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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7-12: The Underspire
Instead, you pulled up your mask, held your breath, and popped some more stim pills. Too many would have bad side effects, but you weren't there yet.

The group pressed on through the hall, across a narrow walkway overlooking a dark chasm, and finally, ahead, through a maze of twisted metal beams, you caught sight of lights.

"That's the underspire." Kade said, pointing. "Maybe about fifteen thousand souls give or take. One of the bigger settlements."

"There are others like it?" you asked.

"Sure, dozens. You wouldn't know most of them unless you fell in, though. Underspire has a connection upstairs, though, so it's thriving. To a degree of thriving."

There were lights on, which was a start. The Underspire had a sort of wall made from the compressed outer portions of buildings, the windows all at least a dozen meters off the ground. It was a sort of compressed jumble of improvised structures built around and atop each other at the top of a hill of debris, smoke rising out and through the maze of girders above. A gate was carved into the side, and observing you could see rifles resting at windows and battlements. Open sewage ran down a crude channel and into the darkness beyond.

"I'm guessing they're not friendly to Imperial authority." Charitina asked.

"They're friendly to anyone who pays enough. Smuggling is illegal, but everyone knows its the lifeblood of the lower hives, and its too useful to clamp down on." Janetta explained.

"I think we've beaten our quarry down here. Are there any other exits than that gate?" Araleth asked, perched with a scope to their eye and sweeping it over the settlement.

"None they'd bother using, if they had no reason to suspect they were being followed." Kade opined. "There's a few hatches here or there, a bigger one on the other side, but they don't really lead anywhere. Underspire's only got the one way in or out, it's defensible, see?"

"Right. Where would they go from there?" you asked, and your guides shrugged.

"Out any of the paths, I suppose. Could go this way, could go through that crevace there. Somebody in the Underspire would give them information on who to hit, two birds with one stone, right? Upstairs juvies kill somebody you don't like and pay you for the pleasure. And if they all die... well, some asshole nobles died, so still win win."

[ ] We'll wait out here for them to come out, then confront them just outside the gates.​
[ ] We'll wait out here for them to come out, then follow them.​
[ ] We'll get into the settlement and see if we can figure out where they're going, subtle-like.​
 
[X] We'll wait out here for them to come out, then confront them just outside the gates.

Gives us a chance to catch our breath and prepare for the confrontation.
 
[X] We'll get into the settlement and see if we can figure out where they're going, subtle-like.

Hey, talking to people, that thing we're good at! Let's do that, plus maybe find a place to rest and wait for the kids that is semi comfortable.
 
[X] We'll get into the settlement and see if we can figure out where they're going, subtle-like.
 
[] Set up an ambush. Draw them into the open then reveal that they are surrounded by heavily armed folk behind cover. Negotiate from overwhelming firepower.
- [] Lure them into ambush with a call of "Hey! Hey kid! Wanna see an inquisitorial rosette? It's real I swear!".
 
[X] We'll wait out here for them to come out, then confront them just outside the gates.
 
What's the advantage in confronting just outside the gates vs following them? Is there any concern that the gate guards open fire and cause a mess?

[X] We'll wait out here for them to come out, then follow them.
 
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[X] We'll wait out here for them to come out, then confront them just outside the gates.

Also, I imagine the the mutant community must have some great storytellers and/or singers. I mean, they don't have many resources, but most of them can talk and they appear to have a fair amount of free time. In that situation, humans usually kill time with storytelling and/or song.
Definitely the storytelling is accurate, and probably some good amount of art, but I might not think singing would be that prevalent, or at least that it would be focused on quiet songs that don't strain the lungs too much. There's some really bad stuff in the underhive's air, and possibly some kind of predators, so singing loudly might be hazardous to your health.
They live in an environment with a lot of scrap and waste material. Sculpting and toys should be relatively accessible means of expression...which double as territorial markers in a pinch.
 
[X] We'll wait out here for them to come out, then follow them.

I don't like the sound of those risks, especially when we have the rangers and our Eldar friend for tracking the kids down. Maybe also because them getting as far as they can from civilisation and being civilised people, and an Inquisitor showing up to mess with them, is *very* funny to me.
 
The nobels are on the way back up. We only need to confront them.

What is the chance of them using any kind of vehicle? I don't want to lose them.

[X] We'll wait out here for them to come out, then follow them.
 
[X] We'll wait out here for them to come out, then follow them.
We've got an eldar in the group, I'd rather not have them show up in plain view of anyone.
 
[X] We'll get into the settlement and see if we can figure out where they're going, subtle-like.

Praxis is a social expert. Let's play to her strengths and try to dig up some intel. Also, I'd like a better look at "one of the bigger settlements" down here.

The option says we're going in subtle-like, so we're probably leaving the super-conspicuous cyborgs behind.
 
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