Showing posts with label OCI. Show all posts
Showing posts with label OCI. Show all posts

Thursday, April 28, 2016

23 Things about Assassins of the Golden Age (Part Two)

Here's the second half of my Assassins of the Golden Age campaign background. As I mentioned with the first half this setting's an ahistorical jam session. Whatever the players imagine for the period exists: renaissances, piracy, musketeers, clockpunk DaVinci, etc. To quote the other post, AotGA lifts from Assassin’s Creed, Mage the Sorcerers Crusade, Lace & Steel, The Golden Compass, 7th Sea, Demon the Descent, The Three Musketeers, The Gameshouse, and more.

It's also interesting as the last OCI portal "set up" we'll be doing. Now that we have all five worlds established, we'll be able to return to them for 1-2 session episodes and adventures. When I first presented each setting, we spent at least six sessions playing in it. That gave us enough time to get the tone and dynamics. Each worlds feels different to me (and I hope the players). I'm looking forward to drawing more connections between them and seeing what paths the players trailblaze. 

9. Hiding Your Magick: Casting in a city, can be challenging. You must rely on Coincidental magick. That means when you create an effect, you hide it or make it look like something reasonable. Coincidental magick reduces backlash. The opposite of this is Vulgar magick: big, showy and clearly alien effects. That creates greater backlash. Forces from both sides can use the instruments and signifiers of the other as cover, though with less efficacy. So a Dreamspeaker in a city might use a clockwork to cast, but it isn’t as tuned to their magick. Casting in front of other mages doesn’t create paradox, but casting in front of mundanes does. Supernatural beings themselves don’t generate paradox, but their magick can be hampered in areas dedicated to Reason. Using foci and hiding your effects through coincidence can reduce backlash and paradox.

10. Familiars: Those with magickal talent manifest a “familiar” when their powers first appear. Most often this takes the form of an animal: bird, rodent, snake, cat or the like. In more unusual cases it can be an insect, a spirit, or even an elemental. As the Order of Reason has grown, their familiars have changed. They appear more mechanical. Such creatures might be made of an unusual substance, possess metal eyes, or even be entirely clockwork. Familiars act as a companion; they’re more than an inner voice and possess an independent personality. Familiars can act and travel away, but not for long. Attacking or kidnapping a familiar’s considered a grave offense and harm to one will immediately register with the owner. Some mages develop deeper connections with their familiars, granting them distinct powers. To the mundane, familiars appear as common animals and are often overlooked. All mages have familiars.

11. Europa Europa: Europa is not Europe, both historically and physically. First, the Black Sea runs all the way up to the Baltic, turning mainland Europa into an island. Second the greater gap around Gibraltar makes controlling sea passage through there more difficult. Third, the Suez passage serves as a short-cut to the Far East, fought over by the Algerian Caliphate and the Turkish Sultanate. Fourth, the rich way point islands leading to the New World lie closer to Europa. That means greater piracy and sea conflict within striking distance of the mainland. The map of the world of Europa looks quite different.

12. Getting There: Travel remains a great challenge of the age. Some magicians travel via the nightroads, paths through other realms, often guarded by dangerous creatures. Some travel via vehicles through aether or other substances. The Order of Reason in particular loves novel machinery or simply strangely fine and speedy vehicles. You don’t have to worry about that, as you rely on the powers of the Invisible City. Travel’s easy for you, harder for others.

13. Destroy History: This is an anachronistic world. Ages, peoples, and histories which did not exist together have been merged and rewritten. Di Vinci and Michelangelo operate in Italy under the watchful eyes of the Borgias, Pirates ply the waters around all of Europa, Elizabeth rules in England, Louis’ Musketeers walk the streets of Paris, Spain exists under the rules of Phillip II and his mad heir Don Carlos. If it feels sort of like it fits in this setting, then it does. It obeys no historical reality. This is a crazy, mixed up fictional setting which tosses historical reality overboard.

14. Empires of Science: Some empires aligned themselves with the Order of Reason. Byzantium stands purely as a result of the Order’s efforts. The city sustained itself in the face of an aggressive Turkish Sultanate. That enemy has repeatedly tried to seize the city and surrounding countryside. Byzantine weapons of war and reinforced architecture have repelled them. Still Byzantium has only modest influence in the area. They can protect their own waters and secure trade, but Turkish forces swarm around it, bypassing the city to reach Europa and threaten the Balkan lands. A group of Germany City-States, called the Holy German League has united under Frederick the Wise. They serve as the heartland for the Daedelans. You can find Craftmason workshops throughout the region. Northern Italy remains a bastion of the Consigners, the source of its trading prowess. Their presence has not lessened the conflicts between the city states there. Sections of Austria have come under the Order’s sway, particularly as the Turk presses forward. In each of these places you’ll see more fantastical technologies. You can find Da Vinci gadgets and devices in Genoa, Calculation Engines in Byzantium, and massive land fortresses in Berlin. The Order of Reason dominates some places and it’s easier for them to use magick there and harder for the Covenants.

15. Empires of Sorcery: In other places, magick holds sway, perhaps nowhere more strongly than in Ursus, the Russian Steep Empire. High Warlock Ivan IV has made bargains with the old powers of the land. Giants, monsters from folklore, and supernatural refugees from elsewhere have joined him there. His army of massive, intelligent warbears holds the line of defense. No one’s certain of Ivan’s intentions and he’s spurned any alliance with the Covenants. Likewise, the Turkish Sultanate employs magicians from outside the Covenants, drawn from exiles and broken factions. They rely on ancient powers of the desert and mountains. Both the Turkish and Russian Empires would be more dangerous were they not facing the rising Golden Horde from the East. Still the Covenants have some places of power, particularly old bastions hidden away in France and the Balkans. They also have a foothold in the northern Union of Kalmar, where they have support of two of the three crowns. In places where magick holds sway, you can find more official soothsayers, astrologers, and court sorcerers. In these places magick has power and effectiveness within cities, supported by native beliefs. Magick holds sway in some places, making it harder for the Order of Reason to work magick there.

16. Common Lands: Outside of those places, Magick and Reason continue to do battle. Generally Reason holds the edge in urban centers. But magick holds sway in the countryside and at the boundaries. Too much vulgar magick or technology will summon paradox in either place. Science has the edge in the city, sorcery has the edge in the country.

17. Oddities: Several neutral areas bear mentioning. Spain remains a strong and traditionalist kingdom, strongly supportive of the Church and holding one of the three Popes. The Inquisition has become a hungry institution, constantly on the lookout for new targets. Spain still basks in a kind of medieval chivalry and its nobles battle against the Algerian Caliphate, a rival to the Turkish Sultanate. The Caliphate holds lands in Europa itself, and focuses on trade and sustaining itself against Spanish crusades. The Kingdom of Poland tries to maintain a balance with its neighbors- fending off Russian incursions and German assaults. The principles of religious toleration there have made it few friends. But they hold great power over the Black Sea. Likewise England holds sway over many other sea lanes. Queen Elizabeth’s rule has seen the growth and a consolidation of her hold over Scotland and Ireland. That has been supported by her secret policy of enslavement for magickal creatures and peoples. The English have shackled the Fey and other supernaturals in their realm to their will. How remains uncertain. Many other smaller kingdom, baronies, and city-states lie scattered across Europa: the united Netherlands, German Princes, Balkan Dominions, the Swiss, and more. Some places are crazy.

18. The Third Crown of Kalmar: Two of the three crowns of Kalmar support the Covenants. The bearer of the third crown, Annalis Fredricksson left her country in secret. She travelled to Poland where she fell in love with the prince, Aleksy Sokolowski. She brought with her great powers of sorcery, drawn from old powers and an inner circle of wizards from lost houses. She has been using this in secret to help Poland keep its hold over the Black Sea, repelling Russian and German assaults. She knows revelation of these efforts could turn everything against her. A double serves in her stead in Kalmar, keeping up a pretense of dislike for the Covenants. A Queen of Kalmar secretly defends Poland with magick.

19. Outside World: Major powers and forces lie outside of Europa: African Empires, the Golden Horde, Imperial China, New World Colonies, the Shogun’s Japan, Native American nations, fragments of the Aztec and other South American nations. In general we won’t be dealing with those areas for this portal. Feel free to draw on them for background if you wish. This game will focus on Europa.

20. Magick Dust: Bits of magickal dust falls on the world when anyone casts magic. The bigger the magic, the more the dust. It's also left behind as residue when a powerful mage or scientific creation dies or is destroyed. For some the dust offers proof that both science and magick are real and exist. Some suggest it represents these forces eating away at the world. Still others that it contains a paradox not fully released. Hedge Wizards often use dust to create common “alchemy” and folk workings. Still it remains relatively hard to come by, as it can evaporate or absorb into the air in which it falls. Magick can create a kind of physical fallout.

21. Syphoners: A sub-group of the High Artificers serves a singular purpose for the Order of Reason. They gather magic dust to keep it from the common folk, reducing the belief in magic and therefore reducing the magical influence in some places. They have been studying it for and developed several theories about it. Rumor has it that dust does not have a singular form, but may be attuned to different spheres. Recently the Order of Reason purged and destroyed a research group of Syphoners operating in Ghent. Rumor has it that they had offered a heretical hypothesis about the dust. Syphoners from the Order gather dust.

22. The Prophecy: A French apothecary and a reputed seer Nostradamus has foreseen the destruction of England at the hands of the Kraken - a great aquatic monster, and legendary protector of Atlantis. The order has worked hard to discredit soothsayers like Nostradamus. Yet he’s managed to elude their grasp and deliver other dangerous prophecies. For its part, the English have placed a bounty on his head even as they quietly look to shore up their sea-defenses. The Spanish, at the same time, have taken up the idea as a harbinger of a successful naval campaign against the English. Nostradamus has foreseen destruction for England.

23. A Gathering of Witches: Salina Highmoore, a queen of witches, has gathered a small remnant of her former forces in the Black Woods of Russia. Salina escaped the destruction of the Hermetic House of Diedne. Eventually she joined the Verbena but rejected the treaty and fled. Eventually she managed to gather support among those of the magick who rejected the control of Ursus’ Imperial House. The bonded fey of Ireland managed to contact Highmoore and beg for her assistance. She seeks no to liberate them and perhaps establish a new regime there. Salina Highmoore seeks to free the fey of England.

23 Things about Assassins of the Golden Age (Part One)
Ocean City Interface: What is It?
Building City of Ocean
Sellsword Company
Neo Shinobi Vendetta
Masks of the Empire
Sky Racers Unlimited

Tuesday, April 26, 2016

23 Things About Assassins of the Golden Age (Part One)

We’re finally heading into the final portal for our Ocean City Interface campaign. That’s a multiworld, shared-character game using Action Cards. The group uncovers secrets as they shift from one portal setting to another. In between they return to the "real world" and deal with the struggle for reality taking place there. So far we’ve done Sellsword Company, Neo Shinobi Vendetta, Masks of the Empire, Sky Racers Unlimited, and now Assassins of the Golden Age.

This one’s possibly the craziest. It’s a mash-up of many,  many concepts, informed by my recent reading of Renaissance history…which I then disregard. The setting jams together Assassin’s Creed, Mage the Sorcerers Crusade, Lace & Steel, The Golden Compass, 7th Sea, Demon the Descent, The Three Musketeers, The Gameshouse, and more. As I’ve done for the previous portals, I assembled a “23 Things” list to present the background. The player who chose the portal developed some of the entries after I drafted the skeleton. This list’s longer than most so here’s the first half. I added a tl/dr summary note to the end of each entry. 

Pirates. Masked Balls. Legendary Artists. Musketeers. Virgin Queens. Papal Power. Italian City States. Strange Inventions. Dark Superstitions. Swashbucklers. New Sciences.

This is a Renaissance, but a strange one. Europa presents an amalgam of the age, an alchemy of incidents and eras blended together. Within that you and your fellows strive to protect the world from utter destruction. You are Assassins of the Golden Age.

1. The War: Few remember The War. It tore the world apart, shattered landscapes, erased families, shifted rivers, destroyed institutions, and rewrote history itself. Those who can recall it say they fought over Magick, but it wasn’t over that alone. The War encompassed control and freedom, order and chaos, tradition and inspiration.

Magick existed and had changed the world for generations. It did so hidden and out of sight; often at odds with temporal authorities. Such power remained in the hands of a few, those awakened to it. It isn’t that people didn’t know or believe in magick. They showed that belief via hundreds of superstitions, practices, and old rites. They knew the power of this low magick. But when they actually witnessed True Magick they responded with fear and disbelief.

This magick grew in the shadows, and over time new groups and circles emerged across the globe. In Europa, likeminded mages formed large and elaborate institutions. They believed themselves true heirs to magick, practicing the proper methods, and possessing a correct understanding of the rules. Then they came into contact with others outside Europa- sometimes peacefully, but often with suspicion and hatred. From this arose a new understanding of what magick represented.

Races of magick existed like the Fey, the Old Powers, the Wanderlands, the Djinn. But unlike those, humanity could personally create magick by imposing their will and belief upon the world. It required iron self-control combined with a specific understanding of the universe. And each magickal circle and tradition believed they held the true secret, the true code. That reality we call their Paradigm. A paradigm describes how a magician understands fundamental structures. Some might think magick comes from a central force of linked consciousness, others that it operates via a complex cypher, still others that it comes from spirits imbued in the world itself, and even more distant others that it derives from dreams.

From the magickal groups' struggle a split developed. On one side stood the Covenants. Each possessed a strong fundamental paradigm, but also a willingness to accept other’s practices as possible (though flawed). On the other side grew the Order of Reason. They came to believe only One True Way could exist. For some this came out of honest belief, but others felt such a paradigm gave them greater power and control. The Order’s true way based itself on science, reason, and an objective universe. They would set these rules as the only ones operating in the world, excluding other methods and nullifying them. The conflict grew as rising technologies and demonstrations of science pushed out beliefs based on subjectivity and superstition. Magick can change reality and that led to a fight bewtween those who want that a scientific reality and those who want a sorcerous one. 

2. The Truce: Then came The War. Both sides claim the other fired the first shot. Regardless for seven years magickal forces struggled across the world, with Europa as the heartland of the conflict. Massive Land-Fortresses rumbled across the countryside to battle Giants called down from the icy mountains; golden dirigibles clashed with squadrons of broom-mounted magi; massive repeating guns attempted to mow down angelic hordes sent to lay waste. The armies unleashed magicks both powerful and subtle: rewriting reality everywhere. History changed overnight. Now there was no Hapsburg Dynasty, now the Papacy shifted to Rome from Constantinople, now Henry VIII had a horde of sons to take his throne.

But the war screeched to a halt as reality fought back. It twisted and undid these changes, partially, inconsistently, dangerously. Mages began to recognize the power of belief and perception. They discovered witnesses to an event imposed their own vision on the world. So if a mob believed in magick, they could weaken the pull of technology. If they’d seen the fruits of science, they could pull down magick. But because the populace remained skeptical of each side, both failed. This failure created backlash, called Paradox. Paradox struck the magi, tweaking destinies, transforming forms, and summoning radical forces to destroy them.

It would be the Siege of Atlantis finally shattered the world. None can say who besieged who, but the sheer magickal might created an explosion of backlash and paradox that swept everywhere, changing everything. This was The Reckoning. Atlantis vanished into legend, new nations appeared, cities shifted, and languages evaporated. Only the magi and a handful of others knew the world had twisted and been broken. Many on both sides died or had been depowered. Those left standing from the Order of Reason and the Convenants struck an uneasy truce. They ceased open hostilities. Now forward battles and wars would happen quietly, behind the scenes. The conflict shifted into the shadows with agents stalking through enemy territory, striking, indoctrinating, and researching with equal vigor. The war between the Order of Reason and the Convenants changed the world and now there’s a truce.

3. A Panoply of Sides: Many describe the conflict between the Order of Reason and the Covenants as one of Science vs. Mysticism. But other issues are at stake, especially the question of Control vs. Freedom. The Order wants to establish regularity. They claim such systems will reduce dangers and problems. It can insulate the world from dangerous creatures and forces like Demons and Faery. Of course that means control and power. Yet some among the Order exalt individual freedom, at least for the superior person. A small number wish to distribute power to the masses. At the same time, some among the Covenants want to yoke the world to their own paradigm instead of science. Some factions have deep hierarchies to keep members in line. Some possess different levels of tolerance, acceptance of the foreign, ideas about equality. Individual members within a circle may defy expectations. The battle isn’t just science vs. sorcery, it includes control vs. freedom and other issues.

4. Your Mission: The struggle between the Order of Reason and the Covenants continues. Both contain good people who believe in using their magick for betterment. But others work to gain an edge, find a way to seize control, and bring about another war. Those people have to be stopped. That task falls to you. Each of you is a Wizard or an Ordainer, drawn into the service of the Invisible City after a betrayal at the hands of your fellows. Now you move back and forth between the sides, crafting identities, uncovering plots, and dispensing final justice to those who wish to destroy the world. You possess magick, though you may not appear magickal. You may manifest your talents as unerring accuracy, incredible physique, mastery of disguise, leaps of faith, or unearthly luck. You secretly work to keep the two sides from getting out of control.

5. Knights of the Hours: The Invisible City rescued you. Each of you found yourselves betrayed, murdered, or on the brink of death. At that moment the City brought you to its streets and made you an offer. You would have a new life and a chance to strike back at those who shortened your days. In exchange, you would maintain balance: protect the world from those who would push it to the brink again. The Invisible City reaches into all cities, allowing you to move swiftly between them. More importantly the city quietly reshapes the weave of the world for you. Some of you still possess your old identities, appearing to have miraculously evaded your fate. But others instead have a newly spun history. The City crafts new identities and covers as you undertake missions. It makes these out of revised memories, new families, and a new lives quietly threaded into the tapestry. Depending on time and investment, these may last for years. You serve the Invisible City which can quietly change reality to create cover identities for you.

6. The Covenants: While both sides once had many circles and factions, seven remained to each after The Reckoning, while only five survive on each side today. The Covenants or Traditions are called Covenanters or Traditionalists by others. They call themselves Wizards. These seven traditions have different names and alignments in different places. In Europa, the five are: The Order of Hermes (Hermetics), The Akashic, Dreamspeakers, The Quiet (Ahl-i-Batin), and Verbena. The ORDER OF HERMES represents traditionalism. They seek freedom to carry out magick within their rigid hierarchy. The world is governed esoteric and subjective principles. For them, Magick is its own end, and they have mastery over the sphere of Prime. The AKASHIC focus on personally channeling energies. They believe magick comes from the wheel of reincarnation and rebirth. Akashics perform striking physical actions with their mastery of the sphere of Force & Motion. DREAMSPEAKERS represent more mystical traditions, travelling to other realms, bargaining with magickal beings, and binding manifestations to their will. They believe our world is only one spiritual and illusory realm among many. Dreamspeakers have mastery over the sphere of Spirit. The QUIET came together out of besieged and shattered traditions. They see all things as connected and interrelated, symbolically, sympathetically, or literally. They affect change at a distance and slip through the world with their mastery of the sphere of Correspondence. Strange bedfellows comprise the VERBENA. Originally drawn from older Pagan traditions, they absorbed many religious Wizards who rejected the Order. They can be wild and unpredictable, often holding to the most ancient ways. They have mastery over the sphere of Nature. The five factions of the Covenants share a common belief in sorcery, but each believe they know the correct way.

7. The Order of Reason: The practitioners from the Order are called Crafters or Ordainers. Likewise, five groups remain part of their Order. The DAEDELANS focus on great works. They’re known for castles, estates, and fortresses. But they also craft massive machineries with singular purposes. They were among the first to consolidate the Order of Reason and wield great power within it. They have mastery of the sphere of Earth. The HIGH ARTIFICERS work in smaller scales, creating devices, machineries, and clockwork automatons. They’re said to work with stranger materials as well. The Artificers consider themselves artists and take great pride in their mastery of the sphere of Fire. The TEMPLARS blend a conventional religious viewpoint with a conservative outlook on obedience and control. They’re among the most active of the Ordainers, bristling at the peace. They have mastery of the sphere of Body, controlling their own as well as utilizing their arts for stranger creations. While the Daedelans founded the Order of Reason, the most influential faction today is the CONSIGNERS (aka the Guild). They operate through the arts and sciences of finance, economics, trade, and political influence. They play a long game, manipulating circumstances and attempting to control history itself. They move into any gap and space, echoing their mastery of the sphere of Water. Finally the KSIRAFAI (tr. Razors) existed well before the founding of the Order, having arisen out of a combination of old practices, arts, and beliefs. They operate in the shadows everywhere. They have perhaps the most global reach, though quietly. They Ksirafai act as the information gatherers and spies for the Order, building on their own sphere mastery over Mind. The five factions of the Order of Reason share allegiance to science, but each believe they know the right way to impose that on the world.

8. What is Magick? The magick used by the Covenants and Order of Reason works with and reshapes reality. Shared belief governs that, creating a consensual truth. When magi attempt something which appears nonsensical, reality works against it, creating Paradox. Backlash infects the caster, with unpredictable effects. In cities more people have been exposed to science and technology. The Order has an easier time working there with more fantastical instruments and inventions. In the countryside where superstition holds sway, the Covenants have an easier time using the classic instruments like wands and talismans. If you change reality in front of witnesses, their disbelief can create backlash.

PART TWO THURSDAY

Tuesday, September 1, 2015

23 Things About Sky Racers Unlimited

We're just starting our Crimson Skies-tinged campaign arc in OCI. As I've done for the other portals and campaigns recently, I drafted a list of information about the setting. I wanted this to be all the background necessary; to break down everything into easy to get chunks and keep me from spending too much time on the world building.  Of course originally I'd planned for these lists to be ten items, then twelve, then twenty, and now finally 23. So far the effort to utility ratio feels pretty good. It takes me a few hours, maybe six, to put these things together. It helps frame the game and a good chunk of it hits the table. It's also dense enough that I can always find new things when I'm going over it before a session. 

For this portal, I had Sherri contribute nine of the items. That's a new experiment. She'd picked this portal, so she should have the chance to put her stamp on things. That worked well and she drew in some areas that wouldn't have occurred to me. That's sparked some cool idea for future incidents connecting to those. You can see some previous "23 Things" here: Ocean City, Abashan, Masks of the Empire. For other material on the Sky Racers mechanics, see here and here. I've also pulled together a Pinterest reference board for the campaign.   

1. The World Asunder: The world cracked in the mid-19th Century. Even as local wars shook Europe and colonial powers cemented their holding, the tide shifted. Looking back today, many can now identify the hand of the Aurichalc. In scattered places rapid technological developments, suddenly industrialization, political collapse, cultural shifts, and revolutionary movements upturned the old order. Aetheric technology appeared in many hands, often among the powerless but just as often among those simply out of power with the will to destroy. The Aurichalc had been operating in secret crafting their means to shatter the established powers and engineer the world they desired. While this period saw rapid advancements in many areas, the devastating impact these new technologies had on the environment, political freedom, and cultural traditions cannot be discounted.

2. Break Up of the Colonial Empires. The efforts of the Aurichalc initially seemed focused on local overthrow of Colonial Empires of the French, British, American, and others. They succeeded in shattering many of those structures- putting new powers, industrial technologies, and weapons into the hands of indigenous peoples. However the Aurichalc proved fickle allies. While each member of the cabal had their own temperament, they generally acted to destroy authority. Revolutionaries would overthrow their oppressors, only to be immediately undercut by agents of the Aurichalc. Warlords who stepped into the power vacuum would overstep their reach and be cast down just as easily. While these sunderings settled down over time, they remained a constant fear for generations. Why the Aurichalc worked to destroy the Chinese Imperial House but kept royal elements in Korea, the Mamluks among the Ottomans, and other lands remains a mystery.

3. Our Robot Overlords: The Aurichalc’s work eventually brought them out into the daylight and they took an open and more active hand in affairs. More importantly their experiments began to drastically reshape the world- now less about changes in social power and more about things like the Living Gas Cloud that swallowed great swathes of Texas, the Cracking of Austria, and the Night of Black Wings in Japan. And they began to war among themselves, using man and science in an effort to do…something? What they fought for remains uncertain. They stole border lands from one another and struck at operations within various territories, but what did they gain? Some suggested that the Aurichalc had always been at war; that their earlier interventions had been an agreed upon truce to build up.

And then at some point the Aurichalcs left. But rather than freeing the world from their noose, it only tightened it. Each of the Aurichalc had created some form of replacement, constructs created in their image. Dr. Sagawthi survived his encounter with the dread Lady Mahabir in 19XX and returned with his tale of a humanoid robot. Soon visitations and sightings of the other Aurichalc confirmed this change. How and when these mad scientists died remains a mystery. Some suggested they’d always been mechanical and had merely shed their disguises. Others believed that the Aurichalc had been aliens and had left their machines to secure a conquest. Regardless, the shift to robot overlords signaled a wider shift in the Aurichalc and the beginning of a battle against them.

4. Timeline: The year is 192X. Technology is a weird mix of retrofuturist visions and desperate jerry rigging. The Aurichalc dispensed science, know how, and half-truths in many places, leading to revolutions in development and advancement of the oppressed. But it also led to accidents, to collapses, to destructive conflicts, and to some grasping beyond their reach. Many things have a gleaming, art deco look to them (The Rocketeer, Sky Captain), while others have a grittier, dieselpunk appearance. It depends on how they’ve developed. Imagine the 1940’s for the general tech level, with certain areas being significantly higher (like flight) and others being lower (like nuclear science). The old empires and nations still remain, but scattered, stripped, and skeletal. New countries and peoples have arisen to dominance.

5. Aetheric Technology: Over time technologies developed by Aurichalc leaked out to be adapted by others in the world. Perhaps none has impacted more than the potent, low-cost Aetheric engines and related technology. While such devices could be turned to many purposes, most strikingly they allowed for advanced powered flight. In combination with propeller systems, fast and maneuverable aircraft could be created. In fact Aetheric technology worked well in transport because in use, the engines must be kept moving. An Aetheric device operating in a stationary location will eventually begin to warp and poison the area. Kept moving, they have almost no negative effects.

6. Who were the Aurichalc? Seven figures made up the original Aurichalc, though only five robot servitors survive. While these Mad Scientists had tremendous technical expertise that pushed local science and industry decades forward, they each eventually came to be known for a particular field. 
  • Tabansi Diallo, the Maker of Monsters. Using unknown genetic techniques he crafted a menagerie of fantastical beasts and let them loose on the world. They rule the land and air in many places around the globe. 
  • Darco Bryde, Father of the “New Races.” His earliest experiments centered on transformation of existing populations, resulting in groups which echoed old myths and stories. But Dr. Bryde seemed to tire of that and within a few years had populated his holdings with humanoid beasts. Some escaped, while others served loyally. Different regions have treated these uplifted peoples differently, but almost always with deep suspicion. However they were instrumental in the destruction of Bryde’s robot doppelganger. 
  • Sara Oxendine, the Automatic Duchess. Unlike Bryde and Diallo, Oxendine worked in steel and gears. She created robotic servants of various sizes, though even the most human of them appeared unnatural. She echoed several of Diallo’s designs, resulting in packs of clockwork beasts which still haunt the world. 
  • Jiang Rao, the Alchemist. Rao remains one of the most mysterious of the Aurichalc. He created several chemical disasters and let loose the Burn Mist which affects several regions. He learned to manipulate people with chemicals and some kind of hypnotic devices. These he used to subvert and assassinate. That seems not to have helped him in his conflict with the Automatic Duchess who destroyed his mountain HQ in 19XX. 
  • Kasa Mahabir, the Shadow Surgeon. Mahabir developed implants and devices she installed in her agents. While some were obvious and monstrous, many were more subtle. Mahabir was more bizarrely capricious than most of her compatriots. Several times she kidnapped terminally ill subjects in order to repair them. Most she returned intact, some she returned transformed. 
  • Luis Zegarra, the Black Gardener. Zegarra worked with turning nature itself to his ends- transforming vast areas into wild and deadly ranges. His terraforming through alien and invasive plants forced migrations and created forbidden areas only the most foolhardy or adventurous explore. 
  • Avedis Sahakian, the Engineer. Unlike many of her colleagues, Sahakian never created anything which could operate completely independently. Instead she constructed vast moving fortresses, massive walking armored suits, and of course the basis for Aetheric Flight.
7. The Reign in Spain: Dotted around the Seville City-State are the “Golden Orchards”.  These are small, protected and walled campuses ostensibly dedicated to scholarship and research and financed by the Goldens House.  Among other possible agendas, each Orchard is built around an orphanage and some refugee housing. Here, the Seville City-State extends succor to people displaced by the Aurichalc and their legacies, including some of those altered permanently and visibly by the Many experience. The stated reason is that the public is uncomfortable with these outsiders until they have been shown to be harmless and useful members of society. 

The refugees have historically remained in these Orchards, surrounded by Goldens House loyals, until they’ve been trained to take up duties and positions arranged within the greater City-State. There have always been rumors of Goldens using ‘Aurichalc monsters’ to do their political bidding--and many of those rumors point back to the Orchards. The Orchards are home to a great deal of secret research--so secret that it is even hidden away from it’s own board.  Increasingly, the unsettling habits of the heir of Goldens House and the refusal of the Orchards to satisfactorily disclose projects and purpose have set some board members to agitating for defunding the Orchards for ‘failing to show proper respect and fiscal decorum’. 

8. The Present: It has been three years since the last appearance of any of the Aurichalc. The raid on Bryde’s island seemed to signal a change, though prior to that the cabal had become quiet and rarely acted outside of their core domains. Many think that they’ve simply shifted purpose and programming. But many others believe that the robots left behind in their place have simply shut down. Still few wish to travel to the heartlands held by these monsters to test that theory. But the last seven years have seen significant changes. Several zones once lost have been reclaimed, technologies have been learned from and adapted, new techniques for battling fallout from the Aurichalc’s programs have been discovered. As well populations have stabilized, international contact and trade have become more stable, and several years of natural weather patterns have led some to hope. Whether this shift will lead to peace or an era of increased conflict and competition remains to be seen.

9. The Race: Months ago, Lord Adelbright Ruthven contacted several major industrialists, scientific compacts, and gentleperson’s adventuring clubs. He represented a consortium sponsoring a competition, a race. Each invited group had connections with one of the new class of aerial dreadnaughts: enormous sky-liners intended to cross the globe. These ships could be used to transport passengers, move explorers, and survey the lost lands. All had flight decks and hangers allowing them to carry small patrols of fighter planes for defense. Each group wagered a massive an entry fee and had agree to certain terms. The race would be handled in several leg, taking the ships across the Atlantic from the coast of Spain. The vessels would then run a series of location heats across North and Central America. The prize? That remains rumored. Few have spoken, but the terms convinced seven to enter and expend vast sums. Add to that the chance for publicity and exploration of lands cut off from the rest of the world.

10. Your Patron: One of the strongest industrial collectives to have arisen in recent years has been Goldens House, headquartered in the Seville City-State (formerly Spain). The original company came together from a marriage of several trading families in the mid-1800’s. They saw the writing on the wall and worked to come to terms with locals and workers. This allowed them to weather the storm of revolution and commercial disasters. Even when communications broke down in the darkest days, they kept a network of international family members passing reports and warnings. They’re considered the key player supporting Seville which has come to control most of the Southern Iberian Peninsula as well as the northern coast of Morocco and Algeria. Some other industrial powers regard them with suspicion, whispering that their ideals line up more with the revolutionaries than established nations, companies, and nobilities. The current heir to Goldens House is Nur Al-Taneen. Over objections of her board, she will be personally commanding the maiden flight of the Osprey de Acero.

11. Your Mission: The Osprey de Acero is a wonder, a massive flying vessel designed to carry personnel safely, transport goods, and eventually open up lost areas. The vessel will be armed and equipped with at least two flights of planes to act as a defense against air pirates, flying monsters, and other strange occurrences. As well it is one among several competitors, and the terms of the race are a little open. You and your compatriots have hired on as members of the “B” team. This means you act as support, backup technicians, and emergency pilots. Some of you have been hired for talents outside of your piloting and engineering, some of you have been assigned here because of a clouded past.

12. Take to the Skies: While ground transport remains a vital and important mode of transportation, flight has become crucial to the development and reconnection of regions and peoples. In many areas, the plane has become as ubiquitous as the automobile did in the early 20th Century. Larger flying vessels, buildings, and “towns” serve as modern caravans and circuses. As well, there’s a modern planes and gyrocopters- dashing pilots and daring aviatrixes. Flying companies and mercenary groups have developed, often in response to sky pirates and aerial banditry.

13. Changes: As the 19th Century crept to a close, with the leviathan of the Aurichalc gripping the globe, many thought the worst had passed. Then, as the last year of the century waned, new plagues exploded. Over several weeks, in one form or another, it struck widely separated communities, hitting every region of the world. The plague changed people, altering their physiology. Most died as their bodies became alien to them. Some caught in the zones underwent no changes or ill effects. Only the young survived, and even they had a significant mortality rate. They became different: slight shifts in appearance, slight modifications to their physiology, new flaws and limitations. It became known as the Changeling Plague, the Tithing, or the Coming of the Night Children. To some the changes made these transformed seem like legends or myths come to like: pointy ears, glowing eyes, bizarre stockiness. The same affected population could result in many different forms, some like the so-called Selkie, more inhuman than others. Those who survived the plague often suffered at the hands of their neighbors and countrymen. Populations were scattered, interred, or murdered. Some joined with the Aurichalc where they could. Others tried to hide their condition. But the singular outbreak of the plague was not the end as the changed and unchanged survivors of the plague gave birth to a new generation of these new humans.

14. Communications: Planes and vessels use Aetheric communication technology, like radio but clearer. It has a relatively short range, but can be run through relay towers with only modest noise gain. Some planes have larger arrays, and some have these connected to scanners or other scientific instruments. In particular some recon planes can transmit back the images from their Aetheric Scatter Positional Sensors (or ASPS).

15. Monsters: They made monsters, many of them. And while their numbers have diminished, many still remain. Some had radical and experimental forms, while others harkened back to old stories. Dragons, in particular, have proven to be a continual threat to sky security. Pilots in the highest altitudes have claimed to have encountered stranger beasts, seemingly stolen from the depths of the ocean. Tales abound of Sky Pirates who have co-opted or domesticated the most dangerous creatures, but that’s clearly a stratagem to enhance their reputation. Most monsters of flesh and bone do possess a traditional adversary, their robotic counterparts. Monstrous automatons have been seen battling against horrors of flesh and bone. The wise, however, make themselves scarce during such encounters.

16. New Maps: Pre-Aurichalc maps and globes are mere curiosities anymore. Beautiful as they may be, they reserve no more interest than the lowest souvenirs of the more-glorious human past. Why? Because they lack the single-most important monitor of borders, populations and legal ownership: beacons. Every population of significant size, every region possessed of some security, any community with aspirations to any designation greater than a compound maintains at least one unique beacon. A good-sized city boasts a network of beacons of differing signal types, sending out messages that contain hierarchies of identification--nation, region, city, alliances.  As well, these places maintain monitoring stations of all sorts to track signals coming in, sputtering out and changing affiliation. Newspapers contain columns of beacon designations along with the most recent signal & messages--this is how many immigrants and travellers keep tabs on their home regions, but also how the populace as a whole tracks the state of nations, of war & peace and prosperity.  Some people monitor as a hobby, making their own stations from kits and keeping records of the signals. (Think ham radios (spoken & code) or even CB radios (specialized lingo) as a hobby--also some of the signal types are more like seismography or light signals.)

17. Recruiters: Since Ruthven’s Challenge, there has been a scramble for expertise.  Academia has lost luminaries to conveniently timed sabbatical requests. Guides, monster hunters and quartermasters of any note have been scarce for the hiring.  Retirements abound in air navies throughout the re-civilized nations.  There are even rumors of kidnappings of cartographers and signalmen.  The lucrative offers for race staff have attracted the most brilliant stars of exploration, and most of these experts are meant for the respective War Rooms of their employers.  More a concept than an actual room, these experts gather to confer over plans, new intelligence and the goals at hand to hatch tactics most advantageous to their consortium.

18. Challenges: While details are scant, it’s clear that the aerial dreadnaughts and their crews are expected to stage a number of successful expeditions along the way. The original specifications for the race provided by Ruthven are not generally known, but the air of excitement and breadth of experts being collected by the competing consortiums suggest a range of targets. Rumors are flying about one industrialist instructing his recruiters to ‘hire for a series of scientific and art scavenger hunts...lists and clues and confounded puzzles!’.

19. Sky Salons: As the time has drawn closer to the advent of the race, it’s become clear that almost all of the sky-liners are selling tickets and promising luxurious accommodations and entertainments to those who can pay the price.  Bands, musicians, singers, popular entertainers and even an orchestra or two have apparently been booked -- and newspapers are full of sketches and articles describing ballrooms, stages and viewing decks. 

20. To What End? Maps of the expedition course are expected of course--but inquiries and gathered experts suggest that each of the consortium may be mapping different priorities.  Goldens seems intent on last-known, now-silenced or irregular beacons; another seems to be chasing down scraps and rumors about mines, another about orchids.  Some suspect that each of the contenders may have individual non-overlapping win conditions--and others suggest that these are simply independent opportunities that each competitor hopes to profit from.

21. Batten the Hatches: Much of the preparation of these dreadnaughts has been converting them from vessels intended to travel established territories to readiness to face a multitude of threats beyond mundane piracy.  Great creativity in gunnery and deck battlements is evident--but whispers of aetheric shields, nets and beams abound.  Certainly, many remember the wild days when the skies darkened regularly with monsters, swarms, hostile vessels and strange probes loosed by the Aurichalc.  Experience suggests that ships will need an array of different protections and offenses to keep away the threats that are certainly teaming over the foreign wilderness.

22. Monster Lore: Aerial veterans of the days when the Aurichalc’s creations roamed know that many of the preparations are fitting the dreadnaughts and their small-bodied fleets to carry out the modifications needed to avoid or deter many of those creatures--at a minimum, each craft must be able to travel for some time at near silence, be able to create a cacophony and, for the smaller craft, to ‘lure’ with rhythmic metallic noise to draw off the most dangerous predators from the big open decks of their parent ship.

23.  Bringing You the World: Each ship has a aetheric radio room and each competitor has been allotted two slices of time each day, one during daylight and the other on the overnight, designated for updating sponsors and their supporters with news of their progress and to show off their wit and style--a variety hour of discussion, news and music.  The intent is to create 24 hours of race programming for the duration of the event.  Test broadcasts are already immensely popular.

Friday, May 22, 2015

Neo Shinobi Vendetta: One-Shot Backdrop/GoD

Parallel to what I last posted, here's the setting one-sheet for my Neo Shinobi vendetta one-shot. I'm still thinking about how I want to condense the GoA stuff- I'll probably post that next week. This is a little different- this scenario's a great deal more open and freeform, so having this info to reference may be more important. On the other hand, I also want to look closely at the tone for this. 

WHAT IS THIS?
In Neo-Kyoto, Zaibatsu Corporations battle for domination- served by tech-samurai, yogang yakuza, and deadly ninja. But the secrets of the shinobi long-thought hidden may shift the balance of power. Think Ninja Scroll, Brazil, Wu Xing, Appleseed, Cybergeneration, Akira, Lone Wolf and Cub, and Tenra Bansho Zero.

WHO ARE WE?
Five orders of Shinobi exist and they have warred since their inception. History speaks of bloodlines, factions and infighting that lead to this state. The settlement of the five great Zaibatsu, under the auspices of the Shogun, lead the Shinobi Orders to also align themselves. Each order tied itself to one of the Megacorp Zaibatsu. They remain independent but avoid actions against their patrons.

The Shinobi train in many ways: physical challenges, virtual simulations, stimulus implants, and experimental engrams. It was through these programs that you and your secret cadre learned the truth.

By design or accident a corrupt engram filtered through to a handful of clan members. It showed that Shinobi were not meant to be the tools of the Zaibatsu. Instead they had once had their own power, existing at the behest of the Celestial Emperor, the Mikado. But they had been betrayed. Some clan leaders had subverted the meaning of Shinobi. They had conspired to ally themselves with the Zaibatsu-and had rewritten history in the minds of those ninja clans who did not agree.

This is a game about the revenge you’re going to take.

WHAT CAN WE DO?
You are expert trained agents of Shinobi. Each of you has been granted gifts through one of the six paths of training: Cyberimplants, handcrafted and passed down; Memetic Overlay, infusing ninja with the spirits and wisdom of their ancestors; Genocolony, pairing recruits with a living weapon which can reshape their body; Chi-Field, manipulating the flows and paths of the world and body; Nanometals, infusing the shinobi with a swarm of intelligent machines; and Psychics, developing the natural gifts of the strange among the bloodlines.

We will carry out our revenge, using the resources of our clan the Igana aka The Shadow Wolves. But we must be cautious. Only a few among our clan have had their revelation- the rest still believe the lies. Were they to learn without the proper preparation, they might reveal it to our allied Zaibatsu, Oyamado.

WHO ARE OUR ENEMIES?
  • The forces of the five Zaibatsu- Arasaka, Goda, Jinrai, Shiroma, and Oyamado would oppose us.
  • Our rival ninja clans- Yagyu, the First Phantoms; Kogate, the Cortex Devils; Monomi, The Shattering Silence; and Zanagiri, the Syndicate of Wasps- remain our foes.
  • The Grand Shogun Protector and his military may oppose the terror we will bring. We don’t know.
  • Those at the top of this conspiracy are our foes: as we learn their identities, they will pay.

WHAT IS THIS WORLD?
The Neo-Kyoto Metroplex has swallowed dozens of cities and smaller settlements.-It crosses all environmental zones from the icelands of the far north neighborhoods to the heat of the tropical south. In the center lies the space elevator, The Shin-no-Mihashira. From that spin out the uneven masses of districts, prefectures, and neighborhoods divided and sub-divided. Neo-Kyoto is unevenly divided and developed: a primitive craft district might be adjacent to a sparkling high-tech entertainment district. One place might run on steam-pulps and hissing tubes, while their neighbors bask in VR glories. 

Friday, April 17, 2015

Sky-Racers Unlimited: RPG Mash-Up Sketches

TAKE TO THE SKIES
I’ve posted before on my current Ocean City Interface campaign (OCI). That game contains several settings, called portals. Players play out stories in those portals (usually around 5-6 sessions). In between they return to the “meta-setting” of a near future world and try to puzzle out the mysteries and connections. Each world has its own logic and narrative, but these connect to larger stories. Characters and identities bleed between them.

So far we’ve played out three portals, with the players a fantasy mercenaries, then future ninja rebels, and finally imperial agents reclaiming territory. Each has had slightly different tweaks to the base Action Cards system (which itself has been tweaked with elements from Fate). So we’ve had classes & magic, strange shinobi-tech powers, and unique masks granting other-worldly powers. The players picked these portals at the beginning of the campaign. We have two left before we begin the rotation back at the start: “Assassins of the Golden Age” (my Assassin’s Creed/Mage: Sorcerer’s Crusade mash-up) and “Sky Racers Unlimited”.

That last one’s going to require airplane and dogfighting mechanics. And for several reasons, it’s where I’m going to go a little crunchier than I might otherwise. Originally I’d planned to simply do it all abstract, with zones and such, borrowing heavily from Clark Valentine’s excellent Kriegszeppelin Valkyrie in Fate Worlds V.1. But here’s the thing. I have a bunch of Crimson Skies miniature- metal and plastic- that a friend handed off to me. And I’ve been playing X-Wing, which has an awesome and easy movement system. Could I put that together?

Could I? Of course I could. Should I is another question. We’ll see. Right now I’ve probably got 10 weeks before I have to bring anything to the table. So I’m planning out and building the crunchier versions…which I’ll then start to tear down and thin out.

OBJECTIFICATION
All of this starts with miniatures and using measured movement and range. I have extra Attack Wing bases I’m going to mount the Crimson Skies planes on. The bases create uniformity, allow easy use of the maneuver templates from AW/X-Wing, and get rid of the distraction of the Clix bases. At the same time, I have sets in several different colors, so I can mix or match things up. Action Cards itself is a moderately light system using individual PC card decks for randomization and mark-up. It borrows Fate's aspects and general approach to actions, but has some Frankenstein bits in the most current version (like dice for damage).

Players will have a set of possible move for their aircraft (more on that later). Rather than dials, I’m going to use cards in sleeves or laminated sheets so that players can simply circle their moves. That will make things slightly faster and they don’t need to hide their moves from one under. On the GM side, I’ll probably have a single sheet where I can mark in or circle the moves of all the enemies.

This brings us to the question of initiative. The “Wing” games use an Up/Down system for turn order, splitting turns into Movement and Shooting. This means models move in order from worst pilot to best, and then shoot in order from best pilot to worst. If I want to do that, then I effectively double the turn length. I also need to have a fixed measure of pilot skill. As well I probably have to ditch the Atomic Robo “Pick Next” system which has served us well. Doing the Up/Down with “Pick Next” is a possibility, but would still double turn length. I’d also have to decide if the picks on the first half of the turn reverse for the second (requiring bookkeeping) or if they pick anew.

On the other hand, I have to consider if taking an action- movement and standard action changes the balance. It probably does, but given that this isn’t intended to be a balanced sim game, that’s probably a non-issue.

We usually play with a mix of minis, terrain, zones, and scene aspects. That’s a halfway compromise for players who really like the tangible side of combats. Weapons will have firing arcs. I’ll probably use the “Wing” three area range template. I’m also considering some kind of three level elevation thing. I don’t know. If I do that, it could simply add a modifier to attacks in addition to the range. I’m not going to worry about other complexities from plane games like profile, facing location damage, etc. Need to figure out terrain and collision rules (I like the idea of no collision unless voluntary or acted upon by another pilot).

So, in short my probable method: Players set moves at the beginning of the turn. They then take actions in Atomic Robo pick order- executing both move and standard action. Actual range determines ranges, rather than zone counting. I assume I’ll also have some scene aspects (like darkness, choppy skies, packs of gulls, steel canyons, etc).

CHARACTERS
On the character side I’m probably going to add four new skills. I’ll also look to see if I can consolidate others to keep the total numbers low.
  • Piloting: Gunning the Engine, Tight Turns, Evasive Maneuvers, Shake Tail
  • Navigation: Night Flying, Read the Skies, Manage Weather, Anticipate Course, Short-Cuts
  • Mechanics: Clear Jam, Assess Damage, Sup It Up, Manage Repairs
  • Gunnery: Machine Guns, Bombing, Rockets, Tracer Fire

I’ll probably want to have a few pilot-based stunts associated with that. Some of that should be easy to adapt over from existing stunts.

In terms of the Action Cards categories: Mental is used for spotting and repairs. Physical is used for maneuvers and defenses. Combat is used for attack and setting things up. Social is used for leadership, coordination and reading the enemy.

There was a brief moment when I considered having players use a separate deck for this plane. That seems crazy. I still think that mechanic might work for a shared resource or ship (ala Firefly or Ashen Stars).

PLANES
Each player gets to build their plane as they’d build a character. They get X stunts to build these. We’d begin with a set of basic templates. This would cover weight, speed, and maneuver dial. Different templates have a different initial Stunt cost. Afterwards they can spend stunts to upgrade in different areas.

Weapons: Different weapons have different arcs, different damage, different tags, and different effects (i.e. spend fate point or damage to do something). We’re making this a little more granular on the table, but I don’t want to go nuts with this. Keep the number of options reasonably small. Action Cards uses diced damage, so that opens up the possibilities- but don’t go nuts with this. Maybe 5-8 weapon options?

Maneuvers: By this I mean the base movement dial. Consider the different between fast, agile, and reliable. Put these on cards which players can then mark. I think this will be based on the plane frame/template they choose. Should they be able to modify this further?

Damage Capacity: We’ve got two factors here: Stress and Armor. Stress should be tied to the template, perhaps with a max number you could buy after that. We use straight damage pool for the diced damage. Any potential armor has two factors: # needed to cause stress against it and damage reduction. Those can be big factors, so probably worth tying heavier versions to a drawback or trouble aspect.

Extra Features: Perhaps planes have some particular Stunts? Some of that might reflect capacities, like better visuals, ejection seat, a co-pilot, etc. In particular a co-pilot might be funny as an aspect/means of absorbing a consequence. Nitro boost. Bomber. Flak or chaff. Camouflage?

Initiative # (as a measure of plane and pilot): This depends on how I want to handle initiative. If I parallel X-Wing I’ll need to have a number for this. But since I’ll likely just go with standard picked action order I can skip this. 

DOGFIGHTING
I’ve mentioned the use of Attack Wing Dials for movement. I might add elevation as a factor, but keep it super simple: low, medium, and high. Low allows attacks on ground targets. It might also allow for cover/interaction with terrain features (i.e. fights in canyons, in-between skyscrapers). A difference in elevation would add a range tick. Short medium long.

Have to figure out if I need rules for Ramming, Close Contact, Smoke and Chaff. Worth separating out into some other system or fold into usual resolution mechanics
.
Types of Plane Actions- parallel personal actions.
  • Creating Advantage
  • Attacks
  • Defenses
  • Maneuvers/Gambits (overcome?)

Should there be some typical “dogfighting”maneuvers we have laid out on the reference chart? These would have fairly defined effects:
  • Tailing
  • Shaking a Tail
  • Controlled Stall
  • Strafing
  • Out of the Sun?
  • Chicken/Bump
  • Wingman

Most Important: Clark Valentine’s Kriegszeppelin Valkyrie has an awesome mechanic which needs to be used. Planes cannot do full damage on a target unless they have created an advantage against that target (representing maneuvers). I assume environment aspects or team created ones could be used for this.

Redlining: The “Wing” games have a mechanic where pilots gain stress tokens. They have to clear those tokens before performing other actions. Most of the time stress tokens come from taking a particular maneuver. Red colored moves on the dial indicate these. They can be cleared by performing a Green colored maneuver. Stress can also come from damage effects or the use of some upgrade cards

I think we’ll use a version of this which I’m going to call Redlining. Players gain a “Redlined” state when they take certain maneuvers, as a Consequence, or as a cost on some Stunts (equivalent to spending a Fate point?). To clear a Redlining, the pilot must perform a Green move on their dial or else use some kind of Stunt to clear it. Have to think about this.
What are the effects of Redlining? I’m thinking that while in this state, you can only do standard Attack and Movement. I have to figure out exactly what that means. I’d allow for Defend against actions normally, or perhaps you might lose Defend ties while Redlined. Affected pilots wouldn’t be able to use Stunt effects (except those which would clear the Redlining).

I also want to have sky monsters, so I have to figure that out...


OK, so that’s my starting place. A few sketches to get my thoughts in order. When I have some more concrete rules, I’ll probably post those. I’ll also post my “23 Things About the World of Sky Racers Unlimited” when I get that done. Before then I’ll have to go and reread some of the gaming sources: Crimson Skies material (FASA and WizKids), Night Witches, Romance in the Air, Kriegszeppelin Zeppelin Fate, and Warbirds