Creation Rules in Sternwald Sector | World Anvil
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Creation Rules

Character Creation Rules   Derived and edited from Dark Heresy Source material to create a system for generating any type of Player Character in the books, using one set of rules that allow a generally balanced range of choices - an unimproved Astartes Brother vs. a Very Experienced mortal, and the like. This system worked for us, an allowed a relatively balanced play depending on the situation, and the extent of player use of their available options. Fun was still had by all.   Changes to the System in Dark Heresy 2.0   In place of aptitudes and varying experience costs, everything is purchased using Advancement Points (AP). These are a flat rate for Skill Tiers, Talent Tiers and for Advanced character race options at creation.   Please see Chapter 2 - Advancement Rules to gain more information on their use.

It is possible to play a different starting race, if you are joining an experienced party or replacing a character who has amassed a pool of points. If your GM lets you, you can choose a more interesting starting race, gaining some benefits.

Creation Steps:

As for the basic rules there are three key steps to creating your character:   1. Homeworld Options
  • Choose a starting Homeworld, from the General Worlds section, unless you are starting with an Advanced Choice. General Worlds do not have a starting cost, Advanced worlds do. Deduct this from your starting AP.

  • 2. Background
  • Choose the Background that matches your interest, and pay any associated Advancement Point cost (notably for Adepta Sororita or Mortal Heretic options).
  • Choose a Background Trait that matches your interest and note the benefits and penalties thereof. Astartes and Legion characters do not gain a Trait, but gain their chapter Solo and Squad mode abilities.


  • 3. Role - choose the part you wish to play in your team. As with the above some races give you the choice between a general Role and a Racial Role. Role Trait - You gain one trait, either a general trait, or a racial specific. Some races may choose either a general trait or racial trait. Some do not permit a trait to be chosen.
  • Choose the Role that you wish to fill in the game. You do have to pay an additional AP amount for more potent classes, notably any Psychic Character, and for the Sororitas options.
  • Choose a general Role Trait, unless noted. If you are a specific racial group, you may choose from either the General List or Race Specific.


  • 4. Roll Stats - each Background race has different options for stat purchase. A basic mortal from a source book, if not included in the adapted material uses the starting values given in the source material.   5. Purchase starting equipment beyond what is included in your Background/Role. Check with the GM for the number of Resource Points (see Arms & Equipment) for guidance.

    Explanation...
    It is possible to create some types of PC multiple ways, notably basic mortals vs. Imperial Guard mortals.
    The higher the level of starting training, equipment and support, the more expensive the option path.

    GMs who use this system should decide ahead what level of AP they wish to give their players, and, any such guidance to make it suit their game.

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