Codes of the Soul

And another retro set of house rules from Warp & Weft/Dreams of Flesh and Spirit. Alternate Experience Rules This rule is from the booklet from the Jovian Chronicles GM’s screen. In order to improve a skill, the character must have spent a number of Emergency Dice on the skill equal to the next skill level […]

Codes of the Mind

The retro Tribe 8 goodness continues with some additional house rules on task resolution in Tribe 8 first edition. Alternate Tie Resolution This rule was suggested on the Tribe 8 mailing list. When an opposed action test is tied, it automatically goes to the character with the highest skill. If the skill levels are the […]

Codes of the Flesh

It’s time to go retro! Here are some house rules from the original Dreams of Flesh and Spirit website for Tribe 8 1st edition. Additional Combat Manuevers Manuever ACC Init Dodge Parry Dam Notes Fend n/a 0 +1 +1 n/a Character can do nothing but dodge, parry or move. This may be combined with Defensive […]

Playing with the Z’bri

I’m working on the Z’bri section of my adaptation, and in trying to present them as being highly individual – and reinforce not using cookie-cutter templates for them – I decided to come up with a distinctly Z’bri toned Aspect alphabet. I like the results. “A” is for AppetiteWhat does the Z’bri have a penchant […]

Power Sources

The RiverThe River (short for the River of Dream) is the power source for nearly all human supernatural powers in Vimary, from Synthesis to Technosmithing. As a Power Source, there are only a few requirements: The Awakened Advantage is required to purchase any Powers that have The River as their power source. Characters with the […]

Powers – Synthesis and Technosmithing

New Meta-Power Advantages Bundled Advantages A group of Power Advantages may be bundled together. All of the Powers in a bundle must share the same Power Source; otherwise they retain their individual Activation costs and other attributes. A primary Power must be chosen for the bundle – this is usually, but not always, the most […]

The River of Dream and Dreaming

The River of Dream is a counterpart to the physical realm, an interface of sorts between the worlds of flesh and spirit. As such, it is comprised of symbolism, concepts, ideas, and emotions. Every living being interacts with the River of Dream; humans for the most part do so without conscious control. But those with […]

Keeper Kin Package options

The Keeper Kin package that I put in Strands of Flesh and Spirit is a very generic one. It works for generic Keepers that are not often in the spotlight, but players wishing to play Keepers or GMs wishing to feature them may not want them to be so homogenuous. This can be accomplished by multuple […]

Social combat and groups in Strands of Flesh and Spirit

One of the themes that I personally have wanted to explore in Tribe 8 is the interaction of the various political and social groups. The entire game is predicated on people with something in common – birth, blood, ideology, survival – banding together. It is not the kind of world where many loners survive for […]