Character Sheet
][ Inquisitor Joanyn Praxis ][
Imperial Inquisitor, Ordo Hereticus

Attributes
Physical Attributes
Strength - 1
Agility - 2
Melee - 1
Endurance: 4

Mental Attributes
Intelligence - 3
Tactics - 2
Nerve - 1
Fortitude: 6

Social Attributes
Charm - 4
Presence - 3
Contacts - 3
Resolve: 10

Faith Attributes
Belief - 2
Scripture - 0
Fire - 1
Conviction: 3
(3) - The Imperium should be an alliance of solidarity for the weak, not an alliance of strength for the strong.
(2) - People are more than problems, weaknesses, corruption vectors to eradicate. Their feelings and dreams matter.
(1) - A Shot Fired is a Shot Wasted

<1> - Victory makes me feel alive.
Strength is raw physical conditioning. Lifting stuff, swimming, running a long time, punching hard. It's added to many melee attack damage as well.

Agility is swiftness, reaction speed, and immediate awareness. It's used for dodging things, jumping, ducking, outrunning folks, and other twitchy reactions.

Melee is the general skill of up close combat with knives, swords, fists (power or otherwise), chainsaws, whatever else.

Intelligence is raw intellectual power, knowledge, and drive to learn and study stuff. It is also used for military logistics.

Tactics is your knowledge of battle tactics, from the strategy of leading armies to simply knowing when it is safe to rush across a hallway in a gunfight.

Nerve is the stat both for shooting firearms and for keeping your cool. Nerve checks are common in combat to prevent from panicking or fight through pain.

Charm is the social stat used for flattery, smoothtalking, lying, seduction, verbal sparring, deflection, and navigating high culture.

Presence is the social stat used for reasoning, explaining, teaching, intimidating, impressing, or public address.

Contacts is rolled to know people you need to know, and to have a good reputation with them.

Belief is your actual faith in... whatever you have faith in. The Emperor, hopefully. It is used to resist temptation and corruption.

Scripture is your knowledge of the intellectual side of your religious faith. If you can quote from the holy books and theologians. It's intelligence for matters of faith.

Fire is your ability to project your faith out and convince others of it. Want to convert somebody or whip a crowd into a fanatical fury? This stat.
Weapon: Laspistol
Weapon: Hellpistol
Trade: Manager
Trade: Spy
Trade: Political Operator
Talent: Verbal Sparring
Talent: Seduction
Talent: Dishonesty
Talent: Intimidation
Talent: Exfiltration
Talent: Logistics
Talent: Propaganda
Talent: Indirect Persuasion
People: Dahlia
People: The Corrupted
People: High Imperial Politicians
Knowledge: Imperial Political Theory
Social Loadout
1 Compact Laspistol, 1 Laspistol Reload, Flash-Safe Glasses, 6 Concealed monoknives, 1 Show Knife, 1 Belt Buckle Gun, 1 Plastex Bodyglove/Flakweave Suit, Displacer Field

Combat Options
+1 Hellpistol, +1 Transonic Machete

Compact Laspistol
Small Handgun
Attack Dice: 1/d10 -or- 2/d10-1
Aim Bonus: +1
Damage Bonus: +2
Armour Reduction: 0
Magazine Size: 4
Special
Laser: Does not cause bleeding.
Blinding: If operated without flash protection, witnessing the impact of a las-weapon will blind for 3 rounds.

Concealed Monoknife
Small Knife
Attack Dice : 1/d10
Damage Bonus : Agility + 1
Armour Penetration : 2
Parry Bonus : -1
Disarm Bonus : +0

Show Knife
Medium Knife
Attack Dice : 1/d10+1
Damage Bonus : Agility + 1
Armour Penetration : 0
Parry Bonus : +0
Disarm Bonus : +0

Buckle Gun
Tiny Handgun
Attack Dice: 2/d10-2
Aim Bonus: +0
Damage Bonus: -2
Armour Reduction: 0
Magazine Size: 1
Special
Hidden: Will always escape searches.

Plastex Bodyglove/Flakweave Suit
Clothing
Armour Value : 3
Coverage : All but Head and Eyes
Resistances : Impact, Blunt

Displacer Field
Energy Screen
When hit with an attack, roll 1d10.
1: Displaced into worse danger.
2: Displacer field fails. Take the hit.
3-6: Displaced hard. Take 1 Sore from bumping into something.
7-9: Displaced. Attack avoided.
10: Nothing personal, kid.

Hellpistol (Voss Pattern)
Medium Handgun/Carbine
Attack Dice: 1/d10 -or- 2/d10-1 (One-Handed)
Aim Bonus: +1
Damage Bonus: +3
Armour Reduction: 2
Magazine Size: 12
Special
Laser: Does not cause bleeding.
Blinding: If operated without flash protection, witnessing the impact of a las-weapon will blind for 3 rounds.
Convertible: When converted to Carbine mode, gain +1 to Attack and Aim Bonus.

Transonic Machete
Medium Knife
Attack Dice : 1/d10+2
Damage Bonus : Strength + 3
Armour Penetration : 1 + Half of enemy Armour (Round Down)
Parry Bonus : +0
Disarm Bonus : +3
Special
Sickening Vibrations: Enemies with 3 meters of an active blade count as being at -1 to all stats.
Sister Charitina
A member of the Order Famulous who found her faith again thanks to the Inquisitor. Praxis' closest confidant, dearest friend, and irritating ex-girlfriend.
Attributes of Note: Nerve 3, Contacts 4, Charm 3, Scripture 2, Fire 2
Skills of Note: Career - Order Famulous, Weapon - Bolt Carbine, People - Inquisitor Praxis
Equipment: Half-Plate Power Armour, Bolt Carbine, Burning Blade
Known Values: (3) The nobility is a blight on the Imperium, (2) I trust the Inquisitor's vision for the future, (1) Galaxy grim and dark, tiddy soft and warm.

Dahlia Hussian
A 17 year old unsanctioned psyker, rescued by Praxis from the witch's pyre she volunteered for at age 12. Loves the Emperor, and hates herself for being unworthy and twisted.
Attributes of Note: Power 1, Control 2, Sight 2, Faith 5, Strength -1, Nerve 0
Skills of Note: Talent - Self Discipline, Talent - Self-Hatred
Equipment: Web Derringer
Known Values: [3] I am here because I was given a chance. I should extend the same chance to others, [2] The Emperor is all things, [1] I can atone for my existence by aiding the Inquisitor

Marvel Ann Alemanga-Zero
A Magos of the biology wing of the Adeptus Mechanicus, Marvel Ann is an exuberant, odd, and enthusiastic cyborg lady who is an expert in medicine and bionics. She's Joanyn's current sweetheart, and she autotunes her voice.
Attributes of Note: Intelligence 4, Charm 3, Strength 4
Skills of Note: Career - Cyberdoc, Talent - Surgery, Talent - Singing
Known Values: [2] Adventure is to be seized with both hands (and as many mechandrites as possible)

Fraser Bookter
A positively ancient scribe who served Praxis' teacher, Bookter has seen all manner of things. Despite that, he keeps good humour.
Attributes of Note: Intelligence 4, Scripture 2, Contacts 2, Strength -2
Skills of Note: Career - Archivist, Knowledge - Imperial History
Known Values: ???

Korey Kilimnik
Once a Lightning fighter pilot for the Navy, until he was caught fucking an admiral's son. Kilimnik professionally doesn't care unless it has jet engines.
Attributes of Note: Nerve 5, Agility 3
Skills of Note: Career - Fighter Pilot, Talent - Piloting, Talent - Causing Trouble
Known Values: [2] By death or rejuvenation, age will never slow my reflexes
Penalties

≡][≡​
Sore​
Strain​
Stress​
Stain​
≡][≡​
◹☠◸​
0/4​
0/6​
0/10​
0/3​
◹☠◸​
◹⛉◸​
3 XP​
XP3​
33 XP​
9 XP​
◹⛉◸​
CURRENT RP
6

RULES SUMMARY
ROLZ ROOM
 
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It's because she's flying, but specifically because the Seraphim are the Battle Sisters with the jetpacks. :3
Right, so it is the floating. It's just my first reaction was "Hang on, did the Sister of Battle address the psyker affectionately as angel?" Which would obviously have more implications. But that's not on the table at the moment.
 
[X] ... heading for a remote settlement, covertly. Let's not let anyone know we're here until we need to.
 
[X] ... heading for a remote settlement, covertly. Let's not let anyone know we're here until we need to.
 
[X] ... heading for a smaller settlement. Let's get an overview of the situation on the ground.
 
2-2: Geopolitics
"Right away, boss."

The shuttle rotated slightly and began its deorbit burn, and you gripped the crash netting tightly. There'd be that short period where the shuttle was cut off from the world by the flames of reentry, and you always hated it. Then you'd have to frantically communicate your intent to whatever air traffic control existed and find your landing spot without tipping your hand too much.

At least it looked nice down there.

---

Your first impression, stepping off the ramp onto the sand of Avanyu 3, was that you'd perhaps miscalculated in your choice of clothing.

It was hot. Not the hottest place you'd been, not a scorching desert, your glasses informed you it was a nice 28 degrees with a breeze coming off the sea. But you'd spent the last three weeks in the cold metal of a starship, and the two years before that on the slimy cold ball of misery of Dacoth. And twenty-eight degrees in a plastex body glove... you might as well kiss the muzzle of a meltagun.

"We have made a mistake." Charitina said, staring at you in horror. "We have to go change."

"Tina, they can already see us, they're sending their envoys. It's too late."

"Emperor preserve us."

"No need, we're going to pickle in our own sweat." you quipped, then you raised a hand in greeting as the tender car slowed and a squad of serious-looking solider types piled out. Their uniforms were light flak-weave, white and loose-fitting, but looked like full battle gear, with helmets and all, las carbines at the ready. They didn't look like they were expecting a fight, but they looked ready for one.

"Somebody's jumpy." Kilimnik muttered.

"Maarie Carilli and crew, paradise expedition, from Dacoth?" their NCO read off a clipboard, looking over the crew roughly. A quick temporary cover you'd thrown together: wealthy tourists from a minor noble family who'd hitched a ride of the transport. Wouldn't hold up to close scrutiny, but just needed to get you on-world.

"That's us. This is quite the welcoming committee." you said.

"You picked a hell of a time to come is all. Avanyu 3's not exactly the friendly kind of paradise right now. We've having a bit of a terrorist problem." the man explained.

"Just our luck. There's a bit of an upset back home, too. Some inquisitor just knocked over our Governor, we thought we'd get out until it calms down." Charitina added. Nice.

"Fair enough. Here's probably safer than the capital, so good choice. Just my personal recommendation, my Lady, but I would limit your expedition to the downtown core of Plourwood and the connected beaches. If you see anything suspicious, tell a guard, will you?" the NCO finished, and you nodded.

"Fair enough, thank you so much. If you don't mind me asking, what's the problem?" you asked. The man seemed helpful enough, might as well get some information right up front.

He sighed and lowed the clipboard, and you suddenly realized how tired he looked, under the goggles and aquila-emblazoned helmet.

"There's two separatist movements or something, I'm not sure of the details. One of them is just some typical stuff, a few of the eastern archipelagos trying to break away from the capital again, it kicks up every few decades. But there's this other group, some kinda fanatics called the Company of Judgment, they've been suicide bombing pharma-transports and taking hostages, trying to stop the harvest, and it's made the separatists bolder too." he said.

"Well, I hope you get 'em. We'll stay out of your way." You said. He thanked you, the car was rolled out of the shuttle, and you started off toward Plourwood, the major settlement on the island.

---

"Why didn't you say there was two groups?" you asked.

"Because the separatists don't count, they've always been here!"

You were at an open-air bar near the edge of the beach, dominated by white steel buildings looking out over the soft sands and the water, talking to the Inquisitorial acolyte who'd tipped you off. He had a comm-fob that let him broadcast an encrypted message to ships in orbit, marked with an inquisitorial seal, where they would be repeated by other ships as they reached their destination. It was a rather crude way of doing it, but it worked when it wasn't possible to get an astropath to relay the message. It didn't much matter that the message would continue to repeat for another few decades until every ship in the sector had it: it was just a string of nonsense letters to anyone without the key. In fact, all your networks, and every other inquisitor operating in the sector, tended to broadcast such things near annually, with occasional bursts of random activity, just a message checking in or something similar. Threw people off the trail.

In fact, your agents weren't even the only ones on the world. Your ship had automatically picked up the signal from another Inquisitorial acolyte as you entered orbit, though it was using a different encryption key. Tagged Ordo Xenos, so at least you didn't have competition.

The thing was, you'd never met this acolyte. Neither had your predecessor. No, Lothar Greven was a man whose great great grandfather had been activated by an agent working for the man who had trained the man who had trained you. His entire life, he'd been raised in the knowledge that his family had spent generations serving an unknown person out in the stars. Other than that, he was a regular citizen of the world, dressed in the same light interwoven clothing and sun hats, working the plantations during the wet seasons and construction or cottage industry in the summer.

"Right, yes. So, let's start at the top, then. Explain the last ten years to me, Lothar?"

Avanyu 3 had been settled fairly recently, just two thousand years ago. It spent fourteen hundred of those years classified as a paradise world, used as both a retreat for nobles and a rest stop for Imperial Guard units after hard-fought campaigns.

But then it was discovered that a native plant, Brimselda, held some pretty incredible properties as a painkiller and burn-soother. Initially the plant was exported to be grown elsewhere, but it was a fairly delicate crop and did not take well to most other atmospheres. So growth would have to take place here.

This rather upset the local Noble Houses, that they might lose their playground, but they came up with a clever compromise. Large-scale agriculture of the plant on the planet might well destroy the atmosphere and make it impossible to grow the thing in the first place, they pointed out, so they managed to negotiate a small amount of production in exchange for financially backing expeditions to find a world suitable for large-scale plantations. That was six centuries ago. Still no results, as best you knew.

And in the meantime, of course, the nobility grew slightly more than the tithe demanded anyway, because the stuff sold extremely well on the market. You had three vials of it yourself in the glovebox's first aid box.

Now, this decision wasn't entirely popular, because offworlders controlled the entire process from the capital on the planet's largest island, in the arbitrarily-defined western hemisphere. There were constant attempts by elements of the planet to break free and handle the crop themselves, thus allowing the locals to keep the profit of the excess and use it to develop the world. Outside of the offworld nobility and their favoured servants, Avanyuians were wretchedly poor. Not uncommon across the Imperium, but they didn't even have a ruling class that at least needed them alive to work for the Tithe. Plantation work paid almost nothing, or in some cases was outright slavery. The only reason it wasn't worse was, frankly, the families controlling the place didn't care about the industry and just wanted to keep their vacation spot.

This was a tough spot, because while the separatists were absolutely correct, without the off-world nobility the world would be converted to an agri-world, every island would be turned into a plantation, and within a few generations the ecosystem would change enough that Brimselda wouldn't grow anymore and they'd fall short of the Tithe.

But then there was the Company of Judgement. They'd come out of nowhere about six years ago, and things had started getting fucked up here, fast. They wanted growth of Brimselda stopped, dead, simple as that, and when their demands had been ignored they'd started one of the most vicious campaigns of terrorism imaginable. They blew up shuttles, sunk ships, took touring nobility hostage, ambushed PDF units, and sometimes just butchered entire islands setting up new growing operations. Their viciousness and fanaticism had rubbed off on the separatists, and now the PDF were rapidly getting overwhelmed. If production stopped, the Imperial Guard and various sector security forces would lose access to the single best and easiest treatment for las-burns in the segmentum.

And the governor hadn't said anything yet, for fear of being disposed for being ineffective. Or worse, if a heavy-handed response destroyed the ecosystem.

Bookter spent the whole meeting taking careful notes, and your servo-skull recorded it anyway. Six hours of planetary history, going on well past nightfall. Poor Dahlia fell asleep in the corner.

"So where the hell do we begin with this?" Charitina asked, once it was all over.

"That's the question, isn't it..." you mused. "I suppose we'll need to..."

[ ] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.​
[ ] Try to make a contact in the Separatists and figure out how they can be manipulated, stopped, or supported, if you think that's what you need.​
[ ] Start building up a base of power in the security forces and official government. Get the PDF on your side and access to resources.​
[ ] Write In​
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.

We're missing something. This could be an important something, or it could be a terrible something, like the Company of Judgement being the front for some serious heresy.

We know at least the basics of the Separatist cause, even if we should eventually talk to the people and figure out how to interact with them. We can guess about the Government and its priorities... but the Company of Judgement? They're a mystery.

I'd love to offer some sort of clever write-in plan, but without full knowledge of the situation it'd be a mistake I feel, this early on.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
[X] Gather intelligence on the Company of Judgement. See if you can find an agent, or the family of a recruit to ask questions.
 
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