Origin Lure of the Void


The wheels of Imperial justice turn slowly, but they will surely grind to a pulp any life caught in their path. To make matters worse, there are traps in the criminal underworld that will lead to far worse consequences than years of hard labour in an Imperial penal colony. You are an individual declared guilty by Imperial law or called outcast by the crime baron you once served and have no recourse but to leave the life you once knew. The black paths of smugglers and renegades that winds behind the façade of Imperial society offer a dangerous refuge for those one step ahead of justice, as well as those so damaged by past punishment that they could never rejoin a law-abiding citizenry.

Effect: Choose one of the following results and apply it to your character.

  • Wanted Fugitive: You gain the Enemy (Adeptus Arbites) and Peer (Underworld) Talents.
  • Hunted by a Crime Baron: You gain + 3 Perception and the Enemy (Underworld) Talent.
  • Judged and Found Wanting: You suffer – 5 Fellowship. You gain one poor-Craftsmanship bionic limb or implant (you may spend 200 xp to upgrade it to common- Craftsmanship or a total of 300 xp to upgrade it to good- Craftsmanship).


The Imperium survives and prospers in no small part due to the narrowness of its vision, and by the strictures imposed by high walls, harsh order, and obedient faith on worlds where no man looks beyond the simple rotes taught in childhood. A rebellious mind such as yours could not be so easily constrained, however, but you have had to pay a price for your freedom and have learned those high walls are there for a reason. Perhaps you were a visionary in search of strange knowledge, seeking answers to questions those around you never thought to ask, answers that proved dark indeed. Or perhaps you denied the sanctity of the God-Emperor’s church in your heart and fled its shackles of faith, or fought as part of a bloody revolt against the tyranny and injustice of your home world. In any case, you saw your only options to be escape or death. Now, the stars beyond await you with the possibility of freedoms and powers unguessed at and perils unknown.

Effect: Choose one of the following results and apply it to your character.

  • Recidivist: You gain the Enemy (Adeptus Arbites) and the Resistance (Interrogation) Talents. You also gain Concealment as a trained Basic Skill.
  • Free-thinker: You gain your choice of + 3 Intelligence or + 3 Perception. You suffer – 3 Willpower and gain the Enemy (Ecclesiarchy) Talent.
  • Dark Visionary: You suffer your choice of 1d5+1 Corruption Points or 1d5 + 1 Insanity Points. In return, you gain the Dark Soul Talent and Forbidden Lore (choose one) as a trained Basic Skill.

Duty Bound

Only the ignorant believe that duty is a prison forced on others by those in power. True duty arises spontaneously from the soul, a call to service and struggle that should be neither
shirked nor denied. It is your faith and your honour that impels you to places and labours far beyond the imagining of those that grub in the dirt of self-interest. Whether you serve the Aquila, strive to guide and guard the numberless masses of mankind, or serve the honour and calling of your blood, you know well the great trials and far journeys that lie ahead, and intend to see them through to the last.

Effect: Choose one of the following results and apply it to your character.

  • Duty to the Throne: You gain + 3 Willpower and (if you meet the WP 40 prerequisite) the Armour of Contempt Talent. You suffer a – 10 penalty to Interaction Skill Tests when dealing with any source outside of the Imperium (e.g., aliens and traitors).
  • Duty to Humanity: You gain your choice of + 3 Perception or + 3 Intelligence. You suffer a – 1 to your group’s beginning Profit Factor.
  • Duty to Your Dynasty: You gain the Rival (Rogue Trader family) Talent and suffer – 3 Toughness. You gain a bonus of + 1 to your group’s beginning Profit Factor.


You possess faith so great that it has carried you far beyond the mundane life that would otherwise have been your lot. Whether it is something that has always been a part of you or was born in you from amidst a battlefield or came to you in a revelation, where others merely believe, you have certainty. It is this faith that has led you on a pilgrim’s path to the stars, where you will bring the God-Emperor’s will to the unbeliever and the needy, to protect the righteous and punish the enemies of mankind.

Effect: Choose one of the following results and apply it to your character.

  • Blessed Scars: You gain + 10 to Intimidate Tests and – 10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common- Craftsmanship or a total of 300 xp to upgrade it to good-Craftsmanship).
  • Unnerving Clarity: You gain +5 Willpower. You also suffer your choice of – 5 Fellowship or 1d10 Insanity Points.
  • Favoured of the Faithful: You gain + 5 Fellowship and the Peer (Ecclesiarchy) Talent. You suffer – 5 Toughness.

Chosen by Destiny

For as long as you can recall, you have been certain that a grand destiny awaits you. The God-Emperor must watch over you, for sometimes events have unfolded in exactly the right manner to carry your plans forward, and at others times, the actions needed to set you upon the way ahead were quickly apparent. Perhaps you quest for forbidden truths that have made you enemies amongst the stolid thinkers of the Imperium, or perhaps you know in your heart that your fate lies upon strange xenos worlds, or perhaps you are sure that you will be the greatest of your bloodline, whose name will echo down through the ages, no matter what the cost.

Effect: Choose one of the following results and apply it to your character.

  • Seeker of Truth: You gain the Foresight Talent and the Enemy (Academics or Ecclesiarchy) Talent. You suffer – 3 Willpower.
  • Xenophile: You gain a bonus of +10 to Fellowship Tests when dealing with alien races or cultures. You suffer a – 5 penalty to Willpower Tests involving alien artefacts and alien psychic powers.
  • Fated for Greatness: You gain 1 Fate Point, but you also suffer 1d101 Insanity Points.


A character may select Crusade instead of the Criminal or Renegade entries on the standard Origin Path table.

The Imperium is in a near-total state of war, and the need for those willing to fight in the Emperor’s name is great. In these times, great armies are raised, a Warmaster is named, and crusades head out in massive campaigns to smash the enemy into oblivion. As great as the Imperial war machine is, there are thousands of smaller units and PDFs that struggle to hold out until reinforcements arrive. Many citizens answer the clarion call to march in the name of the Golden Throne. There are some who have been charged with eliminating the enemy from their territory, and just as they are about to complete the herculean task set before them, the cowardly enemy flees across the expanse. It’s only fit and right for these soldiers of the Imperium to pursue such cowards and eliminate them with extreme prejudice as an affront to the God-Emperor of Man. Others excel at martial combat, trained by the Imperiumt until their skills are razor-sharp. These men and women comprise the elite forces that are aimed at the enemies of the Imperium, striving to become ever better by seeking out other warriors on the field of battle and test their mettle in single combat—either learning new techniques in the process, or becoming another casualty of war.

Select one of the following options:

Call to War
The Imperium called on you to help fight its wars. You have trained with and fought beside the best, and you have the scars to prove it. You spent a long time training to be the Emperor’s Hammer and learned a number of useful skills and tactics. Perhaps you faced off against Eldar corsairs, or maybe you hunted down the greenskin Orks, perhaps you even battled against some other foe. Whoever the enemy was, you not only fought against them, but learned a number of their weaknesses as well. Though you may have a different life now, you have not forgotten the basics that you have learned as you head out into the unknown of the void.

Cost: 150xp
Effect: Gain + 5 Ballistic Skill. Additionally, gain the Talents Peer (Military) and Hatred (select from the following list: Eldar, Orks, Kroot, Chaos, or other as approved by the GM). In addition, gain + 1d10 Insanity points to represent the horrors of war.

Chasing the Enemy
You had the enemy square in your sights, but before you could finish the job, the coward ran. This may have been a space battle where massive hulks burned in the blackness of the void, or it could have been on the field of some unknown planet where your quarry fled. However he escaped, you have vowed to hunt him to the ends of the cosmos—and you won’t return until you have proof of his demise. Your chase has led you across the sectors of the Imperium, and across countless worlds in search of your foe. During the chase you have learned much about your enemy: where he sleeps, what he wears, what he eats, how he moves. Unfortunately, he manages to stay one step ahead of you; taunting you to move ever onwards, begging you to find him and eradicate him from existence.

Cost: 150xp
Effect: Gain + 3 Intelligence or + 3 Willpower. Also gain the Hatred Talent with the group being the target the character is chasing through the cosmos (subject to GM approval).

The Imperial war machine is ever on the lookout for those with a natural aptitude for close combat. They take a special interest in those trained in the martial arts before they ever learn to shoot. Such people tend to come from savage places such as death worlds or hive worlds. The Imperium employs them as shock troops and assault specialists. Each and every day is spent honing their body and skills into a weapon for the Emperor. It is not surprising that many wish to go on to become the pinnacle of their art, and thus seek out those who are also skilled in close combat. Sometimes, only one walks away from such encounters, wiser for the techniques they have met and overcome. Other times these encounters prove less lethal, and both parties walk away with new knowledge—and new wounds.

Cost: 250xp
Effect: Gain + 5 Weapon Skill, either + 5 Toughness or + 5 Agility, and – 5 Fellowship. In addition, gain the Meditation Talent.


A character may select Hunter instead of the Tainted or Renegade entries on the standard Origin Path table.

Across the Calixis Sector and within the Koronus Expanse hunters come in all shapes and types. Some of them hunt down the creatures of death worlds, capturing them alive and bringing them back to “civilisation,” so that the beasts can be put to use entertaining the masses of the Imperium. Others prefer to hunt down and stalk the myriad xenos races that haunt and threaten humanity. Bounty hunters are at once reviled and honoured within Imperial society, for too often do those who are to face Imperial justice flee to parts unknown— beyond the reach of the Adeptus Arbites. When this happens, a bounty is posted and anyone willing to go forth and bring back the fugitive (dead or alive in many cases) can make a small fortune over time. Then there are those on the other side of the coin: they have become the hunted, whether by a member of the mysterious Officio Assassinorum, a bounty hunter, or some xenos agent. These unfortunates spend their days looking over their shoulders and nights sleeping with one eye open.

Select one of the following options:

Bounty Hunter
Fugitives can be found all throughout Imperial society. Though the Imperium of Man encompasses the galaxy, the unfortunate truth is that there are places beyond its reach; some lie beyond its borders, and some are simply places where the arbitrators of the Adeptus Arbites cannot or will not go. Frontier worlds at the edge of Imperial space and even worlds beyond the Halo Stars are excellent hiding places for wanted men and women to flee. Sometimes an individual or organization has a rogue agent on its hands and doesn’t wish to concern the Adeptus Arbites or other Imperial Adepta with its problems. This is where a bounty hunter comes in. These hardened men and women occupy a unique position within Imperial society. On one hand, they are sorely needed to help maintain justice; on the other hand, they are reviled and despised—many are seen as nothing more than thugsfor- hire. Whatever the case may be, once they acquire a Writ of Capture, they are free to pursue their bounty within the manner dictated by the warrant.

Cost: 250xp
Effect: Gain +3 Willpower, + 3 Fellowship and the Bloodtracker Talent. Also, gain either 1d5 Corruption or 1d5 Insanity points.

Xenos Hunter
Some hunters make a living stalking beasts and dumb animals. You hunt a different breed altogether. Perhaps you were a scout or sniper in the Imperial Guard, smiting the foes of humanity from afar. Or you may have come into your own as you learned to hunt and stalk your prey. Whatever the case may be, you found that you had a knack for tracking your chosen target. Nothing gives you more thrill than when you spot your quarry and move in on them—whether for the
long-range takedown, or the up-close kill.

Cost: 200xp
Effect: Gain a + 3 Weapon Skill or +3 Ballistic Skill. Additionally, gain either the Leap Up or Sprint Talent, and Scholastic Lore (Beasts) or Tracking as trained Basic Skills.

Something stalks you: xenos, bounty hunter, or something from beyond. You know it sits in the shadows, waiting for you to lower your guard so that in a flash of blood and pain your life will be snuffed out of existence. Whoever this hunter is, it is relentless. So far, you have managed to stay one step ahead of it. There have been too many sleepless nights as you lie awake wondering if the noise you hear outside is your assailant…or something else. Even though your cunning has kept you alive, you know, however, that the time will come when you two will meet face-to-face and that time you won’t escape.

Cost: 100xp
Effect: Gain + 3 Perception. In addition, gain either Paranoia or Light Sleeper Talents. Additionally, gain the Enemy Talent, where the enemy is whoever (or whatever) is hunting the character (subject to GM’s approval).


A character may select New Horizons instead of the Zealot or Chosen by Destiny entries on the standard Origin Path table.

There’s a whole galaxy out there that’s full of the unknown. A select few seek out the hidden knowledge of the cosmos and the truths of existence. They pore over ancient lore and texts, something deep within them driving them ever onward. Some seek out the technology of the past, hoping to seize it for their own use or for use by a powerful patron, as they traverse the galaxy studying ancient ruins and decrepit tombs. A rare few walk a dangerous line as they seek out and study knowledge and lore concerning the various works of the xenos. All of these endeavours are perilous, for in the Imperium knowledge can lead to a life of persecution, misery and insanity—but many are willing to brave the risks, for the rewards are great indeed.

Select one of the following options:

Seeker of Truth
You have always been inquisitive, and within Imperial society, this is a trait highly frowned upon. Thus, you have had to strike out and follow your own path through the galaxy going from one mystery to the next. You have a thirst for knowledge that has brought you out into the voids. Perhaps you have come to explore the Koronus Expanse, or you seek to decipher the riddle of why a particular precursor race vanished. Maybe you’re seeking an empirical truth, or enlightenment that you know must be somewhere in the cosmos. Or perhaps you simply want validation to a theory you have. Regardless, you are prepared to travel to the ends of the universe to find it.

Cost: 100xp
Effect: Gain + 3 Intelligence. In addition, gain any one Scholastic Lore (your choice) (Int) as a Trained Skill. Also, gain + 1 Corruption Point.

Academic scholarship has long been your fervent pursuit. You seek to study the dreaded xenos and their works throughout the galaxy. However, you walk a thin line as you have learned that those who possess knowledge of the alien are persecuted—some are even executed or taken away by the Holy Inquisition. This is a fate you try very hard to avoid. You know that there are several groups out there, including Rogue Traders, who highly prize those who possess knowledge of the xenos that they deal with. You may have amassed you own small library (hidden, of course), or perhaps you have a mysterious patron who sends you information from time to time. You dream of the day when your knowledge can be used to aid humanity.

Cost: 200xp
Effect: Gain +3 Intelligence or +3 Willpower. In addition, gain the Peer (Academics) Talent or Forbidden Lore (Xenos) as a trained Skill.

Ancient technology, known as “archeotech,” has always fascinated you ever since you first laid eyes on a piece of some hallowed, mysterious relic. You wondered why the people that made it no longer can, and you are determined to find more. You may be an Explorator of the Mechanicus, for whom finding such items is a holy quest, or simply an enthusiastic amateur. However, whether you travel to the dig sites of Mechanicus Explorators, or manage to have a wealthy patron sponsor a dig of your own, you know that eventually more will be unearthed. You scour auction houses and deal with the great Commercias of Noble Houses in an effort to buy, trade, or even steal the objects of your desire. Your knowledge of such devices is as great as your desire to find more.

Cost: 250xp
Effect: Gain +3 Intelligence or +3 Perception. In addition, gain one randomly determined item from Table 1-2: Heirloom Items, on page 30 of the ROGUE TRADER Core Rulebook as your first archeotech item. Also, gain Forbidden Lore (Archeotech) (Int) as a Trained Skill.

Origin Lure of the Void

Rogue Trader DMParagon