
                           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 forces 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 hundreds 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.

