Post by vargr1105 on May 7, 2012 13:37:02 GMT -6
Here is my Social Class Table from Rules & Regulamentations I - "Growing Up On Humanspace" with the fluf and pics removed.
During character creation, if the PC is Human, after Background Tech Level is determined (pg. 15 HE playtest draft) roll 1d100 on the table below and take note of the PC's Social Class and it's modifiers.
Social class for non-humans is dealt on a case-by-case basis by the GM. Mutants also use this table but the possible results are limited.
1d100 Roll & Social Origin
---------------------------
01-06 - Slave/Bondsman
07-16 - Shadow
17-33 - Shadow-Born
34-68 - Imperial Citizen
69-76 - Outcast Aristocrat
77-85 - Nobling Bastard
86-93 - Minor Noble
94-98 - Ketyel 2nd-Son
99 - Imperial Scion
00 - Other
SLAVE or BONDSMAN
Modifications: The character must obey his master's dictates without question. He gains a +1 modifier to all actions of active protection of his person when he is present., and a +1 modifier to Skill and Power rolls when attempting to prevent bringing attention to himself (this represents slave's tendency to "blend away" and remain "unseen" in the presence of their betters).
A Slave or Bondsman has no personal property or funds and begins the game with whatever equipment the GM sees fit. If the character's master is another PC, it is up to him to equip his servant from his own pocket.
SHADOW (Ex-Prole)
Modifications: The character gains a +1 modifier on uses of the Bureaucrat skill for the purpose of concealing his societal status and extricating himself from situations where it is called into question. He also has a +1 bonus to the Basic or Technical skill of the occupation he abandoned when he ceased being a Prole to represent this caste's ability to singlemindedly dedicate itself to the task they were raised for.
The PC can pass as and interact with other proles flawlessly if he dresses like one.
Money: An Ex-Prole begins the game with a mere 1d6 x 200 CR.
SHADOW-BORN
Modifications: The character gains a +1 on Skill Success rolls for two skills that can be used for subterfuge. He also has fair knowledge of the Underworld scene on his region of space. He is fully familiar with the Society of the Shadows can interact with other shadows effortlessly and can identify other shadow-born easily if they are not actively trying to conceal their true nature.
Money: A Shadow-Born begins the game with 2d4+1 x 200 CR.
IMPERIAL CITIZEN
Modifications: None.
Money: 3d6 x 200 CR.
OUTCAST ARISTOCRAT
Modifications: Despite being legally only a citizen, the character is trained in the etiquette and mannerisms of the nobility and could easily disguise himself to pass as one. Simultaneously, he has lived enough among commoners to interact normally with them. The character gain a +1 bonus on Success rolls to two social skills of choice.
Money: 3d6 x 200 CR.
NOBLING BASTARD (Hidall)
Modifiers: The PC suffers a -1 modifier on reactions by true nobles, who consider him a poseur until such time as he acquires a true title by marriage or service; but he is one step above normal citizens and will be granted preferential deference when no true nobles are present. When interacting with nobles solely as a representative of persons inferior to him (a PC party of citizens or below for instance) the penalty modifier is waived.
Money: 3d6 x 200 CR plus (1d10+5) x 100 CR
MINOR NOBLE
Modifiers: The PC is fully familiar with aristocratic protocol and will take to social interactions with nobility as a fish to water. He will be accorded due respect by citizens and fawning adulation by proles.
The noble PC will most likely be the leader of the adventuring party, or at least their representative to the outside world. Should he be hired or recruited for military activities he will be granted officer status regardless of past experience.
Money: 3d6 x 400 CR plus clothing and accouterments in league with his station
KETYEL 2nd-SON
Modifiers: As for the Minor Noble but on a superior level. The PC will socially surpass even non-Ketyel nobility, unless they hold a high rank in the military or bureaucracy. Most 2nd-Sons consider proles to be chattel underneath their attention and will nominate a citizen flunky when interaction with the creatures is necessary.
In regions of Humanspace controlled by his House the character will be able to pull a lot of clout and resources, as long as his endeavors are deemed to be of service to the power, prestige or glory of the lineage.
Money: 3d6 x 800 CR plus free mundane equipment (except weapons and armor) OR 3d6 x 200 CR with no free equipment but a personal spaceship large enough to carry the PC party and retinue
IMPERIAL SCION
Modifiers: Must hide true identity. Once per Level the Imperial Scion character may use a "Get out of jail free card" in dealings with Imperial authorities or any Ketyel House. This will allow him to obtain a favor out of the ordinary (release from imprisonment, private audience with a Planetary Governor, commissioning a battleship, etc).
Money: 3d6 x 800 CR, free mundane equipment AND free spaceship.
OTHER
Modifiers: As the GM sees fit.
Money: 3d6 x 200 CR
During character creation, if the PC is Human, after Background Tech Level is determined (pg. 15 HE playtest draft) roll 1d100 on the table below and take note of the PC's Social Class and it's modifiers.
Social class for non-humans is dealt on a case-by-case basis by the GM. Mutants also use this table but the possible results are limited.
1d100 Roll & Social Origin
---------------------------
01-06 - Slave/Bondsman
07-16 - Shadow
17-33 - Shadow-Born
34-68 - Imperial Citizen
69-76 - Outcast Aristocrat
77-85 - Nobling Bastard
86-93 - Minor Noble
94-98 - Ketyel 2nd-Son
99 - Imperial Scion
00 - Other
SLAVE or BONDSMAN
Modifications: The character must obey his master's dictates without question. He gains a +1 modifier to all actions of active protection of his person when he is present., and a +1 modifier to Skill and Power rolls when attempting to prevent bringing attention to himself (this represents slave's tendency to "blend away" and remain "unseen" in the presence of their betters).
A Slave or Bondsman has no personal property or funds and begins the game with whatever equipment the GM sees fit. If the character's master is another PC, it is up to him to equip his servant from his own pocket.
SHADOW (Ex-Prole)
Modifications: The character gains a +1 modifier on uses of the Bureaucrat skill for the purpose of concealing his societal status and extricating himself from situations where it is called into question. He also has a +1 bonus to the Basic or Technical skill of the occupation he abandoned when he ceased being a Prole to represent this caste's ability to singlemindedly dedicate itself to the task they were raised for.
The PC can pass as and interact with other proles flawlessly if he dresses like one.
Money: An Ex-Prole begins the game with a mere 1d6 x 200 CR.
SHADOW-BORN
Modifications: The character gains a +1 on Skill Success rolls for two skills that can be used for subterfuge. He also has fair knowledge of the Underworld scene on his region of space. He is fully familiar with the Society of the Shadows can interact with other shadows effortlessly and can identify other shadow-born easily if they are not actively trying to conceal their true nature.
Money: A Shadow-Born begins the game with 2d4+1 x 200 CR.
IMPERIAL CITIZEN
Modifications: None.
Money: 3d6 x 200 CR.
OUTCAST ARISTOCRAT
Modifications: Despite being legally only a citizen, the character is trained in the etiquette and mannerisms of the nobility and could easily disguise himself to pass as one. Simultaneously, he has lived enough among commoners to interact normally with them. The character gain a +1 bonus on Success rolls to two social skills of choice.
Money: 3d6 x 200 CR.
NOBLING BASTARD (Hidall)
Modifiers: The PC suffers a -1 modifier on reactions by true nobles, who consider him a poseur until such time as he acquires a true title by marriage or service; but he is one step above normal citizens and will be granted preferential deference when no true nobles are present. When interacting with nobles solely as a representative of persons inferior to him (a PC party of citizens or below for instance) the penalty modifier is waived.
Money: 3d6 x 200 CR plus (1d10+5) x 100 CR
MINOR NOBLE
Modifiers: The PC is fully familiar with aristocratic protocol and will take to social interactions with nobility as a fish to water. He will be accorded due respect by citizens and fawning adulation by proles.
The noble PC will most likely be the leader of the adventuring party, or at least their representative to the outside world. Should he be hired or recruited for military activities he will be granted officer status regardless of past experience.
Money: 3d6 x 400 CR plus clothing and accouterments in league with his station
KETYEL 2nd-SON
Modifiers: As for the Minor Noble but on a superior level. The PC will socially surpass even non-Ketyel nobility, unless they hold a high rank in the military or bureaucracy. Most 2nd-Sons consider proles to be chattel underneath their attention and will nominate a citizen flunky when interaction with the creatures is necessary.
In regions of Humanspace controlled by his House the character will be able to pull a lot of clout and resources, as long as his endeavors are deemed to be of service to the power, prestige or glory of the lineage.
Money: 3d6 x 800 CR plus free mundane equipment (except weapons and armor) OR 3d6 x 200 CR with no free equipment but a personal spaceship large enough to carry the PC party and retinue
IMPERIAL SCION
Modifiers: Must hide true identity. Once per Level the Imperial Scion character may use a "Get out of jail free card" in dealings with Imperial authorities or any Ketyel House. This will allow him to obtain a favor out of the ordinary (release from imprisonment, private audience with a Planetary Governor, commissioning a battleship, etc).
Money: 3d6 x 800 CR, free mundane equipment AND free spaceship.
OTHER
Modifiers: As the GM sees fit.
Money: 3d6 x 200 CR