Perks to being in the Inquisition

By ira2, in Dark Heresy

Our group recently had a debate. The now former GM had major issues with the group getting money and perks from the inquisition. The two sides of the arguement were A) You serve the Emperor, that is your perks and pay. and B) How can we serve the Emperor if we are not given the resources to do so and be equipped and healthy enough to do it?

In my game we just introduced the idea of "health insurance", where the group can use government and military medical facilities to heal and only have to pay a percentage to get healed.

So I ask you, what perks do your groups get for being Acolytes of the Holy Ordos?

As long as they're acting on official Inquisition business, they can have anything they want, more or less.

However, they never do. The Inquisition have more important and impressive people to conduct it's official business, and the acolytes are usually under cover or trying to keep a low profile.

If an Inquisitor does not support their Acolytes, they have become little more than an expendable resource, to be ground up and used to the point of destruction. While some types of Acolytes may indeed exist to serve this exact purpose, in theory PC acolytes are eventually meant to 'rise above' the trash and distinguish themselves... assuming they succeed at their tasks and survive long enough to do so of course!

Anyways here are some of the types of rewards I have utilized in the past as a GM.

Resource Access: Acolytes who perform well at the tasks appointed to them could perhaps be rewarded with improved accessibility and availability to equipment and technology. There are several different ways this could be handled in-game, such as being able to acquire certain types of gear (weapons, armor, ammo, etc.) at a reduced rate... or having the option to acquire items that would not be available through other 'normal' means.

Medical Treatment: Injury in the service to the Inquisition is fairly common. It is entirely possible for characters to be severely wounded, even incapacitated and killed and in this PCs are no exception. If any PCs survive a deadly encounter, they could loose limbs or other important organs (eyes, etc.) and may no longer be able to serve well without serious medical treatment. Depending on the Inquisitor and the relation between them and the PCs this could perhaps take the form of bionic replacement or surgical grafts of some sort.

Training: Rewards in the form of Elite Rewards/Training could always be made available. A martially inclined character could, perhaps, be trained in the use of Boltguns or in some other type of weapon either not available yet in their advance (or at all)... for the price of some nice XP and RP of course!

Position/Seniority: If Acolytes survive long enough and can get good standing with their Inquisitor, a time may come to pass when they may be 'let in' on more of the operational planning. Perhaps there are a number of different objectives that need to be achieved and the PCs could help shape the course of events more. As more veteran members in service to the Inquisitor, perhaps they could lead investigations or even manage some newer NPC acolytes in their efforts to serve the Imperium.

Just some examples of course.

With the Inquisitor's authority, they have the right to requisition anything they want, whenever they want from whomever they want. An Inquisitor is second only to an Inquisitor of a higher rank and the Emperor, so only they may counter-dict such a requisition.

As for actual finance (in case the scenario ever arises), an Acolyte would probably ask the Inquisitor for appropriate funding to accomplish whatever task they have been set, and from there on it comes down to the Inquisitor.

I think the most significant things that trusted Acolytes might receive from their Inquisitor are official credentials, which I think are best portrayed as badges bearing the stylized rosette of the Holy Inquisition. The most important question for the Acolytes is often when (or if) to use their badge of office. Because Acolytes often operate in disguise or otherwise conduct surreptitious investigations, it often is not feasible for them to display their badges. However, when it is absolutely necessary, displaying their badges of office can clear away many obstacles or official red-tape, producing a mixture of bowel-liquifying fear and immediate compliance from most officials and other persons.

If you look at the cost of travel in the IH, it becomes pretty clear right away that if their Inquisitor wasn't helping out, even a team of 5 Nobles would never even get to their destination in time to begin an investigation.

That said, how much assistance they get is up to the GM.

How much assistance had my group till now?


  • Since they expected a lot of trouble, they were given Mesh Vests and stub automatics with manstoppers.
  • Since they had to do some surveillance, they were given a vox thief
  • Since they were assumed to operate alone for a longer period of time and to get themselves quarters and materials "as neede",
    they were given "war funds" of 300 Thrones Cash.

Let me add, that the group does only use it if needed. They did went on a shopping spree (like the first time I handed them some fund in "Edge")

The other group (Operating on Dusk and tasked with a check/cleaning of 5 villages in a remote area) where given a grox & chart, provisions, two prayerbooks, to caskets of holy candles (wards), three milita men, a medi-skull, an blessed hammer and a "blessed" (not really) stub revolver with 9 (really blessed) bullets. With this, they are out to officially check the villages for heresy and mutation (last check was 5 years ago) and will get into trouble with a unwordly evil reclaiming this region.

I would imagine the principle perks are:-

-free leather trench coats

-unlimited hot drinks

-carte blanche to execute mutants/deviants/heretics

-bus pass (where applicable)

-Numbered parking bay for your Land Raider (where applicable)

-on the job training (torture a specialty)

-biscuits on wednesdays

-No union, though (union activity is HERESY)

-covered smoking area

-Robust internal grievance procedure (grievances = HERESY)

-Salary negotiable (but negotiating not advised)

-Equal opportunities employer (mutants and xenos need not apply, however)

-er....

-that's it.

From a conversation which occurred within the game I play between my Adept and our Inquisitor (with a little narrative interpretation).

"My lord, there are matters of compensation, restitution and general monthly stipends to be discussed," spoke Gabriel.

Inquisitor Severius considered the matter with thinly veiled disdain, "You serve the Inquisition through your service to me. Through this service you serve the God Emperor of Man. That alone should be all the payment you require, acolyte."

Standing fast against the contemptuous glare from the Inquisitor, Gabriel let the faintest hint of a smile show in his eyes. "As you say, my lord, our service to He on Terra does wonders to sustain the soul. But we are temporal creatures with physical needs; such sustenance of spirit does little to nourish the body."

The rest of the group present at the time did little to hide their "two-steps back/away" from the Adept for such insolence. What did they expect from the Nobly born book worm? A simple "a-duh, service is its own reward?" I also happen to be one of the two characters that can drive a ground vehicle, and the only one who can pilot small craft; both civilian and military. Of course, I am the squishy when it comes to a fight.

-=Brother Praetus=-

Love your list Lightbringer!

After the 1st mission (Edge of Darkness) I gave all the PC's a personalised letter from their Inquisitor. It was a kind of welcome to service letter along with specific instructions to a few party members; Arbitrator "...keep and eye on them...", TechPriest "...return any alien or heretical tek to me..." etc.

I also gave them a couple of hundred thrones and hand picked some items of equipment for them. e.g. Assassin has got a bolt pistol, he doesn't get bolter (pistol) for a few ranks and the clip of ammo costs a months wages to him! But he has it "in case". One guardsman who is a sniper got a forearm laser pistol (as he got jumped whilst using his longlas), other guardsman got given a best quality chainsword (again he doesnt get the skill for a couple of ranks though!).

In down time I do not take money off them for living expenses or for medical care for recovering form a mission. However any crafting they do does cost them money. The money they take on their missions is the money they need. If the mission requires extra funds (Rejoice... and House of D&A) then they will get given it.

Currently they feel like the Inquisition is taking care of them to a limited extent & they do not feel left out of the lurch. however they know the missions are hard, but doable.

Whilst we are "on mission" however the money the players have is generally what they will have to manage with. They rarely get the ability to "phone home" for help. The main concern for the Inquisition is that they remain "under cover".

(sorry rambled a bit)

See the "service is your reward" argument is fluffy and all. But in the end, for most acolytes joining the Inquisition is a choice. And while many do it to do His work, a minority also do it just to get paid. Being Acolytes is a holy job, a dangerious job, but is still a job. And while it is a thankless job, the ability to have "spending cash" and benefits gives the acolytes the feeling of not being lowly smurfs and common citizens. Why should they be given authority of the inquisition, but have to scounge up cash to eat.

I reccomend looking at the d20 SRD guys and getting a few pointers from its wealth system. I find that with very little modification this could be used to represent requisitioning material from the Inquisition. Wealth just has to be swapped with influence. Little thing below their influence score will be free within limits. However costly things like plasma or power weapons reduce their influence score.

Eh, I seem to remember the fluff mentioning that it is well-known that working for the Inquisition is a good way to end up as a planetary governor or equally well-placed. There are definately rewards, which is also why there are references to Inquisitors living in vast mansions.

If nothing else, you don't end up with a vast network of useful contacts by being a broke scrub. The more you prove yourself, the more the Inquisitor and Conclave are likely to invest their resources in your success.

The biggest perks my players have made use of so far: freedom of travel (when acting openly, they can even skip customs and immigration altogether, when covert, they have an ID code that essentially gets them waved through all Imperial checkpoints, although it doesn't work as well on private residences, or for locations maintained/owned by organisations other than the Imperium); an effective 'get out of jail free' card (they have the option of either acting openly and being let out straight away, or maintaining cover and being 'remanded' by a Bigger Fish until they reach the Inquisition), the right to visit an Inquisitorial facility without deep-cavity searches (unless the guard commander thinks it appropriate/funny; this last clause was added after one of the acolytes tried to smuggle a looted assault cannon(!) in his rectum), and the right to request aid, materiel and support up to grade Cyan-phi-quintus.

There are a few other perks, but they haven't earned them yet, so they stay in my campaign notes.

Alasseo said:

The biggest perks my players have made use of so far: freedom of travel (when acting openly, they can even skip customs and immigration altogether, when covert, they have an ID code that essentially gets them waved through all Imperial checkpoints, although it doesn't work as well on private residences, or for locations maintained/owned by organisations other than the Imperium); an effective 'get out of jail free' card (they have the option of either acting openly and being let out straight away, or maintaining cover and being 'remanded' by a Bigger Fish until they reach the Inquisition), the right to visit an Inquisitorial facility without deep-cavity searches (unless the guard commander thinks it appropriate/funny; this last clause was added after one of the acolytes tried to smuggle a looted assault cannon(!) in his rectum), and the right to request aid, materiel and support up to grade Cyan-phi-quintus.

There are a few other perks, but they haven't earned them yet, so they stay in my campaign notes.

"Son, are you some kinda new fangled silencer we ain't never heard of b'fore or are you actually trying to smuggle in a..." checks the 5 feet of gun protruding from the acolytes rear, "...Damnation Pattern Assault Cannon? And be honest too, 'cause, to tell ya the truth, there's nothin' ya ken make up that'll be strange enough to explain..." the guard then looks back to the 5 feet of gun protruding from the acolytes rectum again in disbelief as if it will vanish if e's not looking at it,"...that."

Lightbringer said:

I would imagine the principle perks are:-

-free leather trench coats

-unlimited hot drinks

-carte blanche to execute mutants/deviants/heretics

-bus pass (where applicable)

-Numbered parking bay for your Land Raider (where applicable)

-on the job training (torture a specialty)

-biscuits on wednesdays

-No union, though (union activity is HERESY)

-covered smoking area

-Robust internal grievance procedure (grievances = HERESY)

-Salary negotiable (but negotiating not advised)

-Equal opportunities employer (mutants and xenos need not apply, however)

-er....

-that's it.

Hot ****, I'm sold on the biscuits. Throw in some gravey and Grox bacon and I'll sign my very soul to the Inquisitor :D

Excellent Dental plan, your entire jaw can be replaced by metal teeth capable of ripping a mans throat out and capable of chewin Pork Scratchings like chewing gum

In our group we can get all sorts of perks for working with the inquisition
The main thing is freedom; when our characters join the inquisition they gain the chance to rise far above their station in life. The average feral worlder will live to thirty years in a little village if they’re lucky and knows little if anything about the wider universe, when he join the ranks of the inquisition he gains an opportunity to travel the sector and learn, see and experience more than he could ever have imagined. The hive ganger scum that expected to die in her twenties without ever seeing the sky, tasting clean water, or smelling fair not laden with toxic chemicals. The agri-world scribe that never expected to move beyond calculating weather/yield patterns. When you start your work with the inquisition, you have the chance to achieve things greater than you ever dreamed of.


The second perks we get is character exits; with one exception, the inquisitors we’ve worked for have understood that a person shouldn’t spend their entire lives serving the inquisition when they join. So besides all the on the job perks we get, when our veteran feral world guardsman finally leaves the service of inquisition. He has all sorts of opportunities that he would never have had before, he’s not just dumped back of Mortressa with his weapons and a gold watch. He can expect to find a good job, perhaps still serving the inquisition in one capacity or another.
Then there are all the venal perks; our characters often get “vouchers” for amesac, lho-sticks, rotgut and other drugs, as well as some measure of immunity to prosecution for carrying them. Depending on the circumstances, there are times when we live like kings and get great food, wear fine clothes, and don’t pay a cent our selves. (Although this is balanced out by the times we spend running around half-naked on death worlds, starving and scrabbling to keep ourselves alive). We get allies, various chattels and junk like that.

In general I've never understood the keep them poor vibe I get from some GMs on this board, and others. As a GM the money PCs each month is theirs. Half the PCs in my last game spent all their monthly pay on "living expenses". (Which for the guardsman meant drinking...) Their master can command armies, fleets, and doom whole worlds. He isn't going to let his people be at risk for bribery, and fraud. He isn't going to worry about a few thousand thrones here and there. The PCs get what they need for their mission. (not want) As they are generally under cover the PCs aren't carrying power swords, and bolters. Nor are they armored with carapace or power armor. (Mostly body gloves, and high quality flak armor that looks poor quality.) Injuries post mission are fixed by highly skilled doctors, and tech priests. Lost limbs are replaced with good or better mechanical limbs or vat grown cloned limbs. Unless the boss thinks there is an object lesson to be learned doing without for a mission.

Girls dig the rossette :P

Perks:
Discount on some equipement (bolt shells at half cost), medical care (only if near their inquisitors homebase), some equipment as deemed necessary.
Freedom to ascend their station.

Disadvantages:
Almost certain death, a lot of pain, reponsibilities they never anticipated, being stuck in a private war between several inquisitors and cults.

Graver said:

Alasseo said:

The biggest perks my players have made use of so far: freedom of travel (when acting openly, they can even skip customs and immigration altogether, when covert, they have an ID code that essentially gets them waved through all Imperial checkpoints, although it doesn't work as well on private residences, or for locations maintained/owned by organisations other than the Imperium); an effective 'get out of jail free' card (they have the option of either acting openly and being let out straight away, or maintaining cover and being 'remanded' by a Bigger Fish until they reach the Inquisition), the right to visit an Inquisitorial facility without deep-cavity searches (unless the guard commander thinks it appropriate/funny; this last clause was added after one of the acolytes tried to smuggle a looted assault cannon(!) in his rectum), and the right to request aid, materiel and support up to grade Cyan-phi-quintus.

There are a few other perks, but they haven't earned them yet, so they stay in my campaign notes.

"Son, are you some kinda new fangled silencer we ain't never heard of b'fore or are you actually trying to smuggle in a..." checks the 5 feet of gun protruding from the acolytes rear, "...Damnation Pattern Assault Cannon? And be honest too, 'cause, to tell ya the truth, there's nothin' ya ken make up that'll be strange enough to explain..." the guard then looks back to the 5 feet of gun protruding from the acolytes rectum again in disbelief as if it will vanish if e's not looking at it,"...that."

In their defence, it was a compact assault cannon...

Still not enough really, there was about 20" sticking out, although that was at least partially covered by the bilge-rat fur cloak he was wearing. And that character did end up having to have surgery to remove it...

Alasseo said:


In their defence, it was a compact assault cannon...

Still not enough really, there was about 20" sticking out, although that was at least partially covered by the bilge-rat fur cloak he was wearing. And that character did end up having to have surgery to remove it...

I don't know if that's defense enough of their cognitive abilities/sanity or not. That's still 60 some-odd lbs (27.5 kg) worth of hard pointy metal... who in their right mind would think it's a good idea to shove that on up there. But then again, I do have a friend who's a nurse and the things people chose to fall on while in the shower or walking about while naked is rather astounding.

At least that character has a story to top a woman's pain with. I don't think anyone's ever pushed 60 lbs of anything out before... partido_risa.gif

Alasseo said:

In their defence, it was a compact assault cannon...

Still not enough really, there was about 20" sticking out, although that was at least partially covered by the bilge-rat fur cloak he was wearing. And that character did end up having to have surgery to remove it...

Aaawkwaaard...

Ira said:

So I ask you, what perks do your groups get for being Acolytes of the Holy Ordos?

It depends on the mission at hand.

If the Inquisitor believes that the Acolytes are going up against specific obstacles or dangerous foes, they might recieve special equipment, weapons and armours normally outside of what they could afford themselves.

On other missions they might get strict orders to leave certain equipment back at the base of operations when stealth and discreation will be of utmost importance.

Some equipment provided by the Ordos might have to be returned after a successful mission. Other equipment might be left in the hands of the acolyte recieving it. Also if the PC's can manage it they will have opportunities to pilfer, hoard and even steal expensive equipment from the ordos (like being lent a piece of equipment only to tell that it was "lost" during the mission at some point etc.)

Aside from that, certain missions might require the acolytes to carry an Inquisitorial rosette to enforce their authority, but more often than not the Inquisitor will prefer if the acolytes remain discreet for as long as possible during operations.

To put it simply, whatever favors, gifts and loaned equipment the acolytes might or might not recieve will be completely up to my (the GM's) discretion and what I deem will give them a fighting chance in the deadly and hard missions I throw at them. demonio.gif