Broken Sky: The Sad Machine
Norsery is short for Norse Sorcery. Or is it?
No, it is.
Norsery is of course based on the sorcery. Sorcery is the broadest branch of magic – conceivably anything is possible, as long as the spell for it is discovered. It is also one of the most personally exhausting, as spells require a strong will to fire off.
- Casting a spell requires a Will check against a target number. This may be a static number or an opposed roll.
- Spells known can be cast at any time. To know a spell, it must first be researched.
- Successfully casting a spell will cause at least one level of exhaustion, except for perfected spells (see below). Exhaustion is treated as a hit – you take an X-shift hit, where X is the listed Exhaustion.
- Researching a spell takes an arbitrary amount of time, with a minimum of one day for small effect spells and no theoretical maximum for extremely large effect spells.
- There is normally no roll to research a spell – it is assumed that trial and error is part of the process. Strange factors, such as magical disruption, may call for an Occult roll to resolve.
Spells are a practical application of magical channeling. Each spell requires an expenditure of mental effort for the intended effect, and may possibly need material components as well. Most spells take little time at all, but some may require minutes, hours, or even days of careful, concentrated casting. More powerful, permanent spells tend to have longer casting times.
The quick and dirty way to do spells is: A spell can grant a numerical bonus roughly equivalent to the exhaustion it causes.
Past that, spells are a little more tricky, as a numerical bonus may not be what you’re looking for.
Some general rules:
Exhaustion 1 and 2 spells are equivalent to stunts. These are used for basic utility, swapping out skills, unusual (but mundane) uses for skills, skill boosts, and other similar things.
Exhaustion 3 and 4 spells are equivalent to new aspects. They can result in situation-altering effects that temporarily shift the entire scene. These aspects can be completely out of the blue and obviously magically fueled, unlike other ways to create aspects.
Exhaustion 5 and 6 spells can create drastic changes to situations or add in crazy new uses for skills. Larger-scale effects can be created here, as a single one of these spells is enough to wipe out an entire stress track.
Exhaustion 7 and 8 spells can be powerful, equivalent to creating multiple aspects or adding multiple new uses to multiple skills.
Spells come in the following format:
Name: The name of the spell.
Requirements: Material and/or time components, if needed, along with any other miscellaneous necessities. Absent if none.
Exhaustion: How much mental damage using this spell causes.
Target: If the spell requires beating a static number to cast, that number will be listed here. Otherwise, this field will not be present.
Effect: The effect(s) of the spell.
See the list of sample spells below.
Perfected Spells, when successfully cast, do not cause Exhaustion.
You begin the game with 3 Perfected Spell slots. You can acquire new Perfected Spell slots by spending Refresh in between sessions. Each Refresh spent gives you a new Perfected Spell slot.
Each slot can hold a single spell with an Exhaustion of 2 or less. You can choose which spells will occupy these slots after willingly sleeping for at least 4 hours.
Exhaustion is the kickback from exerting your will over the universe. When you successfully cast a spell, you take a hit equivalent to the listed Exhaustion for the spell. If you fail to cast the spell, you take no Exhaustion, though other unsavory effects may occur.
Exhaustion can be somewhat lessened. When you spend a Fate Point while casting a spell, you can reduce the listed Exhaustion by 4, to a minimum of 0.
Perfected Spells do not cause Exhaustion when they are cast.
Name: Arcane Blast
Effect: You make a ranged attack, using your activation roll as your attack roll. This attack is defended by Athletics. It can be used to attack someone up to 1 zone away before taking a cumulative -1 penalty to your attack roll per zone.
Name: Stealth Mode
Effect: You can vanish from sight. You disappear and gain the Hidden aspect. No one can attack you or place an aspect on you unless they specifically search for you and succeed on a Notice roll vs your activation roll. Until the end of the scene, you can attempt to hide again, as long as you are unobserved or a distraction takes attention away from you.
Name: Sudden Sunglasses
Effect: You inflict the Blinded aspect on an opponent in the same Zone as darkness covers their eyes. This aspect can be invoked against them as normal, and it inflicts a -1 penalty on any actions that require sight, including (but not limited to) attacks and defenses. They can remove this aspect by succeeding in an opposed Will check vs your activation roll (as an action), or it fades away at the end of the scene naturally.
Name: Wrecking Ball
Effect: You blow a large hole in a something. This can be a solid object, someone’s logic, a mental block, or some other impediment to your goals. This gives the object/character/whatever the Blown Open aspect with one free invocation, along with whatever else might result from a hole being blown in something..
Name: I’m In
Effect: You can travel through any continuous electrical connection from one place to another instantaneously, taking up to eight people and things on their persons with them. You have to have seen your destination and know the wiring plan to get there, so this one might require some research and access to electrical blueprints.
Name: Better Than Google
Effect: You share someone else’s memories, willing or not. The target must be conscious for this. You can make Lore checks as if you were the target for the remainder of the scene, or until they beat you in three Will checks when you attempt to make Lore checks as them.
Effect: You can restart the most recent scene, or travel back to any point in the same scene. You alone retain memories of the scene as it happened.
Name: Interior Decorating
Effect: You can dramatically change the rearrangement of an interior space, up to the size of a mansion. Walkways, including doors, must match up to other walkways. This allows you to, in combat, rearrange zones as you see fit. Out of combat, it has any wonderful number of surprising uses. Doors stay attached to either of the rooms they connect, so accessing bank vaults is now relatively simple. This effect ends when you exit the premises.