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Adeptus Astra Telepathica

(Basic) Adeptus Astra Telepathica – Novice

Communication between worlds by normal radio waves or tight light beams leads to impossible delays of days or even months, making instantaneous communication impossible. To counter this, astrotelepaths (more commonly known as ‘astropaths’) send instantaneous psychic messages from world to world, via the Warp. Because astropathic message transmissions are far more likely to attract Daemonic attention than any other form of psychic activity, novice astropaths are kept well away from actual astrotelepathy until they have been successfully soul-bound with the Emperor.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Novice

-

-

-

-

-

3

2

-

-

Restrictions:

Ogryns and mutants cannot join the Adeptus Astra Telepathica.

Abilities:

Arcane Language – High Imperial Gothic

Daemon Lore

Psyker – Telepathy

 

Psyker Training

50% chance of Sixth Sense

Equipment:

Green novice’s tunic

 

Adeptus Astra Telepathica provisional sanction

Career Exits (Military):

Career Exits (Freelancer):

Rogue Psyker – Gamma-Class

Career Exits (Scholar):

Adeptus Astra Telepathica – Initiate

Career Exits (Citizen):

 

 

(Advanced) Adeptus Astra Telepathica – Initiate

Over 90% of psykers in Imperial service are astrotelepaths of the Adeptus Astra Telepathica. Of these, virtually all have been through the soul-binding ritual in the presence of the Emperor Himself. Astropath novices are led, one hundred at a time, into the throne room of the Inner Palace on Terra and kneel before the Golden Throne. For several hours, they are subjected to excruciating agony while the Emperor’s powers reshape their minds. This psychic onslaught never leaves the recipients completely unaffected, and all have their personalities changed in some way, often going utterly insane. Additionally, the more delicate nerves can be damaged, especially the optic nerves. As a result, all soul-bound astropaths are blind, although their enhanced powers benefit them with a form of wytch-sight that partially compensates for this.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Initiate

-

-

-

-

1

5

2

-

-

Restrictions:

Ogryns and mutants cannot join the Adeptus Astra Telepathica.

Abilities:

Cryptography

Meditation

 

Psychic Resistance

Psyker – Astrotelepathy

Equipment:

Green initiate’s robe

Staff

 

Adeptus Astra Telepathica provisional sanction

D3 guards (either military men or bodyguards)

Special:

Upon completing this career and making the decision to advance to Adept, characters will be transported to Terra aboard an Inquisition Black Ship, where they will be ritually soul-bound. Soul-binding causes characters to immediately gain 3D10 Insanity points and permanently lose the sight in both eyes. Additionally, there is a 50% chance that the characters’ senses of hearing, smell, taste and touch will be similarly affected (roll for each sense separately). All sensory losses from soul-binding are permanent and cannot be cured or bypassed with bionics. The character also gains the Wytch-Sight mutation.

Career Exits (Military):

Career Exits (Freelancer):

Rogue Psyker – Beta-Class

Career Exits (Scholar):

Adeptus Astra Telepathica – Adept

Career Exits (Citizen):

 

(Advanced) Adeptus Astra Telepathica – Adept

Once astropaths have been soul-bound and fully trained in astrotelepathy, they are allowed to go into service, either working directly for the Adeptus Astra Telepathica at one of their public facilities, or being outsourced exclusively to other Imperial organisations, or even to the private sector. Ultimately, all astropaths are the responsibility of the Astra Telepathica, and it is not unknown for the organisation to withhold services from those who allow harm to befall their charges. As such, astropaths are virtually imprisoned, locked in psycurium-shielded rooms for much of their existence, guarded night and day. Violating one of these 'sanctums' is a capital offence under Imperial Law. It is therefore unsurprising that most astropaths will take to keeping pets for company, or will listen to audio recordings to prevent their minds from atrophying.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Adept

-

-

-

-

1

7

2

-

-

Restrictions:

Ogryns and mutants cannot join the Adeptus Astra Telepathica.

Abilities:

Animal Care

Create Wards

 

Psychic Sense

Equipment:

Green adept’s robes

Force staff

Meditational incense

 

Astropathic sanction papers

D6 guards (either military men or bodyguards)

One or more pets

Special:

Note that Alpha-Class Rogue Psykers who enter this career directly will not be soul-bound.

Career Exits (Military):

Career Exits (Freelancer):

Rogue Psyker – Alpha-Class

Career Exits (Scholar):

Adeptus Astra Telepathica – Master

Career Exits (Citizen):

 

(Advanced) Adeptus Astra Telepathica – Master

The most powerful astropaths are those who have been in the Adeptus Astra Telepathica’s service for decades, possibly even centuries. They tend to be the ones most tired of their confined world, and most desperate to experience new sensations beyond the confines of their chambers. Astropaths with this kind of tendency are even more heavily guarded than usual, as much to keep them in as to keep assassins out.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Master

-

-

-

-

2

10

4

-

-

Abilities:

Arcane Language – High Imperial Gothic

Create Wards

Cryptography

Daemon Lore

Meditation

 

Psychic Resistance

Psychic Awareness

Psyker – Astrotelepathy

Psyker – Telepathy

Psyker Training

Equipment:

Green master’s robes with black trim

Force staff

Psi-booster

 

Meditational incense

Astropathic sanction papers

2D6 guards (either military men or bodyguards)

Career Exits (Military):

Career Exits (Freelancer):

Rogue Psyker – Alpha Class

Career Exits (Scholar):

Career Exits (Citizen):

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