Character Creation Rules
1. Generate Characteristics
2. The Origin Path
- Origin Path Image
Transitions – (page link)
Step 7 Crossovers – (page link)
Step 1 Homeworld – (page link)
Step 2 Birthright – (page link)
Step 3 Lure of the Void – (page link)
Step 4 Trials and Travails – (page link)
Step 5 Motivation – (page link)
Step 6 Career – (page link)
All characters have 9 Characteristics from 0 to 100, they reflect your characters expertise in various areas. Whenever you roll a Test you are trying to get under your characteristic plus bonuses from skills traits and talents or equipment. The higher your characteristic the better your chances of success.
The tens digit of an attribute is called the Characteristic Bonus, these bonuses are used for a variety of things such as resisting damage (in the case of a toughness bonus).
Weapon Skill (WS)
Weapon Skill measures your character’s competence in hand- to-hand fighting, whether using fists, knives, chainswords, or thrown weapons which are not lobbed.
Ballistic Skill (BS)
Ballistic Skill reflects your character’s accuracy with ranged weapons, such as lasguns, bolters, and plasma pistols. This is also used for throwing grenades.
Strength describes how physically strong your character is.
Toughness defines how easily your character can shrug off injury as well as how easily he can resist toxins, poisonous environments, disease, and other physical ailments.
Agility measures your character’s quickness, reflexes, and poise.
Intelligence is a measurement of your character’s acumen, reason, and knowledge.
Perception describes how well your character perceives his surroundings. It reflects the acuteness of senses.
Willpower demonstrates your character’s ability to withstand the horrors of war, the terrors of space, and the dreadful opponents he is bound to encounter in his missions.
Fellowship is your character’s ability to interact with other creatures, to deceive, charm, or befriend them.
You have two choices for Characteristics roll randomly or point buy.
Roll 2d10 nine times and write down the results, if the combined amount of these rolls is less than 100 you may choose to do point buy instead. If you want to keep your rolled stats add 25 to all of the results and assign each one to one of the nine characteristics.
With Point-Buy you can take 55 points and divide them between the nine characteristics. The minimum amount you can put in any characteristic is 0, the most is 15. You cannot have more than one attribute at 15 points, and if you choose to put 15 in one characteristic the rest can be no higher than 10. Finally add 30 all characteristics to get your total scores.
Before you go filling your character sheets in using pen you might want to know that the Origin Path will likely cause some to go up and others to go down.
Available Origin Paths:
The origin path spells out the bare bones of your character’s backstory and starting skills and abilities. It is navigated from top to bottom, starting with your homeworld. From there you can choose the next step, your options are limited to those directly below or below and one to either side. This is due to the fact that the more rigid feudal structure of Imperial society does not allow a great deal of flexibility.
Note: At the bottom of each path block, there are links directly to the available options based on the Origin path Image. Transition options require that you choose a specific advanced option in that block to use them. If the links do not jump directly to the specified option, then you are using an add-on that messes with it, and must click the links at the top of the page manually.
Transitions: – (Page)
(options that let you go outside of the available paths stated above)
This is not to say that it is devoid of flexibility, there are certain cursus honorum that exceptional individuals may follow (though the truly exceptional make their own). At each stage there are a number of transitions which give you more flexibility in choosing the next step in your Origin Path. Most transitions have costs or requirements associated with them. If you cannot find a transition you like but have a good story reason why your character would take that path then ask your GM.
Crossovers: – (Page)
If you share an option on the Origin Path with another PC then you have a shared backstory with that PC and may take a crossover. Crossovers can give extra stills or other bonuses revolving around what you and the other PC did at that time in your life. You get one crossover for free, additional crossovers cost XP. You may not take more than one crossover at a time.
Homeworld: – (Page)
Homeworld describes the world on which you were born and raised, there are many different types of worlds in the Imperium of man all with unique environments and cultures that shape the nature of those that are born on them. There are also optional background packages which add additional elements of choice to your homeworld.
Birthright: – (Page)
The Birthright section describes your early life and the conditions you grew up in from the life of a scavenger to the spires of wealth and privilege.
Lure of the Void: – (Page)
Most people in the Imperium of Man will never leave the world of their birth, many do not even know such things are possible. But your character either chose to leave or had that choice foisted upon him. The Lure of the Void is what drove your character to the stars.
Trials and Travails: – (Page)
Trials and Travails represent what has happened to your character since he left his homeworld. He might have gone on an ill-fated voyage or fought in a brutal war, these conflicts leave the most distinctive marks on a character.
Motivation: – (Page)
What motivates your character to venture beyond the bounds of the Imperium? Why leave safety to go places where the horror of the unknown and imminent death await the unwary and gold and glory await the valorous.
Career: – (Page)
Careers are broad archetypes representing skills, abilities and aptitudes that determine how your character develops after character generation.
When prompted to increase two or more characteristic at a time you may not choose the same characteristic twice. As you work your way through the Origin Path you will be confronted with several choices that increase your Characteristics. When prompted to increase a characteristic, you may not increase a characteristic you have increased in the step directly previous unless you have no other option.
Monsignor Redr’um increased his Fellowship and Weapon Skill by +3 during the Homeworld Step of his Origin Path. In his Birthright he has a choice of increase one of the following: Weapon Skill, Perception, or Fellowship. Since he had previously chosen Fellowship and Weapon Skill he must choose Perception. On the Lure of the Void step he may choose Fellowship and Weapon Skill but not Perception.
Whenever your character gains a still he first gains it at the Known (+ 0) level. Each time he chooses or receives the same skill he increases that rating by one step to Trained (+ 10) and then Experienced (+ 20). You cannot raise a skill past Experienced (+ 20) during character creation, choosing options with a skill you already have at (+ 20) has no effect.
When prompted to choose talents from a list you may only choose talents which you possess the requirements for. If there are no remaining options you possess the requirements for you can ask the GM about waiving the requirements for a specific talent or purchasing the pre-requisites with experience points.
Players cannot gain the same trait twice, unless the rules state otherwise. If a trait assigns them a skill they gain that skill as the Gaining Skills section of this guide. Talents gained through traits are counted as not having the normal prerequisites unless stated otherwise.
As the last step you get 500 XP to spend as you see fit on skills, talents or additional powers. Before this step the only thing you can spend your XP on are various options along the Origin Path, but once you pick a career you can use it’s aptitudes to determine XP costs of skills and attributes.
Experience tables for skills, characteristics, talents, and a list of those skills and talents can be found here:
Once you have finished selecting your Origin Path, you will have a Career chosen. Each Career contains a list of gear, some of which you have to choose between 2 or 3 options of similar pieces of gear that vary in quality.
Each player is given the option of choosing one piece of gear. It can be anything from an exotic trinket to a big hammer or an augmentation. As long as it is within reason for your character as it exists in relation to its back story and current situation, but the GM has to give the final OK for your choice.
This is a list that contains all of the gear you always take with you on a mission. It contains anything of your choice that you own or attained after character generation. It is also where you keep track of how heavy all of your gear is, as every character has a carrying limit based on the sum of their Strength and Toughness Characteristics.
You will always deploy with the same amount of consumable/useable items given that they are plentiful enough to be restocked without effort (items of average rarity or below), and that you can carry the weight. Any expended, lost, or used piece of gear/item that takes effort to acquire (greater than average rarity), or cannot be/isn’t stockpiled, will not go with you until effort is exerted to attain more/another before the next time you want to bring your standard kit.
Various lists that serve to centralize item look-up. The lists are compiled of item categories from multiple books.
This page contains the modified rules for hordes.