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Career Paths; You may want to see this before creating a character to avoid discrepancies
Topic Started: Aug 21 2014, 12:09 AM (296 Views)
Inquisitor Bohner
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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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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


Characteristic Advances


Archivist - 0-499


Scrivener 500-999


Scribe 1000-1999
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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


Characteristic Advances


Trooper 0-499


Enforcer 500-999


Regulator 1000-1999
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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


Characteristic Advances


Sell-Steel 0-499


Shadesman 500-999


Nighthawk 1000-1999
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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


Characteristic Advances


Novice 0-499


Initiate 500-999


Priest 1000-1999
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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


Characteristic Advances


Conscript 0-499


Guard 500-999


Armsman 1000-1999
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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


Starting Skills, Talents, and Gear


Starting Psychic Powers


Characteristic Advances


Sanctionite 0-499


Neonate 500-999


Aspirant 1000-1999
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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


Starting Skills, Talents, and Gear


Characteristic Advances


Dreg 0-499


Outcast 500-999


Outlaw 1000-1999
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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


Starting Mechanicus Implants


Characteristic Advances


Technographer 0-499


Mech-Wright 500-999


Electro-Priest 1000-1999
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