01 Auspex. As per Dark Heresy Rulebook p.150.
02 Auto Quill. As per Dark Heresy Rulebook p.150.
03-05 Backpack. As per Dark Heresy Rulebook, p.146; roll 1d5+1 more times for contents,
ignoring this result if it occurs again.
06 Bag Of Ball Bearings. If dumped on the floor, these cover a 1d2 meter radius;
anyone taking more than a single Move Action through the covered area must make
a Challenging Agility test or fall.
07-08 Book. Roll a d100:
01-20: Penthrift Dreadful (Inquisitor’s Handbook p127)
21-40: religious allegory
41-60: military history
61-80: local history
81-99: biography of a famous Imperial hero
00: a Dismal Text (details should be tailored to the current scenario).
09-11 Bottle of liquid. Roll a d100:
01: This is the Good Stuff - high-end amasec!
02-20: mid-grade alcohol
21-60: rotgut booze
61-90: lubricant (mildly toxic; Challenging [+0] Awareness test to tell it’s not booze)
91-00: vermicide (highly toxic; Routine [+20] Awareness test to determine as much). There is a 50% chance the bottle is labeled; d100% of the liquid remains. (See Dark
Heresy Gamemaster’s Screen for rules on toxins.)
12-13 Box of metal fasteners. These are basic nuts, bolts, and washers.
14-15 Candles. 1d5 total, plus an igniter.
16-18 Change of clothing. 50% chance these are cleaner than the ones being worn.
19-20 Chrono. Roll a d100:
01-02: a very fancy gold-plated timepiece (50% chance with an inscription) worth 10x
03-20: high-end model (water-proof, shock-resistant) worth 2x standard
21-00: a basic model (10% chance it’s broken).
21-25 Cognomen. As per Inquisitor’s Handbook p.126; roll a d100:
01-90: valid identification card of the bearer
91-99: counterfeit card with alternate identity
00: the identification card of a completely different individual.
26-27 Coinpurse. This contains 2d10 Thrones over and above the amount that would
normally be carried.
28-30 Cord. 2d10 meters in length.
31 Credit Scrip. Issued by many employers in place of wages, these coupons can be
used to make purchases at specific businesses owned by the issuer.
32 Credit Wand. A pencil-sized piece of plastek tipped with a datacrystal containing codes to draw from an account at a local financial institution, up to 1d100 Thrones (the amount is also the % chance that a specific cognomen is required to utilize the wand).
33-35 Dataslate. Roll a d100:
01-02: Classified information about the local government
03-40: mind-numbing technical drivel
41-60: maps of local environs
61-80: religious sermons
00: heretical treatise (reading it requires an Ordinary [+10] Willpower test or gain
1 Corruption Point).
36-37 Dice. 5% chance they are loaded, adding +20 to Gambling skill; the modification is
noticeable on a Difficult (-10) Awareness test.
38 Filtration Plugs. As per Dark Heresy Rulebook p.147.
39-41 Food. Roll a d100:
01-75: pre-packaged meal (25% chance it’s half-eaten)
76-00: left-overs of a home-cooked meal (10% chance spoiled; if eaten, make a
Challenging Toughness test or gain 1 level of Fatigue per degree of failure 1d5
hours later, and lasting 2d10 hours).
42 Gas mask. As per Dark Heresy Rulebook p.147.
43 Gew-Gaw. Something the bearer picked up because “it looked interesting”- a rusted
wafer that looks like a face, a bit of congealed chemical waste resembling a
gemstone, etc. Usually worthless, there is a 1% chance it actually has some value:
roll a d10 for it’s worth in Thrones; on a ‘10’, roll again and add 10 to the result
(multiple times if necessary).
44-46 Goggles. Roll a d100:
01-05: count as Good Quality Photo-Visor (Dark Heresy Rulebook p.147)
06-75: standard darkened lenses (add +20 to Toughness tests to resist damage to
76-00: simply wind/dust resistant, with no other benefits.
47 Handkerchief. 75% chance it’s dirty; if used, a Routine (+20) Toughness test must be made or gain 1 level of Fatigue 2d10 hours later. This cold lasts until a Challenging Toughness test is passed- check every 24 hours after symptoms develop.
48 Jewelry. Roll a d100:
01: highly valuable, worth 2d10x100 Thrones
02-10: moderately valuable, worth 1d100x5 Thrones
11-90: costume jewelry, worth 3d10 Thrones
91-99: fake, requiring an Ordinary (+10) Appraisal test to spot or be mistaken for
being worth 100 Thrones
00: high-end fake that requires a Difficult (-10) Appraisal test to spot or be
mistaken for being worth 1000 Thrones.
49-51 Lamp-pack. As per Dark Heresy Rulebook p.150; roll % to determine amount of
battery life remaining.
52 Lascutter. As per Dark Heresy Rulebook p.150.
53-57 Lho-sticks. As per Dark Heresy Rulebook p.147; 2d10 remaining.
58 Live pet. Roll a d100:
01-35: a tame rodent
36-50: a not-so-tame rodent, which tries to bite anyone who provokes it (no chance
of dealing real damage, but it could be amusing to see how hardened Acolytes
try to deal with an enraged rat…)
51-80: a large, harmless arthropod (of course, the PCs won’t know it’s harmless…)
81-98: a small, none-too-smart reptile
99-00: an exotic species imported from off-world (possibly illegally), worth 2d10x10
59 Lottery Ticket. Illegal in most Imperial communities (but rarely prosecuted), secret
lotteries usually sell tickets for a Half Throne. There is a 50% chance this ticket is
expired; otherwise, a d100 roll of 01 twice in a row indicates a winner, worth 1d100
Thrones - if you can find the bookmaker who sold the ticket.
60 Lucky charm. This can take a number of forms, from an empty shell casing to a
preserved rodent appendage; in any event, there is only a 1% chance it works like an
actual Charm (Dark Heresy Rulebook p. 146).
61-62 Magnoculars. As per Dark Heresy Rulebook p.150; 10% chance they are the
63 Mirker's Greaves. As per Inquisitor’s Handbook, p.125
64-66 Mud Tape. As per Inquisitor’s Handbook, p.183 (under Tool Kit entry).
67-71 Passkey. Accesses (roll a d100):
01-50: a residence
51-75: a vehicle
76-85: a business
86-99: a storage unit
00: something illicit (such as a mistress’ residence…).
72 Pict recorder. As per Dark Heresy Rulebook p.151; 75% chance it contains
previously recorded images.
73-76 Playing cards. Roll a d100:
01-10: missing 1d10 cards
11-99: a standard deck
00: Heretic’s Wake Deck (Inquisitor’s Handbook p.122).
77 Salvation Auger. As per Inquisitor’s Handbook, p.127; 10% chance it is a superior model.
78-79 Scrolls. 2d5 total. Roll a d100:
01-05: star charts
06-15: floorplans of a building
16-30: legal contracts
31-50: transcriptions of depositions
51-94: Administratum records
95-99: ‘wanted’ posters
00: occult ritual.
80 Slither boots. As per Inquisitor’s Handbook, p.151.
81-82 Spool of wire. 1d10 meters total length.
83-87 Tools. Roll a d100:
01: Combi-Tool (Dark Heresy Rulebook p.150)
02-10: fine detail tool kit (cannot be used on anything larger than a chrono)
11-90: 1d5 standard tools
91-00: one heavy duty tool (+20 to Strength tests requiring torque or leverage; can
be used as an Improvised Weapon).
88-91 Transit pass. Allows use of local public transportation system. Roll a d100:
01-20: good for unlimited rides
21-00: can only be used on a narrowly defined route.
92-94 Tube of adhesive_ Sets in 1d5 minutes; requires a Hard (-20) Strength test to pull
apart once set.
95 Volt gloves.Thick, insulated gloves for handling high-voltage cables. These provide
2 AP to the Arms and negate Shock effects to the same location, but impose a -10
penalty to any tests that require fine manual dexterity.
96 Vox-caster. As per Dark Heresy Rulebook p.151.
97-98 Whistle. As per Inquisitor’s Handbook, p.183
99-00 Writing Kit. As per Dark Heresy Rulebook p.151.