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Magic
Magic is dangerous, costly, scary as hell, and often fickle.
If you want to have magic in your PC's life, have a suitable Distinction to go with it. You get Wyrd at d6 instead of the otherwise mandatory d4. You also have a Trauma at d6 that has to do with how you got your magic.
Magic is an Ability in Cortex terms. Essentially a themed menu of things (SFX) you can do. Instead of (or in addition to) Plot Points, they typically impose Stress or a Trauma (have this be a roll to represent the fickleness?). If you truly have the ethics of an Ichneumonid wasp, you can instead sacrifice something or someone, or even the local environment itself, blighting the landscape with corruption. This avoids personal debility but does tend to make one very unpopular.
Mechanics: you can take Stress the way you would normally use a PP to do magic. You can take Trauma for really scene-ending effects, the way the GM can spend 2d12 to do so. Instead of a Trauma on yourself you can put it on the environment. This also adds the same-sized die into the Wrath pool.