i-school

The Tricorn in Hive Sibellus, Scintilla, is the Inquisition's main base of operation in the Calixis Sector. From there, many agents, trusted scribes, acolytes, soldiers and Inquisitors all work against the enemies of Mankind. =__TRAINING__=

Agent Training
//Basic skills and talents taught to all Inquisitorial Agents// Training time: 3 Months

Skills
Forbidden Lore (Inquisition) Ciphers (Inquisition) Secret Tongue (Acolyte) Inquiry OR Search Pistol Weapon Training (SP and Las) Basic Weapon Training (SP and Las)

Talent: Inquisitorial Acolyte
The Acolyte receives a special command authorization code, hypnoinducted directly in their minds. This code allows them to confirm they are agents operating under orders of an Inquisitor. This may not impress everyone, but it might save them from a disastrous conflict with local authorities, or allow to obtain access to supplies and assistance. Of course, one impediment may be that the agent first has to convince someone to actually verify the code.

Talent: Sterilization drug
The Acolyte has been rendered sterile by a mixture of drugs and chemicals. They loose all reproductive qualities, but still feel passion and desire. Similar to methods practiced in some Imperial Guard regiments, this serves to avoid the risk of having a cell member incapacitated due to pregnancy or having relatives used for blackmail or revenge. There is an antidote which negates the sterilization effect, but it must be taken within 25 years, else these effects become permanent.

=__**Advanced Training**__=

Acolyte Training
//As an Acolyte grows in trust, he is introduced to deeper secrets and truths.// Training time: 1d5+1 months

Skills
Forbidden Lore (Inquisition)+10 Ciphers (Inquisition)+10 Charm OR Interrogation Secret Tongue (Inquisition) Forbidden Lore (Heresy OR Cults) Scholastic Lore (Bureaucracy OR Heraldy)

Talents
One weapon training of Choice (Imperium Exotic weapon talents are included) Insanely Faithful OR Talented (Pick one)

Basic Identity Training
//Sometime a covert identity is better as to not hinder an investigation with a too noticeable approach. Hiding in plain sight is a tried and tested tactic that is of good use in an investigation or to disappear in the masses.// Training Time 1d5 months

Skills
Disguise Deceive Trade (Pick one) OR Performer (Pick one)

Talents
Mimic (Limited to Local accent(s) only, does not allow to mimic all voices) Unremarkable OR Paranoia

Ordo Xeno Operative
//The Ordo Xeno is the Branch of the Inquisition concentrating on the aliens’ activities from within and beyond the Imperium, and the regulation and watcher of the very few tolerated races. The Deathwatch serves as its Militant Arm.// Training Time 1d5+2 months

Skills
Ciphers (Ordo Xeno) Forbidden Lore (Xenos) Logic Secret Tongue (Ordo Xeno) Scholastic Lore (Beasts OR Cryptology) Speak Language (High Gothic) Tech-Use OR Evaluate Wrangling OR Security

Talents
Heighten Senses (Pick One) Unshakable Faith Resistance (Fear OR Psychic Powers) Weapon Training (Pick one, exotic weapons included)

Advanced Ordo Xeno Operative
//As an acolyte gains in trust, so does he gains in knowledge; Of course, not all knowledge is good to know.// Training Time 1d5+5 months

Skills
Ciphers (Ordo Xeno) +10 Forbidden Lore (Xenos)+10 Logic+10 Secret Tongue (Ordo Xeno)+10 Scholastic Lore (Chymistry OR Numerology) Speak Language (Xeno*) Tech-Use +10 OR Evaluate+10 Trade (Archeologist) Trade (Cartographer OR Linguist)


 * Must pick a single Xeno language to be proficient in. Examples includes Eldar, Tau, Ork, Kroot, Stryxis, Jokareo, Tarellian.

Talents
Hatred (Xeno*) Light Sleeper Peer (Ordo Xenos) Strong Minded (must have prerequisites; WP30 and Resistance (Psychic powers)) Weapon Training (Pick one, exotic weapons included) Weapon Training (Pick one, exotic weapons included)


 * Must pick a single Xeno race. Examples includes Eldar, Tau, Ork, Kroot, Stryxis, Jokareo, Tarellian.

=__Adeptus Exchange Program__= Cost: 1000xp per program

Adeptus Arbites Liaison
//The Inquisition often teams up with the Adeptus Arbites to conducts witch-hunts and to root out Heresy, the Judges being a loyal, present Imperial presence on every world.//

Skills
Common Lore (Adeptus Arbites) Common Lore (Imperium) Forbidden Lore (Heresy OR Mutants) Scholastic Lore (Judgement) Charm OR Blather Scrutiny OR Search Inquiry OR Interrogation Navigation (Surface)

Talents
Talented (Charm OR Blather) Talented (Scrutiny OR Search) Talented (Inquiry Or Interrogation) Peer (Adeptus Arbites) Melee Weapon Training (Shock)

Imperial Guard Deployment
//The Inquisition uses the Imperial Guard when the time for subtlety has pasted and a strong blow must be given. On more grand missions, whole Regiments were requisitioned into the Service of the Inquisition, starting wars and destroying worlds to safeguard Man.//

Skills
Common Lore (Imperial Guard) Common Lore (War) Ciphers (War Cant) Gambling OR Carouse Scholastic Lore (Tactica Imperialis) Medicae OR Tech-Use Command OR Drive (Choose One) Concealment OR Silent Move Navigation (Land) OR Survival

Talents
Weapon Training (Pick one, except Exotic) Talented (Awareness OR Dodge) Lead Up OR Die Hard Street Fighting OR Double Team Peer (Imperial Guard)

Imperial Navy Attaché
//While the Inquisition does maintain a small, covert fleet of ship, It prefer utilising the Imperial Navy when Space Combat is expected. The experienced crews and ancient, reliable hulls make a solid match for most smugglers, pirates or worse.//

Skills
Common Lore (Imperial Navy) Common Lore (War) Forbidden Lore (Warp OR Pirates) Command OR Pilot (Spacecraft OR military craft) Navigation (Stellar) Trade (Voidfarer) OR Scholastic Lore (Astromancy)

Talents
Hatred (Pirates) Peer (Imperial Navy) Resistance (Cold) OR (Resistance (Heat) Nerves of Steel OR Resistance (Fear)

Pilgrim Road Warden
// While The Holiest of Places in the Imperium is Holy Terra Itself, there are many more Holy Sites scattered amongst the stars. A citizen can takes decades, even generations on a pilgrimage going form holy world to holy world within a sector or Segmentum, or even to Holy Terra Itself. Such travel is dangerous in itself, but members of the Ecclesiarchy stand watch over the flock of faithful. //

Skills
Common Lore (Calixis Sector) Common Lore (Imperial Creed)+10 Forbidden Lore (Astropath OR Navigators) Scholastic Lore (Imperial Creed OR Philosophy) Navigation (Stellar) OR Medicae Tech-Use OR Charm Trade (Voidfarer) OR Trade (Astrographer)

Talents
Hardy Iron Jaw Unshakable Faith Armour of Contempt Peer (Ecclesiarchy)

=__CONTACTS__= //A list of Inquisitorial contacts and ressources available at the Tricorn//

Bradon
The squat quartermaster of the Tricorn Fortress. For contact details and rank advancements, see here.

Captain Rother
This servoskull has been a companion of Inquisitor Jex ever since the captain died. Died of what or if Rother even was his real name is unknown. He does have a small needlegun which is capable of attacking with paralyzing poison and wears an ancient looking augury system.

=__MISSION OBJECTIVES__= //A list of important items/persons/locations, mission specific//

Atrial (Mission: Atrial)
The smallest of the 'Hand of Drusus' a group of five power swords supposedly touched by the Saint after his rebirth. One exemplar was given to the Ministorum, another to the Mechanicus, one to the Imperial Guard and one to the Imperial Navy. The last, Atrial, was entrusted to the Inquisition, but was tragically lost in the warp some 400 years ago. Until now.

Bowels (Mission: Calixis Cup)
A Ratskin, native Underhive inhabitant, who is currently guiding Mira and Grendel to Toxic Falls. According to Bradon, no one knows the Underhive tunnels and forgotten passageways better than him, despite what his looks and mannerism can leave as an impression.



Eternal Sunset (Mission: Retribution)

An Orion Class Star-Clipper who has been traveling the void of the Calixis Sector well before it was brought back into the Emperor's Light.

Gettok Spinlop (Mission: Retribution)
An agent of the Inquisition on Modra, he is to meet Mockingbird when he arrives at the Spaceport. He operates a bookstore in New Haven.

A merchant from the city of Arnhut on Sisk, he lives a secret life as an Inquisitorial Agent on the Feudal world. The disappearance of Inquisitor Jex and the death of his Noble contact in the northern city of Maxwell left the man nervous, scared and hiding behind hired local toughs and outworlders.
 * Darius The Merchant (Mission: Blood Dealings)**

An underhive Settlement in Hive Sibellus, Scintilla.
 * Downpour**