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The vast majority of the 14 Trillion citizens of the Imperium do not really have this culture, but instead have that of the homeworld upon which they exist. Most people never set foot off of the soil of the planet on which they were born, and so each homeworld tends to have it's own distinct culture. If you play one of those, one who has only recently left their homeworld (perhaps has only been through one term of service), you may want to make up a creative homeworld culture to represent what that world is like.

But there are a few who do leave the culture of their homeworld early enough to be inculcated in the somewhat generic interstellar culture of the imperium. And, of course, there are the nobility and wealthy who often live their entire lives in the interstellar culture. The Travellers, the characters that the players will run, will have military backgrounds that likely have had them in the interstellar culture since age 18. So any PC from the Imperium can have this culture, based on this fact alone.

Imperial Secrets

Secret of Nobility

This secret grants it's owner the rights and privileges of a noble of the Imperium. It may be taken several times, each time it is taken moving one up the scale of power:

  • Knight
  • Baronet
  • Baron
  • Marquis
  • Viscount
  • Count
  • Duke
  • Archduke
  • Imperial Family

The Secret of Membership

You are a member of the Traveller's Aid Society. (This is Imbuement related to social conflicts and "organizing" planet-side)

Imperial Keys

Key of Cosmopolitanism

The character understands well that the Imperium is a place of many diverse cultures, and tries to get along well with as many as possible. Gain 1 XP for learning about somebody else's culture. Gain 2XP for following a local custom. Gain 5 XP for giving up something important in order to conform to somebody's culture. Buyoff: Insult somebody's culture, or refuse to find a part of it acceptable.

The Key of the Scout

You are an ex-Scout. Gain 1 XP any time you render aid to a fellow Scout or the Service. Gain 2 XP when you do so at considerable risk. Gain 5 XP when called back into the Service. Buyoff: Fail to render services to the Scouts when called upon.

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Page last modified on September 27, 2007, at 04:21 PM by MikeHolmes

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