EotI Skills and Talents

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

Skill List

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
Intellect
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
Intellect
New Skill
Education
Intellect
New Skill
Astromancy
Intellect
New Skill
Warfare
Intellect
New Skill

Forbidden Lore Skills

Skill Attrabute Note
Imperium
Intellect
New Skill
Technology
Intellect
New Skill
Xenology
Intellect
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.

Stealth

Your character should use this skill if…

  • Your character wants to pick the pocket of a fellow partygoer.

Survival

Your character not should use this skill if…

  • Your character wants to plot a course through the wilderness to a destination; this is governed by Navigation.

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

This knowledge skill covers information about the customs, dogma, cultures, structure and famous segments of the Imperium as a whole. At lower levels, it can represent keeping an ear and eye out to what those around you know and are doing, though higher levels usually imply some form of dedicated study (or just a very inquisitive nature).

Your character should use this skill if…

  • Your character wants to know the name of the sector governor.
  • Your character wants to know at what hour the church would ring five bells.
  • Your character wants to know the Treaty of Mars granted the Adeptus Mechanicus extraterriorality of their Forge Worlds.

Your character not should use this skill if…

  • Your character trying to operate according to their normal place in Imperial society; this usually does not require a check.
  • Your character wants to know about any form of suppressed or proscribed knowledge, such as about the Warp or the Inquisition; this is governed by Forbidden Lore.

Knowledge: Education

This knowledge skill covers the studied scripts of the ars liberalis. This skill tends to govern knowledge acquired for placement in society and for its own sake. Such categories include grammar, logic, rhetoric, music, visual arts, performing arts, and dance. This skill also covers the topics of theology and both Imperial and Common law.

Your character should use this skill if…

  • Your character wants to know the proper steps for the latest waltz
  • Your character wants to know the proper conjugation of a word in High Gothic.
  • Your character wants to know the five accepted doctrines of the Mystery of Saint Celistine's Resurrection.

Your character not should use this skill if…

  • Your character trying to operate according to their normal place in Imperial society; this usually does not require a check.
  • Your character wants to know about any form of suppressed or proscribed knowledge, such as about the Warp or the Inquisition; this is governed by Forbidden Lore.

Knowledge: Astromancy

This knowledge skill covers the study of the stars, their planets, and the natural (and unnatural) phenomena that can be found among them. This skill governs both rote bits of knowledge about known planets, systems and phenomena as well as the underlying theories and probabilities of particular reading, signs, and measure have to reveal unobserved objects. It also covers standard catalog and reference techniques, making it critical for creating usable steller maps.

Your character should use this skill if…

  • Your character wants to know about a nearby system with an asteroid belt the ship can hide in.
  • Your character wants to write a codex of their recent Warp travels to sell to the highest bidder.
  • Your character wants to know that peculiar Auspex readings from a particular yellow star suggest the presence of a voidstation in orbit.

Your character not should use this skill if…

  • Your character is trying to get between two points in space; that is governed by Navigation.
  • Your character wants to know about settled planets; that is governed by Knowledge: Imperium.
  • Your character wants to know why a warp storm may have just appeared; that is governed by Forbidden Lore: Warp

Knowledge: Warfare

This knowledge skill covers acquired and studied knowledge of warfare in the Imperium. In one capasity this skill governs tactical knowledge, both in the historical and prescribed methods as well as innovative and adaptive techniques. In its other capacity, this skill governs historical and current knowledge about the military forces of the Imperium, including famous commanders, regiments, and battles.

Your character should use this skill if…

  • Your character wants to know about the campaigns of Lord Solar Macharius.
  • Your character wants to know the proper way to deploy forces against an ork attack.
  • Your character wants to recite St. Drusius's pre-battle speech from the 4th battle of Secundus.

Your character not should use this skill if…

  • Your character wants to know about the philosophy, weapons or nature of an alien warrior; that is governed by Forbidden Lore: Xenology
  • Your character wants to know about a suppressed battle or military organization; that is governed by Forbidden Lore: Imperium.

Forbidden Lore: Imperium

This Forbidden Lore, like all of its counterparts, contains information the common man was not meant to know, and in the wrong hands could cause heresy, death or worse. In particular, Forbidden Lore: Imperium governs all of the suppressed knowledge about the workings of the Imperium itself, including the Inquisition, Adeptus Mechaincus, and the Ecclesiarchy.

Your character should use this skill if…

  • Your character wants to know the structure and power-plays of the Inquisition.
  • Your character wants to know the relationship between a Magos Dominus and a Magos Myradon
  • Your character wants to know the true story behind the Horus Heresy.

Your character not should use this skill if…

  • Your character wants to know basic information about a society they are a member of; this does not require a roll.
  • Your character wants to know about imperial technology; that is governed by Forbidden Lore: Technology
  • Your character wants to know about Chaos or psychers; that is governed by Forbidden Lore: Warp.

Forbidden Lore: Technology

To the common masses of the Imperium and even those who use it regularly, technology is an arcane and incomprehensible art. To the enlightened few, however, its inner workings begin to make more sense and patterns emerge. This skill governs both rote memorization of established patterns and practices as well as knowledge of symbols, subassemblies and underlying theories behind the weapons of the Imperium.

Your character should use this skill if…

  • Your character wants to know if an auspex is a sanctioned model.
  • Your character wants to know how to modify a bolter for selective fire.
  • Your character wants to tell the difference between an M40 Lasgun, and M31 Lasgun (from the heresy) and an archotech Lasgun.

Your character not should use this skill if…

  • Your character wants to know basic information about technology in normal use around them; that usually does not require a roll.
  • Your character wants to know about alien technology: that is governed by Forbidden Lore: Xenology.
  • Your character wants to use or perform repairs on a particular item of technology; that is governed by Tech-Use and Mechanics respectively.

Forbidden Lore: Xenology

The common masses of the Imperium do not need to know any more about the alien then that they should hate the alien. Even the brave soldiers that face off against them in battle are told little more than what part to shoot and what weapon to use. Forbidden Lore: Xenology provides knowledge and learning about the various alien threats (and even benefits) that surround the Imperium, from the nearly ubiquitous Orks to Xenos with pocket empires smaller than the T'au.

Your character should use this skill if…

  • Your character wants to know the difference between Yu'voth crystal and Elarian crystal.
  • Your character wants to know that Orks are really a form of intelligent fungus.
  • Your character wants to know that the stone in the hilt of an Aeldari Diresword contains the captured essence of and Aeldari soul.

Your character not should use this skill if…

  • Your character wants to know basic information about commonly encountered aliens (such as Orks are green and strong.)
  • Your character wants to know about creatures of the immaterium; that is governed by Forbidden Lore: Warp.
  • Your character wants to use an alien device; that is governed by Tech-Use.

Forbidden Lore: Warp

The common masses of the Imperium do not need to know any more about the Warp then that it is the stuff of nightmares and only their Faith can provide armor against it. Even many psychers, who call upon the powers of the Warp to affect the real world know little to nothing about the nature of the energy they wield. Forbidden Lore: Warp covers all topic about both the Warp itself, its citizens (demons and gods) and people and creatures that call upon it for power. Off all the Forbidden Lores, it is truly the most damning to know.

Your character should use this skill if…

  • Your character wants to know identify a particular type of demon.
  • Your character wants to know potential powers a rogue psycher could use.
  • Your character wants to know the rivalry between Tzeench and Nurgle.

Your character not should use this skill if…

  • Your character wants to know sanctioned Imperial Psychers in society; that is Knowledge or Forbidden Lore: Imperium.
  • Your character wants to know about alien psychers: that is Forbidden Lore: Xenology.
  • Your character wants to use psychic powers; that is governed by psychic skills and powers.

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.