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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When did Dahlia get so wise...
She's had good moms.
Apparently we can use more than just +Stress to gain more dice? Unless I'm misunderstanding things.
No, which penalty you can take is dependent on the type of roll you're making. We're making a Social roll, so Stress is the relevant type of penalty, meaning that's what we can spend for this roll.

[X] Spend Four Stress

Aaaaaaaaa the anxiety...
 
[ ] Spend Four Stress

Yeah, four stress seems overall less risk.

Edit: right, okay, retracting my vote
 
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[X] Spend Four Stress

This is a pivotal moment, true, but at the same time... we're really vulnerable. This is, quite literally, make it or break it, and stressed-out people tend to win in the short term, but there's an epilogue looming over us.
 
I wouldn't be surprised if how much stress we take has more ramifications than simply "do we have a breakdown or not", so I'm tempted to go only three stress...
but I've played XCOM.
[X] Spend Four Stress
 
Finally I am at my PC again!

First the baseline:
You will need 4 Successes on the final roll.
[X] Keep up the current programs. (There's a +1 Success, and a fate roll is made to see how things go, with a slim chance of another +1)
[X] Convince him to stay back.
[X] Convince him to cool down for a bit (+1 Stress)
[X] Separate them.
Impossible Presence check, requiring 4 Successes. You will be rolling at +8.
Second: Impossible checks roll on a 10+.
Third: Because of our talents we get -2 and have 3 Presence for another -3.
Conclusion: We have through our choices already banked one success and need another 3. We get an additional one for a roll of 5-8 with 9 & 10 getting a second success on the same dice. 10 is additional an exploding dice so the maximum number of successes per dice round up infinitly theoretical but more than one is improbable for statistical reasons and discarded in my math. [RULES]

The thing is, that we do not need one succes and be done but we need 3. That makes this harder in a way that is hard to describe in words. To make it imagineable: Our only chance to reliable get the three needed successes is to get one exploding dice. Everything else has an unconformable chance of "not beeing enough".

Here my calculation: [DICE-THROWER]
Here as a table:
By the rules if we just beat the odds than we make it but another complication may arise. By getting more than needed we avoid them. Total success is thereby defined by me as getting one more success than the 3 we need. Uneeded but not bad.
Amount of StressChance of FailureChance of barely success (collected)Chance of total success
092%4% (8%)4%
173,6%12,8% (26,4%)13,6%
250,56%19,84% (49,44%)29,6%
331,23%20,48% (68,77%)48,29%
417,92%16,9% (82,08%)65,18%
59,75%12,12% (90,25%)78,13%
65,1%7,91% (94,9%)86,99%
By using 4 Stress (as is the current leading vote) I get a 18% chance of failure and 65% chance of total success (the rest is barely succeding). Buying 5 additional dice would bring the chance of failure down to under 10%.

Now to the second concern: Stress
Again here my calculation: [DICE-THROWER]
And as a table:
[SPIOLER="Table"]
Using 4 Stress can at most produce 8 Stress.
Additional dieBelow Stress level (<9)Stress maximizedOverstress
576,67%18.66%4.67%
612,6%22,69%64,71%
[/SPOILER]
It is unknown what will be needed to be rolled afterwards but for the 5 Stress chance of overstress (~5%) is that that can only happen, if all 6 rolls produce stress and than we have other problems.

Here is the math
Face12345678910
Sux0111122223

Here is what we are looking at in terms of odds of 4+ successes if we buy extra dice
DiceOdds
+00%
+133%
+276.4%
+394.19%
+498.83%
+599.79%
+699.97%

now I'm not entirely clear if we take extra stress if any dice roll below the number of dice, or extra stress per die that rolls under.
You have added the talents again and used the CHarm instead of Presense modifier. Your chances are grossly to positive...

Assuming that the extra stress is per die, we have zero Stress right now
the odds of us going over ten stress are:
PurchasedTotal Dicebase stressMaximum possible stressOdds of overstress
+01010%
+12130%
+23250%
+34370%
+45490%
+565114.67%
+6761364.71%


So really, I think it comes down to whether we spend four stress or five stress to get the dice.
Four stress gives us 98.83% odds of getting all four with no possible burnout.
Five stress gives 99.79% odds of getting all four with 4.67% chance of burnout
I got the same numbers!

[X] Spend Five Stress
 
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