EotI Character Creation: Difference between revisions
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'''''Step three''''' is to select a Invest Intiial Experiance. | '''''Step three''''' is to select a Invest Intiial Experiance. | ||
During the Investment of Initial Experience, characters may purchase skills (up to rank 2) and talents as normal. There are, however, two major changes: | |||
* Characters may not purchase an upgrade to their attribute scores (except the mutant). | |||
* Characters may purchase one or more of the ''Birthrights'' from the list below. | |||
==== Birthrights ==== | |||
Birthrights are a new set of special abilities that can be purchased with starting experience, representing natural abilities or the fruits of a particular upbringing. Unlike talents and skills, Birthrights can only be purchases at character creation. (Or, with GM's position, after a major story event.) | |||
* '''True Flesh:''' ''You have undergone the series of cybernetic implants which serve as the foundation for many of the Mechanicum's more esoteric personal technologies, including a potential coil, electrotattoos, nosphoric links, and bi-harmonic field emitters. These bionics give you abilities that can seem arcane to the unenlightened observer.'' You may use the "Ars Technica" skill. Furthermore, you may use the ''Mechanics'' and ''Computers'' on all Imperial technology regardless of complexity. | |||
* ''Third Eye Open:''' '' | |||
[[Category: Warhammer 40k]] | [[Category: Warhammer 40k]] |
Revision as of 20:15, 24 November 2020
Edge of the Imperium | |
---|---|
GM | |
Adam | |
Basic Module | |
Character Creation • Skills and Talents Equipment • Powers | |
New Systems | |
Void Ships • Wealth and Renown | |
House Rules | |
Alternate Archatypes |
Character creation for Edge of the Imperium follows essentially the same pattern and steps as normal character creation for Genesys, with a few alterations.
Archetype
Step one is to select a Archetype. In addition to the basic Archetypes in the core rule book, Edge of the Imperium uses the following Archetypes: Trickster, Fearless Slayer, Lore Master†, Mutant††, and Survivor.
† Lore Master Starting Skills: They may pick any 2 common knowledge or any 1 forbidden knowledge. (see skills)
†† Mutant: The mutant may spend experience on abilities as normal, up to 3 (see spending experiance).
†† The Mutant may be used to represent an Abhuman, True Mutant, or Augmentisist. These may each be subject to more or less prejudice depending on the type and nature.
Career
Step two is to select a Career.
Rogue Trader uses all of the Role-Based Careers, with a few adjustments to account for skills in use:
- Entertainer (Replace Skulduggery with Athletics)
- Explorer (Replace Brawl with Navigation)
- Healer (No change)
- Leader (No change)
- Scoundrel (replace Skulduggery with Vigilance)
- Socialite (Replace Knowledge with Lore: Imperium)
- Soldier (Replace Brawl with Mounted)
- Tradesperson (Replace Brawl with Computer)
As they are generic, these careers do not align perfectly with the characters of the 41st millennia. Alternate Career options include more setting specific careers or the use of freeform careers.
Invest Initial Experiance
Step three is to select a Invest Intiial Experiance.
During the Investment of Initial Experience, characters may purchase skills (up to rank 2) and talents as normal. There are, however, two major changes:
- Characters may not purchase an upgrade to their attribute scores (except the mutant).
- Characters may purchase one or more of the Birthrights from the list below.
Birthrights
Birthrights are a new set of special abilities that can be purchased with starting experience, representing natural abilities or the fruits of a particular upbringing. Unlike talents and skills, Birthrights can only be purchases at character creation. (Or, with GM's position, after a major story event.)
- True Flesh: You have undergone the series of cybernetic implants which serve as the foundation for many of the Mechanicum's more esoteric personal technologies, including a potential coil, electrotattoos, nosphoric links, and bi-harmonic field emitters. These bionics give you abilities that can seem arcane to the unenlightened observer. You may use the "Ars Technica" skill. Furthermore, you may use the Mechanics and Computers on all Imperial technology regardless of complexity.
- Third Eye Open: