Untouchable rules and Inquisitor stats

By Ahadiel, in Dark Heresy Gamemasters

So there are a couple of things that I've been wanting to get my hands on to help with my DH campaign, and that would be rules for Untouchables and a stat line on a couple of top-level Inquisitors.

The core rulebook says that Untouchables have different grades of ability, like Psykers, I've shied away thusfar from just saying, "Here's an Untouchable" because I'd like to make sure that it's balanced.

As for the Inquisitor stat-line, I'd just like something that I can use as reference when creating my Inquisitor NPCs. What I'd love to see, for example, are the stats for the Inquisitors of the Tyrantine Cabal. It would be cool to see their stats and abilities as a reference.

Thanks in advance folks. You lot have been very friendly and helpful to me as a new DH GM.

Well, this probably won't be supper helpful to you immediately but i think it should be in the long run: get Disciples of the Dark Gods. It has 2 fully stated out inquisitors and rules for Untouchables among other things ;-)

I made some stats for Kaede (my groups Inq) and Rykehuss (his nemesis). Feel free to use, criticize or ignore. gui%C3%B1o.gif

Inquisitor Vownus Kaede, Ordo Hereticus (Xenos)

WS BS S T Ag Int Per WP Fel

46 49 42 45 45 51 50 52 41

Movement: 4/ 8/ 12/ 24 Wounds: 17

Skills: Awareness +10, Barter, Blather, Carouse, Ciphers (Acolyte), Climb, Command, Dodge +20, Common Lore (Administartum), Common Lore (Adeptus Arbites), Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (Tech), Common Lore (War), Concealment, Deceive, Drive (Ground Vehicle), Drive (Hover Vehicle), Evaluate, Forbidden Lore (Cult), Forbidden Lore (Heresy), Forbidden Lore (Inquisition), Forbidden Lore (Psykers) +10, Forbidden Lore (Warp), Gamble, Inquiry, Intimidate, Interrogation, Invocation, Lip Reading, Literacy +10, Logic, Medicae, Navigation (Stellar), Navigation (Surface), Pilot (Spacecraft), Psyniscience +10, Scholastic Lore (Heraldry), Scholastic Lore (Judgement), Scholastic Lore (Legend), Scholastic Lore (Occult), Scholastic Lore (Philosophy), Scrutiny, Search, Secret Language (Acolyte), Secret Language (Military), Security, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Swim, Tech-use, Trade (Merchant), Trade (Soothsayer)

Talents: Air of Authority, Armour of Contempt, Ambidextrous, Basic Weapon Training (Bolt), Basic Weapon Training (Flame), Basic Weapon Training (Las), Basic Weapon Training (SP), Blademaster, Blind Fighting, Corpus Conversion, Crack Shot, Crushing Blow, Deadeye Shot, Die Hard, Disarm, Discipline Focus (Telepathy), Favoured by the Warp, Foresight, Furious Assault, Hard Target, Hip Shooter, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Jaded, Leap Up, Light Sleeper, Meditation, Minor Psychic Power (4), Melee Weapon Training (Primitive), Melee Weapon Training (Power), Melee Weapon Training (Shock), Nerves of Steel, Paranoia, Peer (Academics), Peer (Government), Peer (Military), Peer (the Insane), Pistol Training (Bolt), Pistol Training (Flame), Pistol Training (Las), Pistol Training (Melta), Pistol Training (Plasma), Pistol Training (SP), Power Well, Precise Blow, Psy Rating 5, Psychic Power (2), Quick Draw, Rapid Reaction, Rapid Reload, Resistance (Fear), Sleight of Hand, Sound Constitution (6), Street Fighting, Swift Attack, Sure Strike, Touched by the Fates, Total Recall, True Grit, Two-Weapon Wielder (Melee), Two-Weapon Wielder (Pistol), Unshakeable Faith

Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins

Armour: Good Quality Xeno Mesh and Mesh Cowl/Hat (Head 3(4), Arms 4(5), Body 4(5), Legs 4(5))

Weapons: Good Quality Inferno Pistol: (10m; S/-/-; 2d10+4 E, Pen 12, Shots 3; Reload Full, Reliable), "Slight Jest" Best Quality Force Sword: (1d10+13 R, Pen 7; Balanced, Special, +10 WS), 2x Hallucinogen Grenade: (12m; Special, Pen 0)

Gear: 4 Inferno Pistol Melta Canister, Chrono, Extensive Wardrobe and Hat, Respirator, Injector and 3 Doses of De-Tox, Injector and 3 Doses of Stimm, Assorted Dataslates, Combi-Tool, Excruciator Kit, Micro-Bead, Multikey, Psy-Focus, Refractor Field

Psychic Powers (Psy Rating 5; Telepathy, Telekinetics): Chameleon, Déjà Vu, Distort Vision, Dull Pain, Fearful Aura, Float, Forget Me, Healer, Inflict Pain, Inspiring Aura, Sense Presence, Spasm, Spectral Hands, Staunch Bleeding, Unnatural Aim; Compel, Dominate, Mind Scan, Projection, See Me Not; Force Bolt, Push


Witch Finder Rykehuss, Ordo Hereticus

WS BS S T Ag Int Per WP Fel

48 48 47 46 41 45 47 51 40

Movement: 4/ 8/ 12/ 24 Wounds: 19

Skills: Awareness +10 (Per), Barter, Blather, Carouse, Charm (Fel), Ciphers (Acolyte) (Int), Command (Fel), Common Lore (Ecclesiarchy) +10 (Int), Common Lore (Imperium) (Int), Common Lore (Administratum) (Int), Common Lore (Imperial Creed) +10 (Int), Deceive (Fel), Disguise (Fel), Dodge +10 (Ag), Drive (Ground Vehicle), Forbidden Lore (Cults) +10 (Int), Forbidden Lore (Psykers) +10 (Int), Forbidden Lore (Inquisition) (Int), Forbidden Lore (Heresy), Forbidden Lore (Mutants) (Int), Inquiry +10 (Fel), Interrogation +10 (Fel), Intimidate +10 (S), Lip Reading (Per), Literacy +10 (Int), Navigation (Surface), Performer (Singer), Scholastic Lore (Bureaucracy), Scholastic Lore (Tactica Imperialis), Scholastic Lore (Imperial Creed) +10 (Int), Scholastic Lore (Legend), Scholastic Lore (Occult) +10, Scrutiny +20 (Per), Search, Secret Language (Ecclesiarchy), Security (Ag), Shadowing (Ag), Speak Language (Low Gothic) (Int), Speak Language (High Gothic), Swim, Tech-Use (Int), Trade (Valet)

Talents: Air of Authority, Ambidextrous, Arms Master, Basic Weapon Training (Flame), Basic Weapon Training (SP), Blademaster, Combat Master, Crack Shot, Crushing Blow, Deadeye Shot, Decadence, Die Hard, Hard Target, Hardy, Hatred (Criminals), Hatred (Mutants), Hatred (Psykers), Heavy Weapon Training (SP), Heightened Senses (Sight), Independent Targeting, Iron Discipline, Iron Jaw, Leap Up, Light Sleeper, Melee Weapon Training (Chain), Melee Weapon Training (Power), Melee Weapon Training (Primitive), Nerves of Steel, Peer (Administratum), Peer (Adeptus Arbites), Peer (Astropaths), Peer (Ecclesiarchy), Peer (Government), Peer (Inquisition), Peer (Nobility), Pilot (Civilian Craft), Pistol Training (Bolt), Pistol Training (SP), Rapid Reaction, Rapid Reload, Resistance (Cold), Resistance (Heat), Resistance (Fear), Resistance (Insanity), Resistance (Psychic Powers), Resistance (Poison), Sound Constitution (8), Strong Minded, Sure Strike, Swift Attack, Takedown, Talented (Command), Thrown Weapon Training (Primitive), Touched by the Fates, Total Recall, Two-Weapon Wielder (Ballistic), Two-Weapon Wielder (Melee), True Grit, Unshakeable Faith, Wall of Steel.

Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins

Armour: Power Armour (Head 8, Arms 8, Body 8, Legs 8, +20 Strength, Hulking)

Weapons: Best Quality Sacristan Bolt Pistol: (30m; S/2/-; 1d10+6 X, Pen 4, Shots 6; Reload Full, Will Not Jam), Best Quality Power Axe: (1d10+13 E, Pen 6; Power Field, Unbalanced, +10 WS), 2x Mark III Frag Grenades: (12m; 2D10 X, Pen 0; Blast (5))

Gear: 4 Bolt Pistol Magazines, Chrono, Extensive Wardrobe, Infra-Red Goggles (built into helm), Photo-Visor (built into helm), Respirator (built into helm), Injector and 3 Doses of De-Tox, Injector and 3 Doses of Stimm, Assorted Dataslates, Combi-Tool, Excruciator Kit, Micro-Bead

I can't help you with stats for an Inquisitor, but DotDG has rules for untouchables but...I don't like them. Untouchables are meant to be like, Psychic black holes, as I recall, the effect can be broken by a WP test or something, which doesn't seem right to me....

I have to be honest...

I always beef up Inquisitor stat lines relative to what they are in the book. (And Luthor this is in no way meant to be derogatory towards what you posted. I think that is very in line with the Inquisitors we have seen stats for up until now.)

But my issue is that a well-crunched PC can have stats better than what is in the books at the 12000-15000 XP range. In my mind, there should be a much larger gap between DH PC's and their Inquisitors. Particularly given the upcoming release of Ascension, and the hints we are getting at Rogue Trader, and the implications that has for what things in Death Watch may look like.

Now, I have to caveat that with saying i have never played tabletop, and so my perceptions of the world are based solely on how I like to tell stories in it. I neither try nor desire to have my crunch mirror tabletop crunch.

But like many other things in this game, it is all dependant on your GM philosophy. That's just mine.

Graver said:

Well, this probably won't be supper helpful to you immediately but i think it should be in the long run: get Disciples of the Dark Gods. It has 2 fully stated out inquisitors and rules for Untouchables among other things ;-)

Of course. It's in a book I don't have yet. But I will soon! Thanks much

Luthor Harkon said:

I made some stats for Kaede (my groups Inq) and Rykehuss (his nemesis). Feel free to use, criticize or ignore. gui%C3%B1o.gif

Inquisitor Vownus Kaede, Ordo Hereticus (Xenos)

WS BS S T Ag Int Per WP Fel

46 49 42 45 45 51 50 52 41

Movement: 4/ 8/ 12/ 24 Wounds: 17

Skills: Awareness +10, Barter, Blather, Carouse, Ciphers (Acolyte), Climb, Command, Dodge +20, Common Lore (Administartum), Common Lore (Adeptus Arbites), Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Common Lore (Imperial Guard), Common Lore (Imperium), Common Lore (Tech), Common Lore (War), Concealment, Deceive, Drive (Ground Vehicle), Drive (Hover Vehicle), Evaluate, Forbidden Lore (Cult), Forbidden Lore (Heresy), Forbidden Lore (Inquisition), Forbidden Lore (Psykers) +10, Forbidden Lore (Warp), Gamble, Inquiry, Intimidate, Interrogation, Invocation, Lip Reading, Literacy +10, Logic, Medicae, Navigation (Stellar), Navigation (Surface), Pilot (Spacecraft), Psyniscience +10, Scholastic Lore (Heraldry), Scholastic Lore (Judgement), Scholastic Lore (Legend), Scholastic Lore (Occult), Scholastic Lore (Philosophy), Scrutiny, Search, Secret Language (Acolyte), Secret Language (Military), Security, Speak Language (High Gothic), Speak Language (Low Gothic), Survival, Swim, Tech-use, Trade (Merchant), Trade (Soothsayer)

Talents: Air of Authority, Armour of Contempt, Ambidextrous, Basic Weapon Training (Bolt), Basic Weapon Training (Flame), Basic Weapon Training (Las), Basic Weapon Training (SP), Blademaster, Blind Fighting, Corpus Conversion, Crack Shot, Crushing Blow, Deadeye Shot, Die Hard, Disarm, Discipline Focus (Telepathy), Favoured by the Warp, Foresight, Furious Assault, Hard Target, Hip Shooter, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Jaded, Leap Up, Light Sleeper, Meditation, Minor Psychic Power (4), Melee Weapon Training (Primitive), Melee Weapon Training (Power), Melee Weapon Training (Shock), Nerves of Steel, Paranoia, Peer (Academics), Peer (Government), Peer (Military), Peer (the Insane), Pistol Training (Bolt), Pistol Training (Flame), Pistol Training (Las), Pistol Training (Melta), Pistol Training (Plasma), Pistol Training (SP), Power Well, Precise Blow, Psy Rating 5, Psychic Power (2), Quick Draw, Rapid Reaction, Rapid Reload, Resistance (Fear), Sleight of Hand, Sound Constitution (6), Street Fighting, Swift Attack, Sure Strike, Touched by the Fates, Total Recall, True Grit, Two-Weapon Wielder (Melee), Two-Weapon Wielder (Pistol), Unshakeable Faith

Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins

Armour: Good Quality Xeno Mesh and Mesh Cowl/Hat (Head 3(4), Arms 4(5), Body 4(5), Legs 4(5))

Weapons: Good Quality Inferno Pistol: (10m; S/-/-; 2d10+4 E, Pen 12, Shots 3; Reload Full, Reliable), "Slight Jest" Best Quality Force Sword: (1d10+13 R, Pen 7; Balanced, Special, +10 WS), 2x Hallucinogen Grenade: (12m; Special, Pen 0)

Gear: 4 Inferno Pistol Melta Canister, Chrono, Extensive Wardrobe and Hat, Respirator, Injector and 3 Doses of De-Tox, Injector and 3 Doses of Stimm, Assorted Dataslates, Combi-Tool, Excruciator Kit, Micro-Bead, Multikey, Psy-Focus, Refractor Field

Psychic Powers (Psy Rating 5; Telepathy, Telekinetics): Chameleon, Déjà Vu, Distort Vision, Dull Pain, Fearful Aura, Float, Forget Me, Healer, Inflict Pain, Inspiring Aura, Sense Presence, Spasm, Spectral Hands, Staunch Bleeding, Unnatural Aim; Compel, Dominate, Mind Scan, Projection, See Me Not; Force Bolt, Push


Witch Finder Rykehuss, Ordo Hereticus

WS BS S T Ag Int Per WP Fel

48 48 47 46 41 45 47 51 40

Movement: 4/ 8/ 12/ 24 Wounds: 19

Skills: Awareness +10 (Per), Barter, Blather, Carouse, Charm (Fel), Ciphers (Acolyte) (Int), Command (Fel), Common Lore (Ecclesiarchy) +10 (Int), Common Lore (Imperium) (Int), Common Lore (Administratum) (Int), Common Lore (Imperial Creed) +10 (Int), Deceive (Fel), Disguise (Fel), Dodge +10 (Ag), Drive (Ground Vehicle), Forbidden Lore (Cults) +10 (Int), Forbidden Lore (Psykers) +10 (Int), Forbidden Lore (Inquisition) (Int), Forbidden Lore (Heresy), Forbidden Lore (Mutants) (Int), Inquiry +10 (Fel), Interrogation +10 (Fel), Intimidate +10 (S), Lip Reading (Per), Literacy +10 (Int), Navigation (Surface), Performer (Singer), Scholastic Lore (Bureaucracy), Scholastic Lore (Tactica Imperialis), Scholastic Lore (Imperial Creed) +10 (Int), Scholastic Lore (Legend), Scholastic Lore (Occult) +10, Scrutiny +20 (Per), Search, Secret Language (Ecclesiarchy), Security (Ag), Shadowing (Ag), Speak Language (Low Gothic) (Int), Speak Language (High Gothic), Swim, Tech-Use (Int), Trade (Valet)

Talents: Air of Authority, Ambidextrous, Arms Master, Basic Weapon Training (Flame), Basic Weapon Training (SP), Blademaster, Combat Master, Crack Shot, Crushing Blow, Deadeye Shot, Decadence, Die Hard, Hard Target, Hardy, Hatred (Criminals), Hatred (Mutants), Hatred (Psykers), Heavy Weapon Training (SP), Heightened Senses (Sight), Independent Targeting, Iron Discipline, Iron Jaw, Leap Up, Light Sleeper, Melee Weapon Training (Chain), Melee Weapon Training (Power), Melee Weapon Training (Primitive), Nerves of Steel, Peer (Administratum), Peer (Adeptus Arbites), Peer (Astropaths), Peer (Ecclesiarchy), Peer (Government), Peer (Inquisition), Peer (Nobility), Pilot (Civilian Craft), Pistol Training (Bolt), Pistol Training (SP), Rapid Reaction, Rapid Reload, Resistance (Cold), Resistance (Heat), Resistance (Fear), Resistance (Insanity), Resistance (Psychic Powers), Resistance (Poison), Sound Constitution (8), Strong Minded, Sure Strike, Swift Attack, Takedown, Talented (Command), Thrown Weapon Training (Primitive), Touched by the Fates, Total Recall, Two-Weapon Wielder (Ballistic), Two-Weapon Wielder (Melee), True Grit, Unshakeable Faith, Wall of Steel.

Traits: Blessed Ignorance, Hagiography, Liturgical Familiarity, Superior Origins

Armour: Power Armour (Head 8, Arms 8, Body 8, Legs 8, +20 Strength, Hulking)

Weapons: Best Quality Sacristan Bolt Pistol: (30m; S/2/-; 1d10+6 X, Pen 4, Shots 6; Reload Full, Will Not Jam), Best Quality Power Axe: (1d10+13 E, Pen 6; Power Field, Unbalanced, +10 WS), 2x Mark III Frag Grenades: (12m; 2D10 X, Pen 0; Blast (5))

Gear: 4 Bolt Pistol Magazines, Chrono, Extensive Wardrobe, Infra-Red Goggles (built into helm), Photo-Visor (built into helm), Respirator (built into helm), Injector and 3 Doses of De-Tox, Injector and 3 Doses of Stimm, Assorted Dataslates, Combi-Tool, Excruciator Kit, Micro-Bead

Thanks for posting that, very helpful!

I can't help you with stats for an Inquisitor, but DotDG has rules for untouchables but...I don't like them. Untouchables are meant to be like, Psychic black holes, as I recall, the effect can be broken by a WP test or something, which doesn't seem right to me....

You recall wrongly then. The rules for Untouchables are relatively simple: Any psychic power that tries to affect them directly doesn't work, any created in [WP bonus] metres has their threshold increased by ten, all tests for the psyker are worsened by -20 and daemonic instability deals double damage when it kicks in.
No tests, no countermeasures. A Null in melee will make your day suck.

aethel said:

Now, I have to caveat that with saying i have never played tabletop, and so my perceptions of the world are based solely on how I like to tell stories in it. I neither try nor desire to have my crunch mirror tabletop crunch.

In the tabletop Inquisitors and Inquisitor Lords aren't all that dangerous purely stat-wise. But since they have access to pretty nasty wargear, psychic powers and Inquisitorial Henchmen that give the Inquisitor additional benefits the can be pretty formidable. Especially if you pit them against their enemies of choice (Daemons if it's an Ordo Malleus Inquisitor, and psykers if it's an Ordo Hereticus Inquisitor).

Nevertheless I try to emulate the TT ways in the games where I am a GM. Sure Inquisitors have plenty of experience and training, but they are still only human and should therefore not be super-strong (unless the Inquisitor is in a suit of power armour of course). But that's just how I do it...

Cifer said:

A Null in melee will make your day suck.

Yes, it's very nice to play an Untouchable. gran_risa.gif

However it has it's downsides as well. For instance a psyker can't use healing hands or any other positively inclined biomancy powers on you. sad.gif

Cifer said:

I can't help you with stats for an Inquisitor, but DotDG has rules for untouchables but...I don't like them. Untouchables are meant to be like, Psychic black holes, as I recall, the effect can be broken by a WP test or something, which doesn't seem right to me....

You recall wrongly then. The rules for Untouchables are relatively simple: Any psychic power that tries to affect them directly doesn't work, any created in [WP bonus] metres has their threshold increased by ten, all tests for the psyker are worsened by -20 and daemonic instability deals double damage when it kicks in.
No tests, no countermeasures. A Null in melee will make your day suck.

As well as Cifer's points, you forget that like Psykers, Untouchable vary in power level, with the one in DH being a 'mild' Untouchable, one that can be fit into 400XP . Bequin from Eisonhorn books was only about as powerful as the one in DotDG (against powerful foes she literally had to hold hands with her protectees), whilst Frauka in Ravenor was a fair bit more powerful (he could block out an entire reasonably sized building).

WarpGhost said:

As well as Cifer's points, you forget that like Psykers, Untouchable vary in power level, with the one in DH being a 'mild' Untouchable, one that can be fit into 400XP . Bequin from Eisonhorn books was only about as powerful as the one in DotDG (against powerful foes she literally had to hold hands with her protectees), whilst Frauka in Ravenor was a fair bit more powerful (he could block out an entire reasonably sized building).

Not to mention the Culexus Temple Assassins, that can use their null powers in an actively offensive way through their Speculum helmets.

Cifer said:

I can't help you with stats for an Inquisitor, but DotDG has rules for untouchables but...I don't like them. Untouchables are meant to be like, Psychic black holes, as I recall, the effect can be broken by a WP test or something, which doesn't seem right to me....

You recall wrongly then. The rules for Untouchables are relatively simple: Any psychic power that tries to affect them directly doesn't work, any created in [WP bonus] metres has their threshold increased by ten, all tests for the psyker are worsened by -20 and daemonic instability deals double damage when it kicks in.
No tests, no countermeasures. A Null in melee will make your day suck.

Ahh, that's much better to know :D

aethel said:

I have to be honest...

I always beef up Inquisitor stat lines relative to what they are in the book. (And Luthor this is in no way meant to be derogatory towards what you posted. I think that is very in line with the Inquisitors we have seen stats for up until now.)

But my issue is that a well-crunched PC can have stats better than what is in the books at the 12000-15000 XP range. In my mind, there should be a much larger gap between DH PC's and their Inquisitors. Particularly given the upcoming release of Ascension, and the hints we are getting at Rogue Trader, and the implications that has for what things in Death Watch may look like.

I like honest people. gui%C3%B1o.gif

Actually, I made these stats long before the ones in DotDG came out (let alone RT) and I had posted them already on the old FFG-forum a while back. The discussion we had back then (following the posting of the stats) was mostly about that the stats might be too good and/or too combat oriented. Many said they see most Inquisitors as the bookish types that mostly do not smirch hands themselves.

You are right that well-crunched PC's can have better stats, but seldom in such a broad range (Guardsman Strength, Arbitrator Toughness, Assassin WS/BS, Psyker WP etc.). Apart from that, many Inquistors might have actually started as mundane acolyte similar to the PCs. Furthermore, I sign all what Varnias Tybalt said in his first reply in this thread.

What follows are stats of the main opponent of my groups running (very long (probably the next 2 years) and epic) campaign. They do not even know of him at the moment. It is a very powerful Isstvanian Inquisitor trying to 'summon' the Tyrant Star through some kind of an astronomic transplanetary ritual... To cut a long story short, he is rather tough (well, at least almost as tough as the Magos he is allied to...).

Inquisitor Aubrex Praetus, Ordo Xenos

WS BS S T Ag Int Per WP Fel
35 40 45 54 48 54 54 63 54

Movement: 4/ 8/ 12/ 24 Wounds: 15

Skills: Awareness +10, Barter, Blather, Carouse, Ciphers (Acolyte), Climb, Command, Dodge, Common Lore (Administartum), Common Lore (Adeptus Arbites), Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Common Lore (Machine Cult), Common Lore (Imperium) +10, Common Lore (Tech), Deceive, Drive (Ground Vehicle), Drive (Hover Vehicle), Evaluate, Forbidden Lore (Black Library), Forbidden Lore (Cult) +10, Forbidden Lore (Heresy) +10, Forbidden Lore (Inquisition) +10, Forbidden Lore (Warp), Forbidden Lore (Xenos) +10, Inquiry, Intimidate, Interrogation, Literacy +20, Logic +10, Navigation (Stellar), Navigation (Surface), Pilot (Civilian Craft), Pilot (Spacecraft), Scholastic Lore (Astromancy), Scholastic Lore (Bureaucracy), Scholastic Lore (Chymistry), Scholastic Lore (Numerology), Scholastic Lore (Heraldry), Scholastic Lore (Legend) +10, Scholastic Lore (Occult) +10, Scholastic Lore (Philosophy), Scrutiny, Search, Secret Language (Acolyte), Security, Speak Language (High Gothic), Speak Language (Low Gothic), Tech-Use +10, Trade (Copyist), Trade (Cartographer)

Talents: Air of Authority, Armour of Contempt, Arms Master, Binary Chatter, Die Hard, Exotic Weapon Training (Needle Pistol), Jaded, Light Sleeper, Melee Weapon Training (Primitive), Melee Weapon Training (Power), Orthoproxy, Paranoia, Peer (Inquisition), Pistol Training (Plasma), Pistol Training (SP), Resistance (Cold), Resistance (Fear), Resistance (Psychic Powers), Sound Constitution (4), Sprint, Strong Minded, Swift Attack, Total Recall, Touched by the Fates, Unremarkable, Unshakeable Faith

Traits: Etiquette, Supremely Connected, Vendetta, Wealth

Armour: Good Quality Mesh Combat Cloak (Head 4(5), Arms 4(5), Body 4(5), Legs 4(5)), Refractor Field (All 2D10*)

Weapons: Good Quality Needle Pistol (30m; S/-/-; 1d10 R, Pen 0, Shots 6; Reload Full, Accurate, Toxic, Reliable), Kronos Mk III Plasma Pistol (30m/40m; S/-/-; 1d10+6/+10 E, Pen 6, Shots 10; Reload 4Full, Overheats, Recharge), Serpentine Power Blade (1d10+6 E, Pen 6; Fast, Power Field), 2x Hallucinogen Grenade (12m; Special, Pen 0)

Gear: 2 Plasma Flasks (pistol), 18 Exotic Needles (pistol), Chrono, Extensive wardrobe, Respirator, Injector and 3 doses of De-tox, Injector and 3 doses of Stimm, assorted Dataslates, combi-tool, excruciator kit, micro-bead, multikey, Refractor Field, Psy-Jammer Amulet

aethel said:

But my issue is that a well-crunched PC can have stats better than what is in the books at the 12000-15000 XP range. In my mind, there should be a much larger gap between DH PC's and their Inquisitors.

I always took the opposite approach, that a 15K xp "accolyte" should be a serious candiate for =][= promotion. Of course I am also of the opinion that an Inquisitor doesn't have to be an uber combat machine. A smart Inquisitor could rely on investication and subterfuge, always ready with a contingency plan. Perhaps rarely if ever seen and never recognized. Those tools would be much more valuable to the =][= rather than brute force (and high stats).

I always took the opposite approach, that a 15K xp "accolyte" should be a serious candiate for =][= promotion.

No, he'll be a really serious candidate for promotion to Interrogator status, which will be dealt with in Ascension. Inquisitors would still be a tier above that.

Of course I am also of the opinion that an Inquisitor doesn't have to be an uber combat machine. A smart Inquisitor could rely on investication and subterfuge, always ready with a contingency plan. Perhaps rarely if ever seen and never recognized. Those tools would be much more valuable to the =][= rather than brute force (and high stats).

Well... yeah. And in game terms that would result in a high intelligence and fellowship as well as Deceive/Inquiry/Charm/Search +20/Talented, assuming that there's no stat level beyond +20.

Varnias Tybalt said:

WarpGhost said:

As well as Cifer's points, you forget that like Psykers, Untouchable vary in power level, with the one in DH being a 'mild' Untouchable, one that can be fit into 400XP . Bequin from Eisonhorn books was only about as powerful as the one in DotDG (against powerful foes she literally had to hold hands with her protectees), whilst Frauka in Ravenor was a fair bit more powerful (he could block out an entire reasonably sized building).

Not to mention the Culexus Temple Assassins, that can use their null powers in an actively offensive way through their Speculum helmets.

Hehe, and then there are Necron Pariahs. Human Nulls that have been souped up with necron technology to turn them into psychic anathema. They literally project a null zone so complete that even non psykers are effected just by being within about 100m. Any psykers even attempting psychic powers near them has a possibility of being brain nuked.

Just describing one make me want to drop one into my game.

LEGION3000 said:

Just describing one make me want to drop one into my game.

Just describing how evil and party killing theyare makes me want to subject my party to one :o

You meanie ;)