Character Creation
Character Creation Procedure
- Generate the six attributes for the character. Note the modifiers on your character sheet.
- Pick a Homeworld.
- Attribute Adjustment
- Gain the Free Skill and roll 3 random or choose 2 skills on the Learning table.
- Gain Language.
- Record Starting HP.
- Roll for Starting Fate Points.
- Gain any other bonuses.
- Pick 1 Origin Focus - any focus, but only time you can pick e.g. Mutant, Wild Psychic.
- Pick a Birthright.
- Gain Skill.
- Choose Attribute Bonus.
- Gain Attribute Penalty (if any.)
- Gain starting Corruption.
- Pick Lure of the Void.
- Pick Trials and Travails.
- Choose the factions to receive a bonus and penalty; add any other bonuses.
- Pick Motivation - bonus to HP, Profit, SP, faction rep, Fate Points
- Get bonus
- Pick Character Class
- Gain the Free Skill and roll 3 random or choose 2 skills on the Learning table.
- Choose Foci from Class (if any).
- Choose Psychic Techniques/Arts/Navigator Powers.
- Record derived stats such as attack bonus, HP, and system strain.
- Gain equipment.
- 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.
- Strength (STR), reflecting physical prowess, melee combat, carrying gear, and brute force.
- Dexterity (DEX), reflecting speed, evasion, manual dexterity, reaction time, and combat initiative.
- Constitution (CON), reflecting hardiness, enduring injury, and tolerating large amounts of magical healing. Three are mental attributes.
- Intelligence (INT), reflecting memory, reasoning, technical skills, and general education.
- Wisdom (WIS), reflecting noticing things, making judgments, reading situations, and intuition.
- Charisma (CHA), reflecting commanding, charming, attracting attention, and being taken seriously.
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 attributeās 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 attributeās 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:
- Attributes: The homeworld of a character affects their development. Different planets will impart different lessons, and challenge different aspects of a character. A character's Attributes are modified by their homeworld. Raise and lower the indicated attributes by the modifiers listed under each entry.
- Skills: The homeworld gives a character one skill level in the Free Skill. In addition, a character can roll three times on the homeworld's Learning table, or choose two skills off of the Learning table. The character gains a skill level in the rolled or chosen skills.
- Starting HP: The homeworld determines the character's starting HP, based on the character's (modified) CON.
- Fate Points: The homeworld also determines the Fate Points of a character. Roll a 1d10, and assign the number of fate points based on the result indicated.
- Starting Languages: Homeworlds determine the starting languages for a character. Where a language is noted as "(Literate)", that character begins both speaking and literate in that language.
- Other Bonuses: Certain homeworlds grant other bonuses and penalties. Most commonly, this will be a bonus to ship points or profit factors, or penalties to certain reaction rolls.
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:
- Skill: Each birthright grants one skill. The character gains a skill level in that skill.
- Bonus: Most Birthrights give a character a bonus to one of two attributes. Choose which attribute receives the bonus. Some birthrights instead grant an additional skill.
- Penalty: Most birthrights penalize one attribute, showing where the vicissitudes and privations of their upbringing left scars.
- Corruption: A character's birthright determines their starting Corruption.
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:
- Skills: A character's class gives a character a skill level in the Free Skill. Additionally, as with the homeworld, a character can roll three times on the homeworld's Learning table, or choose two skills off of the Learning table. The character gains a skill level in the rolled or chosen skills.
- Foci: A character's class gives the character one or more Foci. Certain classes limit chosen Foci by theme or effect. Check with the GM if there are any questions on whether or not a Foci qualifies.
- Special Abilities: Every class has one or more special abilities. Be sure to record the special abilities on the character sheet.
- Arts, Powers, Techniques: Several characters, such as the Missionary, Astropath Transcendant, and Navigator, receive a choice of psychic powers or equivalent powers. Choose or randomly determine these powers as indicated by the class, and record them in the indicated location on your character sheet.
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:
- What is your demeanor?
- Why are you a leader aboard a Rogue Trader vessel?
- Why does the Koronus Expanse call to you?
- What will you sacrifice?
- What is your ambition?
- What are your hatreds?
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 itās ever relevant.↩