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Kaspar
2019-05-30, 02:10 PM
Post your character data here.

Lord Inquisitor Andreus
You all serve Lord Inquisitor Andreus of Ordo Hereticus. These days he has retired from field missions and lives in a secure underground bunker on Geletia, capitol of the Targus subsector. From there, he manages a wast network of agents and infomants stretching across the entire Loki sector.

Caellath
2019-05-30, 02:39 PM
Enoch Publican, Tithe-Provost


"According to pages 3954-a to 3955-c of the hive's latest report, you have failed to pay the necessary permit to have a business in this hab-sector. I am here to collect. Pay the six years, eleven months and thirteen days owed to the Imperium's coffers or I will begin the legally-mandated liquidation of your assets."

-Enoch demanding back taxes from an illegal weapons' seller in the Underhive.


Name: Enoch Publican
Age: 27
Build: Voidborn: The Oath Unspoken (Forgotten Gods, pg. 57) - Adeptus Administratum - Crusader
Divination: 93. There is no substitute for zeal.
Aptitudes: Intelligence, Knowledge, Offense, Strength, Toughness, Weapon Skill, Willpower

Appearance & Voice: As with many voidborn, Enoch is tall and sleek-looking. Unlike many voidborn, he's brown-skinned thanks to his family being only a few generations old arrival to the ship, after an accident involving a previous scribe lineage. Enoch could have avoided the stereotypical fame of the "ill-omened" children of the void weren't his gray eyes so unsettling. His stare is weird to anyone not voidborn or at least used to them.

He has visible muscle tone, making him look like he was born to his birthship's gun crews. He keeps his head and facial hair clean shaven, and he has a few scars—pale lines and jagged cuts on his skin—here and there on his face, with more extensive scarring under his armor and robes. He's left-handed, not that he still has his original hand. His left arm was messily ripped off some time ago and a powerful, bulky "Lock-Arm" prosthetic has been implanted in its place.

His gear is simple but reasonably well-maintained and quite effective at its job. He wears a nondescript carapace and wields a crackling thunder hammer that lacks any ornamentation; either it has had all decoration looted or was originally a humble and hefty working hammer that was fitted with a salvaged power field generator. It's hard to tell thanks to its appearance.

At times he looks uncoordinated and clumsy, as if being anywhere bigger than a ship's cargo bay or similar location overwhelms his senses and ability to judge distances. He's been improving thanks to his dirtside assignments, but he still feels better while inside a ship or a hab-block—preferentially without a crowd around him. His voice's fairly normal, if usually filled with a bit too much gravitas and what passes for passion when talking about the Administratum's importance.

Personality: Enoch is work-focused, determined and passionate about his job. He's grown used to debt collection and is quite one-track-minded about what he calls the Emperor's due. While he's a workaholic, he does miss dealing with more numbers than his violent debt-collection statistics, which he submits to the Administratum on a regular basis. When the Inquisition calls he feels slightly dislocated since investigation isn't his forte, though he'll gladly take the opportunity to go through some local red tape and deal with the bureaucratic babble he's so familiar with, as well as crush the skull of those who refuse to contribute to the Imperium's survival with their due.

Well, that and capturing debtors too, since it's not like corpses can pay what they owe the Imperium. The amount of corpse-starch produced by their processing almost never covers the debt.

While Enoch might seem dispassionate due to his line of work, doling out threats and punishments to debtors as well as asking about the tax filings of the people next to him, he does capture minor tax evaders alive or impose simple fines without the beatings. He's also secretly spent part of his earnings in the past to assist loyal but impoverished citizens of the Imperium pay their due, leaving him in situations that made him learn to leverage his life experience in matters of accountancy to haggle for the services and goods he requires in his lifelong crusade against evildoers.

He isn't very fond of Ogryns. It's a short story, but one he doesn't enjoy remembering or telling anyone.

Backstory: Enoch was born in the void. To be more precise, he became part of the crew of the Oath Unspoken as soon as he was born to a couple of non-commissioned officers responsible for the ship's logistics. Used to numbers from a young age, he became part of the ship's lard-stockers, then a logistics scribe and accountant before being hired off the vessel by the Administratum to work at an Askellian station. His parents were sad to see him break away from the family tradition, but his departure had been part of a deal to butter up to the understaffed local branch of the Administratum by 'generously giving away' trained scribes.

He took to the job well enough since it was similar to his previous one, but his life changed while he was still getting used to his new life out of the ship he'd grown in. Stations could be an orbiting hive all in itself, including criminal elements. Criminal elements that nominally owed taxes to the station's administration for their presence and activity inside it. Enoch was pranked by his seniors into going into the underbelly of the station to collect taxes from an establishment of ill-repute, thinking he'd come back as soon as he noticed something was wrong. They underestimated the naivete of someone who'd never made dockside supply runs once in their short life.

Enoch headed into the seediest part of of the station and only figured out he was deep into crap when he noticed the owner of the store he was trying to collect taxes from had a mean look and was flanked by two nasty-looking flunkies. Soaked in cold sweat, Enoch tried to convince the gangster that it was one's sacred duty to pay their taxes. The ganger could've threatened or shot him outright, but he decided to assert dominance by laughing first. The derisive laughter made something inside of Enoch snap. The man's laughter stopped with a punch to the nose that knocked him down. His attempt to stand back up while drawing his gun was stopped by Enoch kicking his chin hard enough to sever the tip of his tongue off and knock him out. His stunned flunkies had their boss' pistol drawn on them and were told to pay up.

His co-workers were surprised he'd not only gone through with the suicidal task, but also succeeded in getting the taxes, the back taxes, and a bunch of assorted crap that might not even be useful, pushed onto him to get him away, including some discarded tech pieces the scribe decided to look into. Enoch was still shaken upon his return and nearly had an apoplectic fit when he found out it'd been his workmates' idea of a practical joke. He actually had a fit when, weeks later, he found out the event had been forwarded to his superiors—likely with embellishments—and he'd been named Tithe-Provost, which he was almost 100% sure was a made-up position. Being able to collect taxes from an unpleasant sort without any backup thanks to a stroke of luck made the higher-ups think he was qualified to keep doing it over and over and over...

Many people would've ran away in face of such a suicidal challenge, and that did go through Enoch's mind. Then he weighed it against losing all he'd worked his life for, his love for his job, and the shrill, annoying laughter of the filthy man who refused to pay his dues to the Imperium. Enoch started working out and praying. Praying for the God-Emperor to give him the strength to face the tax-evaders, the tithe-deniers, the debt-ridden criminals.

Enoch managed to survive. After the station's tax-compliance had reached record levels he was shipped off to some of the weirdest, most backwards places in the Sector to keep demanding taxes to be paid lest he forcefully liquidate the debtor's assets. He purchased some gear, he lost some gear; he got shot, slashed, stabbed and bitten several times but gave back as good as he got and more, and his deteriorated gear is both a good fit for the places he usually collects from, as well as of a reminder to the debtors as to what they'll be facing if they don't comply.

The "Tithe-Provost" ended up running into the Inquisition when he stormed a cultist hideout at the same time as an acolyte cell. He was mistakenly shot by one of the acolytes (twice) at the climax of the raid then proceeded to smash a rogue psyker's head like a sour pus-grape while heavily wounded. After getting attacked again, this time by a particularly sour tech-priest who hated the state of Enoch's trusty gear, and receiving apologies for being mistaken for a cultist due to said equipment, the tax-collector was "invited" into the Inquisition by the Interrogator leading the cell.

The Interrogator, an androgynous fellow addressed only with their "Lex" handle, seemed fairly pleased by the ex-scribe's performance and impromptu assistance. Making a heretical, lightning-spewing psyker's head become a blood fountain tends to create a rather strong first impression, and to top it off the Interrogator admitted to having been a scribe prior to recruitment by the Hereticus and had taken a liking to their fellow paper-pusher. As far as Enoch could tell that meant even more danger and hunting far more heretical debtors.WS: 25 Base +10 PB
BS: 25 Base +0 PB
S: 20 Base +15 PB
T: 25 Base +10 PB
Ag: 25 Base +5 PB
Int: 30 Base +5 PB +5 Advance
Per: 25 Base +5 PB
WP: 30 Base +5 PB
Fel: 25 Base +0 PB
Inf: 25 Base +5 PB

Wounds: 7 Base +5 Rolled
Initiative: 3 Agility Bonus
Movement: 3 AB
~~Stats~~


W.Skill
B.Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship
Influence
(3) 35
(2) 25
(3) 35
(3) 35
(3) 30
(4) 40
(3) 30
(4) 35
(2) 25
(2) 30
Wounds: 12/12
Fate Points: 4/4
Initiative: +3
Corruption: 0 | Insanity: 0
Movement: Half: 3m / Full: 6m / Charge: 9m / Run: 18m
Carrying Capacity: Max Carrying: 45kg / Max Lifting: 90kg / Max Pushing: 180kg

~~Skills~~

Athletics (S);
Commerce +10 (Int);
Common Lore: Adeptus Administratum (Int);
Linguistics: High Gothic (Int);
Logic (Int);
Medicae (Int);
Scholastic Lore: Bureaucracy +10 (Int).

~~Talents~~

Description: After an enemy makes a successful attack against an ally, the character may use a Reaction to move up to his Half Move distance in order to interpose himself between the attacker and target. The attack is then resolved against the character instead of the original target. In the case of a melee attack, the character may also attempt to Parry the attack as part of his Reaction.
Description: Once per day, the Acolyte can re-roll a test made to gather information from a group of people.
Description: Allows usage of weapons without the -20 Untrained penalty.

~~Traits & Abilities~~

Trait's Effect: All those from the Oath Unspoken have become expert at the art of haggling and trading from time spent in the Drunnels or from working with their Rogue Trader Captain. A character from this vessel gains a +20 bonus to Opposed Commerce tests and tests for the Evaluate special use of the Commerce skill.
Trait's Effect: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
Trait's Effect: A Crusader character can spend a Fate Point to automatically pass a Fear test with a number of degrees of success equal to his Willpower bonus. In addition, whenever he inflicts a hit with a melee attack against a target with the Fear (X) trait, he inflicts X additional damage and counts his weapon’s penetration as being X higher. Description: A reliable light-gray set of carapace armor obtained by Enoch during his travel. It is resilient and unmarked, discreet enough to pass off as a mercenary or enforcer's armor, with a minimum of pockmarks and scar burns showing that while it has seen combat, it's also taken care of.

Locations: All | Armor Points: 5 | Max Ag: 45 | Weight: 15.0 kg | Availability:Rare
Description: This thunder hammer might've once been a family heirloom, or it might be the work of a renegade tech-priest. Enoch found it abandoned amidst the discarded tech-garbage obtained in his first debt-hunt and has adopted it ever since restoring it to functionality. It is a heavy steel hammer with some superficial rust and a symmetric, brick-like head that lacks any ornamentation; either it has had all decoration looted from its beautiful exterior or it was originally a hefty working hammer that was fitted with a power field generator. It's hard to make a call either way thanks to its derelict appearance.

Class: Melee - Power | Damage: 2d10+14 E / 2d10+16 E 2-Handed | Pen: 10 | Special: -10 WS, Concussive (2), Power Field, Unwieldy, 2x SB to damage | Weight: 16.0 Kg | Availability: Rare
Description: A simple, out-of-the-Munitorum's-box laspistol issued to low-grade civil servants working in the Administratum. It's unlikely to deter a mutant or a desperate ganger—the disproportionate punishment for attacking an Adeptum is a better deterrent. The safety (usually) ensures the scribes won't commit accidental suicide.

Class: Pistol - Las | Range: 30m | RoF: S/2/- | Damage: 1d10+2 E | Pen: 0 | Mag: 30 | Rld: Half | Special: Lasgun Variable Setting, Reliable | Weight: 1.5 Kg | Availability: Common
Description: Simple imperial robes, a dark gray with a white Administratum logo on the left chest area. He sometimes wears them under his carapace, especially when not in pure combat situations.

Locations: Arms, Body, Legs | Armor Points: 1 | Max Ag: - | Weight: 4.0 kg | Availability: Average
Description: A portable, old and reliable brass auto-quill. A character with a relevant Trade skill can use it to gain a +10 to his tests involving this skill when recording data. | Weight: — | Availability: Scarce
Description: Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages, pressure tourniquets, and other medical aids. A standard kit grants a +10 bonus to Medicae tests so long as the user possesses the Medicae skill. | Weight: 2.0 Kg | Availability: Common
Description: Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy. | Weight: — | Availability: Plentiful
Description: Most of Enoch's data-slate's storage capacity is taken up by bureaucratic norms used by the Administratum and Munitorum, as well as the most common ways some of these norms might end up twisted. It also has a list of debtors issued by Administratum decree.

These devices are common across the Imperium, and are the primary means of storing and reading printed text and other forms of data such as pict or audio recordings. Well crafted dataslates can also rerecord new information, or transmit and receive data from other devices. | Weight: 0.5 Kg | Availability: Common

Implants & Bionics:

Description: Enoch has collected debts on the high-gravity world of Karrik once. Never again.

A Lock-Arm is a powerful servo-enhanced augmetic that is powerful even by the standards of an Ogryn. In addition to the enhanced strength, the arm contains dozens of magnetic field generators and reactive grapple stakes. When required, the arm fires the stakes or magnetic grapples to nearby supports at multiple angles, bracing against a
more sturdy frame, allowing a unnaturally strong suspect to be restrained without harming the user. Otherwise, such a powerful cybernetic would otherwise be torn from the body of the user, or they would be lifted from the ground.

A character with a Karrikian Lock-Arm is treated as having Unnatural Strength (x3) for the purposes of grappling or restraining a target. In addition, the user gains a +20 bonus to Strength when making melee attacks using the arm. | Availability: Rare
Available Experience: 300/1000xp
Experience Gains: 1000xp Starting.
Advance Track: Intelligence +5 (100xp), Athletics (100xp), Commerce (100xp), Commerce +10 (200xp). SL: Bureaucracy +10 (200xp).Initial: Enforcer Light Carapace, Karrikian Lock-Arm, and Poor Craftsmanship Thunder Hammer. All availabilities adjusted with Master of Paperwork. How-To for the Thunder Hammer: Very Rare -> Rare (Master of Paperwork) -> Scarce (Poor Craftsmanship).
Post-Start:

Janwin
2019-05-30, 02:42 PM
Urial Holl




Character Information
Name: Urial Holl
Home World: Tau-Tau-Beta-Alpha-395 (Research Station)
Background: Heretek
Role: Sage
Elite Advances:
Divination: Trust in your fear.

Gender: Male
Complexion: Pale
Hair: Gray
Age: 26
https://i.pinimg.com/originals/4a/f8/26/4af82690b77b182477fd5382a70883e0.jpg


Characteristics


Name
Score
Advances


Weapon Skill (WS)
25







Ballistic Skill (BS)
45
X






Strength (S)
25







Toughness (T)
30







Agility (Ag)
35







Intelligence (Int)
45
X






Perception (Per)
45







Willpower (WP)
30







Fellowship (Fel)
20







Influence (Inf)
30







Skills


Name
+0
+10
+20
+30


Acrobatics (Ag)






Athletics (S)






Awareness (Per)






Charm (Fel)






Command (Fel)






Commerce (Int)
X





Common Lore (Int)






Deceive (Fel)
X





Dodge (Ag)






Forbidden Lore: Archaeotech (Int)
X





Forbidden Lore: Xenos (Necrons) (Int)
X





Inquiry (Fel)






Interrogation (WP)






Intimidate (S)






Linguistics: Techna-Lingua (Int)
X





Logic (Int)
X





Medicae (Int)






Navigate (Surface) (Int)






Navigate (Stellar) (Int)






Navigate (Warp) (Int)






Operate (Aeronautica) (Ag)






Operate (Surface) (Ag)






Operate (Voidship) (Ag)






Parry (WS)






Psyniscience (Per)






Scholastic Lore: Cryptology (Int)
X
X




Scrutiny (Per)






Security (Int)
X





Sleight of Hand (Ag)






Stealth (Ag)






Survival (Per)






Tech-Use (Int)
X
X




Trade: Armourer (Int)
X






Talents & Traits
Ambidextrous
Mechanicus Implants
Weapon Training (Solid Projectile)

Special Abilities
Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialization of his choice. The GM is the final arbiter of whether the two specializations are related.
Master of Hidden Lores: When a Heretek makes a Tech-Use test to comprehend, use, repair or modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specializations at Rank 1 (Known) or higher.
Quest for Knowledge: In addition to the normal uses of Fate points, a Sage character may spend a Fate Point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus.

Experience
XP to Spend: 1000
XP Spent: 1000

Fate Points
Threshold: 3
Current: 3

Aptitudes
Ballistic Skill
Finesse
Intelligence
Knowledge
Perception
Tech
Willpower

Corruption Points
Total: 0

Mutations

Insanity Points
Total: 0

Mental Disorders
Phobia: Fear of Insects
Armor
Head (01-10): 3 (0 Armor)
Right Arm (11-20): 6 (3 Armor)
Left Arm (21-30): 6 (3 Armor)
Body (31-70): 6 (3 Armor)
Right Leg (71-85): 6 (3 Armor)
Left Leg (86-100): 6 (3 Armor)

Wounds
Total: 11
Current: 0

Critical Damage
Current: 0

Conditions


Fatigue
Threshold (TB + WPB): 6
Current: 0

Movement
Half: 3
Full: 6
Charge: 9
Run: 18
Weapons
Sniper Rifle
Class: Basic
Range: 200m
RoF: S/-/-
Damage: 1d10+4 I
Pen: 3
Clip: 20/20
Reload: Full
Weight: 5kg
Availability: Scarce
Special: Accurate, Reliable
Attachments: Red-Dot Laser Sight

Stub Revolver
Class: Pistol
Range: 30m
RoF: S/-/-
Damage: 1d10+3 I
Pen: 0
Clip: 6/6
Reload: 2 Full
Weight: 1.5kg
Availability: Plentiful
Special: Reliable

Web Grenade
Class: Thrown
Range: 9m
RoF: S/-/-
Damage: -
Pen: 0
Clip: 1
Reload: -
Weight: 0.5kg
Availability: Rare
Special: Blast (3), Snare (2)

Gear
1 clip of Expander Bullets (+1 Damage, +1 Penetration)
1 clip of Man-Stopper Bullets (+3 Penetration)
2 Sniper Rifle magazines
1 Web Grenade
Combi-tool
Flak cloak
Filtration plugs
1 dose of de-tox
Dataslate
Stablight
Auspex/Scanner

Carrying Capacity
Max Carry Weight (SB+TB): 5 (27kg)
Current Weight: 10kg

Max Lifting Weight: 54kg
Max Pushing Weight: 108kg

XP Expenditures
Ballistic Skill - 100XP
Intelligence - 100XP
Scholastic Lore: Cryptology - 100XP
Scholastic Lore: Cryptology - 200XP
Forbidden Lore: Xenos (Necrons) - FREE
Logic - 100XP
Commerce - 100XP
Linguistics: Techna-Lingua - 100XP
Tech Use - 200XP

History

To be filled in...

Morovir
2019-05-30, 03:46 PM
Name: Dariel Krell
Home World: Hive World
Background: Adeptus Arbites
Role: Seeker
Divination: Ignorance is a wisdom of its own (-3 Per)

WS: 25+5=30
BS: 25+10+5=40
S: 25+5=30
T: 25+10=35
Ag: 30+5=35
Int: 25+5=30
Per: 30+5+5-3=37
WP: 20+10=30
Fel: 25+5=30
Ifl: 25+0=25

Wounds: 9
Fate: 3
Insanity: 0
Corruption: 0

Ballistic Skill
Defence
Fellowship
Intelligence
Perception
Social
Tech

Awareness
Common Lore (Adeptus Arbites, Underworld)
Inquiry
Interrogation
Intimidate
Scrutiny

Keen Intuition: Can retry Awareness Test once w/-10 modifier
Nothing Escapes My Sight: Spend 1 FP to automatically succeed at an Awareness or Inquiry Test w/DoS equal to Per bonus
Teeming Masses in Metal Mountains: Ignore crowds for the purpose of movement, +20 to Navigate (Surface) Tests in enclosed spaces
The Face of the Law: Reroll Intimidation and Interrogation Tests, substitute WP bonus for DoS on these tests
Weapon Training (Shock, Solid Projectile)

Carapace chestplate
Flak cloak
Lho-sticks (12)
Shock maul
Shotgun (Combat)
Stimm (3 doses)


Unspent XP: 0
Total XP: 1000

Advances:

BS Advance (Simple) - 250
Weapons Training (Solid Projectile) - 300
Interrogation (Known) - 200
Per Advance (Simple) - 250

Age: 37
Build: Wiry
Height: 1.75m
Weight: 65kg
Skin: Fair
Hair: Brown
Eyes: Grey
Quirk: Faded Electoo
Hive World Tradition: Fear the Silence


Born on one of countless hive worlds in the Imperium, Dariel Krell was raised by manufactorum-toiling parents, who raised him to be honest and dutiful above all else. This sense of duty and loyalty to the Imperium led him to loathe the gangers and scum who filled his level of the hive with their filth, whilst faithful men and women gave their praise to the Emperor through honest toil. However, these rigorous standards also prevented him from enacting justice by his own hands upon these degenerates, as he knew that if he did so, he would be no better than them.

This hatred only grew when both of his parents were killed when a dissident bomb plot destroyed their entire manufactorum in a cataclysmic explosion that devastated the surrounding hive. Ordinarily, such an event would have been the inevitable death of him, if not for a simple administrative error. A single misplaced decimal point resulted in his profile switched with that of a recently orphaned son of Administratum clerks who had overseen his sector's production capabilities. Taken in by the Schola Progenium, he quickly began to assimilate the teachings of the Lex Imperialis, which, combined with his strong sense of duty to the Imperium, eventually drew the attention of the Adeptus Arbites, and by his eighteenth year, he was taken away to serve the Imperium in the ranks of His Arbitrators, many systems away from his home world. He would never return.

For the best part of the next two decades, he would prove a capable Arbitrator, with his skill in hunting suspects and extracting confessions in both field and precinct house interrogations suggesting that one day he would be touted as a potential Chastener.

It would be in this particular capacity that he would come into contact with the Inquisition for the first time, and lay the grounds for his future. While investigating cult activity in the Underhive, he tracked down and apprehended a suspicious individual. It would only be back in the precinct house that he would be revealed as an agent of the Inquisition, though his handler was able to intervene before sufficient damage was done. Despite facing censure, the Inquisitorial handler was impressed by his skills, and recruited him to serve the Imperium in a new capacity.

RelentlessImp
2019-05-30, 04:20 PM
https://i.imgur.com/xbhkrgm.png?1
Name Tia
Home World Vorlon IV (Daemon World)
Background Adeptus Mechanicus
Role Mystic
WS 40 BS 40 S 25 T 30 Ag 25 Int 40 Per 30 WP 40 Fel 20 Ifl 25
Divination The only true fear is dying without your duty done. (Resistance [Fear])
Wounds 8
Insanity 0
Corruption 23
Fate 4/4
Aptitudes Weapon Skill, Defence, Intelligence, Knowledge, Perception, Psyker, Tech, Willpower
Skills Awareness +0, Common Lore (Adeptus Mechanicus) +0, Logic +0, Psyniscience +0, Security +0, Tech-Use +0
Talents Jaded, Mechadendrite Use (Utility), Weapon Training (SP), Resistance (Fear, Psychic Powers)
Traits Mechanicus Implants, Psyker (Psy Rating 2), Replace the Weak Flesh
Equipment Autogun, optical mechadendrite, Imperial robes, 2 vials of sacred unguents, Imperial Guard Flak Armour, Autosanguine Implants, micro-bead
Psychic Powers Smite (WP +0), Telekine Shield (WP +20)
Malignancies Fell Obsession (Marking large events by cutting herself and filling the cuts with electoos)


1.5 meters in height, with an underdeveloped frame caused by malnutrition and installation of Mechanicus implants a few years before typical. Pale and blonde, with electoos dotting her skin in numerous places. Amber-eyed.
Not an extremely serious person. Tia tends to make light of most things due to growing up where she did - on Vorlon IV, if you didn't laugh, or you laughed too much, you went insane. Quick to respond to danger with weaponry for much the same reason. She has a slightly morbid fascination with chronicling big events in her life with a knife on her skin, and filling the cuts with electoos.
Vorlon IV, during the time of the Great Crusade, was a massive, bustling Hive World whose Hives reached to the upper reaches of the atmosphere, and whose factorums cranked out high-quality wargear said to rival that of Mars itself. However, in M38, a warp rift embroiled the planet and consumed it. Whole Hives melted away, leaving the landscape blasted and ruined, and absolutely covered in daemons. Only the largest Hive, Hive Aiae, remained, and it was quickly embroiled in a siege. The remaining denizens of the Hive rallied together against the forces of Chaos now upon their planet, and reinforced the Hive, sealing away entryways from all directions and blasting defiance upon Chaos from their reinforced walls.

For millenia, the people of Hive Aiae have been embattled as the warp rift consumes their planet. Cults come and go, embroiling their city in chaos as they sabotage defenses and open pathways, take control of parts of the Hive, and end up wiped out. Control of the city became fluid as cultists, then Imperial loyalists took possession of or broke the control of one or the other in various parts of the Hive. In this time, the Adeptus Mechanicus grew to be a powerful force upon Vorlon IV, maintaining both sophisticated and crude defenses and cranking out weaponry with which the citizenry could defend themselves against the predations of the Warp.

Tia was born into this chaotic, Chaos-tainted world. Adept with tools from an early age, she was drafted into the Machine Cult, and put to work maintaining the systems that kept the populace alive in the depths of the Warp rift. Her early life was spent watching the fluid movement of the loyalists and the cultists throughout the city, watching daemons minor and major break into the city and be put down at the cost of lives, watching as the city drunkenly reeled from one disaster to another, always on the verge of collapse but never quite falling.

Gradually, as it does to all citizens of Hive Aiae, it began to get to Tia. The madness never stops, never ceases. It continues forever with no end in sight. Even being born into it and it being the norm doesn't quite shield one from it. One day, as Tia worked on a heavy bolter emplacement, the daemons came screaming at the emplaced weapon. It was only a cluster of Nurglings, but with the heavy bolters half-disassembled for maintenance and only a cluster of laspistols in the hands of those manning the emplacement, it was an extremely terrifying situation. As flashlights beamed nurglings and the scent of rotting, diseased flesh filled the air, Tia snapped - and suddenly there was lightning erupting from her eyes and fingers, blasting again and again into the nurglings. Blood rained and ozone crackled as Tia's newfound talents erupted and blasted into the horde, and coupled with the lasguns, the nurglings were put down without coming close enough to infect the emplacement.

Of course, being a Psyker on a planet full of daemons was typically a death sentence - from the Hivers themselves. Tia fled as, after a brief moment of the Hivers thanking her for her assistance, they turned their laspistols on her to purge her and keep daemons from invading the city through her. She hid herself in the deepest bowels of the Hive where only the Machine Cult dare go, places of low oxygenation and dangerous electrical arcs. After almost a year of surviving there, deep in the Hive, Tia finally saw another living being - several, in fact. An Inquisitorial retinue investigating the planet, making sure no Chaos taint lay in the heart of the city, and trying to figure out precisely how that could be after such prolonged exposure to the Warp.

Unfortunately, things went wrong just about then, as they tend to do when =][= shows up. Unknown to Tia, up on the surface, the Cults were gaining ground again in the endless cycle, and the presence of the Inquisition moved them to act. Deep in the depths of the city, where symbols of Chaos had been carefully worked into the layout of pipes over centuries, a summoning began as blood spilled and was funneled into those pipes to drip down to power runes and symbols.

As eldritch lights flashed and the Warp screamed, Tia launched herself out from her hiding place to put herself between the retinue and the growing Chaos badness, still feeling a desperate need to protect the Hive, as she had been raised. A sizzling bolt of warp-lightning erupted from the forming portal, and Tia raised a telekinetic shield in response, putting herself between it and the retinue. The bolt nearly killed her, but it gave the retinue time to do what needed to be done - namely, blowing the hell out of the Warp phenomena before it could fully form.

Tia came to off-planet, in the shuttle the retinue had taken down to the planet's surface. Having saved Inquisitorial agents - or at least one of them - had earned her a tiny modicum of respect, to the point where the retinue took her off-planet to stop her from being lynched. She was scanned and tested, but it was ultimately decided that if she could withstand the predations of the Warp alone for a year as she had, she was pure enough to enter Inquisitorial service. Enrolled as an acolyte beneath Inquisitor <NAMEHERE>, Tia is getting her first glimpses of life outside of literal Hell. Sure, it's doing the most horrifying sort of work there is to be done in the Imperium - but after growing up on Vorlon IV, it's actually not quite that bad.

XP: 1000
400: Psy Rating 2
200: Telekine Shield
200: Jaded
200: Smite

BloodyMagpie
2019-05-30, 04:33 PM
Heidi Graf

Character Bio
https://i.imgur.com/dkzxpkA.jpg

Name: Heidi Graf
Home World: Frontier World
Background: Imperial Guard
Role: Assassin
Divination: "The wise learn from the death of others." (+3 Agility, -3 Weapon Skill)

Description
Gender: Female
Age: 30
Height: 1.6m
Weight: 59kg
Complexion: Fair
Hair: Red
Eyes: Green
Quirks: Scarred
Momentos: Broken lasgun clip


Background
Not much to say about my early life. Grew up on Drest III, a backwater I guarantee no one ever heard of. Small population, no resources or famous historical battle that anyone cared about. Hell, we couldn't even barely support more than a single proper Guard regiment. Just lots... and lots... and lots of trees, and most of them not even hardly any good for furniture or anything special. Never knew my ma, but da... well, I won't speak ill of the dead, but he had a temper and enough of a drinking problem that I couldn't volunteer for the PDF fast enough soon as I was of age to get away from him. It wasn't a bad gig really. I was pretty good at the shooting range for a farm girl and between that and not talking back even when the orders were three kinds of stupid, I had it made. Three squares and a roof over the head most nights ain't nothing to sneeze at. Did well enough that when the regiment came back for a recruitment drive to rebuild after a bloody pacification campaign, I was on the short list to move on up and become a proper Guardswoman. Discipline was maybe a bit stricter, but the gear and training was better and the other troopers were way above the useless trolls that made up half the PDF. Hell, I thought I could make a full career out of it, maybe not officer on account of no fancy education but certainly a grizzled noncom busy breaking in new greenies.

And then a fleet of Chaos worshippers came and the sky fell. Literally, the first thing those heretics did was crash the freighter docked at the orbital refueling station right into the capital and leveled most of downtown. Then they landed and... well, that's when the bad times really started. The regiment and the PDF fought, of course, it was our damn homes we was fighting to protect, but we were outnumbered and massively outgunned even without their ability to call in orbital strikes whenever they pleased. Last order old General Koenig managed to transit before they vaporized his command center and everything within a five klick radius was for all of us Guard and PDF survivors to go to ground, protect the civvies as best we could guerrilla style, and pray the God-Emperor sent help.

Didn't take long for new recruits to start poring into our "resistance movement". Once they'd conquered the major cities, the invaders, well, they started with crucifying everyone with the Administratum, the Ecclesiarchy, and anyone else with any connection to any of the Imperial organizations. And then they started doing much, much worse things. Gave us a solid pool of city refugees eager to avenge dead family and friends and nothing to lose. When those heretic freaks tried moving on the bush, they realized they'd just reached their hand into a buzz saw and we made them bleed. After that, it was an endless series of ambushes, sniper attacks, improvised bombs on bridges and roadways, and occasional raids when they let their security down. Orbital bombardments didn't mean much when most every city and village was deserted and everyone was hiding in the forests out of sight.

Real turning point, though we didn't know it at the time, was when my group successfully raided a heretic encampment while most of their forces had been lured out by a decoy attack. Not only did we get some good stuff out of the armory while our sapper left a going away present for the rest we couldn't take, we also nailed the bastard in charge right in his office. While giving it a quick once over before hauling ass out of there, and found some kind of strange box covered in evil looking writing that was probably important, so naturally we took it. It must've been important all right, cause almost immediately they began to hunt us relentlessly. After the third time we had to rebase despite supposedly being deep enough in the woods to avoid patrols, we realized that it must be the box they were so desperate to get back. After weighing the potential cons of them getting back something so important to them, we decided to just destroy the thing, only to discover that it was more or less indestructible. Or at least, impervious to a couple mags of lasfire, half a tank of burning promethium, the biggest bomb our sapper could build, and just beating on it for a while with a couple of sledgehammers.

After that, we spent about a month or so in hell. Forget rebasing, we couldn't even stay in one place but were moving constantly trying to stay one step ahead of the numerous patrols chasing us. No other resistance units could get close enough to help us or reinforce our dwindling numbers. But on the flipside, the heretics were throwing so much of their forces after us that the rest of the resistance was busy liberating extermination camps and stealing a staggering amount of heavy ordnance from supply dumps that were poorly defended. We were too busy running and dying to notice, but we'd just bought the rest of the planet enough time to dig in and ensure their survival even though it was increasingly obvious no one in our unit would live to see it.

At last, exhausted and nearly out of food and water, we made our last stand in a cave, fully intent on killing as many as possible while the sapper set up all of his remaining explosives to collapse the whole damn cave on our heads and bury the box with us in our improvised grave. The heretics didn't waste time with a spoiling attack or probe, but immediately sent in their heaviest troops to grind us down. We gave them hell (and I was no exception), but in the end, they were pushing us back into the cave and the sergeant gave the order to blow the charges right before being cut down by heavy stubber. Except that in all the excitement, no one had noticed our sapper (and more importantly, the detonator) had fallen to a sniper by the cave entrance now being overrun right that moment. Knowing that my final moment had come, I yelled at the handful of survivors to cover me while I crawled for his corpse, muttering one last prayer to the God Emperor to just let me get one more meter before I died. I watched as the last of my comrades were cut down by heavy weapons fire, but they'd given me the time to reach the detonator and I pressed the button. A loud noise and a heavy kick followed and then I was out.

Lucky me, I was close enough to the exit to avoid being fully buried. Not so lucky though, seeing as there was plenty of Chaos worshippers still milling about to dig me out. Once they realized their precious artifact now had half a mountain sitting on top of it, they were quite unhappy with me, and were so busy loudly arguing over how best to painfully execute me that somehow, I was the first to notice that the Emperor had heard my prayer after all and sent his Angels in righteous fury. Nine foot tall Angels, wearing crimson power armor and wielding massive bolters and chainswords. Turns out, our little game of search and destroy with the heretics hadn't just bought the rest of the resistance time, it'd bought the Imperial relief force time as well to assemble and arrive to save Drest III. And spearheading the assault were several squads of the holy Astartes themselves from the Blood Angels Chapter. In the midst of watching them tear the heretics to bloody bits, I managed to pass out again from blood loss, but apparently someone managed to notice me, because after drifting in and out several times, I finally came to in what appeared to be some sort of infirmary with stern looking guards at the doors that nevertheless shot me quick looks of approval when no one was looking before resuming their vigils.

A short time later, I was being interviewed thoroughly by a wizened woman who methodically typed down every word of my debriefing. When I finally worked up the courage to ask who she was, she nonchalantly informed me she was an senior Interrogator of Inquisitor [REDACTED], that my actions and those of my deceased comrades had not only likely saved much of the planet's population but stopped a far greater heresy from being performed (not that she would explain what she meant by that), and that the artifact in question had, with the Astartes' aid, already been recovered and turned over to her for proper disposition. She reminded me that everything I had seen or done involving the item was classified by Inquisitorial Order, and any violation would result in severe punishment, not that I needed her to explain that. After thanking me for my service, almost as an afterthought, she added that my official record showed me as deceased after being killed in action. Even as my shock began to set in, she explained that sending me back to the PDF was, in her eyes, a waste of a talented, resourceful, and stalwart individual such as myself, and that there were far more important duties for me to perform.

And that's how I ended up in the Inquisition. Not how I expected my life to go, but not like I have much choice. Still, when the God-Emperor of Mankind sends his Angels to save you so you can continue to serve Him, you damn well better not disappoint.

Character Sheet
Aptitudes
Agility, Ballistic Skill, Fieldcraft, Finesse, Intelligence, Perception, Toughness

Movement
Half: 4
Full: 8
Charge: 12
Run: 24

Wounds: 8/8
Fate Points: 4/4
Corruption: 0/100
Insanity: 0/100

Characteristics
Weapon Skill: 22 (25 Base - 3 Divination)
Ballistic Skill: 40 (30 Base + 10 Point Buy)
Strength: 30 (25 Base + 5 Point Buy)
Toughness: 30 (25 Base + 5 Point Buy)
Agility: 43 (25 Base + 15 Point Buy + 3 Divination)
Intelligence: 30 (25 Base + 5 Point Buy)
Perception: 40 (30 Base + 10 Point Buy)
Willpower: 30 (25 Base + 5 Point Buy)
Fellowship: 20
Influence: 30 (25 Base + 5 Point Buy)

Skills
Untrained (-20):
Acrobatics (Agi)
Charm (Fel)
Commerce (Int)
Deceive (Fel)
Inquiry (Fel)
Interrogation (WP)
Intimidate (S)
Logic (Int)
Parry (WS)
Psyniscience (Per)
Security (Int)
Sleight of Hand (Agi)

Known (+0):
Athletics (Str)
Awareness (Per)
Command (Fel)
Common Lore (Imperial Guard) (Int)
Dodge (Agi)
Operate (Aeronautica, Surface) (Agi)
Medicae (Int)
Navigate (Surface) (Int)
Scrutiny (Per)
Stealth (Agi)
Survival (Per)
Tech-Use (Int)

Trained (+10):



Traits
Rely on None but Yourself - +20 to Tech-Use Tests to apply personal weapon modifications, +10 to Tech-Use Tests to repair damaged items.
Hammer of the Emperor - When attacking a target that an ally attacked since your last turn, you may reroll a 1 or 2 on damage rolls.
Sure Kill - On a successful hit, you may spend a Fate Point to inflict additional damage equal to the DoS of your attack roll.


Talents
Jaded - You do not gain Insanity Points or make Fear Tests against mundane events.
Weapon Training (Las, Low-Tech) - You can use the indicated weapon groups without penalty.


Equipment
Ranged Weapons
Name: Long Las
Class: Basic/Las
Range: 150m
Damage: 1d10+3
Type: Energy
Pen: 1
Rate of Fire: S/-/-
Clip: 40
Reload: Full
Weight: 4.5kg
Craftsmanship: Common
Special Qualities: Accurate, Felling (4), Lasgun Variable Settings, Reliable
Upgrades: Red-Dot Laser Sight

Name: Laspistol
Class: Pistol/Las
Range: 30m
Damage: 1d10+2
Type: Energy
Pen: 0
Rate of Fire: S/2/-
Clip: 30
Reload: Half
Weight: 1.5kg
Craftsmanship: Common
Special Qualities: Lasgun Variable Settings, Reliable
Upgrades: -

Armour
Name: Imperial Guard Flak Armour
Armour Points: 4
Locations: All
Max Ag: 50
Weight: 11kg
Craftsmanship: Common
Special Qualities: +1 AP against indirect Blast attacks
Upgrades: -

Gear
Ammunition (Long Las x1, Laspistol x1)
Combat Vest
Combi-Tool (Poor Craftsmanship)
Grapnel & Line
Lho Sticks
Magnoculars
Medi-kit


Experience
Spent XP: 1000
Total XP: 1000

CHARACTERISTICS
-------------------
Awareness (100)
Dodge (200)
Operate (Surface) (100)
Operate (Aeronautica) (100)
Scrutiny (100)
Stealth (100)
Tech-Use (200)
Survival (100)
-------------------
TALENTS

dojango
2019-05-30, 07:33 PM
Name: Bartholomew "the Weevil" Wyvil
Homeworld: Hive World (Snope's World)
Gains a +20 bonus to tests he makes to determine the warband’s Subtlety value.

Background: Rogue Trader Fleet
Gains +10 bonus to Fear tests caused by aliens and +20 bonus to Interaction skill tests with alien characters

Role: Desperado
Can perform a standard attack with a pistol after moving as a free action.

Aptitudes: Perception, Social, Agility, Ballistic Skill, Defence, Fellowship, Finesse



WS : 27 = 30 - 3
BS : 45 = 40 + 5
STR: 25
T : 30
AGI: 38 = 35 + 3
INT: 25
PER: 35
WIL: 30
FEL: 45 = 40 + 5
INF: 25
FP: 1/2

Wounds: 10
Divination: The wise learn from the deaths of others. Increase this character's Agility or Intelligence Characteristic by 3. Reduce his Weapon Skill or Ballistic Skill characteristic by 3.


Awareness
Charm
Commerce
Common Lore (Rogue Trader)
Deceive
Linguistics (Eldar)
Operate (Surface)
Scrutiny


Quick Draw
Weapon Training (Solid Projectile, Shock)


Compact Autopistol
Shock Maul
mesh cloak
auspex
chrono
Combat Shotgun
Choke Grenades


Marksman (300)
Precision Killer (300)
BS +5 (100)
Fel +5 (100)
Awareness (200)

Grew up on the von Drakkan estates. Been a trouble-shooter for the dynasty since I was old enough to hold a gun. And his lordship's got a lot of troubles, too. Like that miner's strike back on Gauley VII a few years back. Didn't actually shoot too many people that time. Two, maybe three at the most. And I think the foreman survived. A couple of discrete bribes, a few well-placed lies, and they were back at work. Or those hooligans over on Barro III. Threatening his lordship's warehouses. He don't stand for that sorta thing, and those guys don't stand any more at all, hah! Any rate, was going fine until it all kinda came apart when he had me check up on his wife. She got all wrapped up in some weird cultist ****. Tried to trouble shoot that problem for him but it didn't go quite as smoothly. All sort of weird chanting and screaming and that hole in reality... didn't really know how to shoot that. Fortunately, some serious-looking guys showed up with heavy firepower and kinda trouble-shot the whole place up. And most of the neighboring places. Also trouble bombed it, too. So anyway, they said since I was still alive, I'm trouble-shooting for the Emperor now.

Khan Cake
2019-05-30, 10:58 PM
Name: Brother Oranius Marglaive
Home World: Ark III (Agri-World)
Background: Adeptus Ministorum
Role: Fanatic
Divination: Thought Begets Heresy


WS: 45
BS: 25
S: 45
T: 40
Ag: 20
Int: 22
Per: 35
WP: 25
Fel: 40
Ifl: 25

Wounds: 10
Fate: 3
Insanity: 0
Corruption: 0



Skills: Athletics +0, Charm +0, Command +0, Common Lore (Adeptus Ministorum +0), Inquiry +0, Linguistics (High Gothic +0), Parry +0, Scrutiny +0
Talents: Jaded, Weapon Training (Chain, Flamer)
Aptitudes: Weapon Skill, Strength, Toughness, Willpower, Fellowship, Offense, Leadership
Bonuses: Strength from the Land, Faith is All, Death to All who Oppose ME!



Weapons:
Chain Sword, Melee, 1d10+2 R, Pen 2, Balanced, Tearing, 6kg
Hand Flamer, Pistol, 10m, S/-/-, 1d10+4 E, Pen 2, Clip 2, Rld 2 Full, Flame, Spray, 3.5kg, 2 Spare Clips
Armour:
Imperial Guard Flak Armour, All, AP 4, Max Ag 50, Weight 11kg
Other: Flak Vest, Backpack, Glow-Globe, Monotask Servo-skull (laud hailer)



TBD


EDIT: Made adjustments due to incorrect aptitudes.