Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

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.  

Friday, August 17, 2012

Updated Conversion Doc

I've updated the conversion doc with some clarifications on Supplies and Barter. I've also revised the travel rules to include the Distance stress track and some clarifications, and included a method for exploration to use the new random exploration tables.

Wednesday, August 15, 2012

I just can't leave well enough alone (Exploration, part 2)

So I've been chewing and chewing on my tables, trying to reduce the number of tables and make things flow the way I want them to. I crunched a whole bunch of data on land use from various cities to come up with something that looks and feels about right. It led me to scrap the tables I had previously and come up with a single table subtypes.

The new table uses 5DF instead of 4DF because it's more granular and breaks down easily into the blocks that I need. I wanted to stay with 4DF as a nod to staying "standardized" but the dice for the tables aren't read in the standard fashion so I figured it isn't that bad.

Here's what the first table looks like so far:



There will be sub tables for each to get the specific building type. The table structure sacrifices leanness of the types of areas for having to roll on fewer tables (2 instead of 3 or more) and gives more freedom from the setup I had before.

EDIT: Here's the first of the subtables. Took me 20 minutes to throw together. I've decided to color code the areas so that it's easier to tell which labels belongs to which


Monday, August 13, 2012

Exploration

With the help of the wonderful Fate triangle tables, I was able to bang out some random tables for exploration. I'm pretty happy with the results, but I likely will tweak them once I actually use them. The tables were written with some specific ideas in mind:
  • They are for post-modern, post-apocalypse settings.
  • They are intended to be general, instead of very specific.
  • They are not a great big bucket list of buildings. There are plenty of other lists out there for other games such as Gamma World.
  • They are meant to have some semblance of logic. That means no top secret research facilities in residential areas; it also means that (hopefully) buildings that are out of character for an area will be rare.
  • The intention is to only roll as deep as you want. Sometimes all you need is a little kick in the noggin; sometimes you're just completely stuck. These tables should be an aid, not a crutch.
Before actually presenting the tables, some explanation is in order. The tables are predicated on an area for potential exploration being divided into five types:
  • Residential: Self-explanatory. Primarily residential areas will include schools, churches, community centers, educational buildings, etc. May include some retail or commercial buildings. This is the only category that does not include Special buildings
  • Retail: Primarily service-sector, restaurants, shopping malls, etc. May have some residential and commercial buildings mixed in.
  • Commercial: Primarily warehousing, transportation, office buildings, and business parks, with some retail or industrial buildings.
  • Industrial: Primarily manufacturing, milling, quarrying, etc. May include some commercial and the occasional retail building.
  • Public: This means parks, reservations, and other undeveloped land. No table is provided for buildings for what should be obvious reasons.
For those unfamiliar with the triangle table concept, rolling 4DF, and then counting over for every "+" or down for every "-". The genereal area is either determined or rolled. Then the second table comes into play to determine the building category. Finally a specific table is referenced for the building type. That is all I have for now; at some point I will create some detailed building types.

Entries marked with a (+) or (-) denote adding an additional "+" or "-" result when rolling on the next table. The idea is that building categories different than the area's (like a Commercial building in a Residential area) are skewed more toward certain types of buildings. I'm not sure if I'm going to keep them, or even if I've distributed the results correctly for it to work.

Finally, without further adieu, the document containing the tables is here. Also, I may make a new set of...prettier tables.

FATE triangle table

Gullerbutry on RPG.net apparently came up with a "triangle" table that is absolutely one of the coolest things I have ever seen.




I have been trying to figure out a "FATE-like" way of doing a set of random exploration tables, and this just might be the trick I was looking for (laying out the results on a standard -4 to +4 doesn't have enough slots and yields wonky results). This, possibly taking his suggestion to include blanks instead of ignore them, is freaking awesome. I like this Gullerbutry guy.

You can read the thread here and grab a form-fillable PDF here to take a look for yourself.

EDIT: Swiped a probability chart from Glyptodont:

Sunday, August 12, 2012

Travel and zones, re-revisited

Over at RPG.net, Gullerbutry had a take on travel that I hadn't thought of before and looks pretty solid. Yes, it's adding even more stress tracks, but I'm not sure anymore whether or not you can actually have too many (or, at least, there is no reason a stress track of some flavor shouldn't be in play at all times).

The central concept I'd like to take on his post is the idea of using a stress track to represent progress while travelling. I'm surprised that I didn't think of it before. It very neatly segues into my previous post on Zones and Locations here.

The modification I'd make to the previous rules would be this: zones have a Distance stress track, with stress boxes per level equal to Terrain + Threat. Consequences represent encounters of some kind, or perhaps reaching specific Locations within the Zone. The Consequence only takes place if the first Stress box on that level is hit, otherwise they are ignored. Each roll represents travel for a time increment appropriate for the scale (for Vimary, that's one hour at Campaign Scale but for a larger campaign it might be a day). If the exact distance traveled is important, each rank in Terrain represents approximately 1 mile at Campaign Scale. So a Terrain 6, Threat 4 Campaign scale zone covers roughly 6 miles, with every 6-7 stress boxes representing a mile traveled. More threatening zones make travel more difficult. For large campaigns, the scale can be adjusted but it could just as easily be the same if more granularity is desired. A kingdom could then be composed of multiple zones instead of one large one for more variety.

When the characters travel, they "attack" the Stress track, making a roll with an appropriate Ability against a standard roll plus Terrain. The Ability used is dependent on the Scale - for Campaign Scale it's Endurance for characters or Physical for units; Scene Scale either Agility or Reasoning, and Personal Scale uses Agility. Obviously various Advantages and Aspects may be used to modify the roll. If the roll is failed, the character or group makes no progress for that time increment and must make a roll versus Threat or take Stress. Borders are reworked to be an additional roll that must be succeeded in order to cross the border, taking an attack from the Zone's Threat if they fail.

The beauty of this is that it can be used to represent personal scale movement in conflicts. Hurray for the Fate fractal! Overall I think it is a very, very cool setup. Once I get done with some exploration rules I'm working on, I'll work on detailing Vimary's Campaign scale zones. Kudos to Gullerbutry!


Friday, August 03, 2012

Zones revisited


Zones

There are three scales of zones: Personal, Location (Scene) and Campaign. Unless there is nothing really remarkable about a zone it should have a Defining Aspect and any other interesting Aspects as necessary. Zones can have three Abilities: Terrain, Resources, and Threat. Additionally, borders between zones can have a Border rating.

Each scale has a rough area that it covers and a default time increment, typically used to determine movement between zones.

ScaleAreaTime
PersonalOne roomRound
SkirmishTown, large complex, small
geographic area
Scene
CampaignCity, large geographic area or featureHour


Terrain

The Terrain represents the area the zone covers, as well how easy the zone is traverse. Specialty Aspects will typically describe the terrain in some way such as Rubble, Dense Forest, Uphill, or Paved Roads. Personal scale zones are rarely larger than Size 1, instead the area should be broken down into more personal scale zones).

How long it takes to reach the next adjacent Zone is roughly equal to the zone's Terrain in time increments if there is no conflict or effort taken to travel faster. For example, a Terrain 3 campaign scale zone takes about 3 hours to get to any adjacent zone. If a character wishes to get to the next zone faster, they must roll a contest adding Agility (or Physical for units) versus the Terrain Rating. The time taken to travel to the next zone is reduced by the amount the roll succeeds to a minimum of one time increment. Failure means that it takes the same amount of time to traverse the zone. If the character is running, the amount that the roll succeeded is applied as a bonus to rolling against the Terrain of the next zone. Obviously the Specialty Aspect can be tagged to help or hinder travel, depending on its nature. During a conflict, trying to move unimpeded through a zone with a Terrain Rating may count as a supplemental or simple action, with appropriate penalties.

Resources

Resources represents the Difficulty of finding a specific type of materials within the zone. Any roll for finding materials for repairs, scavenging, etc. is against the Resources Rating, plus any other modifiers. Obviously whether a roll can be made at all that might utilize Resources is dependent on the nature of the zone and GM discretion - it’s hard to find anything in an empty room or a desert. Typically, Resources rolls can be made once per time increment. Specialty Aspects for Resources often reflect the type of resource that can be found or its quality, such as Fresh Water, Plentiful Scrap, or Untouched Convenience Store. Specialty Aspects likewise can be used for declarations, with the Resources rating used as the difficulty. For example, a character searching a zone with Resources 2 (Office Supplies) can make a roll every round to find things that typically might be found in an office. They can also make a Declaration and place the temporary aspect Letter Opener, then tag that aspect to invoke for a bonus or effect.

Threat

Threat is essentially the Intensity of an ongoing Environmental Hazard. There is something about the zone - it is on fire, filled with toxic gas, freezing cold, etc. Every time increment spent in the zone requires all units or characters to defend against a standard roll plus the Threat. Threat Ratings of 0 do not require rolls.Threat is typically defended against using Endurance, but depending on the nature of the Threat a different Ability might be used. Likewise, while armor is useless against most Threats there are occasions where it may be effective.

The nature of the Threat is typically expressed by its Specialty Aspect, and should be scaled accordingly. For example, a room might have Toxic Gas, while a scene might have Severe Air Pollution; and a campaign zone Environmental Damage. In the first and second cases, the characters are in more or less direct or constant contact with the Threat. In the third case, the Threat is something that may affect the characters if they are unlucky enough to come in contact with it. Threat can also represent an abstracted danger, especially for larger zones. For example, a campaign scale zone might have Threat 2 (Wolf Packs) to represent the likelihood that characters will be attacked and injured by wolves. A castle (scene scale) might have Threat 1 (Defenders on the Walls) to represent that anyone near the castle is likely to get shot at.

Borders 

Borders between zones can be assigned a Border Rating and a Specialty Aspect. Outside of a conflict, the Border Rating simply adds to the amount of time it takes to get from zone to zone safely. Not that while crossing a border in this manner the characters are still subject to any Threat from the zone that they are leaving (if applicable).

Within a conflict, or if the the border needs to be crossed without delay, the Border Rating serves as the difficulty that must be rolled against Agility (or Physical for a unit) in order to successfully cross into the next zone. The roll can be made as a simple or supplemental action. Failure means that the character does not cross the border. The Specialty Aspect may be invoked or compelled as appropriate to help or hinder crossing the zone.

For example, a character is in a burning house. The room that they are in has the Aspect of On Fire!, and there are intense flames blocking the exit with Border Rating 4 (Intense Flames). The character has +2 Agility but wants to make the odds better, so he performs a Maneuver to place the Aspect Wrapped in a Blanket on himself and then tags the Aspect, then spends a Fate Point and tags his Determined Aspect for another +2. He rolls a -1 for a total of 5. He is able to escape the burning building.

A combination of a Border Rating and Threat may make it so prohibitive to cross a zone that it is better to avoid it. For example, a group of Fallen characters need to travel from the Hunting Paths to No Man's Land. They have the option of trying to move through the fortified Joanite Seven Fingers or to go around. To avoid having to take multiple Threat, they could choose to move quickly through the Seven Fingers zone - this means an Agility roll against the Hunting Path's Terrain of 2, then another Agility roll against the Seven Fingers Border Rating of 6, then another Agility Roll against a Border Rating of 6. During this time, they would face a Threat 1 attack and a Threat 5 attack, with the possibility of not being able to escape the Seven Fingers and continuing to face Threat 5 attacks. Alternately, they can try to move quickly through The Discard Lands and the Rust Wastes with no Border Ratings - the odds are the journey would take longer, but the risks are a lot more manageable.

Thursday, August 02, 2012

Vimary zone map, part 2

I've gone through and redone the zone map. It has some notations that are going to go along with the write-ups of each Zone. The nutshell version is:

Size: Represents how large the zone is. At campaign scale, this equates to the number of hours it takes to travel through the Zone to another Zone at a good pace.

Resources: The difficulty of scavenging to find Resources in the Zone. This number is added to the difficulty of any scavenging rolls.

Threat: How innately dangerous the Zone is. Every full day spent in the zone requires a standard roll plus Threat vs. an appropriate Ability (typically Perception or Agility). The amount the roll fails is the stress the character(s) take.

Finally, there are little circles with arrows and a number. This is the border cost to leave or enter the Zone. The short explanation is that under normal travel, it simply adds to the time taken to travel. Depending on the type of Border and any Specialty Aspect it has, crossing the border may be more complicated.

Finally, each of these values can (and should) have a Specialty Aspect to further define them.

I'll be doing a more detailed write-up of how this all works very, very soon.


Tuesday, July 31, 2012

Plot Stress and the Metaplot

Now that I have finished with the effort of pretty much completing my conversion document, I can now turn my attention to some factors that actually have to do with playing.

Monday, July 30, 2012

Descriptive Wounds

This was originally written by Edwyn Kumar for Rusted Sky. It is also a decent reference for Consequences in Strands of Fate.

Sunday, July 29, 2012

Bartering and Resources

Resources

Resources in Tribe 8, because of Vimary’s barter economy, don’t represent abstract wealth such as investments, trust funds, savings etc. They represent physical things the character has, or can reasonably get access to, and by extensive an abstract measurement of the character’s ability to trade for goods they need or want. Specialty Aspects for Resources are likely to be relic items, Fatimal artifacts, or flocks of sheep or herds of cattle.

Supplies

Every character has a renewable stress track called Supplies, which represents the total of the character’s physical means such as food, clothing, and goods that the character can trade for other goods. The stress boxes for each Consequence on the Supplies stress track is equal to:

Resources + Craft + Other Modifiers = Number of Supplies Stress boxes (Minimum 1)

Supplies is a “hybrid” Mental/Social stress track, meaning that there are instances where either Mental or Social attacks can be made it against it or Social or Mental Abilities may affect it.

“Attacking” The Supplies Stress Track

Bartering (see below) inflicts Stress on the Supplies Stress Track, as does anything that might consume Supplies.

Daily Survival

Once a month, each character must roll their Resources versus a standard roll. Depending on the conditions, the GM may add an Intensity modifier to the standard roll. The difference is stress taken on the Supplies stress track.

Environmental Factors

Finally, the environment itself  can cause stress on Supplies. Being in a desert, surviving a severe winter storm, or journeying through Hl’Kar or the Rust Wastes will cause additional attacks on the Stress track at regular intervals (typically every day).

Surplus and Rewards

Surplus are items and supplies that are beyond what the character immediately needs. They serve as “armor” against stress to Supplies. Rewards are valuable items that the character recovers or receives, and can be used to add to barter rolls. Once a reward point is used, it is gone.

Consquences

The exact nature of Consequences depend on the source. Consequences from attrition of supplies will reflect a scarcity of some kind. Consequences resulting from Barter may either represent a scarcity, or a debt owed or some other more social concession.

Replenishing Supplies

Supply stress boxes clear at the end of the Session. Consequences clear over time, with a Crafting roll versus a difficulty set by the severity of the Consequence.

ConsequenceTime RequiredDifficulty
MinorA dayNo roll required
MajorA week2
Severe (P)A month4
Extreme (P)Three months6
DefeatedA year8


In addition, characters can try to actively replenish Supplies through scavenging. Scavenging in this manner is an extended Perception contest versus a base difficulty equal to the difficulty above, plus further modifiers based on the environment. Each roll takes one day, which is completely dedicated to the scavenging effort. Spin on any one roll not only clears the Consequence, but grants the player either a +1 Surplus or +1 Reward (player’s choice).

Barter

Dealing with a barter economy like Vimary’s can be tedious and bland. Most people don’t want to keep track of every trade-worthy item that they have, nor do they usually want to roleplay every haggling transaction.

Bartering for basic food, clothing and supplies is assumed to happen on a regular basis and there is no need to roll. The ebb and flow of these transactions is represented by the regular attrition that the Supplies stress track takes every month. Once a character needs or wants a specific item, the Barter for it needs to be resolved.

First, the character must locate someone who has the item that they need. This is an extended Persuasion roll versus a difficulty equal to the Cost Rating of the item that is being sought, plus any additional modifiers the GM wishes to impose (for example, trying to find a very specific version of an item will increase the difficulty). Each roll takes one day, and Spin on the roll reduces the time spent searching for one day.

Once a source for the item has been located, actual bartering can begin. Unlike economies with currency, bartering is very subjective. Having too much of one thing can decrease its value, and only having items the other party isn’t interested in can break the deal. Barter is resolved as a Mental attack on the Supplies stress track, with the goal being to acquire the desired or needed item while simultaneously giving the other party something that is deemed to be of equivalent value in return.  All rolls are done using Persuasion, limited by Resources. Rewards (see above) can be used to add bonuses to the Barter roll. The GM may assign additional Edge bonuses if the situation warrants it, or Determination if the other party is sufficiently stubborn, there is nothing that they want or need, or are just  disinclined to barter.

Since bartering is social as well as economic, the end result is always that both parties get something that they want - or are convinced is of equal value. A barter, however, can be discontinued before the final exchange of goods takes place. When this is done, any Consequences that have already been suffered are automatically changed to Consequences more fitting for two parties that have had a bad interaction. For example, if during a barter one character decides to break off negotiations before a trade is made and has suffered a Minor Consequence, the Consequence might be changed to, “A Little Less Respected” or “Inconsiderate”. It may make others less inclined to Barter with them.

Deceptive Bartering

It is possible to use Deception instead of Persuasion for Barter. This is a risky proposition, since it usually does not take long for the other party to realize that they have been had - and might result in the stiffed party taking further action, including Social or even Physical attacks against the deceiver.

Codes of the Soul


And another retro set of house rules from Warp & Weft/Dreams of Flesh and Spirit.

Alternate Experience Rules

  • This rule is from the booklet from the Jovian Chronicles GM's screen. In order to improve a skill, the character must have spent a number of Emergency Dice on the skill equal to the next skill level squared. This greatly slows down skill improvement. Alternately, to speed up skill improvement, the Weaver can count each Emergency Die spent on a skill roll as XP towards the improvement of that skill. 
  • These are guidelines I have used in a modified form in Cyberpunk 2020 and Mekton II. They are written with the intent of applying experience gained directly to skills. They shouldn't be used with the Emergency Dice guidelines above, and are probably best suited for Cycles where the Weaver gives out 4-6 Experience Points per session. It does involve a little more record-keeping. The first time a character uses a skill during a session, the player should place a mark next to the skill on the character sheet. If the skill is used again later in the session, another mark is not made unless the player rolls sixes. One extra check mark is made for each six rolled. Example: A Magdalite Siren uses Seduction, getting one mark on the character sheet. Later, she uses Seduction again and rolls 5,6,6. She will get two more marks. At the end of the session, an Experience Test is rolled using 2 dice for each mark next to each skill. The dice are read normally (i.e., take the highest number, add +1 if a second six is rolled). If the result is above the character's skill level, one Experience Point is gained in that skill. Using this system, characters should still receive "free floating" Experience Points that can be spent on any skill the player chooses or Emergency Dice. These Experience Points should be allowed to be spent on skills that have gained Experience from an Experience Test during the session. Weavers should discourage players from pointlessly using skills just to get Experience Checks, but encourage creative use of little used skills that contributes to the game with an extra check every so often. 

Perks And Flaws

Common Sense (Innate, 4 points)

The character always "looks before she leaps". This translates into the Weaver giving the player a warning when she is about to have the character do something foolish, even if there are no perceptible clues as to the danger. The Weaver does not have to specify the danger or give any details. Common sense has no downside.

Double Jointed (Innate, 3 points)

The character's entire body can contort and flex in seemingly impossible angles. This is significantly more than her just being able to bend her fingers back. The character can fit into spaces half the size of what regular people can, as well as being able to easily slip out of restraints unless special precautions are taken. The downside is that the character's joints are easily dislocated, intentionally or not.

Immunity (Acquired, 1 point)

The character is immune to one, and only one, specific drug, poison, substance or disease. This Perk can be acquired because it is possible to build an immunity to toxins or diseases. The downside to Immunity is that the character cannot gain any positive benefits from a substance if there are any.

Intuition (Innate, 4 points)

The character gets uncanny hunches and bursts of inspiration, and the Weaver can allow her to make CRE rolls whenever she thinks the character might get one, even if there are no obvious clues present. Fumbled CRE rolls for Intuition result in extremely poor guesses, and are Intuition's only downside.

Longevity (Innate, 3 points)

The character's lifespan is effectively twice that of a normal person's - she will effectively always look and feel like someone half of her age. Longevity's only downside is the envy of others and outliving relatives, friends and loved-ones.

Perfect Pitch (Innate, 4 points)

The character always knows if something is in tune and gains a +1 bonus to any musically related task.

Sense of Time (Innate, 2 points)

The character always knows what time it is and always know how much time has passed from any one event to another.

Saturday, July 28, 2012

Codes of the Mind


The retro Tribe 8 goodness continues with some additional house rules on task resolution in Tribe 8 first edition.

Friday, July 27, 2012

Codes of the Flesh

It's time to go retro! Here are some house rules from the original Dreams of Flesh and Spirit website for Tribe 8 1st edition.

Thursday, July 26, 2012

Playing with the Z'bri

I'm working on the Z'bri section of my adaptation, and in trying to present them as being highly individual - and reinforce not using cookie-cutter templates for them - I decided to come up with a distinctly Z'bri toned Aspect alphabet. I like the results.

“A” is for Appetite
What does the Z’bri have a penchant for? Small children? That moment when skin separates from muscle? Something more mundane like fear or rage?

“B” is for Bane
What is preventing the Z’bri from accomplishing its goals? What weaknesses does it have?

“C” is for Cabal
What groups or secret societies does the Z’bri have affiliations with?

“D” is for Dominion
What resources does the Z’bri have control of? What is its sphere of influence?

“G” is for Gifts
What is the Z’bri particularly good at? Does it possess any artifacts or other talismans?

“I” is for Impurity
What is the Z’bri not very good at doing? Does it have any handicaps?

“M” is for Machinations
What is the Z’bri plotting? What is their end goal?

“N” is for Nemesis
Who opposes the Z’bri? Who has the Z’bri opposed?

“T” is for Thralls
Z’bri don’t have friends, and their allies are only of convenience. Who does the Z’bri hold power over? Who can they force to come to their aid or take some action on their behalf?

P.S., for anyone that isn't aware the document is accessible from the link in the "Links" section of the right-hand sidebar. The document is a bit of a mess at times, and is subject to near constant editing. The initial sections on character creation, Synthesis, Technosmithing, etc. are pretty much complete - I just need to get the write ups of the various Synthesis Aspects done once I finish the section on the Z'bri. Going is slow sometimes because I have to hunt down references from three or more different books (for example, with the Z'bri I am looking at Tribe 8 1st edition, 2nd edition and Horrors of the Z'bri).

Power Sources

The River

The River (short for the River of Dream) is the power source for nearly all human supernatural powers in Vimary, from Synthesis to Technosmithing. As a Power Source, there are only a few requirements:

  • The Awakened Advantage is required to purchase any Powers that have The River as their power source.
  • Characters with the Dream Affinity Ability must purchase the Equilibrium custom stress track. Technosmithing does not require this.
  • Powers that represent working with the The River must be associated with The River Power Source and used in conjunction with either the Dream or Technosmithing affinity ability.
  • By default, characters may not have both the Dream and Technosmithing affinity ability at the same time.

Affinity Ability: Dream

The Dream Affinity Ability is used to activate the Synthesis power, as well as associated powers (renamed from Aspects to Rotes to avoid confusion).

Affinity Ability: Technosmithing

Technosmithing is used to activate a number of related Powers that tap into the humanity’s “Collective Memory” within the River of Dream.

The Seed

The Seed is the power source used for any abilities that have their root in the more visceral, physical, destructive side of reality. This includes all Z’bri powers. Powers which use The Seed as their Source have the following requirements:

  • The Touched By the Seed Advantage is required to purchase any Powers that have The Seed as their power source.
  • All characters that have Powers which use The Seed for their source must purchase the Equilibrium custom stress track.
  • Powers that represent The Seed must be associated with The Seed Power Source and used in conjunction with the Sundering Affinity Ability.

Affinity Ability: Sundering

The Sundering Affinity Ability is used to activate all powers that have The Seed as a Power Source.

Equilibrium

Equilibrium is a non-renewable custom stress track. It represents how balanced the character is with regards to their spiritual and physical well-being.  It is determined as follows:

Willpower + Endurance + Affinity Abilities (Dream, Sundering, Technosmithing) + Other Modifiers

When a character takes a consequence from losing Equilibrium, this balance is disrupted. In the case of consequences taken while using a power with The River Power Source, they reflect becoming increasingly lost in the River of Dream. For powers with The Seed Power Source, consequences reflect becoming attached to the physical realm.

Equilibrium stress boxes clear at the end of the scene, but Consequences can only be removed through a combination of meditation, purification and ritual. For each consequence, the character must spend an amount of time and make a Willpower roll against a difficulty determined by the level of consequence.

ConsequenceTime Required
Difficulty
Minor10 minutes
2
Major1 hour
4
Severe4 hours
6
Extreme12 hours
7

Sample Consequences

The RiverThe Seed
Minor
Double Vision
Do You Hear That?
Who Touched Me?
Attracts minor spirits
Waking Dreams
Minor
Stroke the furry wall
Never felt this way that before
Major
Large Reality Distortions
The Crying of the Lost is Deafening (could be Severe)
Haunted
Attracts major spirits
Walking Nightmares
Can’t Sleep, They’ll Get Me
Berserk rage
Major
Can’t stop doing this
Pain and pleasure, indivisible
Severe (P)
Sleepwalker
How Do I Get Out of Here
Unable to Dream
Thousand Mile Stare
Sundered
Severe (P)
Too much pleasure, too much pain
Sensory overload
Extreme (P)
Cannot Wake Up
This Isn’t My Dream Anymore!
Too Weak to Fight The Current
Extreme (P)
Overtaken by the Seed
Endless cycle of pleasure

Defeated (P)
Swept Into the Sea of The Lost
Lost With No Way Home
Defeated (P)
Chained


Defeated results for backlash from a Power that uses The River as a power source mean that the character’s soul has been swept from their physical body into the River of Dream, losing all identity and knowledge of who they were. However, if the character cashes in all of their Fate Points it is possible for others to mount a rescue mission into the River of Dream and recover the character. Otherwise, the character’s physical body will die without being taken care of - once that happens, the character is permanently dead.

Defeated results for backlash from a Power that uses The Seed as a power source mean that the character has been locked in their physical form and is driven mad from the process.  The character becomes a mindless terror, unless another power is used to free it.

Wednesday, July 25, 2012

Powers - Synthesis and Technosmithing


New Meta-Power Advantages

Bundled Advantages

A group of Power Advantages may be bundled together. All of the Powers in a bundle must share the same Power Source; otherwise they retain their individual Activation costs and other attributes. A primary Power must be chosen for the bundle - this is usually, but not always, the most expensive Power in the bundle (in terms of either AP cost or activation). Unlike Linked Advantages, all of the powers are not activated in the same action; instead, the primary power must be activated first. Each additional Power within the bundle is likewise assigned a sequence that it must be used in. The bundle’s overall AP cost is reduced by 2 AP per additional Power in the bundle, but the cost of any individual Power has a minimum cost of 1 (i.e., you can’t bundle a 3 AP power and three 2 AP powers and get the bundle for free - the bundle’s cost would be 4 AP). The additional powers gain the Limitation X Must Be Activated to Activate.  Note that Powers within an Advantage bundle may not be Linked together, but primary Powers between two different bundles may be Linked.

Powers


Synthesis

Control (Reality Sub-Domains)
Power Aspect: Dream Magic
Power Source: The River
Affinity Ability: Dream
AP Cost: 3
Base Activation Difficulty: 4
Activation Time: Special (see blow)
Limitations: Subdomain (By Eminence), No Rotes

Synthesis is the ability to actively channel the River of Dream’s energy into the physical world, creating a melding of the worlds of flesh and spirit. It is a modified version of the Control Metapower (SoP pg. 153), allowing reality control within sub-domains called Eminences. Eminences represent concepts and spheres of influence within the River of Dream, and Synthesis  allows changing reality within these Eminences.  All existing uses of Control are possible with Synthesis, provided that the end effect can be described within the context of one or more Eminences that the character possesses.

Usage
In order to use Synthesis, the character states the effect and the activation difficulty is set. Typically, the user must enter a trance-like lucid dreaming state which is represented by using Focused Control (SoP pg. 159). However, if the player chooses they may add +2 to the activation difficulty to activate as a simple action; +4 to activate as a free action; or +6 to activate as a free action on someone else’s turn. The intent to activate using Focused control, as a simple action or as free action must be stated beforehand, and the decision to do so cannot be changed. Once the difficulty is set, the character pays a Fate Point per roll per the Focused Control rules. Failure to activate Synthesis results in backlash to the character’s Equilibrium stress track, also per the Focused Control rules.
It is possible to attempt to combine two Eminence Aspects  into one effect. A main Eminence must be decided on to drive the effect; the secondary Eminence restricts the secondary ability. The activation difficulty for the effect is increased by 2.

Rotes, as defined under the Control rules, do not exist. The concept of Aspects from Tribe 8 has been renamed to Rotes to avoid confusion, but fulfill the same role - formulaic applications of Synthesis that are defined, predictable and do not cause backlash when used. In effect, Rotes are individual Powers that have a common Power Source with Synthesis. See the section on Rotes below for more information.

Additional Modifiers

Fatimas: Due to their powerful presence in the River of Dream, Fatimas can make it easier or harder to use Synthesis at will. Any Fatima within one zone of a Synthesis user can increase or decrease their activation difficulty by up to 2. Modifiers from multiple Fatimas stack. So if Dahlia wants a Fallen character to use their Synthesis and sets a -2 activation difficulty, but Tera Sheba and Baba Yaga are both in the same zone and oppose it for +2 each, the net activation roll is increased by 2.
Serfs: The Activation difficulty of a Synthesis roll is increased by 1 against Serfs due to their tainted nature. If Z’bri are within one Zone as the Serfs, use the Z’bri’s modifier instead.
Squats: Synthesis users can invoke or compel a Squat’s Disconnected from Dreams aspect for free to get a bonus or reroll on the Synthesis effect.
Z'bri: Synthesis use within the same Zone as one or more Z’bri automatically receives a +2 to the activation difficulty, due to their Awakened By the Seed Aspect. This modifier does not stack when multiple Z’bri are present.
Spin
Spin on a Synthesis activation roll results in one of the following, in this order of preference:

  • If applicable, the duration of the effect increases a number of steps equal to the margin of success (i.e., 3 over the activation difficulty lasts one hour, 4 lasts a day).
  • If applicable, any appropriate attributes of the effect (size, potency, Edge, etc.) are increased by 2.
  • Some beneficial side effect, such as an Aspect related to the effect being placed on the zone, occurs.

Example Eminence Effects

EminenceExample Effects
CapriciousnessConfuse someone’s senses.
Cause someone to “misbehave”.
InspirationInstantly solve a puzzle.
Discover the purpose of an item.
IllusionSee through an illusion.
Alter the appearance of a person, place or thing.
MotionSubstitute for a physical ability.
Change how an object moves (faster, slower, more difficult to move).
MysteryHide or find an object.
Unravel or create a secret or puzzle.
ShadowExtinguish all of the light sources in a room.
Nudge someone toward or away from a dark act.
EmpathySense another’s feelings.
Make someone feel an emotion.
LifeMake a plant grow faster.
Sense the health of a subject.
FreedomBreaking physical or mental restraints (chains, locks, bars, mind control, etc).
Incite a group to free themselves from their oppressors.
RecognitionIdentify an artifact’s origin and powers.
Make someone recognize a truth, person, place, etc.
BraverySense another’s fear.
Grant a bonus to a group of people.
VengeanceReveal who has committed a wrong against the character.
Strike someone that has wronged the character harder.
DevotionGain a bonus to a mental defense roll.
Instill devotion in people to each other or a cause.
FuryTemporarily remove all Consequences.
Increase Strength or Size.
ConvictionResist being made to break or deny beliefs.
Convince someone to take up a cause.
UnityDetermine the connections between people.
Grant bonuses when a group acts together.
ConflictCause two people to distrust one another.
Sense conflict in someone.
SensualityImmobilize someone with a look.
Confuse or heighten someone’s senses.
TruthSee through an illusion or lie.
Force someone not to lie.
WisdomSubstitute for Knowledge ability.
Locate an item or person.
DeathCommune with spirits.
Make an inanimate object decay very quickly.
FateRead a prophecy.
Get a glimpse of someone's immediate future.


Technosmithing

Technosmithing is the name for a group of Powers that all use the The River as a Power Source but the Technosmithing Affinity Ability instead of Dream.

Homeopathy

Heal
Power Aspect: Law of Similars
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Modifiers: Strenuous (0)

You can heal living things by using small portions of whatever has injured a person, or elements that are sympathetic to the nature of the injury (i.e., using fire or something hot to treat a burn). You may downgrade one Physical consequence by one step.

Horizon of Light

Teleport Self
Power Aspect: Quantum Teleportation
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 3
Base Activation Difficulty: 5 + Sympathy Modifiers
Activation Time: Simple Action
Modifiers: Transfer(-1)

By touching a computer, telephone, or other device connected to the communications grid you are able to instantly teleport to a point on the grid. You must declare where you wish to transport yourself to prior. In addition to normal Sympathy modifiers, the following modifiers to the activation difficulty apply based on the conditions of the communications grid between you and the destination.
Condition of gridModifier
Nearly perfect-1
Mildly damaged0
Halfway destroyed+1
Mostly destroyed+2
Completely blockedImpossible

Ignite

Imbue Object
Power Aspect: Spontaneous Power
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Duration: Scene
Modifiers: Strenuous (0)

You can power any device, regardless of its power source or condition. The device gains the Aspect Powered(P). This effect lasts for one Scene; Spin on the activation roll increases the duration of the effect. Failure to activate Ignite cause you to take Physical stress equal to the amount the roll was failed by, as the device malfunctions, catches fire or even explodes.

Interface

Machine Submersion
Power Aspect:
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 4
Activation Time: Simple Action
Modifiers: Strenuous (0), Possession (+3), Limitation: Possession only applies to reading data and storage devices (-2)

You can interface directly with electronic devices such as computers, smart phones, etc. Once this power is activated you get a +3 bonus to use the device, and may use Technosmithing for rolls to use it. In addition, you can extract data from any storage media attached to the device without powering the device on. Failure to successfully activate Interface results in you taking Mental stress equal to the difference between the activation difficulty and the roll, as feedback from the interface interferes with your brain function.

Jury Rig

Power Aspect: Makeshift Crafting
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: Fate Point (Special)
Activation Time: Extended Action
Duration: Special

You can create any mundane device, vehicle or even weapon without using Resources, instead using any available spare parts. The difficulty for Jury Rigging the item is 1+ the item’s cost. Once the cost is determined, you begin an Extended Action by making the activation roll and paying a Fate point. Each roll takes two hours, and after 8 hours your rolls will be restricted by your endurance. Once the activation difficulty is met, the item gains the aspect Jury Rigged(P). It will work for a number of intervals of the time table equal to the amount the activation roll succeeded.  For example, if a Keeper is Jury Rigging a Cost 3 item and rolls a 6, the item will work for an hour. Spin generated on the activation roll means the item will work permanently unless it is damaged. Once you have successfully activated Jury Rig on an item, all future rolls to Jury Rig the same item have a +1 bonus until you succeed in getting the item to work permanently.

Failing to make the activation roll either because of interruption or inability to pay the Fate Point before the difficulty is met results in you taking Physical stress equal to your total roll versus the activation difficulty. This stress represents the item dangerously malfunctioning, catching fire, or even exploding.

Psychoanalyze

Mind Wipe
Power Aspect: Pseudo Neurology
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 4
Base Activation Difficulty: 6
Activation Time: Simple Action
Duration: Special
Modifiers: Strenuous(0), Memory Edit (+1)

You are able to edit another person’s memories. See the description of Mind Wipe in Strands of Power, pg. 95 for more details.

Remembrance

Cognizance
Power Aspect: Collective Memory
Power Source: The River
Affinity Ability: Technosmithing
AP Cost: 2
Base Activation Difficulty: 6
Activation Time: Simple Action
Duration: Scene
Modifiers: Limited Access (Knowledge) (-1), Themed Access (Items)(-1)

You temporarily gain the knowledge of how to work any device, gaining the aspect Cognizant of X(P), where “X” is the area of knowledge. Spin on the activation roll grants a +1 bonus to any attempts to repair or Jury Rig the item. Failing the activation roll results in a -1 to any roll using the item for as long as you possess it.