EotI Character Creation

From The Z-Team Wiki
Revision as of 22:50, 11 December 2020 by Quicksilver (talk | contribs) (→‎Birthrights)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Edge of the Imperium
Rogue Trader Logo.jpg
GM
Adam
Basic Module
Character CreationSkills and Talents
EquipmentPowers
New Systems
Void ShipsWealth 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 (10 xp): 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 (10 xp):: You were born with the Naviagor's mutation, a third Warp-Eye in the center of their forehead. Using this warp eye, the Navigator can look directly into the immaterial world of the Warp without suffering mutation and or insanity. With training, this eye can also be used to draw forth the raw warp into the material world, changing the very reality around them. You may use the Ars Occulum skill. Furthermore, you may use Perception and Vigilance to perceive activities in the warp. You are immune to Fear checks caused by witnessing warp activity. (You may be affected by reality-based Fear as normal, including manifested demons.)
  • Psychic Awakening (10 xp): You are part of the great Psychic Awakening, able to use the power of the warp to change the nature of reality. Feared, hated, and utterly required for the greater function of the Imperium, being a psycher changes the very way you interact with the world. You may use the the Ars Mentum skill. Furthermore, you may use the Perception and Vigilance skills to perceive active and residual effects of the warp on reality.
  • Soul Bound (15xp): As part of your Psychic Awakening, your soul was tied to that of a greater entity of the warp, be that the Emperor, and Aldari God or a Greater Demon. This connection can help protect you from the worst effects of warpcraft. Perils of the Warp effects from Ars Mentum rolls cost one additional despair to activate. Must have Psychic Awakening.
  • Astropathic Binding (10xp): You have undergone the ritual of becoming an Imperial Astropath, greatly increasing your sensitivity and power of your telepathic abilities, at the cost of burning out your eyes and ability to see. Increase the range of your [-] abilities to [-]. This applies only to messages sent from or received by others with the Astropathic Binding birthright.
  • Peer (15 xp):: You are known, respected and recognized as a member of one of the major power groups in or beyond the Imperium, such as the Imperial Navy, Adeptus Arbites, or even the Inquisition. These connections can open doors or provide resources that would otherwise be out of reach. Allows interaction and access to the group in question.
  • Authority: You have raised to a position of importance in one of the great organs of the Imperial organizations. This allows you to more easily reach people of importance or call upon the resources of the organization. Reduce the difficulty of interaction and access with the stated organization by one. Must have Peer in the same organization.