Inquisitor Tete's Sector

Where I'll probably dump all my TRPG things.
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Knight
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Inquisitor Tete's Sector

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Holoiv Sector is right next to the Lacfrumen Sector. Both are on the fringes of the Imperium, meaning untold debauchery and unlawfulness as the God-Emperor's Grasp on the sector is slowly slipping. That is why Inquisitor Tete has launched an investigation into the sector, or so she says. What Tete also knows is that the Intracyber Sphere of Holoiv Sector stretches so far that it bleeds into the Lacfrumen Sector. Not only that, but this ICS is common with most of the citizens that "holophants" have begin to emerged-- singers, dancers, and even simple socializers that adopt personas and digital bodies to interact with the masses. They are even able to present themselves on holovids if they desire.

Naturally, holophants pose a great threat to the Imperium! Who knows how many of them are agents of the Ruinous Powers, tricking and seducing loyal citizens to their side! That's why Inquisitor Tete must become a holophant since you must become your enemy to know your enemy after all. But she is taking the dressing up, singing, and dancing really far...

Hive World Nanjiside is the sector's most populous planet. It houses a hive world filled with untold billions and with a holophant count in the millions no doubt! Hive City Kitzuna is the capital Hive City, housing about 50% of the world's population in the giant spire-city. Around it is Hive City Ciro and Kagluna. The strangest thing about Hive World Nanjiside is the fact that oceans -- let alone beaches -- still exist. No doubt the Planetary Governor has insisted on harsh punishments for those who pollute and destroy such popular tourist destinations.

What is the average hiver's day like? On a workday it typically goes like this:

0700 - Morning rituals, praying, showering, eating breakfast.
0830 - Show up for work. Some are security, shop owners, factory workers, administrator, you name it.
1100 - Lunch break.
1145 - Back to work.
1630 - Clock out of work, but many do partake in overtime thanks to manipulative bosses.
1700 - Return to home, usually enjoy dinner.
1800 to 2200 - Enjoy free time.
2200 to 0700 - Good night's sleep (hopefully).

Naturally, on a weekend or a day off in general, they have plenty more free time. There's plenty of holidays, mostly focused around worshipping the God-Emperor or important events within the hive world's history.

Thrones & You
In the far flung future, the Imperium decided that the best money was no money or something. Or GeeDubs never cared to elaborate on the issues of economy while their numbers are so screwed up that one wonders how a planet-destroying war has less causalities than WW2. Regardless, I believe a singular currency can exist within the galaxy for the Imperium as long as it isn't a Feudal, Feral, or a less technology inclined Deathworld. Yet, this doesn't mean that prices are equal across the galaxy. Forge worlds may have cheaper vehicles or cybernetics, Fortress Worlds might have cheaper weapons (if they have an abundant created), Hive Worlds may have a fluctuating number depending on how high or deep you are.

Let's start off with monthly income. The Inquisitor pays his/hers trusty retinue, for some it may be more than they have ever been paid, but for others it is more about the ability to do something better. For simplicity's sake, let's say this is after setting aside money for enough to eat.

The base monthly income is 400 Thrones.
Arbites, Telepathica, and Mechanicus have 450.
Sororitas has 500.
Inquisitors make 5,000 a month.
(Factorium workers can usually expect 25-50T a month, Imperial Guardsmen 70, shopowners and scum depend on how good business is doing. Nobles frequently have anywhere from 2,000 to 10,000 a month depending on their wealth.)

Every 1,000 experience earned increases their monthly income by 50. Those who are better experienced earn more money from their Inquisition overlord, it is simple as that. Naturally, there may be other tasks that offer payment such as selling gear or doing oddjobs.
Housing
Wherever | Cost: 0T
You sleep wherever you can, in dark alleyways with scraps of cloth to keep you warm and rubble to hopefully keep you hidden. Theoretically free except if you sleep somewhere you're not supposed. You're also likely to get robbed or killed if discovered by someone passing by and wanting to teach such a carefree soul a lesson. It's also quite uncomfortable.

Coffins | Cost: 10T per month
Basically nothing more than a bed with a few compartments for personal items, installed into a wall near dozens others. There's common areas for meeting other people, shared bathrooms and laundry rooms, and Auto-Vendors for cheap food and drink.

Closet | Cost: 50T per month
For just a bit more, you can live in what is basically a small room with a bed, desk, closet, and whatever else you can fit in there. You have some privacy when you return home now, but still share bathrooms and laundry rooms.

Hab-Apartment | Cost: 100T per month
What most consider "decent living", a single large room that acts as your bedroom, living room, kitchen, and laundry room. Some include walk-in closets or armories.

Imperial Home | Cost: 2,500T or 7 monthly payments of 310T
Houses are typically one to two stories, including 2 bedrooms, 1 to 2 bathrooms, a living room, a kitchen, a laundry room, and an office room. Some may have attics or upstairs neighbhors, some may even have gardens. Noble houses are much larger and more expensive, typically being X2 to X5 the price.
Food & Drink
Soylens Viridians Packet | Cost: 2T
A nutrient paste squeezed into a hand-sized bar. Extremely bland tasting, but filling. Rumored to be made from corpses.

Vel-Meal | Cost: 5T
Air-packed meals akin to rations, but usually with a shorter lifespans and a bit more taste.

Decent Meal | Cost: 8-12T
A decent meal, usually with meat grown in vats in Hive Cities, vegetables made in large garden-factories. Agriculture worlds, naturally, have much better standards for what constitutes as "meat".

SLAMM | Cost: 10 per six-pack
Six cans filled with a bitter beer, decently cheap. Guaranteed to SLAM you on your ass.

Wulfin Vodka | Cost: 6T per shot, 20 for a bottle
The Space Wolves may or may not drink this type of vodka on their planet, but marketing will advertise it as such.
Inquisitor Tete
=][=
A girl that stands at a short height of 5'1. Her hair is short and a raven black, spikey at the tips. One might even mistake her for a little girl if there wasn't the old scar across her cheek and crow's feet. Her large, blue eyes are always glancing about. Her body is lithe to really fit the "lolita" look, but she can still easily hold her own in combat thanks to years of being within the Inquisition.

She wears a black leather jacket with a red trim on the sleeves that are a bit too long for her, tiny golden skulls adoring the trimmings. Her jacket is always opened, revealing a corset-like piece of clothing that reveals her belly button and much of her almost-flat chest. It is black coloring with the front of it being a crimson red. Then she wears a short skirt, but has even shorter shorts underneath to preserve some decency.

When she wants to, she'll wear her Inquisitor rosary around her neck, but she's mostly just wearing a hair clip that resembles the logo of the feared Inquisition instead. A golden collar with a silver skull is usually wrapped around her neck.
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Knight
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Re: Inquisitor Tete's Sector

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CHLE Peacekeeper (Troop)
Frequently called "Chills", they are the Hive's massive law enforcement agency. They handle everything from petty robbery to murder. They wear light armor and carry pistols and batons to subdue or kill any who dare break the peace! Compared to other Hive Worlds, the crime rate isn't that bad. Although that isn't saying much. "CHLE" stands for "Centralized Hive Law Enforcement". They also act as the planet's PDF in the case of emergencies.

Their uniforms are white shirts, raised shoulder pads, black flak vests, and brown pants. Each has an armband of varying color that detonates what cluster (shown by a number) and their block (shown by the color).
Spoiler
WS: 34 BS: 32 S: 33 T: 33 AG: 35 INT: 34 PER: 34 WP: 29 FEL: 35 IFL:
Half: 3 Full: 6 Charge: 9 Run: 18 Threat: 4
Wounds: 9

Head (01-10) Soak: 3
Left Arm (11-20) Soak: 3 | Right Arm (21-30) Soak: 3
Body (31-70) Soak: 6
Left Leg (71-85) Soak: 3 | Right Leg (86-100) Soak: 3

Autopistol | Class: Pistol
RNG: 30 | RoF: S/-/6 | DMG: 1d10+2 I
Pen: 0 | Clip: 18 | RLD: 1 Full | Wt.: 1.5 kg | AVL: AV
Special: --

Truncheon | Class: Low-Tech
RNG: -- | DMG: 1d10+3 I
Pen: 0 | Wt.: 2 | AVL: Plentiful
Special: Primitive (7)

Skills: Awareness (Per) +10, Common Lore (Underworld) (Int), Inquiry (Fel), Navigate (Int), Scrutiny (Per) +10, Tech Use (Int)
Talents: Disarm, Iron Jaw, Takedown
Gear: Autopistol, Combat Vest, Truncheon, Micro-bead, rebreather when investigating lowest levels, flak vest
CHLE STARS Member (Troop)
When large problems arise in the hive, it is up to members of the Special Tactics and Rescue Squad. Although their gear mimics what the rest of CHLE officers can get in emergencies, it is their better training and abilities that set themselves apart from the rest. Yet, they mainly used for firefights and close quarters combat.

STARS members wear fully black gear.
Spoiler
WS: 38 BS: 38 S: 36 T: 36 AG: 37 INT: 33 PER: 35 WP: 34 FEL: 32 IFL:
Half: 3 Full: 6 Charge: 9 Run: 18 Threat: 4
Wounds: 10

Head (01-10) Soak: 6
Left Arm (11-20) Soak: 3 | Right Arm (21-30) Soak: 6
Body (31-70) Soak: 6
Left Leg (71-85) Soak: 3 | Right Leg (86-100) Soak: 6

Autogun | Class: Basic
RNG: 100 | RoF: S/3/10 | DMG: 1d10+3 I
Pen: 0 | Clip: 30 | RLD: Half Action | Wt.: 5 kg | AVL: AV
Special: --

(Autogun may be swapped out for Heavy Stubber, Shotgun (Combat), or Sniper RIfle.)

Combat Knife | Class: Low-Tech
RNG: -- | DMG: 1d5+3 R
Pen: 0 | Wt.: 1 kg | AVL: Average
Special: --

Skills: Athletics (S), Awareness (Per) +10, Common Lore (Underworld) (Int), Dodge (Ag), Inquiry (Fel), Navigate (Int), Scrutiny (Per) +10, Tech Use (Int)
Talents: Disarm, Iron Jaw, Rapid Reload, Takedown
Gear: Autogun, Combat Vest, Truncheon, Micro-bead, rebreather when investigating lowest levels, Full Flak Armor
Close Quarters Training: A STARS member may reroll a single roll every other round when they are within 5 meters of another.
CHLE Lieutenant (Elite)
A lieutenant is in charge of a single cluster in a block. Each are given their rules of engagement and told what sort of supplies for the month they have. Naturally, they all like to complain that they don't have enough men or ammo to deal with everything in their cluster. They're just whiners, but ones that look out for their men!
Spoiler
WS: 36 BS: 35 S: 34 T: 33 AG: 36 INT: 36 PER: 35 WP: 32 FEL: 40 IFL:
Half: 3 Full: 6 Charge: 9 Run: 18 Threat: 4
Wounds: 10

Head (01-10) Soak: 3
Left Arm (11-20) Soak: 3 | Right Arm (21-30) Soak: 3
Body (31-70) Soak: 6
Left Leg (71-85) Soak: 3 | Right Leg (86-100) Soak: 3

Autopistol | Class: Pistol
RNG: 30 | RoF: S/-/6 | DMG: 1d10+2 I
Pen: 0 | Clip: 18 | RLD: 1 Full | Wt.: 1.5 kg | AVL: AV
Special: --

Sword | Class: Low-Tech
RNG: -- | DMG: 1d10+3 R
Pen: 0 | Wt.: 3kg | AVL: Common
Special: Balanced

Skills: Awareness (Per) +10, Command (Fel) +10, Inquiry (Fel), Navigate (Int) +10, Scrutiny (Per) +10, Tech Use (Int), Parry (WS) +10
Talents: Disarm, Iron Jaw, Takedown
Gear: Autopistol, Combat Vest, Truncheon, Micro-bead, Rebreather when investigating lowest levels, Sword of Command, Flak Vest
Rally the Cops: A Lieutenant can roll his Command to ensure his squad resists Fear. This lasts for 3 rounds. At the end of the 3 rounds, he must roll his Command again to keep this up.
Nanjiside Rifles Guardsman (Troop)
The planet's Imperial Guard regiments are primarily light infantry with a few siege regiments. There's only 2 Mechanized regiments and a handful of tanks between each Hive City. The threats of xenos and cultists keeps them ever vigilant!
Spoiler
WS: 35 BS: 43 S: 37 T: 41 AG: 35 INT: 30 PER: 40 WP: 36 FEL: 35 IFL:
Half: 3 Full: 6 Charge: 9 Run: 18 Threat: 4
Wounds: 12

Head (01-10) Soak: 8
Left Arm (11-20) Soak: 8 | Right Arm (21-30) Soak: 8
Body (31-70) Soak: 8
Left Leg (71-85) Soak: 8 | Right Leg (86-100) Soak: 8

Autogun | Class: Basic
RNG: 100 | RoF: S/3/10 | DMG: 1d10+3 I
Pen: 0 | Clip: 30 | RLD: Half Action | Wt.: 5 kg | AVL: AV
Special: --

(Autogun may be swapped out for Heavy Stubber, Shotgun (Combat), or Sniper RIfle.)

Combat Knife | Class: Low-Tech
RNG: -- | DMG: 1d5+3 R
Pen: 0 | Wt.: 1 kg | AVL: Average
Special: --

Skills: Athletics (S), Dodge (Ag), Medicae (Int) +10, Operate (Surface) (Ag) +10, Tech Use (Int) +10
Talents: Disarm, Iron Jaw, Rapid Reload, Takedown
Gear: Autogun, Combat Vest, Truncheon, Micro-bead, rebreather when investigating lowest levels, Full Flak Armor
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Re: Inquisitor Tete's Sector

Post by Knight »

Vehicles:

Archie
A standard four-door sedan, but with a slightly bulky design it's far from a pretty vehicle.. It's one of the most common civilian vehicles within Nanjiside thanks to its easy repair and affordability for the masses.
[Archie] [Wheeled]
Front: 8 Side: 5 Rear: 3
Cruising Speed: 85 kph Tactical Speed: 20 m
Maneuverability: +15 Size: Enormous Avl: Common
Carrying Capacity: 4 Integrity: 16 Threat: 3
Crew: Driver
Vehicle Traits: Enclosed, Wheeled
Replaceable Parts: Any attempts to repair an Archie gains a +10 to the test.
Weapons: None

Doombug
Slightly larger than the Archie, the Doombug has a better wheel suspension system and is raised slightly further above the wheels in order to better cross the more hazardous portions of the hive and outside of it. Unlike the Archie which as a closed storage trunk, the Doombug uses an open bed so that more people may pile in it. Naturally, it would be best to find a tarp and strap down any valuables you keep in the back.
[Doombug] [Wheeled]
Front: 12 Side: 8 Rear: 5
Cruising Speed: 70 kph Tactical Speed: 15 m
Maneuverability: +10 Size: Enormous Avl: Average
Carrying Capacity: 6 Integrity: 18 Threat: 4
Crew: Driver
Vehicle Traits: Enclosed, Rugged, Wheeled
Jury-Rigged for Combat: Some gangers have installed pintle-mounted guns on the open bed. This reduces the carrying capacity to 4, but adds "Crew: Gunner". Heavy stubbers are the most common weapons mounted. This increases the rarity to Scarce.
Weapons: None
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"Nothing good ever comes of her laughter. And she's always laughing."

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Buy me a Beer.
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