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War of the Dark Crystal: Mysticism and Mechanics

Chapter 2: Mysticism and Mechanics

In the land of Thra there is science and mysticism. Mechanics was brought by the UrSeks and Skeksis and is used in understanding and manipulating the order of things. Mysticism is hearing the Song of Thra to know and alter the shape of things. Mechanics and mysticism are not opposing forces; they are often used together for the betterment of life. In the wrong hands, they can also pervert and distort life.

Mysticism

With the power of mysticism, an individual is able to hear the Song of Thra and use it to cast a spell (AKA a Song). In order to cast a spell, the character must have both the power Mysticism and the specific Song on their character sheet. Songs require at least one Fate point to sing, but require no rolls to take affect and automatically succeed—their power is based on the Fate points used. Additional Fate points may be spent to increase the power of the Song. Powerful effects may require multiple voices; a spell cast by one may offer aid, but a spell cast by many can have a greater effect. Using Music and Song Sharing (see below) others may also spend their Fate points to increase the power of the Song. If the mystic has the Enchantment skill they may place a Song into an object to take effect later (see Enchantment, below).

Music and Song Sharing

Those with the Music skill may sing (or play) their Song, allowing others with Mysticism to join in and aid their effort. To share a Song, the primary spell-caster must roll their Music skill. The result will determine how many additional Fate points may be invested into the song from others. The spell-caster may put as many Fate points as they have to spend into the song without being affected by this result. Others with the Music skill and any Song may play their music (no roll required) and add as many Fate points into the song up to the total amount of the spell-caster’s roll. Song Sharing cannot be used to speed or enhance Enchantment.

Enchantment

Those with both the power of a Song as well as the skill of Enchanting may imbue an item with a version of a Song, allowing even those who cannot tap into a Song of Thra to use it. This defines the Strength of the enchanted item. Enchantments require focus and time; only one Fate point may be spent on an enchantment a day. A successful Enchanting skill roll determines how many points of essence may be put into the item being enchanted (level of success divided by two, rounded up). Those with the power of Infuse double the daily effect and amount of Fate points that may be put into an item (for example, an enchantment made by someone with the Infuse power and Fair Enchanting roll could spend 2 days enchanting, but would have an item with 4 Fate points of song—something that would take an enchanter without Infuse at least a Great roll of the Enchanting skill and 4 days).

Songs

Divination
This Song allows the user to see the past, present, or possible future; to gain an answer to a even questions that may not be asked in conventional means. In gameplay terms, this allows characters spells of foresight, searching, and mystery. A player can use the Song to ask a question of the GM like “is there danger ahead” or “what happened here an hour ago?” The more complex or distant (time and/or space) the question, the more Fate points are needed to fuel the spell.
Enchantment Examples:

  • Charm of Warning – This charm alerts the user when danger is near; if the wearer is relying on stealth, it will warn them if they are about to be discovered. The charm gives no specific details and the strength of the charm determines how many times it can be used before the enchantment fades.
  • Lucky Charm – For as many uses as the strength of the charm, the bearer of this enchanted item may add 2 to their roll or spend a Fate point to add a minor alteration or aspect to a scene in their favor.

Healing
The Song of Healing is one of the more common spells amongst Gelfling. While it can’t cheat death, it can be used to mend wounds; healing either a mental or physical stress track by one point for each Fate point put into the spell. Powerful versions of the song may also remove consequences, at the cost of 4 Fate points for mild, 8 points for moderate, and 16 points for severe.
Enchantment Examples:

  • Soothing Tonic – Water enchanted to purify sickness and poisons equal to or less than the level of enchantment; each soothing tonic may only be used once.
  • Blood Ribbon – A blood ribbon is a standard enchantment of healing. It can heal physical consequences or stress tracks and lasts for as many Fate points are put into the spell.

Light
Not only used for illumination, the Song of Light can be used to create illusions. The amount of Fate points used in a song determines how bright, complex, and long-lasting the Song may be. A single point of Fate can light a 40 foot radius (the light growing dimmer as it reaches out into the dark) or a simple illusion (such as a figure without details) for a scene or half-day; but this expenditure may be tweaked by the singer, making the light brighter or illusion more detailed but lasting less time.
Enchantment Examples:

  • Evertorch – A popular enchantment for miners and night fishers, the evertorch is an enchanted stone (sometimes carved or shaped) that will glow for a many scenes as Fate points used in the enchantment, emitting a dim light with a 20 foot diameter.
  • Cloak of Concealment – When wearing this cloak, the bearer may whisper a command word to become almost completely invisible (the light of the three suns will not hide their shadow) for a scene. This enchantment is powerful and requires 4 Fate points for each charge.

Barrier
Sometimes called the Song of Shields or Protection, Barrier is the Song that allows for physical blockades. The UrRu share the Song daily to protect their home within the Valley of the Stones from intrusion. Gelflings often use the songs for simpler purposes—preventing wounds when hunting or exploring. Barrier acts as an invisible, physically impenetrable bubble (from both sides), with a radius of 5 feet and 1 hour per Fate point spent. It’s possible to focus to increase the radius or time, at the expenditure of the other.
Enchantment Examples:

  • Stoneskin Ribbon – This ribbon, when worn in any fashion, acts like the Stoneskin power (see Chapter 1: Powers) providing as many charges as Fate points imbued in the ribbon.
  • Unbreakable Lock – A unique version of the Song, the unbreakable lock surrounds a passageway (up to 10 feet in all directions) with a Barrier for as many hours as Fate points spent. The lock may be turned on and off to conserve overall use, but the time used is always rounded up.

Wind
A popular spell for sailors, the Song of Wind can produce anything from a breeze to a blast of air even on the calmest days. A Fate point into the spell will produce a wind of 10 miles per hour (about 8.7 knots) at a distance of 10 feet in a specific direction to the spell caster’s desire. More Fate points may be spent to increase either the range and/or force.
Enchantment Examples:

  • Updraft Bracelet – Popular with female Gelflings who can only glide, the Updraft bracelet provides a current of air that can keep their glide aloft and increase their altitude (slightly) for a scene. The bracelet has as many charges as Fate points invested.
  • Farsail – The most common application when enchanting with the Song of Wind is the Farsail; when this canvas is used as the primary sail on a boat, the ship may move even in the calmest weather, speed faster than current wind, or cruise in the opposite direction of the wind. Spending Fate points with the Farsail works exactly like the spell, with a sailor at the helm directing how the Fate points within the enchanted item are used.
  • Breathing Tube – While not as common as the other items, the Breathing Tube harnesses the creation of air as a means to draw breath where air is toxic or while underwater. The enchanted tube is placed in the mouth and its enchantment can be used for as many scenes as the level of the enchantment.

Mechanics

The UrSkeks brought their knowledge of complex machinery with them to Thra and shared some of their skills with the Gelfling. After the crystal cracked, the Skeksis continued to teach the ways of mechanics. Mechanics is a skill that allows characters to create, repair, or understand machinery and gizmos. While themes of ClockPunk should not dominate the setting, both the Skeksis and Gelflings user Mechanics to better their way of life and, now, as instruments of war.

Many of the ideas for the Mechanics rules were largely inspired by the Invention rules as presented in the Fate write-up of Atomic Robo, streamlined for simplicity and theme.

Every mechanical creation consists of three basic parts:

  • A function aspect
  • A flaw aspect
  • One or more stunts or physical powers

When crafting a new machine, consider what the device is intended to do and how it fits into the story; this will determine its function aspect. The player determines the function aspect. It should be simple, straightforward, and thematic to the world: Artificial Wings is good, but Jet-Pack or Clockwork Robot With The Ability To Heal or Destroy don’t fit the world of Thra and may be overly complex.

The flaw aspect is determined by the GM. The GM may choose the flaw immediately or play a Fate point to the player to assign a flaw at a later point in the story. Flaws are not intended to make a device inoperable; a flaw is a fundamental part of the device itself that can be used as a compel to put the players in an undesirable position or complicate the scene. Flaws may be:

  • Weighs a Ton
  • Fragile
  • Obvious Weakness
  • Oversized

Once the core aspects of the appliance have been determined, the stunts or powers that allow the device to fulfill the function must be determined. The number of stunts or powers will determine the difficulty and how many catches the device has. The difficulty for Mechanics starts at Mediocre (+0). Every stunt or power benefit the hardware has increases the difficulty by +2. The more benefits it has, the more complex it is, and the more complications [catches] its construction throws into the story. Failing the roll does necessarily not mean you fail to make the thing; you cannot fail to make it (unless you choose to). The skill roll determines how difficult or flawed the device ends up being. Catches may introduce new side-adventures all of their own. On a failed Mechanics roll, the GM chooses all of the catches; a successful roll allows the player to choose the catches. On a tie roll the GM and player take turns selecting, starting with the GM. Examples of catches include:

  • Requires a great deal of time to construct
  • Needs special materials
  • An additional Flaw
  • Needs the assistance of an NPC
  • Attracts unwanted addition

Existing devices will typically have an additional flaw for each catch, rather than elements that make construction more complex.

Repairs, Understanding, and Dismantling

Mechanics is also utilized when dealing with an existing device. The difficulty of repairing, understanding, or dismantling/altering a creation is based on the hardware’s stunts or powers. The difficulty for the roll starts at Mediocre (+0). As in creation, every benefit the apparatus has increases its difficulty by +2, however the difficulty may be reduced by any pertinent flaws or catches. Unlike creation, failed rolls are not treated as successful.

Collaboration

A Mechanics roll may be boosted if multiple characters have Mechanics and work together. First, a lead character must be selected. Their roll will be considered the primary indicator of success. Other characters with Mechanics may then make their roll based on the item’s challenge rating. If their roll is successful +1 is added to the lead roll.

Example Mechanical Devices

Aughra’s Orrery
Function: Mechanical Model of Thra’s Solar System
Flaw: Oversized
Stunts: Determine Next Conjunction
Catches: Requires special knowledge to use

Waterwheel
Function: Water-powered Source of Energy
Flaw: Size Determines Energy Created
Stunts: Creates Energy
Catches: Requires running water

Mechanical Eye
Function: Special Vision
Flaw: Replaces Normal Eye
Stunts: Sees Life Energy, Dark-vision
Catches: Cannot be turned off, can be blinded by stark shifts in light

Glider Back-Pack
Function: Artificial Wings
Flaw: Fragile
Stunts: Glide
Catches: Cannot fold like natural wings