1. Notes

Alien Characters in Imperium Maledictum

“Caves of steel... have your people no pride in their ability to survive the elements? No matter. The man you seek is that way; even in this place, I can discern his trail quite clearly.”

– Renshar Vak, Sanctioned Kroot Mercenary, on her first visit to Port Aquila

The following section covers broad rules for creating and playing Xenos characters in games of Imperium Maledictum. Players and GMs should carefully consider before going down this path: IM is largely a game about moving within the machinery of the Imperium, an environment that even the majority of humans find hostile. A Xenos presence in a party will heavily skew the campaign experience for all members, requiring special preparation to mitigate or avoid the hostility with which the Emperor's servants are expected to treat The Enemy Without. It's expected that the GM and players work together to create a Patron and context that respects both the players' choices and the themes of the game.

To summarise: every Xenos character has to deal with being a Stranger in a Strange Land: a penalty that applies to many interactions with normal Imperial citizens. They will also have to reckon with the challenge of using unfamiliar Imperial technology, or re-supplying their own stocks of Xenotech (x). These challenges can be partially overcome by accepting the mark of a Sanctioned Xenos: however, this is only a limited passport, and many Xenos Factions will not look kindly upon a character willing to suffer the touch of a Human in this way.

However, your alien perspective also opens up options not available to other characters. Alien technology is often superior to the stagnant products of the Imperium, and many Xenos have access to useful abilities, information and allies that are imply beyond the reach of all but the most exceptional and privileged Humans.

You will also find options for playing as an "Outcast" of the mercurial Aeldari, or a Kin of the Leagues of Votann.

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Notes