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
 
Last edited:
We're ridiculously wealthy by local standards. Let's just pay them.
Bad luck would suggest that they're going to ask for something other than money. Might not even need to be severe bad luck, given that this place's finances are probably just as dysfunctional as the rest of it.

That said, I don't think we lose much by trying to play nice first. If anything, it'd probably sooth our conscience to wait until they fail to accept a price we're willing to pay. Give them some rope and see if they hang themselves, as it were.
 
Last edited:
Okay, so, we have Charm, which is 4, and then... would verbal sparring count? If so, that's +5 total.

So either 0 or 1 Stress spent. One stress if we want to be sure of a full success... and I think we might, considering that a 'half success' might have them asking for, like, something absurd or terrible.
 
I'm against spending stress here, personally. It's just some gang, and it's normal difficulty.

Hmm, okay, so, with verbal sparring, the target is 1. So if we roll a 5 or more, we get the full success. So, 60% chance, and 100% chance of at least a partial success... though if we roll a 1 we take stress anyways. Sure, let's not spend stress... but I am worried about what happens on a partial success.

But eh. Yeah, I'm convinced, no stress is my vote.
 
I think we should spend 1 stress, but I have some pretty awful paranoia regarding fucking up. Also, stress means XP further down the line.
 
So! I have collected the anydice programms to get an insight into the chances of throws. For example the chance of three successes on one die at an threshold of 1 was only 12% (8% for more than that).


[LINK TO PROGRAMM]
First program is the simplest. The more effort Praxis put into an action the more it tires her. For each die after the first it is one additional point but there is the risk of additional points. That happens for each die that lands on a number equal or less than the number of dice thrown by Praxis (helpers throw their own and are not counted). The results are very static so I included the relevant results here.
function: strainfor NUMBER:n {
result: [count {1..NUMBER} in NUMBERd10] + NUMBER -1
}

output [strainfor 1] named "0 Strain"
output [strainfor 2] named "1 Strain"
output [strainfor 3] named "2 Strain"
output [strainfor 4] named "3 Strain"
  • 90% for 0 Points
  • 10% for 1 Point
  • 64% for 1 Point
  • 32% for 2 Points
  • 4% for 3 Points
  • 34.3% for 2 Points
  • 44.1% for 3 Points
  • 18.9% for 4 Points
  • 2.7% for 5 Points
  • 13% for 3 Points
  • 34.5% for 4 Points
  • 34.5% for 5 Points
  • 15.4% for 6 Points
  • 2.6% for 7 Points
[LINK TO PROGRAMM]
This programm tallies the number of successes for the given number of dice and the to beat threshold. Normal throws have to beat 6+, Hard 8+ and Impossible 10+. The programm does not care for that but only the number after the relevant boni. Our GM has put down the rule that one success is enough to get what Praxis is aiming for but with a downside. With two successes or more the downside falls away with increasingly better wins on top. That is why the programm tallies 0, 1 and 2 or more successes.
Because Praxis does not always work alone sometimes others throw dice in her support. As such they use different thresholds and number of dice. Their successes will be added to Praxis but made it nessecary to make alterned versions of the code for those circumstances.
function: rolls DICE:n threshold DC:n{
SUCCEEDS: 0
loop N over {1..DICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL DC]
}
result: SUCCEEDS
}
function: decide ROLL:n DC:n {
if ROLL >= DC {
result: 1 + (ROLL-DC)/4
}
result: 0
}
function: judge RESULTS:n {
if RESULTS >= 2 {
result: MORE
}
if RESULTS = 1 {
result: ONLY
}
result: FAIL
}
FAIL: 0
ONLY: 1
MORE: 2
function: brolls DICE:n threshold DC:n{
SUCCEEDS: 0
loop N over {1..DICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL DC]
}
result: [judge SUCCEEDS]
}
function: crolls DICE:n threshold DC:n rolls BDICE:n threshold BDC:n{
SUCCEEDS: 0
loop N over {1..DICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL DC]
}
loop N over {1..BDICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL BDC]
}
result: [judge SUCCEEDS]
}
function: drolls ADICE:n threshold ADC:n rolls BDICE:n threshold BDC:n rolls CDICE:n threshold CDC:n{
SUCCEEDS: 0
loop N over {1..ADICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL ADC]
}
loop N over {1..BDICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL BDC]
}
loop N over {1..CDICE} {
ROLL: [explode 1d10]
SUCCEEDS: SUCCEEDS + [decide ROLL CDC]
}
result: [judge SUCCEEDS]
}

output [rolls 2 threshold 5] named "1 Stress, distribution"
output [brolls 2 threshold 5] named "1 Stress, collected"

output [count {2..20} in [rolls 2 threshold 6] + [rolls 1 threshold 6] ] named "0 Stress + help, least 2"
output [crolls 2 threshold 6 rolls 1 threshold 6] named "0 Stress + help, collected"

output [count {2..20} in [rolls 2 threshold 6] + [rolls 1 threshold 7] + [rolls 3 threshold 8] ] named "1 Stress + 2 help, least 2"
output [drolls 2 threshold 6 rolls 1 threshold 7 rolls 3 threshold 8] named "1 Stress + 2 help, collected"
Group Combat has at this point only happened once so this is subject to change. More so than the rules for the other programms.

And the programm is currently broken. EDIT: Fixed
[LINK TO PROGRAMM]

The Programm takes the number of combatans and the tactic bonus of our guys. If the enemy has that bonus we most likely have lost already.
In combat there are no exploding dice. The combatans get boni for their Nerve stat and the weapon they wield together with the winning tatics bonus. Each round of combat the tactic bonus decrease until it reaches zero and meele combat is started.
The successes of combatans are pooled and halfed (if uneven attack gets the point) before compared to the opponents. To defencive die is the armor added and if it is larger than the opposing attacking pool no wounds are made. If less than it is that number of wounds. Additionally each natural 1 is an automatic fail and wound regardless if the boni has pushed the threshold lower than 1. The programm than compares the number of self inflicted and from opponent action. If a positiv result is displayed it only means that that many more opponent have been wounded than own.
The pogramm only simulate one round of combat.
\A negativ result means that more of our are wounded than of the enemy.\
ONERVE: 3
ENERVE: 2
OWEAPON: 3
EWEAPON: 2
OARMOR: 3
EARMOR: 0
TOHIT: 10
ODEATH: 0
EDEATH: 0

function: ourguys ONUMBER:n vsenemyguys ENUMBER:n withtacticsbonus TATIC:n {
OTOHIT: TOHIT - ONERVE - OWEAPON - TATIC
ETOHIT: TOHIT - ENERVE - EWEAPON
OWIN: 0
EWIN: 0
loop N over {1..ONUMBER} {
OWIN: OWIN + [ojudge 1d10 on OTOHIT]
}
loop N over {1..ENUMBER} {
EWIN: EWIN+ [ejudge d10 on ETOHIT]
}
OATT: [roundup OWIN]
ODEF: [rounddown OWIN]
EATT: [roundup EWIN]
EDEF: [rounddown EWIN]
ODEATH: ODEATH + [suffer EATT against ODEF with OARMOR]
EDEATH: EDEATH + [suffer OATT against EDEF with EARMOR]
result: EDEATH - ODEATH
}
function: ojudge ROLL:n on DC:n{
if ROLL = 1 {
ODEATH: ODEATH + 1
result: 0
}
if ROLL >= DC {
result: 1
}
result: 0
}
function: ejudge ROLL:n on DC:n{
if ROLL = 1 {
EDEATH: EDEATH + 1
result: 0
}
if ROLL >= DC {
result: 1
}
result: 0
}
function: roundup NUMBER:n {
if NUMBER >= 2 {
result: 1 + [roundup (NUMBER-2)]
}
if NUMBER >=1 {
result: 1
}
result: 0
}
function: rounddown NUMBER:n {
if NUMBER >= 2 {
result: NUMBER/2
}
}
function: suffer ATT:n against DEF:n with ARMOR:n {
if ATT - DEF - ARMOR <= 0 {
result: 0
}
result: ATT - DEF - ARMOR
}

output [ourguys 16 vsenemyguys 22 withtacticsbonus 0 ] named "Compared without Bonus"
output [ourguys 16 vsenemyguys 22 withtacticsbonus 1 ] named "Compared with 1 Bonus"
output [ourguys 16 vsenemyguys 22 withtacticsbonus 2 ] named "Compared with 2 Bonus"
output [ourguys 16 vsenemyguys 22 withtacticsbonus 3 ] named "Compared with 3 Bonus"
output [ourguys 16 vsenemyguys 22 withtacticsbonus 3 ] named "Compared with 4 Bonus"

@open_sketch I hope this is somthing to earmark.
 
Last edited:
Back
Top