Talk:EotI Character Creation: Difference between revisions

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{{infobox Edge of the Imperium}}
{{infobox Edge of the Imperium}}


==Design Notes: Birthright==
=== Archetype ===
My first attempt to replace the basic Archetypes from Genesys (or species, back when I was converting this from EotE) was the same as the Dark Heresy conversion used - homeworlds. However, looking back over experience with my own group's characters (Forge-nobility, void-station forges), as well as the exploding number of variations on the homeworld theme made me wonder if there was a better way to capture someone's fundamental nature in the Imperium. A glance back at the Origin Chart, along with an unrelated discussion on the Feudal Japanese class system made me think that it was not so much where someone was born, but to what station they were born that would shape a citizen of the Imperium.  Thus, birthright replaces archetype for this system.
This section was originally "Background" and included everything that is now under the House Rules. However, after the first Genysis test game with an Inquisitorial Team, I decided to revert back to my original core intent to change as little as possible. While the backgrounds were thematic, they are not really a necessary change to make the system function in 40k/Rogue Trader


===Noblility===
=== Career ===
Part of the driver from Homeworld to Birthright, the Nobility choice is a particularly important one for Rogue Trader, where the likelihood of a PC being nobility is very highThis drove two particular facets of this birthright - one, in an effort to make it a little more distinct I descriptively closed up how far down the nobility this birthright is based around - tying it only the uppermost peers.  Secondly, I went for traits that wouldn't be particularly adaptable in an effort to make it a little less of a default choice.
Careers essentially went the same way as Archetypes. For a while, I was all set to change them around, create new ones, and/or throw them out entirely, but in the end, I decided that the simplest solution was best and just continue using the system as builtThat said, Careers are a harder fit than Archetype, and using one of the alternate career options is likely how I would play it.


===Gentry===
=== Spending Exeriance ===
Gentry, which I'm still not sure I'm happy with the name for, is really supposed to be kind-of the default choice - not unlike "human" in Star Wars. I went with a willpower bonus instead of a flat six-twos across the board, however, to both emphasize the faith-centered normality and force a level of specialization among the characters.  Particularly because it isn't particularly expensive to bring a 1 back up to a 2 with xp if one doesn't like playing with that kind of deficit.
This is the biggest change of all the character creation areas - and in many ways from the base system itself. These are split into two separate changes:


===Savant===
'''Attrabutes'''
The Imperium is full of super-specialized people and they often make good characters, particularly in larger adventuring parties.  The Savant was built with both of these in mind. Like Gentry, I expect this will be a fairly common choice for a lot of character types, particularly intelligence based individuals.
This was one of the major changes that came out of the theory-crafting and test cases. As we have seen in Star Wars in regards to vehicles and monsters, the Genesys system struggles with things that are significantly stronger/better than humans. However, there are a lot of those in 40k - from abhumans (like ogryn) to transhuman (Space Marine) to the myriad of xenos; most things in the galaxy are beyond what an unaugmented human can reach. Unfortunately, the general system strongly supports people getting 3's or even 4's at character creation and can reach 5 with dedication. That doesn't leave much room for superior beings.


===Menial===
Rather than having to go the way Dark Heresy did with it's "Unnatural Attribute" (which would have been a whole new complicated system), it made more sense to me to limit the extent of humanity. By preventing the purchase of Attribute increases, all 'normal humans' have at most a "3" to start. This means that a "3" really defines someone who is peak human. And gives the full stretch of 4, 5 & 6 for superhuman beings.  
Another birthright that started more from a story/lore perspective then character-mechanical idea, the stories of the Imperium are full of the toiling masses. The addition of a Brawn-based Archetype is usually welcome anyway.


===Stubjack===
Some tests and experience with Star Wars, as well, shows that limiting attributes is not so departmental to activities as it might appear. With skills and Talents, there is still a lot of ways to be good at what you do.
The only war nature of Warhammer is really what makes this a viable birthright. Plus, it's nice to provide an easy option for the gun-bunnies of the RPG world.


===Scapegrace===
'''Birthright'''
Honestly, this one started because I like the name. But in the end, it was a nice was to catch all of the backgrounds that involve people who were not really part of the Imperial Machinery, particularly the ever popular Death World survivalistThe realization that jungle death world and underhive scavenger are essentially the same background was another thing that drove me to use birthright instead of homeworld.  
The 40k universe is well known for the extensive number of things related to genetics, birth, or secret cults. I did not, however, want to end up tieing every such group (like techpriests, navigators, psychers, etc.) to a particular set of stats or background characteristics. The easiest solution seems to be to create a new set of "talents' that could only be purchased at character creation, but by decoupling them from Talents, they don't affect talent progression, and I can set them to whatever XP cost makes sense to balance them against each otherThis also let me decouple them from careers, so I did not have to make custom careers and prevents all Navigators, Psychers, and Techpriests from having all the same skills. It also keeps them from being very limited in-class skills.
 
It is worth noting that all the "magic" is locked behind these birthrights, this is intentional. Powers in 40k are major definitions of character and gaining access to them in-game should be a rules-busting GM call regardless.


[[Category: Warhammer 40k]]
[[Category: Warhammer 40k]]

Latest revision as of 18:56, 11 December 2020

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

Archetype

This section was originally "Background" and included everything that is now under the House Rules. However, after the first Genysis test game with an Inquisitorial Team, I decided to revert back to my original core intent to change as little as possible. While the backgrounds were thematic, they are not really a necessary change to make the system function in 40k/Rogue Trader

Career

Careers essentially went the same way as Archetypes. For a while, I was all set to change them around, create new ones, and/or throw them out entirely, but in the end, I decided that the simplest solution was best and just continue using the system as built. That said, Careers are a harder fit than Archetype, and using one of the alternate career options is likely how I would play it.

Spending Exeriance

This is the biggest change of all the character creation areas - and in many ways from the base system itself. These are split into two separate changes:

Attrabutes This was one of the major changes that came out of the theory-crafting and test cases. As we have seen in Star Wars in regards to vehicles and monsters, the Genesys system struggles with things that are significantly stronger/better than humans. However, there are a lot of those in 40k - from abhumans (like ogryn) to transhuman (Space Marine) to the myriad of xenos; most things in the galaxy are beyond what an unaugmented human can reach. Unfortunately, the general system strongly supports people getting 3's or even 4's at character creation and can reach 5 with dedication. That doesn't leave much room for superior beings.

Rather than having to go the way Dark Heresy did with it's "Unnatural Attribute" (which would have been a whole new complicated system), it made more sense to me to limit the extent of humanity. By preventing the purchase of Attribute increases, all 'normal humans' have at most a "3" to start. This means that a "3" really defines someone who is peak human. And gives the full stretch of 4, 5 & 6 for superhuman beings.

Some tests and experience with Star Wars, as well, shows that limiting attributes is not so departmental to activities as it might appear. With skills and Talents, there is still a lot of ways to be good at what you do.

Birthright The 40k universe is well known for the extensive number of things related to genetics, birth, or secret cults. I did not, however, want to end up tieing every such group (like techpriests, navigators, psychers, etc.) to a particular set of stats or background characteristics. The easiest solution seems to be to create a new set of "talents' that could only be purchased at character creation, but by decoupling them from Talents, they don't affect talent progression, and I can set them to whatever XP cost makes sense to balance them against each other. This also let me decouple them from careers, so I did not have to make custom careers and prevents all Navigators, Psychers, and Techpriests from having all the same skills. It also keeps them from being very limited in-class skills.

It is worth noting that all the "magic" is locked behind these birthrights, this is intentional. Powers in 40k are major definitions of character and gaining access to them in-game should be a rules-busting GM call regardless.