Creating your Acolyte
In Dark Heresy, you take the role of an Acolyte, a trainee investigator in the service under a powerful Inquisitor. You out of the countless billions, have been chosen to play part in a war so great and terrible that ordinary men must never learn its secrets.
Stage one: Home World
The first step is to determine your homeworld.
There are eight different homeworld origins. You can either choose homeworld yourself, or let the dice determine your origin (1d100). (Note, homeworld determines the Career you can choose. Each homeworld will note which careers that it allows.)
0-15 Feral World: Feral worlders are born to worlds trapped in a state of barbarism. They are natural survivors, and are commonly big, strong and tough. Feral worlders make for characters that are exceptional at physical actions and combat.
Feral World Careers: Assassin, Guardsman, Imperial Psyker, and Scum.
Starting Wounds: 1d5+9
Fate Points: Roll 1d10, 1-4 = 1 FP; 5-10 = 2 FP.
Traits & Skills: All Feral worlders gains these skills and traits:
Feral Worlder Skills: Speak Language (Tribal Dialect) (Int).
Feral Worlder Traits:
Iron Stomach
Food is often scarce on feral worlds and those born on such worlds often learn to set aside their revulsion and eat whatever they need to survive.
Benefit: You gain a +10 bonus to Carouse Skill Tests made to resist effects of ingested toxins, poisons 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 civilized surroundings.
Rite of Passage
Life is harsh for a feral worlder, and blood spills all to frequently. Whether though 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. 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) counts as Basic Skills for feral worlders.
16-35 Hive World: Hivers are the product of vast and crowded hive cities. They are fast talking, quick thinking individuals accustomed to looking out for themselves.
Hive World Careers: Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.
Starting Wounds: 1d5+8
Fate Points: Roll 1d10, 1-4 = 1 FP; 5-8 = 2 FP; 7-10 = 3 FP.
Traits & Skills: All Hive worlders gains these skills and traits:
Hive Worlder Skills: Speak Language (Hive Dialect) (Int).
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 you 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 is a gang shoot-out, hab riot, or hivequake.
Bonus: All hivers gain a +1 bonus to Initiative rolls.
36-55 Imperial World: Much of humanity hails from one of the myriad civilized worlds of the Imperium, where, despite bewildering diversity, Imperial culture and faith in the God-Emperor is strong.
Imperial World Careers: Adept, Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.
Starting Wounds: 1d5+8
Fate Points: Roll 1d10, 1-8 = 2 FP; 7-10 = 3 FP.
Traits: All Imperial worlders gain these traits:
Imperial Worlder Traits:
Blessed Ignorance
Imperial citizen 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 to Forbidden Lore (Int) Tests.
Hagiography
Meditation upon the lives – and more importantly, deaths – of the Emperor's blessed saints grants Imperial citizen 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) as Basic Skills.
Liturgical Familiarity
Surrounded as they are by folk of the faith, Imperial citizen 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 citizen 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.
56-65 Void Born: Born from the bloodlines of human star travelers, voiders have lived most of their lives in space within the metallic bastions of great vessels.
Void Born Careers: Adept, Arbitrator, Assassin, Cleric, Imperial Psyker, Scum, and Tech-Priest.
Starting Wounds: 1d5+6
Fate Points: Roll 1d10, 1-4 = 2 FP; 5-10 = 3 FP.
Traits & Skills: All Void Born gains these skills and traits:
Void Born Skills: Speak Language (Ship Dialect) (Int).
Void Born Traits:
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 to 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.
66-75 Forge World: Those raised in the shadow of Omnissiah have survived the Machine God's harsh regime and possess and innate familiarity with the higher mysteries of arcane science.
Forge World Careers: Adept, Assassin, Guardsman, Scum, and Tech-Priest.
Starting Wounds: 1d5+7
Fate Points: Roll 1d10, 1-5 = 1 FP; 6-9 = 2 FP; 10 = 3 FP.
Traits & Skills: Forge Worlders gains these skills and traits:
Forge Worlder Skills: Common Lore (Tech) (Int) and Common Lore (Machine Cult) (Int) are Basic Skills for you.
Forge Worlder Traits:
Fit For Purpose
A forge world inhabitant is repeatedly tested, channeled and trained from birth for their chosen station and role in life. Weakness is not tolerated and failure met with painful incentives to do better. Even those who follow a rogue's path must strive to be better than their peers to survive.
Effect: Depending on your chosen Career, increase your characteristic by +3: Adept – Intelligence, Assassin – Agility, Guardsman – Ballistic Skill, Scum – Perception, or Tech-Priest – Willpower.
Stranger to the Cult
Although forge born citizen know that the Emperor is their god and savior, they see the Imperial Creed through the lens of Cult Mechanicus doctrine. As a result they can be surprisingly – and sometimes dangerously – ignorant of the common teachings and practices of the Ecclesiarchy, often failing to offer its clerics the level of deference they expect.
Effect: Forge world characters take a -10 penalty on Tests involving the Imperial Creed, and a -5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.
Credo Omnissiah
Rather than being fully indoctrinated into the Imperial Cult, even the lowliest member of a forge world's society is brought up to venerate the spirits of the machine and to know and trust the basic rites of tech-propitiation.
Effect: You gain the Technical Knock talent.
76-85 Schola Progenium: Progena are orphans of Imperial servants trained in mind, body and spirit from birth. They make for superior warriors and knowledgeable leaders, if lacking in experience of life's more sordid side.
Schola Progenium Careers: Adept, Arbitrator, Cleric, Guardsman, and Sororitas*.
*Only female characters.
Starting Wounds: 1d5+8
Fate Points: Roll 1d10, 1-2 = 1 FP; 3-7 = 2 FP; 8-10 = 3 FP.
Traits & Skills: Schola Progenium gains these skills and traits:
Schola Progenium Skills: Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int).
Schola Progenium Traits:
Schola Education
A progeny's mind is the product of years of careful instruction in the fundamentals of knowledge and learning.
Effect: Common Lore (Administratum) (Int), Common Lore (Ecclesiarchy) (Int), Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), Common Lore (War) (Int), and Scholastic Lore (Philosophy) (Int) are Basic Skills for you.
Skill at Arms
All progena are instructed by grizzled drill abbots in the arts needed to defend the Emperor's truth and, no matter what their calling, all are willing and able to shed blood if needed.
Effect: You begin play with the Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), and Pistol Weapon Training (Las or SP) talents.
Sheltered Upbringing
Despite their extremely well-rounded education, the progena are largely ignorant of the Imperium's worse elements, breeding a distain they can't ever seem to hide.
Effect: You take a -10 penalty on all Charm, Command, Deceive and Scrutiny Tests when dealing with the worst of examples of humanity (cultists, traitors, narco-addicts, gutter scum, mutants and the like).
Tempered Will
The harsh method of the Schola Progenium chiefly aim to forge the most crucial weapon a servant of the Emperor has, an unbending will.
Effect: Whenever you would attempt a Very Hard (-30) Willpower test, you only take a -20 penalty for your Characteristic instead of the normal -30.
86-95 Noble Born: Nobles are privileged individuals, raised in wealth and steeped in tradition and etiquette.
Noble Born Careers: Adept, Arbitrator, Assassin, Cleric, Guardsman, and Scum.
Starting Wounds: 1d5+8
Fate Points: Roll 1d10, 1-3 = 1 FP; 4-9 = 2 FP; 10 = 3 FP.
Traits & Skills: Noble Born gains these skills and traits:
Noble Born Skills: Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int).
Noble Born Traits:
Etiquette
Nobles are schooled in how to comport themselves in all manner of situations.
Effect: You gain a +10 bonus to Charm, Deceive and Scrutiny Tests when dealing with high authority and in formal situations.
Supremely Connected
Nobles have extensive connections and you know that dropping the "right" names into a conversation can open more doors than a fistful of Thrones.
Effect: You begin play with the Peer (Nobility) talent. In addition, you also gain Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military or Underworld), selecting one category to reflect your family's powerbase.
Vendetta
Every noble house has its sworn enemies and rivals who would do it and its members harm. Joining the Holy Ordos doesn't stop this, it merely forces those who wish you harm to be a bit more cautious and subtle in exacting their revenge.
Effect: You have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are up to you and the GM to define, working together to create a formidable threat. While they do not dog your steps at every turn, they are still out there, aiming to inconvenience, harm or kill you when you cross their path, You, of course, are free to return the favor when it's expedient to do so.
Wealth
Those born into the nobility are also born in to wealth and enjoy the fruits of their family's fortunes.
Effect: You begin play with double starting number of Thrones. You are also Noble for the purposes of determining monthly income.
96-00 Mind Cleansed: Those whose minds have been emptied of identity and their memories wiped or sealed off. These rare individuals have been "re-made" by their Inquisitorial masters to serve the Holy Ordos.
Mind Cleansed Careers: Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, and Tech-Priest.
Starting Wounds: 1d5+8
Fate Points: Roll 1d10, 1-3 = 2 FP; 4-9 = 3 FP; 10 = 4 FP.
Traits Mind Cleansed gains these skills and traits:
Mind Cleansed Traits:
Engram Implantation
With portions of the subjects' mind is left more or less as blank slates waiting to be filled, their re-programmers often use egramatic induction to burn a variety of useful skill patterns directly into the Acolyte's cortex.
Effect: You begin play with Deceive (Fel) and Intimidate (S) skills. You treat Common Lore (Tech) (Int) and Survival (Int) as Basic Skills. You also begin with the Jaded and Pistol Weapon Training (SP and Las) talents.
Failsafe Control
All Mind Cleansed Inquisitorial agents have a failsafe command trigger implanted in their minds to prevent them from turning on their masters. Only the relevant NPC (their Inquisitor for example), should ever have access to this trigger, which usually must be delivered telepathically or by a specific sonic cadence (a simple code phrase is usually judged too risky).
Effect: The trigger works just as the use of the Dominate Psychic Power. If the trigger is successful, you may be given an order or set of instructions you must carry out to the best of your abilities. However, if the command is antithetical or directly harmful to you, you may receive an appropriate bonus to resist the control.
Imperial Conditioning
Inquisition mind-scrubs are usually carried out to destroy selective memories but leave useful skills intact. Likewise the mind is often implanted with psychic barriers to prevent tampering, increase mental resilience and ensure loyalty.
Effect: You gain a +10 bonus on Willpower Tests made to resist Fear or attempts to control or possess your mind (psychically, chemically or otherwise).
Through a Mirror Darkly
The mind cleansing process has numerous side effects, including an eroding effect on the subject's sanity and unique dangers of its own for the character.
Effect: You start play with 1d5+2 Insanity Points. At the GMs discretion, certain rare events, individuals and even things like phrases, sights and smells may trigger "repressed" memories – when this occurs you must pass a Willpower Test or roll on the Shock Table – note that your conditioning and any Talents that resist Fear or Insanity don't help with this.
GM Note: Use this Trait sparingly.
Stage two: Rolling Characteristics
The characteristics are:
Weapon Skill (WS): it measures your competence in hand-to-hand fighting, whether using fists, knives or chainswords.
Ballistic Skill (BS): reflects your character's accuracy with ranged weapons, such as lasguns, crossbows and autopistols.
Strength (S): how physically strong your character is.
Toughness (T): 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): your character's quickness, reflexes and poise.
Intelligence (Int): a measurement of your character's acumen, reason and knowledge.
Perception (Per): describes how well your character perceives his surroundings.
Willpower (WP): measures 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): the character's ability to interact with other creatures, to deceive, charm or befriend.
Characteristic Bonus
Each characteristic has a corresponding bonus. A characteristic bonus equals the tens digit of the score. For example, a character with Strength 41 has a Strength Bonus 4, and one with Strength 38 has a Strength Bonus of 3.
The Rolls
You roll 20+2d10 for most of your characteristics, except for those modified by your homeworld.
Feral worlder: Strength is rolled with 25+2d10, Willpower and Fellowship is rolled with 15+2d10.
Hive Worlder: Toughness is rolled with 15+2d10, Fellowship is rolled with 25+2d10.
Imperial Worlders: 20+2d10 for all characteristics.
Void Born: Strength is rolled with 15+2d10 and Willpower is rolled with 25+2d10.
Forge Worlder: Weapon Skill is rolled with 15+2d10 and Intelligence is rolled with 25+2d10.
Schola Progenium: 20+2d10 for all characteristics.
Noble Born: Willpower is rolled with 15+2d10 and Fellowship is rolled with 25+2d10.
Mind Cleansed: Willpower is rolled with 25+2d10 and Fellowship is rolled with 15+2d10.
Movement is determined by a character's Agility Bonus. Half Move is the Agility Bonus, Full Move is the Agility Bonus multiplied by two, Charge is the Agility Bonus multiplied by three and Run movement is Agility Bonus multiplied by four.
Stage three: Choosing Career
I have attached a zip-file with pictures containing descriptions of the career paths of the Adepta Sororitas. If you don't have the core book, PM me, and I'll give you a link to a downloadable pdf-version of it.
The attached Career1, Career2, Career3, Career4, contains the starting skills, talents, traits and gear of the different careers.
Edit: apparently it was too big a file...
At page 44 in the core book, the advancement scheme for the Adepts starts, and the other careers (except Sororitas) comes after it. There you can find the different skills and talents that the careers have and the costs to buy them.
After you have chosen a career, look at the Starting Wealth to determine how much Thrones (money) that you start with.