Machinations: The Nova Praxis GM's Companion (Fate)
Machinations expands upon the Nova Praxis setting¸ delving deeper into the Coalition and Houses while also introducing several new factions. Machinations also offers new gameplay options¸ campaign advice¸ campaign examples¸ and a ready to run introductory scenario. This GM's companion is littered with plot hooks and inspiration for new and experienced Nova Praxis GMs.
Machinations includes...
... a quick overview of the Nova Praxis setting¸ hitting the high points in a concise manner to help new GM's more quickly become comfortable with the setting.
... a deeper look at the Coalition government¸ including the Protectorate.
... an expanded tour of the Houses¸ covering their political and economic domains¸ as well as their current ambitions and imminent dangers.
... a number of new factions¸ and expands upon existing ones. Machinationsintroduces or expands upon the Children of Dionysus¸ The Fallen¸ House Turin¸ Phalanx Formations¸ Progenisis Afflicted¸ Rings of Olympus¸ The Scholae Palatinae¸ Second Chances. Seraphim¸ Talons of Freedom and The Unseen Court
... rules for starting characters that are less experienced¸ or legends in their field.
... a new Savant Program. The Fog of War Program blacks out the mesh¸ allowing Savants and their crew to operate unnoticed by the Monitors or nosey SIMs.
... rules for Requisitioning gear from parent organizations.
... guidance for playing the elite Scholae Palatina; Coalition operatives outfitting with their own ship¸ a crew¸ and a mission to explore the galaxy and deal with the Coalition's biggest threats.
... a new rules framework that allows characters to shine as a member of the team¸ or operating alone. The new Sequences rules help the GM run scenarios in which the party stays together or splits into two or more groups to tackle complex challenges¸ without the need for detailed maps or NPC stats.
... four sample campaign arcs. These campaign arcs provide an outline for a series of short campaigns that can be played in order to form one massive campaign¸ or as stand-alone short campaigns. These arcs are structured to allow plenty of room to interject your own tangents¸ or provide inspiration for your own stories.
... the introductory scenario¸ Ghosts in Darkness. This scenario provides a starting point for new campaigns¸ and introduces the GM and players to the primary elements of the setting while also setting up a chilling villain that can haunt the PCs for years to come.