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.