Elite Armor I: Maradon Space Knight Armor

While working on armor, I came to a few realizations.  First, increasingly, armor is the signature of a few factions, especially the Maradonian space knights.  One thing I’ve noticed my readers really enjoy is the idea of a fully armored space knight, rather than the lightly-clad space samurai of Star Wars.  I don’t think they mind the latter so much as see the former as an element that stands out.  As such, I want to really bring an emphasis to that armor.
Psi-Wars feels like fantasy, but isn’t.  From this, certain forms of Space Opera gain a lot of interesting tension, so I wanted the armor of the setting to merge tropes of each.  On the one hand, they should be obviously “plate armor,” perhaps with relic suits worn by ancestors and maybe with magic psychic powers embedded into them.  But at the same time, if you look through the designs of armor in Star Wars: the Old Republic, or even just Star Wars itself, you find glowing buttons and tubes and wires.  What does all of that do?  I want to evoke a feel of the space marine who lovingly attends his armor, runs diagnostics over the whole thing before closing it about him with an atmospheric hiss and a click, and then ignites his force sword with a crack and prepares for battle.
All of this means that I need to give Space Knight Armor additional attention and, perhaps, ways of differentiating them.  Ideally, given its nature, each suit would be perfectly unique, as is true of all forms of Low-Tech armor from which it draws its inspiration, but asking your players to design their own suits of armor is a bridge too far, so I offer a few models and a few modification options below.
All forms of Elite Armor, including Space Knight armor, are sufficiently unique that one cannot buy them; they must be purchased as Signature Gear.

Maradon Space Knight Armor

While the Maradon Houses pool their industrial resources together for ARC, they do not trust ARC to handle all of their industrial needs for them. One core reason Houses control the means of production is so that they can use them for their own purposes, and one such use is the creation of personal armor.

The armor of a Maradon space knight is deeply personal. When a noble decides to commission armor, he approaches his Guild foundry (or asks politely to borrow a Guild foundry from an ally or friend) and they scan his physique to create a perfectly tailored suit of armor to his needs. Then the noble selects what sort of armor he wants and works with the Guild to design his armor his way. Finally, the foundry assembles the armor, generally using advanced and proprietary materials, especially diamondoid (though some heavier armors will use a carbide core). The results is a glittering, magnificent work of art that provides nearly unparalleled protection.

Several variations of Space Knight armor exist, noted below. All are at leastStylish, and provide 8 hours of air and, with a proper helmet, are sealed and provide vacuum support. Furthermore, all armor is tailored to the wearer; anyone else attempting to wear it (unless they have very similar builds; GM’s discretion) suffers a -1 to DX and those attempting to attack chinks in the armor gain a +1 to do so. It can be modified by an armourer to fit another wearer, provided the wearer is somewhat similar in body size and shape as the original wearer, but this takes days.

Maradon “Crusader” Model Armor (Any): When Alexus Rex first waged his war on the Galaxy, his Space Knights wore “full plate” diamondoid armor. The armor was constructed entirely out of diamondoid, bound together via intricate joins and very thin sections of battleweave. This armor most strongly resembles plate armor, with some additional attachments and tubing on the back that handle power and air supplies. Designed for practical use in combatrather than style, this fell out of fashion during the heights of Maradon power. Today, though, it enjoys a resurgence as traditionalists seek their roots and war-focused knights look for something that will offer them superior protection against the armies of the Valorian Empire. House Grimshaw and house Kain are especially likely to use this model.

Maradon “Gothic” Model Armor (Any):At the height of the Alexian Empire, Maradon armor began to shift away from a purely martial role. This model integrated psi-amplifier circuitry into its design, as well as a thinner, more comfortable armor, and exaggerated features such as taller collars, pronounced vambracesand, typically, a long skirt covering the legs, as well as a very complex set of tubing, fins and psychotroniccircuitry running along the back of the armor. In addition to providing its usual benefits, this armor grants its wearer a +3to the use of a single psionic power (for example, Electrokinesis or Telepathy or ESP). Today, it’s a less popular option, preferred by those who wish to expand their esoteric abilities over their martial prowess. House Grimshaw and House Sabine are more likely to use it than other Houses.

Maradon “Cavalier” Model Armor (Any): After the fall of the Alexian Empire and during the war between the houses, knights began to shift from a front-line role to a more ceremonial position. They still fought, but preferred lighter armor that gave them greater agility and allowed them to defeat other force-sword armed opponents, or engage more easily in raids behind enemy lines. This armor consisted of a battleweave “arming garment” with embedded diamondoid plates, giving it a very sleek appearance. This also inspired modern Imperial armor, and later developed into Duelist armor, which abandoned diamondoid anywhere but the arm and face. Today, this is most often commissioned by House Sabine or House Elegans.

Calibanmodel Armor (Kain): While the rest of the Maradon nobility evolved their armor away from the orignal “Crusader” armor, house Kain returned to it and perfected it. Given their stronger physiques and their propensity for cybernetic augmentation, they created even heavier armor and integrated the duelist gauntlet innovation into their design. Their armor is almost force-sword proof on the torso, helmet and on their fighting arm, and those who have combined their gauntlet with a cybernetic arm have been known to reach through force sword blades to grab and crush an opponent’s force sword!

Maradon “Duelist” Armor (Any): With the Federation, war nearly vanished from Galaxy for centuries, allowing the knights to turn their attention to sport with one another. The armor of the era evolved to support this. Duelist armor is less a cohesive set of armor and more of a combination of armor pieces. It consists of a heavy battleweave bodysleeve with a very heavy and very stylized diamondoid gauntlet/vambrace that covers the whole of the duelists’ right arm with sufficient protection to ward away a force sword blow. This remains very popular with modern space knights, as most space knights trained in their formative years win the armor, though its practicality in an actual war is highly questionable. Only house Kain disdains it entirely. The Gauntlet may be worn separately, or layered with the armor at no penalty.

Armor

Loc

DR

Cost

Weight

LC

Cell

Notes

“Crusader” Armor
All
120/80*
$175,000
35
2
C/5 days
OSV
“Gothic” Light Armor
All
60/40*
$140,000
35
2
C/4 days
OPSV
“Cavalier” Light Armor
All
80/60†
$85,000
25
2
C/5 days
OSV
“Caliban” Heavy Armor
All
150/100†
$200,000
65
2
C/5 days
OSV
Duelist Body Sleeve
All
40
$35,000
15
3
C/5 days
FOSV
Duelist Gauntlet
Arm
120
$25,000
5
2
O
*The higher value protects the torso only
†The higher value protects the torso and a single arm (generally the right)
F: Flexible; 1/3 DR vs crushing;
P: +4 to single psionic power
O: Stylish
S: Sealed with helmet
V: Vacuum protection

Maradon Sealed Helmets

Space Knight armor is functionally a heavily armored vacc suit, similar to a Combat Suit from GURPS Ultra-Tech. This means that they need a helmet to seal the suit. All of the following helmets provide a complete seal airmasks (allowing them to provide filtered air rather than relying on separate air stores), a tiny radio with a 10-mile range and a nightvision HUD (×8 magnifier, +9 Nightvision) and offers both protected vision and hearing.

Space Knight Masque: Generally worn with duelist armor, either with a battleweave hood or with the rest of the head free, this is a highly stylized, diamondoid mask, similar to the Maradon Masque. It does notprovide a complete seal on its own, but may when combined with a battleweave hood, which does provide a seal.

Cavalier” Helm: This light helmet is preferred by those wearing the Cavalier or Gothic model of armor. It offers more protection than most helmets but is not extraordinarily burdensome. It has no visor, but instead has eyeslits (which often gleam when the night vision is active) and a highly stylized face.

Crusader” Helm: The original helm and generally worn with Crusader or Caliban model armor, this provides extraordinary protection to the head of the wearer. They have no visor, but instead have eyeslits, similar to the Cavalier helm, though they tend to be less baroque in design.

Armor

Loc

DR

Cost

Weight

LC

Notes

Space Knight Masque
Face
80/40*
$3500
2
3
ANO
“Cavalier” Helm
Head
80/60*
$9000
4
2
ANOS
“Crusader” Helm
Head
120/100*
$20,000
10
2
ANOS
* Lower DR protects the eyes only (-10 to hit)
A: Contains an air-mask and filter, allowing it to remain sealed while breathing atmosphere without airtanks.
N: Nightvision HUD (×8 magnifier, +9 Nightvision)
O: Stylish or Fashion Original
S: Completes a seal

Maradon Armor Customization

Maradon Space Knight armor is notmodular: a space knight cannot change his armor “on the fly,” but they are highly individualizedand customized. When choosing a space knight armor, you may also select from the following options. Some options are proprietary. This means that they’re generallyassociated with one specific house. This does notpreventmembers of other houses from gaining access to the option, rather, the associations are illustrative of how different houses tend to customize their armor. After all, the houses have been swapping secrets and marrying one another for centuries!

Ancestral Memory Gem(Helmet; Elegans): A borrowed Keleni technology, this gem sits visibly in the forehead of the helmet, and contains some of the memories of one particular ancestor. This provides any telepathic or empathic character the ability to communicate with fragments of the ancestor’s memory. This functions as a version of Wild Talent and Racial Memory, but limited to the skills and memories of that ancestor. Many Elegans experience this as the presence of the ancestor as a “ghost” or “imaginary friend.” Many Elegan’s helmets include a second crystal on the inside of the helmet that will take on the memories of the wearer should he die, and thus these are sometimes called “Death Gems.” +$20,000.

Blind Masque (Helmet; Sabine):House Sabine often integrates a featureless, eyeless faceplate on its helms or its masques. This removes any eye-slit vulnerability, but these are notsensor visors: they blind and deafen the wearer to the outside world! However, the resulting sensory deprivation provides a +1 to all psychic powers and+3 levels to the AwarenessESP ability, and +3 to Blindfighting. +$10,000.

Bio-Intensifier (Armor, Elegans):Another technology derived from their exposure to the Keleni, some Elegans armor integrates a system that augments the mind-body connections to allow their will to liveto overcome physical hardship. A Bio-Intensifier adds the wearer’s Will/5 to their HT for any rolls to heal, to avoid death after suffering a mortal wound, or to resist diseases or poisons; it also adds the same bonus to any psychic healing or esoteric healing roll made to heal them. This only works if the wearer wishes to live. Those who wish to dieinvert this bonus into a penalty to the same rolls. +$25,000, +3 lbs; halves power endurance.

Electrotronic Bodyshield (Armor, Grimshaw):If the character has the EK shield ability, this option doublesthe EK shield value for as long as it is active. This is visible as a shimmering in the air, and becomes bright and colored if condensed into a single area via a Power-Block, giving observers the impression that some Grimshaw knights have “hand’s free” force bucklers! +$20,000, +1.5 lbs; reduce the power cell to 1 hour while active.

Electrotronic Reactor (Armor; Grimshaw):While not as masterful as Alexian secret technologies, House Grimshaw has mastered the ability to use their natural electrokinesis to power their armor. If the character has Electrokinesis Talent +1 or better orthe Lightning or Surge ability orthe Power Generator perk, they can use an integrated Electrotonic reactor to power all systems on their armor indefinitely. +$10,000, +2 lbs.

Fashion Original (Any):Maradon aristocrats with money to burn might create fanciful and awe-inspiring designs, often highly ornate, with a crystalline or a sparkling appearance. +4 CF.

GestalticInterface (Helmet; Sabine):House Sabine sometimes includes Psiberfaces in their helmets. This allows the wearer to gain a psychic link to other characters with a GestalticInterface within 20 yards. This psychic link provides a +2 to any telepathy powers meant to affect someone else wearing a gestaltic interface and open to contact, but more importantly, it allows all wearers to immediately enter a Gestalt with no skill roll as though they had Gestalt Familiarity with one another, and may maintain their gestalt as long as they remain within 20 yards of one another. House Elegans often borrows this feature as well! +$35,000.

Lightning Gauntlet (Armor or Gauntlet, Grimshaw): An example of a dedicated psi-amplifier, this system consists of a small backpack unit with wiring/tubing connected to the arm of the armor or gauntlet and a slightly oversized forearm vambrace to channel additional psychic energy solelyfor the purpose of the Lightning ability. This increases the character’s Lightning by three levels, provided they already have at least one level of the ability. +$10,000, +5 lbs

Mag-Lanyard (Any):Built into the gauntlet of the armor, this is designed to magnetically resonate with a given weapon (typically a force sword). It pulls your weapon to your hand as long as it is “loose” and within 2 yards of your character; this functions like a technological version of TK-Tether (Psi 56). + $500.

Psionic Mind-Shield Circuitry (Helmet; Any):Maradon knights often face psychic opponents and integrate psionic mind-shield circuitry into their helmets; This adds +5 to any IQ or Will rolls to resist telepathic invasion or affliction! Increase the cost of the helmet by $1000.

Trauma Maintenance(Armor, Kain):The armor integrates a bio-monitor, an injector system and an integrated ESU. It automatically detects if the character is critically injured and begins to administer emergency care. The armor automatically performs first aid with First-Aid-12; if the character is mortally wounded, it acts to stabilize the armor-wearer, and applies a +2 to all rolls to prevent death after being mortally wounded. + $10,000, +2 lbs.

Starhawk 2.1 – The Vehicle

The Stats

ST/HP: 135

Hand/SR: +2/4

HT: 11

Move:9/500*(+14)

LWt.: 19

Load: 2

SM: +5

Occ.: 1SV

DR: 15

Range:20,000*

Cost:$51M

Loc.: g3rR2Wi

Stall: 65

*The Starhawk is equipped with an afterburner which improves the Move to 12/600 (+14) and handling to +3 and consumes four times as much fuel (reducing range to 6,000 miles, if used continuously).

†The Starhawk has variable geometry wings. “Speed Geometry” use the above stats; “Agility Geometry” halves its top speed (250 (+12) or 300 (+13) with afterburner), gives it a +1 to handling and reduces the Stall speed to 32. While using both afterburner and Agility geometry, it has a total handling of +4 and a top speed of 300 (+13).

‡The Starhawk has a force screen with DR 200. This may be angled to create 400 DR in a particular direction, but 100 DR in another directions.

Equipment

The Starhawk has a Distortion Jammer giving it an ECM -4 penalty. It comes with 360 degree ultra-scanner with forward tactical scanning with a 30 mile range (3 mile for imaging), and it has a 1000 mile radio comm. It has a targeting computer which grants a +2 to hit with its blasters, in addition to the bonus from the tactical ultra-scanner lock of +3. And it comes with a tactical ESM which warns the pilot of any locks, and grants a +1 to dodge any attacks made using an ultra-scanner (missiles). Finally, it has a decoy launcher, for disrupting missile locks at the last moment.

The Starhawk has 5-days of life-support for a single person, and an ejection system that includes and encompasses the life-support system, acting as a small, mobile pod containing just the pilot, his control station and his cargo. Pilots do not need vacuum suits but may wear them anyway. The cockpit also contains sufficient cargo space for up to 250lbs of equipment. This is generally loaded with survival supplies in case the pilot is forced down somewhere.

The Starhawk comes equipped with a highly compact hyperdrive. This hyperdrive travels at 10 parsecs per hour, or “Hyperspace rating 1.” It is shunted via its internal energy bank, which provides enough power for two jumps, but most will only make a single jump at a time with the power of the energy bank. The Starhawk has no on-board computer capable of hyperspatial navigation and will need to include a robot to perform the calculations, or perform them by hand.

The Starhawk has two energy systems: a hyperium reactor and three F-cells. Hyperium reactor only provides enough energy to sustain the starhawk through a hyperjump (but not to shunt into hyperspace itself), or to power its blaster cannon or its force screen. The f-cells provide enough power to make 2 shunts into hyperspace, or to power its force screen for 5 minutes or to power its gatling blaster for 600 shots. Most of the time, pilots will only consume half this much energy, leaving the rest for a hyperjump. It takes 4 hours to fully recharge the F-cells with the hyperium reactor, or 2 to recharge it after a single jump.

The Starhawk also comes equipped with controls designed for a robot, including a datajack to grant the robot access to all ship-board systems. This control station is exposed and has no life-support or armoring shell, and is designed to fit precisely one robot exactly to speck, granting it very little room for mobility (which is generally unnecessary). The robot has access to the internal hyperium reactor and other power-systems, as well as the sensor and ECM systems and the hyperdrive, allowing the fighter to navigate hyperspace, to make repairs on the fly, and to allow the pilot to focus on flying and attacking while the robot monitors communication and sensors.

The Starhawk has an underslung four-barrel gatling blaster, and a 160mm MSML with 4 missiles mounted in an internal bay. This can carry plasma burst missiles, plasma lance missiles, or isomeric torpedos.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Cost

Gatling Blaster

6dx5(5) burn

9

9mi/27mi

1600

3

200/F

M

-10

2

$640,000

160 mm Plasma Burst Missile

6dx15 burn ex

4

1000/30mi

200

1

M

-15

1

$20,000

160 mm Plasma Lance Missile

6dx30(10) burn ex

4

1000/30mi

200

1

M

-15

1

$25,000

160 mm Isomeric Torpedo

6dx120 cr ex

300/30mi

200

1

M

-15

1

$250,000

Look and Feel

The Starhawk is dominated by its long and elegantly sculpted fuselage. It is about as large as two cars end to end, with a high-seated cockpit which provides a full view of sides, forward and above, perched above a pointed nose. If sitting in a carrier or on the ground, its long, thin wings either hug its body, or sweep forward and low, like an inverted V. The carbide body has generally been colored and marked with Alliance sigils, denoting the house for whom the pilot flies.

Upon entering the craft, the cockpit will seal itself shut with a hiss, followed by cool air pumping from the vents as the local life support takes over. The pressure here is lower, similar to an airplane in flight, with a cool, slightly plastic scent. A complex array of controls lay before the pilot, with the stick controlling the vehicle’s movements and weapons, with a throttle control and afterburner to one side, and the control of the wings to another. A screen shows the output of the installed tech-bot, and another display reveals the output of the ultrascanner. The ECM, communication and sensor controls are marked with a different set of colors, indicating that they’re handled primarily by the installed tech-bot, but the pilot can override them in case of an emergency.

To launch, the craft first initiates the repulsorlift and then retracts the skids with a metallic thump. The force screen crackles to life with hair-raising sense of static. The wings then deploy, moving away from the body into the forward swept position of maximum agility, ideal for take-off. The shifting of the wings and their locking into position has a satisfyingly tactile vibration throughout the craft. Then, the pilot accelerates and launches, with about as much pressure as a quick car or a fighter jet. Once space-born, the pilot will shift the wings to a fully swept-back position, for maximum speed, and watch his speed output as the fighter achieves cruising speed. If the pilot wishes to shunt to hyperspace space, he usually does so now.

Starhawk missions vary in length. The cockpit has room for supplies, and so some missions take literally days, especially if the pilot has access to fuel stops. At 1000 miles per hour, an intercept mission generally takes 3 hours of flight, but a Starhawk will often act as an escort on a strike mission, especially if equipped with his own heavy missiles or torpedos. With their hyperdrive, they can also act as “first strike” vehicles, joining capital ships for lightning raids against the enemy without needing to “scramble” first.

When engaged in battle, a Starhawk pilot tends to begin the battle aggressively, angling the force screen forward, and looking for a lock to launch a missile, especially if engaging fighters and using plasma burst missiles. Once fully enaged in a dogfight, he returns the screen to its standard, bubble configuration and shifts his wings to high agility and makes use of his afterburners, which push him with nearly 2Gs of force, to bring his gatling blaster cannon against his enemies, relying on superior maneuverability rather than speed, and on his superior durability. Against imperial forces, pairs of starhawks tend to perform better than lone, maverick Starhawks, as they can mutually support one another against the quick and light enemy.

The Alliance Summary and Retrospective

As usual, when I finish a major setting element, I work out the summary, the bit that would go in a simplified document so players can just jump straight in and play.

The Alliance took much longer than I thought.  In retrospect, I should have realized the additional complexity of what I was taking on.  Star Wars provides us with what amounts to the definitive space empire, the one which all other space empires tend to get measured.  It’s fairly detailed, and it’s not hard to expand upon the framework they built.  The rebellion, on the other hand, is something of a disaster as a setting element.  It has precious few details, and what details it has don’t always make sense.  Like sometimes it seems to have organization (Rebel Intelligence, Rebel Fleet Command), and other times seems to just be a rag-tag collection of small insurgencies.  It has access to huge ships, but no shipyards or territory to call it’s own.  It wants to be FARC, a small guerrilla band that loses itself in the jungle, while also being the Allied Forces of WW2!  And this is only what you can piece together on your own.  The various works on Star Wars just don’t go that much into the rebellion as an organization, more as a group of heroes.

Thus, I ended up throwing a lot of it away and starting from scratch.  This created two problems.  First, the Alliance amounts to the opposite of the Empire: lots of heterogeneous powers rather than one monolithic one, which means I’m essentially stopping to right up “all the military forces of the Galaxy that aren’t the Empire.” While the Alliance only occupies a small portion of the Galaxy, its worlds tend to be representative of any generic, non-alien world you might find, whether it’s officially affiliated with the Empire or not.  Thus, I ended up creating Planetary Governments and their associated organizations as well.

The Noble Houses, though, proved the most difficult but, I suspect, the richest.  Where a lot of material so far has been fairly generic, this necessarily gets specific.  I tried to write up a generic house, but such posts proved more useful as advice and rules for handling houses.  As with martial arts or philosophies, it’s just easier for me to show rather than tell, and that’s what I did.  But this means names, and more names, and titles, which means planets, and it means relics (which require names, and personalities, and historical events) and conflicts and politics.  You know, all the great stuff that really make a game come alive

I hope they work well, not just as fodder for politics and NPCs, but also as “splats” for players who want to be aristocratic and have it mean something.  That, more than anything else, has been what this cycle has been about.  This feeds into the Desiree (“Where do I come from? If I’m a princess, who do I want to marry?  What’s the context of my house right now?  What am I worried about?”) and Bjorn (“What totally sweet powers do I get?  What sets members of my house apart from members of other houses”).  I worry a bit about the Bretts (“Like it’s a rebellion, what more do you need to know? OMG politics?!”) but Willow will love it, I’m sure.  It did prove that working out historical details in advance helped, though it necessarily expanded that history.

I’ve noticed that the aristocracy has probably had the single greatest response from my players.  Back during the Imperial run, I offered to let my patrons make signature characters, and the response was very tepid, while people were suggesting aristocratic characters to me almost as soon as houses dropped. Why? Context.  Thus fair I’ve offered fairly generic tools.  You know what a fleet is roughly like, and how they operate, but one officer can sub in for another officer, which is part of the intent of the Empire.  Even so, the players have very little to grasp.  What makes an imperial character interesting?  What sort of roles might they play?  While with the aristocracy, this is clear. You can see the tensions between various houses, the sorts of roles one might play, and what each member might look like specifically.  This partly arises from the heterogeneous nature of the Alliance vs the homogeneous nature of the Empire, but I think if I want to grab players, when I revisit the Empire, I need to find a similar point of tension and context, so GMs and players can see what their imperial character plays out as without necessarily having to draw on Star Wars sources they already know (we don’t want every officer to be Thrawn, every imperial Space Knight to be Darth Vader, etc).

We’re almost finished with the first half of Iteration 6 (It only took 8 months!  I had a baby, alright?).  Next: Philosophy!

The Alliance: Summary

The Alliance claims to be the true heir to the Old Galactic Federation. The noble houses that ruled the Old Federation fled to humanity’s home in the galaxy, and managed to fend off the vengeful, grasping Empire long enough to solidify their power-base there. Now they form alliances with the enemies of the Empire, promote insurgency and rebuild their numbers in the hope of toppling the Empire and restoring freedom to the Galaxy. Freedom, of course, for the aristocracy.

The Alliance is a Control Rating 3 society, broadly speaking; It imposes reasonable taxes and limitations upon its people, with an eye towards promoting general well-being. The Alliance, however, favors its aristocracy with its laws. The Alliance is a Representative Democracy, allowing each world, house and corporation within the bonds of the Alliance to represent itself within the Senate (though, again, the aristocracy receive special privileges). In principle, each world, house and corporation within Alliance space is independently sovereign, and the Senate acts as unifying point where the members of the Alliance can come together to decide joint policy, though in practice the Senate does exercise some power over its member states.

The Alliance is a deeply conservative society, one that celebrates its aristocratic and religious roots and seeks to restore the golden age of yesteryear. It also values independence and freedom. Each world can stand on its own, and they stand together against the tyranny of the Empire. Most worlds fall under the direct sway of one of the major aristocratic houses, but most don’t mind, and even celebrate the aristocrat who rules them. Those who don’t, of course, find common cause with the Empire that seeks to liberate them from the elitism represented by the Alliance’s aristocracy.

Four highly influential houses within the Alliance include:

  • House Sabine: A royal house engineered by the Oracular Order to provide a pool of Espers to draw into their ranks and to serve as the consorts to House Alexus. They’re known for their exceptional beauty and fecundity, and the fact that they produce far more female than male children. They have a knack for ESP. The head of their house, the numinous Nova Sabine, Duchess of of Persephone currently serves as the speaker for the Senate.
  • House Grimshaw: Technically a cadet branch of the royal house of Daijin, the Grimshaw family rose to dominance during Shio Daijin’s ill-fated attempt to re-unite the Alexian Empire under his rule. The Oracular Order engineered house Daijin (and Grimshaw) to serve as purifiers of the noble houses, ensuring they stayed true to their purpose, and Grimshaw remains a deeply conservative house, often in opposition to Sabine’s more egalitarian politics. They have a talent for ergokinesis. Their head, Bale Grimshaw, Duke of Denjuku is considered the most powerful noble of the Alliance.
  • House Elegans: This knightly house lost all of their domains to the Empire, and have returned to the Alliance seeking allies in reclaiming them. The Oracular Order engineered them to be the left hand of Alexus, willing to explore new ideas and to violate social norms to achieve success; they’re a somewhat controversial and complex house, plagued with rumors of regicide and abandonment of the Oracular Order in favor of True Communion, all of which they hotly deny. They have a talent for emotion manipulation and empathy, and make for fearsome duelists (and created the Swift form of force swordsmanship). Their current head is the young Anna Elegans, Marchessa of the Tangled Expanse.
  • House Kain: The House of Kain is not a “true” Maradon House. Instead, the original warlord of Caliban, Lothar Kain, blocked a key route from the Maradon arm of the Galaxy to the galactic core. Rather than fight these exceptional warriors, Alexus offered them a place at his side. The Oracular Order tried to turn them into Alexus’ right hand, his faithful hounds that would devotedly follow his orders, but the House of Kain has always forged their own path, and remains a barely tolerated faction within the Federation and Alliance. They have no innate psionic potential and lack the blood purity of other houses, but they have a robust line and a tradition of excellent cybernetics. Their current head is Kento Kain, Archbaron of Caliban.

Playing an Alliance Charater

Cultural Lens: Alliance

Advantages: Galactic Common (Native) [0*]; Cultural Familiarity (Galactic Federation) [0*]; Characters may add Permit (Alliance; Blaster) [1] to their template options.

Disadvantages: You may choose the following disadvantages in addition to the options given in your template: Hidebound [-5], Intolerance (Empire) [-10], Sense of Duty (Homeworld or Alliance) [-5 or -10], Stubbornness [-5*].

*Only if this is your first language or cultural familiarity, otherwise normal costs apply.

Preferred Templates

Alliance characters tend to be Commandos (Militiamen), Diplomats, Fighter Aces (In aristocratic navies), Security Agents or Frontier Marshals (Constables), Spies and (more rarely) Assassins. Many aristocrats tend to be Diplomats, Officers or Space Knights.

Alliance characters tend to come from Humble Origins or Aristocrats. The former represent commoner characters, while the later represents members of the Alliance’s aristocracy, and require special considerations! Sequestered characters are not uncommon, as philosophical and religious orders remain common in the Alliance.

Template Lenses

Alliance Aristocrat +2 points

Alliance Aristocrats must take Legal Immunity (Alliance Aristocrat) [2].

Add the following optional traits: Courtesy Rank (Any) [1/level], History (H) IQ-1 [2], Title [1],

Alliance Constable (Security Agent Lens) 0 points

Advantages: Change Legal Enforcement Powers (Security Agent) [10] to Legal Enforcement Powers (Constable) [5]; Change Security Rank [0] to Law Enforcement Rank [0]. Increase optional Advantage points from 25 to 30.

Disadvantages: Change Duty to Security Agency to Duty to Law Enforcement Agency.

Alliance Marshal (Security Agent Lens) 0 points

Advantages: Change Legal Enforcement Powers (Security Agent) [10] to Legal Enforcement Powers (Alliance Marshal) [10]; Change Security Rank [0] to Law Enforcement Rank [0].

Disadvantages: Change Duty to Security Agency to Duty to Law Enforcement Agency.

Alliance Space Knight (Space Knight Lens) 0 points

Replace Psionic Abilities with one of the following packages:

  • Aristocratic Space Knight: Choose 25 points from House Psionic Powers.
  • Cybernetic Space Knight (House of Kain): Choose 25 points of cybernetic.

Alliance Power-Ups

Most Alliance characters take Experienced or Heroic as their power-ups. Aristocrats of a major house must take the Eugenic power-up associated with their house, but many elements within it are optional. Aristocrats often become Martial Artists or the Psionic power-up which, while not strictly necessary, represents an aristocrat who is more psionically powerful than his peers, or with greater flexibility than his bloodline would suggest. Alliance characters may also take the following power-ups or lenses:

Title 1 points

Aristocrats often have additional titles, or honorary titles. Some such titles might even find their way into the hands of particularly esteemed commoners. See the rules on Aristocracy below for ideas.

Statistics: Title [1];

Higher Purpose (Against Impossible Odds) 5 points

Any Alliance character may take this Higher Purpose variant!

Statistics: Higher Purpose (Against Impossible Odds) [5];

Servant (Lens; Any Template) 0 points

Rather than serve another organization, the character may serve a noble house instead.

Statistics: Servant Rank 0 [0];

Disadvantages: As part of your -50 template disadvantage points, you must take Duty (Noble House) [varies].

Esteemed Servant 20 points

The character not only serves one of the noble houses, he is among the most prestigious and honored of those servants. He may not be the right hand man of the ruling noble, but he’s one of his highly trusted and independent agents. Such characters are generally Assassins, Commandos, Diplomats, Space Knights, or Spies

Statistics: Servant Rank 4 [20];

Disadvantages: As part of your -50 template disadvantage points, you must take Duty (Noble House) [varies].

Alliance Traits

Code of Honor (Aristocratic): Always recognize and treat other nobles appropriate to their station; acknowledge and address the petitions of those who have declared fealty to you; always obey a call to arms from your liege or your nation; dress appropriately to your station and bear your heraldry with pride; if your honor has been affronted, you must demand a duel, and if you are challenged to a duel (by a fellow noble, of course), you must accept; you may not marry outside of the aristocracy. -10 points.

Legal Enforcement Powers (Constable): The character may arrest within his jurisdiction (if he has a warrant!), may engage in search and seizure (if he has a warrant) and may fire to kill, though such actions may result in an inquest. 5 points.

Legal Enforcement Powers (Inspector): The character may engage in search and seizure, provided he has a warrant, and may make arrests, provided he has a warrant, in any jurisdiction given to him by the Alliance Senate. He generally has “jurisdiction” within a given case rather than a particular world. He may not deploy lethal force except in self-defense, and even then, such actions will cause an inquest. 5 points.

Legal Enforcement Powers (Marshal): As with the Constable, but the character may make arrests anywhere throughout the Alliance, and cannot be impeded. 10 points.

Legal Immunity (Alliance Aristocrat): The character gains preferential treatment (treat CR as -1) and follows a unique set of laws (which both grant special privilege and additional duties). If the character violates an aristocratic law, he is tried by his fellow aristocracy. This is technically a 10 point advantage, but as it only applies within the limited confines of Alliance space, it has 1/5th the normal value. 2 points.

Cross-Post: Libris Ludorum Ruminates on Houses

Nemoricus, who is one of my most supportive Patrons (also the author of the Psi-Wars primer: I just post what he gives me; and the author of the Psi-Wars bibliography, which I’ll post soon; and frequent editor of my material) has been following the houses closely and decided to explore them, noodling through them in a series of four posts that I’d like to share with you, and then comment on.

The Posts

The Commentary

I want to say, up front, that I believe in the Death of the Author.  I believe that the most complete and detailed setting book only acts as inspiration, like a cook book, for the reality you create at your table.  Your Psi-Wars (or your D&D or your Shadowrun or whatever) is yours, and thus correct.
So I’m going to say up front that I’m going to disagree with Nemoricus on some points, but this is mainly because I have “additional information” that might change his mind when he sees more material coming out, and because I have a particular vision that just disagrees with some of his points.  That said, I don’t want anyone to take this as “correcting” Nemoricus.  If (when?) he runs his Psi-Wars game, these perspectives will be true.  More than that, they’re useful, to him, to you and even to me.  It shows me how people see my work (I have a hard time gaining perspective on my own material, which is why you always need a professional editor!), and at several points, as you’ll see, Nemoricus raises interesting issues that I haven’t considered, and I find quite convincing.
The first point I want to make, over everything, is how Nemoricus is looking at the houses, which arose from a criticism he had.  How do people see each house?  How would you feel about a house if you were some common guy in the Alliance?  How do other houses see the houses?  How can you use this house in a campaign?  I imply a lot (as you can see from the fact that he pulls a lot of material out of my work), but a point he raised is that it would be helpful if these were explicit, which is what he’s done here!

House Sabine

This house, at least from my perspective, seems the most well-received, though I’m not entirely clear on why.  Some of my readers comment that they just like the idea of a “House Princess Leia,” so that may well be it.  In a sense, I find the Nemoricus’ commentary spot on, but not particularly revealing beyond what I sense most people had already picked up.  The key points:
  • House Sabine is well respected among the people because of their egalitarianism
  • House Sabine is respected among the nobility because they make great wives
  • Nonetheless, people find house Sabine a little creepy, on account of their ESP (their fixation on poison probably doesn’t help either)
  • House Sabine has a bit of a witchy reputation.
While not included here, Nemoricus suggests that House Sabine should have access to Psychic Hunches.  I think I can go along with that; I’d make it Blood Purity 0.
Nemoricus then discusses the paths of Communion.  I mentioned this back in the week before I revealed the Houses, but each House has “three paths of destiny” open to them, each exemplified by an ancestor.  Given that I haven’t revealed my choices, this is the point where he and I will disagree the most, and I’d like to note that the paths of ancestors might not necessarily fit the paths of your current character, which is more what Nemoricus is trying to discuss here.
The Bound Princess: Here, we agree 100%.  When I conceived of House Sabine, I already knew that the Bound Princess would be one of their core archetypes.  They are the princesses bartered and sold across the Eternal Empire, the bidding chips that the Akashic Order used to control House Alexus and to breed its aristocracy.  The archetypal ancestor for this is Sissi Sabine, the founder, who gave herself as a wife to Alexus Rex and mothered the entire House.
The Beautiful Fool: Nemoricus argues for the Beautiful Fool from the perspective of a desire to manipulate others and to get their desires.  Here, I can see Nemoricus reaching for a witchy archetype, and that’s something I’ve struggled with a bit too.  I think their ultimate last two archetypes won’t perfectly fit into the paths, and will borrow from quite a few. I agree with a witchy archetype, the Sabines as manipulators, but I’d also argue for someone who throws off the chains of the Bound Princess.  The Sabines tie strongly into rebellion, in that they lead the charge against the old institutional orders (which makes sense, as they’re keenly sensitive to how those old orders demand sacrifice).  In this sense, House Sabine could be the Beautiful Fool or the Rebellious Beast.  Perhaps a bit of both?
Madness: Nemoricus argues that the weight of their visions could inspire madness.  I find it interesting that he’s chosen the three “traditionally feminine” paths.  It should also be noted that Madness often has privileged access to information that nobody else can understand, and that people tend not to believe the prophet. This is a compelling path for a member of house Sabine to follow and reveals something of their strange and isolated ways.  I think he makes a compelling case for this.

House Grimshaw

This house was one of the first I conceived of and, other than House Elegans, probably went through the most changes as my design progressed.  I personally find them the hardest for people to connect with, but again, I have a hard time seeing how people react to them.  We haven’t seen a mess of characters pop out yet!
I’m glad Nemoricus depicts them as defenders of the old Empire and as big believers as Noblesse Oblige, as that’s what I was going for.  Part of the reason Nemoricus started this was to show how Sabine could be evil and Grimshaw could be good, as at least one commentator saw them the other way around, and Nemoricus wanted to examine both.  What is definitely true is that Grimshaw and Sabine represent two different views of aristocracy, one a champion of the people (who might be deceptive in that support) and the other a champion of the aristocracy (who is honest and forthright in that defense).
As for the Paths of Communion, he’s chosen two of the paths I had chosen: Mystic Tyrant and Righteous Crusader.  House Grimshaw/Daijn tend towards either the path of the inquisitor or the usurper.  This third choice was the Other, which I hadn’t thought of, but I find an interesting choice.  If Sabine are Space Witches, Grimshaw are Space Wizards, locked away in their ivory tower, practicing their spooky, ergokinetic craft.  Making them Other emphasizes this fact, and makes them the subject to whispered conspiratorial theories.
The most striking point of this analysis, though, is his discussion of their psionic powers.  I personally find it troublesome to give the aristocracy flashy psionic powers, and given their limited set, I needed to make sure each house could wrap strategies around their few powers.  As such, I’ve tried to include unified combat and “spy” abilities as the foundation for their powers.
Grimshaw has the flashiest psionic powers I offered, but I the theme I went for was “anti-technology” and I’m delighted that Nemoricus picked up on this.  Their ability to neutralize technology shapes their relationship with it.  They use robotic bodyguards, for one thing, because they know nobody could turn those robots against them (they’d just short them out if someone did), and they use their “empty blades” so that nobody else can sever their connection with their force swords.  His analysis is spot-on here.

House Elegans

I think Elegans is one of my favorite houses, though given their reception, I think I could tighten their themes.  If I had to pick one theme, it would be “Tragedy.”  They’ve lost a lot, which I tried to emphasize with their children’s toys, their “imaginary friends,” and their signet ring (which worked a lot better when there were more Elegans around!).
Nemoricus sees them a little differently than I do, but he pulls that vision from the implications of the setting, so he has a point.  I see them as bundled together, the last remnant working together to bring their house back, but Nemoricus argues for a more scattered house.  His point is that not everyone would make it back, and that they’re strong enough to survive on their own.  I find this a compelling point.  You’re more likely to meet an Elegans out on the rim than you are any other member of an Alliance house. That said, he picked up on “robin hood” like quality, which I totally agree with, and I’m glad he found evident in the writing, as that was my intent.
Nemoricus suggests that they follow the path of the Righteous Crusader, the Rebellious Beast, the Beautiful Fool and Death.  
Now, I had certainly planned on the last two.  Jax Elegans was the Death of Lucian Alexus and the end of the Eternal Empire.  They’re also a dying house haunted by the ghosts of their vanished relatives.  They know Death well.  
I see house Elegans as willing to do and try things that others are not, the “left hand” of the Emperor, and as such that makes the peril of Death a good one for them, but also the Beautiful Fool, in the sense that everyone loves them, but also in the sense that they’re willing to violate the established norms to get what they want, and in so doing, create innovation.
I hadn’t considered the Rebellious Beast, but it suits them, in an entirely different way than House Sabine.  They’re willing to take down the Empire and to do whatever it takes, even dealing a great deal of damage.  I don’t think I would give it to one of their ancestors, but that’s not really Nemoricus’ point. He’s arguing that a modern Elegans would likely follow this path, and I think that’s certainly true!
I feel one point has, perhaps, not been emphasized enough, so I’d like to emphasize it here: Elegans is a warrior house.  Yes, they make great spies and courtiers, but if you walk over their eugenics, you’ll see that they have a lot of combat advantages.  They invented an entire style of combat (that suits their particular eugenics well), and they’ve learned to even gain combat utility out of non-combat powers.  They contrast with House Kain, where the latter is a “warrior house” by being stronger and tougher than everyone else, House Elegans is a “warrior house” by being faster, more precise, and more determined than everyone else.
One point that Nemoricus did raise, which I also feel should be emphasized, is that House Elegans is a political wildcard.  The stance of Sabine and Grimshaw are “known quantities.” Elegans can tip the scale.  Thus, if Sabine and Grimshaw represent two sides of a political conflict, Elegans represents the thing they fight over.  Even if you don’t want to play as a member of House Elegans, they can serve a useful purpose in your campaign by precipitating political strife.

House Kain

A member of House Kain would totally agree with this
Probably the most unique of the Houses (thus far) so it’s interesting to see how Nemoricus sees them, which is primarily independent, anti-tradition, overconfident and romantic.
I find his portrayal of them as anti-tradition a bit troublesome.  I think I understand where he’s going, but I want to suggest a different perspective.  House Kain embraces “traditional” methods more than most houses (except perhaps Grimshaw).  They embrace the old force-sword-and-buckler combat, and they continue to wear the old armor.  They’re more anti-sophistication.  They’re the guys who remain knights when everyone else has moved on to smallswords and poetry.  I would also argue that they embrace the notion of nobility, but a more “landed” version of nobility.  They’re deeply tied to Caliban in a way the other houses have moved away from.  They see themselves as their people’s protector, while many of the rest of the aristocracy have begun to take their position for granted.
This makes the relationship between the rest of the aristocracy and House Kain complicated.  House Kain seems to not care, but they clearly do as they cling to defiantly to their title.  They claim to disdain dueling, while having a unique dueling style all their own.  They are noble where the other houses have become aristocratic.  Which, I think, is what Nemoricus is trying to get at.  That said, this is something I think could be cleaned up and made more straight-forward.
I am very glad that he picked up on their romantic side.  I was worried people would see House Kain as always rough barbarians, when they’re not.  They’re a very masculine house, but where the other houses are more “clean shaven man in a suit” sort of masculinity, Kain is a rough “stubble and pitted steel” sort of masculinity, and he’s quite confident that he can woo the damsel away from the overly sophisticated noble prick who is more into poetry than he is into the arts of war.  I see them as presenting a tough exterior, but saving a gentleness for their women.  On the flip side, a Kain woman is the sort who’s going to say something like “Only a Kain woman can truly breed warrior sons!” and have a lot of spit and fire in them anyway, which might be another reason House Kain has learned to be very nice to women!
One point that Nemoricus makes that I want to repeat, primarily because it’s a good one that I hadn’t considered: House Kain knows the space about Caliban well.  If we see the Hyperspace around Caliban as “mountainous” with the main Caliban thoroughfare, like a “pass,” then House Kain knows all the other “passses.” That means they not only defend the main point of attack the Empire could make, but they can slip out to attack from unexpected angles, and they know what “secret” routes the Empire might eventually uncover and try to go through.  They’re truly competent defenders!

Ammendum: Nemoricus raises the point of “Why is House Kain still a member of the Alliance?”  With such a culture clash, and with such fierce independence, why not abandon the Alliance and go your own way?  I think Nemoricus makes some good points.  Let me supplement it with two additional points.  First, Kain benefits from traffic that it controls going through Caliban.  It has a monopoly and that fuels its wealth.  One of my inspirations for the house was that of a German River Baron, who build castles over rivers and demanded a toll from all traffic.  Imperial domination would certainly undermine that little deal.  The second reason is that the Alliance offers them legitimacy.  Without the prestige of aristocracy, they’re just some warlords and bullies, and they like the romance of being able to seduce Sabine women and cuff a loudmouth Grimshaw on the jaw and get away with it.  They’re proud of their titles, the fact that they’re knights and heroes and that they have ancestors buried on Maradon.  You see this sort of thing during the decline of the Roman Empire, where outsider barbarians craved the legitimacy offered by the Roman empire, even long after the Roman Empire stopped mattering (the “Holy Roman Empire” didn’t dissolve until the early 1800s, 1400 years after the traditional date for the fall of the Western Roman Empire).

The Fifth House?  The Sixth?

I could go on, but let’s stop here for now.  If you enjoyed reading up on the Houses, I highly recommend going over his material, and he has plans for more.  If we’re nice, he might even try his hand at a new house, or do a write-up of the fifth house that will pop out of this weekend’s poll.
What I’ve found striking about this experience is how much of a response the Houses have earned, and arguments as to what more they need.  Nemoricus offers some, some of which I should consider folding into the House write-ups, but I need to borrow some of these ideas for the Empire.  The Houses give a solid foundation on which to build a character, and while one can say that the Empire does this with organizations, I think I would argue that the Houses give a multi-dimensional way of building a character (“An Alliance regular Commando working for House Grimshaw” or “An Elegans Senator” or “A Sabine Spy.”) that the Empire lacks (an Imperial Black Ops Commando; an Imperial Security Officer), but this entire process is a learning process, and I knew up front that I’d need to revisit both the Empire and the Alliance after everything was done, which I will do before Iteration 6 finishes up.
In any case, I wanted to thank everyone for exploring the houses with me.  We’re almost done with the Alliance, so I’ll see you guys next week to wrap it up!

House of Kain, Part 2

Not every house is going to use psionic powers, especially if we’re looking at houses that joined the Empire later.  Cybernetics seems like a natural evolution in a society that makes regular use of force swords.  It also represents a shout-out to the Metabarons, who always have at least one cybernetic part as part of their initiation rite.  That requires a fairly extensive look at cybernetics, and a new catalog.  I don’t envision every member of the House Kain as thoroughly covered in cybernetics, but most should have at least one piece.

Tools of the House of Kain

Kain Background Options:

Given their strict upbringing, members of the House of Kain may add any of the background traits of Survivor with their Aristocratic Background options.

Optional Disadvantages: Bad Temper [-10*], Callous [-5], Impulsiveness [-10*], Lecherousness [-15*], Stubbornness [-5*].

Kain Technology

Kainian Grand Force Blade

The House of Kain enjoys considerable strength, both naturally and due to their cybernetics. Thus, they favor bigger, stronger blades. The Grand Force Blade has a heavy hilt, nearly two feet in length, and have create powerful blades. They require 2 C cells, which powers the blade for 1500 seconds. Most Grand Force Blades tend to be simple, rather than stylish, but are generally Fine. Not every member of house Kain wields one; many wield normal force swords, though few would be caught dead with a force saber.

Kainian Grand Force Sword: Dmg 10d+5 (5) burn; Reach 1-3; Parry 0; Cost $80,000, Weight 4, ST 10*.

*Two handed

Kainian Heavy Armor

The only thing more impressive and conservative than wearing traditional knightly armor is wearing more traditional knightly armor! The House of Kain has a unique design of armor that allows them to field extraordinarily thick armor, durable enough to almost shrug off a force blade blow directly.

Kainian Heavy Armor has all the same design features of traditional knightly armor; the armor itself provides 120 DR, weighs 65 lbs and costs $100,000, and the helmet provides 120 DR, weighs 12 lbs, and costs $6000.

Kainian Bionic Catalog

Kainian cybernetics come from a dedicated foundry that has been constructing bespoke cybernetics since the House of Kain began its initiation rite, and today they create some of the finest, and certainly the most beautiful, combat cybernetics in the galaxy. All Kainian cybernetics are rugged and have a +2 HT, doubled DR, and offer a +1 reaction modifier wherever a reaction modifier to cybernetics would be appropriate, thanks to their beautiful styling and expensive metals.

Note that the House of Kain regularly use other cybernetics, especially from the Heavy catalog. Consider also: Boosted Heart, Reinforced Skeleton, Bionic Spine, Bionic Organ Reconstruction, any bionic hand/arm upgrades and any cybernetic implants.

Bionic Limbs

Kainian Bionic Hand (13 points)

Statistics: Statistics: Arm ST +2 (One arm, Cybernetic -20%) [5]; Arm ST +1 (Cybernetic -20% Unsupported ST -25%) [2], DR 30 (One Hand -80%) [4], One Hand, (Mitigator, Cybernetic -80%) [-3], Injury Tolerance (Unliving, One Hand -80%) [4], Striking Surface [1]

Availability: Major Procedure; $35,000.

Kainian Bionic Arm (37 points)

Statistics: Arm ST +2 (One arm, Cybernetic -20%) [5]; Arm ST +2 (Cybernetic -20% Unsupported ST -25%) [4], DR 30 (One Arm -40%) [18], One Hand, (Mitigator, Cybernetic -80%) [-3], Injury Tolerance (Unliving, One Arm -40%) [12]; Striking Surface [1]

Availability: Major Procedure; $60,000.

Two Basic Kainian Arm (49 points)

Statistics: Arm ST +2 (Two Arms, Cybernetic -20%) [8]; Arm ST +2 (Two arms, Cybernetic -20% Unsupported ST -25%) [6]; DR 30 (Two Arms -20%) [24], No Fine Manipulators (Mitigator, Cybernetic -80%) [-6], Injury Tolerance (Unliving, Two Arms -20%) [16], Striking Surface [1]

Availability: Two Major Procedure; $120,000. If already has one bionic arm, use the availability of one arm.

One Kainian Bionic Leg (26 points)

Statistics: DR 30 (One leg -40%) [18], Injury Tolerance (Unliving, One Leg -40%) [12], Missing Legs (Mitigator, Cybernetic -80%) [-4]

Availability: Major Procedure; $25,000

Two Kainian Bionic Legs (50 points)

Statistics: Lifting ST +2 (Cybernetic -20%) [4], Basic Move +1 (Cybernetic, -20%) [4], Super Jump ( Cybernetic -2%) [8], DR 30 (Legs -20%) [24], Injury Tolerance (Unliving, Legs -20%) [16], Legless (Mitigators, Cybernetic -80%) [-6]

Availability: Two Major Procedures; $50,000

Bionic Head/Face replacements

Kainian Bionic Ears (11 points): Advanced Bionic Ears, UT 209. $10,000

One Kainian Bionic Eye (26 points)

Statistics: Accessory (HUD) [1], Nictitating Membrane 10 (One Eye -50%) [1], Hyperspectral Vision (Cybernetic -20%, Temporary Disadvantage, No Depth Perception -15%) [17], Telescopic Vision 3 (Cybernetic -20%, Temporary Disadvantage, No Depth Perception -15%) [10], One Eye (Mitigator, Cybernetic -80%) [-3]

Availability: Major. $25,000.

Two Kainian Bionic Eyes (30 points)

Statistics: Accessory (HUD) [1], Nictitating Membrane 10 [2], Hyperspectral Vision (Cybernetic -20%) [20], Protected Vision [5], Telescopic Vision 3 (Cybernetic -20%) [12], Blindness (Mitigator, Cybernetic -80%) [-10]

Availability: Major. $50,000.

Kainian Bionic Jaw (17 points)

Statistics: Cannot Speak (Mitigator. Cybernetic -80%) [-3], DR 30 (Jaw -60%) [12], Unliving (Jaw only -60%) [8].

Availability: Major. $30,000.

Kainian Bionic Arm Upgrades

Firebrand Fist 7 points

The hand integrates a heating element that can turn the user’s entire fist into a white-hot brand. This can be used to instantly any flammable item held or touched, or to inflict an additional 3d burn damage after a punch, or with contact to the body.

Statistics: Burning Attack 3d (Melee Attack, Reach C, Cannot

Parry, -35%; Cybernetic -20%) [7].

Availability: Simple Procedure; $7500

Deflector Arm 1 point

The arm integrates a force buckler (UT 192). This takes a conscious ready action to enable.

Statistics: Accessory (Force Buckler) [1]

Availability: Simple Procedure; $7500

Cybernetic Implants

Psyber Shield 13 points:

The House of Kain regularly need to deal with telepaths, so often integrate mind-shield circuitry directly into their skulls (especially if they already have reinforced skeletons). This works just like the Mind Shield advantage, including the warning of an attempt against the user. Note that the Cybernetic Implant limitation below works like other cybernetic implants (it can be shorted out), not like the Mind Shield Cybernetic limitation!

Statistics: Mind Shield 4 (Cybernetic Implant -20%) [13]

Availability: Major Procedure (Simple if character has Reinforced Skeleton); $5,000

Silvertongue 5 points: see UT 210. Minor Procedure. $5000.

Hexite Bomblets 1 point:

Members of the House of Kain often implant bomblets all throughout their body (typically one in each limb and a larger one in their torso), which they wire directly to their nervous system using carefully surge protected wiring. The result is “foolproof” set of bomb implants directly under their control, which can be set to explode on command, or on a timer, and deactivated, all with a thought from the user. They arm their bomblets with Hexite, a substance native to Caliban with astonishing explosive potential. A single bomblet will inflict 5dx5 cr ex, and every bomblet going off simultaneously inflicts 5dx10 cr ex. Most Kainian nobles use their explosives to (spectacularly) avoid falling into enemy hands, or to take their enemy out with them.

Statistics: Accessory (Explosive) [1]

Availability: Major Procedure; $15,000

The Relics of Kain

The Shatterstar, Grand Force Blade of Kusari Kain

Associated Communion: True Communion (Righteous Crusader)

Statistics: Terror (the Guilty only, Presence)

Cost: $500,000

The Shatterstar was the mighty force sword of Kusari Kain, the blade used to kill Shio Daijin. It is one of the finest force swords ever crafted (treat as Very Fine, dealing 10d+10 damage), those who bear it become terrifying to the guilty. Even if the victim cannot see the bearer, he feels a mounting sense of dread as the bearer closes in on them. Those the blade deems unworthy to touch also feel that mounting dread if they attempt to touch it or wield it.

The Token of Jaina Sabine

Associated Communion: True Communion (The Bound Princess)

Statistics: Special Rapport (Lover)

Cost: $25,000

According to tradition, Lothar Kain seduced the beautiful Jaina Sabine, daughter to Sissi Sabine, a story that House Sabine pointedly ignores. Nonetheless, the House of Kain has a locket of the right design, and bearing all the marks of House Sabine of the appropriate age, a gift either stolen or given.

The Token of Jaina Sabine represents one sort of relic that turns up more frequently among the members of the House of Kain. When a daughter of Kain gives a token of affection, or a son of Kain receives one, these tend to form a bond between the two lovers that transcends space and time. As long as one bears the token, the symbol of their love, both have the Special Rapport advantage with one another. Most tokens tend to be small pieces of feminine jewelry, such as rings or bangles, that the man wears on a small chain, preferably hidden beneath his armor.

The Signet of Kain

Associated Communion: Dark Communion (The Rebellious Beast)

Statistics: Longevity; Resistant to Poison +3; Resistant to Disease +3.

Cost: $60,000

Lothar Kain’s signet ring predates his rise to power, but he had been a warlord before he became a baron. The ability of the Archbaron to survive wounds that would kill any lesser man have build legends of the Archbaron’s immortality, and that ability to survive has embedded itself in the ring. Those who bear it tend to live for exceptionally long periods of time, and shrug off disease and poison more easily than most, which, when combined with Kainian ability durability, tends to make them virtually impossible enemies to remove.

The House of Kain, Part 1

I wanted to show that not all houses descend from the most ancient of bloodlines.  Sometimes, a businessman marries into a family, or conquered nobility fold themselves into the aristocracy, or a warlord gains legitimacy by joining the the aristocracy.  House Kain is one such example.

I drew my primary inspiration from both Clan Mitsurugi from my own Cherry Blossom Rain and the Metabarons.  Clan Mitsurugi controlled the main access point between two rivals, and protected it ferociously.  I wanted the same for the Alliance: a reason as to why the Empire hadn’t just crushed the Alliance already, and thus Caliban and its ancient orbital fortress.  The Empire might defeat them, but it would cost them a great deal and give the rest of the Alliance a chance to respond.  It might bypass it, but the other routes are less practical and more likely to create a scattered fleet more easily defeated.  With the Empire facing wars on all fronts, they can afford to leave the Alliance for now until they have the firepower to overwhelm Caliban and its defenders.

I was introduced to the Metabarons when someone commented that my Psi-Wars reminded him of Jodorowsky.  I haven’t had a chance to read the Incal, generally considered his most iconic comic, but I did manage to land a copy of the Metabarons, which suits the aristocracy of Psi-Wars better.

This combined into a ridiculously masculine, over-the-top house of warriors which make for an excellent contrast with the more elegant nobility. They offer an opportunity for a player to play a knight who disdains the elegance of the other families, or who struggles to restore the Alliance to its fighting roots, or creates delightful scandals when a member of the House tries to marry someone from another family.

I wanted a name that didn’t sound like a Maradon name (thus a single syllable), but that fit nicely with the names I had come up with for the family members, thus Kain.

The House of Kain

Cadet Branches: None

The House of Kain is not a House of Maradon origin. The exact lineage of Lothar Kain, the founder of the House, remains lost in the mysteries of time, but his opponents have thrown accusations like “Bastard” and “Pirate” at him. Lothar Kain ruled Caliban and its ancient, alien orbital fortress with sufficient firepower to stop any armada dead in its tracks, and controlled the easiest hyperspace route from the galactic core to the Maradonian arm of the Galaxy. Should Alexus wish to pass, he needed to either defeat Lothar Kain’s fortress, or pay a hefty toll. Instead, Alexus dueled the robber baron to a standstill, and then offered a position as a general at his right hand. He said he refused to kill so great a warrior as Lothar, and promised Lothar far greater riches at his side, than as his enemy.

And so, Lothar’s lineage rose to the aristocracy of the Alexian Empire. They proved a tough house to tame, however. They followed their own philosophies, barely paying even lip service to the Oracular Order. While the Order managed to improve their genetics somewhat, the members of the House of Kain loved whom they loved, and made a sport of seducing the most desirable of Maradonian women away from the “weak” men of the Maradonian aristocracy (according to a popular Kain legend, Lothar seduced Sissi Sabine’s daughter, Jaina Sabine, and she bore him a son, explaining why some Kains have white hair to this day; an unlikely tale, but Sabine blood certainly flows through the veins of some of the House of Kain).

When the rest of the Empire slowly descended into debauchery, the ruthless initiation rituals of the House of Kain kept their warriors strong. Upon reaching the age of maturity, a member of the House of Kain must first venture into the wilds of Caliban and face the wild beasts alone with nothing but their wits. After this, they must endure mutilation at the hands of their parents without crying out. If they succeed, their ruined body part is replaced with cybernetics and they’re welcomed into the house. Thus, when the rest of the Houses turned to delicate dueling, the Knights of Kain kept the ancient traditions of Maradonian knighthood alive, and wear the heavy armor and wield the heavy force swords of their ancestors to this day.

Because Caliban stands on the border between the galactic core and the Maradon Arm, Caliban stands at the border between the Empire and the Alliance. Thus far, their ferocious warrior, considerable fleet and powerful fortress, have kept the Empire at bay. Bypassing Caliban requires more treacherous routes, and attacking Caliban (a convenient choke point for the rest of the Alliance to rally around) has proven too costly for now. The House of Kain argues that the Alliance has not yet fallen to the Empire entirely due to their efforts, and they might be right!

Members of the House of Kain typically have olive or bronze skin, with thick, straight black hair (though hair color varies, and quite a few have white hair), thick lips, hawkish noses and stony features. Even their women tend to be handsome, rather than beautiful. They typically tower over other nobility, and wear magnificently beautiful cybernetics.

The House of Kain has no psionic legacy. They can be psionic, but they produce no more psions than the general population.

Kain Titles

The House of Kain has only one title: the Archbaron of Caliban. The House of Kain originally held the title of Baron, but its many accomplishments and its place so close to the Alexian emperor more than justified a greater title. However, their ignoble origins made the idea repugnant to conservatives within the aristocracy, and so the Senate compromised, offering them the unique title of Archbaron, which is offers an imputed status of +3. By tradition, the title of Archbaron of Caliban may only be passed from father to son, or by the right of a duel. Should only daughters remain, as far as the rest of Kain is concerned, the title dies with the last Archbaron.

All other members of the House of Kain are knights.

The House of Kain legitimately claims the title of Imperial Knight (now Knight Protector), given their long service as body guards of the Alexian Emperor, and the Blademaster of the Destructive Form is usually a member of the House of Kain.

Notable members of the House of Kain

The current Archbaron of the House of Kain is Kento Kain, an ancient knight and a veteran of a century’s worth of war. So many wars have left the indomitable warrior a scarred creature, more machine than man, and he wears extensive external life support built into his armor, which he must always wear. He has only one child, the beautiful and dangerous Asura Kain, who refuses to marry any man who does not prove himself her equal on the field of battle. As such, when his temper gets the best of him, the Archbaron challenges other members of his house to a duel to the death. Should they kill him, they can claim the title of Archbaron, but so far, he has struck down all who have faced him.

Politically, Kento Kain could not care less about whether or not the Alliance reconciles with the Empire. He will rule Caliban no matter what, and the Empire can strip it from his cold, dead hands (which may come sooner than later!). However, Kento sees the elitists as fops who create privilege for themselves because they’re afraid to face the harsh realities of life that the common people face every day. He doesn’t really support lifting the common people up, as Nova Sabine does, but he does support measures to dismantle aristocratic privilege, and this tends to make him a natural ally for Nova Sabine (it helps that the old man is a little sweet on her).

Kusari Kain, the Hound of Alexus, served as the archbaron during the fall of the Alexian Empire, and he represents the pinnacle of honor and devotion for the House of Kain. When the Mad Emperor raged, Kusari Kain calmed him. When the Knights of Communion struck the mad Emperor down, Kusari Kain hunted them down and his armada scattered the assassin’s followers to the far reaches of the Galactic rim. When Shio Daijin usurped the throne, he turned that armada around and deposed him. His force sword cleaved Shio Daijin’s head from his shoulders. When he held the capital of the Empire in his power, he then turned and left to return to Caliban, allowing the Houses to squabble. The Aristocracy will forever remember his restraint, even if the respect they offer is grudging at best.

The famous founder of the House of Kain, the Bastard Baron, Lothar Kain, remains an enigmatic and controversial figure. As his epithet suggests, he certainly was not of noble birth, and he may well have been a warlord or mercenary that conquered Caliban and infiltrated its alien battle station and successfully tamed it. He had built a small interstellar kingdom, with Caliban as its capital, and he earned few allies with his brutal tactics. Nonetheless, he showed peerless bravery when he faced Alexus and earned a place at his side. According to the lore of the house, he had a prodigious number of children of his own, fathered with illegitimate lovers (despite his bloodthirsty reputation, the House of Kain insist that all of his children were born from love, and the fact that he acknowledged every one of his bastards is offered as proof of this), and that beneath his rough exterior beat the heart of a romantic.

The Eugenic Legacy of Kain

Kain Eugenic Power-Up 50 points

Advantages: Kain Bloodline [1]; Spend up to 49 points on the following packages:

Might of Kain [25]

Invincibility of Kain [24]

The Might of Kain 25

Attributes: ST +2 [20]

Secondary Characteristics: HP +2 [4]

Advantages: Bloodline Purity 1 [1]

Feature: Ignore rules for Unsupported ST; ST may be increased to 25.

Characters with the Might of Kain who take any cybernetics (or bio-mods) with the Unsupported ST limitation must pay off that limitation; their bodies are sturdy enough and durable enough to take modifications, even local ones, that improve their ST up to 25.

The Invincibility of Kain 24

Attributes: HT +1 [10]

Advantages: Bloodline Purity 1 [1], High Pain Threshold [10], Resistance to Cybernetic Hazards +3 [3]

Resistance to Cybernetic Hazards improves HT on any complications that might arise from integrating cybernetics into the body, and to any affects that might harm cybernetics (explicitly adding to any HT rolls made for resisting surge effects or ergokinetic effects that might shut down or control cybernetics).

House Elegans, Part 1

Early on, I had realized I couldn’t make every house a major power house.  After all, the Empire had gutted many Houses, so I needed at least one example of a house that was circling the drain, trying desperately to gain allies in its fight to regain its estates, or trying to borrow money from the more accomplished houses (I also had the idea for a dead house, one that had been wiped out, as things long gone can be as interesting in a game as things still present, and I still think that’s a good idea, but I ran out of room).

I originally conceived of this House as useless courtiers who used plots, machinations and marriage to achieve success, but then I saw Afro-Samurai and thought “Psi-Wars needs that.”  The idea of tragic samurai have long appealed to me, and Afro-Samurai represented an alternative take on that, which blends the cultural fusion I’m going for in Psi-Wars.  His tragedy made him a natural candidate to be the inspiration for the House that had lost everything, and so I chose this house.

Empathy and Telepathy make a lot of sense for a house that’s all about persuading others to help them, but it’s also a great choice for the anime-esque samurai who stares down his opponents and knows an attack is coming moments before it does, so I shifted Empathy from Grimshaw to this house.

Once I knew I was going to use an African character as inspiration, I could dig into one of my favorite characters, Eshu Elegba, as further inspiration (hence the name “Esau Elegans”), as my handle here is “Mailanka” which is a reference to a Changeling Eshu, which was my favorite game (and story within the game) of my youth.  Thus, the House gained a tradition of trickery (appropriate to a house with telepathy!) and with trying things other houses would not, seeking solutions where other houses would not, becoming the “left handed” house.  I also gave them this tradition because I wanted to have at least one house that had stepped away from the Oracular Order, and the house that had lost all of its territory to the Empire would reasonably be far from the center of the Oracular Order, which means they would be the best candidate for joining the philosophy of True Communion.

This makes them a complex house, one that seeks the assistance from traditional houses despite having a tradition of violating those traditions, a house of warriors whose greatest asset is political manipulation, a house who must cling to the last of their aristocratic heritage, yet knows well the struggle of the common man.

The Cadet Branch Afolayan is a reference to Lady Maya Afolayan, a character by Kelly Pedersen.

The House Elegans

Cadet Branches: Afolayan, Wilderbane

Controversy and contradiction dog House Elegans. It stands amongst the most prestigious of houses, but it has no power or wealth. Effete courtiers fill the House, but it produced some of the finest knights to ever walk among the Nobility. It began on Maradon and serves the Alliance still, but it may have abandoned the Golden Path in favor of True Communion, and one of its members may have killed the last Alexian Emperor.

House Elegans began with Esau Elegans, childhood companion to Alexus. He joined him on his crusade to bring the stars to heel, and was richly rewarded for his service with worlds and domains in the wealthy galactic core, including the treacherous Tangled Expanse, which bordered the most ancient parts of the Galaxy, the birthplace of True Communion. Elegans continued their rise through the Eternal Empire, but when True Communion began to sweep across the Galactic center, Elegans developed a convoluted relationship with the faith. As masters of that part of the Galaxy, they were tasked with its suppression, and many took their failure as proof of their collusion with True Communion. When the Last Alexian Emperor fell, the Knight of Communion Jax Elegans almost certainly struck the death blow. The modern house of Elegans hotly denies this, naturally, but their House’s interwoven relationship with heretical philosophy is well documented.

When the Empire rose, the nobility of the galactic core lost their holdings. Many Elegans died in the Imperial purges, and the remaining few fled to the welcoming embrace of the Alliance. There, the now penniless House accepts the generosity of other houses, while advocating for strikes against the Empire that would liberate their worlds, allowing them to regain their foundries, their populations and their wealth. The house has divided between those who use what lingering mystique their house has to enchant the nobility and those who have tired of the games of the Alliance, who study the force sword and the arts of war, and move among the Empire even now, raising up insurgencies and seeking vengeance against the officers and soldiers that callously gunned down their parents.

House Elegans have dark skin, broad noses and long, thick, black or golden-brown hair that forms thick curls or ringlets. They often have brown or, sometimes, golden eyes (the latter is especially true of the purest Elegans) that burn when they use their psionic powers. They tend to be thin, quick with both hand and eye, and fierce. They hide their ferocity when they engage in politics behind broad, toothy smiles and rich laughter, but they’re not a House easily broken. They have the power of Empathy, and can turn people’s feelings to their needs. Their courtiers and spies use their power to ferret out lies and to create a sense of trust, but their warriors become stalking nightmares, able to drive men mad with terror. They pay a terrible price for their power: many members of house Elegans have a rich “mindscape” which haunts them with false images and “imaginary friends.” If members of House Elegans did step away from the Golden Path, it might have been to find solace or answers about the illusory phantoms that haunted them. With the tragedies that have befallen house Elegans, the madness grows worse…

Elegans Titles

House Elegans’ highest title is the Marquis of the Tangled Expanse, the part of the Galaxy that birthed the philosophy of True Communion. The master of the House always bears this title. The House also bears a variety of lesser titles, including the Viscountess of Karina, a world not far from the Alliance only recently captured by the Empire in a brutal, bloody defeat, one that Elegans would very much like to reclaim. A few minor cadet branches have managed to escape Imperial notice and retain their holdings, such as the Afolayan House and its control of Adebola’s Diamond.

Elegans traditionally carries the title of Imperial Knight (or Knight Protector), as they often served as bodyguards for the Alexian dynasty, and Blademaster, as they founded one of the four knightly styles practiced in the Alliance: the Blademaster of the Swift Form is always a member of House Elegans.

Notable members of House Elegans

As with most houses, the eldest male inherits, unless none remain. Thus, the fact that House Elegans is ruled by the Marchessa Anna Elegans speaks volumes for how greatly the house has suffered under the Empire’s assault. Anna tirelessly advocates for war against the Empire, especially to liberate her homeworld of Karina. When it comes to populist or elitist positions, Anna and her house find themselves divided. They must retain their titles and privilege, as they’re literally all Elegans has left. At the same time, their trials have led them on paths usually walked by the common man, and they’ve seen the plight of the people of the Alliance in starker relief than most aristocrats, and so their conscience pushes them to vote Populist. They currently balance the positions of Bale Grimshaw and Nova Sabine in an effort to remain allies with both, but increasingly, they find themselves forced to choose and they lean towards an Alliance with Bale Grimshaw.

Tyro Elegans lived during the apex of the Federation, during an era of peace and prosperity that sat poorly with his warrior heart. He regularly practiced force swordsmanship and tested himself in duel after duel, but found the styles available to him to be too cumbersome, unwieldy and ritualistic. He pushed for simplicity and speed and created the Swift Form. Interest in his style grew as he bested more and more duelists with greater ease, and his exploits made dueling more popular, leading directly to the creation of the Threefold Brotherhood, with himself as its first master.

Jax Elegans, the Kingslayer, certainly lived during the fall of the Alexian Empire, but mystery shrouds his precise role in that fall. He certainly served as a Knight of Communion and advocated against the slaughter the citizenry that the Alexian Emperor engaged in, as well as the suppression of True Communion. He abdicated his aristocracy and raised an army against the Emperor, and almost certainly killed him. Because Jax Elegans ended the mad reign of the last Alexian Empire and paved the way for the Federation, most modern aristocrats turn a blind eye to House Elegan’s hand in the fall of the last Emperor (after all, he technically had abdicated) and prefer to pin the blame on Shio Daijin, who makes a better villain. Nonetheless, as the Alliance faces yet another murderous Empire, some have begun whispering of resurrecting Jax’s legacy.

Esau Elegans, the founder of the House, grew up with the future Emperor Alexus. According to legend, a story almost certainly inflated by the Oracular Order, Esau pushed for mischief where Alexus’ mentors pushed for caution. Esau dragged Alexus off on ill-advised adventures that inevitably required the wise and patient Alexus to rescue him, and show him the right way. Whatever the stories, Esau certainly used unconventional tactics to help his friend and master to build his empire, and because of this, House Elegans remains known as the “Left Hand of Alexus” to this day.

Elegans Eugenic Legacy

Elegans Eugenic Power-Up 50 points

Advantages: Elegans Bloodline [1]; Spend up to 49 points on Classic Appearance (Aristocratic) [1] or on the following packages:

Eleganian Beauty [5]

Eleganian Speed [21]

Eleganian Will [11]

Eleganian Regeneration [11]

Disadvantages: Replace any of your template disadvantages with the following disadvantages (If you have Bloodline Purity 2 or higher, you may choose an additional -5 points worth of the following disadvantages, increasing your disadvantage limit by -5 points!): HP -1 or -2 [-2/level], Bad Temper [-10*], Curious [-5*], Distinctive Feature (Golden Eyes), Mental Instability [Varies], Nightmares [-5*], Skinny [-5], Stubborness [-5].

Features: Many Elegans are Left-Handed [0].

Eleganian Beauty 5

Advantages: Appearance (Attractive) [4], Bloodline Purity 1 [1]

Eleganian Speed 21

Secondary Characteristics: Basic Speed +1 [20]

Advantages: Bloodline Purity 1 [1]

Features: Basic Speed may be increased +3.00 [0]

Eleganian Will 11

Secondary Characteristics: Will +2 [10]

Advantages: Bloodline Purity 1 [1]

Features: Will may be increased to 25 [0]

Eleganian Regeneration 11

Advantages: Regeneration (Slow) [10]. Bloodline Purity 1 [1]

Mental Instability

Mental Instability is a secret disadvantage (B120), a lurking “trap” in the genetics that the GM can spring upon a player whenever he, provided she takes the Mental Instability disadvantage. Allow the player to take up to between -10 and -20 points, and then assign a disadvantage worth at least five points less.

The most common mental instabilities for House Elegans are Berserk [-10*], Delusion (Imaginary Companion) [-5], Flashbacks (Severe) [-10], Split Personality[-15].

Eleganian Psionic Legacy

House Elegans has latent Telepathy Abilities. If the character has the Elegans Bloodline perk and the requisite Bloodline Purity levels, he may take the following abilities and talents whenever he wishes:

Bloodline Purity 0: Auric Squint (Pyramid #3-69 p7) [1], Avatar (PP 64) [1], Deep Study (PP 64) [1], Emotion Sense (PP 58) [varies], Instill Fear (PP 64) [18+3/level], I Feel Them Watching Me (Pyramid #3-69 p7) [1], I Know What You Mean (PP 64) [1], Intimidation Factor (PP 64) [1], Mind Shield [4/level], Over There! (Pyramid #3-69 p7) [1], Presence (Pyramid #3-69 p7) [1], The Buzz (Pyramid #3-69 p7) [1]

Blood Purity 1: Aspect (PP 61) [4/level], Mind Clouding [6/level]

Blood Purity 3: Emotion Control [Varies].

Blood Purity 4: Telepathy Talent +1 to +4 [5/level]

Sample Elegans Psionic Power Packages

Eleganian Intimidation 25 points

Prerequisite: Elegans Bloodline

The most direct use of Eleganian empathy is as a blunt weapon of naked fear. Many Eleganian warriors study this and use it in duels, fixing their gaze on their opponent and opening up all of their target’s fears of the coming duel. Roll a quick contest of Instill Fear vs the target’s will, provided the target is no more than 5 yards away. Success means the target must roll on the fright check table at a penalty equal to your margin of victory.

Advantages: Instill Terror 3 [24]

Skills: Instill Terror (H) Will-2 [1];

Eleganian Mindscape 25 points

Prerequisite: Elegans Bloodline

The Eleganian bloodline tend to have unusual psyches. Delusions, imaginary friends and strange influences often haunt the purist of the Elegans, who have thus learned to carefully tune out unwelcome mental influences, and they can even use these unusual mindscapes to defeat their opponents (for example, calling upon “imaginary friends” to help defend them from intrusion). In many cases, this traps those who would intrude in a mental cage. They have +4 to will to defeat mental intrusion, and may roll against Mind Shield with a +4 to prevent someone from detecting their mind. They may halve these penalties and and roll against mind trap to trap anyone making mental contact with them.

Advantages: Mind Shield 4 [16]

Skills: Mind Shield (H) IQ [4];

Techniques: Mind Trap (H) Mind Shield-1 [5]

Eleganian Empathy 25 points

Prerequisite: Elegans Bloodline

Elegans understand the emotions of others. They may roll Emotion Sense to detect the emotions of others, and gain all bonuses associated with Empathy.

Advantages: Emotion Sense [20]

Skills: Emotion Sense (H) IQ-1 [2];

Techniques: Animalism (H) Emotion Sense-2 [3]

Eleganian Charisma 25 points

Prerequisite: Elegans Bloodline, Bloodline Purity 1

The Elegans can manipulate the emotions of others in a more nuanced fashion than used in Eleganian Intimidation. Everyone you wish to affect must roll Will vs your Aspect skill. If you fail, your target notices you, at least. If you succeed, your target feels fear, respect or adoration (your choice) and rolls in the Reaction Table with a +6, or you can apply a +6 to an influence skill of your choice.

Advantages: Aspect 6 [24]

Skills: Aspect (H) Will-2 [1];

Eleganian Deception 25 points

Prerequisite: Elegans Bloodline, Bloodline Purity 1

The Elegans can make others not wish to see him, mentally editing out his presence. So long as the Elegans Concentrates, anyone who might hear or see you must resist your Mind Clouding Skill with Will. If you succeed, you gain a +4 to stealth rolls (+8 if you stand perfectly still). Halve the bonus if you have light encumbrance or higher.

Advantages: Mind Clouding 4 [24]

Skills: Mind Clouding (H) IQ-2 [1];

Eleganian Influence 25 points

Prerequisite: Eleganian Bloodline, Blood Purity 3

If the Elegans can touch someone (any touch will do), they may roll Emotion Control vs the target’s will. Success means you can dictate what emotion the target feels (and, if necessary, the target of that emotion, ie “You’re so angry at your brother” or “You’re in love with me.”) On a failure, the target senses the emotion coming from you and gains a +3 for detecting psi! With Independent, this emotion persists for a number of minutes equal to the margin of success after you’ve stopped touching your target.

Advantages: Emotion Control 2 [15]

Skills: Emotion Control (H) IQ [4];

Technique: Independent (H) Emotion Control-2 [6];

House Grimshaw, Part 2

I wanted to take the opportunity to stop and address something I had essentially ignored over the creation of the entire Alliance: they use robots, a lot.  One of the elements I had proposed for the economic hardships that helped spawn the Empire was the over-use of robotic labor and the increasing desperation of the average citizen.  The Empire ostensibly removed a lot of robotic labor, which is why I didn’t talk much about Imperial robots, but the Alliance should still make use of them, from secretary bots to guardian robots.  To emphasize that, I’ve created a robot unique to house Grimshaw, which gives our space wizards a nice space golem to accompany him.

Tools of House Grimshaw

Grimshaw Background Options:

Add the following traits to Aristocratic background:

Traits: Ally (Guardian Robot, 400 points, 15 or less) [30].

Skills: History (H) IQ-1 [2]; Law (Alliance Aristocratic) (A) IQ [2].

Optional Disadvantages: Fanaticism (Oracular Order, House Grimshaw, or the Alliance) [-15], Hidebound [-5].

Eleganian Psi-Techniques

Blaster Absorption (Hard)

Default: EK Shield-3; cannot exceed EK Shield

Characters may opt to use this technique instead of EK-shield whenever they’re hit by blaster fire. This applies Hardened 3 to the shield against blaster fire only. This reduces the armor divisor (5) to no armor divisor. Roll after each attack, but only pay the fatigue cost once per minute.

Force Sword Absorption (Hard)

Default: EK Shield-3; cannot exceed EK Shield

Characters may opt to use this technique instead of EK-shield whenever they’re hit by a force sword. This applies Hardened 3 to the shield against force swords only. This reduces the armor divisor (5) to no armor divisor. Roll after each attack, but only pay the fatigue cost once per minute.

Hand Deflection (Hard)

Default: EK Shield-2; cannot exceed EK Shield

The character may concentrate all of his EK shield to his hand; multiply the DR of the EK shield by 5! If the character makes a bare-handed parry, apply this DR to any attacks made against his hand.

Grimshaw Technology

Empty Blades

Grimshaw knights often learn the Power Generator perk, and use it to power specially design force swords that don’t contain any power cell. Instead, the user spends 1 fatigue to power it for one minute. This prevents anyone not a Grimshaw from using the force sword against the Grimshaw. It also means the blades can be (even) lighter.

Guardian Robot 374 points

While many Grimshaw certainly become knights, the wealthy and powerful of the House enjoy using hulking, baroquely beautiful robots built by their own foundries. A guardian robot stands 9 feet tall and weighs 500 lbs and have carefully sculpted black, glossy diamondoid armor edged in gold, and with transparent panels that reveal churning (and decorative) clockwork beneath. Their primary purpose is sheer, intimidating bulk, though they’re equipped with seizure-based neurolash fields in their right hand, and they have superior senses: they have superior hearing and can scan the insides of packages or through clothing. They’re also designed to be exceptionally durable and can shrug off most small arm blaster fire. They lack the ability to speak, and instead communicate in deep, bell-like tones.

A guardian robot frame costs $100,000. It requires 4d cells per week.

Attributes: ST 30 (SM -10%) [180]; DX 10 [0]; IQ 10 [0]; HT 12 [20]

Secondary Characteristics: Perception +2 [10]; SM +1;

Advantages: Absolute Direction [5], Ambidexterity [5], Appearance (Attractive, Off-the-Shelf -50%) [2], Discriminatory Hearing (Profiling +50%) [23], Doesn’t Breathe [20], DR 80 [80], High Pain Threshold [10]; Machine [25]; Penetrating Vision 1 (Blockable, Dense Substances -30%) [7]; Protected Hearing [5]; Protected Vision [5]; Reduced Consumption 3 [6], Telecommunication (Comm System, 100 mile range, Burst +30%,Secure +20%, Video +40%) [19]*.

Perks: Accessory (Neurolash Hand) [1], Accessory (Personal Computer) [1]

Disadvantages: Cannot Speak (Beep) [-20]; Electrical [-20]’ Maintenance(one person, monthly) [-2], Restricted Diet (Very Common, power cells [-10];

Grimshaw Relics

The Riddle-Sphere

Associated Communion: True Communion (The Exiled Master) or Broken Communion (Madness)

Statistics: Ally (The “ghost” of Janus Daijin), Universal Psionics, Visions (Overwhelming), Legendary Reputation (Exiled Master or Madness) +1

Cost: $1,000,000

Janus had in his possession an ancient device that predated the Alexian Empire, and used lost technology (likely similar to the Citadel of Caliban), which he called “the Riddle Sphere.” The Riddle Orb is a silvery sphere that weighs 20 lbs and is small enough to carry in two hands, but unwieldy. It seems to have some internal power source that draws on ambient psionic energy and it interfaces with the wielder through a psionic or neural connection upon touching it. To wield it, one must unlock it by mastering its strange security features and its “riddles” by exploring the mental landscape it presents and solving its puzzles. These typically require IQ rolls or Expert Skill (Psionics), but can require any skill the GM requires (or be played out). Once unlocked, the Riddle Orb typically grants the wielder awareness of distant places throughout the galaxy and allows him to use his psionic powers in those remote places without any regards for distance. It may have additional powers.

Janus Daijin embedded his conscicousness (or was trapped by the Riddle Sphere) and his mind still lurks within the Riddle Sphere. He typically offers his insights to the wielder (treat him as IQ 18 and with access to at least Administration-18, Expert Skill (Psionics)-18, Politics-18, Strategy-18 and Teaching-18, though he no longer has access to his psionic powers, he can tutor others in it), and he’s extremely interested in the state of House Daijin. His advice is almost certainly biased towards his own interests, which seem to be the restoration of House Daijin, but it might involve other hidden agendas, and he may have gone mad.

Over time, the Riddle-Sphere has become steeped with both Janus’ mind and with the legends that swirl around it, becoming a true relic of Communion. It’s exact nature is up to the GM: if it’s a benign guide, then it serves the path of the Exiled Master. If Janus has gone mad and has a malevolent agenda, then it serves the Path of Madness.

The Crown of the Usurper

Associated Communion: Dark Communion (The Mystic Tyrant) or True Communion (the Righteous Crusader)

Statistics: Sense Sin, Legendary Reputation (The Mystic Tyrant or the Righteous Crusader) +1

Cost: $250,000

When Shio Daijin took the Alexian throne, he refused the Alexian crown, claiming he sought only to restore order and to purge the Empire of those who would destroy it. Thus, he crafted a new crown of diamondoid, a simple band of gleaming, starlit black. After his death, House Grimshaw took possession of the crown and keep it locked away in their secret vaults.

The Crown of the Usurper has gained a tricky reputation. According to legend, Shio Daijin could see into the hearts of men. His enemies claimed he used this to tempt the wicked to join him, while his apologists claimed he used this power to hunt down the wicked and destroy them. Those who wear this crown gain the same ability. The Legendary Reputation gained by the wearer depends on the GM: if Shio Daijin was true to his word, then he was a Righteous Crusader, otherwise, a Mystic Tyrant; alternatively, the GM may decide that the wearer shapes the legend of the Crown of the Usurper: a righteous wearer becomes a crusader, and a monster becomes a tyrant.

The Grimshaw Signet

Associated Communion: True Communion (The Righteous Crusader)

Statistics: Data Retrieval 1; Interface; Genetic Override

Cost: $60,000

The Grimshaw Signet ring is always worn by the Duke of House Grimshaw, and was a gift from the Duke of Daijin to the first Grimshaw, Ren Grimshaw. Though it has become a true relic (one seeped with the imagery of the Path of the Righteous Crusader), it has long contained complex psychotronic machinery within it. In the hands of a Grimshaw, it can interface with any computer or device that he touches with the ring, allowing him to read any data within the device, and to control it (though he has no unique hacking skills); it also allows the Grimshaw to bypass any aristocratic biometrics, allowing him to “read” as a member of any house. This last is one of the great secrets kept by house Grimshaw, though by now most of the major houses have at least a suspicion of the signet’s true powers.

House Grimshaw, Part 1

If House Sabine was the aristocracy at its most egalitarian, I wanted a house that represented the elitism inherent in aristocracy.  I wanted to remind you, dear reader, that nobility is not always so noble, that sometimes, it can be deeply oppressive.  Which isn’t to say that I wanted to make them outright villains, but I did draw considerable inspiration from some villains I’ve used in the past.

From that initial kernel, they’ve changed quite a bit.  Originally, I had intended for them to be telepathic, but I eventually shifted that to another house.  I also wanted them to rule over the homeworld of the Shinjurai, representing a sort of oppression, so Ergokinesis (not as a means of interface, but as a means of the destruction of technology) fit.  From there, they sort of became “space wizards.”

I also wanted to take the opportunity to create an example of a cadet branch, to show you how they might work.  This idea inspired some of the drama below.  Originally, I named the house Daijin (though a very complicated route of inspirations, including the name the Japanese had for samurai families, and the name of the four-state period that followed the fall of Alexander the great), but settled on Grimshaw because at least one house of Maradon should use a Maradonian name, you know?

The result makes for an excellent “villain” candidate.  If there’s a house you want to put all your sinister conspiracies and dark plans for conquest, this is the house for it.  But I try to push for multiple perspectives on a house (the “dramatic poles” as Robin Laws might say), and that comes for their reason for oppression: they see themselves, right or wrong, as the last vestiges of true conservationism in the Alliance.  The Alliance claims to be fighting to restore the Federation, but House Grimshaw actually is.  This also makes them champions of a golden age, and depending on how you see that “golden age,” that makes them heroes or villains.

The House Grimshaw

Cadet Branches: Daijin

House Grimshaw is technically a cadet branch from the now disgraced House Daijin. The latter served as the chancellor to House Alexus, and ruled over the Royal Moon, Atrium, that circles Maradon. After the fall of the House of Alexus, the most powerful noble of the era, Shio Daijin, stepped up to seize the Empire, and saw the rest of the Houses rise up to defeat him and cast him down as a war criminal and usurper. Since then, House Grimshaw rose to take Daijin’s place. Like House Sabine, Grimshaw’s power base lies primarily in humanity’s home and the center of the Alliance, and thus it retained most of its power when the Federation fell.

The Oracular Order saw House Daijin (and thus Grimshaw) as defenders of the status quo. They oversaw the governance of the Maradon Empire, guided the Alexian Emperor, and recorded its history in the great libraries of Atrium. At the same time, they maintained constant vigil against those who would deviate from the Golden Path. House Grimshaw has largely remained true to the Oracular Order’s vision, and more than any House, concerns itself with the purity of its blood. Despite its early struggles, house Grimshaw has become the aristocracy of aristocracy, and stands today as one of the most powerful houses of the Alliance.

Members of House Grimshaw appear no more, or less, attractive than the common folk (though they tend to have more aristocratic features than most), but they have strong, magnetic personalities that draw others to them. Most Grimshaw have vibrantly blue or liquid silver eyes and an intense, almost electric gaze, that seems to crackle of glow when they draw upon their psionic heritage, ergokinesis. Despite their charisma, however, most Grimshaw have cold, calculating personalities. They tend to concern themselves first and foremost with the safety and power of their House and, thereafter, with their adherence to the philosophies of the bygone Oracular Order and, lastly, with ensuring that everyone else adhere to their vision as well.

Grimshaw Titles

House Grimshaw, through its connection to the royal House Daijin, is also a royal house. House Daijin still retains its hereditary dominion over Atrium as Count or Countess. The master of House Grimshaw is always a Duke, and traditionally the Duke of Denjuku (Homeworld to the Shinjurai) and Lord of the Shinjurai. They also have seats at the executive boards of a variety of corporations, not the least of which is Syntech. They also traditionally hold the title of Master of Ceremonies, the sons and daughters of Grimshaw Dukes may title themselves Prince or Princess, and they recently persuaded the Senate to allow some of their rank to hold the title of Defender of the Faith.

Notable members of House Grimshaw

The Duke Bale Grimshaw rules the House, and holds more influence and power than any other current Alliance noble. He strongly believes in returning the Alliance back to its roots and restoring the Federation, though he’s willing to forge a truce with the Empire if it gives the Alliance time to solidify its position. A staunch conservative, he opposes any expansion of non-aristocratic power, regularly pushes to expansion of aristocracy privilege, and advocates for a return to the Oracular Order as a state philosophy. He has also begun rehabilitating the image of Shio Daijin, revising his memory from usurper to patriot, and rumor swirls around Bale Grimshaw’s ambition: many suspect he intends to create a second Alexian Empire, with himself at its head.

Shio Daijin remains a controversial figure to this day. After the death of the last Alexian Emperor, his forces moved quickly to secure the Imperial Capital, so seamlessly that some accuse him of orchestrating the murder of the last Alexian Emperor (though he almost certainly didn’t strike the deathblow himself). He then engaged in a powerful crackdown on the last remnants of the Knights of Communion and those Houses that still revolted against the central power, attempting to seize control of the Empire or, according to House Grimshaw, to restore order to the Empire. Either way, he failed and the victors executed him as a war criminal. House Grimshaw, which rose after the fall of Daijin, originally distanced itself from his actions, but today, speak more warmly of their founding house.

Janus Daijin founded the House, and while the specter of Shio Daijin has retroactively tainted his memory, his remains still rest in the imperial necropolis of Maradon with the rest of the old Alexian heroes. He served as adviser and councilor to Alexus, using his considerable psionic power and genius to guide his master to victory after victory, both in matters of war and matters of peace, and he was offered the first daughter of Alexus as his bride. He wielded such psionic power that the Oracular Order, in eugenically engineering House Grimshaw, did not seek to improve them, but to ensure that they bred true to their founder.

Grimshaw Eugenic Legacy

Grimshaw Eugenic Power-Up 50 points

Advantages: Grimshaw Bloodline [1]; Spend up to 49 points on Classic Appearance (Aristocratic) [1] or on the following packages:

Grimshaw Magnetism [6]

Grimshaw Detachment [16]

Grimshaw Intellect [16]

Grimshaw Power [10]

Disadvantages: Replace any of your template disadvantages with the following disadvantages (If you have Bloodline Purity 2 or higher, you may choose an additional -5 points worth of the following disadvantages, increasing your disadvantage limit by -5 points!): Callous [-5], Distinctive Feature (Silver or vibrantly blue eyes) [-1], Jealousy [-10], Mental Instability [Varies], No Sense of Humor [-10], Overconfidence [-5*], Selfishness [-5*]

Grimshaw Magnetism 6

Advantages: Charisma 1 [5], Bloodline Purity 1 [1]

Grimshaw Detachment 16

Advantages: Bloodline Purity 1 [1], Unfazeable [15]

Grimshaw Intellect 16

Attributes: IQ +1 [20]

Secondary Characteristics: -1 Perception [-5]

Advantages: Bloodline Purity 1 [1]

Grimshaw Power 10

Secondary Characteristics: Fatigue +3 [9]

Advantages: Bloodline Purity 1 [1]

Features: Fatigue may exceed HT by 100% [0]

Daijin Eugenic Power-Up 50 points

As the Grimshaw Eugenic Power-Up, but replace Grimshaw Magnetism with Daijin Focus:

Daijin Focus 6

Advantages: Single Minded [5], Bloodline Purity 1 [1]

Mental Instability

Mental Instability is a secret disadvantage (B120), a lurking “trap” in the genetics that the GM can spring upon a player whenever he, provided she takes the Mental Instability disadvantage. Allow the player to take up to between -10 and -20 points, and then assign a disadvantage worth at least five points less.

The most common mental instabilities for House Grimshaw are Delusion (“Everything is Connected”, or “Secret conspiracies seek to undermine the Alliance”) [-5 to -10] or Paranoia [-10].

Grimshaw Psionic Legacy

House Grimshaw has latent Ergokinesis Abilities. If the character has the Grimshaw Bloodline perk and the requisite Bloodline Purity levels, he may take the following abilities and talents whenever he wishes:

Bloodline Purity 0: EK Shield (PP 33) [4/level]; Electric Vision (PP 33) [8 to 12]; Light Amplification PP 35) [1], Power Generator (PP 35) [1]; Presence (Pyramid #3-69 p7) [1].

Blood Purity 1: Flash (PP 35) [22+5/level]; Surge (PP 340 [11/level].

Blood Purity 3: Dampen (PP 33) [12/level]; Lightning (PP 33) [12/level].

Blood Purity 4: Ergokinesis Talent +1 to +4 [5/level]

Sample Grimshaw Psionic Power Packages

Grimshaw Deflection 25 points

Prerequisite: Grimshaw Bloodline

The Grimshaw can absorb or deflect enery attacks sent his way, and many focus on batting aside blaster fire with a wave of their hand. Grishaw Deflection provides a DR of 25 against energy attacks (blasters, force swords, lightning or plasma weapons).

Advantages: EK Shield 5 [20]

Skills: EK Shield (H) IQ-2 [2];

Technique: Blaster Absorbtion (H) EK Shield-1 [3];

Grimshaw Vision 25 points

Prerequisite: Grimshaw Bloodline

The Grimshaw simply sees electricity, that it is present, and how it flows. He may make a skill roll to detect any hidden electrical devices and to gain greater insight into how that device functions and its nature. Apply normal vision penalties (range, darkness, etc). He may even see such devices through intervening matter, such as stone or metal, up to a foot thick.

Advantages: Electric Vision 2 [12]

Skills: Electric Vision (H) Per [4];

Techniques: Deep Scan (H) Electric Vision +0 [9]

Grimshaw Purge 25 points

Prerequisite: Grimshaw Bloodline, Bloodline Purity 1

Should someone use technology a Grimshaw disapproves of, he may short it out with nothing more than a judgmental glower and a wave of his hand. If the Grimshaw can see it (see Grimshaw vision), he may make a roll against Surge, which the device opposes with HT. If he succeeds, he rolls 2d and if the rolled value is over 1/3rd of the devices HP, it must make an HT roll or short out for seconds equal to its margin of failure. This attack ignores DR completely!

Advantages: Surge 2 [22]

Skills: Surge (H) Will-2 [1]

Techniques: Mass Surge (H) Surge-6 [2]

Grimshaw Glory 25 points

Prerequisite: Grimshaw Bloodline, Bloodline Purity 1

The Grimshaw focuses all ambient light into a single pulse from a single point, usually just behind his head, creating a momentary halo of power. Anyone within 2 yards must roll HT; failure stuns the target (they may roll to recover each second to recover), while those who fail by 5 or more are blinded for minutes equal to the margin of failure. Protected vision grants +5 to resist this roll, and characters with closed eye or who are already blind are immune.

Advantages: Flash 1 [22]

Skills: Flash (H) Will-2 [1]

Techniques: Overwhelm (H) Flash-3 [2]

Grimshaw Fury 25 points

Prerequisite: Grimshaw Bloodline, Blood Purity 3

The Grimshaw draws lightning from nearby electrical flows (such as the power in the wall or in a nearby reactor). Such an attack deals 2d burn, Acc 3, Range 50/100/ ROF 1. Some Grimshaw learn to focus this lightning more intensely, gaining an armor divisor of 5; Remember extra effort to improve the attack!

Advantages: Lightning 2 [24]

Skills: Lightning (H) IQ-3 [1];

Technique: Particle Beam (H) Lightning-7 [0];

Grimshaw Shadow 25 points

Prerequisite: Grimshaw Bloodline, Blood Purity 3

By exerting his “shadow,” a Grimshaw can end all technological activity within an area of two yards radius, either around him, or in an area touching him. This causes all electricity it that affected area to stop flowing, causing all electrical devices to simply cease functioning.

Advantages: Dampen 2 [24]

Skills: Dampen (H) IQ-3 [1];

Sabine Addendum: Sabine Blindness

Some patrons who read the material in advanced asked about playing Blind characters.  I included Blindness for flavor more than anything else, and felt that if a player really really wanted it, a GM could work out some way to make that happen.  I even had thoughts on how best to do it.

“If you already have an idea of how to do it, why not write it in there?”

Good point!  Here it is:

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Disadvantages: Replace any of your template disadvantages with the following disadvantages (If you have Bloodline Purity 2 or higher, you may choose an additional -5 points worth of the following disadvantages, increasing your disadvantage limit by -5 points!): Bad Sight (Mitigator, Lenses -60%) [-10], Blindness [-50]†, Blindness (Sabine) [-10]†, Distinctive Feature (White hair), Low Pain Threshold [-10], Mental Instability [Varies], Odious Personal Habit (Finnicky) [-5],Selfless [-5*], Shyness (Mild or Severe) [-5 or -10].

Blindness is disallowedin GURPS Action, and for good reason, as it can be cripplinglydifficult to be an Action hero if you cannot see. Even characters like Zatoichi or Blind Fury’s Nick Parker or Daredevil either explicitly have alternate means to see, or are explicitly skilled in overcoming their blindness. In Psi-Wars, characters like Mystics might get by while being blind, but I would ask your GM for permission. Moreover, blindness is -50 points, and thus completely fills up your disadvantage point limit. Consider, instead, the following package:

Blindness (Sabine) 10points

Prerequisite: Sabine Bloodline
Blindness runs in the Sabine Bloodline, and sometimes children are born with eyes as white as their hair. Some such children display unusual talent with ESP and gain a psionic awareness of their environment very similar to Sabine Blindsight. Such Sabines often veil their eyes to hide the fact that they can see without sight.

Awareness 10 allows the character to “see” up to a mile in a 120° arc before him (like sight); with effort, he can see up to 240° up to a mile, or 360° up to 20 yards. He needn’t concentrate to activate it, but he must roll his skill to notice any details (like a normal person rolls Perception); and at least once per minute of active use; in the same circumstances that a normal character could simply see something, a Blind Sabine should roll Awareness at least once to see if he’s picking up any details at all. Failure means the Sabine loses precision of her senseand may have a difficult time navigating or be surprised, etc Characters with Awareness skill 16+ may take No Nuisance Rolls (Awareness) [1], in which case they never need to roll for Awareness except in the same conditions someone would need to roll for Perception. This is a psionic ability, and is subject to the same benefits (extra effort) and drawbacks (anti-psi characters might be invisible to the character, characters with psi-sense can detect the character, and psionic restraint collars will shut down the Awareness, etc).

Advantages:Awareness 11[29]
Disadvantages: Blindness [-50]
Skills: Awareness (H) Per+0 [4]

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Techniques: Extended Arc (H) Awareness-2 [7]