Professional Documents
Culture Documents
The Lifepath system used in Infinity the RPG is one of the ways in which a player gains investment in their character
OPTIONAL RULE – before the campaign even begins. When only using the Corebook the op ons were limited to human or dogface,
POINTS BUY with a simplified system for ALEPH aspects and recrea ons. Each fac on supplement (and some of the other supple-
As covered in the Corebook, ments) provide addi onal Lifepath or op ons. Lifepath that totally replace the Corebook such as the ones for alien
with GM’s permission you hosts are the simplest to integrate, if you roll a 19 or 20 simply select the life path which you wish to use, the ones
which supplement or replace decisions require a li le more care. If you wish to use these supplements it is useful to
can use 12 Lifepoints to
know when and how they can be used.
select your character.
Within the Core book it is a simple ma er of rolling a D20 to determine if you are a human (With the possibility of
being a recrea on/aspect) or a Dogface with a subsequent roll for fac on. With all the individual fac on books the
op ons have mul plied. It is assumed that the op on to play a Tohaa or Combined Army will always requires spe-
Geist Path cific approval from the GM. Also presented in this chapter are some addi onal op onal rules to provide further
The Geist Path is an op on-
op ons to suit the needs of individual gaming groups.
al rule for crea ng unique
Geist's Presented here is the default method of integra on of the fac on books into the standard Lifepath. This provides
some clarity on each of the decisions in the Lifepath as well as providing a reference for each decision step to indi-
The rules for which are cate when alternate instruc ons exist in specific Lifepaths. Also provided is a compila on of all human accessible
found in the ALEPH fac on career tables provided in both the core book and source books, lis ng restric ons on the careers and errata for a few
book. Always do the play- of the careers. The alien Lifepaths are not covered in this sec on as the alien Lifepaths are fully contained within a
ers Decision First.
single book (Wulvers and Dogfaces can choose to use the human lifepath or the Dog blooded Lifepath).
For convenience a side bar There are many op onal rules listed in the sidebar non of the rules are applied by default but present op ons for
indicates which Decisions GMs and player groups looking to tweak the lifepath for their intended campaign style.
have counterparts in the
geist path.
DECISION ONE
The BIRTH HOST step is common to all Lifepaths, The ALIEN CHARACTER step, requires a small amount of clarifica-
on. The die roll not only determines if you are an alien but also limits your selec on.
REMINDER
Geist Path Decision One - Roll the die for alien host, on the result of a 20 the player may choose which alien Lifepath they wish to use, or may
Ini al State choose to be a Wulver, or Dogface and use either the Corebook or Ariadnan Lifepath, on the roll of a 19 the above
choices apply except they may not choose the Upli Lifepath from the Nomad book. The die roll can be skipped for
non-human choices without rolling a die in which case all op ons are available (Note this means you cannot select a
specific Upli type, without paying the addi on Life Point men oned in Decision One in the Upli Lifepath)
(Errata/FAQ)
DECISION FOUR One Life point may be spent to
select the result on both on the
Home Environment: All the Fac ons roll home environment on the table in the Corebook. home environment and any
Social Status: Several fac ons have special rules regarding social stats. If the Aleph book is in use humans in the social tables regardless of which
Aleph fac on have an Elite Social status. books are referred to.
(Errata/FAQ)
Fac on(s) Aleph Ariadna, Haqqislam, Nomads,
Mercenaries PanOceania and Yu Jing The Aleph book refers to be-
coming a renegade if your
Special Rules If both Fac on and Heritage is Aleph Social Roll in Corebook Unique social status table fac on is not Aleph, this only
Status is always Elite, otherwise roll as nor- as normal (s) for the fac on.
applies to the AI lifepath, in-
mal.
stead if you change fac ons
change fac on lifepath.
1
Special Forces Special Forces Special Forces Special Forces Special Forces
Unemployed (5)
2
Intelligence Opera ve Intelligence Opera ve Intelligence Opera ve Hassassin Fiday (1, 7) Intelligence Opera ve
3
Diplomat Fron ersman Corporate Execu ve Corsair (3,7) Bounty Hunter
Corporate
4
Poli cian Assault Pack Controller (1) Trader Terraforming Scien st Remote Operator
13 Hardcase (1,4)
Criminal (3) Muhafiz Agent (1) Arms Dealer
(Homeland: USAriadna)
Deva Func onary (1)
14
Police (2) Irmandinhos Smuggler (1,3,7) Odalisque Hi er
15
Fron ersman Post-human Savant Loup-Garou (1) Caravaner Druze Shock Trooper
(1, 4)
16 Merovingian Commerical Agent
Media (BIRTH HOST: Human) Akbar Doctor Warmonger
(1,4) (Homeland: Merovingia)
17 Kaplan Tac cal Service
Ship Crew Mili a Member Hafza (1)
Member
18
Pilot Spetsnaz (Homeland: Rodinia)
Roll on Fac on Table of your
19 Choice Roll on Fac on Career Table of Roll on Fac on Career Table of Roll on Fac on Career Table
Roll on Fac on your Choice your Choice of your Choice
20 Table
NOTES:
1. Must be a member of the fac on to Hazard this career, if you roll into the career you automa cally fail your defec on check these limita ons can be overcome by spending 1 Life point.
(also see note 6)
2. This Career can only be taken by someone without a criminal record. This limita on can be overcome by spending 1 Life point. If you roll into the career and you have a criminal record
you may immediately hazard a different career but the difficulty increases by 1.
3. If you hazard this career and you have a criminal record, reduce the difficulty by 1.
4. Has a further prerequisite (indicated in brackets) to take this career.
5. Gain a Life point if you chose the career (Max 2). You do not gain the Life point if you roll into the career, fail a hazard test, or due to the results of an event.
6. Aleph and O-12 count as the same fac on for the purpose of mee ng requirement.
7. Career has Errata, see Sec on XXXX for details
Roll Minor Na on Nomads O-12 (6) PanOceania TAG Yu Jing Japanese
1 Special Forces Special Forces Special Forces Arms Dealer Special Forces Intelligence Opera ve
Special Forces
5 Inves ga ve Journalist Inves ga ve Journalist Bureau Toth Agent Corporate Execu ve TAG Pilot Jopok
(1,4) (Fac on: O-12)
6 Hacker Fusilier Internal Affairs Agent
7 ‘Cat Squad Member Mayacast Support Tac cal Remote Jopok Bosozuku
Staff Presence Pilot
8 Jaguar Sensorium Ma- Ninja
yacaster
9 Nego ator Explorer Tag Crew Zhanshi Gongcheng Subversive
Mech-Engineer
10 Barrister Corps (1) Fighter Pilot Subversive
NOTES:
1. Must be a member of the fac on to Hazard this career, if you roll into the career you automa cally fail your defec on check these limita ons can be overcome by spending 1 Life point.
(also see note 6)
2. This Career can only be taken by someone without a criminal record. This limita on can be overcome by spending 1 Life point. If you roll into the career and you have a criminal record
you may immediately hazard a different career but the difficulty increases by 1.
3. If you hazard this career and you have a criminal record, reduce the difficulty by 1.
4. Has a further prerequisite (indicated in brackets) to take this career.
5. Gain a Life point if you chose the career (Max 2). You do not gain the Life point if you roll into the career, fail a hazard test, or due to the results of an event.
6. Aleph and O-12 count as the same fac on for the purpose of mee ng requirement.
7. Career has Errata, see Sec on XXXX for details
DECISION NINE
Players with a Japanese heritage have an extra step to do during step Nine, all other characters use the standard
OPTIONAL RULE – process listed in the core book. What follows is a list of op ons for spending assets in Step five.
MINIMUM ASSET
SPENDING ASSETS DURING DECISION NINE, STEP FIVE:
COST The core book leaves the method of spending assets to the discre on of the GM, for new GMs here is 4 methods that
With all the varia ons of step five,
can be used to enable the players to purchase cri cal items before the campaign starts.
the GM may rule that all purchases
have a minimum asset cost of the
Restric on of the purchase (1 if the
Method 1: Standard Game session. The GM allows the players to do standard acquisi ons per pages 328-331 of the
restric on is 0) to prevent over core rule book. The GM should feel free to determine how long the players have to purchase the items. (see the
purchasing by players with a high “TIME IS MONEY” sidebar on page 330) Days or Weeks would be recommended represen ng the players being trans-
earnings. This also helps e the ferred to their new command. This is a good method for teaching new players how acquisi ons work in game.
process more ghtly to the Lifepath.
Method 2: (Individual) Fixed Value items. Similar to the above but the Acquisi on test is skipped and the cost roll is
calculated by formula. The simplest formula is.
NOTE:
The TAG supplement pro- TOTAL
vides an op onal rule for DIVIDE BY 6 2 1 1
debt so players can take
ASSETS REQUIRED
out equipment loans to
afford expensive items at Each column is simply totaled, then divided by the number listed in the Divide by row, then the number of assets is
the column with the highest value (rounding up) Cashflow and Earnings is ignored.
character crea on.
Method 4: GM Fiat.
While it may seem an odd op on GM fiat can be a very useful method for some campaigns. This is simply the player
lis ng the addi onal items they wish to start with and the GM deciding which items will be permi ed along with how
many assets (if any) the player will pay. This is a very good method for some campaign styles where the players have
a history together, (such as a fac on united campaign, or an established mercenary company) This allows the players
and the GM to decide what equipment the team have available at the start of their campaign. This is especially
useful when wan ng to purchase big equipment such as vehicles or TAGs.