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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Getting up to the spire to talk to his mom probably takes hours by itself, it'd be a vox call at best right?
 
Ok- I think both talking to the boy's mother and bringing PDF or elites with us is begging for rumors of who we are and what we are doing to be plastered all over the hive- I think that is a bad plan. It both poisons the well for the message we are facilitating (time for paranoia to set in) and it exposes us to anyone who wants to block any 'outside influences' on the high admiral.

I'd prefer two combat servitors and our psyker, going quiet and quick. Maybe the eldar can help with warp temptations as well?
 
Ok- I think both talking to the boy's mother and bringing PDF or elites with us is begging for rumors of who we are and what we are doing to be plastered all over the hive- I think that is a bad plan. It both poisons the well for the message we are facilitating (time for paranoia to set in) and it exposes us to anyone who wants to block any 'outside influences' on the high admiral.

I'd prefer two combat servitors and our psyker, going quiet and quick. Maybe the eldar can help with warp temptations as well?

"Our psyker" is a young girl.

But you're free to make that plan if you want?
 
Actually, we have a tech priest. Could we confiscate some combat servitors from a local mechanics enclave? No risk of getting our eldar companion discovered, probably better discipline than a platoon of crappy PDF
I'd prefer Skitarii over servitors. But if we did do servitors, no reason to be subtle about it, so we should see if we can get a Kataphron.
Thanks, you just created servitor dogs. The suffering of billions of cute canines is now all your fault.
It is canon that in the Guard canids count as either senior NCOs or junior commissioned officers. Striking a canid is thus considered striking a superior officer. And if a canid issues clear, verbal orders, it is expected that they will be followed. After which the unlucky trooper is to report to their commissar because they might be hallucinating or something.

We want a small team, not more than ten or so in total. We already have Praxis, Eldar maybe-ex, Charitina, Marvel Ann, and Dahlia*. So we're looking at maybe six more people, plus hauling bribes for the underhivers.

There are three options that aren't on Elero's list of people we might recruit:

Skitarii
-Will take more clout to recruit, and they might remember we have an Eldar
+ Much smarter than servitors, very fighty, can come with fun toys like enhanced auspex.
=Shit, that's an anti-tank rifle. SHIT THAT'S AN ANTI-TANK RIFLE.

Arbites/Enforcers
- Very much awkward questions
+ Not likely to be involved with the local politics, shock batons
=They may know bits of the underhive

Border gangers
-They have no reason to trust us, and we don't have a strong reason to trust them
+They know the territory, part of our bribe can be "Do this and I'll get you to the upper hive or you can come with me after"
= Milowda make Sketch write mo Lang Hiva, sasa ke?

*I think bringing her is better than not, but only just.
 
I considered arbites but they are probably like underarmed PDF troopers with most of the downsides but not many upsides by my reckoning. Though the level of competency and militarisation of arbites can vary a lot by planet and author.
 
I'm a fan of the necromunda games and collect Kal Jerico comics and i think veteran bounty hunters/mercs are the way to go. We can even hire entire teams instead of individuals. All we have to do is go to the nearest hiring hall or bounty hunter precint and look for the most discrete individuals with the best track record. This is the fastest amd most legal way rather than interviewing every single individual.
 
I considered arbites but they are probably like underarmed PDF troopers with most of the downsides but not many upsides by my reckoning. Though the level of competency and militarisation of arbites can vary a lot by planet and author.
You're thinking of enforcers, Arbites rock Carapace Armor, boltguns, combat shotguns, Repressors, cybermastiffs and are generally geared in parity to Tempestus Scions except for weaponry because their guns are more selectively lethal.
 
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You're thinking of enforcers, Arbites rock Carapace Armor, boltguns, Repressors, cybermastiffs and are generally geared in parity to Tempestus Scions except for weaponry
Back when we decided who to raid the transport with the virus bomb with, arbites were an option and noted to be less used than the pdf troops to battle, weren't they? With the implication they were about equal in gear.
 
Back when we decided who to raid the transport with the virus bomb with, arbites were an option and noted to be less used than the pdf troops to battle, weren't they? With the implication they were about equal in gear.

Just to be clear, here's the description:

[ ] Arbitrators: Praxis hand-picks a group of Arbitrator door-kickers for the mission. They might not be military, but they perform similar raids all the time. Providing they can keep their momentum, they'll do fine work, but they aren't used to the shock of pitched battle.

The only unit available that was PDF was an elite PDF task force group/thing, rather than "generic PDF grunt" who one assumes wasn't even in the running as a valid option.
 
Back when we decided who to raid the transport with the virus bomb with, arbites were an option and noted to be less used than the pdf troops to battle, weren't they? With the implication they were about equal in gear.
A lot of planets call their enforcers Arbites, what I'm referring to are the Adeptus Arbites, which should be found in plentiful numbers in the Sector Capital, whereas other planets may have a squad or just a single Arbites in a leadership role.
 
So here's the thing.

Firstly, if there's a plague down there maybe we don't want to bring along a whole compliment of only potentially useful people who might be potentially plague vectors; that seems like a bad idea.

Second, I'm a bit torn about the framing of this mission generally. I don't know a lot about 40K generally, but it seems to me that historically people have been tripped up a great deal by their prejudices (both in universe and out).

It seems to me that the real threat here is not really the residents of the under-hive, but the friends of our quarry. It also seems like bringing along a platoon of the PDF or arbites - entirely aside from their potential to trip over each other in an area they don't know well, and the potential to reveal Araleth - is likely to create more risk for us, not less. First of all, if a bunch of nobility are cutting a swath through the local residents, the last thing those same residents are likely to look favorably on is a bunch of local government thugs also coming to cut a swath through the area!

Similarly, once we reach the target, it seems to me likely that bringing a large group is likely to introduce an unstable element into a volatile situation. I would rather not bring along a large group of other people whose loyalties we are not clear on - not in the sense of having their own personal self-interest to consider, but in the sense of possibly having other loyalties in this particular hive that we might not be familiar with.

I think our plan therefore should be somewhat as follows:

1. Let's maybe go in just our little team, and use the locals to our advantage.

2. Let's set Marvel Ann to siphon up all she can find about the plague and any potential treatments or cures; that might - if we can convince them of our good faith - prove more valuable to the locals than money.

3. Let's get Bookter to figure out what we know about the underhive, even if it's out of date. Vast it might be, and long abandoned it might be, but there might be something valuable we can establish. Specifically, let's see if he can get us an angle on the movement of trade goods and establish patterns of trade goods - sometimes tracking material flows gives you a better picture of who lives where and what they're doing than anything else will.

4. Let's also bring trade goods. You know, for bribing people and whatnot.

5. Let's figure out what we know about our team of quarries and what they might be equipped with - and see if there are any personnel angles we can play when we eventually meet up with them. Who are they? Whose loyalties can we play on? How are they likely to approach this when challenged with an Inquisitor?

I just think going weird is likely to be a better protection than going in hard, in the environment we're facing.
 
I agree, this mission started with only combat elites, possibly with one or two non combat elites as support. Bring in extra manpower is likely to slow us done and make it harder to cover ground then help us find them. Also it forces us to be very overt rather then sneaky. I know there may be sneaky people we can recruit, but that takes time and connections.

In short, if we bring down generic combat assets, we're pretty much forcing ourselves to fight it out, because pdf and combat servators are only good at fighting
 
I'm not sure there is a plague, the chatty ganger didn't mention anything and it's entirely possible that "people winding up with their heads exploded" has managed to garble itself via "I heard people are dying mysteriously twenty levels down" into "My friend's cousin's greengrocer said there's a plague in the underhive"
 
People are making some complicated plans, but I'm going to vote for something nice and simple: not bringing the fragile psyker and the academic into the hellscape.

[X] Take neither.
-[X] Invite Marvel Ann
 
Marvel Ann and a couple of cybermastiffs seems like a good setup? Maybe a servitor as well, but I think we'd be best off keeping our numbers low.
 
We should bring servitors. They'll be quite the horror fuel to write, but I can't help but be morbidly curious.

[X] Take neither.
-[X] Invite Marvel Ann
-[X] recommend she bring combat servitors.
 
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Could we cause a distraction? Like... opening up some food-pipes off of our projected path to bait away the locals?
I believe that Marvel Ann is in by default, due to being combat-ready and Charitina having money riding on how long it takes the biologis to identify the xeno. So the "Invite Marvel Ann" vote ought to be redundant?

This situation reminds me of original x-com. It is obviously a surprise terror-mission, so we can expect chrysalids and don't have a full team of combat monsters on standby, so we need rookies. Rookies cannot handle chrysalids, so special tactics are required, namely: marching them out with an armed grenade on an impact-fuse to act as bait while the entire rest of the squad try and fail to shoot a ludicrous-speed chrysalid. We have grenades, but... where is the "recruit rookie" button on The Imperium? Guardsmen are actually moderately trained, and we might run into All Guardsmen Party shenanigans when told to march out with nothing but a single grenade while the rest of the force points guns at them, some people just can't understand that The Inquisitor Knows Best. P.D.F. has much the same issues and nobles might get curious if we start stealing their toys... Oh! Orphanages! Endless free rookies who nobody pays attention to!
 
Could we cause a distraction? Like... opening up some food-pipes off of our projected path to bait away the locals?
I believe that Marvel Ann is in by default, due to being combat-ready and Charitina having money riding on how long it takes the biologis to identify the xeno. So the "Invite Marvel Ann" vote ought to be redundant?

This situation reminds me of original x-com. It is obviously a surprise terror-mission, so we can expect chrysalids and don't have a full team of combat monsters on standby, so we need rookies. Rookies cannot handle chrysalids, so special tactics are required, namely: marching them out with an armed grenade on an impact-fuse to act as bait while the entire rest of the squad try and fail to shoot a ludicrous-speed chrysalid. We have grenades, but... where is the "recruit rookie" button on The Imperium? Guardsmen are actually moderately trained, and we might run into All Guardsmen Party shenanigans when told to march out with nothing but a single grenade while the rest of the force points guns at them, some people just can't understand that The Inquisitor Knows Best. P.D.F. has much the same issues and nobles might get curious if we start stealing their toys... Oh! Orphanages! Endless free rookies who nobody pays attention to!
Sorry to burst your bubble, but the Tempestus Scions, Crusaders and Sisters of Battle got to the orphans first.
 
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