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] Let's continue to the car and get out. No point in keeping Dahlia here. (Easy Tactics check)
 
[X] Let's continue to the car and get out. No point in keeping Dahlia here. (Easy Tactics check)
 
[X] Let's continue to the car and get out. No point in keeping Dahlia here. (Easy Tactics check)
 
[X] Let's continue to the car and get out. No point in keeping Dahlia here. (Easy Tactics check)

Roll it! Effective DC is 4.
 
Alric6299 rolls d10 = 3 (+ 2 for Tactics)

That gives a 5 total. Success with a complication, right?
 
2-10: Hold it Right There
"Come on, let's go. Watch Dahlia." you said, and the group moved back out toward the car, skirting the edge of the fight. Once the insurgents lost momentum, they were done for: shock was their only advantage. Already, the shooting was beginning to taper off.

You almost thought you'd get away.

The motorpool was located behind a sharp berm between parts of the base, as it was part of the entrance and the flat concrete formed an excellent killzone for a secondary line of defense. There were a few small paths through it, and as you entered, moving in a tight clump, you found a nest of lasguns pointing your way. A returning patrol of Guardsmen, heading to the fight, maybe fifteen in all. Lead by a junior officer of some description, who stood back while an older NCO barked orders. The soldiers were all yelling in a confusing mass, a constant barrage of contradictory demands. Of course, these idiots didn't know who was attacking them, or who you even were.

"On the floor!"

"Drop the weapons!"

"Don't fucking move!"

You pointed your pistol skyward and held your hands neutrally, and Charitina did the same. Bookter and Weches, both unarmed, simply raised their hands, while Dahlia, clearly not sure what she should do, dropped to her knees. The poor girl was sobbing and screaming, clearly distressed, and it added another layer of noise to the proceedings.

"We're on your side! Hold up!" you explained, and while there was some glances back and forth and the yelling quieted, the guns stayed pointing your direction.

"The fuck you are," the NCO in charge spat, then he indicated to one of his soldiers, "corporal, police their weapons and cuff them."

"You don't want to do that, sergeant." you explained. You lifted your arm holding your gun a little further, pulling back your cape until the icon was visible. "Stand down."

A few of the guns dipped, but the NCO's face just hardened.

"How stupid do you think I am? Fucking separatists."

"What if it's real, sarge?" the corporal, who was edging closer, said nervously.

"It's not, the real ones glow when they're on their proper owners. Ignore her, and somebody shut that bitch up." he said, shooting a glance toward Dahlia.

The other troops looked nervous, but the ones tasked with arresting you pressed closer, manacles in hand. Some Inquisitorial rosettes did, in fact, glow, but hardly all. It was one of the many identification verifying techniques, and they varied in different icons. Yours would scream out an alarm and get red-hot if anyone but you touched it, for instance. Some inquisitor must have visited with a glowing icon centuries ago or something, and now that's just what people thought.

---
[ ] Go along with the arrest, for now. Somebody with less of a death wish will see your icon and take it seriously.​
[ ] Try to reason with this stupid asshole and get him to back down before things got worse. (Hard Presence check)​
[ ] Try to reason with his men. They already look nervous, they might turn on him. (Easy Presence check)​
[ ] Write In​
 
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... well on paper we can just shoot the lot of them for being heretics by trying to shoot/arrest someone who only answers to higher Inquisition bosses and Big E.

But is that the way we want to do this? If the planetary government/PDF command is fucked, guns will be half of what the troops listen to. But if it isn't... well, honey and vinegar come to mind.

Either that or "Brutal Cunning".
 
[X] Let's continue to the car and get out. No point in keeping Dahlia here. (Easy Tactics check)

Roll it! Effective DC is 4.
Fraid not, that's a straight failure. I already factored your skill into the DC.

Writeup incoming.
Wait, then is 'easy' just the new word for normal difficulty, from the roll info post?
The target is 6+ for normal, 8+ for hard, 10+ for impossible.
 
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Yes, if by new word you mean Erika is forgetful.
Fair enough, especially given how many quests and game systems you're juggling :p

Ok, so never got around to really checking this (aside from fixing the obvious '> vs >=' issue in the DC check), but i think this anydice works:
anydice.com

AnyDice

AnyDice is an advanced dice probability calculator, available online. It is created with roleplaying games in mind.

To summarize:
Easy perception check, X rolls : Y% partial success | Z% full success
1 Roll: 70 | 30
2 Rolls: 91 | 67
3 Rolls: 97 | 87

Hard perception check, X rolls : Y% partial success | Z% full success
1 Roll: 50 | 10
2 Rolls: 75 | 35
3 Rolls: 88 | 58

Ok, now that i've edited everything in to fix SV's betrayal in posting early cause i accidentally hit CTRL+Enter... We have 3/7 stress, so i think it could be a valid choice to spend 2 on getting three rolls for the hard check? with 4/5 strain and the situation being what it is, we probably want to take a mid-mission break anyway? Settle down and regroup with the PDF as soon as we can, find some time to destress for both ourselves and our allies, then go on the offensive. Alternately, if we think we can push on, we could maybe go for the easy check with no extra rolls to save on perception, just with the knowledge that it could go quite wrong...
 
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[X] Try to reason with his men. They already look nervous, they might turn on him. (Easy Presence check)
 
Unwise. Right now that would result in a two on fifteen gunfight in the opens, which sounds like...

Well I don't want to say impossible odds but they're certainly down there.
Yeah, fighting everyone is not a good idea here. At most, only one person needs to die... and knowing the population's pretty loyal the NCO will probably be more of a problem by trying to shoot himself before we can.

But hey, free mooks for lasguns and Look Out Lady rolls.

[X] Try to reason with his men. They already look nervous, they might turn on him. (Easy Presence check)
 
[X] Try to reason with his men. They already look nervous, they might turn on him. (Easy Presence check)
 
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