Professional Documents
Culture Documents
Arbites Patron
Arbites Patron
CYBER MASTIFFS
Your Patron can exert their power to deploy a pack
of Cyber Mastiffs. Once per mission, your Patron can
Cyber Mastiffs, put a number of Cyber Mastiffs equal to the
profile included on number of characters in the party in their command
page 6 of this for a day. The Cyber Mastiffs are controlled by the
document. party, but are trained for limited, simple commands
such as searching for contraband, attacking or
subduing recidivists, or to protect their designated
handler.
HUMAN BOMBS
Adeptus Arbites: +1 Patron Influence
Your Patron can exert their power to deploy a squad
of Human Bomb Penal Legionnaires. Once per
mission, your Patron can have two Dregs
accompany the party in their command for a day.
The Dregs all have active bomb collars and armed
with explosive vests that counts as a Melta Bomb
with the Blast trait. The Human Bombs Penal
Legionnaires are controlled by the Gamemaster and
an expedient manner. Instead, they have come to
rely on summary judgement over evidence and due
process. Right-thinking Arbites revile such flawed
and hubristic ideologies, which places the individual
above the clean, majestic structures of the
Emperor’s laws as made manifest through the due
scripture of His servants.
UNDERCOVER
Your Patron is part of or in charge of an undercover
investigation into a suspected recidivist or heretical
faction. Your Patron insists you forsake calling upon
his or his faction’s name only when absolutely
necessary, when all suspicions of guilt, treason, or
heresy are validated. Boons normally available to
PRECINCT FORTRESS your Patron may be denied during an active
Your Patron operates from a Precinct Fortress, part undercover assignment.
of which you can use as a base of operations. Whilst
within the precinct fortress, you have free If the party is sent into undercover assignments,
accommodation and meals at a minimum of they may find themselves the target of agents from
Standard Quality and are beyond the reach of many other Factions, potentially coming under fire from Macharian Vigilites,
foes. Precincts are as close to fully enclosed and planetary Enforcers or the Adeptus Arbites, either page 326
fortified cities as they can be, and include to be forced into fighting against their peers or
dungeons, barracks, firing ranges, scriptories, prematurely revealing their assignment.
archives, warehouses, kitchens, gymnasia and
garages. They include all possible resources that the UNTEMPERED EXPECTATIONS
Arbitrators require - including their own Astropath Your Patron is known for his fearlessness and
facilities and access to orbital docks. intractable nature, unwilling or unable to fathom
anything but success with dogmatic and bullish The Lex Imperialis is
LIABILITIES direct action. No matter the odds, or how the legal code of the
As with Boons, not all Liabilities are suitable for any overwhelming enemy forces are, your patron will Imperium
one Patron and your group should consider the pursue the dictates of his office. Your Patron will
corresponding Boons and Liabilities Table for their demand his subservient forces to act in a similar
Patron’s Duty as guidance. manner, and will punish any that fail in their duties,
such as fleeing from or negotiating with declared
Though some of these drawbacks have suggested enemies.
mechanical effects, most are narrative-focused,
giving more guidance on how to roleplay the Patron VIGILANTE
and create engaging challenges for the party to face.
Your Patron has strayed into dangerous vigilantism,
Some Liabilities reduce your Patron’s Influence withmeting out punishment and death for perceived or
one or more Factions, representing the negative even potential crimes rather than real ones. This
consequences to your Patron’s reputation caused creed is considered a vile heresy, a breaking of the
by their past actions. Though not all Liabilities Arbites' oath, and a crime punishable by death if
reduce Influence in this way, the Gamemaster might discovered. In the pursuit of your adventures, if you
like to use these Liabilities as inspiration for are discovered knowingly ignoring the legal
modifying the Patron’s Influence. demands of the Lex Imperialis while pursuing your
Patron’s ambitions, you will suffer -3 Influence loss
ABSTRACTIONIST with the Adeptus Arbites, who will inevitably send
Your Patron has fallen into a particular criminal Arbites Execution Squad to deal with the party.
deviancy unique to the Adeptus Arbites, coming to
the conclusion that the letter of the law is
inadequate to the task of executing their duties in
which they operate during their investigations, arrests, and
ADEPTUS ARBITES executions, even though it might mean an end to vicious
"Of course I know who you are. You were the governor here, criminal enterprises.
until you turned your back on your rightful ruler. Now, you're An Arbitrator must deal with ineffectual or corrupt local
dead." agencies. These are often an Arbitrator’s greatest foes as he
—Marshall Ranx Wayner must clean up a local situation, taking over the unfit local law
enforcement of a hive city, orbital station, or even entire planet
The laws of the Imperium are a complex web of tradition, to purge it of crime and corruption in a series of bloody and
obligation, and local custom. Thus, they can vary from world to unforgiving sweeps
world or sector to sector, with each planetary governor, local
prefect, or headman pronouncing his own laws. Arbitrators care On Imperial worlds, the Adeptus Arbites is the last, most
little for such trivialities, and enforce the serious crimes against absolute law, answering only to its commanders and the Judges
the Imperium while leaving such petty matters to local officials. of systems and sectors, and not to local authorities. It is a
Murder or theft, for example, are considered inconsequential thankless task, for the anonymous, helmeted Arbitrator usually
unless they affect the Imperium directly, are perpetrated receives only fear and hatred for his actions. He and his cohorts
against Imperial officials, or somehow fundamentally threaten are the final bulwark against heretical uprisings and other major
a world’s security or safety. threats. Their precinct-fortress is the often-last bastion of
Imperial rule during revolutions or invasions, holding out to the
Arbitrators have little pity or compassion for the transgressions very end whilst alerting outside agencies of the dire situation.
of Imperial citizens. Years of dealing with the scum of the galaxy Each member knows that should he fall, so follows the planet.
has made many of them cynical and bitter. Others have become To merely survive in such a hostile environment, Arbitrators
zealots, seeing the Emperor’s hand in the letter of the law and must show no hesitation, regret, or compassion for those they
believing anyone who would break it deserves only death. A few protect, and they must consider every citizen guilty until he is
might maintain idealistic notions for bringing order to the proven innocent.
Imperium, but the realities of endless—sometimes horrific—
crimes constantly erode such notions. The arrival of an The Adeptus Arbites faces a monumental task in enforcing the
Arbitrator patrol is seldom welcome, given the brutal way in law across countless Imperial worlds. Those that take the oaths,
don the carapace armor, and wield the shock maul are often
obsessive and pitiless individuals, men and women who see the
law as an extension of the Emperor’s will upon His subjects, and
its enforcement their sacred duty. Whether they are skilled in
combat or possessed of a keen mind, Arbitrators know they face
an implacable and remorseless foe, one which they must
ADEPTUS ARBITES counter with all the talents at their command. To be part of this
agency is to be apart from their original surroundings, for after
BENEFITS training in the Schola Progenium, Arbitrators are never assigned
to the world of their birth. They are beyond local authorities,
You gain +5 Willpower and +5 to either Weapon
serving none but higher Imperial law. Once a man puts on the
Skill, Ballistic Skill, or Perception.
distinctive dark armor, he stops being merely a man, and is now
You have 5 Advances to spend on Discipline, a representative of the greater Imperium upon a world, there to
Intuition, Melee, Ranged, and Presence. ensure planetary compliance with Imperial law.
You gain the Lawbringer Talent.
You gain +1 Influence with the Adeptus Arbites. Arbitrators are always engaged in investigation and
You gain a Knife, Manacles, a set of Slings, and enforcement, for crime never sleeps. The surrounding populace
100 Solars. overwhelmingly outnumbers them, so it is essential to detect
You gain your choice of any two of the following; and crush crime before it grows too strong. On many worlds,
they bring massive firepower to bear at the slightest hint of
a Shotgun (Combat), a Hand Cannon, a Cyber
resistance, often reacting to crimes before they occur, and pre-
Mastiff, a Shock Maul, a Carapace Chestplate, or
emptively arresting citizens who are “at risk” of become
Enforcer Carapace with the Bulky Flaw. criminals. Skilled Arbitrators are masters of urban conflict and
crowd control, with an instinctive understanding of Imperial
societies such as the packed hab-blocks of an overpopulated
hive world or the savage villages of a feral world, and the Skill Advances: Awareness (1), Discipline (2),
differing tactics needed to police them. Presence (2)
Equipment: Enforcer Carapace with the Bulky Flaw and Shotgun
Arbitrators often tap local vox-networks, develop networks of (Combat)
spies and informants, and even infiltrate suspect organizations
to snare the lawless in surgical strikes, where their superior CYBER MASTIFF HANDLER
weaponry and training can prevail over larger forces. Such Your duty is to command a Cyber Mastiff, often employed to
investigations require long hours of dedicated detective work, sniff out any hostiles left in the wake of an Arbites advance or to
patience, and cunning to root out violations of Imperial law seek out contraband during routine patrols.
amidst the myriad other offences against lesser authorities.
Their lives are often at risk, and not just from their obvious Influence: +1 Influence with the Adeptus Arbites
criminal quarry. During the course of an investigation, all Characteristics: +5 Willpower, +5 Perception
manner of things might come to light, including the secrets of Skill Advances: Awareness (1), Discipline (2),
powerful individuals. In these cases, Arbitrators can face more Melee (2)
danger from a supposedly loyal ally than the scum they pursue. Equipment: A Cyber Mastiff and Shock Maul
DUTY INFILTRAITOR-INFORMANT
Rather than picking from the options in the Faction Benefits box, Your duty is to flush out the recidivist, the traitorous and the
you can choose one of the following duties to quickly create heretical from within their own corrupt ranks. You know you run
your character. You also gain a Knife, a set of slings, manacles, the risk of being killed if your cover is blown, but it is a task that
the Lawbringer Talent, and 100 solars. must be done to crush any that would conspire against the
Imperium.
ARBITRATOR
Your duty is to be a guardian of order and the rule of law within Influence: +1 Influence with the Infractionists
the Imperium. Implacable, unrelenting, and nigh-on impossible Characteristics: +5 Ballistic Skill, +5 Perception
to kill; You are the Emperor's justice manifest. Skill Advances: Awareness (2), Discipline (2),
Intuition (2)
Influence: +1 Influence with the Adeptus Arbites Equipment: A Hand Cannon and Carapace Chestplate
Characteristics: +5 Willpower, +5 Weapon Skill
or loopholes. Even the Judges of the Arbites must regularly
MISCELLANY confer with archive-savants and librarium cogitation engines in
This section includes all peripheral information needed for the order to make their rulings. This specialization grants an
Adeptus Arbites Patron, and some extra stuff. encyclopedic yet broad understanding of the Lex Imperialis,
with precedents supporting as much as they contradict each
BESTIARY possible judgment.
ARBITES ARMOR
Name Locations Armor Enc Cost Availability Traits
Suppression Special - 3 800 Rare Shield (3)