Dark Urban Fantasy I hear?

ExSanguine allows for the playing of Vampir Hunters, Familiars (humans enthralled by vampirs), Fiends (young vampires) and Elders. Plenty of supernaturals mentioned in there, eh?

De Occulta allows for playing of Occultists (magicians). But De Occulta presents the rules on how to magically create a “Frankenstein” as well as declaring that Pneuma can be people. So that’s two more factors (flesh golems, ghosts) in the Dark Urban Fantasy hinted at. The Shem also brings in actual golems, The Belt of Peter Stumpp brings in shapechangers if not actual classic wolf-men. The Fay are more than mentioned with the inclusion of Maleperdys and don’t forget the half-fish people in Y’a-nthlea.

Very quickly we start to build a whole pantheon of supernaturals, each with their own abilities.

Ex Sanguine and De Occulta released: Dark Urban Fantasy

This week I released two complete books. Both of them are powered by the popular Year Zero Engine and both of them part of a series to create a “Dark Urban Fantasy” world.

The first, Ex Sanguine (Out of the Blood) is about modern vampires. It has rules for Hunters, Familiars, Fiends and Elders and the powers and Dark Gifts that Vampirism provides.
The second, De Occulta (Of the Hidden) is about modern occultists. It has rules for magic, Pneuma (spirits), Rotes (ancient spells), Relics (ancient artefacts) and describes more of the magical history of the world.

They’re completely compatible with each other as well as working with Twilight 2000 and Bladerunner, which also use the Step Dice version of YZE.

Apocalyptic Fantasy

My contribution to this thread on the pub:

Things I think would be interesting.

  • Messed up geographies. Not necessarily Skyrealms but I based the design of Viride on a diagram of proteins floating in lipid layers (cell membrane).
  • An assumption is a planet – much like Earth. Maybe or maybe not one ecology but what if you break that assumption. Maybe the world isn’t a globe, maybe it’s a fragment of the planet held together with indescribably powerful magic powered by the living souls of mages. Maybe the forces holding the planet together kidnap magic users and insert them into the “integrity web” holding the fragment together. They’re kidnapping and dooming people on a small scale just to keep everyone else on the planet alive.
  • Messed up weather. Storms or quakes, rains of glass or acid, lightning that is super attracted to metal armour and can chain.
  • Messed up flora and fauna. Like “durlig” in Jorune – people have to eat emergency food. There’s also a lot more consumption of things that would have been “vermin”. The killing of a large “dragon” is a celebration not just because it’s a dread beast but because it’s a lot of food.
  • The Integrity Mages are the bad guys. So we give them an evil name. We then discover they’re them only reason everyone is alive.
  • Delving too deep in mines can bring you to open space. That’s very ungood. Limits metal and gem mining. And a mine turns into a vacuum hole until sealed by the magi.

There are other fragments out there and the magi can visit them. They have devices. The laws out there differ depending on which magi faction rules the fragment.
That’s a riff on breaking the geographical assumptions. Shards. Fragments.

Effects-based Magic for YZE-Step

My favourite magic systems are from Ars Magica (and to a degree, MAGE), and the effects based system from For Faery Queen and Country.

The principle of Nothing From Nothing (and presumably, Nothing Into Nothing) I like a lot. Which means you can get shot of Creo and Perdo. It’s really just about seeing, controlling and changing

Sky
Fire
Water
Stone
Metal
Spirit

I think all Arcane spells should be prepared with an effect based system. But they need to be written. The spell is then cast by reading the spell from the paper. Arcanists can have lots of spells prepared/designed.

Sky – the element of air and weather. The satrapy of the kingdoms of night and day and the passage of the Sun and Moons.

Fire – the volatile and violent element. It provides warmth and light but also pain and death. Formed by the the leftovers when the Sun escaped from Darkness. Now it lies underground, hiding from the Sun.

Waters – in small amounts this is vital and harmless. In large amounts unfathomable and murderous. The realm of venomous and lurid creatures.

Stone – the ground beneath us and the Chthonic monsters who cause earthquakes with their movement. Their movement is linked to the lines of power and their eggs to the Wyrd places. The Earth traps and smothers fire.

Metal – where fire (the escapee) turns earth (the solid and ancient power) to water. A usurper force, the magic of metals is in the forging of superior weapons and armour.

Spirit – the great linking force. The thing that binds us all. From humans to animals to demons. Sickness is a result of the Spirit being unbalanced. Injuries can be healed through the spirit. Animals summoned and communicated with. Demons called or cast out.

As for the mechanics.

Effect based system describes the number of successes needed. As a comparison: Think each 5 points in Ars Magica being 1 success. So sometimes you’ll need 6+ successes.

Points Range Space Duration Intensity
0 Touch Hand Instant 0 (paper)
1 Close (10m) Human 1 second 1 (cloth)
2 Medium (50m) Room 1 minute 2 (wood)
3 Extreme (200m) Building 1 hour 3 (metal)
4 Line of Sight Town 1 day 4 (stone)
5 Country City 1 week 5 (diamond)
6 Continent Country 1 month 6 (Hardest Known)
7 World Continent 1 season 7 (Mithril)
8 Dimensional World 1 year 8 (Magical Alloys)
9 Multidimensional Reality Permanent 9 (Unobtainium)

That’s a lot. But that’s the sort of magic that infects a city with pestilence. 1 Success for the 1d6 Pestilence, 5 successes for the area the size of a City. 6 successes, Yikes! Even higher if you want a higher intensity pestilence.

So. How would we do that.

We want to send death to a city through the air. We will be corrupting the air with unnatural vapours. Super.
You can just roll your Path dice. So that’s d6-d12 providing up to 2 successes. We have d8 in Air.

You’ll likely need a bucket of Wyrd dice too. So spend a week in a cave at the intersection of ley lines. One d6 per day. Add in your own life force (say STR d8) and it means you can sacrifice hit points for extra successes. Yay.

Ley Lines, consuming certain lotus infused things etc, sacrifices at ley lines etc etc etc.

Hitting minimum successes sends an intensity d6 disease through the city. Lots of deaths. Extra successes can bump that to d12.

If you have a dice roller here, roll d8 (path of air) and 7d6 (each day in the ritual in a power cave) and see how many extra successes we need to hit 6

Whoops. Only 2 successes. Gotta find more helpers, some consuming of magical plants, maybe some auto successes from certain events and sacrifice some hit points.

Optional rule: 2 **1** results means a 2 bump magical mishap. 1st gives a d6. Second bumps to d8.

Magic becomes unpredictable, expensive in time and resources but also deadly. And dangerous to the caster. Who could have used Spirit rather than HitPoints. But having a weakened spirit might leave them open to possession during a magical mishap

Sympathetic Magic
If the magician has a sympathetic connection to the target (a scrap of bone, a hank of hair), then Range is considered 0, no matter what the actual range is. And this includes crossing dimensional barriers. Magic, as it is made up of the stuff that formed the multiverses, is not concerned with distance.

Foci and Trappings
Magicians can add foci objects and trappings (rituals, practices) to increase the Effects of their magic. Every focus or trapping adds 1 to the effect at a sacrifice of time. Also, if a focus is defined, then it must be present for the magician to cast their magic. A focus is usually a portable item they carry everywhere (wand, pendant, staff).

Trappings are like foci. They are time consuming things the magician must do. As a rule, each level of the trapping is taken from the Duration column and the corresponding points added to the other levels of the effect. For instance, a ritual taking 1 minute would add an Effect of 2.

Universal Nexuses
The magician can use a Universal Nexus to boost their power without recourse to using their own life force. A Nexus is a conjunction of time and space where the links between worlds are stronger and the barriers between dimensions are thinner. A Nexus will commonly be a reputedly haunted or sacred space and the veneration of these spaces contributes to their power. At a physical Nexus, the magician has an extra 2 points of Effect. At a temporal Nexus, the magician has an extra 2 points. These are cumulative. Calling on dimensional energies at Stonehenge on an Equinox will be pretty effective.

Famous nexuses include Stonehenge (or indeed, any of a thousand other stone circles in the British Isles and Western Europe), It includes places of worship, temples and burial places across the world where the emotional and spiritual outpourings of humanity have charged the fabric of reality.