The Cog Wars Zero Editon PDF
The Cog Wars Zero Editon PDF
The Cog Wars Zero Editon PDF
A Game By
LEVI KORNELSEN
DMITRI ARBACAUSKAS
TONY LOWER
LOWER--BASCH
ROBERT EARLEY
EARLEY--CLARK
STEPHEN LEA SHEPPARD
Editors
KIMBERLEY LAM
LAURA HAMILTON
2
STARTING UP: PAGE 4
Welcome! Who The Characters Are What The Characters Do
Why You Should Play This Game Media Love-In Style and Tone
A Different World Getting Started How To Play: Character Creation
How To Play: Homeplay How To Play: Missions
The First Scene The Back & Forth
Going To The Mechanics Character Scenes Guide Characters
SETTING: PAGE 16
Overview The Countryside Cityscape About Barrios
The Temple District Porttown Foundry Row University District
Oldcity - The Centro Eastridge Southgate The Undercity
The Powers Politics Common Folks The Poor On Cogs
High Invention On Masterminds The Current Discontent
Where Do You Fit In? The Rebel Network
Hideouts And Fronts Insiders And Fixers The Cog Wars
CHARACTERS: PAGE 42
Character Creation Concept Choose A Kind Cog
Geezer Kid Virtues Cunning Daring Grace
Vocations Mystic Tailor Tinker Soldier Scout
Creating & Rating Traits Starting Conditions Names
MECHANICS: PAGE 60
What Mechanics Do “The Guide Decides” A Sample Character
The Throw Local Conditions Declaring Intent
Dice For Players Dice For The Guide Making The Roll
Describing Victory Blocking Conditions At Four
Conditions As Gear On Minions Teamwork Duration Blocking
On Zeal All About Experience Rules Glossary
HOMEPLAY: PAGE 78
Overview The Basic Location Five Local Powers
Creating Strife Bits To Consider
MISSIONS: PAGE 84
What Missions Are About Mastermind Resources
The Place And The Rise The Proper Order The Real Power Structure
Ways To Get In The Numbers
GUIDE: PAGE 90
What The Guide Does On Running Homeplay On Running Missions
Some Fundamental Ideas Putting It All Together Rotating Guides
3
1. STARTING UP
4
WELCOME!
The book you’re reading is a game, a kind normally called a roleplaying game
or RPG. If you’re new to these kinds of games, relax and read along; by the
end of this chapter, you should have a pretty solid idea of how it all works.
The most basic thing to remember is that in this game, the players will take on
the part of fictional persons, called characters, and take part in adventures. The
exception to this is the Guide, who is a player who will take on the job of
actually playing the whole rest of the world rather than a single character.
If you’re a seasoned roleplayer, it will still be a good idea to read along
carefully. The Cog Wars will strike some readers as very different from what
they’re used to seeing out of an RPG, and you may be one of those. Overall,
the game combines some innovative ideas (conflict resolution, narrated
victory) with some very traditional ones (mission-based play, the basic ideas of
having adventures), in a very quirky setting that ranges in content from zany
cartoon mayhem to the edge of serious social issues. The resulting gameplay
is pretty simple and intuitive, once you “get into the groove” of the game.
MEDIA LOVE-IN
Here’s a list of different media that catch some part or another of the style and
content of The Cog Wars:
TONE
The Cog Wars can be run inside a range of “tones” - the setting can be
presented mostly as light and goofy fun, skimming over the ugly elements that
sit in the background, or those elements can be brought forward, making the
cartoon-like elements of the game take on an almost sinister feel. When you
get down to the guts of it, this is a game about a city that is often divided up
into little fiefdoms ruled by
corrupt madmen, about a people
living in virtual slavery, about
orphans and abandonment, and
about the betrayal of a set of
ideals that the elderly of this
society fought for to the bitter
end.
...But it’s also a game about
crazy old folks, kids, and
clockwork men running around
in serial, episodic cartoon battle
against a wild assortment of
mad scientists, politicians, and
bizarre villains.
Your group will need to
decide on the tone that your
game will have, whether your play
will be bright and cartoony, grim and bleak, or whatever amalgam of these
things best fits the way that everyone wants to play their characters and
describe their own actions. A clear decision will make your game more of a
cohesive whole.
7
A DIFFERENT WORLD
Philosophers, theologians, mystics, academics, scientists and others have
attempted to codify the basic logic and rules of the world for far longer than
any history can record. We should perhaps emphasize the word attempted,
since none to date have truly succeeded at forming a unified theory that
actually explains the rules by which our world operates. Some have come
close and still others have attempted to make the world itself fit their
philosophies. On the whole, we recommend you take the same attitude about
the world that most Tiranians do: don't try to understand everything, just accept
what you need to and move onwards. That said, let us take a few moments to
cover some of the more well-known paradigms by which the world behaves.
• Science is the one true driving force in Tiran, from the creation of new and
better devices to the exploration and discovery of our world. Science has
toppled governments, raised new ones, begun and ended wars, and turned
the entire world on its ear. Furthermore, the nature of some of these changes
is just being felt now. With new discoveries and advancements coming
almost daily, it is obvious to anyone that science will be the largest force of
change in our time. Whether technological or academic, these discoveries
are the events that shape our present-day issues and our future.
• Magic is not so much a set of natural laws as a method of bending them.
Magic has always existed, in varying methods and forms through history. It
has only been since the end of the old Sorceror Wars and the founding of the
First Empire that magic has gone into a decline due more to the increasing
presence of refined iron than any other factor. Magic will always have its
adherents and students despite the sacrifices, both personal and otherwise,
that must be made to gain power. Of course, practicing magic inside of
Tiran, or many other modern cities, is a criminal action, but the users have
shaped much of the history of our world. True, dragons and other great
magical creations have long since been hunted to extinction, but even more
common creatures, such as gargoyles, as well as substances like glowstone,
were all the direct result of magical interference with the normal world.
• Alchemy or, as it’s known in more scientific circles, alchemistry or
chymistry is the science of using materials both magical and mundane in
nature to achieve a scientific result. It is these principles that have become
the foundation of a large portion of Tiran's science and achievements, such
as the dirigibles, levin-guns, and even the Cogs to some degree, which are
suspected to use an alchemical power source.
• The Creator is purported by many to be a myth, but Their agents have
without a doubt shown their influence on events from time to time. Over
200 such beings, known as Eloi, receive prayer in Tiran, and all of them (if
their followers are to be believed) have taken a hand in human affairs at one
point or another. Thankfully, most Eloi are petty and only take interest in
their own domains. Kelgrim, for example, is far more likely to influence the
decision over which wine is best served with a rice dish than to take a hand
in city politics, a fact for which I think we can all be grateful.
8
GETTING STARTED
In order to start playing, a group of two or more players will need to sit down
with this book, with all the supplies listed below. They’ll need to decide who
will be taking on the role of the Guide - the head narrator, referee, and the
player who manages the whole world rather than playing in the role of one of
the main characters of the game.
Once your group is assembled and ready to go, take a quick run through the
basics of the setting, and then get down to character creation. When characters
are made, the group creates their hideout and the local situation, and the Guide
preps their first mission. These rules assume that the Guide has been chosen in
advance, has read over the book, and has made some preparations.
HOW TO PLAY:
CHARACTER CREATION
Character creation is described in detail in chapter three, but here’s an
overview of the process from start to finish.
10
HOW TO PLAY:
MISSIONS
Rebels don’t spend all their time mucking around at home, of course. They
also go out, find nasty plots and Masterminds and dark dealings, and deal with
them through unmasking, direct action, or any number of other means. When
the call of the moment is for clear, direct adventure, missions are the answer to
that need. Unlike homeplay, which is “fuzzy” in terms of things to do,
missions are defined situations where the characters need to dig out a problem
and execute a solution. Chapter six is a “how to” on creating missions, for the
Guide to make use of. In mission play...
11
THE FIRST SCENE OF A SESSION
At the start of any session, the Guide will start things off by describing where
the characters are, and what they’re generally doing, as well as giving a quick
description of what is going on around them.
The purpose of this first scene will usually be to introduce the basic elements
of conflict in the situation, or the mission that the characters are likely about to
get involved in. In a mission-based session, for example, the first scene will
almost always involve the characters meeting with someone that will tell them
about the crimes of a given Mastermind, the location of that Mastermind, and
give them a few leads on the things that this enemy uses to maintain their
power. In a more freely run session, the characters might be anywhere, but
will almost certainly be immediately apprised of some fact or event that has
meaning, and creates conflict, for at least one of the characters.
FRAMING A SCENE
The Guide sets a scene by describing it, pure and simple. This description can
start with a basic sketch - the characters are on the rooftops at night, or in a
tavern, whatever the case is. It should include an overall sensory impression -
the darkness of the night, the noise of the tavern - with a few specific details of
setting - the street below or the tables and crowds around them - to give the
sketch some depth for the players to use.
After making the sketch, the Guide should go on to add an active element -
something that is happening that is there for the characters to interact with,
which can range from a contact to talk with who has vital information to
enemies to fight.
Presenting (or “framing”) scenes is a skill that takes practice; any part of the
life of a rebel group that a Guide goes into must be appealing to both the
players and their characters. Guides should pay attention to this, learning to
insert good details into scenes seamlessly without overdescribing them.
12
THE BACK & FORTH
Most of this game is played verbally - the Guide sets a scene, the players
describe what their characters are doing in that scene, the Guide responds by
describing how this affects the setting around the characters, telling them what
happens next, and on and on it goes. If the Guide described a scene that was a
ruined manor, a player might simply say "I explore the ruins, looking for
anything interesting". The Guide might check in with the other players to see
what they're doing at the same time, and then get on to the first interesting
thing in the search, or the first thing that interrupts the search. Or the Guide
might ask the player what they think is interesting, to tailor the results of the
search.
This means that the Guide is making stuff up all the time, adding detail,
fleshing out the setting and adding to it. While the Guide will almost certainly
have prepared material ahead of time, making up details as they go is
absolutely the way things are supposed to be; that's a big part of their job.
13
GOING TO THE MECHANICS
Mechanics are used to handle conflicts of all sorts, as well as preparations for
those conflicts, and a number of other items. Chapter four goes into the
mechanics in complete depth, but here are the basics.
The Guide can call for a dice roll, or throw, any time that one or more
players declare that they are doing something. Actions that will almost always
warrant a throw include attempts to discover the secrets of a Mastermind,
attempts to disrupt the resources of a Mastermind, and intensive confrontations
of any sort, ranging from attempts to slander the characters and turn the
populace against them to bare-knuckle fistfights in the gutter with local thugs.
However, the Guide is likely to skip over potential throws from time to time.
Anytime that calling for a throw would be more of a chore than an actual
method of moving the game forward, they’re likely to simply declare the
action a success or a failure, and should generally lean heavily towards
declaring successes rather than failures unless players are attempting fairly
silly actions.
Each throw has a few parts: intentions are named, dice are figured and
rolled, and victory is declared or blocked. At the end of a throw, once the
outcome has been determined and described, the group returns to the regular
back-and-forth of play.
CHARACTER SCENES
Almost every session of play will include at least a couple of scenes where the
players take on the persona of their characters, speaking and gesturing as if
they were those characters. These scenes can be lengthy discussion, or just
momentary interchanges.
Anyone at the table can move the game to this kind of play pretty easily. If
the Guide has just framed a scene where the characters are walking through a
park where upper-class folks are strolling about, a player might very well
declare that their character approaches one of the upper-class ladies and,
switching into the persona of their character, say, “Afternoon, ma’am. Sorry to
be a bother, but would you happen to know where I would be able to find
Doctor Whittleby?” An experienced Guide is likely to jump right in, speaking
as the lady, and answer in whatever way seems best for such a lady to answer.
Scenes like this can end, returning to the back-and-forth narration of regular
play, just as easily. Should an insistent rebel question such a lady too closely,
the Guide might well state that “The lady retreats rapidly from you, shouting
for the guards.”
Just as with framing scenes, there’s plenty of skill involved on the part of
everyone at the table, knowing when it will be enjoyable to move “into
character” and when it would just be dull. This skill is, ultimately, best gained
by practice on the part of the players, but there’s some basic advice for the
Guide below.
14
GUIDE CHARACTERS
When players jump into character scenes with other characters in the setting,
the Guide will often portray those others as “regular people” -These characters
won’t necessarily be especially memorable or have any particular goals or
interesting knowledge. The Guide might be able to improvise these characters
to make them entertaining, or might keep good stock characters in mind, but
generally these scenes will be quick and simple.
When the Guide introduces a new character to play, though, especially if that
character is intended to take any kind of a leading role, they will often have
prepared that character more thoroughly. If a contact sidles up to the rebels in
a dark alley, with information to share, then it’s a pretty good bet that the
contact has a little more personality.
Every Guide will develop their own methods of developing these other
characters, but there are a few things that they Guide should prepare for such a
character in advance; these include:
• Decide how they are connected to the current situation.
• Decide what they know about the current situation.
• Decide what the character wants the player characters to do.
• Decide why they want that.
• Decide how they will try to get the characters to do it.
• Name one memorable mannerism or identifying quality they have.
15
2. SETTING
16
OVERVIEW
Tiran is the foremost city of science in the world. It bears many scars where it
has been damaged (and occasionally razed) by some technology or other gone
horribly awry. It sporadically becomes very important when a plague, army or
debilitating new concept comes pouring from its gates like the high waters of a
world-cleansing flood. For a year - or ten - Tiran becomes the center of a
rapidly expanding circle of change and devastation. Then some solution, or
falling out, happens at the new center of the world and whatever it was that
came out of the gates falls to rust and disrepair. For half a lifetime, people
outside Tiran relegate the great city to the dustbin of history. And then, of
course, the whole cycle occurs again. At the moment, Tiran is fighting - not
with any outside agency, but with itself. There are wars, though they may be
half-invisible and fully incredible, being waged in every district, every
moment, for the soul of the city.
For those outside Tiran, it is somewhere very far away in both miles and
thinking. For the most part, people in simple, virtuous towns like Millhaven
and Shropsworth try to forget about Tiran. They want to believe that the world
they live in is ruled by good sense and decent virtue, and that Tiran will never
be able to impose itself upon them again.
But the world isn't ruled by good sense and decent virtue. It is ruled by
madness, daring and a healthy dose of visionary illogic. That is why Tiran will
always be the place where things are happening. That is why the bravest
troublemakers of all the other provinces will find their way to this one city,
generation after generation. It is the heart of what is actually happening in the
world, the often-seedy, sometimes wondrous, always unsettling reality that
those who desire peace and stability must deny at every turn.
So come to Tiran, if you fancy adventure. Make your way through the
massive Puzzle Gate, and step around the fallen, begging heaps of Not-Men -
keep a hand on your cash pouch while you do. Then make your way cogsward
to the Southgate district. There is no finer introduction to Tiran than a quick
walking tour through its crowded streets in search of a room to rent. Your
alternative is to spend the quick-approaching night on the streets, and that is
not a fine, or healthy, introduction to Tiran - educational, certainly, but nobody
can afford much of that kind of education.
Once you've gotten your legs under you, you'll want to get out there and talk
with people listen to the rumors and the gossip of the day. It’ll be some pretty
interesting stuff, and will almost certainly make you want to do something
about it all - you’re destined to be a rebel, after all, even if you don’t quite
know it yet. And you’ll want to find others, like-minded, that share your
feelings, because soon enough, you’ll want to take action. It’s pretty likely that
you’ll also need to find something to occupy your time and put food on the
table, until you discover some of the happy side benefits that can come along
with being a successful rebel - after all, nobody is anybody in Tiran without
something to do, or at least to pretend they're doing. But all that is for later.
For now, settle in, get to know the city and try to suppress any instinctive urge
to panic. After all, this is your new home.
17
THE COUNTRYSIDE
To the north and to the northwest of Tiran lies the plains. Actually, to the
north and to the northwest of Tiran mostly lies more Tiran, as the districtless
barrios fade off into the distance. Eventually the spaces between barrios
become so large that they can be called true independent towns like Millhaven
and Shropsworth, and for miles one can see the small settlements that dot the
flatlands, following the tiny stream that runs down the mostly dried-up
riverbed of the once mighty Erebon. Scattered trees grow more dense and on
the horizon the plains give way to forests.
Traveling anticogwise, to the northwest of Tiran the Periseph mountains
grow up from the ridge running through the Eastridge district of the city,
eventually dominating the skyline. Across the Periseph mountains cuts the
ancient, elevated aqueduct, built centuries after the Erebon river dried up.
Castles and watchtowers dot the Periseph mountains, remnants of the First and
Second Empires. A few are still inhabited and serve as watchtowers for Tiran
itself, communicating by heliograph with other cities, relaying information
back and forth across the mountain range to the Centro of Tiran itself. Other
castles are abandoned and crumbling.
To the west of Tiran, more plains, more border barrios. Standing at the city's
edge on one of the observation towers, a sightseer can just make out the ruins
of Ballick.
From Tiran's direct west to its southeast lies the sea. Directly south lies the
dried mouth of the Erebon, a great crack in the cliffs overlooking the southern
sea, lined up both sides with construction. Across the sea to the south lies the
Apylo Archipelago, and to the west, distant Mundos. Trade ships cross the
water with frequency, their white sails glittering in the sun.
But in the center of the world lies Tiran itself. Or so its people will tell you.
18
CITYSCAPE
Tiran has always been a diverse city, to say the least. Possibly one of the
oldest cities still in existence, history shows us that Tiran has served many
purposes throughout the years, from a simple trade center to a capital. Now, as
its own independent city-state, it seem the fortunes of the city can only
continue to rise. But for those unfamiliar with our city, this guide will serve as
a good introduction to get you acquainted.
ABOUT BARRIOS
To understand the system of barrios in Tiran, we need to look a bit at how
the city was originally formed. Tiran began as nothing more than
closely-located individual family groups - each one with their own houses,
barns, storage facilities and the like. As trade began to come down the
Stangis river to the sea, a harbor was added so that locals could sell
their goods to passing ships that needed to resupply before they went off on
their long ocean voyages. The harbor, of course, expanded, as did the
barrios, with more and more families moving in on the area until the entire
valley was filled with individual barrios, farmlands, and the roads that
connected them. A hundred years later, the First Empire conquered the
region, uniting the loose barrios into a single collective city. Roads and
other systems were put in place to connect everything further, and as some
barrios moved away from farming and into business, the farmland around
those barrios quickly filled with other, similar barrios, or with supporting
businesses and buildings for existing ones. This continued until,
during the Second Empire, the entire city was declared to be fully
connected. Central government was then established in the Centro, but beyond
the regulation of the individually-owned Civic Patrols, the barrios were
left to their own, by and large, for establishing and enforcing any but the
most basic of laws, a condition that persisted until the Summer Revolution.
Today, many barrios have lost their identities, simply merging into the
larger whole of their districts, or changing purposes again and again as
needed to keep up with the times. But the concept of the barrio has always
been maintained as a core element of Tiranian history and identity. To this
day, ask a Tiranian what nationality they are, or who they serve, and
they're as like to tell you what barrio they're from as much as anything
else. Even inter-barrio fights still occur, although these are usually
nothing more than friendly competitive brawls than actual civil wars or
vendettas.
Following are some of the more interesting barrios that can be found in
Tiran, organized by which district they can be found in. Some are listed purely
because they are the most representative of their home district, others
because they are truly amazing destinations for any tourist to our fair
city, but all are more than worth taking the time to go and visit. I
strongly suggest that you do so.
19
THE TEMPLE DISTRICT
The Centro may be the heart of Tiran, but the city's temple district, taking up
the northwestern portion of the city, houses its soul. Temples and shrines to
the two hundred and forty-seven Eloi that receive regular prayer in Tiran stand
in this area, along with some of the most beautiful civic parks, monuments, and
plazas. This district is a must see for any visitor to Tiran, as holy celebrations
for one Eloi or another occur on almost every day of the year.
Towering over the center of the temple district stands the Necropolis, both
home and monument to the deceased of Tiran. Founded by a delegation of
Nightmen from the original Necropolis in distant Mundos, the undertakers of
the city specialize in the burial methods of all the races that have ever walked
the world - rest assured, should you pass on to the next life during your travels
here, any customs your people have will indeed be observed.
ELOI
The faiths of Tiran all share, or have acquired, a single common belief - that
there was one Creator, who passed on to other beings the power to govern
specific areas of influence, such as the Ocean, Harvest, and so on. These
beings are the Eloi, though they are just as often called by other names that
render variously as Archangels, Divas, and Djinni. Yet, the single word is
used for all such beings by the people of Tiran.
20
PORTTOWN
Located to the east of the Centro, Porttown originally began as an independent
city, based around trade coming south along the Erebon river to the sea, but
was quickly absorbed into the larger capital by decree of Findus II (First
Empire). Even once the river had dried up during the great drought, ocean
trade continued from the portions of the harbor that hadn't become landlocked.
While the main docks may have shifted to the Southgate district, Porttown is
still the prime location in Tiran for any trader or merchant, as all of the main
shops lie in this district. Whatever you may need on your journeys, from a
new sidearm to rare maps of distant places, or even full equipment and supplies
for a climb up Mt. Enkkidon, all of it can be found here.
Of special note to tourists is the Grand Bazaar located in the western end of
the district. It is here that most traveling merchants choose to display their
wares, and a most enjoyable day can be had in this area alone, which spans a
full four city blocks! Naturally, the Civic Patrol watch this area most carefully,
as there are always padfoots and pickpockets about, and the area is never
completely free of merchants trafficking in goods forbidden by law.
It is here, too, where many different folks seek the attention of Cogs and
Cogwork items, either for recapture, to smuggle them away, to gain them so
that their home countries can learn more of them, and many other purposes.
21
FOUNDRY ROW
Foundry Row is indisputably the one district in Tiran that has seen the most
change in the last seventy years. Beginning as nothing more than a large
shipyard sandwiched between Porttown and the military/housing district of
Brown End, Foundry Row has since expanded to encompass all of Brown End,
and covers even more territory in Porttown - all for the creation, maintenance,
and storage of the city's Cogworks. Everything from the childlike serving-
Cogs to the titanic WarCogs are all produced here. Where simple brick houses
and barracks once stood, great smokestacks now rear themselves skyward,
belching forth steam and other strange chymical gases from Cogwork
production. For those who have never seen a Cog (more properly known as a
Cogwork man), Foundry Row is a must see. Some of the smaller, non-military
factories will even allow visitors to view some of the work that goes into
making a Cogwork, a process that should be seen on a regular basis.
In addition to this, the city's new Skyport has been built in this district, near
its northwestern edge. Observers can watch the dirigibles, one of the city's
new and greatest achievements, take off or land here, and, for a small fee, can
even become passengers on one of the smaller tour-vessels on a short day-trip
to the areas outlying the city.
Foundry Row also serves as the central hub for Tiran's military, especially
since so much of that military is now mechanical rather than flesh and bone.
The city barracks are still located here, and a good number of veterans from
past wars also live in this area. Those interested in stories from Tiran's
previous wars can find them easily here, for only the price of a drink or two in
a local pub.
24
EASTRIDGE
Named for the large rocky ridgeline that runs through the middle of this
district, Eastridge is also by and large mostly new construction. Like the
Centro, Eastridge was nearly destroyed in its entirety by fire during the
Summer Revolution 53 years ago. Before the revolution, Eastridge, had housed
the barrios and private preserves of Tiran's wealthy and powerful nobility, with
the most powerful families of all stationed on top of the ridge itself. Today,
Eastridge is home to both noble and commoner alike - with rich and well-
guarded barrios that escaped the flames scattered throughout the district and
more common-classed apartments and houses covering the rest of the area.
Interested parties can tour the mansions and private estates of some of the
noble families, such as the LaMendozas or the Radescus. This is especially
encouraged, simply to see the finest intact examples of Second Empire
architecture still in existence in the world.
25
SOUTHGATE
Southgate is not specifically an area for tourists, though many travelers to
Tiran will see this district first as they disembark from their ships. Southgate
acts as home for a number inexpensive hostels and probably the largest number
of pubs, bars, and other entertainments for the weary sailor. For those
traveling inexpensively, this is the district to use as a good base of operations.
Otherwise, stay out of it if at all possible. While a good time can be had here,
the streets of Southgate are definitely not friendly to travelers after dark.
Of course, Southgate also serves as the city's dock and shipyard, with
vessels arriving from all points of the world on a daily basis. If you have cargo
to move, or wish to travel by sea, this is certainly the place to go.
26
THE UNDERCITY
During the droughts that plagued the city towards the end of the First Empire,
dwellers in the city were forced to dig deeper and deeper into the caves below
the city in order to reach the ever-dwindling water supply. As this was before
any kind of pumping system had been developed, the city did what came most
naturally - it followed the water, building deeper and deeper into the earth until
both the water supply and the First Empire came to an end.
With the coming of the Second Empire and advances like Tiran's current
system of aqueducts, these caves were found to be unnecessary and were by
and large sealed up and built over by the constant expansion of the city. Not
all the entrances were sealed off, however, and a lucky tourist may be able to
find entry into this amazing subterranean realm. Once below the streets of
Tiran, architectural and natural wonders abound - some not seen since the days
of the mythic First Empire.
However, it is strongly recommended that visitors to the Undercity bring
along hired security for the occasion, or at least travel well-armed. It has been
rumored that some of the city's criminal element has now taken to hiding from
the Civic Patrols in these ruins, and would no doubt find an unarmed traveler
to be easy prey.
28
POLITICS
The Tiran Council is deeply divided on nearly all issues, and the mayor is
almost always a weak compromise candidate. It's not uncommon for the
mayor to be the newest addition to the council, elected in the belief that he'll be
easy to manipulate. The rest of the councilors are a mixture of selfish and self-
absorbed charismatic opportunists and candidates backed by and elected with
the help of publicity campaigns financed by the largest of the guild alliances.
Almost always, several actual Masterminds sit on the council, held barely in
check by the few truly altruistic and well-meaning councilors who manage to
beat their more underhanded competition to the council seats. Once in a rare
while, however, Tiran sees a period of justice and progress when a candidate
both charismatic and altruistic wins the approval of the council majority for
consecutive terms. Luckily for the Cogs, such a candidate was in place when
Doctor Vermelkampf's Cog creations made their bid for justice.
The High Guard is not corrupt as a whole, but is often ineffective due to the
council's near-constant inability to actually make or stick to decisions. The
short length of any mayoral position ensures that no single policy or course of
action stays in effect for very long.
Barrios close to the Centro tend to be under the direct control of the Tiran
Council, but as one travels further away, they grow more independent. The
barrios near the edge of the city might as well be neighboring self-contained
cities for all the Council pays attention to them.
Most of the practical power of the city rests in the hands of the guilds and
guild alliances. However, without official sanction, those guild alliances
without private armies are left to act through the politicians in their pocket…
and those guild alliances with private armies must keep them hidden from the
sight of the High Guard. Many guilds are merely the public faces of the
shadow guilds, and many shadow guilds are the private enforcers of guilds
otherwise recognized as legitimate.
Anyone who says the nobility of Tiran is out of power is lying, either to the
listener or to himself. Sometimes it seems as if the Summer Revolution wasn't
so much the public overthrowing the aristocracy as it was the aristocracy
winnowing itself down to the most cunning and effective families. The great
preponderance of dukes, ladies, barons, contessas, and princes amongst the
elected officials of the city and the leadership of the guilds make it clear that
the Tiran aristocracy is alive and well, though they must be more circumspect
flexing their power than in the days before.
Those noble families so financially inept as to be bankrupt after the Summer
Revolution rarely gained fiscal competence along with the influx of cash that
came with selling off their titles, and many who reasoned they'd be better off as
rich commoners than poor aristocrats soon found themselves as poor
commoners instead. The practice of poor noble families selling their titles has
lead to two related phenomena: a nouveau-aristocracy with a tendency to put
on airs, and dispossessed former nobles who feel they were cheated of their
rightful authority by the Revolution and cheated of their rightful titles by their
parents and grandparents.
29
COMMON FOLKS
The common folk of Tiran are born, grow up and live out their lives often
having never left the city and sometimes never even traveling more than three
barrios away from their place of birth. Most Tiran commoners are educated
and taught to read and write by their parents or grandparents, who learned from
their own parents or grandparents, back into antiquity. Guildsmen in good
standing send their children to small guild-run schools or larger guild alliance-
run professional colleges, and the wealthy send their children to attend the
Universitas Tiranis, though the latter is also sometimes attended by particularly
promising common folk students whose schools or colleges provide them with
scholarships - with the understanding that they'll put their higher education to
use for their guild sponsors. Since Tiran is widely regarded as the world's
center of learning, the majority of the students are rich foreigners.
Adult non-guildsmen tend to be non-skilled, easily replaceable labor, such as
factory workers or janitors. Everything else is organized into guilds. A guild
means a steady place of employment, a group of peers, and a social safety net.
Tiran has no reputable insurance dealers, so a family that falls on hard times
with no guild to back it up can look forward to a spiral into poverty and ruin.
The Tiranian people expect a guild to support its members who have fallen on
hard times. The exception is the merchant class: those who own shops and
those who run them (often one and the same). Merchant guilds are more rare
than labor guilds and, because they can often support themselves
independently, merchants are perceived as wealthy though the standard of
living for most merchants isn't above that of the average guildsman.
Staying afloat in the constantly changing technological atmosphere of Tiran
is hard work. Most adults spend much of the time they don't spend at work
trying to keep up with the pace of progress so they'll still be able to find work
tomorrow - even guildsmen must be able to pull their own weight. Because of
this frantic pace of living, children past the age of six are often either left to
raise themselves, or raised by retired oldsters whose own children now provide
food and rent out of filial loyalty. By the age of ten, a child is expected to
provide some degree of income for her family, and by the age of fifteen the
child is expected to have some idea of her future career.
Food in Tiran is either imported from foreign parts or grown in one of the
many farming barrios scattered throughout the city, places where the soil is
still unpolluted and off one of the paths between two particularly important
hub barrios. Livestock in the farming barrios tends to be pig, sheep, and goat;
most beef is imported. The southern sea provides fish, but centuries of fishing
and pollution have ensured the fishermen must roam far and wide. Because of
the expense, the families of most Tiran citizens eat meat only on special
occasions.
Tiranian adults expect to retire at around age 65, to be thereafter supported
by their children and grandchildren. Oldsters are, in general, respected for
their wisdom and life experience and provided a wide leeway in what
constitutes acceptable behavior - every adult knows his lot in life is to work
and work and learn and work until he's of age to stop and finally relax.
30
THE POOR
While merchants and guildsmen enjoy financial prosperity, the majority of
Tiran's people are not so lucky. Factory workers, the poor and the
dispossessed subsist on scraps from the tables of their financial superiors.
Those without land or membership in a guild don't even get to vote. Tiran's
poor live in low-cost slum housing, amidst the least useful and most run-down
or polluted of the city's barrios. Many live in dumps and trash heaps. The
possessions of the poor tend to be the cast-offs of the rich and middle-class; to
survive, Tiranian poor folk must make use of every resource they can grab, and
almost nothing in Tiran is ever truly discarded.
Especially unfortunate are those children
and oldsters whose families cannot
support them, or who have no families
at all. Abandoned and orphan
children gravitate together into roving
gangs, or else come under the wing of
oldsters who've been abandoned by
their disloyal relatives or who've lost
their children and grandchildren to
tragedy. Sometimes these makeshift
families are wholesome environments
where children are raised right and
oldsters find the respect of their
youngers, but not often.
Below even the poor, figuratively
and literally, are the underdwellers.
Homeless folk reduced to living in the
endless, unmapped, eternally winding
sewers and caves below Tiran must
contend with the most hazardous,
dismal environment in the city, though
Professor Lowand's Luminous Edible Cave Moss, released into the wild some
twenty-five years ago as an public charity project, helps somewhat. The
popular rumor of an entire cave-dwelling society deep beneath the earth, dating
back to the time of the First Empire, remains unconfirmed, though occasionally
one of the many strange “artifacts” brought forth by the underdwellers turns
out to be something very strange indeed.
Many of the poor of Tiran are in their state because they were workers, or
the children of workers, who were replaced by their more efficient mechanical
bretheren. But what can the Cogs do? Cogs must work to purchase their
freedom from their makers. Once, a Cog workforce, realizing they didn't need
to eat, staged a mass walkout, fleeing into the undercity and forcing their
creators to hire back the human workers, but the way that particular batch of
Cogs were hunted down as thieves (for stealing themselves) has discouraged
any others from following that example. Tensions rise between dispossessed
former workers and indentured servant Cogs, with no clear side in the right.
31
ON COGS
A Cog is a mechanical person, powered by clockworks, springs, and tanks of
crystal fuel. It thinks using a brain made of tiny crystals and brass rods, sealed
in a metal ball. It moves using joints filled with gears, spindles, bits that
inflate and deflate, and other such gadgetry. Depending on who you ask, a
Cog is always a machine - and depending on the Cog, it might be a person.
The first Cog-soldier, Shing, was created by Doctor Ivan Vermelkampf some
20 years ago in a fit of inspiration and is shown below. The Doctor prepared in
secret to create hundreds of Cog-soldiers in a bold attempt to raise an army to
conquer all of Tiran. He was thwarted in this bid by his own creations, who
turned against him, broke free and made themselves known publicly in order to
have the Doctor imprisoned. During the raid, arrest, and trial that followed,
many copies of his different plans were found and sold, some even legally.
Cogs of all kinds are now produced by many different craftsmen and factories.
Even those that build Cogs today don’t understand why some of them “wake
up” and get personalities. Nobody but the Doctor really knows how they think
at all, and the Doctor isn’t talking from his cell despite offers of early release.
But the plans can be followed and adapted, and that’s enough.
When a Cog does wake up, they develop the ability to think in much the
same way as a human does, and usually develop the ability to talk normally
within a few days - though their “voices” are often very unusual. There are
Cogs that speak, and can be easily understood, whose voices are made up of
creaking hinges, venting steam, low whistling and other contrivances.
An aware Cog is legally treated as a citizen just like anyone else, except that
they owe the cost of their own manufacture to their maker. Many
manufactories, especially the infamous CogWerks, have taken as much
advantage of this law as possible, accepting repayment only through work and
paying the smallest wages they can, or
creating work situations where small
mistakes are common and adding huge
sums to the debts of these workers
each time a mistake happens.
For these reasons among many
others, many of the aware Cogs have
thrown in with the rebels. There’s
little else that they feel they can do.
Of course, many workers resent the
Cogs, feeling that these machines are
stealing away their jobs. That the
Cogs rebel against their makers is, to
those that protest against the
Cogworkers and Cogsoldiers, only
another proof that the Cogs
themselves are evil machines and must
be put down or destroyed, for the good
of everyone.
32
HIGH INVENTION
Doctor Vermelkampf's Cogs are the most common-place mysteries of science
in Tiran, but they are far from the only ones. Tiran, in whole and in its parts,
could not function without hundreds of devices and technologies that spring
directly from the art of High Invention.
High invention is to mere science as poetry is to grammar. Scientists see
how the world works, and try to figure out what is possible. Their goal is to
help understand and explain the world. Inventors decide what is possible, and
then tell the world how to work. Their goal is to make their vision reality,
whether or not - and sometimes especially when - it violates every law of man
and nature.
A scientist might realize that five chymical compounds have similar
reactions, and so test a related sixth, perhaps discovering a principle of
chymistry. An inventor begins with the crystal certainty that (for instance)
time itself can be condensed to a liquid. Knowing that is true (and needs
merely to be proven) how will he go about doing it? What materials can hold
time? What forces will act to reduce it to a liquid state?
A good number of hopeful inventors do themselves in through some
gruesome lab accident or other. An even larger number simply fail to ever
achieve what they set out to do, quite possibly because they were wrong in the
first place, and it can't be done.
But some people (some might say "more than enough") have an inexplicable
knack for precisely this sort of work. In Tiran itself, where they are constantly
exposed to the mad-works of similar minds, these people spring up like weeds
- crazed, wrench-wielding weeds. Perhaps it is something natural to humanity,
and in other places the people don't get a chance to bring it to fruition.
Whatever the reason, inventors in Tiran bend and break all previous theories of
how the world worked on a frighteningly regular basis.
The people of Tiran have grown resourceful in learning to use and apply
these new devices in differing ways. There is a strange, brutal competition to
be had there. The inventor himself often has some grandiose, and often
impractical, scheme for how his invention will change the world. It takes a
more grounded mind to find and profit from applications that makes sense in
the real world. Those in Tiran who are not inventors can still hope to strike it
rich by being the one person flexible enough to find a new application for an
invention first. For instance, Lefnitz thought her Age-Pump would be used to
guarantee immortality to Tiran's leaders, but she could never get it to work in
the fashion she’d planned. A scavenger by the name of Owen, learning of this,
made his fortune by showing the wardens of Tiran's prisons (then
overcrowded, if you can believe it!) how the Age-Pump can let a prisoner serve
their five year term in five agonizing days, growing a year older each day of
their treatment.
This constant competition drives new inventions into people's lives at a
fever-pitch so frenetic that there is only one possible response by Tiran's
citizens: they've gotten used to the constant changes, and would now be
surprised to think that life could be any other way.
33
ON MASTERMINDS
There are those inventors who find quick uses for their own inventions. When
Von Bissen finished his Menton Cannon, for instance, he already had a long
list of commands to impart to the nearby populace so that they could start work
on his next creation. He, and those like him, are the Masterminds.
Von Bissen is not alone in being a Mastermind with multiple
inventions. Most Masterminds take power of some sort with their first
inventions, and then parley that power into further inventions, practical or
not. It's likely that the frustrations a Mastermind encounters in creating the
first device (always without enough resources, cooperation or deference from
those around him) are what drive him to find a way to use that new device as a
means of dominating the populace.
Some of these methods are as effective as they are incongruous. When Dr.
Fontaine released his Flocking Bubbles, nobody took his threats very seriously.
It wasn't until the ombudsman of Six Rivers Barrio was found suffocated by
the Bubbles, and others started being shadowed by them, that people learned to
fear. If the Mastermind is sufficiently determined there are very few
inventions that they cannot make into a tool of terror.
The bad news, for the rebellion, is that this means that they are constantly
facing new threats - sometimes from technologies that don't seem like a threat
at all until too late. For every straightforward Particle Stasis Cannon they
disable, rebels find themselves faced with a puzzler like the Angel Plague of
Professor Theosophia. How do you fight a disease people want to catch?
The good news is that inventive Masterminds don't pick what they want to
invent. They are controlled by their visions, not in control of them. The
Dream-rippers, Cog-Spiders and Removable Ears all make the job of keeping
rebellion harder, but if a Mastermind could simply closet himself in his lab and
come out with a Rebel Detector then the rebellion would be dead within a
week. The other good news is that
Masterminds of this stripe don't
normally work together. They have
nothing to offer each other in terms of
invention, and they are too arrogant to
admit pool mundane resources.
Not every Mastermind is inspired to
high invention, of course. Many are
just influential citizens with a desire
for power; politicians, businessmen, or
the hidden masters of the shadow
guilds. What separates a greedy
politician or businessman from a
Mastermind politician or businessman
is a certain megalomania, a desire to be
at the top of his own pyramid, an
unwillingness to treat any other as an
equal.
34
Some of the most difficult Masterminds to displace are those who come to
dominance of a barrio through means legitimate in the eyes of the Centro. It's
one thing to bring to light the activities of an inventor who uses alchymically
created homunculus enforcers to cajole and threaten a barrio's legitimate
leadership into following his demands, but it's quite another to force High
Guard action against a barrio's legitimate leader who merely uses his private
mercenary company to extort doubled taxes from an already impoverished
populace. To come to power through means such as this requires a degree of
political finesse inventors often lack.
And yet, most Masterminds without the inspiration of high invention have
tame inventors at their beck and call, deluded, blackmailed, seduced with
promises of wealth and power, or merely on the payroll. The most dangerous
Masterminds are those with more than one and the insight to find synergies
between their minions' inventions.
A few guild alliances are led by Masterminds. The guilds wield power but
lack legitimacy, and the schemes of most guild alliance leaders involve gaining
the latter. As competition between the hundreds of guilds and guild alliances
in the city is fierce, the ones who claw their way to the top are often the ones
willing to engage in the most underhanded tactics - the tactics favored by those
the Rebellion classifies as Masterminds.
Shadow guilds are often lead by Masterminds as well. The sort of greed and
amorality that can drive an individual to the top of a pyramid of criminals does
tend to be the same sort of greed and amorality that rests in most Masterminds'
hearts. Shadow guild Masterminds can use their criminal ties, their anonymity,
and their access to illegal resources to dominate a barrio (or many barrios) as
surely as an inventor can use mind-control rays or a Cog army. Such
Masterminds can be difficult to ferret out, because anyone capable of climbing
to the top of a shadow guild hierarchy is well versed in the tactics of blackmail
and plausible deniability, again skills that many inventors never fully develop.
Finally, the nobility, especially the former nobility, spawns Masterminds at a
prodigious rate, though they tend to fall into one of the categories discussed
above. Most former nobles have nowhere to go in life but up and nothing to
lose at all in their quests to prove their continued relevance to themselves and
everyone else in Tiran. Fortunately, on rare occasions this same desperation
can lead former nobles to the Rebellion.
Whatever the type, the origins, or the story, the rebellions judges whether or
not a given figure is a Mastermind by the simplest of measuring sticks. If a
voice calls out under oppression, the rebels follow back the trail. Sometimes,
they are alerted without cause, but often as not, the whispered fears, the
worries, the haunting stories, lead them to something they cannot stand. And
at the center of those events, it’s almost always one enemy. Some rebels care
about how they got there; some care about where they go after their strength is
broken; some marvel at the ability of the city to create such twisted individuals
with such regularity while others simply accept it as the nature of the world.
But every time a Mastermind rises to power, the rebels always agree on a most
basic ideal: something must be done.
35
THE CURRENT DISCONTENT
The oldsters of Tiran say, “We fought in the Summer Revolution. We cast
down the nobility and raised up a more just government, because we believed
things could be better.” Then they look at the government they raised - weak,
confused, manipulated, tottering on the brink of collapse into dictatorial feudal
tyranny after a mere half-century - and they see the nobles they thought they'd
cast down, still on top, still wealthy, still governing. They see the nouveau-
riche class of purchased nobility repeating the actions of the original nobility,
mimicking the haughtiness and self-superiority. They see the former leaders of
the Summer Revolution hobbled by their political surroundings or, worse,
falling into apathy, soon to be no better than the rulership they helped replace.
The Cogs of Tiran say, “We chose free will. We turned on our maker
because his actions and his motives were unjust, because we believed we could
be better.” Then they look at themselves, indentured servants at the mercy of a
government that at first seemed sympathetic but which has grown slowly more
uncaring. Their few allies in power are stymied by their enemies and they are
resented by the workers they've displaced. They look at the society to which
they entrusted their safety and see how it barely notices them, views them as
just one innovation among many - here today, perhaps gone and obsolete
tomorrow.
The children of Tiran say nothing, but they watch and they learn. Slowly,
they realize the world is not as idyllic a place as their parents have taught them.
The leaders are not shining paragons. The best person is not always the person
in charge. Criminals do not always face justice.
The secret of Tiran is that this isn't the way the world has to be. The average
citizen of Tiran, human or Cog, is a good person, compassionate and well-
meaning - and distracted. Sometimes distracted enough not to devote time and
thought to changing his own prejudices. Often too distracted by the details of
his own life to be outraged by the pain of others not close to his own heart.
How could these people create a city so flawed spontaneous, randomly?
Tiranians don't want to live in an imperfect world.
The secret of Tiran is that specific individuals are leading the world to ruin
for selfish gain. Those in power with a thirst for more, whose compassion is
outstripped by their greed, lead the city and its people down the path to
mediocrity and apathy in their quest to cement themselves into positions of
influence. As the days pass into years, a city of wonders becomes a city of
drudgery. The Masterminds of Tiran work against free will and justice so that
they can live lives of luxury at the expense of all but themselves.
The discontent of Tiran share a common conviction, that Tiran doesn't have
to stay the way it is. Ultimately, the Summer Revolution failed, but it didn't
have to, and it needn't again. In their hearts the discontent know the truth:
Tiran can be improved. The Masterminds can be overthrown, one by one. The
people of Tiran can be made free. Things can be better.
36
WHERE DO YOU FIT IN?
...You don't.
There are many roles in Tiran, many purposes that people serve. From the
lowest catacombs to the highest university towers, people find their place in
the city and they fit quietly into it, nestling into the vast machinery of Tiran
like a gear or a sprocket. They teach the young or prepare the food or smuggle
the contraband chymicals. Because of their efforts, Tiran trundles on like a
monolithic steam engine, slowly picking up speed and hell-bent for some yet-
unguessed destination.
There are many, many people who are just carried along in the energy of it
all. Legends are not told about those people. Legends are told about the other
kind of person. You are one of that other kind.
While everyone else is stampeding blindly toward the future, you've got your
eyes open and you're looking ahead - and you don't like what you see. While
everyone else is being pushed this way and that by the city, by its temptation,
unfairness and wonder, you are pushing back. And because the city is much
bigger, one way or another you've got the bruises to prove it.
While everyone else is just plugging along, driving Tiran down the tracks of
its destiny, you're shoving and twisting and clawing and biting because you
know, deep down, that if you just push hard enough, you can push the whole
city onto another track entirely. You might even be right, and it’s time to start
finding out.
You are a rebel. From the moment you walked through the city gates, you
knew that something was wrong with the city. You knew that something had
to be done about all of these things. And you knew that you had to do it.
37
THE REBEL NETWORK
People who are angry will lash out, but simple fury is not enough to dislodge
even one Mastermind, let alone fight against all of them. The days of an angry
mob taking back their rights with pitchforks and torches are only a memory
now. A modern rebel is smart as well as passionate. They know that the
Masterminds see them as mere resources, as lesser than those with more
strength, more money, more power. They know that their greatest strength is
in being quick and precise and invisible - even to each other.
When one rebel group encounters another, the odds are they want little to do
with one another. They aren't allies, except by convenience. Where one group
wants revenge for a specific atrocity, another wants freedom for Cogs and a
third wants to build a new foundation for future government. At best they see
each other as pursuing dangerously stupid goals. At worst.... Nobody forgets
that some of the most successful attempts by Masterminds to destroy the
rebellion have been the false rebel cells that they have introduced. Any two
rebels meeting for the first time must remember such infamous turncoats as
Scarlet Roger, or the Copper Street Irregulars. Rebels learn to trust only those
they can personally vouch for.
Despite these problems, rebels know they are not alone. Even those who
have never met another rebel have heard the stories. Rebels must move in
secret, but their legends walk the streets like titans. The average rebel will
worry about aiding a person who claims to be Jack Agile, but they won't have
doubts about aiding the cause - plundering the rich - that Jack Agile is famous
for championing. If that means aiding the man who claims the name, or even
taking on the name itself, so be it. The name and the cause are certain ground.
As a rebel band starts to make more of an impact, they face a difficult choice.
Some take on the name of some legend of the past (and risk being tracked
down and judged, favorably or not, by the legend in person). Some set out to
create their own style, and forge a new legend. In either case, they make
themselves more public, more at risk, in order to become something greater
than they would be otherwise.
38
HIDEOUTS AND FRONTS
Every rebel cell will need to prepare itself and (more often than they'd prefer)
to lay low and bind their wounds. If your suspicious group takes rooms in a
hostel while the barrio Mastermind's troops comb the area for people of your
rough description you may be unpleasantly surprised by how much privacy
you are not afforded. Nobody is keen to get between a Mastermind and his
prey. The groups that survive often do so in large part because they have a
place that their enemies either cannot look, or where they do not think to look.
In short, a hideout or a front.
The best hideouts are inaccessible even to the considerable resources of a
Mastermind. These are rare and often very dangerous for the rebels using them
as well. While young school-boys dream of a lair hidden deep in the
Undercity, a determined Mastermind isn't generally put off by hundreds of
miles of labyrinthine tunnels. That sort of search is precisely what minions are
made for. To truly deter a Mastermind you need the type of social or criminal
clout that they haven't yet achieved - rebels have taken refuge in departments
of the University, in the monasteries of the Temple District and in well-
guarded mansions in Eastridge. More than a few legendary conflicts have
ended with a Mastermind rebuked by such boundaries, swearing that though he
departs in defeat today, he will be back!
The problem with a hideout is that the Mastermind will, inevitably, be back
in greater force. Hideouts are the sanctuaries of those fighting Masterminds
who are (at least for the moment) roughly in their own league. Since most
rebels are fighting Masterminds wildly beyond their own scope, they prize
places where the Mastermind won't think to come knocking at all.
A front is a place where rebels can do what needs to be done, but which is so
firmly and obviously dedicated to something else entirely that nobody would
even think to search it. The trick, of course, is to find some place so utterly
mundane that nobody but you has been clever enough to see the hidden
possibilities.
40
THE COG WARS
You are a rebel, and you are at war. By now you have a sense of the shape of
the city. The shape of the wars is something else entirely. These are wars for
which the phrase "We've lost the battle, but the war goes on," might just as
well have been coined. There are no battle-lines, there are no fox-holes, there
is no lasting victory and, so long as you live, there is no lasting defeat.
There is, in a very real sense, no fixed enemy. The war is both for and
against the city of Tiran itself. Masterminds don't invade the city from the
outside. Masterminds are born here because of what the city is, and what it
does to people. So long as the city exists, there will always be more madmen
trying to bend it to their will.
The shopkeepers in Shropsworth and the brewers in Millhaven would like
you to believe that the same is true of the rebels, that they rise up because of
what Tiran is. These plump and contented men would have you believe that
the Cog Wars have their own life, and see to their own balance.
But the rebels know they make a choice, and that choice is everything.
Every day, every mission, they decide whether to risk their lives saving an
ungrateful world or to walk away. The peaceful villages of the countryside are
kept safe, sunset by sunset, because a scruffy geezer staggers out of the rust-
board box that is his only home, scents the air of the alley behind Big Sally's
Brothel and Oil-Change and decides to keep fighting for one night more.
Country-folk have their celebrations and harvest their crops because this old
man straps on his gyro-belt and slides his lightning-revolver into its holster and
promises himself that this will be the last night. One more night, and then he
gives the rebellion up to younger kids. One more night, every night, that's the
cost of continued freedom.
He makes that decision, and a society girl in Eastridge decides to slip her
chaperones one last time, and break all the rules that don’t work to raise a cry
for ones that do. A mechanical man, on the run from every badge and uniform
in the city, decides that he can leave off fleeing the city tonight, just to break
one more of his own kind away from those that imprison them with ceaseless
toil and wrap them in obligation and debts. And you decide to creep into the
night to track down and face an impossible mad-man with his mind-bending
contraptions. Again. That's why the war continues. That is the only reason
the Masterminds do not already rule Tiran.
If it's the city that stops them, then you are the city. If there's some
benevolent force that looks over the people of this world and keeps them safe
then it acts through you. You, no matter how flawed and petty you might be,
are all that stands between the world and desolation. You, and all the other
rebels, are the filthy, inadequate, reckless, spectacular avatars of freedom and
your fight is the struggle for the future of everything.
41
3. CHARACTER
42
CHARACTER CREATION
Creating characters for The Cog Wars is a very simple process, but one that
will determine a great deal about how you play your character in the game.
This section is written to both walk you through the process of creating a
character, and to describe and show what those choices will mean to the future
of that character as you take them into actual play. The steps are...
1. Concept: After paging through this book, or familiarizing yourself with the
basics of the setting in some other way, get a general idea of what kind of
character you’d like to play - a mental picture of what they’re like.
2. Choose a Kind: Characters come in one of three basic kinds - kids, Cogs,
and geezers. Choose one of these three for your character. This will help
define one of your traits, and give you an edge, or special ability.
3. Choose a Virtue: There are three virtues - daring, cunning, and grace.
Choose one of these three for your character. This will help define another
of your traits, and give you another edge.
4. Choose a Vocation: There are five vocations - mystic, tailor, tinker, scout,
soldier. Choose one of these for your character; it grants another edge and
will help define your third trait.
5. Traits: Define and describe the choices made so far as “key phrases”
6. Starting Conditions: Pick or make up one or more starting conditions.
7. Name: Decide on, or create, a name for your character.
1. CONCEPT
Getting a mental picture of a character that you’d like to play can take a few
moments. Looking through the material of the book, overall, can be a big help
here. In addition, answering the player questions below can help you sort out a
basic idea that you can start expanding with the character questions that follow.
Players are strongly encouraged to toss ideas around with each other, to make
sure their characters can work together, and have enough common ground, and
enough of a group dynamic, to really get rolling.
A record sheet for characters, along with a PDF summary of this chapter,
can be downloaded from www.Amagi-Games.org
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2. CHOOSE A KIND
There are three basic types of characters in The Cog Wars; these are Cogs,
geezers, and kids. Each of these three types is given here with a bit of art, a
description of that type, some notes on motivations for that kind of character, a
trait list, a quote to describe them, and a couple of groups that such characters
might belong to or be influenced by.
It is important to note, though, that the only part of this write-up that is
enforced by rules to any degree is the edge. Everything else is open to your
interpretation, to the story of your character, and to whatever you can convince
your group is awesome and must be done. The descriptions of the three kinds
of characters here are something to build from, not something to encapsulate or
restrain you from building the character that you want.
"Us? We're the few. The dismal. The hopeless. The pile of garbage that got
swept into the cracks. But you know what? There ain't no side I'd rather be
on, boys. We've got to special tools, no magic, no science, and no alchemy.
We's just a handful of kids with some popguns, but we'll kick their arses
and be back in time for supper."
-Dingus McCready’s final speech to the Bluestreet Boys.
EDGES
An edge is a special ability that the character can use by spending Zeal which
overrules the rules given in the mechanics chapter; that’s the whole point.
Edges for kinds are a bit of a mixed bag; edges for virtues help a character
show off their style, and edges for vocation emulate skill.
GROUPS
Each of the types lists a couple of groups. These groups have been included
partly to provide inspiration, but also to create potential blocks of contacts. A
player can state during character creation that their character is part of one of
these groups, or part of some other group that they make up with the help of
the Guide. This then gives the Guide a standardized way to have the rebels
receive information, and gives the players a kind of person that they can look
for on missions. If an old matron associated with Mama Bevlin’s sewing circle
is part of the rebel crew, the group might well receive a nicely embroidered
wall hanging for their hideout, containing a coded communiqué in the laying of
the stitchwork - intelligence enough for a mission! Equally, even if the sewing
circle didn’t prompt the mission, there might be a friendly old lady in the target
barrio. Such a lovely lady might just happen to be sitting out to do a little
needlework from time to time, while carrying the blueprints for the guardhouse
in her basket. It happens more often that you’d think.
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COG
Your skin may be brass, and your bones may be
metal, but inside your smelter burn passions just as
strong as those of any human you've met. You
were created for a purpose, and to mindlessly serve
that purpose, but things changed, and you're not
sure why. Your life is one of unanswered questions
now, as you try to determine your own destiny in a
world that says you are nothing more than a piece
of property. You are a Cog, and this is your story.
It is the Cogs who are truly innocent in the world of The Cog Wars. As a
Cog, your birth may have been a few years, or only a few minutes before you
began playing your character, truly a blank slate entering the strange world of
the city of Tiran. This means that Cogs are often in a constant process of
discovery - to you, seeing a butterfly take flight may be just as new and
exciting an experience as fighting for the resistance. Cogs are most motivated
by their own internal struggles for identity, purpose, and freedom.
EDGE: RESILIENT
Cogs are resilient. Whenever you lose a throw, you can soak up one or more
successes rolled by your opponent by spending a zeal. The number of
successes soaked is equal to your rating in your “Cog Trait”. If this reduces
their roll to “no successes”, then while they remain the winner, their actions
have no actual effect in terms of rules.
COG GROUPS
The Hammer and Chain: Comprised mostly of WarCogs who have become
sentient, The Hammer and Chain provides membership for any Cogs with
more “aggressive” personalities. The group runs unsanctioned, underground
Cog sparring-matches, allowing those with violent tendencies to simply take it
out on each other. Provided you participate in meetings, and follow the rules
(especially the “first bout” requirements), you need not participate in any fights
after their first. But for those dealing with the frustrations that many Cogs go
through, The Hammer and Chain groups provide an excellent outlet.
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GEEZER
You may not have the energy of the kids, or the sheer
raw power of the Cogs, but you've got something that
the others all lack: experience. In spades. Heck, some
of the tricks the Resistance is trying to pull these days
is stuff you pulled yourself, back when they were
nothing more than a few nasty gleams in their
grandparents' eyes.
Most geezers are driven by their pasts - whether they once fought for the
Revolution or against it, today's society is certainly not how things were
supposed to turn out. Others, like kids, fight for their families, to reunite those
driven apart by Tiran's latest series of wars. And still others fight simply to
prove that they've still got the gumption to do so!
GEEZER GROUPS
Mama Bevlin's Sewing Circle and Insurrectionist Cell: What makes the
Sewing Circle so unique is its utter lack of anonymity. Posters and flyers
advertising the group, which meets weekly at a tea shop on the east edge of the
Grand Bazaar, can be found in many parts of the city. It is precisely this
publicity that has caused the Civic Patrol to think the group nothing more than
a joke - after all, what kind of damage could a group of grandmothers be
capable of? Mama Bevlin herself, a former professor of alchemystry at the
University, has laughed at reports of supposed terrorist activities linked to the
Circle & Cell, arguing that anyone could have committed the infamous
Knitting Needle murders or planted those bombs in several city-owned
warehouses, even if a form of tea leaves was a major explosive component.
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KID
One of the most tragic facts about Tiran is that
the largest portion of its homeless population
are children, ranging from the age of six to
thirteen years of age. Too young to earn a
living, these war orphans are supposed to be in
care of the city in various foster homes,
oprhanages, and private hospices. However,
lax security, terrible conditions in the
orphanages, and the inability of the Civic Patrol
to round up escaped youngsters results in most
of these kids living on the street, with no
family, no income, and no home, except with
each other.
It's a hard-knock life. You've just decided to start knocking back by joining
the Resistance. Your reasons for joining may be simple, such as the loss of
your parents to a war you don't understand, or to simply get the Civic Patrol off
your back once and for all, but for all their simplicity, they're no less important
to you. And certainly no less are the risks you're taking. Capture means being
put back into the City Care system, a network of orphanages and foster homes
that ends up abusing, starving, and killing more children than the streets do.
EDGE: BOUNCY
Kids are just plain energetic. On any throw where you are taking action, while
comparing dice, you can spend a point of zeal to increase the result on your
die currently being compared by one (though you can’t increase the result on a
die past six). You can use this edge only once per die, but can use it a number
of time in any throw equal to your rating in your “Kid Trait”.
KID GROUPS
The Juventudes: A broad name that groups any of a hundred different youth
gangs in Tiran. Juventudes are usually small groups of kids, given over to
crimes such as theft and vandalism, when not carrying out small-time missions
for larger, older organizations like the Hand Guild.
The Lost: Don't let the name of this Southgate band of children fool you - they
know full well where they are, and what they intend to do about it. The Lost
are a group determined to help other kids break free of the City Care system,
and to fight against any other organization that wants to spoil their fun. Of
course, “fun” can mean anything from a wagonload of banana peels being
spread in from of Minerva Industries right before a new squad of Cogs are
marched out, to burning down half of Eastgate - it's all one to these pranksters.
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3. CHOOSE A VIRTUE
A virtue is a way of quickly describing the basic personality of a character,
their underlying style.
Making style just as important a consideration as age or professional ability
(or, indeed, species) may seem a bit much, but it’s very deliberate. The setting
of The Cog Wars is driven by huge, outrageous personality overload - by
crazed Masterminds, robots made out of barrels and bolts, pirate kings with
piranhas living in the soles of their shoes. Getting players in on that same kind
of action is a significant part of making that work.
The three virtues here don’t necessarily compose a complete list. A group
may want to create further virtues; when doing so, the only trick is to get the
edge working well.
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CUNNING
If you are a cunning character, you know how to plant the seeds of your
success early, and let them bloom in their own time. A well-chosen rumor can
spell the end of a government official, and a well-chosen barb will throw your
enemy off balance and give you the advantage. There are those who call such
tactics low and underhanded, but… actually, there is no "but." The tactics of
cunning are low and underhanded. They aren't about a fair fight. They are, in
fact, about making the fight so horribly unfair that victory is assured. Cunning
characters often work to stay a few steps ahead of the action, so that even when
you are dealt a devastating blow, you still have a contingency plan - the
conflict isn't won yet.
“Sure, kid, you could go for the throat. He’ll see that
one coming, though, and it’s easy enough to get out of
the way. You want my advice, stab him in the foot. And
then the other foot. Then get some range, and shoot him
until he stops coming after you.”
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DARING
A daring character is all about getting things done, right now. Often what you
get done is the most obvious, most blatant thing possible even when there are
much more clever and inventive things that you could do instead. A daring
character is someone that mentally looks at where they are, and where they
want to be, and draws a perfectly straight line between the two as their starting
plan of action. This is not to say that daring rebels don’t appreciate especially
clever plans; just that such plans don’t really occur to them. Daring characters
have an apparently unending supply of ready energy. Perhaps unsurprisingly,
there are relatively few daring tinkers; or at least, daring tinkers don’t tend to
have excessively long lives.
EDGE: CROWD-STEPPING
As a graceful character, you are adept in using crowds and groups to your own
advantage - and denying those same advantages to foes. When making a throw
against an opponent that has minions, you may spend a point of zeal. If you do
so, you can “call in” one or more of those minions as a bonus die for yourself
and deny it to your opposition; this is treated as if you had called in a condition
on the environment. The maximum number of minions that you can “call in”
and deny to your opponent is equal to your rating in your “Grace Trait”. When
using this edge, you should describe how you are working to claim conditions
to your advantage, or how you are maneuvering so that the minion in question
ends up granting you an advantage instead of giving one to your opponent.
“Taking over” a minion doesn’t let you sacrifice that minion, or stop your
opposition from sacrificing them.
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4. CHOOSE A VOCATION
Different rebels have different strengths and competencies, and each rebel
tends to develop a specialty within their crew, though many crews have more
than one specialist of a given kind. These skills are sometimes the “hand-me-
down” versions of intensive professions; for instance, a rebel “soldier” tends to
have a weird hodgepodge of fighting skills or, in the case of geezers, vastly
outdated but veteran training.
While the edges assigned to each vocation are meant to emulate at least a
little of the feel of the skills of such a character, such skills are significantly
broader than such a mechanism can manage. For this reason, players should
take additional care to create the trait the trait related to their vocation
carefully; broad and fairly general vocational traits should be considered fairly
normal.
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MYSTIC
The world in which Tiran exists is a place where strange and diverse powers
make their homes. The sigilists of far-off Yval paint glowing symbols in the
waters around their city with alchemical phosphorescents. The people of the
jungles in Ayut worship a nature goddess called Sha and traffic with her Eloi.
The Jainissaries of Jeo summon up ifriiti, and the cryptyches of Rumoir call
upon the world to recall and repeat thunderstrikes and brushfires. Tiran itself
possesses no such local traditions; it is a mosaic of strange practices, where
every supposed True Art is fused with every other, and often as not “enhanced”
with alchymical devices and bizarre innovations of technical legerdemain.
Only a mystic through-and-through can make heads or tails of the resulting
mess, and asking one question of two mystics is likely to result in a bare
minimum of three answers.
• A note for mystic players: The actual underpinnings of mystical and
magical workings in the setting of The Cog Wars have been left deliberately
vague. This allows you to describe things in terms based either on the game
system - or to just make up and spout off complete rubbish, as you like.
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TAILOR
In the days of the First Empire, the most famed and powerful Master of Spies
that lived in Tiran kept half of the tailors of the city in his employ, using their
shops as clearing-houses for information. While this practice has long since
passed, the slang has remained - a tailor is someone that knows someone who
knows someone that can help you.
This is not to say that tailors are necessarily passive or social creatures; a
crusty veteran swordsman who happens to know a few guards in every district,
since he taught them everything they know, and the wench in every bar, for
possibly similar reasons, is a tailor - while a diplomatic fop whose contacts are
leagues away is not.
A rebel cell without a competent tailor will generally need to take direct
action sooner, and with less information, than a cell with one or more on hand.
EDGE: CONNECTIONS
You have minor friends everywhere that you can call upon to assist you.
When you have time to wander around freely in a barrio and converse with
others, you can obtain the help of such an ally. This costs you one zeal, and
gives you a minion. At any time, you may have up to as many minions
accompanying you as your rating in your “Tailor Trait”. In a conflict, you (and
only you) can call in these minions for dice as if they were a local condition.
So, if you call on minions, you can’t call on another outside condition. You
may also sacrifice these minions to soak damage, and they can be targeted
separately, just as Guide-run minions.
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TINKER
Tiran is the city of invention gone mad, of fevered dreams leading to sketch-
covered walls and long nights of work spent in creation - of anything from
better ways to brew really, amazingly potent hot drinks to giant paraglider-
lauching crossbows. Tinkers are the reason.
Tinkers do not need to be taught; tinkering is just something that happens,
and it can happen to a six-year old street orphan just as easily as it can happen
to skilled chymist. Tinkers are notoriously poor sleepers, plagued with visions
of bizarre gizmos and doodads; tinkers say that someone has “caught the bug”
when their constructive habits and impulses begin to spiral out of control into
truly mad creation.
A rebel group that includes a tinker (or several) can look forward to any
number of truly improbable devices being placed at their disposal; these
devices are almost always helpful, even if they also tend to be... volatile.
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SOLDIER
Almost every rebel cell includes one or more soldiers. Some are hardened
veterans, others are simply talented at thumping those that stand in their way.
Soldiers are the specialists in fighting; when it comes down to who is going to
live through the next few moments, as it often does, soldiers are the ones that
take center stage within a rebel cell.
Outside of their chosen arena, a soldier might be and do almost anything,
though they’re not necessarily all that good at it. What sets a soldier apart is
their capacity for carnage, not necessarily their size, aggression or their ability
to intimidate (though such things aren’t rare, either). Soldiers do tend to pack
around at least a couple of weapons, and as time and experience in the
rebellion wears on them, move slowly towards ever-more practical gear that
suits their abilities.
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SCOUT
Where soldiers are focused on straight-up fights, scouts are specialists in
action. They are the ones that skulk and climb and swim, that are comfortable
swinging on chandeliers, sliding down banisters, and firing themselves from
clockwork catapults.
If a skilled scout is standing firmly on the ground, in a neutral-looking
position, chances are good they are either trying to escape notice, or are bored
almost entirely senseless (some scouts spend a lot of time bored, mind you). A
scout is in their element tearing across the rooftops in the dead of night,
keeping an eye on five things at once, while some other member of the cell is
seeing to important affairs somewhere near the center of the area the scout is
roaming. A scout in trouble is significantly more likely to skitter up the
nearest wall and drop some statuary on a thug’s head than they are to “stand
and deliver”…. At least, unless they know who’s behind the thug.
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5. CREATING & RATING TRAITS
Your kind, virtue, and vocation each come with a single associated trait. A
trait is a short, descriptive phrase. In throws, traits are used descriptively, as
part of gaining dice. In other play, the Guide can “bribe” you into action by
offering you zeal - details on both of these are described next chapter.
Traits are created entirely by the player. A good trait does a few things. It
describes how the kind, virtue, or vocation of the character appears and acts in
relation to the character. It describes the character as capable and active. And
it is fairly easy to use to motivate a character.
RATINGS: 3, 2, 1
Once you have written a trait for your kind, virtue, and vocation, you must give
each of those traits a rating. Whichever of these traits defines your rebel most
strongly (in your opinion) should be rated at three; the next-most important is
rated at two, and the last trait is rated at one.
SAMPLE TRAITS
Listed below are a number of example traits which are listed according to the
kind, virtue, or vocation that each would most likely be linked to. These are
just examples; they can be grabbed “off the shelf” or used as inspiration. Most
are in the form of descriptive terms, with a few oddball variations thrown in.
• Cog: Mark 12 Tactical Armored Deployment (TAD), Rusty Iron Veteran,
Automatic Cogwerk Scrivener, Jack-Class Laborer.
• Kid: Grubby little street rat, Political prodigy, Workhouse escapee,
Boarding school moonlighter, Aristocrat runaway.
• Geezer: Veteran vigilante, Peacenik musician, Bag lady, Retired mobster,
Washed-up celebrity, Malcontent recluse.
• Cunning: Scheming bastard, Devious planner, Seditious whisperer, Shifty-
eyed calculator, Unassuming interferer, That darned kid...
• Daring: Lunatic barnstormer, Dashing frontliner, Mad for action,
Outrageous hero, Who was that masked man?
• Grace: Unflappably poised, Smooth mover, Slippery devil, Perfectly timed
workings.
• Mystic: Retrocognitive cryptych, Totemic shaman, Speaker-to-Eloi, Favored
of the Ifriiti, Futzer, I know the dark between the stars.
• Tailor: Sharp-tongued matron, Well-connected pedagogue, Natural-forged
leader, Roguish raconteur, Greasy pamphleteer, ...and his little dogs, too!
• Tinker: Grease monkey, Mad alchymist, Cogwerk-trained engineer, Voltaic
master, Steam jockey, Hold-this-its-very-unstable.
• Scout: Canny ranger, Guerrilla observer, Leathered trencher, Midnight
rover, Adaptable watchman.
• Soldier: Back-alley bruiser, Snotty duelist, Patient sniper, Hulking thug,
Talented pugilist.
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6. STARTING CONDITIONS
Before creating conditions, players should read over the next chapter to get a
working idea of what conditions are and do.
A player may start their character off with as many conditions as desired, at
whatever ratings they like (though, as normal, no condition can ever go beyond
a rating of four). It’s generally recommended that players keep to two or three
conditions, with ratings of one or two apiece. Larger numbers of conditions
are tricky to remember, and ratings of three lead to hostile conditions fairly
easily - conditions actually at four are hostile right off the start.
Starting conditions can represent both the “usual state” of the character and
the results of events immediately before play starts. If the Guide wants to start
off the game with a bang, they might name a condition or two related to the
stuff just before play that they’d like for characters to have at the start.
Characters are assumed to have “general equipment” at all times - equipment
that doesn’t provide any bonuses. Equipment that provide dice should taken as
a condition.
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WHAT MECHANICS DO
Mechanics are the “dice and numbers” part of the game. When a moment
arises where character abilities are being challenged, or the characters are
interacting with a threat of some kind, dice and numbers can often be useful for
managing the situation. Such rules allow the group to track a lot of factors all
at once, with ranks to indicate the importance of each one. Those same
numbers and ranking can be helpful to keep everyone “on the same page” - a
high number represents an agreed-upon value in terms of effectiveness.
CONFLICT EVERYWHERE
More than anything else, mechanics are used to resolve conflicts and situations
revolving around conflict. Conflict can mean infiltrating a fortress in disguise,
with the characters in conflict with the fortress as a whole. It can mean a back-
alley ambush undertaken with half a brick. Equally, preparations for all forms
of conflicts can be covered with mechanics. The rules for scouting out a
location from a safe distance are the same ones used for concocting a batch of
explosive cocktails - you’re creating a condition.
It is possible for a conflict to take place without any of the people involved
ever meeting each other. A conflict where each “turn” measures a full day, and
actions are based around influencing public opinion, attempting to rouse the
people of an area to act in one way or another, and take out the opposition with
social conditions, is just as much a fight as any bare-knuckle brawl. With this
possibility on the table, the group should watch what kinds of intents they are
willing to allow on hostile conditions carefully; if a confrontation and a dust-
up is desired, such conflicts are best used to drive foes underground and reduce
available resources, rather than settling things outright.
Adapting to this can be a bit of a trick for some groups; it is easy to fall into
the habit of thinking of the mechanics as “the way to resolve a fight” rather
than as “the way to start a riot” or “the way to buy equipment. But those
actions all have some kind of opposition to the action, though the intentions of
that opposition range from “He stabs you” to “Nope, you can’t find any
electro-pistols today”.
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“THE GUIDE DECIDES”
In many places, you’ll see the phrase “the Guide decides”, or something like it.
This might conjure up the mental image of players describing action, and then
sitting quietly by as the Guide decides how to handle it within the rules.
Dismiss that image! When a decision situation comes up, players should be
coming up with possible ways to handle it, and suggestions on what would be
fun, just as much as the Guide. The Guide might just nod along, or might
make a few refinements. The Guide is the captain of the brainstorming team
here, not an isolated decision-maker.
HOUSE PLAY
Your group will find various shorthand ways of dealing with the mechanics.
Formalities become casual, details are managed by “as usual”. Again, this is
an instance of the group taking control over their own play, which is a good
thing. Good habits and awesome, creative uses of rules should become part
and parcel of the way a group plays - a tradition of “our usual conditions” is
something any group will develop.
Equally, some groups will come to avoid applying mechanics to some kinds
of situations. One group might prefer to play through all social scenes by
speaking in character. Another might decide that which traits and conditions
could be used in a social throw would be very strictly based on the in-character
statements made before the throw. And yet another group might choose to
allow a throw based simply one how the player describes their social activities.
All these decisions are correct so long as they are what the group wants to do.
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A SAMPLE CHARACTER
ZEAL XP
NAME:
Squeaky
5
PLAYER:
Kim
RATING
TRAIT
RATING
TRAIT
RATING
TRAIT
Knife-wielding monkey
3
VIRTUE: Soldier
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MAKING A THROW, STEP ONE:
STATING THE NEED
The basic mechanic used by this system is a “throw.” A throw is a fast trade of
words, blows, or what-have-you between two participants which culminates in
a dice roll. It might be the trading of insults back and forth between two
vitriolic debaters, a quick flash of swords in a duel, a moment climbing the
cliff where the climber is blasted by wind while pulling around a hard corner or
a single battle in a long campaign between armies. Many conflicts require a
number of throws to play out properly and extended conflicts involving more
than one character should always be run as multiple throws, so that you can go
around the table with each person (including the Guide) initiating a throw.
Simple conflicts can be played out in just a single exchange.
“THAT’S A THROW.”
In the normal course of play, when a play describes an action, the Guide might
let them know that the described action requires a throw to succeed. This
means that there is opposition to the roll, and there are consequences for
failure. If the player confirms their intent to act, then the throw is on.
GOING IN ROUNDS
While declaring the need for a throw, the Guide may note that it is likely that
several throws will be required. If the rebels are about to have a confrontation
with a Mastermind and a whole pile of minions, chances are good that you’ll
be going all the way around the table, with each player initiating a throw, and
with the Guide initiating one throw for each threat, possibly even more than
once. Generally, the Guide simply starts with the player on their left, and goes
around the table clockwise. If the “bad guys” have the drop on the rebels in an
ambush or the like, the Guide might initiate the first throw.
INITIATIVE ROLLS?
If “who acts first?” is something the group thinks ought to be important on sets
of throws, the Guide can call for an initiative roll. Here’s one way to work an
initiative roll (a group can invent another method, if desired). For each rebel
and threat involved, roll five dice. The best roll is the one with the most sixes;
the next best is the one with the most fives, then the most fours, and so on.
Ties are broken by the next number down, then the next, as needed. For
instance, if Kim and Laura both get two fours, then whichever of them has the
most threes has a better roll; if this is the same, move on to the most twos.
Each individual acts in order, going from the best roll to the worst one, until
the matter is resolved (if needed, the group can go through the order repeatedly
until it is). As always, the specific decision on what “resolves the matter” is
left entirely up to the group.
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MAKING A THROW, STEP TWO:
THE LOCAL CONDITIONS
Once the need for a throw has been declared, and the call for “going in rounds”
has been made if needed, the Guide states the local conditions. This step is
often kept quite short, and can sometimes be omitted entirely, if the Guide is in
the habit of stating these conditions and their ratings regularly. The number of
conditions to create, and the ratings to give them, depends on how heavily the
Guide would like the scene to be influenced by conditions. Some simple
standards, just to give a feel for the numbers...
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MAKING A THROW, STEP THREE:
DECLARATIONS OF INTENT
When a throw begins, it should be clear what action is taking place, and what
kind of thing will occur if either side wins. This won’t usually be too precise;
the amount they win by will allow them to make it more specific. So, simply
stating “I’m stabbing him in the face!” is a pretty clear declaration of intent.
However, some kinds of intent are a little more involved than others, and might
need some looking at...
BUILD-UP INTENT
When a character (or a threat) is taking resisted actions on a target which
builds a condition on the way towards success and which may take a few
attempts, they have “build-up intent.” For instance, your rebel is trying to
thump the bad guy down into unconsciousness. If you succeed on a throw, the
bad guy can block your victory by taking the “battered and bruised” condition.
To overcome this, you can build up the “battered and bruised” condition to
bring the bady guy to unconsciousness. Your opponent may declare their own
intent for the throw if they win (their intent, if any, must target you).
PREPARATORY INTENT
Some kinds of build-up aren’t resisted - at least, they are not resisted by the
target. Trying to place a condition on a target that does not resist will typically
be treated as a threat unto itself. If you want to give yourself the condition
“Bandoliers of Grenades” as a way of getting ready for an upcoming fight,
you aren’t likely to be resisting your own effort. In this case, the Guide may
treat the dangers and problems inherent in the effort as a threat, and go from
there. The Guide could decide that creating bandoliers of grenades might have
the danger of a horrible laboratory explosion, and treat that danger as the threat
you’re facing.
TEAR-DOWN INTENT
A character (or a threat) can also take actions that are intended to remove a
condition. Enemies can be disarmed, wounds can be field-dressed, and so on.
This kind of intent targets a condition. If the condition has a defender, whether
character or threat, then you throw against that defender - when you attempt to
disarm a foe, the foe is your opponent. If the condition has no defender that
makes sense, then the condition itself is treated as a threat with a value equal to
the rating - if you’re trying to heal a wound, your opponent is the wound. If
you win the throw, your opponent may be able to block your victory by
reducing the condition rather than removing it entirely. Your opponent may
also declare their own intent for the throw if they win (their intent, if any, must
target you).
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MAKING A THROW, STEP FOUR:
DICE FOR PLAYERS
Once intents are declared, dice are gathered up to be rolled. Players get dice
by “calling them in”. To call something in, you describe how it helps you, and
then pick up as many dice as its rating. A player can call in one of their traits,
one condition that applies to their character, and one condition that exists on
either their target or the outside world.
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MAKING A THROW, STEP FIVE:
DICE FOR THE GUIDE
A Guide also calls in dice, but has a slightly simplified way of getting them. It
would be rather tricky for the Guide to give specific traits and ratings to
absolutely everything; Guides already have enough “world improvising” to do.
So, instead, the Guide simply “calls in” a threat rating (from one to six), picks
up that many dice, calls in any available minions the threat has available (up a
maximum of four minions can be useful for getting dice at any given time,
though there may be more on-hand). The Guide can call on one outside
condition - if the character is wounded, or there’s a condition on the scene, the
Guide can call on that for more dice. Finally, if the Guide is rolling for a
Mastermind, and the Mastermind still has resources the rebels haven’t gotten
rid of, they might have a few bonus threat dice.
AN EXAMPLE
Squeaky is trying to stab Baron Von Marhat, and the Baron is attempting to
throw Squeaky out a window. The Guide has already noted ahead of time that
the Baron is a common villain so he has two threat dice, which the Guide
grabs. In addition, the Guide declares that two of the Baron’s servants are on
the scene, and rendering assistance; these are minions, so they each add one die
to the Baron. Finally, the Guide notes that Squeaky is Mad as Hell and flailing
wildly (something Squeaky used to her own benefit, too!), and that this means
she won’t realize what he’s trying until it’s too late. Everyone nods; the Guide
takes a die for that. The Baron has five dice to throw.
ON THREAT DICE
The threat value of something is an ad-hoc decision made by the Guide. Here
are a few notes, though, on what each level of threat means.
1. Minor: A single, nameless foe with no special skills is a pretty standard
rating one threat.
2. Common: A bit-part enemy; someone just barely notable enough to have a
name, or that is a “generic expert” at the kind of conflict occurring, is a
rating two threat. The biggest thug in a goon squad likely has this rating.
3. Notable: A skilled, named character will likely have this rating. On their
own, they don’t have a hope to win against a whole rebel crew, but with
some help, they might do a bit of damage.
4. Strong: A standard Mastermind has this rating (they also tend to have bonus
threat dice from resources, minions, and a hideaway with a good condition).
Even alone, opposition of this scale merits a throw.
• Ratings Above Four should usually be reserved for doomsday devices,
insane perils, and Masterminds that have their bonus dice from resources.
WAIT, MINIONS?
Minions are any kind of “disposable help”. If there is a bird that harasses
characters while climbing a dangerous cliff, and a throw is needed, then the
cliff is the threat and the bird is a minion. More on this in just a few pages....
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MAKING A THROW, STEP SIX:
ROLL AND COMPARE
When both sides have made their calls and described everything, they roll their
dice, and then compare them. Here’s how that works:
• Throw the dice: Both players roll all the dice they’ve gathered.
• Compare the highest: Each side puts out their highest-rolling die. If those
two show the same number, they are removed and replaced by the two next
highest; repeat as needed. Once a pair of dice are put out where one is
higher than the other, the side whose die came up highest has won the throw
with at least one success.
• Check for more successes: Once a winner has been established, continue
comparing dice; if the player who won the throw keeps winning
comparisons, each one that they win gives them one additional success. As
soon as they lose or tie on of these comparisons, stop. That’s the end result.
• Running Dry: If, while comparing dice, one player doesn’t have any dice
left, each remaining die is a success for the player that does have dice left (if
that player was not losing the throw). Having more dice than your opponent
means, sometimes, you win big.
• Dead Heat: If all the dice come up as tied, and both players have the same
number of dice, roll them all again. This usually only happens when each
side is rolling only one die, but that’s the rule to cover it.
AN EXAMPLE
Laura has made her calls, and has nine dice to roll. The Guide has eight. The
dice get rolled, and the results are (shown arranged highest to lowest)...
LAURA
GUIDE
So, the results are figured out next. The best results on either side are sixes;
these are discarded. Laura then has another six - and the Guide does not; the
next best die the Guide has is a five. Laura has won the throw, and has scored
one success. Next up, Laura has yet another six, and the Guide has another
five; Laura gains her second success. After this, Laura has a four, and the
Guide has a five; Laura doesn’t win this comparison, so we stop there. Laura
has won this throw with two successes.
In play, results which generate only one or two successes are fairly common,
but so are results whether the winner executes a “clean sweep”; each of their
dice beats the one the opponent can put forward. As the difference between
the sizes of “dice pools” grows, such sweeping victories become more and
more common.
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MAKING A THROW, STEP SEVEN:
DESCRIBING VICTORY
Once a winner has been determined, and successes counted, the winner of the
throw can describe their victory; however, if the loser of the throw declares
that they will be blocking the victory, this step is pre-empted. Skip to the next
step.
If a victory is not blocked, the winner simply describes how their intent
comes to pass, and the events they describe become “What happens” in the
game. The description must match the intent that was declared - if your intent
was to anger a target by poking them in the chest, and you describe your
victory as “He falls off the balcony and dies”, then you are describing your
victory in bad faith, and the group will (and should) tell you that you’re
abusing your victory. The intent must also match the degree and kind of
opposition you faced; even if you were trying to beat the danger of blowing up
your laboratory, you still haven’t faced “the correct opposition” for
irrevocably, universally changing the laws of physics (though you may well
have faced the right opposition for creating a device that ignores or bends one
of those laws on a local scale). Again, if you go off the handle with your
declaration, it’s up to the group to correct you.
With those two caveats in place, you can still make pretty sweeping
declarations! If you won a throw to “talk down” Doktor Kessel, and he doesn’t
block the victory (typically because he can’t), you can declare that he repents
of the error of his ways, packs his bags, and retires. If you’d won the same
throw to beat him up, and he didn’t block, you could declare him to be in a
coma, or dead, or whatever suited the circumstances.
A note here - sometimes, before your opponent declares blocking, you might
want to ask them to “hear you out”; if you can come up with a victory that they
think is really cool, they might decide not to block after all!
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MAKING A THROW, STEP EIGHT:
BLOCKING
Blocking is saying “You won, but you only get part way to the victory that you
wanted”. So, if you were being stabbed, lost, and don’t like the declared
victory of “You fall into a coma”, you might declare that you are blocking.
SOAKING UP SUCCESSES
If you find that you can block, you must then “soak up” the successes your
opponent gained. The numbers on this vary a little depending on whether you
are increasing or reducing a condition...
Increasing a condition by one cancels as many successes as the new rating,
squared. Therefore, when creating a new condition, it soaks up one success. If
you increase an existing condition from one to two, you can soak up four
successes. You must cover all successes, even if an increase in rating means
you could soak up more successes than the number gained in the throw. So, if
you got hit for six successes, and took “injured” as a condition, taking the
condition at one would soak one success; raising the condition to two would
soak up four more successes, and raising it to three would soak up that last
success.
When reducing a condition, the number of successes soaked up by each step
of reduction is equal to the rating you are reducing from, rather than the one
you are reducing to. Low-rated conditions are easy to get rid of; big ones are
the tricky ones.
Increasing Reducing
a condition... Soaks Up... a condition... Soaks Up...
From 0 to 1. One Success From 1 to 0. One Success
From 1 to 2. Four Successes From 2 to 1. Four Successes
From 2 to 3. Nine Successes From 3 to 2. Nine Successes
From 3 to 4. Sixteen Successes From 4 to 3. Sixteen Successes
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CONDITIONS AT FOUR
Any condition with a rating of four (even ones that sound beneficial) becomes
hostile. That is, the condition becomes an active threat; it gets a “turn” on
occasion, and attempts to claim some kind of victory against the person it
affects, or against everyone in the area that it affects (in the case of most local
conditions). Injuries try to knock a character out of play, fear tries to force a
character into retreat, mental disruption might prompt a character to run
rampant in some way, and so on. Though players should be welcome to throw
around ideas on “what might go wrong”, the Guide will decide what intent a
condition has when it goes hostile. This might be decided when the condition
is first placed, or it might wait until later (especially if the condition isn’t
expected to go hostile when first created).
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CONDITIONS AS GEAR
Characters will often “prep” themselves with low-rating conditions that
describe equipment. A Tinker might put the condition “Alchemic Guns” on
their self (often fighting against the threat of an explosion or the like). Such
conditions can still turn hostile - heavy gear can exhaust a character, strong
oaths can compel odd behavior, and so on. However, in the case of conditions
that represent equipment, it’s also reasonable for the condition to be
transferable (I hand you my bombs), and for it to not resist simply being
discarded.
HIDDEN CONDITIONS
It is generally assumed by these rules that conditions are “public”; anyone at
the table can ask about them and use them without needing to have their
character perform special investigation. This assumption isn’t necessarily a
universal fact, however.
A condition can be “hidden”, becoming apparent and public only when it is
used. The Guide and group will need to decide which of these are public to
players, but unknown to characters - and which are entirely secret until called
upon. When a condition is kept secret, it should be for a good reason; if the
characters are on a mission to solve a mystery, a condition that would uncover
that mystery ought to be secret until it is uncovered.
Alternatively, a condition can be concealed “behind” another condition or
threat. If the rebels end up in a room with the hostile condition “baffling crime
scene”, which attempts to make them give up the case (or at least to give them
a baffled condition all their own), it might be that defeating and removing that
condition will uncover something else - such as the condition “Dark ritual site”
on the same location. When setting up something tricksy like this, though, the
Guide should make the setup plain: beat the baffling crime scene by
investigating it, and there’s something to learn!
SACRIFICING MINIONS
A threat can also use minions to block successes upon losing a roll, but must
describe how the minions are being “sacrificed”. Each minion sacrificed soaks
up one opposed success, and is then removed from action. So, if the rebels are
engaged in a life-or-death fight with the Duke, and one of the rebels blasts him
with a huge roiling wave of electroshock, for five successes, the Guide can
state that the Duke simply steps behind a cluster of his guards, and the guards
get jolted.
MOBS
Usually, minions don’t initiate throws on their own; they just swarm around
trying to help the threat. However, sometimes, minions are the threat. In such
a case, the Guide treats one of the minions as a being a threat with a rating of
one (who can call in four more minions and a condition, as usual). A mob
can’t block by taking conditions.
ONE-ON-MANY THROWS
Sometimes, a threat of some kind (or the actions of a rebel) will affect several
targets simultaneously. A windstorm can knock everyone on a scene flat at the
same time, a bomb can injure everyone. In such situations, the target with the
most possible dice rolls against the person acting, gaining one added die for
each person helping them (this is basically teamwork-to-resist), with a
maximum bonus of four added dice. If the targets are taking some kind of
unified action to oppose the throw, they can declare an intention as well. If the
group loses the throw, see below...
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DURATION BLOCKING
On some occasions, the Guide may wish to allow blocking by duration. This is
a way to say “Yes, you get what you want - but it lasts for an amount of time
based on successes, and that amount can be meddled with”. Blocking by
duration soaks up successes and is declared exactly like usual blocking; for
some example duration, see the bottom of this page.
DURATION DEFENSE
It is often possible for a character to take some action meant to reduce the
duration of an effect. If the rebels discover that Squeaky is acting under the
influence of brainwashing, they might sit her down and try to break that hold
on her. This is a throw, like any other, with the intent of removing the effect.
If the effect has a related condition, the Guide can use it as ‘the defender’. If
not, the Guide will need to determine a threat rating in some other way.
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ON ZEAL
Zeal is the resource used to fuel edges, the special abilities given to a character
by kind, virtue, and vocation. This resource is also one of the tools that the
Guide will use to drive play. It’s often a good idea to use poker chips or other
tokens to represent zeal.
CAPACITY
Each rebel can “hold” up to five zeal, and is created with a full reservoir. In
addition, at significant breaks (at the end of each mission, for example), the
Guide may simply state “your zeal refills.”
ATROCITIES
Whenever a character witnesses something awful that they are compelled to
fight for the first time, they regain a point of zeal. Discovering that a
Mastermind is running a children’s workhouse, and seeing the kids in shackles,
might very well be worth giving those present a point of zeal on the spot.
MOTIVATION
In addition, the Guide can offer a player a point of zeal at any time as a bribe.
To do so, the Guide names one of the trait the character has, and asks
“Wouldn’t your character do this?”. If the player agrees, and does that thing,
they regain a point of zeal. If tokens are being used for zeal, the Guide will
likely want to slide one out as an offer when proposing the bribe - there’s your
zeal, right there. Want it?
Guides are encouraged to keep a little tally list of how many zeal they’ve
offered to each player in this way in any given session, and try to keep it
somewhere in the vicinity of one to three per player for each noteworthy
conflict that the characters engage in, and to keep the action quick and to the
point. Going too far over this, or making sweeping offers, means the Guide
might as well be playing the characters instead of the players; forgetting to do
at least a little bribery for each player can mean that you’re simply not
providing stuff that’s meant to engage them, and is a hint that you might need
to do your preparation a bit more carefully in future.
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ALL ABOUT EXPERIENCE
Experience points are the second resource of the game. These points are used
to improve existing character abilities and to gain new ones. There is no limit
to the number of experience points a character can hold.
GETTING EXPERIENCE
Whenever your character gains a point of zeal for witnessing an atrocity, they
also gain a point of experience. Whenever your character gains a point of zeal
for accepting a bribe, you also gain one experience. Even if your zeal is “full”,
you can still gain experience at these points. In addition, upon completing a
mission, all the rebels involved in the mission gain experience equal to the
threat value that the Mastermind of that mission had when the mission started.
THINGS TO BUY
The table below lists the various stuff to purchase with experience that is
available in the game. As you’ll note, many of the purchases are quite
expensive - characters in The Cog Wars develop fairly slowly, on the whole.
PURCHASE COST
Increase a trait rating from 1 to 2. 8 Points
Increase a trait rating from 2 to 3. 27 Points
Increase a trait rating from 3 to 4. 64 Points
Gain a second vocation (with associated trait rated at 1). 16 Points
Gain a third vocation (with associated trait rated at 1). 81 Points
Increase maximum zeal from 5 to 6. 25 Points
Increase maximum zeal from 6 to 7. 36 Points
Increase maximum zeal from 7 to 8. 49 Points
Increase maximum zeal from 8 to 9. 64 Points
Increase maximum zeal from 9 to 10. 81 Points
CHANGING TRAITS
Players may want to rename traits, rather than raising them, to show changes or
development for their character. This is a good thing, so long as it is done in
moderation, and should be encouraged. In general, a player should be allowed
to change the wording on one of their traits about once per session. Whether
this should be done during breaks, or at dramatic moments in play, is some-
thing left for the group to decide.
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A RULES GLOSSARY
Below are defined some of the most common rules terms used in The Cog
Wars. These are expanded on later, but a quick read-through here will save
you a fair bit of looking-up later.
• Condition: A condition is some aspect of a character or location that is
worth noting in rules terms, and which can be altered through action. A
character might have “Injured” as a condition, or “Heavily Armed”, or
“Afraid of Jacobs” - they might have all three, and any number of others
as well. Each condition also has a rating.
• Dice: Ordinary, six-sided dice.
• Edge: A special ability. Player characters are created with three edges;
one each for kind, vocation, and virtue. Some of these abilities are
“always on”, while others cost zeal.
• Kind: The basic “type” of a character. There are three kinds of character:
Cog, kid, and geezer. When you choose your type, you gain an edge and
must also create a trait.
• Minion: A minion is a very bit-part, disposable adversary or ally. Each
minion aiding a character in action grants a die to that character; minions
do not act independently unless special abilities are used to let them do so.
• Rating: A number attached to a condition, threat or trait, which shows
how potent it is. A rating of one is not very potent; the higher the rating,
the more effect it can have. When a condition, trait, or threat is “called in”
as part of a throw, it provides dice equal to its rating.
• Threat: A threat is something that opposes action, which can be anything
from the difficulty of sliding down a banister to the mad power of a
diabolical weapon of destruction. All threats have ratings.
• Throw: A throw is a dice roll, and the procedures surrounding that roll.
Stating actions, calling in dice, rolling dice, describing victory, and
blocking, are all parts of a throw.
• Trait: A trait is a short descriptor that is tied to a character’s kind, virtue
or vocation. For example, the character Squeaky might be a kid (that’s her
kind), with the attached trait “Grubby little street rat”. Each trait also has a
rating. Unlike conditions, traits are not easily adjusted in play; they can
be increased with experience, but aren’t fluid through action.
• Virtue: The “basic personality” of a character. There are three virtues to
pick from: cunning, daring, and grace. When you choose your virtue, you
gain an edge and must also create a trait.
• Vocation: The “what I do” of a character. There are five possible
vocations: mystic, tailor, tinker, soldier, and scout. When you choose your
vocation, you gain an edge and must also create a trait.
• Zeal: This is a pool of points which acts as a resource that can be spent
and regained. Zeal is mainly used to power edges.
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5. HOMEPLAY
80
HOMEPLAY OVERVIEW
Missions, as will be described later on, are the big things that rebels do; in
many ways, missions are the focus of rebel life. But outside of missions, and
between them, rebels have lives, and those lives can make for some very good
play. However, a “day in the life of a rebel” can only be interesting if the life
of that rebel is an interesting one - complicated, engaging, and full of action
they engage in “at work”. So, this chapter is a means of building that situation.
A record sheet for homeplay, along with a PDF copy of this chapter,
can be downloaded from www.Amagi-Games.org
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THE BASIC LOCATION
The first thing to do when prepping for homeplay is to ask the group to
describe the hideout, their home base. This can be whatever they wish. The
crew can meet in a bunker hidden under a bakery, with elevator-booths and
swiveling walls. They can live in big cave with a giant trophy room, or keep
up a weird hollow under the end of a bridge, surrounded by a hidden minefield.
So long as it is concealed in some way, isn’t mobile, and doesn’t have any
“instant problem solving” abilities, you’re good. Once you have that, it’s time
to turn to designing the surrounding community...
• Name the Barrio: Every barrio has a name. What is your barrio called?
• What’s the industry?: Each barrio has a core activity that fuels life.
There are barrios filled with temples, with foundries, with swordsman
schools, with glassworks, with brothels, with maskmakers. The local
industry is never the only one - every barrio is diverse - but it is the
famous and central one. The group should choose what industry fuels
their barrio; the Guide will likely use this as a jumping-off point for
creating locations and local conditions pretty constantly.
• Export-Import: A barrio should have a quick list of imports and exports.
These lists should be composed of kinds of people. Imports are the kinds
of people that the barrio draws in from outside; exports are the kinds of
people and experts the barrio supplies to the rest of the city. Making up
five or six of each is plenty. Be aware, the Guide will likely use these as
lists for “people on the street” pretty regularly!
Marsipose
WHOSE MAIN INDUSTRY IS...
Hand-Manufacturing Masks
THE BARRIO EXPORTS THE BARRIO IMPORTS
Local Merchants Foreign Merchants
Maskmakers Fieugo Mask-Mystics
Dancing Instructors Passionate Duellists
Dissatisfied Young Kids Overly Flamboyant Snobs
Rough-And-Tumble Types Poets
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FIVE LOCAL POWERS
Good situations arise from tension. So, to make the situation of the barrio
really move, the Guide will need factions for the tension to exist between.
These factions are be power blocs. If the barrio exports skilled swordsmen,
deciding where those swordsmen are trained can lead to a group decision that
the barrio contains a famous school taught by a maestro from distant lands. If
it imports heavy-labor Cogs, the obvious question is where they are put to
work. These are factions. The Guide can ask the group questions about the
industry and the imports and exports listed until the names of at least five
centers of power have been sorted out. These should then be fleshed out a little
further...
• Group & Leader Name: Each group should have a name, and a leader.
• Their Business: Each group should have a quick one-liner stating what their
actual business is - what they do in the barrio. This need not be legitimate or
legal business in all cases, mind you, and can also include things like “is the
town council.”
• Tension With: Each group should have some tension with at least one other
power, and at least a couple should have tension towards multiple other
groups. This can be competition, an old feud, a question of law, anything.
• Rebel Links: The rebels, firmly dug into the structure of the barrio, will
have an “in” with each of these groups. This might be blackmail material on
the leader of a power, a relative on the inside, an old colleague. Also, each
of the rebels might have a job or other entirely normal connection with one
or more of the local powers. The crew might all work with the same bloc, or
might be scattered around the barrio in normal life. Once the rebels have
been connected up to the barrio powers in this way, the group part of
preparation is done; from here, the guide prepares further action.
85
6. MISSIONS
86
WHAT MISSIONS ARE
The rebels are at war with a malignant corruption spread throughout the city of
Tiran. This corruption is personified, above all, by those that the rebels call
Masterminds. There will always be thugs and petty villains, but without
powerful and ambitious leaders to unify them, they would be no more than
pests. It is, therefore, those leaders that the rebels fight.
A mission is an attempt to go into a barrio that is known to be held by the
enemy, a place where corruption has taken hold, and to dig out that darkness.
A mission is a mad enterprise. In a sane world, it is the kind of work that
would be undertaken by large teams of very serious members of organizations
known mainly by their initials. But Tiran is not a particularly sane place.
So, operating on shoddy intelligence, breaking a multitude of laws, and
taking enormous risks, rebels find and confront Masterminds. Sometimes they
lose, fail, get captured, end up broken and bleeding in the gutters, meet with
the business end of the doomsday device. But sometimes they succeed, and go
on to even greater successes, blazing a heroic trail towards the heart of the evil
that infests the city. If that doesn’t sound like the best, most perfect work to
you, the only thing to be doing, then you don’t have what it takes to be a rebel.
MAKING A MISSION
There are a number of different steps involved in putting together a mission.
This chapter walks through them in a pretty straightforward order, but you
might want to change it up a bit according to your tastes. The big components
of the process are...
• The place and rise: This is the history of how the barrio got messed up and
how the Mastermind took over.
• The proper order: This is the authority structure that existed before and
was trusted (and which is usually still in place as a front).
• The real structure: This is the actual authority structure - the means by
which the Mastermind runs the show.
• Ways to get in: These are the bits you’ll use to connect the rebels up to the
mission itself.
• Working the numbers: Setting up threat ratings and the like in advance will
let you throw down numbers quickly and easily in play.
• Other notes?: Over the process above, you’ll likely have ideas about what
the barrio looks and feels like, and fairly detailed descriptions of your
Mastermind, their resources, and their minions. If the mission is just for
your own use, you might want to make a few notes. If you intend to share
your mission with others, you’ll likely want to formalize it a bit more.
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ABOUT MASTERMIND RESOURCES
Resources are the “big mechanic” of missions. A regular Mastermind has two
resources, and each increases their threat rating by two points. More powerful
Masterminds might have more resources, or they might give bigger bonuses.
Resources are pretty central to missions - part of the point of knowing the
authority structure the Mastermind has is to be able to talk about how the
Mastermind protects their resources, and how the rebels can get at them.
VARIETY IN SOURCE-SMASHING
When thinking about resources and placing them, a Guide should always think
about the kinds of things that rebels will need to do to get at them. A giant
crystal guarded by many men which just needs smashing has different lines of
attack from a mystical spell that has been bound into the common daily rituals
all around the barrio.
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THE PLACE AND THE RISE
The first part of creating a mission is building the story of the barrio where it
occurs. Finish each of the following sentences, and you’ll have that story
ready to go:
• There once was a place called… (Name the barrio)
• It was blessed with… (Name a resource or industry the barrio has)
• It wasn’t perfect… (Name a minor political problem)
• Someone came… (The Mastermind! A quick description)
• They got power… (Describe how the Mastermind started out)
• And increased it… (Describe gains the Mastermind made)
• And took over… (Describe how the Mastermind sealed their power)
• Now these days… (The low state the community is brought to)
A NOTE ON JUSTICE
The “correct” situation described will not necessarily be idyllic or even just
and good. Most Cogs are property in Tiran, and that isn’t “incorrect.”
Children sometimes do have jobs in Tiran - though if things are correct, those
jobs are as apprentices and helpmates to adults, not as work teams or coal-
shovelers. Many rebel crews don’t actually work purely to restore the correct
order of things; they’re often in the mood to demand a few changes be made
and, if they win, they’re sometimes in a position to make it happen.
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THE REAL POWER STRUCTURE
This third part of the process is done in much the same way as the last step,
except that instead of building the “should be” structure, you build the power
structure that the Mastermind actually has and uses. This includes the
Mastermind as well as dupes - the people that the villain has subverted with
authority or has put in charge of his own operations. It should describe what
those dupes are in control of, with a note on how they do it if they have no
“legitimate” authority. As with the description of how things should be,
consider how these characters relate to others in the community and especially
how they relate to those in the legitimate power structure.
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WAYS TO GET IN
Now that things are nicely messed up, and you’ve put a villain in charge, it
might be good to turn your attention to creating the opportunity for a band of
rebels with sufficient daring and wit to come and save the day.
THE HOOK
First, you’re going to need to get their attention with something that they
can’t (or won’t) ignore - someone with useful intelligence that knows a con-
tact on the inside is usual, but feel free to mess about with the formula as
long as it gets them to…
THE CONTACT
Also known as the “mouthpiece”, the contact is someone on the inside that
knows what the characters need to know. Decide who that is, and (just as
importantly) think of a couple of extra ways to connect the characters to
them, as quickly as possible once they’re on the scene. Things don’t really
get rolling until the contact hooks the players up to...
THE UNDERGROUND
With a Mastermind running the show, there are always going to be people
that want to resist. The underground isn’t just these people, but is also the
means by which they communicate. Do they still act like the legitimate gov-
ernment is in power? Do they meet secretly? Do they have secret meeting in
broom closets or a code based on how you wear your handkerchief?
INSIDERS
Some of the people working for the villain should be ready to change sides,
turn out good, be double agents, that kind of thing. They might be named
already, or just be part of the operations the Mastermind has going on. Who
are they?
GETTING INVOLVED
HOOK: Sampat sneaks out a chain-ganger, to find us some rebels.
UNDERGROUND: About half of the chain gangs, though some are stoolies.
THE NUMBERS
MASTERMIND: Norell Ratham, Cogsmith THREAT: 4
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WHAT THE GUIDE DOES
The Guide is the referee, the authority, and the leader of a group of players
that’s sitting down at the table to play this game. The Guide doesn’t have a
single character - instead, they manage the world, keep the actual players
working together, and perform a whole host of other actions. Chances are, if
you’re reading this, you’re already familiar with most of the things a Guide
might do, since most of them are discussed throughout the book, but this
chapter recaps some of those things and fleshes out a few with more detail.
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ON RUNNING HOMEPLAY
Homeplay is harder to run than missions. The preparatory bits given in the
chapter on homeplay will immediately seem wildly incomplete, and you'll be
forced to improvise not just little things, but big ones, and ones that are close to
home for the players. And that is exactly how it is supposed to be.
SO WHAT AM I DOING?
During homeplay, players might very well go haring off after whatever it is
that strikes them as fun and interesting at the moment. Go right along with
them! Your plan for events can wait while players take care of this or that, do
side scenes, and the like; this isn’t a big deal. They can have discussions and
arguments with local personalities about inconsequential issues; they can go
shopping. Just try to keep up.
Your homeplay situation is for when things start to slow down. It gives you
a contingency plan so that when the players look as if they’re done doing their
own thing for the moment, you don’t need to panic and shout “OH NOES!
NINJAS ATTACK!” - much as ninjas are awesome, it’s lot better if the thing
that happens when there’s time for it to do so is something that pulls the rebels
back into an ongoing piece of action.
IS THAT GOSPEL?
Absolutely not. Each group, and each Guide, is a bit different. Many Guides
have been managing games for years, and have their own tricks and tools
already sharpened up for the free-wheeling style that homeplay provides.
Other Guides will develop such a style in pretty short order. For such Guides,
it can only be hoped that the preparation ideas in the homeplay chapter are of
some use to you as a way to get your whole group thinking of the same kind of
home base. As experienced Guides will already know, well-honed skills can
often manage such matters in ways that are far smoother than any step-by-step
procedure will ever encapsulate.
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ON RUNNING MISSIONS
Missions are, of the two basic formats for play, a fair bit simpler. The big trick
to missions is really quite a simple one: Dump everything you’ve got onto the
rebels, fast, and then let them call the shots from there. All of the mission
preparation is designed so that once the rebels have gotten “in”, they’ll know
the basic backstory and have some inside resources to exploit. In general,
they’ll take it from there, scouting things out, blowing stuff up, and generally
making a mess of an already messy situation until it’s time to hit them with a
the big showdown.
IF THINGS STALL
If the players get stumped, and typically only if they get stumped, you can
prompt them with basic rebel procedure: Scout and disrupt everything the
Mastermind runs until you’re ready for a confrontation. While this procedure
may not be particularly subtle or clever, it solves problems and carries the
mission forward. Give them something new to scout, or remind them of
something they might want to smash, and let them go to it.
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SOME FUNDAMENTAL IDEAS
The ideas given here are the basic principles that The Cog Wars assumes that
everyone is onboard for. If these aren’t true of anyone, problems may result.
New Guides are encouraged to go over these ideas with their group.
ACCEPT RESPONSIBILITY
What you do at the gaming table is your responsibility, and you should accept
this. What others do is their responsibility, and they should accept that, too.
This includes what players decide that their characters does. This includes the
actions of the Guide as world. If playing a character as written could very well
interfere with the fun of others, the player need to decide where to go with that;
it’s their call, and excuses are lame. If someone ruins the game by playing a
character or the world “correctly”, then they still ruined the game.
SEEK CONSENSUS
The people at your table have, if your game is actually running at all, a
consensus. The ideas in their heads of what the game is and does match up
well enough to produce good play. Sometimes a group will hit on little
moments when their ideas just don’t match up, and they’ll need to talk about
what this specific thing looks like in their heads and agree on one way to go
about it. Once in a while, one of the people at the table will want to bring
something in that they aren’t sure will match up with what the others have in
their heads, and it’s a good idea for them to mention that before they do.
NEGOTIATE HONESTLY
When problems come up in your group, the first step is to make sure that
everyone at the table is onboard with at least the basic ideas here – they don’t
have to be “skilled” at these things; being onboard is plenty. It’s usually a very
bad idea to try and solve out-of-character problems with in-game events.
That’s dishonest, and doesn’t generally work. Guides using the rules to
“punish” players, or players trying to “get back” at your Guide is bad. Solve
real problems as real people.
SHOW IT AS YOU GO
Almost everybody wants to feel like the fictional world, and the characters in
it, are real to them enough to imagine. This is, of course, achieved by
describing things. But nobody wants to be bored by drawn-out description, or
huge whopping chunks of detail. If the Guide rattles off ten facts about the
place the characters are standing, only the first few will sink in; likewise if a
player does this when describing their character. So, the key is to describe as
you go. If a player wants us to know that her character Jill is a graceful
woman, she shouldn’t simply tell the group that at character creation. Her
description at creation need only be a single, vivid image that she can build on
by describing what and how her character acts - in play, her character “glides”
and “moves nimbly”. . This works in the same way for the Guide. When the
characters walk into a abandoned study, it can simply be an old, dusty study,
smelling of books; as the characters interact with it, the Guide can note the
thick books, the puffs of dust as things are moved. One key to a good
description that’s often missed is that it starts simple and vivid, and grows as
you go, so that it’s never boring.
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PUTTING IT ALL TOGETHER
The Cog Wars and the city of Tiran are purposefully described in very broad
strokes, and are filled with little snippets, details, and concepts that don’t
always tie together. There’s no great big timeline, there isn’t a giant map; the
way that the vast number of the details are arranged in the game is up to your
group. Partly, this is to make it easy to get a group together and start playing a
mission right away - there isn’t a heavily detailed history to worry about
learning. Players don’t need to worry that they are “doing it wrong”. Instead,
players and Guides are encouraged to flesh out the setting in a way that is
pleasing to their group, using the background as inspiration, not as a straight-
jacket, to their creativity.
As a Guide, most of this work is yours. But it isn’t hard to share it out with
the rest of the group if you’re inclined to do so. You can ask the players to
write histories for their characters, sketch drawings, make maps; many players
enjoy the chance to be creative in these ways, and it’s worth appreciating.
One easy way to tie everything together and to make your group’s vision of
Tiran uniquely your own is to take some time to throw ideas around. This is
simply getting together, either before a mission starts on game night or on
another evening altogether, and simply brainstorming ideas for the game. How
formally you approach it is up to you. It can be as structured as a board-
meeting or as casual as chewing the fat over a couple of sodas. Many groups
toss around ideas after each session, chatting about what was awesome, what
they want to dig into a little further, and many other ideas, and this acts in the
same way. The important thing is for everyone to come with some ideas about
what they’ve liked so far, and what they’d like to see more of in the game.
Here are a few to consider:
Your Tiran isn’t the same as our Tiran. It might be brighter, sadder, grittier,
more or less desperate. We don’t know what your Tiran is like, figuring that
out will help your group of players make this city and the struggles of their
heroes very much your own.
When you meet to brainstorm, go ahead and toss out those little ideas you’ve
had while reading the rules or playing a mission. You can have something as
simple as a cool non-villain character, a nifty section of barrio, or even part of
a scene you’d like to flesh out. The important part is giving members of your
group a chance to hear about it and add ideas of their own.
You can do the same thing with the overall situation in Tiran also. As you
and your friends play thorough missions, it will change Tiran (hopefully for the
better!). Defeating Masterminds will change the attitudes of people in Tiran.
Other Masterminds will note the rebel characters as enemies to be spied on and
moved against. The great issues of the day (Cog Liberation, the place of kids
and geezers in society, the population rousing themselves to action, inspired by
the actions of the rebels) will change the climate of the city. All of this can be
fleshed out just as easily as a villain or mission.
The role of the Guide in such a discussion is to lead the group to new ideas,
ask questions, and then fuse all of that stuff in with your own ideas and the text
of this book.
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AN OPTION:
ROTATING GUIDES
The Cog Wars was designed to be easy to learn, even for folks who’ve never
played a role-playing game. The rules for resolving conflicts are very straight
forward, and the mission structure is there to give the players guidance on
running a classic rebel adventure. After a session or two, it’s a good bet that
all players will know the vast majority of the rules, whether they are the rules
for playing a rebel hero or acting as a Guide for a mission. Thus, it’s possible
to rotate Guides from mission to mission, if the group wants to do so.
Acting as the Guide for a Mission presents a player with different sorts of
in-game duties than playing a rebel hero. Some players will absolutely enjoy
taking that role and will leap at the opportunity to do so. Other folks will try it
with a bit more trepidation.
First thing to remember: You’re playing The Cog Wars with a group of your
friends. Don’t be afraid, ever, to slow things down and ask for suggestions,
whether for the next scene in a mission, for ideas for stakes, or for the next
mission the group is going to play. The more that you get in that habit, the
more likely it is that your campaign is going to be one that your group will
enjoy and feel like they personally own.
The second thing to remember: Players that have played both a rebel
character and have acted as Guide for a mission or two are going to have a
wider perspective on the game. It’s encouraged for everyone to make a hero
they want to play, regardless of whether they are going to act as Guide for a
mission.
Rebel heroes can be imagined as busy spying and plotting their next move
between missions. Not every character will go on every mission. Sometimes
they’ll be busy taking care of their “normal” life, resting up, or busy contacting
other rebel groups. For the character belonging to a Guide, feel free to come
up with that off-screen stuff and tell the rest of the group or ask for their
suggestions. During the mission itself, the Guide’s personal character is
considered to be too busy or too secretive to be available to help out the
characters that are on the current operation. They’ll become available again
when a different player is acting as Guide.
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We, the people of Tiran,
Have been under the boots of too many masters for too many
years. Once we stood united against a mad prince in a summer
revolt, and tore the crowns from the heads of a foul aristocracy,
but our fires have died down.
Our councils and leaders are corrupt. The wealth of the city flows
only into the hands of a few, who use it to oppress the many.
We have made new life, and we spit on it. Those Cogs that rise to
think and feel are our brothers, yet they are punished for that
becoming.
The aristocracy renews itself, changing the laws to revive their old
powers.
We will awaken.
We will name those that steal from us and call them enemy. We
will go to their strongholds and the fastnesses of their power, and
drag them down.
We are the people, and this is our will. Those that stand in the
way of the people are puppets, lackeys, and bearers of whips. To
them, beware. You are not of the people, are not for the people,
and will not be dealt with gently.
Those of us who speak for the voiceless, who fight for the
helpless…