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TRAITS AND PASSIONS

A FRAMEWORK FOR GUIDING CHARACTER PERSONALITIES IN THE 41ST MILLENNIUM IMPERIUM OF MAN

UNOFFICIAL SUPPLEMENT FOR DARK HERESY

PRODUCED FOR DARK REIGN BY LUDDITE

Disclaimer: The following rules are based on those written by Greg Stafford for the Pendragon RPG, and badly and shamelessly adapted for use with the Dark Heresy Roleplaying Game.
Dark Heresy, like all roleplaying games, should be about character, personality and story. Every character should be defined by both their deeds and their feelings. No great character in roleplaying should be a cardboard cut out; a mere two dimensional set of numbers on a character sheet. Most players arent actors and roleplaying a character consistently is demanding and difficult, even for veteran players. Personality in real life is expressed through a series of traits, and these rules attempt to replicate such traits in order to help the player understand their character, the setting they are living within, and to provide a consistent set of guidelines to help the representation of a character that might be quite different from the player. Traits and passions are used to quantify a characters typical behaviour. They are used to make roleplaying easier by providing guidelines on how the character has acted, acts, and is likely to continue to act. Numerical values are assigned to and dice rolls made against them to help the player understand their character and represent them consistently.

Reputation
Keeping track of a characters reputation becomes easier. Are they know as good, bad, or simply colourful. This becomes easier to assess.

Entertainment
The interaction of various character traits and the interplay between characters with different personalities can provide a great deal of fun. Often, for the sake of game harmony, players will abandon or compromise their character concept. Quantifying the character provides a more structured and entertaining way to try and resolve these conflicts in character. By quantifying the various aspects of a character, internal conflicts become great fun as the player wrestles with conflicting parts of the characters personality. Lastly, traits and passions can have a direct effect on the game as the character is able to use them for inspiration to achieve great tasks or perform memorable deeds.

Accuracy
Even the best roleplayers will find it difficult to sustain a character over time. By quantifying the various aspects of a characters personality, It is easy to remember or refer to a consistent model of that characters past and potential behaviour. Also, the numbers will change over time, reflecting accurately how the character changes in response to his experiences and adventures.

Why do you need traits and passions?


You dont. Many players are happy to play their character according to their own definitions, preferring to make and enforce their own perception of how their character will act. This system is offered for those players that need or want to provide themselves a guidance framework for playing the character, and provides the following benefits.

Authenticity
Dark Heresy is a roleplaying game dealing with stories of the Acolytes of the Inquisition. The game takes place in the Imperium of the 41st Millennium, in an age of grim darkness, perpetual war and of horror and terror that lurks at every turn. Individualism, democracy, freedom and justice are seditious concepts. Merciless brutality and callous authoritarianism is the norm. A player controls the actions of characters that are likely to be very different from them, and are expected to act appropriately to their station; but how can the player know what is appropriate and correct? Traits and passions

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provide an effective method of determining what is appropriate and correct within the setting of the Imperium. Of course you may play a radical character that bucks those trends, but at least you have a clear idea as what constitutes those trends in the first place! Of course the use or otherwise of traits and passions is entirely optional, but players may find the benefits of using them to be worth the effort.

adversity and fatigue. Lazy characters are inactive, sedentary and indolent.

Forgiving / Vengeful
Forgiving characters are willing to overlook real or imagined insults and injuries, whereas vengeful characters are likely to seek restitution or revenge at every opportunity. Highly forgiving characters are humble, gentle, kind, and meek. Highly vengeful characters are often oversensitive, vindictive and spiteful, seeing insults in the least slights, or even where no insult occurred.

Traits
Every character has a series of personality traits that are paired and opposite. Chaste / Lustful Energetic / Lazy Forgiving / Vengeful Generous / Selfish Honest / Deceitful Just / Arbitrary Merciful / Cruel Modest / Proud Pious / Wordly Prudent / Reckless Temperate / Indulgent Trusting / Suspicious Valorous / Cowardly

Generous / Selfish
Generous characters are liberal in giving or sharing and free from meanness or smallness of mind or character. Selfish characters care only for themselves and are concerned primarily with their own interests, benefits, and welfare, regardless of others.

Honest / Deceitful
Honest characters are genuine, truthful and sincere in themselves and their dealings with others. Honest characters tend to inspire trust in others as their word is trustworthy. Deceitful characters are false, fraudulent, insincere, tricky liars, and otherwise unworthy of trust.

Chaste / Lustful
Chaste characters are in control of their libido, maintain monogamous relationships, and refrain from crude or bawdy behaviour. Highly chaste people are probably celibate. Lustful characters engage in intercourse with many partners. Highly lustful people are lewd and bawdy, given to frequent profanity.

Just / Arbitrary
Just characters are guided by truth, reason, justice, and fairness. Often upholders of the law, they prefer an accord with what is right and proper, and will stand against unjust laws or situations. Arbitrary characters are guided by chance, whim, or impulse, and not by necessity, reason, or principle. They consider their individual judgment more important

Energetic / Lazy
Energetic characters are driven and industrious, well able to motivate themselves and to work on through

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than any exterior concept of what is right and are unconcerned with fairness or the process of law.

Merciful / Cruel
Merciful characters are kind, clement, lenient, benignant, tender, and sympathetic. Merciful characters are likely to show compassion and give succour to others. Cruel characters are severe, pitiless and ruthless to others. Often cruel characters enjoy inflicting physical or emotional pain.

are concerned with consequences of their decisions. Reckless characters are rash, heedless and incautious, often exercising poor judgement. They are careless and unconcerned with the consequences of their decisions.

Temperate / Indulgent
Temperate characters are moderate or self-restrained in opinion, statement, and action. They rarely indulge their appetites and are not excessive in consumption. Indulgent characters lack self restraint and frequently sate their appetites and desires.

Modest / Proud
Modest characters are moderate or humble concerning their own merits or importance. They are free from vanity, egotism, boastfulness, or great pretensions, and are not ostentatious or showy. Modest characters also pay due regard to decencies of behaviour, speech, and dress. Proud characters have and show a high opinion of their own dignity, importance, or superiority. Highly proud characters can be arrogant.

Trusting / Suspicious
Trusting characters are inclined to believe others without doubt, and to be innocent or nave. Trusting characters assume the reliability of others. Suspicious characters are dubious, doubtful and wary of others, inclined to assume the unreliability of others.

Valorous / Cowardly
Valorous characters are courageous, valiant and brave and self-confident in the face of adversity, fear or danger. Cowardly characters are craven, timid, unconfident and at the mercy of their fears.

Pious / Worldly
Pious characters maintain a concern for spiritual reverence, either expressed as religious devotion to one or more gods, or simply as a concern for the higher virtues. Pious characters care little for physical possessions or wealth, seeing little value in it. Worldly characters are secular and mundane, maintaining more concern for the physical pleasures and delights. Worldly characters see great value in physical possessions and wealth.

Generating traits
Each trait pair adds up to a total 100%. Trait values can be generated as follows, depending on how stable you want your characters personality to be!

Prudent / Reckless
Prudent characters are wise, exercising good judgment or common sense. They are careful in regard to their own interests and conduct, and

Stable character
This method is best used for younger characters that have yet to have their personality formed by

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experience, or if you are unsure what you want your character to be. Each trait is valued at 50%. You may choose up to three trait pairs and change them to 80%/20% (or 20%/80%) representing traits the character is well known for.
E.g. Player Hazel is creating a character (Angelique) and decides she wants her to be a young idealist and innocent, just starting out in the world. She assigns 50% to all her traits. However Hazel sees her character as being a real go-getter and so changes energetic to 80% (making Lazy 20%). She also wants Angelique to be feisty and headstrong and so also chooses to make Reckless and Valorous 80% (making Prudent and Cowardly 20%). These traits are going to get her into a lot of trouble!

Using traits
Traits are not binding. They represent the characters tendencies to certain behaviour but in no way bind the player to enacting those traits. Traits can be used to inform behaviour, but equally behaviour can be used to inform traits.

Traits aid in role playing and decision making


Traits can be used in situations where the player is unsure how the character will act. Simply roll a % dice against the relevant trait and if successful, act generally in accordance with that trait.
E.g. Hans has Temperate 46% / Indulgent 54%. Hes working a case on Iocanthus and has dropped into a local bar to unwind. A local birthday celebration is underway and all are invited to join. Unsure whether hed like to get involved Bob (the player) rolls against Hans Indulgent 54%, succeeds with a roll of 34%. Hans takes up a jug of ale and wakes up late next morning with a roaring hangover. E.g. Angelique has Just 50% / Arbitrary 50%. She has cornered a local murderous villain and forced him to surrender. The villain offers to give Angelique 100 Thrones to let him go rather than turn him in to the provost. Hazel (the player) is unsure what to do so rolls against Angeliques Just, scoring a fail with 68%. Angelique pockets the 100 Thrones and lets the villain go.

Unstable character
This method is best used if you want a character with a lot of life experience, or that is damaged by their past! To generate each trait, roll % dice and apply the value to the left-hand trait. The opposing trait is assigned a value that takes the total of the paired traits to 100% The player may adjust up to three traits by 10, but no trait can be taken above 80% by the modification.
E.g. Player Bob is creating a character (Hans) and decides he wants him to be a hardened veteran, a graduate of the school of hard knocks. He starts with the Chaste / Lustful values. He rolls % dice and scores 47. So Hans has Chaste 47% / Lustful 53%, not particularly notable. He then generates the Energetic / Lazy values, scoring 17. So Hans has Energetic 17% / Lazy 83%. Hans is a work-shy layabout who is always late for work! As it is over 80%, this laziness will be well known to his friends. Bob carries generating the rest of his traits.

Traits can also be used to help a player resolve an internal conflict. Simply choose two or more relevant traits and roll a % dice against each. The trait that succeeds with the highest Degree of Success (see p184 of main rulebook) indicates the most likely course of the characters action.
E.g. Hans made a questionable decision on a recent mission, that hindered the groups success. None of the other characters are aware of his error. Hans is writing up the report of the mission that will be submitted to his Inquisitor and is unsure as to how he should report this error; should he be honest,

Note that any trait valued at 80% or more is famous. Anyone who knows the character will describe that trait about him.

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although that will cause him to be reprimanded? Bob decides to roll both against both Honest and Prudent to decide. He gains one more degree of success with Honest than with Prudent and decides to include details of the incident, hoping his honesty will count in his favour!

GM if they warranted.

feel

tick

isnt

Each trait may only be ticked once per session. A tick may be given to both opposing traits. At the end of each session, each trait with a tick may increase. Roll % dice. If the total EXCEEDS the current rating of the trait it increases by 1d6%, and the opposing trait reduces by a similar amount to keep the combined total at 100%. If both paired traits are ticked, roll for the higher trait first. Of course both traits may exceed the roll and change the trait totals. Alternately a trait can be modified voluntarily by expending experience. Changing any trait by 5% costs 100xp. No trait can be raised above 100% at any time.
E.g. Angelique has both Trusting (50%) and Suspicious (50%) ticked. At the end of the session she rolls d% for Suspicious first, scoring 44%. Her Suspicious trait does not increase. She rolls d% for her Trusting, scoring 51%, EXCEEDING her Trusting value. She rolls d6 scoring 4, so her Trusting increases to 54% (reducing her Suspicious to 46%). She also has both Pious (50%) and Worldly (50%) ticked. At the end of the session she rolls d% for Pious first, scoring 58%. She rolls d6 scoring 3, so her Pious increases to 53% (reducing her Worldly to 47%). She then rolls d% for Worldly, scoring 77%. She rolls d6 scoring 5, so her Worldly increases to 52% (reducing her Pious to 48%).

Of course the players could have just made those decisions, but the traits help guide a consistent portrayal of character.

Alternate trait usage binding action


Alternately you can use traits as binding. You must act in accordance with your traits and to act otherwise incurs a penalty. Note: consider doing this very carefully as it is likely to damage the roleplaying experience for most players. If you are going to use this, Id suggest only using this for traits rated 80% or over.
E.g. Hans has Just 84% / Arbitrary 16%. He has cornered a local murderous villain and forced him to surrender. The villain offers to give Hans 100 Thrones to let him go rather than turn him in to the provost. Bob (the player) is sick of these local villains causing trouble and wants to simply kill the villain rather than handing him over. The GM imposes the Just test which is passed and informed Bob that his character Hans, must act in a Just manner or suffer a penalty. Bob doesnt care, and kills the villain anyway. This is fine as the traits should never interfere with the players decisions, but for action against the dominant Justice trait, the GM imposes an automatic increase in Hans Arbitrary (+2%) and gives Hans 1 Insanity Point to represent the emotional turmoil he will feel later.

Modifying traits
At any point during a session, the GM can instruct the player to tick any trait. Typically a tick is given for succeeding at a trait roll or for acting in notable conformance with a trait. Players are quite at liberty to point out if they think they deserve to tick a trait, or to discuss with the

Directed traits
Some characters have directed traits. That is there are certain things which they feel rather more concerned about. Directed traits are conditional modifiers to a specific characters trait.

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When that situation occurs, the character modifies the relevant trait by the directed trait total.

Typical passions include: Amour Hate Loyalty Love

Generating directed traits


Directed traits can be imposed by a GM (as an insanity for example), or chosen by a player with GM approval. To generate a directed trait, roll 6d10 and total the result. This is the % modifier for that trait.
E.g. Hans, having been betrayed several times by different people on Iocanthus asks the GM for a directed trait. His trait is Trusting 43% / Suspicious 57%. He takes the directed trait suspicious of Iocanthans and rolls 6d10, scoring a total 38%. Therefore when dealing with iocanthans he modifies his Suspicious by +38%, making it Trusting 5% / Suspicious 95%. Hans is now well known for distrusting Iocanthans and grumbles constantly about how treacherous they are!

Amour (Person)
The love a character feels for a friend or some other object. It is a platonic, non-sexual and non-familial love that drives the character to cherish and protect the object of the affection. Many characters have strong likes for many things but an amour for a person is a tangible passion that will drive and inspire a character to great deeds. Amour is the deep friendship felt by lifelong friends or those people who connect as kindred spirits. An amour must specify a person to which it applies.

Directed traits are never modified once created, but can be removed if the GM agrees that the characters opinions on the situation have changed sufficiently. A player should be careful about taking too many directed traits as they should represent those exceptional parts of the characters personality. A character should have no more than one or two at most.

Hate (Object or enemy)


To hate is to loathe, despise, abhor, detest, or just to dislike intensely or passionately, and object or enemy. Hate is a powerful passion that drives a character to great or terrible feats to oppose or destroy the object of the hate. There are many things that Imperial citizens are expected to hate, but this passion is a heartfelt detestation that will motivate the character to act on the hate. A hate must specify an object or enemy to which it applies, for example; Hate (Orks), Hate, (Traitors to the Emperor), Hate (Valhallans), Hate (cowards), etc.

Passions
Dark Heresy is full of intense emotion, much of it uncontrolled, as the characters encounter the worst of the horrors that threaten the Imperium. Passions provide a method of expression those strong emotions, be they love, hate, loyalty or some other emotional motivation.

Loyalty
Loyalty is the faithful adherence to a sovereign, government, organisation, leader, or cause. A loyal character is an example of faithfulness, support

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and succour to the subject of their loyalty. A loyalty must specify a leader or organisation, such as; Loyalty (Emperor) Loyalty (Other Lord, e.g. Inquisitor, Planetary Governor) Loyalty (Institution, e.g. Adeptus Mechanicus, or Imperial Guard Legion) Loyalty (Community, e.g. homeworld or hive) Loyalty (Group, e.g. Hive gang, Acolyte Coterie)

Alternate passion generation


Alternatively, you may start a characters passion at a predetermined level (typically 20-80%) either given by the GM or determined in discussion with the player.

Using passions
Passions are not binding. They represent the characters strongly held emotions but in no way bind the player to enacting those passions. Passions can be used to inform behaviour, but equally behaviour can be used to inform passions.

Love
Love is a profoundly tender, passionate affection for another person or object. Love is divided in its expression. Love (family) The love a character feels for his family, parents, siblings, etc. It is a platonic love and for many people the strongest emotional bond they will feel in their lives. Love (erotic) The love a character feels for a partner, characterised by a sexual relationship. Such love is often most passionate, but can be short-lived. Such a love must be directed at a specific person.

Passions aid in role playing and decision making


Passion can be used in situations where the player is unsure how the character will act. Simply roll a % dice against the relevant passion and if successful, act generally in accordance with that trait.
E.g. Hans has Love (family) 65%. He receives an Astropathic message from his mother asking him to return to their home immediately as his brother has been wrongly jailed. The player is unsure what to do as they are in the middle of a campaign so he rolls his Love (family) 65% and scores 12%, a success. Despite this, the player decides to continue with the adventure and complete it first before heading home.

Generating passions
Each passion is rated 1-100%. To generate each passion, roll % dice and apply the value. Note that any passion valued at 80% or more is famous. Anyone who knows the character will describe that passion about him.

Passions as inspiration
Passions can be used to inspire the character to greatness in situations where the passion is relevant. In discussion with the GM, the player should decide which passion applies to the situation and why it applies. The player must then decide which Characteristic will be inspired by the passion.

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All Characteristics can be inspired, with the passion bonus adding to the relevant Characteristic. A character can only attempt to invoke a single passion once for a scene. To invoke a passion for inspiration roll a % dice against the relevant passion. If successful, the player can choose to add one of the following bonuses to any specific Characteristic; +10, +20, or +30. If this inspiration roll fails, the character does not gain a bonus, but instead gains 1d6 insanity points as the passion floods through him but to no effect. He does not count as inspired. Inspiration lasts for a scene as defined by the GM or natural flow of play. If a character is inspired by a passion (gaining +10 to +30% bonus) fails in the task that the passion was inspired to perform during this scene, he gains insanity points dependent on the bonus chosen, as follows; +10 +20 +30 = = = 1d6 IP 2d6 IP 3d6 IP

E.g. Hans eventually returns to his homeworld at his mothers Astropathic request to find his family locked in a bitter feud over land rights with a powerful local baron (Dieter Rause). Returning from a bar one night, he finds his family home ablaze. All his relatives are outside except his mother who they cant get to through the flames. Hans invokes his Love (family) 65% and succeeds. He decides to add +30% to his Toughness to resist the flames and heads in to rescue his mother. He staggers out, badly burned with his mother choked with smoke but alive. As he succeeded he does not gain insanity points. Also Bob (the player) immediately asks for a new Passion for Hans Hate Dieter Rause. The GM agrees and the roll determines the hate at 23%. The GM agrees to raise this to 65% (the same level as his love of family).

Alternate passion usage binding action


Alternately you can use passions as binding. You must act in accordance with your passions and to act otherwise incurs a penalty. Note: consider doing this very carefully as it is likely to damage the roleplaying experience for most players. If you are going to use this, Id suggest only using this for passions rated 80% or over.

Modifying passions
At any point during a session, the GM can instruct the player to tick any passion. Typically a tick is given for succeeding at a passion roll or for acting in notable conformance with a passion. Each passion may only be ticked once per session. At the end of each session, each passion with a tick may increase. Roll % dice. If the total EXCEEDS the current rating of the passion it increases by 1d6%. Alternately a passion can be modified voluntarily by expending

E.g. Hans has a WP of 31%. He currently works for the Inquisitor Soldevan and has a Loyalty 68% to him. Hes been captured by a war-merchant of the Silver Dagger Guild and is being tortured for information about Hans investigations into their smuggling operation. The war-merchant wants to know who Hans is working for. Hans invokes his loyalty and rolls 35%, a success. Hes therefore inspired by his loyalty and decides to add +20% to his WP (raising it to 51%) to resist the torture. Unfortunately he rolls 77% and fails his WP, breaking under torture anyway. As his inspiration failed to help, Hans gains 2d6 insanity points.

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experience. Changing any passion by 5% costs 100xp. No passion can be raised above 100%.

Benefits:
Gain Directed trait: suspicious of education or educated people +30% +5 WP +10 Per when using the Scrutiny skill

Ideals
Ideals are those social codes to which a character may aspire. Any character may adopt an ideal that they meet the qualifying conditions for. If those qualifying conditions are no longer met, the benefits of the ideal are lost until the character can again meet those conditions. Typical ideals include: Blessed Ignorance Hospitality Imperial Creed Omnissiah Creed

Hospitality
The passion of love binds people together by personal emotive ties, whereas loyalty binds people and society together through bonds of duty and hierarchy. The Ideal of Hospitality is the friendly reception and treatment of guests or strangers, and bonds together the society of strangers and acquaintances. It is the quality or disposition of receiving and treating guests and strangers in a warm, friendly, appropriate way, as well as the ability to also be an appropriate guest.

Blessed Ignorance
The Imperium values service and servitude. The Emperor in His wisdom knows what is best for Humanity and all that is required to be a good citizen is loyalty and faith in the Emperor. This is known as blessed ignorance and is a virtue professed and held by vast swathes of Humanity, particularly among the lower castes who are happy in their service and consider the intelligentsia highly suspicious and probably dangerous.

Requirements:
60% or more in all the flowing traits; Forgiving, Generous, Honest, Just, Merciful, Trusting Fellowship 30 or more

Benefits:
The benefits of Hospitality apply if the character hosts a celebration, meeting, negotiation or similar social gathering. Then the following benefits apply to every guest attending the event; All characters present gain +5% Fellowship Non-violence is assured. All guests present must make a WP test to commit a violent act. Guests with the Hospitality ideal themselves, reduce their WP by -30 before making the test. If the guest fails, they may not make a

Requirements:
60% or more in all the flowing traits; Selfish, Honest, Arbitrary, Modest, Pious, Suspicious Intelligence 30 or less Loyalty (Emperor) 60% or more

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violent act without gaining 1d6 insanity points. If violence does break out, all characters present will attempt to peacefully stop the violence if possible, or to engage against the violent character, supporting the hospitable host.

Imperial Creed
The Imperial Creed represents the Imperium-wide sense of social and moral rightness. It is the defining Imperial social and cultural norm; the standard of behaviour that the Adeptus Terra fosters throughout its institutions and attempts to propagate throughout the Imperial worlds. The imperial Creed forms the basis of the beliefs of the Imperial Cult.

manifestation of the Omnissiahs divinity, and all creatures and artefacts that embody knowledge are holy because of it. Machines that preserve knowledge from ancient times are also holy, and machine intelligences are no less divine than those of flesh and blood. A man's worth is only the sum of his knowledge; his body is simply an organic machine capable of preserving intellect. The Omnissiah Creed venerates the Quest for Knowledge and devotes itself to research and exploration. Their most sought-after technology is the Standard Template construct (STC), which is said to contain the sum total of all human knowledge.

Requirements:
60% or more in all the flowing traits; Chaste, Energetic, Selfish, Arbitrary, Worldly, Prudent Intelligence 35 or more Must have the Tech Use skill Must have at least one cybernetic implant Loyalty (Adeptus Mechanicus) 60% or more

Requirements:
60% or more in all the flowing traits; energetic, Arbitrary, Cruel, Pious, Prudent, Suspicious Loyalty (Emperor) 60% or more Must have no Malignancies

Benefits: characters with this ideal


gain the following benefits as long as the ideal is upheld; The character gains the Armour of Contempt talent The character gains an extra Fate Point. This can be used, but NOT burned. This extra fate point can only be used if upholding one of the seven rules of Imperial Honour detailed above.

Benefits:
Gain Directed trait: indulgent Technology +60% Forbidden Lore (Adeptus Mechanicus) and Forbidden Lore (Archaeotech) count as Basic skills

Gaining Ideals
Unlike traits and passions, a character must qualify for an ideal by meeting its minimum requirements.

Omnissiah Creed
The Cult Mechanicus await the arrival of the Omnissiah, a prophesised physical avatar of the Machine God. According to the Adeptus Mechanicus teachings, knowledge is the supreme
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A character that meets the requirements for an ideal, and that wishes to take it, may do so at the end of any play session. The character gains the benefits of that ideal and should act in general accordance with the tenets and beliefs of that ideal.

to the characters Homeworld and Career. These packages represent key biases in specific character origins or backgrounds. If these packages are used, then both the homeworld and career packages should be applied. Modifiers are applied after all random rolls and other adjustments are applied. No modifier can take a rating above 90% or below 10%

Losing ideals
A character can voluntarily give up an ideal at the end of any game session. Alternately a character may be forced to give up an ideal because they no longer meet the minimum requirements (typically due to fluctuating trait values). At the end of any game session where the character no longer meets the minimum requirements, the Ideal and its benefits are lost. The character also immediately gains 1d6 Insanity Points as the lost of the ideal affects their mental stability. A character that voluntarily gives up an ideal gains 2d6 Insanity Points instead.

Homeworld Packages
Feral World
Traits Energetic +5, Cruel +5, Proud +5, Valorous +5 Directed trait Suspicious (Psykers) Directed trait Suspicious (Technology) Optionally also; Directed trait Suspicious (Cities) Passions Love (Family) Loyal (Tribe) Optionally also; Loyal (Emperor) Hate (Choose something)

Other Ideals
There are many other possible ideals and you are encouraged to create your own. Simply define what the Ideal is about, choose the minimum requirements (typically six appropriate traits at 60% or more, plus any other requirement deemed appropriate), and define the benefit of holding the Ideal.

Personality Packages
Personality Traits and Passions can simply be chosen by the player in agreement with the GM. Alternately, traits and passions can be modified by packages that relate

Hive World
Traits Selfish +5, Cruel +5, Arbitrary +5, Worldly +5 Directed trait Proud (Hive) Directed trait Suspicious (Wilderness)

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Optionally also; Optionally also; Directed trait Suspicious (Cities) Passions Love (Family) Loyal (Hive) Optionally also; Loyal (Hive Faction) Loyal (Emperor) Hate (Choose something) Agriworld Loyal (Home Community) Backwater Loyal (Homeworld) May choose to not take (Emperor) Feudal Loyal (Feudal Lord) War Zone Hate (choose one) Dead Planet None Shrine World Hate (Heretics) Loyal (Ministorum) Paradise World None

Loyal

Imperial World
Traits Energetic +5, Cruel +5, Arbitrary +5, Suspicious +5 Optionally also; Directed trait Proud (Homeworld) Agriworld Temperate +5, Modest +5 Backwater Directed trait (Administratum) Feudal Vengeful +5 War Zone Cruel +5, Valorous +5 Dead Planet Selfish +5, Temperate +5 Shrine World Generous +5, Honest +5, Pious +5 Directed trait Trust (Ministorum) Paradise World Lazy +5, Honest +5, Selfish +5, Trusting +5 Passions Love (Family) Loyal (Emperor)

Void Born
Suspicious Traits Selfish +5, Pious +5, Suspicious +5 Directed trait Suspicious (NonVoid Born) Optionally also; Directed trait Trusting (Navigators and Psykers) Directed Priests) trait Trusting (Tech

Directed trait Deceitful (Non-Void Born) Passions Love (Family) Loyal (Home Void Vessel) Optionally also;

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Loyal (Adeptus Mechanicus) Loyal (Emperor)

Cleric
Traits Energetic +5, Pious +5, Valorous +5 Directed trait Proud (Ministorum) Optionally also; Directed trait Congregation) Generous (To

Career Packages
Adept
Traits Selfish +5, Modest +5, Prudent +5, Suspicious +5 Optionally also; Directed trait Suspicious (Primitives) Directed trait Honest (Concerning information) Directed trait Trusting (Technology) Directed trait Trusting (Administratum) Passions Optionally; Hate (book burners)

Directed trait Suspicious (Tech Priests) Passions Loyal (Emperor) Loyal (Ministorum) Hate (Heretics) Optionally also; Hate (Xenos)

Guardsman
Traits Energetic +5, Arbitrary +5, Cruel, +5, Worldly +5, Valorous +5 Optionally also; Directed trait Indulgent (Choose) Directed trait Proud (Regiment) Passions Loyal (Emperor) Loyal (Guard Legion) Hate (Choose one) Optionally also; Hate (Choose another one) Loyal (Guard Unit)

Arbitrator
Traits Energetic +5, Vengeful +5, Just +5, Suspicious +10, Valorous +5 Passions Loyal (Adeptus Administratum) Optionally also; Hate (Criminals)

Assassin
Traits Deceitful +5, Arbitrary +5, Cruel +5, Suspicious +5, Cowardly +5 Passions None

Imperial Psyker
Traits Generous +5, Modest +5, Pious, +5, Prudent +5, Temperate +5

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Directed trait (Ministorum) Optionally also;

Cowardly

Directed trait (Technology)

Indulgent

Passions Loyal (Ademptus Mechanicus) Hate (Hereteks)

Directed trait Trusting (Schola Psykana) Passions Loyal (Emperor) Loyal (Schola Psykana) Loyal (Choose an Adeptus Terra organisation) Hate (Daemons) Optionally also; Hate (Choose another one)

Scum
Traits Selfish +5, Deceitful +5, Arbitrary, +5, Cruel +5, Worldly +5, Suspicious +5 Directed trait Cowardly (Adeptus Arbites) Passions None Optionally also; Loyal (Gang or other underworld organisation) Hate (Adeptus Arbites) Hate (Choose another one)

Tech Priest
Traits Chaste +5, Energetic +5, Selfish +5, Arbitrary +5, Worldly +5, Prudent +5 Directed trait (Ministorum) Optionally also; Suspicious

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