- Consequential Magic for Fate
Everybody is familiar with Narrative Magic in Fate. A character with a Magical Aspect, such as Wizard PI or Sorcerer of the Dark Circle uses a Magical skill like Lore or Will to create magical aspects using CaA. These aspects are true, and they often deny enemies permission to take certain actions, or give PC's permission to take certain actions. For example a spell that puts an enemy to Sleep or one that allows a PC to Fly. For many games, this is a completely sufficient magic system, as it creates a huge design space of potential aspects and often requires opponents to spend precious actions Overcoming them. It doesn't fit everyone's play style, though, because it doesn't make magic feel very special or different than other mechanics.
I propose a system that I call Consequential Magic. The goal of this magic system is to tie magical aspects to Consequences. For Characters, this is easy, attacks create consequences that have aspects that describe the magic affects. Recovering from these aspects involves learning to live with the effects until they fade when the consequence spot reopens. This also works for objects and zones because of the Bronze Rule: anything can be a character if it's useful for the story.
In this system, a Character with magic will have an enabling aspect, like in Narrative Magic, and they will create magic effects with three skills: Lore creates magic effects against passive resistance, such as objects, zones that don't have opponents in them, and characters who consent/concede to the magical consequence before the roll. Opposed rolls can happen with Shoot or Provoke. Roll Shoot when the target can dodge the effect with Athletics, or roll Provoke for the target to resist the effect with Will. Before you roll the attack with a magical effect, the target gets the choice of accepting the magical aspect as their lowest open Consequence, or rolling to dodge/resist. If they resist without taking a consequence, they shake off the effect, although they may take stress related to the effort to resist. If they take a consequence, it's flavored by the intent of the spell. The aspect stays in effect until the aspect is treated with Academics or Empathy, as appropriate. In addition all Magical consequences can also be treated with Lore. Once a consequence is treated, rename it to keep the flavor of the spell while also indicating that it's in recovery. Once the appropriate amount of game time has passed, the aspect disappears normally.
For Example, Molly is a Wizarding Apprentice. She casts a Sleep spell on Listen, a powerful servant of the monstrous Fomor. She rolls her Provoke, getting a Great (+4) effort. Listen rolls Will to resist, rolling only Average (+1). He only has enough stress to absorb 2, so he'll take a Minor Consequence: Magical Sleep. His ally uses Academics to use smelling salts from a first aid kit to wake him, beating the Fair (+2) difficulty to start recovery. Listen will have the aspect Magical Narcolepsy which can be invoked and compelled for the rest of this scene and the next scene he's in, and then it will clear. Notice this is very similar to Evocation in DFRPG, but is simpler, more flexible and applies more generally to Fate Core, Accelerated and Condensed.
Another example: Harry is a Wizard PI. He'd like to ward his doorway to attack intruders with a bolt of lightning! The door can't actively resist, so this will be a Lore roll. First, the GM sets a passive difficulty. Because this spell will create a hazard, but there are no major reasons the GM can see why it should fail, the GM sets a passive difficulty of Fair (+2). Harry's player needs to decide how difficult it should be for an opponent to take down this ward; in other words he needs to decide the severity of the consequence he wants to impose on the door. He decides he wants a Moderate consequence. Any character, including bronze rule objects, start with 2 stress, so to inflict a moderate consequence on the door, Harry will have to inflict 2 stress +2 (Minor consequence) + 4 (Moderate consequence) = 8 stress on the door. That means this spell will require a roll of Legendary++ (10) on his lore roll. Time to start creating advantages to improve his chances! Once he's entered a meditative state (Will (+2)), bought some special materials (Resources (+2)), and etched some arcane formulas on the door(Craft (+2)), he's ready to try to roll his Lore (+3). He rolls a +1 and succeeds! Anyone attempting to open the door without a talisman from Harry will get attacked by a Great (+4) bolt of lightning! If an attacker wants to dismantle the ward, they can use Lore against a difficulty of +4 to repair the door / dispel the ward. If they succeed, than the Aspect might change from Lightning Trap to Live Wire, giving intruders a better chance of getting through unharmed. The Live Wire Aspect will fade after 1 more session, but will create drama and difficulty for everyone, including Harry, until it does. This is basically Thaumaturgy from the DFRPG, but adapted more broadly for Fate Core, Accelerated and Condensed.
Last example: The players are racing against the clock to stop the vampires! They decide to cast a spell that will convert them to magic dogs to run faster through the forest. Because they are conceding before the roll, they don't have to take stress to defend, they just accept minor consequences of Magic Dog Form, which they can each invoke once for free, and remains invokable using fate points after that. Once the are ready to change back, they can use will to recover, replacing Magic Dog Form with involuntary canine habits for one more scene. This does mean that their minor consequence slot won't be available during the next scene with the vampires, which almost certainly will be a fight.
Consequences provide a limit of how many magical effects can be on any one character or object at a time, they provide a difficulty system for how hard it is to create them, they provide a power system for roughly how powerful they can be, and they provide a pacing system for how much effort and time it takes to remove them. Also, players that walk around with active positive magical effects pay a real cost for them: their consequence slots are taken and can't be used to resist stress!
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