TWILIGHT IMPERIUM RPG
CAREERS
Create your own career by picking 8 Career Skills using the following template:
     1.    Choose 4 General Skills from the Skill List Below.
     2.    Choose 4 more Skill of any type from the Skill List within the limits listed below.
Your remaining 4 Skill:
     •     …must contain 1 Social or Combat Skill.
     •     …cannot contain more than 3 Combat Skills.
     •     …cannot contain more than 3 Social Skills.
     •     …cannot contain more than 3 Knowledge Skills.
     •     …cannot contain more than 2 additional General Skills.
Other that the limitations above, there are no other requirements. For example, you could have 1 of each of the
4 Skill Types and be in compliance.
     3.    Choose 4 of your 8 Career Skills, and take 1 free rank in each of them.
     4.    Give your Career a fitting 2-word name like: Fierce Negotiator, Brash Pilot, or Reckless Archeologist.
All Career Skills chosen are subject to Game Master approval. They should make sense with the name assigned
and not just be a lump of skills the player wanted.
SKILL LIST
 Skill                          Ability            Type                 Skill                         Ability               Type
 Archaeotechnology              Intellect          Knowledge            Mechanics                     Intellect             General
 Astrocartography               Intellect          General              Medicine                      Intellect             General
 Athletics                      Brawn              General              Melee                         Brawn                 Combat
 Brawl                          Brawn              Combat               Minor Races                   Intellect             Knowledge
 Charm                          Presence           Social               Negotiation                   Presence              Social
 Coercion                       Willpower          Social               Operating                     Intellect             General
 Computers                      Intellect          General              Perception                    Cunning               General
 Cool                           Presence           General              Piloting                      Agility               General
 Coordination                   Agility            General              Ranged (Heavy)                Agility               Combat
 Deception                      Cunning            Social               Ranged (Light)                Agility               Combat
 Discipline                     Willpower          General              Resilience                    Brawn                 General
 Driving                        Agility            General              Skulduggery                   Cunning               General
 Education                      Intellect          Knowledge            Stealth                       Agility               General
 Great Races                    Intellect          Knowledge            Streetwise                    Cunning               General
 Gunnery                        Agility            Combat               Survival                      Cunning               General
 Imperium                       Intellect          Knowledge            Underworld                    Intellect             Knowledge
 Leadership                     Presence           Social               Vigilance                     Willpower             General
All copyrights and trademarks are held by their original owners. Twilight Imperium™ is trademark of Fantasy Flight Publishing, Inc.
All original content here is claimed ©2017 by James D. Brandt and is covered under Creative Commons. Distribute freely, owner does not seek
compensation.
Please keep all original content in tact
                                                                                                                                              1
                                                                                             TWILIGHT IMPERIUM RPG
HACAN
       BRA: 2             AGI: 3             INT: 2             CUN: 2             WIL: 1       PRE: 2
Wound Threshold:            10+Brawn
Strain Threshold:           10+Willpower
Starting XP:                100
Special Abilities: The Hacan start with 1 rank in Coordination or Negotiation during
character creation. You still can’t train their skills above rank 2 during character
creation.
Claws: Hacan characters add +1 damage to any Brawl combat checks they make and
have a Crit Rating of 3.
HUMAN
     HUMANS ARE DETAILED ON PAGES 36 – 39 OF THE GENESYS CORE RULE BOOK
HYLAR, Coastal
       BRA: 2             AGI: 2             INT: 2             CUN: 1             WIL: 3       PRE: 2
Wound Threshold:            12+Brawn
Strain Threshold:           10+Willpower
Starting XP:                100
Special Abilities: Coastal Hylar begin with 1 rank in Discipline. They still may not train
Discipline above 2 during character creation.
Amphibious: Coastal Hylar can breathe underwater without penalty and never suffer
movement penalties for traveling through water.
Water Dependence: If a Shallows Hylar has not been doused in salt water in the last
24 hours, the character's wound threshold is reduced by 2. This remains in effect until
the Hylar is doused in salt water.
                                                                                                              2
                                                                                         TWILIGHT IMPERIUM RPG
HYLAR, Deep
       BRA: 1             AGI: 2             INT: 3             CUN: 2         WIL: 2       PRE: 2
Wound Threshold:            10+Brawn
Strain Threshold:           10+Willpower
Starting XP:                110
Special abilities: Deep Hylar treat all Knowledge Skills as Career Skills
Deep Dweller: Deep Hylar live in the high pressure of deep water and have to use a
mechanized exoskeleton when in normal atmosphere. When out of their
exoskeleton, Deep Hylar begin suffocating, suffer 2 setbacks on all Brawn skill checks
and treat all out of water terrain as difficult.
HYLAR, Surface
       BRA: 2             AGI: 1             INT: 3             CUN: 2         WIL: 2       PRE: 2
Wound Threshold:            10+Brawn
Strain Threshold:           10+Willpower
Starting XP:                100
Special Abilities: Surface Hylar begin with 1 rank any Knowledge Skill. They still may
not train that Knowledge skill above 2 during character creation.
Amphibious: Surface Hylar can breathe underwater without penalty and never suffer
movement penalties for traveling through water.
LETNEV
        BRA: 2             AGI: 2            INT: 2             CUN: 2          WIL: 3      PRE: 1
Wound Threshold:            10+Brawn
Strain Threshold:           10+Willpower
Starting XP:                100
Special Abilities: Letnev begin the game with 1 rank in Vigilance. They still may not
train Vigilance above 2 during character creation.
Infravision: Letnev have adapted to see in both the infrared and normal visual
spectra. This enables Letnev to remove up to 1 Setback die added to checks by
lighting conditions.
                                                                                                          3
                                                                                            TWILIGHT IMPERIUM RPG
N’ORR
       BRA: 3             AGI: 2             INT: 1            CUN: 2             WIL: 2       PRE: 2
Wound Threshold:            12+Brawn
Strain Threshold:           10+Willpower
Starting XP:                80
Special Abilities: N'orr begin the game with 1 rank in Survival. They still may not train
Survival above 2 during character creation.
Desert Dweller: N'orr may remove up to 2 Setback dice from checks to resist arid or
hot environmental conditions.
Mandibles: When a N'orr makes a Brawl check to deal damage to an opponent, he
deals +2 damage, has a Critical Rating of 4 and the Vicious quality.
SAAR
        BRA: 2             AGI: 2            INT: 2             CUN: 3             WIL: 2      PRE: 1
Wound Threshold:            10+Brawn
Strain Threshold:           10+Willpower
Starting XP:                100
Special Abilities: Saar characters begin with 1 rank in Astrocartography. They still may
not train Astrocartography above 2 during character creation.
Spacer's Knack: Saar start with 1 rank in the Daring Aviator Talent.
WINNU
       BRA: 1             AGI: 2             INT: 2            CUN: 3             WIL: 1       PRE: 3
Wound Threshold:            11+Brawn
Strain Threshold:           9+Willpower
Starting XP:                90
Special Abilities: Winnu begin with 1 rank in either Deception or Negotiation. They
still may not train Deception or Negotiation above 2 during character creation.
                                                                                                             4
                                                                                          TWILIGHT IMPERIUM RPG
WINNARAN
       BRA: 2            AGI: 2             INT: 2            CUN: 2            WIL: 1       PRE: 3
Wound Threshold:           10+Brawn
Strain Threshold:          10+Willpower
Starting XP:               100
Special Abilities: Winnarans begin with 1 rank in Negotiation. They still may not train
Negotiation above 2 during character creation.
Caretaker Disposition: When performing the assist maneuver, Winnarans grant 2
Boost dice instead of 1.
XXCHA
       BRA: 3            AGI: 1             INT: 2            CUN: 2            WIL: 2       PRE: 2
Wound Threshold:           11+Brawn
Strain Threshold:          11+Willpower
Starting XP:               80
Special Abilities: Xxcha begin with 1 rank in Negotiation. They still may not train
Negotiation above 2 during character creation.
Conversationalist: Xxcha gain the Clever Retort Talent
Thick Hide: Xxcha have thick hide and gain the Durable Talent.
YSSARIL
       BRA: 1            AGI: 3             INT: 2            CUN: 2            WIL: 2       PRE: 2
Wound Threshold:           9+Brawn
Strain Threshold:          9+Willpower
Starting XP:               95
Special Abilities: Yssaril begin with 1 rank in Deception. They still may not train
Deception above 2 during character creation.
Fade: As an action, a Yssaril may suffer 3 strain and make an Average Resilience
check. If the Yssaril succeeds they may fade themselves slightly from view, blending
into their surroundings. While the Yssaril remains still, an observing character must
make a Perception vs Deception check to notice. Moving will add Setback or Boost,
perhaps upgrade the check or even negate the effect completely at the GM's
descension.