Soon after the Influx, the Captains of the great colony ships and the first stations established themselves as absolute rulers of their domains. Power was passed down through their family lines and those of their subordinates, and over the centuries they built great trading empires, fleets and Worlds.
Hundreds of families formed the Great and Lesser Houses of these Dynasties, with their reach and influence appearing supreme. They felt they had the right and privilege to do anything, to anyone.
They were wrong.
The common uprising saw the destruction of almost all the Dynasties, the Braecia Dynasty being the largest survivor. The Treaty Of The Highborn saw the end of the fighting and a peace, of sorts, between the Worlds. The Dynasties command respect and wield considerable influence but are a shadow of their former selves… for now.
“For a thousand years, my family ruled these Worlds. Our fleets were supreme in their might and nothing was beyond our reach. We kept peace with the other Dynasties, we protected what was ours and when necessary we crushed our enemies with ease. We fell, not from power but from grace and we carry the weight of the Worlds. One day we will rule again.” - Dynast Corva Miros ne Dyemour of the Braecia Dynasty
Centuries of conflict and intrigue has left few of the major houses intact along with a multitude of minor houses, all of whom form and break alliance after alliance and wage both covert and overt war on each other. Despite this, they remain the greatest example of visible power. Some, like the Vogary and the Braecia, occupy ancient construct worlds of immense size from which they have extracted technology that gives them a distinct edge. Others maintain their power through a scattering of colonies and alliances with the Monger Clans and the Guilds.
None are to be trusted.
Since being a Dynast is more about background than profession, almost any character type from the core rulebook can be used. Warriors may be the warlords or generals leading their fleets and armies against other dynasties, or knights protecting their family’s territory; Explorers and Adepts are likely to be outcasts as their inclinations tend to take them beyond known space or outside of polite society, but they will still have their family’s interests in mind.
If you want to add a degree of mysticism, dynastic Adepts can be treated like shaman, seers or sages, working schemes and machinations in the background, using their peculiar abilities to build their power base far from view.
The most appropriate type for a Dynast is the Speaker, where the emphasis is on leadership, intrigue and political machinations. The Cypher System Speaker character type can be used unchanged from the core rulebook
Stat pools and starting attributes are as described in the Cypher System Rulebook (Revised).
Any Character Descriptor for Cypher System can be applied to Dynasts in the Worlds.
Any Character Focus can be used, however the following focuses are applicable to Dynasts in the Worlds:
|CYPHER SYSTEM RULEBOOK (REVISED)|
|Calculates the Incalculable||Channels Divine Blessings||Commands Mental Powers|
|Conducts Weird Science||Crafts Unique Objects||Descends from Nobility|
|Doesn’t Do Much||Drives Like a Maniac||Entertains|
|Explores Dark Places||Fights Dirty||Fights with Panache|
|Fuses Flesh and Steel||Helps Their Friends||Interprets the Law|
|Is Idolized by Millions||Leads||Learns Quickly|
|Loves the Void||Masters Defense||Masters Weaponry|
|Metes Out Justice||Murders||Needs No Weapon|
|Pilots Starcraft||Plays Too Many Games||Rages|
|Runs Away||Shepherds the Community||Solves Mysteries|
|Was Foretold||Works for a Living||Works the System|
|Would Rather Be Reading|
In addition to any background hints derived from the character descriptor, type, focus or abilities, the GM should work with the Player to decide where the Dynast lies in society. They may be a member of one of the great houses, such as Braecia or Vogary (although their access to overwhelming power and technology should be limited), or they may be a member of one of the minor houses constantly vying for support from their peers and rivals.