Legacy: OURPGSoc Society Game 2006-2007

Character Generation

Step 1- Pick a House or Guild

Only members of the Noble Houses or the Independent Guilds attend the meetings of the Imperial Court so you'll need to choose an organisation from the list below:

N.B. It is possible to be in both a Noble House and in an Independent Guild simultaneously, provided you are not of the level Master or above in the Guild in question. See Ranks in Chirurgeons or Technologists for details.

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 detailled (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 for your character to achieve over the course of the game.

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 the Empire

Physical Skills

Survival - This skill represents the ability to survive in hostile environments and extreme conditions.

Fighting - Your ability to come out tops in a scrap. Note that space combat is governed by the Piloting skill.

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.

Piloting - This represents the ability to pilot spacecraft in hazardous situations such as through an asteroid field or in a dogfight.

Stealth - Your ability to go un-noticed when you so desire.

Athletics - Your physical abilities, including stamina, speed, strength, dexterity etc. You can be an all-round athelete, or specialise in one discipline.

Psychic Power Stream - Psi school training required. You can take this skill no more than twice.

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.

Security - Covers perception, securing locations, knowledge of security systems.

Tactics - Improves your ability to win battles.

Admin - Part logistics, part efficiency. It gets your troops fed or your planets stocked with whatever they need.

Charisma - Helps to sway populations / troops to support you.

Investigation - Helps with almost any kind of research.

Surgery - Represents your ability to use the medical equipment of the Legacy.

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).

Empire Tech Development - For making any new Empire based tech

Legacy Tech Development - For combining bits of Legacy tech

Artist - This represents your ability in a form of art of your choosing e.g. Music, Sculpture.

Resource 'Skills'

House Influence - Double Cost - Clout within your Noble House. This may give you a number of holdings that you are responsible for or just easy access to House resources. It may instead represent your command of the House military or police forces. You can also expect NPC up to 2 ranks of Influence higher than you to listen to your opinions. Level Guidelines for Influence in your own House taken as planetary holdings:

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: You are important enough to govern a minor planet, but your activities 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).

Other Influence - Clout within any organisation that isn't one of the Noble Houses. In many organisations, this is directly equivalent to rank within them; more details are on each organisation's page. In any case, the higher rank of this skill you take, the more resources you can expect to have access to and the more political influence you can expect to wield. It is possible that this Influence is hidden from people outside the organisation (for example if you are secretly part of the Cartel, or work for a foreign empire). It is also possible to take this skill at Rank 0 to represent membership of any organisation, but your opinion will not be valued.

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 who are personally loyal to you. They can be average and numerous or elite and small in number; you choose.

Honour - your percieved honour (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 (5) - lets you unlock your psychic potential.

Psychic Specialisation (1) - You've improved one of your psychic powers, but at the expense of not studying your other powers as much. See the Psychic System for details.

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 (-2) - Weird Stuff always happens to you. Other people aren't always appreciative of this.

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.

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.

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.

Historian (3) - You have an ability with old languages and an eye for details and connections.

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 for a group you have influence in; 2 otherwise) (pay per group) - You have a number of contacts inside a group who are happy to provide you with information. This is OK from an honour POV, but think spies in terms of what you can do with it.

Merchant Ship (3) - Frigate class, good for smuggling while appearing to be legitimate and/or transporting your private army. Unarmed, but for +1 it comes with a wing of 3 fighters to protect it (but not with really good pilots).

Explorer Ship (3) - Explorer class, good for going to unexplored planets and/or smuggling by staying undetected. Comes with weapons, so it can handle itself in a fight.

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.

1 point: A modified Fighter. A military grade Gravcycle.
2 points: A unique weapon. A racing Gravcycle. Wings.
3 points: A hyperspace capable ship (see above). A utility belt.
4 points: A modified hyperspace capable ship. A personal forcefield.
5 points: 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.

Enemy (-2 or -3) - Another Court member who doesn't like you. At -2, they just want to make your life difficult. At -3 they'll only settle for your death or exile. Please provide details on which number of points.

Hidden Master (-2) - You have someone who is compelling you to follow their orders, but at least you know who they are...

Unknown Master (-3) - You have someone who is compelling you to follow their orders and you have no idea who they are.

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.

Social Quirks

Famous (1 or 2) - For 1, you are famous throughout your House's territory; for 2 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.

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 (-2) - You participate in some activity that is likely to cause you some embarrasment or dishonour if it were generally revealed. Maybe it's a drug addiction, maybe it's a terrible gambling habit. Please describe the details.

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. You may also ignore them entirely.

Explorer:

  • Survival rank 2 (3pts)
  • Piloting rank 2 (3pts)
  • Explorer Ship (3pts)

Historian:

  • Investigation rank 2 (3pts)
  • Historian (3pts)
  • Influence: Historicals rank 2 (3pts)

Advocate:

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

Security:

  • Duelling rank 2 (3pts)
  • Security rank 2 (3pts)
  • Investigation rank 2 (3pts)

Investigator:

  • Investigation rank 2 (3pts)
  • Information Network (own house) (1pt)
  • Information Network (another house) (2pts)
  • Security rank 2 (3pts)

Hero:

  • Charisma rank 2 (3pts)
  • Fighting rank 2 (3pts)
  • Personal Military rank 1 (2pts)
  • Famous (own House) (1pt)

Governor:

  • House Influence rank 2 (6pts)
  • Charisma rank 2 (3pts)

Bureaucrat:

  • Admin rank 2 (3pts)
  • House Influence rank 2 (6pts)

Merchant:

  • Admin rank 2 (3pts)
  • Merchant Ship (3pts)
  • Personal Resources rank 2 (3pts)

Dodgy Merchant:

  • Influence: Cartel rank 2 (3pts)
  • Merchant Ship (3pts)
  • Personal Resources rank 2 (3pts)

Psychic:

  • Psi School Training (5pts)
  • Psychic Power Stream rank 2 (3pts)
  • Psychic Specialisation (1pt)



Full Psychic: NB This package is the full 18 points

  • Psi School Training (5pts)
  • Psychic Power Stream rank 3 (6pts)
  • Psychic Power Stream rank 2 (3pts)
  • Psychic Specialisation (1pt)
  • Influence: Psychic School rank 2 (3pts)

Spy:

  • Hidden Influence: Foreign power rank 0 (0pts)
  • Investigation rank 2 (3pts)
  • Stealth rank 2 (3pts)

either:

  • Disguise (3pts)

or:

  • Private Resources rank 2 (3pts)

Thief Contestant of Aquisition:

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

either:

  • Private Resources rank 2 (3pts)

or:

  • Widget (3pts)

Chirurgeon:

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

Technologist - Explorator:

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

Technologist - Combinator:

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

Technologist - Inventor:

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

Tactician:

  • Tactics rank 2 (3pts)
  • House Influence: Army rank 2 (6pts)



Fighter Ace:

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