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] Try to find an agent by discovering whatever channels are used to gather recruits. As a local, Lothar Greven can pose as an interested citizen. (Tactics roll)
[X] Hit up the PDF and see if they've taken any of them alive. Try to get an interview with them. (Contacts roll)

Okay this wins. Please roll the Tactics and Contacts roll now. Remember to post the results.

Wait, you aren't going to tell us the DC? I think I can calculate it, but...

E: Also, how does anyone feel about using Strain/Stress or not using it. Any thoughts before we wind up rolling?
 
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If you want to get slightly fancier with the dice codes, something like "#repeat 2 explode=10 1d10" will display the results a little cleaner and handle the explosion automatically.
 
If you want to get slightly fancier with the dice codes, something like "#repeat 2 explode=10 1d10" will display the results a little cleaner and handle the explosion automatically.

I could do that, or I could give into superstition and make sure to always wear the same clothes and panties and sit in the same way while listening to the same music while rolling from now on.

I'll consider my options. :V
 
2-3: Getting Access
"That's the question, isn't it..." you mused. "I suppose we'll need to gather intelligence on this Company of Judgement, huh. I think a good old fashion internal and external approach?"

"How do you mean, Lady Inquisitor?" Lothar asked.

"We get a man on the inside through infiltration, and we get our hands on one of their agents for questioning as well. That way we get a complete picture." you explained. "If we're going to move against them, we need as complete a picture as we can, and I imagine they'll be cell-based so every little bit counts."

"We might not even have to snatch them ourselves. The PDF must have taken at least one prisoner by now, we can pay them a visit." Charitina added. True, that'd make your life easier.

"Right. Only thing is, it can't be one of us doing the infiltrating, it has to be a local. Mr. Greven, do you feel you can do such a thing?" you asked.

"Of course, Lady Inquisitor, it is my life's purpose." he said reverently. "My brothers did not believe The Inquisitor would return, but I never lost faith."

You exchanged a glance with Charitina. This wasn't unusual, but that didn't make it any less unnerving.

"Okay there, Mr. Greven. We'll begin training for the..." you trailed off, seeing something in his face.

"There is no need, Lady Inquisitor. I have been well trained in my family's arts. I spent eight years with my grandfather learning the ways your predecessor taught my ancestor." he said. "I am ready."

"... okay then. We'll get started right away." you said, picking yourself up off the table. You had a shower to take, badly. Everyone shuffled to their feet awkwardly, Dahlia yawning.

"Um... Mr. Greven?" she said, and once she had his attention she began reciting, "Remember, it is not a sin to speak a sin, if it is to stop a sinner. But be mindful how easy the lies come."

The man nodded slowly.

"... I will, young one. Thank you."

---

Finding a recruiter was a dangerous job, but not as difficult as it might have seemed. Terrorist groups always needed technical expertise, and because there wasn't a lot of tech-priests jumping ship for them they tended to turn to the next best thing, workers with experience maintaining machines like ground-cars and the like. While formally they merely replicated the rote rituals that the Mechanicus grudgingly allowed the greater Imperium to learn, in practice almost all of them started tinkering after a few years, and you often suspected many of them had a better understanding of the machines they maintained than the tech-priests who built the things. About two decades ago you had a track-skid that an Enginseer told you needed to be completely disassembled, blessed, and rebuilt to repair, but an Imperial Guard tanker you were working with fixed it in about four hours with a toolbox and welder.

The big machine of the planet were hydroskimmers, a sort of pseudo-aircraft which rested in the water to be loaded, then they fired up electric turboprops and skimmed along the top of the water on stubby wings. There were tens of thousands of them active on the world and only maybe two score Tech-Priests available, so the crews ended up having learn as much as they could about how they worked. That made them prime candidates, so you paid a few visits to the local hangers.

Within three days, you found a contact and put Mr. Greven in contact with him. He was instructed to stow aboard a transport heading up north, and he did so that evening, carrying with him an encrypted transponder that could show his location in pulses as well as communicate with you. Now you just needed to wait.

So instead of waiting, you headed to the local PDF base. Or, more specifically, you first headed to a bar the local PDF officers liked to hang out at, got the highest-ranking one you could find alone in a booth, and showed him your Inquisitorial icon.

"... holy shit. Okay." He said, his drunken brain only kinda registering it. "Yeah, um... not what... sorry, Inquisitor lady..."

"You're really drunk. Don't you have to be on duty tomorrow?" you asked.

The terror that washed over his face in that moment was absolute.

"Yes. Yes I do. It's just. A bit. Ma'am. I'm totally alright, I promise." he said.

"Well, I'm willing to overlook this if you assist my investigation, how's that?" you said. "Who is the ranking officer at your base?"

"Colonel Dahmbach. I'm her XO." he said, "But the Colonel is... um. Nevermind."

"No. Do go on."

"Well... she's a political appointee. Off-worlder. Barely there most days."

"So you're in charge, then, Major?" you said, having just worked out the rank system on his sleeve. Palm trees, how novel.

"Yes ma'am."

"Good. Tomorrow I need access to the prisoners on base for interviews. I would like a cleared room, no survillience, and no matter what this doesn't go above you and doesn't spread beyond those you trust absolutely and who absolutely must know. Do you understand?"

"... yes ma'am. I'll... I'll get going now."

He turned to stand up, but you held his sleeve gently.

"Come now, Major, there's no rush. How'd you end up being effectively in charge of the base? That must be an interesting story. Seen much action?" you asked.

You had a valued source of intelligence here willing to answer your questions. You might as well get a good picture of the military campaigns of the last few decades, might give you an idea as to how things have changed, the tactics of the terrorists, and the state of the planet's military.

But besides that, he was a very handsome man.

---

Plourwood PDF base was a compound on the southernmost end of the city, separated by about a hundred meters of carefully kept dead zone for heavy stubber emplacements, surrounded by razor-wire and rockcrete walls. A battery of mortars stood by just inside the doors, heavy metal pieces with a massive locking mechanism, and facing out towards the water was a single, venerable lascannon emplacement, the last line of defense against a suicide charge by a hydroskimmer.

You and your team were cleared to enter as nonspecified advisors, with the implication given that you were the only thing worse than an Inquisitor: an auditor from the Departmento Munitorum. Within a few minutes, your car was parked and you were inside the prisoner compound. There was about a dozen prisoners inside, but only one was a Company of Judgement member, and she had to be chained to the wall to prevent her from hurting herself. The rest were separatists who usually didn't have much to say: they were recruited by a relative, occupiers out, blah blah, they'd get shipped to a labour camp in a few days when a transport arrived. Ironically, the separatists provided the nobility a constant trickle of slave labour to work the plantations.

You were outside the door with Dahlia, Charitina, and Bookter, and you were giving a last-minute pep talk to your psychic ward.

"Remember, if you start to feel overwhelmed by what she says or does, you leave. You don't have to be a hero, you don't have to bear the pain. This will keep us both safe, understand?"

"I understand." she said.

---

What method do you use to get the Company of Judgement prisoner to speak? This will determine what stat you use.
[ ] Write In​

What questions do you ask? For every question you ask, or if you try to fold multiple questions into one (you cheeky fucks), I'll raise the DC by 1.
[ ] Write In​
 
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---

What method do you use to get the Company of Judgement prisoner to speak? This will determine what stat you use.
[ ] Write In​

What questions do you ask? For every question you ask, or if you try to fold multiple questions into one (you cheeky fucks), I'll raise the DC by 1.
[ ] Write In​

To clarify, do you mean that the Base DC is 0 for the challenge? Or that there's a Base DC of some sort, and then each question adds on top of that?

I do think we should leverage our charm, since it's our strongest. Or we could do Presence and make it into an argument/debate for the "Verbal sparring" side of things. Wait, or if Verbal sparring is Charm... hmm, still!
 
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To clarify, do you mean that the Base DC is 0 for the challenge? Or that there's a Base DC of some sort, and then each question adds on top of that?

I do think we should leverage our charm, since it's our strongest. Or we could do Presence and make it into an argument/debate for the "Verbal sparring" side of things. Wait, or if Verbal sparring is Charm... hmm, still!
Base DC is 6+.
 
If we only ever use our strongest stat, only our strongest stat will get stronger. But like hell will I cripple myself using skills inappropriate to the situation.
 
[X] Debate... sort of. Instead of trying to win a debate with a terrorist, Praxis is trying to provide a sort of mirror, a punching bag to convince her to reveal more than she might against no target at all. Even seem to give way to the arguments, if it helps pull out more information about what she's asking. Ultimately it isn't about "victory" so much as letting the prisoner show off her verbal moves... and reveal her hand.

So, this is the idea I have for the style, still thinking about the questions.
 
And on the questions, this isn't a list, but some things we'd really like to know, though we'll have to probably pick some.

1) What is the ideological reason for wanting to stop the production of the plants/etc?
2) What is the prisoner's personal reasons to join the Company of Judgement?

(Those are often not the same, frankly.

3) What can you tell me about the leadership?

Do they have a Glorious Leader? Are there notable figures, etc, etc?

4) (Lower priority) What is an attack whose plans you know about?

5) (Lower Priority) How do you feel about the Emperor?

******

Five is too many, obviously, but Praxis seems like someone who'd really want to understand the psychology and ideology of these people first off, and information like its structures/cells can come from our informant.
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
[X] Arbites Amicus, Arbites Iratus. An old stratagem, but a good one. Charitina, the foam-flecked Sororitas driven by sacred fervour and righteous rage, convinced that no subversive could ever have anything to say worth hearing. You, the non-specific and long-suffering investigator, trying desperately to restrain your Ministorum comrade before she can repaint the cells in sinner's blood. You can't stop her, she's crazy! Who knows what she'll do?!
 
We should talk about what questions we're going to ask, since otherwise... what are we trying to learn? My only real objection to the Arbites Iratus is that it seems pretty bad for learning certain kinds of things, like ideological claims or personal motivations, in favor of scaring... I'm guessing a lot of immediately practical information on troop movement kinds of things...

When Praxis's whole... Praxis involves looking deeper than that.

But since there's no necessary connection between method and questions, I'm probably thinking too narratively. But that sort of high pressure tactic seems badly suited for figuring out things like motivations, reasons, mindset and so on... which means it'd have to be combined with the right sorts of questions. Which nobody has proposed thus far.
 
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[ ] "Why do you lot object to the manufacture of this important pharmaceutical?"
[ ] "Who are your leaders?"
[ ] "Why did you decide to join?"

Are the three that seem most important to me.
 
[X] Debate... sort of. Instead of trying to win a debate with a terrorist, Praxis is trying to provide a sort of mirror, a punching bag to convince her to reveal more than she might against no target at all. Even seem to give way to the arguments, if it helps pull out more information about what she's asking. Ultimately it isn't about "victory" so much as letting the prisoner show off her verbal moves... and reveal her hand.
 
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