Lair of the Dusk Witch

Character Creation

Character Creation Procedure

  1. Generate the six attributes for the character. Note the modifiers on your character sheet.
  2. Pick a Homeworld.
    1. Attribute Adjustment
    2. Gain the Free Skill and roll 3 random or choose 2 skills on the Learning table.
    3. Gain Language.
    4. Record Starting HP.
    5. Roll for Starting Fate Points.
    6. Gain any other bonuses.
  3. Pick 1 Origin Focus - any focus, but only time you can pick e.g. Mutant, Wild Psychic.
  4. Pick a Birthright.
    1. Gain Skill.
    2. Choose Attribute Bonus.
    3. Gain Attribute Penalty (if any.)
    4. Gain starting Corruption.
  5. Pick Lure of the Void.
  6. Pick Trials and Travails.
    1. Choose the factions to receive a bonus and penalty; add any other bonuses.
  7. Pick Motivation - bonus to HP, Profit, SP, faction rep, Fate Points
    1. Get bonus
  8. Pick Character Class
    1. Gain the Free Skill and roll 3 random or choose 2 skills on the Learning table.
    2. Choose Foci from Class (if any).
    3. Choose Psychic Techniques/Arts/Navigator Powers.
    4. Record derived stats such as attack bonus, HP, and system strain.
    5. Gain equipment.
  9. Determine the character's name and add additional character details to taste.

1. Character Attributes

A character1 has six attributes ranging from 3 to 18, reflecting a range from the minimum viable capacity for a playable character to the maximum normal human level.

Three of these attributes are physical.

To generate their six attributes, the player rolls 3d6 in order, once for each attribute. At any point prior to choosing a character class, the player may substitute a score of 14 for one rolled score. Optionally, a player may choose to assign their stats from the following array of numbers: 14, 12, 11, 10, 9, and 7, divided up as desired among the attributes. If an array is used a score may not be substituted with a 14 later.

Many of the choices in character creation (such as the homeworld) will modify a character's attribute score. They will be noted as "+/-# {attribute}", with a attribute being abbreviated, such as "+1 CON".

Attribute Modifier

Each attribute has a modifier, usually ranging from -2 to +2. This modifier is added to skill checks, attack rolls, damage rolls, Shock damage, and the relevant saving throw targets.

Attribute Score Modifier
3 -2
4-7 -1
8-13 0
14-17 +1
18 +2

Some Foci and abilities may add bonuses or penalties to an attribute’s base modifier. Such bonuses or penalties cannot increase the modifier above +2 or below -2 unless explicitly indicated. Some injuries or character advancements may alter an attribute score; this new score may change the attribute’s modifier.

Character Background

Characters choose a Homeworld, Birthright, Lure of the Void, Trial and Travails, Motivation, and Character Class. Note any overlap in choices at each step of the process. These indicate connections between the characters, prior to setting out on their life as a Rogue Trader crew.

Gaining Skills

Characters gain skills from their Homeworld, Lure of the Void, and Character Class choices as described in the section below. Some Foci also grant particular skills. The first time a skill is picked or given, a character obtains it at level-0. The second time it is picked or given, the skill becomes level-1. The third and further times a skill is picked or given during character creation, the player instead picks any other skill that is not already level-1. No character can begin play with skills above level-1.

2. Homeworld

The following list are the common origin points and homeworlds of the many Imperial citizens that join a Rogue Trader's crew. Every homeworld is different, and produces different people. Death Worlds might produce hearty warriors, while Hive Worlds spill forth with quick-talking connivers.

The homeworld of a character affects several of their aspects:

Battlefleet

Attributes: -1 WIS, +1 CHA
Free Skill: Lead
Starting HP: 1/2 CON - 1
Fate Points: 1-6: 3; 7-10: 4
Language: Low Gothic, Fleet Cant, Ship Dialect

1d8 Learning
1 Administer
2 Know Common
3 Know Scholastic
4 Lead
5 Navigate
6 Notice
7 Pilot
8 Shoot

Child of Dynasty

Attributes: -1 CON, +1 INT, -1 WIS, +1 CHA
Free Skill: Administer
Starting HP: 1/2 CON - 1
Fate Points: 1-3: 2; 4-7: 3; 8-10: 4
Language: Low Gothic (Literate), High Gothic (Literate)
Bonus: +1 Ship Point

1d8 Learning
1 Administer
2 Any Combat
3 Connect
4 Gamble
5 Know Common
6 Lead
7 Talk
8 Trade

Death World

Attributes: +1 STR, +1 CON, -1 INT, -1 CHA
Free Skill: Survive
Starting HP: 1/2 CON + 2
Fate Points: 1-5: 2, 6-10: 3
Language: Low Gothic, Planetary Dialect

1d8 Learning
1 Any Combat
2 Any Combat
3 Exert
4 Exert
5 Navigate
6 Notice
7 Sneak
8 Survive

Footfallen

Attributes: -1 STR, -1 CON, +2 CHA
Free Skill: Connect
Starting HP: 1/2 CON
Fate Points: 1-4: 2; 5-7: 3; 8-10: 4
Language: Low Gothic, +2 Any (not Literate)

1d8 Learning
1 Connect
2 Cogitomancy
3 Fix
4 Know Common
5 Pilot
6 Survive
7 Talk
8 Work

Forge World

Attributes: -1 STR, +1 INT
Free Skill: Cogitomancy
Starting HP: 1/2 CON + 1
Fate Points: 1-5: 2; 6-9: 3; 10: 4
Language: Low Gothic, Lingua-Technis (Literate)
Reaction Roll: -1 Ecclesiarchy
Bonus: +1 Any Attribute

1d8 Learning
1 Cogitomancy
2 Exert
3 Fix
4 Fix
5 Know Common
6 Know Scholastic
7 Pray
8 Shoot

Fortress World

Attributes: +1 DEX, -1 INT, +1 WIS, -1 CHA
Free Skill: Any Combat
Starting HP: 1/2 CON + 1
Fate Points: 1-9: 3, 10: 4
Language: Low Gothic, Military Language
Reaction Roll: -1 Civilians

1d8 Learning
1 Administer
2 Any Combat
3 Drive
4 Exert
5 Lead
6 Notice
7 Sneak
8 Survive

Frontier World

Attributes: +1 STR, -1 INT
Free Skill: Exert
Starting HP: 1/2 CON + 2
Fate Points: 1-5: 2; 6-10: 3
Language: Low Gothic, Planetary Dialect

1d8 Learning
1 Exert
2 Heal
3 Navigate
4 Notice
5 Pray
6 Sneak
7 Survive
8 Work

Hive World

Attributes: -1 CON, +1 CHA
Free Skill: Connect
Starting HP: 1/2 CON
Fate Points: 1-5: 2; 6-8: 3; 9-10: 4
Language: Low Gothic, Hiver Slang

1d8 Learning
1 Connect
2 Drive
3 Fix
4 Notice
5 Sneak
6 Stab or Shoot
7 Talk
8 Work

Imperial World

Attributes: +1 CON
Free Skill: Work
Starting HP: 1/2 CON - 1
Fate Points: 1-8: 3; 9-10: 4
Language: Low Gothic (Literate), High Gothic

1d8 Learning
1 Administer
2 Drive
3 Exert
4 Perform
5 Know Common
6 Pray
7 Trade
8 Work

Noble Born

Attributes: N/A
Free Skill: Connect
Starting HP: 1/2 CON
Fate Points: 1-3: 2, 4-9: 3, 10: 4
Language: High Gothic (Literate), Low Gothic (Literate)
Bonus: +1 Profit Factor

1d8 Learning
1 Administer
2 Any Combat
3 Connect
4 Gamble
5 Know Common
6 Know Scholastic
7 Lead
8 Perform

Penal World

Attributes: +1 CON, +1 WIS, -2 CHA
Free Skill: Sneak
Starting HP: 1/2 CON + 1
Fate Points: 1-4: 2; 5-9: 3; 10: 4
Language: Low Gothic, Thieves' Cant

1d8 Learning
1 Any Combat
2 Connect
3 Exert
4 Notice
5 Fix
6 Sneak
7 Talk
8 Trade

Void Born

Attributes: -1 STR, +1 WIS
Free Skill: Pilot
Starting HP: 1/2 CON - 1
Fate Points: 1-5: 3; 6-10: 4
Language: Low Gothic, Ship Dialect

1d8 Learning
1 Cogitomancy
2 Fix
3 Heal
4 Know Forbidden
5 Know Scholastic
6 Navigate
7 Notice
8 Pilot

3. Choose Origin Focus

Choose a Focus representing training, inherent abilities, or strong knacks from the character's life before they joined a Rogue Trader crew. This is the first of two to four Foci your character will receive during character creation (as shown on their tables in Character Class, where this Focus is listed as the "Origin" Focus.) However, it is important to choose this Foci now, because this is the only point that certain Foci, known as Origin Foci (such as Sanctioned Mutant or Witch-Touched) can be chosen. Check with the GM to see if something is an Origin Foci. Your Origin Foci will likely determine many of your later choices in each character creation category.

Foci can be chosen from the Foci List.

4. Birthright

Choose the birthright of your character. Imperial society is rigid and hierarchical, with little opportunity. Nevertheless, wherever your character started, they are now a member of a Rogue Trader crew, who brings with them the lessons they learned, the scars they received, and the darkness that haunts their hearts.

A character's birthright affects several aspects:

Scavenger

Skill: Sneak
Bonus: +1 DEX or WIS
Penalty: -1 CON
Corruption: 2

Fringe Survivalist

Skill: Survive
Bonus: +1 CON or WIS
Penalty: N/A
Corruption: 3

Heretek

Skill: Fix
Bonus: +1 INT
Penalty: N/A
Corruption: 4

Scapegrace

Skill: Perform
Bonus: +1 WIS or CHA
Penalty: -1 STR
Corruption: 2

Stubjack

Skill: Any Combat
Bonus: +1 STR or DEX
Penalty: -1 CHA
Corruption: 1

Child of the Creed

Skill: Pray
Bonus: +1 INT or WIS
Penalty: -1 STR
Corruption: 0

Tithed

Skill: Know Common
Bonus: Heal or Drive or Navigate or Fix
Penalty: -1 CHA
Corruption: 2

Born to Lead

Skill: Lead
Bonus: +1 INT or WIS
Penalty: -1 STR
Corruption: 1

One Amongst Billions

Skill: Sneak
Bonus: Trade or Work
Penalty: -3 CHA
Corruption: 0

Savant

Skill: Know Scholastic
Bonus: +1 INT or CHA
Penalty: -1 CON
Corruption: 0

Vaunted

Skill: Connect
Bonus: +1 DEX or CHA
Penalty: -1 WIS
Corruption: 2

5. Lure of the Void

All characters have a reason they left their old lives and embraced the sojourn to the void. It may have been voluntarily, it may have been forced, but in all cases it separated them from the great masses of humanity and its planet-bound elites.

A character's Lure of the Void has no strict mechanical bonuses or penalties, but instead informs their worldview, their connections to other characters, and the way they operate in the universe at large. It may imply the character would have allies or enemies, or perhaps that they are stained in the eyes of others.

Tainted

Criminal

Renegade

Crusade

Xenos Hunter

Hunted

Duty Bound

Seeker of Truth

Xeno-Archivist

Archeotechnologist

Zealot

Chosen by Destiny

6. Trials and Travails

Your character has inevitably faced trials and travails as they headed into the void and journeyed toward their destiny on a Rogue Trader vessel. These events have shaped their worldview, but has also shaped the world's view of them.

A character's Trial and Travails gives a relationship penalty (-1 Faction Reputation) to one faction or subfaction chosen from the list shown under each entry. These factions have been wronged by the character, or have reason to hate the character. On the other hand, these tumultuous events have often gained a character allies. The choice also gives a bonus (+1 Faction Reputation) to one faction or subfaction, from the list below. Where an option is appended with "(Any One)", you must choose a particular subfaction from that faction to receive the bonus or penalty. Certain entries may give different penalties and bonuses.

The Hand of War

Penalty: Spinward Front Command, Calixian High Command, Battlefleet Calixis, Battlefleet Koronus, Void Pirates, Orks
Bonus: Any of the unselected above groups

Darkness

Penalty: Ecclesiarchy, Inquisition, Adeptus Arbites
Bonus: Warp Cultists, Eldar, Criminal Syndicates

Press-Ganged

Penalty: Imperial Military, Void Fleets, Criminal Syndicates, Nobility
Bonus: Criminal Syndicates, Void Pirates, Rogue Traders (any one)

Product of Upbringing

Penalty: Nobility (Any One)
Bonus: Nobility (Any One), Battlefleet Koronus, Ecclesiarchy, Adeptus Terrae (Any One)

Calamity

Penalty: -1 Profit Factor
Bonus: Adeptus Terrae (Any One), Void Fleets, Imperial Nobility (Planetary Governors/houses only)

Ship-Lorn

Penalty: Battlefleet Koronus, Void Fleets, Rogue Traders (Any One)
Bonus: +1 Ship Point

Dark Voyage

Penalty: Eldar, Warp Cultists, Void Fleets
Bonus: Rogue Traders (Any One), Battlefleet Koronus, Explorator Fleet KX-557.V

High Vendetta

Penalty: Imperial Nobility (Any One), Rogue Traders (Any One)
Bonus: Imperial Nobility, Rogue Traders (must be the same category as above)

7. Motivation

Endurance

Bonus: +2 HP.

Devotion

Bonus: -1 Corruption (can be saved).

Fortune

Bonus: +1 Profit Factor

Exhilaration

Bonus: +1 Initiative

Vengeance

Bonus: +1 System Strain.

Knowledge

Bonus: +2 Languages

Renown

Bonus: +1 Imperial Nobility, Adeptus Terrae, Imperial Military, and Ecclesiarchy Faction Reputation

Pride

Bonus: +1 Fate Point.

Prestige

Bonus: +1 Ship Point.

Fear

Bonus: +1 to all Saves.

8. Character Class

Finally, a character's class determines the role they serve aboard a Rogue Trader vessel. Choose one Character Class. There are eight classes to choose from, each with their own distinct abilities and uses.

When the class is chosen, make the final choices for the character:

Record Derived Attributes

Ensure derived attributes (such as System Strain, HP, and attack bonuses) are correctly recorded based on a character's class. The online character keeper will record some of these automatically, but it's good to double-check.

Note the party's collective bonus or penalty to Profit Factor and Ship Points. This will affect the party's ship purchasing decisions and ship purchases.

Gain Starting Equipment

Check the starting equipment for each class, and gain any listed equipment.

9. Character Details

Name

Come up with a name for your character. Either roll on one of the tables below, use a Warhammer 40,000 name generator, or make up your own name from your own inspirations.

Masculine Names

1d15 Primitive Low High Archaic Informal
1 Artho Aubray Alessaunder Aestaban Alt
2 Bron Cort Aphesius Casmirre Blade
3 Carno Emil Cornelius Gillam Cutter
4 Hob Harmon Darrius Haddon Echo
5 Gil Jace Fortunus Jonstonne Gant
6 Jorn Lucius Godwinne Kennoch Hal
7 Kerghan Malakai Holt Mordechai Jak
8 Lok Nathin Jarrion Orthesian Mord
9 Marn Remi Macharius Patronius Notch
10 Pak Roland Quinilli Ramirez Rook
11 Quinn Solar Regias Sebastion Sawyer
12 Stiehr Theodore Sarvus Siegmund Serge
13 Thale Vorgen Tristan Torian Stubbs
14 Vir Ysarille Victris Vendigroth Torque
15 Ziel Zacharie Xanatov Yorke Veche

Feminine Names

1d15 Primitive Low High Archaic Informal
1 Attie Barbaretta Anarette Anastasia Astra
2 Besse Cynthia Carnelia Cymbry Blur
3 Flur Diane Dominique Esailla Ceile
4 Halia Dorath Faydra Iioneyse Crimson
5 Jessie Elisabet Inessa Janelle Flora
6 Karina Faye Janthine Lorayne Guile
7 Marra Genevie Lucretia Katyaina Luna
8 Narine Isabelle Marcella Miriam Mia
9 Ovina Jayne Jama Nadeyse Poise
10 Ralle Josette Noradine Petriam Rosa
11 Salia Noemi Regina Serafina Sola
12 Tassa Odette Symonne Tarvanna Trenne
13 Unna Shandra Winter Undynne Val
14 Vyn Tanda Yolande Victrix Xandra
15 Yasha Zolla Zamora Zephyr Zelle

Character Nature

A Rogue Trader character should be far more than just a name and a set of statistics. Consider who this character is, how their life so far has shaped them, and what their ultimate goals are. The following are a list of good questions to answer, with sample answers given in the Rogue Trader Core Rulebook, pp. 52-53:


  1. NPCs do not normally have attributes. If necessary, the GM can choose them as appropriate, but usually they are assumed to have average scores if it’s ever relevant.