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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2-5: Time to Go
You picked yourself up to your hands and knees, surveying the fight. An unseen PDF soldier took a shot at a dismounting attacker, and for a microsecond your glasses shifted polarity to block the diffusing laser light and protect your eyes. The insurgent dropped with a smoking crater in his chest, and his buddy's guns rattled in retaliation.

They hadn't spotted you yet, at least not as a descernable threat or target. You had to get Bookter. You had to get Bookter and get out. You had to go.

"Tina! Cover us!" you shouted, but Charitina was already unfolding the stock of her carbine and taking a knee to shoot. "Dahlia, come, we have to-"

Dahlia was pressed to the dirt, and you were only now hearing that she was screaming, twitching inward with every pop or crack of a firearm. She'd never been in combat before and the human survival instinct was fight, flee, and freeze, and all three would get you killed.

Charitina's bolter barked over her head, and she shrieked like she was the one being hit. Downrange, one of the attacker's heads popped apart, pieces like wet paper pattering into the sand, and their comrades hit the dirt and started firing back. Divots started appearing in the sand where rounds landed.

You grabbed Dahlia under the shoulders and pulled her back, yelling at her to get up, to move, that she had to move. Once she didn't have her head in the sand, once she had to acknowledge the world, she snapped out of it and she scampered with you.

"Close your eyes!" You yelled, and she did so instantly, trustingly, as you gripped her hand and pulled her in a half crouch to the entrance of the cell block. Behind you, Charitina's bolter fired twice more, and then she was at your side, her bolter pointed out the entrance.

"You okay, Tina?" you asked.

"Peachy." she responded, her breathing deliberately slow and controlled. You looked her over quickly for wounds that her adrenaline might have hidden, and saw the deformed shape of a lead bullet lodged in one of the buckles of her boot.

Dahlia was staring not at the door, but down the hall, down towards the cells, with a look of terror on her face.

"Don't wanna be here..." she mumbled.

"Dahlia, it's only for a moment. Go in that door, now. Don't come out until we get you." you instructed, pushing her into the empty warden's office, then you rushed past to get Bookter. The scribe was standing by the door, looking only mildly concerned, even as the bars all around the block rattled, the prisoners cheering and jeering. Hands reached out to grab at you, faces wild with exuberance. Somebody spat on your boots.

"Bookter, it's time to leave." you said.

"I figured, but I didn't want to go running out into the open." he responded.

You glanced at the cell containing Wechs and sighed. Praxis, you were going to get everyone killed one of these days.

"Unlock her cell. She's coming with."

Bookter stepped forward with keys in hand, and then you heard two quick bursts of bolter fire coming from up the hall as you rushed back. Charitina was pushed up against one of the corners, steadying her weapon, and she indicated quickly for you to take cover at the other side of the hall with a hand. You did so, pointing Bookter and Wechs (who the old man was half-carrying out the cell, she was so weak) into the same office Dahlia was hiding in.

You had your servo-skull glance out for just a moment and take a pict, which was fed to your glasses. There was a headless body lying in the entranceway with their brains painting the interior (Charitina did not believe in center mass), and what looked like at least two others glancing in. They were maybe ten meters away total.

"Fuck. How many?" you asked Charitina.

"At least three, other than the dead guy. What you figure, about thirty on the skimmer total?" she said.

"Seems right. It sounds like the PDF are fighting back properly now, I think." you said. "What's the game plan?"

---

What do you do?
Because I'm sure somebody will ask, the PDF base is for a PDF regiment of about six hundred. However, the PDF is currently deeply undermanned, and one of the barracks just got turned into rubble by the VIED. Also, a largish portion of the unit's strength will currently be on patrol around the island. Praxis is fairly confident that the PDF will take back the base and kill the attackers, but its a question of when.
As an aside, I gave you 2 RP earlier for how you handled Wech's interrogation, and another 2 now for letting her out. Basic empathy is paying off.
 
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Okay, if we're not going to make a break for it, then we should go to communications, maybe? But of course, the enemy would want to do the same, since their odds go from "Very slim" to "none" if word gets out or even worse communication about exact positions.

Of course, in the immediate sense we need to kill those frakheads so that word doesn't get out about us in particular.
 
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We could try heading to the inner citadel or command structure and holing up there.

Alternatively, head to the outer perimeter and turn some of the defense turrets around, though they should be designed to prevent that possibility.
 
[X] Head for the communication post, in order to make sure the message about danger is getting out, and you have access to communication with the rest of the base.
-[X] If there's anyone at the command structure, that'd be nice.
-[X] Move in cover, obviously, and if you see a weapon or two and can find a place for them, take them as a backup for running out of shots.

Maybe?
 
A reminder there are three people outside the door. Right now we need a plan to deal with them, then you can move out.
 
Ah, gotcha. Okay, we've killed some of them. Do any of them have grenades on them? Like, what's the equipment at least of the people we've... inhumed?

E: Also, how did they react to the Servo Skull?
They twitched and went to shoot but it was gone before they could.

The body on the ground was armed with a stub-rifle (basically a weapon sorta like an M1 Carbine) and a big machete. The body is about halfway between you and the enemies. You don't know if they have any grenades or not. It might be that they would have used them if they did, it might be they haven't thought of it yet and might soon.
 
Okay, I have a stupid plan.

[X] Make 'em mad and Twitchy.
-[X] Skilled opponents can benefit from an itchy trigger finger, and even annoyance... but few enough do.
--[X] Have the Servo Skull pop up here, there, and everywhere, only for a brief moment, and never quite in the same place so that they can't get an easy bead on it, also giving you brief glimpses as to whether they're, say, about to throw grenades at you. Perhaps they'll even waste ammo shooting at it.
--[X] Meanwhile, Tina can recite insulting scripture at them. Lots of comparing them to heretics, the kind of thing that would, uh, really piss them off.
--[X] So they're angry, twitchy, they've wasted ammo... they're going to make a mistake, like charging in angrily, or perhaps no longer firing at targets that come out immediately because it's just the fucking skull. Make the decision in the moment as to how to exploit all this.

Bad idea, but I just thought of it.
 
[X] Make 'em mad and Twitchy.
-[X] Skilled opponents can benefit from an itchy trigger finger, and even annoyance... but few enough do.
--[X] Have the Servo Skull pop up here, there, and everywhere, only for a brief moment, and never quite in the same place so that they can't get an easy bead on it, also giving you brief glimpses as to whether they're, say, about to throw grenades at you. Perhaps they'll even waste ammo shooting at it.
--[X] Meanwhile, Tina can recite insulting scripture at them. Lots of comparing them to heretics, the kind of thing that would, uh, really piss them off.
--[X] So they're angry, twitchy, they've wasted ammo... they're going to make a mistake, like charging in angrily, or perhaps no longer firing at targets that come out immediately because it's just the fucking skull. Make the decision in the moment as to how to exploit all this.
 
[X] Make 'em mad and Twitchy.
-[X] Skilled opponents can benefit from an itchy trigger finger, and even annoyance... but few enough do.
--[X] Have the Servo Skull pop up here, there, and everywhere, only for a brief moment, and never quite in the same place so that they can't get an easy bead on it, also giving you brief glimpses as to whether they're, say, about to throw grenades at you. Perhaps they'll even waste ammo shooting at it.
--[X] Meanwhile, Tina can recite insulting scripture at them. Lots of comparing them to heretics, the kind of thing that would, uh, really piss them off.
--[X] So they're angry, twitchy, they've wasted ammo... they're going to make a mistake, like charging in angrily, or perhaps no longer firing at targets that come out immediately because it's just the fucking skull. Make the decision in the moment as to how to exploit all this.
 
[X] Make 'em mad and Twitchy.

What's this? An imperium focused quest that doesn't excuse their atrocities as nessecary? Count me in!
 
Hey, roll me a Fire check from Sister Charitina (she's spending 1 dice, so 2d10, DC is 6+ after modification) and a Tactics check from you (DC 6+ as well).
 
So I think I've done this right? The first one was a fuck-up with the dice codes on my behalf
 
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