House Elegans

Cadet Branches: Afolayan, Eris, Wilderbane

Controversy and contradiction dog House Elegans. It stands amongst the most prestigious of houses, but it has no power or wealth. Effete courtiers fill the House, but it produced some of the finest knights to ever walk among the Nobility. It began on Maradon and serves the Alliance still, but it may have abandoned the Golden Path in favor of True Communion, and one of its members may have killed the last Alexian Emperor.

House Elegans began with Esau Elegans, childhood companion to Alexus. He joined him on his crusade to bring the stars to heel, and was richly rewarded for his service with worlds and domains in the wealthy galactic core, including the treacherous Tangled Expanse, which bordered the most ancient parts of the Galaxy, the birthplace of True Communion. Elegans continued their rise through the Empire, but when True Communion began to sweep across the Galactic center, Elegans developed a convoluted relationship with the faith. As masters of that part of the Galaxy, they were tasked with its suppression, and many took their failure as proof of their collusion with True Communion. When the Last Alexian fell, the Knight of Communion Jax Elegans almost certainly struck the death blow. The modern house of Elegans hotly denies this, naturally, but their House’s interwoven relationship with heretical philosophy is well documented.

When the Empire rose, the nobility of the galactic core lost their holdings. Many Elegans died in the Imperial purges, and the remaining few fled to the welcoming embrace of the Alliance. There, the penniless House accepts the generosity of other houses, while advocating for strikes against the Empire that would liberate their worlds, allowing them to regain their foundries, their populations and their wealth. The house has divided between those who use what lingering mystique their house has to enchant the nobility and those who have tired of the games of the Alliance, who study the force sword and the arts of war, and move among the Empire even now, raising up insurgencies and seeking vengeance against the officers and soldiers that callously gunned down their parents.

House Elegans have dark skin, broad noses and long, thick, black or golden-brown hair that forms thick curls or ringlets. They often have brown or, sometimes, golden eyes (the latter is especially true of the purest Elegans) that burn when they use their psionic powers. They tend to be thin, quick with both hand and eye, and fierce. They hide their ferocity when they engage in politics behind broad, toothy smiles and rich laughter, but they’re not a House easily broken. They have the power of Empathy, and can turn people’s feelings to their needs. Their courtiers and spies use their power to ferret out lies and to create a sense of trust, but their warriors become stalking nightmares, able to drive men mad with terror. They pay a terrible price for their power: many members of house Elegans have a rich “mindscape” which haunts them with false images and “imaginary friends.” If members of House Elegans did step away from the Golden Path, it might have been to find solace or answers about the illusory phantoms that haunted them. With the tragedies that have befallen house Elegans, the madness grows worse…

Elegans Titles

House Elegans’ highest title is the Marquis of the Hyrdus Constellation, the part of the Galaxy that birthed the philosophy of True Communion. The master of the House always bears this title. The House also bears a variety of lesser titles, including the Viscount of Zaine, a world not far from the Alliance only recently captured by the Empire in a brutal, bloody defeat, one that Elegans would very much like to reclaim. A few minor cadet branches have managed to escape Imperial notice and retain their holdings, such as the Afolayan House and its control of Adebola's Diamond.

Elegans traditionally carries the title of Imperial Knight (or Knight Protector), as they often served as bodyguards for the Alexian dynasty, and Blademaster, as they founded one of the four knightly styles practiced in the Alliance: the Blademaster of the Swift Form is always a member of House Elegans.

Notable members of House Elegans

As with most houses, the eldest male inherits, unless none remain. Thus, the fact that House Elegans is ruled by the Marchessa Anna Elegans speaks volumes for how greatly the house has suffered under the Empire’s assault. Anna tirelessly advocates for war against the Empire, especially to liberate her homeworld of Karina. When it comes to populist or elitist positions, Anna and her house find themselves divided. They must retain their titles and privilege, as they’re literally all Elegans has left. At the same time, their trials have led them on paths usually walked by the common man, and they’ve seen the plight of the people of the Alliance in starker relief than most aristocrats, and so their conscience pushes them to vote Populist. They currently balance the positions of Bale Grimshaw and Nova Sabine in an effort to remain allies with both, but increasingly, they find themselves forced to choose and they lean towards an Alliance with Bale Grimshaw out of necessity, rather than ideology.

Tyro Elegans lived during the apex of the Galactic Federation, during an era of peace and prosperity that sat poorly with his warrior heart. He regularly practiced force swordsmanship and tested himself in duel after duel, but found the styles available to him to be too cumbersome, unwieldy and ritualistic. He pushed for simplicity and speed and created the Swift Form. Interest in his style grew as he bested more and more duelists with greater ease, and his exploits made dueling more popular, leading directly to the creation of the Threefold Brotherhood, with himself as its first master.

Jax Elegans, the Kingslayer, certainly lived during the fall of the Alexian Empire, but mystery shrouds his precise role in that fall. He certainly served as a Templare, one of the Knights of Communion and advocated against the atrocities committed by Lucien Alexus, as well as the suppression of True Communion. He abdicated his title and raised an army against the Emperor, and almost certainly killed him. Because Jax Elegans ended the mad reign of the last Alexian Empire and paved the way for the Galactic Federation, most modern aristocrats turn a blind eye to House Elegan’s hand in the fall of the last Emperor (after all, Jax had technically abdicated) and prefer to pin the blame on Shio Daijin, who makes a better villain. Nonetheless, as the Alliance faces yet another murderous Empire, some have begun whispering of resurrecting Jax’s legacy.

Esau Elegans, the founder of the House, grew up with the future Emperor Alexus. According to legend, a story almost certainly inflated by the Akashic Order, Esau pushed for mischief where Alexus’ mentors pushed for caution. Esau dragged Alexus off on ill-advised adventures that inevitably required the wise and patient Alexus to rescue him, and show him the right way. Whatever the stories, Esau certainly used unconventional tactics to help his friend and master to build his empire, and because of this, House Elegans remains known as the “Left Hand of Alexus” to this day.

Elegans Eugenic Legacy

Elegans Eugenic Power-Up 50 points

Advantages: Elegans Bloodline [1]; Spend up to 49 points on Classic Appearance (Aristocratic) [1] or on the following packages:

  • Eleganian Beauty [5]
  • Eleganian Speed [21]
  • Eleganian Will [11]
  • Eleganian Regeneration [11]

Disadvantages: Replace any of your template disadvantages with the following disadvantages (If you have Bloodline Purity 2 or higher, you may choose an additional -5 points worth of the following disadvantages, increasing your disadvantage limit by -5 points!): HP -1 or -2 [-2/level], Bad Temper [-10*], Curious [-5*], Distinctive Feature (Golden Eyes), Mental Instability [Varies], Nightmares [-5*], Skinny [-5], Stubborness [-5].
Features: Many Elegans are Left-Handed [0].

Eleganian Beauty 5

Advantages: Appearance (Attractive) [4], Bloodline Purity 1 [1]

Eleganian Speed 21

Secondary Characteristics: Basic Speed +1 [20]
Advantages: Bloodline Purity 1 [1]
Features: Basic Speed may be increased +3.00 [0]

Eleganian Will 11

Secondary Characteristics: Will +2 [10]
Advantages: Bloodline Purity 1 [1]
Features: Will may be increased to 25 [0]

Eleganian Regeneration 11

Advantages: Regeneration (Slow) [10]. Bloodline Purity 1 [1]

Mental Instability

Mental Instability is a secret disadvantage (B120), a lurking “trap” in the genetics that the GM can spring upon a player whenever he, provided she takes the Mental Instability disadvantage. Allow the player to take up to between -10 and -20 points, and then assign a disadvantage worth at least five points less.
The most common mental instabilities for House Elegans are Berserk [-10*], Delusion (Imaginary Companion) [-5], Flashbacks (Severe) [-10], Split Personality[-15].

Eleganian Psionic Legacy

House Elegans has latent Telepathy Abilities. If the character has the Elegans Bloodline perk and the requisite Bloodline Purity levels, he may take the following abilities and talents whenever he wishes:
Bloodline Purity 0: Auric Squint (Pyramid #3-69 p7) [1], Avatar (PP 64) [1], Deep Study (PP 64) [1], Emotion Sense (PP 58) [varies], Instill Fear (PP 64) [18+3/level], I Feel Them Watching Me (Pyramid #3-69 p7) [1], I Know What You Mean (PP 64) [1], Intimidation Factor (PP 64) [1], Mind Shield [4/level], Over There! (Pyramid #3-69 p7) [1], Presence (Pyramid #3-69 p7) [1], The Buzz (Pyramid #3-69 p7) [1]
Blood Purity 1: Aspect (PP 61) [4/level], Mind Clouding [6/level]
Blood Purity 3: Emotion Control [Varies].
Blood Purity 4: Telepathy Talent +1 to +4 [5/level]

Sample Elegans Psionic Power Packages

Eleganian Intimidation 25 points

Prerequisite: Elegans Bloodline

The most direct use of Eleganian empathy is as a blunt weapon of naked fear. Many Eleganian warriors study this and use it in duels, fixing their gaze on their opponent and opening up all of their target’s fears of the coming duel. Roll a quick contest of Instill Fear vs the target’s will, provided the target is no more than 5 yards away. Success means the target must roll on the fright check table at a penalty equal to your margin of victory.

Advantages: Instill Terror 3 [24]
Skills: Instill Terror (H) Will-2 [1];

Eleganian Mindscape 25 points

Prerequisite: Elegans Bloodline

The Eleganian bloodline tend to have unusual psyches. Delusions, imaginary friends and strange influences often haunt the purist of the Elegans, who have thus learned to carefully tune out unwelcome mental influences, and they can even use these unusual mindscapes to defeat their opponents (for example, calling upon “imaginary friends” to help defend them from intrusion). In many cases, this traps those who would intrude in a mental cage. They have +5 to will to defeat mental intrusion, and may roll against Mind Shield with a +5 to prevent someone from detecting their mind. They may halve these penalties and and roll against mind trap to trap anyone making mental contact with them.

Advantages: Mind Shield 5 [20]
Skills: Mind Shield (H) Will-1 [2];
Techniques: Mind Trap (H) Mind Shield+0 [3]

Eleganian Empathy 25 points

Prerequisite: Elegans Bloodline

Elegans understand the emotions of others. They may roll Emotion Sense to detect the emotions of others, and gain all bonuses associated with Empathy. They're also finely tuned to the emotions of those who intend to kill them and may reflexively roll Emotion Sense to detect an attack, like Danger Sense, provided that attack comes from a being capable of emotion and who desires to harm the psychic.

Advantages: Emotion Sense [20]
Skills: Emotion Sense (H) IQ-1 [2];
Techniques: Killing INtent (H) Emotion Sense+0 [3]

Eleganian Charisma 25 points

Prerequisite: Elegans Bloodline, Bloodline Purity 1

The Elegans can manipulate the emotions of others in a more nuanced fashion than used in Eleganian Intimidation. Everyone you wish to affect must roll Will vs your Aspect skill. If you fail, your target notices you, at least. If you succeed, your target feels fear, respect or adoration (your choice) and rolls in the Reaction Table with a +6, or you can apply a +6 to an influence skill of your choice.

Advantages: Aspect 6 [24]
Skills: Aspect (H) Will-2 [1];

Eleganian Deception 25 points

Prerequisite: Elegans Bloodline, Bloodline Purity 1

The Elegans can make others not wish to see him, mentally editing out his presence. So long as the Elegans Concentrates, anyone who might hear or see you must resist your Mind Clouding Skill with Will. If you succeed, you gain a +4 to stealth rolls (+8 if you stand perfectly still). Halve the bonus if you have light encumbrance or higher.

Advantages: Mind Clouding 4 [24]
Skills: Mind Clouding (H) IQ-2 [1];

Eleganian Influence 25 points

Prerequisite: Eleganian Bloodline, Blood Purity 3

If the Elegans can touch someone (any touch will do), they may roll Emotion Control vs the target’s will. Success means you can dictate what emotion the target feels (and, if necessary, the target of that emotion, ie “You’re so angry at your brother” or “You’re in love with me.”) On a failure, the target senses the emotion coming from you and gains a +3 for detecting psi! With Independent, this emotion persists for a number of minutes equal to the margin of success after you’ve stopped touching your target.

Advantages: Emotion Control 2 [15]
Skills: Emotion Control (H) IQ [4];
Technique: Independent (H) Emotion Control-2 [6];

Tools of House Elegans

Elegans Background Options:

Given the difficult situation of Elegans, you may instead take the Outcast or Wanderer background and simply take your title as an optional trait.
If you choose to take the Aristocratic background, you may add the following:

Traits: Ally (Petbot, 150 points, 15 or less) [6].
Optional Disadvantages: Elegans may remove Wealth (Comfortable) if they wish and replace it with Wealth (Struggling) [-10]

Eleganian Psi-Techniques

Killing Intent (Hard)

Default: Emotion Sense-4; Cannot exceed Emotion Sense.
Elegans can learn to read one specific emotion reflexively, that is the desire to attack or kill. If a living, thinking opponent is within range of their Emotion Sense, they may reflexively roll Killing Intent to detect any attempt to attack. Treat this exactly as danger sense, except that it only applies to intentional attacks from living beings. It will not detect danger from robots, unliving traps, natural phenomenon (such as avalanches or lightning strikes) or unintentional attacks (someone accidentally bumping you off a cliff).
This technique does not cost 2 fatigue! However, it requires at least one point invested into it to work!

Eleganian Technology

Dolls

Members of House Elegans often gift their grand children with “Dolls,” robotic companions meant to play with the child, and also watches over them and protects them from trouble. Most adults still keep their dolls around, albeit either as deactivated mementos, or carefully maintained pets that they can pass on to their own grand-children. A few keep their dolls around when they grow up, which many consider gauche (a quirk at least, and optionally a Odious Personal Habit (Childish attachments) [-5]).
Treat these as TL 11 Pet-Bots

Eleganian Relics

The Executioner Psi-Band

Associated Communion: Broken Communion (Death)
Statistics: +2 Universal Psi Talent, Energy Reserves (Psi) 10, Higher Purpose (Revenge), Legendary Reputation (Death) +1, Seekersense (The Ten Psi-Bands), Weirdness Magnet
Cost: $250,000

The Executioner Psi-Band was the second of ten Psi-Amplifier Headbands (Psi-Tech, page 12) constructed during the rise of the Knights of Communion, using knowledge gained from the dark arm of the Galaxy. Most have been lost, especially the first, the “Divine” psi-band, but the house still controls the Executioner Psi-Band.
When House Elegans crafted the ten Psi-Bands, they conceived of the second as a “check” on the other Psi-Bands, especially the first, the “Divine” headband, in case they fell into the wrong hands, or their wearers were corrupted by their power. Over time, the wearers of the Executioner Psi-Band engaged in so much bloodshed that the band’s crystal burns with a dreadful red and it has become steeped with the power of dark communion. It still serves its original purpose, helping the wearer find the original bands and empowering him, but now it pushes the wearer towards murder, and death follows wherever he walks.
Other psi-bands tend to provide some level of Energy Reserves and +2 talent (some are more focused on single powers or single abilities) and because they attract psionic energies, the accumulate connections with Communion more quickly than most artifacts, and thus most have become relics and have strong legends surrounding them. All psi-bands appear to be durable strips of flexible material with an inset psionically active crystal. Once wrapped around some body part (Traditionally the head, but they can work as a bracelet, anklet or arm band as well), the wearer can will them to “lock” into place, whereupon they stiffen.

Wanderer, the Force Sword of Esau Elegans

Associated Communion: Dark Communion (The Beautiful Fool)
Statistics: Destiny (New!) 3, TK-Tether, Legendary Reputation (The Beautiful Fool) +1, Weirdness Magnet
Cost: $100,000

House Elegans no longer has Wanderer, but nor does they bother to seek it out anymore. It’ll find them when it wants to. Wanderer appears to be an ugly, orange-bladed force sword cobbled together of spare parts and given a simple, rusted veneer, and works like a basic force sword. When it comes into someone’s possession, if it “chooses” them, they gain a new Destiny (which temporarily overrides their old Destiny). This destiny is usually very troublesome, and draws the character into an unexpected adventure, wherein he typically meets interesting people, uncovers secrets and finds himself tangled with criminal underworlds. While Wanderer wishes to remain in the possession of the wielder, the wielder can draw the blade to him with a simple ready action, as per TK-Tether.

However Wanderer chooses who wields it. Once it has finished with the previous wielder, events will conspire to remove Wanderer from the current wielders possession, and it will make its way to the next wielder. At that time, any Destiny the character previously had reasserts itself. As such, Wanderer cannot be taken as Signature Gear. Instead, the GM should treat it as a plot device, something that a hero finds in a time of need and then finds himself tangled up (“cursed”) by the blade.

Invictus, the Force Sword of Tyro Elegans

Associated Communion: True Communion (The Righteous Crusader)
Statistics: Higher Purpose (Win Duels)
Cost: $50,000

Tyro Elegans forged not just a new fighting style, but a new force sword. His force saber proved lighter, snappier and more effective at dueling than did the heavier, slower and more powerful force swords of old. His force saber, Invictus, was the first force saber, and has accrued sufficient legend that it has become a relic, one dedicated to victory in duels. Treat it as a Foundry Force Saber (balanced, 7d damage) with a blue blade.

The Elegans Signet

Associated Communion: Dark Communion (The Beautiful Fool)
Statistics: Borrow Skill (Elegans Only) 2
Cost: $50,000

The Elegans Signet is worn by the Marquis of the Hydrus Constellation, and Anna Elegans currently holds it. Those who bear the Elegans Signet can borrow skills from other nearby Elegans. The character can claim 2 points worth of language or skill known by any Elegans within a mile. This does not transmit information, only skill.

House Elegans Ancestor Veneration

Esau Elegans

Era: Rise of Alexus

True Destiny: Left-Handed Fool

The founder of House Elegans troubled the Akashic Order and they’ve struggled with his inclusion into their Mystery Play. The childhood friend and sometimes rival of Alexus Rex, the Akashic Order wanted to cast Alexus as the hero, and that meant a modification to the legend of Esau. In the Mystery Play, he is usually portrayed as the one who disagrees with Alexus or with Sissi, or who tries some inappropriate tactic, and then proves to be wrong.
House Elegans holds to a slightly different legend. They see their founder as a “contrary warrior,” a man who made points by going against the grain, who challenged the status quo to help prove it, and was willing to try new things and, if they proved to work, to use them.

Those who have the Destiny (Left-Handed Fool) are destined to successfully challenge the status quo, to be the first to spot a flaw in a plan or a tactic, or to defeat their opponents while using unconventional tactics.

Legacy

The true legacy of Esau Elegans is something of a mystery. Very little in the way of records on his goals or ambitions survive to this day, and his descendants argue that it was Esau’s way to have no particular way. He took what came before him, and flowed like water around obstacles. Others note that Esau primarily served as a foil and strawman for Alexus Rex and thus, ultimately, was an empty character for the Mystery play.
Descendents who follow Esau may choose to have no obsession, in which case the Miracles of Esau Elegans automatically fail when they come into conflict with any other miracles, or they may choose to have Obsession (Challenge Orthodoxy) or Trickster.

Milestones

  • The Descendant faces a rival in battle. The Descendant holds his own, then is clearly defeated but not yet harmed. At the mercy of the rival, the Descendant laughs. The rival, impressed, spares the Descendant and becomes a Boon Companion.
  • The Descendant and the rival meet two beautiful youths, one who is finer in appearance than the other. The rival wins the affection of the finer beautiful youth, while the Descendant wins the affection of the less fine beautiful youth. The latter proves more virtuous and capable, and becomes a Boon Companion.
  • The Descendant and his peers face a threat, and have two choices before them. The Descendant sees which choice is superior, and takes up the inferior choice. He is soundly defeated by the threat, but suffers no consequences as a result of his choice. The peers see that his approach was flawed, and choose the right approach.
  • The peers of the Descendant feel their faith in the moral authority wavering. The Descendant denounces and humiliates the moral authority. One of the Descendant’s peers rises angrily in response and defends the moral authority and the rest of the Descendant’s peers rally around the moral authority. The Descendant suffers no consequences for his challenge.
  • In a time of crisis, the Descendant uncovers lore or a relic deemed corrupt by the moral authority. The Descendant takes it up, uses it to defeat the crisis, and suffers no ill consequence. The Descendant’s peers question the validity of the moral authority.

Associated Miracles

Dark Charisma

Minimum Reaction: Neutral
Learned Prerequisite: Blood Purity 1, either Dark Communion 4 or Archetype.
Learned Prayer Cost: 2 points.

See Servant of the God of Lies (Pyramid #3-36, page 10)

Interesting Times

Minimum Reaction: Neutral
Learned Prayer Prerequisite: Blood Purity 1, Dark Communion 6
Learned Prayer Cost: 5 points

Things can always get crazier around the Descendant, and he seems to thrive on the chaos he generates. After making this prayer, something absurd, hilarious or exciting shortly happens. The rule of thumb for this miracle is that it can only make things more interesting or more fun, and that the Descendant may profit from it.

Statistics: Serendipity (Wishing +100%, Divine, Path -25%, Aspect “Only wishes that directly result in greater hilarity, excitement or chaos”) [24]

See Truth

Minimum Reaction: Good
Learned Prayer Prerequisite: Blood Purity 2, Dark Communion 8,
Learned Prayer Cost: 9 points

While under the effects of this miracle, the Descendant cannot be tricked, either by mental illusion, a contest of Acting skill, or his own failing senses. He can fail to notice things, or miss them, or not know/understand what something is (“I don't know.”), but he won't believe that something is something that it is not. He automatically wins any such contests. As a general or specific prayer, this miracle lasts for one hour, or until it has protected the Descendant once, whichever is longer.

Statistics: Immune to Deception (Cosmic, includes misperception +50%, Divine: Path -15%) [41]

Jax Elegans

Era: The Fall of the Dynasty

Dark Destiny: Heretic

Jax Elegans betrayed the Akashic Order and slew the last Alexian Empire, earning him the undying enmity of the Akashic Order. On the other hand, Jax Elegans revealed flaws in the Akashic Order, and defeated a mad tyrant who terrorized the galaxy and slew his own kin. The Akashic Order uses whatever thin justification it can to undermine the memory of Jax Elegans, even using contradictory arguments (“Yes, Lucian Alexus was mad, yes, the Federation that came after was good, but Jax Elegans is still a monster!”).
The Akashic Order fears Jax Elegans because he represents the fate of the Elegans who refuse to play along with their agenda as Esau Elegans did. Jax challenged the orthodoxy, but refused to back down or be a laughing stock, and it literally ended the Eternal Empire. So the Akashic Order denounces the memory of Jax Elegans, but members of House Elegans see him differently, as an unsung hero. They just know enough not to voice their respect when an Akashic priest wanders past.

Characters with the Destiny (Heretic) can expect to uncover a new or lost philosophy or tradition, they can expect to rapidly attain a powerful position within that movement, they can expect to use its secrets to great success, and they can expect to achieve great successes in undermining the Akashic Order.

Legacy

Jax Elegans converted to True Communion because he believed that it held a more complete understanding of the threats that faced the Galaxy. He believed that all of humanity, and that all alien races, were necessary to defeat the Coming Storm, and he believed that True Communion was the best tool to do this. That the Akashic Order would fall to make way for this new order was an unfortunate, but necessary, side-effect.

Descendents who follow Jax Elegans must have either Obsesssion (Restore True Communion) [-10] or Obsession (Otherthrow the Orthodoxy) [-10].

Milestones

  • The descendant, having been granted power and prestige by the moral authority, encounters a poor and weak man who follows a heresy that undermines the moral authority. They debate the merits of their philosophies, but the poor and weak man proves to have the superior philosophy to the princely descendant. The descendant meditates beneath a great tree on the merits of the poor man’s arguments, and converts.
  • The descendant brings his new heresy to his peers, and points out the flaws in the moral authority. Most of his peers reject him and the moral authority demands that he recant or lose his power and prestige. The descendant refuses and is exiled. One of his peers, convinced, joins him as a Boon Companion.
  • The descendant witnesses oppression of the weak in the name of the moral authority. The weak call out to the descendant for liberation from this oppression. The descendant fights against the oppressors and emerges victorious. The weak hail the descendant as a hero, but his peers believe he has committed a grave crime and condemn him.
  • The corruption of the moral authority grows so great that it begins to devour the peers of the descendant. They either refuse to acknowledge the corruption or fear to challenge it. The peers secretly call upon the descendant to slay the moral authority. He accepts and succeeds, destroying the old order and allowing his peer to create a new order. The peers of the descendant thereafter condemn him as a criminal.
  • An assassin in the service of the moral authority comes to slay the descendant. The descendant refuses to fight, but speaks instead. The assassin cannot bring himself to kill the descendant, and instead converts and becomes his Boon Companion.

Associated Miracles

Words of Truth

Minimum Reaction: Neutral
Learned Prayer Prerequisite: Blood Purity 1, True Communion 5
Learned Prayer Cost: 4 points

See Sermonize, Divine Favor 9

Guide My Hand

Minimum Reaction: Good
Learned Prayer Prerequisite: Blood Purity 2, True Communion 8
Learned Prayer Cost: 8 points

As Guide My Hand (Pyramid #3-36, page 12) but with the additional Path modifier. Remember, Weapon Masters have exceptional defaults!

Statistics: Weapon Master (All; Divine, Path -15%) [39]

Moment of Truth

Minimum Reaction: Very Good
Learned Prerequisite: Blood Purity 3, Communion 11.
Learned Prayer Cost: 17 points.

This miracle may be prayed for before making any non-prayer success, damage or reaction roll. The player may dictate the results as fate aligns perfectly behind him. As a learned prayer, this may be used once every hour.

Statistics: Super Luck (Divine Path -15%) [85]

Tia Elegans

Era: War of the Four Houses

Free Destiny: Beloved Mother

House Elegans took no sides during the War of Four Houses. Perceived by the other houses as having colluded with the Knights of Communion and assisting in the fall of the Eternal Empire, they struggled for a time to survive, only to rise meteorically during the era of the Federation. Tia Elegans, the Marchessa during the War of the Four Houses did much to preserve her family and ensure that their legacy carried on.

The Akashic Order doesn’t dislike the legacy of Tia Elegans per se, but they fear her example could encourage other Elegans to focus on house and family over the Golden Path, where their focus should be. The modern Elegans, faced with a new crisis, feel differently, and turn to her lessons as a way to endure.
Those who have Destiny(Beloved Mother) can expect romance, to protect members of her house from threats, to overcome obstacles with virtue and hardwork, to successfully heal and lift others up, and to bring fame and prestige to her entire house.

Legacy

Tia did whatever it took to keep her House alive during a time of crisis. Her single-minded focus likely saved the House during this dark time!
Those who follow the path of Tia Elegans must have Obsession (“House Elegans must rise!”) [-10].

Milestones

  • The descendant encounters a wicked suitor, who would tempt her away from her path of virtue. She refuses him. Her virtue, patience and hard-work convinces him of the error of his ways and he becomes the righteous suitor, and her boon companion.
  • An enemy threatens the safety of the descendant’s family and her property while her allies and boon companions are away. She gathers together her family and places them somewhere safe and faces the enemy alone. She cannot save her property, but she saves her family and drives the enemy off.
  • A member of the descendant’s family has been wounded and is dying or is presumed dead. All of the descendant’s peers give up hope of saving the family member. The descendant sets out to find a cure, or to find the family member. She succeeds and “brings back the dead.”
  • The descendant undertakes what she believes to be a simple, unrewarding task out of a sense of duty and virtue. In fact, her task turns out to be of the utmost importance! The descendant’s peers recognize both her virtue and her accomplishment and she, and her family, gain prestige and power as a result.
  • The descendant has a (literal or metaphorical) child. The child will face tragedy and suffering, but as long as the descendant remains faithful to the child, it will survive and eventually gain glory and prestige that eclipses even that of the descendant.

Associated Miracles

Healer

Minimum Reaction: Neutral
Learned Prerequisite: Blood Purity 1, either True Communion 4 or Archetype.
Learned Prayer Cost: 3.

The Descendant excels at healing others. She gains Healer 3 for one hour or until it has assisted her at least once, which ever takes longer. This talent is cumulative with any existing talent, and may exceed +4.

Statistics: Healer 3 (Divine, Path -15%) [13], Rule Exception (This talent may exceed +4) [1]

Lay on Hands

Minimum Reaction: Good
Learned Prayer Prerequisite: Blood Purity 2, Communion 8
Learned Prayer Cost: 8 points

See Lay On Hands from Divine Favor page 11.

Aura of Vigor

Reaction Required: Very Good
Learned Prerequisite: Blood Purity 3, Communion 11
Learned Prayer Cost: 17 points.

After making a successful Meditation roll, the descendant and any allies within 2 yards gain +3 to HT. The descendant may apply a -5 to his Meditation roll to expand the effect out to 4 yards away. On a failed meditation roll, the descendant can spend a point of fatigue (or psionic energy reserves) and try again on the next turn. This lasts for the remainder of combat, or an hour, whichever is shorter.

Statistics: Aura of Vigor 3 (see Pyramid #3-19 page 10)

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