EotI Skills and Talents

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Edge of the Imperium
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GM
Adam
Basic Module
Character CreationSkills and Talents
EquipmentPowers
New Systems
Void ShipsWealth and Renown
House Rules
Alternate Archatypes

General Skills

Skill Attrabute Note
Athletics
Brawn
As per Genesys Core
Cool
Presence
As per Genesys Core
Coordination
Agility
Modified Genesys Core
Commerce
Intellect
New Skill
Disipline
Willpower
As per Genesys Core
Drive
Agility
As per Genesys Core
Helm
Cunning
New Skill
Medicae
Intellect
Genesys Core (Medicine)
Mechanics
Intellect
As per Genesys Core
Navagation
Intellect
Modified Genesys Core (Astrocartography)
Perception
Cunning
As per Genesys Core
Pilot
Agility
As per Genesys Core
Resiliance
Brawn
As per Genesys Core
Stealth
Cunning
Modified Genesys Core
Streetwise
Cunning
Modified Genesys Core
Survival
Cunning
Modified Genesys Core
Tech-Use
Intillect
Modified Genesys Core (Computers)
Vigilance
Willpower
As per Genesys Core

Combat Skills

Skill Attrabute Note
Melee
Brawn
Modified Genesys Core
Ranged
Agility
Modified Genesys Core
Emplaced
Agility
New Skill
Gunnery
Intellect
New Skill

Social Skills

Skill Attrabute Note
Charm
Presence
Genesys Core
Coersion
Willpower
Genesys Core
Deception
Cunning
Genesys Core
Leadership
Presence
Genesys Core
Negotation
Presence
Modified Genesys

Knowledge Skills

Skill Attrabute Note
Imperium
Brawn
New Skill
Education
Agility
New Skill
Astromancy
Agility
New Skill
Warfare
Intellect
New Skill

Forbidden Lore Skills

Skill Attrabute Note
Imperium
Brawn
New Skill
Technology
Agility
New Skill
Xenology
Agility
New Skill
Warp
Intellect
New Skill

Skill Discriptions

Coordination

Your character should use this skill if…

  • You wish to perform delicate or precise physical actions, like setting an explosive.
  • You wish to perform 'slight of hand' tricks.

Your character not should use this skill if…

  • you wish to act against another character undetected, such as when pickpocketing. That is Stealth.

Commerce

Commerce represents the knowledge and understanding an individual might possess about microeconomics, macroeconomics, trade practices, business relations and business operations. Such skill is deeper than mere knowledge of the subject’s existence and principles, and instead reflects a degree of familiarity and ability to utilize and manipulate to the character's advantage. This skill differs from Knowledge: Imperium, which would cover individuals and company information, as well as from Knowledge: Education, which would cover economic theory and history. Commerce deals with the heart of trade and profit in the Imperirum.

Your character should use this skill if…

  • Your character wants to get the best price for a shipment of goods.
  • Your character wants to establish charters, trading agreements, or companies

Your character not should use this skill if…

  • Your character wants to get the best price on a few items from a particular individual; this is governed by Negotiation.

Helm

Helm represents the skills and training to maneuver the massive, kilometer long vessels that ply the space lanes of the 41st Millenium. Unlike driving a land vehicle or piloting a small craft, voidships do not have wheels, sticks, or other forms of direct control. Instead, the Helm must manage and react to changes in dozens, if not hundreds, of power and thrust readings to manage inertia, gravity and other phenomena that would call a voidship off its course.

Your character should use this skill if…

  • Your character wants to dock an engine damaged voidship with the repair port.
  • Your character wants to take a cruiser through an asteroid field without damage.

Your character not should use this skill if…

  • Your character wants to operate a spacecraft direct controls or a cockpit; this is governed by Pilot.
  • Your character wants to operate a massive land vehicle: this is still governed by Drive.
  • Your character wants to perform rutine, open-void travel.

Navagation

Navigation represents the skills and training to read charts and maps, as well as using the various navigational tools of the 41st Millenium. Navigation, even in its most basic form, involves careful study, cryptographic understanding, and mathematical precision. It differs from survival, which is focused on immediate situations and unknown variables, and from Astromancy, which studies the star systems themselves rather than the routes within or between them.

Your character should use this skill if…

  • Your character wants to use a map to determine the character's location.
  • Your character wants to plan a route through the warp to another star system.

Your character not should use this skill if…

  • Your character wants to find a way around an immediate hazard, such as a rockslide; this is governed by Survival.
  • Your character wants to know about star systems or stellar phenomena: this is governed by Knowledge: Astromancy.
  • Your character is finding their way around a well-marked area with a clear map.

Tech-Use

Technology in the Imperium is a secretive, venerated thing. Instructions and procedures are enshrined as sacred rites and control systems obfuscated, deliberately or otherwise, prevent most from understanding all but the most basic functions. The TechUse skill governs the character's understanding of how to successfully interact with advanced technology. This includes operating heavy machinery and cogitators, securing access to protected cogitator banks, and understanding the proper rites and rituals surrounding the use of advanced systems. While typically used to ensure a machine's proper function, advanced tech-use can also bypass or corrupt these functions.

Your character should use this skill if…

  • Your character wants to access a secure cognator database.
  • Your character wants to dial in an Auspex on an unusual reading.
  • Your character wants to effectively communicate a change of orders to a servitor.

Your character not should use this skill if…

  • Your character wants to perform a routine or basic activity such as activating a recaff machine or entering a known access code.
  • Your character wants to build or repair a piece of technology; this is governed by Mechanics.
  • Your character wants to analyze or understand the differences between basic, master crafted and archaic technology; this is governed by Forbidden Lore: Technology

Ranged

An almost incomprehensible myriad of ranged weapons exist within the Imperium, and even more among the xenos it fights against. The Ranged skill governs the character's ability to strike a target with any kind of hand-, wrist- or shoulder-held item, from throwing a stone to firing a suspensor-modified plasma cannon. Ranged differs from Emplaced in that the weapon in question is supported and maneuvered by the character performing the action.

Your character should use this skill if…

  • Your character wants to toss a grenade.
  • Your character wants to fire a bolt gun.
  • Your character wants to spray down an area with the chaingun they ripped from it's mounting.

Your character not should use this skill if…

  • Your character is using a weapon that is mounted on a tripod, swivel, turret or similar device; that is governed by Emplaced
  • Your character is using a weapon that uses input coordinates or isn't fired at the intended target; that is governed by Gunnery.
  • Your character wants to repair, modify or work on a weapon; that is governed by Mechanics.

Emplaced

Although most brave citizens and soldiers of the Imperium are forced to rely on weapons they can carry, many of the most powerful weapons do not provide the luxury of being so easily moved. The Emplaced skill governs the use and accuracy of any weaponry that is mounted on some form of full support structure - anything from a heavy stubber on a tripod or 'U' mount to the multi-crewed turret of a Baneblade.

Your character should use this skill if…

  • Your character wants to fire an Astra Millitarum issue lascannon
  • Your character wants to fire the turret weapon of a Chimera.

Your character not should use this skill if…

  • Your character is using a weapon that has been removed from it's mounting; that is governed by Ranged.
  • Your character is using a weapon that uses input coordinates or isn't fired at the intended target; that is governed by Gunnery.
  • Your character wants to repair, modify or work on a weapon; that is governed by Mechanics.

Gunnery

Once a battle or weaponry reaches a critical size or complexity, the ability to hit a target becomes less a matter of the gunner's accurate movement, but of their ability to correctly log the enemy and inform the weapon system. The Gunnery skill governs the use and accuracy of any weapon that is fire indirectly, uses a cognator to target the weapon, or has such massive crew requirements they cannot be aimed by a single person. In particular, this skill is used for all Voidship cannons.

Your character should use this skill if…

  • Your character wants to plot a rolling bombardment from a Basalisk company.
  • Your character wants to target a skyspear missile to strike an approaching aircraft
  • Your Character wants to fire a broadside from their dyastic flagship.

Your character not should use this skill if…

  • Your character is using a weapon that is pointed directly at (or just leading) it's intended target.
  • Your character wants to repair, modify or work on a weapon; that is governed by Mechanics.

Negotiation

Your character not should use this skill if…

  • Your character is buying or selling a lot of items to a business or dropping them on the market.
  • Your character is establishing trade contracts under the normal Imperial law.

Knowledge: Imperium

Once a battle or weaponry reaches a critical size or complexity, the ability to hit a target becomes less a matter of the gunner's accurate movement, but of their ability to correctly log the enemy and inform the weapon system. The Gunnery skill governs the use and accuracy of any weapon that is fire indirectly, uses a cognator to target the weapon, or has such massive crew requirements they cannot be aimed by a single person. In particular, this skill is used for all Voidship cannons.

Your character should use this skill if…

  • Your character wants to plot a rolling bombardment from a Basalisk company.
  • Your character wants to target a skyspear missile to strike an approaching aircraft
  • Your Character wants to fire a broadside from their dyastic flagship.

Your character not should use this skill if…

  • Your character is using a weapon that is pointed directly at (or just leading) it's intended target.
  • Your character wants to repair, modify or work on a weapon; that is governed by Mechanics.

Talents (Changes)

  • Bacta Specialist: Talent renamed Sanguinary. Remove reference to bacta tank.
  • Bad Motivator: Talent renamed Machine Curse.
  • Bypass Security: Replace Computer with Use Technology
  • Codebreaker: Remove the reference to Computer
  • Defensive Slicing: Remove this Talent
  • Defensive Slicing (Improved): Remove this Talent
  • Familiar Suns: Replace Knowledge: Outer Rim and Knowledge: Core Worlds with Knowledge: Astromancy and Knowledge: Imperium respectively.
  • Force Rating: Talent renamed Psy Rating
  • Full Throttle: Replace Pilot check with Pilot or Drive check. Replace ship’s with vehicle’s
  • Full Throttle (Supreme): Replace ship’s with vehicle’s
  • Inventor: Talent renamed Artisan
  • Jury Rigged: Talent renamed Master Crafted
  • Master Pilot: Replace starship with aerospace craft, replace Pilot (Space) with Pilot
  • Master Starhopper: Replace Astrogation check with Navigation check to navigate in relapse
  • Natural Pilot: Replace Pilot (Space) with Pilot
  • Natural Programer: Remove this talent.
  • Skilled Jockey: Replace Pilot (Planetary) and Pilot (Space) with Pilot and Drive respectively.
  • Skilled Slicer: Remove this talent.
  • Speaks Binary: Talent renamed Techna-lingua, replace non-player droid with servitor.
  • Surgeon: Talent renamed Churgeon
  • Technical Aptitude: Remove this talent.
  • Tinkerer: Talent renamed Perfect Form
  • Utinni!: Talent renamed Restorationist

Talents (New)

  • Soul Bound: The character has been bound to some great warp entity (Elder God, Greater Deamon, The Emperor) and is granted a measure of protection by them. After rolling to activate a psychic power, the character may discard 1 black pip per rank of Soul Bound.
  • Third Eye Open: This character has a Navigator's eye. This renders him immune to insanity or corruption from exposure to the warp or warp creatures. This talent grants access to Navigator Powers, as well as particular Voidship actions.