Friday, August 21, 2009

What is going on?

What follows is an incomplete list of some of the major players of the day in alphabetical order.
Legend:
Factions: These are subgroups of the Faction. Some serve as an arm of the main group, others are similar groups with similar motivations or agendas.
How are they changing the world for the better: This is an objective description of how this group is trying to improve the world as it changes around them.
How are they oppressing Dhampirs: Directly or indirectly every group is taking actions that affect the Dhampirs.
Knowledge of vampire origin: This reflects whether the group's leaders have an idea of the link between Dhampirs and Vampires. The entire group may or may not know and individual members may always be an exception.
Compatible with Vampires: Most people in the world of Steampunk Crescendo know about the existence of vampires. This description generally indicates if the group is opposed to the existence of vampires and/or their agendas.
Attitudes towards Magi: Some groups harbor a prejudice against Magi and their associates. Again, individual members may prove to be an exception.
Acceptance of others: This entry indicates the group's general attitudes towards outsiders.
Allies: This is a list of groups that are allied with or at least compatible with this group. Again, some individuals may stray from the group's general preferences though. Allies are listed from strongest, truest alliance at the beginning of the list with weaker alliances and mere compatibilities listed last.
Enemies: Again, the most hated enemies are listed first while the end of the list might just be a group that is incompatible with this group.

Boomers - Prospectors, Claim Jumpers and Entrepreneurs. Men and women that have felt the winds of change and adapted accordingly.
This group is only loosely organized into small cliques in various boom towns around the world. they have no central authority, but most boomers will stick up for one another when push comes to shove.
Boomers are superstitious and believe the rumors that Vampires are the dead risen from the grave in order to exact revenge. Many keep talismans to protect them when they are out of town and easy prey.
Boomers will organize a posse if they find another Boomer drained of blood or a grave opened after it has been consecrated.
They generally distrust Magi, viewing them as an unknown force.
Most Boomers get along with others, so long as they are not competition.

Factions:
Prospectors - These are honest laborers. Trying to stake a claim and make their fortune. Between Robber barons, Big Government and claim jumpers, few ever even survive.
Claim Jumpers - Claim Jumpers are notorious for profiting off of the hard work of others. They will scout out boom towns, and wait for someone else to strike it rich, then steal their claim and sell it to a robber baron. While these are very solitary and territorial criminals, they will protect each other from outsiders.
Entrepreneurs - Several business opportunities present themselves when a town goes boom. If there is gold, someone has to supply the canteens, pans (for panning for gold) and maps. That is where the Entrepreneur comes in, they make an honest profit off of other boomers.

How are they changing the world for the better: Boomers are adapting to change and bringing their discoveries to the common man for all to know.
How are they oppressing Dhampirs: Unless a Dhampir proves themselves to be a true Boomer, other Boomers will refuse to do business or share any information with any Dhampir they encounter.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Opposed
Attitudes towards Magi: Dislike
Acceptance of others: Interested
Allies: Wild Bunch, Royal Society, Republicans, Cabal
Enemies: Rail Barons, Church of England, Coursers, Illuminati, Mafia

Cabal - Group of Sorcerers and advisers. They trade in knowledge of magic and aid each other in times of need.
This group specializes in learning new and old rituals. It's hard to Imagine a productive member not knowing about the Curse of the Magi.
A member of the Cabal would never knowingly teach a Ritual to a vampire, and they would defend their fellow Kabbalah worshipper from any Vampire threats.
Most Magi distrust Cabalists, this distrust is returned in kind.
Most Cabalists have a natural curiosity about outsiders.
Factions:
Sorcerers - These are the most popular and well known Cabalists. Bilalama and others paved the way for open practice of magic and continue to crusade for the acceptance of Sorcerers in every element of society.
Viziers - A group of Cabalists that want to avoid the attention of outsiders. They work in the shadows and whisper in the ears of great men and women.
Sentinels - The defenders of the Cabal. These are the officers and the first to respond to any threat to a fellow member.

How are they changing the world for the better: They are working to integrate magic into all segments of society.
How are they oppressing Dhampirs: They would withhold their support, knowledge and training from any Dhampir who does not defer to their mystic talents.
Knowledge of vampire origin: Know
Compatible with Vampires: Opposed
Attitudes towards Magi: Dislike
Acceptance of others: Interested
Allies: Wicca, Order of the Magi, Trailblazers, Boomers
Enemies: Mafia, Drakes, Regulators, Magicians, Rail Barons

Church of England - In this era, the Anglican Church is aggressively expanding. People feel like they need help and the Church is there to provide it.
Some members of the Church know about the Ritual. Mostly those that have taken an interest in the Magi or the mystic arts.
The Church is a place of forgiveness and redemption. all are welcome and none will be turned away that are willing to accept God into their hearts.
Most members of the church are accepting of all comers. Even those that aren't have grown to understand civilized society and adapt in some way to it.
Factions:
Vicars - Leaders of the church. Their only goal is to protect the rights and reputation of the Church. They are very politically connected and politically motivated.
Lay-followers - These are the regular members of the Church. Their primary activities center around promoting attendance to services, fund raising and fellowship.
Evangelists - This is a small arm of the Church that is recruiting new members, building new churches and getting the word out about the Church of England. Many are zealots and unpredictable when confronted.

How are they changing the world for the better: They are bringing hope to anyone around the world that will listen to what they have to say.
How are they oppressing Dhampirs: The Church of England will only accept Dhampirs if they replace the code of the Magi with the tenets of the Church.
Knowledge of vampire origin: Know
Compatible with Vampires: Not opposed
Attitudes towards Magi: Accepting
Acceptance of others: Interested
Allies: Rail Barons, Trailblazers, Order of the Magi, Drakes
Enemies: Wild Bunch, Boomers, Magicians, Regulators, Wicca

Drakes - A group of Vampires sworn to protect ordinary people. Even though they have turned, they try to use their powers to defend those weaker than themselves.
Most Drakes know nothing about the origin of the Vampire curse, even those versed in the mystic arts. Some haven't even made the connection between temptation and the manifesting of powers.
Many Drakes will attempt to mentor vampires they meet. Recruiting them into the Ordinul Dragonului. Even if the newly met vampire refuses to join, they will be supported and respected, so long as they do not take advantage of the weak and defenseless.
As Magi and Dhampir, Drakes do all they can to ease the suffering of their brethren.
Drakes have no fear of outsiders. In fact, they have learned that the more they interact with them, the more they learn how better to protect them.
Factions:
Impalers - The most powerful vampires form into groups of Impalers and take on the most challenging enemies. Cross them at your own risk.
Apex - These are the scouts of the Drakes. They look everywhere, leaving no stone unturned. Many Stalkers die for their curiousness.
Drakelings - New Drakes who have not found their niche. Most are harmless, except for those that have something to prove.

How are they changing the world for the better: They are defending the weak from the strong and leading by example.
How are they oppressing Dhampirs: While they may be working to protect the Dhampir, they are also coddling the Dhampir. Preventing them from developing their own strength and standing as a beacon of tempation to those who might stray from the path of the Code of the Magi.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Not opposed
Attitudes towards Magi: Accepting
Acceptance of others: Interested
Allies: Mafia, Republicans, Royal Society, Church of England
Enemies: Wicca, Cabal, Illuminati, Coursers, Wild Bunch

Illuminati - A Secret society dedicated to discovering the true nature of creation.
Only the most lowly novice does not know about the the Curse of the Magi.
Vampires destroy precious life and therefore, knowledge. Illuminati will oppose vampires however possible.
The natural curiosity of a member of the Illuminati will overcome any reservations that they might have about a Dhampir.
Members of the Illuminati have no patience for the unenlightened.
Factrions:
Masons - Masons are only interested in influence. They will manipulate members and non-members to increase that influence. do not cross a Mason.
Vanguard - Members who are on the one true path. They are only interested in learning the true nature of the universe.
Pretenders - These Members follow the Illuminati blindly. Their lack of curiosity and insight prevent them from gaining anything from their membership.

How are they changing the world for the better: They are preserving knowledge and sharing it with those who they feel can benefit from it. There is no nobler cause.
How are they oppressing Dhampirs: Many members have taken knowledge from the Magi. But few pass any knowledge back on to other Dhampir.
Knowledge of vampire origin: Know
Compatible with Vampires: Opposed
Attitudes towards Magi: Accepting
Acceptance of others: None
Allies: Order of the Magi, Wicca, Rail Barons, Magicians
Enemies: Republicans, Regulators, Drakes, Boomers, Trailblazers

Mafia - Organized Crime Syndicate. The mafia is inserting their influence into every town that is benefiting from the new economy.
Few mafioso know or care about the origin of vampires.
Mafioso don't care whether vampires live or die, so long as they pay, just like everyone else.
They accept outsiders, as long as they do what they are told.
The mafia is a closed group, they do not accept or try and understand what is in the minds of non-members.
Factions:
Old Guard - These mafioso try to uphold the traditions that make the mafia strong.
Reformers - Young men who want to change and improve the mafia
Thrill seekers - These mafioso only care about the thrill of breaking the law.

How are they changing the world for the better: They can protect an area from becoming completely lawless.
How are they oppressing Dhampirs: They rob, defraud, extort and pimp them, just like anyone else.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Not opposed
Attitudes towards Magi: Accepting
Acceptance of others: None
Allies: Drakes, Regulators, Magicians, Rail Barons
Enemies: Cabal, Wicca, Order of the Magi, Trailblazers, Boomers

Coursers - Vampires dedicated to feeding on the weak. Some feel that it will end the curse sooner, but most just revel in the thrill of it all.
Some of these vampires know about the curse and think that feeding on the weak will overcome the curse sooner.
As laissez faire individuals, they give little attention to the activities of other vampires.
They despise those Dhampir that still try and remain true to the Code of the Magi.
Coursers see all humans as food.
Factrions:
Stalkers - They get a thrill from the hunt.
Bloodfiends - Take part in wanton acts of destruction upon the weak and defenseless.
Assassins - Gain money for hunting their targets.

How are they changing the world for the better: If the rumor is true, they could be ending the curse sooner. And either way, they are ensuring that only the strong survive.
How are they oppressing Dhampirs: They hunt and kill the Dhampir, just like everyone else.
Knowledge of vampire origin: Know
Compatible with Vampires: Not opposed
Attitudes towards Magi: Dislike
Acceptance of others: None
Allies: Trailblazers, Rail Barons, Wicca, Regulators
Enemies: Royal Society, Magicians, Boomers, Drakes, Order of the Magi

Rail Barons - A monopolistic conspiracy of industrial leaders. Of course, this does not just refer to rail tycoons. But all industrialists who are making millions off of the sweat of poor people.
Some robber barons, or their advisers, know about the secret Curse of the Magi.
Robber barons do not care if the people they do business with are vampires.
They don't know or care about the Magi.
They do not look to cultivate relationships with outsiders, unless there is a profit in it.
Factions:
Rail Barons - They are buying land and working indentured servants in order to build their empire.
Oil Barons - The potential for oil is just being discovered and these men are exploiting that fact.
Real Estate Moguls - Sometimes they take advantage of others' misfortunes, other times, they create that misfortune in order to expand their empires.

How are they changing the world for the better: Various Robber Barons are responsible for economic revitalization as well as building universities, libraries and hospitals.
How are they oppressing Dhampirs: They rob and enslave the Dhampir people just like they do all people.
Knowledge of vampire origin: Know
Compatible with Vampires: Not opposed
Attitudes towards Magi: Accepting
Acceptance of others: None
Allies: Church of England, Coursers, Illuminati, Mafia
Enemies: Boomers, Wild Bunch, Royal Society, Republicans, Cabal

Regulators - This is a group of Ex-military soldiers, Bounty hunters, Mercenaries & hired guns. They find work however they can, legal or otherwise.
They don't know or care about vampires.
Regulators see Magi as encroaching on their turf.
They do not have any regard for anyone that is not a member.
Factions:
Mercenaries - These hired guns don't care about power or politics, just money.
Bounty Hunters - Some do it for Justice, some do it for the thrill, but all of them do it for the money.
Pinkertons - These people use their military knowledge, connections and power to stop criminals, for money.

How are they changing the world for the better: They are professionals and keep innocent bystanders as safe as reasonably possible.
How are they oppressing Dhampirs: They do violence against the Dhampir as well as others.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Not opposed
Attitudes towards Magi: Dislike
Acceptance of others: None
Allies: Republicans, Mafia, Wild Bunch, Coursers
Enemies: Order of the Magi, Illuminati, Cabal, Church of England, Royal Society

Republicans - Inner circle of the Government. They work to serve their own agenda at the expense of all others.
The government has no way to discover the nature of the link between vampires and the Dhampir.
Republicans are responsible for the welfare of all members of the state, including vampires.
Magi follow the Code of the Magi above all others. This view is frowned upon by government officials.
Factions:
Brokers - These Republicans work behind the Scenes for their own personal gain.
Federalists - These politicians favor big national governments with strong, centralized authority.
Democrats - The local government workers fight to expand the rights of the smaller local governments (i.e., states, provinces, counties, cities, etc.).

How are they changing the world for the better: They make the government stronger, protect the people and the public safety.
How are they oppressing Dhampirs: They aggressively legislate and persecute any who do not conform to their expectations.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Not opposed
Attitudes towards Magi: Dislike
Acceptance of others: Interested
Allies: Regulators, Drakes, Boomers, Trailblazers
Enemies: Illuminati, Order of the Magi, Wicca, Rail Barons, Magicians

Royal Societies - Inventors, Scholars and Scientists. These groups have existed for over 200 years. It is a meeting of minds that probe into the mysteries of the universe.
The various Royal Societies around the world are dedicated to science. Few members have magical knowledge and fewer still have looked into rituals if the Magi.
Members of the Royal Societies see the destruction wrought by vampires as an anathema. The destruction of people is the same as the destruction of the knowledge and potential that those people have.
The various Royal Societies are accepting of the Magi as they represent another source of knowledge.
Of course, they are just as accepting of all others, not just the Dhampir.
Factions:
Fleur de Lis - These are the members that see the Science as merely discovering God's designs. Their influence is quite significant. In fact, the Coat of Arms of the Royal Society of London contains no less than 16 Fleur de Lis.
Inventors - This is a group of scientists who work in workshops and labs across the globe. They accept funding and feedback from the Societies in exchange for sharing their discoveries with the Societies.
Archivists - Their only mission is to collect, organize and catalog knowledge. They attempt to influence the Royal Societies, and politics in general, by their strategic sharing and withholding of scientific knowledge.

How are they changing the world for the better: Their goal is to inspire innovation and scientific discovery.
How are they oppressing Dhampirs: Their effort and charity is not interested in magic or Magi.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Opposed
Attitudes towards Magi: Accepting
Acceptance of others: Interested
Allies: Magicians, Boomers, Drakes, Order of the Magi
Enemies: Coursers, Trailblazers, Rail Barons, Wicca, Regulators

Magicians - Group of Magi who are trying to affect changes in order to adapt with the changing world.
These Magi have no interest in the past. Few have even thought about the origin of vampires, much less know about it.
Vampires are associated with all that is against the Code of the Magi. Therefore, the Magicians are opposed to all vampires without question or reserve.
Still, the Magicians are accepting of all Dhampir that at least attempt to remain true to the Code of the Magi.
Magicians have no patience for outsiders.
Factions:
The Fraternity - This is the Heart of the Magicians. they look to the future and try and train the next generation the skills to prosper.
Guiding Light - Magi that work to change traditions of their people. They meet resistance from every side, but they will not be deterred.
Watchdogs - Reformers dedicated to the Code of the Magi of the Magicians.

How are they changing the world for the better: They are trying to change the world and the Code of the Magi in a way that will survive this ever-changing world.
How are they oppressing Dhampirs: Their unflinching drive to change is uncomprinising and totalitarian.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Opposed
Attitudes towards Magi: Accepting
Acceptance of others: None
Allies: Royal Society, Wild Bunch, Mafia, Illuminati
Enemies: Trailblazers, Coursers, Church of England, Cabal, Republicans

Order of the Magi - A group of Magi who are trying to preserve the old ways.
The learned of the Order of the Magi know of the Curse of the Magi.
All vampires have broken the Code of the Magi, therefore all vampires must be scorned.
All members of the Order of the Magi are welcoming and supportive of all individuals who follow the Code of the Magi.
Most Dhampir must work with outsiders in their daily lives. The Order of the Magi are no exception.
Factions:
Arch-Magi - Every generation of Magi has Arch-Magi. Not all of them are related to those cursed over 5,000 years ago. True faith in the Code of the Magi give the Arch-Magi humble respect.
Healers - These Magi follow the old ways and rely on them to protect those that ask for their help.
Guardians of Asha - Those assigned to stand judgment of the Magi. these Magi are the wisest, strongest and most clever of their communities.

How are they changing the world for the better: They are preserving Magi tradition and helping all of those who they can benefit.
How are they oppressing Dhampirs: Their rigid enforcement of tradition prevents the Dhampir from adapting to the ever-changing world.
Knowledge of vampire origin: Know
Compatible with Vampires: Opposed
Attitudes towards Magi: Accepting
Acceptance of others: Interested
Allies: Illuminati, Cabal, Church of England, Royal society
Enemies: Regulators, Republicans, Mafia, Wild Bunch, Coursers

Trailblazers - Elite Military Officers working to create and maintain a Military Industrial Complex. They just want to safeguard their homeland with the best men, training and technology.
Only the most elite members of the Trailblazers know of the true origin of Vampires. But the hierarchical nature of the Trailblazers assure that all actions of their members are influenced by this knowledge.
Trailblazers hope that, some day, Vampires will take up arms in the names of their armed forces.
Trailblazers dislike all Dhampir that dislike them.
Defending civilians and cooperative Dhampir is the only guiding light for the Trailblazers.
Factions:
Dividers - These architects of the future of the military see their efforts through the lens of technology alone. Men and training are only needed to make the technology work.
Drillers - They work tirelessly to improve the training of military personnel.
Scouts - These Trailblazers are always on the look out for new talent.

How are they changing the world for the better: They defend their home lands from foreign aggression.
How are they oppressing Dhampirs: They have no regard for Dhampir people, customs or traditions. Only military customs and traditions.
Knowledge of vampire origin: Know
Compatible with Vampires: Not opposed
Attitudes towards Magi: Dislike
Acceptance of others: Interested
Allies: Coursers, Church of England, Cabal, Republicans
Enemies: Magicians, Royal Society, Wild Bunch, Mafia, Illuminati

Wicca - A nature worship cult imbued with magic powers. They believe in the equality of all beings.
Even if only in their hearts, all Wicca know of the terrible price the Magi paid all those many millenniums ago.
Vampires upset the natural equality of all beings. Wicca oppose this sort of imbalance.
Just like other outsiders, the Dhampir change the nature of the world around them in order to improve their lives. This, the Wicca cannot stand for.
Factions:
Witches - These Wicca foster a dark image and spread heretical rumors in order to elevate themselves above other people.
Druids - These Wicca live in the wild and commune with nature. Beware their wrath.
Bruja - Urban Wicca, they dwell among the cities and try to influence the city dwellers towards a more natural course.

How are they changing the world for the better: The are protecting natures bounty.
How are they oppressing Dhampirs: They would prefer that the Dhampir be disrupted rather than nature.
Knowledge of vampire origin: Know
Compatible with Vampires: Opposed
Attitudes towards Magi: Dislike
Acceptance of others: None
Allies: Cabal, Illuminati, Coursers, Wild Bunch
Enemies: Drakes, Mafia, Republicans, Royal Society, Church of England

Wild Bunch - One of several gangs terrorizing the open road. These bandits jump any travelers that appear weaker than they are.
These bandits don't have a care for the origin of vampires. Much less know anything about it.
The Wild Bunch will kill any vampire that hunts in their territory.
These ruffians dislike Dhampir and non-Dhampir alike. they see them all as victims.
Other Gangs:
Bushwhackers - Confederate Army defectors that use their weapons and tactics to prey on the weak and defenseless.
Seabirds - A desperate group of indigenous people who rob any settlers, boomers or colonists.
Black Wings - A gang of immigrants pushed too far and willing to do anything to survive.

How are they changing the world for the better: These groups are forcing government and military to make the roads safer.
How are they oppressing Dhampirs: These bandits are a plague to the Dhampir that use the roads.
Knowledge of vampire origin: Ignorant
Compatible with Vampires: Opposed
Attitudes towards Magi: Dislike
Acceptance of others: None
Allies: Boomers, Magicians, Regulators, Wicca
Enemies: Church of England, Rail Barons, Trailblazers, Order of the Magi, Drakes

Wednesday, February 11, 2009

Good start!

Hi!
I found a good place to start my game.
I am going to start with the mechanics from otherkind (otherkind pdf on the wayback machine).
It has the right balance of "game" and story telling and lets the player tell the group, in a clear and concise way, what is important to them.
I am going to tweak with the TNs (right now it is a 1-2,3-4, 5-6 spread on 1d6), look at the sources for bonus dice and die mods. The design choices that Vincent Baker made are fascinating me and I am hoping to dig behind them.

Sunday, February 01, 2009

New name, new game!

Hi!
Well, the name changed again. But it is really good news.
I found a publisher in Heroic Journey Publishing (http://blog.heroic-journey.net/).
We brainstormed, and the game we will publish together is called SteamPunk Crescendo. It will be a steampunk era game about vampires and a grim dystopian setting.

All players will be Dhampir. Who will have to maintain spiritual purity. If they fall from purity and yield to temptation. they gain vampiric powers and vampiric weaknesses.