Projection Range
This also affects power level — greater ranges increase the power final level.
| Range | Description | Roll modifier |
|---|---|---|
| Personal | Affects only the projector. | +2 |
| Touch | Affects the projector or something the projector is physically touching. | +1 |
| Eye | Affects a target the projector can look directly into the eyes of. | +0 |
| Voice / Glare | Affects anything the projector can clearly speak to (≈15–50 paces). | -1 |
| Sight | Affects anything the projector can see. | -2 |
| Arcane Connection | Affects a target via a personal link (hair, name, etc.), even at great distance. | -3 |
Notes:
- Arcane Connections must be acquired and prepared ahead of time.
- Power range impacts powe level. For example, increasing a power from Touch to Voice range raises the final power level by a set increment.
- Ritual powers and some spontaneous powers may also leverage these ranges, but higher ranges make spontaneous projecting more difficult unless the projector has sufficient Form + Technique + Stamina + die roll.
Projection Targets
The Target of a power determines how much or what kind of thing the power affects. Like Range and Duration, the Target contributes to the final power level — more complex or larger targets increase the level.
| Target | Description | Roll modifier |
|---|---|---|
| Individual | Affects a single person, object, or animal. The default, most common target. | +2 |
| Part | Affects only a part of a single object or being (e.g., a limb, clothing). | +1 |
| Group | Affects a collection of similar things — up to ~10 individuals/items. | +0 |
| Circle | Affects anything within a drawn circle at the time of projecting. | -1 |
| Room | Affects everything within a room (~100 paces in size). | -2 |
| Bloodline | Affects all members of a bloodline; newborns are affected upon birth during the duration of the projection. Requires Talent?? | -2 |
| Structure | Affects everything in a building-sized structure. | -3 |
| Boundary | Affects everything within a large defined area (e.g., village or forest edge). Requires a ritual. | -4 |
Notes:
- Terram: one cubic pace of stone or one cubic foot of metal.
- Group targets can be increased with size modifiers (for larger groups or items).
- Circle powers end when the circle is broken — useful for ongoing effects.
- Room, Structure, and especially Boundary targets require increasingly more powerful psychic power and are often Ritual powers.
- The size of the Individual varies by Form:
- Humans and xenos: one person
- Animal and plants: one creature up to Size +1
Projection Durations
Duration defines how long a power’s effect lasts. Durations affect the final level of a power — longer durations require more power to sustain.
Here are the standard durations, in order of increasing power:
Standard Durations
| Duration | Approx. Time | Description | Roll modifier |
|---|---|---|---|
| Momentary | Instantaneous | The effect happens and ends immediately. Useful for damage, creation, healing, or destruction. | +2 |
| Concentration | As long as projector concentrates | Ends when the projector stops concentrating. Can be disrupted. | +1 |
| Diameter | About 2 minutes | The time it takes the sun to move its diameter across the sky. | +1 |
| Sun | Until next sunrise/sunset | Ends at the next sunrise or sunset, whichever comes first. | +0 |
| Ring | As long as a ring remains intact | Power persists as long as the circle drawn during projecting remains unbroken. Often used with the “Circle” target. | +0 |
| Moon | About 28 days | Lasts until the next new or full moon. | -1 |
| Year | Until next solstice/equinox | Long-lasting power; requires a ritual. | -2 |
Special Notes
- Momentary is unique: it is used for permanent effects (like healing or creating things) that don’t need sustaining.
- Ring duration is tied to the physical integrity of a drawn circle. It can last indefinitely — or end immediately if the circle breaks.
- Moon and Year durations require Ritual powers.
- Higher durations make Spontaneous power much harder (or impossible without Warp Essence).
Arcana Moves Framework
1. Parlour Tricks (Fool’s Arcana)
Small, subtle, or ambiguous effects
- Stat Basis:
Intuition, Perception, or Dexterity - Nature:
- Quick, low-cost, often deniable
- Coincidences, sensory tricks, minor manipulations
- Feels like “luck” or “skill” rather than obvious magic
- Examples:
- Distract someone with a fleeting illusion
- Nudge probability slightly in your favor
- Conceal a small object
- Create a brief sensory disturbance
2. Spell Projections (Lesser Arcana)
Direct, immediate magical effects
- Stat Basis:
(Reason OR Intuition) + Willpower - Nature:
- Fast, forceful, clearly supernatural
- Requires focus and control
- Often used in conflict or decisive moments
- Examples:
- Deal harm or disrupt a target
- Create force, barriers, or energy
- Directly influence a mind or object
- Alter the environment instantly
3. Ritual Projections (Greater Arcana)
Slow, powerful, reality-shaping workings
- Stat Basis:
(Reason OR Intuition) + Willpower - Nature:
- Requires time, preparation, components, or conditions
- More stable, far-reaching, or symbolic effects
- Often interacts with Duration / Target / Range at higher scales
- Examples:
- Bind a place, bloodline, or entity
- Create long-lasting enchantments
- Summon or open pathways
- Rewrite conditions of reality over time
Simple Roll Structure
Roll: 2d10 + relevant stats, advantages and modifiers
| Roll Result | Outcome |
|---|---|
| 15+ | Full Success – The projection works exactly as intended, with maximum control and no drawbacks. |
| 10–14 | Success with Complication – The projection works, but with a cost, limitation, or unintended side effect. |
| ≤9 | Failure / GM Move – The projection fails or partially manifests; the GM introduces consequences or escalation. |
| Double 1 | Botch – Catastrophic failure. Magic backfires, creates unintended consequences, or escalates the situation dramatically. |
Two Paths of the Occult
1. Ecstatic / Intuitive Path
“I experience the truth.”
Core Traits
- Intuition, emotion, altered states
- Embodiment, trance, possession, dreams
- Direct contact with hidden reality
Methods
- Ritual trance, dance, breathwork
- Vision quests, dreams, psychedelia
- Symbolic thinking rather than logic
Strengths
- Flexible, adaptive, creative
- Strong connection to Dream, Gaia, Chaos
- Can bypass rigid structures of the Illusion
Weaknesses
- Unstable, unpredictable
- High botch risk (loss of control)
- Hard to reproduce or teach
Archetypes
- Shaman
- Mystic
- Witch
- Oracle
2. Academic / Rational Path
“I understand and control the truth.”
Core Traits
- Reason, structure, systemization
- Knowledge, symbols, formalized magic
- Control over forces rather than surrender
Methods
- Grimoires, formulas, sigils
- Precise ritual structure
- Naming, classification, logic
Strengths
- Reliable, repeatable
- Strong control over outcomes
- Works well with large-scale effects (rituals, structures)
Weaknesses
- Rigid, limited by paradigm
- Can reinforce the Illusion instead of breaking it
- Requires preparation and knowledge
Archetypes
- Magus
- Occult scholar
- Priest
- Alchemist
1. Aeon of Ignorance (Paradise)
Humanity exists in divine unity, aware of its true nature. No separation, no suffering.
Planes:
- Metropolis (Truth layer) — fully present, but experienced directly as reality
- Paradise — the only perceived state of existence
- No division into other planes
2. Aeon of Wilderness (Nod)
Post-Fall wandering. Reality becomes unstable; fragments of truth remain visible.
Planes:
- Illusion (Surface) — begins forming as a separating veil
- Gaia (Human-adjacent) — primal life and instinct dominate
- Metropolis — partially hidden but still bleeding through
- Early overlap with Dream Realms
3. Aeon of Magic (Hyperborea / Atlantis)
Awakened elites manipulate reality. Boundaries between worlds are thin.
Planes:
- Dream Realms (Human-adjacent) — actively accessed
- Inferno (Control vs Suffering) — emerges as destructive force
- Gaia — still strong
- Illusion — unstable and permeable
- Metropolis — reachable through magic
4. Aeon of Monuments (Early Civilizations)
Reality is stabilized through ritual, architecture, and hierarchy.
Planes:
- Elysium (Control) — manifests as order, hierarchy, divine authority
- Illusion — anchored and strengthened
- Inferno — suppressed but present beneath
- Dream Realms — begin to withdraw
- Gaia — increasingly controlled
5. Aeon of Empires (Imperial Order)
Large-scale systems enforce law and control.
Planes:
- Elysium vs Inferno — dominant opposing forces shaping reality
- Illusion — stabilized through institutions
- Gaia — marginalized
- Dream Realms — largely inaccessible
- Early formation of Underworld (Death layer) as systemized afterlife
6. Aeon of the God (Monotheism)
A single divine authority governs existence. Magic is suppressed.
Planes:
- Elysium — dominates as divine order
- Inferno — redefined as moral punishment
- Underworld — structured realm of the dead
- Illusion — reinforced through belief
- Other planes largely hidden
7. Aeon of Horizons (Exploration)
The world becomes mapped and finite. Mystery fades.
Planes:
- Illusion — expands globally and becomes totalizing
- Gaia — pushed to edges and wilderness
- Dream Realms — retreat further from waking reality
- Underworld — remains but distant and abstract
8. Aeon of Reason (Scientific Age)
Reality is defined by rationalism and materialism.
Planes:
- Illusion — becomes rigid and self-sustaining
- Limbo (Breakdown) — emerges as suppressed truths and forgotten realities
- Labyrinth (Breakdown) — manifests as psychological and existential disorientation
- Other planes are denied, ignored, or pathologized
9. Aeon of Collapse (Present Age)
The system destabilizes. The Demiurge is absent. Reality begins to fracture.
Planes:
- Void / Outside (Beyond) — begins to encroach at the edges of existence
- All planes begin to overlap and bleed into each other
- Metropolis (Truth) — increasingly visible beneath the Illusion
- Inferno & Elysium — lose stable control
- Dream, Gaia, Underworld — re-emerge into waking reality
- Limbo & Labyrinth — expand and consume weakened structures