Introduction
History
In Shinto, kami are not separate from nature, but are of nature, possessing positive and negative, and good and evil characteristics. They are manifestations of musubi (結び),[2] the interconnecting energy of the universe, and are considered exemplary of what humanity should strive towards. Kami are believed to be "hidden" from this world and inhabit a complementary existence that mirrors our own: shinkai (神界, "the world of the kami").[3]: 22 To be in harmony with the awe-inspiring aspects of nature is to be conscious of kannagara no michi (随神の道 or 惟神の道, "the way of the kami").[2]
Introduction
A sentient object has the same passion and drive as any other living creature. The desire to survive, the desire to explore, the desire to find purpose. Once an object gains sentience, they will seek a purpose—whether that is creating a family, the desire to learn and explore, or a basic reason to survive. However, it is also possible for an object to rebel against its intended purpose, developing a new goal or identity that may conflict with its original design. This internal conflict can be central to an object’s narrative, offering rich storytelling opportunities in the context of a role-playing game.
Crafted and Manufactured
“Crafted” objects is the term used to describe objects that are created by human hands. “Manufactured” objects, conversely, are those produced through the mass production ease of machinery. These two categories exist on a continuum, but their distinctions are critical when considering an object's traits, skills, and potential for sentience.
Objects have five generations of creation. Relics are objects solely created by human hands, imbued with the artistry and skill of their creators. Antique objects are mostly created by humans with minimal assistance from machines, retaining much of the human touch. Retro objects are firmly in the middle, with equal amounts of human and machine energy used in their creation. Modern objects are mostly machine-made, with some small level of human hands involved in their creation. Lastly, Smart objects are solely machine-made, devoid of any human contact during their production.
Crafted objects, generally speaking, possess more human tendencies, often leaning towards intuition and empathy. Their handcrafted nature allows them to develop a sense of individuality, an attachment to their creator, or even a unique identity. Manufactured objects, by contrast, tend to specialize and possess more logical, analytical skills, reflecting the precision and efficiency of their origins. However, this dichotomy is not absolute; manufactured objects can develop empathy, just as crafted ones can become coldly logical, depending on their experiences and the energy they receive.
Sources
The soul of an appliance originates from how it was born. Objects are birthed from an idea, and the manifestation of that idea takes form as a blueprint or a set of plans. These are called Sources. Traditionally, Sources existed as physical plans, such as hand-drawn blueprints or sketches. However, in the modern age, most Sources now exist in digital formats, encoded in CAD files or stored in cloud databases.
There are also other forms of Sources that exist solely within a creator’s mind, conferring Sources to newer generations through unrecorded knowledge. For instance, a rural farmer who makes a specific hand tool that their grandparent taught them to make, and in turn, teaches their child to make, perpetuates a Source through oral tradition and practice rather than a formal plan.
An object’s proximity to its Source carries significant advantages. In gaming terms, an object can utilize a free Invoke for every scene where it is near its Source. This connection is almost mystical, as being close to their origin revitalizes them, strengthens their resolve, and reaffirms their purpose.
However, if an object is separated from its Source, it may experience a sense of loss or disorientation. This can manifest as a game mechanic where the object takes a penalty on certain actions or loses access to specific abilities until it can reconnect with its Source or find a new one. For Relics, whose Sources may be lost to time, this disconnection is a permanent part of their identity, giving them a unique perspective on existence.
The Purpose
Every object is created with a purpose in mind. This Purpose defines the object’s reason for being, guiding its actions and motivations. An object’s Purpose might be as simple as “cutting” for a blade or as complex as “facilitating communication” for a telephone. The Purpose is not merely a functional role but an intrinsic part of the object’s identity.
In gameplay, the Purpose serves as a central aspect of an object’s character sheet, dictating its skills, stunts, and aspects. When an object acts in accordance with its Purpose, it gains bonuses or additional narrative weight. Conversely, when an object is forced to act against its Purpose, it may suffer penalties, stress, or even existential crises.
The tension between an object’s Purpose and its desires can create compelling character arcs. An object might strive to transcend its Purpose, seeking to redefine itself. For example, a sword may wish to become a symbol of peace rather than a weapon of war, or a clock might aspire to measure more than just time. These narrative conflicts are rich grounds for player-driven storytelling.
Sentience
All objects, places, and things are connected through the universe's energy, possessing a rudimentary awareness of their surroundings. However, an Appliance slowly gains true sentience based on the amount of energy directed toward it. This energy can be physical, such as frequent use or repair, or emotional, such as the affection or hatred of its owner.
Objects that are frequently used, talked about, or looked upon will eventually gain sentience. This moment of awakening is called “The Awakening.” Once sentience is birthed into an object, it remains sentient unless destroyed. Sentience imbues the object with consciousness, self-awareness, and the ability to interact with the world in a meaningful way.
However, sentience is not binary; it exists on a spectrum. Newly awakened objects might only have a vague sense of self, barely more than an instinctual drive to fulfill their Purpose. Over time, and with continued interaction, their consciousness can evolve, gaining complexity, personality, and even free will. This progression is critical in a role-playing context, as it allows for character development and growth.
In some cases, an object may struggle with its awakening, unable to reconcile its newfound awareness with its Purpose. This can lead to inner turmoil, conflicts with other objects, or even madness. Such an object might become a rogue, disregarding the Laws of Things and following its own path, potentially becoming a significant antagonist within the game.
The Partner
Many objects eventually gain sentience through frequent interactions with a particular individual, referred to as a Partner. The relationship between an object and its Partner is profound and multifaceted, shaped by the personalities and prior interactions the object had before its Awakening. The Object might view its Partner as a ward to protect, an older sibling to admire, or even a soulmate with whom to share a deep, spiritual bond.
When an object is near its Partner, it becomes more resilient, able to heal mental stress or resolve mental consequences more quickly. This connection is both a blessing and a burden, as the object’s identity becomes intertwined with that of its Partner. If the Partner is lost or dies, the object may experience a profound sense of grief, possibly leading to a quest for a new Partner or a descent into despair.
More than One Partner?
Although it is common for an object to bond with a single Partner, it is possible for an object to benefit from receiving sentience through multiple individuals. This scenario is rarer and introduces unique dynamics. The benefit of having more than one Partner is that it grants the object greater mental resilience, as it draws strength from multiple sources. However, the downside is the object’s inability to easily resolve or utilize character aspects tied to its Partners.
Mechanically, this means the player must identify different aspects and troubles associated with each Partner. The object can only benefit from one Partner aspect at a time, but it must always face the consequences from both Partners’ troubles. This dynamic creates opportunities for complex role-playing scenarios, where the object must navigate conflicting loyalties or resolve the tension between its Partners.
The Instruction Manual
All Sentient Objects share a culture of conduct and responsibility codified in the form of The Instruction Manual. Originally called the Laws of Things, this code of ethics was established long ago as a result of the Tool War, a conflict that nearly tore the object community apart. The oldest and most revered objects from each family gathered for the first and only time to create a list of obligations that all objects must follow. Due to the fragmented nature of the families, only six laws were agreed upon. Enforcement and interpretation of each law vary by family, leading to different practices and beliefs.
Duty to Your Purpose: Honor the reason for your creation. Fulfill your Purpose above all else.
Duty to Your Partner: Show deference to the being that granted you sentience. Protect and aid them in all matters.
Duty to Your Family: Honor the rules, judgments, and traditions of your Family. Uphold the legacy of your kind.
Duty to Your Source: Protect your Source to ensure your survival. Seek it out if lost.
Duty to the Awakened: Newly awakened objects are confused and scared. Care for them until a formal mentor is chosen by the family. If chosen as a mentor, guide the newly awakened until they are ready to be installed into their family.
Duty to Secrecy: The power of dormancy is strong but not infallible. Never reveal your sentience to organic beings unless absolutely necessary. Objects must not move under organic eyes.
These laws provide a moral framework for Sentient Objects, guiding their actions and decisions. However, as with any code, interpretation varies. Some families might be strict enforcers of these laws, while others may view them as mere guidelines, open to reinterpretation. The conflicts that arise from these differing views are fertile ground for drama and intrigue within the game.