Solid stuff, Mercucio. Thanks for the input! To be completely honest, a lot of the things you pointed out were me just being retarded.
How are these revisions?
Adept (600xp)
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intelligence, Fellowship, Perception, Agility, Knowledge, Defence
Starting Skills: Common Lore (Imperium), Common Lore (War) or Common Lore (Tech), Logic, Scholastic Lore (Legend), Scholastic Lore (Chymistry)
Starting Talents: Polyglot, Total Recall, Weapon Training (Solid Projectile or Las, Low-Tech)
Starting Equipment: Common-craftsmanship Stub Revolver and 1 clip of ammunition, Common-craftsmanship Flak Vest, common-craftsmanship Staff, robes, writing kit, chrono, data-slate
Starting Wounds: 6+1d5
Arbitrator (600xp)
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Ballistic Skill, Toughness, Fellowship, Intelligence, Leadership, Defense
Starting Skills: Common Lore (Adeptus Arbites), Common Lore (Imperium), Inquiry, Scrutiny
Starting Talents: Jaded or Takedown, Weapon Training (Solid Projectile, Shock, Low-Tech,)
Starting Equipment: Common-craftsmanship Shotgun (pump action) and 2 clips of ammunition, Common-craftsmanship Shock Maul (counts as a Power Maul on Low setting) or Riot Shield (4 AP to Body and the held arm, +15 to Parry,) Common-craftsmanship Light Carapace armour
Starting Wounds: 8+1d5
Assassin (600xp)
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Weapon Skill, Ballistic Skill, Agility, Perception, Finesse, Fieldcraft
Starting Skills: Awareness, Dodge, Acrobatics or Stealth
Starting Talents: Deadeye Shot or Sure Strike, Lightning Reflexes, Weapon Training (Las, Solid Projectile, Low-Tech)
Starting Equipment: Common-craftsmanship Long-las and 4 clips of ammunition or Common-craftsmanship Mono-Sword, Common-craftsmanship Mono-Knife or Common-craftsmanship Laspistol and 2 clips of ammunition, 2 Smoke Grenades, bodyglove
Starting Wounds: 8+1d5
Scum (600xp)
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Agility, Fellowship, Perception, Ballistic Skill, Fieldcraft, Social
Starting Skills: Charm or Deceive or Intimidate, Dodge, Sleight of Hand, Stealth
Starting Talents: Technical Knock or Quick Draw, Light Sleeper, Weapon Training (Solid Projectile, Low-Tech)
Starting Equipment: Common-craftsmanship Autogun and 1 clip of ammunition or Common-craftsmanship Shotgun (pump action) and 3 clips of ammunition, 1 Frag Grenade, Good-craftsmanship Autopistol and 1 clip ammunition or knife, street clothes
Starting Wounds: 8+1d5