #Say he's clear. *goto rat_clear #Say there might be taint. There's no way you can be certain. Better safe than sorry. You tell Drusilla that you can't be certain if he is free from taint or not. *goto rat_dead *else You try to examine him but the Warp is fickle and you struggle to sense anything. He seems to be normal but can you really trust yourself? What if he's just good at hiding? What if he's deliberately interfering with your powers. He probably is hiding something… *goto rat_fatechoice *elseif per_1d100 <= (per + 10) *set XP + 5 *set XP_remain + 5 You examine him for warp-taint and sense nothing. You tell the others. "Let him go." Drusilla says, exasperated. Mildred retracts her blade. Rat collapses into obsequious thanks. /Gain 5 XP/ *goto rat_alive *else You try to examine him but the Warp is fickle and you struggle to sense anything. He seems to be normal but you can't tell if he is genuinely free from warp-taint or if your vision was clouded. *label rat_fatechoice *choice #Say he's clear. *label rat_clear *set rat_alive 1 Even though you can't be sure, you tell her he's clear. *if corr <=7 /Gain 1 corruption point/ *set corr + 1 "Let him go." Drusilla says, exasperated. Mildred retracts her blade. Rat collapses into obsequious thanks. *goto rat_alive #Admit your psyniscience has failed you. You admit that the warp has prevented you from checking him properly. *goto rat_dead *if paranoia = 1 #Say he's tainted. You tell them that you can sense warp-taint on him. Can you really? better safe than sorry. Mildred's sword traces a red line across his neck. He slumps to the floor, gurgling blood. *if (jaded = 0) and (insa < 15) /Gain 1 Insanity Point/ *set insa + 1 *line_break /Gain 2 corruption points/ *set corr + 2 "The Inquisition shows no mercy for the agents of Chaos" says Drusilla, satisfied. There is nothing else to see here. You head back out into the corridor. *goto mutant_dead_next *comment RAT'S ROOM - RAT KILLED *label rat_dead *line_break *line_break Mildred's sword traces a red line across his neck. He slumps to the floor, gurgling blood. *line_break *line_break *if (jaded = 0) and (insa < 15) /Gain 1 Insanity Point/ *set insa + 1 *line_break *line_break "Better safe than sorry," she says, flicking blood off her blade. Drusilla nods. There is nothing else to see here. You head back out into the corridor. *goto mutant_dead_next *comment RAT'S ROOM - RAT ALIVE *label rat_alive *line_break *line_break There is little else to be gleaned from the miner. He warns you about the "horrible things" in the Shatters, fear filling his voice. He categorically refuses to leave the room. There is nothing else to do but leave him here for now. *goto mutant_dead_next *comment ================================================ *comment ================================================ *comment ================================================ *comment ================================================ *comment ==========THREE WAY CHOICE========== *label shatters3 You step over the body of the dead mutant, moving up towards a cross junction ahead. The green lights reveal another scene of carnage. Semi-congealed pools of blood cover the floor. Torn clothing and rent flesh lie in piles amidst the blood. The tunnel ahead curves to the left while a side passage leads off to the right. A door is set in the left hand wall of the tunnel, hatch ripped off its hinges. *if per_1d100 <= (per * awareness) You detect a faint pink glow from the tunnel ahead. *page_break You converge for a hurried discussion. Your companions seem torn about what to do. Mildred wants to press on. Drusilla points assertively to the side passage. A whispered argument follows. Solaria is staring into a pool of blood. *label shatter_3way_choice *gosub_scene subroutine_rolls *gosub_scene subroutine_psy_roll *choice *disable_reuse *selectable_if (sense_presence = 1) #Use your Sense Presence power. *if WP_roll >= sense_presenceT The power comes easy to you and you open yourself to the currents of life. In the direction Drusilla is indicating you get a vague sense of something living. Ahead, deeper into the Shatters you feel… something. *goto shatter_3way_choice *else You struggle to sense anything, perhaps something down here must be interfering with your powers. *goto shatter_3way_choice #Agree with Drusilla. *goto shatter_3way_choice_drusilla #Advocate pressing on. You agree with Mildred. Solaria shrugs noncommittally, and Drusilla concedes. Mildred takes point again. *set rel_mildred + 4 *goto shatters_final #What about the hatch with the torn off door? *goto shatter_3way_choice_solaria *comment ================================================ *comment THREE WAY CHOICE - ABOMINATION BATTLE *comment THREE WAY CHOICE - ABOMINATION BATTLE - ROUND 1 *label shatter_3way_choice_drusilla *set rel_drusilla + 3 You agree with Drusilla. Solaria shrugs noncommittally, and Mildred concedes. Mildred takes point as you head up the side passage. It ends in a large 'crete room reeking of chemicals. Reddish fluid leaks from a ruptured tank. It covers the floor in the far end of the room, pooling around other, intact, tanks. "Promethium tanks" says Drusilla, putting away her revolver and drawing her sword. Solaria does the same, drawing a hatchet from underneath her robe. As they do something dark and giggling emerges from behind one of the tanks. It is vaguely human-shaped, but its arms are impossibly long and end in jagged claws. Tufts of matted fur emerged in patches all over its body, particularly around its lamprey mouth. It looks at you with human-like eyes then flings itself towards you, laughing. *if int_1d100 <= (int + 20) [i]You know that promethium is highly flammable, you sheath your ${gun} and draw your sword.[/i] *gosub_scene subroutine_enemies mutant_abomination *label abomination_battle_round1 *gosub_scene subroutine_rolls_combat *choice *selectable_if (int_1d100 > (int + 20)) #Fire your ${gun} at the mutant. *goto shatter_3way_choice_drusilla_fire *selectable_if ((int_1d100 > (int + 20)) and (frag > 0)) #Throw a frag at the mutant. *goto shatter_3way_choice_drusilla_frag #Attack the mutant with your sword. *goto shatter_3way_choice_drusilla_melee #The Warp calls to you... *goto shatter_3way_choice_drusilla_warp *comment ABOMINATION BATTLE - FIRE WEAPON *label shatter_3way_choice_drusilla_fire You fire off a round from your ${gun}. *if BS_1d100 <= BS *set rel_drusilla - 10 *set rel_mildred - 10 *set rel_solaria - 10 Your ${Gfire_type} strikes the Abomination. *gosub_scene rsub_deal_damage single_hit Mutant Abomination Wounds: ${enemyW}/17 "Shit! Watch the promethium!" screams Drusilla. "For Thrones sake put that thing away!" *page_break *goto abomination_arm_sever *else Your shot goes wide, ${Gfire_type} hitting oversized tanks behind the abomination. The tank explodes in a catasttrophic fireball, vaporizing you and your companions. *page_break *goto_scene death chapter1_promethium *comment ABOMINATION BATTLE - THROW FRAG *label shatter_3way_choice_drusilla_frag It's a good throw, the frag explodes, pulverizing the Mutant. It also ignites the spilled promethium. A split second later the tanks explode, vaporizing you and your companions. *goto_scene death chapter1_promethium *comment ABOMINATION BATTLE - MELEE *label shatter_3way_choice_drusilla_melee You draw your ${melee} and attack the mutant abomination with the others, trying to avoid the slick fluid leaking from the tank. *if WS_1d100 <= WS *label abomination_goodstrike You see an opening and lash out with your ${melee}, burying it deep in mutated flash then withdrawing away from the beasts flailing ripost. *gosub_scene msub_deal_damage single_hit Mutant Abomination Wounds: ${enemyW}/17 It's chitinous claws swing at you when Mildred's sword slashes down, severing one of its arms in a clean sweep. A gurgling howl spills out of its lamprey mouth. *set enemyW - 6 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *goto abomination_battle_round2 *elseif (WS_1d100 - 20) <= WS You see an opening and lash out with your ${melee}, the abomination twists out of the way at the last moment and you score a grazing hit. *set enemyW - 1 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *label abomination_arm_sever It's chitinous claws swing at you when Mildred's sword slashes down, severing one of its arms in a clean sweep. A gurgling howl spills out of its lamprey mouth. *set enemyW - 6 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *goto abomination_battle_round2 *else You try to find an opening but only succeed in distracting the mutant. It's chitinous claws swing at you when Mildred's sword slashes down, severing one of its arms in a clean sweep. A gurgling howl spills out of its lamprey mouth. *set enemyW - 6 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *goto abomination_battle_round2 *comment ABOMINATION BATTLE - WARP *label shatter_3way_choice_drusilla_warp *gosub_scene subroutine_psy_roll The eddies of the warp are strange here, you feel like there are only a few things which would have a chance of success. *choice *selectable_if (distort_vision = 1) #Distort Vision *if WP_roll >= distort_visionT You blink out of existence and duck under the mutants swings while your image appears next to the abomination. *line_break *line_break *goto abomination_goodstrike *else The strange currents you can feel in the warp seem to interfere with your abilities, your shaping falls apart. *line_break *line_break *goto abomination_arm_sever *if (int_1d100 > (int + 20)) *selectable_if (flash_bang = 1) #Flash Bang *if WP_roll >= flash_bangT A binding flash of light is the last thing you see, the power enough to ignite the spilled promethium that fills the room. The tank explodes in a catastrophic fireball, vaporizing you and your companions. *page_break *goto_scene death chapter1_promethium *else The strange currents you can feel in the warp seem to interfere with your abilities, your shaping falls apart. *line_break *line_break *goto abomination_arm_sever *selectable_if (fearful_aura = 1) #Fearful Aura *if WP_roll >= fearful_auraT The Warp fills you with power. A terrifying aura radiates out from you. The mutant comes to an abrupt stop. Turning, it begins to flee. Mildred's sword slashes down, severing one of its arms in a clean sweep. A gurgling howl spills out of its lamprey mouth. Drusilla and Solaria take the opportunity to attack as well, sword and hatchet hacking into the one-armed abomination. *set enemyW - 11 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *goto abomination_battle_round2 *else The strange currents you can feel in the warp seem to interfere with your abilities, your shaping falls apart. *line_break *line_break *goto abomination_arm_sever *selectable_if (Luck = 1) #Luck *if WP_roll >= luckT You access the Warp and entice it's streams to flow in your favor. *line_break *line_break *goto abomination_goodstrike *else The strange currents you can feel in the warp seem to interfere with your abilities, your shaping falls apart. *line_break *line_break *goto abomination_arm_sever #You cannot, or will not use any of these powers. *goto abomination_battle_round1 *comment ================================================ *comment THREE WAY CHOICE - ABOMINATION BATTLE - ROUND 2 *label abomination_battle_round2 *if enemyW <= 0 *goto abomination_battle_round3 *gosub_scene subroutine_rolls_combat *page_break The mutated abomination flails around with its one remaining arm, chitinous claw snapping. *if enemyWS_1d100 <= EnemyWS It focuses on you, its all too human eyes locked on yours, razor sharp claw swinging at you. *gosub_scene msub_take_damage single_hit *if Ag_1d100 <= ag You leap to one side, a hair's breath between you and the razor sharp claw. *page_break *goto abomination_wounded *elseif dam = 0 Their claw slides across your ${armor}, failing to penetrate. *goto abomination_wounded *elseif WC <= 0 *goto_scene death chapter1_abomination *else You try to leap out of the way of its attack but you're too slow. The claw slams into you, pincer scissoring. The pincer bites into you, it hurts like hell. You scream in pain. *goto abomination_wounded *else It focuses on Mildred who jumps lithely out of the way of its swing. Solaria's hatchet hacks into its leg. *set enemyW - 3 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *page_break *goto abomination_battle_round3 *comment THREE WAY CHOICE - ABOMINATION BATTLE - ABOMINATION WOUNDED *label abomination_wounded *line_break *line_break While it is distracted by you, Mildred and Drusilla attack the abomination's legs. *set enemyW - 4 *if enemyW < 0 *set enemyW 0 Mutant Abomination Wounds: ${enemyW}/17 *page_break *goto abomination_battle_round3 *comment THREE WAY CHOICE - ABOMINATION BATTLE - ROUND 3 *label abomination_battle_round3 *if enemyW <= 0 The Abomination lies dead. You wipe the fouled blood from your ${melee}. /Gain 30 XP for killing the mutant abomination quickly./ *set XP + 30 *set XP_remain + 30 *goto abomination_battle_victory *else The mutant abomination is missing an arm, limping from your attacks, and is visibly weakening, yet you can still hear its disturbing laughter. It's time to finish this. *choice #Attack again. *set rel_mildred + 2 You go in for the kill, sword cutting into its neck, blood spurts from a severed artery. The mutant collapses. "A good strike." says Mildred. *page_break The Abomination lies dead. You wipe the fouled blood from your ${melee}. /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 *goto abomination_battle_victory #Distract it. *set rel_drusilla + 2 You shout, waving your sword. The Mutant turns its human eyes and slobbers at you from its disgusting mouth. Its eyes bulge wide as Mildred's sword bursts from its chest. It collapses, sliding off her blade. "Good work." says Drusilla. *page_break The Abomination lies dead. You sheath your ${melee}. /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 *goto abomination_battle_victory *comment THREE WAY CHOICE - ABOMINATION BATTLE - VICTORY *label abomination_battle_victory *page_break *set for_knowledge 15 Drusilla examines the dead mutant closely, tilting its head with her boot to expose its horrifying visage. "This is not ordinary mutation. Abominations like this come from darker influences. Be ready." There's more than just mutants down here. Forewarned is for-armed. *page_break *goto shatters_final *comment ================================================ *comment THREE WAY CHOICE - SOLARIA OPTION *label shatter_3way_choice_solaria *set rel_solaria + 2 You indicate to the hatch. "I agree with ${name}. We should look in there." Solaria perks up unexpectedly then walks over to the hatch, confidently stepping inside. You follow cautiously. *gosub_scene subroutine_rolls *page_break The room is ghastly. Inside is a heap of chewed up remains. Imperial Guard, miners and a third group you can't identify. Something has torn them to pieces and strewn the viscera in all directions. Solaria stands calmly in the center of it all looking around. *if jaded = 0 *set insa + insanity_1d5 /Gain ${insanity_1d5} Insanity Points/ *line_break *line_break *if T_1d100 <= T You feel sick, bile rising in your throat. Drusilla places her hand gently on your back and you manage to suppress the urge to throw up. *if T_1d100 > T You vomit noisily, bent double. Drusilla places her hand gently on your back and you catch sight of Mildred smirking at you. Relieved of your CS rations you wipe your mouth and straighten up. *set rel_drusilla + 1 *set rel_mildred + 1 *if jaded = 1 It's not as bad as it looks, or else you just don't care. You step alongside Solaria, trying to avoid putting your foot in any piles of meat or organs. *set rel_solaria + 2 *if paranoia = 1 [i]Why did she want to come in here?[/i] *line_break *line_break You see Solaria kneel down, holding her hair up to prevent it dipping in blood, and pluck something gingerly from a heap of meat. She straightens and holds up a necklace depicting a crude amalgam of three circles and three arrows, pinched gingerly between thumb and forefinger. She raises it for you all to see then throws it back among the dead. *if corr >= 10 /Gain 2 Corruption Points/ *set corr + 2 *if corr < 10 /Gain 4 Corruption Points/ *set corr + 4 *line_break *line_break "Vile signs of Chaos." she says. Drusilla and Mildred both make warding gestures and you follow their lead. /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 *set for_knowledge 15 There's more than just mutants down here. Forwarded is for-armed. *page_break Drusilla and Mildred agree that you need to press on deeper into the Shatters. *goto shatters_final *comment ================================================ *comment ======================================================= *comment ======================================================= *comment +++++++++++++++++++++SHATTERS FINALE+++++++++++++++++++++ *comment +++++++++++++++++++++SHATTERS FINALE+++++++++++++++++++++ *comment +++++++++++++++++++++SHATTERS FINALE+++++++++++++++++++++ *comment ======================================================= *comment ======================================================= *label shatters_final *page_break You continue along the main tunnel. As you do pinkish light becomes more and more prevalent, suffusing the tunnel in a lurid glow. As you round the corner you see that the light is shining fourth from a great lavender crystal erupting from a crack in the floor and extending almost to the ceiling. As you approach the light seems to flicker insistently, hypnotically. *gosub_scene subroutine_rolls *page_break You feel something seeping into you, malevolent, twisting... The light of the stone seeps into you, demanding you change, demanding you twist, trying to warp your flesh. You struggle against the influence. *if resist_possession = 1 You instinctively throw up your mental barriers, your training in resisting possession, using the warp itself to counter the stone's attempts to possess your flesh. It recoils as if burned. *goto final_fight_round1 *if T_1d100 <= ((T + 10) + for_knowledge) With a groan you fight through the mutating influence of the stone and feel its malign presence retreat from your body. *goto final_fight_round1 *else You can't fight it. You feel your flesh begin to shift… *if FC > 0 *if T_2d100 <= ((T + 20) + for_knowledge) *page_break …The sound of Holy Prayer reaches you. [i]"Faith in The Emperor defends against Corruption. Faith in The Emperor defends against Mutation. Faith in the Emperor Defends against Chaos."[/i] Solaria chants as she marches towards the stone, rosary held out in front of her. [i]"Faith in The Emperor defends against Corruption. Faith in The Emperor defends against Mutation. Faith in the Emperor Defends against Chaos."[/i] Her prayer gives you the strength to fight through the mutating influence of the stone. You feel its malign presence retreat from your body. /Fate Points - 1/ *set FC - 1 *page_break *goto final_fight_round1 *else *line_break *line_break …this is the end… *choice *selectable_if (F > 0) #Reach out to the Emperor. *set F - 1 *if FC > F *set FC F In desperation you call out the Emperor's name. Somehow you feel the stones mutagenic influence retreat from your body. Your prayer was answered. You feel somehow [i]lessened[/i]. You have a feeling your prayers are less likely to be answered in the future. /Fate Point Burn/ *gosub_scene subroutine_talents voidborn_charmed *page_break *goto final_fight_round1 #You cannot. *goto_scene death chapter1_mutation *comment ================================================ *comment ==========FINAL FIGHT - ROUND 1========== *label final_fight_round1 *gosub_scene subroutine_enemies plaguebearer_weakened *gosub_scene subroutine_rolls *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls_combat *gosub_scene subroutine_talents hatred_daemons *if corr >= 10 *set corruption_1d5 - 1 *if insa >= 10 *set insanity_1d10 - 1 *if hatred_daemons = 1 *set WS_1d100 - 10 The others appear less effected, shrugging off the stone's desires. In response to its failure the stone shudders and splits, belching fourth a terrifying creature. *page_break *set insa + insanity_1d10 *set corr + (corruption_1d5 + 2) *set enemyW - 2 Bloated and malformed, it clutches a rusted cleaver, glaring at you with a central milky-white eye. Open sores weep pus and a pestilent miasma hangs around it. You hear the buzzing of a thousand flies and the smell of sickness and rot fills the tunnel. Your vision is beset by phantasmal insects with human faces swarming about you, landing on you, biting your flesh. /Gain ${insanity_1d10} Insanity Points/ *line_break /Gain ${corruption_1d5 + 2} Corruption Points/ "Plaguebearer!" shouts Drusilla, firing her revolver. Solaria's voice rises in chant above the sound of buzzing, [i]"I tread the path of Righteousness. Though it be paved with broken glass, I will walk it barefoot; though it cross rivers of fire, I will pass over them; though it…"[/i] Their voices snap you back to reality. You see the Daemon's cleaver clash with Mildred's slender sword. They push against each other for a moment before she is flung backwards. She twists in the air, throwing a knife which embeds in the monstrosity's chest, before crashing into the wall of the tunnel with sickening crunch. *label plaguebearer_round1 Plaguebearer Wounds: ${enemyW}/13 *if int_1d100 <= (((int + 30) + Flore_modifier) * Flore_daemon) [i]You recognize this as a Plaguebearer of Nurgle. Daemons like this are immune to powers used to cloud, control or delude their minds.[/i] *if int_1d100 <= (((int + 10) + Flore_modifier) * FLore_daemon) [i]You wrack your brain for knowledge of such creatures. [i]Daemons cannot manifest in real-space without a serious veil disruption, or else some sort of connection back to the Warp. Your gaze is drawn to the lavender stone…[/i] *set stone_lore 1 *comment FINAL FIGHT - ROUND 1 - CHOICES *choice *if ((stone_lore = 1) and (frag > 0)) #throw a frag at the stone. *set frag - 1 You take a frag grenade and throw it at the daemonic stone… *if BS_1d100 <= (BS + 10) *page_break The frag flies out of your hand and sails into the fissure the plaguebearer emerged from. It explodes with a crump, shattering the stone. /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 *achieve stonekiller Razor sharp shards of crystal fly out in all directions. *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *gosub_scene subroutine_powers healer_roll *page_break *goto stone_dodge *else Your frag sails harmlessly past the stone, its explosion chipping a small fragment off but doing nothing else. You see the Daemon bearing down on you… *goto plaguebearer_round2 #Shoot the Daemon with your ${gun} You fire your ${gun} at the horrifying presence… *if BS_1d100 <= BS *label plaguebearer_round1_ranged_hit A good hit. Your ${gfire_type} slams into the plaguebearer, blasting away rotten flesh. It's milky central eye look at you, ragged mouth hanging open. *gosub_scene rsub_deal_damage single_hit Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *elseif BS_1d100 <= (BS + 20) A glancing blow, your ${gfire_type} blows a small chunk of rotten flesh off the plaguebearer. It's milky central eye look at you, ragged mouth hanging open. *set dam 1 *set enemyW - 1 /You deal ${dam} wounds./ Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *else You miss, ${gfire_type}s hitting the tunnel walls. Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 #Draw your ${melee} and fight hand to hand. You draw your sword and charge the plaguebearer. *line_break *line_break *if WS_1d100 <= WS A good hit, you trace a line across the plaguebearer's side. Instead of blood, stinking fluid weeps out. *label plaguebearer_round1_melee_hit *gosub_scene msub_deal_damage single_hit It's milky central eye look at you, ragged mouth hanging open. Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *elseif WS_1d100 <= (WS + 20) A glancing blow, it traces a line across the plaguebearer's side. Instead of blood, stinking fluid weeps out. It's milky central eye look at you, ragged mouth hanging open. *set dam 1 *set enemyW - 1 /You deal ${dam} wounds./ Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *else Your swing clashes with the plaguebearer's cleaver. It's milky central eye look at you, ragged mouth hanging open. Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *selectable_if (frag > 0) #Throw a frag at the Daemon. *set frag - 1 *if BS_1d100 <= BS A good throw. Your frag explodes in front of the Daemon. *gosub_scene rsub_deal_damage grenade Plaguebearer Wounds: ${enemyW}/13 *if enemyW < 1 The frag explodes right under the Daemon, sizzling chunks of infected meat are flung through the air. They quickly dissolve into a foul slime. *page_break *goto plague_dead *else *page_break *goto plaguebearer_round2 *elseif BS_1d100 <= (BS + 40) Your grenade flies completely off target. Its hard to imagine a worse throw. It misses the Daemon, sailing towards the stone instead and landing in the fissure the Plaguebearer emerged from. It explodes with a crump, shattering the stone. Razor sharp shards of crystal fly out in all directions. *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *gosub_scene subroutine_powers healer_roll *page_break *goto stone_dodge *else Your grenade flies wide, exploding harmlessly. *page_break *goto plaguebearer_round2 #The veil is thin here. Fight fire with fire... *choice *selectable_if (deja_vu = 1) #Deja Vu *if WP_roll >= Deja_vuT You reach out to try to warp the Daemon's mind and recoil in horror at what you find. /Gain 2 Insanity Points/ *line_break /Gain 2 Corruption Points/ *set corr + 2 *set insa + 2 Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round2 *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (distort_vision = 1) #Distort Vision *if WP_roll >= Distort_visionT You blink out of existence and your image re-appears a few meters away. Effectively invisible for a brief time, you loop behind the Plaguebearer and plunge your sword into its back. *goto plaguebearer_round1_melee_hit *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (flash_bang = 1) #Flash Bang *if WP_roll >= Flash_bangT *set enemyW - die_1d5 You grasp the Warp, collecting power. shouting to your comrades to cover their eyes you release it in a deafening crack and blinding flash. Momentarily disorientated the Daemon flails its cleaver around. Solaria takes the opportunity to snap off a shot with her las pistol. Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round2 *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (inspiring_aura = 1) #Inspiring Aura *if (WP_roll + WPbonus) >= Inspiring_auraT *set enemyW - die_1d5 You seem to glow with inner light. Solaria's chanting takes on a domineering cadence. The Plaguebearer falters and takes a step backwards. Drusilla uses the opportunity to open fire at the monstrosity with her hand-cannon. Plaguebearer Wounds: ${enemyW}/13 *page_break *goto plaguebearer_round2 *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (spasm = 1) #Spasm *if WP_roll >= SpasmT *set enemyW - 1 The Plaguebearer twitches, but then its already twitching. It doesn't do much else. Solaria takes the opportunity to snap off a shot with her las pistol. Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round2 *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (unnatural_aim = 1) #Unnatural Aim *if WP_roll >= Unnatural_aimT You close your eyes and fire… *goto plaguebearer_round1_ranged_hit *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 *selectable_if (warp_howl = 1) #Warp Howl *if WP_roll >= Warp_howl *set enemyW - 1 You let out a keening screech into the warp. The Plaguebearer's head snaps round and it begins to advance on you! Well if you'd wanted to get its attention you have. Solaria takes the opportunity to snap off a shot with her las pistol. Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round2 *else You try to manifest your power but it slips from your grasp like water. The warp is in tumult here and you are left momentarily disorientated by these chaotic disturbances. *goto plaguebearer_round2 #You either cannot or will not use any of these powers. *goto plaguebearer_round1 *comment ================================================ *comment ==========FINAL FIGHT - ROUND 2========== *comment FINAL FIGHT - ROUND 2 - PLAGUEBEARER ATTACKS *label plaguebearer_round2 *page_break *gosub_scene subroutine_rolls *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls_combat *gosub_scene subroutine_talents hatred_daemons *gosub_scene subroutine_powers healer_roll The Plaguebearer strikes at you with its foul cleaver, you attempt to dodge… *page_break *if Ag_1d100 <= (Ag * dodge) Somehow you manage to jump out of the way of its horizontal arc. *goto plague_round2_part2 *else It's cleaver strikes you. *gosub_scene msub_take_damage single_hit *if WC < 1 It's a terrible blow, cutting deep into your side, the daemon wrenches its cleaver free and turns to your companions. You collapse to the ground, bleeding out. You're on the edge of death. *choice *selectable_if ((healer = 1) and (healer_use = 0)) #Try to heal yourself using the Warp. *if WP_roll >= healerT Despite the pain you manage to call on the warp to knit your broken flesh together. *gosub_scene subroutine_powers healer_use You regain ${healer_1d5} Wounds. *page_break *goto plague_round2_part2 *else The warp eludes you. *if ((FC > 0) and ((WP_roll + WPbonus) >= healerT)) *set FC - 1 You try harder, straining at the brink of death and just you manage to grasp hold of the power. *gosub_scene subroutine_powers healer_use You regain ${healer_1d5} Wounds. /Fate Points - 1/ *page_break *goto plague_round2_part2 *else *goto cleaver_fate_burn #Pray for aid. *if ((FC > 0) and (WP_roll >= healerT)) *set FC - 1 *set WC healer_1d5 Somehow you manage to instinctively use the warp to heal yourself somewhat. /Fate Points - 1/ *page_break *goto plague_round2_part2 *else *label cleaver_fate_burn *if F > 0 *set F - 1 *if FC > F *set FC F *set WC healer_1d5 /Fate Point Burn/ *gosub_scene subroutine_talents voidborn_charmed Somehow you manage to instinctively use the warp to heal yourself somewhat. *page_break *goto plague_round2_part2 *else You Pray for a miracle, but no one answers your prayers. Seems you've used up all your luck. *page_break *goto_scene death chapter1_cleaver *comment ================================================ *comment FINAL FIGHT - ROUND 2 - ATTACK CHOICES *label plague_round2_part2 *gosub_scene subroutine_rolls *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls_combat *gosub_scene subroutine_talents hatred_daemons *gosub_scene subroutine_powers healer_roll "The crystal! Attack the crystal!" shouts Drusilla, firing her revolver at it, blasting off a chunk. Mildred has recovered and engages the Plaguebearer again, dodging away from its swings at the last second, trying to find an opening to strike. Solaria, voice still raised in prayer, fires her las pistol at the crystal, cracks radiating out from the impact site. *choice *selectable_if (frag > 0) #Throw a frag at the crystal. *set frag - 1 You pull the pin and throw the frag at the crystal. *choice *selectable_if (FC > 0) #The urge overcomes you to send a prayer to the Emperor as you throw. /Fate Points - 1/ *set FC - 1 Your prayer is answered and the frag grenade arcs up over the Plaguebearer's head, sailing straight into the fissure where the foul Daemon emerged from. It explodes with a crump, shattering the stone. Razor sharp shards of crystal fly out in all directions. *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *page_break *goto stone_dodge #No such urge comes to you. *if (BS_1d100 - 20) <= BS The grenade arcs up over the Plaguebearer's head, sailing straight into the fissure where the foul Daemon emerged from. It explodes with a crump, shattering the stone. Razor sharp shards of crystal fly out in all directions. *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *page_break *goto stone_dodge *if (BS_1d100 - 50) > BS Your frag goes wildly off target, instead landing at the feet of the Plaguebearer! Mildred dives out of the way as it explodes. *gosub_scene rsub_deal_damage grenade Plaguebearer Wounds: ${enemyW}/13 *if enemyW < 1 *goto plague_dead *else *goto plaguebearer_round3 *else Your frag goes wide exploding harmlessly. *page_break *goto plaguebearer_round3 #Shoot at the crystal. You shoot at the glowing crystal with your ${gun}. *line_break *line_break *if BS_1d100 <= (BS + 20) The ${Gfire_type} slams into the crystal. *line_break *line_break *if ((ranged_dam_1dX + Gdam_bonus) > 6) With a crack the stone shatters, flinging crystal shards in all directions. *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *page_break *goto stone_dodge *else It cracks, but not enough to shatter it. *goto plaguebearer_round3 *else Your ${Gfire_type} glances the crystal, breaking off a small chunk, but thats it. *line_break *line_break *goto plaguebearer_round3 #Ignore Drusilla and shoot at the Daemon. You ignore Drusilla and fire instead at the Plaguebearer… *line_break *line_break *if BS_1d100 <= BS Your ${Gfire_type} hits the Daemon. *gosub_scene rsub_deal_damage single_hit *if enemyW < 1 Killing it outright. It collapses, quickly dissolving into a foul puddle. *goto plague_dead *else *set rel_drusilla - 2 But it's not enough to kill it. Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round3 *else *set rel_drusilla - 3 …and miss. Plaguebearer Wounds: ${enemyW}/13 *goto plaguebearer_round3 #Ignore Drusilla and attack the Daemon hand to hand, helping Mildred. You ignore Drusilla, instead choosing to attack the Plaguebearer in concert with Mildred. *set rel_mildred + 2 *set rel_drusilla - 2 *if WS_1d100 <= WS As the Daemon swings at Mildred you use the opening to lash out with your ${melee}. *set rel_mildred + 2 *gosub_scene msub_deal_damage single_hit Plaguebearer Wounds: ${enemyW}/13 *line_break *line_break *if enemyW <= 0 Killing it outright. It collapses, quickly dissolving into a foul puddle. *goto plague_dead *else A good hit, but it's not enough to kill it. *set rel_drusilla - 1 *goto plaguebearer_round3 *elseif WS_1d100 <= (WS + 20) you do little more than distract the Plaguebearer, but it allows Mildred to execute a good strike, her razor sharp blade slashing across it's chest…. *set enemyW - 2 Plaguebearer Wounds: ${enemyW} *if enemyW < 0 …Killing it outright. It collapses, quickly dissolving into a foul puddle. *goto plague_dead *else *set rel_drusilla - 1 *goto plaguebearer_round3 *else Your intentions may have been good, but your weaponskill is not up to it. You do little more than take the pressure off Mildred slightly. *set rel_mildred + 1 *set rel_drusilla - 3 *goto plaguebearer_round3 *comment ================================================ *comment ==========FINAL FIGHT - ROUND 3========== *comment FINAL FIGHT - ROUND 3 - FLY SWARM *label plaguebearer_round3 *page_break Enraged by the attacks against the crystal, and by Mildred's evasion of it's crude swings, the daemon belches, vomiting up a cloud of biting flies. Some of them swarm towards you, trying to get inside your clothes. *if armor = "flak armor" Your ${armor} isn't sealed and your ${clothing} provides little protection against the insects. They crawl inside your clothes, legs scrabbling on your skin, mouths biting the flesh of your arms, thighs, stomach, breasts… *set insa + 3 *set WC - 2 *if WC < 1 *goto_scene death chapter1_flies You shriek in terror and pain, letting out a spontaneous, unplanned Warp burst, incinerating them. For a second you feel your control slipping, the Warp straining to burst free before your will clamps down again. /Lose 2 Wounds/ *line_break /Insanity Points + 3/ *goto plaguebearer_round3_stoneexplode *if armor = "hardened body glove" The insects burrow into your clothing trying to get to your flesh. However, your ${armor} is sealed and skin-tight, keeping the worst of the insects out. A few try to bite around your neck but you slap them before they have a chance. *goto plaguebearer_round3_stoneexplode *comment ================================================ *comment FINAL FIGHT - ROUND 3 - STONE EXPLODE *label plaguebearer_round3_stoneexplode *gosub_scene subroutine_psy_roll *gosub_scene subroutine_rolls *gosub_scene subroutine_powers healer_roll *page_break The others are all obviously wearing hardened body gloves under their clothing as they are only slightly affected by the swarm of biting flies. You see Solaria run through the flies and drop a frag grenade into the fissure where the Daemon emerged from the crystal. She sprints back, diving to the floor. It explodes with a crump, shattering the stone. Razor sharp shards of crystal fly out in all directions. *label stone_dodge *if ag_1d100 < (Ag * dodge) You manage to dodge out of the way without being hit. *goto stone_destruction *else One of the shards strikes you, penetrating through your armor. /lose 1 wound/ *set WC - 1 *if WC < 1 *label stone_dodge2 *choice *disable_reuse *selectable_if ((healer = 1) and (healer_use = 0)) #Try to heal yourself using the Warp. *if WP_roll >= healerT Despite the pain you manage to call on the warp to knit your broken flesh together. *gosub_scene subroutine_powers healer_use You regain ${healer_1d5} Wounds. *page_break *goto stone_destruction *else The warp elludes you. *if ((FC > 0) and ((WP_roll + WPbonus) >= healerT)) You try harder, straining at the brink of death and just you manage to grasp hold of the power. *gosub_scene subroutine_powers healer_use You regain ${healer_1d5} Wounds. /Fate Points - 1/ *set FC - 1 *page_break *goto stone_destruction *else *goto stone_dodge2 #Call out in Prayer. *if FC > 0 *set FC - 1 Your prayer is answered. Somehow you manage to access the healing abilities of the warp. You heal yourself by ${healer_1d5} Wounds in desperation. /Fate Points - 1/ *page_break *goto stone_destruction *elseif F > 0 *set F - 1 *if FC > 0 *set FC - 1 "Something" responds to your last prayer, your wounds knit together. You are healed by ${healer_1d5} Wounds. /Fate Point Burn/ *gosub_scene subroutine_talents voidborn_charmed *page_break *goto stone_destruction *else You whisper out a final prayer, yet nothing answers your call. *page_break *goto_scene death chapter1_shard *else *goto stone_destruction *comment ================================================ *comment PLAGUEBEARER SLAIN *label plague_dead /Gain 20 XP/ *set XP + 20 *set XP_remain + 20 The pestilent aura of the Daemon fades and the air in the tunnel seems clearer, cleaner. Solaria approaches the crystal, dropping a frag into the fissure where the Plaguebearer emerged from then sprinting back. You take cover as the stone shatters, sending fragments for crystal flying in all directions. All that's left is a mess of broken crystal fragments littering the tunnel, their baleful glow fading. *page_break *goto mission_done *comment ================================================ *comment STONE DESTROYED *label stone_destruction *line_break *line_break With the destruction of the stone the Daemon unleashes an unearthly howl as it's connection to the warp is severed. It blinks out of existence. The pestilent aura of the Daemon goes with it and the air in the tunnel seems clearer, cleaner. All that is left is a mess of broken crystal fragments littering the tunnel, their baleful glow fading. *page_break *goto mission_done *comment ================================================ *comment ================================================ *comment ================================================ *comment ==========MISSION COMPLETE========== *label mission_done *set rel_solaria + 3 *set rel_drusilla + 3 *set rel_mildred + 3 *set XP + 300 *set XP_remain + 300 The stone shattered, Drusilla addresses you. "Well, you survived, and that more than many Acolytes on their first mission. Life in service of the Inquisition is often very short." There is a touch of respect in her voice. Addressing you all, "It appears this tainted crystal was the source of the mutagenic effect on the miners, and the Guard; the Plaguebearer confirms it. This was worse than we thought, but we are alive, and the chaos taint is vanquished. The Emperor Protects." You feel sick and elated at the same time - you survived a Daemon, horrors beyond understanding, horrors enough to destroy a human mind. Completely drained you slump to the floor. Drusilla looks at you with sympathy. /Gain 300XP/ *page_break You sit and lean against the tunnel wall, trying to recover. Drusilla crouches among the fragments of the shattered crystal, taking a small box from somewhere in her dress and placing something inside. Solaria is kneeling, hands pressed together, eyes upturned, [i]"…thanks to the Emperor, by His grace we are victorious, with His strength we overcome…"[/i] Mildred is also kneeling, next to Solaria. She unsheathes a knife, and rolling up her bodyglove she cuts into her arm, blood spilling down and dripping off her clenched fist onto the tunnel floor. Her lips move silently. *fake_choice #Join Drusilla in the remains of the tainted crystal. *set rel_drusilla + 3 "Nurgle," she says, "the Plague 'Lord' was invoked here. This crystal was summoned to spread a virulent corruption. At least we know the source of the mutations, if not who was behind it. The Mistress will need to know about this." #Join Solaria and Mildred in prayer. *set rel_solaria + 2 *set insa - 1 *set score_piety + 1 You join your fellow Acolytes in prayer, kneeling beside them and giving thanks to the Emperor for your victory against all odds. [i]"…though the enemy comes as a ceaseless flood, your light is a wall against the tide. Though the enemy comes as a thief in the night, your radiance illuminates the path to victory…"[/i] /Lose 1 Insanity Point/ *selectable_if (healer = 1) #Offer to heal one of your comrades. Mildred rises and comes over to you. "Think that thing broke one of my ribs. Don't heal the arm." She says. The warp comes easily to you, tendrils of power knitting Mildred's broken ribs together. You make sure not to touch the still bleeding arm. She thanks you. *set rel_mildred + 3 *if rat_alive = 1 *page_break As you make to leave the Shatters you remember the miner you found in the sealed room. *choice #Check on him on the way out You stuck your head into room where you found Rat, but don't see him anywhere. He must have fled after you busted open the door. *page_break *goto return2surface #Forget about him *goto return2surface *page_break *label return2surface With the source of the corruption destroyed there is nothing else to do but return to the surface. You signal to the winch-house and the mine lift slowly raises you to the surface. The sight of the night sky of Sepheris Secundus is the most beautiful thing in the galaxy, you take a deep breath of polluted air, closing your eyes in pleasure. *if ((dog_tags = 1) and (hastus >= 1)) *choice #Deal with Hastus's dog tags. *if hastus = 2 *set rel_drusilla - 4 *set dog_tags 0 You track down Jurtz. He stares at you as you hand over the dog tags. The awkwardness is palpable. You don't tell him about the mutations. /Gain 5 XP/ *set XP + 5 *set XP_remain + 5 *page_break Report to the Commissar *goto commissar_report *else *set rel_drusilla - 2 *set dog_tags 0 You track down Jurtz. He accepts the dog tags in silence, staring at them. You don't tell him about the mutations. /Gain 5 XP/ *set XP + 5 *set XP_remain + 5 *page_break Report to the Commissar *goto commissar_report #You don't have time for this. You drop the dog tags into the hands of the first soldier you see and hurry towards the Commissar's office. *set dog_tags 0 *page_break Report to the Commissar. *goto commissar_report *elseif (dog_tags = 1) You drop the dog tags you found into the hands of the first soldier you see and hurry towards the Commissar's office. *set dog_tags 0 *page_break Report to the Commissar. *goto commissar_report *else *page_break Report to the Commissar. *goto commissar_report *label commissar_report The four of you walk straight into the Commissar's office, flush with success. "Was thinking you weren't coming back," he says, impressed. "What did you find?" Drusilla gives him a bare-bones outline of what happened in the Shatters. She doesn't mention the crystal or the Plaguebearer, just that there was Chaos taint which was inducing severe mutations and that it has been eradicated. His eyes widen almost imperceptibly when she mentions Chaos and he thanks you, voice tinged with respect. *if paranoia = 1 [i]He's faking it.[/i] Drusilla orders that the Shatters region be sealed immediately and permanently. He promises to have it done by the end of the day. /Gained contact: Commissar Enoch/ *set contact_enoch 1 *set contacts + 1 *page_break Job done. *achieve survive_c1 *if XP >= 900 *achieve high_xp_c1 Drusilla signals to the [i]Faithful Song[/i] and a lander is dispatched to pick you up. You watch out the window as the cold polluted atmosphere of Sepheris Secundus gives way to the blackness of space. *finish