Legacy: OURPGSoc Society Game 2006-2007

Character Generation

Step 1- Pick a House or Guild

Only members of the Noble Houses attend the meetings of the Imperial Court, so you'll need to choose one from the list below:


Step 2- Choose Skills and Quirks

You've got 18 points to spend on the skills and quirks listed below.
Skills are available in ranks 1-3 and cost 1, 3, 6 points respectively. Some are clearly noted as having Double Cost, and naturally enough they cost 2, 6 or 12 points.
Quirks each have a cost listed by them.
Some Quirks have negative costs, these are 'Flaws' and by taking them for your character you can gain up to 9 more points to spent back. You can take as many flaws as you want but you only ever get 9 more points for this.

All this sounding complicated or too much like work? Don't despair, we've premade several 9 point packages of quirks so if you want you can just pick a couple of those and move onto the next step.

Step 3- The Fluff

That's the system bit of character gen out of the way. Now we'd like you to make up some background for your character- it doesn't have to be too detailed (though the more the merrier) but we would like you to at least explain the quirks and skills you have. We'd also like to know what you hope to achieve over the course of the game, in and out of character. For example, if your character is based on an archetype which you want to explore, tell us so that we can tailor GM-chosen flaws and plot appropriately. Tell us if your character has an over-arching goal, so we can bear it in mind when reading your turnsheets. Tell us if you want to be thrown plot to deal with / angst about, or if you'd prefer to mostly get on with your own plotting.

Skills

Reminder: These can be bought at ranks 1,2 or 3; costing 1pt for rank 1, 3pts for rank 2 and 6pts for rank 3.
There are Physical, Knowledge and Resource based skills.

Physical and Knowledge based skills are graded roughly as followed-
Rank 1- Trained. You've had some tutelage in this area (or are simply naturally talented) and have developed a vague competency.
Rank 2- Professional. You're really quite good at this and could earn your keep with this skill alone.
Rank 3- Expert. You're one of the best in your House.

Specialisations- A specialisation increases your effective skill rank by 1 when it is directly pertinent to an action.
The cost of a specialisation is equal to your rank in the skill.
E.g. Emperor Xanolph has Stealth 1 and Charisma 3. It will cost him 1 point to buy a specialisation in 'Hiding in the Imperial Palace', whilst it would cost 3 points to be specialised at 'Looking Dignified on the Big Screen'.
When Xanolph hides from assassins in his bedchamber he will count as having stealth 2. When he gravely salutes the camera in a newsreel then he will have an effective charisma of 4

Physical Skills

Survival - This skill represents the ability to survive in hostile environments and extreme conditions.
Example Specialisations: Avoiding dangerous wildlife, Organising Expeditions, Artic Conditions

Fighting - Your ability to come out tops in a scrap. Note that space combat is governed by the Piloting skill.
Example Specialisations: Brawling, Ship Boarding Actions, Bringing down Big Game

Duelling - This skill represents your proficiency in a formal Duel. Note that Duellists are closer to sportsmen than soldiers so there is little bleed between this and the Fighting skill.
Example Specialisations: Fights to First Blood, Fights to Submission, Fights to the Death

Piloting - This represents the ability to pilot spacecraft in hazardous situations such as through an asteroid field or in a dogfight.
Example Specialisations: High Speed Pursuits, Evading Detection, Being someone's Wingman

Stealth - Your ability to go un-noticed when you so desire.
Example Specialisations: Stalking People, Losing Pursuers, Whilst on a Ship

Athletics - Your physical abilities, including stamina, speed, strength, dexterity etc. You can be an all-round athelete, or specialise in one discipline.
Example Specialisations: Running, Good Balance, Horseriding

Psychic Power Stream - Psi school training required. You can take this skill no more than twice.
A Specialisation in this skill means that one of your powers becomes a rank higher; see the Psychic System for details.

Knowledge Skills

Law - Legal knowledge useful for appraising and arguing cases. Useful to both lawmen and Advocates (see Honour) who want to be sure they're representing the right side.
Example Specialisations: Murder cases, Trade Disputes, Defending people you know to be guilty

Security - Covers perception, securing locations, knowledge of security systems.
Example Specialisations: Spotting intruders, Breaking and Entering, Organising a security team

Tactics - Improves your ability to win battles.
Example Specialisations: Ambushes, Planetary Defense, Leading a small squad

Admin - Part logistics, part efficiency. It gets your troops fed or your planets stocked with whatever they need.
Example Specialisations: Squeezing the best from a population, Hostile Takeovers, Cooking the books

Charisma - Helps to sway populations / troops to support you.
Example Specialisations: Giving motivational Speeches, Looking good in the Movies, Not coming off like a religious nutjob even when you clearly are one

Research - Allows you to cut through swathes of written material to find exactly what you're looking for.
Example Specialisations: Using Crystal Libraries, Finding quotes to support your arguments, When under immense pressure

Legwork - Covers knowing who to talk to and how best to persuade them to tell you what you want to know. Example Specialisations: Intimidating uncooperative sorts, Making the right bribe, Creating information networks

Linguistics - Represents your ability with foreign languages. You also understand some linguistic theory. Example Specialisations: Reading Forerunner Text, Non verbal communication, Decrypting codes

Surgery - Represents your ability to use the medical equipment of the Legacy.
Example Specialisations: Grafting in Enhancements, Emergency Surgery, Developing Handheld devices

Herbal Medicine - Represents a knowledge of Empire level medicine. You have some idea of what and how substances may help or hinder a human body (yes, you can use this to make poisons).
Example Specialisations: Inventing cures from new plant extracts, Creating poisons from venoms, Figuring out commercial applications

Empire Tech Development - For making any new Empire based tech
Example Specialisations: Integating with Legacy Technology, Designing for Mass Production, Writing influential research papers

Legacy Tech Development - For combining bits of Legacy tech
Example Specialisations: Upgrading Ships, Developing Weapons, Repairing broken machinery

Artist - This represents your ability in a form of art of your choosing e.g. Music, Sculpture.
Example Specialisations: Portrait Painting, Love Songs, Flawless Forgeries

Resource 'Skills'

Influence - Clout within your House, other Empire or some other organisation which you are a member of or work for. This gives you easier access to resources, and means that NPCs of up to 2 ranks of Influence higher than you will listen to your opinions. It is possible that this Influence is hidden from people outside the organisation (for example, if you secretly work for the Migan or a foreign empire) although your membership of a House may never be hidden.

In many organisations, your level of Influence is directly equivalent to rank within them; more details are on each organisation's page.

All PCs automatically get Rank 0 Influence in their House, but you cannot have Rank 0 influence in any other organisation.

In the case of Influence in your House:

Rank 0: You are a member of the House, are Preserved and are allowed attend Court Meetings, but the House does not value your opinion greatly.
Rank 1: You have easy access to a number of the House's reserves.
Rank 2: Your opinion has weight. A superior might forward your thoughts to the House Leader if they seem worthy.
Rank 3:Rank 3: Your opinion really matters - you can get an audience with the House Leader with minimal effort.
To have Influence in a House or Guild, you must have a relevant skill of equal or higher Rank to justify it. For example, you might have House Influence Rank 3 and Holdings Rank 3; your ability to manage such impressive property shows your worth to the House.

Holdings - The planets you govern. Strictly the planets belong to your House and, ultimately, to the Emperor, but in practise you control the planet's workings and output. However, your superiors may be watching you, to check you are taking good care of your populace and are using their produce for the good of House and Empire.

Rank 1: You govern a portion of a planet; a city, perhaps, or an orbiting station. Or a desolate Death World of a planet, unfit for any use. Your activities will be monitored.
Rank 2: You govern a minor planet. The better the planet, the more likely it is that you will be monitored.
Rank 3: You are important enough to govern about half a dozen minor planets or one important one whilst being monitored. If you instead choose to govern only one or two minor ones, you would be given more independence (and could, for example, turn them into police states without people noticing).

Military - Your status within your House's army or navy, and the number or quality of soldiers under your command. (Note that they owe loyalty to the House rather than you personally, so you can only use them for the House's benefit.) See the Military page for details

Rank 1: Lieutenant, Squadron Leader or Patrol Leader - you command part of a larger force.
Rank 2: Major or Captain - you command your own Legion or ship.
Rank 3: Field Marshal or Commodore - you command a number of Legions or ships.
Rank 4: Admiral - you command a large number of Legions and ships.
Rank 5: Lord Admiral - you command the House's entire force.

Private Resources - Cash/stuff that you at least have first chance to blag, even if it's factory output that you don't technically own. Level guidelines for resources are as follows:

Rank 1: A business operating on only one planet. A small complex with a neat security system. A small workshop. A film production studio.
Rank 2: A business operating over a number of planets. A secret installation. A larger factory.
Rank 3: A truly massive multiplanetary corporation with the huge sacks of money that entails. Note that this still isn't vastly significant compared to the amount of money that the Noble Houses as a whole have.

Personnel - Researchers, politicos, exploring crew etc. Higher ranks in this either indicate more personnel or more skillful personnel, but not both.

Personal Military - Double Cost - Soldiers, security staff or war ships who are personally loyal to you. They can be average and numerous or elite and small in number; you choose. The number of soldiers is approximately the same as the equivalent level of the Military skill; see the Military page for more details.

Honour - your percieved honour. Note that this can change quite easily based on your conduct during the game. (Can also be bought as a flaw at -1 per negative rank, up to -3)

Quirks

Physical Quirks

Preservation Incompatibility (-3) - When you die, you don't get resurrected by the Preservation machines. Please don't think you can take this flaw and then stay perfectly safe as we will make it relevant. Also note that dishonourable individuals will be less worried about killing you than they might be in other contexts as they will assume that you are Preserved.

Psi School Training (4) - lets you unlock your psychic potential.

Disguise (3) - You can disguise yourself competently as a random mook. Maybe you just always manage to find the right size outfit? This does not let you disguise youreslf as particular PCs/NPCs

Weirdness Magnet (0 to -2) - Weird Stuff always happens to you. At 0, this is occasionally beneficial but most often mildly annoying. At -1, it is often annoying and sometimes harmful, especially to other people who happen to be with you at the time. At -2, it's frequent and harmful, both to you and innocent bystanders. Please describe the symptoms; an example could be a propensity for being struck by lightning.

Lame (-1) - You are physically rubbish. Forget any ability at Survival, Fighting, Stealth or Athletics you had. Duelling, Piloting and Security also take a hit.

Sickness (-1 or -2) - You suffer from an unusual illness which is beyond the current ability of the Chirurgeons to cure. At -1 points your condition will, if not cured, eventually result in your losing physical or mental Skills (the GMs will decide), the -2 point version has will additionally prove terminal unless treated.

Dodgy Organ (-1) - At some point one of your organs began to fail and you're only still alive thanks to surgical implantation. You now require regular injections from the Chirurgeon's Guild or your body will reject the implant. Should such treatment be unavailable, the results will not be pretty.

Implanted Enhancement (1 to 3) - At some point in life you've had surgery to have *something* implanted in your body. Common enhancements are blades (1 point) or a firearm (2 points), feel free to suggest other possibilities.

Mental Quirks

Voices In Your Head (-1) - The voices are mildly irritating sometimes, but at least nobody else knows about them. Why, yes, this is compatible with the Unknown Master quirk.

Cowardice (-1) - You're a terrible coward, and despite your Preservation, concerns for your physical safety tend to rule your actions.

Disadvantageous Beliefs (-2) - You hold convictions that are likely to cause you problems in life. Perhaps you believe that you have a duty to renounce all material possessions, or perhaps you feel obliged to sacrifice virgins to a volcano god on Tuesdays.

Illiterate (-1) - You cannot read. This isn't relevant that much of the time as you can always get servants to read things out to you. Potentially embarassing if you need to have secret correspondance with someone, however.

Machine Empathy (2) - You have an instinct for which buttons to press on the shiny tech you just found. You never press the self-destruct button.

Machine Antipathy (-2) - You have an inability to figure out any tech that you haven't been told explicitly what to do with. You always press the self-destruct button.

Resource Quirks

Information Network (1 per group) - You have a number of contacts inside a group who are happy to provide you with information. This is unnecessary for groups you are already a member of. If you spend AP working with your informants they may be able to answer specific questions for you, otherwise you will just get general intelligence. See Organisations page for a list of important groups in the Empire.

Outside Influence (1 per group) - Despite not being a member of this group, you have the ears of a number of influential people who will listen to your suggestions. See Organisations page for a list of important groups in the Empire.

Explorer Ship (2) - An Explorer class ship, good for going to unexplored planets and/or smuggling by staying undetected. Comes with weapons, so it can handle itself in a fight. Equipped with a Navigator to allow manual piloting through Hyperspace.

Secret Compartment (1 or 2) - One of your Frigate or Explorer class ships has been modified with a secret compartment which would be good for smuggling, although other uses may also be found. For 1 point, this applies to a ship provided by another quirk or skill; for 2 this quirk includes the ship.

Fighter Escort (1 or 2) - One of your Frigate or Explorer class ships has a wing of 3 fighters to protect it (but not with really good pilots). For 1 point, this applies to a ship provided by another quirk or skill; for 2 this quirk includes the ship.

Widget/Artefact (1 to 5) - describe it or pay points and you don't know what it is/does. At least tell us how you got it. Please provide details on which number of points. Example costs are:

A modified Gravcycle.
A unique weapon. A hyperspace capable ship (see above). Wings.
A utility belt. A personal forcefield.
A ship forcefield.
An Iron Man suit.

People Quirks

Ally (1 to 5) - An NPC who can help you out. Describe them; we'll do the rest, with the number of points you spent determining their power level. Usually they will be your friend and may ask you for help in return, but you could have blackmail material on them instead. Please provide details on which number of points.

Murdered (-2) - Some time ago you were murdered, and the UIC have still yet to turn up any clues as to why. For obvious reasons this quirk cannot be taken by character with Preservation Incompatibility.

Enemy (-1) - Another Court member who doesn't like you, though they have yet to cause you serious harm. This could be a Contestant of Acquisition or someone else whose identity is unknown.

Framed (-2) - You have been (or are going to be) framed! Someone has set you up to take the blame for something so bad you're going to lose all your Honour or be thrown out of Court. It could be that you have already been framed and the trial will begin soon or that you will be framed in the future; you decide. If it's in the future, you won't be able to specify what you've been framed for; if it's already happened, please do.

Fealty (-1) - You have someone who gives you orders other than your normal superiors and you are Honour bound to follow them. Please tell us the kind of orders you have been given in the past.

Hidden Master (-2) - You have someone who is compelling you to follow their orders, but at least you know who they are. Please tell us how they compel you and what types of orders you have been given in the past.

Unknown Master (-3) - You have someone who is compelling you to follow their orders and you have no idea who they are. Please tell us how they compel you and what types of orders you have been given in the past.

Family Problems (-2) - Someone close to you (not necessarily related; they could be a friend) is a liability; perhaps they're prone to getting into dangerous situations, or maybe they're forever causing you social embarassment; either way you'll need to keep an eye on them.

Betrothed (-2) - You will, during the course of the game, be expected to take part in an arranged marriage with someone you do not care for. Explain to us who that person is, why you do not care for him or her, and why your House has arranged this marriage. Perhaps the marriage is to seal a political alliance, perhaps it is part of House Truniss's continued efforts to ensure good breeding, perhaps there is a debt of honour to be settled, or perhaps there is a baby involved.
Should you elope with somebody else before the marriage, there will be a certain amount of social fallout: you may well lose honour, and you will certainly infuriate the relevant families and Houses. Should you elope with somebody else after the marriage, the fallout will be much worse, for breaking your marriage vows is breaking your Word!

Social Quirks

Famous (1) - You are famous throughout the Empire. Maybe you are the star of several of the new moving pictures; maybe it's for your athletic or artistic skill or perhaps even your great heroism. In any case describe your fame and please provide details on which number of points. Please note that you may well be famous within your House even without this quirk if you have other relevant skills or quirks.

Enemy Faction (-1) - A faction or group you've annoyed. They may not like you, but they won't risk much to hurt you.

Dark Secret (-1 to -3) - You've been involved in something in the past that, were it revealed, would cause you serious difficulties. At -1 the secret could cost you influence and honour, whilst at -3 it could cost you your life. Please provide details on which number of points.

Favour (-1 or 1) - For -1, you owe someone else a favour. Please describe them and what has caused this debt. For 1, the situation is reversed and someone owes you a favour. Again describe how the situation came about.

Misfortune (-1 to -3) - Bad things will be happening to you in the future. You don't know what shape these things might take, but they'll be worth more flaw points than you sunk into this quirk. Please provide details on which number of points.

Word (-1) - You've given your Word about something rather general. Describe it and we'll make sure it comes up. Please note we reserve the right to deem some things not restrictive enough to be worth the flaw point.

Vice (-1 or -2) - You participate in some activity that is likely to cause you some embarrassment or dishonour if it were generally revealed. Maybe it's a drug addiction, maybe it's a terrible gambling habit; whatever you choose, the activity should cause you some inconvenience each turn to carry out. Please describe the details. For -1, it will merely cause embarrassment if revealed but for -2 you will be dishonoured.

House Specific Quirks

The following quirks are for members of specific Houses

House Karpeer Quirks

School of Hard Knocks (-1) - You did not come into House Karpeer through the traditional route of academic excellence. Instead, you were taken in because of practical shows of worth; running a successful company, late-developing artistic talent, or latent psychic abilities, for example. Or maybe you were just married in, thanks to your parents' politicking. Those who passed through the Karpeer education system with flying colours often look down on you for not doing the same; this dents your Influence and makes promotion harder

Prime Lecturer (1) - You have a position in the Prime University, House Karpeer's premier institution of education. This gives you a little extra kudos within the House, as well as access to the impressionable young minds of the Karpeers of tomorrow. (It may also mean you have a few more resources (or researchers) for your research, but not as many as would be attainable with Rank 2 or higher in a relevant Guild.)

House Machello Quirks

Under Suspicion (-1) - For some reason House security has decided that they need to keep a particularly close watch on you. You are frequently under surveillance by polite but intrusive observers

Dragon (2) - You own a domesticated Hironan dragon. These normally ill-tempered beasts are little smarter than a dog, but provide a rather more effective deterrent to would-be home invaders.

Custodian (-1) - You've been entrusted with one of the House's precious relics; it's a great honour but also a heavy responsibility. To House Machello it's a reminder of past glories, but to petty thieves and aspiring Contestants of Acquistion it's a tempting target.

House Vinka Quirks

Patron of Culture (1 to 3) - You sponsor some form of culture in order to gain the approval of the masses. The details are up to you, but things which appeal to more people will be more variable in their effect (i.e. the effect of sponsoring a Gravcycle racing team will be dependent on their performance; sponsoring a theatre will not be as appealing nor as risky). The more points you spend, the larger your sponsorship.

Tough Crowd (-2) - For one reason or another, the populace you are responsible for are not easily pleased. Perhaps your predecessor was unusually lavish or perhaps revolution is in the air. Unless you act every year to prove your generosity or worth to the people, they will initiate proceedings to have you removed from office. The House may be merciful and grant you another position should you be removed; then again, they may not.

House Truniss Quirks

True Bloodline (1) - House Truniss places even more importance on breeding than the other Houses. You are particularly close to the ruling Truniss line and have the potential to advance as far in the House as your talents take you.

Distant Bloodline (-1) - The opposite of True Bloodline. Although a true member of House Truniss, your bloodline is more distant. Your prospects to advance in the House are strictly limited. (You may not start with more than House Influence 1)

Psychic Potential (1) - Psychic talent runs in your blood, and the House spent a great deal of time and effort trying to stimulate your own abilities during your childhood. So far however you have disappointed their expectations. Still, sometimes you feel that all it would take is the right catalyst...

House Omar

Poster Child (2) - The House has held you up to the public eye as an example of Omar's commitment to honourable behaviour. As a result it would be extremely embarrasing if you were to be found guilty of any dishonourable conduct, and the House authorities will take all measures to ensure that your reputation remains intact.

Scapegoat (-2) - Someone powerful in the House has decided that you don't pull your weight. Whenever someone needs to take a fall for the greater good of the House then your name just happens to come up.

Bundles

All bundles except full psychic are 9pts. You can make a character simply by selecting two bundles; they contain combinations of the Skills and Quirks above. If two bundles contain the same skill at rank 2, then having both bundles means you will have that skill at rank 3. You may also ignore them entirely.

Historian:

  • Research rank 2 (3pts)
  • Linguistics rank 2 (3pts)
  • Influence: Historicals rank 2 (3pts)

Chirurgeon:

  • Surgery rank 2 (3pts)
  • Herbal Medicine rank 2 (3pts)
  • Inflence: Chirurgeons rank 2 (3pts)
 

Technologist - Explorator:

  • Explorer Ship (2pts)
  • Secret Compartment (1pt)
  • Influence: Technologists rank 2 (3pts)

and one from:

  • Research rank 2 (3pts)
  • Legacy Tech Development rank 2 (3pts)

Explorer:

  • Explorer Ship (2pts)
  • Secret Compartment (1pt)

and two from:

  • Piloting rank 2 (3pts)
  • Survival rank 2 (3pts)
  • Influence: Historicals rank 2 (3pts)
 

Technologist - Combinator:

  • Legacy Tech Development rank 2 (3pts)
  • Personnel rank 2 (3pts)
  • Influence: Technologists rank 2 (3pts)

Technologist - Inventor:

  • Empire Tech Development rank 2 (3pts)
  • Personnel rank 2 (3pts)
  • Influence: Technologists rank 2 (3pts)
 

Advocate:

  • Duelling rank 2 (3pts)
  • Law rank 2 (3pts)
  • Athletics rank 2 (3pts)

Security:

  • Fighting rank 2 (3pts)
  • Security rank 2 (3pts)
  • Legwork rank 2 (3pts)
 

Investigator:

  • Legwork rank 2 (3pts)
  • 3 x Information Network (3pts)

and one from:

  • Security rank 2 (3pts)
  • Stealth rank 2 (3pts)

Thief Contestant of Aquisition:

  • Security rank 2 (3pts)

and two from:

  • Stealth rank 2 (3pts)
  • Disguise (3pts)
  • Widget (3pts)
 

Governor:

  • Holdings rank 2 (3pts)
  • House Influence rank 2 (3pts)

and one from:

  • Charisma rank 2 (3pts)
  • Admin rank 2 (3pts)

Missionary:

  • Influence: Your Religion rank 2 (3pts)

and two from:

  • Admin rank 2 (3pts)
  • Charisma rank 2 (3pts)
  • Linguistics rank 2 (3pts)
 

Merchant:

  • Influence: Merchants rank 2 (3pts)
  • Admin rank 2 (3pts)
  • Private Resources rank 2 (3pts)

Psychic:

  • Psi School Training (4pts)
  • Psychic Power Stream rank 2 (3pts)
  • Psychic Specialisation (2pt)

 

General:

  • Military rank 2 (3pts)
  • House Influence rank 2 (3pts)

and one from:

  • Tactics rank 2 (3pts)
  • Charisma rank 2 (3pts)
  • Admin rank 2 (3pts)

Full Psychic:
NB This package is the full 18 points

  • Psi School Training (4pts)
  • Psychic Power Stream rank 3 (6pts)
  • Psychic Power Stream rank 2 (3pts)
  • Psychic Specialisation 2 (2pt)
  • Influence: Psychic School rank 2 (3pts)
 

Spy:

  • Outside Influence: Foreign power (1pt)

and one from:

  • Widget (2pts)
  • Implanted Enhancement (2pts)

and two from:

  • Legwork rank 2 (3pts)
  • Stealth rank 2 (3pts)
  • Disguise (3pts)

Heroic Soldier:

  • Charisma rank 2 (3pts)
  • Personal Military rank 1 (2pts)

and either:

  • Piloting rank 2 (3pts)
  • Widget: Modified Fighter (1pt)

or:

  • Fighting rank 2 (3pts)
  • Famous (1pt)