Return to Embers of the Imperium
Return to Embers: Character Creation
This is a condensed summary of the playable races in Embers of the Imperium. Every race has one or two Starting Skills; unless specified otherwise, the hero starts with 1 rank in the skill(s) and cannot raise it above rank 2 during character creation. Starting Skills are gained before spending XP.
Creuss
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 1
| 2
| 2
| 1
| 3
| 2
|
| Wound Threshold
|
| 7 + Brawn
|
|---|
| Strain Threshold
|
| 12 + Willpower
|
|---|
| Experience Points
|
| 100
|
|---|
| Starting Skill
|
| Vigilance
|
|---|
- Incorporeal: Must wear sealed armor or an environmental suit to avoid suffering 1 strain per turn, taking Critical Injuries once strain is exceeded. Out of such a suit, can walk through objects and Brawn and Agility rolls (for both you and anyone trying to affect you) have +2 Difficulty. You don't eat, breathe, or sleep and are immune to poisons and toxins. Start with a sealed environmental suit (EOTI, p. 117).
- Insubstantial Form: Can't be treated with Medicine or dermal sealers, but when healing strain you may spend Advantage to heal wounds (1-for-1) and Advantage equal to severity (or 1 Triumph) to heal a Critical Injury.
- Ethereal Awareness: Once per session spend a Story Point to become aware of everything within long range, ignoring barriers, even hidden things.
Druaa
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 2
| 1
| 2
| 3
| 2
|
| Wound Threshold
|
| 8 + Brawn
|
|---|
| Strain Threshold
|
| 9 + Willpower
|
|---|
| Experience Points
|
| 95
|
|---|
| Starting Skill
|
| Discipline
|
|---|
- Mind Reader: As an action, make an opposed Discipline check to learn the thoughts and emotional state of a living creature within medium range. Spend 3 Advantage or 1 Triumph to discover other thoughts or memories at the GM's discretion.
Gashlai
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 3
| 2
| 2
| 2
| 2
| 1
|
| Wound Threshold
|
| 12 + Brawn
|
|---|
| Strain Threshold
|
| 12 + Willpower
|
|---|
| Experience Points
|
| 80
|
|---|
| Starting Skill
|
| Mechanics (2 ranks, may raise to 3 at character creation)
|
|---|
- Integral Combustion: You start with and normally wear a sealed environmental suit (EOTI, p. 117). Outside this suit, you suffer 1 strain per turn (unless in a 400+°C environment) and take Critical Injuries one strain is exceeded — but non-Gashlai engaged with you are exposed to fire with rating 5 (Genesys, p. 111).
- Focused Heat: You cannot be damaged by weapons with the Burn quality (whether it's activated or not). Your Melee and Brawl attacks gain Burn 2 (if it didn't already have it) and you may suffer 3 strain to trigger it instead of spending Advantage.
Hacan
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 2
| 2
| 2
| 1
| 3
|
| Wound Threshold
|
| 10 + Brawn
|
|---|
| Strain Threshold
|
| 11 + Willpower
|
|---|
| Experience Points
|
| 100
|
|---|
| Starting Skill
|
| Negotiation
|
|---|
- Savvy Negotiator: Once per session when someone deals you strain via a social skill, spend a Story Point to reduce the strain by your Cunning and have them suffer strain equal to your Cunning. (Essentially you "reflect" some or all of the strain.)
Human
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 2
| 2
| 2
| 2
| 2
|
| Wound Threshold
|
| 10 + Brawn
|
|---|
| Strain Threshold
|
| 10 + Willpower
|
|---|
| Experience Points
|
| 100
|
|---|
| Starting Skills
|
| Choose 2 non-career skills
|
|---|
- Endurance Predator: When healing strain after an encounter, heal 1 additional strain.
- Adaptable: Once per session when making a skill check, spend a Story Point to substitute any other skill. The check still uses the original characteristic.
Hylar (Surface)
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 1
| 2
| 4
| 2
| 1
| 2
|
| Wound Threshold
|
| 7 + Brawn
|
|---|
| Strain Threshold
|
| 8 + Willpower
|
|---|
| Experience Points
|
| 90
|
|---|
| Starting Skill
|
| Choose a knowledge skill (2 ranks, may raise to 3 at character creation)
|
|---|
- Vast Intellect: Once per session, spend a Story Point before making a skill check to count ranks in the skill being used as equal to your Intellect.
- Oceanic: Can breathe underwater and suffers no movement penalties for swimming. Unless you take the Deep variant below, you can also breathe oxygen and function out of the water.
Hylar (Deep)
- Variant: Deep Hylar require water to breathe; they drown (Genesys, p. 111) if exposed to the air. Start with a sealed environmental suit (EOTI, p. 117) and 95 XP instead of 90.
Letnev
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 2
| 2
| 1
| 3
| 2
|
| Wound Threshold
|
| 10 + Brawn
|
|---|
| Strain Threshold
|
| 10 + Willpower
|
|---|
| Experience Points
|
| 100
|
|---|
| Starting Skill
|
| Choose a combat skill
|
|---|
- Unchecked Arrogance: When making a Leadership or Coercion check, add 1 Success to the results. When making a Charm or Negotiation check, add 1 Threat to the results.
N'orr
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 3
| 3
| 2
| 2
| 1
| 1
|
| Wound Threshold
|
| 12 + Brawn
|
|---|
| Strain Threshold
|
| 7 + Willpower
|
|---|
| Experience Points
|
| 85
|
|---|
| Starting Skill
|
| Athletics
|
|---|
- Rugged Biology: Once per session, spend a Story Point to heal one Critical Injury with severity up to Average (2).
Naaz-Rokha
|
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| Naaz
| 1
| 1
| 3
| 2
| 2
| 2
|
|---|
| Rokha
| 2
| 2
| 2
| 3
| 1
| 1
|
|---|
| Wound Threshold (Naaz)
|
| 4 + Brawn
|
|---|
| Strain Threshold (Naaz)
|
| 10 + Willpower
|
|---|
| Wound Threshold (Rokha)
|
| 10 + Brawn
|
|---|
| Strain Threshold (Rokha)
|
| 6 + Willpower
|
|---|
| Experience Points
|
| 70
|
|---|
| Starting Skills
|
| Computers and Coordination
|
|---|
- Symbiotic Partnership: A Naaz-Rokha is a single character with one set of shared skills and talents, but each has their own characteristics. Track wounds, strain, and Critical Injuries separately. If neither are incapacitated and are within short range of each other, they get one additional maneuver per turn (the limit of two maneuvers still applies).
- Symbiotic Operation: As long as they're within short range and it makes sense to, you may choose whether the Naaz or Rokha performs any action and, when targeted by an attack or effect, which of the two is affected.
- Advancement and Death: Buy skills and talents normally; characteristics must be raised separately for each. If one of the two beings dies, they cannot be replaced; continue playing without them or retire the character.
- Need a Lift?: Rokha are silhouette 1 but Naaz are silhouette 0 and can be carried by the Rokha in a shoulder harness.
Saar
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 1
| 2
| 2
| 3
| 2
| 2
|
| Wound Threshold
|
| 8 + Brawn
|
|---|
| Strain Threshold
|
| 9 + Willpower
|
|---|
| Experience Points
|
| 110
|
|---|
| Starting Skill
|
| Astrocartography
|
|---|
- Resourceful: Once per session when engaged with an item, spend a Story Point to either fully repair it or inflict major damage on it (Genesys, p. 89).
Shikrai
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 3
| 2
| 1
| 2
| 2
|
| Wound Threshold
|
| 9 + Brawn
|
|---|
| Strain Threshold
|
| 9 + Willpower
|
|---|
| Experience Points
|
| 100
|
|---|
| Starting Skill
|
| Coordination
|
|---|
- Avian Agility: Once per session when making an Agility-linked skill check, spend a story point to add 2 Success and 2 Advantage to the results.
Titan
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 4
| 1
| 2
| 1
| 2
| 3
|
| Wound Threshold
|
| 14 + Brawn
|
|---|
| Strain Threshold
|
| 7 + Willpower
|
|---|
| Experience Points
|
| 60
|
|---|
| Starting Skill
|
| Discipline
|
|---|
- Titanic: Silhouette 2. Increase encumbrance threshold by 4.
- Biomechanical: Doesn't breathe and can survive in vacuum. Must sleep. Eats a moderate amount of silicates and minerals instead of food.
Winnu
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 2
| 1
| 2
| 1
| 3
| 3
|
| Wound Threshold
|
| 9 + Brawn
|
|---|
| Strain Threshold
|
| 10 + Willpower
|
|---|
| Experience Points
|
| 90
|
|---|
| Starting Skill
|
| Leadership
|
|---|
- Righteous: Once per session when you're targeted by a skill check, spend a Story Point to add 3 Failure to the results.
Xxcha
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 3
| 1
| 2
| 1
| 3
| 2
|
| Wound Threshold
|
| 10 + Brawn
|
|---|
| Strain Threshold
|
| 10 + Willpower
|
|---|
| Experience Points
|
| 90
|
|---|
| Starting Skill
|
| Vigilance
|
|---|
- Extremely Tough: Once per session after you're hit by an attack, spend a Story Point to double your Soak. This applies before any Soak reduction for Breach, Pierce, etc.
Yssaril
| BRA
| AGI
| INT
| CUN
| WIL
| PRE
|
|---|
| 1
| 2
| 2
| 4
| 2
| 1
|
| Wound Threshold
|
| 8 + Brawn
|
|---|
| Strain Threshold
|
| 10 + Willpower
|
|---|
| Experience Points
|
| 90
|
|---|
| Starting Skill
|
| Stealth
|
|---|
- Diminutive: Silhouette 0.
- Chameleonic: Once per session spend a Story Point to add 2 Success to your Stealth check or 2 Failure to anyone's Vigilance or Perception check to perceive you.