barrayarloyalty gamble 5 LP or belowYou take advantage of a high-risk opportunity in the hopes of proving your loyalty. If you succeed, you'll surely reap your reward. But if you fail, you'll lose it all.
(Place your current LP on a double-or-nothing bet for an RNG-based plot opportunity.)
armory access - restricted 3+ LPAccess granted to the armory tent. You may borrow weapons for field use with approval from the Quartermaster, but they must be returned afterward. If your character has no weapons training, they must undergo basic training with one of the soldiers.
guard duty 3+ LPYou've proved yourself enough to be trusted with guard or patrol duty. Although this comes with more work, it puts you closer to the action, and will definitely help prove your loyalty in combat if you seek the General's trust.
* Obtaining this perk automatically grants the
Armory Access perk if you don't already have it.
training: horseback riding 3+ LPYou're given basic training by one of the soldiers in horseback riding. You'll be free to practice at the stables provided any horses are available. If you're already trained in horseback riding, this perk grants you access to practice riding privileges.
join the fight 5+ LPPrerequisite: Guard Duty
Your service on guard duty has been noted, and you've earned another level of trust from the General. If you want to properly join the fight against the Cetagandans and see some real action, the General will allow you to formally join the Imperial Rangers under his command. This not only earns you some extra trust from the soldiers, it also grants access to any military-only access areas of the camp.
scout's honor 5+ LPPrerequisite: participated in at least one scouting or reconnaissance mission
You've proven yourself worthy of trust when it comes to reconnaissance. The General doesn't have the soldiers to waste babysitting outsiders on every mission, so if you're competent, he's willing to put you out in the field on your own.
* training: folklore 5+ LPIf you're curious about Barrayaran folk traditions, old legends, war ballads, or any old stories, there's surely a villager or soldier friendly enough who'll tell you a few, if you only ask.
training: swordplay 7+ LPPrerequisite: Armory Access - Restricted
If you're interested in learning the finer points of swordplay after your basic training, one of the soldiers will provide instruction on more advanced technique in Barrayar's two predominant blades, the
rapier and the
broadsword. They will not be especially forgiving.
training: archery 7+ LPPrerequisite: Armory Access – Restricted
If you're interested in learning the finer points of archery after your basic training, one of the soldiers will provide instruction on more advanced archery techniques. They will not be especially forgiving.
the countess's guard 7+ LPPrerequisite: being a lady
Barrayarans have some backwards ideas about women fighting on the front lines, but Olivia's made a cultural loophole for any women who wish to fight but haven't made it into Piotr's ranks yet. Those women would be welcome into the Countess's personal guard of well-armed ladies-in-waiting while Piotr is still coming to his senses.
the princess's guard 7+ LPPrerequisite: being a lady
Barrayarans have some backwards ideas about women fighting on the front lines, but any women wishing to fight that have Olivia's trust may be tapped to guard Sonia -- as a well-armed lady-in-waiting, of course. Armsman Gavalas could probably use a nap.
handler 10+ LPAs their informant network slowly grows, they need more handlers -- a contact for each informant to pass information via dead drops and covert meetings. You’ve proven yourself loyal enough to be trusted with this, and you're assigned an informant on the other side to keep in contact with.
double agent 12+ LPYou've stuck with the Barrayarans long enough to prove your worth, or at least that you wouldn't betray them for a better offer. If you're willing to risk your neck by venturing into enemy territory, the General might have a job for you.
(Anyone with the Double Agent perk will be subject to monthly rolls to maintain your cover.)
villagers' trust i 12+ LPYou've proven yourself trustworthy to the villagers, either by your alliance with the Barrayaran resistance or offering them much-needed help. They'll be more willing to help you out in the future if you should ask for it.
armory access - unrestricted 18+ LPPrerequisite: Prerequisite: Join the Fight, Training: Swordplay, or Training: Archery
You've proven yourself competent -- or more than competent -- around weapons, and you seem to know your way around a bow or a sword, and if you're a soldier, your proven dedication to the cause is enough.
officer's commission 30+ LPPrerequisite: Join the Fight
You've proven your dedication to the cause and potential for leadership, and the General has granted you an officer's commission with the rank of Lieutenant. If you work hard enough, you might even be able to keep climbing up the ranks.
liege oath 30+ LPPrerequisite: at least one threads' worth of CR with Piotr
This goes beyond any military role. To swear a liege oath to one's Count is a binding contract, one of loyalty, protection, and most of all, service. This is not an oath to be taken lightly, nor without commitment, because it swears one to a lifetime of service. But if you wish to swear yourself to Count Piotr's service, and you have proven your loyalty, he will accept your oath, and he will be beholden to your protection.
* subject's oath 30+ LPYou've not only proven your dedication to the war effort, but to Barrayar itself. This is no light matter -- to swear oneself as an Imperial subject is a lifetime oath, and you will be beholden to all the same laws and service as any native-born Barrayaran. But it will make you an official member of their society, someone to be trusted and treated as a comrade and neighbor, and your wellbeing will become the obligation to the Emperor and all his vassals secundi. If you don't plan on ever going home...well, you might as well make one here.
villagers' trust ii 30+ LPPrerequisite: Villagers' Trust I
You've continued to develop your rapport with the villagers, and they trust you almost as much as they trust their own. They'll be happy to invite you into their homes should you need shelter or a place to stay the night before heading back to the camp. They may also be willing to go out of their way to do you favors -- even if it means some personal risk to themselves.
(This perk can come with a specific NPC contact. Please specify in your request if you would like one.)
* armsman's oath 40+ LPPrerequisite: Subject's Oath, at least two threads' worth of CR with Piotr
Each Count is allotted only twenty of his liveried guard, and two of Piotr's are dead, leaving two vacancies. If you've decided to commit to Barrayar and want to commit your service to Count Piotr Vorkosigan instead, then he'll take any who are so loyal. An armsman's oath is for life, sworn to protect the Count and act as his sword and shield as needed. You'll need to earn Piotr's trust and prove your true loyalty to him first, but if you offer your service in all earnest, he will take it. Taking this oath will also by default make you a citizen of Vorkosigan's District.
cetagandaloyalty gamble 5 LP or belowYou take advantage of a high-risk opportunity in the hopes of proving your loyalty. If you succeed, you'll surely reap your reward. But if you fail, you'll lose it all.
(Place your current LP on a double-or-nothing bet for an RNG-based plot opportunity.)
training: basic tech 1+ LPYou're given a crash course in the standard technology ubiquitous in the Nexus. (If you have any questions about details, feel free to ask a mod.)
training: arts i 1+ LPYour interest in Cetagandan culture has been rewarded with extra enlightenment. One of the ghem gives you a basic education in the Cetagandan art of fragrances, calligraphy, fashion, poetry, or flower arranging. (Please specify which art in your request!)
coms access 3+ LPYou have been provided with a Cetagandan standard-issue wristcom on a secured (but not private) channel. Wristcoms allow for audio-only two-way communication.
Note: This is a separate perk from Comconsole Access.
lab tech 3+ LPYou've been assigned as a lab tech to the
Research & Development Labs (the
Grow Labs are an available alternative). You will be given any cursory technical training needed, but you'll mostly be relegated to the most basic of tasks. You'll be given a badge to the science complex, but with only the lowest clearance. Working in the labs puts you in a position of better access to information...and maybe a promotion in the future.
comconsole access - restricted 4+ LPYou have been your own login and com code for use on any of the open-use comconsoles on base. Your access to the base's comconsole network is restricted to unclassified information only.
Note: This is a separate perk from Coms Access.
training: arts ii 5+ LPPrerequisite: Training: Arts I
If your primer on Cetagandan art sparked a deeper interest, there are certainly ghem who will draw you in with further enlightenment. Education is available in the arts of fragrances, calligraphy, poetry, flower arranging, and fashion.
training: advanced technology 5+ LPPrerequisite: Training: Basic Tech Now that you're familiar with basic technology, if you're interested in learning more about galactic technology in computing, engineering, or anything else, there'll certainly be a science officer available somewhere.
training: weapons 6+ LPYou're given basic training in the standard sidearms of the Cetagandan military: the
nerve disruptor, the
stunner, and the
plasma arc. You may borrow weapons from the armory for training purposes.
join the fight 10+ LPPrerequisite: Training: Weapons
The Cetagandans aren't as interested in extra soldiers – they've got plenty – but if you're really raring to be part of the action, they'll start by putting you on perimeter patrol, mostly at night. You'll get access to the armory with authorization for standard sidearms.
lab assistant 10+ LPPrerequisite: Lab Tech Your diligence in the R&D labs has been noted by your superiors. If you're scientifically-minded enough to step up your game, they’ll start giving you actual work. Your clearance will still be relatively low, of course, but now you've got both feet in the door.
med tech 10+ LPThe sudden sharp demand for medical assistance means the Cetagandans are willing to take on exotics as medical staff, even if just on a first aid level. If you have any medical expertise, they'll take you -- and maybe you can learn something on the job. It doesn't hurt to have access to the medbay, either.
* training: vehicles 15+ LPInterested in learning to fly a groundcar, a lift van, or even a lightflyer? The Cetagandans might be willing to give you some lessons. Whatever vehicle you have training in, you'll be able to access the motor pool with clearance/supervision of a ghem officer in order to use it. Please specify which vehicle in your request.
informant 15+ LPThe Barrayarans need information on the inside, and you might not like what the Cetagandans are up to. If you decide your sympathies lie with the Barrayarans, there are always agents provocateurs to be found, and information gleaned from your position could mean a great deal to them, even shift the balance of the war.
gene lab tech 15+ LPPrerequisite: Lab Assistant
Maybe you've expressed an interest in genetics, or maybe you have some particular expertise, because the genetics team apparently trusts you enough to let you into the most exclusive of research wings -- that belonging to the Star Crèche, the enigmatic organization that guards the Cetagandan genome. You never know what you'll learn here.
gene therapy 15+ LPPrerequisite: loss of gene-based powers or abilities
Haut Sei and Lady Diya are spearheading a new project -- clinical trials of a new form of gene therapy that, for certain exotics, may grant them some of their lost abilities. Of course, this is an entirely new procedure…but with great risk comes great reward.
(PCs with the Gene Therapy perk will be subject to bimonthly rolls for progress and any potential complications. Please note that no PC will regain their
full powers with Gene Therapy, but they may recover
some.)
villagers' trust i 30+ LPIn spite of your alliance with the Cetagandans, you have earned the villagers' trust by offering much-needed help. They may be more willing to help you out in the future if you should ask for it.