Powers That Be (Vault #33)

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The advanced races amidst the stars have embraced technological enhancements that provide a bevy of abilities. Use the 20 ideas for Powers as supplemental abilities, combat round codes to bolster or afflict adventurers, or custom Loot, plugged into the Card Creator for your Future Forays.

  1. _Synthesis_ (#Synthesis) A synth technology for absorbing damaged units into the collective. *The highest Tier foe absorbs the lowest’s health and passive defense. Remove the lowest Tier foe from the Encounter and update the Tier Sum.

  2. _Networked Offense_ (#Networked) They act in terrifying concert. *Deal the adventurer with the highest health +1 damage for each Synth Encounter type in play.

  3. _Power Surge_ (#Surge) A burst of energy allows a second surge. *One Encounter card in play surges again during round 4.

  4. _Networked Defense_ (#Defense) Your foes move in concert to defend each other. *No Encounter card can go below 1 health while any other Encounter card is above 2 health.

  5. _Assimilation_ (#Assimilation) The cutting edge of Quantum computing just changed the game on the ground. *If an ability fails this round, attach it to the foe with the highest tier Encounter card. Next round play it against the adventurers [you still roll to see if it is a success].

  6. _Adaptation_ (#Adaptation) An algorithm modulates armor and shields to resist attacks. *Whenever any ability type is used twice or more, reduce the damage the Encounter card suffers by 1.

  7. _Mimicry_ (#Mimicry) An alogorithm enables mimicry of a recently used skill. *After a skill is burned by an Adventurer, attach it to the highest Tier Encounter card. Use the skill next round against the adventurers at a rating equal to the Encounter’s Tier level.

  8. _Shields Up!_ (#Shields) A nimbus of energy flares briefly around the foe. *After an Encounter card takes damage for the first time, all subsequent rounds it takes -1 damage.

  9. _Damage Control_ (#DControl) Repair systems activate. *All Encounter cards not damaged this round heal 1 health per their Tier.

  10. _Analyze Foe_ (#Analyze) A light pans across you, top to bottom. *Next round the adventurer with the highest health suffers damage equal to the Tier of the highest Encounter card.

  11. _Inhibitor Field_ (#Inhib) A hum emanates from your gear…and it fails to work. *Loot cannot be used this round.

  12. _Quantum Distortion_ (#Distortion) Space bends about the foe. *No attacks of the “Ranged” type work this round unless the user rolls a 20.

  13. _Teleportation_ (#Teleportation) The foe leaps across space. *No attacks of the “Melee” type work this round unless the user rolls a 20.

  14. _Null Field_ (#Null) A fizzle and sparks fill the air where magic should be. *No attacks of the “Magic” ability type work this round unless the user rolls a 20.

  15. _Counter Wave_ (#Wave) A harmonic wave meant to cancel any Song. *No attacks of the “Music” ability type work this round unless the user rolls a 20.

  16. _Psychological Warfare_ (#Psych) The enemy knows how to get inside your head. *No attacks of the “Influence” ability type work this round unless the user rolls a 20.

  17. _Counterstrike_ (#Counter) The enemy’s riposte is perfectly timed. *Each successful attacker also takes damage equal to the Encounter card’s tier.

  18. _Kinetic Absorption_ (#KAb) The attack is less than effective. *Melee ability attacks restore health this round to Encounter targets instead of causing them damage.

  19. _Energy Vampire_ (#EVampire) A chill fills the air as batteries are drained. *Magic ability attacks restore health this round to Encounter targets instead of causing them damage.

  20. _Psychic Leech_ (#Leech) It defies known psy phenomenon… *Influence ability attacks restore health this round to Encounter targets instead of causing damage.

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Forays into "The Future": Locations (Vault #32)

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In this edition of The Vault we bring you 20 locations for your forays into the Future. We recommend skill checks be used to “unlock”/ascertain the answers to some of the questions or potential plot paths offered below. We’ve provided some ideas for Skill resolution in some of the entries. For groups comfortable with advanced role-playing, a Game Master might allow the player who succeeded at a Skill check to direct the course of the shared fiction, providing the answer to the potential plot directions.

  1. _Time Scar/Singularity_ (#TScar) A quantum distortion in spacetime. *Any ability with “Phase” or “Teleport” in the name is played as a 1 (on failure) or 20 (on rolled success).

  2. _Derelict Dyson Sphere_ (#DDyson) Remnant of a superior galactic empire. What caused it to be uninhabitated? Does it function still? Are those humanoid bats hanging in hibernation “above” you?! Oh god….* Adventurers must make a Persona check of 10 or above or lose 1 Persona.

  3. _Space Slug_ (#SSlug) It scours asteroids and small moons clean, and it hitched a ride to your home system. The slug may be a location all in itself, with an infestation of parasites the adventurers may have to battle.

  4. _Solar Sail_ (#Sail) This vast solar sail is a hundred times bigger than any ship in the fleet, and it’s towing something. What is it? How do you change its course? *A Knowledge skill check of 8 or above may yield the answer to one of those questions. A “20” might yield two such answers, of a more specific nature.

  5. _Crystalline Obelisk_ (#Obelisk) Something as big as a space station or dreadnought seems trapped inside. None of your instruments registers any readings from it at all. Did an eye larger than your shuttle just blink? * Adventurers make a Charisma skill check of 10 or above or provoke a “response” from the obelisk that causes 3 damage to any who failed.

  6. _Asteroid Field_ (#AField) When the mining crews cracked that methane giant, they may have doomed the system. Now huge gouts and plumes of fire arc between the deadly debris. Can you save the survivors? Stop the field dispersion? * An Athletics skill check of 12 allows you to save the survivors OR stop the degradation of the field.

  7. _Living Planet_ (#LPlanet) You hear it in your mind…It knows all your fears and dreams. * Make a Persona check of 10 or more or lose 1 skill level.

  8. _Space Prison_ (#SPrison) The icy penal colony of Rura Pente is feared across the galaxy. What did you do to earn imprisonment here? Will you escape or rule it from within? * A Charisma skill check of 7 or above saves you from the ritualistic gang-beating given to all newcomers. Failure costs you 4 health.

  9. _Transdimensional Rift_ (#TRift) Quantum pioneers think it might be a new universe being birthed at the edge of our own. Dark Matter engineers fear it could be a weapon experiment of terrifying power. * Make a Knowledge check to discern a safe approach to the Rift. Failure results in destruction of 1 Loot item per failed check.

  10. _Omega Station_ (#OStation) In orbit perilously near two soon-to-collide black holes, it seems set to harvest the imminent gamma burst. But what could such power be used for, and what structure could withstand such a blast?! The only certainty is that all the galactic governments want it for themselves.

  11. _Helium 3 Refinery_ (#H3) A prize of pirates, the spigot of galactic trade, and the first target in intergalactic conflict.

  12. _Scorched Terra_ (#Terra) A former M class planet blasted clean by a civilization’s nuclear suicide. Are there survivors down there? Tech to be scavenged? * A Knowledge skill check of 10 or above allows you to locate usable tech. Draw a Tier 1 Loot (Tier 2 if you rolled 18 or above).

  13. _Rimworld_ (#Rim) A colony at the edge of known space. Why’d you come here? What is your role? The threats and wonders?

  14. _Numena Nebula_ (#Nebula) Every ship that’s entered it has severed Comms with High Command. They’ve been observed working on something, but what is it?

  15. _Forbidden System_ (#FSystem) A solar system placed on the Galactic Council’s Interdict List long before humans achieved spaceflight. What brought you here against your better judgment?

  16. _Aeon Gate_ (#AGate) Cryptography doesn’t know if the structure allows one to leap across the light-years or through time itself.

  17. _The Planetkiller_ (#TPK) An asteroid inbound to your planet. Only landing on the surface will tell if it’s path is one of accident or design. The clock is ticking…* A successful Athletics skill check of 9 or above will allow you to execute a perfect landing. Failure results in everyone being roughed up (take 2 damage).

  18. _Uncharted Moon_ (#UMoon) It’s not supposed to be here. Wait…that’s no moon!

  19. _Plague Fleet_ (#PFleet) They vanished twenty years ago. You’ve found them, but what could drive a hundred different crews to insanity or death at once? Luckily, you’ll get a vast salvage bounty…if you survive.

  20. _Necro World_ (#NWorld) Communications ceased at 07:34 Galactic Standard Time. What killed this world? What if it happens again? * Require periodic skill checks to resist the effects of whatever killed this world. Rotate through the three different skills. Failure on Athletics results in 2 damage for each failed check. Charisma failure lowers Persona by 1. Failure on a Knowledge skill check causes players to lose a Loot.

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Forays in the Future: Seditious Synths (Vault #31)

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In this edition of Forays, our exploration of The Future expansion, we’ll provide 20 plot ideas for the new Encounter Type found in the expansion. Here are your plot ideas for Synths. We can’t wait to see where you take these adventure seeds. Enjoy!

  1. _Esoteric Explorers_ (#Explorers) You’re the first organics encountered by a race built and abandoned long ago. They’d like to examine your “hardware” and “CPU”s.

  2. _Mining the Homeworld_ (#Miners) The glittering skyscrapers of your homeworld’s surface are easily accessible silos of material.

  3. _Nanomission_ (#Nano) The swarm insists they wish to provide us with an upgrade. Some paranoid few fear we won’t be “us” anymore.

  4. _Lockdown_ (#Lockdown) The government has imposed draconian measures in the wake of losing a democratic election. They’ve placed automated turrets and sentries in the streets. Will you fight with the rebels? Even if you don’t, you’ll be forced to venture forth when food supplies dwindle…

  5. _Virus_ (#Virus) Local automated systems have gone haywire in the wake of devilry by the infamous hacker “El Loco Biologico”. You may have to defend yourself from haywire machines, but the surveillance state ensures you’ll be charged for any property damage…

  6. _Proving Grounds_ (#Grounds) Synths on this planet run gladiatorial games where the finest organic specimens are tested. Victory brings freedom and luxury.

  7. _ Synthesized Life_ (#SynthLife) They printed you in a lab in an effort to restore an extinct species. Your masters debate whether you’ll pass the “Turing Test”. Maybe you can do so by escaping…

  8. _Starjackers_ (#Starjack) They’ve come to take our Star and transport it to their home system. The only advantages we have are numbers and desperation.

  9. _Imperators of Order_ (#Imperators) Established to maintain ecological stellar environments, they systematically decimate civilizations that become too aggressive in terraforming systems.

  10. _The Replacements_ (#Replacements) Command has deemed you obsolete. You can consent to experimental cybernetic upgrades or be ‘“retired”, whatever that means. You’ve noted discrepancies in the vidfeeds from Command…are organics still in charge?

  11. _Total War_(#Total) You’re on a diplomatic mission when total war breaks out between your hosts and an unknown species. Whose side do you take? Will the invaders perceive you as hostiles?

  12. _Regrets of the Flesh_ (#Regrets) In the wake of cybernetic replacements, you must contend with phantom limb syndrome and specters of your biological past. * You may choose between a Persona card or a permanent Loot upgrade. If you took the Loot, anytime you’d gain or lose persona, take 1 health damage instead. If you chose Persona, suffer -1 to all rolls whenever Loot is in your inventory.

  13. _Dystopia_ (#Dystopia) As one of the last surviving members of an endangered species, you’ve been deposited on this lush “zoo planet”. Will you accept your imprisonment? Conspire with the other “preserved species”? Will the zookeepers even let you die?

  14. _Belter Brigade_ (#Belter) You help guard the worlds of the inner system by manning an outpost in the asteroid belt. Your sensors have gotten strange readings, and now a cat-and-mouse game with an unknown force is set to ensue amid the debris.

  15. _Omega Watch_ (#Omega) As elite operatives of the Omega Watch, you investigate the worst of threats—anything that’s killed a planet or solar system. Your task is to discover the culprit of such existential threats, then, if the havoc was caused by an intelligent source, ensure culprits are brought to heel or eliminated.

  16. _Unified Field_ (#Field) The successor to cyberspace has been populated by the shades of trillions of organics downloaded before biological death. There are rumors the denizens of the Darkweb may have found a way to merge digital and physical reality using quantum physics. What if they succeed? What if they are wrong?

  17. _Brainjacked_ (#Bjacked) The captain and the rest of the First Contact delegation have returned from a meeting with the Synths. But they’re acting suspiciously. Will you relieve the officers of command? Then what?

  18. _Synthesization_ (#Synth) During combat with Synths you’ve been injected with nanites. You fear your body and mind may not be yours much longer. * During the initial combat, any adventurers who take damage are injected. If their Skill or Persona falls to minimum, the next ability must be played against the best interests of the party.

  19. _Damage Control_ (#Damage) True AI brought unparalleled societal upheaval. As officers in a law enforcement agency, you’ve been partnered with synthetics in a new war on cybercrime. But who is friend and who is foe?

  20. _Infiltration_ (#Infiltration) Vastly outnumbered, you’ve been dropped behind enemy lines with the mission of uploading a quantum virus into the Synth army. If you succeed, you’ll turn the tide of this engagement.

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Putrefying Poisons [The Vault #25]

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The natural world is full of substances of boon and bane. This week we provide you with twenty poisons and their effects. Perhaps you wish to add one as a specialized Surge event to a Beast Encounter card, or coat the blade of another foe with it.  Maybe a lock, trap, or book has a dusting of the stuff the adventurers must spot, counteract, or avoid with a skill check.  

Some creatures deliver poisons or venoms by their bite or sting, but others exude the substance through their very skin or via odor. An adventurer engaging in melee attacks might be subject to an effect just by being near enough to attack. Of course, once a poisonous creature is slain, the adventurers may be able to acquire or craft an item exploiting it from the carcass. If you wish to allow your players this option, a Craft (:magic: or :melee:) or Healing skill check should be required to gain the effect. On a failure, the would-be crafter has fallen victim to the poison. 

A nice touch on the quest writing side is to provide a way (choice) to counteract a poison. Perhaps pouring wine over a contact poison nullifies it, or a Knowledge or Gather Information check could provide an adventurer with the foresight to prepare an anti-venom or remedy. 

As always, we've provided formatting for Quest Creators so they can copy and paste the entries easily into quests, making an instant screen of its own (you'll still need to link it to other parts of your quest through standard pathways). 

  1. _The Scarlet Spasm_ (#Spasm) A cloud that tinges the air with faint scarlet hues, the spasm causes involuntary muscular contractions. > :Melee: and :ranged: ability users suffer the critical failure effect on ability cards if they roll a regular failure.

  2. _Spirit Sight Venom_ (#SVenom) Members of the Ghost tribe believe this snake venom imparts the ability to see the realms of spirit. Are the spirits real or not? > While under its influence, any ability or skill roll of 5, 10, or 15 causes a failure, as the poison's victim reacts to the appearance of a spirit (Roleplay this!).

  3. _Lethargy's Kiss_ (#LKiss) Secreted by a slug common to the region, this ooze induces somnolence in those it touches. > Victims don't play an ability every 4th round OR suffer -3 to a skill check.

  4. _The Bleeder_ (#Bleeder) A favorite of assassins everywhere, it thins the blood. > When a victim takes damage, increase :health: lost by 1 each time.

  5. _Numbtouch_ (#Numbtouch) Sometimes used as an anesthetic by the Fae, the Duergar delight in coating protected treasure in it. > The effect of this poison grows worse with time. Victims suffer a cumulative -1 to physical skills and all ability rolls until counteracted (Heal check 13+) or 5 rounds/screens have passed, after which it quickly dissipates.

  6. _Hallucination's Haze_ (#Haze) Produced by some molds, it can afflict others if breathed while being burned or when eaten. > Any skill or ability roll of 5, 10, or 15 results in the victim mistaking a fellow adventurer for a demonic villain. The victim attacks their fellow once (play an ability if this is triggered during a skill check).

  7. _Creeping Death_ (#CDeath) An insidious poison coating the thorns of some Fae rosebushes... > Make an Endurance (:melee:) check of 13 or above to avoid losing 1 :health:. If you fail the first check, suffer another point of health loss each round/screen until 3 rounds have passed or a Heal :magic: check of 13+ has been made.

  8. _Falling Darkness_ (#FDarkness) Victims behold the rapid narrowing of their vision, until sight leaves them entirely. > :Melee: and :magic: abilities suffer a cumulative -1 to rolls each round. :Ranged: abilities suffer a cumulative -2 to rolls each round.

  9. _The Rictus Mask_ (#RMask) Sometimes used as a paste to remove wrinkles, this salve can have horrifying effects in high doses. > All skill checks involving social interaction suffer a -5 to the :roll: .

  10. _Dust of Transference_ (#DTrans) This curious dust has the quality of grounding magical energy. > If an adventurer coated in the dust uses a :magic: ability or :loot: item, they suffer the full effect of the ability instead of the original target.

  11. _Jester's Flux_ (#JFlux) A favorite of tricksters, it has robbed many a haughty noble of dignity. > Any movement risks loss of bowel control. Vigorous motion (ie combat) ensures it. If control has been compromised, the victim automatically fails all checks to sneak by creatures and suffers -3 to social checks.

  12. _Crooner's Cry_ (#Crooner) A curious substance that induces singing. > During combat, a roll of 12 or below on the ability check means the victim must randomly draw a :music: ability and replace the ability initially played with the new :music: ability.

  13. _Heroe's Bane_ (#HBane) The spray of the scare skunk of Scarpathia, it induces an instinctual flight response. > When an adventurer or creature would attack, it must :roll: a 10+ to succeed. On 9 or below, it panics and tries to flee instead (suffer -1 damage this round).

  14. _BolsterBlight_ (#Bolster) Sometimes with great strength comes great pain. > Inflict +3 damage on a played :melee: ability or a creature's attack, but the user/victim suffers an additional 4 health of damage at the end of the round.

  15. _The Ringer_ (#Ringer) Often slipped into a drink to make a mark easier pickings later on, an oppressive ringing in the ears makes hearing impossible. > The victim cannot benefit from the next :music: or :influence: effect and fails the next check dependent on hearing.

  16. _Erotic Panther_ (#EPanther) Sprayed on a victim, sixty percent of the time, this scent works every time... > All characters and creatures in the vicinity must :roll: a 10 or above to avoid unnatural attraction to the victim (roleplay this).

  17. _Oedipal Angst_ (#Angst) Delivered by food or drink, this causes irrational rebelliousness toward anyone in rightful authority. > Victims must :roll: a 12 or above to resist opposing the next legitimate authority (a liege lord, officer, social superior, boss, etc.) they encounter. Roleplay the opposition but it must result in a failed action or outright attack (if either is an option).

  18. _Delusion's Dust_ (#DDust) It inspires gross overconfidence. > Victims cannot use :loot: (why would they need to?!) and must play the ability each round that has the highest required risk :roll: .

  19. _Insidion_ (#Insidion) This poison inspires feelings of inferiority and paranoia. > Victims must play one :loot: item each round if they possess any and always play the ability each round that has the lowest risk value.

  20. _The Howler_ (#Howler) Favored by tribes of imps, this goo coats their darts, ensuring they won't escape. > On a failed :roll: of 9 or below, the victim starts baying at the sky (roleplay this!). All attempts at stealth automatically fail.

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* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

 

 

First Round, First Blood...[The Vault #24]

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We know there are some tactically oriented players out their that have been itching for some realism and movement dynamics. We're not going to throw miniatures your way, but what we can offer you and Authors this week are some ideas for how to spice up your encounters by introducing some strategic mechanics for the first round of combat, before everything would naturally devolve into chaos and the fog of war.

You might use these (or introduce them to quests) in the following ways:

  • By adding a skill roll to determine if the party can pull one of these off.

  • By presenting a few as tactical options the party can choose at the beginning of a combat encounter.

  • Have the enemy use one. Or maybe adventurers and foes can use one each, so long as no one suffered from surprise on a Spot or Notice check.

  • Use them for unit based army skirmishes or battles (ideas for how to do this will be forthcoming in a future Vault and/or Quest).

  • Introduce them into Player vs. Player battle.

Whatever you do, for the sake of play balance we urge you to think of them as a once per encounter, first round Surge (they'd also be ideal for small party play).  Only one should be chosen by the party (even if not all party members participate in the maneuver), to avoid bogging down play.

  1. _Ambush!_ (#Ambush) Someone is getting taken by surprise! > Each participant may choose one foe. The ambushed individuals does not get to resolve Abilities or damage during the first round.

  2. _Shield Wall_ (#Shield Wall) The ultimate in defensive tactics. > For each participant in the wall, reduce damage taken by 2. Each player may discard a :melee: card to add +1 damage to enemies this round.

  3. _Diversion_ (#Diversion) Draw their attention. > Designate one or more individual as the diversion. They are the only individuals that suffer a Surge or Ability effect this round. (Can be used on the first Surge round only).

  4. _Pincer Attack_ (#Pincer) Two attack the target from its flanks. > Gain a +2 to each roll. If the final total of the roll would be 20 or above, apply the critical effect.

  5. _Encirclement_ (#Encirclement) Strike from all sides! > For each individual that attacks the same target, apply +1 to :roll:s and damage. Any failed :roll: results in an ally taking the effect of the failed ability.

  6. _Sword and Shield_ (#SS) The measured application of offense and defense at once. > Must discard a :melee: ability to use. Reduce damage you suffer this round from all sources by 1. Deal 2 damage to one foe.

  7. _Break Formation_ (#Break) By scattering, the group disrupts a coordinated attack. > Lower the Tier Value (against Encounter cards) by 1 per participant or subtract -1 from rolls per participant (against Adventurers) until the next Surge event, then reset all to normal.

  8. _Charge!_ (#Charge) Bold ferocity may carry the day... > Negate any passive damage reduction of one targeted foe and deal 2 damage for each participant. Discard a :melee: ability to target a second foe.

  9. _Brace_ (#Brace) Brace to absorb a blow. > Suffer 1 less point of damage this round. Discard an :Influence: card to negate all damage that would be done to one other party member.

  10. _Running Retreat_ (#RunRet) Flee! > For each participant, remove 1 Tier worth of Encounter cards from combat. Each participant may discard one :ranged: or :magic: card to increase the Tier level removed by +1.

  11. _Holding Action_ (#Hold) Jam up the enemy advance by holding your ground. > Increase the damage each participant suffers by 1 this round, but reduce the damage of all other party members by 2. Participants may discard an ability to deal 1 damage to one foe.

  12. _Sword and Sorcery_ (#SSorc) Shock and awe, sorcery and steel. >

  13. _High Ground_ (#HGround) Better leverage, better vantage point. >

  14. _Narrow Pass_ (#NPass) Champions square off in the gap. > Choose one adventurer and one Enounter card. Only those participants can use any offensive abilities/attacks this round.

  15. _Pit Trap_ (#Pit Trap) Spiked, deep, and cleverly concealed. > Make a Notice (:ranged:) check of 10 or above. On a failure, one falls into the pit for 3 damage OR the loss of ability play this round.

  16. _Flanking Action_ (#Flank) Come at em sideways! > Gain a +2 to the next ability :roll:. Discard a :ranged: card to deal +2 damage as well.

  17. _Spider Hole_ (#Hole) The ultimate jump scare. > Make a Craft (:magic:) or Survival (:ranged:) check of 10 or above. On success, each participant gains +2 on the first roll and +1 to damage.

  18. _Cavalry Charge_ (#CavCharge) Ride them down! > Make a Ride (:melee:) check of 10 or above. On success, each participant may deal one foe damage equal to half the roll, but takes damage equal to the Tier Value of the foe.

  19. _Disarm_ (#Disarm) Take from them the means to fight. > Discard an ability card to reduce all damage done this round by 1. Gain a +2 to :roll: against the targeted foe next round.

  20. _Trip_ (#Trip) Taken em down! > Choose an opponent (only one per adventurer). That Encounter card's first Surge doesn't occur until the 4th round, not the third. The participant may also discard a :music: ability to increase damage dealt by other adventurers to that tripped foe by +1.

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* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

Abominable [The Vault # 23]

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The Horrors wait. They ruled once. Whether they left or were driven away is unknown. What is certain is that they wish to return. Some say such a return is inevitable. Woe to all mankind if that is true...

This week we finish up our cycle dealing with the Horrors. Below, partake of 20 Titles to add flavor and terrible power to these new antagonists:

  1. _The Gibbering Dread_ (#Gib) It belches a cacophony of mad voices, which can be stemmed only by death. > :Music: and :Magic: abilities suffer a -2 to rolls while the gibbering thing lives.

  2. _The Grotesque_ (#Grot) Hideous to behold, this thing's insides are on the exterior. The smell matches the sight. > All abilities used against it except :Influence: and :music: suffer a -2 to :roll:.

  3. _Half-Dead_ (#HalfDead) After eons even death may die...this one is waking again to life. > Reduce Tier by 1 and hp by 3.

  4. _The Unhinged_ (#Unhinged) Some of the Horrors are cold and calculating, others quite mad. > Gains +1 damage to attacks. Every other round :roll:. On a 10 or above it attacks another encounter card in addition to the :adventurers:.

  5. _The Raving_ (#Raving) Compelling in its terror and power, for the line between madness and genius is a fine one. > :Influence: abilities suffer -2 to rolls while the raving one is alive.

  6. _Mindeater_ (#Mindeater) Bodies aren't the only things that can be devoured. > Every :adventurer: who rolls a 5, 10, or 15 on an ability suffers a loss of 1 Persona. The Mindeater gains 2 hp from each Persona devoured.

  7. _Contagion's Consort_ (#Contagion) It's mere glance inflicts weakness upon others. > The :adventurer: with the lowest roll each round suffers -1 to rolls and loses 1 hp.

  8. _Dream Dweller_ (#DDweller) Even if vanquished physically, it'll continue to haunt you. > Physical death doesn't destroy it, only banish it for a time.

  9. _The Chained Lord_ (#ChainedL) It has one foot in this world, but is still partially chained in another. > Each round :roll: once before resolving damage to adventurers. On a 5, 10, or 15, the :horror: can't deal damage to one adventurer.

  10. _Realm Reaver_ (#RReaver) Space warps about it. > When an adventurer :roll: a 5, 10, or 15, their ability affects another :adventurer: as well as the intended target.

  11. _The Servile_ (#Servile) Cowed in mind and spirit, it knows only to serve strength. > An :adventurer: with max Persona can intimidate it into service or flight on a :roll: of 10 or above.

  12. _Soul Stealer_ (#SStealer) It keeps what it kills. > Slain :adventurer:s become Tier 1 :horror:s the round after being reduced to 0 hp.

  13. _Many Mouthed_ (#MMouthed) So many fangs, so much hunger... > Any :adventurer: making a :melee: attack against the Many-Mouthed suffers 1 hp damage.

  14. _Gelatinous_ (#Gel) It would be easy to drown in its depths. > The :horror: has 2 fewer hp. Those attacking it with :melee: abilities or who take damage this round suffer an extra point of damage.

  15. _Nightmare_ (#Nightmare) It seems to take the form of what you fear most. > Any :adventurer: attacking the Nightmare this round suffers -3 to their rolls. On a 1, they also lose their next action (in addition to whatever normal ability failure occurs).

  16. _Terror Tyrant_ (#TTyrant) Fear is the foundation of all tyranny, and often its motivator, too. > The first round of combat, :adventurers: below base persona cannot use abilities.

  17. _The Inscrutable_ (#Inscrutable) How does one defeat a foe with unreadable features? > All :adventurers: suffer -1 to all rolls against it, both combat and skill checks.

  18. _The Compelling_ (#Compelling) It seems to know your every mood and intention and is unperturbed by all. > Its allies increase in Tier value by half while it lives (do not round up).

  19. _The Devourer_ (#Dev) Fear not the one who can devour only the flesh, but the one who can consume both mind and soul...> On a :roll: of 5, 10, or 15, on abilities, :adventurer:s lose 1 :loot: or 3 hp.

  20. _Fleshfuser_ (#FleshF) Slamming into one of you, the :horror: begins to meld with you. > The adventurer with the lowest ability :roll: is bound to the creature, taking half the damage dealt to it next round.

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* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

Violations [The Vault #22]

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Click Here for a Master Index of “The Forge” and “Vault”!

You've had the Horror expansion for a while now, so we thought we'd do another themed Vault in that vein. The Horrors wield reality warping powers, from corruptions that break the laws of biology and physics to those that warp minds and souls. Use the twenty Violations below against your adventurers, place them on otherworldly objects or as environmental effects in Dreamlands or alien vistas.  Or tempt adventurers with power and taint them as they metamorphose into something horrible. 

  1. _Inversion_ (#Inversion) Right is wrong. > Successes become failures and vice versa.

  2. _Upending_ (#Up) Up is down. > Gravity is reversed for one round. All :encounter: and :adventurer: cards incapable of flight fly up, then fall, suffering 3 hp damage.

  3. _Weightlessness_ (#Weight) There are few limits to motion for the weightless. > It traverses walls and ceilings with impunity. All ability :roll: suffer -1 against it.

  4. _Consubstantial_ (#Cons) Two lives are bound as one. > One encounter foe cannot be slain until its soul-joined partner is also reduced to 0 hp.

  5. _Phased_ (#Phased) It isn't wholly in this reality. > The Encounter card takes no damage this round.

  6. _Unfated_ (#Un) This creature writes its own destiny. > Adventurers must reroll abilities and take the lower of the rolls.

  7. _Improbable_ (#Im) Death should have taken it long ago. > The round the wielder of this power would be reduced to 0 hp, cancel all damage taken in the "fatal" strike.

  8. _Grand Inversion_ (#Inv) Harm heals... > All damage dealt to the wielder of this power becomes healing this round, and all healing becomes damage.

  9. _Degenerator_ (#Degen) It warps minds like water warps light. > Increases in persona this round become decreases.

  10. _Timewalker_ (#Time) It moves with incredible speed. > Resolve the :horror:'s surge ability twice this round.

  11. _Immovable_ (#Imm) Brute force seems not to have the intended effect. > The :horror: suffers -1 damage this round from :melee:, :magic:, and :ranged: abilities.

  12. _Spacebending_ (#Space) It is not where it should be. > Damage dealt to the wielder is done to the adventurer with the lowest roll this round instead.

  13. _Bilocation_ (#Bi) It is in two places at once. > Increase the Tier Value for one round by a sum equal to the value of the :horror:.

  14. _Transferance_ (#Trans) The mind and the body are one... > Persona loss becomes hp loss this round, and hp loss becomes Persona loss.

  15. _Nonlocality_ (#Teleportation) Did it just flee or is it toying with you? > No damage can be dealt to the :horror: this round.

  16. _Anti-Ethereal_ (#Ether) Magic rolls off it like water. > :magic: and :loot: don't work this round.

  17. _Entropic Being_ (#Entropy) Nature abhors it... > Any adventurers that didn't take damage this round take 1 hp of damage. The :horror: gains those hp as healing.

  18. _Incorrigible_ (#Inc) In its presence minds cannot be moved. > :Music: and :influence: abilities do not work this round.

  19. _Strengthstealing_ (#Str) The physical is illusory... > :melee: and :ranged: abilities do not work this round.

  20. _Uncanny Mimicry_ (#Mimic) It learns with preternatural alacrity. > Choose one of the adventurer abilities that succeeded last round. The :horror: plays that ability against the adventurers this round.

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Predatory Universe: Beast Plots [The Vault #21]

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Click Here for a Master Index of “The Forge” and “Vault”!

The wild hungers.  It's driven by blood, hot on the tongue, thick on torn flesh and spattered on the ancient bones of the earth. Countless lives have passed unremembered into the maw of annihilation. When the veneer of civilization is stripped away by the primordial laws of nature, who will survive?

This week we offer you some plots to use with the "Beast" encounter type. Unlike every other type used thus far, beasts lend themselves less to dialogue or other interaction other than physical conflict (unless you endow them with speech and intelligence, as in Narnia--which we suggest in some plots below). We recommend these be paired with exotic locations and numerous Tracking, Notice, or Survival checks, for natural environments are not the home of civilized men.  Outside the cities, the beast holds the native advantage.  Face the Predatory Universe in these 20 Beast-based Plots:

  1. _The Maw of Winter_ (#Maw) Starvation is the true foe during an extended trek through tundra. The native beasts are particularly interested in human food.

  2. _The Lost Boys_ (#LBoys) Children are being taken alive by a beast, but where to? Will a brave adventurer consent to having their shape shifted to that of a small child and then allow their own abduction?

  3. _Natural Enemies_ (#Nat) The adventurers witness two groups of beasts at battle, only to discover they can now understand their speech. Can they reconcile the two warring animal clans? How did they gain this ability, and more importantly, why?

  4. _Call of the Wild_ (#Call) A secret society has invited the adventurers to undergo their Initiation Ritual. If successful, much status, treasure, and prestige will be theirs. If they fail they may die. > Begin play without :loot: and only 4 abilities (no draft play).

  5. _The Boar Hunt_ (#Boar) The liege lord of the adventurers has invited them on a jovial hunt for boar. There is much drinking. Are you seeing double the boar, or are there really two of the deadly beasts?

  6. _The Cursed Span_ (#Span) An invasive species of shrieking eels has crossbred with flying fish. Now the most magnificent bridge in the known world--one vital for trade and commerce--has become a nightmarish killing ground. Can the adventurers transport cargo across the cursed span?

  7. _Bounty_ (#Bounty) A bounty has been placed on dangerous game. Eventually, though, the adventurers will discover the collector of specimens has intentions that aren't in anyone else's best interest.

  8. _Ratcatchers_ (#Rat) An outbreak of deadly plague necessitates culling the booming rat population. Even a tiny bite could prove fatal, but someone must do the deed and the prince is paying handsomely...

  9. _From the Deeps_ (#Deep) Legend tells of a creature lured into an old mine years ago, when villagers could not kill it. Now children who were playing around the shaft have gone missing. Can they be found and saved before the creature devours them?

  10. _Uprising_ (#Uprising) Wherein dangerous floods drive hordes of rats and vipers to higher ground, and rising waters aren't the only peril facing the party.

  11. _Endangered Species_ (#Species) A hideously wealthy noble hires you and another adventuring group to accompany him on a "hunting expedition". Only later does the party realize their employer wishes to kill the last members of an endangered species. Will they become complicit in the extinction or contend with their employer and his other bodyguards?

  12. _Hawking with Friends_ (#Friends) A leisurely hunt gets real when the adventurers' hawks return, enlarged by magic, and dropping other beasts that attack. Who has played this deadly prank, and what lengths will you go to in order to restore your birds to proper size?

  13. _Big Game_ (#Game) A group of intelligent, speaking animals has deprived the adventurers of arms and armor, then subjected them to the indignities of a deadly hunt. Will they be able to regain their scattered gear in time to turn the tables on the deadly predators?

  14. _Bearbaiting_ (#Bear) The most popular (and illegal) gambling enterprise in the city is an underground bear-baiting ring. When tasked by the authorities to find it and bring its organizers to justice, the adventurers may run afoul of bandits and beasts alike. And what will they do when one of the beasts speaks to them in human tongue?

  15. _The Familiar_ (#Familiar) A wizard contracts the adventurers to recover his animal familiar alive, only to find the creature doesn't want to return and has learned some magic of its own along the way.

  16. _Trappers_ (#Trappers) The adventurers receive a commission to stop illegal poaching in the King's Forest. The beasts are anxious and riled, but the greater threat may be the profusions of traps, snares, and human hunters.

  17. _Skin Trade_ (#STrade) Under threat of dire snowstorms, the adventurers resolve to outlast the ice and sleet at a camp of fur traders known to them. They arrive only to find a bloody shambles and that the deceased traders' own skins have been taken. Will they stay in the blood-slicked shelter in spite of the ominous holes leading to caverns underneath the camp or risk the fury of the storm?

  18. _Gaia's Revenge_ (#Gaia) Long having tolerated the irresponsibility of humankind, with one will and surprising cunning, all the creatures of the wilds have risen against men. Packs of bears and wolves rampage through streets, making it as likely one will be trampled by the panicked as fall by tooth or claw.

  19. _Of Beasts and Men_ (#Beasts) Fighting for their country on a distant field of war, the adventurers contend with fell beasts under thrall of the foe's potent Archmage. Will they show mercy and restraint when battling the compelled creatures or slaughter them without thought, plunging the ecosystem of the region into imbalance? Can they win through to stop the Archmage and break the enchantment?

  20. _Red of Tooth and Claw_ (#Red) A powerful circle of druids has awakened from ancient slumber and cursed all humankind. With each kill the adventurers slowly turn into the predatory, bloodthirsty animals their actions reflect. Can they confront the druids and break the curse before the metamorphosis is complete? > Create a simple chart with body parts assigned to number rolls. After each kill, change some bodyparts into animal features. Deprive them of abilities as appropriate (certain #melee when they lose hands, #magic if they lose speech, etc.).

We hope we've given you some things to consider in your card and quest creation. Happy Questing!

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