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Imperium Maledictum
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==Player Choices== *'''Origin''': Your homeworld doesn't really affect as much as it used to. Now all it provides is a +5 to one stat and another +5 in one in a set of three other stats, plus one minor piece of equipment. **Available Options: Agri World, Feudal World, Feral World, Forge World, Hive World, Shrine World, [[Schola Progenium]], Void Born *'''Faction''': Not necessarily the same as your patron's faction. This provides not only additional stat boosts and a bonus point of influence with the faction in question, but also your first skill bumps as well as a relevant talent. **''Adeptus Administratum'': As befits a pencil pusher of the Imperium, you have training in a lot of smarts-based skills as well as the Data Delver talent to make it easier to study things. **''Adeptus Astra Telepathica'': While all Telepathica agents have the same skill focus on either resisting channeling psychic powers, the talents are the most divers from either being a sanctioned psyker, a Blank, or someone who's capable of resisting psychic powers thanks to stubborn faith. **''Adeptus Mechanicus'': Another absolute nerd with plenty of Intelligence based skills. Rather than weapons, you get two augmetics from two different lists. **''Adeptus Ministorm'': Can specialize more in lore, healing or resisting. Starts with the Faithful (Imperial Cult) talent to invoke the church's willpower for advantage. **''Astra Militarum'': The army-man with skills focused on fighting. Comes with the Drilled talent to resist feat alongside others with that talent and has the best choice of weapons. **''Imperial Navy'': Somewhat mobile, somewhat smart with the Void Legs talent to represent their training in low-gravity environments. Absolutely cheesetastic for getting access to Void Suits for an instant 3 AP in all locations. Stack with some robes for a walking tank. **''Infractionists'': Don't come here for Solars, you're getting the least of them here. You are however plenty sneaky with the Well-Prepared talent to grab random shit from hammerspace. You also have a free common weapon and tool, but both are shit on account of having the Ugly (Penalties for interacting people who care about appearances) and Shoddy (Penalties to SLs for hitting with weapons/skill tests on the item) qualities on them. **''Inquisition'': Plenty skilled with knowledge and spotting, with the Ever Vigilant talent even letting them spot hidden foes with ease. **''Rogue Trader Dynasty'': A lot more adept in social skills, with the Dealmaker talent to help with haggling. Comes with a shitton of Solars so you can buy a nice weapon on the outset. *'''Role''': What differentiates you from other schmucks, complete with more skill bumps (including specializations) as well as all the most relevant gear. **''Interlocuter:'' The Face, as the name is an antiquated term for a person in a conversation. Of course, you get the most social skills available. **''Mystic:'' The [[Psyker]]. Of course, taking Telepathica as a faction makes this way easier if you picked being a psyker there for instant sanctioning and instead get more powers. **''Penumbra:'' The [[Rogue]], as it were. Best suited for stealthy things and shooting, including starting with a goddamn sniper rifle. **''Savant:'' The nerd. Whether it's medical know-how, academic knowledge or technology, you have the means to work with any of them. **''Warrior:'' Your basic fighty dude, complete with all the gear needed to fight either up close or at range. **''Zealot:'' Somewhat of a leader, somewhat of a frontline tank and frontline combatant.
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