Benefices and Blessings:
Perks and Talents

Access: Jumpkey

JumpkeysJumpkeys are technological devices that can transmit a set of coordinates to a jumpgate. A jumpkey is good for traveling in either direction between two worlds. According to law, only Charioteers are allowed to own Jumpkeys, although most authorities turn a blind eye to high-level nobles or senior church officials owning Jumpkeys.

Jumpkeys are in high demand in the black market, and fetch high prices (3,000 firebirds or more). Pirates often make special effort to find a ship's Jumpkeys during a raid.

Jumpkeys cost 2 character points.

Contacts

Some of the types of contacts specified in Fading Suns are listed below. Who you know plays a large role in the Known Worlds.

Contact Type Example Cost Structure
Ally
(3 or more pts)
Basic 11- Contact (2), Good relationship (+1)
Acquaintance
(1 or more pts)
Basic 8- Contact
Family Ties
(9 or more pts)
Basic: 11- Contact (2pts), Good relationship (+1 pt), Organization (family, x3)
Gossip Network
(3 or more pts)
Basic: 8- Contact, Organization (social network, x3)

Followers: Retinue

The character travels with one or more servants -- anything from a butler or cook to a bodyguard. A Questing Knight might also travel with a squire. A character's retinue is built using the standard Hero Follower rules.

Fringe Benefits

Cohort Badge

Imperial Cohorts are assitants and aides to a Questing Knight (a character with an Imperial Charter Fringe Benefit). Characters with a Cohort Badge have several privileges (such as the right to travel on Navy Vessels, and access to a small stipend of 100 firebirds a year). A Cohort Badge costs 2 points.

Imperial Charter

Imperial Charters indicate that the character is a Questing Knight. Generally, only Nobles receive Imperial Charters. Like Cohort Badges, Imperial Charters have several privileges (travel on Navy Vessels, stipend of 300 firebirds a year, etc.) An Imperial Charter costs 3 character points.

Householder

The (non-Noble) character is employed in, or associated with a noble house, merchant guild, or church sect.

Police Powers

Various guilds, orders and other organizations have their own internal police forces. The Eskatonic Order is policed by its Sanhedrin force, and the Muster has its Vigil. Policing organizations generally have powers to inspect and apprehend members who violate the laws or rules of the organization.

Cost
Value
2
Police powers for an individual house, guild, or priestly order
3
Imperial Police Powers

Guild Commission

Cost
Charioteers Engineers Scravers Muster Reeves
2
Ensign Apprentice Associate Private Associate
3
Lieutenant Entered Genin Sergeant Chief
4
Commander Fellow Boss Lieutenant Manager
5
Captain Crafter Jonin Captain Director
6
Consul Engineer Consul Major Consul
7
Dean Master Dean Colonel Dean

Noble Title (Human or Vorox)

All adult nobles have a noble title, unless they have joined the clergy. Until coming-of-age, nobles are squires or apprentices, and are knighted (or receive a title) when they reach adulthood.

Knights and Baronets are not considered to be landed titles. Some of the highest titles (Prince and Emperor) are unavailable to player characters. Vorox Nobles did not exist prior to civilization, and Vorox Nobles therefore have human titles.

Cost
Rank
1
Squire or Apprentice (noble youth)
2
Knight
3
Baronet
4
Baron/Baroness
6
Earl or Count/Countess
7
Marquis/Marquise
8
Duke/Duchess
10
Prince/Princess (head of a Noble House)
20
Emperor

Some variation for major houses is common:

Cost
Hawkwood Decados Hazat al-Malik Li Halen
2 Knight Hussar Cavalier Sheik Samurai
3 Baronet Baronet Baronet Effendi Baronet
4 Baron Viscount Don Baron Baron
5 Earl Count Compte Count Count
6 Marquess Margrave Marquis Marquis Marquis
7 Duke Duke Duque Duke Daimyo
10 Prince Prince Prince Emir Shogun

Ruling Council Rank (Ur-Obun)

The Ruling Council of the Obun have limited powers as the Obun are ruled by the Hawkwoods, but members of the Council are treated like nobility when travelling off of the Obun homeworld.

Cost
Rank
2
Umo (Federate)
3
Votan (Notable)
4
Jovan (Honourable)
6
Mwerro (Advisor)
7
roa (Mentor, prefix added to family name)
8
Han (Sage, prefix added to family name)

Clan Title (Ur-Ukar)

Clans play a central role in Ukari society. An Ukari will develop strong bonds with fellow clan members and enmities with rival clans.

Humans have meddled with Ukari clans, making the clan structure weaker. They forced the Ur-Ukar out of their lands, and on to reservations. Humans also gave power to clans based their friendliness to Human occupation. This promotion led to traditionally weak clans gaining power over traditionally strong ones.

When Ur-Ukar nobles travel among humans, they usually use the Human titles.

Cost
Rank
2
Quan (Warrior): Knight
3
GoQuan (First Warrior): Baronet
4
Brak (Leader): Baron
6
Dirga (Chieftain): Earl
7
Ulak (High Chieftain): Count
8
oj (literally, "Great Scar": Grand Chieftain, prefix added to family name): Duke

Ordained (Universal Church)

Members of the Universal Church purchase a rank to indicate their level in the church.

Cost
Orthodox/Avesti/Aeon Brother Battle Estatonic
2
Novitiate Apprentice Novitiate
3
Canon Oblate Provost
4
Deacon Acolyte Illuminatus
5
Priest Adept Philosophus
6
Bishop Master Magister
7
Archbishop Grand Master Presbuteros
20
Patriarch N/A N/A

Riches: Money

The average individual in a Fading Suns campaign makes a trivial amount of money. An average priest or guild member might make 100 to 200 firebirds a year, and may save 10% of that (if anything). The Money Perk indicates that the character has access to more money than average characters.

Cash

Characters with the Cash advantage have initial starting money -- either through carefully saved wages, inheritance, or some windfall. This cash may be used to purchase initial equipment, but once it is spent, it is gone.

Cost
Value
1
100 firebirds
2
300 firebirds
3
600 firebirds
4
1,000 firebirds
5
2,000 firebirds
6
3,000 firebirds
7
4,000 firebirds

Assets

Characters with the Assets advantage have access to a regular income -- either because of ownership of lands or a corporation. The assets provide yearly income,after operating expenses and salaries are paid. Characters will also have access to a certain amount of that income as starting cash.

Assets generally come in one of three forms: fiefs, businesses, or tariffs/loans.

Cost
Value
3
Good (3,000 firebirds income / 300 starting cash)
5
Well-off (5,000 firebirds income / 500 starting cash)
7
Wealthy (10,000 firebirds income / 1,000 starting cash)
9
Rich (15,000 firebirds income / 1,500 starting cash)
11
Filthy Rich (20,000 income / 2,000 starting cash)

Artifacts, Relics, and Special Items

Characters may start the game with access to special items not normally available for purchase. They may represent special items that the character discovered in the past, or which were handed down through the family. These items are usually built using Powers.

Cost
Value
20
Brother Battle Adept Robes

Fading Suns is a trademark and copyright of Holistic Design Inc. The mention of or reference to any companies or products in this site is not a challenge to the trademarks or copyrights concerned.

The HERO System and all associated games, game products, terms, and images are copyright © 2009 by DOJ, Inc.

All other text, copyright © 2004-2009 by B.C. Holmes. Return to the index.