Wednesday, December 5, 2018

Facebook Q&A with Marko - The answers! - Part 1/2

Q&A is ready. All my answers are below. Took a full day to go through all of them. The google doc is 26 pages long. Why do I do this to myself :O Anyways, enjoy. If you have follow up questions or want to discuss, do so below.

START: QUESTION: What does Gaelic look like ? Is it as dangerous, icy and cold as Britain ? Or is it warmer and safer ? ANSWER: Gaelik is intentionally left as blank and for GM’s to explore. We’ve been teasing the place in Black Atlantic through Soufiane’s obsession with it, to give GM’s a reason to travel there, but it’s up to you what you want to do there. Wanna plant a secret RG base there? Do it. Wanna create an absurd Fomori-inspired Clan that rules the Peninsula and wages war against the Pictons? Here you go. Wanna drop a strange offshoot facility of the Spitalians there, that is studying Primer-phenomena? Be my guest.

QUESTION: What are your thoughts about integrating Palers characters in a group ? They are often pictured by new GMs as the worst cult to have in a party. What kinds of plot hook would you use to justify their presence ? ANSWER: Chroniclers switch the light on. Palers switch the light off. They’re both sides of the same coin. A Paler can be on par with any Chronicler in terms of Artefact Lore, or the use of Tech V+ objects. As a player character a Paler is deeply interwoven with the metaplot, sometimes even knows relevant features, that are unknown to the the entire party. Thus he can be more than useful in a story-heavy metaplot driven campaign. Outside of that, Palers are saboteurs: Does your party have beef with a Chronicler-nemesis? The Paler is your antidote. Being outsiders themselves, they’re also having a far easier time getting along with other outcast factions such as Scrappers and Apocalyptics. Scrappers in general don’t consider them worse than Chroniclers. But in any case, a Paler player should invest time into his motivation and plot his backstory out, to make him a fully enjoyable member of a party. The same can be said for any Cult really, but there are those, whom people normally have an easier time justifying. If you want a few random ideas, here we go: 1. The Paler needs to be part of the group to cross the Alps. The party is his cover from the Hellvetic patrols. What he doesn’t tell the group is that he knows a secret passage through one of the Hellvetic tunnels, which leads the party right into an adventure. 2. The Paler shares a common enemy with the group. A Shutter/Fuse/Scalar has given the party a hard time and now they are ready to take revenge. 3. The party is being influenced and played by a Sleeper, but the Paler is the only one capable of revealing the information, which garners him the trust of the group. 4. The Paler teams up with a platoon of Spitalians to destroy a sporefield and kill a Resident. Not because he cares, but because the goddamn field grew atop a secret bunker. 5. The Paler fell from grace and abandoned his people in favor of the outside world. He loves the air and the sun and the twitter of birds and never wants to return underground.

QUESTION: What are the kinds of clans we can imagine in Pollen ? Are they all nomadics and as tribal as the one we see in PP ? What are some examples of clans you have in mind for this region ? ANSWER: Nomadic tribes are the most common, but you have settled areas across the landscape, which allow for more civilized tribes. Wroclaw is a city-state that has its own Clan, the Druschnikks who ally with the Piast, the ruler of Wroclaw. The general question you need to ask yourself when designing Clans in that region is how they get along with the heavy Biokinetic and Sporebeast infestations in Pollen? Is the Clan breeding Psychonauts, worshipping or antagonizing them? Are they allies of the Spitalians, or independent? Do they ally with settled Clans, or are they self-sufficient? Do they trade Burn with the Apocalyptics of Pollen, or are they even falling under their sway? Do they convert to Anabaptism or harbor ancient traditions of their own?

QUESTION: Hey Marko ! How's it going for you and the SMV gang ? What's your advices on playing an Anubian in a European setting, especially the priest side of the cult ? ANSWER: The question is rather broad and you’d have to specify it. Every character is an individual first and a Cultist second. An Anubian specifically will have his own personal motivation to be in the land of the Crow. Is he looking for transcendence through killing or understanding Homo Degenesis? Is he there to be a religious judge and statue of morale for his African brothers? Is he there for ceremonial reasons or does he try to take on medical burdens? Did his Cult send him on a journey to find others like him, or is that maybe even part of his intrinsic motivation? Does he just follow along for the sake of adventure, or does he want to uncover a greater truth about his own Cult, that is being kept a secret from him? I think the most important questions you need to ask yourself are: What does your Character want, and what is he willing to sacrifice to achieve this goal.

QUESTION: In BA, we see the dark side of the Scourgers through one of the NPCs bio. What is the current state in Africa ? The region is so wild, I can't quite imagine that everything is going well everywhere and all Clans accepting the triumvirat's domination over it. Without even mentioning "The Road”. ANSWER: Of course there is conflict in the hinterland. The holy trinity between Neolibyans, Scourgers and Anubians is a picture of unity painted to impress the Crow, but you have tremendous upheaval and conflict that is generated among the many villages and tribes that dot the North African coastline. Leopards do their shady business sabotaging the work of the trader kings. Apocalyptics have settled into many of the major cities, building new nests and headquarters. Black Scrappers have their own business going on, claiming allegiance with those Neolibyans who pay the best fees. And then you have the ruling Sheikhs infighting one another over territory, resources, concessions, fame and manpower. There is pressure applied on the chieftains of backward villages to modernize their infrastructure and adopt the traditions Tripol suggests. Chieftains need to beg for enormous loans at the Bank of Commerce to fund their modernizations, thus accumulating debt that cannot be paid off in the following three generations. Above all that you have the rise and fall of local powers; Raiders wrestling for the best trade routes; Great Hunters duelling over the greatest of trophies; Slave rebellions; AMSUMO units that were deployed centuries ago to stop the HIVE-migrants suddenly reawakening and running rampant. Africa is as exciting as you want it to be. The fact that three Cults work together to raise hell in Europe, doesn’t mean things are all fine and dandy at home. Tripol is a cesspool of intrigue and high end economics, mixed with religion and military might. A highly explosive combination…

QUESTION: What about the rest of the world? What happened in America or Asia? ANSWER: This question comes up a lot, and I’m gonna drive a nail through the coffin on this one. Degenesis was never intended to go to these places. There is something that happened there during the Eshaton, which will be partially be revealed during Modus Operandi, but it’s pretty much the same info we’ve already given at the very beginning of Primal Punk. That doesn’t mean you should not go there. If you plan a campaign of Neolibyans and Scrappers trying to get to America, be my guest. If you want to play Degenesis in Australia with Dingo-Mutants and crazy Aborigine-Occultists, do so. If you want to place Degenesis into a post-apocalyptic India and China, with a grotesque fusion of Dharma-inspired Cults – seriously go for it. I’d love to see what you come up with. But for the ongoing story I’m trying to tell with the official publications, these places have no relevance to the plot. That doesn’t mean I’m dismissing them as potentially great backdrops for campaigns, but that they’re not part of the metastory that has been told so far and they won’t be anytime soon.

QUESTION: I'm actually thinking about creating a "Appendix: Degenesis", the equivalent for Degenesis of the famous Appendix N, which gave food for the GM's minds in the first edition of D&D. Just like the scraping-ships documentary you just shared, what are the unknown sources that could feed a mind of a Degenesis GM ? Yeah, to be more precise: the unknown movies, documentaries, bands, artists, that inspired you for the world-building and stories. What should we watch / listen to / read / etc to "complete" the Degenesis experience. ANSWER: There are virtually countless books, music, games and films that inspired Degenesis to become what it is today. If I’d have to make a shortlist, here would be some of my favorite picks, to get you into the right mood to run the game: FILMS: Conan, the Barbarian, MAD MAX, Dune. (These three movies are must see in combination to understand the primal, the post-apocalyptic and the sci-fi aspects that influenced the game) Runners up: Van Diemen’s Land, There Will Be Blood, Irreversible, Snowtown Murders, Altered States. These are inspirations for deep and disturbing psychological character studies. BOOKS: All quiet on the Western Front, Gulag Archipelago, One Day in the Life of Ivan Denisovich, Ham on Rye, Tropic of Cancer (for literature) Shadow of the Torturer, Dune, The Road (for fiction) COMICS: From Hell, Niege, Le Sommeil du monstre, Akira MUSIC: Too many to mention. Also, my taste is quite broad. I enjoy Beyoncé as much as I like Rammstein GAMES: Dark Earth, The Last of Us

QUESTION: Is Istanbul still inhabited and if yes what is the mood in the city and the ruling factions? If no, what's it like? ANSWER: The same answer applies as given for Gaelik. I won’t be able to dig into Istanbul and the remnants of Turkey anytime soon. Consider it a blank white spot on the map that you can fill up with your own ideas.

QUESTION: Within the Anabaptist cult the ascetic path is one of self-sacrifice and endurance, so I can easily picture an elysian becoming a sublime but I have more difficulties seeing one becoming an emissary, which aside from the emanations require some sort of personal ambition and somewhat martial mindset. What could bring a character from this branch on the emissary path? ANSWER: Becoming an Emissary means that you carry the conviction of the Anabaptists in your heart, and you want to spread their word as far and as wide as possible. You are a person of pure faith, your words are both justice and hope for the people and further the Cults goals by bringing in new converts. An Ascetic can follow the path of an Emissary with ease. His lifestyle alone makes one a perfect missionary. Example: “Look, everything I own, I wear on my body. My brothers and sisters clothed me, and they fed me, so I could come to you with our promise of salvation. I lead a humble life of strife and hardship, one for which I am rewarded with the brotherhood of the Anabaptists. Our faith is unlike any other. You mean something to us from the moment you are touched by the Pneuma that lives in all things. You belong to us as soon as you can carry a spade and till a field. We are by your side, when we stand together against the Demiurge – and we will cloth you and fed you, so you are never starving and never cold.” For reference, Yasen himself in BA is quite the example of an ascetic Emissary. The importance is to not underestimate the Ascetics, just because they’re not the fighter class of the Cult. Many of them a sharp with words, can agitate crowds, are furious examples of self-sacrifice, and actively spread faith into regions other Cults struggle to penetrate with their influence.

QUESTION: What does an inner land afrikan city look like? Are there as influential as their coastal counterparts or do they suffer from a provincial stigma? ANSWER: Africa thrives through its Coastal cities. They are the backbone of its wealth, power, expansion and progress. The cities in the hinterland simply can’t compete. They lack the infrastructure, the trade routes, the influx of goods and plunder of artifacts that made the Coastal cities rich. There are several developed provinces, especially those who can lay claim to be the birthplace of a famous Neolibyan or villages who have brought forth heroic Scourger packs, but they’re outclassed by the Coastline settlements.

QUESTION: To what point is a given Anubian aware of his position and role in the great scheme of things and how is this knowledge, if any, passed down to him? ANSWER: He is aware of the importance of his role from the beginning. After his initiation he is travelling on a path of metamorphosis. However, only through the transformation he undertakes as he progresses, he will be able to see his destiny clearer. Every Anubian who achieves the rank of a Hogon is bound to leave for Cairo, where the final part of his journey awaits. And only when he gets closer to this last part of his existence, he understands the grander scope of things and the importance of it all. I know this sounds mystical as fuck but I promise, more will be revealed very soon in both JUSTITIAN and MODUS OPERANDI.

QUESTION: I know I may get rebuked for this but here goes nothing: what the hell is happening in Cairo??? ANSWER: I don’t want to spoil our future books, so I can’t really give you the full info just yet. But I can tell you to keep your eyes peeled on the upcoming JUSITITIAN preview, which will drop some major hints at what’s going on.

QUESTION: Marko, how are you, man? Needless to say your work is as fascinating as inspiring. So, i would like to know what are your plans for southamerica? I particularly live in Colombia and well, this huge region of the world needs and deserves a whole sourcebook. Taking into account there is the amazon rainforest, that both pacifique and atlantic ocean surround the continent, and well, all the great mystic potencial in the zone, what are your plans for the region? Thanks, Marko! ANSWER: You’ll have to wait until the release of Modus Operandi to get more insight into what happened to your Continent.

QUESTION: Ok, important one for me: I'm trying to launch a campaign, where all the PC are characters from the same, new & little Apocalyptic flock. Their Nest is a boat, and they are trying to make themselves a name on the Mediterranean sea. But I'm struggling to find inspiration for the coastal cities. What do you think ? What would be the basic hooks you would use yourself for this campaign ? Can my Scrapper named White Whale "The Fat" be canon in the universe ? Important questions ANSWER: I like the idea of a Nest on a boat. Always mobile, always somewhere else. That gives a lot of fodder for great dynamic campaigns. As for inspirations for Coastal cities: 3 major places where described in TKG and COTR, featuring Toulon, Montpellier and Perpignan. If you want to venture away from metropolises, there are smaller havens like Ducal to be discovered. Outside of that you have the Nest of the Black flock. You have further Apocalyptic nests dotting the Mediterranean from the Peninsula of former Mallorca and Ibiza, to the Nests dotting the Western Coast of Purgare. All these make for heavy Pirate action, attacking Neolibyan transports, fights with Scourgers out on the open sea, Burn trade, Slave trade, etc. You also have Rome under control of the Romano Clan, which could make for a great nemesis for your pirate flock. Syracuse gives opportunity for making Scrapper allies and replenishing stocks. Last but not least you could travel to the fishing villages of the Adriatic Delta and be caught up between Jehammedan and Anabaptist warfare right away. That’s still not worth a campaign? Throw in a Psychokinetic who keeps following your party’s boat out on the sea, jolting lightning bolts at them while levitating through the air to catch up with their vessel. Or throw in some grotesque Dushani plague of Jellyfish that clumps up around the boat and sings mesmerizing melodies, trying to crash the vessel into a rock formation. Or, hell, if you wanna go all out Metaplot, drop your party at the shores of Crete and let them experience what it feels like to step on the island of a Marauder. So yeah, the Mediterranean is dotted with places of interest. You have to just sort out your approach and ideas. As for your Scrapper character: Cool name. Haha. Don’t know if I can make him canon, but will let you know in case that happens.

QUESTION: How are the Balkhans in terms of topography and climate ? A part of me has this vision of the south of the Balkhans being a very thick jungle, almost rainforest ? Or are the Balkhans a cold place like Pollen ? ANSWER: The Balkhan is riddled by continental climate featuring devastatingly hot summers peaking at 40°Celsius and ridiculously harsh winters with snow towering meters high. Spring and Fall barely exist in this landscape. The topography is dotted with cliffs, canyons, unsurmountable mountain ranges, deep valleys, dense forests, and seemingly endless plains sparkling with poppy flowers. One Voivodate could be cut off from another by a crystal clear stream and only a handful of miles away, yet the terrain and vegetation would turn the crossing into a three day long journey. Whole communities have existed here, cut off from the outside world, with their very own rituals, world views and mythologies.

QUESTION: I've seen this topic discussed several times, but maybe you can give a rough answer. How many bunkers/dispensers are disposed all over Europe ? Not the exact number but in terms of scale ? Hundreds ? Thousand ? ANSWER: The Palers always speak of the 44 bunkers. How many Sleepers have been put into Dispensers however is not disclosed. Also, if all of them were put into bunkers, or some Dispensers were stored in other facilities is speculative.

QUESTION: how do you approach writing a book like Justitian, expecially the changes for characters that have been established in the first edition? do you use the v1.0 characters as a draft or do you develop them from the ground up, keeping only the name from first edition? ANSWER: Well, I reread all the old materials and I’m trying to update them based on a few basic guidelines: Is the Material up to date with the Rebirth Edition? Is the character featuring a useful plot hook that can be worthy of it’s own adventure? Is the character integrated enough into the society of Justitian, so he features a potential antagonist among the other NPC’s to create additional tension? Is he written in an exciting fashion, so the GM wants to use the character as an NPC? Does the NPC feature a plot element that will help to expand the universe or the metaplot? From this shortlist of questions I can easily navigate to a result that I’m comfortable with. You have to remember, when we created Justitian v1.0, Degenesis itself wasn’t nearly as fleshed out as it is today. Today, it’s much easier to develop anchor points within the NPC descriptions and ground the characters in what’s happening in the world surrounding them.

QUESTION: How often do you revise stuff? do you read stuff a couple of times after you have finished them to make sure you like them or do you consider stuff as finished as soon as you save the document? ANSWER: All the time. I tend to write in several passes. The first pass consists of random sentences that don’t make any sense to anyone but me. Sometimes it’s just one particular line that I want to open a passage with, or one sentence that I want to end a passage with. The second pass consists of filling the gaps in between, to either get to the point I’m trying to make, or bridge one text fragment into another section. After that, a third pass is applied for fine tuning. In this pass I fix typos and logical errors, and do a general smoothing of the text. Sometimes I throw away entire sections because they don’t fit the mood, or because they derail the original intent. After that I tend to reread at least one more time just to make sure I’m not completely overlooking something. There are times when I ponder over one page for days on end, without finding the right words or mood, then suddenly I burst out 20-30 consecutive pages without a break.

QUESTION: When you're thinking of a new character, do you start with the art of the character and then decide and write their story/personality etc, or do you start with a written character and then illustrate them? ANSWER: It depends and changes from book to book. I feel the most important aspect of a character is his name. So before I draw or write about one, I need to know what he is called. I feel like the essence of a character lies within his name, which is also one of the reasons why I research names for a very long time, before I’m fully confident. For example, with King Oppolus I wanted a name that reflected his stature and chieftain-hood, but also gave away some of his opulent lifestyle. The name sounded warm and comforting, yet strong and bold, so it featured all the personality aspects I tried to cover. But to answer your question, I start both ways. Sometimes I draw a character first and other times I write him first. But the name is always the most important starting point.

QUESTION: Were you and Christian at all inspired by Vampire the Masquerade? ANSWER: We were inspired by a lot of games, Vampire being one of them, but so were Shadowrun, Cthulhu and many other titles.

QUESTION: How would your dream Degenesis videogame be structured and play? Assume best case scenario in regards to everything, but a more practically-minded answer is of course also welcome. ANSWER: I mean, there are virtually countless ways to translate Degenesis into a potential video game; from a plants vs zombies style Hellvetic Tower Defense game, to a slick X-Com Style turn based strategy game, to an endless open world MMO. If I’d have to just go by my personal preference, I’d love to play Falberg in an Arkham City style game within the sprawling metropolis of Justitian, featuring an rich cast of characters, dense storyline, crossing multiple city levels and countless locations. As Falberg you’d be forced to make choices during the game to consume Burn, to unlock visions, to enter secret locations, to overcome certain enemies or to progress into select areas. Your spore infestation would grow consistently as the game progresses, which would slowly change your perception of the world around you. The game would then start to introduce its horror elements and skew your view of reality. Flies would arrange themselves in unnatural patterns and give you directions, you’d hear the noises of animals turning into human speech, your senses would overload with auras and pheromone patterns, or you would see the world around you dropping into Black and White. As Falberg you’d be introduced into the world of Degenesis. You’d get to know the Cults and their interactions through Falberg’s eyes, experiencing the story in full scope. If the above would be impossible to finance, I’d be also happy with a stylized Monkey Island version of Degenesis. :)

QUESTION: With the previous Q&A, you have told us about the difficulties of Degenesis, we have all discussed of what can be made. Have you considering some of those ideas? ANSWER: Yes, we’re working on a plan behind the scenes and I can tell you that I’m confident that it will work for the benefit of the game. There are so many valuable supporters in this community who are helping out in their free time, I can’t thank them enough. I hope early 2019 we’ll be able to announce a new way of putting out material for Degenesis.

QUESTION: What about Hybrispania? The weather: What is the border between the jungle and the mild climate? Why many cities in Degenesis have their names changed but not in Hybrispania? Seville is controlled by Africa (on the map does not looks like) ANSWER: Ha, cities had their names changed when the name itself didn’t sound cool enough. Spanish names however sounded pretty dope to us, so we had no reason to change them. The new World Map by Steffen Brand features much more topographical information between the jungle areas of Hybrispania and the mountainous regions. Check here: https://www.artstation.com/artwork/wD84X

QUESTION: Corredores has "sabias" (or wise girls). How these girls work? They have powers similar to pregnoctics? If i'm not wrong, that girl will know what her future holds. But knowing it and acting to change it, that future that she knew with 10 years old would vanish in infinite possibilities. Or what they know in their mind is changing according to their actions adapting to the new future generated by her actions? ANSWER: They have glimpses into what the future holds in store for them, but it’s not comparable to the clairvoyance of the Pregnoctics. These glimpses are like a hunch, an inspiration, the right step at the right time, or a lucky decision made in the heat of the moment. They’re passive events and subconscious memories, but Sabias cannot actively tap into the knowledge that was revealed to them.

QUESTION: What about the society and technology before eshaton? Need more revelations. Any movies, series, comics... inspiration? ANSWER: Modus Operandi features all of that.

QUESTION: What about one shot scenario and synopsis, have you in mind to do one book of it? ANSWER: I don’t have a concept for a book of one-shots. Each book we’ve published so far features an extensive section on the region and gives a multitude of ideas for GM’s to explore through one-shots and scenarios themselves. But maybe I can give a few ideas for one shots set in Degenesis at a different Q&A, sometime in the near future.

QUESTION: What about pregnoctics? Do they really time travels, or are just dreams produced by pregnactics? ANSWER: A Pregnoctic witnesses time differently than a normal human being. For a Pregnoctic time is not a constant linear path but a multitude of possibilities that sprawls backwards and forwards. They’re not physically travelling through time, but they’re experiencing the flux of time with every inch of their being. A Pregnoctic could foresee his own death playing out in multiple different ways, but that knowledge would help him to always stand in a spot where he can avoid being killed (Passive Defense Level 9000) In the same vein he could look backwards in time and distill memories that will be needed in the far future, and trap it within a seashell, for someone else to hear the echo of this distant past.

QUESTION: How Distorsion works between Madrid and Al-Andalus? ANSWER: Reread Vega’s Field Analysis in Black Atlantic. She explains clearly what’s happening within an epochal Chakra symbol. Time manifests under different entropic conditions, the environment changes, the evolutionary conditions change and natural laws apply that don’t seem to be part of this world. If you compare her findings to the number of Zigguraths that have been found in Franka, one can conclude that the Pheromancers have not completed their Chakra-Symbol yet. But if you consider what’s happening within the Warpage, that leaves only one conclusion: The Pregnoctics have already finished theirs.

QUESTION: The Homo Degenesis must consume their own chakra sepsis to keep their powers or is irrelevant and can consume sepsis from other territories? ANSWER: Each Rapture controls its own plague, thus they can only call upon their own plague and only consume theirs. This is one of the reasons Homo Degenesis are bound to their territories. Their plague transports the spores that Homo Degenesis needs to activate his Phenomena. This weakness, coupled with the fact that Psychonauts are infertile is possibly the only reason why humanity hasn’t been overrun yet. But once the environment has been terraformed enough by the Primer, Homo Degenesis will finally be able to expand into previously unconquered territories.

QUESTION: Sometimes it feels like Spitalians kill fanatically anybody with the smallest contamination (cf. frankan Passage South) but it also feels like many people can be contaminated even without consuming much Burn, and that Spitalians offer to heal these people with Ex (and they just can't massacre the whole world). ANSWER: Well, even the Spitalians cannot just kill on sight, when they discover infections. If a village that was an important supply line for troops falls prey to spore infestation, the Spitalians will of course do what they can to treat the village and keep the supply line open. The situation changes dramatically in hostile territory. Also, the level of sporulation matters of course. Are the people infected? Carriers of the Seed? Leperos? Drones? Drones and Leperos are definitely calling for kill on sight responses, since common knowledge wants us to believe, those people cannot be saved for good. Doctor Vega challenged that theory however.

QUESTION: Do their reactions much depend of the place, of the contamination level, of who's in charge ? In which places are they the most radical and so feared ? ANSWER: They are very much hated and feared in all uncivilized Clan territories, from southern Borca, to the Balkhans to Pollen, to pretty much anywhere, where they enforce their radical countermeasures and the people don’t understand why they are being attacked. Imagine your village periodically being assaulted by black and white clad foreigners, who don’t give reasons, but instead launch fire and brimstone. Spitalians cast mythological hatred upon themselves.

QUESTION: How do Chroniclers protect their Alcoves ? As the majority of people think they don't use lethal weapons, a lone Mediator in his Alcove would be much tempting to robb (as there are some artifacts and nice tech items) or to hold up to get informations from his database ? Do they hire bodyguards ? Do they use sophisticated defense means ? ANSWER: Alcoves outside of the Protectorate or other civilized regions follow different regiments. Some are used as pre-screening facilities to inform other Alcoves that an important trade is coming in. Others focus on buying scrap by the kilogram and then resell it in the region. Some places are guarded like pawn shops, with the Chronicler hiding behind steel bars. These places have automated defenses and alarm systems that can send a ping for help. Others can turn the sales floor under high voltage and fry any intruder. And then, robbing a Mediator might not be the biggest heist of all time either. You still need to crack his draft printer and then you only have access to his allowance, based on his score. In the Protectorate however, you can guarantee that the majority of Alcoves are protected by Judges and Jurymen. But here’s a small plot hook for you: A paranoid Mediator on the edge of the Protectorate is fearing an incoming Scrapper heist from the Cartel. To protect himself he hires a local flock Apocalyptics, whom now extract protection money from of the Chronicler for helping him keep the Scrappers at bay. The Chronicler now skims his monthly Draft allowance and keeps the Apocalyptics friendly, but they mob him for more. Only the players can help the miserable SOB out, but if they deal with the Apocalyptics, they themselves will lure the Scrappers back in for their heist.

QUESTION: Hello. Can we have details about the Stream before the Eshaton? ANSWER: There will be tons of information about the Stream in the upcoming MODUS OPERANDI.

QUESTION: Will any future books explore the world outside of Europe and Africa? ANSWER: MODUS OPERANDI will feature the world outside of Europe and Africa. Just 500 earlier than you might like. :(

QUESTION: Many of the Cults higher ranks have political power far beyond the scope of a typical "ground level" adventuring party. What advice do you have for a GM who's players advance to the highest tiers of their Cults? Do you have plans for adventures for high level campaigns? ANSWER: First off, congrats to any player becoming a Scrapper Legend, a Cave Bear, a Phoenix, or a Commando Prime. That’s either achieved through an insane amount of hardship and play time, or through a very generous GM. The highest ranks come with an enormous amount of respect and political power but also with a truckload of responsibilities. Players will eventually become settled with their characters. Adventuring and looting will become less of a daily undertaking, and the toll of managing of a section of their Cult will become the dominant downtime activity. That means the campaigns will focus around aligning with other high ranking members on the directions the Cult must follow, becoming a target for usurpers who’d love nothing more than to take the character’s place in the hierarchy, and eventually leading to adventures circling around treachery, intrigue, riots, upheavals, suppressing rebellions, mobilizing troops and passing judgement. A good GM can turn such topics into a highly entertaining series of events and self motivated players can prosper here. However, a player who is dependent on his GM being proactive and telling an exciting story for him might feel bogged down by all the burdens of being a the top of his Cult, eventually losing fun playing the game. If you want to try what it would be like to play such a campaign, one of your players could impersonate Hamza during the events of the Killing Game and then be forced to rebuild Toulon after the Day of the Phoenix.

QUESTION: In what proportions has precisely been the fauna and flora affected by Primer/Discordance mutations ? Are mutant beasts and plants a very current of rather rare thing ? Do sporulated animals behave somewhat like Leperos humans ? Because as you stated you would not do any "bestiary" I do believe that many GMs would like to have a few guidelines for their own ideas) ANSWER: Primer-Fauna are considered offshoots. The Primer is not interested in Flora and Fauna per se, he is interested in creating the perfect Homo Degenesis – one, that isn’t restricted to territory, or by fertility. A beastiary doesn’t make sense because the Primer isn’t trying to create the perfect elephant, lion, winged horse or manticore. The Primer will only influence the Flora and Fauna if it helps further its ultimate goal. The Discordance creatures cannot even be considered Primer-Fauna. They are happening as a result of Sporefields and Psychovores miscommunicating and are thus considered flawed results.



Submitted December 05, 2018 at 07:39PM by motherh https://ift.tt/2QbIWtX

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