Table of Contents

Those who preserve the ways of the World Before are often very scornful of the Tribals and Fallen. On Vimary, the Keepers are spread across the ruins of the Rust Wastes, and despite having once been united, they no compete fiercely for ancient artefacts. The main force of Keepers reside within Olympus and are called Ancients. They are the guardians of yesterday’s marvels and the historians for tomorrow’s children. On the other side of a great schism are the Machine Monks, who are not scholarly-minded but rather try to perfect the union of human and machine by removing parts of their own bodies and replacing them with metal. Each Machine Monk refers to herself as a numbered Cog within their hidden fortress deep within the Steel Maze. The Monks will even deal with Z’Bri if it will help advance their agenda.

Keeper Skills

Only Keepers may take these skills at character creation. They can, in principle, teach these skills (except Technosmithing!) to Fallen or Tribals, but they do so rarely.

Weapon Use

Keepers' Weapon Use skill is expanded to include three new categories of weapon, each of which can hold up to 15 rounds of ammo at a time:

Prowess

The relevant Prowess Manoeuvres for these new weapon types are:

Craft

Technosmithing

Instead of being Dreamers, Keepers utilise Technosmithing to connect to the Collective Memories of the past and make a person or item “remember” its purpose, empowering it to fulfil that role once more. Technosmithing has no persistent effects, only Formulae which are purchased like Aspects with no pre-requisite.

Homeopathy: For each point of Spiritual Health you spend, you may touch a target and either:

Each use of Homeopathy can only be applied to one person at a time, but you can do all of the things above if you choose. You cannot use Homeopathy on yourself.

Ignite: Allows the Keeper to power an object for one minute per Spiritual Health spent, whether it requires fuel, electricity or any other energy source. The object does not have to be operational, as Ignite can bring the most damaged item to life.

Interface: For one minute per Spiritual Health spent, the Technosmith gains the ability to use the touched target electronic item. If the Keeper has access to computer storage media (such as CDs or hard drives) she can extract the information from them without powering up a computer, at a cost of one Spiritual Health per file.

Jury Rig: Transforms a nonworking machine, a bunch of spare parts, or a Shattered item into a working device for one minute per Spiritual Health spent.

Psychoanalyse: By spending one Spiritual Health, the Keeper can remove up to fifteen minutes of memories from a touched target. By spending two Spiritual Health, the Keeper can instead add or modify up to fifteen minutes of memories from the target.

Remembrance: For one minute per Spiritual Health spent, the Technosmith gains the necessary skill to use the touched target item. This is usually Weapon Use or Medicine, but other applications are possible.