This page will replace chapter 1 from the Player’s Handbook on character creation
Your first step in playing an Inquisitor in Horizon Silent is to imagine how you came to join the Inquisition. Children begin their training from ages 6-12, they are usually orphans, unwanted, or runaways. Once you have a childhood in mind, start creating your character.
1. Choose a Race
Every character must be a human. The only other race allowed is cyborg (war-forged) which becomes allowed when a character replaces 50% of their body with mechanical body parts, sacrificing parts of their humanity as well.
You are an extraordinary human, this is what makes you a prime candidate for joining the Inquisition. Being so, you instead follow these rules for creating a human character.
- Ability Score Increase: four of your ability scores increase by 1 and two of your ability scores increase by 2.
- Age: Humans reach adulthood in their late teens and live less than a century. However, you’ve heard that Inquisitors can somehow live up for multiple centuries. Your character’s starting age is between 6 and 12 years old. Our first sessions will develop your character as the inquisitor they become.
- Alignment: as far as alignment, there is only good, neutral, and evil. Your character can be any one of these three. Through your training as an inquisitor, your character should become good if they are not already.
- Size: unchanged
- Speed: unchanged
- Languages: the languages known across the Empire vary vastly, but all share a common ancestor language, High Gothic. Through your training as an Inquisitor, you will learn High Gothic. Choose from these three High Gothic , Common Gothic, Low Gothic (choose whichever matches your social class, a street urchin would know only low Gothic and not High, a young server in a dive bar would know Common and maybe Low Gothic , and the bastard son of the governor of Hive City might know all three.)
- Skills: you gain proficiency in one skill of your choice
- Feat: you gain one feat of your choice.
- Names: Examples of female names: Lilith, Carmillas, Defay, Stalia, Jena, Astrid, Kara, Helynna, Patience, Cynia. Examples of male names: Absolom, Dominic, Titus, Juri, Gregor, Gideon, Thaddeus, Silas, Hapshant, Ibram, Solomon.
2. Choose a Class
Every Inquisitor possesses special talents, whether it be some form of martial prowess or the ability to harness the warp. Spells are known as warp powers. Class features are functionally the same but should be “re-skinned” to fit the setting.
Weapon, armor, and tool proficiencies are functionally the same. Choose and record your class as normal; however, do not give your character equipment. All kinds of weapons exist, if you can think of it, it probably exists in the setting (light sabers, laser rifles, chain-swords, etc.). In the first session, you will be equipped and given stats for your weapons and armor. The following classes are allowed:
Berserker (Barbarian) – martial, warp enhancements
You are a martial juggernaut. You unleash the power of the warp letting it surge through you, fueling not just a battle frenzy but also giving you uncanny reflexes, resilience, and vast wells of strength.
Enuncer (Bard) – warp powers
You are the sound of the warp. You practice the craft known as Enuncia, conjuring powers of the warp with only your voice. You weave the warp through words to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Combat Medic (Cleric) – martial, warp powers
You are the doctor of the group, you keep everyone in fighting shape in the field using the powers of the warp. Your specialization is dependent on the powers that you come to manifest.
Combat Adept (Fighter) – martial
You are a combat savant. You have an unparalleled mastery with weapons and armor, and a thorough innate knowledge of the skills of combat.
Psyker (Monk) – martial, warp enhancements
You are a master of your body. Unlike the berserk, you are able to harness the warp in your body controlling it as you will. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, the power of the warp infuses all that a Psyker does.
Grey Knight (Paladin) – martial, warp powers, warp enhancements
You are the perfect human. You excel in combat and have even shown evidence of latent warp powers. You are much like a combat adept, but are able to harness powers of the warp.
Mystic (Ranger) – martial, warp powers
You are a hunter of chaos. You specialize in killing monsters whether they be natural or of the warp. You utilize powers of the warp and your own personal set of skills to find and incapacitate your quarry.
Infiltrator (Rogue) – martial
You are a scoundrel. You rely on your skills to get the upper hand in any situation. You have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any inquisitorial party.
Sorcerer (Sorcerer) – warp powers
You are the warp incarnate. You harness and channel the warp through your own inborn ability. In time you will discover new and staggering ways to unleash this power.
3. Determine Ability Scores
You will instead have 7 ability scores. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Sanity. Use the point buy system with 31 points available to you. The warp is infused of powers of Order and Chaos (Inquisitors call upon the Powers of Order, think of it as the light side of the force). Exposure to Powers of Chaos can cause someone to go insane. While rare, there are entities of the Powers of Chaos whose powers and minions can shatter a character’s mind.
A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.
Sanity Checks. You might be asked to make a Sanity check in place of an Intelligence check to recall lore about Powers of Chaos, to decipher writings of raving lunatics, or to learn how to harness Powers of Chaos yourself…. You might also make a Sanity check when trying one of the following activities:
- Deciphering a piece of text written in a language so alien that it threatens to break your mind
- Overcoming the lingering effects of madness
- Comprehending a piece of alien technology foreign to all normal understanding.
Sanity Saving Throws. You might be asked to make a Sanity saving throw when running the risk of succumbing to madness, such as in the following situations:
- Seeing a creature of Chaos
- Making direct contact with Chaos Warp energy
- Being subjected to powers that affect mental stability such as the insanity option of the symbol power
- Passing through a demiplane built on alien physics
- Resisting an effect conferred by an attack or power that deals psychic damage
A failed Sanity save might result in short-term, long-term, or indefinite madness, as described in Chapter 8 of the DMG. Any time a character suffers from long-term or indefinite madness, the character’s Sanity is reduced by 1. A greater restoration power can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement.
4. Describe Your Character
Your character has been plucked up by a Chaplain (a title given to Inquisitors that train new Inquisition Parties). Spend a few minutes considering how this happened. What events lead to you coming under the tutelage of your Chaplain? What ties and bonds does your character have that they will have to let go of in order to become an Inquisitor? Does the Chaplain have to break you in order for you to devote yourself to the cause of the Inquisition, or do you do so willingly? Choose an alignment from good, neutral, or evil (This is only temporary, after your training, you will become good. Throughout the campaign, that may change). Do not choose a background, the first session will develop that for you.