Glitter Scion
Born under the glitter bands.
Children of the Families and senior corp directors. Raised on an Inner world under the glitter bands, schooled inside Helix academies, groomed for board seats. Their Kadiss tier is whatever their House is. Their starting gear is a custom suit, an heirloom sidearm, and a name that opens every Core-world door and every Core-world leash. The debt is to the House: a marriage, a board post, a quiet assignment. Glitter scions leave the glitter world on assignment, exile, or a streak of personal ruin; almost never by their own hand.
Rules Reference
| Field | Value |
|---|---|
| Archetype Combinations / Academic | Workable fit. Helix schooling is real, even if the scion took it for granted. |
| Archetype Combinations / Chaplain | Awkward fit. Family scions don't preach; they attend. |
| Archetype Combinations / Face | Natural fit. Persuasion and Insight make the glitter scion the born Face. |
| Archetype Combinations / Officer | Natural fit. Cadet school and House rank are the scion's birthright. |
| Archetype Combinations / Operative | Good fit. Core-world cover identity is strongest when the cover is the family ID. |
| Archetype Combinations / Psion | Awkward fit. A House psion is a kept asset, not a wanderer. |
| Archetype Combinations / Sawbones | Awkward fit. House healers are usually Numen retainers. |
| Archetype Combinations / Scout | Awkward fit. The glitter scion has never been off-map. |
| Archetype Combinations / Soldier | Awkward fit. The Legion will not accept them on the volunteer ladder; they would be commissioned. |
| Background Trait / Cause | Because the House owns the doors and the audit trail. |
| Background Trait / Name | House Backing |
| Background Trait / Trigger | Passive; condition-based bonus and drawback. |
| Birthplace | glitter-world |
| Pipeline | corp-scion |
| Starting Kadiss Tier | 5 |
| Starting Rek | 4000 |
| Verse Anchor | Glitter Scion |
Notes
Background Trait / Effect: +6 bonus to Persuasion and Bureaucracy checks performed against Core-world corp and House personnel while the character carries any visible House insignia or ID. Argus flags House scion movement in real time; any illegal act committed inside Confed jurisdiction is treated as a House incident (one reroll of any Law/Bureaucracy check the character is about to fail, expended by the GM as a House fixer intervenes).
Social Hook: The scion knows the Nine by face and the Inner worlds by name. They can walk into any Core bank and walk out with rek. They are also tracked to the millisecond, expected to return by season's end, and bound by whatever the House has decided they are worth. Running dark is treason; the House finds you with a click.
Starting Gear: House ID badge (Confederation Standard, Family-affiliated, active chip), Custom-tailored formalwear (two sets, House livery), Plasma pistol (ITEM-PLASMA-CARBINE sidearm variant) with House carry permit, Datapad (House-secured, full Core-grid access), Personal comm unit (Argus-band capable, encrypted), Rek chip with starting balance of 4000, House heirloom ring or pendant (status symbol; one favour per story), A small framed portrait of the family seat (sentimental; -1 Disadvantage to Intimidation by family enemies who recognise it)
Trained Skills
| Skill | Ranks | Note |
|---|---|---|
| Bureaucracy | 2 | Corporate and House procedure learned at the family table. |
| Insight | 2 | Reading the room at the family board meeting. |
| Persuasion | 3 | Glitter-world social training starts young. |