Front Page

News & Legal Players' Handbook GM's Handbook Games Workshop

Free Guestbook from
                                                                                         Bravenet
powered by Powered by Bravenet bravenet.com

Scholar Careers

Page 5 of 11

Back To Page 4

Inquisition

(Basic) Inquisition – Explicator

The Holy Orders of Emperor’s Inquisitors, more commonly known as the Imperial Inquisition, is the most terror-inspiring collection of organisations in the Imperium. Everyone, from the lowliest citizen to a High Lord of Terra is aware that the Inquisition exists, watching them from the shadows for any sign of heresy or treason. Founded (by persons unknown, but suspected to have included the surviving Space Marine Primarchs) to maintain order after the Emperor’s Ascension, the Inquisition rapidly gained a well-deserved reputation for thoroughness combined with disconnected brutality. Some Inquisitors believe so firmly that the Imperium must be defended at all costs that they will order the execution of entire populations without the bat of an eyelid (and most others will do the same, albeit more sombrely). A vocal minority of Inquisitors argue that the Imperium is the people, and that casually slaughtering the innocent to ensure the punishment of the guilty makes Inquisitors as bad as their opponents. These Inquisitors are in a minority, thanks to the training regime that all Inquisitors go through. Explicators, the lower rank of apprentice Inquisitor, are taught how to interrogate suspects, using all means necessary. Even though the Inquisition only recruits individuals capable of committing any act in the line of duty, even they need to be desensitised to the nature of some of their future work, and so all the most horrendous torture techniques are taught, using penitent heretics as subjects. These heretics are offered absolution if they manage to withhold a particular piece of information from the Explicator, at least for a certain length of time.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Explicator

2

2

1

-

1

3

3

2

1

Restrictions:

Only humans may join the Inquisition.

Abilities:

Arcane Language – High Imperial Gothic

Cryptography

Daemon Lore

Interrogate

Intimidate

Law

Literacy – Advanced

Secret Language – Inquisition

 

Secret Signs – Inquisition

Specialist Weapon – Fist

Torture

Use Cogitator

50% chance of Psychic Sense

25% chance of Psychic Resistance

25% chance of Psyker Training and Psyker – any one discipline

Equipment:

Any civilian or military pistol or basic weapon with two clips of ammunition

Knife

Torture equipment (can be used as improvised weapons)

 

Hooded black explicator robes

Psychic sanction papers (psykers only)

Career Exits (Military):

Adeptus Arbites – Proctor

Inquisitorial Ward

Career Exits (Freelancer):

Career Exits (Scholar):

Inquisition – Interrogator

Ministorum – Witch Hunter

Career Exits (Citizen):

 

(Advanced) Inquisition – Interrogator

When Explicators complete their training, they are handed over to a serving Journeyman Inquisitor to learn directly from their masters’ experience. Although some of the older Inquisitors resent having awe-struck (some would say sycophantic) youngsters trailing around after them, most will accept apprentices, seeing the necessity of training up the next generation of the Imperium’s secret guardians. The most common functions of the apprentices are information gathering and assisting in the processing of suspects, which is the source of their official title: Interrogators. Despite their youth (usually around twenty to thirty years of age), most Interrogators are extremely knowledgeable about the realities of the galaxy, including the true nature of the Warp and its Daemons. The particularly gifted sometimes teach their masters a thing or two, or remind them of abilities long forgotten, which causes either mild amusement or anger, depending on the elder Inquisitor’s temperament.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Interrogator

4

3

1

1

2

4

4

4

3

Abilities:

Disguise

Driver – Bike

Driver – Grav

Driver – Ground

Exorcism (Ordo Malleus only)

History

Psychic Resistance

Psychic Sense

 

Research

Shadowing

Specialist Weapon – at least three types in total

Speak Additional Dialect – at least three

Strike to Stun

Theology (Ordo Hereticus only)

Xenology (Ordo Xenos only)

Equipment:

Any civilian or military pistol, basic or specialist weapon with two clips of ammunition

Any civilian or military close combat weapon, with a power pack if necessary

Any additional civilian or military pistol, with two clips of ammunition

Psychic sanction papers (psykers only)

 

Up to four of the following (duplicates are permitted):

- Autorack with power pack

- Any auspex with power pack

- Any gunsight

- MIU link to any weapon, vehicle or piece of equipment

- Re-breather

- Any bionic part

Career Exits (Military):

Inquisitorial Ward

Career Exits (Freelancer):

Career Exits (Scholar):

Inquisition – Journeyman

Ministorum – Witch Hunter

Career Exits (Citizen):

 

(Advanced) Inquisition – Journeyman

Finally, after many years of hard training and field experience (which approximately 40% of Interrogators do not survive, and another 30% do not complete successfully), apprentices advance to the full Inquisitor status of Journeyman. Journeymen are agents in the field, working most commonly on their own, using staff they have hired themselves (or inherited from deceased or retired former tutors), to uncover plots that threaten the security of the Imperium. Brandishing an Inquisitorial rosette, Journeymen Inquisitors have authority over every citizen of the Imperium. It ought to be noted that a full Inquisitor even has the authority to prosecute a senior-ranking Inquisitor, and this has happened on more than one occasion, usually as a result of incompetence, heresy or excessive radicalism, but occasionally as part of the Inquisition’s unofficial tradition of ‘dead man’s shoes’ promotion. It is only upon reaching the rank of Journeyman that most Inquisitors realise exactly how heavily steeped in politics the Inquisition is, with infighting and competition between the various Ordos, and even within Ordos, between the factions, and between the puritans and the radicals. The enemies within an Inquisitor’s own camp can be almost as dangerous to him or her as those amongst the aliens, Daemons and heretics.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Journeyman

5

4

2

2

4

7

6

5

4

Abilities:

Concealment – Rural

Concealment – Urban

Create Wards

Etiquette

Exorcism

Mimic

Leader

Psychic Awareness (psykers only)

Psyker – a second discipline, if the journeyman has not done so already (psykers only)

 

Silent Move – Rural

Silent Move – Urban

Speak Additional Dialect – at least five in total

Speak Alien Language – any one species (Ordo Xenos only)

Specialist Weapon – at least six types in total

Teacher

Theology

Use Power Armour

Xenology

Equipment:

Any civilian or military pistol, basic or specialist weapon with two clips of ammunition

Any additional civilian or military pistol with two clips of ammunition

One of the following:

- Any Daemon-slaying weapon, with one clip of ammunition if necessary (Ordo Malleus only)

- Any Daemon weapon, with one clip of ammunition if necessary (Xanthite or Horusian radicals only)

- Any force weapon (psykers only)

- Any Nemesis force weapon (Ordo Malleus psykers only)

- Any xenos ranged or close combat weaponm, with two clips of ammunition (Ordo Xenos radicals only)

- Any civilian or military close combat weapon, with a power pack if necessary

- A grenade of any type

Two frag grenades

Blind grenade

Knife

Full suit of carapace or power armour with pentagrammic and/or hexagrammic wards

Open or closed ballistic or power armour helmet with integral rebreather, image filter, photochromatic visor and infra-vision

 

Inquisitorial rosette

A number of inquisitorial seals (a small silver ‘I’ engraved with a skull, with a ruby set into one eye socket)

Psychic sanction papers (psykers only)

Up to six of the following (duplicates are permitted):

- Autorack with power pack

- Any auspex with power pack

- Any gunsight

- MIU link to any weapon, vehicle or piece of equipment

- Re-breather

- Any bionics

- Psychic hood (psykers only)

- Psyber-familiar (psykers only)

- Psi-booster (psykers only)

- Refractor field

- Conversion field

- Any servo-skull

- Short-ranged communicator microbead

- Storm shield

A staff of agents, bodyguards, mercenaries and other useful NPCs

Career Exits (Military):

Career Exits (Freelancer):

Rebel – General

Spacer – Rogue Trader

Career Exits (Scholar):

Inquisition – Lord

Academic – Philosopher

Ministorum – Witch Hunter

Noble – Count / Countess

Career Exits (Citizen):

Cultist – Demagogue

 

(Advanced) Inquisition – Veteran Inquisitor

The eldest and Inquisitors are unrivalled in virtually every sphere of their profession – they make the best investigators, the most proficient torturers, and the most talented swordsmen and shootists. They are also the most experienced, having seen almost everything the Imperium has to offer. Some become more liberal-minded in their interpretation of Imperial dogma and Inquisitorial strictures. Radicalism, even more than ever before, becomes a distinct possibility, and the consequences can be all the greater with the vast amount of knowledge at a veteran Inquisitor’s command – the summoning of Daemonhosts is a frequent offence of the radical, as are the use of Chaos-tainted artefacts or xenos technology. To prevent this, veterans who are suspected of ‘slipping’ are given what is thought of as a merciful retirement, being granted a large pension and the ability to finally live the rest of their lives in a respite from the unending war they have fought since adolescence. Retirement, although comfortable, is rarely peaceful for a former Inquisitor, as the guilt of centuries of their dark work finally catches up with them. Many former Inquisitors become introverted and brooding, forever contemplating a past punctuated by murders in alleys, rows of blazing heretics, lost companions and the death screams of worlds they have ordered exterminated.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Veteran Inquisitor

6

5

3

2

5

9

8

7

5

Abilities:

Psyker – a third discipline, if the lord has not done so already (psykers only)

Speak Alien Language – at least two species in total

Sorcerer (radical psykers only)

 

Specialist Weapon – at least ten types in total

Strategist

Use Terminator Armour

Equipment:

Any civilian or military pistol, basic or specialist weapon with two clips of ammunition

Any additional civilian or military pistol with two clips of ammunition

One of the following:

- Any Daemon-slaying weapon, with one clip of ammunition if necessary (Ordo Malleus only)

- Any Daemon weapon, with one clip of ammunition if necessary (Xanthite or Horusian radicals only)

- Any force weapon (psykers only)

- Any Nemesis force weapon (Ordo Malleus psykers only)

- Any xenos ranged or close combat weaponm, with two clips of ammunition if necessary (Ordo Xenos radicals only)

- Any civilian or military close combat weapon

- A grenade of any type

Two frag grenades

Blind grenade

Knife

Full suit of carapace, power or tactical dreadnought armour, with pentagrammic and/or hexagrammic wards

Psychic sanction papers (psykers only)

 

Open or closed ballistic, power or tactical dreadnought armour helmet with integral rebreather, image filter, photochromatic visor and infra-vision

Inquisitorial rosette

A number of inquisitorial seals (a small silver ‘I’ engraved with a skull, with a ruby set into one eye socket)

Up to ten of the following (duplicates are permitted):

- Autorack

- Any auspex

- Any gunsight

- MIU link to any weapon, vehicle or piece of equipment

- Re-breather

- Any bionics

- Psychic hood (psykers only)

- Psyber-familiar (psykers only)

- Psi-booster (psykers only)

- Any force field or ward

- Any servo-skull

- Short-ranged communicator microbead

- Storm shield

A staff of agents, bodyguards, mercenaries and other useful NPCs

Career Exits (Military):

Career Exits (Freelancer):

Rebel – General

Spacer – Rogue Trader

Career Exits (Scholar):

Academic – Philosopher

Noble – Duke

Career Exits (Citizen):

Cultist – Demagogue

Forward To Page 6