Patreon Post: The Fifth House (and an offer)

Who are they?  It’s such a mystery!

I had originally conceived of several additional houses, but I stopped myself short, in part because I didn’t want overwhelm everyone, in part because I have other things I need to write, and in part because I wanted to give you, dear reader, a voice.

I don’t want anyone who read the last couple of weeks to think that this is every house in the Alliance, or that has existed throughout the Empire.  Houses and lineages clutter the galaxy, some lost, some hidden, some still quite powerful. I originally conceived of each house as a piece of inspiration for you, dear reader.  Sabine and Grimshaw are powerful houses at political odds (with Grimshaw as a worked example of what a cadet branch might look like); Elegans gives an example of a house that was powerful, but is no more, and Kain gives an example of a late-coming house, a distinct tradition that got folded into the broader Maradon culture.  That should be enough for you to get started, but there are more possibilities.

As such, I have a poll for all $5+ Patrons (My Companions)!  It offers a multitude of options for a new house, a “hidden” house that either isn’t part of the Alliance or isn’t particularly well known.  I have no doubt that the vote will be contentious because, like with the Traders months ago, there are so many ways we could go and all of them are right.  So if you vote, and your vote ends up not getting picked, don’t despair!  And if you can’t vote, but you have a totally great idea, then don’t despair!  If you write up your own house, blog it, and then send me the link, I will link it on this blog.  I will even help you, if you like, to put your house together.  The point of this blog, more than anything else, is to help you get your creative juices flowing, so if I can help, I will.

If you’re a patron, check it out! If you’re not, as always, I’d love to have you.

Support me on Patreon!

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 2

Tools of House Elegans

Elegans Background Options:

Given the difficult situation of Elegans, you may instead take the Outcast or Wanderer background and simply take your title as an optional trait.

If you choose to take the Aristocratic background, you may add the following:

Traits: Ally (Petbot, 150 points, 15 or less) [6].

Optional Disadvantages: Elegans may remove Wealth (Comfortable) if they wish and replace it with Wealth (Struggling) [-10]

Eleganian Psi-Techniques

Killing Intent (Hard)

Default: Emotion Sense-4; Cannot exceed Emotion Sense.

Elegans can learn to read one specific emotion reflexively, that is the desire to attack or kill. If a living, thinking opponent is within range of their Emotion Sense, they may reflexively roll Killing Intent to detect any attempt to attack. Treat this exactly as danger sense, except that it only applies to intentional attacks from living beings. It will not detect danger from robots, unliving traps, natural phenomenon (such as avalanches or lightning strikes) or unintentional attacks (someone accidentally bumping you off a cliff).

This technique does not cost 2 fatigue! However, it requires at least one point invested into it to work!

Eleganian Technology

Dolls

Members of House Elegans often gift their grand children with “Dolls,” robotic companions meant to play with the child, and also watches over them and protects them from trouble. Most adults still keep their dolls around, albeit either as deactivated mementos, or carefully maintained pets that they can pass on to their own grand-children. A few keep their dolls around when they grow up, which many consider gauche (a quirk at least, and optionally a Odious Personal Habit (Childish attachments) [-5]).

Treat these as TL 11 Pet-Bots

Eleganian Relics

The Executioner Psi-Band

Associated Communion: Broken Communion (Death)

Statistics: +2 Universal Psi Talent, Energy Reserves (Psi) 10, Higher Purpose (Revenge), Legendary Reputation (Death) +1, Seekersense (The Ten Psi-Bands), Weirdness Magnet

Cost: $250,000

The Executioner Psi-Band was the second of ten Psi-Amplifier Headbands (Psi-Tech, page 12) constructed during the rise of the Knights of Communion, using knowledge gained from the dark arm of the Galaxy. Most have been lost, especially the first, the “Divine” psi-band, but the house still controls the Executioner Psi-Band.

When House Elegans crafted the ten Psi-Bands, they conceived of the second as a “check” on the other Psi-Bands, especially the first, the “Divine” headband, in case they fell into the wrong hands, or their wearers were corrupted by their power. Over time, the wearers of the Executioner Psi-Band engaged in so much bloodshed that the band’s crystal burns with a dreadful red and it has become steeped with the power of dark communion. It still serves its original purpose, helping the wearer find the original bands and empowering him, but now it pushes the wearer towards murder, and death follows wherever he walks.

Other psi-bands tend to provide some level of Energy Reserves and +2 talent (some are more focused on single powers or single abilities) and because they attract psionic energies, the accumulate connections with Communion more quickly than most artifacts, and thus most have become relics and have strong legends surrounding them. All psi-bands appear to be durable strips of flexible material with an inset psionically active crystal. Once wrapped around some body part (Traditionally the head, but they can work as a bracelet, anklet or arm band as well), the wearer can will them to “lock” into place, whereupon they stiffen.

Wanderer, the Force Sword of Esau Elegans

Associated Communion: Dark Communion (The Beautiful Fool)

Statistics: Destiny (New!) 3, TK-Tether, Legendary Reputation (The Beautiful Fool) +1, Weirdness Magnet

Cost: $100,000

House Elegans no longer has Wanderer, but nor does it bother to seek it out anymore. It’ll find them when it wants to. Wanderer appears to be an ugly, orange-bladed force sword cobbled together of spare parts and given a simple, rusted veneer, and works like a basic force sword. When it comes into someone’s possession, if it “chooses” them, they gain a new Destiny (which temporarily overrides their old Destiny). This destiny is usually very troublesome, and draws the character into an unexpected adventure, wherein he typically meets interesting people, uncovers secrets and finds himself tangled with criminal underworlds. While Wanderer wishes to remain in the possession of the wielder, the wielder can draw the blade to him with a simple ready action, as per TK-Tether.

However Wanderer chooses who wields it. Once it has finished with the previous wielder, events will conspire to remove Wanderer from the current wielders possession, and it will make its way to the next wielder. At that time, any Destiny the character previously had reasserts itself. As such, Wanderer cannot be taken as Signature Gear. Instead, the GM should treat it as a plot device, something that a hero finds in a time of need and then finds himself tangled up (“cursed”) by the blade.

Invictus, the Force Sword of Tyro Elegans

Associated Communion: True Communion (The Righteous Crusader)

Statistics: Higher Purpose (Win Duels)

Cost: $50,000

Tyro Elegans forged not just a new fighting style, but a new force sword. His force saber proved lighter, snappier and more effective at dueling than did the heavier, slower and more powerful force swords of old. His force saber, Invictus, was the first force saber, and has accrued sufficient legend that it has become a relic, one dedicated to victory in duels. Treat it as a Foundry Force Saber (balanced, 7d damage) with a blue blade.

The Elegans Signet

Associated Communion: Dark Communion (The Beautiful Fool)

Statistics: Borrow Skill (Elegans Only) 2

Cost: $50,000

The Elegans Signet is worn by the Marquis of the Tangled Expanse, and Anna Elegans currently holds it. Those who bear the Elegans Signet can borrow skills from other nearby Elegans. The character can claim 2 points worth of language or skill known by any Elegans within a mile. This does not transmit information, only skill.

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.

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]

House Sabine, part 1

When I first knew I wanted to create noble houses, I immediately had two in mind. The first drew inspiration from Mon Mothma and Princess Leia, and represented the aristocracy of Psi-Wars as portrayed in Star Wars: elegant, egalitarian and full of noblesse oblige, but not contributing as directly to the effort as much as commanding.  If we had to have a house to root for, I wanted it to be this one.
The rest fell into place as I worked out the Oracular Order’s role in the creation of the Houses.  If the Oracular Order were the Bene Gesserit, then this was House Atreides.  When I dug around in Bio-Tech for suggestions, I stumbled across altered sex ratios (technically a radical species modification, but meh, this is space opera) and fecundity, which made them a house associated with twins and who hovers protectively over their few male members. This also made them a great house for the “Damsel in distress” that a hero needs to rescue, though naturally some would have the wherewithal to rescue themselves.  I don’t like to make a one-note house, though, so their “bene geserit-ness” gives them a manipulative, witchy vibe, at least to me.  Given that, traditionally, men fit poorly into either the “witch” or “princess” niche, that makes the rare male members an interesting puzzle to fit into the house.

Their name came from the Italian Sabine tribe, from whom the Romans acquired their first brides; House Sabine consists of the first brides of the Alexian Emperor, and were bred to be the brides of the other noble houses.

The Cadet Branch “Pavonis” is a reference to a character created by Elliot Belser, for his own Psi-Wars game.

The House Sabine

Cadet Branches: Pavonis, Starlane

Only House Alexus is older and more royal than House Sabine. House Sabine ruled Persephone, the homeworld of the Oracular Order, and believed most strongly in its goals. They bowed to the Oracular Order’s desire to forge them into the consorts of the House of Alexus, the breeding stock of aristocracy, and the source of oracles to serve and sustain the Oracular Order. Because their seat of power, Persephone, is situated in the Maradonian arm of the Galaxy, they survived the rise of the Empire largely intact, and remain one of the most powerful houses in the Alliance and because of their close connections to both the Oracular Order and the House of Alexus, they remain exceptionally well respected and pure.

House Sabine has a unique genetic legacy that means they’re more likely than most to produce twins (especially fraternal twins, a brother and sister), and they’re more likely to produce female children than male children. When a Sabine bride marries a non-Sabine, the girls she give birth to tend to remain true to the Sabine legacy, while the boys she gives birth to tend to remain true to the father’s legacy. Nonetheless, they tend to be exceptionally pure in bloodline and, even if they are not, those who belong to the Sabine bloodline tend not to diminish the purity of the children they breed, which means they are almost always excellent spouses to members of other houses.

Because of the shortage of male Sabines, the house is traditionally ruled by a Duchess, and the eldest child, regardless of sex, inherits her parent’s titles. House Sabine tends to be protective of its male members, and thus what knights it produces are as likely to be female as male, though male Sabines tend to chafe under the “mothering” they receive from the House, and those Sabine men who escape the motherly bonds of the House tend to go on to prove themselves great warriors and leaders, provided they don’t self destruct.

House Sabine members tend to be breathtakingly beautiful, even by noble standards, and those who find aristocratic features to be particularly attractive find them amongst the most beautiful men and women the galaxy has to offer. They often have white or silver hair. They move with grace and pick out (and obsess on) fine details. Some of their members tend to be blind (though they often compensate this with “sight beyond sight”) and visions of what could be often haunt them. Other side effects of their strict breeding include excessive emotional or physical sensitivity, a tendency to greatly prefer the company of people they know, and dangerously suicidal tendencies, especially among male Sabines, a trait other houses sometimes mistake for bravery.

Sabine Titles

House Sabine, thanks to its close connections to House Alexus, is a royal house. They have the Duchy of Persephone, the homeworld of the Oracular Order, and they traditionally receive the titles of Imperial Consort, Defender of the Faith, and the sons and daughters of the leader of the house (or its cadet branches) receive the title “Prince” or “Princess.”

They have numerous lesser titles, but tend to have non-martial titles: countess, viscountess and lady. Sabine women often serve as maids-in-waiting in other houses, especially if they have learned to detect psionic activity, where they serve to watch for any untoward psionic actions against their master.

Notable members of House Sabine

The Duchess Nova Sabine rules the House, and serves as the Speaker in the Senate. She is a strong force for resisting the empire, and for populism. She believes that the aristocracy’s days have largely passed, and that the Alliance needs to allow more rights and privileges to the people. She also believes that the people will rise up against the Empire, that the great sin of the Empire was not the dissolution of aristocratic privilege, but its oppression of its people. She believes that the Alliance’s duty is to assist those who want to be lifted up, to help them gain independence and then to invite them to join the Alliance of their own free will. She believes that more forceful tactics will alienate any potential allies and create more suffering in the universe.

The first Duchess, Sissi Sabine, served as the Imperial Consort and the first Alexian Empress. She married Alexus himself, and all members of house Alexus have some measure of her blood running in their veins. According to lore, she was breathtakingly beautiful and a virtuous devotee of the Oracular Order, while her enemies argue she was a cunning manipulator who used her position to advance the needs of her house, and her poison to remove her enemies. Both agree that she was amongst the most powerful oracles the House has ever produced.

House Sabine gave birth to the Federation through the twins Vance and Valria Sabine. Through Valria’s efforts, the warring houses set aside their weapons and joined together to create the Senate and the Federation. Her brother served as her knight and her protector and died defending her from an assassination attempt. The house still carries on his martial legacy, though his force sword was lost when the Empire rose to power.

Sabine Eugenic Legacy

Sabine Eugenic Power-Up 50 points

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

  • Sabine Purity [18]
  • Sabine Grace [16]
  • Sabine Sensitivity [13]
  • Sabine Fertility [1]

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], 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]

Sabine Purity 18 points

Advantages: Appearance (Beautiful) [12], Bloodline Purity 1 [1], Resistant to Poison +3 [5]

Sabine Grace 16

Attributes: DX +1 [20],

Secondary Characteristics: Basic Speed -0.25 [-5]

Advantages: Bloodline Purity 1 [1]

Sabine Sensitivity 13 points

Secondary Characteristics: Perception +2 [10]

Advantages: Acute Touch +1 [2], Bloodline Purity 1 [1],

Features: Per may be increased to 22 [0]

Sabine Fertility 1 point

Advantages: Bloodline Purity 1 [1]

Features: Altered Sex Ratio (2:1 females to males) [0], Extended Fertility [0], Increased Fecundity [0]

Sabine Mental Instability

The most common mental instabilities for House Sabine are Chronic Depression [-15*], Jealousy [-10] and On the Edge [-15*].

Sabine Psionic Legacy

House Sabine has latent ESP Abilities. If the character has the Sabine Bloodline perk and the requisite Bloodline Purity levels, she may take the following abilities and talents whenever she wishes:

  • Bloodline Purity 0: 20/20 Hindsight (Pyramid #3-69 p6) [1]; Combat Sense (PP 37) [24/level]; Dream Ally (Twin; Pyramid #3-69 p6) [1]; Exposition Sense (PP 42) [1]; Haunting Death (Pyramid #3-69 p6) [1]; I Feel Them Watching Me (Pyramid #3-69 p7) [1], Psi Sense (PP41) [8 to 32]; Visions (Dream, Second Sight, Aspected (Death), Overwhelming; PP 39) [5 to 15].
  • Blood Purity 1: Awareness (PP 39) [9 + 2/level]; Psidar (PP 41) [9 to 29].
  • Blood Purity 3: Prognostication(PP 37) [18 to 78]
  • Blood Purity 4: ESP Talent +1 to +4 [5/level]

Sample Sabine Psionic Power Packages

Sabine Battle Trance 25 points

Prerequisite: Sabine Bloodline

The space knights of House Sabine tend to master their battle trance, in which they know what will happen in a battle before it occurs. Roll once per turn when you are attacked (even a surprise attack!). Success lets you make an active defense against the attack with a +1 bonus; margin of success determines how many active defense rolls gain that +1 bonus this turn.

Advantages: Combat Sense 1 [24]

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

Sabine Psi-Sense 25 points

Prerequisite: Sabine Bloodline

Advantages: Psi Sense 3 [22]

Skills: Psi Sense (H) Per-2 [1];

Techniques: Exclusion (H) Psi-Sense-1 [2]

Sabine Blindsight 25 points

Prerequisite: Sabine Bloodline, Bloodline Purity 1

House Sabine can “see without seeing.” Those with sufficient blood purity learn to see without their eyes, gaining psychic awareness of a 120° degree in front of them to a range of 20 yards.

Advantages: Awareness 5 [17]

Skills: Awareness (H) Per-1 [2]

Techniques: Choose either Deep Scan (H) Awareness-2 [4] or Extended Arc (H) Awareness-5 [4]

Sabine Aura Reading 25 points

Prerequisite: Sabine Bloodline, Bloodline Purity 1

House Sabine can “see” psionic abilities as an aura. With a successful psi-dar roll, they can “see” the nearest psionic ability, and may make a second skill roll to determine what power the psi has.

Advantages: Psidar 3 [19]

Skills: Psidar (H) Per [4]

Techniques: Extend Range (H) Psidar-4 [2]

Sabine Oracular Gift 25 points

Prerequisite: Sabine Bloodline, Bloodline Purity 1

The purest of House Sabine have the oracular gift, which allowed the Oracular Order to harvest their numbers to fill out their ranks. This ability allows the Sabine to meditate for 10 minutes and then spend 1 fatigue to make a skill roll to see the future.

Advantages: Prognostication 2 [23]

Skills: Prognostication (H) IQ-1 [2]

Patreon Post: Kung Fu Double Trouble

Hello my dear Patrons!  I have not one, but two posts for you!  When I worked on the knightly martial arts, I quickly realized that I had two problems.  First, I found it hard to justify taking more than one style given the problems GURPS Martial Arts has.  This resulted in a deep meditation on why it’s a problem and how to fix it (and a discussion of that on Discord spawned yet more thoughts on it from Douglas Cole, who offers a further take that might work for Psi-Wars as well, but it would need further study).  I also wanted to look very closely at each style, and make sure they each had a very distinct character and were useful for you even if you didn’t use a proposed fix.  This resulted in the first document, which is Martial Arts Notes 1 – Reflections.  This is available to all $1+ Patrons, so please, check it out!

I also realized I needed kung fu secrets.  What’s the point of being a master force swordsman if there’s no man on the mountain to go talk to?  No ancient kung fu manuscripts to fight over?  The only problem I have with aristocratic martial arts secrets is that the aristocracy are kind of chumps.  They don’t have to be, but many of them should be.  Some of them should be irritating ponces that you want to punch in the face, and I find them knowing ancient secrets to be a little too much.  But what about useless techniques, or techniques the exist primarily for show?  This resulted in Martial Arts Notes 2 – Secrets, which discusses a variety of expansions for the aristocratic styles, some much more useful than others.  As a preview, this is available to all $3+ Patrons, a gift to my Fellow Travelers.  I think it needs a little more work, so I’d appreciate feedback.

As usual, if you’re a patron, thank you.  If you’re not, I’d love to have you.

Support me on Patreon!

Aristocratic Culture

This is a bit of a last-minute addition.  When I wrote the Alliance, I finished it up and released it to my Patrons and then put all the posts up in advance.  Then, as my patrons read it, I got some feedback and one of the things I realized was that I lacked aristocratic culture.  What to aristocrats do with their spare time? How does one woo an aristocratic girl?  What offends and what does obligation demand you do? I’ve touched on some of these already, but I wanted to expand on those elements.

What I have turns out to be quite a bit of material, perhaps too much material.  I’d love your feedback on what you found useful and what you didn’t.  In the meantime, though, enjoy, and I hope this gives you a better vision of how the Alliance feels, at least from the perspective of an aristocrat.
After all, what’s the point of playing a space aristocrat if you can’t go to a space gala, get your space knickers in a twist because someone said something mean about one of your ancestors, then lose the girl you were trying to woo to some space jock, and then challenge him to a duel and accidentally kill him, right?

Aristocratic Culture and Character Concerns

Aristocratic Character Concerns

Legal Immunity (Alliance Aristocrat) 2 points

This advantage is the equivalent to the 10 point version of Legal Immunity (B65), but has 1/5 the cost due to being only pertinent within Alliance space. Characters with it, while in Alliance Space, are subject to one less level of Control Rating and, if accused of a crime, may demand to be tried by other aristocrats (who tend to be more sympathetic to other aristocrats). However, the character may be charged for failing to live up to his or her aristocratic obligations, including the obligation to defend his domain, the obligation to respect the titles of others, the obligation to honor duels, and the obligation to marry in such a way as to maintain the bloodline of his house.

Social Stigma (Disowned) -1 or -2 points

This is identical to Social Stigma (Disowned) [-5 or -10] but has 1/5 the cost, reflecting the fact that only fellow Alliance Aristocrats care whether or not you have been disowned. Characters with the -10 version of Social Stigma (Disowned) may not have any titles or ascribed status associated with his former house. Such exile is sometimes imposed as a punishment for a grievous crime where death is considered too extreme a punishment, or a horrible embarrassment. By disowning a member of the House, the House no longer recognizes that person and publicly repudiates their deeds.

Aristocratic Culture

Aristocratic Savoir-Faire

Knowing the general outlines of Aristorcratic Savoir-Faire merely requires Cultural Familiarity (Galactic Federation) and either 1 point of Savoir-Faire, or a Savoir-Faire roll at default. Knowing the particulars of course, is what Savoir-Faire rolls are all about!

Aristocratic Savoir-Faire turns primarily on honoring the rights and obligations of the aristocracy. Each right and obligation has customary acknowledgements associated with them. Violating Savoir-Faire is not the same as violating the law, but does carry a negative consequence with it. Characters who flout the rules of savoir-faire will certainly earn a negative reaction modifiers, and those who routinely flout the rules of polite society may find that they quickly earn a negative reputation with the aristocracy,

Right and Duty of Recognition

All nobles should be recognized by their titles. Only friends, in private conversation, may refer to one another by first name. In public and especially during formal events, the aristocracy expects others to refer to them by their titles. Generally, one only uses the full set of all of a noble’s titles when announcing the arrival of said noble (“Announcing his Highness Bale Grimshaw, Duke of Denjuku, Lord of the Shinjurai, Lord of the Grimshaw, Guardian of the Mysteries), otherwise, the basic form of address is sufficient (“Your highness.”).

The aristocracy order themselves by status. The last to arrive, the first to sit, the first to eat, the right to interrupt others (and to not be interrupted) depend on one’s status. Technically, only ascribed status matters, but in practice imputed status matters too. A wealthy and politically powerful commoner (say, an Imperial admiral who accompanies an ambassador during peace negotiations) might technically not have precedent over a mere knight, but in practice the aristocracy doesn’t want to offend a powerful potential ally. Reputation and social veneration matters to: the aristocracy might overlook the temerity of a mere knight speaking over a duchess if he just returned from a the front lines after winning a great victory.

Any character who wishes to act “out of turn” or attempt to interrupt someone, one-up someone, insult someone or otherwise assert social dominance over another may roll a quick contest of Savoir-Faire against his target, to see how well navigates the complex social situation. Add all forms of Status and any additional reaction modifiers the GM deems appropriate (typically appropriate forms of Reputation) to your savoir-faire roll. In strict circumstances (such as a highly formal ceremony), only add ascribed status. Alliance Aristocrats with Social Stigma (Disowned) for [-10] automatically lose all such contests. The character who wins may override or humiliate the other and suffers no general social backlash (people might be shocked or scandalized, but it seems appropriate given their stations and decorum); the loser must accept, or face general embarrassment (their defiance seems inappropriate, petty or out of place).

Right and Duty of Dominion

A noble must have an invitation to enter the domain of another noble, or he must ask permission (preferably in advanced, but allowances can be made for an emergency). The closer one gets to the person of a noble, the more urgently permission is needed. To slip across the border of a duchess’s territory and back without permission is worth an eye-roll, while touching a noble without permission may result in immediately drawn arms! “Permission” is this context can be anything from a formal invitation to a verbal summons to a physical beckoning t a flirtatious wink. If circumstances are uncertain, roll Savoir-Faire (with different in status as a modifier: a duke grabbing a knight without permission might be overlooked, but the opposite situation would almost never be).

When first entering the presence of a noble, especially in formal circumstances, the guest must be announced by another (one of the host’s servants, or a servant of his own, or the Master of Ceremonies in especially prestigious events), whereupon the host will acknowledge the guest, and invite them to enter. In informal circumstances, of course, this sort of thing is waived (a lover does not fill out paperwork in triplicate to slip into his mistresses bedroom and wake her with a kiss)..

Right and Duty of War

Martial nobles must be allowed to carry their arms and armor wherever they go. However, wearing full armor and a force sword in all circumstances tends to make people nervous. Unless wearing armor for ceremonial purposes, most nobles will wear only a single piece of diamondoid jewelry (which another noble might comment upon, if he wishes to praise the martial virtue of the other). Nobles typically voluntarily surrender their force sword to their host when visiting, and the host places it on a prominent display so that others may see it. As such, most nobles have elegant, attractive and distinctive force swords so that theirs can be easily picked out. The host must ensure the security of the force swords under her care, and any force swords missing at the end of the event are a black mark on her name! Nobles may keep their force sword with them; that is their right. But doing so sends a clear message to the host of mistrust, hostility or the belief that they cannot adequately protect the guest.

Right and Duty of Grace

The aristocracy must dress the part for any occasion. Showing up at a grand gala in dirty coveralls is a grave insult to the host, and a disgrace to oneself. Overdressing, though, means that one does not know their station. The aristocracy should wear no more ostentatious or fashionable an outfit than their station allows, nor should they be better dressed than their superiors. If two characters have conflicting outfits (“She’s wearing my dress!”), then seek social precedent as per the Right of Recognition. This only matters if someone wishes to assert their superiority in this matter.

Generally, outfits matter the most during an introduction. Aristocracy will often wear multi-piece outfits, and wear the full outfit for their entrance, and then slip away for a few moments to remove some of the less practical elements (for example, a knight who arrives in full armor, and then removes his helmet, in the very least, or even strips out of his armor and wears something more comfortable). This has limits though: the noble still needs to look their part.

Right and Duty of Satisfaction

An aristocrat may only reasonably challenge another noble to a duel if his rights have been besmirched. A violation of savoir-faire counts, though most people will care about the severity of the offense: challenging someone to a duel because his ship’s path technically crossed your terrain while in hyperspace and he didn’t say hello first would be a hard sell.

Treat a challenge to a duel as a Savoir-Faire roll. Apply a penalty or bonus based on the severity of the offense (most reasonable offenses, such as an insult against your person, or simply barging in without permission, are +0; clear and obvious violations, such as killing another member of your family, is up to +4. Sketchy and made-up violations generally go as low as -4; most nobles will accept even the flimsiest of reasons, provided the challenge is sufficiently polite). Add a bonus for innovative or florid public challenges. Generally, the challenger announces the crimes for which he is challenging the other; the other either accepts the charges and agrees to the challengers terms (which might be arbitrated by an aristrocratic court), or he defies the challenger, in which case the fight is on!

Right and Duty of Legacy

A noble must marry! A woman is expected to marry before she is 30 (The technology of Psi-Wars is sufficient to extend a woman’s fertility almost indefinitely, plus it can engage in artificial insemination or even cloning and the use of artificial wombs, but a woman who needs such things admits that she is an unfit mother). Failing to do so suggests that something is fundamentally with her, and she might get a negative reputation. Men who fail to marry by 50 has a similar problem.

Courtly romance is formal. The man seeks the permission of the family to “court” the woman (typically the father, but what matters is the master of the family, which may be female or, in the case of particularly young nobility, in the hands of a regent). Courtship consists of appearing at at least three formal events, publicly, as a couple and should generally take a year, long enough for people to gossip about it and get used to the idea of the new couple. Engagement involves an exchange of gifts, typically some piece of jewelry given to the woman, at least, to denote her intent to remain chaste and to be with no man other than her husband to be. The engagement also typically lasts a year, during which time everyone has sufficient time to ready for the wedding.

Most of this is mere formality, but it also provides plenty of time for jilted lovers to challenge (the aristocracy considers a broken heart ample reason to challenge, even calling it a violation of the right of legacy, but one typically challenges a member of the same gender: if a woman leaves a man for another man, then the first man challenges the second man; if a man leaves his wife for a mistress, then the wife challenges the mistress, not the man), and it allows time for people to ensure that genetic lineage, as well as social prestige, is a worthy match. Marrying below your station can cause for quite some scandal. A duke who marries a commoner won’t lose his status, but he’ll have a sufficiently low reputation that he may find exerting his full station increasingly difficult.

Aristocratic Ceremonies and Events

The aristocracy revel in festivals, party and ceremonies. They emphasize their prestige and importance, of course, but also allow them to mingle and interact. Event planning is overseen by a host and often a second, a junior aristocrat who acts as the lieutenant for the host. For formal ceremonies (especially honors and funerals), the actual events are conducted by the Master of Ceremonies, who often has high levels of skills necessary to perform the event. If the GM decides to require a roll to see if a ceremony goes without a hitch, roll against an appropriate skill with a penalty equal to the Status of the most prestigious character in attendance.

Aristocratic Celebrations

When the Alliance Senate is not in session, the “social season” begins, during which one may politely hold any sort of celebration. The most commonly celebrated events are the debut, where a young aristocrat is introduced into aristocratic society (generally on their 16th birthday for women, and on their 18th birthday for men), the wedding, and the birthday, but the aristocracy finds all kinds of reasons to celebrate.

A typical celebration begins with introductions. At the appointed hour, invited guests begin to arrive in reverse order of importance: the least important arrive the earliest and the most important arrive last. After their introductions, guests are invited into a parlor, sitting room or an event space and given refreshment and allowed to mingle.

Once the last, and most important, guest has arrived, typically the guests being celebrated (such as the bride and groom at a wedding, then the main event can commence, always conducted by the Master of Ceremonies. At a debut, or birthday the youth is publicly announced, a few speeches given, and then the youth may mingle; at a wedding, the couple exchange vows before witnesses. The ceremonial events typically last less than 15 minutes, after which anyone who wishes to give gifts to those being celebrated may do so, often accompanied with a speech. To perform a debut or a birthday without a hitch, roll Savoir-Faire. To perform a wedding, roll Religious Ritual.

After the events, the celebration moves on to dinner, where guests are seated at a grand table, or at tables sorted by importance and house, if the event is large enough, and the host offers an extravagant and creative feast. In particularly long parties, the host usually arranges for entertainment for after dinner, such a a show or a dance.

After the feast, mingling might resume and guests may reasonably excuse themselves. When the host announces that she is going to retire, that signals to everyone that the event is finished. Everyone should offer farewell to the host and depart soon (unless they’ve made arrangements to stay), unless the host passes hosting responsibilities to the second, typically by kissing their brow or informing the second explicitly that she is retiring for the night. Thereupon the second might announce an after-party, at which point the second becomes the new host for a new, less formal party, usually one full of alcohol and scandal, but any scandal (or glory) that comes from the after-party falls firmly on the shoulders of the second, not the host.

Aristocratic Accolades

During an Accolade, the aristocracy bestows recognition, an honor or a title on someone, called the “elect.” Accolades tend to be deeply formal, ritualistic ceremonies, and held most often when the Senate is still in session (as the Senate often plays a role). Sometimes an accolade is surrounded by a celebration above, such as when a debut also coincides with the conferring of titles, or when a proud parent wants to commemorate the event, but an accolade can occur on its own.

An Accolade requires someone receiving the honor, the elect, and someone who bestows the honor, the “conferrer.” The conferrer must be in a position to grant the honors or title: a lord can grant a title to a knight or a gentleman, the lord of a house may grant higher titles associated with the house, and the Speaker of the Senate may grant the title of Duke. The Senate itself appoints someone to confer the authority of the senate to a newly elected Speaker. The Master of Ceremonies conducts the actual ceremony, directing all participants in what they must do. If a roll is called for, an Accolade requires a Religious Ritual roll.

The Accolade is a simple even, usually finished in less than an hour. Upon the Master of Ceremony’s command, the elect approaches the conferrer and kneels. In the case of honor or recognition, the conferrer describes the deeds that the elect performed to earn the honor. In the case of a title, the conferrer describe the elect’s new duties and demands that the elect swears an oath to uphold them, which the elect then does (the Master of Ceremony usually states the vow, which the elect repeats). In the case of an honor or recognition, the conferrer give the elect a token of his esteem, typically a medal pinned to the chest. In the case of a new title, the conferrer gives the elect the badges of his new office: a force sword for a knight, a mantle or item of jewelry for a gentleman, or the various traditional regalia associated with a higher title (for example, the signet ring, mantle, traditional relics and the biometric keys of a duke). If no such token exists, one is created to be symbolic of the new position (for example, when making someone the grand marshal of the combined Alliance fleet, the font of honors might offer the honoree a banner). Upon receiving the token, the elect turns and raises up the token for the gathered people to see, which signals the end of the event. Most people cheer, and then rise to congratulate the elect.

Aristocratic Funerals

Funerals, like accolated, tend to be deeply formal, but far more somber. No introductions are held and while one should be appropriately fashionable, one should not wear anything that makes them stand out. Black is the traditional color for Alliance funerals. The focus of attention for the funeral is the dead, not the guests.

The funeral tends to be a simple affair where the Master of Ceremonies extols the heroism and virtues of the fallen and might invite another to speak, after which the dead is buried in the soil of his dominion, and given a final salute by spaceships either firing an arc through the atmosphere, or starfighters flying in such a way that they leave visible, ionized streams through the air. If a roll is required to see that the event goes without a hitch, roll Religious Ritual, while those giving a eulogy roll Public Speaking.

Most families have at least a mausoleum in which they can inter their dead, and the great families have entire an entire necropolis. The greatest necropoli lie on Old Maradon, and the most honored, heroes of the Alliance, are given a resting place on the now empty world. Only natives of Maradon may set foot on its soil so the funeral is held on Atrium, the moon of Maradon, whereafter the funeral workers take the body and fly it to Maradon, where they inter the body in its intended mausoleum.

Those who wish the honor the dead may continue to wear black and a sigil associated with the fallen. The Emperor wears black and the sigil of the Fallen War Hero because he honors his mentor to this day. He also has the body of the war hero carefully preserved and once Maradon has been conquered, intends to set foot on the planet and inter his mentor on that great world personally.

Aristocratic Dances

The Aristocrats have a wide variety of dances that they know, but three stand out as the most popular or culturally significant. Any character character with Cultural Familiarity (Galactic Federation) and at least one point in Savoir-Faire (High Society) can claim to be familiar with these dances.

The Persephone Waltz

The Houses regularly show their devotion to the Oracular Order with ceremonial “Plays” wherein at least one member of each House represents the symbolic role his house will play in reaching the culmination of the Golden Path and in averting the great galactic disaster. Over time, some plays have been done to music and a tradition of dancing the play out has arisen. These dances involve an entire group, at least two members from each house, and the coordination involved requires years to perfect.

The dance roll for each participant is at -2, and requires a director, who needs Group Performance (Choreography) or rolls the lower of Dance-2 and his Leadership to direct the dance. Each House has their own specific part to play, and each House has their own dance (thus learning to dance another House’s dance starts at -5 until successfully executed at least 3 times), with the exception of House Kain and other non-Maradonian houses, which are left out of the dance. A character might recover from a failure, but a single critical failure will certainly ruin the entire dance for everyone!

Because of the traditionally sacred nature of the dance, as well as the amount of room necessary to complete them, they tend to be restricted to grand events, and have fallen out of favor among most houses since the fall of the Oracular Order.

The Imperial (Alexian) Waltz

Many aristocrats enjoyed the idea of the Akashic Waltz, but wanted to strip it of its religious connotations so it could be danced in other contexts. The result is a stiffly formal, slow and stately, but an elegant dance for two that looks especially nice when an entire ballroom dances the same dance.

The Imperial Waltz imposes a -1 penalty, as it has very intricate and demanding steps. Characters may use it in place of Savoir-Faire to impress onlookers with their gentility and manners.

The (Caliban) Chase

House Kain takes love as seriously as it takes war. House Kain has danced the Chase since before they were a House, as it was a traditional dance from their homeworld, though it has fallen out of favor with the common masses and has evolved into a far more aristocratic dance in the hands of House Kain.

The Chase is a highly improvisational dance performed between a man and a woman. The dance is designed to be easy for a woman to pick up, and is only at -3 to an unfamiliar dancer (rather than -5) provided she has a skilled (at least 1 point in dance, plus familiarity) male partner. Men dance at no penalty or bonus.

The Chase has broadly five themes and movements, the greeting, the grace, the vigor, the charm and the farewell. Each dance begins with the greeting, which is a bow and a few typical opening moves initiated by the man, and thereafter the man can move into either the grace, the vigor or the charm. The woman can respond in kind, or refuse, and shift to a different movement (a “challenge”), in which case the man is expected to shift to match (“accepting the challenge”). Dancing the grace is a DX-based Dancing roll; dancing the vigor is an HT-based Dancing roll; dancing the charm is an IQ-based Dancing roll. The symbolism of the dance is that the man displays what he feels is his strongest trait, the reason the woman should love or admire him (“the chase”). If she responds in kind, this means she finds that trait appealing; if she shifts to a different form of dance, she declares that this trait interests her more and challenges him to prove that he’s capable enough to please her.

Finally, the dance ends with the farewell, which is a careful bow forward so that the faces and their hands almost touch. At no point in the dance may either physically touch the other except at the Farewell. The woman may, if she wishes, touch the hands of the man, or even kiss him (very forward!). The man may not initiate this (to do so is a gross faux pas). Touching in the farewell has different meanings, but most recently, the aristocracy has taken to seeing it as a declaration of romantic interest on the part of the woman.

The Chase has become increasingly popular across the Alliance as a romantic dance for would-be lovers. Most members of House Kain know it, but other houses have begun to take it up as well.

Aristocratic Games

The aristocracy often has a great deal of time, and needs to be seen as having a great deal of time on its hands. To maintain its prestige and to emphasize their difference from the common, working man, the aristocracy must play.

Courtly Games

Aristocrats often spend time waiting around at parties or for the decisions of more important aristocrats and need to come up with games to keep themselves amused. To pass the time, there is a large body of games that fall under the umbrella of “courtly games.” These tend to share common traits: they can be impromptu, they generally involve excuses to socialize or to be alone with one another for a few moments, and to get to know one another. Almost all such games are played with a small, disc-sized holographic communicator, which might contain pertinent data or their score. Aristocrats have been playing such games with one another since they were children and most know all the games and all the rules and how to turn them to their advantage. Most such games can be played innocuously enough during major events, so that players can have their fun under the noses of those conducting more important business (though most aristocrats are familiar with all such games and can readily identify when such a game is being played; in the very least, the giggles tend to give it away).

Courtly games tend to have simple rules, but if one wants to exploit a game for his benefit, he should roll Games (Courtly Games), which defaults to IQ-4 or Savoir-Faire-2. Most such games are sufficiently easy, granting a +2 to the roll, which means, in practice, characters roll IQ-2, Savoir-Faire or Games (Courtly Games)+2.

Some typical games include:

Inquisitor: One aristocrat announces that he’s the inquisitor and decides on a word that’s forbidden. He then begins to socialize with the rest, trying to tempt people into saying the forbidden word. If they do, he “marks” them by sending a code to their communicator that gives them a black mark. If they have three such marks, they’re out of the game. Others try to guess the word and, if they guess it, try to get others to say it while avoiding saying it themselves, and if they can do so, they report the violation to the inquisitor. The game ends when everyone has three marks or has correctly guessed the word. Games (Courtly Games) can be used to guess the word, or to try to get someone else to guess the word, or to use the game as an excuse to introduce yourself to someone.

Diplomacy: In diplomacy, each player selects a personal sigil, a holographic image that “represents them.” For a predefined time limit, players try to convince other players to give them a copy of their sigil (from holocomm to holocomm), with the winner the player who has collected the most sigils. The exchange must be done privately (so people don’t know who’s winning until the game has ended), and participants might demand whatever they want in exchange for the sigil. The simplest way to play is to simply exchange sigils but if everyone exchanges sigils equally, then everyone will tie. In practice, aristocrats swap small favors, often romantic ones (which is largely the real intent of the game), in exchange for sigils. At the end, everyone reveals what sigils they have collected (players may refrain from revealing their collected sigils, but doing so means they’re disqualified from winning). Who has what sigils often proves very illuminating, provided you can guess who belongs to which sigil. Characters may roll Games (Courtly) as an influence skill to persuade other players to exchange sigils or to offer a favor in exchange for sigils, or simply to be alone with them for a time. Characters may roll Savoir-Faire at the end of the game to “read the sigils” and see if they can define some secret liasons that might be behind the values.

Assassin: Assassin plays exactly like Diplomacy, except one or more player secretly has a “death” sigil, and all other players have an “arrest” sigil as well as their personal sigil. If the assassin gives you a “death” sigil, you’re out of the game. If you give the assassin the arrest sigil, he’s out of the game. If you give the wrong player the arrest sigil, his holocomm instantly recognizes this and throws up an alarm, and the player who wrongly accused the other is out of the game. Games (Courtly) may be used as a complementary roll to guess who the assassin is.

Stellar Dynamic’s Stratagem

The Stellar Dynamics corporation has long hosted a massively multiplayer strategy game which depicts stylized and simplified space combat on a broad, strategic level. In it, a player controls a fleet of ships and uses them to take systems with have certain resources he can use to construct more ships and continue to expand his domain. The game uses a holographic interface and can be rather expensive to run (though is easily affordable to anyone with Comfortable or better wealth). Each “campaign” runs for a year, has a buy-in cost, and at the end the winner is announced and given a prize. For those who want a quicker experience, or don’t want to participate in the total campaign, they can play quick one-on-one “battles.” Audiences can watch through holographic displays, and like to gamble on outcomes.

The full game is played with a regular contest of Games (Strategem), with Strategy acting as a complimentary skill. A quick battle is a quick contest of Games (Strategem), with Tactics (Space) acting as a complimentary skill. Characters who choose to gamble on an outcome may simply do so; the Gambling skill offers no benefits.

The game updates with new campaigns, ships and rules every year and has proven quite popular with the aristocracy. Bale Grimshaw has a huge holographic display that shows the current state of the game set in the parlor of his house, so that his guests can admire its beauty and comment on the state of the game. Sometimes, Stellar Dynamics releases historical campaigns, usually set during the Alexian Empire, or during its inception. They once released a campaign featuring a hypothetical match-up between the Empire and the Alliance, but the results proved very depressing and was quickly recalled.

Alexian Trumps

The aristocracy loves to gamble and to flaunt their wealth, and Trumps (or Alexian Trumps to the rest of the galaxy) allows them to do so with flair. Trumps is a card game that favors bold bidding and constantly upping the stakes. While it can be played with physical cards, the most common version of Alexian Trumps is played with completely randomly selected holocards transmitted to specialized holotransmitters that sit before a player and can be commanded by voice or (the especially luxurious ones) hand gestures that look like touching the cards.

Alexian Trump is a gambling game where one can win either with very careful strategic play, or simply outbidding all opponents. Each game consists of a quick contest between all participants Games (Trumps) or Gambling. Bidding is typically 1/10th of monthly living expenses, but characters can gain +1 to their rolls for each Wealth multiple they increase their bid by (2x grants +1; 5x grants +2, 20x grants +3, 100x grants +4, and so on); for a simpler version, add +1 per level of wealthy higher than average! To use Gambling the character must outbid everyone else, meaning he must be the wealthiest person at the table. Characters may bid more than they can afford, but doing so usually reveals a weakness of hand that other players can exploit: this requires a Fast-Talk or Acting roll with a penalty equal to how ever many wealth levels the character is inflating his roll (If a character with Average wealth makes bids consistent with someone who is Filthy Rich, or x100 the amount he can actually afford, he’s at -4 to convince people that he can back his bid). How much one wins varies (players tend to win and lose over the course of a game), but if a monetary value is needed, it is equal to the bid of the wealthiest character who isn’t the winner. A liar who loses and is unable to pay certainly faces dishonor or a duel challenge in the least, and may face prison time.

The game plays slowly and dramatically, with characters drawing and discarding cards to build sets and making increasingly intense bids, or revealing particularly effective card combinations to claim a hand or a bid. The most striking feature, though, is the ever increasing bid, which generally reveals the wealth of the bidder. A game of Trumps played in a public space (such as a casino) tends to attract quite an audience, especially from those who want to ingratiate themselves to the wealthy and powerful. Most aristocrats consider this part and parcel of a good game of Trumps, and after a dramatic victory, a wealthy winner generally spreads some of his winnings around to the crowd.