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Saturday, May 17th, 2008
8:33p - Spirit of Vimary: Aspects
I've been working on a conversion of Tribe 8 to Spirit of the Century/FATE, and now that I'm commuting and have a laptop I've been able to put some more work into it. So far, I've put some more work into the details of the specialized Aspects that are available:

ASPECTS
Spirit of Vimary contains several special types of Aspects. The most prominent of these are Character Aspects, Origin Aspects and Family Aspects. Using these categories isn’t necessary (plain vanilla Aspects do the trick nicely) but the idea is to underscore the relationships between various groups in the Tribe 8 world.

Character Aspects are the normal aspects that are chosen to represent who the character is. Origin and Family Aspects represent the character’s fundamental connection to the larger world. Because of this, they are names of groups instead of descriptive in nature. Characters also only start with one Origin and one Family Aspect, although it is possible to develop additional Origin or Family Aspects during play. Origin Aspects are fixed in number unless the GM wishes to add more and a change of that scope should also be approved by the players.

Origin Aspects
Origin Aspects describe where the character comes from. Each character can only have one, and it is chosen before any other Aspects. Specific Origin aspects may be prerequisites for some Stunts, and the Origin Aspect will loosely shape the other kinds of Aspects that the character chooses. For example, a character with the Tribal Origin Aspect is not likely to have an Aspect of “Likes hanging out with Z’bri.” “Secretly intrigued by Z’bri” or “There’s a Z’bri nearby!” are more appropriate.

The Origin Aspects that are available are:
• Fatima (this is obviously not normally for PCs)
• Guide
• Keeper
• Squat
• Tribal
• Z’bri

The astute will probably notice the lack of a Fallen Origin Aspect, or Fallen Outlooks as Family Aspects. The reason for this is that – at least during the Vimary Era – characters don’t originate as Fallen. Both Fallen and Outlook Aspects are described in more detail later.

Family Aspects
Family Aspects represent a narrow subset of Origin Aspects. They represent the broad group within the Origin that the character belongs to. For example, characters of Tribal Origin can choose one of the Tribes as a Family Aspect. Z'bri Origin can choose one of the Z'bri Houses or Serf as a Family Aspect. Like Origin Aspects, there may be Stunts or other Aspects that have a specific Family Aspect as a prerequisite.

Fallen & Outlook Aspects
Fallen and Outlook Aspects are not quite Origin or Family Aspects, though can be thought of in very similar terms. When a character chooses the Fallen Path and is of Tribal Origin, during the [???] Phase the character’s Origin Aspect gains the descriptor Fallen. For example, a character of Tera Sheban Origin becomes Fallen Tera Sheban. This fundamentally changes the nature of the Origin Aspect and the character’s relationship with it, just as Banishment fundamentally changes the character and her relationship with her Tribe.

Any Stunts or Aspects the character had that required the specific Origin Aspect are retained, but the character loses the ability to automatically take more Stunts or Aspects that depend on that Origin Aspect. Of course, during game play and with the right justification it is very possible the character could still pick up those specific Stunts or Aspects.

When the character becomes Fallen or at any point thereafter the character can choose one of the Fallen Outlooks as an Aspect. There is absolutely no requirement to do so – Fallen do not have to have an affiliation to an Outlook. Characters can also change Outlooks – however, unlike Origin or Family Aspects the new Outlook replaces the old one. The character retains any Stunts or other abilities that depended on the old Outlook, but cannot gain any more without justification.

The Outlook Aspects, as of the beginning of Tribe 8 1st edition, are:
• Herite
• Yagan
• Doomsayer
• Lightbringer

After Children of Lilith, Child of Lilith becomes available as well.


current mood: creative

(5 comments |comment on this)

10:11p - Idea: Humanoids as transformations
This is an experiment I'm considering, to deal with questions like "are orcs inherently evil, the "orc baby" question, and a way to integrate alignment more closely into everyday life, an

I had an  idea a while back, while thinking about the "orc baby" question: this question being, "what should a paladin do with noncombatants of "evil" humanoid races, specifically orc babies?"  None of the responses really satisfied me, since humanoids are too human-like to really treat as animals (not to mention that if one can interbread with a humanoid, it should be considered human).  The usual solution of making humanoids more alien didn't suit me; not only is it really difficult to make and depict alien mindsets, it closes off a lot of inter-group roleplaying.  While thinking that train of thought, it occured to me to go the opposite direction: "Well, what if humanoids, ARE humans, all of them?  Or rather, what if they all originate from humans?"

This lead to the idea that the inner nature of a human (read: extreme alignment), if expressed deeply and intensely enough, will cause a person to gradually transform into a humanoid of an appropriate type . So an unnaturally militaristic and wrathful person, if his nature continues long enough, may eventually transform into an orc or hobgoblin; a covetous, sneaky bastard may become a goblin; an extremely fickle, freedom and nature loving person may become an elf. And DON"T ask what sort of nature may result in a person becoming an ogre.  If using an alignment system, you could even chart the types of humanoids according to the alignments they typically show: act in accordance to the precepts of a given alignment, and you begin to change away from humanity.  Moderation is humanity, and being immoderate enough aligns you with inhuman natures.

Normally this wouldn't give large tribes of humanoids, but if you kidnap a human child, it's much easier to bring them up in a way that they will become a humanoid. Likewise, children of those humanoids have a much larger chance of becoming one of them.  But ultimately, they're all human of a sort.

I like this idea, because it has a hell of a lot of story resonance: the ugly woodsman with unnatural habits, who transforms into an ogre; the old woman in the forest who becomes a hag; the girl who loves the woods so much more than people that one day she disappears, and you can only hear her voice singing in the deep forest, every now and then.  And of course, the elves who spirit away a child because he looks to be the right type to become an elf. 

And how about if people transform inwardly, taking on the traits of a humanoid, long before they become one outwardly?  What if they only show their "true nature" if they admit it  to others, or are confronted?  This can get you into tales of changelings and wondering about that mean old man down the road...

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