In this installment of the Company of the Damned, we will
be discussing the process of character creation in the grim dark roleplaying
game of Dark Heresy. Dark Heresy,
published by Fantasy Flight Games, is a futuristic roleplaying game based in the
Warhammer 40k universe where you play an Acolyte of an Inquisitor. As an Acolyte of the Inquisition, the secret
police of the Imperium of Man, your character is tasked with carrying out your
Inquisitor’s wishes in the name of the God Emperor. The process for character creation is broken
up into roughly five steps: Home World, Characteristics, Career Path,
Experience and Equipment and finally Backstory and Concept.
Step One: Home
World
So the first step in character creation is to decide upon
what type of Home World from which your character hails. This is the Dark Heresy equivalent of
determining your “Race” much like you would in Dungeons and Dragons.
In the Core Rulebook they have four options to choose
from: Feral World, Hive World, Imperial World and Void Born. There are additional Home World options in
other supplements but for the sake of this article we will be concerning
ourselves with only the Core options.
1.
Feral
World – also known as a “Death Worlds”, this home world breeds big, strong
and tough characters that usually excel at fighting.
2.
Hive
World – these worlds generate characters that are usually quick on their
feet and able to talk their way out of situations.
3.
Imperial
World – these worlds are the most numerous throughout the Imperium and
provide the most well rounded characters.
4.
Void Born
– These characters are born within spaceships or in spaceports. While these are not the most physical of
characters, they do possess a strong will and are very lucky.
The choice of Home World also provides Skills, Traits and
determines your base stats which are used in the second step which is
Characteristics.
Step Two:
Characteristics
This system uses the d100 dice mechanic where you try to
roll under the target number for success.
Therefore the higher the characteristic is the better chance of success the
player will have of passing the challenge or test. The system uses nine characteristics to
define the character’s physical and mental capabilities: Weapon Skill,
Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception,
Willpower, and Fellowship.
1. Weapon Skill (WS) – this denotes your
ability in hand to hand fighting using either a fist or a hand held close
combat weapon.
2. Ballistic Skill (BS) – this reflects
your character’s accuracy with ranged weaponry.
3. Strength (S) – this describes how physically
strong your character is.
4. Toughness (T) – this defines your
durability and ability to shrug off damage and toxins.
5. Agility (Ag) – this reflects your
characters quickness, reflexes and poise.
6. Intelligence (Int) – measure of your
characters knowledge and reasoning.
7. Perception (Per) – this reflects your
character’s awareness and acuteness of senses.
8. Willpower (WP) – this is the measure of
your characters ability to withstand the mental horrors of space, war and
beyond.
9. Fellowship (FP) – your characters
ability to beguile charm and interact with others.
Your base characteristic modifiers are dependent upon the
Home World you chose in Step 1. See the
table below:
Characteristic
|
Feral
|
Hive
|
Imperial
|
Void Born
|
Weapon Skill
(WS)
|
20
|
20
|
20
|
20
|
Ballistic Skill (BS)
|
20
|
20
|
20
|
20
|
Strength (S)
|
25
|
20
|
20
|
15
|
Toughness (T)
|
25
|
15
|
20
|
20
|
Agility (Agi)
|
20
|
20
|
20
|
20
|
Intelligence
(Int)
|
20
|
20
|
20
|
20
|
Perception (Per)
|
20
|
20
|
20
|
20
|
Willpower (WP)
|
15
|
20
|
20
|
25
|
Fellowship (Fel)
|
15
|
25
|
20
|
20
|
Once you have determined what your base characteristic
modifiers are, you are then able to choose one of two methods to generate your characteristics.
You may roll two 10 sided dice (2d10) and add them
together then add them on to the characteristic modifier – example: you roll a
3 and a 9 on 2d10, you then add the 12 to your Ballistic skill making your
characteristic 32. You then repeat this
eight more times until you have all of your characteristics rolled out.
The other method and the method I actually prefer is
taking 100 points and allowing the players to divide up the points how they
wish amongst the 9 statistics with no more than 20 points being allocated to a
singular characteristic then you add the characteristic modifier for the final
result. Example: you devote 20 points
into your Weapon Skill (WS) characteristic and then you add it to the modifier
making your Weapon Skill (WS) a 40.
You also will determine your characteristic bonus as well
for each characteristic at this stage.
The bonus is the first number in your overall statistic. So if you have an Agility of 32 then your
Agility Bonus is going to be a 3.
Step Three:
Career Paths
Now that you have determined your Home World and your
Characteristics, it is time to choose what Career Path your character is going
to take while serving the Inquisition. There
are eight career paths available in the Core Rules of Dark Heresy:
1.
Adepts
– The knowledgeable scholars and logisters.
2.
Arbitrators
– The tough law-keepers and judges.
3.
Assassins
- Skilled killers and slayers.
4.
Clerics
– Priest, diplomats and leaders of men.
5.
Guardsmen
– Warriors, soldiers, and brawlers.
6.
Imperial
Psykers – Practitioners of psychic disciplines.
7.
Scum – Thieves, outcasts and for lack of better
term…scum.
8.
Tech-Priests – Keepers of mysterious and lost
technology.
Once you have chosen which Career Path you with to take,
you will then choose the Starting
Skills, Starting Talents and Starting
Gear that each Career Path provides.
You will also then determine your Staring
Rank (Usually it’s Rank 1 unless your GM is staring you at a higher level.)
Starting Skills – determine the group of trained skills your character has access to without having to spend experience. These generally help define the career path’s function.
Starting Talents –
these are special abilities and options that each class has access to in order
to provide additional functionality or flavor to a player character.
Starting Gear – This
is a set of equipment that is provided to each character based on their career
path, free of charge.
Step Four:
Experience and Equipment
At this point in the character creation process, you have
determined your Home World, Characteristics and your Career Path (or to put it
in generic D&D terms, your race, stats and class). You will now determine your characters
Wounds, Fate Points, Movement Rate and Starting Wealth. Once those have been determined you then move
on to Spending Experience points and Buying Equipment.
1.
Starting
Wounds – Each player rolls a 1d5 (a 10 sided dice where 1-2= 1, 3-4=2,
5-6=3, etc.)and add your Home World modifier to the roll. So a Feral Worlder would roll 1d5+9 whereas a
Void Born would roll 1d5+6.
Home World
|
Base
|
Modifier
|
Feral World
|
D5 +
|
9
|
Hive World
|
D5 +
|
8
|
Imperial World
|
D5 +
|
8
|
Void Born
|
D5 +
|
6
|
2.
Starting Fate
Points – Each player rolls 1d10 and references the table to see what their
Home World provides for Fate Points.
Example: A Hive World character rolls a 9 and therefore has 3 Fate
Points when he starts the game.
Home World
|
Dice Roll 1-4
|
Dice Roll 5-8
|
Dice Roll 9-10
|
Feral World
|
1
|
2
|
2
|
Hive World
|
1
|
2
|
3
|
Imperial World
|
2
|
2
|
3
|
Void Born
|
2
|
3
|
3
|
3.
Movement
Rate – Your movement rate which is broken up into 4 different sections is
determined by Agility bonus. So if your
Agility Bonus is 3 then your Movement (in Metres) looks like this:
Agility Bonus
|
Half Move
|
Full Move
|
Charge
|
Run
|
1
|
1
|
2
|
3
|
6
|
2
|
2
|
4
|
6
|
12
|
3
|
3
|
6
|
9
|
18
|
4
|
4
|
8
|
12
|
24
|
5
|
5
|
10
|
15
|
30
|
4.
Starting
Wealth – All Acolytes receive a monthly stipend while under the employ of
an Inquisitor. Each Acolyte will consult
the table below for their starting wealth.
Career
|
Throne Gelt
|
Adept
|
100 + 1d10
|
Arbitrator
|
50 + 2d10
|
Assassin
|
120 + 3d10
|
Cleric
|
300 + 5d10
|
Guardsman
|
70+ 1d10
|
Imperial Psyker
|
50 + 1d5
|
Scum
|
10 + 1d5
|
Tech-Priest
|
150 + 1d10
|
Characters are then able to purchase equipment and
weapons using their starting wealth.
Once the characters have purchased their gear, determined their wounds, fate points and movement rates then they are able to spend the 400 starting experience they receive. All characters begin play with 400xp to spend on Advancements which they may use to increase Characteristics, acquire or improve Skills, acquire new Talents and so on.
For example: If I were playing a Void Born Assassin I
could spend 100 experience points on a Simple Weapon Skill Advance, 100 points on the
class skill Inquiry, 100 experience points on Heightened Senses talent and
finally 100 points on Sound Constitution to increase the number of wounds I
possess.
Step Five:
Backstory and Concept
At this stage of character creation, you have chosen your
Home World, Characteristics, Career Path and fleshed out your characters gear
and other statistics. You are ready to
add the final finishing touches in the form of gender, description/appearance,
the past, divination and nature.
Most everything as far as description and appearance, the
past and nature you may readily choose if you do not want to use at the
table. The Divination however should be
rolled using a 1d100 and consulting the Divination table. Each Divination adds or subtracts a specific characteristic
such as adding +3 to Willpower or gaining Insanity points.
Once that all of this been determined, you need to do the
most important step of all.
Pick a name and play.
I hope this walk through helps simplify the Dark Heresy
Character Creation process. It is a
great game which is why I have chosen to run a Dark Heresy Campaign this
spring/summer as part of a segment for the Deployment Zone podcast. We currently have five Acolytes signed up for
the campaign and it’s going to be an absolute blast.
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