Character Creation

How to build an Agent under the revised core rules, from Tier and XP to Keywords and derived Traits.

The Shape of Character Creation

Creating a character in Wrath & Glory is like constructing a skyscraper - you need a solid foundation before you can build upward. In the revised core rules that foundation is a budget: the campaign's Tier sets how much XP you have, and everything on your sheet - your Archetype, Attributes, Skills and Talents - is bought with it.

Real World Analogy

Think of it like kitting out a new recruit with a fixed budget:

  • The job you sign up for: your Archetype (it costs XP and comes with abilities and gear)
  • The training you pay for: Attributes and Skills
  • The tricks you pick up: Talents
  • The badge on your uniform: your Keywords, which say who you answer to

In 40k, this concept is amplified to galactic proportions!

flowchart TD A[Agree the Tier and a Framework] --> B[Choose an Archetype<br/>which sets your Species and faction] B --> C[Spend XP on Attributes and Skills] C --> D[Buy Talents with the XP left over] D --> E[Fill in Keywords] E --> F[Work out your Traits] F --> G[Choose a Background and take your Wargear]

The book's own step order differs slightly in places, but every step above happens before your first session.

Tier and XP: Setting the Budget

The revised core rulebook has four Tiers. The whole group plays at the same Tier, and every character starts with 100 XP × Tier:

Tier 1:  100 XP   - local heroes facing trouble on one world
Tier 2:  200 XP   - veterans and specialists
Tier 3:  300 XP   - elite agents of the Imperium and its enemies
Tier 4:  400 XP   - legends facing system-wide threats
Every character starts at Rank 1, whatever the Tier.

Species: Who You Are

Your Archetype decides your Species. The core rulebook has five:

Speed is in metres per Movement. The Forsaken System Player's Guide adds Ogryn, Ratling and Kroot.

Archetypes by Tier

Your Archetype is your role in the setting, and it gives you an Archetype Ability, starting wargear, suggested Attributes and Skills, and your Keywords. Here are the core rulebook's Archetypes, grouped by faction, with the Tier you need to play each:

FactionTier 1Tier 2Tier 3Tier 4
Adepta SororitasSister HospitallerSister of Battle
Adeptus MinistorumMinistorum PriestDeath Cult AssassinCrusader
Astra MilitarumImperial GuardsmanTempestus ScionImperial Commissar
InquisitionInquisitorial Acolyte, Inquisitorial SageInquisitor
Adeptus Astra TelepathicaSanctioned Psyker
Adeptus MechanicusSkitariusTech-Priest
Rogue Trader DynastiesRogue Trader
Adeptus AstartesSpace Marine ScoutTactical Space MarinePrimaris Intercessor
ScumGangerScavvyDesperado
AeldariCorsairRangerWarlock
OrksBoyKommandoNob
Chaos (optional)CultistRogue PsykerHeretek, Chaos Space Marine

The Inquisitor's Tier follows the July 2020 errata. The Chaos Archetypes sit in a sidebar for groups that want to play heretics; ask your GM first. Supplements such as the Forsaken System Player's Guide add many more.

Attributes and Skills

Everything you roll is Attribute + Skill, so these two lists are the heart of your sheet.

Attributes (7): Strength, Toughness, Agility, Initiative,
                Willpower, Intellect, Fellowship
  - an average human has 2 in each; the human maximum is 8

Skills (18):    Athletics, Awareness, Ballistic Skill, Cunning,
                Deception, Insight, Intimidation, Investigation,
                Leadership, Medicae, Persuasion, Pilot,
                Psychic Mastery, Scholar, Stealth, Survival,
                Tech, Weapon Skill

Each Skill is tied to an Attribute. A few worth knowing early: Weapon Skill uses Initiative, Ballistic Skill uses Agility, Athletics uses Strength, and Psychic Mastery uses Willpower. Your Archetype suggests where to spend, but you're free to go your own way. Note that Weapon Skill and Ballistic Skill are Skills here, not Attributes as in some other 40k games.

Keywords: Who You Answer To

Keywords are tags that say which parts of the setting you belong to - think of them as the badges and seals on your uniform. Your Archetype gives you a set such as IMPERIUM, ADEPTUS MINISTORUM and ADEPTA SORORITAS. Keywords in square brackets are blanks you fill in yourself:

How Keywords Work Mechanically

[CHAPTER]     - a Space Marine's Chapter
[ORDER]       - a Sister's Order
[REGIMENT]    - a Guardsman's regiment
[ORDO]        - an Inquisitor's Ordo
[FORGE WORLD] - a Mechanicus character's forge world
[CLAN]        - an Ork's clan

Keywords matter for:
- Requisition: you can only requisition gear that shares a
  Keyword with you, and more shared Keywords make it easier
- Abilities and Talents that affect characters or gear
  with a particular Keyword

The July 2020 errata added a full list of Keywords to the book.

Keywords in Play

Requisition - Magos Ferrant

Situation: The party needs a replacement auspex, and Ferrant's [FORGE WORLD] is Avachrus

Ferrant: "The forges of Avachrus will provide. I share their blessed Keywords."

GM: "This pattern of auspex carries the ADEPTUS MECHANICUS Keyword, and so do you - make the Influence test to requisition it."

Result: A character who shares no Keyword with an item can't requisition it at all, and each extra shared Keyword makes the test easier

Frameworks: Why You're Together

A Framework is a party concept agreed before anyone builds a character: the crew of a Rogue Trader's ship, an Inquisitor's warband, a squad of the Astra Militarum, a mixed band of survivors. It tells the group which Archetypes and Keywords fit, so a squad of pious Sisters isn't inexplicably sharing a bunker with an Ork. Pick the Framework first, then build characters who belong in it.

Traits: The Numbers You Work Out

Once your Attributes and Skills are set, you calculate your Traits. These use the revised core rules with the July 2020 errata:

Defence           = Initiative - 1
Resilience        = Toughness + 1 + armour rating
Max Wounds        = (Tier x 2) + Toughness
Max Shock         = Willpower + Tier
Resolve           = Willpower - 1
Conviction        = Willpower
Influence         = Fellowship - 1
Passive Awareness = half your Awareness, rounded up
Starting Wealth   = Tier
Speed             = by Species (Human 6, Aeldari 8, Ork 6,
                    Astartes and Primaris 7)

The Max Wounds formula is the errata's version, which raised Wounds slightly so that higher-Tier characters can survive heavier weapons.

Background: Your Story Before the Story

Each faction has a Background table offering an Origin, an Accomplishment and a Goal. They are mostly about story - where you came from, what made you stand out, what you want - so check your faction's entry for the exact options and any bonus they give. The homeworld you imagine for your character is a good place to start, so here are three common kinds of world, all of which exist in the Gilead System.

flowchart TD A[Your Faction's Background Table] --> B[Origin<br/>where you came from] A --> C[Accomplishment<br/>what set you apart] A --> D[Goal<br/>what drives you]

Death Worlds: Where Only the Strong Survive

Death Worlds are like Australia's deadliest creatures, but covering an entire planet. Everything wants to kill you, and if it doesn't want to kill you, it's probably because you're already dead.

Example Character: Korak the Enduring

Archetype: Imperial Guardsman (Tier 1)

Background: Survived the flesh-eating mists of his homeworld by learning to read wind patterns and find shelter in the bone-caves of long-dead beasts, then was tithed to the Guard.

Personality: Taciturn, practical, sees luxury as weakness

Skills to invest in: Survival, Athletics, Weapon Skill

Quote: "Soft worlds make soft people. I am not soft."

Hive Worlds: Billions in the Shadows

Imagine New York City, but the buildings stretch into the clouds and burrow deep underground, housing billions of people in a space never meant for them. That's a Hive World - urban sprawl taken to its logical and horrifying extreme. Gilead Primus, the capital of the Gilead System, is one.

Hive Spire - Nobility and Rulers Upper Hive - Merchants and Officials Mid Hive - Workers and Craftsmen Lower Hive - Gangers and Outcasts Underhive - Mutants and Criminals Sump - The Forgotten The Layers of a Hive City The deeper you go, the less the Imperium's law reaches

Most hive-born characters come from the Underhive - think of it as the basement of civilization, where society's rules break down and only the clever, tough, or connected survive. The Scum faction's Gangers, Scavvies and Desperadoes are born here.

Example Character: Vex "Sparks" Meridian

Archetype: Ganger (Tier 1)

Background: Former gang member from the depths of Gilead Primus who specialized in jury-rigging weapons and bypassing security systems.

Personality: Paranoid but loyal, speaks in gang slang, uncomfortable in open spaces

Skills to invest in: Tech, Stealth, Ballistic Skill

Quote: "In the depths, you either adapt or become corpse-starch."

Forge Worlds: Flesh is Weak

Forge Worlds are where the Adeptus Mechanicus - the tech-priests of the Imperium - conduct their sacred work. Imagine a planet-sized factory where technology is worshipped as divine, and replacing your limbs with mechanical augmentations is considered a step toward perfection. In Gilead, that world is Avachrus.

Core Beliefs

  • The Flesh is Weak: Biological components are flawed and should be replaced
  • The Machine is Eternal: Technology is a manifestation of the divine
  • Knowledge is Sacred: Understanding technology is a religious duty
  • Innovation is Heresy: Changing sacred designs is blasphemy

Example Character: Theta-Seven-Seven

Archetype: Tech-Priest (Tier 3)

Background: A tech-adept of Avachrus who served in the forge-temples, maintaining sacred machinery and learning the binary cant.

Personality: Logical, speaks in technical jargon, curious about new technology

Skills to invest in: Tech, Scholar, Medicae

Keywords: ADEPTUS MECHANICUS among others, with [FORGE WORLD] filled in as Avachrus

Quote: "The sacred formulae indicate a 73.6% probability of success. These odds are... acceptable."

Ideas for Goals

Your Goal is like the North Star of your character - it guides every major decision and provides motivation when things get dark. In the grim darkness of the far future, having something to fight for is what separates heroes from corpses. Whatever your faction's table offers, these four shapes cover most of them:

Vengeance: An Eye for an Eye

Target: A specific person, organization, or xenos species

Example: "The Ork Waaagh! that killed my regiment will burn by my hand."

Story Hook: Information about your target drives plot advancement

Knowledge: The Truth is Out There

Target: Hidden information, lost technology, or forbidden lore

Example: "I must discover what happened to the forge-temples Avachrus lost to the Rift."

Story Hook: Clues and mysteries draw the character forward

Power: Strength to Change Things

Target: Political position, military rank, or spiritual authority

Example: "I will become an Inquisitor to root out corruption."

Story Hook: Advancement opportunities create moral dilemmas

Redemption: Washing Away Sin

Target: Personal absolution or restoring honor

Example: "I must atone for the civilians who died because of my orders."

Story Hook: Opportunities for heroic sacrifice test resolve

Putting It All Together: A Worked Example

Let's build one character from start to finish for a Tier 2 campaign whose Framework is a band of survivors defending the shrine world of Enoch.

Step-by-Step Character Creation

Step 1: Tier and Framework

Tier: 2, so she has 200 XP
Framework: Imperial survivors defending Enoch

Step 2: Choose an Archetype

Choice: Sister Hospitaller (a Tier 1 Archetype - allowed in a Tier 2 game)
Species: Human (included in the Archetype's cost)
Reason: A healer who still carries a weapon fits the Framework

Step 3: Attributes and Skills

With the XP left after the Archetype, she raises:
Attributes: Toughness 3, Initiative 3, Willpower 4, Intellect 3, Fellowship 3
Skills: Medicae, Insight, Persuasion, Scholar, Awareness

Step 4: Talents

Any XP left over buys a Talent - a faith-themed one suits her

Step 5: Keywords

IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER]
[ORDER]: the Order of the Sanctified Shield, based on Enoch

Step 6: Traits (Tier 2)

Defence    = Initiative 3 - 1         = 2
Resilience = Toughness 3 + 1 + armour  = 4 + her armour's rating
Max Wounds = (2 x 2) + Toughness 3     = 7
Max Shock  = Willpower 4 + Tier 2      = 6
Resolve    = Willpower 4 - 1           = 3
Conviction = Willpower                 = 4
Influence  = Fellowship 3 - 1          = 2
Wealth     = Tier                      = 2
Speed      = Human                     = 6

Step 7: Background and Wargear

Background: chosen from the Adepta Sororitas table -
  she survived the massacre of the pilgrims in her care,
  and her Goal is to atone for it
Wargear: the starting gear listed for her Archetype

The Completed Character: Sister Miriam

Background: Once escorted a pilgrimage to a holy shrine on Enoch, but daemon cultists ambushed the convoy. Half the pilgrims died while she hesitated to order the shrine's defences turned on the attackers. Now she seeks redemption by keeping others alive at any cost.

Personality: Haunted by failure but strengthened by faith. Speaks in religious metaphors and quotes scripture. Protective of civilians to a fault.

Attributes:

  • Willpower 4 (faith and determination)
  • Fellowship 3 (comfort and inspiration)
  • Intellect 3 (medical training)

Key Skills: Medicae (caring for others), Insight (reading people), Persuasion (inspiring faith), Scholar (Imperial doctrine)

Signature Quote: "The Emperor judges us not by our failures, but by how we rise from them."

Advanced Character Concepts

The Contrarian Character

Sometimes the most interesting characters come from unexpected combinations. Consider these "against type" concepts:

The Team Player Approach

When the group builds characters together inside one Framework, aim for complementary roles:

Example Balanced Team (Tier 2)

  • Imperial Guardsman from a Death World: Combat specialist and scout
  • Skitarius from Avachrus: Equipment maintenance and technical challenges
  • Rogue Trader: Social situations and resource acquisition
  • Sister Hospitaller from Enoch: Healing and moral guidance

Result: Each character has a clear niche while covering the team's needs

Try It at the Table

1. Homeworld Deep Dive

Choose one world of the Gilead System (or one of your own) and sketch it for your character:

2. Accomplishment Stories

For your character's Accomplishment, write a one-paragraph story describing:

3. Goal Conflict Matrix

Create a team of four characters with Goals that might conflict:

How might these Goals create party tension? How could they work together?

4. Keyword Check

For each request, which of these characters shares a Keyword with the item and could try to requisition it - a Tech-Priest of Avachrus, a Sister of Battle, or an Imperial Guardsman?

  1. A replacement servo-arm (ADEPTUS MECHANICUS)
  2. A crate of lasgun power packs (ASTRA MILITARUM)
  3. A blessed flamer from a shrine armoury (ADEPTA SORORITAS)
  4. A sealed Imperial data-slate (IMPERIUM)

5. Build Three Characters

Using the steps above, build three characters for the same Tier and Framework:

Work out every Trait, and give each a clear motivation and an interesting flaw.

Common Character Creation Pitfalls

The "Lone Wolf" Trap

Creating a character who doesn't want to work with others might seem cool, but it makes the GM's job harder and reduces your fun. Even grimdark heroes need reasons to cooperate - that's what the Framework is for.

The "Perfect Soldier" Problem

Characters without flaws, fears, or personal struggles are boring to play and hard for GMs to create stories around. Embrace your character's weaknesses!

The "Mysterious Past" Cliché

Refusing to define your character's background doesn't make them mysterious - it makes them a blank slate that's hard to integrate into stories.

The "Grimdark Overload" Issue

Making every aspect of your character tragic and dark can be exhausting. Include some hope, humor, or positive relationships to balance the darkness.

The Forgotten Traits

Recalculate your Traits whenever an Attribute changes or you change Tier - Max Wounds and Max Shock both rise with Tier.

Homeworlds in Play

Your homeworld doesn't add rules of its own, but it gives you and the GM a reason to call for particular tests and a way to describe how you approach every situation:

Social Encounters

  • Knight World noble: Comfortable with formal protocols
  • Hive World: Understands gang dynamics
  • Death World: May seem primitive to civilized folk
  • Forge World: Speaks in technical jargon

Combat Situations

  • Death World: Excels in harsh environments
  • Hive World: Knows urban warfare tactics
  • Shrine World: Steady in the face of fear and corruption
  • Void Born: Comfortable in zero gravity

Investigation Scenes

  • Forge World: Recognizes tech-heresy
  • Shrine World: Spots religious irregularities
  • Knight World noble: Understands political machinations
  • Hive World: Notices signs of gang activity

Key Takeaways

The Character Creation Essentials

  1. Tier Sets the Budget: Four Tiers, 100 XP × Tier, and an Archetype no higher than the campaign's Tier
  2. Archetype First: It sets your Species, faction, Keywords, ability and gear
  3. Keywords Open Doors: They decide what you can requisition and which effects touch you
  4. Traits Follow the Errata: Max Wounds = (Tier × 2) + Toughness; Defence = Initiative − 1
  5. Background Gives You a Story: Origin, Accomplishment and Goal make your character someone, not just a stat line

Every roll of the dice should reflect who your character is and what drives them forward in the grim darkness of the far future.