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  • 8/7/2019 Career Events Table

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    Career Events Tableby Darien Gross

    % Roll Event Description

    1

    Heretic!! You have been convicted of a minor Heresy and are condemned to serve theInquisition (or you could opt to be executed by burning at the stake). You sill serve theInquisition until you master deems that you have paid for your transgressions. Suffer -5Str, T, Ag, and -10 Wp and Fel due t oinjuries sustained during your interrogation. Gainthe Flagellant talent. In addition, you wear a specially designed Explosive Collar that canbe triggered at will by your master (the Inquisitor). This collar cannot be removed withoutthe triggering device. Attempts to do so cause the collar to immediately detonate causing2d10+5 damage (counts as critical explosive damage) to the wearer and 1d10+5 damagein out to a 10 meter radius.

    2

    Severly Disabled. You have suffered near fatal injuries that have left you crippled andmaimed. Suffer -5 to Str, T and Ag. In addition, you have lost 1d5-2 body parts to aminimum of 1. Roll 1d10. 1 = Right Eye. 2 = Left Eye. 3 = Right Hand. 4 = Left Hand. 5 =Right Arm. 6 = Left Arm. 7 = Right Foot. 8 = Left Foot. 9 = Right Leg. 10 = Left Leg.

    3

    The Horror, The Horror! You have experienced first hand the terrors of the Warp and thecorrupting touch of the Ruinous Powers. You have managed to survive both, but havebeen changed by the encounters. Suffer -5 Wp and Fel, -3 T. You gain 1 minor mutationand lose 1 Fate point permanently.

    4Severe Concussion. You never quite healed from that last blow to the head. Suffer -5 toPer and Ag.

    5

    Bone Disease. You have been diagnosed with a degenerative bone disease. Subtract 5from Str, T and total wound points. An operation to fix this will cost about 50.000thrones.

    6Disabled. You had a terrible accident which almost crippled you. As a result, you suffer -5 to your starting Agility and all movements are at 2/3 normal.

    7

    Serious Crime Committed. Guilty or not, you are sentenced for a serious crime for whichyou spend 1d5+4 years in a labor camp (add these to your starting age). Incarcerationaffects your characteristics: +2 to Strenght, Toughness, and Perception, but -1 to Agility,Intelligence, and Willpower. +4 to Weapon Skill, and a -5 to Fellowship.

    8

    Betrayal! You have betrayed some aspect of Imperial Society and are marked as anuntrustworthy individual. This stigmata will haunt you for the rest of your life. Regardlessof where you go, people will always discover what you have done. Suffer -5 Fel, and Wp.Gain +1d5+2 Corruption points.

    9

    Minor Crime Committed. You are found guilty of a minor crime which results in 1d5 yearsin prison (added to your starting age). Even the time in a low-security prison has affectedyour characteristics: +1 to Strength and Perception and +2 to Weapon Skill, -1 toToughness and -2 to Fellowship.

    10

    Crimminal Record. You have taken part in some criminal act and your name is recorded incriminal records-probably for the rest of your life. You suffer a -3 to Fellowship and allFellowship based tests are at -10 when dealing with authority figures.

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    Career Events Tableby Darien Gross

    11

    Wild Talent. In extremely stressful situations you have found that you are able to domiraculous things. You have a latent psychic ability that you do not truly know about.You gain the Psyniscience skill and 2 minor psychic abilities (work with the GM to choosewhich abilities). Once your power manifests, you become subject to the same rules asPsykers.

    12

    Failed Experiment. You took part in a meical experiment that failed horribly. As a result,you have suffered physical damages and now are heavily scarred. Suffer -3 Str, and Ag, -5Fel. Gain 1d5 Insanity points and +5 T for surviving.

    13

    Powerful / Fanatic Enemy. Somehow, you managed to gain yourself a deadly enemywho, unfortunately, happens to be quite powerful. It might be your former commander,an Arbitrator, an ex-lover, or even a rival Inquisitor. You should consider looking overyour shoulder where ever you go.

    14Shifty / Bad Reputation. There is something about you that other people don't like.Subtract -5 from Fellowhip.

    15-35 Career Specific Event. Roll on your specific Career table for Event.

    36

    Pariah! You are a Pariah, a pyschic-null. You have no presence in the Warp and areunaffected by pyschic powers. In addition, you have a dampening affect (double allpsychic power difficulties and tests) on any psychic phenomena that occurs around you(up to a 20 meter radius). unfirtunately, this affect is also felt by normal (blunt) humansresulting in -5 Fel.

    37

    Experimental Subject. You volunteered to take part in a secret medical experiment whichhappens to succeed. Roll 1d10. 1-2 = +5 to Str. 3 = +5 to Int. 4 = +5 to WP. 5-6 = +5 toPer. 7 = +5 to Ag. 8-9 = +5 to T. 10 = +5 to Fel.

    38-39Technical Training. You have received extensive technical training. Gain +3 Int, and theCommon Lore (Tech), and Tech-Use skills.

    40-41Amatuer Gymnast. You have trained yourself to be more flexible then most others. Gain+3 Ag, and the Acrobatics, and Contortionist skills.

    42-43Hard Labour. Manual labor has toughened your body. Gain +3 Str, and any 2 of the Trade(Mason, Miner, Prospector, or Smith) skills.

    44-45Strong Will. Emotional turmoil and mental distress has hardened your outlook. Gain +3Wp, and the Awareness, and Scrutiny skills.

    46-47Health Care. You have learned how to survive and flourish when others are starving.Gain +3 T, and the Search and Survival skills.

    48-49Good Negotiator. You have a way with words and can sway others to your point of view.Gain +3 Fel, and the Blather, and Decieve skills.

    50Good Immune System. Your body is extremely resistant to alien organic substances. Add+5 to T everytime you have to make a check to resist disease, parasites, etc.

    51Extraordinary Chemical Tolerance. Your body is extremely resistant to artificialsubstances. Add +5 to T everytime you have to make a check to resist poisons or gases.

    52-53Lucky Stiff. You have been blessed with an abundance of luck. Gain 2x starting cash and+2 Fate Points.

    54Resistant to Pain. You are able to withstand more pain than most other people. Gain +5Wounds.

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    Career Events Tableby Darien Gross

    55-56

    Contact. You have performed a service or some other act that has granted you thefriendship of someone in power. Gain the Peer talent. Roll 2d10-2. 1 = Academics. 2 =Adeptus Arbites. 3 = Adeptus Mechanicus. 4 = Adeptus Soroitas. 5 =Administratum. 6 = Astropaths. 7 = Ecclisiarchy. 8 = Feral Worlders. 9 =Government. 10 = Hivers. 11 = Inquisition. 12 = Middle Classes. 13 = Military. 14 =Nobility. 15 = The Insane. 16 = Underworld. 17 = Void Born. 18 = Workers.

    57-58

    Foil a Plot. You have managed to uncover a plot that would have corrupted thousands of people. You have come to the attention of an Inquisitor and you shall be watched as youenter your career. You may ignore one bad result on your career table as the Inquisitorexerts his or her influence. Gain +2 Willpower and +1 Fate point.

    59Heroic Deed. You have done something so heroic that your name is well known. Gain +5Fellowship and the Fearless talent.

    60-62

    Pilgrimage. You have managed to make a pilgirmage to one of the Shrine Worlds in the

    Calixis Sector. Gain +4 Wp, and the Unshakeable Faith talent.

    63

    Aquire Bionics. You have lost part of your body andhad it replaced with a bioniccomponent. Replace 1 body part with a Common Quality bionic part. Roll 1d10. 1 =Right Eye. 2 = Left Eye. 3 = Right Hand. 4 = Left Hand. 5 = Right Arm. 6 = Left Arm. 7 = RightFoot. 8 = Left Foot. 9 = Right Leg. 10 = Left Leg.

    64

    Resisted the Darkness. You have stood unprotected before the Powers of Chaos andhave not only survived, but triumphed! Gain +5 Wp and Fel. Gain the Armour of Contempt, and the Insanely Faithful talents.

    65-68PDF Training. You have served a term of 4 years (added to starting age) in the local PDFMilitia. Gain +3 WS, BS, and Str.

    69-70

    Intense Spiritual Experience. You have been granted a vision which could have come

    from only the God-Emperor Himself! Gain +3 Fate points, and the Fearless and Orthopoxytalents.

    71-72Hard Work Rewarded. You have proven yourself above and beyond the expectations of your superiors. Gain any 2 Common Lore skills and 200 XP.

    73

    Unearthed Splendor. During your "adventures" you have found a unique, speciallycrafted weapon (1-5; sword. 6-10; gun). You keep the weapon a secret from yoursuperiors until such time as you are able to concievably have acquired it on your own. Theweapon is of Best Quality and has 2 unique weapon upgrades built in. (get with your GMto create the weapon).

    74-75

    Intense Period of Study. You have gained additional schooling during the early years of

    your career. Gain +3 Int. Gain Common Lore (any 2), and Scholastic Lore (any 2) skills.

    76

    Weapons Crash Course. You have learned more about firearms in the last six monthsthan most people learn in two years. Gain +5 BS, and the Arms Master talent (once youhave met the prerequisites).

    77-79Glamorous Assignment. You pulled one honey of a job this time around! Gain +4 Fel.Gain 3x starting cash and +3 Fate points.

    80-81

    Advanced Career Training. You have received training over what someone normallywould at your "level." Choose one career skill and take the +10 level of training withouthaving to spend the XP.

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    Career Events Tableby Darien Gross

    82-83Career Cross-Training. You have received training not normally given to someone in yourcareer. Roll on the career table. You learn the starting skills for that career type.

    84-86Master of Intrique. You have become an excellent player of the game called "Politics."Gain +3 Int, Wp, and Fel. Gain the Blather, Charm, Command, and Decieve skills.

    87-88

    Influential Benefactor. For some reason you have gained the attention of an influentialInquisitor Lord. You have gained a Contact worth up to 9,000xp as per the contactcreation table in the Inquisitor's Handbook (must work with GM to create this Contact).

    89-90

    Xenos Hunter. You have spent time, willing or not, hunting down and destroying xenoscreatures (sentient and animal). You have an advanced understanding of xenos thoughtpatterns and societies (if you want to call them that). Gain the Forbidden Lore (Xenos),Scholastic Lore (Beasts), Survival, and the Tracking skills. Also gain the Hatred talent

    (choose one xenos lifeform).

    91

    Owed a Favor. Someone owes you big for something you did. You gain a contact of extreme value (cost is at least 5000xp to create as per rules on pg. 220 of IH) which youmay call upon whenever you have need. This contact will help as they are able, but canonly be used 1d5 times before the debt is paid in full.

    92-95

    Blessed by the Emperor. You appear to have been blessed by the God-Emperor of Mankind and you are surrounded by an aura of destiny. You gain +3 Fate points. Inaddition, you may reroll any failed roll once per game without spending a Fate point.

    96-97

    Commando Training. You have been hand picked to join an elite PDF commando outfit.You spend four years (added to starting age) receiving intensive combat training. Gain +3

    to WS, BS, Str, T, Ag. +5 Per, +1 Fel. Gain a Good Quality weapon (your choice, eithersword or lasgun).

    98-99

    Intense Inquisitor Training. Somone within the Ordos thinks you have what it takes tosucceed. Roll 1d5. 1 or 2 = Ordo Hereticus, 3 or 4 = Ordo Xenos, 5 = Ordo Malleus. In fouryears of training (added to starting age) you gain +4 to all characteristics and 4 free skillpicks (any Basic skill).

    100

    Chance of a Lifetime. You have been approached by the Inquisition and offered theopportunity to become an operative of the Emperor's Inquisition. Gain the AcolyteAdvance package without the need to spend XP (but add 4 years to starting age).

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    Career Events Tableby Darien Gross

    Adept Carrer Events1d10 Roll Event

    1

    Disabled. A corrupted cogitator explodes in front of you, showering you with shrapnel.

    Suffer -5 Int, and -3 T from the injuries to your face and eyes. Lose 2 wound pointspermanently.

    2

    Should Never Have Read That Grimoire. Some things are not meant to be known, butyou had to go and read about it anyway. Good move. Suffer -4 Wp, and 1d5+1Corruption and 1d5+2 insanity points for reading the "bad kind of books." Gain theForbidden Lore (any) skill.

    3

    Naughty School. You had an encounter with a Chaos Tainted center of learning. Suffer -3Wp, and 1d5-3 Corruption and 1d5-2 Insanity points. Gain the Scholastic Lore (Occult)skill as a result of your brush with these agents of evil.

    4

    Minor Crime Committed. You have been convicted of a crime and sentenced to 1d5-2years (added to starting age) performing strenuous physical labor. Suffer -3 T and -2 Fel.Gain +3 Str.

    5

    Hands On Experience. Sometimes you have to get your hands dirty. You have taken risks,which have cost you, to gain specialized knowledge. Suffer -2 T. Gain the Forbidden Lore(any), and Scholastic Lore (any) skills.

    6"I Hit Something!" You helped to defend the Administratum building you worked in.Gain +6 BS and +3 Fel. Suffer -1 Wound.

    7

    Merit Finally Recognized. Your efforts have finally been recognized. Gain +3 to any twocharacteristics. Gain the Cipher (any), and Secret Tongue (any) skills. Gain one item of Good Quality (should be something along the lines of a data pad or cogitator, work withGM to determine item).

    8

    Worthy to Serve the Emperor. You have performed some deed that has marked you asworthy of the Emperor's favor. Gain +5 T, +3 WP, gain +2 Fate points, and the ScholasticLore (any) skill.

    9Forgotten Secrets. You have uncovered secret knowledge thought to be lost. Gain +4 Intand +2 Fel. Gain any 2 Scholastic and any 2 Forbidden Lore skills.

    10

    Exceptional Mental Gift. You have the ability to remember everything you have everread. Gain +5 Int, +3 Per, and the Common Lore (any), Inquiry, Forbidden Lore (any), andScholastic Lore (any 2) skills. Gain the Total Recall talent.

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    Career Events Tableby Darien Gross

    Arbitrator Career Events1d10 Roll Event

    1

    Disabled. You had a terrible accident leaving you almost crippled. You suffer -5 Per, -3

    Str. Suffer -2 Wound points (permanently).

    2Cult Investigations. You investigated a murder cult and never got over what you saw.Suffer -2 Int and Wp. Gain 1d5+1 Corruption and 1d5+2 Insanity points.

    3

    Charnel House. You investigated a slum that was the site of cult activities. You still wakescreaming from the memories of what you saw. Suffer -3 T. Gain 1d5-3 Corruption and1d5-2 Insanity points. Gain the Forbidden Lore (Cults) skill.

    4

    Taking Bribes. You have been accused of corruption and assigned to 1d5-2 years (addedto starting age) working the most dangerous cases in the most dangerous areas. Suffer -3Fel, and -2 T. Gain +3 Str.

    5Tortured by Cultists. Luckily you were rescued - eventually. Suffer -2 T due to the extentof your injuries and gain Forbidden Lore (Cults) skill.

    6Raid!!! You have participated in a successful raid. Gain +3WS, BS, and Fel. Suffer -1Wound point permanently.

    7

    Hard Work Rewarded. Your dedication and hard work on your last case have beennoticed and you have been rewarded by your superiors. Gain +3 to any 2 characteristics.Gain the Inquiry and Intimidation skills. You are presented with a Good Quality weapon (15 = Sword. 6-10 = Pistol).

    8

    Worthy to Serve the Emperor. You have performed some deed that has marked you asworthy of the Emperor's favor. Gain +5 Str and +3 Int. Gain +2 Fate points and theScholastic Lore (Cryptology) skill.

    9

    Intensive Vehicle Training. You have received specialized training in the operation of multiple vehicles. Gain +6 Ag and the Drive (Ground Vehicle, Hover Vehicle), and Pilot(Civilian Craft, Military Craft) skills.

    10

    SWAT Training. You have been selected to undertake Special Weapons And TacticsTraining. Gain +4 WS and BS, and the Climb, Demolition, Medicae, Security, and SilentMove skills. Also gain the Arms Master talent.

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    Career Events Tableby Darien Gross

    Assassin Career Events1d10 Roll Event

    1

    Job Gone Sour. Your last job was an utter failure, and you only barely got away alive.

    Suffer -5 Ag, -3 Per, and -2 Wounds (permanently) due to your failure.

    2Trapped. Your escape plan led some place very bad and you were trapped for severaldays. Suffer -4 T and gain 1d5+1 Corruption and 1d5+2 Insanity points.

    3

    Hit Gone Wrong. An easy job that had a minor hitch, cultists. You were able to get clear,but not unscathed. Suffer -3 Wp, and gain 1d5-3 Corruption, 1d5-2 Insanity, and the Swimskill.

    4

    Minor Crime Committed. You have been accused of an embarrassing minor crime (likeForgery) and sentenced to 1d5-2 years (added to starting age) in a minimum securityprison. Suffer -3 Ag, and -2 Per. Gain +3 Fel.

    5Shot Up. You weren't as quiet on your last job as you would have liked. Suffer -2 T, butgain the Concealment and Silent Move skills.

    6

    Heavy Resistance. That last job had too many bodyguards, but they still couldn't stopyou. Gain + 3 WS and BS, OR +6 to either WS or BS (your choice). +3 Fel, but -1 Wound(permanent).

    7

    Perks of the Job. Sometimes good things happen. And sometimes, those good things willcome with extra benefits. Your last job, was one of those times when it happens withbenefits. Gain +3 Ag and Per, the Awareness, and Search skills, and 1 Good Quality item(work with GM to determine item).

    8

    Worthy to Serve the Emperor. You have acted in such a way as to prove your loyalty tothe Golden Throne. Gain +5 Ag, +3 Per, and +2 Fate points. You also gain the ScholasticLore (Chymistry)skill.

    9

    Defying Gravity. You are just as comfortable walking across a wire 2 km up, as you are onthe ground. Gain +6 Ag, and the Acrobatics, Climb, Contortionist, and Pilot (Civilian Craft)skills.

    10

    Best of the Best. If the Inquisition hadn't recruited you, you would have probably becomehead of your own Guild. As it is, you have received advanced, specialist training from anInquisitorial Assassin's Guild. Gain +4 Ag and Per. Gain the Ciphers (Occult), ForbiddenLore (Inquisition), Interrogation, Lip Reading, and Medicae skills. In addition, you also gainthe Ambidextrous talent.

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    Career Events Tableby Darien Gross

    Gaurdsman Career Events1d10 Roll Event

    1

    Shot up Bad. You survived, but not completely intact. Subtract -5 T and -3 Str. Lose -2

    Wound points permanently.

    2

    Shell Shocked. Your first action was against things that should never exist in the galaxy.You have been affected worst than anyone else in your platoon. Suffer -2 T and Wp. Gain1d5+1 Corruption and 1d5+2 Insanity points.

    3Over the Top! Trench warfare has left you scarred. Suffer -3 Str. Gain 1d5-3 Corruptionand 1d5-2 Insanity points, and the Dodge skill.

    4

    Minor Crime Committed. You have been accused of a minor crime (such as blackmarketeering or insubordination) and sentenced to 1d5-2 years (added to starting age) of physical labor. Gain +3 Str, -2 Per and -3 T.

    5Learning the Ropes. It cost you, but you have gained knowledge. Suffer -2 Ag, but gainthe Demolition, and Medicae skills.

    6Combat! No Longer a raw recruit, you have been blooded in the fires of war and havesurvived. Gain +3 WS, BS, and Fel, but suffer -1 Wound point permanently.

    7

    The Spoils of War. You have acquired trophies during your many campaigns, as well as afew extra skills. Gain +3 Ag, Per, and the Awareness and Search skills. You have alsofound a single, Good Quality item (1-5 = melee. 6-10 = Gun).

    8

    Worthy to Serve the Emperor. You have performed some deed that has marked you asworthy of the Emperor's favor. Gain +5 Str and +3 T. Gain +2 Fate points and theIntimidate skill.

    9

    Survival Training Crash Course. You received advanced training in survival. Basically, itwas "Pass / Fail." You passed. Gain +4 T, +2 Str, also gain the Concealment, Navigation(Surface), Survival, and Swim skills.

    10

    Commando Training. You received advanced combat training as an Imperial Commando.Gain +5 WS or BS, +3 T. Gain the Ciphers (War Cant), Drive (Walker), Pilot (Military Craft),Secret Tongue (Military), and Tech Use skills, and either the Arms Master or the BladesMaster talent.

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    Career Events Tableby Darien Gross

    Psyker Career Events1d10 Roll Event

    1

    Disabled. You had a terrible accident leaving you almost crippled. You suffer -5 WP, -3

    Ag, and lose 2 wounds permanently.

    2

    A Taste of Power. The insidious lure of the Warp has tempted many men, you are one of them. But unlike most others, you resisted. Suffer -4 WP, 1d5+1 Corruption and 1d5+2Insanity points.

    3

    Bad Day, Worst Night. You have suffered terrible, recurring nightmares of being huntedby your friends and family because of what you are. You suffer -3 Int, 1d5-1 Corruption,and 1d5+1 Insanity points.

    4

    Minor Crime Committed. You have been accused of an embarrassing minor crime andsentenced to 1d5-2 years (added to starting age) in a minimum security prison. Gain +2Str, +2 Ag, and -3 Fel.

    5The Emperor Protects: But sometimes such protection comes at a terrible price. Youhave paid that price and more. Suffer -2 T, but gain the Psyniscience and Survival skills.

    6In Service to the Throne: You have tasted combat in service to the God-Emperor andlived to tell the tale. Gain +3 WS and BS. Gain +3 Fel and -1 Wound point.

    7

    Sanctioned Before the Golden Throne: You have been tested and have had your soulreforged to serve the Golden Throne and the God-Emperor of Terra. Gain +6 Wp and theAwareness and Psyniscience skills. Additionally something about you gained the attentionof someone in power. You have been gifted with an item of Good Quality as a mark of your Oath to the Throne (work with the GM to determine the item).

    8

    Worthy to Serve the Emperor. You have performed some deed that has marked you asworthy of the Emperor's favor. Gain +5 WP and +3 Per, gain +2 Fate points and theScrutiny skill.

    9

    Strengthened by the God-Emperor. With the God-Emperor on your side, any adversitycan be overcome. Gain +6 to any ability(s) of your choice. Gain the Awareness,Command, Forbidden Lore (Psykers), and Scholastic Lore (Imperial Creed) skills.

    10

    Alpha-Level Awakening. Your psychic potential is greater than any but the Emperor couldhave guessed and you have sworn to use it to further His works. Gain +8 Wp, and theAwareness, Deceive, Forbidden Lore (Psykers), and Psyniscience skills. You start with the

    Psy Rating 2 talent (hereafter, all Psy Ratings advances will be for the next highestnumber).

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    Career Events Tableby Darien Gross

    Scum Career Events1d10 Roll Event

    1

    Disabled. You had a terrible accident leaving you almost crippled. You suffer -5 to Ag, -3

    Fel, and lose 2 wounds permanently.

    2

    Joined the Wrong Gang. Boy did you! Turns out they were cultists as well as gangers.You're lucky to be alive. Suffer -3 Per and -1 Fel, gain 1d5+1 Corruption and 1d5+2Insanity.

    3Psykers Are BAD! Especially unsanctioned, wild ones that manifest in yourneighborhood. Suffer -3 T, gain 1d5-1 Corruption and 1d5+1 Insanity.

    4

    Minor Crime Committed. You have been accused of an embarrassing minor crime (likePossession of Forged Documents) and sentenced to 1d5-2 years (added to starting age) ina minimum security prison. Gain +2 Str, Ag, and -3 Fel.

    5Job Gone Sour. It was supposed to be a quick, easy job Suffer -2 Ag but gain theCommon Lore (Underworld), and Evaluate skills.

    6Turf War! You've been involved in a major conflict between rival "gangs" and have comethrough relatively unscathed. Gain +3 WS, BS, and Fel. Suffer -1 Wound.

    7

    The Perfect Crime. You've managed to pull off the perfect heist. Gain +3 Ag, +2 Per, and+1 to either WP, Int, or Str. Gain the Awareness and Security skills. Additionally, youmanaged to obtain an item of Good Quality (work with the GM to determine item).

    8

    Worthy to Serve the Emperor. You have performed some deed that has marked you asworthy of the Emperor's favor. Gain +5 Per and +3 Ag. Gain +2 Fate point and theAcrobatics skill.

    9

    Membership Pays Off. You are finally reaping the benefits of your membership with thelocal underworld (gang, crime family, syndicate, etc.). Gain +3 Ag, +2 T, and +1 Fel. Gainthe Blather, Carouse, Disguise, and Search skills.

    10

    Master of the "Trade". You have reached an enviable degree of skill. Gain +4 Per, +2 Ag,and +2 WP. Gain the Acrobatics, Climb, Security, Shadowing, and Sleight of Hand skills.Gain the Dark Soul talent.

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    Career Events Tableby Darien Gross

    Tech-Priest Career Events1d10 Roll Event

    1

    Unworthy of the Omnissiah. Your body has rejected one (or more) of the many

    cybernetic systems that you have been gifted with. Suffer -5 T, -3 Ag, and lose -2 Woundpoints permenantly.

    2

    Experimented on by Hereteks. You were used in a HereTech's bio-experiment and werelucky to have survived. Suffer -2 Ag and Per, gain 1d5+2 Corruption and 1d5+3 Insanitypoints. Gain the Forbidden Lore (Archaeotech) skill.

    3

    Hunters in the Matrix. You have encountered minor, demonic entities residing within acorrupted computer matrix. Suffer -3 Int and gain 1d5-1 Corruption and 1d5+1 Insanitypoints. Gain the Forbidden Lore (Daemonolgy) skill.

    4

    Minor Crime Committed. You have committed a crime against the Adeptus Mechanicusand are subjected to 1d5-2 years (added to starting age) of dangerously strenuous labor.Gain +3 Str, but suffer -3 T and -2 Fel.

    5Knowledge at Any Cost. You have sacrificed your physical health for the sake of knowledge. Suffer -2 T, but gain the Scholastic Lore (Astromancy and Numerology) skills.

    6For the Omnissiah!! You have fought and bled for the Omnissiah. Gain +3 WS, BS, andFel. Suffer -1 Wound point permenantly.

    7

    Faith Through Creation. You have shown your devotioon and faith by the ritualisedcreation of an item. Gain +3 Int and Per, the Trade (Armourer and Smith) skills and oneGood Quality item (1-5 = melee. 6-19 = ballistic).

    8Worthy of the Omnissiah. Faith protects, and you are living proof. Gain +5 T, +3 Ag, +2Fate points, and the Dodge skill.

    9

    Advanced Training. You have received advanced traingin in one of several areas of learning. Gain +4 Int and +2 Per. Gain the Scholastic Lore (any 2) and the Trade (any 2)skills.

    10

    Chosen of the Omnissiah. You are the pinnacle of the Cult Mechanicus ideal and haveincreased the range of your learning. Gain +5 Int and +3 Per. Gain the Forbidden Lore(Archaeotech), Medicae, Scholastic Lore (any 2), and Security skills. Also gain theMechadendrite Use (any) talent.