Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, May 13, 2013

The Circle of the Chosen

The Circle of the Chosen is a large clearing in the Discard Lands, just beyond the Seven Fingers. It is the place where, each new moon, sacrifices to the Z'bri are secretly brought by Tribal representations as part of the Pact of the Dome. Aside from the Watch tasked with bringing the prisoners there and a handful within the Sisterhoods, very few know of this practice - the tributes are almost always newly Banished, or sometimes Fallen that have been captured in Tribal Lands. No one keeps tabs on the Fallen after they have been cast out.

Because of the sacrifice and horror the Circle has seen, it has become a Gully - a place where the veil between the River of Dream and the realm of flesh has become thin. Spirits of past sacrifices haunt the Circle. Even before the inevitable coming of the Z'bri, these spirits will try to assail or possess anyone within the central circle of posts at the center of the clearing.

Beyond the immediate threat of the spirits, the looming danger is wild animals and the impending arrival of the Z'bri to take their tributes. The blood and scent of prey brings the predators, who often maim or even kill the prisoners before the Z'bri arrive. Often grisly remnants of sacrifices who did not survive being taken byt he Z'bri remain in the Circle or attached to the posts.

The Circle of the Chosen is a good in media res starting point for a Tribe 8 campaign. The Mild Consequence and aspects at the beginning are reflective of what has happened prior to the start of the scene - basically it shows the end results of being Taken Out or Conceding. The situation also lends itself well to "filling in the blanks" as far as character aspects and skills go. The players will need to make the most out of what they have in order to escape their bonds, possibly fight off predators, and flee before the Z'bri arrive.

Any sacrifices brought to the Circle of the Chosen have likely been abused, mistreated, tortured, drugged and dragged through the brambles. They automatically have a Mild Consequence reflecting those injuries. In addition, each character has two additional aspects: Bound to a Post and Disconnected From the River of Dream. The former must be overcome before the character can do anything physically, while the latter must be overcome before the character can use Synthesis or Technosmithing. For their trouble, each PC in a scenario starting at the Circle of the Chosen gets 3 free Fate Points.

The Circle also has one hidden aspect: Unexpected Help. This aspect is the result of an Evan matron (actually a Marian) named Lalani. She knows of the Tribes' use of the Circle and does what she can to sabotage it or otherwise help out. This includes weakening posts, loosening the metal rings the characters are bound to, hiding sharp pieces of metal or glass within cracks in the post or on the ground covered with dirt, rocks or leaves, and hiding bundles of food, rough clothing and simple weapons in the brambles. The guards who bring the tributes never pay attention to the Circle as they are intent on getting away from it as soon as possible, but PCs looking for a way out are sure to uncover the aspect and make use of it. While the Circle and its environs are too dangerous for Lalani to enter at night, either her or her son often keep an eye out around the homestead for any stragglers or escapees. When they find them, they covertly take them in until they are ready to travel and then send them on their way with additional provisions and clothing.

The goal of the scenario is to escape before the Z'bri arrive, so they aren't considered to be a part of the scenario (given the PCs' condition, it's likely they would survive). However, depending on the PCs and their abilities it's unlikely that predators will come into play. Typically these will be a small pack of wolf, a pair of Ontos, or if the GM really wants to make them fight a Skuller Bear. While not Gek'roh, even normal animals in the woods are often Tainted in some way, and can also be diseased. How the predators are handled depends on the group, the situation, how the GM wants to handle that kind of tension and pacing, etc. Suggestions can include a timer, a stress track to represent the danger getting closer, etc.

Aspects 

  • Haunted By Sacrifices Past
  • The River of Dream Is Closer
  • Unexpected Help (Hidden)
The area is divided into three zones.
  • The Inner Circle which is comprised of a number of posts surrounding a patch of barren dirt. The Inner circle defines the boundaries of the Gully.
  • The Outer Circle, between the Inner Circle and the Brambles, comprised of patchy grass and a few stunted, dead trees.
  • The Brambles, a barrier of thick vines and thorns that surrounds the Circle and acts as a barrier that must to be overcome to exit the Circle into the dense forest beyond. Every time the Brambles are cut through when sacrifices are brought, they grow back at an almost impossible rate.


Skills


Great(+4) Spiritual Blitz

Spirits within the area of the Circle of the Chosen will mob anyone left there, resulting in apparitions, hauntings, spiritual assaults and possibly even possessions. The Circle can exercise use of this skill on any character that is still within the Inner Circle.
  • Overcome: Spiritual Blitz is not normally used to overcome obstacles.
  • Create an Advantage: The spirits of the Circle can use Spiritual Blitz haunt, harass, and discover information about those that are in the Circle. Most characters can defend against having these advantages placed with Will or (if they have overcome the Disconnected From the River of Dream aspect) Synthesis.
  • Attack: Spiritual Blitz can be used to mentally attack targets. These attacks can be defended against using any appropriate skill for defending against mental attacks.  
  • Defend: Spiritual Blitz cannot be used to defend.

Faces


Wolf Pack (Fair NPC Mob)

Aspects: Pack Hunters, Unsettling Howl, Tainted (optional)
Skills: Fair(+2) Fight, Average(+1) Athletics, Average(+1) Notice
Stress: O
Stunts
Go For The Throat: Gain a +2 bonus to Fight on a target that has taken a Moderate Consequence.
Remember that the wolves use teamwork to attack their prey, gaining a +1 bonus to Fight for each additional wolf.

Onto (Good NPC)

Aspects: Ambush Predator, Great Cat, Tainted (optional)
Skills: Good (+3) Fight, Fair(+2) Athletics, Average(+1) Notice, Average(+1) Stealth
Stress: OO
Stunts
Tremendous Leap: Once per exchange, the Onto can move into an adjacent zone and attack. Alternately, the Onto can move two zones with one action.


Skuller Bear (Good NPC)

Aspects: Large Bear, Mad With Disease, Rotting Away 
Skills: Great(+4) Fight, Good(+3) Physique, Fair(+2) Athletics, Average(+1) Provoke
Stress: OOO
Stunts
Bear Hug: +2 to physique rolls when creating an advantage to grapple or hold on to an opponent.

Wednesday, May 8, 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.

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.