Some more minor arcana for #Stonetop. This time: spells.

Some more minor arcana for #Stonetop. This time: spells.

Some more minor arcana for #Stonetop. This time: spells.

At this point, I’m thinking of spells as treasure, things you can discover (or seek out) but usually have to study or otherwise learn.

To that end, I created these based on the random tables I posted earlier, then worked them up into cards. The first side describes the discovery itself and what the PCs must be do unlock its secrets. The back side describes the spell.

Anyhow… feedback welcome and appreciated.

https://drive.google.com/open?id=0B0lFq3ECDQDQWnFJUkhGWnZFZHc

Here are 7 example minor arcana for #Stonetop, generated from the tables I posted the other day.

Here are 7 example minor arcana for #Stonetop, generated from the tables I posted the other day.

Here are 7 example minor arcana for #Stonetop, generated from the tables I posted the other day.

https://docs.google.com/document/d/1sDrMIQc-4yXsCfzgmnJcd1fnbp6QsCMxFDKtVcoCNQo/edit?usp=sharing

Overall, I’m finding that the tables do exactly what I want: prod me into thinking about things that I wouldn’t have thought of, but keep them grounded in the themes and details of the setting.

The examples also revealed a couple potential tweaks I might want to make, but I think I need to make some more arcana to be sure.

As always: feedback and suggested appreciated.

New tool for #Stonetop: random tables for generating minor arcana.

New tool for #Stonetop: random tables for generating minor arcana.

New tool for #Stonetop: random tables for generating minor arcana.

Minor arcana are magic items, historical objects or places, tomes or lore, lost songs and stories, and other story-full treasure. A minor arcanum isn’t nearly as potent or consequential as the big, serious, costly artifacts that I’ve been posting before.

In case it’s not obvious, the structure here is largely inspired by Jason Lutes’s tables in The Perilous Wilds. The tables don’t generate specifics, but rather provide inspiration. It’s up to you (the GM) to determine the exact nature of any given result.

As always, questions and feedback welcome and appreciated. I’m particularly interested to hear what the results inspire if you roll up some arcana of your own.

https://drive.google.com/open?id=0B0lFq3ECDQDQRThYREVWZzJzYnM

A different sort of framework for spells & magic

A different sort of framework for spells & magic

A different sort of framework for spells & magic

I came up with this idea working on #Stonetop, but I’m unsure whether I’ll use it. I think it might make more sense for a more magic-rich game. Anyhow, figured I’d put it out here for feedback. And maybe someone else will pick it up and use it.

The core idea: spells are something that theoretically anyone can learn and do, but they require that you draw on power (usually power from beyond yourself).

First, spells would be things that could be learned from various sources: ancient writings, spirits or sorcerers willing to teach you, etc. Very similar to the spells in core DW.

We’d have two additional basic (special?) moves:

Study a Spell

When you spend a few weeks studying a spell with the intent to master it, roll+INT. On a 10+, you have mastered the spell and can now cast it. On a 7-9, you haven’t mastered it but you make progress; take +1 forward to study this same spell again.

Cast a Spell

When you draw on a source of power to cast a magic spell, roll +INT. On a 7+, the spell is cast but choose 1 (on a 10+) or 2 (on a 7-9):

– The tags of your power source manifests strongly in the spell’s effects

– You draw unwelcome attention or put yourself in a spot

– Unless you can provide more power, the spell’s effects are diminished

Whatever you choose, the GM will fill in the details.

Sources of power would be associated with tags, such as:

fiery – consuming, impassioned, destructive, bright

icy – cold, calm, static, numbing

electric – fast, blinding, stunning, powerful

thunderous – loud, forceful, obvious, terrifying

dark – numbing, hiding, deceptive, despairing

light – illuminating, invigorating, hopeful, bright

stony – solid, strong, unmoving, unchanging

green – growing, invigorating, changing, entangling

aqueous – flowing, smothering, cleansing, life-giving

bloody – emotional, raw, living, wild

airy – delicate, agile, insubstantial, unbound

chaotic – unpredictable, formless, changing, destructive

axiomatic – absolute, inflexible, idealistic, unchanging

necrotic – deathly, decaying, enervating, poisonous

So… by default anyone can learn a spell, but you need a source of power to actually cast one. And if you cast a spell harnessing power appropriate for the spell (e.g. use fiery power to cast magic missile), then that choice of “the tags of your power source manifests strongly” is a no-brainer: flaming magic missiles! But if you use dark power to cast the Light spell, that choice could result in a flickering, pale light that doesn’t reveal all it should.

Now, the primary spellcasting classes would have some moves to enhance this, such as:

Siphon

When you spend time (an hour at least) drawing on the magic from a place of power, gain 1-3 charges. The GM will tell you how many, and what tags are associated with them. Record them below. You can hold no more charges than your CON. Among other things, you can expend a charge to cast a spell. If the spell requires more power, you can expend an extra charge.

Maker of Talsimans

Requires Siphon, level 6+

When you use Siphon, you can store charges in one or more specially prepared objects that you carry on your person. Each talisman you carry is a burden greater than its physical mass, with a Weight equal to charges it holds. Should anyone but you handle a talisman, its charge dissipates unpleasantly but harmlessly.

Counterspell

When you counter a spell or magical effect that would otherwise affect you, roll+INT. On a 7-9, choose 1. On a 10+, both.

• You suffer a diminished effect (though others are affected normally)

• You can Siphon the power or draw on it to cast a spell of your own, right now.

Manavore

Requires Siphon, Counterspell, level 6+

When you consume a spell or magical effect, roll+CON. On a 7+, you gain 1 charge. On a 7-9, you diminish the magic, weakening it or reducing its effect. On a 10+, you negate the magic entirely.

Deep Roots

Requires Siphon

When you get a few hours uninterrupted sleep on bare soil or natural rock, gain 1 charge (either green or stony, your choice).

Overchannel

requires level 6+

When you cast a spell, you can mark a debility to draw on your own body as a source of power (chaotic).

Blood Magic

When you spill the lifeblood of a helpless or willing creature, you can draw on its power (bloody, plus whatever else the GM tells you) to cast a spell or Siphon it away as a charge.

A couple more #Stonetop  artifacts for your enjoyment.

A couple more #Stonetop  artifacts for your enjoyment.

A couple more #Stonetop  artifacts for your enjoyment.

The armor is a lot less sinister than the other artifacts, even compared to the last two (Storm Marks and Ineffable Words), but it can be pretty demanding.

The figurines are first artifacts I’ve done without consequences; the potential fallout of a failed Command Followers roll strike me as consequence enough.

As always, feedback and critique appreciated!

https://drive.google.com/open?id=0B0lFq3ECDQDQZ2VYYm9VVUZSWVE

A different type of artifact for #Stonetop : “gifts” from the gods.

A different type of artifact for #Stonetop : “gifts” from the gods.

A different type of artifact for #Stonetop : “gifts” from the gods. Considerably less sinister than some of the other artifacts I’ve done so far, but still dangerous to use. 

https://drive.google.com/open?id=0B0lFq3ECDQDQdVlnUHVkNm5yTzA

Okay, second draft of a replacement move for Interfere:

Okay, second draft of a replacement move for Interfere:

Okay, second draft of a replacement move for Interfere:

Oppose

When you attempt to foil a fellow PC’s action, say how you do it and roll +BOND.

10+ You get in their way or counter their action. They must choose 1:

    ○ Carry on, but with a penalty die on their roll

        (roll an extra d6, take the lowest 2).

     ○ Back down, change course, whiff, or otherwise

         let their action be negated.

7-9 As 10+, but after they choose you must then pick 1:

     ○ You’re left open to their follow-up; say how and

         ask them what they do.

     ○ There’s unexpected chaos, harm, or danger; ask

         the GM to describe it

6- Too little, too late. They act unimpeded, in addition whatever the GM says. Mark XP.

Design Notes

– Obviously, the big difference is always giving the other character a choice on what happens.

– If they carry on, I’m using a penalty die instead of a -2 in order to make things less predictable. If they target has already rolled, they can’t tell at a glance what the outcome of that choice will be. And the math works out to be similar (a penalty die is about -1.5, with a little less swing than a straight -2 penalty).

– I considered including “and mark XP” if they choose to relent, but I’m uncomfortable with the opportunities for “gaming the system” that has. I want to make PvP run more smoothly, not necessarily incentivize it. 

– The 7-9 choices explicitly involve the character who triggers this move giving up the initiative, to either the other PC or the GM.

A first draft of a replacement for Interfere.

A first draft of a replacement for Interfere.

A first draft of a replacement for Interfere.  

Oppose

When you attempt to foil a fellow PC’s action, say how you do it and roll +BOND.

10+:  You interrupt their action or negate its effects, as per your description. 

7-9:  They choose 1:

      – They still do it, but take -2 to their roll (or -2 forward if not rolling).

      – As a 10+, but you leave yourself exposed to their follow-up

      – As a 10+, but there’s a consequence of the GM’s choice

6-:  Too little, too late. They act unimpeded, in addition to whatever the GM says. Mark XP!