DARK HERESY CHARACTER CREATION SUPPLEMENT T he following is an assortment of additional tables players can use as part of the DARK HERESY Character Creation process. These are in no way essential to the process, but are provided for players wishing additional inspiration to fesh out minor details for their Acolyte, such as appearance and minor physical peculiarities, special homeworld beliefs, and mementos from their lives before becoming an Acolyte. Players are encouraged to explore using these as launching points to create additional narrative for their characters upbringing and prior service, such as lost loved ones, cherished childhood memories, pivotal encounters, and other events that helped shape him into the person he is now. APPEARANCE Appearance encompasses all of a characters physical traits, such as build, age, colouration and physical quirks. While it is fun to randomly generate an appearance, players should feel free to alter any rolls on these tables as desired, or even make up new own entries based on the locales or situations that are part of the characters origins. FANTASY FLIGHT GAMES Fantasy Flight Games 1995 West County Road B2 Roseville, MN 55113 USA Games Workshop Limited 2013. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Dark Heresy, the foregoing marks respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Dark Heresy game setting are either , , and/or Games Workshop Ltd 20002013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. 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For more information about the DARK HERESY line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at www.FantasyFlightGames.com 2 CHARACTER CREATION SUPPLEMENT Table s1: Build FERAL WORLD FORGE WORLD Roll Description Male Female Description Male Female 0120 Rangy 1.90m/65kg 1.80m/60kg Minimal 1.70m/55kg 1.60m/50kg 2150 Lean 1.75m/60kg 1.65m/55kg Low Nominal 1.75m/65kg 1.65m/50kg 5180 Muscular 1.85m/85kg 1.70m/70kg Optimal 1.80m/75kg 1.70/70kg 8190 Squat 1.65m/80kg 1.55/70kg High Nominal 1.85m/85kg 1.70m/70kg 9100 Strapping 2.10m/120kg 2m/100kg Maximal 1.90m/100kg 1./90kg HIGHBORN HIVE WORLD Roll Description Male Female Description Male Female 0120 Slender 1.75m/65kg 1.65m/60kg Runt 1.60m/45kg 1.55m/40kg 2150 Svelte 1.85m/70kg 1.75m/65kg Scrawny 1.70m/55kg 1.60m/50kg 5180 Fit 1.75m/70kg 1.65m/60kg Wiry 1.75m/65kg 1.65m/55kg 8190 Well-built 1.90m/90kg 1.80m/80kg Lanky 1.80m/65kg 1.70/60kg 9100 Powerful 1.80m/100kg 1.70m/90kg Brawny 1.75m/80kg 1.65/75kg SHRINE WORLD VOIDBORN Roll Description Male Female Description Male Female 0120 Diminished 1.60m/45kg 1.55m/40kg Skeletal 1.75m/55kg 1.70m/50kg 2150 Lessened 1.70m/55kg 1.60m/50kg Stunted 1.65m/55kg 1.55m/45kg 5180 Faithful 1.75m/60kg 1.65m/55kg Gaunt 1.80m/60kg 1.75m/60kg 8190 Commended 1.90m/95kg 1.80m/70kg Gangling 2m/80kg 1.85m/70kg 9100 Abundant 1.65m/85kg 1.55/75kg Spindly 2.10m/75kg 1.95m/70kg 3 CHARACTER CREATION SUPPLEMENT Table s2: Age D100 ROLL FERAL WORLD FORGE WORLD HIGHBORN HIVE WORLD SHRINE WORLD VOIDBORN 0110 Warrior (15+1d10) Young (15+1d10) Scion (20+1d10) Nipper (15+1d10) Novate (20+1d10) Youth (15+1d10) 1120 Warrior (15+1d10) Young (15+1d10) Scion (20+1d10) Nipper (15+1d10) Novate (20+1d10) Youth (15+1d10) 2130 Warrior (15+1d10) Mature (25+1d10) Scion (20+1d10) Nipper (15+1d10) Vital (25+1d10) Youth (15+1d10) 3140 Warrior (15+1d10) Mature (25+1d10) Scion (20+1d10) Adult (25+1d10) Vital (25+1d10) Youth (15+1d10) 4150 Warrior (15+1d10) Mature (25+1d10) Scion (20+1d10) Adult (25+1d10) Vital (25+1d10) Mature (20+1d10) 5160 Warrior (15+1d10) Mature (25+1d10) Prime (30+1d10) Adult (25+1d10) Vital (25+1d10) Mature (20+1d10) 6170 Warrior (15+1d10) Mature (25+1d10) Prime (30+1d10) Adult (25+1d10) Vital (25+1d10) Mature (20+1d10) 7180 Old One (25+1d10) Mature (25+1d10) Prime (30+1d10) Adult (25+1d10) Vital (25+1d10) Methuselah (50+1d10) 8190 Old One (25+1d10) Venerated (45+1d10) Authority (40+1d10) Adult (25+1d10) Elder (50+1d10) Methuselah (50+1d10) 9100 Old One (25+1d10) Venerated (45+1d10) Authority (40+1d10) Old Timer (35+1d10) Elder (50+1d10) Methuselah (50+1d10) 4 CHARACTER CREATION SUPPLEMENT Table s3: Colouration FERAL WORLD FORGE WORLD Roll Skin Hair Eyes Skin Hair Eyes 0130 Dark Red Blue Dark Rust Brown 3150 Tan Blond Grey Tan Blond Green 5170 Fair Brown Brown Fair Brown Blue 7190 Ruddy Black Green Ruddy Black Grey 9100 Bronze Grey Yellow Pale None Lenses (any) HIGHBORN HIVE WORLD Roll Skin Hair Eyes Skin Hair Eyes 0130 Dark Dyed (any) Blue Dark Brown Blue 3150 Tan Blond Grey Tan Mousy Grey 5170 Fair Brown Brown Fair Dyed (any) Brown 7190 Ruddy Black Green Ruddy Grey Green 9100 Dyed (any) Grey Lenses (any) Stained (any) Black Lenses (any) SHRINE WORLD VOIDBORN Roll Skin Hair Eyes Skin Hair Eyes 0130 Dark None Amber Porcelain Ginger Watery Blue 3150 Tan Blond Brown Fair Blond Grey 5170 Fair Black Grey Bluish Copper Black 7190 Ruddy Brown Blue Greyish Black Green 9100 Freckled Russet Emerald Milky Auburn Violet 5 CHARACTER CREATION SUPPLEMENT HOMEWORLD SUPERSTITIONS T he following selections represent various special beliefs found on the Acolytes homeworld, and can help guide a player in feshing out his character. These social idiosyncrasies might be dominant on the world, or unique to just the small group from which the Acolyte emerged from to join the warband. Table s4: Physical Quirks D100 ROLL FERAL WORLD FORGE WORLD HIGHBORN HIVE WORLD SHRINE WORLD VOIDBORN 0106 Hairy Knuckles Radiation Scar Missing Fingertip Thin Lips Heavy Brows Long Toes 0712 Joined Eyebrows Large Head Aquiline Nose Grimy Skin Long Nose Fine Hair 1318 Warpaint Mechanicum Tattoo Bright White Teeth Painted Fingernails Ministorum Tattoo Long Fingers 1924 Huge Hands Crooked Nose Duelling Scar Rotten Teeth Ridged Fingernails Tiny Ears 2530 Filed Teeth Metallic Smell Pierced Nose Faded Electoo Crooked Teeth Spindly Limbs 3136 Beetling Brows Small Eyes Shiny Hair Pierced Eyebrow Clefted Chin Yellow Fingernails 3742 Musky Smell Soot-stained Skin Aquila Tattoo Wire Mesh Along Cheek Dry Skin Stumpy Teeth 4348 Hairy Acid Burns Perfumed Odour Hacking Cough Thick Eyebrows Widely Spaced Eyes 4954 Ripped Ears Missing Eyebrows Pox Marks Tattoo Over One Eye Ink-stained Fingernails Large Head 5560 Long Fingernails Wheezing Speech Devotional Scar Bullet Wound Scar Shrivelled Ear Curved Spine 6166 Tribal Tattooing Missing One Ear Decorative Electoo Nervous Tic Ritual Scars Hairless 6772 Scarring Smashed Toe Quivering Fingers Large Mole Third Nipple Elegant Hands 7378 Pierced Nose Squinted Eyes Pierced Ears Pollution Scars Bloodshot Eyes Slightly Cross-eyed 7984 Cats Eyes Short Fingers Sinister Boil Hump Mouldy Scent Webbed Toes 8590 Small Head Wire Grill Over Eyes Sharp Cheekbones Small Hands Winestain Birthmark Minor Limp 9196 Thick Jaw Discoloured Fingernail Slouched Gait Chemical Smell Broad Shoulders Mismatched Eyes 9700 Roll twice on the chart, applying both results 6 CHARACTER CREATION SUPPLEMENT Table S5: Feral World Traditions D100 ROLL BELIEF 0110 Ward of Soil: Each world protects those who honour it; applying a handful of native soil to the skin helps keep foul spirits at bay. 1120 Unlucky Colour: The sky fashed an unnatural shade just before the tribes greatest disaster; this colour must be shunned whenever it appears. 2130 Hunters Oath: Eating food that he did not personally kill brings bad luck, and only acts of contrition can appease the angry spirits. 3140 Thirsty Blade: The spirit of a weapon is a hungry ghost; it must taste blood every time it is drawn lest great ill befall those around it. 4150 Spirit Shackle: All items gain a portion of their owners soul; taking a trophy from a vanquished foe brings great luck. 5160 A Good Death: Honour comes from a glorious death, while cowardice brings only shame to the tribe. The ancestors are watching; do not disappoint them. 6170 Power of Names: Never use the true names of friends and loved ones; the shadows are always listening and ready to use them for evil. 7180 Lonely Dead: Never utter the true names of the dead, lest they be summoned back from the void. 8190 Living Record: Each victory must be recorded; scarred inscriptions and tattoos ensures the Emperor can read of their mighty deeds. 9100 Sacred Ground: Distance from the living earth upsets the natural balance; time spent not in contact with a world is ill-omened and unnatural. Table S6: Forge World Cants D100 ROLL BELIEF 0110 Native Metal: A forges primary metal is linked to each birth there; when that alloy is encountered, it is wise to softly polish or oil it to improve probabilities. 1120 Waste Not: There is no such thing as unneeded materials; let nothing go to waste, and always seek to reuse and refurbish lest the spirits of the item become upset. 2130 Binary Perfection: The machine speaks in binary to show the proper path. Life should also form in pairs, and whenever possible, turn the odd into even to honour the balance. 3140 Castigate the Flesh: The fesh must always be reminded of its inherent weakness; inficting minor tortures and pain upon oneself brings strength to nearby machine spirits. 4150 Purifying Heat: A forge purifes ores into refned metal; always seek out heat and steam to purify the mind and strengthen the will. 5160 Placate the Machine-Spirit: To soothe the machine is to honour its spirit; soft humming and sub-vocal harmonics brings favour with devices. 6170 Never to Dust: No machine should go still; always seek to utilise all moving parts on a device and activate its motive means, lest its spirit grow quiet and fade. 7180 Tapping for Blessing: A machine spirit that is acknowledged is one that responds well to its users; slightly tapping a device twice with two fngers soothes the spirit and brings fortune. 8190 Honour the Metal: No machine should fall forgotten; whenever a stray part or shard is found left in the dirt, raise it up and place it in a prominent spot to honour its service. 9100 Abhor the Natural: The fesh is best serviced with machine-blessed meals; avoid food and drink that have not been properly rendered and processed. 7 CHARACTER CREATION SUPPLEMENT Table S7: Highborn Customs D100 ROLL BELIEF 0110 Count the Blessings: Knowledge of power is power continued; maintaining a ledger of debts and favours helps ensure power is retained and strengthened. 1120 Each Land a Conquest: To journey to a planet is to start the process of control; the frst step onto a new world must be a frm stomp, to begin its taming. 2130 Layers of Protection: A deed pawned to another is a deed disguised; whenever possible, have others conduct your directives so they can never be traced to their source. 3140 Arms Length: Nearness breeds contempt; always seek to keep lessers at a distance, lest they believe themselves equal. 4150 Nothing Left Behind: Fill the belly and enforce the station; never leave an unfnished meal which could allow lessers to dine far above their lot. 5160 Speak Strongly: None should be unaware when their betters speak; always vocalise with powerful tones to suitably impress those nearby. 6170 Comport in Style: Proper conduct is the true test of blood; to never panic, to maintain the fnest of manners, and to never embarrass the family name, are all marks of the lordly. 7180 Beware the Poisoner: The quickest way to the heart is through the stomach; be wary of a meal from unknown sources, lest it be the last. 8190 Trappings of Power: It is essential to display power in order to wield it properly; fne clothing, carrying batons or other devices of control, and well-styled hair should always the be goal. 9100 Disguise Strength: Power hidden is power multiplied; always refrain from showing the full extent of capabilities to ensure there are still surprises left to use. Table S8: Hive World Traditions D100 ROLL BELIEF 0110 Touch the Sky: To feel the sturdy metal above is to know serenity; whenever entering a new enclosure, always reach upwards to the ceiling to honour the dwelling. 1120 Blight in Darkness: An area unlit is a dangerous area; whenever possible, leave glow-globes and torches lit and never wander from their comforting presence. 2130 Combat Strength: Tap a melee weapon against a wall or fooring before battle, allowing it to gain a sliver of the hives strength and power. 3140 Comfortable Numbers: Only when surrounded with fellow hivers is the hive complete, and rooms should never be allowed to become bereft of crowded fesh. 4150 Distrust the Strange: Familiarity breeds comfort; new places, people, or sights should be avoided as they can only bring unwelcome change. 5160 Strengthen the Hive: Forming stray objects into pyramidal shapes bolsters the hives spirit and brings good fortune until the next waking hour. 6170 Fear the Silence: A hive is always flled with sound; quiet only means death is coming, and should silence descend, make noise to ward off ill-fortune. 7180 Keep Nature at Bay: Base life should never intrude; pluck and toss stray weeds to gain luck. 8190 Hive and Skin: Make the hive part of the fesh, and honour its spirit; always rub dust or metal shavings from the ground under fngernails to ensure luck. 9100 Solitude is Golden: For the crowded masses, the smallest measure of privacy is priceless; seclusion should be respected and honoured. 8 CHARACTER CREATION SUPPLEMENT Table S9: Shrine World Mores D100 ROLL BELIEF 0110 Honour the Skulls: Those who serve after death are especially favoured; always show signs of respect to all servo-skulls and honour their duty. 1120 Endless Repose: Respect the fallen by refraining from sudden movements or gestures; perfect stillness is perfect honour. 2130 Suffer the Pilgrims: Only through pain can pilgrims properly appreciate the sacrifce of others; always scatter nails or sharp rocks along any pathways they would take. 3140 Never Disturb the Dead: Those buried should be allowed their sleep; never walk over a grave or even any location where a death occurred. 4150 Cloud Revelations: The patterns above can reveal the faith below; the colours and shapes in aerial masses of smoke indicate true faith of the next pilgrim encountered. 5160 Challenge the Sun: Faith is stronger than nature; stare into the sun once a day until it is suffciently cowed into submission to mans dominion. 6170 Stone Abides: When entering a new building, press strongly against a wall to ensure it is as strong and eternal as faith. 7180 Death in the Odds: Any group of pilgrims with an odd number of people will surely suffer a death before sundown, so ensure they are split or merged to create an even number. 8190 Drink to the Dead: The frst sip of any liquid should be spit unto the foor, as an offering to those who fell that the Imperium would survive. 9100 Aquila Blessing: The sign of the Emperor is sacred; always return the mark of the Aquila after it is given. Table S10: Voidborn Lores D100 ROLL BELIEF 0110 Nailed Hulls: Leaving a pile of toenail clippings (the longer the better) at the base of a bulkhead bolsters its strength. 1120 Haunted Decks: If the lights in an area fail three times in a shift, hold one hand over the eyes when passing through it. This allows passage without detection from the angry souls trapped within. 2130 Welcoming Hatches: Always leave hatchways open, to ensure the vessels spirit can move freely. 3140 Unlucky Eclipses: Refrain from important actions whenever the vessel is in shadow. 4150 Feared Octet: When prominent stars are sighted in an eightfold symbol, make the sign of the Aquila, lest foul spirits notice the unprotected soul. 5160 Third Ship Omen: If a squadron comes alongside, the third vessel to pass along the viewport is destined to bring bad luck. 6170 Rumbling Plasma: If the ships engines roar loudly in a burst of vibration, always stomp three times on the deck as an answering reply. 7180 Lucky Rub: If offered real meat, frst rub it up and down twice against a wall or bulkhead, so the ships luck infuses the meal. 8190 Knocking Shells: Before loading a weapon, bounce three shells off the ceiling. If all are caught, the clip becomes lucky. 9100 Ebon Offerings: To remove poor fortune, venture to the under-decks and throw a days rations into the darkness. If no impact is heard, good luck is certain to return. 9 CHARACTER CREATION SUPPLEMENT HOME WORLD MEMENTOS S ome Acolytes manage to keep a small trinket as a link to his place of birth. Though it is relatively worthless in cost, it is a priceless reminder of his past life, when things were so much simpler, before he or she began their service to the Emperor. Players should think about how their Acolytes gained the item and what personal signifcance it may carry. It could be a piece of home, a family heirloom, or something that reminds them of a signifcant event. While most mementos have no actual use in game terms, they are exactly the kind of thing a character might toy with while doing some heavy thinking or passing the hours in Warp transit with his fellow Acolytes. It could also be something the Acolyte might turn to when in need of spiritual reinforcement, or a reminder of how far he has come from his lowly beginnings. Roll on the Table S11: Home World Mementos to see what item the Acolyte carries with him. If a player rolls doubles (11, 22, 33, etc.), then he can roll again on the appropriate table for a second Homeworld Memento for his Acolyte. Table S11: Home World Mementos D100 ROLL FERAL WORLD FORGE WORLD HIGHBORN 0105 Length of Braided Hair Skull Fragment Brocade Coat 0610 Animal Skull Small Copper Disk Metal Lho-Stick Case 1115 Bag of Home World Dirt Vial of Sand Tattered Cape 1620 Broken Spear Tip Snapped Lock Ancestral Sabre (broken) 2125 Leather Pouch Plasteel Marble Glassteel Disc 2630 Collection of Dried Leaves Pressed Leaf Necklace 3135 Carved Idol Twisted Wire Metal Flute 3640 Stone Finger Ring Chunk of Coal Book of Inspiring Words 4145 Dried Umbilical Cord (yours) Greasy Rod (2cm) Icon of the Emperor 4650 Fire Stick Tin of Ashes Metal Coin (Bent) 5155 Fur or Skin Cloak Strip of Conduit Insulation Antique Earring 5660 Stone Knife Handkerchief with Burn Holes Tattered Velvet Cloak 6165 Hide Boots Boot Lace Impressive Hat 6670 Human Skull Smudged Optic Lens Incense Sticks 7175 Leather Bracers Broken Tooth (not yours) Old key 7680 Bag of Ashes Phial of Used Lubricant Oil Shard of Stained Glass 8185 Necklace of Teeth Bloodstained Kerchief Headband 8690 Tallow Candle Snapped Callipers Skull Charm 9195 Ceremonial Mask Broken Bionic Finger Pilgrimage Token 9600 Dried Frog Cracked Gunsight Vial of Blessed Water 10 CHARACTER CREATION SUPPLEMENT Table S11: Home World Mementos (continued) D100 ROLL HIVE WORLD SHRINE WORLD VOIDBORN 0105 Heavy Gloves Pinfeather Bag of Salt 0610 Jacket in Gang/Hive Colours Burned Pilgrimage Ribbon Ceremonial Sword (broken) 1115 Deck of Cards Fragment of Tanned Skin Corpse Hair Amulet 1620 Wooden Dice Bag of Wax Scrapings Three Quartz Marbles 2125 Spent Bullet Casing Cloth Sash Bone Dice 2630 Engraved Knife Chip of Inscribed Bone Wooden Beads 3135 Hipfask Bag of Blessed Dirt Indent Tags 3640 Identity Card Small Stone Bowl Glow Lantern 4145 Tattoo Kit Bag of Dead Spices Aquila Pendent 4650 Chip from Hive Wall Torn Page from a Prayer Scroll Squeezebox 5155 Leather Cap Phial of Ashes Lodestone 5660 Vial of Glowing Water Vial of Blood Lucky Rats Foot 6165 Smoking Pipe Handmade Aquila Mirror 6670 Mass of Melted Bullets Rat Tail Asteroid Fragment 7175 Crystalline Carving Bone Flute Deck Plate Section 7680 Steel Toecap Boots Bundle of Dried Grass Expired Rad-Counter 8185 Small Length of Chain Bone Ring Glass Lens 8690 Lucky Cog Chip from Fallen Servo-Skull Bag of Seeds 9195 Tube of Grease Fragment from Statue Polished Coral Icon 9600 Fancy Vest Carved Animal Tooth Whittling Knife 11 CHARACTER CREATION SUPPLEMENT BACKGROUND MEMENTOS A cquired whilst in service to an organisation or other aspect of his Background, such mementos would be meaningless except to another who walked the same path. These can often act as a common bond between an Acolyte and a fellow practitioner (or even a secret signal of a disguised prior vocation). Like Homeworld Mementos, these items should be used as the basis for creating layers of personal history for a character, especially in the time spent before joining the warband in service to the Inquisitor. Find the appropriate Background on Table S12: Background Mementos and roll 1d100 to see what souvenir of a previous occupation or training has stuck with the Acolyte long after other more valuable items have been lost or traded away. If a player rolls doubles (11, 22, 33, etc.), then he can roll again on the appropriate table for a second Background Memento for his Acolyte.
Table S12: Background Mementos D100 ROLL ADEPTUS ADMINISTRATUM ADEPTUS ARBITES ADEPTUS ASTRA TELEPATHICA 0105 Brass Quill Tip Short Length of Chain Myrrhine Musk Stick 0610 Ribbon Bookmark Expired Wanted Poster Bent Spoon 1115 Cracked Lens Bag of Shot Pellets Torn Tarot Card 1620 Singed Parchment Dented Steel Toe Cap Deck Plating Fragment 2125 Vial of Powdered Ink Broken Spy-Eye Lens Pressed Flower Petal 2630 Rusty Scalpel Leather Wrist-Band Wooden Egg 3135 Map Fragment Bent Key Necklace of Beads 3640 Finger Bone Lock of Hair Metal Tube (5cm) 4145 Wire Coil Knife Handle Wide Black Ribbon (30cm) 4650 Lump of Candle Wax Metal Shot Glass Cracked Looking Glass 5155 Glass Key Stick of Chalk Animal Horn Chip 5660 Charcoal Stick Cracked Data-Slate Swath of Metallic Cloth 6165 Curled Fingernail (yours) Old Nameplate Charred Mahogonite Chip 6670 Copper Key Punch Scrap of Chain Mail Bag of Toenail Clippings 7175 Metal Book Clasp Small Brush Thin Glassteel Disc 7680 Fesnel Hair Paint Brush Braided Dog Hair Crystal Ring 8185 Aquila Paperweight Pommel Weight Rusted Iron Nail 8690 Stitching Needle Section of Chest Plate Chipped Trilobite Fossil 9195 Ancient Magnifying Lens Bag of Broken Teeth Broken Chrono 9600 Blank Velum Folio Amasec Bottle Top Chipped Pearl 12 CHARACTER CREATION SUPPLEMENT Table S12: Background Mementos (continued) D100 ROLL ADEPTUS MECHANICUS ADEPTUS MINISTORUM IMPERIAL GUARD OUTCAST 0105 Brass Cog Wheel Broken Sextant Burnt Las Power Pack Box of Used Matches 0610 Sulphur Crystal Lamp Wick Xenos Skin Fragment Bottle of Shrapnel 1115 Length of Coiled Wire Leaking Hourglass Braided Boot Lace Eye Patch 1620 Plasteel Cube (1cm) Match (Used) Bent Grenade Pin Silk Gorget 2125 Bag of Red Sand Tin of Soft Wax Bloodstained Rock Ankle Bracelet 2630 Tiny Hand-Gyroscope Dried Leach Chip of Tank Tread Shotgun Shell Casing 3135 Nugget of Copper Ore Ball of Feathers Shard of Ceramite Armour Leather Hair Strap 3640 Bar Magnet in Glass Block Large Salt Crystal (5cm) Ration Pack Foil Cork Bottle Stopper 4145 Lump of Mummifed Flesh (Yours) Bone Drill Bit Small Iron Horseshoe Bent Coin 4650 Cracked Crystal Wafer Phial of Dust Rock that Glows in Dark Leather Pouch 5155 Hematite Stone Fragment of Stone Tablet Cracked Baton Flagon Handle 5660 Phial of Iron Filings Stained Wooden Tooth Ork Toof Necklace Cloth Armband 6165 Small Brass Ingot Regicide Piece Chunk of Fused Sand Metal Artifcial Nose 6670 Oily Cleaning Rags Lump of Candle Wax Bloodstained Bandage Cracked Autopistol Clip 7175 Twisted Metal Wrench Tattered Bookmark Smoked Glass Shard Tube of Bright Red Lipstick 7680 Phial of Gelatinous Liquid Cord from a Whip Frayed Pennant Mouth Harp 8185 Small Metal Pyramid Brass Key Punch Old Helmet Strap Loaded Dice (2) 8690 Fragment of Stained Glass Scorched Fragment of Skin Dented Belt Buckle Badly Forged Coin 9195 Finger Bone (yours?) Sliver of Silver in Plasteel Disc Form 4111-JUN-555 Bag of Dust 9600 Metal Carbon Rod (3cm) Burned Feather Quill First Commendation Medal Plasteel Toothpick