Showing posts with label Noble Houses. Show all posts
Showing posts with label Noble Houses. Show all posts

Thursday, September 17, 2020

Backer Post: House Apex Preview

 I've wanted to explore the world of Xen with its genetic engineering and its cloned nobility for a long time.  It's the sort of world that feels very at home in a baroque space opera setting like Psi-Wars. I've had the idea for the House since I started writing houses: I saw them as a bio-tech counterpoint to the cybernetic House Kain, and they would be the two "hypermacho" houses often butting heads. I also knew they would be unusual: instead of a set of eugenic packages layered over an existing template, they would be a template that you would layer some training over.

As I began working on the Manticore initiative, I took a stab at it, and I managed to work out the template despite my fears of it being too expensive. It barely fits into 250 points, but most people play 300 points anyway.  It's a long post, as it's a combination of a house description and a complete, new template, and it's not helped by a rather extensive set of "memories" that the player can select from when defining his character. But I'm curious what my backers think of it, before I let it hit the central wiki.

If you're a Fellow Traveler ($3+), the post is available to you

As always, thanks for being a backer, and I hope you enjoy it.  Be sure to give me some feedback on it, either on the discord or in the comments!

Thursday, August 6, 2020

Wiki Highlight: Maradonian Technology

Psi-Wars has three major branches of humanity.  The branch from whence came the psychic elites and space knight aristocracy were the descendants of the war torn Maradon and their hero, the brutal crusader Alexus Rex, who conquered the galaxy thousands of years ago.

In Tall Tales of the Orochi Belt, we had several space knight pilots who wanted a slim, fitting, fashionable alternative to the generic vacc suit. Thus, I set about creating the Chevalier suit, a cross between a space knight "duelist" armor and a vacc suit.  The result, is a slender, form fitting armor that, I hope, pleases them.

But while working on it, I decided to see if I could pull together a few scattered bits of Maradonian technology I had wanted to do for awhile:
  • A tweak to force swords
  • The Maradonian Signet
  • The ARC pilot suit
And a unified page for everything.  True, you can find their technology on the collected, singular page, but I think some people would like to explore the technology of a single group and look at its implications.  This was inspired by Traders, who have quite some detailed elements that would best be served by having their own page, but if they have one, why not the other cultural groups?

So, today's post is a grab-bag of Maradonian elements. You can find the Maradonian Tech page here.  Enjoy!

Monday, September 30, 2019

Patreon Special: the Lost Book of Houses

I had originally intended to release this with the release of the Maradonian Noble background lens, but it's the end of the month, and I wanted to give it to my Patrons early, so some of it might be "out of order" and you may have to wait a few days to understand the logic of the included background lenses.

The Lost Book of Houses introduces the details for four new houses, two of which are completely new. This work is available to all $3+ "fellow traveler" patrons.  Thank you, guys, so much for supporting this project.

  • House Harrow: The Bastard House rules the Rogue Stars with an iron fist, hated by their people, and seem to represent the worst of the Maradonian Nobility. Nonetheless, their tyranny has given them the wealth necessary to bankroll the Alliance’s efforts, and they have an intriguing bloodline that whispers enough of the possibilities of a restoration of the Alexian bloodline that more prestigious nobles are willing to hold their noses and bed members of this mongrel house.
  • House Korenno: The great houses of Maradon rest their power upon the service and loyalty of lesser houses, who provide the bulk of their knights and handmaidens.  House Korenno, “the Grooms of Sabine” or “the Speakers of the Dead,” represents one such minor house in the service of House Sabine.  They fight in the Alliance’s wars, and attend the grand balls of the nobility, but rarely get the recognition of the great powers of the Alliance.  The people, however, love them and their retrocognitive talent for dispensing justice.
  • House Tan-Shai: The Merchant House ruled the Arkhaian Spiral, and the Akashic Order attempted to prevent the Alexian Emperors from elevating them to the level of Maradonian aristocracy. They have a strange, alien air to them, and a manufactured quality to their beauty, and they seem to hide a dread secret on their forbidden world of Shaddai. When the Emperor rose, the House split in twain: the Shaddai branch betrayed the Alliance and sided with the Emperor, seating on of their own next to him as Galactic Empress; the Arkhanus branch joined the Alliance, but many regard their motives as suspect, and were it not for their control of the Hyperium Mining Guild, they might not be allowed a seat on the Alliance Senate at all.
  • House Alexus: The culmination of the Akashic Dream and the rulers of the Eternal Empire, the Alexian Dynasty, died in the during the death throes of the Mad Emperor Lucian Alexus. Or did they? The Alexian bloodline lives on in the “Duchal” bloodlines of House Sabine, House Grimshaw and the Orphean lineage. And, perhaps, some last heir still lingers out there, secreted away beyond the edges of the Galaxy, or locked away in some Imperial prison.

Monday, April 22, 2019

Patreon Post: House Tan-Shai, the Fifth House

Patrons of the Companion ($5+) and higher tier sometimes get to vote on some critical aspect of the Psi-Wars setting.  Nearly two years ago, they had the chance to vote on the "Fifth house." The results were... unusual to say the least: a degenerate house elevated by the Mad Emperor, who opposed the Akashic Order, had anti-psionic powers, and followed a Broken Communion cult and sided with the Emperor; they were clearly the anti-Maradonian house!

Well, it's taken me a lot of time, but House Tan-Shai, lords of the Arkhaian Spiral, are finally here.  Fellow Travellers ($3+ patrons) now have access to a preview of the house.  Enjoy!  As always, thank you to all of my patrons, and if you're not a patron, you can always become one by hitting that button in the sidebar!

Thursday, October 12, 2017

House Kain Ancestor Veneration

Kusari Kain

Era: War of the Four Houses

True Destiny: The Faithful Hound

The Akashic Order struggled to integrate House Kain, and would have rather Alexus never elevated them in the first place, but when Kusari Kain slew Shio Daijin, the Akashic Order knew they had a legend they could work with.

The Akashic Order presents Kusari Kain as the exemplary member of House Kain. He subordinates himself to the will of the Order and the other nobility. He sees his place as a knight, rather than a lord. He hunts the enemies of the Akashic Order and the Alliance with ruthless, machinelike efficiency. He knows his place, as the weapon of the Alliance.

Those who have the Destiny (Faithful Hound) can expect to hunt down the enemies of the Alliance, slay them, and to never die while in direct service to the Alliance, no matter how grievously wounded.

Legacy

Kusari Kain worked tirelessly to hunt down the enemies of the old Eternal Empire, and that drive to preserve the power of the nobility with devoted, violent service, remains in his descendants to this day.

Descendents who follow Kusari Kain must take the Obsession (Slay the enemies of the Alliance) [-10].

Milestones

The descendant is spiritually troubled. In his wandering, he meets a wise master, who assists him in overcoming his spiritual trouble. The descendant swears undying loyalty to the wise master.

A great enemy threatens the boon companion or wise master of the descendant while the descendant is away. The descendant must abandon his current quest, allies and friends to rescue his boon companion or wise master. He returns to find much of the Boon Companion or wise master’s property destroyed, but is able to rescue them.

The descendant realizes that to succeed at his quest, he will need a legendary artifact. However, none presents itself, but his wise master directs him to several places where he can collect fragments of an artifact and then he returns with them, and reforges them into a new legendary artifact, which becomes his signature item.

The wise master, having been betrayed by a traitor, sees how that treachery threatens the stability of his domain and the stability of the galaxy. He commands the descendant to hunt down and kill the traitor. The descendant agrees, and arrives at wrongfully acquired stronghold of the traitor to find a small army arrayed against them. He kill them all, and then executes the traitor.

The wise master unrighteously commands the descendant to hunt down and kill a good man. The good man, when confronted, refuses to fight back and instead offers an explanation for his actions and reveals the unrighteousness of the wise master’s request. The descendant chooses to follow his master’s command and slays the good man.

Associated Miracles

Kainian Grit

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Communion 4 or Archetype.

Learned Prayer Cost: 3.

The Descendant pursues his prey with ruthless efficiency. He gains Tough Guy 3 for one hour or until it has assisted him at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Tough Guy 3 (Divine, Path -15%) [13], Rule Exception (This talent may exceed +4) [1]

Divine Hunter

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, Communion 4 or Archetype.

Learned Prayer Cost: 3 points.

This miracle grants the descendant perfect knowledge of the direction of his target. It only works with targets the character has attuned to (by meditating with something that belonged to them), and the character can only have a single target at a time.

Statistics: Super Memorization 1 (15) (Divine Path -15%, single form of Detect only -80%) [15]; Detect (Single living target only; Cosmic, no die roll required +100%; long range 2 +100%, No Analysis -10%)

Unstoppable (Enhanced)

Minimum Reaction: Good

Learned Prerequisite: Blood Purity 2, Communion 7.

Learned Prayer Cost: 6 points.

For the next 3d seconds, the descendant gains High Pain Threshold, DR 20 (hardened x3), takes no visible damage and is unkillable until he reaches -10xHP, unless he is wounded with an attack that originates from Communion. Furthermore, in addition to his High Pain Threshold, he gains +3 to resist unconsciousness. Finally, when the power wears off, the character must check for death based on his current state, but even if the roll fails, even if he’s automatically dead (-5xHP), the character merely falls unconscious and is not dead unless someone deals a death blow.

Statistics: New variant of Blessed derived from Blessed Be (Pyramid #3-78) [14] with grants the following advantages DR 20 (Hardened 5 +150%, Force Field +20%) [54], High Pain Threshold [15], No Visible Damage [1], Hard to Subdue +3 [6] and Unkillable 1 (Achilles Heel, Divine Attacks, -10%) [45]

Lothar Kain

Era: The Rise of Alexus

Dark Destiny: Bloodthirsty Warlord

The Akashic Order never liked Lothar Kain. They saw Alexus Rex as making a deal with a devil when he allowed him into the ranks of Maradonian Nobility. As such, the Akashic Order goes out of its way to present the memory of Lothar Kain in as sinister a light as it can. It portrays Lothar Kain as a ruthless conqueror and bandit who left destruction and suffering in his wake. They then emphasize to the members of House Kain that if they follow Lothar’s path, they will likely suffer a similar fate.

Unfortunately for the Akashic Order, many members of House Kain fail to see the drawback of this.

Those with the Destiny (Bloodthirsty Warlord) can expect to achieve great success on the field of battle, to crush their enemies, to drive them before the descendant and to hear the lamentations of their women. They can also expect their victories to be bloody and terrifying.

Legacy

Lothar Kain had a complicated relationship with the Maradonian aristocracy. He both despised their weakness, but craved the chance to prove himself better than them. This ideal still pulses deep within the veins of most members of House Kain.

Descendents who follow Lothar Kain must have Obsession (Be recognized as the greatest of nobles) [-10].

Milestones

The descendant faces an impossible battle. He can choose to surrender, make a great sacrifice to buy his allies some time, or he can engage in massive slaughter of innocence to achieve victory. He chooses to engage in slaughter, wins, gains access to a reward, and is honored by the moral authority.

The descendant wins a great military victory. His newly acquired spoils contain a corrupted legendary artifact. The descendant cannot unlock that power alone, however. He must seek a boon companion to sacrifice to the legendary artifact, which will give him mastery over it. He doe so, corrupting or slaying the boon companion and, in so doing, gains great power with no real consequences to himself.

The descendant faces a worthy rival, who represents the moral authority, in battle. The two fight to a standstill. Rather than finish the battle, the rival offers to allow the descendant to join forces with him and to be honored by the moral authority, in exchange for great power and prestige. The descendant agrees.

Many virtuous suitors vie for the attention of a beautiful, virtuous youth. The descendant uses underhanded tactics to tempt and seduce the beautiful, virtuous youth. He succeeds, but she is corrupted by his love. Nonetheless, she proves to be a powerful and capable Boon Companion. As a result, at least one of the suitors becomes a rival.

The moral authority requests that the descendant undertake a quest to recover a legendary artifact on their behalf, and promises riches and prestige when he succeeds. He journeys far from home, acquires the artifact and returns. He finds that the moral authority has betrayed him in the meantime and has taken his home from him. When confronted, the moral authority confesses that they thought he would betray them and agree to return his home in return for the legendary artifact. The descendant may either trade the legendary artifact for the return of his home, or he may wage war upon them, defeat them, and keep the legendary artifact for himself. Either way, the moral authority will portray him as a villain.

Associated Miracles

Dark Warlord

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Dark Communion 4 or Archetype.

Learned Prayer Cost: 3.

The descendant excels at the pursuits of war. He gains Born Warleader 3 for one hour or until it has assisted him at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Born Warleader 3 (Divine, Path -15%) [13], Rule Exception (This talent may exceed +4) [1]

Dark Prowess

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 8

Learned Prayer Cost: 9 points

As Power of the Abyss (Enhanced) (Pyramid #3-36, page 11) but with the additional Path modifier and without DR 1. This reflects the Lothar Kain’s enormous physical potential.

Statistics: Blessed 6 (Heroic Feats; Divine, Path -25%) [45]

Dark Glory

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 8

Learned Prayer Cost: 8 points

As Dark Glory (Pyramid #3-36, page 11) but with the additional Path modifier and a -2 to fright checks..

Statistics: Terror 2 (Divine, Path -25%) [38]

Kira Kain

Era: War of the Four Houses

Free Destiny: Romantic Adventurer



Kira served a Grimshaw master during the war of the Four Houses, and when he died, she set out to avenge him. On her long quest, she had wild adventures across the galaxy, uncovering treasures, defeating vile enemies, and she once ruled a planet as a living goddess for a very brief and ill-fated escapade. The whole time, she found herself just a few steps behind the increasingly intriguing and romantic assassin. Eventually, when she caught up with him, he successfully convinced her that it wasn’t her fight, and asked her to join him.

The Akashic Order used to hold Kira up as an example of what happens when a Kain abandons his duty, but this tended to have the opposite effect on members of house Kain, so they’ve just quietly discouraged her veneration, and the leader of house Kain largely agree, as stories of how great life if once you leave the service of the Alliance is counterproductive to Kainian goals.

Those who have Destiny (Romantic Adventurer) can expect to never have a boring life, to gain success at wildly improbable ventures, and to see fate conspire to keep them moving on to their next adventure.

Legacy

Kira had an obsessive goal, but abandoned it. Her legacy is less of a goal, and more of a mind-set.

Those who follow the path of Kira Kain must have Impulsiveness [-10].

Milestones

The descendant serves a master in a time of war. The enemies of the master hire an assassin to slay the master. The descendant tries to protect her master, but fails. She swears an oath of revenge. In so doing, she is able to escape any lingering duties or bonds she might have had.

While far from home, the descendant encounters a magnificent vice. The moral authority had warned her not to partake, but they are far away, so she does. While under the influence of the vice, she encounters a sworn enemy, but because of her vice, she is unable to defeat him and he escapes. She suffers no additional consequences, and gains some great insight thanks to the encounter.

While far from home, the descendant finds a map to a lost treasure, one her rival also seeks. Both pursue the treasure and arrive to acquire it at the same moment. The descendant wins the battle, but must choose between acquiring the treasure or defeating the rival. She chooses acquiring the treasure.

While far from home, the descendant discovers a beautiful youth who is destined to rule a local Moral Authority and is in great peril. The descendant rescues the beautiful youth, who instantly falls in love with her. The beautiful youth requests her assistance in restoring the moral authority, and she agrees, succeeds, and is acclaimed a hero. The beautiful youth offers to let her rule beside the beautiful youth, but seeing that she would become too tied down in the complicated politics of the world, she refuses.

While far from home, The descendant tracks down an enemy she has sworn to defeat after a very long and rewarding journey. She defeats him, but he explains that he was never her enemy, and offers to let her join him. She chooses to let him live, but refuses to join him.

Associated Miracles

Dark Courage

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Dark Communion 4 or Archetype.

Learned Prayer Cost: 3 points.

The descendant fears nothing, except possibly for unspeakable cosmic horrors. She is immune to all fright checks. This miracle lasts for an hour or until it has helped her at least once, whichever takes longer.

Statistics: Unfazeable (Divine Path -15%) [13]

The Tao of Hyperspace

Minimum Reaction: Good

Learned Prerequisite: Blood Purity 2, Dark Communion 7.

Learned Prayer Cost: 6 points.

As Traveler's Blessing (Divine Favor page 10).

Free Movement

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, Dark Communion 5

Learned Prayer Cost: 4 points.

After making a successful Meditation roll, the descendant suffers no DX penalties for unstable terrain of any sort. This lasts for the remainder of combat, or an hour, whichever is shorter.

Statistics: Terrain Adaption (Divine Path -15%, Active +300%) [20]

Wednesday, October 11, 2017

House Elegans Ancestor Veneration

Esau Elegans

Era: Rise of Alexus

True Destiny: Left-Handed Fool

The founder of House Elegans troubled the Akashic Order and they’ve struggled with his inclusion into their Mystery Play. The childhood friend and sometimes rival of Alexus Rex, the Akashic Order wanted to cast Alexus as the hero, and that meant a modification to the legend of Esau. In the Mystery Play, he is usually portrayed as the one who disagrees with Alexus or with Sissi, or who tries some inappropriate tactic, and then proves to be wrong.

House Elegans holds to a slightly different legend. They see their founder as a “contrary warrior,” a man who made points by going against the grain, who challenged the status quo to help prove it, and was willing to try new things and, if they proved to work, to use them.

Those who have the Destiny (Left-Handed Fool) are destined to successfully challenge the status quo, to be the first to spot a flaw in a plan or a tactic, or to defeat their opponents while using unconventional tactics.

Legacy

The true legacy of Esau Elegans is something of a mystery. Very little in the way of records on his goals or ambitions survive to this day, and his descendants argue that it was Esau’s way to have no particular way. He took what came before him, and flowed like water around obstacles. Others note that Esau primarily served as a foil and strawman for Alexus Rex and thus, ultimately, was an empty character for the Mystery play.

Descendents who follow Esau may choose to have no obsession, in which case the Miracles of Esau Elegans automatically fail when they come into conflict with any other miracles, or they may choose to have Obsession (Challenge Orthodoxy) or Trickster.

Milestones

The Descendant faces a rival in battle. The Descendant holds his own, then is clearly defeated but not yet harmed. At the mercy of the rival, the Descendant laughs. The rival, impressed, spares the Descendant and becomes a Boon Companion.

The Descendant and the rival meet two beautiful youths, one who is finer in appearance than the other. The rival wins the affection of the finer beautiful youth, while the Descendant wins the affection of the less fine beautiful youth. The latter proves more virtuous and capable, and becomes a Boon Companion.

The Descendant and his peers face a threat, and have two choices before them. The Descendant sees which choice is superior, and takes up the inferior choice. He is soundly defeated by the threat, but suffers no consequences as a result of his choice. The peers see that his approach was flawed, and choose the right approach.

The peers of the Descendant feel their faith in the moral authority wavering. The Descendant denounces and humiliates the moral authority. One of the Descendant’s peers rises angrily in response and defends the moral authority and the rest of the Descendant’s peers rally around the moral authority. The Descendant suffers no consequences for his challenge.

In a time of crisis, the Descendant uncovers lore or a relic deemed corrupt by the moral authority. The Descendant takes it up, uses it to defeat the crisis, and suffers no ill consequence. The Descendant’s peers question the validity of the moral authority.

Associated Miracles

Dark Charisma

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Dark Communion 4 or Archetype.

Learned Prayer Cost: 2 points.

See Servant of the God of Lies (Pyramid #3-36, page 10)

Interesting Times

Reaction Required: Neutral

Learned Prayer Prerequisite: Blood Purity 1, Dark Communion 6

Learned Prayer Cost: 5 points

Things can always get crazier around the Descendant, and he seems to thrive on the chaos he generates. After making this prayer, something absurd, hilarious or exciting shortly happens. The rule of thumb for this miracle is that it can only make things more interesting or more fun, and that the Descendant may profit from it.

Statistics: Serendipity (Wishing +100%, Divine, Path -25%, Aspect “Only wishes that directly result in greater hilarity, excitement or chaos”) [24]

See Truth

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 8,

Learned Prayer Cost: 9 points

While under the effects of this miracle, the Descendant cannot be tricked, either by mental illusion, a contest of Acting skill, or his own failing senses. He can fail to notice things, or miss them, or not know/understand what something is (“I don't know.”), but he won't believe that something is something that it is not. He automatically wins any such contests. As a general or specific prayer, this miracle lasts for one hour, or until it has protected the Descendant once, whichever is longer.

Statistics: Immune to Deception (Cosmic, includes misperception +50%, Divine: Path -15%) [41]

Jax Elegans

Era: The Fall of Alexus

Dark Destiny: Heretic



Jax Elegans betrayed the Akashic Order and slew the last Alexian Empire, earning him the undying enmity of the Akashic Order. On the other hand, Jax Elegans revealed flaws in the Akashic Order, and defeated a mad tyrant who terrorized the galaxy and slew his own kin. The Akashic Order uses whatever thin justification it can to undermine the memory of Jax Elegans, even using contradictory arguments (“Yes, Lucian Alexus was mad, yes, the Federation that came after was good, but Jax Elegans is still a monster!”).

The Akashic Order fears Jax Elegans because he represents the fate of the Elegans who refuse to play along with their agenda as Esau Elegans did. Jax challenged the orthodoxy, but refused to back down or be a laughing stock, and it literally ended the Eternal Empire. So the Akashic Order denounces the memory of Jax Elegans, but members of House Elegans see him differently, as an unsung hero. They just know enough not to voice their respect when an Akashic priest wanders past.

Characters with the Destiny (Heretic) can expect to uncover a new or lost philosophy or tradition, they can expect to rapidly attain a powerful position within that movement, they can expect to use its secrets to great success, and they can expect to achieve great successes in undermining the Akashic Order.

Legacy

Jax Elegans converted to True Communion because he believed that it held a more complete understanding of the threats that faced the Galaxy. He believed that all of humanity, and that all alien races, were necessary to defeat the Coming Storm, and he believed that True Communion was the best tool to do this. That the Akashic Order would fall to make way for this new order was an unfortunate, but necessary, side-effect.

Descendents who follow Jax Elegans must have either Obsesssion (Restore True Communion) [-10] or Obsession (Otherthrow the Orthodoxy) [-10].

Milestones

The descendant, having been granted power and prestige by the moral authority, encounters a poor and weak man who follows a heresy that undermines the moral authority. They debate the merits of their philosophies, but the poor and weak man proves to have the superior philosophy to the princely descendant. The descendant meditates beneath a great tree on the merits of the poor man’s arguments, and converts.

The descendant brings his new heresy to his peers, and points out the flaws in the moral authority. Most of his peers reject him and the moral authority demands that he recant or lose his power and prestige. The descendant refuses and is exiled. One of his peers, convinced, joins him as a Boon Companion.

The descendant witnesses oppression of the weak in the name of the moral authority. The weak call out to the descendant for liberation from this oppression. The descendant fights against the oppressors and emerges victorious. The weak hail the descendant as a hero, but his peers believe he has committed a grave crime and condemn him.

The corruption of the moral authority grows so great that it begins to devour the peers of the descendant. They either refuse to acknowledge the corruption or fear to challenge it. The peers secretly call upon the descendant to slay the moral authority. He accepts and succeeds, destroying the old order and allowing his peer to create a new order. The peers of the descendant thereafter condemn him as a criminal.

An assassin in the service of the moral authority comes to slay the descendant. The descendant refuses to fight, but speaks instead. The assassin cannot bring himself to kill the descendant, and instead converts and becomes his Boon Companion.

Associated Miracles

Words of Truth

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, Communion 5

Learned Prayer Cost: 4 points

See Sermonize, Divine Favor 9

Guide My Hand

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Communion 8

Learned Prayer Cost: 8 points

As Guide My Hand (Pyramid #3-36, page 12) but with the additional Path modifier. Remember, Weapon Masters have exceptional defaults!

Statistics: Weapon Master (All; Divine, Path -15%) [39]

Moment of Truth



Minimum Reaction: Very Good

Learned Prerequisite: Blood Purity 3, Communion 11.

Learned Prayer Cost: 17 points.

This miracle may be prayed for before making any non-prayer success, damage or reaction roll. The player may dictate the results as fate aligns perfectly behind him. As a learned prayer, this may be used once every hour.

Statistics: Super Luck (Divine Path -15%) [85]

Tia Elegans

Era: War of the Four Houses

Free Destiny: Beloved Mother

House Elegans took no sides during the War of Four Houses. Perceived by the other houses as having colluded with the Knights of Communion and assisting in the fall of the Eternal Empire, they struggled for a time to survive, only to rise meteorically during the era of the Federation. Tia Elegans, the Marchessa during the War of the Four Houses did much to preserve her family and ensure that their legacy carried on.

The Akashic Order doesn’t dislike the legacy of Tia Elegans per se, but they fear her example could encourage other Elegans to focus on house and family over the Golden Path, where their focus should be. The modern Elegans, faced with a new crisis, feel differently, and turn to her lessons as a way to endure.

Those who have Destiny(Beloved Mother) can expect romance, to protect members of her house from threats, to overcome obstacles with virtue and hardwork, to successfully heal and lift others up, and to bring fame and prestige to her entire house.

Legacy

Tia did whatever it took to keep her House alive during a time of crisis. Her single-minded focus likely saved the House during this dark time!

Those who follow the path of Tia Elegans must have Obsession (“House Elegans must rise!”) [-10].

Milestones

The descendant encounters a wicked suitor, who would tempt her away from her path of virtue. She refuses him. Her virtue, patience and hard-work convinces him of the error of his ways and he becomes the righteous suitor, and her boon companion.

An enemy threatens the safety of the descendant’s family and her property while her allies and boon companions are away. She gathers together her family and places them somewhere safe and faces the enemy alone. She cannot save her property, but she saves her family and drives the enemy off.

A member of the descendant’s family has been wounded and is dying or is presumed dead. All of the descendant’s peers give up hope of saving the family member. The descendant sets out to find a cure, or to find the family member. She succeeds and “brings back the dead.”

The descendant undertakes what she believes to be a simple, unrewarding task out of a sense of duty and virtue. In fact, her task turns out to be of the utmost importance! The descendant’s peers recognize both her virtue and her accomplishment and she, and her family, gain prestige and power as a result.

The descendant has a (literal or metaphorical) child. The child will face tragedy and suffering, but as long as the descendant remains faithful to the child, it will survive and eventually gain glory and prestige that eclipses even that of the descendant.

Associated Miracles

Healer

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Communion 4 or Archetype.

Learned Prayer Cost: 3.

The Descendant excels at healing others. She gains Healer 3 for one hour or until it has assisted her at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Healer 3 (Divine, Path -15%) [13], Rule Exception (This talent may exceed +4) [1]

Lay on Hands

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Communion 8

Learned Prayer Cost: 8 points

See Lay On Hands from Divine Favor page 11.

Aura of Vigor


Reaction Required: Very Good

Learned Prerequisite: Blood Purity 3, Communion 11

Learned Prayer Cost: 17 points.

After making a successful Meditation roll, the descendant and any allies within 2 yards gain +3 to HT. The descendant may apply a -5 to his Meditation roll to expand the effect out to 4 yards away. On a failed meditation roll, the descendant can spend a point of fatigue (or psionic energy reserves) and try again on the next turn. This lasts for the remainder of combat, or an hour, whichever is shorter.

Statistics: Aura of Vigor 3 (see Pyramid #3-19 page 10)

Tuesday, October 10, 2017

House Grimshaw Ancestor Veneration

House Grimshaw Ancestor Veneration

Tae Grimshaw

Era: The Eternal Empire

Destiny: Aristocratic Inquisitor

Tae Grimshaw first gained the notice of Tanaquil Alexus when she uncovered a conspiracy against the Elegant Empress and suffered at their hands. Tanaquil gave Tae the power she needed to root out the conspiracy and ruthlessly defeat them, which she successfully did. The Akashic Order holds Tae up as finest example of a Grimshaw, who keeps the rest of the Maradonian houses pure and true to their purpose on the Golden Path. They began to emphasize Tae over Janus Daijin after Shio Daijin betrayed the Maradonian Houses by attempting to seize power.

Those who have the Destiny (Aristocratic Inquistitor) are destined to find conspiracies and destroy them, to destroy tools of forbidden power, to drive back the ideological enemies of the Akashic Order, and to increase the purity of the Akashic Order.

Legacy

Tae Grimshaw worked with Tanaquil Alexus to uncover conspiracies against the Alexian Empire, and her Grimshaw descendants carry on this tradition. Modern descendants of Tae Grimshaw feel driven to uncover real or imagined conspiracies against the Alliance, or against the power of the Maradonian Houses.

Descendents who follow Tae Grimshaw must have Obsesssion (Uncover conspiracies against the Alliance) [-10].

Milestones

The Descendant uncovers evidence of a conspiracy against the moral authority. She attempts to reveal the evidence to the moral authority, the conspiracy attacks her, scars her and takes the evidence. However, the moral authority recognizes her efforts and appoints her to a position of power.

The Descendant faces and defeats a powerful member of the conspiracy and retrieves a corrupted legendary artifact. With the blessing of the moral authority, she purifies the legendary artifact and takes it for her own.

The Descendant uncovers evidence that a boon companion is a member of the conspiracy. The boon companion offers to allow her to join, and offers her either great power or his love. She refuses, reveals the boon companion’s treachery to the moral authority, and condemns the boon companion herself.

The Descendant faces and defeats the conspiracy’s master in battle and destroys the conspiracy. For her deeds, she receives honor and high position from the moral authority.

Fragments of the conspiracy remain even after its death. When the descendant is exultant in her victory, an assassin attempt so kill the descendant. The descendant successfully slays the assassin, finally ending the threat of the conspiracy for once and all, but then dies (literally or symbolically) of her wounds.

Associated Miracles

Truth Seeker

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, either Communion 4 or Archetype.

Learned Prayer Cost: 3.

The Descendant excels at uncovering conspiracies. She gains Truth Seeker 3 for one hour or until it has assisted her at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Truth Seeker 3 (Divine, Path -15%) [13], Rule Exception (This talent may exceed +4) [1]

Clarity

Minimum Reaction: Good

Learned Prerequisite: Blood Purity 2, Communion 7.

Learned Prayer Cost: 6 points.

Communion blesses you with momentarily perfect insight into the world around you, pulling back the fog of ignorance and fear. For the next 3d6 seconds, gain Unfazeable, Enhanced Time Sense and +1d6 IQ (including Will and Perception). This explicitly improves your psionic skills and extra effort rolls.

Statistics: New variant of Blessed derived from Blessed Be (Pyramid #3-78) [26]

Sense Sin

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Communion 9

Learned Prayer Cost: 10 points

As See Evil from Divine Favor page 12, except it detects that which the Descendant's moral authority deems inappropriate, and not just what they've done, but what they're capable of doing (That is, you'll detect not just whether someone has committed murder, but also that they have bloodlust, and so that it's in their nature to commit murder).

Statistics: Sense Sin (Divine: Path -15%, Cosmic, no die roll required +100%, Vision based, reversed -20%) [50]

Shio Daijin

Era: War of the Four Houses

Destiny: Usurper


Shio Daijin kicked off the War of the Four Houses when he attempted to seize the Alexian throne for himself. As such, the Akashic Order holds Shio Daijin up as an example of what happens to those whose ambition drives them to derail the Golden Path and to usurp their position. The shaming of the name of Shio shamed the name of Daijin and lifted up the name of Grimshaw.

Today, the legacy of Shio Daijin has grown more complex. Some Daijin argue that with the death of the Alexian line, perhaps Shio could have done what was necessary to restore the Golden Path and rebuild the Empire. Alternately, they see what he was doing as attempting to restore order, rather than seizing power.

Characters with the Destiny (Usurper) can expect to gain numerous allies, to gain access to conspiracies, and to receive opportunities to attain a great position of power via unlawful means.

Legacy

According to tradition, Shio Daijin wanted to be Emperor, and this naturally drove him to commit the acts that he did. Naturally, all descendants of Shio Daijin feel the same and push to gain greater and greater power and have endless ambition. A more recent, apologist view sees Shio Daijin as merely attempting to restore order to a chaotic galaxy and nothing more.

Descendents who follow Shio must have either Obsesssion (Rule the Galaxy) [-10] or Obsession (Restore the Eternal Empire) [-10].

Milestones

Over the course of an adventure, the Descendant uncovers a threat to the moral authority. He returns and warns his peers of the threat. His peers, suspicious of his motives, disregard his warning and accuse him of attempting to manipulate him, all except for one, who become a boon companion.

As the Descendant prepares to meet the threat, jealous peers attack (literally or metaphorically) the allies of the Descendant, unintentionally assisting the threat. The Descendant must choose. He either allows the tragedy to unfold, in which case he will lose his boon companion and many innocents will die, but he will regain the respect of his peers, or he makes a pre-emptive strike, in which case he commits an atrocity and is vilified by his peers, but protects his allies and his boon companion.

The Descendant learns that without the help of his peers, he can never avert the threat. Because his peers will not voluntarily work with him, his only recourse is to seize power over them and force them to assist him. If he attempts to do so, he succeeds.

While at his most powerful, the Descendant meets a beautiful youth. The youth offers herself as a bride to the Descendant. If he accepts her, she will give him an heir that will outlast his regime, but she will also betray him, as she seeks marriage only for power.

As the threat reaches its climax, the peers of the Descendant move against him. The Descendant must choose: either he allows them to defeat and kill him, in which case his legacy will continue and the threat will be defeated, or he faces them and defeats them and retains power, in which case the threat fully manifests. It will not harm the Descendant or his allies, but it will destroy the peers of the Descendant and ruin their moral order.

Associated Miracles

Daijin Statesman

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, Dark Communion 6

Learned Prayer Cost: 5.

The Descendant excels at statecraft. He gains Intuitive Statesman 3 for one hour or until it has assisted himi at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Intuitive Statesman 3 (Divine, Path -25%) [23], Rule Exception (This talent may exceed +4) [1]

Restore Order

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 7

Learned Prayer Cost: 6 points

Once per session, the Descendant may restore proper order merely by wishing it so. After completion of this prayer, a coincidence happens (that the player himself may choose) that sets the world back on its proper course, and reduces tension.

Statistics: Serendipity (Divine, Path -15%, Wishing +100%, Aspect: Return the world to its proper state -20%) [26]

Aura of Focus

Minimum Reaction: Good

Learned Prerequisite: Blood Purity 2, Communion 9.

Learned Prayer Cost: 11 points.

After making a successful meditation roll, Communion empowers the Descendant with +3 willpower, as well as all allies he wishes to empower who are nearby (generally up to 2 yards away, though the mystic may apply a -5 to his Meditation roll to expand it out to 4 yards away). On a failed meditation roll, the Descendant can spend a point of fatigue (or psionic energy reserves) and try again on the next turn. This lasts for the remainder of combat, or an hour, whichever is shorter.

Statistics: Aura of Focus 3 (see Pyramid #3-19 page 8)

Janus Daijin

Era: Rise of Alexus

Destiny: Strange Sage

The Akashic Order has a strange relationship with Janus Daijin. He predates the strong bond between the Akashic Order and the Alexian Dynasty, and his unusual behavior and unorthodox beliefs challenge the Akashic Order, but at the same time, he had an undeniable influence on the first Alexian Emperor, features strongly in their legends and has the respect of both the Daijin and the Grimshaw, from whom they descend. So the Akashic Order carefully portrays him in terms of an eccentric sage, and advisor to Alexus who tread previously untrodden roads. Fortunately, with the fall of the Daijin, the Akashic Order can afford to push Janus into the background and emphasize other members of the line, such as Tae Grimshaw.

Those who have Destiny(Strange Sage) can count on having interesting lives, will encounter strange technology, lore and relics, and can expect to be called upon desperate rulers in need of their unconventional wisdom.

Legacy

The memory of Janus has faded over time, for he was already old, very old, when Alexus was on his rise, and the House Daijin may well be the oldest of Maradonian houses. Those who follow the Path of Janus find that they’re not particularly driven to do anything at all, except what they wish. Thus, no two such descendants are alike. However, the strange ways of Janus does creep into their lives, creating strange evens, drawing weirdness to them, and even twisting them to make them something other than human.

Instead of gaining an obsession, those who invoke the miracles of Janus instead suffer Corruption. Neutral miracles inflict 1d Corruption, Good reactions inflict 2d Corruption, Very Good reactions inflict 3d Corruption, and Excellent or better inflict 4d Corruption.

Milestones

A great evil threatens the Descendant’s home. None of his peer has the courage to face the threat, and so the Descendant volunteers. He departs his home on a quest that will successfully avert the danger, but he finds that he can never return. If he does return, he finds that his home rejects him.

Upon defeating a great evil, the Descendant uncovers a corrupt artifact or corrupt lore, which empowers the great evil and will allow it to rise again unless contained. The Descendant finds he cannot destroy it, so instead contains it. While so contained, the corrupt artifact both empowers and slowly corrupts the Descendant.

The Descendant meets a beautiful youth (virtuously pure and/or physically desirable) and falls in love. However, the Descendant discovers that to be with the beautiful youth, he must either corrupt the youth or use his corrupt power against the youth. The Descendant chooses to remain alone instead.

Because of his wisdom and power, the moral authority offers him a place of power and asks for his advice. The advice the descendant gives is considered abhorrent by the moral authority. If the moral authority ignores this advice, it will fall.

Death looms for the descendant, and the corrupt artifact offers him the power to escape death and gain a form of immortality. To forestall some future evil, the Descendant accepts and returns at a future date. However, he discovers the price of immortality is unredeemable corruption.

Associated Miracles

Unspeakable Knowledge

Reaction Required: Neutral

Learned Prayer Prerequisite: Blood Purity 1, Broken Communion 6

Learned Prayer Cost: 5 points

Corruption: 3

Upon completion of this prayer, the Descendant opens his mind to the universe. The GM can thereafter give him whatever knowledge he seeks, but the knowledge that the character gains is in such a format that the Descendant cannot express this knowledge to any character who lacks the Broken Communion advantage.

Statistics: Oracle (Inspired +100%, Broken Communion Path -25%, Nuisance, unable to communicate truths found -10%) [25]

Daijin Nova

Minimum Reaction: Neutral

Learned Prerequisite: Blood Purity 1, Broken Communion 4 or Archetype

Learned Prayer Cost: 1

The unbridled power of Janus Daijin flows into the character. The character gains 25 energy points that must be immediately spent on a single use of psionic power. Even when the character buys this as a Learned Prayer, they must still spend 1 impulse buy point to activate it. Alternatively, characters with Communion my purchase it as Psychic Nova instead.

This power inflicts no Corruption!

Statistics: Optional Rule (Points for Energy)[1]

The Lore of Janus

Reaction Required: Very Good

Learned Prayer Prerequisite: Blood Purity 3, Broken Communion 10 or Archetype

Learned Prayer Cost: 4 points

Corruption: 1

Janus had collected a wide array of subtle, small tricks that allowed him to surprise his opponents or to gain access to insights others lacked. As a miracle, or a learned prayer with Broken Communion, this allows Janus to have a single use of any psionic power worth up to 15 points, rolling with a skill equal to his IQ. As a learned prayer (with the Archetype advantage), the Descendant can use this power once per day to gain any psionic power worth 5 points of less, rolling with a skill equal to IQ. What is a “single use” is up to the GM, but should generally constitute no more than an hour of an active power.

Statistics: Wild Talent (Aspect, Psionic only -20%, Divine, path -15%) [13], as alternative ability, and Unusual Background (May use Archetype as basis for Psychic Wildcard Power) [1], as a static trait.

Monday, October 9, 2017

House Sabine Ancestor Veneration

Sissi Sabine

Era: Rise of Alexus

Destiny: the Faithful Princess

The Akashic Order holds Sissi Sabine up as the ultimate example that all Sabine’s should follow as their “True Path.” She sacrificed her needs, love and happiness to see to the furthering of the Akashic Order’s goals. Characters with the Faithful Princess destiny are destined to empower the Akashic Order, to be rescued when in danger, to have people fall in love with her, to have their sacrifices make a meaningful impact on the world.

Legacy

Sissi Sabine’s driving passion, more than even her own well-being, was to support the Akashic Order, but she also mothered the Alexian line. To Sissi, the Alexian line was the Golden Path. She did whatever she could to improve the situation of her children, and considered that first and the needs of the Golden Path second.

Descendents who follow Sissi Sabine must have Obsesssion (Restore Alexian Line) [-10].

Milestones

The Descendent, bound by duty, gains access to a unique conspiracy that would allow her to escape her duty, empower herself, and gain the services of a wicked Boon Companion. She refuses the temptation, unravels the conspiracy, betrays the Boon Companion and faithfully returns to her duty.

The Descendent, bound by duty, will meet the man she is destined to marry, and will not feel about him as he does about her. Nonetheless, she will accept her fate and marry. In so doing, she gains a Boon Companion.

The Descendent faces a grave enemy that threatens to overpower her. She has the insight necessary to escape, but allows herself to be captured instead, knowing that her suffering at his hands will motivate her allies to come together in a great show of force and defeat the threat, which will result in greater power in her chosen faction in the long run.

The Descendant, when faced with heretical diversion from the Golden Path, speaks out against the heretic. This shames a Boon Companion, but also reminds those around her of the need to remain true and converts at least one doubter to the side of the Akashic Order.

The Descendant will have a child with great power and destiny, but tragedy will befall that child, and the Descendant will witness it. Nonetheless, the Descendant is duty-bound to have said child, and to do nothing to avert the destined tragedy.

Associated Miracles

Esper Focus

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, either Communion 4 or Archetype

Learned Prayer Cost: 3 points.

According to legend, Sissi Sabine was the most powerful Esper born to the Sabine line. Those who carefully emulate her gain a fraction of her insight. This miracle grants +3 to ESP. These bonuses last for one hour, or long enough to make use of a bonus roll, which ever is longer.

Statistics: ESP Talent 3 (Divine -10%) [14] + Rules Exclusion: May Exceed the +4 Talent Cap [1].

Pure Beauty

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, either Communion 4 or Archetype.

Learned Prayer Cost: 3 points

According to legend, Sissi was the most beautiful of all the Maradonian aristocracy. For a moment, her ancestor can share in some of that transcendent beauty.

Statistics: Appearance (Trascendent, Glamour Will-5%, Divine, Path -25%) [14];

Prayer of Hope

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Communion 7

Learned Prayer Cost: 6 points

After finishing the petition roll in which the character expresses (silently or verbally) her wish for what should happen, she may make a roll against IQ-based Meditation. This roll cannot fail. She applies her margin of success (with a minimum of +1) as a bonus to a roll that someone else makes, provided his actions closely resemble that which she prayed for. This may not apply to combat rolls.

Statistics: Visualization (Divine: Path -15%, Blessing +0%, Reduced Time, 1d6 seconds +80%, Cosmic, No Die Roll Required +100%) [27]

Jaina Sabine

Era: The Eternal Empire

Destiny: the Manipulative Witch



The Akashic Order portrays Jaina Sabine as a wicked woman who manipulated those around her for her personal gain. Jaina sought forbidden and wicked powers so that she could avenge herself against minor insults, and twist the hearts of beautiful men so that they loved her, and then abandoned those suitors for the deeply inappropriate Lothar Kain. They hold her up, and her exile from House Sabine, as an example of what befalls those who betray the Akashic Order in pursuit of forbidden power.

Legacy

Jaina Sabine pursued mystical enlightenment and forbidden power. She tamed the Hammer of Caliban and learned the secrets of the Devils of Persephone despite the wishes of the Akashic Order. Those who follow Jaina Sabine tend to be driven by the same hunger to increase their knowledge and power, no matter the cost to their social standing or the wishes of the Akashic Order.

Descendents who follow Jaina Sabine should have Obsession (Attain Mystical Power) [-10].

Milestones

Many men pursue the Descendant, but one is unsuited for her, due to a lack of virtue and position. The descendant chooses the “wicked” suitor over the “righteous” suitor. Her choice proves correct when the “wicked” suitor proves to be a true, boon companion, nonetheless she suffers the scorn of her peers.

The Descendant stands on the threshold of a haunted place that contains a forbidden power. The peers of the Descendant warn her of the danger of both. The Descendant chooses to enter the haunted place and gains mastery over both it and the forbidden power, but only by allowing it to corrupt her in the eyes of her peers.

The Descendant suffers insult or injury from one of her peers. She chooses to take revenge, and uses a forbidden power to do so. She successfully takes revenge, but her duplicity is revealed by the allies of her enemy; they successfully slander her as an unjust monster, and paint the target of her revenge as an innocent victim. Her peers believe the slander.

A threat faces the family and peers of the Descendant. She offers to assist with her forbidden power, but her peers reject her offer, fearing that they will be tainted by her power. Because of their stubbornness, they suffer defeat, and the Descendant is unable to assist. She loses at least on loved one from her old life.

The peers of the Descendant reveal her crimes. They condemn her, except for the beloved peer, who still sees “good” in her. Her peers seek to exile or kill her. The Descendant has new allies, those associated with her forbidden power or her wicked suitor, who rescue her. In so doing, a beloved peer is wounded, or sees something that convinces him that she is truly guilty. She loses her beloved peer.

Associated Miracles

Dark Beauty

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, Dark Communion 4 or Archetype

Learned Prayer Cost: 3 points

Jaina Sabine had the power to twist men’s heart with her great beauty. Her descendants can invoke the same transcendent beauty.

Statistics: Appearance (Trascendent, Glamour Will-5%, Divine, Path -25%) [14];

Curse

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 7

Learned Prayer Cost: 6 points

Upon completion of this miracle, during which the Descendant visualizes/describes the failure of the target, the Descendant rolls IQ-based Meditation. Success applies a penalty to the target's actions as long as they more-or-less resemble the moment he described.

Statistics: Visualize (Divine, Path -25%, Curse +100%, Reduced Time 1d6 seconds +80% [26]

Untameable Spirit

Minimum Reaction: Good

Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 7

Learned Prayer Cost: 7 points

Jaina could not be controlled, tamed or manipulated. For details on how this works, see Self-Mastery from Powers: the Weird, page 34. As a general or specific miracle, it lasts for one hour, or until it has protected the Descendant at least once, whichever takes longer.

Statistics: Immunity to External Influences (Divine, path -25%) [34]. applies her margin of success (with a minimum of +1) as a bonus to a roll that someone else makes, provided his actions closely resemble that which she prayed for. This may not apply to combat rolls.

Valria Sabine

Era: War of the Four Houses

Destiny: the Rebel Queen




The Akashic Order struggles with the legacy of Valria Sabine. She refused to be the wilting flower, the puppet for the Order, and she refused to work to restore the Alexian legacy. Instead, she fought for what she believed in, rescued herself, and defied the original order to bring about a principled stand for greater equality for everyone. Nonetheless, as the founder of the Federation, she attracts many admirers, especially in her own house.

The Rebel Queen Destiny means the character is destined to see the injustice the people must endure, to face danger that she can rescue herself from, and to receive the acclaim of the people and a position of power where she can right those injustices (though whether she actually does...)

Legacy

Restore the Federation or End Injustice In the Galaxy

Nothing moved Valria Sabine quite like the suffering of those around her. She willingly sacrificed her own aristocratic privilege to tend to the weak or weary, and respected and admired those of lesser station than herself. She envisioned a Galaxy where all were equal and where the War of the Four Houses had ended.

Descendents who follow Valbria Sabine should have either Obsession (Restore the Federation) [-10] or Obsession (End Injustice in the Galaxy) [-10].

Milestones

The Descendant, when faced with injustice caused by the very social system that empowers her, refuses to turn a blind eye. She rescues the victim of injustice, who becomes a Boon Companion, and faces the scorn of her peers.

When faced with impossible odds, the Descendant gathers up what a rag-tag band of victims and offers them words of encouragement. They together cannot hope to defeat the overwhelming opponent, but she nonetheless instructs them on how to defend themselves and they face down the enemy. They secure enough time to allow reinforcements to arrive, and achieve a major military victory, but at the cost of many lives (not the Descendant’s though).

The Descendant faces a grave foe who threatens her chosen faction, and is captured by them. Rather than allow members of her faction to face the grave enemy, she defies her captors, defeats them, and emerges victorious, carrying some vital advantage she can use to strengthen her faction.

The Descendant sees an opportunity to denounce the very social system that empowers her and she rises up to do so. Her speech shakes the foundations of that social order, and brings allies to her side. She must abdicate a great portion of her power, but in so doing, she creates a new social order on the ashes of the old social order.

The forces of the old order seek to destroy the new order forged by the Descendant, in a last ditch effort. The Descendant has sufficient power to overcome them, but doing so will cost her her life, or that of her boon companion. The new order must be born of blood.

Associated Miracles

Purity

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, either Communion 4 or Archetype

Learned Prayer Cost: 3 points

Valria Sabine always stood by her principles, and the descendant can have similarly unshakeable resolve. The descendant may give in to temptation, but only of her own accord: Any attempts to use any influence skill to force her to do something automatically fail.

Statistics: Indomitable (Divine: Path -15%) [13]

Words of Truth

Minimum Reaction: Neutral

Learned Prayer Prerequisite: Blood Purity 1, Communion 5

Learned Prayer Cost: 4 points

See Sermonize, Divine Favor 9

Aura of Courage



Minimum Reaction: Good

Learned Prerequisite: Blood Purity 2, Communion 9

Learned Prayer Cost: 11 points.

After making a successful Meditation roll, Communion imbues the Descendant and all nearby (within 2 yards) of complete immunity to fear. The Descendant may apply a -5 to his Meditation roll to expand the effect out to 4 yards away. On a failed meditation roll, the mystic can spend a point of fatigue (or psionic energy reserves) and try again on the next turn. This lasts for the remainder of combat, or an hour, whichever is shorter.

Statistics: Aura of Courage 7 (see Pyramid #3-19 page 6)

Friday, September 29, 2017

Patreon Post: Skairos - The Secrets of the Devils of Persephone

Like gargoyles, the images of the devils of Persephone haunt the temples of the Akashic Order, acting as symbolic guardians against unworthy interlopers who would profane the Akashic Record.  According to Akashic lore, the devils of Persephone predated the arrival of human colonists, terrorized the early residents of Persephone, and then gave them the secrets of the Akashic Record.

This could all be symbolic metaphor.  Just as a Oracle needs to brave the perils of her own trance to gain access to the Akashic Record, so too did the colonists of Persephone needs to brave the perils of some space monster to found the Akashic Order.  But could they be more than just symbolism for the danger inherent in exploring deep time? Were they real? What secrets did they know?  And how are they connected to the Shadow Council that rules the Akashic Order?

Today is a special preview that looks at the possible perspectives on the Devils of Persephone, treating them as anything from symbols to space monsters to a secret bloodline to an alien race.  It also looks at the secrets of Shadow Initiation, and what secrets the Akashic Order "learned from" the Devils of Persephone. This preview is available to all $3+ Patrons!  Associated with it is a poll for all $5+ patrons, who may decide what, if any of it, is canon for the Psi-Wars Setting!  If you're a patron, check it out, and vote!  If you're not, we'd love to have you.


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Wednesday, September 6, 2017

Patreon Post: the Results of the Fifth House Poll (Notes)

In August, I introduced you to four houses, and gave my $5+ Patrons the opportunity to vote on the mysterious fifth house, an outsider to the Alliance.  And vote they did, in one of the busiest and most dynamic votes yet!  I have the poll results up here, including my take on them. If you're a $5+ patron, check it out!


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Tuesday, September 5, 2017

Patreon Post: The House of Alexus: Poll Results

Hello, dear patrons!  A few weeks ago I offered a poll on House Alexus.  I have the results of that poll up now.  It's not a full write-up of the House, that will come later (when I have time!), but it should give you an idea of what the final version will look like.  If you're a $7+ Patron, check it out!


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Thursday, August 24, 2017

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.


Wednesday, August 23, 2017

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.


Tuesday, August 22, 2017

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]


Monday, August 21, 2017

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.

Friday, August 18, 2017

Patreon Post: The House of Alexus

An emperor to an eternal empire, at least
The Eternal Emperor, Rulers of the Alexian Empire, the Lords of Maradon.  The House of Alexus ruled the Galaxy for centuries and their legacy still casts a long shadow across the Galaxy.  They brought the noble houses of the Alliance to power, and so, in a sense, their legacy still lives on.

But who were they?  Are they dead?  In what other ways does this ancient house continue to make an impact on the Galaxy?  That's up to you to decide, dear Patron.

I wanted to emphasize that while I've given you four houses, they're not the only four possible houses.  I have at least two more houses for you, Patron, with House Alexus representing a dead, bygone House.  This one, given its importance, is going to be a special case: I'm making it exclusive to my $7+ Patrons, my Disciples.  It's a poll that, as usual, consists of a multitude of questions, and they're slated to drop in "reverse order," once every 15 minutes, so if you're seeing this, wait a spell and the rest of the poll questions will come soon enough.  They are:

  • The House of Alexus (An introduction and discussion of the House)
  • The Ancestral Legacy: The Founder (A look at the semi-mythical Alexus Rex, the man who conquered the stars)
  • The Ancestral Legacy: The Zenith (A look at Tarquin Alexus, the man who defined the Eternal Empire at its best)
  • The Ancestral Legacy: the Fall (A look at the Mad Emperor, Lucius Alexus, and how exactly he managed to screw everything up)
  • The Eugenic Legacy (What sort of genetic upgrades the Alexian dynasty had)
  • The Psionic Legacy (What sort of psionic powers the Alexian dynasty had)
  • The End of Alexus (Is the House dead?  And if not, in what state does it live on?)
  • The Final Legacy of Alexus (In what way does the house, dead or alive, continue to impact the setting?  Why do they matter to the player characters in the present).
If you're a Disciple, go vote!  If you're not, I'd love to have you!


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Thursday, August 17, 2017

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.

Wednesday, August 16, 2017

House Grimshaw, Part 1

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

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

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

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

The House Grimshaw

Cadet Branches: Daijin

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

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

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

Grimshaw Titles

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

Notable members of House Grimshaw

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

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

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

Grimshaw Eugenic Legacy

Grimshaw Eugenic Power-Up 50 points

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

Grimshaw Magnetism [6]

Grimshaw Detachment [16]

Grimshaw Intellect [16]

Grimshaw Power [10]

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

Grimshaw Magnetism 6

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

Grimshaw Detachment 16

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

Grimshaw Intellect 16

Attributes: IQ +1 [20]

Secondary Characteristics: -1 Perception [-5]

Advantages: Bloodline Purity 1 [1]

Grimshaw Power 10

Secondary Characteristics: Fatigue +3 [9]

Advantages: Bloodline Purity 1 [1]

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

Daijin Eugenic Power-Up 50 points

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

Daijin Focus 6

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

Mental Instability

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

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

Grimshaw Psionic Legacy

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

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

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

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

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

Sample Grimshaw Psionic Power Packages

Grimshaw Deflection 25 points

Prerequisite: Grimshaw Bloodline

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

Advantages: EK Shield 5 [20]

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

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

Grimshaw Vision 25 points

Prerequisite: Grimshaw Bloodline

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

Advantages: Electric Vision 2 [12]

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

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

Grimshaw Purge 25 points

Prerequisite: Grimshaw Bloodline, Bloodline Purity 1

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

Advantages: Surge 2 [22]

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

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

Grimshaw Glory 25 points

Prerequisite: Grimshaw Bloodline, Bloodline Purity 1

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

Advantages: Flash 1 [22]

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

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

Grimshaw Fury 25 points

Prerequisite: Grimshaw Bloodline, Blood Purity 3

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

Advantages: Lightning 2 [24]

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

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

Grimshaw Shadow 25 points

Prerequisite: Grimshaw Bloodline, Blood Purity 3

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

Advantages: Dampen 2 [24]

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

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