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 Get 'em Talking
-[X] Have Dahlia in range so she can get a read on the Fanatic, hopefully she'll be able to pick up on something useful. She and Charatina will be just out of sight, however. Charatina is to make sure that Dahlia breaks the connection if something weird and bad starts happening.
-[X] Joanyn does the actual interrogation, though it should be conducted more like an interview, working to guide the conversation towards more useful topics. Praxis is to take the role of someone genuinely interested in the movement and it's goals, potentially providing a strawman in a sort of debate format.
--[X] How did she join the movement, why did she join?
--[X] What is it's aim? Why target a medicinal herb which is currently serving to save the lives of millions?
--[X] What does she know about the leaders? Even a moniker or title would be helpful.

A basic plan, open to change & more questions
 
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[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.

Switching to this after doing some thinking, still unsure about a bunch of other stuff but this seems like the better option out of the ones currently available.
 
I feel like this is more or less my "Debate" vote in the second part, but with a little more meat in a place or two, and more importantly some questions attached. So I'm going to vote for this, unless anyone points out problems with the vote.

[X] Plan Get 'em Talking
-[X] Have Dahlia in range so she can get a read on the Fanatic, hopefully she'll be able to pick up on something useful. She and Charatina will be just out of sight, however. Charatina is to make sure that Dahlia breaks the connection if something weird and bad starts happening.
-[X] Joanyn does the actual interrogation, though it should be conducted more like an interview, working to guide the conversation towards more useful topics. Praxis is to take the role of someone genuinely interested in the movement and it's goals, potentially providing a strawman in a sort of debate format.
--[X] How did she join the movement, why did she join?
--[X] What is it's aim? Why target a medicinal herb which is currently serving to save the lives of millions?
--[X] What does she know about the leaders? Even a moniker or title would be helpful.
 
Well a Inquisitor that doesn't kill first? In the 40k universe? I hope you all are training her dodge skill cause she going to need it but this is a nice change of pace to read. No superhero badass fights first but talking problems out before the need rises
 
Well a Inquisitor that doesn't kill first? In the 40k universe? I hope you all are training her dodge skill cause she going to need it but this is a nice change of pace to read. No superhero badass fights first but talking problems out before the need rises
Even in universe, an Inquisitor that relies on flashing around their Rosette and gunning down problems as a first resort isn't going to last long, at least in this Ordo.
 
[X] Plan Get 'em Talking
-[X] Have Dahlia in range so she can get a read on the Fanatic, hopefully she'll be able to pick up on something useful. She and Charatina will be just out of sight, however. Charatina is to make sure that Dahlia breaks the connection if something weird and bad starts happening.
-[X] Joanyn does the actual interrogation, though it should be conducted more like an interview, working to guide the conversation towards more useful topics. Praxis is to take the role of someone genuinely interested in the movement and it's goals, potentially providing a strawman in a sort of debate format.
--[X] How did she join the movement, why did she join?
--[X] What is it's aim? Why target a medicinal herb which is currently serving to save the lives of millions?
--[X] What does she know about the leaders? Even a moniker or title would be helpful.

Okay, here's what I want.

You're going to roll a Hard (8+) Charm check, obviously.

You are also going to roll a check for Dahlia. Dahlia has a psycher-only Attribute with it's own Attributes (Power +1, Control +2, and Sight +2), Threshold (Resilience 5), and Penalty (Soul). Dahlia is going to roll a Normal (6+) Sight check.

There's a catch, though. Exploding 10s and Faults (the dice that are equal or lower than the number of dice being rolled) cause increasingly odd things to happen as you roll more of them. This isn't Dark Heresy, you won't hilariously negate gravity suddenly, but expect unsettling and noticeable things. Additionally, an exploding 10 counts as a Fault and will give a Penalty.

Soul penalties will clear like other penalties when the team rests in downtime, but Dahlia's Values are "[3] I am a disgusting and unworthy creature", "[2] The Emperor is all things", and "[1] I can atone for my existence by aiding the Inquisitor", so... try not to saddle the poor kid with too much.
 
[X] Plan Get 'em Talking
-[X] Have Dahlia in range so she can get a read on the Fanatic, hopefully she'll be able to pick up on something useful. She and Charatina will be just out of sight, however. Charatina is to make sure that Dahlia breaks the connection if something weird and bad starts happening.
-[X] Joanyn does the actual interrogation, though it should be conducted more like an interview, working to guide the conversation towards more useful topics. Praxis is to take the role of someone genuinely interested in the movement and it's goals, potentially providing a strawman in a sort of debate format.
--[X] How did she join the movement, why did she join?
--[X] What is it's aim? Why target a medicinal herb which is currently serving to save the lives of millions?
--[X] What does she know about the leaders? Even a moniker or title would be helpful.

Okay, here's what I want.

You're going to roll a Hard (8+) Charm check, obviously.

You are also going to roll a check for Dahlia. Dahlia has a psycher-only Attribute with it's own Attributes (Power +1, Control +2, and Sight +2), Threshold (Resilience 5), and Penalty (Soul). Dahlia is going to roll a Normal (6+) Sight check.

There's a catch, though. Exploding 10s and Faults (the dice that are equal or lower than the number of dice being rolled) cause increasingly odd things to happen as you roll more of them. This isn't Dark Heresy, you won't hilariously negate gravity suddenly, but expect unsettling and noticeable things. Additionally, an exploding 10 counts as a Fault and will give a Penalty.

Soul penalties will clear like other penalties when the team rests in downtime, but Dahlia's Values are "[3] I am a disgusting and unworthy creature", "[2] The Emperor is all things", and "[1] I can atone for my existence by aiding the Inquisitor", so... try not to saddle the poor kid with too much.

Okay, so it's a 8+ Charm check, but then our Charm is 3, so a target of 5+. Do any of our Skills apply?

Also, can Dahlia take stress/etc?
 
Okay, so it's a 8+ Charm check, but then our Charm is 3, so a target of 5+. Do any of our Skills apply?

Also, can Dahlia take stress/etc?
No skills apply.

Dahlia, like most NPCs, will have most of her penalties handwaved outside of combat. However, as a vulnerable psycher, I will be tracking Soul very closely.
 
Okay, so, for the talking, does anyone have an opinion on taking 1 (to roll a 2d10, DC 5+) stress versus taking 2 (3d10)?

And we are not going to make Dahlia take any stress. She can try and if she fails it's fine.
 
Doesn't seem to be a vital roll, burn a single stress. Fifty fifty to seventy five is much bigger gains then putting it to seven eighths (god I hope I'm doing my basic math right).
 
Doesn't seem to be a vital roll, burn a single stress. Fifty fifty to seventy five is much bigger gains then putting it to seven eighths (god I hope I'm doing my basic math right).
The fact that dice explode and you can get more than one success out of a single die complicate the math quite a bit actually. I should write an anydice for this.
 
Doesn't seem to be a vital roll, burn a single stress. Fifty fifty to seventy five is much bigger gains then putting it to seven eighths (god I hope I'm doing my basic math right).

Honestly you were probably right, I apologize for rushing ahead to roll just before you posted. I spend two stress, but I could have done one and been fine, probably. But not a disaster. My logic was that we spent the work in Contacts to get here, so getting nothing would be bad.

Also, Dahlia tried her best, and I want nobody to criticize her.

E: Click the image, because there's two this time. Because I talked some in between.

 
Ah, I was thinking on binary pass fail spectrum. I try to ignore positive crits as a rule of thumb because I get suuuper greedy.

I would totally be going 'It's a one in three (even if it's not really because of how numbers work), so we should throw the extra dice'.
 
And we are not going to make Dahlia take any stress. She can try and if she fails it's fine.
Dahlia believes that the only reason she should even be allowed to exist is if she's usefull to the Inquisitor.

She may not get any mechanical penalties, but narratively I wouldn't count on their being no consequences to her repeatedly failing rolls because we buy no dice.
 
2-4: Interview
You stood at the door, nervous. This was the first time Dahlia was going to use her powers to look into somebody's mind, on purpose at least. The possibility she might see things in a fanatic that would hurt her weighed heavily on you.

"Charitina, please watch her." you added, then you went inside, Bookter following you with a length of parchment to take notes and the folding table he'd be using.

Behind the door was a lightless concrete cell, with the prisoner at the far end, chained to the wall. She smelled about as bad as she looked, and she looked atrocious. Her appearance indicated a local. She was maybe in her late teens.

"The fuck are you." she spat weakly, blinking at the light as you flipped it on.

"I'm an investigator." you replied simply, "I know you have few reasons to trust me, but I'm not looking for trust. I just want to understand a few things."

Her face was stone.

"Look, you don't want to betray your comrades, and that's admirable. I'm not even asking you to, really. I'm not working with the PDF or the Nobility. All I want is to understand your movement and why it exists."

"Why?" the woman croaked. You realized she must be parched, and you held up a hand and went to the door.

"Tina, get a guard to get three glasses of water, if you will?" you asked.

"... I'm not trusting you over fucking water." the woman whispered, her voice harsh.

"Yeah, I'm not trying to get you to trust me. I just can't fucking understanding you, you sound like shit." you replied.

Bookter surpressed a laugh in the corner.

"I'm not drinking, and I'm not telling you anything. The Company doesn't betray its own."

The water arrived, and you placed two on the folding table and approached her with the third.

"You gonna fuckin' spoonfeed me it?" she said warily, glaring at you.

In lieu of a reply, you took out the keys and unshackled her.

"Drink." you instructed.

There was but a moment of resistance before she drank. The whole glass. She choked on it, sputtering and coughing before finishing it. Thirst was not something a human could resist, the survival instinct was just too strong.

You slide your glass over the table to her, and she drank that too.

"Again, I don't want to know anything about your comrades, your bases, your plans. I don't care. I just want to understand why you're doing this?" you asked.

She finished the second glass and staggered to the floor, like the effort of drinking it had overwhelmed her, or like she was drunk on it. You let her catch her breath.

"... We're trying to protect people." she said finally.

"Oh?" you asked. "From what?"

"Corruption. The influence of The Enemy." she replied.

This was a positive development. There was three kind of rebel, in descending order of awful. There was those who believed their immediate authority didn't serve the Imperium, there were those who believed the Imperium didn't serve humanity, and there were those who turned their back on humanity as a whole. You were glad this looked like a case of the first.

It never escaped you, when you thought about such things, that you fit neatly into that schema too. The only difference between you and this young woman was you had a badge that let you get away with it, and she was in a cell.

"Explain to me how attacking people and burning a vital pharmaceutical is saving people from corruption." you asked.

"The plant is dangerous. It's of alien origin." she said.

"Most things are of alien origin. Did you know the Grox is non-Terran?" Bookter said.

"... that's a lie." she said weakly.

"Nope. Originated in the Solomon system, discovered M33 740. The succulence and high nutritional value of its meat is in large part because of the simplified protean that make up its tissues, which makes it much easier to digest than Terran animals."

"... well, shit, that's... really fucked up." she said. "But... it's been that long, we know its safe. Brimselda's new, and I was told... I was told it was engineered. Like a weapon."

"If that's true, I can understand why you'd want to stop people. But why aren't you spreading the word, instead of resorting to violence?" you asked.

"We... we tried. Not me... before I joined. Took it right to the nobility. They said they didn't care." she said, "And the regular folks can't do anything, they don't even own their own planet. This is the only way."

"Who took it straight to the nobility? That had to be an important person?" you asked. "Though evidently not important enough to listen to."

"I dunno. The boss, leader, whoever. Sometimes people call them The Captain but I think it's just a nickname. I don't know much about them."

"Did it ever occur to you that this person might be lying? This would be an excellent way to sabotage the Imperium's war effort, you know." You said.

"No. No, once they told me and I looked at the plant it was plain as day. Go look for yourself, you'll see, it's unnatural." she said.

"Okay, I will. I believe you. How'd you end up joining?" you asked.

"I... I was working on a skimmer moving the stuff. My buddy showed me a little... it was like one of those little comics they have in church sometimes, you know? Little black and white thing with the story of good subjects and scourged heretics and all that?" she faltered, seeing the lack of recognition in your eyes. "Um... yeah, maybe not a thing where you're from. It was like that, but it was about the plant. Showed how it wasn't natural. I talked to him, he put me in contact with a guy, and I joined my cell. They showed me all this stuff about it and told me that we had to stop the shipments, no matter what the cost was. We were on our way to a raid when our transport got hit and they picked me out of the water."

That matched the records you were given.

"Thank you, you've been very helpful." you said. You stood up to leave, but something nagging stopped you. "What's your name?"

That was a dangerous question to ask somebody like this. There were times when seeing humanity in your enemy would only blind you to what they were truly capable of. But hearing her story, you didn't think this was one of those times.

"Sidonie Wechs." she replied.

"Thank you, Ms. Wechs."

You packed up the table and the two of you left. You didn't chain her back up, but you made sure you took the glasses, lest she hurt herself with them.

Out in the hall, Charitina and Dahlia were nowhere to be found. You left Bookter at the entrance to the cell to await the guard and headed down the hall. You found the two of them outside, Dahlia weeping uncontrollably and Charitina looking overwhelmed. After casting a glare out at the soldiers staring to get them to scatter back to their appointed tasks lest they face the auditor's wrath, you leaned in close.

"It's over, we're out, it's over. Shhhh." You gripped her close, letting her bury her face in your cape, and her crying slowed, breath coming in ragged and short. "What was it, Dahlia? Was there something in her head?"

"N-not. Not her head. But... something. Bad." she managed, each word sounding like it took a lot of effort. "Foul. Clawing at me. They wanted me. They wanted me back."

"They can't have you." you reminded her, "We won't let them, right?"

She nodded.

There weren't any guards in there, save the one who delivered water and then left. They'd been cleared out. It was just you, Bookter, Charitina, the prisoner...

... and the separatists.

You were about to head back inside and retrieve Bookter when you noticed a commotion toward the seaward wall. Soldiers running, people yelling, weapons being unslung. Within seconds you heard the characteristic whining crack of the lascannon echoing against the water, accompanied by higher-pitched las carbines. The metallic booming of a heavy stubber. The pop and whiz of incoming autofire. Screaming. Engines, growing louder.

You huddled close to Charitina and Dahlia as an enormous explosion pushed you all into the sand. Dust and screams filled the air.

It all took just moments.

You picked yourself up weakly, staring through the smoke. The outer perimeter was no more. Judging by the burning wreckage scattered around the beach, a hydroskimmer had just smashed through the wall and detonated an explosive payload. There didn't seem to be much left of the defenses, the barracks nearest to the water was collapsed, and the remains of PDF soldiers lay scattered everywhere you looked. Burning wreckage was still pattering down onto the sand.

Another skimmer was visible through the broken wall, heading towards you. There were swaying shapes on it that indicated people. Armed people, in green and brown clothing.

---

The team is about a hundred meters away from their car in the base motorpool. They are just beside the entrance to the cell block, which is more or less in the center of the base. Other intact structures include the command center about thirty meters in front of the group, two other barracks more inland, a communications post between them, a munitions dump beyond the command center, and the canteen behind the prison to the perspective of our heroes.
Bookter is still inside the cell block.
We are going to be using the combat rules here, but you don't need to know them. Just tell me...
What do you do?
 
I'm starting to suspect the PDF are involved big time, or at least the XO is.

Fact, he's drinking off duty DESPITE being the self admitted one all but holding the regiment together. You never do that when you know you are literally the designated sane person of the regiment.

Fact, we have yet to see the colonel, or any proof she's some giddy socialite.

Fact, just as we finally get a lead on the seppies, a VBIED goes off, followed by a infantry attack.

Fact, despite us very politely informing the major about "Do not spread word of us visiting unless you HAVE to", a infantry attack is occuring on this base. Meaning they're wasting about a platoon's worth of grunts and or some high ranking moles just to break out some scrubs. Doubly so since they'd be doing this very quickly (My read is we hit the bar like 9PMish, then arrived at 8AM give or take?), and going off minimal intel.
 
Hmm, I will say that it's probably not our jobs to be a hero. The communication center seems like an interesting place to go, if we're not sure of the loyalty of the PDF.

@open_sketch , what sort of equipment does Charitina have on her? I assume she has the half-plate and all? She's definitely our most effective combatant.

For the immediate problem, shooting the driver and then getting out of there seems like a good idea?
 
Hmm, I will say that it's probably not our jobs to be a hero. The communication center seems like an interesting place to go, if we're not sure of the loyalty of the PDF.

@open_sketch , what sort of equipment does Charitina have on her? I assume she has the half-plate and all? She's definitely our most effective combatant.

For the immediate problem, shooting the driver and then getting out of there seems like a good idea?
Charitina only puts on the half-plate when she is expecting a fight, as its bulky and makes interacting with things difficult. She has the same kind of bodysuit you do, so basically flak armour everywhere but her head, and she has her bolt carbine on her. Her armour is in the trunk of the car.

Bookter and Dahlia are both unarmed. Bookter has never shot a gun in his life, and frankly Praxis doesn't trust Dahlia with any kind of weapon.
 
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