Agents of the Inquisition, Warhammer40K (recruiting)

Sanctioned psyker, eh? I am intrigued, and I wish to subscribe to your newsletter.

What can a potential player know of psykers, sanctioned or otherwise, and avoid being tossed into the Golden Throne? :)
 

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Well, seeing as how you're agents of the Imperial Inquisition, who are above the law, quite a lot. :)

Sanctioned psykers: astropaths, inquisitors, navigators, judges and psykers assigned to the imperial guard or other imperial bureaucracy.

Or, maybe - if the inquisitor deems you safe enough, you're a rogue psyker... one that hasn't been taken by the black ships or received the Soul Binding or been brought up/trained by the Adeptus Astra Telepathica?

A LOT of Inquisitors are psykers themselves... perhaps you're an interrogator (just a "short" apprenticeship away from being a full Inquisitor yourself)?
 
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Basically, the Inquisition is above the law and has universal power over anything Imperial; and you work for the Inquisition. Maybe you can't exercise that power directly, but you boss can.
 

Lobo Lurker said:
Well, seeing as how you're agents of the Imperial Inquisition, who are above the law, quite a lot. :)

Sanctioned psykers: astropaths, inquisitors, navigators, judges and psykers assigned to the imperial guard or other imperial bureaucracy.

Or, maybe - if the inquisitor deems you safe enough, you're a rogue psyker... one that hasn't been taken by the black ships or received the Soul Binding or been brought up/trained by the Adeptus Astra Telepathica?

A LOT of Inquisitors are psykers themselves... perhaps you're an interrogator (just a "short" apprenticeship away from being a full Inquisitor yourself)?

Reading the website now. Lots to digest.

Question regarding psyker-ness. Clearly in this setting, psionic awareness is a double-edged sword. Being open to other minds means being open to malevolent beings from outside reality. The Soul Binding is mentioned a protection against this, though it presumably has other effects too.

How does this all work? Surely all the psykers in the Inquisition would be Soul Bound, given the nature of the Inquisition's work?
 

I'm also looking through the website and yeah, there is a lot of info there.

At the moment, I'm thinking of a character which is either an assassin from the temple of Vindicar or a bounty hunter type of character. Either way, the character would be more of a ranged combat type.
 

Loads of setting knowledge isn't necessary to play. I just assume that what you know is that:
1) its far, far, dark future.
2) everything old is better than anything new.
3) you're the elite agents of a massive, corrupt, bloated government which is the only thing holding off the darkness.
4) the heretics, chaos cultists, daemon worshipers are generally in favor of destroying all material life (human included).
5) there are so many humans in the galaxy that human life is basically worthless. There are no robots doing menial tasks, there are servitors (humans with empty minds and cyborg attachments). There are no super-computers, there are cogitators (human minds wiped of personality and tasked to a specific function). The Imperium thinks nothing at the loss of 100,000 Imperial Guardsman over the course of a war. Humankind is measured by the billions, anything less than that is just so much waste.

Shayuri--
The general thing with psykers is that most are weak-willed, which allows daemons to possess them. The ones that are strong enough to not be a target for random daemon possession are channeled into the various groups that need psykers. The most powerful go to the Inquisition, those that are powerful but weak-willed undergo Soul Binding.
Soul Binding basically grants them a measure of the Emperor's psychic might, keeping thier souls safe from daemons... a side effect is that it burns out the subjects eyes which is why all Astropaths are blind (no eyes).
--Astropaths are the way the galaxy communicates, they broadcast psychic messages ship-to-ship, planet-to-planet.

If you choose to play a psyker, especially one in service to the inquisition, you're not in danger of a random daemonic entity possessing you and going on a killing spree; your will is assumed strong enough to grant you a fighting chance against such entities.
 


Okay, I still need to the links, but you did say a space marine would be allowed? How are the space marines involved in the inquisition?
 

If I read right, the Inquisition has their own chapter of space marines, the Grey Knights.

You could be our muscle. :)

"You will talk. If you don't talk to ME, you can talk to HIM. Be advised though that he's not as fond as asking questions as much as he is of breaking limbs. It's hard to stop him once he gets some momentum going...as his size and obvious mass might indicate."
 

Drerek said:
Okay, I still need to the links, but you did say a space marine would be allowed? How are the space marines involved in the inquisition?
Eh... I'm not so hot on having a Space Marine as they're so powerful; but I said I'd allow one.

The Ordo Xenos has a chapter of Astartes (space marines) tasked to it, the Death Watch, they're formed of elite marines grabbed from all over the galaxy and serve a term of service before returning to their respective chapters. Armor is all black and the left shoulder pad bears the signs of the marine's 'real' chapter. Your marine might be on loan from the Death Watch to the Inquistor for some reason (maybe he has vital intelligence, maybe there's something that only he can do?)

To be quite honest, making a marine requires a LOT of points. Permanent, innate Growth, a degree of super strength, immunities, Power Armor and the bolter plus sky high attack/defense scores and high attributes.

Brainstorming--
* Growth +4 (permanent, PF: innate)
* Super-strength +2
* Immunity (poison, disease, age, fear effects, critical hits, stun, sleep, fatigue)
* Super-senses (ultravision, extended range on all senses, scent)
~46 pts so far
* Power Armor
...enhanced strength
...enhanced dexterity
...a degree of impervious protection
...immunity (life support 9/poison 10/dazzle 10/obscure 10)
...super-senses (subtle vox link, spatial awareness, extended range sights)
~119 pts so far, minus equipment discounts
Bolters (auto-firing penetrating blast, PF: incurable)
~160 pts so far, minus equipment discounts
Maxed out attack/defense and very high saves as well.
~230 pts so far, at a rough guess
 

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