The Ontology

Personality questionnaire & pre-constructed characters

“There are three things extremely hard: steel, a diamond, and to know one’s self.”

– Vulkan, primarch of the XVIII Legion

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In this section you’ll find pre-constructed characters, with all Attributes, Primary and Secondary Skill points already distributed. You can either select one of those for your Main character out of hand, create entirely new one, according to instructions from “Launch and Advance” chapter if neither suits you or, finally, fill the questionnaire prepared for you below and see, which characters best represent your perception and knowledge about the 30k Universe. The only requirement, even (or especially) for the total novices, is getting familiar with “The Imperial Truth” chapter and audio recording included there, so do it BEFORE ANSWERING THE QUESTIONNAIRE.

Regardless of your choice, all important details not already included in the pre-constructed templates (Talents, Implants, Augmentations, Dichotomies, additional points etc.) will be consulted with the GM after you ask all the questions you need to choose the role most appealing to your needs and playstyle. Until then, fill the questionnaire attached above, answering the questions as you see fit. DO NOT try to find “correct” answers elsewhere, as your level of knowledge about the lore is perfect as it is now. Pre-constructed characters are meant to reflect it as closely, as possible, allowing you to delve deep into this new take on the dawn of humanity, The Great Crusade and the Universe you do not really know as much about, as you could think, even if you’re a true scholar of already established lore.

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Character Sheets

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Character sheet attached above is for you to fill according to either your own character’s design or pre-constructed ones suggested to you by the GM after answering the questionnaire. Below you’ll find 25 characters ready to play (besides final touches, which turn template into a person), 5 for each of 5 game factions, with short descriptions of who is who and their Attributes, Primary and Secondary Skills already distributed.

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IMPERIALIS AUXILIA

Quartermaster

No army can function without soldiers and guns. No soldiers can fight without food and no gun can fire without bullets. Most men take those things for granted in the grand theatre of galactic war. Your task is to really grant them those things. Without you, there can be no war, no victory, no hope for survival for the frontline troops nor even the glory for superhuman warriors of the Legions. From provisions and bandages to fuel and elite equipment, your responsibilities vary as much as different battlefields across the stars. Whether you’re just a tiny cog in the machinery of war, providing most basic supplies for your regiment or much bigger, more important one, administrating provisions of the whole battleship, elite troops and Astartes themselves, the glory of your station never truly matches the importance of your efforts, successes and mistakes.

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Intel-reckon

Just before the storm comes, it’s good to know how dangerous it will be and how to fight it best. Specialised Intel-troops are valued among both Auxilia soldiers and warriors of the Legions alike for their effectiveness in researching future battlefields and identifying most important merits and flaws of the unknown opponent. Tasked with silent, adequate reconnaissance, they vanish as quickly and invisibly as they appear behind or before enemy lines. As a kind of special force send to most vital areas before the truly SPECIAL forces are deployed, they are privy to personalised equipment and treatment, for better or worse, depending on the situation and their area of operations.

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Medicae

No war can be won, no squad sent to battle, no plans ever made without a Medicae. Since times of ancient Earth medics were both treasured by their brothers in arms and neglected in sharing the glory of the victors they saved. At numerous battlefields of the Great Crusade everyone can get their share of glory, yet a share of bullets, cuts and shrapnels is much more likely gained. Even Astartis require and value services of a skilled medic in the midst of combat, so a Medicae is never left alone, whether to rest from his duties or to perish unguarded by his brothers in arms.

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Battleship Commander

The starship armada needs skilled commanders to lead humanity’s conquer of the galaxy to victory. Not all of them (even relative minority) are Astartes. Highest officers of the Imperialis Auxilia, those with greatest experience, skill and, quite often, proper heritage, lead the great vessels to depths of space and turmoils of the Warp. As captains and leaders, their authority often equals or surpasses those of super-human warriors, even those with higher ranks. Their responsibility weights as no other, bearing lives of thousands imperial soldiers and personel, sharing the glory – or blame – for great-scale victories and defeats. Iron will and nerves are the matter of life and death on this post. Not only, for the commander himself.

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Imperial Knight

Proud and powerful, descendants of the most ancient noble-houses of the old Earth and the pioneers of interstellar expansion during the Golden Age of Technology. Imperial Knights are the closest thing a mortal can be when compared to an Astartes. Clad in priceless power-armours cherished by their houses, they bring glory to the Imperium, defending and governing the worlds trusted to them by the Legions or the Emperor himself. Even thought their battle suits aren’t as potent as the smallest Titans of the Mechanicum, they can stand tall even next to Terminators of the Legions. The bond between the machine and its pilot is unique at both, mechanical and spiritual level, involving entire heritage of knight’s predecessors.

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ASTRA TELEPATHICA

Astropath

The blind messengers are crucial to maintaining any communication between imperial forces at enormous distances. They psychic abilities are attuned to receiving and decoding encrypted combinations of visuals, metaphors, feelings and meanings sent across the galaxy, conveying orders and data of the highest importance. They not only need to understand complex information hidden within many layers of symbols (often disfigured due to lots of psychic interferences happening to the message across the Warp and the Universe or the sender’s emotional state, varying competence, power etc.), but also be able to quickly, safely and accurately send a message of their own.

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Navigator

Unique, invaluable psychers dedicated solely to guiding imperial starships across the Warp, able to see the Emperor’s light even in the darkest tides of Immaterium. Their extremely rare mutation grants them so called “Warp Eye” and longevity beyond mortal comprehension, as well as unmatched status among noble houses and highest servants of the Imperium. No vessel, no matter how technologically advanced, with no amount of exquisite crew, will be ever able to traverse the deadly currents of the Warp without a navigator guiding it towards material realm.

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Silent Sister

So called “Daughter of the Emperor” are elite and unique warriors, not that different from Custodies both in status, secrecy and independency. Just as the Emperor’s guardians, the Sisters answer only to the Master of Mankind and execute his direct orders. Their singular ability to null any psychic abilities, even in its lightest form, causes anguish to all welders of Psychic Powers and instinctive dislike in all others. Yet again, despite their repulsive and intimidating demeanour, they are universally respected for their combat prowess and zealous dedication to the Emperor and his most important tasks.

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Sanctioned Psycher

Psychers are extremely rare phenomenon among human population, supposedly a 1 in a 1 000 000 mutation resulting in one’s ability to channel power of the Warp through their mind and body. The potency and character of this ability varies a lot between individuals, nevertheless each single one of them is a potential asset… or a threat… to their society and the Imperium in general. Even though Psychic Powers are universally utilised for the benefit of humanity, which is itself led by the greatest psycher of all time, it is still unexplored area of science, potential and possible dangers. That’s exactly why those willing and useful enough to serve the humanity’s advancement among the stars are listed, sanctioned and tasked with duty most befitting their potential. Those, who remain rogue, dedicated to superstitious practices, contrary to the Imperial Truth… Well, that’s entirely different story.

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Black Sentinel

Always clad in black, specialised armour, these bodyguards and sentinels of the psychers most vital to the Imperium. The Sentinels watch over them… and watch them at the same time. Be it corridors of the Telepathica, the terran academy of the future astropaths, or the deck of the Warp-faring vessels, where already accomplished astropaths and navigators put their skills to use, the Sentinels are always there, to protect them from harm and to protect others from harm, should the influence of the Warp prove too corruptive. Somehow similar to the Silent Sisterhood in their calling, the Sentinels are, however, tasked with less obscured duty, yet still very delicate, discreet and important one.

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ADMINISTRATUM

Iterator

It’s a common proverb, that while only 1 men in a 1000 can become an Astartes, only 1 in 10 000 is fit for becoming an Iterator. Blatantly untrue as that statement is, unless you make the numbers x100 bigger, it gives some perspective about Iterator’s function and status in The Great Crusade. Unparalleled orators and ambassadors of Imperial Truth, the Iterators are tasked with steering the hearts of both actual and future Imperial citizens. The tales are told about Iterators, who reconquered entire worlds back to the Imperium without a single shot, only with the power of their words. Whenever doubtful or adversarial, their interlocutors of any culture, calling or status can find invaluable advisor or unmatched opponent in ideological debates. Imperial servants, soldiers, plantary governors, Astartes, even Primarchs need to recognise the power welded by the Emperor’s heralds.

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Remembrancer

The latest addition to The Great Crusade, the outstanding poets, painters, sculptors, photographers and other artists renowned at their homeworlds and among the Imperium were called to join the Legions by the Emperor, to immortalise their glorious victories and greatest accomplishments of the mankind. Despite the obvious nobility of humanity Master’s idea, the reception of Remembrancers among the Legions was less, than warm at the best of times and outright scornful in the most extreme cases. Civilian outsiders poking into secret habits, ranks and operations of the Astartes are seen as the nuisance at best and an insult at worst. Still, they are the true representatives of the mortal men, for whom the entire Imperum exists and expands. Chosen by the Emperor, driven by their calling and craving for exploration and creation of their own masterpiece, they will not retreat from fulfilling their goals.

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Archeostellarist

Rediscovering human colonies forsaken after the Old Night is not an easy task, especially in the galaxy full of hostile and mysterious worlds. Those who combine scientific research with explorer’s audacity and solid background of a passionate historian are called Archeostellarists. They not only help the fleets of the Crusade to take their course into the regions known to be once a part of Human Federation but also catalogue and identify recently discovered planets, assessing if they are worthy of time and effort required to explore them. The gargantuan size of the galaxy and myriad planets create innumerable opportunities, which have to be scrutinised and evaluated, if the Crusade is to succeed in reuniting lost human worlds with the Imperium. Any data that helps in this endeavour, no matter how ancient and scarce, is of great value to any expeditionary fleet, just as those able to process and expand upon it in practice.

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Arbeitis Inspector

Each world has its own laws, rules, habits and traditions. Enforcing those established by the Imperium, no matter, how long ago, is extremely demanding, especially in hive-cities with billions of citizens, gangsters and criminals. Inspectors, however, are not common law-enforcers but veterans, delegated to most difficult, individual tasks. Hive-cities, new worlds and the galaxy itself are all places in which people get lost, crimes are being committed and gruesome secrets are hidden. Inspectors are skilful and resourceful enough, to operate even outside their original jurisdiction and to be asked for help and expertise even by the highest officials of the Imperium, even more so in discreet, subtle cases, requiring more brains than muscles.

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Logis Strategos

Given the enormity of data gathered and processed by the Imperium, there is a great need for swift and apt application of knowledge in the most volatile situations. Logis Strategos is the section of Administratum specialised in that, their representatives are the people to go to with vital questions, on which tactical and strategic decisions of battles, fleets and entire armies depend. Strategoi need to have all the data, the answers to all the questions and educated guesses to problems with no possible solutions, given with no (or at the very least – with as little as possible) obstruction in researching, processing and adapting the clues to demands of generals, Astartes or even Primarchs.

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MECHANICUM

Xenobiologist

The study of alien genetics, intended to better understand their physiological processes and thus how to better slay them, falls to a sub-sect of genetors collectively known as the xenobiologists. Essentially geneticists, a genetor is a high-ranking Adeptus Mechanicus Tech-priest who studies all matters genetic and biological. Their professional obsession with organic life often makes them seem strange to their more mechanically-inclined brethren. The difference is that they are not so quick to judge flesh and blood as inferior to steel and plasma and view living creatures as extremely complex and adaptable machines. Xenobiologists are they key factor in assessing, if recently discovered aliens are potentially exploitable by the Imperium or if they are a threat to exterminate on the spot.

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Weaponsmith

Many theatres of war, diverse as they are, require still more innovative, intricate and timely solutions to problems presented by enemies of mankind. From slightest upgrades and adjustments to the regular gear of frontline soldiers to personal designs for Astartes warriors, officers and Legions, Weaponsmiths – depending on their rank and status within Mechanicum – must navigate between dogmatic restriction of the Martian creed and ad hoc demands of imperial war-machine. Another part of Weaponsmith’s skill is recognising possible applications of enemy weapon and the best ways to overcome them with current armaments of the Imperium.

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Necromechanic

Necromechanics are the lowest rank of the Artisans – Tech Priest branch within the Adeptus Mechanicus. Artisans are also known as constructors, they design machines, buildings, spacecraft, weapons, and military hardware. They often oversee activity on Forge Worlds and control vast labor forces of Servitors. Necromechanics are tasked with the most laborious duties, such as retrieving functional pieces of tech from damaged and destroyed armaments and devices of the Great Crusade, recycling usable materials from scraps and cataloguing, analysing and describing unidentified relics of the former ages of human (or inhuman) civilisations found during Imperium’s expanse.

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Warp Engineer

Enginseers are the technicians of the Cult Mechanicus, specially trained in maintaining and repairing machines. They are often seconded to the Imperialis Auxilia in order to maintain and repair the armoured vehicles used by the imperial regiments. Among their fellow Tech-priests, Enginseers are afforded little respect, as they only maintain existing machines instead of building or discovering new technologies. Warp Engineers, however, are an exception to that, as they not only keep warp-engines running, ensuring availability of imperial conquest of the galaxy, but also look for possible improvements, looking for better stability and safety of travels through Immaterium. They do also, from time to time, cooperate with members of the Astra Telepathica, regarding various psychic fluctuations and mental factors related to the Warp, that cannot be easily described by additional equations and simulations.

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Moderati

The moderati are the officers who comprise the command crew of a Titan that take the princeps’ orders and act on them, monitoring the Titan’s auspices and scanners, firing the weapons and making sure all systems are functioning normally. Although they also have Mental Impuls Units links to the Titan like the princeps, they cannot assume command nor can they interface directly with the princeps’ own dominant neural link, instead using their links solely to provide information about the Titan’s state in battle. Second only to the princeps in leading God-Machines to battle, they are highly respected among all servants of the Imperium, acting as ambassadors of their pirnceps and their respective Titan Orders.

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NON-IMPERIAL

Rogue Trader Militant

Individuals who serve as a combination freelance explorer, conquistador and interstellar merchant for the Imperium of Man. They are hereditary imperial servants and nobles, given a starship, a crew and carte blanche to roam those worlds of the galaxy that still lie beyond Imperial control or knowledge. Often descendants of ancient terran (or otherworldly) rulers, Rogue Traders can be many things but whether standing as diplomat before a planetary ruler, cutting a shadowed deal in a void station undercity, bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty starship, they remain one thing above all — free. Even though they are resourceful and efficient agents of the Imperium, their level of independency is unparalleled, just as their pride, self-confidence and hunger for adventure and discovery.

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Space Pirate

Since the most ancient times pirates were the bane of all sailors and 31st millenium is no different in that regard. Either unaware of Imperium’s advance, hunting in distant star systems, or simply resourceful outlaws and cast-outs from imperial society, space pirates vary in their methods and chosen prey. From rapid void-skirmishes and ambushes set on hapless traders, trying to navigate through an asteroid field, to pin-point invasions on spacecrafts or cities rich with materials, luxurious goods and slaves, career of a space-bandit is usually extremely profitable, intense and deadly.

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Planetary Governor

You are the ruler (or the leader, if that makes any difference) of the entire planet, a world discovered, inhabited and explored thousands of years ago by the survivors of the Old Night, members of first Human Federation. Whether you were given your station by the public or inheritance, you are deciding the fate of millions or even billions of men, their living conditions, their traditions, religion, laws, armies, businesses, dreams, problems and aspirations. Whether you are a tyrant or benevolent king loved by all, this is your world. Or rather – was, until distant, indomitable force from mythical past knocked at your door, making very one-sided offer…

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Counter-Intel Agent

Solitary civilisations, disconnected from their ancient, terran homeworld millennia ago, are able to survive as long, as their stay hidden from countless dangers that dwell in the depths of the galaxy. As the agent of your homeworld’s counter-intelligence force, you ensure that your potential enemies – human, xenos or otherwise – won’t feel welcome here, nor will they be able to retrieve anything of value or to set-up anything dangerous within your city or society. So far you (and your predecessors) did very well. Traitorous allies were dealt with, just as their spies, xenos raiders and pirates – repelled or neutralised before they could’ve gathered more menacing force, internal struggles, political revolts and other saboteurs – contained. Now, however, a force greater than anything you’ve ever faced before approaches, claiming, that it will reunite your world with the ancient birthplace of all humanity. Whether you like it, or not.

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Gladiator

Humanity’s appetite for blood and violence is prevalent since its beginnings. You’ve devoted yourself to it long time ago, whether forced to fight as a former slave or as a warrior by trade, willingly stepping into various arenas of well-paid and mercilessly brutal entertainment. You’ve seen and fought nearly everything the galaxy has to offer – humans from numerous worlds, xenos of different shapes and forms, deadly automatons and more. You do not care for humanity more than it does for you. Things you do care about are: wages, survival, glory and applause, not necessarily in that order.

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