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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[X] Plan Three Ways Out, Modified
-[X] Give Bookter the Webway device, and talk to him about who it is. Have him set himself up as mission control, set the thing on silent if possible, and keep in at least occasional contact. Convince him that this is on the up and up. You're an Inquisitor, and it's fine, it's all fine.
-[X] Find and pick out a local guide or two. Bribes may be in order, since they're probably some flavor of merc and ganger.
-[X] Have Marvel Ann request a handful of Skitarii, preferably Rangers, at least one with a big gun.
-[X] Talk to the boy's mother. Dress well, be as charming as possible and act as some somewhat unspecified authority, and inquire as to what he's like, his habits, tell her about the 'expedition' he's going on, and reveal--if needed--the Inquisitorial badge, but without trying to panic her. Learn everything you need to know to, hopefully, figure out what he'll do and how to get him to go along with you.
-[X] Look up and research fast ways in and out of the depths of the hive. Air-shafts, abandoned sewers, maintenance tunnels. You'll need them to get out if all goes wrong, and the mercenary squad'll need to find the nearest one to you if they want to rapidly respond to the situation.
-[X] Grab a nonlethal weapon or two, in case you have to put down your target. Or at least something with a stun setting. Give it to Charitina or Araleth, because they're both better than you at this.
-[X] Have Dahlia look over the extra people, try to feel whether she notices any bad vibes about them, psychically speaking, etc, etc. You'll be checking into them carefully anyways, but it might help... and just as importantly, it'll let Dahlia feel like she's contributing without her actually being in harm's way because she's a young girl and you actually had a small nightmare about the Juicers kidnapping her to sell her off.

This should work well enough, but it might also be trying to do too many things at once.
 
[X] Plan: Always have three ways out

I like the plan, especially including talking to the boy's mother if we can afford to.
 
How certain are we that this is actually Inquisitorial Business? I feel that we should at least look at the contents of the message before risking our forces on it, and verify that the person in question and expedition in question actually exist. I want to trust Are, I really do, but like it or not they have their own people to worry over and we have ours and as nice as it would be to embrace the concept of unconstrained cooperation, we are still very firmly mired behind the "but verify" stage of trust. And Are might even appreciate the insolent Mon Keigh peering at the message where a good Aeldari Ranger would never dream of breaching such sanctity...

That, aside from the small issue of an inquisitor who may be just slightly compromised in certain regards.
 
I'm pretty sure that, at worst, it's not directly contrary to what Imperial interests should be.

...I feel like a better objection to my plan is twofold.

First, @open_sketch , would time be a problem with all of this prep work?

Second, Praxis is a spy... does she think that this would, like, alert the wrong sorts of people? Or be likely to, since there's never a way to be sure.
 
Plan three ways out and three ways out modified are both pretty good so we'll do a sort of compression of them, and say that your local guide will be PDF and your guard Skitarii

[X] Plan Three Ways Out - Merged
-[X] Give Bookter the Webway device, and talk to him about who it is. Have him set himself up as mission control, set the thing on silent if possible, and keep in at least occasional contact. Convince him that this is on the up and up. You're an Inquisitor, and it's fine, it's all fine.
-[X] Find and pick out local guides: PDF troops recruited from the underhive. A lot of them work with dogs.
-[X] Have Marvel Ann request a handful of Skitarii, preferably Rangers, at least one with a big gun.
-[X] Talk to the boy's mother. Dress well, be as charming as possible and act as some somewhat unspecified authority, and inquire as to what he's like, his habits, tell her about the 'expedition' he's going on, and reveal--if needed--the Inquisitorial badge, but without trying to panic her. Learn everything you need to know to, hopefully, figure out what he'll do and how to get him to go along with you.
-[X] Look up and research fast ways in and out of the depths of the hive. Air-shafts, abandoned sewers, maintenance tunnels. You'll need them to get out if all goes wrong, and the mercenary squad'll need to find the nearest one to you if they want to rapidly respond to the situation.
-[X] Grab a nonlethal weapon or two, in case you have to put down your target. Or at least something with a stun setting. Give it to Charitina or Araleth, because they're both better than you at this.
-[X] Have Dahlia look over the extra people, try to feel whether she notices any bad vibes about them, psychically speaking, etc, etc. You'll be checking into them carefully anyways, but it might help... and just as importantly, it'll let Dahlia feel like she's contributing without her actually being in harm's way because she's a young girl and you actually had a small nightmare about the Juicers kidnapping her to sell her off.

Rolls (By vote bit here)

- No roll
- no roll
- Normal Presence roll (number of Successes will determine how rad the team is)
- Hard Charm roll (this is her son you're talking about!)
- Hard Intelligence roll. Help from Bookter (He'll be rolling 2 dice at 3+). Each success past the first will give you a resource you can spend to always know a way out of a situation.
- no roll. Praxis gets some nonlethal guns off the Arbites.
- Roll me a Normal Sight roll for Dahlia. Choose the number of dice for her. Total difficulty after skills will be 3+. Because of the nature of this check, each Success will give you a resource you can spend to get one of your minions to Help with any roll.
 
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it's not always clear what will work to bribe them. Underhive populations are a diverse lot living in extremely unstable conditions, reliant on questionable hydroponics setups, hunting, and smuggled food to survive. Complicating things, most of the people who will be useful to you are people who want to be there: outlaws, survivalist weirdos, gangers 'recruiting', etc, many of whom have lives upstairs and are here temporarily from need or desire. Everyone else probably just wants to keep whatever family they have safe and leave however the fuck they can if they can, and will almost certainly not trust you. But you can try.

Food, drugs, weapons, etc would all make decent bribes.

Flamers might be practical. Charitina has some training with them. They are pretty intimidating, which helps a lot.

Let's say everyone can carry four frag grenades. 40k frag grenades are hefty.

Araleth is perfectly willing to get their hands all over human... equipment, but their pistol is basically an SMG that fires ninja stars?

You could get carapace armour, but remember this isn't going to be like boarding a ship. It's going to be a bit more like spelunking with possible murder.

There are maps, but they are... unreliable.

There's not really any vehicles that can navigate the underhive reliably.

Sure! I mean... a lot of folks are gonna see any group of strange armed upstairs folk as probably being one of those.
So are we going into the upper underhive or under-underhive? Because I've heard that the under underhive is very often really really nasty.

Like, Adeptus Astartes tactical marines nasty.
 
So are we going into the upper underhive or under-underhive? Because I've heard that the under underhive is very often really really nasty.

Like, Adeptus Astartes tactical marines nasty.
You're not quite heading down into the Sump, no. This is the underhive proper, the part that is still recognizably once-a-city, if not anymore.
 
Wait, so are we taking cybermastiffs or not? The Troops in the vote are noted as often working with dogs, but there's no mention of cybermastiffs or regular canids as part of our forces.
 
[X] Plan Three Ways Out - Merged

Sounds good.

Also, I wonder whether it would open up interactions and plotlines with the local Ad Mech of this planet. The Plague does give us abit of a cover story (from the Mechanius end) for why an Inquisitor's Acolyte Mega Biologis, with the Ordo Hereitcus is requesting Skitarii to probe the Underhive. The Inquisition is always suspicious and the situation does stink of some Nurgulite scheme.
 
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Anyway, I think we should get rolling?

- Normal Presence roll (number of Successes will determine how rad the team is)
Wavering between 2 and 1 dice here.

- Hard Charm roll (this is her son you're talking about!)
Not sure. 2 dice, maybe.

- Hard Intelligence roll. Help from Bookter (He'll be rolling 2 dice at 3+). Each success past the first will give you a resource you can spend to always know a way out of a situation.

Just the normal standard dice, here, I'd say.

- Roll me a Normal Sight roll for Dahlia. Choose the number of dice for her. Total difficulty after skills will be 3+. Because of the nature of this check, each Success will give you a resource you can spend to get one of your minions to Help with any roll

I'd say 2 dice here. No more, because Dahlia can't get rid of stress in a healthy manner.
 
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Please please be "How cool the team is" rad and not "Make your geiger counter go doki-doki" rad.

SOI

I was not exaggerating when I said that underhive gets to "Deathwatch lost, presumed eaten by locals."
It's fascinating to imagine what goes on under there. Forget chaos cults and genestealers, and imagine shoggoths, undead wizards serving Nagash, Iron Men from the so-called Dark Age of Technology, Skaven, the last remaining anthology of Old Earth leftist literature outside the Black Library, a sleeping Old One, and a community of dimension hopping wizards.

Under-underhive is like underhive squared. The deeper you go, the greater the revelation. :V

Anyway, gotta sleep

[X] Plan Three Ways Out - Merged
 
If everyone agrees on the levels of stresses and what not, I can start rolling.
 
Okay, so Dahlia's two would be first, right? Since if we do well with it, it'll add to other rolls? And yeah, Dahlia doesn't spend *our* Stress, but she does sorta spend stress... and she really wants to succeed.

Wait, any roll in this set, or any roll ever? Like a bank or something?
 
Okay, so Dahlia's two would be first, right? Since if we do well with it, it'll add to other rolls? And yeah, Dahlia doesn't spend *our* Stress, but she does sorta spend stress... and she really wants to succeed.

Wait, any roll in this set, or any roll ever? Like a bank or something?
Banked for the rest of the routine.
 
Oh, and for the Hard Charm Roll, the goal is 8+, then we take off four for our Charm, so it's 4+. Then we remember that we're an Inquisitor, and in the political scheme of things we're powerful and she knows it: Imperial Political Theory to take it to +3. Then, we are going to be a little Dishonest with our intentions, we're good at lying to mothers.

So in total, the goal is +2, and so I don't know why we'd need to spend more than 1 stress on the Charm roll, since that'd already be two dice!

So.

Presence is 6-3 (Presence)-1 (Intimidation, we're scary and that makes the weaklings and liars and cheats crack)=2

Intelligence: 8-3 (Int)-1 (Logistics, because that helps us understand where sewers have to be, etc, etc)=4


[X] Plan: This.

[] Normal Presence (2+): 1 Stress, 2 dice
[] Hard Charm (target 2+): 1 Stress, 2 dice
[] Hard Intelligence (target 4+): 1 strain, 2 dice, though Bookter also rolls 2 dice with a target of 3+, which is why it's not more than one spent.
[] Dahlia: 2 dice

There's no need to go overboard on how much stress we're spending, actually. Though I suppose you could make the argument for the Presence roll being 2 stress just to try to get something amazing.
 
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