MOTIVATION
Devotion - Duty - Cost: 100xp\1000
Effect: Armour of Contempt/Unshakeable Faith, +3 WP.
You go into the unknown not for yourself, but for something greater. You believe, and whether your belief is a religious one, a matter of personal loyalty, an absolute dedication to duty, or something else entirely, it gives you the strength to persevere when all seems lost. You will not rest, nor will you falter, while your faith remains intact. Others may question your devotion, unable to understand how someone could cleave so tightly to something as distant and abstract as duty, loyalty, honour, or faith, when other paths grant so much more...but you know better. You will not be swayed by those who comprehend nothing beyond themselves and their own ambitions.
To labour is human, to serve divine. You find strength in duty and eagerly embrace the strictures and dictates such duty requires. To see obligations fulfilled and assume a role in the vast structure of the Imperium is your greatest desire. So strong is that desire you will stop at nothing to see it done, and fear only failure. To others, your rigid discipline and obsessive focus may seem
disquieting, but you do not share their doubts. You pity them, for they will never know the contentment and satisfaction your purpose gives you, nor the purity of life your conviction provides.
TRIALS AND TRAVAILS
Product of Upbringing - Decadent - Cost: 150xp\1000
Effect: +3 WP, Decadent, +5 Charm, 1d5 CP.
Some might be part of the Commercia Houses, others are Imperial Officers, and still others are members of the Rogue Trader Dynasties and clans. It’s a confusing and often tangled web of intrigue and fealty. Only the High Lords of Terra can declare a family line to be nobility, but planetary lords, Imperial Commanders, and sector Governors can all declare lesser vassals to be raised in status under them. Some families are given titles as a reward for service to the Golden Throne; these family members are often looked down upon as upstarts until they have proven themselves over the course of many generations. Of course, noble families are always trying to gain the advantage over one another, and thus earn the favour of their lords. They scheme and plot in the hopes that one day their plans will come to fruition and they will be elevated in status and gain even more power and wealth. Aside from the direct bloodlines and heirs, there are those family members who are associated by marriage, and those who have been brought into the family for some potent ability they possess. These scions typically form the backbone of the nobility and help keep the lines viable for future generations.
You have lived your entire life in the lap of luxury. You demand the finest, no matter the cost in terms of money or lives. Fine
foods, fine drink, and fine clothes are your hallmarks, and you see no reason to have anything less. You might be despised
by your family or lauded for your passions. Your lifestyle is envied by many and reviled by the rest, but you dismiss their opinions as nothing more than the petty sniping of the bitter and envious.
LURE OF THE VOID
Tainted - Deviant Philosophy - Cost: 0xp\1000
Effect: +3 WP, Enemy (Ecclesiarchy).
You are vile in the eyes of the holy, declared tainted by your twisted form or marked by your accursed bloodline or your
strange demeanour and heretical beliefs. Few look more closely than is needed to condemn you, fearing the contagion of evil
and the judgment of the God-Emperor’s appointed servants. But despite the excoriation by the witless fools who have turned
their hands against you, your soul burns for greatness. You now search relentlessly for the place where you might attain even a
small fraction of what would have been your rightful victories were your life not so blighted by fate, and the power to avenge yourself on those who would see you suffer.
BIRTHRIGHT
Scavenger - Cost: 0xp\1000
Effect: Unremarkable/Ressistance (Fear), +3 WP/Ag, 1d5 CP/IP.
You became an adult amidst the yearning and poverty of the least of the God-Emperor’s flock, one soul amongst countless underhivers, renegades, bonepickers, and a thousand other outcast castes that exist on the fringes of the Imperium, scavenging what they can to survive. All that you owned was claimed from the wastes of those far above you in the Imperial hierarchy or gleaned from the wreckage and ashes of past war and catastrophe—at least, everything that wasn’t taken from the bodies of your peers and rivals, of course. Yours was a hard life lived upon a knife-edge: the dark abyss of starvation on one side and death or worse on the other. A childhood where each day of survival was a triumph has hardened and honed you, but left its scars on your soul.
LINEAGE
Witch-Born - Proven to be Pure - Cost: 200xp\1000
Effect: Resistance (Psychic Powers), 200 on Powers.
The taint of the Witch is strong within your family, and many of your ancestors could wield the energies of the Warp. Whether they bore this taint openly, travelling to Terra aboard the Blackships to be tested and Sanctioned, or kept it secret is another matter entirely, but one thing is certain—whether or not you possess psychic powers, your heritage has influenced you in some way.
You are pure, either lacking psychic powers altogether, or possessing sufficient strength of soul and mind to be of use to the Imperium. In either case, long years of growing up amongst a family known for producing psykers have made you well-able to resist the power of the witch and the deamonic, and if you are a psyker yourself, your knowledge of psychic powers is all the more impressive.
HOME WORLD
Void Born - Cost: 0xp\1000
Characteristic Modifiers: –5 Strength, +5 Willpower
Starting Skills: SL (ship).
Charmed: on 9 FP 1d10 - no lost.
Ill-omened: -5 Fel tests with non-voiders.
Shipwise: Navigation (Stellar) (Int) Pilot (Spacecraft) (Ag) - Basic skills.
Void Accustomed: no spacetravel sickness. 0- and low-grav - not Difficult Terrain.
Starting Wounds: 2*TB+1d5
Starting Fate Points: 1-5 = 3, 6-10 = 4
You have called the interior of a huge Imperial vessel or voidstation your home all your life, but now you have been thrust into the company of others—people completely unlike your peers amongst the void born—and the culture shock gnaws at you. You feel awkward in the company of those born upon worlds, an outsider, distrusted and strange, in their eyes. You come into your own when your expertise is required, however, and what to others may be stark terrors are old familiar enemies to you. Unlike the world born, you are not blinded by ignorance when confronted by psychic phenomena, warp anomalies, and the strange technology of void-ships, and as such, your kind make the best Void-masters and Astropaths. As long as common dirt-dwellers stand in awe or fear of you, they will cease trying to make you fit into their strange cultures and will leave you to your own ways and your own secrets.