Topic One: How to Build a Great House
Posted: Mon Sep 21, 2015 7:53 pm
There is a great deal of discussion and introduction of Great Houses online and in the Rifters, but we have been asked many times over how to go about developing a Great House for Splicers?
With so many ideas, where are the checks and balances and guidelines?
Well. Slappy & I have pondered this and wanted to develop a systemic process to help build and define Great Houses within the Resistance. This is a juicy sneak peak of the Evolved Script that we have submitted. We hope that this will allow fellow Spliceheads to develop not only their own Great Houses to enjoy and campaign with, but to also develop neighboring Great Houses to trade/barter with, contend with, alliance with or to temporarily join forces to take on the Machine and any other threats. Developing Great Houses helps round out not only the setting that the Players will enjoy and view as home, but it will also play a major role in the campaigns when it comes to alliances, blood feuds, resources, boundaries, ethics, politics, beliefs, society and survival. Remember these aspects well. A Great House that has a lot of resources and wealth also has a lot of desperate eyes and jealousy frowned upon it. In the dire world of Splicers you will have to fight for what you keep.
We have also discovered that this allows GMs to not impute all of your their creative ideas for Biotech innovations and Warmounts and OCCs into your Player's House, but divide these ideas up among the Great Houses that neighbor within the territory of the Player's Great House so you can see the impact and test their teeth against some concoctions as well. These Areas within the Resistance will become known as Areas of Influence as each typically contains one Computer Core. More on Areas of Influence later.
For now lets delve into the Building of Great Houses.
Build Your Own Great House Construction Rules
The Resistance is not one unified army, but rather it is composed of hundreds (possibly thousands) of isolated cells strategically placed all across the planet within Areas of Influence. Every Area of Influence corresponds with one of the Machine’s Computer Cores. Multiple cells are placed in each area with the hopes that at least one cell would always be there to oppose the Machine in case other cells fall. Each cell started as little more than an armed camp, but as refugees flocked to the only people capable of protecting them, each cell grew into something more. Each cell became an independent human kingdom known as a Great House. The Houses continued to oppose the Machine, but they also took on the added responsibility of defending and housing their own civilian populations. These are the last refuges for free humans on the planet, and they will be the ones responsible for rebuilding society on the surface if and when the Machine is defeated.
The Great Houses share a common ancestry, but generations of isolation has allowed each to evolve and grow into its own unique community. Differences in resources, personal motivations of House leaders, and the brutal conflicts that each House has experienced over the years have shaped the overall culture of the House, often in radical ways. While every House may have started out with the same goal of fighting the Machine and protecting humanity, that does not necessarily mean every Great House feels that way today. Petty disputes and personal greed has led many leaders astray, and they in turn used their power and influence to lead their people down the same misguided path. Since the Great Houses are more than just cookie cutter replicas of each other, this chapter will explore some of the details to consider when building one.
These House creation rules are a heavily modified version of the Palladium organization design rules originally created by Erick Wujcik for Revised Ninjas and Superspies. One of the biggest modifications is the removal of the point system. The reason for this is to keep GMs and players focused on every detail of their House rather than on the categories that provide the best perks and bonuses. This chapter is about building the culture of the House, and not just about determining its assets and liabilities (bonuses and penalties). While there is a fair share of that in some categories, other categories provide no real benefits, but they do greatly define the culture, history, and motivations of the House. I removed the point totals so that people wanting to create their own House would not feel the temptation to spend all their points on something like Outrageous Salary and then place no points into Educational Resources, Entertainment, or even the Attitude Towards categories. These seem like trivial details, but it is the little details that give the House character, that in fact make the House a character.
This is another one of those little details to consider. Instead of just building a large, established House, some players might enjoy the experience of creating a small Fledgling House that can grow and develop as their characters do. They do not necessarily need to be the leaders of the House, but their actions can suddenly have a larger impact on helping their Great House develop into a truly “Great” House. It is an opportunity for role-playing that is highly recommended, but we also understand the fun of working for a Resistance powerhouse. We leave it to each player group to decide which path is best for them.
Step One: Determine the Size of the House
This first step not only determines the total population of the House, but it also describes the organization’s stability. In general, a larger House tends to be a more stable House, but that is not always the case. Realize that resources on this planet are not infinite. In fact, they are often quite scarce. A larger House needs more resources for its people and more space to put them all. Expanding an underground haven requires supplies, as do the people. Even Bio-Tech construction requires that someone go to the surface to collect organic material for the Gene Pools, and every trip to the surface increases the chance of leading the Machine back to the House. While growing a House and gaining strength in numbers always helps, it is important to know remember that no matter how many soldiers the House has for its defense, N.E.X.U.S. always has more. A larger population is also more difficult to control. With more people stuffed into a tiny space, fighting for resources, tensions can be extremely high. Larger Houses tend to need tighter systems of control, which further elevates overall tension. Ultimately, there is a middle ground where a House is strongest. Small Houses exist in a rather precarious state. As they grow in size, they grow more stable, but once they grow past a certain size, the risk of destabilization from internal or external threats grows as well.
Fledgling House: Considered the seeds of a Great House than an actual House. The members of this fledgling kingdom set out on their own from another Great House to lay the foundations for their own home. They could either be loyal expatriates sent from their previous House with the blessings of their former Warlord, or they could be a breakaway splinter faction running from their last home as fast as they can. The total population can be as little as 100 people to as many as 1000 people. They may have left with a few mature Saints in tow (if they favor Bio-Tech that is), so they could have an Engineer or even a Librarian among their ranks. This would allow them to produce Bio-Tech, and perhaps even create new Bio-Tech designs. Of course, this new House might have been formed by humans that hate Bio-Tech and fled their last home because they thought it was evil and monstrous. The rules, structure, and even the underground haven itself are far from established. This House needs to find its feet before it can even consider large scale combat operations against the Machine (or rival Great Houses). Of course, that does not rule out smaller raids.
Devastated House: This Great House is similar to a Fledgling House, except its origin is far more tragic. Instead of springing forth from a thriving Great House to stake their own claim, the members of this new House are refugees from one that was previously destroyed. Whether it was the Machine, a rival Great House, or an internal civil war, someone obliterated the last underground haven and slaughtered most of the residents. They had to leave the ashes of their old home behind and find a new one. They may have brought Engineers and Librarians with them or they may only possess whatever Bio-Tech they could evacuate. Total population can vary radically from as few as 500 people to as many as 5000. Like with the Fledgling House, the members are most concerned with building a new underground haven and reestablishing some sort of structured society. These beaten dogs are trying to get back on their feet before they can hope to join the larger war effort.
Small House: This House may be small, but it is firmly established. Construction of their underground haven has been completed (although it is likely still expanding) and they have well defined rules, customs, and traditions. The total population can range from 1000 people to 5000. This House may be small, but it is large enough to be a player within its Area of Influence (and possibly beyond).
Medium House: This is the most common (and preferred) House size throughout much of the Resistance. After years of trial and error, many Resistance leaders have learned that a population between 5000 and 20,000 people is small enough to easily house within the tight confines of an underground haven without stretching resources too thin, yet it is still large enough to create a formidable army. What keeps this House size so common is that many Houses will generally send out envoys to create a new Resistance cell once their population hits the upper end of this scale. Great Houses have found it incredibly beneficial to sponsor an ancillary branch since it basically expands the total territory of the original House while still protecting its internal resources, plus it instantly creates a loyal ally that can be counted on during Blood Feuds and massive engagements with the Machine.
Large House: Not every House likes to spread its people out all across the planet. Some Resistance leaders see the Machine’s strength in numbers and try to build similar strength within their own empire. This type of House was able to handle its resources well enough to enable it to continue to expand the borders of its underground haven and grow its population. This population growth could have just been from natural births, but it could also have been due to heavy recruitment from surrounding Retro Villages and even rival Great Houses. These Houses tend to be a major player not only in their Area of Influence, but in surrounding regions as well. It is nearly impossible to get up to this size without ruffling a few feathers. This size House is almost certainly on the Machine’s radar, and more than likely it has also developed a few bitter rivalries with jealous Great Houses. Population size typically ranges from 20,000 to 50,000 people.
Enormous House: Houses of this size are extremely rare. These Resistance powerhouses are respected, feared, and often envied by other Houses (even if they should not be). Outsiders believe that any House that was able to grow to this size must know how to succeed in this harsh and unforgiving environment. Whether this is true or not remains to be seen. The House leaders may simply be skilled at putting up a strong front. In reality, they may only be holding their empire together with strings. Of course, the House could also be just as powerful as it appears. Just remember, that a large House is not invulnerable. No matter how many soldiers the House may have, the Machine has billions more. A large House makes a large target, and on this world, a large target with a large number of mouths to feed is far more prone to collapse than the smaller ones. Populations in this category typically range from 50,000 to 200,000 people.
Human Kingdom: The only known Human Kingdom within the Resistance is the Great House of the Barren Marsh. This House not only crossed the 200,000+ person threshold, but it also established settlements on the surface. In theory, a Human Kingdom could continue to thrive and grow to impressive numbers, but growing to this size also puts a House right at the top of the Machine’s hit list. It also fosters incredible envy and even resentment among other Resistance cells. On a world with so little, being perceived as having so much is a great way to become a target of more than just N.E.X.U.S.
Step Two: Determine the House’s Biotechnology.
Bio-Technology has only been a part of the human’s arsenal for a few generations, and some Great Houses have been slower to adopt this strange technology than others. Whether it is due to a lack of resources or a genuine preference for the inorganic technology of old (Nanoplague safe versions of course), some Houses are simply far less reliant on Bio-Technology than others. Conversely, some Houses have mastered Bio-Technology to a level that seems almost magical.
No Bio-Tech: While rare, there are some Great Houses that have decided to completely shun organic technology. This goes beyond simple lack of resources (no Engineers or Librarians). This type of House distrusts the alien nature of Bio-Technology to such an extent that they will not allow any of their people to own or operate Bio-Tech of any kind. It does not necessarily mean they shun other Great Houses for using Bio-Tech, they just refuse to use it themselves. Great Houses that have gone this far typically had a Librarian go Megalo in their past with tragic results.
Minimal Bio-Tech: Due to an extreme lack of resources, this type of Great House possesses very little organic technology within its armories. Their forces tend to rely on plastic and ceramic armaments and their craftsmen use wood, stone, and plastic for civilian construction projects. This type of House likely does not have any Librarians (01-80% chance) and at best a handful of Engineers (1D4-2 Engineers). This type of House usually needs to trade for Bio-Tech with their neighbors since they cannot grow enough themselves.
Prefers Conventional Technology: Most members from this type of House do not fear Bio-Tech, they just do not like it that much. It may be powerful, but it is still creepy, weird, and alien. A small percentage of their people still use Bio-Tech (under 20%), but the majority stick to conventional gear. These Houses were actually the first to adapt to the Nanobot Plague back in the day. Because of their tremendous technical expertise, they were able to quickly retool their equipment, weapons, and manufacturing processes to create safe alternatives. These Houses quickly rose to prominence among the ranks of the Resistance because they were the only source of safe yet effective weapons and armor. The introduction of Bio-Tech, however, changed their status just as quickly. These Houses got a little too comfortable with their positions of power among their fellow Houses and did not like falling into obscurity so quickly. This resentment over their fallen status is the primary reason for their distrust of Bio-Tech. They may no longer be held in as high of esteem as in generations past, but they are still the best place to go for conventional equipment. These Houses still tend to be on the wealthier side because there are relatively few Houses that manufacture Plague-safe gear. Despite their dislike of Bio-Tech, it is possible that they still have one Librarian (01-30% chance) and a handful of Engineers (1D4-2 Engineers).
Common Bio-Tech: This type of House has no preference for or against Bio-Tech. They recognize it as a valuable tool against the Machine and use it (as well as conventional tech) as much as possible. The percentage of forces equipped with Bio-Tech varies greatly, from as little as 40% to as high as 80%. Houses in this category generally have one or two Librarians and 1D6+3 Engineers. They may have one or two proprietary Bio-Tech designs, but for the most part, they only know how to manufacture commonly used Bio-Tech creations.
Prefers Bio-Tech: This type of Great House considers Bio-Tech to be an absolute godsend and thinks that people who are unwilling to use it are ignorant fools. They believe (and rightly so) that even N.E.X.U.S. cannot match the power of Bio-Tech one on one, and it is only the Machine’s vastly superior numbers that keeps Bio-Tech from ending this war once and for all. Depending on resources, these types of Houses tend to equip 70% to 95% of their forces with Bio-Tech armaments, plus nearly all civilians use organic technology during their daily lives. These Houses love Bio-Tech and constantly work to improve it. They usually have two to three Librarians and 1D8+4 Engineers hard at work refining and creating new custom designs that are only available to their House (at least until another House steals the genetic code or they sell it to their neighbors).
Cutting Edge Bio-Tech: Members from this category of Great House do not just love Bio-Tech, they have mastered it. No matter the size of the House, they have an unusually large amount of Librarians and Engineers among their ranks, and the sheer brainpower of this collective has been able to provide their Great House with some of the best Bio-Tech in the Resistance. This type of House has access to all the common Bio-Tech genetic codes, plus they also have developed dozens or even hundreds of unique designs. About 80% to 95% of their forces are equipped with Bio-Tech, plus a larger than normal portion of their population (25% to 40%) are actually augmented with Bio-Tech of some kind. This does not necessarily mean they have been turned into monstrous war machines. Many people simply had body parts replaced that were lost in battle or added minor enhancements like eyes or other sensors to improve their combat effectiveness. This type of Great House typically has three to five Librarians and 1D12+8 Engineers.
Step Three: Determine the House’s Wealth
Within the Resistance, wealth is not a measure of luxury, but a measure of survivability. What makes a Great House wealthy is its ability to provide for the basic needs of its people as well as the needs of its military. Every House has its own socioeconomic structure, so the wealth of a Great House is not necessarily divided evenly. There will always be a privileged upper class that is a bit more comfortable than the rest of the citizens, but the level of comfort is still relative to the resources available.
Starving: Resources are extremely limited. Everyone in the House (except maybe a select few) is barely eeking out a subsistence living and is barely getting enough food to survive. Not only are the people starving, but so are all the Bio-Tech creatures, weapons, and gear. As a result, every person, animal, and piece of Bio-Tech is about 10% smaller in size and has 10% less M.D.C. (or S.D.C. and H.P.) than normal. They are also -1 to strike, parry, and dodge, have one less attack per melee round, and inflict 10% less damage than normal. If characters can find enough game and food to meet their equipment’s basic requirements (as well as their own) for a full month, then they can eventually negate all the penalties except the size and M.D.C. reductions. This leads to many surface teams spending much of their efforts hunting for food instead of hunting N.E.X.U.S. As a result, the Machine tends to have a stronger presence in their territory, which makes it even more difficult to search for food (a vicious cycle).
Limited Internal Resources/Plentiful Surface Game: Like a Starving House, this type of House has very limited internal resources, but unlike a Starving House, they have no problem finding food on the surface. This type of House is usually located near a thriving nature preserve, which they plunder often for food. The people and Bio-Tech equipment do not suffer any penalties, but the constant hunting excursions mean that they have not done a very good job at keeping N.E.X.U.S. in check within their territory. This means there are far more patrols in their territory than normal which increases the risk of N.E.X.U.S. following one of their hunting parties back to their underground haven.
Military First: This type of House also has limited resources, but the Warlord has decided that what little they do have should support the military first with the leftover scraps going to the civilian population. This means the House’s warriors, Bio-Tech equipment, and war machines remain strong, but their civilians are sickly and weak. Of course, the military always needs new recruits, so they still try to keep the children fed to allow them to grow up healthy and strong. Once they reach an age where they can join the war effort (usually in their early teens), they are given a choice; either join the war effort and continue to eat, or sit on the sidelines like a coward and probably starve. Obviously, enlistment rates are pretty high under these circumstances, but resources are still stretched pretty thin and someone has to suffer. In addition to people that refuse to serve in the military, the House also denies its resources to the elderly, parents that stay home to raise children, janitorial staff and other service people, and those who can no longer fight due to illness or injury. The only civilians that seem to do well are merchants and high-ranking war heroes that have retired from the field. These types of Houses also tend to be less tolerant of criminal activity. The death penalty is doled out pretty liberally (even for minor offenses), and their bodies are fed to the War Mounts, suits of Host Armor, and other gear. If the situation grows desperate enough, these criminals may even fed to the people (in a heavily disguised manner of course).
Civilians First: Once again, resources are sparse, but the leaders of this type of House have decided that their greatest resource is their people. After all, the whole reason they are fighting is to save humanity from extinction, so it only makes sense that humans should receive priority treatment over their organic tools. While the people are strong and fit, their Bio-Tech gear tends to be smaller and weaker. Every Bio-Tech weapon, creature, and piece of equipment is about 10% smaller in size and has 10% less M.D.C. than normal. They are also -1 to strike, parry, and dodge, have one less attack per melee round, and inflict 10% less damage than normal. If characters can find enough game and food to meet their equipment’s basic requirements for a full month, then they can eventually negate all penalties except the size and M.D.C. reductions (those are permanent).
Comfortable: This is the status of most Great Houses throughout the Resistance. They may live in cramped conditions that their ancestors would consider squalor, but they are well fed and all their basic needs are provided for. As always, some people live better than others, but overall, the House is able to produce enough resources to sustain all of their people and Bio-Tech.
Trade Surplus: This type of House may not be living luxuriously, but they are doing a little bit better than most. Their House can produce more than their people and military require which means they can trade with other Houses for a few extras. What they choose to trade for depends on the nature of the House. Some trade for additional military resources to strengthen their armed forces, while others trade for a few creature comforts to make their life underground seem a little less bleak.
Wealthy: Wealthy Great Houses are extremely rare, but they exist. To reach this level, a Great House must possess some sort of resource that all other Great Houses want desperately, but cannot produce themselves. Typically these types of Houses are either masters at building conventional equipment or geniuses at creating new Bio-Tech designs which they then sell to other Great Houses. Their militaries are usually far better equipped than most, and their people live quite comfortably. Life within this type of House is still cramped since space is always limited, but the average person tends to own many luxury items. These Houses also tend to have much more developed entertainment and recreation facilities which keeps their population happier than most.
Step Four: Determine the House’s Leadership Structure
Leadership: When the Great House system was first created, each House was founded around a loose military hierarchy. In time, this hierarchy evolved into the Warlord, Senate, and Dreadguard structure that most Houses use today. Typically, a Warlord rises from the ranks of the Dreadguard and then appoints a council of other seasoned Dreadguards to advise him or her in the Senate. When the Warlord becomes unfit to rule or corrupted by his own power, another Dreadguard can challenge him in single combat for the right to rule. It is a simple system and it worked quite well for years until the Librarians started introducing themselves into the mix. These strange alien beings possessed almost limitless intelligence, a seemingly insatiable thirst for knowledge, and an equally unquenchable lust for power. It seems as though there are only two types of Librarians, those that resist these urges and those that give in to them. The ones that gave in to the urge would spend years working and scheming from the shadows to manipulate the House towards their own ends. These schemes would either bear fruit or be exposed before the Librarian could seize control. Houses that had to endure Librarian manipulation tended to abandon the old form of leadership in favor of some sort of hybrid form.
Warlord and Senate Advisors: This is the standard leadership structure throughout much of the Resistance. The most senior and respected Dreadguards eventually rise to the Senate. It is the responsibility of the Senators to advise the Warlord and to one day replace him if necessary. Dreadguards outside of the Senate may also challenge the Warlord for the right to lead, but since the Senate is composed of the most skilled warriors, they really are the only ones with any chance of defeating the Warlord in single combat.
Warlord Council: This structure is one of the most common to be implemented following a failed Librarian takeover (especially if the previous Warlord is killed in the attempt). The Senate usually realizes that a lone man is easy prey for manipulative Librarians, so they decided the best way to prevent it from happening again was to spread power equally among the entire Senate, or Warlord Council. All decisions and decrees are made by a simple majority rule. While this can require more time than unilateral decision making, having to rule through concession and compromise definitely keeps corruption to a minimum. Admission into the Warlord Council is typically by invitation only, but Dreadguard can challenge individual Warlords to single combat for the right to take their place on the Council.
Lone Warlord: This type of leadership typically forms when the Warlord grows too corrupt, or conversely, when too many Senators succumb to corruption. In this scenario, the Warlord simply disbands the Senate and continues to rule on his own. He may still hold on to a few personal advisors, but their positions no longer hold the same high status. Something else unusual about this leadership model is that some of these Warlords do away with the ability to be challenged to single combat for the right to rule. This is usually a sign of growing paranoia, but it can be a wise precaution to keep the schemers at bay (sometimes they really are out to get you). Typically the Warlord needs some kind of ace in the hole, like a secret army of Butchers, to keep any possible dissenters in line.
Puppet Warlord: This arrangement exists within more Great Houses than anyone would like to admit. While the House seems to have a strong Warlord with his council of Senate Advisors, the truth is that they are merely puppets to the true power of the House, the Librarian.
Lone Librarian: The Librarian has done away with all pretenses and simply declared himself the new ruler of the House. A Librarian has to be pretty confident in his power base in order to make such a bold move. Obviously, the tradition of challenging for control of the House is suspended, as are many other traditions and customs. If the House had multiple Librarians, the others were either killed or imprisoned when the one rose to power.
Librarian Council: This is similar to the previous scenario, but instead of one Librarian disposing of the others, they all decided to share power. While this may sound like the sensible thing to do, it is not really in these beings’ nature to share. Whatever motivated them to enter into this arrangement is likely not enough to keep them content. These power-hungry schemers may pretend to work together towards a common goal, but they are all secretly plotting and calculating how to become the sole ruler of the House.
Step Five: Determine the Educational Resources
While it often seems like the war against the Machine is all consuming, even the most battle-hardened Great House still understands the importance of educating its children. Not only does this make better, more well rounded soldiers, but it also keeps them human. What is the point of fighting for humanity’s survival if the war causes everyone to devolve into mindless killing machines like the very enemy they are fighting against? Having an understanding of art, literature, science, history, mathematics, and dozens of other academic disciplines not only offers great advantages today, but this knowledge will be vital for rebuilding society once the Machine falls. Every Great House understands the importance of education, but not every House has the tools required to properly teach their people. When humans first fled underground to escape the Machine’s wrath, few were able to grab more than a handful of books, documents, digital files, and other historical records. They were far more concerned with grabbing weapons, food, clothing, building supplies, and anything else that might help them survive the slaughter. Over the following generations, some Great Houses were able to go back to the surface and reclaim some of the knowledge they spent centuries acquiring, while other Houses could only find the burnt remains of their once great culture. When the Nanoplague hit, even more knowledge was lost as people’s computers were suddenly turned into instruments of death. The Librarians, with their massive memories, eventually rose to fill the gap left by the loss of normal record keeping, but the damage was already done. Billions of people that held critical knowledge were slaughtered, millions of books, documents, computer files, and records were destroyed in the war, and the files that survived on the mini-discs are now locked away where no one can read them. Children still need to be taught and each House has come up with many ways to do so, but like with everything else, they are often limited by the resources available for them to do so. Most Great Houses use a combination of methods, so each House can make multiple selections from this category.
Storytelling: This is one of the easiest and most common ways to relay information from one generation to the next, but unfortunately, it is also one of the least accurate. The important details tend to change with each retelling due to misunderstandings, imperfect recall, or because of the personal biases of the speaker. Another significant problem with storytelling is that in this era, it is as much about entertainment as it is about information. It is common for stories to be embellished to make them more interesting and exciting to the listener, which further erodes the accuracy of the tale. Still, in the absence of hard records, storytelling is an excellent way to convey important information to others.
Apprenticeship: Skills that are vital to a functioning society like carpentry, plumbing, cloth making, sewing, and even those of more technical professions like medical doctor, pathologist, dentist, and the like are typically passed from generation to generation through apprenticeship programs. Skilled professionals will take a handful of youths under their wing to teach them everything they know. These apprenticeships can last as little as six months to as much as five years, after which they go off on their own to start their new profession. After a few years of service, they too can begin to take on apprentices.
Librarian: A Librarian can absorb all the knowledge contained within a human’s mind by stabbing a small bladed tentacle into the person’s body. It is a painful process, but it is a small price to pay for a one hundred percent accurate repository of the Great House’s knowledge and history. How this repository is shared with others is generally left to the discretion of the Warlord and/or Librarian. Some Librarians share their knowledge with charismatic speakers who then disseminate the information to the public. Others speak to scribes who write down the information for others to read or so it can be stored in a secondary location, and some Librarians will even address large groups publicly. However, if a House does not have this resource selected, then it means the Librarian is only sharing its knowledge with a select few.
Golden Age Library: This House was able to acquire thousands of novels, textbooks, technical manuals, magazines, and other documents that were created during the golden age of mankind. Most of these records were lost in the war, so this library is a prize that is far more precious than the hundreds of thousands of micro discs that many use as currency (since these books can at least be read). They are kept locked away from the public and are only loaned out to a select few. There is usually a team of scribes locked away in this library, busily copying these works by hand as quickly as they can. The copies are then moved to a separate location to preserve this knowledge in the event that the original library is ever destroyed. They hope to one-day spread this knowledge throughout the Resistance, but right now, it is far too precious to ever risk directly. Anything learned from these documents is usually disseminated through the old methods of storytelling, but at least they have the records to help the speakers keep their facts straight.
Printing Press: The House has built or otherwise acquired a Plague-safe printing press, and they are using it to create new books as quickly as possible. These can be replications of golden age works, original works by modern writers, or transcripts meant to immortalize the knowledge trapped within the minds of the Librarians. Whatever the source of the originals, the press has allowed this House to circulate the knowledge to everyone in the House and has even allowed them to sell it to other Houses rather than just lock it away for safe keeping.
Technojacker Jury-Rigging: Normal Technojackers are able to use their nanites to artificially force broken electronics to function, at least for a while. It is theoretically possible for a Technojacker to restore an old computer to working order long enough to recover its data onto some sort of storage device. In fact, many Technojackers collect old knowledge from any computer they find with the hopes it will one day be of some value. Some people suspect that they are actually able to make use of this knowledge already. How they could do this, however, is unknown. They may be able to get computers working temporarily, but once their nanites stop powering the device it becomes useless. They would need a functioning N.E.X.U.S. computer to ever spend any significant time reading through any information they recover. However, it is rumored that some Technojackers are actually able to create complex and stable machines that could be used to read this data.
Plague-Safe Computer: This is an incredibly rare and treasured item. So rare in fact, that none are known to exist, but the rumors still persist that someone has created one. If this is true, then it means that a Great House has the ability to read and possibly even write micro discs.
Step Six: Determine the Internal Control
Life underground is difficult to say the least. Everyone lives in cramped conditions, food is scarce, and the looming threat of a brutal death is ever present. Humanity is on the brink of destruction and people are at their absolute breaking point. Unfortunately, to maintain order and stability within the underground havens, the House leaders often need to treat their people quite harshly. They need to make pretty tough decisions about how to divvy up the limited resources available to them all, and they have to crack down hard on any improper behavior to prevent society from spiraling into chaos. Each House has its own strategy or strategies for maintaining order at home, which is why it is possible to make multiple selections from this category.
Oppressive Laws: The laws throughout nearly every Great House in the Resistance would be considered oppressive by most standards, but in this desperate age, there really is no other option. Space is too limited to be wasted on prisons, and with basic necessities as scarce as they are, it is not hard to convince the populace to sacrifice a few criminals so that the rest can survive. The laws are harsh and the penalties severe, but it is a system that makes sense and one the people have accepted. Each House uses an elite force of Marshals to enforce the laws and a panel of Judges to hand down the sentences. It usually only requires a handful of Judges to mediate these trials, but the number of Marshals required depends largely on the needs of each House. The wealthier and more comfortable Houses tend to have less crime and require just a handful of Marshals, while the poorest Houses can barely keep their desperate population in check with hundreds or even thousands of Marshals.
Fear: This type of House has taken the concept of oppressive laws to a whole new extreme. They not only prosecute theft, rape, and murder, but they also punish dissent. Freedom of speech, freedom of religion, and the right to gather for the purpose of protest are seen as dangerous rights that can only bring division and anarchy; rights the leaders of this House believe they must stamp out by any means necessary. They use the Marshals and Judges to deal with garden variety offenses, but the “crimes” of disagreeing with the powers that be are dealt with more discretely. This kind of Great House has another police force in addition to the Marshals, a secret police force that imposes the oppressive will of its masters. Their mission is simple, maintain the peace by removing the voices of dissent. They may dispose of anyone they wish at any time and for any reason. Of course, this level of power is abused quite regularly. The secret police kill more people in the name of personal slights and insults than they ever do for actual “crimes.” Most people are smart enough to keep their mouths shut no matter how unjust they believe their society is, but the secret police always seem to find a way to stay busy.
Drug Induced Submission: Some Houses have found a less brutal way to silence dissent and keep the poor from rioting in the streets. The leaders of this type of Great House not only allow the use and abuse of illicit drugs, they encourage it and in many cases provide it free of charge. They find hallucinogenics and downers to be the most effective way to pacify the populace, but they do provide their soldiers with stimulants to snap them back into fighting condition before sending them up to the surface. Of course, once someone descends too deeply into their addiction, they become a liability that must be disposed of (usually through an “accidental” overdose). Typically this type of House makes money by selling their drugs to other Houses, but they always have plenty on hand to keep their own people in line. The drugs they give their own people tend to be milder than what they sell to other Houses, but this just means it takes longer for them to hit rock bottom than normal. Of course, not everyone in the House is a drug addict. The House still has an upper class that lives in comparative luxury, so they do not need to drown their sorrows with narcotics.
Reward: One of the easiest ways to keep the people in line is to simply pay them off, assuming of course the House possesses the means to do so. This does not necessarily mean direct financial reward (although it could). It could just mean that the House is able to easily provide for the needs of its people as well as a decent amount of luxury items. Even the lower classes live far better than most people in the Resistance. Only “Wealthy” Houses (see House Wealth) are able to pacify their people in this fashion.
Devotion: The people have been convinced that their leaders are actually living gods. As such, they not only obey them, but they worship and often blindly follow their leaders without a moment’s hesitation or regret. It takes incredible scheming and expert manipulation on a massive scale to accomplish this level of brainwashing, something even the most clever and charismatic human is rarely capable of. A Megalo Librarian typically sets up this type of House. Sometimes they lead the House directly, but often they have to set up surrogate gods to help better sell this deception. These could either be humans that willingly go along with the lie, but most Librarians prefer to build their own Bio-Tech gods from scratch. These creatures are often stunningly beautiful creations inspired by mythological Pantheons like those of the ancient Egyptians or Romans, but some are just the products of imaginative Librarians. Whatever the origins of this ideology, it is one the people whole-heartedly accept. Every man, woman, and child in the House has grown up being told that their gods walk among them, and the majority of them believe it.
Step Seven: Determine the Criminal Activities:
No matter how oppressive the laws or strict the penalties, criminal behavior is an inevitable part of any society, especially one where resources are scarce. Even something as harsh as giving out the death penalty for petty theft does little to deter someone from stealing a loaf of bread if he was going to starve to death anyway. Most crimes in the underground havens are simply individuals doing what they must to survive, but there are also those that resort to crime because they see it as the path to comfort and power.
None (Strict Moral Code): The majority of the people in this type of House will obey the law under almost any circumstance (assuming they consider the laws just). They understand that if they steal from another to ease their own hardship then all they have really done was transferred their hardship onto another. They recognize that humanity is on the brink of extinction, and that everyone is in this awful struggle together. It takes a special kind of leader to convince his or her people of this truth, but his type of unity can be achieved (although it is extremely rare). Of course, there will always be exceptions to the rule, but the majority of the people within this House do their best to maintain order and stability within their home.
Unorganized Activity: Crime is not necessarily rampant within the House, but it is a daily part of life and one that will never go away no matter how hard the Marshals may try. Fortunately, individuals or small bands commit these crimes. There is no criminal organization and no gangs to speak of. This could simply be because no leader has risen for an underworld to form around, or the Marshals in this House may be exceptionally skilled at crushing fledgling gangs before they can grow.
Small Gangs: The seeds of a budding criminal underworld have taken root. Several small gangs have formed within the underground haven to vie for control of these activities. Any vices, substances, or items that are illegal within the Great House are being controlled and distributed by the gangs. Things may get nasty if the gangs decide to go to war to seize a bigger slice of this pie.
Organized Underworld: The Great House is cursed with a fully entrenched organization that directs all criminal activity within the underground haven. A single, powerful syndicate controls gambling, prostitution, drug trafficking, and all manner of illicit activities. The Marshals within the House spend the majority of their time trying to break the back of this powerful organization (assuming they are not already on the take), but that is easier said than done. What makes this organization so dangerous is that the majority of its members are ex-military. Some of the most seasoned veterans from among the House’s Roughnecks, Dreadguard, and other special forces decided to turn their back on the war and dedicate their time towards making their own lives a little more comfortable. They justify their selfishness by thinking their efforts are providing the people with the things they want. While it is true that there is a market for their services, their efforts do far more harm than good. They consume resources that would best be dedicated to the war effort, and the vices they push on people ultimately causes more pain than it cures. For the Marshals, combating this organization is a full time job, which leaves little time to deal with crimes perpetrated by ordinary citizens. This only adds to the chaos and anarchy that is tearing the underground haven apart.
Covertly House Sponsored Underworld: This type of House realized long ago that crime was inevitable as were criminal organizations, and they decided to deal with this reality in a somewhat unusual way. Instead of trying to crush every gang and syndicate that popped up, the House picked one gang that best fit their needs and allowed it to grow while they worked to crush all others. They shielded their gang from the Marshals in exchange for information on the other gangs. In time, all other organizations were dismantled, leaving their chosen gang to fill the void in the underworld. They continued to support this organization as long as it was willing to follow the House’s rules. This arrangement may sound strange, but it benefited both sides greatly. The gang was allowed to operate without fear of the Marshals. Sure a few low level thugs had to be given up from time to time, but the majority of the soldiers could seek their fortunes freely. In exchange, the gangs agreed to behave and maintain peace within the underground haven. As long as they did not target the Marshals or cause too many civilian casualties, the Great House would allow them to live, profit, and grow. The House figured it was far easier to manage the underworld when it knew who all the players were than it was to try and find all the new players that would eventually pop up to fill the void left by a crushed gang. Both sides understand that this truce is somewhat tenuous at best, but it has worked well for everyone so far and most people want the arrangement to continue. Really the only ones that do not like it are the Marshals. Some may know of the arrangement and others may not, but all of them would rather just crush every lawbreaker within their jurisdiction. The Sheriff does his or her best to keep the Marshals in check, but they are the ones who will most likely break this fragile truce one day.
Integrated Criminal Underworld: This goes far beyond a simple House sponsored underworld; the Great House is a criminal syndicate. The leaders of the House split their attention between fighting the Machine and directing their criminal enterprise. Since the entire House is basically one big gang, their laws are a little bit more relaxed towards drug use, prostitution, and other vices. They have pretty much turned their underground haven into this world’s equivalent of Las Vegas in order to keep their people submissive and content. They do have laws, and when those laws are broken, the Marshals deal with them just as harshly. For the most part, the Great House focuses its criminal endeavors towards rival Houses. Instead of just preying on its own citizens for financial gain, this House mainly preys on its neighbors by providing them with all the vices that their own House denies them. They work in tandem with each House’s own criminal organizations to keep the drugs, booze, and other banned substances flowing. It not only enables the House to leech money and resources from its rivals, but it also provides them with an entrenched network of spies and infiltrators that keep the intel flowing.
Step Eight: Determine the Military Culture
The Great Houses were first formed to fight the Machine and safeguard humanity. While they all started with a unified attack strategy, in time, each House evolved its own way of dealing with N.E.X.U.S. Some took a more aggressive approach and attacked the Machine’s minions and installations whenever possible. Others thought it was more important to rescue humans enslaved by N.E.X.U.S. than to destroy her resources. Still others thought the best solution was to fortify their underground havens and protect their own populations. In time, the basic military strategy of each House slowly became its dominant cultural attitude. The aggressive Warlords bred aggressive warriors, the protectionist Warlords inspired a culture that believes their purpose is to save as many people as possible, and so on. This attitude also affected how the House dealt with other Resistance cells. Aggressive Houses were more likely to engage in Blood Feuds, while protectionists tried their best to preserve all lives rather than waste anyone in needless struggles. This represents the dominant attitude held by the majority of the civilians and soldiers within the Great House.
Isolationists: This House is far more concerned with its own survival than with the survival of humanity as a whole. Anyone that sets foot on their land, whether it be man or machine, is attacked and destroyed. They are not fools and will not assault overwhelming forces unless they can be ensured of their victory. They pick and choose their shots like any House, they are just very aggressive and very protective of their territory. They do not care about the fate of their fellow man, as long as they stay on their side of the border. Other Houses may find their beliefs misguided, but their aggression towards the Machine still ultimately benefits the Resistance as a whole.
Defensive: There are two possible reasons for this culture to develop. Either the members of the House have simply decided to hole up underground and hope the war blows over, or they have suffered so many losses that they need to fallback until they can replenish their resources and their ranks. For the time being, they have pretty much given up on the surface, and have concentrated their efforts around fortifying their underground haven. They only venture to the surface to gather supplies, and they try their best not to draw any attention to themselves.
Territorial Protectionists: Similar to the Isolationists, members of this House prefer to defend their own territory rather than venture out to help their neighbors. The difference is that they do not attack humans unless attacked first. They journey to the surface often to suppress the Machine’s efforts in their territory and to defend any humans living in the area, but they almost never move beyond their own borders.
Defenders of Humanity: The members of this type of House have decided that their real purpose is to protect, not destroy. This does not mean they are pacifists, it simply means that they are far more concerned with rescuing prisoners and protecting civilians than with destroying robots and N.E.X.U.S. installations. They perform these types of combat missions as well, but they always go to great lengths to ensure that no civilians get caught in the crossfire when they do attack the Machine. N.E.X.U.S. personalities that learn of this fact often put the House’s resolve to the test by surrounding sensitive installations with human shields or by using humans as bait to draw soldiers into traps. Their people recognize that this belief often puts them at increased risk, but it takes a lot to make them pass up the opportunity to save more human lives.
Warriors: While most members of the Resistance fight to survive, the soldiers from this type of Great House live to fight. They love to test their skills on the battlefield, and will go wherever the fight is. They will not only attack the Machine within their territory, but they will gladly travel into neighboring territories if that is where the action is. While the neighboring Great Houses likely appreciate the assistance from such skilled warriors, they have no doubts that they fight for their own pleasure rather than out of kindness. The proof of this is the fact that this type of House is very quick to start a Blood Feud. The same warriors that swooped in and helped a neighbor could just as easily turn on them in an instant over the slightest insult. Splicers from these Great Houses receive an additional attack per melee round and bonuses of +1 to strike, parry, and dodge.
Step Nine: Determine the House’s Attitude Towards N.E.X.U.S.
The Great House system was originally instituted to fight the Machine, but after generations of war and ever-shifting priorities due to personal grudges, inter-House disputes, and selfish motivations, some Houses have lost sight of their true purpose. On the flip side, some Great Houses are so obsessed with the destruction of N.E.X.U.S. that they have lost sight of their mandate to protect humanity. Their desire to hurt the Machine is so strong, that they will willingly sacrifice any civilians caught in the crossfire or even their own people in order to give N.E.X.U.S. a black eye.
Live and Let Live: This Great House has completely lost sight of what the Resistance is all about. It is so focused on its petty struggles and Blood Feuds that it has completely given up on its war against the Machine. As long as N.E.X.U.S. does not attack them first, this House will ignore her forces completely and simply concentrate on attacking rival Great Houses. N.E.X.U.S. personalities that recognize this fact (like Lilith or Kali) will order their minions to avoid confrontations with any warriors from this House.
Not a Priority: This is similar to number one in that the Great House is primarily concerned with settling its Blood Feuds, but it still does its part in the war against N.E.X.U.S. While the majority of its military strikes are against rival factions, it does send out teams to sabotage N.E.X.U.S. facilities, ambush robotic troops and convoys, and rescue civilians caught in the Machine’s clutches.
Broken Spirit: After years of endlessly struggling against overwhelming odds, this Great House has all but given up. They have lost so much, not only in resources but also in personnel. Their attacks may have been successful, but it always seemed like every victory cost more than it was worth. The warriors from this House will fight the Machine if they must, but they almost never initiate the engagements. This type of House typically has a Military Culture of “Defensive.”
Timid Resistance: This Great House may have suffered some horrendous losses in their history, or they simply may be overly cautious. Either way, they tend to only make carefully measured strikes against the Machine. They never seem to take much risk or inflict much damage against N.E.X.U.S. They convince themselves that they are doing their part to rid the world of the Machine, but they look at the grand schemes orchestrated by others in the Resistance with envy. They want to do more, but they do not quite have the confidence in their skills or tactics. Really all they need is one major victory to inspire the rest of the House to rise to greatness (perhaps something the player characters could help with).
Active Resistance: This is the standard level of commitment for most Great Houses throughout the Resistance. The House does its best to constantly harass and undermine the Machine within its territory, but this must be done with caution. They are incredibly outnumbered at all times, and overly aggressive maneuvers will just lead to overwhelming reinforcements sweeping in and wiping out everyone in sight.
Seething Hatred: The members from this type of Great House try to use measured restraint, but sometimes they simply cannot help themselves. They tend to be overly aggressive in their campaign to destroy N.E.X.U.S. They go after targets that most other Houses are wise enough to ignore, and they tend to slug it out with N.E.X.U.S. in the open a bit more than they should. They also tend to view any civilian casualties as acceptable losses. They feel that humanity as a whole will be better served by the Machine’s elimination, and they think that holding back so that a handful of humans do not get hurt in the crossfire is a foolish waste of time.
Fanatical Opposition: For this type of Great House, restraint has gone completely out the window, as has the concept of the sanctity of human life. They will do whatever it takes and sacrifice whomever they must in order to destroy the Machine. They have no problem wiping out an entire Retro-Village or resorting to suicide attacks to take down their objectives. They still carefully weigh the value of the target verses the cost of the assault, but they are far more willing to sacrifice a human life (or one hundred) in order to get the job done. This type of House also tends to turn most of its criminal offenders into “disposable troops.” The exact nature of these sacrificial warriors depends on the capabilities and attitudes of the House. Some Houses churn out living bombs while others create psychotic berserkers that they can drop off behind enemy lines to wreak havoc until they are inevitably killed. Their twisted view on the value of human life tends to isolate them a bit from other Great Houses. On a positive note, these obsessed lunatics almost never participate in Blood Feuds, even if attacked first.
Step Ten: Determine the Attitude Towards Other Great Houses
Long ago, the Resistance adopted an independent cell structure to ensure its continued survival in the face of overwhelming odds. Each Great House would operate as an isolated unit to make sure that the destruction of one cell would never compromise the entire Resistance. Multiple Great Houses were created in each Area of Influence in the hopes that someone would always be there to oppose the Machine in that region if one House was destroyed. Plus having multiple Resistance cells in each Area of Influence allowed the Houses to pool their resources in order to attack difficult targets or large armies. This was the plan, but the isolated nature of the cell structure eventually lead to unforeseen problems. The original Resistance leaders never imagined that personal gain and political ambition would ever take priority over humanity’s very struggle for survival. Worse yet, they never counted on the duplicitous, corrupting nature of the Librarians. Without the grounding nature of a unified vision, each House forged its own personal vision. Most of these visions worked in line with the overall mission of the Resistance, but when these visions clashed, simple misunderstandings grew into violent clashes, which then grew into Blood Feuds. Some of these Blood Feuds became so brutal that the participating Houses eventually saw humanity as far more dangerous than the Machine. As these attitudes became ingrained within each new generation, their views of humanity in general changed (at least the view of humans outside of their House).
Enemy of Man: The people from this type of House hate their fellow man far more than the Machine. Whether it was too many years of Blood Feuds or a misguided leader that led them down this dark path, the end result is the same. This once proud defender of humanity has now become its greatest enemy. Their hatred has driven them to cease all combat operations against the Machine, and turn all their attention towards the destruction of every man, woman, and child not affiliated with their House. In fact, it is possible that they have even collaborated with the Machine in order to strike at their enemies. Destruction of this House has become a priority. They know too much about the inner workings of the Resistance to be allowed to live any longer. The Machine likely knows this as well and will do everything in her power to ensure to keep them alive and killing.
Conqueror: The leaders of this House do not want to destroy humanity, they want to rule it. They have decided that the only way for mankind to survive is to unite everyone beneath their banner. It is their goal to defeat each House one by one and replace their Warlords and Senators with their own Governors. The logistics required to maintain this kind of empire is beyond what any House has available, but that will not stop them from trying. At least their misguided mission requires that they preserve as much of the conquered Houses as possible. This should keep the collateral damage to a minimum. What should also help is that the leaders have wisely decided to limit combat missions as much as possible (although they will ultimately be necessary). A protracted military campaign may eventually work, but the survivors would hold such hatred towards the conquering House that they would never accept its rule. Plus the struggle itself would leave both Houses severely weakened, which would do no one any good. The House leaders know that they need to win the hearts and minds of the people before they can ever consider a takeover, and doing that will require brains over brawn. This type of conquest relies heavily on infiltrators to spread dissent throughout the target organization’s ranks, and undermine its leaders from the inside. They form cells within each cell to basically create a resistance structure within each Great House. Generally this level of subterfuge, scheming, and desire for power only comes out of Great Houses that are being run by Librarians.
Pirate: The members from this House have no animosity towards humans or the other Great Houses; they simply see them all as resources to be exploited. They believe that for the strong to survive, they must prey on the weak, and their continued success just proves that they are the strong. Some of these types of Houses may be flagrant in their activities, but most try to keep their attacks secret. They do not want to start a war, they just want to live.
Close Allies Only: After years of betrayals and Blood Feuds, this House has basically closed its doors to all but its most trusted allies. Only those who have stood with this House in the past are allowed in its underground haven today. In time, other Great Houses could earn their favor, but the patience required to break through the coldness, distrust, and outright rejection that a new ally would likely face is more than most people are willing to endure.
Skeptical: This is the most common view among the Resistance. Every Great House is viewed as a friend and ally in the war against the Machine, until proven otherwise. They still deal with other Houses with a healthy amount of suspicion, but they do not outright reject their fellow Splicers unless betrayed first.
Ally of Man: To these people, there is virtually no such thing as a rival Great House. They understand the harsh realities of life make people do things they may regret later, so they try their best to never hold a grudge. A Great House would have to commit some horrendously evil deeds in order to get on this House’s bad side, but it does happen. After all, their understanding only goes so far. The members from this Great House are not fools. They deal with outsiders using a healthy dose of caution, but they always try to extend a helping hand as much as possible.
With so many ideas, where are the checks and balances and guidelines?
Well. Slappy & I have pondered this and wanted to develop a systemic process to help build and define Great Houses within the Resistance. This is a juicy sneak peak of the Evolved Script that we have submitted. We hope that this will allow fellow Spliceheads to develop not only their own Great Houses to enjoy and campaign with, but to also develop neighboring Great Houses to trade/barter with, contend with, alliance with or to temporarily join forces to take on the Machine and any other threats. Developing Great Houses helps round out not only the setting that the Players will enjoy and view as home, but it will also play a major role in the campaigns when it comes to alliances, blood feuds, resources, boundaries, ethics, politics, beliefs, society and survival. Remember these aspects well. A Great House that has a lot of resources and wealth also has a lot of desperate eyes and jealousy frowned upon it. In the dire world of Splicers you will have to fight for what you keep.
We have also discovered that this allows GMs to not impute all of your their creative ideas for Biotech innovations and Warmounts and OCCs into your Player's House, but divide these ideas up among the Great Houses that neighbor within the territory of the Player's Great House so you can see the impact and test their teeth against some concoctions as well. These Areas within the Resistance will become known as Areas of Influence as each typically contains one Computer Core. More on Areas of Influence later.
For now lets delve into the Building of Great Houses.
Build Your Own Great House Construction Rules
The Resistance is not one unified army, but rather it is composed of hundreds (possibly thousands) of isolated cells strategically placed all across the planet within Areas of Influence. Every Area of Influence corresponds with one of the Machine’s Computer Cores. Multiple cells are placed in each area with the hopes that at least one cell would always be there to oppose the Machine in case other cells fall. Each cell started as little more than an armed camp, but as refugees flocked to the only people capable of protecting them, each cell grew into something more. Each cell became an independent human kingdom known as a Great House. The Houses continued to oppose the Machine, but they also took on the added responsibility of defending and housing their own civilian populations. These are the last refuges for free humans on the planet, and they will be the ones responsible for rebuilding society on the surface if and when the Machine is defeated.
The Great Houses share a common ancestry, but generations of isolation has allowed each to evolve and grow into its own unique community. Differences in resources, personal motivations of House leaders, and the brutal conflicts that each House has experienced over the years have shaped the overall culture of the House, often in radical ways. While every House may have started out with the same goal of fighting the Machine and protecting humanity, that does not necessarily mean every Great House feels that way today. Petty disputes and personal greed has led many leaders astray, and they in turn used their power and influence to lead their people down the same misguided path. Since the Great Houses are more than just cookie cutter replicas of each other, this chapter will explore some of the details to consider when building one.
These House creation rules are a heavily modified version of the Palladium organization design rules originally created by Erick Wujcik for Revised Ninjas and Superspies. One of the biggest modifications is the removal of the point system. The reason for this is to keep GMs and players focused on every detail of their House rather than on the categories that provide the best perks and bonuses. This chapter is about building the culture of the House, and not just about determining its assets and liabilities (bonuses and penalties). While there is a fair share of that in some categories, other categories provide no real benefits, but they do greatly define the culture, history, and motivations of the House. I removed the point totals so that people wanting to create their own House would not feel the temptation to spend all their points on something like Outrageous Salary and then place no points into Educational Resources, Entertainment, or even the Attitude Towards categories. These seem like trivial details, but it is the little details that give the House character, that in fact make the House a character.
This is another one of those little details to consider. Instead of just building a large, established House, some players might enjoy the experience of creating a small Fledgling House that can grow and develop as their characters do. They do not necessarily need to be the leaders of the House, but their actions can suddenly have a larger impact on helping their Great House develop into a truly “Great” House. It is an opportunity for role-playing that is highly recommended, but we also understand the fun of working for a Resistance powerhouse. We leave it to each player group to decide which path is best for them.
Step One: Determine the Size of the House
This first step not only determines the total population of the House, but it also describes the organization’s stability. In general, a larger House tends to be a more stable House, but that is not always the case. Realize that resources on this planet are not infinite. In fact, they are often quite scarce. A larger House needs more resources for its people and more space to put them all. Expanding an underground haven requires supplies, as do the people. Even Bio-Tech construction requires that someone go to the surface to collect organic material for the Gene Pools, and every trip to the surface increases the chance of leading the Machine back to the House. While growing a House and gaining strength in numbers always helps, it is important to know remember that no matter how many soldiers the House has for its defense, N.E.X.U.S. always has more. A larger population is also more difficult to control. With more people stuffed into a tiny space, fighting for resources, tensions can be extremely high. Larger Houses tend to need tighter systems of control, which further elevates overall tension. Ultimately, there is a middle ground where a House is strongest. Small Houses exist in a rather precarious state. As they grow in size, they grow more stable, but once they grow past a certain size, the risk of destabilization from internal or external threats grows as well.
Fledgling House: Considered the seeds of a Great House than an actual House. The members of this fledgling kingdom set out on their own from another Great House to lay the foundations for their own home. They could either be loyal expatriates sent from their previous House with the blessings of their former Warlord, or they could be a breakaway splinter faction running from their last home as fast as they can. The total population can be as little as 100 people to as many as 1000 people. They may have left with a few mature Saints in tow (if they favor Bio-Tech that is), so they could have an Engineer or even a Librarian among their ranks. This would allow them to produce Bio-Tech, and perhaps even create new Bio-Tech designs. Of course, this new House might have been formed by humans that hate Bio-Tech and fled their last home because they thought it was evil and monstrous. The rules, structure, and even the underground haven itself are far from established. This House needs to find its feet before it can even consider large scale combat operations against the Machine (or rival Great Houses). Of course, that does not rule out smaller raids.
Devastated House: This Great House is similar to a Fledgling House, except its origin is far more tragic. Instead of springing forth from a thriving Great House to stake their own claim, the members of this new House are refugees from one that was previously destroyed. Whether it was the Machine, a rival Great House, or an internal civil war, someone obliterated the last underground haven and slaughtered most of the residents. They had to leave the ashes of their old home behind and find a new one. They may have brought Engineers and Librarians with them or they may only possess whatever Bio-Tech they could evacuate. Total population can vary radically from as few as 500 people to as many as 5000. Like with the Fledgling House, the members are most concerned with building a new underground haven and reestablishing some sort of structured society. These beaten dogs are trying to get back on their feet before they can hope to join the larger war effort.
Small House: This House may be small, but it is firmly established. Construction of their underground haven has been completed (although it is likely still expanding) and they have well defined rules, customs, and traditions. The total population can range from 1000 people to 5000. This House may be small, but it is large enough to be a player within its Area of Influence (and possibly beyond).
Medium House: This is the most common (and preferred) House size throughout much of the Resistance. After years of trial and error, many Resistance leaders have learned that a population between 5000 and 20,000 people is small enough to easily house within the tight confines of an underground haven without stretching resources too thin, yet it is still large enough to create a formidable army. What keeps this House size so common is that many Houses will generally send out envoys to create a new Resistance cell once their population hits the upper end of this scale. Great Houses have found it incredibly beneficial to sponsor an ancillary branch since it basically expands the total territory of the original House while still protecting its internal resources, plus it instantly creates a loyal ally that can be counted on during Blood Feuds and massive engagements with the Machine.
Large House: Not every House likes to spread its people out all across the planet. Some Resistance leaders see the Machine’s strength in numbers and try to build similar strength within their own empire. This type of House was able to handle its resources well enough to enable it to continue to expand the borders of its underground haven and grow its population. This population growth could have just been from natural births, but it could also have been due to heavy recruitment from surrounding Retro Villages and even rival Great Houses. These Houses tend to be a major player not only in their Area of Influence, but in surrounding regions as well. It is nearly impossible to get up to this size without ruffling a few feathers. This size House is almost certainly on the Machine’s radar, and more than likely it has also developed a few bitter rivalries with jealous Great Houses. Population size typically ranges from 20,000 to 50,000 people.
Enormous House: Houses of this size are extremely rare. These Resistance powerhouses are respected, feared, and often envied by other Houses (even if they should not be). Outsiders believe that any House that was able to grow to this size must know how to succeed in this harsh and unforgiving environment. Whether this is true or not remains to be seen. The House leaders may simply be skilled at putting up a strong front. In reality, they may only be holding their empire together with strings. Of course, the House could also be just as powerful as it appears. Just remember, that a large House is not invulnerable. No matter how many soldiers the House may have, the Machine has billions more. A large House makes a large target, and on this world, a large target with a large number of mouths to feed is far more prone to collapse than the smaller ones. Populations in this category typically range from 50,000 to 200,000 people.
Human Kingdom: The only known Human Kingdom within the Resistance is the Great House of the Barren Marsh. This House not only crossed the 200,000+ person threshold, but it also established settlements on the surface. In theory, a Human Kingdom could continue to thrive and grow to impressive numbers, but growing to this size also puts a House right at the top of the Machine’s hit list. It also fosters incredible envy and even resentment among other Resistance cells. On a world with so little, being perceived as having so much is a great way to become a target of more than just N.E.X.U.S.
Step Two: Determine the House’s Biotechnology.
Bio-Technology has only been a part of the human’s arsenal for a few generations, and some Great Houses have been slower to adopt this strange technology than others. Whether it is due to a lack of resources or a genuine preference for the inorganic technology of old (Nanoplague safe versions of course), some Houses are simply far less reliant on Bio-Technology than others. Conversely, some Houses have mastered Bio-Technology to a level that seems almost magical.
No Bio-Tech: While rare, there are some Great Houses that have decided to completely shun organic technology. This goes beyond simple lack of resources (no Engineers or Librarians). This type of House distrusts the alien nature of Bio-Technology to such an extent that they will not allow any of their people to own or operate Bio-Tech of any kind. It does not necessarily mean they shun other Great Houses for using Bio-Tech, they just refuse to use it themselves. Great Houses that have gone this far typically had a Librarian go Megalo in their past with tragic results.
Minimal Bio-Tech: Due to an extreme lack of resources, this type of Great House possesses very little organic technology within its armories. Their forces tend to rely on plastic and ceramic armaments and their craftsmen use wood, stone, and plastic for civilian construction projects. This type of House likely does not have any Librarians (01-80% chance) and at best a handful of Engineers (1D4-2 Engineers). This type of House usually needs to trade for Bio-Tech with their neighbors since they cannot grow enough themselves.
Prefers Conventional Technology: Most members from this type of House do not fear Bio-Tech, they just do not like it that much. It may be powerful, but it is still creepy, weird, and alien. A small percentage of their people still use Bio-Tech (under 20%), but the majority stick to conventional gear. These Houses were actually the first to adapt to the Nanobot Plague back in the day. Because of their tremendous technical expertise, they were able to quickly retool their equipment, weapons, and manufacturing processes to create safe alternatives. These Houses quickly rose to prominence among the ranks of the Resistance because they were the only source of safe yet effective weapons and armor. The introduction of Bio-Tech, however, changed their status just as quickly. These Houses got a little too comfortable with their positions of power among their fellow Houses and did not like falling into obscurity so quickly. This resentment over their fallen status is the primary reason for their distrust of Bio-Tech. They may no longer be held in as high of esteem as in generations past, but they are still the best place to go for conventional equipment. These Houses still tend to be on the wealthier side because there are relatively few Houses that manufacture Plague-safe gear. Despite their dislike of Bio-Tech, it is possible that they still have one Librarian (01-30% chance) and a handful of Engineers (1D4-2 Engineers).
Common Bio-Tech: This type of House has no preference for or against Bio-Tech. They recognize it as a valuable tool against the Machine and use it (as well as conventional tech) as much as possible. The percentage of forces equipped with Bio-Tech varies greatly, from as little as 40% to as high as 80%. Houses in this category generally have one or two Librarians and 1D6+3 Engineers. They may have one or two proprietary Bio-Tech designs, but for the most part, they only know how to manufacture commonly used Bio-Tech creations.
Prefers Bio-Tech: This type of Great House considers Bio-Tech to be an absolute godsend and thinks that people who are unwilling to use it are ignorant fools. They believe (and rightly so) that even N.E.X.U.S. cannot match the power of Bio-Tech one on one, and it is only the Machine’s vastly superior numbers that keeps Bio-Tech from ending this war once and for all. Depending on resources, these types of Houses tend to equip 70% to 95% of their forces with Bio-Tech armaments, plus nearly all civilians use organic technology during their daily lives. These Houses love Bio-Tech and constantly work to improve it. They usually have two to three Librarians and 1D8+4 Engineers hard at work refining and creating new custom designs that are only available to their House (at least until another House steals the genetic code or they sell it to their neighbors).
Cutting Edge Bio-Tech: Members from this category of Great House do not just love Bio-Tech, they have mastered it. No matter the size of the House, they have an unusually large amount of Librarians and Engineers among their ranks, and the sheer brainpower of this collective has been able to provide their Great House with some of the best Bio-Tech in the Resistance. This type of House has access to all the common Bio-Tech genetic codes, plus they also have developed dozens or even hundreds of unique designs. About 80% to 95% of their forces are equipped with Bio-Tech, plus a larger than normal portion of their population (25% to 40%) are actually augmented with Bio-Tech of some kind. This does not necessarily mean they have been turned into monstrous war machines. Many people simply had body parts replaced that were lost in battle or added minor enhancements like eyes or other sensors to improve their combat effectiveness. This type of Great House typically has three to five Librarians and 1D12+8 Engineers.
Step Three: Determine the House’s Wealth
Within the Resistance, wealth is not a measure of luxury, but a measure of survivability. What makes a Great House wealthy is its ability to provide for the basic needs of its people as well as the needs of its military. Every House has its own socioeconomic structure, so the wealth of a Great House is not necessarily divided evenly. There will always be a privileged upper class that is a bit more comfortable than the rest of the citizens, but the level of comfort is still relative to the resources available.
Starving: Resources are extremely limited. Everyone in the House (except maybe a select few) is barely eeking out a subsistence living and is barely getting enough food to survive. Not only are the people starving, but so are all the Bio-Tech creatures, weapons, and gear. As a result, every person, animal, and piece of Bio-Tech is about 10% smaller in size and has 10% less M.D.C. (or S.D.C. and H.P.) than normal. They are also -1 to strike, parry, and dodge, have one less attack per melee round, and inflict 10% less damage than normal. If characters can find enough game and food to meet their equipment’s basic requirements (as well as their own) for a full month, then they can eventually negate all the penalties except the size and M.D.C. reductions. This leads to many surface teams spending much of their efforts hunting for food instead of hunting N.E.X.U.S. As a result, the Machine tends to have a stronger presence in their territory, which makes it even more difficult to search for food (a vicious cycle).
Limited Internal Resources/Plentiful Surface Game: Like a Starving House, this type of House has very limited internal resources, but unlike a Starving House, they have no problem finding food on the surface. This type of House is usually located near a thriving nature preserve, which they plunder often for food. The people and Bio-Tech equipment do not suffer any penalties, but the constant hunting excursions mean that they have not done a very good job at keeping N.E.X.U.S. in check within their territory. This means there are far more patrols in their territory than normal which increases the risk of N.E.X.U.S. following one of their hunting parties back to their underground haven.
Military First: This type of House also has limited resources, but the Warlord has decided that what little they do have should support the military first with the leftover scraps going to the civilian population. This means the House’s warriors, Bio-Tech equipment, and war machines remain strong, but their civilians are sickly and weak. Of course, the military always needs new recruits, so they still try to keep the children fed to allow them to grow up healthy and strong. Once they reach an age where they can join the war effort (usually in their early teens), they are given a choice; either join the war effort and continue to eat, or sit on the sidelines like a coward and probably starve. Obviously, enlistment rates are pretty high under these circumstances, but resources are still stretched pretty thin and someone has to suffer. In addition to people that refuse to serve in the military, the House also denies its resources to the elderly, parents that stay home to raise children, janitorial staff and other service people, and those who can no longer fight due to illness or injury. The only civilians that seem to do well are merchants and high-ranking war heroes that have retired from the field. These types of Houses also tend to be less tolerant of criminal activity. The death penalty is doled out pretty liberally (even for minor offenses), and their bodies are fed to the War Mounts, suits of Host Armor, and other gear. If the situation grows desperate enough, these criminals may even fed to the people (in a heavily disguised manner of course).
Civilians First: Once again, resources are sparse, but the leaders of this type of House have decided that their greatest resource is their people. After all, the whole reason they are fighting is to save humanity from extinction, so it only makes sense that humans should receive priority treatment over their organic tools. While the people are strong and fit, their Bio-Tech gear tends to be smaller and weaker. Every Bio-Tech weapon, creature, and piece of equipment is about 10% smaller in size and has 10% less M.D.C. than normal. They are also -1 to strike, parry, and dodge, have one less attack per melee round, and inflict 10% less damage than normal. If characters can find enough game and food to meet their equipment’s basic requirements for a full month, then they can eventually negate all penalties except the size and M.D.C. reductions (those are permanent).
Comfortable: This is the status of most Great Houses throughout the Resistance. They may live in cramped conditions that their ancestors would consider squalor, but they are well fed and all their basic needs are provided for. As always, some people live better than others, but overall, the House is able to produce enough resources to sustain all of their people and Bio-Tech.
Trade Surplus: This type of House may not be living luxuriously, but they are doing a little bit better than most. Their House can produce more than their people and military require which means they can trade with other Houses for a few extras. What they choose to trade for depends on the nature of the House. Some trade for additional military resources to strengthen their armed forces, while others trade for a few creature comforts to make their life underground seem a little less bleak.
Wealthy: Wealthy Great Houses are extremely rare, but they exist. To reach this level, a Great House must possess some sort of resource that all other Great Houses want desperately, but cannot produce themselves. Typically these types of Houses are either masters at building conventional equipment or geniuses at creating new Bio-Tech designs which they then sell to other Great Houses. Their militaries are usually far better equipped than most, and their people live quite comfortably. Life within this type of House is still cramped since space is always limited, but the average person tends to own many luxury items. These Houses also tend to have much more developed entertainment and recreation facilities which keeps their population happier than most.
Step Four: Determine the House’s Leadership Structure
Leadership: When the Great House system was first created, each House was founded around a loose military hierarchy. In time, this hierarchy evolved into the Warlord, Senate, and Dreadguard structure that most Houses use today. Typically, a Warlord rises from the ranks of the Dreadguard and then appoints a council of other seasoned Dreadguards to advise him or her in the Senate. When the Warlord becomes unfit to rule or corrupted by his own power, another Dreadguard can challenge him in single combat for the right to rule. It is a simple system and it worked quite well for years until the Librarians started introducing themselves into the mix. These strange alien beings possessed almost limitless intelligence, a seemingly insatiable thirst for knowledge, and an equally unquenchable lust for power. It seems as though there are only two types of Librarians, those that resist these urges and those that give in to them. The ones that gave in to the urge would spend years working and scheming from the shadows to manipulate the House towards their own ends. These schemes would either bear fruit or be exposed before the Librarian could seize control. Houses that had to endure Librarian manipulation tended to abandon the old form of leadership in favor of some sort of hybrid form.
Warlord and Senate Advisors: This is the standard leadership structure throughout much of the Resistance. The most senior and respected Dreadguards eventually rise to the Senate. It is the responsibility of the Senators to advise the Warlord and to one day replace him if necessary. Dreadguards outside of the Senate may also challenge the Warlord for the right to lead, but since the Senate is composed of the most skilled warriors, they really are the only ones with any chance of defeating the Warlord in single combat.
Warlord Council: This structure is one of the most common to be implemented following a failed Librarian takeover (especially if the previous Warlord is killed in the attempt). The Senate usually realizes that a lone man is easy prey for manipulative Librarians, so they decided the best way to prevent it from happening again was to spread power equally among the entire Senate, or Warlord Council. All decisions and decrees are made by a simple majority rule. While this can require more time than unilateral decision making, having to rule through concession and compromise definitely keeps corruption to a minimum. Admission into the Warlord Council is typically by invitation only, but Dreadguard can challenge individual Warlords to single combat for the right to take their place on the Council.
Lone Warlord: This type of leadership typically forms when the Warlord grows too corrupt, or conversely, when too many Senators succumb to corruption. In this scenario, the Warlord simply disbands the Senate and continues to rule on his own. He may still hold on to a few personal advisors, but their positions no longer hold the same high status. Something else unusual about this leadership model is that some of these Warlords do away with the ability to be challenged to single combat for the right to rule. This is usually a sign of growing paranoia, but it can be a wise precaution to keep the schemers at bay (sometimes they really are out to get you). Typically the Warlord needs some kind of ace in the hole, like a secret army of Butchers, to keep any possible dissenters in line.
Puppet Warlord: This arrangement exists within more Great Houses than anyone would like to admit. While the House seems to have a strong Warlord with his council of Senate Advisors, the truth is that they are merely puppets to the true power of the House, the Librarian.
Lone Librarian: The Librarian has done away with all pretenses and simply declared himself the new ruler of the House. A Librarian has to be pretty confident in his power base in order to make such a bold move. Obviously, the tradition of challenging for control of the House is suspended, as are many other traditions and customs. If the House had multiple Librarians, the others were either killed or imprisoned when the one rose to power.
Librarian Council: This is similar to the previous scenario, but instead of one Librarian disposing of the others, they all decided to share power. While this may sound like the sensible thing to do, it is not really in these beings’ nature to share. Whatever motivated them to enter into this arrangement is likely not enough to keep them content. These power-hungry schemers may pretend to work together towards a common goal, but they are all secretly plotting and calculating how to become the sole ruler of the House.
Step Five: Determine the Educational Resources
While it often seems like the war against the Machine is all consuming, even the most battle-hardened Great House still understands the importance of educating its children. Not only does this make better, more well rounded soldiers, but it also keeps them human. What is the point of fighting for humanity’s survival if the war causes everyone to devolve into mindless killing machines like the very enemy they are fighting against? Having an understanding of art, literature, science, history, mathematics, and dozens of other academic disciplines not only offers great advantages today, but this knowledge will be vital for rebuilding society once the Machine falls. Every Great House understands the importance of education, but not every House has the tools required to properly teach their people. When humans first fled underground to escape the Machine’s wrath, few were able to grab more than a handful of books, documents, digital files, and other historical records. They were far more concerned with grabbing weapons, food, clothing, building supplies, and anything else that might help them survive the slaughter. Over the following generations, some Great Houses were able to go back to the surface and reclaim some of the knowledge they spent centuries acquiring, while other Houses could only find the burnt remains of their once great culture. When the Nanoplague hit, even more knowledge was lost as people’s computers were suddenly turned into instruments of death. The Librarians, with their massive memories, eventually rose to fill the gap left by the loss of normal record keeping, but the damage was already done. Billions of people that held critical knowledge were slaughtered, millions of books, documents, computer files, and records were destroyed in the war, and the files that survived on the mini-discs are now locked away where no one can read them. Children still need to be taught and each House has come up with many ways to do so, but like with everything else, they are often limited by the resources available for them to do so. Most Great Houses use a combination of methods, so each House can make multiple selections from this category.
Storytelling: This is one of the easiest and most common ways to relay information from one generation to the next, but unfortunately, it is also one of the least accurate. The important details tend to change with each retelling due to misunderstandings, imperfect recall, or because of the personal biases of the speaker. Another significant problem with storytelling is that in this era, it is as much about entertainment as it is about information. It is common for stories to be embellished to make them more interesting and exciting to the listener, which further erodes the accuracy of the tale. Still, in the absence of hard records, storytelling is an excellent way to convey important information to others.
Apprenticeship: Skills that are vital to a functioning society like carpentry, plumbing, cloth making, sewing, and even those of more technical professions like medical doctor, pathologist, dentist, and the like are typically passed from generation to generation through apprenticeship programs. Skilled professionals will take a handful of youths under their wing to teach them everything they know. These apprenticeships can last as little as six months to as much as five years, after which they go off on their own to start their new profession. After a few years of service, they too can begin to take on apprentices.
Librarian: A Librarian can absorb all the knowledge contained within a human’s mind by stabbing a small bladed tentacle into the person’s body. It is a painful process, but it is a small price to pay for a one hundred percent accurate repository of the Great House’s knowledge and history. How this repository is shared with others is generally left to the discretion of the Warlord and/or Librarian. Some Librarians share their knowledge with charismatic speakers who then disseminate the information to the public. Others speak to scribes who write down the information for others to read or so it can be stored in a secondary location, and some Librarians will even address large groups publicly. However, if a House does not have this resource selected, then it means the Librarian is only sharing its knowledge with a select few.
Golden Age Library: This House was able to acquire thousands of novels, textbooks, technical manuals, magazines, and other documents that were created during the golden age of mankind. Most of these records were lost in the war, so this library is a prize that is far more precious than the hundreds of thousands of micro discs that many use as currency (since these books can at least be read). They are kept locked away from the public and are only loaned out to a select few. There is usually a team of scribes locked away in this library, busily copying these works by hand as quickly as they can. The copies are then moved to a separate location to preserve this knowledge in the event that the original library is ever destroyed. They hope to one-day spread this knowledge throughout the Resistance, but right now, it is far too precious to ever risk directly. Anything learned from these documents is usually disseminated through the old methods of storytelling, but at least they have the records to help the speakers keep their facts straight.
Printing Press: The House has built or otherwise acquired a Plague-safe printing press, and they are using it to create new books as quickly as possible. These can be replications of golden age works, original works by modern writers, or transcripts meant to immortalize the knowledge trapped within the minds of the Librarians. Whatever the source of the originals, the press has allowed this House to circulate the knowledge to everyone in the House and has even allowed them to sell it to other Houses rather than just lock it away for safe keeping.
Technojacker Jury-Rigging: Normal Technojackers are able to use their nanites to artificially force broken electronics to function, at least for a while. It is theoretically possible for a Technojacker to restore an old computer to working order long enough to recover its data onto some sort of storage device. In fact, many Technojackers collect old knowledge from any computer they find with the hopes it will one day be of some value. Some people suspect that they are actually able to make use of this knowledge already. How they could do this, however, is unknown. They may be able to get computers working temporarily, but once their nanites stop powering the device it becomes useless. They would need a functioning N.E.X.U.S. computer to ever spend any significant time reading through any information they recover. However, it is rumored that some Technojackers are actually able to create complex and stable machines that could be used to read this data.
Plague-Safe Computer: This is an incredibly rare and treasured item. So rare in fact, that none are known to exist, but the rumors still persist that someone has created one. If this is true, then it means that a Great House has the ability to read and possibly even write micro discs.
Step Six: Determine the Internal Control
Life underground is difficult to say the least. Everyone lives in cramped conditions, food is scarce, and the looming threat of a brutal death is ever present. Humanity is on the brink of destruction and people are at their absolute breaking point. Unfortunately, to maintain order and stability within the underground havens, the House leaders often need to treat their people quite harshly. They need to make pretty tough decisions about how to divvy up the limited resources available to them all, and they have to crack down hard on any improper behavior to prevent society from spiraling into chaos. Each House has its own strategy or strategies for maintaining order at home, which is why it is possible to make multiple selections from this category.
Oppressive Laws: The laws throughout nearly every Great House in the Resistance would be considered oppressive by most standards, but in this desperate age, there really is no other option. Space is too limited to be wasted on prisons, and with basic necessities as scarce as they are, it is not hard to convince the populace to sacrifice a few criminals so that the rest can survive. The laws are harsh and the penalties severe, but it is a system that makes sense and one the people have accepted. Each House uses an elite force of Marshals to enforce the laws and a panel of Judges to hand down the sentences. It usually only requires a handful of Judges to mediate these trials, but the number of Marshals required depends largely on the needs of each House. The wealthier and more comfortable Houses tend to have less crime and require just a handful of Marshals, while the poorest Houses can barely keep their desperate population in check with hundreds or even thousands of Marshals.
Fear: This type of House has taken the concept of oppressive laws to a whole new extreme. They not only prosecute theft, rape, and murder, but they also punish dissent. Freedom of speech, freedom of religion, and the right to gather for the purpose of protest are seen as dangerous rights that can only bring division and anarchy; rights the leaders of this House believe they must stamp out by any means necessary. They use the Marshals and Judges to deal with garden variety offenses, but the “crimes” of disagreeing with the powers that be are dealt with more discretely. This kind of Great House has another police force in addition to the Marshals, a secret police force that imposes the oppressive will of its masters. Their mission is simple, maintain the peace by removing the voices of dissent. They may dispose of anyone they wish at any time and for any reason. Of course, this level of power is abused quite regularly. The secret police kill more people in the name of personal slights and insults than they ever do for actual “crimes.” Most people are smart enough to keep their mouths shut no matter how unjust they believe their society is, but the secret police always seem to find a way to stay busy.
Drug Induced Submission: Some Houses have found a less brutal way to silence dissent and keep the poor from rioting in the streets. The leaders of this type of Great House not only allow the use and abuse of illicit drugs, they encourage it and in many cases provide it free of charge. They find hallucinogenics and downers to be the most effective way to pacify the populace, but they do provide their soldiers with stimulants to snap them back into fighting condition before sending them up to the surface. Of course, once someone descends too deeply into their addiction, they become a liability that must be disposed of (usually through an “accidental” overdose). Typically this type of House makes money by selling their drugs to other Houses, but they always have plenty on hand to keep their own people in line. The drugs they give their own people tend to be milder than what they sell to other Houses, but this just means it takes longer for them to hit rock bottom than normal. Of course, not everyone in the House is a drug addict. The House still has an upper class that lives in comparative luxury, so they do not need to drown their sorrows with narcotics.
Reward: One of the easiest ways to keep the people in line is to simply pay them off, assuming of course the House possesses the means to do so. This does not necessarily mean direct financial reward (although it could). It could just mean that the House is able to easily provide for the needs of its people as well as a decent amount of luxury items. Even the lower classes live far better than most people in the Resistance. Only “Wealthy” Houses (see House Wealth) are able to pacify their people in this fashion.
Devotion: The people have been convinced that their leaders are actually living gods. As such, they not only obey them, but they worship and often blindly follow their leaders without a moment’s hesitation or regret. It takes incredible scheming and expert manipulation on a massive scale to accomplish this level of brainwashing, something even the most clever and charismatic human is rarely capable of. A Megalo Librarian typically sets up this type of House. Sometimes they lead the House directly, but often they have to set up surrogate gods to help better sell this deception. These could either be humans that willingly go along with the lie, but most Librarians prefer to build their own Bio-Tech gods from scratch. These creatures are often stunningly beautiful creations inspired by mythological Pantheons like those of the ancient Egyptians or Romans, but some are just the products of imaginative Librarians. Whatever the origins of this ideology, it is one the people whole-heartedly accept. Every man, woman, and child in the House has grown up being told that their gods walk among them, and the majority of them believe it.
Step Seven: Determine the Criminal Activities:
No matter how oppressive the laws or strict the penalties, criminal behavior is an inevitable part of any society, especially one where resources are scarce. Even something as harsh as giving out the death penalty for petty theft does little to deter someone from stealing a loaf of bread if he was going to starve to death anyway. Most crimes in the underground havens are simply individuals doing what they must to survive, but there are also those that resort to crime because they see it as the path to comfort and power.
None (Strict Moral Code): The majority of the people in this type of House will obey the law under almost any circumstance (assuming they consider the laws just). They understand that if they steal from another to ease their own hardship then all they have really done was transferred their hardship onto another. They recognize that humanity is on the brink of extinction, and that everyone is in this awful struggle together. It takes a special kind of leader to convince his or her people of this truth, but his type of unity can be achieved (although it is extremely rare). Of course, there will always be exceptions to the rule, but the majority of the people within this House do their best to maintain order and stability within their home.
Unorganized Activity: Crime is not necessarily rampant within the House, but it is a daily part of life and one that will never go away no matter how hard the Marshals may try. Fortunately, individuals or small bands commit these crimes. There is no criminal organization and no gangs to speak of. This could simply be because no leader has risen for an underworld to form around, or the Marshals in this House may be exceptionally skilled at crushing fledgling gangs before they can grow.
Small Gangs: The seeds of a budding criminal underworld have taken root. Several small gangs have formed within the underground haven to vie for control of these activities. Any vices, substances, or items that are illegal within the Great House are being controlled and distributed by the gangs. Things may get nasty if the gangs decide to go to war to seize a bigger slice of this pie.
Organized Underworld: The Great House is cursed with a fully entrenched organization that directs all criminal activity within the underground haven. A single, powerful syndicate controls gambling, prostitution, drug trafficking, and all manner of illicit activities. The Marshals within the House spend the majority of their time trying to break the back of this powerful organization (assuming they are not already on the take), but that is easier said than done. What makes this organization so dangerous is that the majority of its members are ex-military. Some of the most seasoned veterans from among the House’s Roughnecks, Dreadguard, and other special forces decided to turn their back on the war and dedicate their time towards making their own lives a little more comfortable. They justify their selfishness by thinking their efforts are providing the people with the things they want. While it is true that there is a market for their services, their efforts do far more harm than good. They consume resources that would best be dedicated to the war effort, and the vices they push on people ultimately causes more pain than it cures. For the Marshals, combating this organization is a full time job, which leaves little time to deal with crimes perpetrated by ordinary citizens. This only adds to the chaos and anarchy that is tearing the underground haven apart.
Covertly House Sponsored Underworld: This type of House realized long ago that crime was inevitable as were criminal organizations, and they decided to deal with this reality in a somewhat unusual way. Instead of trying to crush every gang and syndicate that popped up, the House picked one gang that best fit their needs and allowed it to grow while they worked to crush all others. They shielded their gang from the Marshals in exchange for information on the other gangs. In time, all other organizations were dismantled, leaving their chosen gang to fill the void in the underworld. They continued to support this organization as long as it was willing to follow the House’s rules. This arrangement may sound strange, but it benefited both sides greatly. The gang was allowed to operate without fear of the Marshals. Sure a few low level thugs had to be given up from time to time, but the majority of the soldiers could seek their fortunes freely. In exchange, the gangs agreed to behave and maintain peace within the underground haven. As long as they did not target the Marshals or cause too many civilian casualties, the Great House would allow them to live, profit, and grow. The House figured it was far easier to manage the underworld when it knew who all the players were than it was to try and find all the new players that would eventually pop up to fill the void left by a crushed gang. Both sides understand that this truce is somewhat tenuous at best, but it has worked well for everyone so far and most people want the arrangement to continue. Really the only ones that do not like it are the Marshals. Some may know of the arrangement and others may not, but all of them would rather just crush every lawbreaker within their jurisdiction. The Sheriff does his or her best to keep the Marshals in check, but they are the ones who will most likely break this fragile truce one day.
Integrated Criminal Underworld: This goes far beyond a simple House sponsored underworld; the Great House is a criminal syndicate. The leaders of the House split their attention between fighting the Machine and directing their criminal enterprise. Since the entire House is basically one big gang, their laws are a little bit more relaxed towards drug use, prostitution, and other vices. They have pretty much turned their underground haven into this world’s equivalent of Las Vegas in order to keep their people submissive and content. They do have laws, and when those laws are broken, the Marshals deal with them just as harshly. For the most part, the Great House focuses its criminal endeavors towards rival Houses. Instead of just preying on its own citizens for financial gain, this House mainly preys on its neighbors by providing them with all the vices that their own House denies them. They work in tandem with each House’s own criminal organizations to keep the drugs, booze, and other banned substances flowing. It not only enables the House to leech money and resources from its rivals, but it also provides them with an entrenched network of spies and infiltrators that keep the intel flowing.
Step Eight: Determine the Military Culture
The Great Houses were first formed to fight the Machine and safeguard humanity. While they all started with a unified attack strategy, in time, each House evolved its own way of dealing with N.E.X.U.S. Some took a more aggressive approach and attacked the Machine’s minions and installations whenever possible. Others thought it was more important to rescue humans enslaved by N.E.X.U.S. than to destroy her resources. Still others thought the best solution was to fortify their underground havens and protect their own populations. In time, the basic military strategy of each House slowly became its dominant cultural attitude. The aggressive Warlords bred aggressive warriors, the protectionist Warlords inspired a culture that believes their purpose is to save as many people as possible, and so on. This attitude also affected how the House dealt with other Resistance cells. Aggressive Houses were more likely to engage in Blood Feuds, while protectionists tried their best to preserve all lives rather than waste anyone in needless struggles. This represents the dominant attitude held by the majority of the civilians and soldiers within the Great House.
Isolationists: This House is far more concerned with its own survival than with the survival of humanity as a whole. Anyone that sets foot on their land, whether it be man or machine, is attacked and destroyed. They are not fools and will not assault overwhelming forces unless they can be ensured of their victory. They pick and choose their shots like any House, they are just very aggressive and very protective of their territory. They do not care about the fate of their fellow man, as long as they stay on their side of the border. Other Houses may find their beliefs misguided, but their aggression towards the Machine still ultimately benefits the Resistance as a whole.
Defensive: There are two possible reasons for this culture to develop. Either the members of the House have simply decided to hole up underground and hope the war blows over, or they have suffered so many losses that they need to fallback until they can replenish their resources and their ranks. For the time being, they have pretty much given up on the surface, and have concentrated their efforts around fortifying their underground haven. They only venture to the surface to gather supplies, and they try their best not to draw any attention to themselves.
Territorial Protectionists: Similar to the Isolationists, members of this House prefer to defend their own territory rather than venture out to help their neighbors. The difference is that they do not attack humans unless attacked first. They journey to the surface often to suppress the Machine’s efforts in their territory and to defend any humans living in the area, but they almost never move beyond their own borders.
Defenders of Humanity: The members of this type of House have decided that their real purpose is to protect, not destroy. This does not mean they are pacifists, it simply means that they are far more concerned with rescuing prisoners and protecting civilians than with destroying robots and N.E.X.U.S. installations. They perform these types of combat missions as well, but they always go to great lengths to ensure that no civilians get caught in the crossfire when they do attack the Machine. N.E.X.U.S. personalities that learn of this fact often put the House’s resolve to the test by surrounding sensitive installations with human shields or by using humans as bait to draw soldiers into traps. Their people recognize that this belief often puts them at increased risk, but it takes a lot to make them pass up the opportunity to save more human lives.
Warriors: While most members of the Resistance fight to survive, the soldiers from this type of Great House live to fight. They love to test their skills on the battlefield, and will go wherever the fight is. They will not only attack the Machine within their territory, but they will gladly travel into neighboring territories if that is where the action is. While the neighboring Great Houses likely appreciate the assistance from such skilled warriors, they have no doubts that they fight for their own pleasure rather than out of kindness. The proof of this is the fact that this type of House is very quick to start a Blood Feud. The same warriors that swooped in and helped a neighbor could just as easily turn on them in an instant over the slightest insult. Splicers from these Great Houses receive an additional attack per melee round and bonuses of +1 to strike, parry, and dodge.
Step Nine: Determine the House’s Attitude Towards N.E.X.U.S.
The Great House system was originally instituted to fight the Machine, but after generations of war and ever-shifting priorities due to personal grudges, inter-House disputes, and selfish motivations, some Houses have lost sight of their true purpose. On the flip side, some Great Houses are so obsessed with the destruction of N.E.X.U.S. that they have lost sight of their mandate to protect humanity. Their desire to hurt the Machine is so strong, that they will willingly sacrifice any civilians caught in the crossfire or even their own people in order to give N.E.X.U.S. a black eye.
Live and Let Live: This Great House has completely lost sight of what the Resistance is all about. It is so focused on its petty struggles and Blood Feuds that it has completely given up on its war against the Machine. As long as N.E.X.U.S. does not attack them first, this House will ignore her forces completely and simply concentrate on attacking rival Great Houses. N.E.X.U.S. personalities that recognize this fact (like Lilith or Kali) will order their minions to avoid confrontations with any warriors from this House.
Not a Priority: This is similar to number one in that the Great House is primarily concerned with settling its Blood Feuds, but it still does its part in the war against N.E.X.U.S. While the majority of its military strikes are against rival factions, it does send out teams to sabotage N.E.X.U.S. facilities, ambush robotic troops and convoys, and rescue civilians caught in the Machine’s clutches.
Broken Spirit: After years of endlessly struggling against overwhelming odds, this Great House has all but given up. They have lost so much, not only in resources but also in personnel. Their attacks may have been successful, but it always seemed like every victory cost more than it was worth. The warriors from this House will fight the Machine if they must, but they almost never initiate the engagements. This type of House typically has a Military Culture of “Defensive.”
Timid Resistance: This Great House may have suffered some horrendous losses in their history, or they simply may be overly cautious. Either way, they tend to only make carefully measured strikes against the Machine. They never seem to take much risk or inflict much damage against N.E.X.U.S. They convince themselves that they are doing their part to rid the world of the Machine, but they look at the grand schemes orchestrated by others in the Resistance with envy. They want to do more, but they do not quite have the confidence in their skills or tactics. Really all they need is one major victory to inspire the rest of the House to rise to greatness (perhaps something the player characters could help with).
Active Resistance: This is the standard level of commitment for most Great Houses throughout the Resistance. The House does its best to constantly harass and undermine the Machine within its territory, but this must be done with caution. They are incredibly outnumbered at all times, and overly aggressive maneuvers will just lead to overwhelming reinforcements sweeping in and wiping out everyone in sight.
Seething Hatred: The members from this type of Great House try to use measured restraint, but sometimes they simply cannot help themselves. They tend to be overly aggressive in their campaign to destroy N.E.X.U.S. They go after targets that most other Houses are wise enough to ignore, and they tend to slug it out with N.E.X.U.S. in the open a bit more than they should. They also tend to view any civilian casualties as acceptable losses. They feel that humanity as a whole will be better served by the Machine’s elimination, and they think that holding back so that a handful of humans do not get hurt in the crossfire is a foolish waste of time.
Fanatical Opposition: For this type of Great House, restraint has gone completely out the window, as has the concept of the sanctity of human life. They will do whatever it takes and sacrifice whomever they must in order to destroy the Machine. They have no problem wiping out an entire Retro-Village or resorting to suicide attacks to take down their objectives. They still carefully weigh the value of the target verses the cost of the assault, but they are far more willing to sacrifice a human life (or one hundred) in order to get the job done. This type of House also tends to turn most of its criminal offenders into “disposable troops.” The exact nature of these sacrificial warriors depends on the capabilities and attitudes of the House. Some Houses churn out living bombs while others create psychotic berserkers that they can drop off behind enemy lines to wreak havoc until they are inevitably killed. Their twisted view on the value of human life tends to isolate them a bit from other Great Houses. On a positive note, these obsessed lunatics almost never participate in Blood Feuds, even if attacked first.
Step Ten: Determine the Attitude Towards Other Great Houses
Long ago, the Resistance adopted an independent cell structure to ensure its continued survival in the face of overwhelming odds. Each Great House would operate as an isolated unit to make sure that the destruction of one cell would never compromise the entire Resistance. Multiple Great Houses were created in each Area of Influence in the hopes that someone would always be there to oppose the Machine in that region if one House was destroyed. Plus having multiple Resistance cells in each Area of Influence allowed the Houses to pool their resources in order to attack difficult targets or large armies. This was the plan, but the isolated nature of the cell structure eventually lead to unforeseen problems. The original Resistance leaders never imagined that personal gain and political ambition would ever take priority over humanity’s very struggle for survival. Worse yet, they never counted on the duplicitous, corrupting nature of the Librarians. Without the grounding nature of a unified vision, each House forged its own personal vision. Most of these visions worked in line with the overall mission of the Resistance, but when these visions clashed, simple misunderstandings grew into violent clashes, which then grew into Blood Feuds. Some of these Blood Feuds became so brutal that the participating Houses eventually saw humanity as far more dangerous than the Machine. As these attitudes became ingrained within each new generation, their views of humanity in general changed (at least the view of humans outside of their House).
Enemy of Man: The people from this type of House hate their fellow man far more than the Machine. Whether it was too many years of Blood Feuds or a misguided leader that led them down this dark path, the end result is the same. This once proud defender of humanity has now become its greatest enemy. Their hatred has driven them to cease all combat operations against the Machine, and turn all their attention towards the destruction of every man, woman, and child not affiliated with their House. In fact, it is possible that they have even collaborated with the Machine in order to strike at their enemies. Destruction of this House has become a priority. They know too much about the inner workings of the Resistance to be allowed to live any longer. The Machine likely knows this as well and will do everything in her power to ensure to keep them alive and killing.
Conqueror: The leaders of this House do not want to destroy humanity, they want to rule it. They have decided that the only way for mankind to survive is to unite everyone beneath their banner. It is their goal to defeat each House one by one and replace their Warlords and Senators with their own Governors. The logistics required to maintain this kind of empire is beyond what any House has available, but that will not stop them from trying. At least their misguided mission requires that they preserve as much of the conquered Houses as possible. This should keep the collateral damage to a minimum. What should also help is that the leaders have wisely decided to limit combat missions as much as possible (although they will ultimately be necessary). A protracted military campaign may eventually work, but the survivors would hold such hatred towards the conquering House that they would never accept its rule. Plus the struggle itself would leave both Houses severely weakened, which would do no one any good. The House leaders know that they need to win the hearts and minds of the people before they can ever consider a takeover, and doing that will require brains over brawn. This type of conquest relies heavily on infiltrators to spread dissent throughout the target organization’s ranks, and undermine its leaders from the inside. They form cells within each cell to basically create a resistance structure within each Great House. Generally this level of subterfuge, scheming, and desire for power only comes out of Great Houses that are being run by Librarians.
Pirate: The members from this House have no animosity towards humans or the other Great Houses; they simply see them all as resources to be exploited. They believe that for the strong to survive, they must prey on the weak, and their continued success just proves that they are the strong. Some of these types of Houses may be flagrant in their activities, but most try to keep their attacks secret. They do not want to start a war, they just want to live.
Close Allies Only: After years of betrayals and Blood Feuds, this House has basically closed its doors to all but its most trusted allies. Only those who have stood with this House in the past are allowed in its underground haven today. In time, other Great Houses could earn their favor, but the patience required to break through the coldness, distrust, and outright rejection that a new ally would likely face is more than most people are willing to endure.
Skeptical: This is the most common view among the Resistance. Every Great House is viewed as a friend and ally in the war against the Machine, until proven otherwise. They still deal with other Houses with a healthy amount of suspicion, but they do not outright reject their fellow Splicers unless betrayed first.
Ally of Man: To these people, there is virtually no such thing as a rival Great House. They understand the harsh realities of life make people do things they may regret later, so they try their best to never hold a grudge. A Great House would have to commit some horrendously evil deeds in order to get on this House’s bad side, but it does happen. After all, their understanding only goes so far. The members from this Great House are not fools. They deal with outsiders using a healthy dose of caution, but they always try to extend a helping hand as much as possible.