Chapter 4 - Basic Careers ========================= (Adep.Mech. = Adeptus Mechanicus Adep.Min. = Adeptus Ministorum Admin. = Administratum Imp.Gd. = Imperial Guard Imp.Navy = Imperial Navy Eldar Harl. = Eldar Harlequin * = done ??? = maybe... >>> = do it ) ROGUES * Agitator -> Charlatan(A), Outlaw(B) * Bawd -> Fence(A), Outlaw(B), Pusher(B) * Beggar -> Courtesan(B), Pusher(B) * Courtesan (prostitute!) -> Bawd(B), Outlaw(B), Pusher(B) * Entertainer -> Charlatan(A) * Footpad -> Outlaw(B) * Gambler -> Charlatan(A), Outlaw(B) * Hacker -> Outlaw(B), Sapper(?), Spy(A), Technician(B) * Minstrel -> Charlatan(A), Chronicler(B) * Outlaw -> Mercenary(B), Outlaw Chief(A), Space Pirate(B), Vehicles Thief(B) * Provocateur -> Avenger(?), Bodyguard(B), Bounty Hunter(B), Duellist(A), Footpad(B) * Pusher -> Bawd(B), Drug Trafficker (A), Fence(A), Outlaw(B) ??? Rogue Psyker (?) * Smuggler -> Drug Trafficker (A), Explorer(A), Fence(A), Outlaw(B), Pusher(B), Settler(B), Space pirate(B) * Thief -> Charlatan(A), Fence(A), Outlaw(B), Smuggler(B) * Vermin Catcher ACADEMIC * Bonesinger (Eldar) -> Aspect Warrior(A), Guardian(B), Seer(Eldar)(B) * Chronicler (Eldar) -> Minstrel(B), Scholar(A) * Cipher (Admin.) -> Ordinate(B) * Curator (Admin.) -> Ordinate(B) * Harlequin artist (rename to Harlequin?) -> Harlequin Soldier(?), Minstrel(B) %%% Hypnotist * Ordinate (Admin.)(2 levels - Subordinate and Ordinate) -> Cipher(B), Curator(B), Prefectus(A) ??? Pharmacist * Physician Apprentice -> Bawd(B), Charlatan(A), Physician(A) * Preacher (Adep.Min.) -> Dean(A) ??? Recorder (?) * Schola Progenium -> Imperial Assassin(A), Imperial Guardsman(B), Inquisitor(A), Crewman(B), Ordinate(B), Preacher(B), Scholastia Psykana(B), Scribe(B) * Scholastia Psykana -> Astropath(A), Primaris Psyker(A) * Scribe (Admin.) -> Ordinate(B) * Student -> Agitator(B), Bawd(B), Courtesan(B), Merchant(A), Phys. Apprentice(B), Scholar(A) * Tarot Seer -> Charlatan(A), Outlaw(B) * Technician -> Foreman(A), Hacker(B), Sapper(?), Tech-priest(A) ??? Techpriest Apprentice ??? Trader SOLDIERS * Adeptus Arbites Footman -> Arbitrator(A) * Bodyguard -> Bounty Hunter(B), Footpad(B), Mercenary(B), Outlaw Chief(A) * Genestealer-slayer (Squat) -> Tyrannid Slayer(A) * Guardian (Eldar) -> Aspect Warrior(A), Bonesinger(B), Seer(Eldar)(A) * Imperial Guardsmen -> Imperial Guard Sergeant(A) ??? Jailer (? - would the Adeptus Arbites do this?) * Labourer -> Bodyguard(B), Footpad(B), Foreman(A), Crewman(B), Technician(B) ??? Lawman (worlds without major Arbites presence) * Menial (Admin.) * Miner -> Bodyguard(B), Footpad(B), Foreman(A), Crewman(B), Technician(B) * Mercenary -> Imperial Guardsman(B), Merc. Captain(A), Outlaw Chief(A), Sniper(?) * Space Hulk Warrior -> Merc.(B), Scout(A), Smuggler(B) * Space Marine Scout -> Space Marine(A), Space Marine Lib. I (A) SCOUTS * Astropilot -> Explorer(A), Settler(B), Smuggler(B), Space Pirate(B) * Bounty Hunter -> Android Hunter(A), Assassin(A), Footpad(B), Mercenary(B), Mutant Hunter(A), Outlaw(B), Provocateur(B) * Crewman -> Astropilot(B), Settler(B), Smuggler(B), Space Pirate(B), Spaceship Captain(A) * Exodites Farmer -> Dragon Rider(?), Exodites(?), Chronicler(B), Scout(A) * Missionary (Adep.Min.) -> Dean(A) * Navigator -> Navigator Chief(A), Spaceship Captain(A) ??? Outrider ??? Pedlar (?) * Prospector (asteroid deposits, etc.) -> Settler(B) * Settler -> Explorer(A), Imperial Guardsman(B), Prospector(B) * Space Pirate -> Corsair(?), Outlaw Chief(A), Space Hulk Warrior(B) * Taxi-driver -> Pusher(B), Technician(B), Vehicle Thief(B) * Web Navigator (Eldar) -> Exodites Farmer(B), Spaceship Captain(A) Adeptus Arbites Footman _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 +10 +10 _______________________________________________________________________________ These are the police force’s footmen of the Imperium and have duties ranging from traffic control to full blown war situations. They often supplement other units eg Imperial Guard when rebellion occurs, often having to fight against mutants, psykers, Chaos cultists, genestealers and worse... Skills: Disarm, Strike Mighty Blow, Strike to Stun, 75% Street Fighting, 75% Dodge Ranged Weapons, 50% Dodge Blow, 50% Drive Motorcycle, 50% Specialist Weapon - Grenade Launcher, 25% Martial Arts, 25% Sixth Sense Trappings: Flak Armour and Helmet, Shotgun, Bolt Pistol Career Exits: Arbitrator Agitator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +10 +10 _______________________________________________________________________________ The career is similar to the WFRP one, where the psychology of the character is widely described. As a rule, we can say Agitators actively sponsor the popular movements and so they can embrace any cause. Skills: Bureaucracy, Culture Classification, Public Speaking, Read/Write. Trappings: Auto Pistol, Flak Armour, Protest leaflets for several causes. Career Exits: Charlatan, Outlaw. Astropilot _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 +10 _______________________________________________________________________________ The astropilot has to pilot spaceships during the most dangerous manoeuvres (such as combat) by mean of hand drive. Usually, a space vehicle requires at least one astropilot which controls its movements in 'real' space, but his skills are useless in the Warp. Skills: Astronomy, Operate Complex Vehicles - Spacecraft, Space Navigation, 50% Luck. Trappings: Bolt Pistol, Flak Armour, 2d6 Space Charts. Career Exits: Explorer, Settler, Smuggler, Space pirate. Bawd _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +10 _______________________________________________________________________________ In the seedier districts of virtually any city, on any planet of the Imperium, there can be found professional guides and escorts to the area, familiar with all the illegal and immoral goings-on and willing to guide "visitors" around for a "small" fee. On most worlds they are known as Bawds. They usually know where to find the best drinking houses, gambling halls, brothels, drug-dens, and all manner of other ill-reputed establishments. For a price they can gain access to such places for outsiders, and if paid well enough can be counted on to tell which are safe, which are under official scrutiny, which make a practice of robbing and/or murdering clients, and so on. However Bawds are not above leading "clients" into "sucker traps", or gangs of robbers/cut-throats, in exchange for a share of the profits. Skills: Bribery, Secret Language - local theives tongue, Street Fighting, 25% Wit. Trappings: Las Pistol, 15% Flak Armour, 2D6 Imperial Credits Career Exits: Fence, Outlaw, Pusher Beggar _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 _______________________________________________________________________________ In the poorer areas of virtually any city, on any planet of the Imperium, or in any spaceport, you will find the down-and-out of society, driven to begging by debt or ill-luck. These people are drawn to the towns and cities of large trading planets, where they try to live as best they can by begging from the better off. This is a hazardous business, given the powers some planetary authorities have to beat, brand and throw vagabonds into the stocks almost as they please. Beggars accept these risks and often become skilled in extracting money from passers-by by way of pity. In many cities of the Imperium they organise themselves into a semi-legitimate Beggars Guild which deals with the allocation of "pitches", the diverting of official attention and the suppresion of amateur or unaffilated Beggars. The Guild, of course, expects a percentage of any money "earned". In many cases the Beggars Guild works in conjunction with the Thieves Guild, serving as information gatherers and lookouts. Skills: Begging, Concealment Urban, Secret Language - local thieves tongue, Secret Signs - local thieves signs, Silent Move Urban, 25% Consume Alcohol. Trappings: Begging bowl, tattered clothes, Heavy stick, Bottle of low quality local alcoholic liquer. Career Exits: Courtesan, Pusher Bodyguard _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +20 +1 +2 +10 +1 _______________________________________________________________________________ This career is quite similar to the WFRP one, with some differences mostly in the trappings. Also in the 41th millenium there exist Bodyguards, employed, in most of the cases, to protect wealthy settlers and weapons and precious metals merchants. A Bodyguard on the ball can be payed very well. Skills: Disarm, Dodge Blow, Martial Arts, Strike Mighty Blow, Strike to Injure, Strike to Stun. Trappings: Flak Armour, Las Pistol, Power Sword, 25% Refractor Shield. Career Exits: Bounty Hunter, Footpad, Mercenary, Outlaw Chief. Bonesinger _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 +10 _______________________________________________________________________________ Bonesinging is the ancient Eldar art of shaping psychoactive materials, obviously using psychic means, and a common Eldar Path to follow. Wraithbone is the most common substance manipulated by Bonesingers and the most common method is to use a psychically tuned instrument such as the psychoharp. Skills: Bonesinging, Music (Psychoinstruments). Trappings: Psychoinstrument (psycho-harp, psycho-synth, psycho-amplivoice). Career Exits: Aspect Warrior, Guardian, Seer. Bounty Hunter _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 +10 _______________________________________________________________________________ This career is almost similar to the one of WFRP. In the 41th millenium the bounty hunters are often employed by the powerful lords of the Imperium, the autonomous governors of the worlds under the jurisdiction of the Emperor, to get rid of the most damaging fellows for the social balance of the planet. Even though it is a dangerous career, rewards for the most wanted criminals and more generally for the fomenters of rebellion against Imperial authority are sometime very high. Skills: Follow Trail, Shadowing, Silent Move (Rural), Silent Move (Urban), Specialist Weapon - Web Pistol, Strike to Stun, 50% Dodge Ranged Weapons, 50% Marksmanship. Trappings: Carpace Armour, Las Gun, Power Axe, Power Sword, Web Pistol. Career Exits: Android Hunter, Assassin, Footpad, Mercenary, Mutant Hunter, Outlaw, Provocateur. Chronicler _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 +10 +10 +10 _______________________________________________________________________________ Chroniclers are very expert Eldar, working to compile the Chronicles, i.e. the history of the Craftworld or of the New World where they live. The knowledge of the Infinity Circuit, the place keeping the souls of the dead Eldar on the Craftworlds, or of the similar World Spirit on the exodites planets, is absolutely necessary for them, since that is the place where the Chronicles are recorded. Note: this career is reserverd to Craftworlds Eldar or Exodites. See the Eldar section. Skills (Exodites): Arcane Language - Druidic, Charm, Custom Lore, History, Legend Lore, Psychic Sense, Story Telling. Skills (Craftworld): Bureaucracy, Culture Classification, History, Legend Lore, Psychic Sense. Trappings (Exodites): 1d3 Ancient Books, Chronorecorder, Las Pistol, Primitive hand weapon. Trappings (Craftworld): Chainsword, Chronorecorder (to record the chronicles), Las Pistol. Career Exits: Minstrel, Scholar. Cipher _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +1 +2 +20 +20 +10 _______________________________________________________________________________ Ciphers are Imperial servants, stationed at various centres of control in the Galaxy, primarily the Imperial Palace on Terra. They are message runners, trained using hypnosis to memorise messages from a source, carry them to the destination, repeat the message exactly right and not remember the message after. They know the best way through the various corridors of where they work and are the ones to turn to if you need a guide in such a place - providing they have no messages to deliver... Skills: Arcane Language - High Gothic, 25% Secret Language - Lingua Technis, Fleet Footed. Trappings: None. Career Exits: Ordinate. Courtesan _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 +10 +20 _______________________________________________________________________________ The life of the Courtesan - otherwise known as Prostitutes, Ladies of the Night, etc. - can be a dangerous one, and one that is definitely connected to the seedier side of life. They give sexual favours in return for money, perhaps working for bawds, pimps, brothels or other such individuals/ /establishments. Many have a drug addiction problem, and as such are compelled to continue working to feed that addiction. Many suffer violence at the hands of their "clients". Many die at the hands of clients. Many planetary law systems hold what courtesans do to be illegal. The Adeptus Arbites and Imperial Creed certainly do. But then, nobody ever said being a courtesan was easy. Skills: Flee!, Seduction Trappings: D3 doses of drugs, tight fitting black leather clothing (easily removed), 10% chance of sexual bondage gear (whips, hand-cuffs, etc., for the more extreme clients) Career Exits: Bawd(B), Outlaw(B), Pusher(B) Crewman _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 +1 _______________________________________________________________________________ The life of a crewman (usually employed as manpower by some wealthy space trader) is always bound to the spaceship where he's embarked: in the face of a space pirates raid, crewmen are expected to defend it with the same energy as they defend their lifes. Skills: Astronomy, Custom Lore, Dodge Blow, 50% Dodge Ranged Weapons. Trappings: Flak Armour, Las Pistol. Career Exits: Astropilot, Settler, Smuggler, Space Pirate, Spaceship Captain. Curator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +20 +20 +10 +20 +10 _______________________________________________________________________________ Curators are Imperial servants, stationed at various centres of control in the Galaxy, primarily the Imperial Palace on Terra. They are historians, translators and custodians of Imperial history. When something needs recording, or retrieving from the most ancient archives, a Curator is the one to do it. The post of Curators is a hereditary one and they learn from their parents before them the most ancient languages in order to file and locate items in the most ancient parts of the archives. Skills: Arcane Language - High Gothic and many more, History, Legend Lore, Read/Write, Speak Additional Language - many ancient ones. Trappings: Lots of ancient texts in ancient languages - used in teaching them to the next generation. Career Exits: Ordinate. Entertainer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +3 +10 +10 +10 +10 --- PLUS 1D3 ADDITIONAL ADVANCES OF PLAYERS CHOICE --- _______________________________________________________________________________ Entertainers are opportunists, taking advantage of the bustling cities and spaceports of the Imperium to make money for themselves. They are variously skilled in mimickery, mime, comedy, music and song, and other forms of entertainment, and some can become wealthy. This is a very flexible career, catering for many variations on the entertainer theme, both in the flexibility of the additional advances above and the possible skill list below. Should the GM judge that liberties are being taken with it, his/her decision is final. Skills: Public Speaking, 25% Charm, 25% Custom Lore, 20% Culture Classification One automatic skill and 10% chance each of D3 extra skills chosen from: *Acrobatics *Acting *Animal Training *Art *Clown *Comedian *Contortionist *Dance *Escapology *Fire Eating *Hypnotise *Jest *Juggle *Marksmanship - Thrown weapons *Mime *Mimic *Musicianship *Palmistry *Palm Object *Sing *Story Telling (comes with Legend Lore) *Strongman *Super Numerate *Wit *Wrestling *Trick Riding (comes with Ride or Drive Motorcycle) *Ventriloquism Other skills from this list may be bought at the normal cost following character creation. Trappings: Depends on entertainer type - for example a musician will have his instrument, a ventriloquist will have his dummy, an animal trainer will have an appropriate number of animals, many others will have the appropriate stage props for their show, etc. The GM should be the final arbiter. All will have a Las Pistol. Career Exits: Charlatan. Exodites Farmer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 +10 _______________________________________________________________________________ The Eldar settlers, established in the New Worlds, live on agriculture and on sheep farming. Their job determines an affinity with the nature and the animals. On the New Worlds there exist various species of Megadon, enormous herbivorous saurians, and from their breeding they earn food and staples for their survival; otherwise they exploit them as a means of transport. For these reasons, Megadon breeding is one of the most important activities for farmers. Note: This career is only reserved to Eldar of Exodites culture. See the Eldar section. Skills: Animal Care, Identify Plants, Orientation, Play (ancient blowing instruments), Riding (Saurian), Silent Move (Rural), 25% Animal Training, 25% Herb Lore, 25% Riding (Dragon), 25% River Lore. Trappings: Las Gun, Pipe flute (or ocarina), Primitive Armour, Primitive (One) Hand Weapon, Watch animal (usually a little dragon). Career Exits: Dragon Rider, Exodites, Chronicler, Scout. Footpad _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 _______________________________________________________________________________ Footpads and cut-throats are a menace in towns and on the road on many primitive worlds and hive worlds. On more advanced planets some towns and cities suffer a similar problem, only more so given the more advanced weaponry available to them. Regardless of technology, they tend to act in groups, waylaying travellers or helpless passers-by, and stripping them of money and valuables. They tend to prefer to avoid death and bloodshed unless absolutely necessary, but can fight ferociously, and usually try to ambush with an advantage of at least 2:1. Most merely try to disable their victims with a sharp blow to the head, though there are som who actually aim to kill those they rob. Technology used varies from world to world, from primitive clubs to Lasguns, Chain Swords and Bolt Pistols. Skills: Silent Move Rural, Silent Move Urban, Strike to Stun. Trappings: Hood or mask, Flak Armour, Lasgun. Career Exits: Outlaw Gambler _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +2 +10 +10 +10 +10 _______________________________________________________________________________ Common across the spaceports and port cities of the Imperium are those who take advantage of the people flow through the port. One such profession is the Gambler, commonly found in the bars of the spaceports, offering a game to passing travellers. Gamblers are skilled in games of chance and used to taking risks - to them life is one big gamble. When they win they take the money or may trade it for passage on the losers craft to another port. When they lose then is the time to either call on the money they won previously (assuming they still have it) to pay off the creditors or get away quickly in whatever way they can, sometimes trading one of that days wins to leave the port as quickly as possible. Some Gamblers do not play strictly by the rules. Of those, some are discovered and barred, one by one, from all the main spaceport bars. And there are always those spaceports, and indeed cities of the Imperium, where gambling is illegal. Gambling halls often crop up in the seedier areas of the larger of these cities. Occasionally these are raided by the authorities, and those partaking in the activities brought to book... Skills: Gamble, Luck, Palm Object. Trappings: Lasgun, Pack of cards (including spare aces), Pair of dice, Pair of loaded dice. Career Exits: Charlatan, Outlaw Genestealer-slayer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +1 +6 +10 +1 +10 +20 +20 _______________________________________________________________________________ The Genestealer-slayer Squat has a psychology and a life style faithfully following the Trollslayer ones in WFRP. He usually embarks on suicidal undertakings hunting lethal enemies able to kill him in combat, in order to redeem himself from his previous mishaps. His favourite enemy is, of course, the Genestealer. He usually boasts, wears showy clothes, with orange coloured, crest-shaped hair, covered with tattoos, and gets drugs as often as he can. Note: Only a Squat can enter the Genestealer-slayer career. Skills: Disarm, Dodge Blow, Specialist Weapon - Two handed, Strike Mighty Blow, Street Fighting. Trappings: Flak Armour, Lasgun, Power Axe. Career Exits: Tyrannid-slayer. Guardian _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +4 +10 +10 +10 +10 +10 _______________________________________________________________________________ Guardians form the core of an Eldar Craftworlds defence, the basic troops who are complemented by such as the Aspect Warriors. All Craftworld Eldar serve as Guardians for part of their life. Following this time, they move to another Eldar Path, such as that of the Aspect Warrior, Bonesinger or Seer. Skills: Disarm, Dodge Blow, Specialist Weapon - Shuriken Weapons. Trappings: Mesh Armour, Shruriken Catapult, Las Pistol or Las Gun. Career Exits: Aspect Warrior, Bonesinger, Seer. Hacker _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 +10 +10 +10 _______________________________________________________________________________ A risky but remunerative job is the manipulation of the energy flows, to deactivate the weapons, or to gain access to secret information hidden in the psychomemories of the most inaccessible systems. Because of the great affinity of the Eldar with psychic energies and with most sophisticated technologies, the Hackers from this race are appreciated and well paid, especially the most unscrupulous ones, true psychotechnical pirates. Skills: Bureaucracy, Electronic Infiltration, Embezzle, Forgery, Psychic Sense, Repair (Electronic Equipment), 50% Read / Write, 50% Technological Classification. Trappings: Cameoline, Chainsword, 1d6 Chronomemories (to record data), Decipher (to `unlock' the electronic systems), Las Pistol or Las Gun, Mesh Armour, Servo-Arm. Career Exits: Outlaw, Sapper, Spy, Technician. Harlequin artist _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 +10 +2 +10 +10 +10 _______________________________________________________________________________ By mean of dance and mimicry, the Harlequin artists show the legends of their race; in public, as well as in war, they wear a mask to hide their identity. Practice allows them to perform acrobatic feats in time of peace, and at the same time provides a good training in time of war. Their presence is supposed to bring novelties, but the most superstitious, expecially among humans, think they announce bad events. Note: This career is reserved to the Harlequin Eldar (see Eldar section). Skills: Acting, Ambidextrous, Dance, Mime, Sing, Music (psycho-instruments), Taunt, 50% Acrobacy, 50% Lightning Reflexes, 25% Dodge Blow, 25% Legend Lore. Trappings: Changing Mask, Holo Suit, Las Pistol, Photocromatic theatral costume, Play scripts, Power Sword or Power Axe, Psycho-instrument (psycho-harp, psycho-synth, psycho-amplivoice). Career Exits: Harlequin Soldier, Minstrel. Imperial Guardsmen _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +4 +10 +10 +10 +10 +10 _______________________________________________________________________________ The Imperial Guard is one of the most powerful forces in the galaxy, and certainly the most numerous, counting many millions, but are spread on as many planets. These are the fighting force, recruited from hundres of worlds and shipped off to fight all kinds of evils. You may choose one homeworld to come from and gain additional skills. Example worlds are shown below, the GM may allow others and define the skill set for them: * Desert eg Tallarn - Desert Lore, Orientation * Ice eg Valhalla - Survival, Orientation * Jungle eg Catachan - Identify Plants, Survival * Hive eg Necromunda - Martial Arts Skills: Concealment Rural, Concealment Urban, Dodge Blow, Dodge Ranged Weapons, Heraldry, 50% Specialise Weapon - Heavy weapon (choose), 25% Heal Wounds, 25% Strike Mighty Blow, 25% Markmanship, 25% Street Fighting, 25% Ride (100% if Rough Rider), 25% Drive Motorcycle (100% if Motorcycle clan) Trappings: Flak Armour, Lasgun, 10 Frag Grenades, 25% Heavy Weapon, Knife, Item from Home planet Career Exits: Imperial Guard Sergeant. Labourer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +1 _______________________________________________________________________________ Within Imperial space there exist the so called Industrial Worlds, usually rich of mineral resources and completely devoted to the mining of raw materials or to the very large scale manufacturing of industrial products. On these planets, inhospitable to say the least, millions of labourers live, workers skilled in the use of industrial equipments, but still used to relying on their own strength and toughness when technology fails. Skills: Climb Sheer Surface, Operate Special Vehicles - Work Vehicle, 75% Consume Alcohol, 75% Sing, 50% Drive wheeled vehicle, 50% Pilot, 50% Repair (vehicle), 50% Very Strong, 50% Very Resilient, 25% Repair (Electronic Equipment). Trappings: Flak Armour (body only), Las Pistol. Career Exits: Bodyguard, Footpad, Foreman, Crewman, Technician. Menial _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 _______________________________________________________________________________ Menials are serfs employed by the departments Imperium and who work under the various departments Prefects and Ordinates. Menials receive basic food and drink, and occasionally some money, and are expected to perform the most menial or dangerous jobs, such as manual labour, cleaning, going into hazardous environments, etc. The reason most Menials put up with this treatment is that they are allowed to use the honorific of 'Adept', in common with Prefects, Ordinates, and other Imperial positions. This is a great honour and many will suffer virtually any indignity to keep the right. But many do not. Many tire of the life and leave to find something new, or some other occupation that offers more. The Imperium does not try to stop them. Skills: 25% Consume Alcohol Trappings: Las Pistol Career Exits: Ordinate Miner _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +1 _______________________________________________________________________________ The Squats have traditionally made their home on ore rich planets, like the Squat homeworlds, and have become skilled at ore extraction. Few except Squats enter this career. The ore plants are inhospitable to say the least. Skills: Climb Sheer Surface, Operate Special Vehicles - Work Vehicle, 75% Consume Alcohol, 75% Sing, 50% Drive wheeled vehicle, 50% Pilot, 50% Repair (vehicle), 50% Very Strong, 50% Very Resilient, 25% Repair (Electronic Equipment), Metallurgy or Smith, Orientation (underground). Trappings: Flak Armour (body only), Las Pistol. Career Exits: Bodyguard, Footpad, Foreman, Crewman, Technician. Mercenary _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +10 +1 +10 +10 _______________________________________________________________________________ In the Warhammer 40.000 universe, devastated by war, some cities or planets, where the Imperial garrison is absent or scarce, employ for some length of time pitiless mercenaries to strengthen their armies. For money a mercenary fights alongside anyone, even a Space Ork; therefore, when he's underpaid, his reliability can become a problem... Skills: Disarm, Secret Language - Battle Tongue, Strike Mighty Blow, Strike to Stun, 75% Dodge Blow, 50% Dodge Ranged Weapons, 25% Specialist Weapon - Flame or Plasma Weapon, 25% Drive Motorcycle, 25% Drive Wheeled/Tracked Vehicle. Trappings: Boltgun or Lasgun, Bolt Pistol or Hand Flamer, Chainsword, Mesh Armour. Career Exits: Imperial Guard, Mercenary Captain, Outlaw Chief, Sniper, Space Hulk Warrior, Scout, Space Marine. Minstrel _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +10 _______________________________________________________________________________ This career is similar to the one of WFRP. Since the heart of the Eldar is rich in poetry, many Outcasts decide to roam about the universe as Minstrels, singing the exploits of the heroes and the gods of their own race. Their presence cheers the lanes of the metropolis, spaceports' entrance-halls, and the inns of the Ultraworld Colonies. Skills: Charm, Custom Lore, Legend Lore, Musicianship (Psychoinstruments), Public Speaking, Sing, 50% Culture Classification. Trappings: Chainsword, Chronorecorder (to record the scores), Loud Clothes, Las Gun or Las Pistol, Psychoinstrument (psycho-harp, psycho-synth, psycho-amplivoice), Refractor Shield. Career Exits: Charlatan, Chronicler. Missionary _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +2 +10 +10 +10 +10 +10 _______________________________________________________________________________ If Bishops are the generals of the Ecclesiarchy, then Missionaries are its scouts. Missionaries are at the lowest of the chain of command in the Ecclesiarchy, together with Preachers and Confessors. They travel the Galaxy, preaching the word of the Emperor to all who will listen. Often, if they discover a world that is habitable but uninhabited, they will claim it for the Imperium, move some people to it (taught in the way of the Emperor, naturally), and leave for elsewhere. All in the Missionarus Galaxia are Missionaries, and the Missionarus Galaxia is dedicated to travelling and teach the word of the Emperor to those worlds who have yet to hear of his Salvation. Few people are as well travelled as a Missionary. Skills: Alien Culture Lore, Culture Classification, Custom Lore, Legend Lore, Theology, Public Speaking. Trappings: Las Pistol, Religious robes. Career Exits: Dean(A). Navigator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +2 +10 +10 +10 +10 _______________________________________________________________________________ Navigators are particular mutants able to orient themselves in the Warp, following the psychic signals sent by the Astronomican. It is unknown whether this psychic ability is the result of a genetic manipulation or of chance; however, the mutation has been handed on from generation to generation for milleniums, because the Navigators are prone to get married among themselves, starting great and powerful families. Navigators train their powers by working and training on board spaceships, usually captained by one of their Navigator Chief elders. This means that while training there will always be an experienced hand close by should it be needed. Navigators never have other psychic powers beyond the Warp Navigation (therefore no character with psychic powers can enter this career, neither can an ex-Navigator enter a psychic career). Note: Only Humans can be Navigators. Eldar can be Web Navigators. Skills: Astronomy, Culture Classification, Custom Lore, Immunity to Warpsickness, Operate Special Vehicles - Spaceship, Space Navigation, Technological Classification, Warp Lore, 25% Repair (Electronic Equipment), 25% Repair (Vehicles). Trappings: Las Gun, Las Pistol, Mesh Armour, Bandana (to cover the Warp Eye, usually decorated with an eye motif). Career Exits: Navigator Chief, Spaceship Captain. Ordinate _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +1 +10 +10 +10 _______________________________________________________________________________ Ordinates are servants of the Imperium, the equivalent are known (at least in Britain) as civil servants. They are entitled to use the honourific of 'Adept', and their post with their department is passed onto their next of kin when they die, with all associated rights, duties and priviliges. There are two named ranks of Ordinate, namely Ordinate and Subordinate. As the names suggest, Subordinates are inferior to Ordinates in rank. In turn, Ordinates of both ranks are subject to command by Prefects. Skills: Arcane Language - High Gothic, Bureaucracy, Read/Write, 10% chance of Law. Trappings: Las Pistol. Career Exits: Prefectus. Outlaw _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +1 +10 _______________________________________________________________________________ This career is similar to the WFRP one. Skills: Dodge Blow, Dodge Ranged Weapons, Pilot Land Vehicle or Drive Motorcycle, Hide (Rural/Urban), Silent Move (Urban), Strike Mighty Blow, Survival, 50% Forgery, 50% Repair (Weapons/Armour), 25% Dodge Ranged Weapons, 25% Electronic Infiltration, 25% Marksmanship, 25% Repair (Vehicles). Trappings: Auto Pistol, Boltgun or Shotgun, Flak Armour, 50% Refractor Shield. Career Exits: Mercenary, Outlaw Chief, Space Pirate, Vehicles Thief. Physician Apprentice _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 +10 +10 _______________________________________________________________________________ This career is similar to the WFRP one. In order to become a physician, a long studying period is required, followed by training with an established professional. Potential physicians mostly rely on their aptitude and intuition, often lacking proper knowledge and field experience. Skills: Read/Write, 50% Cure Disease, 50% Heal Wounds, 50% Manufacture Poisons, 50% Manufacture Drugs. Trappings: Las Pistol, Physician tools. Career Exits: Bawd, Charlatan, Physician. Preacher _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +2 +10 +10 +10 +10 +10 _______________________________________________________________________________ If Bishops are the generals of the Ecclesiarchy, then Preachers are its soldiers. Preachers are at the lowest of the chain of command in the Ecclesiarchy, together with Missionaries and Confessors. They act as the spiritual envoy to the Emperor for their congregation, similar to 20th Century vicars, ministers, priests, etc. delivering sermons to the faithful and admonishing the unfaithful. Skills: Legend Lore, Theology, Public Speaking. Trappings: Las Pistol, Religious robes. Career Exits: Dean(A). Prospector _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +2 +4 +20 +10 +10 _______________________________________________________________________________ In the fortieth millenium there are still riches to be found, and the Prospectors are out to look for them. Prospectors work among the asteroid fields searching for valuable metal ore, and occasionally strike something valuable. It is a career not without its dangers, as asteroid fields are favourite places for pirate bands to lie low and ambush from. Consequently, the Prospector must know how to look after himself. Skills: Astronomy, Dodge Blow, Dodge Ranged Weapons, Metallurgy, Operate Complex Vehicles - Spacecraft, Space Navigation, 50% Luck. Trappings: Flak Armour, Lasgun, Boltgun, Spaceship. Career Exits: Settler. Provocateur _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +1 +2 +10 +1 +20 _______________________________________________________________________________ This career is similar to the WFRP Protagonist, with the skills and trappings modifications. Skills: Dodge Blow, Dodge Ranged Weapons, Drive Motorcycle, Martial Arts, Strike Mighty Blow, Strike to Injure, Strike to Stun. Trappings: Boltgun or Bolt Pistol, Carpace Armour, Motorcycle, 30% Refractor Shield. Career Exits: Avenger, Bodyguard, Bounty Hunter, Duellist, Footpad. Pusher _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 _______________________________________________________________________________ Pushers live in the high density population urban areas and represent the worst scum of society. They're always looking for new clients to which they can push the latest and most profitable chemical creations. By means of Pushers in the most important rackets you can find many substances: stimulants, hallucinogens, sedatives, hormones, etc. Many Mercenaries, by this time dependent on the psychoactive substances which help them to fight, are good clients for the Pushers. A Pusher always has many enemies, and he is usually wanted, unless, by means of corruption or other illegal operations he has gained especially advantageous 'friends'. Skills: Bribe, Hide (Urban), Palm Objects, 25% Evaluate, 25% Flee!, 25% Street Fighting. Trappings: Bolt Pistol, Flak Armour, Overcoat (internal pockets with 1d10 doses of drugs). Career Exits: Bawd, Fence, Outlaw. Schola Progenium _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 +10 _______________________________________________________________________________ Those children of Imperial servants/officers whose parents die are enlisted, if still at a young age, into the Schola Progenium run by the Adeptus Ministorum. The Schola gives those in its care a basic education, and once it becomes clear how best that child can serve the Imperium, an education geared towards that line of work. For example, those with Psychic potential are enlisted into the Scholastia Psykana, those with leadership ability are taught combat or shipboard life in preparation for the Imperial Guard or Imperial Navy, while others still might be prepared for the Inquisition or the Adeptus on Earth. Skills: Read/Write, 50% History, 25% Speak Additional Language, 50% Luck, 50% Legend Lore. Trappings: Las Pistol. Career Exits: Imperial Assassin, Imperial Guardsman, Inquisitor, Crewman, Ordinate, Preacher, Scholastia Psykana, Scribe. Scholastia Psykana _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +20 +20 +20 +20 +10 _______________________________________________________________________________ Those in the Schola Progenium who show psychic ability are sent to the Scholastia Psykana, together with those sent by the Inquisition to serve the Imperium with their powers. Overseen by the Inquisition the Scholastia Psykana is there to train psykers as Primaris Psykers or send them to the Adeptus Astra Telepathica to train as Astropaths. Skills: Read/Write, Psychic - Primaris 1, Divination - Imperial Tarot. Trappings: Las Pistol, Pack of special cards for casting the Emperors Tarot. Career Exits: Astropath, Primaris Psyker. Psi-points: 2D4 PP Scribes _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +20 +10 +20 +10 +10 _______________________________________________________________________________ Scribes are Imperial servants, stationed at various centres of control in the Galaxy, primarily the Imperial Palace on Terra. They are low level functionaries responsible for relaying simple orders, recording things and other minor functionary duties. Think of them a little like secretaries. Skills: Arcane Language - High Gothic, Read/Write, 25% Secret Language - Lingua Technis. Trappings: Writing materials. Career Exits: Ordinate. Settler _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +1 +2 +10 +10 _______________________________________________________________________________ %%% Skills: Haggle, Orientation, Read/Write, 50% Cure Disease, 50% Heal Wounds, 50% Linguistic, 50% Luck, 25% Carpentry, 25% Legend Lore, 25% Metallurgy, 25% River Lore. Trappings: Flak Armour, Las Pistol or Auto Pistol, Various tools. Career Exits: Explorer, Imperial Guard. Smuggler _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +10 _______________________________________________________________________________ Across the Imperium, movement of goods is subject to taxes, whether between Imperial worlds/systems/sectors or across boundaries internal to a given world - just about anyone who chooses to can place a tax on the movement of goods. At most major ports, especially among the largest trading worlds, nearly everything moving in and out is subject to duty in some way or other. It is hardly surprising that there is no shortage of enterprising souls who avoid these taxes as best they can by smuggling goods in/out. For some it is a way of life, and some worlds with a high population of such miscreants evolve to become run by such corruption, sometimes openly practising smuggling and providing a haven for such souls. Skills: Astronomy, Operate Complex Vehicles - Spacecraft, Drive Wheeled-/Tracked-Vehicles, Silent Move Rural, Silent Move Urban, Space Navigation, 50% Consume Alcohol, 50% Secret Language - local theives tongue, 25% Speak Additional Language. Trappings: Small space going craft in nearest spaceport, Las pistol, 2D6 space charts. Career Exits: Drug Trafficker, Explorer, Fence, Outlaw, Pusher, Settler, Space pirate. Space Hulk Warrior _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +1 +1 +2 +10 +1 +10 +10 _______________________________________________________________________________ These characters specialize themselves in the hard task of exploring the spaceships drifting through space, the so called Space Hulks, looking for technological treasures left unattended for centuries, the lost artifacts of the Dark Age of Technology. Often they live on the fringe of the society, but often they also put their knowledges in the service of the Emperor, mostly when an hulk seems to hide alien invaders such as Orks or Genestealers. Note: Only Squats can start as Space Hulk Warriors. Skills: Dodge Blow, Orientation (indoor only), Specialist Weapon - Flame Weapons, Strike Mighty Blow, Strike to Injure. Trappings: Bioscanner, Energy Scanner, Flamer, Lasgun, Mesh Armour, Power Sword. Career Exits: Mercenary, Scout, Smuggler. Space Marine Scout _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +1 +2 +10 +10 +10 +10 _______________________________________________________________________________ To become a Space Marine scout, and possibly a Space Marine, you must be no more than 20 years old, because of all the implants you receive when entering the Space Marine career. To exit to a Space Marine, you must have you must have completed this career first. You may of course, exit to another at any time, reflecting that you didn't manage or deserted the company. Note that skills may differ from the different chapters. Characters may also receive one skill according to his homeworld. (He picks one, subject to GM veto, if he can write a good story about it.) All Space Marine Scouts receive the Secondary Heart implant, but other implants either come later or take time to mature. See the Chapter on Space Marines for more information. Skills: Disarm, Dodge Blow, Dodge Ranged Weapons, Drive Wheeled/Tracked Vehicle, Street Fighter, Strike Mighty Blow, Strike to Injure, 75% Codex Astartes I, 25% Law, 5% Markmanship - Bolt Pistol, 25% Concealment Rural and Silent Move Rural, 25% Concealment Urban and Silent Move Urban. Trappings: Scout Armour, Bolt pistol, 10 Frag Grenades. Career Exits: Space Marine, Space Marine Librarian 1 Space Pirate _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +1 +10 _______________________________________________________________________________ Space Pirates are usually Eldar Outcasts (see The Eldar section) or Human Outlaws who have stolen an Imperial battleship. They live on raids and are known for their temperament and their cruelty, even though they respect an unwritten honour code based on the word given. It can happen they kill innocents in cold blood and save their most bitter enemy, because they behave following something incomprehensible for people not belonging to their own culture. Skills: Astronomy, Disarm, Secret Language - Pirate Tongue, Space Navigation, Strike Mighty Blow, 50% Pilot Aircraft, 25% Specialist Weapon - Shuriken Weapon (Eldar) or Flame Weapon (Human), 25% Legend Lore. Trappings: Boltgun, Chainsword, Flak Armour. Career Exits: Corsair, Outlaw Chief, Space Hulk Warrior. Student _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +1 +10 +10 +10 +10 _______________________________________________________________________________ This career is similar to the WFRP one. Students usually live in the cities of the most populated worlds of the Imperium, studying at Universities or other centres of learning for various qualifications. For those on mostly civilised worlds many find it the first taste of independent life away from their families, as they tend to travel away places other than that where they lived before. This can mean travelling to a different city, different part of the world, or sometimes a different planet. Often they pursue various "extra-curricula" activities in addition to their studying, many of which involve the local drinking establishments... Skills: Read/Write, 25% Consume Alcohol, 50% Culture Classification, 25% Technological Classification, 20% Alien Lore, 20% Bureaucracy, 20% Custom Lore, 20% Legend Lore, 10% Astronomy, 10% Cartography, 10% Electromechanic Manipulation, 10% Identify Plants, 10% Numismatics, 10% Speak Additional Language. Trappings: Las Pistol, 1d3 Studying books, Video-exercisebook. Career Exits: Agitator, Bawd, Merchant, Physician Apprentice, Scholar, Crewman. Tarot Seer _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 _______________________________________________________________________________ Tarot Seers are psykers too weak to be employed as Astropaths or Primaris Psykers, but strong enough to resist daemonic incursion from the Warp. Some of these individuals are trained in the use of the Emperors Tarot, and it is their job to be available to perform that service on request. Those with the skill of the Emperors Tarot can, occasionally, get clear signals from the cards that changes are soon to come which will directly affect the individual reading them. For example, the cards may display the card of Death or Oblivion, of the Knave of Swords (often a sign of alien activity) or the card of the Tarot Seer, representing the individual reading the cards. When the cards of Death or Oblivion, and the Tarot Seer are drawn together, it can mean the life of the Seer is at risk. In these circumstances, many with the gift of the Emperors Tarot will flee, becoming hunted by the authorities, and often starting a life adventuring. Skills: Arcane Language - High Gothic, Blather, Divination - Emperors Tarot, Legend Lore. Trappings: Pack of special cards for casting the Emperors Tarot. Career Exits: Charlatan, Outlaw Taxi-driver _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +2 +10 +10 +10 _______________________________________________________________________________ Taxi-drivers live in the cities of the Hive-worlds, where the confusion and the traffic jam caused by the excessive population often make urban travel difficult. Taxi-drivers, thanks to their detailed knowledge of the area and the tricks learned by means of their work, are often most able to find the shortest way from A to B. For them, work can come as a stranger who trusts his driver also to have some hints about moving in the urban environment. At night, the cities belong to the Taxi-drivers. Skills: Custom Lore, Dodge Ranged Weapons, Orientation (Urban), Pilot Aircraft or Drive Wheeled Vehicle, Repair (Vehicle), Street Fighting. Trappings: Bolt Pistol, Taxi. Career Exits: Pusher, Technician, Vehicles' Thief. Technician _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +20 _______________________________________________________________________________ A Technician is a professional skilled in repairing almost every kind of electronic or mechanical device. Technicians live almost exclusively in urban complexes where theres a great demand for them and they are well paid. Sometimes the best Technicians are hired by the Imperium (only if they are Humans) and sent to Mars for the training which enables them to become a member of the Tech-Priesthood. Skills: Drive Motorcycle or Pilot Land Vehicle, Repair (Weapons/Armour), Repair (Electronic Equipment), Technological Classification, 75% Electromechanic Manipulation, 50% Metallurgy, 50% Read/Write, 50% Smith, 25% Electronic Infiltration. Trappings: Flak Armour, Las Pistol, Servo-Arm, Tools, 30% Refractor Shield. Career Exits: Foreman, Hacker, Sapper, Techpriest. Thief _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +2 +10 +10 _______________________________________________________________________________ Thieves live by stealing and reselling every kind of object they can get their hands on and which isn't tied down. This is of course a very risky job, and, to have some chance to survive, the thief has often to improve his combat skills. There are many specialisations available. * Burglars are adept are spotting the telltale signs a house or building is unoccupied and dealing with any locks and alarm systems. * Embezzlers are skilled at working, undetected, for an individual or organisation, syphoning off money through various methods. They place themselves in positions of trust and then help themselves to the monetary wealth of their clients. * Pickpockets specialise in stealing from purses and pockets without the person suspecting or feeling that anything has happened until too late. They are still a regular curse in cities and on crowded market days there can be any number operating through the crowd, individually or in team(s). * Vehicle Thieves prevalently live stealing and reselling every kind of vehicle. The most coveted vehicles are the military ones, because they are more sturdy and usually more sophisticated, especially the Eldar ones with anti-G equipments. Skills: * General: Concealment Urban, Secret Language - local thieves tongue, Secret Signs, local thieves signs, Silent Move Rural, Silent Move Urban, 25% Evaluate. * Burglar: As General plus Pick Lock, Scale Sheer Surface, Spot Trap. * Embezzler: As General plus Palm Object, Embezzling, 50% Super Numerate. * Pickpocket: As General plus Flee!, Pick Pocket, Palm Object. * Vehicles Thief: As General plus Drive Motorcycle, Pilot Land Vehicle, Pilot Aircraft, Repair (Vehicles), 25% Acrobatic Manoeuvres. Trappings: * General: Las Pistol. * Vehicles Thief: As General plus Boltgun, Flak Armour, Hover Bike, Las Pistol. Career Exits: Charlatan, Fence, Outlaw, Smuggler. Vermin Catcher _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +10 +10 +1 +10 +10 _______________________________________________________________________________ Vermin Catchers are in demand in the Imperium, especially in space ports and port cities where vermin hitching a ride in incoming craft easily spread across the Imperium on outgoing craft. With the wide range of life across the planets of the Imperium, there is an inordinate number of types of vermin that infest homes, spacecraft, and the darker corners of the spaceports. Some are related to the traditional rat, others specialise in infesting spacecraft, often causing an inordinate number of problems as they consume food and gnaw through vital cables. Many Vermin Catchers use specially trained animals to help them track down their prey, from the traditional dog to other less mundane creatures. Methods used to eradicate vermin include baiting and poison. The Vermin Catcher may not be the most glamourous of jobs, but it can be one of the better paid. Skills: Animal Training - choose creature, Concealment Urban, Immunity to Disease, Immunity to Poison, Set Trap, Silent Move Urban, Spot Trap. Trappings: D6 dead vermin in cages, D6 spare cages, trained animal (of type specified in Animal Training skill), D6 vermin traps. Career Exits: None. Web Navigator _______________________________________________________________________________ M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel +2 +10 +10 +10 +10 +10 _______________________________________________________________________________ The Webway is an intricate connection system known and used by the Eldar only (for further information see New Skills in The Eldar section. The Craftworld Seers, thanks to their powers, can manoeuvre within these paths. Harlequins and Outcasts have also developed knowledge of Web Navigation: those able to track routes are known as Web Navigators. Unlike Humans, Eldar Navigators are unable to guide ships in the Warp. Note: this career is reserved only to the Craftworld, Harlequins or Outcast Eldar. See the section on the Eldar. Skills: Astronomy, Legend Lore, Operate Special Vehicles - Spaceship, Repair (Vehicles), Space Navigation, Web Lore, Web Navigation, 25% Survival. Trappings: Cameoline, Electro-spyglass, 1d10 Frag Grenades, Las Pistol, Mesh Armour, Needle Rifle (with Targeteer), 2d6 Planetary and Space Charts. Career Exits: Exodites Farmer, Spaceship Captain.