Malefic scholar alternative career path

A Malefic Scholar studies and acquires proscribed knowledge concerning the nature of the warp, the power and nature of daemons, and the manipulation of warp and daemons by the arts of ritual and sorcery. These are the wizened masters of warp craft who can summon daemons, open portals into the ether, see things far off and days remote, and create artefacts of occult power. Such dedication is motivated by an obsession with knowing what should not be known, or by the desire to wield unnatural power that is beyond that open to most humans. The power of a Malific Scholar has potential that is only bound by the weakness of the human mind when  confronted with truths greater than it can cope with.
Forbidden knowledge is bought with obsessive pursuit of foul tomes, occult artefacts, incunabula, and long study. Given the fragmentary and often contradictory nature of the Occult Texts, the practice of warp craft requires long experimentation and a considerable intellect. The effects of such study and practise are corrosive to body and soul.

For Inquisitors of Radical factions a Malefic Scholar is a valuable servant and weapon to be used to fight the enemies of mankind. In the service of a Inquisitor a Malefic Scholar will find undreamt of access to sources of forbidden lore and endless opportunities to expand their knowledge.

Becoming a Malefic Scholar
Becoming a Malefic Scholar is a conscious choice on the part of an Adept who wishes to pursue forbidden knowledge and sorcery. Beyond this the character must have in-game access to a source of Forbidden Lore (Daemonology) and/or Scholastic Lore (Occult), such as a tome containing arcane writings, or contact with an individual who has such knowledge. On entering this career, an adept gains 1d10 Corruption Points
and 1d10 Insanity Points.

Alternate Rank: Rank 4

Advance Cost Type
Ciphers (Occult) 100 S
Ciphers (Occult) +10 200 S
Ciphers (Occult) +20 300 S
Favoured by the Warp 100 T
Forbidden Lore (Warp) 100 S
Forbidden Lore (Warp) +10 200 S
Forbidden Lore (Warp) +20 300 S
Forbidden Lore (Daemonology) 100 S
Forbidden Lore (Daemonology) +10 200 S
Forbidden Lore (Daemonology) +20 300 S
Invocation 100 S
Invocation +10 200 S
Invocation +20 300 S
Minor Arcana 100 T
Minor Arcana 100 T
Minor Arcana 100 T
Minor Arcana 100 T
Minor Arcana 100 T
Psyniscience 100 S
Psyniscience +10 200 S
Psyniscience +20 300 S
Major Arcana 200 T
Major Arcana 200 T
Major Arcana 200 T
Major Arcana 200 T
Major Arcana 200 T
Scholastic Lore (Occult) 100 S
Scholastic Lore (Occult) +10 200 S
Scholastic Lore (Occult) +20 300 S
Sorcerer 200 T
Sublime Arts 300 T
Master Sorcerer 400 T

New talents

Sorcerer (Talent)
Prerequisites: Intelligence 35+, Willpower 35+, Forbidden Lore (Demonology or Warp) +10.
The Acolyte may use the powers of sorcery to channel the warp through a combination of esoteric lore, skill and focused will. He counts as having an effective Psy Rating of 2 and may learn a number of Arcana powers equal to three times his WP Bonus. Major powers count as two powers when determining the amount of powers a sorcerer can learn.
When choosing Arcana powers, the sorcerer is not bound by a particular type of power (such as the psyker’s Discipline framework), as sorcery is a fragmented and contradictory business. Characters, however, can only fill these power slots by seeking and mastering the rituals independently, either by dangerous experimentation, ancient lore, or dark bargains, and cannot be develop them naturally.

Master Sorcerer (Talent)
Prerequisites: Intelligence 40+, Willpower 50+, Sorcerer, Forbidden Lore (Demonology or Warp) +20.
The Acolyte’s mastery of the dark arts is great, and he has learned to avoid the pitfalls that beset lesser practitioners of the craft. He may channel far more raw power than most and counts as having an effective Psy Rating of 4, a +10 bonus to Daemonic Mastery Tests, and is immune to the effects of Daemonic Presence.
Master sorcerers are extraordinarily rare, and with good reason. Few possess the dedication and strength of mind to enact their will on the warp in this way, and most are
destroyed before they attain such skill.

Minor Arcana (Talent)
Prerequisites: Sorcerer.
The sorcerer has acquired an additional Minor Arcana Power over the amount usually allowed; this must be learned or researched as normal.

Major Arcana (Talent)
Prerequisites: Willpower 45+, Sorcerer.
The sorcerer has acquired an additional Major Arcana Power over the amount usually allowed; this must be learned or researched as normal.

Sublime Arts (Talent)
Prerequisites: Perception 40+, Intelligence 45+, Sorcerer.
The sorcerer may use his powers without the usual need for obvious vocalisations, gestures, and the like, simply enacting the patterns needed mentally by sheer dint of concentration and unyielding mental strength. However, the Threshold of Arcana Powers used this way is increased by an additional +2.

Fuelled by Flesh (Talent)
Prerequisites: Sorcerer.
In manifesting their powers, many sorcerers practice some form of self-mutilation in order to further augment and empower their incantations with their own suffering and bodily sacrifice. Each time an arcana is unsuccessfully manifested, the sorcerer with this talent can opt to re-roll the dice at the cost of inflicting 1d5 Damage on themselves (Armour, Toughness Bonus, and other protections do not apply to this Damage).
An unfortunate side-effect is that it leaves the sorcerer’s flesh a mangled mess of cuts and wounds in a state of constant recovery and open to infection. As a result, the sorcerer suffers –20 to resist the effects of diseases and poisons, and if wounded by a Toxic weapon, he suffers an additional 1d10 points of damage with no reduction from his Armour or Toughness Bonus.