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Aphocrypha
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1
CHARACTER CREATION
Tunnels, on the other hand, were an environment I felt right at home in, and I could match my fighting skills in a dark con-
fined space with anything we might find down there, And it wasn’t like I was going in alone either.
Caves of Ice, the memoires of Commissar Ciaphas Cain
Every individual is unique. No matter how many billions of souls inhabit the Imperium, no two match each other. Not in a
single hive, not on a single planet, not in a system and not in a sector. Everyone is made up of their upbringing, civilisation,
experiences, homes, schools and training. While an individual’s key occupation and livelihood will affect his or her life more
then anything else, the basic events of their history will be reflected in their abilities, potential and skills.
Those who ran with gangs at a young age will be more familiar with urban combat, while those who were raised in the Im-
perium’s huge and overcrowding orphanages will have developed kinships and independent thoughts others are unfamiliar
with. Commissar Cain’s early life in a hive city, give him an amazing edge in close quarters combat that the Valhallans of the
597th do not have. But the Valhallans in turn have a greater resistance to the cold.
In this section you will see how to add depth and individuality to your character based on background, age, traits and prior
experience. These rules are Apocrypha in nature and are meant to add to, not entirely replace, the preexisting character gen-
eration rules found in Dark Heresy. GMs are encouraged to use these rules as they are written, extract what they like or use
them as a basis for new character creation modifiers.
AGE
With age there comes experience and wisdom, but also pain, suffer-
ing and loss. The older on gets the more disillusioned and defeated a
soul becomes. Working twenty years in a factory will have an as-
tounding effect on ones skill and talent with manufacturing and
knowledge of his or her job, but the tedious nature and dependency
on the work will break down a person’s sanity and faith.
To reflect this, each age category has four new modifiers. These are
Experience Points (XP), Fate Points (FP), Insanity Points (IP), and
Corruption Points (CP). As a character is aged he or she receives
more Experience Points (added to the 400 initial XP) but also loses
Fate Points and gains Insanity and Corruption Points. These bonus
Experience Points can be used to either gain additional Background
Traits (see below) or buy Career Advances as normal. Experience
Points spent on Background Traits do not count toward a characters
Rank advancements, but those spent on normal Career Advances do.
To determine the modifiers to XP, FP, IP and CP requires a little
extra dice rolling and time, but adds flavor and colour to the charac-
ter.
Determine these modifiers by consulting the table below. The D100
roll used is the same as rolled to determine the character’s age.
AGING A CHARACTER
Perhaps you are unhappy with the youth of your Acolyte? Or per-
haps you just want more of the bonus XP to be gained at older ages
so you can nab a few extra talents or skills? Players have the option
to age their characters to their desired age, but doing so goes against
the initial will of the Emperor (that and the roll of the dice).
For each age category you increase your Acolyte, he or she suffers a
reduction to his or her characteristics, and while initial loss may
seem tolerable, the points lost tend to add up. There are two catego-
ries of age reduction, slight and intense. Slight age reduction loses 2
from the listed characteristics for every two levels of increased age
category, while intense age reduction suffers a penalty of 2 for every
level of increased age category. The characteristics are aligned in the
following categories.
2
Slight: Intelligence, Will Power, Fellowship, Toughness, and
Perception.
Intense: Weapon Skill, Ballistic Skill, Strength, and Agility.
As one can see, no characteristic escapes unaltered by voluntar-
ily aging a character beyond the years the Emperor has deemed
for them. However, they do receive all other modifiers to XP,
IP, CP and FP!
PLANETARY BACKGROUND
The specific planet you are from will greatly affect your start-
ing outlook and knowledge. Natives of Catachan and natives of
Krieg have different styles of survival skills, despite them both
being from death worlds. Catachans would have the Survival
Skill while those who hail from Krieg would have Resistance
(Radiation). Cadians are naturally more disciplined and would
be considered to have the Insanely Faithful talent at character
generation, while Armageddon Ork Fighters would start with
Hatred (Orks) as their background talent. These are just some
broad examples of starting bonus talents and skills based on a
particular world. GMs and players are encouraged to discuss
together the type of world the character is from and to deter-
mine the bonus skill or talent the character receives. At the
GM’s option a character may receive a second bonus back-
ground skill or talent, but the character will suffer a 5 reduction
to one of his or her characteristics as a drawback.
On the same note the bonus skill or talent could be a +1D5 to a
given characteristic (or two, but the -5 to another characteristic
is required).
Several imperial worlds are listed in the appendix with their
recommended bonus background skills and/or talents and char-
acteristic modifiers.
While these may seem conflicting with some of the options and
entries for Personal Backgrounds, and completely contrary to
the nature of Void Born, the two options work together well.
Players and GMs are encouraged to use common sense and
imagination when mixing these two options together. A Cadian
Guardsman could logically be of the Planetary Background of
Cadia, the Imperial World: Birth Planet of Agri-World or War
Zone or even a Hive Worlder if he or she lived in a one of the
mega cities on Cadia. Likewise he or she could have been
raised in a resort city or church monastery for the Paradise
Planet or Shrine World options.
Void born are a little different as they do not really have a
“home world” per see, and therefore GMs and Players should
just use the rules above to pick a background skill or talent as
normal.
BACKGROUND TRAITS
The bonus XP gained from age (and experience, see below) can
be used to purchase any skill or talent that a player wishes, as
well as purchasing the same skill more then once for the +10 or
+20 modifier. As a general rule, advance skills cost 200 XP
while basic skills and talents cost 100XP. Requirements must
still be met as normal.
When buying Background Traits that are not available at the
character’s starting rank, the XPs spent do not count toward his
or her advancement to the next rank.
3
PERSONAL BACKGROUND
Your parents, family, home and education as a youth will
shape your mind and goals as well as hone you reflexes and
muscles. Anything from the food you eat to the books you
read and the pets you raise will affect the final outcome of
who you are. While this system of modifications will not ana-
lyze every year, moment or event of you childhood and young
adult days, the basic pasts determined in character generation
from the core Dark Heresy rules (found on pages 31-33) will
add modifiers as follows.
FERAL WORLD: TRIBAL TABOOS MODIFER
Dirt Ward Talent: Resistance (Psychic Powers)
Unlucky Colour +1Will Power
Hunter’s Oath +1Agility
Thirsty Blade +1Weapon Skill
Spirit Shackle Regain 1 Fate Point immediately after combat if you take a trophy from a
foe you defeated in battle.
Warrior Death Does not flee if failed Fear test in combat instead continues to fight at -15
to WS/BS. The character may choose to flee but burns 1 Fate Point.
Power of Names +5 to resist daemon fear/powers as long as true name is secret or if he or
she knows the daemon’s true name.
Lonely Dead +1Perception
Living Record +1Weapon Skill
Nemesis +3Weapon Skill, +3Ballistic Skill, cannot use Fate Points to escape certain
death.
HIVE WORLD: HIVE CLASS MODIFER
Dross Hound Skill: Survival
Ganger Scum Talent: Street Fighting
Factory Dregs Skill: Trade (Any)
Middle Hive +2Fellowship, +1Will Power
Specialist Talent: Talented (Non Combat)
Hive Noble +2Fellowship, double starting money and income.
IMPERIAL WORLD: BIRTH WORLD MODIFER
Agri-World +1Toughness
Backwater +2Toughness
Feudal World +1Weapon Skill, +1Strength
War Zone +D5Weapon Skill or Ballistic Skill
Dead Planet Talent: Resistance (Choice)
Shrine World Talent: Unshakeable Faith
Paradise Planet +D5Fellowship
VOID BORN: SHIP TRADITION MODIFER
Space Hulk +1Ballistic Skill, +1Agility, +1Will Power
Orbital +3Intelligence, +1Will Power
Chartist Vessel Skill: Common Lore (Trading)
War Ship Talent: Peers (Naval Crew)
Rogue Trader Skill: Charm, +1Fellowship
4
WHY ME?
Excellent question, the following table and entries will give
a brief synopsis as to why this particular individual was
taken into the Inquisition as an Acolyte. While these are
recommended for play and character backgrounds, they are
not hard and fast rules. Whatever benefit or drawback is
generated should be kept, but the individual reasons and
background fluff may be changed with GMs permission.
Talented: You are gifted at what you do. For some reason the
Inquisition needed your skill at that moment and then either
forgot you were with them or decided to keep you along for
the ride. Now you are stranded, far from home with a bunch
of people you hardly know. Choose any of your skills and
treat it as if you had it an additional time for +10.
Untapped Potential: One of you characteristics can grow far
more then others and the Inquisitor you met instantly knew
there was more to you then was easily glimpsed. Dragging
you to the testing facility of his order, the Inquisitor quickly
indoctrinated you in your new job, whether you liked it or not.
Choose any one of your advance schemes for you characteris-
tics, you can gain up to +25 in this characteristic now, but the
first advance is 100XP, the rest are shifted over one column so
the fee for +10 is the normal fee for +5 and the +15 fee is the
+10 fee and so on. Therefore +25 is the price that +20 would
normally be.
Blank: Due to a fluke of nature you are untouchable by the
immaterium and the warp. After showing up as a blip on your
new Master’s psychic radar you found yourself newly em-
ployed with the inquisition. Congratulations. You are virtually
immune to mind control and influence from psykers granting
you a +20% to resist their effects. However your real value is
that you add +5% to the resistance rolls of anyone within 5
meters of you.
Family & Friends: Either you are direct family of the In-
quisitor you work for or friends of the family. Either way, it
got you involved in the deeps of rooting out terror, evil and
betrayal. Due to your deeper connection to your Master you
receive 150% your starting money and 15% more income
monthly.
Unique Experience: You saw something you shouldn’t, did
something that you were not suppose to do and got caught up
in affairs beyond your means. Whether you became a witness
or a whistle blower, your involvement in the incident has left
you with some experience that is now too valuable to the in-
quisition, and your new master likes it that way. Add 1D5x40
XP to your character immediately.
Unique Knowledge: Much like Unique Experience, but you
have learned more then was intended, be it from accidentally
overhearing a conversation, getting out of a cult before it was
too late or reading ancient books not meant for mortal eyes.
Know your knowledge is wanted by the Inquisition. You re-
ceive the Forbidden Lore (Choice) skill at +10.
Pious: Your religious devotion and faith has set you aside
from your peers and that has made you noticeable to the local
Ecclessiarchy and in turn they have turned you over to the
Inquisition for further training as they see fit. Add +5 to your
Will Power and +D5 to your Fellowship.
Gift: You were given to the Inquisitor Master you serve as
either a present or to pay off a debt or as part of a punishment
mandated by local authorities or the Inquisition itself. You are
considered a luck charm to the Inquisitor you serve (see Dark
Heresy page 146) and in all situations you are considered to
also have a charm on your person, even when you don’t.
5
Rescued: You were in a lot of danger. There were mutants,
demons, cultists or maybe only gangers gunning for your
hide. Luckily out of nowhere the dark clad Inquisitor and
his team came to the rescue and saved your skin. Now you
are stuck following him around hoping to gain further pro-
tection, or perhaps a ride off this world. But from now on
you have the talent Hatred for whatever it was you were
rescued from.
Arrested & Reformed: You are a rare case. Once one the
side of darkness, be it by choice, stupidity or accident, you
were cornered, arrested, judged and punished. Now you are
reformed. Bearing the brand of the Inquisition and forced to
work off you sentence as part of your arresting Inquisitor’s
retinue you still manage to keep up with the dealings of the
wrong side of Imperium Law. You are considered to have
the Peer talent with one subgroup of gangers, cultists or
other ne’er-do-wells.
Guilty: You have done some bad things in your time, and
somehow over the years you have finally begun to forgive
yourself. However, the God Emperor and the tower Inquisi-
tor in black your confessor turned you over to are far less
forgiving. Now in order to not suffer judgment and the
worst kind of fate your imagination can, well, imagine, you
are forced to right your wrongs with deeds, not words. Due
to you past nature and experience you have the Dark Soul
talent.
Heart of Gold: The Inquisitor you met has taken a fond-
ness to you and likes you very much. You are easily his or
her favorite Acolyte and the fawn over you on a regular
basis. All interactions with him or her that are respectful
and courteous are at +10, furthermore he or she will help
you repair equipment and find new equipment reducing the
cost of such tasks by 5% and using his or her connections to
better the availability of equipment for you (and no one else
on the team) by 1.
Reflection: The towering agent of the Emperor in shiny
armour says you remind him of him when he was younger,
somehow you doubt it. After being very persistent, insistent
and violent he finally managed to convince you to join his
team. Course, near the end of the discussion it was either
join or to be judged a heretic. Now the Inquisitor seems to
reliving his youth vicariously through you. Pick any charac-
teristic and both you and the GM roll 2D10, take the higher
of these two rolls and if it is higher then the original roll of
the characteristic you may replace it with the new roll. The
Inquisitor will always be challenging this characteristic
whenever possible to remind him of his youth.
Hereditary: Someone before you in your family served the
Inquisition distinctly and now it is your turn. While you do
not have their experience, know how or luck you do have
one advantage, they left you their tools of the trade. You
begin play with a bolt pistol and chainsword as well as
Guard Flak Armour.
From Birth: You are a luck breed, from birth you have
been raised by the Inquisition or in a school program for the
Inquisition. It is your destiny to become an Inquisitor. As a
side effect Forbidden Lore is a basic skill for you and it is
available at every rank as a skill for one of the following:
Xenos, Cultists, Mutations or Daemons (choose which is
available when you reach a new rank). At different ranks it
can a specific category can be picked again for +10 (and
later +20) as long as no more then one category is picked at
each rank.
Slave: Life isn’t easy for a slave, especially one serving an
Inquisitor. Be you a purchased slave, an indentured servant,
a prisoner released for limited service or otherwise acquired
you have none of the standard freedoms (such as they are)
of the other Acolytes. In exchange for +D5 to Toughness
and +D5 to Will Power, you receive no month income and
are completely at the mercy of your owner for food, money
and equipment, which he owns not you.
Hunted: You have made many enemies in your past, some
of which are so nasty the Inquisition has taken a noticed.
Either the Inquisition has taken you in for your protection or
they are using you to lure out their targets. Choose any type
of enemy you wish, but remember your power level and
abilities when you do so. Every adventure you can take
from 1 to 4 bonus Fate Points. For each bonus Fate Point
you take roll 1D10. For each 9 you roll one of your
enemies will show up during the course of the adventure.
If you roll more then 1D10 and roll doubles then the num-
ber that was doubled will be the number of enemies that
will arrive. If you roll triples, then double the normal
amount and if you roll four of a kind, triple the number.
In addition, whenever you use one a bonus Fate Point roll
1D10 and on a roll of 9 the enemies will again be available
to harass you.
Emperor’s Blessing: You have long been blessed and
graced by the Emperor’s mercy. To that effect the Ecclessi-
archy has insisted you make yourself available to the Inqui-
sition who have greatly accepted you as a token of the Em-
peror’s favor and have added you to one of their Acolyte
teams. A character with Emperor’s Blessing gains 1-2 bo-
nus Fate Points (Roll 1D10. 1-5 1 Fate Point, 6-10 2 Fate
Points).
Just a Job: And that’s all it is to you, another contract, an-
other target, another paycheck. You are a mercenary who is
in it for the money as much as the salvation and justice.
After all, that’s why we all work, to live off the money and
finances we earn. These characters have special mercenary
contracts with their Inquisitor master and receive bonus
money for the risks they take. They begin play with 1D5x75
additional Throne Gelt and receive 1D5x10 additional
monthly.
6
Do I know you?: A case of mistaken identity has lead the
character to meet up with foes of the Inquisitor. And the
surprise was had on both sides as the Inquisitor and you
look almost like twins, despite him being older and more
self aware. Seeing the potential of a body double and trying
to reduce the risk to you, the Inquisitor has taken you under
his wing, even if you didn’t like the idea of it. Add +1D5 to
your Fellowship. In addition you can try to pass yourself off
as the Inquisitor by making a Fellowship test (modified
based on the situation and people involved) and when doing
so successfully you are treated as if you had Intimidate,
Interrogation and Inquiry all at +20. However, if you fail
you face the risk of being charged with the crime of posing
as an Imperial Inquisitor. Further more if you roll doubles
(successful or not) the target is infuriated at the Inquisitor
and will usually attack.
PSYKER POWERS
It is possible to take Psy-
chic powers as part of
your Background Traits.
This is highly advised
against as any character
that possesses these
abilities that is not an
Imperial Psyker will be
considered to unsanc-
tioned and will most
likely be involuntarily
retired. Still, players
should still be given the
option as in the end it is
their character that it
affects, but they should
be duly reminded that
rogue Psykers tend to be
hunted down and exter-
minated by Inquisitors
and that they generally
see a member of the In-
quisition on a regular
basis.
But then again, perhaps
the players are eager to have a free tour of one of the Inqui-
sition’s Black Ships and an all expenses paid trip to Holy
Terra?
SAMPLE BACKGROUND WORLDS
Here is a list of some of the common worlds known
throughout the Warhammer 40K universe. GMs and players
can use these as basis for their own ideas, worlds and other
locations.
World Modifier
Cadia Resistance (Fear)
Valhalla Resistance (Cold). Guardsmen,
Assassins and Arbites may also
take Hatred (Orks) but lose 5
from Fellowship.
Tallarn Resistance (Heat)
Mordia Blind Fighting
Armageddon Resistance (Toxins). Guardsmen,
Assassins and Arbites may also
take Hatred (Orks) but lose 5
from Fellowship.
Tanith Jaded.
Catacha Survival (Jungle), +D5 Weapon
Skill, -5 Fellowship.
Savlar Hatred (Orks), Chem-Use, -5
Willpower.
Terrax Unshakable Faith, +D5 Will-
power, -D5 Perception.
Harakon Drive (Hover Vehicle)
Krieg Resistance (Radiation)
Kanak +D5 Toughness, +D5 Strength,
-5 Intelligence.