Tribe 8 Player's Handbook

Player's Handbook coverThe strange and wonderful world of Tribe 8 fascinates you, but you don't know what to do with it? The T8 Player's Handbook answers it all. Designed and written by hardcore T8 players, the book contains a brief overview of the game world, followed by extensive tips on atmosphere, character design, equipment, Synthesis and much more!

Unlike the other Tribe 8 books, this one is less about atmosphere/style and more practical -- it's really a player's handbook, designed to help people get into a fantasy game where there are no elves or dwarves. It is full of serious advice on designing characters: the best combinations of Attributes, Skills and Perks, adventure/campaign ideas, background generators, and a lot more handy stuff.

The book also contains a complete D20/OGL conversion section. We've got high hopes that it will lead D20 players to at least take a look to the 20+ books Tribe 8 line, since there are plenty of monsters, villains and plots they can borrow from it. This section also explains how to make Tribe 8-like characters using the existing basic D3E classes and races, in case people want to run their campaign entirely in D20 (naturally, the background material and adventures need no translation and can be used as they are).

The Tribe 8 Player's Handbook includes:

  • Summary information on the Tribes, Houses and other factions;
  • Overview of the T8 societies (populations, economics, cultures, etc.);
  • Extensive Player Character creation guidelines;
  • Combat-related rules, covering such things as shields, partial armors, paired weapons and special maneuvers;
  • Clarification and expansion of the Synthesis magic system;
  • Character life background generators;
  • And much, much more!

DP9-825, 128 pages, ISBN 1-894814-76-2, SRP $22.95US/$25.25Can

Design Notes

Making the Silhouette to D20 conversion rules proved to be an interesting exercise in game design. The writing team made sure one could use the basic D20 stuff from the PHB to construct the T8 character types, without mucking about with third party D20 material.

The conversion rules turned out to be fairly simple, if a bit detailed. They start by explaining the design assumption differences between Silhouette and D20, and how to bridge the gap. For example, since T8's people are all human, the writers propose faction modifiers -- in effect, tribal "races" -- that provide the needed differences. They also explain how experience works in both systems and how to port them over (i.e. how to assign a level to an existing T8 NPC, for example).

They offer modified combat rules so that high level but non-combat characters (like Veruka the Wraith, an old witch-like woman) don't beat up 1st level Joanite warriors. Of course, a complete adaptation of Synthesis was needed for D20; this could count as yet another magic system for the latter.

The monster side has not been forgotten either, with numerous entries on converting Z'bri to D20. There are even rules for Atmosphere, using similar D3E basic spells (why reinvent the wheel?). The book also offers pre-generated D20 Z'bri, which D&D Gamemasters will probably like to unleash on their hapless players...

Table of Content

Chapter One: Introduction
What Is In This Book
What is Tribe 8?
What Tribe 8 Isn't
What Can You Do in Tribe 8?
The World of Tribe 8 and the Metaplot

Chapter Two: The Tribe 8 Setting
General Information
The Nation of the Goddess
The Fallen

Chapter Three: Character Development
Solo Creation, Weaver-Assisted And Cell Creation
Fantasy Archetypes
From Whence You Came
The Outlooks
Eminences
Buying Attributes
Skills
Synthesis
Perks and Flaws
Rounding out the Character
Character Development

Chapter Four: Equipment and Economy
Personal Equipment
Weapons
Armor
Barter Economy
Who has What
The Value Table
The Junk List
Armor Pieces Table

Chapter Five: Combat
Combat Overview
Close Combat
Ranged Combat
Damage
Tools of the Trade
Improvised Weapons
Armor
Shields
Tactics
Non-combat Skills in a Fight
Making Combat Work
Mass Combat

Chapter Six: Synthesis
The Spiritual Landscape
Synthesis
Wielding Synthesis
Conjunctional Synthesis
Eminences
Aspects
Ritual Synthesis
Dreaming
Spirit Combat

Chapter Seven: Open Gaming Rules Conversion
Introduction
Basic Mechanics
Characteristics
Character Generation
The Tribe 8 Open Gaming Rules Magic System
Gear and Treasure
Antagonists

Appendixes
OGC License
Tribe 8 Glossary
Index

Sample Page(s)

Flemis Z'bri OGC Game Stats (Chapter 7)