Showing posts with label Fate Core. Show all posts
Showing posts with label Fate Core. Show all posts

Wednesday, May 08, 2013

The Zetetics

zetetic [zəˈtɛtɪk]
adj
proceeding by inquiry; investigating
[from New Latin, from Greek zētētikos, from zēteō to seek]
"Despite our failures to date, I still cannot believe that the River of Dream is completely unexplainable in scientific terms. It is a part of the universe, falls under the same laws as everything else in the universe, and I will unravel its secrets and its power..."
From the journals of Hanna, rogue Keeper

The Zetetics

Aspects: We Will Create A New World, Our Next Experiment Will Work!, They Fear What They Don't Understand

The Zetetics are one of two groups of Keepers within The Institute, the other being Clarice Chalk's Keepers. They mostly keep to themselves, inhabiting a section known as the Workshop. They have no interest in and actively avoid the medical wings were Chalk's Keepers are active, and through SlaveBeta Z'vatis has kept the Z'bri presence a secret. Their latest project is a massive device that is intended to redirect the flow of the River of Dream through Hanna, allowing her to merge Synthesis and Technosmithing into something she is calling Syncresis.

Hanna

Source: DeviantArt
Aspects:
Rogue Keeper, Obsessed With The River of Dream, Collective Memories of the Past, Well Known In Talon Nexus, No One Understands My Genius

Hanna is around 30 summers old, with brown hair and eyes. Woven throughout her hair are glass beads and disks, and she has a tattoo of a magnifying glass on her right hand. She is never without her trademark magnifying goggles (not unlike those that modelers or electricians once used), and also will have several pocket magnifying glasses on her at any time.

Skills:

  • Great(+4) Crafts
  • Good(+3) Lore and Investigation
  • Fair(+2) Technosmithing, Resources, Will
  • Average(+1) Contacts, Dreaming, Shooting, Survival
Stunts:
Ignite, Jury Rig


SlaveBeta

Aspects:
Deranged Machine Monk, Z'vatis Is My True Master, Metal > Meat

SlaveBeta is a Machine Monk who is under the control of a Melanis Z'bri named Z'vatis. Very little of his body is still flesh and blood - he owes his tortured existence to both Dr. Chalk's experiuments and Z'vatis' implants

Source: Flickr
Skills:
  • Fantastic(+6) Fight
  • Superb(+5) Physique
  • Great(+4) Shooting
  • Good(+3) Crafts
  • Fair(+2) Provoke
  • Average(+1) Will
Stunts:
Modular: Because SlaveBeta is more machine than human, he can quickly reconfigure himself for nearly any task. Once per session, he can swap the ranks of any two skills when making an Overcome roll or Create Advantage roll. The ranks remained swapped for the remainder of the session, but only for the purposes of Overcome or Create Advantage.

The Workshop (Location)

Source: TravelPod
Aspects: Atmosphere of Spiritual Despair, "Do You Hear Voices?", Poisoned Dreams

The Workshop is an area within the labyrinth of rooms and corridors inside The Institute. It contains a machine shop, a work area where the machine is being constructed. The Workshop manifests its own dedicated entrance to the physical orb through a series of tunnels in the Discarded Lands and, because of this, is also accessible from the River of Dream even when the Institute is not materialized. Even so, the interface between the Workshop and the outside world changes and corrupts the flow of the River. Z'vatis knows this, which is why he had SlaveBeta bring Hanna to the workshop.



Background

Hanna was a rising star and highly regarded as one of the most brilliant minds in Olympus. Over time, she began to take an interest in the River of Dream and Synthesis. Her studies turned toward less conventional areas such as the paranormal, ESP, psychedelics, etc. Hanna began sneaking into Tribal lands to secretly observe Synthesis use, as well as associate with Synthesis-using Fallen. The Elders in Olympus became concerned because of her trespasses into Tribal lands and warned her she needed to change the direction of her inquiries. Hanna continued her research anyway, often in secret. Her first real experiment in trying to harness the River of Dream through technology ended in tragedy. A second Keeper was reduced to a mindless husk and Hanna was badly injured. After a several week stay in the infirmary, Hanna was imprisoned to be tried for endangering the security of Olympus.

While awaiting her trial, she met another prisoner named SlaveBeta. SlaveBeta was a Machine Monk. Worse, SlaveBeta was under the influence of Z'vatis, A Melanis Z'bri working out of The Institute. Z'vatis became convinced Hanna's research held the key to opening the Fold, and through SlaveBeta arranged for the two of them to escape. Once free of Olympus, SlaveBeta led her to The Workshop where they began reconstructing her research and performing experiments.

Over time, a few other exiled Keepers joined the group, which Hanna named the Zetetics. Her obsession has continued to grow, fed by both Z'vatis' direct influence as well as the overall effect of being within The Institute. The other Keepers in the Zetetics are likewise becoming somewhat unhinged. Hanna's experiments have become more dangerous and grisly, and it's only a matter of time before her activities get noticed.

The Zetetics are growing from a very slow trickle of disaffected Keepers and even a few Fallen. Hanna was known around Talon Nexus and even Hom prior to her imprisonment, and occasionally people still seek her out for help. Some come to the group because they have nowhere else to go, others because they have heard about the experiments, and others because they have had visions or dreams leading them there. This latter group are often fodder for Hanna's experiments. The remainder guard The Workshop, gather needed supplies, or assist with the experiments. The machine shop is capable of producing reasonably complex parts, so the Zetetics tend to be rather well equipped - even for Olympian Keepers. If the Zetetics continues to attract new members, at some point they will be a bigger threat than the Machine Monks. Fortunately there are multiple groups who would try to stop her, provided it's not too late - specifically the Fatimas, other Keepers, the Guides and key Fallen such as Veruka the Wraith.

Friday, April 12, 2013

Giving the Keepers Some Love

Cross posted from Aggregate Cognizance


For the most part, the portrayal of Keepers in Tribe 8 has skewed toward a few archetypes: the hard boiled survivalist, the over curious yet-open-to-that-hippy-crap youth, the doddering wizard-stand in, or the tech-obsessed lunatic (as in the Machine Monks). Many times they are depicted as reluctant allies - often relegated to the role of firearm and ammunition dispensers. When they act as antagonists, often they're more of the gun-toting, "Get off my lawn!" type and not nearly as multi-faceted as, for example, Tribal antagonists.

Given that Tribe 8 is about the Fallen and their plight, this is  somewhat understandable. Keepers just aren't the heart of the game. It's still a damned shame.

At one point,  there was a Keeper supplement in the works called Word of the Keepers, which fell by the wayside and was never released. It was pitched as:

TRIBE 8: WORD OF THE KEEPERS
Enigmatic and reclusive, the Keepers are those who hid themselves away during the Fall of the World Before, and now devote themselves to the preservation and recreation of ancient technology. Word of the Keepers is both a sourcebook and player's handbook for incorporating members of this group into your Tribe 8 campaign.

Opining about the relative incompleteness of the Tribe 8 core books is especially poignant considering how many books were released - surely something like the Keepers could have been slotted into the line a lot earlier. While Tribe 8 2nd Edition featured Keepers more prominently than other books, they still amounted to a couple of decent factions (the Sanjon Keepers) and a motley assortment of groups that are just downright xenophobic, isolationist, hostile, weird, or most often some combination of all four.

Yet there are some fascinating tidbits and unexplored facets to the Keepers. The first is that Keepers are, without a doubt, the only ones who know exactly how much time passed while the bulk of humanity was in The Camps. At least one group of Keepers, mentioned in the Tribe 8 Companion, has only recently emerged from their high-tech bunker. While I'm hesitant to drag realism into it, I can't see how they could have stayed down there for too horribly long.  I've seen estimates for the time between The Camps and the Liberation ranging up to 300 years, on account of the amount of knowledge the Tribals lost. Given the overall amount of decay and ruin seen around Vimary, that figure seems way too long - I'd put it at less than 100 years. The Keepers surely know, but in the published books they aren't telling.

As a side note, for those wondering how the humans in the camps could have lost everything in the span of only a decades, it's simply because of the Z'bri. For those in the Camps, hundreds of generations could have passed, as the Z'bri used Sundering to accelerate their lives and resurrect them again (there are descriptions of Z'bri doing this in various books). Also, the opposite is true of the Keepers - while the wholesale destruction of modern civilization naturally led to a loss of a tremendouds amount of knowledge, given the Keepers' persistence at trying to uncover the past after a couple of centuries they would be much further advanced. Their loss of knowledge, if it has been less than a century, is still difficult to explain - but it can be fudged or chalked up to supernatural reasons a lot easier than explaining two centuries or more of very little progress.

Another piece of information apparently lost in the plethora of setting material is the Ancient One. While later books, and especially Tribe 8 Second Edition, mention "The Ancients" in Olympus, Tribe 8 First Edition says "the Ancient One." The implication here is that there was a single person, entity, or something else at the heart of Olympus. Does he predate the Camps? Is he the equivalent of a Keeper Fatima? A Keeper mech? We don't know because that little blurb was never explored.

I think "never explored" pretty much sums up the state of canon Keepers in Tribe 8. The Olympus Keepers are pretty much our template for what a "Keeper" is. Yet they turned out to be just one group among dozens, each of them a following a cookie-cutter pattern of "Find an industrial-looking location, insert Keepers with goggles and gas masks, make them not trust people." As antagonists or protagonists they are little more than cardboard stand-ups with remarkably little to flesh out the things that could make them truly stand out. While I appreciate that the Sanjon in Tribe 8 Second Edition got their own city and have a write-up, I kind of only got out of it that they dress like the Morton's Fish guy and make people drink alcohol out of dead cod. The closest we get to some kind of non-superficial variety are the Novohuron, who are described as "like Keepers."

For my part, I've tried to battle the two-dimensional nature of the Keepers with a Keeper antagonist, Hanna. She was actually involved in my game with meta plot, dealing with the Institute, Abonom and Agnes. Basically, she is the head of a Keeper group called the Zetetics who are dedicated to discovering a way to harness and control the River of Dream. Hanna isn't a horrible person beyond being highly motivated to seeing her theories and experiments through. In many ways, she is a pawn being played by other groups, including her own kind.

While obviously not every Keeper character or group has to be unique, as it stands they are entirely too homogeneous. They're behind the curve, especially given their story potential. In my fantasy world where Word of the Keepers was actually published, the Keepers would have unquestionably been on the forefront of the curve instead of hiding out in the tunnels underneath it. For now, I'll just have to take solace in my personal reconstruction of Tribe 8 using Fate Core, where I'm able to inject a little bit of variety to the Keepers.



Revised Technosmithing

Cross-posted from Aggregate Cognizance.

In keeping with the Keeper theme for today (har har), I've also finished with my revised Technosmithing write-up for Fate Core. It has some interesting features that set it apart from Synthesis and I think gives Technosmithing more character. You can grab it from Google Docs at the link below.

Thursday, April 11, 2013

S'klas, Z'bri Gift Giver


This is being cross-posted from my other blog as part of the April A-to-Z Blogging Challenge. It is a rewrite of a sadly long-lost Z'bri NPC. For anyone who knows the Tribe 8 metaplot, [REDACTED] happens to Agnes and then she [REDACTED]. In my game, S'klas was going to be instrumental in that.

Rummaging through your mind
With a tentacle down your throat,
What secrets will I find?
Oh I really love to gloat!

Eyes on ivory bone rings
Forcing you to watch your plight.
My how your flesh truly sings
As I receive my gift tonight!

S'klas (Major NPC)
S'klas is a Z'bri Joh'an living in the Skyrealms near Bazaar. Once a Melanis Lord, it was driven out of Hl'Kar because his experiments and penchant for abducting Tribal children threatened the Pact of the Dome. S'klas is convinced because of the innocence children have, and their closeness to the River of Dream, that they hold the secret to opening the Fold. These experiments led it to uncovering a long lost collective memory of a mythical figure who visited children on a certain night of the year, passing out gifts to those who behaved themselves and leaving an item showing his displeasure for those who hadn't. S'klas has taken on the role of this figure, of course corrupting it in a fashion only a Z'bri could.

S'klas is tall and broad for a Melanis, wrapped in a glistening red robe of exposed muscle and sinew. Tentacles often emerge from the folds and openings in the robe of their own accord. Its features are often concealed within a deep cowl, but its visage is disturbingly jovial, with plump features and a mouth forever frozen in a grinning rictus within a "beard" of writhing tentacles. S'klas surrounds himself with diminutive, twisted Serfs who assist him in luring children back to his lair. When he travels it is on a living sled of bone and tissue, pulled by eight nightmarish beasts fashioned into mockeries of the Fatimas.

While S'klas often ventures forth to find new subjects for his experiments, on the longest night of the year is when it truly visits terror upon Vimary. On that night, S'klas fills its sled with horrifying living "toys" and delivers them to children around Vimary. S'klas reserves the worst for those that it deems have been "naughty" over the past year.

Agnes in particular, and Agnites in general, are a particular obsession of S'klas'. Its research has turned more and more toward exploring how Agnes' rebirth from Mary and the way that Agnites use Synthesis might not only be used to re-open the Fold, but also allow for S'klas to dominate all children in Vimary. It is S'klas' hope that this will allow vindication and a return to Hl'kar.

Of course, getting close to Agnes is nearly impossible. Even when S'klas suppresses its Atmosphere, Agnes is still able to sense his presence long before he gets near - and a confrontation with a protective Fatima is not something S'klas could survive. The Agnites themselves are a little more accessible. Some Agnites are  fascinated by the idea of S'klas and the items he leaves. They encourage S'klas' winter outing by creating small shrines in hidden places, replete with grisly "snacks" and decorations. These Agnites willingly accept the items that S'klas brings, squirrelling them away lest an adult take them away or Agnes Herself finds out.

Their behavior only encourages S'klas, who thinks that his methods are working. The items he leaves are obviously all Tainted, and sometimes actively dangerous. Worse still, as S'klas' understanding of children grows deeper his toys become more subversive. There may come a point that S'klas will succeed in getting a toy into the hands of the greatest Child of all.

High Concept
Twisted Children's Icon. Invoke this aspect when dealing with children (both scaring and appealing to them - sometimes both at once). Compel it to push S'klas to do something in line with what the true icon would do (like protect a child).

Aspects
Horrible Helpers: S'klas' serfs often provide the means for both the "gifts" S'klas distributes as well as luring children. It holds for these Serfs what amounts as "affection" for a Z'bri. Invoke this aspect for S'klas' Sundering as well as situations involving enticing children. Compel to make S'klas to have to take some action to protect his Serfs.

Melanis Atmosphere: Like all Z'bri, S'klas constantly emits an Atmosphere. S'klas' Atmosphere causes those around him to ignore his gruesome visage, replacing it with feelings of wonder and joviality.

Melanis Johan: S'klas was once a Melanis Lord, but has now been exiled from Hl'kar. As such,  it is not bound by the tenets of the Pact of the Dome by Z'bri or Tribal. Invoke to provide a benefit to doing something that violates Z'bri law (such as dealing with Tribals or Fallen). Compel to put S'klas in a situation where it has to answer for his actions.

Naughty and Nice List: S'klas spends a lot of time observing children and recording their actions, categorizing them as having been "naughty" or "nice" (of course, these concepts to him have little to do with actually being good or bad). Invoke this aspect to provide allow S'klas information about a specific child. Compel this aspect when S'klas may not have that child on its list.

Touched By the Seed: All Z'bri are close to the Seed. Invoke to activate Sundering, compel to make S'klas to do something visceral or hedonistic.

Skills
Sundering+4
Lore+3
Will+3
Resources+2
Crafts+2
Investigate+2 Deceive+2
Burglary+1
Rapport+1
Stealth+1
Empathy+1

Stunts

Animation: You get a +2 bonus to using Sundering to create the advantage Animated on an inanimate object. In addition, you can use Sundering instead of Craft to make items.

Appeasement: You gain a +2 when using Sundering to create physical advantages on yourself or others.

Atmosphere Suppression: By paying a Fate Point, S'klas can suppress its Atmosphere for one scene.

Chaining: You get a +2 bonus when using Sundering to inflict Equilibrium stress on another character, by attempting to combine that character with another character or object. When doing so with another character, both characters must have stress inflicted on them. If the character(s) are Taken Out by Chaining, they become a mindless, pain driven fusion of objects with the additional aspect Chained.

Note: This was created using my Fate Core conversion for Tribe 8. You can view any of the relevant documents here.

Wednesday, February 27, 2013

Fate Core Synthesis Draft

This is cross-posted from my other blog.


Working on the Sigils extra was like clearing a logjam: I was able to get a strong start on adapting Synthesis to Fate Core. I realize the common wisdom with creating Fate Core settings is "start with the skill list!", but in this case I felt starting from the other end was better. By working my way through the other Tribe 8 specific skills (Dreaming, Ritual, Sundering, Technosmithing) I'll have a much clearer vision of how to prune and shape the default skill list.

The direction I am going with Synthesis was something that the way Fate Core is written, and how various things are categorized, really brought into focus. The four actions provide a good framework for taming a freeform beast like Synthesis without having to delve into a lot of niggling little rules and modifiers. It helped me realize (for example) that bonuses for trances, extra time, ritual implements, etc. weren't a static thing but should be the result of the character doing something to create an advantage for themselves. The same thing will go for resisting effects; it's not automatic, the character needs to actually do something to get the bonus. Once again, Rob Donoghue's channeling "hack" helped tremendously in helping the rest of the pieces fall into place.

You can get the draft from Google Docs, and I will post regular updates as I tweak and refine it. 

Thursday, January 31, 2013

Fate Core and Tribe 8

I've been doing a lot of thinking about various implementations I've tried for adapting Tribe 8 to Fate. My first was using Spirit of the Century as a starting point, but I ran into roadblocks I wasn't able to work around. I backed off for a while, until I discovered Strands of Fate. I thought, "Yes, this one is what I'm looking for!" and was able to bust through a lot of those roadblocks. The result, which I've made available here, is something that I stand behind. I think it's a damn fine adaptation and brings a lot to the table in terms of capturing the tone and feel of Tribe 8 (or, at least, how I interpret it).

I love the Fate fractal, I think it's one of the most elegant, simple concepts since the first war gamer decided to name a character. Anything can be a character. Anything can have Aspects. The different ideas I've had for stress tracks, most of which I've written up here in support of Strands of Flesh and Spirit, are pretty awesome. They're not things I would use all the time, but it's great the capability is there. But there's still a bit of...heaviness...about the conversion. There's a lot of Aspects, multiple stress tracks, powers modeled after the framework provided in Strands of Power. I want it to be leaner, and that's certainly something that Strands can handle, but this has never been about being beholden to one implementation of Fate or another. It's about trying to capture the ephemeral feeling I have about how Tribe 8 should be. I'm like a bear standing on a rock in the middle of the rapids, looking for exactly the right salmon to pluck out.

Fate Core has brought together such an energetic, creative group of people with great ideas. Hunter Gatherer Games has a great post on tribes for their Apocalithic setting. Michael Moceri has come up with some absolutely genius ideas for his Exalted hack. I want my Tribe 8 conversion to be leaner, lighter and capable of supporting the vision I have for my Tribe 8 games. Fate Core, from the settings I've read as part of the Kickstarter, gives me ideas to see that vision through. It doesn't mean I'm done with Strands of Fate - the end result will have elements of both. Plus, I still really want to create a Mekton-worthy Fate hack and I think Strands of Fate is the perfect fit for the job. I'm also very much looking forward to Nova Praxis. But I want to take a step back, toward the type of game I conceptualized when I first read Spirit of the Century. In some ways, that means my Tribe 8 adaptation is coming home again.

I'm not going to remove or change any of the things I've already done. The Strands of Fate version of Dreams of Flesh and Spirit is pretty complete, and anyone who has really liked it and found utility in it can continue to do so. It's just personally, I'm going to move on toward catching that perfect salmon.