Dark Heresy Character Creation

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Das
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Dark Heresy Character Creation

#1 Post by Das »

Work on characters here and figure out exactly what your playing.
Last edited by Das on Fri Apr 03, 2015 8:02 pm, edited 2 times in total.

Das
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Posts: 248
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Re: Dark Heresy Character Creation

#2 Post by Das »

Stage One: Home World
The very first step in creating your character is to determine your Home World. The Imperium is a vast place, filled with innumerable worlds, cultures and civilizations. Dark Heresy contains four broad Home World archetypes common to the Calixis Sector: Feral World, Hive World, Imperial World and Void Born. Your Home World says a lot about you, where you came from, what you may look like, your mannerisms and your perspective on dealing with others.

(If you want to be random just roll, not mandatory)
Roll Result
(D100)
01–20 Feral World: Feral worlders are big, strong and tough—perfect if you want to play a character that is good at fighting.
21–45 Hive World: Hivers are fast-talking, quickthinking individuals, perfect if you want to play a character who can bluff their way out of anything.
46–90 Imperial World: Imperial citizens come from all sorts of different planets and cultures, so make great characters if you want to play someone who is a good all-rounder. Imperial citizens have the widest choice of careers available to them.
91–00 Void Born: Void Born are weirdly lucky and strong willed—perfect if you want to play a psyker or scholastic character.

Feral Worlders
Feral worlders gain the Speak Language (Tribal Dialect) (Int) skill.
Feral Worlder Traits
Iron Stomach
Food is often scarce on feral worlds and those born on such worlds learn to set aside their revulsion and eat whatever they must to survive.
Benefit: You gain a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals—rotting meat, Grox testes, corpse starch rations, to name a few—as well as Tests made to resist throwing up.
Primitive
Feral worlders have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties.
Penalty: You take a –10 penalty on Tech-Use (Int) Tests and a –10 penalty to Fellowship Tests made in formal or civilised surroundings.
Rite of Passage
Life is harsh for a feral worlder, and blood spills all too frequently. Whether through surviving a brutal initiation ritual or through tribal teachings, feral worlders are adept at tending bleeding wounds.
Benefit: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss (see Chapter VII: Playing the Game on page 211). This is a Full Action. On a success, you manage to stop the bleeding.
Wilderness Savvy
Feral worlders are accustomed to hunting their own food.
Benefit: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for feral worlders.
Hivers
All hive worlders can converse in the common cant of their home, each one unique to their hive of origin. Hive worlders gain the Speak Language (Hive Dialect) (Int) skill.
Hive Worlder Traits
Accustomed to Crowds
Hivers grow up surrounded by immense herds of humanity. They are used to weaving through even the densest mob with ease. Benefit: Crowds do not count as Difficult Terrain for hivers,
and when Running or Charging through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.
Caves of Steel
To a hiver, surrounded at all times by metal, machinery and industry, the arcane mysteries of technology are not so strange. Benefit: Hivers treat the Tech-Use (Int) skill as a Basic Skill.
Hivebound
Hivers seldom endure the horrors of the open sky or the indignity of the great outdoors. Penalty: Hivers take a -10 penalty to all Survival (Int) Tests, and while out of a “proper hab” (e.g. places without manufactured goods, solid ceilings and electrical power) the hiver takes a –5 penalty to all Intelligence Tests.
Wary
Hivers are constantly alert for the first hint of trouble, be it a gang shoot-out, hab riot, or hivequake. Benefit: All hivers gain a +1 bonus to Initiative rolls.
Imperials
Imperial Worlder Traits

Blessed Ignorance
Imperial citizens know that the proper ways of living are those that are tried and tested by the generations that have gone before. Horror, pain and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Penalty: Your wise blindness imposes a –5 penalty on Forbidden Lore (Int) Tests.
Hagiography
Meditation upon the lives–and, more importantly, deaths— of the Emperor’s blessed saints grants Imperial citizens a wide knowledge of the Imperium of Man. Benefit: Imperial worlders treat the Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) skills as Basic Skills.
Liturgical Familiarity
Surrounded as they are by folk of the faith, Imperial citizens are accustomed to the preaching of the Ecclesiarchy. Benefit: Imperial world characters treat Literacy (Int) and Speak Language (High Gothic) (Int) as Basic Skills.
Superior Origins
Imperial citizens know that of all the worlds in the Imperium, theirs is, in fact, the most beloved of the Emperor. Benefit: Increase your Willpower by +3.
Void Born
All void born can speak a language unique to their home vessel. Void born gain the Speak Language (Ship Dialect) skill.
Charmed
The void born unconsciously channel the fickle powers of the warp, making them preternaturally lucky. Benefit: Whenever you spend a Fate Point (though not if you burn one), roll a 1d10. On the roll of a natural 9, you do not lose the Fate Point.
Ill-Omened
Whether because of their strange looks, clannish ways or unwholesome air, the void born are shunned and mistrusted by most. In addition the void born are most likely to attract any negative attention that the party of Acolytes creates— accusations of curdling milk, disgruntled merchants, children with handfuls of Grox dung and so on. Penalty: You take a –5 penalty on all Fellowship Tests made to interact with non-void born humans.
Shipwise
Birthed in the depths of a spacefaring craft, the void born have a natural affinity for such vehicles. Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills for you.
Void Accustomed
Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity. Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for you.

Das
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Joined: Sat Mar 14, 2015 6:58 pm

Re: Dark Heresy Character Creation

#3 Post by Das »

Stage Two: Characteristics
Weapon Skill (WS)
Weapon Skill measures your character’s competence in
hand-to-hand fighting, whether using fists, knives or
chainswords.
Ballistic Skill (BS)
Ballistic Skill reflects your character’s accuracy with ranged
weapons, such as lasguns, crossbows and autopistols.
Strength (S)
Strength describes how physically strong your character is.
Toughness (T)
Toughness defines how easily you can shrug off injury as well
as how easily you can resist toxins, poisonous environments,
disease and other physical ailments.
Agility (Ag)
Agility measures your character’s quickness, reflexes and poise.
Intelligence (Int)
Intelligence is a measurement of your character’s acumen,
reason and knowledge.
Perception (Per)
Perception describes how well your character perceives his
surroundings. It reflects the acuteness of senses.
Willpower (WP)
Willpower demonstrates your character’s ability to withstand
the horrors of war, the terrors of space and the awfulness he
is bound to encounter in his missions.
Fellowship (Fel)
Fellowship is your character’s ability to interact with other
creatures, to deceive, charm or befriend.
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Das
Guide
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Posts: 248
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Re: Dark Heresy Character Creation

#4 Post by Das »

Step 3: Career Paths

Adept
Adepts are wise and learned scholars, at least they hope to
be one day. They are skilled with languages, knowledge and
often act as the brains of the group. They are not very good
at fighting, and some are very poor at talking to people.
When it comes to the realm of the mind however, they leave
everyone else for dust.
Starting Skills: Speak Language (Low Gothic) (Int),
Literacy (Int), Trade (Copyist) (Int) or Trade (Valet) (Fel),
Common Lore (Imperium) (Int), Scholastic Lore (Legend)
(Int) or Common Lore (Tech) (Int).
Starting Talents: Melee Weapon Training (Primitive)
or Pistol Training (SP), Light Sleeper or Resistance (Cold),
Sprint or Unremarkable.
Starting Gear: Stub revolver and 6 bullets or staff,
Administratum robes (Common Quality Clothing), auto-quill
or writing kit, chrono or hour glass, data-slate or illuminated
tome, backpack.
Starting Rank: Archivist—turn to page 44 for more
details on this Career Path.
Arbitrator
Arbitrators are tough law-keepers and judges. They ensure
that the Imperium’s laws are maintained, whilst also acting
as executioners for rebels, seditionists and trouble-makers.
Arbitrators do not serve on any local planetary police force,
rather they are members of a higher organisation: the
Adeptus Arbites. Arbitrators are not very strong, and they
sometimes lack social graces. When it comes to sheer ability
to soak up damage and to track down their prey, however,
they are certainly the ones you want on your side.
Starting Skills: Speak Language (Low Gothic) (Int),
Literacy (Int), Common Lore (Adeptus Arbites) (Int), Common
Lore (Imperium) (Int), Inquiry (Fel)
Starting Talents: Basic Weapons Training (SP), Melee
Weapon Training (Primitive), Quick Draw or Rapid Reload
Starting Gear: Shotgun and 12 shells, club, brass
knuckles, knife, chain coat or flak vest or mesh vest,
uniform (Good Quality Clothing), 3 doses of stimm,
injector, Arbitrator ID, chrono, pack of lho-sticks or flask
of amasec.
Starting Rank: Trooper—turn to page 50 for more
details on this Career Path.
Assassin
Assassins are skilled killers, adept at getting close to a target
and ending their days. Some are cold-blooded executioners
that revel in bloodshed, while others are consummate
professionals who take great pride in their art. Whatever
their motivations, they represent some of the most dangerous
men and women of the Inquisition, each one a finely honed
tool of murder.
Starting Skills: Speak Language (Low Gothic) (Int),
Awareness (Per), Dodge (Ag).
Starting Talents: Melee Weapon Training (Primitive),
Ambidextrous or Unremarkable, Thrown Weapon Training
or Pistol Training (Las), Basic Weapon Training (SP), Pistol
Training (SP).
Starting Gear: Shotgun and 12 shells or hunting rifle
and 16 rounds or autogun and 1 clip, sword, knife, compact
las pistol and 1 charge pack or 10 throwing knives, 3 doses
of stimm, charm (corpse hair), black bodyglove (Common
Quality Clothing).
Starting Rank: Sell-Steel—turn to page 56 for more
details on this Career Path.
Cleric
Clerics are the priests of the Emperor, members of the vast
organisation known as the Ecclesiarchy. They are charismatic and
capable leaders, as well as respected figures of authority. Clerics
are trained in a wide variety of abilities, and can turn their hand to
pretty much anything. Most notably they know how to lead and
inspire, preaching from the front line as they charge into battle.
Starting Skills: Speak Language (Low Gothic) (Int),
Common Lore (Imperial Creed) (Int), Literacy (Int), Performer
(Singer) (Fel) or Trade (Copyist) (Int), Trade (Cook) (Int) or
Trade (Valet) (Fel).
Starting Talents: Melee Weapon Training (Primitive),
Pistol Training (SP), Basic Weapon Training (Primitive) or
Thrown Weapon Training (Primitive).
Starting Gear: Hammer or sword, stub revolver and 6
bullets or autopistol and 1 clip, crossbow and 10 bolts or
5 throwing knives, chain coat or flak vest, aquila necklace,
Ecclesiarchy robes (Good Quality Clothing), 4 candles, charm
(skull), backpack.
Starting Rank: Novice—turn to page 62 for more details
on this Career Path.
Guardsman
Guardsmen are the fighters, killers and warriors of the 41st
Millennium. Some may be members of a formal army, or even
part of the Imperial Guard. Others may be nothing more
than mercenaries and thugs. Some may even be convicted
criminals, fitted with explosive collars and sentenced to serve
in penal legions to pay for their terrible crimes. Needless to
say, Guardsmen are neither particularly smart nor sociable.
They more than make up for this with their ability to make
things die in loud and unpleasant ways.
Starting Skills: Speak Language (Low Gothic) (Int), Drive
(Ground Vehicle) (Ag) or Swim (S).
Starting Talents: Melee Weapon Training (Primitive),
Pistol Training (Primitive) or Pistol Training (Las) Basic
Weapons Training (Las), Basic Weapon Training (Primitive)
or Basic Weapons Training (SP).
Starting Gear: Sword or axe or hammer, flintlock pistol
and 12 shots or las pistol and 1 charge pack, lasgun and
1 charge pack, bow and 10 arrows or musket and 12
shots or shotgun and 12 shells, knife, guard flak armour,
uniform or stealth gear or street clothes (Common Quality
Clothing), 1 week corpse starch rations, mercenary licence
or explosive collar (still attached) or Imperial Infantryman’s
Uplifting Primer.
Starting Rank: Conscript—turn to page 68 for more
details on this Career Path.
Imperial Psyker
Psykers are otherworldly individuals with supernatural powers, they
have many and varied abilities, from reading minds to throwing bolts
of bio-electrical energy. These strange powers come with a terrible
price however, for each psyker is a doorway to the hellish dimension
of the immaterium, the abode of Daemons, psychic predators and
worse. Each Imperial psyker risks his very soul every time he uses his
abilities, knowing that the cold edge of a mercy blade is the kindest
fate the Daemon-possessed can expect to meet.
Starting Skills: Speak Language (Low Gothic) (Int),
Psyniscience (Per), Invocation (WP), Trade (Merchant) (Fel)
or Trade (Soothsayer) (Fel), Literacy (Int).
Starting Talents: Melee Weapon Training (Primitive), Pistol
Weapon Training (SP) or Pistol Weapon Training (Las), Psy Rating 1.
Starting Gear: Axe or sword, staff, compact stub revolver
and 3 bullets or compact las pistol and 1 charge pack, knife
(psykana mercy blade), quilted vest, tatty robe (Poor Quality
Clothing), book of Imperial saints or deck of cards or dice,
Psy-Focus, sanctioning brand.
Starting Rank: Sanctionite—turn to page 74 for more
details on this Career Path.

Trait: Sanctioned Psyker
You have been taken aboard the Black Ships to Holy Terra.
There you have been sanctioned by agents of the Golden Throne
through a variety of solemn, profound and very painful rituals
designed to test the strength of your soul against the psychic
predators of the warp. Roll on Table 1-5: Sanctioning Side
Effects to discover what mark this has left upon you. Your
starting age is increased by 3d10 years see page 30.

Startin g Psychic Powers
All starting Psykers begin with Psy Rating 1, providing a
number of Minor Psychic Powers equal to one-half your
Willpower Bonus (round up) from those described in
Chapter VI: Psychic Powers.
Scum
Scum are the criminals, outcasts, conmen, gangers, thieves
and desperados of the Imperium. They are the f lotsam
and jetsam of society. For all their dubious origins,
they do have numerous skills that are highly useful for
secretive, quasi-legal tasks. From picking locks to street
stabbings, forgery and fencing illegal goods, Scum have
what it takes to get dodgy things done. Whilst neither
strong nor particularly tough, Scum are good at social
skills, as well as being rather agile. Perfect for getting in
and out of trouble.
Starting Skills: Speak Language (Low Gothic) (Int),
Blather (Fel), Charm (Fel) or Dodge (Ag), Deceive (Fel),
Awareness (Per), Common Lore (Imperium) (Int).
Starting Talents: Ambidextrous or Unremarkable, Melee
Weapon Training (Primitive), Pistol Training (SP), Basic
Weapon Training (SP).
Starting Gear: Autogun and 1 clip or shotgun and 12
shells, autopistol and 1 clip, brass knuckles or club, knife,
quilted vest or beast furs, street ware or rags or dirty coveralls
(Poor Quality Clothing).
Starting Rank: Dreg—turn to page 82 for more details
on this Career Path.
Tech-Priest
Tech-Priests are the guardians of machine-spirits and the
preserver of the traditions of tech. They tend to incredibly
arcane machines and learn many mysteries, such as the rites of
ignition and the art of maintenance. As they learn of ancient
science, they seek out lost technology, and also replace their frail
flesh with gleaming steel or chattering circuitry.
Starting Skills: Speak Language (Low Gothic) (Int), Tech-
Use (Int), Literacy (Int), Secret Tongue (Tech) (Int), Trade
(Scrimshawer) (Ag) or Trade (Copyist) (Int).
Starting Talents: Melee Weapon Training (Primitive), Basic
Weapon Training (Las), Pistol Training (Las), Electro Graft Use.
Starting Traits: Mechanicus Implants.
Starting Gear: Metal staff, las pistol and 1 charge pack,
las carbine and 1 charge pack, knife, flak vest, glow lamp,
data-slate, Mechanicus robes and vestments (Good Quality
Clothing), 1d10 spare parts (power cells, wires, chronometers
etc), vial of Sacred Machine Oil.
Starting Rank: Technographer—turn to page 88 for
more details on this Career Path.

Trait: Mechani cus Implants
Over the course of many complicated rituals, you have been blessed and purified. You have been judged a suitable vessel for the
following implants:
Electro-Graft
This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you to interface with machine
data ports, and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes or spine jacks.
Electoo Inductors
These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system,
where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways. Electoo
inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.
Respirator Unit
This implant covers the lower half of your face with a network of grilles and tubing. It purifies your air supply, granting a +20% bonus
to resist airborne toxins and gas weapons. The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a
variety of ways. Respirators can appear as simple grille units or intricate mask-like carvings.
Cyber-Mantle
This is a framework of metal, wires and impulse transmitters that is bolted on to your spine and lower ribcage. As you gain further
implants, this mantle will act as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often
referred to as ‘the true flesh’. One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like,
and thus no one admits to having seen one.
Potentia Coil
Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of
fields. Coils come in many types, from small crystal stack affairs, to bulky electrical galvinators salvaged from vehicle engines. Many a
hunchback within the Adeptus Mechanicus is blamed upon a primitive coil.
Cranial Circuitry
This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted
onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain
that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial
circuits are often very crude-looking, and frequently rather aged.

Das
Guide
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Posts: 248
Joined: Sat Mar 14, 2015 6:58 pm

Re: Dark Heresy Character Creation

#5 Post by Das »

Nero Angelus (zero4306)
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Das
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Guide
Posts: 248
Joined: Sat Mar 14, 2015 6:58 pm

Re: Dark Heresy Character Creation

#6 Post by Das »

Thaddeus (Crazy Ski) Scum
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