FATE HACKS: ZERO SUM SKILLS and DOCTOR WHO

Standard

This week’s entry will cover roleplaying games in general, and end with a Doctor Who hack for Fate; but I want to start with a tangent:

doctor10a_water_original

Art by Monica Marier, used with her permission. Tangent Artists claims no right to Doctor Who, or any of the other billion BBC owned characters.

 

I love Magic the Gathering.  I don’t play all that much (it’s hard to find opponents when you’re a goofy, casual player and all of your friends are busy,) but I love the symmetry of the color pie.

Each faction has their own place in the chart, but the placement is not arbitrary. With any color, the two neighboring colors compliment it, and have some overlapping strengths. What’s more, the opposite colors have diametrically opposed abilities, and even better still, opposed philosophies.

I thought of this when I started working on Masters of Umdaar: I noticed that the different approaches, by accident or design (I’m betting the latter), had natural opposites. For example, the “Flashy” approach, all about drawing attention to yourself, is the exact opposite of the “Sneaky” approach. I don’t want to take any of the steam out of Umdaar when ii publishes, so I’ll leave the rest a surprise.

Instead, let’s see if we can find any in Fate Core. Here’s a few that jump out at me:

  • Athletics – your ability to move – is the opposite of Physique – the ability to resist being moved by others
  • Contacts – your knowledge of living people and your connections to them vs. Lore – your ability to find information on your own, from the present or past.
  • Deceive – the ability to cheat people and mimic real feelings –  vs. Empathy – the ability to emotionally help people and detect the real feelings of others.
  • Fight – to deal damage up close and personally through direct contact vs. Shoot – to deal damage indirectly without close contact.

Of course, some of the Fate Core skills don’t have an opposite- for this reason, I think a few skills could be added or tweaked, but we’ll get into that during another post.

Today, I’m going to use the idea of opposite skills to experiment with something else: ZERO SUM SKILLS.

ZERO SUM SKILLS

Zero Sum Skills would work like this: imagine you all of your skills in your hacks are arranged into opposing skill pairs. For the first example, we’ll use Jung’s Four personality Types: Sensing vs. Intuition, and Feeling vs Thinking.

  • Sensing vs. Intuition – Jung defined these as two opposing ways to receive information and ideas.
  • Sensing individuals prefer using touch, taste, sight, smell, and the other concrete senses. They deal with outside stimuli, and live in the present.
  • Intuitive individuals gather stimuli from less tangible ways. This include through “sixth sense” premonitions about the future, or fanciful images of imagination and dream. Intuitive individuals respond mostly to internal stimuli, and often focus on the past or future.

Now, let’s turn those two into Skills, and build a character. This character has a limited number of points to spend between these two opposite skills; how about 4 points?

If the character is very intuitive, maybe a Psychic, you could add +4 points to Intuition, with Sense +0. Likewise, if the character is better at physical clues, such as a Detective, you could add +4 points to Sense, giving you an Intuition of 0.

4 3 2 1 0 1 2 3 4
Sense x x x x Intuition

However, you might not want a character that’s entirely one or the other: how about a Detective that’s deals with facts, but also knows that sometimes you have to trust your gut?

4 3 2 1 0 1 2 3 4
Sense X X X x Intuition

 

Thus, you get a Detective with Sense +3, and Intuition +1. Alternatively, you could have it be an even split, with +2 in each.

Now, to test this further, I needed a Fate skill list that wasn’t FAE, and was shorter than the Fate Core list. So, I decided to think of a new game setting that I could test it out with.

Now, I know what you’re thinking:

FINALLY, HE GOT TO THE “DOCTOR WHO!”

In honor of the debut (Re)Generation Who Convention in Rockville MD on March 27th, I’ve put together this hack:

HOW TO PLAY

You’ll use the following skills to create your character: you can make an original character, recreate your favorite companion, or even play as one of the incarnations of the Doctor (there’s lots of precedence for having several in one place.)

Look over the skills pairs below: you will pick one to be at 4, and the opposite skill at 0. You will pick two skills to be at +3, making those two opposite skills be +1. The last skill will be split evenly, giving you +2 in each.

Thus, the skill tree will look like this:

  • +4 – one
  • +3 – two
  • +2 – two
  • +1 – one
  • +0 – one

Here are our skill pairs, which we divided into Physical and Emotional (more details on the breakdown later.)

Physical:

  • Brains vs. Instinct
  • Scrap vs. Scamper

Emotional:

  • Evoke vs. Provoke
  • Purity vs. Deviousness

PHYSICAL SKILLS – Interaction with the physical world

Brains vs Instinct – Because you can’t have a Doctor Who setting without letting people show their braininess.

Brain – Includes: book-smarts; ability to research facts quickly; formulating plans; pulling from experience. Actions: overcome, create an advantage. Cannot be used to attack or defend (without stunts).
Pro-Brain Characters: The Doctor; Martha; The Great Intelligence; The Master
Stunts:
Time Lord 101
– The master gains to +2 Brain when creating an adventure related to knowing information about science or history.
Cyber-brain – Cybermen are beings of logic, not emotion. They can use Brains instead of Purity when defending against Mental attacks.

Instinct – Includes: reacting quickly to danger; acting without a plan; making knee jerk decisions; dumb luck. Actions: overcome, create an advantage. Cannot be used to attack or defend (without stunts).
Special Rules: Reflexes – Instinct can be used to defend against surprise attacks and traps. Generally, can only be used once per scene.
Special Rules: Initiative – When rolling for turn order in conflicts, add your Instinct to the roll.
Pro-Instinct Characters: Donna; Wilfred; Weeping Angels
Stunts:
Doctor Donna
– Once per session, Donna may use Instinct as Brain for all actions for the rest of the scene. However, after the scene, Donna immediately takes a Consequence.

Scrap vs. Scamper – Scrap vs. Scamper – With many settings, I wouldn’t put the opposite of “physical attacks” as “scamper,” but there are soooo many Doctor Who characters that aren’t fighters (sometimes not even MENTAL fighters) and who spend most of their episodes simply running away.

Scrap – ability to deal damage in a fight; the ability to defend against damage; the ability to destroy obstacles; the ability to bounce back when physically hurt. Actions: Overcome, Create an Advantage, Attack, Defend (physical).
Pro-Scrap Characters: Captain Jack; Soltari; Daleks
Stunts:
Ex-termi-nate – If a Dalek has one or more allied Daleks with it, it gains +2 Scrap when attacking, provided it loudly yells out “Ex-termi-nate” first.
Jack’s Dead Again – Captain Jack can never REALLY die. If Jack is killed, he is merely taken out of the scene. At the start of the next scene, roll 4dF and add his Scrap- if the result is 2 or more, he is returned from the dead, with all stress and physical consequences removed. If the roll is failed, he is still dead until the start of the next scene, when he can try again (don’t worry about dragging his body around, he’ll just magically show up.)

Scamper – athletic ability; dodging attacks and opponents; sneaking around; staying out of danger. Actions: Overcome, Create an Advantage, Defend (physical). Cannot be used to attack (without stunts).
Pro-Scamper Characters: Rose, Sarah Jane, Lady Christina de Souza
Stunts:
“Low” Priority – If Susan encounters an opponent and successfully uses Scamper to defend against a physical attack, she immediately gains an aspect with a free invoke regarding how the villains overlook her. She only receives this aspect once per scene, and only if she has allies in the same scene with her.

EMOTIONAL SKILLS– Interaction with the social and mental world

Evoke vs. Provoke – Evoke vs. Provoke – Fate Core includes the skill provoke, which allows characters to draw out the negative emotions of others. It only makes sense that there is an opposite skill (although, I think I’ll save that for a further discussion.)

Evoke – inspire positive feelings in others; make friends; seduce; draw attention to yourself; heal the mental consequences of others. Actions: overcome, create an advantage. In social conflicts, it may sometimes be used to “attack” (ex. when convincing someone to ally with you.) It cannot be used to defend.
Pro-Evoke Characters – Rory, Rose
Stunts:
I’m a Nurse – Rory can use Evoke to help heal the physical consequences of others as well as mental consequences.
Last Chance – Doctor – Once per scene, if lives are threatened, the Doctor can use Evoke as if it were Provoke to make a threat (mental attack) against hostile beings.

Provoke – bring out the negative emotions of others; conquering others through fear. Actions: overcome, create an advantage. It can also be used to attack, but this is often limited to social conflicts.
Pro-Provoke Characters – Amy, Daleks, Peri
Stunts:
Harbingers of Hate –
When Daleks successfully use Provoke and deal 2 or more stress, the first 2 stress must to taken by a Minor Consequence, if possible.

Purity vs. Deviousness –  I’m not 100% happy with the names on this one, but I think it works. (and again, stresses the importance of purity in Doctor Who.)

Purity – your resolve; your honesty, and ability to convince others in your sincerity; your ability to recognize when others are being honest with you others; your ability to keep your resolve and convictions when others try to influence you; your ability to collect yourself after being psychologically beaten. Actions: overcome, create an advantage, defend (against evoke, provoke, and deceive.) Cannot be used to attack.
Special Rules: anyone with Purity 4+ gains +1 stress box.
Pro-Purity Characters – Rose, Martha, Amy
I Believe in the the Doctor: If the Doctor is not present, Amy gains +2 Purity when defending against any mental attacks.
Pure Hearts Alike: When using Purity with create an advantage to when make new friends and forge bonds, add your Purity and also the Purity skill of the target to your roll.

Deviousness – your impurity; your ability to lie, cheat, and obfuscate; your ability to know how devious minds think; your ability to manipulate others without their knowing it. Actions: overcome, create an advantage. In social conflicts, it may sometimes be used to “attack” (ex. when manipulating others in a debate.) It cannot be used to defend against attacks, but may be used to resist attempts to discern your true motives.
Special rules: Chameleon – “Deviousness” is a skill with chameleon-like quality. Whenever a character uses it to overcome, create an advantage, or attack, the defender will be told that the character is using Evoke, Provoke, or Purity. Even when disguised as “purity,” it cannot be used to defend against attacks, although it can be used to resist attempts to discern the character’s true nature and intentions (in which case, it shows to others as “Purity.”) After a character has succeeded against a chameleon-Devious action three times (succeed with style counts as 2), the sneaky character can still use the skill, but it appears Deviousness instead of as another skill. Once a character has seen through the disguise, they can also tell any trusted allies, who will likewise see through the camouflage.
Pro-Deviousness Characters – River Song; the Silence; Autons; the Master; Zygons
Stunts:
Escaped Again! – River can use Deviousness as Scamper when physically breaking out of any type of confinement.
Doppleganger – When Zygons use Deviousness with the chameleon ability, they not only mask their skill, but also their true identity, appearing to be whatever person they want. If someone sees through their “chameleon” skill use, they see through the disguise as well.

SAMPLE PCS
Here are a few sample PCs.

THE DOCTOR (10)
High Concept: Frenetic Last of the Timelords
Trouble: Must help the defenseless
Aspects: We Only Kill as a Last Resort
Been There, Done That, Occasionally Remember

Brain +4 / Instinct +0
Scrap +3 / Scamper +1
Evoke +3 / Provoke +1
Purity +2 / Deviousness +2

Stunts:
Sonic Screwdriver – so long as you have the screwdriver, you gain +2 to Brain when overcoming inanimate or mechanical obstacles in your way. It doesn’t do wood.
Timelord Tenacity – You have an additional minor consequence.

RIVER SONG
High Concept: Mysterious Time Traveler Criminal
Trouble: Bad Reputation
Aspects: I Don’t Play Nice
One Step Ahead

Brain +3 / Instinct +1
Scrap +3 / Scamper +1
Evoke +2 / Provoke +2
Purity +0 / Deviousness +4

Stunts:
Escaped Again! – River can use Deviousness as Scamper when physically breaking out of any type of confinement.
That’s Doctor Song – Doctor gains +2 Brain when knowing information about the species or history of the universe.

CAPTAIN JACK HARKNESS
High Concept: Handsome Semi-Government Agent
Trouble: What’s YOUR Name?
Aspects: Very Experienced
Man on Top

Brain +2 / Instinct +2
Scrap +4 / Scamper +0
Evoke +3 / Provoke +1
Purity +1 / Deviousness +3

Stunts:
Jack’s Dead Again – Captain Jack can never REALLY die. If Jack is killed, he is merely taken out of the scene. At the start of the next scene, roll 4dF and add his Scrap- if the result is 2 or more, he is returned from the dead, with all stress and physical consequences removed. If the roll is failed, he is still dead until the start of the next scene, when he can try again (don’t worry about dragging his body around, he’ll just magically show up.)
Vortex Manipulator – once per session, you may use Deviousness instead of Scamper to avoid a threat. If successfully, are transported to a different location or/and a small jump in time, and may take one person with you.

DONNA NOBLE
High Concept: Sassy Temp
Trouble: Big Mouth
Aspects: Don’t Underestimate Me
Sucker for a Pretty Face

Brain +0 / Instinct +4
Scrap +2 / Scamper +2
Evoke +1 / Provoke +3
Purity +3 / Deviousness +1

Stunts:
Doctor Donna – Once per session, Donna may use Instinct as Brain for all actions for the rest of the scene. However, after the scene, Donna immediately takes a Consequence.
Bites Back – If Donna has been insulted or attacked with some type of Provoke, she gains +2 Provoke when attacking that opponent.

Clara Oswald
High Concept:  The Impossible Girl
Trouble: Controlling School teacher
Aspects: Actually Listens to the Plan

Brain +3 / Instinct +1
Scrap +1 / Scamper +3
Evoke +4 / Provoke +0
Purity +2 / Deviousness +2

Stunts:
Gift of Computers  – Gains +2 Brain when using create an advantage to hack or research through computers.
Parlay –During a physical conflict Clara can use Evoke with create an advantage to attempt to create a Parlay aspect.  If successful, the conflict temporarily becomes a mental conflict (ex. a debate), and no opponent may make any further physical attacks- they can only use Evoke, Provoke, or Deceive to deal mental attacks as they talk it out. This lasts until the conflict is won or conceded (by either side), until Clara is taken out of the conflict, or until one of Clara’s allies makes a physical attack, in which case, discard the Parlay aspect. Clara can only successfully create a Parlay once per session. (GM’s don’t forget you can compel a feisty PC into breaking the peace!)

NPCS

One of the things that sets Doctor Who villains apart is that, for the most part, they so tough. There are very few “mooks” that are defeated en masse; rather, most threats are severe enough that the heroes spend almost 40 minutes running away from it. There are two ways to handle this:

1. Competent Villains – most of the average villains the heroes encounter will be at the same level as the PCs – this means one Dalek is an obstacle for a group of four heroes, but not insurmountable. A ship filled with hundreds daleks, however, is a reason to concede!  If the number of threats is small, like a lone monster, it is likely at a much higher level than the heroes.

2. Impossible Villains – Some threats, whether it is a single beast, or a cadre of Cybermen, are just invincible as they stand. They have normal stats and PCs can use their Scrap to weaken them and to slow their advance, but they do not suffer stress. That would take a while to explain, so I think I’ll save that for next week’s post.

However, it’s not a bad idea to throw a few small threats in there.

SMALL NPCS

For these NPCS, either give them either +4 in only a two pairs, or give them a max of +2 points for each pair.

CYBERMAT
High concept – cyborg rodent
Aspect: small and slippery

Brain +1 / Instinct +3
Scrap +1 / Scamper +3
Evoke +0 / Provoke +0
Purity +0 / Deviousness +0

Stunts:
Basic – Cybermats are pretty basic, and cannot execute plans more complex than surveillance, attacks, or basic sabotage. They are, however, immune to all mental attacks, as they have no minds to sway.
Element of Surprise – If a cybermat has a stealth-related boost or aspect on itself, it may use Scamper instead of Scrap to deal attacks, which can only be defended against with Instincts. After the attack is done and any invokes have been used, the cybermat is exposed; destroy the “stealthy” aspect or boost.

Soltaran Scout
High concept – short bio-engineered warrior alien
Aspect: stronger than they look
Warrior code
Achilles’s heel (or neck)

Brain +2 / Instinct +0
Scrap +2 / Scamper +0
Evoke +0 / Provoke +2
Purity +1 / Deviousness +1

Stunts:
Weapons malfunction – Soltarans receive +2 Scrap when defending against conventional human gunfire.
Scout ahead – If Soltaran scouts successfully use Brains to create an advantage in regards to assessing their military opponents and surveying battlefields, they gain an extra free invoke.

BIG THREATS

DALEKS
High concept – machine-clad alien invaders
Aspect: Removed of so-called “weak” emotions
The Dalek race must prevail

Art by Monica Marier, used with her permission. Nope, still don't own this character.

Art by Monica Marier, used with her permission. Nope, still don’t own this character.

Brain +3 / Instinct +1
Scrap +4 / Scamper +0
Evoke +0 / Provoke +4
Purity +3 / Deviousness +1

Stunts:
Ex-termi-nate – If a Dalek has one or more allied Daleks with it, it gains +2 Scrap when attacking, provided it loudly yells out “Ex-termi-nate” first.
Messengers of Hate – The first time a Dalek successfully uses Provoke to mentally attack and deals 2 or more stress to the defender, the first 2 stress must be absorbed as a Minor consequence, if one is available. The consequence gains a free invoke as normal.


I think that’s enough for a start- next week, we’ll break down when to use Zero Sum skills, and more on the “Impossible Villain.”

 

Slice & Dice! – Handmade Dice!

Standard

This week’s entry is going to be on the short side, as it was written while Tangent Artists

The 1-sided die!

The 1-sided die! Get them now, before they tear a hole in the fabric of the universe.

were while at Marscon. This is our 4th year at the Williamsburg-based sci-fi / fantasy con, and we’re delighted to once again showcase our comics, books, and gamer stuff. Also, we’ll be offering up one of our signature impulse items: the One-Sided Die!

In our webcomic CRIT!, we poked fun at wizards, gaming, and a little bit of breaking the fourth wall. Afterwards, we started wondering: could you actually make a one-sided die? A little bit of Sculpy modeling clay, twist it into a mobius strip, and voila! You have an affront to time and space!

The first con we debuted them, we got a lot of people who chuckled, more who didn’t get it… but when a a math teacher bought six, we knew we had a winner. While we’ve sold a number of them over the years or given them as freebies on top of larger purchases, their greatest strength comes with their ability to draw people over. Crying “1-sided dice!” aloud is enough to get several con-goers to about-face and come closer to see what the heck you are talking about. As we say, “a critical success AND a critical failure with every roll!”

IMG_0727

Sculpey: Looks like gold, smells like toxic death.

Since then, I’ve made a few other hand-made dice. They are not perfectly balanced, and thus I stay away from the most commonly used dice, sticking to odd things that players would seldom or never use. Here are a few close ups:

IMG_0731

Why, yes, that is a D5 in the back. Poor D5, you get no love.

I actually have a rough mold for the three-sided barrel dice, which I’ve found work best with a “menhir” motif. The design gives tons of space on the sides for non-functional runes and swirls, but painfully little room for the “number.”

For the four-sided barrel dice, I like using either the

I fart in your general direction...

I fart in your general direction…

pointy Cleopatra’s needle-style obelisk,or with the castle tower.

The towers are fun, in that they use the number of windows as the number on the dice face.

IMG_0730

Greyskull shall be MINE! Bwaaahahaha

Most of my towers use expensive stone clay, so I thought I’d appeal to the seven-year-old in me and make a few towers in Skeletor-Purple.

IMG_0736

They’re more impressive when they’re not wet and gooey… like babies.

To finish and to help accentuate the texture, I always give them a quick wash. Black works for most of the dice, but the yellow and off-white dice need brown.

This time I experimented with sparkly black. I like the finished look, but it changes the texture. The sparkle paint I used has a more plasticy “feel.” This might be a drawback, or mean that it has a thicker coating protecting it. We’ll see.

For your dungeon raiding pleasure!

For your dungeon raiding pleasure!

Here’s a final shot of the sales box, including some older dice. Feast your eyes!

Happy conning, my friends!

Tangent Artists in their natural habitat.

Tangent Artists in their natural habitat.

 

2014 – Back in the Highlights

Standard

Despite my expectations, it would appear that the readership on this blog has increased since I started, (from “Holy cow, I have a reader!” to a staggering, “Holy Cow, I have readers [ plural]!”)  I am surprised as the next person to find this out, and welcome any man, woman, or spambot that has wandered on to this site by mistake.

IMG_0692

One of my more glamorous shots.

 

To round off the year, I thought I’d give a quick play-by-play of the posts this year, in case you missed any that might appeal to you.

JULY

  • So Much Time, So Little to Do – A breakdown of all of the Tangent Artist games we’re working. Since then, I’ve talked about… um… maybe a third of them. Yeah. Will have to tease you more about those next year.
  • Monster Gallery – Gloom Cart – A preview monster for Skeleton Crew (although he fits in with Dresden Files too.) Haven’t done too many solo monsters since… let me know if you want more.
  • Costume Clash – Behind the Scenes – I’m very pleased with this WIP game, and while it won’t be launched in 2015, we’ve definitely made a lot of progress with it this year. This article is also a fun glimpse at the creative process for all you creative types.
  • Skeleton Crew 101 – The first teaser (of many) about the Skeleton Crew game.

AUGUST

  • Dungeon Tours Ltd – 101 – Sneak peak at our WIP rpg setting, Dungeon Tours Ltd. We’re currently thinking about releasing this one digitally, potentially through Drivethrurpg.
  • Gen-Con or Bust – Won’t even bother linking this, as it only covers where we were at Gen Con.
  • Feedback to Back – Pt 1 – A breakdown of the many games we ran at Gen Con, the feedback, and the fun experiences… too much to fit in one blog entry!

SEPTEMBER

OCTOBER

  • Vampire Bloodlines- A fluffy-breakdown of the many different vampires around the Skeleton Crew World.
  • Open the Gates! – An experiment with open-ended games, and a great set-up for a Skeleton Crew adventure. (I guess this was the prototype for the GMprov posts to follow.)
  • Inktober Two-fer – A super-early peak at the art for two character in the upcoming Skeleton Crew rulebook (it’s so secret, it wasn’t even in the Beta version!) Art by the amazing Monica Marier.
  • Inktober Day 19 – Another sneak peak character. This week: the ghostly Chucky Crumb.
  • Inktober Day 20 – A third sneak peak character. This time: Padre Vinnie Sargento
  • Gmprov Part 1 – My first official post devoted to merging Improv and Games-Mastery. This week focuses on Conversations and Eavesdropping.
  • Gmprov Part 2– More on merging Improv and Games-Mastery. This week: Bargains & Interrogations.NOVEMBER
  • Lost-in-Translation- Muddling Messages – A post about mangling and mistranslating messages for your players.
  • GMprov 3 – More improv for Games Masters. This week focuses on “Yes, And,” and building a collaborative environment.
  • Skeleton Crew Beta – A post announcing that the opening of the Skeleton Crew RPG Beta, and the many things you’d find in the rulebook. We’re still accepting testers, if you’re interested!
  • GM Brainstorm – LARP – An attempt to move Fate into LARPing, and the introduction to the Gladiatron rpg game.DECEMBER
  • Advent Calender – Sharing a project from our writer/artist, Monica Marier, as she presents the Christmas Carol in 25 illustrations in 25 days.
  • Gladiatron – The rules to the Gladiatron RPG setting.
  • TOY-BOX-REVIEW – A review of a toy set I bought off Amazon, a free Fate Core / Skeleton Crew monster, and a psychological dissertation on cheap plastic figures.
  • GMprov -It’s a Set-Up! – More improv for Games Masters. This week focuses on setting up scenes in a jiffy.
  • GMprov – Ask Me No Questions – More improv for Games Masters. Focuses on the ways asking Questions of your players can add or detract from the gameplay.

All-in-all, I think it’s been a pretty good year! What do you want to see more of in 2015? Have any guest articles you want to submit? Let us know!

Gladiatron – One-Shot FAE LARP

Standard

A little over last week, I shared some ideas for using Fate Accelerated with LARPS. This week: the LARP itself! Enjoy!

GLADIATRON

A One-Shot FAE LARP

In a cold future, on a far-off planet, there is a self-aggrandizing scrap yard owner who calls himself Emperor Junk. He buys and repairs old robots from all over the galaxy, modifying them for one purpose- to fight in the arena. Does he broadcast these fights onto ampivision, or does he do it for his own sick amusement? You don’t care- you’re just a lowly robot. Last night, you were thrown into the holding cells, and are now awaiting your death on the arena floor.

Objective: On the surface, the game looks like a simple gladiatorial game. However, that’s just a pretense: the real point of the game is for the do whatever it takes- submission, subversion, or outright rebellion- to make sure you and those you care about survive. Expect cunning plots, secret signs, and double agents in this futuristic but brutal game.

Set-up: All players are robots, and are divided into two camps: the Constructors, and the Warbots. The Warbots are all former combat droids, who have received enough damage to be retired, but still have one good fight in ‘em. The Constructors are the opposite: obsolete but still functioning construction bots that have been outfitted with weapons, or must make do with their construction attachments.

The Evening’s Events: Robots will compete in one of several rounds, based on their group (ex. Red Group might fight, followed by Green group, etc.)  At the end of the evening, all surviving robots will compete in the Main Event. The main event also includes Sparticon, which is Emperor Junk’s prize fighter. Sparticon is the toughest robot in the event.

At the end of the evening, Emperor Junk will only spare the strongest robot- this is usually Sparticron, the returning champion; all other robots will be scrapped. If Sparticon is beaten, a new champion will be crowned.  Of course, some robots have attempted to avoid their fate by rebelling against Emperor Junk, but he has state-of-the-art Botguards watching over him, which are quick to subdue any one trouble makers. If you are to beat Emperor Junk, you will have to recruit others.

Every player is given a character using the normal FAE creation rules, including the following aspects:

Name: (i.e. A-Alvin, Theta-Thelma)
Constructor or Warbot:
Prime Function: (e.g. Cement Mixer)
Errors/Flaws: (i.e. damage, glitches)
Attachments (These often also show up in stunts.):
Assigned Group: This is given to the robot. Normally, group Red, Green, or Black. These determine the events the robot fights in.
Motivation:

Every robot’s victory conditions is determined by their motivation. This should dictate how they act, and what drives them. Here are the recommended Motivations:

Survival – You want to survive tonight, regardless of which side you’re on.

Dominance – You want to be recognized as the most powerful being on the planet. If you cannot beat Emperor Junk, you’ll be satisfied with being the most powerful robot.

Freedom – You want to make all robots free, regardless of the cost to yourself.

Tribal Pride – You want to make sure you or someone from your group (Constructor / Warbot) survives. You care little if the other group survives.

Servitude – You are a born lackey. Your best chance of survival is to prove yourself useful to the most powerful robot or Emperor Junk and hope they spare you.

Fraternity – You have a special bond with a specific member of your group (pick one), who you see as your sibling. You don’t care what happens to you, as long as they are safe.

Blood feud – You have a vendetta with a specific individual, other than the Emperor. This can be Sparticon, another member of your group, from the opposite group, etc. As long as that robot suffers, you don’t care what happens to you.

The split: How you split the above is entirely up to you, but we recommend at least 1 “Dominance” in the Warbots, and at least 1 “Freedom” in the Constructors. If you have a huge group, there might be several of those “signature” motivations in each group.

GMS / EMPEROR JUNK

The GM acts as arbiter, but also plays for Emperor Junk. If need be, he also plays for the Botguards, Sparticon, or any other NPCs.

AREAS

Once all players are apprised of the situation, separate all players into zones.

Holding Cells – Two large areas, one of which holds all of the Constructors, the other holds all of the Warbots. This is where all players start, and the default place where the robots go when they are not fighting.

The Arena – The large middle area, where robots fight. There are several scenic aspects which are available for players to use- we recommend you put several fun objects in the middle to represent the various obstacles and broken bits of robots. Suggestions: PVC pipes, KNEX pipes & wheels, and lots of pillows.

The Gallery – The elevated platform where Emperor Junk sits during the match. He keeps his Botguards at his side. If you don’t have Assistant GMs to play the Botguards, I recommend Teddy Bears.

The Shop – Where injured but not Terminated robots go to recoup. Only the injured are allowed, unless they can come up with a good excuse. It is connected to the Arena and both Holding Cells, making it a central point for the different factions.

The Junkyard – Where dead robots are brought. See the “Termination” below.

Movement between the different zones is restricted during any given round. It is possible to access the other non-Gallery areas, but is difficult.

ROUNDS

Round 1 – Plotters in the Dark

At the start of the game, all players are given 5-10 minutes to introduce each other to the members of their group. Afterwards, the Emperor Junk will appear on the Gallery, and remind everyone that only one Bot will survive the night.

Round 2  –OPENING CEREMONIES – To start off, the Emperor will call in one Constructor & one Warbot out of their Holding Cells, and into the arena, for a two-person match. (This is also an introduction to the fight process, so everyone can see it in action.) Players take turns, just like a normal conflict, using the Rock Paper Scissor mentioned above instead of rolls. If a player wants to create an aspect and succeeds, they will create a new note card. If they want to invoke an aspect , they must spend a point or free invoke AND must physically be holding the card or prop that represents the aspect. (Ex. If you want to invoke a pipe on the ground, you have to be holding the pipe.) Play continues until one robot is taken out or concedes.

Finish Him: If a round ends with one robot standing and one defeated, they consult Emperor Junk, who will order the winner to spare the loser, or Terminate him. (Spoiler: he almost always says “Terminate him,” the sadist.) The conquering robot has 3 options:

>Terminate the Robot – The winner whispers in the ear of the loser that they are dead, and the lose dies in a loud and dramatic fashion. The robot’s body is brought to the Junkyard (See Death & the Junkyard).

>Spare the Robot – The winner openly spares loser’s life. Both bots return to their Holding cells (or, if one suffered several Consequences, the Shop.) If the Emperor had ordered the loser killed, the winner’s refusal will be seen as an act of defiance.

>Fake Death – The winner whispers in the ear of the loser that they are not REALLY dead- the winner spares the loser’s life, but helps the loser fake his death. The loser pretends to die in a loud and dramatic fashion. As far as the other robots and everyone watching can tell, the loser is actually dead- no doubt, the Emperor will be pleased, and any of the loser’s allies will be upset. The robot’s body is brought to the Junkyard, where people assume they are dead. (See Death & the Junkyard).

Post-Match –  Any surviving robots return to their respective Holding Cell.

Round 3 – The Plot Thickens –  The Emperor announces that the next Match will be held between all robots of the color _____ (ex. Red), and will begin in 10 “Minuns” (which is about a 10 Earth minutes, give or take).

The players are given a few more minutes to start plotting what they will do to survive the night. At the moment, the interaction between robots is restricted to those in the same Cell, but very soon, the two sides will be joined on the arena floor- a perfect time to propose alliances. The various sides should prep the group members about to fight on what they should say.

Round 4 – Red Group Fight! – This time, all Red robots will leave their cell and fight on the arena floor.  Emperor junk will no doubt throw in strange or new scenic elements, like spinning saw blades in the floor, or a river of molten metal running through the middle. The robots of each group will pair off against a robot from the other side, and the conflict will begin.  If necessary, a GM can interfere in case anyone has questions. Any robot that is taken out or concedes will sit down- those downed robots will be sent to the shop. Players can take as long as they want to fight (or pretend to fight), but there is an advantage to moving quickly- the last robot to fall suffers from the “Finish Him” rules, meaning they risk death. At the end of the round, all winning bots return to their cells, while bots that were taken out or concede go to the Shop.

Note: This means that throwing the fight can be a useful strategy, as it gives you a chance to take with members of the other team.

Tagging In and Holding Out: The Emperor demands a certain number of fighters, but all robots look alike to him. It is possible for a robot to volunteer to take another fighter’s place. This will require a difficulty check of +2, depending on what you use to fool the cell door sensors (ex. Sneaky to disguise yourself, a friend using Flashy to distract the sensor while you switch.) However, it is near impossible for extra fighters to enter the field. Likewise, if the arena is short fights, botguards will enter the holding cells and attempt to drag the missing robots into the arena. The Emperor will refuse to have a match start without the proper number of robots, but it might be possible to fool or bribe the guards or the Emperor to have someone else fill in your spot, whether they like it or not.

Round 5 – Whispers in the Dark

Tell the robots which group will fight next (ex. Green), and give them another 10 Thuans to mingle and scheme.

Round 6 – Match 2, Transitions

At the start of the next rumble, the next group (e.x. Green) enters the arena to fight. Meanwhile, any robots that were being repaired in the Shop move to their own holding cells. Robots in the shop may attempt to sneaky into a different cell, but this requires a Sneaky roll to bypass the Emperor’s automatic sensors (and doesn’t take into account any robots that squeal and summon the Botguards. The Emperor informs them of any new scenic elements, they fight, and the last robot to fall is either spared or dragged to the Junkyard.

Round 7 – The Final Match

It is time for the main event. All captured robots are released into the arena floor, from the cells and the Shop. It’s the big event- let the robots have an extra minute to plot and whisper. The emperor introduces any new scenic aspects, allows Sparticron onto the arena floor, and the match begins.

Sparticron: If the tournament continues as the Emperor intends, Sparticron will do nothing unless attacked. He will hang back until the last robot standing, and then face off against the winner. If contest goes haywire and the Emperor orders to do something else, he will follow through with the command, but he doesn’t show any initiative on his own.

What Follows Next; It is possible that the robots will just fight each other until the very end. It is more likely that hell will break lose in some way- be lenient about letting them try new things.  We recommend you ask for people who are NOT fighting each other to declare what they want to do- to take turns, pass around a brightly covered foam ball to people raising their hand, and let them declare what they are doing. Then, lump likeminded people into groups. Once all people have declared their intentions, then they can start taking their turns and “rolling.”

Ex: The ball goes to a player who wants to attempt to scale the walls of the arena, to reach the Emperor himself. The walls are ridiculously high, so the player will no doubt fail on their own. Luckily, other players group around the player, and declare their intent to aid the player or attempt the same. You group them into one group, ask aloud if anyone else is attempting it. Afterwards, ask the next group want they intend, and once all have voiced their intentions, start rolling for results.

If the Emperor is attacked, he will have Botguards (played by the GM and his teddy bears, assistant gms, or deceased players.  See the Stats section for rules.)

The Conclusion: At this point, almost anything can happen. If the Emperor is defeated or escapes, that would be one logical place to end the game. Alternatively, the players might decide to set the tone for the new world to come- are they all united in a big happy family? Will they immediately start fighting to become the new Robot Emperor? Will they icily divide themselves into two camps, saving the inevitable war for another day?  It is up to you.

ADDITIONAL RULES:

DEATH AND THE JUNKYARD – When a player’s character is completely killed, they are dragged to the Junkyard. However, they are not stuck there, and can still participate. They can join the Emperor as an Assistant GM, or for a simpler task, help as a Botguard. If players need to leave early, they can tag in a dead players. They can even create new, non-fighting independent characters, like old veterans bumming around the Shop, or a cyberrat that sneaks between the cells.
Likewise, a robot that is secretly spared will still be in the game. Their robot may attempt to sneak into the Shop, and from there, sneak into either holding cell. They can even disguise themselves as a Botguard- at the pivotal time, they can reveal that reports of their death were fake, and turn an enemy into an ally.

STATS

Emperor Junk
High Concept: Working Class Tyrant
Trouble: Delusions of Grandeur
Aspects: Bloodthirsty; Greedy; Alone with his Toys
Approaches:  Great +4 Flashy, Good +3 Forceful, Sneaky, Mediocre: Clever, Careful, Quick
Stress: oooo – Consequences: Mild, Moderate, Severe
Stunts: Summon the Guards – As an action, he may summon a new Botguard (2, if a large group). He may do this once for free in any given scene, but any further times costs a Fate point.
Stunts: Strength of Arms – The Emperor is not imposing by himself, but his forces are intimidating enough to put down rebellions. He gains +2 when Flashily dealing mental attacks, assuming he has 2 or more Botguards nearby.
Refresh – 5

Sparticron
High Concept: Champion Robot Gladiator
Trouble: Far Too Literal
Aspects: Battle Scars; Veteran Fighter; Obeys Orders from the Emperor
Approaches:  Super +5 Forceful; Great +4 Careful, Good +3 Quick, Mediocre: Clever, Careful, Flashy
Stress: ooo – Consequences: Mild, Moderate
Special Rules: Follow Orders – Sparticron will loyally follow any vocal order from the Emperor. However, he will not lift a finger to help him without orders- whether this is a programming function, or a very passive form of resistance is anyone’s guess.
Stunts: Diamond Drill – When Sparticron successful deals Forceful attacks in combat against other robots, he may, instead of dealing stress, deal a Consequence (start with the lowest).
Refresh – 3

Botguards –
High Concept: Gladiator bodyguards
Aspects: Mindless Troopers; Follow Orders
Approaches:  Good +3 Forceful; Fair +2 Careful, Average +1 Flashy.
Stress: oo – Consequences: Mild

Holding Cells –
Cell walls – 8+ to overcome through force.
Sneaking by – 4+ to overcome sneaking INTO the Shop, +2 when sneaking OUT of it.
Fooling the Sensors that you’re a different robot – 2+ to overcome.

ADVENT CALENDAR DAY 2

Standard

Every day from now until Dec 25: a new illustrated excerpt of A Christmas Carol!

mmarier's avatarMonica Marier Author

A Christmas Carol

By Charles Dickens

Illustrations by Monica Marier

Stave One: Marley’s Ghost

Marley was dead: to begin with. There is no doubt whatever about that. The register of his burial was signed by the clergyman, the clerk, the undertaker, and the chief mourner. Scrooge signed it. And Scrooge’s name was good upon ‘Change, for anything he chose to put his hand to.

cc_01 Old Marley was as dead as a door-nail.

Old Marley was as dead as a door-nail.

Mind! I don’t mean to say that I know, of my own knowledge, what there is particularly dead about a door-nail. I might have been inclined, myself, to regard a coffin-nail as the deadest piece of ironmongery in the trade. But the wisdom of our ancestors is in the simile; and my unhallowed hands shall not disturb it, or the Country’s done for. You will therefore permit me to repeat…

View original post 875 more words

Skeleton Crew RPG – Now OPEN!

Standard

You heard me, playtesting for the Skeleton Crew rpg is now open! Click here, send us a comment, and receive a free copy of the rulebook, in all of it’s gruesome glory.

In the meanwhile, this week I’m sharing with you our feedback sheet- mostly for those who are helping with the playtest, but also in case anyone out there wants to use it as a basis for their own feedback forms. Likewise, we’re not above suggestions: is there a vital question we missed? Let us know!

zomb whoa

SKELETON CREW FEEDBACK FORM

Part 1: Getting to Know YOU

Name (Or, if you prefer, Internet Handle or “Anonymous”):

Email (Or put Anonymous):

Gender(s) (Optional):

Your Age Range: 8-12     13-17     18-24     25-34     35-44     45-54     55-64     65+

How many years have you spent playing RPGs? (If this was your first, put “0”):

Have you ever run games as a Games Master (GM) or Dungeon Master (DM)? If yes, for roughly how many years?:

How many different RPG rules system have you played? (i.e. Fate, D&D, Apocalypse World)? What are some of your favorites?

Have you played any other Fate games before? If so, which one(s), and what was your reaction to them?:

PART 2 – Exposure

How thoroughly did you read the Skeleton Crew rulebook? Pick an option below, or write your own:
Didn’t read it, but my GM did.    I skimmed through it.     I read all of it/ nearly all of it at least once.            I went over it with a fine-tooth comb.

How thoroughly did you get to play the Skeleton Crew game? Pick an option below, or write your own:
Have yet to play it.          I played 1-2 games.         I have played 3+ games, or a short campaign.     I could play it in my sleep!

If you have played any Skeleton Crew games, were you the GM for any of them? If so, how many?

Part 3 – Breakdown

As a reminder, the sections of the Skeleton Crew Rulebook are:

Introduction
Chapter 1 – Team Creation – Character Creation, Skills, Intrinsic Magic, Team Creation, Team Spirit, Fate Core Review
Chapter 2 – Basic Mortal States – Human, Undead, Dhampir, Vampire, Zombie, Wight, Mummy, Construct, Ghost, Fey, Other Races
Chapter 3 – Basic Professions – Slayer, Researcher, Priest, Mystic, Paranormal Exterminator, Survivor, Other Professions.
Chapter 4 – Magic – Elements, Drawback Aspects, Weaponized Magic, Specialized Magic, Derived Magic, Sorcerors (different types,) Exorcists, Miracles & Prayers, Liches, Magic Stunts, FancyMancy List
Chapter 5 – Shapeshifting – Werebeasts
Chapter 6 – Gear – Gear as Aspects, Implied Gear, Gear as Stunts, Multi-fuction Gear, Gear as Extras, Flexi-stunts, Evil Lairs, Vehicles, Power Suits, Building Gear, Building from Scratch, Mad Scientist
Chapter 7 – Companions – Constant Companions, Medium, Temporary Companions, Summoners
Chapter 8 – Testing Fate – Round 0,  Final Round, Recovery, Random Elements, Stuntmaker
GM Section – Chapter 9 – The Team – Guiding Character Creation, Team Spirit
Chapter 10 – The City – World Aspects, Public Reaction, New Manchester, Friends & Foes, Allies, Nemesis Organizations, Good Guys, Faces & Places, Completing the Puzzle, Random Mancunians, Urban Legends
Chapter 11 – The Mission – Dispensing Missions, Adventure Generator, Comedy, Horror, Tragedy, Death.
Chapter 12 – Bestiary – Immunities – Threats, Obstacles, Oddities
Chapter 13 – 101 Story Ideas
Chapter 14 – Sample Sdventure – Panic at the Pizzeria
Chapter 15 – Reference Charts

Length: Which parts of the rulebook, if any, felt too long, superfluous, or distracting? How would you fix it?

Length: Which parts of the rulebook, if any, felt too short or incomplete? How would you fix it?

Length: Which parts of the rulebook, if any, felt like the perfect length?

Complexity: Did you find any part of the book too confusing? If so, did you have trouble with the concept, or the phrasing?

Complexity: Did you find any part of the book too simple? If, what improvements would you like to see?

Complexity: If you had any trouble with the rules, do you believe that reprinting the Fate Core rules (making SC a standalone rulebook instead of an expansion), would make it easier to understand?

Originality: Compared to other rulebooks you’ve seen, did the content feel:
Unoriginal (Seen it Before)          Somewhat Original (Satisfactory)              Groundbreaking!             Other:

Tone: Did you feel the rulebook was too serious, too silly, or just right? What overall feel did it give you?

Art: Did the artwork match the tone of the book? Would you change anything about the art size or frequency?

Overall: What were some of your favorite parts of the book?

Overall: What parts of the book did you like the least / felt needed the most revision? How would you fix it?

Overall: Is there anything you would recommend adding to the book?

Editing: Are there any large editing / formatting issues that bothered you?*

*If doing a thorough, line by line edit, please submit as a separate document, or add your notes to the word document version of the playtest with the “Mark Changes” button marked.

PART 4 – MARKETING

How would you rate this product overall? (1 worst, 5 best)
1              2              3              4              5

What age ranges would you recommend this product for?
Your Age Range: 8-12     13-17     18-24     25-34     35-44     45-54     55+

Describe who you think the target audience for this product is. Would you consider yourself a part of that group?

For each of the following categories, add the price that seems best to you:

Low (Bargain / Sale Price) Normal Highest You’d Pay
PDF
SOFTCOVER (B&W)
HARDCOVER (B&W or COLOR)

Would you recommend reprinting the Fate Core rules (making SC a standalone rulebook instead of an expansion)? If so, given that the size would increase to 400-600 pages, please record which prices you’d pay for the expanded book.

Low (Bargain / Sale Price) Normal Highest You’d Pay Too Much!
PDF
SOFTCOVER (B&W)
HARDCOVER (B&W or COLOR)

In which format would you most likely purchase this rulebook?
PDF        Soft Cover           Hardcover           Would not Buy

Would you recommend this product to others? Y / N / Other

If you answered yes to the above, we’d appreciate it if you give us a quote. In the space below, describe the game, as if you were convincing one of your friends to join you. (Complete sentences would be fantastic.)

How did you hear about this game?

PART 5 – Kickstarter

If/when this game appears on Kickstarter, what additional content/merchandise would you like to see as additional patron levels / stretch goals?

If we hired guest star writers to write stretch goal content, which authors would excite you the most? Do you know any game authors that would make a good “fit” for this rulebook?

Would you be interested in creating additional stretch goal content? If so, briefly list your gaming / writing experience.

We feel that Fate Core is a perfect fit for Skeleton Crew. However, are there any other rpg systems out there that you would recommend as a basis for future TA games?

Would you be interested in receiving notices for other Tangent Artist Tabletop games and kickstarters?
Yes         No          Only the RPG related ones

Inktober Day 20

Standard

SC Preview: Padre Vinnie Sargento. Terrible priest, great exorcist.

mmarier's avatarMonica Marier Author

Here’s today’s Inktober offering. My dad always used to do the Fr. Guido Sarducci voice and routines for me and my brothers when I was younger. My brother Dave and were joking recently that he’d make a great character in a supernnatural campaign so we made a tribute character for him: Padre Vinnie Sargento. Mmm. Vintage cheese.

10_20 The Padre by Monica Marier

View original post

Inktober Day 19

Standard

Another SC RPG character preview: the ghostly silent movie star, Chucky Crumb!

mmarier's avatarMonica Marier Author

Hope everyone had a fun weekend! I was busybusybusy, but I had a great time hanging out with family.

10_19 Chucky Crumb by Monica Marier

Today’s another illustration for the Skeleton Crew RPG. This one is the ghost of a silent film star comedian. I was inspired to draw on my favorite actors like, Buster Keaton, Harold Lloyd, Charlie Chaplin, and there’s a bit of Groucho Marx thrown in there for good measure. In the end he looks a bit like one of those Red Skelton sad clown paintings, but I tried to emphasize the soulful tortured eyes that all the silent comedians had.

View original post

Inktober twofer

Standard

Monica Marier gives us two inked previews of SC RPG characters, undead noble Headless Hob and the wight Caomh Culainn

mmarier's avatarMonica Marier Author

I missed yesterday’s post due to force majeur so today I’m posting a two-fer. These are both character illustrations for the upcoming Skeleton Crew RPG book character creation section for ready-to-plays. The first is a Jacobean scardey-cat called “Headless Hob.” I approached him as sort of a “Canterville Ghost” meets Scooby Doo villain and he came out looking darling. The next is rougher and more visceral. It’s supposed to be an ancient Celtic warrior wight. I was inspired by the traitor ghosts in Return of the King. I think it would read a lot better with a black background or some other finessing. In retrospect this was a hard one to do with just ink. Anyway. More tomorrow. Bye!

10_1710_18

View original post

Bite-Sized Game Events!

Standard
Melodramatic much?

Melodramatic much?

Skeleton Crew RPG Game Events!

Later this month, we’ll be releasing the Skeleton Crew RPG (sign up early here). In honor of that, we’re hosting a slew of free day events.  Here at our 3 current games, (although we’ll probably try to squeak one more in).

Sun, Oct 5 @ 12-3pm – Game On! Comics – 310 Dominion Rd NE, Vienna, VA 22180

Sat, Oct 11 @ 6-10PM – Online Game, hosted through Roll20 & Google Hangouts

Sat, Oct 18 @ 12-3pm – Victory Comics – 586 S Washington St Falls Church, VA


In the meantime, here’s another sneak peek at the rulebook. This week: Vampires!

Vampire Bloodlines

Thousands of years ago, the original vampire curse mutated into several different strains.  These different strains, called Bloodlines, are the foundation for all of the great vampire families. While dozens of unknown strains still exist, here are some of the more prominent houses:

Drakfiul – The House of the Dragon – The Drakfiul can claim the lineage of Dracula himself. They are the “old money” of vampire world, picking new initiates with care.
Strengths: Strong, fast, near impossible to kill (without beheading AND staking).
Weaknesses: Weak in daylight; garlic, entering houses; require grave soil; stakes (esp. holly, oak)
Origin: Eastern Europe, approximately Romania.

Aurelium – House of the Golden God. Centuries ago, the Aurelium recruited new members through religion- now, they prefer to through teen gangs and new age yoga groups. High ranking Aureliums will often travel from city to city, setting up covens like franchises. They are typically rich, but would be considered “new money”- all flash, no class.
Strengths: Reach full strength shortly after being turned; fast; persuasive
Weaknesses: Killed by sunlight and stakes; cannot use powers without turning ugly
Origin: Ancient Greece

DeBuffed – If you couldn’t tell, Aureliums are inspired by the Buffy-verse- these guys make great low level henchman.  Perfect for GMs that love throwing in conflicts all throughout an adventure.

orlon eye red

Orlok – The House of Secrets – Orlok vampires are not sparkly and seductive- over time, an Orlok deforms into a bald, bat-like monster.  Unlike most vampires, they can go years without feasting- when they do feast, they can wipe out a village in a month, like a plague. Orloks are often live alone or in pairs- preferring the company of animals over humans.
Strengths: Transformations; potent magic; slippery; animal mastery.
Weaknesses: Die in sunlight; not very physical.
Origin: Unknown (Possibly Europe)

Jiangshi – The House of Life. They are the hopping vampires of China. Rigor mortis causes the joints to stiffen, so the vampire must hop instead of walk. A Jiangshi bypasses the need for blood, preferring to suck out the victim’s life force directly. Jiangshi share a lot in common with zombies, in that they are smell of rot and are covered in fungus. Jiangshi do not mingle with mortals, but will work in close families, recruiting new human members from their extended human bloodline.
Strengths: Strength; resilience; life draining
Weaknesses: Sunlight; fire; stiff; repelled by mirrors; peach tree wood; passages from the I Ching
Origin: China

Fifillet – The Fifillet are too loosely knit and new to form a “house”- it is unclear if they are actually sired like other bloodlines, or if they are reanimated “naturally,” due to certain conditions, such as being buried in unhallowed ground. Most of the Fifillet act as incubi and succubi, feeding on lovers- however, some are known to feast on children. A few Fifillet are mischievous pranksters, taking on the form of the Will o’ the Wisp to divert travelers; others seek vengeance, or have malicious intentions.
Strengths: Unknown
Weaknesses: Unknown
Origin: Louisiana

Strix – House of the Owl – The Strix are fierce vampires with animal-like tendencies- they are wild hunters, preferring active prey rather than sleeping.  While they drink blood, they are also known to eat or tear out the victim’s organs. Luckily, reformed Strix are quite happy drinking animal blood, rather than human. In monstrous form, they bear the claws and wings of owls, and have a second set of teeth behind the first.
Strengths: Fast; fliers; savage attackers; sixth sense (for death)
Weaknesses: Feeding-frenzy; decapitation; weakness to sickles
Origin: Unknown (Possibly Greece)

Talamaur – House of Shadows – The Talamaur are skilled mediums, able to enslave ghosts to do their bidding. Their bodies are normal looking and relatively weak, but they are capable of casting astral projections- these ghostly forms cannot be killed, but “wounding” s projection will bear marks against the Talamaur caster, revealing his nature.
Strengths: Hiding; sixth sense; necromancy; astral projection
Weaknesses: Smoke; fire; sunlight
Origin: South Pacific

Sasabonsam – House of the Bat – An elder Sasabonsam is more bat than human, with powerful wings and shriveled arms. Each Sasabonsam prefers to live alone, but he’ll create a retinue of ogre-like thralls, called Asanbosam, to form his network of bodyguards and spies.
Strengths: Iron-strong teeth & claws; surprise; mighty wings (Sasabonsam); beefy (Asanbosam)
Weakness: weak arms (Sasabonsam); deformed feet
Origin: Western Africa

Lamia – House of the Seven Gates – The Lamia are perhaps the oldest vampire house still standing, dating back to the Babylonian priestesses of Ishtar. They are a matriarchal society- while a few rare males are admitted into the rank, they are deemed unworthy to hold any political power. The Lamia are associated with the snake, and take on reptilian features when aggravate; they must also shed their skin every few months.
Strengths: Speed; seduction; ancient knowledge; transformation
Weaknesses: not fliers; emotionally unstable; decapitation

Kukudhi – A Kukudhi is the ultimate stage for a vampire- it has feed well for enough centuries that it is no longer vulnerable to light and no longer needs to sleep. It will also reach its peak in strength and power, and may hide a massive monster under its normal sized frame. It can still be killed if it is staked and beheaded, and in its large form, is particularly vulnerable to hamstringing.