Ptolus Session Two

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Symba, Cheva[whatever],  Elanna, and Yarkblar all played in session 2.   Each of you got 300xp.

You returned the Angel Falstef to the Pale Tower, and met Aoska, a half celestial, she promised you each a reward for rescuing Falstef.


You got two jobs.
Rastor, a weapon smith and merchant wants you to retrieve a green dragon skin from a group of ratmen who stole it from a trade caravan. 
Sorum Dandubal, guildmaster of the Delvers guild promised full membership for 6 people, if you woudl find out who was leading the ratmen.

In the Ratmen/s lair you found an alter to Abhoth, chaos god of filth and disease.
Also, ratmen like to use firearms.

You met:
Aoska - Half Celestial, member of the Malkuth.
Steron Vsool - Paladin of Gaen, god of light, former adventurer and most likely of Paragon level.
Rastor -  Litorian Weaponsmith and Merchant
Sheva Callister -   Former Adventure who struck it rich pulling loot out of the dungeon below the city.  Drinks Heavily. Knows a lot about the dungeon.
Daersidian Ringsire - Evlen Adventurer who rides a wyvern.
Brusselt Airmol - Halfing adventurer.  Owns many knives.
Ebbert Boltcraft - Dwarven owner of Ebberts outfitters, who provides a 10% discount to all Devlers guild members.   Sells many items of his own creation. (What? No one wants a rat harness?)
Gaerioth Shadowhand - Harrow Elf Monk Adventurer, Lives at Irithidils Home
Sorum Dandubal - Guildmaster of the Adventurers guild
Vard Hillman - Owner of the Ghostly Minstrel, knows much about adventurers.

Ptolus Session One

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Characters

Elanna Cherubim Elf Wizard
Seeking to join the Inverted Pyramid and gain more magic knowledge
Is friends with Zeatra another Cherubim Wizard
Knows  Doraedin Mythlord leader of the Elven community in Ptolus

Apostle Minotaur Cleric of Lothian
Seeks to spread the word of Lothian
Knows Phon Quatermain - a young human girl who befriended Apostle
Contacts among the Preists and Memebers of the Church of Lothian

Cheva Teifling Urban Ranger
Seeks to learn more of the Crime Syndicates in Ptolus
Sister was kinapped by Demons when she was a child and brought to Ptolus
Knows how to enter the Dark Market
Contacts in the Vai, an assassains guild

Yarkblar Thri-Kreen Martial Artist
Seeking to join the Order of the Fist
Knows Mand Scheben, Preist of Asche, God of Cities
Has contacts among the Shuul

Symba - Litorian Fighter
Has a come to Ptolus for his Life Debt
Has contacts among the Litorian Community, known as the Mane
Has a friend in the Knights of the Pale


Things you learned
Their is a very large graveyrd in Ptolus, known as the Necropolis.  It is very dangerous at night.
The Necropolis houses the Dark Reliquary which is home to many powerful demons and undead.
The Necropolis is patrolled by the Knights of the Veil and Knights of the Pale.  Who fight the demons and the undead.
You discovered a secret passge from the Necropolis to the Prison underneath the Dark Reliquary.  The Knights of the Veil are currenlty gaurding it.
You met Beck von Tibbitz leader of the Knights of the Veil.
You resecued an angel, Falstef, from the Dark Reliquray prison.
Faustus is the leader of a group of angles known as the Malkuth, he has been missing for hundreds of years. Most Ptouls residents thought he was a legend.
The Malkuth live in a tower in old town known as the Pale Tower.
You also rescued an Ork, Tinareg from the prison, who apparently had a demon prince stored
in his tooth.

250 xp Each

D&D 4E Character Creation

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Even though I will be running the new D&D game and not playing in it, I thought it might be a good idea if I went through the character creation process. I will be helping others do it  sometime soon and I probably ought to have done it ant least once.    

Start on page 14 of the Players Handbook

Choose Race and Class
I need a Drow NPC  for my upcoming campaign, so I will make a Drow Warlock.   The stats for the Drow come from the Forgotten Realms Players Guide.  The Forgotten Realms Players guide also has a special warlock pact for Drow called the Dark pact.  I'll use that as well, just so I can make sure this guy is good and complicated.  (Also it favors Chr which I plan on being my best stat)

Drow
+2 Dex, +2 Chr
+2 Intimidate, +2 Stealth
Speed:6
Darkvision
Fey-touched
Trance
Cloud of Darkness/Darkfire Encounter Powers

Generate Stats
Okay this is the hard part.   I'm going to use the point-buy method,but first I need to know what stats a warlock needs, also I need to figure out how to balance that with the stats that are used for defenses.

Defenses
AC : Dex or Int if wearing light armor
Fortitude: Str or Con
Reflex: Dex or Int
Will: Wis or Chr

Okay the Warlock entry says that a Warlock needs Chr, Con, and Int, well that matches up nicely. Using the point buy method I get these stats:
18 14 11 10 10 8

Which I assign as follows:
Str 8
Con 11
Dex 10 + 2 for Drow = 12
Int 14
Wis 10
Chr 18 +2 for Drow = 20

Yeah he suffers a little on the physical side but hey 20 Chr!  (Man I'm pretty)

Choose Skills
There aren't any additional skills from being a drow so they are all from the Warlock class.
I select Arcana, Thievery, Bluff, and Streetwise

Choose Feats
Drow Warlocks don't get any bonus feats so I just get one.
 Lets see what the FRPG has for a Dark Pact warlock. Hmm nothing for a Dark Pact warlock.  A Few for the Drow but nothing that seems to fit the character concept I have in mind.   (Sneaky, Manipulative, Mage)
Ah here we go, Warlocks do not get Ritual Casting as a class feature like Wizards and Clerics so I'll choose Ritual Caster.   Rituals look pretty useful.

Choose Powers
Okay so I get 2 At Will, 1 Encounter, and 1 Daily plus the special Encounter power for being a Drow.

At Will
Spiteful Glamour (Dark Pact)
Eldritch Blast (Class Feature)

Encounter
Curse Bite (Dark Pact)
Cloud of Darkness/Darkfire (Drow)

Daily
Your Glorious Sacrifice (Dark Pact)

Equipment
I don't need much but I'll pick up a few weapons just in case and since he starts out proficient in leather armor I might as well get some.

Fill in the Numbers - Most of this goes on the Character Sheet; Here's some additional notes I came up with.
 
Intelligence or Dex adds into AC if wearing light armor
The Character Class tell you what weapons your a proficient in.
The proficiency bonus for each weapon is listed in Chapter 7
Str Bonus adds to hit and damage on melee weapons
Dex Bonus adds to hit and damage on ranged weapons


Here is a link to the Character Sheet for the Warlock.  I think if I was making this for a real character I would want to rearrange his stats a little.  His HP and Fortitude Def just came out  to low for me. 
drowwarlock.pdf

Here's a power sheet that I created with the Power Cards app in the last entry. It's not perfect but it's better than writing them out by hand.
drowwarlockpowers.pdf


 








D&D 4E Power Cards

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This site will let you create a pdf of all the powers for your D&D character.   Very Handy. 

http://dndpowercards.com/

Ptolus Campaign Guide

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Ptolus Campaign Introduction

The setting for this campaign will be the city of Ptolus.   Ptolus is a unique environment.   It's not uncommon for wizards to walk down the street escorted by summoned elementals or to see someone riding a Dragon.   Shopkeepers routinely use minor magics when bargaining with people and the City Watch employs trolls and wizards.

The Ptolus Campaign is set in and around the city of Ptolus.  While there may be short interludes where you travel in the wilderness most of the adventures will take place in the city and the Dungeon located beneath it.  Keep that in mind when creating your characters.  Characters with an urban focus will be more at home than those with a wilderness focus.  There are many ways for a traditionally wilderness focused to adapt to a city campaign. Many rangers in Ptolus are "urban" or "dungeon" rangers able to track and hunt creatures in the streets and dungeons of Ptolus.  A Rogue is the archetypal urban class and will find many uses for their talents in the city.  Many NPCs are Rogues or Multi-Class Rogues.

There are two PDFs of campaign material that are available at the campaign website.  The players guide contains the basic campaign information. I highly recommend reading this pdf, it gives you a great overview of the city and the world.  The world guide contains more detailed information about the world, history and races.  You don't NEED to read it but you will probably want to after the campaign starts.

Writeable PDF Character Sheet: http://channel-zero.net/rpg/rpg/B-W%204E%20DnDCharSheet%20writeable-GD.pdf


We will be using the D&D 4th Edition rules.  Not every class and race that you might like are published at this time but you are allowed to swap your class or race for new one later on with no penalty if you wish.   If you have a really unique idea for a class or race you'd like to play let me know and I'll work with you to come up with something.  In the original Ptolus play test campaign one of the players was an Umber Hulk, so really anything goes. 

 

Core Ptolus Races

These races are common throughout Ptolus with Humans and Elves being the most populous.  These races all have full racial stats and feats for 4th Edition.

Dragonborn - Draconic Humanoids

Dwarf - There are 2 kinds of dwarves in Ptolus: Grailwarden and Stonelost  In game terms they are nearly identical with only a few differences in their skill bonuses.

Eladrin -  Elder or High elves, not as common as other elves.

Shoal Elves - Elves from the Players Handbook

Half-Elf

Halfling

Harrow Elves - Elder Elves twisted by Ghul.

Humans

Tieflings - Descended from humans who long ago made a pact with the infernals.

Warforged - Living Machines created by magic

Genasi - Humans descended from the elemental powers; many different varieties

 

Minor Ptolus Races

There are many minor races that inhabit Ptolus. The following races have full character creation stats but no racial feats.  If you wish to play one of these races, we'll work out racial feats for your character.  If you'd like more details on only of these let me know and I can send you a short PDF.

Bugbear

Centaurs

Cheribum Elves - Winged Elves rarely seen outside their homeland.

Doppelganger - Changelings, Humans able to shift their form

Githyanki - The Githyanki and Githzerai are races from the Astral Plane

Githzerai

Goblin

Gnoll

Gnome

Hobgoblin

Kobold

Lizardmen

Litorian - "Lion-like" Humanoids; Unique to Ptolus

Minotaur

Orc

Shadar-Kai - Dark Humans

Shifters -Descended from Humans and Lycanthropes.

   

Classes

Classes fall into one of four Roles:

Tank:  Take damage and push enemies around allowing strikers to gain combat advantage. Tanks are also formidable melee fighters.

Striker:  Strikers are damage dealers.  They are meant to work with a tank gain combat advantage and bring enemies down quickly. 

Leader:  The leader classes support the other classes providing bonuses and healing.  They are also fairly good fighters but not as good as a tank or striker.

Controller:  Controllers deal damage to large numbers of creatures rather than dealing damage to a single target like a striker.  Controllers also provide some support to other classes through spells.

Core Classes

Cleric - Leader

Fighter - Tank/Melee Striker

Wizard - Controller

Rogue - Melee Striker /Thief Skills

Ranger - Melee/Ranged Striker

Warlord - Leader

Warlock - Ranged Striker/ Thief Skills

Swordmage - Tank/Controller

Paladin - Tank/Leader

Artificer - Leader/Ranged Striker The artificer is from an article on the D&D website and is still in 'beta."  You are free to play this class if it interests you, though it will probably change at some point.

Additional Classes

These classes are from an expansion book that "fills-in" the classes that were left out of 4th Edition.   Feel free to play any of these as well, they are very well done.

Martial Artist - Melee Striker/Controller (Monk)

Nature Priest - Controller (Druid)

Savage Warrior - Tank (Barbarian)

Troubadour - Leader/Thief Skills (Bard)

Spellbinder - Controller (Illusionist)

Alignments

Character can be Lawful Good, Good, Neutral, and Evil. Playing an evil character can be difficult in Ptolus. Ptolus is a good-aligned city and many merchants and city officials commonly use magic to detect evil.  They may refuse to deal with or even harass evil characters.  However, there are quite a few evil people in Ptolus, and they also use lots of magic.  An evil player may have an easier time dealing with the criminals organizations of Ptolus. 

Chaotic Evil characters are not generally allowed unless approved by the DM in advance.  

 

Technology

Ptolus has a higher level of technology than a "standard" D&D game.    Black powder firearms, while not common, are readily available.  Firearms are mostly used by Dwarves, who can create them, and organizations like the Shuul, who employ many "clockwork" and "steam-powered" gadgets.  Firearms are "magical" in nature. Realistic black power firearms would never be workable in D&D.  (They take too long to reload.)

There is also Chaositech, which blurs the line between technology and magic.  You can find more information about Chaositech in the players guide and world guide.

 

Organizations

There are many organizations that exist in Ptolus.  A short description is given for each in the Players Guide.   Your character may want to join one or more of these organizations.   The Delvers Guild is of particular interest.  They provide many benefits to the large number of adventurers in Ptolus including a 10% discount at certain shops.

 

Background

It's entirely up to you if you want to have a detailed background story but there are a few things you need to decide about how your character fits into the campaign. 

Are you from Ptolus?

If so, what District did you grow up in?

If not, where are you from?

Why are you an adventurer?

Why did you come to Ptolus and does your characters Goal or mission beyond being an adventurer?

Example Goals:

  • Get money to start a business in Ptolus. 
  • Get rich from adventuring and set yourself up as a noble.
  • You are wanted criminal/heretic and have come to Ptolus to hide out.
  • You are under a curse or hex and have come to Ptolus to fulfill it or rid yourself of it.
  • You have a powerful enemy and you have come to Ptolus to gain treasure and experience in order to defeat them.
  • You wish to join one of the more powerful organizations in Ptolus such as the Inverted Pyramid, Knight of the Pale or one of the crime syndicates.
  • Even better, you want take control/lead of one of these organizations. 
  • You want to breach, explore and loot Goth Gulamel, and Jabel Shammar because no one ever has.

 

Buying/Selling

With all of the adventures bringing magic items and treasure out of the Dungeons below Ptolus, buying and selling loot is a formal industry.   There are quite a few shops in Ptolus that specialize in buying and selling magic items. In general, you can sell a magic item for 20% of its listed value.  You may be able to sell magic items for more than the standard 20% by allowing one of the stores to sell it on commission.  There are also "agents" in Ptolus who specialize in finding buyers for powerful magic items or high priced loot.  Member of the Delvers guild get better deals on buying and selling magic items and the guild can put you in touch with an agent. . You may also be able to get a better deal by establishing a relationship with one of the local merchants.

If you wish to purchase magic items, you are at the mercy of whatever the stores have in stock.   If you wish to find a particular magic item you will have to work with the merchants to find it or go through an agent.

  The Dreaming Apothecary holds a virtual monopoly (some might say criminal) on magic item creation.  If you wish to have to have a custom item created you will have to find out how to contact the Dreaming Apothecary in game. 

Training

You do not need to "train" to gain a level.  You character "levels-up" at the end of any adventure where you acquire enough xp to gain a level.

There are many high level trainers in Ptolus. Training with one of them can give you a permanent bonus to a skill or ability.

Character Creation Notes and Changes

Attributes:  I recommend using Method One or Method Two for generating your attributes.  These are described in the Players Handbook on Page 17.  I'd prefer you didn't roll your stats but if you really want to let me know, I'll need to witness your rolls.  

Ptolus Knowledge Skill:  All players have the Ptolus Knowledge Skill in addition to their other skills.  This skill is based on INT. 

Skill Training:  All Characters receive training in one additional skill above and beyond what is provided by their race and class.

Rangers: A Ranger may be an urban Ranger, replacing Nature with Streetwise on their skill list.   A Dungeon Ranger should take Dungeoneering. (Which is already on the class skill list.)

Harrow Elves:  Harrow Elves have the same Racial Stats, Feats, and powers as the Drow.

Dwarves: All dwarves are proficient in firearms.

Religion: Clerics and Paladins choose a deity from the Ptolus World Guide rather than the Players Handbook.  Note that Paladins do not have to be Lawful Good, but do have to have a an alignment compatible to their deity.  A Chaotic Evil Paladin is a different class entirely and not available at this time.  Chaotic Evil clerics must be approved by the DM in advance.

New Races

Cherubim Elves:  

Abilities: +2 Dex, +2 Int

Skills : +2 Perception, +2 Insight

Vision : Low Light Vision

Languages : Common, Elvish

Cherub Elves may fly 8 Squares (40 Ft) as an Encounter Power

Outside of an encounter Cherub Elves may fly 40' at will, A Cherub elf will almost never "fall" unless their wings are somehow restricted or they are incapacitated.   Cherubim elves cannot carry other people or wear heavy armor when they fly.

Litorians:

Abilities: +2 Con and either +2 Str or +2 Dex

Skills : +2 on any two of the following (Intimidate, Endurance, Perception, Outdoors)

Vision : Low Light Vision

Languages : Common, Litorian

Bestial Ferocity:  Once per encounter, when bloodied, a Litorain may use one of the following powers.

Bestial Quickness: Add +2 to speed, +1 AC, +1 Reflex for the remainder of the encounter.

Bestial Toughness : Add +1 AC, +1 Fortitude for the remainder of the encounter and  spend a healing surge.

D&D 4E Intro

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Here are the quests that have started you all off on your journey.   Completing these quests will net you XP!

Just as a reminder here's who everyone is playing.


Tiffany - Dragonborn Paladin
Nikki-  Human Wizard
Dre - Half-Elf Cleric
Marc - Halfling Rogue
Eric - Teifling Warlord
Tracy - Dwarf Fighter

The two characters assigned to each quest know each other well and are good friends.   Each group "knows of" the other groups by reputation but has never worked together before.   The road to winterhaven is very dangerous so you have all decided to travel there together.

Cleric and Paladin Quest

Marla of the Great Church, an earnest young priest of the good deity Pelor, has contacted you.  She has been studying the history and activity of various demon and death cults. According to Marla's research, witnesses saw a small group of death cultists traveling toward Winterhaven about a year ago. She has since learned that the head of this group is a dangerous and twisted priest named Kalarel. Marla fears that Kalarel has set up a secret cult in the area and is conducting unholy ceremonies. She has asked you to travel to Winterhaven, determine if there is any death cult activity in the area, and, if so, to stamp it out.

Rogue and Fighter Quest

You seek news of your old friend and mentor, Douven Staul. The man who trained you for a
life of adventure bade his friends farewell three months ago and headed for Winterhaven.
Douven, a rabid explorer of old ruins, had found a map that revealed the location
of a dragon's tomb not far from the village. He figured if a dragon was buried there, why not also its hoard? The explorer should have returned some time ago, and his continuing absence bodes ill. You fear the worst and are determined to find out what happened to your mentor.

Wizard and Warlord Quest

Winterhaven grew up in the shadow of an old keep. Like other similar structures across the land, the keep fell into disrepair when the empire of Nerath crumbled a hundred years earlier. Winterhaven survives to this day, a modest point of light in a world that has grown darker and more dangerous.
A scholar named Parle Cranewing has hired you to locate the old keep and map what remains of it, promising to pay 250 gp for a complete rendering.  You have agreed to explore the ruined fortress near Winterhaven. These ruins might contain the treasures and secrets of the vanished human empire. Determined to earn a reputation, as well as the scholar's gold, the you head out in search of adventure.

Star Wars Saga Edition

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So I'd heard that the Star Wars Saga Edition was pretty cool.   I picked it up and looked at it last week and thought it was a huge improvement over previous editions, which were basically just D&D in space.   My stumbling block to actually running a game was that there were no adventures for it.

Well I just found this today.   A full level 1-20 campaign for Star Wars saga edition!

Not that I have time to run another campaign right now, but you never know.  It's cool in any case. I may have to pick up the saga edition rules at dragoncon.

Just to keep track here are the campaigns am running or have planned now.

Currently
Delta Green
Dark Heresy

Next Planned
D&D 4E Ptolus

In the works
D&D 4E Eberron
Iron Kingdoms Steampunk using Savage Worlds

Probably Not but I like to think they will
Post-Apocalypse Savage Worlds (Maybe True 20)
Star Wars Saga Edition

D&D 4E

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I finally got around or rather got some time to read the D&D 4th Edition Rulebooks.    I'm really impressed.   At first glance I thought that they had changed quite a lot of the system, which they did, but hadn't really done anything to reduce the complexity.   After a through reading of the rules however, they have done a lot to reduce the complexity.   It not as easy to learn as say Call of Cthulhu, which has about 15 pages of rules, but nowhere near the complexity of 3rd edition, which  required computer software to make or keep track a a character.

The only real stumbling block to 4th edition right now is the lack of books.  To run a campaign like I need (okay want) ALL the 3rd edition books I have updated to 4th edition.   I also want to run my next campaign set in Ptolus, which I'd have to convert.   That's not going to be as hard as I thought.   SO for right now my plan  is

Near Term:  Introductory Adventure with Premade Characters
Next Campaign :Ptolus
Future Campaign: Return to Eberron

Btw, any of my Eberron players who read this, your former characters will have have had lasting effects on the world and figure promenently in the future Eberron Campaign.

Dark Heresy Combat Reference

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Here is a Combat Reference Sheet I pout together for my Dark Heresy Campaign.

Dark Heresy Combat Reference.doc


This is the Intro I sent out to the group for the Dark Heresy Game.

Here's the Intro to the 40k RPG.  I'm not sure how familiar you are with the 40k universe  so you can find more info here:http://www.fantasyflightgames.com/dark-heresy/

The current group has a Psyker, Tech-Priest, Assassin, Adept, and Guardsman.   That leaves Cleric, Arbitrator, and Scum.   Feel free to make a character that someone else already has if you like. Just keep in mind if you are a Tech Priest, Adept, or Psyker  you will have very similar abilities to one of the other players.   An extra Guardsman or Assassin are always good to have around, can't have too many bullet stoppers.

The 40k Universe is very much like a Sci-Fi Dark Ages.   There are lasers and spaceships and while most people know how to use them they have little no idea how they technology works.    The Imperium of Man is spans thousands of planets and is ruled by an ancient immortal Emperor who is kept alive through technology and psychic powers.  There are many threats to the Imperium from both within and without.   Aliens, rogue Psykers, Demons from Warp Space, and Heretics threaten the Imperium.    The Imperial Inquisition fights the Demons and Aliens and roots our the traitors and heretics.   Your characters are newly inducted Acolytes of the Inquisition working for a full fledged Inquisitor. Inquisitors wield a large amount of power and even Planetary and Sector Governors must, in theory, bend to their will. In practice, it really depends on the personal power of the individual inquisitor as to how much "weight" they can throw around.      You may have volunteered, been ordered, or even forced to join the inquisition.   How and why you are working for the Inquisition is really up to you.

Here are the General Careers that are open to you. The careers are very broad so each individual career can cover a lot of different kinds of characters.


Adepts - Adepts are the knowledge characters.  Adepts are trained in ancient and forbidden knowledge that other careers don't have access to.   Additionally they get access some psychic powers like psykers and some of the tech abilities of the Tech Priests.  Adepts could be considered "apprentice" inquisitors are Adepts are often become full inquisitors though many Psykers and Arbitrators do as well.

Arbitrators -  The Arbitrators are the Imperium's police, not the local planetary police but more like an intergalactic FBI.  They are usually more interested in mundane crime rather than the supernatural and alien crimes that inquisitors deal with but Arbitrators and Inquisitors often work together and many Inquisitors have been recruited from the ranks of the Arbitrators.   Arbitrators are trained in both combat and investigation.   Think Judge Dredd and you won't be far off.   Not all Arbitrators are "official" imperial agents.  You just as easily make an  character that is  a lone bounty hunter, hunting down criminals for the Arbitrators.

Assassain -  Assasins are trained killers, whether they were trained by the imperial assassination schools or simply "learned in on their own."   Assassins are a combat class that specializes in stealth and speed rather than the brute strength and heavy weapons of the Imperial Guard.

Cleric -  In the Imperium the only "official" religion is worship of the emperor.  The Clerics are the preachers and leaders of the emperors church.   They are not D&D clerics, their job has little to do with healing.   Clerics lead soldiers into battle and root out heretics and traitors. There is a lot of overlap between a clerics job and that of an Inquisitor, which is why they are often recruited into the inquisition.  Clerics tend to handle the more mundane traitors while leaving the alien and supernatural threats to the Inquisition, but not always.  Imperial guard Commissars and Space Marine Chaplins are both technically members of the Imperial Church.  

Imperial guard -  On a thousand worlds across the Imperium the Imperial guard is the blunt instrument that the Emperor uses to maintain control of the empire.   Guardsmen are the "heavy" combat characters, their skills and abilities involve combat and little else.  A Guardsmen does not have to be a member of the official imperial guard, they could be a member of a planetary defense force, or even just a combat oriented gang member from a hive world.   ( A hive world is a planet where a city covers most if not all of the planet.)

Psykers-   Psykers are born everyday throughout the Imperium and wield extraordinary psychic abilities.    By law all Psykers must be turned over to the Inquisition for testing and training.  Those that are judged to be strong enough to resist the perils of being a psyker are trained and given jobs within the Imperium (usually in the inquisition).  Those that are not strong enough are never heard from again.  In practice, not every Psyker gets turned over to the Inquisition, which is why the Inqusition spends a lot of time hunting down rogue psykers, who quickly become a danger to everyone around them.

Scum -  Not everyone works for or is trained by the Imperium.  Smugglers, Crime Lords, Gang Members, thieves, thugs, grifters and anyone who operates outside the law is covered by this career.  Scum usually end up working for the Inquisition because they have been caught doing something they shouldn't or else stumbled onto something really big and get the inquisition involved.  Inquisitors often need to work around and outside the law and often recruit criminals to aid in their missions.

Tech Priests - In the Dark Ages of the Imperium, technology is magic and Tech-Priests are the wizards. Tech Priests can wave their hand an unjam weapons or control the "machine spirit" of a computer.    Tech Priests begin the game with large amounts of technology implanted in them.   Many Tech-Priests strive to become more machine than meat.  Tech Priests can do seemingly miraculous things with technology.