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DEFERRED EXECUTIONS

This particular Cell Directive is rather unlikely ever chosen willingly by the character’s but is forced by the GM as to describe to
background of the party or introduced by the group’s inquisitor as a suitable way for group to live on to redeem their sins instead
of an immediate death penalty.

Acolytes are most often chosen for service in the Inquisition because they are highly skilled, tested in battle against the enemies of
mankind, or simply have an ephemeral quality that an Inquisitor recognizes as useful. Sometimes, however, they are just
expendable.

Modelled after the Penal Legionnaires of the Imperial Guard, it has become a useful practice amongst the Inquisitors of the Calixian
Ordo Hereticus to take those who deserve a chance at a penitent death and give it to them. These Acolytes are always
accompanied by a loyal servant of the Ordo, and are given extremely dangerous missions for which they are not especially well
prepared.

The criminals' handler, usually an Arbitrator, Cleric, or Sister of Battle, is tasked with the group's success. While many may use
rewards to motivate their charges, a bomb collar is often a more effective tool.

Induction Cost: A new character cannot willingly join this Cell Directive but must instead be condemned for this fate by the group’s
inquisitor for the sins he has committed.

Induction Time: After having spent at least two encounters that take at least four months of time the newcomer receives any Skills
and Talents the group has purchased.

Pre-Requirements: Some very bad deeds and the group must fully consist of the combat-ready characters, but none of them can be
a psyker.

Special Abilities:

• Nothing To Lose: Acolytes in this cell may spend a Fate Point to ignore making any Fear, Shock or Pinning Tests for the
next 1d5 rounds. If a Fate Point is used this way roll 1d10, on a result of 4 or more the Fate Point and may be spent again.
• Explosive Collar: Each Acolyte in the group except the handler has an explosive collar installed. The groups handler and at
least the groups own inquisitor have trigger switches to the explosive collars.
• Handler: The group has an Arbitrator, Cleric, or Sister of Battle character with seriously better equipment and switch for
the explosive collars set as their handler who follows them where ever they go and takes the leadership of the group. This
character can also be a player character.
• Low on supplies: The characters other than the handler do not receive any allowance in Thrones but instead receive only
the equipment their inquisitor and handler choose to be appropriate.
Abandoning: There is no way (except dying) to willingly abandon this Cell Directive. After many and then many more successful
missions the Inquisitor of the group may however choose to allow the Acolytes to leave this Cell. In this case there are no penalties
what so ever for the group or Acolytes, but instead they will then each gain amount of XP equal to the unspent Cell XP available for
the group upon abandon.

Non-Coherency Penalties: There are no penalties for later adapting non-combat characters but they are quite likely rather useless
where ever the group in sent. Adapting a psyker character is quite likely impossible due to their natural nature of being already a
threat to the Imperium.

Roleplay Requirements:

• The characters must remain fearful of their inquisitor and handler


• The characters must feel anxiety and pressure from the installed exploding collar
• The characters must either feel repent for their sins or hurt and awfully mistreated if they think that they are innocent
• The characters either need to dream of being able to redeem their sins via battle and elimination of the heretical,
daemonic and xenos enemies of Imperium or they need to constantly plot upon proving their innocence or upon escape.
• The characters need to be or act fateful and loyal to their handler and inquisitor thus ignoring any corruption or
questionable deed they may perform
• Characters have devout acceptance of their own death as redemption of the sins they have committed
• Characters have strong trust in Imperial Creed

4
Deferred Executions Cell Advances
CELL XP to spend Spent CELL XP

Advance Cost Type Prerequisites


Chem Geld 50 T Each Acolyte gains 1d5 Insanity upon selection
Common Lore (Imperial Creed) 100 S —
Common Lore (Adeptus Arbites) 200 S —
Scrutiny 200 S —
Search 200 S —
Silent Move 200 S —
Double Team 400 T —
Light Sleeper 400 T Per 30
Lightning Reflexes 400 T —
One Acolyte must have successfully interrogated someone in a previous
Interrogation 600 S
encounter
Scrutiny +10 600 S Scrutiny
Search +10 600 S Search
Silent Move +10 600 S Silent Move
Basic Weapon Training (Choose One Acolyte must own a weapon of the chosen type and must have used it
600 T
one) regularly in one previous encounter
Basic Weapon Training (Choose One Acolyte must own a weapon of the chosen type and must have used it
600 T
one) regularly in one previous encounter
Heavy Weapon Training (Choose One Acolyte must own a weapon of the chosen type and must have used it
600 T
one) regularly in one previous encounter
Melee Weapon Training (Choose One Acolyte must own a weapon of the chosen type and must have used it
600 T
one) regularly in one previous encounter
Melee Weapon Training (Choose One Acolyte must own a weapon of the chosen type and must have used it
600 T
one) regularly in one previous encounter
One Acolyte must own a weapon of the chosen type and must have used it
Pistol Training (Choose one) 600 T
regularly in one previous encounter
One Acolyte must own a weapon of the chosen type and must have used it
Pistol Training (Choose one) 600 T
regularly in one previous encounter
At least one Acolyte must have spent a Fate Point to prevent Critical Damage in
Hardy 800 T
previous encounter
Hip Shooting 800 T Ag 40, BS 40
Nerves of Steel 800 T —
Interrogation +10 1000 S Interrogation
Bulging Biceps 1000 T S 45
Independent Targeting 1000 T Ambidextrous, Two-Weapon Wielder (Ballistic), BS 40
Sprint 1000 T —
Redemption of the group. Every
acolyte is immediately given
permission to abandon this Cell and 8000 — The GM must agree that their inquisitor sees the party worthy again
they have their explosive collars
removed.

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