Time to create our first Fading Suns character, starting with the first one listed – Those Who Rule (Nobles). We are going with the lifepath method for now.
Our first choice is to which house we belong. There are five great houses (Hawkwood, Decados, The Hazat, Li Halan and al-Malik.). There are also numerous minor houses and if you want to play one of those you can either choose the build options from one of the Great Houses that matches your concept or use the points buy method. For this example we are going to stick with one of the main houses.
So which one?
Well, first we will look at the houses and see what they are like.
House Hawkwood is proud and honourable, with all the strengths and weakness that come from that. They are taught from a young age that their House has a destiny, and to do the right thing, which includes treating their peasants well. Secretly, many Hawkwoods doubt that they are true Hawkwoods given the standards they have to live up to, but a Hawkwood never gives up. If you consider them as the Atreides from Dune, you wouldn’t be far wrong.
House Decados was once a collection of intelligence personal from various houses that came together, rising to power. If Hawkwood are the Atreides, then Decados is the Harkonnen. They are decadent and amoral but also devious and cunning and have a vast network of spies and assassins. And they don’t care who knows it.
The Hazat are headstrong and militaristic. They came to power by turning the army of House Chauki against them and (supposedly) wiping the family out. Also have a reputation as not being the sharpest tools in the shed. The other houses called them The Hazat (rather than House Hazat) as a bit of an insult to imply they weren’t true nobility, but they took it and ran with it.
House Li Halan were once so debauched that it shocked even the Decados. Then overnight they converted to the Church and have been its staunched supporters ever since. Strict and pious, they believe that everyone has an ordained place they were born into and will die in, resulting in a very rigid caste system.
House al-Malik keeps to itself most of the time and tend to speak in metaphors. It sometimes seems that the only time an al-Malik is comfortable is when speaking with their traditional Merchant League Allies. They are generally better educated, have access to better tech – and draw the attention of the Inquisition far more than other Houses, though normally without anything to show for it. There are also persistent rumours that they seek to bring about a Third Republic, working with the Merchants to do so. Of course they deny it but the rumours persist.
Of course these stereotypes are just that – stereotypes. It doesn’t apply to everyone in those Houses. You can get pious al-Malik, devious Hawkwoods, honourable Decados and all sorts of other types.
When playing Emperor of the Fading Suns, my go to was always the al-Malik, so for this I am going to try something a little different. Hawkwood and Decados are too obvious, so what I am going with is The Hazat. One as hot-headed, tempestuous and impetuous as the rest, but whose passions run a little different to norm. Not a warrior, but an explorer and adventure archaeologist type. Kind of like an Indiana Jones in Space character.
So, we have a concept and a House for our character. Now it is time to build them.
We start off with their Upbringing, the period of life between birth and age 8 or 10, where they are moulded by their House’s traditions and family expectations. There are three options to choose from here – High-Court, Rural Estate and Landless. High-Court sees the child raised in a palace, attended to by servants and tutors and meeting foreign visitors but with high expectations placed upon them. With Rural Estates, they are raised in a manor or castle, far from the important doings of the High-Court. While they do have tutors, they are often busy with other tasks, leaving the children to find their own way at times. For Landless, their family has no home and must rely on the charity of other nobles for lodging or fostering. They often live in many homes and defend themselves from the insults of higher-born children.
For our character, whom we are calling Ysabel Maria Sophiana de Vera Cruz (Hazat characters often have Hispanic names), I am going with Rural Estate. High-Court doesn’t fit the concept I had, and I would prefer her not to be Landless. Rural Estate it is then. This gives us a number of points to apply to our character. For stats we get Endurance +2, Perception +2, Passion (Primary) +1. For the spiritual pairing of stats, one is designated the primary and starts at 3, while the other is at 1. So Ysabel is tough, perceptive and passionate already. For skills we get Impress +1, Melee +1, Etiquette 1 and Read Urthish. We also get a Blessing (Disciplined: +2 Calm in combat situations) and a Curse (Vengeful: -2 Calm when honoured impinged, will never forget a slight.) Given our current low Calm, a boost in combat is helpful, but we are very, very touchy about our honour.
We next move onto our Apprenticeship, that stage between youth and coming of age. Normally at this stage it has been planned out by the character’s family and they have little choice in it, but as players we do get to choose. We can go Military (Solider or Starman), Diplomacy/Intrigue, Leisure (Duelist or Dandy) or Study. While Hazat generally gravitate towards military pastimes, Ysabel is not your standard Hazat. Going with the concept of a touchy explorer type, Diplomacy and Study don’t fit either, which leaves Leisure. That gives a choice of Duelist or Dandy. While being a Hazat means she is taught to fight, that isn’t her strength, so I choose Dandy, but slightly reflavoured. She isn’t lazy or foppish, but it is more that she is self-raised. As the fourth child (and only daughter) or her family, the family tutor didn’t have much time for her, and so she made her own way, being largely self-taught and choosing her own interests.
For stats, Dandy gives Dexterity +1, Wits +2, Perception +1 and Passion or Calm +1. Due to our concept, we go with Passion (which means it is up to 5 already). We also get a pile of skills; Any Skill +2, Charm +1, Observe +1, Shoot +1, Arts (choose a favourite) 1, Drive (aircraft or Landcraft) 1, Empathy 1, Gambling 1, Ride 1. For our Any Skill, we go with Charm. Ysabel is fiery, passionate and charming. Our Art skill will be Drawing and our Drive skill Landcraft (bikes, cars, skimmers etc).
Next, we have the Early Career. This is the role they fulfilled for their House after coming of age. The options are Military Command (Solider or Starman), Court (Duelist or Ambassador) or Questing. That is a very easy one given our character concept – Ambassador. Hah, no, Questing.
Questing gives us a lot more choice of stats than the other picks, which all have set stats. We get one body characteristic at +2 and the other two at +1, one mind characteristic at +2 and another at +1, one spirit characteristic at +2 and another at +1. I see Ysabel as quick, both of mind and body, as well as being passionate, so I give her the following; Dexterity +2, Body +1, Endurance +1, Wits +2, Tech +1, Passion +2, Extravert +1.
For skills she gets Charm or Impress +1, Dodge +1, Combat skill (Fight, Shoot or Melee) +2, Combat skill (choose secondary) +1, Observe +1, Sneak +1, Vigor +1, Drive (choose craft) 1, Inquiry or Knavery 1, Lore (People/Place Seen) 1, Remedy 1, Speak (choose Dialect), Streetwise 1.
Ysabel already is rather charming, so I choose Impress so that she really stands out. The combat skills get +2 to Melee and +1 for Shoot so she can handle a blade like a good Hazat should and shoot as necessary, Drive goes into Landcraft again, and she chooses Knavery over Inquiry, which allows her to fast talk her way out of trouble and lie with a straight face. For the dialect, I go with Vera Cruz, the dialect of her home planet.
Ysabel also gets a Benefice: Rank (Knight). It is the lowest rank that a noble can have, but it marks her as now being an adult and a noble.
Ysabel now moves onto the next, and last, stage of her life before starting adventuring proper as a player character – the Extra Stages. She can choose two from Tour of Duty, Another Tour of Duty, Imperial Tours, Occult Powers or Cybernetics. Each has various options to choose from in it, such as the choice of faith based Theurgy or ego based Psychics in Occult Powers.
Ysbael takes the Questing Knight Tour of Duty from Imperial Tours. Ysbael has sworn fealty to the Emperor Alexius and has joined the Company of the Phoenix, charged with heading out to explore and expand the Empire. The bonuses for it are the same as for a regular Tour of Duty, but they only get 10 new skill points instead of 14, and the Imperial Charter benefice. It comes with a small stipend of money a year and free transport on Imperial Navy ships, though they do have a code of behaviour and an oath of fealty to the Emperor, so they can be called upon to undertake missions on his orders.
Ysabel gets +1 to two stats, the 10 skill points mentioned and can choose a Worldly Benefit (Promotions and Rewards, High Promotion, Rich Rewards, Friends or Promotion and Friends).
For her second choice, she goes with Another Tour of Duty – basically an extension of her Imperial service. She gets another +1 to two stats, 10 more skill points and More Worldly Benefits (Promotions and Rewards, High Promotion, Rich Rewards or Friends.)
Spending her points, Ysabel assigns +1 to Wits, Agility, Perception and Extrovert. For skills, she spends 2 points to learn the Ukar language, 3 points to learn the first three Combat Skills (Parry, Thrust and Slash) and puts 1 point in Etiquette and 2 points in each of Charm, Impress, Observe, Empathy, Knavery, Search, and Xeno-Empathy (Ukar).
This all helps to emphasis her strengths, the quickness of mind and body, her ability with people, some basic combat training and on top of that I added a bit of an understanding of the Ukar alien race, who we will learn more about later.
For her Worldly Benefit she takes Promotions and Rewards. This bumps her rank up one place, from Knight to Baronet, and allows her to pick either starting with 1000 firebirds or to have Well-Off Resources, which gives her an income of 5000 for a year and 500 starting money. For her efforts in her first tour, she was rewarded with an increase in rank and a small estate that provides a steady income.
For More Worldly Benefits she goes with Friends. That gives her 4 pts to spend on Allies, Contacts, Gossip Network, Passage Contract or Refuge. 3pts are spent on giving her a Gossip Network across all Hazat House Holdings, so that wherever she goes among her House Holdings, she can pick up information and gossip. The last point she spends on getting a Retinue, in this case a Butler. When she travels, it is in style.
Ysabel also decided to round out her character by taking an affliction – a Vendetta. For two points she gets a group who wants to make her life miserable but aren’t out to kill her. Those two points allow her to take the Bold blessing, which gives her +2 passion when acting while others hesitate.
For her vendetta, I decide that the group is her brothers. Despite being the youngest, she has outshone them, and they resented that. Words were exchanged and, being Hazat, it got heated. While they aren’t out to kill her – she being their sister and all – they do want to take her down a peg or two.
To calculate her vitality, how much damage she can take, we add the base of 5 to her endurance, or 11. She also has Wyrd, which we shall explore at a later date. Not being an Occult user, it is equal to her passion or calm, whichever is her primary, so for her it is equal to 6.
Ysabel has 500 firebirds to spend on gear; she purchases a Heavy Revolver (250 fb) and 30 rounds of ammunition (30 fb), plastic studded leather armour (15 fb, 5d defence), shocker rapier (40 fb, electrified, +3d damage), a knife (2 fb) and a squawker (50 fb, a radio). That gives her 113 fb left over for expenses as she starts adventuring.
Ysabel’s final character looks like this;
Attributes: Body 4, Dexterity 7, Endurance 6, Wit 8, Perception 7, Tech 4, Passion 6/Calm 1, Introvert 1/Extravert 5, Faith 1/Ego 3, Vitality 11, Wyrd 6.
Natural Skills: Charm 8, Dodge 4, Fight 3, Impress 7, Melee 6, Observe 7, Shoot 5, Sneak 4, Vigor 4.
Learned Skills: Etiquette 2, Art (Drawing) 1, Drive (Landcraft) 2, Empathy 3, Gamble 1, Ride 1, Knavery 3, Lore (People & Places Seen) 1, Streetwise 1, Search 2, Xeno-Empathy (Ukar) 2, Speak (Urthish, Ukar, Vera Cruz Dialect), Read Urthish, Combat Actions (Parry, Thrust, Slash)
Blessings: Disciplined (+2 Calm in combat situations), Bold (+2 Passion when acting when others hesitate).
Curses: Vengeful (-2 Calm when honour impinged, will never forget a slight)
Benefices: Rank (5pts, Baronet), Well-Off Resources (5 pts, 5000 income/500 starting cash), Gossip Network (3pts), Retinue (1pt), Imperial Charter.
Equipment: Heavy Revolver with 30 rounds, Plastic Studded Leather, Shocker Rapier, Knife, Squawker, 113 firebirds.