Benefices and
Blessings: |
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Access: Jumpkey
Jumpkeys 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.
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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.
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Guild Commission
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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.
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Some variation for major houses is common:
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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.
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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.
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Ordained (Universal Church)
Members of the Universal Church purchase a rank to indicate their level in the church.
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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.
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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.
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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.
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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.