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The Heresy Game

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You take the role of the leader of a chaotic cult on an otherwise peaceful Imperial world. Your (for now) petty cultist may not realise it, but the gaze of the gods has turned this way, and the Emperor's tarot reads disaster and threat. Great things are about to happen, and perhaps you might be their fulcrum. Or perhaps you'll be caught and nailed to a stake and set on fire.

I'll be running this with a few different player characters active at once (cautiously going to say... err... five for now, and we'll see how it goes). Bear in mind that death will hang over every character at every moment. You're a cultist, leading a cult, and that's somewhat frowned upon by the Arbites, the Church and particularly the Inquisition. If you stay under the radar, committing just the odd little heresy you could get by, perhaps...

And that's without even factoring in who you'll be serving. Will playing it safe impress your gods? Do they look kindly on a boring servant who achieves little? Perhaps turning you into a spawn could spice things up?

You only live once. But eternal torture is possible after that.

(cont)
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>>341144

>Some gameplay info:

It'll be a sort of bastard combination of quest and nation builder. Leaning more to the quest side. I'll (and if you have any sense you as well) will keep a rough track of the size of your cult and what resources you have at hand. I'll give a post, perhaps with some general world events, then you can decide what you're up to. Anything is allowed, unless I decide it isn't. It can be something relatively safe, or something more ambitious, entirely up to you. The more detail you go into about it, the more I'll have to work off, and some leeway will be given for making up a vaguely sensible plan.

For each activity or action you're going for, give it a roll, up to a max of three. A larger task can be undertaken using multiple rolls. If I think you've used too few for what you want to do, I'll just whack a big penalty on the roll. All rolls will be d100. Higher is generally better. But not always. And the chaos gods do have sacred numbers...

Once people have said what they'd like to do I'll give you all what happened based on your rolls and how retarded your idea was.

Your aim, of course, is to gain power. What exactly does that mean? You interpret it how you want. Potentially, there's a daemonhood at the end of the road for someone. Only one.

Once again, remember, player characters can die. I am planning to keep an honour roll though, should we get far enough for that.
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>>341144
>>341152


>Some setting info:

Heresy Game is set upon the humble world of Charidan V, somewhere on the margins of the Segmentum Solar. Originally colonised for minerals and prometheum, it also eventually evolved into an important agri-world. Its position on trade lanes combined with huge production of the holy trinity of fuel, metal and food has led to a large population, it being home to many merchant and noble houses, and the construction of a single huge hive city, known as Char Spire. Only the fact that nothing nearby is of any real strategic importance has stopped Charidan from becoming one of the great worlds of the Imperium. It has two moons. One belongs to the Imperial Navy, the other to the Adeptus Mechanicus.

Your character can fit into this wherever you like. You can be a lowly miner or farmer all the way up to the head of a noble house or a senior military officer. You could be a ganger or you could be a priest. Pros and cons to all, some of which are obvious and some of which are hidden in the depths of my notes and malicious little mind.

Whatever the case, you will start with a small number of cultists following you. They could be an extended family, work colleagues, your gang, your squad, whatever. Your understanding of chaos and its gods, being a small time cultist, is very minimal.

As long as it doesn't contradict what's already there, you can add to the fluff how you please.

If you want to play, I'd suggest something along these lines to get us going:


>Name:

>Character:
Any appearance, gender, etc that you feel like letting us know. Things about the physical you.

>Imperial Life:
What your life is like as far as the general society is concerned. Your job, where you live, anything you think could be relevant. A few things are off limits. The planetary governor is one. Space marines are another. Inquisition is a third.

>Secret Life:
Everything about your cult. How did it form? Did you make it? If not, how did you end up in charge of it? Who is in it? What does it believe? What does it do? What are it's aims?

>Aptitudes:
What are you good at? What are you bad at? A notable thing here is the potential to be a psyker. Are you one? What are your abilities? Obviously, powerful psykers will quickly draw unwanted attention from things like Inquisitors and Black Ships.
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>>341162
Name: Nerud Blackmon
Character: most of his flesh has been replaced by mechanisms. Wears the red robe of the tech priests most of the time, his blond scalp remains, tied back in a pony tail.
Imperial life: He is a tech priest, and a good one at that. He is often hired on to repair the belonging of nobles and the military.
Secret life: His mechanical sensations and undetectable music being fed to himself and his cult make them one of the most difficult to track slaaneshi cults in the universe. There is only one imperial that knows of our existence, Inquisitor James Fitstane. As for our heretical activities, the immersion in mind melting amounts of synthetic sensation in secret alcoves pleases slaanesh, and in return, we can bend the minds of the high and mighty from the oil and engines where none would look.
Aptitudes: One of few beings that truly know how these machines function. Also a minor telepath, making small, undetectable suggestions in the minds of others. Finally, although rarely used, his mechanical body is capable of feats of great speed and dexterity.
Is this ok?
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>>341231

Sure. Relatively powerful, but I can work with that.

Lets see if anyone else is interested.
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>>341162
>Name: Stephanus Baro

>Character: A forty year old man with greying, shortly cut blonde hair, fading blue eyes, and a handlebar mustache and beard.

>Imperial Life: Patriarch of House Baro, Stephanus has spent the past forty or so years of his life playing the game of politics with other noble houses, merchantry, and particularly the planetary governor. Recently, he has been campaigning for issues that would restore long lost power to the nobility, and even give them new ones over the merchants, though he's careful to avoid bringing up how the fights he picks would benefit Baro the most.

>Secret Life: Listening to the other nobles babble on about what they want is boring. The complete lack of conflict in any nearby space is boring. LIFE is boring. To alleviate this, and with death's door surely close in his old age, Stephanus has been engorging himself with the finer things in life, such as exotic music, having more and more of his farmers' rations diverted to his own feasts (though he's been careful to not fuck with the Imperial tithe -- at least so far,) and throwing wild parties for his dynasty and close allies which he feels would be open minded to his hobbies, though only select individuals are invited; even if the inquisition doesn't have its eyes on such a stable region, there's still always the Arbites to worry about, given some of the more... extreme activities that happen, especially towards the end of them.

>Aptitudes: Skilled at public speaking and manipulation, but awful at anything involving physical activity, given that the fat bastard's sheltered upbringing hasn't been helped with old age one bit. No psychic ability to speak of.
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>>341252
I had a hand in this, didn't I? If not on the thread, at least in canon, your boredom is exactly the sort of thing Nerud would capitalize on.
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>>341265
Yes. I'd imagine the ideas started as small things, such as an extra glass of wine or two, that sort of just popped into his head and sounded reasonable enough, but quickly escalated into enough wine until his stomach hurt, and from there... you get the gist of it.
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>>341278
It's official, Blackmon is consistently working at the Baro residence.
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>>341282
House Baro welcomes you, machine singer.
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>>341282
>>341299

That's fine by me. You might be able to get more done together. Just remember that things don't look so good for the other if one of you gets caught.
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>>341303
Bah, everybody on this damnable rock wants something! All it would take is a hefty bribe or two to the right people, and we'd be right back on track. And if not... well, at least it would lighten things up, I'll say.
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>>341162
Name:
Drax

Character:
Male, young, wears tattered leg cloths, shirtless. Years of mining and low food rations have made him small in stature but deceptively strong

Imperial Life:
A lowly miner on Charidan V like his father and his fathers father before him, Drax is a lowly dreg of society, and is largely overlooked anyone above him.

Secret Life:
Drax has festered within him a burning hatred of the hierarchy of society, and gathered a small gathering of likeminded followers to his cause. His cult has begun to strike out against authority, kidnapping low ranking imperial officials and brutally sacrificing them in rituals of bloodletting. Warnings have been issued to all officials to stay away from the mining districts until the issue is resolved.

Aptitudes:
Drax is in many ways very similar to the majority of miners. strong, quiet, and does what he is told. At least on the surface. The one thing that does set him apart is his ambition, and the lengths he will go to attain power.
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>>341309
Mental suggestion/reminder: don't be obvious.
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>>341319

Good man.

Give us another member or another twenty minutes or so, whichever comes first, and I'll get writing up a start to this thing.
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>>341321
Of course, of course! But given those messy murders down in the mining districts, I get the feeling the prudes will be too busy in the lower levels to keep much of an eye up top, so to speak! Which already gives me quite a few interesting ideas, hm, yes, yes...
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>>341337
Cool, switching to the phone since I'm heading out, will be lurking
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>>341341
One does not register the suggestion as foreign under normal circumstances.
Inb4 Fitstane shows up to investigate this asshole.>>341319
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>>341162
>name
Gregory Daniels

>Character
Male,age 40, looks rugged and has a noticeable amount of extra muscle

>Imperial Life
He does his dutys and looks to be just another guardsman to the higher ups. This leads to him being well respected by his equals but particularly those he fights by. He is however seen as easy to anger and to make violent.

>secret life
When first seeing blood shed in battle he was intoxicated with bloodlust, this leads to him recruiting his friends and they become known as one of the most ruthless men in the regiment.

>Aptitudes
Compared to others he feels noticeably less pain. He is also extremely good at fighting in close quarters. Unfortunately its nearly impossible for him to hold back on others usually resulting in death or permanent disfigurement.
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>>341379
I did not imply that it was foreign, however...? I was merely gesticulating to myself, as a proud nobleman often does!
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Rolled 15, 77, 32, 33 = 157 (4d100)

Turn 1 roll.
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In the future I'll have more to put in a turn, because you'll have been doing things. This first one will be rather lacklustre, but hopefully will give us all an idea of the sort of thing to expect.

You may have noticed I just made a roll of d100 for each of you. These could cause odd events for you. Generally they will do very little. Do not be alarmed. Except Mr Baro got double 7, so perhaps he should be. As its the first turn I'll not be too cruel.

>TURN 1


>World Events

Charidan V enters another day of relentless Imperial production. All is as it ever was. Unbeknownst to the population toiling away, a needle like matt black ship ghosts into high orbit. It transmits a brief, highly encrypted message to Naval Command on Charidan Va, but otherwise goes entirely unnoticed. In naval command, the logs relating to its arrival and communication are immediately purged.


>Nerud Blackmon

One of the members of your cult has recently been caught doing things they weren't meant to be. Although he didn't spill anything relating to the cult, it's made some other members a little nervous.

>Stephanos Baro

Several of your servants are afflicted with coughs and minor illnesses, and food seems to spoil exceptionally quickly in your house. You dream of a strange vista, where your feasts are rotten and all your excesses have grown dull. A bloated corpse laughs at you. You awake in a cold sweat, terrified. What do these dreams mean?

>Drax

A dull time in the mines, with asshole taskmasters forcing you and your companions to labour away.

>Gregory Daniels

A dull time on garrison duty on the hive walls. Nothing to do but stand around and look at the same sights forever.
Take it away folks. What are you up to. Three rolls maximum.
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>>341435
Warn the cultist against such actions in the future, reinforce by cutting him from the data stream for 24 hours, send suggestions to nobles, they would like another helping of steak, or a glass of wine, or perhaps they want to try something new with their spouse.
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>>341435
Drax senses it's time to begin to expand his cult. Begin to spread the influence of his cult to other miners and attempt to procure heavier weapons from imperial armorments of the city hive defenders
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>>341453
>>341454

Rolls please folks. dice+xdx in the options field.

Things like 'send suggestions' or 'attempt to procure' are also rather vague. As I said at the beginning, I won't force you to role play it, but if you do and make an actual plan I'll be more lenient with the results.
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Rolled 28 (1d100)

>>341453
>>341472
My apologies, thoughts of excess and depravity enter the minds of nobles. As far as they can tell it is their own thoughts, they want more and they want new. All this is sent from Nerud as a psyker would, in small amounts among the tens or hundreds of nobles he comes to be near in his duties as a tech priest.
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Rolled 55 (1d100)

>>341435
1.Look for more guardsmen to add to my inner circle, particularly the ones I interactive with the most that are not already with me.
2. Times are too boring, go in to the inner reaches of the hive with my cult to start an arena of bloodshed by converting some of the populace, any that refuse will be thrown in the pit to fight.
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>>341454
Drax's followers begin to spread rumors of the brutal murders and gauge the reactions of the miners, attempting to recruit those whose reactions are positive or show sympathy to the cultists activities. Drax meanwhile the o throw suspicion off himself requests to his superiors thst the hive pdf send forces to protect the miners from the brutal murders taking place, but knows if he can turn some pdf to his side his cult will have access to the city armorments
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>>341502
>>
Rolled 96, 74, 45 = 215 (3d100)

>>341515
>>
>>341435
Gah, how horrendous! I need to look for more interesting things to lighten things up, obviously. Now normally I would invest in a medicae, but that might bring unwanted attention, and I wouldn't want to do away with such a seemingly harmless conflict and go back to the grind...

Let's see... food and drink are spoiling, so no feast. I don't want to even know what would happen if I injected or sniffed anything tonight, given how things are... ah ha, I've got it!

>Action 1: Have any private security forces I might own prowl the ghettos and tenements for cheap whores, hire them using some spare funds, and escort them back to the estate as low profile as possible. Then, throw them into the larder until the party tonight. They'll probably gorge themselves on the rotting foodstuffs and become quite plump and sick in the meanwhile, which will more than likely lead to all sorts of bodily fluids drenching myself and the new drapes, and nobody will miss them, should I or any of my guests find ourselves so hungry, or bored, as to dine on the flesh of man... any venereal diseases spread from sexual activities would only be keeping in the spirit of things, as well!

>Action 1, Roll 1: Roll to see if my security force can go through the ghetto unscathed, given all the violence recently.

>Action 1, Roll 2: Roll to see how many they can convince, and how wholeheartedly, to come along.

>Action 1, Roll 3: Roll to get them back to my private estate undetected.

>Action 2: Oh, tonight is going to be just spectacular, I can already feel it! I should see if there's anybody I haven't acquainted myself with yet, who would fit in and wishes to come!

>Action 2, Roll 1: Screen other nobles for a shared sense of debauchery, based on their public appearance, scandals, and any intrigues or blackmail material I might happen to know.

>Action 2, Roll 2: Attempt to send suitable individuals private messages inviting them to the occasion over secure channels, without leaving any trace or footprint for wretched moral puritans.

>Action 2, Roll 3: During the party itself, watch them for any signs of unease or disgust, especially leading up to the climax with the ganger whores. If I spot it, "end" the celebration IMMEDIATELY, thank them for coming and send all of the newcomers on their merry way, before resuming with family, servants, and close friends, once they are far from my property.
>>
Rolled 29, 67, 88, 66, 30, 9 = 289 (6d100)

>>341522
>>
Rolled 6 (1d100)

>>341496
Rolling for the second action incase I was supposed to roll a d100 for every action and not just roll once
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>>341534
Ouch
>>
Rolled 35, 92, 75, 31 = 233 (4d100)

Hmm, guess I screwed up somewhere with my explanations. Nevermind.

For player turns I want you to post what you're doing/want to do. Up to three things can be attempted, each of which should have a single d100 rolled for it. So if you have three distinct things to do, or three parts of a single more complex thing, roll three dice. No more or less. If you want you can do less, so do one thing, roll one dice, that's up to you.

As it is now, we're all over the place. Suitably chaotic I guess, but not exactly helpful for me. I'll just go for it with this turn, but next time can we try to stick to the system above, please.
>>
>Turn 2

>Nerud Blackmon

You have little success influencing people's minds. Few new cultists have been created via these actions, though perhaps the ground is a little riper for future attempts. Efforts leave you with painful headaches from overusing your powers.

You hear rumours of a black ship in orbit in global data streams. Bad news indeed. Maybe you should be careful with your psychics for the time being.


>Stephanos Baro

(Holy shit ton of rolls batman!)
Your security caused something off a fuss when they got into a fight with a pimp and his henchmen. They got away without any real harm done to either side beyond a few black eyes and loose teeth, and later that evening procured you several samples as you asked for.

The feast went a little less well. You managed to find some people you could invite, though several ignored your invitations. Of those who did come, one took great offence at the proceedings, declaring them 'dangerously debauched'. Slightly too slow to stop things before he became a problem, you must now decide what to do with the man.

One of your next turn actions must be dealing with this issue. The man is a second son of a minor noble house. What do you do with him? He may go to the arbites if you simply let him go.

>Drax

You find many sympathetic minds amongst the other workers at your mine shaft. Plenty of tough, strong men at your beck and call. You also manage to find a few sympathisers amongst the pdf troopers who come to provide extra security for the area. One of them manages to smuggle you a few autopistols and stubpistols, enough for yourself and a few of your closest supporters.

So far, your reputation is still good, and no suspicion has fallen upon you.


>Gregory Daniels

You manage to get a few more squaddies on side. Your efforts to start an arena in the city... well at least times aren't boring. Several people are killed, but you quickly draw the attention of the arbites to you. A pair of rhino tanks smash through the walls of the building you were using to host the fights, and arbites leap out with riot shields and shotguns. Several of your followers are gunned down before you and the rest fight your way free and make an escape.

There is a chance your dead companions may be identified, in which case the other members of their units will undoubtedly be questioned. At least one roll this turn should be regarding how you intend to cover your tracks.
>>
Rolled 26, 98, 91 = 215 (3d100)

>>341648
Well this is quite the pickle.

>Roll 1: Try to drug him with black market substances as subtly as possible, ideally with something slipped in his drink.

>Roll 2: Put on some soft music that thumps in your skull, flood the room with pheromones, sit a particularly buxom whore in his lap and see what effect it has on him.

>Roll 3: Sit down with him and try to explain over wine how this simply cannot be debauchery. Debauchery is wrong, so something that feels so good surely can't be evil or heretical. The Emperor would have wanted the sons of man to enjoy themselves like this.
>>
Rolled 22, 52, 94 = 168 (3d100)

>>341648
1. Show my superiors my skill in mechanics and devotion to the Omnissiah. (Men may think so, but my gods do not exclude what pleases the others)
2. The events in the mining district rings of Khomate intervention, investigate.
3. Turn up the secondary station into my mind, screamo music, a thousand pricks, Italian cuisine, and garish reality all flood my senses without anyone seeing a difference.
>>
Rolled 86, 80, 82 = 248 (3d100)

>>341648
Excellent, the cult is expanding rapidly
>roll 1: continue to expand cult to other miners, same tactics, but preach it as a way to overthrow the overseers
>roll 2: aggressively begin to convert more pdf to the cult, using the recent stories of decadence and corruption in house Baro as a basis to not trust the noble houses
>roll 3: Drax realizes the risk in this, but sees an opportunity in the recent shut down of underground pit fighting and offers to provide protection for pit fighters (including Gregory) if they serve as enforcers of his cult of they swear fealty to the cult.
>>
Rolled 69, 16, 39 = 124 (3d100)

>>341648
Excellent, the cult is expanding rapidly
>roll 1: continue to expand cult to other miners, same tactics, but preach it as a way to overthrow the overseers
>roll 2: aggressively begin to convert more pdf to the cult, using the recent stories of decadence and corruption in house Baro as a basis to not trust the noble houses
>roll 3: Drax realizes the risk in this, but sees an opportunity in the recent shut down of underground pit fighting and offers to provide protection for pit fighters (including Gregory) if they serve as enforcers of his cult of they swear fealty to the cult.
>>
>>341765
holy fuck three 8's...
>khorne plz love me
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>>341769
Whoops disregard this one
>>
Rolled 97, 1, 55 = 153 (3d100)

>>341648
1. Have all the guardsmen work on their storys, where they were, what they were doing, their alibis so they'll look innocent. Kill off any of the civilians who lost anyone that could link them. Meanwhile the converted surviving hive civilians will stir trouble to slow down the investigation.
2. Have some members try to convert the guardsmen from the squads their apart of without me overlooking it. They'll get the orders to do it from another cultist so if they're caught they cant link it to me as easily.
3. I see that I need more men if I will be successfull, thus I will try to send a proxy to the mines as a worker to get in try to discover the if the rumors of a cult there are true.
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>>341797
That 1 cant be any good for me.
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>>341804
RIP Gregory
>>
Rolled 84, 8, 64, 22 = 178 (4d100)

Exciting times!
>>
Would it be too late for join in or should I just observe and wait till next time?
>>
>Turn 3


>Nerud Blackmon

Efforts to impress your superiors don't get you very far. You're competent, and they accept that, but you're getting no special treatment for it.

Your efforts to look into happenings in the mining district are more successful. With your knowledge of machines, you hack into arbites wavelengths, and soon have everything they know about the case. You know the events are centred around Drax's mine shaft, and know that several line managers and junior overseers have been murdered brutally. Of course, they don't know who is responsible, so neither do you.

Your excessive sensory stimulation also seems to be causing things to happen. Your mind is opening to the glory of sensation in ways you didn't before know were possible. Your mind is growing stronger, you can feel it, but with it comes the desire for even greater excesses.


>Stephanos Baro

Disarmed by your good natured explanations for what he is seeing, the young man is confused enough that the music and pheromonic scents overwhelm him, and your arguments begin to really make sense to him. Rather than being in trouble, by the end of the night you find you have a new friend, and one ideally placed within a minor noble house. However he seems to be going in an odd direction, wholly too interested in blood and gore...

>Drax

(The blood god favours you!)
You get more miners and pdf on side. You now have hundreds of miners on side, and a few dozen sympathetic pdf. Only a drop in the ocean to a hive city, but enough that you could start thinking about really getting things done.

Anything between you and Gregory is an agreement between players, so I can't say he'll agree, it's up to him. For your roll though I can tell you other underground elements are interested, and some hive gangers approach you to hire some of your boys to provide muscle for similar things they're running. They might be useful friends to have.

While conducting your most recent blood sacrifice, you have a strange urge to drink the blood of the deceased. You do so, and are overwhelmed by violent pains. You fall screaming and black out. When you awake the next day you feel an unnatural strength in your limbs. You feel like you could snap a man's neck like a twig. What a gift from the blood lord!
>>
>>341853

>Turn 3 Cont.

>Gregory Daniels

(Shit son. No, a 1 is not good news.)
A masterful effort at getting stories together and different people giving each other alibis leaves the arbites at a massive head end when they finally get to questioning some of your men. They leave convinced that you and your surviving cultists are nothing to do with it.

Your man sent to the mining area doesn't manage to find members of Drax's cult, but they do find him. It's up to Drax if he wants to make contact or not.

Unfortunately, this is all undone when one of your men tries to recruit from the wrong crowd. One of his squadmates does their duty and reports him to the regimental commissar for heresy. The commissar, unfortunately for you, has him locked up then gets straight on to the arbites, seeing as they'd just been there the other day. Together they interrogate the man and he quickly cracks, giving away everything he knows about the cult he's a part of.

The first you know of it is when you near a commotion in the barracks next door. There's shouting, then gunshots and stun grenade detonations. It's some of your cultists being arrested... or executed. Many of your followers are already gone. You're up against arbites and commissariat provosts, all of them heavily armed and armoured and trained to deal with this sort of thing.

You and your few men with you in your barracks have a few moments to act before you're caught. What do you do? Reacting to this is all you can do this turn, and I'm limiting you to one roll. Choose your response, and pray to your gods, it'll take an exceptional roll to save you now.

>>341845

As dear Gregory is perhaps about to demonstrate, this game was always meant to have a... well... dynamic membership. People will die, so new people are needed to replace them. So people can join whenever, so long as there isn't too many at once.

So yes, you're welcome to join.
>>
Rolled 23, 98, 96 = 217 (3d100)

>>341853
1. Investigate possible Khornate cult personally.
2. Keep the simulated flood of sensation coming, it can go higher than flesh can feel.
3. Reveal myself to Baro, and inform him of the possible Khornate threat, roll for a new technique with my powers, a constant stream while speaking with someone, "his word can be trusted" echoes at the back of the mind.
>>
>>341860
Can I have some info on what were equiped with currently and the layout of the barracks?
>>
>>341871
In reverse order chronologically please.
>>
Rolled 61, 25, 13 = 99 (3d100)

>>341853
Recognizing the danger Gregory is in now, I def aint gonna fuck with it and get caught. Your on your own greg buddy, I got my own cult to worry about. However, I do accept the offer of the underground hive gangs.
>1 and 2. time for big stuff, after allying with the hive gangs, I send them out with some of my best men to kidnap a minor noble for the blood sacrifice, and use it to gather many followers, and hopefully attract the attention of the mysterious blood god...(figure this one is 2 rolls)
>roll 3: expand operations into other districts outside the mines, seeing oppurtunities open in the underhive using contacts there. I've heard rumors of mutants...
>>
>Name:Verdon Hermant

>Character:
A thin, pale man with greying hair perhaps 54 who has a pale yellow to his eyes and green to his skin.

>Imperial Life:
A Farmer before he came down with several diseases that emaciated his body and withered his muscles, leading his sons to take over the farm.

>Secret Life:
The Cult was formed by several diseased and old neighbours who didnt feel that their time on the mortal coil had ended just yet. Wanting to get better, wanting something more, they pledged themselves to something they didnt understand.

>Aptitudes:
Verdon has skills in moving around in plain sight, the ability to speak to the common and down-trodden. The forgotten of the Imperial class.
>>
>>341874

Certainly.

Your barracks are in a walled off section of the city used by the military. The barracks are a series of flat block structures against the curtain wall.

The room is a long thin one, bunks down either side. Showers and toilets at the far end, the door into the main corridor at the front end. Standard sort of barrack room really. Unfortuantely, that means you have very little to work with.

To hand you have your kit as a guardsman, so lasgun, few energy cells, combat knife, flak jacket. Whether you were dressed/armed/whatever is up to you. You have a handful of fellow cultists with you, armed similarly.

As far as you can tell, some arbites or provosts or both are in the next barrack room along. They're in carapace armour. The arbites use riot shields, power mauls and combat shotguns. The provosts are lighter armed with las carbines and shock batons.

As I said, a near miraculous roll is needed.
>>
>>341898

Welcome Verdon!

I assume you'll be located on the farmlands outside the hive city's walls? Or has your character moved into the hive?

Either way, feel free to roll some actions for this turn as we're still in process of doing it (that's turn 3).
>>
Rolled 77, 14, 46 = 137 (3d100)

>>341853
Ah, well, blood can be quite intoxicating, I do admit. I'd bring him some more prostitutes, but with all the fuss going on down in the lower wards... I'm not quite sure my men could handle it just yet, in all honesty!

>Roll 1: Drive up recruitment for my own security force by conscripting from my farming population and hiring out private mercenary companies, taking whatever dreg knows to point the barrel of the lasgun away from yourself. Emphasize the recent rebel attacks and assassinations by filthy underhive mutants in speeches and propaganda, along with their duty to the Emperor.

>Roll 2: Outfit them in better equipment, turning to arms merchants and techpriests. The goal is to outfit each in flak armor (complete with helmet,) a lasgun, a laspistol, eight laspacks, and a combat knife, though I'm willing to skimp to save money, or buy better gear for exceptional soldiers, if there's enough change left over.

>Roll 3: Begin to sneak black market material performance enhancing drugs into their food rations and water supply, have pheromones of the same nature pumping through the vents of their living quarters at all times, etc.

>>341908
Welcome!
>>
>>341916
I think he's moved into the Hive now that he's sick.

Action 1: Verdon descends to the lower levels of the Hive to find those who are sick with nowhere else to turn

Action 2: Verdon will approach them individually instead of a large speech, claiming that he was on the verge of death before the Cult existed and convince them to join
>>
Rolled 82, 16 = 98 (2d100)

>>341936
Oh, it didnt roll

Sorry!
>>
Rolled 88 (1d100)

>>341860
Well I'm going to die, I order my cultists to set up a defensive line covering the door while makeing makeshift cover using anything there such as beds and such. Should it hold and we kill a sufficient amount of people move out and pick up any shields to cover our escape out the compound and if I somehow survive that try to disapear within the expanses of the hive.
>>
>>341950
Nigga Khorne just blessed your ass, join the cult!!!
>>
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>>341950
...Well now, these next few weeks are going to be quite interesting.
>>
Rolled 33, 46, 18, 52, 71 = 220 (5d100)

>>341950
>>341960

For your character (that's right, it varies based on your character), that was the second best roll you could possibly have made, second only to a nat100.
>>
>>341968
Guess I am blessed by khorne him self, it'll be interesting if I survive this with what could happen later.
>>
>Turn 4


>Nerud Blackmon

You talk to Baro and psychically make him trust you. Further talk between you two you can do in posts, no need to take up actions and rolls now.

You blast yourself with even greater sensation. You feel progress continue. You are rapidly becoming a more potent psyker. With it though, comes the need for greater stimulation in general to feel anything. This may lead you to make poor decisions one day. You begin to be able to do more than suggest things to people but, when close to them, to be able to force them to do things, even those they don't want to. This is draining for you, however, and you can only do it to one person at a time.

You learn nothing more about the khorne cult, except rumours it was actually in the pdf, not the mining district. Something about a big operation. Several dead arbites and a lot of dead cultists. It's all still quite uncertain.


>Stephanos Baro

(you seem to get a lot of 7s)
You manage to increase the size of the house militia considerably without attracting attention. However, that strange illness and tendancy for food to rot from a while back... that seems to have spread to the barracks. Some of the men talk of a dark influence, and dreams of living corpses. Either way, the illness is not making them more effective soldiers, that's for sure.

The arbites seem to have put a lockdown on any legal arms sales for now. Who could possibly say why? As a result, a lot of black market ones are nervous too, so you make no real progress up-arming your men. You do see mild improvements in their reactions and aggressiveness as a result of your drugs though.

Nerud Blackmon comes to visit you. Although you aren't sure why, you're absolutely convinced he's trustworthy. If you two want to talk do it between you in posts, no need to make it take up actions and rolls now. As a result of him using psychics on you though, if you want to betray or backstab Blackmon you'll have to pass a roll to do it.

>Drax

You manage to kidnap a minor noble, and all people can say for sure is that some 'thugs' got him. He is missed however, and his family quickly go to the arbites to report it. An investigation is begun. Maybe you'll hear back about it later on.

Unlike the last sacrifice though, this one doesn't seem to achieve anything in particular. Your unnatural strength remains, but still some of your followers are disappointed nothing special happened.

Your men sent out to contact some possible mutants don't come back. You have no idea what happened to them. The arbites? Gangers? Eaten by mutants? Who knows?
>>
>Gregory Daniels

(I honestly thought I'd be describing your death here... but there we go)

Your men set up a basic barricade in the few moments they have. Soon enough, the provosts are coming in behind a couple of blind grenades. Your men and theirs exchange lasgun fire in the cramped quarters. There's a lot of dying going on. You kill several men yourself, and are heavily injured. During the fight, a red rage overcomes you. You throw away your gun and leap amongst the enemy with your knife, screaming incoherently. You break through their cordon and against the odds manage to escape amongst the barracks. Your cult being rounded up has left the barracks complex in utter chaos, and there's still fighting in some places. Amongst the confusion you escape, killing several more times in the process.

You are injured and exhausted, armed with only a knife and shredded flak armour. You are now a wanted man, and the arbites will be actively searching for you. Few places are now safe for you. Your cult is destroyed. On the other hand, the blood god has claimed your loyalty utterly. Without him your death would have been certain. You don't have to be a frothing berserker 24/7... but you're working for khorne now, and if he isn't pleased there will be consequences. Slaanesh and Tzeentch are now mostly your enemies as a result of your allegiance.

I'd suggest the underhive as a possible area to hideout in. Up to you though.

>Verdon Hermant

You go to an area of the city currently in the grip of a contagion. There are many people who look like you; desperate and sickly. They are willing to listen to anyone who could give them any hope. There are nearly countless possible recruits here.

Despite this, few come to your cause. You are still an outsider, perhaps a little more time is needed to bring them around.
>>
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That'll be it for tonight from me. Feel free to post up your next turns if you want, I might get a chance to sneak in a turn during lunchtime at work tomorrow. If not, I'll probably carry it on tomorrow evening (GMT time) or failing that, Friday.

Thanks for taking part everyone, it's been fun for me so far. I hope you're enjoying it too.

If you've got any ideas how I can improve, or anything you think is particularly good and I should make sure to keep, let me know.
>>
>>341871
Well now my friend, what would you suggest we do next? I was thinking that I could convince the Planetary Governor to allow noble houses to help put down all this rebellious rabble, and use that as a cover for definitely more... risque, shall we put it, activities. At the same time, how hard do you believe it would be to improve the equipment of my soldiers?
>>
Rolled 55, 32, 57 = 144 (3d100)

>>342067
1. Trying again to get the higher tech priest to notice my skill and devotion. (Notice me Magos senpai)
2. Armaments for my cult, specifically volunteering myself and my underlings to combat the cults down below.
3. Actually search and destroy the cults down below.

>>342106
You deal with the threat how you deem appropriate. May Slaanesh bless you.
>>
Rolled 6, 83, 67 = 156 (3d100)

>>342083
I'll post up my actions for the next turn

Action 1: Speak to the Downtrodden, saying how the Nobility care not for them, The Emperor would cure them if he was a God correct?

Action 2: Begin collecting the most diseased of them, the most contagious and closest to Death

Action 3: Locate water stores and other such plumbing to..."contaminate"
>>
>>342124
I hope those cults dont include the Sick and Forgotten...Nurgle has blessed us with our sickness
>>
>>342152
Perhaps. I was personally more concerned with the possible khorne worshipers. They could be very dangerous to us all if left to their own devices. they are big and obvious, not to mention the specific grudge against slaaneshi cults. It is very difficult to keep the imperials calm with their shouty asses running around, making damn fools of themselves.
>>
Rolled 26, 14, 21 = 61 (3d100)

>>342083
1. While in the underhive find a undesirable and sacrifice him in the name of Khorne in the most brutal fashion praying for guidance so I may properly serve him for granting me the power to survive that battle.

2. Do everything I can to disguise myself, try to steal cloths from the underhives such as masks and coats while making myself look dirty like the rest of them so I wont be discovered easily.

3. Since I know who and where Drax is with my new disguise I try to get in contact with him or one of his cultists offering to join him only if he can supply me with bloodshed and battles so I may please Khorne.
>>
>>342206
The Khornites attack those that cannot truly defend themselves

The All-Father and Lord of Flies wishes to protect them, these Khornites do not please Papa Nurgle
>>
>>342241
How the duck did I contact you? But this is cool, as my cult doesn't have much flesh to infect. Also, that whole, "pain is pleasure" thing makes it pretty fucking hard to convert us.
>>
>>342272
Way to be a spoil sport, Nurgle is Love, Nurgle is Life and Death
>>
Rolled 8, 19, 85 = 112 (3d100)

>>342124
Yes, yes, and may the... 'Omnislaaneshisia", or whatever you call him, bless you as well. You're also formally invited to our parties from now on, as well, if it wasn't already obvious.

>Roll 1: Ask some techpriests from Nerud's cult to infiltrate the maintenance of the assembly hall and filter drugs through the ventilation systems, that are pleasing to the mind and which make the recipients of the scent much more agreeable to outside suggestion. At the same time, see if they can set up a noise too quiet to be noticed by most humans unless focused on to play on loop over the loudspeakers, which possesses the same effects on the mind.

>Roll 2: Attempt to bribe the Planetary Governor with extra food and extra manpower for the planetary tithe before that day's proceedings.

>Roll 3: Give a dramatic and emotional speech to my fellows about the recent gang uprisings, attempting to work them up into a frenzy as I bring up the disappearances of officials, and the fact that these... these heretical, degenerate, mutant hive ganger rabble SCUM have now gathered enough confidence to go after our family, our friends, our loved ones, citing the disappearance of the minor noble as evidence that things have gotten out of hand. Then, after all of this, I demand that the Planetary Governor gives official permission for noble houses to employ and equip their own security forces and use them as they see fit, so long as it does not threaten Imperial authority. Following this up, I offer to lead by example (which means safely from my estate, while jumped-up peasants with autoguns do all the hard work,) and send a force into the underhive if given permission, crushing every madman and abomination we can find below the steel-toed boot of the Emperor in our mad search for the missing noble, before the chances of their survival diminish even further with every single passing second.
>>
>>342360
>mind-altering drugs

>8

oh no
>>
>>342373
It seems you've attracted the attention of Khorne, and I'd bet my hat he isn't happy.
>>
>>342213
Yes...the cult needs a blood champion, and I think this man could be said champion Gregory...I think for our first order of business we make an effort example out of the corrupt nobles...specifically to the perverse pleasures of house Baro
>>
>>342373
Thats going to impact your third option by quite a bit if everyone goes berserk during the speech.
>>
And before I go off for the night:
THERE WILL BE BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! THIS WHOLE SYSTEM WILL BLEED ITSELF DRY, WE ARE BUT A SMALL CUT, BUT WE WILL GROW AND REND THE FLESH OF THIS IMPERIUM ASUNDER! DOWN WITH HOUSE BARO! -speech given by Drax before a contingency of his followers. Baro and Nerdy machine your fucking with the wrong blood cult
>>
>>342457
You'll need to be careful, we cannot have a repeat of my cult. But as a champion, I believe I can serve that roll well after what happened at those Barracks with all that blood shed and my ability to apparently just go into a raging berserker now.
>>
>>342506
I'm definetly sending some of my goons to incite a riot at the speach, move some pdf troops around to try and be 'guards' there so they can turn on that Baro douche.
>>
>>342457
>>342491
Well, I was hoping that I could put you and the rest of your dogs to work in blood tournaments for the amusement of I and my fellows, but insulting and threatening my dynasty like that... I'm afraid I'll have to ensure that you die a bit more unceremoniously. Scratch that, a lot more. Goodbye, Drax. Hopefully Daniels sees reason.

>>342152
Worry not, all these diseases and nightmares mucking up the place have made for some of the most excitement I've had in ages. Hm... do you think your followers would be willing to send their most attractive daughters (before the, ahem, everything, of course,) up here, as a sign of good faith? I've found the marring clash between extravagant fertility and natural beauty, and corrupting, disfiguring infection, to be quite exotically thrilling, to put it lightly.

>>342546
Just you try it, boy.
>>
>>342546
Here comes the details on my assault on your cult. When the rebels reveal them selves at Baro's speech, all surveillance systems shut down. Nerud and his cult will then reveal them selves and slay the khornates in Slaanesh's name. Nerud will personally wield a power sword and a heretical hand cannon based on tau technology. he will also make use of his mutated tounge and the enemies' headsets (playing Willie Clayton's
"Won't You Be My Lollipop" at maximum volume)
>>
>>342608
At the very least, this happens wherever we fight the khornates.
>>
>>342608
My sincerest apologies, that sold be, the Chordettes' "lolipop" that was horrible and I suck at looking up the name of songs.
>>
Rolled 35, 3, 55 = 93 (3d100)

>>342067
Alright, It is obvious the blood god requires a more worthy sacrifice then a punny minor noble!

>roll 1: Continue to expand influence in the mining district, I always need more cultists and bodies to be used in the service of the bloodfather

>roll 2: Attempt to postion blood cultist pdf troops as 'guards' for Baro's speech, but under my orders to fire at Baro when the crowd turns against him.

>roll 3: Gather a large number (lets say about 100) of my best and most devout followers and lead an assault against a smaller adeptus arbites armory, the goal being to both procure some good weapons (possibly vehicles) and show the downtrodden workers of the mines and Charidan Prime in general that the people can and will rise up against the slavery imposed by the imperium, and if they fight, sweat and bleed ;) they too can throw off the unjust shackles of imperial law, and secure their freedom.
>>342506
As for you Daniels, I'll give you a solid two dozen men to command and infiltrate the Baro speech. Should be enough to cause some heavy damage and convert many new followers, I leave the rolls and actions up to you though. You may sacrifice my men in whatever manner pleases the bloodfather.
>>
Tacticle Heretical Bumparum
>>
Nice to see you're all getting into dicking each other over already. Won't be running tonight after all, but will be tomorrow.
>>
>>344948
>>
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...Uh, guys? Something just hit me like a brick.

>>341886

>roll 3: expand operations into other districts outside the mines, seeing oppurtunities open in the underhive using contacts there. I've heard rumors of mutants...

>13

>>342067

>Your men sent out to contact some possible mutants don't come back. You have no idea what happened to them. The arbites? Gangers? Eaten by mutants? Who knows?

Oh SHIT
>>
>>347727
Stephanus here btw, guess I should actually throw on a trip like everybody else to avoid issues
>>
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>>347727
My body is ready.
>>
Rolled 35, 75, 1, 58, 80 = 249 (5d100)

Right, lets get back to it, heretics.
>>
>>348625
Still here?
>>
>Turn 5

(sorry, that took longer than expected due to irl distractions)

>World Events
With a cult discovered and purged amongst the PDF forces, and the leader of said cult still at large, the Arbites have stepped up their activities for the time being. Patrols are more obvious in the streets, and a greater number of people than usual have been taken away for questioning. Several noble and merchant houses have expressed their concern at recent events. The black ship in orbit remains unnoticed. But remains. Will it stay silent for much longer?

On another note... has anyone noticed the similarity between the number 1 and the letter I? They look similar. 1 is now the sacred number of the Inquisition. I advise against rolling 01 or 11. Turns after this will take this on board.


>Nerud Blackmon

Your superiors have been mildly impressed as of late. Although no obvious benefits have come from this, perhaps you could sway their opinion at a later date when it mattered. Despite this, you have had little luck up-arming your followers, only a few extra weapons have been procured.

Arbites forces are happy to have you help them look for cults on the surface. A mechanicus specialist is a big help to their work, and more people with guns are obviously useful too. Using your expertise in electrics, your followers find one of the fight clubs that Drax's people run protection on, and attack it, killing several of his cultists and disrupting their operations.

Your standing with the Arbites and your superiors has increased as a result.


>Stephanos Baro

The planetary governor appreciates your gesture, but is far too busy to pay you real attention at the moment. Recent events have played merry hell with his schedule.

The drugs are deployed flawlessly, and all seems well. Your speech is impassioned, and the crowd very much listens to you, taking in every word. With the drugs altering their state of mind and making them much more suggestible, you get exactly what you want; a big bunch of violent zealots loyal to you. You also get the start of a riot, as they begin to take action on their own initiative. A few people who try to stop the madness before it gets too advanced are beaten to death, as are some unfortunate off-duty pdf troopers who happen to be nearby. The cult you've incited them against was in the pdf after all.

The event quickly gets out of hand, with groups of your followers heading out into the city in search of targets. Several people targeted turned out not to have much to do with any cults.

The arbites are furious. Some pdf commanders too, as their men have been targetted. Explanations are required. At least one action next turn to explain yourself and your roll in proceedings to the authorities.
>>
>>348849

>Drax

Some of your men were at Baro's speech. They were in off duty clothing to make them stand out less. You know a riot happened at the location, and none of your men who were there seem to have come back.

A few new recruits have been gathered, but more importantly you managed to storm a small arbites watch house. You haven't got any of their vehicles, but your men managed to take arbites grade weaponry; combat shotguns, riot shields, carapace armour, mauls, stun grenades. Your best men are now pretty heavily equipped.


>Gregory Daniels

You find and murder someone, but it does little to make your wounds hurt less, and the blood god doesn't seem to be offering any immediate help.

You also find disguising yourself difficult. Your injuries present one difficulty, but also your face has been distributed, and the efforts of Nerud Blackmon have helped the Arbites to spread awareness of you faster. You make it across to the area Drax is in, but are noticed heading there.

One roll next turn must be to evade Arbites patrols who come looking for you.

On the other hand, you now have a few followers, from Drax.

>Verdon Hermant

Many of the very most sickly people begin to follow you and see you as a leader. You have a core following now, of people without any real hope or anything to live for. Very desperate people.

The not quite so diseased are less willing. Some seem to have suspicions about you. At least one roll next turn must be related to dealing with their distrust. If left alone they may confront you or go to the authorities.

You have also managed to locate a water processing plant. It's not a major one, but still has significant throughput, and it's in an area of the hive not heavily patrolled by arbites or pdf forces. There are workers there, obviously, but it's still a decent target if that's what you had in mind.
>>
Rolled 78, 3, 25 = 106 (3d100)

>>348858
1. Attend one of Baro's feasts, try and convince people of the joys of synthetic sensation.
2&3. Rape that fight club with music and cultists, turn off surveillance but make sure rumors spread that their are multiple combatant cults in the underground.
>>
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>>348896
By "rape" I of course mean "murder" or perhaps "purge" not that there will be much difference.
>>
Rolled 57, 51, 14 = 122 (3d100)

>>348858
>Roll 1: Try to make contact with any family or friends of the missing minor noble and ask them if they would like a word at my speech, as they've been hurt the most by all this.

>Roll 2: Take mind enhancing drugs before speaking, ensuring clarity of mind and clarity of purpose.

>Roll 3: Give an impassioned public speech, in regards to those who demand an explanation. "Angry?! You are ANGRY?! Hive scum are running off with our children to sacrifice them in what are assuredly wicked and heretical blood rituals, and you are angry at US?! Your Arbites have FAILED to defend those He-on-Terra entrusted them to protect, and we have been left to fend for ourselves! And not only have the official planetary defense forces also failed in their duty, but they have been caught CONSORTING WITH THE MUTANTS! How can I trust you? How can any of us trust any of you?! I will repeat my plea; give us the means to defend ourselves and purge evil in the Emperor's name!
>>
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Rolled 75, 69, 50 = 194 (3d100)

>>348858
Excellent, these weapons will serve the bloodfather well. Now is the time to expand.

>roll 1: call back the pdf troopers to various cult fight clubs. Use their experience in the pdf to begin training the cultists into a more disciplined fighting force.

>roll 2: Spread stories of the arbites recent loss of a watchtower as a sign of the weakness of imperial authority in the mining district in hopes of attracting new followers to the cults

>roll 3: Post my Blood Wardens (thats what I'm calling my arbites equippped troops) at essential cult training grounds to slaughter any who would dare distrube the sacred fighting pits of the bloodfather.
>>
>>348896
2nd roll is for fighting, third is for controlling information about said fight.
>>
>>350014
>2nd for fighting
> rolls 3
prepare your anus for khorne
>>
>>350057
We're slaaneshi, we don't go anywhere without prepared anuses.
>>
Rolled 69, 53, 82 = 204 (3d100)

>>348858

I'll start using a trip too seeing as everyone else is

Roll 1: Deal with the distrust of the populace

Roll 2: Gather the sick and secure as much weaponry as possible

Roll 3: Scout the Water Processing Plant
>>
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>Name: Rodger Ferguson

>Appearance: Moderately bulky man, with jet black chopped hair. Despite being very active outside, he has a pale hue to his skin.

>Imperial Life: Adeptus Arbite. Despite being an Adeptus Arbite since he was 17, he only remains a mere Sergeant. Discontent has lead him to help the low givers, becoming very liked and considered their protector.

Secret Life: One of the Shaman low hivers invited him into his hut. The wise Shaman told Ferguson of Chaos and how sacrifices have allowed the Low Givers to phosper in the past. Chaos Undivided worship was shuttered out in a deadly incursion 50 years ago, making the Low hive miserable again. After much explaining, Rodger Ferguson accepted the role as the Leader of Chaos Undivided. The ritual was performed by the Shaman, marking him to lead. He has the full loyalty of proverty stricken Low Hivers and their families.
>>
>>353673
Aptitudes: Natural Marksman and CQC combatant. However, he never learned to drive any vehicles, for his precinct only provides squad cars to higher ranks.
>>
>>348858
Gregory is ded, Saph. Just update already.
>>
Saph is ded, thread, just die already.
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