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<blockquote data-quote="aramis erak" data-source="post: 9849611" data-attributes="member: 6779310"><p>I've only skimmed it...</p><p>Starting atts the traditional 2d10+20 each... WS, BS, S, T, Ag, Int, Per, Wil, Fel. Or, start all at 20, and spread 90 points (4-18 per att). If you take rolls in order, you get bonus XP. If you reorder the rolls, take fewer bonus XP. If you reroll one and swap around, no bonus XP, if you point build, no bonus XP.</p><p>Origin: pick and no bonus XP, roll, and get bonus XP. Gives two atts +5 and a bit of equipment</p><p>Faction: Roll and get bonus XP, or Pick and get no bonus. Origin sets roll column. Gives 2 atts +5 each, 5 skill Advances, 1 talent (or several implants), 1 influence, more gear</p><p>Role: roll and gain more bonus XP, or pick but get no bonus XP. 4 talents, 3 skill advances, 2 specializations</p><p></p><p>Origin, faction, and role advances are restricted to pick from list.</p><p></p><p>Maxima: each of the 20 skills caps 4 advances (skill ranks) at +5% each (vs DH's 3@+10 each). But you also can have 4 advances in a specilization, also +5 each%. Cost for advances is uniform table, not by archetypes; advances in atts are +1, and the costs vary widely by current att; superhuman (>60) gets frightful expensive, skills are 5 per advance, and increase by advances in skill; specializations cost same as skills. Peak human without augmentations etc is thus 60% (att)+20% (skill)+20% (specialization) Maximum starting looks to be about 60-70 total chance with a skill. Talents are flat rated for XP cost.</p><p>Only a few skills are restricted by character gen; there are a few, tho.</p><p></p><p>The advancement is where it really differs strongly from DH. DH limits strongly your choices, while IM doesn't.</p><p></p><p>The character archetypes are broader, but still comparable to DH, without the emphasis on being inquisitors' investigators.</p><p></p><p>It shows clear lineage, but it's not the same game.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9849611, member: 6779310"] I've only skimmed it... Starting atts the traditional 2d10+20 each... WS, BS, S, T, Ag, Int, Per, Wil, Fel. Or, start all at 20, and spread 90 points (4-18 per att). If you take rolls in order, you get bonus XP. If you reorder the rolls, take fewer bonus XP. If you reroll one and swap around, no bonus XP, if you point build, no bonus XP. Origin: pick and no bonus XP, roll, and get bonus XP. Gives two atts +5 and a bit of equipment Faction: Roll and get bonus XP, or Pick and get no bonus. Origin sets roll column. Gives 2 atts +5 each, 5 skill Advances, 1 talent (or several implants), 1 influence, more gear Role: roll and gain more bonus XP, or pick but get no bonus XP. 4 talents, 3 skill advances, 2 specializations Origin, faction, and role advances are restricted to pick from list. Maxima: each of the 20 skills caps 4 advances (skill ranks) at +5% each (vs DH's 3@+10 each). But you also can have 4 advances in a specilization, also +5 each%. Cost for advances is uniform table, not by archetypes; advances in atts are +1, and the costs vary widely by current att; superhuman (>60) gets frightful expensive, skills are 5 per advance, and increase by advances in skill; specializations cost same as skills. Peak human without augmentations etc is thus 60% (att)+20% (skill)+20% (specialization) Maximum starting looks to be about 60-70 total chance with a skill. Talents are flat rated for XP cost. Only a few skills are restricted by character gen; there are a few, tho. The advancement is where it really differs strongly from DH. DH limits strongly your choices, while IM doesn't. The character archetypes are broader, but still comparable to DH, without the emphasis on being inquisitors' investigators. It shows clear lineage, but it's not the same game. [/QUOTE]
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