Lies, Damned Lies, and Statistics
Even
with a painted model and a backstory, an Inquisitor PC isn't truly
complete until his character sheet is filled in. The nine little
boxes along the top of the sheet actually go a long way towards to
governing how we play our characters in game. They represent our
characters' strengths and weaknesses, and mould how our characters
act in the scenarios arrayed against them. I am not a fan of randomly
rolling for characteristics as it can upset your perceived plans for
the character. It's all too easy for a nicely modelled,
chainsword-wielding fanatic to end up with low Weapon Skill and high
Sagacity for example, or a nicely modelled trickster presenting an
image of force with a chainsword to end up with a high Weapon Skill
and low Sagacity. I much prefer to settle on characteristics myself.
However, it is important to impose limits.
An Arco-flagellant is unlikely to be another character in disguise, so expect a high Weapon Skill!
One
of Inquisitor's strengths is that players and GMs are free to stat
and equip characters in any way they feel. Some players prefer high
end campaigns, where stats in the 80s and 90s prevail, and some
prefer middle of the road campaigns with stats in the 50s and 60s. I
dare say there are some that play with no stat above 40. It doesn't
really matter, as long as everyone involved is playing at the same
level. As soon as one war band has stats which are more than +20
above everyone else’s, and brings meltaguns to a knife fight, it's
often the case that that war band will dominate even with careful
scenario design on the GM's part, and that can suck the fun out of a
campaign for others.
A fair fight?
The
Inquisitor rule book is an interesting beast when it comes to giving
characteristics to characters. At the start of the book, it gives a
rough idea to appropriate stats (p.15 Living Rule Book), with
suggestions including: “a normal human would have a Toughness of
40-50” and under Nerve “a trained Imperial Guardsman would be in
the 40-60 range”. If we turn to the back of the book and look at
the sample characters, a Desperado is given a Toughness of 60 and a
Nerve of 75. Is it the case that the authors are ignoring their own
advice, or is the argument that the characters involved in an
Inquisitor campaign are on a pedestal above the massed ranks of
humanity? It could be taken either way.
For
what it's worth, I prefer to play with stats around about the 50-60
mark, with particularly weak characteristics dipping down to 40, and
focussed specialities going up to 70 or so. I do so as it means that
actions aren't always a formality. To me, this makes games far more
interesting as nothing ramps up the tension like a make or break roll
to take out the big bad at the end of a scenario.
The savant Pret Hirschfield is one of only a handful of PCs with an Initiative in the 40s.
After
settling on characteristics, I often look over the Special Abilities
section of the rule book and the Carthax Wiki to see if there are any
I feel appropriate to my character. Selecting Special Abilities can
be a bit of a slippery slope however, and once you've chosen one or
two, you start seeing others that might just fit. All of a sudden you
have six or seven and you struggle to remember them in the heat of
the action. Your declaration of actions slows down as you try and
work out how the combination of abilities on your sheet will affect
the turn; you remember you could have done something the previous
turn; or half way through the game you bring out the ability that was
scribbled on the back of your sheet as there wasn't any more room on
the front much to the annoyance of the GM who now has to implement a
do-over. I'm a big of fan of keeping games of Inquisitor flowing
quickly, so I limit the number of Special Abilities I take, usually
to two, but quite often some characters will have none.
Psychic
and Exotic Abilities don't crop up too often, but as with Special
Abilities, I tend to stick to a smaller number so things don't get
out of hand. Usually, I don't give characters psychic powers from
more than two disciplines as in my mind, psykers tend to focus on one
discipline, and perhaps can draw on another power they trust
themselves to use in the hectic action that constitutes an Inquisitor
scenario.
Telepathy is unsurprisingly the Astrotelepath's primary discipline, but here he shows some telekinetic abilities by levitating spookily.
Equipment
is the final piece of the puzzle for me, but most of the time I am
governed by what looked cool during the modelling process and is
already stuck to the model. The vast majority of my models are armed
with stubbers, shotguns and more mundane hand to hand weapons as I
have found through bloody experience that things like bolters and
power swords can quickly end scenarios and character's lives! That's
not an absolute rule of course - the only rule that matters when building characters is the Rule of Cool.
Every now and then, one of my characters comes with a fearsome weapon.
Where
does Inquisitor Casimir Fearon come in in the character sheet
department then?
|
WS
|
BS
|
S
|
T
|
I
|
Wp
|
Sg
|
Nv
|
Ld
|
Fearon
|
59
|
63
|
57
|
58
|
68
|
72
|
70
|
68
|
71
|
Inquisitor
Fearon is right-handed
Special
Abilities: Compelling (see Additional Rules on the Carthax Wiki),
Leader
Equipment:
Auspex (Motion Tracker), Padded Robes (AV2) on all locations except
head, Short Sword, Stubber with Infrascope and two reloads
Painting is underway... only now do I realise I forgot to add a pendant to the cord around his neck!
Fearon
then is a bit of an all-rounder, with higher mental stats than the
average, befitting his position as an Inquisitor. His experience in
dealing with the varying branches of the Inquisition means that he
can convince many of his course of action, and is reflected with the
Special Abilities Compelling and
Leader. His equipment
isn't that unique or noteworthy, but as an investigative type, he
doesn't need to be dressed for battle. With his auspex and infrascope
he can track down his quarry in a multitude of environments.
That
wraps it up for this entry. I'd love to see some other takes on
character creation, so please share your ideas on Facebook and
Twitter (@T_C_Inquisitor).
The
Carthaxian Inquisitor
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