Charging MovesI've taken a first stab at charging moves. I started with Control schools (Dipsomancy, Entropomancy, and Epideromancy), because they seem the most complicated in many ways (the others I think will all be variants of gigs and/or the other surplus/want moves).
All schools have a charging move and each charging move has two parts ("on-screen" and "downtime", basically). Control schools emphasize the on-screen stuff (you make a move in a scene and get charges), while the downtime stuff is really only for when there's a week or more of downtime. Also, "downtime" charging isn't cumulative (i.e. entropomancers don't roll for each week of downtime, they can roll once if it's been a week or more--whether that's a week or ten years).
Control School Charging MovesOne of the reasons that I did the Control schools first, is that each of the three is pretty different, even though the underlying concept is the same.
Note: To start, I'm basically using the same charge structure as UA (the number of charges they can get and the costs of spells), meaning that a Dipsomancer can get 20 or more charges in a day. I may simplify that by shrinking the pools (everyone gets fewer charges, but spells are cheaper). Honestly, I want to get things worked out first by translating UA, then I'll have a better idea of all the moving pieces so I can make it fit AW better.Dipsomancy ChargingGet drunk. Every drink (as long as it impacts you, basically meaning ignoring the first drink) gives a minor charge. This is a really simple move:
When you
take a drink that increases your impairment, gain a charge. This is a
minor charge unless you are drinking out of a historically significant or potent vessel*, in which case it's a
significant charge, or if you're drinking a unique liquor*, in which case it's a
major charge. Dipsomancers have no "downtime" charging because every time the sober up they lose all charges so they aren't able build up charges over extended periods.
* using the same criteria as UATaboo: If you ever sober up, you immediately lose all charges.
Simple enough, except that it means I had to come up with a system for how being drunk impairs you. Here's my first stab (I'm fairly happy with it, but I think there's room for improvement).
Getting DrunkAlright, so there's a "drunk clock". In theory anyone can use this, but it's really meant for dipsomancers, who are always walking this tightrope between getting more charges without impairing themselves to the point of uselessness or passing out and waking up sober (and stripped of all charges). (For other characters, this level of detail usually isn't necessary--just slap a penalty on them or assign them a rating on the drunk clock without counting individual drinks.)
- 3:00: (2 drinks) buzzed; -1sharp & -1cool
- 6:00: (6 drinks) drunk; -2sharp & -2cool, -1 every other stat
- 9:00: (10 drinks) smashed; -2 all stats
- 10:00: (13 drinks) plastered; must act under fire every hour or so not to pass out (consequences from weak hits should play on being plastered: terrible judgment, lack of coordination, social blunders, etc., or they can cause 1-harm, bump you up +1-drunk, etc.)--if you pass out, you wake up sober (losing all charges if you're a dipsomancer)
- 11:00: (16 drinks) bombed; -3 all stats; black-out (you don't remember anything that happens until you sober up)
- 12:00:(18 drinks) alcohol poisoning; you automatically pass out, take 2-harm (plus another 1-harm if not treated within an hour)--if this puts you to 9:00 harm or beyond, you are unstable as normal and likely to die if you don't get treatment
Number of drinksOne of the key concepts in the above chart is the "number of drinks". This is included because dipsomancers get a charge for each drink. Basically the first drink is "free", the second drink bumps you up to 3:00, around the 6th drink you move to 6:00, and so on.
It isn't quite as simple as that, though, because you sober up slowly if you aren't drinking. Every hour that you drink nothing, your "number of drinks" drops by one. Note that you only drop if you have no drinks. You can't drink one drink an hour and simply maintain your current level; you're either going up (if you have any drinks) or down (if you have no drinks at all for an hour).
(Note that the number of drinks is based on UA's alcohol impairment chart so that it will balance roughly the number of charges gained--I make no claims that it's medically accurate. Also note that it reflects how much a dipsomancer--obviously a hard drinker--can consume and makes no attempts to incorporate things like body mass or other factors that affect how much you can drink. For anyone but a dipsomancer, ignore the number of drinks and just use the clock, moving them as feels right.)
(It would be simpler to do something like say "every time you move up a drunk clock segment you gain a charge", rather than using number of drinks, but then the number of charges dipsomancers get would drop dramatically. I may decide to make spells cheaper and go that way, but as I mentioned above, right now I'm try to keep charges on the same scale as they are in UA until I have a better idea what the whole magick system will look like.)
HangoversI haven't really thought about this in detail, so this is just quick thoughts. I'd lean towards saying that if you reach 6:00 or later on the drunk clock, you wake up with a -1ongoing that clears as soon as the hangover clears (GM discretion).
Entropomancer ChargingEntropomancers are about taking pointless risks (that aren't for any reason except getting charges); stuff like playing catch with a knife, driving blind, playing Russian roulette, doing nothing when someone shoots at you, etc. There's also a trade-off between the size of the stakes and the odds. A 10% chance of something really bad can get you a charge similar to a high chance of something minor happening.
Here's the move:
When you
take a pointless risk, gain 1 charge of the type indicated by the stakes and roll+stakes. On a 10+, both. On a 7-9, choose 1:
- you don't lose the stakes
- you are invigorated, take +1forward
On a miss, you lose the stakes.
When you
have a week or more of downtime in the fiction, pick a minor stakes and roll+stakes. On a 10+, take 3
minor charges or 1
significant charge (you choose). On a 7-9, choose 1:
- take 3 minor charges and lose the stakes
- get no charges and don't lose the stakes
On a miss, you get no charges and you lose the stakes.
Taboo: If you ever let another take a risk you aren't willing to take, you immediately lose all charges.
Minor Stakes:
- -1: pain or minor embarrasment (-1forward)
- =0: 1-cash, 1-harm
- +1: 2-cash, painful injury (-1ongoing for several days), humiliation
- +2: 3-cash, 2-harm, a piece of gear you care about, very public humiliation, etc.
- add +1 to the stakes if someone you care about or 5+ innocent bystanders will also suffer if you fail (note: if they are also an entropomancer, you can't take this bonus)
Significant Stakes:
- +1: 3-harm
- +2: all your cash, lose something very valuable and irreplaceable
- +3: death or debility (permanent injury)
- add +1 to the stakes (except for death or debility) if someone you care about or 5+ innocent bystanders will also suffer if you fail (note: if they are also an entropomancer, you can't take this bonus)
Major Stakes:
- +1: death for you* and 10 innocent bystanders
- +2: death for you* and someone you truly love
* This is a very real risk; you can't take a debility--if you lose, you all die, no weaseling outMagick and other moves can never be used to modify this move--you have to take the risk; if you don't actually take the risk, you don't get the charge. Similarly, if you
think you're at risk but actually aren't (e.g. you play Russian roulette with a gun you think is loaded, but it actually isn't) then you don't get the charge (and also don't need to roll, since there's no real danger).
Epideromancer ChargingEpideromancers hurt themselves in exchange for charges. Similar to dipsomancers (who suffer -5% to all skills per drink in the original UA rules), there's a bit of a challenge because the harm clock in AW is far less granular than wound points in UA. Like drinks, saying "every charge requires 1-harm" would dramatically cut down the number of charges an epideromancer could get.
Here's my rough draft of a move that hopefully make each injuries count and still work with AW.
When you
hurt yourself deliberately, choose an option below and gain charges as indicated:
- Small injury: Take 1 minor charge per injury Hold taken (max 4 Hold at a time). You may spend Hold at any time to (choose 1): Take -1 right now or choose an option from the 7-9 list of the suffer harm choices. Healing: Every two days, remove one Hold.
- Deliberate injury: Take 1 significant charge for each 1-harm taken. Healing: Harm heals normally, but you can't get medical care from others (that breaks your taboo) and you can't use magick to heal it, so time is the only way to heal these injuries (note that this means going about 6:00 harm means you're going to have to stabilize yourself with mundane first aid to avoid getting worse, meaning there's pretty real practical cap on how much you can do to yourself... assuming you plan on living through it, of course).
- Permanent injury: Take 1 major charge if you permanently injure yourself (take a debility; -1 to a stat). You may not take more than one debility to the same stat. Healing: You can't. It's permanent, duh.
When you
have a week or more of downtime in the fiction, roll+cool. On a 10+, gain +3
minor or +1
significant charges. On a 7-9, gain +1 injury Hold and 3
minor charges. On a miss, choose +1 injury Hold or lose 1
minor charge.
Taboo: If you ever let another modify your body (including medical attention, pedicures, hair cuts, etc.), you immediately lose all charges.
...
Like I said, everything above is still in a rough form, but I'm pleased with how it's coming together. I think that the other schools will be easier to do charging moves (though I'm not sure how to handle giving up memories for mechanomancers yet...)