A character may select Darkness instead of The Hand of War or High
Vendetta entries on the standard Origin Path table.
The galaxy is a dark and unforgiving place; anyone who
says otherwise is a fool! As happens in the universe, some
are selected by things dark and terrible. Their exposure to
such things has left its mark upon their souls. Some study
forbidden tomes and texts in the hopes of learning some
arcane or esoteric lore. Others have been victim to a warpincursion,
a tear in the barrier between the material universe
and the Realm of Chaos. A rare few have been touched by
something wicked, even possessed by it, and now carry the
burden of that encounter—seeking to rid themselves of the
affliction before they either succumb to it or are found out by
their peers or the authorities.
Select one of the following options.
You are drawn to the esoteric like a moth to a flame. Perhaps
your study was intentional; you found a mysterious tome
or other work. Maybe it was accidental. It could have been
spoken to you through the cracked lips of a dying man, or
perhaps you spied a document that should have been sealed
and the knowledge burned itself into your brain. Whatever
the reason or circumstance, you bear forbidden knowledge. It
might be part of the name of a daemon, or the location of some
barbaric fane where human sacrifices are made in the name of
the Ruinous Powers. It might also be something a bit more
mundane, such as a proscribed experiment being conducted
by a Magus-Biologis of the Adeptus Mechanicus. Whatever it
is, you’re sure that if the powers that be were to learn that you
know, they would stop at nothing to purge it from you.
Effect: Gain one new Common Lore and one Forbidden
Lore as a Trained Skill. Also, gain the Paranoia and Enemy
Talents; the Enemy is the group the character took the
You have been witness to a singular event: the opening of a
portal between the material universe and the warp. You were
the survivor of a Geller Field failure, or witness to (or victim
of ) a daemonic possession or another warp entity—somehow
you lived through the incident, but it has scarred you forever.
You suffer from nightmares, but in return you have gained a
degree of protection from warp entities. This might manifest
as a type of invisibility to these entities, or maybe they find
your “smell” to be intolerable. Whatever the reason, you
thank the God-Emperor every day for the protection He has
imparted unto you.
Effect: Gain Resistance (Psychic Powers) and the Light
Sleeper Talents. Also gain +1d5 Corruption Points from the
exposure to the incursion.
There’s a secret you carry with you that, if known by others,
could destroy you. Perhaps you were the unfortunate victim
of a possession, and even though you fought the entity off
its mark is forever upon you. Or maybe you carry within you
some xenos artefact, such as a Yu’vath device, and you seek a
way to rid yourself of it. Whatever the secret is, you’re sure it
will devastate you and your friends if found out. There are no
lengths you would not go to prevent that discovery.
Effect: The character carries within him the mark of his past.
Something terrible happened to him, but it gave him a great
advantage as well. Add +6 to any one Characteristic. However,
the character also harbours a dark secret he struggles to be
rid of. Gain +1d5 Insanity Points and work with the GM to
determine what this is and what circumstances are required to
remove it. It should be something difficult, rare, esoteric, and
very dangerous for the Explorer (such as getting blasted with
gamma rays from a certain pulsar at a certain time).