Living Prism
Living Prism, Hebdomad Press, 2013
Living Prism is a modern-day game of supernatural conspiracies. You'll find a lot that's familiar here - a hidden society and low-end supernatural power in the depths of a city's underbelly - so I'm going to focus on what makes it different.
The name of the game refers to your character's ability to split themselves into multiple "facets", presumably because "rays" sounded a little weird. (I, personally, can split myself into Ray Stantz and Ray Terrill, so that's pretty awesome.) Each facet has only a fraction of your abilities and being, which doesn't sound great until you find out that you get to define which specific fractions. You can make a facet that holds your tangibility for you, letting you pass through solid matter. You can create a facet that doesn't have your sense of pain so that it can fight for you. Really, they're all you, so you're the one fighting for you, but you generally just play a gestalt self rather than individual facets. Re-merging your facets requires physical contact.
Living Prism is a Fate derivative, which I think is a great choice of system. It uses Aspects to handle the many different ways you might assemble a facet. The game encourages you to be creative but stick to low-level powers. Tucking all of your weight into a facet will not give you the ability to fly, but you might float on the wind. However, giving away the fact that you reflect light in order to become jet-black and hide in the shadows is perfectly ok. It's very much driven by GM-party consensus. Skills include Exploration, Investigation, Subterfuge, and Athletics.
Your society revolves around a strange pool of light found deep within the hidden subway tunnels of Amsterdam. The first Living Prisms were unhoused people and urban explorers some forty years ago who found the pool and were changed by it. Since then, they've worked their way into all kinds of strange situations, discovering ghosts, angels, demons, mole-men, dimensional shifters, and my personal favorite, naturally-evolved AI-like organisms that live in communications networks.
There are several factions to belong to, each with a strong central thesis that guides their actions. One of the weaknesses of the setting is that there's no good reason for these factions to work together unless it's a "you scratch my back, I'll scratch yours" kind of way.
Living Prism went through several incarnations before becoming what it is now. It started as WoD netbook "Digger: the Invisible", shifted drastically into modern-day Battlelords-inspired "Matrix Runner" (well before the Maze Runner books), settled back toward urban fantasy as the homebrewed "Urban Light", and finally became the Fate adaptation it is now. It's a wild journey. If you have copies of any of the earlier versions, send them my way - I'd love to review Matrix Runner, but all I have right now is memories of a long-gone tattered copy that somehow found its way into the public library.
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