Dark Heresy Consolidated Character Creation Document

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Dark Heresy Consolidated Character Creation V1.

2
By Michael Pennington (Mikethulhu) This document consolidates all the character creation information from Dark Heresy and its supplements into a single easy to use reference document for GM's and players. Version History Version 1.0 : 28/02/2011 First Version of the document. Version 1.1 : 05/03/2011 Added the Battle Sister career and alternate first career ranks from Blood of Martyrs.

Added the Homeworlds from Blood of Martyrs. Listed Homeworlds alphabetically, copying from the RT document. Added page references.

Version 1.2 : 06/03/2011 Added Alternate Origins from the Radicals Handbook


Sources

Added background packages from Blood of Martyrs. Added background packages from the Inquisitors Handbook. Added background packages from the Radicals Handbook.

Dark Heresy Sources DH : Dark Heresy

BoM : Blood of Martyrs IH : Inquisitors Handbook RH : Radicals Handbook

Rogue Trader Sources RT : Rogue Trader

ItS : Into the Storm

Step 1 Generate Characteristics : DH p.22 All 9 Characteristics (WS, BS, S, T, Ag, Int, Per, WP and Fel) begin at 20, players then have 100pts to spread between them adding no more than 20 points to any single characteristic. Different races have different starting characteristics. Step 2 - Select Homeworld : DH p.13 The players then select their characters Home Worlds, each of which modifies their characteristics, skills and talents as shown below. Those marked with an * have been copied from Rogue Trader. Step 3 - Select Career Path : DH p.24 After determining characteristics and selecting a homeworld the players select their career paths, noting down their starting skills, talents, gear and rank as well as those skills, talents and characteristic modifiers from their Homeworld. Step 4 - Spend Experience Points and Buy Equipment : DH p.28 All characters start with 400xp which they may use to buy Advances. Characters also begin play with a small amount of money they may use to make as many purchases as they wish (and can afford). Movement : Half Movement : Ag bonus Full Movement : Ag bonus x2 Charge : Ag bonus x3 Run : Ag bonus x6 Wounds : Toughness Bonus x2 plus Homeworld Wound Bonus. Fate Points : Determined by Homeworld and a 1d10 roll.

At this point the player may also spend some of their starting XP on a single background package. Step 5 - Giving Characters Life : DH p.30 Players determine their characters names, nature and personality as well as other roleplaying considerations. See Dark Heresy p.30 - 33 for more details including several charts which can be used to randomly determine appearance, age, distinguishing features and quirks. Finally characters must roll a Divination, see Dark Heresy p.34.

Homeworlds
Those homeworlds marked with an * are from Rogue Trader and can be selected at the GM's discretion. Battlefleet* : ItS p.12 +3 Fellowship, +5 Willpower -5 Perception Skills : Common Lore (Imperial Navy) (Int), Speak Language (Battlefleet War Cant) (Int), Navigation (Stellar) (Int) or Pilot (Spacecraft) (Ag) Talents : Void Accustomed Officer On Deck : +5 to Command Tests when aboard a Spacecraft Ship Bound Fighter : -2 Initiative and double Range Penalties when Planetside and not in a tunnel or other confined space. Wounds Bonus : 1d5 (3) Fate : 1-6 : 3, 7-10 : 4 Famulous Prodigy : BoM p.52 +5 Int, +5 Fel -5 BS, -5 WP Skills : Common Lore (Imperial Creed) (Int), Literacy (Int), Speak Language (High Gothic) (Int) Talents : Peer (Ecclesiarchy) and Peer (Administratum, Millitary or Noble) Etiquette : +10 to Interaction Skill Tests when dealing with high authority and in formal settings. Legacy of Wealth : Double starting wealth and income. Mysterious Lineage : Roll 1d10... 1-2 : Increase Int and Insanity points by 1d10, roll once and apply the result to both. 3-4 : Gain Chem Geld. 5-6 : Gain Talented (Decieve), -10 to Concealment and Silent Move. 7-8 : -5 T, -1 Wound, gain Forbidden Lore (Daemonology, Heresy, Inquisition or Psykers) 9-10 : Increase Fel and Corruption points by 1d10, roll once and apply the result to both. Wounds Bonus : 1d5 (3) Fate : 1-3 : 2, 4-9 : 3, 10 : 4 Child of Dynasty* : ItS p.14 +3 Intelligence, +5 Fellowship -3 Toughness, -5 Willpower Skills : Literacy (Int), Speak Language (High Gothic) (Int) Dynastic Warrant : +3 SP at character creation Honour Amongst Peers : +5 to Fellowship tests when interacting with high officials of the Imperium and Nobles in a formal setting. Unseen Enemy : Enemy determined by the GM. Wounds Bonus : 1d5 (3) Fate Points : 1-3 : 2, 4-7 : 3, 8-10 : 4 Death World : RT p.17 +5 Strength, +5 Toughness -5 Willpower, -5 Fellowship Skills : Survival Talents : Jaded or Resistance (Poisons), Melee Weapon Training (Primitive) Paranoid : -10 to all Interaction Skill Tests in social surroundings Survivor : +10 to all tests to resist Pinning and Shock Wounds Bonus : 1d5 +2 (5) Fate Points : 1-5 : 2, 6-10 : 3

Feral World : DH p.14 +5 Strength, +5 Toughness, -5 Fellowship, -5 Willpower Skills : Speak Language (Tribal Dialect) (Int) Basic Skills : Navigation (Surface) (Int), Survival (Int), Tracking (Int) Iron Stomach : +10 to Carouse Tests to resist the ill effects of ingested toxins, poisons and tainted foods Primitive : -10 Tech Use (Int) and -10 to Fellowship based tests made in civilised or formal surroundings Rite of Passage : Feral Worlders may spend a Full Action to make an Intelligence test to staunch Blood Loss. Wounds Bonus : d5 +2 (5) Fate : 1-4 : 1, 5-10 : 2

Footfallen* : ItS p.10 +5 Agility, +5 Fellowship -5 Ballistic Skill, -5 Toughness Skills : Common Lore (Region) (Int), Psyniscience (Per) Talents : Peer (Astropaths, The Insane, Underworld, Void Born or Workers), Polyglot, Rival (Inquisition) Street Knowledge : -5 to all Scholastic Lore tests save those dealing with the region they are from. Wounds Bonus : 1d5 (3) Fate : 1-4 : 2, 5-7 : 3, 8-10 : 4

Forge World : IH p.9, RT p.19

Fortress World* : ItS p.11

Frontier World* : ItS p.9

+5 Int -5 WS Basic Skills : Common Lore (Tech) (Int), Common Lore (Machine Cult) (Int) Talents : Technical Knock Fit for Purpose : +3 to any characteristic Stranger to the Cult : -10 to Knowledge checks involving the Imperial Creed, -5 to Fellowship tests to interact with members of the Ecclesiarchy in formal settings. Wounds Bonus : 1d5 +1 (4)

+5 Ballistic Skill, +5 Willpower -5 Intelligence, -5 Fellowship Skills : Common Lore (War) (Int), Secret Tongue (Millitary) (Int) Talents : Basic Weapons Training (Las or SP), Hatred (Enemy of their Homeworld), Nerves of Steel Constant Weapon Training : -5 to Social Interaction Tests regarding Non Combat topics (GM's discretion) Wounds Bonus : 1d5 +1 (4)

+5 Strength -5 Intelligence Skills : Survival (Int), Wrangling (Int) Leery of Outsiders : -10 to all Fellowships tests when dealing with strangers. Tenacious Survivalist : May reroll Initiative tests Xenos Interaction : Immune to Fear (1) and Fear (2) caused by Xenos, -5 to Interaction tests when dealing with members of the Imperial Cult.

Fate : 1-5 : 2, 6-9 : 3, 10 : 4

Fate : 1-9 : 3, 10 : 4

Wounds Bonus : 1d5 +2 (5) Fate : 1-5 : 2, 6-10 : 3 Mind Cleansed : IH p.11 +5 WP -5 Fel Skills : Deceive (Fel), Intimidate (S) Basic Skills : Common Lore (Tech) (Int), Survival (Int) Talents : Jaded, Pistol Weapon Training (Las, SP) Failsafe Control : Implanted Trigger Word known at the GM's discretion Imperial Conditioning : +10 to WP tests to resist Fear or Mind Control Shards of Memory : Flashbacks to pre-Mind Cleansing at GM's discretion. Through a Mirror Darkly : Wounds Bonus : 1d5 (3) Fate Points : 1-3 : 2, 4-9 : 3, 10 : 4

Hive World : DH p.16, RT p.20 +5 Fellowship -5 Toughness Basic Skills : Speak Language (Hive Dialect), Tech Use (Int) Accustomed to Crowds : Crowds do not count as Difficult Terrain and may Charge or Run in crowds with no need to take Agility Tests to remain on their feet. Hivebound : -10 to Survival (Int) tests, -5 to all Int tests when outside a Proper Hab Wary : +1 Initiative Wounds Bonus : 1d5 +1 (4) Fate : 1-5 : 2, 6-8 : 3, 9-10 : 4

Imperial World : DH p.18, RT p.22 +3 Willpower Basic Skills : Common Lore (Imperial Creed, Imperium, War) (Int), Literacy (Int), Speak Language (High Gothic) (Int) Blessed Ignorance : -5 on all Forbidden Lore tests Wounds Bonus : 1d5 (3) Fate : 1-8 : 3, 9-10 : 4

Alternate Origin : Hive World Mutant : RH p.31 Replace Accustomed to Crowds with... +5 T -5 Fel Twist : Your choice of... Choose 2 Minor Mutations

Roll for 1 Major Mutation and 1 Minor Mutation, -1 Fate Point Noble Born : IH p.15, RT p.23 +5 Fellowship -5 Willpower Basic Skills : Literacy (Int), Speak Language (High Gothic, Low Gothic) (Int) Talents : Peer (Nobility), Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Millitary, or Underworld) Etiquette : +10 to Interaction Skill Tests when dealing with high authority and in formal settings. Legacy of Wealth : Double starting wealth and income. Vendetta : Enemy determined by the GM. Wounds Bonus : 1d5 (3) Fate : 1-3 : 2, 4-9 : 3, 10 : 4 Alternate Origin : Tainted Blood : RH p.34 Replace Etiquette with... Int +10 Talents : Resistance (Fear), Talented (Deceive) Corruption Points : +1d10 Insanity Points : +2d10 Penal World* : ItS p.13 +5 Toughness, +5 Perception -5 Fellowship, -5 Willpower Skills : Decieve (Fel) or Intimidate (S) Basic Skills : Security (Ag) Talents : Light Sleeper, Peer (Underworld) Criminal : -20 to Interaction tests when dealing with the authorities should their home world become known. Nightmares : 1d5 Insanity Points Underground Resources : May make an item 1 rank easier to Acquire once every 2 sessions by making use of their criminal contacts. Such items are likely stolen. Wounds Bonus : 1d5 +1 (4) Fate : 1-4 : 2, 5-9 : 3, 10 : 4

Monastic Upbringing : BoM p.54 +3 Willpower Basic Skills : Literacy (Int), Speak Language (High Gothic) (Int) Talents : Hardy Blessed Ignorance : -5 on all Forbidden Lore tests. Sign of the Aquilla : -10 to all tests acting against Ecclesiarch interests, WP test not to make the Aquilla when facing a shrine or Chaos. Wounds Bonus : 1d5 (3) Fate : 1-8 : 3, 9-10 : 4

Schola Progenium : IH p.18 Basic Skills : Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War) (Int), Scholastic Lore (Philosophy) (Int) Talents : Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), Pistol Weapon Training (Las or SP) Sheltered Upbringing : -10 to all Charm, Command, Deceive and Scrutiny tests when dealing with the worst examples of humanity (cultists, traitors, mutants, scum etc) Tempered Will : Very Hard (-30) Willpower tests are treated as Hard (-20) instead Wounds Bonus : 1d5 (3) Fate Points : 1-2 : 1, 3-7 : 2, 8-10 : 3 Alternate Origin : Blighted Schola : DRH p.29

Shrine World : BoM p.50 +5 WP, +5 Fel -5 Int, -5 Per Skills : Common Lore (Imperial Creed) (Int) Basic Skills : Common Lore (Ecclesiarchy) (Int), Literacy (Int) Fear the Unhallowed : -10 to all Forbidden Lore tests. The Power of Hate : Gain Hatred (Heretics) or Insanely Faithful. Supplicant : Must make a WP test or react violently whenever their faith or the Imperial Creed is questioned. Wounds Bonus : 1d5 (3) Fate Points : 1-2 : 1, 3-7 : 2, 8-10 : 3

Void Born : DH p.20, RT p.18 +5 Willpower -5 Strength Skills : Speak Language (Ship Dialect) Basic Skills : Navigation (Stellar) (Int), Pilot (Spacecraft) (Ag) Talents : Void Accustomed Charmed : Roll 1d10 when using a Fate Point (not Burning), on a natural 9 it is not lost. Ill Omened : -5 to all Fellowship tests to interact with non Voidborn humans Wounds Bonus : 1d5 (3) Fate : 1-5 : 3, 6-10 : 4

Alternate Origin : Darkholder : RH p.30

Replace Basic Skill and Sheltered Upbringing with... +5 Int Basic Skills : Forbidden Lore (Cults, Daemonology, Heresy, Psykers, Warp) (Int) Talents : Foresight, Resistance (Psychic Powers) Insanity Points : +1d10

Replace Charmed with... +5 T, +5 WP -5 Fel, -5 Int Basic Skills : Forbidden Lore (Warp) (Int) Talents : Jaded, Paranoia Cold Souled and Hungry : -5 to all peaceful interaction tests. Corruption Points : +1d5

Careers
Career Adept DH p.44 Starting Rank Starting Skills Archivist Common Lore (Imperium) (Int), Common Lore (Tech) (Int) or Sholastic Lore (Legend) (Int), Literacy (Int), Speak Language (Low Gothic) (Int), Trade (Copyist or Valet) (Int) Common Lore (Ecclesiarchy, Imperial Creed) (Int), Forbidden Lore (Heresy) (Int), Literacy (Int), Speak Language (High Gothic, Low Gothic) (Int), Performer (Singer) (Fel), Trade (Copyist) (Int) Common Lore (Ecclesiarchy, Imperial Creed) (Int), Literacy (Int), Medicae (Int), Speak Language (High Gothic, Low Gothic) (Int), Performer (Singer) (Fel) Common Lore (Adeptus Arbites, Imperium) (Int), Inquiry (Int), Literacy (Int), Speak Language (Low Gothic) (Int) Starting Talents Light Sleeper or Resistance (Cold), Melee Weapon Training (Primitive) or Pistol Training (SP), Sprint or Unremarkable Starting Gear Weapons : Staff or Stub Revolver Gear : Administratum Robes, Autoquill or Writing Kit, Chrono or Hour Glass, Data Slate or Illuminated Tome, Backpack Wealth : 105 Throne Gelt (100 +1d10) Weapons : Dialogous Staff, Stub Revolver Armour : Shield Robes Gear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of Sororitas Wealth : 110 Throne Gelt (100 +2d10)

- Sister Dialogus BoM p.92

(Alternate Adept Starting Rank) : Int : 30 WP : 30

Basic Weapon Training (SP) or Melee Weapon Training (Primitive), Light Sleeper, Pistol Weapon Training (SP)

- Sister Hospitallier BoM p.96

(Alternate Adept Starting Rank) : WP : 30 Fel : 30 Trooper

Basic Weapon Training (SP), Melee Weapon Training (SP), Peer (Imperial Guard), Pistol Weapon Training (SP)

Weapons : Stub Revolver Armour : Hospitallier Carapace Gear : Chaplet Ecclesiasticus (Charm), Hospitallier Medicae Tools, Ring of Suffrage, Rule of Sororitas Wealth : 80 Thrones (70 + 2d10) Weapons : Club, Brass Knuckes, Knife, Shotgun Armour : Chain Coat or Flak Vest or Mesh Vest Gear : Arbitrator ID, Chrono, Flask of Amasec or Pack of Lho Sticks, Injector, 3 doses of Stimm, Uniform Wealth : 60 Throne Gelt (50 + 2d10) Weapons : Autogun or Hunting Rifle or Shotgun, Compact Laspistol or 10 Throwing Knives, Sword Gear : Charm, Black Bodyglove, 3 doses of Stimm Wealth : 135 Throne Gelt (120 + 3d10) Weapons : Godwyn de'az Bolter Armour : Sororitas Power Armour (Without Helmet). Gear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of Sororitas, Scorida, Writing Kit Wealth : 50 Throne Gelt Weapons : Hammer or Sword, Autopistol or Stub Revolver, Crossbow or 5 Throwing Knives Armour : Chain Coat or Flak Vest Gear : Aquilla Necklace, 4 Candles, Charm, Ecclesiarchy Robes, Backpack Wealth : 325 (300 + 5d10) Weapons : Staff, Stub Revolver Armour : Shield Robes Gear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of Sororitas Wealth : 135 Throne Gelt (120 +3d10)

Arbitrator DH p.50

Basic Weapon Training (SP), Melee Weapon Training (Primitive), Quick Draw or Rapid Reload

Assassin DH p.56

Sell Steel

Awareness (Per), Dodge (Ag), Speak Language (Low Gothic)

Ambidextrous or Unremarkable, Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Weapon Training (SP), Thrown Weapon Training (Primitive) or Pistol Weapon Training (Las) Basic Weapon Training (Bolt), Melee Weapon Training (Primitive), Hatred (Heretics, Mutants or Psykers), Pure Faith, Unshakable Faith

Battle Sister BoM p.80

Sister

Common Lore (Ecclesiarchy, Imperial Creed) (Int), Literacy (Int), Speak Language (High Gothic, Low Gothic) (Int), Performer (Singer) (Fel)

Cleric DH p.62

Novice

Common Lore (Imperial Creed) (Int), Literacy (Int), Performer (Singer) (Fel) or Trade (Copyist) (Int), Trade (Cook) or (Valet) (Int), Speak Language (Low Gothic) (Int) Common Lore (Ecclesiarchy, Imperial Creed) (Int), Deceive (Fel), Literacy (Int), Speak Language (High Gothic, Low Gothic) (Int), Performer (Singer) (Fel), Scholastic Lore (Heraldry) (Int) Drive (Ground Vehicle) (Ag) or Swim (S), Speak Language

Basic Weapon Training (Primitive), Melee Weapon Training (Primitive), Pistol Weapon Training (SP) or Thrown Weapon Training (Primitive) Air of Authority, Basic Weapon Training (SP) or Melee Weapon Training (Primitive), Flagellant, Pistol Weapon Training (SP)

- Sister Famulous

Alternate Cleric Starting Rank) : WP : 30 Fel : 30

Guardsman DH p.68

Conscript

Basic Weapon Training (Las), Basic Weapon Training

Weapons : Axe or Hammer or Sword, Flintlock Pistol or Laspistol, Lasgun, Bow

(Low Gothic) (Int)

(Primitive or SP), Melee Weapon Training (Primitive), Pistol Training (Primitive or Las)

or Musket or Shotgun, Knife Armour : Imperial Guard Flak Armour Gear : Clothing (Stealth Gear, Street Clothes or Uniform), Explosive Collar (Still Attached) or Mercenary License or Imperial Infantrymans Uplifting Primer, 1 weeks Rations Wealth : 75 (70 + 1d10) Weapons : Axe or Sword, Staff, Compact Laspistol or Compact Stub Revolver, Psykana Mercy Blade Armour : Quilted Vest Gear : Book of Imperial Saimts or Emperors Tarot Deck, Psy Focus, Sanctioning Brand, Tattered Robe Wealth : 53 (50 + 1d5) Weapons : Autogun or Shotgun, Autopistol, Brass Knucles or Club, Knife Armour : Quilted Vest or Beast Furs Gear : Poor Craftsmanship Clothing (Coverall or Rags or Streetwear) Wealth : 13 (10 + 1d5) Weapons : Las Carbine, Las Pistol, Knife, Metal Staff Armour : Flak Vest Gear : Data Slate, Glow Lamp, Mechanicus Vestments, Spare Parts, Sacred Machine Oil Wealth : 155 (150 + 1d10)

Imperial Psyker Sanctionite DH p.74

Invocation (WP), Literacy (Int), Psyniscience (Per), Speak Language (Low Gothic) (Int), Trade (Merchant) or Trade (Soothsayer) (Int)

Melee Weapon Training (Primitive), Pistol Training (Las or SP), Psy Rating 1, Sanctioned Psyker

Scum DH p.82

Dreg

Awareness (Per), Blather (Fel), Charm (Fel) or Dodge (Ag), Common Lore (Imperium) (Int), Decieve (Fel), Speak Language (Low Gothic)

Ambidextrous or Unremarkable, Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Weapon Training (SP) Basic Weapon Training (Las), Electro Graft Use, Mechanicus Implants, Melee Weapon Training (Primitive), Pistol Weapon Training (Las)

Tech Priest DH p.88

Technographer Literacy (Int), Secret Tongue (Tech) (Int), Speak Language (Low Gothic) (Int), Tech Use (Int), Trade (Copyist) (Int) or Trade (Scrimshawer) (Int)

Background Packages
Several of the deeds listed below are designed specifically for the Calixis Sector campaign setting for Dark Heresy. These deeds have a second, generic, name in brackets to be used if they are adapted to other settings. Background Package The Astral Knives (Void Ship Assassin) IH p.30 Beast Slaver IH p.36 XP Cost 200xp Prerequisites Assassin, Void Born Effects Skills : Ciphers (Secret Society - Astral Knives) (Int), Decieve (Fel). Basic Skills : Forbidden Lore (Warp) (Int), Tech Use (Int) Corruption Points : +1d5 Special : You are a member of a proscribed society which may cause problems at the GM's discretion. Skills : Forbidden Lore (Mutants) (Int) or Scholastic Lore (Beasts) (Int) Talents : Melee Weapons Training (Shock), Peer (Underworld) Corruption Points : +1d5

100xp

Scum, Death World, Feral World, Hive World or Imperial World Adepta Sororitas or Cleric Scum, Hive World of Imperial World

Blessed Birth BoM p.56 Brotherhood of Thollos (Mercenary Company) IH p.37 The Calixian Pattern Killings (Manhunter) IH p.27 Cold Guild Courier IH p.36 Convert BM p.56

100xp 200xp

Fate Points : +1 +3 WS, +3 T -5 Fel Talents : Strret Fighting, Peer (Underworld)

200xp

Arbitrator

+5 Int or Per Talents : Talented (Inquiry)

100xp

Scum, Void Born +5 Per -5 T Talents : Concealed Cavity, Peer (Void Born), Talented (Concealment) Death World or Feral World Skills : Survival (Int) Basic Skills : Common Lore (Imperial Creed) (Int) Talents : Unshakable Faith Former Heathen : If you fail a Common Lore (Imperial Creed) test by more than 2 degrees you misinterpret Imperial doctrine in a potentially dangerous or embarassing way. Insanity Points : +2d10 Fate Points : +1 Condemned as a Heretic : You can never gain Peer or Good Reputation (Ecclesiarchy) or draw

300xp

Denounced and Condemned RH p.36

400xp

Battle Sister

upon the resources of the Ecclesiarchy or Sisterhood. Witch Sight : You may spend a Fate Point to determine the nature of somoenes soul in the same way as the Soul Sight power (DH p.173) save that there is no chance of Psychic Phenomena, it works automatically, and Perception is used instead of Psyniscience. Disciples of Thule (Archeotech Hunter) IH p.37 Divine Light of Sollex (Mechanicus Warrior Priest) IH p.37 The Empty Men of Sinophia Magna (Tech Heretic Uprising) IH p.26 The Great Chantries of Tarsus (Chantry Education) IH p.32 100xp Tech Priest, Forge World or Void Born -5 WS, -5 Per Skills : Common Lore (Machine Cult) (Int), Evaluate (Int), Forbidden Lore (Archaeotech) (Int), Logic (Int), Scholastic Lore (Cryptology) (Int)

300xp

Tech Priest, Forge World

-5 Fel Skills : Ciphers (Secret Society - Sollex) (Int), Common Lore (Machine Cult) (Int), Demolition (Int), Scholastic Lore (Tactica Imperialis) (Int) Talents : Hatred (Tech Heretics), Unshakable Faith Insanity Points : +1d10 Special : +10 to Tech Use when working with Holo or Laser devices Talents : Hatred (Tech Heretics), Paranoia Insanity Points : +1d5

100xp

Arbitrator

200xp

Cleric, Noble Born, Imperial World or Hive World

+5 Int, +5 Fel -5 WS, -5 BS, -5 S Skills : Charm (Fel), Common Lore (Ecclesiarchy) (Int), Scrutiny (Per), Speak Language (High Gothic) (Int) Talents : Peer (Ecclesiarchy) -5 S Talents : Hatred (Witches), Insanely Faithful

The Guiding 100xp Light of the God Emperor IH p.35 Heretical Sect RH p.36 200xp

Imperial Psyker

Cleric Arbitrator Imperial Psyker

Skills : Foribdden Lore (Cults, Heresy) (Int) Talents : Peer (Your sect) Skills : Deceive (Fel), Intimitate (S) Talents : Peer (Underworld) +5 WP Talents : Resistance (Psychic Powers) Insanity Points : +1d10 Special : Immune to Mental probing Skills : Ciphers (Malygris Codex) (Int), Forbidden Lore (Warp, Xenos) (Int), Scholastic Lore (Legend, Numerology) (Int) Corruption Points : +1d5 Insanity Points : Unhinged, +1d5 Special : You are a +5 Willpower Talents : Resistance (Psychic Powers) Corruption Points : +1d5 Insanity Points : +1d10 Fate : +1 Skills : Common Lore (Imperium) (Int), Navigation (Surface) (Int), Scholastic Lore (Legends) (Int), Survival (Int) Equipment : Halve starting money and reduce income to Outcast. -5 Fel Skills : Climb (S), Secret Tongue (Moritat) (Int), Shadowing (Ag), Silent Move (Ag) Talents : Jaded Insanity Points : +1d5 Equipment : Replace starting equipment with a Mono Sword, 6 Throwing Knives, Crossbow Pistol and 20 bolts, Grapnel and Line, Equipment Harness, 3 doses of Stimm and an armouired bodyglove -5 WP, -5 Fel Skills : Command (Fel), Common Lore (Imperial Guard) (Int), Inquiry (Fel), Search (Int), Security (Ag) Talents : Paranoia Skills : Common Lore (Imperial Creed) (Int), Deceive (Fel) Condemned in the Eye of the Omnissiah : You may never gain Peer or Good Reputation (Adeptus Mechanicus), if your faith is discovered you will be seriously punished by the Adeptus Mechanicus. Rational Liar : Use Int instead of Fel for Deceive tests.

Justice, Not Law 200xp RH p.37 Living Nightmare IH p.35 Malygrisian Tech Heresy (Heretek) IH p.37 300xp

200xp

Tech Priest, Forge World or Void Born

The Mara 300xp Landing Massacre (Psychic Horror) IH p.34 Mendicantine Missionary IH p.32 The Moritat IH p.31 100xp

Guardsman

Cleric

300xp

Assassin, Death World, Feral World, Hive World or Imperial World

Munitorum Quaestor IH p.26 Omnissian Apostate BoM p.57

100xp

Adept

100xp

Tech Priest

Penitent RH p.37 Pilgrim BoM p.57

200xp

Skills : Forbidden Lore (Any two) (Int) Talents : Dark Soul, Flagellant, Insanely Faithful Corruption : 1d10 + 10, automatically begin with a single malignancy Skills : Common Lore (Ecclesiarchy) (Int), Survival (Int) Talents : Hardy Penniless : You begin play with a single weapon, a devotional trinket, and your clothes nothing else. -5 Fel Skills : Interrogation (WP), Intimidate (S) Talents : Basic Weapon Training (Flame) or Melee Weapon Training (Chain), Unshakable Faith Insanity Points : +1d5 +3 WP Talents : Jaded Insanity Points : +1d5 +3 Int -5 WS, -5 S Skills : Ciphers (Hetaireia) (Int), Forbidden Lore (Any) (Int), Scholastic Lore (Any) (Int) Talents : Peer (Academics) Skills : Forbidden Lore (Daemonology) Talents : Dark Soul Corruption Points : +1d5 Insanity Points : +1d5 -3 Toughness Skills : Awareness (Per), Survival (Int) Talents : Unshakable Faith

Free

Any except Tech Priest

Redemptionist Firebrand IH p.32 The Red Vaults of Luggnum (Past Horrors) IH p.28 Scholar of the Hetaireia Lexis (Scholar) IH p.27 A Shadow Over Thy Soul IH p.35 Soldier of the Margin Crusade (Battered Crusader) IH p.34 The Sons of Dispater (Mercenary Assassin) IH p.31 Tranch War Veteran (Brutal Campaigner) IH p.34 Thy Name I Keep RH p.37

200xp

Cleric

100xp

Arbitrator

100xp

Adept

200xp

Imperial Psyker

200xp

Guardsman

100xp

Assassin

Skills : Common Lore (Underworld) (Int), Intimidate (S), Security (Ag) Equipment : Exchange sword for a Stub Automatic with silencer. Special : Any Son Of Dispater who reneges on a contract for any reason gains a Death Mark from the rest of the organisation. Skills : Search (Per) Talents : Hatred (Mutants), Light Sleeper Insanity Points : +1d5

100xp

Guardsman

400xp

Adept

Skills : Forbidden Lore (Daemonology) (Int) Talents : Resistance (Psychic Powers), Talented (Forbidden Lore [Daemonology]) Corruption Points : +1d5 +5 Insanity Points : +1d10 Power of the Daemon : You begin with one Boon of a Dark Pact (DH p.242 - 243), You may also attempt to call a daemon the name of which you know into your presence in the same way as Invoking the Daemon (DH p.244). -10 Fel Psychic Blank : May never gain any kind of Psychic or Sorcerous powers. Psychic Disruption : Psychic Invulnerability : Totally immune to direct Psychic Powers and supernatural phenomena. Unsettling Presence : -10 to all Interaction tests. -5 WS, -5 T Skills : Barter (Fel), Charm (Fel), Common Lore (Imperium, Mercantile) (Int), Evaluate (Int), Scrutiny (Per), Secret Tongue (Former trade organisation) (Int) Traits : From Beyond Corruption Points : +1d10 +10, automatically begin play with one Malignancy and take a -10 penalty to tests to resist gaining Corruption. Talents : Pure Faith

Untouchable RH p.38

400xp

Any non Psyker

Void Commercia IH p.27 Warp Touched RH .p38 Witness to the Divine BoM p.58 Wyrd RH p.39

200xp

Adept, Void Born Any non Sororitas Guardsman

400xp

300xp

300xp

Any except Sororitas, Imperial Psyker or Tech Priest

Corruption Points : +1d5 Wyrd Power : Automatically begin play with a single random Psychic Power, you have no Psy Rating but test Willpower to manifest it. You many not gain additional powers except by transforming into a full Nascent Psyker (IH p.89-90).

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