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

Okay, roll it! Difficulty, adjusted for your stats, is a mere 3+!
 
2-11: Sellouts
You probably weren't getting through to the NCO, he was clearly too bullheaded. But his men were already hesitating.

You looked at the man coming to arrest you, manacles in hand. Didn't look out of his teens. You'd lived four of his lifetimes.

"I wouldn't do that, corporal. You're making a mistake." you said.

He nodded, wide-eyed.

"I'm sorry ma'am." he muttered. "Please drop your pistol."

You rolled your eyes.

"I'm not going to do that. Seriously, look at us. Do we look like separatists?"

"I'm a fucking sorita, idiots. Use your eyes." Charitina added.

"I-I... Sarge, sarge this isn't right..." the soldier said, taking a step back.

You glanced over to the NCO, still stone-faced, then back to the soldier.

"Listen, I won't hold this against you. You won't be punished for receiving an order, but you will be if you follow them, alright? Just step back. Just step-"

The kid pressed his gun to your chest, and you let the pistol drop out of your fingers.

"So be it. But be careful with the girl. Trust me, you don't want to make this personal." you added, as he pulled your hands behind your back and clipped the manacles on. The other soldiers stepped forward and started dragging people to their feet and securing their hands, and you winced as the NCO grabbed Dahlia by the hair to pull her to her feet. Charitina kicked him and got a rifle butt in the face for it.

"You're really going to regret that." you muttered.

The group of you were frog-marched to the comm center, where the fighting seems to have finally finished. PDF soldiers were poking around the battlefield, moving bodies and sorting through rubble. Things looked incredibly lopsided already. Were the soldiers here really that terrible?

Then, you were separated from the group and the officer pushed you inside, where a small command post seemed to have been set up. The handsome major from the other day, and a woman whose complexion made you suspect she was the unseen Colonel Dahmbach, offworld noble.

"Sirs, we captured this one outside. She claimed to be an inquisitor, if you can believe it. She was moving out with one of our prisoners."

The major glanced up with a look of utter horror on his face. Oh, this was it. This was roughly when the major started ordering the execution of everyone he thought might be involved in hopes of sparing his own neck. You'd settle for that fucking NCO, but it was something...

"You sold us out." the major hissed, his face stone.

Oh. Not the response you were expecting.

---

[x] Talk your way out.
- [ ] Write in roughly what you say and to who.​
 
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So, some speculation.

The major is with the separatists, or with the rebels we're investigating.
He triggered the attack to coincide with our arrival to kill of the Inquisitor he feared may be after him.
With the attack failed, he's conveniently putting everything on us.
 
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.
Oh hey, remember this?

Because I called it.
 
The problem here is that we were going away from the battle with a prisoner in tow, as in one they had and we'd let out. I'm sure you understand how that's not an ideal look for anyone involed.

As for how to work around it? I'm not sure. If all else fails tell the truth. It'll be easy to keep our story straight that way if nothing else. But I'm sure there's a better way of doing things than that.
 
I am not the most... Well-adjusted socially. My immediate response if I were playing this in a tabletop game would be snark, followed by horrible threats, followed by incredible violence.

I feel like none of these methods would work. They are either going to get us shot, or they'll get us thrown in prison until something awful happens and they come begging for help. At which point I'd refuse, and then find the NCO piece of shit who hurt Dahlia and kill him slowly.

Maybe we can use charm, or try and turn the intrigue on it's head because Dahlia said that there are a lot of unwitting plants here?
 
I'm not all that good at coming up with write in dialogue ideas for this kind of thing, but i do feel like this is a situation that calls on all of Praxis' listed values pretty heavily:
(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
An impassioned speech about how they need to work together instead of being divided, backed by her surety that even the most antagonistic PDF in this case is more than just a problem to eliminate, and that even if needed, they should be unproblemed by means other than shooting them...
 
[ ] Talk your way out.
- [ ] to the group: explain the ways betraying them would of been done better, every single one, and then ask them why we didn't do that, try and get them to think of how and why, not just who.
- [ ] to the officer: get them right in the faith. would a team with a Sororitas sell you out? how would we get a Sororitas to agree with rebelling against the imperium?
- [ ] to the group: tell them to check the bodies of the rebels near the cell, several of them will have damage that could of only been done by a bolter, and unless they have some serious equipment our team is the only one with a bolter.

are these good ideas?
 
Hmm, how would we explain taking the prisoner?

-[] We were taking the prisoner to prevent her recapture or revenge killing, considering you'd gotten her to talk, and also to ask further questions in a more conducive environment.

Would that work, or?
 
I think those are good plans. There really isn't a ton of evidence against us (just one relocated prisoner). Bolter wounds are distinctive and they're only in enemy bodies.

Now, we just have to convince enough people that we're actually an inquisitor that major won't just cover this up and have everyone shot.
 
[ ] Talk your way out.
- [ ] to the group: explain the ways betraying them would of been done better, every single one, and then ask them why we didn't do that, try and get them to think of how and why, not just who.
- [ ] to the officer: get them right in the faith. would a team with a Sororitas sell you out? how would we get a Sororitas to agree with rebelling against the imperium?
- [ ] to the group: tell them to check the bodies of the rebels near the cell, several of them will have damage that could of only been done by a bolter, and unless they have some serious equipment our team is the only one with a bolter.
-[] We were taking the prisoner to prevent her recapture or revenge killing, considering you'd gotten her to talk, and also to ask further questions in a more conducive environment.

@open_sketch , what kinds of rolls would something like this involve?
 
I'll ask for two Presence rolls, an Easy one to the group as a whole, and a Hard one for the officer personally. Results will depend on the combination of successes.
 
sounds good to me


[X] Talk your way out.
- [X] to the group: explain the ways betraying them would of been done better, every single one, and then ask them why we didn't do that, try and get them to think of how and why, not just who.
- [X] to the officer: get them right in the faith. would a team with a Sororitas sell you out? how would we get a Sororitas to agree with rebelling against the imperium?
- [X] to the group: tell them to check the bodies of the rebels near the cell, several of them will have damage that could of only been done by a bolter, and unless they have some serious equipment our team is the only one with a bolter.
- [X] We were taking the prisoner to prevent her recapture or revenge killing, considering you'd gotten her to talk, and also to ask further questions in a more conducive environment.
 
[X] Talk your way out.
- [ ] to the group: explain the ways betraying them would of been done better, every single one, and then ask them why we didn't do that, try and get them to think of how and why, not just who.
- [ ] to the officer: get them right in the faith. would a team with a Sororitas sell you out? how would we get a Sororitas to agree with rebelling against the imperium?
- [ ] to the group: tell them to check the bodies of the rebels near the cell, several of them will have damage that could of only been done by a bolter, and unless they have some serious equipment our team is the only one with a bolter.
-[] We were taking the prisoner to prevent her recapture or revenge killing, considering you'd gotten her to talk, and also to ask further questions in a more conducive environment.

Okay, so if I'm getting this right, Easy is DC 4, Normal DC 6, and Hard DC 8. (Impossible DC 10.)

So we have to beat a 2, and then we have to beat a 6 (when you factor in the -2 to DC from our Attribute.) The first... well, we were facing almost as easy a challenge and we failed, but I'm going to try to be optimistic. The second? Well, you can't win everything.

However, Sketch, can you update the character sheet for the Stress we took last round, so that it's accurate?
 
We *need* to win this, so I'd almost be tempted to say we should burn through the rest of our stress to make sure we get a win here.

How many stress can we burn at once? We need downtime after maxing out stress regardless, IIRC, but it's going to be worth it if we can just finish this bullshit.
 
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