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] We'll talk with them. Maybe they'll blink first. (Roll Social)

We're dressed up to the nines with someone who knows the arcane arts of bureaucracy, let's tango that-a-way.
 
[x] Take me to the records room, let's make this a headache for them. (Roll Intelligence)
 
Oh no, the vapours are part of the arcane machinery that helps her keep her balance, which are a technology known only through ritual recreation whose inner workings are a mystery.

Meanwhile, on an Adeptus Mechanicus Forgeworld.

"Esteemed Magos, the photovisor has been completed. Is it to your satisfaction?"
The Magos grabbed the offered visor, holding it in one hand as she extended her eyestalk implants to full length. With the other, she grabbed the stalks and pulled. The things detached with a pneumatic hiss, allowing her to examine the visor with clear eyes.
"Adequate work. Let's commence the ritual of Sanctification. Book 3 of the Rites of Cust O'mer, Chapter 38, verse 7"
A mechanized rattle filled the room as a floating skull attempted to turn the pages of anancient tome. The Magos noticed something interesting on the other side of the room. By the time she turned back, the book was at the right page, and the adept was innocently completing a prayer to the Omnissiah.
"The Rite of Cust O'mer 38.7: Customer says device was dropped on the floor".
With reverence, the Adept throws the photovisor onto the floor.
"The Rite of Cust O'mer 38.8: Customer says device screen was cracked, but functional".
The worried adept looks at the scuffed, but tragically intact screen. The magos gives it the visor a kick with her armored foot, and glass cracks satisfactorily.
"The Rite of Cust O'mer 38.9: Customer request warranty as guaranteed by sales policy".
The Magos picks up the visor, examining the arcane message that blinks across the screen. The text is barely readible amidst the spiderweb of cracks, but the magos knows it by heart "Damage detected : Please Contact 555.513598.135.16 about our Lifetime Protection Guarantee".

With the machine spirit broken to the Mechanicus will and convinced to guarantee the life and safety of it's user, the photovisor was ready to leave the forge.
 
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[X] We'll talk with them. Maybe they'll blink first. (Roll Social)
 
[X] We'll talk with them. Maybe they'll blink first. (Roll Social)
 
How to Make Rolls
[X] We'll talk with them. Maybe they'll blink first. (Roll Social)

Okay, here's how dice work in this game.

You normally roll 1d10+Attribute against a target. The target is 6+ for normal, 8+ for hard, 10+ for impossible. Each dice is used on its own: you apply the bonus to each dice individual, and each dice generates its own successes, you don'd add them together. If you beat the target, you get a success. Beat the target by 4 or more, you get 2 successes. 4 more than that, additional successes. Natural 10s explode, so you roll again.

If you get a single success, you get what you want, but there's a condition. If you get 2 successes, you get it flat out.

The odds might be looking a little long right now, but that's where Buying a Roll comes in. Every stat group has a Penalty and a Threshold associated: the Threshold is all all the points in that stat added up. You can choose to get more dice by taking Penalties, trading Sore, Strain, or Stress for another dice. You're fine until you hit your threshold, but then it is subtracted from all your rolls.

Oh yeah, one last thing. If any of your natural die are equal to or below the number of dice you are rolling, you take an additional Penalties as your exertion takes more from you then you thought.


Example: Joanyn needs to jump between two balconies. It's Hard, so 8+ needed. She rolls 1d10 normally, and decides to spend 2 Sore to push herself further and make sure she makes the jump. So they roll 3d10, and get a 3, a 4, and a 7. She gets +1 for her relevant Attribute, pushing the 7 to an 8, so she does get 1 success. We end up with a success with a complication AND an additional penalty, in this case 1 additional sore. 3 total.​
So she jumps between the roofs and land hard: she's going to feel that in her ankles tomorrow. And as a complication, somebody she was trying to avoid hears it, and a guard comes to check...​
To speed up gameplay when I call for rolls, the person who makes the roll will be entrusted with choosing how many dice to roll. If you see a call for a roll and you don't want to roll, you can put in a vote for what number of dice you feel would be good, but once a roll is called, anyone can do it, and I'll take the first result.

Additionally, because of the way that dice are rolled on this forum one at a time, which does not work with this system,
rolls will be done in this Rolz chat. Any other roll will not be counted, and you cannot hide any unsuccessful rolls from me as there will be a complete log.

When you make a roll, post it in the thread, just copy-paste or snipper tool it, whatever you want.

Roll me a Hard (8+) Charm (+3) check.
 
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You normally roll 1d10+Attribute against a target. The target is 6+ for normal, 8+ for hard, 10+ for impossible. If you beat the target, you get a success. Beat the target by 4 or more, you get 2 successes. 4 more than that, additional successes. Natural 10s explode, so you roll again.
How do these explode?

If the target is 6, and I roll then 10, then 9, how many success do I get.

Is it 19-6 = 13 above target =>3*4 above target -> 4 success?

Or is it :

10-6 -> 4 above target -> 2 success
9-6 -> 3 above target-> 1 success


Oh yeah, one last thing. If any of your natural die are equal to or below the number of dice you are rolling, you take an additional Penalties as your exertion takes more from you then you thought.
What is a natural die? Are bought dice natural?
 
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How do these explode?

If the target is 6, and I roll then 10, then 9, how many success do I get.

Is it 19-6 = 13 above target =>3*4 above target -> 4 success?

Or is it :

10-6 -> 4 above target -> 2 success
9-6 -> 3 above target-> 1 success



What is a natural die? Are bought dice natural?
Okay yeah its like...

You don't add the dice together.

So you roll 2 dice with +1 against a 6+ difficulty. Get a 7 and a 10.

So you roll another 1d10 and add that one onto the 10. Let's say you get 4.

So your final results are 7 + 1 = 8, and 10 + 4 + 1 = 15.

That's 4 successes: 1 from the 7, and 3 from the 14 (as the breaks here are 6-10-14, which you match).

Natural dice are organically grown the results before modifiers.
 
10+ doesn't look like it lives up to being called an impossible task, imo. Spending two dice gets more than 50 percent of success for only one strain. Doesn't look like an incredible effort to me.

Edit. Nvm, the dice are not added.
 
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10+ doesn't look like it lives up to being called an impossible task, imo. Spending two dice gets more than 50 percent of success for only one strain. Doesn't look like an incredible effort to me.
Successes are per dice, you don't add dice together. Two dice means two 1-in-10 chances, not 1 1-in-2 chances.
 
Oh yeah, one last thing. If any of your natural die are equal to or below the number of dice you are rolling, you take an additional Penalties as your exertion takes more from you then you thought.
Does this stack, or can we get at most only 1 penalty per roll, regardless of how many low dice we roll.
 
[x] We'll talk with them. Maybe they'll blink first. (Roll Social)

Since we went all "disarming trying too hard noblewoman cosplay"....
 
Write up incoming. I added a portrait of our Inquisitor and a new set of Faith stats as well, as I just realized the system flexibly scales to new stat sets.

For a summary of our character, Joanyn is a social butterfly who is extremely good at manipulating people, she's reasonably smart, but she's not very good in a fight and her grasp of the Imperial Cult is more bluster than benediction.
 
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