From cc13aa62a66d45c16f99cc7e739b7455ddcfb9cc Mon Sep 17 00:00:00 2001 From: Howard Abrams Date: Sat, 31 Aug 2024 16:39:15 -0700 Subject: [PATCH] Added Arcanum moves Interested in implementing an Ars Magica-style game. --- .gitignore | 1 + moves/arcanum/cast-a-spell.org | 40 ++++++++++++++++++++++++++++++ moves/arcanum/ground-yourself.org | 18 ++++++++++++++ moves/arcanum/harness-chaos.org | 8 ++++++ moves/arcanum/scribe-tome.org | 13 ++++++++++ moves/arcanum/secure-resources.org | 11 ++++++++ moves/arcanum/withstand-chaos.org | 20 +++++++++++++++ 7 files changed, 111 insertions(+) create mode 100644 moves/arcanum/cast-a-spell.org create mode 100644 moves/arcanum/ground-yourself.org create mode 100644 moves/arcanum/harness-chaos.org create mode 100644 moves/arcanum/scribe-tome.org create mode 100644 moves/arcanum/secure-resources.org create mode 100644 moves/arcanum/withstand-chaos.org diff --git a/.gitignore b/.gitignore index b662d99..9e34d30 100644 --- a/.gitignore +++ b/.gitignore @@ -1,3 +1,4 @@ kannan.org tables/captiva*.org *~ +/.DS_Store diff --git a/moves/arcanum/cast-a-spell.org b/moves/arcanum/cast-a-spell.org new file mode 100644 index 0000000..4a988b1 --- /dev/null +++ b/moves/arcanum/cast-a-spell.org @@ -0,0 +1,40 @@ +** Cast a Spell +When you channel the flow of Chaos to [[file:../../arcanum.org::*Manipulations][Manipulate]] an [[file:../../arcanum.org::*Essences][Essence]], envision [[*How Spells are Cast][how the spell takes effect]] to: + + * *Act:* You may make [[file:../adventure/face-danger.org][Face Danger]], [[file:../adventure/secure-advantage.org][Secure an Advantage]], [[file:../combat/strike.org][Strike]], [[file:../combat/clash.org][Clash]], [[file:../adventure/gather-information.org][Gather Information]], [[file:../relationship/compel.org][Compel]], [[file:../adventure/heal.org][Heal]], [[file:../adventure/resupply.org][Resupply]], [[file:../combat/enter-the-fray.org][Enter the Fray]], and [[file:../relationship/aid-your-ally.org][Aid Your Ally]] moves as narratively appropriate to the spell magnitude by rolling +spell power or +chaos (whichever is higher). If the Action Die shows 1, Mark Chaos. If you chose to cast with +chaos, Mark Chaos equal to the [[Spell Magnitude]], instead. + + * *Intervene*: After rolling for a move but before resolving the outcome, you may choose one: + + Mark Chaos to change a Weak Hit to a Strong Hit + + Mark Chaos twice to change a Miss to a Weak Hit +*** Details +:PROPERTIES: +:move-stats: spell|chaos +:VISIBILITY: folded +:END: + +**** Spell Magnitude +Spell Magnitude determines what outcomes a spell can produce and is calculated by finding the lowest level between the Manipulation and Essence. Thus, a character with two dots in Conjure and one dot in Water would have a Spell Magnitude of one. + +A spell of magnitude one changes what already exists or what is already happening. As an example, a character with one dot in Conjure and one dot in Water would be able to increase the flow of running water or increase the amount of water in a pitcher. + +A spell of magnitude two can bring into existence something which wasn’t there before or may change something already present in a major way. Onlookers who are not Magi or Attendants are likely to be shocked by such a display. For instance, a character with two dots in Conjure and three dots in Water (remember: the lower level determines magnitude) would be able to cause a river to flood or fill an empty bucket with water. + +A spell of magnitude three can change reality in significant ways. Onlookers who are not Magi or Attendants are likely to be in awe of the Mage and the event. For example, a character with three dots in Conjure and three dots in Water would be able to bring a river tumbling down from the snow in the mountains, where no river existed before, or would be able to fill an empty depression in the land to create a lake. + +**** Spell Power +Spell Power determines how likely the Mage is to produce the desired outcome of the spell and is typically calculated by the adding the levels of the Manipulation and Essence used in the spell. Thus, a character with two dots in Conjure and one dot in Water would have a Spell Power of three. + +However, daring Magi may choose to use their Chaos level, instead, if it is higher than the combined Manipulation and Essence. As a Mage twists and bends reality, the risk of backlash grows. However, so also does the ability of the Mage to subvert its influence, channeling the crashing waves of Chaos into incredible feats of magic. If the Action Die shows 1, though, you must Mark Chaos a number of times equal to the Spell Magnitude of the attempt (instead of just once when using Spell Power). Some ill-fated Magi have surrendered, intentionally or unintentionally, to this lure of incredible power. + +Here are a few more examples of calculating Spell Magnitude and Spell Power: + + * A character with two dots in Decay and one dot in Mind has a Spell Magnitude of one, a Spell Power of three, and the ability to slow a person’s thought process or bring a person’s normal state of mind to a state of calm, for example. + + * A character with two dots in Decay and three dots in Fire has a Spell Magnitude of two, a Spell Power of five, and can extinguish a bonfire or create a patch of shadow where none should be, for example. + +**** How Spells are Cast +As with many things in Ironsworn, it is important to let Your Truths and your narrative define the methods by which spells are cast. The ideas assembled in this supplement are formed with the notion of traditional Magery in mind: gestures, words, occasional spell components, etc. However, the rules here are flexible enough to allow your own personal style of magic to be applied. + +Maybe your Magi are Witches or Wizards of an ancient tradition filled with complex rites and rituals which take hours to perform and a mere snap of the fingers to unleash. Maybe your Magi are masters of their Psionic abilities, using the sheer power of their intellect and their will to shape reality around them. Maybe your Magi are, instead, angelic or demonic beings whose unimaginably long names are scarred or inked upon their skin and whose runes blaze to life when powering a spell. There are so many possibilities, some classic (like a wizard or bard) and some novel. + +Regardless, make magic fit your world and your notions of power. In short, make your Mage as unearthly and fascinating as you like, in all the ways that you like. The only rule is consistency; your magic should always operate in the same way, if possible. diff --git a/moves/arcanum/ground-yourself.org b/moves/arcanum/ground-yourself.org new file mode 100644 index 0000000..545061d --- /dev/null +++ b/moves/arcanum/ground-yourself.org @@ -0,0 +1,18 @@ +** Ground Yourself +When you spend time in the presence of your bonded Attendants in rest and fellowship, roll +heart, and for any challenge die result below your Chaos level, change it to your Chaos level. You may not [[file:cast-a-spell.org][Cast a Spell]] to affect the results of this move. + +On a *strong hit*, you reconnect with your essential humanity. /Reduce Chaos/ and choose one: + * Reduce Chaos again. + * Take +1 momentum. + +On a *weak hit*, you feel as though you remember your place in this world. /Reduce Chaos/. + +On a *miss*, you take no comfort in the company of others, remembering that you are forever shut out of human society. /Mark Shaken/. + +*** Details +:PROPERTIES: +:move-stats: heart +:VISIBILITY: folded +:END: + +*Note:* If your Attendants are unquartered (i.e. your Arcanum lacks the ‘Quarters’ asset), something has happened with which they need help. Swear an Iron Vow to assist them with this task. Should you refuse the vow or forsake it, the problem takes a dramatic turn for the worse. Envision this tragic outcome. diff --git a/moves/arcanum/harness-chaos.org b/moves/arcanum/harness-chaos.org new file mode 100644 index 0000000..db9dc26 --- /dev/null +++ b/moves/arcanum/harness-chaos.org @@ -0,0 +1,8 @@ +** Harness Chaos + +When you [[file:../suffer/face-death.org][Face Death]] or [[file:../suffer/face-desolation.org][Face Desolation]], you may roll +chaos instead of the normal stat. Your bending of fate and reality has allowed you to potentially step outside of their influence. If your Action Die shows a 1 on that move, mark Chaos. +*** Details +:PROPERTIES: +:move-stats: chaos +:VISIBILITY: folded +:END: diff --git a/moves/arcanum/scribe-tome.org b/moves/arcanum/scribe-tome.org new file mode 100644 index 0000000..122ee51 --- /dev/null +++ b/moves/arcanum/scribe-tome.org @@ -0,0 +1,13 @@ +** Scribe Tome +When you work in the Library Facility at your Arcanum to study a particular [[file:~/other/emacs-ironsworn/arcanum.org::*Manipulations][Manipulation]] or [[file:../../arcanum.org::*Essences][Essence]], perform experiments, and write out your findings, roll +wits. + +On a *strong hit*, you produce a Tome about that specific Art. List it as being in your Library. + +On a *weak hit*, you are close to a break through, but it will take much more time. After your next [[file:~/other/emacs-ironsworn/moves/quest/fulfill-your-vow.org][Fulfill Your Vow]], you may attempt to Scribe again for the same Art and add +1. + +On a *miss*, something goes horribly awry. Envision how your Arcanum suffers damage or is now in danger. Alternately, [[file:~/other/emacs-ironsworn/moves/fate/ask-the-oracle.org][Ask the Oracle]] for what goes wrong. +*** Details +:PROPERTIES: +:move-stats: wits +:VISIBILITY: folded +:END: diff --git a/moves/arcanum/secure-resources.org b/moves/arcanum/secure-resources.org new file mode 100644 index 0000000..77d2354 --- /dev/null +++ b/moves/arcanum/secure-resources.org @@ -0,0 +1,11 @@ +** Secure Resources + +When you [[file:../quest/fulfill-your-vow.org][Fulfill a Vow]], for each experience point gained, roll 1d10. + +Consult the chart below, and envision what you have found: + + | 1d10 | Resources | + |------+--------------| + | 1-3 | No Resources | + | 4-8 | +1 Resource | + | 9-10 | +2 Resources | diff --git a/moves/arcanum/withstand-chaos.org b/moves/arcanum/withstand-chaos.org new file mode 100644 index 0000000..58f8606 --- /dev/null +++ b/moves/arcanum/withstand-chaos.org @@ -0,0 +1,20 @@ +** Withstand Chaos + +When you must Mark Chaos and cannot, roll +wits, and for any challenge die showing less than five, set it to five. You may not Cast a Spell to affect the results of this move. + +On a *strong hit*, Chaos remains at +5. You hold the fragments of your mind together, just barely…this time. + +On a *weak hit*, choose one: + * Your mind shatters. You have just a moment before conscious reality as you knew it is lost forever. You may perform one last feat of arcane mastery, leaving your mark upon the world. Envision this final moment. + * You experience astral ripping, your soul becoming sundered from your body. In this state, you can see the chromatic Mark on your spirit: the channel through which you draw magical power. As your connection to your body is wracked by a torrent of uncontrolled magical energies, you realize that removing the Mark would stop the flow, though it will grievously wound your spirit. If you choose to sever your Mark, Swear an Iron Vow to heal your soul if you survive. + + On a hit, remove your Chaos marker and discard The Mark asset. + + If you miss or refuse the vow, your soul is severed from your body, ending your mortal life. + +On a *miss*, your control over the Chaos buckles. Choose one: + * You desperately try to hold onto control to prevent disaster, destroying your body in the process. When it finally dies, your disembodied soul remains bound to this plane in its anguish. Envision where and how your spirit haunts a now foreboding and gloomy place. + * You give in to the sheer rush of power, and some aspect of the secret nature of this world is revealed to you. Envision this new understanding. The unbridled power channeled through you erupts in a catastrophic explosion of Chaotic energies, destroying your body. Identify your location on the map, and remove any structures in the immediate area (e.g. village, ruin, etc.). This is a wasteland of Chaos, where the sun slants in odd ways, strange creatures lurk in impossible shadows, and the very land itself allows no escape. Name this horrific place, as appropriate to your world. +*** Details +:PROPERTIES: +:move-stats: wits +:VISIBILITY: folded +:END: