TRAITS AND PASSIONS A FRAMEWORK FOR GUIDING CHARACTER PERSONALITIES IN THE 41ST MILLENNIUM IMPERIUM OF MAN
UNOFFICIAL SUPPLEMENT FOR DARK HERESY
PRODUCED FOR DARK REIGN BY LUDDITE
Disclaimer: The following rules are based on those written by Greg Stafford for the Pendragon RPG, and badly and shamelessly adapted for use with the Dark Heresy Roleplaying Game.
Reputation Keeping track of a character’s ‘reputation’ becomes easier. Are they know as good, bad, or simply ‘colourful’. This becomes easier to assess.
Entertainment Dark Heresy, like all roleplaying games, should be about character, personality and story. Every character should be defined by both their deeds and their feelings. No great character in roleplaying should be a ‘cardboard cut out’; a mere two dimensional set of numbers on a character sheet. Most players aren’t actors and roleplaying a character consistently is demanding and difficult, even for veteran players.
The interaction of various character traits and the interplay between characters with different personalities can provide a great deal of fun. Often, for the sake of ‘game harmony’, players will abandon or compromise their character concept. Quantifying the character provides a more structured and entertaining way to try and resolve these conflicts ‘in character’. By quantifying the various aspects of a character, internal conflicts become great fun as the player wrestles with conflicting parts of the character’s personality. Lastly, traits and passions can have a direct effect on the game as the character is able to use them for inspiration to achieve great tasks or perform memorable deeds.
Personality in real life is expressed through a series of traits, and these rules attempt to replicate such traits in order to help the player understand their character, the setting they are living within, and to provide a consistent set of guidelines to help the representation of a character that might be quite different from the player.
Accuracy Even the best roleplayers will find it difficult to sustain a character over time. By quantifying the various aspects of a character’s personality, It is easy to remember or refer to a consistent model of that character’s past and potential behaviour. Also, the numbers will change over time, reflecting accurately how the character changes in response to his experiences and adventures.
Traits and passions are used to quantify a character’s typical behaviour. They are used to make roleplaying easier by providing guidelines on how the character has acted, acts, and is likely to continue to act. Numerical values are assigned to and dice rolls made against them to help the player understand their character and represent them consistently.
Authenticity
Why do you need traits and passions?
Dark Heresy is a roleplaying game dealing with stories of the Acolytes of the Inquisition. The game takes place in the Imperium of the 41st Millennium, in an age of grim darkness, perpetual war and of horror and terror that lurks at every turn. Individualism, democracy, freedom and justice are seditious concepts. Merciless brutality and callous authoritarianism is the norm. A player controls the actions of characters that are likely to be very different from them, and are expected to act appropriately to their station; but how can the player know what is appropriate and correct? Traits and passions
You don’t. Many players are happy to play their character according to their own definitions, preferring to make and enforce their own perception of how their character will act. This system is offered for those players that need or want to provide themselves a guidance framework for playing the character, and provides the following benefits.
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provide an effective method of determining what is appropriate and correct within the setting of the Imperium. Of course you may play a radical character that bucks those trends, but at least you have a clear idea as what constitutes those trends in the first place!
adversity and fatigue. Lazy characters are inactive, sedentary and indolent.
Forgiving / Vengeful Forgiving characters are willing to overlook real or imagined insults and injuries, whereas vengeful characters are likely to seek restitution or revenge at every opportunity. Highly forgiving characters are humble, gentle, kind, and ‘meek’. Highly vengeful characters are often oversensitive, vindictive and spiteful, seeing insults in the least slights, or even where no insult occurred.
Of course the use or otherwise of traits and passions is entirely optional, but players may find the benefits of using them to be worth the effort.
Traits Every character has a series of personality traits that are paired and opposite.
Generous / Selfish
Chaste / Lustful Energetic / Lazy Forgiving / Vengeful Generous / Selfish Honest / Deceitful Just / Arbitrary Merciful / Cruel Modest / Proud Pious / Wordly Prudent / Reckless Temperate / Indulgent Trusting / Suspicious Valorous / Cowardly
Generous characters are liberal in giving or sharing and free from meanness or smallness of mind or character. Selfish characters care only for themselves and are concerned primarily with their own interests, benefits, and welfare, regardless of others.
Honest / Deceitful Honest characters are genuine, truthful and sincere in themselves and their dealings with others. Honest characters tend to inspire trust in others as their word is trustworthy. Deceitful characters are false, fraudulent, insincere, tricky liars, and otherwise unworthy of trust.
Chaste / Lustful Chaste characters are in control of their libido, maintain monogamous relationships, and refrain from crude or bawdy behaviour. Highly chaste people are probably celibate. Lustful characters engage in intercourse with many partners. Highly lustful people are lewd and bawdy, given to frequent profanity.
Just / Arbitrary Just characters are guided by truth, reason, justice, and fairness. Often upholders of the law, they prefer an accord with what is right and proper, and will stand against unjust laws or situations. Arbitrary characters are guided by chance, whim, or impulse, and not by necessity, reason, or principle. They consider their individual judgment more important
Energetic / Lazy Energetic characters are driven and industrious, well able to motivate themselves and to work on through
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than any exterior concept of what is right and are unconcerned with fairness or the process of law.
are concerned with consequences of their decisions. Reckless characters are rash, heedless and incautious, often exercising poor judgement. They are careless and unconcerned with the consequences of their decisions.
Merciful / Cruel Merciful characters are kind, clement, lenient, benignant, tender, and sympathetic. Merciful characters are likely to show compassion and give succour to others. Cruel characters are severe, pitiless and ruthless to others. Often cruel characters enjoy inflicting physical or emotional pain.
Temperate / Indulgent Temperate characters are moderate or self-restrained in opinion, statement, and action. They rarely indulge their appetites and are not excessive in consumption. Indulgent characters lack self restraint and frequently sate their appetites and desires.
Modest / Proud Modest characters are moderate or humble concerning their own merits or importance. They are free from vanity, egotism, boastfulness, or great pretensions, and are not ostentatious or showy. Modest characters also pay due regard to decencies of behaviour, speech, and dress. Proud characters have and show a high opinion of their own dignity, importance, or superiority. Highly proud characters can be arrogant.
Trusting / Suspicious Trusting characters are inclined to believe others without doubt, and to be innocent or naïve. Trusting characters assume the reliability of others. Suspicious characters are dubious, doubtful and wary of others, inclined to assume the unreliability of others.
Valorous / Cowardly Valorous characters are courageous, valiant and brave and self-confident in the face of adversity, fear or danger. Cowardly characters are craven, timid, unconfident and at the mercy of their fears.
Pious / Worldly Pious characters maintain a concern for spiritual reverence, either expressed as religious devotion to one or more gods, or simply as a concern for the higher virtues. Pious characters care little for physical possessions or wealth, seeing little value in it. Worldly characters are secular and mundane, maintaining more concern for the physical pleasures and delights. Worldly characters see great value in physical possessions and wealth.
Generating traits Each trait pair adds up to a total 100%. Trait values can be generated as follows, depending on how stable you want your character’s personality to be!
Prudent / Reckless
Stable character
Prudent characters are wise, exercising good judgment or common sense. They are careful in regard to their own interests and conduct, and
This method is best used for younger characters that have yet to have their personality formed by
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experience, or if you are unsure what you want your character to be.
Using traits Traits are not binding. They represent the character’s tendencies to certain behaviour but in no way bind the player to enacting those traits. Traits can be used to inform behaviour, but equally behaviour can be used to inform traits.
Each trait is valued at 50%. You may choose up to three trait pairs and change them to 80%/20% (or 20%/80%) representing traits the character is well known for. E.g. Player Hazel is creating a character (Angelique) and decides she wants her to be a young idealist and innocent, just starting out in the world. She assigns 50% to all her traits. However Hazel sees her character as being a real ‘go-getter’ and so changes energetic to 80% (making Lazy 20%). She also wants Angelique to be feisty and headstrong and so also chooses to make Reckless and Valorous 80% (making Prudent and Cowardly 20%). These traits are going to get her into a lot of trouble!
Traits aid in role playing and decision making Traits can be used in situations where the player is unsure how the character will act. Simply roll a % dice against the relevant trait and if successful, act generally in accordance with that trait. E.g. Hans has Temperate 46% / Indulgent 54%. He’s working a case on Iocanthus and has dropped into a local bar to unwind. A local birthday celebration is underway and all are invited to join. Unsure whether he’d like to get involved Bob (the player) rolls against Hans’ Indulgent 54%, succeeds with a roll of 34%. Hans takes up a jug of ale and wakes up late next morning with a roaring hangover.
Unstable character This method is best used if you want a character with a lot of life experience, or that is ‘damaged’ by their past! To generate each trait, roll % dice and apply the value to the left-hand trait. The opposing trait is assigned a value that takes the total of the paired traits to 100%
E.g. Angelique has Just 50% / Arbitrary 50%. She has cornered a local murderous villain and forced him to surrender. The villain offers to give Angelique 100 Thrones to let him go rather than turn him in to the provost. Hazel (the player) is unsure what to do so rolls against Angelique’s Just, scoring a fail with 68%. Angelique pockets the 100 Thrones and lets the villain go.
The player may adjust up to three traits by ±10, but no trait can be taken above 80% by the modification. E.g. Player Bob is creating a character (Hans) and decides he wants him to be a hardened veteran, a graduate of the ‘school of hard knocks’. He starts with the Chaste / Lustful values. He rolls % dice and scores 47. So Hans has Chaste 47% / Lustful 53%, not particularly notable. He then generates the Energetic / Lazy values, scoring 17. So Hans has Energetic 17% / Lazy 83%. Hans is a work-shy layabout who is always late for work! As it is over 80%, this laziness will be well known to his friends. Bob carries generating the rest of his traits.
Traits can also be used to help a player resolve an internal conflict. Simply choose two or more relevant traits and roll a % dice against each. The trait that succeeds with the highest Degree of Success (see p184 of main rulebook) indicates the most likely course of the character’s action.
Note that any trait valued at 80% or more is ‘famous’. Anyone who knows the character will describe that trait about him.
E.g. Hans made a questionable decision on a recent mission, that hindered the group’s success. None of the other characters are aware of his error. Hans is writing up the report of the mission that will be submitted to his Inquisitor and is unsure as to how he should report this error; should he be honest,
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although that will cause him to be reprimanded? Bob decides to roll both against both Honest and Prudent to decide. He gains one more degree of success with Honest than with Prudent and decides to include details of the incident, hoping his honesty will count in his favour!
GM if they warranted.
Of course the players could have just made those decisions, but the traits help guide a consistent portrayal of character.
At the end of each session, each trait with a tick may increase. Roll % dice. If the total EXCEEDS the current rating of the trait it increases by 1d6%, and the opposing trait reduces by a similar amount to keep the combined total at 100%. If both paired traits are ticked, roll for the higher trait first. Of course both traits may exceed the roll and change the trait totals.
feel
a
tick
isn’t
Each trait may only be ticked once per session. A tick may be given to both opposing traits.
Alternate trait usage – binding action Alternately you can use traits as ‘binding’. You must act in accordance with your traits and to act otherwise incurs a penalty.
Alternately a trait can be modified voluntarily by expending experience. Changing any trait by ±5% costs 100xp.
Note: consider doing this very carefully as it is likely to damage the roleplaying experience for most players. If you are going to use this, I’d suggest only using this for traits rated 80% or over.
No trait can be raised above 100% at any time.
E.g. Hans has Just 84% / Arbitrary 16%. He has cornered a local murderous villain and forced him to surrender. The villain offers to give Hans 100 Thrones to let him go rather than turn him in to the provost. Bob (the player) is sick of these local villains causing trouble and wants to simply kill the villain rather than handing him over. The GM imposes the Just test which is passed and informed Bob that his character Hans, must act in a Just manner or suffer a penalty. Bob doesn’t care, and kills the villain anyway. This is fine as the traits should never interfere with the player’s decisions, but for action against the dominant Justice trait, the GM imposes an automatic increase in Hans’ Arbitrary (+2%) and gives Hans 1 Insanity Point to represent the emotional turmoil he will feel later.
E.g. Angelique has both Trusting (50%) and Suspicious (50%) ticked. At the end of the session she rolls d% for Suspicious first, scoring 44%. Her Suspicious trait does not increase. She rolls d% for her Trusting, scoring 51%, EXCEEDING her Trusting value. She rolls d6 scoring 4, so her Trusting increases to 54% (reducing her Suspicious to 46%). She also has both Pious (50%) and Worldly (50%) ticked. At the end of the session she rolls d% for Pious first, scoring 58%. She rolls d6 scoring 3, so her Pious increases to 53% (reducing her Worldly to 47%). She then rolls d% for Worldly, scoring 77%. She rolls d6 scoring 5, so her Worldly increases to 52% (reducing her Pious to 48%).
Directed traits
Modifying traits
Some characters have ‘directed’ traits. That is there are certain things which they feel rather more concerned about. Directed traits are conditional modifiers to a specific character’s trait.
At any point during a session, the GM can instruct the player to ‘tick’ any trait. Typically a tick is given for succeeding at a trait roll or for acting in notable conformance with a trait. Players are quite at liberty to point out if they think they deserve to tick a trait, or to discuss with the
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When that situation occurs, the character modifies the relevant trait by the directed trait total.
Typical passions include: Amour Hate Loyalty Love
Generating directed traits Directed traits can be imposed by a GM (as an insanity for example), or chosen by a player with GM approval. To generate a directed trait, roll 6d10 and total the result. This is the % modifier for that trait.
Amour (Person) The love a character feels for a friend or some other object. It is a platonic, non-sexual and non-familial love that drives the character to cherish and protect the object of the affection. Many characters have strong likes for many things but an amour for a person is a tangible passion that will drive and inspire a character to great deeds. Amour is the deep friendship felt by lifelong friends or those people who ‘connect’ as kindred spirits.
E.g. Hans, having been betrayed several times by different people on Iocanthus asks the GM for a directed trait. His trait is Trusting 43% / Suspicious 57%. He takes the ‘directed trait – suspicious of Iocanthans’ and rolls 6d10, scoring a total 38%. Therefore when dealing with iocanthans he modifies his Suspicious by +38%, making it Trusting 5% / Suspicious 95%. Hans is now well known for distrusting Iocanthans and grumbles constantly about how treacherous they are!
An amour must specify a person to which it applies.
Directed traits are never modified once created, but can be removed if the GM agrees that the character’s opinions on the situation have changed sufficiently.
Hate (Object or enemy) To hate is to loathe, despise, abhor, detest, or just to dislike intensely or passionately, and object or enemy. Hate is a powerful passion that drives a character to great or terrible feats to oppose or destroy the object of the hate. There are many things that Imperial citizens are expected to hate, but this passion is a heartfelt detestation that will motivate the character to act on the hate.
A player should be careful about taking too many directed traits as they should represent those exceptional parts of the character’s personality. A character should have no more than one or two at most.
Passions Dark Heresy is full of intense emotion, much of it uncontrolled, as the characters encounter the worst of the horrors that threaten the Imperium.
A hate must specify an object or enemy to which it applies, for example; Hate (Orks), Hate, (Traitors to the Emperor), Hate (Valhallans), Hate (cowards), etc.
Passions provide a method of expression those strong emotions, be they love, hate, loyalty or some other emotional motivation.
Loyalty Loyalty is the faithful adherence to a sovereign, government, organisation, leader, or cause. A loyal character is an example of faithfulness, support
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and succour to the subject of their loyalty.
Alternate passion generation Alternatively, you may start a character’s passion at a predetermined level (typically 20-80%) either given by the GM or determined in discussion with the player.
A loyalty must specify a leader or organisation, such as; Loyalty (Emperor) Loyalty (Other Lord, e.g. Inquisitor, Planetary Governor) Loyalty (Institution, e.g. Adeptus Mechanicus, or Imperial Guard Legion) Loyalty (Community, e.g. homeworld or hive) Loyalty (Group, e.g. Hive gang, Acolyte Coterie)
Using passions Passions are not binding. They represent the character’s strongly held emotions but in no way bind the player to enacting those passions. Passions can be used to inform behaviour, but equally behaviour can be used to inform passions.
Love
Passions aid in role playing and decision making
Love is a profoundly tender, passionate affection for another person or object. Love is divided in its expression.
Passion can be used in situations where the player is unsure how the character will act. Simply roll a % dice against the relevant passion and if successful, act generally in accordance with that trait.
Love (family) The love a character feels for his family, parents, siblings, etc. It is a platonic love and for many people the strongest emotional bond they will feel in their lives.
E.g. Hans has Love (family) 65%. He receives an Astropathic message from his mother asking him to return to their home immediately as his brother has been wrongly jailed. The player is unsure what to do as they are in the middle of a campaign so he rolls his Love (family) 65% and scores 12%, a success. Despite this, the player decides to continue with the adventure and complete it first before heading home.
Love (erotic) The love a character feels for a partner, characterised by a sexual relationship. Such love is often most passionate, but can be short-lived. Such a love must be directed at a specific person.
Passions as inspiration
Generating passions
Passions can be used to inspire the character to greatness in situations where the passion is relevant. In discussion with the GM, the player should decide which passion applies to the situation and why it applies. The player must then decide which Characteristic will be inspired by the passion.
Each passion is rated 1-100%. To generate each passion, roll % dice and apply the value. Note that any passion valued at 80% or more is ‘famous’. Anyone who knows the character will describe that passion about him.
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E.g. Hans eventually returns to his homeworld at his mother’s Astropathic request to find his family locked in a bitter feud over land rights with a powerful local baron (Dieter Rause). Returning from a bar one night, he finds his family home ablaze. All his relatives are outside except his mother who they can’t get to through the flames. Hans invokes his Love (family) 65% and succeeds. He decides to add +30% to his Toughness to resist the flames and heads in to rescue his mother. He staggers out, badly burned with his mother choked with smoke but alive. As he succeeded he does not gain insanity points. Also Bob (the player) immediately asks for a new Passion for Hans – Hate Dieter Rause. The GM agrees and the roll determines the hate at 23%. The GM agrees to raise this to 65% (the same level as his love of family).
All Characteristics can be inspired, with the passion bonus adding to the relevant Characteristic. A character can only attempt to invoke a single passion once for a scene. To invoke a passion for inspiration roll a % dice against the relevant passion. If successful, the player can choose to add one of the following bonuses to any specific Characteristic; +10, +20, or +30. If this inspiration roll fails, the character does not gain a bonus, but instead gains 1d6 insanity points as the passion floods through him but to no effect. He does not count as inspired.
Alternate passion usage – binding action Alternately you can use passions as ‘binding’. You must act in accordance with your passions and to act otherwise incurs a penalty.
Inspiration lasts for a ‘scene’ as defined by the GM or natural flow of play.
Note: consider doing this very carefully as it is likely to damage the roleplaying experience for most players. If you are going to use this, I’d suggest only using this for passions rated 80% or over.
If a character is inspired by a passion (gaining +10 to +30% bonus) fails in the task that the passion was inspired to perform during this scene, he gains insanity points dependent on the bonus chosen, as follows; +10 +20 +30
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Modifying passions At any point during a session, the GM can instruct the player to ‘tick’ any passion. Typically a tick is given for succeeding at a passion roll or for acting in notable conformance with a passion.
1d6 IP 2d6 IP 3d6 IP
E.g. Hans has a WP of 31%. He currently works for the Inquisitor Soldevan and has a Loyalty 68% to him. He’s been captured by a war-merchant of the Silver Dagger Guild and is being tortured for information about Hans’ investigations into their smuggling operation. The war-merchant wants to know who Hans is working for. Hans invokes his loyalty and rolls 35%, a success. He’s therefore inspired by his loyalty and decides to add +20% to his WP (raising it to 51%) to resist the torture. Unfortunately he rolls 77% and fails his WP, breaking under torture anyway. As his inspiration failed to help, Hans gains 2d6 insanity points.
Each passion may only be ticked once per session. At the end of each session, each passion with a tick may increase. Roll % dice. If the total EXCEEDS the current rating of the passion it increases by 1d6%. Alternately a passion can be modified voluntarily by expending
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experience. Changing any passion by ±5% costs 100xp.
Benefits:
No passion can be raised above 100%.
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Ideals Ideals are those social codes to which a character may aspire. Any character may adopt an ideal that they meet the qualifying conditions for. If those qualifying conditions are no longer met, the benefits of the ideal are lost until the character can again meet those conditions.
Hospitality The passion of love binds people together by personal emotive ties, whereas loyalty binds people and society together through bonds of duty and hierarchy. The Ideal of Hospitality is the friendly reception and treatment of guests or strangers, and bonds together the society of strangers and acquaintances. It is the quality or disposition of receiving and treating guests and strangers in a warm, friendly, appropriate way, as well as the ability to also be an appropriate guest.
Typical ideals include: Blessed Ignorance Hospitality Imperial Creed Omnissiah Creed
Requirements:
Blessed Ignorance The Imperium values service and servitude. The Emperor in His wisdom knows what is best for Humanity and all that is required to be a good citizen is loyalty and faith in the Emperor. This is known as ‘blessed ignorance’ and is a virtue professed and held by vast swathes of Humanity, particularly among the lower castes who are happy in their service and consider the intelligentsia highly suspicious and probably dangerous.
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60% or more in all the flowing traits; Forgiving, Generous, Honest, Just, Merciful, Trusting Fellowship 30 or more
Benefits: The benefits of Hospitality apply if the character hosts a celebration, meeting, negotiation or similar social gathering. Then the following benefits apply to every guest attending the event; • All characters present gain +5% Fellowship • Non-violence is assured. All guests present must make a WP test to commit a violent act. Guests with the Hospitality ideal themselves, reduce their WP by -30 before making the test. If the guest fails, they may not make a
Requirements: •
Gain ‘Directed trait: suspicious of education or educated people’ +30% +5 WP +10 Per when using the Scrutiny skill
60% or more in all the flowing traits; Selfish, Honest, Arbitrary, Modest, Pious, Suspicious Intelligence 30 or less Loyalty (Emperor) 60% or more
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violent act without gaining 1d6 insanity points. If violence does break out, all characters present will attempt to peacefully stop the violence if possible, or to engage against the violent character, supporting the hospitable host.
manifestation of the Omnissiah’s divinity, and all creatures and artefacts that embody knowledge are holy because of it. Machines that preserve knowledge from ancient times are also holy, and machine intelligences are no less divine than those of flesh and blood. A man's worth is only the sum of his knowledge; his body is simply an organic machine capable of preserving intellect. The Omnissiah Creed venerates the ‘Quest for Knowledge’ and devotes itself to research and exploration. Their most sought-after technology is the Standard Template construct (STC), which is said to contain the sum total of all human knowledge.
Imperial Creed The Imperial Creed represents the Imperium-wide sense of social and moral rightness. It is the defining Imperial social and cultural ‘norm’; the standard of behaviour that the Adeptus Terra fosters throughout its institutions and attempts to propagate throughout the Imperial worlds. The imperial Creed forms the basis of the beliefs of the Imperial Cult.
Requirements:
Requirements: • 60% or more in all the flowing traits; energetic, Arbitrary, Cruel, Pious, Prudent, Suspicious Loyalty (Emperor) 60% or more Must have no Malignancies
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Benefits: characters with this ideal
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gain the following benefits as long as the ideal is upheld; • •
60% or more in all the flowing traits; Chaste, Energetic, Selfish, Arbitrary, Worldly, Prudent Intelligence 35 or more Must have the Tech Use skill Must have at least one cybernetic implant Loyalty (Adeptus Mechanicus) 60% or more
Benefits:
The character gains the ‘Armour of Contempt’ talent The character gains an extra Fate Point. This can be used, but NOT burned. This extra fate point can only be used if upholding one of the seven ‘rules of Imperial Honour’ detailed above.
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Gain ‘Directed trait: indulgent Technology’ +60% Forbidden Lore (Adeptus Mechanicus) and Forbidden Lore (Archaeotech) count as Basic skills
Gaining Ideals
Omnissiah Creed
Unlike traits and passions, a character must ‘qualify’ for an ideal by meeting its minimum requirements.
The Cult Mechanicus await the arrival of the Omnissiah, a prophesised physical avatar of the Machine God. According to the Adeptus Mechanicus teachings, knowledge is the supreme - 11 -
A character that meets the requirements for an ideal, and that wishes to take it, may do so at the end of any play session. The character gains the benefits of that ideal and should act in general accordance with the tenets and beliefs of that ideal.
to the character’s Homeworld and Career. These packages represent key biases in specific character origins or backgrounds.
Losing ideals
Modifiers are applied after all random rolls and other adjustments are applied. No modifier can take a rating above 90% or below 10%
If these packages are used, then both the homeworld and career packages should be applied.
A character can voluntarily give up an ideal at the end of any game session. Alternately a character may be forced to give up an ideal because they no longer meet the minimum requirements (typically due to fluctuating trait values).
Homeworld Packages
At the end of any game session where the character no longer meets the minimum requirements, the Ideal and its benefits are lost. The character also immediately gains 1d6 Insanity Points as the lost of the ideal affects their mental stability.
Feral World Traits Energetic +5, Cruel +5, Proud +5, Valorous +5 Directed trait – Suspicious (Psykers) Directed trait – Suspicious (Technology)
A character that voluntarily gives up an ideal gains 2d6 Insanity Points instead.
Optionally also;
Other Ideals
Directed trait – Suspicious (Cities)
There are many other possible ideals and you are encouraged to create your own. Simply define what the Ideal is about, choose the minimum requirements (typically six appropriate traits at 60% or more, plus any other requirement deemed appropriate), and define the benefit of holding the Ideal.
Passions Love (Family) Loyal (Tribe) Optionally also; Loyal (Emperor) Hate (Choose something)
Hive World
Personality Packages
Traits Selfish +5, Cruel +5, Arbitrary +5, Worldly +5
Personality Traits and Passions can simply be chosen by the player in agreement with the GM. Alternately, traits and passions can be modified by packages that relate
Directed trait – Proud (Hive) Directed trait – Suspicious (Wilderness)
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Optionally also; Optionally also; Directed trait – Suspicious (Cities) Agriworld Loyal (Home Community)
Passions Love (Family) Loyal (Hive)
Backwater Loyal (Homeworld) May choose to not take (Emperor)’
Optionally also; Loyal (Hive Faction) Loyal (Emperor) Hate (Choose something)
Feudal Loyal (Feudal Lord)
Imperial World
War Zone Hate (choose one)
Traits Energetic +5, Cruel +5, Arbitrary +5, Suspicious +5
Dead Planet None
Directed trait – Proud (Homeworld)
Shrine World Hate (Heretics) Loyal (Ministorum)
Agriworld Temperate +5, Modest +5
Paradise World None
Backwater Directed trait (Administratum)
Void Born
Optionally also;
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‘Loyal
Suspicious Traits Selfish +5, Pious +5, Suspicious +5
Feudal Vengeful +5
Directed trait – Suspicious (NonVoid Born)
War Zone Cruel +5, Valorous +5
Optionally also;
Dead Planet Selfish +5, Temperate +5
Directed trait – Trusting (Navigators and Psykers)
Shrine World Generous +5, Honest +5, Pious +5
Directed Priests)
Directed trait – Trust (Ministorum)
Directed trait – Deceitful (Non-Void Born)
Paradise World Lazy +5, Honest +5, Selfish +5, Trusting +5
trait
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Trusting
Passions Love (Family) Loyal (Home Void Vessel)
Passions Love (Family) Loyal (Emperor)
Optionally also;
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(Tech
Loyal (Adeptus Mechanicus) Loyal (Emperor)
Cleric Traits Energetic +5, Pious +5, Valorous +5
Career Packages
Directed trait – Proud (Ministorum)
Adept
Optionally also;
Traits Selfish +5, Modest +5, Prudent +5, Suspicious +5
Directed trait Congregation)
Optionally also;
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Generous
(To
Directed trait – Suspicious (Tech Priests)
Directed trait – Suspicious (Primitives) Directed trait – Honest (Concerning information) Directed trait – Trusting (Technology) Directed trait – Trusting (Administratum)
Passions Loyal (Emperor) Loyal (Ministorum) Hate (Heretics) Optionally also; Hate (Xenos)
Passions
Guardsman
Optionally;
Traits Energetic +5, Arbitrary +5, Cruel, +5, Worldly +5, Valorous +5
Hate (‘book burners’)
Arbitrator
Optionally also;
Traits Energetic +5, Vengeful +5, Just +5, Suspicious +10, Valorous +5
Directed trait – Indulgent (Choose) Directed trait – Proud (Regiment)
Passions Loyal (Adeptus Administratum)
Passions Loyal (Emperor) Loyal (Guard Legion) Hate (Choose one)
Optionally also; Hate (Criminals)
Optionally also;
Assassin
Hate (Choose another one) Loyal (Guard Unit)
Traits Deceitful +5, Arbitrary +5, Cruel +5, Suspicious +5, Cowardly +5
Imperial Psyker
Passions
Traits Generous +5, Modest +5, Pious, +5, Prudent +5, Temperate +5
None
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Directed trait (Ministorum)
–
Directed trait (Technology)
Cowardly
Indulgent
Passions Loyal (Ademptus Mechanicus) Hate (Hereteks)
Optionally also; Directed trait – Trusting (Schola Psykana) Passions Loyal (Emperor) Loyal (Schola Psykana) Loyal (Choose an Adeptus Terra organisation) Hate (Daemons) Optionally also; Hate (Choose another one)
Scum Traits Selfish +5, Deceitful +5, Arbitrary, +5, Cruel +5, Worldly +5, Suspicious +5 Directed trait – Cowardly (Adeptus Arbites) Passions None Optionally also; Loyal (Gang or other underworld organisation) Hate (Adeptus Arbites) Hate (Choose another one)
Tech Priest Traits Chaste +5, Energetic +5, Selfish +5, Arbitrary +5, Worldly +5, Prudent +5 Directed trait (Ministorum)
–
–
Suspicious
Optionally also;
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