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

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Dark Heresy Consolidated Character Creation Document

Transcript of Dark Heresy Consolidated Character Creation Document

Page 1: Dark Heresy Consolidated Character Creation Document

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

● Added background packages from Blood of Martyrs.

● Added background packages from the Inquisitors Handbook.

● Added background packages from the Radicals Handbook.

Sources

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.

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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 Child of Dynasty* : ItS p.14 Death World : RT p.17

+3 Fellowship, +5 Willpower-5 PerceptionSkills : Common Lore (Imperial Navy) (Int), Speak Language (Battlefleet War Cant) (Int), Navigation (Stellar) (Int) or Pilot (Spacecraft) (Ag)Talents : Void AccustomedOfficer On Deck : +5 to Command Tests when aboard a SpacecraftShip 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

+3 Intelligence, +5 Fellowship-3 Toughness, -5 WillpowerSkills : Literacy (Int), Speak Language (High Gothic) (Int)Dynastic Warrant : +3 SP at character creationHonour 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

+5 Strength, +5 Toughness-5 Willpower, -5 FellowshipSkills : SurvivalTalents : Jaded or Resistance (Poisons), Melee Weapon Training (Primitive)Paranoid : -10 to all Interaction Skill Tests in social surroundingsSurvivor : +10 to all tests to resist Pinning and ShockWounds Bonus : 1d5 +2 (5)Fate Points : 1-5 : 2, 6-10 : 3

Famulous Prodigy : BoM p.52 Feral World : DH p.14 Footfallen* : ItS p.10

+5 Int, +5 Fel-5 BS, -5 WPSkills : 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

+5 Strength, +5 Toughness, -5 Fellowship, -5 WillpowerSkills : 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 foodsPrimitive : -10 Tech Use (Int) and -10 to Fellowship based tests made in civilised or formal surroundingsRite 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

+5 Agility, +5 Fellowship-5 Ballistic Skill, -5 ToughnessSkills : 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 WSBasic Skills : Common Lore (Tech) (Int), Common Lore (Machine Cult) (Int)Talents : Technical KnockFit for Purpose : +3 to any characteristicStranger 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 FellowshipSkills : Common Lore (War) (Int), Secret Tongue (Millitary) (Int)Talents : Basic Weapons Training (Las or SP), Hatred (Enemy of their Homeworld), Nerves of SteelConstant Weapon Training : -5 to Social Interaction Tests regarding Non Combat topics (GM's discretion)Wounds Bonus : 1d5 +1 (4)

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

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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

Hive World : DH p.16, RT p.20 Imperial World : DH p.18, RT p.22 Mind Cleansed : IH p.11

+5 Fellowship-5 ToughnessBasic 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 InitiativeWounds Bonus : 1d5 +1 (4)Fate : 1-5 : 2, 6-8 : 3, 9-10 : 4

+3 WillpowerBasic Skills : Common Lore (Imperial Creed, Imperium, War) (Int), Literacy (Int), Speak Language (High Gothic) (Int)Blessed Ignorance : -5 on all Forbidden Lore testsWounds Bonus : 1d5 (3)Fate : 1-8 : 3, 9-10 : 4

+5 WP-5 FelSkills : 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 discretionImperial Conditioning : +10 to WP tests to resist Fear or Mind ControlShards 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

Alternate Origin : Hive World Mutant : RH p.31

Replace Accustomed to Crowds with...+5 T-5 FelTwist : Your choice of...

● Choose 2 Minor Mutations

● Roll for 1 Major Mutation and 1 Minor Mutation, -1 Fate Point

Monastic Upbringing : BoM p.54 Noble Born : IH p.15, RT p.23 Penal World* : ItS p.13

+3 WillpowerBasic Skills : Literacy (Int), Speak Language (High Gothic) (Int)Talents : HardyBlessed 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

+5 Fellowship-5 WillpowerBasic 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

+5 Toughness, +5 Perception-5 Fellowship, -5 WillpowerSkills : 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 PointsUnderground 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

Alternate Origin : Tainted Blood : RH p.34

Replace Etiquette with...Int +10Talents : Resistance (Fear), Talented (Deceive)Corruption Points : +1d10Insanity Points : +2d10

Schola Progenium : IH p.18 Shrine World : BoM p.50 Void Born : DH p.20, RT 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) insteadWounds Bonus : 1d5 (3)Fate Points : 1-2 : 1, 3-7 : 2, 8-10 : 3

+5 WP, +5 Fel-5 Int, -5 PerSkills : 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

+5 Willpower-5 StrengthSkills : Speak Language (Ship Dialect)Basic Skills : Navigation (Stellar) (Int), Pilot (Spacecraft) (Ag) Talents : Void AccustomedCharmed : 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 humansWounds Bonus : 1d5 (3)Fate : 1-5 : 3, 6-10 : 4

Alternate Origin : Blighted Schola : DRH p.29

Alternate Origin : Darkholder : RH p.30

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Replace Basic Skill and Sheltered Upbringing with...+5 IntBasic 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 IntBasic Skills : Forbidden Lore (Warp) (Int)Talents : Jaded, ParanoiaCold Souled and Hungry : -5 to all peaceful interaction tests.Corruption Points : +1d5

Careers

Career Starting Rank Starting Skills Starting Talents Starting Gear

AdeptDH p.44

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)

Light Sleeper or Resistance (Cold), Melee Weapon Training (Primitive) or Pistol Training (SP), Sprint or Unremarkable

Weapons : Staff or Stub RevolverGear : Administratum Robes, Autoquill or Writing Kit, Chrono or Hour Glass, Data Slate or Illuminated Tome, BackpackWealth : 105 Throne Gelt (100 +1d10)

- Sister DialogusBoM p.92

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

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)

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

Weapons : Dialogous Staff, Stub RevolverArmour : Shield RobesGear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of SororitasWealth : 110 Throne Gelt (100 +2d10)

- Sister HospitallierBoM p.96

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

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

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

Weapons : Stub RevolverArmour : Hospitallier CarapaceGear : Chaplet Ecclesiasticus (Charm), Hospitallier Medicae Tools, Ring of Suffrage, Rule of SororitasWealth : 80 Thrones (70 + 2d10)

ArbitratorDH p.50

Trooper Common Lore (Adeptus Arbites, Imperium) (Int), Inquiry (Int), Literacy (Int), Speak Language (Low Gothic) (Int)

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

Weapons : Club, Brass Knuckes, Knife, ShotgunArmour : Chain Coat or Flak Vest or Mesh VestGear : Arbitrator ID, Chrono, Flask of Amasec or Pack of Lho Sticks, Injector, 3 doses of Stimm, UniformWealth : 60 Throne Gelt (50 + 2d10)

AssassinDH 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)

Weapons : Autogun or Hunting Rifle or Shotgun, Compact Laspistol or 10 Throwing Knives, SwordGear : Charm, Black Bodyglove, 3 doses of StimmWealth : 135 Throne Gelt (120 + 3d10)

Battle SisterBoM p.80

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

Basic Weapon Training (Bolt), Melee Weapon Training (Primitive), Hatred (Heretics, Mutants or Psykers), Pure Faith, Unshakable Faith

Weapons : Godwyn de'az BolterArmour : Sororitas Power Armour (Without Helmet).Gear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of Sororitas, Scorida, Writing KitWealth : 50 Throne Gelt

ClericDH 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)

Basic Weapon Training (Primitive), Melee Weapon Training (Primitive), Pistol Weapon Training (SP) or Thrown Weapon Training (Primitive)

Weapons : Hammer or Sword, Autopistol or Stub Revolver, Crossbow or 5 Throwing KnivesArmour : Chain Coat or Flak VestGear : Aquilla Necklace, 4 Candles, Charm, Ecclesiarchy Robes, BackpackWealth : 325 (300 + 5d10)

- Sister Famulous

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

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

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

Weapons : Staff, Stub RevolverArmour : Shield RobesGear : Chaplet Ecclesiasticus (Charm), Ring of Suffrage, Rule of SororitasWealth : 135 Throne Gelt (120 +3d10)

GuardsmanDH p.68

Conscript Drive (Ground Vehicle) (Ag) or Swim (S), Speak Language

Basic Weapon Training (Las), Basic Weapon Training

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

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(Low Gothic) (Int) (Primitive or SP), Melee Weapon Training (Primitive), Pistol Training (Primitive or Las)

or Musket or Shotgun, KnifeArmour : Imperial Guard Flak ArmourGear : Clothing (Stealth Gear, Street Clothes or Uniform), Explosive Collar (Still Attached) or Mercenary License or Imperial Infantrymans Uplifting Primer, 1 weeks RationsWealth : 75 (70 + 1d10)

Imperial PsykerDH p.74

Sanctionite 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

Weapons : Axe or Sword, Staff, Compact Laspistol or Compact Stub Revolver, Psykana Mercy BladeArmour : Quilted VestGear : Book of Imperial Saimts or Emperors Tarot Deck, Psy Focus, Sanctioning Brand, Tattered RobeWealth : 53 (50 + 1d5)

ScumDH 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)

Weapons : Autogun or Shotgun, Autopistol, Brass Knucles or Club, KnifeArmour : Quilted Vest or Beast FursGear : Poor Craftsmanship Clothing (Coverall or Rags or Streetwear)Wealth : 13 (10 + 1d5)

Tech PriestDH p.88

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

Basic Weapon Training (Las), Electro Graft Use, Mechanicus Implants, Melee Weapon Training (Primitive), Pistol Weapon Training (Las)

Weapons : Las Carbine, Las Pistol, Knife, Metal StaffArmour : Flak VestGear : Data Slate, Glow Lamp, Mechanicus Vestments, Spare Parts, Sacred Machine OilWealth : 155 (150 + 1d10)

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

XP Cost Prerequisites Effects

The Astral Knives(Void Ship Assassin)IH p.30

200xp Assassin, Void Born

Skills : Ciphers (Secret Society - Astral Knives) (Int), Decieve (Fel).Basic Skills : Forbidden Lore (Warp) (Int), Tech Use (Int)Corruption Points : +1d5Special : You are a member of a proscribed society which may cause problems at the GM's discretion.

Beast SlaverIH p.36

100xp Scum, Death World, Feral World, Hive World or Imperial World

Skills : Forbidden Lore (Mutants) (Int) or Scholastic Lore (Beasts) (Int)Talents : Melee Weapons Training (Shock), Peer (Underworld)Corruption Points : +1d5

Blessed BirthBoM p.56

100xp Adepta Sororitas or Cleric

Fate Points : +1

Brotherhood of Thollos(Mercenary Company)IH p.37

200xp Scum, Hive World of Imperial World

+3 WS, +3 T-5 FelTalents : Strret Fighting, Peer (Underworld)

The Calixian Pattern Killings(Manhunter)IH p.27

200xp Arbitrator +5 Int or PerTalents : Talented (Inquiry)

Cold Guild CourierIH p.36

100xp Scum, Void Born +5 Per-5 TTalents : Concealed Cavity, Peer (Void Born), Talented (Concealment)

ConvertBM p.56

300xp Death World or Feral World

Skills : Survival (Int)Basic Skills : Common Lore (Imperial Creed) (Int)Talents : Unshakable FaithFormer 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.

Denounced and CondemnedRH p.36

400xp Battle Sister Insanity Points : +2d10Fate Points : +1Condemned as a Heretic : You can never gain Peer or Good Reputation (Ecclesiarchy) or draw

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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

100xp Tech Priest, Forge World or Void Born

-5 WS, -5 PerSkills : Common Lore (Machine Cult) (Int), Evaluate (Int), Forbidden Lore (Archaeotech) (Int), Logic (Int), Scholastic Lore (Cryptology) (Int)

Divine Light of Sollex(Mechanicus Warrior Priest)IH p.37

300xp Tech Priest, Forge World

-5 FelSkills : Ciphers (Secret Society - Sollex) (Int), Common Lore (Machine Cult) (Int), Demolition (Int), Scholastic Lore (Tactica Imperialis) (Int)Talents : Hatred (Tech Heretics), Unshakable FaithInsanity Points : +1d10Special : +10 to Tech Use when working with Holo or Laser devices

The Empty Men of Sinophia Magna(Tech Heretic Uprising)IH p.26

100xp Arbitrator Talents : Hatred (Tech Heretics), ParanoiaInsanity Points : +1d5

The Great Chantries of Tarsus(Chantry Education)IH p.32

200xp Cleric, Noble Born, Imperial World or Hive World

+5 Int, +5 Fel-5 WS, -5 BS, -5 SSkills : Charm (Fel), Common Lore (Ecclesiarchy) (Int), Scrutiny (Per), Speak Language (High Gothic) (Int)Talents : Peer (Ecclesiarchy)

The Guiding Light of the God EmperorIH p.35

100xp Imperial Psyker -5 STalents : Hatred (Witches), Insanely Faithful

Heretical SectRH p.36

200xp Cleric Skills : Foribdden Lore (Cults, Heresy) (Int)Talents : Peer (Your sect)

Justice, Not LawRH p.37

200xp Arbitrator Skills : Deceive (Fel), Intimitate (S)Talents : Peer (Underworld)

Living NightmareIH p.35

300xp Imperial Psyker +5 WPTalents : Resistance (Psychic Powers)Insanity Points : +1d10Special : Immune to Mental probing

Malygrisian Tech Heresy(Heretek)IH p.37

200xp Tech Priest, Forge World or Void Born

Skills : Ciphers (Malygris Codex) (Int), Forbidden Lore (Warp, Xenos) (Int), Scholastic Lore (Legend, Numerology) (Int)Corruption Points : +1d5Insanity Points : Unhinged, +1d5Special : You are a

The Mara Landing Massacre(Psychic Horror)IH p.34

300xp Guardsman +5 WillpowerTalents : Resistance (Psychic Powers)Corruption Points : +1d5Insanity Points : +1d10Fate : +1

Mendicantine MissionaryIH p.32

100xp Cleric Skills : Common Lore (Imperium) (Int), Navigation (Surface) (Int), Scholastic Lore (Legends) (Int), Survival (Int)Equipment : Halve starting money and reduce income to Outcast.

The MoritatIH p.31

300xp Assassin, Death World, Feral World, Hive World or Imperial World

-5 FelSkills : Climb (S), Secret Tongue (Moritat) (Int), Shadowing (Ag), Silent Move (Ag)Talents : JadedInsanity Points : +1d5Equipment : 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

Munitorum QuaestorIH p.26

100xp Adept -5 WP, -5 FelSkills : Command (Fel), Common Lore (Imperial Guard) (Int), Inquiry (Fel), Search (Int), Security (Ag)Talents : Paranoia

Omnissian ApostateBoM p.57

100xp Tech Priest 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.

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PenitentRH p.37

200xp - Skills : Forbidden Lore (Any two) (Int)Talents : Dark Soul, Flagellant, Insanely FaithfulCorruption : 1d10 + 10, automatically begin with a single malignancy

PilgrimBoM p.57

Free Any except Tech Priest

Skills : Common Lore (Ecclesiarchy) (Int), Survival (Int)Talents : HardyPenniless : You begin play with a single weapon, a devotional trinket, and your clothes nothing else.

Redemptionist FirebrandIH p.32

200xp Cleric -5 FelSkills : Interrogation (WP), Intimidate (S)Talents : Basic Weapon Training (Flame) or Melee Weapon Training (Chain), Unshakable FaithInsanity Points : +1d5

The Red Vaults of Luggnum(Past Horrors)IH p.28

100xp Arbitrator +3 WPTalents : JadedInsanity Points : +1d5

Scholar of the Hetaireia Lexis(Scholar)IH p.27

100xp Adept +3 Int-5 WS, -5 SSkills : Ciphers (Hetaireia) (Int), Forbidden Lore (Any) (Int), Scholastic Lore (Any) (Int)Talents : Peer (Academics)

A Shadow Over Thy SoulIH p.35

200xp Imperial Psyker Skills : Forbidden Lore (Daemonology)Talents : Dark SoulCorruption Points : +1d5Insanity Points : +1d5

Soldier of the Margin Crusade(Battered Crusader)IH p.34

200xp Guardsman -3 ToughnessSkills : Awareness (Per), Survival (Int)Talents : Unshakable Faith

The Sons of Dispater(Mercenary Assassin)IH p.31

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.

Tranch War Veteran(Brutal Campaigner)IH p.34

100xp Guardsman Skills : Search (Per)Talents : Hatred (Mutants), Light SleeperInsanity Points : +1d5

Thy Name I KeepRH p.37

400xp Adept Skills : Forbidden Lore (Daemonology) (Int)Talents : Resistance (Psychic Powers), Talented (Forbidden Lore [Daemonology])Corruption Points : +1d5 +5Insanity Points : +1d10Power 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).

UntouchableRH p.38

400xp Any non Psyker -10 FelPsychic 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.

Void CommerciaIH p.27

200xp Adept, Void Born

-5 WS, -5 TSkills : Barter (Fel), Charm (Fel), Common Lore (Imperium, Mercantile) (Int), Evaluate (Int), Scrutiny (Per), Secret Tongue (Former trade organisation) (Int)

Warp TouchedRH .p38

400xp Any non Sororitas

Traits : From BeyondCorruption Points : +1d10 +10, automatically begin play with one Malignancy and take a -10 penalty to tests to resist gaining Corruption.

Witness to the DivineBoM p.58

300xp Guardsman Talents : Pure Faith

WyrdRH p.39

300xp Any except Sororitas, Imperial Psyker or Tech Priest

Corruption Points : +1d5Wyrd 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).