Lifepaths

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Contents

Overview

Lifepaths are a novel way to align character points with character history. Players are encouraged to elaborate on each chosen lifepath (the game supports this through lifepath Backgrounds). Lifepaths have the following sections

CP Allocation Shorthand

This key explains the various terms used in the CP allocation section of the lifepaths.

  • Skillname: 2 -- This means apply 2 CP to the named skill, attribute, or trait
  • Skillname OR Another Skillname OR Yet Another Skillname: 3 -- This means apply 3 CP to only one of the given skills.
  • Skillname AND Another Skillname AND Yet Another Skillsname: 3/1/0 -- Apply 3 CP to one of the skills, 1 CP to another, and 0CP to the remaining one.
  • Skillname/Another Skillname/Yet Another Skillsname: 2 -- Apply 2 CP to all of the skills.


Human Base

The following allocation is taken by all humans before they choose any lifepaths. Apply this exactly once.

Resilience/Grit: 1, Prowess and Focus and Awareness: 10/8/6, Unarmed/Sneak: 1, Vigor and Observe: 4/2, Search/Empathy/Anthropology: 2


Childhood Lifepaths

Childhood lifepaths typically take more time than adult lifepaths (8-10 years each vs 2-7), and have no associated CP cost (players get childhood lifepaths for free) or prerequisites.


Royal Court

This child spent the majority of this lifepath in the Royal Court, that is either the regional or planetary seat of power (within the court, not just the city it lies within). Whether noble or servant, this child grew up surrounded by the deception, politics, and intrigue native to such a place. Life never slows down in the royal courts. The Royal Court CP expenditures come in two parts, the first to indicate the base all children will receive for this path and the second to indicate allocations based on the specific birthright of those living in the court.

Base
Grit and Awareness: 2/1, Bureaucracy or Etiquette: 1, Interpersonal/Society: 1, Trait - Eavesdropper or Sophistry or Skeptical: 1

Court Type

  • Decados: Grit and Awareness and Focus: 4/2/1, Search and Criminal and Observe: 2/1/1, Deceit: 2, Sneak/Weaponry/Interpersonal/Sociology: 1, Trait - Skeptical or Scheming or Plastic Smile: 1
  • Hazat: Grit and Resilience: 2/1, Prowess 3, Vigor and Weaponry and Ranged: 3/2/1, Charisma and Survival: 2/1, Primitive/Etiquette: 1, Trait - Discipline or Camaraderie or Hard Heart: 1
  • Hawkwood: Awareness: 2, Prowess and Resilience and Vigor: 2/2/1, Weaponry and Melee: 2/1, Primitive and Interpersonal: 2/1, Society: 2, Survival: 1, Anthropology or Artisan: 1, Trait - Camaraderie or Huntsman or Traveller: 1
  • Li Halan: Resilience and Awareness: 2/1, Focus 4, Vigor and Agility: 2/1, Melee: 2, Internal and Introspect and Etiquette: 2/1/1, Arts or Crafts: 1, Trait - Discipline or Ascetic or Zealot: 1
  • Al Malik: Focus 4, Awareness and Search and Streetwise: 2/1/0, Observe and Interpersonal: 2/1, Technology and Think Machine: 2/1, Society and Knowledge and Secondary(any): 2/1/1, Trait - Traveler or Sophistry or Scholar: 1
  • Servant: Grit and Resilience: 2/1, Prowess: 2, Awareness or Focus: 1, Vigor: 2, Search and Observe: 2/1, Interpersonal/Society: 1, Artisan and Crafts: 2/1, Discretionary: 1, Trait - Eavesdropper or Proletariat or Beneath Notice: 1
  • Slave: Grit: 2, Resilience: 3, Prowess and Vigor: 5/3, Unarmed: 2, Artisan: 1, Trait - Brute or Hard Heart or Tireless: 2


Grand Estate

The grand estate lifepath means the child grew up amongst the most stereotypical environment of each major power; be it Noble, Church, or Guild. The grand estate indicates either a palace, or college, or cathedral dedicated in principle to one of the major powers. The estate could be located almost anywhere (though in many cases it will be in a major city or space station), all that matters is that the child spent most of their time immersed in that specific culture. Just as with Royal Court, this lifepath’s CP expenditures are split between a base all children receive and specific path based on the estate type (for Nobles, Freemen, and Vassals) or class (for Servants and Slaves).

Base
Grit or Resilience: 1, Focus and Awareness: 2/1, Vigor or Weaponry: 1, Interpersonal or Society or Technology: 1, Trait - Politics: 1

Estate Type

  • Decados: Grit and Awareness and Focus: 4/2/1, Search and Criminal and Observe: 2/1/1, Deceit: 2, Sneak/Weaponry/Interpersonal/Sociology: 1, Trait - Skeptical or Scheming or Plastic Smile: 1
  • Hazat: Grit and Resilience: 2/1, Prowess 3, Vigor and Weaponry and Ranged: 3/2/1, Charisma and Survival: 2/1, Primitive/Etiquette: 1, Trait - Discipline or Camaraderie or Hard Heart: 1
  • Hawkwood: Awareness: 2, Prowess and Resilience and Vigor: 2/2/1, Weaponry and Melee: 2/1, Primitive and Interpersonal: 2/1, Society: 2, Survival: 1, Anthropology or Artisan: 1, Trait - Camaraderie or Huntsman or Traveller: 1
  • Li Halan: Resilience and Awareness: 2/1, Focus 4, Vigor and Agility: 2/1, Melee: 2, Internal and Introspect and Etiquette: 2/1/1, Arts or Crafts: 1, Trait - Discipline or Ascetic or Zealot: 1
  • Al Malik: Focus 4, Awareness and Search and Streetwise: 2/1/0, Observe and Interpersonal: 2/1, Technology and Think Machine: 2/1, Society and Knowledge and Secondary(any): 2/1/1, Trait - Traveler or Sophistry or Scholar: 1
  • Almatheans: Focus and Awareness and Grit: 3/2/1, Stamina and Internal and Introspect: 2/1/0, Empathy and Charisma and Survival->Remedy: 2/2/1, Interpersonal/Technology/Medicine: 1, Trait - Scholar or Affable or Traveller: 1
  • Brother Battle: Grit: 1, Resilience and Prowess and Vigor and Stamina: 4/2/1/1, Focus and Awareness: 2/1, Weaponry and Primitive and Introspect: 2/2/1, Trait - Discipline or Tireless or Camaraderie: 1
  • Orthodox: Grit: 1, Focus and Awareness and Internal: 4/2/2, Streetwise and Interpersonal: 2/1, Charisma and Society: 2/1, Bureaucracy or Anthropology: 1, Lore 1, Trait - Sophistry or Affable or Scheming: 1
  • Escatonic: Focus and Awareness: 4/2, Internal and Search: 3/2, Mystic and Technology: 2/1, Knowledge/Lore/Observe: 1, Trait - Scholar or Obsessed or Tireless: 1
  • Avesti: Grit and Resilience: 2/1, Prowess or Awareness: 3, Vigor and Weaponry: 2/1, Search and Criminal: 2/1, Observe and Empathy: 2/1, Lore/Internal: 1, Trait - Zealot or Hard Heart or Ascetic: 1
  • Scravers: Grit and Focus: 2/1, Awareness: 2, Agility/Melee: 1, Search->Navigation: 1, Criminal and Streetwise: 2/1, Sneak or Observe: 2, Interpersonal or Deceit or Economics: 1, Redemption and Repair: 2/1, Trait - Proletariat or Greasemonkey or Traveler: 1
  • Charioteers: Focus and Awareness: 3/1, Prowess: 1, Agility->Drive: 1, Ranged: 1, Search: 1, Search->Navigation: 1, Observe and Interpersonal and Charisma: 2/1/1, Technology: 2, Think Machine->Pilot: 1, Knowledge: 1, Trait - Traveler or Affable or Dogfighter: 1
  • Engineers: Grit or Awareness: 2, Focus: 4, Repair/Technology/Redemption: 2, Primitive/Search/Observe: 1, Knowledge 1, Science: 1, Trait - Greasemonkey or Scholar or Technophile: 1
  • Reeves: Grit and Focus and Awareness: 4/2/1, Criminal/Observe/Economics: 2, Bureaucracy and Technology: 2/1, Knowledge: 1, Trait - Plastic Smile or Sophistry or Skeptical: 1
  • Muster: Grit and Resilience: 2/1, Prowess and Vigor and Weaponry: 4/2/1, Awareness/Ranged/Survival/Warfare: 1, Interpersonal and Charisma: 2/1, Trait - Follow Me Men or Camaraderie or Hard Heart: 1
  • Freeman: Discretionary: 18 (this should be incredibly rare)
  • Servant: Grit and Resilience: 2/1, Prowess: 2, Awareness or Focus: 1, Vigor: 2, Search and Observe: 2/1, Interpersonal/Society: 1, Artisan and Crafts: 2/1, Discretionary: 1, Trait - Eavesdropper or Proletariat or Beneath Notice: 1
  • Slave: Grit: 2, Resilience: 3, Prowess and Vigor: 5/3, Unarmed: 2, Artisan: 1, Trait - Brute or Hard Heart or Tireless: 2


Minor Estate

The minor estate lifepath functions similarly to the grand estate, only the context implies a smaller court (it doesn’t matter if it is urban or rural, the scale is what matters) and therefore significantly more freedom for the child. As with the grand estate, this lifepath is still heavily influenced by the culture it embodies and as with the grand estate and court the player must still pick the appropriate sub-path from the list below.

Base
Resilience: 1, Prowess and Focus and Awareness: 2/1/0, Vigor or Weaponry: 1, Any Secondary: 1, Trait - Direction Sense: 1

Estate Type

  • Decados: Grit and Awareness and Focus: 4/2/1, Search and Criminal and Observe: 2/1/1, Deceit: 2, Sneak/Weaponry/Interpersonal/Sociology: 1, Trait - Skeptical or Scheming or Plastic Smile: 1
  • Hazat: Grit and Resilience: 2/1, Prowess 3, Vigor and Weaponry and Ranged: 3/2/1, Charisma and Survival: 2/1, Primitive/Etiquette: 1, Trait - Discipline or Camaraderie or Hard Heart: 1
  • Hawkwood: Awareness: 2, Prowess and Resilience and Vigor: 2/2/1, Weaponry and Melee: 2/1, Primitive and Interpersonal: 2/1, Society: 2, Survival: 1, Anthropology or Artisan: 1, Trait - Camaraderie or Huntsman or Traveller: 1
  • Li Halan: Resilience and Awareness: 2/1, Focus 4, Vigor and Agility: 2/1, Melee: 2, Internal and Introspect and Etiquette: 2/1/1, Arts or Crafts: 1, Trait - Discipline or Ascetic or Zealot: 1
  • Al Malik: Focus 4, Awareness and Search and Streetwise: 2/1/0, Observe and Interpersonal: 2/1, Technology and Think Machine: 2/1, Society and Knowledge and Secondary(any): 2/1/1, Trait - Traveler or Sophistry or Scholar: 1
  • Almatheans: Focus and Awareness and Grit: 3/2/1, Stamina and Internal and Introspect: 2/1/0, Empathy and Charisma and Survival->Remedy: 2/2/1, Interpersonal/Technology/Medicine: 1, Trait - Scholar or Affable or Traveller: 1
  • Brother Battle: Grit: 1, Resilience and Prowess and Vigor and Stamina: 4/2/1/1, Focus and Awareness: 2/1, Weaponry and Primitive and Introspect: 2/2/1, Trait - Discipline or Tireless or Camaraderie: 1
  • Orthodox: Grit: 1, Focus and Awareness and Internal: 4/2/2, Streetwise and Interpersonal: 2/1, Charisma and Society: 2/1, Bureaucracy or Anthropology: 1, Lore 1, Trait - Sophistry or Affable or Scheming: 1
  • Escatonic: Focus and Awareness: 4/2, Internal and Search: 3/2, Mystic and Technology: 2/1, Knowledge/Lore/Observe: 1, Trait - Scholar or Obsessed or Tireless: 1
  • Avesti: Grit and Resilience: 2/1, Prowess or Awareness: 3, Vigor and Weaponry: 2/1, Search and Criminal: 2/1, Observe and Empathy: 2/1, Lore/Internal: 1, Trait - Zealot or Hard Heart or Ascetic: 1
  • Scravers: Grit and Focus: 2/1, Awareness: 2, Agility/Melee: 1, Search->Navigation: 1, Criminal and Streetwise: 2/1, Sneak or Observe: 2, Interpersonal or Deceit or Economics: 1, Redemption and Repair: 2/1, Trait - Proletariat or Greasemonkey or Traveler: 1
  • Charioteers: Focus and Awareness: 3/1, Prowess: 1, Agility->Drive: 1, Ranged: 1, Search: 1, Search->Navigation: 1, Observe and Interpersonal and Charisma: 2/1/1, Technology: 2, Think Machine->Pilot: 1, Knowledge: 1, Trait - Traveler or Affable or Dogfighter: 1
  • Engineers: Grit or Awareness: 2, Focus: 4, Repair/Technology/Redemption: 2, Primitive/Search/Observe: 1, Knowledge 1, Science: 1, Trait - Greasemonkey or Scholar or Technophile: 1
  • Reeves: Grit and Focus and Awareness: 4/2/1, Criminal/Observe/Economics: 2, Bureaucracy and Technology: 2/1, Knowledge: 1, Trait - Plastic Smile or Sophistry or Skeptical: 1
  • Muster: Grit and Resilience: 2/1, Prowess and Vigor and Weaponry: 4/2/1, Awareness/Ranged/Survival/Warfare: 1, Interpersonal and Charisma: 2/1, Trait - Follow Me Men or Camaraderie or Hard Heart: 1
  • Freeman: Discretionary: 18
  • Servant: Grit and Resilience: 2/1, Prowess: 2, Awareness or Focus: 1, Vigor: 2, Search and Observe: 2/1, Interpersonal/Society: 1, Artisan and Crafts: 2/1, Discretionary: 1, Trait - Eavesdropper or Proletariat or Beneath Notice: 1
  • Slave: Grit: 2, Resilience: 3, Prowess and Vigor: 5/3, Unarmed: 2, Artisan: 1, Trait - Brute or Hard Heart or Tireless: 2


Space Brat

The Space Brat background represents a childhood largely spent in ships, space stations, and spaceports. Though an uncommon background (it’s not the best way to raise a child), it is also not exceedingly rare. The fleets never stop moving. The child will have been exposed to the very adult realities of intergalactic trade at a very young age. Space Brats can come from all walks of life, whether rich or poor, noble or slave. The lifepath has a base that applies to all children, and then the player must choose whether they were intrepid travelers or lowly servants/slaves.

Base
Grit: 1, Focus and Awareness: 3/2, Criminal or Internal: 1, Introspect and Observe: 2/1, Deceit and Economics: 2/1, Technology 1, Any Secondary: 1, Trait - Traveler: 2

Rich Freeman/Noble
Interpersonal: 2, Society: 1, Technology: 1, Think Machine: 1, Advanced: 1, Knowledge: 1

Poor Freeman/Peasant
Vigor: 2, Grit and Resilience: 2/1, Prowess/Criminal/Artisan: 1


City Kid

This lifepath represents the general childhood of an urban, meaning any city large enough to have a major port (whether space or boat) and the realities such a place brings. This lifepath could apply to just about any walk of life from noble to slave.

Base
Grit/Prowess: 1, Focus and Awareness: 2/1, Criminal or Streetwise: 1, Interpersonal and Society and Technology: 2/1/0, Lore (Planet): 1, Sociology: 1, Trait - Skeptical: 1

Rich/Noble
Focus and Bureaucracy and Etiquette: 3/2/1, Technology 1, Any Secondaries: 2, Discretionary (Choose appropriate for parent’s House/Church/Guild): 4

Poor/Peasant
Grit and Resilience: 2/1, Awareness: 1, Criminal and Streetwise: 2/1, Deceit or Charisma: 1, Sociology: 1, Discretionary: 3, Trait - Proletariat: 1

Townie

This lifepath represents the childhood of one who grows up in a pastoral, small town. Generally anything from 50 to 10,000 people could be considered a town. Generally the children get some social interaction as well as learn valuable trades. Unlike other lifepaths, Townie does not distinguish between rich or poor as regardless of whether your parents run the local church or are members of a league the child’s life will be mostly the same. If you grew up in a significant enough fashion relative to your parent’s class, Minor Estate may be a better lifepath.

Grit: 1, Prowess/Focus/Awareness: 3/2/1, Vigor and Weaponry: 3/1, Primitive: 1, Suvival and Artisan: 2/1, Sneak or Interpersonal: 1, Internal and Observe: 2/1, Anthropology 1, Discretionary 4, Trait - Affable or Tireless: 1


Rural/Isolated

This lifepath represents a childhood spent largely away from the vestiges of civilization, whether it be on some remote farm, tiny fishing hamlet, or woodland hunting ground. Children from this background are usually self sufficient and independent although they often lack the skills necessary to deal effectively with other people.

Resilience: 2, Prowess: 3, Focus and Awareness: 2/1, Vigor and Weaponry and Ranged: 4/2/1, Primitive and Survival: 3/1, Sneak/Internal: 2, Artisan: 1, Trait - Huntsman or Direction Sense or Tireless or Animal Ken: 1


Tribal/Nomadic

This lifepath represents a more primitive social structure of a tribal peoples, who perhaps move in a nomadic/seasonal pattern. More social than your average rural childhood, they still will share many skills with their rural counterparts.

Grit or Resilience: 1, Prowess/Awareness: 2, Vigor and Weaponry and Primitive: 3/2/1, Survival and Sneak: 2/1, Internal and Interpersonal: 3/1, Empathy: 2, Society: 1, Anthropology: 1, Artisan: 1, Agriculture: 1, Trait - Huntsman or Direction Sense or Animal Ken: 1


Adult Lifepaths

All characters much purchase at least one Lifepath, but they can purchase as many as they can afford. Lifepath-specific backgrounds (such as Rank or Income) can be purchased in conjunction with each Lifepath. Some lifepaths have specific requirements (Noble lifepaths can only be bought by noble birthrights), these must be met in order to purchase them.

Lifepath Key

  • Title: Write this in the character profile on the sheet.
  • Duration: Choose how long the lifepath lasted for the character.
  • Pre-requisites: The character cannot take this lifepath without meeting the pre-req.
  • Rank Gain: Does this lifepath yield rank?
  • CP cost: How many CP it costs the player to elect this lifepath.
  • CP allocation: What you get for your CP.

Title

Description
CP Cost -- Duration
Pre-reqs/Rank:
Allocation:


General Lifepaths

These Lifepaths are available to any walk of life/class. Players can adapt these to their needs for generic lifepaths.

Adventurer/Misfit

“Adventurer” is another term for “Armed and Homeless” in many parts of the universe.
20CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Resilience and Grit: 2/1, Prowess: 2, Focus: 1, Awareness: 1, Vigor and Weaponry and Primitive: 3/2/1, Survival 1, Streetwise and Interpersonal: 2/1, Internal 2, Trait - Traveler or Any Port in a Storm or Troublemaker: 1

Hunter/Survivalist/Trapper

The character spent these years largely living off of the fruits of the field and forest.
23CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Resilience: 2, Prowess 3, Focus: 1, Awareness: 2, Vigor: 3, Ranged/Internal: 2, Survival: 3, Primitive or Search: 2, Repair->Traps: 1, Sneak: 1, Science->Terrain: 1, Trait - Huntsman: 2

Ascetic/Monk

Monks are not strictly about a given religious order (though many do follow a major or minor religion). It is up to the player to determine if the monk is in service to a religious order or simply living a life of austere introspection away from the trappings of modern society.
19CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Focus: 5, Awareness and Stamina: 2/1, Survival->Remedy: 1, Internal and Introspect: 3/2, Knowledge and Anthropology and Artisan: 2/1/1, Trait - Discipline or Ascetic or Curator: 1

Scholar/Researcher

Bookworms are rare in the 50th century, but they do still exist in some limited contexts. Literacy and a steady income are pretty important parts of being a scholar.
25CP -- 5-8 years
Pre-reqs/Rank: Read Urthish, Income: 2 / No
Allocation: Focus: 8, Awareness: 2, Internal and Observe and Introspect: 3/2/1, Technology: 2, Knowledge/Lore/Sociology: 3/1/1, Trait - Scholar: 2

Doctor/Healer

This background can cover anything from a guy in a hut with bones in a bag to a full on surgeon.
21CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Grit: 2, Focus: 3, Awareness: 2, Prowess: 1, Stamina: 2, Survival->Remedy: 2, Interpersonal and Empathy: 2/1, Observe: 2, Medicine/Physick: 2/1, Trait - Hard Heart or Affable or Seen It All: 1

Retainer/Man at Arms

To protect and to serve. Oh yeah and to help stumble back drunk from the tavern.
23CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Resilience and Grit: 2/1, Prowess: 4, Awareness: 3, Vigor and Weaponry and Melee: 3/2/1, Criminal and Observe and Etiquette: 3/2/1, Trait - Brute or Finesse or Guardian: 1

Man of Leisure/Hustler

Part con-man, part frat-boy, part prostitute.
19CP -- 2-6 years
Pre-reqs/Rank: Charisma: 1/No
Allocation: Awareness: 4, Observe: 2, Interpersonal and Society and Streetwise: 4/3/2, Arts and Anthropology: 2/1, Trait - Sexual Prowess or Affable or Camaraderie: 1


Peasant Lifepaths

Not the most heroic lifepaths, none the less its possible these could fit player character needs during certain periods of their lives as not everyone is born ready to be an intrepid hero.

Agriculture

Farmers! Cherlindrea sends me farmers!
18CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Resilience: 2, Prowess: 3, Focus and Awareness: 2/1, Vigor: 2, Strength or Stamina: 1, Repair: 2, Observe 1, Science->Life: 1, Agriculture: 2, Trait - Animal Ken or Tireless: 1

Tradesman

Everyone needs a skill.
16CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Resilience: 1, Prowess: 3, Focus or Awareness: 1, Vigor or Agility: 2, Search: 1, Interpersonal and Observe: 3/1, Lore: 1, Crafts or Trades: 2, Trait - Precision or Affable or Proletariat: 1

Servant

I live to serve.
21CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Resilience/Grit: 1, Prowess and Focus and Awareness: 3/2/1, Vigor and Interpersonal: 2/1, Primitive/Sneak: 1, Observe and Empathy: 2/1, Etiquette: 2, Anthropology: 1, Lore or Artisan: 1, Trait - Beneath Notice or Eavesdropping or Tireless: 1

Laborer/Slave

Slavery gets shit done.
22CP -- 3-6 years
Pre-reqs/Rank: Must take Enslaved as part of this lifepath (bonus SP) / No
Allocation: Resilience: 3, Prowess: 7, Vigor and Strength and Stamina: 4/2/2, Repair/Introspect: 1, Trait - Brute or Tireless or Hard Heart: 2


Merchant

The merchant Lifepaths deal with legitimate trade.

Privateer

Not all space pirates are villains!
25CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Grit: 2, Prowess and Focus and Awareness: 3/2/1, Weaponry or Ranged: 2, Criminal and Security 2/1, Interpersonal and Charisma: 3/1, Deceit 1, Economics 2, Technology 1, Redemption 1, Think Machine->Pilot: 1, Knowledge->Jumpweb: 1, Trait - Plastic Smile or Appraisal or Traveler: 1

Peddler

There are vanishingly few less-heroic lifepaths than to be stuck in retail. 20CP -- 4-7 years
Pre-reqs/Rank: No/No
Allocation: Grit: 1, Focus and Awareness: 2/1, Streetwise: 2, Introspect: 1, Interpersonal and Empathy: 3/2, Deceit: 2, Society: 2, Etiquette 1, Anthropology 1, Trait - Proletariat or Appraisal or Plastic Smile: 2

Magnate

This lifepath represents successfully running the financial side of a major business/organization. 24CP -- 5-9 years
Pre-reqs/Rank: Wealth and Income: 3/No
Allocation: Grit: 2, Focus and Awareness: 4/3, Criminal: 2, Observe: 2, Interpersonal: 1, Society and Bureaucracy and Etiquette: 2/1/0, Economics: 4, Technology 1, Sociology 1, Trait - Skeptical or Scheming or Discipline: 1


Criminal

These backgrounds represent the various forms of criminal organization a character can spend significant time with.

Convict

You spent the majority of this lifepath in jail.
24CP -- 3-6 years
Pre-reqs/Rank: Must take Convict background with this lifepath (bonus SP)/No
Allocation: Grit and Resilience: 3/2, Prowess/Awareness: 2, Vigor/Unarmed: 2, Criminal and Sneak and Observe: 3/2/1, Interpersonal and Deceit: 2/1, Trait - Convict: 2

Raider

Raider is the term for terrestrial pirate (this includes sea-faring)
23CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Grit/Resilience: 2, Prowess and Awareness: 3/2, Vigor: 2, Weaponry/Ranged/Melee/Unarmed: 2/2/1/0, Search or Observe: 2, Criminal and Interpersonal: 2/1, Economics 1, Trait - Appraisal or Camaraderie or Hard Heart: 1

Pirate

Pirate specifically refers to space pirate.
21CP -- 3-6 years
Pre-reqs/Rank: No/No
Allocation: Grit/Resilience: 1, Prowess and Focus and Awareness: 3/2/1, Vigor and Weaponry and Melee: 2/1/1, Search and Economics: 2/1, Criminal 3, Interpersonal 1, Technology 2, Knowledge->Jumpweb 1, Trait - Traveler or Appraisal or Hard Heart: 1

Thief

A street thief, used to working alone.
20CP -- 3-6 years
Pre-reqs/Rank: No / No
Allocation: Grit: 1, Prowess: 4, Awareness or Focus: 2, Vigor and Agility: 3/1, Unarmed or Melee: 1, Criminal: 1, Security and Sneak: 3/1, Observe or Search: 2, Trait - Appraisal or Runner or Precision: 1

Grifter

A social thief.
22CP -- 3-6 years
Pre-reqs/Rank: Charisma and Deceit: 1 / No
Allocation: Grit: 3, Awareness: 4, Focus: 1, Search and Observe: 2/1, Streetwise or Security: 1, Interpersonal and Charisma and Deceit: 3/2/1, Etiquette: 2, Trait - Plastic Smile or Appraisal or Skeptical: 2

Thug

Sometimes you just need to club someone in the knee.
19CP -- 3-6 years
Pre-reqs/Rank: No / No
Allocation: Resilience: 3, Prowess: 4, Vigor or Strength: 2, Weaponry: 5, Criminal and Streetwise: 3/1, Trait - Brute or Finesse or Convict: 1

Boss (Don/Mastermind)

Someone has to call the shots.
23CP -- 4-7 years
Pre-reqs/Rank: Focus and Awareness: 6 / No
Allocation: Grit: 3, Awareness: 5, Focus: 3, Weaponry: 1, Criminal: 3, Introspect: 1, Interpersonal: 3, Sociology: 2, Trait - Scheming: 1, Trait - Hard Heart or Scheming or Camaraderie: 1


Legal Lifepaths

These backgrounds represent professions with relation to the law. Law (where it exists at all) in the 50th century is regional at best but the general ideas pervade.

Judge (Advocate)

The judge has to interpret whatever laws exist and is generally granted authority by a higher governmental body.
21CP -- 5-8 years
Pre-reqs/Rank: Focus: 6 / No
Allocation: Grit: 1, Focus: 4, Awareness: 2, Criminal and Observe: 3/2, Interpersonal and Bureaucracy: 3/2, Economics: 1, Science->Law: 2, Trait - Seen it All or Sophistry or Plastic Smile: 1

Bureaucrat (Administrator)

The bureaucrat represents anyone working within a governmental organization. Though Nobility typically claims most seats they still require laymen to handle the tasks of the lower levels of government in larger communities.
22CP -- 4-7 years
Pre-reqs/Rank: Awareness: 6 / No
Allocation: Grit: 2, Focus: 2, Awareness: 4, Streetwise and Interpersonal: 4/2, Society: 5, Anthropology: 2, Trait - Plastic Smile or Eavesdropping or Scheming: 1

Page (Runner/Messenger)

The lowest level of government.
17CP -- 2-5 years
Pre-reqs/Rank: No / No
Allocation: Grit or Resilience: 1, Prowess and Focus and Awareness and Stamina: 3/2/1/0, Streetwise and Observe and Interpersonal: 2/2/1, Empathy: 1, Bureaucracy and Etiquette: 2/1, Trait - Tireless or Eavesdropping or Proletariat: 1

Lawman (Sheriff/Marshall)

Someone has to wear the badge.
24CP -- 3-6 years
Pre-reqs/Rank: No / No
Allocation: Grit and Resilience: 3/1, Prowess and Awareness: 3/2, Vigor and Weaponry and Ranged: 3/2/1, Search: 2, Criminal and Streetwise: 3/1, Empathy: 2, Trait - Seen it All or Skeptical or Guardian: 1


Military

These lifepaths represent enlistment in the general army of any organization.

Infantry (Grunt/Gropo)

We all gotta die some day.
24CP -- 3-6 years
Pre-reqs/Rank: Prowess: 5 / Yes
Allocation: Resilience: 3, Prowess: 4, Awareness: 1, Vigor and Stamina: 3/1, Weaponry and Ranged and Melee: 4/2/1, Survival: 2, Interpersonal: 1, Warfare: 1, Trait - Camaraderie or Hard Heart or Seen It All: 1

Tech (Specialist, Scout)

The techs cover the specialties the grunts don’t need to understand.
23CP -- 3-6 years
Pre-reqs/Rank: Focus: 5 / Yes
Allocation: Grit/Resilience: 1, Prowess and Focus and Awareness: 3/2/1, Vigor or Stamina: 2, Weaponry and Ranged: 3/1, Survival: 2, Repair or Primitive: 2, Observe and Search: 2/1, Technology or Redemption: 1, Trait - Huntsman or Runner or Direction Sense: 1

Officer

Someone has to be a target for their snipers.
23CP -- 3-6 years
Pre-reqs/Rank: Military Rank 1 or Noble / Yes
Allocation: Grit: 2, Prowess: 1, Focus and Awareness: 3/2, Vigor: 1, Weaponry and Ranged: 2/1, Primitive: 1, Observe and Interpersonal: 3/2, Charisma: 2, Technology: 1, Warfare: 2, Trait - Follow Me Men or Camaraderie or Hard Heart: 1

Special Forces

Not short bus special.
25CP -- 4-7 years
Pre-reqs/Rank: Military or Guild Rank 1, Prowess + Focus + Awareness > 17 / Yes
Allocation: Grit: 1, Resilience: 3, Prowess: 5, Awareness: 1, Vigor and Strength and Stamina: 3/2/1, Ranged: 4, Primitive: 1, Sneak: 2, Warfare->Demolitions: 1, Trait - Finesse or Sharpshooter or Discipline: 1


Intelligence

These lifepaths represent careers in the covert intelligence services of just about any organization.

Analyst

Dreams of being 007.
22CP -- 4-7 years
Pre-reqs/Rank: Focus + Awareness > 11 / Yes
Allocation: Grit: 2, Prowess: 1, Focus and Awareness: 3/2, Vigor and Weaponry: 3/1, Search: 2, Internal and Observe: 2/1, Deceit: 2, Bureaucracy: 1, Anthropology: 1, Trait - Scholar or Skeptical or Tireless: 1

Agent

Bond, James Bond.
25CP -- 4-7 years
Pre-reqs/Rank: Rank 1 Military or Intelligence / Yes
Allocation: Grit and Resilience: 2/1, Prowess and Focus and Awareness: 3/2/1, Vigor and Weaponry: 3/2, Survival: 1, Security and Sneak: 3/1, Observe: 2, Deceit: 2, Technology: 1, Trait - Discipline or Runner or Plastic Smile: 1

Director

Sitting behind that desk.
23CP -- 4-7 years
Pre-reqs/Rank: Rank 2 Military or Intelligence, Focus: 6 / Yes
Allocation: Grit: 3, Focus: 4, Awareness: 2, Ranged: 2, Criminal: 2, Introspect or Interpersonal: 2, Society and Bureaucracy: 3/2, Think Machine: 1, Sociology: 1, Trait - Hard Heart or Curator or Scheming: 1


Noble

These lifepaths can only be taken by those of noble blood, afforded a life of priviledge

Fop

A disturbing number of nobles do nothing at all.
16CP -- 3-6 years
Pre-reqs/Rank: Noble Rank 1 / Yes
Allocation: Awareness 3, Internal or Interpersonal: 3, Society and Etiquette: 3/2, Technology: 1, Secondary Skills (any) 2, Trait - Sexual Prowess or Affable or Camaraderie: 2

Lord

The lord concerns themselves with the realities of managing or helping to manage an estate.
21CP -- 4-7 years
Pre-reqs/Rank: Noble Rank 3 / Yes
Allocation: Grit: 1, Focus and Awareness: 3/2, Weaponry or Vigor: 2, Survival: 1, Interpersonal: 2, Empathy and Charisma 2/1, Society: 2, Economics and Bureaucracy: 2/1, Lore->Planet 1, Trait - Affable or Skeptical or Appraisal: 1

Military

Many nobles personally lead men into battle.
24CP -- 4-7 years
Pre-reqs/Rank: Noble Rank 3 / Yes
Allocation: Grit and Resilience: 2/1, Prowess and Focus and Awareness: 3/2/1, Vigor and Weaponry and Ranged: 2/2/1, Primitive and Observe: 2/1, Charisma and Interpersonal: 3/2, Warfare 1, Trait - Follow Me Men or Camaraderie or Hard Heart: 1

League

These lifepaths represent the various paths of progression possible within the guilds.

Apprentice (All)

This lifepath can be used to represent the entry-level applicant to any of the guilds. The life of the apprentice is unsurprisingly much the same regardless of guild.
30CP -- 4-7 years
Pre-reqs/Rank: No / Yes
Allocation: Grit 1, Prowess 2, Focus 2, Awareness 1, Vigor 1, Survival 1, Introspect 2, Interpersonal 3, Society 1, Economics 2, Technology 2, Lore->Guild 1

  • Scravers: Grit 1, Awareness 1, Search 1, Criminal 2, Streetwise 1, Sneak 1, Deceit 1, Redemption 1, Craftsman->Repair 1, Trait - Appraisal or Greasemonkey or Traveler: 1
  • Charioteers: Prowess 1, Focus 1, Agility->Drive 1, Ranged 1, Search->Navigation 1, Observe 1, Interpersonal 1, Technology 1, Think Machine->Pilot 1, Knowledge 1, Trait - Traveller or Affable or Dogfighter 1
  • Engineers: Focus 2, Awareness 1, Search 1, Observe 1, Technology 1, Redemption 2, Science 1, Craftsman->Repair 1, Trait - Greasemonkey or Obsessed or Technophile 1
  • Reeves: Grit 2, Awareness 2, Criminal 1, Observe 1, Bureaucracy 1, Economics 1, Technology 1, Knowledge 1, Trait - Appraisal or Sophistry or Skeptical 1
  • Muster: Resilience 2, Prowess 2, Vigor 2, Weaponry 2, Survival 1, Interpersonal 1, Trait - Follow Me Men or Camaraderie or Hard Heart 1

Administrator (all)

All of the guilds have paper pushers, essentially this is what happens once a member of the guild gets too high in the ranks.
22CP -- 5-7 years
Pre-reqs/Rank: Guild Rank 3 / Yes
Allocation: Grit 2, Focus 2, Awareness 5, Criminal 2, Internal 1, Interpersonal and Society: 4/3, Anthropology 2, Trait - Plastic Smile or Skeptical or Scheming 1

Engineer Grease Monkey

If turning wrenches and fixing Fusion cores is your thing.
24CP -- 4-7 years
Pre-reqs/Rank: Engineer Rank 1, Focus: 6 / Yes
Allocation: Focus 5, Awareness: 2, Agility 1, Internal: 2, Technology: 4, Redemption and Repair: 3/2, Think Machine: 1, Advanced: 1, Science: 1, Trait - Grease Monkey: 2

Engineer Scientist

Researching/Inventing the most secret technologies most people will never hear about.
24CP -- 5-8 years
Pre-reqs/Rank: Engineer Rank 2, Focus: 7 / Yes
Allocation: Focus: 7, Internal/Introspect: 2/1, Technology: 3, Redemption: 1, Think Machine/Advanced: 3/2, Knowledge: 1, Science: 2, Trait - Scholar: 2

Charioteer Pilot

Someone has to fly the ships.
23CP -- 4-7 years
Pre-reqs/Rank: Charioteer Rank 1, Awareness: 6 / Yes
Allocation: Prowess and Focus and Awareness: 3/2/2, Agility->Drive: 2, Ranged: 1, Search: 1, Observe: 3, Interpersonal and Charisma: 2/1, Technology: 1, Think Machine->Pilot: 2, Knowledge: 1, Lore->Jumpweb: 1, Trait - Traveler or Affable or Dogfighter: 1

Charioteer Killroy

One of the scariest spy agencies in existence.
21CP -- 5-8 years
Pre-reqs/Rank: Must have already taken Charioteer Pilot / Yes
Allocation: Grit/Resilience: 1, Prowess 3, Focus 2, Awareness 2, Vigor 2, Ranged: 3, Security: 2, Sneak: 1, Deceit: 1, Technology: 1, Think Machine: 2, Trait - Discipline or DogFighter or Traveler: 1

Reeve Justicar

The Devil's Advocate.
25CP -- 5-8 years
Pre-reqs/Rank: Reeves Rank 2 / Yes
Allocation: Grit 3, Prowess 1, Focus 5, Awareness 3, Ranged 2, Criminal 2, Observe 3, Interpersonal 2, Bureaucracy 1, Economics 1, Science->Law 1, Trait - Seen it All or Sophistry or Plastic Smile: 1

Reeve Financeer

Fuck the bankers.
24CP -- 5-8 years
Pre-reqs/Rank: Reeves Rank 1 / Yes
Allocation: Grit 1, Focus 4, Awareness 3, Criminal 1, Internal 1, Introspect 2, Observe 1, Interpersonal 1, Bureaucracy 2, Economics 4, Technology 1, Sociology 2, Trait - Skeptical or Appraisal or Discipline: 1

Scraver Quartermaster

The firebird decides how far you can go here.
24CP -- 4-7 years
Pre-reqs/Rank: Scravers Rank 1 / Yes
Allocation: Grit 2, Focus 2, Awareness 4, Weaponry 2, Search 1, Repair 2, Criminal 2, Streetwise 2, Interpersonal 2, Bureaucracy 1, Technology 1, Redemption 2, Trait - Curator 1

Scraver Acquisition Specialist

Legitimate theft.
24CP -- 3-6 years
Pre-reqs/Rank: Scravers Rank 1 / Yes
Allocation: Grit 2, Prowess 2, Awareness 2, Focus 1, Vigor 1, Agility 2, Melee and Ranged: 2/1, Search: 3, Criminal 1, Security 2, Sneak 2, Observe 2, Trait - Appraisal or Runner or Precision: 1

Muster Seargent

War for sale.
24CP -- 3-6 years
Pre-reqs/Rank: Muster Rank 1 / Yes
Allocation: Grit/Resilience: 1, Prowess and Focus and Awareness: 3/2/1, Vigor and Weaponry and Ranged: 2/2/1, Primitive and Survival: 2/1, Observe: 1, Interpersonal 1, Charisma 3, Technology 1, Warfare 1, Trait - Follow Me Men or Camaraderie or Hard Heart: 1

Muster Slaver

Lives for sale.
24CP -- 4-7 years
Pre-reqs/Rank: Muster Rank 1 / Yes
Allocation: Grit 2, Prowess 2, Focus 1, Awareness 2, Vigor 1, Strength 2, Weaponry 3, Primitive 2, Criminal and Streetwise: 2/1, Observe and Empathy: 2/1, Sociology 1, Trait - Appraisal 1, Trait - Hard Heart: 2


Church

These lifepaths all relate to the Church of the Celestial suns

Acolyte (all)

The most basic entrant to any of the branches of the church.
19CP -- 3-6 years
Pre-reqs/Rank: None / Yes
Allocation: Resilience or Grit: 1, Prowess and Awareness and Focus: 3/2/1, Vigor and Internal: 3/1, Repair: 1, Interpersonal and Etiquette: 2/1, Anthropology: 1, Lore: 1, Artisan: 1, Trait - Beneath Notice or Curator or Eavesdropping: 1

Bishop (all)

The church equivalent to the Bureaucrat, Bishops largely administrate the various sects of the church.
22CP -- 5-8 years
Pre-reqs/Rank: Church Rank 3 / Yes
Allocation: Focus 2, Awareness 5, Internal 2, Interpersonal and Empathy: 3/1, Society and Bureaucracy and Etiquette: 3/2/1, Anthropology 2, Trait - Scholar or Affable or Skeptical: 1

Orthodox Priest

"Pie Iesu domine, dona eis requiem."
24CP -- 4-7 years
Pre-reqs/Rank: Orthodox Rank 1 / Yes
Allocation: Grit 1, Awareness 6, Focus 2, Internal 2, Introspect 1, Mystic 1, Interpersonal and Charisma: 3/1, Etiquette 1, Bureaucracy 2, Lore: 2, Sociology: 1, Trait - Affable or Scholar or Plastic Smile: 1

Avestite Inquisitor

Something inside of me has opened up its eyes. Why did you put it there did you not realize? This thing inside of me it screams the loudest sound. Sometimes I think I could ... Burn.
21CP -- 3-6 years
Pre-reqs/Rank: No / Yes
Allocation: Grit and Resilience: 3/1, Prowess 4, Awareness: 1, Vigor: 2, Weaponry or Ranged: 2, Search or Streetwise: 2, Observe or Empathy: 2, Mystic: 1, Anthropology: 1, Trait - Zealot or Hard Heart or Skeptical: 2

Brother Battle Champion

Hard.
25CP -- 4-7 years
Pre-reqs/Rank: Brother Battle Rank 1 / Yes
Allocation: Resilience: 3, Prowess: 3, Awareness: 2, Focus: 1, Vigor and Stamina: 3/2, Weaponry and Ranged: 4/2, Observe: 2, Warfare 1, Trait - Discipline: 2

Escatonic Seer

Some truths we wish we could unlearn. Not these guys.
24CP -- 4-7 years
Pre-reqs/Rank: Escatonic Rank 1 / Yes
Allocation: Focus 7, Primitive 2, Internal 4, Mystic 2, Technology 3, Knowledge 2, Lore 2, Trait - Scholar 2

Almathean Healer

Every setting needs a saint.
23CP -- 4-7 years
Pre-reqs/Rank: Escatonic Rank 1 / Yes
Allocation: Prowess 2, Focus 3, Awareness 3, Stamina 1, Survival->Remedy 2, Observe 1, Empathy 3, Technology 2, Knowledge 1, Medicine and Medicine->Physick: 2/1, Trait -> Precision 2