Tuesday, December 14, 2010

Posthegemony: Chapter Three

For those of you who are interested in such things, this is the third chapter of my upcoming dystopian roleplaying game Posthegemony: Terra Nomenklatura.

CHAPTER THREE: INTERESTING PEOPLE

Person Of Interest [noun]: a phrase used by law enforcement when announcing the name of someone involved in a criminal investigation who has not been arrested or formally accused of a crime.

It should have bothered everyone more than it did when the Mormon’s left. The members of the Church of Jesus Christ of Later Day Saints had done rather well during the S-A.C, all things considered. No one had set off dirty bombs, sprayed neurotoxins out of crop dusters, or poured typhoid-7 into the water supplies of Salt Lake City or Provo. The inhabitants of Utah, Idaho, and eastern Nevada, with their tradition of heavily armed, single-minded patriotism, had fought off famine-maddened cannibal armies from California and Arizona on one hand, and jihad-crazed, apocalyptic hordes moving south from the Great Lakes on the other. They'd hung on without help from any outside force for decades. Thus, it was really no great surprise when they adamantly refused the various carrots offered by the Posthegemony as it slowly expanded its reach into western North America.

And then came the Pashtun Example. The stick. THE fucking stick.

Kooky extra books of the bible or not, the Mormons could see the writing on the wall. So with little preamble and even less explanation, they silently floated out of the atmosphere in their enormous, crude Arcs, and vanished to places unknown. “Good riddance!” said many who really should have known better. Two years later the king of Swaziland bought the rusty remains of the South African navy, stripped them, sealed them, outfitted them with AntiG, packed the last 30,000 Swazi in the world into them, and left. The Berber peoples of North Africa followed using enormous sections of oil pipelines that had been lined with lead. The world's few remaining Persians ambled aboard the shells of massive oil tankers and, with much weeping and rending of hair, said a final prayer toward Mecca, and then drifted away off the world.

But it wasn't until a group of radical underground lesbians from San Francisco figured out that they could sever a Scraper from its foundations, seal its windows, and depart for parts unknown that the Posthegemony began to get worried. It meant that almost anybody could leave. But by then the Interesting People were in full flight. Libertarians and Trotskyists. Santeria priests and Orthodox Old Believers. People who spoke Esperanto. People who spoke Welsh. Somehow – and no one to this day is really sure how – every remaining person on Earth with Down syndrome gathered together in Miami, where they departed out world in a massive Scraper shaped like a beach ball. Trekkies… and the less said about them, the better. Gun nuts. Pacifists. People who thought that Ayn Rand was a prophet and that the events described in Atlas Shrugged had come to pass. People who thought that Margaret Atwood was a prophet and that the events described in The Handmaid's Tale had come to pass. People who thought (with what could reasonably be considered far more justification) that Harry Harrison was a prophet and that the events described in Make Room! Make Room! had come to pass.

All the Interesting People were leaving the world of their birth. Until the Posthegemony started shooting them down, that is. Now nobody leaves, nobody talks about it, and nobody has heard anything from the Interesting People who did in a long, long time.

Character Wants Room

“Character wants room; must not be crowded on by persons, nor be judged from glimpses got in the press of affairs, or on few occasions. It needs perspective, as a great building.” – Ralph Waldo Emerson

In many ways characters in Posthegemony are very much like standard Star Hero characters. They pay for most of their equipment to be Fabed with yuan instead of character points, and are subject to Normal Characteristic Maxima. Their Abilities are mostly Skills and Perks, with maybe a couple of Talents or Powers based on radical improvements in biotechnology or the sort of unusual abilities that manifest in any culture.

In other ways… not so much. Posthegemony characters are a bit fucked up. They have problems. Lots of problems. To reflect this all PCs are built on 150 Total Points, with 75 points of Matching Complications, but with 25 Maximum Points per Complication. So, somewhere between a Competent Normal and Standard Hero, but with considerably more issues than Flash Gordon or Luke Skywalker.

Dysfunctional Character Concepts

“Just because you are a character, doesn’t mean you have character.” – Pulp Fiction

All PCs in the Posthegemony setting are by definition dysfunctional: if they were happy with their lives, they wouldn’t be PCs. But since they aren’t happy living in utopia, they are by definition dysfunctional. Ask anyone whose anyone. The root of that dysfunction is the key to the entire concept behind the character. Think of it as the axis around which everything about that character revolves. It is the core of who they are at heart.

And who they are at heart will have tremendous influence on how their spaceship gets built.

So before beginning the mechanical construction of your character, it’s a good idea to think about whom that character is, precisely. What are her motivations? Why is she so dissatisfied with her life in the Posthegemony? Is she extroverted or introverted? Does she long to raise her own food? Is she an animal lover? Is she filled with existential angst like a caged rat? Or is she serene or aesthetic, a secret Buddhist monk? Is she capable of violence? Or stealing?

Posthegemony Names

“And so with all things: names were vital and important.” – Algernon H. Blackwood

The Chinese are a highly adaptable people. As they slowly spread their hegemony across the globe, the founders of the Posthegemony generally changed the order of their names and added local names to them, as well. For example, in North America it is still common to name children Bubba, Tequila, Nadine, Brittany, Moisha, Jack Daniel, or any other traditional name that sounds good. But Bubba Wei and Nadine Mang will always have two middle initials, for Bubba Gong Hu Wei and Nadine Shu Tun Mang.

However, in some cases the reverse is true: a person may simply have a Chinese “first” name and a local last name, though the actual concepts behind Chinese first, last, and middle names are quite complicated. Traditionally, Chinese people have a clan name followed by a personal name, concluded by a “generational” name indicating their age group, and thus position of importance in a family. Which name is used by whom with or without honorifics indicates social standing, marital status, and the like.

However, over time this system has broken down for the paloi classes: only nomenklatura still employ it. The lower classes use the simpler system. Thus it is not atypical to find producer-consumers with names such as Li Gonzales, Wu Johnston, and Wong Murkowski.

Character Complications

“Characters have weaknesses as well as strengths: both are necessary to create an interesting, well-rounded individual.” – Steven S. Long

Well, not so much you. Oh, you’re interesting all right. You want to leave utopia for Christ’s sake: comfort, wealth, longevity, excellent medical care, vacuous nightlife, guilt-free sex, and unlimited access to porn. This by definition also means that you’re unbalanced. Characters in Posthegemony are in many ways defined by their Complications, rather than their more positive attributes. The most important of these is a new Complication called Interesting Person, which combines aspects of Hunted, Social Complication, and Negative Reputation. Psychological Complications are very common, as are Social Complications and Dependence, while Physical Complications and Distinctive Features are extremely uncommon, as they are quickly corrected by Posthegemony science and society, respectively.

DEPENDENCE

Producer-consumers of all classes love, love, love their drugs, particularly designer pharmaceuticals, alcohol, and inspired mixtures of the two. In fact, the Posthegemony has largely chosen not to regulate or limit the distribution of recreational drugs (though they are taxed) so as to better facilitate their flow into society (opiate of the masses and all that). Mild hallucinogens, dissociatives, stimulants, sedatives, and cannabinoids are all common, available through vending machines, corner stores, and at preschools, and come in two standard forms: poppers (pills) and tabs (which dissolve in juice or alcohol). While 99% of alcohol is synthetic stuff (fermented bacteria, basically), it’s carefully flavored to resemble anything and everything. Popular varieties include whiskey liqueurs, vodka and caffeine combinations, various sorts of cocktails, hallucinogen and guarana-spiked smart drinks, and variations on the highball.

Typically addiction is mild: Dependence (must consume some fucked up substance or the other once a day or suffer Weakness) (Very Common, Addiction): 0 Character Points. But more severe versions of Dependence are common enough, especially for those intelligent enough to see Posthegemony society for what it really is.
Of course, it’s possible that your PC, with his freakish and unhealthy desire to escape utopia, doesn’t have a nice, healthy Dependence, in which case he can take Social Complication: Discouraged Behavior (Lack Of Bad Habits; Frequently, Minor) [10 Points].

INTERESTING PERSON

Literally another way of saying Person Of Interest, the character is basically a criminal that Sentience hasn’t gotten around to instructing its RoboCops to arrest yet and haul away for ReEducation.

But it will. Eventually.

All PCs in Posthegemony have the Complication Interesting Person. All receive 25 points for this Complication, even though it starts out being somewhat less of a pain-in-the-ass then it eventually becomes. The threat of Interesting Person is simple: there is a roll and, if the player fails it, his character is hauled away for ReEducation, effectively ending their participation in the game (though this depends somewhat on the GM’s style). If the player succeeds, Sentience has not yet decided to scrub his or her brain free of its troubling personality so that it can plant a nice, colorful tulip there.

Yet.

All hoi-paloi PCs start out with an Interesting Person role of 8 or less at the beginning of the game. Post-paloi and nomenklatura begin with a score of 9 and 10, respectively. Each time they acquire or complete a Core Component of their spacecraft (see page XXX), each character makes a roll to see if Sentience has decided to arrest them or not. If they succeed, it automatically goes up by one. (If they fail, the nice police androids with happy faces come to take them away to a pleasant, fleshtone-colored room filled with equipment… but I digress.) Furthermore, if they fail any sort of role that might attract the attention of Sentience, it goes up by one again, making them “better” at being an Interesting Person.

Example: It’s a slow day at Edward Chu’s shop and he doesn’t feel like schtupping his shop girl. So he decides to do some Web research on asteroid mining using his Com. He has to be extremely careful about this, as reading any “straight” information about this topic is Discouraged (though it’s still available, of course). Edward has Web 12-. He decides to make a supporting roll using his Mining 14-. Furthermore, Edward has used his Perk post-paloi to purchase some pretty descent security software that gives him a +1 bonus to his roll. Finally, he doesn’t even look directly at information about asteroid mining, choosing instead to read sections from Ben Bova’s classic Asteroid Wars books. The GM chooses to give him an additional bonus of +2 for being cagey.

Unfortunately, Edward starts by failing his supporting role. He follows that up by rolling a miserable-ass 17, failing his role. Edward Chu’s Interesting Person roll was 10. It is now 11.

Edward Chu is in trouble.


PSYCHOLOGICAL COMPLICATION

Let’s put this simply: you’re not quite right in the head. If you were, you would be happy pretending that your shoebox-sized condominium really was what it appeared to be (say, the inside of the Vatican or Frank Lloyd Wright’s Rosenbaum House), taking designer drugs, surfing the Web, pretending to work, and generally acting like a 60-year-old teenager. That’s what normal people do.

But no: you have to be difficult. Different. (Same thing, really). Which is why you, producer-consumer, have some serious problems.

After Interesting Person, your character still has 50 points of matching Complications to rack up, and Psych Comps are a good way to do it. The average 21st Century urban American had a lot of Psych Comps, mostly based on the fundamental unnaturalness of city living. Posthegemony society is even more grotesquely, unhealthily urban than its distant (or possibly recent) ancestor, and is thus even more mentally disturbed…if such a thing is even possible.

In any case, the following Psych Comps are perfectly reasonable for any PC, as they afflict many or most city dwellers: agoraphobia, general neurosis, narcissism, paranoia, impotent rage, social anxiety disorder, obsessive-compulsive disorder, Botanophobia (fear of plants), Zoophobia (fear of animals), Teratophobia (fear of deformity), Anthropophobia (fear of people), and megalomania. Just picture the kinds of behavior exhibited by the typical patrons of a Berkeley coffee house and go from there.

Of course, it’s possible that your PC, with her freakish and unhealthy desire to abandon utopia, doesn’t have any of the standard urban Psych Comps, in which case she can take Social Complication: Lack Of Common Urban Psychosis (Frequently, Minor) [10 Points].

Because sanity is not a logical response to living in an urban utopia.

SOCIAL COMPLICATION

Well, it is all rather complicated, isn’t it? Society, I mean. And you don’t fit into it very well, do you? You can’t even do that after all it’s done for you.

As has been noted before, Posthegemony society works through a series of Encouragements and Discouragements: behaviors that are encouraged or discouraged (see Postculture). There are also a large number of Skills that are Encouraged and many that are Discouraged; it can be an extremely tricky business keeping the fact one knows one of them a secret. However, having a Discouraged behavior or Skill does not by definition make one an Interesting Person. (Though it does in your case. Freak.) A LOT of producer-consumers do, and Sentience would have turn nearly the entire world into a vegetable garden to get rid of them all. So it’s settled on making the lives of those with unhealthy enthusiasms difficult, without generally going to the trouble of ReEducating them.

Of course, in some cases it’s no trouble at all.

Having an unsavory habit, undesirable Skill, or some combination thereof that does not lead in and off itself to a nice, healthy brain scrubbing is can be purchased as Social Complication: Discouraged Behavior (Frequently, Minor) [10 Points].

Powers

“The attempt to combine wisdom and power has only rarely been successful and then only for a short while.” – Albert Einstein

As in any science fiction setting, HERO System Powers are mostly used to simulate or explain technology in Posthegemony. Things like RoboCops, Personal Sentience, Coms, and AntiG vehicles are all explained using Powers. However, unlike many SciFi universes, the ability of PCs to technologically modify themselves is quite limited. Furthermore, technological development in areas not covered by the four-legged table (Nanotechnology, Fabricators, Sentience, and Antigravity) remains at S-A.C. levels. Thus there are no laser weapons, uplifted chimpanzees, teleporters, or any cool shit like that.

All producer-consumers posses (and pay Character Points for) the following: Posthegemony Nano technology Treatments: Life Support (Immunity To All Terrestrial Diseases, Life Support) (7 Active Points) Always On (+1/2); Total cost: 10 points

Additionally all producer-consumers own either a Com or Personal Sentience (depending on their station in life) and a standard Faber, for which they pay no points, as these are considered starting equipment.

Perks

“I don’t care about money or fame or anything like that, but it would be a perk.” – Lucas Grabeel

As been noted many times before in this book to the point of obnoxiousness, Posthegemony society is spit up into three classes, with the hoi-paloi as the baseline 80% of the population. While the hoi-paloi don’t inherently have any Perks (though their players can certainly buy some), there are intrinsic advantages to being both post-paloi and nomenklatura.

Of course, the drawback of not being hoi-paloi is that you are much more… Interesting.

Hoi-Paloi: You are a peasant prince of the Posthegemony. Sure you make less. Sure you don’t know anything about anything (not that it keeps you from commenting on everything). Sure your life is a blurry, running cavalcade of drugs, adultery, and drunken sepak takraw matches on the Web. Sure you’re an ignorant schmuck. BUT the whole thing is run for you, really. Keeping you happy is what it’s all about… and, as a bonus, Sentience doesn’t watch you as closely at the others, either.

So party on producer-consumers! There’s no love like self-love!

Post-Paloi: You are the trusted shepherds of society, the ones who keep things running. You work hard. You perform the boring but necessary tasks. You do what needs doing: day after day, year after year. It’s only reasonable that you should have a few luxuries. It’s only reasonable there would be people you could call on in emergencies. And it’s only reasonable you would be owed a few favors as well.

Post-Paloi Package Deal
Cost Perk

5 Contact: Nomenklatura Sponsor 11- (Useful Skills and Resources, Access to Major Institutions, Contacts of Own, Good Relationship)
3 Favors (various)
2 Fringe Benefit: Post-Paloi
3 Money: Well Off

Total Cost: 13

Nomenklatura: You are the aristocrats of the perfect society: wealthy, urbane, mature, conservative, and restrained. You are by profession a keeper of secrets, a broker of favors, and a master of souls. You have unprecedented access to Sentience; and it has unprecedented access to you.

Nomenklatura Package Deal
Cost Perk

5 Computer Link (Sentience)
24 Contact: Other Nomenklatura 13- (Very Useful Skills and Resources, Access to Major Institutions, Contacts of Own, Organization Contact)
10 Favors (various)
10 Fringe Benefit: Nomenklatura
7 Money: Wealthy

Total Cost: 56

Skills


“Happiness comes when we test our skills towards some meaningful purpose.” – John Stossel

Despite all of their longevity, trading of favors, and vacuous affluence, Posthegemony characters are mostly Skill-based. Naturally most of these Abilities are relatively useless. Typical examples include KS: Local Bars, KS: Clubbing, PS: Gourmand, and Charm. Fortunately, all producer-consumers have at least a couple of useful Knowledge Skills and at least one Professional Skill topping their mountain of frivolous enthusiasms. If they didn’t nothing would get done. Unfortunately, Sentience and its nomenklatura counterparts (Or is it Masters? Servants? Agents? Dupes?) generally prefer frivolity, especially in the hoi-paloi. Too much useful information in any single individual is… well, Interesting.

So logically certain Skills are actively Discouraged, others are actively Encouraged, and a third nobody seems to give a fuck about. This handy chart will help you tell which is which:

ENCOURAGED
Acting
Bribery
Bureaucratics
Charms
Computer Programming
Conversation
Gambling
High Society
Oratory
Persuasion
Streetwise
System Operation
Teamwork
Trading

DISCOURAGED
Animal Handler
Autofire Skills
Combat Driving
Combat Piloting
Combat Skill Levels
Concealment
Cramming
Criminology
Cryptography
Deduction
Defense Maneuver
Demolitions
Disguise
Fast Draw
Forgery
Interrogation
Inventor
Lockpicking
Martial Arts
Navigation
Rapid Attack
Riding
Shadowing
Slight Of Hand
Stealth
Survival
Tactics
Tracking
Two-Weapon Fighting
Weapon Familiarity
Weaponsmith

INDIFFERENT
Acrobatics
Analyze
Breakfall
Climbing
Contortionist
Electronics
Forensic Medicine
Language
Lip Reading
Mechanics
Mimicry
Paramedics
Penalty Skill Levels
Power
Security Systems
Skill Levels
Ventriloquism


So to summarize for you hoi-paloi: Skills that involve fighting, being sneaky, working with animals, or being able to survive more than 100 meters from a coffee shop are BAD, while skills involving operating a computer, working with others, and being a desirable party guest are GOOD. Knowledge Skills, Professional Skills, Science Skills, and Transport Familiarity can be good, bad, or “meh,” depending on the specific Skill involved. For example PS: Rocket Scientist will most definitely raise some virtual eyebrows and be Discouraged, while SS: Nanotechnology would be actively Encouraged.

SAMPLE CHARACTERS

SALLY WONG

Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
15 DEX 10 12-
16 CON 6 12-
18 INT 8 13- PER Roll 13-
12 EGO 2 11-
15 PRE 5 12- PRE Attack: 3d6

5 OCV 10
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12

5 PD 3 Total: 5 PD (0 rPD)
5 ED 3 Total: 5 ED (0 rED)
5 REC 1
35 END 3
10 BODY 0
30 STUN 5 Total Characteristics Cost: 76

Movement: Running: 14m
Swimming: 6m

Cost Powers
10 Posthegemony Nanotechnology Treatments: Life Support (Immunity To All Terrestrial Diseases, Life Support) (7 Active Points) Always On (+1/2)

Perks
5 Contact: Arthur Gong-Hu Wei 11- (Useful Skills and Resources, Access to Major Institutions, Contacts of Own, Good Relationship)

Talents
9 Striking Appearance +3/+3d6

Skills
3 Acting 15-
3 Charm 15-
3 Concealment 13-
3 Conversation 15-
5 Cramming
3 KS: Edible Plants 13-
3 KS: Buddhism 13-
3 KS: Local Bars 13-
3 KS: Clubbing 13-
3 CuK: New Reno 13-
3 Persuasion: 15-
3 PS: Forklift Operator 13-
3 SS: Agronomy 13-
3 Streetwise 15-
3 Systems Operation (Robotic Systems) 13-
3 Systems Operation (Life Support Systems) 13-

Total Powers & Skills Cost: 74
Total Cost: 150

150 Matching Complications (75)
5 Dependence (Alcoholic, must get drunk every evening or suffer –3 to Skill Rolls) (Very Common, Addiction)
0 Dependence (must consume sedatives once a day or suffer Weakness) (Very Common, Addiction)
25 Interesting Person 8-
15 Psychological Complication: Paranoia (Uncommon, Total)
10 Psychological Complication: Social Anxiety Disorder (Common, Moderate)
10 Social Complication: Discouraged Behaviors (Agrarian; Frequently, Minor)
10 Social Complication: Discouraged Behavior (Buddhism; Frequently, Minor)

Total Complications Points: 50

Description: As has been noted before (see page XXX), Sally Wong is one messed up producer-consumer. She drinks, takes pills, and is extremely uncomfortable in social situations. To make things worse, the combination of drinking, pill popping, and having multiple Discouraged behaviors has made her increasingly paranoid. Still, as a member of Arthur Gong-Hu Wei’s secret cell of Interesting Persons, she’s worked hard to maximize the Skills derived from here cosmetically enhanced beauty, and has toiled diligently to become the groups expert on life support systems.

Edward Chu
Val Char Cost Roll Notes
13 STR 3 11- Lift 150 kg; 21/2d6 HTH damage [1]
13 DEX 6 12-
16 CON 6 12-
15 INT 5 12- PER Roll 12-
12 EGO 2 11-
10 PRE 0 12- PRE Attack: 2d6

5 OCV 10
5 DCV 10
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12

5 PD 3 Total: 5 PD (0 rPD)
5 ED 3 Total: 5 ED (0 rED)
5 REC 1
35 END 1
14 BODY 4
34 STUN 7 Total Characteristics Cost: 71

Movement: Running: 14m
Swimming: 6m

Cost Powers
10 Posthegemony Nanotechnology Treatments: Life Support (Immunity To All Terrestrial Diseases, Life Support) (7 Active Points) Always On (+1/2)

Perks
5 Contact: Aruthur Gong-Hu Wei 11- (Useful Skills and Resources, Access to Major Institutions, Contacts of Own, Good Relationship)
3 Favors (various)
2 Fringe Benefit: Post-Paloi
3 Money: Well Off

Talents
3 Hard Bargainer (resists Trading, +3)

Skills
3 Acting 12-
3 Bribery 12-
3 Bureaucratics 12-
3 Concealment 12-
5 Cramming
3 KS: Ancient Coins 12-
5 KS: Fashion 13-
3 KS: Mining & Mining Equipment 12-
3 KS: Precious Metals 12-
3 CuK: New Reno 12-
3 Persuasion 12-
3 PS: Tailor 12-
5 SS: Metallurgy 13-
5 SS: Mining 13-
3 Systems Operation (Mining Equipment) 12-

Total Powers & Skills Cost: 79
Total Cost: 150

150 Matching Complications (75)
20 Dependent NPC: Children (Incompetent, Infrequently, Group DNPC)
25 Interesting Person 9-
15 Psychological Complication: Paranoia (Uncommon, Total)
10 Social Complication: Discouraged Behaviors (Mining; Frequently, Minor)
5 Social Complication: Discouraged Behavior (Ancient Coins; infrequently, Minor)

Total Complications Points: 50

Description: Edward Chu is a desperate man (see page XXX). Though technically affluent and successful, his dissatisfaction with life in the Posthegemony is reaching a fevered pitch. He wants to escape – and he wants to take his children Amy and Wu with him. Furthermore, as a post-paloi Edward Chu is in more danger of discovery than Sally Wong, as the scrutiny of his behavior is far greater.

Edward Chu takes his role as a member of Arthur Gong-Hu Wei’s secret cell of Interesting Persons very seriously. As the cell’s resident mining and metallurgy expert, he’s been studying diligently in an attempt to improve his abilities, in the expectation that the group will need to mine asteroids for raw materials if they are to survive in the vastness of space.

ARTHUR GONG-HU WEI
Val Char Cost Roll Notes
13 STR 3 12- Lift 150 kg; 21/2d6 HTH damage [1]
13 DEX 6 12-
14 CON 4 12-
15 INT 5 13- PER Roll 12-
12 EGO 2 11-
15 PRE 5 12- PRE Attack: 3d6

4 OCV 5
4 DCV 5
3 OMCV 0
3 DMCV 0
3 SPD 10 Phases: 4, 8, 12

5 PD 3 Total: 5 PD (0 rPD)
5 ED 3 Total: 5 ED (0 rED)
5 REC 1
35 END 3
12 BODY 2
30 STUN 5 Total Characteristics Cost: 62

Movement: Running: 14m
Swimming: 6m

Cost Powers
10 Posthegemony Nanotechnology Treatments: Life Support (Immunity To All Terrestrial Diseases, Life Support) (7 Active Points) Always On (+1/2)

Perks
5 Computer Link (Sentience)
24 Contact: Other Nomenklatura 13- (Very Useful Skills and Resources, Access to Major Institutions, Contacts of Own, Organization Contact)
10 Favors (various)
10 Fringe Benefit: Nomenklatura
7 Money: Wealthy

Skills
3 High Society 12-
3 KS: T’ai Chi Chih 12-
3 CuK: New Reno 12-
3 Persuasion 12-
3 PS: Engineer 12-
3 SS: AntiGravity Devices 12-
3 Systems Operation (AntiG) 12-
1 TF: AntiG Vehicles 12-

Total Powers & Skills Cost: 88
Total Cost: 150

150 Matching Complications (75)
25 Interesting Person 10-
15 Psychological Complication: Dissatisfied (Uncommon, Total)
10 Social Complication: Lack Of Common Urban Psychosis (Frequently, Minor)
10 Psychological Complication: Narcissistic Personality Disorder (Common, Moderate)
15 Psychological Complication: Totally Honorable (Uncommon, Total)

Total Complications Points: 50

Description: As has been noted before (page XXX), Arthur Gong-Hu Wei is above reproach. He is wealthy, powerful, and influential in the right circles. His is nomenklatura… extremely well connected nomenklatura. He is not even an Interesting Person, so far as he is aware. He is not on any list. He exhibits no outward signs of rebellion whatsoever.

And he hates the fuck out of the Posthegemony.