Lonely Star

True Names, Curses, and Rage (WIP)

I am preparing to run a game, as of yet unnamed, but it got me thinking about a few different concepts: true names, cursing, and emotions that come to the character as if from the outside. I've tried to codify them into system as such, and would love some feedback.

My intentions and goals with the first two concepts is to make magic that is accessible and doesn't require too much specialisation, that can be used in the spur of the moment, but still carries risk with it. True Names can be used for bringing spirits to the bargaining table, invoking demons and such, while Cursing is the more aggressive version of that. Both of these were made in the mould / stolen from Weird Writer.

With the Anger system, my idea was to make a simple Pendragon-style Passion system like the one I outlined here, but which can also be used in a slightly more freeform fashion, and in a less social setting. The "problem" I usually come upon with Passions is that, for your Love (Wife) to take centre stage, your wife must be close to you, and in the game I'm preparing the players will be very far away indeed from any sort of settlement or civilisation. Not just in a wilderness, but in a land forbidden to enter entirely. Anyway, the system itself is inspired by the way that emotions are talked about in the Iliad, where Ares (conflict) seems to descend upon someone and possess them to take action.

CALLING UPON A TRUE NAME

By knowing the true name of a thing, that which spoke it into existence, one can control it. Gods may not be controlled in this fashion for they themselves are names.

Base Potency: 3

Add

Roll d6s equal to remaining Potency:

6- The thing is free from your power and you may nevermore attempt to command it in this way again.

7-9 The desired effect takes place but the spirit has been angered. Subtract -1 from the next attempt at commanding it.

10-11 The exact desired effect takes place.

12 The desired effect takes place and the request is received respectfully. Add +1 to the next attempt at commanding it.

CURSING

By whose authority are you damning them? This will determine Base Potency, but it will also determine which Mishaps can occur:

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Subtract

Effect: it’s an inconvenience injury (-1); it’s a deeply stigmatizing condition/debilitating illness (-2) [when in doubt, assume this Effect]; it makes social interaction or living within the world nearly impossible, potentially ruining a life (-3)

Duration: a week (-1); a month (-2); a year (-3); as long as hatred exists (-4) Roll a number of d6s equal to remaining Potency (min. 2) and take the two highest. Check the result:

​6- the curse backfires.

7-9 the curse is cast but the caster can’t fully control it. Roll a mishap.

10-11 the curse works as intended.

12 the curse works, but its power goes above and beyond as the caster gets lost on their hatred. Roll a mishap.

WHIPPING UP A RAGE

All persons have many spirits inhabiting their body. The spirit which animates them to be happy, for instance, lives in the stomach and tickles at the sight of a loved one. No spirit is more powerful however than that which lives in the hands and feet: the god anger. The Animating God, that which moves you to protect your pride, to do fierce battle, and to inflame you when things need be done.

Your anger goes from 1 to 6; you determine that number by inviting it into your heart. Whenever you do battle, add that number to all attacks and damage inflicted. Besides that, name up to your current Anger of things you would kill over: your Hate towards someone, your Loyalty to your leader, your Jealousy of someone, your Pride, your Love. Needless to say, these things must be around you in the Forbidden Lands, your past life has already been forfeit.

However, whenever your darker impulses might have the possibility of flaring up, you roll your Anger-in-6 chances of being animated into doing something you might regret later. This can be something as small as a perceived yet unintended slight against your manhood, or as great as a direct challenge issued towards you.

On top of that, when it becomes clear one of the things you named before is no more or you will never have access to it again (having your pride utterly crushed, being betrayed by the leader you trusted, seeing your loved one dead), count as follows starting at 1:

Roll a d6 under that number.