Chastener Alternative Career

“Who can truly return to the grace of the God-Emperor without the searing pain which accompanies having one’s sin revealed in His just light? This brand I have here is but a small thing by comparison, but the pain you feel should serve as a sufficient representation. Now, shall we begin?”
–Marcus Danturian, Chastener of The Pendulum

To be gunned down in the street, cornered by a squad of black-armoured Arbitrators, is the deserved end for those who have threatened the stability and constance of the Imperium of Man, but some Calixian Precincts believe that this is not the only end. For every criminal who is laid out on a hive street by the blast of an Arbites shotgun, there
are those who have warranted a different, though certainly no less terrifying, fate. To warrant such an end one must only show the briefest chance of rehabilitation or contrition, for this is what Lord Marshal Goreman’s Chasteners demand. It is the duty of the Chasteners to return the body and soul of such criminals to the service of the Emperor, which He so rightly requires. To achieve this, each Chastener is trained within the Precinct Fortress on Scintilla in a network of specialised simulation rooms to fi ght to subdue and restrain any prisoner, regardless of the environment. They are also skilled in torture and coercive force, the better to exact confessions and repentance from their wayward captives. For those criminals who would prefer a quick and heroic
death, standing against the might of the Adeptus Arbites encountering a Chastener will put a quick end to their dreams of glory, for when one is sought by the Chasteners, death is an escape they will not be afforded. The purpose of the Chasteners is rooted in the needs of Lord Marshal Goreman, who holds to the notion that each man’s first duty is to serve the Emperor in life and deed. To act contrary to the law is to not only disobey this duty, but to spit in the face of everything the Emperor has built􀀎 It is for this reason that Chasteners seek to rehabilitate their prey rather than execute them right off, as it is not the Chastener’s place to take from the Emperor one who might still serve the purpose for
which he was born. If a Chastener  succeeds in his task, not only will he have returned a wayward soul to the service of the God-Emperor, but he will have also saved a soul from damnation. The ways in which crime is punished non-lethally are many and varied, but only a few outcomes exist for the criminal. In the eyes of the Lord Marshal’s Chastener, the most desired outcome is to return the prisoner to Imperial society, entirely free of his lawless ways and truly repentant of his crimes. This is a rarity, but it is not unknown. Less rarely, a subject serves the God-Emperor in other ways, as servitor candidates or service within the Penal Legions of Kommitzar are always a viable punishment. Some may think this a dangerous prospect, for who can say whether the Chastener’s torments ever truly succeeded, but the minuscule number of released prisoners who have ever returned to their criminal ways speak to the validity of the Lord Marshal’s decision.
Since the most likely fate for one taken by the Chasteners is a term of service on a penal world or among the ranks of a penal legion, the criminals who deserve this end are largely those who serve the cause of the God-Emperor only under extreme duress. It is likely that this sort of recalcitrant scoundrel has thus far resisted the ministrations of the Chasteners and is beyond hope of voluntary rehabilitation. The final option left to criminals against the God-Emperor’s Law is execution.
When it appears that no amount of coercion or torture will have any lasting effect on a prisoner, they are instead put to death in order to ensure that their treasonous ideas and
ways are eliminated once and for all. The Chasteners do not hesitate to put a criminal to death, often weighting the efforts a subject would require against more pressing duties, sometimes executing a redeemable citizen for the sake of expediency.
To reach any of these ends is no easy thing, for those who have started down the path of impiousness and criminality have already forsaken their duty to mankind in the Lord
Marshal’s eyes, favouring their own desires, fears, and cowardice In order to return a prisoner to the lawful path, the deviant mind must first be broken free of the taint of lawlessness. In order to do this, Chasteners are masters of not only physical torture but methods of psychological readjustment.
Breaking the subject’s errant spirit is only the fi rst stage of the process of rehabilitation, but an important one. Only after they have been reduced to little more than gibbering shells of the criminals they once were are the prisoners prepared to be reforged by the Chasteners into proper Imperial citizens. This process has been known to take years for truly heinous villains, but can be done as quickly as a few solid months for criminals less dedicated to befouling the Imperium.
However, a Chastener’s job does not start in the interrogation room. While Arbitrators are perfectly capable soldiers of the law, they are merely that—soldiers. The art of capturing and detaining prisoners is one left to Goreman’s Chasteners of the Arbites,
men who are trained with a mind to finesse and restraint rather than overwhelming force. As a result, Chasteners receive extensive training in all sorts of subdual weaponry, including shock-weaponry, stun grenades, disabling toxins, and grapple-nets􀀎 In addition, Chasteners are trained to use their bodies as weapons with which to restrain their prey􀀎 These agents of the Arbites are masters of martial traditions which focus on grappling and holds to subdue one’s opponent􀀎 Chasteners are trained in a specialized form of martial art which combines specific aspects of several combat regimens in order to most effectively control and restrict their quarry without endangering their life􀀎
All of these skills combine to make Chasteners dangerous foes to criminals and valuable agents of Imperial law􀀎 Indeed, for these reasons, Inquisitors of the Holy Ordos
often conscript Chasteners to complete their retinues􀀎 Their collection of skills and training makes them uniquely capable for work as an investigator and interrogator for
their Inquisitorial masters􀀎 Truly it is no rare thing for the target of a Chastener’s mission to be the target of an Inquisitorial investigation; a convergence of goals which is
rarely displeasing for either party􀀎

Becoming a Chastener: Joining the ranks of the Chasteners is as much a choice as joining the cadre of an Imperial Inquisitor􀀎 While some may strive for the position, ultimately it is up to the Precinct Command on Scintilla to choose capable men and women for service􀀎 The time and effort placed into training these individuals (who may be called upon to perform alone or in the service of the Inquisition) makes recruitment a serious affair􀀎 Those in charge of putting prospective Chasteners through the program beneath the Precinct Fortress are encouraged to create tasks that escalate in danger and require ever increasing creativity on the part of the candidate􀀎 Arbitrators who have shown signifi cant skill in interrogation and uncommon restraint in the apprehension of criminals are natural candidates for the rank of Chastener􀀎 Few chosen deny the position, for while many Arbitrators prefer a more straightforward approach to dealing with criminals, the rank and honour paid to a Chastener is a valuable asset to anyone wishing to one day command a Precinct of his own􀀎 Required Careers: Arbitrator, Assassin, or Guardsman Alternate Rank: Rank 3 or higher (1,000 xp)
Requirements: Inquiry and Interrogation Skills􀀎

Chastener Advances

Advance Cost Type Prerequisites
Chem-Use 100 Skill —
Common Lore (Underworld) 100 Skill —
Common Lore (Underworld) +10 200 Skill Common Lore (Underworld)
Concealment 100 Skill —
Concealment +10 200 Skill Concealment
Inquiry +10 200 Skill Inquiry
Interrogation +10 100 Skill Interrogation
Intimidate 100 Skill —
Intimidate +10 100 Skill Intimidate
Scholastic Lore (Judgement) 100 Skill —
Scrutiny 100 Skill —
Scrutiny +10 100 Skill —
Shadowing 100 Skill —
Silent Move 100 Skill —
Silent Move +10 200 Skill Silent Move
Disarm 200 Talent Ag 30
Iron Jaw 200 Talent T 40
Melee Weapon Training (Shock) 200 Talent —
Nerves of Steel 200 Talent —
Peer (Adeptus Arbites) 200 Talent Fel 30
Sound Constitution (x2) 200 Talent —
Takedown 200 Talent —
Sure Strike 200 Talent WS 30