Jump to content

Search the Community

Showing results for tags 'FATE'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Games
  • Discussion
  • Games Archive
  • World of Darkness: Atlanta Renato's Topics
  • World of Darkness: Attrition's Topics
  • World of Darkness: Balance of Power's Topics
  • World of Darkness: Glimpses of Darkness's Topics
  • World of Darkness: Millenium's Topics
  • World of Darkness: The Academy's Topics
  • World of Darkness: The Darkness of Space's Topics
  • Mutants & Masterminds: The Sideshow's Topics
  • Mutants & Masterminds: Evil's Topics
  • Mutants & Masterminds: Read or Die's Topics
  • Mutants & Masterminds: Open World's Topics
  • Mutants & Masterminds: Tomorrow Comes Today's Topics
  • Mutants & Masterminds: A House Divided's Topics
  • Mutants & Masterminds: Age of Heroes's Topics
  • Mutants & Masterminds: Divine Intervention's Topics
  • Mutants & Masterminds: Emerald City Sentinels's Topics
  • Mutants & Masterminds: Future Imperfect's Topics
  • Mutants & Masterminds: Legacy's Topics
  • Mutants & Masterminds: The Alabaster Academy's Topics
  • Mutants & Masterminds: Harmony City's Topics
  • Mutants & Masterminds: A Song in Time of Revolution's Topics
  • Mutants & Masterminds: Alpha World's Topics
  • Mutants & Masterminds: Galactic League's Topics
  • Mutants & Masterminds: Heroes United's Topics
  • Mutants & Masterminds: Lake City Universe's Topics
  • Mutants & Masterminds: Mecha Mayhem's Topics
  • Mutants & Masterminds: StarGate Freedom's Topics
  • Mutants & Masterminds: Struggles of Iannin's Topics
  • Mutants & Masterminds: The Family's Topics
  • Mutants & Masterminds: The Indigo Children's Topics
  • Mutants & Masterminds: The Magisterium's Topics
  • Mutants & Masterminds: The Unlikely Prophets's Topics
  • Mutants and Masterminds: Justice League of Eberron's Topics
  • Exalted: Shards of Hope's Topics
  • Exalted: Heavens Reach's Topics
  • oWoD: Light and Shadow's Topics
  • Exalted: Heaven's Warriors's Topics
  • Exalted: Dreams of Exaltation's Topics
  • Scion: The Long Night's Topics
  • Scion: Supernatural Among Us's Topics
  • BESM: Blaze Heart's Topics
  • Scion: Rise of the Fallen's Topics
  • Scion: Living Legends's Topics
  • Scion: Legends of the Wild West's Topics
  • Scion: Joint Task Force Zero's Topics
  • Scion: Hero's Topics
  • Scion: Apokálypsis's Topics
  • Numenera: A World Out Of Time's Topics
  • Numenera: The Nightmare Switch's Topics
  • Shadowrun: Agents of the Dragon's Topics
  • Shadowrun: Everybody Lies's Topics
  • Shadowrun: Into the Shadows's Topics
  • Shadowrun: Running the World's Topics
  • Star Wars: Enemies of the Empire's Topics
  • Star Wars: The New Sith Empire's Topics
  • Star Wars: The Sith War's Topics
  • Trinity Universe: Azure's Topics
  • Trinity Universe: Heroes of Tomorrow's Topics
  • Trinity Universe: The Argonauts's Topics
  • Trinity: Psions Unite!'s Trinity: Psions Unite!
  • Trinity: Stepping from the Light's Topics
  • The Strange: Into The Strange's Topics
  • Vampire: The Hounds of Zaroff's Topics
  • Vampire: The Long Night's Topics
  • Changeling-Earth 2: Freehold Earth's Topics
  • Mage 20: After The Storm's Topics
  • Fate: No Exit's Topics
  • Pathfinder: Navineh's Topics
  • The Fifth Column: Tara's Topics
  • Dragon Age: Learn to Play's Topics
  • EarthDawn: A Brave New World's Topics
  • Game of Thrones: A Cold Wind Blows's Topics
  • Eclipse Phase's Topics
  • Mutants: Crusades's Topics
  • Dragonball Victory's Topics
  • Warhammer: Shadows of Empire's Topics
  • Lords of Gossamer & Shadow's Topics
  • Jovian Chronicles (Mekton)'s Topics
  • D&D 5th Edition: Primeval Thule's Topics
  • RAVENHURST's Topics
  • Shadowplay International's SPI Discussion
  • Shadowplay International's Vampire the Requiem
  • Shadowplay International's Werewolf the Forsaken
  • Shadowplay International's Hunter the Vigil
  • Shadowplay International's Demon the Descent
  • Shadowplay International's Cross-Genre
  • BESM: Nexus Prime's Topics
  • Conan: An Age Undreamed Of's Topics
  • M&M 3E: Hero Academy's Topics
  • Scion: Modern Mythology's Topics
  • D&D 5e: A New Age's Topics
  • L5R: Blood and Jade's Topics
  • World of Darkness: The Chosen's Topics
  • Trinity: The Minerva Protocol's Topics
  • Savage RIFTS: Here Comes Tomorrow's Topics
  • Aberrant: Weirder Stuff's In Character
  • Aberrant: Weirder Stuff's Out of Character
  • Godbound: After the Apocalypse's Topics
  • RPG Adventure: Red Memory's Topics
  • THE SHADOWS a game of supernatural horror's Topics
  • Exalted: The Modern Age's Topics
  • Icons: Heroes and Marvels's Topics
  • WEIRDER STUFF's Topics
  • BESM 4th Edition Playtest's Topics
  • HEX: Punch Nazis Edition's Topics
  • Divine Right's Topics
  • Shadowrun 5E: N!Prime Runners's Topics
  • Star Wars: Knights Of The New Republic's Topics


  • Trinity Continuum
  • Trinity Universe (Original Game Versions)
    • Trinity
    • Aberrant
    • Adventure
  • Other Games

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 20 results

  1. Two years ago, a four million year long war ended. The Autobots won and the Decepticons lost, although of course, everything is more complicated than that. In the years since the final surrender of the Decepticons and Megatron going missing, the planet of Cybertron’s long-dormant techno-ecosystem has come alive, covered in strange phenomena and wildlife that makes life outside of cities difficult. Optimus Prime left the planet, bequeathing two halves of a shattered Matrix of Leadership to his two protégés, Bumblebee and Rodimus, because he felt that his presense as a wartime commander was serving as an agitant to the populace. The various non-aligned Cybertronians who left Cybertron rather than pick a side have begun to return home, having heard the signal deep in their sparks when Cybertron came alive. A resurgent Decepticon rebellion was put down, but in the aftermath, all Autobots and Decepticons were either forced to renounce their factions or be exiled from the cities, led into the wastes by Bumblebee. To try and understand what ails the planet, Rodimus set out with a crew to try and find the mythical Knights of Cybertron and their forgotten knowledge – but his ship was presumed destroyed due to a mistimed quantum jump. However, he recently returned to Cybertron along with Optimus Prime, to stop a millennia-old plot by the long-forgotten Primes trapped in a dead universe, an attack on the capital city of Iacon by an ancient city-sized unkillable Transformer, and a mad plan by former Senator Shockwave to collapse space and time to hold the present of Cybertron in stasis forever. In the aftermath – with Starscream as elected ruler of Cybertron, with Bumblebee having died trying to stop Shockwave, and with the recently returned Megatron seemingly renouncing Decepticonism and joining the Autobots – everyone is trying to figure out what to do next. Cybertron’s leaders have been contacted by a neutral space station willing to host peace talks. The station, named the Unfolded Nebula, is a massive artificial moon overseen by the Galactic Council, and its leaders are interested in seeing a peaceful resolution to the conflict between Cybertronians – mostly because it’ll stop them from infiltrating other planets and establishing outposts. The station is a long ways away, and so requires a high powered, fully crewed quantum ship to get there. Hardworking Cybertronian scientists have succeeded in creating a sister ship of sorts to the Lost Light, the most advanced exploration vessel in the Cybertronian fleet. It will need to be crewed by a mix of diplomats, scientists, dedicated warriors and the like, and due to both the commitments of command and political controversy, none of the most highly ranked Autobots or Decepticons will be on board. This ship is called the Nova Praxis; you are its crew. The future of the Cybertronian race rests in your hands. No pressure, right? FAQs: What is the basic premise of the game? You’ll be crewing a ship that is comprised of Autobots, Decepticons, and unaffiliated Transformers, and taking this ship from Cybertron out to the Unfolded Nebula station in an attempt to get peace talks between factions and the rest of the galaxy formalized. The ship is a long ways away, and so the crew will need to be mostly self-sufficient; you’ll need dedicated warriors (though after four million years of war, everyone can take care of themselves in a fight) as well as scientists, medics, diplomats, and any other job you can think of that would fit on any long-term mission. What system will you be using? Fate: Accelerated Edition. Details below. It is available via pay-what-you-want PDF here. A print copy is five dollars and 45 pages long. What kind of robots can we bring on board? Any special powers? You can be an Autobot, a Decepticon, or an unaffiliated Cybertronian (nicknamed a NAIL – non-affiliated indigenous lifeform – by Autobots and Decepticons, a name they consider derogatory.) Special powers are permitted, within the fiction’s remit – details below. What version of the dozen or so Transformers continuities will this be using? In broad strokes, the IDW comics version of Generation One. Tonewise, expect it to be close to More Than Meets The Eye; some comedy, some exploration, some dramatic tension, some firefights. In the event of contradiction, we’ll be going with my version of events. A short glossary of Transformers terms, history and culture follows. Can I play a pre-existing character? If you want to, though ideally I'd prefer to keep the major characters off-screen for this game. You can play a new character with a pre-existing name, as long as it's not too famous. How many people are you looking for? Six to seven, with space for more, permitting.
  2. https://www.youtube.com/watch?v=Ebk52iDL4tw Everyone had been to too many funerals. But the universe insisted on throwing everyone one more. The Autobot known as Bumblebee was never the strongest Autobot, or the fastest, or the most scientifically inclined. At the end, after the events of the past several years, he wasn't even the most beloved. But even many of the Decepticons who'd tried for millenia to kill him had to admit that he was the most Autobot of Autobots; fiercely loyal, intensely compassionate, and committed to his principles. His funeral was well-attended. Prowl, ever the forward planner, had dispatched guards in the event that someone tried something - but no attack came. Maybe it was the final stand-down order that Megatron had given the previous day; maybe it had been the recent attack by the ancient Metrotitan, amidst the machinations of the long-lost Transformers of the Dead Universe; maybe, after years of infighting and scrambling to maintain a fragile peace, no one was in the mood to fight. As speeches were given, those in attendance reflected on the day. For the Decepticons, everything seemed to change on that fateful day two years ago, when Galvatron - manipulated by the primordial forces of the Dead Universe - momentarily caused the combination of every single Decepticon on Cybertron to merge into a giant "omni-combiner." Robbed of will, that being was then forced to fight their leader, Megatron. After Galvatron's defeat - after Optimus Prime and Rodimus used the Matrix to heal Galvatron's infection of Vector Sigma - and without their leader, the Decepticons had surrendered. All were faced with the problem of how to peacefully co-exist with the Autobots - a state of affairs made somewhat easier by the ascent of Starscream to the role of supreme ruler of Cybertron. For those unaffiliated, everything had changed with the healing of Vector Sigma - the origin of, one way or another, all Transformer life - and the signal it had sent out to every single Transformer in the universe: "the war is over. Come home." They had arrived to see a Cybertron that had come alive with strange phenomena that were barely understood - resurgent wildlife, strange weather, energon anomalies - and cities that had been ravaged by war. The war may have been over, but its wounds were still open wide and unrepaired. For the Autobots, the loss of the Matrix of Leadership - something considered a myth by many unaffiliated, a useful prize by Decepticon orthodoxy, and a holy artifact by the Autobots - stung most of all. Without it to splice sparks from and create new, constructed-cold Transformers, and without any new hotspots that gave birth to naturally occuring sparks that could be forged into new bodies, the future of the Transformer race was in doubt like never before. It had saved them all from one threat, and its loss had created another. The Autobots closest to Bumblebee gave their speeches. Prowl gave brief, utilitarian praise to Bumblebee's pragmatic nature. Rodimus spoke of how Bumblebee had the biggest spark housed in the smallest body, and only used the phrase "until all are one" twice (a new record.) Optimus Prime, who would always be a leader of the Autobots even if he wasn't necessarily the current leader, gave the kind of inspired speech that had made him respected, even by his enemies. Then Prime gave Bumblebee his last rites. He touched the center of his chest, where his spark would be. "I commend your spark to the Allspark and the Allspark is one spark and the one spark is your spark and in this way we are all connected." All mourners present spoke in unison. "And in this way we are all connected." * * * After the funeral, several Transformers - both those in attendance at the funeral, and those who had been elsewhere on Cybertron - received summons from on high. For the Autobots Seahawk and Highlift, it came from Optimus Prime himself; for Arsenal, it came from President Starscream; for Redline and Raker, it came from former Decepticon Supreme Leader Megatron; for Algorithm, it came from Captain Rodimus. Optimus was at the embassy, helping with newcomers from Cybertron's lost colonies. Starscream was in his office at the tallest building in Iacon, Cybertron's capital city. Megatron was moving into the captain's quarters aboard the Lost Light, while Rodimus sulked worked on a hobby of his in the hangar of that ship. Everyone had heard of the Nova Praxis, the recently built sister ship to the Lost Light; a faster-than-light quantum ship, staffed with diplomats and support staff, on a mission to a station in neutral territory, in help finalizing post-war reintegration between Cybertron's factions and the rest of the universe. Some had already signed up; others were weighing their decision. Wherever they stood, the Nova Praxis was on everyone's lips, and whatever was about to be discussed had to have direct bearing on that mission.
  3. Here's the thread to post your Transformers collection of robot space dolls FATE Accelerated characters.
  4. So obviously, we have rumblings about how to keep the spirit of Aberrant and its style intact, but clean up all the mechanics issues by using a different system. Instead of Mutants and Masterminds, I'd go to a more narrative and what I consider more effective method: FATE Core. So the below are a collection of house rules and material allowing us to make novas, with examples at the end. All characters have simply been borrowed from Mutant High to use as an easy reference for the examples. Examples in practice: Curtis has the Always in the Lab (Mega-Intelligence) Aspect, reflecting not only his immense super-genius with science and technology, but his severe lack of of social skills and the associated reputation. This means there are additional ways to invoke or compel this aspect when it comes to social interaction.... Sonja has the Super-Barbie (Mega-Appearance) Aspect, referring to both her proportions and her corresponding nickname around the Academy. I personally have not figured out any additional invoke/compel uses, beyond the traditional Mega-Appearance list, but regardless, it helps make her character unique and flesh her out further. Example in practice: Alex can fire blast of solar energy with great power, chosen as a Solar Battery (Energy Projection) stunt....
  5. You've been living at the Complex - an apartment building - for some time now, after a difficult time in an eventful life. It's a place to stop, relax, and take stock of where you've been. It's situated on a peninsula where two rivers meet, and has a magnificent view of the fog-shrouded rivers and all the trappings of home. You'd love to have friends over to visit... ... except you have trouble connecting to an outside line. And trouble remembering phone numbers. You're not entirely sure how you got here. Or how long you've been here. Or when you last left. Or if you've ever left. ... and the other tenants on your floor aren't helping things. You're sure there were more doors in the hallway last week, too. And were you imagining things, or did you walk past the same floor twice when taking the stairway? And that's not even going into the strange smells, and how they make you feel, digging up memories you don't want to think about... ... but no, you're happy here. They promised and they delivered. You're happy here, aren't you? Well, aren't you? NO EXIT is a psychological horror game using the FATE Core system. The players play tenants of the Complex, which promises a nice place to get away and forget your troubles, and delivers all too well. Your memories are unreliable, and escaping the Complex whilst discovering the purpose behind it will require you to look deep inside your own memories, failings, phobias and losses, and to not flinch when they turn to look back. Inspiration for the setting and this game can be found in, of course, "No Exit" - the play about three men and women who discover that Hell is other people. Other inspirations include Lost, The Prisoner, the Paranoia RPG on its most serious settings, and the works of Phillip K. Dick at his most paranoid. I'm looking for four to five players. Familiarity with FATE Core is not a prerequisite, since FATE Core is a simple system and the act of telling me about your character will create the character. However, one thing I'm inflexible on is regular posting - at least once a week, if not twice. If you go a week without posting I will check up on you; if you go two weeks without posting I will retire your character. Slow posting (as in, over a month without posting) killed the last game I ran, and I'd rather not pour dozens of hours of effort into a game if that's going to happen again. If you've never heard of FATE Core, it's an upcoming RPG from Evil Hat Productions that leans heavily on narrative-based mechanics and story. It's very easy to learn from someone else, or if you wish, you can pitch one whole dollar into their Kickstarter's hat and get access to the full preview PDF. (More than one whole dollar nets you a lot of extras. FATE Core's Kickstarter might be the best value in gaming for the next week or so.) If I see enough interest from parties who don't have the money or the ability to pledge, I will add more details to the upcoming "how to create your character" post. Since horror is primarily based around the unknown, details about the special rules of the setting will be kept close to my chest and a level of trust will be required. I'll fill you in on how they work as they come up. Likewise, for anyone who has access to the FATE Core Kickstarter preview materials, I'd appreciate it if you kept your reading of No Exit to a minimum (I am of course going to change details.) Hopefully, people will know and trust me well enough to play fair (or as fair as anyone can in a game based around scaring players and their characters.) Besides, knowing all the details of the Complex is against the lease agreement you signed. You do remember signing it, don't you?
  6. Previously, on ,, It started out like any other day, but that changed in a hurry. ,, Through the fog of a half-remembered life, and the shock of meeting half-remembered acquaintances, you all left your apartments, in search of answers. ,, You saw things you can't explain, and things you could explain but that still set your hair on edge. You saw the residents of the Complex, half-alive, almost dreaming, and you saw the eyes of the Management hovering over everything. ,, The mysteries of the others beckon - the woman, Lana, who could speak in only a word at a time. Paul, who danced with a phantom. The caretaker Earnest, who knew where the bodies were all buried. But above all else, the same three questions haunt you: ,, Why can't I remember? ,, How did I get here? ,, And how can I leave? ,, * * * Earnest has left, his cryptic message sitting on the sign he was cleaning. Not far from the group, Uriel is waiting. Paul has wandered off, for whatever reason. So has the man known as Emanuel Francis. ,, What happens next is up to you.
  7. (Formatting stolen from Max) Name: Ira Sagebrush Song Inspiration: "Hurt" Johnny Cash cover of NIN Concept: Good Looking Trust Fund Baby Trouble: High-functioning Junkie Phase One: Ira was almost 18 and two shakes of a prostitute's ass from being kicked out of his family's house. Then it happened. He received a certified letter from the family attorney stating that his grandfather had set up a trust fund through his will. It had a balance with more digits than had a right to be a numerical figure relating to money. Ira went from the private school drug dealer that knew how to get what you wanted to pharmaceutical entrepreneur. He implemented the nugget of wisdom his friends had brainstormed while high and formed a shell corporation off-shore to import pills at a drastically reduced rate which were then repackaged and shipped into the states disguised as legitimate goods. Soon Ira would be out from under the thumb of his family. Aspect: My Way Or The Highway - Invoke to resist persuasion. Compel for him to ignore good advice/rationale. Touchstone: A chrome-plated lighter with the company logo dot-etched into the surface. ,,Phase Two: Ira met James at an after party for one of the movie adaptations of James' books. Ira; high, drunk, and starstruck convinced the author to accompany him to Vegas (James Phase 3) to 'paaaaarrrrr-taaaaaye'. He also made sure that James had access to a wide sampling of Ira's products. Ira had hoped to leash the author somehow and thereby gain a client and a contact. Who knows, perhaps an acting gig in the guy's next movie? Aspect: First One's Free - Invoke to tempt others to action. Compel to rouse Ira's chemical addictions. Touchstone: Black chip from the casino Ira stayed at. Phase Three:[inviolate] Ira's father, suspicious of his otherwise worthless son's success, hired Uriel to investigate the relatively new corporation and its operations. Ira, having made no effort to particularly cover his tracks, nor even the personnel to do so, made it quite easy for Uriel to discover the true nature of Ira's business. It was child's play to discover the depth of Ira's trust fund. Choosing instead to blackmail Ira versus revealing the drug running to Ira's father. Uriel began to bleed Ira. Every two weeks a payment was due, and every month the amount increased until Ira was forced to fold the operation. Settling with his investors (not getting shot) required cashing out everything and left him with only half his trust fund left. (All but destitute in his mind.) Uriel finished his job and reported Ira's activities to the family. This was the final straw and Ira was left to seek refuge in needles, pills, and the bottom of bottles. Aspect: It can't get any worse - Invoke to resist mental attacks. Compel (or can it?) to daze in mind-crushing despair. Touchstone: A checkbook register for his trust fund. Bonus Phase: While abroad doing 'research' on forming his shell corporation, Ira decided to partake of Oktoberfest in Germany, and stereotypically, it was filled with more foreigners than Germans. Already one sheet to the wind, he happened upon the bar in which Lien and her friends were celebrating their one last hurrah. Through guile, good looks and a willingness to pay for anything the women asked for, Ira became the escort as they bar hopped, sang karaoke, and got wasted. At one point towards the end of the night when they were all well beyond tipsy, a scavenger hunt was brought up as a brilliant idea. Ira assured them all the cars were his and proved it by popping off the first one, laughing hysterically and shoving it in his pocket. The party ended at a hotel, not the one Ira had been staying in since they couldn't find it, but a nice one and Ira was fleeced for took the Presidential Suite as that was all they had open because of the festival. Ira got very laid that night - not by Lien, but by several of her friends. Aspect: How you doin'? - Invoke to charm those who may find him attractive. Compel to charm anyone else. Touchstone: A Rolls Royce 'Spirit of Ecstasy' hood ornament. Roughly the size of a green army man. Skills +4 Deceive +3 Rapport, Resources +2 Empathy, Provoke, Notice +1 Fight, Contacts, Burglary, Athletics +1 Clarity Stunts: Mind Games - You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack. Okay, Fine! - You can use Provoke in place of Empathy to learn a targets aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.) Lie Whisperer - +2 to all Empathy rolls made to discern or discover lies, whether theyre directed at you or someone else. Refresh: 3 Ira's Apartment: Seventh Floor - (description) Aspect: U mad bro? - Conflict seems overly dramatic and unwarranted. Aspect: 24k pig sty - Top shelf everything, but with the organization of a 14 year old boy.
  8. It started as just another day at the Westmarch living complex. The fog off the river bank was thicker than normal. Not that there was ever a day the fog was thin, but on a relatively clear day, a resident in one of the higher floors could see the shoreline of the adjoining coast. Not today, however. Despite the fog, the air was only just crisp enough to invigorate those who lived there, not cold enough to chill. It was an okay day. Most days were okay. For most of the people at the Westmarch living complex - just "the Complex" as it was commonly dubbed - okay days were all they needed. They'd had one too many of the bad. Okay would do for a while. The Complex came with all the amenities the body and soul needed. If you needed something, it was ordered in, from the kiosk in the foyer. If you needed food, you could eat on site, at the coffee shop and restaurant that cooked just about everything and where the nice girl with the sad eyes put a happy face in the foam on your coffee if you looked distracted or depressed. There was an onsite doctor, there was the helpful operator on the other end of the telephone, a beautiful view, and plenty of time to think. Or just relax. Mostly relax. Everything you needed was right here. Why would you leave? Why would anyone? * * * OOC How about a little light music? * * * Emanuel Francis Emanuel's apartment was on the fifth floor. He had the windows open, because the thermostat was broken again. He found himself doodling on the back of an envelope, to pass the time. He'd ordered in food, and sipped his drink... not too quickly, because it was the time of day when the voices in the hall were raised, and he could hear them with a bit too much clarity if he was in the bathroom. He gladly paid the extra charge to have food delivered, because he found himself hurrying a bit too quickly at times when he had to walk down the hallway. He was sure that the last time he'd done it (yesterday? Last week?) there was bright yellow police tape across a door and a red stain on the carpet. But he'd looked through his keyhole, and no, everything was fine. People looked through their keyholes a lot on the fifth floor of the Complex. As he took another sip, the mail slot flipped open, and deposited his mail on the carpet. The mail was typical. Bills, bills, bills. The last package through, however, was a brightly colored envelope, that caught his eye. He found his gaze drawn to its cover. He'd seen it before. Westmarch Living Complex! If You Lived Here You'd Be Home By Now! You Won't Leave Here Unhappy. We Promise.™ He'd seen the brochure before, and that was enough to rouse suspicion, because why send him an invitation to live where he already lived? But that wasn't what drew his attention. What drew his attention was how the cover of the envelope was defaced. Words blacked out in felt pen, with little X's. Westmarch Living Complex! If You Lived XXXX You'd Be Home XX XXX! You Won't Leave Here XXXXXXX. We Promise.™ The envelope, like all the others, was sealed. The others, however, were sealed with glue. This one had been cut opened and taped shut. * * * James Duncan James Duncan didn't know if he had the best apartment in the Complex or not, but he liked to think that he did. A very tasteful couch that he took care not to spill anything on. A very tasteful poster of two women kissing - hey, it was art. A very tasteful bed with room for one (but fitting in two was twice the fun, wasn't it...?) James had an eye for art, and he wanted that painting from out in the hall, the one with the creature with the head of a man, the paws of a lion, the body of a dragon and the tail of a scorpion. Every time he'd tried to buy it, however, the Management, that guy from the Management, what was his name... it wasn't important, the Management had politely declined. James sometimes opened up his door to stare at it. He liked looking towards the door, because he could swear that when his back was turned was when the whispering started. People didn't turn their backs on their doors a lot, on the seventh floor of the Complex. Today was the day James was going to get some writing done. Right after he took in the view, which he did. And read a few old Emails, which he did. And sorted through some old documents, which he was doing, and that's when he found the slip of paper, sticking out at an angle from one of the folders. He pulled it out, and unfolded it, and stared at the picture of the wedding band, printed on the page. It was 18 karat gold. It had a large inset diamond, finely cut. It was valued at roughed $1,250 - up to $3,000 with its mated pair, since it was typically sold in pairs. He felt uncomfortably aware of the weight of the ring on his finger, which wasn't the picture on the page. The picture on the page was the ring that belonged to DON'T THINK ABOUT HER To someone. To someone important. It was appraised as a wedding band which didn't fit because... no, it fit. It fit, because YOU KNOW WHAT HAPPENS IF YOU THINK ABOUT HER Because he could feel one half of the set on his finger, and the other one was in his pocket. Where he'd put it every day since the JAMES! OH GOD JAMES I James felt the paper slip from his fingers. It drifted gently down to the floor. He knew, without looking, that the door to the hallway was behind him. * * * Uriel Arcadia Uriel passed the time by breaking into his own apartment in his head. It would be difficult. There wasn't much to hide behind. Uriel kept the walls clean and bare. Nice and boring. He liked boring. It was easy to hide in "exciting," but boring let you see it all... all little there was. The hardest part would be getting inside from the outside. Forget a second story man, you'd need a sixth story man. Uriel had wanted an apartment on the seventh, since it'd be safer, but the voice on the other end of the phone insisted that he was on the right floor, and in the end Uriel decided that the sixth was safe enough. Even then, he was sure someone had been in here. He'd kept things as bland as possible to ensure that there was nowhere to hide a mistake, and he didn't see any mistakes. there was no evidence of any mistakes, no signs of entry, but still: Uriel knew that They had been in here. He just knew. People said "I just know" a lot, on the sixth floor of the Complex. Uriel walked past the carefully arranged pile of New Age brochures, pamphlets asking him to accept Christ as his savior, along with similar pleas for received salvation from Allah, from Cthulhu, from Santa Claus and from Superman. He kept them in such a way next to the door that a careless intruder would spill them. They'd never been spilt. He was sure they'd never been spilt. But still. He just knew. He just knew. When his celphone buzzed, he about leapt out of his skin. He pulled drawers open searching for it (why was he searching for it?) He dug it out of the junk drawer, and checked its screen. You Have One (1) New Message Uriel used his phone every day, didn't he? Except not any more. That's how they tracked you. He'd gotten one with a detachable battery and he swore he'd taken it out. He just couldn't remember when. The voicemail message light blinked atop the phone, and with a slightly trembling thumb, Uriel pressed the green button. "Mmmm, hey, Uriel - " Uriel all but dropped the phone, but he kept his grip on it. The woman's voice continued. "Just calling you back. Just a casual callback. No pressure. But still. Last night. Mmm. You bad, bad boy. So I guess you know who this is, don't you? So listen, if you want to meet up again, you just call me up. Or maybe I'll call you. Maybe next time you can show me that thing you did with my handcuffs... oh, shift's starting. We'll talk later, okay? Ciao." A "new message." Except he hadn't seen her in... in... In forever. Uriel stared at the phone's screen. (DELETE) (CALL BACK) (SAVE) * * * Charles Volcov Drip. Drip. Drip. Charles was in the middle of one of his experiments. He was testing the hypothesis: just how much was a good night's sleep worth? He hadn't slept well. He tried relaxation therapy. He tried looking out the window at the relaxing view of the river. He tried, to his own personal shame, meditation, humming to himself like an idiot. None of it had worked. He had tried stuffing the door to his bedroom with spare clothes and sheets to fill the cracks. No luck. People didn't sleep too well, on the seventh floor of the Complex. He'd gotten into an argument about the leaking faucet, again, like he'd done an infinite several times before. The voice had been patient at first, and then firm. And then, so firm, that he found himself growing quiet at her tone, finding himself asking if they could please come fix his faucet. Drip. Drip. Drip. They'd set someone up earlier today. The repairman was the nice fellow who walked in and out of the front gate with his lunch in hand every day. He'd smiled the whole time, while Volcov found himself at a loss. Usually he was a good judge of character and what hidden phobias lay half-covered in the shallow grave of someone's psyche. Not with the repairman. Not with Earnest, the elderly black man with white hair who always smiled. That smile was all Charles could read. "I guarantee, Doctor Volcov - " Earnest always called Charles by his full title. "That's the last time water's going to drip out of that faucet." He was lying. Charles couldn't prove it, but he knew it. He could feel it. He lied and he smiled and Charles shook his hand before he left. Earnest walked down the hallway, whistling as he went. Not a second after Charles shut the door, the whistling stopped. He went back to organizing his research. Science marched on. The world needed sense made out of it. And there were so many mysteries to the mind left to unravel. So Charles pulled out his pen, and sat down, and - Drip. Drip. Drip. Charles about snapped the pen in half from squeezing it. Drip. Drip. Drip. It hadn't even been thirty seconds. The lying son of a bitch promised - Drip. Drip. Tak. At the sound, Charles stopped. He looked towards the kitchen. Tak. He stood up. He walked slowly towards the sink, feeling tingling along his skin building with each step, the hairs standing up. Tak. He reached the sink, and looked in, and didn't believe what he was seeing. In the midst of the small puddle formed by a few drops of water, sat three small white pills. His hand only shaking slightly, he reached out and picked one up. He looked at the half-melted lettering stamped into it. Loxitane. He'd seen the name before, though it was called "loxapine" when he'd written it out, because that was the generic drug name, and he always wrote the generic name when prescribing a drug. It was an anti-psychotic. The kind of pill you gave to someone who was prone to holding a knife to other people's throats. Tak. Another pill fell out of the faucet head. It was the case that had made him famous, back when he could do no wrong. * * * OOC You are now partially awakened, and are in control of your own actions. For all the good it may do you.
  9. From the album: No Exit

    © 2013 Evil Hat Productions, LLC

  10. Charlotte

    No Exit: The Complex

    From the album: No Exit

    © 2013 Evil Hat Productions, LLC

  11. Emanuel Francis ,, ,, Once the star architect who defined a generation, his talents are but a grim reminder of all he lost. High concept: jaded former star architect. Trouble: he let others pay for his mistakes until there was no one left. ,, Phase One A part of it may have been the sleep deprivation, but when he showed him the finalized model of the building, Emanuel Francis could see something in his former teachers eyes that hadn't been there before. Now he was the master. He had stuck to his ideas and found the thing of beauty in the non-space of self-conflicting requests and impossible requirements. Some purest form of beauty had opened up to him and let itself become manifest. Aspect: There is perfection, true beauty. Let me show it to you. (inviolate) Touchstone: Titanium plated X-Acto knife with cap. Always in breast pocket. Phase Two Emanuel Francis guest-stars in the story of Uriel Arcadia. Uriel Arcadia used some of the windfall from the Intel job to arrange for a save house with style. He managed to get to the architect of a high-rise just as the final stage of construction was ramping up. "You know, this is highly unusual. I can easily arrange for you to acquire the apartment off the books. But keeping everything electronic about your condo air-gaped from the rest of the complex will get me into micro-management hell. This will cost you more than just money." Emanuel Francis leaned across the table. "I know a man of talent when I see one. This will cost you a favor. Do we have an agreement?" Emanuel Francis' second Aspect: Aspect: People are complex tools, but infinitely useful if you know how to wield them. Touchstone: Book of matches from the restaurant they met at. Phase Three Emanuel Francis gets a push towards the complex and Damien Drake makes an appearance. For the first couple of days there were rumors, that the Fielding Tower had been the target of a terrorist attack. The elegant skyscraper, crown achievement of Emanuel C. Francis, collapsed like a house of cards. Within an hour the renown architect was in front of the press, putting the blame at the structural engineer. As if it hadn't been clear that the life he had build for himself was over, horror author Damien Drake got into touch for details on 'what can go wrong with skyscrapers' for the final book in his series. Emanuel Francis' third Aspect: Aspect: I know who is to blame and it certainly is not me. Touchstone: Transparent screw and nut. Skills +4 Crafts +3 Will, Lore +2 Intimidation, Notice, Investigation +1 Resources, Rapport, Burglary, Deceit Stunts: " I can see what was the process behind this" Crafts: Can make an overcome roll to find a weakness in or altogether bypass an obstacle by sensing the structure and history behind it. Usually involves the process in which the obstacle was designed or constructed. Refresh: 3 The apartment at the complex is in the fifth floor. It has these two aspects: Extremely well organized. Too well, actually. Sometimes you can hear noises from the vent in the bathroom. Maybe voices.
  12. Doctor Charles Volcov Concept/Aspect: Unbalanced Behavioral Psychologist Invoke: Identify, predict and exploit psychological and behavioral patterns in others Compel: Treat people as experimental subjects Problem/Aspect: Amoral Curiosity Invoke: It's a problem! Compel: Pursue scientific inquiry at the cost of more immediate practical or ethical concerns Phase 1: Aspect:Trust me I'm a Doctor Invoke: Influence others by imposing medical/professional authority Compel: Negative reactions from those who dislike or mistrust doctors Touchstone: A bound copy of his dissertation Phase 2: Aspect: Science will outlive us all Invoke: Use science (lore) to solve problems where conventional wisdom fails Compel: Use science to solve problems where conventional wisdom is clearly the way to go Touchstone: A thumb drive containing brain scans and test results from 'Damien Drake's' first and only session. Phase 3: Aspect: Manipulating other's emotions is science, manipulating your own is art Invoke: Disregard and contain an emotional response or condition for later Compel: A contained emotional response is released uncontrolled/nervous breakdown Touchstone: A team photograph of his old lab posing in front of their FMRI machine. Skills: Empathy +4 Lore, Will,+3 Notice,Crafts,Investigation+2 Contacts, Deceit, Physique, Fighting +1 Stunts: Specialist (+2 to psychology related lore) Psychologist What You Really Want You can use empathy instead of rapport when using overcome to convince an individual to take a specific course of action. You must have observed and/or spoken with the subject sufficiently to get a read on them (at least a few minutes) earlier in the scene. ,, Room aspects: 7th floor 1: Doctor's Office. The whole apartment feels more like an office waiting room... or maybe a rubber room. Everything is white, soft and sterile, yet vaguely uncomfortable. 2: Ongoing research. Books and papers are stored everywhere. The material, mostly on psychology and related topics, is well organized and tidy but unusually ubiquitous. ,,
  13. Name: James Duncan (pen name: Damien Drake) Concept: Haunted Writer of Horror Trouble: Cynical Bastard ,, Phase Zero (Bonus Phase) James' wife, Victoria, was a medic in the Navy, who trained with a woman named Lien. Though the two were not close friends, Lien and James shared a moment of mutual pain at Victoria's funeral. Lien gave James Vicky's dog tags that she'd recovered, and James let Lien have one of his wife's ribbons as a memento. Lien was the one who told James the full details of the accident when the Navy had been very close-mouthed and unwilling to part with specifics. ,, Aspect: I Can Handle The Truth (invoke to deal with hard facts; compel to refuse to back down from dangerous/difficult investigations). ,, Touchstone: Victoria's dogtags. ,, Phase One After the tragic death of his wife, James Duncan suffers a nervous breakdown. For awhile he seeks professional help with a sinister therapist, but in a barroom brawl that goes horribly awry, he is shocked out of his depression and has a moment of clarity. He quits his job as a teacher, and begins a career as a novelist...ending his sessions with the therapist with his newfound resolve to find a way through these bad times on his own. Aspect: I'll Deal With It Myself (invoke to withstand mental stress, compel to refuse outside help with recovering) Touchstone: His wife's wedding ring; recovered from her body. Phase Two During his therapy, James met a struggling artist. Their conversations impressed James, and disturbed him. After witnessing a terrible incident at a bar, when a fight went bad, the artist gave him a moment of clarity that would lead him to reject therapy and take up writing. As a way of saying thanks, he introduced the artist to a friend of he and his wife's who owned an art gallery. Aspect: I Don't Know Art, But I Know What I Like (invoke to gain insight from piece of artwork, compel to subject him to uncontrollable emotions related to the piece) Touchstone: A little sample piece from Howard that he let James keep. Phase Three Economically successful, but constantly suffering inside, James lives a lavish and self-destructive life until a fateful night in Vegas, after finishing his final manuscript in a highly successful series, he woke up in a police car after a hard night of partying being driven to the local jail. On the way he had an eye-opening conversation with a police officer in which he learned that his books were (possibly) being connected to a rash of incidents of self-inflicted injury and suicide. This thought so profoundly disturbed him that he decided not to release his new book after all...a decision that his agent and publisher begged to differ with. Aspect: You're Not The Boss Of Me (invoke to resist authority figures' demands, compel to reject otherwise good advice from someone claiming authority) Touchstone: Newspaper clipping of headline referring to a suicide he thinks he caused. Skills +4 Lore +3 Will, Empathy +2 Investigation, Resources, Notice +1 Deceit, Fighting, Intimidate, Rapport Stunts: Eye for Soft Spots - +2 on Empathy rolls to Create Advantage due to detecting mental or social weaknesses that can be exploited. I've Read About That - Spend a FATE point to substitute Lore for any other skill, as long as it can be justified as something he's read about. It's Not Real Clarity is My Weapon Refresh: 2 James' Apartment: Seventh Floor Aspect: What Was That? (spooky noises and half-glimpsed movements frequent the room) Aspect: Swank Pad (furnishings are very nice, but also cost more to replace or clean; definite 'bachelor' feel to it)
  14. High Concept – Ex-Con Bar Bouncer Looking to Start Over Trouble – Can’t Say No To A Fight Memories Tough as Stone (Inviolate) – Big, rough-looking girls have trouble getting jobs. Agrippina was lucky that she found the job bouncing at a lesbian bar. It saved her from a life of “Would you like fries with that” or factory work. The pay was decent, and sometimes she even got laid. For five years, it was a good gig. A patron at the bar smashed her over the head with a bottle, which broke and slashed all the way down to her chin. She still finished the fight and got him out the door, though she lost track of him after and didn’t get his name. It cost Agri several stitches and left her with a nasty scar. The surgery to repair the scar was outside her budget. Agri was never a pretty woman, but to have her face disfigured only made it worse. Touchstone: Bottlecap from the brand of beer Some People are Good People – Right after getting out of prison, Agri was down on her luck. She couldn’t find anywhere to live and food was hard to come by. She ran into a young woman named Lien who gave her a place to sleep for the evening. It reminded Agrippina that not everyone was harsh and mean. Touchstone: one of the dollars that Lien gave her Face of a Killer – Agrippina saw the patron who’d given her the scar again; this time, it was the patron who went to hospital, only he didn’t leave. Agrippina was convicted of manslaughter and served ten years in prison. There were no more legal jobs for an ex-con who couldn’t keep her temper. There were plenty of illegal ones and her face only helps her in certain professions. Touchstone: The ‘good luck’ ring of her mother’s that she wore to court the day of her conviction Floor: Fifth Apartment Spartan – Agrippina has never collected much stuff and in ten years in prison, your things walk away. She’s got nothing to hold her down. Zen – While in prison, Agrippina learned how to meditate. While she doesn’t remember most of that now, she instinctively picked an apartment that is very calming – neutral gray walls, hardwood floors and mostly whites and blues. Skills: Clarity – 1 Fight – 4 Physique – 3 Provoke – 3 Athletics – 2 Shoot – 2 (note, this is mostly to cover thrown objects) Will – 2 Contacts – 1 Craft – 1 Deceive – 1 Notice – 1 Stunts: Killing Stroke Danger Sense Tough as Nails Refresh: 3
  15. Uriel Arcadia High Concept: Ex-Corporate Spy, Trouble: Right Leg that Acts Up. First Phase Aspect: Deal-breaking is unacceptable. On one of Uriel's earliest corporate espionage missions, where he was contracted to acquire CPU designs for Intel, the executive who hired him got the bright idea of trying to frame Uriel. It failed, and left the VP the target of Uriel's attentions. Thus the man went through a series of issues before being effectively exposed and denounced by Intel... the corporation paid Uriel twice the amount he'd agreed to. ,, Touchstone: A copy of the event's paycheck Uriel eventually received, bronzed and framed. ,, Second Phase Aspect: Trust Issues. (Inviolate) His Affair with Josephina Touchstone: A picture of the two of them. ,, Third Phase Aspect: I will not be coerced! Uriel's choice of staying at the Complex. was not as voluntary or independent as he remembered.... ,, ,, Fourth Aspect: Threw The Book At Him James Duncan had gotten cold feet, but the publisher smelled literary sales gold and wouldn't let 'Damien Drake' back out. This hadn't been his usual kind of client or job, but Uriel Arcadia had been sent in, to shock Duncan back into writing. Of course, a horror writer makes it easier... Uriel set up subtle spooking to unnerve Duncan, who found himself using the writer to cope with the sudden suspicions. It got the job done and Uriel paid, but a sliver of doubt stung. What had he descended to do? ,, Skills ,, Deceive +4 Stealth +3, Investigate +3 Rapport +2, Notice +2, Empathy +2, Clarity +2 Athletics +1, Burglary +1, Lore +1, Will +1 ,, Stunts Lie Whisperer: +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else. Mind Games: You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack. Lies upon Lies: +2 to create a Deceive advantage against someone who has believed one of your lies already during this session. Always a Way Out: +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location. ,, Other Stats Refresh: 2 Physical Stress Track: 1 point, 2 point Mental Stress Track: 1 point, 2 point, 3 point ,, Consequences None ,, Apartment Floor: Sixth ,, Aspects: - Meticulously Clean - Standard Bland Walls
  16. Lien Binti Siva High Concept: Ex-Fleet Marine Force (FMF) Navy Corpsman Medic Mother (Combat and medical training, experience, and expertise.) Trouble: Body After Baby (Hormonal surges, fatigues easier, sore muscles & etc....) Memories Patriotic Escape (Lien refuses to be cowed or 'put in her place'; she is also has incredible integrity and loyalty.) Lien joined the Navy on her 18th birthday after having earned her GED so she could join before her senior year at high school was up. The daughter of first generation Americans that still held strongly to their Malaysian Islamic heritage, Lien wanted a more ‘truly American’ life than her parents would let her have and so rebelled by enlisting in the Navy. Touchstone: Her FMF Navy Corpsman pin. Life Has No Second Chances (Lien knows that 'safe' is always a relative term; she tends to be alert and prepared but sometimes can hesitate too long because of her caution.) Lien's first brush with death in the military happened before she even left the states: during a training scenario, one of Lien's squadmates was killed in a freak accident. Despite strong "suggestions" to avoid the grieving widower or provide him with details of the accident that he might use in a hypothetical suit against the Navy, Lien sought him out at the wake. She told James what had happened, what she had seen at least, hoping it would give him closure and asking if she could keep his wife's pistol marksmanship ribbon as a keepsake. Lien had helped her earn it, spending much of her free time at the range with his wife and making one of her first close friends in Navy as well. James allowed her to take the ribbon and Lien glued it to the back of her Corpsman pin; it wouldn't show when she wore the pin for formal events, but Lien would feel that her friend was still there with her in some small way. Everyone Needs Shore Leave (Guest-starring in Ira's bonus memory) On her shore leave in Germany just before being transferred over for training as with a Marine unit, Lien and a group of her Navy medic girlfriends took one last shore leave together. They hit the bars hard and ran into a pretentious but hot and loaded young man named Ira; after several free rounds on him, the laughing, giggling party roaved outside for a round car vandalism pranks. Looking back on it, Lien's pretty sure Ira or someone slipped a little extra into the drinks. Not GHB, they all remembered too much, but there was a table-dancing incident she's never quite lived down and the next morning when she went hunting for each member of their little band, she found most of them in Ira's larger-than-a-king sized bed. Thankfully, she'd woken up on one of the couches in the living room. She also found her trophy from their escapades in the streets: the hood ornament of an Excalibur show car parked in the garage of Ira's hotel. She rallied the hung-over troops and herded everyone back to base, but she kept the ornament and had it fashioned into a pendant. One last big hurrah before settling in to the serious work. Don’t Screw the Boss Inviolate (Lien knows how to work well in a unit, but is distrustful of charismatic leaders and very attuned, almost to a paranoid level, to group dynamics.) She trained as a Corpsman, but discovered a love of combat and an untapped aggressive streak in her basic training; melding the two with great proficiency, she was offered the chance to join the Fleet Marine Force and serve with the Marines. Her commanding officer became Captain Eric Miles and after several months of service in the field with her MSOT (Marine Special Operations Team), she and Eric began an affair. Members of the team figured out the affair pretty quickly and one, Jerald Epson, out of a mix of spite, jealousy, and just plain voyeurism, set up his Smartphone to tape them. The video was discovered by the rest of the team and someone (she still isn’t sure), sent it to the military police. Lien was removed from the team while the situation was investigated. Eric’s family and family friends closed rank, all military legacies themselves, and after Lien tested positive for pregnancy, she was quietly offered medical discharge in return for keeping quiet about the affair and legally disavowing any member of her MSOT as the father. For the first few weeks after her discharge, she lived on an emotional bender: living out of a hovel of a extended stay hotels as she aimlessly wandered from city to city, going to bars to pick up guys (because, hey, she was already pregnant), and avoiding doctor check-ups or finding a OBGYN. Eventually she had a one-night stand with a man with the name of an angel (if that was his real name). She woke up in a much nicer hotel room than she was used to and nausea that made her wonder if she'd forgotten going on a bender the night before. Uriel woke up to the sounds of retching and managed to coax out of Lien that she was pregnant, not hung over or overdosing. The reality of her situation finally set in and Lien literally sobbed out her story to a man she'd only intended to know for twelve hours. He got her cleaned up, cried out, and on the phone with a local women's clinic before paying for the room for the rest of the weekend and walking out of her life. Touchstone: Her smartphone, with pictures of her unit, Jerald’s video, and several ultrasounds. Life After Shame (Lien has moved passed really being able to be embarrassed and has little time for other people's preconceptions. It makes her clear-headed and strong-willed while still leaving her compassion in place.) Lien considered going home. She even called her mother, who quietly but firmly insinuated that there would not be heartfelt welcome waiting for her or her bastard child if she showed up on their doorstep. So, Lien looked up a friend, Fiona, that had gone through Basic with her and left after her first tour was over. She took Lien in, but her friend had a bad habit of bringing home strays, animals and people. The animals were easy enough to deal with, Fiona would take them to no-kill shelters and the two would have ice cream over how nice of people they were. The people-strays were far more of an issue. Beyond the problem of space (one-bedroom apartment), Fiona didn't like strangers in and out of the house all the time and she knew Lien was going through a fair amount of her savings helping out people that were likely to blow it on drugs and booze as much as food or new clothes for job interviews. The last stray-straw made it through their door during Lien's fifth month: a scarred, unnatractive woman named Agrippina Solas. Lien brought her home, patched her up from some bruises and cuts she didn't ask where they came from, and gave her enough money to get through a week or so under the disapproving glare of Fiona. Fiona decided Lien needed to focus on her own life more and helped her get back into school, with an eye towards eventually getting her MD. After Lien was settled into school, she also helped her find a new place to move into, hoping having to be more responsible for herself and her home would keep Lien from trying to fix everyone else's problems because she didn't know how to fix her own. The Westmarch Living Complex not only accepted Lien’s student loans as acceptable income, but the two-bedroom loft apartment on the seventh floor that was currently open had an amazing view out the circle window of the spacious living room. Touchstone: Her keychain with keys to Fiona’s apartment and her Westmarch apartment. Apartment Aspects Floor: Seventh Spacious: The apartment is large and airy, well-lit by the windows. Cluttered: The apartment is a move-in mess, filled with basic furniture, baby accoutrements, and lots of unpacked boxes with who knows what in them. Skills +4 Lore +3 Physique, Will +2 Fight, Shoot, Stealth +1 Athletics, Clarity, Empathy, Notice, Rapport Stunts Medic (Lore): +2 to all Lore rolls relating to medical knowledge and application. Deadly (Fight): Killing Stroke, pg. 111 It’s Not Real! (Clarity): Spend a Fate Point to use Clarity to grant an Advantage to another player to see through the lies of the Complex. Other Stats Refresh: 3 Physical Stress Track: 1 point, 2 point, 3 point, 4 point Mental Stress Track: 1 point, 2 point, 3 point, 4 point
  17. Charlotte

    Fifth Floor Sign

    From the album: No Exit

  18. All the currently available FATE books are available for hardcover and pay-what-you-want PDF here. ,, This selfsame page also lets you kick a few bucks their way should you have happened upon the PDF and think it's worth said few bucks. You can also download the PDF of the rules from them at no cost. ,, Their recommended payment amount for FATE Core is a dollar. That might be the best deal I've seen in gaming.
  19. In No Exit, when you have encountered someone from your Phase Trio and spend sufficient time together, the experience you shared - positive or negative - strengthens your memories, and gives you Clarity. Clarity is a custom skill used in No Exit. It is advanced independent of the skill pyramid via special circumstances in play, but it draws its Stunts from the same Stunt/Refresh ratio that other Stunts draw from. ,, ,, Clarity represents the ability of a character to spot the illusions crafted around them and spot the inaccuracies of deceptions perpetrated by the Complex. Each player begins with Clarity at +1 to indicate that they are conscious of something odd occurring around them. However, any advancement in Clarity must be earned ingame through confrontation with the mysteries of a player's past. Overcome: You can use Clarity to face down the mind-bending obstacles of the Complex. When presented with a never-ending hallway, or a staircase that loops on itself forever, you call upon your Clarity to see through the illusions and see what is really in front of you. Create an Advantage: You can use Clarity to place aspects on yourself that indicate your ability to see past individual components of the Complex's lies (example: you do not feel the vertigo on the roof). Attack: You can channel your Clarity into an attack that destabilizes the Complex's hold on you through sheer power of disbelief. Defend: Clarity is used to Defend against the mind games of the Management, such as attacks of Deceit, Rapport or Intimidation. Stunts: It's Not Real! With the expenditure of a Fate Point, use Clarity to Create an Advantage so that another player may see through the lies of the Complex. I Remember Now! With the expenditure of a Fate Point, your character may delve into their memories to dredge up the use of a Skill they do not have on their character sheet. The character only has as many ranks in that Skill as they have in Clarity and may be used for the remainder of the scene. Clarity Is My Weapon When combating an agent of the Complex, you may use Clarity in place of Fighting for your attack. The player must be utilizing one of their Touchstones to focus the attack. How Clarity is Gained To increase Clarity to +2 and to +3, you must confront your own worst enemy: yourself. The longer your character has been at the Complex, the less Clarity they have about their own memories. These memories and their power are what gives players the strength to face down their demons and fight against the crushing atmosphere of the Complex. Only through focus on their memories can characters explore the pieces of their past that have bogged them down and grant them the strength to face where they are now. How does that work in game play? Well, remember your Phase Trio? One of those memories was designated as inviolate - this is where your +1 rank in Clarity comes from. (Before you were jolted awake by whatever did the jolting, you had Clarity 0 - but this memory was still inviolate.) The other two memories from your Phase Trio, by contrast, happened... but they may not have happened exactly as you remember them. You have forgotten details. Important ones. During play, when you Invoke one of the Aspects tied to these other two memories to Create an Advantage or to Overcome, I may - or may not - give you the option to forego the boost that FATE point gave you, in favor of increasing your Clarity by 1 rank. If you accept, you will be PMed an extended flashback detailing the truth behind the Invoked memory. Whether or not you like what you find out about yourself or what you've done in your life - well, can't help you there. This is a horror game. Once the flashback resolves and the player faces down the demons of that memory, the associated Aspect is changed into a new one via Revelation. This new Aspect can relate to the memory, or to your reaction to the memory - you may come out with a determination to do the opposite of what you remember doing, or with a redoubled dedication. It must change in some way, however - and this is the only way in which your Aspects in this game can be changed. For example, Melinda may change her Aspect to I Know Todd Tried To Kill Me, if she's not about to let that sort of thing go - or she might decide to Let Bygones Be Bygones instead. A Revelation about your own memories is one of the most important moments your character will experience in this game. So don't tread lightly. Sacrificing Memory and Loss There will be moments throughout play, however, when a character might desperately need to Overcome a situation or create a serious Advantage to beat an obstacle thrown at them by the Complex. To do this they may choose to sacrifice a single Touchstone (and its associated memory) to create a major Advantage or Overcome something serious. However, in doing so, your character is literally relinquishing that memory to face down the situation. The Touchstone associated with it is destroyed - the vase shatters, the lucky rabbit's foot falls from your hand down the drain - and the Aspect associated with that memory is also now gone and cannot be replaced with anything. Your character gave up an important piece of themselves in that moment, never to be reclaimed. You also lose a corresponding point of Clarity. Characters may sacrifice multiple Touchstones and Aspects should they deem it necessary. Upon the loss of the third Aspect and associated Touchstone, they gain an immediate Severe Mental Consequence that should reflect their now nearly total amnesiac state. These characters are considered lost. They become empty versions of their former selves, content to remain in near mindless solitude at the Complex forever. ,, You may do this with an Aspect you have discovered the true nature of, should the memory be too much to bear. Once it's gone, however, there's no getting it back. Do you toss away memories you can't endure any more - perhaps playing into the Complex's hands - or do you hold onto them, even if the whole reason you came here was because they led your life to pain and ruin? ,, I can't answer that. The choice - and consequences - are yours.
  20. This is something I threw together in the hopes of better organizing this game.
  • Create New...