Only Rogues Origins

Homeworld

Death World
Characteristic Modifiers: + 5 Strength, + 5 Toughness, -5 Willpower, -5 Fellowship
Starting Skills: Survival
Starting Talents: Jaded or Resistance (Poisons), Weapon Training (Low Tech)
Paranoid: Suffer a -10 Penalty to Interaction Skill tests made in formal environments.
Survivor: Gain a + 10 bonus to resist Pinning and Shock
Starting Wounds: Double your Toughness Bonus, then add 1d5+2 to the result to determine starting wounds.
Starting Fate Points: Roll 1d10. 1-5 means you start with 2 Fate Points, 6-10 means you start with 3.
OR
Frontier World
Characteristic Modifiers: + 5 Strength, -5 Intelligence
Starting Skills: Survival
Leery of Outsiders: -10 to interact with people you’ve never met before.
Tenacious Survivalist: May re-roll Initiative, but must accept the second result.
Xenos Interaction: Ignore the Fear traits of any aliens with Fear (1 or 2). However, suffer -5 when interacting with the Imperial Cult.
Starting Wounds: Double your toughness bonus, then add 1d5+2 to the result to determine starting wounds.
Starting Fate Points: Roll 1d10. 1-5 means you start with 2 Fate Points, 6-10 means you start with 3.

Void Born
Characteristic Modifiers: -5 Strength, + 5 Willpower
Starting Skills: Linguistics (Ship Dialect), Navigate (Stellar), Pilot (Void Ship)
Charmed: When spending a Fate Point, roll 1d10. On a roll of 9, the fate point is not expended.
Ill-Omened: Suffer -10 on all Interaction Tests with non-Void Born humans.
Void-Accustomed: You are immune to Space Travel Sickness, and do not treat zero-gravity environments as difficult terrain.
Starting Wounds: Double your Toughness Bonus, then add 1d5 to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-5 means you start with 3 Fate Points, 6-10 means you start with 4.
OR
Footfallen
Characteristic Modifiers: -5 Ballistic Skill, -5 Toughness, + 5 Agility, + 5 Fellowship
Starting Skills: Common Lore (Koronus Expanse), Psyniscience
Starting Talents: Peer (choose one: Astropaths, the Insane, Underworld, Void Born, Workers), Polyglot, Rival (The Inquisition)
Starting Wounds: Double your Toughness Bonus, then add 1d5 to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-4 means you start with 2 Fate Points, 5-7 means 3, 8-10 means 4.

Forge World
Characteristic Modifiers: -5 Weapon Skill, + 5 Intelligence
Starting Skills: Common Lore (Tech and Machine Cult)
Talents: Technical Knock
Fit For Purpose: Increase one Characteristic of your choice by 3.
Stranger to the Cult: Suffer -10 on tests involving knowledge of the Imperial Creed, and -5 on tests involving interaction with the Ecclesiarchy.
Starting Wounds: Double your Toughness Bonus and add 1d5+1 to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-5 means you start with 2 Fate Points, 6-9 means you start with 3, 10 means you start with 4.
OR
Fortress World
Characteristic Modifiers: + 5 Ballistic Skill, + 5 Willpower, -5 Intelligence, -5 Fellowship
Starting Skills: Common Lore (War), Linguistics (Military Cant)
Starting Talents: Hatred (Choose one), Weapon Training (Las OR SP), Nerves of Steel
Constant Combat Training: Suffer -5 on Interaction tests regarding anything but combat.
Starting Wounds: Double your Toughness Bonus and add 1d5+1 to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-9 means you start with 3 Fate Points, 10 means you start with 4.

Hive World
Characteristic Modifiers: -5 Toughness, + 5 Fellowship
Starting Skills: Linguistics (Hive Dialect), Tech-Use
Accustomed to Crowds: Hive Worlders do not treat crowds of people as difficult terrain, and suffer no penalty to Agility Tests to keep their feet in a crowd.
Hivebound: Suffer a -10 penalty to Survival, and suffer -5 to all Intelligence-based Tests when outside of “civilized” areas.
Wary: + 1 to Initiative Rolls.
Starting Wounds: Double your Toughness Bonus and add 1d5+1 to the result to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-5 means you start with 2 Fate Points, 6-8 means you start with 3, 9-10 means you start with 4.
OR
Battlefleet
Characteristic Modifiers: + 5 Willpower, + 3 Fellowship, -5 Perception
Starting Skills: Common Lore (Imperial Navy), Linguistics (Military Cant), either Navigation (Stellar) OR Operate (Void Ship).
Officer on Deck: Gain + 5 to all Command tests while aboard a spacecraft.
Void-Born Ancestry: see Void Accustomed (above, in Void Born)
Ship-Bound Fighter: Suffer -2 to Initiative and double Long Range penalties while planetside. This does not apply when in a confined space.
Starting Wounds: Double your Toughness Bonus and add 1d5 to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-6 means you start with 3 Fate Points. 7-10 means you start with 4 Fate Points.

Imperial World
Characteristic Modifiers: + 3 Willpower
Starting Skills: Common Lore (Imperial Creed, Imperium, War), Linguistics (High Gothic)
Blessed Ignorance: Suffer a -5 penalty on all Forbidden Lore tests.
Starting Wounds: Double your Toughness Bonus and add 1d5 to the result to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-8 means you start with 3 Fate Points, 9-10 means you start with 4.
OR
Penal World
Characteristic Modifiers: + 5 Toughness, + 5 Perception, -5 Willpower, -5 Fellowship
Starting Skills: Security, either Deceive or Intimidate
Starting Talents: Peer (Underworld), Light Sleeper
Criminal: Suffer -20 to interact with the Adeptus Arbites, Ecclesiarchy, Enforcers or the Military should your past become known to them.
Nightmares: Gain 1d5 Insanity Points.
Underground Resources: When making Acquisition tests on a planet with a criminal underworld, you can choose to make the item’s availability one step more common. However, on a roll of doubles, your less-than-reputable methods of procurement attract unwanted attention. You may only use this ability once every other game session.

Noble Born
Characteristic Modifiers: -5 Willpower, + 5 Fellowship
Starting Skills: Linguistics (High and Low Gothic)
Starting Talents: Peer (Nobility, and one of the following: Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military or Underworld)
Etiquette: + 10 to all Interaction Skill tests when dealing with high authority or formal situations.
Legacy of Wealth: + 1 to the group’s starting Profit Factor.
Vendetta: You have an enemy. A powerful enemy. Watch your back.
Starting Wounds: Double your Toughness Bonus and add 1d5 to the result to determine your starting wounds.
Starting Fate Points: Roll 1d10. 1-3 means you start with 2 Fate Points, 4-9 means you start with 3, 10 means you start with 4.
OR
Child of Dynasty
Characteristic Modifiers: -3 Toughness, + 3 Intelligence, -5 Willpower, + 5 Fellowship
Starting Skills: Linguistics (High Gothic)
Talents: Enemy (an unknown foe, created by the GM)
Dynastic Warrant: Gain +3 Ship Points. However, your group cannot cash in their Ship Points to gain extra Profit Factor; any extraneous Ship Points are lost.
Honour Amongst One’s Peers: Gain + 5 to all Fellowship tests to interact with high-ranking members of the Imperium.
Starting Wounds: Double your Toughness Bonus and add 1d5 to determine starting wounds.
Starting Fate Points: Roll 1d10. 1-3 means you start with 2 Fate Points, 4-7 means 3, 8-10 means 4.

Birthright

Scavenger: Gain the Unremarkable or Resistance (Fear) talent, plus increase either your Willpower or Agility by 3. However, gain 1d5 Corruption or 1d5 Insanity.
OR Fringe Survivor: Choose one of the following:
-Survivalist (Costs 300xp): + 3 Toughness or Perception, Survival as a trained skill, + 1 Fate Points, 1d5+1 Insanity.
-Heretek (Costs 100xp): + 3 Intelligence, two of the following: Common Lore (Tech), Forbidden Lore (Archeotech), Tech-Use, Medicae, Scholastic Lore (Any). Gain 1d5 Corruption.
-Pit-Fighter (Costs 200xp): + 3 Weapon Skill, either + 3 Toughness or + 3 Strength. Gain Rival (Underworld) and a point of Corruption.

Scapegrace: Gain the Sleight of Hand skill, plus a + 3 bonus to either Intelligence or Perception. However, gain 1d5 Corruption or 1d5 Insanity.
OR Unnatural Origin: Choose one of the following:
-Contaminated Environs (Costs 100xp): Gain the Peer (Mutants) and Resistance (Poisons) talents, as well as + 3 to either Toughness or Willpower. Suffer -3 Fellowship. For 100xp, roll once on the Mutation Table, re-rolling any results of 75 or higher.
-False-Man (Costs 300xp): Gain the Ambidextrous, Autosanguine and Chem-Geld talents. Gain + 3 to any two characteristics, but suffer -3 to any one characteristic and gain 2d10 Insanity or lose one Fate Point permanently.
-Tainted by the Warp (Costs 200xp): Gain the Jaded and Dark Soul talents, and Forbidden Lore (Warp). Further, gain + 3 to either Perception or Willpower. However, suffer -3 Fellowship and 1d10 Corruption. For an additional 300xp, you may purchase the Favoured by the Warp talent and gain 1d10 further Corruption.

Stubjack: Gain the Quick Draw talent and Intimidate skill, as well as + 5 to either WS or BS. Suffer -5 to Fellowship and gain 1d5 Insanity.
OR Unnatural Origin: See above.

Child of the Creed: Gain the Unshakeable Faith talent and either + 3 Willpower or + 3 Fellowship, but suffer -3 WS.
OR In Service to the Throne: Choose one of the following:
-Tithed (Costs 350xp): Gain a single Common Lore skill from the following: Adeptus Astra Telepathica, Administratum, Imperial Creed, Imperial Guard, Imperial Navy, Imperium or War. Additionally, gain any two of the following Skill and Talents: Operate (Any one), Medicae, Navigation (Surface), Survival, Tech-Use, Weapon Training (Las OR SP). Finally, gain + 3 to either Willpower or Ballistic Skill.
-Born to Lead (Costs 200xp): Gain Command and one of the following Scholastic Lore skills: Bureaucracy, Imperial Creed, Judgement or Tactica Imperialis. Additionally, gain + 2 to Intelligence and Fellowship, but suffer -3 Toughness.
-One Amongst Billions (Costs 200xp): Gain the Paranoia and Unremarkable talents, and any one Trade or Common Lore skill. Gain + 3 Perception or Intelligence, but suffer -3 Strength.

Savant: Gain either the Logic skill or Peer (Academic) talent, as well as + 3 to either Intelligence or Fellowship. Suffer -3 Toughness.
OR Fringe Survivor: See above.

Vaunted: Gain the Decadence talent and + 3 to either Agility or Fellowship. Suffer -3 Perception and 1d5 Corruption.
OR In Service to the Throne: See above.

Lure of the Void

Tainted: Pick one of the following.
-Mutant: roll once on the Mutations table, or spend 200xp to choose a mutation from the results lower than 74 on the table.
-Insane: Suffer either -3 Fellowship or -1 Fate Point. Gain + 3 Toughness, the Peer (the Insane) talent, and 2d10 Insanity.
-Deviant Philosophy: Gain + 3 Willpower and the Enemy (Ecclesiarchy) talent.
OR Hunter: Choose one of the following:
-Bounty Hunter (250xp): Gain + 3 Willpower, + 3 Fellowship and the Bloodtracker talent. Gain 1d5 Corruption or Insanity.
-Xenos Hunter (200xp): Gain + 3 Weapon Skill or Ballistic Skill. Gain either Leap Up or Sprint as a talent, and either Scholastic Lore (Beasts) or Survival as a trained skill.
-Hunted (100xp): Gain + 3 Perception and either Paranoia or Light Sleeper as a talent. Additionally, gain the Enemy talent, where the enemy is whoever (or whatever) is hunting you.

Criminal: Choose one of the following.
-Wanted Fugitive: Gain the Enemy (Adeptus Arbites) and Peer (Underworld) talents.
-Hunted by a Crime Baron: Gain + 3 Perception and the Enemy (Underworld) talent.
-Judged and Found Wanting: Suffer -5 Fellowship. Gain a poor-Craftsmanship bionic limb or implant. You may spend 200xp to upgrade it to Common craftsmanship or 300xp to make it Good.
OR Crusade: Choose one of the following:
-Call to War (Costs 150xp): Gain + 5 Ballistic Skill, the Peer (Military) and Hatred (select from Eldar, Orks, Kroot or Chaos) talents, and 1d10 Insanity.
-Chasing the Enemy (Costs 150xp): Gain + 3 Intelligence or Willpower. Also gain the Hatred talent representing the group you’re chasing through the cosmos.
-Warrior (Costs 250xp): Gain + 5 Weapon Skill and either + 5 Toughness or + 5 Agility. Suffer -5 Fellowship. Gain the Meditation talent.

Renegade: Choose one of the following.
-Recidivist: Gain the Stealth skill, as well as the Enemy (Adeptus Arbites) and Resistance (Interrogation) talents.
-Free-Thinker: Gain either + 3 Intelligence or + 3 Perception, as well as the Enemy (Ecclesiarchy) talent. Suffer -3 Willpower.
-Dark Visionary: suffer 1d5+1 Insanity or Corruption. In return, gain the Dark Soul talent and the Forbidden Lore skill of your choice.
OR Crusade: See above.

Duty Bound: Choose one of the following.
-Duty to the Throne: Gain + 3 Willpower and (if you meet the WP 40 requirement) the Armour of Contempt talent. Suffer a -10 penalty when interacting with those outside the Imperium such as Xenos and traitors.
-Duty to Humanity: Gain + 3 Perception or Intelligence. Reduce the group’s starting Profit Factor by 1.
-Duty to your Dynasty: Gain the Enemy (Rogue Trader Dynasty) talent and suffer -3 to your Toughness. Increase the group’s starting Profit Factor bt 1.
OR Hunter: See above.

Zealot: Choose one of the following.
-Blessed Scars: Gain + 10 to Intimidate tests and suffer -10 to Charm. Gain a poor-Craftsmanship bionic limb or implant. You may spend 200xp to upgrade it to Common craftsmanship or 300xp to make it Good.
-Unnerving Clarity: Gain + 5 Willpower. Suffer your choice of -5 Fellowship or 1d10 Insanity.
-Favoured of the Faithful: Gain + 5 Fellowship and the Peer (Ecclesiarchy) talent. Suffer -5 Toughness.
OR New Horizons: Choose one of the following.
-Seeker of Truth (Costs 100xp): Gain + 3 Intelligence and any Scholastic Lore skill. Suffer 1 Corruption.
-Xeno-Arcanist (Costs 200xp): Gain + 3 Intelligence or + 3 Willpower. In addition, gain Peer (Academics) or Forbidden Lore (Xenos).
-Archeotechnologist (Costs 250xp): Gain + 3 Intelligence or + 3 Perception, as well as Forbidden Lore (Archeotech). In addition, gain one randomly determined item from Table 1-2 on page 30 of the RT book.

Chosen by Destiny: Choose one of the following.
-Seeker of Truth: Gain the Foresight and Enemy (either Academics or Ecclesiarchy) talents. Suffer -3 Willpower.
-Xenophile: Gain a + 10 bonus to Interaction Tests with aliens. Suffer -5 to Willpower tests involving alien artefacts and psychic powers.
-Fated for Greatness: Gain + 1 Fate Points and 1d10+1 Insanity.
OR New Horizons: See above.

Trials and Travails

The Hand of War: You gain any one Weapon Training talent or the Leap Up talent, as well as the Hatred talent against the foe that has most defined your past. Choose from one of the following: Orks, Eldar, mutants, Chaos worshippers, the Imperial Guard, the Imperial Navy or Void Pirates. You suffer a -10 penalty to interactions with them, and may react violently at inopportune moments towards them.
OR Darkness: Choose one of the following.
-Forbidden Knowledge (Costs 200xp): Gain any one Common Lore and any one Forbidden Lore skill. Also, gain the Paranoia and Enemy talents; the Enemy is the group whose forbidden knowledge you stole.
-Warp Incursion (Costs 100xp): Gain Resistance (Psychic Powers) and the Light Sleeper talents. Suffer 1d5 Corruption.
-Dark Secret (200xp): Gain + 6 to any one Characteristic. However, gain d5 Insanity and a dark secret you harbour and must attempt to be rid of.

Press-Ganged: Gain any one skill. In addition, either gain or improve one Common Lore skill. However, you react violently to all attempts to impinge upon your freedom.
OR A Product of Upbringing: Choose one of the following.
-New Blood (Costs 200xp): Gain the Enemy (Nobility) talent and + 1 to the groups Profit Factor.
-Rivals (Costs 100xp): Gain + 3 Fellowship and the Enemy talent. You must make a Difficult Willpower test to avoid trying to visit retribution against your rival, should you encounter them. You also gain the Peer talent, with the Peer being a group allied with you against your rival.
-Decadent (Costs 150xp): Gain + 3 Willpower, the Decadence Talent, and a + 5 bonus to Charm tests. Also gain 1d5 Corruption.

Calamity: Gain the Light Sleeper talent as well as either the Hardy or Nerves of Steel talent. However, decrease the group’s starting Profit Factor by 1.
OR Lost Worlds: Choose one of the following.
-Lost Dynasty (Costs 400xp): Add + 1 to the group’s Profit Factor and gain +1 Fate Point.
-Rogue Planet (Costs 200xp): Gain + 3 Willpower and a single Exploration Skill. Suffer 1d5 Insanity.

Ship-Lorn: Gain the Survival skill or the Dark Soul talent. When you spend a Fate Point to regain wounds, you may re-roll the result but must accept the second. However, reduce your starting Fate Points by 1, and suffer a -5 penalty when interacting with voidfarers who know of your reputation and are not personal friends.
OR Product of Upbringing: See above.

Dark Voyage: Gain a Forbidden Lore skill or the Resistance (Fear) talent, as well as 1d5 Insanity.
OR Lost Worlds: See above.

High Vendetta: Gain either the Die Hard talent or the Paranoia talent, as well as the Inquiry skill. However, you react violently to all threats to your honor. Dueling may be involved.
OR Darkness: See above.

Motivation

Endurance: Gain + 1 Wound.
OR Devotion: Choose one of the following:
-Creed (Costs 200xp): Gain Charm and Common Lore (Imperial Creed), as well as the Inspire Wrath talent.
-Duty (Costs 100xp): Gain either the Armour of Contempt or Unshakeable Faith Talent. Also, gain +3 Willpower.
-Loyalty (100xp): Gain Trade (Voidfarer). All your Willpower and Fellowship tests made aboard a ship you live on gain a + 5 bonus.

Fortune: Gain + 1 Fate Point.
OR Exhilaration: Choose one of the following:
-New Horizons (Costs 200xp): Gain Common Lore (Koronus Expanse) and Scholastic Lore (Astromancy).
-The Thrill of War (Costs 250xp): Gain Scholastic Lore (Tactica Imperialis). Gain the Nerves of Steel and Quick Draw talents. Finally, gain + 3 WS or BS but suffer -3 Fellowship.
-No Joy Unexplored (Costs 200xp): Gain the Decadence Talent and a +10 bonus to all Toughness tests to carouse. Gain + 3 to either Toughness or Fellowship, but suffer -3 Willpower and 1d5 Corruption.

Vengeance: Gain the Hatred (Choose one) talent.
OR Knowledge: Choose one of the following.
-Knowledge is Life, Life is Knowledge (Costs 300xp): Gain any two Scholastic Lore skills and the Total Recall talent. For 200xp you may gain a third Scholastic Lore skill.
-Know Thy Foe (Costs 200xp): Gain any one Forbidden Lore skill. You may purchase an additional Scholastic Lore skill for 100xp.
-Knowledge is Power, Guard it Well (Costs 300xp): Gain any one Common Lore or Scholastic Lore skill, and the Foresight talent. Additionally, gain + 3 Intelligence or Perception.

Renown: Gain either the Air of Authority or Peer (Choose One) talent.
OR Devotion: See above.

Pride: Gain an Heirloom Item (there’s a chart in the book) or + 3 Toughness.
OR Knowledge: See above.

Prestige: Improve any skill you possess by one level or gain the Peer (Choose One) talent.
OR Exhilaration: See above.

Fear: Fear can replace any of the other Motivations. Choose one of the following:
-Enemy in Ascendance (100xp): Gain the Paranoia talent and + 3 Perception.
-Haunted by thy own Sins (300xp): Gain the Dark Soul, Frenzy and Flagellant talents, as well as any one Forbidden Lore skill. Gain 1d10 Corruption.
-Tormented by the Unspeakable (200xp): Gain the Light Sleeper, Jaded and Resistance (Fear) talents. However, you also gain 2d10 Insanity.

Lineage

Lineages are strictly optional.

A Proud Tradition: Choose one of the following.
-Heir Apparent (Costs 100xp): Pick a single skill from your Career Paths starting skills; you gain an additional rank in that skill.
-Uncertain Inheritance (Costs 300xp): Gain the Paranoid talent and Deceive skill. Also, gain + 3 to either Intelligence or Perception.

Witch-Born: Choose one of the following.
-Perilous Choice (Costs 500xp): Gain the Psyker Elite Advance, Psyniscience as a trained skill, and a single Psychic Power worth no more than 100xp.
-Proven to be Pure (Costs 200xp): Gain the Resistance (Psychic Techniques) talent.
-Witch-Knowledge (Costs 300xp): Gain Forbidden Lore (Psykers OR Warp) as a trained skill, plus the Peer (Astropaths OR the Insane) Talent.

Accursed Be Thy Name: Choose one of the following.
-Outraged Scion (Costs 300xp): Gain the Armour of Contempt talent and select two Forbidden Lore skills from the following: Daemonology, Heresy, Mutants, Pirates, Psykers, The Warp, or Xenos.
-Secret Taint (Costs 400xp): Gain the Dark Soul talent and Deceive skill. In addition, gain + 5 Intelligence or Willpower and 1d10+10 Corruption.
-Vile Insight (300xp): Select any three Forbidden Lore skills from the following: Daemonology, Heresy, Mutants, Pirates, Psykers, The Warp or Xenos. Gain 2d5 Insanity and 2d5 Corruption.

Disgraced: Choose one of the following.
-Another Generation of Shame (Costs 100xp): Gain the Peer (Underworld) talent and a + 10 bonus to all Toughness tests involving carousing. However, reduce Profit Factor by 2.
-The Last Child (Costs 200xp): Gain Commerce and any one Trade skill. Additionally, gain + 3 Intelligence or Fellowship. However, reduce Profit Factor by 3.
-The One to Redeem Them (Costs 300xp): Gain Commerce as a trained skill and gain a + 50 to Achievement Points when completing any objective for an Endeavour. Reduce Profit Factor by 1.

Of Extensive Means: Choose one of the following.
-A Powerful Legacy (Costs 350xp): Gain a rank each of Intimidate and Command, as well as the Air of Authority talent.
-Born to Wealth (Costs 300xp): Increase Profit Factor by 2.
-Far-Reaching Contacts (Costs 300xp): Gain any three Peer talents.

A Long and Glorious History: Choose one of the following.
-A Dark Secret (Costs 100xp): Gain Deceive and Scrutiny as trained skills, but reduce starting Profit Factor by 1.
-My Great-Grandfather Built this Colony (Costs 350xp): Gain any one Peer talent and increase starting Profit Factor by 1.
-Prominent Ancestry (Costs 200xp): Gain Scholastic Lore (Archaic AND Legend).

Careers

Characteristics have either Slow, Medium or Fast advancement patterns. They are as follows:
Fast progression: 100xp for + 5, 250xp for + 10, 500xp for + 15, 750xp for + 20.
Medium progression: 250xp for + 5, 500xp for + 10, 750xp for + 15, 1,000xp for + 20.
Slow progression: 500xp for + 5, 750xp for + 10, 1,000xp for + 15, 2,500xp for + 20.

Elite Advances: Most denizens of the Imperium are content to follow the path that life has set out for them. Others, however, swim against the stream. You may purchase from another Career Path’s rank advances, for double the listed price; this price is reduced by 100xp for each Rank lower the advance is, to a minimum of 100xp (for instance, a Rank 2 Rogue Trader could buy the Bloodtracker talent from the Arch-Militant Rank 1 advances for 900xp instead of 1000xp). This includes starting skills and talents, whose Elite Advance prices are noted. In addition, all Careers may purchase Elite Talents.

Rogue Trader

Starting Skills: Command (200), Commerce (200), Charm (200), Common Lore (Imperium) (200), Scholastic Lore (Astromancy) (200), Linguistics (High and Low Gothic) (200 each)
Talents: Air of Authority (200), Weapon Training (Low Tech, Power, SP or Las, Bolt or Plasma) (400 each).
Starting Gear: Best-Craftsmanship Laspistol or Good-Craftsmanship Hand Cannon or Common Craftsmanship Plasma Pistol. Best-Craftsmanship Mono-Sword or Common Craftsmanship Power Sword. Micro-Bead. Void Suit. Set of Fine Clothes. Xeno-Pelt Cloak. Best-Craftsmanship Enforcer Light Carapace or Storm Trooper Carapace.
Special Ability: Exceptional Leader. Once per round as a Free Action, you may grant an ally a +10 bonus to any one test. You must be in vocal range of the ally and you must be able to see them.

Characteristic Advances:
Weapon Skill: Fast, Ballistic Skill: Medium, Strength: Slow, Toughness: Slow, Agility: Medium, Intelligence: Fast, Perception: Medium, Willpower: Medium, Fellowship: Fast.

Rank 1 Advances:
Awareness skill (100xp)
Common Lore (Rogue Traders) skill (100xp)
Dodge skill (100xp)
Operate (Void Ship) skill (100xp)
Linguistics (Rogue Trader ciphers) skill (100xp)
Linguistics (Trader’s Cant) skill (100xp)
Ambidextrous talent (200xp)
Renowned Warrant talent (200xp)
Attaché talent (200xp) [this may only be purchased once at this discounted price]

Description: Empowered by their sacred Warrant of Trade to travel beyond the boundaries of the Imperium in the Emperor’s name, Rogue Traders are unique among the unwashed masses of humanity. While most denizens of the Imperium are primarily concerned with simply living day-to-day and avoiding the horrors the universe has to offer, Rogue Traders bravely sally forth into the darkness of the void to trade, explore, make war and above all turn a profit from whatever they may find there.

To sum up: You’re the Captain. The Leader. Ambition is good. Greed is good. You are good at greed.

Arch-Militant

Starting Skills: Common Lore (War) (200), Dodge (200), Intimidate (200), Scholastic Lore (Tactica Imperialis) (200), Linguistics (Low Gothic) (200)
Starting Talents: Weapon Training (Low-Tech, Shock or Chain, SP, Las, Plasma, Bolt) (400 each), Sound Constitution (400)
Starting Gear: Good-Craftsmanship Hellgun or Best-Craftsmanship Long-Las or two Common-Craftsmanship Bolt Pistols. Good-Craftsmanship Low-Tech weapon of choice with the Mono upgrade. Micro-Bead. Void Suit. Enforcer Light Carapace. Medikit. Manacles. Data-Slate full of wanted bounties or Arms Coffer or 3 doses of Stimm.
Special Ability: Weapon Master. Choose Pistols, Basic Weapons, Melee Weapons or Heavy Weapons. When using that class of weapon, you gain a + 10 bonus to hit, + 2 to damage and + 2 to Initiative.

Characteristic Advances:
Weapon Skill: Medium, Ballistic Skill: Fast, Strength: Fast, Toughness: Medium, Agility: Fast, Intelligence: Slow, Perception: Slow, Willpower: Slow, Fellowship: Medium.

Rank 1 Advances:
Awareness skill (100xp)
Common Lore (Imperial Guard) skill (100xp)
Common Lore (War) skill (100xp)
Forbidden Lore (Pirates) skill (100xp)
Medicae skill (200xp)
Ambidextrous talent (200xp)
Quick Drawn talent (200xp)
Bloodtracker talent (500xp)
Guardian talent (500xp)

Description: In the grim darkness of the 41st Millenium, there is only war. No life is untouched by the endless conflicts which plague the Imperium; countless men and women die every day to beat back the encroaching forces of the traitor, the heretic and the alien. For most, this bloodshed is a sentence to be endured; for the Arch-Militant, however, it is a calling that must be answered. For them, the opportunity provided by throwing in their lot with a Rogue Trader is not just the siren-call of material wealth, but the promise of conflict, of enemies to be conquered and trophies to be claimed.

To sum up: you’re the best there is at what you do, and what you do isn’t very nice.

Astropath Transcendent

Starting Skills: Awareness (200), Common Lore (Adeptus Astra Telepathica) (200), Forbidden Lore (Psykers) (200), Psyniscience (200, cannot be purchased by non-Psyker), Scholastic Lore (Cryptology) (200), Linguistics (High and Low Gothic) (200 each)
Starting Talents: Weapon Training (Las or SP, Low-Tech) (400 each), Heightened Senses (Sound) (400)
Traits: Psyker ( Psy Rating 2).
Starting Gear: Best-Craftsmanship Laspistol or Best-Craftsmanship Stub Automatic. Best Craftsmanship Mono Sword or Common Craftsmanship Shock Staff. Guard Flak Armour. Charm. Void Suit. Micro-Bead. Psy-Focus.
Special Abilities:
-See Without Eyes: Astropaths are blind, but by the light of the Emperor they see. You are treated as a sighted person, but are immune to effects intended to obscure normal human vision. You cannot see Untouchables at all, however.
-Soul-Bound to the Emperor: Gain + 20 Willpower when resisting daemonic powers or possession. When rolling for Perils of the Warp, roll an additional d10. You may replace either die of your original roll with it.
-Psychic Powers: You begin with the Astral Telepathy power as well as up to 400xp worth of other powers from the Telepathy discipline.

Characteristic Advances:
Weapon Skill: Slow, Ballistic Skill: Slow, Strength: Medium, Toughness: Medium, Agility: Medium, Intelligence: Fast, Perception: Medium, Willpower: Fast, Fellowship: Slow.

Rank 1 Advances:
Common Lore (Administratum) skill (100xp)
Forbidden Lore (The Warp) skill (100xp)
Scholastic Lore (Occult) skill (100xp)
Dodge skill (200xp)
Literacy (Astropath Ciphers) skill (100xp)
Literacy (Rogue Trader Ciphers) skill (100xp)
Rite of Sanctioning talent (500xp)
Warp Affinity talent (500xp)

Description: Psykers are a contradiction within Imperial society. They are shunned, feared and hated by the rank-and-file of the Imperium, but the survival of mankind is entirely dependent on the contributions and sacrifices of those whose souls are open to the Immaterium. Astropaths, particularly, provide the only practical means of stellar communication; without them, messages would take years, if not decades to reach their recipient. No Rogue Trader would take to the Void without at least one Astropath aboard, but the Astropath Transcendent is something even more valuable; a psyker with the fortitude and willpower to operate on the fringes of the galaxy, beyond the light of the Emperor, and flourish.

To sum up: you can kill, heal, and send text messages with your brain.

Explorator

Starting Skills: Common Lore (Machine Cult, Tech) (200 each), Forbidden Lore (Archeotech, Adeptus Mechanicus) (200 each), Linguistics (Explorator Binary, Low Gothic, Techna-Lingua) (200 each, only Tech-Priests speak Binary and Techna-Lingua), Tech-Use (200), Trade (Technomat) (200)
Starting Talents: Weapon Training (Any 3) (400 each), Logis Implant (400)
Traits: Mechanicus Implants
Starting Gear: Common-Craftsmanship Boltgun or Best-Craftsmanship Lasgun or Good-Craftsmanship Hellgun. Best Craftsmanship Shock Staff or Good Craftsmanship Power Axe. Enforcer Light Carapace. Multi-Key. Void Suit. Injector. Sacred Unguents. Micro-Bead. Combi-Tool. Dataslate. Servo-Skull Familiar.
Special Abilities: You begin with two common-craftsmanship bionic implants. You may spend 200xp to increase the craftsmanship of one of your implants by one; you may do this as much as you can with the xp at hand, but only at character creation.

Characteristic Advances:
Weapon Skill: Medium, Ballistic Skill: Medium, Strength: Fast, Toughness: Fast, Agility: Slow, Intelligence: Fast, Perception: Slow, Willpower: Medium, Fellowship: Slow.

Rank 1 Advances:
Awareness skill (100xp)
Operate (Surface) skill (100xp)
Logic skill (100xp)
Scholastic Lore (Astromancy) skill (100xp)
Trade (Armourer) skill (100xp)
Security skill (200xp)
Autosanguine talent (200xp)
Sound Constitution talent (200xp) [you may pick this up to twice this rank]
Mechadendrite Use (500xp)

Description:
The Machine Cult of Mars is a strange anomaly in Imperial Society. They do not worship the Emperor directly, but they do venerate him as the Omnissiah, the corporeal representative of the Machine God. Explorators, meanwhile, are an anomaly within the Machine Cult itself. While most Tech-Priests concern themselves with maintaining and producing the machinery that keeps the Imperium alive, Explorators instead travel the galaxy searching for lost artefacts from the Dark Age of Technology, a time when wondrous tech beyond the ken of modern humans were commonplace.

To sum up: you’re Geek Squad on crack with a lightsaber-axe, a floating skull as a pet and more metal than meat.

Missionary

Starting Skills: Common Lore (Imperial Creed, Imperium) (200 each), Forbidden Lore (Heresy) (200), Medicae (200), Scholastic Lore (Imperial Creed) (200), Linguistics (High and Low Gothic) (200 each)
Starting Talents: Weapon Training (Low Tech, Chain, Las or SP, Flame) (400 each), Unshakeable Faith (400)
Starting Gear: Good Craftsmanship Chainsword or Best Craftsmanship Staff. Good Craftsmanship Flamer or Best Craftsmanship Lasgun. Best Craftsmanship Guard Flak Armour, Ecclesiarchical Robes. Aquila Pendant. Sepulchre. Censer and Incense. Micro-Bead.
Special Ability: Pure Faith. You are immune to the effects of Daemonic Presence. You may spend a Fate Point to not take Fear Tests, acquire Insanity Points or gain Corruption Points for the rest of the encounter. You may burn a Fate Point to resist the effects of any single daemonic or psychic attack, emerging unscathed as if by a miracle.

Characteristic Advances:
Weapon Skill: Fast, Ballistic Skill: Slow, Strength: Medium, Toughness: Medium, Agility: Medium, Intelligence: Slow, Perception: Medium, Willpower: Fast, Fellowship: Fast.

Rank 1 Advances:
Awareness skill (100xp)
Charm skill (100xp)
Common Lore (Ecclesiarchy) skill (100xp)
Dodge skill (100xp)
Performer (Choose one) skill (100xp)
Linguistics (Secret tongue of the Ecclesiarchy) skill (100xp)
Linguistics (Rogue Trader Ciphers) skill (100xp)
Sound Constitution talent (200xp)
Nerves of Steel talent (500xp)

Descriptions: The human race would have died out long ago without the guiding hand of the Emperor of Mankind. As a result, regardless of local idiosyncrasies and culture, every world of the Imperium is united in His worship; those that refuse are quickly… disciplined by the Adeptus Ministorum, better known as the Ecclesiarchy. But what of the worlds of man that lie beyond the reaches of the Imperium? To bring the word of the Emperor to them, Missionaries of the Missionarus Galaxia accompany Rogue Traders to the edge of humanity to convert newly discovered worlds… and annihilate those that refuse to see the light.

To sum up: Yea, though you walk beyond the light of the God-Emperor, you will fear no evil, for you are armed with chain and flame to crush the impure in His holy name.

Alternately: SCOURGE AND PURGE! SCOURGE AND PURGE YOUR GUTS!

Navigator

Starting Skills: Common Lore (Navis Nobilite) (200), Forbidden Lore (Navigators, the Warp) (200 each), Navigation (Stellar, Warp) (200 each), Psyniscience (200, cannot be purchased by non-Psykers), Scholastic Lore (Astromancy) (200), Linguistics (High and Low Gothic) (200 each)
Starting Talents: Weapon Training (Las, SP, Shock) (400 each)
Traits: Navigator
Starting Gear: Best Craftsmanship Hellpistol or Good Craftsmanship Hand Cannon. Best Craftsmanship Metal Staff. Best-Craftsmanship Xeno-Mesh Armour. Emperor’s Tarot Deck. Silk Headscarf. Nobilite Robes. Charm. Micro-Bead.
Special Abilities:
-Warp Eye. You begin with the Lidless Eye power, as well as either choosing an additional Navigator power or improving one you already have.
-The Boons of Lineage. You must choose a Navigator house and gain the benefits and drawbacks of that house.
-Navigator Mutations. Your house also grants you a certain number of random mutations.

Characteristic Advances:
Weapon Skill: Slow, Ballistic Skill: Medium, Strength: Medium, Toughness: Medium, Agility: Slow, Intelligence: Fast, Perception: Fast, Willpower: Fast, Fellowship: Slow.

Rank 1 Advances:
Awareness skill (100xp)
Common Lore (Imperial Navy) skill (100xp)
Intimidate skill (100xp)
Linguistics (Navis Nobilite ciphers) skill (100xp)
Trade (Astrographer) skill (100xp)
Weapon Training (Low Tech) talent (100xp)
Resistance (fear) talent (200xp)
Sound Constitution talent (200xp)

Description: Warp travel is… difficult. The Warp itself is an ever-shifting hellscape where causality, time and spatial relationships are at best mere suggestions, and within the Warp reside the forces of Chaos; Daemons, dark gods, traitorous Space Marines and sorcerous witches waiting to prey on unprepared travelers. To prevent catastrophe, the enigmatic men and women known as Navigators are employed. Mutants with the ability to open their third eye and look into the Warp itself, Navigators are absolutely integral to the function of the Imperium and as such are possessed of great power and influence. However, there is a price to be paid for this power, in the form of extensive, often painful mutations and nigh-inevitable madness.

To sum up: You have a third eye in your forehead that looks into hell. A literal, physical eye. Rad.

Seneschal

Starting Skills: Commerce (200), Common Lore (Underworld) (200), Deceive (200), Forbidden Lore (Archeotech) (200), Inquiry (200), Linguistics (Low Gothic, Trader’s Cant) (200 each)
Starting Talents: Weapon Training (Las, SP, Melta, Bolt) (400 each)
Starting Gear: Best Craftsmanship Hellpistol or Common Craftsmanship Inferno Pistol. Best Craftsmanship Hellgun or Common Craftsmanship Boltgun. Xeno-Mesh Armour. Autoquill. Data-Slate. Micro-Bead. Multikey. Two sets of robes. Synskin. Chrono. Chameleoline cloak.
Special Ability: Seeker of Lore. The Seneschal may spend a Fate Point to automatically succeed at any Lore or Logic test. This takes the minimum amount of time required. Additionally, the Seneschal gains a bonus degree of success on any successful Commerce or Inquiry test.

Characteristic Advances:
Weapon Skill: Medium, Ballistic Skill: Medium, Strength: Slow, Toughness: Medium, Agility: Medium, Intelligence: Fast, Perception: Fast, Willpower: Slow, Fellowship: Fast.

Rank 1 Advances:
Awareness skill (100xp)
Charm skill (100xp)
Dodge skill (100xp)
Performer (choose one) skill (100xp)
Linguistics (Rogue Trader Ciphers) skill (100xp)
Security skill (100xp)
Stealth skill (100xp)
Sound Constitution talent (200xp) [you may take this talent up to twice at this rank]
Unremarkable talent (200xp)
Attaché talent (200xp) [this may only be purchased once at this discounted price]

Description: Loyal retainers of a Rogue Trader dynasty, Seneschals are masters of ceremonies, masters of coin, masters of logistics, masters of whispers and, occasionally, skilled assassins all rolled into one. Knowledge, secrets and gelt is their game, and any Seneschal worth the name is a grand-master.

To sum up: You’re a battle butler, a war accountant, and some kind of law ninja.

Void-Master

Starting Skills: Common Lore (Imperial Navy, War) (200 each), Forbidden Lore (Xenos) (200), Navigation (Stellar) (200), Operate (Void Ship, Aeronautica) (200 each), Scholastic Lore (Astromancy) (200), Linguistics (Low Gothic) (200)
Starting Talents: Weapon Training (Low Tech, Power, Las, SP, Bolt) (400 each), Nerves of Steel (200)
Starting Gear: Best Craftsmanship Mono Sword or Common Craftsmanship Power Sword. Best Craftsmanship Hand Cannon or Common Craftsmanship Bolt Pistol. Guard Flak Armour. Micro-Bead. Void Suit. Blessed Ship Token. Rebreather. Imperial Navy Uniform or Beggar’s cloak. 2 Bottles of Amasec. Pict-Recorder. Vox-Caster.
Special Ability: Choose one of the following.
-Master of Space. You can re-roll failed Tests to Maneuver a Void Ship.
-Master of Gunnery. You can re-roll failed Tests to fire Shipboard weapons aboard a Void Ship.
-Master of Augurs. You can re-roll failed Tests involving Detection aboard a Void Ship.
-Master of Small Craft. You can re-roll failed Operate tests with small craft such as shuttles, lighters, starfighters, bombers, etc.

Characteristic Advances:
Weapon Skill: Medium, Ballistic Skill: Fast, Strength: Medium, Toughness: Medium, Agility: Fast, Intelligence: Slow, Perception: Medium, Willpower: Fast, Fellowship: Slow.

Rank 1 Advances:
Awareness skill (100xp)
Dodge skill (100xp)
Operate (Surface) skill (100xp)
Scrutiny skill (100xp)
Linguistics (Rogue Trader Ciphers) skill (100xp)
Trade (Voidfarer) skill (100xp)
Sound Constitution talent (200xp) [you can choose this talent up to twice this rank]
Attache talent (250xp) [this may only be purchased once at this discounted price]

Description: There is always something to be done aboard the ship, no matter how dirty, unpleasant or dangerous. The Void-Master is that person, an individual who knows the secrets of a Void Ship inside and out. Whether they be a helmsman, a sensor operator, an ace pilot or a gunnery officer, the Void-Master is the undisputed heart of the ship.

To sum up: The Captain might command the ship, but everyone knows who actually runs the thing.

Only Rogues Origins

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