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Career Paths; You may want to see this before creating a character to avoid discrepancies
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Topic Started: Aug 21 2014, 12:09 AM (296 Views)
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Inquisitor Bohner
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Aug 21 2014, 12:09 AM
Post #1
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As stated in Character Creation, there are a total of eight career paths available that will go in depth here.
For now, the character advances here will have only the first three levels (0-499 exp, 500-99 exp, and 1000-1999 exp), however the PDFs have all the information available if you want to look.
All characters start off with 400 experience. This represents the hard life they've gone through already and can help start you off with a few Rank 1 Skills.
As you rise in the Ranks, you can always go back to previous Rank Tables and purchase skills/talents you did not purchase before.
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Inquisitor Bohner
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Aug 21 2014, 12:31 AM
Post #2
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Adepts
Those of the Adeptus Administratum are colloquially called "Adepts". They are apart of the vast, monolithic organization (not to mention one of the most powerful divisions) of the Adeptus Terra. Without the Administratum, the universe simply would not run.
A majority of the billions of staff members are held by hereditary titles passed down from generation to generation. Whole departments have even been lost, hell, a simple filing error for an agri-world's food delivery could cause the deaths of billions.
Many adepts are found laboring within gigantic vaults of archives or sitting at ancient parchment-reading engines.
Inquisitors frequently require the need of the Administratum for records, the academics/archivist/curators/scribes/et cetera for their well-versed lore. As such, adepts are rarely armed with anything more than an autopistol, after all they're the brains of the group, and any muscle is for the others to do.
Knowledge is, after all, power. Guard it well.
Homeworlds: Imperial World, Void Born
Starting Wealth: 100 + 1d10 Throne Gelt
Income and Social Class: Learned Class, 100 Throne Gelt/Month with 10 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills: Speak Language (Low Gothic) (Int), Literacy (Int), Trade (Copyist) (Int) OR Trade (Valet) (Fel), Common Lore (Imperium) (Int), Scholastic Lore (Legend) (Int) OR Common Lore (Tech) (Int).
Talents: Melee Weapon Training (Primitive) OR Pistol Training (SP), Light Sleeper OR Resistance (Cold), Sprint OR Unremarkable.
Gear: Stub revolver and 6 bullets OR staff, Administratum robes (Common Quality Clothing), auto-quill OR writing kit, chrono OR hourglass, data-slate OR illuminated tome, backpack.
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 500, 750, 1000, 2500 Ballistic Skill: 250, 500, 750, 1000 Strength: 500, 750, 1000, 2500 Toughness: 500, 750, 1000, 2500 Agility: 250, 500, 750, 1000 Intelligence: 100, 250, 500, 750 Perception: 100, 250, 500, 750 Willpower: 100, 250, 500, 750 Fellowship: 250, 500, 750, 1000
Archivist - 0-499 Archivists keep manuscripts and tend to the needs of Sages, scurrying between tottering bookshelves and datacrypts, ever with an eey to escaping their servitude.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Drive (Ground Vehicle) 100 S — Drive (Hover Vehicle) - 100 - S — Pilot (Civilian Craft) 100 S — Scholastic Lore (Legend) 100 S — Trade (Cook) 100 S — Trade (Valet) 100 S — Resistance (Cold) 100 T — Sound Constitution 100 T — Sprint 100 T — Unremarkable 100 T — Swim 200 S — Melee Weapon Training (Primitive) 200 T — Pistol Training (Primitive) 200 T — Pistol Training (Las) 200 T — Pistol Training (SP) 200 T — Thrown Weapon Training (Primitive) 200 T —
Scrivener 500-999 Scriveners have wormed their way into a position of trust, whence they may actually deal with scrolls, books, and data-slates directly. Of course, they are the primary oppressors of archivists, as is only right and proper.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness 100 S — Common Lore (Administratum) 100 S — Common Lore (Imperium) +10 100 S Common Lore (Imperium) Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle) Forbidden Lore (Cults) 100 S — Inquiry 100 S — Literacy +10 100 S Literacy Logic 100 S — Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend) Speak Language (High Gothic) 100 S — Trade (Artist) 100 S — Trade (Cartographer) 100 S — Trade (Copyist) 100 S — Basic Weapon Training (Primitive) 100 T — Peer (Academics) 100 T Fel 30 Blather 200 S — Peer (Administratum) 200 T Fel 30
Scribe 1000-1999 Scribes are the vessels of knowledge, skilled in the byzantine art of extracting information from all manner of sources. Many secretly fear they will never rise further within the ranks of the Administratum, hence they are naturally keen to take risks to get ahead.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness +10 100 S Awareness Common Lore (Administratum) +10 100 S Common Lore (Administratum) Common Lore (Ecclesiarchy) 100 S — Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10 Common Lore (Tech) 100 S — Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 Drive (Hover Vehicle) +20 100 S Drive (Hover Vehicle) +10 Forbidden Lore (Cults) +10 100 S Forbidden Lore (Cults) Forbidden Lore (Heresy) 100 S — Literacy +20 100 S Literacy +10 Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10 Scholastic Lore (Bureaucracy) 100 S — Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10 Scholastic Lore (Occult) 100 S — Secret Tongue (Administratum) 100 S — Basic Weapon Training (Las) 100 T — Basic Weapon Training (SP) 100 T — Flagellant 100 T — Resistance (Poisons) 100 T — Blather +10 200 S Blather Electro Graft Use 200 T — Sound Constitution 200 T — Ambidextrous 300 T Ag 30
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Inquisitor Bohner
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Aug 21 2014, 12:40 AM
Post #3
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Arbitrator
Throughout the millions of worlds of the Imperium, crime is rife. Not just petty crimes, but organized crime on a scale that is never even considered in our time. Entire sub-sectors and planets have been in the thrall of illegal cartels and criminal organizations.
In these dire situations, it falls to the Adeptus Arbites to defend the Imperium's rights and prevent whole-subsectors going rogue. They are not a galactic police force, they care little for petty crimes such as tax evasion or murder, the Adeptus Arbites is there to maintain order by rooting out corruption and maintain the Imperial Tithe.
The Arbitrators, also known as Judges, come from this organization. It is their solemn duty to carry out justice to detractors of the Imperium. As such, Inquisitors often use the Adeptus Arbites when in need for acolytes trained in combat and investigative qualities.
Whether the arbitrator chooses to keep his or her quarry a secret, there is no limit on who they hunt. From a crime lord to a noble, and even some inquisitors, they dispense the Imperium's justice.
Homeworlds: Hive World, Imperial World, Void Born
Starting Wealth: 50 + 2d10 Throne Gelt
Income and Social Class: Supine Class, 70 Throne Gelt/Month with 7 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills: Speak Language (Low Gothic) (Int), Literacy (Int), Common Lore (Adeptus Arbites) (Int), Common Lore (Imperium) (Int), Inquiry (Fel).
Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive), Quick Draw OR Rapid Reload.
Gear: Shotgun and 12 shells, club, brass knuckles, knife, chain coat OR flak vest OR mesh vest, uniform (Good Quality Clothing), 3 doses of stimm, injector, Arbitrator ID, chrono, pack of lho-sticks OR flash of amasec.
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 250, 500, 750, 1000 Ballistic Skill: 100, 250, 500, 750 Strength: 500, 750, 1000, 2500 Toughness: 100, 250, 500, 500 Agility: 500, 750, 1000, 2500 Intelligence: 100, 250, 500, 750 Perception: 250, 500, 750, 1000 Willpower: 250, 500, 750, 1000 Fellowship: 250, 500, 750, 1000
Trooper 0-499 A trooper is drilled in combat and his duties to the Imperium: he is stout of heart and eager to enforce the Emperor's law.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness 100 S — Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites) Drive (Ground Vehicle) 100 S — Drive (Hover Vehicle) 100 S — Inquiry +10 100 S Inquiry Scrutiny 100 S — Swim 100 S — Basic Weapon Training (Primitive) 100 T — Basic Weapon Training (SP) 100 T — Melee Weapon Training (Primitive) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Rapid Reload 100 T — Sound Constitution‡ 100 T — Thrown Weapon Training (Primitive) 100 T — ‡You may take this Talent up to three times at this Rank.
Enforcer 500-999 An enforcer is taught how to keep order in the most desperate situations, standing shoulder to shoulder with his fellow arbitrators.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Common Lore (Adeptus Arbites) +20 100 S Common Lore (Adeptus Arbites) +10 Common Lore (Underworld) 100 S — Intimidate 100 S — Security 100 S — Tracking 100 S — Basic Weapon Training (Las) 100 T — Disarm 100 T Ag 30 Double Team 100 T — Leap Up 100 T Ag 30 Light Sleeper 100 T Per 30 Melee Weapon Training (Shock) 100 T — Peer (Adeptus Arbites) 100 T Fel 30 Resistance (Cold) 100 T — Resistance (Heat) 100 T — Sound Constitution 100 T — Takedown 100 T — Barter 200 S — Ciphers (Acolyte) 200 S — Tech-Use 200 S —
Regulator 1000-1999 Regulators take the law to the underworld, holding their own against any who challenge the Emperor's law.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Ciphers (Underworld) 100 S — Common Lore (Imperium) 100 S — Dodge 100 S — Interrogation 100 S — Scholastic Lore (Judgement) 100 S — Search 100 S — Die Hard 100 T WP 40 Sound Constitution 100 T — Climb 200 S — Silent Move 200 S — Basic Weapon Training (Flame) 200 T — Basic Weapon Training (Launcher) 200 T — Heavy Weapon Training (SP) 200 T — Pistol Training (Flame) 200 T — Sprint 200 T — Street Fighting 200 T — Two-Weapon Wielder (Ballistic) 200 T BS 35, Ag 35 Two-Weapon Wielder (Melee) 200 T WS 35, Ag 35 Survival 300 S — Crushing Blow 300 T S 40
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Inquisitor Bohner
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Aug 21 2014, 10:52 PM
Post #4
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Assassin
In the Imperium assassination is a valued tool and it is used by all, from the agencies of the Adepta down to petty crim lords of underhives.
There are many Orders, Guilds, and Death Cults that thrive in the Imperium. Though there will be an element of penitence to the Emperor, in duties they perform the Orders are of a functioning off-shoot of some monolithic Adepta. Unbenknownst to even the aspirants that belong to such organizations, most (if not all) are fronts for the Assassin Temples of the Officio Assassinorum.
The Assassins of such Orders are highly trained killers capable of feats far above mere humans. Whether a Death Cultist or member of an Assassin Order,t hey are experts in exotic weaponry and have intimate knowledge of other lethal crafts such as poisons or traps.
If an assassin survives long enough into his career and his superiors deem him worthy then he will be unknowingly tested. The trials are likely extremely lethal so those who are found lacking will probably die. If they survive, they will become initiates in one of the Assassin Temples, though even the initiate will be unaware of it.
Homeworlds: Feral World, Hive World, Imperial World, Void Born
Starting Wealth: 120+3d10
Income and Social Class: Trading Class, 120 Throne Gelt/Month with 12 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills: Speak Language (Low Gothic) (Int), Awareness (Per), Dodge (Ag)
Talents: Melee Weapon Training (Primitive), Ambidextrous OR Unremarkable, Thrown Weapon Training OR Pistol Training (Las), Basic Weapon Training (SP), Pistol Training (SP)
Gear: Shotgun and 12 shells OR hunting rifle and 16 rounds OR autogun and 1 clip, sword, knife, compact las pistol and 1 charge pack OR 10 throwing knives, 3 doses of stimm, charm (corpse hair), black bodyglove (Common Quality Clothing)
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 100, 250, 500, 750 Ballistics Skill: 100, 250, 500, 750 Strength: 500, 750, 1000, 2500 Toughness: 250, 500, 750, 1000 Agility: 100, 250, 500, 750 Intelligence: 250, 500, 750, 1000 Perception: 250, 500, 750, 1000 Willpower: 250, 500, 750, 1000 Fellowship: 500, 750, 1000, 2500
Sell-Steel 0-499 The Imperium is rife with killers, men and women who promise murder for a fee. Some even have the skills to deliver.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Climb 100 S — Drive (Ground Vehicle) 100 S — Inquiry 100 S — Pilot (Civilian Craft) 100 S — Silent Move 100 S — Swim 100 S — Basic Weapon Training (Las) 100 T — Basic Weapon Training (Primitive) 100 T — Catfall 100 T Ag 30 Heightened Senses (Sight) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Sound Constitution† 100 T — Thrown Weapon Training (Primitive) 100 T — Literacy 200 S — †You may take this Talent up to two times at this Rank.
Shadesman 500-999 Shadesmen are talented murderers whose skills extend beyond those of mere killers. They seek to turn their killing into an art form, honing their bloodletting skills and tuning their minds to a passionless pursuit of death.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Acrobatics 100 S — Ciphers (Acolyte) 100 S — Common Lore (Underworld) 100 S — Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Drive (Hover Vehicle) 100 S — Navigation (Surface) 100 S — Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) Security 100 S — Shadowing 100 S — Swim +10 100 S Swim Tracking 100 S — Heightened Senses (Hearing) 100 T — Berserk Charge 100 T — Furious Assault 100 T WS 35 Sound Constitution 100 T — Speak Language (Low Gothic) +10 200 S Speak Language (Low Gothic) Wrangling 200 S — Sprint 200 T — Sure Strike 200 T WS 30
Nighthawk 1000-1999 Many cultures fear the night, and these killers are just one of the reasons why. Striking from darkness, with maximum effect, the Nighthawk leaves behind not only death, but fear also.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Chem-Use 100 S — Ciphers (War Cant) 100 S — Climb +10 100 S Climb Common Lore (Imperial Creed) 100 S — Common Lore (Underworld) +10 100 S Common Lore (Underworld) Common Lore (War) 100 S — Concealment 100 S — Dodge +10 100 S Dodge Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10 Secret Tongue (Acolyte) 100 S — Silent Move +10 100 S Silent Move Swim +20 100 S Swim +10 Crack Shot 100 T BS 40 Heightened Senses (Smell) 100 T — Jaded 100 T WP 30 Pistol Training (Flame) 100 T — Rapid Reload 100 T — Sleight of Hand 200 S — Survival 200 S — Basic Weapon Training (Flame) 200 T — Basic Weapon Training (Launcher) 200 T — Heavy Weapon Training (SP) 200 T — Melee Weapon Training (Shock) 200 T — Mighty Shot 200 T BS 40 Sound Constitution 200 T — Swift Attack 200 T WS 35 Two-Weapon Wielder (Ballistic) 200 T BS 35, Ag 35 Two-Weapon Wielder (Melee) 200 T WS 35, Ag 35
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Inquisitor Bohner
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Aug 21 2014, 11:29 PM
Post #5
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Cleric
The Adeptus Ministorum, or Ecclesiarchy, tends to the religious needs of the Imperium. It is completely separate from the Adeptus Terra, concerned with looking after mankind's spiritual needs rather than maintaining a galaxy-spanning empire. The Ecclesiarchy is a vast and powerful institution comprising of millions of clergymen and hundreds of thousands of dioceses spread across the far reaches of Imperial Space.
At the forefront of this vast church are the clerics, preachers, confessors, and missionaries. Unlike the cardinals and pontifex that scurry around the ancient corridors of the great cathedrals of Ancient Terra and Ophelia IV, the clerics live and work amongst the population.
Clerics are fiery individuals who lead from the front. They are charismatic men and women who are great orators, able to incite and inspire common folk with speeches and command loyalty, respect, and wonder in the name of the Emperor.
A cleric has many skills. He is an orator, can hold his own in combat, and is wise. However, such a broad base of skills means they rarely specialize. This breeds a diverse clergy from overly suspicious zealots to those who steep themselves in ancient lore.
Despite many attempts by numerous Ecclesiarchs, the Ministorium has gained many disparate groups and ideals. Although all have the common theme of worshiping Him-On-Earth, it is the details of how to pursue that faith where such disagreements and inconsistencies arise.
Inquisitors find clerics useful acolytes as their abilities to interact with, and influence, the local population have proven to be a valuable asset on many occasions.
Homeworlds: Hive World, Imperial World, Void Born
Starting Wealth: 300 + 5d10 Throne Gelt
Income and Social Class: Ministorum Class, 200 Throne Gelt/Month with 20 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills: Speak Language (Low Gothic) (Int), Common Lore (Imperial Creed) (Int), Literacy (Int), Performer (Singer) (Fel) OR Trade (Copyist) (Int), Trade (Cook) (Int) OR Trade (Valet) (Fel).
Talents: Melee Weapon Training (Primitive), Pistol Training (SP), Basic Weapon Training (Primitive) OR Thrown Weapon Training (Primitive).
Gear: Hammer OR sword, stub revolver and six bullets OR autopistol and 1 clip, crossbow and 10 bolts OR 5 throwing knives, chain coat OR flak vest, aquila necklace, Ecclesiarchy robes (Good Quality Clothing), 4 candles, charm (skull), backpack.
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 250, 500, 750, 1000 Ballistics Skill: 100, 250, 500, 750 Strength: 250, 500, 750, 1000 Toughness: 250, 500, 750, 1000 Agility: 250, 500, 750, 1000 Intelligence: 250, 500, 750, 1000 Perception: 250, 500, 750, 1000 Willpower: 100, 250, 500, 750 Fellowship: 100, 250, 500, 750
Novice 0-499 Novices serve the Ecclesiarchy body and soul, looking to the examples of the Imperial saints to inspire acts of greatness. They also serve those higher than themselves within the Ecclesiarchy (which is quite a few people indeed).
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness 100 S — Common Lore (Ecclesiarchy) 100 S — Drive (Ground Vehicle) 100 S — Inquiry 100 S — Pilot (Civilian Craft) 100 S — Swim 100 S — Trade (Cook) 100 S — Trade (Copyist) 100 S — Basic Weapon Training (Primitive) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Resistance (Cold) 100 T — Resistance (Heat) 100 T — Sound Constitution‡ 100 T — Performer (Singer) 200 S — Thrown Weapon Training (Primitive) 200 T — ‡You may take this Talent up to three times at this Rank.
Initiate 500-999 Initiates are instructed to defend the Cult of the Emperor with more than simple words, so that the Emperor's light may be brought to the ignorant and truculent.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Barter 100 S — Climb 100 S — Common Lore (Ecclesiarchy) +10 100 S Common Lore (Ecclesiarchy) Common Lore (Imperium) 100 S — Deceive 100 S — Literacy +10 100 S Literacy Performer (Singer) +10 100 S Performer (Singer) Swim +10 100 S Swim Basic Weapon Training (Las) 100 T — Basic Weapon Training (SP) 100 T — Die Hard 100 T WP 40 Flagellant 100 T — Hatred (Mutants) 100 T — Peer (Ecclesiarchy) 100 T Fel 30 Sound Constitution† 100 T — Ciphers (Acolyte) 200 S — Performer (Musician) 200 S — Rapid Reload 200 T — Heightened Senses (Hearing) 200 T — †You may take this Talent up to two times at this Rank.
Priest 1000-1999 A priest learns more of the things that seek to undo the Emperor's works, and the methods whereby such enemies may themselves be undone.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness +10 100 S Awareness Blather 100 S — Charm 100 S — Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed) Common Lore (Imperium) +10 100 S Common Lore (Imperium) Dodge 100 S — Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Forbidden Lore (Heresy) 100 S — Inquiry +10 100 S Inquiry Performer (Musician) +10 100 S Performer (Musician) Performer (Singer) +20 100 S Performer (Singer) +10 Scholastic Lore (Imperial Creed) 100 S — Scholastic Lore (Legend) 100 S — Scrutiny 100 S — Secret Tongue (Ecclesiarchy) 100 S — Swim +20 100 S Swim +10 Disarm 100 T Ag 30 Hatred (Criminals) 100 T — Peer (Workers) 100 T Fel 30 Sprint 100 T — Sound Constitution 100 T — Tech-Use 200 S — Hard Target 200 T Ag 40 Heightened Senses (Sight) 200 T — Quick Draw 200 T — Melee Weapon Training (Shock) 300 T —
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Inquisitor Bohner
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Aug 23 2014, 08:34 AM
Post #6
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Guardsman
No matter how cunning or subtle an acolyte cell is, there will always be the need for sheer brute force. That is the role of the Guardsman.
Known as the Hammer of the Emperor, the Astra Militarum - or Imperial Guard - is known as the largest fighting force in the history of the galaxy. Billions upon billions of soldiers from all worlds are recruited to serve. The Departmento Munitorum, despite tasked with supplying and supervising these men and women, do not know the exact numbers who are enlisted. From tribal clans to highly regimented military families, there is no formal training as each regiment is trusted to instruct their soldiers in their own specialized war craft.
The Inquisition often recruits the muscle they need from these stout folk. Each regiment of the Guard are so different, from stormtroopers to siegecraft to even simple gangers, that they are invaluable as an asset. Their expertise with weapons and their knowledge of driving and maintaining vehicles, perhaps even battlefield medicine, are an excellent component to a cell.
Though, not all who fit under the "Guardsman" label are actual Imperial Guard. Some may be simple mercenaries that were hired by the Inquisitor, others may have been gangers who had an unfortunate luck to meet the Inquisitor and forcibly conscripted. Whatever the reason they serve, a Guardsman's role will always be combat and fire-control.
Homeworlds: Feral World, Hive World, Imperial World
Starting Wealth: 70 + 1d10 Throne Gelt
Income and Social Class: Military Class, 50 Throne Gelt/Month with 5 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills:Speak Language (Low Gothic) (Int), Drive (Ground Vehicle) (Ag) OR Swim (S).
Talents:Melee Weapon Training (Primitive), Pistol Training (Primitive) OR Pistol Training (Las), Basic Weapon Training (Las), Basic Weapon Training (Primitive) OR Basic Weapons Training (SP).
Gear:Sword OR axe OR hammer, flintlock pistol and 12 shots OR las pistol and 1 charge pack, lasgun and 1 charge pack, bow and 10 arrows OR musket and 12 shots OR shotgun and 12 shells, knife, guard flak armor, uniform OR stealth gear OR street clothes (Common Quality Clothing), 1 week corpse starch rations, mercenary license OR explosive collar (still attached) OR Imperial Infantryman's Uplifting Primer.
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 100, 250, 500, 750 Ballistics Skill: 100, 250, 500, 750 Strength: 100, 250, 500, 750 Toughness: 250, 500, 750, 1000 Agility: 250, 500, 750, 1000 Intelligence: 500, 750, 1000, 2500 Perception: 250, 500, 750, 1000 Willpower: 500, 750, 1000, 2500 Fellowship: 500, 750, 1000, 2500
Conscript 0-499 Conscripts learn the raw basics of combat: the charge, the way of the gun and the blade. They may be fresh from an Imperial Guard founding, pressed into service, or serving a penal sentence.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness 100 S — Drive (Ground Vehicle) 100 S — Swim 100 S — Basic Weapon Training (Las) 100 T — Basic Weapon Training (Primitive) 100 T — Basic Weapon Training (SP) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Sound Constitution‡ 100 T — Thrown Weapon Training (Primitive) 100 T — ‡You may take this Talent up to three times at this Rank.
Guard 500-999
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Dodge 100 S — Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Ciphers (War Cant) 100 S — Common Lore (Imperial Guard) 100 S — Survival 100 S — Swim +10 100 S Swim Basic Weapon Training (Launcher) 100 T — Quick Draw 100 T — Sound Constitution 100 T — Common Lore (War) 200 S — Inquiry 200 S — Heavy Weapon Training (SP) 200 T — Two-Weapon Wielder (Ballistic) 200 T BS 35, Ag 35
Armsman 1000-1999
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 Intimidate 100 S — Navigation (Surface) 100 S — Pilot (Military Craft) 100 S — Swim +20 100 S Swim +10 Basic Weapon Training (Flame) 100 T — Crippling Strike 100 T WS 50 Pistol Training (Flame) 100 T — Rapid Reload 100 T — Sound Constitution 100 T — Common Lore (Imperium) 200 S — Gamble 200 S — Inquiry +10 200 S Inquiry Ambidextrous 200 T Ag 30 Melee Weapon Training (Shock) 200 T — Swift Attack 200 T WS 35 Literacy 300 S —
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Inquisitor Bohner
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Aug 23 2014, 09:29 AM
Post #7
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Imperial Psyker
No one knows where the first human psykers appeared, any information has been lost to the ravages of time. The Emperor Himself is the most powerful psyker the human race has ever seen. Even ten thousand years after the Emperor was inducted into His sarcophagus, psykers continue to fuel the Imperium.
Despite the benefits they bring to the Imperium, an undiscovered or unsanctioned psyker can place entire populations and planets in danger. Psykers' essences glow brightly with the warp, like bait on a line. As such, they draw malignant entities to that glow. Psykers who are weak in mind or untrained in protective arts can be easily tainted, and in worse case scenarios possessed by Daemonic entities and used as a gateway between realspace and the Warp.
Psykers who are traced and gathered onto the foreboding Black Ships of the Inquisition suffer one of two fates. The first, and most likely, is that they are found lacking in talent and strength and are sent to worship at the Golden Throne. Those two do pass the rigorous sanctioning tests are reprieved and selected to serve the Imperium in some other vocation. Some serve the Adeptus Astra Telepathica as an Astropath, some serve as battlefield psykers to combat xenos mystics.
Psykers are constantly used as agents for the Inquisition. Their abilities range from prognostication to telepathy to pyromancy, among other skill sets. A psyker acolyte is most likely still discovering his powers and may unlock latent abilities and fearsome powers. The Inquisitor and fellow acolytes are both the guide and possible executioner to the psyker, as more power flows to the psyker, so does the lure of CHaos and attention of Daemons.
Homeworlds: Feral World, Hive World, Imperial World, Void Born
Starting Wealth: 50 + 1d5 Throne Gelt
Income and Social Class: Supine Class, 70 Throne Gelt/Month with 7 gelt increase with every rank.
Sanctioning Side Effects As you lived through the sanctioning tests aboard the Black Ships heading to Holy Terra, you were fully sanctioned. This was a very painful and profound ritual designed to test your soul against psychic predators of the Warp. Your age has been increased 3d10 years and you have some side effects.
01-08 Reconstructed Skull: Some part of your sanctioning fractured your skull. Perhaps it was a form of psycho-surgery, instructive beating or blast of untrammelled power that split your head like a Malfian pus-grape. You have large metal plates in your head, some of which are clearly visible. Reduce your Intelligence by 3, but gain 5d10 Throne Gelt in compensation. 09-14 Hunted: Your sanction-visions have induced a mild paranoia. You believe certain parts of your psyche, those amputated by the sanctioners, have gained sentience and are tracking you down. Whilst part of you realises that this is foolish, you still refuse to sit with your back to the door, just in case. Gain 1d10 Insanity Points. 15-25 Unlovely Memories: Such was your sanctioning, that you visibly twitch and grimace whenever Holy Terra is mentioned. Gain 1d5 Insanity Points. 26-35 The Horror, the Horror: Your hair is pure white, you occasionally gibber quietly to yourself and you endure terrible nightmares every night. Gain 1d5 Insanity Points. 36-42 Pain through Nerve Induction: The skin on the back of your right hand is horribly scarred. You are uncomfortable around bald, robed women. 43-49 Dental Probes: You no longer have any teeth in your head. Perhaps they were shattered, or removed, or simply fled your skull in protest at the psychic agony within. You have a set of carven dentures, formed from the teeth of dead pilgrims. They are of Good Quality and, whilst they have inestimable sentimental value to you, on the open market they are worth approximately 50 Thrones. 50-57 Optical Rupture: Your sanctioning rituals have done great violence to your eyes. They have been removed and replaced with Common quality cybernetic senses. 58-63 Screaming Devotions: Your ruined vocal cords have been replaced with a vox inducer. This thumb-sized implant gleams in the flesh of your neck. Other than granting you a rather mechanical timbre to your voice, this has no game effect. 64-70 Irradience: You have seen the true power of the Golden Throne. You have no hair anywhere upon your body, face or head. 71-75 Tongue Bound: Your lips, gums and soft palate are tattooed with hexegrammatic wards. You must make a Hard (–20) Will Power Test to speak the names of the Ruinous Ones (Khorne, Tzeentch, Slaanesh and Nurgle). Additionally, you stutter terribly when speaking of daemons. 76-88 Throne Wed: You cleave only unto the Emperor. You gain the Chem Geld talent, (see page 113) and a chattallium ring, worth 100 Thrones. 89-94 Witch Prickling: Your body is covered in thousands of tiny scars. You have a thorough dislike of needles. Increase your Toughness by 3. 95-100 Hypno-doctrination: Powerful conditioning causes you to chant the Litany of Protection in a whispered voice whenever you are asleep or unconscious. Increase your Willpower by 3.
Starting Skills, Talents, and Gear Skills:Speak Language (Low Gothic) (Int), Psyniscience (Per), Invocation (WP), Trade (Merchant) (Fel) OR Trade (Soothsayer) (Fel), Literacy (Int).
Talents:Melee Weapon Training (Primitive), Pistol Training (SP) OR Pistol Weapon Training (Las), Psy Rating 1.
Gear: Axe OR sword OR staff, compact stub revolver and 3 bullets OR compact las pistol and 1 charge pack, knife (psykana mercy blade), quilted vest, tatty robe (Poor Quality Clothing), book of Imperial Saints OR deck of cards OR dice, Psy-Focus, sanctioning brand.
Starting Psychic Powers All psykers begin with Psy Rating 1, providing a number of Minor Psychic Powers equal to one-half your Willpower Bonus (rounded up).
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 500, 750, 1000, 2500 Ballistics Skill: 250, 500, 750, 1000 Strength: 250, 500, 750, 1000 Toughness: 250, 500, 750, 1000 Agility: 500, 750, 1000, 2500 Intelligence: 100, 250, 500, 750 Perception: 100, 250, 500, 750 Willpower: 100, 250, 500, 750 Fellowship: 500, 750, 1000, 2500
Sanctionite 0-499 Sanctionites are bound to the Emperor's will, yet even then, they must be watched for weakness of the soul. They have been tested upon Holy Terra and found worthy... for now.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness 100 S — Common Lore (Imperial Creed) 100 S — Common Lore (Imperium) 100 S — Drive (Ground Vehicle) 100 S — Forbidden Lore (Warp) 100 S — Scholastic Lore (Occult) 100 S — Swim 100 S — Trade (Soothsayer) 100 S — Chem Geld 100 T — Flagellant 100 T — Hatred (Daemons) 100 T — Meditation 100 T — Minor Psychic Power 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Quick Draw 100 T — Unremarkable 100 T — Thrown Weapon Training (Primitive) 100 T — Sound Constitution 200 T —
Neonate 500-999 Neonates serve as apprentices, servants, and bondsmen to elder psyker or such bodies of the Adeptus Astra Telepathica deems suitable. During this time, they learn humility, obedience, and the true price of their powers.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Chem-Use 100 S — Deceive 100 S — Forbidden Lore (Psykers) 100 S — Performer (Musician) 100 S — Performer (Singer) 100 S — Performer (Storyteller) 100 S — Pilot (Civilian Craft) 100 S — Wrangling 100 S — Basic Weapon Training (Primitive) 100 T — Leap Up 100 T Ag 30 Light Sleeper 100 T Per 30 Minor Psychic Power‡ 100 T — Paranoia 100 T — Peer (the Insane) 100 T Fel 30 Rapid Reload 100 T — Sleight of Hand 200 S — Psy Rating 2 200 T Psy Rating 1 ‡You may take this Talent up to three times at this Rank.
Aspirant 1000-1999 Having proven themselves stable and humble, the aspirant studies his future options carefully, petitioning the Adeptus Astra Telepathica for placement within the Imperial Guard, Scholastica Psykana, or other such institutions.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness +10 100 S Awareness Blather 100 S — Ciphers (Acolyte) 100 S — Dodge 100 S — Inquiry 100 S — Literacy +10 100 S — Scholastic Lore (Heraldry) 100 S — Scholastic Lore (Legend) 100 S — Secret Tongue (Acolyte) 100 S — Tech-Use 100 S — Trade (Copyist) 100 S — Trade (Soothsayer) +10 100 S Trade (Soothsayer) Ambidextrous 100 T Ag 30 Basic Weapon Training (Las) 100 T — Basic Weapon Training (SP) 100 T — Blind Fighting 100 T Per 30 Die Hard 100 T WP 40 Melee Weapon Training (Shock) 100 T — Minor Psychic Power¥ 100 T — Peer (Academics) 100 T Fel 30 Rapid Reaction 100 T Ag 40 Unshakeable Faith 100 T — Sound Constitution 200 T — ¥You may take this Talent up to four times at this Rank.
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Inquisitor Bohner
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Aug 23 2014, 10:08 AM
Post #8
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Scum
Humanity always seems to attract each other and thrives in the darkest of places. The Imperium is vast and unforgivably hard regime to subsist in. As such, lowlifes fester and flourish in the most unlikely and inhospitable places. The underhives, deserted hab-blocks, and even entire moons hold what enforces call "scum".
Scum is a catch-all term that covers everything from thieves, Imperial Guard deserters, escaped penal convicts, fallen nobles, gangers, et cetera. Despite the collective term, there are many who have skills that Inquisitors find incredibly useful. When an Inquisitor needs someone of low moral values, who will fire upon innocents, or shoot people in the back, it takes scum to take this charge up.
As well as moral ambiguity, scum often have more practical skills that come in use during an investigation. Breaking into properties, finding black market goods, charming a mark, or intimidating a suspect make acolytes' lives easier. An Inquisitor will not just pick from any felon, the scum still has to be trustworthy - to an extent - and their talents need to be considerable. They have to be more than just some common ganger, from the nimble cat-burglar to a fast-talking card shark.
Having lived in the poorest of conditions means that the scum will be the source of acrimony and may not get along with the other acolytes, especially arbitrators. An Inquisitor cares little what motivates the scum who joins him, so long as they do their job. It's the end goal that is important, not the means.
Homeworlds: Feral World, Hive World, Imperial World, Void Born
Starting Wealth: 10 + 1d5 Throne Gelt
Income and Social Class: Outcast Class 20 Throne Gelt/Month with an increase based on below table.
Scum Income 1–3 Scrounge 10 + 1d10 Throne Gelt 4–5 Scam 15 + FB d10 (i.e. 3d10) 6–7 Steal 15 + AB d10 8–9 Scheme 15 + IB d10 10 Luck 50+ Fate Points d10
Starting Skills, Talents, and Gear Skills:Speak Language (Low Gothic) (Int), Blather (Fel), Charm (Fel) OR Dodge (Ag), Deceive (Fel), Awareness (Per), Common Lore (Imperium) (Int).
Talents:Ambidextrous OR Unremarkable, Melee Weapon Training (Primitive), Pistol Training (SP), Basic Weapon Training (SP).
Gear:Autogun and 1 clip OR shotgun and 12 shells, autopistol and 1 clip, brass knuckles OR club, knife, quilted vest OR beast furs, street ware OR rags OR dirty coveralls (Poor Quality Clothing).
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 250, 500, 750, 1000 Ballistics Skill: 100, 250, 500, 750 Strength: 500, 750, 1000, 2500 Toughness: 500, 750, 1000, 2500 Agility: 100, 250, 500, 750 Intelligence: 250, 500, 750, 1000 Perception: 250, 500, 750, 1000 Willpower: 250, 500, 750, 1000 Fellowship: 100, 250, 500, 750
Dreg 0-499 Beggars, thieves, and base-born scum: the dregs of society are nevertheless hardy and surprisingly capable.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Awareness +10 100 S Awareness Barter 100 S — Charm 100 S — Dodge 100 S — Drive (Ground Vehicle) 100 S — Navigation (Surface) 100 S — Swim 100 S — Basic Weapon Training (Primitive) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Ambidextrous 100 T Ag 30 Unremarkable 100 T — Sound Constitution† 100 T — Thrown Weapon Training (Primitive) 100 T — †You may take this Talent up to two times at this Rank.
Outcast 500-999 An outcast has survived long enough outside the bounds of society to develop a certain rapport with the seedier side of life - as well as an ability to slink into the background when trouble comes their way.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Ciphers (Acolyte) 100 S — Common Lore (Underworld) 100 S — Concealment 100 S — Inquiry 100 S — Secret Tongue (Gutter) 100 S — Security 100 S — Sleight of Hand 100 S — Swim +10 100 S Swim Light Sleeper 100 T Per 30 Peer (Workers) 100 T Fel 30 Peer (Underworld) 100 T Fel 30 Quick Draw 100 T — Sound Constitution 100 T — Deceive +10 200 S Deceive Medicae 200 S — Wrangling 200 S — Basic Weapon Training (Las) 200 T — Literacy 300 S —
Outlaw 1000-1999
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Blather 100 S — Ciphers (Acolyte) +10 100 S Ciphers (Acolyte) Ciphers (Underworld) 100 S — Common Lore (Adeptus Arbites) 100 S — Evaluate 100 S — Gamble 100 S — Pilot (Civilian Craft) 100 S — Search 100 S — Blind Fighting 100 T Per 30 Hard Target 100 T Ag 40 Hardy 100 T T 40 Heightened Senses (Hearing) 100 T — Heightened Sense (Sight) 100 T — Resistance (Poisons) 100 T — Sound Constitution 100 T — Double Team 200 T — Rapid Reload 200 T — Sprint 200 T —
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Inquisitor Bohner
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Aug 23 2014, 10:55 AM
Post #9
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Tech-Priest
The Cult Mechanicus holds a virtual monopoly on technology. Its tenants and beliefs permeate through their rituals into the common superstition of Imperial citizens. The Adeptus Mechanicus is run by the Tech-Priests of Mars, an insular priesthood that worships the Machine God and whose goal is to harvest all the lost technology that has been lost since before the Age of Strife.
All Tech-Priests have an advanced grasp of how to maintain most of the standard techologies that are used throughout the Imperium. There are many specialties a Tech-Priest can study, such as biologius, xenology, and archaeotech.
Tech-Priests are not confined to Mars or the numerous forge worlds, many have leave to seek out lost technologies or investigate rumored sightings of STC templates. It is on these missions a tech-priest will run into contact with an Inquisitor or acolyte cell.
The relationship between the Inquisition and the Priesthood of Mars has been a stormy one, ranging from outright hostility to merely strained in less tumultuous times. Nevertheless, the two organizations have worked together, especially when it is perceived to be in the common interest. The knowledge of technology, Imperial or xenos, is invaluable to an acolyte cell. They are, however, fiercely independent and distrustful of those who do not worship the Omnissiah.
The appearance of tech-priests can be frightening, even terror-inducing to those who have never had contact with such beings before. As much as fifty to sixty percent of a tech-priest's body can be machinery, even extra limbs such as mechandendrites or built-in weaponry can be added. As a tech-priest gains experience and ages, it's not uncommon to become even more machine, some Magos - the senior tech-priests - are even entirely machine.
Homeworlds: Hive World, Imperial World, Void Born
Starting Wealth: 150 + 1d10 Throne Gelt
Income and Social Class: Mechanicus, 150 Throne Gelt/Month with 15 gelt increase with every rank.
Starting Skills, Talents, and Gear Skills:Speak Language (Low Gothic) (Int), Tech-Use (Int), Literacy (Int), Secret Tongue (Tech) (Int), Trade (Scrimshawer)) (Ag) OR Trade (Copyist) (Int).
Talents: Melee Weapon Training (Primitive), Basic Weapon Training (Las), Pistol Training (Las), Electro Graft Use
Gear: Metal staff, las pistol and 1 charge pack, las carbine and 1 charge pack, knife, flak vest, glow lamp, data-slate, Mechanicus robes and vestments (Good Quality Clothing), 1d10 spare parts (power cells, wires, chronometers, etc), vial Sacred Machine Oil.
Starting Mechanicus Implants Electro-Graft This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you to interface with machine data ports, and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes or spine jacks.
Electoo Inductors These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.
Respirator Unit This implant covers the lower half of your face with a network of grilles and tubing. It purifies your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grille units or intricate mask-like carvings.
Cyber-Mantle This is a framework of metal, wires and impulse transmitters that is bolted on to your spine and lower ribcage. As you gain further implants, this mantle will act as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often referred to as ‘the true flesh’. One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like, and thus no one admits to having seen one.
Potentia Coil Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs, to bulky electrical galvinators salvaged from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
Cranial Circuitry This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial circuits are often very crude-looking, and frequently rather aged.
Characteristic Advances Skill: Simple, Intermediate, Trained, Expert Weapon Skill: 250, 500, 750, 1000 Ballistics Skill: 250, 500, 750, 1000 Strength: 500, 750, 1000, 2500 Toughness: 100, 250, 500, 750 Agility: 500, 750, 1000, 2500 Intelligence: 100, 250, 500, 750 Perception: 250, 500, 750, 1000 Willpower: 100, 250, 500, 750 Fellowship: N/A, N/A, N/A, N/A
Technographer 0-499 Technographers learn the many patterns of manufacture and formation that they might better comprehend the many mysteries of the Omnissiah. They can identify and catalog technology with ease.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Common Lore (Machine Cult) 100 S — Common Lore (Tech) 100 S — Drive (Ground Vehicle) 100 S — Evaluate 100 S — Literacy +10 100 S Literacy Logic 100 S — Pilot (Civilian Craft) 100 S — Trade (Copyist) 100 S — Trade (Scrimshawer) 100 S — Basic Weapon Training (Primitive) 100 T — Basic Weapon Training (SP) 100 T — Binary Chatter 100 T — Chem Geld 100 T Feedback Screech 100 T Tech-Priest Light Sleeper 100 T Per 30 Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Rapid Reload 100 T — Sound Constitution† 100 T — Technical Knock 100 T Int 30 Thrown Weapon Training (Primitive) 300 T — †You may take this Talent up to two times at this Rank.
Mech-Wright 500-999 Mech-Wrights learn the properties of metal, plasteel, and many other materials. They conduct heavy repairs and tend dangerous manufactorum processes.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Common Lore (Tech) +10 100 S Common Lore (Tech) Demolition 100 S — Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Drive (Walker) 100 S — Medicae 100 S — Scholastic Lore (Chymistry) 100 S — Security 100 S — Tech-Use +10 100 S Tech-Use Trade (Miner) 100 S — Trade (Smith) 100 S — Trade (Technomat) 100 S — Arms Master 100 T BS 30, Basic Weapon Training (any two) Deadeye Shot 100 T BS 30 Heightened Senses (Sight) 100 T — Iron Jaw 100 T T 40 Luminen Charge 100 T Tech-Priest Mimic 100 T — Peer (Adeptus Mechanicus) 100 T Fel 30 Quick Draw 100 T — Sound Constitution 100 T — Blind Fighting 200 T Per 30 Luminen Shock 200 T Tech-Priest
Electro-Priest 1000-1999 Having mastered form and material components, Electro-Priests apply themselves to the sacred study of energy. Thence they learn the animating principles of machine spirits, and the means by which they may be propitiated.
Advance - Cost in exp - Type (Skill or Talent) - Prerequisites Common Lore (Machine Cult) +10 100 S Common Lore (Machine Cult) Common Lore (Imperial Creed) 100 S — Common Lore (Imperium) 100 S — Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 Drive (Hover Vehicle) 100 S — Drive (Walker) +10 100 S Drive (Walker) Literacy +20 100 S Literacy +10 Logic +10 100 S Logic Scholastic Lore (Numerology) 100 S — Secret Tongue (Tech) +10 100 S Secret Tongue (Tech) Speak Language (High Gothic) 100 S — Trade (Wright) 100 S Crack Shot 100 T BS 40 Electrical Succour 100 T Tech-Priest Heightened Senses (Hearing) 100 T — Heightened Senses (Touch) 100 T — Leap Up 100 T Ag 30 Mechadendrite Use (Utility) 100 T Tech-Priest Nerves of Steel 100 T — Sound Constitution 100 T — Ciphers (Acolyte) 200 S — Secret Tongue (Acolyte) 200 S — Basic Weapon Training (Bolt) 200 T — Basic Weapon Training (Launcher) 200 T — Luminen Blast 200 T Tech-Priest Mechadendrite Use (Medicae) 200 T Tech-Priest Melee Weapon Training (Shock) 200 T — Pistol Training (Bolt) 200 T —
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