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Scholar Careers

Page 1 of 11

Academic

(Basic) Academic – Student

Education beyond basic literacy and numeracy is a rarity in the Imperium, and generally the preserve of the wealthy. Most aristocrats become students at some time in their life, either being sent to the religious Schola Progenium, a secular Universitariate or, when neither of these are possible, taught by private tutors. Although many students are intent on becoming one of the educated minority, many others see student life, particularly in secular Universitaria, as a last chance to act irresponsibly before having to become an adult. Their parents often resent having to pay for this extended childhood, and may restrict or cut off the allowance of students who underachieve in their exams. Students who fall on hard times financially will take the kinds of jobs that no one else will willingly accept, or even take to petty crime, in order to keep themselves in the educational system.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Student

-

-

-

-

1

1

3

-

-

Restrictions:

Ogryns and beastmen may not enter this career. Ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

All Education Systems:

Literacy – Basic

50% chance of Literacy – Advanced

 

Schola Progenium Only:

Arcane Language – High Imperial Gothic

History

Strategist

Theology

 

Universitariate Or Private Tuition Only:

Six of the following:

- Art

- Astronomy – Planetary

- Cartography – Planetary

- Cartography – Stellar

- Chemistry

- History

- Identify Plant

- Law

- Linguistics

- Numismatics

- Strategist

- Super Numerate

- Speak Additional Dialect (may be taken multiple times)

- Theology

- Use Cogitator

- Xenology

25% chance of Arcane Language – High Imperial Gothic

25% chance of Consume Alcohol

Equipment:

D3 text books per subject studied (i.e. the abilities learnt under the specialist lists above)

 

Data slate and scriber

Career Exits (Military):

Commissariat – Cadet (Schola Progenium only)

Intelligence Agent – Analyst

Imperial Guard – Storm Trooper (Schola Progenium only)

Imperial Guard – Junior Officer (Schola Progenium only)

Career Exits (Freelancer):

Criminal – Burglar

Criminal – Narcotics Dealer

Rebel – Heretic

Career Exits (Scholar):

Academic – Archivist

Academic – Tutor

Apothecaria – Adept

Law – People's Defender

Politician – Representative

Career Exits (Citizen):

Craftsman – Actor

Craftsman – Artist

Menial – Accountant

Menial – Clericus

Menial – Civil Logistician (only with Use Cogitator)

Menial – Overseer (of any other Menial career)

Scum – Escort

Scum – Informant

Scum – Lay Preacher

 

(Advanced) Academic – Archivist

There is little new knowledge in the Imperium. Technological and cultural development has stagnated to virtually nil, and so the preservation of existing knowledge is vital. This task falls upon the archivists, men and women, often of advanced years, who can rifle through a librarium’s shelves or a cogitation engine’s databanks, locating, categorising, and storing information. Although a vital job, it requires few previous skills, with experience of a particular librarium doing far more for the archivist’s abilities than any training. The Adeptus Mechanicus and Ministorum both have their own archivist pools, working in their own storehouses and scriptoria.

Advance Scheme

WS

BS

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Wp

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Ld

Archivist

-

-

1

-

1

1

4

-

-

Restrictions:

Ogryns and beastmen may not enter this career. Ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

Literacy – Advanced

Research

 

Silent Move – Urban

Use Cogitator

Equipment:

Data slate and scriber

D6 scrolls or books

 

Advanced or highly advanced bionic brain with a meme card (or cards) covering the entire length of the archivist’s career

Career Exits (Military):

Intelligence Agent – Analyst

Career Exits (Freelancer):

Career Exits (Scholar):

Academic – Philosopher

Academic – Savant

Career Exits (Citizen):

 

(Advanced) Academic – Philosopher

What little research that goes on in the Imperium is limited largely to the rediscovery of ancient technology, rather than the development of new concepts. Any advancement merely takes the form of a few tweaks to existing practices. The bulk of academics are actually philosophers, suggesting new ways of doing things, but actually implementing them is like walking upstream in a river of treacle. Ideas are written down, handed to the archivists, and put on the shelves for decades, maybe even centuries, before anyone recognises their potential. Fortunately, most philosophers exist to cross mental swords with minds of equal calibre, so they are happy to spend their lives on a universitariate campus, surrounded by such minds, living off bursaries and the income from those books they do manage to get published. The only danger that most ever face is that their work may offend someone in power, resulting in their prosecution for blasphemy or sedition.

Advance Scheme

WS

BS

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Wp

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Nv

Ld

Philosopher

-

-

-

-

3

2

5

-

-

Restrictions:

Ogryns and beastmen may not enter this career. Ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

All Specialisations:

Arcane Language – High Imperial Gothic

Literacy – Advanced

Research

 

Biology:

Identify Plant

Immunity to Poison

Manufacture Drugs – Natural

Xenology

 

Chemistry:

Brewing

Chemistry

Manufacture Drugs – Chemical

Manufacture Explosives

Metallurgy

Use Respirator

 

Geography:

Cartography – Planetary

Navigation – Planetary

 

History:

Heraldry

History

Strategist

 

Linguistics:

Linguistics

Speak Additional Dialect (at least three in total)

Speak Alien Language

 

Literature:

Story Telling

Wit

 

Mathematics:

Gamble

Super Numerate

Use Cogitator

 

Physics:

Cartography – Stellar

Manufacture Explosives

Manufacture Psychic Technology

Use Cogitator

 

Theology:

History

Theology

Equipment:

Data slate and scriber

A collection of texts relating to the character’s specialisation

 

Other equipment as appropriate

Special:

Characters must choose one of the above specialisations when entering the Philosopher career. Should they re-enter this career at a later date, they may choose a different specialisation. Characters cannot remain in this career indefinitely, jumping directly from one specialisation to the next – wider experience of the new subject is required (i.e. head out and come back via another career). If a Philosopher goes on to become a field researcher, it will be in the most recent specialisation.

Career Exits (Military):

Intelligence Agent – Analyst

Career Exits (Freelancer):

Criminal – Narcotics Chemist (biologist and chemist only)

Rebel – Cell Leader

Career Exits (Scholar):

Academic – Field Researcher

Academic – Tutor

Academic – Savant

Adeptus Mechanicus – Novice

Ministorum – Preacher (Theologians or Schola Progenium only)

Apothecaria – Novice

Noble – Knight / Lady

Career Exits (Citizen):

 

(Advanced) Academic – Field Researcher

Not everything can be learnt in a laboratory or a librarium. Sometimes, an academic must leave the safe confines of the campus and head out into the ‘real world’ to discover knowledge.

Advance Scheme

WS

BS

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Wp

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Ld

Field Researcher

1

1

1

3

2

7

1

1

Restrictions:

Ogryns and beastmen may not enter this career. Ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

All Specialisations:

Etiquette

Speak Additional Dialect

 

Biology:

Concealment – Rural

Deadeye Shot

Immunity to Disease

Set Trap

Silent Move – Rural

 

Geography:

Huntsman

Identify Plant

Orientation

Scale Sheer Surface

 

History:

Archaeology

Bribery

Haggle

Xenology

 

Linguistics:

Speak Additional Dialect (at least five in total)

Speak Alien Language (at least two in total)

 

Theology:

History

Public Speaking

Theology

Equipment:

All Specialisations:

Knife

Data slate and scriber

Text books relating to the character’s specialisation

Identification papers

Authorisation papers to carry out field research, if necessary

 

Biology:

Hunting rifle with one clip of 10 Longus bullets

Repeating crossbow with one clip of 6 bolts tipped with Stun

Machete (as short sword)

D6 injectors of Detox

Sealed suit with re-breather

 

History:

Spade (can be used as an improvised weapon)

Archaeological picks, trowels and brushes

 

Linguistics:

Recording equipment with power pack

 

Geography:

Any civilian basic weapon with one clip of ammunition

Pict-recorder with power pack

Climbing gear

Backpack containing:

- Magnoculars with power pack

- Camping stove

- Cooking pot

- Map of the area visited

- Water heater / flask

- GPS tracking device

One-man survival tent

Insulated sleeping bag

 

Theology:

Religious texts and items

Special:

Characters must choose one of the above specialisations when entering the Field Researcher career. Should they re-enter this career at a later date, they may choose a different specialisation. Characters cannot remain in this career indefinitely, jumping directly from one specialisation to the next – theoretical background of the new subject is required (i.e. head out and come back via another career). If a Field Researcher goes on to become a Philosopher, it will be in the most recent specialisation.

Career Exits (Military):

Career Exits (Freelancer):

Career Exits (Scholar):

Academic – Philosopher

Academic – Savant

Academic – Tutor

Career Exits (Citizen):

Big Game Hunter (Biology only)

Colonist

 

(Advanced) Academic – Savant

Intriguingly, in a culture where the majority frowns upon knowledge, there are those for whom knowledge is the absolute be all and end all. This desire may have been present since childhood, or could develop suddenly later in life, perhaps as a mental disorder or a brain disease. Savants will research (and sometimes gain practical experience of) as many different fields of knowledge that they can cram into their minds, and will do so at the expense of other aspects of life, like social interaction. Eventually, the sheer amount of knowledge being absorbed, and perhaps the loneliness of being so incredibly intelligent, will take its toll on the mental stability of many savants, and they will demonstrate symptoms of mental illness.

Advance Scheme

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Savant

-

-

-

-

3

2

12

-

-

Restrictions:

Ogryns may not enter this career. Beastmen, ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

Agriculture – Arable

Agriculture – Pastoral

Arcane Language – High Imperial Gothic

Astronomy – Planetary

Astronomy – Stellar

Blather

Cartography – Planetary

Cartography – Stellar

Chemistry

Cryptography

Daemon Lore (at GM’s discretion only)

Engineer – Basic

Evaluate

Gamble

Heraldry

 

History

Identify Plant

Law

Literacy – Advanced

Navigation – Planetary

Navigation – Stellar

Numismatics

Politics

Research

Speak Additional Dialect (as many as the character wishes)

Speak Alien Language (as many as the character wishes)

Theology

Xenology

Equipment:

Data slate and scriber

 

A vast library of reference materials

Special:

Each time a character takes a Sagacity or advance during this career, he or she must also take a Willpower test. If the test is failed then the character gains D3 Insanity points.

Career Exits (Military):

Imperial Navy – Rating (Logistician)

Intelligence Agent – Analyst

Career Exits (Freelancer):

Career Exits (Scholar):

Academic – Archivist

Academic – Field Researcher

Academic – Philosopher

Adeptus Mechanicus – Novice

Apothecaria – Novice

Clericus – Accountant

Career Exits (Citizen):

Craftsman – Apprentice

Menial – Civil Logistician

 

(Advanced) Academic – Tutor

Ideally, most academics want to spend their time researching and philosophising, but financial realities and the will of their employers mean that most have to pass on their knowledge to students. Most of the tutors at Schola Progenium schools are preachers or former missionaries, while those at secular universitaria tend to be full-time philosophers. Occasionally, tutors will work privately for the wealthy, normally for exorbitant fees, but occasionally for

Advance Scheme

WS

BS

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Wp

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Nv

Ld

Tutor

-

-

-

-

3

3

3 / 5

1

2

Restrictions:

Ogryns and beastmen may not enter this career. Ratlings, squats and mutants may not study at the Schola Progenium.

Abilities:

Blather

Literacy – Advanced

 

Public Speaking

Equipment:

Data slate and scriber

Cane (counts as improvised weapon)

 

Textbooks relevant to taught subject(s)

Special:

The two maximum advances for Sagacity are for Schola Progenium tutors and secular or private tutors respectively.

Career Exits (Military):

Career Exits (Freelancer):

Rebel – Cell Leader

Career Exits (Scholar):

Academic – Philosopher

Academic – Savant

Career Exits (Citizen):

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