A character may select Fringe Survivor instead of the Scavenger or Savant entry on the Standard Origin Path table. Life in the Imperium of Man is constrictive and stifling.
You and your family did whatever it took to survive in this regime by living out on the fringes of society. Each day was a struggle, but somehow, against all odds, they found a way so you could go on and realise the destiny the God-Emperor had entrusted in you.
Perhaps you come from a long line of hereteks, steeped in the dark arts of tech-reclamation; salvaging whatever scraps you could get your hands on in order to turn them into something a bit more useful, ever-fearful of discovery by the Adeptus Mechanicus. Or, your family might have
travelled from place to place as traders, miners, or some other nomadic profession, never settling in one area for very long, but teaching you how to get by in nearly any environment and climate.
Many worlds in the Calixis Sector and Koronus Expanse have legitimate and underground blood sport arenas where death is dealt out to the delight of screaming crowds and jaded nobility. In many places throughout the sector, these fighters are highly respected and arena combat is considered a time-honoured tradition. Perhaps such a place is where you grew up—with pit-fighters and arena gladiators to keep you company and teach you to fight for coin and the entertainment of the crowds.
Select one of the following options:
There are those who, for whatever reason, move about from place to place, never staying in one spot for very long. Some are nomadic families and tribes who move about their world’s continents following herds or other resources. Some are miners or merchants who go about plying their trade or wares. There are others who not only move about across the land, but also go from system to system—and beyond!
Whatever background your family has, this is the life you were born into. Your life is that of a nomadic wanderer, with little permanence. But you do have skills and honed instincts that keep you alive in the most hostile of climates. You are alert for danger and know how to survive in the galaxy’s myriad wildernesses. However, you have also witnessed many horrors of this galaxy through you travels as there are places in this universe that man was not meant to go. The nightmares still haunt you to this day.
Effect: Gain +3 Toughness or +3 Perception. Additionally, gain the Survival (Int) skill as a trained Basic skill. Also, gain 1 additional Fate Point and 1d5+1 Insanity points.
Those known as tech-heretics, or “hereteks,” are often branded as criminals. As technology is little understood and rightly feared for the troubles it has caused in mankind’s past, these blasphemers are often hunted down by the Adeptus Mechanicus. If caught, they face the prospect of being “recycled” into a servitor—mind-wiped and slaved to serve the Priesthood of Mars. Hereteks are versed in the dark arts of technology, and typically gained their knowledge outside the Priesthood of Mars. Many gained their “dark” powers through the application of intuitive leaps of logic. Some of them are nothing more than scavengers who dwell in the
dregs of society. Others are more dangerous, supplying the underworld and black markets with prohibited technology, drugs, chems, and even weaponry. A few tales whispered in the dark shadows tell of those hereteks who have crossed over into greater tech-heresy and delve into things best not spoken of. Like any subculture within the Imperium, hereteks are often drawn to those of like mind and those that can survive on the fringes of society.
Effect: Gain +3 Intelligence. Additionally, the character may select two skills from the following list; these skills are untrained Basic skills: Chem-Use (Int), Common Lore (Tech) (Int), Forbidden Lore (Archeotech) (Int), Tech-Use (Int), Medicae (Int), Scholastic Lore (any) (Int). In addition,
gain +1d5 Corruption points. The Adeptus Mechanicus does make it a point to hunt down and eliminate hereteks.
Across the Calixis Sector, there are numerous underground blood-sport arenas and fighting pits where barbaric gladiators fight for glory and the entertainment of the masses; this is your
world. Thriving amid the lower castes of society, gladiatorial combat is a staple of many Imperial cultures. Here, men and women fight for glory and wealth; there are a few, however, who have been sentenced to the pits for their crimes. Many of the fighters are hereditary combatants; their parents fought, their grandparents fought, and so on back through the generations. In the Calixis Sector, names like “Red Hook,” “Killer Kane,” and “The Butcher” are infamous within the arenas.
You have been training and honing your body since birth, and you have been champion more than once. You have studied at the feet of great pugilists and sword-masters.
Some of the depraved and jaded nobility crave exotic fights and thus you have been pitted against grotesque xenos and mutants with awful mind-powers. But your abilities have not
gone unnoticed and you know soon enough you will again feel the rush and clarity of mind that can only come from mortal combat.
Effect: Gain +3 Toughness or +3 Strength, and +3 Weapon Skill. In addition, gain the Rival (Underworld) Trait and 1 Corruption Point.