Brute is Hard but even less controlled.
Grit is Cool but less fancy and more practical.
Style is Hot be less sexual in nature, usually.
Brain is Sharp but more technical and logical.
Mojo is Weird but less weird.
Mage Class
Moves:
You get these moves:
+ Fracture Reality +
When you cast a spell related to a sphere you have knowledge of, roll+mojo. On a 10+, choose two, on a 7-9, choose one.
- You don't take -1 to Fracture Reality until you recharge
- The spell achieves it's desired outcome
- There are no adverse side effects
If you have negative mojo, you can't fracture reality
If you have mastery over the sphere of this spell, choose an extra option for any roll, including 6-.
If the spell is slightly outside your sphere, or if you don't control the sphere of the spell at all, justify it as best you can and roll Conduit of the Cosmos for it to work.
If a plebian observes your Fracture of Reality, or you cast spells dangerously, Cast the Bones.
+ Knowledge of the Ages +
You know either two spheres, or have knowledge and mastery of one sphere.
And choose one other move from the list:
+ Untapped Power +
+1 mojo
+ Slap-Dash +
+1d4 to Conduit of the Cosmos rolls
+ Metamancer +
If you see a spell cast, roll+mojo. On a 7-9, ask one question. On a 10+, also take +1 forward if you act upon the answers
What is the source of this spell?
What could I do to corrupt this spell?
What would I need to do to replicate this spells effect?
+ Douchebag Wizard +
While you can cast spells, your mojo ensures you are always flawless and probably floating. Food, drink, air and sleep are for plebians. Always move your lifestyle up one rank. If you are already living a life of luxury, you can be a total douche to other players about how awesome you are.
+ Knowledge of the Concurrent Throne +
You learn an additional sphere or gain mastery of one you already know. If you find a source of knowledge, you can take this move a extra time if you level up, but only if the source of knowledge teaches you the sphere.
+ Rote Spellcasting +
Choose a specific spell or element. When you cast that spell, or a spell using that element, take +1 to Fracture Reality. If you chose an element, take -1 to casting using any other elements.
+ Invulnerable +
While taking a -1 ongoing to Fracture Reality, you take 1 less harm from any source of damage that you are aware of.
Look:
Man, woman, ambiguous, transgressing, concealed
Soft face, hard face, blasted face, lumpy face, thin face
Warm eyes, no eyes, frigid gaze, thousand-yard stare
Thin, fat, thick, bulky, lanky, fragile body
Gear:
Fashion of your choice
1-armor or a small practical weapon
Oddments worth 3 barter
2-barters worth of magical equipment
Upgrades
+1 Brute
+1 Grit
+1 Style
+1 Brain
Decked out research facility
Expendable Assistant
New Mage Move
New Mage Move
Other Playbook Move
Other Playbook Move
SPHERES
Spoiler:
• Correspondence: All points in space are one. Command of this Sphere allows a mage to transcend the constraints of space and distance.
• Entropy: Things fall apart. The Wheel turns on it s inexorable course, destroying what exists to make way for new growth. This Sphere encompasses both fortune and destruction.
• Forces: This Sphere provides its students command over the fundamental forces of the universe. Electromagnetism, fire, gravity, kinetic energy and nuclear power all are within its purview.
• Life: The biology of all life forms (from simple viruses to the complexity of the human body) fall under this Sphere's control. Biological functions may be sped up, slowed down or even completely rewritten at the whim of the mage who masters the Sphere.
• Matter: This Sphere encompasses the study of material, inorganic patterns. Everything from simple analyses of chemical composition to the transmutation of base metals into gold is possible usin g the magic of Matter.
• Mind: The study of sentience, perhaps even separate from the biological brain, is the goal of this Sphere. It allows the mage to plumb the depths of his own consciousness and unlock the powers within.
• Prime: This Sphere covers the study of Quintessence, the raw stuff of Awakened Magic. Mages trained in this Sphere understand and manipulate creation at its most basic, learning to detect, absorb and alter this mysterious Fifth Essence.
• Spirit: Knowledge of the Umbra and its inhabitants comes from studying this Sphere. The mage who commands its power may converse with spirits and travel to their realms (albeit with difficulty).
• Time: This Sphere promulgates the subjectivity of time. Using it, a mage may manipulate the perception a nd passage of time for himself and others.
Conduit of the Cosmos, roll 3d6
14-18 Success
11-13 Success/Chaos Reigns
8-10 Spell Collapse
5-7 Spell Collapse/Chaos Reigns
1-4 That Which Should Not Be
Cast the Bones, roll 3d6
14-18 Success
11-13 Success/Chaos Reigns
8-10 Chaos Reigns
5-7 Success/That Which Should Not Be
1-4 That Which Should Not Be
-1: Recoil, slow, inefficient, obvious, -1 harm, traces
0: Common element, elegant, rune, mild inconvenience, deals s-harm instead
+1: Rare element, fast, subtle, +1 harm, targeted, area, AP, major hindrance, deals s-harm as well
Score equal to mana of spell, minimum of one. If you try and use all the -1 to make a 7-harm fireball stop that, you're dumb.
LIFESTYLE
Spoiler:
At the beginning of the session, spend 1, 2, or 3 barter for your lifestyle. If you can’t or won’t, tell the MC and answer her questions.
Imagine four possible lifestyles, relative to one another, here in the dust. First is the typical one: you eat what the people around you eat, wear what they wear, sleep where they sleep. Spend 1 barter at the beginning of the session to live this life.
Next is better: you eat first and best, as an honored guest, a beloved leader, or a feared intruder. You wear finer clothing than the people around you, and sleep apart from them, in greater comfort. Spend 2 barter at the beginning of the session to live this life.
Next is better still: you do not eat the best of their food, but better food, food of your own, prepared by your own servants, of ingredients not available to the people around you. You wear clothing the like of which they have never before seen; kingly, queenly stuff. You sleep in luxury. Spend 3 barter at the beginning of the session to live this life.
Last is worst: you are starving, in rags, desperate, dying of hunger, thirst, and exposure. This is what it should mean to spend 0 barter at the beginning of the session, and it might. But first, answer the MC’s questions.
MC, start with, “then who will pay 1 barter to keep — alive?”
If someone will, good. Let them work out the debt, gift, or exchange between them.
If no one will, though, choose:
• Choose an NPC who’ll provide for them. Tell them so, and ask whether they’ll accept their patronage. Likely there are strings attached.
• Ask them, “so, who do you think should pay for your keep? How do you approach them?” Play it out in summary or in detail.
• Give them an opportunity to work for their barter before it comes to its worst case. Ask them what they propose to do, and for whom, or choose an NPC yourself to offer them work.
• Or they are, yes, desperate and starving after all. Inflict harm, take away their stuff. Tell them their circumstances now and ask what they do.
Someone has to pay for their keep, or they have none.
Working for Your Keep
Working the hard earth is worth 1 barter.
Other duties should be worth 2–4 barter, depending on both how onerous they are and how well you perform them. Expect 3 barter, be grateful for 4, and resent 2.
When you work, the MC gets to choose:
• The MC describes the work you do very quickly, in summary. • You play out the work you do, making moves and conducting play as normal. • Make a single move or a quick snowball of moves to see how it goes.
At the end, the MC tells you how much it was worth.
OTHER DICE
When the outcome of an action isn't certain say something you want to happen/an answer you want to hear and two things you don't want to happen/want to hear and roll 3d2. If you can't think of anything, hand to another player who will then say "yes, but..."
Drop a 2 and it goes your way, a 1 and it doesn't. If you are acting recklessly, add another thing that could go wrong and roll 4d2. If you are being a wuss, drop a bad thing and roll 2d2. If you have a skill and you think you deserve it, add an extra d2 in the situation.
PBTA
Roll 2d6. Add whatever the DM tells you. If you get a 10 or more, you're in business. If you get a 12+ and you have a skill that says it, celebrate. if you get a 7-9, it's a "yes, but..." if you get a 6, prepare for interesting times or lower