Preview: Mighty Oaths and Dire Portents
over 1 year ago
– Wed, Aug 02, 2023 at 05:51:28 AM
Hello Argonauts,
We've got Chapter 5 coming to backers this Friday, with new rules for running Trinity Continuum: Aegis.
I've got a preview from that chapter for you today. This is just a small sample of what's coming our way later this week - a peek at Dramatic Editing working in the world of Aegis, Mighty Oaths, and Dire Portents...
We've got Chapter 5 coming to backers this Friday, with new rules for running Trinity Continuum: Aegis.
I've got a preview from that chapter for you today. This is just a small sample of what's coming our way later this week - a peek at Dramatic Editing working in the world of Aegis, Mighty Oaths, and Dire Portents...
Dramatic Editing
Fate and destiny are not mere words; heroes know that the gods and stranger powers often heap curses and boons upon the glorious general and the humble rural youth alike. Champions may spend their Inspiration on Dramatic Editing as outlined on p. 154 of the Trinity Continuum Core Rulebook, but all heroes may use (or be subjected to) the following Aegis-specific Dramatic Editing Rules.
Twists of Fate
The sailor escapes a horrible storm through a miraculously lucky turn of the wind, only to find herself in the path of an enemy despot’s armada. The prince escapes his would-be assassins’ knives due to a nighttime desire for a drink, but overhears his childhood companion plotting further betrayals. The healer discovers the cure for the plague growing in her house’s thatch, but the smell of the herb’s preparation attracts horrid monsters. A hero may always trust fate to pull them along, but they may not always like where they end up!
Mechanically, a hero may accept a Twist of Fate when they propose a Dramatic Edit. When they do, the Storyguide suggests an ironic, unfortunate, or unforeseen complication that accompanies the Edit, causing more trouble for the hero even as the character’s player gets what they want. If the player agrees, the Dramatic Edit takes effect, and the complication or consequence introduces itself later during the scene or session. Champions reduce the cost of their Dramatic Edit by 1, though they may not make cost 0 Dramatic Edits through Twists of Fate more than once per scene. If they accept additional Twists of Fate, they gain Momentum instead.
Twists of Fate should never reverse or spoil the original reason for the Dramatic Edit. The healer’s fortuitous herb shouldn’t actually cause the plague to spread further or cause a different contagious malady in their patients; the prince shouldn’t step away from their soon-to-be-stabbed bedding only to run into different assassins next to the wine krater. Similarly, Storyguides shouldn’t push for twists that players don’t buy into. It’s fine for Storyguide and players to talk over what sort of Twist of Fate is appropriate or enjoyable for everyone involved. If a player simply doesn’t like any of the proposed options, they may always reject the Twist of Fate and either pay for the Dramatic Edit normally or abandon it altogether.
From the viewpoint of heroes and their contemporaries, such events are bread and meat of being a hero. That their lives are beset with unexpected boons and challenges is simply the way of the world, and it’s what a hero does in the face of the gods’ fancies that proves their measure.
Mighty Oaths
Anyone may be bound by normal oaths to a friend, fellow citizen, or potentate, but heroes determined in their course may swear even mightier oaths. Whether to a favored deity, the gods at large, the Fates themselves, or simply to whoever is listening, a hero who imbues their oath with full intent to fulfill it often finds the way opened to them... but also courts disaster beyond human opprobrium if they break from their course.
A hero may declare a Mighty Oath to accomplish any feat that seems reasonably possible, but is also challenging or difficult: “I will defeat the Spartans in the field and drive them back to Laconia,” or “I will win the heart of fair Patroclus.” Clearly impossible or farcical oaths (“I will pull the moon out of the sky to crush Athens,” or “I will swallow the entire Aegean Sea”) are often simply a waste of character effort — however, sometimes they might provide interesting narrative opportunities if a player finds a way to make the metaphorical literal. For example, while the character might not be able to yank the moon out of its orbit, she may take advantage of a total eclipse to attack Athens under the cover of total darkness. Ultimately, the Storyguide and player can work together to determine whether a Mighty Oath is likely to be fulfilled, and look for chances to make good on the promise in interesting ways.
Storyguides should indicate whether an oath is outside the scope of the game and allow players to withdraw or change their statement, For example, a Storyguide might say “This game is going to focus on monsters rampaging across the ocean; you probably won’t be running into the Spartan army, but the Tyrsennian Fleet’s been raiding the coast...,” or “Patroclus is gay, Clytie, so that won’t work unless you intend to win him as a bosom companion instead of a romantic partner.” Lackluster, overly broad, or routine activities don’t qualify for oath status. (“‘I will defeat every enemy who raises a weapon against me’ is what your character was going to try to do anyway, David.”)
An oath-taker spends 1 Inspiration and clarifies their goal out-of-character to the Storyguide when swearing their oath. Once per scene until the Oath is fulfilled, made impossible, or broken, a character with an oath may reduce the cost of Dramatically Editing changes by 1 to make pursuing their oath easier or bringing it to relevance in the current scene.
Champions who swear Mighty Oaths may also use Extraordinary Effort (Trinity Continuum Core p. 153) for free once per scene when directly pursuing their oath.
Should a character knowingly break an oath or work against its completion, they immediately lose all benefits of the oath, and cannot spend or regain Inspiration for the rest of the session, or swear another Mighty Oath for the rest of the story. This never applies if an outside force physically compelled them to work against their oath or otherwise prevented them from exerting free will. Storyguides should always warn players if a course of action will result in an oath being broken.
If an oath becomes impossible to fulfill — “The Spartan army was torn apart by monstrous boars; none remain alive!” — the oath ends without incident. Similarly, if the oath becomes outside the scope of the current story (“Well, Patroclus is off with Achilles now and you’re exploring the coast of Africa…”) the Storyguide and player may agree to end the oath.
If the character successfully fulfills their oath, they immediately regain any spent Inspiration and count as having attained an Aspiration for all relevant purposes, once per session.
A character may only be affected by one Mighty Oath at a time, and cannot be forced to swear one they don’t fully believe in (or that their player doesn’t wish to make) by any means.
Dire Portents
While Oracles see the future in all its possible variety and wonder, any hero may catch sight of the shadow of doom upon the world. The fainthearted flee or hide at its approach, but the bold meet the challenge to prove their worth.
Once per session, a character may declare a Dire Portent; both something they’ve seen, and the threat it portends. This may be literal (“Clytie makes out the shape of ships on the horizon; the archon’s force will soon be upon us!”) or symbolic (“Solon sighs as one of the pots falls off the table and shatters on the ground; a bad sign for the Thebans standing firm with us during the war council.”)
Once per scene, any character may Dramatically Edit in further signs of the oncoming doom for free, creating a +2 Complication for a relevant check (“The nearing conflict makes the fishermen nervous; if Clytie doesn’t buy off the Complication when she’s bargaining with them, they’ll flee the area for the foreseeable future.” “If Solon doesn’t buy off the Complication when riding down his bandits his lance will break; another bad sign for the war council!”) gaining Momentum when they do.
If the portent comes to pass, the character who declared it gains an Inspiration, which may take them over their normal maximum for the scene. They may immediately spend it to Dramatically Edit appropriate preparations they’ve made for their foreseen calamity; Champions reduce the cost of the Edit by 1 Inspiration, to a minimum of zero.
If the portent doesn’t come to pass or is otherwise averted (“Solon’s generous gifts keep the Thebans happy; all that concern was for nothing!”) the effect simply ends.
Storyguides should be flexible when players introduce Dire Portents, and players should respect the tone and direction of the game. If anyone at the table objects to one being introduced (“Wait, the Atlanteans are attacking? Aren’t we trying to rescue Tiye’s lover from monster hunters and help Clytie woo that archon?”) Storyguide and players should discuss and come to agreement about what’s appropriate out-of-character.
Tomorrow, we'll have some more epic fiction with a Taste of Honey; our manuscript preview will come on Friday, and we'll get our first sneak peek at some Gifts this Saturday!
Please remember to share info about this campaign in your social circles and on your social media. Let's see if we can't add some more backers during these to middle weeks of the campaign so we set ourselves up for hitting another Stretch Goal or two!